three.core.js 1.3 MB

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  1. /**
  2. * @license
  3. * Copyright 2010-2025 Three.js Authors
  4. * SPDX-License-Identifier: MIT
  5. */
  6. const REVISION = '182dev';
  7. /**
  8. * Represents mouse buttons and interaction types in context of controls.
  9. *
  10. * @type {ConstantsMouse}
  11. * @constant
  12. */
  13. const MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2, ROTATE: 0, DOLLY: 1, PAN: 2 };
  14. /**
  15. * Represents touch interaction types in context of controls.
  16. *
  17. * @type {ConstantsTouch}
  18. * @constant
  19. */
  20. const TOUCH = { ROTATE: 0, PAN: 1, DOLLY_PAN: 2, DOLLY_ROTATE: 3 };
  21. /**
  22. * Disables face culling.
  23. *
  24. * @type {number}
  25. * @constant
  26. */
  27. const CullFaceNone = 0;
  28. /**
  29. * Culls back faces.
  30. *
  31. * @type {number}
  32. * @constant
  33. */
  34. const CullFaceBack = 1;
  35. /**
  36. * Culls front faces.
  37. *
  38. * @type {number}
  39. * @constant
  40. */
  41. const CullFaceFront = 2;
  42. /**
  43. * Culls both front and back faces.
  44. *
  45. * @type {number}
  46. * @constant
  47. */
  48. const CullFaceFrontBack = 3;
  49. /**
  50. * Gives unfiltered shadow maps - fastest, but lowest quality.
  51. *
  52. * @type {number}
  53. * @constant
  54. */
  55. const BasicShadowMap = 0;
  56. /**
  57. * Filters shadow maps using the Percentage-Closer Filtering (PCF) algorithm.
  58. *
  59. * @type {number}
  60. * @constant
  61. */
  62. const PCFShadowMap = 1;
  63. /**
  64. * Filters shadow maps using the Percentage-Closer Filtering (PCF) algorithm with
  65. * better soft shadows especially when using low-resolution shadow maps.
  66. *
  67. * @type {number}
  68. * @constant
  69. */
  70. const PCFSoftShadowMap = 2;
  71. /**
  72. * Filters shadow maps using the Variance Shadow Map (VSM) algorithm.
  73. * When using VSMShadowMap all shadow receivers will also cast shadows.
  74. *
  75. * @type {number}
  76. * @constant
  77. */
  78. const VSMShadowMap = 3;
  79. /**
  80. * Only front faces are rendered.
  81. *
  82. * @type {number}
  83. * @constant
  84. */
  85. const FrontSide = 0;
  86. /**
  87. * Only back faces are rendered.
  88. *
  89. * @type {number}
  90. * @constant
  91. */
  92. const BackSide = 1;
  93. /**
  94. * Both front and back faces are rendered.
  95. *
  96. * @type {number}
  97. * @constant
  98. */
  99. const DoubleSide = 2;
  100. /**
  101. * No blending is performed which effectively disables
  102. * alpha transparency.
  103. *
  104. * @type {number}
  105. * @constant
  106. */
  107. const NoBlending = 0;
  108. /**
  109. * The default blending.
  110. *
  111. * @type {number}
  112. * @constant
  113. */
  114. const NormalBlending = 1;
  115. /**
  116. * Represents additive blending.
  117. *
  118. * @type {number}
  119. * @constant
  120. */
  121. const AdditiveBlending = 2;
  122. /**
  123. * Represents subtractive blending.
  124. *
  125. * @type {number}
  126. * @constant
  127. */
  128. const SubtractiveBlending = 3;
  129. /**
  130. * Represents multiply blending.
  131. *
  132. * @type {number}
  133. * @constant
  134. */
  135. const MultiplyBlending = 4;
  136. /**
  137. * Represents custom blending.
  138. *
  139. * @type {number}
  140. * @constant
  141. */
  142. const CustomBlending = 5;
  143. /**
  144. * A `source + destination` blending equation.
  145. *
  146. * @type {number}
  147. * @constant
  148. */
  149. const AddEquation = 100;
  150. /**
  151. * A `source - destination` blending equation.
  152. *
  153. * @type {number}
  154. * @constant
  155. */
  156. const SubtractEquation = 101;
  157. /**
  158. * A `destination - source` blending equation.
  159. *
  160. * @type {number}
  161. * @constant
  162. */
  163. const ReverseSubtractEquation = 102;
  164. /**
  165. * A blend equation that uses the minimum of source and destination.
  166. *
  167. * @type {number}
  168. * @constant
  169. */
  170. const MinEquation = 103;
  171. /**
  172. * A blend equation that uses the maximum of source and destination.
  173. *
  174. * @type {number}
  175. * @constant
  176. */
  177. const MaxEquation = 104;
  178. /**
  179. * Multiplies all colors by `0`.
  180. *
  181. * @type {number}
  182. * @constant
  183. */
  184. const ZeroFactor = 200;
  185. /**
  186. * Multiplies all colors by `1`.
  187. *
  188. * @type {number}
  189. * @constant
  190. */
  191. const OneFactor = 201;
  192. /**
  193. * Multiplies all colors by the source colors.
  194. *
  195. * @type {number}
  196. * @constant
  197. */
  198. const SrcColorFactor = 202;
  199. /**
  200. * Multiplies all colors by `1` minus each source color.
  201. *
  202. * @type {number}
  203. * @constant
  204. */
  205. const OneMinusSrcColorFactor = 203;
  206. /**
  207. * Multiplies all colors by the source alpha value.
  208. *
  209. * @type {number}
  210. * @constant
  211. */
  212. const SrcAlphaFactor = 204;
  213. /**
  214. * Multiplies all colors by 1 minus the source alpha value.
  215. *
  216. * @type {number}
  217. * @constant
  218. */
  219. const OneMinusSrcAlphaFactor = 205;
  220. /**
  221. * Multiplies all colors by the destination alpha value.
  222. *
  223. * @type {number}
  224. * @constant
  225. */
  226. const DstAlphaFactor = 206;
  227. /**
  228. * Multiplies all colors by `1` minus the destination alpha value.
  229. *
  230. * @type {number}
  231. * @constant
  232. */
  233. const OneMinusDstAlphaFactor = 207;
  234. /**
  235. * Multiplies all colors by the destination color.
  236. *
  237. * @type {number}
  238. * @constant
  239. */
  240. const DstColorFactor = 208;
  241. /**
  242. * Multiplies all colors by `1` minus each destination color.
  243. *
  244. * @type {number}
  245. * @constant
  246. */
  247. const OneMinusDstColorFactor = 209;
  248. /**
  249. * Multiplies the RGB colors by the smaller of either the source alpha
  250. * value or the value of `1` minus the destination alpha value. The alpha
  251. * value is multiplied by `1`.
  252. *
  253. * @type {number}
  254. * @constant
  255. */
  256. const SrcAlphaSaturateFactor = 210;
  257. /**
  258. * Multiplies all colors by a constant color.
  259. *
  260. * @type {number}
  261. * @constant
  262. */
  263. const ConstantColorFactor = 211;
  264. /**
  265. * Multiplies all colors by `1` minus a constant color.
  266. *
  267. * @type {number}
  268. * @constant
  269. */
  270. const OneMinusConstantColorFactor = 212;
  271. /**
  272. * Multiplies all colors by a constant alpha value.
  273. *
  274. * @type {number}
  275. * @constant
  276. */
  277. const ConstantAlphaFactor = 213;
  278. /**
  279. * Multiplies all colors by 1 minus a constant alpha value.
  280. *
  281. * @type {number}
  282. * @constant
  283. */
  284. const OneMinusConstantAlphaFactor = 214;
  285. /**
  286. * Never pass.
  287. *
  288. * @type {number}
  289. * @constant
  290. */
  291. const NeverDepth = 0;
  292. /**
  293. * Always pass.
  294. *
  295. * @type {number}
  296. * @constant
  297. */
  298. const AlwaysDepth = 1;
  299. /**
  300. * Pass if the incoming value is less than the depth buffer value.
  301. *
  302. * @type {number}
  303. * @constant
  304. */
  305. const LessDepth = 2;
  306. /**
  307. * Pass if the incoming value is less than or equal to the depth buffer value.
  308. *
  309. * @type {number}
  310. * @constant
  311. */
  312. const LessEqualDepth = 3;
  313. /**
  314. * Pass if the incoming value equals the depth buffer value.
  315. *
  316. * @type {number}
  317. * @constant
  318. */
  319. const EqualDepth = 4;
  320. /**
  321. * Pass if the incoming value is greater than or equal to the depth buffer value.
  322. *
  323. * @type {number}
  324. * @constant
  325. */
  326. const GreaterEqualDepth = 5;
  327. /**
  328. * Pass if the incoming value is greater than the depth buffer value.
  329. *
  330. * @type {number}
  331. * @constant
  332. */
  333. const GreaterDepth = 6;
  334. /**
  335. * Pass if the incoming value is not equal to the depth buffer value.
  336. *
  337. * @type {number}
  338. * @constant
  339. */
  340. const NotEqualDepth = 7;
  341. /**
  342. * Multiplies the environment map color with the surface color.
  343. *
  344. * @type {number}
  345. * @constant
  346. */
  347. const MultiplyOperation = 0;
  348. /**
  349. * Uses reflectivity to blend between the two colors.
  350. *
  351. * @type {number}
  352. * @constant
  353. */
  354. const MixOperation = 1;
  355. /**
  356. * Adds the two colors.
  357. *
  358. * @type {number}
  359. * @constant
  360. */
  361. const AddOperation = 2;
  362. /**
  363. * No tone mapping is applied.
  364. *
  365. * @type {number}
  366. * @constant
  367. */
  368. const NoToneMapping = 0;
  369. /**
  370. * Linear tone mapping.
  371. *
  372. * @type {number}
  373. * @constant
  374. */
  375. const LinearToneMapping = 1;
  376. /**
  377. * Reinhard tone mapping.
  378. *
  379. * @type {number}
  380. * @constant
  381. */
  382. const ReinhardToneMapping = 2;
  383. /**
  384. * Cineon tone mapping.
  385. *
  386. * @type {number}
  387. * @constant
  388. */
  389. const CineonToneMapping = 3;
  390. /**
  391. * ACES Filmic tone mapping.
  392. *
  393. * @type {number}
  394. * @constant
  395. */
  396. const ACESFilmicToneMapping = 4;
  397. /**
  398. * Custom tone mapping.
  399. *
  400. * Expects a custom implementation by modifying shader code of the material's fragment shader.
  401. *
  402. * @type {number}
  403. * @constant
  404. */
  405. const CustomToneMapping = 5;
  406. /**
  407. * AgX tone mapping.
  408. *
  409. * @type {number}
  410. * @constant
  411. */
  412. const AgXToneMapping = 6;
  413. /**
  414. * Neutral tone mapping.
  415. *
  416. * Implementation based on the Khronos 3D Commerce Group standard tone mapping.
  417. *
  418. * @type {number}
  419. * @constant
  420. */
  421. const NeutralToneMapping = 7;
  422. /**
  423. * The skinned mesh shares the same world space as the skeleton.
  424. *
  425. * @type {string}
  426. * @constant
  427. */
  428. const AttachedBindMode = 'attached';
  429. /**
  430. * The skinned mesh does not share the same world space as the skeleton.
  431. * This is useful when a skeleton is shared across multiple skinned meshes.
  432. *
  433. * @type {string}
  434. * @constant
  435. */
  436. const DetachedBindMode = 'detached';
  437. /**
  438. * Maps textures using the geometry's UV coordinates.
  439. *
  440. * @type {number}
  441. * @constant
  442. */
  443. const UVMapping = 300;
  444. /**
  445. * Reflection mapping for cube textures.
  446. *
  447. * @type {number}
  448. * @constant
  449. */
  450. const CubeReflectionMapping = 301;
  451. /**
  452. * Refraction mapping for cube textures.
  453. *
  454. * @type {number}
  455. * @constant
  456. */
  457. const CubeRefractionMapping = 302;
  458. /**
  459. * Reflection mapping for equirectangular textures.
  460. *
  461. * @type {number}
  462. * @constant
  463. */
  464. const EquirectangularReflectionMapping = 303;
  465. /**
  466. * Refraction mapping for equirectangular textures.
  467. *
  468. * @type {number}
  469. * @constant
  470. */
  471. const EquirectangularRefractionMapping = 304;
  472. /**
  473. * Reflection mapping for PMREM textures.
  474. *
  475. * @type {number}
  476. * @constant
  477. */
  478. const CubeUVReflectionMapping = 306;
  479. /**
  480. * The texture will simply repeat to infinity.
  481. *
  482. * @type {number}
  483. * @constant
  484. */
  485. const RepeatWrapping = 1000;
  486. /**
  487. * The last pixel of the texture stretches to the edge of the mesh.
  488. *
  489. * @type {number}
  490. * @constant
  491. */
  492. const ClampToEdgeWrapping = 1001;
  493. /**
  494. * The texture will repeats to infinity, mirroring on each repeat.
  495. *
  496. * @type {number}
  497. * @constant
  498. */
  499. const MirroredRepeatWrapping = 1002;
  500. /**
  501. * Returns the value of the texture element that is nearest (in Manhattan distance)
  502. * to the specified texture coordinates.
  503. *
  504. * @type {number}
  505. * @constant
  506. */
  507. const NearestFilter = 1003;
  508. /**
  509. * Chooses the mipmap that most closely matches the size of the pixel being textured
  510. * and uses the `NearestFilter` criterion (the texel nearest to the center of the pixel)
  511. * to produce a texture value.
  512. *
  513. * @type {number}
  514. * @constant
  515. */
  516. const NearestMipmapNearestFilter = 1004;
  517. const NearestMipMapNearestFilter = 1004; // legacy
  518. /**
  519. * Chooses the two mipmaps that most closely match the size of the pixel being textured and
  520. * uses the `NearestFilter` criterion to produce a texture value from each mipmap.
  521. * The final texture value is a weighted average of those two values.
  522. *
  523. * @type {number}
  524. * @constant
  525. */
  526. const NearestMipmapLinearFilter = 1005;
  527. const NearestMipMapLinearFilter = 1005; // legacy
  528. /**
  529. * Returns the weighted average of the four texture elements that are closest to the specified
  530. * texture coordinates, and can include items wrapped or repeated from other parts of a texture,
  531. * depending on the values of `wrapS` and `wrapT`, and on the exact mapping.
  532. *
  533. * @type {number}
  534. * @constant
  535. */
  536. const LinearFilter = 1006;
  537. /**
  538. * Chooses the mipmap that most closely matches the size of the pixel being textured and uses
  539. * the `LinearFilter` criterion (a weighted average of the four texels that are closest to the
  540. * center of the pixel) to produce a texture value.
  541. *
  542. * @type {number}
  543. * @constant
  544. */
  545. const LinearMipmapNearestFilter = 1007;
  546. const LinearMipMapNearestFilter = 1007; // legacy
  547. /**
  548. * Chooses the two mipmaps that most closely match the size of the pixel being textured and uses
  549. * the `LinearFilter` criterion to produce a texture value from each mipmap. The final texture value
  550. * is a weighted average of those two values.
  551. *
  552. * @type {number}
  553. * @constant
  554. */
  555. const LinearMipmapLinearFilter = 1008;
  556. const LinearMipMapLinearFilter = 1008; // legacy
  557. /**
  558. * An unsigned byte data type for textures.
  559. *
  560. * @type {number}
  561. * @constant
  562. */
  563. const UnsignedByteType = 1009;
  564. /**
  565. * A byte data type for textures.
  566. *
  567. * @type {number}
  568. * @constant
  569. */
  570. const ByteType = 1010;
  571. /**
  572. * A short data type for textures.
  573. *
  574. * @type {number}
  575. * @constant
  576. */
  577. const ShortType = 1011;
  578. /**
  579. * An unsigned short data type for textures.
  580. *
  581. * @type {number}
  582. * @constant
  583. */
  584. const UnsignedShortType = 1012;
  585. /**
  586. * An int data type for textures.
  587. *
  588. * @type {number}
  589. * @constant
  590. */
  591. const IntType = 1013;
  592. /**
  593. * An unsigned int data type for textures.
  594. *
  595. * @type {number}
  596. * @constant
  597. */
  598. const UnsignedIntType = 1014;
  599. /**
  600. * A float data type for textures.
  601. *
  602. * @type {number}
  603. * @constant
  604. */
  605. const FloatType = 1015;
  606. /**
  607. * A half float data type for textures.
  608. *
  609. * @type {number}
  610. * @constant
  611. */
  612. const HalfFloatType = 1016;
  613. /**
  614. * An unsigned short 4_4_4_4 (packed) data type for textures.
  615. *
  616. * @type {number}
  617. * @constant
  618. */
  619. const UnsignedShort4444Type = 1017;
  620. /**
  621. * An unsigned short 5_5_5_1 (packed) data type for textures.
  622. *
  623. * @type {number}
  624. * @constant
  625. */
  626. const UnsignedShort5551Type = 1018;
  627. /**
  628. * An unsigned int 24_8 data type for textures.
  629. *
  630. * @type {number}
  631. * @constant
  632. */
  633. const UnsignedInt248Type = 1020;
  634. /**
  635. * An unsigned int 5_9_9_9 (packed) data type for textures.
  636. *
  637. * @type {number}
  638. * @constant
  639. */
  640. const UnsignedInt5999Type = 35902;
  641. /**
  642. * An unsigned int 10_11_11 (packed) data type for textures.
  643. *
  644. * @type {number}
  645. * @constant
  646. */
  647. const UnsignedInt101111Type = 35899;
  648. /**
  649. * Discards the red, green and blue components and reads just the alpha component.
  650. *
  651. * @type {number}
  652. * @constant
  653. */
  654. const AlphaFormat = 1021;
  655. /**
  656. * Discards the alpha component and reads the red, green and blue component.
  657. *
  658. * @type {number}
  659. * @constant
  660. */
  661. const RGBFormat = 1022;
  662. /**
  663. * Reads the red, green, blue and alpha components.
  664. *
  665. * @type {number}
  666. * @constant
  667. */
  668. const RGBAFormat = 1023;
  669. /**
  670. * Reads each element as a single depth value, converts it to floating point, and clamps to the range `[0,1]`.
  671. *
  672. * @type {number}
  673. * @constant
  674. */
  675. const DepthFormat = 1026;
  676. /**
  677. * Reads each element is a pair of depth and stencil values. The depth component of the pair is interpreted as
  678. * in `DepthFormat`. The stencil component is interpreted based on the depth + stencil internal format.
  679. *
  680. * @type {number}
  681. * @constant
  682. */
  683. const DepthStencilFormat = 1027;
  684. /**
  685. * Discards the green, blue and alpha components and reads just the red component.
  686. *
  687. * @type {number}
  688. * @constant
  689. */
  690. const RedFormat = 1028;
  691. /**
  692. * Discards the green, blue and alpha components and reads just the red component. The texels are read as integers instead of floating point.
  693. *
  694. * @type {number}
  695. * @constant
  696. */
  697. const RedIntegerFormat = 1029;
  698. /**
  699. * Discards the alpha, and blue components and reads the red, and green components.
  700. *
  701. * @type {number}
  702. * @constant
  703. */
  704. const RGFormat = 1030;
  705. /**
  706. * Discards the alpha, and blue components and reads the red, and green components. The texels are read as integers instead of floating point.
  707. *
  708. * @type {number}
  709. * @constant
  710. */
  711. const RGIntegerFormat = 1031;
  712. /**
  713. * Discards the alpha component and reads the red, green and blue component. The texels are read as integers instead of floating point.
  714. *
  715. * @type {number}
  716. * @constant
  717. */
  718. const RGBIntegerFormat = 1032;
  719. /**
  720. * Reads the red, green, blue and alpha components. The texels are read as integers instead of floating point.
  721. *
  722. * @type {number}
  723. * @constant
  724. */
  725. const RGBAIntegerFormat = 1033;
  726. /**
  727. * A DXT1-compressed image in an RGB image format.
  728. *
  729. * @type {number}
  730. * @constant
  731. */
  732. const RGB_S3TC_DXT1_Format = 33776;
  733. /**
  734. * A DXT1-compressed image in an RGB image format with a simple on/off alpha value.
  735. *
  736. * @type {number}
  737. * @constant
  738. */
  739. const RGBA_S3TC_DXT1_Format = 33777;
  740. /**
  741. * A DXT3-compressed image in an RGBA image format. Compared to a 32-bit RGBA texture, it offers 4:1 compression.
  742. *
  743. * @type {number}
  744. * @constant
  745. */
  746. const RGBA_S3TC_DXT3_Format = 33778;
  747. /**
  748. * A DXT5-compressed image in an RGBA image format. It also provides a 4:1 compression, but differs to the DXT3
  749. * compression in how the alpha compression is done.
  750. *
  751. * @type {number}
  752. * @constant
  753. */
  754. const RGBA_S3TC_DXT5_Format = 33779;
  755. /**
  756. * PVRTC RGB compression in 4-bit mode. One block for each 4×4 pixels.
  757. *
  758. * @type {number}
  759. * @constant
  760. */
  761. const RGB_PVRTC_4BPPV1_Format = 35840;
  762. /**
  763. * PVRTC RGB compression in 2-bit mode. One block for each 8×4 pixels.
  764. *
  765. * @type {number}
  766. * @constant
  767. */
  768. const RGB_PVRTC_2BPPV1_Format = 35841;
  769. /**
  770. * PVRTC RGBA compression in 4-bit mode. One block for each 4×4 pixels.
  771. *
  772. * @type {number}
  773. * @constant
  774. */
  775. const RGBA_PVRTC_4BPPV1_Format = 35842;
  776. /**
  777. * PVRTC RGBA compression in 2-bit mode. One block for each 8×4 pixels.
  778. *
  779. * @type {number}
  780. * @constant
  781. */
  782. const RGBA_PVRTC_2BPPV1_Format = 35843;
  783. /**
  784. * ETC1 RGB format.
  785. *
  786. * @type {number}
  787. * @constant
  788. */
  789. const RGB_ETC1_Format = 36196;
  790. /**
  791. * ETC2 RGB format.
  792. *
  793. * @type {number}
  794. * @constant
  795. */
  796. const RGB_ETC2_Format = 37492;
  797. /**
  798. * ETC2 RGBA format.
  799. *
  800. * @type {number}
  801. * @constant
  802. */
  803. const RGBA_ETC2_EAC_Format = 37496;
  804. /**
  805. * ASTC RGBA 4x4 format.
  806. *
  807. * @type {number}
  808. * @constant
  809. */
  810. const RGBA_ASTC_4x4_Format = 37808;
  811. /**
  812. * ASTC RGBA 5x4 format.
  813. *
  814. * @type {number}
  815. * @constant
  816. */
  817. const RGBA_ASTC_5x4_Format = 37809;
  818. /**
  819. * ASTC RGBA 5x5 format.
  820. *
  821. * @type {number}
  822. * @constant
  823. */
  824. const RGBA_ASTC_5x5_Format = 37810;
  825. /**
  826. * ASTC RGBA 6x5 format.
  827. *
  828. * @type {number}
  829. * @constant
  830. */
  831. const RGBA_ASTC_6x5_Format = 37811;
  832. /**
  833. * ASTC RGBA 6x6 format.
  834. *
  835. * @type {number}
  836. * @constant
  837. */
  838. const RGBA_ASTC_6x6_Format = 37812;
  839. /**
  840. * ASTC RGBA 8x5 format.
  841. *
  842. * @type {number}
  843. * @constant
  844. */
  845. const RGBA_ASTC_8x5_Format = 37813;
  846. /**
  847. * ASTC RGBA 8x6 format.
  848. *
  849. * @type {number}
  850. * @constant
  851. */
  852. const RGBA_ASTC_8x6_Format = 37814;
  853. /**
  854. * ASTC RGBA 8x8 format.
  855. *
  856. * @type {number}
  857. * @constant
  858. */
  859. const RGBA_ASTC_8x8_Format = 37815;
  860. /**
  861. * ASTC RGBA 10x5 format.
  862. *
  863. * @type {number}
  864. * @constant
  865. */
  866. const RGBA_ASTC_10x5_Format = 37816;
  867. /**
  868. * ASTC RGBA 10x6 format.
  869. *
  870. * @type {number}
  871. * @constant
  872. */
  873. const RGBA_ASTC_10x6_Format = 37817;
  874. /**
  875. * ASTC RGBA 10x8 format.
  876. *
  877. * @type {number}
  878. * @constant
  879. */
  880. const RGBA_ASTC_10x8_Format = 37818;
  881. /**
  882. * ASTC RGBA 10x10 format.
  883. *
  884. * @type {number}
  885. * @constant
  886. */
  887. const RGBA_ASTC_10x10_Format = 37819;
  888. /**
  889. * ASTC RGBA 12x10 format.
  890. *
  891. * @type {number}
  892. * @constant
  893. */
  894. const RGBA_ASTC_12x10_Format = 37820;
  895. /**
  896. * ASTC RGBA 12x12 format.
  897. *
  898. * @type {number}
  899. * @constant
  900. */
  901. const RGBA_ASTC_12x12_Format = 37821;
  902. /**
  903. * BPTC RGBA format.
  904. *
  905. * @type {number}
  906. * @constant
  907. */
  908. const RGBA_BPTC_Format = 36492;
  909. /**
  910. * BPTC Signed RGB format.
  911. *
  912. * @type {number}
  913. * @constant
  914. */
  915. const RGB_BPTC_SIGNED_Format = 36494;
  916. /**
  917. * BPTC Unsigned RGB format.
  918. *
  919. * @type {number}
  920. * @constant
  921. */
  922. const RGB_BPTC_UNSIGNED_Format = 36495;
  923. /**
  924. * RGTC1 Red format.
  925. *
  926. * @type {number}
  927. * @constant
  928. */
  929. const RED_RGTC1_Format = 36283;
  930. /**
  931. * RGTC1 Signed Red format.
  932. *
  933. * @type {number}
  934. * @constant
  935. */
  936. const SIGNED_RED_RGTC1_Format = 36284;
  937. /**
  938. * RGTC2 Red Green format.
  939. *
  940. * @type {number}
  941. * @constant
  942. */
  943. const RED_GREEN_RGTC2_Format = 36285;
  944. /**
  945. * RGTC2 Signed Red Green format.
  946. *
  947. * @type {number}
  948. * @constant
  949. */
  950. const SIGNED_RED_GREEN_RGTC2_Format = 36286;
  951. /**
  952. * Animations are played once.
  953. *
  954. * @type {number}
  955. * @constant
  956. */
  957. const LoopOnce = 2200;
  958. /**
  959. * Animations are played with a chosen number of repetitions, each time jumping from
  960. * the end of the clip directly to its beginning.
  961. *
  962. * @type {number}
  963. * @constant
  964. */
  965. const LoopRepeat = 2201;
  966. /**
  967. * Animations are played with a chosen number of repetitions, alternately playing forward
  968. * and backward.
  969. *
  970. * @type {number}
  971. * @constant
  972. */
  973. const LoopPingPong = 2202;
  974. /**
  975. * Discrete interpolation mode for keyframe tracks.
  976. *
  977. * @type {number}
  978. * @constant
  979. */
  980. const InterpolateDiscrete = 2300;
  981. /**
  982. * Linear interpolation mode for keyframe tracks.
  983. *
  984. * @type {number}
  985. * @constant
  986. */
  987. const InterpolateLinear = 2301;
  988. /**
  989. * Smooth interpolation mode for keyframe tracks.
  990. *
  991. * @type {number}
  992. * @constant
  993. */
  994. const InterpolateSmooth = 2302;
  995. /**
  996. * Zero curvature ending for animations.
  997. *
  998. * @type {number}
  999. * @constant
  1000. */
  1001. const ZeroCurvatureEnding = 2400;
  1002. /**
  1003. * Zero slope ending for animations.
  1004. *
  1005. * @type {number}
  1006. * @constant
  1007. */
  1008. const ZeroSlopeEnding = 2401;
  1009. /**
  1010. * Wrap around ending for animations.
  1011. *
  1012. * @type {number}
  1013. * @constant
  1014. */
  1015. const WrapAroundEnding = 2402;
  1016. /**
  1017. * Default animation blend mode.
  1018. *
  1019. * @type {number}
  1020. * @constant
  1021. */
  1022. const NormalAnimationBlendMode = 2500;
  1023. /**
  1024. * Additive animation blend mode. Can be used to layer motions on top of
  1025. * each other to build complex performances from smaller re-usable assets.
  1026. *
  1027. * @type {number}
  1028. * @constant
  1029. */
  1030. const AdditiveAnimationBlendMode = 2501;
  1031. /**
  1032. * For every three vertices draw a single triangle.
  1033. *
  1034. * @type {number}
  1035. * @constant
  1036. */
  1037. const TrianglesDrawMode = 0;
  1038. /**
  1039. * For each vertex draw a triangle from the last three vertices.
  1040. *
  1041. * @type {number}
  1042. * @constant
  1043. */
  1044. const TriangleStripDrawMode = 1;
  1045. /**
  1046. * For each vertex draw a triangle from the first vertex and the last two vertices.
  1047. *
  1048. * @type {number}
  1049. * @constant
  1050. */
  1051. const TriangleFanDrawMode = 2;
  1052. /**
  1053. * Basic depth packing.
  1054. *
  1055. * @type {number}
  1056. * @constant
  1057. */
  1058. const BasicDepthPacking = 3200;
  1059. /**
  1060. * A depth value is packed into 32 bit RGBA.
  1061. *
  1062. * @type {number}
  1063. * @constant
  1064. */
  1065. const RGBADepthPacking = 3201;
  1066. /**
  1067. * A depth value is packed into 24 bit RGB.
  1068. *
  1069. * @type {number}
  1070. * @constant
  1071. */
  1072. const RGBDepthPacking = 3202;
  1073. /**
  1074. * A depth value is packed into 16 bit RG.
  1075. *
  1076. * @type {number}
  1077. * @constant
  1078. */
  1079. const RGDepthPacking = 3203;
  1080. /**
  1081. * Normal information is relative to the underlying surface.
  1082. *
  1083. * @type {number}
  1084. * @constant
  1085. */
  1086. const TangentSpaceNormalMap = 0;
  1087. /**
  1088. * Normal information is relative to the object orientation.
  1089. *
  1090. * @type {number}
  1091. * @constant
  1092. */
  1093. const ObjectSpaceNormalMap = 1;
  1094. // Color space string identifiers, matching CSS Color Module Level 4 and WebGPU names where available.
  1095. /**
  1096. * No color space.
  1097. *
  1098. * @type {string}
  1099. * @constant
  1100. */
  1101. const NoColorSpace = '';
  1102. /**
  1103. * sRGB color space.
  1104. *
  1105. * @type {string}
  1106. * @constant
  1107. */
  1108. const SRGBColorSpace = 'srgb';
  1109. /**
  1110. * sRGB-linear color space.
  1111. *
  1112. * @type {string}
  1113. * @constant
  1114. */
  1115. const LinearSRGBColorSpace = 'srgb-linear';
  1116. /**
  1117. * Linear transfer function.
  1118. *
  1119. * @type {string}
  1120. * @constant
  1121. */
  1122. const LinearTransfer = 'linear';
  1123. /**
  1124. * sRGB transfer function.
  1125. *
  1126. * @type {string}
  1127. * @constant
  1128. */
  1129. const SRGBTransfer = 'srgb';
  1130. /**
  1131. * Sets the stencil buffer value to `0`.
  1132. *
  1133. * @type {number}
  1134. * @constant
  1135. */
  1136. const ZeroStencilOp = 0;
  1137. /**
  1138. * Keeps the current value.
  1139. *
  1140. * @type {number}
  1141. * @constant
  1142. */
  1143. const KeepStencilOp = 7680;
  1144. /**
  1145. * Sets the stencil buffer value to the specified reference value.
  1146. *
  1147. * @type {number}
  1148. * @constant
  1149. */
  1150. const ReplaceStencilOp = 7681;
  1151. /**
  1152. * Increments the current stencil buffer value. Clamps to the maximum representable unsigned value.
  1153. *
  1154. * @type {number}
  1155. * @constant
  1156. */
  1157. const IncrementStencilOp = 7682;
  1158. /**
  1159. * Decrements the current stencil buffer value. Clamps to `0`.
  1160. *
  1161. * @type {number}
  1162. * @constant
  1163. */
  1164. const DecrementStencilOp = 7683;
  1165. /**
  1166. * Increments the current stencil buffer value. Wraps stencil buffer value to zero when incrementing
  1167. * the maximum representable unsigned value.
  1168. *
  1169. * @type {number}
  1170. * @constant
  1171. */
  1172. const IncrementWrapStencilOp = 34055;
  1173. /**
  1174. * Decrements the current stencil buffer value. Wraps stencil buffer value to the maximum representable
  1175. * unsigned value when decrementing a stencil buffer value of `0`.
  1176. *
  1177. * @type {number}
  1178. * @constant
  1179. */
  1180. const DecrementWrapStencilOp = 34056;
  1181. /**
  1182. * Inverts the current stencil buffer value bitwise.
  1183. *
  1184. * @type {number}
  1185. * @constant
  1186. */
  1187. const InvertStencilOp = 5386;
  1188. /**
  1189. * Will never return true.
  1190. *
  1191. * @type {number}
  1192. * @constant
  1193. */
  1194. const NeverStencilFunc = 512;
  1195. /**
  1196. * Will return true if the stencil reference value is less than the current stencil value.
  1197. *
  1198. * @type {number}
  1199. * @constant
  1200. */
  1201. const LessStencilFunc = 513;
  1202. /**
  1203. * Will return true if the stencil reference value is equal to the current stencil value.
  1204. *
  1205. * @type {number}
  1206. * @constant
  1207. */
  1208. const EqualStencilFunc = 514;
  1209. /**
  1210. * Will return true if the stencil reference value is less than or equal to the current stencil value.
  1211. *
  1212. * @type {number}
  1213. * @constant
  1214. */
  1215. const LessEqualStencilFunc = 515;
  1216. /**
  1217. * Will return true if the stencil reference value is greater than the current stencil value.
  1218. *
  1219. * @type {number}
  1220. * @constant
  1221. */
  1222. const GreaterStencilFunc = 516;
  1223. /**
  1224. * Will return true if the stencil reference value is not equal to the current stencil value.
  1225. *
  1226. * @type {number}
  1227. * @constant
  1228. */
  1229. const NotEqualStencilFunc = 517;
  1230. /**
  1231. * Will return true if the stencil reference value is greater than or equal to the current stencil value.
  1232. *
  1233. * @type {number}
  1234. * @constant
  1235. */
  1236. const GreaterEqualStencilFunc = 518;
  1237. /**
  1238. * Will always return true.
  1239. *
  1240. * @type {number}
  1241. * @constant
  1242. */
  1243. const AlwaysStencilFunc = 519;
  1244. /**
  1245. * Never pass.
  1246. *
  1247. * @type {number}
  1248. * @constant
  1249. */
  1250. const NeverCompare = 512;
  1251. /**
  1252. * Pass if the incoming value is less than the texture value.
  1253. *
  1254. * @type {number}
  1255. * @constant
  1256. */
  1257. const LessCompare = 513;
  1258. /**
  1259. * Pass if the incoming value equals the texture value.
  1260. *
  1261. * @type {number}
  1262. * @constant
  1263. */
  1264. const EqualCompare = 514;
  1265. /**
  1266. * Pass if the incoming value is less than or equal to the texture value.
  1267. *
  1268. * @type {number}
  1269. * @constant
  1270. */
  1271. const LessEqualCompare = 515;
  1272. /**
  1273. * Pass if the incoming value is greater than the texture value.
  1274. *
  1275. * @type {number}
  1276. * @constant
  1277. */
  1278. const GreaterCompare = 516;
  1279. /**
  1280. * Pass if the incoming value is not equal to the texture value.
  1281. *
  1282. * @type {number}
  1283. * @constant
  1284. */
  1285. const NotEqualCompare = 517;
  1286. /**
  1287. * Pass if the incoming value is greater than or equal to the texture value.
  1288. *
  1289. * @type {number}
  1290. * @constant
  1291. */
  1292. const GreaterEqualCompare = 518;
  1293. /**
  1294. * Always pass.
  1295. *
  1296. * @type {number}
  1297. * @constant
  1298. */
  1299. const AlwaysCompare = 519;
  1300. /**
  1301. * The contents are intended to be specified once by the application, and used many
  1302. * times as the source for drawing and image specification commands.
  1303. *
  1304. * @type {number}
  1305. * @constant
  1306. */
  1307. const StaticDrawUsage = 35044;
  1308. /**
  1309. * The contents are intended to be respecified repeatedly by the application, and
  1310. * used many times as the source for drawing and image specification commands.
  1311. *
  1312. * @type {number}
  1313. * @constant
  1314. */
  1315. const DynamicDrawUsage = 35048;
  1316. /**
  1317. * The contents are intended to be specified once by the application, and used at most
  1318. * a few times as the source for drawing and image specification commands.
  1319. *
  1320. * @type {number}
  1321. * @constant
  1322. */
  1323. const StreamDrawUsage = 35040;
  1324. /**
  1325. * The contents are intended to be specified once by reading data from the 3D API, and queried
  1326. * many times by the application.
  1327. *
  1328. * @type {number}
  1329. * @constant
  1330. */
  1331. const StaticReadUsage = 35045;
  1332. /**
  1333. * The contents are intended to be respecified repeatedly by reading data from the 3D API, and queried
  1334. * many times by the application.
  1335. *
  1336. * @type {number}
  1337. * @constant
  1338. */
  1339. const DynamicReadUsage = 35049;
  1340. /**
  1341. * The contents are intended to be specified once by reading data from the 3D API, and queried at most
  1342. * a few times by the application
  1343. *
  1344. * @type {number}
  1345. * @constant
  1346. */
  1347. const StreamReadUsage = 35041;
  1348. /**
  1349. * The contents are intended to be specified once by reading data from the 3D API, and used many times as
  1350. * the source for WebGL drawing and image specification commands.
  1351. *
  1352. * @type {number}
  1353. * @constant
  1354. */
  1355. const StaticCopyUsage = 35046;
  1356. /**
  1357. * The contents are intended to be respecified repeatedly by reading data from the 3D API, and used many times
  1358. * as the source for WebGL drawing and image specification commands.
  1359. *
  1360. * @type {number}
  1361. * @constant
  1362. */
  1363. const DynamicCopyUsage = 35050;
  1364. /**
  1365. * The contents are intended to be specified once by reading data from the 3D API, and used at most a few times
  1366. * as the source for WebGL drawing and image specification commands.
  1367. *
  1368. * @type {number}
  1369. * @constant
  1370. */
  1371. const StreamCopyUsage = 35042;
  1372. /**
  1373. * GLSL 1 shader code.
  1374. *
  1375. * @type {string}
  1376. * @constant
  1377. */
  1378. const GLSL1 = '100';
  1379. /**
  1380. * GLSL 3 shader code.
  1381. *
  1382. * @type {string}
  1383. * @constant
  1384. */
  1385. const GLSL3 = '300 es';
  1386. /**
  1387. * WebGL coordinate system.
  1388. *
  1389. * @type {number}
  1390. * @constant
  1391. */
  1392. const WebGLCoordinateSystem = 2000;
  1393. /**
  1394. * WebGPU coordinate system.
  1395. *
  1396. * @type {number}
  1397. * @constant
  1398. */
  1399. const WebGPUCoordinateSystem = 2001;
  1400. /**
  1401. * Represents the different timestamp query types.
  1402. *
  1403. * @type {ConstantsTimestampQuery}
  1404. * @constant
  1405. */
  1406. const TimestampQuery = {
  1407. COMPUTE: 'compute',
  1408. RENDER: 'render'
  1409. };
  1410. /**
  1411. * Represents mouse buttons and interaction types in context of controls.
  1412. *
  1413. * @type {ConstantsInterpolationSamplingType}
  1414. * @constant
  1415. */
  1416. const InterpolationSamplingType = {
  1417. PERSPECTIVE: 'perspective',
  1418. LINEAR: 'linear',
  1419. FLAT: 'flat'
  1420. };
  1421. /**
  1422. * Represents the different interpolation sampling modes.
  1423. *
  1424. * @type {ConstantsInterpolationSamplingMode}
  1425. * @constant
  1426. */
  1427. const InterpolationSamplingMode = {
  1428. NORMAL: 'normal',
  1429. CENTROID: 'centroid',
  1430. SAMPLE: 'sample',
  1431. FIRST: 'first',
  1432. EITHER: 'either'
  1433. };
  1434. /**
  1435. * This type represents mouse buttons and interaction types in context of controls.
  1436. *
  1437. * @typedef {Object} ConstantsMouse
  1438. * @property {number} MIDDLE - The left mouse button.
  1439. * @property {number} LEFT - The middle mouse button.
  1440. * @property {number} RIGHT - The right mouse button.
  1441. * @property {number} ROTATE - A rotate interaction.
  1442. * @property {number} DOLLY - A dolly interaction.
  1443. * @property {number} PAN - A pan interaction.
  1444. **/
  1445. /**
  1446. * This type represents touch interaction types in context of controls.
  1447. *
  1448. * @typedef {Object} ConstantsTouch
  1449. * @property {number} ROTATE - A rotate interaction.
  1450. * @property {number} PAN - A pan interaction.
  1451. * @property {number} DOLLY_PAN - The dolly-pan interaction.
  1452. * @property {number} DOLLY_ROTATE - A dolly-rotate interaction.
  1453. **/
  1454. /**
  1455. * This type represents the different timestamp query types.
  1456. *
  1457. * @typedef {Object} ConstantsTimestampQuery
  1458. * @property {string} COMPUTE - A `compute` timestamp query.
  1459. * @property {string} RENDER - A `render` timestamp query.
  1460. **/
  1461. /**
  1462. * Represents the different interpolation sampling types.
  1463. *
  1464. * @typedef {Object} ConstantsInterpolationSamplingType
  1465. * @property {string} PERSPECTIVE - Perspective-correct interpolation.
  1466. * @property {string} LINEAR - Linear interpolation.
  1467. * @property {string} FLAT - Flat interpolation.
  1468. */
  1469. /**
  1470. * Represents the different interpolation sampling modes.
  1471. *
  1472. * @typedef {Object} ConstantsInterpolationSamplingMode
  1473. * @property {string} NORMAL - Normal sampling mode.
  1474. * @property {string} CENTROID - Centroid sampling mode.
  1475. * @property {string} SAMPLE - Sample-specific sampling mode.
  1476. * @property {string} FIRST - Flat interpolation using the first vertex.
  1477. * @property {string} EITHER - Flat interpolation using either vertex.
  1478. */
  1479. function arrayNeedsUint32( array ) {
  1480. // assumes larger values usually on last
  1481. for ( let i = array.length - 1; i >= 0; -- i ) {
  1482. if ( array[ i ] >= 65535 ) return true; // account for PRIMITIVE_RESTART_FIXED_INDEX, #24565
  1483. }
  1484. return false;
  1485. }
  1486. const TYPED_ARRAYS = {
  1487. Int8Array: Int8Array,
  1488. Uint8Array: Uint8Array,
  1489. Uint8ClampedArray: Uint8ClampedArray,
  1490. Int16Array: Int16Array,
  1491. Uint16Array: Uint16Array,
  1492. Int32Array: Int32Array,
  1493. Uint32Array: Uint32Array,
  1494. Float32Array: Float32Array,
  1495. Float64Array: Float64Array
  1496. };
  1497. function getTypedArray( type, buffer ) {
  1498. return new TYPED_ARRAYS[ type ]( buffer );
  1499. }
  1500. function createElementNS( name ) {
  1501. return document.createElementNS( 'http://www.w3.org/1999/xhtml', name );
  1502. }
  1503. function createCanvasElement() {
  1504. const canvas = createElementNS( 'canvas' );
  1505. canvas.style.display = 'block';
  1506. return canvas;
  1507. }
  1508. const _cache = {};
  1509. let _setConsoleFunction = null;
  1510. function setConsoleFunction( fn ) {
  1511. _setConsoleFunction = fn;
  1512. }
  1513. function getConsoleFunction() {
  1514. return _setConsoleFunction;
  1515. }
  1516. function log( ...params ) {
  1517. const message = 'THREE.' + params.shift();
  1518. if ( _setConsoleFunction ) {
  1519. _setConsoleFunction( 'log', message, ...params );
  1520. } else {
  1521. console.log( message, ...params );
  1522. }
  1523. }
  1524. function warn( ...params ) {
  1525. const message = 'THREE.' + params.shift();
  1526. if ( _setConsoleFunction ) {
  1527. _setConsoleFunction( 'warn', message, ...params );
  1528. } else {
  1529. console.warn( message, ...params );
  1530. }
  1531. }
  1532. function error( ...params ) {
  1533. const message = 'THREE.' + params.shift();
  1534. if ( _setConsoleFunction ) {
  1535. _setConsoleFunction( 'error', message, ...params );
  1536. } else {
  1537. console.error( message, ...params );
  1538. }
  1539. }
  1540. function warnOnce( ...params ) {
  1541. const message = params.join( ' ' );
  1542. if ( message in _cache ) return;
  1543. _cache[ message ] = true;
  1544. warn( ...params );
  1545. }
  1546. function probeAsync( gl, sync, interval ) {
  1547. return new Promise( function ( resolve, reject ) {
  1548. function probe() {
  1549. switch ( gl.clientWaitSync( sync, gl.SYNC_FLUSH_COMMANDS_BIT, 0 ) ) {
  1550. case gl.WAIT_FAILED:
  1551. reject();
  1552. break;
  1553. case gl.TIMEOUT_EXPIRED:
  1554. setTimeout( probe, interval );
  1555. break;
  1556. default:
  1557. resolve();
  1558. }
  1559. }
  1560. setTimeout( probe, interval );
  1561. } );
  1562. }
  1563. /**
  1564. * This modules allows to dispatch event objects on custom JavaScript objects.
  1565. *
  1566. * Main repository: [eventdispatcher.js](https://github.com/mrdoob/eventdispatcher.js/)
  1567. *
  1568. * Code Example:
  1569. * ```js
  1570. * class Car extends EventDispatcher {
  1571. * start() {
  1572. * this.dispatchEvent( { type: 'start', message: 'vroom vroom!' } );
  1573. * }
  1574. *};
  1575. *
  1576. * // Using events with the custom object
  1577. * const car = new Car();
  1578. * car.addEventListener( 'start', function ( event ) {
  1579. * alert( event.message );
  1580. * } );
  1581. *
  1582. * car.start();
  1583. * ```
  1584. */
  1585. class EventDispatcher {
  1586. /**
  1587. * Adds the given event listener to the given event type.
  1588. *
  1589. * @param {string} type - The type of event to listen to.
  1590. * @param {Function} listener - The function that gets called when the event is fired.
  1591. */
  1592. addEventListener( type, listener ) {
  1593. if ( this._listeners === undefined ) this._listeners = {};
  1594. const listeners = this._listeners;
  1595. if ( listeners[ type ] === undefined ) {
  1596. listeners[ type ] = [];
  1597. }
  1598. if ( listeners[ type ].indexOf( listener ) === -1 ) {
  1599. listeners[ type ].push( listener );
  1600. }
  1601. }
  1602. /**
  1603. * Returns `true` if the given event listener has been added to the given event type.
  1604. *
  1605. * @param {string} type - The type of event.
  1606. * @param {Function} listener - The listener to check.
  1607. * @return {boolean} Whether the given event listener has been added to the given event type.
  1608. */
  1609. hasEventListener( type, listener ) {
  1610. const listeners = this._listeners;
  1611. if ( listeners === undefined ) return false;
  1612. return listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== -1;
  1613. }
  1614. /**
  1615. * Removes the given event listener from the given event type.
  1616. *
  1617. * @param {string} type - The type of event.
  1618. * @param {Function} listener - The listener to remove.
  1619. */
  1620. removeEventListener( type, listener ) {
  1621. const listeners = this._listeners;
  1622. if ( listeners === undefined ) return;
  1623. const listenerArray = listeners[ type ];
  1624. if ( listenerArray !== undefined ) {
  1625. const index = listenerArray.indexOf( listener );
  1626. if ( index !== -1 ) {
  1627. listenerArray.splice( index, 1 );
  1628. }
  1629. }
  1630. }
  1631. /**
  1632. * Dispatches an event object.
  1633. *
  1634. * @param {Object} event - The event that gets fired.
  1635. */
  1636. dispatchEvent( event ) {
  1637. const listeners = this._listeners;
  1638. if ( listeners === undefined ) return;
  1639. const listenerArray = listeners[ event.type ];
  1640. if ( listenerArray !== undefined ) {
  1641. event.target = this;
  1642. // Make a copy, in case listeners are removed while iterating.
  1643. const array = listenerArray.slice( 0 );
  1644. for ( let i = 0, l = array.length; i < l; i ++ ) {
  1645. array[ i ].call( this, event );
  1646. }
  1647. event.target = null;
  1648. }
  1649. }
  1650. }
  1651. 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' ];
  1652. let _seed = 1234567;
  1653. const DEG2RAD = Math.PI / 180;
  1654. const RAD2DEG = 180 / Math.PI;
  1655. /**
  1656. * Generate a [UUID](https://en.wikipedia.org/wiki/Universally_unique_identifier)
  1657. * (universally unique identifier).
  1658. *
  1659. * @return {string} The UUID.
  1660. */
  1661. function generateUUID() {
  1662. // http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136
  1663. const d0 = Math.random() * 0xffffffff | 0;
  1664. const d1 = Math.random() * 0xffffffff | 0;
  1665. const d2 = Math.random() * 0xffffffff | 0;
  1666. const d3 = Math.random() * 0xffffffff | 0;
  1667. const uuid = _lut[ d0 & 0xff ] + _lut[ d0 >> 8 & 0xff ] + _lut[ d0 >> 16 & 0xff ] + _lut[ d0 >> 24 & 0xff ] + '-' +
  1668. _lut[ d1 & 0xff ] + _lut[ d1 >> 8 & 0xff ] + '-' + _lut[ d1 >> 16 & 0x0f | 0x40 ] + _lut[ d1 >> 24 & 0xff ] + '-' +
  1669. _lut[ d2 & 0x3f | 0x80 ] + _lut[ d2 >> 8 & 0xff ] + '-' + _lut[ d2 >> 16 & 0xff ] + _lut[ d2 >> 24 & 0xff ] +
  1670. _lut[ d3 & 0xff ] + _lut[ d3 >> 8 & 0xff ] + _lut[ d3 >> 16 & 0xff ] + _lut[ d3 >> 24 & 0xff ];
  1671. // .toLowerCase() here flattens concatenated strings to save heap memory space.
  1672. return uuid.toLowerCase();
  1673. }
  1674. /**
  1675. * Clamps the given value between min and max.
  1676. *
  1677. * @param {number} value - The value to clamp.
  1678. * @param {number} min - The min value.
  1679. * @param {number} max - The max value.
  1680. * @return {number} The clamped value.
  1681. */
  1682. function clamp( value, min, max ) {
  1683. return Math.max( min, Math.min( max, value ) );
  1684. }
  1685. /**
  1686. * Computes the Euclidean modulo of the given parameters that
  1687. * is `( ( n % m ) + m ) % m`.
  1688. *
  1689. * @param {number} n - The first parameter.
  1690. * @param {number} m - The second parameter.
  1691. * @return {number} The Euclidean modulo.
  1692. */
  1693. function euclideanModulo( n, m ) {
  1694. // https://en.wikipedia.org/wiki/Modulo_operation
  1695. return ( ( n % m ) + m ) % m;
  1696. }
  1697. /**
  1698. * Performs a linear mapping from range `<a1, a2>` to range `<b1, b2>`
  1699. * for the given value.
  1700. *
  1701. * @param {number} x - The value to be mapped.
  1702. * @param {number} a1 - Minimum value for range A.
  1703. * @param {number} a2 - Maximum value for range A.
  1704. * @param {number} b1 - Minimum value for range B.
  1705. * @param {number} b2 - Maximum value for range B.
  1706. * @return {number} The mapped value.
  1707. */
  1708. function mapLinear( x, a1, a2, b1, b2 ) {
  1709. return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
  1710. }
  1711. /**
  1712. * Returns the percentage in the closed interval `[0, 1]` of the given value
  1713. * between the start and end point.
  1714. *
  1715. * @param {number} x - The start point
  1716. * @param {number} y - The end point.
  1717. * @param {number} value - A value between start and end.
  1718. * @return {number} The interpolation factor.
  1719. */
  1720. function inverseLerp( x, y, value ) {
  1721. // https://www.gamedev.net/tutorials/programming/general-and-gameplay-programming/inverse-lerp-a-super-useful-yet-often-overlooked-function-r5230/
  1722. if ( x !== y ) {
  1723. return ( value - x ) / ( y - x );
  1724. } else {
  1725. return 0;
  1726. }
  1727. }
  1728. /**
  1729. * Returns a value linearly interpolated from two known points based on the given interval -
  1730. * `t = 0` will return `x` and `t = 1` will return `y`.
  1731. *
  1732. * @param {number} x - The start point
  1733. * @param {number} y - The end point.
  1734. * @param {number} t - The interpolation factor in the closed interval `[0, 1]`.
  1735. * @return {number} The interpolated value.
  1736. */
  1737. function lerp( x, y, t ) {
  1738. return ( 1 - t ) * x + t * y;
  1739. }
  1740. /**
  1741. * Smoothly interpolate a number from `x` to `y` in a spring-like manner using a delta
  1742. * time to maintain frame rate independent movement. For details, see
  1743. * [Frame rate independent damping using lerp](http://www.rorydriscoll.com/2016/03/07/frame-rate-independent-damping-using-lerp/).
  1744. *
  1745. * @param {number} x - The current point.
  1746. * @param {number} y - The target point.
  1747. * @param {number} lambda - A higher lambda value will make the movement more sudden,
  1748. * and a lower value will make the movement more gradual.
  1749. * @param {number} dt - Delta time in seconds.
  1750. * @return {number} The interpolated value.
  1751. */
  1752. function damp( x, y, lambda, dt ) {
  1753. return lerp( x, y, 1 - Math.exp( - lambda * dt ) );
  1754. }
  1755. /**
  1756. * Returns a value that alternates between `0` and the given `length` parameter.
  1757. *
  1758. * @param {number} x - The value to pingpong.
  1759. * @param {number} [length=1] - The positive value the function will pingpong to.
  1760. * @return {number} The alternated value.
  1761. */
  1762. function pingpong( x, length = 1 ) {
  1763. // https://www.desmos.com/calculator/vcsjnyz7x4
  1764. return length - Math.abs( euclideanModulo( x, length * 2 ) - length );
  1765. }
  1766. /**
  1767. * Returns a value in the range `[0,1]` that represents the percentage that `x` has
  1768. * moved between `min` and `max`, but smoothed or slowed down the closer `x` is to
  1769. * the `min` and `max`.
  1770. *
  1771. * See [Smoothstep](http://en.wikipedia.org/wiki/Smoothstep) for more details.
  1772. *
  1773. * @param {number} x - The value to evaluate based on its position between min and max.
  1774. * @param {number} min - The min value. Any x value below min will be `0`.
  1775. * @param {number} max - The max value. Any x value above max will be `1`.
  1776. * @return {number} The alternated value.
  1777. */
  1778. function smoothstep( x, min, max ) {
  1779. if ( x <= min ) return 0;
  1780. if ( x >= max ) return 1;
  1781. x = ( x - min ) / ( max - min );
  1782. return x * x * ( 3 - 2 * x );
  1783. }
  1784. /**
  1785. * A [variation on smoothstep](https://en.wikipedia.org/wiki/Smoothstep#Variations)
  1786. * that has zero 1st and 2nd order derivatives at x=0 and x=1.
  1787. *
  1788. * @param {number} x - The value to evaluate based on its position between min and max.
  1789. * @param {number} min - The min value. Any x value below min will be `0`.
  1790. * @param {number} max - The max value. Any x value above max will be `1`.
  1791. * @return {number} The alternated value.
  1792. */
  1793. function smootherstep( x, min, max ) {
  1794. if ( x <= min ) return 0;
  1795. if ( x >= max ) return 1;
  1796. x = ( x - min ) / ( max - min );
  1797. return x * x * x * ( x * ( x * 6 - 15 ) + 10 );
  1798. }
  1799. /**
  1800. * Returns a random integer from `<low, high>` interval.
  1801. *
  1802. * @param {number} low - The lower value boundary.
  1803. * @param {number} high - The upper value boundary
  1804. * @return {number} A random integer.
  1805. */
  1806. function randInt( low, high ) {
  1807. return low + Math.floor( Math.random() * ( high - low + 1 ) );
  1808. }
  1809. /**
  1810. * Returns a random float from `<low, high>` interval.
  1811. *
  1812. * @param {number} low - The lower value boundary.
  1813. * @param {number} high - The upper value boundary
  1814. * @return {number} A random float.
  1815. */
  1816. function randFloat( low, high ) {
  1817. return low + Math.random() * ( high - low );
  1818. }
  1819. /**
  1820. * Returns a random integer from `<-range/2, range/2>` interval.
  1821. *
  1822. * @param {number} range - Defines the value range.
  1823. * @return {number} A random float.
  1824. */
  1825. function randFloatSpread( range ) {
  1826. return range * ( 0.5 - Math.random() );
  1827. }
  1828. /**
  1829. * Returns a deterministic pseudo-random float in the interval `[0, 1]`.
  1830. *
  1831. * @param {number} [s] - The integer seed.
  1832. * @return {number} A random float.
  1833. */
  1834. function seededRandom( s ) {
  1835. if ( s !== undefined ) _seed = s;
  1836. // Mulberry32 generator
  1837. let t = _seed += 0x6D2B79F5;
  1838. t = Math.imul( t ^ t >>> 15, t | 1 );
  1839. t ^= t + Math.imul( t ^ t >>> 7, t | 61 );
  1840. return ( ( t ^ t >>> 14 ) >>> 0 ) / 4294967296;
  1841. }
  1842. /**
  1843. * Converts degrees to radians.
  1844. *
  1845. * @param {number} degrees - A value in degrees.
  1846. * @return {number} The converted value in radians.
  1847. */
  1848. function degToRad( degrees ) {
  1849. return degrees * DEG2RAD;
  1850. }
  1851. /**
  1852. * Converts radians to degrees.
  1853. *
  1854. * @param {number} radians - A value in radians.
  1855. * @return {number} The converted value in degrees.
  1856. */
  1857. function radToDeg( radians ) {
  1858. return radians * RAD2DEG;
  1859. }
  1860. /**
  1861. * Returns `true` if the given number is a power of two.
  1862. *
  1863. * @param {number} value - The value to check.
  1864. * @return {boolean} Whether the given number is a power of two or not.
  1865. */
  1866. function isPowerOfTwo( value ) {
  1867. return ( value & ( value - 1 ) ) === 0 && value !== 0;
  1868. }
  1869. /**
  1870. * Returns the smallest power of two that is greater than or equal to the given number.
  1871. *
  1872. * @param {number} value - The value to find a POT for.
  1873. * @return {number} The smallest power of two that is greater than or equal to the given number.
  1874. */
  1875. function ceilPowerOfTwo( value ) {
  1876. return Math.pow( 2, Math.ceil( Math.log( value ) / Math.LN2 ) );
  1877. }
  1878. /**
  1879. * Returns the largest power of two that is less than or equal to the given number.
  1880. *
  1881. * @param {number} value - The value to find a POT for.
  1882. * @return {number} The largest power of two that is less than or equal to the given number.
  1883. */
  1884. function floorPowerOfTwo( value ) {
  1885. return Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) );
  1886. }
  1887. /**
  1888. * Sets the given quaternion from the [Intrinsic Proper Euler Angles](https://en.wikipedia.org/wiki/Euler_angles)
  1889. * defined by the given angles and order.
  1890. *
  1891. * Rotations are applied to the axes in the order specified by order:
  1892. * rotation by angle `a` is applied first, then by angle `b`, then by angle `c`.
  1893. *
  1894. * @param {Quaternion} q - The quaternion to set.
  1895. * @param {number} a - The rotation applied to the first axis, in radians.
  1896. * @param {number} b - The rotation applied to the second axis, in radians.
  1897. * @param {number} c - The rotation applied to the third axis, in radians.
  1898. * @param {('XYX'|'XZX'|'YXY'|'YZY'|'ZXZ'|'ZYZ')} order - A string specifying the axes order.
  1899. */
  1900. function setQuaternionFromProperEuler( q, a, b, c, order ) {
  1901. const cos = Math.cos;
  1902. const sin = Math.sin;
  1903. const c2 = cos( b / 2 );
  1904. const s2 = sin( b / 2 );
  1905. const c13 = cos( ( a + c ) / 2 );
  1906. const s13 = sin( ( a + c ) / 2 );
  1907. const c1_3 = cos( ( a - c ) / 2 );
  1908. const s1_3 = sin( ( a - c ) / 2 );
  1909. const c3_1 = cos( ( c - a ) / 2 );
  1910. const s3_1 = sin( ( c - a ) / 2 );
  1911. switch ( order ) {
  1912. case 'XYX':
  1913. q.set( c2 * s13, s2 * c1_3, s2 * s1_3, c2 * c13 );
  1914. break;
  1915. case 'YZY':
  1916. q.set( s2 * s1_3, c2 * s13, s2 * c1_3, c2 * c13 );
  1917. break;
  1918. case 'ZXZ':
  1919. q.set( s2 * c1_3, s2 * s1_3, c2 * s13, c2 * c13 );
  1920. break;
  1921. case 'XZX':
  1922. q.set( c2 * s13, s2 * s3_1, s2 * c3_1, c2 * c13 );
  1923. break;
  1924. case 'YXY':
  1925. q.set( s2 * c3_1, c2 * s13, s2 * s3_1, c2 * c13 );
  1926. break;
  1927. case 'ZYZ':
  1928. q.set( s2 * s3_1, s2 * c3_1, c2 * s13, c2 * c13 );
  1929. break;
  1930. default:
  1931. warn( 'MathUtils: .setQuaternionFromProperEuler() encountered an unknown order: ' + order );
  1932. }
  1933. }
  1934. /**
  1935. * Denormalizes the given value according to the given typed array.
  1936. *
  1937. * @param {number} value - The value to denormalize.
  1938. * @param {TypedArray} array - The typed array that defines the data type of the value.
  1939. * @return {number} The denormalize (float) value in the range `[0,1]`.
  1940. */
  1941. function denormalize( value, array ) {
  1942. switch ( array.constructor ) {
  1943. case Float32Array:
  1944. return value;
  1945. case Uint32Array:
  1946. return value / 4294967295.0;
  1947. case Uint16Array:
  1948. return value / 65535.0;
  1949. case Uint8Array:
  1950. return value / 255.0;
  1951. case Int32Array:
  1952. return Math.max( value / 2147483647.0, -1 );
  1953. case Int16Array:
  1954. return Math.max( value / 32767.0, -1 );
  1955. case Int8Array:
  1956. return Math.max( value / 127.0, -1 );
  1957. default:
  1958. throw new Error( 'Invalid component type.' );
  1959. }
  1960. }
  1961. /**
  1962. * Normalizes the given value according to the given typed array.
  1963. *
  1964. * @param {number} value - The float value in the range `[0,1]` to normalize.
  1965. * @param {TypedArray} array - The typed array that defines the data type of the value.
  1966. * @return {number} The normalize value.
  1967. */
  1968. function normalize( value, array ) {
  1969. switch ( array.constructor ) {
  1970. case Float32Array:
  1971. return value;
  1972. case Uint32Array:
  1973. return Math.round( value * 4294967295.0 );
  1974. case Uint16Array:
  1975. return Math.round( value * 65535.0 );
  1976. case Uint8Array:
  1977. return Math.round( value * 255.0 );
  1978. case Int32Array:
  1979. return Math.round( value * 2147483647.0 );
  1980. case Int16Array:
  1981. return Math.round( value * 32767.0 );
  1982. case Int8Array:
  1983. return Math.round( value * 127.0 );
  1984. default:
  1985. throw new Error( 'Invalid component type.' );
  1986. }
  1987. }
  1988. /**
  1989. * @class
  1990. * @classdesc A collection of math utility functions.
  1991. * @hideconstructor
  1992. */
  1993. const MathUtils = {
  1994. DEG2RAD: DEG2RAD,
  1995. RAD2DEG: RAD2DEG,
  1996. /**
  1997. * Generate a [UUID](https://en.wikipedia.org/wiki/Universally_unique_identifier)
  1998. * (universally unique identifier).
  1999. *
  2000. * @static
  2001. * @method
  2002. * @return {string} The UUID.
  2003. */
  2004. generateUUID: generateUUID,
  2005. /**
  2006. * Clamps the given value between min and max.
  2007. *
  2008. * @static
  2009. * @method
  2010. * @param {number} value - The value to clamp.
  2011. * @param {number} min - The min value.
  2012. * @param {number} max - The max value.
  2013. * @return {number} The clamped value.
  2014. */
  2015. clamp: clamp,
  2016. /**
  2017. * Computes the Euclidean modulo of the given parameters that
  2018. * is `( ( n % m ) + m ) % m`.
  2019. *
  2020. * @static
  2021. * @method
  2022. * @param {number} n - The first parameter.
  2023. * @param {number} m - The second parameter.
  2024. * @return {number} The Euclidean modulo.
  2025. */
  2026. euclideanModulo: euclideanModulo,
  2027. /**
  2028. * Performs a linear mapping from range `<a1, a2>` to range `<b1, b2>`
  2029. * for the given value.
  2030. *
  2031. * @static
  2032. * @method
  2033. * @param {number} x - The value to be mapped.
  2034. * @param {number} a1 - Minimum value for range A.
  2035. * @param {number} a2 - Maximum value for range A.
  2036. * @param {number} b1 - Minimum value for range B.
  2037. * @param {number} b2 - Maximum value for range B.
  2038. * @return {number} The mapped value.
  2039. */
  2040. mapLinear: mapLinear,
  2041. /**
  2042. * Returns the percentage in the closed interval `[0, 1]` of the given value
  2043. * between the start and end point.
  2044. *
  2045. * @static
  2046. * @method
  2047. * @param {number} x - The start point
  2048. * @param {number} y - The end point.
  2049. * @param {number} value - A value between start and end.
  2050. * @return {number} The interpolation factor.
  2051. */
  2052. inverseLerp: inverseLerp,
  2053. /**
  2054. * Returns a value linearly interpolated from two known points based on the given interval -
  2055. * `t = 0` will return `x` and `t = 1` will return `y`.
  2056. *
  2057. * @static
  2058. * @method
  2059. * @param {number} x - The start point
  2060. * @param {number} y - The end point.
  2061. * @param {number} t - The interpolation factor in the closed interval `[0, 1]`.
  2062. * @return {number} The interpolated value.
  2063. */
  2064. lerp: lerp,
  2065. /**
  2066. * Smoothly interpolate a number from `x` to `y` in a spring-like manner using a delta
  2067. * time to maintain frame rate independent movement. For details, see
  2068. * [Frame rate independent damping using lerp](http://www.rorydriscoll.com/2016/03/07/frame-rate-independent-damping-using-lerp/).
  2069. *
  2070. * @static
  2071. * @method
  2072. * @param {number} x - The current point.
  2073. * @param {number} y - The target point.
  2074. * @param {number} lambda - A higher lambda value will make the movement more sudden,
  2075. * and a lower value will make the movement more gradual.
  2076. * @param {number} dt - Delta time in seconds.
  2077. * @return {number} The interpolated value.
  2078. */
  2079. damp: damp,
  2080. /**
  2081. * Returns a value that alternates between `0` and the given `length` parameter.
  2082. *
  2083. * @static
  2084. * @method
  2085. * @param {number} x - The value to pingpong.
  2086. * @param {number} [length=1] - The positive value the function will pingpong to.
  2087. * @return {number} The alternated value.
  2088. */
  2089. pingpong: pingpong,
  2090. /**
  2091. * Returns a value in the range `[0,1]` that represents the percentage that `x` has
  2092. * moved between `min` and `max`, but smoothed or slowed down the closer `x` is to
  2093. * the `min` and `max`.
  2094. *
  2095. * See [Smoothstep](http://en.wikipedia.org/wiki/Smoothstep) for more details.
  2096. *
  2097. * @static
  2098. * @method
  2099. * @param {number} x - The value to evaluate based on its position between min and max.
  2100. * @param {number} min - The min value. Any x value below min will be `0`.
  2101. * @param {number} max - The max value. Any x value above max will be `1`.
  2102. * @return {number} The alternated value.
  2103. */
  2104. smoothstep: smoothstep,
  2105. /**
  2106. * A [variation on smoothstep](https://en.wikipedia.org/wiki/Smoothstep#Variations)
  2107. * that has zero 1st and 2nd order derivatives at x=0 and x=1.
  2108. *
  2109. * @static
  2110. * @method
  2111. * @param {number} x - The value to evaluate based on its position between min and max.
  2112. * @param {number} min - The min value. Any x value below min will be `0`.
  2113. * @param {number} max - The max value. Any x value above max will be `1`.
  2114. * @return {number} The alternated value.
  2115. */
  2116. smootherstep: smootherstep,
  2117. /**
  2118. * Returns a random integer from `<low, high>` interval.
  2119. *
  2120. * @static
  2121. * @method
  2122. * @param {number} low - The lower value boundary.
  2123. * @param {number} high - The upper value boundary
  2124. * @return {number} A random integer.
  2125. */
  2126. randInt: randInt,
  2127. /**
  2128. * Returns a random float from `<low, high>` interval.
  2129. *
  2130. * @static
  2131. * @method
  2132. * @param {number} low - The lower value boundary.
  2133. * @param {number} high - The upper value boundary
  2134. * @return {number} A random float.
  2135. */
  2136. randFloat: randFloat,
  2137. /**
  2138. * Returns a random integer from `<-range/2, range/2>` interval.
  2139. *
  2140. * @static
  2141. * @method
  2142. * @param {number} range - Defines the value range.
  2143. * @return {number} A random float.
  2144. */
  2145. randFloatSpread: randFloatSpread,
  2146. /**
  2147. * Returns a deterministic pseudo-random float in the interval `[0, 1]`.
  2148. *
  2149. * @static
  2150. * @method
  2151. * @param {number} [s] - The integer seed.
  2152. * @return {number} A random float.
  2153. */
  2154. seededRandom: seededRandom,
  2155. /**
  2156. * Converts degrees to radians.
  2157. *
  2158. * @static
  2159. * @method
  2160. * @param {number} degrees - A value in degrees.
  2161. * @return {number} The converted value in radians.
  2162. */
  2163. degToRad: degToRad,
  2164. /**
  2165. * Converts radians to degrees.
  2166. *
  2167. * @static
  2168. * @method
  2169. * @param {number} radians - A value in radians.
  2170. * @return {number} The converted value in degrees.
  2171. */
  2172. radToDeg: radToDeg,
  2173. /**
  2174. * Returns `true` if the given number is a power of two.
  2175. *
  2176. * @static
  2177. * @method
  2178. * @param {number} value - The value to check.
  2179. * @return {boolean} Whether the given number is a power of two or not.
  2180. */
  2181. isPowerOfTwo: isPowerOfTwo,
  2182. /**
  2183. * Returns the smallest power of two that is greater than or equal to the given number.
  2184. *
  2185. * @static
  2186. * @method
  2187. * @param {number} value - The value to find a POT for.
  2188. * @return {number} The smallest power of two that is greater than or equal to the given number.
  2189. */
  2190. ceilPowerOfTwo: ceilPowerOfTwo,
  2191. /**
  2192. * Returns the largest power of two that is less than or equal to the given number.
  2193. *
  2194. * @static
  2195. * @method
  2196. * @param {number} value - The value to find a POT for.
  2197. * @return {number} The largest power of two that is less than or equal to the given number.
  2198. */
  2199. floorPowerOfTwo: floorPowerOfTwo,
  2200. /**
  2201. * Sets the given quaternion from the [Intrinsic Proper Euler Angles](https://en.wikipedia.org/wiki/Euler_angles)
  2202. * defined by the given angles and order.
  2203. *
  2204. * Rotations are applied to the axes in the order specified by order:
  2205. * rotation by angle `a` is applied first, then by angle `b`, then by angle `c`.
  2206. *
  2207. * @static
  2208. * @method
  2209. * @param {Quaternion} q - The quaternion to set.
  2210. * @param {number} a - The rotation applied to the first axis, in radians.
  2211. * @param {number} b - The rotation applied to the second axis, in radians.
  2212. * @param {number} c - The rotation applied to the third axis, in radians.
  2213. * @param {('XYX'|'XZX'|'YXY'|'YZY'|'ZXZ'|'ZYZ')} order - A string specifying the axes order.
  2214. */
  2215. setQuaternionFromProperEuler: setQuaternionFromProperEuler,
  2216. /**
  2217. * Normalizes the given value according to the given typed array.
  2218. *
  2219. * @static
  2220. * @method
  2221. * @param {number} value - The float value in the range `[0,1]` to normalize.
  2222. * @param {TypedArray} array - The typed array that defines the data type of the value.
  2223. * @return {number} The normalize value.
  2224. */
  2225. normalize: normalize,
  2226. /**
  2227. * Denormalizes the given value according to the given typed array.
  2228. *
  2229. * @static
  2230. * @method
  2231. * @param {number} value - The value to denormalize.
  2232. * @param {TypedArray} array - The typed array that defines the data type of the value.
  2233. * @return {number} The denormalize (float) value in the range `[0,1]`.
  2234. */
  2235. denormalize: denormalize
  2236. };
  2237. /**
  2238. * Class representing a 2D vector. A 2D vector is an ordered pair of numbers
  2239. * (labeled x and y), which can be used to represent a number of things, such as:
  2240. *
  2241. * - A point in 2D space (i.e. a position on a plane).
  2242. * - A direction and length across a plane. In three.js the length will
  2243. * always be the Euclidean distance(straight-line distance) from `(0, 0)` to `(x, y)`
  2244. * and the direction is also measured from `(0, 0)` towards `(x, y)`.
  2245. * - Any arbitrary ordered pair of numbers.
  2246. *
  2247. * There are other things a 2D vector can be used to represent, such as
  2248. * momentum vectors, complex numbers and so on, however these are the most
  2249. * common uses in three.js.
  2250. *
  2251. * Iterating through a vector instance will yield its components `(x, y)` in
  2252. * the corresponding order.
  2253. * ```js
  2254. * const a = new THREE.Vector2( 0, 1 );
  2255. *
  2256. * //no arguments; will be initialised to (0, 0)
  2257. * const b = new THREE.Vector2( );
  2258. *
  2259. * const d = a.distanceTo( b );
  2260. * ```
  2261. */
  2262. class Vector2 {
  2263. /**
  2264. * Constructs a new 2D vector.
  2265. *
  2266. * @param {number} [x=0] - The x value of this vector.
  2267. * @param {number} [y=0] - The y value of this vector.
  2268. */
  2269. constructor( x = 0, y = 0 ) {
  2270. /**
  2271. * This flag can be used for type testing.
  2272. *
  2273. * @type {boolean}
  2274. * @readonly
  2275. * @default true
  2276. */
  2277. Vector2.prototype.isVector2 = true;
  2278. /**
  2279. * The x value of this vector.
  2280. *
  2281. * @type {number}
  2282. */
  2283. this.x = x;
  2284. /**
  2285. * The y value of this vector.
  2286. *
  2287. * @type {number}
  2288. */
  2289. this.y = y;
  2290. }
  2291. /**
  2292. * Alias for {@link Vector2#x}.
  2293. *
  2294. * @type {number}
  2295. */
  2296. get width() {
  2297. return this.x;
  2298. }
  2299. set width( value ) {
  2300. this.x = value;
  2301. }
  2302. /**
  2303. * Alias for {@link Vector2#y}.
  2304. *
  2305. * @type {number}
  2306. */
  2307. get height() {
  2308. return this.y;
  2309. }
  2310. set height( value ) {
  2311. this.y = value;
  2312. }
  2313. /**
  2314. * Sets the vector components.
  2315. *
  2316. * @param {number} x - The value of the x component.
  2317. * @param {number} y - The value of the y component.
  2318. * @return {Vector2} A reference to this vector.
  2319. */
  2320. set( x, y ) {
  2321. this.x = x;
  2322. this.y = y;
  2323. return this;
  2324. }
  2325. /**
  2326. * Sets the vector components to the same value.
  2327. *
  2328. * @param {number} scalar - The value to set for all vector components.
  2329. * @return {Vector2} A reference to this vector.
  2330. */
  2331. setScalar( scalar ) {
  2332. this.x = scalar;
  2333. this.y = scalar;
  2334. return this;
  2335. }
  2336. /**
  2337. * Sets the vector's x component to the given value
  2338. *
  2339. * @param {number} x - The value to set.
  2340. * @return {Vector2} A reference to this vector.
  2341. */
  2342. setX( x ) {
  2343. this.x = x;
  2344. return this;
  2345. }
  2346. /**
  2347. * Sets the vector's y component to the given value
  2348. *
  2349. * @param {number} y - The value to set.
  2350. * @return {Vector2} A reference to this vector.
  2351. */
  2352. setY( y ) {
  2353. this.y = y;
  2354. return this;
  2355. }
  2356. /**
  2357. * Allows to set a vector component with an index.
  2358. *
  2359. * @param {number} index - The component index. `0` equals to x, `1` equals to y.
  2360. * @param {number} value - The value to set.
  2361. * @return {Vector2} A reference to this vector.
  2362. */
  2363. setComponent( index, value ) {
  2364. switch ( index ) {
  2365. case 0: this.x = value; break;
  2366. case 1: this.y = value; break;
  2367. default: throw new Error( 'index is out of range: ' + index );
  2368. }
  2369. return this;
  2370. }
  2371. /**
  2372. * Returns the value of the vector component which matches the given index.
  2373. *
  2374. * @param {number} index - The component index. `0` equals to x, `1` equals to y.
  2375. * @return {number} A vector component value.
  2376. */
  2377. getComponent( index ) {
  2378. switch ( index ) {
  2379. case 0: return this.x;
  2380. case 1: return this.y;
  2381. default: throw new Error( 'index is out of range: ' + index );
  2382. }
  2383. }
  2384. /**
  2385. * Returns a new vector with copied values from this instance.
  2386. *
  2387. * @return {Vector2} A clone of this instance.
  2388. */
  2389. clone() {
  2390. return new this.constructor( this.x, this.y );
  2391. }
  2392. /**
  2393. * Copies the values of the given vector to this instance.
  2394. *
  2395. * @param {Vector2} v - The vector to copy.
  2396. * @return {Vector2} A reference to this vector.
  2397. */
  2398. copy( v ) {
  2399. this.x = v.x;
  2400. this.y = v.y;
  2401. return this;
  2402. }
  2403. /**
  2404. * Adds the given vector to this instance.
  2405. *
  2406. * @param {Vector2} v - The vector to add.
  2407. * @return {Vector2} A reference to this vector.
  2408. */
  2409. add( v ) {
  2410. this.x += v.x;
  2411. this.y += v.y;
  2412. return this;
  2413. }
  2414. /**
  2415. * Adds the given scalar value to all components of this instance.
  2416. *
  2417. * @param {number} s - The scalar to add.
  2418. * @return {Vector2} A reference to this vector.
  2419. */
  2420. addScalar( s ) {
  2421. this.x += s;
  2422. this.y += s;
  2423. return this;
  2424. }
  2425. /**
  2426. * Adds the given vectors and stores the result in this instance.
  2427. *
  2428. * @param {Vector2} a - The first vector.
  2429. * @param {Vector2} b - The second vector.
  2430. * @return {Vector2} A reference to this vector.
  2431. */
  2432. addVectors( a, b ) {
  2433. this.x = a.x + b.x;
  2434. this.y = a.y + b.y;
  2435. return this;
  2436. }
  2437. /**
  2438. * Adds the given vector scaled by the given factor to this instance.
  2439. *
  2440. * @param {Vector2} v - The vector.
  2441. * @param {number} s - The factor that scales `v`.
  2442. * @return {Vector2} A reference to this vector.
  2443. */
  2444. addScaledVector( v, s ) {
  2445. this.x += v.x * s;
  2446. this.y += v.y * s;
  2447. return this;
  2448. }
  2449. /**
  2450. * Subtracts the given vector from this instance.
  2451. *
  2452. * @param {Vector2} v - The vector to subtract.
  2453. * @return {Vector2} A reference to this vector.
  2454. */
  2455. sub( v ) {
  2456. this.x -= v.x;
  2457. this.y -= v.y;
  2458. return this;
  2459. }
  2460. /**
  2461. * Subtracts the given scalar value from all components of this instance.
  2462. *
  2463. * @param {number} s - The scalar to subtract.
  2464. * @return {Vector2} A reference to this vector.
  2465. */
  2466. subScalar( s ) {
  2467. this.x -= s;
  2468. this.y -= s;
  2469. return this;
  2470. }
  2471. /**
  2472. * Subtracts the given vectors and stores the result in this instance.
  2473. *
  2474. * @param {Vector2} a - The first vector.
  2475. * @param {Vector2} b - The second vector.
  2476. * @return {Vector2} A reference to this vector.
  2477. */
  2478. subVectors( a, b ) {
  2479. this.x = a.x - b.x;
  2480. this.y = a.y - b.y;
  2481. return this;
  2482. }
  2483. /**
  2484. * Multiplies the given vector with this instance.
  2485. *
  2486. * @param {Vector2} v - The vector to multiply.
  2487. * @return {Vector2} A reference to this vector.
  2488. */
  2489. multiply( v ) {
  2490. this.x *= v.x;
  2491. this.y *= v.y;
  2492. return this;
  2493. }
  2494. /**
  2495. * Multiplies the given scalar value with all components of this instance.
  2496. *
  2497. * @param {number} scalar - The scalar to multiply.
  2498. * @return {Vector2} A reference to this vector.
  2499. */
  2500. multiplyScalar( scalar ) {
  2501. this.x *= scalar;
  2502. this.y *= scalar;
  2503. return this;
  2504. }
  2505. /**
  2506. * Divides this instance by the given vector.
  2507. *
  2508. * @param {Vector2} v - The vector to divide.
  2509. * @return {Vector2} A reference to this vector.
  2510. */
  2511. divide( v ) {
  2512. this.x /= v.x;
  2513. this.y /= v.y;
  2514. return this;
  2515. }
  2516. /**
  2517. * Divides this vector by the given scalar.
  2518. *
  2519. * @param {number} scalar - The scalar to divide.
  2520. * @return {Vector2} A reference to this vector.
  2521. */
  2522. divideScalar( scalar ) {
  2523. return this.multiplyScalar( 1 / scalar );
  2524. }
  2525. /**
  2526. * Multiplies this vector (with an implicit 1 as the 3rd component) by
  2527. * the given 3x3 matrix.
  2528. *
  2529. * @param {Matrix3} m - The matrix to apply.
  2530. * @return {Vector2} A reference to this vector.
  2531. */
  2532. applyMatrix3( m ) {
  2533. const x = this.x, y = this.y;
  2534. const e = m.elements;
  2535. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ];
  2536. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ];
  2537. return this;
  2538. }
  2539. /**
  2540. * If this vector's x or y value is greater than the given vector's x or y
  2541. * value, replace that value with the corresponding min value.
  2542. *
  2543. * @param {Vector2} v - The vector.
  2544. * @return {Vector2} A reference to this vector.
  2545. */
  2546. min( v ) {
  2547. this.x = Math.min( this.x, v.x );
  2548. this.y = Math.min( this.y, v.y );
  2549. return this;
  2550. }
  2551. /**
  2552. * If this vector's x or y value is less than the given vector's x or y
  2553. * value, replace that value with the corresponding max value.
  2554. *
  2555. * @param {Vector2} v - The vector.
  2556. * @return {Vector2} A reference to this vector.
  2557. */
  2558. max( v ) {
  2559. this.x = Math.max( this.x, v.x );
  2560. this.y = Math.max( this.y, v.y );
  2561. return this;
  2562. }
  2563. /**
  2564. * If this vector's x or y value is greater than the max vector's x or y
  2565. * value, it is replaced by the corresponding value.
  2566. * If this vector's x or y value is less than the min vector's x or y value,
  2567. * it is replaced by the corresponding value.
  2568. *
  2569. * @param {Vector2} min - The minimum x and y values.
  2570. * @param {Vector2} max - The maximum x and y values in the desired range.
  2571. * @return {Vector2} A reference to this vector.
  2572. */
  2573. clamp( min, max ) {
  2574. // assumes min < max, componentwise
  2575. this.x = clamp( this.x, min.x, max.x );
  2576. this.y = clamp( this.y, min.y, max.y );
  2577. return this;
  2578. }
  2579. /**
  2580. * If this vector's x or y values are greater than the max value, they are
  2581. * replaced by the max value.
  2582. * If this vector's x or y values are less than the min value, they are
  2583. * replaced by the min value.
  2584. *
  2585. * @param {number} minVal - The minimum value the components will be clamped to.
  2586. * @param {number} maxVal - The maximum value the components will be clamped to.
  2587. * @return {Vector2} A reference to this vector.
  2588. */
  2589. clampScalar( minVal, maxVal ) {
  2590. this.x = clamp( this.x, minVal, maxVal );
  2591. this.y = clamp( this.y, minVal, maxVal );
  2592. return this;
  2593. }
  2594. /**
  2595. * If this vector's length is greater than the max value, it is replaced by
  2596. * the max value.
  2597. * If this vector's length is less than the min value, it is replaced by the
  2598. * min value.
  2599. *
  2600. * @param {number} min - The minimum value the vector length will be clamped to.
  2601. * @param {number} max - The maximum value the vector length will be clamped to.
  2602. * @return {Vector2} A reference to this vector.
  2603. */
  2604. clampLength( min, max ) {
  2605. const length = this.length();
  2606. return this.divideScalar( length || 1 ).multiplyScalar( clamp( length, min, max ) );
  2607. }
  2608. /**
  2609. * The components of this vector are rounded down to the nearest integer value.
  2610. *
  2611. * @return {Vector2} A reference to this vector.
  2612. */
  2613. floor() {
  2614. this.x = Math.floor( this.x );
  2615. this.y = Math.floor( this.y );
  2616. return this;
  2617. }
  2618. /**
  2619. * The components of this vector are rounded up to the nearest integer value.
  2620. *
  2621. * @return {Vector2} A reference to this vector.
  2622. */
  2623. ceil() {
  2624. this.x = Math.ceil( this.x );
  2625. this.y = Math.ceil( this.y );
  2626. return this;
  2627. }
  2628. /**
  2629. * The components of this vector are rounded to the nearest integer value
  2630. *
  2631. * @return {Vector2} A reference to this vector.
  2632. */
  2633. round() {
  2634. this.x = Math.round( this.x );
  2635. this.y = Math.round( this.y );
  2636. return this;
  2637. }
  2638. /**
  2639. * The components of this vector are rounded towards zero (up if negative,
  2640. * down if positive) to an integer value.
  2641. *
  2642. * @return {Vector2} A reference to this vector.
  2643. */
  2644. roundToZero() {
  2645. this.x = Math.trunc( this.x );
  2646. this.y = Math.trunc( this.y );
  2647. return this;
  2648. }
  2649. /**
  2650. * Inverts this vector - i.e. sets x = -x and y = -y.
  2651. *
  2652. * @return {Vector2} A reference to this vector.
  2653. */
  2654. negate() {
  2655. this.x = - this.x;
  2656. this.y = - this.y;
  2657. return this;
  2658. }
  2659. /**
  2660. * Calculates the dot product of the given vector with this instance.
  2661. *
  2662. * @param {Vector2} v - The vector to compute the dot product with.
  2663. * @return {number} The result of the dot product.
  2664. */
  2665. dot( v ) {
  2666. return this.x * v.x + this.y * v.y;
  2667. }
  2668. /**
  2669. * Calculates the cross product of the given vector with this instance.
  2670. *
  2671. * @param {Vector2} v - The vector to compute the cross product with.
  2672. * @return {number} The result of the cross product.
  2673. */
  2674. cross( v ) {
  2675. return this.x * v.y - this.y * v.x;
  2676. }
  2677. /**
  2678. * Computes the square of the Euclidean length (straight-line length) from
  2679. * (0, 0) to (x, y). If you are comparing the lengths of vectors, you should
  2680. * compare the length squared instead as it is slightly more efficient to calculate.
  2681. *
  2682. * @return {number} The square length of this vector.
  2683. */
  2684. lengthSq() {
  2685. return this.x * this.x + this.y * this.y;
  2686. }
  2687. /**
  2688. * Computes the Euclidean length (straight-line length) from (0, 0) to (x, y).
  2689. *
  2690. * @return {number} The length of this vector.
  2691. */
  2692. length() {
  2693. return Math.sqrt( this.x * this.x + this.y * this.y );
  2694. }
  2695. /**
  2696. * Computes the Manhattan length of this vector.
  2697. *
  2698. * @return {number} The length of this vector.
  2699. */
  2700. manhattanLength() {
  2701. return Math.abs( this.x ) + Math.abs( this.y );
  2702. }
  2703. /**
  2704. * Converts this vector to a unit vector - that is, sets it equal to a vector
  2705. * with the same direction as this one, but with a vector length of `1`.
  2706. *
  2707. * @return {Vector2} A reference to this vector.
  2708. */
  2709. normalize() {
  2710. return this.divideScalar( this.length() || 1 );
  2711. }
  2712. /**
  2713. * Computes the angle in radians of this vector with respect to the positive x-axis.
  2714. *
  2715. * @return {number} The angle in radians.
  2716. */
  2717. angle() {
  2718. const angle = Math.atan2( - this.y, - this.x ) + Math.PI;
  2719. return angle;
  2720. }
  2721. /**
  2722. * Returns the angle between the given vector and this instance in radians.
  2723. *
  2724. * @param {Vector2} v - The vector to compute the angle with.
  2725. * @return {number} The angle in radians.
  2726. */
  2727. angleTo( v ) {
  2728. const denominator = Math.sqrt( this.lengthSq() * v.lengthSq() );
  2729. if ( denominator === 0 ) return Math.PI / 2;
  2730. const theta = this.dot( v ) / denominator;
  2731. // clamp, to handle numerical problems
  2732. return Math.acos( clamp( theta, -1, 1 ) );
  2733. }
  2734. /**
  2735. * Computes the distance from the given vector to this instance.
  2736. *
  2737. * @param {Vector2} v - The vector to compute the distance to.
  2738. * @return {number} The distance.
  2739. */
  2740. distanceTo( v ) {
  2741. return Math.sqrt( this.distanceToSquared( v ) );
  2742. }
  2743. /**
  2744. * Computes the squared distance from the given vector to this instance.
  2745. * If you are just comparing the distance with another distance, you should compare
  2746. * the distance squared instead as it is slightly more efficient to calculate.
  2747. *
  2748. * @param {Vector2} v - The vector to compute the squared distance to.
  2749. * @return {number} The squared distance.
  2750. */
  2751. distanceToSquared( v ) {
  2752. const dx = this.x - v.x, dy = this.y - v.y;
  2753. return dx * dx + dy * dy;
  2754. }
  2755. /**
  2756. * Computes the Manhattan distance from the given vector to this instance.
  2757. *
  2758. * @param {Vector2} v - The vector to compute the Manhattan distance to.
  2759. * @return {number} The Manhattan distance.
  2760. */
  2761. manhattanDistanceTo( v ) {
  2762. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y );
  2763. }
  2764. /**
  2765. * Sets this vector to a vector with the same direction as this one, but
  2766. * with the specified length.
  2767. *
  2768. * @param {number} length - The new length of this vector.
  2769. * @return {Vector2} A reference to this vector.
  2770. */
  2771. setLength( length ) {
  2772. return this.normalize().multiplyScalar( length );
  2773. }
  2774. /**
  2775. * Linearly interpolates between the given vector and this instance, where
  2776. * alpha is the percent distance along the line - alpha = 0 will be this
  2777. * vector, and alpha = 1 will be the given one.
  2778. *
  2779. * @param {Vector2} v - The vector to interpolate towards.
  2780. * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
  2781. * @return {Vector2} A reference to this vector.
  2782. */
  2783. lerp( v, alpha ) {
  2784. this.x += ( v.x - this.x ) * alpha;
  2785. this.y += ( v.y - this.y ) * alpha;
  2786. return this;
  2787. }
  2788. /**
  2789. * Linearly interpolates between the given vectors, where alpha is the percent
  2790. * distance along the line - alpha = 0 will be first vector, and alpha = 1 will
  2791. * be the second one. The result is stored in this instance.
  2792. *
  2793. * @param {Vector2} v1 - The first vector.
  2794. * @param {Vector2} v2 - The second vector.
  2795. * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
  2796. * @return {Vector2} A reference to this vector.
  2797. */
  2798. lerpVectors( v1, v2, alpha ) {
  2799. this.x = v1.x + ( v2.x - v1.x ) * alpha;
  2800. this.y = v1.y + ( v2.y - v1.y ) * alpha;
  2801. return this;
  2802. }
  2803. /**
  2804. * Returns `true` if this vector is equal with the given one.
  2805. *
  2806. * @param {Vector2} v - The vector to test for equality.
  2807. * @return {boolean} Whether this vector is equal with the given one.
  2808. */
  2809. equals( v ) {
  2810. return ( ( v.x === this.x ) && ( v.y === this.y ) );
  2811. }
  2812. /**
  2813. * Sets this vector's x value to be `array[ offset ]` and y
  2814. * value to be `array[ offset + 1 ]`.
  2815. *
  2816. * @param {Array<number>} array - An array holding the vector component values.
  2817. * @param {number} [offset=0] - The offset into the array.
  2818. * @return {Vector2} A reference to this vector.
  2819. */
  2820. fromArray( array, offset = 0 ) {
  2821. this.x = array[ offset ];
  2822. this.y = array[ offset + 1 ];
  2823. return this;
  2824. }
  2825. /**
  2826. * Writes the components of this vector to the given array. If no array is provided,
  2827. * the method returns a new instance.
  2828. *
  2829. * @param {Array<number>} [array=[]] - The target array holding the vector components.
  2830. * @param {number} [offset=0] - Index of the first element in the array.
  2831. * @return {Array<number>} The vector components.
  2832. */
  2833. toArray( array = [], offset = 0 ) {
  2834. array[ offset ] = this.x;
  2835. array[ offset + 1 ] = this.y;
  2836. return array;
  2837. }
  2838. /**
  2839. * Sets the components of this vector from the given buffer attribute.
  2840. *
  2841. * @param {BufferAttribute} attribute - The buffer attribute holding vector data.
  2842. * @param {number} index - The index into the attribute.
  2843. * @return {Vector2} A reference to this vector.
  2844. */
  2845. fromBufferAttribute( attribute, index ) {
  2846. this.x = attribute.getX( index );
  2847. this.y = attribute.getY( index );
  2848. return this;
  2849. }
  2850. /**
  2851. * Rotates this vector around the given center by the given angle.
  2852. *
  2853. * @param {Vector2} center - The point around which to rotate.
  2854. * @param {number} angle - The angle to rotate, in radians.
  2855. * @return {Vector2} A reference to this vector.
  2856. */
  2857. rotateAround( center, angle ) {
  2858. const c = Math.cos( angle ), s = Math.sin( angle );
  2859. const x = this.x - center.x;
  2860. const y = this.y - center.y;
  2861. this.x = x * c - y * s + center.x;
  2862. this.y = x * s + y * c + center.y;
  2863. return this;
  2864. }
  2865. /**
  2866. * Sets each component of this vector to a pseudo-random value between `0` and
  2867. * `1`, excluding `1`.
  2868. *
  2869. * @return {Vector2} A reference to this vector.
  2870. */
  2871. random() {
  2872. this.x = Math.random();
  2873. this.y = Math.random();
  2874. return this;
  2875. }
  2876. *[ Symbol.iterator ]() {
  2877. yield this.x;
  2878. yield this.y;
  2879. }
  2880. }
  2881. /**
  2882. * Class for representing a Quaternion. Quaternions are used in three.js to represent rotations.
  2883. *
  2884. * Iterating through a vector instance will yield its components `(x, y, z, w)` in
  2885. * the corresponding order.
  2886. *
  2887. * Note that three.js expects Quaternions to be normalized.
  2888. * ```js
  2889. * const quaternion = new THREE.Quaternion();
  2890. * quaternion.setFromAxisAngle( new THREE.Vector3( 0, 1, 0 ), Math.PI / 2 );
  2891. *
  2892. * const vector = new THREE.Vector3( 1, 0, 0 );
  2893. * vector.applyQuaternion( quaternion );
  2894. * ```
  2895. */
  2896. class Quaternion {
  2897. /**
  2898. * Constructs a new quaternion.
  2899. *
  2900. * @param {number} [x=0] - The x value of this quaternion.
  2901. * @param {number} [y=0] - The y value of this quaternion.
  2902. * @param {number} [z=0] - The z value of this quaternion.
  2903. * @param {number} [w=1] - The w value of this quaternion.
  2904. */
  2905. constructor( x = 0, y = 0, z = 0, w = 1 ) {
  2906. /**
  2907. * This flag can be used for type testing.
  2908. *
  2909. * @type {boolean}
  2910. * @readonly
  2911. * @default true
  2912. */
  2913. this.isQuaternion = true;
  2914. this._x = x;
  2915. this._y = y;
  2916. this._z = z;
  2917. this._w = w;
  2918. }
  2919. /**
  2920. * Interpolates between two quaternions via SLERP. This implementation assumes the
  2921. * quaternion data are managed in flat arrays.
  2922. *
  2923. * @param {Array<number>} dst - The destination array.
  2924. * @param {number} dstOffset - An offset into the destination array.
  2925. * @param {Array<number>} src0 - The source array of the first quaternion.
  2926. * @param {number} srcOffset0 - An offset into the first source array.
  2927. * @param {Array<number>} src1 - The source array of the second quaternion.
  2928. * @param {number} srcOffset1 - An offset into the second source array.
  2929. * @param {number} t - The interpolation factor in the range `[0,1]`.
  2930. * @see {@link Quaternion#slerp}
  2931. */
  2932. static slerpFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) {
  2933. let x0 = src0[ srcOffset0 + 0 ],
  2934. y0 = src0[ srcOffset0 + 1 ],
  2935. z0 = src0[ srcOffset0 + 2 ],
  2936. w0 = src0[ srcOffset0 + 3 ];
  2937. let x1 = src1[ srcOffset1 + 0 ],
  2938. y1 = src1[ srcOffset1 + 1 ],
  2939. z1 = src1[ srcOffset1 + 2 ],
  2940. w1 = src1[ srcOffset1 + 3 ];
  2941. if ( t <= 0 ) {
  2942. dst[ dstOffset + 0 ] = x0;
  2943. dst[ dstOffset + 1 ] = y0;
  2944. dst[ dstOffset + 2 ] = z0;
  2945. dst[ dstOffset + 3 ] = w0;
  2946. return;
  2947. }
  2948. if ( t >= 1 ) {
  2949. dst[ dstOffset + 0 ] = x1;
  2950. dst[ dstOffset + 1 ] = y1;
  2951. dst[ dstOffset + 2 ] = z1;
  2952. dst[ dstOffset + 3 ] = w1;
  2953. return;
  2954. }
  2955. if ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) {
  2956. let dot = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1;
  2957. if ( dot < 0 ) {
  2958. x1 = - x1;
  2959. y1 = - y1;
  2960. z1 = - z1;
  2961. w1 = - w1;
  2962. dot = - dot;
  2963. }
  2964. let s = 1 - t;
  2965. if ( dot < 0.9995 ) {
  2966. // slerp
  2967. const theta = Math.acos( dot );
  2968. const sin = Math.sin( theta );
  2969. s = Math.sin( s * theta ) / sin;
  2970. t = Math.sin( t * theta ) / sin;
  2971. x0 = x0 * s + x1 * t;
  2972. y0 = y0 * s + y1 * t;
  2973. z0 = z0 * s + z1 * t;
  2974. w0 = w0 * s + w1 * t;
  2975. } else {
  2976. // for small angles, lerp then normalize
  2977. x0 = x0 * s + x1 * t;
  2978. y0 = y0 * s + y1 * t;
  2979. z0 = z0 * s + z1 * t;
  2980. w0 = w0 * s + w1 * t;
  2981. const f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 );
  2982. x0 *= f;
  2983. y0 *= f;
  2984. z0 *= f;
  2985. w0 *= f;
  2986. }
  2987. }
  2988. dst[ dstOffset ] = x0;
  2989. dst[ dstOffset + 1 ] = y0;
  2990. dst[ dstOffset + 2 ] = z0;
  2991. dst[ dstOffset + 3 ] = w0;
  2992. }
  2993. /**
  2994. * Multiplies two quaternions. This implementation assumes the quaternion data are managed
  2995. * in flat arrays.
  2996. *
  2997. * @param {Array<number>} dst - The destination array.
  2998. * @param {number} dstOffset - An offset into the destination array.
  2999. * @param {Array<number>} src0 - The source array of the first quaternion.
  3000. * @param {number} srcOffset0 - An offset into the first source array.
  3001. * @param {Array<number>} src1 - The source array of the second quaternion.
  3002. * @param {number} srcOffset1 - An offset into the second source array.
  3003. * @return {Array<number>} The destination array.
  3004. * @see {@link Quaternion#multiplyQuaternions}.
  3005. */
  3006. static multiplyQuaternionsFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1 ) {
  3007. const x0 = src0[ srcOffset0 ];
  3008. const y0 = src0[ srcOffset0 + 1 ];
  3009. const z0 = src0[ srcOffset0 + 2 ];
  3010. const w0 = src0[ srcOffset0 + 3 ];
  3011. const x1 = src1[ srcOffset1 ];
  3012. const y1 = src1[ srcOffset1 + 1 ];
  3013. const z1 = src1[ srcOffset1 + 2 ];
  3014. const w1 = src1[ srcOffset1 + 3 ];
  3015. dst[ dstOffset ] = x0 * w1 + w0 * x1 + y0 * z1 - z0 * y1;
  3016. dst[ dstOffset + 1 ] = y0 * w1 + w0 * y1 + z0 * x1 - x0 * z1;
  3017. dst[ dstOffset + 2 ] = z0 * w1 + w0 * z1 + x0 * y1 - y0 * x1;
  3018. dst[ dstOffset + 3 ] = w0 * w1 - x0 * x1 - y0 * y1 - z0 * z1;
  3019. return dst;
  3020. }
  3021. /**
  3022. * The x value of this quaternion.
  3023. *
  3024. * @type {number}
  3025. * @default 0
  3026. */
  3027. get x() {
  3028. return this._x;
  3029. }
  3030. set x( value ) {
  3031. this._x = value;
  3032. this._onChangeCallback();
  3033. }
  3034. /**
  3035. * The y value of this quaternion.
  3036. *
  3037. * @type {number}
  3038. * @default 0
  3039. */
  3040. get y() {
  3041. return this._y;
  3042. }
  3043. set y( value ) {
  3044. this._y = value;
  3045. this._onChangeCallback();
  3046. }
  3047. /**
  3048. * The z value of this quaternion.
  3049. *
  3050. * @type {number}
  3051. * @default 0
  3052. */
  3053. get z() {
  3054. return this._z;
  3055. }
  3056. set z( value ) {
  3057. this._z = value;
  3058. this._onChangeCallback();
  3059. }
  3060. /**
  3061. * The w value of this quaternion.
  3062. *
  3063. * @type {number}
  3064. * @default 1
  3065. */
  3066. get w() {
  3067. return this._w;
  3068. }
  3069. set w( value ) {
  3070. this._w = value;
  3071. this._onChangeCallback();
  3072. }
  3073. /**
  3074. * Sets the quaternion components.
  3075. *
  3076. * @param {number} x - The x value of this quaternion.
  3077. * @param {number} y - The y value of this quaternion.
  3078. * @param {number} z - The z value of this quaternion.
  3079. * @param {number} w - The w value of this quaternion.
  3080. * @return {Quaternion} A reference to this quaternion.
  3081. */
  3082. set( x, y, z, w ) {
  3083. this._x = x;
  3084. this._y = y;
  3085. this._z = z;
  3086. this._w = w;
  3087. this._onChangeCallback();
  3088. return this;
  3089. }
  3090. /**
  3091. * Returns a new quaternion with copied values from this instance.
  3092. *
  3093. * @return {Quaternion} A clone of this instance.
  3094. */
  3095. clone() {
  3096. return new this.constructor( this._x, this._y, this._z, this._w );
  3097. }
  3098. /**
  3099. * Copies the values of the given quaternion to this instance.
  3100. *
  3101. * @param {Quaternion} quaternion - The quaternion to copy.
  3102. * @return {Quaternion} A reference to this quaternion.
  3103. */
  3104. copy( quaternion ) {
  3105. this._x = quaternion.x;
  3106. this._y = quaternion.y;
  3107. this._z = quaternion.z;
  3108. this._w = quaternion.w;
  3109. this._onChangeCallback();
  3110. return this;
  3111. }
  3112. /**
  3113. * Sets this quaternion from the rotation specified by the given
  3114. * Euler angles.
  3115. *
  3116. * @param {Euler} euler - The Euler angles.
  3117. * @param {boolean} [update=true] - Whether the internal `onChange` callback should be executed or not.
  3118. * @return {Quaternion} A reference to this quaternion.
  3119. */
  3120. setFromEuler( euler, update = true ) {
  3121. const x = euler._x, y = euler._y, z = euler._z, order = euler._order;
  3122. // http://www.mathworks.com/matlabcentral/fileexchange/
  3123. // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
  3124. // content/SpinCalc.m
  3125. const cos = Math.cos;
  3126. const sin = Math.sin;
  3127. const c1 = cos( x / 2 );
  3128. const c2 = cos( y / 2 );
  3129. const c3 = cos( z / 2 );
  3130. const s1 = sin( x / 2 );
  3131. const s2 = sin( y / 2 );
  3132. const s3 = sin( z / 2 );
  3133. switch ( order ) {
  3134. case 'XYZ':
  3135. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  3136. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  3137. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  3138. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  3139. break;
  3140. case 'YXZ':
  3141. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  3142. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  3143. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  3144. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  3145. break;
  3146. case 'ZXY':
  3147. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  3148. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  3149. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  3150. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  3151. break;
  3152. case 'ZYX':
  3153. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  3154. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  3155. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  3156. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  3157. break;
  3158. case 'YZX':
  3159. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  3160. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  3161. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  3162. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  3163. break;
  3164. case 'XZY':
  3165. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  3166. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  3167. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  3168. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  3169. break;
  3170. default:
  3171. warn( 'Quaternion: .setFromEuler() encountered an unknown order: ' + order );
  3172. }
  3173. if ( update === true ) this._onChangeCallback();
  3174. return this;
  3175. }
  3176. /**
  3177. * Sets this quaternion from the given axis and angle.
  3178. *
  3179. * @param {Vector3} axis - The normalized axis.
  3180. * @param {number} angle - The angle in radians.
  3181. * @return {Quaternion} A reference to this quaternion.
  3182. */
  3183. setFromAxisAngle( axis, angle ) {
  3184. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
  3185. const halfAngle = angle / 2, s = Math.sin( halfAngle );
  3186. this._x = axis.x * s;
  3187. this._y = axis.y * s;
  3188. this._z = axis.z * s;
  3189. this._w = Math.cos( halfAngle );
  3190. this._onChangeCallback();
  3191. return this;
  3192. }
  3193. /**
  3194. * Sets this quaternion from the given rotation matrix.
  3195. *
  3196. * @param {Matrix4} m - A 4x4 matrix of which the upper 3x3 of matrix is a pure rotation matrix (i.e. unscaled).
  3197. * @return {Quaternion} A reference to this quaternion.
  3198. */
  3199. setFromRotationMatrix( m ) {
  3200. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
  3201. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  3202. const te = m.elements,
  3203. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  3204. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  3205. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ],
  3206. trace = m11 + m22 + m33;
  3207. if ( trace > 0 ) {
  3208. const s = 0.5 / Math.sqrt( trace + 1.0 );
  3209. this._w = 0.25 / s;
  3210. this._x = ( m32 - m23 ) * s;
  3211. this._y = ( m13 - m31 ) * s;
  3212. this._z = ( m21 - m12 ) * s;
  3213. } else if ( m11 > m22 && m11 > m33 ) {
  3214. const s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );
  3215. this._w = ( m32 - m23 ) / s;
  3216. this._x = 0.25 * s;
  3217. this._y = ( m12 + m21 ) / s;
  3218. this._z = ( m13 + m31 ) / s;
  3219. } else if ( m22 > m33 ) {
  3220. const s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );
  3221. this._w = ( m13 - m31 ) / s;
  3222. this._x = ( m12 + m21 ) / s;
  3223. this._y = 0.25 * s;
  3224. this._z = ( m23 + m32 ) / s;
  3225. } else {
  3226. const s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );
  3227. this._w = ( m21 - m12 ) / s;
  3228. this._x = ( m13 + m31 ) / s;
  3229. this._y = ( m23 + m32 ) / s;
  3230. this._z = 0.25 * s;
  3231. }
  3232. this._onChangeCallback();
  3233. return this;
  3234. }
  3235. /**
  3236. * Sets this quaternion to the rotation required to rotate the direction vector
  3237. * `vFrom` to the direction vector `vTo`.
  3238. *
  3239. * @param {Vector3} vFrom - The first (normalized) direction vector.
  3240. * @param {Vector3} vTo - The second (normalized) direction vector.
  3241. * @return {Quaternion} A reference to this quaternion.
  3242. */
  3243. setFromUnitVectors( vFrom, vTo ) {
  3244. // assumes direction vectors vFrom and vTo are normalized
  3245. let r = vFrom.dot( vTo ) + 1;
  3246. if ( r < 1e-8 ) { // the epsilon value has been discussed in #31286
  3247. // vFrom and vTo point in opposite directions
  3248. r = 0;
  3249. if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {
  3250. this._x = - vFrom.y;
  3251. this._y = vFrom.x;
  3252. this._z = 0;
  3253. this._w = r;
  3254. } else {
  3255. this._x = 0;
  3256. this._y = - vFrom.z;
  3257. this._z = vFrom.y;
  3258. this._w = r;
  3259. }
  3260. } else {
  3261. // crossVectors( vFrom, vTo ); // inlined to avoid cyclic dependency on Vector3
  3262. this._x = vFrom.y * vTo.z - vFrom.z * vTo.y;
  3263. this._y = vFrom.z * vTo.x - vFrom.x * vTo.z;
  3264. this._z = vFrom.x * vTo.y - vFrom.y * vTo.x;
  3265. this._w = r;
  3266. }
  3267. return this.normalize();
  3268. }
  3269. /**
  3270. * Returns the angle between this quaternion and the given one in radians.
  3271. *
  3272. * @param {Quaternion} q - The quaternion to compute the angle with.
  3273. * @return {number} The angle in radians.
  3274. */
  3275. angleTo( q ) {
  3276. return 2 * Math.acos( Math.abs( clamp( this.dot( q ), -1, 1 ) ) );
  3277. }
  3278. /**
  3279. * Rotates this quaternion by a given angular step to the given quaternion.
  3280. * The method ensures that the final quaternion will not overshoot `q`.
  3281. *
  3282. * @param {Quaternion} q - The target quaternion.
  3283. * @param {number} step - The angular step in radians.
  3284. * @return {Quaternion} A reference to this quaternion.
  3285. */
  3286. rotateTowards( q, step ) {
  3287. const angle = this.angleTo( q );
  3288. if ( angle === 0 ) return this;
  3289. const t = Math.min( 1, step / angle );
  3290. this.slerp( q, t );
  3291. return this;
  3292. }
  3293. /**
  3294. * Sets this quaternion to the identity quaternion; that is, to the
  3295. * quaternion that represents "no rotation".
  3296. *
  3297. * @return {Quaternion} A reference to this quaternion.
  3298. */
  3299. identity() {
  3300. return this.set( 0, 0, 0, 1 );
  3301. }
  3302. /**
  3303. * Inverts this quaternion via {@link Quaternion#conjugate}. The
  3304. * quaternion is assumed to have unit length.
  3305. *
  3306. * @return {Quaternion} A reference to this quaternion.
  3307. */
  3308. invert() {
  3309. return this.conjugate();
  3310. }
  3311. /**
  3312. * Returns the rotational conjugate of this quaternion. The conjugate of a
  3313. * quaternion represents the same rotation in the opposite direction about
  3314. * the rotational axis.
  3315. *
  3316. * @return {Quaternion} A reference to this quaternion.
  3317. */
  3318. conjugate() {
  3319. this._x *= -1;
  3320. this._y *= -1;
  3321. this._z *= -1;
  3322. this._onChangeCallback();
  3323. return this;
  3324. }
  3325. /**
  3326. * Calculates the dot product of this quaternion and the given one.
  3327. *
  3328. * @param {Quaternion} v - The quaternion to compute the dot product with.
  3329. * @return {number} The result of the dot product.
  3330. */
  3331. dot( v ) {
  3332. return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;
  3333. }
  3334. /**
  3335. * Computes the squared Euclidean length (straight-line length) of this quaternion,
  3336. * considered as a 4 dimensional vector. This can be useful if you are comparing the
  3337. * lengths of two quaternions, as this is a slightly more efficient calculation than
  3338. * {@link Quaternion#length}.
  3339. *
  3340. * @return {number} The squared Euclidean length.
  3341. */
  3342. lengthSq() {
  3343. return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;
  3344. }
  3345. /**
  3346. * Computes the Euclidean length (straight-line length) of this quaternion,
  3347. * considered as a 4 dimensional vector.
  3348. *
  3349. * @return {number} The Euclidean length.
  3350. */
  3351. length() {
  3352. return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );
  3353. }
  3354. /**
  3355. * Normalizes this quaternion - that is, calculated the quaternion that performs
  3356. * the same rotation as this one, but has a length equal to `1`.
  3357. *
  3358. * @return {Quaternion} A reference to this quaternion.
  3359. */
  3360. normalize() {
  3361. let l = this.length();
  3362. if ( l === 0 ) {
  3363. this._x = 0;
  3364. this._y = 0;
  3365. this._z = 0;
  3366. this._w = 1;
  3367. } else {
  3368. l = 1 / l;
  3369. this._x = this._x * l;
  3370. this._y = this._y * l;
  3371. this._z = this._z * l;
  3372. this._w = this._w * l;
  3373. }
  3374. this._onChangeCallback();
  3375. return this;
  3376. }
  3377. /**
  3378. * Multiplies this quaternion by the given one.
  3379. *
  3380. * @param {Quaternion} q - The quaternion.
  3381. * @return {Quaternion} A reference to this quaternion.
  3382. */
  3383. multiply( q ) {
  3384. return this.multiplyQuaternions( this, q );
  3385. }
  3386. /**
  3387. * Pre-multiplies this quaternion by the given one.
  3388. *
  3389. * @param {Quaternion} q - The quaternion.
  3390. * @return {Quaternion} A reference to this quaternion.
  3391. */
  3392. premultiply( q ) {
  3393. return this.multiplyQuaternions( q, this );
  3394. }
  3395. /**
  3396. * Multiplies the given quaternions and stores the result in this instance.
  3397. *
  3398. * @param {Quaternion} a - The first quaternion.
  3399. * @param {Quaternion} b - The second quaternion.
  3400. * @return {Quaternion} A reference to this quaternion.
  3401. */
  3402. multiplyQuaternions( a, b ) {
  3403. // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
  3404. const qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;
  3405. const qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;
  3406. this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
  3407. this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
  3408. this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
  3409. this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
  3410. this._onChangeCallback();
  3411. return this;
  3412. }
  3413. /**
  3414. * Performs a spherical linear interpolation between quaternions.
  3415. *
  3416. * @param {Quaternion} qb - The target quaternion.
  3417. * @param {number} t - The interpolation factor in the closed interval `[0, 1]`.
  3418. * @return {Quaternion} A reference to this quaternion.
  3419. */
  3420. slerp( qb, t ) {
  3421. if ( t <= 0 ) return this;
  3422. if ( t >= 1 ) return this.copy( qb ); // copy calls _onChangeCallback()
  3423. let x = qb._x, y = qb._y, z = qb._z, w = qb._w;
  3424. let dot = this.dot( qb );
  3425. if ( dot < 0 ) {
  3426. x = - x;
  3427. y = - y;
  3428. z = - z;
  3429. w = - w;
  3430. dot = - dot;
  3431. }
  3432. let s = 1 - t;
  3433. if ( dot < 0.9995 ) {
  3434. // slerp
  3435. const theta = Math.acos( dot );
  3436. const sin = Math.sin( theta );
  3437. s = Math.sin( s * theta ) / sin;
  3438. t = Math.sin( t * theta ) / sin;
  3439. this._x = this._x * s + x * t;
  3440. this._y = this._y * s + y * t;
  3441. this._z = this._z * s + z * t;
  3442. this._w = this._w * s + w * t;
  3443. this._onChangeCallback();
  3444. } else {
  3445. // for small angles, lerp then normalize
  3446. this._x = this._x * s + x * t;
  3447. this._y = this._y * s + y * t;
  3448. this._z = this._z * s + z * t;
  3449. this._w = this._w * s + w * t;
  3450. this.normalize(); // normalize calls _onChangeCallback()
  3451. }
  3452. return this;
  3453. }
  3454. /**
  3455. * Performs a spherical linear interpolation between the given quaternions
  3456. * and stores the result in this quaternion.
  3457. *
  3458. * @param {Quaternion} qa - The source quaternion.
  3459. * @param {Quaternion} qb - The target quaternion.
  3460. * @param {number} t - The interpolation factor in the closed interval `[0, 1]`.
  3461. * @return {Quaternion} A reference to this quaternion.
  3462. */
  3463. slerpQuaternions( qa, qb, t ) {
  3464. return this.copy( qa ).slerp( qb, t );
  3465. }
  3466. /**
  3467. * Sets this quaternion to a uniformly random, normalized quaternion.
  3468. *
  3469. * @return {Quaternion} A reference to this quaternion.
  3470. */
  3471. random() {
  3472. // Ken Shoemake
  3473. // Uniform random rotations
  3474. // D. Kirk, editor, Graphics Gems III, pages 124-132. Academic Press, New York, 1992.
  3475. const theta1 = 2 * Math.PI * Math.random();
  3476. const theta2 = 2 * Math.PI * Math.random();
  3477. const x0 = Math.random();
  3478. const r1 = Math.sqrt( 1 - x0 );
  3479. const r2 = Math.sqrt( x0 );
  3480. return this.set(
  3481. r1 * Math.sin( theta1 ),
  3482. r1 * Math.cos( theta1 ),
  3483. r2 * Math.sin( theta2 ),
  3484. r2 * Math.cos( theta2 ),
  3485. );
  3486. }
  3487. /**
  3488. * Returns `true` if this quaternion is equal with the given one.
  3489. *
  3490. * @param {Quaternion} quaternion - The quaternion to test for equality.
  3491. * @return {boolean} Whether this quaternion is equal with the given one.
  3492. */
  3493. equals( quaternion ) {
  3494. return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );
  3495. }
  3496. /**
  3497. * Sets this quaternion's components from the given array.
  3498. *
  3499. * @param {Array<number>} array - An array holding the quaternion component values.
  3500. * @param {number} [offset=0] - The offset into the array.
  3501. * @return {Quaternion} A reference to this quaternion.
  3502. */
  3503. fromArray( array, offset = 0 ) {
  3504. this._x = array[ offset ];
  3505. this._y = array[ offset + 1 ];
  3506. this._z = array[ offset + 2 ];
  3507. this._w = array[ offset + 3 ];
  3508. this._onChangeCallback();
  3509. return this;
  3510. }
  3511. /**
  3512. * Writes the components of this quaternion to the given array. If no array is provided,
  3513. * the method returns a new instance.
  3514. *
  3515. * @param {Array<number>} [array=[]] - The target array holding the quaternion components.
  3516. * @param {number} [offset=0] - Index of the first element in the array.
  3517. * @return {Array<number>} The quaternion components.
  3518. */
  3519. toArray( array = [], offset = 0 ) {
  3520. array[ offset ] = this._x;
  3521. array[ offset + 1 ] = this._y;
  3522. array[ offset + 2 ] = this._z;
  3523. array[ offset + 3 ] = this._w;
  3524. return array;
  3525. }
  3526. /**
  3527. * Sets the components of this quaternion from the given buffer attribute.
  3528. *
  3529. * @param {BufferAttribute} attribute - The buffer attribute holding quaternion data.
  3530. * @param {number} index - The index into the attribute.
  3531. * @return {Quaternion} A reference to this quaternion.
  3532. */
  3533. fromBufferAttribute( attribute, index ) {
  3534. this._x = attribute.getX( index );
  3535. this._y = attribute.getY( index );
  3536. this._z = attribute.getZ( index );
  3537. this._w = attribute.getW( index );
  3538. this._onChangeCallback();
  3539. return this;
  3540. }
  3541. /**
  3542. * This methods defines the serialization result of this class. Returns the
  3543. * numerical elements of this quaternion in an array of format `[x, y, z, w]`.
  3544. *
  3545. * @return {Array<number>} The serialized quaternion.
  3546. */
  3547. toJSON() {
  3548. return this.toArray();
  3549. }
  3550. _onChange( callback ) {
  3551. this._onChangeCallback = callback;
  3552. return this;
  3553. }
  3554. _onChangeCallback() {}
  3555. *[ Symbol.iterator ]() {
  3556. yield this._x;
  3557. yield this._y;
  3558. yield this._z;
  3559. yield this._w;
  3560. }
  3561. }
  3562. /**
  3563. * Class representing a 3D vector. A 3D vector is an ordered triplet of numbers
  3564. * (labeled x, y and z), which can be used to represent a number of things, such as:
  3565. *
  3566. * - A point in 3D space.
  3567. * - A direction and length in 3D space. In three.js the length will
  3568. * always be the Euclidean distance(straight-line distance) from `(0, 0, 0)` to `(x, y, z)`
  3569. * and the direction is also measured from `(0, 0, 0)` towards `(x, y, z)`.
  3570. * - Any arbitrary ordered triplet of numbers.
  3571. *
  3572. * There are other things a 3D vector can be used to represent, such as
  3573. * momentum vectors and so on, however these are the most
  3574. * common uses in three.js.
  3575. *
  3576. * Iterating through a vector instance will yield its components `(x, y, z)` in
  3577. * the corresponding order.
  3578. * ```js
  3579. * const a = new THREE.Vector3( 0, 1, 0 );
  3580. *
  3581. * //no arguments; will be initialised to (0, 0, 0)
  3582. * const b = new THREE.Vector3( );
  3583. *
  3584. * const d = a.distanceTo( b );
  3585. * ```
  3586. */
  3587. class Vector3 {
  3588. /**
  3589. * Constructs a new 3D vector.
  3590. *
  3591. * @param {number} [x=0] - The x value of this vector.
  3592. * @param {number} [y=0] - The y value of this vector.
  3593. * @param {number} [z=0] - The z value of this vector.
  3594. */
  3595. constructor( x = 0, y = 0, z = 0 ) {
  3596. /**
  3597. * This flag can be used for type testing.
  3598. *
  3599. * @type {boolean}
  3600. * @readonly
  3601. * @default true
  3602. */
  3603. Vector3.prototype.isVector3 = true;
  3604. /**
  3605. * The x value of this vector.
  3606. *
  3607. * @type {number}
  3608. */
  3609. this.x = x;
  3610. /**
  3611. * The y value of this vector.
  3612. *
  3613. * @type {number}
  3614. */
  3615. this.y = y;
  3616. /**
  3617. * The z value of this vector.
  3618. *
  3619. * @type {number}
  3620. */
  3621. this.z = z;
  3622. }
  3623. /**
  3624. * Sets the vector components.
  3625. *
  3626. * @param {number} x - The value of the x component.
  3627. * @param {number} y - The value of the y component.
  3628. * @param {number} z - The value of the z component.
  3629. * @return {Vector3} A reference to this vector.
  3630. */
  3631. set( x, y, z ) {
  3632. if ( z === undefined ) z = this.z; // sprite.scale.set(x,y)
  3633. this.x = x;
  3634. this.y = y;
  3635. this.z = z;
  3636. return this;
  3637. }
  3638. /**
  3639. * Sets the vector components to the same value.
  3640. *
  3641. * @param {number} scalar - The value to set for all vector components.
  3642. * @return {Vector3} A reference to this vector.
  3643. */
  3644. setScalar( scalar ) {
  3645. this.x = scalar;
  3646. this.y = scalar;
  3647. this.z = scalar;
  3648. return this;
  3649. }
  3650. /**
  3651. * Sets the vector's x component to the given value
  3652. *
  3653. * @param {number} x - The value to set.
  3654. * @return {Vector3} A reference to this vector.
  3655. */
  3656. setX( x ) {
  3657. this.x = x;
  3658. return this;
  3659. }
  3660. /**
  3661. * Sets the vector's y component to the given value
  3662. *
  3663. * @param {number} y - The value to set.
  3664. * @return {Vector3} A reference to this vector.
  3665. */
  3666. setY( y ) {
  3667. this.y = y;
  3668. return this;
  3669. }
  3670. /**
  3671. * Sets the vector's z component to the given value
  3672. *
  3673. * @param {number} z - The value to set.
  3674. * @return {Vector3} A reference to this vector.
  3675. */
  3676. setZ( z ) {
  3677. this.z = z;
  3678. return this;
  3679. }
  3680. /**
  3681. * Allows to set a vector component with an index.
  3682. *
  3683. * @param {number} index - The component index. `0` equals to x, `1` equals to y, `2` equals to z.
  3684. * @param {number} value - The value to set.
  3685. * @return {Vector3} A reference to this vector.
  3686. */
  3687. setComponent( index, value ) {
  3688. switch ( index ) {
  3689. case 0: this.x = value; break;
  3690. case 1: this.y = value; break;
  3691. case 2: this.z = value; break;
  3692. default: throw new Error( 'index is out of range: ' + index );
  3693. }
  3694. return this;
  3695. }
  3696. /**
  3697. * Returns the value of the vector component which matches the given index.
  3698. *
  3699. * @param {number} index - The component index. `0` equals to x, `1` equals to y, `2` equals to z.
  3700. * @return {number} A vector component value.
  3701. */
  3702. getComponent( index ) {
  3703. switch ( index ) {
  3704. case 0: return this.x;
  3705. case 1: return this.y;
  3706. case 2: return this.z;
  3707. default: throw new Error( 'index is out of range: ' + index );
  3708. }
  3709. }
  3710. /**
  3711. * Returns a new vector with copied values from this instance.
  3712. *
  3713. * @return {Vector3} A clone of this instance.
  3714. */
  3715. clone() {
  3716. return new this.constructor( this.x, this.y, this.z );
  3717. }
  3718. /**
  3719. * Copies the values of the given vector to this instance.
  3720. *
  3721. * @param {Vector3} v - The vector to copy.
  3722. * @return {Vector3} A reference to this vector.
  3723. */
  3724. copy( v ) {
  3725. this.x = v.x;
  3726. this.y = v.y;
  3727. this.z = v.z;
  3728. return this;
  3729. }
  3730. /**
  3731. * Adds the given vector to this instance.
  3732. *
  3733. * @param {Vector3} v - The vector to add.
  3734. * @return {Vector3} A reference to this vector.
  3735. */
  3736. add( v ) {
  3737. this.x += v.x;
  3738. this.y += v.y;
  3739. this.z += v.z;
  3740. return this;
  3741. }
  3742. /**
  3743. * Adds the given scalar value to all components of this instance.
  3744. *
  3745. * @param {number} s - The scalar to add.
  3746. * @return {Vector3} A reference to this vector.
  3747. */
  3748. addScalar( s ) {
  3749. this.x += s;
  3750. this.y += s;
  3751. this.z += s;
  3752. return this;
  3753. }
  3754. /**
  3755. * Adds the given vectors and stores the result in this instance.
  3756. *
  3757. * @param {Vector3} a - The first vector.
  3758. * @param {Vector3} b - The second vector.
  3759. * @return {Vector3} A reference to this vector.
  3760. */
  3761. addVectors( a, b ) {
  3762. this.x = a.x + b.x;
  3763. this.y = a.y + b.y;
  3764. this.z = a.z + b.z;
  3765. return this;
  3766. }
  3767. /**
  3768. * Adds the given vector scaled by the given factor to this instance.
  3769. *
  3770. * @param {Vector3|Vector4} v - The vector.
  3771. * @param {number} s - The factor that scales `v`.
  3772. * @return {Vector3} A reference to this vector.
  3773. */
  3774. addScaledVector( v, s ) {
  3775. this.x += v.x * s;
  3776. this.y += v.y * s;
  3777. this.z += v.z * s;
  3778. return this;
  3779. }
  3780. /**
  3781. * Subtracts the given vector from this instance.
  3782. *
  3783. * @param {Vector3} v - The vector to subtract.
  3784. * @return {Vector3} A reference to this vector.
  3785. */
  3786. sub( v ) {
  3787. this.x -= v.x;
  3788. this.y -= v.y;
  3789. this.z -= v.z;
  3790. return this;
  3791. }
  3792. /**
  3793. * Subtracts the given scalar value from all components of this instance.
  3794. *
  3795. * @param {number} s - The scalar to subtract.
  3796. * @return {Vector3} A reference to this vector.
  3797. */
  3798. subScalar( s ) {
  3799. this.x -= s;
  3800. this.y -= s;
  3801. this.z -= s;
  3802. return this;
  3803. }
  3804. /**
  3805. * Subtracts the given vectors and stores the result in this instance.
  3806. *
  3807. * @param {Vector3} a - The first vector.
  3808. * @param {Vector3} b - The second vector.
  3809. * @return {Vector3} A reference to this vector.
  3810. */
  3811. subVectors( a, b ) {
  3812. this.x = a.x - b.x;
  3813. this.y = a.y - b.y;
  3814. this.z = a.z - b.z;
  3815. return this;
  3816. }
  3817. /**
  3818. * Multiplies the given vector with this instance.
  3819. *
  3820. * @param {Vector3} v - The vector to multiply.
  3821. * @return {Vector3} A reference to this vector.
  3822. */
  3823. multiply( v ) {
  3824. this.x *= v.x;
  3825. this.y *= v.y;
  3826. this.z *= v.z;
  3827. return this;
  3828. }
  3829. /**
  3830. * Multiplies the given scalar value with all components of this instance.
  3831. *
  3832. * @param {number} scalar - The scalar to multiply.
  3833. * @return {Vector3} A reference to this vector.
  3834. */
  3835. multiplyScalar( scalar ) {
  3836. this.x *= scalar;
  3837. this.y *= scalar;
  3838. this.z *= scalar;
  3839. return this;
  3840. }
  3841. /**
  3842. * Multiplies the given vectors and stores the result in this instance.
  3843. *
  3844. * @param {Vector3} a - The first vector.
  3845. * @param {Vector3} b - The second vector.
  3846. * @return {Vector3} A reference to this vector.
  3847. */
  3848. multiplyVectors( a, b ) {
  3849. this.x = a.x * b.x;
  3850. this.y = a.y * b.y;
  3851. this.z = a.z * b.z;
  3852. return this;
  3853. }
  3854. /**
  3855. * Applies the given Euler rotation to this vector.
  3856. *
  3857. * @param {Euler} euler - The Euler angles.
  3858. * @return {Vector3} A reference to this vector.
  3859. */
  3860. applyEuler( euler ) {
  3861. return this.applyQuaternion( _quaternion$4.setFromEuler( euler ) );
  3862. }
  3863. /**
  3864. * Applies a rotation specified by an axis and an angle to this vector.
  3865. *
  3866. * @param {Vector3} axis - A normalized vector representing the rotation axis.
  3867. * @param {number} angle - The angle in radians.
  3868. * @return {Vector3} A reference to this vector.
  3869. */
  3870. applyAxisAngle( axis, angle ) {
  3871. return this.applyQuaternion( _quaternion$4.setFromAxisAngle( axis, angle ) );
  3872. }
  3873. /**
  3874. * Multiplies this vector with the given 3x3 matrix.
  3875. *
  3876. * @param {Matrix3} m - The 3x3 matrix.
  3877. * @return {Vector3} A reference to this vector.
  3878. */
  3879. applyMatrix3( m ) {
  3880. const x = this.x, y = this.y, z = this.z;
  3881. const e = m.elements;
  3882. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;
  3883. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;
  3884. this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;
  3885. return this;
  3886. }
  3887. /**
  3888. * Multiplies this vector by the given normal matrix and normalizes
  3889. * the result.
  3890. *
  3891. * @param {Matrix3} m - The normal matrix.
  3892. * @return {Vector3} A reference to this vector.
  3893. */
  3894. applyNormalMatrix( m ) {
  3895. return this.applyMatrix3( m ).normalize();
  3896. }
  3897. /**
  3898. * Multiplies this vector (with an implicit 1 in the 4th dimension) by m, and
  3899. * divides by perspective.
  3900. *
  3901. * @param {Matrix4} m - The matrix to apply.
  3902. * @return {Vector3} A reference to this vector.
  3903. */
  3904. applyMatrix4( m ) {
  3905. const x = this.x, y = this.y, z = this.z;
  3906. const e = m.elements;
  3907. const w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] );
  3908. this.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * w;
  3909. this.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * w;
  3910. this.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * w;
  3911. return this;
  3912. }
  3913. /**
  3914. * Applies the given Quaternion to this vector.
  3915. *
  3916. * @param {Quaternion} q - The Quaternion.
  3917. * @return {Vector3} A reference to this vector.
  3918. */
  3919. applyQuaternion( q ) {
  3920. // quaternion q is assumed to have unit length
  3921. const vx = this.x, vy = this.y, vz = this.z;
  3922. const qx = q.x, qy = q.y, qz = q.z, qw = q.w;
  3923. // t = 2 * cross( q.xyz, v );
  3924. const tx = 2 * ( qy * vz - qz * vy );
  3925. const ty = 2 * ( qz * vx - qx * vz );
  3926. const tz = 2 * ( qx * vy - qy * vx );
  3927. // v + q.w * t + cross( q.xyz, t );
  3928. this.x = vx + qw * tx + qy * tz - qz * ty;
  3929. this.y = vy + qw * ty + qz * tx - qx * tz;
  3930. this.z = vz + qw * tz + qx * ty - qy * tx;
  3931. return this;
  3932. }
  3933. /**
  3934. * Projects this vector from world space into the camera's normalized
  3935. * device coordinate (NDC) space.
  3936. *
  3937. * @param {Camera} camera - The camera.
  3938. * @return {Vector3} A reference to this vector.
  3939. */
  3940. project( camera ) {
  3941. return this.applyMatrix4( camera.matrixWorldInverse ).applyMatrix4( camera.projectionMatrix );
  3942. }
  3943. /**
  3944. * Unprojects this vector from the camera's normalized device coordinate (NDC)
  3945. * space into world space.
  3946. *
  3947. * @param {Camera} camera - The camera.
  3948. * @return {Vector3} A reference to this vector.
  3949. */
  3950. unproject( camera ) {
  3951. return this.applyMatrix4( camera.projectionMatrixInverse ).applyMatrix4( camera.matrixWorld );
  3952. }
  3953. /**
  3954. * Transforms the direction of this vector by a matrix (the upper left 3 x 3
  3955. * subset of the given 4x4 matrix and then normalizes the result.
  3956. *
  3957. * @param {Matrix4} m - The matrix.
  3958. * @return {Vector3} A reference to this vector.
  3959. */
  3960. transformDirection( m ) {
  3961. // input: THREE.Matrix4 affine matrix
  3962. // vector interpreted as a direction
  3963. const x = this.x, y = this.y, z = this.z;
  3964. const e = m.elements;
  3965. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;
  3966. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;
  3967. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;
  3968. return this.normalize();
  3969. }
  3970. /**
  3971. * Divides this instance by the given vector.
  3972. *
  3973. * @param {Vector3} v - The vector to divide.
  3974. * @return {Vector3} A reference to this vector.
  3975. */
  3976. divide( v ) {
  3977. this.x /= v.x;
  3978. this.y /= v.y;
  3979. this.z /= v.z;
  3980. return this;
  3981. }
  3982. /**
  3983. * Divides this vector by the given scalar.
  3984. *
  3985. * @param {number} scalar - The scalar to divide.
  3986. * @return {Vector3} A reference to this vector.
  3987. */
  3988. divideScalar( scalar ) {
  3989. return this.multiplyScalar( 1 / scalar );
  3990. }
  3991. /**
  3992. * If this vector's x, y or z value is greater than the given vector's x, y or z
  3993. * value, replace that value with the corresponding min value.
  3994. *
  3995. * @param {Vector3} v - The vector.
  3996. * @return {Vector3} A reference to this vector.
  3997. */
  3998. min( v ) {
  3999. this.x = Math.min( this.x, v.x );
  4000. this.y = Math.min( this.y, v.y );
  4001. this.z = Math.min( this.z, v.z );
  4002. return this;
  4003. }
  4004. /**
  4005. * If this vector's x, y or z value is less than the given vector's x, y or z
  4006. * value, replace that value with the corresponding max value.
  4007. *
  4008. * @param {Vector3} v - The vector.
  4009. * @return {Vector3} A reference to this vector.
  4010. */
  4011. max( v ) {
  4012. this.x = Math.max( this.x, v.x );
  4013. this.y = Math.max( this.y, v.y );
  4014. this.z = Math.max( this.z, v.z );
  4015. return this;
  4016. }
  4017. /**
  4018. * If this vector's x, y or z value is greater than the max vector's x, y or z
  4019. * value, it is replaced by the corresponding value.
  4020. * If this vector's x, y or z value is less than the min vector's x, y or z value,
  4021. * it is replaced by the corresponding value.
  4022. *
  4023. * @param {Vector3} min - The minimum x, y and z values.
  4024. * @param {Vector3} max - The maximum x, y and z values in the desired range.
  4025. * @return {Vector3} A reference to this vector.
  4026. */
  4027. clamp( min, max ) {
  4028. // assumes min < max, componentwise
  4029. this.x = clamp( this.x, min.x, max.x );
  4030. this.y = clamp( this.y, min.y, max.y );
  4031. this.z = clamp( this.z, min.z, max.z );
  4032. return this;
  4033. }
  4034. /**
  4035. * If this vector's x, y or z values are greater than the max value, they are
  4036. * replaced by the max value.
  4037. * If this vector's x, y or z values are less than the min value, they are
  4038. * replaced by the min value.
  4039. *
  4040. * @param {number} minVal - The minimum value the components will be clamped to.
  4041. * @param {number} maxVal - The maximum value the components will be clamped to.
  4042. * @return {Vector3} A reference to this vector.
  4043. */
  4044. clampScalar( minVal, maxVal ) {
  4045. this.x = clamp( this.x, minVal, maxVal );
  4046. this.y = clamp( this.y, minVal, maxVal );
  4047. this.z = clamp( this.z, minVal, maxVal );
  4048. return this;
  4049. }
  4050. /**
  4051. * If this vector's length is greater than the max value, it is replaced by
  4052. * the max value.
  4053. * If this vector's length is less than the min value, it is replaced by the
  4054. * min value.
  4055. *
  4056. * @param {number} min - The minimum value the vector length will be clamped to.
  4057. * @param {number} max - The maximum value the vector length will be clamped to.
  4058. * @return {Vector3} A reference to this vector.
  4059. */
  4060. clampLength( min, max ) {
  4061. const length = this.length();
  4062. return this.divideScalar( length || 1 ).multiplyScalar( clamp( length, min, max ) );
  4063. }
  4064. /**
  4065. * The components of this vector are rounded down to the nearest integer value.
  4066. *
  4067. * @return {Vector3} A reference to this vector.
  4068. */
  4069. floor() {
  4070. this.x = Math.floor( this.x );
  4071. this.y = Math.floor( this.y );
  4072. this.z = Math.floor( this.z );
  4073. return this;
  4074. }
  4075. /**
  4076. * The components of this vector are rounded up to the nearest integer value.
  4077. *
  4078. * @return {Vector3} A reference to this vector.
  4079. */
  4080. ceil() {
  4081. this.x = Math.ceil( this.x );
  4082. this.y = Math.ceil( this.y );
  4083. this.z = Math.ceil( this.z );
  4084. return this;
  4085. }
  4086. /**
  4087. * The components of this vector are rounded to the nearest integer value
  4088. *
  4089. * @return {Vector3} A reference to this vector.
  4090. */
  4091. round() {
  4092. this.x = Math.round( this.x );
  4093. this.y = Math.round( this.y );
  4094. this.z = Math.round( this.z );
  4095. return this;
  4096. }
  4097. /**
  4098. * The components of this vector are rounded towards zero (up if negative,
  4099. * down if positive) to an integer value.
  4100. *
  4101. * @return {Vector3} A reference to this vector.
  4102. */
  4103. roundToZero() {
  4104. this.x = Math.trunc( this.x );
  4105. this.y = Math.trunc( this.y );
  4106. this.z = Math.trunc( this.z );
  4107. return this;
  4108. }
  4109. /**
  4110. * Inverts this vector - i.e. sets x = -x, y = -y and z = -z.
  4111. *
  4112. * @return {Vector3} A reference to this vector.
  4113. */
  4114. negate() {
  4115. this.x = - this.x;
  4116. this.y = - this.y;
  4117. this.z = - this.z;
  4118. return this;
  4119. }
  4120. /**
  4121. * Calculates the dot product of the given vector with this instance.
  4122. *
  4123. * @param {Vector3} v - The vector to compute the dot product with.
  4124. * @return {number} The result of the dot product.
  4125. */
  4126. dot( v ) {
  4127. return this.x * v.x + this.y * v.y + this.z * v.z;
  4128. }
  4129. // TODO lengthSquared?
  4130. /**
  4131. * Computes the square of the Euclidean length (straight-line length) from
  4132. * (0, 0, 0) to (x, y, z). If you are comparing the lengths of vectors, you should
  4133. * compare the length squared instead as it is slightly more efficient to calculate.
  4134. *
  4135. * @return {number} The square length of this vector.
  4136. */
  4137. lengthSq() {
  4138. return this.x * this.x + this.y * this.y + this.z * this.z;
  4139. }
  4140. /**
  4141. * Computes the Euclidean length (straight-line length) from (0, 0, 0) to (x, y, z).
  4142. *
  4143. * @return {number} The length of this vector.
  4144. */
  4145. length() {
  4146. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );
  4147. }
  4148. /**
  4149. * Computes the Manhattan length of this vector.
  4150. *
  4151. * @return {number} The length of this vector.
  4152. */
  4153. manhattanLength() {
  4154. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
  4155. }
  4156. /**
  4157. * Converts this vector to a unit vector - that is, sets it equal to a vector
  4158. * with the same direction as this one, but with a vector length of `1`.
  4159. *
  4160. * @return {Vector3} A reference to this vector.
  4161. */
  4162. normalize() {
  4163. return this.divideScalar( this.length() || 1 );
  4164. }
  4165. /**
  4166. * Sets this vector to a vector with the same direction as this one, but
  4167. * with the specified length.
  4168. *
  4169. * @param {number} length - The new length of this vector.
  4170. * @return {Vector3} A reference to this vector.
  4171. */
  4172. setLength( length ) {
  4173. return this.normalize().multiplyScalar( length );
  4174. }
  4175. /**
  4176. * Linearly interpolates between the given vector and this instance, where
  4177. * alpha is the percent distance along the line - alpha = 0 will be this
  4178. * vector, and alpha = 1 will be the given one.
  4179. *
  4180. * @param {Vector3} v - The vector to interpolate towards.
  4181. * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
  4182. * @return {Vector3} A reference to this vector.
  4183. */
  4184. lerp( v, alpha ) {
  4185. this.x += ( v.x - this.x ) * alpha;
  4186. this.y += ( v.y - this.y ) * alpha;
  4187. this.z += ( v.z - this.z ) * alpha;
  4188. return this;
  4189. }
  4190. /**
  4191. * Linearly interpolates between the given vectors, where alpha is the percent
  4192. * distance along the line - alpha = 0 will be first vector, and alpha = 1 will
  4193. * be the second one. The result is stored in this instance.
  4194. *
  4195. * @param {Vector3} v1 - The first vector.
  4196. * @param {Vector3} v2 - The second vector.
  4197. * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
  4198. * @return {Vector3} A reference to this vector.
  4199. */
  4200. lerpVectors( v1, v2, alpha ) {
  4201. this.x = v1.x + ( v2.x - v1.x ) * alpha;
  4202. this.y = v1.y + ( v2.y - v1.y ) * alpha;
  4203. this.z = v1.z + ( v2.z - v1.z ) * alpha;
  4204. return this;
  4205. }
  4206. /**
  4207. * Calculates the cross product of the given vector with this instance.
  4208. *
  4209. * @param {Vector3} v - The vector to compute the cross product with.
  4210. * @return {Vector3} The result of the cross product.
  4211. */
  4212. cross( v ) {
  4213. return this.crossVectors( this, v );
  4214. }
  4215. /**
  4216. * Calculates the cross product of the given vectors and stores the result
  4217. * in this instance.
  4218. *
  4219. * @param {Vector3} a - The first vector.
  4220. * @param {Vector3} b - The second vector.
  4221. * @return {Vector3} A reference to this vector.
  4222. */
  4223. crossVectors( a, b ) {
  4224. const ax = a.x, ay = a.y, az = a.z;
  4225. const bx = b.x, by = b.y, bz = b.z;
  4226. this.x = ay * bz - az * by;
  4227. this.y = az * bx - ax * bz;
  4228. this.z = ax * by - ay * bx;
  4229. return this;
  4230. }
  4231. /**
  4232. * Projects this vector onto the given one.
  4233. *
  4234. * @param {Vector3} v - The vector to project to.
  4235. * @return {Vector3} A reference to this vector.
  4236. */
  4237. projectOnVector( v ) {
  4238. const denominator = v.lengthSq();
  4239. if ( denominator === 0 ) return this.set( 0, 0, 0 );
  4240. const scalar = v.dot( this ) / denominator;
  4241. return this.copy( v ).multiplyScalar( scalar );
  4242. }
  4243. /**
  4244. * Projects this vector onto a plane by subtracting this
  4245. * vector projected onto the plane's normal from this vector.
  4246. *
  4247. * @param {Vector3} planeNormal - The plane normal.
  4248. * @return {Vector3} A reference to this vector.
  4249. */
  4250. projectOnPlane( planeNormal ) {
  4251. _vector$c.copy( this ).projectOnVector( planeNormal );
  4252. return this.sub( _vector$c );
  4253. }
  4254. /**
  4255. * Reflects this vector off a plane orthogonal to the given normal vector.
  4256. *
  4257. * @param {Vector3} normal - The (normalized) normal vector.
  4258. * @return {Vector3} A reference to this vector.
  4259. */
  4260. reflect( normal ) {
  4261. return this.sub( _vector$c.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );
  4262. }
  4263. /**
  4264. * Returns the angle between the given vector and this instance in radians.
  4265. *
  4266. * @param {Vector3} v - The vector to compute the angle with.
  4267. * @return {number} The angle in radians.
  4268. */
  4269. angleTo( v ) {
  4270. const denominator = Math.sqrt( this.lengthSq() * v.lengthSq() );
  4271. if ( denominator === 0 ) return Math.PI / 2;
  4272. const theta = this.dot( v ) / denominator;
  4273. // clamp, to handle numerical problems
  4274. return Math.acos( clamp( theta, -1, 1 ) );
  4275. }
  4276. /**
  4277. * Computes the distance from the given vector to this instance.
  4278. *
  4279. * @param {Vector3} v - The vector to compute the distance to.
  4280. * @return {number} The distance.
  4281. */
  4282. distanceTo( v ) {
  4283. return Math.sqrt( this.distanceToSquared( v ) );
  4284. }
  4285. /**
  4286. * Computes the squared distance from the given vector to this instance.
  4287. * If you are just comparing the distance with another distance, you should compare
  4288. * the distance squared instead as it is slightly more efficient to calculate.
  4289. *
  4290. * @param {Vector3} v - The vector to compute the squared distance to.
  4291. * @return {number} The squared distance.
  4292. */
  4293. distanceToSquared( v ) {
  4294. const dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z;
  4295. return dx * dx + dy * dy + dz * dz;
  4296. }
  4297. /**
  4298. * Computes the Manhattan distance from the given vector to this instance.
  4299. *
  4300. * @param {Vector3} v - The vector to compute the Manhattan distance to.
  4301. * @return {number} The Manhattan distance.
  4302. */
  4303. manhattanDistanceTo( v ) {
  4304. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z );
  4305. }
  4306. /**
  4307. * Sets the vector components from the given spherical coordinates.
  4308. *
  4309. * @param {Spherical} s - The spherical coordinates.
  4310. * @return {Vector3} A reference to this vector.
  4311. */
  4312. setFromSpherical( s ) {
  4313. return this.setFromSphericalCoords( s.radius, s.phi, s.theta );
  4314. }
  4315. /**
  4316. * Sets the vector components from the given spherical coordinates.
  4317. *
  4318. * @param {number} radius - The radius.
  4319. * @param {number} phi - The phi angle in radians.
  4320. * @param {number} theta - The theta angle in radians.
  4321. * @return {Vector3} A reference to this vector.
  4322. */
  4323. setFromSphericalCoords( radius, phi, theta ) {
  4324. const sinPhiRadius = Math.sin( phi ) * radius;
  4325. this.x = sinPhiRadius * Math.sin( theta );
  4326. this.y = Math.cos( phi ) * radius;
  4327. this.z = sinPhiRadius * Math.cos( theta );
  4328. return this;
  4329. }
  4330. /**
  4331. * Sets the vector components from the given cylindrical coordinates.
  4332. *
  4333. * @param {Cylindrical} c - The cylindrical coordinates.
  4334. * @return {Vector3} A reference to this vector.
  4335. */
  4336. setFromCylindrical( c ) {
  4337. return this.setFromCylindricalCoords( c.radius, c.theta, c.y );
  4338. }
  4339. /**
  4340. * Sets the vector components from the given cylindrical coordinates.
  4341. *
  4342. * @param {number} radius - The radius.
  4343. * @param {number} theta - The theta angle in radians.
  4344. * @param {number} y - The y value.
  4345. * @return {Vector3} A reference to this vector.
  4346. */
  4347. setFromCylindricalCoords( radius, theta, y ) {
  4348. this.x = radius * Math.sin( theta );
  4349. this.y = y;
  4350. this.z = radius * Math.cos( theta );
  4351. return this;
  4352. }
  4353. /**
  4354. * Sets the vector components to the position elements of the
  4355. * given transformation matrix.
  4356. *
  4357. * @param {Matrix4} m - The 4x4 matrix.
  4358. * @return {Vector3} A reference to this vector.
  4359. */
  4360. setFromMatrixPosition( m ) {
  4361. const e = m.elements;
  4362. this.x = e[ 12 ];
  4363. this.y = e[ 13 ];
  4364. this.z = e[ 14 ];
  4365. return this;
  4366. }
  4367. /**
  4368. * Sets the vector components to the scale elements of the
  4369. * given transformation matrix.
  4370. *
  4371. * @param {Matrix4} m - The 4x4 matrix.
  4372. * @return {Vector3} A reference to this vector.
  4373. */
  4374. setFromMatrixScale( m ) {
  4375. const sx = this.setFromMatrixColumn( m, 0 ).length();
  4376. const sy = this.setFromMatrixColumn( m, 1 ).length();
  4377. const sz = this.setFromMatrixColumn( m, 2 ).length();
  4378. this.x = sx;
  4379. this.y = sy;
  4380. this.z = sz;
  4381. return this;
  4382. }
  4383. /**
  4384. * Sets the vector components from the specified matrix column.
  4385. *
  4386. * @param {Matrix4} m - The 4x4 matrix.
  4387. * @param {number} index - The column index.
  4388. * @return {Vector3} A reference to this vector.
  4389. */
  4390. setFromMatrixColumn( m, index ) {
  4391. return this.fromArray( m.elements, index * 4 );
  4392. }
  4393. /**
  4394. * Sets the vector components from the specified matrix column.
  4395. *
  4396. * @param {Matrix3} m - The 3x3 matrix.
  4397. * @param {number} index - The column index.
  4398. * @return {Vector3} A reference to this vector.
  4399. */
  4400. setFromMatrix3Column( m, index ) {
  4401. return this.fromArray( m.elements, index * 3 );
  4402. }
  4403. /**
  4404. * Sets the vector components from the given Euler angles.
  4405. *
  4406. * @param {Euler} e - The Euler angles to set.
  4407. * @return {Vector3} A reference to this vector.
  4408. */
  4409. setFromEuler( e ) {
  4410. this.x = e._x;
  4411. this.y = e._y;
  4412. this.z = e._z;
  4413. return this;
  4414. }
  4415. /**
  4416. * Sets the vector components from the RGB components of the
  4417. * given color.
  4418. *
  4419. * @param {Color} c - The color to set.
  4420. * @return {Vector3} A reference to this vector.
  4421. */
  4422. setFromColor( c ) {
  4423. this.x = c.r;
  4424. this.y = c.g;
  4425. this.z = c.b;
  4426. return this;
  4427. }
  4428. /**
  4429. * Returns `true` if this vector is equal with the given one.
  4430. *
  4431. * @param {Vector3} v - The vector to test for equality.
  4432. * @return {boolean} Whether this vector is equal with the given one.
  4433. */
  4434. equals( v ) {
  4435. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
  4436. }
  4437. /**
  4438. * Sets this vector's x value to be `array[ offset ]`, y value to be `array[ offset + 1 ]`
  4439. * and z value to be `array[ offset + 2 ]`.
  4440. *
  4441. * @param {Array<number>} array - An array holding the vector component values.
  4442. * @param {number} [offset=0] - The offset into the array.
  4443. * @return {Vector3} A reference to this vector.
  4444. */
  4445. fromArray( array, offset = 0 ) {
  4446. this.x = array[ offset ];
  4447. this.y = array[ offset + 1 ];
  4448. this.z = array[ offset + 2 ];
  4449. return this;
  4450. }
  4451. /**
  4452. * Writes the components of this vector to the given array. If no array is provided,
  4453. * the method returns a new instance.
  4454. *
  4455. * @param {Array<number>} [array=[]] - The target array holding the vector components.
  4456. * @param {number} [offset=0] - Index of the first element in the array.
  4457. * @return {Array<number>} The vector components.
  4458. */
  4459. toArray( array = [], offset = 0 ) {
  4460. array[ offset ] = this.x;
  4461. array[ offset + 1 ] = this.y;
  4462. array[ offset + 2 ] = this.z;
  4463. return array;
  4464. }
  4465. /**
  4466. * Sets the components of this vector from the given buffer attribute.
  4467. *
  4468. * @param {BufferAttribute} attribute - The buffer attribute holding vector data.
  4469. * @param {number} index - The index into the attribute.
  4470. * @return {Vector3} A reference to this vector.
  4471. */
  4472. fromBufferAttribute( attribute, index ) {
  4473. this.x = attribute.getX( index );
  4474. this.y = attribute.getY( index );
  4475. this.z = attribute.getZ( index );
  4476. return this;
  4477. }
  4478. /**
  4479. * Sets each component of this vector to a pseudo-random value between `0` and
  4480. * `1`, excluding `1`.
  4481. *
  4482. * @return {Vector3} A reference to this vector.
  4483. */
  4484. random() {
  4485. this.x = Math.random();
  4486. this.y = Math.random();
  4487. this.z = Math.random();
  4488. return this;
  4489. }
  4490. /**
  4491. * Sets this vector to a uniformly random point on a unit sphere.
  4492. *
  4493. * @return {Vector3} A reference to this vector.
  4494. */
  4495. randomDirection() {
  4496. // https://mathworld.wolfram.com/SpherePointPicking.html
  4497. const theta = Math.random() * Math.PI * 2;
  4498. const u = Math.random() * 2 - 1;
  4499. const c = Math.sqrt( 1 - u * u );
  4500. this.x = c * Math.cos( theta );
  4501. this.y = u;
  4502. this.z = c * Math.sin( theta );
  4503. return this;
  4504. }
  4505. *[ Symbol.iterator ]() {
  4506. yield this.x;
  4507. yield this.y;
  4508. yield this.z;
  4509. }
  4510. }
  4511. const _vector$c = /*@__PURE__*/ new Vector3();
  4512. const _quaternion$4 = /*@__PURE__*/ new Quaternion();
  4513. /**
  4514. * Represents a 3x3 matrix.
  4515. *
  4516. * A Note on Row-Major and Column-Major Ordering:
  4517. *
  4518. * The constructor and {@link Matrix3#set} method take arguments in
  4519. * [row-major](https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order)
  4520. * order, while internally they are stored in the {@link Matrix3#elements} array in column-major order.
  4521. * This means that calling:
  4522. * ```js
  4523. * const m = new THREE.Matrix();
  4524. * m.set( 11, 12, 13,
  4525. * 21, 22, 23,
  4526. * 31, 32, 33 );
  4527. * ```
  4528. * will result in the elements array containing:
  4529. * ```js
  4530. * m.elements = [ 11, 21, 31,
  4531. * 12, 22, 32,
  4532. * 13, 23, 33 ];
  4533. * ```
  4534. * and internally all calculations are performed using column-major ordering.
  4535. * However, as the actual ordering makes no difference mathematically and
  4536. * most people are used to thinking about matrices in row-major order, the
  4537. * three.js documentation shows matrices in row-major order. Just bear in
  4538. * mind that if you are reading the source code, you'll have to take the
  4539. * transpose of any matrices outlined here to make sense of the calculations.
  4540. */
  4541. class Matrix3 {
  4542. /**
  4543. * Constructs a new 3x3 matrix. The arguments are supposed to be
  4544. * in row-major order. If no arguments are provided, the constructor
  4545. * initializes the matrix as an identity matrix.
  4546. *
  4547. * @param {number} [n11] - 1-1 matrix element.
  4548. * @param {number} [n12] - 1-2 matrix element.
  4549. * @param {number} [n13] - 1-3 matrix element.
  4550. * @param {number} [n21] - 2-1 matrix element.
  4551. * @param {number} [n22] - 2-2 matrix element.
  4552. * @param {number} [n23] - 2-3 matrix element.
  4553. * @param {number} [n31] - 3-1 matrix element.
  4554. * @param {number} [n32] - 3-2 matrix element.
  4555. * @param {number} [n33] - 3-3 matrix element.
  4556. */
  4557. constructor( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
  4558. /**
  4559. * This flag can be used for type testing.
  4560. *
  4561. * @type {boolean}
  4562. * @readonly
  4563. * @default true
  4564. */
  4565. Matrix3.prototype.isMatrix3 = true;
  4566. /**
  4567. * A column-major list of matrix values.
  4568. *
  4569. * @type {Array<number>}
  4570. */
  4571. this.elements = [
  4572. 1, 0, 0,
  4573. 0, 1, 0,
  4574. 0, 0, 1
  4575. ];
  4576. if ( n11 !== undefined ) {
  4577. this.set( n11, n12, n13, n21, n22, n23, n31, n32, n33 );
  4578. }
  4579. }
  4580. /**
  4581. * Sets the elements of the matrix.The arguments are supposed to be
  4582. * in row-major order.
  4583. *
  4584. * @param {number} [n11] - 1-1 matrix element.
  4585. * @param {number} [n12] - 1-2 matrix element.
  4586. * @param {number} [n13] - 1-3 matrix element.
  4587. * @param {number} [n21] - 2-1 matrix element.
  4588. * @param {number} [n22] - 2-2 matrix element.
  4589. * @param {number} [n23] - 2-3 matrix element.
  4590. * @param {number} [n31] - 3-1 matrix element.
  4591. * @param {number} [n32] - 3-2 matrix element.
  4592. * @param {number} [n33] - 3-3 matrix element.
  4593. * @return {Matrix3} A reference to this matrix.
  4594. */
  4595. set( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
  4596. const te = this.elements;
  4597. te[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31;
  4598. te[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32;
  4599. te[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33;
  4600. return this;
  4601. }
  4602. /**
  4603. * Sets this matrix to the 3x3 identity matrix.
  4604. *
  4605. * @return {Matrix3} A reference to this matrix.
  4606. */
  4607. identity() {
  4608. this.set(
  4609. 1, 0, 0,
  4610. 0, 1, 0,
  4611. 0, 0, 1
  4612. );
  4613. return this;
  4614. }
  4615. /**
  4616. * Copies the values of the given matrix to this instance.
  4617. *
  4618. * @param {Matrix3} m - The matrix to copy.
  4619. * @return {Matrix3} A reference to this matrix.
  4620. */
  4621. copy( m ) {
  4622. const te = this.elements;
  4623. const me = m.elements;
  4624. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ];
  4625. te[ 3 ] = me[ 3 ]; te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ];
  4626. te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; te[ 8 ] = me[ 8 ];
  4627. return this;
  4628. }
  4629. /**
  4630. * Extracts the basis of this matrix into the three axis vectors provided.
  4631. *
  4632. * @param {Vector3} xAxis - The basis's x axis.
  4633. * @param {Vector3} yAxis - The basis's y axis.
  4634. * @param {Vector3} zAxis - The basis's z axis.
  4635. * @return {Matrix3} A reference to this matrix.
  4636. */
  4637. extractBasis( xAxis, yAxis, zAxis ) {
  4638. xAxis.setFromMatrix3Column( this, 0 );
  4639. yAxis.setFromMatrix3Column( this, 1 );
  4640. zAxis.setFromMatrix3Column( this, 2 );
  4641. return this;
  4642. }
  4643. /**
  4644. * Set this matrix to the upper 3x3 matrix of the given 4x4 matrix.
  4645. *
  4646. * @param {Matrix4} m - The 4x4 matrix.
  4647. * @return {Matrix3} A reference to this matrix.
  4648. */
  4649. setFromMatrix4( m ) {
  4650. const me = m.elements;
  4651. this.set(
  4652. me[ 0 ], me[ 4 ], me[ 8 ],
  4653. me[ 1 ], me[ 5 ], me[ 9 ],
  4654. me[ 2 ], me[ 6 ], me[ 10 ]
  4655. );
  4656. return this;
  4657. }
  4658. /**
  4659. * Post-multiplies this matrix by the given 3x3 matrix.
  4660. *
  4661. * @param {Matrix3} m - The matrix to multiply with.
  4662. * @return {Matrix3} A reference to this matrix.
  4663. */
  4664. multiply( m ) {
  4665. return this.multiplyMatrices( this, m );
  4666. }
  4667. /**
  4668. * Pre-multiplies this matrix by the given 3x3 matrix.
  4669. *
  4670. * @param {Matrix3} m - The matrix to multiply with.
  4671. * @return {Matrix3} A reference to this matrix.
  4672. */
  4673. premultiply( m ) {
  4674. return this.multiplyMatrices( m, this );
  4675. }
  4676. /**
  4677. * Multiples the given 3x3 matrices and stores the result
  4678. * in this matrix.
  4679. *
  4680. * @param {Matrix3} a - The first matrix.
  4681. * @param {Matrix3} b - The second matrix.
  4682. * @return {Matrix3} A reference to this matrix.
  4683. */
  4684. multiplyMatrices( a, b ) {
  4685. const ae = a.elements;
  4686. const be = b.elements;
  4687. const te = this.elements;
  4688. const a11 = ae[ 0 ], a12 = ae[ 3 ], a13 = ae[ 6 ];
  4689. const a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ];
  4690. const a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ];
  4691. const b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ];
  4692. const b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ];
  4693. const b31 = be[ 2 ], b32 = be[ 5 ], b33 = be[ 8 ];
  4694. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31;
  4695. te[ 3 ] = a11 * b12 + a12 * b22 + a13 * b32;
  4696. te[ 6 ] = a11 * b13 + a12 * b23 + a13 * b33;
  4697. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31;
  4698. te[ 4 ] = a21 * b12 + a22 * b22 + a23 * b32;
  4699. te[ 7 ] = a21 * b13 + a22 * b23 + a23 * b33;
  4700. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31;
  4701. te[ 5 ] = a31 * b12 + a32 * b22 + a33 * b32;
  4702. te[ 8 ] = a31 * b13 + a32 * b23 + a33 * b33;
  4703. return this;
  4704. }
  4705. /**
  4706. * Multiplies every component of the matrix by the given scalar.
  4707. *
  4708. * @param {number} s - The scalar.
  4709. * @return {Matrix3} A reference to this matrix.
  4710. */
  4711. multiplyScalar( s ) {
  4712. const te = this.elements;
  4713. te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s;
  4714. te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s;
  4715. te[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s;
  4716. return this;
  4717. }
  4718. /**
  4719. * Computes and returns the determinant of this matrix.
  4720. *
  4721. * @return {number} The determinant.
  4722. */
  4723. determinant() {
  4724. const te = this.elements;
  4725. const a = te[ 0 ], b = te[ 1 ], c = te[ 2 ],
  4726. d = te[ 3 ], e = te[ 4 ], f = te[ 5 ],
  4727. g = te[ 6 ], h = te[ 7 ], i = te[ 8 ];
  4728. return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;
  4729. }
  4730. /**
  4731. * Inverts this matrix, using the [analytic method](https://en.wikipedia.org/wiki/Invertible_matrix#Analytic_solution).
  4732. * You can not invert with a determinant of zero. If you attempt this, the method produces
  4733. * a zero matrix instead.
  4734. *
  4735. * @return {Matrix3} A reference to this matrix.
  4736. */
  4737. invert() {
  4738. const te = this.elements,
  4739. n11 = te[ 0 ], n21 = te[ 1 ], n31 = te[ 2 ],
  4740. n12 = te[ 3 ], n22 = te[ 4 ], n32 = te[ 5 ],
  4741. n13 = te[ 6 ], n23 = te[ 7 ], n33 = te[ 8 ],
  4742. t11 = n33 * n22 - n32 * n23,
  4743. t12 = n32 * n13 - n33 * n12,
  4744. t13 = n23 * n12 - n22 * n13,
  4745. det = n11 * t11 + n21 * t12 + n31 * t13;
  4746. if ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0 );
  4747. const detInv = 1 / det;
  4748. te[ 0 ] = t11 * detInv;
  4749. te[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv;
  4750. te[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv;
  4751. te[ 3 ] = t12 * detInv;
  4752. te[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv;
  4753. te[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv;
  4754. te[ 6 ] = t13 * detInv;
  4755. te[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv;
  4756. te[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv;
  4757. return this;
  4758. }
  4759. /**
  4760. * Transposes this matrix in place.
  4761. *
  4762. * @return {Matrix3} A reference to this matrix.
  4763. */
  4764. transpose() {
  4765. let tmp;
  4766. const m = this.elements;
  4767. tmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp;
  4768. tmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp;
  4769. tmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp;
  4770. return this;
  4771. }
  4772. /**
  4773. * Computes the normal matrix which is the inverse transpose of the upper
  4774. * left 3x3 portion of the given 4x4 matrix.
  4775. *
  4776. * @param {Matrix4} matrix4 - The 4x4 matrix.
  4777. * @return {Matrix3} A reference to this matrix.
  4778. */
  4779. getNormalMatrix( matrix4 ) {
  4780. return this.setFromMatrix4( matrix4 ).invert().transpose();
  4781. }
  4782. /**
  4783. * Transposes this matrix into the supplied array, and returns itself unchanged.
  4784. *
  4785. * @param {Array<number>} r - An array to store the transposed matrix elements.
  4786. * @return {Matrix3} A reference to this matrix.
  4787. */
  4788. transposeIntoArray( r ) {
  4789. const m = this.elements;
  4790. r[ 0 ] = m[ 0 ];
  4791. r[ 1 ] = m[ 3 ];
  4792. r[ 2 ] = m[ 6 ];
  4793. r[ 3 ] = m[ 1 ];
  4794. r[ 4 ] = m[ 4 ];
  4795. r[ 5 ] = m[ 7 ];
  4796. r[ 6 ] = m[ 2 ];
  4797. r[ 7 ] = m[ 5 ];
  4798. r[ 8 ] = m[ 8 ];
  4799. return this;
  4800. }
  4801. /**
  4802. * Sets the UV transform matrix from offset, repeat, rotation, and center.
  4803. *
  4804. * @param {number} tx - Offset x.
  4805. * @param {number} ty - Offset y.
  4806. * @param {number} sx - Repeat x.
  4807. * @param {number} sy - Repeat y.
  4808. * @param {number} rotation - Rotation, in radians. Positive values rotate counterclockwise.
  4809. * @param {number} cx - Center x of rotation.
  4810. * @param {number} cy - Center y of rotation
  4811. * @return {Matrix3} A reference to this matrix.
  4812. */
  4813. setUvTransform( tx, ty, sx, sy, rotation, cx, cy ) {
  4814. const c = Math.cos( rotation );
  4815. const s = Math.sin( rotation );
  4816. this.set(
  4817. sx * c, sx * s, - sx * ( c * cx + s * cy ) + cx + tx,
  4818. - sy * s, sy * c, - sy * ( - s * cx + c * cy ) + cy + ty,
  4819. 0, 0, 1
  4820. );
  4821. return this;
  4822. }
  4823. /**
  4824. * Scales this matrix with the given scalar values.
  4825. *
  4826. * @param {number} sx - The amount to scale in the X axis.
  4827. * @param {number} sy - The amount to scale in the Y axis.
  4828. * @return {Matrix3} A reference to this matrix.
  4829. */
  4830. scale( sx, sy ) {
  4831. this.premultiply( _m3.makeScale( sx, sy ) );
  4832. return this;
  4833. }
  4834. /**
  4835. * Rotates this matrix by the given angle.
  4836. *
  4837. * @param {number} theta - The rotation in radians.
  4838. * @return {Matrix3} A reference to this matrix.
  4839. */
  4840. rotate( theta ) {
  4841. this.premultiply( _m3.makeRotation( - theta ) );
  4842. return this;
  4843. }
  4844. /**
  4845. * Translates this matrix by the given scalar values.
  4846. *
  4847. * @param {number} tx - The amount to translate in the X axis.
  4848. * @param {number} ty - The amount to translate in the Y axis.
  4849. * @return {Matrix3} A reference to this matrix.
  4850. */
  4851. translate( tx, ty ) {
  4852. this.premultiply( _m3.makeTranslation( tx, ty ) );
  4853. return this;
  4854. }
  4855. // for 2D Transforms
  4856. /**
  4857. * Sets this matrix as a 2D translation transform.
  4858. *
  4859. * @param {number|Vector2} x - The amount to translate in the X axis or alternatively a translation vector.
  4860. * @param {number} y - The amount to translate in the Y axis.
  4861. * @return {Matrix3} A reference to this matrix.
  4862. */
  4863. makeTranslation( x, y ) {
  4864. if ( x.isVector2 ) {
  4865. this.set(
  4866. 1, 0, x.x,
  4867. 0, 1, x.y,
  4868. 0, 0, 1
  4869. );
  4870. } else {
  4871. this.set(
  4872. 1, 0, x,
  4873. 0, 1, y,
  4874. 0, 0, 1
  4875. );
  4876. }
  4877. return this;
  4878. }
  4879. /**
  4880. * Sets this matrix as a 2D rotational transformation.
  4881. *
  4882. * @param {number} theta - The rotation in radians.
  4883. * @return {Matrix3} A reference to this matrix.
  4884. */
  4885. makeRotation( theta ) {
  4886. // counterclockwise
  4887. const c = Math.cos( theta );
  4888. const s = Math.sin( theta );
  4889. this.set(
  4890. c, - s, 0,
  4891. s, c, 0,
  4892. 0, 0, 1
  4893. );
  4894. return this;
  4895. }
  4896. /**
  4897. * Sets this matrix as a 2D scale transform.
  4898. *
  4899. * @param {number} x - The amount to scale in the X axis.
  4900. * @param {number} y - The amount to scale in the Y axis.
  4901. * @return {Matrix3} A reference to this matrix.
  4902. */
  4903. makeScale( x, y ) {
  4904. this.set(
  4905. x, 0, 0,
  4906. 0, y, 0,
  4907. 0, 0, 1
  4908. );
  4909. return this;
  4910. }
  4911. /**
  4912. * Returns `true` if this matrix is equal with the given one.
  4913. *
  4914. * @param {Matrix3} matrix - The matrix to test for equality.
  4915. * @return {boolean} Whether this matrix is equal with the given one.
  4916. */
  4917. equals( matrix ) {
  4918. const te = this.elements;
  4919. const me = matrix.elements;
  4920. for ( let i = 0; i < 9; i ++ ) {
  4921. if ( te[ i ] !== me[ i ] ) return false;
  4922. }
  4923. return true;
  4924. }
  4925. /**
  4926. * Sets the elements of the matrix from the given array.
  4927. *
  4928. * @param {Array<number>} array - The matrix elements in column-major order.
  4929. * @param {number} [offset=0] - Index of the first element in the array.
  4930. * @return {Matrix3} A reference to this matrix.
  4931. */
  4932. fromArray( array, offset = 0 ) {
  4933. for ( let i = 0; i < 9; i ++ ) {
  4934. this.elements[ i ] = array[ i + offset ];
  4935. }
  4936. return this;
  4937. }
  4938. /**
  4939. * Writes the elements of this matrix to the given array. If no array is provided,
  4940. * the method returns a new instance.
  4941. *
  4942. * @param {Array<number>} [array=[]] - The target array holding the matrix elements in column-major order.
  4943. * @param {number} [offset=0] - Index of the first element in the array.
  4944. * @return {Array<number>} The matrix elements in column-major order.
  4945. */
  4946. toArray( array = [], offset = 0 ) {
  4947. const te = this.elements;
  4948. array[ offset ] = te[ 0 ];
  4949. array[ offset + 1 ] = te[ 1 ];
  4950. array[ offset + 2 ] = te[ 2 ];
  4951. array[ offset + 3 ] = te[ 3 ];
  4952. array[ offset + 4 ] = te[ 4 ];
  4953. array[ offset + 5 ] = te[ 5 ];
  4954. array[ offset + 6 ] = te[ 6 ];
  4955. array[ offset + 7 ] = te[ 7 ];
  4956. array[ offset + 8 ] = te[ 8 ];
  4957. return array;
  4958. }
  4959. /**
  4960. * Returns a matrix with copied values from this instance.
  4961. *
  4962. * @return {Matrix3} A clone of this instance.
  4963. */
  4964. clone() {
  4965. return new this.constructor().fromArray( this.elements );
  4966. }
  4967. }
  4968. const _m3 = /*@__PURE__*/ new Matrix3();
  4969. const LINEAR_REC709_TO_XYZ = /*@__PURE__*/ new Matrix3().set(
  4970. 0.4123908, 0.3575843, 0.1804808,
  4971. 0.2126390, 0.7151687, 0.0721923,
  4972. 0.0193308, 0.1191948, 0.9505322
  4973. );
  4974. const XYZ_TO_LINEAR_REC709 = /*@__PURE__*/ new Matrix3().set(
  4975. 3.2409699, -1.5373832, -0.4986108,
  4976. -0.9692436, 1.8759675, 0.0415551,
  4977. 0.0556301, -0.203977, 1.0569715
  4978. );
  4979. function createColorManagement() {
  4980. const ColorManagement = {
  4981. enabled: true,
  4982. workingColorSpace: LinearSRGBColorSpace,
  4983. /**
  4984. * Implementations of supported color spaces.
  4985. *
  4986. * Required:
  4987. * - primaries: chromaticity coordinates [ rx ry gx gy bx by ]
  4988. * - whitePoint: reference white [ x y ]
  4989. * - transfer: transfer function (pre-defined)
  4990. * - toXYZ: Matrix3 RGB to XYZ transform
  4991. * - fromXYZ: Matrix3 XYZ to RGB transform
  4992. * - luminanceCoefficients: RGB luminance coefficients
  4993. *
  4994. * Optional:
  4995. * - outputColorSpaceConfig: { drawingBufferColorSpace: ColorSpace, toneMappingMode: 'extended' | 'standard' }
  4996. * - workingColorSpaceConfig: { unpackColorSpace: ColorSpace }
  4997. *
  4998. * Reference:
  4999. * - https://www.russellcottrell.com/photo/matrixCalculator.htm
  5000. */
  5001. spaces: {},
  5002. convert: function ( color, sourceColorSpace, targetColorSpace ) {
  5003. if ( this.enabled === false || sourceColorSpace === targetColorSpace || ! sourceColorSpace || ! targetColorSpace ) {
  5004. return color;
  5005. }
  5006. if ( this.spaces[ sourceColorSpace ].transfer === SRGBTransfer ) {
  5007. color.r = SRGBToLinear( color.r );
  5008. color.g = SRGBToLinear( color.g );
  5009. color.b = SRGBToLinear( color.b );
  5010. }
  5011. if ( this.spaces[ sourceColorSpace ].primaries !== this.spaces[ targetColorSpace ].primaries ) {
  5012. color.applyMatrix3( this.spaces[ sourceColorSpace ].toXYZ );
  5013. color.applyMatrix3( this.spaces[ targetColorSpace ].fromXYZ );
  5014. }
  5015. if ( this.spaces[ targetColorSpace ].transfer === SRGBTransfer ) {
  5016. color.r = LinearToSRGB( color.r );
  5017. color.g = LinearToSRGB( color.g );
  5018. color.b = LinearToSRGB( color.b );
  5019. }
  5020. return color;
  5021. },
  5022. workingToColorSpace: function ( color, targetColorSpace ) {
  5023. return this.convert( color, this.workingColorSpace, targetColorSpace );
  5024. },
  5025. colorSpaceToWorking: function ( color, sourceColorSpace ) {
  5026. return this.convert( color, sourceColorSpace, this.workingColorSpace );
  5027. },
  5028. getPrimaries: function ( colorSpace ) {
  5029. return this.spaces[ colorSpace ].primaries;
  5030. },
  5031. getTransfer: function ( colorSpace ) {
  5032. if ( colorSpace === NoColorSpace ) return LinearTransfer;
  5033. return this.spaces[ colorSpace ].transfer;
  5034. },
  5035. getToneMappingMode: function ( colorSpace ) {
  5036. return this.spaces[ colorSpace ].outputColorSpaceConfig.toneMappingMode || 'standard';
  5037. },
  5038. getLuminanceCoefficients: function ( target, colorSpace = this.workingColorSpace ) {
  5039. return target.fromArray( this.spaces[ colorSpace ].luminanceCoefficients );
  5040. },
  5041. define: function ( colorSpaces ) {
  5042. Object.assign( this.spaces, colorSpaces );
  5043. },
  5044. // Internal APIs
  5045. _getMatrix: function ( targetMatrix, sourceColorSpace, targetColorSpace ) {
  5046. return targetMatrix
  5047. .copy( this.spaces[ sourceColorSpace ].toXYZ )
  5048. .multiply( this.spaces[ targetColorSpace ].fromXYZ );
  5049. },
  5050. _getDrawingBufferColorSpace: function ( colorSpace ) {
  5051. return this.spaces[ colorSpace ].outputColorSpaceConfig.drawingBufferColorSpace;
  5052. },
  5053. _getUnpackColorSpace: function ( colorSpace = this.workingColorSpace ) {
  5054. return this.spaces[ colorSpace ].workingColorSpaceConfig.unpackColorSpace;
  5055. },
  5056. // Deprecated
  5057. fromWorkingColorSpace: function ( color, targetColorSpace ) {
  5058. warnOnce( 'ColorManagement: .fromWorkingColorSpace() has been renamed to .workingToColorSpace().' ); // @deprecated, r177
  5059. return ColorManagement.workingToColorSpace( color, targetColorSpace );
  5060. },
  5061. toWorkingColorSpace: function ( color, sourceColorSpace ) {
  5062. warnOnce( 'ColorManagement: .toWorkingColorSpace() has been renamed to .colorSpaceToWorking().' ); // @deprecated, r177
  5063. return ColorManagement.colorSpaceToWorking( color, sourceColorSpace );
  5064. },
  5065. };
  5066. /******************************************************************************
  5067. * sRGB definitions
  5068. */
  5069. const REC709_PRIMARIES = [ 0.640, 0.330, 0.300, 0.600, 0.150, 0.060 ];
  5070. const REC709_LUMINANCE_COEFFICIENTS = [ 0.2126, 0.7152, 0.0722 ];
  5071. const D65 = [ 0.3127, 0.3290 ];
  5072. ColorManagement.define( {
  5073. [ LinearSRGBColorSpace ]: {
  5074. primaries: REC709_PRIMARIES,
  5075. whitePoint: D65,
  5076. transfer: LinearTransfer,
  5077. toXYZ: LINEAR_REC709_TO_XYZ,
  5078. fromXYZ: XYZ_TO_LINEAR_REC709,
  5079. luminanceCoefficients: REC709_LUMINANCE_COEFFICIENTS,
  5080. workingColorSpaceConfig: { unpackColorSpace: SRGBColorSpace },
  5081. outputColorSpaceConfig: { drawingBufferColorSpace: SRGBColorSpace }
  5082. },
  5083. [ SRGBColorSpace ]: {
  5084. primaries: REC709_PRIMARIES,
  5085. whitePoint: D65,
  5086. transfer: SRGBTransfer,
  5087. toXYZ: LINEAR_REC709_TO_XYZ,
  5088. fromXYZ: XYZ_TO_LINEAR_REC709,
  5089. luminanceCoefficients: REC709_LUMINANCE_COEFFICIENTS,
  5090. outputColorSpaceConfig: { drawingBufferColorSpace: SRGBColorSpace }
  5091. },
  5092. } );
  5093. return ColorManagement;
  5094. }
  5095. const ColorManagement = /*@__PURE__*/ createColorManagement();
  5096. function SRGBToLinear( c ) {
  5097. return ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 );
  5098. }
  5099. function LinearToSRGB( c ) {
  5100. return ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055;
  5101. }
  5102. let _canvas;
  5103. /**
  5104. * A class containing utility functions for images.
  5105. *
  5106. * @hideconstructor
  5107. */
  5108. class ImageUtils {
  5109. /**
  5110. * Returns a data URI containing a representation of the given image.
  5111. *
  5112. * @param {(HTMLImageElement|HTMLCanvasElement)} image - The image object.
  5113. * @param {string} [type='image/png'] - Indicates the image format.
  5114. * @return {string} The data URI.
  5115. */
  5116. static getDataURL( image, type = 'image/png' ) {
  5117. if ( /^data:/i.test( image.src ) ) {
  5118. return image.src;
  5119. }
  5120. if ( typeof HTMLCanvasElement === 'undefined' ) {
  5121. return image.src;
  5122. }
  5123. let canvas;
  5124. if ( image instanceof HTMLCanvasElement ) {
  5125. canvas = image;
  5126. } else {
  5127. if ( _canvas === undefined ) _canvas = createElementNS( 'canvas' );
  5128. _canvas.width = image.width;
  5129. _canvas.height = image.height;
  5130. const context = _canvas.getContext( '2d' );
  5131. if ( image instanceof ImageData ) {
  5132. context.putImageData( image, 0, 0 );
  5133. } else {
  5134. context.drawImage( image, 0, 0, image.width, image.height );
  5135. }
  5136. canvas = _canvas;
  5137. }
  5138. return canvas.toDataURL( type );
  5139. }
  5140. /**
  5141. * Converts the given sRGB image data to linear color space.
  5142. *
  5143. * @param {(HTMLImageElement|HTMLCanvasElement|ImageBitmap|Object)} image - The image object.
  5144. * @return {HTMLCanvasElement|Object} The converted image.
  5145. */
  5146. static sRGBToLinear( image ) {
  5147. if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||
  5148. ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||
  5149. ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {
  5150. const canvas = createElementNS( 'canvas' );
  5151. canvas.width = image.width;
  5152. canvas.height = image.height;
  5153. const context = canvas.getContext( '2d' );
  5154. context.drawImage( image, 0, 0, image.width, image.height );
  5155. const imageData = context.getImageData( 0, 0, image.width, image.height );
  5156. const data = imageData.data;
  5157. for ( let i = 0; i < data.length; i ++ ) {
  5158. data[ i ] = SRGBToLinear( data[ i ] / 255 ) * 255;
  5159. }
  5160. context.putImageData( imageData, 0, 0 );
  5161. return canvas;
  5162. } else if ( image.data ) {
  5163. const data = image.data.slice( 0 );
  5164. for ( let i = 0; i < data.length; i ++ ) {
  5165. if ( data instanceof Uint8Array || data instanceof Uint8ClampedArray ) {
  5166. data[ i ] = Math.floor( SRGBToLinear( data[ i ] / 255 ) * 255 );
  5167. } else {
  5168. // assuming float
  5169. data[ i ] = SRGBToLinear( data[ i ] );
  5170. }
  5171. }
  5172. return {
  5173. data: data,
  5174. width: image.width,
  5175. height: image.height
  5176. };
  5177. } else {
  5178. warn( 'ImageUtils.sRGBToLinear(): Unsupported image type. No color space conversion applied.' );
  5179. return image;
  5180. }
  5181. }
  5182. }
  5183. let _sourceId = 0;
  5184. /**
  5185. * Represents the data source of a texture.
  5186. *
  5187. * The main purpose of this class is to decouple the data definition from the texture
  5188. * definition so the same data can be used with multiple texture instances.
  5189. */
  5190. class Source {
  5191. /**
  5192. * Constructs a new video texture.
  5193. *
  5194. * @param {any} [data=null] - The data definition of a texture.
  5195. */
  5196. constructor( data = null ) {
  5197. /**
  5198. * This flag can be used for type testing.
  5199. *
  5200. * @type {boolean}
  5201. * @readonly
  5202. * @default true
  5203. */
  5204. this.isSource = true;
  5205. /**
  5206. * The ID of the source.
  5207. *
  5208. * @name Source#id
  5209. * @type {number}
  5210. * @readonly
  5211. */
  5212. Object.defineProperty( this, 'id', { value: _sourceId ++ } );
  5213. /**
  5214. * The UUID of the source.
  5215. *
  5216. * @type {string}
  5217. * @readonly
  5218. */
  5219. this.uuid = generateUUID();
  5220. /**
  5221. * The data definition of a texture.
  5222. *
  5223. * @type {any}
  5224. */
  5225. this.data = data;
  5226. /**
  5227. * This property is only relevant when {@link Source#needsUpdate} is set to `true` and
  5228. * provides more control on how texture data should be processed. When `dataReady` is set
  5229. * to `false`, the engine performs the memory allocation (if necessary) but does not transfer
  5230. * the data into the GPU memory.
  5231. *
  5232. * @type {boolean}
  5233. * @default true
  5234. */
  5235. this.dataReady = true;
  5236. /**
  5237. * This starts at `0` and counts how many times {@link Source#needsUpdate} is set to `true`.
  5238. *
  5239. * @type {number}
  5240. * @readonly
  5241. * @default 0
  5242. */
  5243. this.version = 0;
  5244. }
  5245. /**
  5246. * Returns the dimensions of the source into the given target vector.
  5247. *
  5248. * @param {(Vector2|Vector3)} target - The target object the result is written into.
  5249. * @return {(Vector2|Vector3)} The dimensions of the source.
  5250. */
  5251. getSize( target ) {
  5252. const data = this.data;
  5253. if ( ( typeof HTMLVideoElement !== 'undefined' ) && ( data instanceof HTMLVideoElement ) ) {
  5254. target.set( data.videoWidth, data.videoHeight, 0 );
  5255. } else if ( data instanceof VideoFrame ) {
  5256. target.set( data.displayHeight, data.displayWidth, 0 );
  5257. } else if ( data !== null ) {
  5258. target.set( data.width, data.height, data.depth || 0 );
  5259. } else {
  5260. target.set( 0, 0, 0 );
  5261. }
  5262. return target;
  5263. }
  5264. /**
  5265. * When the property is set to `true`, the engine allocates the memory
  5266. * for the texture (if necessary) and triggers the actual texture upload
  5267. * to the GPU next time the source is used.
  5268. *
  5269. * @type {boolean}
  5270. * @default false
  5271. * @param {boolean} value
  5272. */
  5273. set needsUpdate( value ) {
  5274. if ( value === true ) this.version ++;
  5275. }
  5276. /**
  5277. * Serializes the source into JSON.
  5278. *
  5279. * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  5280. * @return {Object} A JSON object representing the serialized source.
  5281. * @see {@link ObjectLoader#parse}
  5282. */
  5283. toJSON( meta ) {
  5284. const isRootObject = ( meta === undefined || typeof meta === 'string' );
  5285. if ( ! isRootObject && meta.images[ this.uuid ] !== undefined ) {
  5286. return meta.images[ this.uuid ];
  5287. }
  5288. const output = {
  5289. uuid: this.uuid,
  5290. url: ''
  5291. };
  5292. const data = this.data;
  5293. if ( data !== null ) {
  5294. let url;
  5295. if ( Array.isArray( data ) ) {
  5296. // cube texture
  5297. url = [];
  5298. for ( let i = 0, l = data.length; i < l; i ++ ) {
  5299. if ( data[ i ].isDataTexture ) {
  5300. url.push( serializeImage( data[ i ].image ) );
  5301. } else {
  5302. url.push( serializeImage( data[ i ] ) );
  5303. }
  5304. }
  5305. } else {
  5306. // texture
  5307. url = serializeImage( data );
  5308. }
  5309. output.url = url;
  5310. }
  5311. if ( ! isRootObject ) {
  5312. meta.images[ this.uuid ] = output;
  5313. }
  5314. return output;
  5315. }
  5316. }
  5317. function serializeImage( image ) {
  5318. if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||
  5319. ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||
  5320. ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {
  5321. // default images
  5322. return ImageUtils.getDataURL( image );
  5323. } else {
  5324. if ( image.data ) {
  5325. // images of DataTexture
  5326. return {
  5327. data: Array.from( image.data ),
  5328. width: image.width,
  5329. height: image.height,
  5330. type: image.data.constructor.name
  5331. };
  5332. } else {
  5333. warn( 'Texture: Unable to serialize Texture.' );
  5334. return {};
  5335. }
  5336. }
  5337. }
  5338. let _textureId = 0;
  5339. const _tempVec3 = /*@__PURE__*/ new Vector3();
  5340. /**
  5341. * Base class for all textures.
  5342. *
  5343. * Note: After the initial use of a texture, its dimensions, format, and type
  5344. * cannot be changed. Instead, call {@link Texture#dispose} on the texture and instantiate a new one.
  5345. *
  5346. * @augments EventDispatcher
  5347. */
  5348. class Texture extends EventDispatcher {
  5349. /**
  5350. * Constructs a new texture.
  5351. *
  5352. * @param {?Object} [image=Texture.DEFAULT_IMAGE] - The image holding the texture data.
  5353. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  5354. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  5355. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  5356. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  5357. * @param {number} [minFilter=LinearMipmapLinearFilter] - The min filter value.
  5358. * @param {number} [format=RGBAFormat] - The texture format.
  5359. * @param {number} [type=UnsignedByteType] - The texture type.
  5360. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  5361. * @param {string} [colorSpace=NoColorSpace] - The color space.
  5362. */
  5363. 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 ) {
  5364. super();
  5365. /**
  5366. * This flag can be used for type testing.
  5367. *
  5368. * @type {boolean}
  5369. * @readonly
  5370. * @default true
  5371. */
  5372. this.isTexture = true;
  5373. /**
  5374. * The ID of the texture.
  5375. *
  5376. * @name Texture#id
  5377. * @type {number}
  5378. * @readonly
  5379. */
  5380. Object.defineProperty( this, 'id', { value: _textureId ++ } );
  5381. /**
  5382. * The UUID of the material.
  5383. *
  5384. * @type {string}
  5385. * @readonly
  5386. */
  5387. this.uuid = generateUUID();
  5388. /**
  5389. * The name of the material.
  5390. *
  5391. * @type {string}
  5392. */
  5393. this.name = '';
  5394. /**
  5395. * The data definition of a texture. A reference to the data source can be
  5396. * shared across textures. This is often useful in context of spritesheets
  5397. * where multiple textures render the same data but with different texture
  5398. * transformations.
  5399. *
  5400. * @type {Source}
  5401. */
  5402. this.source = new Source( image );
  5403. /**
  5404. * An array holding user-defined mipmaps.
  5405. *
  5406. * @type {Array<Object>}
  5407. */
  5408. this.mipmaps = [];
  5409. /**
  5410. * How the texture is applied to the object. The value `UVMapping`
  5411. * is the default, where texture or uv coordinates are used to apply the map.
  5412. *
  5413. * @type {(UVMapping|CubeReflectionMapping|CubeRefractionMapping|EquirectangularReflectionMapping|EquirectangularRefractionMapping|CubeUVReflectionMapping)}
  5414. * @default UVMapping
  5415. */
  5416. this.mapping = mapping;
  5417. /**
  5418. * Lets you select the uv attribute to map the texture to. `0` for `uv`,
  5419. * `1` for `uv1`, `2` for `uv2` and `3` for `uv3`.
  5420. *
  5421. * @type {number}
  5422. * @default 0
  5423. */
  5424. this.channel = 0;
  5425. /**
  5426. * This defines how the texture is wrapped horizontally and corresponds to
  5427. * *U* in UV mapping.
  5428. *
  5429. * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}
  5430. * @default ClampToEdgeWrapping
  5431. */
  5432. this.wrapS = wrapS;
  5433. /**
  5434. * This defines how the texture is wrapped horizontally and corresponds to
  5435. * *V* in UV mapping.
  5436. *
  5437. * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}
  5438. * @default ClampToEdgeWrapping
  5439. */
  5440. this.wrapT = wrapT;
  5441. /**
  5442. * How the texture is sampled when a texel covers more than one pixel.
  5443. *
  5444. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  5445. * @default LinearFilter
  5446. */
  5447. this.magFilter = magFilter;
  5448. /**
  5449. * How the texture is sampled when a texel covers less than one pixel.
  5450. *
  5451. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  5452. * @default LinearMipmapLinearFilter
  5453. */
  5454. this.minFilter = minFilter;
  5455. /**
  5456. * The number of samples taken along the axis through the pixel that has the
  5457. * highest density of texels. By default, this value is `1`. A higher value
  5458. * gives a less blurry result than a basic mipmap, at the cost of more
  5459. * texture samples being used.
  5460. *
  5461. * @type {number}
  5462. * @default 0
  5463. */
  5464. this.anisotropy = anisotropy;
  5465. /**
  5466. * The format of the texture.
  5467. *
  5468. * @type {number}
  5469. * @default RGBAFormat
  5470. */
  5471. this.format = format;
  5472. /**
  5473. * The default internal format is derived from {@link Texture#format} and {@link Texture#type} and
  5474. * defines how the texture data is going to be stored on the GPU.
  5475. *
  5476. * This property allows to overwrite the default format.
  5477. *
  5478. * @type {?string}
  5479. * @default null
  5480. */
  5481. this.internalFormat = null;
  5482. /**
  5483. * The data type of the texture.
  5484. *
  5485. * @type {number}
  5486. * @default UnsignedByteType
  5487. */
  5488. this.type = type;
  5489. /**
  5490. * How much a single repetition of the texture is offset from the beginning,
  5491. * in each direction U and V. Typical range is `0.0` to `1.0`.
  5492. *
  5493. * @type {Vector2}
  5494. * @default (0,0)
  5495. */
  5496. this.offset = new Vector2( 0, 0 );
  5497. /**
  5498. * How many times the texture is repeated across the surface, in each
  5499. * direction U and V. If repeat is set greater than `1` in either direction,
  5500. * the corresponding wrap parameter should also be set to `RepeatWrapping`
  5501. * or `MirroredRepeatWrapping` to achieve the desired tiling effect.
  5502. *
  5503. * @type {Vector2}
  5504. * @default (1,1)
  5505. */
  5506. this.repeat = new Vector2( 1, 1 );
  5507. /**
  5508. * The point around which rotation occurs. A value of `(0.5, 0.5)` corresponds
  5509. * to the center of the texture. Default is `(0, 0)`, the lower left.
  5510. *
  5511. * @type {Vector2}
  5512. * @default (0,0)
  5513. */
  5514. this.center = new Vector2( 0, 0 );
  5515. /**
  5516. * How much the texture is rotated around the center point, in radians.
  5517. * Positive values are counter-clockwise.
  5518. *
  5519. * @type {number}
  5520. * @default 0
  5521. */
  5522. this.rotation = 0;
  5523. /**
  5524. * Whether to update the texture's uv-transformation {@link Texture#matrix}
  5525. * from the properties {@link Texture#offset}, {@link Texture#repeat},
  5526. * {@link Texture#rotation}, and {@link Texture#center}.
  5527. *
  5528. * Set this to `false` if you are specifying the uv-transform matrix directly.
  5529. *
  5530. * @type {boolean}
  5531. * @default true
  5532. */
  5533. this.matrixAutoUpdate = true;
  5534. /**
  5535. * The uv-transformation matrix of the texture.
  5536. *
  5537. * @type {Matrix3}
  5538. */
  5539. this.matrix = new Matrix3();
  5540. /**
  5541. * Whether to generate mipmaps (if possible) for a texture.
  5542. *
  5543. * Set this to `false` if you are creating mipmaps manually.
  5544. *
  5545. * @type {boolean}
  5546. * @default true
  5547. */
  5548. this.generateMipmaps = true;
  5549. /**
  5550. * If set to `true`, the alpha channel, if present, is multiplied into the
  5551. * color channels when the texture is uploaded to the GPU.
  5552. *
  5553. * Note that this property has no effect when using `ImageBitmap`. You need to
  5554. * configure premultiply alpha on bitmap creation instead.
  5555. *
  5556. * @type {boolean}
  5557. * @default false
  5558. */
  5559. this.premultiplyAlpha = false;
  5560. /**
  5561. * If set to `true`, the texture is flipped along the vertical axis when
  5562. * uploaded to the GPU.
  5563. *
  5564. * Note that this property has no effect when using `ImageBitmap`. You need to
  5565. * configure the flip on bitmap creation instead.
  5566. *
  5567. * @type {boolean}
  5568. * @default true
  5569. */
  5570. this.flipY = true;
  5571. /**
  5572. * Specifies the alignment requirements for the start of each pixel row in memory.
  5573. * The allowable values are `1` (byte-alignment), `2` (rows aligned to even-numbered bytes),
  5574. * `4` (word-alignment), and `8` (rows start on double-word boundaries).
  5575. *
  5576. * @type {number}
  5577. * @default 4
  5578. */
  5579. this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)
  5580. /**
  5581. * Textures containing color data should be annotated with `SRGBColorSpace` or `LinearSRGBColorSpace`.
  5582. *
  5583. * @type {string}
  5584. * @default NoColorSpace
  5585. */
  5586. this.colorSpace = colorSpace;
  5587. /**
  5588. * An object that can be used to store custom data about the texture. It
  5589. * should not hold references to functions as these will not be cloned.
  5590. *
  5591. * @type {Object}
  5592. */
  5593. this.userData = {};
  5594. /**
  5595. * This can be used to only update a subregion or specific rows of the texture (for example, just the
  5596. * first 3 rows). Use the `addUpdateRange()` function to add ranges to this array.
  5597. *
  5598. * @type {Array<Object>}
  5599. */
  5600. this.updateRanges = [];
  5601. /**
  5602. * This starts at `0` and counts how many times {@link Texture#needsUpdate} is set to `true`.
  5603. *
  5604. * @type {number}
  5605. * @readonly
  5606. * @default 0
  5607. */
  5608. this.version = 0;
  5609. /**
  5610. * A callback function, called when the texture is updated (e.g., when
  5611. * {@link Texture#needsUpdate} has been set to true and then the texture is used).
  5612. *
  5613. * @type {?Function}
  5614. * @default null
  5615. */
  5616. this.onUpdate = null;
  5617. /**
  5618. * An optional back reference to the textures render target.
  5619. *
  5620. * @type {?(RenderTarget|WebGLRenderTarget)}
  5621. * @default null
  5622. */
  5623. this.renderTarget = null;
  5624. /**
  5625. * Indicates whether a texture belongs to a render target or not.
  5626. *
  5627. * @type {boolean}
  5628. * @readonly
  5629. * @default false
  5630. */
  5631. this.isRenderTargetTexture = false;
  5632. /**
  5633. * Indicates if a texture should be handled like a texture array.
  5634. *
  5635. * @type {boolean}
  5636. * @readonly
  5637. * @default false
  5638. */
  5639. this.isArrayTexture = image && image.depth && image.depth > 1 ? true : false;
  5640. /**
  5641. * Indicates whether this texture should be processed by `PMREMGenerator` or not
  5642. * (only relevant for render target textures).
  5643. *
  5644. * @type {number}
  5645. * @readonly
  5646. * @default 0
  5647. */
  5648. this.pmremVersion = 0;
  5649. }
  5650. /**
  5651. * The width of the texture in pixels.
  5652. */
  5653. get width() {
  5654. return this.source.getSize( _tempVec3 ).x;
  5655. }
  5656. /**
  5657. * The height of the texture in pixels.
  5658. */
  5659. get height() {
  5660. return this.source.getSize( _tempVec3 ).y;
  5661. }
  5662. /**
  5663. * The depth of the texture in pixels.
  5664. */
  5665. get depth() {
  5666. return this.source.getSize( _tempVec3 ).z;
  5667. }
  5668. /**
  5669. * The image object holding the texture data.
  5670. *
  5671. * @type {?Object}
  5672. */
  5673. get image() {
  5674. return this.source.data;
  5675. }
  5676. set image( value = null ) {
  5677. this.source.data = value;
  5678. }
  5679. /**
  5680. * Updates the texture transformation matrix from the from the properties {@link Texture#offset},
  5681. * {@link Texture#repeat}, {@link Texture#rotation}, and {@link Texture#center}.
  5682. */
  5683. updateMatrix() {
  5684. this.matrix.setUvTransform( this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y );
  5685. }
  5686. /**
  5687. * Adds a range of data in the data texture to be updated on the GPU.
  5688. *
  5689. * @param {number} start - Position at which to start update.
  5690. * @param {number} count - The number of components to update.
  5691. */
  5692. addUpdateRange( start, count ) {
  5693. this.updateRanges.push( { start, count } );
  5694. }
  5695. /**
  5696. * Clears the update ranges.
  5697. */
  5698. clearUpdateRanges() {
  5699. this.updateRanges.length = 0;
  5700. }
  5701. /**
  5702. * Returns a new texture with copied values from this instance.
  5703. *
  5704. * @return {Texture} A clone of this instance.
  5705. */
  5706. clone() {
  5707. return new this.constructor().copy( this );
  5708. }
  5709. /**
  5710. * Copies the values of the given texture to this instance.
  5711. *
  5712. * @param {Texture} source - The texture to copy.
  5713. * @return {Texture} A reference to this instance.
  5714. */
  5715. copy( source ) {
  5716. this.name = source.name;
  5717. this.source = source.source;
  5718. this.mipmaps = source.mipmaps.slice( 0 );
  5719. this.mapping = source.mapping;
  5720. this.channel = source.channel;
  5721. this.wrapS = source.wrapS;
  5722. this.wrapT = source.wrapT;
  5723. this.magFilter = source.magFilter;
  5724. this.minFilter = source.minFilter;
  5725. this.anisotropy = source.anisotropy;
  5726. this.format = source.format;
  5727. this.internalFormat = source.internalFormat;
  5728. this.type = source.type;
  5729. this.offset.copy( source.offset );
  5730. this.repeat.copy( source.repeat );
  5731. this.center.copy( source.center );
  5732. this.rotation = source.rotation;
  5733. this.matrixAutoUpdate = source.matrixAutoUpdate;
  5734. this.matrix.copy( source.matrix );
  5735. this.generateMipmaps = source.generateMipmaps;
  5736. this.premultiplyAlpha = source.premultiplyAlpha;
  5737. this.flipY = source.flipY;
  5738. this.unpackAlignment = source.unpackAlignment;
  5739. this.colorSpace = source.colorSpace;
  5740. this.renderTarget = source.renderTarget;
  5741. this.isRenderTargetTexture = source.isRenderTargetTexture;
  5742. this.isArrayTexture = source.isArrayTexture;
  5743. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  5744. this.needsUpdate = true;
  5745. return this;
  5746. }
  5747. /**
  5748. * Sets this texture's properties based on `values`.
  5749. * @param {Object} values - A container with texture parameters.
  5750. */
  5751. setValues( values ) {
  5752. for ( const key in values ) {
  5753. const newValue = values[ key ];
  5754. if ( newValue === undefined ) {
  5755. warn( `Texture.setValues(): parameter '${ key }' has value of undefined.` );
  5756. continue;
  5757. }
  5758. const currentValue = this[ key ];
  5759. if ( currentValue === undefined ) {
  5760. warn( `Texture.setValues(): property '${ key }' does not exist.` );
  5761. continue;
  5762. }
  5763. if ( ( currentValue && newValue ) && ( currentValue.isVector2 && newValue.isVector2 ) ) {
  5764. currentValue.copy( newValue );
  5765. } else if ( ( currentValue && newValue ) && ( currentValue.isVector3 && newValue.isVector3 ) ) {
  5766. currentValue.copy( newValue );
  5767. } else if ( ( currentValue && newValue ) && ( currentValue.isMatrix3 && newValue.isMatrix3 ) ) {
  5768. currentValue.copy( newValue );
  5769. } else {
  5770. this[ key ] = newValue;
  5771. }
  5772. }
  5773. }
  5774. /**
  5775. * Serializes the texture into JSON.
  5776. *
  5777. * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  5778. * @return {Object} A JSON object representing the serialized texture.
  5779. * @see {@link ObjectLoader#parse}
  5780. */
  5781. toJSON( meta ) {
  5782. const isRootObject = ( meta === undefined || typeof meta === 'string' );
  5783. if ( ! isRootObject && meta.textures[ this.uuid ] !== undefined ) {
  5784. return meta.textures[ this.uuid ];
  5785. }
  5786. const output = {
  5787. metadata: {
  5788. version: 4.7,
  5789. type: 'Texture',
  5790. generator: 'Texture.toJSON'
  5791. },
  5792. uuid: this.uuid,
  5793. name: this.name,
  5794. image: this.source.toJSON( meta ).uuid,
  5795. mapping: this.mapping,
  5796. channel: this.channel,
  5797. repeat: [ this.repeat.x, this.repeat.y ],
  5798. offset: [ this.offset.x, this.offset.y ],
  5799. center: [ this.center.x, this.center.y ],
  5800. rotation: this.rotation,
  5801. wrap: [ this.wrapS, this.wrapT ],
  5802. format: this.format,
  5803. internalFormat: this.internalFormat,
  5804. type: this.type,
  5805. colorSpace: this.colorSpace,
  5806. minFilter: this.minFilter,
  5807. magFilter: this.magFilter,
  5808. anisotropy: this.anisotropy,
  5809. flipY: this.flipY,
  5810. generateMipmaps: this.generateMipmaps,
  5811. premultiplyAlpha: this.premultiplyAlpha,
  5812. unpackAlignment: this.unpackAlignment
  5813. };
  5814. if ( Object.keys( this.userData ).length > 0 ) output.userData = this.userData;
  5815. if ( ! isRootObject ) {
  5816. meta.textures[ this.uuid ] = output;
  5817. }
  5818. return output;
  5819. }
  5820. /**
  5821. * Frees the GPU-related resources allocated by this instance. Call this
  5822. * method whenever this instance is no longer used in your app.
  5823. *
  5824. * @fires Texture#dispose
  5825. */
  5826. dispose() {
  5827. /**
  5828. * Fires when the texture has been disposed of.
  5829. *
  5830. * @event Texture#dispose
  5831. * @type {Object}
  5832. */
  5833. this.dispatchEvent( { type: 'dispose' } );
  5834. }
  5835. /**
  5836. * Transforms the given uv vector with the textures uv transformation matrix.
  5837. *
  5838. * @param {Vector2} uv - The uv vector.
  5839. * @return {Vector2} The transformed uv vector.
  5840. */
  5841. transformUv( uv ) {
  5842. if ( this.mapping !== UVMapping ) return uv;
  5843. uv.applyMatrix3( this.matrix );
  5844. if ( uv.x < 0 || uv.x > 1 ) {
  5845. switch ( this.wrapS ) {
  5846. case RepeatWrapping:
  5847. uv.x = uv.x - Math.floor( uv.x );
  5848. break;
  5849. case ClampToEdgeWrapping:
  5850. uv.x = uv.x < 0 ? 0 : 1;
  5851. break;
  5852. case MirroredRepeatWrapping:
  5853. if ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) {
  5854. uv.x = Math.ceil( uv.x ) - uv.x;
  5855. } else {
  5856. uv.x = uv.x - Math.floor( uv.x );
  5857. }
  5858. break;
  5859. }
  5860. }
  5861. if ( uv.y < 0 || uv.y > 1 ) {
  5862. switch ( this.wrapT ) {
  5863. case RepeatWrapping:
  5864. uv.y = uv.y - Math.floor( uv.y );
  5865. break;
  5866. case ClampToEdgeWrapping:
  5867. uv.y = uv.y < 0 ? 0 : 1;
  5868. break;
  5869. case MirroredRepeatWrapping:
  5870. if ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) {
  5871. uv.y = Math.ceil( uv.y ) - uv.y;
  5872. } else {
  5873. uv.y = uv.y - Math.floor( uv.y );
  5874. }
  5875. break;
  5876. }
  5877. }
  5878. if ( this.flipY ) {
  5879. uv.y = 1 - uv.y;
  5880. }
  5881. return uv;
  5882. }
  5883. /**
  5884. * Setting this property to `true` indicates the engine the texture
  5885. * must be updated in the next render. This triggers a texture upload
  5886. * to the GPU and ensures correct texture parameter configuration.
  5887. *
  5888. * @type {boolean}
  5889. * @default false
  5890. * @param {boolean} value
  5891. */
  5892. set needsUpdate( value ) {
  5893. if ( value === true ) {
  5894. this.version ++;
  5895. this.source.needsUpdate = true;
  5896. }
  5897. }
  5898. /**
  5899. * Setting this property to `true` indicates the engine the PMREM
  5900. * must be regenerated.
  5901. *
  5902. * @type {boolean}
  5903. * @default false
  5904. * @param {boolean} value
  5905. */
  5906. set needsPMREMUpdate( value ) {
  5907. if ( value === true ) {
  5908. this.pmremVersion ++;
  5909. }
  5910. }
  5911. }
  5912. /**
  5913. * The default image for all textures.
  5914. *
  5915. * @static
  5916. * @type {?Image}
  5917. * @default null
  5918. */
  5919. Texture.DEFAULT_IMAGE = null;
  5920. /**
  5921. * The default mapping for all textures.
  5922. *
  5923. * @static
  5924. * @type {number}
  5925. * @default UVMapping
  5926. */
  5927. Texture.DEFAULT_MAPPING = UVMapping;
  5928. /**
  5929. * The default anisotropy value for all textures.
  5930. *
  5931. * @static
  5932. * @type {number}
  5933. * @default 1
  5934. */
  5935. Texture.DEFAULT_ANISOTROPY = 1;
  5936. /**
  5937. * Class representing a 4D vector. A 4D vector is an ordered quadruplet of numbers
  5938. * (labeled x, y, z and w), which can be used to represent a number of things, such as:
  5939. *
  5940. * - A point in 4D space.
  5941. * - A direction and length in 4D space. In three.js the length will
  5942. * always be the Euclidean distance(straight-line distance) from `(0, 0, 0, 0)` to `(x, y, z, w)`
  5943. * and the direction is also measured from `(0, 0, 0, 0)` towards `(x, y, z, w)`.
  5944. * - Any arbitrary ordered quadruplet of numbers.
  5945. *
  5946. * There are other things a 4D vector can be used to represent, however these
  5947. * are the most common uses in *three.js*.
  5948. *
  5949. * Iterating through a vector instance will yield its components `(x, y, z, w)` in
  5950. * the corresponding order.
  5951. * ```js
  5952. * const a = new THREE.Vector4( 0, 1, 0, 0 );
  5953. *
  5954. * //no arguments; will be initialised to (0, 0, 0, 1)
  5955. * const b = new THREE.Vector4( );
  5956. *
  5957. * const d = a.dot( b );
  5958. * ```
  5959. */
  5960. class Vector4 {
  5961. /**
  5962. * Constructs a new 4D vector.
  5963. *
  5964. * @param {number} [x=0] - The x value of this vector.
  5965. * @param {number} [y=0] - The y value of this vector.
  5966. * @param {number} [z=0] - The z value of this vector.
  5967. * @param {number} [w=1] - The w value of this vector.
  5968. */
  5969. constructor( x = 0, y = 0, z = 0, w = 1 ) {
  5970. /**
  5971. * This flag can be used for type testing.
  5972. *
  5973. * @type {boolean}
  5974. * @readonly
  5975. * @default true
  5976. */
  5977. Vector4.prototype.isVector4 = true;
  5978. /**
  5979. * The x value of this vector.
  5980. *
  5981. * @type {number}
  5982. */
  5983. this.x = x;
  5984. /**
  5985. * The y value of this vector.
  5986. *
  5987. * @type {number}
  5988. */
  5989. this.y = y;
  5990. /**
  5991. * The z value of this vector.
  5992. *
  5993. * @type {number}
  5994. */
  5995. this.z = z;
  5996. /**
  5997. * The w value of this vector.
  5998. *
  5999. * @type {number}
  6000. */
  6001. this.w = w;
  6002. }
  6003. /**
  6004. * Alias for {@link Vector4#z}.
  6005. *
  6006. * @type {number}
  6007. */
  6008. get width() {
  6009. return this.z;
  6010. }
  6011. set width( value ) {
  6012. this.z = value;
  6013. }
  6014. /**
  6015. * Alias for {@link Vector4#w}.
  6016. *
  6017. * @type {number}
  6018. */
  6019. get height() {
  6020. return this.w;
  6021. }
  6022. set height( value ) {
  6023. this.w = value;
  6024. }
  6025. /**
  6026. * Sets the vector components.
  6027. *
  6028. * @param {number} x - The value of the x component.
  6029. * @param {number} y - The value of the y component.
  6030. * @param {number} z - The value of the z component.
  6031. * @param {number} w - The value of the w component.
  6032. * @return {Vector4} A reference to this vector.
  6033. */
  6034. set( x, y, z, w ) {
  6035. this.x = x;
  6036. this.y = y;
  6037. this.z = z;
  6038. this.w = w;
  6039. return this;
  6040. }
  6041. /**
  6042. * Sets the vector components to the same value.
  6043. *
  6044. * @param {number} scalar - The value to set for all vector components.
  6045. * @return {Vector4} A reference to this vector.
  6046. */
  6047. setScalar( scalar ) {
  6048. this.x = scalar;
  6049. this.y = scalar;
  6050. this.z = scalar;
  6051. this.w = scalar;
  6052. return this;
  6053. }
  6054. /**
  6055. * Sets the vector's x component to the given value
  6056. *
  6057. * @param {number} x - The value to set.
  6058. * @return {Vector4} A reference to this vector.
  6059. */
  6060. setX( x ) {
  6061. this.x = x;
  6062. return this;
  6063. }
  6064. /**
  6065. * Sets the vector's y component to the given value
  6066. *
  6067. * @param {number} y - The value to set.
  6068. * @return {Vector4} A reference to this vector.
  6069. */
  6070. setY( y ) {
  6071. this.y = y;
  6072. return this;
  6073. }
  6074. /**
  6075. * Sets the vector's z component to the given value
  6076. *
  6077. * @param {number} z - The value to set.
  6078. * @return {Vector4} A reference to this vector.
  6079. */
  6080. setZ( z ) {
  6081. this.z = z;
  6082. return this;
  6083. }
  6084. /**
  6085. * Sets the vector's w component to the given value
  6086. *
  6087. * @param {number} w - The value to set.
  6088. * @return {Vector4} A reference to this vector.
  6089. */
  6090. setW( w ) {
  6091. this.w = w;
  6092. return this;
  6093. }
  6094. /**
  6095. * Allows to set a vector component with an index.
  6096. *
  6097. * @param {number} index - The component index. `0` equals to x, `1` equals to y,
  6098. * `2` equals to z, `3` equals to w.
  6099. * @param {number} value - The value to set.
  6100. * @return {Vector4} A reference to this vector.
  6101. */
  6102. setComponent( index, value ) {
  6103. switch ( index ) {
  6104. case 0: this.x = value; break;
  6105. case 1: this.y = value; break;
  6106. case 2: this.z = value; break;
  6107. case 3: this.w = value; break;
  6108. default: throw new Error( 'index is out of range: ' + index );
  6109. }
  6110. return this;
  6111. }
  6112. /**
  6113. * Returns the value of the vector component which matches the given index.
  6114. *
  6115. * @param {number} index - The component index. `0` equals to x, `1` equals to y,
  6116. * `2` equals to z, `3` equals to w.
  6117. * @return {number} A vector component value.
  6118. */
  6119. getComponent( index ) {
  6120. switch ( index ) {
  6121. case 0: return this.x;
  6122. case 1: return this.y;
  6123. case 2: return this.z;
  6124. case 3: return this.w;
  6125. default: throw new Error( 'index is out of range: ' + index );
  6126. }
  6127. }
  6128. /**
  6129. * Returns a new vector with copied values from this instance.
  6130. *
  6131. * @return {Vector4} A clone of this instance.
  6132. */
  6133. clone() {
  6134. return new this.constructor( this.x, this.y, this.z, this.w );
  6135. }
  6136. /**
  6137. * Copies the values of the given vector to this instance.
  6138. *
  6139. * @param {Vector3|Vector4} v - The vector to copy.
  6140. * @return {Vector4} A reference to this vector.
  6141. */
  6142. copy( v ) {
  6143. this.x = v.x;
  6144. this.y = v.y;
  6145. this.z = v.z;
  6146. this.w = ( v.w !== undefined ) ? v.w : 1;
  6147. return this;
  6148. }
  6149. /**
  6150. * Adds the given vector to this instance.
  6151. *
  6152. * @param {Vector4} v - The vector to add.
  6153. * @return {Vector4} A reference to this vector.
  6154. */
  6155. add( v ) {
  6156. this.x += v.x;
  6157. this.y += v.y;
  6158. this.z += v.z;
  6159. this.w += v.w;
  6160. return this;
  6161. }
  6162. /**
  6163. * Adds the given scalar value to all components of this instance.
  6164. *
  6165. * @param {number} s - The scalar to add.
  6166. * @return {Vector4} A reference to this vector.
  6167. */
  6168. addScalar( s ) {
  6169. this.x += s;
  6170. this.y += s;
  6171. this.z += s;
  6172. this.w += s;
  6173. return this;
  6174. }
  6175. /**
  6176. * Adds the given vectors and stores the result in this instance.
  6177. *
  6178. * @param {Vector4} a - The first vector.
  6179. * @param {Vector4} b - The second vector.
  6180. * @return {Vector4} A reference to this vector.
  6181. */
  6182. addVectors( a, b ) {
  6183. this.x = a.x + b.x;
  6184. this.y = a.y + b.y;
  6185. this.z = a.z + b.z;
  6186. this.w = a.w + b.w;
  6187. return this;
  6188. }
  6189. /**
  6190. * Adds the given vector scaled by the given factor to this instance.
  6191. *
  6192. * @param {Vector4} v - The vector.
  6193. * @param {number} s - The factor that scales `v`.
  6194. * @return {Vector4} A reference to this vector.
  6195. */
  6196. addScaledVector( v, s ) {
  6197. this.x += v.x * s;
  6198. this.y += v.y * s;
  6199. this.z += v.z * s;
  6200. this.w += v.w * s;
  6201. return this;
  6202. }
  6203. /**
  6204. * Subtracts the given vector from this instance.
  6205. *
  6206. * @param {Vector4} v - The vector to subtract.
  6207. * @return {Vector4} A reference to this vector.
  6208. */
  6209. sub( v ) {
  6210. this.x -= v.x;
  6211. this.y -= v.y;
  6212. this.z -= v.z;
  6213. this.w -= v.w;
  6214. return this;
  6215. }
  6216. /**
  6217. * Subtracts the given scalar value from all components of this instance.
  6218. *
  6219. * @param {number} s - The scalar to subtract.
  6220. * @return {Vector4} A reference to this vector.
  6221. */
  6222. subScalar( s ) {
  6223. this.x -= s;
  6224. this.y -= s;
  6225. this.z -= s;
  6226. this.w -= s;
  6227. return this;
  6228. }
  6229. /**
  6230. * Subtracts the given vectors and stores the result in this instance.
  6231. *
  6232. * @param {Vector4} a - The first vector.
  6233. * @param {Vector4} b - The second vector.
  6234. * @return {Vector4} A reference to this vector.
  6235. */
  6236. subVectors( a, b ) {
  6237. this.x = a.x - b.x;
  6238. this.y = a.y - b.y;
  6239. this.z = a.z - b.z;
  6240. this.w = a.w - b.w;
  6241. return this;
  6242. }
  6243. /**
  6244. * Multiplies the given vector with this instance.
  6245. *
  6246. * @param {Vector4} v - The vector to multiply.
  6247. * @return {Vector4} A reference to this vector.
  6248. */
  6249. multiply( v ) {
  6250. this.x *= v.x;
  6251. this.y *= v.y;
  6252. this.z *= v.z;
  6253. this.w *= v.w;
  6254. return this;
  6255. }
  6256. /**
  6257. * Multiplies the given scalar value with all components of this instance.
  6258. *
  6259. * @param {number} scalar - The scalar to multiply.
  6260. * @return {Vector4} A reference to this vector.
  6261. */
  6262. multiplyScalar( scalar ) {
  6263. this.x *= scalar;
  6264. this.y *= scalar;
  6265. this.z *= scalar;
  6266. this.w *= scalar;
  6267. return this;
  6268. }
  6269. /**
  6270. * Multiplies this vector with the given 4x4 matrix.
  6271. *
  6272. * @param {Matrix4} m - The 4x4 matrix.
  6273. * @return {Vector4} A reference to this vector.
  6274. */
  6275. applyMatrix4( m ) {
  6276. const x = this.x, y = this.y, z = this.z, w = this.w;
  6277. const e = m.elements;
  6278. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;
  6279. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;
  6280. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;
  6281. this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;
  6282. return this;
  6283. }
  6284. /**
  6285. * Divides this instance by the given vector.
  6286. *
  6287. * @param {Vector4} v - The vector to divide.
  6288. * @return {Vector4} A reference to this vector.
  6289. */
  6290. divide( v ) {
  6291. this.x /= v.x;
  6292. this.y /= v.y;
  6293. this.z /= v.z;
  6294. this.w /= v.w;
  6295. return this;
  6296. }
  6297. /**
  6298. * Divides this vector by the given scalar.
  6299. *
  6300. * @param {number} scalar - The scalar to divide.
  6301. * @return {Vector4} A reference to this vector.
  6302. */
  6303. divideScalar( scalar ) {
  6304. return this.multiplyScalar( 1 / scalar );
  6305. }
  6306. /**
  6307. * Sets the x, y and z components of this
  6308. * vector to the quaternion's axis and w to the angle.
  6309. *
  6310. * @param {Quaternion} q - The Quaternion to set.
  6311. * @return {Vector4} A reference to this vector.
  6312. */
  6313. setAxisAngleFromQuaternion( q ) {
  6314. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
  6315. // q is assumed to be normalized
  6316. this.w = 2 * Math.acos( q.w );
  6317. const s = Math.sqrt( 1 - q.w * q.w );
  6318. if ( s < 0.0001 ) {
  6319. this.x = 1;
  6320. this.y = 0;
  6321. this.z = 0;
  6322. } else {
  6323. this.x = q.x / s;
  6324. this.y = q.y / s;
  6325. this.z = q.z / s;
  6326. }
  6327. return this;
  6328. }
  6329. /**
  6330. * Sets the x, y and z components of this
  6331. * vector to the axis of rotation and w to the angle.
  6332. *
  6333. * @param {Matrix4} m - A 4x4 matrix of which the upper left 3x3 matrix is a pure rotation matrix.
  6334. * @return {Vector4} A reference to this vector.
  6335. */
  6336. setAxisAngleFromRotationMatrix( m ) {
  6337. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
  6338. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  6339. let angle, x, y, z; // variables for result
  6340. const epsilon = 0.01, // margin to allow for rounding errors
  6341. epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees
  6342. te = m.elements,
  6343. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  6344. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  6345. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  6346. if ( ( Math.abs( m12 - m21 ) < epsilon ) &&
  6347. ( Math.abs( m13 - m31 ) < epsilon ) &&
  6348. ( Math.abs( m23 - m32 ) < epsilon ) ) {
  6349. // singularity found
  6350. // first check for identity matrix which must have +1 for all terms
  6351. // in leading diagonal and zero in other terms
  6352. if ( ( Math.abs( m12 + m21 ) < epsilon2 ) &&
  6353. ( Math.abs( m13 + m31 ) < epsilon2 ) &&
  6354. ( Math.abs( m23 + m32 ) < epsilon2 ) &&
  6355. ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {
  6356. // this singularity is identity matrix so angle = 0
  6357. this.set( 1, 0, 0, 0 );
  6358. return this; // zero angle, arbitrary axis
  6359. }
  6360. // otherwise this singularity is angle = 180
  6361. angle = Math.PI;
  6362. const xx = ( m11 + 1 ) / 2;
  6363. const yy = ( m22 + 1 ) / 2;
  6364. const zz = ( m33 + 1 ) / 2;
  6365. const xy = ( m12 + m21 ) / 4;
  6366. const xz = ( m13 + m31 ) / 4;
  6367. const yz = ( m23 + m32 ) / 4;
  6368. if ( ( xx > yy ) && ( xx > zz ) ) {
  6369. // m11 is the largest diagonal term
  6370. if ( xx < epsilon ) {
  6371. x = 0;
  6372. y = 0.707106781;
  6373. z = 0.707106781;
  6374. } else {
  6375. x = Math.sqrt( xx );
  6376. y = xy / x;
  6377. z = xz / x;
  6378. }
  6379. } else if ( yy > zz ) {
  6380. // m22 is the largest diagonal term
  6381. if ( yy < epsilon ) {
  6382. x = 0.707106781;
  6383. y = 0;
  6384. z = 0.707106781;
  6385. } else {
  6386. y = Math.sqrt( yy );
  6387. x = xy / y;
  6388. z = yz / y;
  6389. }
  6390. } else {
  6391. // m33 is the largest diagonal term so base result on this
  6392. if ( zz < epsilon ) {
  6393. x = 0.707106781;
  6394. y = 0.707106781;
  6395. z = 0;
  6396. } else {
  6397. z = Math.sqrt( zz );
  6398. x = xz / z;
  6399. y = yz / z;
  6400. }
  6401. }
  6402. this.set( x, y, z, angle );
  6403. return this; // return 180 deg rotation
  6404. }
  6405. // as we have reached here there are no singularities so we can handle normally
  6406. let s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) +
  6407. ( m13 - m31 ) * ( m13 - m31 ) +
  6408. ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize
  6409. if ( Math.abs( s ) < 0.001 ) s = 1;
  6410. // prevent divide by zero, should not happen if matrix is orthogonal and should be
  6411. // caught by singularity test above, but I've left it in just in case
  6412. this.x = ( m32 - m23 ) / s;
  6413. this.y = ( m13 - m31 ) / s;
  6414. this.z = ( m21 - m12 ) / s;
  6415. this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );
  6416. return this;
  6417. }
  6418. /**
  6419. * Sets the vector components to the position elements of the
  6420. * given transformation matrix.
  6421. *
  6422. * @param {Matrix4} m - The 4x4 matrix.
  6423. * @return {Vector4} A reference to this vector.
  6424. */
  6425. setFromMatrixPosition( m ) {
  6426. const e = m.elements;
  6427. this.x = e[ 12 ];
  6428. this.y = e[ 13 ];
  6429. this.z = e[ 14 ];
  6430. this.w = e[ 15 ];
  6431. return this;
  6432. }
  6433. /**
  6434. * If this vector's x, y, z or w value is greater than the given vector's x, y, z or w
  6435. * value, replace that value with the corresponding min value.
  6436. *
  6437. * @param {Vector4} v - The vector.
  6438. * @return {Vector4} A reference to this vector.
  6439. */
  6440. min( v ) {
  6441. this.x = Math.min( this.x, v.x );
  6442. this.y = Math.min( this.y, v.y );
  6443. this.z = Math.min( this.z, v.z );
  6444. this.w = Math.min( this.w, v.w );
  6445. return this;
  6446. }
  6447. /**
  6448. * If this vector's x, y, z or w value is less than the given vector's x, y, z or w
  6449. * value, replace that value with the corresponding max value.
  6450. *
  6451. * @param {Vector4} v - The vector.
  6452. * @return {Vector4} A reference to this vector.
  6453. */
  6454. max( v ) {
  6455. this.x = Math.max( this.x, v.x );
  6456. this.y = Math.max( this.y, v.y );
  6457. this.z = Math.max( this.z, v.z );
  6458. this.w = Math.max( this.w, v.w );
  6459. return this;
  6460. }
  6461. /**
  6462. * If this vector's x, y, z or w value is greater than the max vector's x, y, z or w
  6463. * value, it is replaced by the corresponding value.
  6464. * If this vector's x, y, z or w value is less than the min vector's x, y, z or w value,
  6465. * it is replaced by the corresponding value.
  6466. *
  6467. * @param {Vector4} min - The minimum x, y and z values.
  6468. * @param {Vector4} max - The maximum x, y and z values in the desired range.
  6469. * @return {Vector4} A reference to this vector.
  6470. */
  6471. clamp( min, max ) {
  6472. // assumes min < max, componentwise
  6473. this.x = clamp( this.x, min.x, max.x );
  6474. this.y = clamp( this.y, min.y, max.y );
  6475. this.z = clamp( this.z, min.z, max.z );
  6476. this.w = clamp( this.w, min.w, max.w );
  6477. return this;
  6478. }
  6479. /**
  6480. * If this vector's x, y, z or w values are greater than the max value, they are
  6481. * replaced by the max value.
  6482. * If this vector's x, y, z or w values are less than the min value, they are
  6483. * replaced by the min value.
  6484. *
  6485. * @param {number} minVal - The minimum value the components will be clamped to.
  6486. * @param {number} maxVal - The maximum value the components will be clamped to.
  6487. * @return {Vector4} A reference to this vector.
  6488. */
  6489. clampScalar( minVal, maxVal ) {
  6490. this.x = clamp( this.x, minVal, maxVal );
  6491. this.y = clamp( this.y, minVal, maxVal );
  6492. this.z = clamp( this.z, minVal, maxVal );
  6493. this.w = clamp( this.w, minVal, maxVal );
  6494. return this;
  6495. }
  6496. /**
  6497. * If this vector's length is greater than the max value, it is replaced by
  6498. * the max value.
  6499. * If this vector's length is less than the min value, it is replaced by the
  6500. * min value.
  6501. *
  6502. * @param {number} min - The minimum value the vector length will be clamped to.
  6503. * @param {number} max - The maximum value the vector length will be clamped to.
  6504. * @return {Vector4} A reference to this vector.
  6505. */
  6506. clampLength( min, max ) {
  6507. const length = this.length();
  6508. return this.divideScalar( length || 1 ).multiplyScalar( clamp( length, min, max ) );
  6509. }
  6510. /**
  6511. * The components of this vector are rounded down to the nearest integer value.
  6512. *
  6513. * @return {Vector4} A reference to this vector.
  6514. */
  6515. floor() {
  6516. this.x = Math.floor( this.x );
  6517. this.y = Math.floor( this.y );
  6518. this.z = Math.floor( this.z );
  6519. this.w = Math.floor( this.w );
  6520. return this;
  6521. }
  6522. /**
  6523. * The components of this vector are rounded up to the nearest integer value.
  6524. *
  6525. * @return {Vector4} A reference to this vector.
  6526. */
  6527. ceil() {
  6528. this.x = Math.ceil( this.x );
  6529. this.y = Math.ceil( this.y );
  6530. this.z = Math.ceil( this.z );
  6531. this.w = Math.ceil( this.w );
  6532. return this;
  6533. }
  6534. /**
  6535. * The components of this vector are rounded to the nearest integer value
  6536. *
  6537. * @return {Vector4} A reference to this vector.
  6538. */
  6539. round() {
  6540. this.x = Math.round( this.x );
  6541. this.y = Math.round( this.y );
  6542. this.z = Math.round( this.z );
  6543. this.w = Math.round( this.w );
  6544. return this;
  6545. }
  6546. /**
  6547. * The components of this vector are rounded towards zero (up if negative,
  6548. * down if positive) to an integer value.
  6549. *
  6550. * @return {Vector4} A reference to this vector.
  6551. */
  6552. roundToZero() {
  6553. this.x = Math.trunc( this.x );
  6554. this.y = Math.trunc( this.y );
  6555. this.z = Math.trunc( this.z );
  6556. this.w = Math.trunc( this.w );
  6557. return this;
  6558. }
  6559. /**
  6560. * Inverts this vector - i.e. sets x = -x, y = -y, z = -z, w = -w.
  6561. *
  6562. * @return {Vector4} A reference to this vector.
  6563. */
  6564. negate() {
  6565. this.x = - this.x;
  6566. this.y = - this.y;
  6567. this.z = - this.z;
  6568. this.w = - this.w;
  6569. return this;
  6570. }
  6571. /**
  6572. * Calculates the dot product of the given vector with this instance.
  6573. *
  6574. * @param {Vector4} v - The vector to compute the dot product with.
  6575. * @return {number} The result of the dot product.
  6576. */
  6577. dot( v ) {
  6578. return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
  6579. }
  6580. /**
  6581. * Computes the square of the Euclidean length (straight-line length) from
  6582. * (0, 0, 0, 0) to (x, y, z, w). If you are comparing the lengths of vectors, you should
  6583. * compare the length squared instead as it is slightly more efficient to calculate.
  6584. *
  6585. * @return {number} The square length of this vector.
  6586. */
  6587. lengthSq() {
  6588. return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
  6589. }
  6590. /**
  6591. * Computes the Euclidean length (straight-line length) from (0, 0, 0, 0) to (x, y, z, w).
  6592. *
  6593. * @return {number} The length of this vector.
  6594. */
  6595. length() {
  6596. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
  6597. }
  6598. /**
  6599. * Computes the Manhattan length of this vector.
  6600. *
  6601. * @return {number} The length of this vector.
  6602. */
  6603. manhattanLength() {
  6604. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );
  6605. }
  6606. /**
  6607. * Converts this vector to a unit vector - that is, sets it equal to a vector
  6608. * with the same direction as this one, but with a vector length of `1`.
  6609. *
  6610. * @return {Vector4} A reference to this vector.
  6611. */
  6612. normalize() {
  6613. return this.divideScalar( this.length() || 1 );
  6614. }
  6615. /**
  6616. * Sets this vector to a vector with the same direction as this one, but
  6617. * with the specified length.
  6618. *
  6619. * @param {number} length - The new length of this vector.
  6620. * @return {Vector4} A reference to this vector.
  6621. */
  6622. setLength( length ) {
  6623. return this.normalize().multiplyScalar( length );
  6624. }
  6625. /**
  6626. * Linearly interpolates between the given vector and this instance, where
  6627. * alpha is the percent distance along the line - alpha = 0 will be this
  6628. * vector, and alpha = 1 will be the given one.
  6629. *
  6630. * @param {Vector4} v - The vector to interpolate towards.
  6631. * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
  6632. * @return {Vector4} A reference to this vector.
  6633. */
  6634. lerp( v, alpha ) {
  6635. this.x += ( v.x - this.x ) * alpha;
  6636. this.y += ( v.y - this.y ) * alpha;
  6637. this.z += ( v.z - this.z ) * alpha;
  6638. this.w += ( v.w - this.w ) * alpha;
  6639. return this;
  6640. }
  6641. /**
  6642. * Linearly interpolates between the given vectors, where alpha is the percent
  6643. * distance along the line - alpha = 0 will be first vector, and alpha = 1 will
  6644. * be the second one. The result is stored in this instance.
  6645. *
  6646. * @param {Vector4} v1 - The first vector.
  6647. * @param {Vector4} v2 - The second vector.
  6648. * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
  6649. * @return {Vector4} A reference to this vector.
  6650. */
  6651. lerpVectors( v1, v2, alpha ) {
  6652. this.x = v1.x + ( v2.x - v1.x ) * alpha;
  6653. this.y = v1.y + ( v2.y - v1.y ) * alpha;
  6654. this.z = v1.z + ( v2.z - v1.z ) * alpha;
  6655. this.w = v1.w + ( v2.w - v1.w ) * alpha;
  6656. return this;
  6657. }
  6658. /**
  6659. * Returns `true` if this vector is equal with the given one.
  6660. *
  6661. * @param {Vector4} v - The vector to test for equality.
  6662. * @return {boolean} Whether this vector is equal with the given one.
  6663. */
  6664. equals( v ) {
  6665. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );
  6666. }
  6667. /**
  6668. * Sets this vector's x value to be `array[ offset ]`, y value to be `array[ offset + 1 ]`,
  6669. * z value to be `array[ offset + 2 ]`, w value to be `array[ offset + 3 ]`.
  6670. *
  6671. * @param {Array<number>} array - An array holding the vector component values.
  6672. * @param {number} [offset=0] - The offset into the array.
  6673. * @return {Vector4} A reference to this vector.
  6674. */
  6675. fromArray( array, offset = 0 ) {
  6676. this.x = array[ offset ];
  6677. this.y = array[ offset + 1 ];
  6678. this.z = array[ offset + 2 ];
  6679. this.w = array[ offset + 3 ];
  6680. return this;
  6681. }
  6682. /**
  6683. * Writes the components of this vector to the given array. If no array is provided,
  6684. * the method returns a new instance.
  6685. *
  6686. * @param {Array<number>} [array=[]] - The target array holding the vector components.
  6687. * @param {number} [offset=0] - Index of the first element in the array.
  6688. * @return {Array<number>} The vector components.
  6689. */
  6690. toArray( array = [], offset = 0 ) {
  6691. array[ offset ] = this.x;
  6692. array[ offset + 1 ] = this.y;
  6693. array[ offset + 2 ] = this.z;
  6694. array[ offset + 3 ] = this.w;
  6695. return array;
  6696. }
  6697. /**
  6698. * Sets the components of this vector from the given buffer attribute.
  6699. *
  6700. * @param {BufferAttribute} attribute - The buffer attribute holding vector data.
  6701. * @param {number} index - The index into the attribute.
  6702. * @return {Vector4} A reference to this vector.
  6703. */
  6704. fromBufferAttribute( attribute, index ) {
  6705. this.x = attribute.getX( index );
  6706. this.y = attribute.getY( index );
  6707. this.z = attribute.getZ( index );
  6708. this.w = attribute.getW( index );
  6709. return this;
  6710. }
  6711. /**
  6712. * Sets each component of this vector to a pseudo-random value between `0` and
  6713. * `1`, excluding `1`.
  6714. *
  6715. * @return {Vector4} A reference to this vector.
  6716. */
  6717. random() {
  6718. this.x = Math.random();
  6719. this.y = Math.random();
  6720. this.z = Math.random();
  6721. this.w = Math.random();
  6722. return this;
  6723. }
  6724. *[ Symbol.iterator ]() {
  6725. yield this.x;
  6726. yield this.y;
  6727. yield this.z;
  6728. yield this.w;
  6729. }
  6730. }
  6731. /**
  6732. * A render target is a buffer where the video card draws pixels for a scene
  6733. * that is being rendered in the background. It is used in different effects,
  6734. * such as applying postprocessing to a rendered image before displaying it
  6735. * on the screen.
  6736. *
  6737. * @augments EventDispatcher
  6738. */
  6739. class RenderTarget extends EventDispatcher {
  6740. /**
  6741. * Render target options.
  6742. *
  6743. * @typedef {Object} RenderTarget~Options
  6744. * @property {boolean} [generateMipmaps=false] - Whether to generate mipmaps or not.
  6745. * @property {number} [magFilter=LinearFilter] - The mag filter.
  6746. * @property {number} [minFilter=LinearFilter] - The min filter.
  6747. * @property {number} [format=RGBAFormat] - The texture format.
  6748. * @property {number} [type=UnsignedByteType] - The texture type.
  6749. * @property {?string} [internalFormat=null] - The texture's internal format.
  6750. * @property {number} [wrapS=ClampToEdgeWrapping] - The texture's uv wrapping mode.
  6751. * @property {number} [wrapT=ClampToEdgeWrapping] - The texture's uv wrapping mode.
  6752. * @property {number} [anisotropy=1] - The texture's anisotropy value.
  6753. * @property {string} [colorSpace=NoColorSpace] - The texture's color space.
  6754. * @property {boolean} [depthBuffer=true] - Whether to allocate a depth buffer or not.
  6755. * @property {boolean} [stencilBuffer=false] - Whether to allocate a stencil buffer or not.
  6756. * @property {boolean} [resolveDepthBuffer=true] - Whether to resolve the depth buffer or not.
  6757. * @property {boolean} [resolveStencilBuffer=true] - Whether to resolve the stencil buffer or not.
  6758. * @property {?Texture} [depthTexture=null] - Reference to a depth texture.
  6759. * @property {number} [samples=0] - The MSAA samples count.
  6760. * @property {number} [count=1] - Defines the number of color attachments . Must be at least `1`.
  6761. * @property {number} [depth=1] - The texture depth.
  6762. * @property {boolean} [multiview=false] - Whether this target is used for multiview rendering.
  6763. */
  6764. /**
  6765. * Constructs a new render target.
  6766. *
  6767. * @param {number} [width=1] - The width of the render target.
  6768. * @param {number} [height=1] - The height of the render target.
  6769. * @param {RenderTarget~Options} [options] - The configuration object.
  6770. */
  6771. constructor( width = 1, height = 1, options = {} ) {
  6772. super();
  6773. options = Object.assign( {
  6774. generateMipmaps: false,
  6775. internalFormat: null,
  6776. minFilter: LinearFilter,
  6777. depthBuffer: true,
  6778. stencilBuffer: false,
  6779. resolveDepthBuffer: true,
  6780. resolveStencilBuffer: true,
  6781. depthTexture: null,
  6782. samples: 0,
  6783. count: 1,
  6784. depth: 1,
  6785. multiview: false
  6786. }, options );
  6787. /**
  6788. * This flag can be used for type testing.
  6789. *
  6790. * @type {boolean}
  6791. * @readonly
  6792. * @default true
  6793. */
  6794. this.isRenderTarget = true;
  6795. /**
  6796. * The width of the render target.
  6797. *
  6798. * @type {number}
  6799. * @default 1
  6800. */
  6801. this.width = width;
  6802. /**
  6803. * The height of the render target.
  6804. *
  6805. * @type {number}
  6806. * @default 1
  6807. */
  6808. this.height = height;
  6809. /**
  6810. * The depth of the render target.
  6811. *
  6812. * @type {number}
  6813. * @default 1
  6814. */
  6815. this.depth = options.depth;
  6816. /**
  6817. * A rectangular area inside the render target's viewport. Fragments that are
  6818. * outside the area will be discarded.
  6819. *
  6820. * @type {Vector4}
  6821. * @default (0,0,width,height)
  6822. */
  6823. this.scissor = new Vector4( 0, 0, width, height );
  6824. /**
  6825. * Indicates whether the scissor test should be enabled when rendering into
  6826. * this render target or not.
  6827. *
  6828. * @type {boolean}
  6829. * @default false
  6830. */
  6831. this.scissorTest = false;
  6832. /**
  6833. * A rectangular area representing the render target's viewport.
  6834. *
  6835. * @type {Vector4}
  6836. * @default (0,0,width,height)
  6837. */
  6838. this.viewport = new Vector4( 0, 0, width, height );
  6839. const image = { width: width, height: height, depth: options.depth };
  6840. const texture = new Texture( image );
  6841. /**
  6842. * An array of textures. Each color attachment is represented as a separate texture.
  6843. * Has at least a single entry for the default color attachment.
  6844. *
  6845. * @type {Array<Texture>}
  6846. */
  6847. this.textures = [];
  6848. const count = options.count;
  6849. for ( let i = 0; i < count; i ++ ) {
  6850. this.textures[ i ] = texture.clone();
  6851. this.textures[ i ].isRenderTargetTexture = true;
  6852. this.textures[ i ].renderTarget = this;
  6853. }
  6854. this._setTextureOptions( options );
  6855. /**
  6856. * Whether to allocate a depth buffer or not.
  6857. *
  6858. * @type {boolean}
  6859. * @default true
  6860. */
  6861. this.depthBuffer = options.depthBuffer;
  6862. /**
  6863. * Whether to allocate a stencil buffer or not.
  6864. *
  6865. * @type {boolean}
  6866. * @default false
  6867. */
  6868. this.stencilBuffer = options.stencilBuffer;
  6869. /**
  6870. * Whether to resolve the depth buffer or not.
  6871. *
  6872. * @type {boolean}
  6873. * @default true
  6874. */
  6875. this.resolveDepthBuffer = options.resolveDepthBuffer;
  6876. /**
  6877. * Whether to resolve the stencil buffer or not.
  6878. *
  6879. * @type {boolean}
  6880. * @default true
  6881. */
  6882. this.resolveStencilBuffer = options.resolveStencilBuffer;
  6883. this._depthTexture = null;
  6884. this.depthTexture = options.depthTexture;
  6885. /**
  6886. * The number of MSAA samples.
  6887. *
  6888. * A value of `0` disables MSAA.
  6889. *
  6890. * @type {number}
  6891. * @default 0
  6892. */
  6893. this.samples = options.samples;
  6894. /**
  6895. * Whether to this target is used in multiview rendering.
  6896. *
  6897. * @type {boolean}
  6898. * @default false
  6899. */
  6900. this.multiview = options.multiview;
  6901. }
  6902. _setTextureOptions( options = {} ) {
  6903. const values = {
  6904. minFilter: LinearFilter,
  6905. generateMipmaps: false,
  6906. flipY: false,
  6907. internalFormat: null
  6908. };
  6909. if ( options.mapping !== undefined ) values.mapping = options.mapping;
  6910. if ( options.wrapS !== undefined ) values.wrapS = options.wrapS;
  6911. if ( options.wrapT !== undefined ) values.wrapT = options.wrapT;
  6912. if ( options.wrapR !== undefined ) values.wrapR = options.wrapR;
  6913. if ( options.magFilter !== undefined ) values.magFilter = options.magFilter;
  6914. if ( options.minFilter !== undefined ) values.minFilter = options.minFilter;
  6915. if ( options.format !== undefined ) values.format = options.format;
  6916. if ( options.type !== undefined ) values.type = options.type;
  6917. if ( options.anisotropy !== undefined ) values.anisotropy = options.anisotropy;
  6918. if ( options.colorSpace !== undefined ) values.colorSpace = options.colorSpace;
  6919. if ( options.flipY !== undefined ) values.flipY = options.flipY;
  6920. if ( options.generateMipmaps !== undefined ) values.generateMipmaps = options.generateMipmaps;
  6921. if ( options.internalFormat !== undefined ) values.internalFormat = options.internalFormat;
  6922. for ( let i = 0; i < this.textures.length; i ++ ) {
  6923. const texture = this.textures[ i ];
  6924. texture.setValues( values );
  6925. }
  6926. }
  6927. /**
  6928. * The texture representing the default color attachment.
  6929. *
  6930. * @type {Texture}
  6931. */
  6932. get texture() {
  6933. return this.textures[ 0 ];
  6934. }
  6935. set texture( value ) {
  6936. this.textures[ 0 ] = value;
  6937. }
  6938. set depthTexture( current ) {
  6939. if ( this._depthTexture !== null ) this._depthTexture.renderTarget = null;
  6940. if ( current !== null ) current.renderTarget = this;
  6941. this._depthTexture = current;
  6942. }
  6943. /**
  6944. * Instead of saving the depth in a renderbuffer, a texture
  6945. * can be used instead which is useful for further processing
  6946. * e.g. in context of post-processing.
  6947. *
  6948. * @type {?DepthTexture}
  6949. * @default null
  6950. */
  6951. get depthTexture() {
  6952. return this._depthTexture;
  6953. }
  6954. /**
  6955. * Sets the size of this render target.
  6956. *
  6957. * @param {number} width - The width.
  6958. * @param {number} height - The height.
  6959. * @param {number} [depth=1] - The depth.
  6960. */
  6961. setSize( width, height, depth = 1 ) {
  6962. if ( this.width !== width || this.height !== height || this.depth !== depth ) {
  6963. this.width = width;
  6964. this.height = height;
  6965. this.depth = depth;
  6966. for ( let i = 0, il = this.textures.length; i < il; i ++ ) {
  6967. this.textures[ i ].image.width = width;
  6968. this.textures[ i ].image.height = height;
  6969. this.textures[ i ].image.depth = depth;
  6970. if ( this.textures[ i ].isData3DTexture !== true ) { // Fix for #31693
  6971. // TODO: Reconsider setting isArrayTexture flag here and in the ctor of Texture.
  6972. // Maybe a method `isArrayTexture()` or just a getter could replace a flag since
  6973. // both are evaluated on each call?
  6974. this.textures[ i ].isArrayTexture = this.textures[ i ].image.depth > 1;
  6975. }
  6976. }
  6977. this.dispose();
  6978. }
  6979. this.viewport.set( 0, 0, width, height );
  6980. this.scissor.set( 0, 0, width, height );
  6981. }
  6982. /**
  6983. * Returns a new render target with copied values from this instance.
  6984. *
  6985. * @return {RenderTarget} A clone of this instance.
  6986. */
  6987. clone() {
  6988. return new this.constructor().copy( this );
  6989. }
  6990. /**
  6991. * Copies the settings of the given render target. This is a structural copy so
  6992. * no resources are shared between render targets after the copy. That includes
  6993. * all MRT textures and the depth texture.
  6994. *
  6995. * @param {RenderTarget} source - The render target to copy.
  6996. * @return {RenderTarget} A reference to this instance.
  6997. */
  6998. copy( source ) {
  6999. this.width = source.width;
  7000. this.height = source.height;
  7001. this.depth = source.depth;
  7002. this.scissor.copy( source.scissor );
  7003. this.scissorTest = source.scissorTest;
  7004. this.viewport.copy( source.viewport );
  7005. this.textures.length = 0;
  7006. for ( let i = 0, il = source.textures.length; i < il; i ++ ) {
  7007. this.textures[ i ] = source.textures[ i ].clone();
  7008. this.textures[ i ].isRenderTargetTexture = true;
  7009. this.textures[ i ].renderTarget = this;
  7010. // ensure image object is not shared, see #20328
  7011. const image = Object.assign( {}, source.textures[ i ].image );
  7012. this.textures[ i ].source = new Source( image );
  7013. }
  7014. this.depthBuffer = source.depthBuffer;
  7015. this.stencilBuffer = source.stencilBuffer;
  7016. this.resolveDepthBuffer = source.resolveDepthBuffer;
  7017. this.resolveStencilBuffer = source.resolveStencilBuffer;
  7018. if ( source.depthTexture !== null ) this.depthTexture = source.depthTexture.clone();
  7019. this.samples = source.samples;
  7020. return this;
  7021. }
  7022. /**
  7023. * Frees the GPU-related resources allocated by this instance. Call this
  7024. * method whenever this instance is no longer used in your app.
  7025. *
  7026. * @fires RenderTarget#dispose
  7027. */
  7028. dispose() {
  7029. this.dispatchEvent( { type: 'dispose' } );
  7030. }
  7031. }
  7032. /**
  7033. * A render target used in context of {@link WebGLRenderer}.
  7034. *
  7035. * @augments RenderTarget
  7036. */
  7037. class WebGLRenderTarget extends RenderTarget {
  7038. /**
  7039. * Constructs a new 3D render target.
  7040. *
  7041. * @param {number} [width=1] - The width of the render target.
  7042. * @param {number} [height=1] - The height of the render target.
  7043. * @param {RenderTarget~Options} [options] - The configuration object.
  7044. */
  7045. constructor( width = 1, height = 1, options = {} ) {
  7046. super( width, height, options );
  7047. /**
  7048. * This flag can be used for type testing.
  7049. *
  7050. * @type {boolean}
  7051. * @readonly
  7052. * @default true
  7053. */
  7054. this.isWebGLRenderTarget = true;
  7055. }
  7056. }
  7057. /**
  7058. * Creates an array of textures directly from raw buffer data.
  7059. *
  7060. * @augments Texture
  7061. */
  7062. class DataArrayTexture extends Texture {
  7063. /**
  7064. * Constructs a new data array texture.
  7065. *
  7066. * @param {?TypedArray} [data=null] - The buffer data.
  7067. * @param {number} [width=1] - The width of the texture.
  7068. * @param {number} [height=1] - The height of the texture.
  7069. * @param {number} [depth=1] - The depth of the texture.
  7070. */
  7071. constructor( data = null, width = 1, height = 1, depth = 1 ) {
  7072. super( null );
  7073. /**
  7074. * This flag can be used for type testing.
  7075. *
  7076. * @type {boolean}
  7077. * @readonly
  7078. * @default true
  7079. */
  7080. this.isDataArrayTexture = true;
  7081. /**
  7082. * The image definition of a data texture.
  7083. *
  7084. * @type {{data:TypedArray,width:number,height:number,depth:number}}
  7085. */
  7086. this.image = { data, width, height, depth };
  7087. /**
  7088. * How the texture is sampled when a texel covers more than one pixel.
  7089. *
  7090. * Overwritten and set to `NearestFilter` by default.
  7091. *
  7092. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  7093. * @default NearestFilter
  7094. */
  7095. this.magFilter = NearestFilter;
  7096. /**
  7097. * How the texture is sampled when a texel covers less than one pixel.
  7098. *
  7099. * Overwritten and set to `NearestFilter` by default.
  7100. *
  7101. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  7102. * @default NearestFilter
  7103. */
  7104. this.minFilter = NearestFilter;
  7105. /**
  7106. * This defines how the texture is wrapped in the depth and corresponds to
  7107. * *W* in UVW mapping.
  7108. *
  7109. * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}
  7110. * @default ClampToEdgeWrapping
  7111. */
  7112. this.wrapR = ClampToEdgeWrapping;
  7113. /**
  7114. * Whether to generate mipmaps (if possible) for a texture.
  7115. *
  7116. * Overwritten and set to `false` by default.
  7117. *
  7118. * @type {boolean}
  7119. * @default false
  7120. */
  7121. this.generateMipmaps = false;
  7122. /**
  7123. * If set to `true`, the texture is flipped along the vertical axis when
  7124. * uploaded to the GPU.
  7125. *
  7126. * Overwritten and set to `false` by default.
  7127. *
  7128. * @type {boolean}
  7129. * @default false
  7130. */
  7131. this.flipY = false;
  7132. /**
  7133. * Specifies the alignment requirements for the start of each pixel row in memory.
  7134. *
  7135. * Overwritten and set to `1` by default.
  7136. *
  7137. * @type {boolean}
  7138. * @default 1
  7139. */
  7140. this.unpackAlignment = 1;
  7141. /**
  7142. * A set of all layers which need to be updated in the texture.
  7143. *
  7144. * @type {Set<number>}
  7145. */
  7146. this.layerUpdates = new Set();
  7147. }
  7148. /**
  7149. * Describes that a specific layer of the texture needs to be updated.
  7150. * Normally when {@link Texture#needsUpdate} is set to `true`, the
  7151. * entire data texture array is sent to the GPU. Marking specific
  7152. * layers will only transmit subsets of all mipmaps associated with a
  7153. * specific depth in the array which is often much more performant.
  7154. *
  7155. * @param {number} layerIndex - The layer index that should be updated.
  7156. */
  7157. addLayerUpdate( layerIndex ) {
  7158. this.layerUpdates.add( layerIndex );
  7159. }
  7160. /**
  7161. * Resets the layer updates registry.
  7162. */
  7163. clearLayerUpdates() {
  7164. this.layerUpdates.clear();
  7165. }
  7166. }
  7167. /**
  7168. * An array render target used in context of {@link WebGLRenderer}.
  7169. *
  7170. * @augments WebGLRenderTarget
  7171. */
  7172. class WebGLArrayRenderTarget extends WebGLRenderTarget {
  7173. /**
  7174. * Constructs a new array render target.
  7175. *
  7176. * @param {number} [width=1] - The width of the render target.
  7177. * @param {number} [height=1] - The height of the render target.
  7178. * @param {number} [depth=1] - The height of the render target.
  7179. * @param {RenderTarget~Options} [options] - The configuration object.
  7180. */
  7181. constructor( width = 1, height = 1, depth = 1, options = {} ) {
  7182. super( width, height, options );
  7183. /**
  7184. * This flag can be used for type testing.
  7185. *
  7186. * @type {boolean}
  7187. * @readonly
  7188. * @default true
  7189. */
  7190. this.isWebGLArrayRenderTarget = true;
  7191. this.depth = depth;
  7192. /**
  7193. * Overwritten with a different texture type.
  7194. *
  7195. * @type {DataArrayTexture}
  7196. */
  7197. this.texture = new DataArrayTexture( null, width, height, depth );
  7198. this._setTextureOptions( options );
  7199. this.texture.isRenderTargetTexture = true;
  7200. }
  7201. }
  7202. /**
  7203. * Creates a three-dimensional texture from raw data, with parameters to
  7204. * divide it into width, height, and depth.
  7205. *
  7206. * @augments Texture
  7207. */
  7208. class Data3DTexture extends Texture {
  7209. /**
  7210. * Constructs a new data array texture.
  7211. *
  7212. * @param {?TypedArray} [data=null] - The buffer data.
  7213. * @param {number} [width=1] - The width of the texture.
  7214. * @param {number} [height=1] - The height of the texture.
  7215. * @param {number} [depth=1] - The depth of the texture.
  7216. */
  7217. constructor( data = null, width = 1, height = 1, depth = 1 ) {
  7218. // We're going to add .setXXX() methods for setting properties later.
  7219. // Users can still set in Data3DTexture directly.
  7220. //
  7221. // const texture = new THREE.Data3DTexture( data, width, height, depth );
  7222. // texture.anisotropy = 16;
  7223. //
  7224. // See #14839
  7225. super( null );
  7226. /**
  7227. * This flag can be used for type testing.
  7228. *
  7229. * @type {boolean}
  7230. * @readonly
  7231. * @default true
  7232. */
  7233. this.isData3DTexture = true;
  7234. /**
  7235. * The image definition of a data texture.
  7236. *
  7237. * @type {{data:TypedArray,width:number,height:number,depth:number}}
  7238. */
  7239. this.image = { data, width, height, depth };
  7240. /**
  7241. * How the texture is sampled when a texel covers more than one pixel.
  7242. *
  7243. * Overwritten and set to `NearestFilter` by default.
  7244. *
  7245. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  7246. * @default NearestFilter
  7247. */
  7248. this.magFilter = NearestFilter;
  7249. /**
  7250. * How the texture is sampled when a texel covers less than one pixel.
  7251. *
  7252. * Overwritten and set to `NearestFilter` by default.
  7253. *
  7254. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  7255. * @default NearestFilter
  7256. */
  7257. this.minFilter = NearestFilter;
  7258. /**
  7259. * This defines how the texture is wrapped in the depth and corresponds to
  7260. * *W* in UVW mapping.
  7261. *
  7262. * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}
  7263. * @default ClampToEdgeWrapping
  7264. */
  7265. this.wrapR = ClampToEdgeWrapping;
  7266. /**
  7267. * Whether to generate mipmaps (if possible) for a texture.
  7268. *
  7269. * Overwritten and set to `false` by default.
  7270. *
  7271. * @type {boolean}
  7272. * @default false
  7273. */
  7274. this.generateMipmaps = false;
  7275. /**
  7276. * If set to `true`, the texture is flipped along the vertical axis when
  7277. * uploaded to the GPU.
  7278. *
  7279. * Overwritten and set to `false` by default.
  7280. *
  7281. * @type {boolean}
  7282. * @default false
  7283. */
  7284. this.flipY = false;
  7285. /**
  7286. * Specifies the alignment requirements for the start of each pixel row in memory.
  7287. *
  7288. * Overwritten and set to `1` by default.
  7289. *
  7290. * @type {boolean}
  7291. * @default 1
  7292. */
  7293. this.unpackAlignment = 1;
  7294. }
  7295. }
  7296. /**
  7297. * A 3D render target used in context of {@link WebGLRenderer}.
  7298. *
  7299. * @augments WebGLRenderTarget
  7300. */
  7301. class WebGL3DRenderTarget extends WebGLRenderTarget {
  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 {number} [depth=1] - The height of the render target.
  7308. * @param {RenderTarget~Options} [options] - The configuration object.
  7309. */
  7310. constructor( width = 1, height = 1, depth = 1, options = {} ) {
  7311. super( width, height, options );
  7312. /**
  7313. * This flag can be used for type testing.
  7314. *
  7315. * @type {boolean}
  7316. * @readonly
  7317. * @default true
  7318. */
  7319. this.isWebGL3DRenderTarget = true;
  7320. this.depth = depth;
  7321. /**
  7322. * Overwritten with a different texture type.
  7323. *
  7324. * @type {Data3DTexture}
  7325. */
  7326. this.texture = new Data3DTexture( null, width, height, depth );
  7327. this._setTextureOptions( options );
  7328. this.texture.isRenderTargetTexture = true;
  7329. }
  7330. }
  7331. /**
  7332. * Represents an axis-aligned bounding box (AABB) in 3D space.
  7333. */
  7334. class Box3 {
  7335. /**
  7336. * Constructs a new bounding box.
  7337. *
  7338. * @param {Vector3} [min=(Infinity,Infinity,Infinity)] - A vector representing the lower boundary of the box.
  7339. * @param {Vector3} [max=(-Infinity,-Infinity,-Infinity)] - A vector representing the upper boundary of the box.
  7340. */
  7341. constructor( min = new Vector3( + Infinity, + Infinity, + Infinity ), max = new Vector3( - Infinity, - Infinity, - Infinity ) ) {
  7342. /**
  7343. * This flag can be used for type testing.
  7344. *
  7345. * @type {boolean}
  7346. * @readonly
  7347. * @default true
  7348. */
  7349. this.isBox3 = true;
  7350. /**
  7351. * The lower boundary of the box.
  7352. *
  7353. * @type {Vector3}
  7354. */
  7355. this.min = min;
  7356. /**
  7357. * The upper boundary of the box.
  7358. *
  7359. * @type {Vector3}
  7360. */
  7361. this.max = max;
  7362. }
  7363. /**
  7364. * Sets the lower and upper boundaries of this box.
  7365. * Please note that this method only copies the values from the given objects.
  7366. *
  7367. * @param {Vector3} min - The lower boundary of the box.
  7368. * @param {Vector3} max - The upper boundary of the box.
  7369. * @return {Box3} A reference to this bounding box.
  7370. */
  7371. set( min, max ) {
  7372. this.min.copy( min );
  7373. this.max.copy( max );
  7374. return this;
  7375. }
  7376. /**
  7377. * Sets the upper and lower bounds of this box so it encloses the position data
  7378. * in the given array.
  7379. *
  7380. * @param {Array<number>} array - An array holding 3D position data.
  7381. * @return {Box3} A reference to this bounding box.
  7382. */
  7383. setFromArray( array ) {
  7384. this.makeEmpty();
  7385. for ( let i = 0, il = array.length; i < il; i += 3 ) {
  7386. this.expandByPoint( _vector$b.fromArray( array, i ) );
  7387. }
  7388. return this;
  7389. }
  7390. /**
  7391. * Sets the upper and lower bounds of this box so it encloses the position data
  7392. * in the given buffer attribute.
  7393. *
  7394. * @param {BufferAttribute} attribute - A buffer attribute holding 3D position data.
  7395. * @return {Box3} A reference to this bounding box.
  7396. */
  7397. setFromBufferAttribute( attribute ) {
  7398. this.makeEmpty();
  7399. for ( let i = 0, il = attribute.count; i < il; i ++ ) {
  7400. this.expandByPoint( _vector$b.fromBufferAttribute( attribute, i ) );
  7401. }
  7402. return this;
  7403. }
  7404. /**
  7405. * Sets the upper and lower bounds of this box so it encloses the position data
  7406. * in the given array.
  7407. *
  7408. * @param {Array<Vector3>} points - An array holding 3D position data as instances of {@link Vector3}.
  7409. * @return {Box3} A reference to this bounding box.
  7410. */
  7411. setFromPoints( points ) {
  7412. this.makeEmpty();
  7413. for ( let i = 0, il = points.length; i < il; i ++ ) {
  7414. this.expandByPoint( points[ i ] );
  7415. }
  7416. return this;
  7417. }
  7418. /**
  7419. * Centers this box on the given center vector and sets this box's width, height and
  7420. * depth to the given size values.
  7421. *
  7422. * @param {Vector3} center - The center of the box.
  7423. * @param {Vector3} size - The x, y and z dimensions of the box.
  7424. * @return {Box3} A reference to this bounding box.
  7425. */
  7426. setFromCenterAndSize( center, size ) {
  7427. const halfSize = _vector$b.copy( size ).multiplyScalar( 0.5 );
  7428. this.min.copy( center ).sub( halfSize );
  7429. this.max.copy( center ).add( halfSize );
  7430. return this;
  7431. }
  7432. /**
  7433. * Computes the world-axis-aligned bounding box for the given 3D object
  7434. * (including its children), accounting for the object's, and children's,
  7435. * world transforms. The function may result in a larger box than strictly necessary.
  7436. *
  7437. * @param {Object3D} object - The 3D object to compute the bounding box for.
  7438. * @param {boolean} [precise=false] - If set to `true`, the method computes the smallest
  7439. * world-axis-aligned bounding box at the expense of more computation.
  7440. * @return {Box3} A reference to this bounding box.
  7441. */
  7442. setFromObject( object, precise = false ) {
  7443. this.makeEmpty();
  7444. return this.expandByObject( object, precise );
  7445. }
  7446. /**
  7447. * Returns a new box with copied values from this instance.
  7448. *
  7449. * @return {Box3} A clone of this instance.
  7450. */
  7451. clone() {
  7452. return new this.constructor().copy( this );
  7453. }
  7454. /**
  7455. * Copies the values of the given box to this instance.
  7456. *
  7457. * @param {Box3} box - The box to copy.
  7458. * @return {Box3} A reference to this bounding box.
  7459. */
  7460. copy( box ) {
  7461. this.min.copy( box.min );
  7462. this.max.copy( box.max );
  7463. return this;
  7464. }
  7465. /**
  7466. * Makes this box empty which means in encloses a zero space in 3D.
  7467. *
  7468. * @return {Box3} A reference to this bounding box.
  7469. */
  7470. makeEmpty() {
  7471. this.min.x = this.min.y = this.min.z = + Infinity;
  7472. this.max.x = this.max.y = this.max.z = - Infinity;
  7473. return this;
  7474. }
  7475. /**
  7476. * Returns true if this box includes zero points within its bounds.
  7477. * Note that a box with equal lower and upper bounds still includes one
  7478. * point, the one both bounds share.
  7479. *
  7480. * @return {boolean} Whether this box is empty or not.
  7481. */
  7482. isEmpty() {
  7483. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  7484. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );
  7485. }
  7486. /**
  7487. * Returns the center point of this box.
  7488. *
  7489. * @param {Vector3} target - The target vector that is used to store the method's result.
  7490. * @return {Vector3} The center point.
  7491. */
  7492. getCenter( target ) {
  7493. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  7494. }
  7495. /**
  7496. * Returns the dimensions of this box.
  7497. *
  7498. * @param {Vector3} target - The target vector that is used to store the method's result.
  7499. * @return {Vector3} The size.
  7500. */
  7501. getSize( target ) {
  7502. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.subVectors( this.max, this.min );
  7503. }
  7504. /**
  7505. * Expands the boundaries of this box to include the given point.
  7506. *
  7507. * @param {Vector3} point - The point that should be included by the bounding box.
  7508. * @return {Box3} A reference to this bounding box.
  7509. */
  7510. expandByPoint( point ) {
  7511. this.min.min( point );
  7512. this.max.max( point );
  7513. return this;
  7514. }
  7515. /**
  7516. * Expands this box equilaterally by the given vector. The width of this
  7517. * box will be expanded by the x component of the vector in both
  7518. * directions. The height of this box will be expanded by the y component of
  7519. * the vector in both directions. The depth of this box will be
  7520. * expanded by the z component of the vector in both directions.
  7521. *
  7522. * @param {Vector3} vector - The vector that should expand the bounding box.
  7523. * @return {Box3} A reference to this bounding box.
  7524. */
  7525. expandByVector( vector ) {
  7526. this.min.sub( vector );
  7527. this.max.add( vector );
  7528. return this;
  7529. }
  7530. /**
  7531. * Expands each dimension of the box by the given scalar. If negative, the
  7532. * dimensions of the box will be contracted.
  7533. *
  7534. * @param {number} scalar - The scalar value that should expand the bounding box.
  7535. * @return {Box3} A reference to this bounding box.
  7536. */
  7537. expandByScalar( scalar ) {
  7538. this.min.addScalar( - scalar );
  7539. this.max.addScalar( scalar );
  7540. return this;
  7541. }
  7542. /**
  7543. * Expands the boundaries of this box to include the given 3D object and
  7544. * its children, accounting for the object's, and children's, world
  7545. * transforms. The function may result in a larger box than strictly
  7546. * necessary (unless the precise parameter is set to true).
  7547. *
  7548. * @param {Object3D} object - The 3D object that should expand the bounding box.
  7549. * @param {boolean} precise - If set to `true`, the method expands the bounding box
  7550. * as little as necessary at the expense of more computation.
  7551. * @return {Box3} A reference to this bounding box.
  7552. */
  7553. expandByObject( object, precise = false ) {
  7554. // Computes the world-axis-aligned bounding box of an object (including its children),
  7555. // accounting for both the object's, and children's, world transforms
  7556. object.updateWorldMatrix( false, false );
  7557. const geometry = object.geometry;
  7558. if ( geometry !== undefined ) {
  7559. const positionAttribute = geometry.getAttribute( 'position' );
  7560. // precise AABB computation based on vertex data requires at least a position attribute.
  7561. // instancing isn't supported so far and uses the normal (conservative) code path.
  7562. if ( precise === true && positionAttribute !== undefined && object.isInstancedMesh !== true ) {
  7563. for ( let i = 0, l = positionAttribute.count; i < l; i ++ ) {
  7564. if ( object.isMesh === true ) {
  7565. object.getVertexPosition( i, _vector$b );
  7566. } else {
  7567. _vector$b.fromBufferAttribute( positionAttribute, i );
  7568. }
  7569. _vector$b.applyMatrix4( object.matrixWorld );
  7570. this.expandByPoint( _vector$b );
  7571. }
  7572. } else {
  7573. if ( object.boundingBox !== undefined ) {
  7574. // object-level bounding box
  7575. if ( object.boundingBox === null ) {
  7576. object.computeBoundingBox();
  7577. }
  7578. _box$4.copy( object.boundingBox );
  7579. } else {
  7580. // geometry-level bounding box
  7581. if ( geometry.boundingBox === null ) {
  7582. geometry.computeBoundingBox();
  7583. }
  7584. _box$4.copy( geometry.boundingBox );
  7585. }
  7586. _box$4.applyMatrix4( object.matrixWorld );
  7587. this.union( _box$4 );
  7588. }
  7589. }
  7590. const children = object.children;
  7591. for ( let i = 0, l = children.length; i < l; i ++ ) {
  7592. this.expandByObject( children[ i ], precise );
  7593. }
  7594. return this;
  7595. }
  7596. /**
  7597. * Returns `true` if the given point lies within or on the boundaries of this box.
  7598. *
  7599. * @param {Vector3} point - The point to test.
  7600. * @return {boolean} Whether the bounding box contains the given point or not.
  7601. */
  7602. containsPoint( point ) {
  7603. return point.x >= this.min.x && point.x <= this.max.x &&
  7604. point.y >= this.min.y && point.y <= this.max.y &&
  7605. point.z >= this.min.z && point.z <= this.max.z;
  7606. }
  7607. /**
  7608. * Returns `true` if this bounding box includes the entirety of the given bounding box.
  7609. * If this box and the given one are identical, this function also returns `true`.
  7610. *
  7611. * @param {Box3} box - The bounding box to test.
  7612. * @return {boolean} Whether the bounding box contains the given bounding box or not.
  7613. */
  7614. containsBox( box ) {
  7615. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  7616. this.min.y <= box.min.y && box.max.y <= this.max.y &&
  7617. this.min.z <= box.min.z && box.max.z <= this.max.z;
  7618. }
  7619. /**
  7620. * Returns a point as a proportion of this box's width, height and depth.
  7621. *
  7622. * @param {Vector3} point - A point in 3D space.
  7623. * @param {Vector3} target - The target vector that is used to store the method's result.
  7624. * @return {Vector3} A point as a proportion of this box's width, height and depth.
  7625. */
  7626. getParameter( point, target ) {
  7627. // This can potentially have a divide by zero if the box
  7628. // has a size dimension of 0.
  7629. return target.set(
  7630. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  7631. ( point.y - this.min.y ) / ( this.max.y - this.min.y ),
  7632. ( point.z - this.min.z ) / ( this.max.z - this.min.z )
  7633. );
  7634. }
  7635. /**
  7636. * Returns `true` if the given bounding box intersects with this bounding box.
  7637. *
  7638. * @param {Box3} box - The bounding box to test.
  7639. * @return {boolean} Whether the given bounding box intersects with this bounding box.
  7640. */
  7641. intersectsBox( box ) {
  7642. // using 6 splitting planes to rule out intersections.
  7643. return box.max.x >= this.min.x && box.min.x <= this.max.x &&
  7644. box.max.y >= this.min.y && box.min.y <= this.max.y &&
  7645. box.max.z >= this.min.z && box.min.z <= this.max.z;
  7646. }
  7647. /**
  7648. * Returns `true` if the given bounding sphere intersects with this bounding box.
  7649. *
  7650. * @param {Sphere} sphere - The bounding sphere to test.
  7651. * @return {boolean} Whether the given bounding sphere intersects with this bounding box.
  7652. */
  7653. intersectsSphere( sphere ) {
  7654. // Find the point on the AABB closest to the sphere center.
  7655. this.clampPoint( sphere.center, _vector$b );
  7656. // If that point is inside the sphere, the AABB and sphere intersect.
  7657. return _vector$b.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius );
  7658. }
  7659. /**
  7660. * Returns `true` if the given plane intersects with this bounding box.
  7661. *
  7662. * @param {Plane} plane - The plane to test.
  7663. * @return {boolean} Whether the given plane intersects with this bounding box.
  7664. */
  7665. intersectsPlane( plane ) {
  7666. // We compute the minimum and maximum dot product values. If those values
  7667. // are on the same side (back or front) of the plane, then there is no intersection.
  7668. let min, max;
  7669. if ( plane.normal.x > 0 ) {
  7670. min = plane.normal.x * this.min.x;
  7671. max = plane.normal.x * this.max.x;
  7672. } else {
  7673. min = plane.normal.x * this.max.x;
  7674. max = plane.normal.x * this.min.x;
  7675. }
  7676. if ( plane.normal.y > 0 ) {
  7677. min += plane.normal.y * this.min.y;
  7678. max += plane.normal.y * this.max.y;
  7679. } else {
  7680. min += plane.normal.y * this.max.y;
  7681. max += plane.normal.y * this.min.y;
  7682. }
  7683. if ( plane.normal.z > 0 ) {
  7684. min += plane.normal.z * this.min.z;
  7685. max += plane.normal.z * this.max.z;
  7686. } else {
  7687. min += plane.normal.z * this.max.z;
  7688. max += plane.normal.z * this.min.z;
  7689. }
  7690. return ( min <= - plane.constant && max >= - plane.constant );
  7691. }
  7692. /**
  7693. * Returns `true` if the given triangle intersects with this bounding box.
  7694. *
  7695. * @param {Triangle} triangle - The triangle to test.
  7696. * @return {boolean} Whether the given triangle intersects with this bounding box.
  7697. */
  7698. intersectsTriangle( triangle ) {
  7699. if ( this.isEmpty() ) {
  7700. return false;
  7701. }
  7702. // compute box center and extents
  7703. this.getCenter( _center );
  7704. _extents.subVectors( this.max, _center );
  7705. // translate triangle to aabb origin
  7706. _v0$2.subVectors( triangle.a, _center );
  7707. _v1$7.subVectors( triangle.b, _center );
  7708. _v2$4.subVectors( triangle.c, _center );
  7709. // compute edge vectors for triangle
  7710. _f0.subVectors( _v1$7, _v0$2 );
  7711. _f1.subVectors( _v2$4, _v1$7 );
  7712. _f2.subVectors( _v0$2, _v2$4 );
  7713. // test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb
  7714. // 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
  7715. // axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned)
  7716. let axes = [
  7717. 0, - _f0.z, _f0.y, 0, - _f1.z, _f1.y, 0, - _f2.z, _f2.y,
  7718. _f0.z, 0, - _f0.x, _f1.z, 0, - _f1.x, _f2.z, 0, - _f2.x,
  7719. - _f0.y, _f0.x, 0, - _f1.y, _f1.x, 0, - _f2.y, _f2.x, 0
  7720. ];
  7721. if ( ! satForAxes( axes, _v0$2, _v1$7, _v2$4, _extents ) ) {
  7722. return false;
  7723. }
  7724. // test 3 face normals from the aabb
  7725. axes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ];
  7726. if ( ! satForAxes( axes, _v0$2, _v1$7, _v2$4, _extents ) ) {
  7727. return false;
  7728. }
  7729. // finally testing the face normal of the triangle
  7730. // use already existing triangle edge vectors here
  7731. _triangleNormal.crossVectors( _f0, _f1 );
  7732. axes = [ _triangleNormal.x, _triangleNormal.y, _triangleNormal.z ];
  7733. return satForAxes( axes, _v0$2, _v1$7, _v2$4, _extents );
  7734. }
  7735. /**
  7736. * Clamps the given point within the bounds of this box.
  7737. *
  7738. * @param {Vector3} point - The point to clamp.
  7739. * @param {Vector3} target - The target vector that is used to store the method's result.
  7740. * @return {Vector3} The clamped point.
  7741. */
  7742. clampPoint( point, target ) {
  7743. return target.copy( point ).clamp( this.min, this.max );
  7744. }
  7745. /**
  7746. * Returns the euclidean distance from any edge of this box to the specified point. If
  7747. * the given point lies inside of this box, the distance will be `0`.
  7748. *
  7749. * @param {Vector3} point - The point to compute the distance to.
  7750. * @return {number} The euclidean distance.
  7751. */
  7752. distanceToPoint( point ) {
  7753. return this.clampPoint( point, _vector$b ).distanceTo( point );
  7754. }
  7755. /**
  7756. * Returns a bounding sphere that encloses this bounding box.
  7757. *
  7758. * @param {Sphere} target - The target sphere that is used to store the method's result.
  7759. * @return {Sphere} The bounding sphere that encloses this bounding box.
  7760. */
  7761. getBoundingSphere( target ) {
  7762. if ( this.isEmpty() ) {
  7763. target.makeEmpty();
  7764. } else {
  7765. this.getCenter( target.center );
  7766. target.radius = this.getSize( _vector$b ).length() * 0.5;
  7767. }
  7768. return target;
  7769. }
  7770. /**
  7771. * Computes the intersection of this bounding box and the given one, setting the upper
  7772. * bound of this box to the lesser of the two boxes' upper bounds and the
  7773. * lower bound of this box to the greater of the two boxes' lower bounds. If
  7774. * there's no overlap, makes this box empty.
  7775. *
  7776. * @param {Box3} box - The bounding box to intersect with.
  7777. * @return {Box3} A reference to this bounding box.
  7778. */
  7779. intersect( box ) {
  7780. this.min.max( box.min );
  7781. this.max.min( box.max );
  7782. // 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.
  7783. if ( this.isEmpty() ) this.makeEmpty();
  7784. return this;
  7785. }
  7786. /**
  7787. * Computes the union of this box and another and the given one, setting the upper
  7788. * bound of this box to the greater of the two boxes' upper bounds and the
  7789. * lower bound of this box to the lesser of the two boxes' lower bounds.
  7790. *
  7791. * @param {Box3} box - The bounding box that will be unioned with this instance.
  7792. * @return {Box3} A reference to this bounding box.
  7793. */
  7794. union( box ) {
  7795. this.min.min( box.min );
  7796. this.max.max( box.max );
  7797. return this;
  7798. }
  7799. /**
  7800. * Transforms this bounding box by the given 4x4 transformation matrix.
  7801. *
  7802. * @param {Matrix4} matrix - The transformation matrix.
  7803. * @return {Box3} A reference to this bounding box.
  7804. */
  7805. applyMatrix4( matrix ) {
  7806. // transform of empty box is an empty box.
  7807. if ( this.isEmpty() ) return this;
  7808. // NOTE: I am using a binary pattern to specify all 2^3 combinations below
  7809. _points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000
  7810. _points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001
  7811. _points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010
  7812. _points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011
  7813. _points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100
  7814. _points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101
  7815. _points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110
  7816. _points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111
  7817. this.setFromPoints( _points );
  7818. return this;
  7819. }
  7820. /**
  7821. * Adds the given offset to both the upper and lower bounds of this bounding box,
  7822. * effectively moving it in 3D space.
  7823. *
  7824. * @param {Vector3} offset - The offset that should be used to translate the bounding box.
  7825. * @return {Box3} A reference to this bounding box.
  7826. */
  7827. translate( offset ) {
  7828. this.min.add( offset );
  7829. this.max.add( offset );
  7830. return this;
  7831. }
  7832. /**
  7833. * Returns `true` if this bounding box is equal with the given one.
  7834. *
  7835. * @param {Box3} box - The box to test for equality.
  7836. * @return {boolean} Whether this bounding box is equal with the given one.
  7837. */
  7838. equals( box ) {
  7839. return box.min.equals( this.min ) && box.max.equals( this.max );
  7840. }
  7841. /**
  7842. * Returns a serialized structure of the bounding box.
  7843. *
  7844. * @return {Object} Serialized structure with fields representing the object state.
  7845. */
  7846. toJSON() {
  7847. return {
  7848. min: this.min.toArray(),
  7849. max: this.max.toArray()
  7850. };
  7851. }
  7852. /**
  7853. * Returns a serialized structure of the bounding box.
  7854. *
  7855. * @param {Object} json - The serialized json to set the box from.
  7856. * @return {Box3} A reference to this bounding box.
  7857. */
  7858. fromJSON( json ) {
  7859. this.min.fromArray( json.min );
  7860. this.max.fromArray( json.max );
  7861. return this;
  7862. }
  7863. }
  7864. const _points = [
  7865. /*@__PURE__*/ new Vector3(),
  7866. /*@__PURE__*/ new Vector3(),
  7867. /*@__PURE__*/ new Vector3(),
  7868. /*@__PURE__*/ new Vector3(),
  7869. /*@__PURE__*/ new Vector3(),
  7870. /*@__PURE__*/ new Vector3(),
  7871. /*@__PURE__*/ new Vector3(),
  7872. /*@__PURE__*/ new Vector3()
  7873. ];
  7874. const _vector$b = /*@__PURE__*/ new Vector3();
  7875. const _box$4 = /*@__PURE__*/ new Box3();
  7876. // triangle centered vertices
  7877. const _v0$2 = /*@__PURE__*/ new Vector3();
  7878. const _v1$7 = /*@__PURE__*/ new Vector3();
  7879. const _v2$4 = /*@__PURE__*/ new Vector3();
  7880. // triangle edge vectors
  7881. const _f0 = /*@__PURE__*/ new Vector3();
  7882. const _f1 = /*@__PURE__*/ new Vector3();
  7883. const _f2 = /*@__PURE__*/ new Vector3();
  7884. const _center = /*@__PURE__*/ new Vector3();
  7885. const _extents = /*@__PURE__*/ new Vector3();
  7886. const _triangleNormal = /*@__PURE__*/ new Vector3();
  7887. const _testAxis = /*@__PURE__*/ new Vector3();
  7888. function satForAxes( axes, v0, v1, v2, extents ) {
  7889. for ( let i = 0, j = axes.length - 3; i <= j; i += 3 ) {
  7890. _testAxis.fromArray( axes, i );
  7891. // project the aabb onto the separating axis
  7892. const r = extents.x * Math.abs( _testAxis.x ) + extents.y * Math.abs( _testAxis.y ) + extents.z * Math.abs( _testAxis.z );
  7893. // project all 3 vertices of the triangle onto the separating axis
  7894. const p0 = v0.dot( _testAxis );
  7895. const p1 = v1.dot( _testAxis );
  7896. const p2 = v2.dot( _testAxis );
  7897. // actual test, basically see if either of the most extreme of the triangle points intersects r
  7898. if ( Math.max( - Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) {
  7899. // points of the projected triangle are outside the projected half-length of the aabb
  7900. // the axis is separating and we can exit
  7901. return false;
  7902. }
  7903. }
  7904. return true;
  7905. }
  7906. const _box$3 = /*@__PURE__*/ new Box3();
  7907. const _v1$6 = /*@__PURE__*/ new Vector3();
  7908. const _v2$3 = /*@__PURE__*/ new Vector3();
  7909. /**
  7910. * An analytical 3D sphere defined by a center and radius. This class is mainly
  7911. * used as a Bounding Sphere for 3D objects.
  7912. */
  7913. class Sphere {
  7914. /**
  7915. * Constructs a new sphere.
  7916. *
  7917. * @param {Vector3} [center=(0,0,0)] - The center of the sphere
  7918. * @param {number} [radius=-1] - The radius of the sphere.
  7919. */
  7920. constructor( center = new Vector3(), radius = -1 ) {
  7921. /**
  7922. * This flag can be used for type testing.
  7923. *
  7924. * @type {boolean}
  7925. * @readonly
  7926. * @default true
  7927. */
  7928. this.isSphere = true;
  7929. /**
  7930. * The center of the sphere
  7931. *
  7932. * @type {Vector3}
  7933. */
  7934. this.center = center;
  7935. /**
  7936. * The radius of the sphere.
  7937. *
  7938. * @type {number}
  7939. */
  7940. this.radius = radius;
  7941. }
  7942. /**
  7943. * Sets the sphere's components by copying the given values.
  7944. *
  7945. * @param {Vector3} center - The center.
  7946. * @param {number} radius - The radius.
  7947. * @return {Sphere} A reference to this sphere.
  7948. */
  7949. set( center, radius ) {
  7950. this.center.copy( center );
  7951. this.radius = radius;
  7952. return this;
  7953. }
  7954. /**
  7955. * Computes the minimum bounding sphere for list of points.
  7956. * If the optional center point is given, it is used as the sphere's
  7957. * center. Otherwise, the center of the axis-aligned bounding box
  7958. * encompassing the points is calculated.
  7959. *
  7960. * @param {Array<Vector3>} points - A list of points in 3D space.
  7961. * @param {Vector3} [optionalCenter] - The center of the sphere.
  7962. * @return {Sphere} A reference to this sphere.
  7963. */
  7964. setFromPoints( points, optionalCenter ) {
  7965. const center = this.center;
  7966. if ( optionalCenter !== undefined ) {
  7967. center.copy( optionalCenter );
  7968. } else {
  7969. _box$3.setFromPoints( points ).getCenter( center );
  7970. }
  7971. let maxRadiusSq = 0;
  7972. for ( let i = 0, il = points.length; i < il; i ++ ) {
  7973. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );
  7974. }
  7975. this.radius = Math.sqrt( maxRadiusSq );
  7976. return this;
  7977. }
  7978. /**
  7979. * Copies the values of the given sphere to this instance.
  7980. *
  7981. * @param {Sphere} sphere - The sphere to copy.
  7982. * @return {Sphere} A reference to this sphere.
  7983. */
  7984. copy( sphere ) {
  7985. this.center.copy( sphere.center );
  7986. this.radius = sphere.radius;
  7987. return this;
  7988. }
  7989. /**
  7990. * Returns `true` if the sphere is empty (the radius set to a negative number).
  7991. *
  7992. * Spheres with a radius of `0` contain only their center point and are not
  7993. * considered to be empty.
  7994. *
  7995. * @return {boolean} Whether this sphere is empty or not.
  7996. */
  7997. isEmpty() {
  7998. return ( this.radius < 0 );
  7999. }
  8000. /**
  8001. * Makes this sphere empty which means in encloses a zero space in 3D.
  8002. *
  8003. * @return {Sphere} A reference to this sphere.
  8004. */
  8005. makeEmpty() {
  8006. this.center.set( 0, 0, 0 );
  8007. this.radius = -1;
  8008. return this;
  8009. }
  8010. /**
  8011. * Returns `true` if this sphere contains the given point inclusive of
  8012. * the surface of the sphere.
  8013. *
  8014. * @param {Vector3} point - The point to check.
  8015. * @return {boolean} Whether this sphere contains the given point or not.
  8016. */
  8017. containsPoint( point ) {
  8018. return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );
  8019. }
  8020. /**
  8021. * Returns the closest distance from the boundary of the sphere to the
  8022. * given point. If the sphere contains the point, the distance will
  8023. * be negative.
  8024. *
  8025. * @param {Vector3} point - The point to compute the distance to.
  8026. * @return {number} The distance to the point.
  8027. */
  8028. distanceToPoint( point ) {
  8029. return ( point.distanceTo( this.center ) - this.radius );
  8030. }
  8031. /**
  8032. * Returns `true` if this sphere intersects with the given one.
  8033. *
  8034. * @param {Sphere} sphere - The sphere to test.
  8035. * @return {boolean} Whether this sphere intersects with the given one or not.
  8036. */
  8037. intersectsSphere( sphere ) {
  8038. const radiusSum = this.radius + sphere.radius;
  8039. return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );
  8040. }
  8041. /**
  8042. * Returns `true` if this sphere intersects with the given box.
  8043. *
  8044. * @param {Box3} box - The box to test.
  8045. * @return {boolean} Whether this sphere intersects with the given box or not.
  8046. */
  8047. intersectsBox( box ) {
  8048. return box.intersectsSphere( this );
  8049. }
  8050. /**
  8051. * Returns `true` if this sphere intersects with the given plane.
  8052. *
  8053. * @param {Plane} plane - The plane to test.
  8054. * @return {boolean} Whether this sphere intersects with the given plane or not.
  8055. */
  8056. intersectsPlane( plane ) {
  8057. return Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius;
  8058. }
  8059. /**
  8060. * Clamps a point within the sphere. If the point is outside the sphere, it
  8061. * will clamp it to the closest point on the edge of the sphere. Points
  8062. * already inside the sphere will not be affected.
  8063. *
  8064. * @param {Vector3} point - The plane to clamp.
  8065. * @param {Vector3} target - The target vector that is used to store the method's result.
  8066. * @return {Vector3} The clamped point.
  8067. */
  8068. clampPoint( point, target ) {
  8069. const deltaLengthSq = this.center.distanceToSquared( point );
  8070. target.copy( point );
  8071. if ( deltaLengthSq > ( this.radius * this.radius ) ) {
  8072. target.sub( this.center ).normalize();
  8073. target.multiplyScalar( this.radius ).add( this.center );
  8074. }
  8075. return target;
  8076. }
  8077. /**
  8078. * Returns a bounding box that encloses this sphere.
  8079. *
  8080. * @param {Box3} target - The target box that is used to store the method's result.
  8081. * @return {Box3} The bounding box that encloses this sphere.
  8082. */
  8083. getBoundingBox( target ) {
  8084. if ( this.isEmpty() ) {
  8085. // Empty sphere produces empty bounding box
  8086. target.makeEmpty();
  8087. return target;
  8088. }
  8089. target.set( this.center, this.center );
  8090. target.expandByScalar( this.radius );
  8091. return target;
  8092. }
  8093. /**
  8094. * Transforms this sphere with the given 4x4 transformation matrix.
  8095. *
  8096. * @param {Matrix4} matrix - The transformation matrix.
  8097. * @return {Sphere} A reference to this sphere.
  8098. */
  8099. applyMatrix4( matrix ) {
  8100. this.center.applyMatrix4( matrix );
  8101. this.radius = this.radius * matrix.getMaxScaleOnAxis();
  8102. return this;
  8103. }
  8104. /**
  8105. * Translates the sphere's center by the given offset.
  8106. *
  8107. * @param {Vector3} offset - The offset.
  8108. * @return {Sphere} A reference to this sphere.
  8109. */
  8110. translate( offset ) {
  8111. this.center.add( offset );
  8112. return this;
  8113. }
  8114. /**
  8115. * Expands the boundaries of this sphere to include the given point.
  8116. *
  8117. * @param {Vector3} point - The point to include.
  8118. * @return {Sphere} A reference to this sphere.
  8119. */
  8120. expandByPoint( point ) {
  8121. if ( this.isEmpty() ) {
  8122. this.center.copy( point );
  8123. this.radius = 0;
  8124. return this;
  8125. }
  8126. _v1$6.subVectors( point, this.center );
  8127. const lengthSq = _v1$6.lengthSq();
  8128. if ( lengthSq > ( this.radius * this.radius ) ) {
  8129. // calculate the minimal sphere
  8130. const length = Math.sqrt( lengthSq );
  8131. const delta = ( length - this.radius ) * 0.5;
  8132. this.center.addScaledVector( _v1$6, delta / length );
  8133. this.radius += delta;
  8134. }
  8135. return this;
  8136. }
  8137. /**
  8138. * Expands this sphere to enclose both the original sphere and the given sphere.
  8139. *
  8140. * @param {Sphere} sphere - The sphere to include.
  8141. * @return {Sphere} A reference to this sphere.
  8142. */
  8143. union( sphere ) {
  8144. if ( sphere.isEmpty() ) {
  8145. return this;
  8146. }
  8147. if ( this.isEmpty() ) {
  8148. this.copy( sphere );
  8149. return this;
  8150. }
  8151. if ( this.center.equals( sphere.center ) === true ) {
  8152. this.radius = Math.max( this.radius, sphere.radius );
  8153. } else {
  8154. _v2$3.subVectors( sphere.center, this.center ).setLength( sphere.radius );
  8155. this.expandByPoint( _v1$6.copy( sphere.center ).add( _v2$3 ) );
  8156. this.expandByPoint( _v1$6.copy( sphere.center ).sub( _v2$3 ) );
  8157. }
  8158. return this;
  8159. }
  8160. /**
  8161. * Returns `true` if this sphere is equal with the given one.
  8162. *
  8163. * @param {Sphere} sphere - The sphere to test for equality.
  8164. * @return {boolean} Whether this bounding sphere is equal with the given one.
  8165. */
  8166. equals( sphere ) {
  8167. return sphere.center.equals( this.center ) && ( sphere.radius === this.radius );
  8168. }
  8169. /**
  8170. * Returns a new sphere with copied values from this instance.
  8171. *
  8172. * @return {Sphere} A clone of this instance.
  8173. */
  8174. clone() {
  8175. return new this.constructor().copy( this );
  8176. }
  8177. /**
  8178. * Returns a serialized structure of the bounding sphere.
  8179. *
  8180. * @return {Object} Serialized structure with fields representing the object state.
  8181. */
  8182. toJSON() {
  8183. return {
  8184. radius: this.radius,
  8185. center: this.center.toArray()
  8186. };
  8187. }
  8188. /**
  8189. * Returns a serialized structure of the bounding sphere.
  8190. *
  8191. * @param {Object} json - The serialized json to set the sphere from.
  8192. * @return {Box3} A reference to this bounding sphere.
  8193. */
  8194. fromJSON( json ) {
  8195. this.radius = json.radius;
  8196. this.center.fromArray( json.center );
  8197. return this;
  8198. }
  8199. }
  8200. const _vector$a = /*@__PURE__*/ new Vector3();
  8201. const _segCenter = /*@__PURE__*/ new Vector3();
  8202. const _segDir = /*@__PURE__*/ new Vector3();
  8203. const _diff = /*@__PURE__*/ new Vector3();
  8204. const _edge1 = /*@__PURE__*/ new Vector3();
  8205. const _edge2 = /*@__PURE__*/ new Vector3();
  8206. const _normal$1 = /*@__PURE__*/ new Vector3();
  8207. /**
  8208. * A ray that emits from an origin in a certain direction. The class is used by
  8209. * {@link Raycaster} to assist with raycasting. Raycasting is used for
  8210. * mouse picking (working out what objects in the 3D space the mouse is over)
  8211. * amongst other things.
  8212. */
  8213. class Ray {
  8214. /**
  8215. * Constructs a new ray.
  8216. *
  8217. * @param {Vector3} [origin=(0,0,0)] - The origin of the ray.
  8218. * @param {Vector3} [direction=(0,0,-1)] - The (normalized) direction of the ray.
  8219. */
  8220. constructor( origin = new Vector3(), direction = new Vector3( 0, 0, -1 ) ) {
  8221. /**
  8222. * The origin of the ray.
  8223. *
  8224. * @type {Vector3}
  8225. */
  8226. this.origin = origin;
  8227. /**
  8228. * The (normalized) direction of the ray.
  8229. *
  8230. * @type {Vector3}
  8231. */
  8232. this.direction = direction;
  8233. }
  8234. /**
  8235. * Sets the ray's components by copying the given values.
  8236. *
  8237. * @param {Vector3} origin - The origin.
  8238. * @param {Vector3} direction - The direction.
  8239. * @return {Ray} A reference to this ray.
  8240. */
  8241. set( origin, direction ) {
  8242. this.origin.copy( origin );
  8243. this.direction.copy( direction );
  8244. return this;
  8245. }
  8246. /**
  8247. * Copies the values of the given ray to this instance.
  8248. *
  8249. * @param {Ray} ray - The ray to copy.
  8250. * @return {Ray} A reference to this ray.
  8251. */
  8252. copy( ray ) {
  8253. this.origin.copy( ray.origin );
  8254. this.direction.copy( ray.direction );
  8255. return this;
  8256. }
  8257. /**
  8258. * Returns a vector that is located at a given distance along this ray.
  8259. *
  8260. * @param {number} t - The distance along the ray to retrieve a position for.
  8261. * @param {Vector3} target - The target vector that is used to store the method's result.
  8262. * @return {Vector3} A position on the ray.
  8263. */
  8264. at( t, target ) {
  8265. return target.copy( this.origin ).addScaledVector( this.direction, t );
  8266. }
  8267. /**
  8268. * Adjusts the direction of the ray to point at the given vector in world space.
  8269. *
  8270. * @param {Vector3} v - The target position.
  8271. * @return {Ray} A reference to this ray.
  8272. */
  8273. lookAt( v ) {
  8274. this.direction.copy( v ).sub( this.origin ).normalize();
  8275. return this;
  8276. }
  8277. /**
  8278. * Shift the origin of this ray along its direction by the given distance.
  8279. *
  8280. * @param {number} t - The distance along the ray to interpolate.
  8281. * @return {Ray} A reference to this ray.
  8282. */
  8283. recast( t ) {
  8284. this.origin.copy( this.at( t, _vector$a ) );
  8285. return this;
  8286. }
  8287. /**
  8288. * Returns the point along this ray that is closest to the given point.
  8289. *
  8290. * @param {Vector3} point - A point in 3D space to get the closet location on the ray for.
  8291. * @param {Vector3} target - The target vector that is used to store the method's result.
  8292. * @return {Vector3} The closest point on this ray.
  8293. */
  8294. closestPointToPoint( point, target ) {
  8295. target.subVectors( point, this.origin );
  8296. const directionDistance = target.dot( this.direction );
  8297. if ( directionDistance < 0 ) {
  8298. return target.copy( this.origin );
  8299. }
  8300. return target.copy( this.origin ).addScaledVector( this.direction, directionDistance );
  8301. }
  8302. /**
  8303. * Returns the distance of the closest approach between this ray and the given point.
  8304. *
  8305. * @param {Vector3} point - A point in 3D space to compute the distance to.
  8306. * @return {number} The distance.
  8307. */
  8308. distanceToPoint( point ) {
  8309. return Math.sqrt( this.distanceSqToPoint( point ) );
  8310. }
  8311. /**
  8312. * Returns the squared distance of the closest approach between this ray and the given point.
  8313. *
  8314. * @param {Vector3} point - A point in 3D space to compute the distance to.
  8315. * @return {number} The squared distance.
  8316. */
  8317. distanceSqToPoint( point ) {
  8318. const directionDistance = _vector$a.subVectors( point, this.origin ).dot( this.direction );
  8319. // point behind the ray
  8320. if ( directionDistance < 0 ) {
  8321. return this.origin.distanceToSquared( point );
  8322. }
  8323. _vector$a.copy( this.origin ).addScaledVector( this.direction, directionDistance );
  8324. return _vector$a.distanceToSquared( point );
  8325. }
  8326. /**
  8327. * Returns the squared distance between this ray and the given line segment.
  8328. *
  8329. * @param {Vector3} v0 - The start point of the line segment.
  8330. * @param {Vector3} v1 - The end point of the line segment.
  8331. * @param {Vector3} [optionalPointOnRay] - When provided, it receives the point on this ray that is closest to the segment.
  8332. * @param {Vector3} [optionalPointOnSegment] - When provided, it receives the point on the line segment that is closest to this ray.
  8333. * @return {number} The squared distance.
  8334. */
  8335. distanceSqToSegment( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {
  8336. // from https://github.com/pmjoniak/GeometricTools/blob/master/GTEngine/Include/Mathematics/GteDistRaySegment.h
  8337. // It returns the min distance between the ray and the segment
  8338. // defined by v0 and v1
  8339. // It can also set two optional targets :
  8340. // - The closest point on the ray
  8341. // - The closest point on the segment
  8342. _segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 );
  8343. _segDir.copy( v1 ).sub( v0 ).normalize();
  8344. _diff.copy( this.origin ).sub( _segCenter );
  8345. const segExtent = v0.distanceTo( v1 ) * 0.5;
  8346. const a01 = - this.direction.dot( _segDir );
  8347. const b0 = _diff.dot( this.direction );
  8348. const b1 = - _diff.dot( _segDir );
  8349. const c = _diff.lengthSq();
  8350. const det = Math.abs( 1 - a01 * a01 );
  8351. let s0, s1, sqrDist, extDet;
  8352. if ( det > 0 ) {
  8353. // The ray and segment are not parallel.
  8354. s0 = a01 * b1 - b0;
  8355. s1 = a01 * b0 - b1;
  8356. extDet = segExtent * det;
  8357. if ( s0 >= 0 ) {
  8358. if ( s1 >= - extDet ) {
  8359. if ( s1 <= extDet ) {
  8360. // region 0
  8361. // Minimum at interior points of ray and segment.
  8362. const invDet = 1 / det;
  8363. s0 *= invDet;
  8364. s1 *= invDet;
  8365. sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;
  8366. } else {
  8367. // region 1
  8368. s1 = segExtent;
  8369. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  8370. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  8371. }
  8372. } else {
  8373. // region 5
  8374. s1 = - segExtent;
  8375. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  8376. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  8377. }
  8378. } else {
  8379. if ( s1 <= - extDet ) {
  8380. // region 4
  8381. s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );
  8382. s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  8383. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  8384. } else if ( s1 <= extDet ) {
  8385. // region 3
  8386. s0 = 0;
  8387. s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );
  8388. sqrDist = s1 * ( s1 + 2 * b1 ) + c;
  8389. } else {
  8390. // region 2
  8391. s0 = Math.max( 0, - ( a01 * segExtent + b0 ) );
  8392. s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  8393. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  8394. }
  8395. }
  8396. } else {
  8397. // Ray and segment are parallel.
  8398. s1 = ( a01 > 0 ) ? - segExtent : segExtent;
  8399. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  8400. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  8401. }
  8402. if ( optionalPointOnRay ) {
  8403. optionalPointOnRay.copy( this.origin ).addScaledVector( this.direction, s0 );
  8404. }
  8405. if ( optionalPointOnSegment ) {
  8406. optionalPointOnSegment.copy( _segCenter ).addScaledVector( _segDir, s1 );
  8407. }
  8408. return sqrDist;
  8409. }
  8410. /**
  8411. * Intersects this ray with the given sphere, returning the intersection
  8412. * point or `null` if there is no intersection.
  8413. *
  8414. * @param {Sphere} sphere - The sphere to intersect.
  8415. * @param {Vector3} target - The target vector that is used to store the method's result.
  8416. * @return {?Vector3} The intersection point.
  8417. */
  8418. intersectSphere( sphere, target ) {
  8419. _vector$a.subVectors( sphere.center, this.origin );
  8420. const tca = _vector$a.dot( this.direction );
  8421. const d2 = _vector$a.dot( _vector$a ) - tca * tca;
  8422. const radius2 = sphere.radius * sphere.radius;
  8423. if ( d2 > radius2 ) return null;
  8424. const thc = Math.sqrt( radius2 - d2 );
  8425. // t0 = first intersect point - entrance on front of sphere
  8426. const t0 = tca - thc;
  8427. // t1 = second intersect point - exit point on back of sphere
  8428. const t1 = tca + thc;
  8429. // test to see if t1 is behind the ray - if so, return null
  8430. if ( t1 < 0 ) return null;
  8431. // test to see if t0 is behind the ray:
  8432. // if it is, the ray is inside the sphere, so return the second exit point scaled by t1,
  8433. // in order to always return an intersect point that is in front of the ray.
  8434. if ( t0 < 0 ) return this.at( t1, target );
  8435. // else t0 is in front of the ray, so return the first collision point scaled by t0
  8436. return this.at( t0, target );
  8437. }
  8438. /**
  8439. * Returns `true` if this ray intersects with the given sphere.
  8440. *
  8441. * @param {Sphere} sphere - The sphere to intersect.
  8442. * @return {boolean} Whether this ray intersects with the given sphere or not.
  8443. */
  8444. intersectsSphere( sphere ) {
  8445. if ( sphere.radius < 0 ) return false; // handle empty spheres, see #31187
  8446. return this.distanceSqToPoint( sphere.center ) <= ( sphere.radius * sphere.radius );
  8447. }
  8448. /**
  8449. * Computes the distance from the ray's origin to the given plane. Returns `null` if the ray
  8450. * does not intersect with the plane.
  8451. *
  8452. * @param {Plane} plane - The plane to compute the distance to.
  8453. * @return {?number} Whether this ray intersects with the given sphere or not.
  8454. */
  8455. distanceToPlane( plane ) {
  8456. const denominator = plane.normal.dot( this.direction );
  8457. if ( denominator === 0 ) {
  8458. // line is coplanar, return origin
  8459. if ( plane.distanceToPoint( this.origin ) === 0 ) {
  8460. return 0;
  8461. }
  8462. // Null is preferable to undefined since undefined means.... it is undefined
  8463. return null;
  8464. }
  8465. const t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;
  8466. // Return if the ray never intersects the plane
  8467. return t >= 0 ? t : null;
  8468. }
  8469. /**
  8470. * Intersects this ray with the given plane, returning the intersection
  8471. * point or `null` if there is no intersection.
  8472. *
  8473. * @param {Plane} plane - The plane to intersect.
  8474. * @param {Vector3} target - The target vector that is used to store the method's result.
  8475. * @return {?Vector3} The intersection point.
  8476. */
  8477. intersectPlane( plane, target ) {
  8478. const t = this.distanceToPlane( plane );
  8479. if ( t === null ) {
  8480. return null;
  8481. }
  8482. return this.at( t, target );
  8483. }
  8484. /**
  8485. * Returns `true` if this ray intersects with the given plane.
  8486. *
  8487. * @param {Plane} plane - The plane to intersect.
  8488. * @return {boolean} Whether this ray intersects with the given plane or not.
  8489. */
  8490. intersectsPlane( plane ) {
  8491. // check if the ray lies on the plane first
  8492. const distToPoint = plane.distanceToPoint( this.origin );
  8493. if ( distToPoint === 0 ) {
  8494. return true;
  8495. }
  8496. const denominator = plane.normal.dot( this.direction );
  8497. if ( denominator * distToPoint < 0 ) {
  8498. return true;
  8499. }
  8500. // ray origin is behind the plane (and is pointing behind it)
  8501. return false;
  8502. }
  8503. /**
  8504. * Intersects this ray with the given bounding box, returning the intersection
  8505. * point or `null` if there is no intersection.
  8506. *
  8507. * @param {Box3} box - The box to intersect.
  8508. * @param {Vector3} target - The target vector that is used to store the method's result.
  8509. * @return {?Vector3} The intersection point.
  8510. */
  8511. intersectBox( box, target ) {
  8512. let tmin, tmax, tymin, tymax, tzmin, tzmax;
  8513. const invdirx = 1 / this.direction.x,
  8514. invdiry = 1 / this.direction.y,
  8515. invdirz = 1 / this.direction.z;
  8516. const origin = this.origin;
  8517. if ( invdirx >= 0 ) {
  8518. tmin = ( box.min.x - origin.x ) * invdirx;
  8519. tmax = ( box.max.x - origin.x ) * invdirx;
  8520. } else {
  8521. tmin = ( box.max.x - origin.x ) * invdirx;
  8522. tmax = ( box.min.x - origin.x ) * invdirx;
  8523. }
  8524. if ( invdiry >= 0 ) {
  8525. tymin = ( box.min.y - origin.y ) * invdiry;
  8526. tymax = ( box.max.y - origin.y ) * invdiry;
  8527. } else {
  8528. tymin = ( box.max.y - origin.y ) * invdiry;
  8529. tymax = ( box.min.y - origin.y ) * invdiry;
  8530. }
  8531. if ( ( tmin > tymax ) || ( tymin > tmax ) ) return null;
  8532. if ( tymin > tmin || isNaN( tmin ) ) tmin = tymin;
  8533. if ( tymax < tmax || isNaN( tmax ) ) tmax = tymax;
  8534. if ( invdirz >= 0 ) {
  8535. tzmin = ( box.min.z - origin.z ) * invdirz;
  8536. tzmax = ( box.max.z - origin.z ) * invdirz;
  8537. } else {
  8538. tzmin = ( box.max.z - origin.z ) * invdirz;
  8539. tzmax = ( box.min.z - origin.z ) * invdirz;
  8540. }
  8541. if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null;
  8542. if ( tzmin > tmin || tmin !== tmin ) tmin = tzmin;
  8543. if ( tzmax < tmax || tmax !== tmax ) tmax = tzmax;
  8544. //return point closest to the ray (positive side)
  8545. if ( tmax < 0 ) return null;
  8546. return this.at( tmin >= 0 ? tmin : tmax, target );
  8547. }
  8548. /**
  8549. * Returns `true` if this ray intersects with the given box.
  8550. *
  8551. * @param {Box3} box - The box to intersect.
  8552. * @return {boolean} Whether this ray intersects with the given box or not.
  8553. */
  8554. intersectsBox( box ) {
  8555. return this.intersectBox( box, _vector$a ) !== null;
  8556. }
  8557. /**
  8558. * Intersects this ray with the given triangle, returning the intersection
  8559. * point or `null` if there is no intersection.
  8560. *
  8561. * @param {Vector3} a - The first vertex of the triangle.
  8562. * @param {Vector3} b - The second vertex of the triangle.
  8563. * @param {Vector3} c - The third vertex of the triangle.
  8564. * @param {boolean} backfaceCulling - Whether to use backface culling or not.
  8565. * @param {Vector3} target - The target vector that is used to store the method's result.
  8566. * @return {?Vector3} The intersection point.
  8567. */
  8568. intersectTriangle( a, b, c, backfaceCulling, target ) {
  8569. // Compute the offset origin, edges, and normal.
  8570. // from https://github.com/pmjoniak/GeometricTools/blob/master/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h
  8571. _edge1.subVectors( b, a );
  8572. _edge2.subVectors( c, a );
  8573. _normal$1.crossVectors( _edge1, _edge2 );
  8574. // Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,
  8575. // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by
  8576. // |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
  8577. // |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
  8578. // |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)
  8579. let DdN = this.direction.dot( _normal$1 );
  8580. let sign;
  8581. if ( DdN > 0 ) {
  8582. if ( backfaceCulling ) return null;
  8583. sign = 1;
  8584. } else if ( DdN < 0 ) {
  8585. sign = -1;
  8586. DdN = - DdN;
  8587. } else {
  8588. return null;
  8589. }
  8590. _diff.subVectors( this.origin, a );
  8591. const DdQxE2 = sign * this.direction.dot( _edge2.crossVectors( _diff, _edge2 ) );
  8592. // b1 < 0, no intersection
  8593. if ( DdQxE2 < 0 ) {
  8594. return null;
  8595. }
  8596. const DdE1xQ = sign * this.direction.dot( _edge1.cross( _diff ) );
  8597. // b2 < 0, no intersection
  8598. if ( DdE1xQ < 0 ) {
  8599. return null;
  8600. }
  8601. // b1+b2 > 1, no intersection
  8602. if ( DdQxE2 + DdE1xQ > DdN ) {
  8603. return null;
  8604. }
  8605. // Line intersects triangle, check if ray does.
  8606. const QdN = - sign * _diff.dot( _normal$1 );
  8607. // t < 0, no intersection
  8608. if ( QdN < 0 ) {
  8609. return null;
  8610. }
  8611. // Ray intersects triangle.
  8612. return this.at( QdN / DdN, target );
  8613. }
  8614. /**
  8615. * Transforms this ray with the given 4x4 transformation matrix.
  8616. *
  8617. * @param {Matrix4} matrix4 - The transformation matrix.
  8618. * @return {Ray} A reference to this ray.
  8619. */
  8620. applyMatrix4( matrix4 ) {
  8621. this.origin.applyMatrix4( matrix4 );
  8622. this.direction.transformDirection( matrix4 );
  8623. return this;
  8624. }
  8625. /**
  8626. * Returns `true` if this ray is equal with the given one.
  8627. *
  8628. * @param {Ray} ray - The ray to test for equality.
  8629. * @return {boolean} Whether this ray is equal with the given one.
  8630. */
  8631. equals( ray ) {
  8632. return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );
  8633. }
  8634. /**
  8635. * Returns a new ray with copied values from this instance.
  8636. *
  8637. * @return {Ray} A clone of this instance.
  8638. */
  8639. clone() {
  8640. return new this.constructor().copy( this );
  8641. }
  8642. }
  8643. /**
  8644. * Represents a 4x4 matrix.
  8645. *
  8646. * The most common use of a 4x4 matrix in 3D computer graphics is as a transformation matrix.
  8647. * For an introduction to transformation matrices as used in WebGL, check out [this tutorial](https://www.opengl-tutorial.org/beginners-tutorials/tutorial-3-matrices)
  8648. *
  8649. * This allows a 3D vector representing a point in 3D space to undergo
  8650. * transformations such as translation, rotation, shear, scale, reflection,
  8651. * orthogonal or perspective projection and so on, by being multiplied by the
  8652. * matrix. This is known as `applying` the matrix to the vector.
  8653. *
  8654. * A Note on Row-Major and Column-Major Ordering:
  8655. *
  8656. * The constructor and {@link Matrix3#set} method take arguments in
  8657. * [row-major](https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order)
  8658. * order, while internally they are stored in the {@link Matrix3#elements} array in column-major order.
  8659. * This means that calling:
  8660. * ```js
  8661. * const m = new THREE.Matrix4();
  8662. * m.set( 11, 12, 13, 14,
  8663. * 21, 22, 23, 24,
  8664. * 31, 32, 33, 34,
  8665. * 41, 42, 43, 44 );
  8666. * ```
  8667. * will result in the elements array containing:
  8668. * ```js
  8669. * m.elements = [ 11, 21, 31, 41,
  8670. * 12, 22, 32, 42,
  8671. * 13, 23, 33, 43,
  8672. * 14, 24, 34, 44 ];
  8673. * ```
  8674. * and internally all calculations are performed using column-major ordering.
  8675. * However, as the actual ordering makes no difference mathematically and
  8676. * most people are used to thinking about matrices in row-major order, the
  8677. * three.js documentation shows matrices in row-major order. Just bear in
  8678. * mind that if you are reading the source code, you'll have to take the
  8679. * transpose of any matrices outlined here to make sense of the calculations.
  8680. */
  8681. class Matrix4 {
  8682. /**
  8683. * Constructs a new 4x4 matrix. The arguments are supposed to be
  8684. * in row-major order. If no arguments are provided, the constructor
  8685. * initializes the matrix as an identity matrix.
  8686. *
  8687. * @param {number} [n11] - 1-1 matrix element.
  8688. * @param {number} [n12] - 1-2 matrix element.
  8689. * @param {number} [n13] - 1-3 matrix element.
  8690. * @param {number} [n14] - 1-4 matrix element.
  8691. * @param {number} [n21] - 2-1 matrix element.
  8692. * @param {number} [n22] - 2-2 matrix element.
  8693. * @param {number} [n23] - 2-3 matrix element.
  8694. * @param {number} [n24] - 2-4 matrix element.
  8695. * @param {number} [n31] - 3-1 matrix element.
  8696. * @param {number} [n32] - 3-2 matrix element.
  8697. * @param {number} [n33] - 3-3 matrix element.
  8698. * @param {number} [n34] - 3-4 matrix element.
  8699. * @param {number} [n41] - 4-1 matrix element.
  8700. * @param {number} [n42] - 4-2 matrix element.
  8701. * @param {number} [n43] - 4-3 matrix element.
  8702. * @param {number} [n44] - 4-4 matrix element.
  8703. */
  8704. constructor( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  8705. /**
  8706. * This flag can be used for type testing.
  8707. *
  8708. * @type {boolean}
  8709. * @readonly
  8710. * @default true
  8711. */
  8712. Matrix4.prototype.isMatrix4 = true;
  8713. /**
  8714. * A column-major list of matrix values.
  8715. *
  8716. * @type {Array<number>}
  8717. */
  8718. this.elements = [
  8719. 1, 0, 0, 0,
  8720. 0, 1, 0, 0,
  8721. 0, 0, 1, 0,
  8722. 0, 0, 0, 1
  8723. ];
  8724. if ( n11 !== undefined ) {
  8725. this.set( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 );
  8726. }
  8727. }
  8728. /**
  8729. * Sets the elements of the matrix.The arguments are supposed to be
  8730. * in row-major order.
  8731. *
  8732. * @param {number} [n11] - 1-1 matrix element.
  8733. * @param {number} [n12] - 1-2 matrix element.
  8734. * @param {number} [n13] - 1-3 matrix element.
  8735. * @param {number} [n14] - 1-4 matrix element.
  8736. * @param {number} [n21] - 2-1 matrix element.
  8737. * @param {number} [n22] - 2-2 matrix element.
  8738. * @param {number} [n23] - 2-3 matrix element.
  8739. * @param {number} [n24] - 2-4 matrix element.
  8740. * @param {number} [n31] - 3-1 matrix element.
  8741. * @param {number} [n32] - 3-2 matrix element.
  8742. * @param {number} [n33] - 3-3 matrix element.
  8743. * @param {number} [n34] - 3-4 matrix element.
  8744. * @param {number} [n41] - 4-1 matrix element.
  8745. * @param {number} [n42] - 4-2 matrix element.
  8746. * @param {number} [n43] - 4-3 matrix element.
  8747. * @param {number} [n44] - 4-4 matrix element.
  8748. * @return {Matrix4} A reference to this matrix.
  8749. */
  8750. set( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  8751. const te = this.elements;
  8752. te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;
  8753. te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;
  8754. te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;
  8755. te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;
  8756. return this;
  8757. }
  8758. /**
  8759. * Sets this matrix to the 4x4 identity matrix.
  8760. *
  8761. * @return {Matrix4} A reference to this matrix.
  8762. */
  8763. identity() {
  8764. this.set(
  8765. 1, 0, 0, 0,
  8766. 0, 1, 0, 0,
  8767. 0, 0, 1, 0,
  8768. 0, 0, 0, 1
  8769. );
  8770. return this;
  8771. }
  8772. /**
  8773. * Returns a matrix with copied values from this instance.
  8774. *
  8775. * @return {Matrix4} A clone of this instance.
  8776. */
  8777. clone() {
  8778. return new Matrix4().fromArray( this.elements );
  8779. }
  8780. /**
  8781. * Copies the values of the given matrix to this instance.
  8782. *
  8783. * @param {Matrix4} m - The matrix to copy.
  8784. * @return {Matrix4} A reference to this matrix.
  8785. */
  8786. copy( m ) {
  8787. const te = this.elements;
  8788. const me = m.elements;
  8789. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ];
  8790. te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ];
  8791. te[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ];
  8792. te[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ];
  8793. return this;
  8794. }
  8795. /**
  8796. * Copies the translation component of the given matrix
  8797. * into this matrix's translation component.
  8798. *
  8799. * @param {Matrix4} m - The matrix to copy the translation component.
  8800. * @return {Matrix4} A reference to this matrix.
  8801. */
  8802. copyPosition( m ) {
  8803. const te = this.elements, me = m.elements;
  8804. te[ 12 ] = me[ 12 ];
  8805. te[ 13 ] = me[ 13 ];
  8806. te[ 14 ] = me[ 14 ];
  8807. return this;
  8808. }
  8809. /**
  8810. * Set the upper 3x3 elements of this matrix to the values of given 3x3 matrix.
  8811. *
  8812. * @param {Matrix3} m - The 3x3 matrix.
  8813. * @return {Matrix4} A reference to this matrix.
  8814. */
  8815. setFromMatrix3( m ) {
  8816. const me = m.elements;
  8817. this.set(
  8818. me[ 0 ], me[ 3 ], me[ 6 ], 0,
  8819. me[ 1 ], me[ 4 ], me[ 7 ], 0,
  8820. me[ 2 ], me[ 5 ], me[ 8 ], 0,
  8821. 0, 0, 0, 1
  8822. );
  8823. return this;
  8824. }
  8825. /**
  8826. * Extracts the basis of this matrix into the three axis vectors provided.
  8827. *
  8828. * @param {Vector3} xAxis - The basis's x axis.
  8829. * @param {Vector3} yAxis - The basis's y axis.
  8830. * @param {Vector3} zAxis - The basis's z axis.
  8831. * @return {Matrix4} A reference to this matrix.
  8832. */
  8833. extractBasis( xAxis, yAxis, zAxis ) {
  8834. xAxis.setFromMatrixColumn( this, 0 );
  8835. yAxis.setFromMatrixColumn( this, 1 );
  8836. zAxis.setFromMatrixColumn( this, 2 );
  8837. return this;
  8838. }
  8839. /**
  8840. * Sets the given basis vectors to this matrix.
  8841. *
  8842. * @param {Vector3} xAxis - The basis's x axis.
  8843. * @param {Vector3} yAxis - The basis's y axis.
  8844. * @param {Vector3} zAxis - The basis's z axis.
  8845. * @return {Matrix4} A reference to this matrix.
  8846. */
  8847. makeBasis( xAxis, yAxis, zAxis ) {
  8848. this.set(
  8849. xAxis.x, yAxis.x, zAxis.x, 0,
  8850. xAxis.y, yAxis.y, zAxis.y, 0,
  8851. xAxis.z, yAxis.z, zAxis.z, 0,
  8852. 0, 0, 0, 1
  8853. );
  8854. return this;
  8855. }
  8856. /**
  8857. * Extracts the rotation component of the given matrix
  8858. * into this matrix's rotation component.
  8859. *
  8860. * Note: This method does not support reflection matrices.
  8861. *
  8862. * @param {Matrix4} m - The matrix.
  8863. * @return {Matrix4} A reference to this matrix.
  8864. */
  8865. extractRotation( m ) {
  8866. const te = this.elements;
  8867. const me = m.elements;
  8868. const scaleX = 1 / _v1$5.setFromMatrixColumn( m, 0 ).length();
  8869. const scaleY = 1 / _v1$5.setFromMatrixColumn( m, 1 ).length();
  8870. const scaleZ = 1 / _v1$5.setFromMatrixColumn( m, 2 ).length();
  8871. te[ 0 ] = me[ 0 ] * scaleX;
  8872. te[ 1 ] = me[ 1 ] * scaleX;
  8873. te[ 2 ] = me[ 2 ] * scaleX;
  8874. te[ 3 ] = 0;
  8875. te[ 4 ] = me[ 4 ] * scaleY;
  8876. te[ 5 ] = me[ 5 ] * scaleY;
  8877. te[ 6 ] = me[ 6 ] * scaleY;
  8878. te[ 7 ] = 0;
  8879. te[ 8 ] = me[ 8 ] * scaleZ;
  8880. te[ 9 ] = me[ 9 ] * scaleZ;
  8881. te[ 10 ] = me[ 10 ] * scaleZ;
  8882. te[ 11 ] = 0;
  8883. te[ 12 ] = 0;
  8884. te[ 13 ] = 0;
  8885. te[ 14 ] = 0;
  8886. te[ 15 ] = 1;
  8887. return this;
  8888. }
  8889. /**
  8890. * Sets the rotation component (the upper left 3x3 matrix) of this matrix to
  8891. * the rotation specified by the given Euler angles. The rest of
  8892. * the matrix is set to the identity. Depending on the {@link Euler#order},
  8893. * there are six possible outcomes. See [this page](https://en.wikipedia.org/wiki/Euler_angles#Rotation_matrix)
  8894. * for a complete list.
  8895. *
  8896. * @param {Euler} euler - The Euler angles.
  8897. * @return {Matrix4} A reference to this matrix.
  8898. */
  8899. makeRotationFromEuler( euler ) {
  8900. const te = this.elements;
  8901. const x = euler.x, y = euler.y, z = euler.z;
  8902. const a = Math.cos( x ), b = Math.sin( x );
  8903. const c = Math.cos( y ), d = Math.sin( y );
  8904. const e = Math.cos( z ), f = Math.sin( z );
  8905. if ( euler.order === 'XYZ' ) {
  8906. const ae = a * e, af = a * f, be = b * e, bf = b * f;
  8907. te[ 0 ] = c * e;
  8908. te[ 4 ] = - c * f;
  8909. te[ 8 ] = d;
  8910. te[ 1 ] = af + be * d;
  8911. te[ 5 ] = ae - bf * d;
  8912. te[ 9 ] = - b * c;
  8913. te[ 2 ] = bf - ae * d;
  8914. te[ 6 ] = be + af * d;
  8915. te[ 10 ] = a * c;
  8916. } else if ( euler.order === 'YXZ' ) {
  8917. const ce = c * e, cf = c * f, de = d * e, df = d * f;
  8918. te[ 0 ] = ce + df * b;
  8919. te[ 4 ] = de * b - cf;
  8920. te[ 8 ] = a * d;
  8921. te[ 1 ] = a * f;
  8922. te[ 5 ] = a * e;
  8923. te[ 9 ] = - b;
  8924. te[ 2 ] = cf * b - de;
  8925. te[ 6 ] = df + ce * b;
  8926. te[ 10 ] = a * c;
  8927. } else if ( euler.order === 'ZXY' ) {
  8928. const ce = c * e, cf = c * f, de = d * e, df = d * f;
  8929. te[ 0 ] = ce - df * b;
  8930. te[ 4 ] = - a * f;
  8931. te[ 8 ] = de + cf * b;
  8932. te[ 1 ] = cf + de * b;
  8933. te[ 5 ] = a * e;
  8934. te[ 9 ] = df - ce * b;
  8935. te[ 2 ] = - a * d;
  8936. te[ 6 ] = b;
  8937. te[ 10 ] = a * c;
  8938. } else if ( euler.order === 'ZYX' ) {
  8939. const ae = a * e, af = a * f, be = b * e, bf = b * f;
  8940. te[ 0 ] = c * e;
  8941. te[ 4 ] = be * d - af;
  8942. te[ 8 ] = ae * d + bf;
  8943. te[ 1 ] = c * f;
  8944. te[ 5 ] = bf * d + ae;
  8945. te[ 9 ] = af * d - be;
  8946. te[ 2 ] = - d;
  8947. te[ 6 ] = b * c;
  8948. te[ 10 ] = a * c;
  8949. } else if ( euler.order === 'YZX' ) {
  8950. const ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  8951. te[ 0 ] = c * e;
  8952. te[ 4 ] = bd - ac * f;
  8953. te[ 8 ] = bc * f + ad;
  8954. te[ 1 ] = f;
  8955. te[ 5 ] = a * e;
  8956. te[ 9 ] = - b * e;
  8957. te[ 2 ] = - d * e;
  8958. te[ 6 ] = ad * f + bc;
  8959. te[ 10 ] = ac - bd * f;
  8960. } else if ( euler.order === 'XZY' ) {
  8961. const ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  8962. te[ 0 ] = c * e;
  8963. te[ 4 ] = - f;
  8964. te[ 8 ] = d * e;
  8965. te[ 1 ] = ac * f + bd;
  8966. te[ 5 ] = a * e;
  8967. te[ 9 ] = ad * f - bc;
  8968. te[ 2 ] = bc * f - ad;
  8969. te[ 6 ] = b * e;
  8970. te[ 10 ] = bd * f + ac;
  8971. }
  8972. // bottom row
  8973. te[ 3 ] = 0;
  8974. te[ 7 ] = 0;
  8975. te[ 11 ] = 0;
  8976. // last column
  8977. te[ 12 ] = 0;
  8978. te[ 13 ] = 0;
  8979. te[ 14 ] = 0;
  8980. te[ 15 ] = 1;
  8981. return this;
  8982. }
  8983. /**
  8984. * Sets the rotation component of this matrix to the rotation specified by
  8985. * the given Quaternion as outlined [here](https://en.wikipedia.org/wiki/Rotation_matrix#Quaternion)
  8986. * The rest of the matrix is set to the identity.
  8987. *
  8988. * @param {Quaternion} q - The Quaternion.
  8989. * @return {Matrix4} A reference to this matrix.
  8990. */
  8991. makeRotationFromQuaternion( q ) {
  8992. return this.compose( _zero, q, _one );
  8993. }
  8994. /**
  8995. * Sets the rotation component of the transformation matrix, looking from `eye` towards
  8996. * `target`, and oriented by the up-direction.
  8997. *
  8998. * @param {Vector3} eye - The eye vector.
  8999. * @param {Vector3} target - The target vector.
  9000. * @param {Vector3} up - The up vector.
  9001. * @return {Matrix4} A reference to this matrix.
  9002. */
  9003. lookAt( eye, target, up ) {
  9004. const te = this.elements;
  9005. _z.subVectors( eye, target );
  9006. if ( _z.lengthSq() === 0 ) {
  9007. // eye and target are in the same position
  9008. _z.z = 1;
  9009. }
  9010. _z.normalize();
  9011. _x.crossVectors( up, _z );
  9012. if ( _x.lengthSq() === 0 ) {
  9013. // up and z are parallel
  9014. if ( Math.abs( up.z ) === 1 ) {
  9015. _z.x += 0.0001;
  9016. } else {
  9017. _z.z += 0.0001;
  9018. }
  9019. _z.normalize();
  9020. _x.crossVectors( up, _z );
  9021. }
  9022. _x.normalize();
  9023. _y.crossVectors( _z, _x );
  9024. te[ 0 ] = _x.x; te[ 4 ] = _y.x; te[ 8 ] = _z.x;
  9025. te[ 1 ] = _x.y; te[ 5 ] = _y.y; te[ 9 ] = _z.y;
  9026. te[ 2 ] = _x.z; te[ 6 ] = _y.z; te[ 10 ] = _z.z;
  9027. return this;
  9028. }
  9029. /**
  9030. * Post-multiplies this matrix by the given 4x4 matrix.
  9031. *
  9032. * @param {Matrix4} m - The matrix to multiply with.
  9033. * @return {Matrix4} A reference to this matrix.
  9034. */
  9035. multiply( m ) {
  9036. return this.multiplyMatrices( this, m );
  9037. }
  9038. /**
  9039. * Pre-multiplies this matrix by the given 4x4 matrix.
  9040. *
  9041. * @param {Matrix4} m - The matrix to multiply with.
  9042. * @return {Matrix4} A reference to this matrix.
  9043. */
  9044. premultiply( m ) {
  9045. return this.multiplyMatrices( m, this );
  9046. }
  9047. /**
  9048. * Multiples the given 4x4 matrices and stores the result
  9049. * in this matrix.
  9050. *
  9051. * @param {Matrix4} a - The first matrix.
  9052. * @param {Matrix4} b - The second matrix.
  9053. * @return {Matrix4} A reference to this matrix.
  9054. */
  9055. multiplyMatrices( a, b ) {
  9056. const ae = a.elements;
  9057. const be = b.elements;
  9058. const te = this.elements;
  9059. const a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];
  9060. const a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];
  9061. const a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];
  9062. const a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];
  9063. const b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];
  9064. const b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];
  9065. const b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];
  9066. const b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];
  9067. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
  9068. te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
  9069. te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
  9070. te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
  9071. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
  9072. te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
  9073. te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
  9074. te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
  9075. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
  9076. te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
  9077. te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
  9078. te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
  9079. te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
  9080. te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
  9081. te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
  9082. te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
  9083. return this;
  9084. }
  9085. /**
  9086. * Multiplies every component of the matrix by the given scalar.
  9087. *
  9088. * @param {number} s - The scalar.
  9089. * @return {Matrix4} A reference to this matrix.
  9090. */
  9091. multiplyScalar( s ) {
  9092. const te = this.elements;
  9093. te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;
  9094. te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;
  9095. te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;
  9096. te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;
  9097. return this;
  9098. }
  9099. /**
  9100. * Computes and returns the determinant of this matrix.
  9101. *
  9102. * Based on the method outlined [here](http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.html).
  9103. *
  9104. * @return {number} The determinant.
  9105. */
  9106. determinant() {
  9107. const te = this.elements;
  9108. const n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];
  9109. const n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];
  9110. const n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];
  9111. const n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];
  9112. const t11 = n23 * n34 - n24 * n33;
  9113. const t12 = n22 * n34 - n24 * n32;
  9114. const t13 = n22 * n33 - n23 * n32;
  9115. const t21 = n21 * n34 - n24 * n31;
  9116. const t22 = n21 * n33 - n23 * n31;
  9117. const t23 = n21 * n32 - n22 * n31;
  9118. return n11 * ( n42 * t11 - n43 * t12 + n44 * t13 ) -
  9119. n12 * ( n41 * t11 - n43 * t21 + n44 * t22 ) +
  9120. n13 * ( n41 * t12 - n42 * t21 + n44 * t23 ) -
  9121. n14 * ( n41 * t13 - n42 * t22 + n43 * t23 );
  9122. }
  9123. /**
  9124. * Transposes this matrix in place.
  9125. *
  9126. * @return {Matrix4} A reference to this matrix.
  9127. */
  9128. transpose() {
  9129. const te = this.elements;
  9130. let tmp;
  9131. tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;
  9132. tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;
  9133. tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;
  9134. tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;
  9135. tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;
  9136. tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;
  9137. return this;
  9138. }
  9139. /**
  9140. * Sets the position component for this matrix from the given vector,
  9141. * without affecting the rest of the matrix.
  9142. *
  9143. * @param {number|Vector3} x - The x component of the vector or alternatively the vector object.
  9144. * @param {number} y - The y component of the vector.
  9145. * @param {number} z - The z component of the vector.
  9146. * @return {Matrix4} A reference to this matrix.
  9147. */
  9148. setPosition( x, y, z ) {
  9149. const te = this.elements;
  9150. if ( x.isVector3 ) {
  9151. te[ 12 ] = x.x;
  9152. te[ 13 ] = x.y;
  9153. te[ 14 ] = x.z;
  9154. } else {
  9155. te[ 12 ] = x;
  9156. te[ 13 ] = y;
  9157. te[ 14 ] = z;
  9158. }
  9159. return this;
  9160. }
  9161. /**
  9162. * Inverts this matrix, using the [analytic method](https://en.wikipedia.org/wiki/Invertible_matrix#Analytic_solution).
  9163. * You can not invert with a determinant of zero. If you attempt this, the method produces
  9164. * a zero matrix instead.
  9165. *
  9166. * @return {Matrix4} A reference to this matrix.
  9167. */
  9168. invert() {
  9169. // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
  9170. const te = this.elements,
  9171. n11 = te[ 0 ], n21 = te[ 1 ], n31 = te[ 2 ], n41 = te[ 3 ],
  9172. n12 = te[ 4 ], n22 = te[ 5 ], n32 = te[ 6 ], n42 = te[ 7 ],
  9173. n13 = te[ 8 ], n23 = te[ 9 ], n33 = te[ 10 ], n43 = te[ 11 ],
  9174. n14 = te[ 12 ], n24 = te[ 13 ], n34 = te[ 14 ], n44 = te[ 15 ],
  9175. t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44,
  9176. t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44,
  9177. t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44,
  9178. t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;
  9179. const det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;
  9180. if ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 );
  9181. const detInv = 1 / det;
  9182. te[ 0 ] = t11 * detInv;
  9183. te[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv;
  9184. te[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv;
  9185. te[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv;
  9186. te[ 4 ] = t12 * detInv;
  9187. te[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv;
  9188. te[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv;
  9189. te[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv;
  9190. te[ 8 ] = t13 * detInv;
  9191. te[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv;
  9192. te[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv;
  9193. te[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv;
  9194. te[ 12 ] = t14 * detInv;
  9195. te[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv;
  9196. te[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv;
  9197. te[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv;
  9198. return this;
  9199. }
  9200. /**
  9201. * Multiplies the columns of this matrix by the given vector.
  9202. *
  9203. * @param {Vector3} v - The scale vector.
  9204. * @return {Matrix4} A reference to this matrix.
  9205. */
  9206. scale( v ) {
  9207. const te = this.elements;
  9208. const x = v.x, y = v.y, z = v.z;
  9209. te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;
  9210. te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;
  9211. te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;
  9212. te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;
  9213. return this;
  9214. }
  9215. /**
  9216. * Gets the maximum scale value of the three axes.
  9217. *
  9218. * @return {number} The maximum scale.
  9219. */
  9220. getMaxScaleOnAxis() {
  9221. const te = this.elements;
  9222. const scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];
  9223. const scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];
  9224. const scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];
  9225. return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) );
  9226. }
  9227. /**
  9228. * Sets this matrix as a translation transform from the given vector.
  9229. *
  9230. * @param {number|Vector3} x - The amount to translate in the X axis or alternatively a translation vector.
  9231. * @param {number} y - The amount to translate in the Y axis.
  9232. * @param {number} z - The amount to translate in the z axis.
  9233. * @return {Matrix4} A reference to this matrix.
  9234. */
  9235. makeTranslation( x, y, z ) {
  9236. if ( x.isVector3 ) {
  9237. this.set(
  9238. 1, 0, 0, x.x,
  9239. 0, 1, 0, x.y,
  9240. 0, 0, 1, x.z,
  9241. 0, 0, 0, 1
  9242. );
  9243. } else {
  9244. this.set(
  9245. 1, 0, 0, x,
  9246. 0, 1, 0, y,
  9247. 0, 0, 1, z,
  9248. 0, 0, 0, 1
  9249. );
  9250. }
  9251. return this;
  9252. }
  9253. /**
  9254. * Sets this matrix as a rotational transformation around the X axis by
  9255. * the given angle.
  9256. *
  9257. * @param {number} theta - The rotation in radians.
  9258. * @return {Matrix4} A reference to this matrix.
  9259. */
  9260. makeRotationX( theta ) {
  9261. const c = Math.cos( theta ), s = Math.sin( theta );
  9262. this.set(
  9263. 1, 0, 0, 0,
  9264. 0, c, - s, 0,
  9265. 0, s, c, 0,
  9266. 0, 0, 0, 1
  9267. );
  9268. return this;
  9269. }
  9270. /**
  9271. * Sets this matrix as a rotational transformation around the Y axis by
  9272. * the given angle.
  9273. *
  9274. * @param {number} theta - The rotation in radians.
  9275. * @return {Matrix4} A reference to this matrix.
  9276. */
  9277. makeRotationY( theta ) {
  9278. const c = Math.cos( theta ), s = Math.sin( theta );
  9279. this.set(
  9280. c, 0, s, 0,
  9281. 0, 1, 0, 0,
  9282. - s, 0, c, 0,
  9283. 0, 0, 0, 1
  9284. );
  9285. return this;
  9286. }
  9287. /**
  9288. * Sets this matrix as a rotational transformation around the Z axis by
  9289. * the given angle.
  9290. *
  9291. * @param {number} theta - The rotation in radians.
  9292. * @return {Matrix4} A reference to this matrix.
  9293. */
  9294. makeRotationZ( theta ) {
  9295. const c = Math.cos( theta ), s = Math.sin( theta );
  9296. this.set(
  9297. c, - s, 0, 0,
  9298. s, c, 0, 0,
  9299. 0, 0, 1, 0,
  9300. 0, 0, 0, 1
  9301. );
  9302. return this;
  9303. }
  9304. /**
  9305. * Sets this matrix as a rotational transformation around the given axis by
  9306. * the given angle.
  9307. *
  9308. * This is a somewhat controversial but mathematically sound alternative to
  9309. * rotating via Quaternions. See the discussion [here](https://www.gamedev.net/articles/programming/math-and-physics/do-we-really-need-quaternions-r1199).
  9310. *
  9311. * @param {Vector3} axis - The normalized rotation axis.
  9312. * @param {number} angle - The rotation in radians.
  9313. * @return {Matrix4} A reference to this matrix.
  9314. */
  9315. makeRotationAxis( axis, angle ) {
  9316. // Based on http://www.gamedev.net/reference/articles/article1199.asp
  9317. const c = Math.cos( angle );
  9318. const s = Math.sin( angle );
  9319. const t = 1 - c;
  9320. const x = axis.x, y = axis.y, z = axis.z;
  9321. const tx = t * x, ty = t * y;
  9322. this.set(
  9323. tx * x + c, tx * y - s * z, tx * z + s * y, 0,
  9324. tx * y + s * z, ty * y + c, ty * z - s * x, 0,
  9325. tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
  9326. 0, 0, 0, 1
  9327. );
  9328. return this;
  9329. }
  9330. /**
  9331. * Sets this matrix as a scale transformation.
  9332. *
  9333. * @param {number} x - The amount to scale in the X axis.
  9334. * @param {number} y - The amount to scale in the Y axis.
  9335. * @param {number} z - The amount to scale in the Z axis.
  9336. * @return {Matrix4} A reference to this matrix.
  9337. */
  9338. makeScale( x, y, z ) {
  9339. this.set(
  9340. x, 0, 0, 0,
  9341. 0, y, 0, 0,
  9342. 0, 0, z, 0,
  9343. 0, 0, 0, 1
  9344. );
  9345. return this;
  9346. }
  9347. /**
  9348. * Sets this matrix as a shear transformation.
  9349. *
  9350. * @param {number} xy - The amount to shear X by Y.
  9351. * @param {number} xz - The amount to shear X by Z.
  9352. * @param {number} yx - The amount to shear Y by X.
  9353. * @param {number} yz - The amount to shear Y by Z.
  9354. * @param {number} zx - The amount to shear Z by X.
  9355. * @param {number} zy - The amount to shear Z by Y.
  9356. * @return {Matrix4} A reference to this matrix.
  9357. */
  9358. makeShear( xy, xz, yx, yz, zx, zy ) {
  9359. this.set(
  9360. 1, yx, zx, 0,
  9361. xy, 1, zy, 0,
  9362. xz, yz, 1, 0,
  9363. 0, 0, 0, 1
  9364. );
  9365. return this;
  9366. }
  9367. /**
  9368. * Sets this matrix to the transformation composed of the given position,
  9369. * rotation (Quaternion) and scale.
  9370. *
  9371. * @param {Vector3} position - The position vector.
  9372. * @param {Quaternion} quaternion - The rotation as a Quaternion.
  9373. * @param {Vector3} scale - The scale vector.
  9374. * @return {Matrix4} A reference to this matrix.
  9375. */
  9376. compose( position, quaternion, scale ) {
  9377. const te = this.elements;
  9378. const x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._w;
  9379. const x2 = x + x, y2 = y + y, z2 = z + z;
  9380. const xx = x * x2, xy = x * y2, xz = x * z2;
  9381. const yy = y * y2, yz = y * z2, zz = z * z2;
  9382. const wx = w * x2, wy = w * y2, wz = w * z2;
  9383. const sx = scale.x, sy = scale.y, sz = scale.z;
  9384. te[ 0 ] = ( 1 - ( yy + zz ) ) * sx;
  9385. te[ 1 ] = ( xy + wz ) * sx;
  9386. te[ 2 ] = ( xz - wy ) * sx;
  9387. te[ 3 ] = 0;
  9388. te[ 4 ] = ( xy - wz ) * sy;
  9389. te[ 5 ] = ( 1 - ( xx + zz ) ) * sy;
  9390. te[ 6 ] = ( yz + wx ) * sy;
  9391. te[ 7 ] = 0;
  9392. te[ 8 ] = ( xz + wy ) * sz;
  9393. te[ 9 ] = ( yz - wx ) * sz;
  9394. te[ 10 ] = ( 1 - ( xx + yy ) ) * sz;
  9395. te[ 11 ] = 0;
  9396. te[ 12 ] = position.x;
  9397. te[ 13 ] = position.y;
  9398. te[ 14 ] = position.z;
  9399. te[ 15 ] = 1;
  9400. return this;
  9401. }
  9402. /**
  9403. * Decomposes this matrix into its position, rotation and scale components
  9404. * and provides the result in the given objects.
  9405. *
  9406. * Note: Not all matrices are decomposable in this way. For example, if an
  9407. * object has a non-uniformly scaled parent, then the object's world matrix
  9408. * may not be decomposable, and this method may not be appropriate.
  9409. *
  9410. * @param {Vector3} position - The position vector.
  9411. * @param {Quaternion} quaternion - The rotation as a Quaternion.
  9412. * @param {Vector3} scale - The scale vector.
  9413. * @return {Matrix4} A reference to this matrix.
  9414. */
  9415. decompose( position, quaternion, scale ) {
  9416. const te = this.elements;
  9417. let sx = _v1$5.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();
  9418. const sy = _v1$5.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();
  9419. const sz = _v1$5.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();
  9420. // if determine is negative, we need to invert one scale
  9421. const det = this.determinant();
  9422. if ( det < 0 ) sx = - sx;
  9423. position.x = te[ 12 ];
  9424. position.y = te[ 13 ];
  9425. position.z = te[ 14 ];
  9426. // scale the rotation part
  9427. _m1$2.copy( this );
  9428. const invSX = 1 / sx;
  9429. const invSY = 1 / sy;
  9430. const invSZ = 1 / sz;
  9431. _m1$2.elements[ 0 ] *= invSX;
  9432. _m1$2.elements[ 1 ] *= invSX;
  9433. _m1$2.elements[ 2 ] *= invSX;
  9434. _m1$2.elements[ 4 ] *= invSY;
  9435. _m1$2.elements[ 5 ] *= invSY;
  9436. _m1$2.elements[ 6 ] *= invSY;
  9437. _m1$2.elements[ 8 ] *= invSZ;
  9438. _m1$2.elements[ 9 ] *= invSZ;
  9439. _m1$2.elements[ 10 ] *= invSZ;
  9440. quaternion.setFromRotationMatrix( _m1$2 );
  9441. scale.x = sx;
  9442. scale.y = sy;
  9443. scale.z = sz;
  9444. return this;
  9445. }
  9446. /**
  9447. * Creates a perspective projection matrix. This is used internally by
  9448. * {@link PerspectiveCamera#updateProjectionMatrix}.
  9449. * @param {number} left - Left boundary of the viewing frustum at the near plane.
  9450. * @param {number} right - Right boundary of the viewing frustum at the near plane.
  9451. * @param {number} top - Top boundary of the viewing frustum at the near plane.
  9452. * @param {number} bottom - Bottom boundary of the viewing frustum at the near plane.
  9453. * @param {number} near - The distance from the camera to the near plane.
  9454. * @param {number} far - The distance from the camera to the far plane.
  9455. * @param {(WebGLCoordinateSystem|WebGPUCoordinateSystem)} [coordinateSystem=WebGLCoordinateSystem] - The coordinate system.
  9456. * @param {boolean} [reversedDepth=false] - Whether to use a reversed depth.
  9457. * @return {Matrix4} A reference to this matrix.
  9458. */
  9459. makePerspective( left, right, top, bottom, near, far, coordinateSystem = WebGLCoordinateSystem, reversedDepth = false ) {
  9460. const te = this.elements;
  9461. const x = 2 * near / ( right - left );
  9462. const y = 2 * near / ( top - bottom );
  9463. const a = ( right + left ) / ( right - left );
  9464. const b = ( top + bottom ) / ( top - bottom );
  9465. let c, d;
  9466. if ( reversedDepth ) {
  9467. c = near / ( far - near );
  9468. d = ( far * near ) / ( far - near );
  9469. } else {
  9470. if ( coordinateSystem === WebGLCoordinateSystem ) {
  9471. c = - ( far + near ) / ( far - near );
  9472. d = ( -2 * far * near ) / ( far - near );
  9473. } else if ( coordinateSystem === WebGPUCoordinateSystem ) {
  9474. c = - far / ( far - near );
  9475. d = ( - far * near ) / ( far - near );
  9476. } else {
  9477. throw new Error( 'THREE.Matrix4.makePerspective(): Invalid coordinate system: ' + coordinateSystem );
  9478. }
  9479. }
  9480. te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = a; te[ 12 ] = 0;
  9481. te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = b; te[ 13 ] = 0;
  9482. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d;
  9483. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = -1; te[ 15 ] = 0;
  9484. return this;
  9485. }
  9486. /**
  9487. * Creates a orthographic projection matrix. This is used internally by
  9488. * {@link OrthographicCamera#updateProjectionMatrix}.
  9489. * @param {number} left - Left boundary of the viewing frustum at the near plane.
  9490. * @param {number} right - Right boundary of the viewing frustum at the near plane.
  9491. * @param {number} top - Top boundary of the viewing frustum at the near plane.
  9492. * @param {number} bottom - Bottom boundary of the viewing frustum at the near plane.
  9493. * @param {number} near - The distance from the camera to the near plane.
  9494. * @param {number} far - The distance from the camera to the far plane.
  9495. * @param {(WebGLCoordinateSystem|WebGPUCoordinateSystem)} [coordinateSystem=WebGLCoordinateSystem] - The coordinate system.
  9496. * @param {boolean} [reversedDepth=false] - Whether to use a reversed depth.
  9497. * @return {Matrix4} A reference to this matrix.
  9498. */
  9499. makeOrthographic( left, right, top, bottom, near, far, coordinateSystem = WebGLCoordinateSystem, reversedDepth = false ) {
  9500. const te = this.elements;
  9501. const x = 2 / ( right - left );
  9502. const y = 2 / ( top - bottom );
  9503. const a = - ( right + left ) / ( right - left );
  9504. const b = - ( top + bottom ) / ( top - bottom );
  9505. let c, d;
  9506. if ( reversedDepth ) {
  9507. c = 1 / ( far - near );
  9508. d = far / ( far - near );
  9509. } else {
  9510. if ( coordinateSystem === WebGLCoordinateSystem ) {
  9511. c = -2 / ( far - near );
  9512. d = - ( far + near ) / ( far - near );
  9513. } else if ( coordinateSystem === WebGPUCoordinateSystem ) {
  9514. c = -1 / ( far - near );
  9515. d = - near / ( far - near );
  9516. } else {
  9517. throw new Error( 'THREE.Matrix4.makeOrthographic(): Invalid coordinate system: ' + coordinateSystem );
  9518. }
  9519. }
  9520. te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = 0; te[ 12 ] = a;
  9521. te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = 0; te[ 13 ] = b;
  9522. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d;
  9523. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; te[ 15 ] = 1;
  9524. return this;
  9525. }
  9526. /**
  9527. * Returns `true` if this matrix is equal with the given one.
  9528. *
  9529. * @param {Matrix4} matrix - The matrix to test for equality.
  9530. * @return {boolean} Whether this matrix is equal with the given one.
  9531. */
  9532. equals( matrix ) {
  9533. const te = this.elements;
  9534. const me = matrix.elements;
  9535. for ( let i = 0; i < 16; i ++ ) {
  9536. if ( te[ i ] !== me[ i ] ) return false;
  9537. }
  9538. return true;
  9539. }
  9540. /**
  9541. * Sets the elements of the matrix from the given array.
  9542. *
  9543. * @param {Array<number>} array - The matrix elements in column-major order.
  9544. * @param {number} [offset=0] - Index of the first element in the array.
  9545. * @return {Matrix4} A reference to this matrix.
  9546. */
  9547. fromArray( array, offset = 0 ) {
  9548. for ( let i = 0; i < 16; i ++ ) {
  9549. this.elements[ i ] = array[ i + offset ];
  9550. }
  9551. return this;
  9552. }
  9553. /**
  9554. * Writes the elements of this matrix to the given array. If no array is provided,
  9555. * the method returns a new instance.
  9556. *
  9557. * @param {Array<number>} [array=[]] - The target array holding the matrix elements in column-major order.
  9558. * @param {number} [offset=0] - Index of the first element in the array.
  9559. * @return {Array<number>} The matrix elements in column-major order.
  9560. */
  9561. toArray( array = [], offset = 0 ) {
  9562. const te = this.elements;
  9563. array[ offset ] = te[ 0 ];
  9564. array[ offset + 1 ] = te[ 1 ];
  9565. array[ offset + 2 ] = te[ 2 ];
  9566. array[ offset + 3 ] = te[ 3 ];
  9567. array[ offset + 4 ] = te[ 4 ];
  9568. array[ offset + 5 ] = te[ 5 ];
  9569. array[ offset + 6 ] = te[ 6 ];
  9570. array[ offset + 7 ] = te[ 7 ];
  9571. array[ offset + 8 ] = te[ 8 ];
  9572. array[ offset + 9 ] = te[ 9 ];
  9573. array[ offset + 10 ] = te[ 10 ];
  9574. array[ offset + 11 ] = te[ 11 ];
  9575. array[ offset + 12 ] = te[ 12 ];
  9576. array[ offset + 13 ] = te[ 13 ];
  9577. array[ offset + 14 ] = te[ 14 ];
  9578. array[ offset + 15 ] = te[ 15 ];
  9579. return array;
  9580. }
  9581. }
  9582. const _v1$5 = /*@__PURE__*/ new Vector3();
  9583. const _m1$2 = /*@__PURE__*/ new Matrix4();
  9584. const _zero = /*@__PURE__*/ new Vector3( 0, 0, 0 );
  9585. const _one = /*@__PURE__*/ new Vector3( 1, 1, 1 );
  9586. const _x = /*@__PURE__*/ new Vector3();
  9587. const _y = /*@__PURE__*/ new Vector3();
  9588. const _z = /*@__PURE__*/ new Vector3();
  9589. const _matrix$2 = /*@__PURE__*/ new Matrix4();
  9590. const _quaternion$3 = /*@__PURE__*/ new Quaternion();
  9591. /**
  9592. * A class representing Euler angles.
  9593. *
  9594. * Euler angles describe a rotational transformation by rotating an object on
  9595. * its various axes in specified amounts per axis, and a specified axis
  9596. * order.
  9597. *
  9598. * Iterating through an instance will yield its components (x, y, z,
  9599. * order) in the corresponding order.
  9600. *
  9601. * ```js
  9602. * const a = new THREE.Euler( 0, 1, 1.57, 'XYZ' );
  9603. * const b = new THREE.Vector3( 1, 0, 1 );
  9604. * b.applyEuler(a);
  9605. * ```
  9606. */
  9607. class Euler {
  9608. /**
  9609. * Constructs a new euler instance.
  9610. *
  9611. * @param {number} [x=0] - The angle of the x axis in radians.
  9612. * @param {number} [y=0] - The angle of the y axis in radians.
  9613. * @param {number} [z=0] - The angle of the z axis in radians.
  9614. * @param {string} [order=Euler.DEFAULT_ORDER] - A string representing the order that the rotations are applied.
  9615. */
  9616. constructor( x = 0, y = 0, z = 0, order = Euler.DEFAULT_ORDER ) {
  9617. /**
  9618. * This flag can be used for type testing.
  9619. *
  9620. * @type {boolean}
  9621. * @readonly
  9622. * @default true
  9623. */
  9624. this.isEuler = true;
  9625. this._x = x;
  9626. this._y = y;
  9627. this._z = z;
  9628. this._order = order;
  9629. }
  9630. /**
  9631. * The angle of the x axis in radians.
  9632. *
  9633. * @type {number}
  9634. * @default 0
  9635. */
  9636. get x() {
  9637. return this._x;
  9638. }
  9639. set x( value ) {
  9640. this._x = value;
  9641. this._onChangeCallback();
  9642. }
  9643. /**
  9644. * The angle of the y axis in radians.
  9645. *
  9646. * @type {number}
  9647. * @default 0
  9648. */
  9649. get y() {
  9650. return this._y;
  9651. }
  9652. set y( value ) {
  9653. this._y = value;
  9654. this._onChangeCallback();
  9655. }
  9656. /**
  9657. * The angle of the z axis in radians.
  9658. *
  9659. * @type {number}
  9660. * @default 0
  9661. */
  9662. get z() {
  9663. return this._z;
  9664. }
  9665. set z( value ) {
  9666. this._z = value;
  9667. this._onChangeCallback();
  9668. }
  9669. /**
  9670. * A string representing the order that the rotations are applied.
  9671. *
  9672. * @type {string}
  9673. * @default 'XYZ'
  9674. */
  9675. get order() {
  9676. return this._order;
  9677. }
  9678. set order( value ) {
  9679. this._order = value;
  9680. this._onChangeCallback();
  9681. }
  9682. /**
  9683. * Sets the Euler components.
  9684. *
  9685. * @param {number} x - The angle of the x axis in radians.
  9686. * @param {number} y - The angle of the y axis in radians.
  9687. * @param {number} z - The angle of the z axis in radians.
  9688. * @param {string} [order] - A string representing the order that the rotations are applied.
  9689. * @return {Euler} A reference to this Euler instance.
  9690. */
  9691. set( x, y, z, order = this._order ) {
  9692. this._x = x;
  9693. this._y = y;
  9694. this._z = z;
  9695. this._order = order;
  9696. this._onChangeCallback();
  9697. return this;
  9698. }
  9699. /**
  9700. * Returns a new Euler instance with copied values from this instance.
  9701. *
  9702. * @return {Euler} A clone of this instance.
  9703. */
  9704. clone() {
  9705. return new this.constructor( this._x, this._y, this._z, this._order );
  9706. }
  9707. /**
  9708. * Copies the values of the given Euler instance to this instance.
  9709. *
  9710. * @param {Euler} euler - The Euler instance to copy.
  9711. * @return {Euler} A reference to this Euler instance.
  9712. */
  9713. copy( euler ) {
  9714. this._x = euler._x;
  9715. this._y = euler._y;
  9716. this._z = euler._z;
  9717. this._order = euler._order;
  9718. this._onChangeCallback();
  9719. return this;
  9720. }
  9721. /**
  9722. * Sets the angles of this Euler instance from a pure rotation matrix.
  9723. *
  9724. * @param {Matrix4} m - A 4x4 matrix of which the upper 3x3 of matrix is a pure rotation matrix (i.e. unscaled).
  9725. * @param {string} [order] - A string representing the order that the rotations are applied.
  9726. * @param {boolean} [update=true] - Whether the internal `onChange` callback should be executed or not.
  9727. * @return {Euler} A reference to this Euler instance.
  9728. */
  9729. setFromRotationMatrix( m, order = this._order, update = true ) {
  9730. const te = m.elements;
  9731. const m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];
  9732. const m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];
  9733. const m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  9734. switch ( order ) {
  9735. case 'XYZ':
  9736. this._y = Math.asin( clamp( m13, -1, 1 ) );
  9737. if ( Math.abs( m13 ) < 0.9999999 ) {
  9738. this._x = Math.atan2( - m23, m33 );
  9739. this._z = Math.atan2( - m12, m11 );
  9740. } else {
  9741. this._x = Math.atan2( m32, m22 );
  9742. this._z = 0;
  9743. }
  9744. break;
  9745. case 'YXZ':
  9746. this._x = Math.asin( - clamp( m23, -1, 1 ) );
  9747. if ( Math.abs( m23 ) < 0.9999999 ) {
  9748. this._y = Math.atan2( m13, m33 );
  9749. this._z = Math.atan2( m21, m22 );
  9750. } else {
  9751. this._y = Math.atan2( - m31, m11 );
  9752. this._z = 0;
  9753. }
  9754. break;
  9755. case 'ZXY':
  9756. this._x = Math.asin( clamp( m32, -1, 1 ) );
  9757. if ( Math.abs( m32 ) < 0.9999999 ) {
  9758. this._y = Math.atan2( - m31, m33 );
  9759. this._z = Math.atan2( - m12, m22 );
  9760. } else {
  9761. this._y = 0;
  9762. this._z = Math.atan2( m21, m11 );
  9763. }
  9764. break;
  9765. case 'ZYX':
  9766. this._y = Math.asin( - clamp( m31, -1, 1 ) );
  9767. if ( Math.abs( m31 ) < 0.9999999 ) {
  9768. this._x = Math.atan2( m32, m33 );
  9769. this._z = Math.atan2( m21, m11 );
  9770. } else {
  9771. this._x = 0;
  9772. this._z = Math.atan2( - m12, m22 );
  9773. }
  9774. break;
  9775. case 'YZX':
  9776. this._z = Math.asin( clamp( m21, -1, 1 ) );
  9777. if ( Math.abs( m21 ) < 0.9999999 ) {
  9778. this._x = Math.atan2( - m23, m22 );
  9779. this._y = Math.atan2( - m31, m11 );
  9780. } else {
  9781. this._x = 0;
  9782. this._y = Math.atan2( m13, m33 );
  9783. }
  9784. break;
  9785. case 'XZY':
  9786. this._z = Math.asin( - clamp( m12, -1, 1 ) );
  9787. if ( Math.abs( m12 ) < 0.9999999 ) {
  9788. this._x = Math.atan2( m32, m22 );
  9789. this._y = Math.atan2( m13, m11 );
  9790. } else {
  9791. this._x = Math.atan2( - m23, m33 );
  9792. this._y = 0;
  9793. }
  9794. break;
  9795. default:
  9796. warn( 'Euler: .setFromRotationMatrix() encountered an unknown order: ' + order );
  9797. }
  9798. this._order = order;
  9799. if ( update === true ) this._onChangeCallback();
  9800. return this;
  9801. }
  9802. /**
  9803. * Sets the angles of this Euler instance from a normalized quaternion.
  9804. *
  9805. * @param {Quaternion} q - A normalized Quaternion.
  9806. * @param {string} [order] - A string representing the order that the rotations are applied.
  9807. * @param {boolean} [update=true] - Whether the internal `onChange` callback should be executed or not.
  9808. * @return {Euler} A reference to this Euler instance.
  9809. */
  9810. setFromQuaternion( q, order, update ) {
  9811. _matrix$2.makeRotationFromQuaternion( q );
  9812. return this.setFromRotationMatrix( _matrix$2, order, update );
  9813. }
  9814. /**
  9815. * Sets the angles of this Euler instance from the given vector.
  9816. *
  9817. * @param {Vector3} v - The vector.
  9818. * @param {string} [order] - A string representing the order that the rotations are applied.
  9819. * @return {Euler} A reference to this Euler instance.
  9820. */
  9821. setFromVector3( v, order = this._order ) {
  9822. return this.set( v.x, v.y, v.z, order );
  9823. }
  9824. /**
  9825. * Resets the euler angle with a new order by creating a quaternion from this
  9826. * euler angle and then setting this euler angle with the quaternion and the
  9827. * new order.
  9828. *
  9829. * Warning: This discards revolution information.
  9830. *
  9831. * @param {string} [newOrder] - A string representing the new order that the rotations are applied.
  9832. * @return {Euler} A reference to this Euler instance.
  9833. */
  9834. reorder( newOrder ) {
  9835. _quaternion$3.setFromEuler( this );
  9836. return this.setFromQuaternion( _quaternion$3, newOrder );
  9837. }
  9838. /**
  9839. * Returns `true` if this Euler instance is equal with the given one.
  9840. *
  9841. * @param {Euler} euler - The Euler instance to test for equality.
  9842. * @return {boolean} Whether this Euler instance is equal with the given one.
  9843. */
  9844. equals( euler ) {
  9845. return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );
  9846. }
  9847. /**
  9848. * Sets this Euler instance's components to values from the given array. The first three
  9849. * entries of the array are assign to the x,y and z components. An optional fourth entry
  9850. * defines the Euler order.
  9851. *
  9852. * @param {Array<number,number,number,?string>} array - An array holding the Euler component values.
  9853. * @return {Euler} A reference to this Euler instance.
  9854. */
  9855. fromArray( array ) {
  9856. this._x = array[ 0 ];
  9857. this._y = array[ 1 ];
  9858. this._z = array[ 2 ];
  9859. if ( array[ 3 ] !== undefined ) this._order = array[ 3 ];
  9860. this._onChangeCallback();
  9861. return this;
  9862. }
  9863. /**
  9864. * Writes the components of this Euler instance to the given array. If no array is provided,
  9865. * the method returns a new instance.
  9866. *
  9867. * @param {Array<number,number,number,string>} [array=[]] - The target array holding the Euler components.
  9868. * @param {number} [offset=0] - Index of the first element in the array.
  9869. * @return {Array<number,number,number,string>} The Euler components.
  9870. */
  9871. toArray( array = [], offset = 0 ) {
  9872. array[ offset ] = this._x;
  9873. array[ offset + 1 ] = this._y;
  9874. array[ offset + 2 ] = this._z;
  9875. array[ offset + 3 ] = this._order;
  9876. return array;
  9877. }
  9878. _onChange( callback ) {
  9879. this._onChangeCallback = callback;
  9880. return this;
  9881. }
  9882. _onChangeCallback() {}
  9883. *[ Symbol.iterator ]() {
  9884. yield this._x;
  9885. yield this._y;
  9886. yield this._z;
  9887. yield this._order;
  9888. }
  9889. }
  9890. /**
  9891. * The default Euler angle order.
  9892. *
  9893. * @static
  9894. * @type {string}
  9895. * @default 'XYZ'
  9896. */
  9897. Euler.DEFAULT_ORDER = 'XYZ';
  9898. /**
  9899. * A layers object assigns an 3D object to 1 or more of 32
  9900. * layers numbered `0` to `31` - internally the layers are stored as a
  9901. * bit mask], and by default all 3D objects are a member of layer `0`.
  9902. *
  9903. * This can be used to control visibility - an object must share a layer with
  9904. * a camera to be visible when that camera's view is
  9905. * rendered.
  9906. *
  9907. * All classes that inherit from {@link Object3D} have an `layers` property which
  9908. * is an instance of this class.
  9909. */
  9910. class Layers {
  9911. /**
  9912. * Constructs a new layers instance, with membership
  9913. * initially set to layer `0`.
  9914. */
  9915. constructor() {
  9916. /**
  9917. * A bit mask storing which of the 32 layers this layers object is currently
  9918. * a member of.
  9919. *
  9920. * @type {number}
  9921. */
  9922. this.mask = 1 | 0;
  9923. }
  9924. /**
  9925. * Sets membership to the given layer, and remove membership all other layers.
  9926. *
  9927. * @param {number} layer - The layer to set.
  9928. */
  9929. set( layer ) {
  9930. this.mask = ( 1 << layer | 0 ) >>> 0;
  9931. }
  9932. /**
  9933. * Adds membership of the given layer.
  9934. *
  9935. * @param {number} layer - The layer to enable.
  9936. */
  9937. enable( layer ) {
  9938. this.mask |= 1 << layer | 0;
  9939. }
  9940. /**
  9941. * Adds membership to all layers.
  9942. */
  9943. enableAll() {
  9944. this.mask = 0xffffffff | 0;
  9945. }
  9946. /**
  9947. * Toggles the membership of the given layer.
  9948. *
  9949. * @param {number} layer - The layer to toggle.
  9950. */
  9951. toggle( layer ) {
  9952. this.mask ^= 1 << layer | 0;
  9953. }
  9954. /**
  9955. * Removes membership of the given layer.
  9956. *
  9957. * @param {number} layer - The layer to enable.
  9958. */
  9959. disable( layer ) {
  9960. this.mask &= ~ ( 1 << layer | 0 );
  9961. }
  9962. /**
  9963. * Removes the membership from all layers.
  9964. */
  9965. disableAll() {
  9966. this.mask = 0;
  9967. }
  9968. /**
  9969. * Returns `true` if this and the given layers object have at least one
  9970. * layer in common.
  9971. *
  9972. * @param {Layers} layers - The layers to test.
  9973. * @return {boolean } Whether this and the given layers object have at least one layer in common or not.
  9974. */
  9975. test( layers ) {
  9976. return ( this.mask & layers.mask ) !== 0;
  9977. }
  9978. /**
  9979. * Returns `true` if the given layer is enabled.
  9980. *
  9981. * @param {number} layer - The layer to test.
  9982. * @return {boolean } Whether the given layer is enabled or not.
  9983. */
  9984. isEnabled( layer ) {
  9985. return ( this.mask & ( 1 << layer | 0 ) ) !== 0;
  9986. }
  9987. }
  9988. let _object3DId = 0;
  9989. const _v1$4 = /*@__PURE__*/ new Vector3();
  9990. const _q1 = /*@__PURE__*/ new Quaternion();
  9991. const _m1$1 = /*@__PURE__*/ new Matrix4();
  9992. const _target = /*@__PURE__*/ new Vector3();
  9993. const _position$3 = /*@__PURE__*/ new Vector3();
  9994. const _scale$2 = /*@__PURE__*/ new Vector3();
  9995. const _quaternion$2 = /*@__PURE__*/ new Quaternion();
  9996. const _xAxis = /*@__PURE__*/ new Vector3( 1, 0, 0 );
  9997. const _yAxis = /*@__PURE__*/ new Vector3( 0, 1, 0 );
  9998. const _zAxis = /*@__PURE__*/ new Vector3( 0, 0, 1 );
  9999. /**
  10000. * Fires when the object has been added to its parent object.
  10001. *
  10002. * @event Object3D#added
  10003. * @type {Object}
  10004. */
  10005. const _addedEvent = { type: 'added' };
  10006. /**
  10007. * Fires when the object has been removed from its parent object.
  10008. *
  10009. * @event Object3D#removed
  10010. * @type {Object}
  10011. */
  10012. const _removedEvent = { type: 'removed' };
  10013. /**
  10014. * Fires when a new child object has been added.
  10015. *
  10016. * @event Object3D#childadded
  10017. * @type {Object}
  10018. */
  10019. const _childaddedEvent = { type: 'childadded', child: null };
  10020. /**
  10021. * Fires when a child object has been removed.
  10022. *
  10023. * @event Object3D#childremoved
  10024. * @type {Object}
  10025. */
  10026. const _childremovedEvent = { type: 'childremoved', child: null };
  10027. /**
  10028. * This is the base class for most objects in three.js and provides a set of
  10029. * properties and methods for manipulating objects in 3D space.
  10030. *
  10031. * @augments EventDispatcher
  10032. */
  10033. class Object3D extends EventDispatcher {
  10034. /**
  10035. * Constructs a new 3D object.
  10036. */
  10037. constructor() {
  10038. super();
  10039. /**
  10040. * This flag can be used for type testing.
  10041. *
  10042. * @type {boolean}
  10043. * @readonly
  10044. * @default true
  10045. */
  10046. this.isObject3D = true;
  10047. /**
  10048. * The ID of the 3D object.
  10049. *
  10050. * @name Object3D#id
  10051. * @type {number}
  10052. * @readonly
  10053. */
  10054. Object.defineProperty( this, 'id', { value: _object3DId ++ } );
  10055. /**
  10056. * The UUID of the 3D object.
  10057. *
  10058. * @type {string}
  10059. * @readonly
  10060. */
  10061. this.uuid = generateUUID();
  10062. /**
  10063. * The name of the 3D object.
  10064. *
  10065. * @type {string}
  10066. */
  10067. this.name = '';
  10068. /**
  10069. * The type property is used for detecting the object type
  10070. * in context of serialization/deserialization.
  10071. *
  10072. * @type {string}
  10073. * @readonly
  10074. */
  10075. this.type = 'Object3D';
  10076. /**
  10077. * A reference to the parent object.
  10078. *
  10079. * @type {?Object3D}
  10080. * @default null
  10081. */
  10082. this.parent = null;
  10083. /**
  10084. * An array holding the child 3D objects of this instance.
  10085. *
  10086. * @type {Array<Object3D>}
  10087. */
  10088. this.children = [];
  10089. /**
  10090. * Defines the `up` direction of the 3D object which influences
  10091. * the orientation via methods like {@link Object3D#lookAt}.
  10092. *
  10093. * The default values for all 3D objects is defined by `Object3D.DEFAULT_UP`.
  10094. *
  10095. * @type {Vector3}
  10096. */
  10097. this.up = Object3D.DEFAULT_UP.clone();
  10098. const position = new Vector3();
  10099. const rotation = new Euler();
  10100. const quaternion = new Quaternion();
  10101. const scale = new Vector3( 1, 1, 1 );
  10102. function onRotationChange() {
  10103. quaternion.setFromEuler( rotation, false );
  10104. }
  10105. function onQuaternionChange() {
  10106. rotation.setFromQuaternion( quaternion, undefined, false );
  10107. }
  10108. rotation._onChange( onRotationChange );
  10109. quaternion._onChange( onQuaternionChange );
  10110. Object.defineProperties( this, {
  10111. /**
  10112. * Represents the object's local position.
  10113. *
  10114. * @name Object3D#position
  10115. * @type {Vector3}
  10116. * @default (0,0,0)
  10117. */
  10118. position: {
  10119. configurable: true,
  10120. enumerable: true,
  10121. value: position
  10122. },
  10123. /**
  10124. * Represents the object's local rotation as Euler angles, in radians.
  10125. *
  10126. * @name Object3D#rotation
  10127. * @type {Euler}
  10128. * @default (0,0,0)
  10129. */
  10130. rotation: {
  10131. configurable: true,
  10132. enumerable: true,
  10133. value: rotation
  10134. },
  10135. /**
  10136. * Represents the object's local rotation as Quaternions.
  10137. *
  10138. * @name Object3D#quaternion
  10139. * @type {Quaternion}
  10140. */
  10141. quaternion: {
  10142. configurable: true,
  10143. enumerable: true,
  10144. value: quaternion
  10145. },
  10146. /**
  10147. * Represents the object's local scale.
  10148. *
  10149. * @name Object3D#scale
  10150. * @type {Vector3}
  10151. * @default (1,1,1)
  10152. */
  10153. scale: {
  10154. configurable: true,
  10155. enumerable: true,
  10156. value: scale
  10157. },
  10158. /**
  10159. * Represents the object's model-view matrix.
  10160. *
  10161. * @name Object3D#modelViewMatrix
  10162. * @type {Matrix4}
  10163. */
  10164. modelViewMatrix: {
  10165. value: new Matrix4()
  10166. },
  10167. /**
  10168. * Represents the object's normal matrix.
  10169. *
  10170. * @name Object3D#normalMatrix
  10171. * @type {Matrix3}
  10172. */
  10173. normalMatrix: {
  10174. value: new Matrix3()
  10175. }
  10176. } );
  10177. /**
  10178. * Represents the object's transformation matrix in local space.
  10179. *
  10180. * @type {Matrix4}
  10181. */
  10182. this.matrix = new Matrix4();
  10183. /**
  10184. * Represents the object's transformation matrix in world space.
  10185. * If the 3D object has no parent, then it's identical to the local transformation matrix
  10186. *
  10187. * @type {Matrix4}
  10188. */
  10189. this.matrixWorld = new Matrix4();
  10190. /**
  10191. * When set to `true`, the engine automatically computes the local matrix from position,
  10192. * rotation and scale every frame.
  10193. *
  10194. * The default values for all 3D objects is defined by `Object3D.DEFAULT_MATRIX_AUTO_UPDATE`.
  10195. *
  10196. * @type {boolean}
  10197. * @default true
  10198. */
  10199. this.matrixAutoUpdate = Object3D.DEFAULT_MATRIX_AUTO_UPDATE;
  10200. /**
  10201. * When set to `true`, the engine automatically computes the world matrix from the current local
  10202. * matrix and the object's transformation hierarchy.
  10203. *
  10204. * The default values for all 3D objects is defined by `Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE`.
  10205. *
  10206. * @type {boolean}
  10207. * @default true
  10208. */
  10209. this.matrixWorldAutoUpdate = Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE; // checked by the renderer
  10210. /**
  10211. * When set to `true`, it calculates the world matrix in that frame and resets this property
  10212. * to `false`.
  10213. *
  10214. * @type {boolean}
  10215. * @default false
  10216. */
  10217. this.matrixWorldNeedsUpdate = false;
  10218. /**
  10219. * The layer membership of the 3D object. The 3D object is only visible if it has
  10220. * at least one layer in common with the camera in use. This property can also be
  10221. * used to filter out unwanted objects in ray-intersection tests when using {@link Raycaster}.
  10222. *
  10223. * @type {Layers}
  10224. */
  10225. this.layers = new Layers();
  10226. /**
  10227. * When set to `true`, the 3D object gets rendered.
  10228. *
  10229. * @type {boolean}
  10230. * @default true
  10231. */
  10232. this.visible = true;
  10233. /**
  10234. * When set to `true`, the 3D object gets rendered into shadow maps.
  10235. *
  10236. * @type {boolean}
  10237. * @default false
  10238. */
  10239. this.castShadow = false;
  10240. /**
  10241. * When set to `true`, the 3D object is affected by shadows in the scene.
  10242. *
  10243. * @type {boolean}
  10244. * @default false
  10245. */
  10246. this.receiveShadow = false;
  10247. /**
  10248. * When set to `true`, the 3D object is honored by view frustum culling.
  10249. *
  10250. * @type {boolean}
  10251. * @default true
  10252. */
  10253. this.frustumCulled = true;
  10254. /**
  10255. * This value allows the default rendering order of scene graph objects to be
  10256. * overridden although opaque and transparent objects remain sorted independently.
  10257. * When this property is set for an instance of {@link Group},all descendants
  10258. * objects will be sorted and rendered together. Sorting is from lowest to highest
  10259. * render order.
  10260. *
  10261. * @type {number}
  10262. * @default 0
  10263. */
  10264. this.renderOrder = 0;
  10265. /**
  10266. * An array holding the animation clips of the 3D object.
  10267. *
  10268. * @type {Array<AnimationClip>}
  10269. */
  10270. this.animations = [];
  10271. /**
  10272. * Custom depth material to be used when rendering to the depth map. Can only be used
  10273. * in context of meshes. When shadow-casting with a {@link DirectionalLight} or {@link SpotLight},
  10274. * if you are modifying vertex positions in the vertex shader you must specify a custom depth
  10275. * material for proper shadows.
  10276. *
  10277. * Only relevant in context of {@link WebGLRenderer}.
  10278. *
  10279. * @type {(Material|undefined)}
  10280. * @default undefined
  10281. */
  10282. this.customDepthMaterial = undefined;
  10283. /**
  10284. * Same as {@link Object3D#customDepthMaterial}, but used with {@link PointLight}.
  10285. *
  10286. * Only relevant in context of {@link WebGLRenderer}.
  10287. *
  10288. * @type {(Material|undefined)}
  10289. * @default undefined
  10290. */
  10291. this.customDistanceMaterial = undefined;
  10292. /**
  10293. * An object that can be used to store custom data about the 3D object. It
  10294. * should not hold references to functions as these will not be cloned.
  10295. *
  10296. * @type {Object}
  10297. */
  10298. this.userData = {};
  10299. }
  10300. /**
  10301. * A callback that is executed immediately before a 3D object is rendered to a shadow map.
  10302. *
  10303. * @param {Renderer|WebGLRenderer} renderer - The renderer.
  10304. * @param {Object3D} object - The 3D object.
  10305. * @param {Camera} camera - The camera that is used to render the scene.
  10306. * @param {Camera} shadowCamera - The shadow camera.
  10307. * @param {BufferGeometry} geometry - The 3D object's geometry.
  10308. * @param {Material} depthMaterial - The depth material.
  10309. * @param {Object} group - The geometry group data.
  10310. */
  10311. onBeforeShadow( /* renderer, object, camera, shadowCamera, geometry, depthMaterial, group */ ) {}
  10312. /**
  10313. * A callback that is executed immediately after a 3D object is rendered to a shadow map.
  10314. *
  10315. * @param {Renderer|WebGLRenderer} renderer - The renderer.
  10316. * @param {Object3D} object - The 3D object.
  10317. * @param {Camera} camera - The camera that is used to render the scene.
  10318. * @param {Camera} shadowCamera - The shadow camera.
  10319. * @param {BufferGeometry} geometry - The 3D object's geometry.
  10320. * @param {Material} depthMaterial - The depth material.
  10321. * @param {Object} group - The geometry group data.
  10322. */
  10323. onAfterShadow( /* renderer, object, camera, shadowCamera, geometry, depthMaterial, group */ ) {}
  10324. /**
  10325. * A callback that is executed immediately before a 3D object is rendered.
  10326. *
  10327. * @param {Renderer|WebGLRenderer} renderer - The renderer.
  10328. * @param {Object3D} object - The 3D object.
  10329. * @param {Camera} camera - The camera that is used to render the scene.
  10330. * @param {BufferGeometry} geometry - The 3D object's geometry.
  10331. * @param {Material} material - The 3D object's material.
  10332. * @param {Object} group - The geometry group data.
  10333. */
  10334. onBeforeRender( /* renderer, scene, camera, geometry, material, group */ ) {}
  10335. /**
  10336. * A callback that is executed immediately after a 3D object is rendered.
  10337. *
  10338. * @param {Renderer|WebGLRenderer} renderer - The renderer.
  10339. * @param {Object3D} object - The 3D object.
  10340. * @param {Camera} camera - The camera that is used to render the scene.
  10341. * @param {BufferGeometry} geometry - The 3D object's geometry.
  10342. * @param {Material} material - The 3D object's material.
  10343. * @param {Object} group - The geometry group data.
  10344. */
  10345. onAfterRender( /* renderer, scene, camera, geometry, material, group */ ) {}
  10346. /**
  10347. * Applies the given transformation matrix to the object and updates the object's position,
  10348. * rotation and scale.
  10349. *
  10350. * @param {Matrix4} matrix - The transformation matrix.
  10351. */
  10352. applyMatrix4( matrix ) {
  10353. if ( this.matrixAutoUpdate ) this.updateMatrix();
  10354. this.matrix.premultiply( matrix );
  10355. this.matrix.decompose( this.position, this.quaternion, this.scale );
  10356. }
  10357. /**
  10358. * Applies a rotation represented by given the quaternion to the 3D object.
  10359. *
  10360. * @param {Quaternion} q - The quaternion.
  10361. * @return {Object3D} A reference to this instance.
  10362. */
  10363. applyQuaternion( q ) {
  10364. this.quaternion.premultiply( q );
  10365. return this;
  10366. }
  10367. /**
  10368. * Sets the given rotation represented as an axis/angle couple to the 3D object.
  10369. *
  10370. * @param {Vector3} axis - The (normalized) axis vector.
  10371. * @param {number} angle - The angle in radians.
  10372. */
  10373. setRotationFromAxisAngle( axis, angle ) {
  10374. // assumes axis is normalized
  10375. this.quaternion.setFromAxisAngle( axis, angle );
  10376. }
  10377. /**
  10378. * Sets the given rotation represented as Euler angles to the 3D object.
  10379. *
  10380. * @param {Euler} euler - The Euler angles.
  10381. */
  10382. setRotationFromEuler( euler ) {
  10383. this.quaternion.setFromEuler( euler, true );
  10384. }
  10385. /**
  10386. * Sets the given rotation represented as rotation matrix to the 3D object.
  10387. *
  10388. * @param {Matrix4} m - Although a 4x4 matrix is expected, the upper 3x3 portion must be
  10389. * a pure rotation matrix (i.e, unscaled).
  10390. */
  10391. setRotationFromMatrix( m ) {
  10392. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  10393. this.quaternion.setFromRotationMatrix( m );
  10394. }
  10395. /**
  10396. * Sets the given rotation represented as a Quaternion to the 3D object.
  10397. *
  10398. * @param {Quaternion} q - The Quaternion
  10399. */
  10400. setRotationFromQuaternion( q ) {
  10401. // assumes q is normalized
  10402. this.quaternion.copy( q );
  10403. }
  10404. /**
  10405. * Rotates the 3D object along an axis in local space.
  10406. *
  10407. * @param {Vector3} axis - The (normalized) axis vector.
  10408. * @param {number} angle - The angle in radians.
  10409. * @return {Object3D} A reference to this instance.
  10410. */
  10411. rotateOnAxis( axis, angle ) {
  10412. // rotate object on axis in object space
  10413. // axis is assumed to be normalized
  10414. _q1.setFromAxisAngle( axis, angle );
  10415. this.quaternion.multiply( _q1 );
  10416. return this;
  10417. }
  10418. /**
  10419. * Rotates the 3D object along an axis in world space.
  10420. *
  10421. * @param {Vector3} axis - The (normalized) axis vector.
  10422. * @param {number} angle - The angle in radians.
  10423. * @return {Object3D} A reference to this instance.
  10424. */
  10425. rotateOnWorldAxis( axis, angle ) {
  10426. // rotate object on axis in world space
  10427. // axis is assumed to be normalized
  10428. // method assumes no rotated parent
  10429. _q1.setFromAxisAngle( axis, angle );
  10430. this.quaternion.premultiply( _q1 );
  10431. return this;
  10432. }
  10433. /**
  10434. * Rotates the 3D object around its X axis in local space.
  10435. *
  10436. * @param {number} angle - The angle in radians.
  10437. * @return {Object3D} A reference to this instance.
  10438. */
  10439. rotateX( angle ) {
  10440. return this.rotateOnAxis( _xAxis, angle );
  10441. }
  10442. /**
  10443. * Rotates the 3D object around its Y axis in local space.
  10444. *
  10445. * @param {number} angle - The angle in radians.
  10446. * @return {Object3D} A reference to this instance.
  10447. */
  10448. rotateY( angle ) {
  10449. return this.rotateOnAxis( _yAxis, angle );
  10450. }
  10451. /**
  10452. * Rotates the 3D object around its Z axis in local space.
  10453. *
  10454. * @param {number} angle - The angle in radians.
  10455. * @return {Object3D} A reference to this instance.
  10456. */
  10457. rotateZ( angle ) {
  10458. return this.rotateOnAxis( _zAxis, angle );
  10459. }
  10460. /**
  10461. * Translate the 3D object by a distance along the given axis in local space.
  10462. *
  10463. * @param {Vector3} axis - The (normalized) axis vector.
  10464. * @param {number} distance - The distance in world units.
  10465. * @return {Object3D} A reference to this instance.
  10466. */
  10467. translateOnAxis( axis, distance ) {
  10468. // translate object by distance along axis in object space
  10469. // axis is assumed to be normalized
  10470. _v1$4.copy( axis ).applyQuaternion( this.quaternion );
  10471. this.position.add( _v1$4.multiplyScalar( distance ) );
  10472. return this;
  10473. }
  10474. /**
  10475. * Translate the 3D object by a distance along its X-axis in local space.
  10476. *
  10477. * @param {number} distance - The distance in world units.
  10478. * @return {Object3D} A reference to this instance.
  10479. */
  10480. translateX( distance ) {
  10481. return this.translateOnAxis( _xAxis, distance );
  10482. }
  10483. /**
  10484. * Translate the 3D object by a distance along its Y-axis in local space.
  10485. *
  10486. * @param {number} distance - The distance in world units.
  10487. * @return {Object3D} A reference to this instance.
  10488. */
  10489. translateY( distance ) {
  10490. return this.translateOnAxis( _yAxis, distance );
  10491. }
  10492. /**
  10493. * Translate the 3D object by a distance along its Z-axis in local space.
  10494. *
  10495. * @param {number} distance - The distance in world units.
  10496. * @return {Object3D} A reference to this instance.
  10497. */
  10498. translateZ( distance ) {
  10499. return this.translateOnAxis( _zAxis, distance );
  10500. }
  10501. /**
  10502. * Converts the given vector from this 3D object's local space to world space.
  10503. *
  10504. * @param {Vector3} vector - The vector to convert.
  10505. * @return {Vector3} The converted vector.
  10506. */
  10507. localToWorld( vector ) {
  10508. this.updateWorldMatrix( true, false );
  10509. return vector.applyMatrix4( this.matrixWorld );
  10510. }
  10511. /**
  10512. * Converts the given vector from this 3D object's word space to local space.
  10513. *
  10514. * @param {Vector3} vector - The vector to convert.
  10515. * @return {Vector3} The converted vector.
  10516. */
  10517. worldToLocal( vector ) {
  10518. this.updateWorldMatrix( true, false );
  10519. return vector.applyMatrix4( _m1$1.copy( this.matrixWorld ).invert() );
  10520. }
  10521. /**
  10522. * Rotates the object to face a point in world space.
  10523. *
  10524. * This method does not support objects having non-uniformly-scaled parent(s).
  10525. *
  10526. * @param {number|Vector3} x - The x coordinate in world space. Alternatively, a vector representing a position in world space
  10527. * @param {number} [y] - The y coordinate in world space.
  10528. * @param {number} [z] - The z coordinate in world space.
  10529. */
  10530. lookAt( x, y, z ) {
  10531. // This method does not support objects having non-uniformly-scaled parent(s)
  10532. if ( x.isVector3 ) {
  10533. _target.copy( x );
  10534. } else {
  10535. _target.set( x, y, z );
  10536. }
  10537. const parent = this.parent;
  10538. this.updateWorldMatrix( true, false );
  10539. _position$3.setFromMatrixPosition( this.matrixWorld );
  10540. if ( this.isCamera || this.isLight ) {
  10541. _m1$1.lookAt( _position$3, _target, this.up );
  10542. } else {
  10543. _m1$1.lookAt( _target, _position$3, this.up );
  10544. }
  10545. this.quaternion.setFromRotationMatrix( _m1$1 );
  10546. if ( parent ) {
  10547. _m1$1.extractRotation( parent.matrixWorld );
  10548. _q1.setFromRotationMatrix( _m1$1 );
  10549. this.quaternion.premultiply( _q1.invert() );
  10550. }
  10551. }
  10552. /**
  10553. * Adds the given 3D object as a child to this 3D object. An arbitrary number of
  10554. * objects may be added. Any current parent on an object passed in here will be
  10555. * removed, since an object can have at most one parent.
  10556. *
  10557. * @fires Object3D#added
  10558. * @fires Object3D#childadded
  10559. * @param {Object3D} object - The 3D object to add.
  10560. * @return {Object3D} A reference to this instance.
  10561. */
  10562. add( object ) {
  10563. if ( arguments.length > 1 ) {
  10564. for ( let i = 0; i < arguments.length; i ++ ) {
  10565. this.add( arguments[ i ] );
  10566. }
  10567. return this;
  10568. }
  10569. if ( object === this ) {
  10570. error( 'Object3D.add: object can\'t be added as a child of itself.', object );
  10571. return this;
  10572. }
  10573. if ( object && object.isObject3D ) {
  10574. object.removeFromParent();
  10575. object.parent = this;
  10576. this.children.push( object );
  10577. object.dispatchEvent( _addedEvent );
  10578. _childaddedEvent.child = object;
  10579. this.dispatchEvent( _childaddedEvent );
  10580. _childaddedEvent.child = null;
  10581. } else {
  10582. error( 'Object3D.add: object not an instance of THREE.Object3D.', object );
  10583. }
  10584. return this;
  10585. }
  10586. /**
  10587. * Removes the given 3D object as child from this 3D object.
  10588. * An arbitrary number of objects may be removed.
  10589. *
  10590. * @fires Object3D#removed
  10591. * @fires Object3D#childremoved
  10592. * @param {Object3D} object - The 3D object to remove.
  10593. * @return {Object3D} A reference to this instance.
  10594. */
  10595. remove( object ) {
  10596. if ( arguments.length > 1 ) {
  10597. for ( let i = 0; i < arguments.length; i ++ ) {
  10598. this.remove( arguments[ i ] );
  10599. }
  10600. return this;
  10601. }
  10602. const index = this.children.indexOf( object );
  10603. if ( index !== -1 ) {
  10604. object.parent = null;
  10605. this.children.splice( index, 1 );
  10606. object.dispatchEvent( _removedEvent );
  10607. _childremovedEvent.child = object;
  10608. this.dispatchEvent( _childremovedEvent );
  10609. _childremovedEvent.child = null;
  10610. }
  10611. return this;
  10612. }
  10613. /**
  10614. * Removes this 3D object from its current parent.
  10615. *
  10616. * @fires Object3D#removed
  10617. * @fires Object3D#childremoved
  10618. * @return {Object3D} A reference to this instance.
  10619. */
  10620. removeFromParent() {
  10621. const parent = this.parent;
  10622. if ( parent !== null ) {
  10623. parent.remove( this );
  10624. }
  10625. return this;
  10626. }
  10627. /**
  10628. * Removes all child objects.
  10629. *
  10630. * @fires Object3D#removed
  10631. * @fires Object3D#childremoved
  10632. * @return {Object3D} A reference to this instance.
  10633. */
  10634. clear() {
  10635. return this.remove( ... this.children );
  10636. }
  10637. /**
  10638. * Adds the given 3D object as a child of this 3D object, while maintaining the object's world
  10639. * transform. This method does not support scene graphs having non-uniformly-scaled nodes(s).
  10640. *
  10641. * @fires Object3D#added
  10642. * @fires Object3D#childadded
  10643. * @param {Object3D} object - The 3D object to attach.
  10644. * @return {Object3D} A reference to this instance.
  10645. */
  10646. attach( object ) {
  10647. // adds object as a child of this, while maintaining the object's world transform
  10648. // Note: This method does not support scene graphs having non-uniformly-scaled nodes(s)
  10649. this.updateWorldMatrix( true, false );
  10650. _m1$1.copy( this.matrixWorld ).invert();
  10651. if ( object.parent !== null ) {
  10652. object.parent.updateWorldMatrix( true, false );
  10653. _m1$1.multiply( object.parent.matrixWorld );
  10654. }
  10655. object.applyMatrix4( _m1$1 );
  10656. object.removeFromParent();
  10657. object.parent = this;
  10658. this.children.push( object );
  10659. object.updateWorldMatrix( false, true );
  10660. object.dispatchEvent( _addedEvent );
  10661. _childaddedEvent.child = object;
  10662. this.dispatchEvent( _childaddedEvent );
  10663. _childaddedEvent.child = null;
  10664. return this;
  10665. }
  10666. /**
  10667. * Searches through the 3D object and its children, starting with the 3D object
  10668. * itself, and returns the first with a matching ID.
  10669. *
  10670. * @param {number} id - The id.
  10671. * @return {Object3D|undefined} The found 3D object. Returns `undefined` if no 3D object has been found.
  10672. */
  10673. getObjectById( id ) {
  10674. return this.getObjectByProperty( 'id', id );
  10675. }
  10676. /**
  10677. * Searches through the 3D object and its children, starting with the 3D object
  10678. * itself, and returns the first with a matching name.
  10679. *
  10680. * @param {string} name - The name.
  10681. * @return {Object3D|undefined} The found 3D object. Returns `undefined` if no 3D object has been found.
  10682. */
  10683. getObjectByName( name ) {
  10684. return this.getObjectByProperty( 'name', name );
  10685. }
  10686. /**
  10687. * Searches through the 3D object and its children, starting with the 3D object
  10688. * itself, and returns the first with a matching property value.
  10689. *
  10690. * @param {string} name - The name of the property.
  10691. * @param {any} value - The value.
  10692. * @return {Object3D|undefined} The found 3D object. Returns `undefined` if no 3D object has been found.
  10693. */
  10694. getObjectByProperty( name, value ) {
  10695. if ( this[ name ] === value ) return this;
  10696. for ( let i = 0, l = this.children.length; i < l; i ++ ) {
  10697. const child = this.children[ i ];
  10698. const object = child.getObjectByProperty( name, value );
  10699. if ( object !== undefined ) {
  10700. return object;
  10701. }
  10702. }
  10703. return undefined;
  10704. }
  10705. /**
  10706. * Searches through the 3D object and its children, starting with the 3D object
  10707. * itself, and returns all 3D objects with a matching property value.
  10708. *
  10709. * @param {string} name - The name of the property.
  10710. * @param {any} value - The value.
  10711. * @param {Array<Object3D>} result - The method stores the result in this array.
  10712. * @return {Array<Object3D>} The found 3D objects.
  10713. */
  10714. getObjectsByProperty( name, value, result = [] ) {
  10715. if ( this[ name ] === value ) result.push( this );
  10716. const children = this.children;
  10717. for ( let i = 0, l = children.length; i < l; i ++ ) {
  10718. children[ i ].getObjectsByProperty( name, value, result );
  10719. }
  10720. return result;
  10721. }
  10722. /**
  10723. * Returns a vector representing the position of the 3D object in world space.
  10724. *
  10725. * @param {Vector3} target - The target vector the result is stored to.
  10726. * @return {Vector3} The 3D object's position in world space.
  10727. */
  10728. getWorldPosition( target ) {
  10729. this.updateWorldMatrix( true, false );
  10730. return target.setFromMatrixPosition( this.matrixWorld );
  10731. }
  10732. /**
  10733. * Returns a Quaternion representing the position of the 3D object in world space.
  10734. *
  10735. * @param {Quaternion} target - The target Quaternion the result is stored to.
  10736. * @return {Quaternion} The 3D object's rotation in world space.
  10737. */
  10738. getWorldQuaternion( target ) {
  10739. this.updateWorldMatrix( true, false );
  10740. this.matrixWorld.decompose( _position$3, target, _scale$2 );
  10741. return target;
  10742. }
  10743. /**
  10744. * Returns a vector representing the scale of the 3D object in world space.
  10745. *
  10746. * @param {Vector3} target - The target vector the result is stored to.
  10747. * @return {Vector3} The 3D object's scale in world space.
  10748. */
  10749. getWorldScale( target ) {
  10750. this.updateWorldMatrix( true, false );
  10751. this.matrixWorld.decompose( _position$3, _quaternion$2, target );
  10752. return target;
  10753. }
  10754. /**
  10755. * Returns a vector representing the ("look") direction of the 3D object in world space.
  10756. *
  10757. * @param {Vector3} target - The target vector the result is stored to.
  10758. * @return {Vector3} The 3D object's direction in world space.
  10759. */
  10760. getWorldDirection( target ) {
  10761. this.updateWorldMatrix( true, false );
  10762. const e = this.matrixWorld.elements;
  10763. return target.set( e[ 8 ], e[ 9 ], e[ 10 ] ).normalize();
  10764. }
  10765. /**
  10766. * Abstract method to get intersections between a casted ray and this
  10767. * 3D object. Renderable 3D objects such as {@link Mesh}, {@link Line} or {@link Points}
  10768. * implement this method in order to use raycasting.
  10769. *
  10770. * @abstract
  10771. * @param {Raycaster} raycaster - The raycaster.
  10772. * @param {Array<Object>} intersects - An array holding the result of the method.
  10773. */
  10774. raycast( /* raycaster, intersects */ ) {}
  10775. /**
  10776. * Executes the callback on this 3D object and all descendants.
  10777. *
  10778. * Note: Modifying the scene graph inside the callback is discouraged.
  10779. *
  10780. * @param {Function} callback - A callback function that allows to process the current 3D object.
  10781. */
  10782. traverse( callback ) {
  10783. callback( this );
  10784. const children = this.children;
  10785. for ( let i = 0, l = children.length; i < l; i ++ ) {
  10786. children[ i ].traverse( callback );
  10787. }
  10788. }
  10789. /**
  10790. * Like {@link Object3D#traverse}, but the callback will only be executed for visible 3D objects.
  10791. * Descendants of invisible 3D objects are not traversed.
  10792. *
  10793. * Note: Modifying the scene graph inside the callback is discouraged.
  10794. *
  10795. * @param {Function} callback - A callback function that allows to process the current 3D object.
  10796. */
  10797. traverseVisible( callback ) {
  10798. if ( this.visible === false ) return;
  10799. callback( this );
  10800. const children = this.children;
  10801. for ( let i = 0, l = children.length; i < l; i ++ ) {
  10802. children[ i ].traverseVisible( callback );
  10803. }
  10804. }
  10805. /**
  10806. * Like {@link Object3D#traverse}, but the callback will only be executed for all ancestors.
  10807. *
  10808. * Note: Modifying the scene graph inside the callback is discouraged.
  10809. *
  10810. * @param {Function} callback - A callback function that allows to process the current 3D object.
  10811. */
  10812. traverseAncestors( callback ) {
  10813. const parent = this.parent;
  10814. if ( parent !== null ) {
  10815. callback( parent );
  10816. parent.traverseAncestors( callback );
  10817. }
  10818. }
  10819. /**
  10820. * Updates the transformation matrix in local space by computing it from the current
  10821. * position, rotation and scale values.
  10822. */
  10823. updateMatrix() {
  10824. this.matrix.compose( this.position, this.quaternion, this.scale );
  10825. this.matrixWorldNeedsUpdate = true;
  10826. }
  10827. /**
  10828. * Updates the transformation matrix in world space of this 3D objects and its descendants.
  10829. *
  10830. * To ensure correct results, this method also recomputes the 3D object's transformation matrix in
  10831. * local space. The computation of the local and world matrix can be controlled with the
  10832. * {@link Object3D#matrixAutoUpdate} and {@link Object3D#matrixWorldAutoUpdate} flags which are both
  10833. * `true` by default. Set these flags to `false` if you need more control over the update matrix process.
  10834. *
  10835. * @param {boolean} [force=false] - When set to `true`, a recomputation of world matrices is forced even
  10836. * when {@link Object3D#matrixWorldAutoUpdate} is set to `false`.
  10837. */
  10838. updateMatrixWorld( force ) {
  10839. if ( this.matrixAutoUpdate ) this.updateMatrix();
  10840. if ( this.matrixWorldNeedsUpdate || force ) {
  10841. if ( this.matrixWorldAutoUpdate === true ) {
  10842. if ( this.parent === null ) {
  10843. this.matrixWorld.copy( this.matrix );
  10844. } else {
  10845. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  10846. }
  10847. }
  10848. this.matrixWorldNeedsUpdate = false;
  10849. force = true;
  10850. }
  10851. // make sure descendants are updated if required
  10852. const children = this.children;
  10853. for ( let i = 0, l = children.length; i < l; i ++ ) {
  10854. const child = children[ i ];
  10855. child.updateMatrixWorld( force );
  10856. }
  10857. }
  10858. /**
  10859. * An alternative version of {@link Object3D#updateMatrixWorld} with more control over the
  10860. * update of ancestor and descendant nodes.
  10861. *
  10862. * @param {boolean} [updateParents=false] Whether ancestor nodes should be updated or not.
  10863. * @param {boolean} [updateChildren=false] Whether descendant nodes should be updated or not.
  10864. */
  10865. updateWorldMatrix( updateParents, updateChildren ) {
  10866. const parent = this.parent;
  10867. if ( updateParents === true && parent !== null ) {
  10868. parent.updateWorldMatrix( true, false );
  10869. }
  10870. if ( this.matrixAutoUpdate ) this.updateMatrix();
  10871. if ( this.matrixWorldAutoUpdate === true ) {
  10872. if ( this.parent === null ) {
  10873. this.matrixWorld.copy( this.matrix );
  10874. } else {
  10875. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  10876. }
  10877. }
  10878. // make sure descendants are updated
  10879. if ( updateChildren === true ) {
  10880. const children = this.children;
  10881. for ( let i = 0, l = children.length; i < l; i ++ ) {
  10882. const child = children[ i ];
  10883. child.updateWorldMatrix( false, true );
  10884. }
  10885. }
  10886. }
  10887. /**
  10888. * Serializes the 3D object into JSON.
  10889. *
  10890. * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  10891. * @return {Object} A JSON object representing the serialized 3D object.
  10892. * @see {@link ObjectLoader#parse}
  10893. */
  10894. toJSON( meta ) {
  10895. // meta is a string when called from JSON.stringify
  10896. const isRootObject = ( meta === undefined || typeof meta === 'string' );
  10897. const output = {};
  10898. // meta is a hash used to collect geometries, materials.
  10899. // not providing it implies that this is the root object
  10900. // being serialized.
  10901. if ( isRootObject ) {
  10902. // initialize meta obj
  10903. meta = {
  10904. geometries: {},
  10905. materials: {},
  10906. textures: {},
  10907. images: {},
  10908. shapes: {},
  10909. skeletons: {},
  10910. animations: {},
  10911. nodes: {}
  10912. };
  10913. output.metadata = {
  10914. version: 4.7,
  10915. type: 'Object',
  10916. generator: 'Object3D.toJSON'
  10917. };
  10918. }
  10919. // standard Object3D serialization
  10920. const object = {};
  10921. object.uuid = this.uuid;
  10922. object.type = this.type;
  10923. if ( this.name !== '' ) object.name = this.name;
  10924. if ( this.castShadow === true ) object.castShadow = true;
  10925. if ( this.receiveShadow === true ) object.receiveShadow = true;
  10926. if ( this.visible === false ) object.visible = false;
  10927. if ( this.frustumCulled === false ) object.frustumCulled = false;
  10928. if ( this.renderOrder !== 0 ) object.renderOrder = this.renderOrder;
  10929. if ( Object.keys( this.userData ).length > 0 ) object.userData = this.userData;
  10930. object.layers = this.layers.mask;
  10931. object.matrix = this.matrix.toArray();
  10932. object.up = this.up.toArray();
  10933. if ( this.matrixAutoUpdate === false ) object.matrixAutoUpdate = false;
  10934. // object specific properties
  10935. if ( this.isInstancedMesh ) {
  10936. object.type = 'InstancedMesh';
  10937. object.count = this.count;
  10938. object.instanceMatrix = this.instanceMatrix.toJSON();
  10939. if ( this.instanceColor !== null ) object.instanceColor = this.instanceColor.toJSON();
  10940. }
  10941. if ( this.isBatchedMesh ) {
  10942. object.type = 'BatchedMesh';
  10943. object.perObjectFrustumCulled = this.perObjectFrustumCulled;
  10944. object.sortObjects = this.sortObjects;
  10945. object.drawRanges = this._drawRanges;
  10946. object.reservedRanges = this._reservedRanges;
  10947. object.geometryInfo = this._geometryInfo.map( info => ( {
  10948. ...info,
  10949. boundingBox: info.boundingBox ? info.boundingBox.toJSON() : undefined,
  10950. boundingSphere: info.boundingSphere ? info.boundingSphere.toJSON() : undefined
  10951. } ) );
  10952. object.instanceInfo = this._instanceInfo.map( info => ( { ...info } ) );
  10953. object.availableInstanceIds = this._availableInstanceIds.slice();
  10954. object.availableGeometryIds = this._availableGeometryIds.slice();
  10955. object.nextIndexStart = this._nextIndexStart;
  10956. object.nextVertexStart = this._nextVertexStart;
  10957. object.geometryCount = this._geometryCount;
  10958. object.maxInstanceCount = this._maxInstanceCount;
  10959. object.maxVertexCount = this._maxVertexCount;
  10960. object.maxIndexCount = this._maxIndexCount;
  10961. object.geometryInitialized = this._geometryInitialized;
  10962. object.matricesTexture = this._matricesTexture.toJSON( meta );
  10963. object.indirectTexture = this._indirectTexture.toJSON( meta );
  10964. if ( this._colorsTexture !== null ) {
  10965. object.colorsTexture = this._colorsTexture.toJSON( meta );
  10966. }
  10967. if ( this.boundingSphere !== null ) {
  10968. object.boundingSphere = this.boundingSphere.toJSON();
  10969. }
  10970. if ( this.boundingBox !== null ) {
  10971. object.boundingBox = this.boundingBox.toJSON();
  10972. }
  10973. }
  10974. //
  10975. function serialize( library, element ) {
  10976. if ( library[ element.uuid ] === undefined ) {
  10977. library[ element.uuid ] = element.toJSON( meta );
  10978. }
  10979. return element.uuid;
  10980. }
  10981. if ( this.isScene ) {
  10982. if ( this.background ) {
  10983. if ( this.background.isColor ) {
  10984. object.background = this.background.toJSON();
  10985. } else if ( this.background.isTexture ) {
  10986. object.background = this.background.toJSON( meta ).uuid;
  10987. }
  10988. }
  10989. if ( this.environment && this.environment.isTexture && this.environment.isRenderTargetTexture !== true ) {
  10990. object.environment = this.environment.toJSON( meta ).uuid;
  10991. }
  10992. } else if ( this.isMesh || this.isLine || this.isPoints ) {
  10993. object.geometry = serialize( meta.geometries, this.geometry );
  10994. const parameters = this.geometry.parameters;
  10995. if ( parameters !== undefined && parameters.shapes !== undefined ) {
  10996. const shapes = parameters.shapes;
  10997. if ( Array.isArray( shapes ) ) {
  10998. for ( let i = 0, l = shapes.length; i < l; i ++ ) {
  10999. const shape = shapes[ i ];
  11000. serialize( meta.shapes, shape );
  11001. }
  11002. } else {
  11003. serialize( meta.shapes, shapes );
  11004. }
  11005. }
  11006. }
  11007. if ( this.isSkinnedMesh ) {
  11008. object.bindMode = this.bindMode;
  11009. object.bindMatrix = this.bindMatrix.toArray();
  11010. if ( this.skeleton !== undefined ) {
  11011. serialize( meta.skeletons, this.skeleton );
  11012. object.skeleton = this.skeleton.uuid;
  11013. }
  11014. }
  11015. if ( this.material !== undefined ) {
  11016. if ( Array.isArray( this.material ) ) {
  11017. const uuids = [];
  11018. for ( let i = 0, l = this.material.length; i < l; i ++ ) {
  11019. uuids.push( serialize( meta.materials, this.material[ i ] ) );
  11020. }
  11021. object.material = uuids;
  11022. } else {
  11023. object.material = serialize( meta.materials, this.material );
  11024. }
  11025. }
  11026. //
  11027. if ( this.children.length > 0 ) {
  11028. object.children = [];
  11029. for ( let i = 0; i < this.children.length; i ++ ) {
  11030. object.children.push( this.children[ i ].toJSON( meta ).object );
  11031. }
  11032. }
  11033. //
  11034. if ( this.animations.length > 0 ) {
  11035. object.animations = [];
  11036. for ( let i = 0; i < this.animations.length; i ++ ) {
  11037. const animation = this.animations[ i ];
  11038. object.animations.push( serialize( meta.animations, animation ) );
  11039. }
  11040. }
  11041. if ( isRootObject ) {
  11042. const geometries = extractFromCache( meta.geometries );
  11043. const materials = extractFromCache( meta.materials );
  11044. const textures = extractFromCache( meta.textures );
  11045. const images = extractFromCache( meta.images );
  11046. const shapes = extractFromCache( meta.shapes );
  11047. const skeletons = extractFromCache( meta.skeletons );
  11048. const animations = extractFromCache( meta.animations );
  11049. const nodes = extractFromCache( meta.nodes );
  11050. if ( geometries.length > 0 ) output.geometries = geometries;
  11051. if ( materials.length > 0 ) output.materials = materials;
  11052. if ( textures.length > 0 ) output.textures = textures;
  11053. if ( images.length > 0 ) output.images = images;
  11054. if ( shapes.length > 0 ) output.shapes = shapes;
  11055. if ( skeletons.length > 0 ) output.skeletons = skeletons;
  11056. if ( animations.length > 0 ) output.animations = animations;
  11057. if ( nodes.length > 0 ) output.nodes = nodes;
  11058. }
  11059. output.object = object;
  11060. return output;
  11061. // extract data from the cache hash
  11062. // remove metadata on each item
  11063. // and return as array
  11064. function extractFromCache( cache ) {
  11065. const values = [];
  11066. for ( const key in cache ) {
  11067. const data = cache[ key ];
  11068. delete data.metadata;
  11069. values.push( data );
  11070. }
  11071. return values;
  11072. }
  11073. }
  11074. /**
  11075. * Returns a new 3D object with copied values from this instance.
  11076. *
  11077. * @param {boolean} [recursive=true] - When set to `true`, descendants of the 3D object are also cloned.
  11078. * @return {Object3D} A clone of this instance.
  11079. */
  11080. clone( recursive ) {
  11081. return new this.constructor().copy( this, recursive );
  11082. }
  11083. /**
  11084. * Copies the values of the given 3D object to this instance.
  11085. *
  11086. * @param {Object3D} source - The 3D object to copy.
  11087. * @param {boolean} [recursive=true] - When set to `true`, descendants of the 3D object are cloned.
  11088. * @return {Object3D} A reference to this instance.
  11089. */
  11090. copy( source, recursive = true ) {
  11091. this.name = source.name;
  11092. this.up.copy( source.up );
  11093. this.position.copy( source.position );
  11094. this.rotation.order = source.rotation.order;
  11095. this.quaternion.copy( source.quaternion );
  11096. this.scale.copy( source.scale );
  11097. this.matrix.copy( source.matrix );
  11098. this.matrixWorld.copy( source.matrixWorld );
  11099. this.matrixAutoUpdate = source.matrixAutoUpdate;
  11100. this.matrixWorldAutoUpdate = source.matrixWorldAutoUpdate;
  11101. this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;
  11102. this.layers.mask = source.layers.mask;
  11103. this.visible = source.visible;
  11104. this.castShadow = source.castShadow;
  11105. this.receiveShadow = source.receiveShadow;
  11106. this.frustumCulled = source.frustumCulled;
  11107. this.renderOrder = source.renderOrder;
  11108. this.animations = source.animations.slice();
  11109. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  11110. if ( recursive === true ) {
  11111. for ( let i = 0; i < source.children.length; i ++ ) {
  11112. const child = source.children[ i ];
  11113. this.add( child.clone() );
  11114. }
  11115. }
  11116. return this;
  11117. }
  11118. }
  11119. /**
  11120. * The default up direction for objects, also used as the default
  11121. * position for {@link DirectionalLight} and {@link HemisphereLight}.
  11122. *
  11123. * @static
  11124. * @type {Vector3}
  11125. * @default (0,1,0)
  11126. */
  11127. Object3D.DEFAULT_UP = /*@__PURE__*/ new Vector3( 0, 1, 0 );
  11128. /**
  11129. * The default setting for {@link Object3D#matrixAutoUpdate} for
  11130. * newly created 3D objects.
  11131. *
  11132. * @static
  11133. * @type {boolean}
  11134. * @default true
  11135. */
  11136. Object3D.DEFAULT_MATRIX_AUTO_UPDATE = true;
  11137. /**
  11138. * The default setting for {@link Object3D#matrixWorldAutoUpdate} for
  11139. * newly created 3D objects.
  11140. *
  11141. * @static
  11142. * @type {boolean}
  11143. * @default true
  11144. */
  11145. Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE = true;
  11146. const _v0$1 = /*@__PURE__*/ new Vector3();
  11147. const _v1$3 = /*@__PURE__*/ new Vector3();
  11148. const _v2$2 = /*@__PURE__*/ new Vector3();
  11149. const _v3$2 = /*@__PURE__*/ new Vector3();
  11150. const _vab = /*@__PURE__*/ new Vector3();
  11151. const _vac = /*@__PURE__*/ new Vector3();
  11152. const _vbc = /*@__PURE__*/ new Vector3();
  11153. const _vap = /*@__PURE__*/ new Vector3();
  11154. const _vbp = /*@__PURE__*/ new Vector3();
  11155. const _vcp = /*@__PURE__*/ new Vector3();
  11156. const _v40 = /*@__PURE__*/ new Vector4();
  11157. const _v41 = /*@__PURE__*/ new Vector4();
  11158. const _v42 = /*@__PURE__*/ new Vector4();
  11159. /**
  11160. * A geometric triangle as defined by three vectors representing its three corners.
  11161. */
  11162. class Triangle {
  11163. /**
  11164. * Constructs a new triangle.
  11165. *
  11166. * @param {Vector3} [a=(0,0,0)] - The first corner of the triangle.
  11167. * @param {Vector3} [b=(0,0,0)] - The second corner of the triangle.
  11168. * @param {Vector3} [c=(0,0,0)] - The third corner of the triangle.
  11169. */
  11170. constructor( a = new Vector3(), b = new Vector3(), c = new Vector3() ) {
  11171. /**
  11172. * The first corner of the triangle.
  11173. *
  11174. * @type {Vector3}
  11175. */
  11176. this.a = a;
  11177. /**
  11178. * The second corner of the triangle.
  11179. *
  11180. * @type {Vector3}
  11181. */
  11182. this.b = b;
  11183. /**
  11184. * The third corner of the triangle.
  11185. *
  11186. * @type {Vector3}
  11187. */
  11188. this.c = c;
  11189. }
  11190. /**
  11191. * Computes the normal vector of a triangle.
  11192. *
  11193. * @param {Vector3} a - The first corner of the triangle.
  11194. * @param {Vector3} b - The second corner of the triangle.
  11195. * @param {Vector3} c - The third corner of the triangle.
  11196. * @param {Vector3} target - The target vector that is used to store the method's result.
  11197. * @return {Vector3} The triangle's normal.
  11198. */
  11199. static getNormal( a, b, c, target ) {
  11200. target.subVectors( c, b );
  11201. _v0$1.subVectors( a, b );
  11202. target.cross( _v0$1 );
  11203. const targetLengthSq = target.lengthSq();
  11204. if ( targetLengthSq > 0 ) {
  11205. return target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) );
  11206. }
  11207. return target.set( 0, 0, 0 );
  11208. }
  11209. /**
  11210. * Computes a barycentric coordinates from the given vector.
  11211. * Returns `null` if the triangle is degenerate.
  11212. *
  11213. * @param {Vector3} point - A point in 3D space.
  11214. * @param {Vector3} a - The first corner of the triangle.
  11215. * @param {Vector3} b - The second corner of the triangle.
  11216. * @param {Vector3} c - The third corner of the triangle.
  11217. * @param {Vector3} target - The target vector that is used to store the method's result.
  11218. * @return {?Vector3} The barycentric coordinates for the given point
  11219. */
  11220. static getBarycoord( point, a, b, c, target ) {
  11221. // based on: http://www.blackpawn.com/texts/pointinpoly/default.html
  11222. _v0$1.subVectors( c, a );
  11223. _v1$3.subVectors( b, a );
  11224. _v2$2.subVectors( point, a );
  11225. const dot00 = _v0$1.dot( _v0$1 );
  11226. const dot01 = _v0$1.dot( _v1$3 );
  11227. const dot02 = _v0$1.dot( _v2$2 );
  11228. const dot11 = _v1$3.dot( _v1$3 );
  11229. const dot12 = _v1$3.dot( _v2$2 );
  11230. const denom = ( dot00 * dot11 - dot01 * dot01 );
  11231. // collinear or singular triangle
  11232. if ( denom === 0 ) {
  11233. target.set( 0, 0, 0 );
  11234. return null;
  11235. }
  11236. const invDenom = 1 / denom;
  11237. const u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
  11238. const v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
  11239. // barycentric coordinates must always sum to 1
  11240. return target.set( 1 - u - v, v, u );
  11241. }
  11242. /**
  11243. * Returns `true` if the given point, when projected onto the plane of the
  11244. * triangle, lies within the triangle.
  11245. *
  11246. * @param {Vector3} point - The point in 3D space to test.
  11247. * @param {Vector3} a - The first corner of the triangle.
  11248. * @param {Vector3} b - The second corner of the triangle.
  11249. * @param {Vector3} c - The third corner of the triangle.
  11250. * @return {boolean} Whether the given point, when projected onto the plane of the
  11251. * triangle, lies within the triangle or not.
  11252. */
  11253. static containsPoint( point, a, b, c ) {
  11254. // if the triangle is degenerate then we can't contain a point
  11255. if ( this.getBarycoord( point, a, b, c, _v3$2 ) === null ) {
  11256. return false;
  11257. }
  11258. return ( _v3$2.x >= 0 ) && ( _v3$2.y >= 0 ) && ( ( _v3$2.x + _v3$2.y ) <= 1 );
  11259. }
  11260. /**
  11261. * Computes the value barycentrically interpolated for the given point on the
  11262. * triangle. Returns `null` if the triangle is degenerate.
  11263. *
  11264. * @param {Vector3} point - Position of interpolated point.
  11265. * @param {Vector3} p1 - The first corner of the triangle.
  11266. * @param {Vector3} p2 - The second corner of the triangle.
  11267. * @param {Vector3} p3 - The third corner of the triangle.
  11268. * @param {Vector3} v1 - Value to interpolate of first vertex.
  11269. * @param {Vector3} v2 - Value to interpolate of second vertex.
  11270. * @param {Vector3} v3 - Value to interpolate of third vertex.
  11271. * @param {Vector3} target - The target vector that is used to store the method's result.
  11272. * @return {?Vector3} The interpolated value.
  11273. */
  11274. static getInterpolation( point, p1, p2, p3, v1, v2, v3, target ) {
  11275. if ( this.getBarycoord( point, p1, p2, p3, _v3$2 ) === null ) {
  11276. target.x = 0;
  11277. target.y = 0;
  11278. if ( 'z' in target ) target.z = 0;
  11279. if ( 'w' in target ) target.w = 0;
  11280. return null;
  11281. }
  11282. target.setScalar( 0 );
  11283. target.addScaledVector( v1, _v3$2.x );
  11284. target.addScaledVector( v2, _v3$2.y );
  11285. target.addScaledVector( v3, _v3$2.z );
  11286. return target;
  11287. }
  11288. /**
  11289. * Computes the value barycentrically interpolated for the given attribute and indices.
  11290. *
  11291. * @param {BufferAttribute} attr - The attribute to interpolate.
  11292. * @param {number} i1 - Index of first vertex.
  11293. * @param {number} i2 - Index of second vertex.
  11294. * @param {number} i3 - Index of third vertex.
  11295. * @param {Vector3} barycoord - The barycoordinate value to use to interpolate.
  11296. * @param {Vector3} target - The target vector that is used to store the method's result.
  11297. * @return {Vector3} The interpolated attribute value.
  11298. */
  11299. static getInterpolatedAttribute( attr, i1, i2, i3, barycoord, target ) {
  11300. _v40.setScalar( 0 );
  11301. _v41.setScalar( 0 );
  11302. _v42.setScalar( 0 );
  11303. _v40.fromBufferAttribute( attr, i1 );
  11304. _v41.fromBufferAttribute( attr, i2 );
  11305. _v42.fromBufferAttribute( attr, i3 );
  11306. target.setScalar( 0 );
  11307. target.addScaledVector( _v40, barycoord.x );
  11308. target.addScaledVector( _v41, barycoord.y );
  11309. target.addScaledVector( _v42, barycoord.z );
  11310. return target;
  11311. }
  11312. /**
  11313. * Returns `true` if the triangle is oriented towards the given direction.
  11314. *
  11315. * @param {Vector3} a - The first corner of the triangle.
  11316. * @param {Vector3} b - The second corner of the triangle.
  11317. * @param {Vector3} c - The third corner of the triangle.
  11318. * @param {Vector3} direction - The (normalized) direction vector.
  11319. * @return {boolean} Whether the triangle is oriented towards the given direction or not.
  11320. */
  11321. static isFrontFacing( a, b, c, direction ) {
  11322. _v0$1.subVectors( c, b );
  11323. _v1$3.subVectors( a, b );
  11324. // strictly front facing
  11325. return ( _v0$1.cross( _v1$3 ).dot( direction ) < 0 ) ? true : false;
  11326. }
  11327. /**
  11328. * Sets the triangle's vertices by copying the given values.
  11329. *
  11330. * @param {Vector3} a - The first corner of the triangle.
  11331. * @param {Vector3} b - The second corner of the triangle.
  11332. * @param {Vector3} c - The third corner of the triangle.
  11333. * @return {Triangle} A reference to this triangle.
  11334. */
  11335. set( a, b, c ) {
  11336. this.a.copy( a );
  11337. this.b.copy( b );
  11338. this.c.copy( c );
  11339. return this;
  11340. }
  11341. /**
  11342. * Sets the triangle's vertices by copying the given array values.
  11343. *
  11344. * @param {Array<Vector3>} points - An array with 3D points.
  11345. * @param {number} i0 - The array index representing the first corner of the triangle.
  11346. * @param {number} i1 - The array index representing the second corner of the triangle.
  11347. * @param {number} i2 - The array index representing the third corner of the triangle.
  11348. * @return {Triangle} A reference to this triangle.
  11349. */
  11350. setFromPointsAndIndices( points, i0, i1, i2 ) {
  11351. this.a.copy( points[ i0 ] );
  11352. this.b.copy( points[ i1 ] );
  11353. this.c.copy( points[ i2 ] );
  11354. return this;
  11355. }
  11356. /**
  11357. * Sets the triangle's vertices by copying the given attribute values.
  11358. *
  11359. * @param {BufferAttribute} attribute - A buffer attribute with 3D points data.
  11360. * @param {number} i0 - The attribute index representing the first corner of the triangle.
  11361. * @param {number} i1 - The attribute index representing the second corner of the triangle.
  11362. * @param {number} i2 - The attribute index representing the third corner of the triangle.
  11363. * @return {Triangle} A reference to this triangle.
  11364. */
  11365. setFromAttributeAndIndices( attribute, i0, i1, i2 ) {
  11366. this.a.fromBufferAttribute( attribute, i0 );
  11367. this.b.fromBufferAttribute( attribute, i1 );
  11368. this.c.fromBufferAttribute( attribute, i2 );
  11369. return this;
  11370. }
  11371. /**
  11372. * Returns a new triangle with copied values from this instance.
  11373. *
  11374. * @return {Triangle} A clone of this instance.
  11375. */
  11376. clone() {
  11377. return new this.constructor().copy( this );
  11378. }
  11379. /**
  11380. * Copies the values of the given triangle to this instance.
  11381. *
  11382. * @param {Triangle} triangle - The triangle to copy.
  11383. * @return {Triangle} A reference to this triangle.
  11384. */
  11385. copy( triangle ) {
  11386. this.a.copy( triangle.a );
  11387. this.b.copy( triangle.b );
  11388. this.c.copy( triangle.c );
  11389. return this;
  11390. }
  11391. /**
  11392. * Computes the area of the triangle.
  11393. *
  11394. * @return {number} The triangle's area.
  11395. */
  11396. getArea() {
  11397. _v0$1.subVectors( this.c, this.b );
  11398. _v1$3.subVectors( this.a, this.b );
  11399. return _v0$1.cross( _v1$3 ).length() * 0.5;
  11400. }
  11401. /**
  11402. * Computes the midpoint of the triangle.
  11403. *
  11404. * @param {Vector3} target - The target vector that is used to store the method's result.
  11405. * @return {Vector3} The triangle's midpoint.
  11406. */
  11407. getMidpoint( target ) {
  11408. return target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );
  11409. }
  11410. /**
  11411. * Computes the normal of the triangle.
  11412. *
  11413. * @param {Vector3} target - The target vector that is used to store the method's result.
  11414. * @return {Vector3} The triangle's normal.
  11415. */
  11416. getNormal( target ) {
  11417. return Triangle.getNormal( this.a, this.b, this.c, target );
  11418. }
  11419. /**
  11420. * Computes a plane the triangle lies within.
  11421. *
  11422. * @param {Plane} target - The target vector that is used to store the method's result.
  11423. * @return {Plane} The plane the triangle lies within.
  11424. */
  11425. getPlane( target ) {
  11426. return target.setFromCoplanarPoints( this.a, this.b, this.c );
  11427. }
  11428. /**
  11429. * Computes a barycentric coordinates from the given vector.
  11430. * Returns `null` if the triangle is degenerate.
  11431. *
  11432. * @param {Vector3} point - A point in 3D space.
  11433. * @param {Vector3} target - The target vector that is used to store the method's result.
  11434. * @return {?Vector3} The barycentric coordinates for the given point
  11435. */
  11436. getBarycoord( point, target ) {
  11437. return Triangle.getBarycoord( point, this.a, this.b, this.c, target );
  11438. }
  11439. /**
  11440. * Computes the value barycentrically interpolated for the given point on the
  11441. * triangle. Returns `null` if the triangle is degenerate.
  11442. *
  11443. * @param {Vector3} point - Position of interpolated point.
  11444. * @param {Vector3} v1 - Value to interpolate of first vertex.
  11445. * @param {Vector3} v2 - Value to interpolate of second vertex.
  11446. * @param {Vector3} v3 - Value to interpolate of third vertex.
  11447. * @param {Vector3} target - The target vector that is used to store the method's result.
  11448. * @return {?Vector3} The interpolated value.
  11449. */
  11450. getInterpolation( point, v1, v2, v3, target ) {
  11451. return Triangle.getInterpolation( point, this.a, this.b, this.c, v1, v2, v3, target );
  11452. }
  11453. /**
  11454. * Returns `true` if the given point, when projected onto the plane of the
  11455. * triangle, lies within the triangle.
  11456. *
  11457. * @param {Vector3} point - The point in 3D space to test.
  11458. * @return {boolean} Whether the given point, when projected onto the plane of the
  11459. * triangle, lies within the triangle or not.
  11460. */
  11461. containsPoint( point ) {
  11462. return Triangle.containsPoint( point, this.a, this.b, this.c );
  11463. }
  11464. /**
  11465. * Returns `true` if the triangle is oriented towards the given direction.
  11466. *
  11467. * @param {Vector3} direction - The (normalized) direction vector.
  11468. * @return {boolean} Whether the triangle is oriented towards the given direction or not.
  11469. */
  11470. isFrontFacing( direction ) {
  11471. return Triangle.isFrontFacing( this.a, this.b, this.c, direction );
  11472. }
  11473. /**
  11474. * Returns `true` if this triangle intersects with the given box.
  11475. *
  11476. * @param {Box3} box - The box to intersect.
  11477. * @return {boolean} Whether this triangle intersects with the given box or not.
  11478. */
  11479. intersectsBox( box ) {
  11480. return box.intersectsTriangle( this );
  11481. }
  11482. /**
  11483. * Returns the closest point on the triangle to the given point.
  11484. *
  11485. * @param {Vector3} p - The point to compute the closest point for.
  11486. * @param {Vector3} target - The target vector that is used to store the method's result.
  11487. * @return {Vector3} The closest point on the triangle.
  11488. */
  11489. closestPointToPoint( p, target ) {
  11490. const a = this.a, b = this.b, c = this.c;
  11491. let v, w;
  11492. // algorithm thanks to Real-Time Collision Detection by Christer Ericson,
  11493. // published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc.,
  11494. // under the accompanying license; see chapter 5.1.5 for detailed explanation.
  11495. // basically, we're distinguishing which of the voronoi regions of the triangle
  11496. // the point lies in with the minimum amount of redundant computation.
  11497. _vab.subVectors( b, a );
  11498. _vac.subVectors( c, a );
  11499. _vap.subVectors( p, a );
  11500. const d1 = _vab.dot( _vap );
  11501. const d2 = _vac.dot( _vap );
  11502. if ( d1 <= 0 && d2 <= 0 ) {
  11503. // vertex region of A; barycentric coords (1, 0, 0)
  11504. return target.copy( a );
  11505. }
  11506. _vbp.subVectors( p, b );
  11507. const d3 = _vab.dot( _vbp );
  11508. const d4 = _vac.dot( _vbp );
  11509. if ( d3 >= 0 && d4 <= d3 ) {
  11510. // vertex region of B; barycentric coords (0, 1, 0)
  11511. return target.copy( b );
  11512. }
  11513. const vc = d1 * d4 - d3 * d2;
  11514. if ( vc <= 0 && d1 >= 0 && d3 <= 0 ) {
  11515. v = d1 / ( d1 - d3 );
  11516. // edge region of AB; barycentric coords (1-v, v, 0)
  11517. return target.copy( a ).addScaledVector( _vab, v );
  11518. }
  11519. _vcp.subVectors( p, c );
  11520. const d5 = _vab.dot( _vcp );
  11521. const d6 = _vac.dot( _vcp );
  11522. if ( d6 >= 0 && d5 <= d6 ) {
  11523. // vertex region of C; barycentric coords (0, 0, 1)
  11524. return target.copy( c );
  11525. }
  11526. const vb = d5 * d2 - d1 * d6;
  11527. if ( vb <= 0 && d2 >= 0 && d6 <= 0 ) {
  11528. w = d2 / ( d2 - d6 );
  11529. // edge region of AC; barycentric coords (1-w, 0, w)
  11530. return target.copy( a ).addScaledVector( _vac, w );
  11531. }
  11532. const va = d3 * d6 - d5 * d4;
  11533. if ( va <= 0 && ( d4 - d3 ) >= 0 && ( d5 - d6 ) >= 0 ) {
  11534. _vbc.subVectors( c, b );
  11535. w = ( d4 - d3 ) / ( ( d4 - d3 ) + ( d5 - d6 ) );
  11536. // edge region of BC; barycentric coords (0, 1-w, w)
  11537. return target.copy( b ).addScaledVector( _vbc, w ); // edge region of BC
  11538. }
  11539. // face region
  11540. const denom = 1 / ( va + vb + vc );
  11541. // u = va * denom
  11542. v = vb * denom;
  11543. w = vc * denom;
  11544. return target.copy( a ).addScaledVector( _vab, v ).addScaledVector( _vac, w );
  11545. }
  11546. /**
  11547. * Returns `true` if this triangle is equal with the given one.
  11548. *
  11549. * @param {Triangle} triangle - The triangle to test for equality.
  11550. * @return {boolean} Whether this triangle is equal with the given one.
  11551. */
  11552. equals( triangle ) {
  11553. return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );
  11554. }
  11555. }
  11556. const _colorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,
  11557. 'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,
  11558. 'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,
  11559. 'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,
  11560. 'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,
  11561. 'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,
  11562. 'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,
  11563. 'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,
  11564. 'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,
  11565. 'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,
  11566. 'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,
  11567. 'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,
  11568. 'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,
  11569. 'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,
  11570. 'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,
  11571. 'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,
  11572. 'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,
  11573. 'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,
  11574. 'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,
  11575. 'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'rebeccapurple': 0x663399, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,
  11576. 'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,
  11577. 'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,
  11578. 'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,
  11579. 'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };
  11580. const _hslA = { h: 0, s: 0, l: 0 };
  11581. const _hslB = { h: 0, s: 0, l: 0 };
  11582. function hue2rgb( p, q, t ) {
  11583. if ( t < 0 ) t += 1;
  11584. if ( t > 1 ) t -= 1;
  11585. if ( t < 1 / 6 ) return p + ( q - p ) * 6 * t;
  11586. if ( t < 1 / 2 ) return q;
  11587. if ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t );
  11588. return p;
  11589. }
  11590. /**
  11591. * A Color instance is represented by RGB components in the linear <i>working
  11592. * color space</i>, which defaults to `LinearSRGBColorSpace`. Inputs
  11593. * conventionally using `SRGBColorSpace` (such as hexadecimals and CSS
  11594. * strings) are converted to the working color space automatically.
  11595. *
  11596. * ```js
  11597. * // converted automatically from SRGBColorSpace to LinearSRGBColorSpace
  11598. * const color = new THREE.Color().setHex( 0x112233 );
  11599. * ```
  11600. * Source color spaces may be specified explicitly, to ensure correct conversions.
  11601. * ```js
  11602. * // assumed already LinearSRGBColorSpace; no conversion
  11603. * const color = new THREE.Color().setRGB( 0.5, 0.5, 0.5 );
  11604. *
  11605. * // converted explicitly from SRGBColorSpace to LinearSRGBColorSpace
  11606. * const color = new THREE.Color().setRGB( 0.5, 0.5, 0.5, SRGBColorSpace );
  11607. * ```
  11608. * If THREE.ColorManagement is disabled, no conversions occur. For details,
  11609. * see <i>Color management</i>. Iterating through a Color instance will yield
  11610. * its components (r, g, b) in the corresponding order. A Color can be initialised
  11611. * in any of the following ways:
  11612. * ```js
  11613. * //empty constructor - will default white
  11614. * const color1 = new THREE.Color();
  11615. *
  11616. * //Hexadecimal color (recommended)
  11617. * const color2 = new THREE.Color( 0xff0000 );
  11618. *
  11619. * //RGB string
  11620. * const color3 = new THREE.Color("rgb(255, 0, 0)");
  11621. * const color4 = new THREE.Color("rgb(100%, 0%, 0%)");
  11622. *
  11623. * //X11 color name - all 140 color names are supported.
  11624. * //Note the lack of CamelCase in the name
  11625. * const color5 = new THREE.Color( 'skyblue' );
  11626. * //HSL string
  11627. * const color6 = new THREE.Color("hsl(0, 100%, 50%)");
  11628. *
  11629. * //Separate RGB values between 0 and 1
  11630. * const color7 = new THREE.Color( 1, 0, 0 );
  11631. * ```
  11632. */
  11633. class Color {
  11634. /**
  11635. * Constructs a new color.
  11636. *
  11637. * Note that standard method of specifying color in three.js is with a hexadecimal triplet,
  11638. * and that method is used throughout the rest of the documentation.
  11639. *
  11640. * @param {(number|string|Color)} [r] - The red component of the color. If `g` and `b` are
  11641. * not provided, it can be hexadecimal triplet, a CSS-style string or another `Color` instance.
  11642. * @param {number} [g] - The green component.
  11643. * @param {number} [b] - The blue component.
  11644. */
  11645. constructor( r, g, b ) {
  11646. /**
  11647. * This flag can be used for type testing.
  11648. *
  11649. * @type {boolean}
  11650. * @readonly
  11651. * @default true
  11652. */
  11653. this.isColor = true;
  11654. /**
  11655. * The red component.
  11656. *
  11657. * @type {number}
  11658. * @default 1
  11659. */
  11660. this.r = 1;
  11661. /**
  11662. * The green component.
  11663. *
  11664. * @type {number}
  11665. * @default 1
  11666. */
  11667. this.g = 1;
  11668. /**
  11669. * The blue component.
  11670. *
  11671. * @type {number}
  11672. * @default 1
  11673. */
  11674. this.b = 1;
  11675. return this.set( r, g, b );
  11676. }
  11677. /**
  11678. * Sets the colors's components from the given values.
  11679. *
  11680. * @param {(number|string|Color)} [r] - The red component of the color. If `g` and `b` are
  11681. * not provided, it can be hexadecimal triplet, a CSS-style string or another `Color` instance.
  11682. * @param {number} [g] - The green component.
  11683. * @param {number} [b] - The blue component.
  11684. * @return {Color} A reference to this color.
  11685. */
  11686. set( r, g, b ) {
  11687. if ( g === undefined && b === undefined ) {
  11688. // r is THREE.Color, hex or string
  11689. const value = r;
  11690. if ( value && value.isColor ) {
  11691. this.copy( value );
  11692. } else if ( typeof value === 'number' ) {
  11693. this.setHex( value );
  11694. } else if ( typeof value === 'string' ) {
  11695. this.setStyle( value );
  11696. }
  11697. } else {
  11698. this.setRGB( r, g, b );
  11699. }
  11700. return this;
  11701. }
  11702. /**
  11703. * Sets the colors's components to the given scalar value.
  11704. *
  11705. * @param {number} scalar - The scalar value.
  11706. * @return {Color} A reference to this color.
  11707. */
  11708. setScalar( scalar ) {
  11709. this.r = scalar;
  11710. this.g = scalar;
  11711. this.b = scalar;
  11712. return this;
  11713. }
  11714. /**
  11715. * Sets this color from a hexadecimal value.
  11716. *
  11717. * @param {number} hex - The hexadecimal value.
  11718. * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  11719. * @return {Color} A reference to this color.
  11720. */
  11721. setHex( hex, colorSpace = SRGBColorSpace ) {
  11722. hex = Math.floor( hex );
  11723. this.r = ( hex >> 16 & 255 ) / 255;
  11724. this.g = ( hex >> 8 & 255 ) / 255;
  11725. this.b = ( hex & 255 ) / 255;
  11726. ColorManagement.colorSpaceToWorking( this, colorSpace );
  11727. return this;
  11728. }
  11729. /**
  11730. * Sets this color from RGB values.
  11731. *
  11732. * @param {number} r - Red channel value between `0.0` and `1.0`.
  11733. * @param {number} g - Green channel value between `0.0` and `1.0`.
  11734. * @param {number} b - Blue channel value between `0.0` and `1.0`.
  11735. * @param {string} [colorSpace=ColorManagement.workingColorSpace] - The color space.
  11736. * @return {Color} A reference to this color.
  11737. */
  11738. setRGB( r, g, b, colorSpace = ColorManagement.workingColorSpace ) {
  11739. this.r = r;
  11740. this.g = g;
  11741. this.b = b;
  11742. ColorManagement.colorSpaceToWorking( this, colorSpace );
  11743. return this;
  11744. }
  11745. /**
  11746. * Sets this color from RGB values.
  11747. *
  11748. * @param {number} h - Hue value between `0.0` and `1.0`.
  11749. * @param {number} s - Saturation value between `0.0` and `1.0`.
  11750. * @param {number} l - Lightness value between `0.0` and `1.0`.
  11751. * @param {string} [colorSpace=ColorManagement.workingColorSpace] - The color space.
  11752. * @return {Color} A reference to this color.
  11753. */
  11754. setHSL( h, s, l, colorSpace = ColorManagement.workingColorSpace ) {
  11755. // h,s,l ranges are in 0.0 - 1.0
  11756. h = euclideanModulo( h, 1 );
  11757. s = clamp( s, 0, 1 );
  11758. l = clamp( l, 0, 1 );
  11759. if ( s === 0 ) {
  11760. this.r = this.g = this.b = l;
  11761. } else {
  11762. const p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );
  11763. const q = ( 2 * l ) - p;
  11764. this.r = hue2rgb( q, p, h + 1 / 3 );
  11765. this.g = hue2rgb( q, p, h );
  11766. this.b = hue2rgb( q, p, h - 1 / 3 );
  11767. }
  11768. ColorManagement.colorSpaceToWorking( this, colorSpace );
  11769. return this;
  11770. }
  11771. /**
  11772. * Sets this color from a CSS-style string. For example, `rgb(250, 0,0)`,
  11773. * `rgb(100%, 0%, 0%)`, `hsl(0, 100%, 50%)`, `#ff0000`, `#f00`, or `red` ( or
  11774. * any [X11 color name](https://en.wikipedia.org/wiki/X11_color_names#Color_name_chart) -
  11775. * all 140 color names are supported).
  11776. *
  11777. * @param {string} style - Color as a CSS-style string.
  11778. * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  11779. * @return {Color} A reference to this color.
  11780. */
  11781. setStyle( style, colorSpace = SRGBColorSpace ) {
  11782. function handleAlpha( string ) {
  11783. if ( string === undefined ) return;
  11784. if ( parseFloat( string ) < 1 ) {
  11785. warn( 'Color: Alpha component of ' + style + ' will be ignored.' );
  11786. }
  11787. }
  11788. let m;
  11789. if ( m = /^(\w+)\(([^\)]*)\)/.exec( style ) ) {
  11790. // rgb / hsl
  11791. let color;
  11792. const name = m[ 1 ];
  11793. const components = m[ 2 ];
  11794. switch ( name ) {
  11795. case 'rgb':
  11796. case 'rgba':
  11797. if ( color = /^\s*(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) {
  11798. // rgb(255,0,0) rgba(255,0,0,0.5)
  11799. handleAlpha( color[ 4 ] );
  11800. return this.setRGB(
  11801. Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255,
  11802. Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255,
  11803. Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255,
  11804. colorSpace
  11805. );
  11806. }
  11807. if ( color = /^\s*(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) {
  11808. // rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)
  11809. handleAlpha( color[ 4 ] );
  11810. return this.setRGB(
  11811. Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100,
  11812. Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100,
  11813. Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100,
  11814. colorSpace
  11815. );
  11816. }
  11817. break;
  11818. case 'hsl':
  11819. case 'hsla':
  11820. if ( color = /^\s*(\d*\.?\d+)\s*,\s*(\d*\.?\d+)\%\s*,\s*(\d*\.?\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) {
  11821. // hsl(120,50%,50%) hsla(120,50%,50%,0.5)
  11822. handleAlpha( color[ 4 ] );
  11823. return this.setHSL(
  11824. parseFloat( color[ 1 ] ) / 360,
  11825. parseFloat( color[ 2 ] ) / 100,
  11826. parseFloat( color[ 3 ] ) / 100,
  11827. colorSpace
  11828. );
  11829. }
  11830. break;
  11831. default:
  11832. warn( 'Color: Unknown color model ' + style );
  11833. }
  11834. } else if ( m = /^\#([A-Fa-f\d]+)$/.exec( style ) ) {
  11835. // hex color
  11836. const hex = m[ 1 ];
  11837. const size = hex.length;
  11838. if ( size === 3 ) {
  11839. // #ff0
  11840. return this.setRGB(
  11841. parseInt( hex.charAt( 0 ), 16 ) / 15,
  11842. parseInt( hex.charAt( 1 ), 16 ) / 15,
  11843. parseInt( hex.charAt( 2 ), 16 ) / 15,
  11844. colorSpace
  11845. );
  11846. } else if ( size === 6 ) {
  11847. // #ff0000
  11848. return this.setHex( parseInt( hex, 16 ), colorSpace );
  11849. } else {
  11850. warn( 'Color: Invalid hex color ' + style );
  11851. }
  11852. } else if ( style && style.length > 0 ) {
  11853. return this.setColorName( style, colorSpace );
  11854. }
  11855. return this;
  11856. }
  11857. /**
  11858. * Sets this color from a color name. Faster than {@link Color#setStyle} if
  11859. * you don't need the other CSS-style formats.
  11860. *
  11861. * For convenience, the list of names is exposed in `Color.NAMES` as a hash.
  11862. * ```js
  11863. * Color.NAMES.aliceblue // returns 0xF0F8FF
  11864. * ```
  11865. *
  11866. * @param {string} style - The color name.
  11867. * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  11868. * @return {Color} A reference to this color.
  11869. */
  11870. setColorName( style, colorSpace = SRGBColorSpace ) {
  11871. // color keywords
  11872. const hex = _colorKeywords[ style.toLowerCase() ];
  11873. if ( hex !== undefined ) {
  11874. // red
  11875. this.setHex( hex, colorSpace );
  11876. } else {
  11877. // unknown color
  11878. warn( 'Color: Unknown color ' + style );
  11879. }
  11880. return this;
  11881. }
  11882. /**
  11883. * Returns a new color with copied values from this instance.
  11884. *
  11885. * @return {Color} A clone of this instance.
  11886. */
  11887. clone() {
  11888. return new this.constructor( this.r, this.g, this.b );
  11889. }
  11890. /**
  11891. * Copies the values of the given color to this instance.
  11892. *
  11893. * @param {Color} color - The color to copy.
  11894. * @return {Color} A reference to this color.
  11895. */
  11896. copy( color ) {
  11897. this.r = color.r;
  11898. this.g = color.g;
  11899. this.b = color.b;
  11900. return this;
  11901. }
  11902. /**
  11903. * Copies the given color into this color, and then converts this color from
  11904. * `SRGBColorSpace` to `LinearSRGBColorSpace`.
  11905. *
  11906. * @param {Color} color - The color to copy/convert.
  11907. * @return {Color} A reference to this color.
  11908. */
  11909. copySRGBToLinear( color ) {
  11910. this.r = SRGBToLinear( color.r );
  11911. this.g = SRGBToLinear( color.g );
  11912. this.b = SRGBToLinear( color.b );
  11913. return this;
  11914. }
  11915. /**
  11916. * Copies the given color into this color, and then converts this color from
  11917. * `LinearSRGBColorSpace` to `SRGBColorSpace`.
  11918. *
  11919. * @param {Color} color - The color to copy/convert.
  11920. * @return {Color} A reference to this color.
  11921. */
  11922. copyLinearToSRGB( color ) {
  11923. this.r = LinearToSRGB( color.r );
  11924. this.g = LinearToSRGB( color.g );
  11925. this.b = LinearToSRGB( color.b );
  11926. return this;
  11927. }
  11928. /**
  11929. * Converts this color from `SRGBColorSpace` to `LinearSRGBColorSpace`.
  11930. *
  11931. * @return {Color} A reference to this color.
  11932. */
  11933. convertSRGBToLinear() {
  11934. this.copySRGBToLinear( this );
  11935. return this;
  11936. }
  11937. /**
  11938. * Converts this color from `LinearSRGBColorSpace` to `SRGBColorSpace`.
  11939. *
  11940. * @return {Color} A reference to this color.
  11941. */
  11942. convertLinearToSRGB() {
  11943. this.copyLinearToSRGB( this );
  11944. return this;
  11945. }
  11946. /**
  11947. * Returns the hexadecimal value of this color.
  11948. *
  11949. * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  11950. * @return {number} The hexadecimal value.
  11951. */
  11952. getHex( colorSpace = SRGBColorSpace ) {
  11953. ColorManagement.workingToColorSpace( _color.copy( this ), colorSpace );
  11954. 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 ) );
  11955. }
  11956. /**
  11957. * Returns the hexadecimal value of this color as a string (for example, 'FFFFFF').
  11958. *
  11959. * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  11960. * @return {string} The hexadecimal value as a string.
  11961. */
  11962. getHexString( colorSpace = SRGBColorSpace ) {
  11963. return ( '000000' + this.getHex( colorSpace ).toString( 16 ) ).slice( -6 );
  11964. }
  11965. /**
  11966. * Converts the colors RGB values into the HSL format and stores them into the
  11967. * given target object.
  11968. *
  11969. * @param {{h:number,s:number,l:number}} target - The target object that is used to store the method's result.
  11970. * @param {string} [colorSpace=ColorManagement.workingColorSpace] - The color space.
  11971. * @return {{h:number,s:number,l:number}} The HSL representation of this color.
  11972. */
  11973. getHSL( target, colorSpace = ColorManagement.workingColorSpace ) {
  11974. // h,s,l ranges are in 0.0 - 1.0
  11975. ColorManagement.workingToColorSpace( _color.copy( this ), colorSpace );
  11976. const r = _color.r, g = _color.g, b = _color.b;
  11977. const max = Math.max( r, g, b );
  11978. const min = Math.min( r, g, b );
  11979. let hue, saturation;
  11980. const lightness = ( min + max ) / 2.0;
  11981. if ( min === max ) {
  11982. hue = 0;
  11983. saturation = 0;
  11984. } else {
  11985. const delta = max - min;
  11986. saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );
  11987. switch ( max ) {
  11988. case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;
  11989. case g: hue = ( b - r ) / delta + 2; break;
  11990. case b: hue = ( r - g ) / delta + 4; break;
  11991. }
  11992. hue /= 6;
  11993. }
  11994. target.h = hue;
  11995. target.s = saturation;
  11996. target.l = lightness;
  11997. return target;
  11998. }
  11999. /**
  12000. * Returns the RGB values of this color and stores them into the given target object.
  12001. *
  12002. * @param {Color} target - The target color that is used to store the method's result.
  12003. * @param {string} [colorSpace=ColorManagement.workingColorSpace] - The color space.
  12004. * @return {Color} The RGB representation of this color.
  12005. */
  12006. getRGB( target, colorSpace = ColorManagement.workingColorSpace ) {
  12007. ColorManagement.workingToColorSpace( _color.copy( this ), colorSpace );
  12008. target.r = _color.r;
  12009. target.g = _color.g;
  12010. target.b = _color.b;
  12011. return target;
  12012. }
  12013. /**
  12014. * Returns the value of this color as a CSS style string. Example: `rgb(255,0,0)`.
  12015. *
  12016. * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  12017. * @return {string} The CSS representation of this color.
  12018. */
  12019. getStyle( colorSpace = SRGBColorSpace ) {
  12020. ColorManagement.workingToColorSpace( _color.copy( this ), colorSpace );
  12021. const r = _color.r, g = _color.g, b = _color.b;
  12022. if ( colorSpace !== SRGBColorSpace ) {
  12023. // Requires CSS Color Module Level 4 (https://www.w3.org/TR/css-color-4/).
  12024. return `color(${ colorSpace } ${ r.toFixed( 3 ) } ${ g.toFixed( 3 ) } ${ b.toFixed( 3 ) })`;
  12025. }
  12026. return `rgb(${ Math.round( r * 255 ) },${ Math.round( g * 255 ) },${ Math.round( b * 255 ) })`;
  12027. }
  12028. /**
  12029. * Adds the given HSL values to this color's values.
  12030. * Internally, this converts the color's RGB values to HSL, adds HSL
  12031. * and then converts the color back to RGB.
  12032. *
  12033. * @param {number} h - Hue value between `0.0` and `1.0`.
  12034. * @param {number} s - Saturation value between `0.0` and `1.0`.
  12035. * @param {number} l - Lightness value between `0.0` and `1.0`.
  12036. * @return {Color} A reference to this color.
  12037. */
  12038. offsetHSL( h, s, l ) {
  12039. this.getHSL( _hslA );
  12040. return this.setHSL( _hslA.h + h, _hslA.s + s, _hslA.l + l );
  12041. }
  12042. /**
  12043. * Adds the RGB values of the given color to the RGB values of this color.
  12044. *
  12045. * @param {Color} color - The color to add.
  12046. * @return {Color} A reference to this color.
  12047. */
  12048. add( color ) {
  12049. this.r += color.r;
  12050. this.g += color.g;
  12051. this.b += color.b;
  12052. return this;
  12053. }
  12054. /**
  12055. * Adds the RGB values of the given colors and stores the result in this instance.
  12056. *
  12057. * @param {Color} color1 - The first color.
  12058. * @param {Color} color2 - The second color.
  12059. * @return {Color} A reference to this color.
  12060. */
  12061. addColors( color1, color2 ) {
  12062. this.r = color1.r + color2.r;
  12063. this.g = color1.g + color2.g;
  12064. this.b = color1.b + color2.b;
  12065. return this;
  12066. }
  12067. /**
  12068. * Adds the given scalar value to the RGB values of this color.
  12069. *
  12070. * @param {number} s - The scalar to add.
  12071. * @return {Color} A reference to this color.
  12072. */
  12073. addScalar( s ) {
  12074. this.r += s;
  12075. this.g += s;
  12076. this.b += s;
  12077. return this;
  12078. }
  12079. /**
  12080. * Subtracts the RGB values of the given color from the RGB values of this color.
  12081. *
  12082. * @param {Color} color - The color to subtract.
  12083. * @return {Color} A reference to this color.
  12084. */
  12085. sub( color ) {
  12086. this.r = Math.max( 0, this.r - color.r );
  12087. this.g = Math.max( 0, this.g - color.g );
  12088. this.b = Math.max( 0, this.b - color.b );
  12089. return this;
  12090. }
  12091. /**
  12092. * Multiplies the RGB values of the given color with the RGB values of this color.
  12093. *
  12094. * @param {Color} color - The color to multiply.
  12095. * @return {Color} A reference to this color.
  12096. */
  12097. multiply( color ) {
  12098. this.r *= color.r;
  12099. this.g *= color.g;
  12100. this.b *= color.b;
  12101. return this;
  12102. }
  12103. /**
  12104. * Multiplies the given scalar value with the RGB values of this color.
  12105. *
  12106. * @param {number} s - The scalar to multiply.
  12107. * @return {Color} A reference to this color.
  12108. */
  12109. multiplyScalar( s ) {
  12110. this.r *= s;
  12111. this.g *= s;
  12112. this.b *= s;
  12113. return this;
  12114. }
  12115. /**
  12116. * Linearly interpolates this color's RGB values toward the RGB values of the
  12117. * given color. The alpha argument can be thought of as the ratio between
  12118. * the two colors, where `0.0` is this color and `1.0` is the first argument.
  12119. *
  12120. * @param {Color} color - The color to converge on.
  12121. * @param {number} alpha - The interpolation factor in the closed interval `[0,1]`.
  12122. * @return {Color} A reference to this color.
  12123. */
  12124. lerp( color, alpha ) {
  12125. this.r += ( color.r - this.r ) * alpha;
  12126. this.g += ( color.g - this.g ) * alpha;
  12127. this.b += ( color.b - this.b ) * alpha;
  12128. return this;
  12129. }
  12130. /**
  12131. * Linearly interpolates between the given colors and stores the result in this instance.
  12132. * The alpha argument can be thought of as the ratio between the two colors, where `0.0`
  12133. * is the first and `1.0` is the second color.
  12134. *
  12135. * @param {Color} color1 - The first color.
  12136. * @param {Color} color2 - The second color.
  12137. * @param {number} alpha - The interpolation factor in the closed interval `[0,1]`.
  12138. * @return {Color} A reference to this color.
  12139. */
  12140. lerpColors( color1, color2, alpha ) {
  12141. this.r = color1.r + ( color2.r - color1.r ) * alpha;
  12142. this.g = color1.g + ( color2.g - color1.g ) * alpha;
  12143. this.b = color1.b + ( color2.b - color1.b ) * alpha;
  12144. return this;
  12145. }
  12146. /**
  12147. * Linearly interpolates this color's HSL values toward the HSL values of the
  12148. * given color. It differs from {@link Color#lerp} by not interpolating straight
  12149. * from one color to the other, but instead going through all the hues in between
  12150. * those two colors. The alpha argument can be thought of as the ratio between
  12151. * the two colors, where 0.0 is this color and 1.0 is the first argument.
  12152. *
  12153. * @param {Color} color - The color to converge on.
  12154. * @param {number} alpha - The interpolation factor in the closed interval `[0,1]`.
  12155. * @return {Color} A reference to this color.
  12156. */
  12157. lerpHSL( color, alpha ) {
  12158. this.getHSL( _hslA );
  12159. color.getHSL( _hslB );
  12160. const h = lerp( _hslA.h, _hslB.h, alpha );
  12161. const s = lerp( _hslA.s, _hslB.s, alpha );
  12162. const l = lerp( _hslA.l, _hslB.l, alpha );
  12163. this.setHSL( h, s, l );
  12164. return this;
  12165. }
  12166. /**
  12167. * Sets the color's RGB components from the given 3D vector.
  12168. *
  12169. * @param {Vector3} v - The vector to set.
  12170. * @return {Color} A reference to this color.
  12171. */
  12172. setFromVector3( v ) {
  12173. this.r = v.x;
  12174. this.g = v.y;
  12175. this.b = v.z;
  12176. return this;
  12177. }
  12178. /**
  12179. * Transforms this color with the given 3x3 matrix.
  12180. *
  12181. * @param {Matrix3} m - The matrix.
  12182. * @return {Color} A reference to this color.
  12183. */
  12184. applyMatrix3( m ) {
  12185. const r = this.r, g = this.g, b = this.b;
  12186. const e = m.elements;
  12187. this.r = e[ 0 ] * r + e[ 3 ] * g + e[ 6 ] * b;
  12188. this.g = e[ 1 ] * r + e[ 4 ] * g + e[ 7 ] * b;
  12189. this.b = e[ 2 ] * r + e[ 5 ] * g + e[ 8 ] * b;
  12190. return this;
  12191. }
  12192. /**
  12193. * Returns `true` if this color is equal with the given one.
  12194. *
  12195. * @param {Color} c - The color to test for equality.
  12196. * @return {boolean} Whether this bounding color is equal with the given one.
  12197. */
  12198. equals( c ) {
  12199. return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );
  12200. }
  12201. /**
  12202. * Sets this color's RGB components from the given array.
  12203. *
  12204. * @param {Array<number>} array - An array holding the RGB values.
  12205. * @param {number} [offset=0] - The offset into the array.
  12206. * @return {Color} A reference to this color.
  12207. */
  12208. fromArray( array, offset = 0 ) {
  12209. this.r = array[ offset ];
  12210. this.g = array[ offset + 1 ];
  12211. this.b = array[ offset + 2 ];
  12212. return this;
  12213. }
  12214. /**
  12215. * Writes the RGB components of this color to the given array. If no array is provided,
  12216. * the method returns a new instance.
  12217. *
  12218. * @param {Array<number>} [array=[]] - The target array holding the color components.
  12219. * @param {number} [offset=0] - Index of the first element in the array.
  12220. * @return {Array<number>} The color components.
  12221. */
  12222. toArray( array = [], offset = 0 ) {
  12223. array[ offset ] = this.r;
  12224. array[ offset + 1 ] = this.g;
  12225. array[ offset + 2 ] = this.b;
  12226. return array;
  12227. }
  12228. /**
  12229. * Sets the components of this color from the given buffer attribute.
  12230. *
  12231. * @param {BufferAttribute} attribute - The buffer attribute holding color data.
  12232. * @param {number} index - The index into the attribute.
  12233. * @return {Color} A reference to this color.
  12234. */
  12235. fromBufferAttribute( attribute, index ) {
  12236. this.r = attribute.getX( index );
  12237. this.g = attribute.getY( index );
  12238. this.b = attribute.getZ( index );
  12239. return this;
  12240. }
  12241. /**
  12242. * This methods defines the serialization result of this class. Returns the color
  12243. * as a hexadecimal value.
  12244. *
  12245. * @return {number} The hexadecimal value.
  12246. */
  12247. toJSON() {
  12248. return this.getHex();
  12249. }
  12250. *[ Symbol.iterator ]() {
  12251. yield this.r;
  12252. yield this.g;
  12253. yield this.b;
  12254. }
  12255. }
  12256. const _color = /*@__PURE__*/ new Color();
  12257. /**
  12258. * A dictionary with X11 color names.
  12259. *
  12260. * Note that multiple words such as Dark Orange become the string 'darkorange'.
  12261. *
  12262. * @static
  12263. * @type {Object}
  12264. */
  12265. Color.NAMES = _colorKeywords;
  12266. let _materialId = 0;
  12267. /**
  12268. * Abstract base class for materials.
  12269. *
  12270. * Materials define the appearance of renderable 3D objects.
  12271. *
  12272. * @abstract
  12273. * @augments EventDispatcher
  12274. */
  12275. class Material extends EventDispatcher {
  12276. /**
  12277. * Constructs a new material.
  12278. */
  12279. constructor() {
  12280. super();
  12281. /**
  12282. * This flag can be used for type testing.
  12283. *
  12284. * @type {boolean}
  12285. * @readonly
  12286. * @default true
  12287. */
  12288. this.isMaterial = true;
  12289. /**
  12290. * The ID of the material.
  12291. *
  12292. * @name Material#id
  12293. * @type {number}
  12294. * @readonly
  12295. */
  12296. Object.defineProperty( this, 'id', { value: _materialId ++ } );
  12297. /**
  12298. * The UUID of the material.
  12299. *
  12300. * @type {string}
  12301. * @readonly
  12302. */
  12303. this.uuid = generateUUID();
  12304. /**
  12305. * The name of the material.
  12306. *
  12307. * @type {string}
  12308. */
  12309. this.name = '';
  12310. /**
  12311. * The type property is used for detecting the object type
  12312. * in context of serialization/deserialization.
  12313. *
  12314. * @type {string}
  12315. * @readonly
  12316. */
  12317. this.type = 'Material';
  12318. /**
  12319. * Defines the blending type of the material.
  12320. *
  12321. * It must be set to `CustomBlending` if custom blending properties like
  12322. * {@link Material#blendSrc}, {@link Material#blendDst} or {@link Material#blendEquation}
  12323. * should have any effect.
  12324. *
  12325. * @type {(NoBlending|NormalBlending|AdditiveBlending|SubtractiveBlending|MultiplyBlending|CustomBlending)}
  12326. * @default NormalBlending
  12327. */
  12328. this.blending = NormalBlending;
  12329. /**
  12330. * Defines which side of faces will be rendered - front, back or both.
  12331. *
  12332. * @type {(FrontSide|BackSide|DoubleSide)}
  12333. * @default FrontSide
  12334. */
  12335. this.side = FrontSide;
  12336. /**
  12337. * If set to `true`, vertex colors should be used.
  12338. *
  12339. * The engine supports RGB and RGBA vertex colors depending on whether a three (RGB) or
  12340. * four (RGBA) component color buffer attribute is used.
  12341. *
  12342. * @type {boolean}
  12343. * @default false
  12344. */
  12345. this.vertexColors = false;
  12346. /**
  12347. * Defines how transparent the material is.
  12348. * A value of `0.0` indicates fully transparent, `1.0` is fully opaque.
  12349. *
  12350. * If the {@link Material#transparent} is not set to `true`,
  12351. * the material will remain fully opaque and this value will only affect its color.
  12352. *
  12353. * @type {number}
  12354. * @default 1
  12355. */
  12356. this.opacity = 1;
  12357. /**
  12358. * Defines whether this material is transparent. This has an effect on
  12359. * rendering as transparent objects need special treatment and are rendered
  12360. * after non-transparent objects.
  12361. *
  12362. * When set to true, the extent to which the material is transparent is
  12363. * controlled by {@link Material#opacity}.
  12364. *
  12365. * @type {boolean}
  12366. * @default false
  12367. */
  12368. this.transparent = false;
  12369. /**
  12370. * Enables alpha hashed transparency, an alternative to {@link Material#transparent} or
  12371. * {@link Material#alphaTest}. The material will not be rendered if opacity is lower than
  12372. * a random threshold. Randomization introduces some grain or noise, but approximates alpha
  12373. * blending without the associated problems of sorting. Using TAA can reduce the resulting noise.
  12374. *
  12375. * @type {boolean}
  12376. * @default false
  12377. */
  12378. this.alphaHash = false;
  12379. /**
  12380. * Defines the blending source factor.
  12381. *
  12382. * @type {(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)}
  12383. * @default SrcAlphaFactor
  12384. */
  12385. this.blendSrc = SrcAlphaFactor;
  12386. /**
  12387. * Defines the blending destination factor.
  12388. *
  12389. * @type {(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)}
  12390. * @default OneMinusSrcAlphaFactor
  12391. */
  12392. this.blendDst = OneMinusSrcAlphaFactor;
  12393. /**
  12394. * Defines the blending equation.
  12395. *
  12396. * @type {(AddEquation|SubtractEquation|ReverseSubtractEquation|MinEquation|MaxEquation)}
  12397. * @default AddEquation
  12398. */
  12399. this.blendEquation = AddEquation;
  12400. /**
  12401. * Defines the blending source alpha factor.
  12402. *
  12403. * @type {?(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)}
  12404. * @default null
  12405. */
  12406. this.blendSrcAlpha = null;
  12407. /**
  12408. * Defines the blending destination alpha factor.
  12409. *
  12410. * @type {?(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)}
  12411. * @default null
  12412. */
  12413. this.blendDstAlpha = null;
  12414. /**
  12415. * Defines the blending equation of the alpha channel.
  12416. *
  12417. * @type {?(AddEquation|SubtractEquation|ReverseSubtractEquation|MinEquation|MaxEquation)}
  12418. * @default null
  12419. */
  12420. this.blendEquationAlpha = null;
  12421. /**
  12422. * Represents the RGB values of the constant blend color.
  12423. *
  12424. * This property has only an effect when using custom blending with `ConstantColor` or `OneMinusConstantColor`.
  12425. *
  12426. * @type {Color}
  12427. * @default (0,0,0)
  12428. */
  12429. this.blendColor = new Color( 0, 0, 0 );
  12430. /**
  12431. * Represents the alpha value of the constant blend color.
  12432. *
  12433. * This property has only an effect when using custom blending with `ConstantAlpha` or `OneMinusConstantAlpha`.
  12434. *
  12435. * @type {number}
  12436. * @default 0
  12437. */
  12438. this.blendAlpha = 0;
  12439. /**
  12440. * Defines the depth function.
  12441. *
  12442. * @type {(NeverDepth|AlwaysDepth|LessDepth|LessEqualDepth|EqualDepth|GreaterEqualDepth|GreaterDepth|NotEqualDepth)}
  12443. * @default LessEqualDepth
  12444. */
  12445. this.depthFunc = LessEqualDepth;
  12446. /**
  12447. * Whether to have depth test enabled when rendering this material.
  12448. * When the depth test is disabled, the depth write will also be implicitly disabled.
  12449. *
  12450. * @type {boolean}
  12451. * @default true
  12452. */
  12453. this.depthTest = true;
  12454. /**
  12455. * Whether rendering this material has any effect on the depth buffer.
  12456. *
  12457. * When drawing 2D overlays it can be useful to disable the depth writing in
  12458. * order to layer several things together without creating z-index artifacts.
  12459. *
  12460. * @type {boolean}
  12461. * @default true
  12462. */
  12463. this.depthWrite = true;
  12464. /**
  12465. * The bit mask to use when writing to the stencil buffer.
  12466. *
  12467. * @type {number}
  12468. * @default 0xff
  12469. */
  12470. this.stencilWriteMask = 0xff;
  12471. /**
  12472. * The stencil comparison function to use.
  12473. *
  12474. * @type {NeverStencilFunc|LessStencilFunc|EqualStencilFunc|LessEqualStencilFunc|GreaterStencilFunc|NotEqualStencilFunc|GreaterEqualStencilFunc|AlwaysStencilFunc}
  12475. * @default AlwaysStencilFunc
  12476. */
  12477. this.stencilFunc = AlwaysStencilFunc;
  12478. /**
  12479. * The value to use when performing stencil comparisons or stencil operations.
  12480. *
  12481. * @type {number}
  12482. * @default 0
  12483. */
  12484. this.stencilRef = 0;
  12485. /**
  12486. * The bit mask to use when comparing against the stencil buffer.
  12487. *
  12488. * @type {number}
  12489. * @default 0xff
  12490. */
  12491. this.stencilFuncMask = 0xff;
  12492. /**
  12493. * Which stencil operation to perform when the comparison function returns `false`.
  12494. *
  12495. * @type {ZeroStencilOp|KeepStencilOp|ReplaceStencilOp|IncrementStencilOp|DecrementStencilOp|IncrementWrapStencilOp|DecrementWrapStencilOp|InvertStencilOp}
  12496. * @default KeepStencilOp
  12497. */
  12498. this.stencilFail = KeepStencilOp;
  12499. /**
  12500. * Which stencil operation to perform when the comparison function returns
  12501. * `true` but the depth test fails.
  12502. *
  12503. * @type {ZeroStencilOp|KeepStencilOp|ReplaceStencilOp|IncrementStencilOp|DecrementStencilOp|IncrementWrapStencilOp|DecrementWrapStencilOp|InvertStencilOp}
  12504. * @default KeepStencilOp
  12505. */
  12506. this.stencilZFail = KeepStencilOp;
  12507. /**
  12508. * Which stencil operation to perform when the comparison function returns
  12509. * `true` and the depth test passes.
  12510. *
  12511. * @type {ZeroStencilOp|KeepStencilOp|ReplaceStencilOp|IncrementStencilOp|DecrementStencilOp|IncrementWrapStencilOp|DecrementWrapStencilOp|InvertStencilOp}
  12512. * @default KeepStencilOp
  12513. */
  12514. this.stencilZPass = KeepStencilOp;
  12515. /**
  12516. * Whether stencil operations are performed against the stencil buffer. In
  12517. * order to perform writes or comparisons against the stencil buffer this
  12518. * value must be `true`.
  12519. *
  12520. * @type {boolean}
  12521. * @default false
  12522. */
  12523. this.stencilWrite = false;
  12524. /**
  12525. * User-defined clipping planes specified as THREE.Plane objects in world
  12526. * space. These planes apply to the objects this material is attached to.
  12527. * Points in space whose signed distance to the plane is negative are clipped
  12528. * (not rendered). This requires {@link WebGLRenderer#localClippingEnabled} to
  12529. * be `true`.
  12530. *
  12531. * @type {?Array<Plane>}
  12532. * @default null
  12533. */
  12534. this.clippingPlanes = null;
  12535. /**
  12536. * Changes the behavior of clipping planes so that only their intersection is
  12537. * clipped, rather than their union.
  12538. *
  12539. * @type {boolean}
  12540. * @default false
  12541. */
  12542. this.clipIntersection = false;
  12543. /**
  12544. * Defines whether to clip shadows according to the clipping planes specified
  12545. * on this material.
  12546. *
  12547. * @type {boolean}
  12548. * @default false
  12549. */
  12550. this.clipShadows = false;
  12551. /**
  12552. * Defines which side of faces cast shadows. If `null`, the side casting shadows
  12553. * is determined as follows:
  12554. *
  12555. * - When {@link Material#side} is set to `FrontSide`, the back side cast shadows.
  12556. * - When {@link Material#side} is set to `BackSide`, the front side cast shadows.
  12557. * - When {@link Material#side} is set to `DoubleSide`, both sides cast shadows.
  12558. *
  12559. * @type {?(FrontSide|BackSide|DoubleSide)}
  12560. * @default null
  12561. */
  12562. this.shadowSide = null;
  12563. /**
  12564. * Whether to render the material's color.
  12565. *
  12566. * This can be used in conjunction with {@link Object3D#renderOder} to create invisible
  12567. * objects that occlude other objects.
  12568. *
  12569. * @type {boolean}
  12570. * @default true
  12571. */
  12572. this.colorWrite = true;
  12573. /**
  12574. * Override the renderer's default precision for this material.
  12575. *
  12576. * @type {?('highp'|'mediump'|'lowp')}
  12577. * @default null
  12578. */
  12579. this.precision = null;
  12580. /**
  12581. * Whether to use polygon offset or not. When enabled, each fragment's depth value will
  12582. * be offset after it is interpolated from the depth values of the appropriate vertices.
  12583. * The offset is added before the depth test is performed and before the value is written
  12584. * into the depth buffer.
  12585. *
  12586. * Can be useful for rendering hidden-line images, for applying decals to surfaces, and for
  12587. * rendering solids with highlighted edges.
  12588. *
  12589. * @type {boolean}
  12590. * @default false
  12591. */
  12592. this.polygonOffset = false;
  12593. /**
  12594. * Specifies a scale factor that is used to create a variable depth offset for each polygon.
  12595. *
  12596. * @type {number}
  12597. * @default 0
  12598. */
  12599. this.polygonOffsetFactor = 0;
  12600. /**
  12601. * Is multiplied by an implementation-specific value to create a constant depth offset.
  12602. *
  12603. * @type {number}
  12604. * @default 0
  12605. */
  12606. this.polygonOffsetUnits = 0;
  12607. /**
  12608. * Whether to apply dithering to the color to remove the appearance of banding.
  12609. *
  12610. * @type {boolean}
  12611. * @default false
  12612. */
  12613. this.dithering = false;
  12614. /**
  12615. * Whether alpha to coverage should be enabled or not. Can only be used with MSAA-enabled contexts
  12616. * (meaning when the renderer was created with *antialias* parameter set to `true`). Enabling this
  12617. * will smooth aliasing on clip plane edges and alphaTest-clipped edges.
  12618. *
  12619. * @type {boolean}
  12620. * @default false
  12621. */
  12622. this.alphaToCoverage = false;
  12623. /**
  12624. * Whether to premultiply the alpha (transparency) value.
  12625. *
  12626. * @type {boolean}
  12627. * @default false
  12628. */
  12629. this.premultipliedAlpha = false;
  12630. /**
  12631. * Whether double-sided, transparent objects should be rendered with a single pass or not.
  12632. *
  12633. * The engine renders double-sided, transparent objects with two draw calls (back faces first,
  12634. * then front faces) to mitigate transparency artifacts. There are scenarios however where this
  12635. * approach produces no quality gains but still doubles draw calls e.g. when rendering flat
  12636. * vegetation like grass sprites. In these cases, set the `forceSinglePass` flag to `true` to
  12637. * disable the two pass rendering to avoid performance issues.
  12638. *
  12639. * @type {boolean}
  12640. * @default false
  12641. */
  12642. this.forceSinglePass = false;
  12643. /**
  12644. * Whether it's possible to override the material with {@link Scene#overrideMaterial} or not.
  12645. *
  12646. * @type {boolean}
  12647. * @default true
  12648. */
  12649. this.allowOverride = true;
  12650. /**
  12651. * Defines whether 3D objects using this material are visible.
  12652. *
  12653. * @type {boolean}
  12654. * @default true
  12655. */
  12656. this.visible = true;
  12657. /**
  12658. * Defines whether this material is tone mapped according to the renderer's tone mapping setting.
  12659. *
  12660. * It is ignored when rendering to a render target or using post processing or when using
  12661. * `WebGPURenderer`. In all these cases, all materials are honored by tone mapping.
  12662. *
  12663. * @type {boolean}
  12664. * @default true
  12665. */
  12666. this.toneMapped = true;
  12667. /**
  12668. * An object that can be used to store custom data about the Material. It
  12669. * should not hold references to functions as these will not be cloned.
  12670. *
  12671. * @type {Object}
  12672. */
  12673. this.userData = {};
  12674. /**
  12675. * This starts at `0` and counts how many times {@link Material#needsUpdate} is set to `true`.
  12676. *
  12677. * @type {number}
  12678. * @readonly
  12679. * @default 0
  12680. */
  12681. this.version = 0;
  12682. this._alphaTest = 0;
  12683. }
  12684. /**
  12685. * Sets the alpha value to be used when running an alpha test. The material
  12686. * will not be rendered if the opacity is lower than this value.
  12687. *
  12688. * @type {number}
  12689. * @readonly
  12690. * @default 0
  12691. */
  12692. get alphaTest() {
  12693. return this._alphaTest;
  12694. }
  12695. set alphaTest( value ) {
  12696. if ( this._alphaTest > 0 !== value > 0 ) {
  12697. this.version ++;
  12698. }
  12699. this._alphaTest = value;
  12700. }
  12701. /**
  12702. * An optional callback that is executed immediately before the material is used to render a 3D object.
  12703. *
  12704. * This method can only be used when rendering with {@link WebGLRenderer}.
  12705. *
  12706. * @param {WebGLRenderer} renderer - The renderer.
  12707. * @param {Scene} scene - The scene.
  12708. * @param {Camera} camera - The camera that is used to render the scene.
  12709. * @param {BufferGeometry} geometry - The 3D object's geometry.
  12710. * @param {Object3D} object - The 3D object.
  12711. * @param {Object} group - The geometry group data.
  12712. */
  12713. onBeforeRender( /* renderer, scene, camera, geometry, object, group */ ) {}
  12714. /**
  12715. * An optional callback that is executed immediately before the shader
  12716. * program is compiled. This function is called with the shader source code
  12717. * as a parameter. Useful for the modification of built-in materials.
  12718. *
  12719. * This method can only be used when rendering with {@link WebGLRenderer}. The
  12720. * recommended approach when customizing materials is to use `WebGPURenderer` with the new
  12721. * Node Material system and [TSL](https://github.com/mrdoob/three.js/wiki/Three.js-Shading-Language).
  12722. *
  12723. * @param {{vertexShader:string,fragmentShader:string,uniforms:Object}} shaderobject - The object holds the uniforms and the vertex and fragment shader source.
  12724. * @param {WebGLRenderer} renderer - A reference to the renderer.
  12725. */
  12726. onBeforeCompile( /* shaderobject, renderer */ ) {}
  12727. /**
  12728. * In case {@link Material#onBeforeCompile} is used, this callback can be used to identify
  12729. * values of settings used in `onBeforeCompile()`, so three.js can reuse a cached
  12730. * shader or recompile the shader for this material as needed.
  12731. *
  12732. * This method can only be used when rendering with {@link WebGLRenderer}.
  12733. *
  12734. * @return {string} The custom program cache key.
  12735. */
  12736. customProgramCacheKey() {
  12737. return this.onBeforeCompile.toString();
  12738. }
  12739. /**
  12740. * This method can be used to set default values from parameter objects.
  12741. * It is a generic implementation so it can be used with different types
  12742. * of materials.
  12743. *
  12744. * @param {Object} [values] - The material values to set.
  12745. */
  12746. setValues( values ) {
  12747. if ( values === undefined ) return;
  12748. for ( const key in values ) {
  12749. const newValue = values[ key ];
  12750. if ( newValue === undefined ) {
  12751. warn( `Material: parameter '${ key }' has value of undefined.` );
  12752. continue;
  12753. }
  12754. const currentValue = this[ key ];
  12755. if ( currentValue === undefined ) {
  12756. warn( `Material: '${ key }' is not a property of THREE.${ this.type }.` );
  12757. continue;
  12758. }
  12759. if ( currentValue && currentValue.isColor ) {
  12760. currentValue.set( newValue );
  12761. } else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) {
  12762. currentValue.copy( newValue );
  12763. } else {
  12764. this[ key ] = newValue;
  12765. }
  12766. }
  12767. }
  12768. /**
  12769. * Serializes the material into JSON.
  12770. *
  12771. * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  12772. * @return {Object} A JSON object representing the serialized material.
  12773. * @see {@link ObjectLoader#parse}
  12774. */
  12775. toJSON( meta ) {
  12776. const isRootObject = ( meta === undefined || typeof meta === 'string' );
  12777. if ( isRootObject ) {
  12778. meta = {
  12779. textures: {},
  12780. images: {}
  12781. };
  12782. }
  12783. const data = {
  12784. metadata: {
  12785. version: 4.7,
  12786. type: 'Material',
  12787. generator: 'Material.toJSON'
  12788. }
  12789. };
  12790. // standard Material serialization
  12791. data.uuid = this.uuid;
  12792. data.type = this.type;
  12793. if ( this.name !== '' ) data.name = this.name;
  12794. if ( this.color && this.color.isColor ) data.color = this.color.getHex();
  12795. if ( this.roughness !== undefined ) data.roughness = this.roughness;
  12796. if ( this.metalness !== undefined ) data.metalness = this.metalness;
  12797. if ( this.sheen !== undefined ) data.sheen = this.sheen;
  12798. if ( this.sheenColor && this.sheenColor.isColor ) data.sheenColor = this.sheenColor.getHex();
  12799. if ( this.sheenRoughness !== undefined ) data.sheenRoughness = this.sheenRoughness;
  12800. if ( this.emissive && this.emissive.isColor ) data.emissive = this.emissive.getHex();
  12801. if ( this.emissiveIntensity !== undefined && this.emissiveIntensity !== 1 ) data.emissiveIntensity = this.emissiveIntensity;
  12802. if ( this.specular && this.specular.isColor ) data.specular = this.specular.getHex();
  12803. if ( this.specularIntensity !== undefined ) data.specularIntensity = this.specularIntensity;
  12804. if ( this.specularColor && this.specularColor.isColor ) data.specularColor = this.specularColor.getHex();
  12805. if ( this.shininess !== undefined ) data.shininess = this.shininess;
  12806. if ( this.clearcoat !== undefined ) data.clearcoat = this.clearcoat;
  12807. if ( this.clearcoatRoughness !== undefined ) data.clearcoatRoughness = this.clearcoatRoughness;
  12808. if ( this.clearcoatMap && this.clearcoatMap.isTexture ) {
  12809. data.clearcoatMap = this.clearcoatMap.toJSON( meta ).uuid;
  12810. }
  12811. if ( this.clearcoatRoughnessMap && this.clearcoatRoughnessMap.isTexture ) {
  12812. data.clearcoatRoughnessMap = this.clearcoatRoughnessMap.toJSON( meta ).uuid;
  12813. }
  12814. if ( this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture ) {
  12815. data.clearcoatNormalMap = this.clearcoatNormalMap.toJSON( meta ).uuid;
  12816. data.clearcoatNormalScale = this.clearcoatNormalScale.toArray();
  12817. }
  12818. if ( this.sheenColorMap && this.sheenColorMap.isTexture ) {
  12819. data.sheenColorMap = this.sheenColorMap.toJSON( meta ).uuid;
  12820. }
  12821. if ( this.sheenRoughnessMap && this.sheenRoughnessMap.isTexture ) {
  12822. data.sheenRoughnessMap = this.sheenRoughnessMap.toJSON( meta ).uuid;
  12823. }
  12824. if ( this.dispersion !== undefined ) data.dispersion = this.dispersion;
  12825. if ( this.iridescence !== undefined ) data.iridescence = this.iridescence;
  12826. if ( this.iridescenceIOR !== undefined ) data.iridescenceIOR = this.iridescenceIOR;
  12827. if ( this.iridescenceThicknessRange !== undefined ) data.iridescenceThicknessRange = this.iridescenceThicknessRange;
  12828. if ( this.iridescenceMap && this.iridescenceMap.isTexture ) {
  12829. data.iridescenceMap = this.iridescenceMap.toJSON( meta ).uuid;
  12830. }
  12831. if ( this.iridescenceThicknessMap && this.iridescenceThicknessMap.isTexture ) {
  12832. data.iridescenceThicknessMap = this.iridescenceThicknessMap.toJSON( meta ).uuid;
  12833. }
  12834. if ( this.anisotropy !== undefined ) data.anisotropy = this.anisotropy;
  12835. if ( this.anisotropyRotation !== undefined ) data.anisotropyRotation = this.anisotropyRotation;
  12836. if ( this.anisotropyMap && this.anisotropyMap.isTexture ) {
  12837. data.anisotropyMap = this.anisotropyMap.toJSON( meta ).uuid;
  12838. }
  12839. if ( this.map && this.map.isTexture ) data.map = this.map.toJSON( meta ).uuid;
  12840. if ( this.matcap && this.matcap.isTexture ) data.matcap = this.matcap.toJSON( meta ).uuid;
  12841. if ( this.alphaMap && this.alphaMap.isTexture ) data.alphaMap = this.alphaMap.toJSON( meta ).uuid;
  12842. if ( this.lightMap && this.lightMap.isTexture ) {
  12843. data.lightMap = this.lightMap.toJSON( meta ).uuid;
  12844. data.lightMapIntensity = this.lightMapIntensity;
  12845. }
  12846. if ( this.aoMap && this.aoMap.isTexture ) {
  12847. data.aoMap = this.aoMap.toJSON( meta ).uuid;
  12848. data.aoMapIntensity = this.aoMapIntensity;
  12849. }
  12850. if ( this.bumpMap && this.bumpMap.isTexture ) {
  12851. data.bumpMap = this.bumpMap.toJSON( meta ).uuid;
  12852. data.bumpScale = this.bumpScale;
  12853. }
  12854. if ( this.normalMap && this.normalMap.isTexture ) {
  12855. data.normalMap = this.normalMap.toJSON( meta ).uuid;
  12856. data.normalMapType = this.normalMapType;
  12857. data.normalScale = this.normalScale.toArray();
  12858. }
  12859. if ( this.displacementMap && this.displacementMap.isTexture ) {
  12860. data.displacementMap = this.displacementMap.toJSON( meta ).uuid;
  12861. data.displacementScale = this.displacementScale;
  12862. data.displacementBias = this.displacementBias;
  12863. }
  12864. if ( this.roughnessMap && this.roughnessMap.isTexture ) data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid;
  12865. if ( this.metalnessMap && this.metalnessMap.isTexture ) data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid;
  12866. if ( this.emissiveMap && this.emissiveMap.isTexture ) data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid;
  12867. if ( this.specularMap && this.specularMap.isTexture ) data.specularMap = this.specularMap.toJSON( meta ).uuid;
  12868. if ( this.specularIntensityMap && this.specularIntensityMap.isTexture ) data.specularIntensityMap = this.specularIntensityMap.toJSON( meta ).uuid;
  12869. if ( this.specularColorMap && this.specularColorMap.isTexture ) data.specularColorMap = this.specularColorMap.toJSON( meta ).uuid;
  12870. if ( this.envMap && this.envMap.isTexture ) {
  12871. data.envMap = this.envMap.toJSON( meta ).uuid;
  12872. if ( this.combine !== undefined ) data.combine = this.combine;
  12873. }
  12874. if ( this.envMapRotation !== undefined ) data.envMapRotation = this.envMapRotation.toArray();
  12875. if ( this.envMapIntensity !== undefined ) data.envMapIntensity = this.envMapIntensity;
  12876. if ( this.reflectivity !== undefined ) data.reflectivity = this.reflectivity;
  12877. if ( this.refractionRatio !== undefined ) data.refractionRatio = this.refractionRatio;
  12878. if ( this.gradientMap && this.gradientMap.isTexture ) {
  12879. data.gradientMap = this.gradientMap.toJSON( meta ).uuid;
  12880. }
  12881. if ( this.transmission !== undefined ) data.transmission = this.transmission;
  12882. if ( this.transmissionMap && this.transmissionMap.isTexture ) data.transmissionMap = this.transmissionMap.toJSON( meta ).uuid;
  12883. if ( this.thickness !== undefined ) data.thickness = this.thickness;
  12884. if ( this.thicknessMap && this.thicknessMap.isTexture ) data.thicknessMap = this.thicknessMap.toJSON( meta ).uuid;
  12885. if ( this.attenuationDistance !== undefined && this.attenuationDistance !== Infinity ) data.attenuationDistance = this.attenuationDistance;
  12886. if ( this.attenuationColor !== undefined ) data.attenuationColor = this.attenuationColor.getHex();
  12887. if ( this.size !== undefined ) data.size = this.size;
  12888. if ( this.shadowSide !== null ) data.shadowSide = this.shadowSide;
  12889. if ( this.sizeAttenuation !== undefined ) data.sizeAttenuation = this.sizeAttenuation;
  12890. if ( this.blending !== NormalBlending ) data.blending = this.blending;
  12891. if ( this.side !== FrontSide ) data.side = this.side;
  12892. if ( this.vertexColors === true ) data.vertexColors = true;
  12893. if ( this.opacity < 1 ) data.opacity = this.opacity;
  12894. if ( this.transparent === true ) data.transparent = true;
  12895. if ( this.blendSrc !== SrcAlphaFactor ) data.blendSrc = this.blendSrc;
  12896. if ( this.blendDst !== OneMinusSrcAlphaFactor ) data.blendDst = this.blendDst;
  12897. if ( this.blendEquation !== AddEquation ) data.blendEquation = this.blendEquation;
  12898. if ( this.blendSrcAlpha !== null ) data.blendSrcAlpha = this.blendSrcAlpha;
  12899. if ( this.blendDstAlpha !== null ) data.blendDstAlpha = this.blendDstAlpha;
  12900. if ( this.blendEquationAlpha !== null ) data.blendEquationAlpha = this.blendEquationAlpha;
  12901. if ( this.blendColor && this.blendColor.isColor ) data.blendColor = this.blendColor.getHex();
  12902. if ( this.blendAlpha !== 0 ) data.blendAlpha = this.blendAlpha;
  12903. if ( this.depthFunc !== LessEqualDepth ) data.depthFunc = this.depthFunc;
  12904. if ( this.depthTest === false ) data.depthTest = this.depthTest;
  12905. if ( this.depthWrite === false ) data.depthWrite = this.depthWrite;
  12906. if ( this.colorWrite === false ) data.colorWrite = this.colorWrite;
  12907. if ( this.stencilWriteMask !== 0xff ) data.stencilWriteMask = this.stencilWriteMask;
  12908. if ( this.stencilFunc !== AlwaysStencilFunc ) data.stencilFunc = this.stencilFunc;
  12909. if ( this.stencilRef !== 0 ) data.stencilRef = this.stencilRef;
  12910. if ( this.stencilFuncMask !== 0xff ) data.stencilFuncMask = this.stencilFuncMask;
  12911. if ( this.stencilFail !== KeepStencilOp ) data.stencilFail = this.stencilFail;
  12912. if ( this.stencilZFail !== KeepStencilOp ) data.stencilZFail = this.stencilZFail;
  12913. if ( this.stencilZPass !== KeepStencilOp ) data.stencilZPass = this.stencilZPass;
  12914. if ( this.stencilWrite === true ) data.stencilWrite = this.stencilWrite;
  12915. // rotation (SpriteMaterial)
  12916. if ( this.rotation !== undefined && this.rotation !== 0 ) data.rotation = this.rotation;
  12917. if ( this.polygonOffset === true ) data.polygonOffset = true;
  12918. if ( this.polygonOffsetFactor !== 0 ) data.polygonOffsetFactor = this.polygonOffsetFactor;
  12919. if ( this.polygonOffsetUnits !== 0 ) data.polygonOffsetUnits = this.polygonOffsetUnits;
  12920. if ( this.linewidth !== undefined && this.linewidth !== 1 ) data.linewidth = this.linewidth;
  12921. if ( this.dashSize !== undefined ) data.dashSize = this.dashSize;
  12922. if ( this.gapSize !== undefined ) data.gapSize = this.gapSize;
  12923. if ( this.scale !== undefined ) data.scale = this.scale;
  12924. if ( this.dithering === true ) data.dithering = true;
  12925. if ( this.alphaTest > 0 ) data.alphaTest = this.alphaTest;
  12926. if ( this.alphaHash === true ) data.alphaHash = true;
  12927. if ( this.alphaToCoverage === true ) data.alphaToCoverage = true;
  12928. if ( this.premultipliedAlpha === true ) data.premultipliedAlpha = true;
  12929. if ( this.forceSinglePass === true ) data.forceSinglePass = true;
  12930. if ( this.wireframe === true ) data.wireframe = true;
  12931. if ( this.wireframeLinewidth > 1 ) data.wireframeLinewidth = this.wireframeLinewidth;
  12932. if ( this.wireframeLinecap !== 'round' ) data.wireframeLinecap = this.wireframeLinecap;
  12933. if ( this.wireframeLinejoin !== 'round' ) data.wireframeLinejoin = this.wireframeLinejoin;
  12934. if ( this.flatShading === true ) data.flatShading = true;
  12935. if ( this.visible === false ) data.visible = false;
  12936. if ( this.toneMapped === false ) data.toneMapped = false;
  12937. if ( this.fog === false ) data.fog = false;
  12938. if ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData;
  12939. // TODO: Copied from Object3D.toJSON
  12940. function extractFromCache( cache ) {
  12941. const values = [];
  12942. for ( const key in cache ) {
  12943. const data = cache[ key ];
  12944. delete data.metadata;
  12945. values.push( data );
  12946. }
  12947. return values;
  12948. }
  12949. if ( isRootObject ) {
  12950. const textures = extractFromCache( meta.textures );
  12951. const images = extractFromCache( meta.images );
  12952. if ( textures.length > 0 ) data.textures = textures;
  12953. if ( images.length > 0 ) data.images = images;
  12954. }
  12955. return data;
  12956. }
  12957. /**
  12958. * Returns a new material with copied values from this instance.
  12959. *
  12960. * @return {Material} A clone of this instance.
  12961. */
  12962. clone() {
  12963. return new this.constructor().copy( this );
  12964. }
  12965. /**
  12966. * Copies the values of the given material to this instance.
  12967. *
  12968. * @param {Material} source - The material to copy.
  12969. * @return {Material} A reference to this instance.
  12970. */
  12971. copy( source ) {
  12972. this.name = source.name;
  12973. this.blending = source.blending;
  12974. this.side = source.side;
  12975. this.vertexColors = source.vertexColors;
  12976. this.opacity = source.opacity;
  12977. this.transparent = source.transparent;
  12978. this.blendSrc = source.blendSrc;
  12979. this.blendDst = source.blendDst;
  12980. this.blendEquation = source.blendEquation;
  12981. this.blendSrcAlpha = source.blendSrcAlpha;
  12982. this.blendDstAlpha = source.blendDstAlpha;
  12983. this.blendEquationAlpha = source.blendEquationAlpha;
  12984. this.blendColor.copy( source.blendColor );
  12985. this.blendAlpha = source.blendAlpha;
  12986. this.depthFunc = source.depthFunc;
  12987. this.depthTest = source.depthTest;
  12988. this.depthWrite = source.depthWrite;
  12989. this.stencilWriteMask = source.stencilWriteMask;
  12990. this.stencilFunc = source.stencilFunc;
  12991. this.stencilRef = source.stencilRef;
  12992. this.stencilFuncMask = source.stencilFuncMask;
  12993. this.stencilFail = source.stencilFail;
  12994. this.stencilZFail = source.stencilZFail;
  12995. this.stencilZPass = source.stencilZPass;
  12996. this.stencilWrite = source.stencilWrite;
  12997. const srcPlanes = source.clippingPlanes;
  12998. let dstPlanes = null;
  12999. if ( srcPlanes !== null ) {
  13000. const n = srcPlanes.length;
  13001. dstPlanes = new Array( n );
  13002. for ( let i = 0; i !== n; ++ i ) {
  13003. dstPlanes[ i ] = srcPlanes[ i ].clone();
  13004. }
  13005. }
  13006. this.clippingPlanes = dstPlanes;
  13007. this.clipIntersection = source.clipIntersection;
  13008. this.clipShadows = source.clipShadows;
  13009. this.shadowSide = source.shadowSide;
  13010. this.colorWrite = source.colorWrite;
  13011. this.precision = source.precision;
  13012. this.polygonOffset = source.polygonOffset;
  13013. this.polygonOffsetFactor = source.polygonOffsetFactor;
  13014. this.polygonOffsetUnits = source.polygonOffsetUnits;
  13015. this.dithering = source.dithering;
  13016. this.alphaTest = source.alphaTest;
  13017. this.alphaHash = source.alphaHash;
  13018. this.alphaToCoverage = source.alphaToCoverage;
  13019. this.premultipliedAlpha = source.premultipliedAlpha;
  13020. this.forceSinglePass = source.forceSinglePass;
  13021. this.visible = source.visible;
  13022. this.toneMapped = source.toneMapped;
  13023. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  13024. return this;
  13025. }
  13026. /**
  13027. * Frees the GPU-related resources allocated by this instance. Call this
  13028. * method whenever this instance is no longer used in your app.
  13029. *
  13030. * @fires Material#dispose
  13031. */
  13032. dispose() {
  13033. /**
  13034. * Fires when the material has been disposed of.
  13035. *
  13036. * @event Material#dispose
  13037. * @type {Object}
  13038. */
  13039. this.dispatchEvent( { type: 'dispose' } );
  13040. }
  13041. /**
  13042. * Setting this property to `true` indicates the engine the material
  13043. * needs to be recompiled.
  13044. *
  13045. * @type {boolean}
  13046. * @default false
  13047. * @param {boolean} value
  13048. */
  13049. set needsUpdate( value ) {
  13050. if ( value === true ) this.version ++;
  13051. }
  13052. }
  13053. /**
  13054. * A material for drawing geometries in a simple shaded (flat or wireframe) way.
  13055. *
  13056. * This material is not affected by lights.
  13057. *
  13058. * @augments Material
  13059. * @demo scenes/material-browser.html#MeshBasicMaterial
  13060. */
  13061. class MeshBasicMaterial extends Material {
  13062. /**
  13063. * Constructs a new mesh basic material.
  13064. *
  13065. * @param {Object} [parameters] - An object with one or more properties
  13066. * defining the material's appearance. Any property of the material
  13067. * (including any property from inherited materials) can be passed
  13068. * in here. Color values can be passed any type of value accepted
  13069. * by {@link Color#set}.
  13070. */
  13071. constructor( parameters ) {
  13072. super();
  13073. /**
  13074. * This flag can be used for type testing.
  13075. *
  13076. * @type {boolean}
  13077. * @readonly
  13078. * @default true
  13079. */
  13080. this.isMeshBasicMaterial = true;
  13081. this.type = 'MeshBasicMaterial';
  13082. /**
  13083. * Color of the material.
  13084. *
  13085. * @type {Color}
  13086. * @default (1,1,1)
  13087. */
  13088. this.color = new Color( 0xffffff ); // diffuse
  13089. /**
  13090. * The color map. May optionally include an alpha channel, typically combined
  13091. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  13092. * color is modulated by the diffuse `color`.
  13093. *
  13094. * @type {?Texture}
  13095. * @default null
  13096. */
  13097. this.map = null;
  13098. /**
  13099. * The light map. Requires a second set of UVs.
  13100. *
  13101. * @type {?Texture}
  13102. * @default null
  13103. */
  13104. this.lightMap = null;
  13105. /**
  13106. * Intensity of the baked light.
  13107. *
  13108. * @type {number}
  13109. * @default 1
  13110. */
  13111. this.lightMapIntensity = 1.0;
  13112. /**
  13113. * The red channel of this texture is used as the ambient occlusion map.
  13114. * Requires a second set of UVs.
  13115. *
  13116. * @type {?Texture}
  13117. * @default null
  13118. */
  13119. this.aoMap = null;
  13120. /**
  13121. * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0`
  13122. * disables ambient occlusion. Where intensity is `1` and the AO map's
  13123. * red channel is also `1`, ambient light is fully occluded on a surface.
  13124. *
  13125. * @type {number}
  13126. * @default 1
  13127. */
  13128. this.aoMapIntensity = 1.0;
  13129. /**
  13130. * Specular map used by the material.
  13131. *
  13132. * @type {?Texture}
  13133. * @default null
  13134. */
  13135. this.specularMap = null;
  13136. /**
  13137. * The alpha map is a grayscale texture that controls the opacity across the
  13138. * surface (black: fully transparent; white: fully opaque).
  13139. *
  13140. * Only the color of the texture is used, ignoring the alpha channel if one
  13141. * exists. For RGB and RGBA textures, the renderer will use the green channel
  13142. * when sampling this texture due to the extra bit of precision provided for
  13143. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  13144. * luminance/alpha textures will also still work as expected.
  13145. *
  13146. * @type {?Texture}
  13147. * @default null
  13148. */
  13149. this.alphaMap = null;
  13150. /**
  13151. * The environment map.
  13152. *
  13153. * @type {?Texture}
  13154. * @default null
  13155. */
  13156. this.envMap = null;
  13157. /**
  13158. * The rotation of the environment map in radians.
  13159. *
  13160. * @type {Euler}
  13161. * @default (0,0,0)
  13162. */
  13163. this.envMapRotation = new Euler();
  13164. /**
  13165. * How to combine the result of the surface's color with the environment map, if any.
  13166. *
  13167. * When set to `MixOperation`, the {@link MeshBasicMaterial#reflectivity} is used to
  13168. * blend between the two colors.
  13169. *
  13170. * @type {(MultiplyOperation|MixOperation|AddOperation)}
  13171. * @default MultiplyOperation
  13172. */
  13173. this.combine = MultiplyOperation;
  13174. /**
  13175. * How much the environment map affects the surface.
  13176. * The valid range is between `0` (no reflections) and `1` (full reflections).
  13177. *
  13178. * @type {number}
  13179. * @default 1
  13180. */
  13181. this.reflectivity = 1;
  13182. /**
  13183. * The index of refraction (IOR) of air (approximately 1) divided by the
  13184. * index of refraction of the material. It is used with environment mapping
  13185. * modes {@link CubeRefractionMapping} and {@link EquirectangularRefractionMapping}.
  13186. * The refraction ratio should not exceed `1`.
  13187. *
  13188. * @type {number}
  13189. * @default 0.98
  13190. */
  13191. this.refractionRatio = 0.98;
  13192. /**
  13193. * Renders the geometry as a wireframe.
  13194. *
  13195. * @type {boolean}
  13196. * @default false
  13197. */
  13198. this.wireframe = false;
  13199. /**
  13200. * Controls the thickness of the wireframe.
  13201. *
  13202. * Can only be used with {@link SVGRenderer}.
  13203. *
  13204. * @type {number}
  13205. * @default 1
  13206. */
  13207. this.wireframeLinewidth = 1;
  13208. /**
  13209. * Defines appearance of wireframe ends.
  13210. *
  13211. * Can only be used with {@link SVGRenderer}.
  13212. *
  13213. * @type {('round'|'bevel'|'miter')}
  13214. * @default 'round'
  13215. */
  13216. this.wireframeLinecap = 'round';
  13217. /**
  13218. * Defines appearance of wireframe joints.
  13219. *
  13220. * Can only be used with {@link SVGRenderer}.
  13221. *
  13222. * @type {('round'|'bevel'|'miter')}
  13223. * @default 'round'
  13224. */
  13225. this.wireframeLinejoin = 'round';
  13226. /**
  13227. * Whether the material is affected by fog or not.
  13228. *
  13229. * @type {boolean}
  13230. * @default true
  13231. */
  13232. this.fog = true;
  13233. this.setValues( parameters );
  13234. }
  13235. copy( source ) {
  13236. super.copy( source );
  13237. this.color.copy( source.color );
  13238. this.map = source.map;
  13239. this.lightMap = source.lightMap;
  13240. this.lightMapIntensity = source.lightMapIntensity;
  13241. this.aoMap = source.aoMap;
  13242. this.aoMapIntensity = source.aoMapIntensity;
  13243. this.specularMap = source.specularMap;
  13244. this.alphaMap = source.alphaMap;
  13245. this.envMap = source.envMap;
  13246. this.envMapRotation.copy( source.envMapRotation );
  13247. this.combine = source.combine;
  13248. this.reflectivity = source.reflectivity;
  13249. this.refractionRatio = source.refractionRatio;
  13250. this.wireframe = source.wireframe;
  13251. this.wireframeLinewidth = source.wireframeLinewidth;
  13252. this.wireframeLinecap = source.wireframeLinecap;
  13253. this.wireframeLinejoin = source.wireframeLinejoin;
  13254. this.fog = source.fog;
  13255. return this;
  13256. }
  13257. }
  13258. // Fast Half Float Conversions, http://www.fox-toolkit.org/ftp/fasthalffloatconversion.pdf
  13259. const _tables = /*@__PURE__*/ _generateTables();
  13260. function _generateTables() {
  13261. // float32 to float16 helpers
  13262. const buffer = new ArrayBuffer( 4 );
  13263. const floatView = new Float32Array( buffer );
  13264. const uint32View = new Uint32Array( buffer );
  13265. const baseTable = new Uint32Array( 512 );
  13266. const shiftTable = new Uint32Array( 512 );
  13267. for ( let i = 0; i < 256; ++ i ) {
  13268. const e = i - 127;
  13269. // very small number (0, -0)
  13270. if ( e < -27 ) {
  13271. baseTable[ i ] = 0x0000;
  13272. baseTable[ i | 0x100 ] = 0x8000;
  13273. shiftTable[ i ] = 24;
  13274. shiftTable[ i | 0x100 ] = 24;
  13275. // small number (denorm)
  13276. } else if ( e < -14 ) {
  13277. baseTable[ i ] = 0x0400 >> ( - e - 14 );
  13278. baseTable[ i | 0x100 ] = ( 0x0400 >> ( - e - 14 ) ) | 0x8000;
  13279. shiftTable[ i ] = - e - 1;
  13280. shiftTable[ i | 0x100 ] = - e - 1;
  13281. // normal number
  13282. } else if ( e <= 15 ) {
  13283. baseTable[ i ] = ( e + 15 ) << 10;
  13284. baseTable[ i | 0x100 ] = ( ( e + 15 ) << 10 ) | 0x8000;
  13285. shiftTable[ i ] = 13;
  13286. shiftTable[ i | 0x100 ] = 13;
  13287. // large number (Infinity, -Infinity)
  13288. } else if ( e < 128 ) {
  13289. baseTable[ i ] = 0x7c00;
  13290. baseTable[ i | 0x100 ] = 0xfc00;
  13291. shiftTable[ i ] = 24;
  13292. shiftTable[ i | 0x100 ] = 24;
  13293. // stay (NaN, Infinity, -Infinity)
  13294. } else {
  13295. baseTable[ i ] = 0x7c00;
  13296. baseTable[ i | 0x100 ] = 0xfc00;
  13297. shiftTable[ i ] = 13;
  13298. shiftTable[ i | 0x100 ] = 13;
  13299. }
  13300. }
  13301. // float16 to float32 helpers
  13302. const mantissaTable = new Uint32Array( 2048 );
  13303. const exponentTable = new Uint32Array( 64 );
  13304. const offsetTable = new Uint32Array( 64 );
  13305. for ( let i = 1; i < 1024; ++ i ) {
  13306. let m = i << 13; // zero pad mantissa bits
  13307. let e = 0; // zero exponent
  13308. // normalized
  13309. while ( ( m & 0x00800000 ) === 0 ) {
  13310. m <<= 1;
  13311. e -= 0x00800000; // decrement exponent
  13312. }
  13313. m &= -8388609; // clear leading 1 bit
  13314. e += 0x38800000; // adjust bias
  13315. mantissaTable[ i ] = m | e;
  13316. }
  13317. for ( let i = 1024; i < 2048; ++ i ) {
  13318. mantissaTable[ i ] = 0x38000000 + ( ( i - 1024 ) << 13 );
  13319. }
  13320. for ( let i = 1; i < 31; ++ i ) {
  13321. exponentTable[ i ] = i << 23;
  13322. }
  13323. exponentTable[ 31 ] = 0x47800000;
  13324. exponentTable[ 32 ] = 0x80000000;
  13325. for ( let i = 33; i < 63; ++ i ) {
  13326. exponentTable[ i ] = 0x80000000 + ( ( i - 32 ) << 23 );
  13327. }
  13328. exponentTable[ 63 ] = 0xc7800000;
  13329. for ( let i = 1; i < 64; ++ i ) {
  13330. if ( i !== 32 ) {
  13331. offsetTable[ i ] = 1024;
  13332. }
  13333. }
  13334. return {
  13335. floatView: floatView,
  13336. uint32View: uint32View,
  13337. baseTable: baseTable,
  13338. shiftTable: shiftTable,
  13339. mantissaTable: mantissaTable,
  13340. exponentTable: exponentTable,
  13341. offsetTable: offsetTable
  13342. };
  13343. }
  13344. /**
  13345. * Returns a half precision floating point value (FP16) from the given single
  13346. * precision floating point value (FP32).
  13347. *
  13348. * @param {number} val - A single precision floating point value.
  13349. * @return {number} The FP16 value.
  13350. */
  13351. function toHalfFloat( val ) {
  13352. if ( Math.abs( val ) > 65504 ) warn( 'DataUtils.toHalfFloat(): Value out of range.' );
  13353. val = clamp( val, -65504, 65504 );
  13354. _tables.floatView[ 0 ] = val;
  13355. const f = _tables.uint32View[ 0 ];
  13356. const e = ( f >> 23 ) & 0x1ff;
  13357. return _tables.baseTable[ e ] + ( ( f & 0x007fffff ) >> _tables.shiftTable[ e ] );
  13358. }
  13359. /**
  13360. * Returns a single precision floating point value (FP32) from the given half
  13361. * precision floating point value (FP16).
  13362. *
  13363. * @param {number} val - A half precision floating point value.
  13364. * @return {number} The FP32 value.
  13365. */
  13366. function fromHalfFloat( val ) {
  13367. const m = val >> 10;
  13368. _tables.uint32View[ 0 ] = _tables.mantissaTable[ _tables.offsetTable[ m ] + ( val & 0x3ff ) ] + _tables.exponentTable[ m ];
  13369. return _tables.floatView[ 0 ];
  13370. }
  13371. /**
  13372. * A class containing utility functions for data.
  13373. *
  13374. * @hideconstructor
  13375. */
  13376. class DataUtils {
  13377. /**
  13378. * Returns a half precision floating point value (FP16) from the given single
  13379. * precision floating point value (FP32).
  13380. *
  13381. * @param {number} val - A single precision floating point value.
  13382. * @return {number} The FP16 value.
  13383. */
  13384. static toHalfFloat( val ) {
  13385. return toHalfFloat( val );
  13386. }
  13387. /**
  13388. * Returns a single precision floating point value (FP32) from the given half
  13389. * precision floating point value (FP16).
  13390. *
  13391. * @param {number} val - A half precision floating point value.
  13392. * @return {number} The FP32 value.
  13393. */
  13394. static fromHalfFloat( val ) {
  13395. return fromHalfFloat( val );
  13396. }
  13397. }
  13398. const _vector$9 = /*@__PURE__*/ new Vector3();
  13399. const _vector2$1 = /*@__PURE__*/ new Vector2();
  13400. let _id$2 = 0;
  13401. /**
  13402. * This class stores data for an attribute (such as vertex positions, face
  13403. * indices, normals, colors, UVs, and any custom attributes ) associated with
  13404. * a geometry, which allows for more efficient passing of data to the GPU.
  13405. *
  13406. * When working with vector-like data, the `fromBufferAttribute( attribute, index )`
  13407. * helper methods on vector and color class might be helpful. E.g. {@link Vector3#fromBufferAttribute}.
  13408. */
  13409. class BufferAttribute {
  13410. /**
  13411. * Constructs a new buffer attribute.
  13412. *
  13413. * @param {TypedArray} array - The array holding the attribute data.
  13414. * @param {number} itemSize - The item size.
  13415. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13416. */
  13417. constructor( array, itemSize, normalized = false ) {
  13418. if ( Array.isArray( array ) ) {
  13419. throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
  13420. }
  13421. /**
  13422. * This flag can be used for type testing.
  13423. *
  13424. * @type {boolean}
  13425. * @readonly
  13426. * @default true
  13427. */
  13428. this.isBufferAttribute = true;
  13429. /**
  13430. * The ID of the buffer attribute.
  13431. *
  13432. * @name BufferAttribute#id
  13433. * @type {number}
  13434. * @readonly
  13435. */
  13436. Object.defineProperty( this, 'id', { value: _id$2 ++ } );
  13437. /**
  13438. * The name of the buffer attribute.
  13439. *
  13440. * @type {string}
  13441. */
  13442. this.name = '';
  13443. /**
  13444. * The array holding the attribute data. It should have `itemSize * numVertices`
  13445. * elements, where `numVertices` is the number of vertices in the associated geometry.
  13446. *
  13447. * @type {TypedArray}
  13448. */
  13449. this.array = array;
  13450. /**
  13451. * The number of values of the array that should be associated with a particular vertex.
  13452. * For instance, if this attribute is storing a 3-component vector (such as a position,
  13453. * normal, or color), then the value should be `3`.
  13454. *
  13455. * @type {number}
  13456. */
  13457. this.itemSize = itemSize;
  13458. /**
  13459. * Represents the number of items this buffer attribute stores. It is internally computed
  13460. * by dividing the `array` length by the `itemSize`.
  13461. *
  13462. * @type {number}
  13463. * @readonly
  13464. */
  13465. this.count = array !== undefined ? array.length / itemSize : 0;
  13466. /**
  13467. * Applies to integer data only. Indicates how the underlying data in the buffer maps to
  13468. * the values in the GLSL code. For instance, if `array` is an instance of `UInt16Array`,
  13469. * and `normalized` is `true`, the values `0 - +65535` in the array data will be mapped to
  13470. * `0.0f - +1.0f` in the GLSL attribute. If `normalized` is `false`, the values will be converted
  13471. * to floats unmodified, i.e. `65535` becomes `65535.0f`.
  13472. *
  13473. * @type {boolean}
  13474. */
  13475. this.normalized = normalized;
  13476. /**
  13477. * Defines the intended usage pattern of the data store for optimization purposes.
  13478. *
  13479. * Note: After the initial use of a buffer, its usage cannot be changed. Instead,
  13480. * instantiate a new one and set the desired usage before the next render.
  13481. *
  13482. * @type {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)}
  13483. * @default StaticDrawUsage
  13484. */
  13485. this.usage = StaticDrawUsage;
  13486. /**
  13487. * This can be used to only update some components of stored vectors (for example, just the
  13488. * component related to color). Use the `addUpdateRange()` function to add ranges to this array.
  13489. *
  13490. * @type {Array<Object>}
  13491. */
  13492. this.updateRanges = [];
  13493. /**
  13494. * Configures the bound GPU type for use in shaders.
  13495. *
  13496. * Note: this only has an effect for integer arrays and is not configurable for float arrays.
  13497. * For lower precision float types, use `Float16BufferAttribute`.
  13498. *
  13499. * @type {(FloatType|IntType)}
  13500. * @default FloatType
  13501. */
  13502. this.gpuType = FloatType;
  13503. /**
  13504. * A version number, incremented every time the `needsUpdate` is set to `true`.
  13505. *
  13506. * @type {number}
  13507. */
  13508. this.version = 0;
  13509. }
  13510. /**
  13511. * A callback function that is executed after the renderer has transferred the attribute
  13512. * array data to the GPU.
  13513. */
  13514. onUploadCallback() {}
  13515. /**
  13516. * Flag to indicate that this attribute has changed and should be re-sent to
  13517. * the GPU. Set this to `true` when you modify the value of the array.
  13518. *
  13519. * @type {number}
  13520. * @default false
  13521. * @param {boolean} value
  13522. */
  13523. set needsUpdate( value ) {
  13524. if ( value === true ) this.version ++;
  13525. }
  13526. /**
  13527. * Sets the usage of this buffer attribute.
  13528. *
  13529. * @param {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)} value - The usage to set.
  13530. * @return {BufferAttribute} A reference to this buffer attribute.
  13531. */
  13532. setUsage( value ) {
  13533. this.usage = value;
  13534. return this;
  13535. }
  13536. /**
  13537. * Adds a range of data in the data array to be updated on the GPU.
  13538. *
  13539. * @param {number} start - Position at which to start update.
  13540. * @param {number} count - The number of components to update.
  13541. */
  13542. addUpdateRange( start, count ) {
  13543. this.updateRanges.push( { start, count } );
  13544. }
  13545. /**
  13546. * Clears the update ranges.
  13547. */
  13548. clearUpdateRanges() {
  13549. this.updateRanges.length = 0;
  13550. }
  13551. /**
  13552. * Copies the values of the given buffer attribute to this instance.
  13553. *
  13554. * @param {BufferAttribute} source - The buffer attribute to copy.
  13555. * @return {BufferAttribute} A reference to this instance.
  13556. */
  13557. copy( source ) {
  13558. this.name = source.name;
  13559. this.array = new source.array.constructor( source.array );
  13560. this.itemSize = source.itemSize;
  13561. this.count = source.count;
  13562. this.normalized = source.normalized;
  13563. this.usage = source.usage;
  13564. this.gpuType = source.gpuType;
  13565. return this;
  13566. }
  13567. /**
  13568. * Copies a vector from the given buffer attribute to this one. The start
  13569. * and destination position in the attribute buffers are represented by the
  13570. * given indices.
  13571. *
  13572. * @param {number} index1 - The destination index into this buffer attribute.
  13573. * @param {BufferAttribute} attribute - The buffer attribute to copy from.
  13574. * @param {number} index2 - The source index into the given buffer attribute.
  13575. * @return {BufferAttribute} A reference to this instance.
  13576. */
  13577. copyAt( index1, attribute, index2 ) {
  13578. index1 *= this.itemSize;
  13579. index2 *= attribute.itemSize;
  13580. for ( let i = 0, l = this.itemSize; i < l; i ++ ) {
  13581. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  13582. }
  13583. return this;
  13584. }
  13585. /**
  13586. * Copies the given array data into this buffer attribute.
  13587. *
  13588. * @param {(TypedArray|Array)} array - The array to copy.
  13589. * @return {BufferAttribute} A reference to this instance.
  13590. */
  13591. copyArray( array ) {
  13592. this.array.set( array );
  13593. return this;
  13594. }
  13595. /**
  13596. * Applies the given 3x3 matrix to the given attribute. Works with
  13597. * item size `2` and `3`.
  13598. *
  13599. * @param {Matrix3} m - The matrix to apply.
  13600. * @return {BufferAttribute} A reference to this instance.
  13601. */
  13602. applyMatrix3( m ) {
  13603. if ( this.itemSize === 2 ) {
  13604. for ( let i = 0, l = this.count; i < l; i ++ ) {
  13605. _vector2$1.fromBufferAttribute( this, i );
  13606. _vector2$1.applyMatrix3( m );
  13607. this.setXY( i, _vector2$1.x, _vector2$1.y );
  13608. }
  13609. } else if ( this.itemSize === 3 ) {
  13610. for ( let i = 0, l = this.count; i < l; i ++ ) {
  13611. _vector$9.fromBufferAttribute( this, i );
  13612. _vector$9.applyMatrix3( m );
  13613. this.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );
  13614. }
  13615. }
  13616. return this;
  13617. }
  13618. /**
  13619. * Applies the given 4x4 matrix to the given attribute. Only works with
  13620. * item size `3`.
  13621. *
  13622. * @param {Matrix4} m - The matrix to apply.
  13623. * @return {BufferAttribute} A reference to this instance.
  13624. */
  13625. applyMatrix4( m ) {
  13626. for ( let i = 0, l = this.count; i < l; i ++ ) {
  13627. _vector$9.fromBufferAttribute( this, i );
  13628. _vector$9.applyMatrix4( m );
  13629. this.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );
  13630. }
  13631. return this;
  13632. }
  13633. /**
  13634. * Applies the given 3x3 normal matrix to the given attribute. Only works with
  13635. * item size `3`.
  13636. *
  13637. * @param {Matrix3} m - The normal matrix to apply.
  13638. * @return {BufferAttribute} A reference to this instance.
  13639. */
  13640. applyNormalMatrix( m ) {
  13641. for ( let i = 0, l = this.count; i < l; i ++ ) {
  13642. _vector$9.fromBufferAttribute( this, i );
  13643. _vector$9.applyNormalMatrix( m );
  13644. this.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );
  13645. }
  13646. return this;
  13647. }
  13648. /**
  13649. * Applies the given 4x4 matrix to the given attribute. Only works with
  13650. * item size `3` and with direction vectors.
  13651. *
  13652. * @param {Matrix4} m - The matrix to apply.
  13653. * @return {BufferAttribute} A reference to this instance.
  13654. */
  13655. transformDirection( m ) {
  13656. for ( let i = 0, l = this.count; i < l; i ++ ) {
  13657. _vector$9.fromBufferAttribute( this, i );
  13658. _vector$9.transformDirection( m );
  13659. this.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );
  13660. }
  13661. return this;
  13662. }
  13663. /**
  13664. * Sets the given array data in the buffer attribute.
  13665. *
  13666. * @param {(TypedArray|Array)} value - The array data to set.
  13667. * @param {number} [offset=0] - The offset in this buffer attribute's array.
  13668. * @return {BufferAttribute} A reference to this instance.
  13669. */
  13670. set( value, offset = 0 ) {
  13671. // Matching BufferAttribute constructor, do not normalize the array.
  13672. this.array.set( value, offset );
  13673. return this;
  13674. }
  13675. /**
  13676. * Returns the given component of the vector at the given index.
  13677. *
  13678. * @param {number} index - The index into the buffer attribute.
  13679. * @param {number} component - The component index.
  13680. * @return {number} The returned value.
  13681. */
  13682. getComponent( index, component ) {
  13683. let value = this.array[ index * this.itemSize + component ];
  13684. if ( this.normalized ) value = denormalize( value, this.array );
  13685. return value;
  13686. }
  13687. /**
  13688. * Sets the given value to the given component of the vector at the given index.
  13689. *
  13690. * @param {number} index - The index into the buffer attribute.
  13691. * @param {number} component - The component index.
  13692. * @param {number} value - The value to set.
  13693. * @return {BufferAttribute} A reference to this instance.
  13694. */
  13695. setComponent( index, component, value ) {
  13696. if ( this.normalized ) value = normalize( value, this.array );
  13697. this.array[ index * this.itemSize + component ] = value;
  13698. return this;
  13699. }
  13700. /**
  13701. * Returns the x component of the vector at the given index.
  13702. *
  13703. * @param {number} index - The index into the buffer attribute.
  13704. * @return {number} The x component.
  13705. */
  13706. getX( index ) {
  13707. let x = this.array[ index * this.itemSize ];
  13708. if ( this.normalized ) x = denormalize( x, this.array );
  13709. return x;
  13710. }
  13711. /**
  13712. * Sets the x component of the vector at the given index.
  13713. *
  13714. * @param {number} index - The index into the buffer attribute.
  13715. * @param {number} x - The value to set.
  13716. * @return {BufferAttribute} A reference to this instance.
  13717. */
  13718. setX( index, x ) {
  13719. if ( this.normalized ) x = normalize( x, this.array );
  13720. this.array[ index * this.itemSize ] = x;
  13721. return this;
  13722. }
  13723. /**
  13724. * Returns the y component of the vector at the given index.
  13725. *
  13726. * @param {number} index - The index into the buffer attribute.
  13727. * @return {number} The y component.
  13728. */
  13729. getY( index ) {
  13730. let y = this.array[ index * this.itemSize + 1 ];
  13731. if ( this.normalized ) y = denormalize( y, this.array );
  13732. return y;
  13733. }
  13734. /**
  13735. * Sets the y component of the vector at the given index.
  13736. *
  13737. * @param {number} index - The index into the buffer attribute.
  13738. * @param {number} y - The value to set.
  13739. * @return {BufferAttribute} A reference to this instance.
  13740. */
  13741. setY( index, y ) {
  13742. if ( this.normalized ) y = normalize( y, this.array );
  13743. this.array[ index * this.itemSize + 1 ] = y;
  13744. return this;
  13745. }
  13746. /**
  13747. * Returns the z component of the vector at the given index.
  13748. *
  13749. * @param {number} index - The index into the buffer attribute.
  13750. * @return {number} The z component.
  13751. */
  13752. getZ( index ) {
  13753. let z = this.array[ index * this.itemSize + 2 ];
  13754. if ( this.normalized ) z = denormalize( z, this.array );
  13755. return z;
  13756. }
  13757. /**
  13758. * Sets the z component of the vector at the given index.
  13759. *
  13760. * @param {number} index - The index into the buffer attribute.
  13761. * @param {number} z - The value to set.
  13762. * @return {BufferAttribute} A reference to this instance.
  13763. */
  13764. setZ( index, z ) {
  13765. if ( this.normalized ) z = normalize( z, this.array );
  13766. this.array[ index * this.itemSize + 2 ] = z;
  13767. return this;
  13768. }
  13769. /**
  13770. * Returns the w component of the vector at the given index.
  13771. *
  13772. * @param {number} index - The index into the buffer attribute.
  13773. * @return {number} The w component.
  13774. */
  13775. getW( index ) {
  13776. let w = this.array[ index * this.itemSize + 3 ];
  13777. if ( this.normalized ) w = denormalize( w, this.array );
  13778. return w;
  13779. }
  13780. /**
  13781. * Sets the w component of the vector at the given index.
  13782. *
  13783. * @param {number} index - The index into the buffer attribute.
  13784. * @param {number} w - The value to set.
  13785. * @return {BufferAttribute} A reference to this instance.
  13786. */
  13787. setW( index, w ) {
  13788. if ( this.normalized ) w = normalize( w, this.array );
  13789. this.array[ index * this.itemSize + 3 ] = w;
  13790. return this;
  13791. }
  13792. /**
  13793. * Sets the x and y component of the vector at the given index.
  13794. *
  13795. * @param {number} index - The index into the buffer attribute.
  13796. * @param {number} x - The value for the x component to set.
  13797. * @param {number} y - The value for the y component to set.
  13798. * @return {BufferAttribute} A reference to this instance.
  13799. */
  13800. setXY( index, x, y ) {
  13801. index *= this.itemSize;
  13802. if ( this.normalized ) {
  13803. x = normalize( x, this.array );
  13804. y = normalize( y, this.array );
  13805. }
  13806. this.array[ index + 0 ] = x;
  13807. this.array[ index + 1 ] = y;
  13808. return this;
  13809. }
  13810. /**
  13811. * Sets the x, y and z component of the vector at the given index.
  13812. *
  13813. * @param {number} index - The index into the buffer attribute.
  13814. * @param {number} x - The value for the x component to set.
  13815. * @param {number} y - The value for the y component to set.
  13816. * @param {number} z - The value for the z component to set.
  13817. * @return {BufferAttribute} A reference to this instance.
  13818. */
  13819. setXYZ( index, x, y, z ) {
  13820. index *= this.itemSize;
  13821. if ( this.normalized ) {
  13822. x = normalize( x, this.array );
  13823. y = normalize( y, this.array );
  13824. z = normalize( z, this.array );
  13825. }
  13826. this.array[ index + 0 ] = x;
  13827. this.array[ index + 1 ] = y;
  13828. this.array[ index + 2 ] = z;
  13829. return this;
  13830. }
  13831. /**
  13832. * Sets the x, y, z and w component of the vector at the given index.
  13833. *
  13834. * @param {number} index - The index into the buffer attribute.
  13835. * @param {number} x - The value for the x component to set.
  13836. * @param {number} y - The value for the y component to set.
  13837. * @param {number} z - The value for the z component to set.
  13838. * @param {number} w - The value for the w component to set.
  13839. * @return {BufferAttribute} A reference to this instance.
  13840. */
  13841. setXYZW( index, x, y, z, w ) {
  13842. index *= this.itemSize;
  13843. if ( this.normalized ) {
  13844. x = normalize( x, this.array );
  13845. y = normalize( y, this.array );
  13846. z = normalize( z, this.array );
  13847. w = normalize( w, this.array );
  13848. }
  13849. this.array[ index + 0 ] = x;
  13850. this.array[ index + 1 ] = y;
  13851. this.array[ index + 2 ] = z;
  13852. this.array[ index + 3 ] = w;
  13853. return this;
  13854. }
  13855. /**
  13856. * Sets the given callback function that is executed after the Renderer has transferred
  13857. * the attribute array data to the GPU. Can be used to perform clean-up operations after
  13858. * the upload when attribute data are not needed anymore on the CPU side.
  13859. *
  13860. * @param {Function} callback - The `onUpload()` callback.
  13861. * @return {BufferAttribute} A reference to this instance.
  13862. */
  13863. onUpload( callback ) {
  13864. this.onUploadCallback = callback;
  13865. return this;
  13866. }
  13867. /**
  13868. * Returns a new buffer attribute with copied values from this instance.
  13869. *
  13870. * @return {BufferAttribute} A clone of this instance.
  13871. */
  13872. clone() {
  13873. return new this.constructor( this.array, this.itemSize ).copy( this );
  13874. }
  13875. /**
  13876. * Serializes the buffer attribute into JSON.
  13877. *
  13878. * @return {Object} A JSON object representing the serialized buffer attribute.
  13879. */
  13880. toJSON() {
  13881. const data = {
  13882. itemSize: this.itemSize,
  13883. type: this.array.constructor.name,
  13884. array: Array.from( this.array ),
  13885. normalized: this.normalized
  13886. };
  13887. if ( this.name !== '' ) data.name = this.name;
  13888. if ( this.usage !== StaticDrawUsage ) data.usage = this.usage;
  13889. return data;
  13890. }
  13891. }
  13892. /**
  13893. * Convenient class that can be used when creating a `Int8` buffer attribute with
  13894. * a plain `Array` instance.
  13895. *
  13896. * @augments BufferAttribute
  13897. */
  13898. class Int8BufferAttribute extends BufferAttribute {
  13899. /**
  13900. * Constructs a new buffer attribute.
  13901. *
  13902. * @param {(Array<number>|Int8Array)} array - The array holding the attribute data.
  13903. * @param {number} itemSize - The item size.
  13904. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13905. */
  13906. constructor( array, itemSize, normalized ) {
  13907. super( new Int8Array( array ), itemSize, normalized );
  13908. }
  13909. }
  13910. /**
  13911. * Convenient class that can be used when creating a `UInt8` buffer attribute with
  13912. * a plain `Array` instance.
  13913. *
  13914. * @augments BufferAttribute
  13915. */
  13916. class Uint8BufferAttribute extends BufferAttribute {
  13917. /**
  13918. * Constructs a new buffer attribute.
  13919. *
  13920. * @param {(Array<number>|Uint8Array)} array - The array holding the attribute data.
  13921. * @param {number} itemSize - The item size.
  13922. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13923. */
  13924. constructor( array, itemSize, normalized ) {
  13925. super( new Uint8Array( array ), itemSize, normalized );
  13926. }
  13927. }
  13928. /**
  13929. * Convenient class that can be used when creating a `UInt8Clamped` buffer attribute with
  13930. * a plain `Array` instance.
  13931. *
  13932. * @augments BufferAttribute
  13933. */
  13934. class Uint8ClampedBufferAttribute extends BufferAttribute {
  13935. /**
  13936. * Constructs a new buffer attribute.
  13937. *
  13938. * @param {(Array<number>|Uint8ClampedArray)} array - The array holding the attribute data.
  13939. * @param {number} itemSize - The item size.
  13940. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13941. */
  13942. constructor( array, itemSize, normalized ) {
  13943. super( new Uint8ClampedArray( array ), itemSize, normalized );
  13944. }
  13945. }
  13946. /**
  13947. * Convenient class that can be used when creating a `Int16` buffer attribute with
  13948. * a plain `Array` instance.
  13949. *
  13950. * @augments BufferAttribute
  13951. */
  13952. class Int16BufferAttribute extends BufferAttribute {
  13953. /**
  13954. * Constructs a new buffer attribute.
  13955. *
  13956. * @param {(Array<number>|Int16Array)} array - The array holding the attribute data.
  13957. * @param {number} itemSize - The item size.
  13958. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13959. */
  13960. constructor( array, itemSize, normalized ) {
  13961. super( new Int16Array( array ), itemSize, normalized );
  13962. }
  13963. }
  13964. /**
  13965. * Convenient class that can be used when creating a `UInt16` buffer attribute with
  13966. * a plain `Array` instance.
  13967. *
  13968. * @augments BufferAttribute
  13969. */
  13970. class Uint16BufferAttribute extends BufferAttribute {
  13971. /**
  13972. * Constructs a new buffer attribute.
  13973. *
  13974. * @param {(Array<number>|Uint16Array)} array - The array holding the attribute data.
  13975. * @param {number} itemSize - The item size.
  13976. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13977. */
  13978. constructor( array, itemSize, normalized ) {
  13979. super( new Uint16Array( array ), itemSize, normalized );
  13980. }
  13981. }
  13982. /**
  13983. * Convenient class that can be used when creating a `Int32` buffer attribute with
  13984. * a plain `Array` instance.
  13985. *
  13986. * @augments BufferAttribute
  13987. */
  13988. class Int32BufferAttribute extends BufferAttribute {
  13989. /**
  13990. * Constructs a new buffer attribute.
  13991. *
  13992. * @param {(Array<number>|Int32Array)} array - The array holding the attribute data.
  13993. * @param {number} itemSize - The item size.
  13994. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13995. */
  13996. constructor( array, itemSize, normalized ) {
  13997. super( new Int32Array( array ), itemSize, normalized );
  13998. }
  13999. }
  14000. /**
  14001. * Convenient class that can be used when creating a `UInt32` buffer attribute with
  14002. * a plain `Array` instance.
  14003. *
  14004. * @augments BufferAttribute
  14005. */
  14006. class Uint32BufferAttribute extends BufferAttribute {
  14007. /**
  14008. * Constructs a new buffer attribute.
  14009. *
  14010. * @param {(Array<number>|Uint32Array)} array - The array holding the attribute data.
  14011. * @param {number} itemSize - The item size.
  14012. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  14013. */
  14014. constructor( array, itemSize, normalized ) {
  14015. super( new Uint32Array( array ), itemSize, normalized );
  14016. }
  14017. }
  14018. /**
  14019. * Convenient class that can be used when creating a `Float16` buffer attribute with
  14020. * a plain `Array` instance.
  14021. *
  14022. * This class automatically converts to and from FP16 via `Uint16Array` since `Float16Array`
  14023. * browser support is still problematic.
  14024. *
  14025. * @augments BufferAttribute
  14026. */
  14027. class Float16BufferAttribute extends BufferAttribute {
  14028. /**
  14029. * Constructs a new buffer attribute.
  14030. *
  14031. * @param {(Array<number>|Uint16Array)} array - The array holding the attribute data.
  14032. * @param {number} itemSize - The item size.
  14033. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  14034. */
  14035. constructor( array, itemSize, normalized ) {
  14036. super( new Uint16Array( array ), itemSize, normalized );
  14037. this.isFloat16BufferAttribute = true;
  14038. }
  14039. getX( index ) {
  14040. let x = fromHalfFloat( this.array[ index * this.itemSize ] );
  14041. if ( this.normalized ) x = denormalize( x, this.array );
  14042. return x;
  14043. }
  14044. setX( index, x ) {
  14045. if ( this.normalized ) x = normalize( x, this.array );
  14046. this.array[ index * this.itemSize ] = toHalfFloat( x );
  14047. return this;
  14048. }
  14049. getY( index ) {
  14050. let y = fromHalfFloat( this.array[ index * this.itemSize + 1 ] );
  14051. if ( this.normalized ) y = denormalize( y, this.array );
  14052. return y;
  14053. }
  14054. setY( index, y ) {
  14055. if ( this.normalized ) y = normalize( y, this.array );
  14056. this.array[ index * this.itemSize + 1 ] = toHalfFloat( y );
  14057. return this;
  14058. }
  14059. getZ( index ) {
  14060. let z = fromHalfFloat( this.array[ index * this.itemSize + 2 ] );
  14061. if ( this.normalized ) z = denormalize( z, this.array );
  14062. return z;
  14063. }
  14064. setZ( index, z ) {
  14065. if ( this.normalized ) z = normalize( z, this.array );
  14066. this.array[ index * this.itemSize + 2 ] = toHalfFloat( z );
  14067. return this;
  14068. }
  14069. getW( index ) {
  14070. let w = fromHalfFloat( this.array[ index * this.itemSize + 3 ] );
  14071. if ( this.normalized ) w = denormalize( w, this.array );
  14072. return w;
  14073. }
  14074. setW( index, w ) {
  14075. if ( this.normalized ) w = normalize( w, this.array );
  14076. this.array[ index * this.itemSize + 3 ] = toHalfFloat( w );
  14077. return this;
  14078. }
  14079. setXY( index, x, y ) {
  14080. index *= this.itemSize;
  14081. if ( this.normalized ) {
  14082. x = normalize( x, this.array );
  14083. y = normalize( y, this.array );
  14084. }
  14085. this.array[ index + 0 ] = toHalfFloat( x );
  14086. this.array[ index + 1 ] = toHalfFloat( y );
  14087. return this;
  14088. }
  14089. setXYZ( index, x, y, z ) {
  14090. index *= this.itemSize;
  14091. if ( this.normalized ) {
  14092. x = normalize( x, this.array );
  14093. y = normalize( y, this.array );
  14094. z = normalize( z, this.array );
  14095. }
  14096. this.array[ index + 0 ] = toHalfFloat( x );
  14097. this.array[ index + 1 ] = toHalfFloat( y );
  14098. this.array[ index + 2 ] = toHalfFloat( z );
  14099. return this;
  14100. }
  14101. setXYZW( index, x, y, z, w ) {
  14102. index *= this.itemSize;
  14103. if ( this.normalized ) {
  14104. x = normalize( x, this.array );
  14105. y = normalize( y, this.array );
  14106. z = normalize( z, this.array );
  14107. w = normalize( w, this.array );
  14108. }
  14109. this.array[ index + 0 ] = toHalfFloat( x );
  14110. this.array[ index + 1 ] = toHalfFloat( y );
  14111. this.array[ index + 2 ] = toHalfFloat( z );
  14112. this.array[ index + 3 ] = toHalfFloat( w );
  14113. return this;
  14114. }
  14115. }
  14116. /**
  14117. * Convenient class that can be used when creating a `Float32` buffer attribute with
  14118. * a plain `Array` instance.
  14119. *
  14120. * @augments BufferAttribute
  14121. */
  14122. class Float32BufferAttribute extends BufferAttribute {
  14123. /**
  14124. * Constructs a new buffer attribute.
  14125. *
  14126. * @param {(Array<number>|Float32Array)} array - The array holding the attribute data.
  14127. * @param {number} itemSize - The item size.
  14128. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  14129. */
  14130. constructor( array, itemSize, normalized ) {
  14131. super( new Float32Array( array ), itemSize, normalized );
  14132. }
  14133. }
  14134. let _id$1 = 0;
  14135. const _m1 = /*@__PURE__*/ new Matrix4();
  14136. const _obj = /*@__PURE__*/ new Object3D();
  14137. const _offset = /*@__PURE__*/ new Vector3();
  14138. const _box$2 = /*@__PURE__*/ new Box3();
  14139. const _boxMorphTargets = /*@__PURE__*/ new Box3();
  14140. const _vector$8 = /*@__PURE__*/ new Vector3();
  14141. /**
  14142. * A representation of mesh, line, or point geometry. Includes vertex
  14143. * positions, face indices, normals, colors, UVs, and custom attributes
  14144. * within buffers, reducing the cost of passing all this data to the GPU.
  14145. *
  14146. * ```js
  14147. * const geometry = new THREE.BufferGeometry();
  14148. * // create a simple square shape. We duplicate the top left and bottom right
  14149. * // vertices because each vertex needs to appear once per triangle.
  14150. * const vertices = new Float32Array( [
  14151. * -1.0, -1.0, 1.0, // v0
  14152. * 1.0, -1.0, 1.0, // v1
  14153. * 1.0, 1.0, 1.0, // v2
  14154. *
  14155. * 1.0, 1.0, 1.0, // v3
  14156. * -1.0, 1.0, 1.0, // v4
  14157. * -1.0, -1.0, 1.0 // v5
  14158. * ] );
  14159. * // itemSize = 3 because there are 3 values (components) per vertex
  14160. * geometry.setAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) );
  14161. * const material = new THREE.MeshBasicMaterial( { color: 0xff0000 } );
  14162. * const mesh = new THREE.Mesh( geometry, material );
  14163. * ```
  14164. *
  14165. * @augments EventDispatcher
  14166. */
  14167. class BufferGeometry extends EventDispatcher {
  14168. /**
  14169. * Constructs a new geometry.
  14170. */
  14171. constructor() {
  14172. super();
  14173. /**
  14174. * This flag can be used for type testing.
  14175. *
  14176. * @type {boolean}
  14177. * @readonly
  14178. * @default true
  14179. */
  14180. this.isBufferGeometry = true;
  14181. /**
  14182. * The ID of the geometry.
  14183. *
  14184. * @name BufferGeometry#id
  14185. * @type {number}
  14186. * @readonly
  14187. */
  14188. Object.defineProperty( this, 'id', { value: _id$1 ++ } );
  14189. /**
  14190. * The UUID of the geometry.
  14191. *
  14192. * @type {string}
  14193. * @readonly
  14194. */
  14195. this.uuid = generateUUID();
  14196. /**
  14197. * The name of the geometry.
  14198. *
  14199. * @type {string}
  14200. */
  14201. this.name = '';
  14202. this.type = 'BufferGeometry';
  14203. /**
  14204. * Allows for vertices to be re-used across multiple triangles; this is
  14205. * called using "indexed triangles". Each triangle is associated with the
  14206. * indices of three vertices. This attribute therefore stores the index of
  14207. * each vertex for each triangular face. If this attribute is not set, the
  14208. * renderer assumes that each three contiguous positions represent a single triangle.
  14209. *
  14210. * @type {?BufferAttribute}
  14211. * @default null
  14212. */
  14213. this.index = null;
  14214. /**
  14215. * A (storage) buffer attribute which was generated with a compute shader and
  14216. * now defines indirect draw calls.
  14217. *
  14218. * Can only be used with {@link WebGPURenderer} and a WebGPU backend.
  14219. *
  14220. * @type {?BufferAttribute}
  14221. * @default null
  14222. */
  14223. this.indirect = null;
  14224. /**
  14225. * This dictionary has as id the name of the attribute to be set and as value
  14226. * the buffer attribute to set it to. Rather than accessing this property directly,
  14227. * use `setAttribute()` and `getAttribute()` to access attributes of this geometry.
  14228. *
  14229. * @type {Object<string,(BufferAttribute|InterleavedBufferAttribute)>}
  14230. */
  14231. this.attributes = {};
  14232. /**
  14233. * This dictionary holds the morph targets of the geometry.
  14234. *
  14235. * Note: Once the geometry has been rendered, the morph attribute data cannot
  14236. * be changed. You will have to call `dispose()?, and create a new geometry instance.
  14237. *
  14238. * @type {Object}
  14239. */
  14240. this.morphAttributes = {};
  14241. /**
  14242. * Used to control the morph target behavior; when set to `true`, the morph
  14243. * target data is treated as relative offsets, rather than as absolute
  14244. * positions/normals.
  14245. *
  14246. * @type {boolean}
  14247. * @default false
  14248. */
  14249. this.morphTargetsRelative = false;
  14250. /**
  14251. * Split the geometry into groups, each of which will be rendered in a
  14252. * separate draw call. This allows an array of materials to be used with the geometry.
  14253. *
  14254. * Use `addGroup()` and `clearGroups()` to edit groups, rather than modifying this array directly.
  14255. *
  14256. * Every vertex and index must belong to exactly one group — groups must not share vertices or
  14257. * indices, and must not leave vertices or indices unused.
  14258. *
  14259. * @type {Array<Object>}
  14260. */
  14261. this.groups = [];
  14262. /**
  14263. * Bounding box for the geometry which can be calculated with `computeBoundingBox()`.
  14264. *
  14265. * @type {?Box3}
  14266. * @default null
  14267. */
  14268. this.boundingBox = null;
  14269. /**
  14270. * Bounding sphere for the geometry which can be calculated with `computeBoundingSphere()`.
  14271. *
  14272. * @type {?Sphere}
  14273. * @default null
  14274. */
  14275. this.boundingSphere = null;
  14276. /**
  14277. * Determines the part of the geometry to render. This should not be set directly,
  14278. * instead use `setDrawRange()`.
  14279. *
  14280. * @type {{start:number,count:number}}
  14281. */
  14282. this.drawRange = { start: 0, count: Infinity };
  14283. /**
  14284. * An object that can be used to store custom data about the geometry.
  14285. * It should not hold references to functions as these will not be cloned.
  14286. *
  14287. * @type {Object}
  14288. */
  14289. this.userData = {};
  14290. }
  14291. /**
  14292. * Returns the index of this geometry.
  14293. *
  14294. * @return {?BufferAttribute} The index. Returns `null` if no index is defined.
  14295. */
  14296. getIndex() {
  14297. return this.index;
  14298. }
  14299. /**
  14300. * Sets the given index to this geometry.
  14301. *
  14302. * @param {Array<number>|BufferAttribute} index - The index to set.
  14303. * @return {BufferGeometry} A reference to this instance.
  14304. */
  14305. setIndex( index ) {
  14306. if ( Array.isArray( index ) ) {
  14307. this.index = new ( arrayNeedsUint32( index ) ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 );
  14308. } else {
  14309. this.index = index;
  14310. }
  14311. return this;
  14312. }
  14313. /**
  14314. * Sets the given indirect attribute to this geometry.
  14315. *
  14316. * @param {BufferAttribute} indirect - The attribute holding indirect draw calls.
  14317. * @return {BufferGeometry} A reference to this instance.
  14318. */
  14319. setIndirect( indirect ) {
  14320. this.indirect = indirect;
  14321. return this;
  14322. }
  14323. /**
  14324. * Returns the indirect attribute of this geometry.
  14325. *
  14326. * @return {?BufferAttribute} The indirect attribute. Returns `null` if no indirect attribute is defined.
  14327. */
  14328. getIndirect() {
  14329. return this.indirect;
  14330. }
  14331. /**
  14332. * Returns the buffer attribute for the given name.
  14333. *
  14334. * @param {string} name - The attribute name.
  14335. * @return {BufferAttribute|InterleavedBufferAttribute|undefined} The buffer attribute.
  14336. * Returns `undefined` if not attribute has been found.
  14337. */
  14338. getAttribute( name ) {
  14339. return this.attributes[ name ];
  14340. }
  14341. /**
  14342. * Sets the given attribute for the given name.
  14343. *
  14344. * @param {string} name - The attribute name.
  14345. * @param {BufferAttribute|InterleavedBufferAttribute} attribute - The attribute to set.
  14346. * @return {BufferGeometry} A reference to this instance.
  14347. */
  14348. setAttribute( name, attribute ) {
  14349. this.attributes[ name ] = attribute;
  14350. return this;
  14351. }
  14352. /**
  14353. * Deletes the attribute for the given name.
  14354. *
  14355. * @param {string} name - The attribute name to delete.
  14356. * @return {BufferGeometry} A reference to this instance.
  14357. */
  14358. deleteAttribute( name ) {
  14359. delete this.attributes[ name ];
  14360. return this;
  14361. }
  14362. /**
  14363. * Returns `true` if this geometry has an attribute for the given name.
  14364. *
  14365. * @param {string} name - The attribute name.
  14366. * @return {boolean} Whether this geometry has an attribute for the given name or not.
  14367. */
  14368. hasAttribute( name ) {
  14369. return this.attributes[ name ] !== undefined;
  14370. }
  14371. /**
  14372. * Adds a group to this geometry.
  14373. *
  14374. * @param {number} start - The first element in this draw call. That is the first
  14375. * vertex for non-indexed geometry, otherwise the first triangle index.
  14376. * @param {number} count - Specifies how many vertices (or indices) are part of this group.
  14377. * @param {number} [materialIndex=0] - The material array index to use.
  14378. */
  14379. addGroup( start, count, materialIndex = 0 ) {
  14380. this.groups.push( {
  14381. start: start,
  14382. count: count,
  14383. materialIndex: materialIndex
  14384. } );
  14385. }
  14386. /**
  14387. * Clears all groups.
  14388. */
  14389. clearGroups() {
  14390. this.groups = [];
  14391. }
  14392. /**
  14393. * Sets the draw range for this geometry.
  14394. *
  14395. * @param {number} start - The first vertex for non-indexed geometry, otherwise the first triangle index.
  14396. * @param {number} count - For non-indexed BufferGeometry, `count` is the number of vertices to render.
  14397. * For indexed BufferGeometry, `count` is the number of indices to render.
  14398. */
  14399. setDrawRange( start, count ) {
  14400. this.drawRange.start = start;
  14401. this.drawRange.count = count;
  14402. }
  14403. /**
  14404. * Applies the given 4x4 transformation matrix to the geometry.
  14405. *
  14406. * @param {Matrix4} matrix - The matrix to apply.
  14407. * @return {BufferGeometry} A reference to this instance.
  14408. */
  14409. applyMatrix4( matrix ) {
  14410. const position = this.attributes.position;
  14411. if ( position !== undefined ) {
  14412. position.applyMatrix4( matrix );
  14413. position.needsUpdate = true;
  14414. }
  14415. const normal = this.attributes.normal;
  14416. if ( normal !== undefined ) {
  14417. const normalMatrix = new Matrix3().getNormalMatrix( matrix );
  14418. normal.applyNormalMatrix( normalMatrix );
  14419. normal.needsUpdate = true;
  14420. }
  14421. const tangent = this.attributes.tangent;
  14422. if ( tangent !== undefined ) {
  14423. tangent.transformDirection( matrix );
  14424. tangent.needsUpdate = true;
  14425. }
  14426. if ( this.boundingBox !== null ) {
  14427. this.computeBoundingBox();
  14428. }
  14429. if ( this.boundingSphere !== null ) {
  14430. this.computeBoundingSphere();
  14431. }
  14432. return this;
  14433. }
  14434. /**
  14435. * Applies the rotation represented by the Quaternion to the geometry.
  14436. *
  14437. * @param {Quaternion} q - The Quaternion to apply.
  14438. * @return {BufferGeometry} A reference to this instance.
  14439. */
  14440. applyQuaternion( q ) {
  14441. _m1.makeRotationFromQuaternion( q );
  14442. this.applyMatrix4( _m1 );
  14443. return this;
  14444. }
  14445. /**
  14446. * Rotates the geometry about the X axis. This is typically done as a one time
  14447. * operation, and not during a loop. Use {@link Object3D#rotation} for typical
  14448. * real-time mesh rotation.
  14449. *
  14450. * @param {number} angle - The angle in radians.
  14451. * @return {BufferGeometry} A reference to this instance.
  14452. */
  14453. rotateX( angle ) {
  14454. // rotate geometry around world x-axis
  14455. _m1.makeRotationX( angle );
  14456. this.applyMatrix4( _m1 );
  14457. return this;
  14458. }
  14459. /**
  14460. * Rotates the geometry about the Y axis. This is typically done as a one time
  14461. * operation, and not during a loop. Use {@link Object3D#rotation} for typical
  14462. * real-time mesh rotation.
  14463. *
  14464. * @param {number} angle - The angle in radians.
  14465. * @return {BufferGeometry} A reference to this instance.
  14466. */
  14467. rotateY( angle ) {
  14468. // rotate geometry around world y-axis
  14469. _m1.makeRotationY( angle );
  14470. this.applyMatrix4( _m1 );
  14471. return this;
  14472. }
  14473. /**
  14474. * Rotates the geometry about the Z axis. This is typically done as a one time
  14475. * operation, and not during a loop. Use {@link Object3D#rotation} for typical
  14476. * real-time mesh rotation.
  14477. *
  14478. * @param {number} angle - The angle in radians.
  14479. * @return {BufferGeometry} A reference to this instance.
  14480. */
  14481. rotateZ( angle ) {
  14482. // rotate geometry around world z-axis
  14483. _m1.makeRotationZ( angle );
  14484. this.applyMatrix4( _m1 );
  14485. return this;
  14486. }
  14487. /**
  14488. * Translates the geometry. This is typically done as a one time
  14489. * operation, and not during a loop. Use {@link Object3D#position} for typical
  14490. * real-time mesh rotation.
  14491. *
  14492. * @param {number} x - The x offset.
  14493. * @param {number} y - The y offset.
  14494. * @param {number} z - The z offset.
  14495. * @return {BufferGeometry} A reference to this instance.
  14496. */
  14497. translate( x, y, z ) {
  14498. // translate geometry
  14499. _m1.makeTranslation( x, y, z );
  14500. this.applyMatrix4( _m1 );
  14501. return this;
  14502. }
  14503. /**
  14504. * Scales the geometry. This is typically done as a one time
  14505. * operation, and not during a loop. Use {@link Object3D#scale} for typical
  14506. * real-time mesh rotation.
  14507. *
  14508. * @param {number} x - The x scale.
  14509. * @param {number} y - The y scale.
  14510. * @param {number} z - The z scale.
  14511. * @return {BufferGeometry} A reference to this instance.
  14512. */
  14513. scale( x, y, z ) {
  14514. // scale geometry
  14515. _m1.makeScale( x, y, z );
  14516. this.applyMatrix4( _m1 );
  14517. return this;
  14518. }
  14519. /**
  14520. * Rotates the geometry to face a point in 3D space. This is typically done as a one time
  14521. * operation, and not during a loop. Use {@link Object3D#lookAt} for typical
  14522. * real-time mesh rotation.
  14523. *
  14524. * @param {Vector3} vector - The target point.
  14525. * @return {BufferGeometry} A reference to this instance.
  14526. */
  14527. lookAt( vector ) {
  14528. _obj.lookAt( vector );
  14529. _obj.updateMatrix();
  14530. this.applyMatrix4( _obj.matrix );
  14531. return this;
  14532. }
  14533. /**
  14534. * Center the geometry based on its bounding box.
  14535. *
  14536. * @return {BufferGeometry} A reference to this instance.
  14537. */
  14538. center() {
  14539. this.computeBoundingBox();
  14540. this.boundingBox.getCenter( _offset ).negate();
  14541. this.translate( _offset.x, _offset.y, _offset.z );
  14542. return this;
  14543. }
  14544. /**
  14545. * Defines a geometry by creating a `position` attribute based on the given array of points. The array
  14546. * can hold 2D or 3D vectors. When using two-dimensional data, the `z` coordinate for all vertices is
  14547. * set to `0`.
  14548. *
  14549. * If the method is used with an existing `position` attribute, the vertex data are overwritten with the
  14550. * data from the array. The length of the array must match the vertex count.
  14551. *
  14552. * @param {Array<Vector2>|Array<Vector3>} points - The points.
  14553. * @return {BufferGeometry} A reference to this instance.
  14554. */
  14555. setFromPoints( points ) {
  14556. const positionAttribute = this.getAttribute( 'position' );
  14557. if ( positionAttribute === undefined ) {
  14558. const position = [];
  14559. for ( let i = 0, l = points.length; i < l; i ++ ) {
  14560. const point = points[ i ];
  14561. position.push( point.x, point.y, point.z || 0 );
  14562. }
  14563. this.setAttribute( 'position', new Float32BufferAttribute( position, 3 ) );
  14564. } else {
  14565. const l = Math.min( points.length, positionAttribute.count ); // make sure data do not exceed buffer size
  14566. for ( let i = 0; i < l; i ++ ) {
  14567. const point = points[ i ];
  14568. positionAttribute.setXYZ( i, point.x, point.y, point.z || 0 );
  14569. }
  14570. if ( points.length > positionAttribute.count ) {
  14571. warn( 'BufferGeometry: Buffer size too small for points data. Use .dispose() and create a new geometry.' );
  14572. }
  14573. positionAttribute.needsUpdate = true;
  14574. }
  14575. return this;
  14576. }
  14577. /**
  14578. * Computes the bounding box of the geometry, and updates the `boundingBox` member.
  14579. * The bounding box is not computed by the engine; it must be computed by your app.
  14580. * You may need to recompute the bounding box if the geometry vertices are modified.
  14581. */
  14582. computeBoundingBox() {
  14583. if ( this.boundingBox === null ) {
  14584. this.boundingBox = new Box3();
  14585. }
  14586. const position = this.attributes.position;
  14587. const morphAttributesPosition = this.morphAttributes.position;
  14588. if ( position && position.isGLBufferAttribute ) {
  14589. error( 'BufferGeometry.computeBoundingBox(): GLBufferAttribute requires a manual bounding box.', this );
  14590. this.boundingBox.set(
  14591. new Vector3( - Infinity, - Infinity, - Infinity ),
  14592. new Vector3( + Infinity, + Infinity, + Infinity )
  14593. );
  14594. return;
  14595. }
  14596. if ( position !== undefined ) {
  14597. this.boundingBox.setFromBufferAttribute( position );
  14598. // process morph attributes if present
  14599. if ( morphAttributesPosition ) {
  14600. for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  14601. const morphAttribute = morphAttributesPosition[ i ];
  14602. _box$2.setFromBufferAttribute( morphAttribute );
  14603. if ( this.morphTargetsRelative ) {
  14604. _vector$8.addVectors( this.boundingBox.min, _box$2.min );
  14605. this.boundingBox.expandByPoint( _vector$8 );
  14606. _vector$8.addVectors( this.boundingBox.max, _box$2.max );
  14607. this.boundingBox.expandByPoint( _vector$8 );
  14608. } else {
  14609. this.boundingBox.expandByPoint( _box$2.min );
  14610. this.boundingBox.expandByPoint( _box$2.max );
  14611. }
  14612. }
  14613. }
  14614. } else {
  14615. this.boundingBox.makeEmpty();
  14616. }
  14617. if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {
  14618. error( 'BufferGeometry.computeBoundingBox(): Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this );
  14619. }
  14620. }
  14621. /**
  14622. * Computes the bounding sphere of the geometry, and updates the `boundingSphere` member.
  14623. * The engine automatically computes the bounding sphere when it is needed, e.g., for ray casting or view frustum culling.
  14624. * You may need to recompute the bounding sphere if the geometry vertices are modified.
  14625. */
  14626. computeBoundingSphere() {
  14627. if ( this.boundingSphere === null ) {
  14628. this.boundingSphere = new Sphere();
  14629. }
  14630. const position = this.attributes.position;
  14631. const morphAttributesPosition = this.morphAttributes.position;
  14632. if ( position && position.isGLBufferAttribute ) {
  14633. error( 'BufferGeometry.computeBoundingSphere(): GLBufferAttribute requires a manual bounding sphere.', this );
  14634. this.boundingSphere.set( new Vector3(), Infinity );
  14635. return;
  14636. }
  14637. if ( position ) {
  14638. // first, find the center of the bounding sphere
  14639. const center = this.boundingSphere.center;
  14640. _box$2.setFromBufferAttribute( position );
  14641. // process morph attributes if present
  14642. if ( morphAttributesPosition ) {
  14643. for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  14644. const morphAttribute = morphAttributesPosition[ i ];
  14645. _boxMorphTargets.setFromBufferAttribute( morphAttribute );
  14646. if ( this.morphTargetsRelative ) {
  14647. _vector$8.addVectors( _box$2.min, _boxMorphTargets.min );
  14648. _box$2.expandByPoint( _vector$8 );
  14649. _vector$8.addVectors( _box$2.max, _boxMorphTargets.max );
  14650. _box$2.expandByPoint( _vector$8 );
  14651. } else {
  14652. _box$2.expandByPoint( _boxMorphTargets.min );
  14653. _box$2.expandByPoint( _boxMorphTargets.max );
  14654. }
  14655. }
  14656. }
  14657. _box$2.getCenter( center );
  14658. // second, try to find a boundingSphere with a radius smaller than the
  14659. // boundingSphere of the boundingBox: sqrt(3) smaller in the best case
  14660. let maxRadiusSq = 0;
  14661. for ( let i = 0, il = position.count; i < il; i ++ ) {
  14662. _vector$8.fromBufferAttribute( position, i );
  14663. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$8 ) );
  14664. }
  14665. // process morph attributes if present
  14666. if ( morphAttributesPosition ) {
  14667. for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  14668. const morphAttribute = morphAttributesPosition[ i ];
  14669. const morphTargetsRelative = this.morphTargetsRelative;
  14670. for ( let j = 0, jl = morphAttribute.count; j < jl; j ++ ) {
  14671. _vector$8.fromBufferAttribute( morphAttribute, j );
  14672. if ( morphTargetsRelative ) {
  14673. _offset.fromBufferAttribute( position, j );
  14674. _vector$8.add( _offset );
  14675. }
  14676. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$8 ) );
  14677. }
  14678. }
  14679. }
  14680. this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
  14681. if ( isNaN( this.boundingSphere.radius ) ) {
  14682. error( 'BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this );
  14683. }
  14684. }
  14685. }
  14686. /**
  14687. * Calculates and adds a tangent attribute to this geometry.
  14688. *
  14689. * The computation is only supported for indexed geometries and if position, normal, and uv attributes
  14690. * are defined. When using a tangent space normal map, prefer the MikkTSpace algorithm provided by
  14691. * {@link BufferGeometryUtils#computeMikkTSpaceTangents} instead.
  14692. */
  14693. computeTangents() {
  14694. const index = this.index;
  14695. const attributes = this.attributes;
  14696. // based on http://www.terathon.com/code/tangent.html
  14697. // (per vertex tangents)
  14698. if ( index === null ||
  14699. attributes.position === undefined ||
  14700. attributes.normal === undefined ||
  14701. attributes.uv === undefined ) {
  14702. error( 'BufferGeometry: .computeTangents() failed. Missing required attributes (index, position, normal or uv)' );
  14703. return;
  14704. }
  14705. const positionAttribute = attributes.position;
  14706. const normalAttribute = attributes.normal;
  14707. const uvAttribute = attributes.uv;
  14708. if ( this.hasAttribute( 'tangent' ) === false ) {
  14709. this.setAttribute( 'tangent', new BufferAttribute( new Float32Array( 4 * positionAttribute.count ), 4 ) );
  14710. }
  14711. const tangentAttribute = this.getAttribute( 'tangent' );
  14712. const tan1 = [], tan2 = [];
  14713. for ( let i = 0; i < positionAttribute.count; i ++ ) {
  14714. tan1[ i ] = new Vector3();
  14715. tan2[ i ] = new Vector3();
  14716. }
  14717. const vA = new Vector3(),
  14718. vB = new Vector3(),
  14719. vC = new Vector3(),
  14720. uvA = new Vector2(),
  14721. uvB = new Vector2(),
  14722. uvC = new Vector2(),
  14723. sdir = new Vector3(),
  14724. tdir = new Vector3();
  14725. function handleTriangle( a, b, c ) {
  14726. vA.fromBufferAttribute( positionAttribute, a );
  14727. vB.fromBufferAttribute( positionAttribute, b );
  14728. vC.fromBufferAttribute( positionAttribute, c );
  14729. uvA.fromBufferAttribute( uvAttribute, a );
  14730. uvB.fromBufferAttribute( uvAttribute, b );
  14731. uvC.fromBufferAttribute( uvAttribute, c );
  14732. vB.sub( vA );
  14733. vC.sub( vA );
  14734. uvB.sub( uvA );
  14735. uvC.sub( uvA );
  14736. const r = 1.0 / ( uvB.x * uvC.y - uvC.x * uvB.y );
  14737. // silently ignore degenerate uv triangles having coincident or colinear vertices
  14738. if ( ! isFinite( r ) ) return;
  14739. sdir.copy( vB ).multiplyScalar( uvC.y ).addScaledVector( vC, - uvB.y ).multiplyScalar( r );
  14740. tdir.copy( vC ).multiplyScalar( uvB.x ).addScaledVector( vB, - uvC.x ).multiplyScalar( r );
  14741. tan1[ a ].add( sdir );
  14742. tan1[ b ].add( sdir );
  14743. tan1[ c ].add( sdir );
  14744. tan2[ a ].add( tdir );
  14745. tan2[ b ].add( tdir );
  14746. tan2[ c ].add( tdir );
  14747. }
  14748. let groups = this.groups;
  14749. if ( groups.length === 0 ) {
  14750. groups = [ {
  14751. start: 0,
  14752. count: index.count
  14753. } ];
  14754. }
  14755. for ( let i = 0, il = groups.length; i < il; ++ i ) {
  14756. const group = groups[ i ];
  14757. const start = group.start;
  14758. const count = group.count;
  14759. for ( let j = start, jl = start + count; j < jl; j += 3 ) {
  14760. handleTriangle(
  14761. index.getX( j + 0 ),
  14762. index.getX( j + 1 ),
  14763. index.getX( j + 2 )
  14764. );
  14765. }
  14766. }
  14767. const tmp = new Vector3(), tmp2 = new Vector3();
  14768. const n = new Vector3(), n2 = new Vector3();
  14769. function handleVertex( v ) {
  14770. n.fromBufferAttribute( normalAttribute, v );
  14771. n2.copy( n );
  14772. const t = tan1[ v ];
  14773. // Gram-Schmidt orthogonalize
  14774. tmp.copy( t );
  14775. tmp.sub( n.multiplyScalar( n.dot( t ) ) ).normalize();
  14776. // Calculate handedness
  14777. tmp2.crossVectors( n2, t );
  14778. const test = tmp2.dot( tan2[ v ] );
  14779. const w = ( test < 0.0 ) ? -1 : 1.0;
  14780. tangentAttribute.setXYZW( v, tmp.x, tmp.y, tmp.z, w );
  14781. }
  14782. for ( let i = 0, il = groups.length; i < il; ++ i ) {
  14783. const group = groups[ i ];
  14784. const start = group.start;
  14785. const count = group.count;
  14786. for ( let j = start, jl = start + count; j < jl; j += 3 ) {
  14787. handleVertex( index.getX( j + 0 ) );
  14788. handleVertex( index.getX( j + 1 ) );
  14789. handleVertex( index.getX( j + 2 ) );
  14790. }
  14791. }
  14792. }
  14793. /**
  14794. * Computes vertex normals for the given vertex data. For indexed geometries, the method sets
  14795. * each vertex normal to be the average of the face normals of the faces that share that vertex.
  14796. * For non-indexed geometries, vertices are not shared, and the method sets each vertex normal
  14797. * to be the same as the face normal.
  14798. */
  14799. computeVertexNormals() {
  14800. const index = this.index;
  14801. const positionAttribute = this.getAttribute( 'position' );
  14802. if ( positionAttribute !== undefined ) {
  14803. let normalAttribute = this.getAttribute( 'normal' );
  14804. if ( normalAttribute === undefined ) {
  14805. normalAttribute = new BufferAttribute( new Float32Array( positionAttribute.count * 3 ), 3 );
  14806. this.setAttribute( 'normal', normalAttribute );
  14807. } else {
  14808. // reset existing normals to zero
  14809. for ( let i = 0, il = normalAttribute.count; i < il; i ++ ) {
  14810. normalAttribute.setXYZ( i, 0, 0, 0 );
  14811. }
  14812. }
  14813. const pA = new Vector3(), pB = new Vector3(), pC = new Vector3();
  14814. const nA = new Vector3(), nB = new Vector3(), nC = new Vector3();
  14815. const cb = new Vector3(), ab = new Vector3();
  14816. // indexed elements
  14817. if ( index ) {
  14818. for ( let i = 0, il = index.count; i < il; i += 3 ) {
  14819. const vA = index.getX( i + 0 );
  14820. const vB = index.getX( i + 1 );
  14821. const vC = index.getX( i + 2 );
  14822. pA.fromBufferAttribute( positionAttribute, vA );
  14823. pB.fromBufferAttribute( positionAttribute, vB );
  14824. pC.fromBufferAttribute( positionAttribute, vC );
  14825. cb.subVectors( pC, pB );
  14826. ab.subVectors( pA, pB );
  14827. cb.cross( ab );
  14828. nA.fromBufferAttribute( normalAttribute, vA );
  14829. nB.fromBufferAttribute( normalAttribute, vB );
  14830. nC.fromBufferAttribute( normalAttribute, vC );
  14831. nA.add( cb );
  14832. nB.add( cb );
  14833. nC.add( cb );
  14834. normalAttribute.setXYZ( vA, nA.x, nA.y, nA.z );
  14835. normalAttribute.setXYZ( vB, nB.x, nB.y, nB.z );
  14836. normalAttribute.setXYZ( vC, nC.x, nC.y, nC.z );
  14837. }
  14838. } else {
  14839. // non-indexed elements (unconnected triangle soup)
  14840. for ( let i = 0, il = positionAttribute.count; i < il; i += 3 ) {
  14841. pA.fromBufferAttribute( positionAttribute, i + 0 );
  14842. pB.fromBufferAttribute( positionAttribute, i + 1 );
  14843. pC.fromBufferAttribute( positionAttribute, i + 2 );
  14844. cb.subVectors( pC, pB );
  14845. ab.subVectors( pA, pB );
  14846. cb.cross( ab );
  14847. normalAttribute.setXYZ( i + 0, cb.x, cb.y, cb.z );
  14848. normalAttribute.setXYZ( i + 1, cb.x, cb.y, cb.z );
  14849. normalAttribute.setXYZ( i + 2, cb.x, cb.y, cb.z );
  14850. }
  14851. }
  14852. this.normalizeNormals();
  14853. normalAttribute.needsUpdate = true;
  14854. }
  14855. }
  14856. /**
  14857. * Ensures every normal vector in a geometry will have a magnitude of `1`. This will
  14858. * correct lighting on the geometry surfaces.
  14859. */
  14860. normalizeNormals() {
  14861. const normals = this.attributes.normal;
  14862. for ( let i = 0, il = normals.count; i < il; i ++ ) {
  14863. _vector$8.fromBufferAttribute( normals, i );
  14864. _vector$8.normalize();
  14865. normals.setXYZ( i, _vector$8.x, _vector$8.y, _vector$8.z );
  14866. }
  14867. }
  14868. /**
  14869. * Return a new non-index version of this indexed geometry. If the geometry
  14870. * is already non-indexed, the method is a NOOP.
  14871. *
  14872. * @return {BufferGeometry} The non-indexed version of this indexed geometry.
  14873. */
  14874. toNonIndexed() {
  14875. function convertBufferAttribute( attribute, indices ) {
  14876. const array = attribute.array;
  14877. const itemSize = attribute.itemSize;
  14878. const normalized = attribute.normalized;
  14879. const array2 = new array.constructor( indices.length * itemSize );
  14880. let index = 0, index2 = 0;
  14881. for ( let i = 0, l = indices.length; i < l; i ++ ) {
  14882. if ( attribute.isInterleavedBufferAttribute ) {
  14883. index = indices[ i ] * attribute.data.stride + attribute.offset;
  14884. } else {
  14885. index = indices[ i ] * itemSize;
  14886. }
  14887. for ( let j = 0; j < itemSize; j ++ ) {
  14888. array2[ index2 ++ ] = array[ index ++ ];
  14889. }
  14890. }
  14891. return new BufferAttribute( array2, itemSize, normalized );
  14892. }
  14893. //
  14894. if ( this.index === null ) {
  14895. warn( 'BufferGeometry.toNonIndexed(): BufferGeometry is already non-indexed.' );
  14896. return this;
  14897. }
  14898. const geometry2 = new BufferGeometry();
  14899. const indices = this.index.array;
  14900. const attributes = this.attributes;
  14901. // attributes
  14902. for ( const name in attributes ) {
  14903. const attribute = attributes[ name ];
  14904. const newAttribute = convertBufferAttribute( attribute, indices );
  14905. geometry2.setAttribute( name, newAttribute );
  14906. }
  14907. // morph attributes
  14908. const morphAttributes = this.morphAttributes;
  14909. for ( const name in morphAttributes ) {
  14910. const morphArray = [];
  14911. const morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
  14912. for ( let i = 0, il = morphAttribute.length; i < il; i ++ ) {
  14913. const attribute = morphAttribute[ i ];
  14914. const newAttribute = convertBufferAttribute( attribute, indices );
  14915. morphArray.push( newAttribute );
  14916. }
  14917. geometry2.morphAttributes[ name ] = morphArray;
  14918. }
  14919. geometry2.morphTargetsRelative = this.morphTargetsRelative;
  14920. // groups
  14921. const groups = this.groups;
  14922. for ( let i = 0, l = groups.length; i < l; i ++ ) {
  14923. const group = groups[ i ];
  14924. geometry2.addGroup( group.start, group.count, group.materialIndex );
  14925. }
  14926. return geometry2;
  14927. }
  14928. /**
  14929. * Serializes the geometry into JSON.
  14930. *
  14931. * @return {Object} A JSON object representing the serialized geometry.
  14932. */
  14933. toJSON() {
  14934. const data = {
  14935. metadata: {
  14936. version: 4.7,
  14937. type: 'BufferGeometry',
  14938. generator: 'BufferGeometry.toJSON'
  14939. }
  14940. };
  14941. // standard BufferGeometry serialization
  14942. data.uuid = this.uuid;
  14943. data.type = this.type;
  14944. if ( this.name !== '' ) data.name = this.name;
  14945. if ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData;
  14946. if ( this.parameters !== undefined ) {
  14947. const parameters = this.parameters;
  14948. for ( const key in parameters ) {
  14949. if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];
  14950. }
  14951. return data;
  14952. }
  14953. // for simplicity the code assumes attributes are not shared across geometries, see #15811
  14954. data.data = { attributes: {} };
  14955. const index = this.index;
  14956. if ( index !== null ) {
  14957. data.data.index = {
  14958. type: index.array.constructor.name,
  14959. array: Array.prototype.slice.call( index.array )
  14960. };
  14961. }
  14962. const attributes = this.attributes;
  14963. for ( const key in attributes ) {
  14964. const attribute = attributes[ key ];
  14965. data.data.attributes[ key ] = attribute.toJSON( data.data );
  14966. }
  14967. const morphAttributes = {};
  14968. let hasMorphAttributes = false;
  14969. for ( const key in this.morphAttributes ) {
  14970. const attributeArray = this.morphAttributes[ key ];
  14971. const array = [];
  14972. for ( let i = 0, il = attributeArray.length; i < il; i ++ ) {
  14973. const attribute = attributeArray[ i ];
  14974. array.push( attribute.toJSON( data.data ) );
  14975. }
  14976. if ( array.length > 0 ) {
  14977. morphAttributes[ key ] = array;
  14978. hasMorphAttributes = true;
  14979. }
  14980. }
  14981. if ( hasMorphAttributes ) {
  14982. data.data.morphAttributes = morphAttributes;
  14983. data.data.morphTargetsRelative = this.morphTargetsRelative;
  14984. }
  14985. const groups = this.groups;
  14986. if ( groups.length > 0 ) {
  14987. data.data.groups = JSON.parse( JSON.stringify( groups ) );
  14988. }
  14989. const boundingSphere = this.boundingSphere;
  14990. if ( boundingSphere !== null ) {
  14991. data.data.boundingSphere = boundingSphere.toJSON();
  14992. }
  14993. return data;
  14994. }
  14995. /**
  14996. * Returns a new geometry with copied values from this instance.
  14997. *
  14998. * @return {BufferGeometry} A clone of this instance.
  14999. */
  15000. clone() {
  15001. return new this.constructor().copy( this );
  15002. }
  15003. /**
  15004. * Copies the values of the given geometry to this instance.
  15005. *
  15006. * @param {BufferGeometry} source - The geometry to copy.
  15007. * @return {BufferGeometry} A reference to this instance.
  15008. */
  15009. copy( source ) {
  15010. // reset
  15011. this.index = null;
  15012. this.attributes = {};
  15013. this.morphAttributes = {};
  15014. this.groups = [];
  15015. this.boundingBox = null;
  15016. this.boundingSphere = null;
  15017. // used for storing cloned, shared data
  15018. const data = {};
  15019. // name
  15020. this.name = source.name;
  15021. // index
  15022. const index = source.index;
  15023. if ( index !== null ) {
  15024. this.setIndex( index.clone() );
  15025. }
  15026. // attributes
  15027. const attributes = source.attributes;
  15028. for ( const name in attributes ) {
  15029. const attribute = attributes[ name ];
  15030. this.setAttribute( name, attribute.clone( data ) );
  15031. }
  15032. // morph attributes
  15033. const morphAttributes = source.morphAttributes;
  15034. for ( const name in morphAttributes ) {
  15035. const array = [];
  15036. const morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
  15037. for ( let i = 0, l = morphAttribute.length; i < l; i ++ ) {
  15038. array.push( morphAttribute[ i ].clone( data ) );
  15039. }
  15040. this.morphAttributes[ name ] = array;
  15041. }
  15042. this.morphTargetsRelative = source.morphTargetsRelative;
  15043. // groups
  15044. const groups = source.groups;
  15045. for ( let i = 0, l = groups.length; i < l; i ++ ) {
  15046. const group = groups[ i ];
  15047. this.addGroup( group.start, group.count, group.materialIndex );
  15048. }
  15049. // bounding box
  15050. const boundingBox = source.boundingBox;
  15051. if ( boundingBox !== null ) {
  15052. this.boundingBox = boundingBox.clone();
  15053. }
  15054. // bounding sphere
  15055. const boundingSphere = source.boundingSphere;
  15056. if ( boundingSphere !== null ) {
  15057. this.boundingSphere = boundingSphere.clone();
  15058. }
  15059. // draw range
  15060. this.drawRange.start = source.drawRange.start;
  15061. this.drawRange.count = source.drawRange.count;
  15062. // user data
  15063. this.userData = source.userData;
  15064. return this;
  15065. }
  15066. /**
  15067. * Frees the GPU-related resources allocated by this instance. Call this
  15068. * method whenever this instance is no longer used in your app.
  15069. *
  15070. * @fires BufferGeometry#dispose
  15071. */
  15072. dispose() {
  15073. this.dispatchEvent( { type: 'dispose' } );
  15074. }
  15075. }
  15076. const _inverseMatrix$3 = /*@__PURE__*/ new Matrix4();
  15077. const _ray$3 = /*@__PURE__*/ new Ray();
  15078. const _sphere$6 = /*@__PURE__*/ new Sphere();
  15079. const _sphereHitAt = /*@__PURE__*/ new Vector3();
  15080. const _vA$1 = /*@__PURE__*/ new Vector3();
  15081. const _vB$1 = /*@__PURE__*/ new Vector3();
  15082. const _vC$1 = /*@__PURE__*/ new Vector3();
  15083. const _tempA = /*@__PURE__*/ new Vector3();
  15084. const _morphA = /*@__PURE__*/ new Vector3();
  15085. const _intersectionPoint = /*@__PURE__*/ new Vector3();
  15086. const _intersectionPointWorld = /*@__PURE__*/ new Vector3();
  15087. /**
  15088. * Class representing triangular polygon mesh based objects.
  15089. *
  15090. * ```js
  15091. * const geometry = new THREE.BoxGeometry( 1, 1, 1 );
  15092. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  15093. * const mesh = new THREE.Mesh( geometry, material );
  15094. * scene.add( mesh );
  15095. * ```
  15096. *
  15097. * @augments Object3D
  15098. */
  15099. class Mesh extends Object3D {
  15100. /**
  15101. * Constructs a new mesh.
  15102. *
  15103. * @param {BufferGeometry} [geometry] - The mesh geometry.
  15104. * @param {Material|Array<Material>} [material] - The mesh material.
  15105. */
  15106. constructor( geometry = new BufferGeometry(), material = new MeshBasicMaterial() ) {
  15107. super();
  15108. /**
  15109. * This flag can be used for type testing.
  15110. *
  15111. * @type {boolean}
  15112. * @readonly
  15113. * @default true
  15114. */
  15115. this.isMesh = true;
  15116. this.type = 'Mesh';
  15117. /**
  15118. * The mesh geometry.
  15119. *
  15120. * @type {BufferGeometry}
  15121. */
  15122. this.geometry = geometry;
  15123. /**
  15124. * The mesh material.
  15125. *
  15126. * @type {Material|Array<Material>}
  15127. * @default MeshBasicMaterial
  15128. */
  15129. this.material = material;
  15130. /**
  15131. * A dictionary representing the morph targets in the geometry. The key is the
  15132. * morph targets name, the value its attribute index. This member is `undefined`
  15133. * by default and only set when morph targets are detected in the geometry.
  15134. *
  15135. * @type {Object<String,number>|undefined}
  15136. * @default undefined
  15137. */
  15138. this.morphTargetDictionary = undefined;
  15139. /**
  15140. * An array of weights typically in the range `[0,1]` that specify how much of the morph
  15141. * is applied. This member is `undefined` by default and only set when morph targets are
  15142. * detected in the geometry.
  15143. *
  15144. * @type {Array<number>|undefined}
  15145. * @default undefined
  15146. */
  15147. this.morphTargetInfluences = undefined;
  15148. /**
  15149. * The number of instances of this mesh.
  15150. * Can only be used with {@link WebGPURenderer}.
  15151. *
  15152. * @type {number}
  15153. * @default 1
  15154. */
  15155. this.count = 1;
  15156. this.updateMorphTargets();
  15157. }
  15158. copy( source, recursive ) {
  15159. super.copy( source, recursive );
  15160. if ( source.morphTargetInfluences !== undefined ) {
  15161. this.morphTargetInfluences = source.morphTargetInfluences.slice();
  15162. }
  15163. if ( source.morphTargetDictionary !== undefined ) {
  15164. this.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary );
  15165. }
  15166. this.material = Array.isArray( source.material ) ? source.material.slice() : source.material;
  15167. this.geometry = source.geometry;
  15168. return this;
  15169. }
  15170. /**
  15171. * Sets the values of {@link Mesh#morphTargetDictionary} and {@link Mesh#morphTargetInfluences}
  15172. * to make sure existing morph targets can influence this 3D object.
  15173. */
  15174. updateMorphTargets() {
  15175. const geometry = this.geometry;
  15176. const morphAttributes = geometry.morphAttributes;
  15177. const keys = Object.keys( morphAttributes );
  15178. if ( keys.length > 0 ) {
  15179. const morphAttribute = morphAttributes[ keys[ 0 ] ];
  15180. if ( morphAttribute !== undefined ) {
  15181. this.morphTargetInfluences = [];
  15182. this.morphTargetDictionary = {};
  15183. for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  15184. const name = morphAttribute[ m ].name || String( m );
  15185. this.morphTargetInfluences.push( 0 );
  15186. this.morphTargetDictionary[ name ] = m;
  15187. }
  15188. }
  15189. }
  15190. }
  15191. /**
  15192. * Returns the local-space position of the vertex at the given index, taking into
  15193. * account the current animation state of both morph targets and skinning.
  15194. *
  15195. * @param {number} index - The vertex index.
  15196. * @param {Vector3} target - The target object that is used to store the method's result.
  15197. * @return {Vector3} The vertex position in local space.
  15198. */
  15199. getVertexPosition( index, target ) {
  15200. const geometry = this.geometry;
  15201. const position = geometry.attributes.position;
  15202. const morphPosition = geometry.morphAttributes.position;
  15203. const morphTargetsRelative = geometry.morphTargetsRelative;
  15204. target.fromBufferAttribute( position, index );
  15205. const morphInfluences = this.morphTargetInfluences;
  15206. if ( morphPosition && morphInfluences ) {
  15207. _morphA.set( 0, 0, 0 );
  15208. for ( let i = 0, il = morphPosition.length; i < il; i ++ ) {
  15209. const influence = morphInfluences[ i ];
  15210. const morphAttribute = morphPosition[ i ];
  15211. if ( influence === 0 ) continue;
  15212. _tempA.fromBufferAttribute( morphAttribute, index );
  15213. if ( morphTargetsRelative ) {
  15214. _morphA.addScaledVector( _tempA, influence );
  15215. } else {
  15216. _morphA.addScaledVector( _tempA.sub( target ), influence );
  15217. }
  15218. }
  15219. target.add( _morphA );
  15220. }
  15221. return target;
  15222. }
  15223. /**
  15224. * Computes intersection points between a casted ray and this line.
  15225. *
  15226. * @param {Raycaster} raycaster - The raycaster.
  15227. * @param {Array<Object>} intersects - The target array that holds the intersection points.
  15228. */
  15229. raycast( raycaster, intersects ) {
  15230. const geometry = this.geometry;
  15231. const material = this.material;
  15232. const matrixWorld = this.matrixWorld;
  15233. if ( material === undefined ) return;
  15234. // test with bounding sphere in world space
  15235. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  15236. _sphere$6.copy( geometry.boundingSphere );
  15237. _sphere$6.applyMatrix4( matrixWorld );
  15238. // check distance from ray origin to bounding sphere
  15239. _ray$3.copy( raycaster.ray ).recast( raycaster.near );
  15240. if ( _sphere$6.containsPoint( _ray$3.origin ) === false ) {
  15241. if ( _ray$3.intersectSphere( _sphere$6, _sphereHitAt ) === null ) return;
  15242. if ( _ray$3.origin.distanceToSquared( _sphereHitAt ) > ( raycaster.far - raycaster.near ) ** 2 ) return;
  15243. }
  15244. // convert ray to local space of mesh
  15245. _inverseMatrix$3.copy( matrixWorld ).invert();
  15246. _ray$3.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$3 );
  15247. // test with bounding box in local space
  15248. if ( geometry.boundingBox !== null ) {
  15249. if ( _ray$3.intersectsBox( geometry.boundingBox ) === false ) return;
  15250. }
  15251. // test for intersections with geometry
  15252. this._computeIntersections( raycaster, intersects, _ray$3 );
  15253. }
  15254. _computeIntersections( raycaster, intersects, rayLocalSpace ) {
  15255. let intersection;
  15256. const geometry = this.geometry;
  15257. const material = this.material;
  15258. const index = geometry.index;
  15259. const position = geometry.attributes.position;
  15260. const uv = geometry.attributes.uv;
  15261. const uv1 = geometry.attributes.uv1;
  15262. const normal = geometry.attributes.normal;
  15263. const groups = geometry.groups;
  15264. const drawRange = geometry.drawRange;
  15265. if ( index !== null ) {
  15266. // indexed buffer geometry
  15267. if ( Array.isArray( material ) ) {
  15268. for ( let i = 0, il = groups.length; i < il; i ++ ) {
  15269. const group = groups[ i ];
  15270. const groupMaterial = material[ group.materialIndex ];
  15271. const start = Math.max( group.start, drawRange.start );
  15272. const end = Math.min( index.count, Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ) );
  15273. for ( let j = start, jl = end; j < jl; j += 3 ) {
  15274. const a = index.getX( j );
  15275. const b = index.getX( j + 1 );
  15276. const c = index.getX( j + 2 );
  15277. intersection = checkGeometryIntersection( this, groupMaterial, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );
  15278. if ( intersection ) {
  15279. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics
  15280. intersection.face.materialIndex = group.materialIndex;
  15281. intersects.push( intersection );
  15282. }
  15283. }
  15284. }
  15285. } else {
  15286. const start = Math.max( 0, drawRange.start );
  15287. const end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
  15288. for ( let i = start, il = end; i < il; i += 3 ) {
  15289. const a = index.getX( i );
  15290. const b = index.getX( i + 1 );
  15291. const c = index.getX( i + 2 );
  15292. intersection = checkGeometryIntersection( this, material, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );
  15293. if ( intersection ) {
  15294. intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indexed buffer semantics
  15295. intersects.push( intersection );
  15296. }
  15297. }
  15298. }
  15299. } else if ( position !== undefined ) {
  15300. // non-indexed buffer geometry
  15301. if ( Array.isArray( material ) ) {
  15302. for ( let i = 0, il = groups.length; i < il; i ++ ) {
  15303. const group = groups[ i ];
  15304. const groupMaterial = material[ group.materialIndex ];
  15305. const start = Math.max( group.start, drawRange.start );
  15306. const end = Math.min( position.count, Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ) );
  15307. for ( let j = start, jl = end; j < jl; j += 3 ) {
  15308. const a = j;
  15309. const b = j + 1;
  15310. const c = j + 2;
  15311. intersection = checkGeometryIntersection( this, groupMaterial, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );
  15312. if ( intersection ) {
  15313. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in non-indexed buffer semantics
  15314. intersection.face.materialIndex = group.materialIndex;
  15315. intersects.push( intersection );
  15316. }
  15317. }
  15318. }
  15319. } else {
  15320. const start = Math.max( 0, drawRange.start );
  15321. const end = Math.min( position.count, ( drawRange.start + drawRange.count ) );
  15322. for ( let i = start, il = end; i < il; i += 3 ) {
  15323. const a = i;
  15324. const b = i + 1;
  15325. const c = i + 2;
  15326. intersection = checkGeometryIntersection( this, material, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );
  15327. if ( intersection ) {
  15328. intersection.faceIndex = Math.floor( i / 3 ); // triangle number in non-indexed buffer semantics
  15329. intersects.push( intersection );
  15330. }
  15331. }
  15332. }
  15333. }
  15334. }
  15335. }
  15336. function checkIntersection$1( object, material, raycaster, ray, pA, pB, pC, point ) {
  15337. let intersect;
  15338. if ( material.side === BackSide ) {
  15339. intersect = ray.intersectTriangle( pC, pB, pA, true, point );
  15340. } else {
  15341. intersect = ray.intersectTriangle( pA, pB, pC, ( material.side === FrontSide ), point );
  15342. }
  15343. if ( intersect === null ) return null;
  15344. _intersectionPointWorld.copy( point );
  15345. _intersectionPointWorld.applyMatrix4( object.matrixWorld );
  15346. const distance = raycaster.ray.origin.distanceTo( _intersectionPointWorld );
  15347. if ( distance < raycaster.near || distance > raycaster.far ) return null;
  15348. return {
  15349. distance: distance,
  15350. point: _intersectionPointWorld.clone(),
  15351. object: object
  15352. };
  15353. }
  15354. function checkGeometryIntersection( object, material, raycaster, ray, uv, uv1, normal, a, b, c ) {
  15355. object.getVertexPosition( a, _vA$1 );
  15356. object.getVertexPosition( b, _vB$1 );
  15357. object.getVertexPosition( c, _vC$1 );
  15358. const intersection = checkIntersection$1( object, material, raycaster, ray, _vA$1, _vB$1, _vC$1, _intersectionPoint );
  15359. if ( intersection ) {
  15360. const barycoord = new Vector3();
  15361. Triangle.getBarycoord( _intersectionPoint, _vA$1, _vB$1, _vC$1, barycoord );
  15362. if ( uv ) {
  15363. intersection.uv = Triangle.getInterpolatedAttribute( uv, a, b, c, barycoord, new Vector2() );
  15364. }
  15365. if ( uv1 ) {
  15366. intersection.uv1 = Triangle.getInterpolatedAttribute( uv1, a, b, c, barycoord, new Vector2() );
  15367. }
  15368. if ( normal ) {
  15369. intersection.normal = Triangle.getInterpolatedAttribute( normal, a, b, c, barycoord, new Vector3() );
  15370. if ( intersection.normal.dot( ray.direction ) > 0 ) {
  15371. intersection.normal.multiplyScalar( -1 );
  15372. }
  15373. }
  15374. const face = {
  15375. a: a,
  15376. b: b,
  15377. c: c,
  15378. normal: new Vector3(),
  15379. materialIndex: 0
  15380. };
  15381. Triangle.getNormal( _vA$1, _vB$1, _vC$1, face.normal );
  15382. intersection.face = face;
  15383. intersection.barycoord = barycoord;
  15384. }
  15385. return intersection;
  15386. }
  15387. /**
  15388. * A geometry class for a rectangular cuboid with a given width, height, and depth.
  15389. * On creation, the cuboid is centred on the origin, with each edge parallel to one
  15390. * of the axes.
  15391. *
  15392. * ```js
  15393. * const geometry = new THREE.BoxGeometry( 1, 1, 1 );
  15394. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
  15395. * const cube = new THREE.Mesh( geometry, material );
  15396. * scene.add( cube );
  15397. * ```
  15398. *
  15399. * @augments BufferGeometry
  15400. * @demo scenes/geometry-browser.html#BoxGeometry
  15401. */
  15402. class BoxGeometry extends BufferGeometry {
  15403. /**
  15404. * Constructs a new box geometry.
  15405. *
  15406. * @param {number} [width=1] - The width. That is, the length of the edges parallel to the X axis.
  15407. * @param {number} [height=1] - The height. That is, the length of the edges parallel to the Y axis.
  15408. * @param {number} [depth=1] - The depth. That is, the length of the edges parallel to the Z axis.
  15409. * @param {number} [widthSegments=1] - Number of segmented rectangular faces along the width of the sides.
  15410. * @param {number} [heightSegments=1] - Number of segmented rectangular faces along the height of the sides.
  15411. * @param {number} [depthSegments=1] - Number of segmented rectangular faces along the depth of the sides.
  15412. */
  15413. constructor( width = 1, height = 1, depth = 1, widthSegments = 1, heightSegments = 1, depthSegments = 1 ) {
  15414. super();
  15415. this.type = 'BoxGeometry';
  15416. /**
  15417. * Holds the constructor parameters that have been
  15418. * used to generate the geometry. Any modification
  15419. * after instantiation does not change the geometry.
  15420. *
  15421. * @type {Object}
  15422. */
  15423. this.parameters = {
  15424. width: width,
  15425. height: height,
  15426. depth: depth,
  15427. widthSegments: widthSegments,
  15428. heightSegments: heightSegments,
  15429. depthSegments: depthSegments
  15430. };
  15431. const scope = this;
  15432. // segments
  15433. widthSegments = Math.floor( widthSegments );
  15434. heightSegments = Math.floor( heightSegments );
  15435. depthSegments = Math.floor( depthSegments );
  15436. // buffers
  15437. const indices = [];
  15438. const vertices = [];
  15439. const normals = [];
  15440. const uvs = [];
  15441. // helper variables
  15442. let numberOfVertices = 0;
  15443. let groupStart = 0;
  15444. // build each side of the box geometry
  15445. buildPlane( 'z', 'y', 'x', -1, -1, depth, height, width, depthSegments, heightSegments, 0 ); // px
  15446. buildPlane( 'z', 'y', 'x', 1, -1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx
  15447. buildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py
  15448. buildPlane( 'x', 'z', 'y', 1, -1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny
  15449. buildPlane( 'x', 'y', 'z', 1, -1, width, height, depth, widthSegments, heightSegments, 4 ); // pz
  15450. buildPlane( 'x', 'y', 'z', -1, -1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz
  15451. // build geometry
  15452. this.setIndex( indices );
  15453. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  15454. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  15455. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  15456. function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) {
  15457. const segmentWidth = width / gridX;
  15458. const segmentHeight = height / gridY;
  15459. const widthHalf = width / 2;
  15460. const heightHalf = height / 2;
  15461. const depthHalf = depth / 2;
  15462. const gridX1 = gridX + 1;
  15463. const gridY1 = gridY + 1;
  15464. let vertexCounter = 0;
  15465. let groupCount = 0;
  15466. const vector = new Vector3();
  15467. // generate vertices, normals and uvs
  15468. for ( let iy = 0; iy < gridY1; iy ++ ) {
  15469. const y = iy * segmentHeight - heightHalf;
  15470. for ( let ix = 0; ix < gridX1; ix ++ ) {
  15471. const x = ix * segmentWidth - widthHalf;
  15472. // set values to correct vector component
  15473. vector[ u ] = x * udir;
  15474. vector[ v ] = y * vdir;
  15475. vector[ w ] = depthHalf;
  15476. // now apply vector to vertex buffer
  15477. vertices.push( vector.x, vector.y, vector.z );
  15478. // set values to correct vector component
  15479. vector[ u ] = 0;
  15480. vector[ v ] = 0;
  15481. vector[ w ] = depth > 0 ? 1 : -1;
  15482. // now apply vector to normal buffer
  15483. normals.push( vector.x, vector.y, vector.z );
  15484. // uvs
  15485. uvs.push( ix / gridX );
  15486. uvs.push( 1 - ( iy / gridY ) );
  15487. // counters
  15488. vertexCounter += 1;
  15489. }
  15490. }
  15491. // indices
  15492. // 1. you need three indices to draw a single face
  15493. // 2. a single segment consists of two faces
  15494. // 3. so we need to generate six (2*3) indices per segment
  15495. for ( let iy = 0; iy < gridY; iy ++ ) {
  15496. for ( let ix = 0; ix < gridX; ix ++ ) {
  15497. const a = numberOfVertices + ix + gridX1 * iy;
  15498. const b = numberOfVertices + ix + gridX1 * ( iy + 1 );
  15499. const c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 );
  15500. const d = numberOfVertices + ( ix + 1 ) + gridX1 * iy;
  15501. // faces
  15502. indices.push( a, b, d );
  15503. indices.push( b, c, d );
  15504. // increase counter
  15505. groupCount += 6;
  15506. }
  15507. }
  15508. // add a group to the geometry. this will ensure multi material support
  15509. scope.addGroup( groupStart, groupCount, materialIndex );
  15510. // calculate new start value for groups
  15511. groupStart += groupCount;
  15512. // update total number of vertices
  15513. numberOfVertices += vertexCounter;
  15514. }
  15515. }
  15516. copy( source ) {
  15517. super.copy( source );
  15518. this.parameters = Object.assign( {}, source.parameters );
  15519. return this;
  15520. }
  15521. /**
  15522. * Factory method for creating an instance of this class from the given
  15523. * JSON object.
  15524. *
  15525. * @param {Object} data - A JSON object representing the serialized geometry.
  15526. * @return {BoxGeometry} A new instance.
  15527. */
  15528. static fromJSON( data ) {
  15529. return new BoxGeometry( data.width, data.height, data.depth, data.widthSegments, data.heightSegments, data.depthSegments );
  15530. }
  15531. }
  15532. /**
  15533. * Provides utility functions for managing uniforms.
  15534. *
  15535. * @module UniformsUtils
  15536. */
  15537. /**
  15538. * Clones the given uniform definitions by performing a deep-copy. That means
  15539. * if the value of a uniform refers to an object like a Vector3 or Texture,
  15540. * the cloned uniform will refer to a new object reference.
  15541. *
  15542. * @param {Object} src - An object representing uniform definitions.
  15543. * @return {Object} The cloned uniforms.
  15544. */
  15545. function cloneUniforms( src ) {
  15546. const dst = {};
  15547. for ( const u in src ) {
  15548. dst[ u ] = {};
  15549. for ( const p in src[ u ] ) {
  15550. const property = src[ u ][ p ];
  15551. if ( property && ( property.isColor ||
  15552. property.isMatrix3 || property.isMatrix4 ||
  15553. property.isVector2 || property.isVector3 || property.isVector4 ||
  15554. property.isTexture || property.isQuaternion ) ) {
  15555. if ( property.isRenderTargetTexture ) {
  15556. warn( 'UniformsUtils: Textures of render targets cannot be cloned via cloneUniforms() or mergeUniforms().' );
  15557. dst[ u ][ p ] = null;
  15558. } else {
  15559. dst[ u ][ p ] = property.clone();
  15560. }
  15561. } else if ( Array.isArray( property ) ) {
  15562. dst[ u ][ p ] = property.slice();
  15563. } else {
  15564. dst[ u ][ p ] = property;
  15565. }
  15566. }
  15567. }
  15568. return dst;
  15569. }
  15570. /**
  15571. * Merges the given uniform definitions into a single object. Since the
  15572. * method internally uses cloneUniforms(), it performs a deep-copy when
  15573. * producing the merged uniform definitions.
  15574. *
  15575. * @param {Array} uniforms - An array of objects containing uniform definitions.
  15576. * @return {Object} The merged uniforms.
  15577. */
  15578. function mergeUniforms( uniforms ) {
  15579. const merged = {};
  15580. for ( let u = 0; u < uniforms.length; u ++ ) {
  15581. const tmp = cloneUniforms( uniforms[ u ] );
  15582. for ( const p in tmp ) {
  15583. merged[ p ] = tmp[ p ];
  15584. }
  15585. }
  15586. return merged;
  15587. }
  15588. function cloneUniformsGroups( src ) {
  15589. const dst = [];
  15590. for ( let u = 0; u < src.length; u ++ ) {
  15591. dst.push( src[ u ].clone() );
  15592. }
  15593. return dst;
  15594. }
  15595. function getUnlitUniformColorSpace( renderer ) {
  15596. const currentRenderTarget = renderer.getRenderTarget();
  15597. if ( currentRenderTarget === null ) {
  15598. // https://github.com/mrdoob/three.js/pull/23937#issuecomment-1111067398
  15599. return renderer.outputColorSpace;
  15600. }
  15601. // https://github.com/mrdoob/three.js/issues/27868
  15602. if ( currentRenderTarget.isXRRenderTarget === true ) {
  15603. return currentRenderTarget.texture.colorSpace;
  15604. }
  15605. return ColorManagement.workingColorSpace;
  15606. }
  15607. // Legacy
  15608. const UniformsUtils = { clone: cloneUniforms, merge: mergeUniforms };
  15609. var default_vertex = "void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}";
  15610. var default_fragment = "void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}";
  15611. /**
  15612. * A material rendered with custom shaders. A shader is a small program written in GLSL.
  15613. * that runs on the GPU. You may want to use a custom shader if you need to implement an
  15614. * effect not included with any of the built-in materials.
  15615. *
  15616. * There are the following notes to bear in mind when using a `ShaderMaterial`:
  15617. *
  15618. * - `ShaderMaterial` can only be used with {@link WebGLRenderer}.
  15619. * - Built in attributes and uniforms are passed to the shaders along with your code. If
  15620. * you don't want that, use {@link RawShaderMaterial} instead.
  15621. * - You can use the directive `#pragma unroll_loop_start` and `#pragma unroll_loop_end`
  15622. * in order to unroll a `for` loop in GLSL by the shader preprocessor. The directive has
  15623. * to be placed right above the loop. The loop formatting has to correspond to a defined standard.
  15624. * - The loop has to be [normalized](https://en.wikipedia.org/wiki/Normalized_loop).
  15625. * - The loop variable has to be *i*.
  15626. * - The value `UNROLLED_LOOP_INDEX` will be replaced with the explicitly
  15627. * value of *i* for the given iteration and can be used in preprocessor
  15628. * statements.
  15629. *
  15630. * ```js
  15631. * const material = new THREE.ShaderMaterial( {
  15632. * uniforms: {
  15633. * time: { value: 1.0 },
  15634. * resolution: { value: new THREE.Vector2() }
  15635. * },
  15636. * vertexShader: document.getElementById( 'vertexShader' ).textContent,
  15637. * fragmentShader: document.getElementById( 'fragmentShader' ).textContent
  15638. * } );
  15639. * ```
  15640. *
  15641. * @augments Material
  15642. */
  15643. class ShaderMaterial extends Material {
  15644. /**
  15645. * Constructs a new shader material.
  15646. *
  15647. * @param {Object} [parameters] - An object with one or more properties
  15648. * defining the material's appearance. Any property of the material
  15649. * (including any property from inherited materials) can be passed
  15650. * in here. Color values can be passed any type of value accepted
  15651. * by {@link Color#set}.
  15652. */
  15653. constructor( parameters ) {
  15654. super();
  15655. /**
  15656. * This flag can be used for type testing.
  15657. *
  15658. * @type {boolean}
  15659. * @readonly
  15660. * @default true
  15661. */
  15662. this.isShaderMaterial = true;
  15663. this.type = 'ShaderMaterial';
  15664. /**
  15665. * Defines custom constants using `#define` directives within the GLSL code
  15666. * for both the vertex shader and the fragment shader; each key/value pair
  15667. * yields another directive.
  15668. * ```js
  15669. * defines: {
  15670. * FOO: 15,
  15671. * BAR: true
  15672. * }
  15673. * ```
  15674. * Yields the lines:
  15675. * ```
  15676. * #define FOO 15
  15677. * #define BAR true
  15678. * ```
  15679. *
  15680. * @type {Object}
  15681. */
  15682. this.defines = {};
  15683. /**
  15684. * An object of the form:
  15685. * ```js
  15686. * {
  15687. * "uniform1": { value: 1.0 },
  15688. * "uniform2": { value: 2 }
  15689. * }
  15690. * ```
  15691. * specifying the uniforms to be passed to the shader code; keys are uniform
  15692. * names, values are definitions of the form
  15693. * ```
  15694. * {
  15695. * value: 1.0
  15696. * }
  15697. * ```
  15698. * where `value` is the value of the uniform. Names must match the name of
  15699. * the uniform, as defined in the GLSL code. Note that uniforms are refreshed
  15700. * on every frame, so updating the value of the uniform will immediately
  15701. * update the value available to the GLSL code.
  15702. *
  15703. * @type {Object}
  15704. */
  15705. this.uniforms = {};
  15706. /**
  15707. * An array holding uniforms groups for configuring UBOs.
  15708. *
  15709. * @type {Array<UniformsGroup>}
  15710. */
  15711. this.uniformsGroups = [];
  15712. /**
  15713. * Vertex shader GLSL code. This is the actual code for the shader.
  15714. *
  15715. * @type {string}
  15716. */
  15717. this.vertexShader = default_vertex;
  15718. /**
  15719. * Fragment shader GLSL code. This is the actual code for the shader.
  15720. *
  15721. * @type {string}
  15722. */
  15723. this.fragmentShader = default_fragment;
  15724. /**
  15725. * Controls line thickness or lines.
  15726. *
  15727. * WebGL and WebGPU ignore this setting and always render line primitives with a
  15728. * width of one pixel.
  15729. *
  15730. * @type {number}
  15731. * @default 1
  15732. */
  15733. this.linewidth = 1;
  15734. /**
  15735. * Renders the geometry as a wireframe.
  15736. *
  15737. * @type {boolean}
  15738. * @default false
  15739. */
  15740. this.wireframe = false;
  15741. /**
  15742. * Controls the thickness of the wireframe.
  15743. *
  15744. * WebGL and WebGPU ignore this property and always render
  15745. * 1 pixel wide lines.
  15746. *
  15747. * @type {number}
  15748. * @default 1
  15749. */
  15750. this.wireframeLinewidth = 1;
  15751. /**
  15752. * Define whether the material color is affected by global fog settings; `true`
  15753. * to pass fog uniforms to the shader.
  15754. *
  15755. * @type {boolean}
  15756. * @default false
  15757. */
  15758. this.fog = false;
  15759. /**
  15760. * Defines whether this material uses lighting; `true` to pass uniform data
  15761. * related to lighting to this shader.
  15762. *
  15763. * @type {boolean}
  15764. * @default false
  15765. */
  15766. this.lights = false;
  15767. /**
  15768. * Defines whether this material supports clipping; `true` to let the renderer
  15769. * pass the clippingPlanes uniform.
  15770. *
  15771. * @type {boolean}
  15772. * @default false
  15773. */
  15774. this.clipping = false;
  15775. /**
  15776. * Overwritten and set to `true` by default.
  15777. *
  15778. * @type {boolean}
  15779. * @default true
  15780. */
  15781. this.forceSinglePass = true;
  15782. /**
  15783. * This object allows to enable certain WebGL 2 extensions.
  15784. *
  15785. * - clipCullDistance: set to `true` to use vertex shader clipping
  15786. * - multiDraw: set to `true` to use vertex shader multi_draw / enable gl_DrawID
  15787. *
  15788. * @type {{clipCullDistance:false,multiDraw:false}}
  15789. */
  15790. this.extensions = {
  15791. clipCullDistance: false, // set to use vertex shader clipping
  15792. multiDraw: false // set to use vertex shader multi_draw / enable gl_DrawID
  15793. };
  15794. /**
  15795. * When the rendered geometry doesn't include these attributes but the
  15796. * material does, these default values will be passed to the shaders. This
  15797. * avoids errors when buffer data is missing.
  15798. *
  15799. * - color: [ 1, 1, 1 ]
  15800. * - uv: [ 0, 0 ]
  15801. * - uv1: [ 0, 0 ]
  15802. *
  15803. * @type {Object}
  15804. */
  15805. this.defaultAttributeValues = {
  15806. 'color': [ 1, 1, 1 ],
  15807. 'uv': [ 0, 0 ],
  15808. 'uv1': [ 0, 0 ]
  15809. };
  15810. /**
  15811. * If set, this calls [gl.bindAttribLocation](https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/bindAttribLocation)
  15812. * to bind a generic vertex index to an attribute variable.
  15813. *
  15814. * @type {string|undefined}
  15815. * @default undefined
  15816. */
  15817. this.index0AttributeName = undefined;
  15818. /**
  15819. * Can be used to force a uniform update while changing uniforms in
  15820. * {@link Object3D#onBeforeRender}.
  15821. *
  15822. * @type {boolean}
  15823. * @default false
  15824. */
  15825. this.uniformsNeedUpdate = false;
  15826. /**
  15827. * Defines the GLSL version of custom shader code.
  15828. *
  15829. * @type {?(GLSL1|GLSL3)}
  15830. * @default null
  15831. */
  15832. this.glslVersion = null;
  15833. if ( parameters !== undefined ) {
  15834. this.setValues( parameters );
  15835. }
  15836. }
  15837. copy( source ) {
  15838. super.copy( source );
  15839. this.fragmentShader = source.fragmentShader;
  15840. this.vertexShader = source.vertexShader;
  15841. this.uniforms = cloneUniforms( source.uniforms );
  15842. this.uniformsGroups = cloneUniformsGroups( source.uniformsGroups );
  15843. this.defines = Object.assign( {}, source.defines );
  15844. this.wireframe = source.wireframe;
  15845. this.wireframeLinewidth = source.wireframeLinewidth;
  15846. this.fog = source.fog;
  15847. this.lights = source.lights;
  15848. this.clipping = source.clipping;
  15849. this.extensions = Object.assign( {}, source.extensions );
  15850. this.glslVersion = source.glslVersion;
  15851. return this;
  15852. }
  15853. toJSON( meta ) {
  15854. const data = super.toJSON( meta );
  15855. data.glslVersion = this.glslVersion;
  15856. data.uniforms = {};
  15857. for ( const name in this.uniforms ) {
  15858. const uniform = this.uniforms[ name ];
  15859. const value = uniform.value;
  15860. if ( value && value.isTexture ) {
  15861. data.uniforms[ name ] = {
  15862. type: 't',
  15863. value: value.toJSON( meta ).uuid
  15864. };
  15865. } else if ( value && value.isColor ) {
  15866. data.uniforms[ name ] = {
  15867. type: 'c',
  15868. value: value.getHex()
  15869. };
  15870. } else if ( value && value.isVector2 ) {
  15871. data.uniforms[ name ] = {
  15872. type: 'v2',
  15873. value: value.toArray()
  15874. };
  15875. } else if ( value && value.isVector3 ) {
  15876. data.uniforms[ name ] = {
  15877. type: 'v3',
  15878. value: value.toArray()
  15879. };
  15880. } else if ( value && value.isVector4 ) {
  15881. data.uniforms[ name ] = {
  15882. type: 'v4',
  15883. value: value.toArray()
  15884. };
  15885. } else if ( value && value.isMatrix3 ) {
  15886. data.uniforms[ name ] = {
  15887. type: 'm3',
  15888. value: value.toArray()
  15889. };
  15890. } else if ( value && value.isMatrix4 ) {
  15891. data.uniforms[ name ] = {
  15892. type: 'm4',
  15893. value: value.toArray()
  15894. };
  15895. } else {
  15896. data.uniforms[ name ] = {
  15897. value: value
  15898. };
  15899. // note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far
  15900. }
  15901. }
  15902. if ( Object.keys( this.defines ).length > 0 ) data.defines = this.defines;
  15903. data.vertexShader = this.vertexShader;
  15904. data.fragmentShader = this.fragmentShader;
  15905. data.lights = this.lights;
  15906. data.clipping = this.clipping;
  15907. const extensions = {};
  15908. for ( const key in this.extensions ) {
  15909. if ( this.extensions[ key ] === true ) extensions[ key ] = true;
  15910. }
  15911. if ( Object.keys( extensions ).length > 0 ) data.extensions = extensions;
  15912. return data;
  15913. }
  15914. }
  15915. /**
  15916. * Abstract base class for cameras. This class should always be inherited
  15917. * when you build a new camera.
  15918. *
  15919. * @abstract
  15920. * @augments Object3D
  15921. */
  15922. class Camera extends Object3D {
  15923. /**
  15924. * Constructs a new camera.
  15925. */
  15926. constructor() {
  15927. super();
  15928. /**
  15929. * This flag can be used for type testing.
  15930. *
  15931. * @type {boolean}
  15932. * @readonly
  15933. * @default true
  15934. */
  15935. this.isCamera = true;
  15936. this.type = 'Camera';
  15937. /**
  15938. * The inverse of the camera's world matrix.
  15939. *
  15940. * @type {Matrix4}
  15941. */
  15942. this.matrixWorldInverse = new Matrix4();
  15943. /**
  15944. * The camera's projection matrix.
  15945. *
  15946. * @type {Matrix4}
  15947. */
  15948. this.projectionMatrix = new Matrix4();
  15949. /**
  15950. * The inverse of the camera's projection matrix.
  15951. *
  15952. * @type {Matrix4}
  15953. */
  15954. this.projectionMatrixInverse = new Matrix4();
  15955. /**
  15956. * The coordinate system in which the camera is used.
  15957. *
  15958. * @type {(WebGLCoordinateSystem|WebGPUCoordinateSystem)}
  15959. */
  15960. this.coordinateSystem = WebGLCoordinateSystem;
  15961. this._reversedDepth = false;
  15962. }
  15963. /**
  15964. * The flag that indicates whether the camera uses a reversed depth buffer.
  15965. *
  15966. * @type {boolean}
  15967. * @default false
  15968. */
  15969. get reversedDepth() {
  15970. return this._reversedDepth;
  15971. }
  15972. copy( source, recursive ) {
  15973. super.copy( source, recursive );
  15974. this.matrixWorldInverse.copy( source.matrixWorldInverse );
  15975. this.projectionMatrix.copy( source.projectionMatrix );
  15976. this.projectionMatrixInverse.copy( source.projectionMatrixInverse );
  15977. this.coordinateSystem = source.coordinateSystem;
  15978. return this;
  15979. }
  15980. /**
  15981. * Returns a vector representing the ("look") direction of the 3D object in world space.
  15982. *
  15983. * This method is overwritten since cameras have a different forward vector compared to other
  15984. * 3D objects. A camera looks down its local, negative z-axis by default.
  15985. *
  15986. * @param {Vector3} target - The target vector the result is stored to.
  15987. * @return {Vector3} The 3D object's direction in world space.
  15988. */
  15989. getWorldDirection( target ) {
  15990. return super.getWorldDirection( target ).negate();
  15991. }
  15992. updateMatrixWorld( force ) {
  15993. super.updateMatrixWorld( force );
  15994. this.matrixWorldInverse.copy( this.matrixWorld ).invert();
  15995. }
  15996. updateWorldMatrix( updateParents, updateChildren ) {
  15997. super.updateWorldMatrix( updateParents, updateChildren );
  15998. this.matrixWorldInverse.copy( this.matrixWorld ).invert();
  15999. }
  16000. clone() {
  16001. return new this.constructor().copy( this );
  16002. }
  16003. }
  16004. const _v3$1 = /*@__PURE__*/ new Vector3();
  16005. const _minTarget = /*@__PURE__*/ new Vector2();
  16006. const _maxTarget = /*@__PURE__*/ new Vector2();
  16007. /**
  16008. * Camera that uses [perspective projection](https://en.wikipedia.org/wiki/Perspective_(graphical)).
  16009. *
  16010. * This projection mode is designed to mimic the way the human eye sees. It
  16011. * is the most common projection mode used for rendering a 3D scene.
  16012. *
  16013. * ```js
  16014. * const camera = new THREE.PerspectiveCamera( 45, width / height, 1, 1000 );
  16015. * scene.add( camera );
  16016. * ```
  16017. *
  16018. * @augments Camera
  16019. */
  16020. class PerspectiveCamera extends Camera {
  16021. /**
  16022. * Constructs a new perspective camera.
  16023. *
  16024. * @param {number} [fov=50] - The vertical field of view.
  16025. * @param {number} [aspect=1] - The aspect ratio.
  16026. * @param {number} [near=0.1] - The camera's near plane.
  16027. * @param {number} [far=2000] - The camera's far plane.
  16028. */
  16029. constructor( fov = 50, aspect = 1, near = 0.1, far = 2000 ) {
  16030. super();
  16031. /**
  16032. * This flag can be used for type testing.
  16033. *
  16034. * @type {boolean}
  16035. * @readonly
  16036. * @default true
  16037. */
  16038. this.isPerspectiveCamera = true;
  16039. this.type = 'PerspectiveCamera';
  16040. /**
  16041. * The vertical field of view, from bottom to top of view,
  16042. * in degrees.
  16043. *
  16044. * @type {number}
  16045. * @default 50
  16046. */
  16047. this.fov = fov;
  16048. /**
  16049. * The zoom factor of the camera.
  16050. *
  16051. * @type {number}
  16052. * @default 1
  16053. */
  16054. this.zoom = 1;
  16055. /**
  16056. * The camera's near plane. The valid range is greater than `0`
  16057. * and less than the current value of {@link PerspectiveCamera#far}.
  16058. *
  16059. * Note that, unlike for the {@link OrthographicCamera}, `0` is <em>not</em> a
  16060. * valid value for a perspective camera's near plane.
  16061. *
  16062. * @type {number}
  16063. * @default 0.1
  16064. */
  16065. this.near = near;
  16066. /**
  16067. * The camera's far plane. Must be greater than the
  16068. * current value of {@link PerspectiveCamera#near}.
  16069. *
  16070. * @type {number}
  16071. * @default 2000
  16072. */
  16073. this.far = far;
  16074. /**
  16075. * Object distance used for stereoscopy and depth-of-field effects. This
  16076. * parameter does not influence the projection matrix unless a
  16077. * {@link StereoCamera} is being used.
  16078. *
  16079. * @type {number}
  16080. * @default 10
  16081. */
  16082. this.focus = 10;
  16083. /**
  16084. * The aspect ratio, usually the canvas width / canvas height.
  16085. *
  16086. * @type {number}
  16087. * @default 1
  16088. */
  16089. this.aspect = aspect;
  16090. /**
  16091. * Represents the frustum window specification. This property should not be edited
  16092. * directly but via {@link PerspectiveCamera#setViewOffset} and {@link PerspectiveCamera#clearViewOffset}.
  16093. *
  16094. * @type {?Object}
  16095. * @default null
  16096. */
  16097. this.view = null;
  16098. /**
  16099. * Film size used for the larger axis. Default is `35` (millimeters). This
  16100. * parameter does not influence the projection matrix unless {@link PerspectiveCamera#filmOffset}
  16101. * is set to a nonzero value.
  16102. *
  16103. * @type {number}
  16104. * @default 35
  16105. */
  16106. this.filmGauge = 35;
  16107. /**
  16108. * Horizontal off-center offset in the same unit as {@link PerspectiveCamera#filmGauge}.
  16109. *
  16110. * @type {number}
  16111. * @default 0
  16112. */
  16113. this.filmOffset = 0;
  16114. this.updateProjectionMatrix();
  16115. }
  16116. copy( source, recursive ) {
  16117. super.copy( source, recursive );
  16118. this.fov = source.fov;
  16119. this.zoom = source.zoom;
  16120. this.near = source.near;
  16121. this.far = source.far;
  16122. this.focus = source.focus;
  16123. this.aspect = source.aspect;
  16124. this.view = source.view === null ? null : Object.assign( {}, source.view );
  16125. this.filmGauge = source.filmGauge;
  16126. this.filmOffset = source.filmOffset;
  16127. return this;
  16128. }
  16129. /**
  16130. * Sets the FOV by focal length in respect to the current {@link PerspectiveCamera#filmGauge}.
  16131. *
  16132. * The default film gauge is 35, so that the focal length can be specified for
  16133. * a 35mm (full frame) camera.
  16134. *
  16135. * @param {number} focalLength - Values for focal length and film gauge must have the same unit.
  16136. */
  16137. setFocalLength( focalLength ) {
  16138. /** see {@link http://www.bobatkins.com/photography/technical/field_of_view.html} */
  16139. const vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;
  16140. this.fov = RAD2DEG * 2 * Math.atan( vExtentSlope );
  16141. this.updateProjectionMatrix();
  16142. }
  16143. /**
  16144. * Returns the focal length from the current {@link PerspectiveCamera#fov} and
  16145. * {@link PerspectiveCamera#filmGauge}.
  16146. *
  16147. * @return {number} The computed focal length.
  16148. */
  16149. getFocalLength() {
  16150. const vExtentSlope = Math.tan( DEG2RAD * 0.5 * this.fov );
  16151. return 0.5 * this.getFilmHeight() / vExtentSlope;
  16152. }
  16153. /**
  16154. * Returns the current vertical field of view angle in degrees considering {@link PerspectiveCamera#zoom}.
  16155. *
  16156. * @return {number} The effective FOV.
  16157. */
  16158. getEffectiveFOV() {
  16159. return RAD2DEG * 2 * Math.atan(
  16160. Math.tan( DEG2RAD * 0.5 * this.fov ) / this.zoom );
  16161. }
  16162. /**
  16163. * Returns the width of the image on the film. If {@link PerspectiveCamera#aspect} is greater than or
  16164. * equal to one (landscape format), the result equals {@link PerspectiveCamera#filmGauge}.
  16165. *
  16166. * @return {number} The film width.
  16167. */
  16168. getFilmWidth() {
  16169. // film not completely covered in portrait format (aspect < 1)
  16170. return this.filmGauge * Math.min( this.aspect, 1 );
  16171. }
  16172. /**
  16173. * Returns the height of the image on the film. If {@link PerspectiveCamera#aspect} is greater than or
  16174. * equal to one (landscape format), the result equals {@link PerspectiveCamera#filmGauge}.
  16175. *
  16176. * @return {number} The film width.
  16177. */
  16178. getFilmHeight() {
  16179. // film not completely covered in landscape format (aspect > 1)
  16180. return this.filmGauge / Math.max( this.aspect, 1 );
  16181. }
  16182. /**
  16183. * Computes the 2D bounds of the camera's viewable rectangle at a given distance along the viewing direction.
  16184. * Sets `minTarget` and `maxTarget` to the coordinates of the lower-left and upper-right corners of the view rectangle.
  16185. *
  16186. * @param {number} distance - The viewing distance.
  16187. * @param {Vector2} minTarget - The lower-left corner of the view rectangle is written into this vector.
  16188. * @param {Vector2} maxTarget - The upper-right corner of the view rectangle is written into this vector.
  16189. */
  16190. getViewBounds( distance, minTarget, maxTarget ) {
  16191. _v3$1.set( -1, -1, 0.5 ).applyMatrix4( this.projectionMatrixInverse );
  16192. minTarget.set( _v3$1.x, _v3$1.y ).multiplyScalar( - distance / _v3$1.z );
  16193. _v3$1.set( 1, 1, 0.5 ).applyMatrix4( this.projectionMatrixInverse );
  16194. maxTarget.set( _v3$1.x, _v3$1.y ).multiplyScalar( - distance / _v3$1.z );
  16195. }
  16196. /**
  16197. * Computes the width and height of the camera's viewable rectangle at a given distance along the viewing direction.
  16198. *
  16199. * @param {number} distance - The viewing distance.
  16200. * @param {Vector2} target - The target vector that is used to store result where x is width and y is height.
  16201. * @returns {Vector2} The view size.
  16202. */
  16203. getViewSize( distance, target ) {
  16204. this.getViewBounds( distance, _minTarget, _maxTarget );
  16205. return target.subVectors( _maxTarget, _minTarget );
  16206. }
  16207. /**
  16208. * Sets an offset in a larger frustum. This is useful for multi-window or
  16209. * multi-monitor/multi-machine setups.
  16210. *
  16211. * For example, if you have 3x2 monitors and each monitor is 1920x1080 and
  16212. * the monitors are in grid like this
  16213. *```
  16214. * +---+---+---+
  16215. * | A | B | C |
  16216. * +---+---+---+
  16217. * | D | E | F |
  16218. * +---+---+---+
  16219. *```
  16220. * then for each monitor you would call it like this:
  16221. *```js
  16222. * const w = 1920;
  16223. * const h = 1080;
  16224. * const fullWidth = w * 3;
  16225. * const fullHeight = h * 2;
  16226. *
  16227. * // --A--
  16228. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
  16229. * // --B--
  16230. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
  16231. * // --C--
  16232. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
  16233. * // --D--
  16234. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
  16235. * // --E--
  16236. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
  16237. * // --F--
  16238. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
  16239. * ```
  16240. *
  16241. * Note there is no reason monitors have to be the same size or in a grid.
  16242. *
  16243. * @param {number} fullWidth - The full width of multiview setup.
  16244. * @param {number} fullHeight - The full height of multiview setup.
  16245. * @param {number} x - The horizontal offset of the subcamera.
  16246. * @param {number} y - The vertical offset of the subcamera.
  16247. * @param {number} width - The width of subcamera.
  16248. * @param {number} height - The height of subcamera.
  16249. */
  16250. setViewOffset( fullWidth, fullHeight, x, y, width, height ) {
  16251. this.aspect = fullWidth / fullHeight;
  16252. if ( this.view === null ) {
  16253. this.view = {
  16254. enabled: true,
  16255. fullWidth: 1,
  16256. fullHeight: 1,
  16257. offsetX: 0,
  16258. offsetY: 0,
  16259. width: 1,
  16260. height: 1
  16261. };
  16262. }
  16263. this.view.enabled = true;
  16264. this.view.fullWidth = fullWidth;
  16265. this.view.fullHeight = fullHeight;
  16266. this.view.offsetX = x;
  16267. this.view.offsetY = y;
  16268. this.view.width = width;
  16269. this.view.height = height;
  16270. this.updateProjectionMatrix();
  16271. }
  16272. /**
  16273. * Removes the view offset from the projection matrix.
  16274. */
  16275. clearViewOffset() {
  16276. if ( this.view !== null ) {
  16277. this.view.enabled = false;
  16278. }
  16279. this.updateProjectionMatrix();
  16280. }
  16281. /**
  16282. * Updates the camera's projection matrix. Must be called after any change of
  16283. * camera properties.
  16284. */
  16285. updateProjectionMatrix() {
  16286. const near = this.near;
  16287. let top = near * Math.tan( DEG2RAD * 0.5 * this.fov ) / this.zoom;
  16288. let height = 2 * top;
  16289. let width = this.aspect * height;
  16290. let left = -0.5 * width;
  16291. const view = this.view;
  16292. if ( this.view !== null && this.view.enabled ) {
  16293. const fullWidth = view.fullWidth,
  16294. fullHeight = view.fullHeight;
  16295. left += view.offsetX * width / fullWidth;
  16296. top -= view.offsetY * height / fullHeight;
  16297. width *= view.width / fullWidth;
  16298. height *= view.height / fullHeight;
  16299. }
  16300. const skew = this.filmOffset;
  16301. if ( skew !== 0 ) left += near * skew / this.getFilmWidth();
  16302. this.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far, this.coordinateSystem, this.reversedDepth );
  16303. this.projectionMatrixInverse.copy( this.projectionMatrix ).invert();
  16304. }
  16305. toJSON( meta ) {
  16306. const data = super.toJSON( meta );
  16307. data.object.fov = this.fov;
  16308. data.object.zoom = this.zoom;
  16309. data.object.near = this.near;
  16310. data.object.far = this.far;
  16311. data.object.focus = this.focus;
  16312. data.object.aspect = this.aspect;
  16313. if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );
  16314. data.object.filmGauge = this.filmGauge;
  16315. data.object.filmOffset = this.filmOffset;
  16316. return data;
  16317. }
  16318. }
  16319. const fov = -90; // negative fov is not an error
  16320. const aspect = 1;
  16321. /**
  16322. * A special type of camera that is positioned in 3D space to render its surroundings into a
  16323. * cube render target. The render target can then be used as an environment map for rendering
  16324. * realtime reflections in your scene.
  16325. *
  16326. * ```js
  16327. * // Create cube render target
  16328. * const cubeRenderTarget = new THREE.WebGLCubeRenderTarget( 256, { generateMipmaps: true, minFilter: THREE.LinearMipmapLinearFilter } );
  16329. *
  16330. * // Create cube camera
  16331. * const cubeCamera = new THREE.CubeCamera( 1, 100000, cubeRenderTarget );
  16332. * scene.add( cubeCamera );
  16333. *
  16334. * // Create car
  16335. * const chromeMaterial = new THREE.MeshLambertMaterial( { color: 0xffffff, envMap: cubeRenderTarget.texture } );
  16336. * const car = new THREE.Mesh( carGeometry, chromeMaterial );
  16337. * scene.add( car );
  16338. *
  16339. * // Update the render target cube
  16340. * car.visible = false;
  16341. * cubeCamera.position.copy( car.position );
  16342. * cubeCamera.update( renderer, scene );
  16343. *
  16344. * // Render the scene
  16345. * car.visible = true;
  16346. * renderer.render( scene, camera );
  16347. * ```
  16348. *
  16349. * @augments Object3D
  16350. */
  16351. class CubeCamera extends Object3D {
  16352. /**
  16353. * Constructs a new cube camera.
  16354. *
  16355. * @param {number} near - The camera's near plane.
  16356. * @param {number} far - The camera's far plane.
  16357. * @param {WebGLCubeRenderTarget} renderTarget - The cube render target.
  16358. */
  16359. constructor( near, far, renderTarget ) {
  16360. super();
  16361. this.type = 'CubeCamera';
  16362. /**
  16363. * A reference to the cube render target.
  16364. *
  16365. * @type {WebGLCubeRenderTarget}
  16366. */
  16367. this.renderTarget = renderTarget;
  16368. /**
  16369. * The current active coordinate system.
  16370. *
  16371. * @type {?(WebGLCoordinateSystem|WebGPUCoordinateSystem)}
  16372. * @default null
  16373. */
  16374. this.coordinateSystem = null;
  16375. /**
  16376. * The current active mipmap level
  16377. *
  16378. * @type {number}
  16379. * @default 0
  16380. */
  16381. this.activeMipmapLevel = 0;
  16382. const cameraPX = new PerspectiveCamera( fov, aspect, near, far );
  16383. cameraPX.layers = this.layers;
  16384. this.add( cameraPX );
  16385. const cameraNX = new PerspectiveCamera( fov, aspect, near, far );
  16386. cameraNX.layers = this.layers;
  16387. this.add( cameraNX );
  16388. const cameraPY = new PerspectiveCamera( fov, aspect, near, far );
  16389. cameraPY.layers = this.layers;
  16390. this.add( cameraPY );
  16391. const cameraNY = new PerspectiveCamera( fov, aspect, near, far );
  16392. cameraNY.layers = this.layers;
  16393. this.add( cameraNY );
  16394. const cameraPZ = new PerspectiveCamera( fov, aspect, near, far );
  16395. cameraPZ.layers = this.layers;
  16396. this.add( cameraPZ );
  16397. const cameraNZ = new PerspectiveCamera( fov, aspect, near, far );
  16398. cameraNZ.layers = this.layers;
  16399. this.add( cameraNZ );
  16400. }
  16401. /**
  16402. * Must be called when the coordinate system of the cube camera is changed.
  16403. */
  16404. updateCoordinateSystem() {
  16405. const coordinateSystem = this.coordinateSystem;
  16406. const cameras = this.children.concat();
  16407. const [ cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ ] = cameras;
  16408. for ( const camera of cameras ) this.remove( camera );
  16409. if ( coordinateSystem === WebGLCoordinateSystem ) {
  16410. cameraPX.up.set( 0, 1, 0 );
  16411. cameraPX.lookAt( 1, 0, 0 );
  16412. cameraNX.up.set( 0, 1, 0 );
  16413. cameraNX.lookAt( -1, 0, 0 );
  16414. cameraPY.up.set( 0, 0, -1 );
  16415. cameraPY.lookAt( 0, 1, 0 );
  16416. cameraNY.up.set( 0, 0, 1 );
  16417. cameraNY.lookAt( 0, -1, 0 );
  16418. cameraPZ.up.set( 0, 1, 0 );
  16419. cameraPZ.lookAt( 0, 0, 1 );
  16420. cameraNZ.up.set( 0, 1, 0 );
  16421. cameraNZ.lookAt( 0, 0, -1 );
  16422. } else if ( coordinateSystem === WebGPUCoordinateSystem ) {
  16423. cameraPX.up.set( 0, -1, 0 );
  16424. cameraPX.lookAt( -1, 0, 0 );
  16425. cameraNX.up.set( 0, -1, 0 );
  16426. cameraNX.lookAt( 1, 0, 0 );
  16427. cameraPY.up.set( 0, 0, 1 );
  16428. cameraPY.lookAt( 0, 1, 0 );
  16429. cameraNY.up.set( 0, 0, -1 );
  16430. cameraNY.lookAt( 0, -1, 0 );
  16431. cameraPZ.up.set( 0, -1, 0 );
  16432. cameraPZ.lookAt( 0, 0, 1 );
  16433. cameraNZ.up.set( 0, -1, 0 );
  16434. cameraNZ.lookAt( 0, 0, -1 );
  16435. } else {
  16436. throw new Error( 'THREE.CubeCamera.updateCoordinateSystem(): Invalid coordinate system: ' + coordinateSystem );
  16437. }
  16438. for ( const camera of cameras ) {
  16439. this.add( camera );
  16440. camera.updateMatrixWorld();
  16441. }
  16442. }
  16443. /**
  16444. * Calling this method will render the given scene with the given renderer
  16445. * into the cube render target of the camera.
  16446. *
  16447. * @param {(Renderer|WebGLRenderer)} renderer - The renderer.
  16448. * @param {Scene} scene - The scene to render.
  16449. */
  16450. update( renderer, scene ) {
  16451. if ( this.parent === null ) this.updateMatrixWorld();
  16452. const { renderTarget, activeMipmapLevel } = this;
  16453. if ( this.coordinateSystem !== renderer.coordinateSystem ) {
  16454. this.coordinateSystem = renderer.coordinateSystem;
  16455. this.updateCoordinateSystem();
  16456. }
  16457. const [ cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ ] = this.children;
  16458. const currentRenderTarget = renderer.getRenderTarget();
  16459. const currentActiveCubeFace = renderer.getActiveCubeFace();
  16460. const currentActiveMipmapLevel = renderer.getActiveMipmapLevel();
  16461. const currentXrEnabled = renderer.xr.enabled;
  16462. renderer.xr.enabled = false;
  16463. const generateMipmaps = renderTarget.texture.generateMipmaps;
  16464. renderTarget.texture.generateMipmaps = false;
  16465. renderer.setRenderTarget( renderTarget, 0, activeMipmapLevel );
  16466. renderer.render( scene, cameraPX );
  16467. renderer.setRenderTarget( renderTarget, 1, activeMipmapLevel );
  16468. renderer.render( scene, cameraNX );
  16469. renderer.setRenderTarget( renderTarget, 2, activeMipmapLevel );
  16470. renderer.render( scene, cameraPY );
  16471. renderer.setRenderTarget( renderTarget, 3, activeMipmapLevel );
  16472. renderer.render( scene, cameraNY );
  16473. renderer.setRenderTarget( renderTarget, 4, activeMipmapLevel );
  16474. renderer.render( scene, cameraPZ );
  16475. // mipmaps are generated during the last call of render()
  16476. // at this point, all sides of the cube render target are defined
  16477. renderTarget.texture.generateMipmaps = generateMipmaps;
  16478. renderer.setRenderTarget( renderTarget, 5, activeMipmapLevel );
  16479. renderer.render( scene, cameraNZ );
  16480. renderer.setRenderTarget( currentRenderTarget, currentActiveCubeFace, currentActiveMipmapLevel );
  16481. renderer.xr.enabled = currentXrEnabled;
  16482. renderTarget.texture.needsPMREMUpdate = true;
  16483. }
  16484. }
  16485. /**
  16486. * Creates a cube texture made up of six images.
  16487. *
  16488. * ```js
  16489. * const loader = new THREE.CubeTextureLoader();
  16490. * loader.setPath( 'textures/cube/pisa/' );
  16491. *
  16492. * const textureCube = loader.load( [
  16493. * 'px.png', 'nx.png', 'py.png', 'ny.png', 'pz.png', 'nz.png'
  16494. * ] );
  16495. *
  16496. * const material = new THREE.MeshBasicMaterial( { color: 0xffffff, envMap: textureCube } );
  16497. * ```
  16498. *
  16499. * @augments Texture
  16500. */
  16501. class CubeTexture extends Texture {
  16502. /**
  16503. * Constructs a new cube texture.
  16504. *
  16505. * @param {Array<Image>} [images=[]] - An array holding a image for each side of a cube.
  16506. * @param {number} [mapping=CubeReflectionMapping] - The texture mapping.
  16507. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  16508. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  16509. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  16510. * @param {number} [minFilter=LinearMipmapLinearFilter] - The min filter value.
  16511. * @param {number} [format=RGBAFormat] - The texture format.
  16512. * @param {number} [type=UnsignedByteType] - The texture type.
  16513. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  16514. * @param {string} [colorSpace=NoColorSpace] - The color space value.
  16515. */
  16516. constructor( images = [], mapping = CubeReflectionMapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace ) {
  16517. super( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace );
  16518. /**
  16519. * This flag can be used for type testing.
  16520. *
  16521. * @type {boolean}
  16522. * @readonly
  16523. * @default true
  16524. */
  16525. this.isCubeTexture = true;
  16526. /**
  16527. * If set to `true`, the texture is flipped along the vertical axis when
  16528. * uploaded to the GPU.
  16529. *
  16530. * Overwritten and set to `false` by default.
  16531. *
  16532. * @type {boolean}
  16533. * @default false
  16534. */
  16535. this.flipY = false;
  16536. }
  16537. /**
  16538. * Alias for {@link CubeTexture#image}.
  16539. *
  16540. * @type {Array<Image>}
  16541. */
  16542. get images() {
  16543. return this.image;
  16544. }
  16545. set images( value ) {
  16546. this.image = value;
  16547. }
  16548. }
  16549. /**
  16550. * A cube render target used in context of {@link WebGLRenderer}.
  16551. *
  16552. * @augments WebGLRenderTarget
  16553. */
  16554. class WebGLCubeRenderTarget extends WebGLRenderTarget {
  16555. /**
  16556. * Constructs a new cube render target.
  16557. *
  16558. * @param {number} [size=1] - The size of the render target.
  16559. * @param {RenderTarget~Options} [options] - The configuration object.
  16560. */
  16561. constructor( size = 1, options = {} ) {
  16562. super( size, size, options );
  16563. /**
  16564. * This flag can be used for type testing.
  16565. *
  16566. * @type {boolean}
  16567. * @readonly
  16568. * @default true
  16569. */
  16570. this.isWebGLCubeRenderTarget = true;
  16571. const image = { width: size, height: size, depth: 1 };
  16572. const images = [ image, image, image, image, image, image ];
  16573. /**
  16574. * Overwritten with a different texture type.
  16575. *
  16576. * @type {DataArrayTexture}
  16577. */
  16578. this.texture = new CubeTexture( images );
  16579. this._setTextureOptions( options );
  16580. // By convention -- likely based on the RenderMan spec from the 1990's -- cube maps are specified by WebGL (and three.js)
  16581. // in a coordinate system in which positive-x is to the right when looking up the positive-z axis -- in other words,
  16582. // in a left-handed coordinate system. By continuing this convention, preexisting cube maps continued to render correctly.
  16583. // three.js uses a right-handed coordinate system. So environment maps used in three.js appear to have px and nx swapped
  16584. // and the flag isRenderTargetTexture controls this conversion. The flip is not required when using WebGLCubeRenderTarget.texture
  16585. // as a cube texture (this is detected when isRenderTargetTexture is set to true for cube textures).
  16586. this.texture.isRenderTargetTexture = true;
  16587. }
  16588. /**
  16589. * Converts the given equirectangular texture to a cube map.
  16590. *
  16591. * @param {WebGLRenderer} renderer - The renderer.
  16592. * @param {Texture} texture - The equirectangular texture.
  16593. * @return {WebGLCubeRenderTarget} A reference to this cube render target.
  16594. */
  16595. fromEquirectangularTexture( renderer, texture ) {
  16596. this.texture.type = texture.type;
  16597. this.texture.colorSpace = texture.colorSpace;
  16598. this.texture.generateMipmaps = texture.generateMipmaps;
  16599. this.texture.minFilter = texture.minFilter;
  16600. this.texture.magFilter = texture.magFilter;
  16601. const shader = {
  16602. uniforms: {
  16603. tEquirect: { value: null },
  16604. },
  16605. vertexShader: /* glsl */`
  16606. varying vec3 vWorldDirection;
  16607. vec3 transformDirection( in vec3 dir, in mat4 matrix ) {
  16608. return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );
  16609. }
  16610. void main() {
  16611. vWorldDirection = transformDirection( position, modelMatrix );
  16612. #include <begin_vertex>
  16613. #include <project_vertex>
  16614. }
  16615. `,
  16616. fragmentShader: /* glsl */`
  16617. uniform sampler2D tEquirect;
  16618. varying vec3 vWorldDirection;
  16619. #include <common>
  16620. void main() {
  16621. vec3 direction = normalize( vWorldDirection );
  16622. vec2 sampleUV = equirectUv( direction );
  16623. gl_FragColor = texture2D( tEquirect, sampleUV );
  16624. }
  16625. `
  16626. };
  16627. const geometry = new BoxGeometry( 5, 5, 5 );
  16628. const material = new ShaderMaterial( {
  16629. name: 'CubemapFromEquirect',
  16630. uniforms: cloneUniforms( shader.uniforms ),
  16631. vertexShader: shader.vertexShader,
  16632. fragmentShader: shader.fragmentShader,
  16633. side: BackSide,
  16634. blending: NoBlending
  16635. } );
  16636. material.uniforms.tEquirect.value = texture;
  16637. const mesh = new Mesh( geometry, material );
  16638. const currentMinFilter = texture.minFilter;
  16639. // Avoid blurred poles
  16640. if ( texture.minFilter === LinearMipmapLinearFilter ) texture.minFilter = LinearFilter;
  16641. const camera = new CubeCamera( 1, 10, this );
  16642. camera.update( renderer, mesh );
  16643. texture.minFilter = currentMinFilter;
  16644. mesh.geometry.dispose();
  16645. mesh.material.dispose();
  16646. return this;
  16647. }
  16648. /**
  16649. * Clears this cube render target.
  16650. *
  16651. * @param {WebGLRenderer} renderer - The renderer.
  16652. * @param {boolean} [color=true] - Whether the color buffer should be cleared or not.
  16653. * @param {boolean} [depth=true] - Whether the depth buffer should be cleared or not.
  16654. * @param {boolean} [stencil=true] - Whether the stencil buffer should be cleared or not.
  16655. */
  16656. clear( renderer, color = true, depth = true, stencil = true ) {
  16657. const currentRenderTarget = renderer.getRenderTarget();
  16658. for ( let i = 0; i < 6; i ++ ) {
  16659. renderer.setRenderTarget( this, i );
  16660. renderer.clear( color, depth, stencil );
  16661. }
  16662. renderer.setRenderTarget( currentRenderTarget );
  16663. }
  16664. }
  16665. /**
  16666. * This is almost identical to an {@link Object3D}. Its purpose is to
  16667. * make working with groups of objects syntactically clearer.
  16668. *
  16669. * ```js
  16670. * // Create a group and add the two cubes.
  16671. * // These cubes can now be rotated / scaled etc as a group.
  16672. * const group = new THREE.Group();
  16673. *
  16674. * group.add( meshA );
  16675. * group.add( meshB );
  16676. *
  16677. * scene.add( group );
  16678. * ```
  16679. *
  16680. * @augments Object3D
  16681. */
  16682. class Group extends Object3D {
  16683. constructor() {
  16684. super();
  16685. /**
  16686. * This flag can be used for type testing.
  16687. *
  16688. * @type {boolean}
  16689. * @readonly
  16690. * @default true
  16691. */
  16692. this.isGroup = true;
  16693. this.type = 'Group';
  16694. }
  16695. }
  16696. const _moveEvent = { type: 'move' };
  16697. /**
  16698. * Class for representing a XR controller with its
  16699. * different coordinate systems.
  16700. *
  16701. * @private
  16702. */
  16703. class WebXRController {
  16704. /**
  16705. * Constructs a new XR controller.
  16706. */
  16707. constructor() {
  16708. /**
  16709. * A group representing the target ray space
  16710. * of the XR controller.
  16711. *
  16712. * @private
  16713. * @type {?Group}
  16714. * @default null
  16715. */
  16716. this._targetRay = null;
  16717. /**
  16718. * A group representing the grip space
  16719. * of the XR controller.
  16720. *
  16721. * @private
  16722. * @type {?Group}
  16723. * @default null
  16724. */
  16725. this._grip = null;
  16726. /**
  16727. * A group representing the hand space
  16728. * of the XR controller.
  16729. *
  16730. * @private
  16731. * @type {?Group}
  16732. * @default null
  16733. */
  16734. this._hand = null;
  16735. }
  16736. /**
  16737. * Returns a group representing the hand space of the XR controller.
  16738. *
  16739. * @return {Group} A group representing the hand space of the XR controller.
  16740. */
  16741. getHandSpace() {
  16742. if ( this._hand === null ) {
  16743. this._hand = new Group();
  16744. this._hand.matrixAutoUpdate = false;
  16745. this._hand.visible = false;
  16746. this._hand.joints = {};
  16747. this._hand.inputState = { pinching: false };
  16748. }
  16749. return this._hand;
  16750. }
  16751. /**
  16752. * Returns a group representing the target ray space of the XR controller.
  16753. *
  16754. * @return {Group} A group representing the target ray space of the XR controller.
  16755. */
  16756. getTargetRaySpace() {
  16757. if ( this._targetRay === null ) {
  16758. this._targetRay = new Group();
  16759. this._targetRay.matrixAutoUpdate = false;
  16760. this._targetRay.visible = false;
  16761. this._targetRay.hasLinearVelocity = false;
  16762. this._targetRay.linearVelocity = new Vector3();
  16763. this._targetRay.hasAngularVelocity = false;
  16764. this._targetRay.angularVelocity = new Vector3();
  16765. }
  16766. return this._targetRay;
  16767. }
  16768. /**
  16769. * Returns a group representing the grip space of the XR controller.
  16770. *
  16771. * @return {Group} A group representing the grip space of the XR controller.
  16772. */
  16773. getGripSpace() {
  16774. if ( this._grip === null ) {
  16775. this._grip = new Group();
  16776. this._grip.matrixAutoUpdate = false;
  16777. this._grip.visible = false;
  16778. this._grip.hasLinearVelocity = false;
  16779. this._grip.linearVelocity = new Vector3();
  16780. this._grip.hasAngularVelocity = false;
  16781. this._grip.angularVelocity = new Vector3();
  16782. }
  16783. return this._grip;
  16784. }
  16785. /**
  16786. * Dispatches the given event to the groups representing
  16787. * the different coordinate spaces of the XR controller.
  16788. *
  16789. * @param {Object} event - The event to dispatch.
  16790. * @return {WebXRController} A reference to this instance.
  16791. */
  16792. dispatchEvent( event ) {
  16793. if ( this._targetRay !== null ) {
  16794. this._targetRay.dispatchEvent( event );
  16795. }
  16796. if ( this._grip !== null ) {
  16797. this._grip.dispatchEvent( event );
  16798. }
  16799. if ( this._hand !== null ) {
  16800. this._hand.dispatchEvent( event );
  16801. }
  16802. return this;
  16803. }
  16804. /**
  16805. * Connects the controller with the given XR input source.
  16806. *
  16807. * @param {XRInputSource} inputSource - The input source.
  16808. * @return {WebXRController} A reference to this instance.
  16809. */
  16810. connect( inputSource ) {
  16811. if ( inputSource && inputSource.hand ) {
  16812. const hand = this._hand;
  16813. if ( hand ) {
  16814. for ( const inputjoint of inputSource.hand.values() ) {
  16815. // Initialize hand with joints when connected
  16816. this._getHandJoint( hand, inputjoint );
  16817. }
  16818. }
  16819. }
  16820. this.dispatchEvent( { type: 'connected', data: inputSource } );
  16821. return this;
  16822. }
  16823. /**
  16824. * Disconnects the controller from the given XR input source.
  16825. *
  16826. * @param {XRInputSource} inputSource - The input source.
  16827. * @return {WebXRController} A reference to this instance.
  16828. */
  16829. disconnect( inputSource ) {
  16830. this.dispatchEvent( { type: 'disconnected', data: inputSource } );
  16831. if ( this._targetRay !== null ) {
  16832. this._targetRay.visible = false;
  16833. }
  16834. if ( this._grip !== null ) {
  16835. this._grip.visible = false;
  16836. }
  16837. if ( this._hand !== null ) {
  16838. this._hand.visible = false;
  16839. }
  16840. return this;
  16841. }
  16842. /**
  16843. * Updates the controller with the given input source, XR frame and reference space.
  16844. * This updates the transformations of the groups that represent the different
  16845. * coordinate systems of the controller.
  16846. *
  16847. * @param {XRInputSource} inputSource - The input source.
  16848. * @param {XRFrame} frame - The XR frame.
  16849. * @param {XRReferenceSpace} referenceSpace - The reference space.
  16850. * @return {WebXRController} A reference to this instance.
  16851. */
  16852. update( inputSource, frame, referenceSpace ) {
  16853. let inputPose = null;
  16854. let gripPose = null;
  16855. let handPose = null;
  16856. const targetRay = this._targetRay;
  16857. const grip = this._grip;
  16858. const hand = this._hand;
  16859. if ( inputSource && frame.session.visibilityState !== 'visible-blurred' ) {
  16860. if ( hand && inputSource.hand ) {
  16861. handPose = true;
  16862. for ( const inputjoint of inputSource.hand.values() ) {
  16863. // Update the joints groups with the XRJoint poses
  16864. const jointPose = frame.getJointPose( inputjoint, referenceSpace );
  16865. // The transform of this joint will be updated with the joint pose on each frame
  16866. const joint = this._getHandJoint( hand, inputjoint );
  16867. if ( jointPose !== null ) {
  16868. joint.matrix.fromArray( jointPose.transform.matrix );
  16869. joint.matrix.decompose( joint.position, joint.rotation, joint.scale );
  16870. joint.matrixWorldNeedsUpdate = true;
  16871. joint.jointRadius = jointPose.radius;
  16872. }
  16873. joint.visible = jointPose !== null;
  16874. }
  16875. // Custom events
  16876. // Check pinchz
  16877. const indexTip = hand.joints[ 'index-finger-tip' ];
  16878. const thumbTip = hand.joints[ 'thumb-tip' ];
  16879. const distance = indexTip.position.distanceTo( thumbTip.position );
  16880. const distanceToPinch = 0.02;
  16881. const threshold = 0.005;
  16882. if ( hand.inputState.pinching && distance > distanceToPinch + threshold ) {
  16883. hand.inputState.pinching = false;
  16884. this.dispatchEvent( {
  16885. type: 'pinchend',
  16886. handedness: inputSource.handedness,
  16887. target: this
  16888. } );
  16889. } else if ( ! hand.inputState.pinching && distance <= distanceToPinch - threshold ) {
  16890. hand.inputState.pinching = true;
  16891. this.dispatchEvent( {
  16892. type: 'pinchstart',
  16893. handedness: inputSource.handedness,
  16894. target: this
  16895. } );
  16896. }
  16897. } else {
  16898. if ( grip !== null && inputSource.gripSpace ) {
  16899. gripPose = frame.getPose( inputSource.gripSpace, referenceSpace );
  16900. if ( gripPose !== null ) {
  16901. grip.matrix.fromArray( gripPose.transform.matrix );
  16902. grip.matrix.decompose( grip.position, grip.rotation, grip.scale );
  16903. grip.matrixWorldNeedsUpdate = true;
  16904. if ( gripPose.linearVelocity ) {
  16905. grip.hasLinearVelocity = true;
  16906. grip.linearVelocity.copy( gripPose.linearVelocity );
  16907. } else {
  16908. grip.hasLinearVelocity = false;
  16909. }
  16910. if ( gripPose.angularVelocity ) {
  16911. grip.hasAngularVelocity = true;
  16912. grip.angularVelocity.copy( gripPose.angularVelocity );
  16913. } else {
  16914. grip.hasAngularVelocity = false;
  16915. }
  16916. }
  16917. }
  16918. }
  16919. if ( targetRay !== null ) {
  16920. inputPose = frame.getPose( inputSource.targetRaySpace, referenceSpace );
  16921. // Some runtimes (namely Vive Cosmos with Vive OpenXR Runtime) have only grip space and ray space is equal to it
  16922. if ( inputPose === null && gripPose !== null ) {
  16923. inputPose = gripPose;
  16924. }
  16925. if ( inputPose !== null ) {
  16926. targetRay.matrix.fromArray( inputPose.transform.matrix );
  16927. targetRay.matrix.decompose( targetRay.position, targetRay.rotation, targetRay.scale );
  16928. targetRay.matrixWorldNeedsUpdate = true;
  16929. if ( inputPose.linearVelocity ) {
  16930. targetRay.hasLinearVelocity = true;
  16931. targetRay.linearVelocity.copy( inputPose.linearVelocity );
  16932. } else {
  16933. targetRay.hasLinearVelocity = false;
  16934. }
  16935. if ( inputPose.angularVelocity ) {
  16936. targetRay.hasAngularVelocity = true;
  16937. targetRay.angularVelocity.copy( inputPose.angularVelocity );
  16938. } else {
  16939. targetRay.hasAngularVelocity = false;
  16940. }
  16941. this.dispatchEvent( _moveEvent );
  16942. }
  16943. }
  16944. }
  16945. if ( targetRay !== null ) {
  16946. targetRay.visible = ( inputPose !== null );
  16947. }
  16948. if ( grip !== null ) {
  16949. grip.visible = ( gripPose !== null );
  16950. }
  16951. if ( hand !== null ) {
  16952. hand.visible = ( handPose !== null );
  16953. }
  16954. return this;
  16955. }
  16956. /**
  16957. * Returns a group representing the hand joint for the given input joint.
  16958. *
  16959. * @private
  16960. * @param {Group} hand - The group representing the hand space.
  16961. * @param {XRJointSpace} inputjoint - The hand joint data.
  16962. * @return {Group} A group representing the hand joint for the given input joint.
  16963. */
  16964. _getHandJoint( hand, inputjoint ) {
  16965. if ( hand.joints[ inputjoint.jointName ] === undefined ) {
  16966. const joint = new Group();
  16967. joint.matrixAutoUpdate = false;
  16968. joint.visible = false;
  16969. hand.joints[ inputjoint.jointName ] = joint;
  16970. hand.add( joint );
  16971. }
  16972. return hand.joints[ inputjoint.jointName ];
  16973. }
  16974. }
  16975. /**
  16976. * This class can be used to define an exponential squared fog,
  16977. * which gives a clear view near the camera and a faster than exponentially
  16978. * densening fog farther from the camera.
  16979. *
  16980. * ```js
  16981. * const scene = new THREE.Scene();
  16982. * scene.fog = new THREE.FogExp2( 0xcccccc, 0.002 );
  16983. * ```
  16984. */
  16985. class FogExp2 {
  16986. /**
  16987. * Constructs a new fog.
  16988. *
  16989. * @param {number|Color} color - The fog's color.
  16990. * @param {number} [density=0.00025] - Defines how fast the fog will grow dense.
  16991. */
  16992. constructor( color, density = 0.00025 ) {
  16993. /**
  16994. * This flag can be used for type testing.
  16995. *
  16996. * @type {boolean}
  16997. * @readonly
  16998. * @default true
  16999. */
  17000. this.isFogExp2 = true;
  17001. /**
  17002. * The name of the fog.
  17003. *
  17004. * @type {string}
  17005. */
  17006. this.name = '';
  17007. /**
  17008. * The fog's color.
  17009. *
  17010. * @type {Color}
  17011. */
  17012. this.color = new Color( color );
  17013. /**
  17014. * Defines how fast the fog will grow dense.
  17015. *
  17016. * @type {number}
  17017. * @default 0.00025
  17018. */
  17019. this.density = density;
  17020. }
  17021. /**
  17022. * Returns a new fog with copied values from this instance.
  17023. *
  17024. * @return {FogExp2} A clone of this instance.
  17025. */
  17026. clone() {
  17027. return new FogExp2( this.color, this.density );
  17028. }
  17029. /**
  17030. * Serializes the fog into JSON.
  17031. *
  17032. * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  17033. * @return {Object} A JSON object representing the serialized fog
  17034. */
  17035. toJSON( /* meta */ ) {
  17036. return {
  17037. type: 'FogExp2',
  17038. name: this.name,
  17039. color: this.color.getHex(),
  17040. density: this.density
  17041. };
  17042. }
  17043. }
  17044. /**
  17045. * This class can be used to define a linear fog that grows linearly denser
  17046. * with the distance.
  17047. *
  17048. * ```js
  17049. * const scene = new THREE.Scene();
  17050. * scene.fog = new THREE.Fog( 0xcccccc, 10, 15 );
  17051. * ```
  17052. */
  17053. class Fog {
  17054. /**
  17055. * Constructs a new fog.
  17056. *
  17057. * @param {number|Color} color - The fog's color.
  17058. * @param {number} [near=1] - The minimum distance to start applying fog.
  17059. * @param {number} [far=1000] - The maximum distance at which fog stops being calculated and applied.
  17060. */
  17061. constructor( color, near = 1, far = 1000 ) {
  17062. /**
  17063. * This flag can be used for type testing.
  17064. *
  17065. * @type {boolean}
  17066. * @readonly
  17067. * @default true
  17068. */
  17069. this.isFog = true;
  17070. /**
  17071. * The name of the fog.
  17072. *
  17073. * @type {string}
  17074. */
  17075. this.name = '';
  17076. /**
  17077. * The fog's color.
  17078. *
  17079. * @type {Color}
  17080. */
  17081. this.color = new Color( color );
  17082. /**
  17083. * The minimum distance to start applying fog. Objects that are less than
  17084. * `near` units from the active camera won't be affected by fog.
  17085. *
  17086. * @type {number}
  17087. * @default 1
  17088. */
  17089. this.near = near;
  17090. /**
  17091. * The maximum distance at which fog stops being calculated and applied.
  17092. * Objects that are more than `far` units away from the active camera won't
  17093. * be affected by fog.
  17094. *
  17095. * @type {number}
  17096. * @default 1000
  17097. */
  17098. this.far = far;
  17099. }
  17100. /**
  17101. * Returns a new fog with copied values from this instance.
  17102. *
  17103. * @return {Fog} A clone of this instance.
  17104. */
  17105. clone() {
  17106. return new Fog( this.color, this.near, this.far );
  17107. }
  17108. /**
  17109. * Serializes the fog into JSON.
  17110. *
  17111. * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  17112. * @return {Object} A JSON object representing the serialized fog
  17113. */
  17114. toJSON( /* meta */ ) {
  17115. return {
  17116. type: 'Fog',
  17117. name: this.name,
  17118. color: this.color.getHex(),
  17119. near: this.near,
  17120. far: this.far
  17121. };
  17122. }
  17123. }
  17124. /**
  17125. * Scenes allow you to set up what is to be rendered and where by three.js.
  17126. * This is where you place 3D objects like meshes, lines or lights.
  17127. *
  17128. * @augments Object3D
  17129. */
  17130. class Scene extends Object3D {
  17131. /**
  17132. * Constructs a new scene.
  17133. */
  17134. constructor() {
  17135. super();
  17136. /**
  17137. * This flag can be used for type testing.
  17138. *
  17139. * @type {boolean}
  17140. * @readonly
  17141. * @default true
  17142. */
  17143. this.isScene = true;
  17144. this.type = 'Scene';
  17145. /**
  17146. * Defines the background of the scene. Valid inputs are:
  17147. *
  17148. * - A color for defining a uniform colored background.
  17149. * - A texture for defining a (flat) textured background.
  17150. * - Cube textures or equirectangular textures for defining a skybox.
  17151. *
  17152. * @type {?(Color|Texture)}
  17153. * @default null
  17154. */
  17155. this.background = null;
  17156. /**
  17157. * Sets the environment map for all physical materials in the scene. However,
  17158. * it's not possible to overwrite an existing texture assigned to the `envMap`
  17159. * material property.
  17160. *
  17161. * @type {?Texture}
  17162. * @default null
  17163. */
  17164. this.environment = null;
  17165. /**
  17166. * A fog instance defining the type of fog that affects everything
  17167. * rendered in the scene.
  17168. *
  17169. * @type {?(Fog|FogExp2)}
  17170. * @default null
  17171. */
  17172. this.fog = null;
  17173. /**
  17174. * Sets the blurriness of the background. Only influences environment maps
  17175. * assigned to {@link Scene#background}. Valid input is a float between `0`
  17176. * and `1`.
  17177. *
  17178. * @type {number}
  17179. * @default 0
  17180. */
  17181. this.backgroundBlurriness = 0;
  17182. /**
  17183. * Attenuates the color of the background. Only applies to background textures.
  17184. *
  17185. * @type {number}
  17186. * @default 1
  17187. */
  17188. this.backgroundIntensity = 1;
  17189. /**
  17190. * The rotation of the background in radians. Only influences environment maps
  17191. * assigned to {@link Scene#background}.
  17192. *
  17193. * @type {Euler}
  17194. * @default (0,0,0)
  17195. */
  17196. this.backgroundRotation = new Euler();
  17197. /**
  17198. * Attenuates the color of the environment. Only influences environment maps
  17199. * assigned to {@link Scene#environment}.
  17200. *
  17201. * @type {number}
  17202. * @default 1
  17203. */
  17204. this.environmentIntensity = 1;
  17205. /**
  17206. * The rotation of the environment map in radians. Only influences physical materials
  17207. * in the scene when {@link Scene#environment} is used.
  17208. *
  17209. * @type {Euler}
  17210. * @default (0,0,0)
  17211. */
  17212. this.environmentRotation = new Euler();
  17213. /**
  17214. * Forces everything in the scene to be rendered with the defined material. It is possible
  17215. * to exclude materials from override by setting {@link Material#allowOverride} to `false`.
  17216. *
  17217. * @type {?Material}
  17218. * @default null
  17219. */
  17220. this.overrideMaterial = null;
  17221. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  17222. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) );
  17223. }
  17224. }
  17225. copy( source, recursive ) {
  17226. super.copy( source, recursive );
  17227. if ( source.background !== null ) this.background = source.background.clone();
  17228. if ( source.environment !== null ) this.environment = source.environment.clone();
  17229. if ( source.fog !== null ) this.fog = source.fog.clone();
  17230. this.backgroundBlurriness = source.backgroundBlurriness;
  17231. this.backgroundIntensity = source.backgroundIntensity;
  17232. this.backgroundRotation.copy( source.backgroundRotation );
  17233. this.environmentIntensity = source.environmentIntensity;
  17234. this.environmentRotation.copy( source.environmentRotation );
  17235. if ( source.overrideMaterial !== null ) this.overrideMaterial = source.overrideMaterial.clone();
  17236. this.matrixAutoUpdate = source.matrixAutoUpdate;
  17237. return this;
  17238. }
  17239. toJSON( meta ) {
  17240. const data = super.toJSON( meta );
  17241. if ( this.fog !== null ) data.object.fog = this.fog.toJSON();
  17242. if ( this.backgroundBlurriness > 0 ) data.object.backgroundBlurriness = this.backgroundBlurriness;
  17243. if ( this.backgroundIntensity !== 1 ) data.object.backgroundIntensity = this.backgroundIntensity;
  17244. data.object.backgroundRotation = this.backgroundRotation.toArray();
  17245. if ( this.environmentIntensity !== 1 ) data.object.environmentIntensity = this.environmentIntensity;
  17246. data.object.environmentRotation = this.environmentRotation.toArray();
  17247. return data;
  17248. }
  17249. }
  17250. /**
  17251. * "Interleaved" means that multiple attributes, possibly of different types,
  17252. * (e.g., position, normal, uv, color) are packed into a single array buffer.
  17253. *
  17254. * An introduction into interleaved arrays can be found here: [Interleaved array basics](https://blog.tojicode.com/2011/05/interleaved-array-basics.html)
  17255. */
  17256. class InterleavedBuffer {
  17257. /**
  17258. * Constructs a new interleaved buffer.
  17259. *
  17260. * @param {TypedArray} array - A typed array with a shared buffer storing attribute data.
  17261. * @param {number} stride - The number of typed-array elements per vertex.
  17262. */
  17263. constructor( array, stride ) {
  17264. /**
  17265. * This flag can be used for type testing.
  17266. *
  17267. * @type {boolean}
  17268. * @readonly
  17269. * @default true
  17270. */
  17271. this.isInterleavedBuffer = true;
  17272. /**
  17273. * A typed array with a shared buffer storing attribute data.
  17274. *
  17275. * @type {TypedArray}
  17276. */
  17277. this.array = array;
  17278. /**
  17279. * The number of typed-array elements per vertex.
  17280. *
  17281. * @type {number}
  17282. */
  17283. this.stride = stride;
  17284. /**
  17285. * The total number of elements in the array
  17286. *
  17287. * @type {number}
  17288. * @readonly
  17289. */
  17290. this.count = array !== undefined ? array.length / stride : 0;
  17291. /**
  17292. * Defines the intended usage pattern of the data store for optimization purposes.
  17293. *
  17294. * Note: After the initial use of a buffer, its usage cannot be changed. Instead,
  17295. * instantiate a new one and set the desired usage before the next render.
  17296. *
  17297. * @type {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)}
  17298. * @default StaticDrawUsage
  17299. */
  17300. this.usage = StaticDrawUsage;
  17301. /**
  17302. * This can be used to only update some components of stored vectors (for example, just the
  17303. * component related to color). Use the `addUpdateRange()` function to add ranges to this array.
  17304. *
  17305. * @type {Array<Object>}
  17306. */
  17307. this.updateRanges = [];
  17308. /**
  17309. * A version number, incremented every time the `needsUpdate` is set to `true`.
  17310. *
  17311. * @type {number}
  17312. */
  17313. this.version = 0;
  17314. /**
  17315. * The UUID of the interleaved buffer.
  17316. *
  17317. * @type {string}
  17318. * @readonly
  17319. */
  17320. this.uuid = generateUUID();
  17321. }
  17322. /**
  17323. * A callback function that is executed after the renderer has transferred the attribute array
  17324. * data to the GPU.
  17325. */
  17326. onUploadCallback() {}
  17327. /**
  17328. * Flag to indicate that this attribute has changed and should be re-sent to
  17329. * the GPU. Set this to `true` when you modify the value of the array.
  17330. *
  17331. * @type {number}
  17332. * @default false
  17333. * @param {boolean} value
  17334. */
  17335. set needsUpdate( value ) {
  17336. if ( value === true ) this.version ++;
  17337. }
  17338. /**
  17339. * Sets the usage of this interleaved buffer.
  17340. *
  17341. * @param {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)} value - The usage to set.
  17342. * @return {InterleavedBuffer} A reference to this interleaved buffer.
  17343. */
  17344. setUsage( value ) {
  17345. this.usage = value;
  17346. return this;
  17347. }
  17348. /**
  17349. * Adds a range of data in the data array to be updated on the GPU.
  17350. *
  17351. * @param {number} start - Position at which to start update.
  17352. * @param {number} count - The number of components to update.
  17353. */
  17354. addUpdateRange( start, count ) {
  17355. this.updateRanges.push( { start, count } );
  17356. }
  17357. /**
  17358. * Clears the update ranges.
  17359. */
  17360. clearUpdateRanges() {
  17361. this.updateRanges.length = 0;
  17362. }
  17363. /**
  17364. * Copies the values of the given interleaved buffer to this instance.
  17365. *
  17366. * @param {InterleavedBuffer} source - The interleaved buffer to copy.
  17367. * @return {InterleavedBuffer} A reference to this instance.
  17368. */
  17369. copy( source ) {
  17370. this.array = new source.array.constructor( source.array );
  17371. this.count = source.count;
  17372. this.stride = source.stride;
  17373. this.usage = source.usage;
  17374. return this;
  17375. }
  17376. /**
  17377. * Copies a vector from the given interleaved buffer to this one. The start
  17378. * and destination position in the attribute buffers are represented by the
  17379. * given indices.
  17380. *
  17381. * @param {number} index1 - The destination index into this interleaved buffer.
  17382. * @param {InterleavedBuffer} interleavedBuffer - The interleaved buffer to copy from.
  17383. * @param {number} index2 - The source index into the given interleaved buffer.
  17384. * @return {InterleavedBuffer} A reference to this instance.
  17385. */
  17386. copyAt( index1, interleavedBuffer, index2 ) {
  17387. index1 *= this.stride;
  17388. index2 *= interleavedBuffer.stride;
  17389. for ( let i = 0, l = this.stride; i < l; i ++ ) {
  17390. this.array[ index1 + i ] = interleavedBuffer.array[ index2 + i ];
  17391. }
  17392. return this;
  17393. }
  17394. /**
  17395. * Sets the given array data in the interleaved buffer.
  17396. *
  17397. * @param {(TypedArray|Array)} value - The array data to set.
  17398. * @param {number} [offset=0] - The offset in this interleaved buffer's array.
  17399. * @return {InterleavedBuffer} A reference to this instance.
  17400. */
  17401. set( value, offset = 0 ) {
  17402. this.array.set( value, offset );
  17403. return this;
  17404. }
  17405. /**
  17406. * Returns a new interleaved buffer with copied values from this instance.
  17407. *
  17408. * @param {Object} [data] - An object with shared array buffers that allows to retain shared structures.
  17409. * @return {InterleavedBuffer} A clone of this instance.
  17410. */
  17411. clone( data ) {
  17412. if ( data.arrayBuffers === undefined ) {
  17413. data.arrayBuffers = {};
  17414. }
  17415. if ( this.array.buffer._uuid === undefined ) {
  17416. this.array.buffer._uuid = generateUUID();
  17417. }
  17418. if ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {
  17419. data.arrayBuffers[ this.array.buffer._uuid ] = this.array.slice( 0 ).buffer;
  17420. }
  17421. const array = new this.array.constructor( data.arrayBuffers[ this.array.buffer._uuid ] );
  17422. const ib = new this.constructor( array, this.stride );
  17423. ib.setUsage( this.usage );
  17424. return ib;
  17425. }
  17426. /**
  17427. * Sets the given callback function that is executed after the Renderer has transferred
  17428. * the array data to the GPU. Can be used to perform clean-up operations after
  17429. * the upload when data are not needed anymore on the CPU side.
  17430. *
  17431. * @param {Function} callback - The `onUpload()` callback.
  17432. * @return {InterleavedBuffer} A reference to this instance.
  17433. */
  17434. onUpload( callback ) {
  17435. this.onUploadCallback = callback;
  17436. return this;
  17437. }
  17438. /**
  17439. * Serializes the interleaved buffer into JSON.
  17440. *
  17441. * @param {Object} [data] - An optional value holding meta information about the serialization.
  17442. * @return {Object} A JSON object representing the serialized interleaved buffer.
  17443. */
  17444. toJSON( data ) {
  17445. if ( data.arrayBuffers === undefined ) {
  17446. data.arrayBuffers = {};
  17447. }
  17448. // generate UUID for array buffer if necessary
  17449. if ( this.array.buffer._uuid === undefined ) {
  17450. this.array.buffer._uuid = generateUUID();
  17451. }
  17452. if ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {
  17453. data.arrayBuffers[ this.array.buffer._uuid ] = Array.from( new Uint32Array( this.array.buffer ) );
  17454. }
  17455. //
  17456. return {
  17457. uuid: this.uuid,
  17458. buffer: this.array.buffer._uuid,
  17459. type: this.array.constructor.name,
  17460. stride: this.stride
  17461. };
  17462. }
  17463. }
  17464. const _vector$7 = /*@__PURE__*/ new Vector3();
  17465. /**
  17466. * An alternative version of a buffer attribute with interleaved data. Interleaved
  17467. * attributes share a common interleaved data storage ({@link InterleavedBuffer}) and refer with
  17468. * different offsets into the buffer.
  17469. */
  17470. class InterleavedBufferAttribute {
  17471. /**
  17472. * Constructs a new interleaved buffer attribute.
  17473. *
  17474. * @param {InterleavedBuffer} interleavedBuffer - The buffer holding the interleaved data.
  17475. * @param {number} itemSize - The item size.
  17476. * @param {number} offset - The attribute offset into the buffer.
  17477. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  17478. */
  17479. constructor( interleavedBuffer, itemSize, offset, normalized = false ) {
  17480. /**
  17481. * This flag can be used for type testing.
  17482. *
  17483. * @type {boolean}
  17484. * @readonly
  17485. * @default true
  17486. */
  17487. this.isInterleavedBufferAttribute = true;
  17488. /**
  17489. * The name of the buffer attribute.
  17490. *
  17491. * @type {string}
  17492. */
  17493. this.name = '';
  17494. /**
  17495. * The buffer holding the interleaved data.
  17496. *
  17497. * @type {InterleavedBuffer}
  17498. */
  17499. this.data = interleavedBuffer;
  17500. /**
  17501. * The item size, see {@link BufferAttribute#itemSize}.
  17502. *
  17503. * @type {number}
  17504. */
  17505. this.itemSize = itemSize;
  17506. /**
  17507. * The attribute offset into the buffer.
  17508. *
  17509. * @type {number}
  17510. */
  17511. this.offset = offset;
  17512. /**
  17513. * Whether the data are normalized or not, see {@link BufferAttribute#normalized}
  17514. *
  17515. * @type {InterleavedBuffer}
  17516. */
  17517. this.normalized = normalized;
  17518. }
  17519. /**
  17520. * The item count of this buffer attribute.
  17521. *
  17522. * @type {number}
  17523. * @readonly
  17524. */
  17525. get count() {
  17526. return this.data.count;
  17527. }
  17528. /**
  17529. * The array holding the interleaved buffer attribute data.
  17530. *
  17531. * @type {TypedArray}
  17532. */
  17533. get array() {
  17534. return this.data.array;
  17535. }
  17536. /**
  17537. * Flag to indicate that this attribute has changed and should be re-sent to
  17538. * the GPU. Set this to `true` when you modify the value of the array.
  17539. *
  17540. * @type {number}
  17541. * @default false
  17542. * @param {boolean} value
  17543. */
  17544. set needsUpdate( value ) {
  17545. this.data.needsUpdate = value;
  17546. }
  17547. /**
  17548. * Applies the given 4x4 matrix to the given attribute. Only works with
  17549. * item size `3`.
  17550. *
  17551. * @param {Matrix4} m - The matrix to apply.
  17552. * @return {InterleavedBufferAttribute} A reference to this instance.
  17553. */
  17554. applyMatrix4( m ) {
  17555. for ( let i = 0, l = this.data.count; i < l; i ++ ) {
  17556. _vector$7.fromBufferAttribute( this, i );
  17557. _vector$7.applyMatrix4( m );
  17558. this.setXYZ( i, _vector$7.x, _vector$7.y, _vector$7.z );
  17559. }
  17560. return this;
  17561. }
  17562. /**
  17563. * Applies the given 3x3 normal matrix to the given attribute. Only works with
  17564. * item size `3`.
  17565. *
  17566. * @param {Matrix3} m - The normal matrix to apply.
  17567. * @return {InterleavedBufferAttribute} A reference to this instance.
  17568. */
  17569. applyNormalMatrix( m ) {
  17570. for ( let i = 0, l = this.count; i < l; i ++ ) {
  17571. _vector$7.fromBufferAttribute( this, i );
  17572. _vector$7.applyNormalMatrix( m );
  17573. this.setXYZ( i, _vector$7.x, _vector$7.y, _vector$7.z );
  17574. }
  17575. return this;
  17576. }
  17577. /**
  17578. * Applies the given 4x4 matrix to the given attribute. Only works with
  17579. * item size `3` and with direction vectors.
  17580. *
  17581. * @param {Matrix4} m - The matrix to apply.
  17582. * @return {InterleavedBufferAttribute} A reference to this instance.
  17583. */
  17584. transformDirection( m ) {
  17585. for ( let i = 0, l = this.count; i < l; i ++ ) {
  17586. _vector$7.fromBufferAttribute( this, i );
  17587. _vector$7.transformDirection( m );
  17588. this.setXYZ( i, _vector$7.x, _vector$7.y, _vector$7.z );
  17589. }
  17590. return this;
  17591. }
  17592. /**
  17593. * Returns the given component of the vector at the given index.
  17594. *
  17595. * @param {number} index - The index into the buffer attribute.
  17596. * @param {number} component - The component index.
  17597. * @return {number} The returned value.
  17598. */
  17599. getComponent( index, component ) {
  17600. let value = this.array[ index * this.data.stride + this.offset + component ];
  17601. if ( this.normalized ) value = denormalize( value, this.array );
  17602. return value;
  17603. }
  17604. /**
  17605. * Sets the given value to the given component of the vector at the given index.
  17606. *
  17607. * @param {number} index - The index into the buffer attribute.
  17608. * @param {number} component - The component index.
  17609. * @param {number} value - The value to set.
  17610. * @return {InterleavedBufferAttribute} A reference to this instance.
  17611. */
  17612. setComponent( index, component, value ) {
  17613. if ( this.normalized ) value = normalize( value, this.array );
  17614. this.data.array[ index * this.data.stride + this.offset + component ] = value;
  17615. return this;
  17616. }
  17617. /**
  17618. * Sets the x component of the vector at the given index.
  17619. *
  17620. * @param {number} index - The index into the buffer attribute.
  17621. * @param {number} x - The value to set.
  17622. * @return {InterleavedBufferAttribute} A reference to this instance.
  17623. */
  17624. setX( index, x ) {
  17625. if ( this.normalized ) x = normalize( x, this.array );
  17626. this.data.array[ index * this.data.stride + this.offset ] = x;
  17627. return this;
  17628. }
  17629. /**
  17630. * Sets the y component of the vector at the given index.
  17631. *
  17632. * @param {number} index - The index into the buffer attribute.
  17633. * @param {number} y - The value to set.
  17634. * @return {InterleavedBufferAttribute} A reference to this instance.
  17635. */
  17636. setY( index, y ) {
  17637. if ( this.normalized ) y = normalize( y, this.array );
  17638. this.data.array[ index * this.data.stride + this.offset + 1 ] = y;
  17639. return this;
  17640. }
  17641. /**
  17642. * Sets the z component of the vector at the given index.
  17643. *
  17644. * @param {number} index - The index into the buffer attribute.
  17645. * @param {number} z - The value to set.
  17646. * @return {InterleavedBufferAttribute} A reference to this instance.
  17647. */
  17648. setZ( index, z ) {
  17649. if ( this.normalized ) z = normalize( z, this.array );
  17650. this.data.array[ index * this.data.stride + this.offset + 2 ] = z;
  17651. return this;
  17652. }
  17653. /**
  17654. * Sets the w component of the vector at the given index.
  17655. *
  17656. * @param {number} index - The index into the buffer attribute.
  17657. * @param {number} w - The value to set.
  17658. * @return {InterleavedBufferAttribute} A reference to this instance.
  17659. */
  17660. setW( index, w ) {
  17661. if ( this.normalized ) w = normalize( w, this.array );
  17662. this.data.array[ index * this.data.stride + this.offset + 3 ] = w;
  17663. return this;
  17664. }
  17665. /**
  17666. * Returns the x component of the vector at the given index.
  17667. *
  17668. * @param {number} index - The index into the buffer attribute.
  17669. * @return {number} The x component.
  17670. */
  17671. getX( index ) {
  17672. let x = this.data.array[ index * this.data.stride + this.offset ];
  17673. if ( this.normalized ) x = denormalize( x, this.array );
  17674. return x;
  17675. }
  17676. /**
  17677. * Returns the y component of the vector at the given index.
  17678. *
  17679. * @param {number} index - The index into the buffer attribute.
  17680. * @return {number} The y component.
  17681. */
  17682. getY( index ) {
  17683. let y = this.data.array[ index * this.data.stride + this.offset + 1 ];
  17684. if ( this.normalized ) y = denormalize( y, this.array );
  17685. return y;
  17686. }
  17687. /**
  17688. * Returns the z component of the vector at the given index.
  17689. *
  17690. * @param {number} index - The index into the buffer attribute.
  17691. * @return {number} The z component.
  17692. */
  17693. getZ( index ) {
  17694. let z = this.data.array[ index * this.data.stride + this.offset + 2 ];
  17695. if ( this.normalized ) z = denormalize( z, this.array );
  17696. return z;
  17697. }
  17698. /**
  17699. * Returns the w component of the vector at the given index.
  17700. *
  17701. * @param {number} index - The index into the buffer attribute.
  17702. * @return {number} The w component.
  17703. */
  17704. getW( index ) {
  17705. let w = this.data.array[ index * this.data.stride + this.offset + 3 ];
  17706. if ( this.normalized ) w = denormalize( w, this.array );
  17707. return w;
  17708. }
  17709. /**
  17710. * Sets the x and y component of the vector at the given index.
  17711. *
  17712. * @param {number} index - The index into the buffer attribute.
  17713. * @param {number} x - The value for the x component to set.
  17714. * @param {number} y - The value for the y component to set.
  17715. * @return {InterleavedBufferAttribute} A reference to this instance.
  17716. */
  17717. setXY( index, x, y ) {
  17718. index = index * this.data.stride + this.offset;
  17719. if ( this.normalized ) {
  17720. x = normalize( x, this.array );
  17721. y = normalize( y, this.array );
  17722. }
  17723. this.data.array[ index + 0 ] = x;
  17724. this.data.array[ index + 1 ] = y;
  17725. return this;
  17726. }
  17727. /**
  17728. * Sets the x, y and z component of the vector at the given index.
  17729. *
  17730. * @param {number} index - The index into the buffer attribute.
  17731. * @param {number} x - The value for the x component to set.
  17732. * @param {number} y - The value for the y component to set.
  17733. * @param {number} z - The value for the z component to set.
  17734. * @return {InterleavedBufferAttribute} A reference to this instance.
  17735. */
  17736. setXYZ( index, x, y, z ) {
  17737. index = index * this.data.stride + this.offset;
  17738. if ( this.normalized ) {
  17739. x = normalize( x, this.array );
  17740. y = normalize( y, this.array );
  17741. z = normalize( z, this.array );
  17742. }
  17743. this.data.array[ index + 0 ] = x;
  17744. this.data.array[ index + 1 ] = y;
  17745. this.data.array[ index + 2 ] = z;
  17746. return this;
  17747. }
  17748. /**
  17749. * Sets the x, y, z and w component of the vector at the given index.
  17750. *
  17751. * @param {number} index - The index into the buffer attribute.
  17752. * @param {number} x - The value for the x component to set.
  17753. * @param {number} y - The value for the y component to set.
  17754. * @param {number} z - The value for the z component to set.
  17755. * @param {number} w - The value for the w component to set.
  17756. * @return {InterleavedBufferAttribute} A reference to this instance.
  17757. */
  17758. setXYZW( index, x, y, z, w ) {
  17759. index = index * this.data.stride + this.offset;
  17760. if ( this.normalized ) {
  17761. x = normalize( x, this.array );
  17762. y = normalize( y, this.array );
  17763. z = normalize( z, this.array );
  17764. w = normalize( w, this.array );
  17765. }
  17766. this.data.array[ index + 0 ] = x;
  17767. this.data.array[ index + 1 ] = y;
  17768. this.data.array[ index + 2 ] = z;
  17769. this.data.array[ index + 3 ] = w;
  17770. return this;
  17771. }
  17772. /**
  17773. * Returns a new buffer attribute with copied values from this instance.
  17774. *
  17775. * If no parameter is provided, cloning an interleaved buffer attribute will de-interleave buffer data.
  17776. *
  17777. * @param {Object} [data] - An object with interleaved buffers that allows to retain the interleaved property.
  17778. * @return {BufferAttribute|InterleavedBufferAttribute} A clone of this instance.
  17779. */
  17780. clone( data ) {
  17781. if ( data === undefined ) {
  17782. log( 'InterleavedBufferAttribute.clone(): Cloning an interleaved buffer attribute will de-interleave buffer data.' );
  17783. const array = [];
  17784. for ( let i = 0; i < this.count; i ++ ) {
  17785. const index = i * this.data.stride + this.offset;
  17786. for ( let j = 0; j < this.itemSize; j ++ ) {
  17787. array.push( this.data.array[ index + j ] );
  17788. }
  17789. }
  17790. return new BufferAttribute( new this.array.constructor( array ), this.itemSize, this.normalized );
  17791. } else {
  17792. if ( data.interleavedBuffers === undefined ) {
  17793. data.interleavedBuffers = {};
  17794. }
  17795. if ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {
  17796. data.interleavedBuffers[ this.data.uuid ] = this.data.clone( data );
  17797. }
  17798. return new InterleavedBufferAttribute( data.interleavedBuffers[ this.data.uuid ], this.itemSize, this.offset, this.normalized );
  17799. }
  17800. }
  17801. /**
  17802. * Serializes the buffer attribute into JSON.
  17803. *
  17804. * If no parameter is provided, cloning an interleaved buffer attribute will de-interleave buffer data.
  17805. *
  17806. * @param {Object} [data] - An optional value holding meta information about the serialization.
  17807. * @return {Object} A JSON object representing the serialized buffer attribute.
  17808. */
  17809. toJSON( data ) {
  17810. if ( data === undefined ) {
  17811. log( 'InterleavedBufferAttribute.toJSON(): Serializing an interleaved buffer attribute will de-interleave buffer data.' );
  17812. const array = [];
  17813. for ( let i = 0; i < this.count; i ++ ) {
  17814. const index = i * this.data.stride + this.offset;
  17815. for ( let j = 0; j < this.itemSize; j ++ ) {
  17816. array.push( this.data.array[ index + j ] );
  17817. }
  17818. }
  17819. // de-interleave data and save it as an ordinary buffer attribute for now
  17820. return {
  17821. itemSize: this.itemSize,
  17822. type: this.array.constructor.name,
  17823. array: array,
  17824. normalized: this.normalized
  17825. };
  17826. } else {
  17827. // save as true interleaved attribute
  17828. if ( data.interleavedBuffers === undefined ) {
  17829. data.interleavedBuffers = {};
  17830. }
  17831. if ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {
  17832. data.interleavedBuffers[ this.data.uuid ] = this.data.toJSON( data );
  17833. }
  17834. return {
  17835. isInterleavedBufferAttribute: true,
  17836. itemSize: this.itemSize,
  17837. data: this.data.uuid,
  17838. offset: this.offset,
  17839. normalized: this.normalized
  17840. };
  17841. }
  17842. }
  17843. }
  17844. /**
  17845. * A material for rendering instances of {@link Sprite}.
  17846. *
  17847. * ```js
  17848. * const map = new THREE.TextureLoader().load( 'textures/sprite.png' );
  17849. * const material = new THREE.SpriteMaterial( { map: map, color: 0xffffff } );
  17850. *
  17851. * const sprite = new THREE.Sprite( material );
  17852. * sprite.scale.set(200, 200, 1)
  17853. * scene.add( sprite );
  17854. * ```
  17855. *
  17856. * @augments Material
  17857. */
  17858. class SpriteMaterial extends Material {
  17859. /**
  17860. * Constructs a new sprite material.
  17861. *
  17862. * @param {Object} [parameters] - An object with one or more properties
  17863. * defining the material's appearance. Any property of the material
  17864. * (including any property from inherited materials) can be passed
  17865. * in here. Color values can be passed any type of value accepted
  17866. * by {@link Color#set}.
  17867. */
  17868. constructor( parameters ) {
  17869. super();
  17870. /**
  17871. * This flag can be used for type testing.
  17872. *
  17873. * @type {boolean}
  17874. * @readonly
  17875. * @default true
  17876. */
  17877. this.isSpriteMaterial = true;
  17878. this.type = 'SpriteMaterial';
  17879. /**
  17880. * Color of the material.
  17881. *
  17882. * @type {Color}
  17883. * @default (1,1,1)
  17884. */
  17885. this.color = new Color( 0xffffff );
  17886. /**
  17887. * The color map. May optionally include an alpha channel, typically combined
  17888. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  17889. * color is modulated by the diffuse `color`.
  17890. *
  17891. * @type {?Texture}
  17892. * @default null
  17893. */
  17894. this.map = null;
  17895. /**
  17896. * The alpha map is a grayscale texture that controls the opacity across the
  17897. * surface (black: fully transparent; white: fully opaque).
  17898. *
  17899. * Only the color of the texture is used, ignoring the alpha channel if one
  17900. * exists. For RGB and RGBA textures, the renderer will use the green channel
  17901. * when sampling this texture due to the extra bit of precision provided for
  17902. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  17903. * luminance/alpha textures will also still work as expected.
  17904. *
  17905. * @type {?Texture}
  17906. * @default null
  17907. */
  17908. this.alphaMap = null;
  17909. /**
  17910. * The rotation of the sprite in radians.
  17911. *
  17912. * @type {number}
  17913. * @default 0
  17914. */
  17915. this.rotation = 0;
  17916. /**
  17917. * Specifies whether size of the sprite is attenuated by the camera depth (perspective camera only).
  17918. *
  17919. * @type {boolean}
  17920. * @default true
  17921. */
  17922. this.sizeAttenuation = true;
  17923. /**
  17924. * Overwritten since sprite materials are transparent
  17925. * by default.
  17926. *
  17927. * @type {boolean}
  17928. * @default true
  17929. */
  17930. this.transparent = true;
  17931. /**
  17932. * Whether the material is affected by fog or not.
  17933. *
  17934. * @type {boolean}
  17935. * @default true
  17936. */
  17937. this.fog = true;
  17938. this.setValues( parameters );
  17939. }
  17940. copy( source ) {
  17941. super.copy( source );
  17942. this.color.copy( source.color );
  17943. this.map = source.map;
  17944. this.alphaMap = source.alphaMap;
  17945. this.rotation = source.rotation;
  17946. this.sizeAttenuation = source.sizeAttenuation;
  17947. this.fog = source.fog;
  17948. return this;
  17949. }
  17950. }
  17951. let _geometry;
  17952. const _intersectPoint = /*@__PURE__*/ new Vector3();
  17953. const _worldScale = /*@__PURE__*/ new Vector3();
  17954. const _mvPosition = /*@__PURE__*/ new Vector3();
  17955. const _alignedPosition = /*@__PURE__*/ new Vector2();
  17956. const _rotatedPosition = /*@__PURE__*/ new Vector2();
  17957. const _viewWorldMatrix = /*@__PURE__*/ new Matrix4();
  17958. const _vA = /*@__PURE__*/ new Vector3();
  17959. const _vB = /*@__PURE__*/ new Vector3();
  17960. const _vC = /*@__PURE__*/ new Vector3();
  17961. const _uvA = /*@__PURE__*/ new Vector2();
  17962. const _uvB = /*@__PURE__*/ new Vector2();
  17963. const _uvC = /*@__PURE__*/ new Vector2();
  17964. /**
  17965. * A sprite is a plane that always faces towards the camera, generally with a
  17966. * partially transparent texture applied.
  17967. *
  17968. * Sprites do not cast shadows, setting {@link Object3D#castShadow} to `true` will
  17969. * have no effect.
  17970. *
  17971. * ```js
  17972. * const map = new THREE.TextureLoader().load( 'sprite.png' );
  17973. * const material = new THREE.SpriteMaterial( { map: map } );
  17974. *
  17975. * const sprite = new THREE.Sprite( material );
  17976. * scene.add( sprite );
  17977. * ```
  17978. *
  17979. * @augments Object3D
  17980. */
  17981. class Sprite extends Object3D {
  17982. /**
  17983. * Constructs a new sprite.
  17984. *
  17985. * @param {(SpriteMaterial|SpriteNodeMaterial)} [material] - The sprite material.
  17986. */
  17987. constructor( material = new SpriteMaterial() ) {
  17988. super();
  17989. /**
  17990. * This flag can be used for type testing.
  17991. *
  17992. * @type {boolean}
  17993. * @readonly
  17994. * @default true
  17995. */
  17996. this.isSprite = true;
  17997. this.type = 'Sprite';
  17998. if ( _geometry === undefined ) {
  17999. _geometry = new BufferGeometry();
  18000. const float32Array = new Float32Array( [
  18001. -0.5, -0.5, 0, 0, 0,
  18002. 0.5, -0.5, 0, 1, 0,
  18003. 0.5, 0.5, 0, 1, 1,
  18004. -0.5, 0.5, 0, 0, 1
  18005. ] );
  18006. const interleavedBuffer = new InterleavedBuffer( float32Array, 5 );
  18007. _geometry.setIndex( [ 0, 1, 2, 0, 2, 3 ] );
  18008. _geometry.setAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) );
  18009. _geometry.setAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) );
  18010. }
  18011. /**
  18012. * The sprite geometry.
  18013. *
  18014. * @type {BufferGeometry}
  18015. */
  18016. this.geometry = _geometry;
  18017. /**
  18018. * The sprite material.
  18019. *
  18020. * @type {(SpriteMaterial|SpriteNodeMaterial)}
  18021. */
  18022. this.material = material;
  18023. /**
  18024. * The sprite's anchor point, and the point around which the sprite rotates.
  18025. * A value of `(0.5, 0.5)` corresponds to the midpoint of the sprite. A value
  18026. * of `(0, 0)` corresponds to the lower left corner of the sprite.
  18027. *
  18028. * @type {Vector2}
  18029. * @default (0.5,0.5)
  18030. */
  18031. this.center = new Vector2( 0.5, 0.5 );
  18032. /**
  18033. * The number of instances of this sprite.
  18034. * Can only be used with {@link WebGPURenderer}.
  18035. *
  18036. * @type {number}
  18037. * @default 1
  18038. */
  18039. this.count = 1;
  18040. }
  18041. /**
  18042. * Computes intersection points between a casted ray and this sprite.
  18043. *
  18044. * @param {Raycaster} raycaster - The raycaster.
  18045. * @param {Array<Object>} intersects - The target array that holds the intersection points.
  18046. */
  18047. raycast( raycaster, intersects ) {
  18048. if ( raycaster.camera === null ) {
  18049. error( 'Sprite: "Raycaster.camera" needs to be set in order to raycast against sprites.' );
  18050. }
  18051. _worldScale.setFromMatrixScale( this.matrixWorld );
  18052. _viewWorldMatrix.copy( raycaster.camera.matrixWorld );
  18053. this.modelViewMatrix.multiplyMatrices( raycaster.camera.matrixWorldInverse, this.matrixWorld );
  18054. _mvPosition.setFromMatrixPosition( this.modelViewMatrix );
  18055. if ( raycaster.camera.isPerspectiveCamera && this.material.sizeAttenuation === false ) {
  18056. _worldScale.multiplyScalar( - _mvPosition.z );
  18057. }
  18058. const rotation = this.material.rotation;
  18059. let sin, cos;
  18060. if ( rotation !== 0 ) {
  18061. cos = Math.cos( rotation );
  18062. sin = Math.sin( rotation );
  18063. }
  18064. const center = this.center;
  18065. transformVertex( _vA.set( -0.5, -0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  18066. transformVertex( _vB.set( 0.5, -0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  18067. transformVertex( _vC.set( 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  18068. _uvA.set( 0, 0 );
  18069. _uvB.set( 1, 0 );
  18070. _uvC.set( 1, 1 );
  18071. // check first triangle
  18072. let intersect = raycaster.ray.intersectTriangle( _vA, _vB, _vC, false, _intersectPoint );
  18073. if ( intersect === null ) {
  18074. // check second triangle
  18075. transformVertex( _vB.set( -0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  18076. _uvB.set( 0, 1 );
  18077. intersect = raycaster.ray.intersectTriangle( _vA, _vC, _vB, false, _intersectPoint );
  18078. if ( intersect === null ) {
  18079. return;
  18080. }
  18081. }
  18082. const distance = raycaster.ray.origin.distanceTo( _intersectPoint );
  18083. if ( distance < raycaster.near || distance > raycaster.far ) return;
  18084. intersects.push( {
  18085. distance: distance,
  18086. point: _intersectPoint.clone(),
  18087. uv: Triangle.getInterpolation( _intersectPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() ),
  18088. face: null,
  18089. object: this
  18090. } );
  18091. }
  18092. copy( source, recursive ) {
  18093. super.copy( source, recursive );
  18094. if ( source.center !== undefined ) this.center.copy( source.center );
  18095. this.material = source.material;
  18096. return this;
  18097. }
  18098. }
  18099. function transformVertex( vertexPosition, mvPosition, center, scale, sin, cos ) {
  18100. // compute position in camera space
  18101. _alignedPosition.subVectors( vertexPosition, center ).addScalar( 0.5 ).multiply( scale );
  18102. // to check if rotation is not zero
  18103. if ( sin !== undefined ) {
  18104. _rotatedPosition.x = ( cos * _alignedPosition.x ) - ( sin * _alignedPosition.y );
  18105. _rotatedPosition.y = ( sin * _alignedPosition.x ) + ( cos * _alignedPosition.y );
  18106. } else {
  18107. _rotatedPosition.copy( _alignedPosition );
  18108. }
  18109. vertexPosition.copy( mvPosition );
  18110. vertexPosition.x += _rotatedPosition.x;
  18111. vertexPosition.y += _rotatedPosition.y;
  18112. // transform to world space
  18113. vertexPosition.applyMatrix4( _viewWorldMatrix );
  18114. }
  18115. const _v1$2 = /*@__PURE__*/ new Vector3();
  18116. const _v2$1 = /*@__PURE__*/ new Vector3();
  18117. /**
  18118. * A component for providing a basic Level of Detail (LOD) mechanism.
  18119. *
  18120. * Every LOD level is associated with an object, and rendering can be switched
  18121. * between them at the distances specified. Typically you would create, say,
  18122. * three meshes, one for far away (low detail), one for mid range (medium
  18123. * detail) and one for close up (high detail).
  18124. *
  18125. * ```js
  18126. * const lod = new THREE.LOD();
  18127. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  18128. *
  18129. * //Create spheres with 3 levels of detail and create new LOD levels for them
  18130. * for( let i = 0; i < 3; i++ ) {
  18131. *
  18132. * const geometry = new THREE.IcosahedronGeometry( 10, 3 - i );
  18133. * const mesh = new THREE.Mesh( geometry, material );
  18134. * lod.addLevel( mesh, i * 75 );
  18135. *
  18136. * }
  18137. *
  18138. * scene.add( lod );
  18139. * ```
  18140. *
  18141. * @augments Object3D
  18142. */
  18143. class LOD extends Object3D {
  18144. /**
  18145. * Constructs a new LOD.
  18146. */
  18147. constructor() {
  18148. super();
  18149. /**
  18150. * This flag can be used for type testing.
  18151. *
  18152. * @type {boolean}
  18153. * @readonly
  18154. * @default true
  18155. */
  18156. this.isLOD = true;
  18157. /**
  18158. * The current LOD index.
  18159. *
  18160. * @private
  18161. * @type {number}
  18162. * @default 0
  18163. */
  18164. this._currentLevel = 0;
  18165. this.type = 'LOD';
  18166. Object.defineProperties( this, {
  18167. /**
  18168. * This array holds the LOD levels.
  18169. *
  18170. * @name LOD#levels
  18171. * @type {Array<{object:Object3D,distance:number,hysteresis:number}>}
  18172. */
  18173. levels: {
  18174. enumerable: true,
  18175. value: []
  18176. }
  18177. } );
  18178. /**
  18179. * Whether the LOD object is updated automatically by the renderer per frame
  18180. * or not. If set to `false`, you have to call {@link LOD#update} in the
  18181. * render loop by yourself.
  18182. *
  18183. * @type {boolean}
  18184. * @default true
  18185. */
  18186. this.autoUpdate = true;
  18187. }
  18188. copy( source ) {
  18189. super.copy( source, false );
  18190. const levels = source.levels;
  18191. for ( let i = 0, l = levels.length; i < l; i ++ ) {
  18192. const level = levels[ i ];
  18193. this.addLevel( level.object.clone(), level.distance, level.hysteresis );
  18194. }
  18195. this.autoUpdate = source.autoUpdate;
  18196. return this;
  18197. }
  18198. /**
  18199. * Adds a mesh that will display at a certain distance and greater. Typically
  18200. * the further away the distance, the lower the detail on the mesh.
  18201. *
  18202. * @param {Object3D} object - The 3D object to display at this level.
  18203. * @param {number} [distance=0] - The distance at which to display this level of detail.
  18204. * @param {number} [hysteresis=0] - Threshold used to avoid flickering at LOD boundaries, as a fraction of distance.
  18205. * @return {LOD} A reference to this instance.
  18206. */
  18207. addLevel( object, distance = 0, hysteresis = 0 ) {
  18208. distance = Math.abs( distance );
  18209. const levels = this.levels;
  18210. let l;
  18211. for ( l = 0; l < levels.length; l ++ ) {
  18212. if ( distance < levels[ l ].distance ) {
  18213. break;
  18214. }
  18215. }
  18216. levels.splice( l, 0, { distance: distance, hysteresis: hysteresis, object: object } );
  18217. this.add( object );
  18218. return this;
  18219. }
  18220. /**
  18221. * Removes an existing level, based on the distance from the camera.
  18222. * Returns `true` when the level has been removed. Otherwise `false`.
  18223. *
  18224. * @param {number} distance - Distance of the level to remove.
  18225. * @return {boolean} Whether the level has been removed or not.
  18226. */
  18227. removeLevel( distance ) {
  18228. const levels = this.levels;
  18229. for ( let i = 0; i < levels.length; i ++ ) {
  18230. if ( levels[ i ].distance === distance ) {
  18231. const removedElements = levels.splice( i, 1 );
  18232. this.remove( removedElements[ 0 ].object );
  18233. return true;
  18234. }
  18235. }
  18236. return false;
  18237. }
  18238. /**
  18239. * Returns the currently active LOD level index.
  18240. *
  18241. * @return {number} The current active LOD level index.
  18242. */
  18243. getCurrentLevel() {
  18244. return this._currentLevel;
  18245. }
  18246. /**
  18247. * Returns a reference to the first 3D object that is greater than
  18248. * the given distance.
  18249. *
  18250. * @param {number} distance - The LOD distance.
  18251. * @return {?Object3D} The found 3D object. `null` if no 3D object has been found.
  18252. */
  18253. getObjectForDistance( distance ) {
  18254. const levels = this.levels;
  18255. if ( levels.length > 0 ) {
  18256. let i, l;
  18257. for ( i = 1, l = levels.length; i < l; i ++ ) {
  18258. let levelDistance = levels[ i ].distance;
  18259. if ( levels[ i ].object.visible ) {
  18260. levelDistance -= levelDistance * levels[ i ].hysteresis;
  18261. }
  18262. if ( distance < levelDistance ) {
  18263. break;
  18264. }
  18265. }
  18266. return levels[ i - 1 ].object;
  18267. }
  18268. return null;
  18269. }
  18270. /**
  18271. * Computes intersection points between a casted ray and this LOD.
  18272. *
  18273. * @param {Raycaster} raycaster - The raycaster.
  18274. * @param {Array<Object>} intersects - The target array that holds the intersection points.
  18275. */
  18276. raycast( raycaster, intersects ) {
  18277. const levels = this.levels;
  18278. if ( levels.length > 0 ) {
  18279. _v1$2.setFromMatrixPosition( this.matrixWorld );
  18280. const distance = raycaster.ray.origin.distanceTo( _v1$2 );
  18281. this.getObjectForDistance( distance ).raycast( raycaster, intersects );
  18282. }
  18283. }
  18284. /**
  18285. * Updates the LOD by computing which LOD level should be visible according
  18286. * to the current distance of the given camera.
  18287. *
  18288. * @param {Camera} camera - The camera the scene is rendered with.
  18289. */
  18290. update( camera ) {
  18291. const levels = this.levels;
  18292. if ( levels.length > 1 ) {
  18293. _v1$2.setFromMatrixPosition( camera.matrixWorld );
  18294. _v2$1.setFromMatrixPosition( this.matrixWorld );
  18295. const distance = _v1$2.distanceTo( _v2$1 ) / camera.zoom;
  18296. levels[ 0 ].object.visible = true;
  18297. let i, l;
  18298. for ( i = 1, l = levels.length; i < l; i ++ ) {
  18299. let levelDistance = levels[ i ].distance;
  18300. if ( levels[ i ].object.visible ) {
  18301. levelDistance -= levelDistance * levels[ i ].hysteresis;
  18302. }
  18303. if ( distance >= levelDistance ) {
  18304. levels[ i - 1 ].object.visible = false;
  18305. levels[ i ].object.visible = true;
  18306. } else {
  18307. break;
  18308. }
  18309. }
  18310. this._currentLevel = i - 1;
  18311. for ( ; i < l; i ++ ) {
  18312. levels[ i ].object.visible = false;
  18313. }
  18314. }
  18315. }
  18316. toJSON( meta ) {
  18317. const data = super.toJSON( meta );
  18318. if ( this.autoUpdate === false ) data.object.autoUpdate = false;
  18319. data.object.levels = [];
  18320. const levels = this.levels;
  18321. for ( let i = 0, l = levels.length; i < l; i ++ ) {
  18322. const level = levels[ i ];
  18323. data.object.levels.push( {
  18324. object: level.object.uuid,
  18325. distance: level.distance,
  18326. hysteresis: level.hysteresis
  18327. } );
  18328. }
  18329. return data;
  18330. }
  18331. }
  18332. const _basePosition = /*@__PURE__*/ new Vector3();
  18333. const _skinIndex = /*@__PURE__*/ new Vector4();
  18334. const _skinWeight = /*@__PURE__*/ new Vector4();
  18335. const _vector3 = /*@__PURE__*/ new Vector3();
  18336. const _matrix4 = /*@__PURE__*/ new Matrix4();
  18337. const _vertex = /*@__PURE__*/ new Vector3();
  18338. const _sphere$5 = /*@__PURE__*/ new Sphere();
  18339. const _inverseMatrix$2 = /*@__PURE__*/ new Matrix4();
  18340. const _ray$2 = /*@__PURE__*/ new Ray();
  18341. /**
  18342. * A mesh that has a {@link Skeleton} that can then be used to animate the
  18343. * vertices of the geometry with skinning/skeleton animation.
  18344. *
  18345. * Next to a valid skeleton, the skinned mesh requires skin indices and weights
  18346. * as buffer attributes in its geometry. These attribute define which bones affect a single
  18347. * vertex to a certain extend.
  18348. *
  18349. * Typically skinned meshes are not created manually but loaders like {@link GLTFLoader}
  18350. * or {@link FBXLoader } import respective models.
  18351. *
  18352. * @augments Mesh
  18353. * @demo scenes/bones-browser.html
  18354. */
  18355. class SkinnedMesh extends Mesh {
  18356. /**
  18357. * Constructs a new skinned mesh.
  18358. *
  18359. * @param {BufferGeometry} [geometry] - The mesh geometry.
  18360. * @param {Material|Array<Material>} [material] - The mesh material.
  18361. */
  18362. constructor( geometry, material ) {
  18363. super( geometry, material );
  18364. /**
  18365. * This flag can be used for type testing.
  18366. *
  18367. * @type {boolean}
  18368. * @readonly
  18369. * @default true
  18370. */
  18371. this.isSkinnedMesh = true;
  18372. this.type = 'SkinnedMesh';
  18373. /**
  18374. * `AttachedBindMode` means the skinned mesh shares the same world space as the skeleton.
  18375. * This is not true when using `DetachedBindMode` which is useful when sharing a skeleton
  18376. * across multiple skinned meshes.
  18377. *
  18378. * @type {(AttachedBindMode|DetachedBindMode)}
  18379. * @default AttachedBindMode
  18380. */
  18381. this.bindMode = AttachedBindMode;
  18382. /**
  18383. * The base matrix that is used for the bound bone transforms.
  18384. *
  18385. * @type {Matrix4}
  18386. */
  18387. this.bindMatrix = new Matrix4();
  18388. /**
  18389. * The base matrix that is used for resetting the bound bone transforms.
  18390. *
  18391. * @type {Matrix4}
  18392. */
  18393. this.bindMatrixInverse = new Matrix4();
  18394. /**
  18395. * The bounding box of the skinned mesh. Can be computed via {@link SkinnedMesh#computeBoundingBox}.
  18396. *
  18397. * @type {?Box3}
  18398. * @default null
  18399. */
  18400. this.boundingBox = null;
  18401. /**
  18402. * The bounding sphere of the skinned mesh. Can be computed via {@link SkinnedMesh#computeBoundingSphere}.
  18403. *
  18404. * @type {?Sphere}
  18405. * @default null
  18406. */
  18407. this.boundingSphere = null;
  18408. }
  18409. /**
  18410. * Computes the bounding box of the skinned mesh, and updates {@link SkinnedMesh#boundingBox}.
  18411. * The bounding box is not automatically computed by the engine; this method must be called by your app.
  18412. * If the skinned mesh is animated, the bounding box should be recomputed per frame in order to reflect
  18413. * the current animation state.
  18414. */
  18415. computeBoundingBox() {
  18416. const geometry = this.geometry;
  18417. if ( this.boundingBox === null ) {
  18418. this.boundingBox = new Box3();
  18419. }
  18420. this.boundingBox.makeEmpty();
  18421. const positionAttribute = geometry.getAttribute( 'position' );
  18422. for ( let i = 0; i < positionAttribute.count; i ++ ) {
  18423. this.getVertexPosition( i, _vertex );
  18424. this.boundingBox.expandByPoint( _vertex );
  18425. }
  18426. }
  18427. /**
  18428. * Computes the bounding sphere of the skinned mesh, and updates {@link SkinnedMesh#boundingSphere}.
  18429. * The bounding sphere is automatically computed by the engine once when it is needed, e.g., for ray casting
  18430. * and view frustum culling. If the skinned mesh is animated, the bounding sphere should be recomputed
  18431. * per frame in order to reflect the current animation state.
  18432. */
  18433. computeBoundingSphere() {
  18434. const geometry = this.geometry;
  18435. if ( this.boundingSphere === null ) {
  18436. this.boundingSphere = new Sphere();
  18437. }
  18438. this.boundingSphere.makeEmpty();
  18439. const positionAttribute = geometry.getAttribute( 'position' );
  18440. for ( let i = 0; i < positionAttribute.count; i ++ ) {
  18441. this.getVertexPosition( i, _vertex );
  18442. this.boundingSphere.expandByPoint( _vertex );
  18443. }
  18444. }
  18445. copy( source, recursive ) {
  18446. super.copy( source, recursive );
  18447. this.bindMode = source.bindMode;
  18448. this.bindMatrix.copy( source.bindMatrix );
  18449. this.bindMatrixInverse.copy( source.bindMatrixInverse );
  18450. this.skeleton = source.skeleton;
  18451. if ( source.boundingBox !== null ) this.boundingBox = source.boundingBox.clone();
  18452. if ( source.boundingSphere !== null ) this.boundingSphere = source.boundingSphere.clone();
  18453. return this;
  18454. }
  18455. raycast( raycaster, intersects ) {
  18456. const material = this.material;
  18457. const matrixWorld = this.matrixWorld;
  18458. if ( material === undefined ) return;
  18459. // test with bounding sphere in world space
  18460. if ( this.boundingSphere === null ) this.computeBoundingSphere();
  18461. _sphere$5.copy( this.boundingSphere );
  18462. _sphere$5.applyMatrix4( matrixWorld );
  18463. if ( raycaster.ray.intersectsSphere( _sphere$5 ) === false ) return;
  18464. // convert ray to local space of skinned mesh
  18465. _inverseMatrix$2.copy( matrixWorld ).invert();
  18466. _ray$2.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$2 );
  18467. // test with bounding box in local space
  18468. if ( this.boundingBox !== null ) {
  18469. if ( _ray$2.intersectsBox( this.boundingBox ) === false ) return;
  18470. }
  18471. // test for intersections with geometry
  18472. this._computeIntersections( raycaster, intersects, _ray$2 );
  18473. }
  18474. getVertexPosition( index, target ) {
  18475. super.getVertexPosition( index, target );
  18476. this.applyBoneTransform( index, target );
  18477. return target;
  18478. }
  18479. /**
  18480. * Binds the given skeleton to the skinned mesh.
  18481. *
  18482. * @param {Skeleton} skeleton - The skeleton to bind.
  18483. * @param {Matrix4} [bindMatrix] - The bind matrix. If no bind matrix is provided,
  18484. * the skinned mesh's world matrix will be used instead.
  18485. */
  18486. bind( skeleton, bindMatrix ) {
  18487. this.skeleton = skeleton;
  18488. if ( bindMatrix === undefined ) {
  18489. this.updateMatrixWorld( true );
  18490. this.skeleton.calculateInverses();
  18491. bindMatrix = this.matrixWorld;
  18492. }
  18493. this.bindMatrix.copy( bindMatrix );
  18494. this.bindMatrixInverse.copy( bindMatrix ).invert();
  18495. }
  18496. /**
  18497. * This method sets the skinned mesh in the rest pose).
  18498. */
  18499. pose() {
  18500. this.skeleton.pose();
  18501. }
  18502. /**
  18503. * Normalizes the skin weights which are defined as a buffer attribute
  18504. * in the skinned mesh's geometry.
  18505. */
  18506. normalizeSkinWeights() {
  18507. const vector = new Vector4();
  18508. const skinWeight = this.geometry.attributes.skinWeight;
  18509. for ( let i = 0, l = skinWeight.count; i < l; i ++ ) {
  18510. vector.fromBufferAttribute( skinWeight, i );
  18511. const scale = 1.0 / vector.manhattanLength();
  18512. if ( scale !== Infinity ) {
  18513. vector.multiplyScalar( scale );
  18514. } else {
  18515. vector.set( 1, 0, 0, 0 ); // do something reasonable
  18516. }
  18517. skinWeight.setXYZW( i, vector.x, vector.y, vector.z, vector.w );
  18518. }
  18519. }
  18520. updateMatrixWorld( force ) {
  18521. super.updateMatrixWorld( force );
  18522. if ( this.bindMode === AttachedBindMode ) {
  18523. this.bindMatrixInverse.copy( this.matrixWorld ).invert();
  18524. } else if ( this.bindMode === DetachedBindMode ) {
  18525. this.bindMatrixInverse.copy( this.bindMatrix ).invert();
  18526. } else {
  18527. warn( 'SkinnedMesh: Unrecognized bindMode: ' + this.bindMode );
  18528. }
  18529. }
  18530. /**
  18531. * Applies the bone transform associated with the given index to the given
  18532. * vertex position. Returns the updated vector.
  18533. *
  18534. * @param {number} index - The vertex index.
  18535. * @param {Vector3} target - The target object that is used to store the method's result.
  18536. * the skinned mesh's world matrix will be used instead.
  18537. * @return {Vector3} The updated vertex position.
  18538. */
  18539. applyBoneTransform( index, target ) {
  18540. const skeleton = this.skeleton;
  18541. const geometry = this.geometry;
  18542. _skinIndex.fromBufferAttribute( geometry.attributes.skinIndex, index );
  18543. _skinWeight.fromBufferAttribute( geometry.attributes.skinWeight, index );
  18544. _basePosition.copy( target ).applyMatrix4( this.bindMatrix );
  18545. target.set( 0, 0, 0 );
  18546. for ( let i = 0; i < 4; i ++ ) {
  18547. const weight = _skinWeight.getComponent( i );
  18548. if ( weight !== 0 ) {
  18549. const boneIndex = _skinIndex.getComponent( i );
  18550. _matrix4.multiplyMatrices( skeleton.bones[ boneIndex ].matrixWorld, skeleton.boneInverses[ boneIndex ] );
  18551. target.addScaledVector( _vector3.copy( _basePosition ).applyMatrix4( _matrix4 ), weight );
  18552. }
  18553. }
  18554. return target.applyMatrix4( this.bindMatrixInverse );
  18555. }
  18556. }
  18557. /**
  18558. * A bone which is part of a {@link Skeleton}. The skeleton in turn is used by
  18559. * the {@link SkinnedMesh}.
  18560. *
  18561. * ```js
  18562. * const root = new THREE.Bone();
  18563. * const child = new THREE.Bone();
  18564. *
  18565. * root.add( child );
  18566. * child.position.y = 5;
  18567. * ```
  18568. *
  18569. * @augments Object3D
  18570. */
  18571. class Bone extends Object3D {
  18572. /**
  18573. * Constructs a new bone.
  18574. */
  18575. constructor() {
  18576. super();
  18577. /**
  18578. * This flag can be used for type testing.
  18579. *
  18580. * @type {boolean}
  18581. * @readonly
  18582. * @default true
  18583. */
  18584. this.isBone = true;
  18585. this.type = 'Bone';
  18586. }
  18587. }
  18588. /**
  18589. * Creates a texture directly from raw buffer data.
  18590. *
  18591. * The interpretation of the data depends on type and format: If the type is
  18592. * `UnsignedByteType`, a `Uint8Array` will be useful for addressing the
  18593. * texel data. If the format is `RGBAFormat`, data needs four values for
  18594. * one texel; Red, Green, Blue and Alpha (typically the opacity).
  18595. *
  18596. * @augments Texture
  18597. */
  18598. class DataTexture extends Texture {
  18599. /**
  18600. * Constructs a new data texture.
  18601. *
  18602. * @param {?TypedArray} [data=null] - The buffer data.
  18603. * @param {number} [width=1] - The width of the texture.
  18604. * @param {number} [height=1] - The height of the texture.
  18605. * @param {number} [format=RGBAFormat] - The texture format.
  18606. * @param {number} [type=UnsignedByteType] - The texture type.
  18607. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  18608. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  18609. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  18610. * @param {number} [magFilter=NearestFilter] - The mag filter value.
  18611. * @param {number} [minFilter=NearestFilter] - The min filter value.
  18612. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  18613. * @param {string} [colorSpace=NoColorSpace] - The color space.
  18614. */
  18615. constructor( data = null, width = 1, height = 1, format, type, mapping, wrapS, wrapT, magFilter = NearestFilter, minFilter = NearestFilter, anisotropy, colorSpace ) {
  18616. super( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace );
  18617. /**
  18618. * This flag can be used for type testing.
  18619. *
  18620. * @type {boolean}
  18621. * @readonly
  18622. * @default true
  18623. */
  18624. this.isDataTexture = true;
  18625. /**
  18626. * The image definition of a data texture.
  18627. *
  18628. * @type {{data:TypedArray,width:number,height:number}}
  18629. */
  18630. this.image = { data: data, width: width, height: height };
  18631. /**
  18632. * Whether to generate mipmaps (if possible) for a texture.
  18633. *
  18634. * Overwritten and set to `false` by default.
  18635. *
  18636. * @type {boolean}
  18637. * @default false
  18638. */
  18639. this.generateMipmaps = false;
  18640. /**
  18641. * If set to `true`, the texture is flipped along the vertical axis when
  18642. * uploaded to the GPU.
  18643. *
  18644. * Overwritten and set to `false` by default.
  18645. *
  18646. * @type {boolean}
  18647. * @default false
  18648. */
  18649. this.flipY = false;
  18650. /**
  18651. * Specifies the alignment requirements for the start of each pixel row in memory.
  18652. *
  18653. * Overwritten and set to `1` by default.
  18654. *
  18655. * @type {boolean}
  18656. * @default 1
  18657. */
  18658. this.unpackAlignment = 1;
  18659. }
  18660. }
  18661. const _offsetMatrix = /*@__PURE__*/ new Matrix4();
  18662. const _identityMatrix = /*@__PURE__*/ new Matrix4();
  18663. /**
  18664. * Class for representing the armatures in `three.js`. The skeleton
  18665. * is defined by a hierarchy of bones.
  18666. *
  18667. * ```js
  18668. * const bones = [];
  18669. *
  18670. * const shoulder = new THREE.Bone();
  18671. * const elbow = new THREE.Bone();
  18672. * const hand = new THREE.Bone();
  18673. *
  18674. * shoulder.add( elbow );
  18675. * elbow.add( hand );
  18676. *
  18677. * bones.push( shoulder , elbow, hand);
  18678. *
  18679. * shoulder.position.y = -5;
  18680. * elbow.position.y = 0;
  18681. * hand.position.y = 5;
  18682. *
  18683. * const armSkeleton = new THREE.Skeleton( bones );
  18684. * ```
  18685. */
  18686. class Skeleton {
  18687. /**
  18688. * Constructs a new skeleton.
  18689. *
  18690. * @param {Array<Bone>} [bones] - An array of bones.
  18691. * @param {Array<Matrix4>} [boneInverses] - An array of bone inverse matrices.
  18692. * If not provided, these matrices will be computed automatically via {@link Skeleton#calculateInverses}.
  18693. */
  18694. constructor( bones = [], boneInverses = [] ) {
  18695. this.uuid = generateUUID();
  18696. /**
  18697. * An array of bones defining the skeleton.
  18698. *
  18699. * @type {Array<Bone>}
  18700. */
  18701. this.bones = bones.slice( 0 );
  18702. /**
  18703. * An array of bone inverse matrices.
  18704. *
  18705. * @type {Array<Matrix4>}
  18706. */
  18707. this.boneInverses = boneInverses;
  18708. /**
  18709. * An array buffer holding the bone data.
  18710. * Input data for {@link Skeleton#boneTexture}.
  18711. *
  18712. * @type {?Float32Array}
  18713. * @default null
  18714. */
  18715. this.boneMatrices = null;
  18716. /**
  18717. * A texture holding the bone data for use
  18718. * in the vertex shader.
  18719. *
  18720. * @type {?DataTexture}
  18721. * @default null
  18722. */
  18723. this.boneTexture = null;
  18724. this.init();
  18725. }
  18726. /**
  18727. * Initializes the skeleton. This method gets automatically called by the constructor
  18728. * but depending on how the skeleton is created it might be necessary to call this method
  18729. * manually.
  18730. */
  18731. init() {
  18732. const bones = this.bones;
  18733. const boneInverses = this.boneInverses;
  18734. this.boneMatrices = new Float32Array( bones.length * 16 );
  18735. // calculate inverse bone matrices if necessary
  18736. if ( boneInverses.length === 0 ) {
  18737. this.calculateInverses();
  18738. } else {
  18739. // handle special case
  18740. if ( bones.length !== boneInverses.length ) {
  18741. warn( 'Skeleton: Number of inverse bone matrices does not match amount of bones.' );
  18742. this.boneInverses = [];
  18743. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  18744. this.boneInverses.push( new Matrix4() );
  18745. }
  18746. }
  18747. }
  18748. }
  18749. /**
  18750. * Computes the bone inverse matrices. This method resets {@link Skeleton#boneInverses}
  18751. * and fills it with new matrices.
  18752. */
  18753. calculateInverses() {
  18754. this.boneInverses.length = 0;
  18755. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  18756. const inverse = new Matrix4();
  18757. if ( this.bones[ i ] ) {
  18758. inverse.copy( this.bones[ i ].matrixWorld ).invert();
  18759. }
  18760. this.boneInverses.push( inverse );
  18761. }
  18762. }
  18763. /**
  18764. * Resets the skeleton to the base pose.
  18765. */
  18766. pose() {
  18767. // recover the bind-time world matrices
  18768. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  18769. const bone = this.bones[ i ];
  18770. if ( bone ) {
  18771. bone.matrixWorld.copy( this.boneInverses[ i ] ).invert();
  18772. }
  18773. }
  18774. // compute the local matrices, positions, rotations and scales
  18775. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  18776. const bone = this.bones[ i ];
  18777. if ( bone ) {
  18778. if ( bone.parent && bone.parent.isBone ) {
  18779. bone.matrix.copy( bone.parent.matrixWorld ).invert();
  18780. bone.matrix.multiply( bone.matrixWorld );
  18781. } else {
  18782. bone.matrix.copy( bone.matrixWorld );
  18783. }
  18784. bone.matrix.decompose( bone.position, bone.quaternion, bone.scale );
  18785. }
  18786. }
  18787. }
  18788. /**
  18789. * Resets the skeleton to the base pose.
  18790. */
  18791. update() {
  18792. const bones = this.bones;
  18793. const boneInverses = this.boneInverses;
  18794. const boneMatrices = this.boneMatrices;
  18795. const boneTexture = this.boneTexture;
  18796. // flatten bone matrices to array
  18797. for ( let i = 0, il = bones.length; i < il; i ++ ) {
  18798. // compute the offset between the current and the original transform
  18799. const matrix = bones[ i ] ? bones[ i ].matrixWorld : _identityMatrix;
  18800. _offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] );
  18801. _offsetMatrix.toArray( boneMatrices, i * 16 );
  18802. }
  18803. if ( boneTexture !== null ) {
  18804. boneTexture.needsUpdate = true;
  18805. }
  18806. }
  18807. /**
  18808. * Returns a new skeleton with copied values from this instance.
  18809. *
  18810. * @return {Skeleton} A clone of this instance.
  18811. */
  18812. clone() {
  18813. return new Skeleton( this.bones, this.boneInverses );
  18814. }
  18815. /**
  18816. * Computes a data texture for passing bone data to the vertex shader.
  18817. *
  18818. * @return {Skeleton} A reference of this instance.
  18819. */
  18820. computeBoneTexture() {
  18821. // layout (1 matrix = 4 pixels)
  18822. // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
  18823. // with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8)
  18824. // 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16)
  18825. // 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32)
  18826. // 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)
  18827. let size = Math.sqrt( this.bones.length * 4 ); // 4 pixels needed for 1 matrix
  18828. size = Math.ceil( size / 4 ) * 4;
  18829. size = Math.max( size, 4 );
  18830. const boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
  18831. boneMatrices.set( this.boneMatrices ); // copy current values
  18832. const boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );
  18833. boneTexture.needsUpdate = true;
  18834. this.boneMatrices = boneMatrices;
  18835. this.boneTexture = boneTexture;
  18836. return this;
  18837. }
  18838. /**
  18839. * Searches through the skeleton's bone array and returns the first with a
  18840. * matching name.
  18841. *
  18842. * @param {string} name - The name of the bone.
  18843. * @return {Bone|undefined} The found bone. `undefined` if no bone has been found.
  18844. */
  18845. getBoneByName( name ) {
  18846. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  18847. const bone = this.bones[ i ];
  18848. if ( bone.name === name ) {
  18849. return bone;
  18850. }
  18851. }
  18852. return undefined;
  18853. }
  18854. /**
  18855. * Frees the GPU-related resources allocated by this instance. Call this
  18856. * method whenever this instance is no longer used in your app.
  18857. */
  18858. dispose( ) {
  18859. if ( this.boneTexture !== null ) {
  18860. this.boneTexture.dispose();
  18861. this.boneTexture = null;
  18862. }
  18863. }
  18864. /**
  18865. * Setups the skeleton by the given JSON and bones.
  18866. *
  18867. * @param {Object} json - The skeleton as serialized JSON.
  18868. * @param {Object<string, Bone>} bones - An array of bones.
  18869. * @return {Skeleton} A reference of this instance.
  18870. */
  18871. fromJSON( json, bones ) {
  18872. this.uuid = json.uuid;
  18873. for ( let i = 0, l = json.bones.length; i < l; i ++ ) {
  18874. const uuid = json.bones[ i ];
  18875. let bone = bones[ uuid ];
  18876. if ( bone === undefined ) {
  18877. warn( 'Skeleton: No bone found with UUID:', uuid );
  18878. bone = new Bone();
  18879. }
  18880. this.bones.push( bone );
  18881. this.boneInverses.push( new Matrix4().fromArray( json.boneInverses[ i ] ) );
  18882. }
  18883. this.init();
  18884. return this;
  18885. }
  18886. /**
  18887. * Serializes the skeleton into JSON.
  18888. *
  18889. * @return {Object} A JSON object representing the serialized skeleton.
  18890. * @see {@link ObjectLoader#parse}
  18891. */
  18892. toJSON() {
  18893. const data = {
  18894. metadata: {
  18895. version: 4.7,
  18896. type: 'Skeleton',
  18897. generator: 'Skeleton.toJSON'
  18898. },
  18899. bones: [],
  18900. boneInverses: []
  18901. };
  18902. data.uuid = this.uuid;
  18903. const bones = this.bones;
  18904. const boneInverses = this.boneInverses;
  18905. for ( let i = 0, l = bones.length; i < l; i ++ ) {
  18906. const bone = bones[ i ];
  18907. data.bones.push( bone.uuid );
  18908. const boneInverse = boneInverses[ i ];
  18909. data.boneInverses.push( boneInverse.toArray() );
  18910. }
  18911. return data;
  18912. }
  18913. }
  18914. /**
  18915. * An instanced version of a buffer attribute.
  18916. *
  18917. * @augments BufferAttribute
  18918. */
  18919. class InstancedBufferAttribute extends BufferAttribute {
  18920. /**
  18921. * Constructs a new instanced buffer attribute.
  18922. *
  18923. * @param {TypedArray} array - The array holding the attribute data.
  18924. * @param {number} itemSize - The item size.
  18925. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  18926. * @param {number} [meshPerAttribute=1] - How often a value of this buffer attribute should be repeated.
  18927. */
  18928. constructor( array, itemSize, normalized, meshPerAttribute = 1 ) {
  18929. super( array, itemSize, normalized );
  18930. /**
  18931. * This flag can be used for type testing.
  18932. *
  18933. * @type {boolean}
  18934. * @readonly
  18935. * @default true
  18936. */
  18937. this.isInstancedBufferAttribute = true;
  18938. /**
  18939. * Defines how often a value of this buffer attribute should be repeated. A
  18940. * value of one means that each value of the instanced attribute is used for
  18941. * a single instance. A value of two means that each value is used for two
  18942. * consecutive instances (and so on).
  18943. *
  18944. * @type {number}
  18945. * @default 1
  18946. */
  18947. this.meshPerAttribute = meshPerAttribute;
  18948. }
  18949. copy( source ) {
  18950. super.copy( source );
  18951. this.meshPerAttribute = source.meshPerAttribute;
  18952. return this;
  18953. }
  18954. toJSON() {
  18955. const data = super.toJSON();
  18956. data.meshPerAttribute = this.meshPerAttribute;
  18957. data.isInstancedBufferAttribute = true;
  18958. return data;
  18959. }
  18960. }
  18961. const _instanceLocalMatrix = /*@__PURE__*/ new Matrix4();
  18962. const _instanceWorldMatrix = /*@__PURE__*/ new Matrix4();
  18963. const _instanceIntersects = [];
  18964. const _box3 = /*@__PURE__*/ new Box3();
  18965. const _identity = /*@__PURE__*/ new Matrix4();
  18966. const _mesh$1 = /*@__PURE__*/ new Mesh();
  18967. const _sphere$4 = /*@__PURE__*/ new Sphere();
  18968. /**
  18969. * A special version of a mesh with instanced rendering support. Use
  18970. * this class if you have to render a large number of objects with the same
  18971. * geometry and material(s) but with different world transformations. The usage
  18972. * of 'InstancedMesh' will help you to reduce the number of draw calls and thus
  18973. * improve the overall rendering performance in your application.
  18974. *
  18975. * @augments Mesh
  18976. */
  18977. class InstancedMesh extends Mesh {
  18978. /**
  18979. * Constructs a new instanced mesh.
  18980. *
  18981. * @param {BufferGeometry} [geometry] - The mesh geometry.
  18982. * @param {Material|Array<Material>} [material] - The mesh material.
  18983. * @param {number} count - The number of instances.
  18984. */
  18985. constructor( geometry, material, count ) {
  18986. super( geometry, material );
  18987. /**
  18988. * This flag can be used for type testing.
  18989. *
  18990. * @type {boolean}
  18991. * @readonly
  18992. * @default true
  18993. */
  18994. this.isInstancedMesh = true;
  18995. /**
  18996. * Represents the local transformation of all instances. You have to set its
  18997. * {@link BufferAttribute#needsUpdate} flag to true if you modify instanced data
  18998. * via {@link InstancedMesh#setMatrixAt}.
  18999. *
  19000. * @type {InstancedBufferAttribute}
  19001. */
  19002. this.instanceMatrix = new InstancedBufferAttribute( new Float32Array( count * 16 ), 16 );
  19003. /**
  19004. * Represents the color of all instances. You have to set its
  19005. * {@link BufferAttribute#needsUpdate} flag to true if you modify instanced data
  19006. * via {@link InstancedMesh#setColorAt}.
  19007. *
  19008. * @type {?InstancedBufferAttribute}
  19009. * @default null
  19010. */
  19011. this.instanceColor = null;
  19012. /**
  19013. * Represents the morph target weights of all instances. You have to set its
  19014. * {@link Texture#needsUpdate} flag to true if you modify instanced data
  19015. * via {@link InstancedMesh#setMorphAt}.
  19016. *
  19017. * @type {?DataTexture}
  19018. * @default null
  19019. */
  19020. this.morphTexture = null;
  19021. /**
  19022. * The number of instances.
  19023. *
  19024. * @type {number}
  19025. */
  19026. this.count = count;
  19027. /**
  19028. * The bounding box of the instanced mesh. Can be computed via {@link InstancedMesh#computeBoundingBox}.
  19029. *
  19030. * @type {?Box3}
  19031. * @default null
  19032. */
  19033. this.boundingBox = null;
  19034. /**
  19035. * The bounding sphere of the instanced mesh. Can be computed via {@link InstancedMesh#computeBoundingSphere}.
  19036. *
  19037. * @type {?Sphere}
  19038. * @default null
  19039. */
  19040. this.boundingSphere = null;
  19041. for ( let i = 0; i < count; i ++ ) {
  19042. this.setMatrixAt( i, _identity );
  19043. }
  19044. }
  19045. /**
  19046. * Computes the bounding box of the instanced mesh, and updates {@link InstancedMesh#boundingBox}.
  19047. * The bounding box is not automatically computed by the engine; this method must be called by your app.
  19048. * You may need to recompute the bounding box if an instance is transformed via {@link InstancedMesh#setMatrixAt}.
  19049. */
  19050. computeBoundingBox() {
  19051. const geometry = this.geometry;
  19052. const count = this.count;
  19053. if ( this.boundingBox === null ) {
  19054. this.boundingBox = new Box3();
  19055. }
  19056. if ( geometry.boundingBox === null ) {
  19057. geometry.computeBoundingBox();
  19058. }
  19059. this.boundingBox.makeEmpty();
  19060. for ( let i = 0; i < count; i ++ ) {
  19061. this.getMatrixAt( i, _instanceLocalMatrix );
  19062. _box3.copy( geometry.boundingBox ).applyMatrix4( _instanceLocalMatrix );
  19063. this.boundingBox.union( _box3 );
  19064. }
  19065. }
  19066. /**
  19067. * Computes the bounding sphere of the instanced mesh, and updates {@link InstancedMesh#boundingSphere}
  19068. * The engine automatically computes the bounding sphere when it is needed, e.g., for ray casting or view frustum culling.
  19069. * You may need to recompute the bounding sphere if an instance is transformed via {@link InstancedMesh#setMatrixAt}.
  19070. */
  19071. computeBoundingSphere() {
  19072. const geometry = this.geometry;
  19073. const count = this.count;
  19074. if ( this.boundingSphere === null ) {
  19075. this.boundingSphere = new Sphere();
  19076. }
  19077. if ( geometry.boundingSphere === null ) {
  19078. geometry.computeBoundingSphere();
  19079. }
  19080. this.boundingSphere.makeEmpty();
  19081. for ( let i = 0; i < count; i ++ ) {
  19082. this.getMatrixAt( i, _instanceLocalMatrix );
  19083. _sphere$4.copy( geometry.boundingSphere ).applyMatrix4( _instanceLocalMatrix );
  19084. this.boundingSphere.union( _sphere$4 );
  19085. }
  19086. }
  19087. copy( source, recursive ) {
  19088. super.copy( source, recursive );
  19089. this.instanceMatrix.copy( source.instanceMatrix );
  19090. if ( source.morphTexture !== null ) this.morphTexture = source.morphTexture.clone();
  19091. if ( source.instanceColor !== null ) this.instanceColor = source.instanceColor.clone();
  19092. this.count = source.count;
  19093. if ( source.boundingBox !== null ) this.boundingBox = source.boundingBox.clone();
  19094. if ( source.boundingSphere !== null ) this.boundingSphere = source.boundingSphere.clone();
  19095. return this;
  19096. }
  19097. /**
  19098. * Gets the color of the defined instance.
  19099. *
  19100. * @param {number} index - The instance index.
  19101. * @param {Color} color - The target object that is used to store the method's result.
  19102. */
  19103. getColorAt( index, color ) {
  19104. color.fromArray( this.instanceColor.array, index * 3 );
  19105. }
  19106. /**
  19107. * Gets the local transformation matrix of the defined instance.
  19108. *
  19109. * @param {number} index - The instance index.
  19110. * @param {Matrix4} matrix - The target object that is used to store the method's result.
  19111. */
  19112. getMatrixAt( index, matrix ) {
  19113. matrix.fromArray( this.instanceMatrix.array, index * 16 );
  19114. }
  19115. /**
  19116. * Gets the morph target weights of the defined instance.
  19117. *
  19118. * @param {number} index - The instance index.
  19119. * @param {Mesh} object - The target object that is used to store the method's result.
  19120. */
  19121. getMorphAt( index, object ) {
  19122. const objectInfluences = object.morphTargetInfluences;
  19123. const array = this.morphTexture.source.data.data;
  19124. const len = objectInfluences.length + 1; // All influences + the baseInfluenceSum
  19125. const dataIndex = index * len + 1; // Skip the baseInfluenceSum at the beginning
  19126. for ( let i = 0; i < objectInfluences.length; i ++ ) {
  19127. objectInfluences[ i ] = array[ dataIndex + i ];
  19128. }
  19129. }
  19130. raycast( raycaster, intersects ) {
  19131. const matrixWorld = this.matrixWorld;
  19132. const raycastTimes = this.count;
  19133. _mesh$1.geometry = this.geometry;
  19134. _mesh$1.material = this.material;
  19135. if ( _mesh$1.material === undefined ) return;
  19136. // test with bounding sphere first
  19137. if ( this.boundingSphere === null ) this.computeBoundingSphere();
  19138. _sphere$4.copy( this.boundingSphere );
  19139. _sphere$4.applyMatrix4( matrixWorld );
  19140. if ( raycaster.ray.intersectsSphere( _sphere$4 ) === false ) return;
  19141. // now test each instance
  19142. for ( let instanceId = 0; instanceId < raycastTimes; instanceId ++ ) {
  19143. // calculate the world matrix for each instance
  19144. this.getMatrixAt( instanceId, _instanceLocalMatrix );
  19145. _instanceWorldMatrix.multiplyMatrices( matrixWorld, _instanceLocalMatrix );
  19146. // the mesh represents this single instance
  19147. _mesh$1.matrixWorld = _instanceWorldMatrix;
  19148. _mesh$1.raycast( raycaster, _instanceIntersects );
  19149. // process the result of raycast
  19150. for ( let i = 0, l = _instanceIntersects.length; i < l; i ++ ) {
  19151. const intersect = _instanceIntersects[ i ];
  19152. intersect.instanceId = instanceId;
  19153. intersect.object = this;
  19154. intersects.push( intersect );
  19155. }
  19156. _instanceIntersects.length = 0;
  19157. }
  19158. }
  19159. /**
  19160. * Sets the given color to the defined instance. Make sure you set the `needsUpdate` flag of
  19161. * {@link InstancedMesh#instanceColor} to `true` after updating all the colors.
  19162. *
  19163. * @param {number} index - The instance index.
  19164. * @param {Color} color - The instance color.
  19165. */
  19166. setColorAt( index, color ) {
  19167. if ( this.instanceColor === null ) {
  19168. this.instanceColor = new InstancedBufferAttribute( new Float32Array( this.instanceMatrix.count * 3 ).fill( 1 ), 3 );
  19169. }
  19170. color.toArray( this.instanceColor.array, index * 3 );
  19171. }
  19172. /**
  19173. * Sets the given local transformation matrix to the defined instance. Make sure you set the `needsUpdate` flag of
  19174. * {@link InstancedMesh#instanceMatrix} to `true` after updating all the colors.
  19175. *
  19176. * @param {number} index - The instance index.
  19177. * @param {Matrix4} matrix - The local transformation.
  19178. */
  19179. setMatrixAt( index, matrix ) {
  19180. matrix.toArray( this.instanceMatrix.array, index * 16 );
  19181. }
  19182. /**
  19183. * Sets the morph target weights to the defined instance. Make sure you set the `needsUpdate` flag of
  19184. * {@link InstancedMesh#morphTexture} to `true` after updating all the influences.
  19185. *
  19186. * @param {number} index - The instance index.
  19187. * @param {Mesh} object - A mesh which `morphTargetInfluences` property containing the morph target weights
  19188. * of a single instance.
  19189. */
  19190. setMorphAt( index, object ) {
  19191. const objectInfluences = object.morphTargetInfluences;
  19192. const len = objectInfluences.length + 1; // morphBaseInfluence + all influences
  19193. if ( this.morphTexture === null ) {
  19194. this.morphTexture = new DataTexture( new Float32Array( len * this.count ), len, this.count, RedFormat, FloatType );
  19195. }
  19196. const array = this.morphTexture.source.data.data;
  19197. let morphInfluencesSum = 0;
  19198. for ( let i = 0; i < objectInfluences.length; i ++ ) {
  19199. morphInfluencesSum += objectInfluences[ i ];
  19200. }
  19201. const morphBaseInfluence = this.geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum;
  19202. const dataIndex = len * index;
  19203. array[ dataIndex ] = morphBaseInfluence;
  19204. array.set( objectInfluences, dataIndex + 1 );
  19205. }
  19206. updateMorphTargets() {
  19207. }
  19208. /**
  19209. * Frees the GPU-related resources allocated by this instance. Call this
  19210. * method whenever this instance is no longer used in your app.
  19211. */
  19212. dispose() {
  19213. this.dispatchEvent( { type: 'dispose' } );
  19214. if ( this.morphTexture !== null ) {
  19215. this.morphTexture.dispose();
  19216. this.morphTexture = null;
  19217. }
  19218. }
  19219. }
  19220. const _vector1 = /*@__PURE__*/ new Vector3();
  19221. const _vector2 = /*@__PURE__*/ new Vector3();
  19222. const _normalMatrix = /*@__PURE__*/ new Matrix3();
  19223. /**
  19224. * A two dimensional surface that extends infinitely in 3D space, represented
  19225. * in [Hessian normal form](http://mathworld.wolfram.com/HessianNormalForm.html)
  19226. * by a unit length normal vector and a constant.
  19227. */
  19228. class Plane {
  19229. /**
  19230. * Constructs a new plane.
  19231. *
  19232. * @param {Vector3} [normal=(1,0,0)] - A unit length vector defining the normal of the plane.
  19233. * @param {number} [constant=0] - The signed distance from the origin to the plane.
  19234. */
  19235. constructor( normal = new Vector3( 1, 0, 0 ), constant = 0 ) {
  19236. /**
  19237. * This flag can be used for type testing.
  19238. *
  19239. * @type {boolean}
  19240. * @readonly
  19241. * @default true
  19242. */
  19243. this.isPlane = true;
  19244. /**
  19245. * A unit length vector defining the normal of the plane.
  19246. *
  19247. * @type {Vector3}
  19248. */
  19249. this.normal = normal;
  19250. /**
  19251. * The signed distance from the origin to the plane.
  19252. *
  19253. * @type {number}
  19254. * @default 0
  19255. */
  19256. this.constant = constant;
  19257. }
  19258. /**
  19259. * Sets the plane components by copying the given values.
  19260. *
  19261. * @param {Vector3} normal - The normal.
  19262. * @param {number} constant - The constant.
  19263. * @return {Plane} A reference to this plane.
  19264. */
  19265. set( normal, constant ) {
  19266. this.normal.copy( normal );
  19267. this.constant = constant;
  19268. return this;
  19269. }
  19270. /**
  19271. * Sets the plane components by defining `x`, `y`, `z` as the
  19272. * plane normal and `w` as the constant.
  19273. *
  19274. * @param {number} x - The value for the normal's x component.
  19275. * @param {number} y - The value for the normal's y component.
  19276. * @param {number} z - The value for the normal's z component.
  19277. * @param {number} w - The constant value.
  19278. * @return {Plane} A reference to this plane.
  19279. */
  19280. setComponents( x, y, z, w ) {
  19281. this.normal.set( x, y, z );
  19282. this.constant = w;
  19283. return this;
  19284. }
  19285. /**
  19286. * Sets the plane from the given normal and coplanar point (that is a point
  19287. * that lies onto the plane).
  19288. *
  19289. * @param {Vector3} normal - The normal.
  19290. * @param {Vector3} point - A coplanar point.
  19291. * @return {Plane} A reference to this plane.
  19292. */
  19293. setFromNormalAndCoplanarPoint( normal, point ) {
  19294. this.normal.copy( normal );
  19295. this.constant = - point.dot( this.normal );
  19296. return this;
  19297. }
  19298. /**
  19299. * Sets the plane from three coplanar points. The winding order is
  19300. * assumed to be counter-clockwise, and determines the direction of
  19301. * the plane normal.
  19302. *
  19303. * @param {Vector3} a - The first coplanar point.
  19304. * @param {Vector3} b - The second coplanar point.
  19305. * @param {Vector3} c - The third coplanar point.
  19306. * @return {Plane} A reference to this plane.
  19307. */
  19308. setFromCoplanarPoints( a, b, c ) {
  19309. const normal = _vector1.subVectors( c, b ).cross( _vector2.subVectors( a, b ) ).normalize();
  19310. // Q: should an error be thrown if normal is zero (e.g. degenerate plane)?
  19311. this.setFromNormalAndCoplanarPoint( normal, a );
  19312. return this;
  19313. }
  19314. /**
  19315. * Copies the values of the given plane to this instance.
  19316. *
  19317. * @param {Plane} plane - The plane to copy.
  19318. * @return {Plane} A reference to this plane.
  19319. */
  19320. copy( plane ) {
  19321. this.normal.copy( plane.normal );
  19322. this.constant = plane.constant;
  19323. return this;
  19324. }
  19325. /**
  19326. * Normalizes the plane normal and adjusts the constant accordingly.
  19327. *
  19328. * @return {Plane} A reference to this plane.
  19329. */
  19330. normalize() {
  19331. // Note: will lead to a divide by zero if the plane is invalid.
  19332. const inverseNormalLength = 1.0 / this.normal.length();
  19333. this.normal.multiplyScalar( inverseNormalLength );
  19334. this.constant *= inverseNormalLength;
  19335. return this;
  19336. }
  19337. /**
  19338. * Negates both the plane normal and the constant.
  19339. *
  19340. * @return {Plane} A reference to this plane.
  19341. */
  19342. negate() {
  19343. this.constant *= -1;
  19344. this.normal.negate();
  19345. return this;
  19346. }
  19347. /**
  19348. * Returns the signed distance from the given point to this plane.
  19349. *
  19350. * @param {Vector3} point - The point to compute the distance for.
  19351. * @return {number} The signed distance.
  19352. */
  19353. distanceToPoint( point ) {
  19354. return this.normal.dot( point ) + this.constant;
  19355. }
  19356. /**
  19357. * Returns the signed distance from the given sphere to this plane.
  19358. *
  19359. * @param {Sphere} sphere - The sphere to compute the distance for.
  19360. * @return {number} The signed distance.
  19361. */
  19362. distanceToSphere( sphere ) {
  19363. return this.distanceToPoint( sphere.center ) - sphere.radius;
  19364. }
  19365. /**
  19366. * Projects a the given point onto the plane.
  19367. *
  19368. * @param {Vector3} point - The point to project.
  19369. * @param {Vector3} target - The target vector that is used to store the method's result.
  19370. * @return {Vector3} The projected point on the plane.
  19371. */
  19372. projectPoint( point, target ) {
  19373. return target.copy( point ).addScaledVector( this.normal, - this.distanceToPoint( point ) );
  19374. }
  19375. /**
  19376. * Returns the intersection point of the passed line and the plane. Returns
  19377. * `null` if the line does not intersect. Returns the line's starting point if
  19378. * the line is coplanar with the plane.
  19379. *
  19380. * @param {Line3} line - The line to compute the intersection for.
  19381. * @param {Vector3} target - The target vector that is used to store the method's result.
  19382. * @return {?Vector3} The intersection point.
  19383. */
  19384. intersectLine( line, target ) {
  19385. const direction = line.delta( _vector1 );
  19386. const denominator = this.normal.dot( direction );
  19387. if ( denominator === 0 ) {
  19388. // line is coplanar, return origin
  19389. if ( this.distanceToPoint( line.start ) === 0 ) {
  19390. return target.copy( line.start );
  19391. }
  19392. // Unsure if this is the correct method to handle this case.
  19393. return null;
  19394. }
  19395. const t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;
  19396. if ( t < 0 || t > 1 ) {
  19397. return null;
  19398. }
  19399. return target.copy( line.start ).addScaledVector( direction, t );
  19400. }
  19401. /**
  19402. * Returns `true` if the given line segment intersects with (passes through) the plane.
  19403. *
  19404. * @param {Line3} line - The line to test.
  19405. * @return {boolean} Whether the given line segment intersects with the plane or not.
  19406. */
  19407. intersectsLine( line ) {
  19408. // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.
  19409. const startSign = this.distanceToPoint( line.start );
  19410. const endSign = this.distanceToPoint( line.end );
  19411. return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );
  19412. }
  19413. /**
  19414. * Returns `true` if the given bounding box intersects with the plane.
  19415. *
  19416. * @param {Box3} box - The bounding box to test.
  19417. * @return {boolean} Whether the given bounding box intersects with the plane or not.
  19418. */
  19419. intersectsBox( box ) {
  19420. return box.intersectsPlane( this );
  19421. }
  19422. /**
  19423. * Returns `true` if the given bounding sphere intersects with the plane.
  19424. *
  19425. * @param {Sphere} sphere - The bounding sphere to test.
  19426. * @return {boolean} Whether the given bounding sphere intersects with the plane or not.
  19427. */
  19428. intersectsSphere( sphere ) {
  19429. return sphere.intersectsPlane( this );
  19430. }
  19431. /**
  19432. * Returns a coplanar vector to the plane, by calculating the
  19433. * projection of the normal at the origin onto the plane.
  19434. *
  19435. * @param {Vector3} target - The target vector that is used to store the method's result.
  19436. * @return {Vector3} The coplanar point.
  19437. */
  19438. coplanarPoint( target ) {
  19439. return target.copy( this.normal ).multiplyScalar( - this.constant );
  19440. }
  19441. /**
  19442. * Apply a 4x4 matrix to the plane. The matrix must be an affine, homogeneous transform.
  19443. *
  19444. * The optional normal matrix can be pre-computed like so:
  19445. * ```js
  19446. * const optionalNormalMatrix = new THREE.Matrix3().getNormalMatrix( matrix );
  19447. * ```
  19448. *
  19449. * @param {Matrix4} matrix - The transformation matrix.
  19450. * @param {Matrix4} [optionalNormalMatrix] - A pre-computed normal matrix.
  19451. * @return {Plane} A reference to this plane.
  19452. */
  19453. applyMatrix4( matrix, optionalNormalMatrix ) {
  19454. const normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix( matrix );
  19455. const referencePoint = this.coplanarPoint( _vector1 ).applyMatrix4( matrix );
  19456. const normal = this.normal.applyMatrix3( normalMatrix ).normalize();
  19457. this.constant = - referencePoint.dot( normal );
  19458. return this;
  19459. }
  19460. /**
  19461. * Translates the plane by the distance defined by the given offset vector.
  19462. * Note that this only affects the plane constant and will not affect the normal vector.
  19463. *
  19464. * @param {Vector3} offset - The offset vector.
  19465. * @return {Plane} A reference to this plane.
  19466. */
  19467. translate( offset ) {
  19468. this.constant -= offset.dot( this.normal );
  19469. return this;
  19470. }
  19471. /**
  19472. * Returns `true` if this plane is equal with the given one.
  19473. *
  19474. * @param {Plane} plane - The plane to test for equality.
  19475. * @return {boolean} Whether this plane is equal with the given one.
  19476. */
  19477. equals( plane ) {
  19478. return plane.normal.equals( this.normal ) && ( plane.constant === this.constant );
  19479. }
  19480. /**
  19481. * Returns a new plane with copied values from this instance.
  19482. *
  19483. * @return {Plane} A clone of this instance.
  19484. */
  19485. clone() {
  19486. return new this.constructor().copy( this );
  19487. }
  19488. }
  19489. const _sphere$3 = /*@__PURE__*/ new Sphere();
  19490. const _defaultSpriteCenter = /*@__PURE__*/ new Vector2( 0.5, 0.5 );
  19491. const _vector$6 = /*@__PURE__*/ new Vector3();
  19492. /**
  19493. * Frustums are used to determine what is inside the camera's field of view.
  19494. * They help speed up the rendering process - objects which lie outside a camera's
  19495. * frustum can safely be excluded from rendering.
  19496. *
  19497. * This class is mainly intended for use internally by a renderer.
  19498. */
  19499. class Frustum {
  19500. /**
  19501. * Constructs a new frustum.
  19502. *
  19503. * @param {Plane} [p0] - The first plane that encloses the frustum.
  19504. * @param {Plane} [p1] - The second plane that encloses the frustum.
  19505. * @param {Plane} [p2] - The third plane that encloses the frustum.
  19506. * @param {Plane} [p3] - The fourth plane that encloses the frustum.
  19507. * @param {Plane} [p4] - The fifth plane that encloses the frustum.
  19508. * @param {Plane} [p5] - The sixth plane that encloses the frustum.
  19509. */
  19510. constructor( p0 = new Plane(), p1 = new Plane(), p2 = new Plane(), p3 = new Plane(), p4 = new Plane(), p5 = new Plane() ) {
  19511. /**
  19512. * This array holds the planes that enclose the frustum.
  19513. *
  19514. * @type {Array<Plane>}
  19515. */
  19516. this.planes = [ p0, p1, p2, p3, p4, p5 ];
  19517. }
  19518. /**
  19519. * Sets the frustum planes by copying the given planes.
  19520. *
  19521. * @param {Plane} [p0] - The first plane that encloses the frustum.
  19522. * @param {Plane} [p1] - The second plane that encloses the frustum.
  19523. * @param {Plane} [p2] - The third plane that encloses the frustum.
  19524. * @param {Plane} [p3] - The fourth plane that encloses the frustum.
  19525. * @param {Plane} [p4] - The fifth plane that encloses the frustum.
  19526. * @param {Plane} [p5] - The sixth plane that encloses the frustum.
  19527. * @return {Frustum} A reference to this frustum.
  19528. */
  19529. set( p0, p1, p2, p3, p4, p5 ) {
  19530. const planes = this.planes;
  19531. planes[ 0 ].copy( p0 );
  19532. planes[ 1 ].copy( p1 );
  19533. planes[ 2 ].copy( p2 );
  19534. planes[ 3 ].copy( p3 );
  19535. planes[ 4 ].copy( p4 );
  19536. planes[ 5 ].copy( p5 );
  19537. return this;
  19538. }
  19539. /**
  19540. * Copies the values of the given frustum to this instance.
  19541. *
  19542. * @param {Frustum} frustum - The frustum to copy.
  19543. * @return {Frustum} A reference to this frustum.
  19544. */
  19545. copy( frustum ) {
  19546. const planes = this.planes;
  19547. for ( let i = 0; i < 6; i ++ ) {
  19548. planes[ i ].copy( frustum.planes[ i ] );
  19549. }
  19550. return this;
  19551. }
  19552. /**
  19553. * Sets the frustum planes from the given projection matrix.
  19554. *
  19555. * @param {Matrix4} m - The projection matrix.
  19556. * @param {(WebGLCoordinateSystem|WebGPUCoordinateSystem)} coordinateSystem - The coordinate system.
  19557. * @param {boolean} [reversedDepth=false] - Whether to use a reversed depth.
  19558. * @return {Frustum} A reference to this frustum.
  19559. */
  19560. setFromProjectionMatrix( m, coordinateSystem = WebGLCoordinateSystem, reversedDepth = false ) {
  19561. const planes = this.planes;
  19562. const me = m.elements;
  19563. const me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];
  19564. const me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];
  19565. const me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];
  19566. const me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];
  19567. planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();
  19568. planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();
  19569. planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();
  19570. planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();
  19571. if ( reversedDepth ) {
  19572. planes[ 4 ].setComponents( me2, me6, me10, me14 ).normalize(); // far
  19573. planes[ 5 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize(); // near
  19574. } else {
  19575. planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize(); // far
  19576. if ( coordinateSystem === WebGLCoordinateSystem ) {
  19577. planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize(); // near
  19578. } else if ( coordinateSystem === WebGPUCoordinateSystem ) {
  19579. planes[ 5 ].setComponents( me2, me6, me10, me14 ).normalize(); // near
  19580. } else {
  19581. throw new Error( 'THREE.Frustum.setFromProjectionMatrix(): Invalid coordinate system: ' + coordinateSystem );
  19582. }
  19583. }
  19584. return this;
  19585. }
  19586. /**
  19587. * Returns `true` if the 3D object's bounding sphere is intersecting this frustum.
  19588. *
  19589. * Note that the 3D object must have a geometry so that the bounding sphere can be calculated.
  19590. *
  19591. * @param {Object3D} object - The 3D object to test.
  19592. * @return {boolean} Whether the 3D object's bounding sphere is intersecting this frustum or not.
  19593. */
  19594. intersectsObject( object ) {
  19595. if ( object.boundingSphere !== undefined ) {
  19596. if ( object.boundingSphere === null ) object.computeBoundingSphere();
  19597. _sphere$3.copy( object.boundingSphere ).applyMatrix4( object.matrixWorld );
  19598. } else {
  19599. const geometry = object.geometry;
  19600. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  19601. _sphere$3.copy( geometry.boundingSphere ).applyMatrix4( object.matrixWorld );
  19602. }
  19603. return this.intersectsSphere( _sphere$3 );
  19604. }
  19605. /**
  19606. * Returns `true` if the given sprite is intersecting this frustum.
  19607. *
  19608. * @param {Sprite} sprite - The sprite to test.
  19609. * @return {boolean} Whether the sprite is intersecting this frustum or not.
  19610. */
  19611. intersectsSprite( sprite ) {
  19612. _sphere$3.center.set( 0, 0, 0 );
  19613. const offset = _defaultSpriteCenter.distanceTo( sprite.center );
  19614. _sphere$3.radius = 0.7071067811865476 + offset;
  19615. _sphere$3.applyMatrix4( sprite.matrixWorld );
  19616. return this.intersectsSphere( _sphere$3 );
  19617. }
  19618. /**
  19619. * Returns `true` if the given bounding sphere is intersecting this frustum.
  19620. *
  19621. * @param {Sphere} sphere - The bounding sphere to test.
  19622. * @return {boolean} Whether the bounding sphere is intersecting this frustum or not.
  19623. */
  19624. intersectsSphere( sphere ) {
  19625. const planes = this.planes;
  19626. const center = sphere.center;
  19627. const negRadius = - sphere.radius;
  19628. for ( let i = 0; i < 6; i ++ ) {
  19629. const distance = planes[ i ].distanceToPoint( center );
  19630. if ( distance < negRadius ) {
  19631. return false;
  19632. }
  19633. }
  19634. return true;
  19635. }
  19636. /**
  19637. * Returns `true` if the given bounding box is intersecting this frustum.
  19638. *
  19639. * @param {Box3} box - The bounding box to test.
  19640. * @return {boolean} Whether the bounding box is intersecting this frustum or not.
  19641. */
  19642. intersectsBox( box ) {
  19643. const planes = this.planes;
  19644. for ( let i = 0; i < 6; i ++ ) {
  19645. const plane = planes[ i ];
  19646. // corner at max distance
  19647. _vector$6.x = plane.normal.x > 0 ? box.max.x : box.min.x;
  19648. _vector$6.y = plane.normal.y > 0 ? box.max.y : box.min.y;
  19649. _vector$6.z = plane.normal.z > 0 ? box.max.z : box.min.z;
  19650. if ( plane.distanceToPoint( _vector$6 ) < 0 ) {
  19651. return false;
  19652. }
  19653. }
  19654. return true;
  19655. }
  19656. /**
  19657. * Returns `true` if the given point lies within the frustum.
  19658. *
  19659. * @param {Vector3} point - The point to test.
  19660. * @return {boolean} Whether the point lies within this frustum or not.
  19661. */
  19662. containsPoint( point ) {
  19663. const planes = this.planes;
  19664. for ( let i = 0; i < 6; i ++ ) {
  19665. if ( planes[ i ].distanceToPoint( point ) < 0 ) {
  19666. return false;
  19667. }
  19668. }
  19669. return true;
  19670. }
  19671. /**
  19672. * Returns a new frustum with copied values from this instance.
  19673. *
  19674. * @return {Frustum} A clone of this instance.
  19675. */
  19676. clone() {
  19677. return new this.constructor().copy( this );
  19678. }
  19679. }
  19680. const _projScreenMatrix$2 = /*@__PURE__*/ new Matrix4();
  19681. const _frustum$1 = /*@__PURE__*/ new Frustum();
  19682. /**
  19683. * FrustumArray is used to determine if an object is visible in at least one camera
  19684. * from an array of cameras. This is particularly useful for multi-view renderers.
  19685. */
  19686. class FrustumArray {
  19687. /**
  19688. * Constructs a new frustum array.
  19689. *
  19690. */
  19691. constructor() {
  19692. /**
  19693. * The coordinate system to use.
  19694. *
  19695. * @type {WebGLCoordinateSystem|WebGPUCoordinateSystem}
  19696. * @default WebGLCoordinateSystem
  19697. */
  19698. this.coordinateSystem = WebGLCoordinateSystem;
  19699. }
  19700. /**
  19701. * Returns `true` if the 3D object's bounding sphere is intersecting any frustum
  19702. * from the camera array.
  19703. *
  19704. * @param {Object3D} object - The 3D object to test.
  19705. * @param {Object} cameraArray - An object with a cameras property containing an array of cameras.
  19706. * @return {boolean} Whether the 3D object is visible in any camera.
  19707. */
  19708. intersectsObject( object, cameraArray ) {
  19709. if ( ! cameraArray.isArrayCamera || cameraArray.cameras.length === 0 ) {
  19710. return false;
  19711. }
  19712. for ( let i = 0; i < cameraArray.cameras.length; i ++ ) {
  19713. const camera = cameraArray.cameras[ i ];
  19714. _projScreenMatrix$2.multiplyMatrices(
  19715. camera.projectionMatrix,
  19716. camera.matrixWorldInverse
  19717. );
  19718. _frustum$1.setFromProjectionMatrix(
  19719. _projScreenMatrix$2,
  19720. camera.coordinateSystem,
  19721. camera.reversedDepth
  19722. );
  19723. if ( _frustum$1.intersectsObject( object ) ) {
  19724. return true; // Object is visible in at least one camera
  19725. }
  19726. }
  19727. return false; // Not visible in any camera
  19728. }
  19729. /**
  19730. * Returns `true` if the given sprite is intersecting any frustum
  19731. * from the camera array.
  19732. *
  19733. * @param {Sprite} sprite - The sprite to test.
  19734. * @param {Object} cameraArray - An object with a cameras property containing an array of cameras.
  19735. * @return {boolean} Whether the sprite is visible in any camera.
  19736. */
  19737. intersectsSprite( sprite, cameraArray ) {
  19738. if ( ! cameraArray || ! cameraArray.cameras || cameraArray.cameras.length === 0 ) {
  19739. return false;
  19740. }
  19741. for ( let i = 0; i < cameraArray.cameras.length; i ++ ) {
  19742. const camera = cameraArray.cameras[ i ];
  19743. _projScreenMatrix$2.multiplyMatrices(
  19744. camera.projectionMatrix,
  19745. camera.matrixWorldInverse
  19746. );
  19747. _frustum$1.setFromProjectionMatrix(
  19748. _projScreenMatrix$2,
  19749. camera.coordinateSystem,
  19750. camera.reversedDepth
  19751. );
  19752. if ( _frustum$1.intersectsSprite( sprite ) ) {
  19753. return true; // Sprite is visible in at least one camera
  19754. }
  19755. }
  19756. return false; // Not visible in any camera
  19757. }
  19758. /**
  19759. * Returns `true` if the given bounding sphere is intersecting any frustum
  19760. * from the camera array.
  19761. *
  19762. * @param {Sphere} sphere - The bounding sphere to test.
  19763. * @param {Object} cameraArray - An object with a cameras property containing an array of cameras.
  19764. * @return {boolean} Whether the sphere is visible in any camera.
  19765. */
  19766. intersectsSphere( sphere, cameraArray ) {
  19767. if ( ! cameraArray || ! cameraArray.cameras || cameraArray.cameras.length === 0 ) {
  19768. return false;
  19769. }
  19770. for ( let i = 0; i < cameraArray.cameras.length; i ++ ) {
  19771. const camera = cameraArray.cameras[ i ];
  19772. _projScreenMatrix$2.multiplyMatrices(
  19773. camera.projectionMatrix,
  19774. camera.matrixWorldInverse
  19775. );
  19776. _frustum$1.setFromProjectionMatrix(
  19777. _projScreenMatrix$2,
  19778. camera.coordinateSystem,
  19779. camera.reversedDepth
  19780. );
  19781. if ( _frustum$1.intersectsSphere( sphere ) ) {
  19782. return true; // Sphere is visible in at least one camera
  19783. }
  19784. }
  19785. return false; // Not visible in any camera
  19786. }
  19787. /**
  19788. * Returns `true` if the given bounding box is intersecting any frustum
  19789. * from the camera array.
  19790. *
  19791. * @param {Box3} box - The bounding box to test.
  19792. * @param {Object} cameraArray - An object with a cameras property containing an array of cameras.
  19793. * @return {boolean} Whether the box is visible in any camera.
  19794. */
  19795. intersectsBox( box, cameraArray ) {
  19796. if ( ! cameraArray || ! cameraArray.cameras || cameraArray.cameras.length === 0 ) {
  19797. return false;
  19798. }
  19799. for ( let i = 0; i < cameraArray.cameras.length; i ++ ) {
  19800. const camera = cameraArray.cameras[ i ];
  19801. _projScreenMatrix$2.multiplyMatrices(
  19802. camera.projectionMatrix,
  19803. camera.matrixWorldInverse
  19804. );
  19805. _frustum$1.setFromProjectionMatrix(
  19806. _projScreenMatrix$2,
  19807. camera.coordinateSystem,
  19808. camera.reversedDepth
  19809. );
  19810. if ( _frustum$1.intersectsBox( box ) ) {
  19811. return true; // Box is visible in at least one camera
  19812. }
  19813. }
  19814. return false; // Not visible in any camera
  19815. }
  19816. /**
  19817. * Returns `true` if the given point lies within any frustum
  19818. * from the camera array.
  19819. *
  19820. * @param {Vector3} point - The point to test.
  19821. * @param {Object} cameraArray - An object with a cameras property containing an array of cameras.
  19822. * @return {boolean} Whether the point is visible in any camera.
  19823. */
  19824. containsPoint( point, cameraArray ) {
  19825. if ( ! cameraArray || ! cameraArray.cameras || cameraArray.cameras.length === 0 ) {
  19826. return false;
  19827. }
  19828. for ( let i = 0; i < cameraArray.cameras.length; i ++ ) {
  19829. const camera = cameraArray.cameras[ i ];
  19830. _projScreenMatrix$2.multiplyMatrices(
  19831. camera.projectionMatrix,
  19832. camera.matrixWorldInverse
  19833. );
  19834. _frustum$1.setFromProjectionMatrix(
  19835. _projScreenMatrix$2,
  19836. camera.coordinateSystem,
  19837. camera.reversedDepth
  19838. );
  19839. if ( _frustum$1.containsPoint( point ) ) {
  19840. return true; // Point is visible in at least one camera
  19841. }
  19842. }
  19843. return false; // Not visible in any camera
  19844. }
  19845. /**
  19846. * Returns a new frustum array with copied values from this instance.
  19847. *
  19848. * @return {FrustumArray} A clone of this instance.
  19849. */
  19850. clone() {
  19851. return new FrustumArray();
  19852. }
  19853. }
  19854. function ascIdSort( a, b ) {
  19855. return a - b;
  19856. }
  19857. function sortOpaque( a, b ) {
  19858. return a.z - b.z;
  19859. }
  19860. function sortTransparent( a, b ) {
  19861. return b.z - a.z;
  19862. }
  19863. class MultiDrawRenderList {
  19864. constructor() {
  19865. this.index = 0;
  19866. this.pool = [];
  19867. this.list = [];
  19868. }
  19869. push( start, count, z, index ) {
  19870. const pool = this.pool;
  19871. const list = this.list;
  19872. if ( this.index >= pool.length ) {
  19873. pool.push( {
  19874. start: -1,
  19875. count: -1,
  19876. z: -1,
  19877. index: -1,
  19878. } );
  19879. }
  19880. const item = pool[ this.index ];
  19881. list.push( item );
  19882. this.index ++;
  19883. item.start = start;
  19884. item.count = count;
  19885. item.z = z;
  19886. item.index = index;
  19887. }
  19888. reset() {
  19889. this.list.length = 0;
  19890. this.index = 0;
  19891. }
  19892. }
  19893. const _matrix$1 = /*@__PURE__*/ new Matrix4();
  19894. const _whiteColor = /*@__PURE__*/ new Color( 1, 1, 1 );
  19895. const _frustum = /*@__PURE__*/ new Frustum();
  19896. const _frustumArray = /*@__PURE__*/ new FrustumArray();
  19897. const _box$1 = /*@__PURE__*/ new Box3();
  19898. const _sphere$2 = /*@__PURE__*/ new Sphere();
  19899. const _vector$5 = /*@__PURE__*/ new Vector3();
  19900. const _forward$1 = /*@__PURE__*/ new Vector3();
  19901. const _temp = /*@__PURE__*/ new Vector3();
  19902. const _renderList = /*@__PURE__*/ new MultiDrawRenderList();
  19903. const _mesh = /*@__PURE__*/ new Mesh();
  19904. const _batchIntersects = [];
  19905. // copies data from attribute "src" into "target" starting at "targetOffset"
  19906. function copyAttributeData( src, target, targetOffset = 0 ) {
  19907. const itemSize = target.itemSize;
  19908. if ( src.isInterleavedBufferAttribute || src.array.constructor !== target.array.constructor ) {
  19909. // use the component getters and setters if the array data cannot
  19910. // be copied directly
  19911. const vertexCount = src.count;
  19912. for ( let i = 0; i < vertexCount; i ++ ) {
  19913. for ( let c = 0; c < itemSize; c ++ ) {
  19914. target.setComponent( i + targetOffset, c, src.getComponent( i, c ) );
  19915. }
  19916. }
  19917. } else {
  19918. // faster copy approach using typed array set function
  19919. target.array.set( src.array, targetOffset * itemSize );
  19920. }
  19921. target.needsUpdate = true;
  19922. }
  19923. // safely copies array contents to a potentially smaller array
  19924. function copyArrayContents( src, target ) {
  19925. if ( src.constructor !== target.constructor ) {
  19926. // if arrays are of a different type (eg due to index size increasing) then data must be per-element copied
  19927. const len = Math.min( src.length, target.length );
  19928. for ( let i = 0; i < len; i ++ ) {
  19929. target[ i ] = src[ i ];
  19930. }
  19931. } else {
  19932. // if the arrays use the same data layout we can use a fast block copy
  19933. const len = Math.min( src.length, target.length );
  19934. target.set( new src.constructor( src.buffer, 0, len ) );
  19935. }
  19936. }
  19937. /**
  19938. * A special version of a mesh with multi draw batch rendering support. Use
  19939. * this class if you have to render a large number of objects with the same
  19940. * material but with different geometries or world transformations. The usage of
  19941. * `BatchedMesh` will help you to reduce the number of draw calls and thus improve the overall
  19942. * rendering performance in your application.
  19943. *
  19944. * ```js
  19945. * const box = new THREE.BoxGeometry( 1, 1, 1 );
  19946. * const sphere = new THREE.SphereGeometry( 1, 12, 12 );
  19947. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
  19948. *
  19949. * // initialize and add geometries into the batched mesh
  19950. * const batchedMesh = new BatchedMesh( 10, 5000, 10000, material );
  19951. * const boxGeometryId = batchedMesh.addGeometry( box );
  19952. * const sphereGeometryId = batchedMesh.addGeometry( sphere );
  19953. *
  19954. * // create instances of those geometries
  19955. * const boxInstancedId1 = batchedMesh.addInstance( boxGeometryId );
  19956. * const boxInstancedId2 = batchedMesh.addInstance( boxGeometryId );
  19957. *
  19958. * const sphereInstancedId1 = batchedMesh.addInstance( sphereGeometryId );
  19959. * const sphereInstancedId2 = batchedMesh.addInstance( sphereGeometryId );
  19960. *
  19961. * // position the geometries
  19962. * batchedMesh.setMatrixAt( boxInstancedId1, boxMatrix1 );
  19963. * batchedMesh.setMatrixAt( boxInstancedId2, boxMatrix2 );
  19964. *
  19965. * batchedMesh.setMatrixAt( sphereInstancedId1, sphereMatrix1 );
  19966. * batchedMesh.setMatrixAt( sphereInstancedId2, sphereMatrix2 );
  19967. *
  19968. * scene.add( batchedMesh );
  19969. * ```
  19970. *
  19971. * @augments Mesh
  19972. */
  19973. class BatchedMesh extends Mesh {
  19974. /**
  19975. * Constructs a new batched mesh.
  19976. *
  19977. * @param {number} maxInstanceCount - The maximum number of individual instances planned to be added and rendered.
  19978. * @param {number} maxVertexCount - The maximum number of vertices to be used by all unique geometries.
  19979. * @param {number} [maxIndexCount=maxVertexCount*2] - The maximum number of indices to be used by all unique geometries
  19980. * @param {Material|Array<Material>} [material] - The mesh material.
  19981. */
  19982. constructor( maxInstanceCount, maxVertexCount, maxIndexCount = maxVertexCount * 2, material ) {
  19983. super( new BufferGeometry(), material );
  19984. /**
  19985. * This flag can be used for type testing.
  19986. *
  19987. * @type {boolean}
  19988. * @readonly
  19989. * @default true
  19990. */
  19991. this.isBatchedMesh = true;
  19992. /**
  19993. * When set ot `true`, the individual objects of a batch are frustum culled.
  19994. *
  19995. * @type {boolean}
  19996. * @default true
  19997. */
  19998. this.perObjectFrustumCulled = true;
  19999. /**
  20000. * When set to `true`, the individual objects of a batch are sorted to improve overdraw-related artifacts.
  20001. * If the material is marked as "transparent" objects are rendered back to front and if not then they are
  20002. * rendered front to back.
  20003. *
  20004. * @type {boolean}
  20005. * @default true
  20006. */
  20007. this.sortObjects = true;
  20008. /**
  20009. * The bounding box of the batched mesh. Can be computed via {@link BatchedMesh#computeBoundingBox}.
  20010. *
  20011. * @type {?Box3}
  20012. * @default null
  20013. */
  20014. this.boundingBox = null;
  20015. /**
  20016. * The bounding sphere of the batched mesh. Can be computed via {@link BatchedMesh#computeBoundingSphere}.
  20017. *
  20018. * @type {?Sphere}
  20019. * @default null
  20020. */
  20021. this.boundingSphere = null;
  20022. /**
  20023. * Takes a sort a function that is run before render. The function takes a list of instances to
  20024. * sort and a camera. The objects in the list include a "z" field to perform a depth-ordered
  20025. * sort with.
  20026. *
  20027. * @type {?Function}
  20028. * @default null
  20029. */
  20030. this.customSort = null;
  20031. // stores visible, active, and geometry id per instance and reserved buffer ranges for geometries
  20032. this._instanceInfo = [];
  20033. this._geometryInfo = [];
  20034. // instance, geometry ids that have been set as inactive, and are available to be overwritten
  20035. this._availableInstanceIds = [];
  20036. this._availableGeometryIds = [];
  20037. // used to track where the next point is that geometry should be inserted
  20038. this._nextIndexStart = 0;
  20039. this._nextVertexStart = 0;
  20040. this._geometryCount = 0;
  20041. // flags
  20042. this._visibilityChanged = true;
  20043. this._geometryInitialized = false;
  20044. // cached user options
  20045. this._maxInstanceCount = maxInstanceCount;
  20046. this._maxVertexCount = maxVertexCount;
  20047. this._maxIndexCount = maxIndexCount;
  20048. // buffers for multi draw
  20049. this._multiDrawCounts = new Int32Array( maxInstanceCount );
  20050. this._multiDrawStarts = new Int32Array( maxInstanceCount );
  20051. this._multiDrawCount = 0;
  20052. this._multiDrawInstances = null;
  20053. // Local matrix per geometry by using data texture
  20054. this._matricesTexture = null;
  20055. this._indirectTexture = null;
  20056. this._colorsTexture = null;
  20057. this._initMatricesTexture();
  20058. this._initIndirectTexture();
  20059. }
  20060. /**
  20061. * The maximum number of individual instances that can be stored in the batch.
  20062. *
  20063. * @type {number}
  20064. * @readonly
  20065. */
  20066. get maxInstanceCount() {
  20067. return this._maxInstanceCount;
  20068. }
  20069. /**
  20070. * The instance count.
  20071. *
  20072. * @type {number}
  20073. * @readonly
  20074. */
  20075. get instanceCount() {
  20076. return this._instanceInfo.length - this._availableInstanceIds.length;
  20077. }
  20078. /**
  20079. * The number of unused vertices.
  20080. *
  20081. * @type {number}
  20082. * @readonly
  20083. */
  20084. get unusedVertexCount() {
  20085. return this._maxVertexCount - this._nextVertexStart;
  20086. }
  20087. /**
  20088. * The number of unused indices.
  20089. *
  20090. * @type {number}
  20091. * @readonly
  20092. */
  20093. get unusedIndexCount() {
  20094. return this._maxIndexCount - this._nextIndexStart;
  20095. }
  20096. _initMatricesTexture() {
  20097. // layout (1 matrix = 4 pixels)
  20098. // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
  20099. // with 8x8 pixel texture max 16 matrices * 4 pixels = (8 * 8)
  20100. // 16x16 pixel texture max 64 matrices * 4 pixels = (16 * 16)
  20101. // 32x32 pixel texture max 256 matrices * 4 pixels = (32 * 32)
  20102. // 64x64 pixel texture max 1024 matrices * 4 pixels = (64 * 64)
  20103. let size = Math.sqrt( this._maxInstanceCount * 4 ); // 4 pixels needed for 1 matrix
  20104. size = Math.ceil( size / 4 ) * 4;
  20105. size = Math.max( size, 4 );
  20106. const matricesArray = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
  20107. const matricesTexture = new DataTexture( matricesArray, size, size, RGBAFormat, FloatType );
  20108. this._matricesTexture = matricesTexture;
  20109. }
  20110. _initIndirectTexture() {
  20111. let size = Math.sqrt( this._maxInstanceCount );
  20112. size = Math.ceil( size );
  20113. const indirectArray = new Uint32Array( size * size );
  20114. const indirectTexture = new DataTexture( indirectArray, size, size, RedIntegerFormat, UnsignedIntType );
  20115. this._indirectTexture = indirectTexture;
  20116. }
  20117. _initColorsTexture() {
  20118. let size = Math.sqrt( this._maxInstanceCount );
  20119. size = Math.ceil( size );
  20120. // 4 floats per RGBA pixel initialized to white
  20121. const colorsArray = new Float32Array( size * size * 4 ).fill( 1 );
  20122. const colorsTexture = new DataTexture( colorsArray, size, size, RGBAFormat, FloatType );
  20123. colorsTexture.colorSpace = ColorManagement.workingColorSpace;
  20124. this._colorsTexture = colorsTexture;
  20125. }
  20126. _initializeGeometry( reference ) {
  20127. const geometry = this.geometry;
  20128. const maxVertexCount = this._maxVertexCount;
  20129. const maxIndexCount = this._maxIndexCount;
  20130. if ( this._geometryInitialized === false ) {
  20131. for ( const attributeName in reference.attributes ) {
  20132. const srcAttribute = reference.getAttribute( attributeName );
  20133. const { array, itemSize, normalized } = srcAttribute;
  20134. const dstArray = new array.constructor( maxVertexCount * itemSize );
  20135. const dstAttribute = new BufferAttribute( dstArray, itemSize, normalized );
  20136. geometry.setAttribute( attributeName, dstAttribute );
  20137. }
  20138. if ( reference.getIndex() !== null ) {
  20139. // Reserve last u16 index for primitive restart.
  20140. const indexArray = maxVertexCount > 65535
  20141. ? new Uint32Array( maxIndexCount )
  20142. : new Uint16Array( maxIndexCount );
  20143. geometry.setIndex( new BufferAttribute( indexArray, 1 ) );
  20144. }
  20145. this._geometryInitialized = true;
  20146. }
  20147. }
  20148. // Make sure the geometry is compatible with the existing combined geometry attributes
  20149. _validateGeometry( geometry ) {
  20150. // check to ensure the geometries are using consistent attributes and indices
  20151. const batchGeometry = this.geometry;
  20152. if ( Boolean( geometry.getIndex() ) !== Boolean( batchGeometry.getIndex() ) ) {
  20153. throw new Error( 'THREE.BatchedMesh: All geometries must consistently have "index".' );
  20154. }
  20155. for ( const attributeName in batchGeometry.attributes ) {
  20156. if ( ! geometry.hasAttribute( attributeName ) ) {
  20157. throw new Error( `THREE.BatchedMesh: Added geometry missing "${ attributeName }". All geometries must have consistent attributes.` );
  20158. }
  20159. const srcAttribute = geometry.getAttribute( attributeName );
  20160. const dstAttribute = batchGeometry.getAttribute( attributeName );
  20161. if ( srcAttribute.itemSize !== dstAttribute.itemSize || srcAttribute.normalized !== dstAttribute.normalized ) {
  20162. throw new Error( 'THREE.BatchedMesh: All attributes must have a consistent itemSize and normalized value.' );
  20163. }
  20164. }
  20165. }
  20166. /**
  20167. * Validates the instance defined by the given ID.
  20168. *
  20169. * @param {number} instanceId - The instance to validate.
  20170. */
  20171. validateInstanceId( instanceId ) {
  20172. const instanceInfo = this._instanceInfo;
  20173. if ( instanceId < 0 || instanceId >= instanceInfo.length || instanceInfo[ instanceId ].active === false ) {
  20174. throw new Error( `THREE.BatchedMesh: Invalid instanceId ${instanceId}. Instance is either out of range or has been deleted.` );
  20175. }
  20176. }
  20177. /**
  20178. * Validates the geometry defined by the given ID.
  20179. *
  20180. * @param {number} geometryId - The geometry to validate.
  20181. */
  20182. validateGeometryId( geometryId ) {
  20183. const geometryInfoList = this._geometryInfo;
  20184. if ( geometryId < 0 || geometryId >= geometryInfoList.length || geometryInfoList[ geometryId ].active === false ) {
  20185. throw new Error( `THREE.BatchedMesh: Invalid geometryId ${geometryId}. Geometry is either out of range or has been deleted.` );
  20186. }
  20187. }
  20188. /**
  20189. * Takes a sort a function that is run before render. The function takes a list of instances to
  20190. * sort and a camera. The objects in the list include a "z" field to perform a depth-ordered sort with.
  20191. *
  20192. * @param {Function} func - The custom sort function.
  20193. * @return {BatchedMesh} A reference to this batched mesh.
  20194. */
  20195. setCustomSort( func ) {
  20196. this.customSort = func;
  20197. return this;
  20198. }
  20199. /**
  20200. * Computes the bounding box, updating {@link BatchedMesh#boundingBox}.
  20201. * Bounding boxes aren't computed by default. They need to be explicitly computed,
  20202. * otherwise they are `null`.
  20203. */
  20204. computeBoundingBox() {
  20205. if ( this.boundingBox === null ) {
  20206. this.boundingBox = new Box3();
  20207. }
  20208. const boundingBox = this.boundingBox;
  20209. const instanceInfo = this._instanceInfo;
  20210. boundingBox.makeEmpty();
  20211. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  20212. if ( instanceInfo[ i ].active === false ) continue;
  20213. const geometryId = instanceInfo[ i ].geometryIndex;
  20214. this.getMatrixAt( i, _matrix$1 );
  20215. this.getBoundingBoxAt( geometryId, _box$1 ).applyMatrix4( _matrix$1 );
  20216. boundingBox.union( _box$1 );
  20217. }
  20218. }
  20219. /**
  20220. * Computes the bounding sphere, updating {@link BatchedMesh#boundingSphere}.
  20221. * Bounding spheres aren't computed by default. They need to be explicitly computed,
  20222. * otherwise they are `null`.
  20223. */
  20224. computeBoundingSphere() {
  20225. if ( this.boundingSphere === null ) {
  20226. this.boundingSphere = new Sphere();
  20227. }
  20228. const boundingSphere = this.boundingSphere;
  20229. const instanceInfo = this._instanceInfo;
  20230. boundingSphere.makeEmpty();
  20231. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  20232. if ( instanceInfo[ i ].active === false ) continue;
  20233. const geometryId = instanceInfo[ i ].geometryIndex;
  20234. this.getMatrixAt( i, _matrix$1 );
  20235. this.getBoundingSphereAt( geometryId, _sphere$2 ).applyMatrix4( _matrix$1 );
  20236. boundingSphere.union( _sphere$2 );
  20237. }
  20238. }
  20239. /**
  20240. * Adds a new instance to the batch using the geometry of the given ID and returns
  20241. * a new id referring to the new instance to be used by other functions.
  20242. *
  20243. * @param {number} geometryId - The ID of a previously added geometry via {@link BatchedMesh#addGeometry}.
  20244. * @return {number} The instance ID.
  20245. */
  20246. addInstance( geometryId ) {
  20247. const atCapacity = this._instanceInfo.length >= this.maxInstanceCount;
  20248. // ensure we're not over geometry
  20249. if ( atCapacity && this._availableInstanceIds.length === 0 ) {
  20250. throw new Error( 'THREE.BatchedMesh: Maximum item count reached.' );
  20251. }
  20252. const instanceInfo = {
  20253. visible: true,
  20254. active: true,
  20255. geometryIndex: geometryId,
  20256. };
  20257. let drawId = null;
  20258. // Prioritize using previously freed instance ids
  20259. if ( this._availableInstanceIds.length > 0 ) {
  20260. this._availableInstanceIds.sort( ascIdSort );
  20261. drawId = this._availableInstanceIds.shift();
  20262. this._instanceInfo[ drawId ] = instanceInfo;
  20263. } else {
  20264. drawId = this._instanceInfo.length;
  20265. this._instanceInfo.push( instanceInfo );
  20266. }
  20267. const matricesTexture = this._matricesTexture;
  20268. _matrix$1.identity().toArray( matricesTexture.image.data, drawId * 16 );
  20269. matricesTexture.needsUpdate = true;
  20270. const colorsTexture = this._colorsTexture;
  20271. if ( colorsTexture ) {
  20272. _whiteColor.toArray( colorsTexture.image.data, drawId * 4 );
  20273. colorsTexture.needsUpdate = true;
  20274. }
  20275. this._visibilityChanged = true;
  20276. return drawId;
  20277. }
  20278. /**
  20279. * Adds the given geometry to the batch and returns the associated
  20280. * geometry id referring to it to be used in other functions.
  20281. *
  20282. * @param {BufferGeometry} geometry - The geometry to add.
  20283. * @param {number} [reservedVertexCount=-1] - Optional parameter specifying the amount of
  20284. * vertex buffer space to reserve for the added geometry. This is necessary if it is planned
  20285. * to set a new geometry at this index at a later time that is larger than the original geometry.
  20286. * Defaults to the length of the given geometry vertex buffer.
  20287. * @param {number} [reservedIndexCount=-1] - Optional parameter specifying the amount of index
  20288. * buffer space to reserve for the added geometry. This is necessary if it is planned to set a
  20289. * new geometry at this index at a later time that is larger than the original geometry. Defaults to
  20290. * the length of the given geometry index buffer.
  20291. * @return {number} The geometry ID.
  20292. */
  20293. addGeometry( geometry, reservedVertexCount = -1, reservedIndexCount = -1 ) {
  20294. this._initializeGeometry( geometry );
  20295. this._validateGeometry( geometry );
  20296. const geometryInfo = {
  20297. // geometry information
  20298. vertexStart: -1,
  20299. vertexCount: -1,
  20300. reservedVertexCount: -1,
  20301. indexStart: -1,
  20302. indexCount: -1,
  20303. reservedIndexCount: -1,
  20304. // draw range information
  20305. start: -1,
  20306. count: -1,
  20307. // state
  20308. boundingBox: null,
  20309. boundingSphere: null,
  20310. active: true,
  20311. };
  20312. const geometryInfoList = this._geometryInfo;
  20313. geometryInfo.vertexStart = this._nextVertexStart;
  20314. geometryInfo.reservedVertexCount = reservedVertexCount === -1 ? geometry.getAttribute( 'position' ).count : reservedVertexCount;
  20315. const index = geometry.getIndex();
  20316. const hasIndex = index !== null;
  20317. if ( hasIndex ) {
  20318. geometryInfo.indexStart = this._nextIndexStart;
  20319. geometryInfo.reservedIndexCount = reservedIndexCount === -1 ? index.count : reservedIndexCount;
  20320. }
  20321. if (
  20322. geometryInfo.indexStart !== -1 &&
  20323. geometryInfo.indexStart + geometryInfo.reservedIndexCount > this._maxIndexCount ||
  20324. geometryInfo.vertexStart + geometryInfo.reservedVertexCount > this._maxVertexCount
  20325. ) {
  20326. throw new Error( 'THREE.BatchedMesh: Reserved space request exceeds the maximum buffer size.' );
  20327. }
  20328. // update id
  20329. let geometryId;
  20330. if ( this._availableGeometryIds.length > 0 ) {
  20331. this._availableGeometryIds.sort( ascIdSort );
  20332. geometryId = this._availableGeometryIds.shift();
  20333. geometryInfoList[ geometryId ] = geometryInfo;
  20334. } else {
  20335. geometryId = this._geometryCount;
  20336. this._geometryCount ++;
  20337. geometryInfoList.push( geometryInfo );
  20338. }
  20339. // update the geometry
  20340. this.setGeometryAt( geometryId, geometry );
  20341. // increment the next geometry position
  20342. this._nextIndexStart = geometryInfo.indexStart + geometryInfo.reservedIndexCount;
  20343. this._nextVertexStart = geometryInfo.vertexStart + geometryInfo.reservedVertexCount;
  20344. return geometryId;
  20345. }
  20346. /**
  20347. * Replaces the geometry at the given ID with the provided geometry. Throws an error if there
  20348. * is not enough space reserved for geometry. Calling this will change all instances that are
  20349. * rendering that geometry.
  20350. *
  20351. * @param {number} geometryId - The ID of the geometry that should be replaced with the given geometry.
  20352. * @param {BufferGeometry} geometry - The new geometry.
  20353. * @return {number} The geometry ID.
  20354. */
  20355. setGeometryAt( geometryId, geometry ) {
  20356. if ( geometryId >= this._geometryCount ) {
  20357. throw new Error( 'THREE.BatchedMesh: Maximum geometry count reached.' );
  20358. }
  20359. this._validateGeometry( geometry );
  20360. const batchGeometry = this.geometry;
  20361. const hasIndex = batchGeometry.getIndex() !== null;
  20362. const dstIndex = batchGeometry.getIndex();
  20363. const srcIndex = geometry.getIndex();
  20364. const geometryInfo = this._geometryInfo[ geometryId ];
  20365. if (
  20366. hasIndex &&
  20367. srcIndex.count > geometryInfo.reservedIndexCount ||
  20368. geometry.attributes.position.count > geometryInfo.reservedVertexCount
  20369. ) {
  20370. throw new Error( 'THREE.BatchedMesh: Reserved space not large enough for provided geometry.' );
  20371. }
  20372. // copy geometry buffer data over
  20373. const vertexStart = geometryInfo.vertexStart;
  20374. const reservedVertexCount = geometryInfo.reservedVertexCount;
  20375. geometryInfo.vertexCount = geometry.getAttribute( 'position' ).count;
  20376. for ( const attributeName in batchGeometry.attributes ) {
  20377. // copy attribute data
  20378. const srcAttribute = geometry.getAttribute( attributeName );
  20379. const dstAttribute = batchGeometry.getAttribute( attributeName );
  20380. copyAttributeData( srcAttribute, dstAttribute, vertexStart );
  20381. // fill the rest in with zeroes
  20382. const itemSize = srcAttribute.itemSize;
  20383. for ( let i = srcAttribute.count, l = reservedVertexCount; i < l; i ++ ) {
  20384. const index = vertexStart + i;
  20385. for ( let c = 0; c < itemSize; c ++ ) {
  20386. dstAttribute.setComponent( index, c, 0 );
  20387. }
  20388. }
  20389. dstAttribute.needsUpdate = true;
  20390. dstAttribute.addUpdateRange( vertexStart * itemSize, reservedVertexCount * itemSize );
  20391. }
  20392. // copy index
  20393. if ( hasIndex ) {
  20394. const indexStart = geometryInfo.indexStart;
  20395. const reservedIndexCount = geometryInfo.reservedIndexCount;
  20396. geometryInfo.indexCount = geometry.getIndex().count;
  20397. // copy index data over
  20398. for ( let i = 0; i < srcIndex.count; i ++ ) {
  20399. dstIndex.setX( indexStart + i, vertexStart + srcIndex.getX( i ) );
  20400. }
  20401. // fill the rest in with zeroes
  20402. for ( let i = srcIndex.count, l = reservedIndexCount; i < l; i ++ ) {
  20403. dstIndex.setX( indexStart + i, vertexStart );
  20404. }
  20405. dstIndex.needsUpdate = true;
  20406. dstIndex.addUpdateRange( indexStart, geometryInfo.reservedIndexCount );
  20407. }
  20408. // update the draw range
  20409. geometryInfo.start = hasIndex ? geometryInfo.indexStart : geometryInfo.vertexStart;
  20410. geometryInfo.count = hasIndex ? geometryInfo.indexCount : geometryInfo.vertexCount;
  20411. // store the bounding boxes
  20412. geometryInfo.boundingBox = null;
  20413. if ( geometry.boundingBox !== null ) {
  20414. geometryInfo.boundingBox = geometry.boundingBox.clone();
  20415. }
  20416. geometryInfo.boundingSphere = null;
  20417. if ( geometry.boundingSphere !== null ) {
  20418. geometryInfo.boundingSphere = geometry.boundingSphere.clone();
  20419. }
  20420. this._visibilityChanged = true;
  20421. return geometryId;
  20422. }
  20423. /**
  20424. * Deletes the geometry defined by the given ID from this batch. Any instances referencing
  20425. * this geometry will also be removed as a side effect.
  20426. *
  20427. * @param {number} geometryId - The ID of the geometry to remove from the batch.
  20428. * @return {BatchedMesh} A reference to this batched mesh.
  20429. */
  20430. deleteGeometry( geometryId ) {
  20431. const geometryInfoList = this._geometryInfo;
  20432. if ( geometryId >= geometryInfoList.length || geometryInfoList[ geometryId ].active === false ) {
  20433. return this;
  20434. }
  20435. // delete any instances associated with this geometry
  20436. const instanceInfo = this._instanceInfo;
  20437. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  20438. if ( instanceInfo[ i ].active && instanceInfo[ i ].geometryIndex === geometryId ) {
  20439. this.deleteInstance( i );
  20440. }
  20441. }
  20442. geometryInfoList[ geometryId ].active = false;
  20443. this._availableGeometryIds.push( geometryId );
  20444. this._visibilityChanged = true;
  20445. return this;
  20446. }
  20447. /**
  20448. * Deletes an existing instance from the batch using the given ID.
  20449. *
  20450. * @param {number} instanceId - The ID of the instance to remove from the batch.
  20451. * @return {BatchedMesh} A reference to this batched mesh.
  20452. */
  20453. deleteInstance( instanceId ) {
  20454. this.validateInstanceId( instanceId );
  20455. this._instanceInfo[ instanceId ].active = false;
  20456. this._availableInstanceIds.push( instanceId );
  20457. this._visibilityChanged = true;
  20458. return this;
  20459. }
  20460. /**
  20461. * Repacks the sub geometries in [name] to remove any unused space remaining from
  20462. * previously deleted geometry, freeing up space to add new geometry.
  20463. *
  20464. * @return {BatchedMesh} A reference to this batched mesh.
  20465. */
  20466. optimize() {
  20467. // track the next indices to copy data to
  20468. let nextVertexStart = 0;
  20469. let nextIndexStart = 0;
  20470. // Iterate over all geometry ranges in order sorted from earliest in the geometry buffer to latest
  20471. // in the geometry buffer. Because draw range objects can be reused there is no guarantee of their order.
  20472. const geometryInfoList = this._geometryInfo;
  20473. const indices = geometryInfoList
  20474. .map( ( e, i ) => i )
  20475. .sort( ( a, b ) => {
  20476. return geometryInfoList[ a ].vertexStart - geometryInfoList[ b ].vertexStart;
  20477. } );
  20478. const geometry = this.geometry;
  20479. for ( let i = 0, l = geometryInfoList.length; i < l; i ++ ) {
  20480. // if a geometry range is inactive then don't copy anything
  20481. const index = indices[ i ];
  20482. const geometryInfo = geometryInfoList[ index ];
  20483. if ( geometryInfo.active === false ) {
  20484. continue;
  20485. }
  20486. // if a geometry contains an index buffer then shift it, as well
  20487. if ( geometry.index !== null ) {
  20488. if ( geometryInfo.indexStart !== nextIndexStart ) {
  20489. const { indexStart, vertexStart, reservedIndexCount } = geometryInfo;
  20490. const index = geometry.index;
  20491. const array = index.array;
  20492. // shift the index pointers based on how the vertex data will shift
  20493. // adjusting the index must happen first so the original vertex start value is available
  20494. const elementDelta = nextVertexStart - vertexStart;
  20495. for ( let j = indexStart; j < indexStart + reservedIndexCount; j ++ ) {
  20496. array[ j ] = array[ j ] + elementDelta;
  20497. }
  20498. index.array.copyWithin( nextIndexStart, indexStart, indexStart + reservedIndexCount );
  20499. index.addUpdateRange( nextIndexStart, reservedIndexCount );
  20500. index.needsUpdate = true;
  20501. geometryInfo.indexStart = nextIndexStart;
  20502. }
  20503. nextIndexStart += geometryInfo.reservedIndexCount;
  20504. }
  20505. // if a geometry needs to be moved then copy attribute data to overwrite unused space
  20506. if ( geometryInfo.vertexStart !== nextVertexStart ) {
  20507. const { vertexStart, reservedVertexCount } = geometryInfo;
  20508. const attributes = geometry.attributes;
  20509. for ( const key in attributes ) {
  20510. const attribute = attributes[ key ];
  20511. const { array, itemSize } = attribute;
  20512. array.copyWithin( nextVertexStart * itemSize, vertexStart * itemSize, ( vertexStart + reservedVertexCount ) * itemSize );
  20513. attribute.addUpdateRange( nextVertexStart * itemSize, reservedVertexCount * itemSize );
  20514. attribute.needsUpdate = true;
  20515. }
  20516. geometryInfo.vertexStart = nextVertexStart;
  20517. }
  20518. nextVertexStart += geometryInfo.reservedVertexCount;
  20519. geometryInfo.start = geometry.index ? geometryInfo.indexStart : geometryInfo.vertexStart;
  20520. // step the next geometry points to the shifted position
  20521. this._nextIndexStart = geometry.index ? geometryInfo.indexStart + geometryInfo.reservedIndexCount : 0;
  20522. this._nextVertexStart = geometryInfo.vertexStart + geometryInfo.reservedVertexCount;
  20523. }
  20524. this._visibilityChanged = true;
  20525. return this;
  20526. }
  20527. /**
  20528. * Returns the bounding box for the given geometry.
  20529. *
  20530. * @param {number} geometryId - The ID of the geometry to return the bounding box for.
  20531. * @param {Box3} target - The target object that is used to store the method's result.
  20532. * @return {?Box3} The geometry's bounding box. Returns `null` if no geometry has been found for the given ID.
  20533. */
  20534. getBoundingBoxAt( geometryId, target ) {
  20535. if ( geometryId >= this._geometryCount ) {
  20536. return null;
  20537. }
  20538. // compute bounding box
  20539. const geometry = this.geometry;
  20540. const geometryInfo = this._geometryInfo[ geometryId ];
  20541. if ( geometryInfo.boundingBox === null ) {
  20542. const box = new Box3();
  20543. const index = geometry.index;
  20544. const position = geometry.attributes.position;
  20545. for ( let i = geometryInfo.start, l = geometryInfo.start + geometryInfo.count; i < l; i ++ ) {
  20546. let iv = i;
  20547. if ( index ) {
  20548. iv = index.getX( iv );
  20549. }
  20550. box.expandByPoint( _vector$5.fromBufferAttribute( position, iv ) );
  20551. }
  20552. geometryInfo.boundingBox = box;
  20553. }
  20554. target.copy( geometryInfo.boundingBox );
  20555. return target;
  20556. }
  20557. /**
  20558. * Returns the bounding sphere for the given geometry.
  20559. *
  20560. * @param {number} geometryId - The ID of the geometry to return the bounding sphere for.
  20561. * @param {Sphere} target - The target object that is used to store the method's result.
  20562. * @return {?Sphere} The geometry's bounding sphere. Returns `null` if no geometry has been found for the given ID.
  20563. */
  20564. getBoundingSphereAt( geometryId, target ) {
  20565. if ( geometryId >= this._geometryCount ) {
  20566. return null;
  20567. }
  20568. // compute bounding sphere
  20569. const geometry = this.geometry;
  20570. const geometryInfo = this._geometryInfo[ geometryId ];
  20571. if ( geometryInfo.boundingSphere === null ) {
  20572. const sphere = new Sphere();
  20573. this.getBoundingBoxAt( geometryId, _box$1 );
  20574. _box$1.getCenter( sphere.center );
  20575. const index = geometry.index;
  20576. const position = geometry.attributes.position;
  20577. let maxRadiusSq = 0;
  20578. for ( let i = geometryInfo.start, l = geometryInfo.start + geometryInfo.count; i < l; i ++ ) {
  20579. let iv = i;
  20580. if ( index ) {
  20581. iv = index.getX( iv );
  20582. }
  20583. _vector$5.fromBufferAttribute( position, iv );
  20584. maxRadiusSq = Math.max( maxRadiusSq, sphere.center.distanceToSquared( _vector$5 ) );
  20585. }
  20586. sphere.radius = Math.sqrt( maxRadiusSq );
  20587. geometryInfo.boundingSphere = sphere;
  20588. }
  20589. target.copy( geometryInfo.boundingSphere );
  20590. return target;
  20591. }
  20592. /**
  20593. * Sets the given local transformation matrix to the defined instance.
  20594. * Negatively scaled matrices are not supported.
  20595. *
  20596. * @param {number} instanceId - The ID of an instance to set the matrix of.
  20597. * @param {Matrix4} matrix - A 4x4 matrix representing the local transformation of a single instance.
  20598. * @return {BatchedMesh} A reference to this batched mesh.
  20599. */
  20600. setMatrixAt( instanceId, matrix ) {
  20601. this.validateInstanceId( instanceId );
  20602. const matricesTexture = this._matricesTexture;
  20603. const matricesArray = this._matricesTexture.image.data;
  20604. matrix.toArray( matricesArray, instanceId * 16 );
  20605. matricesTexture.needsUpdate = true;
  20606. return this;
  20607. }
  20608. /**
  20609. * Returns the local transformation matrix of the defined instance.
  20610. *
  20611. * @param {number} instanceId - The ID of an instance to get the matrix of.
  20612. * @param {Matrix4} matrix - The target object that is used to store the method's result.
  20613. * @return {Matrix4} The instance's local transformation matrix.
  20614. */
  20615. getMatrixAt( instanceId, matrix ) {
  20616. this.validateInstanceId( instanceId );
  20617. return matrix.fromArray( this._matricesTexture.image.data, instanceId * 16 );
  20618. }
  20619. /**
  20620. * Sets the given color to the defined instance.
  20621. *
  20622. * @param {number} instanceId - The ID of an instance to set the color of.
  20623. * @param {Color} color - The color to set the instance to.
  20624. * @return {BatchedMesh} A reference to this batched mesh.
  20625. */
  20626. setColorAt( instanceId, color ) {
  20627. this.validateInstanceId( instanceId );
  20628. if ( this._colorsTexture === null ) {
  20629. this._initColorsTexture();
  20630. }
  20631. color.toArray( this._colorsTexture.image.data, instanceId * 4 );
  20632. this._colorsTexture.needsUpdate = true;
  20633. return this;
  20634. }
  20635. /**
  20636. * Returns the color of the defined instance.
  20637. *
  20638. * @param {number} instanceId - The ID of an instance to get the color of.
  20639. * @param {Color} color - The target object that is used to store the method's result.
  20640. * @return {Color} The instance's color.
  20641. */
  20642. getColorAt( instanceId, color ) {
  20643. this.validateInstanceId( instanceId );
  20644. return color.fromArray( this._colorsTexture.image.data, instanceId * 4 );
  20645. }
  20646. /**
  20647. * Sets the visibility of the instance.
  20648. *
  20649. * @param {number} instanceId - The id of the instance to set the visibility of.
  20650. * @param {boolean} visible - Whether the instance is visible or not.
  20651. * @return {BatchedMesh} A reference to this batched mesh.
  20652. */
  20653. setVisibleAt( instanceId, visible ) {
  20654. this.validateInstanceId( instanceId );
  20655. if ( this._instanceInfo[ instanceId ].visible === visible ) {
  20656. return this;
  20657. }
  20658. this._instanceInfo[ instanceId ].visible = visible;
  20659. this._visibilityChanged = true;
  20660. return this;
  20661. }
  20662. /**
  20663. * Returns the visibility state of the defined instance.
  20664. *
  20665. * @param {number} instanceId - The ID of an instance to get the visibility state of.
  20666. * @return {boolean} Whether the instance is visible or not.
  20667. */
  20668. getVisibleAt( instanceId ) {
  20669. this.validateInstanceId( instanceId );
  20670. return this._instanceInfo[ instanceId ].visible;
  20671. }
  20672. /**
  20673. * Sets the geometry ID of the instance at the given index.
  20674. *
  20675. * @param {number} instanceId - The ID of the instance to set the geometry ID of.
  20676. * @param {number} geometryId - The geometry ID to be use by the instance.
  20677. * @return {BatchedMesh} A reference to this batched mesh.
  20678. */
  20679. setGeometryIdAt( instanceId, geometryId ) {
  20680. this.validateInstanceId( instanceId );
  20681. this.validateGeometryId( geometryId );
  20682. this._instanceInfo[ instanceId ].geometryIndex = geometryId;
  20683. return this;
  20684. }
  20685. /**
  20686. * Returns the geometry ID of the defined instance.
  20687. *
  20688. * @param {number} instanceId - The ID of an instance to get the geometry ID of.
  20689. * @return {number} The instance's geometry ID.
  20690. */
  20691. getGeometryIdAt( instanceId ) {
  20692. this.validateInstanceId( instanceId );
  20693. return this._instanceInfo[ instanceId ].geometryIndex;
  20694. }
  20695. /**
  20696. * Get the range representing the subset of triangles related to the attached geometry,
  20697. * indicating the starting offset and count, or `null` if invalid.
  20698. *
  20699. * @param {number} geometryId - The id of the geometry to get the range of.
  20700. * @param {Object} [target] - The target object that is used to store the method's result.
  20701. * @return {{
  20702. * vertexStart:number,vertexCount:number,reservedVertexCount:number,
  20703. * indexStart:number,indexCount:number,reservedIndexCount:number,
  20704. * start:number,count:number
  20705. * }} The result object with range data.
  20706. */
  20707. getGeometryRangeAt( geometryId, target = {} ) {
  20708. this.validateGeometryId( geometryId );
  20709. const geometryInfo = this._geometryInfo[ geometryId ];
  20710. target.vertexStart = geometryInfo.vertexStart;
  20711. target.vertexCount = geometryInfo.vertexCount;
  20712. target.reservedVertexCount = geometryInfo.reservedVertexCount;
  20713. target.indexStart = geometryInfo.indexStart;
  20714. target.indexCount = geometryInfo.indexCount;
  20715. target.reservedIndexCount = geometryInfo.reservedIndexCount;
  20716. target.start = geometryInfo.start;
  20717. target.count = geometryInfo.count;
  20718. return target;
  20719. }
  20720. /**
  20721. * Resizes the necessary buffers to support the provided number of instances.
  20722. * If the provided arguments shrink the number of instances but there are not enough
  20723. * unused Ids at the end of the list then an error is thrown.
  20724. *
  20725. * @param {number} maxInstanceCount - The max number of individual instances that can be added and rendered by the batch.
  20726. */
  20727. setInstanceCount( maxInstanceCount ) {
  20728. // shrink the available instances as much as possible
  20729. const availableInstanceIds = this._availableInstanceIds;
  20730. const instanceInfo = this._instanceInfo;
  20731. availableInstanceIds.sort( ascIdSort );
  20732. while ( availableInstanceIds[ availableInstanceIds.length - 1 ] === instanceInfo.length - 1 ) {
  20733. instanceInfo.pop();
  20734. availableInstanceIds.pop();
  20735. }
  20736. // throw an error if it can't be shrunk to the desired size
  20737. if ( maxInstanceCount < instanceInfo.length ) {
  20738. throw new Error( `BatchedMesh: Instance ids outside the range ${ maxInstanceCount } are being used. Cannot shrink instance count.` );
  20739. }
  20740. // copy the multi draw counts
  20741. const multiDrawCounts = new Int32Array( maxInstanceCount );
  20742. const multiDrawStarts = new Int32Array( maxInstanceCount );
  20743. copyArrayContents( this._multiDrawCounts, multiDrawCounts );
  20744. copyArrayContents( this._multiDrawStarts, multiDrawStarts );
  20745. this._multiDrawCounts = multiDrawCounts;
  20746. this._multiDrawStarts = multiDrawStarts;
  20747. this._maxInstanceCount = maxInstanceCount;
  20748. // update texture data for instance sampling
  20749. const indirectTexture = this._indirectTexture;
  20750. const matricesTexture = this._matricesTexture;
  20751. const colorsTexture = this._colorsTexture;
  20752. indirectTexture.dispose();
  20753. this._initIndirectTexture();
  20754. copyArrayContents( indirectTexture.image.data, this._indirectTexture.image.data );
  20755. matricesTexture.dispose();
  20756. this._initMatricesTexture();
  20757. copyArrayContents( matricesTexture.image.data, this._matricesTexture.image.data );
  20758. if ( colorsTexture ) {
  20759. colorsTexture.dispose();
  20760. this._initColorsTexture();
  20761. copyArrayContents( colorsTexture.image.data, this._colorsTexture.image.data );
  20762. }
  20763. }
  20764. /**
  20765. * Resizes the available space in the batch's vertex and index buffer attributes to the provided sizes.
  20766. * If the provided arguments shrink the geometry buffers but there is not enough unused space at the
  20767. * end of the geometry attributes then an error is thrown.
  20768. *
  20769. * @param {number} maxVertexCount - The maximum number of vertices to be used by all unique geometries to resize to.
  20770. * @param {number} maxIndexCount - The maximum number of indices to be used by all unique geometries to resize to.
  20771. */
  20772. setGeometrySize( maxVertexCount, maxIndexCount ) {
  20773. // Check if we can shrink to the requested vertex attribute size
  20774. const validRanges = [ ...this._geometryInfo ].filter( info => info.active );
  20775. const requiredVertexLength = Math.max( ...validRanges.map( range => range.vertexStart + range.reservedVertexCount ) );
  20776. if ( requiredVertexLength > maxVertexCount ) {
  20777. throw new Error( `BatchedMesh: Geometry vertex values are being used outside the range ${ maxIndexCount }. Cannot shrink further.` );
  20778. }
  20779. // Check if we can shrink to the requested index attribute size
  20780. if ( this.geometry.index ) {
  20781. const requiredIndexLength = Math.max( ...validRanges.map( range => range.indexStart + range.reservedIndexCount ) );
  20782. if ( requiredIndexLength > maxIndexCount ) {
  20783. throw new Error( `BatchedMesh: Geometry index values are being used outside the range ${ maxIndexCount }. Cannot shrink further.` );
  20784. }
  20785. }
  20786. //
  20787. // dispose of the previous geometry
  20788. const oldGeometry = this.geometry;
  20789. oldGeometry.dispose();
  20790. // recreate the geometry needed based on the previous variant
  20791. this._maxVertexCount = maxVertexCount;
  20792. this._maxIndexCount = maxIndexCount;
  20793. if ( this._geometryInitialized ) {
  20794. this._geometryInitialized = false;
  20795. this.geometry = new BufferGeometry();
  20796. this._initializeGeometry( oldGeometry );
  20797. }
  20798. // copy data from the previous geometry
  20799. const geometry = this.geometry;
  20800. if ( oldGeometry.index ) {
  20801. copyArrayContents( oldGeometry.index.array, geometry.index.array );
  20802. }
  20803. for ( const key in oldGeometry.attributes ) {
  20804. copyArrayContents( oldGeometry.attributes[ key ].array, geometry.attributes[ key ].array );
  20805. }
  20806. }
  20807. raycast( raycaster, intersects ) {
  20808. const instanceInfo = this._instanceInfo;
  20809. const geometryInfoList = this._geometryInfo;
  20810. const matrixWorld = this.matrixWorld;
  20811. const batchGeometry = this.geometry;
  20812. // iterate over each geometry
  20813. _mesh.material = this.material;
  20814. _mesh.geometry.index = batchGeometry.index;
  20815. _mesh.geometry.attributes = batchGeometry.attributes;
  20816. if ( _mesh.geometry.boundingBox === null ) {
  20817. _mesh.geometry.boundingBox = new Box3();
  20818. }
  20819. if ( _mesh.geometry.boundingSphere === null ) {
  20820. _mesh.geometry.boundingSphere = new Sphere();
  20821. }
  20822. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  20823. if ( ! instanceInfo[ i ].visible || ! instanceInfo[ i ].active ) {
  20824. continue;
  20825. }
  20826. const geometryId = instanceInfo[ i ].geometryIndex;
  20827. const geometryInfo = geometryInfoList[ geometryId ];
  20828. _mesh.geometry.setDrawRange( geometryInfo.start, geometryInfo.count );
  20829. // get the intersects
  20830. this.getMatrixAt( i, _mesh.matrixWorld ).premultiply( matrixWorld );
  20831. this.getBoundingBoxAt( geometryId, _mesh.geometry.boundingBox );
  20832. this.getBoundingSphereAt( geometryId, _mesh.geometry.boundingSphere );
  20833. _mesh.raycast( raycaster, _batchIntersects );
  20834. // add batch id to the intersects
  20835. for ( let j = 0, l = _batchIntersects.length; j < l; j ++ ) {
  20836. const intersect = _batchIntersects[ j ];
  20837. intersect.object = this;
  20838. intersect.batchId = i;
  20839. intersects.push( intersect );
  20840. }
  20841. _batchIntersects.length = 0;
  20842. }
  20843. _mesh.material = null;
  20844. _mesh.geometry.index = null;
  20845. _mesh.geometry.attributes = {};
  20846. _mesh.geometry.setDrawRange( 0, Infinity );
  20847. }
  20848. copy( source ) {
  20849. super.copy( source );
  20850. this.geometry = source.geometry.clone();
  20851. this.perObjectFrustumCulled = source.perObjectFrustumCulled;
  20852. this.sortObjects = source.sortObjects;
  20853. this.boundingBox = source.boundingBox !== null ? source.boundingBox.clone() : null;
  20854. this.boundingSphere = source.boundingSphere !== null ? source.boundingSphere.clone() : null;
  20855. this._geometryInfo = source._geometryInfo.map( info => ( {
  20856. ...info,
  20857. boundingBox: info.boundingBox !== null ? info.boundingBox.clone() : null,
  20858. boundingSphere: info.boundingSphere !== null ? info.boundingSphere.clone() : null,
  20859. } ) );
  20860. this._instanceInfo = source._instanceInfo.map( info => ( { ...info } ) );
  20861. this._availableInstanceIds = source._availableInstanceIds.slice();
  20862. this._availableGeometryIds = source._availableGeometryIds.slice();
  20863. this._nextIndexStart = source._nextIndexStart;
  20864. this._nextVertexStart = source._nextVertexStart;
  20865. this._geometryCount = source._geometryCount;
  20866. this._maxInstanceCount = source._maxInstanceCount;
  20867. this._maxVertexCount = source._maxVertexCount;
  20868. this._maxIndexCount = source._maxIndexCount;
  20869. this._geometryInitialized = source._geometryInitialized;
  20870. this._multiDrawCounts = source._multiDrawCounts.slice();
  20871. this._multiDrawStarts = source._multiDrawStarts.slice();
  20872. this._indirectTexture = source._indirectTexture.clone();
  20873. this._indirectTexture.image.data = this._indirectTexture.image.data.slice();
  20874. this._matricesTexture = source._matricesTexture.clone();
  20875. this._matricesTexture.image.data = this._matricesTexture.image.data.slice();
  20876. if ( this._colorsTexture !== null ) {
  20877. this._colorsTexture = source._colorsTexture.clone();
  20878. this._colorsTexture.image.data = this._colorsTexture.image.data.slice();
  20879. }
  20880. return this;
  20881. }
  20882. /**
  20883. * Frees the GPU-related resources allocated by this instance. Call this
  20884. * method whenever this instance is no longer used in your app.
  20885. */
  20886. dispose() {
  20887. // Assuming the geometry is not shared with other meshes
  20888. this.geometry.dispose();
  20889. this._matricesTexture.dispose();
  20890. this._matricesTexture = null;
  20891. this._indirectTexture.dispose();
  20892. this._indirectTexture = null;
  20893. if ( this._colorsTexture !== null ) {
  20894. this._colorsTexture.dispose();
  20895. this._colorsTexture = null;
  20896. }
  20897. }
  20898. onBeforeRender( renderer, scene, camera, geometry, material/*, _group*/ ) {
  20899. // if visibility has not changed and frustum culling and object sorting is not required
  20900. // then skip iterating over all items
  20901. if ( ! this._visibilityChanged && ! this.perObjectFrustumCulled && ! this.sortObjects ) {
  20902. return;
  20903. }
  20904. // the indexed version of the multi draw function requires specifying the start
  20905. // offset in bytes.
  20906. const index = geometry.getIndex();
  20907. const bytesPerElement = index === null ? 1 : index.array.BYTES_PER_ELEMENT;
  20908. const instanceInfo = this._instanceInfo;
  20909. const multiDrawStarts = this._multiDrawStarts;
  20910. const multiDrawCounts = this._multiDrawCounts;
  20911. const geometryInfoList = this._geometryInfo;
  20912. const perObjectFrustumCulled = this.perObjectFrustumCulled;
  20913. const indirectTexture = this._indirectTexture;
  20914. const indirectArray = indirectTexture.image.data;
  20915. const frustum = camera.isArrayCamera ? _frustumArray : _frustum;
  20916. // prepare the frustum in the local frame
  20917. if ( perObjectFrustumCulled && ! camera.isArrayCamera ) {
  20918. _matrix$1
  20919. .multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse )
  20920. .multiply( this.matrixWorld );
  20921. _frustum.setFromProjectionMatrix(
  20922. _matrix$1,
  20923. camera.coordinateSystem,
  20924. camera.reversedDepth
  20925. );
  20926. }
  20927. let multiDrawCount = 0;
  20928. if ( this.sortObjects ) {
  20929. // get the camera position in the local frame
  20930. _matrix$1.copy( this.matrixWorld ).invert();
  20931. _vector$5.setFromMatrixPosition( camera.matrixWorld ).applyMatrix4( _matrix$1 );
  20932. _forward$1.set( 0, 0, -1 ).transformDirection( camera.matrixWorld ).transformDirection( _matrix$1 );
  20933. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  20934. if ( instanceInfo[ i ].visible && instanceInfo[ i ].active ) {
  20935. const geometryId = instanceInfo[ i ].geometryIndex;
  20936. // get the bounds in world space
  20937. this.getMatrixAt( i, _matrix$1 );
  20938. this.getBoundingSphereAt( geometryId, _sphere$2 ).applyMatrix4( _matrix$1 );
  20939. // determine whether the batched geometry is within the frustum
  20940. let culled = false;
  20941. if ( perObjectFrustumCulled ) {
  20942. culled = ! frustum.intersectsSphere( _sphere$2, camera );
  20943. }
  20944. if ( ! culled ) {
  20945. // get the distance from camera used for sorting
  20946. const geometryInfo = geometryInfoList[ geometryId ];
  20947. const z = _temp.subVectors( _sphere$2.center, _vector$5 ).dot( _forward$1 );
  20948. _renderList.push( geometryInfo.start, geometryInfo.count, z, i );
  20949. }
  20950. }
  20951. }
  20952. // Sort the draw ranges and prep for rendering
  20953. const list = _renderList.list;
  20954. const customSort = this.customSort;
  20955. if ( customSort === null ) {
  20956. list.sort( material.transparent ? sortTransparent : sortOpaque );
  20957. } else {
  20958. customSort.call( this, list, camera );
  20959. }
  20960. for ( let i = 0, l = list.length; i < l; i ++ ) {
  20961. const item = list[ i ];
  20962. multiDrawStarts[ multiDrawCount ] = item.start * bytesPerElement;
  20963. multiDrawCounts[ multiDrawCount ] = item.count;
  20964. indirectArray[ multiDrawCount ] = item.index;
  20965. multiDrawCount ++;
  20966. }
  20967. _renderList.reset();
  20968. } else {
  20969. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  20970. if ( instanceInfo[ i ].visible && instanceInfo[ i ].active ) {
  20971. const geometryId = instanceInfo[ i ].geometryIndex;
  20972. // determine whether the batched geometry is within the frustum
  20973. let culled = false;
  20974. if ( perObjectFrustumCulled ) {
  20975. // get the bounds in world space
  20976. this.getMatrixAt( i, _matrix$1 );
  20977. this.getBoundingSphereAt( geometryId, _sphere$2 ).applyMatrix4( _matrix$1 );
  20978. culled = ! frustum.intersectsSphere( _sphere$2, camera );
  20979. }
  20980. if ( ! culled ) {
  20981. const geometryInfo = geometryInfoList[ geometryId ];
  20982. multiDrawStarts[ multiDrawCount ] = geometryInfo.start * bytesPerElement;
  20983. multiDrawCounts[ multiDrawCount ] = geometryInfo.count;
  20984. indirectArray[ multiDrawCount ] = i;
  20985. multiDrawCount ++;
  20986. }
  20987. }
  20988. }
  20989. }
  20990. indirectTexture.needsUpdate = true;
  20991. this._multiDrawCount = multiDrawCount;
  20992. this._visibilityChanged = false;
  20993. }
  20994. onBeforeShadow( renderer, object, camera, shadowCamera, geometry, depthMaterial/* , group */ ) {
  20995. this.onBeforeRender( renderer, null, shadowCamera, geometry, depthMaterial );
  20996. }
  20997. }
  20998. /**
  20999. * A material for rendering line primitives.
  21000. *
  21001. * Materials define the appearance of renderable 3D objects.
  21002. *
  21003. * ```js
  21004. * const material = new THREE.LineBasicMaterial( { color: 0xffffff } );
  21005. * ```
  21006. *
  21007. * @augments Material
  21008. */
  21009. class LineBasicMaterial extends Material {
  21010. /**
  21011. * Constructs a new line basic material.
  21012. *
  21013. * @param {Object} [parameters] - An object with one or more properties
  21014. * defining the material's appearance. Any property of the material
  21015. * (including any property from inherited materials) can be passed
  21016. * in here. Color values can be passed any type of value accepted
  21017. * by {@link Color#set}.
  21018. */
  21019. constructor( parameters ) {
  21020. super();
  21021. /**
  21022. * This flag can be used for type testing.
  21023. *
  21024. * @type {boolean}
  21025. * @readonly
  21026. * @default true
  21027. */
  21028. this.isLineBasicMaterial = true;
  21029. this.type = 'LineBasicMaterial';
  21030. /**
  21031. * Color of the material.
  21032. *
  21033. * @type {Color}
  21034. * @default (1,1,1)
  21035. */
  21036. this.color = new Color( 0xffffff );
  21037. /**
  21038. * Sets the color of the lines using data from a texture. The texture map
  21039. * color is modulated by the diffuse `color`.
  21040. *
  21041. * @type {?Texture}
  21042. * @default null
  21043. */
  21044. this.map = null;
  21045. /**
  21046. * Controls line thickness or lines.
  21047. *
  21048. * Can only be used with {@link SVGRenderer}. WebGL and WebGPU
  21049. * ignore this setting and always render line primitives with a
  21050. * width of one pixel.
  21051. *
  21052. * @type {number}
  21053. * @default 1
  21054. */
  21055. this.linewidth = 1;
  21056. /**
  21057. * Defines appearance of line ends.
  21058. *
  21059. * Can only be used with {@link SVGRenderer}.
  21060. *
  21061. * @type {('butt'|'round'|'square')}
  21062. * @default 'round'
  21063. */
  21064. this.linecap = 'round';
  21065. /**
  21066. * Defines appearance of line joints.
  21067. *
  21068. * Can only be used with {@link SVGRenderer}.
  21069. *
  21070. * @type {('round'|'bevel'|'miter')}
  21071. * @default 'round'
  21072. */
  21073. this.linejoin = 'round';
  21074. /**
  21075. * Whether the material is affected by fog or not.
  21076. *
  21077. * @type {boolean}
  21078. * @default true
  21079. */
  21080. this.fog = true;
  21081. this.setValues( parameters );
  21082. }
  21083. copy( source ) {
  21084. super.copy( source );
  21085. this.color.copy( source.color );
  21086. this.map = source.map;
  21087. this.linewidth = source.linewidth;
  21088. this.linecap = source.linecap;
  21089. this.linejoin = source.linejoin;
  21090. this.fog = source.fog;
  21091. return this;
  21092. }
  21093. }
  21094. const _vStart = /*@__PURE__*/ new Vector3();
  21095. const _vEnd = /*@__PURE__*/ new Vector3();
  21096. const _inverseMatrix$1 = /*@__PURE__*/ new Matrix4();
  21097. const _ray$1 = /*@__PURE__*/ new Ray();
  21098. const _sphere$1 = /*@__PURE__*/ new Sphere();
  21099. const _intersectPointOnRay = /*@__PURE__*/ new Vector3();
  21100. const _intersectPointOnSegment = /*@__PURE__*/ new Vector3();
  21101. /**
  21102. * A continuous line. The line are rendered by connecting consecutive
  21103. * vertices with straight lines.
  21104. *
  21105. * ```js
  21106. * const material = new THREE.LineBasicMaterial( { color: 0x0000ff } );
  21107. *
  21108. * const points = [];
  21109. * points.push( new THREE.Vector3( - 10, 0, 0 ) );
  21110. * points.push( new THREE.Vector3( 0, 10, 0 ) );
  21111. * points.push( new THREE.Vector3( 10, 0, 0 ) );
  21112. *
  21113. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  21114. *
  21115. * const line = new THREE.Line( geometry, material );
  21116. * scene.add( line );
  21117. * ```
  21118. *
  21119. * @augments Object3D
  21120. */
  21121. class Line extends Object3D {
  21122. /**
  21123. * Constructs a new line.
  21124. *
  21125. * @param {BufferGeometry} [geometry] - The line geometry.
  21126. * @param {Material|Array<Material>} [material] - The line material.
  21127. */
  21128. constructor( geometry = new BufferGeometry(), material = new LineBasicMaterial() ) {
  21129. super();
  21130. /**
  21131. * This flag can be used for type testing.
  21132. *
  21133. * @type {boolean}
  21134. * @readonly
  21135. * @default true
  21136. */
  21137. this.isLine = true;
  21138. this.type = 'Line';
  21139. /**
  21140. * The line geometry.
  21141. *
  21142. * @type {BufferGeometry}
  21143. */
  21144. this.geometry = geometry;
  21145. /**
  21146. * The line material.
  21147. *
  21148. * @type {Material|Array<Material>}
  21149. * @default LineBasicMaterial
  21150. */
  21151. this.material = material;
  21152. /**
  21153. * A dictionary representing the morph targets in the geometry. The key is the
  21154. * morph targets name, the value its attribute index. This member is `undefined`
  21155. * by default and only set when morph targets are detected in the geometry.
  21156. *
  21157. * @type {Object<String,number>|undefined}
  21158. * @default undefined
  21159. */
  21160. this.morphTargetDictionary = undefined;
  21161. /**
  21162. * An array of weights typically in the range `[0,1]` that specify how much of the morph
  21163. * is applied. This member is `undefined` by default and only set when morph targets are
  21164. * detected in the geometry.
  21165. *
  21166. * @type {Array<number>|undefined}
  21167. * @default undefined
  21168. */
  21169. this.morphTargetInfluences = undefined;
  21170. this.updateMorphTargets();
  21171. }
  21172. copy( source, recursive ) {
  21173. super.copy( source, recursive );
  21174. this.material = Array.isArray( source.material ) ? source.material.slice() : source.material;
  21175. this.geometry = source.geometry;
  21176. return this;
  21177. }
  21178. /**
  21179. * Computes an array of distance values which are necessary for rendering dashed lines.
  21180. * For each vertex in the geometry, the method calculates the cumulative length from the
  21181. * current point to the very beginning of the line.
  21182. *
  21183. * @return {Line} A reference to this line.
  21184. */
  21185. computeLineDistances() {
  21186. const geometry = this.geometry;
  21187. // we assume non-indexed geometry
  21188. if ( geometry.index === null ) {
  21189. const positionAttribute = geometry.attributes.position;
  21190. const lineDistances = [ 0 ];
  21191. for ( let i = 1, l = positionAttribute.count; i < l; i ++ ) {
  21192. _vStart.fromBufferAttribute( positionAttribute, i - 1 );
  21193. _vEnd.fromBufferAttribute( positionAttribute, i );
  21194. lineDistances[ i ] = lineDistances[ i - 1 ];
  21195. lineDistances[ i ] += _vStart.distanceTo( _vEnd );
  21196. }
  21197. geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  21198. } else {
  21199. warn( 'Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  21200. }
  21201. return this;
  21202. }
  21203. /**
  21204. * Computes intersection points between a casted ray and this line.
  21205. *
  21206. * @param {Raycaster} raycaster - The raycaster.
  21207. * @param {Array<Object>} intersects - The target array that holds the intersection points.
  21208. */
  21209. raycast( raycaster, intersects ) {
  21210. const geometry = this.geometry;
  21211. const matrixWorld = this.matrixWorld;
  21212. const threshold = raycaster.params.Line.threshold;
  21213. const drawRange = geometry.drawRange;
  21214. // Checking boundingSphere distance to ray
  21215. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  21216. _sphere$1.copy( geometry.boundingSphere );
  21217. _sphere$1.applyMatrix4( matrixWorld );
  21218. _sphere$1.radius += threshold;
  21219. if ( raycaster.ray.intersectsSphere( _sphere$1 ) === false ) return;
  21220. //
  21221. _inverseMatrix$1.copy( matrixWorld ).invert();
  21222. _ray$1.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$1 );
  21223. const localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  21224. const localThresholdSq = localThreshold * localThreshold;
  21225. const step = this.isLineSegments ? 2 : 1;
  21226. const index = geometry.index;
  21227. const attributes = geometry.attributes;
  21228. const positionAttribute = attributes.position;
  21229. if ( index !== null ) {
  21230. const start = Math.max( 0, drawRange.start );
  21231. const end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
  21232. for ( let i = start, l = end - 1; i < l; i += step ) {
  21233. const a = index.getX( i );
  21234. const b = index.getX( i + 1 );
  21235. const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, a, b, i );
  21236. if ( intersect ) {
  21237. intersects.push( intersect );
  21238. }
  21239. }
  21240. if ( this.isLineLoop ) {
  21241. const a = index.getX( end - 1 );
  21242. const b = index.getX( start );
  21243. const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, a, b, end - 1 );
  21244. if ( intersect ) {
  21245. intersects.push( intersect );
  21246. }
  21247. }
  21248. } else {
  21249. const start = Math.max( 0, drawRange.start );
  21250. const end = Math.min( positionAttribute.count, ( drawRange.start + drawRange.count ) );
  21251. for ( let i = start, l = end - 1; i < l; i += step ) {
  21252. const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, i, i + 1, i );
  21253. if ( intersect ) {
  21254. intersects.push( intersect );
  21255. }
  21256. }
  21257. if ( this.isLineLoop ) {
  21258. const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, end - 1, start, end - 1 );
  21259. if ( intersect ) {
  21260. intersects.push( intersect );
  21261. }
  21262. }
  21263. }
  21264. }
  21265. /**
  21266. * Sets the values of {@link Line#morphTargetDictionary} and {@link Line#morphTargetInfluences}
  21267. * to make sure existing morph targets can influence this 3D object.
  21268. */
  21269. updateMorphTargets() {
  21270. const geometry = this.geometry;
  21271. const morphAttributes = geometry.morphAttributes;
  21272. const keys = Object.keys( morphAttributes );
  21273. if ( keys.length > 0 ) {
  21274. const morphAttribute = morphAttributes[ keys[ 0 ] ];
  21275. if ( morphAttribute !== undefined ) {
  21276. this.morphTargetInfluences = [];
  21277. this.morphTargetDictionary = {};
  21278. for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  21279. const name = morphAttribute[ m ].name || String( m );
  21280. this.morphTargetInfluences.push( 0 );
  21281. this.morphTargetDictionary[ name ] = m;
  21282. }
  21283. }
  21284. }
  21285. }
  21286. }
  21287. function checkIntersection( object, raycaster, ray, thresholdSq, a, b, i ) {
  21288. const positionAttribute = object.geometry.attributes.position;
  21289. _vStart.fromBufferAttribute( positionAttribute, a );
  21290. _vEnd.fromBufferAttribute( positionAttribute, b );
  21291. const distSq = ray.distanceSqToSegment( _vStart, _vEnd, _intersectPointOnRay, _intersectPointOnSegment );
  21292. if ( distSq > thresholdSq ) return;
  21293. _intersectPointOnRay.applyMatrix4( object.matrixWorld ); // Move back to world space for distance calculation
  21294. const distance = raycaster.ray.origin.distanceTo( _intersectPointOnRay );
  21295. if ( distance < raycaster.near || distance > raycaster.far ) return;
  21296. return {
  21297. distance: distance,
  21298. // What do we want? intersection point on the ray or on the segment??
  21299. // point: raycaster.ray.at( distance ),
  21300. point: _intersectPointOnSegment.clone().applyMatrix4( object.matrixWorld ),
  21301. index: i,
  21302. face: null,
  21303. faceIndex: null,
  21304. barycoord: null,
  21305. object: object
  21306. };
  21307. }
  21308. const _start = /*@__PURE__*/ new Vector3();
  21309. const _end = /*@__PURE__*/ new Vector3();
  21310. /**
  21311. * A series of lines drawn between pairs of vertices.
  21312. *
  21313. * @augments Line
  21314. */
  21315. class LineSegments extends Line {
  21316. /**
  21317. * Constructs a new line segments.
  21318. *
  21319. * @param {BufferGeometry} [geometry] - The line geometry.
  21320. * @param {Material|Array<Material>} [material] - The line material.
  21321. */
  21322. constructor( geometry, material ) {
  21323. super( geometry, material );
  21324. /**
  21325. * This flag can be used for type testing.
  21326. *
  21327. * @type {boolean}
  21328. * @readonly
  21329. * @default true
  21330. */
  21331. this.isLineSegments = true;
  21332. this.type = 'LineSegments';
  21333. }
  21334. computeLineDistances() {
  21335. const geometry = this.geometry;
  21336. // we assume non-indexed geometry
  21337. if ( geometry.index === null ) {
  21338. const positionAttribute = geometry.attributes.position;
  21339. const lineDistances = [];
  21340. for ( let i = 0, l = positionAttribute.count; i < l; i += 2 ) {
  21341. _start.fromBufferAttribute( positionAttribute, i );
  21342. _end.fromBufferAttribute( positionAttribute, i + 1 );
  21343. lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
  21344. lineDistances[ i + 1 ] = lineDistances[ i ] + _start.distanceTo( _end );
  21345. }
  21346. geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  21347. } else {
  21348. warn( 'LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  21349. }
  21350. return this;
  21351. }
  21352. }
  21353. /**
  21354. * A continuous line. This is nearly the same as {@link Line} the only difference
  21355. * is that the last vertex is connected with the first vertex in order to close
  21356. * the line to form a loop.
  21357. *
  21358. * @augments Line
  21359. */
  21360. class LineLoop extends Line {
  21361. /**
  21362. * Constructs a new line loop.
  21363. *
  21364. * @param {BufferGeometry} [geometry] - The line geometry.
  21365. * @param {Material|Array<Material>} [material] - The line material.
  21366. */
  21367. constructor( geometry, material ) {
  21368. super( geometry, material );
  21369. /**
  21370. * This flag can be used for type testing.
  21371. *
  21372. * @type {boolean}
  21373. * @readonly
  21374. * @default true
  21375. */
  21376. this.isLineLoop = true;
  21377. this.type = 'LineLoop';
  21378. }
  21379. }
  21380. /**
  21381. * A material for rendering point primitives.
  21382. *
  21383. * Materials define the appearance of renderable 3D objects.
  21384. *
  21385. * ```js
  21386. * const vertices = [];
  21387. *
  21388. * for ( let i = 0; i < 10000; i ++ ) {
  21389. * const x = THREE.MathUtils.randFloatSpread( 2000 );
  21390. * const y = THREE.MathUtils.randFloatSpread( 2000 );
  21391. * const z = THREE.MathUtils.randFloatSpread( 2000 );
  21392. *
  21393. * vertices.push( x, y, z );
  21394. * }
  21395. *
  21396. * const geometry = new THREE.BufferGeometry();
  21397. * geometry.setAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) );
  21398. * const material = new THREE.PointsMaterial( { color: 0x888888 } );
  21399. * const points = new THREE.Points( geometry, material );
  21400. * scene.add( points );
  21401. * ```
  21402. *
  21403. * @augments Material
  21404. */
  21405. class PointsMaterial extends Material {
  21406. /**
  21407. * Constructs a new points material.
  21408. *
  21409. * @param {Object} [parameters] - An object with one or more properties
  21410. * defining the material's appearance. Any property of the material
  21411. * (including any property from inherited materials) can be passed
  21412. * in here. Color values can be passed any type of value accepted
  21413. * by {@link Color#set}.
  21414. */
  21415. constructor( parameters ) {
  21416. super();
  21417. /**
  21418. * This flag can be used for type testing.
  21419. *
  21420. * @type {boolean}
  21421. * @readonly
  21422. * @default true
  21423. */
  21424. this.isPointsMaterial = true;
  21425. this.type = 'PointsMaterial';
  21426. /**
  21427. * Color of the material.
  21428. *
  21429. * @type {Color}
  21430. * @default (1,1,1)
  21431. */
  21432. this.color = new Color( 0xffffff );
  21433. /**
  21434. * The color map. May optionally include an alpha channel, typically combined
  21435. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  21436. * color is modulated by the diffuse `color`.
  21437. *
  21438. * @type {?Texture}
  21439. * @default null
  21440. */
  21441. this.map = null;
  21442. /**
  21443. * The alpha map is a grayscale texture that controls the opacity across the
  21444. * surface (black: fully transparent; white: fully opaque).
  21445. *
  21446. * Only the color of the texture is used, ignoring the alpha channel if one
  21447. * exists. For RGB and RGBA textures, the renderer will use the green channel
  21448. * when sampling this texture due to the extra bit of precision provided for
  21449. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  21450. * luminance/alpha textures will also still work as expected.
  21451. *
  21452. * @type {?Texture}
  21453. * @default null
  21454. */
  21455. this.alphaMap = null;
  21456. /**
  21457. * Defines the size of the points in pixels.
  21458. *
  21459. * 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).
  21460. *
  21461. * @type {number}
  21462. * @default 1
  21463. */
  21464. this.size = 1;
  21465. /**
  21466. * Specifies whether size of individual points is attenuated by the camera depth (perspective camera only).
  21467. *
  21468. * @type {boolean}
  21469. * @default true
  21470. */
  21471. this.sizeAttenuation = true;
  21472. /**
  21473. * Whether the material is affected by fog or not.
  21474. *
  21475. * @type {boolean}
  21476. * @default true
  21477. */
  21478. this.fog = true;
  21479. this.setValues( parameters );
  21480. }
  21481. copy( source ) {
  21482. super.copy( source );
  21483. this.color.copy( source.color );
  21484. this.map = source.map;
  21485. this.alphaMap = source.alphaMap;
  21486. this.size = source.size;
  21487. this.sizeAttenuation = source.sizeAttenuation;
  21488. this.fog = source.fog;
  21489. return this;
  21490. }
  21491. }
  21492. const _inverseMatrix = /*@__PURE__*/ new Matrix4();
  21493. const _ray = /*@__PURE__*/ new Ray();
  21494. const _sphere = /*@__PURE__*/ new Sphere();
  21495. const _position$2 = /*@__PURE__*/ new Vector3();
  21496. /**
  21497. * A class for displaying points or point clouds.
  21498. *
  21499. * @augments Object3D
  21500. */
  21501. class Points extends Object3D {
  21502. /**
  21503. * Constructs a new point cloud.
  21504. *
  21505. * @param {BufferGeometry} [geometry] - The points geometry.
  21506. * @param {Material|Array<Material>} [material] - The points material.
  21507. */
  21508. constructor( geometry = new BufferGeometry(), material = new PointsMaterial() ) {
  21509. super();
  21510. /**
  21511. * This flag can be used for type testing.
  21512. *
  21513. * @type {boolean}
  21514. * @readonly
  21515. * @default true
  21516. */
  21517. this.isPoints = true;
  21518. this.type = 'Points';
  21519. /**
  21520. * The points geometry.
  21521. *
  21522. * @type {BufferGeometry}
  21523. */
  21524. this.geometry = geometry;
  21525. /**
  21526. * The line material.
  21527. *
  21528. * @type {Material|Array<Material>}
  21529. * @default PointsMaterial
  21530. */
  21531. this.material = material;
  21532. /**
  21533. * A dictionary representing the morph targets in the geometry. The key is the
  21534. * morph targets name, the value its attribute index. This member is `undefined`
  21535. * by default and only set when morph targets are detected in the geometry.
  21536. *
  21537. * @type {Object<String,number>|undefined}
  21538. * @default undefined
  21539. */
  21540. this.morphTargetDictionary = undefined;
  21541. /**
  21542. * An array of weights typically in the range `[0,1]` that specify how much of the morph
  21543. * is applied. This member is `undefined` by default and only set when morph targets are
  21544. * detected in the geometry.
  21545. *
  21546. * @type {Array<number>|undefined}
  21547. * @default undefined
  21548. */
  21549. this.morphTargetInfluences = undefined;
  21550. this.updateMorphTargets();
  21551. }
  21552. copy( source, recursive ) {
  21553. super.copy( source, recursive );
  21554. this.material = Array.isArray( source.material ) ? source.material.slice() : source.material;
  21555. this.geometry = source.geometry;
  21556. return this;
  21557. }
  21558. /**
  21559. * Computes intersection points between a casted ray and this point cloud.
  21560. *
  21561. * @param {Raycaster} raycaster - The raycaster.
  21562. * @param {Array<Object>} intersects - The target array that holds the intersection points.
  21563. */
  21564. raycast( raycaster, intersects ) {
  21565. const geometry = this.geometry;
  21566. const matrixWorld = this.matrixWorld;
  21567. const threshold = raycaster.params.Points.threshold;
  21568. const drawRange = geometry.drawRange;
  21569. // Checking boundingSphere distance to ray
  21570. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  21571. _sphere.copy( geometry.boundingSphere );
  21572. _sphere.applyMatrix4( matrixWorld );
  21573. _sphere.radius += threshold;
  21574. if ( raycaster.ray.intersectsSphere( _sphere ) === false ) return;
  21575. //
  21576. _inverseMatrix.copy( matrixWorld ).invert();
  21577. _ray.copy( raycaster.ray ).applyMatrix4( _inverseMatrix );
  21578. const localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  21579. const localThresholdSq = localThreshold * localThreshold;
  21580. const index = geometry.index;
  21581. const attributes = geometry.attributes;
  21582. const positionAttribute = attributes.position;
  21583. if ( index !== null ) {
  21584. const start = Math.max( 0, drawRange.start );
  21585. const end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
  21586. for ( let i = start, il = end; i < il; i ++ ) {
  21587. const a = index.getX( i );
  21588. _position$2.fromBufferAttribute( positionAttribute, a );
  21589. testPoint( _position$2, a, localThresholdSq, matrixWorld, raycaster, intersects, this );
  21590. }
  21591. } else {
  21592. const start = Math.max( 0, drawRange.start );
  21593. const end = Math.min( positionAttribute.count, ( drawRange.start + drawRange.count ) );
  21594. for ( let i = start, l = end; i < l; i ++ ) {
  21595. _position$2.fromBufferAttribute( positionAttribute, i );
  21596. testPoint( _position$2, i, localThresholdSq, matrixWorld, raycaster, intersects, this );
  21597. }
  21598. }
  21599. }
  21600. /**
  21601. * Sets the values of {@link Points#morphTargetDictionary} and {@link Points#morphTargetInfluences}
  21602. * to make sure existing morph targets can influence this 3D object.
  21603. */
  21604. updateMorphTargets() {
  21605. const geometry = this.geometry;
  21606. const morphAttributes = geometry.morphAttributes;
  21607. const keys = Object.keys( morphAttributes );
  21608. if ( keys.length > 0 ) {
  21609. const morphAttribute = morphAttributes[ keys[ 0 ] ];
  21610. if ( morphAttribute !== undefined ) {
  21611. this.morphTargetInfluences = [];
  21612. this.morphTargetDictionary = {};
  21613. for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  21614. const name = morphAttribute[ m ].name || String( m );
  21615. this.morphTargetInfluences.push( 0 );
  21616. this.morphTargetDictionary[ name ] = m;
  21617. }
  21618. }
  21619. }
  21620. }
  21621. }
  21622. function testPoint( point, index, localThresholdSq, matrixWorld, raycaster, intersects, object ) {
  21623. const rayPointDistanceSq = _ray.distanceSqToPoint( point );
  21624. if ( rayPointDistanceSq < localThresholdSq ) {
  21625. const intersectPoint = new Vector3();
  21626. _ray.closestPointToPoint( point, intersectPoint );
  21627. intersectPoint.applyMatrix4( matrixWorld );
  21628. const distance = raycaster.ray.origin.distanceTo( intersectPoint );
  21629. if ( distance < raycaster.near || distance > raycaster.far ) return;
  21630. intersects.push( {
  21631. distance: distance,
  21632. distanceToRay: Math.sqrt( rayPointDistanceSq ),
  21633. point: intersectPoint,
  21634. index: index,
  21635. face: null,
  21636. faceIndex: null,
  21637. barycoord: null,
  21638. object: object
  21639. } );
  21640. }
  21641. }
  21642. /**
  21643. * A texture for use with a video.
  21644. *
  21645. * ```js
  21646. * // assuming you have created a HTML video element with id="video"
  21647. * const video = document.getElementById( 'video' );
  21648. * const texture = new THREE.VideoTexture( video );
  21649. * ```
  21650. *
  21651. * Note: When using video textures with {@link WebGPURenderer}, {@link Texture#colorSpace} must be
  21652. * set to THREE.SRGBColorSpace.
  21653. *
  21654. * Note: After the initial use of a texture, its dimensions, format, and type
  21655. * cannot be changed. Instead, call {@link Texture#dispose} on the texture and instantiate a new one.
  21656. *
  21657. * @augments Texture
  21658. */
  21659. class VideoTexture extends Texture {
  21660. /**
  21661. * Constructs a new video texture.
  21662. *
  21663. * @param {HTMLVideoElement} video - The video element to use as a data source for the texture.
  21664. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  21665. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  21666. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  21667. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  21668. * @param {number} [minFilter=LinearFilter] - The min filter value.
  21669. * @param {number} [format=RGBAFormat] - The texture format.
  21670. * @param {number} [type=UnsignedByteType] - The texture type.
  21671. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  21672. */
  21673. constructor( video, mapping, wrapS, wrapT, magFilter = LinearFilter, minFilter = LinearFilter, format, type, anisotropy ) {
  21674. super( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  21675. /**
  21676. * This flag can be used for type testing.
  21677. *
  21678. * @type {boolean}
  21679. * @readonly
  21680. * @default true
  21681. */
  21682. this.isVideoTexture = true;
  21683. /**
  21684. * Whether to generate mipmaps (if possible) for a texture.
  21685. *
  21686. * Overwritten and set to `false` by default.
  21687. *
  21688. * @type {boolean}
  21689. * @default false
  21690. */
  21691. this.generateMipmaps = false;
  21692. /**
  21693. * The video frame request callback identifier, which is a positive integer.
  21694. *
  21695. * Value of 0 represents no scheduled rVFC.
  21696. *
  21697. * @private
  21698. * @type {number}
  21699. */
  21700. this._requestVideoFrameCallbackId = 0;
  21701. const scope = this;
  21702. function updateVideo() {
  21703. scope.needsUpdate = true;
  21704. scope._requestVideoFrameCallbackId = video.requestVideoFrameCallback( updateVideo );
  21705. }
  21706. if ( 'requestVideoFrameCallback' in video ) {
  21707. this._requestVideoFrameCallbackId = video.requestVideoFrameCallback( updateVideo );
  21708. }
  21709. }
  21710. clone() {
  21711. return new this.constructor( this.image ).copy( this );
  21712. }
  21713. /**
  21714. * This method is called automatically by the renderer and sets {@link Texture#needsUpdate}
  21715. * to `true` every time a new frame is available.
  21716. *
  21717. * Only relevant if `requestVideoFrameCallback` is not supported in the browser.
  21718. */
  21719. update() {
  21720. const video = this.image;
  21721. const hasVideoFrameCallback = 'requestVideoFrameCallback' in video;
  21722. if ( hasVideoFrameCallback === false && video.readyState >= video.HAVE_CURRENT_DATA ) {
  21723. this.needsUpdate = true;
  21724. }
  21725. }
  21726. dispose() {
  21727. if ( this._requestVideoFrameCallbackId !== 0 ) {
  21728. this.source.data.cancelVideoFrameCallback( this._requestVideoFrameCallbackId );
  21729. this._requestVideoFrameCallbackId = 0;
  21730. }
  21731. super.dispose();
  21732. }
  21733. }
  21734. /**
  21735. * This class can be used as an alternative way to define video data. Instead of using
  21736. * an instance of `HTMLVideoElement` like with `VideoTexture`, `VideoFrameTexture` expects each frame is
  21737. * defined manually via {@link VideoFrameTexture#setFrame}. A typical use case for this module is when
  21738. * video frames are decoded with the WebCodecs API.
  21739. *
  21740. * ```js
  21741. * const texture = new THREE.VideoFrameTexture();
  21742. * texture.setFrame( frame );
  21743. * ```
  21744. *
  21745. * @augments VideoTexture
  21746. */
  21747. class VideoFrameTexture extends VideoTexture {
  21748. /**
  21749. * Constructs a new video frame texture.
  21750. *
  21751. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  21752. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  21753. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  21754. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  21755. * @param {number} [minFilter=LinearFilter] - The min filter value.
  21756. * @param {number} [format=RGBAFormat] - The texture format.
  21757. * @param {number} [type=UnsignedByteType] - The texture type.
  21758. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  21759. */
  21760. constructor( mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  21761. super( {}, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  21762. /**
  21763. * This flag can be used for type testing.
  21764. *
  21765. * @type {boolean}
  21766. * @readonly
  21767. * @default true
  21768. */
  21769. this.isVideoFrameTexture = true;
  21770. }
  21771. /**
  21772. * This method overwritten with an empty implementation since
  21773. * this type of texture is updated via `setFrame()`.
  21774. */
  21775. update() {}
  21776. clone() {
  21777. return new this.constructor().copy( this ); // restoring Texture.clone()
  21778. }
  21779. /**
  21780. * Sets the current frame of the video. This will automatically update the texture
  21781. * so the data can be used for rendering.
  21782. *
  21783. * @param {VideoFrame} frame - The video frame.
  21784. */
  21785. setFrame( frame ) {
  21786. this.image = frame;
  21787. this.needsUpdate = true;
  21788. }
  21789. }
  21790. /**
  21791. * This class can only be used in combination with `copyFramebufferToTexture()` methods
  21792. * of renderers. It extracts the contents of the current bound framebuffer and provides it
  21793. * as a texture for further usage.
  21794. *
  21795. * ```js
  21796. * const pixelRatio = window.devicePixelRatio;
  21797. * const textureSize = 128 * pixelRatio;
  21798. *
  21799. * const frameTexture = new FramebufferTexture( textureSize, textureSize );
  21800. *
  21801. * // calculate start position for copying part of the frame data
  21802. * const vector = new Vector2();
  21803. * vector.x = ( window.innerWidth * pixelRatio / 2 ) - ( textureSize / 2 );
  21804. * vector.y = ( window.innerHeight * pixelRatio / 2 ) - ( textureSize / 2 );
  21805. *
  21806. * renderer.render( scene, camera );
  21807. *
  21808. * // copy part of the rendered frame into the framebuffer texture
  21809. * renderer.copyFramebufferToTexture( frameTexture, vector );
  21810. * ```
  21811. *
  21812. * @augments Texture
  21813. */
  21814. class FramebufferTexture extends Texture {
  21815. /**
  21816. * Constructs a new framebuffer texture.
  21817. *
  21818. * @param {number} [width] - The width of the texture.
  21819. * @param {number} [height] - The height of the texture.
  21820. */
  21821. constructor( width, height ) {
  21822. super( { width, height } );
  21823. /**
  21824. * This flag can be used for type testing.
  21825. *
  21826. * @type {boolean}
  21827. * @readonly
  21828. * @default true
  21829. */
  21830. this.isFramebufferTexture = true;
  21831. /**
  21832. * How the texture is sampled when a texel covers more than one pixel.
  21833. *
  21834. * Overwritten and set to `NearestFilter` by default to disable filtering.
  21835. *
  21836. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  21837. * @default NearestFilter
  21838. */
  21839. this.magFilter = NearestFilter;
  21840. /**
  21841. * How the texture is sampled when a texel covers less than one pixel.
  21842. *
  21843. * Overwritten and set to `NearestFilter` by default to disable filtering.
  21844. *
  21845. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  21846. * @default NearestFilter
  21847. */
  21848. this.minFilter = NearestFilter;
  21849. /**
  21850. * Whether to generate mipmaps (if possible) for a texture.
  21851. *
  21852. * Overwritten and set to `false` by default.
  21853. *
  21854. * @type {boolean}
  21855. * @default false
  21856. */
  21857. this.generateMipmaps = false;
  21858. this.needsUpdate = true;
  21859. }
  21860. }
  21861. /**
  21862. * Creates a texture based on data in compressed form.
  21863. *
  21864. * These texture are usually loaded with {@link CompressedTextureLoader}.
  21865. *
  21866. * @augments Texture
  21867. */
  21868. class CompressedTexture extends Texture {
  21869. /**
  21870. * Constructs a new compressed texture.
  21871. *
  21872. * @param {Array<Object>} mipmaps - This array holds for all mipmaps (including the bases mip)
  21873. * the data and dimensions.
  21874. * @param {number} width - The width of the texture.
  21875. * @param {number} height - The height of the texture.
  21876. * @param {number} [format=RGBAFormat] - The texture format.
  21877. * @param {number} [type=UnsignedByteType] - The texture type.
  21878. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  21879. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  21880. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  21881. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  21882. * @param {number} [minFilter=LinearMipmapLinearFilter] - The min filter value.
  21883. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  21884. * @param {string} [colorSpace=NoColorSpace] - The color space.
  21885. */
  21886. constructor( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, colorSpace ) {
  21887. super( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace );
  21888. /**
  21889. * This flag can be used for type testing.
  21890. *
  21891. * @type {boolean}
  21892. * @readonly
  21893. * @default true
  21894. */
  21895. this.isCompressedTexture = true;
  21896. /**
  21897. * The image property of a compressed texture just defines its dimensions.
  21898. *
  21899. * @type {{width:number,height:number}}
  21900. */
  21901. this.image = { width: width, height: height };
  21902. /**
  21903. * This array holds for all mipmaps (including the bases mip) the data and dimensions.
  21904. *
  21905. * @type {Array<Object>}
  21906. */
  21907. this.mipmaps = mipmaps;
  21908. /**
  21909. * If set to `true`, the texture is flipped along the vertical axis when
  21910. * uploaded to the GPU.
  21911. *
  21912. * Overwritten and set to `false` by default since it is not possible to
  21913. * flip compressed textures.
  21914. *
  21915. * @type {boolean}
  21916. * @default false
  21917. * @readonly
  21918. */
  21919. this.flipY = false;
  21920. /**
  21921. * Whether to generate mipmaps (if possible) for a texture.
  21922. *
  21923. * Overwritten and set to `false` by default since it is not
  21924. * possible to generate mipmaps for compressed data. Mipmaps
  21925. * must be embedded in the compressed texture file.
  21926. *
  21927. * @type {boolean}
  21928. * @default false
  21929. * @readonly
  21930. */
  21931. this.generateMipmaps = false;
  21932. }
  21933. }
  21934. /**
  21935. * Creates a texture 2D array based on data in compressed form.
  21936. *
  21937. * These texture are usually loaded with {@link CompressedTextureLoader}.
  21938. *
  21939. * @augments CompressedTexture
  21940. */
  21941. class CompressedArrayTexture extends CompressedTexture {
  21942. /**
  21943. * Constructs a new compressed array texture.
  21944. *
  21945. * @param {Array<Object>} mipmaps - This array holds for all mipmaps (including the bases mip)
  21946. * the data and dimensions.
  21947. * @param {number} width - The width of the texture.
  21948. * @param {number} height - The height of the texture.
  21949. * @param {number} depth - The depth of the texture.
  21950. * @param {number} [format=RGBAFormat] - The min filter value.
  21951. * @param {number} [type=UnsignedByteType] - The min filter value.
  21952. */
  21953. constructor( mipmaps, width, height, depth, format, type ) {
  21954. super( mipmaps, width, height, format, type );
  21955. /**
  21956. * This flag can be used for type testing.
  21957. *
  21958. * @type {boolean}
  21959. * @readonly
  21960. * @default true
  21961. */
  21962. this.isCompressedArrayTexture = true;
  21963. /**
  21964. * The image property of a compressed texture just defines its dimensions.
  21965. *
  21966. * @name CompressedArrayTexture#image
  21967. * @type {{width:number,height:number,depth:number}}
  21968. */
  21969. this.image.depth = depth;
  21970. /**
  21971. * This defines how the texture is wrapped in the depth and corresponds to
  21972. * *W* in UVW mapping.
  21973. *
  21974. * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}
  21975. * @default ClampToEdgeWrapping
  21976. */
  21977. this.wrapR = ClampToEdgeWrapping;
  21978. /**
  21979. * A set of all layers which need to be updated in the texture.
  21980. *
  21981. * @type {Set<number>}
  21982. */
  21983. this.layerUpdates = new Set();
  21984. }
  21985. /**
  21986. * Describes that a specific layer of the texture needs to be updated.
  21987. * Normally when {@link Texture#needsUpdate} is set to `true`, the
  21988. * entire compressed texture array is sent to the GPU. Marking specific
  21989. * layers will only transmit subsets of all mipmaps associated with a
  21990. * specific depth in the array which is often much more performant.
  21991. *
  21992. * @param {number} layerIndex - The layer index that should be updated.
  21993. */
  21994. addLayerUpdate( layerIndex ) {
  21995. this.layerUpdates.add( layerIndex );
  21996. }
  21997. /**
  21998. * Resets the layer updates registry.
  21999. */
  22000. clearLayerUpdates() {
  22001. this.layerUpdates.clear();
  22002. }
  22003. }
  22004. /**
  22005. * Creates a cube texture based on data in compressed form.
  22006. *
  22007. * These texture are usually loaded with {@link CompressedTextureLoader}.
  22008. *
  22009. * @augments CompressedTexture
  22010. */
  22011. class CompressedCubeTexture extends CompressedTexture {
  22012. /**
  22013. * Constructs a new compressed texture.
  22014. *
  22015. * @param {Array<CompressedTexture>} images - An array of compressed textures.
  22016. * @param {number} [format=RGBAFormat] - The texture format.
  22017. * @param {number} [type=UnsignedByteType] - The texture type.
  22018. */
  22019. constructor( images, format, type ) {
  22020. super( undefined, images[ 0 ].width, images[ 0 ].height, format, type, CubeReflectionMapping );
  22021. /**
  22022. * This flag can be used for type testing.
  22023. *
  22024. * @type {boolean}
  22025. * @readonly
  22026. * @default true
  22027. */
  22028. this.isCompressedCubeTexture = true;
  22029. /**
  22030. * This flag can be used for type testing.
  22031. *
  22032. * @type {boolean}
  22033. * @readonly
  22034. * @default true
  22035. */
  22036. this.isCubeTexture = true;
  22037. this.image = images;
  22038. }
  22039. }
  22040. /**
  22041. * Creates a texture from a canvas element.
  22042. *
  22043. * This is almost the same as the base texture class, except that it sets {@link Texture#needsUpdate}
  22044. * to `true` immediately since a canvas can directly be used for rendering.
  22045. *
  22046. * @augments Texture
  22047. */
  22048. class CanvasTexture extends Texture {
  22049. /**
  22050. * Constructs a new texture.
  22051. *
  22052. * @param {HTMLCanvasElement} [canvas] - The HTML canvas element.
  22053. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  22054. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  22055. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  22056. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  22057. * @param {number} [minFilter=LinearMipmapLinearFilter] - The min filter value.
  22058. * @param {number} [format=RGBAFormat] - The texture format.
  22059. * @param {number} [type=UnsignedByteType] - The texture type.
  22060. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  22061. */
  22062. constructor( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  22063. super( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  22064. /**
  22065. * This flag can be used for type testing.
  22066. *
  22067. * @type {boolean}
  22068. * @readonly
  22069. * @default true
  22070. */
  22071. this.isCanvasTexture = true;
  22072. this.needsUpdate = true;
  22073. }
  22074. }
  22075. /**
  22076. * This class can be used to automatically save the depth information of a
  22077. * rendering into a texture.
  22078. *
  22079. * @augments Texture
  22080. */
  22081. class DepthTexture extends Texture {
  22082. /**
  22083. * Constructs a new depth texture.
  22084. *
  22085. * @param {number} width - The width of the texture.
  22086. * @param {number} height - The height of the texture.
  22087. * @param {number} [type=UnsignedIntType] - The texture type.
  22088. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  22089. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  22090. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  22091. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  22092. * @param {number} [minFilter=LinearFilter] - The min filter value.
  22093. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  22094. * @param {number} [format=DepthFormat] - The texture format.
  22095. * @param {number} [depth=1] - The depth of the texture.
  22096. */
  22097. constructor( width, height, type = UnsignedIntType, mapping, wrapS, wrapT, magFilter = NearestFilter, minFilter = NearestFilter, anisotropy, format = DepthFormat, depth = 1 ) {
  22098. if ( format !== DepthFormat && format !== DepthStencilFormat ) {
  22099. throw new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' );
  22100. }
  22101. const image = { width: width, height: height, depth: depth };
  22102. super( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  22103. /**
  22104. * This flag can be used for type testing.
  22105. *
  22106. * @type {boolean}
  22107. * @readonly
  22108. * @default true
  22109. */
  22110. this.isDepthTexture = true;
  22111. /**
  22112. * If set to `true`, the texture is flipped along the vertical axis when
  22113. * uploaded to the GPU.
  22114. *
  22115. * Overwritten and set to `false` by default.
  22116. *
  22117. * @type {boolean}
  22118. * @default false
  22119. */
  22120. this.flipY = false;
  22121. /**
  22122. * Whether to generate mipmaps (if possible) for a texture.
  22123. *
  22124. * Overwritten and set to `false` by default.
  22125. *
  22126. * @type {boolean}
  22127. * @default false
  22128. */
  22129. this.generateMipmaps = false;
  22130. /**
  22131. * Code corresponding to the depth compare function.
  22132. *
  22133. * @type {?(NeverCompare|LessCompare|EqualCompare|LessEqualCompare|GreaterCompare|NotEqualCompare|GreaterEqualCompare|AlwaysCompare)}
  22134. * @default null
  22135. */
  22136. this.compareFunction = null;
  22137. }
  22138. copy( source ) {
  22139. super.copy( source );
  22140. this.source = new Source( Object.assign( {}, source.image ) ); // see #30540
  22141. this.compareFunction = source.compareFunction;
  22142. return this;
  22143. }
  22144. toJSON( meta ) {
  22145. const data = super.toJSON( meta );
  22146. if ( this.compareFunction !== null ) data.compareFunction = this.compareFunction;
  22147. return data;
  22148. }
  22149. }
  22150. /**
  22151. * Represents a texture created externally with the same renderer context.
  22152. *
  22153. * This may be a texture from a protected media stream, device camera feed,
  22154. * or other data feeds like a depth sensor.
  22155. *
  22156. * Note that this class is only supported in {@link WebGLRenderer}, and in
  22157. * the {@link WebGPURenderer} WebGPU backend.
  22158. *
  22159. * @augments Texture
  22160. */
  22161. class ExternalTexture extends Texture {
  22162. /**
  22163. * Creates a new raw texture.
  22164. *
  22165. * @param {?(WebGLTexture|GPUTexture)} [sourceTexture=null] - The external texture.
  22166. */
  22167. constructor( sourceTexture = null ) {
  22168. super();
  22169. /**
  22170. * The external source texture.
  22171. *
  22172. * @type {?(WebGLTexture|GPUTexture)}
  22173. * @default null
  22174. */
  22175. this.sourceTexture = sourceTexture;
  22176. /**
  22177. * This flag can be used for type testing.
  22178. *
  22179. * @type {boolean}
  22180. * @readonly
  22181. * @default true
  22182. */
  22183. this.isExternalTexture = true;
  22184. }
  22185. copy( source ) {
  22186. super.copy( source );
  22187. this.sourceTexture = source.sourceTexture;
  22188. return this;
  22189. }
  22190. }
  22191. /**
  22192. * A geometry class for representing a capsule.
  22193. *
  22194. * ```js
  22195. * const geometry = new THREE.CapsuleGeometry( 1, 1, 4, 8, 1 );
  22196. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
  22197. * const capsule = new THREE.Mesh( geometry, material );
  22198. * scene.add( capsule );
  22199. * ```
  22200. *
  22201. * @augments BufferGeometry
  22202. * @demo scenes/geometry-browser.html#CapsuleGeometry
  22203. */
  22204. class CapsuleGeometry extends BufferGeometry {
  22205. /**
  22206. * Constructs a new capsule geometry.
  22207. *
  22208. * @param {number} [radius=1] - Radius of the capsule.
  22209. * @param {number} [height=1] - Height of the middle section.
  22210. * @param {number} [capSegments=4] - Number of curve segments used to build each cap.
  22211. * @param {number} [radialSegments=8] - Number of segmented faces around the circumference of the capsule. Must be an integer >= 3.
  22212. * @param {number} [heightSegments=1] - Number of rows of faces along the height of the middle section. Must be an integer >= 1.
  22213. */
  22214. constructor( radius = 1, height = 1, capSegments = 4, radialSegments = 8, heightSegments = 1 ) {
  22215. super();
  22216. this.type = 'CapsuleGeometry';
  22217. /**
  22218. * Holds the constructor parameters that have been
  22219. * used to generate the geometry. Any modification
  22220. * after instantiation does not change the geometry.
  22221. *
  22222. * @type {Object}
  22223. */
  22224. this.parameters = {
  22225. radius: radius,
  22226. height: height,
  22227. capSegments: capSegments,
  22228. radialSegments: radialSegments,
  22229. heightSegments: heightSegments,
  22230. };
  22231. height = Math.max( 0, height );
  22232. capSegments = Math.max( 1, Math.floor( capSegments ) );
  22233. radialSegments = Math.max( 3, Math.floor( radialSegments ) );
  22234. heightSegments = Math.max( 1, Math.floor( heightSegments ) );
  22235. // buffers
  22236. const indices = [];
  22237. const vertices = [];
  22238. const normals = [];
  22239. const uvs = [];
  22240. // helper variables
  22241. const halfHeight = height / 2;
  22242. const capArcLength = ( Math.PI / 2 ) * radius;
  22243. const cylinderPartLength = height;
  22244. const totalArcLength = 2 * capArcLength + cylinderPartLength;
  22245. const numVerticalSegments = capSegments * 2 + heightSegments;
  22246. const verticesPerRow = radialSegments + 1;
  22247. const normal = new Vector3();
  22248. const vertex = new Vector3();
  22249. // generate vertices, normals, and uvs
  22250. for ( let iy = 0; iy <= numVerticalSegments; iy ++ ) {
  22251. let currentArcLength = 0;
  22252. let profileY = 0;
  22253. let profileRadius = 0;
  22254. let normalYComponent = 0;
  22255. if ( iy <= capSegments ) {
  22256. // bottom cap
  22257. const segmentProgress = iy / capSegments;
  22258. const angle = ( segmentProgress * Math.PI ) / 2;
  22259. profileY = - halfHeight - radius * Math.cos( angle );
  22260. profileRadius = radius * Math.sin( angle );
  22261. normalYComponent = - radius * Math.cos( angle );
  22262. currentArcLength = segmentProgress * capArcLength;
  22263. } else if ( iy <= capSegments + heightSegments ) {
  22264. // middle section
  22265. const segmentProgress = ( iy - capSegments ) / heightSegments;
  22266. profileY = - halfHeight + segmentProgress * height;
  22267. profileRadius = radius;
  22268. normalYComponent = 0;
  22269. currentArcLength = capArcLength + segmentProgress * cylinderPartLength;
  22270. } else {
  22271. // top cap
  22272. const segmentProgress =
  22273. ( iy - capSegments - heightSegments ) / capSegments;
  22274. const angle = ( segmentProgress * Math.PI ) / 2;
  22275. profileY = halfHeight + radius * Math.sin( angle );
  22276. profileRadius = radius * Math.cos( angle );
  22277. normalYComponent = radius * Math.sin( angle );
  22278. currentArcLength =
  22279. capArcLength + cylinderPartLength + segmentProgress * capArcLength;
  22280. }
  22281. const v = Math.max( 0, Math.min( 1, currentArcLength / totalArcLength ) );
  22282. // special case for the poles
  22283. let uOffset = 0;
  22284. if ( iy === 0 ) {
  22285. uOffset = 0.5 / radialSegments;
  22286. } else if ( iy === numVerticalSegments ) {
  22287. uOffset = -0.5 / radialSegments;
  22288. }
  22289. for ( let ix = 0; ix <= radialSegments; ix ++ ) {
  22290. const u = ix / radialSegments;
  22291. const theta = u * Math.PI * 2;
  22292. const sinTheta = Math.sin( theta );
  22293. const cosTheta = Math.cos( theta );
  22294. // vertex
  22295. vertex.x = - profileRadius * cosTheta;
  22296. vertex.y = profileY;
  22297. vertex.z = profileRadius * sinTheta;
  22298. vertices.push( vertex.x, vertex.y, vertex.z );
  22299. // normal
  22300. normal.set(
  22301. - profileRadius * cosTheta,
  22302. normalYComponent,
  22303. profileRadius * sinTheta
  22304. );
  22305. normal.normalize();
  22306. normals.push( normal.x, normal.y, normal.z );
  22307. // uv
  22308. uvs.push( u + uOffset, v );
  22309. }
  22310. if ( iy > 0 ) {
  22311. const prevIndexRow = ( iy - 1 ) * verticesPerRow;
  22312. for ( let ix = 0; ix < radialSegments; ix ++ ) {
  22313. const i1 = prevIndexRow + ix;
  22314. const i2 = prevIndexRow + ix + 1;
  22315. const i3 = iy * verticesPerRow + ix;
  22316. const i4 = iy * verticesPerRow + ix + 1;
  22317. indices.push( i1, i2, i3 );
  22318. indices.push( i2, i4, i3 );
  22319. }
  22320. }
  22321. }
  22322. // build geometry
  22323. this.setIndex( indices );
  22324. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  22325. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  22326. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  22327. }
  22328. copy( source ) {
  22329. super.copy( source );
  22330. this.parameters = Object.assign( {}, source.parameters );
  22331. return this;
  22332. }
  22333. /**
  22334. * Factory method for creating an instance of this class from the given
  22335. * JSON object.
  22336. *
  22337. * @param {Object} data - A JSON object representing the serialized geometry.
  22338. * @return {CapsuleGeometry} A new instance.
  22339. */
  22340. static fromJSON( data ) {
  22341. return new CapsuleGeometry( data.radius, data.height, data.capSegments, data.radialSegments, data.heightSegments );
  22342. }
  22343. }
  22344. /**
  22345. * A simple shape of Euclidean geometry. It is constructed from a
  22346. * number of triangular segments that are oriented around a central point and
  22347. * extend as far out as a given radius. It is built counter-clockwise from a
  22348. * start angle and a given central angle. It can also be used to create
  22349. * regular polygons, where the number of segments determines the number of
  22350. * sides.
  22351. *
  22352. * ```js
  22353. * const geometry = new THREE.CircleGeometry( 5, 32 );
  22354. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  22355. * const circle = new THREE.Mesh( geometry, material );
  22356. * scene.add( circle )
  22357. * ```
  22358. *
  22359. * @augments BufferGeometry
  22360. * @demo scenes/geometry-browser.html#CircleGeometry
  22361. */
  22362. class CircleGeometry extends BufferGeometry {
  22363. /**
  22364. * Constructs a new circle geometry.
  22365. *
  22366. * @param {number} [radius=1] - Radius of the circle.
  22367. * @param {number} [segments=32] - Number of segments (triangles), minimum = `3`.
  22368. * @param {number} [thetaStart=0] - Start angle for first segment in radians.
  22369. * @param {number} [thetaLength=Math.PI*2] - The central angle, often called theta,
  22370. * of the circular sector in radians. The default value results in a complete circle.
  22371. */
  22372. constructor( radius = 1, segments = 32, thetaStart = 0, thetaLength = Math.PI * 2 ) {
  22373. super();
  22374. this.type = 'CircleGeometry';
  22375. /**
  22376. * Holds the constructor parameters that have been
  22377. * used to generate the geometry. Any modification
  22378. * after instantiation does not change the geometry.
  22379. *
  22380. * @type {Object}
  22381. */
  22382. this.parameters = {
  22383. radius: radius,
  22384. segments: segments,
  22385. thetaStart: thetaStart,
  22386. thetaLength: thetaLength
  22387. };
  22388. segments = Math.max( 3, segments );
  22389. // buffers
  22390. const indices = [];
  22391. const vertices = [];
  22392. const normals = [];
  22393. const uvs = [];
  22394. // helper variables
  22395. const vertex = new Vector3();
  22396. const uv = new Vector2();
  22397. // center point
  22398. vertices.push( 0, 0, 0 );
  22399. normals.push( 0, 0, 1 );
  22400. uvs.push( 0.5, 0.5 );
  22401. for ( let s = 0, i = 3; s <= segments; s ++, i += 3 ) {
  22402. const segment = thetaStart + s / segments * thetaLength;
  22403. // vertex
  22404. vertex.x = radius * Math.cos( segment );
  22405. vertex.y = radius * Math.sin( segment );
  22406. vertices.push( vertex.x, vertex.y, vertex.z );
  22407. // normal
  22408. normals.push( 0, 0, 1 );
  22409. // uvs
  22410. uv.x = ( vertices[ i ] / radius + 1 ) / 2;
  22411. uv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2;
  22412. uvs.push( uv.x, uv.y );
  22413. }
  22414. // indices
  22415. for ( let i = 1; i <= segments; i ++ ) {
  22416. indices.push( i, i + 1, 0 );
  22417. }
  22418. // build geometry
  22419. this.setIndex( indices );
  22420. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  22421. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  22422. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  22423. }
  22424. copy( source ) {
  22425. super.copy( source );
  22426. this.parameters = Object.assign( {}, source.parameters );
  22427. return this;
  22428. }
  22429. /**
  22430. * Factory method for creating an instance of this class from the given
  22431. * JSON object.
  22432. *
  22433. * @param {Object} data - A JSON object representing the serialized geometry.
  22434. * @return {CircleGeometry} A new instance.
  22435. */
  22436. static fromJSON( data ) {
  22437. return new CircleGeometry( data.radius, data.segments, data.thetaStart, data.thetaLength );
  22438. }
  22439. }
  22440. /**
  22441. * A geometry class for representing a cylinder.
  22442. *
  22443. * ```js
  22444. * const geometry = new THREE.CylinderGeometry( 5, 5, 20, 32 );
  22445. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  22446. * const cylinder = new THREE.Mesh( geometry, material );
  22447. * scene.add( cylinder );
  22448. * ```
  22449. *
  22450. * @augments BufferGeometry
  22451. * @demo scenes/geometry-browser.html#CylinderGeometry
  22452. */
  22453. class CylinderGeometry extends BufferGeometry {
  22454. /**
  22455. * Constructs a new cylinder geometry.
  22456. *
  22457. * @param {number} [radiusTop=1] - Radius of the cylinder at the top.
  22458. * @param {number} [radiusBottom=1] - Radius of the cylinder at the bottom.
  22459. * @param {number} [height=1] - Height of the cylinder.
  22460. * @param {number} [radialSegments=32] - Number of segmented faces around the circumference of the cylinder.
  22461. * @param {number} [heightSegments=1] - Number of rows of faces along the height of the cylinder.
  22462. * @param {boolean} [openEnded=false] - Whether the base of the cylinder is open or capped.
  22463. * @param {number} [thetaStart=0] - Start angle for first segment, in radians.
  22464. * @param {number} [thetaLength=Math.PI*2] - The central angle, often called theta, of the circular sector, in radians.
  22465. * The default value results in a complete cylinder.
  22466. */
  22467. constructor( radiusTop = 1, radiusBottom = 1, height = 1, radialSegments = 32, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2 ) {
  22468. super();
  22469. this.type = 'CylinderGeometry';
  22470. /**
  22471. * Holds the constructor parameters that have been
  22472. * used to generate the geometry. Any modification
  22473. * after instantiation does not change the geometry.
  22474. *
  22475. * @type {Object}
  22476. */
  22477. this.parameters = {
  22478. radiusTop: radiusTop,
  22479. radiusBottom: radiusBottom,
  22480. height: height,
  22481. radialSegments: radialSegments,
  22482. heightSegments: heightSegments,
  22483. openEnded: openEnded,
  22484. thetaStart: thetaStart,
  22485. thetaLength: thetaLength
  22486. };
  22487. const scope = this;
  22488. radialSegments = Math.floor( radialSegments );
  22489. heightSegments = Math.floor( heightSegments );
  22490. // buffers
  22491. const indices = [];
  22492. const vertices = [];
  22493. const normals = [];
  22494. const uvs = [];
  22495. // helper variables
  22496. let index = 0;
  22497. const indexArray = [];
  22498. const halfHeight = height / 2;
  22499. let groupStart = 0;
  22500. // generate geometry
  22501. generateTorso();
  22502. if ( openEnded === false ) {
  22503. if ( radiusTop > 0 ) generateCap( true );
  22504. if ( radiusBottom > 0 ) generateCap( false );
  22505. }
  22506. // build geometry
  22507. this.setIndex( indices );
  22508. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  22509. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  22510. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  22511. function generateTorso() {
  22512. const normal = new Vector3();
  22513. const vertex = new Vector3();
  22514. let groupCount = 0;
  22515. // this will be used to calculate the normal
  22516. const slope = ( radiusBottom - radiusTop ) / height;
  22517. // generate vertices, normals and uvs
  22518. for ( let y = 0; y <= heightSegments; y ++ ) {
  22519. const indexRow = [];
  22520. const v = y / heightSegments;
  22521. // calculate the radius of the current row
  22522. const radius = v * ( radiusBottom - radiusTop ) + radiusTop;
  22523. for ( let x = 0; x <= radialSegments; x ++ ) {
  22524. const u = x / radialSegments;
  22525. const theta = u * thetaLength + thetaStart;
  22526. const sinTheta = Math.sin( theta );
  22527. const cosTheta = Math.cos( theta );
  22528. // vertex
  22529. vertex.x = radius * sinTheta;
  22530. vertex.y = - v * height + halfHeight;
  22531. vertex.z = radius * cosTheta;
  22532. vertices.push( vertex.x, vertex.y, vertex.z );
  22533. // normal
  22534. normal.set( sinTheta, slope, cosTheta ).normalize();
  22535. normals.push( normal.x, normal.y, normal.z );
  22536. // uv
  22537. uvs.push( u, 1 - v );
  22538. // save index of vertex in respective row
  22539. indexRow.push( index ++ );
  22540. }
  22541. // now save vertices of the row in our index array
  22542. indexArray.push( indexRow );
  22543. }
  22544. // generate indices
  22545. for ( let x = 0; x < radialSegments; x ++ ) {
  22546. for ( let y = 0; y < heightSegments; y ++ ) {
  22547. // we use the index array to access the correct indices
  22548. const a = indexArray[ y ][ x ];
  22549. const b = indexArray[ y + 1 ][ x ];
  22550. const c = indexArray[ y + 1 ][ x + 1 ];
  22551. const d = indexArray[ y ][ x + 1 ];
  22552. // faces
  22553. if ( radiusTop > 0 || y !== 0 ) {
  22554. indices.push( a, b, d );
  22555. groupCount += 3;
  22556. }
  22557. if ( radiusBottom > 0 || y !== heightSegments - 1 ) {
  22558. indices.push( b, c, d );
  22559. groupCount += 3;
  22560. }
  22561. }
  22562. }
  22563. // add a group to the geometry. this will ensure multi material support
  22564. scope.addGroup( groupStart, groupCount, 0 );
  22565. // calculate new start value for groups
  22566. groupStart += groupCount;
  22567. }
  22568. function generateCap( top ) {
  22569. // save the index of the first center vertex
  22570. const centerIndexStart = index;
  22571. const uv = new Vector2();
  22572. const vertex = new Vector3();
  22573. let groupCount = 0;
  22574. const radius = ( top === true ) ? radiusTop : radiusBottom;
  22575. const sign = ( top === true ) ? 1 : -1;
  22576. // first we generate the center vertex data of the cap.
  22577. // because the geometry needs one set of uvs per face,
  22578. // we must generate a center vertex per face/segment
  22579. for ( let x = 1; x <= radialSegments; x ++ ) {
  22580. // vertex
  22581. vertices.push( 0, halfHeight * sign, 0 );
  22582. // normal
  22583. normals.push( 0, sign, 0 );
  22584. // uv
  22585. uvs.push( 0.5, 0.5 );
  22586. // increase index
  22587. index ++;
  22588. }
  22589. // save the index of the last center vertex
  22590. const centerIndexEnd = index;
  22591. // now we generate the surrounding vertices, normals and uvs
  22592. for ( let x = 0; x <= radialSegments; x ++ ) {
  22593. const u = x / radialSegments;
  22594. const theta = u * thetaLength + thetaStart;
  22595. const cosTheta = Math.cos( theta );
  22596. const sinTheta = Math.sin( theta );
  22597. // vertex
  22598. vertex.x = radius * sinTheta;
  22599. vertex.y = halfHeight * sign;
  22600. vertex.z = radius * cosTheta;
  22601. vertices.push( vertex.x, vertex.y, vertex.z );
  22602. // normal
  22603. normals.push( 0, sign, 0 );
  22604. // uv
  22605. uv.x = ( cosTheta * 0.5 ) + 0.5;
  22606. uv.y = ( sinTheta * 0.5 * sign ) + 0.5;
  22607. uvs.push( uv.x, uv.y );
  22608. // increase index
  22609. index ++;
  22610. }
  22611. // generate indices
  22612. for ( let x = 0; x < radialSegments; x ++ ) {
  22613. const c = centerIndexStart + x;
  22614. const i = centerIndexEnd + x;
  22615. if ( top === true ) {
  22616. // face top
  22617. indices.push( i, i + 1, c );
  22618. } else {
  22619. // face bottom
  22620. indices.push( i + 1, i, c );
  22621. }
  22622. groupCount += 3;
  22623. }
  22624. // add a group to the geometry. this will ensure multi material support
  22625. scope.addGroup( groupStart, groupCount, top === true ? 1 : 2 );
  22626. // calculate new start value for groups
  22627. groupStart += groupCount;
  22628. }
  22629. }
  22630. copy( source ) {
  22631. super.copy( source );
  22632. this.parameters = Object.assign( {}, source.parameters );
  22633. return this;
  22634. }
  22635. /**
  22636. * Factory method for creating an instance of this class from the given
  22637. * JSON object.
  22638. *
  22639. * @param {Object} data - A JSON object representing the serialized geometry.
  22640. * @return {CylinderGeometry} A new instance.
  22641. */
  22642. static fromJSON( data ) {
  22643. return new CylinderGeometry( data.radiusTop, data.radiusBottom, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength );
  22644. }
  22645. }
  22646. /**
  22647. * A geometry class for representing a cone.
  22648. *
  22649. * ```js
  22650. * const geometry = new THREE.ConeGeometry( 5, 20, 32 );
  22651. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  22652. * const cone = new THREE.Mesh(geometry, material );
  22653. * scene.add( cone );
  22654. * ```
  22655. *
  22656. * @augments CylinderGeometry
  22657. * @demo scenes/geometry-browser.html#ConeGeometry
  22658. */
  22659. class ConeGeometry extends CylinderGeometry {
  22660. /**
  22661. * Constructs a new cone geometry.
  22662. *
  22663. * @param {number} [radius=1] - Radius of the cone base.
  22664. * @param {number} [height=1] - Height of the cone.
  22665. * @param {number} [radialSegments=32] - Number of segmented faces around the circumference of the cone.
  22666. * @param {number} [heightSegments=1] - Number of rows of faces along the height of the cone.
  22667. * @param {boolean} [openEnded=false] - Whether the base of the cone is open or capped.
  22668. * @param {number} [thetaStart=0] - Start angle for first segment, in radians.
  22669. * @param {number} [thetaLength=Math.PI*2] - The central angle, often called theta, of the circular sector, in radians.
  22670. * The default value results in a complete cone.
  22671. */
  22672. constructor( radius = 1, height = 1, radialSegments = 32, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2 ) {
  22673. super( 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
  22674. this.type = 'ConeGeometry';
  22675. /**
  22676. * Holds the constructor parameters that have been
  22677. * used to generate the geometry. Any modification
  22678. * after instantiation does not change the geometry.
  22679. *
  22680. * @type {Object}
  22681. */
  22682. this.parameters = {
  22683. radius: radius,
  22684. height: height,
  22685. radialSegments: radialSegments,
  22686. heightSegments: heightSegments,
  22687. openEnded: openEnded,
  22688. thetaStart: thetaStart,
  22689. thetaLength: thetaLength
  22690. };
  22691. }
  22692. /**
  22693. * Factory method for creating an instance of this class from the given
  22694. * JSON object.
  22695. *
  22696. * @param {Object} data - A JSON object representing the serialized geometry.
  22697. * @return {ConeGeometry} A new instance.
  22698. */
  22699. static fromJSON( data ) {
  22700. return new ConeGeometry( data.radius, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength );
  22701. }
  22702. }
  22703. /**
  22704. * A polyhedron is a solid in three dimensions with flat faces. This class
  22705. * will take an array of vertices, project them onto a sphere, and then
  22706. * divide them up to the desired level of detail.
  22707. *
  22708. * @augments BufferGeometry
  22709. */
  22710. class PolyhedronGeometry extends BufferGeometry {
  22711. /**
  22712. * Constructs a new polyhedron geometry.
  22713. *
  22714. * @param {Array<number>} [vertices] - A flat array of vertices describing the base shape.
  22715. * @param {Array<number>} [indices] - A flat array of indices describing the base shape.
  22716. * @param {number} [radius=1] - The radius of the shape.
  22717. * @param {number} [detail=0] - How many levels to subdivide the geometry. The more detail, the smoother the shape.
  22718. */
  22719. constructor( vertices = [], indices = [], radius = 1, detail = 0 ) {
  22720. super();
  22721. this.type = 'PolyhedronGeometry';
  22722. /**
  22723. * Holds the constructor parameters that have been
  22724. * used to generate the geometry. Any modification
  22725. * after instantiation does not change the geometry.
  22726. *
  22727. * @type {Object}
  22728. */
  22729. this.parameters = {
  22730. vertices: vertices,
  22731. indices: indices,
  22732. radius: radius,
  22733. detail: detail
  22734. };
  22735. // default buffer data
  22736. const vertexBuffer = [];
  22737. const uvBuffer = [];
  22738. // the subdivision creates the vertex buffer data
  22739. subdivide( detail );
  22740. // all vertices should lie on a conceptual sphere with a given radius
  22741. applyRadius( radius );
  22742. // finally, create the uv data
  22743. generateUVs();
  22744. // build non-indexed geometry
  22745. this.setAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) );
  22746. this.setAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) );
  22747. this.setAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) );
  22748. if ( detail === 0 ) {
  22749. this.computeVertexNormals(); // flat normals
  22750. } else {
  22751. this.normalizeNormals(); // smooth normals
  22752. }
  22753. // helper functions
  22754. function subdivide( detail ) {
  22755. const a = new Vector3();
  22756. const b = new Vector3();
  22757. const c = new Vector3();
  22758. // iterate over all faces and apply a subdivision with the given detail value
  22759. for ( let i = 0; i < indices.length; i += 3 ) {
  22760. // get the vertices of the face
  22761. getVertexByIndex( indices[ i + 0 ], a );
  22762. getVertexByIndex( indices[ i + 1 ], b );
  22763. getVertexByIndex( indices[ i + 2 ], c );
  22764. // perform subdivision
  22765. subdivideFace( a, b, c, detail );
  22766. }
  22767. }
  22768. function subdivideFace( a, b, c, detail ) {
  22769. const cols = detail + 1;
  22770. // we use this multidimensional array as a data structure for creating the subdivision
  22771. const v = [];
  22772. // construct all of the vertices for this subdivision
  22773. for ( let i = 0; i <= cols; i ++ ) {
  22774. v[ i ] = [];
  22775. const aj = a.clone().lerp( c, i / cols );
  22776. const bj = b.clone().lerp( c, i / cols );
  22777. const rows = cols - i;
  22778. for ( let j = 0; j <= rows; j ++ ) {
  22779. if ( j === 0 && i === cols ) {
  22780. v[ i ][ j ] = aj;
  22781. } else {
  22782. v[ i ][ j ] = aj.clone().lerp( bj, j / rows );
  22783. }
  22784. }
  22785. }
  22786. // construct all of the faces
  22787. for ( let i = 0; i < cols; i ++ ) {
  22788. for ( let j = 0; j < 2 * ( cols - i ) - 1; j ++ ) {
  22789. const k = Math.floor( j / 2 );
  22790. if ( j % 2 === 0 ) {
  22791. pushVertex( v[ i ][ k + 1 ] );
  22792. pushVertex( v[ i + 1 ][ k ] );
  22793. pushVertex( v[ i ][ k ] );
  22794. } else {
  22795. pushVertex( v[ i ][ k + 1 ] );
  22796. pushVertex( v[ i + 1 ][ k + 1 ] );
  22797. pushVertex( v[ i + 1 ][ k ] );
  22798. }
  22799. }
  22800. }
  22801. }
  22802. function applyRadius( radius ) {
  22803. const vertex = new Vector3();
  22804. // iterate over the entire buffer and apply the radius to each vertex
  22805. for ( let i = 0; i < vertexBuffer.length; i += 3 ) {
  22806. vertex.x = vertexBuffer[ i + 0 ];
  22807. vertex.y = vertexBuffer[ i + 1 ];
  22808. vertex.z = vertexBuffer[ i + 2 ];
  22809. vertex.normalize().multiplyScalar( radius );
  22810. vertexBuffer[ i + 0 ] = vertex.x;
  22811. vertexBuffer[ i + 1 ] = vertex.y;
  22812. vertexBuffer[ i + 2 ] = vertex.z;
  22813. }
  22814. }
  22815. function generateUVs() {
  22816. const vertex = new Vector3();
  22817. for ( let i = 0; i < vertexBuffer.length; i += 3 ) {
  22818. vertex.x = vertexBuffer[ i + 0 ];
  22819. vertex.y = vertexBuffer[ i + 1 ];
  22820. vertex.z = vertexBuffer[ i + 2 ];
  22821. const u = azimuth( vertex ) / 2 / Math.PI + 0.5;
  22822. const v = inclination( vertex ) / Math.PI + 0.5;
  22823. uvBuffer.push( u, 1 - v );
  22824. }
  22825. correctUVs();
  22826. correctSeam();
  22827. }
  22828. function correctSeam() {
  22829. // handle case when face straddles the seam, see #3269
  22830. for ( let i = 0; i < uvBuffer.length; i += 6 ) {
  22831. // uv data of a single face
  22832. const x0 = uvBuffer[ i + 0 ];
  22833. const x1 = uvBuffer[ i + 2 ];
  22834. const x2 = uvBuffer[ i + 4 ];
  22835. const max = Math.max( x0, x1, x2 );
  22836. const min = Math.min( x0, x1, x2 );
  22837. // 0.9 is somewhat arbitrary
  22838. if ( max > 0.9 && min < 0.1 ) {
  22839. if ( x0 < 0.2 ) uvBuffer[ i + 0 ] += 1;
  22840. if ( x1 < 0.2 ) uvBuffer[ i + 2 ] += 1;
  22841. if ( x2 < 0.2 ) uvBuffer[ i + 4 ] += 1;
  22842. }
  22843. }
  22844. }
  22845. function pushVertex( vertex ) {
  22846. vertexBuffer.push( vertex.x, vertex.y, vertex.z );
  22847. }
  22848. function getVertexByIndex( index, vertex ) {
  22849. const stride = index * 3;
  22850. vertex.x = vertices[ stride + 0 ];
  22851. vertex.y = vertices[ stride + 1 ];
  22852. vertex.z = vertices[ stride + 2 ];
  22853. }
  22854. function correctUVs() {
  22855. const a = new Vector3();
  22856. const b = new Vector3();
  22857. const c = new Vector3();
  22858. const centroid = new Vector3();
  22859. const uvA = new Vector2();
  22860. const uvB = new Vector2();
  22861. const uvC = new Vector2();
  22862. for ( let i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6 ) {
  22863. a.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] );
  22864. b.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] );
  22865. c.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] );
  22866. uvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] );
  22867. uvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] );
  22868. uvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] );
  22869. centroid.copy( a ).add( b ).add( c ).divideScalar( 3 );
  22870. const azi = azimuth( centroid );
  22871. correctUV( uvA, j + 0, a, azi );
  22872. correctUV( uvB, j + 2, b, azi );
  22873. correctUV( uvC, j + 4, c, azi );
  22874. }
  22875. }
  22876. function correctUV( uv, stride, vector, azimuth ) {
  22877. if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) {
  22878. uvBuffer[ stride ] = uv.x - 1;
  22879. }
  22880. if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) {
  22881. uvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5;
  22882. }
  22883. }
  22884. // Angle around the Y axis, counter-clockwise when looking from above.
  22885. function azimuth( vector ) {
  22886. return Math.atan2( vector.z, - vector.x );
  22887. }
  22888. // Angle above the XZ plane.
  22889. function inclination( vector ) {
  22890. return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );
  22891. }
  22892. }
  22893. copy( source ) {
  22894. super.copy( source );
  22895. this.parameters = Object.assign( {}, source.parameters );
  22896. return this;
  22897. }
  22898. /**
  22899. * Factory method for creating an instance of this class from the given
  22900. * JSON object.
  22901. *
  22902. * @param {Object} data - A JSON object representing the serialized geometry.
  22903. * @return {PolyhedronGeometry} A new instance.
  22904. */
  22905. static fromJSON( data ) {
  22906. return new PolyhedronGeometry( data.vertices, data.indices, data.radius, data.details );
  22907. }
  22908. }
  22909. /**
  22910. * A geometry class for representing a dodecahedron.
  22911. *
  22912. * ```js
  22913. * const geometry = new THREE.DodecahedronGeometry();
  22914. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  22915. * const dodecahedron = new THREE.Mesh( geometry, material );
  22916. * scene.add( dodecahedron );
  22917. * ```
  22918. *
  22919. * @augments PolyhedronGeometry
  22920. * @demo scenes/geometry-browser.html#DodecahedronGeometry
  22921. */
  22922. class DodecahedronGeometry extends PolyhedronGeometry {
  22923. /**
  22924. * Constructs a new dodecahedron geometry.
  22925. *
  22926. * @param {number} [radius=1] - Radius of the dodecahedron.
  22927. * @param {number} [detail=0] - Setting this to a value greater than `0` adds vertices making it no longer a dodecahedron.
  22928. */
  22929. constructor( radius = 1, detail = 0 ) {
  22930. const t = ( 1 + Math.sqrt( 5 ) ) / 2;
  22931. const r = 1 / t;
  22932. const vertices = [
  22933. // (±1, ±1, ±1)
  22934. -1, -1, -1, -1, -1, 1,
  22935. -1, 1, -1, -1, 1, 1,
  22936. 1, -1, -1, 1, -1, 1,
  22937. 1, 1, -1, 1, 1, 1,
  22938. // (0, ±1/φ, ±φ)
  22939. 0, - r, - t, 0, - r, t,
  22940. 0, r, - t, 0, r, t,
  22941. // (±1/φ, ±φ, 0)
  22942. - r, - t, 0, - r, t, 0,
  22943. r, - t, 0, r, t, 0,
  22944. // (±φ, 0, ±1/φ)
  22945. - t, 0, - r, t, 0, - r,
  22946. - t, 0, r, t, 0, r
  22947. ];
  22948. const indices = [
  22949. 3, 11, 7, 3, 7, 15, 3, 15, 13,
  22950. 7, 19, 17, 7, 17, 6, 7, 6, 15,
  22951. 17, 4, 8, 17, 8, 10, 17, 10, 6,
  22952. 8, 0, 16, 8, 16, 2, 8, 2, 10,
  22953. 0, 12, 1, 0, 1, 18, 0, 18, 16,
  22954. 6, 10, 2, 6, 2, 13, 6, 13, 15,
  22955. 2, 16, 18, 2, 18, 3, 2, 3, 13,
  22956. 18, 1, 9, 18, 9, 11, 18, 11, 3,
  22957. 4, 14, 12, 4, 12, 0, 4, 0, 8,
  22958. 11, 9, 5, 11, 5, 19, 11, 19, 7,
  22959. 19, 5, 14, 19, 14, 4, 19, 4, 17,
  22960. 1, 12, 14, 1, 14, 5, 1, 5, 9
  22961. ];
  22962. super( vertices, indices, radius, detail );
  22963. this.type = 'DodecahedronGeometry';
  22964. /**
  22965. * Holds the constructor parameters that have been
  22966. * used to generate the geometry. Any modification
  22967. * after instantiation does not change the geometry.
  22968. *
  22969. * @type {Object}
  22970. */
  22971. this.parameters = {
  22972. radius: radius,
  22973. detail: detail
  22974. };
  22975. }
  22976. /**
  22977. * Factory method for creating an instance of this class from the given
  22978. * JSON object.
  22979. *
  22980. * @param {Object} data - A JSON object representing the serialized geometry.
  22981. * @return {DodecahedronGeometry} A new instance.
  22982. */
  22983. static fromJSON( data ) {
  22984. return new DodecahedronGeometry( data.radius, data.detail );
  22985. }
  22986. }
  22987. const _v0 = /*@__PURE__*/ new Vector3();
  22988. const _v1$1 = /*@__PURE__*/ new Vector3();
  22989. const _normal = /*@__PURE__*/ new Vector3();
  22990. const _triangle = /*@__PURE__*/ new Triangle();
  22991. /**
  22992. * Can be used as a helper object to view the edges of a geometry.
  22993. *
  22994. * ```js
  22995. * const geometry = new THREE.BoxGeometry();
  22996. * const edges = new THREE.EdgesGeometry( geometry );
  22997. * const line = new THREE.LineSegments( edges );
  22998. * scene.add( line );
  22999. * ```
  23000. *
  23001. * Note: It is not yet possible to serialize/deserialize instances of this class.
  23002. *
  23003. * @augments BufferGeometry
  23004. */
  23005. class EdgesGeometry extends BufferGeometry {
  23006. /**
  23007. * Constructs a new edges geometry.
  23008. *
  23009. * @param {?BufferGeometry} [geometry=null] - The geometry.
  23010. * @param {number} [thresholdAngle=1] - An edge is only rendered if the angle (in degrees)
  23011. * between the face normals of the adjoining faces exceeds this value.
  23012. */
  23013. constructor( geometry = null, thresholdAngle = 1 ) {
  23014. super();
  23015. this.type = 'EdgesGeometry';
  23016. /**
  23017. * Holds the constructor parameters that have been
  23018. * used to generate the geometry. Any modification
  23019. * after instantiation does not change the geometry.
  23020. *
  23021. * @type {Object}
  23022. */
  23023. this.parameters = {
  23024. geometry: geometry,
  23025. thresholdAngle: thresholdAngle
  23026. };
  23027. if ( geometry !== null ) {
  23028. const precisionPoints = 4;
  23029. const precision = Math.pow( 10, precisionPoints );
  23030. const thresholdDot = Math.cos( DEG2RAD * thresholdAngle );
  23031. const indexAttr = geometry.getIndex();
  23032. const positionAttr = geometry.getAttribute( 'position' );
  23033. const indexCount = indexAttr ? indexAttr.count : positionAttr.count;
  23034. const indexArr = [ 0, 0, 0 ];
  23035. const vertKeys = [ 'a', 'b', 'c' ];
  23036. const hashes = new Array( 3 );
  23037. const edgeData = {};
  23038. const vertices = [];
  23039. for ( let i = 0; i < indexCount; i += 3 ) {
  23040. if ( indexAttr ) {
  23041. indexArr[ 0 ] = indexAttr.getX( i );
  23042. indexArr[ 1 ] = indexAttr.getX( i + 1 );
  23043. indexArr[ 2 ] = indexAttr.getX( i + 2 );
  23044. } else {
  23045. indexArr[ 0 ] = i;
  23046. indexArr[ 1 ] = i + 1;
  23047. indexArr[ 2 ] = i + 2;
  23048. }
  23049. const { a, b, c } = _triangle;
  23050. a.fromBufferAttribute( positionAttr, indexArr[ 0 ] );
  23051. b.fromBufferAttribute( positionAttr, indexArr[ 1 ] );
  23052. c.fromBufferAttribute( positionAttr, indexArr[ 2 ] );
  23053. _triangle.getNormal( _normal );
  23054. // create hashes for the edge from the vertices
  23055. hashes[ 0 ] = `${ Math.round( a.x * precision ) },${ Math.round( a.y * precision ) },${ Math.round( a.z * precision ) }`;
  23056. hashes[ 1 ] = `${ Math.round( b.x * precision ) },${ Math.round( b.y * precision ) },${ Math.round( b.z * precision ) }`;
  23057. hashes[ 2 ] = `${ Math.round( c.x * precision ) },${ Math.round( c.y * precision ) },${ Math.round( c.z * precision ) }`;
  23058. // skip degenerate triangles
  23059. if ( hashes[ 0 ] === hashes[ 1 ] || hashes[ 1 ] === hashes[ 2 ] || hashes[ 2 ] === hashes[ 0 ] ) {
  23060. continue;
  23061. }
  23062. // iterate over every edge
  23063. for ( let j = 0; j < 3; j ++ ) {
  23064. // get the first and next vertex making up the edge
  23065. const jNext = ( j + 1 ) % 3;
  23066. const vecHash0 = hashes[ j ];
  23067. const vecHash1 = hashes[ jNext ];
  23068. const v0 = _triangle[ vertKeys[ j ] ];
  23069. const v1 = _triangle[ vertKeys[ jNext ] ];
  23070. const hash = `${ vecHash0 }_${ vecHash1 }`;
  23071. const reverseHash = `${ vecHash1 }_${ vecHash0 }`;
  23072. if ( reverseHash in edgeData && edgeData[ reverseHash ] ) {
  23073. // if we found a sibling edge add it into the vertex array if
  23074. // it meets the angle threshold and delete the edge from the map.
  23075. if ( _normal.dot( edgeData[ reverseHash ].normal ) <= thresholdDot ) {
  23076. vertices.push( v0.x, v0.y, v0.z );
  23077. vertices.push( v1.x, v1.y, v1.z );
  23078. }
  23079. edgeData[ reverseHash ] = null;
  23080. } else if ( ! ( hash in edgeData ) ) {
  23081. // if we've already got an edge here then skip adding a new one
  23082. edgeData[ hash ] = {
  23083. index0: indexArr[ j ],
  23084. index1: indexArr[ jNext ],
  23085. normal: _normal.clone(),
  23086. };
  23087. }
  23088. }
  23089. }
  23090. // iterate over all remaining, unmatched edges and add them to the vertex array
  23091. for ( const key in edgeData ) {
  23092. if ( edgeData[ key ] ) {
  23093. const { index0, index1 } = edgeData[ key ];
  23094. _v0.fromBufferAttribute( positionAttr, index0 );
  23095. _v1$1.fromBufferAttribute( positionAttr, index1 );
  23096. vertices.push( _v0.x, _v0.y, _v0.z );
  23097. vertices.push( _v1$1.x, _v1$1.y, _v1$1.z );
  23098. }
  23099. }
  23100. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  23101. }
  23102. }
  23103. copy( source ) {
  23104. super.copy( source );
  23105. this.parameters = Object.assign( {}, source.parameters );
  23106. return this;
  23107. }
  23108. }
  23109. /**
  23110. * An abstract base class for creating an analytic curve object that contains methods
  23111. * for interpolation.
  23112. *
  23113. * @abstract
  23114. */
  23115. class Curve {
  23116. /**
  23117. * Constructs a new curve.
  23118. */
  23119. constructor() {
  23120. /**
  23121. * The type property is used for detecting the object type
  23122. * in context of serialization/deserialization.
  23123. *
  23124. * @type {string}
  23125. * @readonly
  23126. */
  23127. this.type = 'Curve';
  23128. /**
  23129. * This value determines the amount of divisions when calculating the
  23130. * cumulative segment lengths of a curve via {@link Curve#getLengths}. To ensure
  23131. * precision when using methods like {@link Curve#getSpacedPoints}, it is
  23132. * recommended to increase the value of this property if the curve is very large.
  23133. *
  23134. * @type {number}
  23135. * @default 200
  23136. */
  23137. this.arcLengthDivisions = 200;
  23138. /**
  23139. * Must be set to `true` if the curve parameters have changed.
  23140. *
  23141. * @type {boolean}
  23142. * @default false
  23143. */
  23144. this.needsUpdate = false;
  23145. /**
  23146. * An internal cache that holds precomputed curve length values.
  23147. *
  23148. * @private
  23149. * @type {?Array<number>}
  23150. * @default null
  23151. */
  23152. this.cacheArcLengths = null;
  23153. }
  23154. /**
  23155. * This method returns a vector in 2D or 3D space (depending on the curve definition)
  23156. * for the given interpolation factor.
  23157. *
  23158. * @abstract
  23159. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  23160. * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
  23161. * @return {(Vector2|Vector3)} The position on the curve. It can be a 2D or 3D vector depending on the curve definition.
  23162. */
  23163. getPoint( /* t, optionalTarget */ ) {
  23164. warn( 'Curve: .getPoint() not implemented.' );
  23165. }
  23166. /**
  23167. * This method returns a vector in 2D or 3D space (depending on the curve definition)
  23168. * for the given interpolation factor. Unlike {@link Curve#getPoint}, this method honors the length
  23169. * of the curve which equidistant samples.
  23170. *
  23171. * @param {number} u - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  23172. * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
  23173. * @return {(Vector2|Vector3)} The position on the curve. It can be a 2D or 3D vector depending on the curve definition.
  23174. */
  23175. getPointAt( u, optionalTarget ) {
  23176. const t = this.getUtoTmapping( u );
  23177. return this.getPoint( t, optionalTarget );
  23178. }
  23179. /**
  23180. * This method samples the curve via {@link Curve#getPoint} and returns an array of points representing
  23181. * the curve shape.
  23182. *
  23183. * @param {number} [divisions=5] - The number of divisions.
  23184. * @return {Array<(Vector2|Vector3)>} An array holding the sampled curve values. The number of points is `divisions + 1`.
  23185. */
  23186. getPoints( divisions = 5 ) {
  23187. const points = [];
  23188. for ( let d = 0; d <= divisions; d ++ ) {
  23189. points.push( this.getPoint( d / divisions ) );
  23190. }
  23191. return points;
  23192. }
  23193. // Get sequence of points using getPointAt( u )
  23194. /**
  23195. * This method samples the curve via {@link Curve#getPointAt} and returns an array of points representing
  23196. * the curve shape. Unlike {@link Curve#getPoints}, this method returns equi-spaced points across the entire
  23197. * curve.
  23198. *
  23199. * @param {number} [divisions=5] - The number of divisions.
  23200. * @return {Array<(Vector2|Vector3)>} An array holding the sampled curve values. The number of points is `divisions + 1`.
  23201. */
  23202. getSpacedPoints( divisions = 5 ) {
  23203. const points = [];
  23204. for ( let d = 0; d <= divisions; d ++ ) {
  23205. points.push( this.getPointAt( d / divisions ) );
  23206. }
  23207. return points;
  23208. }
  23209. /**
  23210. * Returns the total arc length of the curve.
  23211. *
  23212. * @return {number} The length of the curve.
  23213. */
  23214. getLength() {
  23215. const lengths = this.getLengths();
  23216. return lengths[ lengths.length - 1 ];
  23217. }
  23218. /**
  23219. * Returns an array of cumulative segment lengths of the curve.
  23220. *
  23221. * @param {number} [divisions=this.arcLengthDivisions] - The number of divisions.
  23222. * @return {Array<number>} An array holding the cumulative segment lengths.
  23223. */
  23224. getLengths( divisions = this.arcLengthDivisions ) {
  23225. if ( this.cacheArcLengths &&
  23226. ( this.cacheArcLengths.length === divisions + 1 ) &&
  23227. ! this.needsUpdate ) {
  23228. return this.cacheArcLengths;
  23229. }
  23230. this.needsUpdate = false;
  23231. const cache = [];
  23232. let current, last = this.getPoint( 0 );
  23233. let sum = 0;
  23234. cache.push( 0 );
  23235. for ( let p = 1; p <= divisions; p ++ ) {
  23236. current = this.getPoint( p / divisions );
  23237. sum += current.distanceTo( last );
  23238. cache.push( sum );
  23239. last = current;
  23240. }
  23241. this.cacheArcLengths = cache;
  23242. return cache; // { sums: cache, sum: sum }; Sum is in the last element.
  23243. }
  23244. /**
  23245. * Update the cumulative segment distance cache. The method must be called
  23246. * every time curve parameters are changed. If an updated curve is part of a
  23247. * composed curve like {@link CurvePath}, this method must be called on the
  23248. * composed curve, too.
  23249. */
  23250. updateArcLengths() {
  23251. this.needsUpdate = true;
  23252. this.getLengths();
  23253. }
  23254. /**
  23255. * Given an interpolation factor in the range `[0,1]`, this method returns an updated
  23256. * interpolation factor in the same range that can be ued to sample equidistant points
  23257. * from a curve.
  23258. *
  23259. * @param {number} u - The interpolation factor.
  23260. * @param {?number} distance - An optional distance on the curve.
  23261. * @return {number} The updated interpolation factor.
  23262. */
  23263. getUtoTmapping( u, distance = null ) {
  23264. const arcLengths = this.getLengths();
  23265. let i = 0;
  23266. const il = arcLengths.length;
  23267. let targetArcLength; // The targeted u distance value to get
  23268. if ( distance ) {
  23269. targetArcLength = distance;
  23270. } else {
  23271. targetArcLength = u * arcLengths[ il - 1 ];
  23272. }
  23273. // binary search for the index with largest value smaller than target u distance
  23274. let low = 0, high = il - 1, comparison;
  23275. while ( low <= high ) {
  23276. 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
  23277. comparison = arcLengths[ i ] - targetArcLength;
  23278. if ( comparison < 0 ) {
  23279. low = i + 1;
  23280. } else if ( comparison > 0 ) {
  23281. high = i - 1;
  23282. } else {
  23283. high = i;
  23284. break;
  23285. // DONE
  23286. }
  23287. }
  23288. i = high;
  23289. if ( arcLengths[ i ] === targetArcLength ) {
  23290. return i / ( il - 1 );
  23291. }
  23292. // we could get finer grain at lengths, or use simple interpolation between two points
  23293. const lengthBefore = arcLengths[ i ];
  23294. const lengthAfter = arcLengths[ i + 1 ];
  23295. const segmentLength = lengthAfter - lengthBefore;
  23296. // determine where we are between the 'before' and 'after' points
  23297. const segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;
  23298. // add that fractional amount to t
  23299. const t = ( i + segmentFraction ) / ( il - 1 );
  23300. return t;
  23301. }
  23302. /**
  23303. * Returns a unit vector tangent for the given interpolation factor.
  23304. * If the derived curve does not implement its tangent derivation,
  23305. * two points a small delta apart will be used to find its gradient
  23306. * which seems to give a reasonable approximation.
  23307. *
  23308. * @param {number} t - The interpolation factor.
  23309. * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
  23310. * @return {(Vector2|Vector3)} The tangent vector.
  23311. */
  23312. getTangent( t, optionalTarget ) {
  23313. const delta = 0.0001;
  23314. let t1 = t - delta;
  23315. let t2 = t + delta;
  23316. // Capping in case of danger
  23317. if ( t1 < 0 ) t1 = 0;
  23318. if ( t2 > 1 ) t2 = 1;
  23319. const pt1 = this.getPoint( t1 );
  23320. const pt2 = this.getPoint( t2 );
  23321. const tangent = optionalTarget || ( ( pt1.isVector2 ) ? new Vector2() : new Vector3() );
  23322. tangent.copy( pt2 ).sub( pt1 ).normalize();
  23323. return tangent;
  23324. }
  23325. /**
  23326. * Same as {@link Curve#getTangent} but with equidistant samples.
  23327. *
  23328. * @param {number} u - The interpolation factor.
  23329. * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
  23330. * @return {(Vector2|Vector3)} The tangent vector.
  23331. * @see {@link Curve#getPointAt}
  23332. */
  23333. getTangentAt( u, optionalTarget ) {
  23334. const t = this.getUtoTmapping( u );
  23335. return this.getTangent( t, optionalTarget );
  23336. }
  23337. /**
  23338. * Generates the Frenet Frames. Requires a curve definition in 3D space. Used
  23339. * in geometries like {@link TubeGeometry} or {@link ExtrudeGeometry}.
  23340. *
  23341. * @param {number} segments - The number of segments.
  23342. * @param {boolean} [closed=false] - Whether the curve is closed or not.
  23343. * @return {{tangents: Array<Vector3>, normals: Array<Vector3>, binormals: Array<Vector3>}} The Frenet Frames.
  23344. */
  23345. computeFrenetFrames( segments, closed = false ) {
  23346. // see http://www.cs.indiana.edu/pub/techreports/TR425.pdf
  23347. const normal = new Vector3();
  23348. const tangents = [];
  23349. const normals = [];
  23350. const binormals = [];
  23351. const vec = new Vector3();
  23352. const mat = new Matrix4();
  23353. // compute the tangent vectors for each segment on the curve
  23354. for ( let i = 0; i <= segments; i ++ ) {
  23355. const u = i / segments;
  23356. tangents[ i ] = this.getTangentAt( u, new Vector3() );
  23357. }
  23358. // select an initial normal vector perpendicular to the first tangent vector,
  23359. // and in the direction of the minimum tangent xyz component
  23360. normals[ 0 ] = new Vector3();
  23361. binormals[ 0 ] = new Vector3();
  23362. let min = Number.MAX_VALUE;
  23363. const tx = Math.abs( tangents[ 0 ].x );
  23364. const ty = Math.abs( tangents[ 0 ].y );
  23365. const tz = Math.abs( tangents[ 0 ].z );
  23366. if ( tx <= min ) {
  23367. min = tx;
  23368. normal.set( 1, 0, 0 );
  23369. }
  23370. if ( ty <= min ) {
  23371. min = ty;
  23372. normal.set( 0, 1, 0 );
  23373. }
  23374. if ( tz <= min ) {
  23375. normal.set( 0, 0, 1 );
  23376. }
  23377. vec.crossVectors( tangents[ 0 ], normal ).normalize();
  23378. normals[ 0 ].crossVectors( tangents[ 0 ], vec );
  23379. binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );
  23380. // compute the slowly-varying normal and binormal vectors for each segment on the curve
  23381. for ( let i = 1; i <= segments; i ++ ) {
  23382. normals[ i ] = normals[ i - 1 ].clone();
  23383. binormals[ i ] = binormals[ i - 1 ].clone();
  23384. vec.crossVectors( tangents[ i - 1 ], tangents[ i ] );
  23385. if ( vec.length() > Number.EPSILON ) {
  23386. vec.normalize();
  23387. const theta = Math.acos( clamp( tangents[ i - 1 ].dot( tangents[ i ] ), -1, 1 ) ); // clamp for floating pt errors
  23388. normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );
  23389. }
  23390. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  23391. }
  23392. // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same
  23393. if ( closed === true ) {
  23394. let theta = Math.acos( clamp( normals[ 0 ].dot( normals[ segments ] ), -1, 1 ) );
  23395. theta /= segments;
  23396. if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) {
  23397. theta = - theta;
  23398. }
  23399. for ( let i = 1; i <= segments; i ++ ) {
  23400. // twist a little...
  23401. normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );
  23402. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  23403. }
  23404. }
  23405. return {
  23406. tangents: tangents,
  23407. normals: normals,
  23408. binormals: binormals
  23409. };
  23410. }
  23411. /**
  23412. * Returns a new curve with copied values from this instance.
  23413. *
  23414. * @return {Curve} A clone of this instance.
  23415. */
  23416. clone() {
  23417. return new this.constructor().copy( this );
  23418. }
  23419. /**
  23420. * Copies the values of the given curve to this instance.
  23421. *
  23422. * @param {Curve} source - The curve to copy.
  23423. * @return {Curve} A reference to this curve.
  23424. */
  23425. copy( source ) {
  23426. this.arcLengthDivisions = source.arcLengthDivisions;
  23427. return this;
  23428. }
  23429. /**
  23430. * Serializes the curve into JSON.
  23431. *
  23432. * @return {Object} A JSON object representing the serialized curve.
  23433. * @see {@link ObjectLoader#parse}
  23434. */
  23435. toJSON() {
  23436. const data = {
  23437. metadata: {
  23438. version: 4.7,
  23439. type: 'Curve',
  23440. generator: 'Curve.toJSON'
  23441. }
  23442. };
  23443. data.arcLengthDivisions = this.arcLengthDivisions;
  23444. data.type = this.type;
  23445. return data;
  23446. }
  23447. /**
  23448. * Deserializes the curve from the given JSON.
  23449. *
  23450. * @param {Object} json - The JSON holding the serialized curve.
  23451. * @return {Curve} A reference to this curve.
  23452. */
  23453. fromJSON( json ) {
  23454. this.arcLengthDivisions = json.arcLengthDivisions;
  23455. return this;
  23456. }
  23457. }
  23458. /**
  23459. * A curve representing an ellipse.
  23460. *
  23461. * ```js
  23462. * const curve = new THREE.EllipseCurve(
  23463. * 0, 0,
  23464. * 10, 10,
  23465. * 0, 2 * Math.PI,
  23466. * false,
  23467. * 0
  23468. * );
  23469. *
  23470. * const points = curve.getPoints( 50 );
  23471. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  23472. *
  23473. * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
  23474. *
  23475. * // Create the final object to add to the scene
  23476. * const ellipse = new THREE.Line( geometry, material );
  23477. * ```
  23478. *
  23479. * @augments Curve
  23480. */
  23481. class EllipseCurve extends Curve {
  23482. /**
  23483. * Constructs a new ellipse curve.
  23484. *
  23485. * @param {number} [aX=0] - The X center of the ellipse.
  23486. * @param {number} [aY=0] - The Y center of the ellipse.
  23487. * @param {number} [xRadius=1] - The radius of the ellipse in the x direction.
  23488. * @param {number} [yRadius=1] - The radius of the ellipse in the y direction.
  23489. * @param {number} [aStartAngle=0] - The start angle of the curve in radians starting from the positive X axis.
  23490. * @param {number} [aEndAngle=Math.PI*2] - The end angle of the curve in radians starting from the positive X axis.
  23491. * @param {boolean} [aClockwise=false] - Whether the ellipse is drawn clockwise or not.
  23492. * @param {number} [aRotation=0] - The rotation angle of the ellipse in radians, counterclockwise from the positive X axis.
  23493. */
  23494. constructor( aX = 0, aY = 0, xRadius = 1, yRadius = 1, aStartAngle = 0, aEndAngle = Math.PI * 2, aClockwise = false, aRotation = 0 ) {
  23495. super();
  23496. /**
  23497. * This flag can be used for type testing.
  23498. *
  23499. * @type {boolean}
  23500. * @readonly
  23501. * @default true
  23502. */
  23503. this.isEllipseCurve = true;
  23504. this.type = 'EllipseCurve';
  23505. /**
  23506. * The X center of the ellipse.
  23507. *
  23508. * @type {number}
  23509. * @default 0
  23510. */
  23511. this.aX = aX;
  23512. /**
  23513. * The Y center of the ellipse.
  23514. *
  23515. * @type {number}
  23516. * @default 0
  23517. */
  23518. this.aY = aY;
  23519. /**
  23520. * The radius of the ellipse in the x direction.
  23521. * Setting the this value equal to the {@link EllipseCurve#yRadius} will result in a circle.
  23522. *
  23523. * @type {number}
  23524. * @default 1
  23525. */
  23526. this.xRadius = xRadius;
  23527. /**
  23528. * The radius of the ellipse in the y direction.
  23529. * Setting the this value equal to the {@link EllipseCurve#xRadius} will result in a circle.
  23530. *
  23531. * @type {number}
  23532. * @default 1
  23533. */
  23534. this.yRadius = yRadius;
  23535. /**
  23536. * The start angle of the curve in radians starting from the positive X axis.
  23537. *
  23538. * @type {number}
  23539. * @default 0
  23540. */
  23541. this.aStartAngle = aStartAngle;
  23542. /**
  23543. * The end angle of the curve in radians starting from the positive X axis.
  23544. *
  23545. * @type {number}
  23546. * @default Math.PI*2
  23547. */
  23548. this.aEndAngle = aEndAngle;
  23549. /**
  23550. * Whether the ellipse is drawn clockwise or not.
  23551. *
  23552. * @type {boolean}
  23553. * @default false
  23554. */
  23555. this.aClockwise = aClockwise;
  23556. /**
  23557. * The rotation angle of the ellipse in radians, counterclockwise from the positive X axis.
  23558. *
  23559. * @type {number}
  23560. * @default 0
  23561. */
  23562. this.aRotation = aRotation;
  23563. }
  23564. /**
  23565. * Returns a point on the curve.
  23566. *
  23567. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  23568. * @param {Vector2} [optionalTarget] - The optional target vector the result is written to.
  23569. * @return {Vector2} The position on the curve.
  23570. */
  23571. getPoint( t, optionalTarget = new Vector2() ) {
  23572. const point = optionalTarget;
  23573. const twoPi = Math.PI * 2;
  23574. let deltaAngle = this.aEndAngle - this.aStartAngle;
  23575. const samePoints = Math.abs( deltaAngle ) < Number.EPSILON;
  23576. // ensures that deltaAngle is 0 .. 2 PI
  23577. while ( deltaAngle < 0 ) deltaAngle += twoPi;
  23578. while ( deltaAngle > twoPi ) deltaAngle -= twoPi;
  23579. if ( deltaAngle < Number.EPSILON ) {
  23580. if ( samePoints ) {
  23581. deltaAngle = 0;
  23582. } else {
  23583. deltaAngle = twoPi;
  23584. }
  23585. }
  23586. if ( this.aClockwise === true && ! samePoints ) {
  23587. if ( deltaAngle === twoPi ) {
  23588. deltaAngle = - twoPi;
  23589. } else {
  23590. deltaAngle = deltaAngle - twoPi;
  23591. }
  23592. }
  23593. const angle = this.aStartAngle + t * deltaAngle;
  23594. let x = this.aX + this.xRadius * Math.cos( angle );
  23595. let y = this.aY + this.yRadius * Math.sin( angle );
  23596. if ( this.aRotation !== 0 ) {
  23597. const cos = Math.cos( this.aRotation );
  23598. const sin = Math.sin( this.aRotation );
  23599. const tx = x - this.aX;
  23600. const ty = y - this.aY;
  23601. // Rotate the point about the center of the ellipse.
  23602. x = tx * cos - ty * sin + this.aX;
  23603. y = tx * sin + ty * cos + this.aY;
  23604. }
  23605. return point.set( x, y );
  23606. }
  23607. copy( source ) {
  23608. super.copy( source );
  23609. this.aX = source.aX;
  23610. this.aY = source.aY;
  23611. this.xRadius = source.xRadius;
  23612. this.yRadius = source.yRadius;
  23613. this.aStartAngle = source.aStartAngle;
  23614. this.aEndAngle = source.aEndAngle;
  23615. this.aClockwise = source.aClockwise;
  23616. this.aRotation = source.aRotation;
  23617. return this;
  23618. }
  23619. toJSON() {
  23620. const data = super.toJSON();
  23621. data.aX = this.aX;
  23622. data.aY = this.aY;
  23623. data.xRadius = this.xRadius;
  23624. data.yRadius = this.yRadius;
  23625. data.aStartAngle = this.aStartAngle;
  23626. data.aEndAngle = this.aEndAngle;
  23627. data.aClockwise = this.aClockwise;
  23628. data.aRotation = this.aRotation;
  23629. return data;
  23630. }
  23631. fromJSON( json ) {
  23632. super.fromJSON( json );
  23633. this.aX = json.aX;
  23634. this.aY = json.aY;
  23635. this.xRadius = json.xRadius;
  23636. this.yRadius = json.yRadius;
  23637. this.aStartAngle = json.aStartAngle;
  23638. this.aEndAngle = json.aEndAngle;
  23639. this.aClockwise = json.aClockwise;
  23640. this.aRotation = json.aRotation;
  23641. return this;
  23642. }
  23643. }
  23644. /**
  23645. * A curve representing an arc.
  23646. *
  23647. * @augments EllipseCurve
  23648. */
  23649. class ArcCurve extends EllipseCurve {
  23650. /**
  23651. * Constructs a new arc curve.
  23652. *
  23653. * @param {number} [aX=0] - The X center of the ellipse.
  23654. * @param {number} [aY=0] - The Y center of the ellipse.
  23655. * @param {number} [aRadius=1] - The radius of the ellipse in the x direction.
  23656. * @param {number} [aStartAngle=0] - The start angle of the curve in radians starting from the positive X axis.
  23657. * @param {number} [aEndAngle=Math.PI*2] - The end angle of the curve in radians starting from the positive X axis.
  23658. * @param {boolean} [aClockwise=false] - Whether the ellipse is drawn clockwise or not.
  23659. */
  23660. constructor( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  23661. super( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  23662. /**
  23663. * This flag can be used for type testing.
  23664. *
  23665. * @type {boolean}
  23666. * @readonly
  23667. * @default true
  23668. */
  23669. this.isArcCurve = true;
  23670. this.type = 'ArcCurve';
  23671. }
  23672. }
  23673. function CubicPoly() {
  23674. /**
  23675. * Centripetal CatmullRom Curve - which is useful for avoiding
  23676. * cusps and self-intersections in non-uniform catmull rom curves.
  23677. * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf
  23678. *
  23679. * curve.type accepts centripetal(default), chordal and catmullrom
  23680. * curve.tension is used for catmullrom which defaults to 0.5
  23681. */
  23682. /*
  23683. Based on an optimized c++ solution in
  23684. - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/
  23685. - http://ideone.com/NoEbVM
  23686. This CubicPoly class could be used for reusing some variables and calculations,
  23687. but for three.js curve use, it could be possible inlined and flatten into a single function call
  23688. which can be placed in CurveUtils.
  23689. */
  23690. let c0 = 0, c1 = 0, c2 = 0, c3 = 0;
  23691. /*
  23692. * Compute coefficients for a cubic polynomial
  23693. * p(s) = c0 + c1*s + c2*s^2 + c3*s^3
  23694. * such that
  23695. * p(0) = x0, p(1) = x1
  23696. * and
  23697. * p'(0) = t0, p'(1) = t1.
  23698. */
  23699. function init( x0, x1, t0, t1 ) {
  23700. c0 = x0;
  23701. c1 = t0;
  23702. c2 = -3 * x0 + 3 * x1 - 2 * t0 - t1;
  23703. c3 = 2 * x0 - 2 * x1 + t0 + t1;
  23704. }
  23705. return {
  23706. initCatmullRom: function ( x0, x1, x2, x3, tension ) {
  23707. init( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) );
  23708. },
  23709. initNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) {
  23710. // compute tangents when parameterized in [t1,t2]
  23711. let t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1;
  23712. let t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2;
  23713. // rescale tangents for parametrization in [0,1]
  23714. t1 *= dt1;
  23715. t2 *= dt1;
  23716. init( x1, x2, t1, t2 );
  23717. },
  23718. calc: function ( t ) {
  23719. const t2 = t * t;
  23720. const t3 = t2 * t;
  23721. return c0 + c1 * t + c2 * t2 + c3 * t3;
  23722. }
  23723. };
  23724. }
  23725. //
  23726. const tmp = /*@__PURE__*/ new Vector3();
  23727. const px = /*@__PURE__*/ new CubicPoly();
  23728. const py = /*@__PURE__*/ new CubicPoly();
  23729. const pz = /*@__PURE__*/ new CubicPoly();
  23730. /**
  23731. * A curve representing a Catmull-Rom spline.
  23732. *
  23733. * ```js
  23734. * //Create a closed wavey loop
  23735. * const curve = new THREE.CatmullRomCurve3( [
  23736. * new THREE.Vector3( -10, 0, 10 ),
  23737. * new THREE.Vector3( -5, 5, 5 ),
  23738. * new THREE.Vector3( 0, 0, 0 ),
  23739. * new THREE.Vector3( 5, -5, 5 ),
  23740. * new THREE.Vector3( 10, 0, 10 )
  23741. * ] );
  23742. *
  23743. * const points = curve.getPoints( 50 );
  23744. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  23745. *
  23746. * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
  23747. *
  23748. * // Create the final object to add to the scene
  23749. * const curveObject = new THREE.Line( geometry, material );
  23750. * ```
  23751. *
  23752. * @augments Curve
  23753. */
  23754. class CatmullRomCurve3 extends Curve {
  23755. /**
  23756. * Constructs a new Catmull-Rom curve.
  23757. *
  23758. * @param {Array<Vector3>} [points] - An array of 3D points defining the curve.
  23759. * @param {boolean} [closed=false] - Whether the curve is closed or not.
  23760. * @param {('centripetal'|'chordal'|'catmullrom')} [curveType='centripetal'] - The curve type.
  23761. * @param {number} [tension=0.5] - Tension of the curve.
  23762. */
  23763. constructor( points = [], closed = false, curveType = 'centripetal', tension = 0.5 ) {
  23764. super();
  23765. /**
  23766. * This flag can be used for type testing.
  23767. *
  23768. * @type {boolean}
  23769. * @readonly
  23770. * @default true
  23771. */
  23772. this.isCatmullRomCurve3 = true;
  23773. this.type = 'CatmullRomCurve3';
  23774. /**
  23775. * An array of 3D points defining the curve.
  23776. *
  23777. * @type {Array<Vector3>}
  23778. */
  23779. this.points = points;
  23780. /**
  23781. * Whether the curve is closed or not.
  23782. *
  23783. * @type {boolean}
  23784. * @default false
  23785. */
  23786. this.closed = closed;
  23787. /**
  23788. * The curve type.
  23789. *
  23790. * @type {('centripetal'|'chordal'|'catmullrom')}
  23791. * @default 'centripetal'
  23792. */
  23793. this.curveType = curveType;
  23794. /**
  23795. * Tension of the curve.
  23796. *
  23797. * @type {number}
  23798. * @default 0.5
  23799. */
  23800. this.tension = tension;
  23801. }
  23802. /**
  23803. * Returns a point on the curve.
  23804. *
  23805. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  23806. * @param {Vector3} [optionalTarget] - The optional target vector the result is written to.
  23807. * @return {Vector3} The position on the curve.
  23808. */
  23809. getPoint( t, optionalTarget = new Vector3() ) {
  23810. const point = optionalTarget;
  23811. const points = this.points;
  23812. const l = points.length;
  23813. const p = ( l - ( this.closed ? 0 : 1 ) ) * t;
  23814. let intPoint = Math.floor( p );
  23815. let weight = p - intPoint;
  23816. if ( this.closed ) {
  23817. intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / l ) + 1 ) * l;
  23818. } else if ( weight === 0 && intPoint === l - 1 ) {
  23819. intPoint = l - 2;
  23820. weight = 1;
  23821. }
  23822. let p0, p3; // 4 points (p1 & p2 defined below)
  23823. if ( this.closed || intPoint > 0 ) {
  23824. p0 = points[ ( intPoint - 1 ) % l ];
  23825. } else {
  23826. // extrapolate first point
  23827. tmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] );
  23828. p0 = tmp;
  23829. }
  23830. const p1 = points[ intPoint % l ];
  23831. const p2 = points[ ( intPoint + 1 ) % l ];
  23832. if ( this.closed || intPoint + 2 < l ) {
  23833. p3 = points[ ( intPoint + 2 ) % l ];
  23834. } else {
  23835. // extrapolate last point
  23836. tmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] );
  23837. p3 = tmp;
  23838. }
  23839. if ( this.curveType === 'centripetal' || this.curveType === 'chordal' ) {
  23840. // init Centripetal / Chordal Catmull-Rom
  23841. const pow = this.curveType === 'chordal' ? 0.5 : 0.25;
  23842. let dt0 = Math.pow( p0.distanceToSquared( p1 ), pow );
  23843. let dt1 = Math.pow( p1.distanceToSquared( p2 ), pow );
  23844. let dt2 = Math.pow( p2.distanceToSquared( p3 ), pow );
  23845. // safety check for repeated points
  23846. if ( dt1 < 1e-4 ) dt1 = 1.0;
  23847. if ( dt0 < 1e-4 ) dt0 = dt1;
  23848. if ( dt2 < 1e-4 ) dt2 = dt1;
  23849. px.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 );
  23850. py.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 );
  23851. pz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 );
  23852. } else if ( this.curveType === 'catmullrom' ) {
  23853. px.initCatmullRom( p0.x, p1.x, p2.x, p3.x, this.tension );
  23854. py.initCatmullRom( p0.y, p1.y, p2.y, p3.y, this.tension );
  23855. pz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, this.tension );
  23856. }
  23857. point.set(
  23858. px.calc( weight ),
  23859. py.calc( weight ),
  23860. pz.calc( weight )
  23861. );
  23862. return point;
  23863. }
  23864. copy( source ) {
  23865. super.copy( source );
  23866. this.points = [];
  23867. for ( let i = 0, l = source.points.length; i < l; i ++ ) {
  23868. const point = source.points[ i ];
  23869. this.points.push( point.clone() );
  23870. }
  23871. this.closed = source.closed;
  23872. this.curveType = source.curveType;
  23873. this.tension = source.tension;
  23874. return this;
  23875. }
  23876. toJSON() {
  23877. const data = super.toJSON();
  23878. data.points = [];
  23879. for ( let i = 0, l = this.points.length; i < l; i ++ ) {
  23880. const point = this.points[ i ];
  23881. data.points.push( point.toArray() );
  23882. }
  23883. data.closed = this.closed;
  23884. data.curveType = this.curveType;
  23885. data.tension = this.tension;
  23886. return data;
  23887. }
  23888. fromJSON( json ) {
  23889. super.fromJSON( json );
  23890. this.points = [];
  23891. for ( let i = 0, l = json.points.length; i < l; i ++ ) {
  23892. const point = json.points[ i ];
  23893. this.points.push( new Vector3().fromArray( point ) );
  23894. }
  23895. this.closed = json.closed;
  23896. this.curveType = json.curveType;
  23897. this.tension = json.tension;
  23898. return this;
  23899. }
  23900. }
  23901. /**
  23902. * Interpolations contains spline and Bézier functions internally used by concrete curve classes.
  23903. *
  23904. * Bezier Curves formulas obtained from: https://en.wikipedia.org/wiki/B%C3%A9zier_curve
  23905. *
  23906. * @module Interpolations
  23907. */
  23908. /**
  23909. * Computes a point on a Catmull-Rom spline.
  23910. *
  23911. * @param {number} t - The interpolation factor.
  23912. * @param {number} p0 - The first control point.
  23913. * @param {number} p1 - The second control point.
  23914. * @param {number} p2 - The third control point.
  23915. * @param {number} p3 - The fourth control point.
  23916. * @return {number} The calculated point on a Catmull-Rom spline.
  23917. */
  23918. function CatmullRom( t, p0, p1, p2, p3 ) {
  23919. const v0 = ( p2 - p0 ) * 0.5;
  23920. const v1 = ( p3 - p1 ) * 0.5;
  23921. const t2 = t * t;
  23922. const t3 = t * t2;
  23923. return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( -3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;
  23924. }
  23925. //
  23926. function QuadraticBezierP0( t, p ) {
  23927. const k = 1 - t;
  23928. return k * k * p;
  23929. }
  23930. function QuadraticBezierP1( t, p ) {
  23931. return 2 * ( 1 - t ) * t * p;
  23932. }
  23933. function QuadraticBezierP2( t, p ) {
  23934. return t * t * p;
  23935. }
  23936. /**
  23937. * Computes a point on a Quadratic Bezier curve.
  23938. *
  23939. * @param {number} t - The interpolation factor.
  23940. * @param {number} p0 - The first control point.
  23941. * @param {number} p1 - The second control point.
  23942. * @param {number} p2 - The third control point.
  23943. * @return {number} The calculated point on a Quadratic Bezier curve.
  23944. */
  23945. function QuadraticBezier( t, p0, p1, p2 ) {
  23946. return QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) +
  23947. QuadraticBezierP2( t, p2 );
  23948. }
  23949. //
  23950. function CubicBezierP0( t, p ) {
  23951. const k = 1 - t;
  23952. return k * k * k * p;
  23953. }
  23954. function CubicBezierP1( t, p ) {
  23955. const k = 1 - t;
  23956. return 3 * k * k * t * p;
  23957. }
  23958. function CubicBezierP2( t, p ) {
  23959. return 3 * ( 1 - t ) * t * t * p;
  23960. }
  23961. function CubicBezierP3( t, p ) {
  23962. return t * t * t * p;
  23963. }
  23964. /**
  23965. * Computes a point on a Cubic Bezier curve.
  23966. *
  23967. * @param {number} t - The interpolation factor.
  23968. * @param {number} p0 - The first control point.
  23969. * @param {number} p1 - The second control point.
  23970. * @param {number} p2 - The third control point.
  23971. * @param {number} p3 - The fourth control point.
  23972. * @return {number} The calculated point on a Cubic Bezier curve.
  23973. */
  23974. function CubicBezier( t, p0, p1, p2, p3 ) {
  23975. return CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) +
  23976. CubicBezierP3( t, p3 );
  23977. }
  23978. /**
  23979. * A curve representing a 2D Cubic Bezier curve.
  23980. *
  23981. * ```js
  23982. * const curve = new THREE.CubicBezierCurve(
  23983. * new THREE.Vector2( - 0, 0 ),
  23984. * new THREE.Vector2( - 5, 15 ),
  23985. * new THREE.Vector2( 20, 15 ),
  23986. * new THREE.Vector2( 10, 0 )
  23987. * );
  23988. *
  23989. * const points = curve.getPoints( 50 );
  23990. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  23991. *
  23992. * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
  23993. *
  23994. * // Create the final object to add to the scene
  23995. * const curveObject = new THREE.Line( geometry, material );
  23996. * ```
  23997. *
  23998. * @augments Curve
  23999. */
  24000. class CubicBezierCurve extends Curve {
  24001. /**
  24002. * Constructs a new Cubic Bezier curve.
  24003. *
  24004. * @param {Vector2} [v0] - The start point.
  24005. * @param {Vector2} [v1] - The first control point.
  24006. * @param {Vector2} [v2] - The second control point.
  24007. * @param {Vector2} [v3] - The end point.
  24008. */
  24009. constructor( v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2(), v3 = new Vector2() ) {
  24010. super();
  24011. /**
  24012. * This flag can be used for type testing.
  24013. *
  24014. * @type {boolean}
  24015. * @readonly
  24016. * @default true
  24017. */
  24018. this.isCubicBezierCurve = true;
  24019. this.type = 'CubicBezierCurve';
  24020. /**
  24021. * The start point.
  24022. *
  24023. * @type {Vector2}
  24024. */
  24025. this.v0 = v0;
  24026. /**
  24027. * The first control point.
  24028. *
  24029. * @type {Vector2}
  24030. */
  24031. this.v1 = v1;
  24032. /**
  24033. * The second control point.
  24034. *
  24035. * @type {Vector2}
  24036. */
  24037. this.v2 = v2;
  24038. /**
  24039. * The end point.
  24040. *
  24041. * @type {Vector2}
  24042. */
  24043. this.v3 = v3;
  24044. }
  24045. /**
  24046. * Returns a point on the curve.
  24047. *
  24048. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  24049. * @param {Vector2} [optionalTarget] - The optional target vector the result is written to.
  24050. * @return {Vector2} The position on the curve.
  24051. */
  24052. getPoint( t, optionalTarget = new Vector2() ) {
  24053. const point = optionalTarget;
  24054. const v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  24055. point.set(
  24056. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  24057. CubicBezier( t, v0.y, v1.y, v2.y, v3.y )
  24058. );
  24059. return point;
  24060. }
  24061. copy( source ) {
  24062. super.copy( source );
  24063. this.v0.copy( source.v0 );
  24064. this.v1.copy( source.v1 );
  24065. this.v2.copy( source.v2 );
  24066. this.v3.copy( source.v3 );
  24067. return this;
  24068. }
  24069. toJSON() {
  24070. const data = super.toJSON();
  24071. data.v0 = this.v0.toArray();
  24072. data.v1 = this.v1.toArray();
  24073. data.v2 = this.v2.toArray();
  24074. data.v3 = this.v3.toArray();
  24075. return data;
  24076. }
  24077. fromJSON( json ) {
  24078. super.fromJSON( json );
  24079. this.v0.fromArray( json.v0 );
  24080. this.v1.fromArray( json.v1 );
  24081. this.v2.fromArray( json.v2 );
  24082. this.v3.fromArray( json.v3 );
  24083. return this;
  24084. }
  24085. }
  24086. /**
  24087. * A curve representing a 3D Cubic Bezier curve.
  24088. *
  24089. * @augments Curve
  24090. */
  24091. class CubicBezierCurve3 extends Curve {
  24092. /**
  24093. * Constructs a new Cubic Bezier curve.
  24094. *
  24095. * @param {Vector3} [v0] - The start point.
  24096. * @param {Vector3} [v1] - The first control point.
  24097. * @param {Vector3} [v2] - The second control point.
  24098. * @param {Vector3} [v3] - The end point.
  24099. */
  24100. constructor( v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3(), v3 = new Vector3() ) {
  24101. super();
  24102. /**
  24103. * This flag can be used for type testing.
  24104. *
  24105. * @type {boolean}
  24106. * @readonly
  24107. * @default true
  24108. */
  24109. this.isCubicBezierCurve3 = true;
  24110. this.type = 'CubicBezierCurve3';
  24111. /**
  24112. * The start point.
  24113. *
  24114. * @type {Vector3}
  24115. */
  24116. this.v0 = v0;
  24117. /**
  24118. * The first control point.
  24119. *
  24120. * @type {Vector3}
  24121. */
  24122. this.v1 = v1;
  24123. /**
  24124. * The second control point.
  24125. *
  24126. * @type {Vector3}
  24127. */
  24128. this.v2 = v2;
  24129. /**
  24130. * The end point.
  24131. *
  24132. * @type {Vector3}
  24133. */
  24134. this.v3 = v3;
  24135. }
  24136. /**
  24137. * Returns a point on the curve.
  24138. *
  24139. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  24140. * @param {Vector3} [optionalTarget] - The optional target vector the result is written to.
  24141. * @return {Vector3} The position on the curve.
  24142. */
  24143. getPoint( t, optionalTarget = new Vector3() ) {
  24144. const point = optionalTarget;
  24145. const v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  24146. point.set(
  24147. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  24148. CubicBezier( t, v0.y, v1.y, v2.y, v3.y ),
  24149. CubicBezier( t, v0.z, v1.z, v2.z, v3.z )
  24150. );
  24151. return point;
  24152. }
  24153. copy( source ) {
  24154. super.copy( source );
  24155. this.v0.copy( source.v0 );
  24156. this.v1.copy( source.v1 );
  24157. this.v2.copy( source.v2 );
  24158. this.v3.copy( source.v3 );
  24159. return this;
  24160. }
  24161. toJSON() {
  24162. const data = super.toJSON();
  24163. data.v0 = this.v0.toArray();
  24164. data.v1 = this.v1.toArray();
  24165. data.v2 = this.v2.toArray();
  24166. data.v3 = this.v3.toArray();
  24167. return data;
  24168. }
  24169. fromJSON( json ) {
  24170. super.fromJSON( json );
  24171. this.v0.fromArray( json.v0 );
  24172. this.v1.fromArray( json.v1 );
  24173. this.v2.fromArray( json.v2 );
  24174. this.v3.fromArray( json.v3 );
  24175. return this;
  24176. }
  24177. }
  24178. /**
  24179. * A curve representing a 2D line segment.
  24180. *
  24181. * @augments Curve
  24182. */
  24183. class LineCurve extends Curve {
  24184. /**
  24185. * Constructs a new line curve.
  24186. *
  24187. * @param {Vector2} [v1] - The start point.
  24188. * @param {Vector2} [v2] - The end point.
  24189. */
  24190. constructor( v1 = new Vector2(), v2 = new Vector2() ) {
  24191. super();
  24192. /**
  24193. * This flag can be used for type testing.
  24194. *
  24195. * @type {boolean}
  24196. * @readonly
  24197. * @default true
  24198. */
  24199. this.isLineCurve = true;
  24200. this.type = 'LineCurve';
  24201. /**
  24202. * The start point.
  24203. *
  24204. * @type {Vector2}
  24205. */
  24206. this.v1 = v1;
  24207. /**
  24208. * The end point.
  24209. *
  24210. * @type {Vector2}
  24211. */
  24212. this.v2 = v2;
  24213. }
  24214. /**
  24215. * Returns a point on the line.
  24216. *
  24217. * @param {number} t - A interpolation factor representing a position on the line. Must be in the range `[0,1]`.
  24218. * @param {Vector2} [optionalTarget] - The optional target vector the result is written to.
  24219. * @return {Vector2} The position on the line.
  24220. */
  24221. getPoint( t, optionalTarget = new Vector2() ) {
  24222. const point = optionalTarget;
  24223. if ( t === 1 ) {
  24224. point.copy( this.v2 );
  24225. } else {
  24226. point.copy( this.v2 ).sub( this.v1 );
  24227. point.multiplyScalar( t ).add( this.v1 );
  24228. }
  24229. return point;
  24230. }
  24231. // Line curve is linear, so we can overwrite default getPointAt
  24232. getPointAt( u, optionalTarget ) {
  24233. return this.getPoint( u, optionalTarget );
  24234. }
  24235. getTangent( t, optionalTarget = new Vector2() ) {
  24236. return optionalTarget.subVectors( this.v2, this.v1 ).normalize();
  24237. }
  24238. getTangentAt( u, optionalTarget ) {
  24239. return this.getTangent( u, optionalTarget );
  24240. }
  24241. copy( source ) {
  24242. super.copy( source );
  24243. this.v1.copy( source.v1 );
  24244. this.v2.copy( source.v2 );
  24245. return this;
  24246. }
  24247. toJSON() {
  24248. const data = super.toJSON();
  24249. data.v1 = this.v1.toArray();
  24250. data.v2 = this.v2.toArray();
  24251. return data;
  24252. }
  24253. fromJSON( json ) {
  24254. super.fromJSON( json );
  24255. this.v1.fromArray( json.v1 );
  24256. this.v2.fromArray( json.v2 );
  24257. return this;
  24258. }
  24259. }
  24260. /**
  24261. * A curve representing a 3D line segment.
  24262. *
  24263. * @augments Curve
  24264. */
  24265. class LineCurve3 extends Curve {
  24266. /**
  24267. * Constructs a new line curve.
  24268. *
  24269. * @param {Vector3} [v1] - The start point.
  24270. * @param {Vector3} [v2] - The end point.
  24271. */
  24272. constructor( v1 = new Vector3(), v2 = new Vector3() ) {
  24273. super();
  24274. /**
  24275. * This flag can be used for type testing.
  24276. *
  24277. * @type {boolean}
  24278. * @readonly
  24279. * @default true
  24280. */
  24281. this.isLineCurve3 = true;
  24282. this.type = 'LineCurve3';
  24283. /**
  24284. * The start point.
  24285. *
  24286. * @type {Vector3}
  24287. */
  24288. this.v1 = v1;
  24289. /**
  24290. * The end point.
  24291. *
  24292. * @type {Vector2}
  24293. */
  24294. this.v2 = v2;
  24295. }
  24296. /**
  24297. * Returns a point on the line.
  24298. *
  24299. * @param {number} t - A interpolation factor representing a position on the line. Must be in the range `[0,1]`.
  24300. * @param {Vector3} [optionalTarget] - The optional target vector the result is written to.
  24301. * @return {Vector3} The position on the line.
  24302. */
  24303. getPoint( t, optionalTarget = new Vector3() ) {
  24304. const point = optionalTarget;
  24305. if ( t === 1 ) {
  24306. point.copy( this.v2 );
  24307. } else {
  24308. point.copy( this.v2 ).sub( this.v1 );
  24309. point.multiplyScalar( t ).add( this.v1 );
  24310. }
  24311. return point;
  24312. }
  24313. // Line curve is linear, so we can overwrite default getPointAt
  24314. getPointAt( u, optionalTarget ) {
  24315. return this.getPoint( u, optionalTarget );
  24316. }
  24317. getTangent( t, optionalTarget = new Vector3() ) {
  24318. return optionalTarget.subVectors( this.v2, this.v1 ).normalize();
  24319. }
  24320. getTangentAt( u, optionalTarget ) {
  24321. return this.getTangent( u, optionalTarget );
  24322. }
  24323. copy( source ) {
  24324. super.copy( source );
  24325. this.v1.copy( source.v1 );
  24326. this.v2.copy( source.v2 );
  24327. return this;
  24328. }
  24329. toJSON() {
  24330. const data = super.toJSON();
  24331. data.v1 = this.v1.toArray();
  24332. data.v2 = this.v2.toArray();
  24333. return data;
  24334. }
  24335. fromJSON( json ) {
  24336. super.fromJSON( json );
  24337. this.v1.fromArray( json.v1 );
  24338. this.v2.fromArray( json.v2 );
  24339. return this;
  24340. }
  24341. }
  24342. /**
  24343. * A curve representing a 2D Quadratic Bezier curve.
  24344. *
  24345. * ```js
  24346. * const curve = new THREE.QuadraticBezierCurve(
  24347. * new THREE.Vector2( - 10, 0 ),
  24348. * new THREE.Vector2( 20, 15 ),
  24349. * new THREE.Vector2( 10, 0 )
  24350. * )
  24351. *
  24352. * const points = curve.getPoints( 50 );
  24353. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  24354. *
  24355. * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
  24356. *
  24357. * // Create the final object to add to the scene
  24358. * const curveObject = new THREE.Line( geometry, material );
  24359. * ```
  24360. *
  24361. * @augments Curve
  24362. */
  24363. class QuadraticBezierCurve extends Curve {
  24364. /**
  24365. * Constructs a new Quadratic Bezier curve.
  24366. *
  24367. * @param {Vector2} [v0] - The start point.
  24368. * @param {Vector2} [v1] - The control point.
  24369. * @param {Vector2} [v2] - The end point.
  24370. */
  24371. constructor( v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2() ) {
  24372. super();
  24373. /**
  24374. * This flag can be used for type testing.
  24375. *
  24376. * @type {boolean}
  24377. * @readonly
  24378. * @default true
  24379. */
  24380. this.isQuadraticBezierCurve = true;
  24381. this.type = 'QuadraticBezierCurve';
  24382. /**
  24383. * The start point.
  24384. *
  24385. * @type {Vector2}
  24386. */
  24387. this.v0 = v0;
  24388. /**
  24389. * The control point.
  24390. *
  24391. * @type {Vector2}
  24392. */
  24393. this.v1 = v1;
  24394. /**
  24395. * The end point.
  24396. *
  24397. * @type {Vector2}
  24398. */
  24399. this.v2 = v2;
  24400. }
  24401. /**
  24402. * Returns a point on the curve.
  24403. *
  24404. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  24405. * @param {Vector2} [optionalTarget] - The optional target vector the result is written to.
  24406. * @return {Vector2} The position on the curve.
  24407. */
  24408. getPoint( t, optionalTarget = new Vector2() ) {
  24409. const point = optionalTarget;
  24410. const v0 = this.v0, v1 = this.v1, v2 = this.v2;
  24411. point.set(
  24412. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  24413. QuadraticBezier( t, v0.y, v1.y, v2.y )
  24414. );
  24415. return point;
  24416. }
  24417. copy( source ) {
  24418. super.copy( source );
  24419. this.v0.copy( source.v0 );
  24420. this.v1.copy( source.v1 );
  24421. this.v2.copy( source.v2 );
  24422. return this;
  24423. }
  24424. toJSON() {
  24425. const data = super.toJSON();
  24426. data.v0 = this.v0.toArray();
  24427. data.v1 = this.v1.toArray();
  24428. data.v2 = this.v2.toArray();
  24429. return data;
  24430. }
  24431. fromJSON( json ) {
  24432. super.fromJSON( json );
  24433. this.v0.fromArray( json.v0 );
  24434. this.v1.fromArray( json.v1 );
  24435. this.v2.fromArray( json.v2 );
  24436. return this;
  24437. }
  24438. }
  24439. /**
  24440. * A curve representing a 3D Quadratic Bezier curve.
  24441. *
  24442. * @augments Curve
  24443. */
  24444. class QuadraticBezierCurve3 extends Curve {
  24445. /**
  24446. * Constructs a new Quadratic Bezier curve.
  24447. *
  24448. * @param {Vector3} [v0] - The start point.
  24449. * @param {Vector3} [v1] - The control point.
  24450. * @param {Vector3} [v2] - The end point.
  24451. */
  24452. constructor( v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3() ) {
  24453. super();
  24454. /**
  24455. * This flag can be used for type testing.
  24456. *
  24457. * @type {boolean}
  24458. * @readonly
  24459. * @default true
  24460. */
  24461. this.isQuadraticBezierCurve3 = true;
  24462. this.type = 'QuadraticBezierCurve3';
  24463. /**
  24464. * The start point.
  24465. *
  24466. * @type {Vector3}
  24467. */
  24468. this.v0 = v0;
  24469. /**
  24470. * The control point.
  24471. *
  24472. * @type {Vector3}
  24473. */
  24474. this.v1 = v1;
  24475. /**
  24476. * The end point.
  24477. *
  24478. * @type {Vector3}
  24479. */
  24480. this.v2 = v2;
  24481. }
  24482. /**
  24483. * Returns a point on the curve.
  24484. *
  24485. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  24486. * @param {Vector3} [optionalTarget] - The optional target vector the result is written to.
  24487. * @return {Vector3} The position on the curve.
  24488. */
  24489. getPoint( t, optionalTarget = new Vector3() ) {
  24490. const point = optionalTarget;
  24491. const v0 = this.v0, v1 = this.v1, v2 = this.v2;
  24492. point.set(
  24493. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  24494. QuadraticBezier( t, v0.y, v1.y, v2.y ),
  24495. QuadraticBezier( t, v0.z, v1.z, v2.z )
  24496. );
  24497. return point;
  24498. }
  24499. copy( source ) {
  24500. super.copy( source );
  24501. this.v0.copy( source.v0 );
  24502. this.v1.copy( source.v1 );
  24503. this.v2.copy( source.v2 );
  24504. return this;
  24505. }
  24506. toJSON() {
  24507. const data = super.toJSON();
  24508. data.v0 = this.v0.toArray();
  24509. data.v1 = this.v1.toArray();
  24510. data.v2 = this.v2.toArray();
  24511. return data;
  24512. }
  24513. fromJSON( json ) {
  24514. super.fromJSON( json );
  24515. this.v0.fromArray( json.v0 );
  24516. this.v1.fromArray( json.v1 );
  24517. this.v2.fromArray( json.v2 );
  24518. return this;
  24519. }
  24520. }
  24521. /**
  24522. * A curve representing a 2D spline curve.
  24523. *
  24524. * ```js
  24525. * // Create a sine-like wave
  24526. * const curve = new THREE.SplineCurve( [
  24527. * new THREE.Vector2( -10, 0 ),
  24528. * new THREE.Vector2( -5, 5 ),
  24529. * new THREE.Vector2( 0, 0 ),
  24530. * new THREE.Vector2( 5, -5 ),
  24531. * new THREE.Vector2( 10, 0 )
  24532. * ] );
  24533. *
  24534. * const points = curve.getPoints( 50 );
  24535. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  24536. *
  24537. * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
  24538. *
  24539. * // Create the final object to add to the scene
  24540. * const splineObject = new THREE.Line( geometry, material );
  24541. * ```
  24542. *
  24543. * @augments Curve
  24544. */
  24545. class SplineCurve extends Curve {
  24546. /**
  24547. * Constructs a new 2D spline curve.
  24548. *
  24549. * @param {Array<Vector2>} [points] - An array of 2D points defining the curve.
  24550. */
  24551. constructor( points = [] ) {
  24552. super();
  24553. /**
  24554. * This flag can be used for type testing.
  24555. *
  24556. * @type {boolean}
  24557. * @readonly
  24558. * @default true
  24559. */
  24560. this.isSplineCurve = true;
  24561. this.type = 'SplineCurve';
  24562. /**
  24563. * An array of 2D points defining the curve.
  24564. *
  24565. * @type {Array<Vector2>}
  24566. */
  24567. this.points = points;
  24568. }
  24569. /**
  24570. * Returns a point on the curve.
  24571. *
  24572. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  24573. * @param {Vector2} [optionalTarget] - The optional target vector the result is written to.
  24574. * @return {Vector2} The position on the curve.
  24575. */
  24576. getPoint( t, optionalTarget = new Vector2() ) {
  24577. const point = optionalTarget;
  24578. const points = this.points;
  24579. const p = ( points.length - 1 ) * t;
  24580. const intPoint = Math.floor( p );
  24581. const weight = p - intPoint;
  24582. const p0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ];
  24583. const p1 = points[ intPoint ];
  24584. const p2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];
  24585. const p3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];
  24586. point.set(
  24587. CatmullRom( weight, p0.x, p1.x, p2.x, p3.x ),
  24588. CatmullRom( weight, p0.y, p1.y, p2.y, p3.y )
  24589. );
  24590. return point;
  24591. }
  24592. copy( source ) {
  24593. super.copy( source );
  24594. this.points = [];
  24595. for ( let i = 0, l = source.points.length; i < l; i ++ ) {
  24596. const point = source.points[ i ];
  24597. this.points.push( point.clone() );
  24598. }
  24599. return this;
  24600. }
  24601. toJSON() {
  24602. const data = super.toJSON();
  24603. data.points = [];
  24604. for ( let i = 0, l = this.points.length; i < l; i ++ ) {
  24605. const point = this.points[ i ];
  24606. data.points.push( point.toArray() );
  24607. }
  24608. return data;
  24609. }
  24610. fromJSON( json ) {
  24611. super.fromJSON( json );
  24612. this.points = [];
  24613. for ( let i = 0, l = json.points.length; i < l; i ++ ) {
  24614. const point = json.points[ i ];
  24615. this.points.push( new Vector2().fromArray( point ) );
  24616. }
  24617. return this;
  24618. }
  24619. }
  24620. var Curves = /*#__PURE__*/Object.freeze({
  24621. __proto__: null,
  24622. ArcCurve: ArcCurve,
  24623. CatmullRomCurve3: CatmullRomCurve3,
  24624. CubicBezierCurve: CubicBezierCurve,
  24625. CubicBezierCurve3: CubicBezierCurve3,
  24626. EllipseCurve: EllipseCurve,
  24627. LineCurve: LineCurve,
  24628. LineCurve3: LineCurve3,
  24629. QuadraticBezierCurve: QuadraticBezierCurve,
  24630. QuadraticBezierCurve3: QuadraticBezierCurve3,
  24631. SplineCurve: SplineCurve
  24632. });
  24633. /**
  24634. * A base class extending {@link Curve}. `CurvePath` is simply an
  24635. * array of connected curves, but retains the API of a curve.
  24636. *
  24637. * @augments Curve
  24638. */
  24639. class CurvePath extends Curve {
  24640. /**
  24641. * Constructs a new curve path.
  24642. */
  24643. constructor() {
  24644. super();
  24645. this.type = 'CurvePath';
  24646. /**
  24647. * An array of curves defining the
  24648. * path.
  24649. *
  24650. * @type {Array<Curve>}
  24651. */
  24652. this.curves = [];
  24653. /**
  24654. * Whether the path should automatically be closed
  24655. * by a line curve.
  24656. *
  24657. * @type {boolean}
  24658. * @default false
  24659. */
  24660. this.autoClose = false;
  24661. }
  24662. /**
  24663. * Adds a curve to this curve path.
  24664. *
  24665. * @param {Curve} curve - The curve to add.
  24666. */
  24667. add( curve ) {
  24668. this.curves.push( curve );
  24669. }
  24670. /**
  24671. * Adds a line curve to close the path.
  24672. *
  24673. * @return {CurvePath} A reference to this curve path.
  24674. */
  24675. closePath() {
  24676. // Add a line curve if start and end of lines are not connected
  24677. const startPoint = this.curves[ 0 ].getPoint( 0 );
  24678. const endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 );
  24679. if ( ! startPoint.equals( endPoint ) ) {
  24680. const lineType = ( startPoint.isVector2 === true ) ? 'LineCurve' : 'LineCurve3';
  24681. this.curves.push( new Curves[ lineType ]( endPoint, startPoint ) );
  24682. }
  24683. return this;
  24684. }
  24685. /**
  24686. * This method returns a vector in 2D or 3D space (depending on the curve definitions)
  24687. * for the given interpolation factor.
  24688. *
  24689. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  24690. * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
  24691. * @return {?(Vector2|Vector3)} The position on the curve. It can be a 2D or 3D vector depending on the curve definition.
  24692. */
  24693. getPoint( t, optionalTarget ) {
  24694. // To get accurate point with reference to
  24695. // entire path distance at time t,
  24696. // following has to be done:
  24697. // 1. Length of each sub path have to be known
  24698. // 2. Locate and identify type of curve
  24699. // 3. Get t for the curve
  24700. // 4. Return curve.getPointAt(t')
  24701. const d = t * this.getLength();
  24702. const curveLengths = this.getCurveLengths();
  24703. let i = 0;
  24704. // To think about boundaries points.
  24705. while ( i < curveLengths.length ) {
  24706. if ( curveLengths[ i ] >= d ) {
  24707. const diff = curveLengths[ i ] - d;
  24708. const curve = this.curves[ i ];
  24709. const segmentLength = curve.getLength();
  24710. const u = segmentLength === 0 ? 0 : 1 - diff / segmentLength;
  24711. return curve.getPointAt( u, optionalTarget );
  24712. }
  24713. i ++;
  24714. }
  24715. return null;
  24716. // loop where sum != 0, sum > d , sum+1 <d
  24717. }
  24718. getLength() {
  24719. // We cannot use the default THREE.Curve getPoint() with getLength() because in
  24720. // THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath
  24721. // getPoint() depends on getLength
  24722. const lens = this.getCurveLengths();
  24723. return lens[ lens.length - 1 ];
  24724. }
  24725. updateArcLengths() {
  24726. // cacheLengths must be recalculated.
  24727. this.needsUpdate = true;
  24728. this.cacheLengths = null;
  24729. this.getCurveLengths();
  24730. }
  24731. /**
  24732. * Returns list of cumulative curve lengths of the defined curves.
  24733. *
  24734. * @return {Array<number>} The curve lengths.
  24735. */
  24736. getCurveLengths() {
  24737. // Compute lengths and cache them
  24738. // We cannot overwrite getLengths() because UtoT mapping uses it.
  24739. // We use cache values if curves and cache array are same length
  24740. if ( this.cacheLengths && this.cacheLengths.length === this.curves.length ) {
  24741. return this.cacheLengths;
  24742. }
  24743. // Get length of sub-curve
  24744. // Push sums into cached array
  24745. const lengths = [];
  24746. let sums = 0;
  24747. for ( let i = 0, l = this.curves.length; i < l; i ++ ) {
  24748. sums += this.curves[ i ].getLength();
  24749. lengths.push( sums );
  24750. }
  24751. this.cacheLengths = lengths;
  24752. return lengths;
  24753. }
  24754. getSpacedPoints( divisions = 40 ) {
  24755. const points = [];
  24756. for ( let i = 0; i <= divisions; i ++ ) {
  24757. points.push( this.getPoint( i / divisions ) );
  24758. }
  24759. if ( this.autoClose ) {
  24760. points.push( points[ 0 ] );
  24761. }
  24762. return points;
  24763. }
  24764. getPoints( divisions = 12 ) {
  24765. const points = [];
  24766. let last;
  24767. for ( let i = 0, curves = this.curves; i < curves.length; i ++ ) {
  24768. const curve = curves[ i ];
  24769. const resolution = curve.isEllipseCurve ? divisions * 2
  24770. : ( curve.isLineCurve || curve.isLineCurve3 ) ? 1
  24771. : curve.isSplineCurve ? divisions * curve.points.length
  24772. : divisions;
  24773. const pts = curve.getPoints( resolution );
  24774. for ( let j = 0; j < pts.length; j ++ ) {
  24775. const point = pts[ j ];
  24776. if ( last && last.equals( point ) ) continue; // ensures no consecutive points are duplicates
  24777. points.push( point );
  24778. last = point;
  24779. }
  24780. }
  24781. if ( this.autoClose && points.length > 1 && ! points[ points.length - 1 ].equals( points[ 0 ] ) ) {
  24782. points.push( points[ 0 ] );
  24783. }
  24784. return points;
  24785. }
  24786. copy( source ) {
  24787. super.copy( source );
  24788. this.curves = [];
  24789. for ( let i = 0, l = source.curves.length; i < l; i ++ ) {
  24790. const curve = source.curves[ i ];
  24791. this.curves.push( curve.clone() );
  24792. }
  24793. this.autoClose = source.autoClose;
  24794. return this;
  24795. }
  24796. toJSON() {
  24797. const data = super.toJSON();
  24798. data.autoClose = this.autoClose;
  24799. data.curves = [];
  24800. for ( let i = 0, l = this.curves.length; i < l; i ++ ) {
  24801. const curve = this.curves[ i ];
  24802. data.curves.push( curve.toJSON() );
  24803. }
  24804. return data;
  24805. }
  24806. fromJSON( json ) {
  24807. super.fromJSON( json );
  24808. this.autoClose = json.autoClose;
  24809. this.curves = [];
  24810. for ( let i = 0, l = json.curves.length; i < l; i ++ ) {
  24811. const curve = json.curves[ i ];
  24812. this.curves.push( new Curves[ curve.type ]().fromJSON( curve ) );
  24813. }
  24814. return this;
  24815. }
  24816. }
  24817. /**
  24818. * A 2D path representation. The class provides methods for creating paths
  24819. * and contours of 2D shapes similar to the 2D Canvas API.
  24820. *
  24821. * ```js
  24822. * const path = new THREE.Path();
  24823. *
  24824. * path.lineTo( 0, 0.8 );
  24825. * path.quadraticCurveTo( 0, 1, 0.2, 1 );
  24826. * path.lineTo( 1, 1 );
  24827. *
  24828. * const points = path.getPoints();
  24829. *
  24830. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  24831. * const material = new THREE.LineBasicMaterial( { color: 0xffffff } );
  24832. *
  24833. * const line = new THREE.Line( geometry, material );
  24834. * scene.add( line );
  24835. * ```
  24836. *
  24837. * @augments CurvePath
  24838. */
  24839. class Path extends CurvePath {
  24840. /**
  24841. * Constructs a new path.
  24842. *
  24843. * @param {Array<Vector2>} [points] - An array of 2D points defining the path.
  24844. */
  24845. constructor( points ) {
  24846. super();
  24847. this.type = 'Path';
  24848. /**
  24849. * The current offset of the path. Any new curve added will start here.
  24850. *
  24851. * @type {Vector2}
  24852. */
  24853. this.currentPoint = new Vector2();
  24854. if ( points ) {
  24855. this.setFromPoints( points );
  24856. }
  24857. }
  24858. /**
  24859. * Creates a path from the given list of points. The points are added
  24860. * to the path as instances of {@link LineCurve}.
  24861. *
  24862. * @param {Array<Vector2>} points - An array of 2D points.
  24863. * @return {Path} A reference to this path.
  24864. */
  24865. setFromPoints( points ) {
  24866. this.moveTo( points[ 0 ].x, points[ 0 ].y );
  24867. for ( let i = 1, l = points.length; i < l; i ++ ) {
  24868. this.lineTo( points[ i ].x, points[ i ].y );
  24869. }
  24870. return this;
  24871. }
  24872. /**
  24873. * Moves {@link Path#currentPoint} to the given point.
  24874. *
  24875. * @param {number} x - The x coordinate.
  24876. * @param {number} y - The y coordinate.
  24877. * @return {Path} A reference to this path.
  24878. */
  24879. moveTo( x, y ) {
  24880. this.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying?
  24881. return this;
  24882. }
  24883. /**
  24884. * Adds an instance of {@link LineCurve} to the path by connecting
  24885. * the current point with the given one.
  24886. *
  24887. * @param {number} x - The x coordinate of the end point.
  24888. * @param {number} y - The y coordinate of the end point.
  24889. * @return {Path} A reference to this path.
  24890. */
  24891. lineTo( x, y ) {
  24892. const curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) );
  24893. this.curves.push( curve );
  24894. this.currentPoint.set( x, y );
  24895. return this;
  24896. }
  24897. /**
  24898. * Adds an instance of {@link QuadraticBezierCurve} to the path by connecting
  24899. * the current point with the given one.
  24900. *
  24901. * @param {number} aCPx - The x coordinate of the control point.
  24902. * @param {number} aCPy - The y coordinate of the control point.
  24903. * @param {number} aX - The x coordinate of the end point.
  24904. * @param {number} aY - The y coordinate of the end point.
  24905. * @return {Path} A reference to this path.
  24906. */
  24907. quadraticCurveTo( aCPx, aCPy, aX, aY ) {
  24908. const curve = new QuadraticBezierCurve(
  24909. this.currentPoint.clone(),
  24910. new Vector2( aCPx, aCPy ),
  24911. new Vector2( aX, aY )
  24912. );
  24913. this.curves.push( curve );
  24914. this.currentPoint.set( aX, aY );
  24915. return this;
  24916. }
  24917. /**
  24918. * Adds an instance of {@link CubicBezierCurve} to the path by connecting
  24919. * the current point with the given one.
  24920. *
  24921. * @param {number} aCP1x - The x coordinate of the first control point.
  24922. * @param {number} aCP1y - The y coordinate of the first control point.
  24923. * @param {number} aCP2x - The x coordinate of the second control point.
  24924. * @param {number} aCP2y - The y coordinate of the second control point.
  24925. * @param {number} aX - The x coordinate of the end point.
  24926. * @param {number} aY - The y coordinate of the end point.
  24927. * @return {Path} A reference to this path.
  24928. */
  24929. bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  24930. const curve = new CubicBezierCurve(
  24931. this.currentPoint.clone(),
  24932. new Vector2( aCP1x, aCP1y ),
  24933. new Vector2( aCP2x, aCP2y ),
  24934. new Vector2( aX, aY )
  24935. );
  24936. this.curves.push( curve );
  24937. this.currentPoint.set( aX, aY );
  24938. return this;
  24939. }
  24940. /**
  24941. * Adds an instance of {@link SplineCurve} to the path by connecting
  24942. * the current point with the given list of points.
  24943. *
  24944. * @param {Array<Vector2>} pts - An array of points in 2D space.
  24945. * @return {Path} A reference to this path.
  24946. */
  24947. splineThru( pts ) {
  24948. const npts = [ this.currentPoint.clone() ].concat( pts );
  24949. const curve = new SplineCurve( npts );
  24950. this.curves.push( curve );
  24951. this.currentPoint.copy( pts[ pts.length - 1 ] );
  24952. return this;
  24953. }
  24954. /**
  24955. * Adds an arc as an instance of {@link EllipseCurve} to the path, positioned relative
  24956. * to the current point.
  24957. *
  24958. * @param {number} [aX=0] - The x coordinate of the center of the arc offsetted from the previous curve.
  24959. * @param {number} [aY=0] - The y coordinate of the center of the arc offsetted from the previous curve.
  24960. * @param {number} [aRadius=1] - The radius of the arc.
  24961. * @param {number} [aStartAngle=0] - The start angle in radians.
  24962. * @param {number} [aEndAngle=Math.PI*2] - The end angle in radians.
  24963. * @param {boolean} [aClockwise=false] - Whether to sweep the arc clockwise or not.
  24964. * @return {Path} A reference to this path.
  24965. */
  24966. arc( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  24967. const x0 = this.currentPoint.x;
  24968. const y0 = this.currentPoint.y;
  24969. this.absarc( aX + x0, aY + y0, aRadius,
  24970. aStartAngle, aEndAngle, aClockwise );
  24971. return this;
  24972. }
  24973. /**
  24974. * Adds an absolutely positioned arc as an instance of {@link EllipseCurve} to the path.
  24975. *
  24976. * @param {number} [aX=0] - The x coordinate of the center of the arc.
  24977. * @param {number} [aY=0] - The y coordinate of the center of the arc.
  24978. * @param {number} [aRadius=1] - The radius of the arc.
  24979. * @param {number} [aStartAngle=0] - The start angle in radians.
  24980. * @param {number} [aEndAngle=Math.PI*2] - The end angle in radians.
  24981. * @param {boolean} [aClockwise=false] - Whether to sweep the arc clockwise or not.
  24982. * @return {Path} A reference to this path.
  24983. */
  24984. absarc( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  24985. this.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  24986. return this;
  24987. }
  24988. /**
  24989. * Adds an ellipse as an instance of {@link EllipseCurve} to the path, positioned relative
  24990. * to the current point
  24991. *
  24992. * @param {number} [aX=0] - The x coordinate of the center of the ellipse offsetted from the previous curve.
  24993. * @param {number} [aY=0] - The y coordinate of the center of the ellipse offsetted from the previous curve.
  24994. * @param {number} [xRadius=1] - The radius of the ellipse in the x axis.
  24995. * @param {number} [yRadius=1] - The radius of the ellipse in the y axis.
  24996. * @param {number} [aStartAngle=0] - The start angle in radians.
  24997. * @param {number} [aEndAngle=Math.PI*2] - The end angle in radians.
  24998. * @param {boolean} [aClockwise=false] - Whether to sweep the ellipse clockwise or not.
  24999. * @param {number} [aRotation=0] - The rotation angle of the ellipse in radians, counterclockwise from the positive X axis.
  25000. * @return {Path} A reference to this path.
  25001. */
  25002. ellipse( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  25003. const x0 = this.currentPoint.x;
  25004. const y0 = this.currentPoint.y;
  25005. this.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  25006. return this;
  25007. }
  25008. /**
  25009. * Adds an absolutely positioned ellipse as an instance of {@link EllipseCurve} to the path.
  25010. *
  25011. * @param {number} [aX=0] - The x coordinate of the absolute center of the ellipse.
  25012. * @param {number} [aY=0] - The y coordinate of the absolute center of the ellipse.
  25013. * @param {number} [xRadius=1] - The radius of the ellipse in the x axis.
  25014. * @param {number} [yRadius=1] - The radius of the ellipse in the y axis.
  25015. * @param {number} [aStartAngle=0] - The start angle in radians.
  25016. * @param {number} [aEndAngle=Math.PI*2] - The end angle in radians.
  25017. * @param {boolean} [aClockwise=false] - Whether to sweep the ellipse clockwise or not.
  25018. * @param {number} [aRotation=0] - The rotation angle of the ellipse in radians, counterclockwise from the positive X axis.
  25019. * @return {Path} A reference to this path.
  25020. */
  25021. absellipse( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  25022. const curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  25023. if ( this.curves.length > 0 ) {
  25024. // if a previous curve is present, attempt to join
  25025. const firstPoint = curve.getPoint( 0 );
  25026. if ( ! firstPoint.equals( this.currentPoint ) ) {
  25027. this.lineTo( firstPoint.x, firstPoint.y );
  25028. }
  25029. }
  25030. this.curves.push( curve );
  25031. const lastPoint = curve.getPoint( 1 );
  25032. this.currentPoint.copy( lastPoint );
  25033. return this;
  25034. }
  25035. copy( source ) {
  25036. super.copy( source );
  25037. this.currentPoint.copy( source.currentPoint );
  25038. return this;
  25039. }
  25040. toJSON() {
  25041. const data = super.toJSON();
  25042. data.currentPoint = this.currentPoint.toArray();
  25043. return data;
  25044. }
  25045. fromJSON( json ) {
  25046. super.fromJSON( json );
  25047. this.currentPoint.fromArray( json.currentPoint );
  25048. return this;
  25049. }
  25050. }
  25051. /**
  25052. * Defines an arbitrary 2d shape plane using paths with optional holes. It
  25053. * can be used with {@link ExtrudeGeometry}, {@link ShapeGeometry}, to get
  25054. * points, or to get triangulated faces.
  25055. *
  25056. * ```js
  25057. * const heartShape = new THREE.Shape();
  25058. *
  25059. * heartShape.moveTo( 25, 25 );
  25060. * heartShape.bezierCurveTo( 25, 25, 20, 0, 0, 0 );
  25061. * heartShape.bezierCurveTo( - 30, 0, - 30, 35, - 30, 35 );
  25062. * heartShape.bezierCurveTo( - 30, 55, - 10, 77, 25, 95 );
  25063. * heartShape.bezierCurveTo( 60, 77, 80, 55, 80, 35 );
  25064. * heartShape.bezierCurveTo( 80, 35, 80, 0, 50, 0 );
  25065. * heartShape.bezierCurveTo( 35, 0, 25, 25, 25, 25 );
  25066. *
  25067. * const extrudeSettings = {
  25068. * depth: 8,
  25069. * bevelEnabled: true,
  25070. * bevelSegments: 2,
  25071. * steps: 2,
  25072. * bevelSize: 1,
  25073. * bevelThickness: 1
  25074. * };
  25075. *
  25076. * const geometry = new THREE.ExtrudeGeometry( heartShape, extrudeSettings );
  25077. * const mesh = new THREE.Mesh( geometry, new THREE.MeshBasicMaterial() );
  25078. * ```
  25079. *
  25080. * @augments Path
  25081. */
  25082. class Shape extends Path {
  25083. /**
  25084. * Constructs a new shape.
  25085. *
  25086. * @param {Array<Vector2>} [points] - An array of 2D points defining the shape.
  25087. */
  25088. constructor( points ) {
  25089. super( points );
  25090. /**
  25091. * The UUID of the shape.
  25092. *
  25093. * @type {string}
  25094. * @readonly
  25095. */
  25096. this.uuid = generateUUID();
  25097. this.type = 'Shape';
  25098. /**
  25099. * Defines the holes in the shape. Hole definitions must use the
  25100. * opposite winding order (CW/CCW) than the outer shape.
  25101. *
  25102. * @type {Array<Path>}
  25103. * @readonly
  25104. */
  25105. this.holes = [];
  25106. }
  25107. /**
  25108. * Returns an array representing each contour of the holes
  25109. * as a list of 2D points.
  25110. *
  25111. * @param {number} divisions - The fineness of the result.
  25112. * @return {Array<Array<Vector2>>} The holes as a series of 2D points.
  25113. */
  25114. getPointsHoles( divisions ) {
  25115. const holesPts = [];
  25116. for ( let i = 0, l = this.holes.length; i < l; i ++ ) {
  25117. holesPts[ i ] = this.holes[ i ].getPoints( divisions );
  25118. }
  25119. return holesPts;
  25120. }
  25121. // get points of shape and holes (keypoints based on segments parameter)
  25122. /**
  25123. * Returns an object that holds contour data for the shape and its holes as
  25124. * arrays of 2D points.
  25125. *
  25126. * @param {number} divisions - The fineness of the result.
  25127. * @return {{shape:Array<Vector2>,holes:Array<Array<Vector2>>}} An object with contour data.
  25128. */
  25129. extractPoints( divisions ) {
  25130. return {
  25131. shape: this.getPoints( divisions ),
  25132. holes: this.getPointsHoles( divisions )
  25133. };
  25134. }
  25135. copy( source ) {
  25136. super.copy( source );
  25137. this.holes = [];
  25138. for ( let i = 0, l = source.holes.length; i < l; i ++ ) {
  25139. const hole = source.holes[ i ];
  25140. this.holes.push( hole.clone() );
  25141. }
  25142. return this;
  25143. }
  25144. toJSON() {
  25145. const data = super.toJSON();
  25146. data.uuid = this.uuid;
  25147. data.holes = [];
  25148. for ( let i = 0, l = this.holes.length; i < l; i ++ ) {
  25149. const hole = this.holes[ i ];
  25150. data.holes.push( hole.toJSON() );
  25151. }
  25152. return data;
  25153. }
  25154. fromJSON( json ) {
  25155. super.fromJSON( json );
  25156. this.uuid = json.uuid;
  25157. this.holes = [];
  25158. for ( let i = 0, l = json.holes.length; i < l; i ++ ) {
  25159. const hole = json.holes[ i ];
  25160. this.holes.push( new Path().fromJSON( hole ) );
  25161. }
  25162. return this;
  25163. }
  25164. }
  25165. /* eslint-disable */
  25166. // copy of mapbox/earcut version 3.0.2
  25167. // https://github.com/mapbox/earcut/tree/v3.0.2
  25168. function earcut(data, holeIndices, dim = 2) {
  25169. const hasHoles = holeIndices && holeIndices.length;
  25170. const outerLen = hasHoles ? holeIndices[0] * dim : data.length;
  25171. let outerNode = linkedList(data, 0, outerLen, dim, true);
  25172. const triangles = [];
  25173. if (!outerNode || outerNode.next === outerNode.prev) return triangles;
  25174. let minX, minY, invSize;
  25175. if (hasHoles) outerNode = eliminateHoles(data, holeIndices, outerNode, dim);
  25176. // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox
  25177. if (data.length > 80 * dim) {
  25178. minX = data[0];
  25179. minY = data[1];
  25180. let maxX = minX;
  25181. let maxY = minY;
  25182. for (let i = dim; i < outerLen; i += dim) {
  25183. const x = data[i];
  25184. const y = data[i + 1];
  25185. if (x < minX) minX = x;
  25186. if (y < minY) minY = y;
  25187. if (x > maxX) maxX = x;
  25188. if (y > maxY) maxY = y;
  25189. }
  25190. // minX, minY and invSize are later used to transform coords into integers for z-order calculation
  25191. invSize = Math.max(maxX - minX, maxY - minY);
  25192. invSize = invSize !== 0 ? 32767 / invSize : 0;
  25193. }
  25194. earcutLinked(outerNode, triangles, dim, minX, minY, invSize, 0);
  25195. return triangles;
  25196. }
  25197. // create a circular doubly linked list from polygon points in the specified winding order
  25198. function linkedList(data, start, end, dim, clockwise) {
  25199. let last;
  25200. if (clockwise === (signedArea(data, start, end, dim) > 0)) {
  25201. for (let i = start; i < end; i += dim) last = insertNode(i / dim | 0, data[i], data[i + 1], last);
  25202. } else {
  25203. for (let i = end - dim; i >= start; i -= dim) last = insertNode(i / dim | 0, data[i], data[i + 1], last);
  25204. }
  25205. if (last && equals(last, last.next)) {
  25206. removeNode(last);
  25207. last = last.next;
  25208. }
  25209. return last;
  25210. }
  25211. // eliminate colinear or duplicate points
  25212. function filterPoints(start, end) {
  25213. if (!start) return start;
  25214. if (!end) end = start;
  25215. let p = start,
  25216. again;
  25217. do {
  25218. again = false;
  25219. if (!p.steiner && (equals(p, p.next) || area(p.prev, p, p.next) === 0)) {
  25220. removeNode(p);
  25221. p = end = p.prev;
  25222. if (p === p.next) break;
  25223. again = true;
  25224. } else {
  25225. p = p.next;
  25226. }
  25227. } while (again || p !== end);
  25228. return end;
  25229. }
  25230. // main ear slicing loop which triangulates a polygon (given as a linked list)
  25231. function earcutLinked(ear, triangles, dim, minX, minY, invSize, pass) {
  25232. if (!ear) return;
  25233. // interlink polygon nodes in z-order
  25234. if (!pass && invSize) indexCurve(ear, minX, minY, invSize);
  25235. let stop = ear;
  25236. // iterate through ears, slicing them one by one
  25237. while (ear.prev !== ear.next) {
  25238. const prev = ear.prev;
  25239. const next = ear.next;
  25240. if (invSize ? isEarHashed(ear, minX, minY, invSize) : isEar(ear)) {
  25241. triangles.push(prev.i, ear.i, next.i); // cut off the triangle
  25242. removeNode(ear);
  25243. // skipping the next vertex leads to less sliver triangles
  25244. ear = next.next;
  25245. stop = next.next;
  25246. continue;
  25247. }
  25248. ear = next;
  25249. // if we looped through the whole remaining polygon and can't find any more ears
  25250. if (ear === stop) {
  25251. // try filtering points and slicing again
  25252. if (!pass) {
  25253. earcutLinked(filterPoints(ear), triangles, dim, minX, minY, invSize, 1);
  25254. // if this didn't work, try curing all small self-intersections locally
  25255. } else if (pass === 1) {
  25256. ear = cureLocalIntersections(filterPoints(ear), triangles);
  25257. earcutLinked(ear, triangles, dim, minX, minY, invSize, 2);
  25258. // as a last resort, try splitting the remaining polygon into two
  25259. } else if (pass === 2) {
  25260. splitEarcut(ear, triangles, dim, minX, minY, invSize);
  25261. }
  25262. break;
  25263. }
  25264. }
  25265. }
  25266. // check whether a polygon node forms a valid ear with adjacent nodes
  25267. function isEar(ear) {
  25268. const a = ear.prev,
  25269. b = ear,
  25270. c = ear.next;
  25271. if (area(a, b, c) >= 0) return false; // reflex, can't be an ear
  25272. // now make sure we don't have other points inside the potential ear
  25273. const ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y;
  25274. // triangle bbox
  25275. const x0 = Math.min(ax, bx, cx),
  25276. y0 = Math.min(ay, by, cy),
  25277. x1 = Math.max(ax, bx, cx),
  25278. y1 = Math.max(ay, by, cy);
  25279. let p = c.next;
  25280. while (p !== a) {
  25281. if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 &&
  25282. pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, p.x, p.y) &&
  25283. area(p.prev, p, p.next) >= 0) return false;
  25284. p = p.next;
  25285. }
  25286. return true;
  25287. }
  25288. function isEarHashed(ear, minX, minY, invSize) {
  25289. const a = ear.prev,
  25290. b = ear,
  25291. c = ear.next;
  25292. if (area(a, b, c) >= 0) return false; // reflex, can't be an ear
  25293. const ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y;
  25294. // triangle bbox
  25295. const x0 = Math.min(ax, bx, cx),
  25296. y0 = Math.min(ay, by, cy),
  25297. x1 = Math.max(ax, bx, cx),
  25298. y1 = Math.max(ay, by, cy);
  25299. // z-order range for the current triangle bbox;
  25300. const minZ = zOrder(x0, y0, minX, minY, invSize),
  25301. maxZ = zOrder(x1, y1, minX, minY, invSize);
  25302. let p = ear.prevZ,
  25303. n = ear.nextZ;
  25304. // look for points inside the triangle in both directions
  25305. while (p && p.z >= minZ && n && n.z <= maxZ) {
  25306. if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c &&
  25307. pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, p.x, p.y) && area(p.prev, p, p.next) >= 0) return false;
  25308. p = p.prevZ;
  25309. if (n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c &&
  25310. pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, n.x, n.y) && area(n.prev, n, n.next) >= 0) return false;
  25311. n = n.nextZ;
  25312. }
  25313. // look for remaining points in decreasing z-order
  25314. while (p && p.z >= minZ) {
  25315. if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c &&
  25316. pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, p.x, p.y) && area(p.prev, p, p.next) >= 0) return false;
  25317. p = p.prevZ;
  25318. }
  25319. // look for remaining points in increasing z-order
  25320. while (n && n.z <= maxZ) {
  25321. if (n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c &&
  25322. pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, n.x, n.y) && area(n.prev, n, n.next) >= 0) return false;
  25323. n = n.nextZ;
  25324. }
  25325. return true;
  25326. }
  25327. // go through all polygon nodes and cure small local self-intersections
  25328. function cureLocalIntersections(start, triangles) {
  25329. let p = start;
  25330. do {
  25331. const a = p.prev,
  25332. b = p.next.next;
  25333. if (!equals(a, b) && intersects(a, p, p.next, b) && locallyInside(a, b) && locallyInside(b, a)) {
  25334. triangles.push(a.i, p.i, b.i);
  25335. // remove two nodes involved
  25336. removeNode(p);
  25337. removeNode(p.next);
  25338. p = start = b;
  25339. }
  25340. p = p.next;
  25341. } while (p !== start);
  25342. return filterPoints(p);
  25343. }
  25344. // try splitting polygon into two and triangulate them independently
  25345. function splitEarcut(start, triangles, dim, minX, minY, invSize) {
  25346. // look for a valid diagonal that divides the polygon into two
  25347. let a = start;
  25348. do {
  25349. let b = a.next.next;
  25350. while (b !== a.prev) {
  25351. if (a.i !== b.i && isValidDiagonal(a, b)) {
  25352. // split the polygon in two by the diagonal
  25353. let c = splitPolygon(a, b);
  25354. // filter colinear points around the cuts
  25355. a = filterPoints(a, a.next);
  25356. c = filterPoints(c, c.next);
  25357. // run earcut on each half
  25358. earcutLinked(a, triangles, dim, minX, minY, invSize, 0);
  25359. earcutLinked(c, triangles, dim, minX, minY, invSize, 0);
  25360. return;
  25361. }
  25362. b = b.next;
  25363. }
  25364. a = a.next;
  25365. } while (a !== start);
  25366. }
  25367. // link every hole into the outer loop, producing a single-ring polygon without holes
  25368. function eliminateHoles(data, holeIndices, outerNode, dim) {
  25369. const queue = [];
  25370. for (let i = 0, len = holeIndices.length; i < len; i++) {
  25371. const start = holeIndices[i] * dim;
  25372. const end = i < len - 1 ? holeIndices[i + 1] * dim : data.length;
  25373. const list = linkedList(data, start, end, dim, false);
  25374. if (list === list.next) list.steiner = true;
  25375. queue.push(getLeftmost(list));
  25376. }
  25377. queue.sort(compareXYSlope);
  25378. // process holes from left to right
  25379. for (let i = 0; i < queue.length; i++) {
  25380. outerNode = eliminateHole(queue[i], outerNode);
  25381. }
  25382. return outerNode;
  25383. }
  25384. function compareXYSlope(a, b) {
  25385. let result = a.x - b.x;
  25386. // when the left-most point of 2 holes meet at a vertex, sort the holes counterclockwise so that when we find
  25387. // the bridge to the outer shell is always the point that they meet at.
  25388. if (result === 0) {
  25389. result = a.y - b.y;
  25390. if (result === 0) {
  25391. const aSlope = (a.next.y - a.y) / (a.next.x - a.x);
  25392. const bSlope = (b.next.y - b.y) / (b.next.x - b.x);
  25393. result = aSlope - bSlope;
  25394. }
  25395. }
  25396. return result;
  25397. }
  25398. // find a bridge between vertices that connects hole with an outer ring and link it
  25399. function eliminateHole(hole, outerNode) {
  25400. const bridge = findHoleBridge(hole, outerNode);
  25401. if (!bridge) {
  25402. return outerNode;
  25403. }
  25404. const bridgeReverse = splitPolygon(bridge, hole);
  25405. // filter collinear points around the cuts
  25406. filterPoints(bridgeReverse, bridgeReverse.next);
  25407. return filterPoints(bridge, bridge.next);
  25408. }
  25409. // David Eberly's algorithm for finding a bridge between hole and outer polygon
  25410. function findHoleBridge(hole, outerNode) {
  25411. let p = outerNode;
  25412. const hx = hole.x;
  25413. const hy = hole.y;
  25414. let qx = -Infinity;
  25415. let m;
  25416. // find a segment intersected by a ray from the hole's leftmost point to the left;
  25417. // segment's endpoint with lesser x will be potential connection point
  25418. // unless they intersect at a vertex, then choose the vertex
  25419. if (equals(hole, p)) return p;
  25420. do {
  25421. if (equals(hole, p.next)) return p.next;
  25422. else if (hy <= p.y && hy >= p.next.y && p.next.y !== p.y) {
  25423. const x = p.x + (hy - p.y) * (p.next.x - p.x) / (p.next.y - p.y);
  25424. if (x <= hx && x > qx) {
  25425. qx = x;
  25426. m = p.x < p.next.x ? p : p.next;
  25427. if (x === hx) return m; // hole touches outer segment; pick leftmost endpoint
  25428. }
  25429. }
  25430. p = p.next;
  25431. } while (p !== outerNode);
  25432. if (!m) return null;
  25433. // look for points inside the triangle of hole point, segment intersection and endpoint;
  25434. // if there are no points found, we have a valid connection;
  25435. // otherwise choose the point of the minimum angle with the ray as connection point
  25436. const stop = m;
  25437. const mx = m.x;
  25438. const my = m.y;
  25439. let tanMin = Infinity;
  25440. p = m;
  25441. do {
  25442. if (hx >= p.x && p.x >= mx && hx !== p.x &&
  25443. pointInTriangle(hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y)) {
  25444. const tan = Math.abs(hy - p.y) / (hx - p.x); // tangential
  25445. if (locallyInside(p, hole) &&
  25446. (tan < tanMin || (tan === tanMin && (p.x > m.x || (p.x === m.x && sectorContainsSector(m, p)))))) {
  25447. m = p;
  25448. tanMin = tan;
  25449. }
  25450. }
  25451. p = p.next;
  25452. } while (p !== stop);
  25453. return m;
  25454. }
  25455. // whether sector in vertex m contains sector in vertex p in the same coordinates
  25456. function sectorContainsSector(m, p) {
  25457. return area(m.prev, m, p.prev) < 0 && area(p.next, m, m.next) < 0;
  25458. }
  25459. // interlink polygon nodes in z-order
  25460. function indexCurve(start, minX, minY, invSize) {
  25461. let p = start;
  25462. do {
  25463. if (p.z === 0) p.z = zOrder(p.x, p.y, minX, minY, invSize);
  25464. p.prevZ = p.prev;
  25465. p.nextZ = p.next;
  25466. p = p.next;
  25467. } while (p !== start);
  25468. p.prevZ.nextZ = null;
  25469. p.prevZ = null;
  25470. sortLinked(p);
  25471. }
  25472. // Simon Tatham's linked list merge sort algorithm
  25473. // http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html
  25474. function sortLinked(list) {
  25475. let numMerges;
  25476. let inSize = 1;
  25477. do {
  25478. let p = list;
  25479. let e;
  25480. list = null;
  25481. let tail = null;
  25482. numMerges = 0;
  25483. while (p) {
  25484. numMerges++;
  25485. let q = p;
  25486. let pSize = 0;
  25487. for (let i = 0; i < inSize; i++) {
  25488. pSize++;
  25489. q = q.nextZ;
  25490. if (!q) break;
  25491. }
  25492. let qSize = inSize;
  25493. while (pSize > 0 || (qSize > 0 && q)) {
  25494. if (pSize !== 0 && (qSize === 0 || !q || p.z <= q.z)) {
  25495. e = p;
  25496. p = p.nextZ;
  25497. pSize--;
  25498. } else {
  25499. e = q;
  25500. q = q.nextZ;
  25501. qSize--;
  25502. }
  25503. if (tail) tail.nextZ = e;
  25504. else list = e;
  25505. e.prevZ = tail;
  25506. tail = e;
  25507. }
  25508. p = q;
  25509. }
  25510. tail.nextZ = null;
  25511. inSize *= 2;
  25512. } while (numMerges > 1);
  25513. return list;
  25514. }
  25515. // z-order of a point given coords and inverse of the longer side of data bbox
  25516. function zOrder(x, y, minX, minY, invSize) {
  25517. // coords are transformed into non-negative 15-bit integer range
  25518. x = (x - minX) * invSize | 0;
  25519. y = (y - minY) * invSize | 0;
  25520. x = (x | (x << 8)) & 0x00FF00FF;
  25521. x = (x | (x << 4)) & 0x0F0F0F0F;
  25522. x = (x | (x << 2)) & 0x33333333;
  25523. x = (x | (x << 1)) & 0x55555555;
  25524. y = (y | (y << 8)) & 0x00FF00FF;
  25525. y = (y | (y << 4)) & 0x0F0F0F0F;
  25526. y = (y | (y << 2)) & 0x33333333;
  25527. y = (y | (y << 1)) & 0x55555555;
  25528. return x | (y << 1);
  25529. }
  25530. // find the leftmost node of a polygon ring
  25531. function getLeftmost(start) {
  25532. let p = start,
  25533. leftmost = start;
  25534. do {
  25535. if (p.x < leftmost.x || (p.x === leftmost.x && p.y < leftmost.y)) leftmost = p;
  25536. p = p.next;
  25537. } while (p !== start);
  25538. return leftmost;
  25539. }
  25540. // check if a point lies within a convex triangle
  25541. function pointInTriangle(ax, ay, bx, by, cx, cy, px, py) {
  25542. return (cx - px) * (ay - py) >= (ax - px) * (cy - py) &&
  25543. (ax - px) * (by - py) >= (bx - px) * (ay - py) &&
  25544. (bx - px) * (cy - py) >= (cx - px) * (by - py);
  25545. }
  25546. // check if a point lies within a convex triangle but false if its equal to the first point of the triangle
  25547. function pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, px, py) {
  25548. return !(ax === px && ay === py) && pointInTriangle(ax, ay, bx, by, cx, cy, px, py);
  25549. }
  25550. // check if a diagonal between two polygon nodes is valid (lies in polygon interior)
  25551. function isValidDiagonal(a, b) {
  25552. return a.next.i !== b.i && a.prev.i !== b.i && !intersectsPolygon(a, b) && // doesn't intersect other edges
  25553. (locallyInside(a, b) && locallyInside(b, a) && middleInside(a, b) && // locally visible
  25554. (area(a.prev, a, b.prev) || area(a, b.prev, b)) || // does not create opposite-facing sectors
  25555. equals(a, b) && area(a.prev, a, a.next) > 0 && area(b.prev, b, b.next) > 0); // special zero-length case
  25556. }
  25557. // signed area of a triangle
  25558. function area(p, q, r) {
  25559. return (q.y - p.y) * (r.x - q.x) - (q.x - p.x) * (r.y - q.y);
  25560. }
  25561. // check if two points are equal
  25562. function equals(p1, p2) {
  25563. return p1.x === p2.x && p1.y === p2.y;
  25564. }
  25565. // check if two segments intersect
  25566. function intersects(p1, q1, p2, q2) {
  25567. const o1 = sign(area(p1, q1, p2));
  25568. const o2 = sign(area(p1, q1, q2));
  25569. const o3 = sign(area(p2, q2, p1));
  25570. const o4 = sign(area(p2, q2, q1));
  25571. if (o1 !== o2 && o3 !== o4) return true; // general case
  25572. if (o1 === 0 && onSegment(p1, p2, q1)) return true; // p1, q1 and p2 are collinear and p2 lies on p1q1
  25573. if (o2 === 0 && onSegment(p1, q2, q1)) return true; // p1, q1 and q2 are collinear and q2 lies on p1q1
  25574. if (o3 === 0 && onSegment(p2, p1, q2)) return true; // p2, q2 and p1 are collinear and p1 lies on p2q2
  25575. if (o4 === 0 && onSegment(p2, q1, q2)) return true; // p2, q2 and q1 are collinear and q1 lies on p2q2
  25576. return false;
  25577. }
  25578. // for collinear points p, q, r, check if point q lies on segment pr
  25579. function onSegment(p, q, r) {
  25580. 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);
  25581. }
  25582. function sign(num) {
  25583. return num > 0 ? 1 : num < 0 ? -1 : 0;
  25584. }
  25585. // check if a polygon diagonal intersects any polygon segments
  25586. function intersectsPolygon(a, b) {
  25587. let p = a;
  25588. do {
  25589. if (p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&
  25590. intersects(p, p.next, a, b)) return true;
  25591. p = p.next;
  25592. } while (p !== a);
  25593. return false;
  25594. }
  25595. // check if a polygon diagonal is locally inside the polygon
  25596. function locallyInside(a, b) {
  25597. return area(a.prev, a, a.next) < 0 ?
  25598. area(a, b, a.next) >= 0 && area(a, a.prev, b) >= 0 :
  25599. area(a, b, a.prev) < 0 || area(a, a.next, b) < 0;
  25600. }
  25601. // check if the middle point of a polygon diagonal is inside the polygon
  25602. function middleInside(a, b) {
  25603. let p = a;
  25604. let inside = false;
  25605. const px = (a.x + b.x) / 2;
  25606. const py = (a.y + b.y) / 2;
  25607. do {
  25608. if (((p.y > py) !== (p.next.y > py)) && p.next.y !== p.y &&
  25609. (px < (p.next.x - p.x) * (py - p.y) / (p.next.y - p.y) + p.x))
  25610. inside = !inside;
  25611. p = p.next;
  25612. } while (p !== a);
  25613. return inside;
  25614. }
  25615. // link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;
  25616. // if one belongs to the outer ring and another to a hole, it merges it into a single ring
  25617. function splitPolygon(a, b) {
  25618. const a2 = createNode(a.i, a.x, a.y),
  25619. b2 = createNode(b.i, b.x, b.y),
  25620. an = a.next,
  25621. bp = b.prev;
  25622. a.next = b;
  25623. b.prev = a;
  25624. a2.next = an;
  25625. an.prev = a2;
  25626. b2.next = a2;
  25627. a2.prev = b2;
  25628. bp.next = b2;
  25629. b2.prev = bp;
  25630. return b2;
  25631. }
  25632. // create a node and optionally link it with previous one (in a circular doubly linked list)
  25633. function insertNode(i, x, y, last) {
  25634. const p = createNode(i, x, y);
  25635. if (!last) {
  25636. p.prev = p;
  25637. p.next = p;
  25638. } else {
  25639. p.next = last.next;
  25640. p.prev = last;
  25641. last.next.prev = p;
  25642. last.next = p;
  25643. }
  25644. return p;
  25645. }
  25646. function removeNode(p) {
  25647. p.next.prev = p.prev;
  25648. p.prev.next = p.next;
  25649. if (p.prevZ) p.prevZ.nextZ = p.nextZ;
  25650. if (p.nextZ) p.nextZ.prevZ = p.prevZ;
  25651. }
  25652. function createNode(i, x, y) {
  25653. return {
  25654. i, // vertex index in coordinates array
  25655. x, y, // vertex coordinates
  25656. prev: null, // previous and next vertex nodes in a polygon ring
  25657. next: null,
  25658. z: 0, // z-order curve value
  25659. prevZ: null, // previous and next nodes in z-order
  25660. nextZ: null,
  25661. steiner: false // indicates whether this is a steiner point
  25662. };
  25663. }
  25664. function signedArea(data, start, end, dim) {
  25665. let sum = 0;
  25666. for (let i = start, j = end - dim; i < end; i += dim) {
  25667. sum += (data[j] - data[i]) * (data[i + 1] + data[j + 1]);
  25668. j = i;
  25669. }
  25670. return sum;
  25671. }
  25672. /**
  25673. * An implementation of the earcut polygon triangulation algorithm.
  25674. * The code is a port of [mapbox/earcut](https://github.com/mapbox/earcut).
  25675. *
  25676. * @see https://github.com/mapbox/earcut
  25677. */
  25678. class Earcut {
  25679. /**
  25680. * Triangulates the given shape definition by returning an array of triangles.
  25681. *
  25682. * @param {Array<number>} data - An array with 2D points.
  25683. * @param {Array<number>} holeIndices - An array with indices defining holes.
  25684. * @param {number} [dim=2] - The number of coordinates per vertex in the input array.
  25685. * @return {Array<number>} An array representing the triangulated faces. Each face is defined by three consecutive numbers
  25686. * representing vertex indices.
  25687. */
  25688. static triangulate( data, holeIndices, dim = 2 ) {
  25689. return earcut( data, holeIndices, dim );
  25690. }
  25691. }
  25692. /**
  25693. * A class containing utility functions for shapes.
  25694. *
  25695. * @hideconstructor
  25696. */
  25697. class ShapeUtils {
  25698. /**
  25699. * Calculate area of a ( 2D ) contour polygon.
  25700. *
  25701. * @param {Array<Vector2>} contour - An array of 2D points.
  25702. * @return {number} The area.
  25703. */
  25704. static area( contour ) {
  25705. const n = contour.length;
  25706. let a = 0.0;
  25707. for ( let p = n - 1, q = 0; q < n; p = q ++ ) {
  25708. a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;
  25709. }
  25710. return a * 0.5;
  25711. }
  25712. /**
  25713. * Returns `true` if the given contour uses a clockwise winding order.
  25714. *
  25715. * @param {Array<Vector2>} pts - An array of 2D points defining a polygon.
  25716. * @return {boolean} Whether the given contour uses a clockwise winding order or not.
  25717. */
  25718. static isClockWise( pts ) {
  25719. return ShapeUtils.area( pts ) < 0;
  25720. }
  25721. /**
  25722. * Triangulates the given shape definition.
  25723. *
  25724. * @param {Array<Vector2>} contour - An array of 2D points defining the contour.
  25725. * @param {Array<Array<Vector2>>} holes - An array that holds arrays of 2D points defining the holes.
  25726. * @return {Array<Array<number>>} An array that holds for each face definition an array with three indices.
  25727. */
  25728. static triangulateShape( contour, holes ) {
  25729. const vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ]
  25730. const holeIndices = []; // array of hole indices
  25731. const faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ]
  25732. removeDupEndPts( contour );
  25733. addContour( vertices, contour );
  25734. //
  25735. let holeIndex = contour.length;
  25736. holes.forEach( removeDupEndPts );
  25737. for ( let i = 0; i < holes.length; i ++ ) {
  25738. holeIndices.push( holeIndex );
  25739. holeIndex += holes[ i ].length;
  25740. addContour( vertices, holes[ i ] );
  25741. }
  25742. //
  25743. const triangles = Earcut.triangulate( vertices, holeIndices );
  25744. //
  25745. for ( let i = 0; i < triangles.length; i += 3 ) {
  25746. faces.push( triangles.slice( i, i + 3 ) );
  25747. }
  25748. return faces;
  25749. }
  25750. }
  25751. function removeDupEndPts( points ) {
  25752. const l = points.length;
  25753. if ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) {
  25754. points.pop();
  25755. }
  25756. }
  25757. function addContour( vertices, contour ) {
  25758. for ( let i = 0; i < contour.length; i ++ ) {
  25759. vertices.push( contour[ i ].x );
  25760. vertices.push( contour[ i ].y );
  25761. }
  25762. }
  25763. /**
  25764. * Creates extruded geometry from a path shape.
  25765. *
  25766. * ```js
  25767. * const length = 12, width = 8;
  25768. *
  25769. * const shape = new THREE.Shape();
  25770. * shape.moveTo( 0,0 );
  25771. * shape.lineTo( 0, width );
  25772. * shape.lineTo( length, width );
  25773. * shape.lineTo( length, 0 );
  25774. * shape.lineTo( 0, 0 );
  25775. *
  25776. * const geometry = new THREE.ExtrudeGeometry( shape );
  25777. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
  25778. * const mesh = new THREE.Mesh( geometry, material ) ;
  25779. * scene.add( mesh );
  25780. * ```
  25781. *
  25782. * @augments BufferGeometry
  25783. * @demo scenes/geometry-browser.html#ExtrudeGeometry
  25784. */
  25785. class ExtrudeGeometry extends BufferGeometry {
  25786. /**
  25787. * Constructs a new extrude geometry.
  25788. *
  25789. * @param {Shape|Array<Shape>} [shapes] - A shape or an array of shapes.
  25790. * @param {ExtrudeGeometry~Options} [options] - The extrude settings.
  25791. */
  25792. 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 = {} ) {
  25793. super();
  25794. this.type = 'ExtrudeGeometry';
  25795. /**
  25796. * Holds the constructor parameters that have been
  25797. * used to generate the geometry. Any modification
  25798. * after instantiation does not change the geometry.
  25799. *
  25800. * @type {Object}
  25801. */
  25802. this.parameters = {
  25803. shapes: shapes,
  25804. options: options
  25805. };
  25806. shapes = Array.isArray( shapes ) ? shapes : [ shapes ];
  25807. const scope = this;
  25808. const verticesArray = [];
  25809. const uvArray = [];
  25810. for ( let i = 0, l = shapes.length; i < l; i ++ ) {
  25811. const shape = shapes[ i ];
  25812. addShape( shape );
  25813. }
  25814. // build geometry
  25815. this.setAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) );
  25816. this.setAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) );
  25817. this.computeVertexNormals();
  25818. // functions
  25819. function addShape( shape ) {
  25820. const placeholder = [];
  25821. // options
  25822. const curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
  25823. const steps = options.steps !== undefined ? options.steps : 1;
  25824. const depth = options.depth !== undefined ? options.depth : 1;
  25825. let bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true;
  25826. let bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 0.2;
  25827. let bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 0.1;
  25828. let bevelOffset = options.bevelOffset !== undefined ? options.bevelOffset : 0;
  25829. let bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;
  25830. const extrudePath = options.extrudePath;
  25831. const uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator;
  25832. //
  25833. let extrudePts, extrudeByPath = false;
  25834. let splineTube, binormal, normal, position2;
  25835. if ( extrudePath ) {
  25836. extrudePts = extrudePath.getSpacedPoints( steps );
  25837. extrudeByPath = true;
  25838. bevelEnabled = false; // bevels not supported for path extrusion
  25839. // SETUP TNB variables
  25840. // TODO1 - have a .isClosed in spline?
  25841. splineTube = extrudePath.computeFrenetFrames( steps, false );
  25842. // log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
  25843. binormal = new Vector3();
  25844. normal = new Vector3();
  25845. position2 = new Vector3();
  25846. }
  25847. // Safeguards if bevels are not enabled
  25848. if ( ! bevelEnabled ) {
  25849. bevelSegments = 0;
  25850. bevelThickness = 0;
  25851. bevelSize = 0;
  25852. bevelOffset = 0;
  25853. }
  25854. // Variables initialization
  25855. const shapePoints = shape.extractPoints( curveSegments );
  25856. let vertices = shapePoints.shape;
  25857. const holes = shapePoints.holes;
  25858. const reverse = ! ShapeUtils.isClockWise( vertices );
  25859. if ( reverse ) {
  25860. vertices = vertices.reverse();
  25861. // Maybe we should also check if holes are in the opposite direction, just to be safe ...
  25862. for ( let h = 0, hl = holes.length; h < hl; h ++ ) {
  25863. const ahole = holes[ h ];
  25864. if ( ShapeUtils.isClockWise( ahole ) ) {
  25865. holes[ h ] = ahole.reverse();
  25866. }
  25867. }
  25868. }
  25869. /**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.
  25870. * @param {Array<Vector2>} points
  25871. */
  25872. function mergeOverlappingPoints( points ) {
  25873. const THRESHOLD = 1e-10;
  25874. const THRESHOLD_SQ = THRESHOLD * THRESHOLD;
  25875. let prevPos = points[ 0 ];
  25876. for ( let i = 1; i <= points.length; i ++ ) {
  25877. const currentIndex = i % points.length;
  25878. const currentPos = points[ currentIndex ];
  25879. const dx = currentPos.x - prevPos.x;
  25880. const dy = currentPos.y - prevPos.y;
  25881. const distSq = dx * dx + dy * dy;
  25882. const scalingFactorSqrt = Math.max(
  25883. Math.abs( currentPos.x ),
  25884. Math.abs( currentPos.y ),
  25885. Math.abs( prevPos.x ),
  25886. Math.abs( prevPos.y )
  25887. );
  25888. const thresholdSqScaled = THRESHOLD_SQ * scalingFactorSqrt * scalingFactorSqrt;
  25889. if ( distSq <= thresholdSqScaled ) {
  25890. points.splice( currentIndex, 1 );
  25891. i --;
  25892. continue;
  25893. }
  25894. prevPos = currentPos;
  25895. }
  25896. }
  25897. mergeOverlappingPoints( vertices );
  25898. holes.forEach( mergeOverlappingPoints );
  25899. const numHoles = holes.length;
  25900. /* Vertices */
  25901. const contour = vertices; // vertices has all points but contour has only points of circumference
  25902. for ( let h = 0; h < numHoles; h ++ ) {
  25903. const ahole = holes[ h ];
  25904. vertices = vertices.concat( ahole );
  25905. }
  25906. function scalePt2( pt, vec, size ) {
  25907. if ( ! vec ) error( 'ExtrudeGeometry: vec does not exist' );
  25908. return pt.clone().addScaledVector( vec, size );
  25909. }
  25910. const vlen = vertices.length;
  25911. // Find directions for point movement
  25912. function getBevelVec( inPt, inPrev, inNext ) {
  25913. // computes for inPt the corresponding point inPt' on a new contour
  25914. // shifted by 1 unit (length of normalized vector) to the left
  25915. // if we walk along contour clockwise, this new contour is outside the old one
  25916. //
  25917. // inPt' is the intersection of the two lines parallel to the two
  25918. // adjacent edges of inPt at a distance of 1 unit on the left side.
  25919. let v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt
  25920. // good reading for geometry algorithms (here: line-line intersection)
  25921. // http://geomalgorithms.com/a05-_intersect-1.html
  25922. const v_prev_x = inPt.x - inPrev.x,
  25923. v_prev_y = inPt.y - inPrev.y;
  25924. const v_next_x = inNext.x - inPt.x,
  25925. v_next_y = inNext.y - inPt.y;
  25926. const v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );
  25927. // check for collinear edges
  25928. const collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  25929. if ( Math.abs( collinear0 ) > Number.EPSILON ) {
  25930. // not collinear
  25931. // length of vectors for normalizing
  25932. const v_prev_len = Math.sqrt( v_prev_lensq );
  25933. const v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );
  25934. // shift adjacent points by unit vectors to the left
  25935. const ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );
  25936. const ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );
  25937. const ptNextShift_x = ( inNext.x - v_next_y / v_next_len );
  25938. const ptNextShift_y = ( inNext.y + v_next_x / v_next_len );
  25939. // scaling factor for v_prev to intersection point
  25940. const sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -
  25941. ( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /
  25942. ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  25943. // vector from inPt to intersection point
  25944. v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );
  25945. v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );
  25946. // Don't normalize!, otherwise sharp corners become ugly
  25947. // but prevent crazy spikes
  25948. const v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y );
  25949. if ( v_trans_lensq <= 2 ) {
  25950. return new Vector2( v_trans_x, v_trans_y );
  25951. } else {
  25952. shrink_by = Math.sqrt( v_trans_lensq / 2 );
  25953. }
  25954. } else {
  25955. // handle special case of collinear edges
  25956. let direction_eq = false; // assumes: opposite
  25957. if ( v_prev_x > Number.EPSILON ) {
  25958. if ( v_next_x > Number.EPSILON ) {
  25959. direction_eq = true;
  25960. }
  25961. } else {
  25962. if ( v_prev_x < - Number.EPSILON ) {
  25963. if ( v_next_x < - Number.EPSILON ) {
  25964. direction_eq = true;
  25965. }
  25966. } else {
  25967. if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) {
  25968. direction_eq = true;
  25969. }
  25970. }
  25971. }
  25972. if ( direction_eq ) {
  25973. // log("Warning: lines are a straight sequence");
  25974. v_trans_x = - v_prev_y;
  25975. v_trans_y = v_prev_x;
  25976. shrink_by = Math.sqrt( v_prev_lensq );
  25977. } else {
  25978. // log("Warning: lines are a straight spike");
  25979. v_trans_x = v_prev_x;
  25980. v_trans_y = v_prev_y;
  25981. shrink_by = Math.sqrt( v_prev_lensq / 2 );
  25982. }
  25983. }
  25984. return new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );
  25985. }
  25986. const contourMovements = [];
  25987. for ( let i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  25988. if ( j === il ) j = 0;
  25989. if ( k === il ) k = 0;
  25990. // (j)---(i)---(k)
  25991. // log('i,j,k', i, j , k)
  25992. contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] );
  25993. }
  25994. const holesMovements = [];
  25995. let oneHoleMovements, verticesMovements = contourMovements.concat();
  25996. for ( let h = 0, hl = numHoles; h < hl; h ++ ) {
  25997. const ahole = holes[ h ];
  25998. oneHoleMovements = [];
  25999. for ( let i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  26000. if ( j === il ) j = 0;
  26001. if ( k === il ) k = 0;
  26002. // (j)---(i)---(k)
  26003. oneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );
  26004. }
  26005. holesMovements.push( oneHoleMovements );
  26006. verticesMovements = verticesMovements.concat( oneHoleMovements );
  26007. }
  26008. let faces;
  26009. if ( bevelSegments === 0 ) {
  26010. faces = ShapeUtils.triangulateShape( contour, holes );
  26011. } else {
  26012. const contractedContourVertices = [];
  26013. const expandedHoleVertices = [];
  26014. // Loop bevelSegments, 1 for the front, 1 for the back
  26015. for ( let b = 0; b < bevelSegments; b ++ ) {
  26016. //for ( b = bevelSegments; b > 0; b -- ) {
  26017. const t = b / bevelSegments;
  26018. const z = bevelThickness * Math.cos( t * Math.PI / 2 );
  26019. const bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
  26020. // contract shape
  26021. for ( let i = 0, il = contour.length; i < il; i ++ ) {
  26022. const vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  26023. v( vert.x, vert.y, - z );
  26024. if ( t === 0 ) contractedContourVertices.push( vert );
  26025. }
  26026. // expand holes
  26027. for ( let h = 0, hl = numHoles; h < hl; h ++ ) {
  26028. const ahole = holes[ h ];
  26029. oneHoleMovements = holesMovements[ h ];
  26030. const oneHoleVertices = [];
  26031. for ( let i = 0, il = ahole.length; i < il; i ++ ) {
  26032. const vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  26033. v( vert.x, vert.y, - z );
  26034. if ( t === 0 ) oneHoleVertices.push( vert );
  26035. }
  26036. if ( t === 0 ) expandedHoleVertices.push( oneHoleVertices );
  26037. }
  26038. }
  26039. faces = ShapeUtils.triangulateShape( contractedContourVertices, expandedHoleVertices );
  26040. }
  26041. const flen = faces.length;
  26042. const bs = bevelSize + bevelOffset;
  26043. // Back facing vertices
  26044. for ( let i = 0; i < vlen; i ++ ) {
  26045. const vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  26046. if ( ! extrudeByPath ) {
  26047. v( vert.x, vert.y, 0 );
  26048. } else {
  26049. // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
  26050. normal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x );
  26051. binormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y );
  26052. position2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal );
  26053. v( position2.x, position2.y, position2.z );
  26054. }
  26055. }
  26056. // Add stepped vertices...
  26057. // Including front facing vertices
  26058. for ( let s = 1; s <= steps; s ++ ) {
  26059. for ( let i = 0; i < vlen; i ++ ) {
  26060. const vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  26061. if ( ! extrudeByPath ) {
  26062. v( vert.x, vert.y, depth / steps * s );
  26063. } else {
  26064. // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );
  26065. normal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x );
  26066. binormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y );
  26067. position2.copy( extrudePts[ s ] ).add( normal ).add( binormal );
  26068. v( position2.x, position2.y, position2.z );
  26069. }
  26070. }
  26071. }
  26072. // Add bevel segments planes
  26073. //for ( b = 1; b <= bevelSegments; b ++ ) {
  26074. for ( let b = bevelSegments - 1; b >= 0; b -- ) {
  26075. const t = b / bevelSegments;
  26076. const z = bevelThickness * Math.cos( t * Math.PI / 2 );
  26077. const bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
  26078. // contract shape
  26079. for ( let i = 0, il = contour.length; i < il; i ++ ) {
  26080. const vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  26081. v( vert.x, vert.y, depth + z );
  26082. }
  26083. // expand holes
  26084. for ( let h = 0, hl = holes.length; h < hl; h ++ ) {
  26085. const ahole = holes[ h ];
  26086. oneHoleMovements = holesMovements[ h ];
  26087. for ( let i = 0, il = ahole.length; i < il; i ++ ) {
  26088. const vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  26089. if ( ! extrudeByPath ) {
  26090. v( vert.x, vert.y, depth + z );
  26091. } else {
  26092. v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );
  26093. }
  26094. }
  26095. }
  26096. }
  26097. /* Faces */
  26098. // Top and bottom faces
  26099. buildLidFaces();
  26100. // Sides faces
  26101. buildSideFaces();
  26102. ///// Internal functions
  26103. function buildLidFaces() {
  26104. const start = verticesArray.length / 3;
  26105. if ( bevelEnabled ) {
  26106. let layer = 0; // steps + 1
  26107. let offset = vlen * layer;
  26108. // Bottom faces
  26109. for ( let i = 0; i < flen; i ++ ) {
  26110. const face = faces[ i ];
  26111. f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset );
  26112. }
  26113. layer = steps + bevelSegments * 2;
  26114. offset = vlen * layer;
  26115. // Top faces
  26116. for ( let i = 0; i < flen; i ++ ) {
  26117. const face = faces[ i ];
  26118. f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset );
  26119. }
  26120. } else {
  26121. // Bottom faces
  26122. for ( let i = 0; i < flen; i ++ ) {
  26123. const face = faces[ i ];
  26124. f3( face[ 2 ], face[ 1 ], face[ 0 ] );
  26125. }
  26126. // Top faces
  26127. for ( let i = 0; i < flen; i ++ ) {
  26128. const face = faces[ i ];
  26129. f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps );
  26130. }
  26131. }
  26132. scope.addGroup( start, verticesArray.length / 3 - start, 0 );
  26133. }
  26134. // Create faces for the z-sides of the shape
  26135. function buildSideFaces() {
  26136. const start = verticesArray.length / 3;
  26137. let layeroffset = 0;
  26138. sidewalls( contour, layeroffset );
  26139. layeroffset += contour.length;
  26140. for ( let h = 0, hl = holes.length; h < hl; h ++ ) {
  26141. const ahole = holes[ h ];
  26142. sidewalls( ahole, layeroffset );
  26143. //, true
  26144. layeroffset += ahole.length;
  26145. }
  26146. scope.addGroup( start, verticesArray.length / 3 - start, 1 );
  26147. }
  26148. function sidewalls( contour, layeroffset ) {
  26149. let i = contour.length;
  26150. while ( -- i >= 0 ) {
  26151. const j = i;
  26152. let k = i - 1;
  26153. if ( k < 0 ) k = contour.length - 1;
  26154. //log('b', i,j, i-1, k,vertices.length);
  26155. for ( let s = 0, sl = ( steps + bevelSegments * 2 ); s < sl; s ++ ) {
  26156. const slen1 = vlen * s;
  26157. const slen2 = vlen * ( s + 1 );
  26158. const a = layeroffset + j + slen1,
  26159. b = layeroffset + k + slen1,
  26160. c = layeroffset + k + slen2,
  26161. d = layeroffset + j + slen2;
  26162. f4( a, b, c, d );
  26163. }
  26164. }
  26165. }
  26166. function v( x, y, z ) {
  26167. placeholder.push( x );
  26168. placeholder.push( y );
  26169. placeholder.push( z );
  26170. }
  26171. function f3( a, b, c ) {
  26172. addVertex( a );
  26173. addVertex( b );
  26174. addVertex( c );
  26175. const nextIndex = verticesArray.length / 3;
  26176. const uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  26177. addUV( uvs[ 0 ] );
  26178. addUV( uvs[ 1 ] );
  26179. addUV( uvs[ 2 ] );
  26180. }
  26181. function f4( a, b, c, d ) {
  26182. addVertex( a );
  26183. addVertex( b );
  26184. addVertex( d );
  26185. addVertex( b );
  26186. addVertex( c );
  26187. addVertex( d );
  26188. const nextIndex = verticesArray.length / 3;
  26189. const uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  26190. addUV( uvs[ 0 ] );
  26191. addUV( uvs[ 1 ] );
  26192. addUV( uvs[ 3 ] );
  26193. addUV( uvs[ 1 ] );
  26194. addUV( uvs[ 2 ] );
  26195. addUV( uvs[ 3 ] );
  26196. }
  26197. function addVertex( index ) {
  26198. verticesArray.push( placeholder[ index * 3 + 0 ] );
  26199. verticesArray.push( placeholder[ index * 3 + 1 ] );
  26200. verticesArray.push( placeholder[ index * 3 + 2 ] );
  26201. }
  26202. function addUV( vector2 ) {
  26203. uvArray.push( vector2.x );
  26204. uvArray.push( vector2.y );
  26205. }
  26206. }
  26207. }
  26208. copy( source ) {
  26209. super.copy( source );
  26210. this.parameters = Object.assign( {}, source.parameters );
  26211. return this;
  26212. }
  26213. toJSON() {
  26214. const data = super.toJSON();
  26215. const shapes = this.parameters.shapes;
  26216. const options = this.parameters.options;
  26217. return toJSON$1( shapes, options, data );
  26218. }
  26219. /**
  26220. * Factory method for creating an instance of this class from the given
  26221. * JSON object.
  26222. *
  26223. * @param {Object} data - A JSON object representing the serialized geometry.
  26224. * @param {Array<Shape>} shapes - An array of shapes.
  26225. * @return {ExtrudeGeometry} A new instance.
  26226. */
  26227. static fromJSON( data, shapes ) {
  26228. const geometryShapes = [];
  26229. for ( let j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  26230. const shape = shapes[ data.shapes[ j ] ];
  26231. geometryShapes.push( shape );
  26232. }
  26233. const extrudePath = data.options.extrudePath;
  26234. if ( extrudePath !== undefined ) {
  26235. data.options.extrudePath = new Curves[ extrudePath.type ]().fromJSON( extrudePath );
  26236. }
  26237. return new ExtrudeGeometry( geometryShapes, data.options );
  26238. }
  26239. }
  26240. const WorldUVGenerator = {
  26241. generateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) {
  26242. const a_x = vertices[ indexA * 3 ];
  26243. const a_y = vertices[ indexA * 3 + 1 ];
  26244. const b_x = vertices[ indexB * 3 ];
  26245. const b_y = vertices[ indexB * 3 + 1 ];
  26246. const c_x = vertices[ indexC * 3 ];
  26247. const c_y = vertices[ indexC * 3 + 1 ];
  26248. return [
  26249. new Vector2( a_x, a_y ),
  26250. new Vector2( b_x, b_y ),
  26251. new Vector2( c_x, c_y )
  26252. ];
  26253. },
  26254. generateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) {
  26255. const a_x = vertices[ indexA * 3 ];
  26256. const a_y = vertices[ indexA * 3 + 1 ];
  26257. const a_z = vertices[ indexA * 3 + 2 ];
  26258. const b_x = vertices[ indexB * 3 ];
  26259. const b_y = vertices[ indexB * 3 + 1 ];
  26260. const b_z = vertices[ indexB * 3 + 2 ];
  26261. const c_x = vertices[ indexC * 3 ];
  26262. const c_y = vertices[ indexC * 3 + 1 ];
  26263. const c_z = vertices[ indexC * 3 + 2 ];
  26264. const d_x = vertices[ indexD * 3 ];
  26265. const d_y = vertices[ indexD * 3 + 1 ];
  26266. const d_z = vertices[ indexD * 3 + 2 ];
  26267. if ( Math.abs( a_y - b_y ) < Math.abs( a_x - b_x ) ) {
  26268. return [
  26269. new Vector2( a_x, 1 - a_z ),
  26270. new Vector2( b_x, 1 - b_z ),
  26271. new Vector2( c_x, 1 - c_z ),
  26272. new Vector2( d_x, 1 - d_z )
  26273. ];
  26274. } else {
  26275. return [
  26276. new Vector2( a_y, 1 - a_z ),
  26277. new Vector2( b_y, 1 - b_z ),
  26278. new Vector2( c_y, 1 - c_z ),
  26279. new Vector2( d_y, 1 - d_z )
  26280. ];
  26281. }
  26282. }
  26283. };
  26284. function toJSON$1( shapes, options, data ) {
  26285. data.shapes = [];
  26286. if ( Array.isArray( shapes ) ) {
  26287. for ( let i = 0, l = shapes.length; i < l; i ++ ) {
  26288. const shape = shapes[ i ];
  26289. data.shapes.push( shape.uuid );
  26290. }
  26291. } else {
  26292. data.shapes.push( shapes.uuid );
  26293. }
  26294. data.options = Object.assign( {}, options );
  26295. if ( options.extrudePath !== undefined ) data.options.extrudePath = options.extrudePath.toJSON();
  26296. return data;
  26297. }
  26298. /**
  26299. * A geometry class for representing an icosahedron.
  26300. *
  26301. * ```js
  26302. * const geometry = new THREE.IcosahedronGeometry();
  26303. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  26304. * const icosahedron = new THREE.Mesh( geometry, material );
  26305. * scene.add( icosahedron );
  26306. * ```
  26307. *
  26308. * @augments PolyhedronGeometry
  26309. * @demo scenes/geometry-browser.html#IcosahedronGeometry
  26310. */
  26311. class IcosahedronGeometry extends PolyhedronGeometry {
  26312. /**
  26313. * Constructs a new icosahedron geometry.
  26314. *
  26315. * @param {number} [radius=1] - Radius of the icosahedron.
  26316. * @param {number} [detail=0] - Setting this to a value greater than `0` adds vertices making it no longer a icosahedron.
  26317. */
  26318. constructor( radius = 1, detail = 0 ) {
  26319. const t = ( 1 + Math.sqrt( 5 ) ) / 2;
  26320. const vertices = [
  26321. -1, t, 0, 1, t, 0, -1, - t, 0, 1, - t, 0,
  26322. 0, -1, t, 0, 1, t, 0, -1, - t, 0, 1, - t,
  26323. t, 0, -1, t, 0, 1, - t, 0, -1, - t, 0, 1
  26324. ];
  26325. const indices = [
  26326. 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11,
  26327. 1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8,
  26328. 3, 9, 4, 3, 4, 2, 3, 2, 6, 3, 6, 8, 3, 8, 9,
  26329. 4, 9, 5, 2, 4, 11, 6, 2, 10, 8, 6, 7, 9, 8, 1
  26330. ];
  26331. super( vertices, indices, radius, detail );
  26332. this.type = 'IcosahedronGeometry';
  26333. /**
  26334. * Holds the constructor parameters that have been
  26335. * used to generate the geometry. Any modification
  26336. * after instantiation does not change the geometry.
  26337. *
  26338. * @type {Object}
  26339. */
  26340. this.parameters = {
  26341. radius: radius,
  26342. detail: detail
  26343. };
  26344. }
  26345. /**
  26346. * Factory method for creating an instance of this class from the given
  26347. * JSON object.
  26348. *
  26349. * @param {Object} data - A JSON object representing the serialized geometry.
  26350. * @return {IcosahedronGeometry} A new instance.
  26351. */
  26352. static fromJSON( data ) {
  26353. return new IcosahedronGeometry( data.radius, data.detail );
  26354. }
  26355. }
  26356. /**
  26357. * Creates meshes with axial symmetry like vases. The lathe rotates around the Y axis.
  26358. *
  26359. * ```js
  26360. * const points = [];
  26361. * for ( let i = 0; i < 10; i ++ ) {
  26362. * points.push( new THREE.Vector2( Math.sin( i * 0.2 ) * 10 + 5, ( i - 5 ) * 2 ) );
  26363. * }
  26364. * const geometry = new THREE.LatheGeometry( points );
  26365. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  26366. * const lathe = new THREE.Mesh( geometry, material );
  26367. * scene.add( lathe );
  26368. * ```
  26369. *
  26370. * @augments BufferGeometry
  26371. * @demo scenes/geometry-browser.html#LatheGeometry
  26372. */
  26373. class LatheGeometry extends BufferGeometry {
  26374. /**
  26375. * Constructs a new lathe geometry.
  26376. *
  26377. * @param {Array<Vector2|Vector3>} [points] - An array of points in 2D space. The x-coordinate of each point
  26378. * must be greater than zero.
  26379. * @param {number} [segments=12] - The number of circumference segments to generate.
  26380. * @param {number} [phiStart=0] - The starting angle in radians.
  26381. * @param {number} [phiLength=Math.PI*2] - The radian (0 to 2PI) range of the lathed section 2PI is a
  26382. * closed lathe, less than 2PI is a portion.
  26383. */
  26384. 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 ) {
  26385. super();
  26386. this.type = 'LatheGeometry';
  26387. /**
  26388. * Holds the constructor parameters that have been
  26389. * used to generate the geometry. Any modification
  26390. * after instantiation does not change the geometry.
  26391. *
  26392. * @type {Object}
  26393. */
  26394. this.parameters = {
  26395. points: points,
  26396. segments: segments,
  26397. phiStart: phiStart,
  26398. phiLength: phiLength
  26399. };
  26400. segments = Math.floor( segments );
  26401. // clamp phiLength so it's in range of [ 0, 2PI ]
  26402. phiLength = clamp( phiLength, 0, Math.PI * 2 );
  26403. // buffers
  26404. const indices = [];
  26405. const vertices = [];
  26406. const uvs = [];
  26407. const initNormals = [];
  26408. const normals = [];
  26409. // helper variables
  26410. const inverseSegments = 1.0 / segments;
  26411. const vertex = new Vector3();
  26412. const uv = new Vector2();
  26413. const normal = new Vector3();
  26414. const curNormal = new Vector3();
  26415. const prevNormal = new Vector3();
  26416. let dx = 0;
  26417. let dy = 0;
  26418. // pre-compute normals for initial "meridian"
  26419. for ( let j = 0; j <= ( points.length - 1 ); j ++ ) {
  26420. switch ( j ) {
  26421. case 0: // special handling for 1st vertex on path
  26422. dx = points[ j + 1 ].x - points[ j ].x;
  26423. dy = points[ j + 1 ].y - points[ j ].y;
  26424. normal.x = dy * 1.0;
  26425. normal.y = - dx;
  26426. normal.z = dy * 0.0;
  26427. prevNormal.copy( normal );
  26428. normal.normalize();
  26429. initNormals.push( normal.x, normal.y, normal.z );
  26430. break;
  26431. case ( points.length - 1 ): // special handling for last Vertex on path
  26432. initNormals.push( prevNormal.x, prevNormal.y, prevNormal.z );
  26433. break;
  26434. default: // default handling for all vertices in between
  26435. dx = points[ j + 1 ].x - points[ j ].x;
  26436. dy = points[ j + 1 ].y - points[ j ].y;
  26437. normal.x = dy * 1.0;
  26438. normal.y = - dx;
  26439. normal.z = dy * 0.0;
  26440. curNormal.copy( normal );
  26441. normal.x += prevNormal.x;
  26442. normal.y += prevNormal.y;
  26443. normal.z += prevNormal.z;
  26444. normal.normalize();
  26445. initNormals.push( normal.x, normal.y, normal.z );
  26446. prevNormal.copy( curNormal );
  26447. }
  26448. }
  26449. // generate vertices, uvs and normals
  26450. for ( let i = 0; i <= segments; i ++ ) {
  26451. const phi = phiStart + i * inverseSegments * phiLength;
  26452. const sin = Math.sin( phi );
  26453. const cos = Math.cos( phi );
  26454. for ( let j = 0; j <= ( points.length - 1 ); j ++ ) {
  26455. // vertex
  26456. vertex.x = points[ j ].x * sin;
  26457. vertex.y = points[ j ].y;
  26458. vertex.z = points[ j ].x * cos;
  26459. vertices.push( vertex.x, vertex.y, vertex.z );
  26460. // uv
  26461. uv.x = i / segments;
  26462. uv.y = j / ( points.length - 1 );
  26463. uvs.push( uv.x, uv.y );
  26464. // normal
  26465. const x = initNormals[ 3 * j + 0 ] * sin;
  26466. const y = initNormals[ 3 * j + 1 ];
  26467. const z = initNormals[ 3 * j + 0 ] * cos;
  26468. normals.push( x, y, z );
  26469. }
  26470. }
  26471. // indices
  26472. for ( let i = 0; i < segments; i ++ ) {
  26473. for ( let j = 0; j < ( points.length - 1 ); j ++ ) {
  26474. const base = j + i * points.length;
  26475. const a = base;
  26476. const b = base + points.length;
  26477. const c = base + points.length + 1;
  26478. const d = base + 1;
  26479. // faces
  26480. indices.push( a, b, d );
  26481. indices.push( c, d, b );
  26482. }
  26483. }
  26484. // build geometry
  26485. this.setIndex( indices );
  26486. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26487. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  26488. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  26489. }
  26490. copy( source ) {
  26491. super.copy( source );
  26492. this.parameters = Object.assign( {}, source.parameters );
  26493. return this;
  26494. }
  26495. /**
  26496. * Factory method for creating an instance of this class from the given
  26497. * JSON object.
  26498. *
  26499. * @param {Object} data - A JSON object representing the serialized geometry.
  26500. * @return {LatheGeometry} A new instance.
  26501. */
  26502. static fromJSON( data ) {
  26503. return new LatheGeometry( data.points, data.segments, data.phiStart, data.phiLength );
  26504. }
  26505. }
  26506. /**
  26507. * A geometry class for representing an octahedron.
  26508. *
  26509. * ```js
  26510. * const geometry = new THREE.OctahedronGeometry();
  26511. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  26512. * const octahedron = new THREE.Mesh( geometry, material );
  26513. * scene.add( octahedron );
  26514. * ```
  26515. *
  26516. * @augments PolyhedronGeometry
  26517. * @demo scenes/geometry-browser.html#OctahedronGeometry
  26518. */
  26519. class OctahedronGeometry extends PolyhedronGeometry {
  26520. /**
  26521. * Constructs a new octahedron geometry.
  26522. *
  26523. * @param {number} [radius=1] - Radius of the octahedron.
  26524. * @param {number} [detail=0] - Setting this to a value greater than `0` adds vertices making it no longer a octahedron.
  26525. */
  26526. constructor( radius = 1, detail = 0 ) {
  26527. const vertices = [
  26528. 1, 0, 0, -1, 0, 0, 0, 1, 0,
  26529. 0, -1, 0, 0, 0, 1, 0, 0, -1
  26530. ];
  26531. const indices = [
  26532. 0, 2, 4, 0, 4, 3, 0, 3, 5,
  26533. 0, 5, 2, 1, 2, 5, 1, 5, 3,
  26534. 1, 3, 4, 1, 4, 2
  26535. ];
  26536. super( vertices, indices, radius, detail );
  26537. this.type = 'OctahedronGeometry';
  26538. /**
  26539. * Holds the constructor parameters that have been
  26540. * used to generate the geometry. Any modification
  26541. * after instantiation does not change the geometry.
  26542. *
  26543. * @type {Object}
  26544. */
  26545. this.parameters = {
  26546. radius: radius,
  26547. detail: detail
  26548. };
  26549. }
  26550. /**
  26551. * Factory method for creating an instance of this class from the given
  26552. * JSON object.
  26553. *
  26554. * @param {Object} data - A JSON object representing the serialized geometry.
  26555. * @return {OctahedronGeometry} A new instance.
  26556. */
  26557. static fromJSON( data ) {
  26558. return new OctahedronGeometry( data.radius, data.detail );
  26559. }
  26560. }
  26561. /**
  26562. * A geometry class for representing a plane.
  26563. *
  26564. * ```js
  26565. * const geometry = new THREE.PlaneGeometry( 1, 1 );
  26566. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00, side: THREE.DoubleSide } );
  26567. * const plane = new THREE.Mesh( geometry, material );
  26568. * scene.add( plane );
  26569. * ```
  26570. *
  26571. * @augments BufferGeometry
  26572. * @demo scenes/geometry-browser.html#PlaneGeometry
  26573. */
  26574. class PlaneGeometry extends BufferGeometry {
  26575. /**
  26576. * Constructs a new plane geometry.
  26577. *
  26578. * @param {number} [width=1] - The width along the X axis.
  26579. * @param {number} [height=1] - The height along the Y axis
  26580. * @param {number} [widthSegments=1] - The number of segments along the X axis.
  26581. * @param {number} [heightSegments=1] - The number of segments along the Y axis.
  26582. */
  26583. constructor( width = 1, height = 1, widthSegments = 1, heightSegments = 1 ) {
  26584. super();
  26585. this.type = 'PlaneGeometry';
  26586. /**
  26587. * Holds the constructor parameters that have been
  26588. * used to generate the geometry. Any modification
  26589. * after instantiation does not change the geometry.
  26590. *
  26591. * @type {Object}
  26592. */
  26593. this.parameters = {
  26594. width: width,
  26595. height: height,
  26596. widthSegments: widthSegments,
  26597. heightSegments: heightSegments
  26598. };
  26599. const width_half = width / 2;
  26600. const height_half = height / 2;
  26601. const gridX = Math.floor( widthSegments );
  26602. const gridY = Math.floor( heightSegments );
  26603. const gridX1 = gridX + 1;
  26604. const gridY1 = gridY + 1;
  26605. const segment_width = width / gridX;
  26606. const segment_height = height / gridY;
  26607. //
  26608. const indices = [];
  26609. const vertices = [];
  26610. const normals = [];
  26611. const uvs = [];
  26612. for ( let iy = 0; iy < gridY1; iy ++ ) {
  26613. const y = iy * segment_height - height_half;
  26614. for ( let ix = 0; ix < gridX1; ix ++ ) {
  26615. const x = ix * segment_width - width_half;
  26616. vertices.push( x, - y, 0 );
  26617. normals.push( 0, 0, 1 );
  26618. uvs.push( ix / gridX );
  26619. uvs.push( 1 - ( iy / gridY ) );
  26620. }
  26621. }
  26622. for ( let iy = 0; iy < gridY; iy ++ ) {
  26623. for ( let ix = 0; ix < gridX; ix ++ ) {
  26624. const a = ix + gridX1 * iy;
  26625. const b = ix + gridX1 * ( iy + 1 );
  26626. const c = ( ix + 1 ) + gridX1 * ( iy + 1 );
  26627. const d = ( ix + 1 ) + gridX1 * iy;
  26628. indices.push( a, b, d );
  26629. indices.push( b, c, d );
  26630. }
  26631. }
  26632. this.setIndex( indices );
  26633. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26634. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  26635. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  26636. }
  26637. copy( source ) {
  26638. super.copy( source );
  26639. this.parameters = Object.assign( {}, source.parameters );
  26640. return this;
  26641. }
  26642. /**
  26643. * Factory method for creating an instance of this class from the given
  26644. * JSON object.
  26645. *
  26646. * @param {Object} data - A JSON object representing the serialized geometry.
  26647. * @return {PlaneGeometry} A new instance.
  26648. */
  26649. static fromJSON( data ) {
  26650. return new PlaneGeometry( data.width, data.height, data.widthSegments, data.heightSegments );
  26651. }
  26652. }
  26653. /**
  26654. * A class for generating a two-dimensional ring geometry.
  26655. *
  26656. * ```js
  26657. * const geometry = new THREE.RingGeometry( 1, 5, 32 );
  26658. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00, side: THREE.DoubleSide } );
  26659. * const mesh = new THREE.Mesh( geometry, material );
  26660. * scene.add( mesh );
  26661. * ```
  26662. *
  26663. * @augments BufferGeometry
  26664. * @demo scenes/geometry-browser.html#RingGeometry
  26665. */
  26666. class RingGeometry extends BufferGeometry {
  26667. /**
  26668. * Constructs a new ring geometry.
  26669. *
  26670. * @param {number} [innerRadius=0.5] - The inner radius of the ring.
  26671. * @param {number} [outerRadius=1] - The outer radius of the ring.
  26672. * @param {number} [thetaSegments=32] - Number of segments. A higher number means the ring will be more round. Minimum is `3`.
  26673. * @param {number} [phiSegments=1] - Number of segments per ring segment. Minimum is `1`.
  26674. * @param {number} [thetaStart=0] - Starting angle in radians.
  26675. * @param {number} [thetaLength=Math.PI*2] - Central angle in radians.
  26676. */
  26677. constructor( innerRadius = 0.5, outerRadius = 1, thetaSegments = 32, phiSegments = 1, thetaStart = 0, thetaLength = Math.PI * 2 ) {
  26678. super();
  26679. this.type = 'RingGeometry';
  26680. /**
  26681. * Holds the constructor parameters that have been
  26682. * used to generate the geometry. Any modification
  26683. * after instantiation does not change the geometry.
  26684. *
  26685. * @type {Object}
  26686. */
  26687. this.parameters = {
  26688. innerRadius: innerRadius,
  26689. outerRadius: outerRadius,
  26690. thetaSegments: thetaSegments,
  26691. phiSegments: phiSegments,
  26692. thetaStart: thetaStart,
  26693. thetaLength: thetaLength
  26694. };
  26695. thetaSegments = Math.max( 3, thetaSegments );
  26696. phiSegments = Math.max( 1, phiSegments );
  26697. // buffers
  26698. const indices = [];
  26699. const vertices = [];
  26700. const normals = [];
  26701. const uvs = [];
  26702. // some helper variables
  26703. let radius = innerRadius;
  26704. const radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );
  26705. const vertex = new Vector3();
  26706. const uv = new Vector2();
  26707. // generate vertices, normals and uvs
  26708. for ( let j = 0; j <= phiSegments; j ++ ) {
  26709. for ( let i = 0; i <= thetaSegments; i ++ ) {
  26710. // values are generate from the inside of the ring to the outside
  26711. const segment = thetaStart + i / thetaSegments * thetaLength;
  26712. // vertex
  26713. vertex.x = radius * Math.cos( segment );
  26714. vertex.y = radius * Math.sin( segment );
  26715. vertices.push( vertex.x, vertex.y, vertex.z );
  26716. // normal
  26717. normals.push( 0, 0, 1 );
  26718. // uv
  26719. uv.x = ( vertex.x / outerRadius + 1 ) / 2;
  26720. uv.y = ( vertex.y / outerRadius + 1 ) / 2;
  26721. uvs.push( uv.x, uv.y );
  26722. }
  26723. // increase the radius for next row of vertices
  26724. radius += radiusStep;
  26725. }
  26726. // indices
  26727. for ( let j = 0; j < phiSegments; j ++ ) {
  26728. const thetaSegmentLevel = j * ( thetaSegments + 1 );
  26729. for ( let i = 0; i < thetaSegments; i ++ ) {
  26730. const segment = i + thetaSegmentLevel;
  26731. const a = segment;
  26732. const b = segment + thetaSegments + 1;
  26733. const c = segment + thetaSegments + 2;
  26734. const d = segment + 1;
  26735. // faces
  26736. indices.push( a, b, d );
  26737. indices.push( b, c, d );
  26738. }
  26739. }
  26740. // build geometry
  26741. this.setIndex( indices );
  26742. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26743. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  26744. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  26745. }
  26746. copy( source ) {
  26747. super.copy( source );
  26748. this.parameters = Object.assign( {}, source.parameters );
  26749. return this;
  26750. }
  26751. /**
  26752. * Factory method for creating an instance of this class from the given
  26753. * JSON object.
  26754. *
  26755. * @param {Object} data - A JSON object representing the serialized geometry.
  26756. * @return {RingGeometry} A new instance.
  26757. */
  26758. static fromJSON( data ) {
  26759. return new RingGeometry( data.innerRadius, data.outerRadius, data.thetaSegments, data.phiSegments, data.thetaStart, data.thetaLength );
  26760. }
  26761. }
  26762. /**
  26763. * Creates an one-sided polygonal geometry from one or more path shapes.
  26764. *
  26765. * ```js
  26766. * const arcShape = new THREE.Shape()
  26767. * .moveTo( 5, 1 )
  26768. * .absarc( 1, 1, 4, 0, Math.PI * 2, false );
  26769. *
  26770. * const geometry = new THREE.ShapeGeometry( arcShape );
  26771. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00, side: THREE.DoubleSide } );
  26772. * const mesh = new THREE.Mesh( geometry, material ) ;
  26773. * scene.add( mesh );
  26774. * ```
  26775. *
  26776. * @augments BufferGeometry
  26777. * @demo scenes/geometry-browser.html#ShapeGeometry
  26778. */
  26779. class ShapeGeometry extends BufferGeometry {
  26780. /**
  26781. * Constructs a new shape geometry.
  26782. *
  26783. * @param {Shape|Array<Shape>} [shapes] - A shape or an array of shapes.
  26784. * @param {number} [curveSegments=12] - Number of segments per shape.
  26785. */
  26786. constructor( shapes = new Shape( [ new Vector2( 0, 0.5 ), new Vector2( -0.5, -0.5 ), new Vector2( 0.5, -0.5 ) ] ), curveSegments = 12 ) {
  26787. super();
  26788. this.type = 'ShapeGeometry';
  26789. /**
  26790. * Holds the constructor parameters that have been
  26791. * used to generate the geometry. Any modification
  26792. * after instantiation does not change the geometry.
  26793. *
  26794. * @type {Object}
  26795. */
  26796. this.parameters = {
  26797. shapes: shapes,
  26798. curveSegments: curveSegments
  26799. };
  26800. // buffers
  26801. const indices = [];
  26802. const vertices = [];
  26803. const normals = [];
  26804. const uvs = [];
  26805. // helper variables
  26806. let groupStart = 0;
  26807. let groupCount = 0;
  26808. // allow single and array values for "shapes" parameter
  26809. if ( Array.isArray( shapes ) === false ) {
  26810. addShape( shapes );
  26811. } else {
  26812. for ( let i = 0; i < shapes.length; i ++ ) {
  26813. addShape( shapes[ i ] );
  26814. this.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support
  26815. groupStart += groupCount;
  26816. groupCount = 0;
  26817. }
  26818. }
  26819. // build geometry
  26820. this.setIndex( indices );
  26821. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26822. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  26823. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  26824. // helper functions
  26825. function addShape( shape ) {
  26826. const indexOffset = vertices.length / 3;
  26827. const points = shape.extractPoints( curveSegments );
  26828. let shapeVertices = points.shape;
  26829. const shapeHoles = points.holes;
  26830. // check direction of vertices
  26831. if ( ShapeUtils.isClockWise( shapeVertices ) === false ) {
  26832. shapeVertices = shapeVertices.reverse();
  26833. }
  26834. for ( let i = 0, l = shapeHoles.length; i < l; i ++ ) {
  26835. const shapeHole = shapeHoles[ i ];
  26836. if ( ShapeUtils.isClockWise( shapeHole ) === true ) {
  26837. shapeHoles[ i ] = shapeHole.reverse();
  26838. }
  26839. }
  26840. const faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles );
  26841. // join vertices of inner and outer paths to a single array
  26842. for ( let i = 0, l = shapeHoles.length; i < l; i ++ ) {
  26843. const shapeHole = shapeHoles[ i ];
  26844. shapeVertices = shapeVertices.concat( shapeHole );
  26845. }
  26846. // vertices, normals, uvs
  26847. for ( let i = 0, l = shapeVertices.length; i < l; i ++ ) {
  26848. const vertex = shapeVertices[ i ];
  26849. vertices.push( vertex.x, vertex.y, 0 );
  26850. normals.push( 0, 0, 1 );
  26851. uvs.push( vertex.x, vertex.y ); // world uvs
  26852. }
  26853. // indices
  26854. for ( let i = 0, l = faces.length; i < l; i ++ ) {
  26855. const face = faces[ i ];
  26856. const a = face[ 0 ] + indexOffset;
  26857. const b = face[ 1 ] + indexOffset;
  26858. const c = face[ 2 ] + indexOffset;
  26859. indices.push( a, b, c );
  26860. groupCount += 3;
  26861. }
  26862. }
  26863. }
  26864. copy( source ) {
  26865. super.copy( source );
  26866. this.parameters = Object.assign( {}, source.parameters );
  26867. return this;
  26868. }
  26869. toJSON() {
  26870. const data = super.toJSON();
  26871. const shapes = this.parameters.shapes;
  26872. return toJSON( shapes, data );
  26873. }
  26874. /**
  26875. * Factory method for creating an instance of this class from the given
  26876. * JSON object.
  26877. *
  26878. * @param {Object} data - A JSON object representing the serialized geometry.
  26879. * @param {Array<Shape>} shapes - An array of shapes.
  26880. * @return {ShapeGeometry} A new instance.
  26881. */
  26882. static fromJSON( data, shapes ) {
  26883. const geometryShapes = [];
  26884. for ( let j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  26885. const shape = shapes[ data.shapes[ j ] ];
  26886. geometryShapes.push( shape );
  26887. }
  26888. return new ShapeGeometry( geometryShapes, data.curveSegments );
  26889. }
  26890. }
  26891. function toJSON( shapes, data ) {
  26892. data.shapes = [];
  26893. if ( Array.isArray( shapes ) ) {
  26894. for ( let i = 0, l = shapes.length; i < l; i ++ ) {
  26895. const shape = shapes[ i ];
  26896. data.shapes.push( shape.uuid );
  26897. }
  26898. } else {
  26899. data.shapes.push( shapes.uuid );
  26900. }
  26901. return data;
  26902. }
  26903. /**
  26904. * A class for generating a sphere geometry.
  26905. *
  26906. * ```js
  26907. * const geometry = new THREE.SphereGeometry( 15, 32, 16 );
  26908. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  26909. * const sphere = new THREE.Mesh( geometry, material );
  26910. * scene.add( sphere );
  26911. * ```
  26912. *
  26913. * @augments BufferGeometry
  26914. * @demo scenes/geometry-browser.html#SphereGeometry
  26915. */
  26916. class SphereGeometry extends BufferGeometry {
  26917. /**
  26918. * Constructs a new sphere geometry.
  26919. *
  26920. * @param {number} [radius=1] - The sphere radius.
  26921. * @param {number} [widthSegments=32] - The number of horizontal segments. Minimum value is `3`.
  26922. * @param {number} [heightSegments=16] - The number of vertical segments. Minimum value is `2`.
  26923. * @param {number} [phiStart=0] - The horizontal starting angle in radians.
  26924. * @param {number} [phiLength=Math.PI*2] - The horizontal sweep angle size.
  26925. * @param {number} [thetaStart=0] - The vertical starting angle in radians.
  26926. * @param {number} [thetaLength=Math.PI] - The vertical sweep angle size.
  26927. */
  26928. constructor( radius = 1, widthSegments = 32, heightSegments = 16, phiStart = 0, phiLength = Math.PI * 2, thetaStart = 0, thetaLength = Math.PI ) {
  26929. super();
  26930. this.type = 'SphereGeometry';
  26931. /**
  26932. * Holds the constructor parameters that have been
  26933. * used to generate the geometry. Any modification
  26934. * after instantiation does not change the geometry.
  26935. *
  26936. * @type {Object}
  26937. */
  26938. this.parameters = {
  26939. radius: radius,
  26940. widthSegments: widthSegments,
  26941. heightSegments: heightSegments,
  26942. phiStart: phiStart,
  26943. phiLength: phiLength,
  26944. thetaStart: thetaStart,
  26945. thetaLength: thetaLength
  26946. };
  26947. widthSegments = Math.max( 3, Math.floor( widthSegments ) );
  26948. heightSegments = Math.max( 2, Math.floor( heightSegments ) );
  26949. const thetaEnd = Math.min( thetaStart + thetaLength, Math.PI );
  26950. let index = 0;
  26951. const grid = [];
  26952. const vertex = new Vector3();
  26953. const normal = new Vector3();
  26954. // buffers
  26955. const indices = [];
  26956. const vertices = [];
  26957. const normals = [];
  26958. const uvs = [];
  26959. // generate vertices, normals and uvs
  26960. for ( let iy = 0; iy <= heightSegments; iy ++ ) {
  26961. const verticesRow = [];
  26962. const v = iy / heightSegments;
  26963. // special case for the poles
  26964. let uOffset = 0;
  26965. if ( iy === 0 && thetaStart === 0 ) {
  26966. uOffset = 0.5 / widthSegments;
  26967. } else if ( iy === heightSegments && thetaEnd === Math.PI ) {
  26968. uOffset = -0.5 / widthSegments;
  26969. }
  26970. for ( let ix = 0; ix <= widthSegments; ix ++ ) {
  26971. const u = ix / widthSegments;
  26972. // vertex
  26973. vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  26974. vertex.y = radius * Math.cos( thetaStart + v * thetaLength );
  26975. vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  26976. vertices.push( vertex.x, vertex.y, vertex.z );
  26977. // normal
  26978. normal.copy( vertex ).normalize();
  26979. normals.push( normal.x, normal.y, normal.z );
  26980. // uv
  26981. uvs.push( u + uOffset, 1 - v );
  26982. verticesRow.push( index ++ );
  26983. }
  26984. grid.push( verticesRow );
  26985. }
  26986. // indices
  26987. for ( let iy = 0; iy < heightSegments; iy ++ ) {
  26988. for ( let ix = 0; ix < widthSegments; ix ++ ) {
  26989. const a = grid[ iy ][ ix + 1 ];
  26990. const b = grid[ iy ][ ix ];
  26991. const c = grid[ iy + 1 ][ ix ];
  26992. const d = grid[ iy + 1 ][ ix + 1 ];
  26993. if ( iy !== 0 || thetaStart > 0 ) indices.push( a, b, d );
  26994. if ( iy !== heightSegments - 1 || thetaEnd < Math.PI ) indices.push( b, c, d );
  26995. }
  26996. }
  26997. // build geometry
  26998. this.setIndex( indices );
  26999. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27000. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  27001. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  27002. }
  27003. copy( source ) {
  27004. super.copy( source );
  27005. this.parameters = Object.assign( {}, source.parameters );
  27006. return this;
  27007. }
  27008. /**
  27009. * Factory method for creating an instance of this class from the given
  27010. * JSON object.
  27011. *
  27012. * @param {Object} data - A JSON object representing the serialized geometry.
  27013. * @return {SphereGeometry} A new instance.
  27014. */
  27015. static fromJSON( data ) {
  27016. return new SphereGeometry( data.radius, data.widthSegments, data.heightSegments, data.phiStart, data.phiLength, data.thetaStart, data.thetaLength );
  27017. }
  27018. }
  27019. /**
  27020. * A geometry class for representing an tetrahedron.
  27021. *
  27022. * ```js
  27023. * const geometry = new THREE.TetrahedronGeometry();
  27024. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  27025. * const tetrahedron = new THREE.Mesh( geometry, material );
  27026. * scene.add( tetrahedron );
  27027. * ```
  27028. *
  27029. * @augments PolyhedronGeometry
  27030. * @demo scenes/geometry-browser.html#TetrahedronGeometry
  27031. */
  27032. class TetrahedronGeometry extends PolyhedronGeometry {
  27033. /**
  27034. * Constructs a new tetrahedron geometry.
  27035. *
  27036. * @param {number} [radius=1] - Radius of the tetrahedron.
  27037. * @param {number} [detail=0] - Setting this to a value greater than `0` adds vertices making it no longer a tetrahedron.
  27038. */
  27039. constructor( radius = 1, detail = 0 ) {
  27040. const vertices = [
  27041. 1, 1, 1, -1, -1, 1, -1, 1, -1, 1, -1, -1
  27042. ];
  27043. const indices = [
  27044. 2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1
  27045. ];
  27046. super( vertices, indices, radius, detail );
  27047. this.type = 'TetrahedronGeometry';
  27048. /**
  27049. * Holds the constructor parameters that have been
  27050. * used to generate the geometry. Any modification
  27051. * after instantiation does not change the geometry.
  27052. *
  27053. * @type {Object}
  27054. */
  27055. this.parameters = {
  27056. radius: radius,
  27057. detail: detail
  27058. };
  27059. }
  27060. /**
  27061. * Factory method for creating an instance of this class from the given
  27062. * JSON object.
  27063. *
  27064. * @param {Object} data - A JSON object representing the serialized geometry.
  27065. * @return {TetrahedronGeometry} A new instance.
  27066. */
  27067. static fromJSON( data ) {
  27068. return new TetrahedronGeometry( data.radius, data.detail );
  27069. }
  27070. }
  27071. /**
  27072. * A geometry class for representing an torus.
  27073. *
  27074. * ```js
  27075. * const geometry = new THREE.TorusGeometry( 10, 3, 16, 100 );
  27076. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  27077. * const torus = new THREE.Mesh( geometry, material );
  27078. * scene.add( torus );
  27079. * ```
  27080. *
  27081. * @augments BufferGeometry
  27082. * @demo scenes/geometry-browser.html#TorusGeometry
  27083. */
  27084. class TorusGeometry extends BufferGeometry {
  27085. /**
  27086. * Constructs a new torus geometry.
  27087. *
  27088. * @param {number} [radius=1] - Radius of the torus, from the center of the torus to the center of the tube.
  27089. * @param {number} [tube=0.4] - Radius of the tube. Must be smaller than `radius`.
  27090. * @param {number} [radialSegments=12] - The number of radial segments.
  27091. * @param {number} [tubularSegments=48] - The number of tubular segments.
  27092. * @param {number} [arc=Math.PI*2] - Central angle in radians.
  27093. */
  27094. constructor( radius = 1, tube = 0.4, radialSegments = 12, tubularSegments = 48, arc = Math.PI * 2 ) {
  27095. super();
  27096. this.type = 'TorusGeometry';
  27097. /**
  27098. * Holds the constructor parameters that have been
  27099. * used to generate the geometry. Any modification
  27100. * after instantiation does not change the geometry.
  27101. *
  27102. * @type {Object}
  27103. */
  27104. this.parameters = {
  27105. radius: radius,
  27106. tube: tube,
  27107. radialSegments: radialSegments,
  27108. tubularSegments: tubularSegments,
  27109. arc: arc
  27110. };
  27111. radialSegments = Math.floor( radialSegments );
  27112. tubularSegments = Math.floor( tubularSegments );
  27113. // buffers
  27114. const indices = [];
  27115. const vertices = [];
  27116. const normals = [];
  27117. const uvs = [];
  27118. // helper variables
  27119. const center = new Vector3();
  27120. const vertex = new Vector3();
  27121. const normal = new Vector3();
  27122. // generate vertices, normals and uvs
  27123. for ( let j = 0; j <= radialSegments; j ++ ) {
  27124. for ( let i = 0; i <= tubularSegments; i ++ ) {
  27125. const u = i / tubularSegments * arc;
  27126. const v = j / radialSegments * Math.PI * 2;
  27127. // vertex
  27128. vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );
  27129. vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );
  27130. vertex.z = tube * Math.sin( v );
  27131. vertices.push( vertex.x, vertex.y, vertex.z );
  27132. // normal
  27133. center.x = radius * Math.cos( u );
  27134. center.y = radius * Math.sin( u );
  27135. normal.subVectors( vertex, center ).normalize();
  27136. normals.push( normal.x, normal.y, normal.z );
  27137. // uv
  27138. uvs.push( i / tubularSegments );
  27139. uvs.push( j / radialSegments );
  27140. }
  27141. }
  27142. // generate indices
  27143. for ( let j = 1; j <= radialSegments; j ++ ) {
  27144. for ( let i = 1; i <= tubularSegments; i ++ ) {
  27145. // indices
  27146. const a = ( tubularSegments + 1 ) * j + i - 1;
  27147. const b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1;
  27148. const c = ( tubularSegments + 1 ) * ( j - 1 ) + i;
  27149. const d = ( tubularSegments + 1 ) * j + i;
  27150. // faces
  27151. indices.push( a, b, d );
  27152. indices.push( b, c, d );
  27153. }
  27154. }
  27155. // build geometry
  27156. this.setIndex( indices );
  27157. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27158. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  27159. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  27160. }
  27161. copy( source ) {
  27162. super.copy( source );
  27163. this.parameters = Object.assign( {}, source.parameters );
  27164. return this;
  27165. }
  27166. /**
  27167. * Factory method for creating an instance of this class from the given
  27168. * JSON object.
  27169. *
  27170. * @param {Object} data - A JSON object representing the serialized geometry.
  27171. * @return {TorusGeometry} A new instance.
  27172. */
  27173. static fromJSON( data ) {
  27174. return new TorusGeometry( data.radius, data.tube, data.radialSegments, data.tubularSegments, data.arc );
  27175. }
  27176. }
  27177. /**
  27178. * Creates a torus knot, the particular shape of which is defined by a pair
  27179. * of coprime integers, p and q. If p and q are not coprime, the result will
  27180. * be a torus link.
  27181. *
  27182. * ```js
  27183. * const geometry = new THREE.TorusKnotGeometry( 10, 3, 100, 16 );
  27184. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  27185. * const torusKnot = new THREE.Mesh( geometry, material );
  27186. * scene.add( torusKnot );
  27187. * ```
  27188. *
  27189. * @augments BufferGeometry
  27190. * @demo scenes/geometry-browser.html#TorusKnotGeometry
  27191. */
  27192. class TorusKnotGeometry extends BufferGeometry {
  27193. /**
  27194. * Constructs a new torus knot geometry.
  27195. *
  27196. * @param {number} [radius=1] - Radius of the torus knot.
  27197. * @param {number} [tube=0.4] - Radius of the tube.
  27198. * @param {number} [tubularSegments=64] - The number of tubular segments.
  27199. * @param {number} [radialSegments=8] - The number of radial segments.
  27200. * @param {number} [p=2] - This value determines, how many times the geometry winds around its axis of rotational symmetry.
  27201. * @param {number} [q=3] - This value determines, how many times the geometry winds around a circle in the interior of the torus.
  27202. */
  27203. constructor( radius = 1, tube = 0.4, tubularSegments = 64, radialSegments = 8, p = 2, q = 3 ) {
  27204. super();
  27205. this.type = 'TorusKnotGeometry';
  27206. /**
  27207. * Holds the constructor parameters that have been
  27208. * used to generate the geometry. Any modification
  27209. * after instantiation does not change the geometry.
  27210. *
  27211. * @type {Object}
  27212. */
  27213. this.parameters = {
  27214. radius: radius,
  27215. tube: tube,
  27216. tubularSegments: tubularSegments,
  27217. radialSegments: radialSegments,
  27218. p: p,
  27219. q: q
  27220. };
  27221. tubularSegments = Math.floor( tubularSegments );
  27222. radialSegments = Math.floor( radialSegments );
  27223. // buffers
  27224. const indices = [];
  27225. const vertices = [];
  27226. const normals = [];
  27227. const uvs = [];
  27228. // helper variables
  27229. const vertex = new Vector3();
  27230. const normal = new Vector3();
  27231. const P1 = new Vector3();
  27232. const P2 = new Vector3();
  27233. const B = new Vector3();
  27234. const T = new Vector3();
  27235. const N = new Vector3();
  27236. // generate vertices, normals and uvs
  27237. for ( let i = 0; i <= tubularSegments; ++ i ) {
  27238. // the radian "u" is used to calculate the position on the torus curve of the current tubular segment
  27239. const u = i / tubularSegments * p * Math.PI * 2;
  27240. // now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead.
  27241. // these points are used to create a special "coordinate space", which is necessary to calculate the correct vertex positions
  27242. calculatePositionOnCurve( u, p, q, radius, P1 );
  27243. calculatePositionOnCurve( u + 0.01, p, q, radius, P2 );
  27244. // calculate orthonormal basis
  27245. T.subVectors( P2, P1 );
  27246. N.addVectors( P2, P1 );
  27247. B.crossVectors( T, N );
  27248. N.crossVectors( B, T );
  27249. // normalize B, N. T can be ignored, we don't use it
  27250. B.normalize();
  27251. N.normalize();
  27252. for ( let j = 0; j <= radialSegments; ++ j ) {
  27253. // now calculate the vertices. they are nothing more than an extrusion of the torus curve.
  27254. // because we extrude a shape in the xy-plane, there is no need to calculate a z-value.
  27255. const v = j / radialSegments * Math.PI * 2;
  27256. const cx = - tube * Math.cos( v );
  27257. const cy = tube * Math.sin( v );
  27258. // now calculate the final vertex position.
  27259. // first we orient the extrusion with our basis vectors, then we add it to the current position on the curve
  27260. vertex.x = P1.x + ( cx * N.x + cy * B.x );
  27261. vertex.y = P1.y + ( cx * N.y + cy * B.y );
  27262. vertex.z = P1.z + ( cx * N.z + cy * B.z );
  27263. vertices.push( vertex.x, vertex.y, vertex.z );
  27264. // normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal)
  27265. normal.subVectors( vertex, P1 ).normalize();
  27266. normals.push( normal.x, normal.y, normal.z );
  27267. // uv
  27268. uvs.push( i / tubularSegments );
  27269. uvs.push( j / radialSegments );
  27270. }
  27271. }
  27272. // generate indices
  27273. for ( let j = 1; j <= tubularSegments; j ++ ) {
  27274. for ( let i = 1; i <= radialSegments; i ++ ) {
  27275. // indices
  27276. const a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  27277. const b = ( radialSegments + 1 ) * j + ( i - 1 );
  27278. const c = ( radialSegments + 1 ) * j + i;
  27279. const d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  27280. // faces
  27281. indices.push( a, b, d );
  27282. indices.push( b, c, d );
  27283. }
  27284. }
  27285. // build geometry
  27286. this.setIndex( indices );
  27287. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27288. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  27289. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  27290. // this function calculates the current position on the torus curve
  27291. function calculatePositionOnCurve( u, p, q, radius, position ) {
  27292. const cu = Math.cos( u );
  27293. const su = Math.sin( u );
  27294. const quOverP = q / p * u;
  27295. const cs = Math.cos( quOverP );
  27296. position.x = radius * ( 2 + cs ) * 0.5 * cu;
  27297. position.y = radius * ( 2 + cs ) * su * 0.5;
  27298. position.z = radius * Math.sin( quOverP ) * 0.5;
  27299. }
  27300. }
  27301. copy( source ) {
  27302. super.copy( source );
  27303. this.parameters = Object.assign( {}, source.parameters );
  27304. return this;
  27305. }
  27306. /**
  27307. * Factory method for creating an instance of this class from the given
  27308. * JSON object.
  27309. *
  27310. * @param {Object} data - A JSON object representing the serialized geometry.
  27311. * @return {TorusKnotGeometry} A new instance.
  27312. */
  27313. static fromJSON( data ) {
  27314. return new TorusKnotGeometry( data.radius, data.tube, data.tubularSegments, data.radialSegments, data.p, data.q );
  27315. }
  27316. }
  27317. /**
  27318. * Creates a tube that extrudes along a 3D curve.
  27319. *
  27320. * ```js
  27321. * class CustomSinCurve extends THREE.Curve {
  27322. *
  27323. * getPoint( t, optionalTarget = new THREE.Vector3() ) {
  27324. *
  27325. * const tx = t * 3 - 1.5;
  27326. * const ty = Math.sin( 2 * Math.PI * t );
  27327. * const tz = 0;
  27328. *
  27329. * return optionalTarget.set( tx, ty, tz );
  27330. * }
  27331. *
  27332. * }
  27333. *
  27334. * const path = new CustomSinCurve( 10 );
  27335. * const geometry = new THREE.TubeGeometry( path, 20, 2, 8, false );
  27336. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
  27337. * const mesh = new THREE.Mesh( geometry, material );
  27338. * scene.add( mesh );
  27339. * ```
  27340. *
  27341. * @augments BufferGeometry
  27342. * @demo scenes/geometry-browser.html#TubeGeometry
  27343. */
  27344. class TubeGeometry extends BufferGeometry {
  27345. /**
  27346. * Constructs a new tube geometry.
  27347. *
  27348. * @param {Curve} [path=QuadraticBezierCurve3] - A 3D curve defining the path of the tube.
  27349. * @param {number} [tubularSegments=64] - The number of segments that make up the tube.
  27350. * @param {number} [radius=1] -The radius of the tube.
  27351. * @param {number} [radialSegments=8] - The number of segments that make up the cross-section.
  27352. * @param {boolean} [closed=false] - Whether the tube is closed or not.
  27353. */
  27354. 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 ) {
  27355. super();
  27356. this.type = 'TubeGeometry';
  27357. /**
  27358. * Holds the constructor parameters that have been
  27359. * used to generate the geometry. Any modification
  27360. * after instantiation does not change the geometry.
  27361. *
  27362. * @type {Object}
  27363. */
  27364. this.parameters = {
  27365. path: path,
  27366. tubularSegments: tubularSegments,
  27367. radius: radius,
  27368. radialSegments: radialSegments,
  27369. closed: closed
  27370. };
  27371. const frames = path.computeFrenetFrames( tubularSegments, closed );
  27372. // expose internals
  27373. this.tangents = frames.tangents;
  27374. this.normals = frames.normals;
  27375. this.binormals = frames.binormals;
  27376. // helper variables
  27377. const vertex = new Vector3();
  27378. const normal = new Vector3();
  27379. const uv = new Vector2();
  27380. let P = new Vector3();
  27381. // buffer
  27382. const vertices = [];
  27383. const normals = [];
  27384. const uvs = [];
  27385. const indices = [];
  27386. // create buffer data
  27387. generateBufferData();
  27388. // build geometry
  27389. this.setIndex( indices );
  27390. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27391. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  27392. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  27393. // functions
  27394. function generateBufferData() {
  27395. for ( let i = 0; i < tubularSegments; i ++ ) {
  27396. generateSegment( i );
  27397. }
  27398. // if the geometry is not closed, generate the last row of vertices and normals
  27399. // at the regular position on the given path
  27400. //
  27401. // if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ)
  27402. generateSegment( ( closed === false ) ? tubularSegments : 0 );
  27403. // uvs are generated in a separate function.
  27404. // this makes it easy compute correct values for closed geometries
  27405. generateUVs();
  27406. // finally create faces
  27407. generateIndices();
  27408. }
  27409. function generateSegment( i ) {
  27410. // we use getPointAt to sample evenly distributed points from the given path
  27411. P = path.getPointAt( i / tubularSegments, P );
  27412. // retrieve corresponding normal and binormal
  27413. const N = frames.normals[ i ];
  27414. const B = frames.binormals[ i ];
  27415. // generate normals and vertices for the current segment
  27416. for ( let j = 0; j <= radialSegments; j ++ ) {
  27417. const v = j / radialSegments * Math.PI * 2;
  27418. const sin = Math.sin( v );
  27419. const cos = - Math.cos( v );
  27420. // normal
  27421. normal.x = ( cos * N.x + sin * B.x );
  27422. normal.y = ( cos * N.y + sin * B.y );
  27423. normal.z = ( cos * N.z + sin * B.z );
  27424. normal.normalize();
  27425. normals.push( normal.x, normal.y, normal.z );
  27426. // vertex
  27427. vertex.x = P.x + radius * normal.x;
  27428. vertex.y = P.y + radius * normal.y;
  27429. vertex.z = P.z + radius * normal.z;
  27430. vertices.push( vertex.x, vertex.y, vertex.z );
  27431. }
  27432. }
  27433. function generateIndices() {
  27434. for ( let j = 1; j <= tubularSegments; j ++ ) {
  27435. for ( let i = 1; i <= radialSegments; i ++ ) {
  27436. const a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  27437. const b = ( radialSegments + 1 ) * j + ( i - 1 );
  27438. const c = ( radialSegments + 1 ) * j + i;
  27439. const d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  27440. // faces
  27441. indices.push( a, b, d );
  27442. indices.push( b, c, d );
  27443. }
  27444. }
  27445. }
  27446. function generateUVs() {
  27447. for ( let i = 0; i <= tubularSegments; i ++ ) {
  27448. for ( let j = 0; j <= radialSegments; j ++ ) {
  27449. uv.x = i / tubularSegments;
  27450. uv.y = j / radialSegments;
  27451. uvs.push( uv.x, uv.y );
  27452. }
  27453. }
  27454. }
  27455. }
  27456. copy( source ) {
  27457. super.copy( source );
  27458. this.parameters = Object.assign( {}, source.parameters );
  27459. return this;
  27460. }
  27461. toJSON() {
  27462. const data = super.toJSON();
  27463. data.path = this.parameters.path.toJSON();
  27464. return data;
  27465. }
  27466. /**
  27467. * Factory method for creating an instance of this class from the given
  27468. * JSON object.
  27469. *
  27470. * @param {Object} data - A JSON object representing the serialized geometry.
  27471. * @return {TubeGeometry} A new instance.
  27472. */
  27473. static fromJSON( data ) {
  27474. // This only works for built-in curves (e.g. CatmullRomCurve3).
  27475. // User defined curves or instances of CurvePath will not be deserialized.
  27476. return new TubeGeometry(
  27477. new Curves[ data.path.type ]().fromJSON( data.path ),
  27478. data.tubularSegments,
  27479. data.radius,
  27480. data.radialSegments,
  27481. data.closed
  27482. );
  27483. }
  27484. }
  27485. /**
  27486. * Can be used as a helper object to visualize a geometry as a wireframe.
  27487. *
  27488. * ```js
  27489. * const geometry = new THREE.SphereGeometry();
  27490. *
  27491. * const wireframe = new THREE.WireframeGeometry( geometry );
  27492. *
  27493. * const line = new THREE.LineSegments( wireframe );
  27494. * line.material.depthWrite = false;
  27495. * line.material.opacity = 0.25;
  27496. * line.material.transparent = true;
  27497. *
  27498. * scene.add( line );
  27499. * ```
  27500. *
  27501. * Note: It is not yet possible to serialize/deserialize instances of this class.
  27502. *
  27503. * @augments BufferGeometry
  27504. */
  27505. class WireframeGeometry extends BufferGeometry {
  27506. /**
  27507. * Constructs a new wireframe geometry.
  27508. *
  27509. * @param {?BufferGeometry} [geometry=null] - The geometry.
  27510. */
  27511. constructor( geometry = null ) {
  27512. super();
  27513. this.type = 'WireframeGeometry';
  27514. /**
  27515. * Holds the constructor parameters that have been
  27516. * used to generate the geometry. Any modification
  27517. * after instantiation does not change the geometry.
  27518. *
  27519. * @type {Object}
  27520. */
  27521. this.parameters = {
  27522. geometry: geometry
  27523. };
  27524. if ( geometry !== null ) {
  27525. // buffer
  27526. const vertices = [];
  27527. const edges = new Set();
  27528. // helper variables
  27529. const start = new Vector3();
  27530. const end = new Vector3();
  27531. if ( geometry.index !== null ) {
  27532. // indexed BufferGeometry
  27533. const position = geometry.attributes.position;
  27534. const indices = geometry.index;
  27535. let groups = geometry.groups;
  27536. if ( groups.length === 0 ) {
  27537. groups = [ { start: 0, count: indices.count, materialIndex: 0 } ];
  27538. }
  27539. // create a data structure that contains all edges without duplicates
  27540. for ( let o = 0, ol = groups.length; o < ol; ++ o ) {
  27541. const group = groups[ o ];
  27542. const groupStart = group.start;
  27543. const groupCount = group.count;
  27544. for ( let i = groupStart, l = ( groupStart + groupCount ); i < l; i += 3 ) {
  27545. for ( let j = 0; j < 3; j ++ ) {
  27546. const index1 = indices.getX( i + j );
  27547. const index2 = indices.getX( i + ( j + 1 ) % 3 );
  27548. start.fromBufferAttribute( position, index1 );
  27549. end.fromBufferAttribute( position, index2 );
  27550. if ( isUniqueEdge( start, end, edges ) === true ) {
  27551. vertices.push( start.x, start.y, start.z );
  27552. vertices.push( end.x, end.y, end.z );
  27553. }
  27554. }
  27555. }
  27556. }
  27557. } else {
  27558. // non-indexed BufferGeometry
  27559. const position = geometry.attributes.position;
  27560. for ( let i = 0, l = ( position.count / 3 ); i < l; i ++ ) {
  27561. for ( let j = 0; j < 3; j ++ ) {
  27562. // three edges per triangle, an edge is represented as (index1, index2)
  27563. // e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)
  27564. const index1 = 3 * i + j;
  27565. const index2 = 3 * i + ( ( j + 1 ) % 3 );
  27566. start.fromBufferAttribute( position, index1 );
  27567. end.fromBufferAttribute( position, index2 );
  27568. if ( isUniqueEdge( start, end, edges ) === true ) {
  27569. vertices.push( start.x, start.y, start.z );
  27570. vertices.push( end.x, end.y, end.z );
  27571. }
  27572. }
  27573. }
  27574. }
  27575. // build geometry
  27576. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27577. }
  27578. }
  27579. copy( source ) {
  27580. super.copy( source );
  27581. this.parameters = Object.assign( {}, source.parameters );
  27582. return this;
  27583. }
  27584. }
  27585. function isUniqueEdge( start, end, edges ) {
  27586. const hash1 = `${start.x},${start.y},${start.z}-${end.x},${end.y},${end.z}`;
  27587. const hash2 = `${end.x},${end.y},${end.z}-${start.x},${start.y},${start.z}`; // coincident edge
  27588. if ( edges.has( hash1 ) === true || edges.has( hash2 ) === true ) {
  27589. return false;
  27590. } else {
  27591. edges.add( hash1 );
  27592. edges.add( hash2 );
  27593. return true;
  27594. }
  27595. }
  27596. var Geometries = /*#__PURE__*/Object.freeze({
  27597. __proto__: null,
  27598. BoxGeometry: BoxGeometry,
  27599. CapsuleGeometry: CapsuleGeometry,
  27600. CircleGeometry: CircleGeometry,
  27601. ConeGeometry: ConeGeometry,
  27602. CylinderGeometry: CylinderGeometry,
  27603. DodecahedronGeometry: DodecahedronGeometry,
  27604. EdgesGeometry: EdgesGeometry,
  27605. ExtrudeGeometry: ExtrudeGeometry,
  27606. IcosahedronGeometry: IcosahedronGeometry,
  27607. LatheGeometry: LatheGeometry,
  27608. OctahedronGeometry: OctahedronGeometry,
  27609. PlaneGeometry: PlaneGeometry,
  27610. PolyhedronGeometry: PolyhedronGeometry,
  27611. RingGeometry: RingGeometry,
  27612. ShapeGeometry: ShapeGeometry,
  27613. SphereGeometry: SphereGeometry,
  27614. TetrahedronGeometry: TetrahedronGeometry,
  27615. TorusGeometry: TorusGeometry,
  27616. TorusKnotGeometry: TorusKnotGeometry,
  27617. TubeGeometry: TubeGeometry,
  27618. WireframeGeometry: WireframeGeometry
  27619. });
  27620. /**
  27621. * This material can receive shadows, but otherwise is completely transparent.
  27622. *
  27623. * ```js
  27624. * const geometry = new THREE.PlaneGeometry( 2000, 2000 );
  27625. * geometry.rotateX( - Math.PI / 2 );
  27626. *
  27627. * const material = new THREE.ShadowMaterial();
  27628. * material.opacity = 0.2;
  27629. *
  27630. * const plane = new THREE.Mesh( geometry, material );
  27631. * plane.position.y = -200;
  27632. * plane.receiveShadow = true;
  27633. * scene.add( plane );
  27634. * ```
  27635. *
  27636. * @augments Material
  27637. */
  27638. class ShadowMaterial extends Material {
  27639. /**
  27640. * Constructs a new shadow material.
  27641. *
  27642. * @param {Object} [parameters] - An object with one or more properties
  27643. * defining the material's appearance. Any property of the material
  27644. * (including any property from inherited materials) can be passed
  27645. * in here. Color values can be passed any type of value accepted
  27646. * by {@link Color#set}.
  27647. */
  27648. constructor( parameters ) {
  27649. super();
  27650. /**
  27651. * This flag can be used for type testing.
  27652. *
  27653. * @type {boolean}
  27654. * @readonly
  27655. * @default true
  27656. */
  27657. this.isShadowMaterial = true;
  27658. this.type = 'ShadowMaterial';
  27659. /**
  27660. * Color of the material.
  27661. *
  27662. * @type {Color}
  27663. * @default (0,0,0)
  27664. */
  27665. this.color = new Color( 0x000000 );
  27666. /**
  27667. * Overwritten since shadow materials are transparent
  27668. * by default.
  27669. *
  27670. * @type {boolean}
  27671. * @default true
  27672. */
  27673. this.transparent = true;
  27674. /**
  27675. * Whether the material is affected by fog or not.
  27676. *
  27677. * @type {boolean}
  27678. * @default true
  27679. */
  27680. this.fog = true;
  27681. this.setValues( parameters );
  27682. }
  27683. copy( source ) {
  27684. super.copy( source );
  27685. this.color.copy( source.color );
  27686. this.fog = source.fog;
  27687. return this;
  27688. }
  27689. }
  27690. /**
  27691. * This class works just like {@link ShaderMaterial}, except that definitions
  27692. * of built-in uniforms and attributes are not automatically prepended to the
  27693. * GLSL shader code.
  27694. *
  27695. * `RawShaderMaterial` can only be used with {@link WebGLRenderer}.
  27696. *
  27697. * @augments ShaderMaterial
  27698. */
  27699. class RawShaderMaterial extends ShaderMaterial {
  27700. /**
  27701. * Constructs a new raw shader material.
  27702. *
  27703. * @param {Object} [parameters] - An object with one or more properties
  27704. * defining the material's appearance. Any property of the material
  27705. * (including any property from inherited materials) can be passed
  27706. * in here. Color values can be passed any type of value accepted
  27707. * by {@link Color#set}.
  27708. */
  27709. constructor( parameters ) {
  27710. super( parameters );
  27711. /**
  27712. * This flag can be used for type testing.
  27713. *
  27714. * @type {boolean}
  27715. * @readonly
  27716. * @default true
  27717. */
  27718. this.isRawShaderMaterial = true;
  27719. this.type = 'RawShaderMaterial';
  27720. }
  27721. }
  27722. /**
  27723. * A standard physically based material, using Metallic-Roughness workflow.
  27724. *
  27725. * Physically based rendering (PBR) has recently become the standard in many
  27726. * 3D applications, such as [Unity](https://blogs.unity3d.com/2014/10/29/physically-based-shading-in-unity-5-a-primer/),
  27727. * [Unreal](https://docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/PhysicallyBased/) and
  27728. * [3D Studio Max](http://area.autodesk.com/blogs/the-3ds-max-blog/what039s-new-for-rendering-in-3ds-max-2017).
  27729. *
  27730. * This approach differs from older approaches in that instead of using
  27731. * approximations for the way in which light interacts with a surface, a
  27732. * physically correct model is used. The idea is that, instead of tweaking
  27733. * materials to look good under specific lighting, a material can be created
  27734. * that will react 'correctly' under all lighting scenarios.
  27735. *
  27736. * In practice this gives a more accurate and realistic looking result than
  27737. * the {@link MeshLambertMaterial} or {@link MeshPhongMaterial}, at the cost of
  27738. * being somewhat more computationally expensive. `MeshStandardMaterial` uses per-fragment
  27739. * shading.
  27740. *
  27741. * Note that for best results you should always specify an environment map when using this material.
  27742. *
  27743. * For a non-technical introduction to the concept of PBR and how to set up a
  27744. * PBR material, check out these articles by the people at [marmoset](https://www.marmoset.co):
  27745. *
  27746. * - [Basic Theory of Physically Based Rendering](https://www.marmoset.co/posts/basic-theory-of-physically-based-rendering/)
  27747. * - [Physically Based Rendering and You Can Too](https://www.marmoset.co/posts/physically-based-rendering-and-you-can-too/)
  27748. *
  27749. * Technical details of the approach used in three.js (and most other PBR systems) can be found is this
  27750. * [paper from Disney](https://media.disneyanimation.com/uploads/production/publication_asset/48/asset/s2012_pbs_disney_brdf_notes_v3.pdf)
  27751. * (pdf), by Brent Burley.
  27752. *
  27753. * @augments Material
  27754. * @demo scenes/material-browser.html#MeshStandardMaterial
  27755. */
  27756. class MeshStandardMaterial extends Material {
  27757. /**
  27758. * Constructs a new mesh standard material.
  27759. *
  27760. * @param {Object} [parameters] - An object with one or more properties
  27761. * defining the material's appearance. Any property of the material
  27762. * (including any property from inherited materials) can be passed
  27763. * in here. Color values can be passed any type of value accepted
  27764. * by {@link Color#set}.
  27765. */
  27766. constructor( parameters ) {
  27767. super();
  27768. /**
  27769. * This flag can be used for type testing.
  27770. *
  27771. * @type {boolean}
  27772. * @readonly
  27773. * @default true
  27774. */
  27775. this.isMeshStandardMaterial = true;
  27776. this.type = 'MeshStandardMaterial';
  27777. this.defines = { 'STANDARD': '' };
  27778. /**
  27779. * Color of the material.
  27780. *
  27781. * @type {Color}
  27782. * @default (1,1,1)
  27783. */
  27784. this.color = new Color( 0xffffff ); // diffuse
  27785. /**
  27786. * How rough the material appears. `0.0` means a smooth mirror reflection, `1.0`
  27787. * means fully diffuse. If `roughnessMap` is also provided,
  27788. * both values are multiplied.
  27789. *
  27790. * @type {number}
  27791. * @default 1
  27792. */
  27793. this.roughness = 1.0;
  27794. /**
  27795. * How much the material is like a metal. Non-metallic materials such as wood
  27796. * or stone use `0.0`, metallic use `1.0`, with nothing (usually) in between.
  27797. * A value between `0.0` and `1.0` could be used for a rusty metal look.
  27798. * If `metalnessMap` is also provided, both values are multiplied.
  27799. *
  27800. * @type {number}
  27801. * @default 0
  27802. */
  27803. this.metalness = 0.0;
  27804. /**
  27805. * The color map. May optionally include an alpha channel, typically combined
  27806. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  27807. * color is modulated by the diffuse `color`.
  27808. *
  27809. * @type {?Texture}
  27810. * @default null
  27811. */
  27812. this.map = null;
  27813. /**
  27814. * The light map. Requires a second set of UVs.
  27815. *
  27816. * @type {?Texture}
  27817. * @default null
  27818. */
  27819. this.lightMap = null;
  27820. /**
  27821. * Intensity of the baked light.
  27822. *
  27823. * @type {number}
  27824. * @default 1
  27825. */
  27826. this.lightMapIntensity = 1.0;
  27827. /**
  27828. * The red channel of this texture is used as the ambient occlusion map.
  27829. * Requires a second set of UVs.
  27830. *
  27831. * @type {?Texture}
  27832. * @default null
  27833. */
  27834. this.aoMap = null;
  27835. /**
  27836. * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0`
  27837. * disables ambient occlusion. Where intensity is `1` and the AO map's
  27838. * red channel is also `1`, ambient light is fully occluded on a surface.
  27839. *
  27840. * @type {number}
  27841. * @default 1
  27842. */
  27843. this.aoMapIntensity = 1.0;
  27844. /**
  27845. * Emissive (light) color of the material, essentially a solid color
  27846. * unaffected by other lighting.
  27847. *
  27848. * @type {Color}
  27849. * @default (0,0,0)
  27850. */
  27851. this.emissive = new Color( 0x000000 );
  27852. /**
  27853. * Intensity of the emissive light. Modulates the emissive color.
  27854. *
  27855. * @type {number}
  27856. * @default 1
  27857. */
  27858. this.emissiveIntensity = 1.0;
  27859. /**
  27860. * Set emissive (glow) map. The emissive map color is modulated by the
  27861. * emissive color and the emissive intensity. If you have an emissive map,
  27862. * be sure to set the emissive color to something other than black.
  27863. *
  27864. * @type {?Texture}
  27865. * @default null
  27866. */
  27867. this.emissiveMap = null;
  27868. /**
  27869. * The texture to create a bump map. The black and white values map to the
  27870. * perceived depth in relation to the lights. Bump doesn't actually affect
  27871. * the geometry of the object, only the lighting. If a normal map is defined
  27872. * this will be ignored.
  27873. *
  27874. * @type {?Texture}
  27875. * @default null
  27876. */
  27877. this.bumpMap = null;
  27878. /**
  27879. * How much the bump map affects the material. Typical range is `[0,1]`.
  27880. *
  27881. * @type {number}
  27882. * @default 1
  27883. */
  27884. this.bumpScale = 1;
  27885. /**
  27886. * The texture to create a normal map. The RGB values affect the surface
  27887. * normal for each pixel fragment and change the way the color is lit. Normal
  27888. * maps do not change the actual shape of the surface, only the lighting. In
  27889. * case the material has a normal map authored using the left handed
  27890. * convention, the `y` component of `normalScale` should be negated to compensate
  27891. * for the different handedness.
  27892. *
  27893. * @type {?Texture}
  27894. * @default null
  27895. */
  27896. this.normalMap = null;
  27897. /**
  27898. * The type of normal map.
  27899. *
  27900. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  27901. * @default TangentSpaceNormalMap
  27902. */
  27903. this.normalMapType = TangentSpaceNormalMap;
  27904. /**
  27905. * How much the normal map affects the material. Typical value range is `[0,1]`.
  27906. *
  27907. * @type {Vector2}
  27908. * @default (1,1)
  27909. */
  27910. this.normalScale = new Vector2( 1, 1 );
  27911. /**
  27912. * The displacement map affects the position of the mesh's vertices. Unlike
  27913. * other maps which only affect the light and shade of the material the
  27914. * displaced vertices can cast shadows, block other objects, and otherwise
  27915. * act as real geometry. The displacement texture is an image where the value
  27916. * of each pixel (white being the highest) is mapped against, and
  27917. * repositions, the vertices of the mesh.
  27918. *
  27919. * @type {?Texture}
  27920. * @default null
  27921. */
  27922. this.displacementMap = null;
  27923. /**
  27924. * How much the displacement map affects the mesh (where black is no
  27925. * displacement, and white is maximum displacement). Without a displacement
  27926. * map set, this value is not applied.
  27927. *
  27928. * @type {number}
  27929. * @default 0
  27930. */
  27931. this.displacementScale = 1;
  27932. /**
  27933. * The offset of the displacement map's values on the mesh's vertices.
  27934. * The bias is added to the scaled sample of the displacement map.
  27935. * Without a displacement map set, this value is not applied.
  27936. *
  27937. * @type {number}
  27938. * @default 0
  27939. */
  27940. this.displacementBias = 0;
  27941. /**
  27942. * The green channel of this texture is used to alter the roughness of the
  27943. * material.
  27944. *
  27945. * @type {?Texture}
  27946. * @default null
  27947. */
  27948. this.roughnessMap = null;
  27949. /**
  27950. * The blue channel of this texture is used to alter the metalness of the
  27951. * material.
  27952. *
  27953. * @type {?Texture}
  27954. * @default null
  27955. */
  27956. this.metalnessMap = null;
  27957. /**
  27958. * The alpha map is a grayscale texture that controls the opacity across the
  27959. * surface (black: fully transparent; white: fully opaque).
  27960. *
  27961. * Only the color of the texture is used, ignoring the alpha channel if one
  27962. * exists. For RGB and RGBA textures, the renderer will use the green channel
  27963. * when sampling this texture due to the extra bit of precision provided for
  27964. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  27965. * luminance/alpha textures will also still work as expected.
  27966. *
  27967. * @type {?Texture}
  27968. * @default null
  27969. */
  27970. this.alphaMap = null;
  27971. /**
  27972. * The environment map. To ensure a physically correct rendering, environment maps
  27973. * are internally pre-processed with {@link PMREMGenerator}.
  27974. *
  27975. * @type {?Texture}
  27976. * @default null
  27977. */
  27978. this.envMap = null;
  27979. /**
  27980. * The rotation of the environment map in radians.
  27981. *
  27982. * @type {Euler}
  27983. * @default (0,0,0)
  27984. */
  27985. this.envMapRotation = new Euler();
  27986. /**
  27987. * Scales the effect of the environment map by multiplying its color.
  27988. *
  27989. * @type {number}
  27990. * @default 1
  27991. */
  27992. this.envMapIntensity = 1.0;
  27993. /**
  27994. * Renders the geometry as a wireframe.
  27995. *
  27996. * @type {boolean}
  27997. * @default false
  27998. */
  27999. this.wireframe = false;
  28000. /**
  28001. * Controls the thickness of the wireframe.
  28002. *
  28003. * Can only be used with {@link SVGRenderer}.
  28004. *
  28005. * @type {number}
  28006. * @default 1
  28007. */
  28008. this.wireframeLinewidth = 1;
  28009. /**
  28010. * Defines appearance of wireframe ends.
  28011. *
  28012. * Can only be used with {@link SVGRenderer}.
  28013. *
  28014. * @type {('round'|'bevel'|'miter')}
  28015. * @default 'round'
  28016. */
  28017. this.wireframeLinecap = 'round';
  28018. /**
  28019. * Defines appearance of wireframe joints.
  28020. *
  28021. * Can only be used with {@link SVGRenderer}.
  28022. *
  28023. * @type {('round'|'bevel'|'miter')}
  28024. * @default 'round'
  28025. */
  28026. this.wireframeLinejoin = 'round';
  28027. /**
  28028. * Whether the material is rendered with flat shading or not.
  28029. *
  28030. * @type {boolean}
  28031. * @default false
  28032. */
  28033. this.flatShading = false;
  28034. /**
  28035. * Whether the material is affected by fog or not.
  28036. *
  28037. * @type {boolean}
  28038. * @default true
  28039. */
  28040. this.fog = true;
  28041. this.setValues( parameters );
  28042. }
  28043. copy( source ) {
  28044. super.copy( source );
  28045. this.defines = { 'STANDARD': '' };
  28046. this.color.copy( source.color );
  28047. this.roughness = source.roughness;
  28048. this.metalness = source.metalness;
  28049. this.map = source.map;
  28050. this.lightMap = source.lightMap;
  28051. this.lightMapIntensity = source.lightMapIntensity;
  28052. this.aoMap = source.aoMap;
  28053. this.aoMapIntensity = source.aoMapIntensity;
  28054. this.emissive.copy( source.emissive );
  28055. this.emissiveMap = source.emissiveMap;
  28056. this.emissiveIntensity = source.emissiveIntensity;
  28057. this.bumpMap = source.bumpMap;
  28058. this.bumpScale = source.bumpScale;
  28059. this.normalMap = source.normalMap;
  28060. this.normalMapType = source.normalMapType;
  28061. this.normalScale.copy( source.normalScale );
  28062. this.displacementMap = source.displacementMap;
  28063. this.displacementScale = source.displacementScale;
  28064. this.displacementBias = source.displacementBias;
  28065. this.roughnessMap = source.roughnessMap;
  28066. this.metalnessMap = source.metalnessMap;
  28067. this.alphaMap = source.alphaMap;
  28068. this.envMap = source.envMap;
  28069. this.envMapRotation.copy( source.envMapRotation );
  28070. this.envMapIntensity = source.envMapIntensity;
  28071. this.wireframe = source.wireframe;
  28072. this.wireframeLinewidth = source.wireframeLinewidth;
  28073. this.wireframeLinecap = source.wireframeLinecap;
  28074. this.wireframeLinejoin = source.wireframeLinejoin;
  28075. this.flatShading = source.flatShading;
  28076. this.fog = source.fog;
  28077. return this;
  28078. }
  28079. }
  28080. /**
  28081. * An extension of the {@link MeshStandardMaterial}, providing more advanced
  28082. * physically-based rendering properties:
  28083. *
  28084. * - Anisotropy: Ability to represent the anisotropic property of materials
  28085. * as observable with brushed metals.
  28086. * - Clearcoat: Some materials — like car paints, carbon fiber, and wet surfaces — require
  28087. * a clear, reflective layer on top of another layer that may be irregular or rough.
  28088. * Clearcoat approximates this effect, without the need for a separate transparent surface.
  28089. * - Iridescence: Allows to render the effect where hue varies depending on the viewing
  28090. * angle and illumination angle. This can be seen on soap bubbles, oil films, or on the
  28091. * wings of many insects.
  28092. * - Physically-based transparency: One limitation of {@link Material#opacity} is that highly
  28093. * transparent materials are less reflective. Physically-based transmission provides a more
  28094. * realistic option for thin, transparent surfaces like glass.
  28095. * - Advanced reflectivity: More flexible reflectivity for non-metallic materials.
  28096. * - Sheen: Can be used for representing cloth and fabric materials.
  28097. *
  28098. * As a result of these complex shading features, `MeshPhysicalMaterial` has a
  28099. * higher performance cost, per pixel, than other three.js materials. Most
  28100. * effects are disabled by default, and add cost as they are enabled. For
  28101. * best results, always specify an environment map when using this material.
  28102. *
  28103. * @augments MeshStandardMaterial
  28104. * @demo scenes/material-browser.html#MeshPhysicalMaterial
  28105. */
  28106. class MeshPhysicalMaterial extends MeshStandardMaterial {
  28107. /**
  28108. * Constructs a new mesh physical material.
  28109. *
  28110. * @param {Object} [parameters] - An object with one or more properties
  28111. * defining the material's appearance. Any property of the material
  28112. * (including any property from inherited materials) can be passed
  28113. * in here. Color values can be passed any type of value accepted
  28114. * by {@link Color#set}.
  28115. */
  28116. constructor( parameters ) {
  28117. super();
  28118. /**
  28119. * This flag can be used for type testing.
  28120. *
  28121. * @type {boolean}
  28122. * @readonly
  28123. * @default true
  28124. */
  28125. this.isMeshPhysicalMaterial = true;
  28126. this.defines = {
  28127. 'STANDARD': '',
  28128. 'PHYSICAL': ''
  28129. };
  28130. this.type = 'MeshPhysicalMaterial';
  28131. /**
  28132. * The rotation of the anisotropy in tangent, bitangent space, measured in radians
  28133. * counter-clockwise from the tangent. When `anisotropyMap` is present, this
  28134. * property provides additional rotation to the vectors in the texture.
  28135. *
  28136. * @type {number}
  28137. * @default 1
  28138. */
  28139. this.anisotropyRotation = 0;
  28140. /**
  28141. * Red and green channels represent the anisotropy direction in `[-1, 1]` tangent,
  28142. * bitangent space, to be rotated by `anisotropyRotation`. The blue channel
  28143. * contains strength as `[0, 1]` to be multiplied by `anisotropy`.
  28144. *
  28145. * @type {?Texture}
  28146. * @default null
  28147. */
  28148. this.anisotropyMap = null;
  28149. /**
  28150. * The red channel of this texture is multiplied against `clearcoat`,
  28151. * for per-pixel control over a coating's intensity.
  28152. *
  28153. * @type {?Texture}
  28154. * @default null
  28155. */
  28156. this.clearcoatMap = null;
  28157. /**
  28158. * Roughness of the clear coat layer, from `0.0` to `1.0`.
  28159. *
  28160. * @type {number}
  28161. * @default 0
  28162. */
  28163. this.clearcoatRoughness = 0.0;
  28164. /**
  28165. * The green channel of this texture is multiplied against
  28166. * `clearcoatRoughness`, for per-pixel control over a coating's roughness.
  28167. *
  28168. * @type {?Texture}
  28169. * @default null
  28170. */
  28171. this.clearcoatRoughnessMap = null;
  28172. /**
  28173. * How much `clearcoatNormalMap` affects the clear coat layer, from
  28174. * `(0,0)` to `(1,1)`.
  28175. *
  28176. * @type {Vector2}
  28177. * @default (1,1)
  28178. */
  28179. this.clearcoatNormalScale = new Vector2( 1, 1 );
  28180. /**
  28181. * Can be used to enable independent normals for the clear coat layer.
  28182. *
  28183. * @type {?Texture}
  28184. * @default null
  28185. */
  28186. this.clearcoatNormalMap = null;
  28187. /**
  28188. * Index-of-refraction for non-metallic materials, from `1.0` to `2.333`.
  28189. *
  28190. * @type {number}
  28191. * @default 1.5
  28192. */
  28193. this.ior = 1.5;
  28194. /**
  28195. * Degree of reflectivity, from `0.0` to `1.0`. Default is `0.5`, which
  28196. * corresponds to an index-of-refraction of `1.5`.
  28197. *
  28198. * This models the reflectivity of non-metallic materials. It has no effect
  28199. * when `metalness` is `1.0`
  28200. *
  28201. * @name MeshPhysicalMaterial#reflectivity
  28202. * @type {number}
  28203. * @default 0.5
  28204. */
  28205. Object.defineProperty( this, 'reflectivity', {
  28206. get: function () {
  28207. return ( clamp( 2.5 * ( this.ior - 1 ) / ( this.ior + 1 ), 0, 1 ) );
  28208. },
  28209. set: function ( reflectivity ) {
  28210. this.ior = ( 1 + 0.4 * reflectivity ) / ( 1 - 0.4 * reflectivity );
  28211. }
  28212. } );
  28213. /**
  28214. * The red channel of this texture is multiplied against `iridescence`, for per-pixel
  28215. * control over iridescence.
  28216. *
  28217. * @type {?Texture}
  28218. * @default null
  28219. */
  28220. this.iridescenceMap = null;
  28221. /**
  28222. * Strength of the iridescence RGB color shift effect, represented by an index-of-refraction.
  28223. * Between `1.0` to `2.333`.
  28224. *
  28225. * @type {number}
  28226. * @default 1.3
  28227. */
  28228. this.iridescenceIOR = 1.3;
  28229. /**
  28230. *Array of exactly 2 elements, specifying minimum and maximum thickness of the iridescence layer.
  28231. Thickness of iridescence layer has an equivalent effect of the one `thickness` has on `ior`.
  28232. *
  28233. * @type {Array<number,number>}
  28234. * @default [100,400]
  28235. */
  28236. this.iridescenceThicknessRange = [ 100, 400 ];
  28237. /**
  28238. * A texture that defines the thickness of the iridescence layer, stored in the green channel.
  28239. * Minimum and maximum values of thickness are defined by `iridescenceThicknessRange` array:
  28240. * - `0.0` in the green channel will result in thickness equal to first element of the array.
  28241. * - `1.0` in the green channel will result in thickness equal to second element of the array.
  28242. * - Values in-between will linearly interpolate between the elements of the array.
  28243. *
  28244. * @type {?Texture}
  28245. * @default null
  28246. */
  28247. this.iridescenceThicknessMap = null;
  28248. /**
  28249. * The sheen tint.
  28250. *
  28251. * @type {Color}
  28252. * @default (0,0,0)
  28253. */
  28254. this.sheenColor = new Color( 0x000000 );
  28255. /**
  28256. * The RGB channels of this texture are multiplied against `sheenColor`, for per-pixel control
  28257. * over sheen tint.
  28258. *
  28259. * @type {?Texture}
  28260. * @default null
  28261. */
  28262. this.sheenColorMap = null;
  28263. /**
  28264. * Roughness of the sheen layer, from `0.0` to `1.0`.
  28265. *
  28266. * @type {number}
  28267. * @default 1
  28268. */
  28269. this.sheenRoughness = 1.0;
  28270. /**
  28271. * The alpha channel of this texture is multiplied against `sheenRoughness`, for per-pixel control
  28272. * over sheen roughness.
  28273. *
  28274. * @type {?Texture}
  28275. * @default null
  28276. */
  28277. this.sheenRoughnessMap = null;
  28278. /**
  28279. * The red channel of this texture is multiplied against `transmission`, for per-pixel control over
  28280. * optical transparency.
  28281. *
  28282. * @type {?Texture}
  28283. * @default null
  28284. */
  28285. this.transmissionMap = null;
  28286. /**
  28287. * The thickness of the volume beneath the surface. The value is given in the
  28288. * coordinate space of the mesh. If the value is `0` the material is
  28289. * thin-walled. Otherwise the material is a volume boundary.
  28290. *
  28291. * @type {number}
  28292. * @default 0
  28293. */
  28294. this.thickness = 0;
  28295. /**
  28296. * A texture that defines the thickness, stored in the green channel. This will
  28297. * be multiplied by `thickness`.
  28298. *
  28299. * @type {?Texture}
  28300. * @default null
  28301. */
  28302. this.thicknessMap = null;
  28303. /**
  28304. * Density of the medium given as the average distance that light travels in
  28305. * the medium before interacting with a particle. The value is given in world
  28306. * space units, and must be greater than zero.
  28307. *
  28308. * @type {number}
  28309. * @default Infinity
  28310. */
  28311. this.attenuationDistance = Infinity;
  28312. /**
  28313. * The color that white light turns into due to absorption when reaching the
  28314. * attenuation distance.
  28315. *
  28316. * @type {Color}
  28317. * @default (1,1,1)
  28318. */
  28319. this.attenuationColor = new Color( 1, 1, 1 );
  28320. /**
  28321. * A float that scales the amount of specular reflection for non-metals only.
  28322. * When set to zero, the model is effectively Lambertian. From `0.0` to `1.0`.
  28323. *
  28324. * @type {number}
  28325. * @default 1
  28326. */
  28327. this.specularIntensity = 1.0;
  28328. /**
  28329. * The alpha channel of this texture is multiplied against `specularIntensity`,
  28330. * for per-pixel control over specular intensity.
  28331. *
  28332. * @type {?Texture}
  28333. * @default null
  28334. */
  28335. this.specularIntensityMap = null;
  28336. /**
  28337. * Tints the specular reflection at normal incidence for non-metals only.
  28338. *
  28339. * @type {Color}
  28340. * @default (1,1,1)
  28341. */
  28342. this.specularColor = new Color( 1, 1, 1 );
  28343. /**
  28344. * The RGB channels of this texture are multiplied against `specularColor`,
  28345. * for per-pixel control over specular color.
  28346. *
  28347. * @type {?Texture}
  28348. * @default null
  28349. */
  28350. this.specularColorMap = null;
  28351. this._anisotropy = 0;
  28352. this._clearcoat = 0;
  28353. this._dispersion = 0;
  28354. this._iridescence = 0;
  28355. this._sheen = 0.0;
  28356. this._transmission = 0;
  28357. this.setValues( parameters );
  28358. }
  28359. /**
  28360. * The anisotropy strength, from `0.0` to `1.0`.
  28361. *
  28362. * @type {number}
  28363. * @default 0
  28364. */
  28365. get anisotropy() {
  28366. return this._anisotropy;
  28367. }
  28368. set anisotropy( value ) {
  28369. if ( this._anisotropy > 0 !== value > 0 ) {
  28370. this.version ++;
  28371. }
  28372. this._anisotropy = value;
  28373. }
  28374. /**
  28375. * Represents the intensity of the clear coat layer, from `0.0` to `1.0`. Use
  28376. * clear coat related properties to enable multilayer materials that have a
  28377. * thin translucent layer over the base layer.
  28378. *
  28379. * @type {number}
  28380. * @default 0
  28381. */
  28382. get clearcoat() {
  28383. return this._clearcoat;
  28384. }
  28385. set clearcoat( value ) {
  28386. if ( this._clearcoat > 0 !== value > 0 ) {
  28387. this.version ++;
  28388. }
  28389. this._clearcoat = value;
  28390. }
  28391. /**
  28392. * The intensity of the iridescence layer, simulating RGB color shift based on the angle between
  28393. * the surface and the viewer, from `0.0` to `1.0`.
  28394. *
  28395. * @type {number}
  28396. * @default 0
  28397. */
  28398. get iridescence() {
  28399. return this._iridescence;
  28400. }
  28401. set iridescence( value ) {
  28402. if ( this._iridescence > 0 !== value > 0 ) {
  28403. this.version ++;
  28404. }
  28405. this._iridescence = value;
  28406. }
  28407. /**
  28408. * Defines the strength of the angular separation of colors (chromatic aberration) transmitting
  28409. * through a relatively clear volume. Any value zero or larger is valid, the typical range of
  28410. * realistic values is `[0, 1]`. This property can be only be used with transmissive objects.
  28411. *
  28412. * @type {number}
  28413. * @default 0
  28414. */
  28415. get dispersion() {
  28416. return this._dispersion;
  28417. }
  28418. set dispersion( value ) {
  28419. if ( this._dispersion > 0 !== value > 0 ) {
  28420. this.version ++;
  28421. }
  28422. this._dispersion = value;
  28423. }
  28424. /**
  28425. * The intensity of the sheen layer, from `0.0` to `1.0`.
  28426. *
  28427. * @type {number}
  28428. * @default 0
  28429. */
  28430. get sheen() {
  28431. return this._sheen;
  28432. }
  28433. set sheen( value ) {
  28434. if ( this._sheen > 0 !== value > 0 ) {
  28435. this.version ++;
  28436. }
  28437. this._sheen = value;
  28438. }
  28439. /**
  28440. * Degree of transmission (or optical transparency), from `0.0` to `1.0`.
  28441. *
  28442. * Thin, transparent or semitransparent, plastic or glass materials remain
  28443. * largely reflective even if they are fully transmissive. The transmission
  28444. * property can be used to model these materials.
  28445. *
  28446. * When transmission is non-zero, `opacity` should be set to `1`.
  28447. *
  28448. * @type {number}
  28449. * @default 0
  28450. */
  28451. get transmission() {
  28452. return this._transmission;
  28453. }
  28454. set transmission( value ) {
  28455. if ( this._transmission > 0 !== value > 0 ) {
  28456. this.version ++;
  28457. }
  28458. this._transmission = value;
  28459. }
  28460. copy( source ) {
  28461. super.copy( source );
  28462. this.defines = {
  28463. 'STANDARD': '',
  28464. 'PHYSICAL': ''
  28465. };
  28466. this.anisotropy = source.anisotropy;
  28467. this.anisotropyRotation = source.anisotropyRotation;
  28468. this.anisotropyMap = source.anisotropyMap;
  28469. this.clearcoat = source.clearcoat;
  28470. this.clearcoatMap = source.clearcoatMap;
  28471. this.clearcoatRoughness = source.clearcoatRoughness;
  28472. this.clearcoatRoughnessMap = source.clearcoatRoughnessMap;
  28473. this.clearcoatNormalMap = source.clearcoatNormalMap;
  28474. this.clearcoatNormalScale.copy( source.clearcoatNormalScale );
  28475. this.dispersion = source.dispersion;
  28476. this.ior = source.ior;
  28477. this.iridescence = source.iridescence;
  28478. this.iridescenceMap = source.iridescenceMap;
  28479. this.iridescenceIOR = source.iridescenceIOR;
  28480. this.iridescenceThicknessRange = [ ...source.iridescenceThicknessRange ];
  28481. this.iridescenceThicknessMap = source.iridescenceThicknessMap;
  28482. this.sheen = source.sheen;
  28483. this.sheenColor.copy( source.sheenColor );
  28484. this.sheenColorMap = source.sheenColorMap;
  28485. this.sheenRoughness = source.sheenRoughness;
  28486. this.sheenRoughnessMap = source.sheenRoughnessMap;
  28487. this.transmission = source.transmission;
  28488. this.transmissionMap = source.transmissionMap;
  28489. this.thickness = source.thickness;
  28490. this.thicknessMap = source.thicknessMap;
  28491. this.attenuationDistance = source.attenuationDistance;
  28492. this.attenuationColor.copy( source.attenuationColor );
  28493. this.specularIntensity = source.specularIntensity;
  28494. this.specularIntensityMap = source.specularIntensityMap;
  28495. this.specularColor.copy( source.specularColor );
  28496. this.specularColorMap = source.specularColorMap;
  28497. return this;
  28498. }
  28499. }
  28500. /**
  28501. * A material for shiny surfaces with specular highlights.
  28502. *
  28503. * The material uses a non-physically based [Blinn-Phong](https://en.wikipedia.org/wiki/Blinn-Phong_shading_model)
  28504. * model for calculating reflectance. Unlike the Lambertian model used in the
  28505. * {@link MeshLambertMaterial} this can simulate shiny surfaces with specular
  28506. * highlights (such as varnished wood). `MeshPhongMaterial` uses per-fragment shading.
  28507. *
  28508. * Performance will generally be greater when using this material over the
  28509. * {@link MeshStandardMaterial} or {@link MeshPhysicalMaterial}, at the cost of
  28510. * some graphical accuracy.
  28511. *
  28512. * @augments Material
  28513. * @demo scenes/material-browser.html#MeshPhongMaterial
  28514. */
  28515. class MeshPhongMaterial extends Material {
  28516. /**
  28517. * Constructs a new mesh phong material.
  28518. *
  28519. * @param {Object} [parameters] - An object with one or more properties
  28520. * defining the material's appearance. Any property of the material
  28521. * (including any property from inherited materials) can be passed
  28522. * in here. Color values can be passed any type of value accepted
  28523. * by {@link Color#set}.
  28524. */
  28525. constructor( parameters ) {
  28526. super();
  28527. /**
  28528. * This flag can be used for type testing.
  28529. *
  28530. * @type {boolean}
  28531. * @readonly
  28532. * @default true
  28533. */
  28534. this.isMeshPhongMaterial = true;
  28535. this.type = 'MeshPhongMaterial';
  28536. /**
  28537. * Color of the material.
  28538. *
  28539. * @type {Color}
  28540. * @default (1,1,1)
  28541. */
  28542. this.color = new Color( 0xffffff ); // diffuse
  28543. /**
  28544. * Specular color of the material. The default color is set to `0x111111` (very dark grey)
  28545. *
  28546. * This defines how shiny the material is and the color of its shine.
  28547. *
  28548. * @type {Color}
  28549. */
  28550. this.specular = new Color( 0x111111 );
  28551. /**
  28552. * How shiny the specular highlight is; a higher value gives a sharper highlight.
  28553. *
  28554. * @type {number}
  28555. * @default 30
  28556. */
  28557. this.shininess = 30;
  28558. /**
  28559. * The color map. May optionally include an alpha channel, typically combined
  28560. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  28561. * color is modulated by the diffuse `color`.
  28562. *
  28563. * @type {?Texture}
  28564. * @default null
  28565. */
  28566. this.map = null;
  28567. /**
  28568. * The light map. Requires a second set of UVs.
  28569. *
  28570. * @type {?Texture}
  28571. * @default null
  28572. */
  28573. this.lightMap = null;
  28574. /**
  28575. * Intensity of the baked light.
  28576. *
  28577. * @type {number}
  28578. * @default 1
  28579. */
  28580. this.lightMapIntensity = 1.0;
  28581. /**
  28582. * The red channel of this texture is used as the ambient occlusion map.
  28583. * Requires a second set of UVs.
  28584. *
  28585. * @type {?Texture}
  28586. * @default null
  28587. */
  28588. this.aoMap = null;
  28589. /**
  28590. * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0`
  28591. * disables ambient occlusion. Where intensity is `1` and the AO map's
  28592. * red channel is also `1`, ambient light is fully occluded on a surface.
  28593. *
  28594. * @type {number}
  28595. * @default 1
  28596. */
  28597. this.aoMapIntensity = 1.0;
  28598. /**
  28599. * Emissive (light) color of the material, essentially a solid color
  28600. * unaffected by other lighting.
  28601. *
  28602. * @type {Color}
  28603. * @default (0,0,0)
  28604. */
  28605. this.emissive = new Color( 0x000000 );
  28606. /**
  28607. * Intensity of the emissive light. Modulates the emissive color.
  28608. *
  28609. * @type {number}
  28610. * @default 1
  28611. */
  28612. this.emissiveIntensity = 1.0;
  28613. /**
  28614. * Set emissive (glow) map. The emissive map color is modulated by the
  28615. * emissive color and the emissive intensity. If you have an emissive map,
  28616. * be sure to set the emissive color to something other than black.
  28617. *
  28618. * @type {?Texture}
  28619. * @default null
  28620. */
  28621. this.emissiveMap = null;
  28622. /**
  28623. * The texture to create a bump map. The black and white values map to the
  28624. * perceived depth in relation to the lights. Bump doesn't actually affect
  28625. * the geometry of the object, only the lighting. If a normal map is defined
  28626. * this will be ignored.
  28627. *
  28628. * @type {?Texture}
  28629. * @default null
  28630. */
  28631. this.bumpMap = null;
  28632. /**
  28633. * How much the bump map affects the material. Typical range is `[0,1]`.
  28634. *
  28635. * @type {number}
  28636. * @default 1
  28637. */
  28638. this.bumpScale = 1;
  28639. /**
  28640. * The texture to create a normal map. The RGB values affect the surface
  28641. * normal for each pixel fragment and change the way the color is lit. Normal
  28642. * maps do not change the actual shape of the surface, only the lighting. In
  28643. * case the material has a normal map authored using the left handed
  28644. * convention, the `y` component of `normalScale` should be negated to compensate
  28645. * for the different handedness.
  28646. *
  28647. * @type {?Texture}
  28648. * @default null
  28649. */
  28650. this.normalMap = null;
  28651. /**
  28652. * The type of normal map.
  28653. *
  28654. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  28655. * @default TangentSpaceNormalMap
  28656. */
  28657. this.normalMapType = TangentSpaceNormalMap;
  28658. /**
  28659. * How much the normal map affects the material. Typical value range is `[0,1]`.
  28660. *
  28661. * @type {Vector2}
  28662. * @default (1,1)
  28663. */
  28664. this.normalScale = new Vector2( 1, 1 );
  28665. /**
  28666. * The displacement map affects the position of the mesh's vertices. Unlike
  28667. * other maps which only affect the light and shade of the material the
  28668. * displaced vertices can cast shadows, block other objects, and otherwise
  28669. * act as real geometry. The displacement texture is an image where the value
  28670. * of each pixel (white being the highest) is mapped against, and
  28671. * repositions, the vertices of the mesh.
  28672. *
  28673. * @type {?Texture}
  28674. * @default null
  28675. */
  28676. this.displacementMap = null;
  28677. /**
  28678. * How much the displacement map affects the mesh (where black is no
  28679. * displacement, and white is maximum displacement). Without a displacement
  28680. * map set, this value is not applied.
  28681. *
  28682. * @type {number}
  28683. * @default 0
  28684. */
  28685. this.displacementScale = 1;
  28686. /**
  28687. * The offset of the displacement map's values on the mesh's vertices.
  28688. * The bias is added to the scaled sample of the displacement map.
  28689. * Without a displacement map set, this value is not applied.
  28690. *
  28691. * @type {number}
  28692. * @default 0
  28693. */
  28694. this.displacementBias = 0;
  28695. /**
  28696. * The specular map value affects both how much the specular surface
  28697. * highlight contributes and how much of the environment map affects the
  28698. * surface.
  28699. *
  28700. * @type {?Texture}
  28701. * @default null
  28702. */
  28703. this.specularMap = null;
  28704. /**
  28705. * The alpha map is a grayscale texture that controls the opacity across the
  28706. * surface (black: fully transparent; white: fully opaque).
  28707. *
  28708. * Only the color of the texture is used, ignoring the alpha channel if one
  28709. * exists. For RGB and RGBA textures, the renderer will use the green channel
  28710. * when sampling this texture due to the extra bit of precision provided for
  28711. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  28712. * luminance/alpha textures will also still work as expected.
  28713. *
  28714. * @type {?Texture}
  28715. * @default null
  28716. */
  28717. this.alphaMap = null;
  28718. /**
  28719. * The environment map.
  28720. *
  28721. * @type {?Texture}
  28722. * @default null
  28723. */
  28724. this.envMap = null;
  28725. /**
  28726. * The rotation of the environment map in radians.
  28727. *
  28728. * @type {Euler}
  28729. * @default (0,0,0)
  28730. */
  28731. this.envMapRotation = new Euler();
  28732. /**
  28733. * How to combine the result of the surface's color with the environment map, if any.
  28734. *
  28735. * When set to `MixOperation`, the {@link MeshBasicMaterial#reflectivity} is used to
  28736. * blend between the two colors.
  28737. *
  28738. * @type {(MultiplyOperation|MixOperation|AddOperation)}
  28739. * @default MultiplyOperation
  28740. */
  28741. this.combine = MultiplyOperation;
  28742. /**
  28743. * How much the environment map affects the surface.
  28744. * The valid range is between `0` (no reflections) and `1` (full reflections).
  28745. *
  28746. * @type {number}
  28747. * @default 1
  28748. */
  28749. this.reflectivity = 1;
  28750. /**
  28751. * The index of refraction (IOR) of air (approximately 1) divided by the
  28752. * index of refraction of the material. It is used with environment mapping
  28753. * modes {@link CubeRefractionMapping} and {@link EquirectangularRefractionMapping}.
  28754. * The refraction ratio should not exceed `1`.
  28755. *
  28756. * @type {number}
  28757. * @default 0.98
  28758. */
  28759. this.refractionRatio = 0.98;
  28760. /**
  28761. * Renders the geometry as a wireframe.
  28762. *
  28763. * @type {boolean}
  28764. * @default false
  28765. */
  28766. this.wireframe = false;
  28767. /**
  28768. * Controls the thickness of the wireframe.
  28769. *
  28770. * Can only be used with {@link SVGRenderer}.
  28771. *
  28772. * @type {number}
  28773. * @default 1
  28774. */
  28775. this.wireframeLinewidth = 1;
  28776. /**
  28777. * Defines appearance of wireframe ends.
  28778. *
  28779. * Can only be used with {@link SVGRenderer}.
  28780. *
  28781. * @type {('round'|'bevel'|'miter')}
  28782. * @default 'round'
  28783. */
  28784. this.wireframeLinecap = 'round';
  28785. /**
  28786. * Defines appearance of wireframe joints.
  28787. *
  28788. * Can only be used with {@link SVGRenderer}.
  28789. *
  28790. * @type {('round'|'bevel'|'miter')}
  28791. * @default 'round'
  28792. */
  28793. this.wireframeLinejoin = 'round';
  28794. /**
  28795. * Whether the material is rendered with flat shading or not.
  28796. *
  28797. * @type {boolean}
  28798. * @default false
  28799. */
  28800. this.flatShading = false;
  28801. /**
  28802. * Whether the material is affected by fog or not.
  28803. *
  28804. * @type {boolean}
  28805. * @default true
  28806. */
  28807. this.fog = true;
  28808. this.setValues( parameters );
  28809. }
  28810. copy( source ) {
  28811. super.copy( source );
  28812. this.color.copy( source.color );
  28813. this.specular.copy( source.specular );
  28814. this.shininess = source.shininess;
  28815. this.map = source.map;
  28816. this.lightMap = source.lightMap;
  28817. this.lightMapIntensity = source.lightMapIntensity;
  28818. this.aoMap = source.aoMap;
  28819. this.aoMapIntensity = source.aoMapIntensity;
  28820. this.emissive.copy( source.emissive );
  28821. this.emissiveMap = source.emissiveMap;
  28822. this.emissiveIntensity = source.emissiveIntensity;
  28823. this.bumpMap = source.bumpMap;
  28824. this.bumpScale = source.bumpScale;
  28825. this.normalMap = source.normalMap;
  28826. this.normalMapType = source.normalMapType;
  28827. this.normalScale.copy( source.normalScale );
  28828. this.displacementMap = source.displacementMap;
  28829. this.displacementScale = source.displacementScale;
  28830. this.displacementBias = source.displacementBias;
  28831. this.specularMap = source.specularMap;
  28832. this.alphaMap = source.alphaMap;
  28833. this.envMap = source.envMap;
  28834. this.envMapRotation.copy( source.envMapRotation );
  28835. this.combine = source.combine;
  28836. this.reflectivity = source.reflectivity;
  28837. this.refractionRatio = source.refractionRatio;
  28838. this.wireframe = source.wireframe;
  28839. this.wireframeLinewidth = source.wireframeLinewidth;
  28840. this.wireframeLinecap = source.wireframeLinecap;
  28841. this.wireframeLinejoin = source.wireframeLinejoin;
  28842. this.flatShading = source.flatShading;
  28843. this.fog = source.fog;
  28844. return this;
  28845. }
  28846. }
  28847. /**
  28848. * A material implementing toon shading.
  28849. *
  28850. * @augments Material
  28851. * @demo scenes/material-browser.html#MeshToonMaterial
  28852. */
  28853. class MeshToonMaterial extends Material {
  28854. /**
  28855. * Constructs a new mesh toon material.
  28856. *
  28857. * @param {Object} [parameters] - An object with one or more properties
  28858. * defining the material's appearance. Any property of the material
  28859. * (including any property from inherited materials) can be passed
  28860. * in here. Color values can be passed any type of value accepted
  28861. * by {@link Color#set}.
  28862. */
  28863. constructor( parameters ) {
  28864. super();
  28865. /**
  28866. * This flag can be used for type testing.
  28867. *
  28868. * @type {boolean}
  28869. * @readonly
  28870. * @default true
  28871. */
  28872. this.isMeshToonMaterial = true;
  28873. this.defines = { 'TOON': '' };
  28874. this.type = 'MeshToonMaterial';
  28875. /**
  28876. * Color of the material.
  28877. *
  28878. * @type {Color}
  28879. * @default (1,1,1)
  28880. */
  28881. this.color = new Color( 0xffffff );
  28882. /**
  28883. * The color map. May optionally include an alpha channel, typically combined
  28884. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  28885. * color is modulated by the diffuse `color`.
  28886. *
  28887. * @type {?Texture}
  28888. * @default null
  28889. */
  28890. this.map = null;
  28891. /**
  28892. * Gradient map for toon shading. It's required to set
  28893. * {@link Texture#minFilter} and {@link Texture#magFilter} to {@linkNearestFilter}
  28894. * when using this type of texture.
  28895. *
  28896. * @type {?Texture}
  28897. * @default null
  28898. */
  28899. this.gradientMap = null;
  28900. /**
  28901. * The light map. Requires a second set of UVs.
  28902. *
  28903. * @type {?Texture}
  28904. * @default null
  28905. */
  28906. this.lightMap = null;
  28907. /**
  28908. * Intensity of the baked light.
  28909. *
  28910. * @type {number}
  28911. * @default 1
  28912. */
  28913. this.lightMapIntensity = 1.0;
  28914. /**
  28915. * The red channel of this texture is used as the ambient occlusion map.
  28916. * Requires a second set of UVs.
  28917. *
  28918. * @type {?Texture}
  28919. * @default null
  28920. */
  28921. this.aoMap = null;
  28922. /**
  28923. * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0`
  28924. * disables ambient occlusion. Where intensity is `1` and the AO map's
  28925. * red channel is also `1`, ambient light is fully occluded on a surface.
  28926. *
  28927. * @type {number}
  28928. * @default 1
  28929. */
  28930. this.aoMapIntensity = 1.0;
  28931. /**
  28932. * Emissive (light) color of the material, essentially a solid color
  28933. * unaffected by other lighting.
  28934. *
  28935. * @type {Color}
  28936. * @default (0,0,0)
  28937. */
  28938. this.emissive = new Color( 0x000000 );
  28939. /**
  28940. * Intensity of the emissive light. Modulates the emissive color.
  28941. *
  28942. * @type {number}
  28943. * @default 1
  28944. */
  28945. this.emissiveIntensity = 1.0;
  28946. /**
  28947. * Set emissive (glow) map. The emissive map color is modulated by the
  28948. * emissive color and the emissive intensity. If you have an emissive map,
  28949. * be sure to set the emissive color to something other than black.
  28950. *
  28951. * @type {?Texture}
  28952. * @default null
  28953. */
  28954. this.emissiveMap = null;
  28955. /**
  28956. * The texture to create a bump map. The black and white values map to the
  28957. * perceived depth in relation to the lights. Bump doesn't actually affect
  28958. * the geometry of the object, only the lighting. If a normal map is defined
  28959. * this will be ignored.
  28960. *
  28961. * @type {?Texture}
  28962. * @default null
  28963. */
  28964. this.bumpMap = null;
  28965. /**
  28966. * How much the bump map affects the material. Typical range is `[0,1]`.
  28967. *
  28968. * @type {number}
  28969. * @default 1
  28970. */
  28971. this.bumpScale = 1;
  28972. /**
  28973. * The texture to create a normal map. The RGB values affect the surface
  28974. * normal for each pixel fragment and change the way the color is lit. Normal
  28975. * maps do not change the actual shape of the surface, only the lighting. In
  28976. * case the material has a normal map authored using the left handed
  28977. * convention, the `y` component of `normalScale` should be negated to compensate
  28978. * for the different handedness.
  28979. *
  28980. * @type {?Texture}
  28981. * @default null
  28982. */
  28983. this.normalMap = null;
  28984. /**
  28985. * The type of normal map.
  28986. *
  28987. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  28988. * @default TangentSpaceNormalMap
  28989. */
  28990. this.normalMapType = TangentSpaceNormalMap;
  28991. /**
  28992. * How much the normal map affects the material. Typical value range is `[0,1]`.
  28993. *
  28994. * @type {Vector2}
  28995. * @default (1,1)
  28996. */
  28997. this.normalScale = new Vector2( 1, 1 );
  28998. /**
  28999. * The displacement map affects the position of the mesh's vertices. Unlike
  29000. * other maps which only affect the light and shade of the material the
  29001. * displaced vertices can cast shadows, block other objects, and otherwise
  29002. * act as real geometry. The displacement texture is an image where the value
  29003. * of each pixel (white being the highest) is mapped against, and
  29004. * repositions, the vertices of the mesh.
  29005. *
  29006. * @type {?Texture}
  29007. * @default null
  29008. */
  29009. this.displacementMap = null;
  29010. /**
  29011. * How much the displacement map affects the mesh (where black is no
  29012. * displacement, and white is maximum displacement). Without a displacement
  29013. * map set, this value is not applied.
  29014. *
  29015. * @type {number}
  29016. * @default 0
  29017. */
  29018. this.displacementScale = 1;
  29019. /**
  29020. * The offset of the displacement map's values on the mesh's vertices.
  29021. * The bias is added to the scaled sample of the displacement map.
  29022. * Without a displacement map set, this value is not applied.
  29023. *
  29024. * @type {number}
  29025. * @default 0
  29026. */
  29027. this.displacementBias = 0;
  29028. /**
  29029. * The alpha map is a grayscale texture that controls the opacity across the
  29030. * surface (black: fully transparent; white: fully opaque).
  29031. *
  29032. * Only the color of the texture is used, ignoring the alpha channel if one
  29033. * exists. For RGB and RGBA textures, the renderer will use the green channel
  29034. * when sampling this texture due to the extra bit of precision provided for
  29035. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  29036. * luminance/alpha textures will also still work as expected.
  29037. *
  29038. * @type {?Texture}
  29039. * @default null
  29040. */
  29041. this.alphaMap = null;
  29042. /**
  29043. * Renders the geometry as a wireframe.
  29044. *
  29045. * @type {boolean}
  29046. * @default false
  29047. */
  29048. this.wireframe = false;
  29049. /**
  29050. * Controls the thickness of the wireframe.
  29051. *
  29052. * Can only be used with {@link SVGRenderer}.
  29053. *
  29054. * @type {number}
  29055. * @default 1
  29056. */
  29057. this.wireframeLinewidth = 1;
  29058. /**
  29059. * Defines appearance of wireframe ends.
  29060. *
  29061. * Can only be used with {@link SVGRenderer}.
  29062. *
  29063. * @type {('round'|'bevel'|'miter')}
  29064. * @default 'round'
  29065. */
  29066. this.wireframeLinecap = 'round';
  29067. /**
  29068. * Defines appearance of wireframe joints.
  29069. *
  29070. * Can only be used with {@link SVGRenderer}.
  29071. *
  29072. * @type {('round'|'bevel'|'miter')}
  29073. * @default 'round'
  29074. */
  29075. this.wireframeLinejoin = 'round';
  29076. /**
  29077. * Whether the material is affected by fog or not.
  29078. *
  29079. * @type {boolean}
  29080. * @default true
  29081. */
  29082. this.fog = true;
  29083. this.setValues( parameters );
  29084. }
  29085. copy( source ) {
  29086. super.copy( source );
  29087. this.color.copy( source.color );
  29088. this.map = source.map;
  29089. this.gradientMap = source.gradientMap;
  29090. this.lightMap = source.lightMap;
  29091. this.lightMapIntensity = source.lightMapIntensity;
  29092. this.aoMap = source.aoMap;
  29093. this.aoMapIntensity = source.aoMapIntensity;
  29094. this.emissive.copy( source.emissive );
  29095. this.emissiveMap = source.emissiveMap;
  29096. this.emissiveIntensity = source.emissiveIntensity;
  29097. this.bumpMap = source.bumpMap;
  29098. this.bumpScale = source.bumpScale;
  29099. this.normalMap = source.normalMap;
  29100. this.normalMapType = source.normalMapType;
  29101. this.normalScale.copy( source.normalScale );
  29102. this.displacementMap = source.displacementMap;
  29103. this.displacementScale = source.displacementScale;
  29104. this.displacementBias = source.displacementBias;
  29105. this.alphaMap = source.alphaMap;
  29106. this.wireframe = source.wireframe;
  29107. this.wireframeLinewidth = source.wireframeLinewidth;
  29108. this.wireframeLinecap = source.wireframeLinecap;
  29109. this.wireframeLinejoin = source.wireframeLinejoin;
  29110. this.fog = source.fog;
  29111. return this;
  29112. }
  29113. }
  29114. /**
  29115. * A material that maps the normal vectors to RGB colors.
  29116. *
  29117. * @augments Material
  29118. * @demo scenes/material-browser.html#MeshNormalMaterial
  29119. */
  29120. class MeshNormalMaterial extends Material {
  29121. /**
  29122. * Constructs a new mesh normal material.
  29123. *
  29124. * @param {Object} [parameters] - An object with one or more properties
  29125. * defining the material's appearance. Any property of the material
  29126. * (including any property from inherited materials) can be passed
  29127. * in here. Color values can be passed any type of value accepted
  29128. * by {@link Color#set}.
  29129. */
  29130. constructor( parameters ) {
  29131. super();
  29132. /**
  29133. * This flag can be used for type testing.
  29134. *
  29135. * @type {boolean}
  29136. * @readonly
  29137. * @default true
  29138. */
  29139. this.isMeshNormalMaterial = true;
  29140. this.type = 'MeshNormalMaterial';
  29141. /**
  29142. * The texture to create a bump map. The black and white values map to the
  29143. * perceived depth in relation to the lights. Bump doesn't actually affect
  29144. * the geometry of the object, only the lighting. If a normal map is defined
  29145. * this will be ignored.
  29146. *
  29147. * @type {?Texture}
  29148. * @default null
  29149. */
  29150. this.bumpMap = null;
  29151. /**
  29152. * How much the bump map affects the material. Typical range is `[0,1]`.
  29153. *
  29154. * @type {number}
  29155. * @default 1
  29156. */
  29157. this.bumpScale = 1;
  29158. /**
  29159. * The texture to create a normal map. The RGB values affect the surface
  29160. * normal for each pixel fragment and change the way the color is lit. Normal
  29161. * maps do not change the actual shape of the surface, only the lighting. In
  29162. * case the material has a normal map authored using the left handed
  29163. * convention, the `y` component of `normalScale` should be negated to compensate
  29164. * for the different handedness.
  29165. *
  29166. * @type {?Texture}
  29167. * @default null
  29168. */
  29169. this.normalMap = null;
  29170. /**
  29171. * The type of normal map.
  29172. *
  29173. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  29174. * @default TangentSpaceNormalMap
  29175. */
  29176. this.normalMapType = TangentSpaceNormalMap;
  29177. /**
  29178. * How much the normal map affects the material. Typical value range is `[0,1]`.
  29179. *
  29180. * @type {Vector2}
  29181. * @default (1,1)
  29182. */
  29183. this.normalScale = new Vector2( 1, 1 );
  29184. /**
  29185. * The displacement map affects the position of the mesh's vertices. Unlike
  29186. * other maps which only affect the light and shade of the material the
  29187. * displaced vertices can cast shadows, block other objects, and otherwise
  29188. * act as real geometry. The displacement texture is an image where the value
  29189. * of each pixel (white being the highest) is mapped against, and
  29190. * repositions, the vertices of the mesh.
  29191. *
  29192. * @type {?Texture}
  29193. * @default null
  29194. */
  29195. this.displacementMap = null;
  29196. /**
  29197. * How much the displacement map affects the mesh (where black is no
  29198. * displacement, and white is maximum displacement). Without a displacement
  29199. * map set, this value is not applied.
  29200. *
  29201. * @type {number}
  29202. * @default 0
  29203. */
  29204. this.displacementScale = 1;
  29205. /**
  29206. * The offset of the displacement map's values on the mesh's vertices.
  29207. * The bias is added to the scaled sample of the displacement map.
  29208. * Without a displacement map set, this value is not applied.
  29209. *
  29210. * @type {number}
  29211. * @default 0
  29212. */
  29213. this.displacementBias = 0;
  29214. /**
  29215. * Renders the geometry as a wireframe.
  29216. *
  29217. * @type {boolean}
  29218. * @default false
  29219. */
  29220. this.wireframe = false;
  29221. /**
  29222. * Controls the thickness of the wireframe.
  29223. *
  29224. * WebGL and WebGPU ignore this property and always render
  29225. * 1 pixel wide lines.
  29226. *
  29227. * @type {number}
  29228. * @default 1
  29229. */
  29230. this.wireframeLinewidth = 1;
  29231. /**
  29232. * Whether the material is rendered with flat shading or not.
  29233. *
  29234. * @type {boolean}
  29235. * @default false
  29236. */
  29237. this.flatShading = false;
  29238. this.setValues( parameters );
  29239. }
  29240. copy( source ) {
  29241. super.copy( source );
  29242. this.bumpMap = source.bumpMap;
  29243. this.bumpScale = source.bumpScale;
  29244. this.normalMap = source.normalMap;
  29245. this.normalMapType = source.normalMapType;
  29246. this.normalScale.copy( source.normalScale );
  29247. this.displacementMap = source.displacementMap;
  29248. this.displacementScale = source.displacementScale;
  29249. this.displacementBias = source.displacementBias;
  29250. this.wireframe = source.wireframe;
  29251. this.wireframeLinewidth = source.wireframeLinewidth;
  29252. this.flatShading = source.flatShading;
  29253. return this;
  29254. }
  29255. }
  29256. /**
  29257. * A material for non-shiny surfaces, without specular highlights.
  29258. *
  29259. * The material uses a non-physically based [Lambertian](https://en.wikipedia.org/wiki/Lambertian_reflectance)
  29260. * model for calculating reflectance. This can simulate some surfaces (such
  29261. * as untreated wood or stone) well, but cannot simulate shiny surfaces with
  29262. * specular highlights (such as varnished wood). `MeshLambertMaterial` uses per-fragment
  29263. * shading.
  29264. *
  29265. * Due to the simplicity of the reflectance and illumination models,
  29266. * performance will be greater when using this material over the
  29267. * {@link MeshPhongMaterial}, {@link MeshStandardMaterial} or
  29268. * {@link MeshPhysicalMaterial}, at the cost of some graphical accuracy.
  29269. *
  29270. * @augments Material
  29271. * @demo scenes/material-browser.html#MeshLambertMaterial
  29272. */
  29273. class MeshLambertMaterial extends Material {
  29274. /**
  29275. * Constructs a new mesh lambert material.
  29276. *
  29277. * @param {Object} [parameters] - An object with one or more properties
  29278. * defining the material's appearance. Any property of the material
  29279. * (including any property from inherited materials) can be passed
  29280. * in here. Color values can be passed any type of value accepted
  29281. * by {@link Color#set}.
  29282. */
  29283. constructor( parameters ) {
  29284. super();
  29285. /**
  29286. * This flag can be used for type testing.
  29287. *
  29288. * @type {boolean}
  29289. * @readonly
  29290. * @default true
  29291. */
  29292. this.isMeshLambertMaterial = true;
  29293. this.type = 'MeshLambertMaterial';
  29294. /**
  29295. * Color of the material.
  29296. *
  29297. * @type {Color}
  29298. * @default (1,1,1)
  29299. */
  29300. this.color = new Color( 0xffffff ); // diffuse
  29301. /**
  29302. * The color map. May optionally include an alpha channel, typically combined
  29303. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  29304. * color is modulated by the diffuse `color`.
  29305. *
  29306. * @type {?Texture}
  29307. * @default null
  29308. */
  29309. this.map = null;
  29310. /**
  29311. * The light map. Requires a second set of UVs.
  29312. *
  29313. * @type {?Texture}
  29314. * @default null
  29315. */
  29316. this.lightMap = null;
  29317. /**
  29318. * Intensity of the baked light.
  29319. *
  29320. * @type {number}
  29321. * @default 1
  29322. */
  29323. this.lightMapIntensity = 1.0;
  29324. /**
  29325. * The red channel of this texture is used as the ambient occlusion map.
  29326. * Requires a second set of UVs.
  29327. *
  29328. * @type {?Texture}
  29329. * @default null
  29330. */
  29331. this.aoMap = null;
  29332. /**
  29333. * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0`
  29334. * disables ambient occlusion. Where intensity is `1` and the AO map's
  29335. * red channel is also `1`, ambient light is fully occluded on a surface.
  29336. *
  29337. * @type {number}
  29338. * @default 1
  29339. */
  29340. this.aoMapIntensity = 1.0;
  29341. /**
  29342. * Emissive (light) color of the material, essentially a solid color
  29343. * unaffected by other lighting.
  29344. *
  29345. * @type {Color}
  29346. * @default (0,0,0)
  29347. */
  29348. this.emissive = new Color( 0x000000 );
  29349. /**
  29350. * Intensity of the emissive light. Modulates the emissive color.
  29351. *
  29352. * @type {number}
  29353. * @default 1
  29354. */
  29355. this.emissiveIntensity = 1.0;
  29356. /**
  29357. * Set emissive (glow) map. The emissive map color is modulated by the
  29358. * emissive color and the emissive intensity. If you have an emissive map,
  29359. * be sure to set the emissive color to something other than black.
  29360. *
  29361. * @type {?Texture}
  29362. * @default null
  29363. */
  29364. this.emissiveMap = null;
  29365. /**
  29366. * The texture to create a bump map. The black and white values map to the
  29367. * perceived depth in relation to the lights. Bump doesn't actually affect
  29368. * the geometry of the object, only the lighting. If a normal map is defined
  29369. * this will be ignored.
  29370. *
  29371. * @type {?Texture}
  29372. * @default null
  29373. */
  29374. this.bumpMap = null;
  29375. /**
  29376. * How much the bump map affects the material. Typical range is `[0,1]`.
  29377. *
  29378. * @type {number}
  29379. * @default 1
  29380. */
  29381. this.bumpScale = 1;
  29382. /**
  29383. * The texture to create a normal map. The RGB values affect the surface
  29384. * normal for each pixel fragment and change the way the color is lit. Normal
  29385. * maps do not change the actual shape of the surface, only the lighting. In
  29386. * case the material has a normal map authored using the left handed
  29387. * convention, the `y` component of `normalScale` should be negated to compensate
  29388. * for the different handedness.
  29389. *
  29390. * @type {?Texture}
  29391. * @default null
  29392. */
  29393. this.normalMap = null;
  29394. /**
  29395. * The type of normal map.
  29396. *
  29397. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  29398. * @default TangentSpaceNormalMap
  29399. */
  29400. this.normalMapType = TangentSpaceNormalMap;
  29401. /**
  29402. * How much the normal map affects the material. Typical value range is `[0,1]`.
  29403. *
  29404. * @type {Vector2}
  29405. * @default (1,1)
  29406. */
  29407. this.normalScale = new Vector2( 1, 1 );
  29408. /**
  29409. * The displacement map affects the position of the mesh's vertices. Unlike
  29410. * other maps which only affect the light and shade of the material the
  29411. * displaced vertices can cast shadows, block other objects, and otherwise
  29412. * act as real geometry. The displacement texture is an image where the value
  29413. * of each pixel (white being the highest) is mapped against, and
  29414. * repositions, the vertices of the mesh.
  29415. *
  29416. * @type {?Texture}
  29417. * @default null
  29418. */
  29419. this.displacementMap = null;
  29420. /**
  29421. * How much the displacement map affects the mesh (where black is no
  29422. * displacement, and white is maximum displacement). Without a displacement
  29423. * map set, this value is not applied.
  29424. *
  29425. * @type {number}
  29426. * @default 0
  29427. */
  29428. this.displacementScale = 1;
  29429. /**
  29430. * The offset of the displacement map's values on the mesh's vertices.
  29431. * The bias is added to the scaled sample of the displacement map.
  29432. * Without a displacement map set, this value is not applied.
  29433. *
  29434. * @type {number}
  29435. * @default 0
  29436. */
  29437. this.displacementBias = 0;
  29438. /**
  29439. * Specular map used by the material.
  29440. *
  29441. * @type {?Texture}
  29442. * @default null
  29443. */
  29444. this.specularMap = null;
  29445. /**
  29446. * The alpha map is a grayscale texture that controls the opacity across the
  29447. * surface (black: fully transparent; white: fully opaque).
  29448. *
  29449. * Only the color of the texture is used, ignoring the alpha channel if one
  29450. * exists. For RGB and RGBA textures, the renderer will use the green channel
  29451. * when sampling this texture due to the extra bit of precision provided for
  29452. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  29453. * luminance/alpha textures will also still work as expected.
  29454. *
  29455. * @type {?Texture}
  29456. * @default null
  29457. */
  29458. this.alphaMap = null;
  29459. /**
  29460. * The environment map.
  29461. *
  29462. * @type {?Texture}
  29463. * @default null
  29464. */
  29465. this.envMap = null;
  29466. /**
  29467. * The rotation of the environment map in radians.
  29468. *
  29469. * @type {Euler}
  29470. * @default (0,0,0)
  29471. */
  29472. this.envMapRotation = new Euler();
  29473. /**
  29474. * How to combine the result of the surface's color with the environment map, if any.
  29475. *
  29476. * When set to `MixOperation`, the {@link MeshBasicMaterial#reflectivity} is used to
  29477. * blend between the two colors.
  29478. *
  29479. * @type {(MultiplyOperation|MixOperation|AddOperation)}
  29480. * @default MultiplyOperation
  29481. */
  29482. this.combine = MultiplyOperation;
  29483. /**
  29484. * How much the environment map affects the surface.
  29485. * The valid range is between `0` (no reflections) and `1` (full reflections).
  29486. *
  29487. * @type {number}
  29488. * @default 1
  29489. */
  29490. this.reflectivity = 1;
  29491. /**
  29492. * The index of refraction (IOR) of air (approximately 1) divided by the
  29493. * index of refraction of the material. It is used with environment mapping
  29494. * modes {@link CubeRefractionMapping} and {@link EquirectangularRefractionMapping}.
  29495. * The refraction ratio should not exceed `1`.
  29496. *
  29497. * @type {number}
  29498. * @default 0.98
  29499. */
  29500. this.refractionRatio = 0.98;
  29501. /**
  29502. * Renders the geometry as a wireframe.
  29503. *
  29504. * @type {boolean}
  29505. * @default false
  29506. */
  29507. this.wireframe = false;
  29508. /**
  29509. * Controls the thickness of the wireframe.
  29510. *
  29511. * Can only be used with {@link SVGRenderer}.
  29512. *
  29513. * @type {number}
  29514. * @default 1
  29515. */
  29516. this.wireframeLinewidth = 1;
  29517. /**
  29518. * Defines appearance of wireframe ends.
  29519. *
  29520. * Can only be used with {@link SVGRenderer}.
  29521. *
  29522. * @type {('round'|'bevel'|'miter')}
  29523. * @default 'round'
  29524. */
  29525. this.wireframeLinecap = 'round';
  29526. /**
  29527. * Defines appearance of wireframe joints.
  29528. *
  29529. * Can only be used with {@link SVGRenderer}.
  29530. *
  29531. * @type {('round'|'bevel'|'miter')}
  29532. * @default 'round'
  29533. */
  29534. this.wireframeLinejoin = 'round';
  29535. /**
  29536. * Whether the material is rendered with flat shading or not.
  29537. *
  29538. * @type {boolean}
  29539. * @default false
  29540. */
  29541. this.flatShading = false;
  29542. /**
  29543. * Whether the material is affected by fog or not.
  29544. *
  29545. * @type {boolean}
  29546. * @default true
  29547. */
  29548. this.fog = true;
  29549. this.setValues( parameters );
  29550. }
  29551. copy( source ) {
  29552. super.copy( source );
  29553. this.color.copy( source.color );
  29554. this.map = source.map;
  29555. this.lightMap = source.lightMap;
  29556. this.lightMapIntensity = source.lightMapIntensity;
  29557. this.aoMap = source.aoMap;
  29558. this.aoMapIntensity = source.aoMapIntensity;
  29559. this.emissive.copy( source.emissive );
  29560. this.emissiveMap = source.emissiveMap;
  29561. this.emissiveIntensity = source.emissiveIntensity;
  29562. this.bumpMap = source.bumpMap;
  29563. this.bumpScale = source.bumpScale;
  29564. this.normalMap = source.normalMap;
  29565. this.normalMapType = source.normalMapType;
  29566. this.normalScale.copy( source.normalScale );
  29567. this.displacementMap = source.displacementMap;
  29568. this.displacementScale = source.displacementScale;
  29569. this.displacementBias = source.displacementBias;
  29570. this.specularMap = source.specularMap;
  29571. this.alphaMap = source.alphaMap;
  29572. this.envMap = source.envMap;
  29573. this.envMapRotation.copy( source.envMapRotation );
  29574. this.combine = source.combine;
  29575. this.reflectivity = source.reflectivity;
  29576. this.refractionRatio = source.refractionRatio;
  29577. this.wireframe = source.wireframe;
  29578. this.wireframeLinewidth = source.wireframeLinewidth;
  29579. this.wireframeLinecap = source.wireframeLinecap;
  29580. this.wireframeLinejoin = source.wireframeLinejoin;
  29581. this.flatShading = source.flatShading;
  29582. this.fog = source.fog;
  29583. return this;
  29584. }
  29585. }
  29586. /**
  29587. * A material for drawing geometry by depth. Depth is based off of the camera
  29588. * near and far plane. White is nearest, black is farthest.
  29589. *
  29590. * @augments Material
  29591. * @demo scenes/material-browser.html#MeshDepthMaterial
  29592. */
  29593. class MeshDepthMaterial extends Material {
  29594. /**
  29595. * Constructs a new mesh depth material.
  29596. *
  29597. * @param {Object} [parameters] - An object with one or more properties
  29598. * defining the material's appearance. Any property of the material
  29599. * (including any property from inherited materials) can be passed
  29600. * in here. Color values can be passed any type of value accepted
  29601. * by {@link Color#set}.
  29602. */
  29603. constructor( parameters ) {
  29604. super();
  29605. /**
  29606. * This flag can be used for type testing.
  29607. *
  29608. * @type {boolean}
  29609. * @readonly
  29610. * @default true
  29611. */
  29612. this.isMeshDepthMaterial = true;
  29613. this.type = 'MeshDepthMaterial';
  29614. /**
  29615. * Type for depth packing.
  29616. *
  29617. * @type {(BasicDepthPacking|RGBADepthPacking|RGBDepthPacking|RGDepthPacking)}
  29618. * @default BasicDepthPacking
  29619. */
  29620. this.depthPacking = BasicDepthPacking;
  29621. /**
  29622. * The color map. May optionally include an alpha channel, typically combined
  29623. * with {@link Material#transparent} or {@link Material#alphaTest}.
  29624. *
  29625. * @type {?Texture}
  29626. * @default null
  29627. */
  29628. this.map = null;
  29629. /**
  29630. * The alpha map is a grayscale texture that controls the opacity across the
  29631. * surface (black: fully transparent; white: fully opaque).
  29632. *
  29633. * Only the color of the texture is used, ignoring the alpha channel if one
  29634. * exists. For RGB and RGBA textures, the renderer will use the green channel
  29635. * when sampling this texture due to the extra bit of precision provided for
  29636. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  29637. * luminance/alpha textures will also still work as expected.
  29638. *
  29639. * @type {?Texture}
  29640. * @default null
  29641. */
  29642. this.alphaMap = null;
  29643. /**
  29644. * The displacement map affects the position of the mesh's vertices. Unlike
  29645. * other maps which only affect the light and shade of the material the
  29646. * displaced vertices can cast shadows, block other objects, and otherwise
  29647. * act as real geometry. The displacement texture is an image where the value
  29648. * of each pixel (white being the highest) is mapped against, and
  29649. * repositions, the vertices of the mesh.
  29650. *
  29651. * @type {?Texture}
  29652. * @default null
  29653. */
  29654. this.displacementMap = null;
  29655. /**
  29656. * How much the displacement map affects the mesh (where black is no
  29657. * displacement, and white is maximum displacement). Without a displacement
  29658. * map set, this value is not applied.
  29659. *
  29660. * @type {number}
  29661. * @default 0
  29662. */
  29663. this.displacementScale = 1;
  29664. /**
  29665. * The offset of the displacement map's values on the mesh's vertices.
  29666. * The bias is added to the scaled sample of the displacement map.
  29667. * Without a displacement map set, this value is not applied.
  29668. *
  29669. * @type {number}
  29670. * @default 0
  29671. */
  29672. this.displacementBias = 0;
  29673. /**
  29674. * Renders the geometry as a wireframe.
  29675. *
  29676. * @type {boolean}
  29677. * @default false
  29678. */
  29679. this.wireframe = false;
  29680. /**
  29681. * Controls the thickness of the wireframe.
  29682. *
  29683. * WebGL and WebGPU ignore this property and always render
  29684. * 1 pixel wide lines.
  29685. *
  29686. * @type {number}
  29687. * @default 1
  29688. */
  29689. this.wireframeLinewidth = 1;
  29690. this.setValues( parameters );
  29691. }
  29692. copy( source ) {
  29693. super.copy( source );
  29694. this.depthPacking = source.depthPacking;
  29695. this.map = source.map;
  29696. this.alphaMap = source.alphaMap;
  29697. this.displacementMap = source.displacementMap;
  29698. this.displacementScale = source.displacementScale;
  29699. this.displacementBias = source.displacementBias;
  29700. this.wireframe = source.wireframe;
  29701. this.wireframeLinewidth = source.wireframeLinewidth;
  29702. return this;
  29703. }
  29704. }
  29705. /**
  29706. * A material used internally for implementing shadow mapping with
  29707. * point lights.
  29708. *
  29709. * Can also be used to customize the shadow casting of an object by assigning
  29710. * an instance of `MeshDistanceMaterial` to {@link Object3D#customDistanceMaterial}.
  29711. * The following examples demonstrates this approach in order to ensure
  29712. * transparent parts of objects do not cast shadows.
  29713. *
  29714. * @augments Material
  29715. */
  29716. class MeshDistanceMaterial extends Material {
  29717. /**
  29718. * Constructs a new mesh distance material.
  29719. *
  29720. * @param {Object} [parameters] - An object with one or more properties
  29721. * defining the material's appearance. Any property of the material
  29722. * (including any property from inherited materials) can be passed
  29723. * in here. Color values can be passed any type of value accepted
  29724. * by {@link Color#set}.
  29725. */
  29726. constructor( parameters ) {
  29727. super();
  29728. /**
  29729. * This flag can be used for type testing.
  29730. *
  29731. * @type {boolean}
  29732. * @readonly
  29733. * @default true
  29734. */
  29735. this.isMeshDistanceMaterial = true;
  29736. this.type = 'MeshDistanceMaterial';
  29737. /**
  29738. * The color map. May optionally include an alpha channel, typically combined
  29739. * with {@link Material#transparent} or {@link Material#alphaTest}.
  29740. *
  29741. * @type {?Texture}
  29742. * @default null
  29743. */
  29744. this.map = null;
  29745. /**
  29746. * The alpha map is a grayscale texture that controls the opacity across the
  29747. * surface (black: fully transparent; white: fully opaque).
  29748. *
  29749. * Only the color of the texture is used, ignoring the alpha channel if one
  29750. * exists. For RGB and RGBA textures, the renderer will use the green channel
  29751. * when sampling this texture due to the extra bit of precision provided for
  29752. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  29753. * luminance/alpha textures will also still work as expected.
  29754. *
  29755. * @type {?Texture}
  29756. * @default null
  29757. */
  29758. this.alphaMap = null;
  29759. /**
  29760. * The displacement map affects the position of the mesh's vertices. Unlike
  29761. * other maps which only affect the light and shade of the material the
  29762. * displaced vertices can cast shadows, block other objects, and otherwise
  29763. * act as real geometry. The displacement texture is an image where the value
  29764. * of each pixel (white being the highest) is mapped against, and
  29765. * repositions, the vertices of the mesh.
  29766. *
  29767. * @type {?Texture}
  29768. * @default null
  29769. */
  29770. this.displacementMap = null;
  29771. /**
  29772. * How much the displacement map affects the mesh (where black is no
  29773. * displacement, and white is maximum displacement). Without a displacement
  29774. * map set, this value is not applied.
  29775. *
  29776. * @type {number}
  29777. * @default 0
  29778. */
  29779. this.displacementScale = 1;
  29780. /**
  29781. * The offset of the displacement map's values on the mesh's vertices.
  29782. * The bias is added to the scaled sample of the displacement map.
  29783. * Without a displacement map set, this value is not applied.
  29784. *
  29785. * @type {number}
  29786. * @default 0
  29787. */
  29788. this.displacementBias = 0;
  29789. this.setValues( parameters );
  29790. }
  29791. copy( source ) {
  29792. super.copy( source );
  29793. this.map = source.map;
  29794. this.alphaMap = source.alphaMap;
  29795. this.displacementMap = source.displacementMap;
  29796. this.displacementScale = source.displacementScale;
  29797. this.displacementBias = source.displacementBias;
  29798. return this;
  29799. }
  29800. }
  29801. /**
  29802. * This material is defined by a MatCap (or Lit Sphere) texture, which encodes the
  29803. * material color and shading.
  29804. *
  29805. * `MeshMatcapMaterial` does not respond to lights since the matcap image file encodes
  29806. * baked lighting. It will cast a shadow onto an object that receives shadows
  29807. * (and shadow clipping works), but it will not self-shadow or receive
  29808. * shadows.
  29809. *
  29810. * @augments Material
  29811. * @demo scenes/material-browser.html#MeshMatcapMaterial
  29812. */
  29813. class MeshMatcapMaterial extends Material {
  29814. /**
  29815. * Constructs a new mesh matcap material.
  29816. *
  29817. * @param {Object} [parameters] - An object with one or more properties
  29818. * defining the material's appearance. Any property of the material
  29819. * (including any property from inherited materials) can be passed
  29820. * in here. Color values can be passed any type of value accepted
  29821. * by {@link Color#set}.
  29822. */
  29823. constructor( parameters ) {
  29824. super();
  29825. /**
  29826. * This flag can be used for type testing.
  29827. *
  29828. * @type {boolean}
  29829. * @readonly
  29830. * @default true
  29831. */
  29832. this.isMeshMatcapMaterial = true;
  29833. this.defines = { 'MATCAP': '' };
  29834. this.type = 'MeshMatcapMaterial';
  29835. /**
  29836. * Color of the material.
  29837. *
  29838. * @type {Color}
  29839. * @default (1,1,1)
  29840. */
  29841. this.color = new Color( 0xffffff ); // diffuse
  29842. /**
  29843. * The matcap map.
  29844. *
  29845. * @type {?Texture}
  29846. * @default null
  29847. */
  29848. this.matcap = null;
  29849. /**
  29850. * The color map. May optionally include an alpha channel, typically combined
  29851. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  29852. * color is modulated by the diffuse `color`.
  29853. *
  29854. * @type {?Texture}
  29855. * @default null
  29856. */
  29857. this.map = null;
  29858. /**
  29859. * The texture to create a bump map. The black and white values map to the
  29860. * perceived depth in relation to the lights. Bump doesn't actually affect
  29861. * the geometry of the object, only the lighting. If a normal map is defined
  29862. * this will be ignored.
  29863. *
  29864. * @type {?Texture}
  29865. * @default null
  29866. */
  29867. this.bumpMap = null;
  29868. /**
  29869. * How much the bump map affects the material. Typical range is `[0,1]`.
  29870. *
  29871. * @type {number}
  29872. * @default 1
  29873. */
  29874. this.bumpScale = 1;
  29875. /**
  29876. * The texture to create a normal map. The RGB values affect the surface
  29877. * normal for each pixel fragment and change the way the color is lit. Normal
  29878. * maps do not change the actual shape of the surface, only the lighting. In
  29879. * case the material has a normal map authored using the left handed
  29880. * convention, the `y` component of `normalScale` should be negated to compensate
  29881. * for the different handedness.
  29882. *
  29883. * @type {?Texture}
  29884. * @default null
  29885. */
  29886. this.normalMap = null;
  29887. /**
  29888. * The type of normal map.
  29889. *
  29890. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  29891. * @default TangentSpaceNormalMap
  29892. */
  29893. this.normalMapType = TangentSpaceNormalMap;
  29894. /**
  29895. * How much the normal map affects the material. Typical value range is `[0,1]`.
  29896. *
  29897. * @type {Vector2}
  29898. * @default (1,1)
  29899. */
  29900. this.normalScale = new Vector2( 1, 1 );
  29901. /**
  29902. * The displacement map affects the position of the mesh's vertices. Unlike
  29903. * other maps which only affect the light and shade of the material the
  29904. * displaced vertices can cast shadows, block other objects, and otherwise
  29905. * act as real geometry. The displacement texture is an image where the value
  29906. * of each pixel (white being the highest) is mapped against, and
  29907. * repositions, the vertices of the mesh.
  29908. *
  29909. * @type {?Texture}
  29910. * @default null
  29911. */
  29912. this.displacementMap = null;
  29913. /**
  29914. * How much the displacement map affects the mesh (where black is no
  29915. * displacement, and white is maximum displacement). Without a displacement
  29916. * map set, this value is not applied.
  29917. *
  29918. * @type {number}
  29919. * @default 0
  29920. */
  29921. this.displacementScale = 1;
  29922. /**
  29923. * The offset of the displacement map's values on the mesh's vertices.
  29924. * The bias is added to the scaled sample of the displacement map.
  29925. * Without a displacement map set, this value is not applied.
  29926. *
  29927. * @type {number}
  29928. * @default 0
  29929. */
  29930. this.displacementBias = 0;
  29931. /**
  29932. * The alpha map is a grayscale texture that controls the opacity across the
  29933. * surface (black: fully transparent; white: fully opaque).
  29934. *
  29935. * Only the color of the texture is used, ignoring the alpha channel if one
  29936. * exists. For RGB and RGBA textures, the renderer will use the green channel
  29937. * when sampling this texture due to the extra bit of precision provided for
  29938. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  29939. * luminance/alpha textures will also still work as expected.
  29940. *
  29941. * @type {?Texture}
  29942. * @default null
  29943. */
  29944. this.alphaMap = null;
  29945. /**
  29946. * Renders the geometry as a wireframe.
  29947. *
  29948. * @type {boolean}
  29949. * @default false
  29950. */
  29951. this.wireframe = false;
  29952. /**
  29953. * Controls the thickness of the wireframe.
  29954. *
  29955. * Can only be used with {@link SVGRenderer}.
  29956. *
  29957. * @type {number}
  29958. * @default 1
  29959. */
  29960. this.wireframeLinewidth = 1;
  29961. /**
  29962. * Whether the material is rendered with flat shading or not.
  29963. *
  29964. * @type {boolean}
  29965. * @default false
  29966. */
  29967. this.flatShading = false;
  29968. /**
  29969. * Whether the material is affected by fog or not.
  29970. *
  29971. * @type {boolean}
  29972. * @default true
  29973. */
  29974. this.fog = true;
  29975. this.setValues( parameters );
  29976. }
  29977. copy( source ) {
  29978. super.copy( source );
  29979. this.defines = { 'MATCAP': '' };
  29980. this.color.copy( source.color );
  29981. this.matcap = source.matcap;
  29982. this.map = source.map;
  29983. this.bumpMap = source.bumpMap;
  29984. this.bumpScale = source.bumpScale;
  29985. this.normalMap = source.normalMap;
  29986. this.normalMapType = source.normalMapType;
  29987. this.normalScale.copy( source.normalScale );
  29988. this.displacementMap = source.displacementMap;
  29989. this.displacementScale = source.displacementScale;
  29990. this.displacementBias = source.displacementBias;
  29991. this.alphaMap = source.alphaMap;
  29992. this.wireframe = source.wireframe;
  29993. this.wireframeLinewidth = source.wireframeLinewidth;
  29994. this.flatShading = source.flatShading;
  29995. this.fog = source.fog;
  29996. return this;
  29997. }
  29998. }
  29999. /**
  30000. * A material for rendering line primitives.
  30001. *
  30002. * Materials define the appearance of renderable 3D objects.
  30003. *
  30004. * ```js
  30005. * const material = new THREE.LineDashedMaterial( {
  30006. * color: 0xffffff,
  30007. * scale: 1,
  30008. * dashSize: 3,
  30009. * gapSize: 1,
  30010. * } );
  30011. * ```
  30012. *
  30013. * @augments LineBasicMaterial
  30014. */
  30015. class LineDashedMaterial extends LineBasicMaterial {
  30016. /**
  30017. * Constructs a new line dashed material.
  30018. *
  30019. * @param {Object} [parameters] - An object with one or more properties
  30020. * defining the material's appearance. Any property of the material
  30021. * (including any property from inherited materials) can be passed
  30022. * in here. Color values can be passed any type of value accepted
  30023. * by {@link Color#set}.
  30024. */
  30025. constructor( parameters ) {
  30026. super();
  30027. /**
  30028. * This flag can be used for type testing.
  30029. *
  30030. * @type {boolean}
  30031. * @readonly
  30032. * @default true
  30033. */
  30034. this.isLineDashedMaterial = true;
  30035. this.type = 'LineDashedMaterial';
  30036. /**
  30037. * The scale of the dashed part of a line.
  30038. *
  30039. * @type {number}
  30040. * @default 1
  30041. */
  30042. this.scale = 1;
  30043. /**
  30044. * The size of the dash. This is both the gap with the stroke.
  30045. *
  30046. * @type {number}
  30047. * @default 3
  30048. */
  30049. this.dashSize = 3;
  30050. /**
  30051. * The size of the gap.
  30052. *
  30053. * @type {number}
  30054. * @default 1
  30055. */
  30056. this.gapSize = 1;
  30057. this.setValues( parameters );
  30058. }
  30059. copy( source ) {
  30060. super.copy( source );
  30061. this.scale = source.scale;
  30062. this.dashSize = source.dashSize;
  30063. this.gapSize = source.gapSize;
  30064. return this;
  30065. }
  30066. }
  30067. /**
  30068. * Converts an array to a specific type.
  30069. *
  30070. * @param {TypedArray|Array} array - The array to convert.
  30071. * @param {TypedArray.constructor} type - The constructor of a typed array that defines the new type.
  30072. * @return {TypedArray} The converted array.
  30073. */
  30074. function convertArray( array, type ) {
  30075. if ( ! array || array.constructor === type ) return array;
  30076. if ( typeof type.BYTES_PER_ELEMENT === 'number' ) {
  30077. return new type( array ); // create typed array
  30078. }
  30079. return Array.prototype.slice.call( array ); // create Array
  30080. }
  30081. /**
  30082. * Returns `true` if the given object is a typed array.
  30083. *
  30084. * @param {any} object - The object to check.
  30085. * @return {boolean} Whether the given object is a typed array.
  30086. */
  30087. function isTypedArray( object ) {
  30088. return ArrayBuffer.isView( object ) && ! ( object instanceof DataView );
  30089. }
  30090. /**
  30091. * Returns an array by which times and values can be sorted.
  30092. *
  30093. * @param {Array<number>} times - The keyframe time values.
  30094. * @return {Array<number>} The array.
  30095. */
  30096. function getKeyframeOrder( times ) {
  30097. function compareTime( i, j ) {
  30098. return times[ i ] - times[ j ];
  30099. }
  30100. const n = times.length;
  30101. const result = new Array( n );
  30102. for ( let i = 0; i !== n; ++ i ) result[ i ] = i;
  30103. result.sort( compareTime );
  30104. return result;
  30105. }
  30106. /**
  30107. * Sorts the given array by the previously computed order via `getKeyframeOrder()`.
  30108. *
  30109. * @param {Array<number>} values - The values to sort.
  30110. * @param {number} stride - The stride.
  30111. * @param {Array<number>} order - The sort order.
  30112. * @return {Array<number>} The sorted values.
  30113. */
  30114. function sortedArray( values, stride, order ) {
  30115. const nValues = values.length;
  30116. const result = new values.constructor( nValues );
  30117. for ( let i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) {
  30118. const srcOffset = order[ i ] * stride;
  30119. for ( let j = 0; j !== stride; ++ j ) {
  30120. result[ dstOffset ++ ] = values[ srcOffset + j ];
  30121. }
  30122. }
  30123. return result;
  30124. }
  30125. /**
  30126. * Used for parsing AOS keyframe formats.
  30127. *
  30128. * @param {Array<number>} jsonKeys - A list of JSON keyframes.
  30129. * @param {Array<number>} times - This array will be filled with keyframe times by this function.
  30130. * @param {Array<number>} values - This array will be filled with keyframe values by this function.
  30131. * @param {string} valuePropertyName - The name of the property to use.
  30132. */
  30133. function flattenJSON( jsonKeys, times, values, valuePropertyName ) {
  30134. let i = 1, key = jsonKeys[ 0 ];
  30135. while ( key !== undefined && key[ valuePropertyName ] === undefined ) {
  30136. key = jsonKeys[ i ++ ];
  30137. }
  30138. if ( key === undefined ) return; // no data
  30139. let value = key[ valuePropertyName ];
  30140. if ( value === undefined ) return; // no data
  30141. if ( Array.isArray( value ) ) {
  30142. do {
  30143. value = key[ valuePropertyName ];
  30144. if ( value !== undefined ) {
  30145. times.push( key.time );
  30146. values.push( ...value ); // push all elements
  30147. }
  30148. key = jsonKeys[ i ++ ];
  30149. } while ( key !== undefined );
  30150. } else if ( value.toArray !== undefined ) {
  30151. // ...assume THREE.Math-ish
  30152. do {
  30153. value = key[ valuePropertyName ];
  30154. if ( value !== undefined ) {
  30155. times.push( key.time );
  30156. value.toArray( values, values.length );
  30157. }
  30158. key = jsonKeys[ i ++ ];
  30159. } while ( key !== undefined );
  30160. } else {
  30161. // otherwise push as-is
  30162. do {
  30163. value = key[ valuePropertyName ];
  30164. if ( value !== undefined ) {
  30165. times.push( key.time );
  30166. values.push( value );
  30167. }
  30168. key = jsonKeys[ i ++ ];
  30169. } while ( key !== undefined );
  30170. }
  30171. }
  30172. /**
  30173. * Creates a new clip, containing only the segment of the original clip between the given frames.
  30174. *
  30175. * @param {AnimationClip} sourceClip - The values to sort.
  30176. * @param {string} name - The name of the clip.
  30177. * @param {number} startFrame - The start frame.
  30178. * @param {number} endFrame - The end frame.
  30179. * @param {number} [fps=30] - The FPS.
  30180. * @return {AnimationClip} The new sub clip.
  30181. */
  30182. function subclip( sourceClip, name, startFrame, endFrame, fps = 30 ) {
  30183. const clip = sourceClip.clone();
  30184. clip.name = name;
  30185. const tracks = [];
  30186. for ( let i = 0; i < clip.tracks.length; ++ i ) {
  30187. const track = clip.tracks[ i ];
  30188. const valueSize = track.getValueSize();
  30189. const times = [];
  30190. const values = [];
  30191. for ( let j = 0; j < track.times.length; ++ j ) {
  30192. const frame = track.times[ j ] * fps;
  30193. if ( frame < startFrame || frame >= endFrame ) continue;
  30194. times.push( track.times[ j ] );
  30195. for ( let k = 0; k < valueSize; ++ k ) {
  30196. values.push( track.values[ j * valueSize + k ] );
  30197. }
  30198. }
  30199. if ( times.length === 0 ) continue;
  30200. track.times = convertArray( times, track.times.constructor );
  30201. track.values = convertArray( values, track.values.constructor );
  30202. tracks.push( track );
  30203. }
  30204. clip.tracks = tracks;
  30205. // find minimum .times value across all tracks in the trimmed clip
  30206. let minStartTime = Infinity;
  30207. for ( let i = 0; i < clip.tracks.length; ++ i ) {
  30208. if ( minStartTime > clip.tracks[ i ].times[ 0 ] ) {
  30209. minStartTime = clip.tracks[ i ].times[ 0 ];
  30210. }
  30211. }
  30212. // shift all tracks such that clip begins at t=0
  30213. for ( let i = 0; i < clip.tracks.length; ++ i ) {
  30214. clip.tracks[ i ].shift( -1 * minStartTime );
  30215. }
  30216. clip.resetDuration();
  30217. return clip;
  30218. }
  30219. /**
  30220. * Converts the keyframes of the given animation clip to an additive format.
  30221. *
  30222. * @param {AnimationClip} targetClip - The clip to make additive.
  30223. * @param {number} [referenceFrame=0] - The reference frame.
  30224. * @param {AnimationClip} [referenceClip=targetClip] - The reference clip.
  30225. * @param {number} [fps=30] - The FPS.
  30226. * @return {AnimationClip} The updated clip which is now additive.
  30227. */
  30228. function makeClipAdditive( targetClip, referenceFrame = 0, referenceClip = targetClip, fps = 30 ) {
  30229. if ( fps <= 0 ) fps = 30;
  30230. const numTracks = referenceClip.tracks.length;
  30231. const referenceTime = referenceFrame / fps;
  30232. // Make each track's values relative to the values at the reference frame
  30233. for ( let i = 0; i < numTracks; ++ i ) {
  30234. const referenceTrack = referenceClip.tracks[ i ];
  30235. const referenceTrackType = referenceTrack.ValueTypeName;
  30236. // Skip this track if it's non-numeric
  30237. if ( referenceTrackType === 'bool' || referenceTrackType === 'string' ) continue;
  30238. // Find the track in the target clip whose name and type matches the reference track
  30239. const targetTrack = targetClip.tracks.find( function ( track ) {
  30240. return track.name === referenceTrack.name
  30241. && track.ValueTypeName === referenceTrackType;
  30242. } );
  30243. if ( targetTrack === undefined ) continue;
  30244. let referenceOffset = 0;
  30245. const referenceValueSize = referenceTrack.getValueSize();
  30246. if ( referenceTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) {
  30247. referenceOffset = referenceValueSize / 3;
  30248. }
  30249. let targetOffset = 0;
  30250. const targetValueSize = targetTrack.getValueSize();
  30251. if ( targetTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) {
  30252. targetOffset = targetValueSize / 3;
  30253. }
  30254. const lastIndex = referenceTrack.times.length - 1;
  30255. let referenceValue;
  30256. // Find the value to subtract out of the track
  30257. if ( referenceTime <= referenceTrack.times[ 0 ] ) {
  30258. // Reference frame is earlier than the first keyframe, so just use the first keyframe
  30259. const startIndex = referenceOffset;
  30260. const endIndex = referenceValueSize - referenceOffset;
  30261. referenceValue = referenceTrack.values.slice( startIndex, endIndex );
  30262. } else if ( referenceTime >= referenceTrack.times[ lastIndex ] ) {
  30263. // Reference frame is after the last keyframe, so just use the last keyframe
  30264. const startIndex = lastIndex * referenceValueSize + referenceOffset;
  30265. const endIndex = startIndex + referenceValueSize - referenceOffset;
  30266. referenceValue = referenceTrack.values.slice( startIndex, endIndex );
  30267. } else {
  30268. // Interpolate to the reference value
  30269. const interpolant = referenceTrack.createInterpolant();
  30270. const startIndex = referenceOffset;
  30271. const endIndex = referenceValueSize - referenceOffset;
  30272. interpolant.evaluate( referenceTime );
  30273. referenceValue = interpolant.resultBuffer.slice( startIndex, endIndex );
  30274. }
  30275. // Conjugate the quaternion
  30276. if ( referenceTrackType === 'quaternion' ) {
  30277. const referenceQuat = new Quaternion().fromArray( referenceValue ).normalize().conjugate();
  30278. referenceQuat.toArray( referenceValue );
  30279. }
  30280. // Subtract the reference value from all of the track values
  30281. const numTimes = targetTrack.times.length;
  30282. for ( let j = 0; j < numTimes; ++ j ) {
  30283. const valueStart = j * targetValueSize + targetOffset;
  30284. if ( referenceTrackType === 'quaternion' ) {
  30285. // Multiply the conjugate for quaternion track types
  30286. Quaternion.multiplyQuaternionsFlat(
  30287. targetTrack.values,
  30288. valueStart,
  30289. referenceValue,
  30290. 0,
  30291. targetTrack.values,
  30292. valueStart
  30293. );
  30294. } else {
  30295. const valueEnd = targetValueSize - targetOffset * 2;
  30296. // Subtract each value for all other numeric track types
  30297. for ( let k = 0; k < valueEnd; ++ k ) {
  30298. targetTrack.values[ valueStart + k ] -= referenceValue[ k ];
  30299. }
  30300. }
  30301. }
  30302. }
  30303. targetClip.blendMode = AdditiveAnimationBlendMode;
  30304. return targetClip;
  30305. }
  30306. /**
  30307. * A class with various methods to assist with animations.
  30308. *
  30309. * @hideconstructor
  30310. */
  30311. class AnimationUtils {
  30312. /**
  30313. * Converts an array to a specific type
  30314. *
  30315. * @static
  30316. * @param {TypedArray|Array} array - The array to convert.
  30317. * @param {TypedArray.constructor} type - The constructor of a type array.
  30318. * @return {TypedArray} The converted array
  30319. */
  30320. static convertArray( array, type ) {
  30321. return convertArray( array, type );
  30322. }
  30323. /**
  30324. * Returns `true` if the given object is a typed array.
  30325. *
  30326. * @static
  30327. * @param {any} object - The object to check.
  30328. * @return {boolean} Whether the given object is a typed array.
  30329. */
  30330. static isTypedArray( object ) {
  30331. return isTypedArray( object );
  30332. }
  30333. /**
  30334. * Returns an array by which times and values can be sorted.
  30335. *
  30336. * @static
  30337. * @param {Array<number>} times - The keyframe time values.
  30338. * @return {Array<number>} The array.
  30339. */
  30340. static getKeyframeOrder( times ) {
  30341. return getKeyframeOrder( times );
  30342. }
  30343. /**
  30344. * Sorts the given array by the previously computed order via `getKeyframeOrder()`.
  30345. *
  30346. * @static
  30347. * @param {Array<number>} values - The values to sort.
  30348. * @param {number} stride - The stride.
  30349. * @param {Array<number>} order - The sort order.
  30350. * @return {Array<number>} The sorted values.
  30351. */
  30352. static sortedArray( values, stride, order ) {
  30353. return sortedArray( values, stride, order );
  30354. }
  30355. /**
  30356. * Used for parsing AOS keyframe formats.
  30357. *
  30358. * @static
  30359. * @param {Array<number>} jsonKeys - A list of JSON keyframes.
  30360. * @param {Array<number>} times - This array will be filled with keyframe times by this method.
  30361. * @param {Array<number>} values - This array will be filled with keyframe values by this method.
  30362. * @param {string} valuePropertyName - The name of the property to use.
  30363. */
  30364. static flattenJSON( jsonKeys, times, values, valuePropertyName ) {
  30365. flattenJSON( jsonKeys, times, values, valuePropertyName );
  30366. }
  30367. /**
  30368. * Creates a new clip, containing only the segment of the original clip between the given frames.
  30369. *
  30370. * @static
  30371. * @param {AnimationClip} sourceClip - The values to sort.
  30372. * @param {string} name - The name of the clip.
  30373. * @param {number} startFrame - The start frame.
  30374. * @param {number} endFrame - The end frame.
  30375. * @param {number} [fps=30] - The FPS.
  30376. * @return {AnimationClip} The new sub clip.
  30377. */
  30378. static subclip( sourceClip, name, startFrame, endFrame, fps = 30 ) {
  30379. return subclip( sourceClip, name, startFrame, endFrame, fps );
  30380. }
  30381. /**
  30382. * Converts the keyframes of the given animation clip to an additive format.
  30383. *
  30384. * @static
  30385. * @param {AnimationClip} targetClip - The clip to make additive.
  30386. * @param {number} [referenceFrame=0] - The reference frame.
  30387. * @param {AnimationClip} [referenceClip=targetClip] - The reference clip.
  30388. * @param {number} [fps=30] - The FPS.
  30389. * @return {AnimationClip} The updated clip which is now additive.
  30390. */
  30391. static makeClipAdditive( targetClip, referenceFrame = 0, referenceClip = targetClip, fps = 30 ) {
  30392. return makeClipAdditive( targetClip, referenceFrame, referenceClip, fps );
  30393. }
  30394. }
  30395. /**
  30396. * Abstract base class of interpolants over parametric samples.
  30397. *
  30398. * The parameter domain is one dimensional, typically the time or a path
  30399. * along a curve defined by the data.
  30400. *
  30401. * The sample values can have any dimensionality and derived classes may
  30402. * apply special interpretations to the data.
  30403. *
  30404. * This class provides the interval seek in a Template Method, deferring
  30405. * the actual interpolation to derived classes.
  30406. *
  30407. * Time complexity is O(1) for linear access crossing at most two points
  30408. * and O(log N) for random access, where N is the number of positions.
  30409. *
  30410. * References: {@link http://www.oodesign.com/template-method-pattern.html}
  30411. *
  30412. * @abstract
  30413. */
  30414. class Interpolant {
  30415. /**
  30416. * Constructs a new interpolant.
  30417. *
  30418. * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.
  30419. * @param {TypedArray} sampleValues - The sample values.
  30420. * @param {number} sampleSize - The sample size
  30421. * @param {TypedArray} [resultBuffer] - The result buffer.
  30422. */
  30423. constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  30424. /**
  30425. * The parameter positions.
  30426. *
  30427. * @type {TypedArray}
  30428. */
  30429. this.parameterPositions = parameterPositions;
  30430. /**
  30431. * A cache index.
  30432. *
  30433. * @private
  30434. * @type {number}
  30435. * @default 0
  30436. */
  30437. this._cachedIndex = 0;
  30438. /**
  30439. * The result buffer.
  30440. *
  30441. * @type {TypedArray}
  30442. */
  30443. this.resultBuffer = resultBuffer !== undefined ? resultBuffer : new sampleValues.constructor( sampleSize );
  30444. /**
  30445. * The sample values.
  30446. *
  30447. * @type {TypedArray}
  30448. */
  30449. this.sampleValues = sampleValues;
  30450. /**
  30451. * The value size.
  30452. *
  30453. * @type {TypedArray}
  30454. */
  30455. this.valueSize = sampleSize;
  30456. /**
  30457. * The interpolation settings.
  30458. *
  30459. * @type {?Object}
  30460. * @default null
  30461. */
  30462. this.settings = null;
  30463. /**
  30464. * The default settings object.
  30465. *
  30466. * @type {Object}
  30467. */
  30468. this.DefaultSettings_ = {};
  30469. }
  30470. /**
  30471. * Evaluate the interpolant at position `t`.
  30472. *
  30473. * @param {number} t - The interpolation factor.
  30474. * @return {TypedArray} The result buffer.
  30475. */
  30476. evaluate( t ) {
  30477. const pp = this.parameterPositions;
  30478. let i1 = this._cachedIndex,
  30479. t1 = pp[ i1 ],
  30480. t0 = pp[ i1 - 1 ];
  30481. validate_interval: {
  30482. seek: {
  30483. let right;
  30484. linear_scan: {
  30485. //- See http://jsperf.com/comparison-to-undefined/3
  30486. //- slower code:
  30487. //-
  30488. //- if ( t >= t1 || t1 === undefined ) {
  30489. forward_scan: if ( ! ( t < t1 ) ) {
  30490. for ( let giveUpAt = i1 + 2; ; ) {
  30491. if ( t1 === undefined ) {
  30492. if ( t < t0 ) break forward_scan;
  30493. // after end
  30494. i1 = pp.length;
  30495. this._cachedIndex = i1;
  30496. return this.copySampleValue_( i1 - 1 );
  30497. }
  30498. if ( i1 === giveUpAt ) break; // this loop
  30499. t0 = t1;
  30500. t1 = pp[ ++ i1 ];
  30501. if ( t < t1 ) {
  30502. // we have arrived at the sought interval
  30503. break seek;
  30504. }
  30505. }
  30506. // prepare binary search on the right side of the index
  30507. right = pp.length;
  30508. break linear_scan;
  30509. }
  30510. //- slower code:
  30511. //- if ( t < t0 || t0 === undefined ) {
  30512. if ( ! ( t >= t0 ) ) {
  30513. // looping?
  30514. const t1global = pp[ 1 ];
  30515. if ( t < t1global ) {
  30516. i1 = 2; // + 1, using the scan for the details
  30517. t0 = t1global;
  30518. }
  30519. // linear reverse scan
  30520. for ( let giveUpAt = i1 - 2; ; ) {
  30521. if ( t0 === undefined ) {
  30522. // before start
  30523. this._cachedIndex = 0;
  30524. return this.copySampleValue_( 0 );
  30525. }
  30526. if ( i1 === giveUpAt ) break; // this loop
  30527. t1 = t0;
  30528. t0 = pp[ -- i1 - 1 ];
  30529. if ( t >= t0 ) {
  30530. // we have arrived at the sought interval
  30531. break seek;
  30532. }
  30533. }
  30534. // prepare binary search on the left side of the index
  30535. right = i1;
  30536. i1 = 0;
  30537. break linear_scan;
  30538. }
  30539. // the interval is valid
  30540. break validate_interval;
  30541. } // linear scan
  30542. // binary search
  30543. while ( i1 < right ) {
  30544. const mid = ( i1 + right ) >>> 1;
  30545. if ( t < pp[ mid ] ) {
  30546. right = mid;
  30547. } else {
  30548. i1 = mid + 1;
  30549. }
  30550. }
  30551. t1 = pp[ i1 ];
  30552. t0 = pp[ i1 - 1 ];
  30553. // check boundary cases, again
  30554. if ( t0 === undefined ) {
  30555. this._cachedIndex = 0;
  30556. return this.copySampleValue_( 0 );
  30557. }
  30558. if ( t1 === undefined ) {
  30559. i1 = pp.length;
  30560. this._cachedIndex = i1;
  30561. return this.copySampleValue_( i1 - 1 );
  30562. }
  30563. } // seek
  30564. this._cachedIndex = i1;
  30565. this.intervalChanged_( i1, t0, t1 );
  30566. } // validate_interval
  30567. return this.interpolate_( i1, t0, t, t1 );
  30568. }
  30569. /**
  30570. * Returns the interpolation settings.
  30571. *
  30572. * @return {Object} The interpolation settings.
  30573. */
  30574. getSettings_() {
  30575. return this.settings || this.DefaultSettings_;
  30576. }
  30577. /**
  30578. * Copies a sample value to the result buffer.
  30579. *
  30580. * @param {number} index - An index into the sample value buffer.
  30581. * @return {TypedArray} The result buffer.
  30582. */
  30583. copySampleValue_( index ) {
  30584. // copies a sample value to the result buffer
  30585. const result = this.resultBuffer,
  30586. values = this.sampleValues,
  30587. stride = this.valueSize,
  30588. offset = index * stride;
  30589. for ( let i = 0; i !== stride; ++ i ) {
  30590. result[ i ] = values[ offset + i ];
  30591. }
  30592. return result;
  30593. }
  30594. /**
  30595. * Copies a sample value to the result buffer.
  30596. *
  30597. * @abstract
  30598. * @param {number} i1 - An index into the sample value buffer.
  30599. * @param {number} t0 - The previous interpolation factor.
  30600. * @param {number} t - The current interpolation factor.
  30601. * @param {number} t1 - The next interpolation factor.
  30602. * @return {TypedArray} The result buffer.
  30603. */
  30604. interpolate_( /* i1, t0, t, t1 */ ) {
  30605. throw new Error( 'call to abstract method' );
  30606. // implementations shall return this.resultBuffer
  30607. }
  30608. /**
  30609. * Optional method that is executed when the interval has changed.
  30610. *
  30611. * @param {number} i1 - An index into the sample value buffer.
  30612. * @param {number} t0 - The previous interpolation factor.
  30613. * @param {number} t - The current interpolation factor.
  30614. */
  30615. intervalChanged_( /* i1, t0, t1 */ ) {
  30616. // empty
  30617. }
  30618. }
  30619. /**
  30620. * Fast and simple cubic spline interpolant.
  30621. *
  30622. * It was derived from a Hermitian construction setting the first derivative
  30623. * at each sample position to the linear slope between neighboring positions
  30624. * over their parameter interval.
  30625. *
  30626. * @augments Interpolant
  30627. */
  30628. class CubicInterpolant extends Interpolant {
  30629. /**
  30630. * Constructs a new cubic interpolant.
  30631. *
  30632. * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.
  30633. * @param {TypedArray} sampleValues - The sample values.
  30634. * @param {number} sampleSize - The sample size
  30635. * @param {TypedArray} [resultBuffer] - The result buffer.
  30636. */
  30637. constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  30638. super( parameterPositions, sampleValues, sampleSize, resultBuffer );
  30639. this._weightPrev = -0;
  30640. this._offsetPrev = -0;
  30641. this._weightNext = -0;
  30642. this._offsetNext = -0;
  30643. this.DefaultSettings_ = {
  30644. endingStart: ZeroCurvatureEnding,
  30645. endingEnd: ZeroCurvatureEnding
  30646. };
  30647. }
  30648. intervalChanged_( i1, t0, t1 ) {
  30649. const pp = this.parameterPositions;
  30650. let iPrev = i1 - 2,
  30651. iNext = i1 + 1,
  30652. tPrev = pp[ iPrev ],
  30653. tNext = pp[ iNext ];
  30654. if ( tPrev === undefined ) {
  30655. switch ( this.getSettings_().endingStart ) {
  30656. case ZeroSlopeEnding:
  30657. // f'(t0) = 0
  30658. iPrev = i1;
  30659. tPrev = 2 * t0 - t1;
  30660. break;
  30661. case WrapAroundEnding:
  30662. // use the other end of the curve
  30663. iPrev = pp.length - 2;
  30664. tPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ];
  30665. break;
  30666. default: // ZeroCurvatureEnding
  30667. // f''(t0) = 0 a.k.a. Natural Spline
  30668. iPrev = i1;
  30669. tPrev = t1;
  30670. }
  30671. }
  30672. if ( tNext === undefined ) {
  30673. switch ( this.getSettings_().endingEnd ) {
  30674. case ZeroSlopeEnding:
  30675. // f'(tN) = 0
  30676. iNext = i1;
  30677. tNext = 2 * t1 - t0;
  30678. break;
  30679. case WrapAroundEnding:
  30680. // use the other end of the curve
  30681. iNext = 1;
  30682. tNext = t1 + pp[ 1 ] - pp[ 0 ];
  30683. break;
  30684. default: // ZeroCurvatureEnding
  30685. // f''(tN) = 0, a.k.a. Natural Spline
  30686. iNext = i1 - 1;
  30687. tNext = t0;
  30688. }
  30689. }
  30690. const halfDt = ( t1 - t0 ) * 0.5,
  30691. stride = this.valueSize;
  30692. this._weightPrev = halfDt / ( t0 - tPrev );
  30693. this._weightNext = halfDt / ( tNext - t1 );
  30694. this._offsetPrev = iPrev * stride;
  30695. this._offsetNext = iNext * stride;
  30696. }
  30697. interpolate_( i1, t0, t, t1 ) {
  30698. const result = this.resultBuffer,
  30699. values = this.sampleValues,
  30700. stride = this.valueSize,
  30701. o1 = i1 * stride, o0 = o1 - stride,
  30702. oP = this._offsetPrev, oN = this._offsetNext,
  30703. wP = this._weightPrev, wN = this._weightNext,
  30704. p = ( t - t0 ) / ( t1 - t0 ),
  30705. pp = p * p,
  30706. ppp = pp * p;
  30707. // evaluate polynomials
  30708. const sP = - wP * ppp + 2 * wP * pp - wP * p;
  30709. const s0 = ( 1 + wP ) * ppp + ( -1.5 - 2 * wP ) * pp + ( -0.5 + wP ) * p + 1;
  30710. const s1 = ( -1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p;
  30711. const sN = wN * ppp - wN * pp;
  30712. // combine data linearly
  30713. for ( let i = 0; i !== stride; ++ i ) {
  30714. result[ i ] =
  30715. sP * values[ oP + i ] +
  30716. s0 * values[ o0 + i ] +
  30717. s1 * values[ o1 + i ] +
  30718. sN * values[ oN + i ];
  30719. }
  30720. return result;
  30721. }
  30722. }
  30723. /**
  30724. * A basic linear interpolant.
  30725. *
  30726. * @augments Interpolant
  30727. */
  30728. class LinearInterpolant extends Interpolant {
  30729. /**
  30730. * Constructs a new linear interpolant.
  30731. *
  30732. * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.
  30733. * @param {TypedArray} sampleValues - The sample values.
  30734. * @param {number} sampleSize - The sample size
  30735. * @param {TypedArray} [resultBuffer] - The result buffer.
  30736. */
  30737. constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  30738. super( parameterPositions, sampleValues, sampleSize, resultBuffer );
  30739. }
  30740. interpolate_( i1, t0, t, t1 ) {
  30741. const result = this.resultBuffer,
  30742. values = this.sampleValues,
  30743. stride = this.valueSize,
  30744. offset1 = i1 * stride,
  30745. offset0 = offset1 - stride,
  30746. weight1 = ( t - t0 ) / ( t1 - t0 ),
  30747. weight0 = 1 - weight1;
  30748. for ( let i = 0; i !== stride; ++ i ) {
  30749. result[ i ] =
  30750. values[ offset0 + i ] * weight0 +
  30751. values[ offset1 + i ] * weight1;
  30752. }
  30753. return result;
  30754. }
  30755. }
  30756. /**
  30757. * Interpolant that evaluates to the sample value at the position preceding
  30758. * the parameter.
  30759. *
  30760. * @augments Interpolant
  30761. */
  30762. class DiscreteInterpolant extends Interpolant {
  30763. /**
  30764. * Constructs a new discrete interpolant.
  30765. *
  30766. * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.
  30767. * @param {TypedArray} sampleValues - The sample values.
  30768. * @param {number} sampleSize - The sample size
  30769. * @param {TypedArray} [resultBuffer] - The result buffer.
  30770. */
  30771. constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  30772. super( parameterPositions, sampleValues, sampleSize, resultBuffer );
  30773. }
  30774. interpolate_( i1 /*, t0, t, t1 */ ) {
  30775. return this.copySampleValue_( i1 - 1 );
  30776. }
  30777. }
  30778. /**
  30779. * Represents s a timed sequence of keyframes, which are composed of lists of
  30780. * times and related values, and which are used to animate a specific property
  30781. * of an object.
  30782. */
  30783. class KeyframeTrack {
  30784. /**
  30785. * Constructs a new keyframe track.
  30786. *
  30787. * @param {string} name - The keyframe track's name.
  30788. * @param {Array<number>} times - A list of keyframe times.
  30789. * @param {Array<number|string|boolean>} values - A list of keyframe values.
  30790. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.
  30791. */
  30792. constructor( name, times, values, interpolation ) {
  30793. if ( name === undefined ) throw new Error( 'THREE.KeyframeTrack: track name is undefined' );
  30794. if ( times === undefined || times.length === 0 ) throw new Error( 'THREE.KeyframeTrack: no keyframes in track named ' + name );
  30795. /**
  30796. * The track's name can refer to morph targets or bones or
  30797. * possibly other values within an animated object. See {@link PropertyBinding#parseTrackName}
  30798. * for the forms of strings that can be parsed for property binding.
  30799. *
  30800. * @type {string}
  30801. */
  30802. this.name = name;
  30803. /**
  30804. * The keyframe times.
  30805. *
  30806. * @type {Float32Array}
  30807. */
  30808. this.times = convertArray( times, this.TimeBufferType );
  30809. /**
  30810. * The keyframe values.
  30811. *
  30812. * @type {Float32Array}
  30813. */
  30814. this.values = convertArray( values, this.ValueBufferType );
  30815. this.setInterpolation( interpolation || this.DefaultInterpolation );
  30816. }
  30817. /**
  30818. * Converts the keyframe track to JSON.
  30819. *
  30820. * @static
  30821. * @param {KeyframeTrack} track - The keyframe track to serialize.
  30822. * @return {Object} The serialized keyframe track as JSON.
  30823. */
  30824. static toJSON( track ) {
  30825. const trackType = track.constructor;
  30826. let json;
  30827. // derived classes can define a static toJSON method
  30828. if ( trackType.toJSON !== this.toJSON ) {
  30829. json = trackType.toJSON( track );
  30830. } else {
  30831. // by default, we assume the data can be serialized as-is
  30832. json = {
  30833. 'name': track.name,
  30834. 'times': convertArray( track.times, Array ),
  30835. 'values': convertArray( track.values, Array )
  30836. };
  30837. const interpolation = track.getInterpolation();
  30838. if ( interpolation !== track.DefaultInterpolation ) {
  30839. json.interpolation = interpolation;
  30840. }
  30841. }
  30842. json.type = track.ValueTypeName; // mandatory
  30843. return json;
  30844. }
  30845. /**
  30846. * Factory method for creating a new discrete interpolant.
  30847. *
  30848. * @static
  30849. * @param {TypedArray} [result] - The result buffer.
  30850. * @return {DiscreteInterpolant} The new interpolant.
  30851. */
  30852. InterpolantFactoryMethodDiscrete( result ) {
  30853. return new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result );
  30854. }
  30855. /**
  30856. * Factory method for creating a new linear interpolant.
  30857. *
  30858. * @static
  30859. * @param {TypedArray} [result] - The result buffer.
  30860. * @return {LinearInterpolant} The new interpolant.
  30861. */
  30862. InterpolantFactoryMethodLinear( result ) {
  30863. return new LinearInterpolant( this.times, this.values, this.getValueSize(), result );
  30864. }
  30865. /**
  30866. * Factory method for creating a new smooth interpolant.
  30867. *
  30868. * @static
  30869. * @param {TypedArray} [result] - The result buffer.
  30870. * @return {CubicInterpolant} The new interpolant.
  30871. */
  30872. InterpolantFactoryMethodSmooth( result ) {
  30873. return new CubicInterpolant( this.times, this.values, this.getValueSize(), result );
  30874. }
  30875. /**
  30876. * Defines the interpolation factor method for this keyframe track.
  30877. *
  30878. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} interpolation - The interpolation type.
  30879. * @return {KeyframeTrack} A reference to this keyframe track.
  30880. */
  30881. setInterpolation( interpolation ) {
  30882. let factoryMethod;
  30883. switch ( interpolation ) {
  30884. case InterpolateDiscrete:
  30885. factoryMethod = this.InterpolantFactoryMethodDiscrete;
  30886. break;
  30887. case InterpolateLinear:
  30888. factoryMethod = this.InterpolantFactoryMethodLinear;
  30889. break;
  30890. case InterpolateSmooth:
  30891. factoryMethod = this.InterpolantFactoryMethodSmooth;
  30892. break;
  30893. }
  30894. if ( factoryMethod === undefined ) {
  30895. const message = 'unsupported interpolation for ' +
  30896. this.ValueTypeName + ' keyframe track named ' + this.name;
  30897. if ( this.createInterpolant === undefined ) {
  30898. // fall back to default, unless the default itself is messed up
  30899. if ( interpolation !== this.DefaultInterpolation ) {
  30900. this.setInterpolation( this.DefaultInterpolation );
  30901. } else {
  30902. throw new Error( message ); // fatal, in this case
  30903. }
  30904. }
  30905. warn( 'KeyframeTrack:', message );
  30906. return this;
  30907. }
  30908. this.createInterpolant = factoryMethod;
  30909. return this;
  30910. }
  30911. /**
  30912. * Returns the current interpolation type.
  30913. *
  30914. * @return {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} The interpolation type.
  30915. */
  30916. getInterpolation() {
  30917. switch ( this.createInterpolant ) {
  30918. case this.InterpolantFactoryMethodDiscrete:
  30919. return InterpolateDiscrete;
  30920. case this.InterpolantFactoryMethodLinear:
  30921. return InterpolateLinear;
  30922. case this.InterpolantFactoryMethodSmooth:
  30923. return InterpolateSmooth;
  30924. }
  30925. }
  30926. /**
  30927. * Returns the value size.
  30928. *
  30929. * @return {number} The value size.
  30930. */
  30931. getValueSize() {
  30932. return this.values.length / this.times.length;
  30933. }
  30934. /**
  30935. * Moves all keyframes either forward or backward in time.
  30936. *
  30937. * @param {number} timeOffset - The offset to move the time values.
  30938. * @return {KeyframeTrack} A reference to this keyframe track.
  30939. */
  30940. shift( timeOffset ) {
  30941. if ( timeOffset !== 0.0 ) {
  30942. const times = this.times;
  30943. for ( let i = 0, n = times.length; i !== n; ++ i ) {
  30944. times[ i ] += timeOffset;
  30945. }
  30946. }
  30947. return this;
  30948. }
  30949. /**
  30950. * Scale all keyframe times by a factor (useful for frame - seconds conversions).
  30951. *
  30952. * @param {number} timeScale - The time scale.
  30953. * @return {KeyframeTrack} A reference to this keyframe track.
  30954. */
  30955. scale( timeScale ) {
  30956. if ( timeScale !== 1.0 ) {
  30957. const times = this.times;
  30958. for ( let i = 0, n = times.length; i !== n; ++ i ) {
  30959. times[ i ] *= timeScale;
  30960. }
  30961. }
  30962. return this;
  30963. }
  30964. /**
  30965. * Removes keyframes before and after animation without changing any values within the defined time range.
  30966. *
  30967. * Note: The method does not shift around keys to the start of the track time, because for interpolated
  30968. * keys this will change their values
  30969. *
  30970. * @param {number} startTime - The start time.
  30971. * @param {number} endTime - The end time.
  30972. * @return {KeyframeTrack} A reference to this keyframe track.
  30973. */
  30974. trim( startTime, endTime ) {
  30975. const times = this.times,
  30976. nKeys = times.length;
  30977. let from = 0,
  30978. to = nKeys - 1;
  30979. while ( from !== nKeys && times[ from ] < startTime ) {
  30980. ++ from;
  30981. }
  30982. while ( to !== -1 && times[ to ] > endTime ) {
  30983. -- to;
  30984. }
  30985. ++ to; // inclusive -> exclusive bound
  30986. if ( from !== 0 || to !== nKeys ) {
  30987. // empty tracks are forbidden, so keep at least one keyframe
  30988. if ( from >= to ) {
  30989. to = Math.max( to, 1 );
  30990. from = to - 1;
  30991. }
  30992. const stride = this.getValueSize();
  30993. this.times = times.slice( from, to );
  30994. this.values = this.values.slice( from * stride, to * stride );
  30995. }
  30996. return this;
  30997. }
  30998. /**
  30999. * Performs minimal validation on the keyframe track. Returns `true` if the values
  31000. * are valid.
  31001. *
  31002. * @return {boolean} Whether the keyframes are valid or not.
  31003. */
  31004. validate() {
  31005. let valid = true;
  31006. const valueSize = this.getValueSize();
  31007. if ( valueSize - Math.floor( valueSize ) !== 0 ) {
  31008. error( 'KeyframeTrack: Invalid value size in track.', this );
  31009. valid = false;
  31010. }
  31011. const times = this.times,
  31012. values = this.values,
  31013. nKeys = times.length;
  31014. if ( nKeys === 0 ) {
  31015. error( 'KeyframeTrack: Track is empty.', this );
  31016. valid = false;
  31017. }
  31018. let prevTime = null;
  31019. for ( let i = 0; i !== nKeys; i ++ ) {
  31020. const currTime = times[ i ];
  31021. if ( typeof currTime === 'number' && isNaN( currTime ) ) {
  31022. error( 'KeyframeTrack: Time is not a valid number.', this, i, currTime );
  31023. valid = false;
  31024. break;
  31025. }
  31026. if ( prevTime !== null && prevTime > currTime ) {
  31027. error( 'KeyframeTrack: Out of order keys.', this, i, currTime, prevTime );
  31028. valid = false;
  31029. break;
  31030. }
  31031. prevTime = currTime;
  31032. }
  31033. if ( values !== undefined ) {
  31034. if ( isTypedArray( values ) ) {
  31035. for ( let i = 0, n = values.length; i !== n; ++ i ) {
  31036. const value = values[ i ];
  31037. if ( isNaN( value ) ) {
  31038. error( 'KeyframeTrack: Value is not a valid number.', this, i, value );
  31039. valid = false;
  31040. break;
  31041. }
  31042. }
  31043. }
  31044. }
  31045. return valid;
  31046. }
  31047. /**
  31048. * Optimizes this keyframe track by removing equivalent sequential keys (which are
  31049. * common in morph target sequences).
  31050. *
  31051. * @return {AnimationClip} A reference to this animation clip.
  31052. */
  31053. optimize() {
  31054. // (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0)
  31055. // times or values may be shared with other tracks, so overwriting is unsafe
  31056. const times = this.times.slice(),
  31057. values = this.values.slice(),
  31058. stride = this.getValueSize(),
  31059. smoothInterpolation = this.getInterpolation() === InterpolateSmooth,
  31060. lastIndex = times.length - 1;
  31061. let writeIndex = 1;
  31062. for ( let i = 1; i < lastIndex; ++ i ) {
  31063. let keep = false;
  31064. const time = times[ i ];
  31065. const timeNext = times[ i + 1 ];
  31066. // remove adjacent keyframes scheduled at the same time
  31067. if ( time !== timeNext && ( i !== 1 || time !== times[ 0 ] ) ) {
  31068. if ( ! smoothInterpolation ) {
  31069. // remove unnecessary keyframes same as their neighbors
  31070. const offset = i * stride,
  31071. offsetP = offset - stride,
  31072. offsetN = offset + stride;
  31073. for ( let j = 0; j !== stride; ++ j ) {
  31074. const value = values[ offset + j ];
  31075. if ( value !== values[ offsetP + j ] ||
  31076. value !== values[ offsetN + j ] ) {
  31077. keep = true;
  31078. break;
  31079. }
  31080. }
  31081. } else {
  31082. keep = true;
  31083. }
  31084. }
  31085. // in-place compaction
  31086. if ( keep ) {
  31087. if ( i !== writeIndex ) {
  31088. times[ writeIndex ] = times[ i ];
  31089. const readOffset = i * stride,
  31090. writeOffset = writeIndex * stride;
  31091. for ( let j = 0; j !== stride; ++ j ) {
  31092. values[ writeOffset + j ] = values[ readOffset + j ];
  31093. }
  31094. }
  31095. ++ writeIndex;
  31096. }
  31097. }
  31098. // flush last keyframe (compaction looks ahead)
  31099. if ( lastIndex > 0 ) {
  31100. times[ writeIndex ] = times[ lastIndex ];
  31101. for ( let readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++ j ) {
  31102. values[ writeOffset + j ] = values[ readOffset + j ];
  31103. }
  31104. ++ writeIndex;
  31105. }
  31106. if ( writeIndex !== times.length ) {
  31107. this.times = times.slice( 0, writeIndex );
  31108. this.values = values.slice( 0, writeIndex * stride );
  31109. } else {
  31110. this.times = times;
  31111. this.values = values;
  31112. }
  31113. return this;
  31114. }
  31115. /**
  31116. * Returns a new keyframe track with copied values from this instance.
  31117. *
  31118. * @return {KeyframeTrack} A clone of this instance.
  31119. */
  31120. clone() {
  31121. const times = this.times.slice();
  31122. const values = this.values.slice();
  31123. const TypedKeyframeTrack = this.constructor;
  31124. const track = new TypedKeyframeTrack( this.name, times, values );
  31125. // Interpolant argument to constructor is not saved, so copy the factory method directly.
  31126. track.createInterpolant = this.createInterpolant;
  31127. return track;
  31128. }
  31129. }
  31130. /**
  31131. * The value type name.
  31132. *
  31133. * @type {String}
  31134. * @default ''
  31135. */
  31136. KeyframeTrack.prototype.ValueTypeName = '';
  31137. /**
  31138. * The time buffer type of this keyframe track.
  31139. *
  31140. * @type {TypedArray|Array}
  31141. * @default Float32Array.constructor
  31142. */
  31143. KeyframeTrack.prototype.TimeBufferType = Float32Array;
  31144. /**
  31145. * The value buffer type of this keyframe track.
  31146. *
  31147. * @type {TypedArray|Array}
  31148. * @default Float32Array.constructor
  31149. */
  31150. KeyframeTrack.prototype.ValueBufferType = Float32Array;
  31151. /**
  31152. * The default interpolation type of this keyframe track.
  31153. *
  31154. * @type {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)}
  31155. * @default InterpolateLinear
  31156. */
  31157. KeyframeTrack.prototype.DefaultInterpolation = InterpolateLinear;
  31158. /**
  31159. * A track for boolean keyframe values.
  31160. *
  31161. * @augments KeyframeTrack
  31162. */
  31163. class BooleanKeyframeTrack extends KeyframeTrack {
  31164. /**
  31165. * Constructs a new boolean keyframe track.
  31166. *
  31167. * This keyframe track type has no `interpolation` parameter because the
  31168. * interpolation is always discrete.
  31169. *
  31170. * @param {string} name - The keyframe track's name.
  31171. * @param {Array<number>} times - A list of keyframe times.
  31172. * @param {Array<boolean>} values - A list of keyframe values.
  31173. */
  31174. constructor( name, times, values ) {
  31175. super( name, times, values );
  31176. }
  31177. }
  31178. /**
  31179. * The value type name.
  31180. *
  31181. * @type {String}
  31182. * @default 'bool'
  31183. */
  31184. BooleanKeyframeTrack.prototype.ValueTypeName = 'bool';
  31185. /**
  31186. * The value buffer type of this keyframe track.
  31187. *
  31188. * @type {TypedArray|Array}
  31189. * @default Array.constructor
  31190. */
  31191. BooleanKeyframeTrack.prototype.ValueBufferType = Array;
  31192. /**
  31193. * The default interpolation type of this keyframe track.
  31194. *
  31195. * @type {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)}
  31196. * @default InterpolateDiscrete
  31197. */
  31198. BooleanKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete;
  31199. BooleanKeyframeTrack.prototype.InterpolantFactoryMethodLinear = undefined;
  31200. BooleanKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;
  31201. /**
  31202. * A track for color keyframe values.
  31203. *
  31204. * @augments KeyframeTrack
  31205. */
  31206. class ColorKeyframeTrack extends KeyframeTrack {
  31207. /**
  31208. * Constructs a new color keyframe track.
  31209. *
  31210. * @param {string} name - The keyframe track's name.
  31211. * @param {Array<number>} times - A list of keyframe times.
  31212. * @param {Array<number>} values - A list of keyframe values.
  31213. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.
  31214. */
  31215. constructor( name, times, values, interpolation ) {
  31216. super( name, times, values, interpolation );
  31217. }
  31218. }
  31219. /**
  31220. * The value type name.
  31221. *
  31222. * @type {String}
  31223. * @default 'color'
  31224. */
  31225. ColorKeyframeTrack.prototype.ValueTypeName = 'color';
  31226. /**
  31227. * A track for numeric keyframe values.
  31228. *
  31229. * @augments KeyframeTrack
  31230. */
  31231. class NumberKeyframeTrack extends KeyframeTrack {
  31232. /**
  31233. * Constructs a new number keyframe track.
  31234. *
  31235. * @param {string} name - The keyframe track's name.
  31236. * @param {Array<number>} times - A list of keyframe times.
  31237. * @param {Array<number>} values - A list of keyframe values.
  31238. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.
  31239. */
  31240. constructor( name, times, values, interpolation ) {
  31241. super( name, times, values, interpolation );
  31242. }
  31243. }
  31244. /**
  31245. * The value type name.
  31246. *
  31247. * @type {String}
  31248. * @default 'number'
  31249. */
  31250. NumberKeyframeTrack.prototype.ValueTypeName = 'number';
  31251. /**
  31252. * Spherical linear unit quaternion interpolant.
  31253. *
  31254. * @augments Interpolant
  31255. */
  31256. class QuaternionLinearInterpolant extends Interpolant {
  31257. /**
  31258. * Constructs a new SLERP interpolant.
  31259. *
  31260. * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.
  31261. * @param {TypedArray} sampleValues - The sample values.
  31262. * @param {number} sampleSize - The sample size
  31263. * @param {TypedArray} [resultBuffer] - The result buffer.
  31264. */
  31265. constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  31266. super( parameterPositions, sampleValues, sampleSize, resultBuffer );
  31267. }
  31268. interpolate_( i1, t0, t, t1 ) {
  31269. const result = this.resultBuffer,
  31270. values = this.sampleValues,
  31271. stride = this.valueSize,
  31272. alpha = ( t - t0 ) / ( t1 - t0 );
  31273. let offset = i1 * stride;
  31274. for ( let end = offset + stride; offset !== end; offset += 4 ) {
  31275. Quaternion.slerpFlat( result, 0, values, offset - stride, values, offset, alpha );
  31276. }
  31277. return result;
  31278. }
  31279. }
  31280. /**
  31281. * A track for Quaternion keyframe values.
  31282. *
  31283. * @augments KeyframeTrack
  31284. */
  31285. class QuaternionKeyframeTrack extends KeyframeTrack {
  31286. /**
  31287. * Constructs a new Quaternion keyframe track.
  31288. *
  31289. * @param {string} name - The keyframe track's name.
  31290. * @param {Array<number>} times - A list of keyframe times.
  31291. * @param {Array<number>} values - A list of keyframe values.
  31292. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.
  31293. */
  31294. constructor( name, times, values, interpolation ) {
  31295. super( name, times, values, interpolation );
  31296. }
  31297. /**
  31298. * Overwritten so the method returns Quaternion based interpolant.
  31299. *
  31300. * @static
  31301. * @param {TypedArray} [result] - The result buffer.
  31302. * @return {QuaternionLinearInterpolant} The new interpolant.
  31303. */
  31304. InterpolantFactoryMethodLinear( result ) {
  31305. return new QuaternionLinearInterpolant( this.times, this.values, this.getValueSize(), result );
  31306. }
  31307. }
  31308. /**
  31309. * The value type name.
  31310. *
  31311. * @type {String}
  31312. * @default 'quaternion'
  31313. */
  31314. QuaternionKeyframeTrack.prototype.ValueTypeName = 'quaternion';
  31315. // ValueBufferType is inherited
  31316. // DefaultInterpolation is inherited;
  31317. QuaternionKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;
  31318. /**
  31319. * A track for string keyframe values.
  31320. *
  31321. * @augments KeyframeTrack
  31322. */
  31323. class StringKeyframeTrack extends KeyframeTrack {
  31324. /**
  31325. * Constructs a new string keyframe track.
  31326. *
  31327. * This keyframe track type has no `interpolation` parameter because the
  31328. * interpolation is always discrete.
  31329. *
  31330. * @param {string} name - The keyframe track's name.
  31331. * @param {Array<number>} times - A list of keyframe times.
  31332. * @param {Array<string>} values - A list of keyframe values.
  31333. */
  31334. constructor( name, times, values ) {
  31335. super( name, times, values );
  31336. }
  31337. }
  31338. /**
  31339. * The value type name.
  31340. *
  31341. * @type {String}
  31342. * @default 'string'
  31343. */
  31344. StringKeyframeTrack.prototype.ValueTypeName = 'string';
  31345. /**
  31346. * The value buffer type of this keyframe track.
  31347. *
  31348. * @type {TypedArray|Array}
  31349. * @default Array.constructor
  31350. */
  31351. StringKeyframeTrack.prototype.ValueBufferType = Array;
  31352. /**
  31353. * The default interpolation type of this keyframe track.
  31354. *
  31355. * @type {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)}
  31356. * @default InterpolateDiscrete
  31357. */
  31358. StringKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete;
  31359. StringKeyframeTrack.prototype.InterpolantFactoryMethodLinear = undefined;
  31360. StringKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;
  31361. /**
  31362. * A track for vector keyframe values.
  31363. *
  31364. * @augments KeyframeTrack
  31365. */
  31366. class VectorKeyframeTrack extends KeyframeTrack {
  31367. /**
  31368. * Constructs a new vector keyframe track.
  31369. *
  31370. * @param {string} name - The keyframe track's name.
  31371. * @param {Array<number>} times - A list of keyframe times.
  31372. * @param {Array<number>} values - A list of keyframe values.
  31373. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.
  31374. */
  31375. constructor( name, times, values, interpolation ) {
  31376. super( name, times, values, interpolation );
  31377. }
  31378. }
  31379. /**
  31380. * The value type name.
  31381. *
  31382. * @type {String}
  31383. * @default 'vector'
  31384. */
  31385. VectorKeyframeTrack.prototype.ValueTypeName = 'vector';
  31386. /**
  31387. * A reusable set of keyframe tracks which represent an animation.
  31388. */
  31389. class AnimationClip {
  31390. /**
  31391. * Constructs a new animation clip.
  31392. *
  31393. * Note: Instead of instantiating an AnimationClip directly with the constructor, you can
  31394. * use the static interface of this class for creating clips. In most cases though, animation clips
  31395. * will automatically be created by loaders when importing animated 3D assets.
  31396. *
  31397. * @param {string} [name=''] - The clip's name.
  31398. * @param {number} [duration=-1] - The clip's duration in seconds. If a negative value is passed,
  31399. * the duration will be calculated from the passed keyframes.
  31400. * @param {Array<KeyframeTrack>} tracks - An array of keyframe tracks.
  31401. * @param {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)} [blendMode=NormalAnimationBlendMode] - Defines how the animation
  31402. * is blended/combined when two or more animations are simultaneously played.
  31403. */
  31404. constructor( name = '', duration = -1, tracks = [], blendMode = NormalAnimationBlendMode ) {
  31405. /**
  31406. * The clip's name.
  31407. *
  31408. * @type {string}
  31409. */
  31410. this.name = name;
  31411. /**
  31412. * An array of keyframe tracks.
  31413. *
  31414. * @type {Array<KeyframeTrack>}
  31415. */
  31416. this.tracks = tracks;
  31417. /**
  31418. * The clip's duration in seconds.
  31419. *
  31420. * @type {number}
  31421. */
  31422. this.duration = duration;
  31423. /**
  31424. * Defines how the animation is blended/combined when two or more animations
  31425. * are simultaneously played.
  31426. *
  31427. * @type {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)}
  31428. */
  31429. this.blendMode = blendMode;
  31430. /**
  31431. * The UUID of the animation clip.
  31432. *
  31433. * @type {string}
  31434. * @readonly
  31435. */
  31436. this.uuid = generateUUID();
  31437. /**
  31438. * An object that can be used to store custom data about the animation clip.
  31439. * It should not hold references to functions as these will not be cloned.
  31440. *
  31441. * @type {Object}
  31442. */
  31443. this.userData = {};
  31444. // this means it should figure out its duration by scanning the tracks
  31445. if ( this.duration < 0 ) {
  31446. this.resetDuration();
  31447. }
  31448. }
  31449. /**
  31450. * Factory method for creating an animation clip from the given JSON.
  31451. *
  31452. * @static
  31453. * @param {Object} json - The serialized animation clip.
  31454. * @return {AnimationClip} The new animation clip.
  31455. */
  31456. static parse( json ) {
  31457. const tracks = [],
  31458. jsonTracks = json.tracks,
  31459. frameTime = 1.0 / ( json.fps || 1.0 );
  31460. for ( let i = 0, n = jsonTracks.length; i !== n; ++ i ) {
  31461. tracks.push( parseKeyframeTrack( jsonTracks[ i ] ).scale( frameTime ) );
  31462. }
  31463. const clip = new this( json.name, json.duration, tracks, json.blendMode );
  31464. clip.uuid = json.uuid;
  31465. clip.userData = JSON.parse( json.userData || '{}' );
  31466. return clip;
  31467. }
  31468. /**
  31469. * Serializes the given animation clip into JSON.
  31470. *
  31471. * @static
  31472. * @param {AnimationClip} clip - The animation clip to serialize.
  31473. * @return {Object} The JSON object.
  31474. */
  31475. static toJSON( clip ) {
  31476. const tracks = [],
  31477. clipTracks = clip.tracks;
  31478. const json = {
  31479. 'name': clip.name,
  31480. 'duration': clip.duration,
  31481. 'tracks': tracks,
  31482. 'uuid': clip.uuid,
  31483. 'blendMode': clip.blendMode,
  31484. 'userData': JSON.stringify( clip.userData ),
  31485. };
  31486. for ( let i = 0, n = clipTracks.length; i !== n; ++ i ) {
  31487. tracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) );
  31488. }
  31489. return json;
  31490. }
  31491. /**
  31492. * Returns a new animation clip from the passed morph targets array of a
  31493. * geometry, taking a name and the number of frames per second.
  31494. *
  31495. * Note: The fps parameter is required, but the animation speed can be
  31496. * overridden via {@link AnimationAction#setDuration}.
  31497. *
  31498. * @static
  31499. * @param {string} name - The name of the animation clip.
  31500. * @param {Array<Object>} morphTargetSequence - A sequence of morph targets.
  31501. * @param {number} fps - The Frames-Per-Second value.
  31502. * @param {boolean} noLoop - Whether the clip should be no loop or not.
  31503. * @return {AnimationClip} The new animation clip.
  31504. */
  31505. static CreateFromMorphTargetSequence( name, morphTargetSequence, fps, noLoop ) {
  31506. const numMorphTargets = morphTargetSequence.length;
  31507. const tracks = [];
  31508. for ( let i = 0; i < numMorphTargets; i ++ ) {
  31509. let times = [];
  31510. let values = [];
  31511. times.push(
  31512. ( i + numMorphTargets - 1 ) % numMorphTargets,
  31513. i,
  31514. ( i + 1 ) % numMorphTargets );
  31515. values.push( 0, 1, 0 );
  31516. const order = getKeyframeOrder( times );
  31517. times = sortedArray( times, 1, order );
  31518. values = sortedArray( values, 1, order );
  31519. // if there is a key at the first frame, duplicate it as the
  31520. // last frame as well for perfect loop.
  31521. if ( ! noLoop && times[ 0 ] === 0 ) {
  31522. times.push( numMorphTargets );
  31523. values.push( values[ 0 ] );
  31524. }
  31525. tracks.push(
  31526. new NumberKeyframeTrack(
  31527. '.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']',
  31528. times, values
  31529. ).scale( 1.0 / fps ) );
  31530. }
  31531. return new this( name, -1, tracks );
  31532. }
  31533. /**
  31534. * Searches for an animation clip by name, taking as its first parameter
  31535. * either an array of clips, or a mesh or geometry that contains an
  31536. * array named "animations" property.
  31537. *
  31538. * @static
  31539. * @param {(Array<AnimationClip>|Object3D)} objectOrClipArray - The array or object to search through.
  31540. * @param {string} name - The name to search for.
  31541. * @return {?AnimationClip} The found animation clip. Returns `null` if no clip has been found.
  31542. */
  31543. static findByName( objectOrClipArray, name ) {
  31544. let clipArray = objectOrClipArray;
  31545. if ( ! Array.isArray( objectOrClipArray ) ) {
  31546. const o = objectOrClipArray;
  31547. clipArray = o.geometry && o.geometry.animations || o.animations;
  31548. }
  31549. for ( let i = 0; i < clipArray.length; i ++ ) {
  31550. if ( clipArray[ i ].name === name ) {
  31551. return clipArray[ i ];
  31552. }
  31553. }
  31554. return null;
  31555. }
  31556. /**
  31557. * Returns an array of new AnimationClips created from the morph target
  31558. * sequences of a geometry, trying to sort morph target names into
  31559. * animation-group-based patterns like "Walk_001, Walk_002, Run_001, Run_002...".
  31560. *
  31561. * See {@link MD2Loader#parse} as an example for how the method should be used.
  31562. *
  31563. * @static
  31564. * @param {Array<Object>} morphTargets - A sequence of morph targets.
  31565. * @param {number} fps - The Frames-Per-Second value.
  31566. * @param {boolean} noLoop - Whether the clip should be no loop or not.
  31567. * @return {Array<AnimationClip>} An array of new animation clips.
  31568. */
  31569. static CreateClipsFromMorphTargetSequences( morphTargets, fps, noLoop ) {
  31570. const animationToMorphTargets = {};
  31571. // tested with https://regex101.com/ on trick sequences
  31572. // such flamingo_flyA_003, flamingo_run1_003, crdeath0059
  31573. const pattern = /^([\w-]*?)([\d]+)$/;
  31574. // sort morph target names into animation groups based
  31575. // patterns like Walk_001, Walk_002, Run_001, Run_002
  31576. for ( let i = 0, il = morphTargets.length; i < il; i ++ ) {
  31577. const morphTarget = morphTargets[ i ];
  31578. const parts = morphTarget.name.match( pattern );
  31579. if ( parts && parts.length > 1 ) {
  31580. const name = parts[ 1 ];
  31581. let animationMorphTargets = animationToMorphTargets[ name ];
  31582. if ( ! animationMorphTargets ) {
  31583. animationToMorphTargets[ name ] = animationMorphTargets = [];
  31584. }
  31585. animationMorphTargets.push( morphTarget );
  31586. }
  31587. }
  31588. const clips = [];
  31589. for ( const name in animationToMorphTargets ) {
  31590. clips.push( this.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) );
  31591. }
  31592. return clips;
  31593. }
  31594. /**
  31595. * Parses the `animation.hierarchy` format and returns a new animation clip.
  31596. *
  31597. * @static
  31598. * @deprecated since r175.
  31599. * @param {Object} animation - A serialized animation clip as JSON.
  31600. * @param {Array<Bones>} bones - An array of bones.
  31601. * @return {?AnimationClip} The new animation clip.
  31602. */
  31603. static parseAnimation( animation, bones ) {
  31604. warn( 'AnimationClip: parseAnimation() is deprecated and will be removed with r185' );
  31605. if ( ! animation ) {
  31606. error( 'AnimationClip: No animation in JSONLoader data.' );
  31607. return null;
  31608. }
  31609. const addNonemptyTrack = function ( trackType, trackName, animationKeys, propertyName, destTracks ) {
  31610. // only return track if there are actually keys.
  31611. if ( animationKeys.length !== 0 ) {
  31612. const times = [];
  31613. const values = [];
  31614. flattenJSON( animationKeys, times, values, propertyName );
  31615. // empty keys are filtered out, so check again
  31616. if ( times.length !== 0 ) {
  31617. destTracks.push( new trackType( trackName, times, values ) );
  31618. }
  31619. }
  31620. };
  31621. const tracks = [];
  31622. const clipName = animation.name || 'default';
  31623. const fps = animation.fps || 30;
  31624. const blendMode = animation.blendMode;
  31625. // automatic length determination in AnimationClip.
  31626. let duration = animation.length || -1;
  31627. const hierarchyTracks = animation.hierarchy || [];
  31628. for ( let h = 0; h < hierarchyTracks.length; h ++ ) {
  31629. const animationKeys = hierarchyTracks[ h ].keys;
  31630. // skip empty tracks
  31631. if ( ! animationKeys || animationKeys.length === 0 ) continue;
  31632. // process morph targets
  31633. if ( animationKeys[ 0 ].morphTargets ) {
  31634. // figure out all morph targets used in this track
  31635. const morphTargetNames = {};
  31636. let k;
  31637. for ( k = 0; k < animationKeys.length; k ++ ) {
  31638. if ( animationKeys[ k ].morphTargets ) {
  31639. for ( let m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) {
  31640. morphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = -1;
  31641. }
  31642. }
  31643. }
  31644. // create a track for each morph target with all zero
  31645. // morphTargetInfluences except for the keys in which
  31646. // the morphTarget is named.
  31647. for ( const morphTargetName in morphTargetNames ) {
  31648. const times = [];
  31649. const values = [];
  31650. for ( let m = 0; m !== animationKeys[ k ].morphTargets.length; ++ m ) {
  31651. const animationKey = animationKeys[ k ];
  31652. times.push( animationKey.time );
  31653. values.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 );
  31654. }
  31655. tracks.push( new NumberKeyframeTrack( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) );
  31656. }
  31657. duration = morphTargetNames.length * fps;
  31658. } else {
  31659. // ...assume skeletal animation
  31660. const boneName = '.bones[' + bones[ h ].name + ']';
  31661. addNonemptyTrack(
  31662. VectorKeyframeTrack, boneName + '.position',
  31663. animationKeys, 'pos', tracks );
  31664. addNonemptyTrack(
  31665. QuaternionKeyframeTrack, boneName + '.quaternion',
  31666. animationKeys, 'rot', tracks );
  31667. addNonemptyTrack(
  31668. VectorKeyframeTrack, boneName + '.scale',
  31669. animationKeys, 'scl', tracks );
  31670. }
  31671. }
  31672. if ( tracks.length === 0 ) {
  31673. return null;
  31674. }
  31675. const clip = new this( clipName, duration, tracks, blendMode );
  31676. return clip;
  31677. }
  31678. /**
  31679. * Sets the duration of this clip to the duration of its longest keyframe track.
  31680. *
  31681. * @return {AnimationClip} A reference to this animation clip.
  31682. */
  31683. resetDuration() {
  31684. const tracks = this.tracks;
  31685. let duration = 0;
  31686. for ( let i = 0, n = tracks.length; i !== n; ++ i ) {
  31687. const track = this.tracks[ i ];
  31688. duration = Math.max( duration, track.times[ track.times.length - 1 ] );
  31689. }
  31690. this.duration = duration;
  31691. return this;
  31692. }
  31693. /**
  31694. * Trims all tracks to the clip's duration.
  31695. *
  31696. * @return {AnimationClip} A reference to this animation clip.
  31697. */
  31698. trim() {
  31699. for ( let i = 0; i < this.tracks.length; i ++ ) {
  31700. this.tracks[ i ].trim( 0, this.duration );
  31701. }
  31702. return this;
  31703. }
  31704. /**
  31705. * Performs minimal validation on each track in the clip. Returns `true` if all
  31706. * tracks are valid.
  31707. *
  31708. * @return {boolean} Whether the clip's keyframes are valid or not.
  31709. */
  31710. validate() {
  31711. let valid = true;
  31712. for ( let i = 0; i < this.tracks.length; i ++ ) {
  31713. valid = valid && this.tracks[ i ].validate();
  31714. }
  31715. return valid;
  31716. }
  31717. /**
  31718. * Optimizes each track by removing equivalent sequential keys (which are
  31719. * common in morph target sequences).
  31720. *
  31721. * @return {AnimationClip} A reference to this animation clip.
  31722. */
  31723. optimize() {
  31724. for ( let i = 0; i < this.tracks.length; i ++ ) {
  31725. this.tracks[ i ].optimize();
  31726. }
  31727. return this;
  31728. }
  31729. /**
  31730. * Returns a new animation clip with copied values from this instance.
  31731. *
  31732. * @return {AnimationClip} A clone of this instance.
  31733. */
  31734. clone() {
  31735. const tracks = [];
  31736. for ( let i = 0; i < this.tracks.length; i ++ ) {
  31737. tracks.push( this.tracks[ i ].clone() );
  31738. }
  31739. const clip = new this.constructor( this.name, this.duration, tracks, this.blendMode );
  31740. clip.userData = JSON.parse( JSON.stringify( this.userData ) );
  31741. return clip;
  31742. }
  31743. /**
  31744. * Serializes this animation clip into JSON.
  31745. *
  31746. * @return {Object} The JSON object.
  31747. */
  31748. toJSON() {
  31749. return this.constructor.toJSON( this );
  31750. }
  31751. }
  31752. function getTrackTypeForValueTypeName( typeName ) {
  31753. switch ( typeName.toLowerCase() ) {
  31754. case 'scalar':
  31755. case 'double':
  31756. case 'float':
  31757. case 'number':
  31758. case 'integer':
  31759. return NumberKeyframeTrack;
  31760. case 'vector':
  31761. case 'vector2':
  31762. case 'vector3':
  31763. case 'vector4':
  31764. return VectorKeyframeTrack;
  31765. case 'color':
  31766. return ColorKeyframeTrack;
  31767. case 'quaternion':
  31768. return QuaternionKeyframeTrack;
  31769. case 'bool':
  31770. case 'boolean':
  31771. return BooleanKeyframeTrack;
  31772. case 'string':
  31773. return StringKeyframeTrack;
  31774. }
  31775. throw new Error( 'THREE.KeyframeTrack: Unsupported typeName: ' + typeName );
  31776. }
  31777. function parseKeyframeTrack( json ) {
  31778. if ( json.type === undefined ) {
  31779. throw new Error( 'THREE.KeyframeTrack: track type undefined, can not parse' );
  31780. }
  31781. const trackType = getTrackTypeForValueTypeName( json.type );
  31782. if ( json.times === undefined ) {
  31783. const times = [], values = [];
  31784. flattenJSON( json.keys, times, values, 'value' );
  31785. json.times = times;
  31786. json.values = values;
  31787. }
  31788. // derived classes can define a static parse method
  31789. if ( trackType.parse !== undefined ) {
  31790. return trackType.parse( json );
  31791. } else {
  31792. // by default, we assume a constructor compatible with the base
  31793. return new trackType( json.name, json.times, json.values, json.interpolation );
  31794. }
  31795. }
  31796. /**
  31797. * @class
  31798. * @classdesc A simple caching system, used internally by {@link FileLoader}.
  31799. * To enable caching across all loaders that use {@link FileLoader}, add `THREE.Cache.enabled = true.` once in your app.
  31800. * @hideconstructor
  31801. */
  31802. const Cache = {
  31803. /**
  31804. * Whether caching is enabled or not.
  31805. *
  31806. * @static
  31807. * @type {boolean}
  31808. * @default false
  31809. */
  31810. enabled: false,
  31811. /**
  31812. * A dictionary that holds cached files.
  31813. *
  31814. * @static
  31815. * @type {Object<string,Object>}
  31816. */
  31817. files: {},
  31818. /**
  31819. * Adds a cache entry with a key to reference the file. If this key already
  31820. * holds a file, it is overwritten.
  31821. *
  31822. * @static
  31823. * @param {string} key - The key to reference the cached file.
  31824. * @param {Object} file - The file to be cached.
  31825. */
  31826. add: function ( key, file ) {
  31827. if ( this.enabled === false ) return;
  31828. // log( 'Cache', 'Adding key:', key );
  31829. this.files[ key ] = file;
  31830. },
  31831. /**
  31832. * Gets the cached value for the given key.
  31833. *
  31834. * @static
  31835. * @param {string} key - The key to reference the cached file.
  31836. * @return {Object|undefined} The cached file. If the key does not exist `undefined` is returned.
  31837. */
  31838. get: function ( key ) {
  31839. if ( this.enabled === false ) return;
  31840. // log( 'Cache', 'Checking key:', key );
  31841. return this.files[ key ];
  31842. },
  31843. /**
  31844. * Removes the cached file associated with the given key.
  31845. *
  31846. * @static
  31847. * @param {string} key - The key to reference the cached file.
  31848. */
  31849. remove: function ( key ) {
  31850. delete this.files[ key ];
  31851. },
  31852. /**
  31853. * Remove all values from the cache.
  31854. *
  31855. * @static
  31856. */
  31857. clear: function () {
  31858. this.files = {};
  31859. }
  31860. };
  31861. /**
  31862. * Handles and keeps track of loaded and pending data. A default global
  31863. * instance of this class is created and used by loaders if not supplied
  31864. * manually.
  31865. *
  31866. * In general that should be sufficient, however there are times when it can
  31867. * be useful to have separate loaders - for example if you want to show
  31868. * separate loading bars for objects and textures.
  31869. *
  31870. * ```js
  31871. * const manager = new THREE.LoadingManager();
  31872. * manager.onLoad = () => console.log( 'Loading complete!' );
  31873. *
  31874. * const loader1 = new OBJLoader( manager );
  31875. * const loader2 = new ColladaLoader( manager );
  31876. * ```
  31877. */
  31878. class LoadingManager {
  31879. /**
  31880. * Constructs a new loading manager.
  31881. *
  31882. * @param {Function} [onLoad] - Executes when all items have been loaded.
  31883. * @param {Function} [onProgress] - Executes when single items have been loaded.
  31884. * @param {Function} [onError] - Executes when an error occurs.
  31885. */
  31886. constructor( onLoad, onProgress, onError ) {
  31887. const scope = this;
  31888. let isLoading = false;
  31889. let itemsLoaded = 0;
  31890. let itemsTotal = 0;
  31891. let urlModifier = undefined;
  31892. const handlers = [];
  31893. // Refer to #5689 for the reason why we don't set .onStart
  31894. // in the constructor
  31895. /**
  31896. * Executes when an item starts loading.
  31897. *
  31898. * @type {Function|undefined}
  31899. * @default undefined
  31900. */
  31901. this.onStart = undefined;
  31902. /**
  31903. * Executes when all items have been loaded.
  31904. *
  31905. * @type {Function|undefined}
  31906. * @default undefined
  31907. */
  31908. this.onLoad = onLoad;
  31909. /**
  31910. * Executes when single items have been loaded.
  31911. *
  31912. * @type {Function|undefined}
  31913. * @default undefined
  31914. */
  31915. this.onProgress = onProgress;
  31916. /**
  31917. * Executes when an error occurs.
  31918. *
  31919. * @type {Function|undefined}
  31920. * @default undefined
  31921. */
  31922. this.onError = onError;
  31923. /**
  31924. * Used for aborting ongoing requests in loaders using this manager.
  31925. *
  31926. * @private
  31927. * @type {AbortController | null}
  31928. */
  31929. this._abortController = null;
  31930. /**
  31931. * This should be called by any loader using the manager when the loader
  31932. * starts loading an item.
  31933. *
  31934. * @param {string} url - The URL to load.
  31935. */
  31936. this.itemStart = function ( url ) {
  31937. itemsTotal ++;
  31938. if ( isLoading === false ) {
  31939. if ( scope.onStart !== undefined ) {
  31940. scope.onStart( url, itemsLoaded, itemsTotal );
  31941. }
  31942. }
  31943. isLoading = true;
  31944. };
  31945. /**
  31946. * This should be called by any loader using the manager when the loader
  31947. * ended loading an item.
  31948. *
  31949. * @param {string} url - The URL of the loaded item.
  31950. */
  31951. this.itemEnd = function ( url ) {
  31952. itemsLoaded ++;
  31953. if ( scope.onProgress !== undefined ) {
  31954. scope.onProgress( url, itemsLoaded, itemsTotal );
  31955. }
  31956. if ( itemsLoaded === itemsTotal ) {
  31957. isLoading = false;
  31958. if ( scope.onLoad !== undefined ) {
  31959. scope.onLoad();
  31960. }
  31961. }
  31962. };
  31963. /**
  31964. * This should be called by any loader using the manager when the loader
  31965. * encounters an error when loading an item.
  31966. *
  31967. * @param {string} url - The URL of the item that produces an error.
  31968. */
  31969. this.itemError = function ( url ) {
  31970. if ( scope.onError !== undefined ) {
  31971. scope.onError( url );
  31972. }
  31973. };
  31974. /**
  31975. * Given a URL, uses the URL modifier callback (if any) and returns a
  31976. * resolved URL. If no URL modifier is set, returns the original URL.
  31977. *
  31978. * @param {string} url - The URL to load.
  31979. * @return {string} The resolved URL.
  31980. */
  31981. this.resolveURL = function ( url ) {
  31982. if ( urlModifier ) {
  31983. return urlModifier( url );
  31984. }
  31985. return url;
  31986. };
  31987. /**
  31988. * If provided, the callback will be passed each resource URL before a
  31989. * request is sent. The callback may return the original URL, or a new URL to
  31990. * override loading behavior. This behavior can be used to load assets from
  31991. * .ZIP files, drag-and-drop APIs, and Data URIs.
  31992. *
  31993. * ```js
  31994. * const blobs = {'fish.gltf': blob1, 'diffuse.png': blob2, 'normal.png': blob3};
  31995. *
  31996. * const manager = new THREE.LoadingManager();
  31997. *
  31998. * // Initialize loading manager with URL callback.
  31999. * const objectURLs = [];
  32000. * manager.setURLModifier( ( url ) => {
  32001. *
  32002. * url = URL.createObjectURL( blobs[ url ] );
  32003. * objectURLs.push( url );
  32004. * return url;
  32005. *
  32006. * } );
  32007. *
  32008. * // Load as usual, then revoke the blob URLs.
  32009. * const loader = new GLTFLoader( manager );
  32010. * loader.load( 'fish.gltf', (gltf) => {
  32011. *
  32012. * scene.add( gltf.scene );
  32013. * objectURLs.forEach( ( url ) => URL.revokeObjectURL( url ) );
  32014. *
  32015. * } );
  32016. * ```
  32017. *
  32018. * @param {function(string):string} transform - URL modifier callback. Called with an URL and must return a resolved URL.
  32019. * @return {LoadingManager} A reference to this loading manager.
  32020. */
  32021. this.setURLModifier = function ( transform ) {
  32022. urlModifier = transform;
  32023. return this;
  32024. };
  32025. /**
  32026. * Registers a loader with the given regular expression. Can be used to
  32027. * define what loader should be used in order to load specific files. A
  32028. * typical use case is to overwrite the default loader for textures.
  32029. *
  32030. * ```js
  32031. * // add handler for TGA textures
  32032. * manager.addHandler( /\.tga$/i, new TGALoader() );
  32033. * ```
  32034. *
  32035. * @param {string} regex - A regular expression.
  32036. * @param {Loader} loader - A loader that should handle matched cases.
  32037. * @return {LoadingManager} A reference to this loading manager.
  32038. */
  32039. this.addHandler = function ( regex, loader ) {
  32040. handlers.push( regex, loader );
  32041. return this;
  32042. };
  32043. /**
  32044. * Removes the loader for the given regular expression.
  32045. *
  32046. * @param {string} regex - A regular expression.
  32047. * @return {LoadingManager} A reference to this loading manager.
  32048. */
  32049. this.removeHandler = function ( regex ) {
  32050. const index = handlers.indexOf( regex );
  32051. if ( index !== -1 ) {
  32052. handlers.splice( index, 2 );
  32053. }
  32054. return this;
  32055. };
  32056. /**
  32057. * Can be used to retrieve the registered loader for the given file path.
  32058. *
  32059. * @param {string} file - The file path.
  32060. * @return {?Loader} The registered loader. Returns `null` if no loader was found.
  32061. */
  32062. this.getHandler = function ( file ) {
  32063. for ( let i = 0, l = handlers.length; i < l; i += 2 ) {
  32064. const regex = handlers[ i ];
  32065. const loader = handlers[ i + 1 ];
  32066. if ( regex.global ) regex.lastIndex = 0; // see #17920
  32067. if ( regex.test( file ) ) {
  32068. return loader;
  32069. }
  32070. }
  32071. return null;
  32072. };
  32073. /**
  32074. * Can be used to abort ongoing loading requests in loaders using this manager.
  32075. * The abort only works if the loaders implement {@link Loader#abort} and `AbortSignal.any()`
  32076. * is supported in the browser.
  32077. *
  32078. * @return {LoadingManager} A reference to this loading manager.
  32079. */
  32080. this.abort = function () {
  32081. this.abortController.abort();
  32082. this._abortController = null;
  32083. return this;
  32084. };
  32085. }
  32086. // TODO: Revert this back to a single member variable once this issue has been fixed
  32087. // https://github.com/cloudflare/workerd/issues/3657
  32088. /**
  32089. * Used for aborting ongoing requests in loaders using this manager.
  32090. *
  32091. * @type {AbortController}
  32092. */
  32093. get abortController() {
  32094. if ( ! this._abortController ) {
  32095. this._abortController = new AbortController();
  32096. }
  32097. return this._abortController;
  32098. }
  32099. }
  32100. /**
  32101. * The global default loading manager.
  32102. *
  32103. * @constant
  32104. * @type {LoadingManager}
  32105. */
  32106. const DefaultLoadingManager = /*@__PURE__*/ new LoadingManager();
  32107. /**
  32108. * Abstract base class for loaders.
  32109. *
  32110. * @abstract
  32111. */
  32112. class Loader {
  32113. /**
  32114. * Constructs a new loader.
  32115. *
  32116. * @param {LoadingManager} [manager] - The loading manager.
  32117. */
  32118. constructor( manager ) {
  32119. /**
  32120. * The loading manager.
  32121. *
  32122. * @type {LoadingManager}
  32123. * @default DefaultLoadingManager
  32124. */
  32125. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  32126. /**
  32127. * The crossOrigin string to implement CORS for loading the url from a
  32128. * different domain that allows CORS.
  32129. *
  32130. * @type {string}
  32131. * @default 'anonymous'
  32132. */
  32133. this.crossOrigin = 'anonymous';
  32134. /**
  32135. * Whether the XMLHttpRequest uses credentials.
  32136. *
  32137. * @type {boolean}
  32138. * @default false
  32139. */
  32140. this.withCredentials = false;
  32141. /**
  32142. * The base path from which the asset will be loaded.
  32143. *
  32144. * @type {string}
  32145. */
  32146. this.path = '';
  32147. /**
  32148. * The base path from which additional resources like textures will be loaded.
  32149. *
  32150. * @type {string}
  32151. */
  32152. this.resourcePath = '';
  32153. /**
  32154. * The [request header](https://developer.mozilla.org/en-US/docs/Glossary/Request_header)
  32155. * used in HTTP request.
  32156. *
  32157. * @type {Object<string, any>}
  32158. */
  32159. this.requestHeader = {};
  32160. }
  32161. /**
  32162. * This method needs to be implemented by all concrete loaders. It holds the
  32163. * logic for loading assets from the backend.
  32164. *
  32165. * @abstract
  32166. * @param {string} url - The path/URL of the file to be loaded.
  32167. * @param {Function} onLoad - Executed when the loading process has been finished.
  32168. * @param {onProgressCallback} [onProgress] - Executed while the loading is in progress.
  32169. * @param {onErrorCallback} [onError] - Executed when errors occur.
  32170. */
  32171. load( /* url, onLoad, onProgress, onError */ ) {}
  32172. /**
  32173. * A async version of {@link Loader#load}.
  32174. *
  32175. * @param {string} url - The path/URL of the file to be loaded.
  32176. * @param {onProgressCallback} [onProgress] - Executed while the loading is in progress.
  32177. * @return {Promise} A Promise that resolves when the asset has been loaded.
  32178. */
  32179. loadAsync( url, onProgress ) {
  32180. const scope = this;
  32181. return new Promise( function ( resolve, reject ) {
  32182. scope.load( url, resolve, onProgress, reject );
  32183. } );
  32184. }
  32185. /**
  32186. * This method needs to be implemented by all concrete loaders. It holds the
  32187. * logic for parsing the asset into three.js entities.
  32188. *
  32189. * @abstract
  32190. * @param {any} data - The data to parse.
  32191. */
  32192. parse( /* data */ ) {}
  32193. /**
  32194. * Sets the `crossOrigin` String to implement CORS for loading the URL
  32195. * from a different domain that allows CORS.
  32196. *
  32197. * @param {string} crossOrigin - The `crossOrigin` value.
  32198. * @return {Loader} A reference to this instance.
  32199. */
  32200. setCrossOrigin( crossOrigin ) {
  32201. this.crossOrigin = crossOrigin;
  32202. return this;
  32203. }
  32204. /**
  32205. * Whether the XMLHttpRequest uses credentials such as cookies, authorization
  32206. * headers or TLS client certificates, see [XMLHttpRequest.withCredentials](https://developer.mozilla.org/en-US/docs/Web/API/XMLHttpRequest/withCredentials).
  32207. *
  32208. * Note: This setting has no effect if you are loading files locally or from the same domain.
  32209. *
  32210. * @param {boolean} value - The `withCredentials` value.
  32211. * @return {Loader} A reference to this instance.
  32212. */
  32213. setWithCredentials( value ) {
  32214. this.withCredentials = value;
  32215. return this;
  32216. }
  32217. /**
  32218. * Sets the base path for the asset.
  32219. *
  32220. * @param {string} path - The base path.
  32221. * @return {Loader} A reference to this instance.
  32222. */
  32223. setPath( path ) {
  32224. this.path = path;
  32225. return this;
  32226. }
  32227. /**
  32228. * Sets the base path for dependent resources like textures.
  32229. *
  32230. * @param {string} resourcePath - The resource path.
  32231. * @return {Loader} A reference to this instance.
  32232. */
  32233. setResourcePath( resourcePath ) {
  32234. this.resourcePath = resourcePath;
  32235. return this;
  32236. }
  32237. /**
  32238. * Sets the given request header.
  32239. *
  32240. * @param {Object} requestHeader - A [request header](https://developer.mozilla.org/en-US/docs/Glossary/Request_header)
  32241. * for configuring the HTTP request.
  32242. * @return {Loader} A reference to this instance.
  32243. */
  32244. setRequestHeader( requestHeader ) {
  32245. this.requestHeader = requestHeader;
  32246. return this;
  32247. }
  32248. /**
  32249. * This method can be implemented in loaders for aborting ongoing requests.
  32250. *
  32251. * @abstract
  32252. * @return {Loader} A reference to this instance.
  32253. */
  32254. abort() {
  32255. return this;
  32256. }
  32257. }
  32258. /**
  32259. * Callback for onProgress in loaders.
  32260. *
  32261. * @callback onProgressCallback
  32262. * @param {ProgressEvent} event - An instance of `ProgressEvent` that represents the current loading status.
  32263. */
  32264. /**
  32265. * Callback for onError in loaders.
  32266. *
  32267. * @callback onErrorCallback
  32268. * @param {Error} error - The error which occurred during the loading process.
  32269. */
  32270. /**
  32271. * The default material name that is used by loaders
  32272. * when creating materials for loaded 3D objects.
  32273. *
  32274. * Note: Not all loaders might honor this setting.
  32275. *
  32276. * @static
  32277. * @type {string}
  32278. * @default '__DEFAULT'
  32279. */
  32280. Loader.DEFAULT_MATERIAL_NAME = '__DEFAULT';
  32281. const loading = {};
  32282. class HttpError extends Error {
  32283. constructor( message, response ) {
  32284. super( message );
  32285. this.response = response;
  32286. }
  32287. }
  32288. /**
  32289. * A low level class for loading resources with the Fetch API, used internally by
  32290. * most loaders. It can also be used directly to load any file type that does
  32291. * not have a loader.
  32292. *
  32293. * This loader supports caching. If you want to use it, add `THREE.Cache.enabled = true;`
  32294. * once to your application.
  32295. *
  32296. * ```js
  32297. * const loader = new THREE.FileLoader();
  32298. * const data = await loader.loadAsync( 'example.txt' );
  32299. * ```
  32300. *
  32301. * @augments Loader
  32302. */
  32303. class FileLoader extends Loader {
  32304. /**
  32305. * Constructs a new file loader.
  32306. *
  32307. * @param {LoadingManager} [manager] - The loading manager.
  32308. */
  32309. constructor( manager ) {
  32310. super( manager );
  32311. /**
  32312. * The expected mime type. Valid values can be found
  32313. * [here](hhttps://developer.mozilla.org/en-US/docs/Web/API/DOMParser/parseFromString#mimetype)
  32314. *
  32315. * @type {string}
  32316. */
  32317. this.mimeType = '';
  32318. /**
  32319. * The expected response type.
  32320. *
  32321. * @type {('arraybuffer'|'blob'|'document'|'json'|'')}
  32322. * @default ''
  32323. */
  32324. this.responseType = '';
  32325. /**
  32326. * Used for aborting requests.
  32327. *
  32328. * @private
  32329. * @type {AbortController}
  32330. */
  32331. this._abortController = new AbortController();
  32332. }
  32333. /**
  32334. * Starts loading from the given URL and pass the loaded response to the `onLoad()` callback.
  32335. *
  32336. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  32337. * @param {function(any)} onLoad - Executed when the loading process has been finished.
  32338. * @param {onProgressCallback} [onProgress] - Executed while the loading is in progress.
  32339. * @param {onErrorCallback} [onError] - Executed when errors occur.
  32340. * @return {any|undefined} The cached resource if available.
  32341. */
  32342. load( url, onLoad, onProgress, onError ) {
  32343. if ( url === undefined ) url = '';
  32344. if ( this.path !== undefined ) url = this.path + url;
  32345. url = this.manager.resolveURL( url );
  32346. const cached = Cache.get( `file:${url}` );
  32347. if ( cached !== undefined ) {
  32348. this.manager.itemStart( url );
  32349. setTimeout( () => {
  32350. if ( onLoad ) onLoad( cached );
  32351. this.manager.itemEnd( url );
  32352. }, 0 );
  32353. return cached;
  32354. }
  32355. // Check if request is duplicate
  32356. if ( loading[ url ] !== undefined ) {
  32357. loading[ url ].push( {
  32358. onLoad: onLoad,
  32359. onProgress: onProgress,
  32360. onError: onError
  32361. } );
  32362. return;
  32363. }
  32364. // Initialise array for duplicate requests
  32365. loading[ url ] = [];
  32366. loading[ url ].push( {
  32367. onLoad: onLoad,
  32368. onProgress: onProgress,
  32369. onError: onError,
  32370. } );
  32371. // create request
  32372. const req = new Request( url, {
  32373. headers: new Headers( this.requestHeader ),
  32374. credentials: this.withCredentials ? 'include' : 'same-origin',
  32375. signal: ( typeof AbortSignal.any === 'function' ) ? AbortSignal.any( [ this._abortController.signal, this.manager.abortController.signal ] ) : this._abortController.signal
  32376. } );
  32377. // record states ( avoid data race )
  32378. const mimeType = this.mimeType;
  32379. const responseType = this.responseType;
  32380. // start the fetch
  32381. fetch( req )
  32382. .then( response => {
  32383. if ( response.status === 200 || response.status === 0 ) {
  32384. // Some browsers return HTTP Status 0 when using non-http protocol
  32385. // e.g. 'file://' or 'data://'. Handle as success.
  32386. if ( response.status === 0 ) {
  32387. warn( 'FileLoader: HTTP Status 0 received.' );
  32388. }
  32389. // Workaround: Checking if response.body === undefined for Alipay browser #23548
  32390. if ( typeof ReadableStream === 'undefined' || response.body === undefined || response.body.getReader === undefined ) {
  32391. return response;
  32392. }
  32393. const callbacks = loading[ url ];
  32394. const reader = response.body.getReader();
  32395. // Nginx needs X-File-Size check
  32396. // https://serverfault.com/questions/482875/why-does-nginx-remove-content-length-header-for-chunked-content
  32397. const contentLength = response.headers.get( 'X-File-Size' ) || response.headers.get( 'Content-Length' );
  32398. const total = contentLength ? parseInt( contentLength ) : 0;
  32399. const lengthComputable = total !== 0;
  32400. let loaded = 0;
  32401. // periodically read data into the new stream tracking while download progress
  32402. const stream = new ReadableStream( {
  32403. start( controller ) {
  32404. readData();
  32405. function readData() {
  32406. reader.read().then( ( { done, value } ) => {
  32407. if ( done ) {
  32408. controller.close();
  32409. } else {
  32410. loaded += value.byteLength;
  32411. const event = new ProgressEvent( 'progress', { lengthComputable, loaded, total } );
  32412. for ( let i = 0, il = callbacks.length; i < il; i ++ ) {
  32413. const callback = callbacks[ i ];
  32414. if ( callback.onProgress ) callback.onProgress( event );
  32415. }
  32416. controller.enqueue( value );
  32417. readData();
  32418. }
  32419. }, ( e ) => {
  32420. controller.error( e );
  32421. } );
  32422. }
  32423. }
  32424. } );
  32425. return new Response( stream );
  32426. } else {
  32427. throw new HttpError( `fetch for "${response.url}" responded with ${response.status}: ${response.statusText}`, response );
  32428. }
  32429. } )
  32430. .then( response => {
  32431. switch ( responseType ) {
  32432. case 'arraybuffer':
  32433. return response.arrayBuffer();
  32434. case 'blob':
  32435. return response.blob();
  32436. case 'document':
  32437. return response.text()
  32438. .then( text => {
  32439. const parser = new DOMParser();
  32440. return parser.parseFromString( text, mimeType );
  32441. } );
  32442. case 'json':
  32443. return response.json();
  32444. default:
  32445. if ( mimeType === '' ) {
  32446. return response.text();
  32447. } else {
  32448. // sniff encoding
  32449. const re = /charset="?([^;"\s]*)"?/i;
  32450. const exec = re.exec( mimeType );
  32451. const label = exec && exec[ 1 ] ? exec[ 1 ].toLowerCase() : undefined;
  32452. const decoder = new TextDecoder( label );
  32453. return response.arrayBuffer().then( ab => decoder.decode( ab ) );
  32454. }
  32455. }
  32456. } )
  32457. .then( data => {
  32458. // Add to cache only on HTTP success, so that we do not cache
  32459. // error response bodies as proper responses to requests.
  32460. Cache.add( `file:${url}`, data );
  32461. const callbacks = loading[ url ];
  32462. delete loading[ url ];
  32463. for ( let i = 0, il = callbacks.length; i < il; i ++ ) {
  32464. const callback = callbacks[ i ];
  32465. if ( callback.onLoad ) callback.onLoad( data );
  32466. }
  32467. } )
  32468. .catch( err => {
  32469. // Abort errors and other errors are handled the same
  32470. const callbacks = loading[ url ];
  32471. if ( callbacks === undefined ) {
  32472. // When onLoad was called and url was deleted in `loading`
  32473. this.manager.itemError( url );
  32474. throw err;
  32475. }
  32476. delete loading[ url ];
  32477. for ( let i = 0, il = callbacks.length; i < il; i ++ ) {
  32478. const callback = callbacks[ i ];
  32479. if ( callback.onError ) callback.onError( err );
  32480. }
  32481. this.manager.itemError( url );
  32482. } )
  32483. .finally( () => {
  32484. this.manager.itemEnd( url );
  32485. } );
  32486. this.manager.itemStart( url );
  32487. }
  32488. /**
  32489. * Sets the expected response type.
  32490. *
  32491. * @param {('arraybuffer'|'blob'|'document'|'json'|'')} value - The response type.
  32492. * @return {FileLoader} A reference to this file loader.
  32493. */
  32494. setResponseType( value ) {
  32495. this.responseType = value;
  32496. return this;
  32497. }
  32498. /**
  32499. * Sets the expected mime type of the loaded file.
  32500. *
  32501. * @param {string} value - The mime type.
  32502. * @return {FileLoader} A reference to this file loader.
  32503. */
  32504. setMimeType( value ) {
  32505. this.mimeType = value;
  32506. return this;
  32507. }
  32508. /**
  32509. * Aborts ongoing fetch requests.
  32510. *
  32511. * @return {FileLoader} A reference to this instance.
  32512. */
  32513. abort() {
  32514. this._abortController.abort();
  32515. this._abortController = new AbortController();
  32516. return this;
  32517. }
  32518. }
  32519. /**
  32520. * Class for loading animation clips in the JSON format. The files are internally
  32521. * loaded via {@link FileLoader}.
  32522. *
  32523. * ```js
  32524. * const loader = new THREE.AnimationLoader();
  32525. * const animations = await loader.loadAsync( 'animations/animation.js' );
  32526. * ```
  32527. *
  32528. * @augments Loader
  32529. */
  32530. class AnimationLoader extends Loader {
  32531. /**
  32532. * Constructs a new animation loader.
  32533. *
  32534. * @param {LoadingManager} [manager] - The loading manager.
  32535. */
  32536. constructor( manager ) {
  32537. super( manager );
  32538. }
  32539. /**
  32540. * Starts loading from the given URL and pass the loaded animations as an array
  32541. * holding instances of {@link AnimationClip} to the `onLoad()` callback.
  32542. *
  32543. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  32544. * @param {function(Array<AnimationClip>)} onLoad - Executed when the loading process has been finished.
  32545. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  32546. * @param {onErrorCallback} onError - Executed when errors occur.
  32547. */
  32548. load( url, onLoad, onProgress, onError ) {
  32549. const scope = this;
  32550. const loader = new FileLoader( this.manager );
  32551. loader.setPath( this.path );
  32552. loader.setRequestHeader( this.requestHeader );
  32553. loader.setWithCredentials( this.withCredentials );
  32554. loader.load( url, function ( text ) {
  32555. try {
  32556. onLoad( scope.parse( JSON.parse( text ) ) );
  32557. } catch ( e ) {
  32558. if ( onError ) {
  32559. onError( e );
  32560. } else {
  32561. error( e );
  32562. }
  32563. scope.manager.itemError( url );
  32564. }
  32565. }, onProgress, onError );
  32566. }
  32567. /**
  32568. * Parses the given JSON object and returns an array of animation clips.
  32569. *
  32570. * @param {Object} json - The serialized animation clips.
  32571. * @return {Array<AnimationClip>} The parsed animation clips.
  32572. */
  32573. parse( json ) {
  32574. const animations = [];
  32575. for ( let i = 0; i < json.length; i ++ ) {
  32576. const clip = AnimationClip.parse( json[ i ] );
  32577. animations.push( clip );
  32578. }
  32579. return animations;
  32580. }
  32581. }
  32582. /**
  32583. * Abstract base class for loading compressed texture formats S3TC, ASTC or ETC.
  32584. * Textures are internally loaded via {@link FileLoader}.
  32585. *
  32586. * Derived classes have to implement the `parse()` method which holds the parsing
  32587. * for the respective format.
  32588. *
  32589. * @abstract
  32590. * @augments Loader
  32591. */
  32592. class CompressedTextureLoader extends Loader {
  32593. /**
  32594. * Constructs a new compressed texture loader.
  32595. *
  32596. * @param {LoadingManager} [manager] - The loading manager.
  32597. */
  32598. constructor( manager ) {
  32599. super( manager );
  32600. }
  32601. /**
  32602. * Starts loading from the given URL and passes the loaded compressed texture
  32603. * to the `onLoad()` callback. The method also returns a new texture object which can
  32604. * directly be used for material creation. If you do it this way, the texture
  32605. * may pop up in your scene once the respective loading process is finished.
  32606. *
  32607. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  32608. * @param {function(CompressedTexture)} onLoad - Executed when the loading process has been finished.
  32609. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  32610. * @param {onErrorCallback} onError - Executed when errors occur.
  32611. * @return {CompressedTexture} The compressed texture.
  32612. */
  32613. load( url, onLoad, onProgress, onError ) {
  32614. const scope = this;
  32615. const images = [];
  32616. const texture = new CompressedTexture();
  32617. const loader = new FileLoader( this.manager );
  32618. loader.setPath( this.path );
  32619. loader.setResponseType( 'arraybuffer' );
  32620. loader.setRequestHeader( this.requestHeader );
  32621. loader.setWithCredentials( scope.withCredentials );
  32622. let loaded = 0;
  32623. function loadTexture( i ) {
  32624. loader.load( url[ i ], function ( buffer ) {
  32625. const texDatas = scope.parse( buffer, true );
  32626. images[ i ] = {
  32627. width: texDatas.width,
  32628. height: texDatas.height,
  32629. format: texDatas.format,
  32630. mipmaps: texDatas.mipmaps
  32631. };
  32632. loaded += 1;
  32633. if ( loaded === 6 ) {
  32634. if ( texDatas.mipmapCount === 1 ) texture.minFilter = LinearFilter;
  32635. texture.image = images;
  32636. texture.format = texDatas.format;
  32637. texture.needsUpdate = true;
  32638. if ( onLoad ) onLoad( texture );
  32639. }
  32640. }, onProgress, onError );
  32641. }
  32642. if ( Array.isArray( url ) ) {
  32643. for ( let i = 0, il = url.length; i < il; ++ i ) {
  32644. loadTexture( i );
  32645. }
  32646. } else {
  32647. // compressed cubemap texture stored in a single DDS file
  32648. loader.load( url, function ( buffer ) {
  32649. const texDatas = scope.parse( buffer, true );
  32650. if ( texDatas.isCubemap ) {
  32651. const faces = texDatas.mipmaps.length / texDatas.mipmapCount;
  32652. for ( let f = 0; f < faces; f ++ ) {
  32653. images[ f ] = { mipmaps: [] };
  32654. for ( let i = 0; i < texDatas.mipmapCount; i ++ ) {
  32655. images[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] );
  32656. images[ f ].format = texDatas.format;
  32657. images[ f ].width = texDatas.width;
  32658. images[ f ].height = texDatas.height;
  32659. }
  32660. }
  32661. texture.image = images;
  32662. } else {
  32663. texture.image.width = texDatas.width;
  32664. texture.image.height = texDatas.height;
  32665. texture.mipmaps = texDatas.mipmaps;
  32666. }
  32667. if ( texDatas.mipmapCount === 1 ) {
  32668. texture.minFilter = LinearFilter;
  32669. }
  32670. texture.format = texDatas.format;
  32671. texture.needsUpdate = true;
  32672. if ( onLoad ) onLoad( texture );
  32673. }, onProgress, onError );
  32674. }
  32675. return texture;
  32676. }
  32677. }
  32678. const _loading = new WeakMap();
  32679. /**
  32680. * A loader for loading images. The class loads images with the HTML `Image` API.
  32681. *
  32682. * ```js
  32683. * const loader = new THREE.ImageLoader();
  32684. * const image = await loader.loadAsync( 'image.png' );
  32685. * ```
  32686. * Please note that `ImageLoader` has dropped support for progress
  32687. * events in `r84`. For an `ImageLoader` that supports progress events, see
  32688. * [this thread](https://github.com/mrdoob/three.js/issues/10439#issuecomment-275785639).
  32689. *
  32690. * @augments Loader
  32691. */
  32692. class ImageLoader extends Loader {
  32693. /**
  32694. * Constructs a new image loader.
  32695. *
  32696. * @param {LoadingManager} [manager] - The loading manager.
  32697. */
  32698. constructor( manager ) {
  32699. super( manager );
  32700. }
  32701. /**
  32702. * Starts loading from the given URL and passes the loaded image
  32703. * to the `onLoad()` callback. The method also returns a new `Image` object which can
  32704. * directly be used for texture creation. If you do it this way, the texture
  32705. * may pop up in your scene once the respective loading process is finished.
  32706. *
  32707. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  32708. * @param {function(Image)} onLoad - Executed when the loading process has been finished.
  32709. * @param {onProgressCallback} onProgress - Unsupported in this loader.
  32710. * @param {onErrorCallback} onError - Executed when errors occur.
  32711. * @return {Image} The image.
  32712. */
  32713. load( url, onLoad, onProgress, onError ) {
  32714. if ( this.path !== undefined ) url = this.path + url;
  32715. url = this.manager.resolveURL( url );
  32716. const scope = this;
  32717. const cached = Cache.get( `image:${url}` );
  32718. if ( cached !== undefined ) {
  32719. if ( cached.complete === true ) {
  32720. scope.manager.itemStart( url );
  32721. setTimeout( function () {
  32722. if ( onLoad ) onLoad( cached );
  32723. scope.manager.itemEnd( url );
  32724. }, 0 );
  32725. } else {
  32726. let arr = _loading.get( cached );
  32727. if ( arr === undefined ) {
  32728. arr = [];
  32729. _loading.set( cached, arr );
  32730. }
  32731. arr.push( { onLoad, onError } );
  32732. }
  32733. return cached;
  32734. }
  32735. const image = createElementNS( 'img' );
  32736. function onImageLoad() {
  32737. removeEventListeners();
  32738. if ( onLoad ) onLoad( this );
  32739. //
  32740. const callbacks = _loading.get( this ) || [];
  32741. for ( let i = 0; i < callbacks.length; i ++ ) {
  32742. const callback = callbacks[ i ];
  32743. if ( callback.onLoad ) callback.onLoad( this );
  32744. }
  32745. _loading.delete( this );
  32746. scope.manager.itemEnd( url );
  32747. }
  32748. function onImageError( event ) {
  32749. removeEventListeners();
  32750. if ( onError ) onError( event );
  32751. Cache.remove( `image:${url}` );
  32752. //
  32753. const callbacks = _loading.get( this ) || [];
  32754. for ( let i = 0; i < callbacks.length; i ++ ) {
  32755. const callback = callbacks[ i ];
  32756. if ( callback.onError ) callback.onError( event );
  32757. }
  32758. _loading.delete( this );
  32759. scope.manager.itemError( url );
  32760. scope.manager.itemEnd( url );
  32761. }
  32762. function removeEventListeners() {
  32763. image.removeEventListener( 'load', onImageLoad, false );
  32764. image.removeEventListener( 'error', onImageError, false );
  32765. }
  32766. image.addEventListener( 'load', onImageLoad, false );
  32767. image.addEventListener( 'error', onImageError, false );
  32768. if ( url.slice( 0, 5 ) !== 'data:' ) {
  32769. if ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin;
  32770. }
  32771. Cache.add( `image:${url}`, image );
  32772. scope.manager.itemStart( url );
  32773. image.src = url;
  32774. return image;
  32775. }
  32776. }
  32777. /**
  32778. * Class for loading cube textures. Images are internally loaded via {@link ImageLoader}.
  32779. *
  32780. * The loader returns an instance of {@link CubeTexture} and expects the cube map to
  32781. * be defined as six separate images representing the sides of a cube. Other cube map definitions
  32782. * like vertical and horizontal cross, column and row layouts are not supported.
  32783. *
  32784. * Note that, by convention, cube maps are specified in a coordinate system
  32785. * in which positive-x is to the right when looking up the positive-z axis --
  32786. * in other words, using a left-handed coordinate system. Since three.js uses
  32787. * a right-handed coordinate system, environment maps used in three.js will
  32788. * have pos-x and neg-x swapped.
  32789. *
  32790. * The loaded cube texture is in sRGB color space. Meaning {@link Texture#colorSpace}
  32791. * is set to `SRGBColorSpace` by default.
  32792. *
  32793. * ```js
  32794. * const loader = new THREE.CubeTextureLoader().setPath( 'textures/cubeMaps/' );
  32795. * const cubeTexture = await loader.loadAsync( [
  32796. * 'px.png', 'nx.png', 'py.png', 'ny.png', 'pz.png', 'nz.png'
  32797. * ] );
  32798. * scene.background = cubeTexture;
  32799. * ```
  32800. *
  32801. * @augments Loader
  32802. */
  32803. class CubeTextureLoader extends Loader {
  32804. /**
  32805. * Constructs a new cube texture loader.
  32806. *
  32807. * @param {LoadingManager} [manager] - The loading manager.
  32808. */
  32809. constructor( manager ) {
  32810. super( manager );
  32811. }
  32812. /**
  32813. * Starts loading from the given URL and pass the fully loaded cube texture
  32814. * to the `onLoad()` callback. The method also returns a new cube texture object which can
  32815. * directly be used for material creation. If you do it this way, the cube texture
  32816. * may pop up in your scene once the respective loading process is finished.
  32817. *
  32818. * @param {Array<string>} urls - Array of 6 URLs to images, one for each side of the
  32819. * cube texture. The urls should be specified in the following order: pos-x,
  32820. * neg-x, pos-y, neg-y, pos-z, neg-z. An array of data URIs are allowed as well.
  32821. * @param {function(CubeTexture)} onLoad - Executed when the loading process has been finished.
  32822. * @param {onProgressCallback} onProgress - Unsupported in this loader.
  32823. * @param {onErrorCallback} onError - Executed when errors occur.
  32824. * @return {CubeTexture} The cube texture.
  32825. */
  32826. load( urls, onLoad, onProgress, onError ) {
  32827. const texture = new CubeTexture();
  32828. texture.colorSpace = SRGBColorSpace;
  32829. const loader = new ImageLoader( this.manager );
  32830. loader.setCrossOrigin( this.crossOrigin );
  32831. loader.setPath( this.path );
  32832. let loaded = 0;
  32833. function loadTexture( i ) {
  32834. loader.load( urls[ i ], function ( image ) {
  32835. texture.images[ i ] = image;
  32836. loaded ++;
  32837. if ( loaded === 6 ) {
  32838. texture.needsUpdate = true;
  32839. if ( onLoad ) onLoad( texture );
  32840. }
  32841. }, undefined, onError );
  32842. }
  32843. for ( let i = 0; i < urls.length; ++ i ) {
  32844. loadTexture( i );
  32845. }
  32846. return texture;
  32847. }
  32848. }
  32849. /**
  32850. * Abstract base class for loading binary texture formats RGBE, EXR or TGA.
  32851. * Textures are internally loaded via {@link FileLoader}.
  32852. *
  32853. * Derived classes have to implement the `parse()` method which holds the parsing
  32854. * for the respective format.
  32855. *
  32856. * @abstract
  32857. * @augments Loader
  32858. */
  32859. class DataTextureLoader extends Loader {
  32860. /**
  32861. * Constructs a new data texture loader.
  32862. *
  32863. * @param {LoadingManager} [manager] - The loading manager.
  32864. */
  32865. constructor( manager ) {
  32866. super( manager );
  32867. }
  32868. /**
  32869. * Starts loading from the given URL and passes the loaded data texture
  32870. * to the `onLoad()` callback. The method also returns a new texture object which can
  32871. * directly be used for material creation. If you do it this way, the texture
  32872. * may pop up in your scene once the respective loading process is finished.
  32873. *
  32874. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  32875. * @param {function(DataTexture)} onLoad - Executed when the loading process has been finished.
  32876. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  32877. * @param {onErrorCallback} onError - Executed when errors occur.
  32878. * @return {DataTexture} The data texture.
  32879. */
  32880. load( url, onLoad, onProgress, onError ) {
  32881. const scope = this;
  32882. const texture = new DataTexture();
  32883. const loader = new FileLoader( this.manager );
  32884. loader.setResponseType( 'arraybuffer' );
  32885. loader.setRequestHeader( this.requestHeader );
  32886. loader.setPath( this.path );
  32887. loader.setWithCredentials( scope.withCredentials );
  32888. loader.load( url, function ( buffer ) {
  32889. let texData;
  32890. try {
  32891. texData = scope.parse( buffer );
  32892. } catch ( error ) {
  32893. if ( onError !== undefined ) {
  32894. onError( error );
  32895. } else {
  32896. error( error );
  32897. return;
  32898. }
  32899. }
  32900. if ( texData.image !== undefined ) {
  32901. texture.image = texData.image;
  32902. } else if ( texData.data !== undefined ) {
  32903. texture.image.width = texData.width;
  32904. texture.image.height = texData.height;
  32905. texture.image.data = texData.data;
  32906. }
  32907. texture.wrapS = texData.wrapS !== undefined ? texData.wrapS : ClampToEdgeWrapping;
  32908. texture.wrapT = texData.wrapT !== undefined ? texData.wrapT : ClampToEdgeWrapping;
  32909. texture.magFilter = texData.magFilter !== undefined ? texData.magFilter : LinearFilter;
  32910. texture.minFilter = texData.minFilter !== undefined ? texData.minFilter : LinearFilter;
  32911. texture.anisotropy = texData.anisotropy !== undefined ? texData.anisotropy : 1;
  32912. if ( texData.colorSpace !== undefined ) {
  32913. texture.colorSpace = texData.colorSpace;
  32914. }
  32915. if ( texData.flipY !== undefined ) {
  32916. texture.flipY = texData.flipY;
  32917. }
  32918. if ( texData.format !== undefined ) {
  32919. texture.format = texData.format;
  32920. }
  32921. if ( texData.type !== undefined ) {
  32922. texture.type = texData.type;
  32923. }
  32924. if ( texData.mipmaps !== undefined ) {
  32925. texture.mipmaps = texData.mipmaps;
  32926. texture.minFilter = LinearMipmapLinearFilter; // presumably...
  32927. }
  32928. if ( texData.mipmapCount === 1 ) {
  32929. texture.minFilter = LinearFilter;
  32930. }
  32931. if ( texData.generateMipmaps !== undefined ) {
  32932. texture.generateMipmaps = texData.generateMipmaps;
  32933. }
  32934. texture.needsUpdate = true;
  32935. if ( onLoad ) onLoad( texture, texData );
  32936. }, onProgress, onError );
  32937. return texture;
  32938. }
  32939. }
  32940. /**
  32941. * Class for loading textures. Images are internally
  32942. * loaded via {@link ImageLoader}.
  32943. *
  32944. * ```js
  32945. * const loader = new THREE.TextureLoader();
  32946. * const texture = await loader.loadAsync( 'textures/land_ocean_ice_cloud_2048.jpg' );
  32947. *
  32948. * const material = new THREE.MeshBasicMaterial( { map:texture } );
  32949. * ```
  32950. * Please note that `TextureLoader` has dropped support for progress
  32951. * events in `r84`. For a `TextureLoader` that supports progress events, see
  32952. * [this thread](https://github.com/mrdoob/three.js/issues/10439#issuecomment-293260145).
  32953. *
  32954. * @augments Loader
  32955. */
  32956. class TextureLoader extends Loader {
  32957. /**
  32958. * Constructs a new texture loader.
  32959. *
  32960. * @param {LoadingManager} [manager] - The loading manager.
  32961. */
  32962. constructor( manager ) {
  32963. super( manager );
  32964. }
  32965. /**
  32966. * Starts loading from the given URL and pass the fully loaded texture
  32967. * to the `onLoad()` callback. The method also returns a new texture object which can
  32968. * directly be used for material creation. If you do it this way, the texture
  32969. * may pop up in your scene once the respective loading process is finished.
  32970. *
  32971. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  32972. * @param {function(Texture)} onLoad - Executed when the loading process has been finished.
  32973. * @param {onProgressCallback} onProgress - Unsupported in this loader.
  32974. * @param {onErrorCallback} onError - Executed when errors occur.
  32975. * @return {Texture} The texture.
  32976. */
  32977. load( url, onLoad, onProgress, onError ) {
  32978. const texture = new Texture();
  32979. const loader = new ImageLoader( this.manager );
  32980. loader.setCrossOrigin( this.crossOrigin );
  32981. loader.setPath( this.path );
  32982. loader.load( url, function ( image ) {
  32983. texture.image = image;
  32984. texture.needsUpdate = true;
  32985. if ( onLoad !== undefined ) {
  32986. onLoad( texture );
  32987. }
  32988. }, onProgress, onError );
  32989. return texture;
  32990. }
  32991. }
  32992. /**
  32993. * Abstract base class for lights - all other light types inherit the
  32994. * properties and methods described here.
  32995. *
  32996. * @abstract
  32997. * @augments Object3D
  32998. */
  32999. class Light extends Object3D {
  33000. /**
  33001. * Constructs a new light.
  33002. *
  33003. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  33004. * @param {number} [intensity=1] - The light's strength/intensity.
  33005. */
  33006. constructor( color, intensity = 1 ) {
  33007. super();
  33008. /**
  33009. * This flag can be used for type testing.
  33010. *
  33011. * @type {boolean}
  33012. * @readonly
  33013. * @default true
  33014. */
  33015. this.isLight = true;
  33016. this.type = 'Light';
  33017. /**
  33018. * The light's color.
  33019. *
  33020. * @type {Color}
  33021. */
  33022. this.color = new Color( color );
  33023. /**
  33024. * The light's intensity.
  33025. *
  33026. * @type {number}
  33027. * @default 1
  33028. */
  33029. this.intensity = intensity;
  33030. }
  33031. /**
  33032. * Frees the GPU-related resources allocated by this instance. Call this
  33033. * method whenever this instance is no longer used in your app.
  33034. */
  33035. dispose() {
  33036. // Empty here in base class; some subclasses override.
  33037. }
  33038. copy( source, recursive ) {
  33039. super.copy( source, recursive );
  33040. this.color.copy( source.color );
  33041. this.intensity = source.intensity;
  33042. return this;
  33043. }
  33044. toJSON( meta ) {
  33045. const data = super.toJSON( meta );
  33046. data.object.color = this.color.getHex();
  33047. data.object.intensity = this.intensity;
  33048. if ( this.groundColor !== undefined ) data.object.groundColor = this.groundColor.getHex();
  33049. if ( this.distance !== undefined ) data.object.distance = this.distance;
  33050. if ( this.angle !== undefined ) data.object.angle = this.angle;
  33051. if ( this.decay !== undefined ) data.object.decay = this.decay;
  33052. if ( this.penumbra !== undefined ) data.object.penumbra = this.penumbra;
  33053. if ( this.shadow !== undefined ) data.object.shadow = this.shadow.toJSON();
  33054. if ( this.target !== undefined ) data.object.target = this.target.uuid;
  33055. return data;
  33056. }
  33057. }
  33058. /**
  33059. * A light source positioned directly above the scene, with color fading from
  33060. * the sky color to the ground color.
  33061. *
  33062. * This light cannot be used to cast shadows.
  33063. *
  33064. * ```js
  33065. * const light = new THREE.HemisphereLight( 0xffffbb, 0x080820, 1 );
  33066. * scene.add( light );
  33067. * ```
  33068. *
  33069. * @augments Light
  33070. */
  33071. class HemisphereLight extends Light {
  33072. /**
  33073. * Constructs a new hemisphere light.
  33074. *
  33075. * @param {(number|Color|string)} [skyColor=0xffffff] - The light's sky color.
  33076. * @param {(number|Color|string)} [groundColor=0xffffff] - The light's ground color.
  33077. * @param {number} [intensity=1] - The light's strength/intensity.
  33078. */
  33079. constructor( skyColor, groundColor, intensity ) {
  33080. super( skyColor, intensity );
  33081. /**
  33082. * This flag can be used for type testing.
  33083. *
  33084. * @type {boolean}
  33085. * @readonly
  33086. * @default true
  33087. */
  33088. this.isHemisphereLight = true;
  33089. this.type = 'HemisphereLight';
  33090. this.position.copy( Object3D.DEFAULT_UP );
  33091. this.updateMatrix();
  33092. /**
  33093. * The light's ground color.
  33094. *
  33095. * @type {Color}
  33096. */
  33097. this.groundColor = new Color( groundColor );
  33098. }
  33099. copy( source, recursive ) {
  33100. super.copy( source, recursive );
  33101. this.groundColor.copy( source.groundColor );
  33102. return this;
  33103. }
  33104. }
  33105. const _projScreenMatrix$1 = /*@__PURE__*/ new Matrix4();
  33106. const _lightPositionWorld$1 = /*@__PURE__*/ new Vector3();
  33107. const _lookTarget$1 = /*@__PURE__*/ new Vector3();
  33108. /**
  33109. * Abstract base class for light shadow classes. These classes
  33110. * represent the shadow configuration for different light types.
  33111. *
  33112. * @abstract
  33113. */
  33114. class LightShadow {
  33115. /**
  33116. * Constructs a new light shadow.
  33117. *
  33118. * @param {Camera} camera - The light's view of the world.
  33119. */
  33120. constructor( camera ) {
  33121. /**
  33122. * The light's view of the world.
  33123. *
  33124. * @type {Camera}
  33125. */
  33126. this.camera = camera;
  33127. /**
  33128. * The intensity of the shadow. The default is `1`.
  33129. * Valid values are in the range `[0, 1]`.
  33130. *
  33131. * @type {number}
  33132. * @default 1
  33133. */
  33134. this.intensity = 1;
  33135. /**
  33136. * Shadow map bias, how much to add or subtract from the normalized depth
  33137. * when deciding whether a surface is in shadow.
  33138. *
  33139. * The default is `0`. Very tiny adjustments here (in the order of `0.0001`)
  33140. * may help reduce artifacts in shadows.
  33141. *
  33142. * @type {number}
  33143. * @default 0
  33144. */
  33145. this.bias = 0;
  33146. /**
  33147. * Defines how much the position used to query the shadow map is offset along
  33148. * the object normal. The default is `0`. Increasing this value can be used to
  33149. * reduce shadow acne especially in large scenes where light shines onto
  33150. * geometry at a shallow angle. The cost is that shadows may appear distorted.
  33151. *
  33152. * @type {number}
  33153. * @default 0
  33154. */
  33155. this.normalBias = 0;
  33156. /**
  33157. * Setting this to values greater than 1 will blur the edges of the shadow.
  33158. * High values will cause unwanted banding effects in the shadows - a greater
  33159. * map size will allow for a higher value to be used here before these effects
  33160. * become visible.
  33161. *
  33162. * The property has no effect when the shadow map type is `PCFSoftShadowMap` and
  33163. * and it is recommended to increase softness by decreasing the shadow map size instead.
  33164. *
  33165. * The property has no effect when the shadow map type is `BasicShadowMap`.
  33166. *
  33167. * @type {number}
  33168. * @default 1
  33169. */
  33170. this.radius = 1;
  33171. /**
  33172. * The amount of samples to use when blurring a VSM shadow map.
  33173. *
  33174. * @type {number}
  33175. * @default 8
  33176. */
  33177. this.blurSamples = 8;
  33178. /**
  33179. * Defines the width and height of the shadow map. Higher values give better quality
  33180. * shadows at the cost of computation time. Values must be powers of two.
  33181. *
  33182. * @type {Vector2}
  33183. * @default (512,512)
  33184. */
  33185. this.mapSize = new Vector2( 512, 512 );
  33186. /**
  33187. * The type of shadow texture. The default is `UnsignedByteType`.
  33188. *
  33189. * @type {number}
  33190. * @default UnsignedByteType
  33191. */
  33192. this.mapType = UnsignedByteType;
  33193. /**
  33194. * The depth map generated using the internal camera; a location beyond a
  33195. * pixel's depth is in shadow. Computed internally during rendering.
  33196. *
  33197. * @type {?RenderTarget}
  33198. * @default null
  33199. */
  33200. this.map = null;
  33201. /**
  33202. * The distribution map generated using the internal camera; an occlusion is
  33203. * calculated based on the distribution of depths. Computed internally during
  33204. * rendering.
  33205. *
  33206. * @type {?RenderTarget}
  33207. * @default null
  33208. */
  33209. this.mapPass = null;
  33210. /**
  33211. * Model to shadow camera space, to compute location and depth in shadow map.
  33212. * This is computed internally during rendering.
  33213. *
  33214. * @type {Matrix4}
  33215. */
  33216. this.matrix = new Matrix4();
  33217. /**
  33218. * Enables automatic updates of the light's shadow. If you do not require dynamic
  33219. * lighting / shadows, you may set this to `false`.
  33220. *
  33221. * @type {boolean}
  33222. * @default true
  33223. */
  33224. this.autoUpdate = true;
  33225. /**
  33226. * When set to `true`, shadow maps will be updated in the next `render` call.
  33227. * If you have set {@link LightShadow#autoUpdate} to `false`, you will need to
  33228. * set this property to `true` and then make a render call to update the light's shadow.
  33229. *
  33230. * @type {boolean}
  33231. * @default false
  33232. */
  33233. this.needsUpdate = false;
  33234. this._frustum = new Frustum();
  33235. this._frameExtents = new Vector2( 1, 1 );
  33236. this._viewportCount = 1;
  33237. this._viewports = [
  33238. new Vector4( 0, 0, 1, 1 )
  33239. ];
  33240. }
  33241. /**
  33242. * Used internally by the renderer to get the number of viewports that need
  33243. * to be rendered for this shadow.
  33244. *
  33245. * @return {number} The viewport count.
  33246. */
  33247. getViewportCount() {
  33248. return this._viewportCount;
  33249. }
  33250. /**
  33251. * Gets the shadow cameras frustum. Used internally by the renderer to cull objects.
  33252. *
  33253. * @return {Frustum} The shadow camera frustum.
  33254. */
  33255. getFrustum() {
  33256. return this._frustum;
  33257. }
  33258. /**
  33259. * Update the matrices for the camera and shadow, used internally by the renderer.
  33260. *
  33261. * @param {Light} light - The light for which the shadow is being rendered.
  33262. */
  33263. updateMatrices( light ) {
  33264. const shadowCamera = this.camera;
  33265. const shadowMatrix = this.matrix;
  33266. _lightPositionWorld$1.setFromMatrixPosition( light.matrixWorld );
  33267. shadowCamera.position.copy( _lightPositionWorld$1 );
  33268. _lookTarget$1.setFromMatrixPosition( light.target.matrixWorld );
  33269. shadowCamera.lookAt( _lookTarget$1 );
  33270. shadowCamera.updateMatrixWorld();
  33271. _projScreenMatrix$1.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
  33272. this._frustum.setFromProjectionMatrix( _projScreenMatrix$1, shadowCamera.coordinateSystem, shadowCamera.reversedDepth );
  33273. if ( shadowCamera.reversedDepth ) {
  33274. shadowMatrix.set(
  33275. 0.5, 0.0, 0.0, 0.5,
  33276. 0.0, 0.5, 0.0, 0.5,
  33277. 0.0, 0.0, 1.0, 0.0,
  33278. 0.0, 0.0, 0.0, 1.0
  33279. );
  33280. } else {
  33281. shadowMatrix.set(
  33282. 0.5, 0.0, 0.0, 0.5,
  33283. 0.0, 0.5, 0.0, 0.5,
  33284. 0.0, 0.0, 0.5, 0.5,
  33285. 0.0, 0.0, 0.0, 1.0
  33286. );
  33287. }
  33288. shadowMatrix.multiply( _projScreenMatrix$1 );
  33289. }
  33290. /**
  33291. * Returns a viewport definition for the given viewport index.
  33292. *
  33293. * @param {number} viewportIndex - The viewport index.
  33294. * @return {Vector4} The viewport.
  33295. */
  33296. getViewport( viewportIndex ) {
  33297. return this._viewports[ viewportIndex ];
  33298. }
  33299. /**
  33300. * Returns the frame extends.
  33301. *
  33302. * @return {Vector2} The frame extends.
  33303. */
  33304. getFrameExtents() {
  33305. return this._frameExtents;
  33306. }
  33307. /**
  33308. * Frees the GPU-related resources allocated by this instance. Call this
  33309. * method whenever this instance is no longer used in your app.
  33310. */
  33311. dispose() {
  33312. if ( this.map ) {
  33313. this.map.dispose();
  33314. }
  33315. if ( this.mapPass ) {
  33316. this.mapPass.dispose();
  33317. }
  33318. }
  33319. /**
  33320. * Copies the values of the given light shadow instance to this instance.
  33321. *
  33322. * @param {LightShadow} source - The light shadow to copy.
  33323. * @return {LightShadow} A reference to this light shadow instance.
  33324. */
  33325. copy( source ) {
  33326. this.camera = source.camera.clone();
  33327. this.intensity = source.intensity;
  33328. this.bias = source.bias;
  33329. this.radius = source.radius;
  33330. this.autoUpdate = source.autoUpdate;
  33331. this.needsUpdate = source.needsUpdate;
  33332. this.normalBias = source.normalBias;
  33333. this.blurSamples = source.blurSamples;
  33334. this.mapSize.copy( source.mapSize );
  33335. return this;
  33336. }
  33337. /**
  33338. * Returns a new light shadow instance with copied values from this instance.
  33339. *
  33340. * @return {LightShadow} A clone of this instance.
  33341. */
  33342. clone() {
  33343. return new this.constructor().copy( this );
  33344. }
  33345. /**
  33346. * Serializes the light shadow into JSON.
  33347. *
  33348. * @return {Object} A JSON object representing the serialized light shadow.
  33349. * @see {@link ObjectLoader#parse}
  33350. */
  33351. toJSON() {
  33352. const object = {};
  33353. if ( this.intensity !== 1 ) object.intensity = this.intensity;
  33354. if ( this.bias !== 0 ) object.bias = this.bias;
  33355. if ( this.normalBias !== 0 ) object.normalBias = this.normalBias;
  33356. if ( this.radius !== 1 ) object.radius = this.radius;
  33357. if ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) object.mapSize = this.mapSize.toArray();
  33358. object.camera = this.camera.toJSON( false ).object;
  33359. delete object.camera.matrix;
  33360. return object;
  33361. }
  33362. }
  33363. /**
  33364. * Represents the shadow configuration of directional lights.
  33365. *
  33366. * @augments LightShadow
  33367. */
  33368. class SpotLightShadow extends LightShadow {
  33369. /**
  33370. * Constructs a new spot light shadow.
  33371. */
  33372. constructor() {
  33373. super( new PerspectiveCamera( 50, 1, 0.5, 500 ) );
  33374. /**
  33375. * This flag can be used for type testing.
  33376. *
  33377. * @type {boolean}
  33378. * @readonly
  33379. * @default true
  33380. */
  33381. this.isSpotLightShadow = true;
  33382. /**
  33383. * Used to focus the shadow camera. The camera's field of view is set as a
  33384. * percentage of the spotlight's field-of-view. Range is `[0, 1]`.
  33385. *
  33386. * @type {number}
  33387. * @default 1
  33388. */
  33389. this.focus = 1;
  33390. /**
  33391. * Texture aspect ratio.
  33392. *
  33393. * @type {number}
  33394. * @default 1
  33395. */
  33396. this.aspect = 1;
  33397. }
  33398. updateMatrices( light ) {
  33399. const camera = this.camera;
  33400. const fov = RAD2DEG * 2 * light.angle * this.focus;
  33401. const aspect = ( this.mapSize.width / this.mapSize.height ) * this.aspect;
  33402. const far = light.distance || camera.far;
  33403. if ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) {
  33404. camera.fov = fov;
  33405. camera.aspect = aspect;
  33406. camera.far = far;
  33407. camera.updateProjectionMatrix();
  33408. }
  33409. super.updateMatrices( light );
  33410. }
  33411. copy( source ) {
  33412. super.copy( source );
  33413. this.focus = source.focus;
  33414. return this;
  33415. }
  33416. }
  33417. /**
  33418. * This light gets emitted from a single point in one direction, along a cone
  33419. * that increases in size the further from the light it gets.
  33420. *
  33421. * This light can cast shadows - see the {@link SpotLightShadow} for details.
  33422. *
  33423. * ```js
  33424. * // white spotlight shining from the side, modulated by a texture
  33425. * const spotLight = new THREE.SpotLight( 0xffffff );
  33426. * spotLight.position.set( 100, 1000, 100 );
  33427. * spotLight.map = new THREE.TextureLoader().load( url );
  33428. *
  33429. * spotLight.castShadow = true;
  33430. * spotLight.shadow.mapSize.width = 1024;
  33431. * spotLight.shadow.mapSize.height = 1024;
  33432. * spotLight.shadow.camera.near = 500;
  33433. * spotLight.shadow.camera.far = 4000;
  33434. * spotLight.shadow.camera.fov = 30;s
  33435. * ```
  33436. *
  33437. * @augments Light
  33438. */
  33439. class SpotLight extends Light {
  33440. /**
  33441. * Constructs a new spot light.
  33442. *
  33443. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  33444. * @param {number} [intensity=1] - The light's strength/intensity measured in candela (cd).
  33445. * @param {number} [distance=0] - Maximum range of the light. `0` means no limit.
  33446. * @param {number} [angle=Math.PI/3] - Maximum angle of light dispersion from its direction whose upper bound is `Math.PI/2`.
  33447. * @param {number} [penumbra=0] - Percent of the spotlight cone that is attenuated due to penumbra. Value range is `[0,1]`.
  33448. * @param {number} [decay=2] - The amount the light dims along the distance of the light.
  33449. */
  33450. constructor( color, intensity, distance = 0, angle = Math.PI / 3, penumbra = 0, decay = 2 ) {
  33451. super( color, intensity );
  33452. /**
  33453. * This flag can be used for type testing.
  33454. *
  33455. * @type {boolean}
  33456. * @readonly
  33457. * @default true
  33458. */
  33459. this.isSpotLight = true;
  33460. this.type = 'SpotLight';
  33461. this.position.copy( Object3D.DEFAULT_UP );
  33462. this.updateMatrix();
  33463. /**
  33464. * The spot light points from its position to the
  33465. * target's position.
  33466. *
  33467. * For the target's position to be changed to anything other
  33468. * than the default, it must be added to the scene.
  33469. *
  33470. * It is also possible to set the target to be another 3D object
  33471. * in the scene. The light will now track the target object.
  33472. *
  33473. * @type {Object3D}
  33474. */
  33475. this.target = new Object3D();
  33476. /**
  33477. * Maximum range of the light. `0` means no limit.
  33478. *
  33479. * @type {number}
  33480. * @default 0
  33481. */
  33482. this.distance = distance;
  33483. /**
  33484. * Maximum angle of light dispersion from its direction whose upper bound is `Math.PI/2`.
  33485. *
  33486. * @type {number}
  33487. * @default Math.PI/3
  33488. */
  33489. this.angle = angle;
  33490. /**
  33491. * Percent of the spotlight cone that is attenuated due to penumbra.
  33492. * Value range is `[0,1]`.
  33493. *
  33494. * @type {number}
  33495. * @default 0
  33496. */
  33497. this.penumbra = penumbra;
  33498. /**
  33499. * The amount the light dims along the distance of the light. In context of
  33500. * physically-correct rendering the default value should not be changed.
  33501. *
  33502. * @type {number}
  33503. * @default 2
  33504. */
  33505. this.decay = decay;
  33506. /**
  33507. * A texture used to modulate the color of the light. The spot light
  33508. * color is mixed with the RGB value of this texture, with a ratio
  33509. * corresponding to its alpha value. The cookie-like masking effect is
  33510. * reproduced using pixel values (0, 0, 0, 1-cookie_value).
  33511. *
  33512. * *Warning*: This property is disabled if {@link Object3D#castShadow} is set to `false`.
  33513. *
  33514. * @type {?Texture}
  33515. * @default null
  33516. */
  33517. this.map = null;
  33518. /**
  33519. * This property holds the light's shadow configuration.
  33520. *
  33521. * @type {SpotLightShadow}
  33522. */
  33523. this.shadow = new SpotLightShadow();
  33524. }
  33525. /**
  33526. * The light's power. Power is the luminous power of the light measured in lumens (lm).
  33527. * Changing the power will also change the light's intensity.
  33528. *
  33529. * @type {number}
  33530. */
  33531. get power() {
  33532. // compute the light's luminous power (in lumens) from its intensity (in candela)
  33533. // by convention for a spotlight, luminous power (lm) = π * luminous intensity (cd)
  33534. return this.intensity * Math.PI;
  33535. }
  33536. set power( power ) {
  33537. // set the light's intensity (in candela) from the desired luminous power (in lumens)
  33538. this.intensity = power / Math.PI;
  33539. }
  33540. dispose() {
  33541. this.shadow.dispose();
  33542. }
  33543. copy( source, recursive ) {
  33544. super.copy( source, recursive );
  33545. this.distance = source.distance;
  33546. this.angle = source.angle;
  33547. this.penumbra = source.penumbra;
  33548. this.decay = source.decay;
  33549. this.target = source.target.clone();
  33550. this.shadow = source.shadow.clone();
  33551. return this;
  33552. }
  33553. }
  33554. const _projScreenMatrix = /*@__PURE__*/ new Matrix4();
  33555. const _lightPositionWorld = /*@__PURE__*/ new Vector3();
  33556. const _lookTarget = /*@__PURE__*/ new Vector3();
  33557. /**
  33558. * Represents the shadow configuration of point lights.
  33559. *
  33560. * @augments LightShadow
  33561. */
  33562. class PointLightShadow extends LightShadow {
  33563. /**
  33564. * Constructs a new point light shadow.
  33565. */
  33566. constructor() {
  33567. super( new PerspectiveCamera( 90, 1, 0.5, 500 ) );
  33568. /**
  33569. * This flag can be used for type testing.
  33570. *
  33571. * @type {boolean}
  33572. * @readonly
  33573. * @default true
  33574. */
  33575. this.isPointLightShadow = true;
  33576. this._frameExtents = new Vector2( 4, 2 );
  33577. this._viewportCount = 6;
  33578. this._viewports = [
  33579. // These viewports map a cube-map onto a 2D texture with the
  33580. // following orientation:
  33581. //
  33582. // xzXZ
  33583. // y Y
  33584. //
  33585. // X - Positive x direction
  33586. // x - Negative x direction
  33587. // Y - Positive y direction
  33588. // y - Negative y direction
  33589. // Z - Positive z direction
  33590. // z - Negative z direction
  33591. // positive X
  33592. new Vector4( 2, 1, 1, 1 ),
  33593. // negative X
  33594. new Vector4( 0, 1, 1, 1 ),
  33595. // positive Z
  33596. new Vector4( 3, 1, 1, 1 ),
  33597. // negative Z
  33598. new Vector4( 1, 1, 1, 1 ),
  33599. // positive Y
  33600. new Vector4( 3, 0, 1, 1 ),
  33601. // negative Y
  33602. new Vector4( 1, 0, 1, 1 )
  33603. ];
  33604. this._cubeDirections = [
  33605. new Vector3( 1, 0, 0 ), new Vector3( -1, 0, 0 ), new Vector3( 0, 0, 1 ),
  33606. new Vector3( 0, 0, -1 ), new Vector3( 0, 1, 0 ), new Vector3( 0, -1, 0 )
  33607. ];
  33608. this._cubeUps = [
  33609. new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ),
  33610. new Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ), new Vector3( 0, 0, -1 )
  33611. ];
  33612. }
  33613. /**
  33614. * Update the matrices for the camera and shadow, used internally by the renderer.
  33615. *
  33616. * @param {Light} light - The light for which the shadow is being rendered.
  33617. * @param {number} [viewportIndex=0] - The viewport index.
  33618. */
  33619. updateMatrices( light, viewportIndex = 0 ) {
  33620. const camera = this.camera;
  33621. const shadowMatrix = this.matrix;
  33622. const far = light.distance || camera.far;
  33623. if ( far !== camera.far ) {
  33624. camera.far = far;
  33625. camera.updateProjectionMatrix();
  33626. }
  33627. _lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
  33628. camera.position.copy( _lightPositionWorld );
  33629. _lookTarget.copy( camera.position );
  33630. _lookTarget.add( this._cubeDirections[ viewportIndex ] );
  33631. camera.up.copy( this._cubeUps[ viewportIndex ] );
  33632. camera.lookAt( _lookTarget );
  33633. camera.updateMatrixWorld();
  33634. shadowMatrix.makeTranslation( - _lightPositionWorld.x, - _lightPositionWorld.y, - _lightPositionWorld.z );
  33635. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  33636. this._frustum.setFromProjectionMatrix( _projScreenMatrix, camera.coordinateSystem, camera.reversedDepth );
  33637. }
  33638. }
  33639. /**
  33640. * A light that gets emitted from a single point in all directions. A common
  33641. * use case for this is to replicate the light emitted from a bare
  33642. * lightbulb.
  33643. *
  33644. * This light can cast shadows - see the {@link PointLightShadow} for details.
  33645. *
  33646. * ```js
  33647. * const light = new THREE.PointLight( 0xff0000, 1, 100 );
  33648. * light.position.set( 50, 50, 50 );
  33649. * scene.add( light );
  33650. * ```
  33651. *
  33652. * @augments Light
  33653. */
  33654. class PointLight extends Light {
  33655. /**
  33656. * Constructs a new point light.
  33657. *
  33658. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  33659. * @param {number} [intensity=1] - The light's strength/intensity measured in candela (cd).
  33660. * @param {number} [distance=0] - Maximum range of the light. `0` means no limit.
  33661. * @param {number} [decay=2] - The amount the light dims along the distance of the light.
  33662. */
  33663. constructor( color, intensity, distance = 0, decay = 2 ) {
  33664. super( color, intensity );
  33665. /**
  33666. * This flag can be used for type testing.
  33667. *
  33668. * @type {boolean}
  33669. * @readonly
  33670. * @default true
  33671. */
  33672. this.isPointLight = true;
  33673. this.type = 'PointLight';
  33674. /**
  33675. * When distance is zero, light will attenuate according to inverse-square
  33676. * law to infinite distance. When distance is non-zero, light will attenuate
  33677. * according to inverse-square law until near the distance cutoff, where it
  33678. * will then attenuate quickly and smoothly to 0. Inherently, cutoffs are not
  33679. * physically correct.
  33680. *
  33681. * @type {number}
  33682. * @default 0
  33683. */
  33684. this.distance = distance;
  33685. /**
  33686. * The amount the light dims along the distance of the light. In context of
  33687. * physically-correct rendering the default value should not be changed.
  33688. *
  33689. * @type {number}
  33690. * @default 2
  33691. */
  33692. this.decay = decay;
  33693. /**
  33694. * This property holds the light's shadow configuration.
  33695. *
  33696. * @type {PointLightShadow}
  33697. */
  33698. this.shadow = new PointLightShadow();
  33699. }
  33700. /**
  33701. * The light's power. Power is the luminous power of the light measured in lumens (lm).
  33702. * Changing the power will also change the light's intensity.
  33703. *
  33704. * @type {number}
  33705. */
  33706. get power() {
  33707. // compute the light's luminous power (in lumens) from its intensity (in candela)
  33708. // for an isotropic light source, luminous power (lm) = 4 π luminous intensity (cd)
  33709. return this.intensity * 4 * Math.PI;
  33710. }
  33711. set power( power ) {
  33712. // set the light's intensity (in candela) from the desired luminous power (in lumens)
  33713. this.intensity = power / ( 4 * Math.PI );
  33714. }
  33715. dispose() {
  33716. this.shadow.dispose();
  33717. }
  33718. copy( source, recursive ) {
  33719. super.copy( source, recursive );
  33720. this.distance = source.distance;
  33721. this.decay = source.decay;
  33722. this.shadow = source.shadow.clone();
  33723. return this;
  33724. }
  33725. }
  33726. /**
  33727. * Camera that uses [orthographic projection](https://en.wikipedia.org/wiki/Orthographic_projection).
  33728. *
  33729. * In this projection mode, an object's size in the rendered image stays
  33730. * constant regardless of its distance from the camera. This can be useful
  33731. * for rendering 2D scenes and UI elements, amongst other things.
  33732. *
  33733. * ```js
  33734. * const camera = new THREE.OrthographicCamera( width / - 2, width / 2, height / 2, height / - 2, 1, 1000 );
  33735. * scene.add( camera );
  33736. * ```
  33737. *
  33738. * @augments Camera
  33739. */
  33740. class OrthographicCamera extends Camera {
  33741. /**
  33742. * Constructs a new orthographic camera.
  33743. *
  33744. * @param {number} [left=-1] - The left plane of the camera's frustum.
  33745. * @param {number} [right=1] - The right plane of the camera's frustum.
  33746. * @param {number} [top=1] - The top plane of the camera's frustum.
  33747. * @param {number} [bottom=-1] - The bottom plane of the camera's frustum.
  33748. * @param {number} [near=0.1] - The camera's near plane.
  33749. * @param {number} [far=2000] - The camera's far plane.
  33750. */
  33751. constructor( left = -1, right = 1, top = 1, bottom = -1, near = 0.1, far = 2000 ) {
  33752. super();
  33753. /**
  33754. * This flag can be used for type testing.
  33755. *
  33756. * @type {boolean}
  33757. * @readonly
  33758. * @default true
  33759. */
  33760. this.isOrthographicCamera = true;
  33761. this.type = 'OrthographicCamera';
  33762. /**
  33763. * The zoom factor of the camera.
  33764. *
  33765. * @type {number}
  33766. * @default 1
  33767. */
  33768. this.zoom = 1;
  33769. /**
  33770. * Represents the frustum window specification. This property should not be edited
  33771. * directly but via {@link PerspectiveCamera#setViewOffset} and {@link PerspectiveCamera#clearViewOffset}.
  33772. *
  33773. * @type {?Object}
  33774. * @default null
  33775. */
  33776. this.view = null;
  33777. /**
  33778. * The left plane of the camera's frustum.
  33779. *
  33780. * @type {number}
  33781. * @default -1
  33782. */
  33783. this.left = left;
  33784. /**
  33785. * The right plane of the camera's frustum.
  33786. *
  33787. * @type {number}
  33788. * @default 1
  33789. */
  33790. this.right = right;
  33791. /**
  33792. * The top plane of the camera's frustum.
  33793. *
  33794. * @type {number}
  33795. * @default 1
  33796. */
  33797. this.top = top;
  33798. /**
  33799. * The bottom plane of the camera's frustum.
  33800. *
  33801. * @type {number}
  33802. * @default -1
  33803. */
  33804. this.bottom = bottom;
  33805. /**
  33806. * The camera's near plane. The valid range is greater than `0`
  33807. * and less than the current value of {@link OrthographicCamera#far}.
  33808. *
  33809. * Note that, unlike for the {@link PerspectiveCamera}, `0` is a
  33810. * valid value for an orthographic camera's near plane.
  33811. *
  33812. * @type {number}
  33813. * @default 0.1
  33814. */
  33815. this.near = near;
  33816. /**
  33817. * The camera's far plane. Must be greater than the
  33818. * current value of {@link OrthographicCamera#near}.
  33819. *
  33820. * @type {number}
  33821. * @default 2000
  33822. */
  33823. this.far = far;
  33824. this.updateProjectionMatrix();
  33825. }
  33826. copy( source, recursive ) {
  33827. super.copy( source, recursive );
  33828. this.left = source.left;
  33829. this.right = source.right;
  33830. this.top = source.top;
  33831. this.bottom = source.bottom;
  33832. this.near = source.near;
  33833. this.far = source.far;
  33834. this.zoom = source.zoom;
  33835. this.view = source.view === null ? null : Object.assign( {}, source.view );
  33836. return this;
  33837. }
  33838. /**
  33839. * Sets an offset in a larger frustum. This is useful for multi-window or
  33840. * multi-monitor/multi-machine setups.
  33841. *
  33842. * @param {number} fullWidth - The full width of multiview setup.
  33843. * @param {number} fullHeight - The full height of multiview setup.
  33844. * @param {number} x - The horizontal offset of the subcamera.
  33845. * @param {number} y - The vertical offset of the subcamera.
  33846. * @param {number} width - The width of subcamera.
  33847. * @param {number} height - The height of subcamera.
  33848. * @see {@link PerspectiveCamera#setViewOffset}
  33849. */
  33850. setViewOffset( fullWidth, fullHeight, x, y, width, height ) {
  33851. if ( this.view === null ) {
  33852. this.view = {
  33853. enabled: true,
  33854. fullWidth: 1,
  33855. fullHeight: 1,
  33856. offsetX: 0,
  33857. offsetY: 0,
  33858. width: 1,
  33859. height: 1
  33860. };
  33861. }
  33862. this.view.enabled = true;
  33863. this.view.fullWidth = fullWidth;
  33864. this.view.fullHeight = fullHeight;
  33865. this.view.offsetX = x;
  33866. this.view.offsetY = y;
  33867. this.view.width = width;
  33868. this.view.height = height;
  33869. this.updateProjectionMatrix();
  33870. }
  33871. /**
  33872. * Removes the view offset from the projection matrix.
  33873. */
  33874. clearViewOffset() {
  33875. if ( this.view !== null ) {
  33876. this.view.enabled = false;
  33877. }
  33878. this.updateProjectionMatrix();
  33879. }
  33880. /**
  33881. * Updates the camera's projection matrix. Must be called after any change of
  33882. * camera properties.
  33883. */
  33884. updateProjectionMatrix() {
  33885. const dx = ( this.right - this.left ) / ( 2 * this.zoom );
  33886. const dy = ( this.top - this.bottom ) / ( 2 * this.zoom );
  33887. const cx = ( this.right + this.left ) / 2;
  33888. const cy = ( this.top + this.bottom ) / 2;
  33889. let left = cx - dx;
  33890. let right = cx + dx;
  33891. let top = cy + dy;
  33892. let bottom = cy - dy;
  33893. if ( this.view !== null && this.view.enabled ) {
  33894. const scaleW = ( this.right - this.left ) / this.view.fullWidth / this.zoom;
  33895. const scaleH = ( this.top - this.bottom ) / this.view.fullHeight / this.zoom;
  33896. left += scaleW * this.view.offsetX;
  33897. right = left + scaleW * this.view.width;
  33898. top -= scaleH * this.view.offsetY;
  33899. bottom = top - scaleH * this.view.height;
  33900. }
  33901. this.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far, this.coordinateSystem, this.reversedDepth );
  33902. this.projectionMatrixInverse.copy( this.projectionMatrix ).invert();
  33903. }
  33904. toJSON( meta ) {
  33905. const data = super.toJSON( meta );
  33906. data.object.zoom = this.zoom;
  33907. data.object.left = this.left;
  33908. data.object.right = this.right;
  33909. data.object.top = this.top;
  33910. data.object.bottom = this.bottom;
  33911. data.object.near = this.near;
  33912. data.object.far = this.far;
  33913. if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );
  33914. return data;
  33915. }
  33916. }
  33917. /**
  33918. * Represents the shadow configuration of directional lights.
  33919. *
  33920. * @augments LightShadow
  33921. */
  33922. class DirectionalLightShadow extends LightShadow {
  33923. /**
  33924. * Constructs a new directional light shadow.
  33925. */
  33926. constructor() {
  33927. super( new OrthographicCamera( -5, 5, 5, -5, 0.5, 500 ) );
  33928. /**
  33929. * This flag can be used for type testing.
  33930. *
  33931. * @type {boolean}
  33932. * @readonly
  33933. * @default true
  33934. */
  33935. this.isDirectionalLightShadow = true;
  33936. }
  33937. }
  33938. /**
  33939. * A light that gets emitted in a specific direction. This light will behave
  33940. * as though it is infinitely far away and the rays produced from it are all
  33941. * parallel. The common use case for this is to simulate daylight; the sun is
  33942. * far enough away that its position can be considered to be infinite, and
  33943. * all light rays coming from it are parallel.
  33944. *
  33945. * A common point of confusion for directional lights is that setting the
  33946. * rotation has no effect. This is because three.js's DirectionalLight is the
  33947. * equivalent to what is often called a 'Target Direct Light' in other
  33948. * applications.
  33949. *
  33950. * This means that its direction is calculated as pointing from the light's
  33951. * {@link Object3D#position} to the {@link DirectionalLight#target} position
  33952. * (as opposed to a 'Free Direct Light' that just has a rotation
  33953. * component).
  33954. *
  33955. * This light can cast shadows - see the {@link DirectionalLightShadow} for details.
  33956. *
  33957. * ```js
  33958. * // White directional light at half intensity shining from the top.
  33959. * const directionalLight = new THREE.DirectionalLight( 0xffffff, 0.5 );
  33960. * scene.add( directionalLight );
  33961. * ```
  33962. *
  33963. * @augments Light
  33964. */
  33965. class DirectionalLight extends Light {
  33966. /**
  33967. * Constructs a new directional light.
  33968. *
  33969. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  33970. * @param {number} [intensity=1] - The light's strength/intensity.
  33971. */
  33972. constructor( color, intensity ) {
  33973. super( color, intensity );
  33974. /**
  33975. * This flag can be used for type testing.
  33976. *
  33977. * @type {boolean}
  33978. * @readonly
  33979. * @default true
  33980. */
  33981. this.isDirectionalLight = true;
  33982. this.type = 'DirectionalLight';
  33983. this.position.copy( Object3D.DEFAULT_UP );
  33984. this.updateMatrix();
  33985. /**
  33986. * The directional light points from its position to the
  33987. * target's position.
  33988. *
  33989. * For the target's position to be changed to anything other
  33990. * than the default, it must be added to the scene.
  33991. *
  33992. * It is also possible to set the target to be another 3D object
  33993. * in the scene. The light will now track the target object.
  33994. *
  33995. * @type {Object3D}
  33996. */
  33997. this.target = new Object3D();
  33998. /**
  33999. * This property holds the light's shadow configuration.
  34000. *
  34001. * @type {DirectionalLightShadow}
  34002. */
  34003. this.shadow = new DirectionalLightShadow();
  34004. }
  34005. dispose() {
  34006. this.shadow.dispose();
  34007. }
  34008. copy( source ) {
  34009. super.copy( source );
  34010. this.target = source.target.clone();
  34011. this.shadow = source.shadow.clone();
  34012. return this;
  34013. }
  34014. }
  34015. /**
  34016. * This light globally illuminates all objects in the scene equally.
  34017. *
  34018. * It cannot be used to cast shadows as it does not have a direction.
  34019. *
  34020. * ```js
  34021. * const light = new THREE.AmbientLight( 0x404040 ); // soft white light
  34022. * scene.add( light );
  34023. * ```
  34024. *
  34025. * @augments Light
  34026. */
  34027. class AmbientLight extends Light {
  34028. /**
  34029. * Constructs a new ambient light.
  34030. *
  34031. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  34032. * @param {number} [intensity=1] - The light's strength/intensity.
  34033. */
  34034. constructor( color, intensity ) {
  34035. super( color, intensity );
  34036. /**
  34037. * This flag can be used for type testing.
  34038. *
  34039. * @type {boolean}
  34040. * @readonly
  34041. * @default true
  34042. */
  34043. this.isAmbientLight = true;
  34044. this.type = 'AmbientLight';
  34045. }
  34046. }
  34047. /**
  34048. * This class emits light uniformly across the face a rectangular plane.
  34049. * This light type can be used to simulate light sources such as bright
  34050. * windows or strip lighting.
  34051. *
  34052. * Important Notes:
  34053. *
  34054. * - There is no shadow support.
  34055. * - Only PBR materials are supported.
  34056. * - You have to include `RectAreaLightUniformsLib` (`WebGLRenderer`) or `RectAreaLightTexturesLib` (`WebGPURenderer`)
  34057. * into your app and init the uniforms/textures.
  34058. *
  34059. * ```js
  34060. * RectAreaLightUniformsLib.init(); // only relevant for WebGLRenderer
  34061. * THREE.RectAreaLightNode.setLTC( RectAreaLightTexturesLib.init() ); // only relevant for WebGPURenderer
  34062. *
  34063. * const intensity = 1; const width = 10; const height = 10;
  34064. * const rectLight = new THREE.RectAreaLight( 0xffffff, intensity, width, height );
  34065. * rectLight.position.set( 5, 5, 0 );
  34066. * rectLight.lookAt( 0, 0, 0 );
  34067. * scene.add( rectLight )
  34068. * ```
  34069. *
  34070. * @augments Light
  34071. */
  34072. class RectAreaLight extends Light {
  34073. /**
  34074. * Constructs a new area light.
  34075. *
  34076. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  34077. * @param {number} [intensity=1] - The light's strength/intensity.
  34078. * @param {number} [width=10] - The width of the light.
  34079. * @param {number} [height=10] - The height of the light.
  34080. */
  34081. constructor( color, intensity, width = 10, height = 10 ) {
  34082. super( color, intensity );
  34083. /**
  34084. * This flag can be used for type testing.
  34085. *
  34086. * @type {boolean}
  34087. * @readonly
  34088. * @default true
  34089. */
  34090. this.isRectAreaLight = true;
  34091. this.type = 'RectAreaLight';
  34092. /**
  34093. * The width of the light.
  34094. *
  34095. * @type {number}
  34096. * @default 10
  34097. */
  34098. this.width = width;
  34099. /**
  34100. * The height of the light.
  34101. *
  34102. * @type {number}
  34103. * @default 10
  34104. */
  34105. this.height = height;
  34106. }
  34107. /**
  34108. * The light's power. Power is the luminous power of the light measured in lumens (lm).
  34109. * Changing the power will also change the light's intensity.
  34110. *
  34111. * @type {number}
  34112. */
  34113. get power() {
  34114. // compute the light's luminous power (in lumens) from its intensity (in nits)
  34115. return this.intensity * this.width * this.height * Math.PI;
  34116. }
  34117. set power( power ) {
  34118. // set the light's intensity (in nits) from the desired luminous power (in lumens)
  34119. this.intensity = power / ( this.width * this.height * Math.PI );
  34120. }
  34121. copy( source ) {
  34122. super.copy( source );
  34123. this.width = source.width;
  34124. this.height = source.height;
  34125. return this;
  34126. }
  34127. toJSON( meta ) {
  34128. const data = super.toJSON( meta );
  34129. data.object.width = this.width;
  34130. data.object.height = this.height;
  34131. return data;
  34132. }
  34133. }
  34134. /**
  34135. * Represents a third-order spherical harmonics (SH). Light probes use this class
  34136. * to encode lighting information.
  34137. *
  34138. * - Primary reference: {@link https://graphics.stanford.edu/papers/envmap/envmap.pdf}
  34139. * - Secondary reference: {@link https://www.ppsloan.org/publications/StupidSH36.pdf}
  34140. */
  34141. class SphericalHarmonics3 {
  34142. /**
  34143. * Constructs a new spherical harmonics.
  34144. */
  34145. constructor() {
  34146. /**
  34147. * This flag can be used for type testing.
  34148. *
  34149. * @type {boolean}
  34150. * @readonly
  34151. * @default true
  34152. */
  34153. this.isSphericalHarmonics3 = true;
  34154. /**
  34155. * An array holding the (9) SH coefficients.
  34156. *
  34157. * @type {Array<Vector3>}
  34158. */
  34159. this.coefficients = [];
  34160. for ( let i = 0; i < 9; i ++ ) {
  34161. this.coefficients.push( new Vector3() );
  34162. }
  34163. }
  34164. /**
  34165. * Sets the given SH coefficients to this instance by copying
  34166. * the values.
  34167. *
  34168. * @param {Array<Vector3>} coefficients - The SH coefficients.
  34169. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  34170. */
  34171. set( coefficients ) {
  34172. for ( let i = 0; i < 9; i ++ ) {
  34173. this.coefficients[ i ].copy( coefficients[ i ] );
  34174. }
  34175. return this;
  34176. }
  34177. /**
  34178. * Sets all SH coefficients to `0`.
  34179. *
  34180. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  34181. */
  34182. zero() {
  34183. for ( let i = 0; i < 9; i ++ ) {
  34184. this.coefficients[ i ].set( 0, 0, 0 );
  34185. }
  34186. return this;
  34187. }
  34188. /**
  34189. * Returns the radiance in the direction of the given normal.
  34190. *
  34191. * @param {Vector3} normal - The normal vector (assumed to be unit length)
  34192. * @param {Vector3} target - The target vector that is used to store the method's result.
  34193. * @return {Vector3} The radiance.
  34194. */
  34195. getAt( normal, target ) {
  34196. // normal is assumed to be unit length
  34197. const x = normal.x, y = normal.y, z = normal.z;
  34198. const coeff = this.coefficients;
  34199. // band 0
  34200. target.copy( coeff[ 0 ] ).multiplyScalar( 0.282095 );
  34201. // band 1
  34202. target.addScaledVector( coeff[ 1 ], 0.488603 * y );
  34203. target.addScaledVector( coeff[ 2 ], 0.488603 * z );
  34204. target.addScaledVector( coeff[ 3 ], 0.488603 * x );
  34205. // band 2
  34206. target.addScaledVector( coeff[ 4 ], 1.092548 * ( x * y ) );
  34207. target.addScaledVector( coeff[ 5 ], 1.092548 * ( y * z ) );
  34208. target.addScaledVector( coeff[ 6 ], 0.315392 * ( 3.0 * z * z - 1.0 ) );
  34209. target.addScaledVector( coeff[ 7 ], 1.092548 * ( x * z ) );
  34210. target.addScaledVector( coeff[ 8 ], 0.546274 * ( x * x - y * y ) );
  34211. return target;
  34212. }
  34213. /**
  34214. * Returns the irradiance (radiance convolved with cosine lobe) in the
  34215. * direction of the given normal.
  34216. *
  34217. * @param {Vector3} normal - The normal vector (assumed to be unit length)
  34218. * @param {Vector3} target - The target vector that is used to store the method's result.
  34219. * @return {Vector3} The irradiance.
  34220. */
  34221. getIrradianceAt( normal, target ) {
  34222. // normal is assumed to be unit length
  34223. const x = normal.x, y = normal.y, z = normal.z;
  34224. const coeff = this.coefficients;
  34225. // band 0
  34226. target.copy( coeff[ 0 ] ).multiplyScalar( 0.886227 ); // π * 0.282095
  34227. // band 1
  34228. target.addScaledVector( coeff[ 1 ], 2.0 * 0.511664 * y ); // ( 2 * π / 3 ) * 0.488603
  34229. target.addScaledVector( coeff[ 2 ], 2.0 * 0.511664 * z );
  34230. target.addScaledVector( coeff[ 3 ], 2.0 * 0.511664 * x );
  34231. // band 2
  34232. target.addScaledVector( coeff[ 4 ], 2.0 * 0.429043 * x * y ); // ( π / 4 ) * 1.092548
  34233. target.addScaledVector( coeff[ 5 ], 2.0 * 0.429043 * y * z );
  34234. target.addScaledVector( coeff[ 6 ], 0.743125 * z * z - 0.247708 ); // ( π / 4 ) * 0.315392 * 3
  34235. target.addScaledVector( coeff[ 7 ], 2.0 * 0.429043 * x * z );
  34236. target.addScaledVector( coeff[ 8 ], 0.429043 * ( x * x - y * y ) ); // ( π / 4 ) * 0.546274
  34237. return target;
  34238. }
  34239. /**
  34240. * Adds the given SH to this instance.
  34241. *
  34242. * @param {SphericalHarmonics3} sh - The SH to add.
  34243. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  34244. */
  34245. add( sh ) {
  34246. for ( let i = 0; i < 9; i ++ ) {
  34247. this.coefficients[ i ].add( sh.coefficients[ i ] );
  34248. }
  34249. return this;
  34250. }
  34251. /**
  34252. * A convenience method for performing {@link SphericalHarmonics3#add} and
  34253. * {@link SphericalHarmonics3#scale} at once.
  34254. *
  34255. * @param {SphericalHarmonics3} sh - The SH to add.
  34256. * @param {number} s - The scale factor.
  34257. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  34258. */
  34259. addScaledSH( sh, s ) {
  34260. for ( let i = 0; i < 9; i ++ ) {
  34261. this.coefficients[ i ].addScaledVector( sh.coefficients[ i ], s );
  34262. }
  34263. return this;
  34264. }
  34265. /**
  34266. * Scales this SH by the given scale factor.
  34267. *
  34268. * @param {number} s - The scale factor.
  34269. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  34270. */
  34271. scale( s ) {
  34272. for ( let i = 0; i < 9; i ++ ) {
  34273. this.coefficients[ i ].multiplyScalar( s );
  34274. }
  34275. return this;
  34276. }
  34277. /**
  34278. * Linear interpolates between the given SH and this instance by the given
  34279. * alpha factor.
  34280. *
  34281. * @param {SphericalHarmonics3} sh - The SH to interpolate with.
  34282. * @param {number} alpha - The alpha factor.
  34283. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  34284. */
  34285. lerp( sh, alpha ) {
  34286. for ( let i = 0; i < 9; i ++ ) {
  34287. this.coefficients[ i ].lerp( sh.coefficients[ i ], alpha );
  34288. }
  34289. return this;
  34290. }
  34291. /**
  34292. * Returns `true` if this spherical harmonics is equal with the given one.
  34293. *
  34294. * @param {SphericalHarmonics3} sh - The spherical harmonics to test for equality.
  34295. * @return {boolean} Whether this spherical harmonics is equal with the given one.
  34296. */
  34297. equals( sh ) {
  34298. for ( let i = 0; i < 9; i ++ ) {
  34299. if ( ! this.coefficients[ i ].equals( sh.coefficients[ i ] ) ) {
  34300. return false;
  34301. }
  34302. }
  34303. return true;
  34304. }
  34305. /**
  34306. * Copies the values of the given spherical harmonics to this instance.
  34307. *
  34308. * @param {SphericalHarmonics3} sh - The spherical harmonics to copy.
  34309. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  34310. */
  34311. copy( sh ) {
  34312. return this.set( sh.coefficients );
  34313. }
  34314. /**
  34315. * Returns a new spherical harmonics with copied values from this instance.
  34316. *
  34317. * @return {SphericalHarmonics3} A clone of this instance.
  34318. */
  34319. clone() {
  34320. return new this.constructor().copy( this );
  34321. }
  34322. /**
  34323. * Sets the SH coefficients of this instance from the given array.
  34324. *
  34325. * @param {Array<number>} array - An array holding the SH coefficients.
  34326. * @param {number} [offset=0] - The array offset where to start copying.
  34327. * @return {SphericalHarmonics3} A clone of this instance.
  34328. */
  34329. fromArray( array, offset = 0 ) {
  34330. const coefficients = this.coefficients;
  34331. for ( let i = 0; i < 9; i ++ ) {
  34332. coefficients[ i ].fromArray( array, offset + ( i * 3 ) );
  34333. }
  34334. return this;
  34335. }
  34336. /**
  34337. * Returns an array with the SH coefficients, or copies them into the provided
  34338. * array. The coefficients are represented as numbers.
  34339. *
  34340. * @param {Array<number>} [array=[]] - The target array.
  34341. * @param {number} [offset=0] - The array offset where to start copying.
  34342. * @return {Array<number>} An array with flat SH coefficients.
  34343. */
  34344. toArray( array = [], offset = 0 ) {
  34345. const coefficients = this.coefficients;
  34346. for ( let i = 0; i < 9; i ++ ) {
  34347. coefficients[ i ].toArray( array, offset + ( i * 3 ) );
  34348. }
  34349. return array;
  34350. }
  34351. /**
  34352. * Computes the SH basis for the given normal vector.
  34353. *
  34354. * @param {Vector3} normal - The normal.
  34355. * @param {Array<number>} shBasis - The target array holding the SH basis.
  34356. */
  34357. static getBasisAt( normal, shBasis ) {
  34358. // normal is assumed to be unit length
  34359. const x = normal.x, y = normal.y, z = normal.z;
  34360. // band 0
  34361. shBasis[ 0 ] = 0.282095;
  34362. // band 1
  34363. shBasis[ 1 ] = 0.488603 * y;
  34364. shBasis[ 2 ] = 0.488603 * z;
  34365. shBasis[ 3 ] = 0.488603 * x;
  34366. // band 2
  34367. shBasis[ 4 ] = 1.092548 * x * y;
  34368. shBasis[ 5 ] = 1.092548 * y * z;
  34369. shBasis[ 6 ] = 0.315392 * ( 3 * z * z - 1 );
  34370. shBasis[ 7 ] = 1.092548 * x * z;
  34371. shBasis[ 8 ] = 0.546274 * ( x * x - y * y );
  34372. }
  34373. }
  34374. /**
  34375. * Light probes are an alternative way of adding light to a 3D scene. Unlike
  34376. * classical light sources (e.g. directional, point or spot lights), light
  34377. * probes do not emit light. Instead they store information about light
  34378. * passing through 3D space. During rendering, the light that hits a 3D
  34379. * object is approximated by using the data from the light probe.
  34380. *
  34381. * Light probes are usually created from (radiance) environment maps. The
  34382. * class {@link LightProbeGenerator} can be used to create light probes from
  34383. * cube textures or render targets. However, light estimation data could also
  34384. * be provided in other forms e.g. by WebXR. This enables the rendering of
  34385. * augmented reality content that reacts to real world lighting.
  34386. *
  34387. * The current probe implementation in three.js supports so-called diffuse
  34388. * light probes. This type of light probe is functionally equivalent to an
  34389. * irradiance environment map.
  34390. *
  34391. * @augments Light
  34392. */
  34393. class LightProbe extends Light {
  34394. /**
  34395. * Constructs a new light probe.
  34396. *
  34397. * @param {SphericalHarmonics3} sh - The spherical harmonics which represents encoded lighting information.
  34398. * @param {number} [intensity=1] - The light's strength/intensity.
  34399. */
  34400. constructor( sh = new SphericalHarmonics3(), intensity = 1 ) {
  34401. super( undefined, intensity );
  34402. /**
  34403. * This flag can be used for type testing.
  34404. *
  34405. * @type {boolean}
  34406. * @readonly
  34407. * @default true
  34408. */
  34409. this.isLightProbe = true;
  34410. /**
  34411. * A light probe uses spherical harmonics to encode lighting information.
  34412. *
  34413. * @type {SphericalHarmonics3}
  34414. */
  34415. this.sh = sh;
  34416. }
  34417. copy( source ) {
  34418. super.copy( source );
  34419. this.sh.copy( source.sh );
  34420. return this;
  34421. }
  34422. /**
  34423. * Deserializes the light prove from the given JSON.
  34424. *
  34425. * @param {Object} json - The JSON holding the serialized light probe.
  34426. * @return {LightProbe} A reference to this light probe.
  34427. */
  34428. fromJSON( json ) {
  34429. this.intensity = json.intensity; // TODO: Move this bit to Light.fromJSON();
  34430. this.sh.fromArray( json.sh );
  34431. return this;
  34432. }
  34433. toJSON( meta ) {
  34434. const data = super.toJSON( meta );
  34435. data.object.sh = this.sh.toArray();
  34436. return data;
  34437. }
  34438. }
  34439. /**
  34440. * Class for loading geometries. The files are internally
  34441. * loaded via {@link FileLoader}.
  34442. *
  34443. * ```js
  34444. * const loader = new THREE.MaterialLoader();
  34445. * const material = await loader.loadAsync( 'material.json' );
  34446. * ```
  34447. * This loader does not support node materials. Use {@link NodeMaterialLoader} instead.
  34448. *
  34449. * @augments Loader
  34450. */
  34451. class MaterialLoader extends Loader {
  34452. /**
  34453. * Constructs a new material loader.
  34454. *
  34455. * @param {LoadingManager} [manager] - The loading manager.
  34456. */
  34457. constructor( manager ) {
  34458. super( manager );
  34459. /**
  34460. * A dictionary holding textures used by the material.
  34461. *
  34462. * @type {Object<string,Texture>}
  34463. */
  34464. this.textures = {};
  34465. }
  34466. /**
  34467. * Starts loading from the given URL and pass the loaded material to the `onLoad()` callback.
  34468. *
  34469. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  34470. * @param {function(Material)} onLoad - Executed when the loading process has been finished.
  34471. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  34472. * @param {onErrorCallback} onError - Executed when errors occur.
  34473. */
  34474. load( url, onLoad, onProgress, onError ) {
  34475. const scope = this;
  34476. const loader = new FileLoader( scope.manager );
  34477. loader.setPath( scope.path );
  34478. loader.setRequestHeader( scope.requestHeader );
  34479. loader.setWithCredentials( scope.withCredentials );
  34480. loader.load( url, function ( text ) {
  34481. try {
  34482. onLoad( scope.parse( JSON.parse( text ) ) );
  34483. } catch ( e ) {
  34484. if ( onError ) {
  34485. onError( e );
  34486. } else {
  34487. error( e );
  34488. }
  34489. scope.manager.itemError( url );
  34490. }
  34491. }, onProgress, onError );
  34492. }
  34493. /**
  34494. * Parses the given JSON object and returns a material.
  34495. *
  34496. * @param {Object} json - The serialized material.
  34497. * @return {Material} The parsed material.
  34498. */
  34499. parse( json ) {
  34500. const textures = this.textures;
  34501. function getTexture( name ) {
  34502. if ( textures[ name ] === undefined ) {
  34503. warn( 'MaterialLoader: Undefined texture', name );
  34504. }
  34505. return textures[ name ];
  34506. }
  34507. const material = this.createMaterialFromType( json.type );
  34508. if ( json.uuid !== undefined ) material.uuid = json.uuid;
  34509. if ( json.name !== undefined ) material.name = json.name;
  34510. if ( json.color !== undefined && material.color !== undefined ) material.color.setHex( json.color );
  34511. if ( json.roughness !== undefined ) material.roughness = json.roughness;
  34512. if ( json.metalness !== undefined ) material.metalness = json.metalness;
  34513. if ( json.sheen !== undefined ) material.sheen = json.sheen;
  34514. if ( json.sheenColor !== undefined ) material.sheenColor = new Color().setHex( json.sheenColor );
  34515. if ( json.sheenRoughness !== undefined ) material.sheenRoughness = json.sheenRoughness;
  34516. if ( json.emissive !== undefined && material.emissive !== undefined ) material.emissive.setHex( json.emissive );
  34517. if ( json.specular !== undefined && material.specular !== undefined ) material.specular.setHex( json.specular );
  34518. if ( json.specularIntensity !== undefined ) material.specularIntensity = json.specularIntensity;
  34519. if ( json.specularColor !== undefined && material.specularColor !== undefined ) material.specularColor.setHex( json.specularColor );
  34520. if ( json.shininess !== undefined ) material.shininess = json.shininess;
  34521. if ( json.clearcoat !== undefined ) material.clearcoat = json.clearcoat;
  34522. if ( json.clearcoatRoughness !== undefined ) material.clearcoatRoughness = json.clearcoatRoughness;
  34523. if ( json.dispersion !== undefined ) material.dispersion = json.dispersion;
  34524. if ( json.iridescence !== undefined ) material.iridescence = json.iridescence;
  34525. if ( json.iridescenceIOR !== undefined ) material.iridescenceIOR = json.iridescenceIOR;
  34526. if ( json.iridescenceThicknessRange !== undefined ) material.iridescenceThicknessRange = json.iridescenceThicknessRange;
  34527. if ( json.transmission !== undefined ) material.transmission = json.transmission;
  34528. if ( json.thickness !== undefined ) material.thickness = json.thickness;
  34529. if ( json.attenuationDistance !== undefined ) material.attenuationDistance = json.attenuationDistance;
  34530. if ( json.attenuationColor !== undefined && material.attenuationColor !== undefined ) material.attenuationColor.setHex( json.attenuationColor );
  34531. if ( json.anisotropy !== undefined ) material.anisotropy = json.anisotropy;
  34532. if ( json.anisotropyRotation !== undefined ) material.anisotropyRotation = json.anisotropyRotation;
  34533. if ( json.fog !== undefined ) material.fog = json.fog;
  34534. if ( json.flatShading !== undefined ) material.flatShading = json.flatShading;
  34535. if ( json.blending !== undefined ) material.blending = json.blending;
  34536. if ( json.combine !== undefined ) material.combine = json.combine;
  34537. if ( json.side !== undefined ) material.side = json.side;
  34538. if ( json.shadowSide !== undefined ) material.shadowSide = json.shadowSide;
  34539. if ( json.opacity !== undefined ) material.opacity = json.opacity;
  34540. if ( json.transparent !== undefined ) material.transparent = json.transparent;
  34541. if ( json.alphaTest !== undefined ) material.alphaTest = json.alphaTest;
  34542. if ( json.alphaHash !== undefined ) material.alphaHash = json.alphaHash;
  34543. if ( json.depthFunc !== undefined ) material.depthFunc = json.depthFunc;
  34544. if ( json.depthTest !== undefined ) material.depthTest = json.depthTest;
  34545. if ( json.depthWrite !== undefined ) material.depthWrite = json.depthWrite;
  34546. if ( json.colorWrite !== undefined ) material.colorWrite = json.colorWrite;
  34547. if ( json.blendSrc !== undefined ) material.blendSrc = json.blendSrc;
  34548. if ( json.blendDst !== undefined ) material.blendDst = json.blendDst;
  34549. if ( json.blendEquation !== undefined ) material.blendEquation = json.blendEquation;
  34550. if ( json.blendSrcAlpha !== undefined ) material.blendSrcAlpha = json.blendSrcAlpha;
  34551. if ( json.blendDstAlpha !== undefined ) material.blendDstAlpha = json.blendDstAlpha;
  34552. if ( json.blendEquationAlpha !== undefined ) material.blendEquationAlpha = json.blendEquationAlpha;
  34553. if ( json.blendColor !== undefined && material.blendColor !== undefined ) material.blendColor.setHex( json.blendColor );
  34554. if ( json.blendAlpha !== undefined ) material.blendAlpha = json.blendAlpha;
  34555. if ( json.stencilWriteMask !== undefined ) material.stencilWriteMask = json.stencilWriteMask;
  34556. if ( json.stencilFunc !== undefined ) material.stencilFunc = json.stencilFunc;
  34557. if ( json.stencilRef !== undefined ) material.stencilRef = json.stencilRef;
  34558. if ( json.stencilFuncMask !== undefined ) material.stencilFuncMask = json.stencilFuncMask;
  34559. if ( json.stencilFail !== undefined ) material.stencilFail = json.stencilFail;
  34560. if ( json.stencilZFail !== undefined ) material.stencilZFail = json.stencilZFail;
  34561. if ( json.stencilZPass !== undefined ) material.stencilZPass = json.stencilZPass;
  34562. if ( json.stencilWrite !== undefined ) material.stencilWrite = json.stencilWrite;
  34563. if ( json.wireframe !== undefined ) material.wireframe = json.wireframe;
  34564. if ( json.wireframeLinewidth !== undefined ) material.wireframeLinewidth = json.wireframeLinewidth;
  34565. if ( json.wireframeLinecap !== undefined ) material.wireframeLinecap = json.wireframeLinecap;
  34566. if ( json.wireframeLinejoin !== undefined ) material.wireframeLinejoin = json.wireframeLinejoin;
  34567. if ( json.rotation !== undefined ) material.rotation = json.rotation;
  34568. if ( json.linewidth !== undefined ) material.linewidth = json.linewidth;
  34569. if ( json.dashSize !== undefined ) material.dashSize = json.dashSize;
  34570. if ( json.gapSize !== undefined ) material.gapSize = json.gapSize;
  34571. if ( json.scale !== undefined ) material.scale = json.scale;
  34572. if ( json.polygonOffset !== undefined ) material.polygonOffset = json.polygonOffset;
  34573. if ( json.polygonOffsetFactor !== undefined ) material.polygonOffsetFactor = json.polygonOffsetFactor;
  34574. if ( json.polygonOffsetUnits !== undefined ) material.polygonOffsetUnits = json.polygonOffsetUnits;
  34575. if ( json.dithering !== undefined ) material.dithering = json.dithering;
  34576. if ( json.alphaToCoverage !== undefined ) material.alphaToCoverage = json.alphaToCoverage;
  34577. if ( json.premultipliedAlpha !== undefined ) material.premultipliedAlpha = json.premultipliedAlpha;
  34578. if ( json.forceSinglePass !== undefined ) material.forceSinglePass = json.forceSinglePass;
  34579. if ( json.visible !== undefined ) material.visible = json.visible;
  34580. if ( json.toneMapped !== undefined ) material.toneMapped = json.toneMapped;
  34581. if ( json.userData !== undefined ) material.userData = json.userData;
  34582. if ( json.vertexColors !== undefined ) {
  34583. if ( typeof json.vertexColors === 'number' ) {
  34584. material.vertexColors = ( json.vertexColors > 0 ) ? true : false;
  34585. } else {
  34586. material.vertexColors = json.vertexColors;
  34587. }
  34588. }
  34589. // Shader Material
  34590. if ( json.uniforms !== undefined ) {
  34591. for ( const name in json.uniforms ) {
  34592. const uniform = json.uniforms[ name ];
  34593. material.uniforms[ name ] = {};
  34594. switch ( uniform.type ) {
  34595. case 't':
  34596. material.uniforms[ name ].value = getTexture( uniform.value );
  34597. break;
  34598. case 'c':
  34599. material.uniforms[ name ].value = new Color().setHex( uniform.value );
  34600. break;
  34601. case 'v2':
  34602. material.uniforms[ name ].value = new Vector2().fromArray( uniform.value );
  34603. break;
  34604. case 'v3':
  34605. material.uniforms[ name ].value = new Vector3().fromArray( uniform.value );
  34606. break;
  34607. case 'v4':
  34608. material.uniforms[ name ].value = new Vector4().fromArray( uniform.value );
  34609. break;
  34610. case 'm3':
  34611. material.uniforms[ name ].value = new Matrix3().fromArray( uniform.value );
  34612. break;
  34613. case 'm4':
  34614. material.uniforms[ name ].value = new Matrix4().fromArray( uniform.value );
  34615. break;
  34616. default:
  34617. material.uniforms[ name ].value = uniform.value;
  34618. }
  34619. }
  34620. }
  34621. if ( json.defines !== undefined ) material.defines = json.defines;
  34622. if ( json.vertexShader !== undefined ) material.vertexShader = json.vertexShader;
  34623. if ( json.fragmentShader !== undefined ) material.fragmentShader = json.fragmentShader;
  34624. if ( json.glslVersion !== undefined ) material.glslVersion = json.glslVersion;
  34625. if ( json.extensions !== undefined ) {
  34626. for ( const key in json.extensions ) {
  34627. material.extensions[ key ] = json.extensions[ key ];
  34628. }
  34629. }
  34630. if ( json.lights !== undefined ) material.lights = json.lights;
  34631. if ( json.clipping !== undefined ) material.clipping = json.clipping;
  34632. // for PointsMaterial
  34633. if ( json.size !== undefined ) material.size = json.size;
  34634. if ( json.sizeAttenuation !== undefined ) material.sizeAttenuation = json.sizeAttenuation;
  34635. // maps
  34636. if ( json.map !== undefined ) material.map = getTexture( json.map );
  34637. if ( json.matcap !== undefined ) material.matcap = getTexture( json.matcap );
  34638. if ( json.alphaMap !== undefined ) material.alphaMap = getTexture( json.alphaMap );
  34639. if ( json.bumpMap !== undefined ) material.bumpMap = getTexture( json.bumpMap );
  34640. if ( json.bumpScale !== undefined ) material.bumpScale = json.bumpScale;
  34641. if ( json.normalMap !== undefined ) material.normalMap = getTexture( json.normalMap );
  34642. if ( json.normalMapType !== undefined ) material.normalMapType = json.normalMapType;
  34643. if ( json.normalScale !== undefined ) {
  34644. let normalScale = json.normalScale;
  34645. if ( Array.isArray( normalScale ) === false ) {
  34646. // Blender exporter used to export a scalar. See #7459
  34647. normalScale = [ normalScale, normalScale ];
  34648. }
  34649. material.normalScale = new Vector2().fromArray( normalScale );
  34650. }
  34651. if ( json.displacementMap !== undefined ) material.displacementMap = getTexture( json.displacementMap );
  34652. if ( json.displacementScale !== undefined ) material.displacementScale = json.displacementScale;
  34653. if ( json.displacementBias !== undefined ) material.displacementBias = json.displacementBias;
  34654. if ( json.roughnessMap !== undefined ) material.roughnessMap = getTexture( json.roughnessMap );
  34655. if ( json.metalnessMap !== undefined ) material.metalnessMap = getTexture( json.metalnessMap );
  34656. if ( json.emissiveMap !== undefined ) material.emissiveMap = getTexture( json.emissiveMap );
  34657. if ( json.emissiveIntensity !== undefined ) material.emissiveIntensity = json.emissiveIntensity;
  34658. if ( json.specularMap !== undefined ) material.specularMap = getTexture( json.specularMap );
  34659. if ( json.specularIntensityMap !== undefined ) material.specularIntensityMap = getTexture( json.specularIntensityMap );
  34660. if ( json.specularColorMap !== undefined ) material.specularColorMap = getTexture( json.specularColorMap );
  34661. if ( json.envMap !== undefined ) material.envMap = getTexture( json.envMap );
  34662. if ( json.envMapRotation !== undefined ) material.envMapRotation.fromArray( json.envMapRotation );
  34663. if ( json.envMapIntensity !== undefined ) material.envMapIntensity = json.envMapIntensity;
  34664. if ( json.reflectivity !== undefined ) material.reflectivity = json.reflectivity;
  34665. if ( json.refractionRatio !== undefined ) material.refractionRatio = json.refractionRatio;
  34666. if ( json.lightMap !== undefined ) material.lightMap = getTexture( json.lightMap );
  34667. if ( json.lightMapIntensity !== undefined ) material.lightMapIntensity = json.lightMapIntensity;
  34668. if ( json.aoMap !== undefined ) material.aoMap = getTexture( json.aoMap );
  34669. if ( json.aoMapIntensity !== undefined ) material.aoMapIntensity = json.aoMapIntensity;
  34670. if ( json.gradientMap !== undefined ) material.gradientMap = getTexture( json.gradientMap );
  34671. if ( json.clearcoatMap !== undefined ) material.clearcoatMap = getTexture( json.clearcoatMap );
  34672. if ( json.clearcoatRoughnessMap !== undefined ) material.clearcoatRoughnessMap = getTexture( json.clearcoatRoughnessMap );
  34673. if ( json.clearcoatNormalMap !== undefined ) material.clearcoatNormalMap = getTexture( json.clearcoatNormalMap );
  34674. if ( json.clearcoatNormalScale !== undefined ) material.clearcoatNormalScale = new Vector2().fromArray( json.clearcoatNormalScale );
  34675. if ( json.iridescenceMap !== undefined ) material.iridescenceMap = getTexture( json.iridescenceMap );
  34676. if ( json.iridescenceThicknessMap !== undefined ) material.iridescenceThicknessMap = getTexture( json.iridescenceThicknessMap );
  34677. if ( json.transmissionMap !== undefined ) material.transmissionMap = getTexture( json.transmissionMap );
  34678. if ( json.thicknessMap !== undefined ) material.thicknessMap = getTexture( json.thicknessMap );
  34679. if ( json.anisotropyMap !== undefined ) material.anisotropyMap = getTexture( json.anisotropyMap );
  34680. if ( json.sheenColorMap !== undefined ) material.sheenColorMap = getTexture( json.sheenColorMap );
  34681. if ( json.sheenRoughnessMap !== undefined ) material.sheenRoughnessMap = getTexture( json.sheenRoughnessMap );
  34682. return material;
  34683. }
  34684. /**
  34685. * Textures are not embedded in the material JSON so they have
  34686. * to be injected before the loading process starts.
  34687. *
  34688. * @param {Object} value - A dictionary holding textures for material properties.
  34689. * @return {MaterialLoader} A reference to this material loader.
  34690. */
  34691. setTextures( value ) {
  34692. this.textures = value;
  34693. return this;
  34694. }
  34695. /**
  34696. * Creates a material for the given type.
  34697. *
  34698. * @param {string} type - The material type.
  34699. * @return {Material} The new material.
  34700. */
  34701. createMaterialFromType( type ) {
  34702. return MaterialLoader.createMaterialFromType( type );
  34703. }
  34704. /**
  34705. * Creates a material for the given type.
  34706. *
  34707. * @static
  34708. * @param {string} type - The material type.
  34709. * @return {Material} The new material.
  34710. */
  34711. static createMaterialFromType( type ) {
  34712. const materialLib = {
  34713. ShadowMaterial,
  34714. SpriteMaterial,
  34715. RawShaderMaterial,
  34716. ShaderMaterial,
  34717. PointsMaterial,
  34718. MeshPhysicalMaterial,
  34719. MeshStandardMaterial,
  34720. MeshPhongMaterial,
  34721. MeshToonMaterial,
  34722. MeshNormalMaterial,
  34723. MeshLambertMaterial,
  34724. MeshDepthMaterial,
  34725. MeshDistanceMaterial,
  34726. MeshBasicMaterial,
  34727. MeshMatcapMaterial,
  34728. LineDashedMaterial,
  34729. LineBasicMaterial,
  34730. Material
  34731. };
  34732. return new materialLib[ type ]();
  34733. }
  34734. }
  34735. /**
  34736. * A class with loader utility functions.
  34737. */
  34738. class LoaderUtils {
  34739. /**
  34740. * Extracts the base URL from the given URL.
  34741. *
  34742. * @param {string} url -The URL to extract the base URL from.
  34743. * @return {string} The extracted base URL.
  34744. */
  34745. static extractUrlBase( url ) {
  34746. const index = url.lastIndexOf( '/' );
  34747. if ( index === -1 ) return './';
  34748. return url.slice( 0, index + 1 );
  34749. }
  34750. /**
  34751. * Resolves relative URLs against the given path. Absolute paths, data urls,
  34752. * and blob URLs will be returned as is. Invalid URLs will return an empty
  34753. * string.
  34754. *
  34755. * @param {string} url -The URL to resolve.
  34756. * @param {string} path - The base path for relative URLs to be resolved against.
  34757. * @return {string} The resolved URL.
  34758. */
  34759. static resolveURL( url, path ) {
  34760. // Invalid URL
  34761. if ( typeof url !== 'string' || url === '' ) return '';
  34762. // Host Relative URL
  34763. if ( /^https?:\/\//i.test( path ) && /^\//.test( url ) ) {
  34764. path = path.replace( /(^https?:\/\/[^\/]+).*/i, '$1' );
  34765. }
  34766. // Absolute URL http://,https://,//
  34767. if ( /^(https?:)?\/\//i.test( url ) ) return url;
  34768. // Data URI
  34769. if ( /^data:.*,.*$/i.test( url ) ) return url;
  34770. // Blob URL
  34771. if ( /^blob:.*$/i.test( url ) ) return url;
  34772. // Relative URL
  34773. return path + url;
  34774. }
  34775. }
  34776. /**
  34777. * An instanced version of a geometry.
  34778. */
  34779. class InstancedBufferGeometry extends BufferGeometry {
  34780. /**
  34781. * Constructs a new instanced buffer geometry.
  34782. */
  34783. constructor() {
  34784. super();
  34785. /**
  34786. * This flag can be used for type testing.
  34787. *
  34788. * @type {boolean}
  34789. * @readonly
  34790. * @default true
  34791. */
  34792. this.isInstancedBufferGeometry = true;
  34793. this.type = 'InstancedBufferGeometry';
  34794. /**
  34795. * The instance count.
  34796. *
  34797. * @type {number}
  34798. * @default Infinity
  34799. */
  34800. this.instanceCount = Infinity;
  34801. }
  34802. copy( source ) {
  34803. super.copy( source );
  34804. this.instanceCount = source.instanceCount;
  34805. return this;
  34806. }
  34807. toJSON() {
  34808. const data = super.toJSON();
  34809. data.instanceCount = this.instanceCount;
  34810. data.isInstancedBufferGeometry = true;
  34811. return data;
  34812. }
  34813. }
  34814. /**
  34815. * Class for loading geometries. The files are internally
  34816. * loaded via {@link FileLoader}.
  34817. *
  34818. * ```js
  34819. * const loader = new THREE.BufferGeometryLoader();
  34820. * const geometry = await loader.loadAsync( 'models/json/pressure.json' );
  34821. *
  34822. * const material = new THREE.MeshBasicMaterial( { color: 0xF5F5F5 } );
  34823. * const object = new THREE.Mesh( geometry, material );
  34824. * scene.add( object );
  34825. * ```
  34826. *
  34827. * @augments Loader
  34828. */
  34829. class BufferGeometryLoader extends Loader {
  34830. /**
  34831. * Constructs a new geometry loader.
  34832. *
  34833. * @param {LoadingManager} [manager] - The loading manager.
  34834. */
  34835. constructor( manager ) {
  34836. super( manager );
  34837. }
  34838. /**
  34839. * Starts loading from the given URL and pass the loaded geometry to the `onLoad()` callback.
  34840. *
  34841. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  34842. * @param {function(BufferGeometry)} onLoad - Executed when the loading process has been finished.
  34843. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  34844. * @param {onErrorCallback} onError - Executed when errors occur.
  34845. */
  34846. load( url, onLoad, onProgress, onError ) {
  34847. const scope = this;
  34848. const loader = new FileLoader( scope.manager );
  34849. loader.setPath( scope.path );
  34850. loader.setRequestHeader( scope.requestHeader );
  34851. loader.setWithCredentials( scope.withCredentials );
  34852. loader.load( url, function ( text ) {
  34853. try {
  34854. onLoad( scope.parse( JSON.parse( text ) ) );
  34855. } catch ( e ) {
  34856. if ( onError ) {
  34857. onError( e );
  34858. } else {
  34859. error( e );
  34860. }
  34861. scope.manager.itemError( url );
  34862. }
  34863. }, onProgress, onError );
  34864. }
  34865. /**
  34866. * Parses the given JSON object and returns a geometry.
  34867. *
  34868. * @param {Object} json - The serialized geometry.
  34869. * @return {BufferGeometry} The parsed geometry.
  34870. */
  34871. parse( json ) {
  34872. const interleavedBufferMap = {};
  34873. const arrayBufferMap = {};
  34874. function getInterleavedBuffer( json, uuid ) {
  34875. if ( interleavedBufferMap[ uuid ] !== undefined ) return interleavedBufferMap[ uuid ];
  34876. const interleavedBuffers = json.interleavedBuffers;
  34877. const interleavedBuffer = interleavedBuffers[ uuid ];
  34878. const buffer = getArrayBuffer( json, interleavedBuffer.buffer );
  34879. const array = getTypedArray( interleavedBuffer.type, buffer );
  34880. const ib = new InterleavedBuffer( array, interleavedBuffer.stride );
  34881. ib.uuid = interleavedBuffer.uuid;
  34882. interleavedBufferMap[ uuid ] = ib;
  34883. return ib;
  34884. }
  34885. function getArrayBuffer( json, uuid ) {
  34886. if ( arrayBufferMap[ uuid ] !== undefined ) return arrayBufferMap[ uuid ];
  34887. const arrayBuffers = json.arrayBuffers;
  34888. const arrayBuffer = arrayBuffers[ uuid ];
  34889. const ab = new Uint32Array( arrayBuffer ).buffer;
  34890. arrayBufferMap[ uuid ] = ab;
  34891. return ab;
  34892. }
  34893. const geometry = json.isInstancedBufferGeometry ? new InstancedBufferGeometry() : new BufferGeometry();
  34894. const index = json.data.index;
  34895. if ( index !== undefined ) {
  34896. const typedArray = getTypedArray( index.type, index.array );
  34897. geometry.setIndex( new BufferAttribute( typedArray, 1 ) );
  34898. }
  34899. const attributes = json.data.attributes;
  34900. for ( const key in attributes ) {
  34901. const attribute = attributes[ key ];
  34902. let bufferAttribute;
  34903. if ( attribute.isInterleavedBufferAttribute ) {
  34904. const interleavedBuffer = getInterleavedBuffer( json.data, attribute.data );
  34905. bufferAttribute = new InterleavedBufferAttribute( interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized );
  34906. } else {
  34907. const typedArray = getTypedArray( attribute.type, attribute.array );
  34908. const bufferAttributeConstr = attribute.isInstancedBufferAttribute ? InstancedBufferAttribute : BufferAttribute;
  34909. bufferAttribute = new bufferAttributeConstr( typedArray, attribute.itemSize, attribute.normalized );
  34910. }
  34911. if ( attribute.name !== undefined ) bufferAttribute.name = attribute.name;
  34912. if ( attribute.usage !== undefined ) bufferAttribute.setUsage( attribute.usage );
  34913. geometry.setAttribute( key, bufferAttribute );
  34914. }
  34915. const morphAttributes = json.data.morphAttributes;
  34916. if ( morphAttributes ) {
  34917. for ( const key in morphAttributes ) {
  34918. const attributeArray = morphAttributes[ key ];
  34919. const array = [];
  34920. for ( let i = 0, il = attributeArray.length; i < il; i ++ ) {
  34921. const attribute = attributeArray[ i ];
  34922. let bufferAttribute;
  34923. if ( attribute.isInterleavedBufferAttribute ) {
  34924. const interleavedBuffer = getInterleavedBuffer( json.data, attribute.data );
  34925. bufferAttribute = new InterleavedBufferAttribute( interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized );
  34926. } else {
  34927. const typedArray = getTypedArray( attribute.type, attribute.array );
  34928. bufferAttribute = new BufferAttribute( typedArray, attribute.itemSize, attribute.normalized );
  34929. }
  34930. if ( attribute.name !== undefined ) bufferAttribute.name = attribute.name;
  34931. array.push( bufferAttribute );
  34932. }
  34933. geometry.morphAttributes[ key ] = array;
  34934. }
  34935. }
  34936. const morphTargetsRelative = json.data.morphTargetsRelative;
  34937. if ( morphTargetsRelative ) {
  34938. geometry.morphTargetsRelative = true;
  34939. }
  34940. const groups = json.data.groups || json.data.drawcalls || json.data.offsets;
  34941. if ( groups !== undefined ) {
  34942. for ( let i = 0, n = groups.length; i !== n; ++ i ) {
  34943. const group = groups[ i ];
  34944. geometry.addGroup( group.start, group.count, group.materialIndex );
  34945. }
  34946. }
  34947. const boundingSphere = json.data.boundingSphere;
  34948. if ( boundingSphere !== undefined ) {
  34949. geometry.boundingSphere = new Sphere().fromJSON( boundingSphere );
  34950. }
  34951. if ( json.name ) geometry.name = json.name;
  34952. if ( json.userData ) geometry.userData = json.userData;
  34953. return geometry;
  34954. }
  34955. }
  34956. /**
  34957. * 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).
  34958. * The files are internally loaded via {@link FileLoader}.
  34959. *
  34960. * ```js
  34961. * const loader = new THREE.ObjectLoader();
  34962. * const obj = await loader.loadAsync( 'models/json/example.json' );
  34963. * scene.add( obj );
  34964. *
  34965. * // Alternatively, to parse a previously loaded JSON structure
  34966. * const object = await loader.parseAsync( a_json_object );
  34967. * scene.add( object );
  34968. * ```
  34969. *
  34970. * @augments Loader
  34971. */
  34972. class ObjectLoader extends Loader {
  34973. /**
  34974. * Constructs a new object loader.
  34975. *
  34976. * @param {LoadingManager} [manager] - The loading manager.
  34977. */
  34978. constructor( manager ) {
  34979. super( manager );
  34980. }
  34981. /**
  34982. * Starts loading from the given URL and pass the loaded 3D object to the `onLoad()` callback.
  34983. *
  34984. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  34985. * @param {function(Object3D)} onLoad - Executed when the loading process has been finished.
  34986. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  34987. * @param {onErrorCallback} onError - Executed when errors occur.
  34988. */
  34989. load( url, onLoad, onProgress, onError ) {
  34990. const scope = this;
  34991. const path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path;
  34992. this.resourcePath = this.resourcePath || path;
  34993. const loader = new FileLoader( this.manager );
  34994. loader.setPath( this.path );
  34995. loader.setRequestHeader( this.requestHeader );
  34996. loader.setWithCredentials( this.withCredentials );
  34997. loader.load( url, function ( text ) {
  34998. let json = null;
  34999. try {
  35000. json = JSON.parse( text );
  35001. } catch ( error ) {
  35002. if ( onError !== undefined ) onError( error );
  35003. error( 'ObjectLoader: Can\'t parse ' + url + '.', error.message );
  35004. return;
  35005. }
  35006. const metadata = json.metadata;
  35007. if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {
  35008. if ( onError !== undefined ) onError( new Error( 'THREE.ObjectLoader: Can\'t load ' + url ) );
  35009. error( 'ObjectLoader: Can\'t load ' + url );
  35010. return;
  35011. }
  35012. scope.parse( json, onLoad );
  35013. }, onProgress, onError );
  35014. }
  35015. /**
  35016. * Async version of {@link ObjectLoader#load}.
  35017. *
  35018. * @async
  35019. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  35020. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  35021. * @return {Promise<Object3D>} A Promise that resolves with the loaded 3D object.
  35022. */
  35023. async loadAsync( url, onProgress ) {
  35024. const scope = this;
  35025. const path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path;
  35026. this.resourcePath = this.resourcePath || path;
  35027. const loader = new FileLoader( this.manager );
  35028. loader.setPath( this.path );
  35029. loader.setRequestHeader( this.requestHeader );
  35030. loader.setWithCredentials( this.withCredentials );
  35031. const text = await loader.loadAsync( url, onProgress );
  35032. const json = JSON.parse( text );
  35033. const metadata = json.metadata;
  35034. if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {
  35035. throw new Error( 'THREE.ObjectLoader: Can\'t load ' + url );
  35036. }
  35037. return await scope.parseAsync( json );
  35038. }
  35039. /**
  35040. * Parses the given JSON. This is used internally by {@link ObjectLoader#load}
  35041. * but can also be used directly to parse a previously loaded JSON structure.
  35042. *
  35043. * @param {Object} json - The serialized 3D object.
  35044. * @param {onLoad} onLoad - Executed when all resources (e.g. textures) have been fully loaded.
  35045. * @return {Object3D} The parsed 3D object.
  35046. */
  35047. parse( json, onLoad ) {
  35048. const animations = this.parseAnimations( json.animations );
  35049. const shapes = this.parseShapes( json.shapes );
  35050. const geometries = this.parseGeometries( json.geometries, shapes );
  35051. const images = this.parseImages( json.images, function () {
  35052. if ( onLoad !== undefined ) onLoad( object );
  35053. } );
  35054. const textures = this.parseTextures( json.textures, images );
  35055. const materials = this.parseMaterials( json.materials, textures );
  35056. const object = this.parseObject( json.object, geometries, materials, textures, animations );
  35057. const skeletons = this.parseSkeletons( json.skeletons, object );
  35058. this.bindSkeletons( object, skeletons );
  35059. this.bindLightTargets( object );
  35060. //
  35061. if ( onLoad !== undefined ) {
  35062. let hasImages = false;
  35063. for ( const uuid in images ) {
  35064. if ( images[ uuid ].data instanceof HTMLImageElement ) {
  35065. hasImages = true;
  35066. break;
  35067. }
  35068. }
  35069. if ( hasImages === false ) onLoad( object );
  35070. }
  35071. return object;
  35072. }
  35073. /**
  35074. * Async version of {@link ObjectLoader#parse}.
  35075. *
  35076. * @param {Object} json - The serialized 3D object.
  35077. * @return {Promise<Object3D>} A Promise that resolves with the parsed 3D object.
  35078. */
  35079. async parseAsync( json ) {
  35080. const animations = this.parseAnimations( json.animations );
  35081. const shapes = this.parseShapes( json.shapes );
  35082. const geometries = this.parseGeometries( json.geometries, shapes );
  35083. const images = await this.parseImagesAsync( json.images );
  35084. const textures = this.parseTextures( json.textures, images );
  35085. const materials = this.parseMaterials( json.materials, textures );
  35086. const object = this.parseObject( json.object, geometries, materials, textures, animations );
  35087. const skeletons = this.parseSkeletons( json.skeletons, object );
  35088. this.bindSkeletons( object, skeletons );
  35089. this.bindLightTargets( object );
  35090. return object;
  35091. }
  35092. // internals
  35093. parseShapes( json ) {
  35094. const shapes = {};
  35095. if ( json !== undefined ) {
  35096. for ( let i = 0, l = json.length; i < l; i ++ ) {
  35097. const shape = new Shape().fromJSON( json[ i ] );
  35098. shapes[ shape.uuid ] = shape;
  35099. }
  35100. }
  35101. return shapes;
  35102. }
  35103. parseSkeletons( json, object ) {
  35104. const skeletons = {};
  35105. const bones = {};
  35106. // generate bone lookup table
  35107. object.traverse( function ( child ) {
  35108. if ( child.isBone ) bones[ child.uuid ] = child;
  35109. } );
  35110. // create skeletons
  35111. if ( json !== undefined ) {
  35112. for ( let i = 0, l = json.length; i < l; i ++ ) {
  35113. const skeleton = new Skeleton().fromJSON( json[ i ], bones );
  35114. skeletons[ skeleton.uuid ] = skeleton;
  35115. }
  35116. }
  35117. return skeletons;
  35118. }
  35119. parseGeometries( json, shapes ) {
  35120. const geometries = {};
  35121. if ( json !== undefined ) {
  35122. const bufferGeometryLoader = new BufferGeometryLoader();
  35123. for ( let i = 0, l = json.length; i < l; i ++ ) {
  35124. let geometry;
  35125. const data = json[ i ];
  35126. switch ( data.type ) {
  35127. case 'BufferGeometry':
  35128. case 'InstancedBufferGeometry':
  35129. geometry = bufferGeometryLoader.parse( data );
  35130. break;
  35131. default:
  35132. if ( data.type in Geometries ) {
  35133. geometry = Geometries[ data.type ].fromJSON( data, shapes );
  35134. } else {
  35135. warn( `ObjectLoader: Unsupported geometry type "${ data.type }"` );
  35136. }
  35137. }
  35138. geometry.uuid = data.uuid;
  35139. if ( data.name !== undefined ) geometry.name = data.name;
  35140. if ( data.userData !== undefined ) geometry.userData = data.userData;
  35141. geometries[ data.uuid ] = geometry;
  35142. }
  35143. }
  35144. return geometries;
  35145. }
  35146. parseMaterials( json, textures ) {
  35147. const cache = {}; // MultiMaterial
  35148. const materials = {};
  35149. if ( json !== undefined ) {
  35150. const loader = new MaterialLoader();
  35151. loader.setTextures( textures );
  35152. for ( let i = 0, l = json.length; i < l; i ++ ) {
  35153. const data = json[ i ];
  35154. if ( cache[ data.uuid ] === undefined ) {
  35155. cache[ data.uuid ] = loader.parse( data );
  35156. }
  35157. materials[ data.uuid ] = cache[ data.uuid ];
  35158. }
  35159. }
  35160. return materials;
  35161. }
  35162. parseAnimations( json ) {
  35163. const animations = {};
  35164. if ( json !== undefined ) {
  35165. for ( let i = 0; i < json.length; i ++ ) {
  35166. const data = json[ i ];
  35167. const clip = AnimationClip.parse( data );
  35168. animations[ clip.uuid ] = clip;
  35169. }
  35170. }
  35171. return animations;
  35172. }
  35173. parseImages( json, onLoad ) {
  35174. const scope = this;
  35175. const images = {};
  35176. let loader;
  35177. function loadImage( url ) {
  35178. scope.manager.itemStart( url );
  35179. return loader.load( url, function () {
  35180. scope.manager.itemEnd( url );
  35181. }, undefined, function () {
  35182. scope.manager.itemError( url );
  35183. scope.manager.itemEnd( url );
  35184. } );
  35185. }
  35186. function deserializeImage( image ) {
  35187. if ( typeof image === 'string' ) {
  35188. const url = image;
  35189. const path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( url ) ? url : scope.resourcePath + url;
  35190. return loadImage( path );
  35191. } else {
  35192. if ( image.data ) {
  35193. return {
  35194. data: getTypedArray( image.type, image.data ),
  35195. width: image.width,
  35196. height: image.height
  35197. };
  35198. } else {
  35199. return null;
  35200. }
  35201. }
  35202. }
  35203. if ( json !== undefined && json.length > 0 ) {
  35204. const manager = new LoadingManager( onLoad );
  35205. loader = new ImageLoader( manager );
  35206. loader.setCrossOrigin( this.crossOrigin );
  35207. for ( let i = 0, il = json.length; i < il; i ++ ) {
  35208. const image = json[ i ];
  35209. const url = image.url;
  35210. if ( Array.isArray( url ) ) {
  35211. // load array of images e.g CubeTexture
  35212. const imageArray = [];
  35213. for ( let j = 0, jl = url.length; j < jl; j ++ ) {
  35214. const currentUrl = url[ j ];
  35215. const deserializedImage = deserializeImage( currentUrl );
  35216. if ( deserializedImage !== null ) {
  35217. if ( deserializedImage instanceof HTMLImageElement ) {
  35218. imageArray.push( deserializedImage );
  35219. } else {
  35220. // special case: handle array of data textures for cube textures
  35221. imageArray.push( new DataTexture( deserializedImage.data, deserializedImage.width, deserializedImage.height ) );
  35222. }
  35223. }
  35224. }
  35225. images[ image.uuid ] = new Source( imageArray );
  35226. } else {
  35227. // load single image
  35228. const deserializedImage = deserializeImage( image.url );
  35229. images[ image.uuid ] = new Source( deserializedImage );
  35230. }
  35231. }
  35232. }
  35233. return images;
  35234. }
  35235. async parseImagesAsync( json ) {
  35236. const scope = this;
  35237. const images = {};
  35238. let loader;
  35239. async function deserializeImage( image ) {
  35240. if ( typeof image === 'string' ) {
  35241. const url = image;
  35242. const path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( url ) ? url : scope.resourcePath + url;
  35243. return await loader.loadAsync( path );
  35244. } else {
  35245. if ( image.data ) {
  35246. return {
  35247. data: getTypedArray( image.type, image.data ),
  35248. width: image.width,
  35249. height: image.height
  35250. };
  35251. } else {
  35252. return null;
  35253. }
  35254. }
  35255. }
  35256. if ( json !== undefined && json.length > 0 ) {
  35257. loader = new ImageLoader( this.manager );
  35258. loader.setCrossOrigin( this.crossOrigin );
  35259. for ( let i = 0, il = json.length; i < il; i ++ ) {
  35260. const image = json[ i ];
  35261. const url = image.url;
  35262. if ( Array.isArray( url ) ) {
  35263. // load array of images e.g CubeTexture
  35264. const imageArray = [];
  35265. for ( let j = 0, jl = url.length; j < jl; j ++ ) {
  35266. const currentUrl = url[ j ];
  35267. const deserializedImage = await deserializeImage( currentUrl );
  35268. if ( deserializedImage !== null ) {
  35269. if ( deserializedImage instanceof HTMLImageElement ) {
  35270. imageArray.push( deserializedImage );
  35271. } else {
  35272. // special case: handle array of data textures for cube textures
  35273. imageArray.push( new DataTexture( deserializedImage.data, deserializedImage.width, deserializedImage.height ) );
  35274. }
  35275. }
  35276. }
  35277. images[ image.uuid ] = new Source( imageArray );
  35278. } else {
  35279. // load single image
  35280. const deserializedImage = await deserializeImage( image.url );
  35281. images[ image.uuid ] = new Source( deserializedImage );
  35282. }
  35283. }
  35284. }
  35285. return images;
  35286. }
  35287. parseTextures( json, images ) {
  35288. function parseConstant( value, type ) {
  35289. if ( typeof value === 'number' ) return value;
  35290. warn( 'ObjectLoader.parseTexture: Constant should be in numeric form.', value );
  35291. return type[ value ];
  35292. }
  35293. const textures = {};
  35294. if ( json !== undefined ) {
  35295. for ( let i = 0, l = json.length; i < l; i ++ ) {
  35296. const data = json[ i ];
  35297. if ( data.image === undefined ) {
  35298. warn( 'ObjectLoader: No "image" specified for', data.uuid );
  35299. }
  35300. if ( images[ data.image ] === undefined ) {
  35301. warn( 'ObjectLoader: Undefined image', data.image );
  35302. }
  35303. const source = images[ data.image ];
  35304. const image = source.data;
  35305. let texture;
  35306. if ( Array.isArray( image ) ) {
  35307. texture = new CubeTexture();
  35308. if ( image.length === 6 ) texture.needsUpdate = true;
  35309. } else {
  35310. if ( image && image.data ) {
  35311. texture = new DataTexture();
  35312. } else {
  35313. texture = new Texture();
  35314. }
  35315. if ( image ) texture.needsUpdate = true; // textures can have undefined image data
  35316. }
  35317. texture.source = source;
  35318. texture.uuid = data.uuid;
  35319. if ( data.name !== undefined ) texture.name = data.name;
  35320. if ( data.mapping !== undefined ) texture.mapping = parseConstant( data.mapping, TEXTURE_MAPPING );
  35321. if ( data.channel !== undefined ) texture.channel = data.channel;
  35322. if ( data.offset !== undefined ) texture.offset.fromArray( data.offset );
  35323. if ( data.repeat !== undefined ) texture.repeat.fromArray( data.repeat );
  35324. if ( data.center !== undefined ) texture.center.fromArray( data.center );
  35325. if ( data.rotation !== undefined ) texture.rotation = data.rotation;
  35326. if ( data.wrap !== undefined ) {
  35327. texture.wrapS = parseConstant( data.wrap[ 0 ], TEXTURE_WRAPPING );
  35328. texture.wrapT = parseConstant( data.wrap[ 1 ], TEXTURE_WRAPPING );
  35329. }
  35330. if ( data.format !== undefined ) texture.format = data.format;
  35331. if ( data.internalFormat !== undefined ) texture.internalFormat = data.internalFormat;
  35332. if ( data.type !== undefined ) texture.type = data.type;
  35333. if ( data.colorSpace !== undefined ) texture.colorSpace = data.colorSpace;
  35334. if ( data.minFilter !== undefined ) texture.minFilter = parseConstant( data.minFilter, TEXTURE_FILTER );
  35335. if ( data.magFilter !== undefined ) texture.magFilter = parseConstant( data.magFilter, TEXTURE_FILTER );
  35336. if ( data.anisotropy !== undefined ) texture.anisotropy = data.anisotropy;
  35337. if ( data.flipY !== undefined ) texture.flipY = data.flipY;
  35338. if ( data.generateMipmaps !== undefined ) texture.generateMipmaps = data.generateMipmaps;
  35339. if ( data.premultiplyAlpha !== undefined ) texture.premultiplyAlpha = data.premultiplyAlpha;
  35340. if ( data.unpackAlignment !== undefined ) texture.unpackAlignment = data.unpackAlignment;
  35341. if ( data.compareFunction !== undefined ) texture.compareFunction = data.compareFunction;
  35342. if ( data.userData !== undefined ) texture.userData = data.userData;
  35343. textures[ data.uuid ] = texture;
  35344. }
  35345. }
  35346. return textures;
  35347. }
  35348. parseObject( data, geometries, materials, textures, animations ) {
  35349. let object;
  35350. function getGeometry( name ) {
  35351. if ( geometries[ name ] === undefined ) {
  35352. warn( 'ObjectLoader: Undefined geometry', name );
  35353. }
  35354. return geometries[ name ];
  35355. }
  35356. function getMaterial( name ) {
  35357. if ( name === undefined ) return undefined;
  35358. if ( Array.isArray( name ) ) {
  35359. const array = [];
  35360. for ( let i = 0, l = name.length; i < l; i ++ ) {
  35361. const uuid = name[ i ];
  35362. if ( materials[ uuid ] === undefined ) {
  35363. warn( 'ObjectLoader: Undefined material', uuid );
  35364. }
  35365. array.push( materials[ uuid ] );
  35366. }
  35367. return array;
  35368. }
  35369. if ( materials[ name ] === undefined ) {
  35370. warn( 'ObjectLoader: Undefined material', name );
  35371. }
  35372. return materials[ name ];
  35373. }
  35374. function getTexture( uuid ) {
  35375. if ( textures[ uuid ] === undefined ) {
  35376. warn( 'ObjectLoader: Undefined texture', uuid );
  35377. }
  35378. return textures[ uuid ];
  35379. }
  35380. let geometry, material;
  35381. switch ( data.type ) {
  35382. case 'Scene':
  35383. object = new Scene();
  35384. if ( data.background !== undefined ) {
  35385. if ( Number.isInteger( data.background ) ) {
  35386. object.background = new Color( data.background );
  35387. } else {
  35388. object.background = getTexture( data.background );
  35389. }
  35390. }
  35391. if ( data.environment !== undefined ) {
  35392. object.environment = getTexture( data.environment );
  35393. }
  35394. if ( data.fog !== undefined ) {
  35395. if ( data.fog.type === 'Fog' ) {
  35396. object.fog = new Fog( data.fog.color, data.fog.near, data.fog.far );
  35397. } else if ( data.fog.type === 'FogExp2' ) {
  35398. object.fog = new FogExp2( data.fog.color, data.fog.density );
  35399. }
  35400. if ( data.fog.name !== '' ) {
  35401. object.fog.name = data.fog.name;
  35402. }
  35403. }
  35404. if ( data.backgroundBlurriness !== undefined ) object.backgroundBlurriness = data.backgroundBlurriness;
  35405. if ( data.backgroundIntensity !== undefined ) object.backgroundIntensity = data.backgroundIntensity;
  35406. if ( data.backgroundRotation !== undefined ) object.backgroundRotation.fromArray( data.backgroundRotation );
  35407. if ( data.environmentIntensity !== undefined ) object.environmentIntensity = data.environmentIntensity;
  35408. if ( data.environmentRotation !== undefined ) object.environmentRotation.fromArray( data.environmentRotation );
  35409. break;
  35410. case 'PerspectiveCamera':
  35411. object = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far );
  35412. if ( data.focus !== undefined ) object.focus = data.focus;
  35413. if ( data.zoom !== undefined ) object.zoom = data.zoom;
  35414. if ( data.filmGauge !== undefined ) object.filmGauge = data.filmGauge;
  35415. if ( data.filmOffset !== undefined ) object.filmOffset = data.filmOffset;
  35416. if ( data.view !== undefined ) object.view = Object.assign( {}, data.view );
  35417. break;
  35418. case 'OrthographicCamera':
  35419. object = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );
  35420. if ( data.zoom !== undefined ) object.zoom = data.zoom;
  35421. if ( data.view !== undefined ) object.view = Object.assign( {}, data.view );
  35422. break;
  35423. case 'AmbientLight':
  35424. object = new AmbientLight( data.color, data.intensity );
  35425. break;
  35426. case 'DirectionalLight':
  35427. object = new DirectionalLight( data.color, data.intensity );
  35428. object.target = data.target || '';
  35429. break;
  35430. case 'PointLight':
  35431. object = new PointLight( data.color, data.intensity, data.distance, data.decay );
  35432. break;
  35433. case 'RectAreaLight':
  35434. object = new RectAreaLight( data.color, data.intensity, data.width, data.height );
  35435. break;
  35436. case 'SpotLight':
  35437. object = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay );
  35438. object.target = data.target || '';
  35439. break;
  35440. case 'HemisphereLight':
  35441. object = new HemisphereLight( data.color, data.groundColor, data.intensity );
  35442. break;
  35443. case 'LightProbe':
  35444. object = new LightProbe().fromJSON( data );
  35445. break;
  35446. case 'SkinnedMesh':
  35447. geometry = getGeometry( data.geometry );
  35448. material = getMaterial( data.material );
  35449. object = new SkinnedMesh( geometry, material );
  35450. if ( data.bindMode !== undefined ) object.bindMode = data.bindMode;
  35451. if ( data.bindMatrix !== undefined ) object.bindMatrix.fromArray( data.bindMatrix );
  35452. if ( data.skeleton !== undefined ) object.skeleton = data.skeleton;
  35453. break;
  35454. case 'Mesh':
  35455. geometry = getGeometry( data.geometry );
  35456. material = getMaterial( data.material );
  35457. object = new Mesh( geometry, material );
  35458. break;
  35459. case 'InstancedMesh':
  35460. geometry = getGeometry( data.geometry );
  35461. material = getMaterial( data.material );
  35462. const count = data.count;
  35463. const instanceMatrix = data.instanceMatrix;
  35464. const instanceColor = data.instanceColor;
  35465. object = new InstancedMesh( geometry, material, count );
  35466. object.instanceMatrix = new InstancedBufferAttribute( new Float32Array( instanceMatrix.array ), 16 );
  35467. if ( instanceColor !== undefined ) object.instanceColor = new InstancedBufferAttribute( new Float32Array( instanceColor.array ), instanceColor.itemSize );
  35468. break;
  35469. case 'BatchedMesh':
  35470. geometry = getGeometry( data.geometry );
  35471. material = getMaterial( data.material );
  35472. object = new BatchedMesh( data.maxInstanceCount, data.maxVertexCount, data.maxIndexCount, material );
  35473. object.geometry = geometry;
  35474. object.perObjectFrustumCulled = data.perObjectFrustumCulled;
  35475. object.sortObjects = data.sortObjects;
  35476. object._drawRanges = data.drawRanges;
  35477. object._reservedRanges = data.reservedRanges;
  35478. object._geometryInfo = data.geometryInfo.map( info => {
  35479. let box = null;
  35480. let sphere = null;
  35481. if ( info.boundingBox !== undefined ) {
  35482. box = new Box3().fromJSON( info.boundingBox );
  35483. }
  35484. if ( info.boundingSphere !== undefined ) {
  35485. sphere = new Sphere().fromJSON( info.boundingSphere );
  35486. }
  35487. return {
  35488. ...info,
  35489. boundingBox: box,
  35490. boundingSphere: sphere
  35491. };
  35492. } );
  35493. object._instanceInfo = data.instanceInfo;
  35494. object._availableInstanceIds = data._availableInstanceIds;
  35495. object._availableGeometryIds = data._availableGeometryIds;
  35496. object._nextIndexStart = data.nextIndexStart;
  35497. object._nextVertexStart = data.nextVertexStart;
  35498. object._geometryCount = data.geometryCount;
  35499. object._maxInstanceCount = data.maxInstanceCount;
  35500. object._maxVertexCount = data.maxVertexCount;
  35501. object._maxIndexCount = data.maxIndexCount;
  35502. object._geometryInitialized = data.geometryInitialized;
  35503. object._matricesTexture = getTexture( data.matricesTexture.uuid );
  35504. object._indirectTexture = getTexture( data.indirectTexture.uuid );
  35505. if ( data.colorsTexture !== undefined ) {
  35506. object._colorsTexture = getTexture( data.colorsTexture.uuid );
  35507. }
  35508. if ( data.boundingSphere !== undefined ) {
  35509. object.boundingSphere = new Sphere().fromJSON( data.boundingSphere );
  35510. }
  35511. if ( data.boundingBox !== undefined ) {
  35512. object.boundingBox = new Box3().fromJSON( data.boundingBox );
  35513. }
  35514. break;
  35515. case 'LOD':
  35516. object = new LOD();
  35517. break;
  35518. case 'Line':
  35519. object = new Line( getGeometry( data.geometry ), getMaterial( data.material ) );
  35520. break;
  35521. case 'LineLoop':
  35522. object = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) );
  35523. break;
  35524. case 'LineSegments':
  35525. object = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) );
  35526. break;
  35527. case 'PointCloud':
  35528. case 'Points':
  35529. object = new Points( getGeometry( data.geometry ), getMaterial( data.material ) );
  35530. break;
  35531. case 'Sprite':
  35532. object = new Sprite( getMaterial( data.material ) );
  35533. break;
  35534. case 'Group':
  35535. object = new Group();
  35536. break;
  35537. case 'Bone':
  35538. object = new Bone();
  35539. break;
  35540. default:
  35541. object = new Object3D();
  35542. }
  35543. object.uuid = data.uuid;
  35544. if ( data.name !== undefined ) object.name = data.name;
  35545. if ( data.matrix !== undefined ) {
  35546. object.matrix.fromArray( data.matrix );
  35547. if ( data.matrixAutoUpdate !== undefined ) object.matrixAutoUpdate = data.matrixAutoUpdate;
  35548. if ( object.matrixAutoUpdate ) object.matrix.decompose( object.position, object.quaternion, object.scale );
  35549. } else {
  35550. if ( data.position !== undefined ) object.position.fromArray( data.position );
  35551. if ( data.rotation !== undefined ) object.rotation.fromArray( data.rotation );
  35552. if ( data.quaternion !== undefined ) object.quaternion.fromArray( data.quaternion );
  35553. if ( data.scale !== undefined ) object.scale.fromArray( data.scale );
  35554. }
  35555. if ( data.up !== undefined ) object.up.fromArray( data.up );
  35556. if ( data.castShadow !== undefined ) object.castShadow = data.castShadow;
  35557. if ( data.receiveShadow !== undefined ) object.receiveShadow = data.receiveShadow;
  35558. if ( data.shadow ) {
  35559. if ( data.shadow.intensity !== undefined ) object.shadow.intensity = data.shadow.intensity;
  35560. if ( data.shadow.bias !== undefined ) object.shadow.bias = data.shadow.bias;
  35561. if ( data.shadow.normalBias !== undefined ) object.shadow.normalBias = data.shadow.normalBias;
  35562. if ( data.shadow.radius !== undefined ) object.shadow.radius = data.shadow.radius;
  35563. if ( data.shadow.mapSize !== undefined ) object.shadow.mapSize.fromArray( data.shadow.mapSize );
  35564. if ( data.shadow.camera !== undefined ) object.shadow.camera = this.parseObject( data.shadow.camera );
  35565. }
  35566. if ( data.visible !== undefined ) object.visible = data.visible;
  35567. if ( data.frustumCulled !== undefined ) object.frustumCulled = data.frustumCulled;
  35568. if ( data.renderOrder !== undefined ) object.renderOrder = data.renderOrder;
  35569. if ( data.userData !== undefined ) object.userData = data.userData;
  35570. if ( data.layers !== undefined ) object.layers.mask = data.layers;
  35571. if ( data.children !== undefined ) {
  35572. const children = data.children;
  35573. for ( let i = 0; i < children.length; i ++ ) {
  35574. object.add( this.parseObject( children[ i ], geometries, materials, textures, animations ) );
  35575. }
  35576. }
  35577. if ( data.animations !== undefined ) {
  35578. const objectAnimations = data.animations;
  35579. for ( let i = 0; i < objectAnimations.length; i ++ ) {
  35580. const uuid = objectAnimations[ i ];
  35581. object.animations.push( animations[ uuid ] );
  35582. }
  35583. }
  35584. if ( data.type === 'LOD' ) {
  35585. if ( data.autoUpdate !== undefined ) object.autoUpdate = data.autoUpdate;
  35586. const levels = data.levels;
  35587. for ( let l = 0; l < levels.length; l ++ ) {
  35588. const level = levels[ l ];
  35589. const child = object.getObjectByProperty( 'uuid', level.object );
  35590. if ( child !== undefined ) {
  35591. object.addLevel( child, level.distance, level.hysteresis );
  35592. }
  35593. }
  35594. }
  35595. return object;
  35596. }
  35597. bindSkeletons( object, skeletons ) {
  35598. if ( Object.keys( skeletons ).length === 0 ) return;
  35599. object.traverse( function ( child ) {
  35600. if ( child.isSkinnedMesh === true && child.skeleton !== undefined ) {
  35601. const skeleton = skeletons[ child.skeleton ];
  35602. if ( skeleton === undefined ) {
  35603. warn( 'ObjectLoader: No skeleton found with UUID:', child.skeleton );
  35604. } else {
  35605. child.bind( skeleton, child.bindMatrix );
  35606. }
  35607. }
  35608. } );
  35609. }
  35610. bindLightTargets( object ) {
  35611. object.traverse( function ( child ) {
  35612. if ( child.isDirectionalLight || child.isSpotLight ) {
  35613. const uuid = child.target;
  35614. const target = object.getObjectByProperty( 'uuid', uuid );
  35615. if ( target !== undefined ) {
  35616. child.target = target;
  35617. } else {
  35618. child.target = new Object3D();
  35619. }
  35620. }
  35621. } );
  35622. }
  35623. }
  35624. const TEXTURE_MAPPING = {
  35625. UVMapping: UVMapping,
  35626. CubeReflectionMapping: CubeReflectionMapping,
  35627. CubeRefractionMapping: CubeRefractionMapping,
  35628. EquirectangularReflectionMapping: EquirectangularReflectionMapping,
  35629. EquirectangularRefractionMapping: EquirectangularRefractionMapping,
  35630. CubeUVReflectionMapping: CubeUVReflectionMapping
  35631. };
  35632. const TEXTURE_WRAPPING = {
  35633. RepeatWrapping: RepeatWrapping,
  35634. ClampToEdgeWrapping: ClampToEdgeWrapping,
  35635. MirroredRepeatWrapping: MirroredRepeatWrapping
  35636. };
  35637. const TEXTURE_FILTER = {
  35638. NearestFilter: NearestFilter,
  35639. NearestMipmapNearestFilter: NearestMipmapNearestFilter,
  35640. NearestMipmapLinearFilter: NearestMipmapLinearFilter,
  35641. LinearFilter: LinearFilter,
  35642. LinearMipmapNearestFilter: LinearMipmapNearestFilter,
  35643. LinearMipmapLinearFilter: LinearMipmapLinearFilter
  35644. };
  35645. const _errorMap = new WeakMap();
  35646. /**
  35647. * A loader for loading images as an [ImageBitmap](https://developer.mozilla.org/en-US/docs/Web/API/ImageBitmap).
  35648. * An `ImageBitmap` provides an asynchronous and resource efficient pathway to prepare
  35649. * textures for rendering.
  35650. *
  35651. * Note that {@link Texture#flipY} and {@link Texture#premultiplyAlpha} are ignored with image bitmaps.
  35652. * They needs these configuration on bitmap creation unlike regular images need them on uploading to GPU.
  35653. *
  35654. * You need to set the equivalent options via {@link ImageBitmapLoader#setOptions} instead.
  35655. *
  35656. * Also note that unlike {@link FileLoader}, this loader avoids multiple concurrent requests to the same URL only if `Cache` is enabled.
  35657. *
  35658. * ```js
  35659. * const loader = new THREE.ImageBitmapLoader();
  35660. * loader.setOptions( { imageOrientation: 'flipY' } ); // set options if needed
  35661. * const imageBitmap = await loader.loadAsync( 'image.png' );
  35662. *
  35663. * const texture = new THREE.Texture( imageBitmap );
  35664. * texture.needsUpdate = true;
  35665. * ```
  35666. *
  35667. * @augments Loader
  35668. */
  35669. class ImageBitmapLoader extends Loader {
  35670. /**
  35671. * Constructs a new image bitmap loader.
  35672. *
  35673. * @param {LoadingManager} [manager] - The loading manager.
  35674. */
  35675. constructor( manager ) {
  35676. super( manager );
  35677. /**
  35678. * This flag can be used for type testing.
  35679. *
  35680. * @type {boolean}
  35681. * @readonly
  35682. * @default true
  35683. */
  35684. this.isImageBitmapLoader = true;
  35685. if ( typeof createImageBitmap === 'undefined' ) {
  35686. warn( 'ImageBitmapLoader: createImageBitmap() not supported.' );
  35687. }
  35688. if ( typeof fetch === 'undefined' ) {
  35689. warn( 'ImageBitmapLoader: fetch() not supported.' );
  35690. }
  35691. /**
  35692. * Represents the loader options.
  35693. *
  35694. * @type {Object}
  35695. * @default {premultiplyAlpha:'none'}
  35696. */
  35697. this.options = { premultiplyAlpha: 'none' };
  35698. /**
  35699. * Used for aborting requests.
  35700. *
  35701. * @private
  35702. * @type {AbortController}
  35703. */
  35704. this._abortController = new AbortController();
  35705. }
  35706. /**
  35707. * Sets the given loader options. The structure of the object must match the `options` parameter of
  35708. * [createImageBitmap](https://developer.mozilla.org/en-US/docs/Web/API/Window/createImageBitmap).
  35709. *
  35710. * @param {Object} options - The loader options to set.
  35711. * @return {ImageBitmapLoader} A reference to this image bitmap loader.
  35712. */
  35713. setOptions( options ) {
  35714. this.options = options;
  35715. return this;
  35716. }
  35717. /**
  35718. * Starts loading from the given URL and pass the loaded image bitmap to the `onLoad()` callback.
  35719. *
  35720. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  35721. * @param {function(ImageBitmap)} onLoad - Executed when the loading process has been finished.
  35722. * @param {onProgressCallback} onProgress - Unsupported in this loader.
  35723. * @param {onErrorCallback} onError - Executed when errors occur.
  35724. * @return {ImageBitmap|undefined} The image bitmap.
  35725. */
  35726. load( url, onLoad, onProgress, onError ) {
  35727. if ( url === undefined ) url = '';
  35728. if ( this.path !== undefined ) url = this.path + url;
  35729. url = this.manager.resolveURL( url );
  35730. const scope = this;
  35731. const cached = Cache.get( `image-bitmap:${url}` );
  35732. if ( cached !== undefined ) {
  35733. scope.manager.itemStart( url );
  35734. // If cached is a promise, wait for it to resolve
  35735. if ( cached.then ) {
  35736. cached.then( imageBitmap => {
  35737. // check if there is an error for the cached promise
  35738. if ( _errorMap.has( cached ) === true ) {
  35739. if ( onError ) onError( _errorMap.get( cached ) );
  35740. scope.manager.itemError( url );
  35741. scope.manager.itemEnd( url );
  35742. } else {
  35743. if ( onLoad ) onLoad( imageBitmap );
  35744. scope.manager.itemEnd( url );
  35745. return imageBitmap;
  35746. }
  35747. } );
  35748. return;
  35749. }
  35750. // If cached is not a promise (i.e., it's already an imageBitmap)
  35751. setTimeout( function () {
  35752. if ( onLoad ) onLoad( cached );
  35753. scope.manager.itemEnd( url );
  35754. }, 0 );
  35755. return cached;
  35756. }
  35757. const fetchOptions = {};
  35758. fetchOptions.credentials = ( this.crossOrigin === 'anonymous' ) ? 'same-origin' : 'include';
  35759. fetchOptions.headers = this.requestHeader;
  35760. fetchOptions.signal = ( typeof AbortSignal.any === 'function' ) ? AbortSignal.any( [ this._abortController.signal, this.manager.abortController.signal ] ) : this._abortController.signal;
  35761. const promise = fetch( url, fetchOptions ).then( function ( res ) {
  35762. return res.blob();
  35763. } ).then( function ( blob ) {
  35764. return createImageBitmap( blob, Object.assign( scope.options, { colorSpaceConversion: 'none' } ) );
  35765. } ).then( function ( imageBitmap ) {
  35766. Cache.add( `image-bitmap:${url}`, imageBitmap );
  35767. if ( onLoad ) onLoad( imageBitmap );
  35768. scope.manager.itemEnd( url );
  35769. return imageBitmap;
  35770. } ).catch( function ( e ) {
  35771. if ( onError ) onError( e );
  35772. _errorMap.set( promise, e );
  35773. Cache.remove( `image-bitmap:${url}` );
  35774. scope.manager.itemError( url );
  35775. scope.manager.itemEnd( url );
  35776. } );
  35777. Cache.add( `image-bitmap:${url}`, promise );
  35778. scope.manager.itemStart( url );
  35779. }
  35780. /**
  35781. * Aborts ongoing fetch requests.
  35782. *
  35783. * @return {ImageBitmapLoader} A reference to this instance.
  35784. */
  35785. abort() {
  35786. this._abortController.abort();
  35787. this._abortController = new AbortController();
  35788. return this;
  35789. }
  35790. }
  35791. let _context;
  35792. /**
  35793. * Manages the global audio context in the engine.
  35794. *
  35795. * @hideconstructor
  35796. */
  35797. class AudioContext {
  35798. /**
  35799. * Returns the global native audio context.
  35800. *
  35801. * @return {AudioContext} The native audio context.
  35802. */
  35803. static getContext() {
  35804. if ( _context === undefined ) {
  35805. _context = new ( window.AudioContext || window.webkitAudioContext )();
  35806. }
  35807. return _context;
  35808. }
  35809. /**
  35810. * Allows to set the global native audio context from outside.
  35811. *
  35812. * @param {AudioContext} value - The native context to set.
  35813. */
  35814. static setContext( value ) {
  35815. _context = value;
  35816. }
  35817. }
  35818. /**
  35819. * Class for loading audio buffers. Audios are internally
  35820. * loaded via {@link FileLoader}.
  35821. *
  35822. * ```js
  35823. * const audioListener = new THREE.AudioListener();
  35824. * const ambientSound = new THREE.Audio( audioListener );
  35825. *
  35826. * const loader = new THREE.AudioLoader();
  35827. * const audioBuffer = await loader.loadAsync( 'audio/ambient_ocean.ogg' );
  35828. *
  35829. * ambientSound.setBuffer( audioBuffer );
  35830. * ambientSound.play();
  35831. * ```
  35832. *
  35833. * @augments Loader
  35834. */
  35835. class AudioLoader extends Loader {
  35836. /**
  35837. * Constructs a new audio loader.
  35838. *
  35839. * @param {LoadingManager} [manager] - The loading manager.
  35840. */
  35841. constructor( manager ) {
  35842. super( manager );
  35843. }
  35844. /**
  35845. * Starts loading from the given URL and passes the loaded audio buffer
  35846. * to the `onLoad()` callback.
  35847. *
  35848. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  35849. * @param {function(AudioBuffer)} onLoad - Executed when the loading process has been finished.
  35850. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  35851. * @param {onErrorCallback} onError - Executed when errors occur.
  35852. */
  35853. load( url, onLoad, onProgress, onError ) {
  35854. const scope = this;
  35855. const loader = new FileLoader( this.manager );
  35856. loader.setResponseType( 'arraybuffer' );
  35857. loader.setPath( this.path );
  35858. loader.setRequestHeader( this.requestHeader );
  35859. loader.setWithCredentials( this.withCredentials );
  35860. loader.load( url, function ( buffer ) {
  35861. try {
  35862. // Create a copy of the buffer. The `decodeAudioData` method
  35863. // detaches the buffer when complete, preventing reuse.
  35864. const bufferCopy = buffer.slice( 0 );
  35865. const context = AudioContext.getContext();
  35866. context.decodeAudioData( bufferCopy, function ( audioBuffer ) {
  35867. onLoad( audioBuffer );
  35868. } ).catch( handleError );
  35869. } catch ( e ) {
  35870. handleError( e );
  35871. }
  35872. }, onProgress, onError );
  35873. function handleError( e ) {
  35874. if ( onError ) {
  35875. onError( e );
  35876. } else {
  35877. error( e );
  35878. }
  35879. scope.manager.itemError( url );
  35880. }
  35881. }
  35882. }
  35883. const _eyeRight = /*@__PURE__*/ new Matrix4();
  35884. const _eyeLeft = /*@__PURE__*/ new Matrix4();
  35885. const _projectionMatrix = /*@__PURE__*/ new Matrix4();
  35886. /**
  35887. * A special type of camera that uses two perspective cameras with
  35888. * stereoscopic projection. Can be used for rendering stereo effects
  35889. * like [3D Anaglyph](https://en.wikipedia.org/wiki/Anaglyph_3D) or
  35890. * [Parallax Barrier](https://en.wikipedia.org/wiki/parallax_barrier).
  35891. */
  35892. class StereoCamera {
  35893. /**
  35894. * Constructs a new stereo camera.
  35895. */
  35896. constructor() {
  35897. /**
  35898. * The type property is used for detecting the object type
  35899. * in context of serialization/deserialization.
  35900. *
  35901. * @type {string}
  35902. * @readonly
  35903. */
  35904. this.type = 'StereoCamera';
  35905. /**
  35906. * The aspect.
  35907. *
  35908. * @type {number}
  35909. * @default 1
  35910. */
  35911. this.aspect = 1;
  35912. /**
  35913. * The eye separation which represents the distance
  35914. * between the left and right camera.
  35915. *
  35916. * @type {number}
  35917. * @default 0.064
  35918. */
  35919. this.eyeSep = 0.064;
  35920. /**
  35921. * The camera representing the left eye. This is added to layer `1` so objects to be
  35922. * rendered by the left camera must also be added to this layer.
  35923. *
  35924. * @type {PerspectiveCamera}
  35925. */
  35926. this.cameraL = new PerspectiveCamera();
  35927. this.cameraL.layers.enable( 1 );
  35928. this.cameraL.matrixAutoUpdate = false;
  35929. /**
  35930. * The camera representing the right eye. This is added to layer `2` so objects to be
  35931. * rendered by the right camera must also be added to this layer.
  35932. *
  35933. * @type {PerspectiveCamera}
  35934. */
  35935. this.cameraR = new PerspectiveCamera();
  35936. this.cameraR.layers.enable( 2 );
  35937. this.cameraR.matrixAutoUpdate = false;
  35938. this._cache = {
  35939. focus: null,
  35940. fov: null,
  35941. aspect: null,
  35942. near: null,
  35943. far: null,
  35944. zoom: null,
  35945. eyeSep: null
  35946. };
  35947. }
  35948. /**
  35949. * Updates the stereo camera based on the given perspective camera.
  35950. *
  35951. * @param {PerspectiveCamera} camera - The perspective camera.
  35952. */
  35953. update( camera ) {
  35954. const cache = this._cache;
  35955. const needsUpdate = cache.focus !== camera.focus || cache.fov !== camera.fov ||
  35956. cache.aspect !== camera.aspect * this.aspect || cache.near !== camera.near ||
  35957. cache.far !== camera.far || cache.zoom !== camera.zoom || cache.eyeSep !== this.eyeSep;
  35958. if ( needsUpdate ) {
  35959. cache.focus = camera.focus;
  35960. cache.fov = camera.fov;
  35961. cache.aspect = camera.aspect * this.aspect;
  35962. cache.near = camera.near;
  35963. cache.far = camera.far;
  35964. cache.zoom = camera.zoom;
  35965. cache.eyeSep = this.eyeSep;
  35966. // Off-axis stereoscopic effect based on
  35967. // http://paulbourke.net/stereographics/stereorender/
  35968. _projectionMatrix.copy( camera.projectionMatrix );
  35969. const eyeSepHalf = cache.eyeSep / 2;
  35970. const eyeSepOnProjection = eyeSepHalf * cache.near / cache.focus;
  35971. const ymax = ( cache.near * Math.tan( DEG2RAD * cache.fov * 0.5 ) ) / cache.zoom;
  35972. let xmin, xmax;
  35973. // translate xOffset
  35974. _eyeLeft.elements[ 12 ] = - eyeSepHalf;
  35975. _eyeRight.elements[ 12 ] = eyeSepHalf;
  35976. // for left eye
  35977. xmin = - ymax * cache.aspect + eyeSepOnProjection;
  35978. xmax = ymax * cache.aspect + eyeSepOnProjection;
  35979. _projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  35980. _projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  35981. this.cameraL.projectionMatrix.copy( _projectionMatrix );
  35982. // for right eye
  35983. xmin = - ymax * cache.aspect - eyeSepOnProjection;
  35984. xmax = ymax * cache.aspect - eyeSepOnProjection;
  35985. _projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  35986. _projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  35987. this.cameraR.projectionMatrix.copy( _projectionMatrix );
  35988. }
  35989. this.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeLeft );
  35990. this.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeRight );
  35991. }
  35992. }
  35993. /**
  35994. * This type of camera can be used in order to efficiently render a scene with a
  35995. * predefined set of cameras. This is an important performance aspect for
  35996. * rendering VR scenes.
  35997. *
  35998. * An instance of `ArrayCamera` always has an array of sub cameras. It's mandatory
  35999. * to define for each sub camera the `viewport` property which determines the
  36000. * part of the viewport that is rendered with this camera.
  36001. *
  36002. * @augments PerspectiveCamera
  36003. */
  36004. class ArrayCamera extends PerspectiveCamera {
  36005. /**
  36006. * Constructs a new array camera.
  36007. *
  36008. * @param {Array<PerspectiveCamera>} [array=[]] - An array of perspective sub cameras.
  36009. */
  36010. constructor( array = [] ) {
  36011. super();
  36012. /**
  36013. * This flag can be used for type testing.
  36014. *
  36015. * @type {boolean}
  36016. * @readonly
  36017. * @default true
  36018. */
  36019. this.isArrayCamera = true;
  36020. /**
  36021. * Whether this camera is used with multiview rendering or not.
  36022. *
  36023. * @type {boolean}
  36024. * @readonly
  36025. * @default false
  36026. */
  36027. this.isMultiViewCamera = false;
  36028. /**
  36029. * An array of perspective sub cameras.
  36030. *
  36031. * @type {Array<PerspectiveCamera>}
  36032. */
  36033. this.cameras = array;
  36034. }
  36035. }
  36036. /**
  36037. * Class for keeping track of time.
  36038. */
  36039. class Clock {
  36040. /**
  36041. * Constructs a new clock.
  36042. *
  36043. * @param {boolean} [autoStart=true] - Whether to automatically start the clock when
  36044. * `getDelta()` is called for the first time.
  36045. */
  36046. constructor( autoStart = true ) {
  36047. /**
  36048. * If set to `true`, the clock starts automatically when `getDelta()` is called
  36049. * for the first time.
  36050. *
  36051. * @type {boolean}
  36052. * @default true
  36053. */
  36054. this.autoStart = autoStart;
  36055. /**
  36056. * Holds the time at which the clock's `start()` method was last called.
  36057. *
  36058. * @type {number}
  36059. * @default 0
  36060. */
  36061. this.startTime = 0;
  36062. /**
  36063. * Holds the time at which the clock's `start()`, `getElapsedTime()` or
  36064. * `getDelta()` methods were last called.
  36065. *
  36066. * @type {number}
  36067. * @default 0
  36068. */
  36069. this.oldTime = 0;
  36070. /**
  36071. * Keeps track of the total time that the clock has been running.
  36072. *
  36073. * @type {number}
  36074. * @default 0
  36075. */
  36076. this.elapsedTime = 0;
  36077. /**
  36078. * Whether the clock is running or not.
  36079. *
  36080. * @type {boolean}
  36081. * @default true
  36082. */
  36083. this.running = false;
  36084. }
  36085. /**
  36086. * Starts the clock. When `autoStart` is set to `true`, the method is automatically
  36087. * called by the class.
  36088. */
  36089. start() {
  36090. this.startTime = performance.now();
  36091. this.oldTime = this.startTime;
  36092. this.elapsedTime = 0;
  36093. this.running = true;
  36094. }
  36095. /**
  36096. * Stops the clock.
  36097. */
  36098. stop() {
  36099. this.getElapsedTime();
  36100. this.running = false;
  36101. this.autoStart = false;
  36102. }
  36103. /**
  36104. * Returns the elapsed time in seconds.
  36105. *
  36106. * @return {number} The elapsed time.
  36107. */
  36108. getElapsedTime() {
  36109. this.getDelta();
  36110. return this.elapsedTime;
  36111. }
  36112. /**
  36113. * Returns the delta time in seconds.
  36114. *
  36115. * @return {number} The delta time.
  36116. */
  36117. getDelta() {
  36118. let diff = 0;
  36119. if ( this.autoStart && ! this.running ) {
  36120. this.start();
  36121. return 0;
  36122. }
  36123. if ( this.running ) {
  36124. const newTime = performance.now();
  36125. diff = ( newTime - this.oldTime ) / 1000;
  36126. this.oldTime = newTime;
  36127. this.elapsedTime += diff;
  36128. }
  36129. return diff;
  36130. }
  36131. }
  36132. const _position$1 = /*@__PURE__*/ new Vector3();
  36133. const _quaternion$1 = /*@__PURE__*/ new Quaternion();
  36134. const _scale$1 = /*@__PURE__*/ new Vector3();
  36135. const _forward = /*@__PURE__*/ new Vector3();
  36136. const _up = /*@__PURE__*/ new Vector3();
  36137. /**
  36138. * The class represents a virtual listener of the all positional and non-positional audio effects
  36139. * in the scene. A three.js application usually creates a single listener. It is a mandatory
  36140. * constructor parameter for audios entities like {@link Audio} and {@link PositionalAudio}.
  36141. *
  36142. * In most cases, the listener object is a child of the camera. So the 3D transformation of the
  36143. * camera represents the 3D transformation of the listener.
  36144. *
  36145. * @augments Object3D
  36146. */
  36147. class AudioListener extends Object3D {
  36148. /**
  36149. * Constructs a new audio listener.
  36150. */
  36151. constructor() {
  36152. super();
  36153. this.type = 'AudioListener';
  36154. /**
  36155. * The native audio context.
  36156. *
  36157. * @type {AudioContext}
  36158. * @readonly
  36159. */
  36160. this.context = AudioContext.getContext();
  36161. /**
  36162. * The gain node used for volume control.
  36163. *
  36164. * @type {GainNode}
  36165. * @readonly
  36166. */
  36167. this.gain = this.context.createGain();
  36168. this.gain.connect( this.context.destination );
  36169. /**
  36170. * An optional filter.
  36171. *
  36172. * Defined via {@link AudioListener#setFilter}.
  36173. *
  36174. * @type {?AudioNode}
  36175. * @default null
  36176. * @readonly
  36177. */
  36178. this.filter = null;
  36179. /**
  36180. * Time delta values required for `linearRampToValueAtTime()` usage.
  36181. *
  36182. * @type {number}
  36183. * @default 0
  36184. * @readonly
  36185. */
  36186. this.timeDelta = 0;
  36187. // private
  36188. this._clock = new Clock();
  36189. }
  36190. /**
  36191. * Returns the listener's input node.
  36192. *
  36193. * This method is used by other audio nodes to connect to this listener.
  36194. *
  36195. * @return {GainNode} The input node.
  36196. */
  36197. getInput() {
  36198. return this.gain;
  36199. }
  36200. /**
  36201. * Removes the current filter from this listener.
  36202. *
  36203. * @return {AudioListener} A reference to this listener.
  36204. */
  36205. removeFilter() {
  36206. if ( this.filter !== null ) {
  36207. this.gain.disconnect( this.filter );
  36208. this.filter.disconnect( this.context.destination );
  36209. this.gain.connect( this.context.destination );
  36210. this.filter = null;
  36211. }
  36212. return this;
  36213. }
  36214. /**
  36215. * Returns the current set filter.
  36216. *
  36217. * @return {?AudioNode} The filter.
  36218. */
  36219. getFilter() {
  36220. return this.filter;
  36221. }
  36222. /**
  36223. * Sets the given filter to this listener.
  36224. *
  36225. * @param {AudioNode} value - The filter to set.
  36226. * @return {AudioListener} A reference to this listener.
  36227. */
  36228. setFilter( value ) {
  36229. if ( this.filter !== null ) {
  36230. this.gain.disconnect( this.filter );
  36231. this.filter.disconnect( this.context.destination );
  36232. } else {
  36233. this.gain.disconnect( this.context.destination );
  36234. }
  36235. this.filter = value;
  36236. this.gain.connect( this.filter );
  36237. this.filter.connect( this.context.destination );
  36238. return this;
  36239. }
  36240. /**
  36241. * Returns the applications master volume.
  36242. *
  36243. * @return {number} The master volume.
  36244. */
  36245. getMasterVolume() {
  36246. return this.gain.gain.value;
  36247. }
  36248. /**
  36249. * Sets the applications master volume. This volume setting affects
  36250. * all audio nodes in the scene.
  36251. *
  36252. * @param {number} value - The master volume to set.
  36253. * @return {AudioListener} A reference to this listener.
  36254. */
  36255. setMasterVolume( value ) {
  36256. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  36257. return this;
  36258. }
  36259. updateMatrixWorld( force ) {
  36260. super.updateMatrixWorld( force );
  36261. const listener = this.context.listener;
  36262. this.timeDelta = this._clock.getDelta();
  36263. this.matrixWorld.decompose( _position$1, _quaternion$1, _scale$1 );
  36264. // the initial forward and up directions must be orthogonal
  36265. _forward.set( 0, 0, -1 ).applyQuaternion( _quaternion$1 );
  36266. _up.set( 0, 1, 0 ).applyQuaternion( _quaternion$1 );
  36267. if ( listener.positionX ) {
  36268. // code path for Chrome (see #14393)
  36269. const endTime = this.context.currentTime + this.timeDelta;
  36270. listener.positionX.linearRampToValueAtTime( _position$1.x, endTime );
  36271. listener.positionY.linearRampToValueAtTime( _position$1.y, endTime );
  36272. listener.positionZ.linearRampToValueAtTime( _position$1.z, endTime );
  36273. listener.forwardX.linearRampToValueAtTime( _forward.x, endTime );
  36274. listener.forwardY.linearRampToValueAtTime( _forward.y, endTime );
  36275. listener.forwardZ.linearRampToValueAtTime( _forward.z, endTime );
  36276. listener.upX.linearRampToValueAtTime( _up.x, endTime );
  36277. listener.upY.linearRampToValueAtTime( _up.y, endTime );
  36278. listener.upZ.linearRampToValueAtTime( _up.z, endTime );
  36279. } else {
  36280. listener.setPosition( _position$1.x, _position$1.y, _position$1.z );
  36281. listener.setOrientation( _forward.x, _forward.y, _forward.z, _up.x, _up.y, _up.z );
  36282. }
  36283. }
  36284. }
  36285. /**
  36286. * Represents a non-positional ( global ) audio object.
  36287. *
  36288. * This and related audio modules make use of the [Web Audio API](https://www.w3.org/TR/webaudio-1.1/).
  36289. *
  36290. * ```js
  36291. * // create an AudioListener and add it to the camera
  36292. * const listener = new THREE.AudioListener();
  36293. * camera.add( listener );
  36294. *
  36295. * // create a global audio source
  36296. * const sound = new THREE.Audio( listener );
  36297. *
  36298. * // load a sound and set it as the Audio object's buffer
  36299. * const audioLoader = new THREE.AudioLoader();
  36300. * audioLoader.load( 'sounds/ambient.ogg', function( buffer ) {
  36301. * sound.setBuffer( buffer );
  36302. * sound.setLoop( true );
  36303. * sound.setVolume( 0.5 );
  36304. * sound.play();
  36305. * });
  36306. * ```
  36307. *
  36308. * @augments Object3D
  36309. */
  36310. class Audio extends Object3D {
  36311. /**
  36312. * Constructs a new audio.
  36313. *
  36314. * @param {AudioListener} listener - The global audio listener.
  36315. */
  36316. constructor( listener ) {
  36317. super();
  36318. this.type = 'Audio';
  36319. /**
  36320. * The global audio listener.
  36321. *
  36322. * @type {AudioListener}
  36323. * @readonly
  36324. */
  36325. this.listener = listener;
  36326. /**
  36327. * The audio context.
  36328. *
  36329. * @type {AudioContext}
  36330. * @readonly
  36331. */
  36332. this.context = listener.context;
  36333. /**
  36334. * The gain node used for volume control.
  36335. *
  36336. * @type {GainNode}
  36337. * @readonly
  36338. */
  36339. this.gain = this.context.createGain();
  36340. this.gain.connect( listener.getInput() );
  36341. /**
  36342. * Whether to start playback automatically or not.
  36343. *
  36344. * @type {boolean}
  36345. * @default false
  36346. */
  36347. this.autoplay = false;
  36348. /**
  36349. * A reference to an audio buffer.
  36350. *
  36351. * Defined via {@link Audio#setBuffer}.
  36352. *
  36353. * @type {?AudioBuffer}
  36354. * @default null
  36355. * @readonly
  36356. */
  36357. this.buffer = null;
  36358. /**
  36359. * Modify pitch, measured in cents. +/- 100 is a semitone.
  36360. * +/- 1200 is an octave.
  36361. *
  36362. * Defined via {@link Audio#setDetune}.
  36363. *
  36364. * @type {number}
  36365. * @default 0
  36366. * @readonly
  36367. */
  36368. this.detune = 0;
  36369. /**
  36370. * Whether the audio should loop or not.
  36371. *
  36372. * Defined via {@link Audio#setLoop}.
  36373. *
  36374. * @type {boolean}
  36375. * @default false
  36376. * @readonly
  36377. */
  36378. this.loop = false;
  36379. /**
  36380. * Defines where in the audio buffer the replay should
  36381. * start, in seconds.
  36382. *
  36383. * @type {number}
  36384. * @default 0
  36385. */
  36386. this.loopStart = 0;
  36387. /**
  36388. * Defines where in the audio buffer the replay should
  36389. * stop, in seconds.
  36390. *
  36391. * @type {number}
  36392. * @default 0
  36393. */
  36394. this.loopEnd = 0;
  36395. /**
  36396. * An offset to the time within the audio buffer the playback
  36397. * should begin, in seconds.
  36398. *
  36399. * @type {number}
  36400. * @default 0
  36401. */
  36402. this.offset = 0;
  36403. /**
  36404. * Overrides the default duration of the audio.
  36405. *
  36406. * @type {undefined|number}
  36407. * @default undefined
  36408. */
  36409. this.duration = undefined;
  36410. /**
  36411. * The playback speed.
  36412. *
  36413. * Defined via {@link Audio#setPlaybackRate}.
  36414. *
  36415. * @type {number}
  36416. * @readonly
  36417. * @default 1
  36418. */
  36419. this.playbackRate = 1;
  36420. /**
  36421. * Indicates whether the audio is playing or not.
  36422. *
  36423. * This flag will be automatically set when using {@link Audio#play},
  36424. * {@link Audio#pause}, {@link Audio#stop}.
  36425. *
  36426. * @type {boolean}
  36427. * @readonly
  36428. * @default false
  36429. */
  36430. this.isPlaying = false;
  36431. /**
  36432. * Indicates whether the audio playback can be controlled
  36433. * with method like {@link Audio#play} or {@link Audio#pause}.
  36434. *
  36435. * This flag will be automatically set when audio sources are
  36436. * defined.
  36437. *
  36438. * @type {boolean}
  36439. * @readonly
  36440. * @default true
  36441. */
  36442. this.hasPlaybackControl = true;
  36443. /**
  36444. * Holds a reference to the current audio source.
  36445. *
  36446. * The property is automatically by one of the `set*()` methods.
  36447. *
  36448. * @type {?AudioNode}
  36449. * @readonly
  36450. * @default null
  36451. */
  36452. this.source = null;
  36453. /**
  36454. * Defines the source type.
  36455. *
  36456. * The property is automatically by one of the `set*()` methods.
  36457. *
  36458. * @type {('empty'|'audioNode'|'mediaNode'|'mediaStreamNode'|'buffer')}
  36459. * @readonly
  36460. * @default 'empty'
  36461. */
  36462. this.sourceType = 'empty';
  36463. this._startedAt = 0;
  36464. this._progress = 0;
  36465. this._connected = false;
  36466. /**
  36467. * Can be used to apply a variety of low-order filters to create
  36468. * more complex sound effects e.g. via `BiquadFilterNode`.
  36469. *
  36470. * The property is automatically set by {@link Audio#setFilters}.
  36471. *
  36472. * @type {Array<AudioNode>}
  36473. * @readonly
  36474. */
  36475. this.filters = [];
  36476. }
  36477. /**
  36478. * Returns the output audio node.
  36479. *
  36480. * @return {GainNode} The output node.
  36481. */
  36482. getOutput() {
  36483. return this.gain;
  36484. }
  36485. /**
  36486. * Sets the given audio node as the source of this instance.
  36487. *
  36488. * {@link Audio#sourceType} is set to `audioNode` and {@link Audio#hasPlaybackControl} to `false`.
  36489. *
  36490. * @param {AudioNode} audioNode - The audio node like an instance of `OscillatorNode`.
  36491. * @return {Audio} A reference to this instance.
  36492. */
  36493. setNodeSource( audioNode ) {
  36494. this.hasPlaybackControl = false;
  36495. this.sourceType = 'audioNode';
  36496. this.source = audioNode;
  36497. this.connect();
  36498. return this;
  36499. }
  36500. /**
  36501. * Sets the given media element as the source of this instance.
  36502. *
  36503. * {@link Audio#sourceType} is set to `mediaNode` and {@link Audio#hasPlaybackControl} to `false`.
  36504. *
  36505. * @param {HTMLMediaElement} mediaElement - The media element.
  36506. * @return {Audio} A reference to this instance.
  36507. */
  36508. setMediaElementSource( mediaElement ) {
  36509. this.hasPlaybackControl = false;
  36510. this.sourceType = 'mediaNode';
  36511. this.source = this.context.createMediaElementSource( mediaElement );
  36512. this.connect();
  36513. return this;
  36514. }
  36515. /**
  36516. * Sets the given media stream as the source of this instance.
  36517. *
  36518. * {@link Audio#sourceType} is set to `mediaStreamNode` and {@link Audio#hasPlaybackControl} to `false`.
  36519. *
  36520. * @param {MediaStream} mediaStream - The media stream.
  36521. * @return {Audio} A reference to this instance.
  36522. */
  36523. setMediaStreamSource( mediaStream ) {
  36524. this.hasPlaybackControl = false;
  36525. this.sourceType = 'mediaStreamNode';
  36526. this.source = this.context.createMediaStreamSource( mediaStream );
  36527. this.connect();
  36528. return this;
  36529. }
  36530. /**
  36531. * Sets the given audio buffer as the source of this instance.
  36532. *
  36533. * {@link Audio#sourceType} is set to `buffer` and {@link Audio#hasPlaybackControl} to `true`.
  36534. *
  36535. * @param {AudioBuffer} audioBuffer - The audio buffer.
  36536. * @return {Audio} A reference to this instance.
  36537. */
  36538. setBuffer( audioBuffer ) {
  36539. this.buffer = audioBuffer;
  36540. this.sourceType = 'buffer';
  36541. if ( this.autoplay ) this.play();
  36542. return this;
  36543. }
  36544. /**
  36545. * Starts the playback of the audio.
  36546. *
  36547. * Can only be used with compatible audio sources that allow playback control.
  36548. *
  36549. * @param {number} [delay=0] - The delay, in seconds, at which the audio should start playing.
  36550. * @return {Audio|undefined} A reference to this instance.
  36551. */
  36552. play( delay = 0 ) {
  36553. if ( this.isPlaying === true ) {
  36554. warn( 'Audio: Audio is already playing.' );
  36555. return;
  36556. }
  36557. if ( this.hasPlaybackControl === false ) {
  36558. warn( 'Audio: this Audio has no playback control.' );
  36559. return;
  36560. }
  36561. this._startedAt = this.context.currentTime + delay;
  36562. const source = this.context.createBufferSource();
  36563. source.buffer = this.buffer;
  36564. source.loop = this.loop;
  36565. source.loopStart = this.loopStart;
  36566. source.loopEnd = this.loopEnd;
  36567. source.onended = this.onEnded.bind( this );
  36568. source.start( this._startedAt, this._progress + this.offset, this.duration );
  36569. this.isPlaying = true;
  36570. this.source = source;
  36571. this.setDetune( this.detune );
  36572. this.setPlaybackRate( this.playbackRate );
  36573. return this.connect();
  36574. }
  36575. /**
  36576. * Pauses the playback of the audio.
  36577. *
  36578. * Can only be used with compatible audio sources that allow playback control.
  36579. *
  36580. * @return {Audio|undefined} A reference to this instance.
  36581. */
  36582. pause() {
  36583. if ( this.hasPlaybackControl === false ) {
  36584. warn( 'Audio: this Audio has no playback control.' );
  36585. return;
  36586. }
  36587. if ( this.isPlaying === true ) {
  36588. // update current progress
  36589. this._progress += Math.max( this.context.currentTime - this._startedAt, 0 ) * this.playbackRate;
  36590. if ( this.loop === true ) {
  36591. // ensure _progress does not exceed duration with looped audios
  36592. this._progress = this._progress % ( this.duration || this.buffer.duration );
  36593. }
  36594. this.source.stop();
  36595. this.source.onended = null;
  36596. this.isPlaying = false;
  36597. }
  36598. return this;
  36599. }
  36600. /**
  36601. * Stops the playback of the audio.
  36602. *
  36603. * Can only be used with compatible audio sources that allow playback control.
  36604. *
  36605. * @param {number} [delay=0] - The delay, in seconds, at which the audio should stop playing.
  36606. * @return {Audio|undefined} A reference to this instance.
  36607. */
  36608. stop( delay = 0 ) {
  36609. if ( this.hasPlaybackControl === false ) {
  36610. warn( 'Audio: this Audio has no playback control.' );
  36611. return;
  36612. }
  36613. this._progress = 0;
  36614. if ( this.source !== null ) {
  36615. this.source.stop( this.context.currentTime + delay );
  36616. this.source.onended = null;
  36617. }
  36618. this.isPlaying = false;
  36619. return this;
  36620. }
  36621. /**
  36622. * Connects to the audio source. This is used internally on
  36623. * initialisation and when setting / removing filters.
  36624. *
  36625. * @return {Audio} A reference to this instance.
  36626. */
  36627. connect() {
  36628. if ( this.filters.length > 0 ) {
  36629. this.source.connect( this.filters[ 0 ] );
  36630. for ( let i = 1, l = this.filters.length; i < l; i ++ ) {
  36631. this.filters[ i - 1 ].connect( this.filters[ i ] );
  36632. }
  36633. this.filters[ this.filters.length - 1 ].connect( this.getOutput() );
  36634. } else {
  36635. this.source.connect( this.getOutput() );
  36636. }
  36637. this._connected = true;
  36638. return this;
  36639. }
  36640. /**
  36641. * Disconnects to the audio source. This is used internally on
  36642. * initialisation and when setting / removing filters.
  36643. *
  36644. * @return {Audio|undefined} A reference to this instance.
  36645. */
  36646. disconnect() {
  36647. if ( this._connected === false ) {
  36648. return;
  36649. }
  36650. if ( this.filters.length > 0 ) {
  36651. this.source.disconnect( this.filters[ 0 ] );
  36652. for ( let i = 1, l = this.filters.length; i < l; i ++ ) {
  36653. this.filters[ i - 1 ].disconnect( this.filters[ i ] );
  36654. }
  36655. this.filters[ this.filters.length - 1 ].disconnect( this.getOutput() );
  36656. } else {
  36657. this.source.disconnect( this.getOutput() );
  36658. }
  36659. this._connected = false;
  36660. return this;
  36661. }
  36662. /**
  36663. * Returns the current set filters.
  36664. *
  36665. * @return {Array<AudioNode>} The list of filters.
  36666. */
  36667. getFilters() {
  36668. return this.filters;
  36669. }
  36670. /**
  36671. * Sets an array of filters and connects them with the audio source.
  36672. *
  36673. * @param {Array<AudioNode>} [value] - A list of filters.
  36674. * @return {Audio} A reference to this instance.
  36675. */
  36676. setFilters( value ) {
  36677. if ( ! value ) value = [];
  36678. if ( this._connected === true ) {
  36679. this.disconnect();
  36680. this.filters = value.slice();
  36681. this.connect();
  36682. } else {
  36683. this.filters = value.slice();
  36684. }
  36685. return this;
  36686. }
  36687. /**
  36688. * Defines the detuning of oscillation in cents.
  36689. *
  36690. * @param {number} value - The detuning of oscillation in cents.
  36691. * @return {Audio} A reference to this instance.
  36692. */
  36693. setDetune( value ) {
  36694. this.detune = value;
  36695. if ( this.isPlaying === true && this.source.detune !== undefined ) {
  36696. this.source.detune.setTargetAtTime( this.detune, this.context.currentTime, 0.01 );
  36697. }
  36698. return this;
  36699. }
  36700. /**
  36701. * Returns the detuning of oscillation in cents.
  36702. *
  36703. * @return {number} The detuning of oscillation in cents.
  36704. */
  36705. getDetune() {
  36706. return this.detune;
  36707. }
  36708. /**
  36709. * Returns the first filter in the list of filters.
  36710. *
  36711. * @return {AudioNode|undefined} The first filter in the list of filters.
  36712. */
  36713. getFilter() {
  36714. return this.getFilters()[ 0 ];
  36715. }
  36716. /**
  36717. * Applies a single filter node to the audio.
  36718. *
  36719. * @param {AudioNode} [filter] - The filter to set.
  36720. * @return {Audio} A reference to this instance.
  36721. */
  36722. setFilter( filter ) {
  36723. return this.setFilters( filter ? [ filter ] : [] );
  36724. }
  36725. /**
  36726. * Sets the playback rate.
  36727. *
  36728. * Can only be used with compatible audio sources that allow playback control.
  36729. *
  36730. * @param {number} [value] - The playback rate to set.
  36731. * @return {Audio|undefined} A reference to this instance.
  36732. */
  36733. setPlaybackRate( value ) {
  36734. if ( this.hasPlaybackControl === false ) {
  36735. warn( 'Audio: this Audio has no playback control.' );
  36736. return;
  36737. }
  36738. this.playbackRate = value;
  36739. if ( this.isPlaying === true ) {
  36740. this.source.playbackRate.setTargetAtTime( this.playbackRate, this.context.currentTime, 0.01 );
  36741. }
  36742. return this;
  36743. }
  36744. /**
  36745. * Returns the current playback rate.
  36746. * @return {number} The playback rate.
  36747. */
  36748. getPlaybackRate() {
  36749. return this.playbackRate;
  36750. }
  36751. /**
  36752. * Automatically called when playback finished.
  36753. */
  36754. onEnded() {
  36755. this.isPlaying = false;
  36756. this._progress = 0;
  36757. }
  36758. /**
  36759. * Returns the loop flag.
  36760. *
  36761. * Can only be used with compatible audio sources that allow playback control.
  36762. *
  36763. * @return {boolean} Whether the audio should loop or not.
  36764. */
  36765. getLoop() {
  36766. if ( this.hasPlaybackControl === false ) {
  36767. warn( 'Audio: this Audio has no playback control.' );
  36768. return false;
  36769. }
  36770. return this.loop;
  36771. }
  36772. /**
  36773. * Sets the loop flag.
  36774. *
  36775. * Can only be used with compatible audio sources that allow playback control.
  36776. *
  36777. * @param {boolean} value - Whether the audio should loop or not.
  36778. * @return {Audio|undefined} A reference to this instance.
  36779. */
  36780. setLoop( value ) {
  36781. if ( this.hasPlaybackControl === false ) {
  36782. warn( 'Audio: this Audio has no playback control.' );
  36783. return;
  36784. }
  36785. this.loop = value;
  36786. if ( this.isPlaying === true ) {
  36787. this.source.loop = this.loop;
  36788. }
  36789. return this;
  36790. }
  36791. /**
  36792. * Sets the loop start value which defines where in the audio buffer the replay should
  36793. * start, in seconds.
  36794. *
  36795. * @param {number} value - The loop start value.
  36796. * @return {Audio} A reference to this instance.
  36797. */
  36798. setLoopStart( value ) {
  36799. this.loopStart = value;
  36800. return this;
  36801. }
  36802. /**
  36803. * Sets the loop end value which defines where in the audio buffer the replay should
  36804. * stop, in seconds.
  36805. *
  36806. * @param {number} value - The loop end value.
  36807. * @return {Audio} A reference to this instance.
  36808. */
  36809. setLoopEnd( value ) {
  36810. this.loopEnd = value;
  36811. return this;
  36812. }
  36813. /**
  36814. * Returns the volume.
  36815. *
  36816. * @return {number} The volume.
  36817. */
  36818. getVolume() {
  36819. return this.gain.gain.value;
  36820. }
  36821. /**
  36822. * Sets the volume.
  36823. *
  36824. * @param {number} value - The volume to set.
  36825. * @return {Audio} A reference to this instance.
  36826. */
  36827. setVolume( value ) {
  36828. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  36829. return this;
  36830. }
  36831. copy( source, recursive ) {
  36832. super.copy( source, recursive );
  36833. if ( source.sourceType !== 'buffer' ) {
  36834. warn( 'Audio: Audio source type cannot be copied.' );
  36835. return this;
  36836. }
  36837. this.autoplay = source.autoplay;
  36838. this.buffer = source.buffer;
  36839. this.detune = source.detune;
  36840. this.loop = source.loop;
  36841. this.loopStart = source.loopStart;
  36842. this.loopEnd = source.loopEnd;
  36843. this.offset = source.offset;
  36844. this.duration = source.duration;
  36845. this.playbackRate = source.playbackRate;
  36846. this.hasPlaybackControl = source.hasPlaybackControl;
  36847. this.sourceType = source.sourceType;
  36848. this.filters = source.filters.slice();
  36849. return this;
  36850. }
  36851. clone( recursive ) {
  36852. return new this.constructor( this.listener ).copy( this, recursive );
  36853. }
  36854. }
  36855. const _position = /*@__PURE__*/ new Vector3();
  36856. const _quaternion = /*@__PURE__*/ new Quaternion();
  36857. const _scale = /*@__PURE__*/ new Vector3();
  36858. const _orientation = /*@__PURE__*/ new Vector3();
  36859. /**
  36860. * Represents a positional audio object.
  36861. *
  36862. * ```js
  36863. * // create an AudioListener and add it to the camera
  36864. * const listener = new THREE.AudioListener();
  36865. * camera.add( listener );
  36866. *
  36867. * // create the PositionalAudio object (passing in the listener)
  36868. * const sound = new THREE.PositionalAudio( listener );
  36869. *
  36870. * // load a sound and set it as the PositionalAudio object's buffer
  36871. * const audioLoader = new THREE.AudioLoader();
  36872. * audioLoader.load( 'sounds/song.ogg', function( buffer ) {
  36873. * sound.setBuffer( buffer );
  36874. * sound.setRefDistance( 20 );
  36875. * sound.play();
  36876. * });
  36877. *
  36878. * // create an object for the sound to play from
  36879. * const sphere = new THREE.SphereGeometry( 20, 32, 16 );
  36880. * const material = new THREE.MeshPhongMaterial( { color: 0xff2200 } );
  36881. * const mesh = new THREE.Mesh( sphere, material );
  36882. * scene.add( mesh );
  36883. *
  36884. * // finally add the sound to the mesh
  36885. * mesh.add( sound );
  36886. *
  36887. * @augments Audio
  36888. */
  36889. class PositionalAudio extends Audio {
  36890. /**
  36891. * Constructs a positional audio.
  36892. *
  36893. * @param {AudioListener} listener - The global audio listener.
  36894. */
  36895. constructor( listener ) {
  36896. super( listener );
  36897. /**
  36898. * The panner node represents the location, direction, and behavior of an audio
  36899. * source in 3D space.
  36900. *
  36901. * @type {PannerNode}
  36902. * @readonly
  36903. */
  36904. this.panner = this.context.createPanner();
  36905. this.panner.panningModel = 'HRTF';
  36906. this.panner.connect( this.gain );
  36907. }
  36908. connect() {
  36909. super.connect();
  36910. this.panner.connect( this.gain );
  36911. return this;
  36912. }
  36913. disconnect() {
  36914. super.disconnect();
  36915. this.panner.disconnect( this.gain );
  36916. return this;
  36917. }
  36918. getOutput() {
  36919. return this.panner;
  36920. }
  36921. /**
  36922. * Returns the current reference distance.
  36923. *
  36924. * @return {number} The reference distance.
  36925. */
  36926. getRefDistance() {
  36927. return this.panner.refDistance;
  36928. }
  36929. /**
  36930. * Defines the reference distance for reducing volume as the audio source moves
  36931. * further from the listener – i.e. the distance at which the volume reduction
  36932. * starts taking effect.
  36933. *
  36934. * @param {number} value - The reference distance to set.
  36935. * @return {PositionalAudio} A reference to this instance.
  36936. */
  36937. setRefDistance( value ) {
  36938. this.panner.refDistance = value;
  36939. return this;
  36940. }
  36941. /**
  36942. * Returns the current rolloff factor.
  36943. *
  36944. * @return {number} The rolloff factor.
  36945. */
  36946. getRolloffFactor() {
  36947. return this.panner.rolloffFactor;
  36948. }
  36949. /**
  36950. * Defines how quickly the volume is reduced as the source moves away from the listener.
  36951. *
  36952. * @param {number} value - The rolloff factor.
  36953. * @return {PositionalAudio} A reference to this instance.
  36954. */
  36955. setRolloffFactor( value ) {
  36956. this.panner.rolloffFactor = value;
  36957. return this;
  36958. }
  36959. /**
  36960. * Returns the current distance model.
  36961. *
  36962. * @return {('linear'|'inverse'|'exponential')} The distance model.
  36963. */
  36964. getDistanceModel() {
  36965. return this.panner.distanceModel;
  36966. }
  36967. /**
  36968. * Defines which algorithm to use to reduce the volume of the audio source
  36969. * as it moves away from the listener.
  36970. *
  36971. * Read [the spec](https://www.w3.org/TR/webaudio-1.1/#enumdef-distancemodeltype)
  36972. * for more details.
  36973. *
  36974. * @param {('linear'|'inverse'|'exponential')} value - The distance model to set.
  36975. * @return {PositionalAudio} A reference to this instance.
  36976. */
  36977. setDistanceModel( value ) {
  36978. this.panner.distanceModel = value;
  36979. return this;
  36980. }
  36981. /**
  36982. * Returns the current max distance.
  36983. *
  36984. * @return {number} The max distance.
  36985. */
  36986. getMaxDistance() {
  36987. return this.panner.maxDistance;
  36988. }
  36989. /**
  36990. * Defines the maximum distance between the audio source and the listener,
  36991. * after which the volume is not reduced any further.
  36992. *
  36993. * This value is used only by the `linear` distance model.
  36994. *
  36995. * @param {number} value - The max distance.
  36996. * @return {PositionalAudio} A reference to this instance.
  36997. */
  36998. setMaxDistance( value ) {
  36999. this.panner.maxDistance = value;
  37000. return this;
  37001. }
  37002. /**
  37003. * Sets the directional cone in which the audio can be listened.
  37004. *
  37005. * @param {number} coneInnerAngle - An angle, in degrees, of a cone inside of which there will be no volume reduction.
  37006. * @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.
  37007. * @param {number} coneOuterGain - The amount of volume reduction outside the cone defined by the `coneOuterAngle`. When set to `0`, no sound can be heard.
  37008. * @return {PositionalAudio} A reference to this instance.
  37009. */
  37010. setDirectionalCone( coneInnerAngle, coneOuterAngle, coneOuterGain ) {
  37011. this.panner.coneInnerAngle = coneInnerAngle;
  37012. this.panner.coneOuterAngle = coneOuterAngle;
  37013. this.panner.coneOuterGain = coneOuterGain;
  37014. return this;
  37015. }
  37016. updateMatrixWorld( force ) {
  37017. super.updateMatrixWorld( force );
  37018. if ( this.hasPlaybackControl === true && this.isPlaying === false ) return;
  37019. this.matrixWorld.decompose( _position, _quaternion, _scale );
  37020. _orientation.set( 0, 0, 1 ).applyQuaternion( _quaternion );
  37021. const panner = this.panner;
  37022. if ( panner.positionX ) {
  37023. // code path for Chrome and Firefox (see #14393)
  37024. const endTime = this.context.currentTime + this.listener.timeDelta;
  37025. panner.positionX.linearRampToValueAtTime( _position.x, endTime );
  37026. panner.positionY.linearRampToValueAtTime( _position.y, endTime );
  37027. panner.positionZ.linearRampToValueAtTime( _position.z, endTime );
  37028. panner.orientationX.linearRampToValueAtTime( _orientation.x, endTime );
  37029. panner.orientationY.linearRampToValueAtTime( _orientation.y, endTime );
  37030. panner.orientationZ.linearRampToValueAtTime( _orientation.z, endTime );
  37031. } else {
  37032. panner.setPosition( _position.x, _position.y, _position.z );
  37033. panner.setOrientation( _orientation.x, _orientation.y, _orientation.z );
  37034. }
  37035. }
  37036. }
  37037. /**
  37038. * This class can be used to analyse audio data.
  37039. *
  37040. * ```js
  37041. * // create an AudioListener and add it to the camera
  37042. * const listener = new THREE.AudioListener();
  37043. * camera.add( listener );
  37044. *
  37045. * // create an Audio source
  37046. * const sound = new THREE.Audio( listener );
  37047. *
  37048. * // load a sound and set it as the Audio object's buffer
  37049. * const audioLoader = new THREE.AudioLoader();
  37050. * audioLoader.load( 'sounds/ambient.ogg', function( buffer ) {
  37051. * sound.setBuffer( buffer );
  37052. * sound.setLoop(true);
  37053. * sound.setVolume(0.5);
  37054. * sound.play();
  37055. * });
  37056. *
  37057. * // create an AudioAnalyser, passing in the sound and desired fftSize
  37058. * const analyser = new THREE.AudioAnalyser( sound, 32 );
  37059. *
  37060. * // get the average frequency of the sound
  37061. * const data = analyser.getAverageFrequency();
  37062. * ```
  37063. */
  37064. class AudioAnalyser {
  37065. /**
  37066. * Constructs a new audio analyzer.
  37067. *
  37068. * @param {Audio} audio - The audio to analyze.
  37069. * @param {number} [fftSize=2048] - The window size in samples that is used when performing a Fast Fourier Transform (FFT) to get frequency domain data.
  37070. */
  37071. constructor( audio, fftSize = 2048 ) {
  37072. /**
  37073. * The global audio listener.
  37074. *
  37075. * @type {AnalyserNode}
  37076. */
  37077. this.analyser = audio.context.createAnalyser();
  37078. this.analyser.fftSize = fftSize;
  37079. /**
  37080. * Holds the analyzed data.
  37081. *
  37082. * @type {Uint8Array}
  37083. */
  37084. this.data = new Uint8Array( this.analyser.frequencyBinCount );
  37085. audio.getOutput().connect( this.analyser );
  37086. }
  37087. /**
  37088. * Returns an array with frequency data of the audio.
  37089. *
  37090. * Each item in the array represents the decibel value for a specific frequency.
  37091. * The frequencies are spread linearly from 0 to 1/2 of the sample rate.
  37092. * For example, for 48000 sample rate, the last item of the array will represent
  37093. * the decibel value for 24000 Hz.
  37094. *
  37095. * @return {Uint8Array} The frequency data.
  37096. */
  37097. getFrequencyData() {
  37098. this.analyser.getByteFrequencyData( this.data );
  37099. return this.data;
  37100. }
  37101. /**
  37102. * Returns the average of the frequencies returned by {@link AudioAnalyser#getFrequencyData}.
  37103. *
  37104. * @return {number} The average frequency.
  37105. */
  37106. getAverageFrequency() {
  37107. let value = 0;
  37108. const data = this.getFrequencyData();
  37109. for ( let i = 0; i < data.length; i ++ ) {
  37110. value += data[ i ];
  37111. }
  37112. return value / data.length;
  37113. }
  37114. }
  37115. /**
  37116. * Buffered scene graph property that allows weighted accumulation; used internally.
  37117. */
  37118. class PropertyMixer {
  37119. /**
  37120. * Constructs a new property mixer.
  37121. *
  37122. * @param {PropertyBinding} binding - The property binding.
  37123. * @param {string} typeName - The keyframe track type name.
  37124. * @param {number} valueSize - The keyframe track value size.
  37125. */
  37126. constructor( binding, typeName, valueSize ) {
  37127. /**
  37128. * The property binding.
  37129. *
  37130. * @type {PropertyBinding}
  37131. */
  37132. this.binding = binding;
  37133. /**
  37134. * The keyframe track value size.
  37135. *
  37136. * @type {number}
  37137. */
  37138. this.valueSize = valueSize;
  37139. let mixFunction,
  37140. mixFunctionAdditive,
  37141. setIdentity;
  37142. // buffer layout: [ incoming | accu0 | accu1 | orig | addAccu | (optional work) ]
  37143. //
  37144. // interpolators can use .buffer as their .result
  37145. // the data then goes to 'incoming'
  37146. //
  37147. // 'accu0' and 'accu1' are used frame-interleaved for
  37148. // the cumulative result and are compared to detect
  37149. // changes
  37150. //
  37151. // 'orig' stores the original state of the property
  37152. //
  37153. // 'add' is used for additive cumulative results
  37154. //
  37155. // 'work' is optional and is only present for quaternion types. It is used
  37156. // to store intermediate quaternion multiplication results
  37157. switch ( typeName ) {
  37158. case 'quaternion':
  37159. mixFunction = this._slerp;
  37160. mixFunctionAdditive = this._slerpAdditive;
  37161. setIdentity = this._setAdditiveIdentityQuaternion;
  37162. this.buffer = new Float64Array( valueSize * 6 );
  37163. this._workIndex = 5;
  37164. break;
  37165. case 'string':
  37166. case 'bool':
  37167. mixFunction = this._select;
  37168. // Use the regular mix function and for additive on these types,
  37169. // additive is not relevant for non-numeric types
  37170. mixFunctionAdditive = this._select;
  37171. setIdentity = this._setAdditiveIdentityOther;
  37172. this.buffer = new Array( valueSize * 5 );
  37173. break;
  37174. default:
  37175. mixFunction = this._lerp;
  37176. mixFunctionAdditive = this._lerpAdditive;
  37177. setIdentity = this._setAdditiveIdentityNumeric;
  37178. this.buffer = new Float64Array( valueSize * 5 );
  37179. }
  37180. this._mixBufferRegion = mixFunction;
  37181. this._mixBufferRegionAdditive = mixFunctionAdditive;
  37182. this._setIdentity = setIdentity;
  37183. this._origIndex = 3;
  37184. this._addIndex = 4;
  37185. /**
  37186. * TODO
  37187. *
  37188. * @type {number}
  37189. * @default 0
  37190. */
  37191. this.cumulativeWeight = 0;
  37192. /**
  37193. * TODO
  37194. *
  37195. * @type {number}
  37196. * @default 0
  37197. */
  37198. this.cumulativeWeightAdditive = 0;
  37199. /**
  37200. * TODO
  37201. *
  37202. * @type {number}
  37203. * @default 0
  37204. */
  37205. this.useCount = 0;
  37206. /**
  37207. * TODO
  37208. *
  37209. * @type {number}
  37210. * @default 0
  37211. */
  37212. this.referenceCount = 0;
  37213. }
  37214. /**
  37215. * Accumulates data in the `incoming` region into `accu<i>`.
  37216. *
  37217. * @param {number} accuIndex - The accumulation index.
  37218. * @param {number} weight - The weight.
  37219. */
  37220. accumulate( accuIndex, weight ) {
  37221. // note: happily accumulating nothing when weight = 0, the caller knows
  37222. // the weight and shouldn't have made the call in the first place
  37223. const buffer = this.buffer,
  37224. stride = this.valueSize,
  37225. offset = accuIndex * stride + stride;
  37226. let currentWeight = this.cumulativeWeight;
  37227. if ( currentWeight === 0 ) {
  37228. // accuN := incoming * weight
  37229. for ( let i = 0; i !== stride; ++ i ) {
  37230. buffer[ offset + i ] = buffer[ i ];
  37231. }
  37232. currentWeight = weight;
  37233. } else {
  37234. // accuN := accuN + incoming * weight
  37235. currentWeight += weight;
  37236. const mix = weight / currentWeight;
  37237. this._mixBufferRegion( buffer, offset, 0, mix, stride );
  37238. }
  37239. this.cumulativeWeight = currentWeight;
  37240. }
  37241. /**
  37242. * Accumulates data in the `incoming` region into `add`.
  37243. *
  37244. * @param {number} weight - The weight.
  37245. */
  37246. accumulateAdditive( weight ) {
  37247. const buffer = this.buffer,
  37248. stride = this.valueSize,
  37249. offset = stride * this._addIndex;
  37250. if ( this.cumulativeWeightAdditive === 0 ) {
  37251. // add = identity
  37252. this._setIdentity();
  37253. }
  37254. // add := add + incoming * weight
  37255. this._mixBufferRegionAdditive( buffer, offset, 0, weight, stride );
  37256. this.cumulativeWeightAdditive += weight;
  37257. }
  37258. /**
  37259. * Applies the state of `accu<i>` to the binding when accus differ.
  37260. *
  37261. * @param {number} accuIndex - The accumulation index.
  37262. */
  37263. apply( accuIndex ) {
  37264. const stride = this.valueSize,
  37265. buffer = this.buffer,
  37266. offset = accuIndex * stride + stride,
  37267. weight = this.cumulativeWeight,
  37268. weightAdditive = this.cumulativeWeightAdditive,
  37269. binding = this.binding;
  37270. this.cumulativeWeight = 0;
  37271. this.cumulativeWeightAdditive = 0;
  37272. if ( weight < 1 ) {
  37273. // accuN := accuN + original * ( 1 - cumulativeWeight )
  37274. const originalValueOffset = stride * this._origIndex;
  37275. this._mixBufferRegion(
  37276. buffer, offset, originalValueOffset, 1 - weight, stride );
  37277. }
  37278. if ( weightAdditive > 0 ) {
  37279. // accuN := accuN + additive accuN
  37280. this._mixBufferRegionAdditive( buffer, offset, this._addIndex * stride, 1, stride );
  37281. }
  37282. for ( let i = stride, e = stride + stride; i !== e; ++ i ) {
  37283. if ( buffer[ i ] !== buffer[ i + stride ] ) {
  37284. // value has changed -> update scene graph
  37285. binding.setValue( buffer, offset );
  37286. break;
  37287. }
  37288. }
  37289. }
  37290. /**
  37291. * Remembers the state of the bound property and copy it to both accus.
  37292. */
  37293. saveOriginalState() {
  37294. const binding = this.binding;
  37295. const buffer = this.buffer,
  37296. stride = this.valueSize,
  37297. originalValueOffset = stride * this._origIndex;
  37298. binding.getValue( buffer, originalValueOffset );
  37299. // accu[0..1] := orig -- initially detect changes against the original
  37300. for ( let i = stride, e = originalValueOffset; i !== e; ++ i ) {
  37301. buffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ];
  37302. }
  37303. // Add to identity for additive
  37304. this._setIdentity();
  37305. this.cumulativeWeight = 0;
  37306. this.cumulativeWeightAdditive = 0;
  37307. }
  37308. /**
  37309. * Applies the state previously taken via {@link PropertyMixer#saveOriginalState} to the binding.
  37310. */
  37311. restoreOriginalState() {
  37312. const originalValueOffset = this.valueSize * 3;
  37313. this.binding.setValue( this.buffer, originalValueOffset );
  37314. }
  37315. // internals
  37316. _setAdditiveIdentityNumeric() {
  37317. const startIndex = this._addIndex * this.valueSize;
  37318. const endIndex = startIndex + this.valueSize;
  37319. for ( let i = startIndex; i < endIndex; i ++ ) {
  37320. this.buffer[ i ] = 0;
  37321. }
  37322. }
  37323. _setAdditiveIdentityQuaternion() {
  37324. this._setAdditiveIdentityNumeric();
  37325. this.buffer[ this._addIndex * this.valueSize + 3 ] = 1;
  37326. }
  37327. _setAdditiveIdentityOther() {
  37328. const startIndex = this._origIndex * this.valueSize;
  37329. const targetIndex = this._addIndex * this.valueSize;
  37330. for ( let i = 0; i < this.valueSize; i ++ ) {
  37331. this.buffer[ targetIndex + i ] = this.buffer[ startIndex + i ];
  37332. }
  37333. }
  37334. // mix functions
  37335. _select( buffer, dstOffset, srcOffset, t, stride ) {
  37336. if ( t >= 0.5 ) {
  37337. for ( let i = 0; i !== stride; ++ i ) {
  37338. buffer[ dstOffset + i ] = buffer[ srcOffset + i ];
  37339. }
  37340. }
  37341. }
  37342. _slerp( buffer, dstOffset, srcOffset, t ) {
  37343. Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t );
  37344. }
  37345. _slerpAdditive( buffer, dstOffset, srcOffset, t, stride ) {
  37346. const workOffset = this._workIndex * stride;
  37347. // Store result in intermediate buffer offset
  37348. Quaternion.multiplyQuaternionsFlat( buffer, workOffset, buffer, dstOffset, buffer, srcOffset );
  37349. // Slerp to the intermediate result
  37350. Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, workOffset, t );
  37351. }
  37352. _lerp( buffer, dstOffset, srcOffset, t, stride ) {
  37353. const s = 1 - t;
  37354. for ( let i = 0; i !== stride; ++ i ) {
  37355. const j = dstOffset + i;
  37356. buffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t;
  37357. }
  37358. }
  37359. _lerpAdditive( buffer, dstOffset, srcOffset, t, stride ) {
  37360. for ( let i = 0; i !== stride; ++ i ) {
  37361. const j = dstOffset + i;
  37362. buffer[ j ] = buffer[ j ] + buffer[ srcOffset + i ] * t;
  37363. }
  37364. }
  37365. }
  37366. // Characters [].:/ are reserved for track binding syntax.
  37367. const _RESERVED_CHARS_RE = '\\[\\]\\.:\\/';
  37368. const _reservedRe = new RegExp( '[' + _RESERVED_CHARS_RE + ']', 'g' );
  37369. // Attempts to allow node names from any language. ES5's `\w` regexp matches
  37370. // only latin characters, and the unicode \p{L} is not yet supported. So
  37371. // instead, we exclude reserved characters and match everything else.
  37372. const _wordChar = '[^' + _RESERVED_CHARS_RE + ']';
  37373. const _wordCharOrDot = '[^' + _RESERVED_CHARS_RE.replace( '\\.', '' ) + ']';
  37374. // Parent directories, delimited by '/' or ':'. Currently unused, but must
  37375. // be matched to parse the rest of the track name.
  37376. const _directoryRe = /*@__PURE__*/ /((?:WC+[\/:])*)/.source.replace( 'WC', _wordChar );
  37377. // Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'.
  37378. const _nodeRe = /*@__PURE__*/ /(WCOD+)?/.source.replace( 'WCOD', _wordCharOrDot );
  37379. // Object on target node, and accessor. May not contain reserved
  37380. // characters. Accessor may contain any character except closing bracket.
  37381. const _objectRe = /*@__PURE__*/ /(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace( 'WC', _wordChar );
  37382. // Property and accessor. May not contain reserved characters. Accessor may
  37383. // contain any non-bracket characters.
  37384. const _propertyRe = /*@__PURE__*/ /\.(WC+)(?:\[(.+)\])?/.source.replace( 'WC', _wordChar );
  37385. const _trackRe = new RegExp( ''
  37386. + '^'
  37387. + _directoryRe
  37388. + _nodeRe
  37389. + _objectRe
  37390. + _propertyRe
  37391. + '$'
  37392. );
  37393. const _supportedObjectNames = [ 'material', 'materials', 'bones', 'map' ];
  37394. class Composite {
  37395. constructor( targetGroup, path, optionalParsedPath ) {
  37396. const parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path );
  37397. this._targetGroup = targetGroup;
  37398. this._bindings = targetGroup.subscribe_( path, parsedPath );
  37399. }
  37400. getValue( array, offset ) {
  37401. this.bind(); // bind all binding
  37402. const firstValidIndex = this._targetGroup.nCachedObjects_,
  37403. binding = this._bindings[ firstValidIndex ];
  37404. // and only call .getValue on the first
  37405. if ( binding !== undefined ) binding.getValue( array, offset );
  37406. }
  37407. setValue( array, offset ) {
  37408. const bindings = this._bindings;
  37409. for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  37410. bindings[ i ].setValue( array, offset );
  37411. }
  37412. }
  37413. bind() {
  37414. const bindings = this._bindings;
  37415. for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  37416. bindings[ i ].bind();
  37417. }
  37418. }
  37419. unbind() {
  37420. const bindings = this._bindings;
  37421. for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  37422. bindings[ i ].unbind();
  37423. }
  37424. }
  37425. }
  37426. // Note: This class uses a State pattern on a per-method basis:
  37427. // 'bind' sets 'this.getValue' / 'setValue' and shadows the
  37428. // prototype version of these methods with one that represents
  37429. // the bound state. When the property is not found, the methods
  37430. // become no-ops.
  37431. /**
  37432. * This holds a reference to a real property in the scene graph; used internally.
  37433. */
  37434. class PropertyBinding {
  37435. /**
  37436. * Constructs a new property binding.
  37437. *
  37438. * @param {Object} rootNode - The root node.
  37439. * @param {string} path - The path.
  37440. * @param {?Object} [parsedPath] - The parsed path.
  37441. */
  37442. constructor( rootNode, path, parsedPath ) {
  37443. /**
  37444. * The object path to the animated property.
  37445. *
  37446. * @type {string}
  37447. */
  37448. this.path = path;
  37449. /**
  37450. * An object holding information about the path.
  37451. *
  37452. * @type {Object}
  37453. */
  37454. this.parsedPath = parsedPath || PropertyBinding.parseTrackName( path );
  37455. /**
  37456. * The object owns the animated property.
  37457. *
  37458. * @type {?Object}
  37459. */
  37460. this.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName );
  37461. /**
  37462. * The root node.
  37463. *
  37464. * @type {Object3D|Skeleton}
  37465. */
  37466. this.rootNode = rootNode;
  37467. // initial state of these methods that calls 'bind'
  37468. this.getValue = this._getValue_unbound;
  37469. this.setValue = this._setValue_unbound;
  37470. }
  37471. /**
  37472. * Factory method for creating a property binding from the given parameters.
  37473. *
  37474. * @static
  37475. * @param {Object} root - The root node.
  37476. * @param {string} path - The path.
  37477. * @param {?Object} [parsedPath] - The parsed path.
  37478. * @return {PropertyBinding|Composite} The created property binding or composite.
  37479. */
  37480. static create( root, path, parsedPath ) {
  37481. if ( ! ( root && root.isAnimationObjectGroup ) ) {
  37482. return new PropertyBinding( root, path, parsedPath );
  37483. } else {
  37484. return new PropertyBinding.Composite( root, path, parsedPath );
  37485. }
  37486. }
  37487. /**
  37488. * Replaces spaces with underscores and removes unsupported characters from
  37489. * node names, to ensure compatibility with parseTrackName().
  37490. *
  37491. * @param {string} name - Node name to be sanitized.
  37492. * @return {string} The sanitized node name.
  37493. */
  37494. static sanitizeNodeName( name ) {
  37495. return name.replace( /\s/g, '_' ).replace( _reservedRe, '' );
  37496. }
  37497. /**
  37498. * Parses the given track name (an object path to an animated property) and
  37499. * returns an object with information about the path. Matches strings in the following forms:
  37500. *
  37501. * - nodeName.property
  37502. * - nodeName.property[accessor]
  37503. * - nodeName.material.property[accessor]
  37504. * - uuid.property[accessor]
  37505. * - uuid.objectName[objectIndex].propertyName[propertyIndex]
  37506. * - parentName/nodeName.property
  37507. * - parentName/parentName/nodeName.property[index]
  37508. * - .bone[Armature.DEF_cog].position
  37509. * - scene:helium_balloon_model:helium_balloon_model.position
  37510. *
  37511. * @static
  37512. * @param {string} trackName - The track name to parse.
  37513. * @return {Object} The parsed track name as an object.
  37514. */
  37515. static parseTrackName( trackName ) {
  37516. const matches = _trackRe.exec( trackName );
  37517. if ( matches === null ) {
  37518. throw new Error( 'PropertyBinding: Cannot parse trackName: ' + trackName );
  37519. }
  37520. const results = {
  37521. // directoryName: matches[ 1 ], // (tschw) currently unused
  37522. nodeName: matches[ 2 ],
  37523. objectName: matches[ 3 ],
  37524. objectIndex: matches[ 4 ],
  37525. propertyName: matches[ 5 ], // required
  37526. propertyIndex: matches[ 6 ]
  37527. };
  37528. const lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' );
  37529. if ( lastDot !== undefined && lastDot !== -1 ) {
  37530. const objectName = results.nodeName.substring( lastDot + 1 );
  37531. // Object names must be checked against an allowlist. Otherwise, there
  37532. // is no way to parse 'foo.bar.baz': 'baz' must be a property, but
  37533. // 'bar' could be the objectName, or part of a nodeName (which can
  37534. // include '.' characters).
  37535. if ( _supportedObjectNames.indexOf( objectName ) !== -1 ) {
  37536. results.nodeName = results.nodeName.substring( 0, lastDot );
  37537. results.objectName = objectName;
  37538. }
  37539. }
  37540. if ( results.propertyName === null || results.propertyName.length === 0 ) {
  37541. throw new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName );
  37542. }
  37543. return results;
  37544. }
  37545. /**
  37546. * Searches for a node in the hierarchy of the given root object by the given
  37547. * node name.
  37548. *
  37549. * @static
  37550. * @param {Object} root - The root object.
  37551. * @param {string|number} nodeName - The name of the node.
  37552. * @return {?Object} The found node. Returns `null` if no object was found.
  37553. */
  37554. static findNode( root, nodeName ) {
  37555. if ( nodeName === undefined || nodeName === '' || nodeName === '.' || nodeName === -1 || nodeName === root.name || nodeName === root.uuid ) {
  37556. return root;
  37557. }
  37558. // search into skeleton bones.
  37559. if ( root.skeleton ) {
  37560. const bone = root.skeleton.getBoneByName( nodeName );
  37561. if ( bone !== undefined ) {
  37562. return bone;
  37563. }
  37564. }
  37565. // search into node subtree.
  37566. if ( root.children ) {
  37567. const searchNodeSubtree = function ( children ) {
  37568. for ( let i = 0; i < children.length; i ++ ) {
  37569. const childNode = children[ i ];
  37570. if ( childNode.name === nodeName || childNode.uuid === nodeName ) {
  37571. return childNode;
  37572. }
  37573. const result = searchNodeSubtree( childNode.children );
  37574. if ( result ) return result;
  37575. }
  37576. return null;
  37577. };
  37578. const subTreeNode = searchNodeSubtree( root.children );
  37579. if ( subTreeNode ) {
  37580. return subTreeNode;
  37581. }
  37582. }
  37583. return null;
  37584. }
  37585. // these are used to "bind" a nonexistent property
  37586. _getValue_unavailable() {}
  37587. _setValue_unavailable() {}
  37588. // Getters
  37589. _getValue_direct( buffer, offset ) {
  37590. buffer[ offset ] = this.targetObject[ this.propertyName ];
  37591. }
  37592. _getValue_array( buffer, offset ) {
  37593. const source = this.resolvedProperty;
  37594. for ( let i = 0, n = source.length; i !== n; ++ i ) {
  37595. buffer[ offset ++ ] = source[ i ];
  37596. }
  37597. }
  37598. _getValue_arrayElement( buffer, offset ) {
  37599. buffer[ offset ] = this.resolvedProperty[ this.propertyIndex ];
  37600. }
  37601. _getValue_toArray( buffer, offset ) {
  37602. this.resolvedProperty.toArray( buffer, offset );
  37603. }
  37604. // Direct
  37605. _setValue_direct( buffer, offset ) {
  37606. this.targetObject[ this.propertyName ] = buffer[ offset ];
  37607. }
  37608. _setValue_direct_setNeedsUpdate( buffer, offset ) {
  37609. this.targetObject[ this.propertyName ] = buffer[ offset ];
  37610. this.targetObject.needsUpdate = true;
  37611. }
  37612. _setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) {
  37613. this.targetObject[ this.propertyName ] = buffer[ offset ];
  37614. this.targetObject.matrixWorldNeedsUpdate = true;
  37615. }
  37616. // EntireArray
  37617. _setValue_array( buffer, offset ) {
  37618. const dest = this.resolvedProperty;
  37619. for ( let i = 0, n = dest.length; i !== n; ++ i ) {
  37620. dest[ i ] = buffer[ offset ++ ];
  37621. }
  37622. }
  37623. _setValue_array_setNeedsUpdate( buffer, offset ) {
  37624. const dest = this.resolvedProperty;
  37625. for ( let i = 0, n = dest.length; i !== n; ++ i ) {
  37626. dest[ i ] = buffer[ offset ++ ];
  37627. }
  37628. this.targetObject.needsUpdate = true;
  37629. }
  37630. _setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) {
  37631. const dest = this.resolvedProperty;
  37632. for ( let i = 0, n = dest.length; i !== n; ++ i ) {
  37633. dest[ i ] = buffer[ offset ++ ];
  37634. }
  37635. this.targetObject.matrixWorldNeedsUpdate = true;
  37636. }
  37637. // ArrayElement
  37638. _setValue_arrayElement( buffer, offset ) {
  37639. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  37640. }
  37641. _setValue_arrayElement_setNeedsUpdate( buffer, offset ) {
  37642. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  37643. this.targetObject.needsUpdate = true;
  37644. }
  37645. _setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) {
  37646. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  37647. this.targetObject.matrixWorldNeedsUpdate = true;
  37648. }
  37649. // HasToFromArray
  37650. _setValue_fromArray( buffer, offset ) {
  37651. this.resolvedProperty.fromArray( buffer, offset );
  37652. }
  37653. _setValue_fromArray_setNeedsUpdate( buffer, offset ) {
  37654. this.resolvedProperty.fromArray( buffer, offset );
  37655. this.targetObject.needsUpdate = true;
  37656. }
  37657. _setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) {
  37658. this.resolvedProperty.fromArray( buffer, offset );
  37659. this.targetObject.matrixWorldNeedsUpdate = true;
  37660. }
  37661. _getValue_unbound( targetArray, offset ) {
  37662. this.bind();
  37663. this.getValue( targetArray, offset );
  37664. }
  37665. _setValue_unbound( sourceArray, offset ) {
  37666. this.bind();
  37667. this.setValue( sourceArray, offset );
  37668. }
  37669. /**
  37670. * Creates a getter / setter pair for the property tracked by this binding.
  37671. */
  37672. bind() {
  37673. let targetObject = this.node;
  37674. const parsedPath = this.parsedPath;
  37675. const objectName = parsedPath.objectName;
  37676. const propertyName = parsedPath.propertyName;
  37677. let propertyIndex = parsedPath.propertyIndex;
  37678. if ( ! targetObject ) {
  37679. targetObject = PropertyBinding.findNode( this.rootNode, parsedPath.nodeName );
  37680. this.node = targetObject;
  37681. }
  37682. // set fail state so we can just 'return' on error
  37683. this.getValue = this._getValue_unavailable;
  37684. this.setValue = this._setValue_unavailable;
  37685. // ensure there is a value node
  37686. if ( ! targetObject ) {
  37687. warn( 'PropertyBinding: No target node found for track: ' + this.path + '.' );
  37688. return;
  37689. }
  37690. if ( objectName ) {
  37691. let objectIndex = parsedPath.objectIndex;
  37692. // special cases were we need to reach deeper into the hierarchy to get the face materials....
  37693. switch ( objectName ) {
  37694. case 'materials':
  37695. if ( ! targetObject.material ) {
  37696. error( 'PropertyBinding: Can not bind to material as node does not have a material.', this );
  37697. return;
  37698. }
  37699. if ( ! targetObject.material.materials ) {
  37700. error( 'PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this );
  37701. return;
  37702. }
  37703. targetObject = targetObject.material.materials;
  37704. break;
  37705. case 'bones':
  37706. if ( ! targetObject.skeleton ) {
  37707. error( 'PropertyBinding: Can not bind to bones as node does not have a skeleton.', this );
  37708. return;
  37709. }
  37710. // potential future optimization: skip this if propertyIndex is already an integer
  37711. // and convert the integer string to a true integer.
  37712. targetObject = targetObject.skeleton.bones;
  37713. // support resolving morphTarget names into indices.
  37714. for ( let i = 0; i < targetObject.length; i ++ ) {
  37715. if ( targetObject[ i ].name === objectIndex ) {
  37716. objectIndex = i;
  37717. break;
  37718. }
  37719. }
  37720. break;
  37721. case 'map':
  37722. if ( 'map' in targetObject ) {
  37723. targetObject = targetObject.map;
  37724. break;
  37725. }
  37726. if ( ! targetObject.material ) {
  37727. error( 'PropertyBinding: Can not bind to material as node does not have a material.', this );
  37728. return;
  37729. }
  37730. if ( ! targetObject.material.map ) {
  37731. error( 'PropertyBinding: Can not bind to material.map as node.material does not have a map.', this );
  37732. return;
  37733. }
  37734. targetObject = targetObject.material.map;
  37735. break;
  37736. default:
  37737. if ( targetObject[ objectName ] === undefined ) {
  37738. error( 'PropertyBinding: Can not bind to objectName of node undefined.', this );
  37739. return;
  37740. }
  37741. targetObject = targetObject[ objectName ];
  37742. }
  37743. if ( objectIndex !== undefined ) {
  37744. if ( targetObject[ objectIndex ] === undefined ) {
  37745. error( 'PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject );
  37746. return;
  37747. }
  37748. targetObject = targetObject[ objectIndex ];
  37749. }
  37750. }
  37751. // resolve property
  37752. const nodeProperty = targetObject[ propertyName ];
  37753. if ( nodeProperty === undefined ) {
  37754. const nodeName = parsedPath.nodeName;
  37755. error( 'PropertyBinding: Trying to update property for track: ' + nodeName +
  37756. '.' + propertyName + ' but it wasn\'t found.', targetObject );
  37757. return;
  37758. }
  37759. // determine versioning scheme
  37760. let versioning = this.Versioning.None;
  37761. this.targetObject = targetObject;
  37762. if ( targetObject.isMaterial === true ) {
  37763. versioning = this.Versioning.NeedsUpdate;
  37764. } else if ( targetObject.isObject3D === true ) {
  37765. versioning = this.Versioning.MatrixWorldNeedsUpdate;
  37766. }
  37767. // determine how the property gets bound
  37768. let bindingType = this.BindingType.Direct;
  37769. if ( propertyIndex !== undefined ) {
  37770. // access a sub element of the property array (only primitives are supported right now)
  37771. if ( propertyName === 'morphTargetInfluences' ) {
  37772. // potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.
  37773. // support resolving morphTarget names into indices.
  37774. if ( ! targetObject.geometry ) {
  37775. error( 'PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this );
  37776. return;
  37777. }
  37778. if ( ! targetObject.geometry.morphAttributes ) {
  37779. error( 'PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this );
  37780. return;
  37781. }
  37782. if ( targetObject.morphTargetDictionary[ propertyIndex ] !== undefined ) {
  37783. propertyIndex = targetObject.morphTargetDictionary[ propertyIndex ];
  37784. }
  37785. }
  37786. bindingType = this.BindingType.ArrayElement;
  37787. this.resolvedProperty = nodeProperty;
  37788. this.propertyIndex = propertyIndex;
  37789. } else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) {
  37790. // must use copy for Object3D.Euler/Quaternion
  37791. bindingType = this.BindingType.HasFromToArray;
  37792. this.resolvedProperty = nodeProperty;
  37793. } else if ( Array.isArray( nodeProperty ) ) {
  37794. bindingType = this.BindingType.EntireArray;
  37795. this.resolvedProperty = nodeProperty;
  37796. } else {
  37797. this.propertyName = propertyName;
  37798. }
  37799. // select getter / setter
  37800. this.getValue = this.GetterByBindingType[ bindingType ];
  37801. this.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ];
  37802. }
  37803. /**
  37804. * Unbinds the property.
  37805. */
  37806. unbind() {
  37807. this.node = null;
  37808. // back to the prototype version of getValue / setValue
  37809. // note: avoiding to mutate the shape of 'this' via 'delete'
  37810. this.getValue = this._getValue_unbound;
  37811. this.setValue = this._setValue_unbound;
  37812. }
  37813. }
  37814. PropertyBinding.Composite = Composite;
  37815. PropertyBinding.prototype.BindingType = {
  37816. Direct: 0,
  37817. EntireArray: 1,
  37818. ArrayElement: 2,
  37819. HasFromToArray: 3
  37820. };
  37821. PropertyBinding.prototype.Versioning = {
  37822. None: 0,
  37823. NeedsUpdate: 1,
  37824. MatrixWorldNeedsUpdate: 2
  37825. };
  37826. PropertyBinding.prototype.GetterByBindingType = [
  37827. PropertyBinding.prototype._getValue_direct,
  37828. PropertyBinding.prototype._getValue_array,
  37829. PropertyBinding.prototype._getValue_arrayElement,
  37830. PropertyBinding.prototype._getValue_toArray,
  37831. ];
  37832. PropertyBinding.prototype.SetterByBindingTypeAndVersioning = [
  37833. [
  37834. // Direct
  37835. PropertyBinding.prototype._setValue_direct,
  37836. PropertyBinding.prototype._setValue_direct_setNeedsUpdate,
  37837. PropertyBinding.prototype._setValue_direct_setMatrixWorldNeedsUpdate,
  37838. ], [
  37839. // EntireArray
  37840. PropertyBinding.prototype._setValue_array,
  37841. PropertyBinding.prototype._setValue_array_setNeedsUpdate,
  37842. PropertyBinding.prototype._setValue_array_setMatrixWorldNeedsUpdate,
  37843. ], [
  37844. // ArrayElement
  37845. PropertyBinding.prototype._setValue_arrayElement,
  37846. PropertyBinding.prototype._setValue_arrayElement_setNeedsUpdate,
  37847. PropertyBinding.prototype._setValue_arrayElement_setMatrixWorldNeedsUpdate,
  37848. ], [
  37849. // HasToFromArray
  37850. PropertyBinding.prototype._setValue_fromArray,
  37851. PropertyBinding.prototype._setValue_fromArray_setNeedsUpdate,
  37852. PropertyBinding.prototype._setValue_fromArray_setMatrixWorldNeedsUpdate,
  37853. ]
  37854. ];
  37855. /**
  37856. * A group of objects that receives a shared animation state.
  37857. *
  37858. * Usage:
  37859. *
  37860. * - Add objects you would otherwise pass as 'root' to the
  37861. * constructor or the .clipAction method of AnimationMixer.
  37862. * - Instead pass this object as 'root'.
  37863. * - You can also add and remove objects later when the mixer is running.
  37864. *
  37865. * Note:
  37866. *
  37867. * - Objects of this class appear as one object to the mixer,
  37868. * so cache control of the individual objects must be done on the group.
  37869. *
  37870. * Limitation:
  37871. *
  37872. * - The animated properties must be compatible among the all objects in the group.
  37873. * - A single property can either be controlled through a target group or directly, but not both.
  37874. */
  37875. class AnimationObjectGroup {
  37876. /**
  37877. * Constructs a new animation group.
  37878. *
  37879. * @param {...Object3D} arguments - An arbitrary number of 3D objects that share the same animation state.
  37880. */
  37881. constructor() {
  37882. /**
  37883. * This flag can be used for type testing.
  37884. *
  37885. * @type {boolean}
  37886. * @readonly
  37887. * @default true
  37888. */
  37889. this.isAnimationObjectGroup = true;
  37890. /**
  37891. * The UUID of the 3D object.
  37892. *
  37893. * @type {string}
  37894. * @readonly
  37895. */
  37896. this.uuid = generateUUID();
  37897. // cached objects followed by the active ones
  37898. this._objects = Array.prototype.slice.call( arguments );
  37899. this.nCachedObjects_ = 0; // threshold
  37900. // note: read by PropertyBinding.Composite
  37901. const indices = {};
  37902. this._indicesByUUID = indices; // for bookkeeping
  37903. for ( let i = 0, n = arguments.length; i !== n; ++ i ) {
  37904. indices[ arguments[ i ].uuid ] = i;
  37905. }
  37906. this._paths = []; // inside: string
  37907. this._parsedPaths = []; // inside: { we don't care, here }
  37908. this._bindings = []; // inside: Array< PropertyBinding >
  37909. this._bindingsIndicesByPath = {}; // inside: indices in these arrays
  37910. const scope = this;
  37911. this.stats = {
  37912. objects: {
  37913. get total() {
  37914. return scope._objects.length;
  37915. },
  37916. get inUse() {
  37917. return this.total - scope.nCachedObjects_;
  37918. }
  37919. },
  37920. get bindingsPerObject() {
  37921. return scope._bindings.length;
  37922. }
  37923. };
  37924. }
  37925. /**
  37926. * Adds an arbitrary number of objects to this animation group.
  37927. *
  37928. * @param {...Object3D} arguments - The 3D objects to add.
  37929. */
  37930. add() {
  37931. const objects = this._objects,
  37932. indicesByUUID = this._indicesByUUID,
  37933. paths = this._paths,
  37934. parsedPaths = this._parsedPaths,
  37935. bindings = this._bindings,
  37936. nBindings = bindings.length;
  37937. let knownObject = undefined,
  37938. nObjects = objects.length,
  37939. nCachedObjects = this.nCachedObjects_;
  37940. for ( let i = 0, n = arguments.length; i !== n; ++ i ) {
  37941. const object = arguments[ i ],
  37942. uuid = object.uuid;
  37943. let index = indicesByUUID[ uuid ];
  37944. if ( index === undefined ) {
  37945. // unknown object -> add it to the ACTIVE region
  37946. index = nObjects ++;
  37947. indicesByUUID[ uuid ] = index;
  37948. objects.push( object );
  37949. // accounting is done, now do the same for all bindings
  37950. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  37951. bindings[ j ].push( new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ) );
  37952. }
  37953. } else if ( index < nCachedObjects ) {
  37954. knownObject = objects[ index ];
  37955. // move existing object to the ACTIVE region
  37956. const firstActiveIndex = -- nCachedObjects,
  37957. lastCachedObject = objects[ firstActiveIndex ];
  37958. indicesByUUID[ lastCachedObject.uuid ] = index;
  37959. objects[ index ] = lastCachedObject;
  37960. indicesByUUID[ uuid ] = firstActiveIndex;
  37961. objects[ firstActiveIndex ] = object;
  37962. // accounting is done, now do the same for all bindings
  37963. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  37964. const bindingsForPath = bindings[ j ],
  37965. lastCached = bindingsForPath[ firstActiveIndex ];
  37966. let binding = bindingsForPath[ index ];
  37967. bindingsForPath[ index ] = lastCached;
  37968. if ( binding === undefined ) {
  37969. // since we do not bother to create new bindings
  37970. // for objects that are cached, the binding may
  37971. // or may not exist
  37972. binding = new PropertyBinding( object, paths[ j ], parsedPaths[ j ] );
  37973. }
  37974. bindingsForPath[ firstActiveIndex ] = binding;
  37975. }
  37976. } else if ( objects[ index ] !== knownObject ) {
  37977. error( 'AnimationObjectGroup: Different objects with the same UUID ' +
  37978. 'detected. Clean the caches or recreate your infrastructure when reloading scenes.' );
  37979. } // else the object is already where we want it to be
  37980. } // for arguments
  37981. this.nCachedObjects_ = nCachedObjects;
  37982. }
  37983. /**
  37984. * Removes an arbitrary number of objects to this animation group
  37985. *
  37986. * @param {...Object3D} arguments - The 3D objects to remove.
  37987. */
  37988. remove() {
  37989. const objects = this._objects,
  37990. indicesByUUID = this._indicesByUUID,
  37991. bindings = this._bindings,
  37992. nBindings = bindings.length;
  37993. let nCachedObjects = this.nCachedObjects_;
  37994. for ( let i = 0, n = arguments.length; i !== n; ++ i ) {
  37995. const object = arguments[ i ],
  37996. uuid = object.uuid,
  37997. index = indicesByUUID[ uuid ];
  37998. if ( index !== undefined && index >= nCachedObjects ) {
  37999. // move existing object into the CACHED region
  38000. const lastCachedIndex = nCachedObjects ++,
  38001. firstActiveObject = objects[ lastCachedIndex ];
  38002. indicesByUUID[ firstActiveObject.uuid ] = index;
  38003. objects[ index ] = firstActiveObject;
  38004. indicesByUUID[ uuid ] = lastCachedIndex;
  38005. objects[ lastCachedIndex ] = object;
  38006. // accounting is done, now do the same for all bindings
  38007. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  38008. const bindingsForPath = bindings[ j ],
  38009. firstActive = bindingsForPath[ lastCachedIndex ],
  38010. binding = bindingsForPath[ index ];
  38011. bindingsForPath[ index ] = firstActive;
  38012. bindingsForPath[ lastCachedIndex ] = binding;
  38013. }
  38014. }
  38015. } // for arguments
  38016. this.nCachedObjects_ = nCachedObjects;
  38017. }
  38018. /**
  38019. * Deallocates all memory resources for the passed 3D objects of this animation group.
  38020. *
  38021. * @param {...Object3D} arguments - The 3D objects to uncache.
  38022. */
  38023. uncache() {
  38024. const objects = this._objects,
  38025. indicesByUUID = this._indicesByUUID,
  38026. bindings = this._bindings,
  38027. nBindings = bindings.length;
  38028. let nCachedObjects = this.nCachedObjects_,
  38029. nObjects = objects.length;
  38030. for ( let i = 0, n = arguments.length; i !== n; ++ i ) {
  38031. const object = arguments[ i ],
  38032. uuid = object.uuid,
  38033. index = indicesByUUID[ uuid ];
  38034. if ( index !== undefined ) {
  38035. delete indicesByUUID[ uuid ];
  38036. if ( index < nCachedObjects ) {
  38037. // object is cached, shrink the CACHED region
  38038. const firstActiveIndex = -- nCachedObjects,
  38039. lastCachedObject = objects[ firstActiveIndex ],
  38040. lastIndex = -- nObjects,
  38041. lastObject = objects[ lastIndex ];
  38042. // last cached object takes this object's place
  38043. indicesByUUID[ lastCachedObject.uuid ] = index;
  38044. objects[ index ] = lastCachedObject;
  38045. // last object goes to the activated slot and pop
  38046. indicesByUUID[ lastObject.uuid ] = firstActiveIndex;
  38047. objects[ firstActiveIndex ] = lastObject;
  38048. objects.pop();
  38049. // accounting is done, now do the same for all bindings
  38050. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  38051. const bindingsForPath = bindings[ j ],
  38052. lastCached = bindingsForPath[ firstActiveIndex ],
  38053. last = bindingsForPath[ lastIndex ];
  38054. bindingsForPath[ index ] = lastCached;
  38055. bindingsForPath[ firstActiveIndex ] = last;
  38056. bindingsForPath.pop();
  38057. }
  38058. } else {
  38059. // object is active, just swap with the last and pop
  38060. const lastIndex = -- nObjects,
  38061. lastObject = objects[ lastIndex ];
  38062. if ( lastIndex > 0 ) {
  38063. indicesByUUID[ lastObject.uuid ] = index;
  38064. }
  38065. objects[ index ] = lastObject;
  38066. objects.pop();
  38067. // accounting is done, now do the same for all bindings
  38068. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  38069. const bindingsForPath = bindings[ j ];
  38070. bindingsForPath[ index ] = bindingsForPath[ lastIndex ];
  38071. bindingsForPath.pop();
  38072. }
  38073. } // cached or active
  38074. } // if object is known
  38075. } // for arguments
  38076. this.nCachedObjects_ = nCachedObjects;
  38077. }
  38078. // Internal interface used by befriended PropertyBinding.Composite:
  38079. subscribe_( path, parsedPath ) {
  38080. // returns an array of bindings for the given path that is changed
  38081. // according to the contained objects in the group
  38082. const indicesByPath = this._bindingsIndicesByPath;
  38083. let index = indicesByPath[ path ];
  38084. const bindings = this._bindings;
  38085. if ( index !== undefined ) return bindings[ index ];
  38086. const paths = this._paths,
  38087. parsedPaths = this._parsedPaths,
  38088. objects = this._objects,
  38089. nObjects = objects.length,
  38090. nCachedObjects = this.nCachedObjects_,
  38091. bindingsForPath = new Array( nObjects );
  38092. index = bindings.length;
  38093. indicesByPath[ path ] = index;
  38094. paths.push( path );
  38095. parsedPaths.push( parsedPath );
  38096. bindings.push( bindingsForPath );
  38097. for ( let i = nCachedObjects, n = objects.length; i !== n; ++ i ) {
  38098. const object = objects[ i ];
  38099. bindingsForPath[ i ] = new PropertyBinding( object, path, parsedPath );
  38100. }
  38101. return bindingsForPath;
  38102. }
  38103. unsubscribe_( path ) {
  38104. // tells the group to forget about a property path and no longer
  38105. // update the array previously obtained with 'subscribe_'
  38106. const indicesByPath = this._bindingsIndicesByPath,
  38107. index = indicesByPath[ path ];
  38108. if ( index !== undefined ) {
  38109. const paths = this._paths,
  38110. parsedPaths = this._parsedPaths,
  38111. bindings = this._bindings,
  38112. lastBindingsIndex = bindings.length - 1,
  38113. lastBindings = bindings[ lastBindingsIndex ],
  38114. lastBindingsPath = path[ lastBindingsIndex ];
  38115. indicesByPath[ lastBindingsPath ] = index;
  38116. bindings[ index ] = lastBindings;
  38117. bindings.pop();
  38118. parsedPaths[ index ] = parsedPaths[ lastBindingsIndex ];
  38119. parsedPaths.pop();
  38120. paths[ index ] = paths[ lastBindingsIndex ];
  38121. paths.pop();
  38122. }
  38123. }
  38124. }
  38125. /**
  38126. * An instance of `AnimationAction` schedules the playback of an animation which is
  38127. * stored in {@link AnimationClip}.
  38128. */
  38129. class AnimationAction {
  38130. /**
  38131. * Constructs a new animation action.
  38132. *
  38133. * @param {AnimationMixer} mixer - The mixer that is controlled by this action.
  38134. * @param {AnimationClip} clip - The animation clip that holds the actual keyframes.
  38135. * @param {?Object3D} [localRoot=null] - The root object on which this action is performed.
  38136. * @param {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)} [blendMode] - The blend mode.
  38137. */
  38138. constructor( mixer, clip, localRoot = null, blendMode = clip.blendMode ) {
  38139. this._mixer = mixer;
  38140. this._clip = clip;
  38141. this._localRoot = localRoot;
  38142. /**
  38143. * Defines how the animation is blended/combined when two or more animations
  38144. * are simultaneously played.
  38145. *
  38146. * @type {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)}
  38147. */
  38148. this.blendMode = blendMode;
  38149. const tracks = clip.tracks,
  38150. nTracks = tracks.length,
  38151. interpolants = new Array( nTracks );
  38152. const interpolantSettings = {
  38153. endingStart: ZeroCurvatureEnding,
  38154. endingEnd: ZeroCurvatureEnding
  38155. };
  38156. for ( let i = 0; i !== nTracks; ++ i ) {
  38157. const interpolant = tracks[ i ].createInterpolant( null );
  38158. interpolants[ i ] = interpolant;
  38159. interpolant.settings = interpolantSettings;
  38160. }
  38161. this._interpolantSettings = interpolantSettings;
  38162. this._interpolants = interpolants; // bound by the mixer
  38163. // inside: PropertyMixer (managed by the mixer)
  38164. this._propertyBindings = new Array( nTracks );
  38165. this._cacheIndex = null; // for the memory manager
  38166. this._byClipCacheIndex = null; // for the memory manager
  38167. this._timeScaleInterpolant = null;
  38168. this._weightInterpolant = null;
  38169. /**
  38170. * The loop mode, set via {@link AnimationAction#setLoop}.
  38171. *
  38172. * @type {(LoopRepeat|LoopOnce|LoopPingPong)}
  38173. * @default LoopRepeat
  38174. */
  38175. this.loop = LoopRepeat;
  38176. this._loopCount = -1;
  38177. // global mixer time when the action is to be started
  38178. // it's set back to 'null' upon start of the action
  38179. this._startTime = null;
  38180. /**
  38181. * The local time of this action (in seconds, starting with `0`).
  38182. *
  38183. * The value gets clamped or wrapped to `[0,clip.duration]` (according to the
  38184. * loop state).
  38185. *
  38186. * @type {number}
  38187. * @default Infinity
  38188. */
  38189. this.time = 0;
  38190. /**
  38191. * Scaling factor for the {@link AnimationAction#time}. A value of `0` causes the
  38192. * animation to pause. Negative values cause the animation to play backwards.
  38193. *
  38194. * @type {number}
  38195. * @default 1
  38196. */
  38197. this.timeScale = 1;
  38198. this._effectiveTimeScale = 1;
  38199. /**
  38200. * The degree of influence of this action (in the interval `[0, 1]`). Values
  38201. * between `0` (no impact) and `1` (full impact) can be used to blend between
  38202. * several actions.
  38203. *
  38204. * @type {number}
  38205. * @default 1
  38206. */
  38207. this.weight = 1;
  38208. this._effectiveWeight = 1;
  38209. /**
  38210. * The number of repetitions of the performed clip over the course of this action.
  38211. * Can be set via {@link AnimationAction#setLoop}.
  38212. *
  38213. * Setting this number has no effect if {@link AnimationAction#loop} is set to
  38214. * `THREE:LoopOnce`.
  38215. *
  38216. * @type {number}
  38217. * @default Infinity
  38218. */
  38219. this.repetitions = Infinity;
  38220. /**
  38221. * If set to `true`, the playback of the action is paused.
  38222. *
  38223. * @type {boolean}
  38224. * @default false
  38225. */
  38226. this.paused = false;
  38227. /**
  38228. * If set to `false`, the action is disabled so it has no impact.
  38229. *
  38230. * When the action is re-enabled, the animation continues from its current
  38231. * time (setting `enabled` to `false` doesn't reset the action).
  38232. *
  38233. * @type {boolean}
  38234. * @default true
  38235. */
  38236. this.enabled = true;
  38237. /**
  38238. * If set to true the animation will automatically be paused on its last frame.
  38239. *
  38240. * If set to false, {@link AnimationAction#enabled} will automatically be switched
  38241. * to `false` when the last loop of the action has finished, so that this action has
  38242. * no further impact.
  38243. *
  38244. * Note: This member has no impact if the action is interrupted (it
  38245. * has only an effect if its last loop has really finished).
  38246. *
  38247. * @type {boolean}
  38248. * @default false
  38249. */
  38250. this.clampWhenFinished = false;
  38251. /**
  38252. * Enables smooth interpolation without separate clips for start, loop and end.
  38253. *
  38254. * @type {boolean}
  38255. * @default true
  38256. */
  38257. this.zeroSlopeAtStart = true;
  38258. /**
  38259. * Enables smooth interpolation without separate clips for start, loop and end.
  38260. *
  38261. * @type {boolean}
  38262. * @default true
  38263. */
  38264. this.zeroSlopeAtEnd = true;
  38265. }
  38266. /**
  38267. * Starts the playback of the animation.
  38268. *
  38269. * @return {AnimationAction} A reference to this animation action.
  38270. */
  38271. play() {
  38272. this._mixer._activateAction( this );
  38273. return this;
  38274. }
  38275. /**
  38276. * Stops the playback of the animation.
  38277. *
  38278. * @return {AnimationAction} A reference to this animation action.
  38279. */
  38280. stop() {
  38281. this._mixer._deactivateAction( this );
  38282. return this.reset();
  38283. }
  38284. /**
  38285. * Resets the playback of the animation.
  38286. *
  38287. * @return {AnimationAction} A reference to this animation action.
  38288. */
  38289. reset() {
  38290. this.paused = false;
  38291. this.enabled = true;
  38292. this.time = 0; // restart clip
  38293. this._loopCount = -1;// forget previous loops
  38294. this._startTime = null;// forget scheduling
  38295. return this.stopFading().stopWarping();
  38296. }
  38297. /**
  38298. * Returns `true` if the animation is running.
  38299. *
  38300. * @return {boolean} Whether the animation is running or not.
  38301. */
  38302. isRunning() {
  38303. return this.enabled && ! this.paused && this.timeScale !== 0 &&
  38304. this._startTime === null && this._mixer._isActiveAction( this );
  38305. }
  38306. /**
  38307. * Returns `true` when {@link AnimationAction#play} has been called.
  38308. *
  38309. * @return {boolean} Whether the animation is scheduled or not.
  38310. */
  38311. isScheduled() {
  38312. return this._mixer._isActiveAction( this );
  38313. }
  38314. /**
  38315. * Defines the time when the animation should start.
  38316. *
  38317. * @param {number} time - The start time in seconds.
  38318. * @return {AnimationAction} A reference to this animation action.
  38319. */
  38320. startAt( time ) {
  38321. this._startTime = time;
  38322. return this;
  38323. }
  38324. /**
  38325. * Configures the loop settings for this action.
  38326. *
  38327. * @param {(LoopRepeat|LoopOnce|LoopPingPong)} mode - The loop mode.
  38328. * @param {number} repetitions - The number of repetitions.
  38329. * @return {AnimationAction} A reference to this animation action.
  38330. */
  38331. setLoop( mode, repetitions ) {
  38332. this.loop = mode;
  38333. this.repetitions = repetitions;
  38334. return this;
  38335. }
  38336. /**
  38337. * Sets the effective weight of this action.
  38338. *
  38339. * An action has no effect and thus an effective weight of zero when the
  38340. * action is disabled.
  38341. *
  38342. * @param {number} weight - The weight to set.
  38343. * @return {AnimationAction} A reference to this animation action.
  38344. */
  38345. setEffectiveWeight( weight ) {
  38346. this.weight = weight;
  38347. // note: same logic as when updated at runtime
  38348. this._effectiveWeight = this.enabled ? weight : 0;
  38349. return this.stopFading();
  38350. }
  38351. /**
  38352. * Returns the effective weight of this action.
  38353. *
  38354. * @return {number} The effective weight.
  38355. */
  38356. getEffectiveWeight() {
  38357. return this._effectiveWeight;
  38358. }
  38359. /**
  38360. * Fades the animation in by increasing its weight gradually from `0` to `1`,
  38361. * within the passed time interval.
  38362. *
  38363. * @param {number} duration - The duration of the fade.
  38364. * @return {AnimationAction} A reference to this animation action.
  38365. */
  38366. fadeIn( duration ) {
  38367. return this._scheduleFading( duration, 0, 1 );
  38368. }
  38369. /**
  38370. * Fades the animation out by decreasing its weight gradually from `1` to `0`,
  38371. * within the passed time interval.
  38372. *
  38373. * @param {number} duration - The duration of the fade.
  38374. * @return {AnimationAction} A reference to this animation action.
  38375. */
  38376. fadeOut( duration ) {
  38377. return this._scheduleFading( duration, 1, 0 );
  38378. }
  38379. /**
  38380. * Causes this action to fade in and the given action to fade out,
  38381. * within the passed time interval.
  38382. *
  38383. * @param {AnimationAction} fadeOutAction - The animation action to fade out.
  38384. * @param {number} duration - The duration of the fade.
  38385. * @param {boolean} [warp=false] - Whether warping should be used or not.
  38386. * @return {AnimationAction} A reference to this animation action.
  38387. */
  38388. crossFadeFrom( fadeOutAction, duration, warp = false ) {
  38389. fadeOutAction.fadeOut( duration );
  38390. this.fadeIn( duration );
  38391. if ( warp === true ) {
  38392. const fadeInDuration = this._clip.duration,
  38393. fadeOutDuration = fadeOutAction._clip.duration,
  38394. startEndRatio = fadeOutDuration / fadeInDuration,
  38395. endStartRatio = fadeInDuration / fadeOutDuration;
  38396. fadeOutAction.warp( 1.0, startEndRatio, duration );
  38397. this.warp( endStartRatio, 1.0, duration );
  38398. }
  38399. return this;
  38400. }
  38401. /**
  38402. * Causes this action to fade out and the given action to fade in,
  38403. * within the passed time interval.
  38404. *
  38405. * @param {AnimationAction} fadeInAction - The animation action to fade in.
  38406. * @param {number} duration - The duration of the fade.
  38407. * @param {boolean} [warp=false] - Whether warping should be used or not.
  38408. * @return {AnimationAction} A reference to this animation action.
  38409. */
  38410. crossFadeTo( fadeInAction, duration, warp = false ) {
  38411. return fadeInAction.crossFadeFrom( this, duration, warp );
  38412. }
  38413. /**
  38414. * Stops any fading which is applied to this action.
  38415. *
  38416. * @return {AnimationAction} A reference to this animation action.
  38417. */
  38418. stopFading() {
  38419. const weightInterpolant = this._weightInterpolant;
  38420. if ( weightInterpolant !== null ) {
  38421. this._weightInterpolant = null;
  38422. this._mixer._takeBackControlInterpolant( weightInterpolant );
  38423. }
  38424. return this;
  38425. }
  38426. /**
  38427. * Sets the effective time scale of this action.
  38428. *
  38429. * An action has no effect and thus an effective time scale of zero when the
  38430. * action is paused.
  38431. *
  38432. * @param {number} timeScale - The time scale to set.
  38433. * @return {AnimationAction} A reference to this animation action.
  38434. */
  38435. setEffectiveTimeScale( timeScale ) {
  38436. this.timeScale = timeScale;
  38437. this._effectiveTimeScale = this.paused ? 0 : timeScale;
  38438. return this.stopWarping();
  38439. }
  38440. /**
  38441. * Returns the effective time scale of this action.
  38442. *
  38443. * @return {number} The effective time scale.
  38444. */
  38445. getEffectiveTimeScale() {
  38446. return this._effectiveTimeScale;
  38447. }
  38448. /**
  38449. * Sets the duration for a single loop of this action.
  38450. *
  38451. * @param {number} duration - The duration to set.
  38452. * @return {AnimationAction} A reference to this animation action.
  38453. */
  38454. setDuration( duration ) {
  38455. this.timeScale = this._clip.duration / duration;
  38456. return this.stopWarping();
  38457. }
  38458. /**
  38459. * Synchronizes this action with the passed other action.
  38460. *
  38461. * @param {AnimationAction} action - The action to sync with.
  38462. * @return {AnimationAction} A reference to this animation action.
  38463. */
  38464. syncWith( action ) {
  38465. this.time = action.time;
  38466. this.timeScale = action.timeScale;
  38467. return this.stopWarping();
  38468. }
  38469. /**
  38470. * Decelerates this animation's speed to `0` within the passed time interval.
  38471. *
  38472. * @param {number} duration - The duration.
  38473. * @return {AnimationAction} A reference to this animation action.
  38474. */
  38475. halt( duration ) {
  38476. return this.warp( this._effectiveTimeScale, 0, duration );
  38477. }
  38478. /**
  38479. * Changes the playback speed, within the passed time interval, by modifying
  38480. * {@link AnimationAction#timeScale} gradually from `startTimeScale` to
  38481. * `endTimeScale`.
  38482. *
  38483. * @param {number} startTimeScale - The start time scale.
  38484. * @param {number} endTimeScale - The end time scale.
  38485. * @param {number} duration - The duration.
  38486. * @return {AnimationAction} A reference to this animation action.
  38487. */
  38488. warp( startTimeScale, endTimeScale, duration ) {
  38489. const mixer = this._mixer,
  38490. now = mixer.time,
  38491. timeScale = this.timeScale;
  38492. let interpolant = this._timeScaleInterpolant;
  38493. if ( interpolant === null ) {
  38494. interpolant = mixer._lendControlInterpolant();
  38495. this._timeScaleInterpolant = interpolant;
  38496. }
  38497. const times = interpolant.parameterPositions,
  38498. values = interpolant.sampleValues;
  38499. times[ 0 ] = now;
  38500. times[ 1 ] = now + duration;
  38501. values[ 0 ] = startTimeScale / timeScale;
  38502. values[ 1 ] = endTimeScale / timeScale;
  38503. return this;
  38504. }
  38505. /**
  38506. * Stops any scheduled warping which is applied to this action.
  38507. *
  38508. * @return {AnimationAction} A reference to this animation action.
  38509. */
  38510. stopWarping() {
  38511. const timeScaleInterpolant = this._timeScaleInterpolant;
  38512. if ( timeScaleInterpolant !== null ) {
  38513. this._timeScaleInterpolant = null;
  38514. this._mixer._takeBackControlInterpolant( timeScaleInterpolant );
  38515. }
  38516. return this;
  38517. }
  38518. /**
  38519. * Returns the animation mixer of this animation action.
  38520. *
  38521. * @return {AnimationMixer} The animation mixer.
  38522. */
  38523. getMixer() {
  38524. return this._mixer;
  38525. }
  38526. /**
  38527. * Returns the animation clip of this animation action.
  38528. *
  38529. * @return {AnimationClip} The animation clip.
  38530. */
  38531. getClip() {
  38532. return this._clip;
  38533. }
  38534. /**
  38535. * Returns the root object of this animation action.
  38536. *
  38537. * @return {Object3D} The root object.
  38538. */
  38539. getRoot() {
  38540. return this._localRoot || this._mixer._root;
  38541. }
  38542. // Interna
  38543. _update( time, deltaTime, timeDirection, accuIndex ) {
  38544. // called by the mixer
  38545. if ( ! this.enabled ) {
  38546. // call ._updateWeight() to update ._effectiveWeight
  38547. this._updateWeight( time );
  38548. return;
  38549. }
  38550. const startTime = this._startTime;
  38551. if ( startTime !== null ) {
  38552. // check for scheduled start of action
  38553. const timeRunning = ( time - startTime ) * timeDirection;
  38554. if ( timeRunning < 0 || timeDirection === 0 ) {
  38555. deltaTime = 0;
  38556. } else {
  38557. this._startTime = null; // unschedule
  38558. deltaTime = timeDirection * timeRunning;
  38559. }
  38560. }
  38561. // apply time scale and advance time
  38562. deltaTime *= this._updateTimeScale( time );
  38563. const clipTime = this._updateTime( deltaTime );
  38564. // note: _updateTime may disable the action resulting in
  38565. // an effective weight of 0
  38566. const weight = this._updateWeight( time );
  38567. if ( weight > 0 ) {
  38568. const interpolants = this._interpolants;
  38569. const propertyMixers = this._propertyBindings;
  38570. switch ( this.blendMode ) {
  38571. case AdditiveAnimationBlendMode:
  38572. for ( let j = 0, m = interpolants.length; j !== m; ++ j ) {
  38573. interpolants[ j ].evaluate( clipTime );
  38574. propertyMixers[ j ].accumulateAdditive( weight );
  38575. }
  38576. break;
  38577. case NormalAnimationBlendMode:
  38578. default:
  38579. for ( let j = 0, m = interpolants.length; j !== m; ++ j ) {
  38580. interpolants[ j ].evaluate( clipTime );
  38581. propertyMixers[ j ].accumulate( accuIndex, weight );
  38582. }
  38583. }
  38584. }
  38585. }
  38586. _updateWeight( time ) {
  38587. let weight = 0;
  38588. if ( this.enabled ) {
  38589. weight = this.weight;
  38590. const interpolant = this._weightInterpolant;
  38591. if ( interpolant !== null ) {
  38592. const interpolantValue = interpolant.evaluate( time )[ 0 ];
  38593. weight *= interpolantValue;
  38594. if ( time > interpolant.parameterPositions[ 1 ] ) {
  38595. this.stopFading();
  38596. if ( interpolantValue === 0 ) {
  38597. // faded out, disable
  38598. this.enabled = false;
  38599. }
  38600. }
  38601. }
  38602. }
  38603. this._effectiveWeight = weight;
  38604. return weight;
  38605. }
  38606. _updateTimeScale( time ) {
  38607. let timeScale = 0;
  38608. if ( ! this.paused ) {
  38609. timeScale = this.timeScale;
  38610. const interpolant = this._timeScaleInterpolant;
  38611. if ( interpolant !== null ) {
  38612. const interpolantValue = interpolant.evaluate( time )[ 0 ];
  38613. timeScale *= interpolantValue;
  38614. if ( time > interpolant.parameterPositions[ 1 ] ) {
  38615. this.stopWarping();
  38616. if ( timeScale === 0 ) {
  38617. // motion has halted, pause
  38618. this.paused = true;
  38619. } else {
  38620. // warp done - apply final time scale
  38621. this.timeScale = timeScale;
  38622. }
  38623. }
  38624. }
  38625. }
  38626. this._effectiveTimeScale = timeScale;
  38627. return timeScale;
  38628. }
  38629. _updateTime( deltaTime ) {
  38630. const duration = this._clip.duration;
  38631. const loop = this.loop;
  38632. let time = this.time + deltaTime;
  38633. let loopCount = this._loopCount;
  38634. const pingPong = ( loop === LoopPingPong );
  38635. if ( deltaTime === 0 ) {
  38636. if ( loopCount === -1 ) return time;
  38637. return ( pingPong && ( loopCount & 1 ) === 1 ) ? duration - time : time;
  38638. }
  38639. if ( loop === LoopOnce ) {
  38640. if ( loopCount === -1 ) {
  38641. // just started
  38642. this._loopCount = 0;
  38643. this._setEndings( true, true, false );
  38644. }
  38645. handle_stop: {
  38646. if ( time >= duration ) {
  38647. time = duration;
  38648. } else if ( time < 0 ) {
  38649. time = 0;
  38650. } else {
  38651. this.time = time;
  38652. break handle_stop;
  38653. }
  38654. if ( this.clampWhenFinished ) this.paused = true;
  38655. else this.enabled = false;
  38656. this.time = time;
  38657. this._mixer.dispatchEvent( {
  38658. type: 'finished', action: this,
  38659. direction: deltaTime < 0 ? -1 : 1
  38660. } );
  38661. }
  38662. } else { // repetitive Repeat or PingPong
  38663. if ( loopCount === -1 ) {
  38664. // just started
  38665. if ( deltaTime >= 0 ) {
  38666. loopCount = 0;
  38667. this._setEndings( true, this.repetitions === 0, pingPong );
  38668. } else {
  38669. // when looping in reverse direction, the initial
  38670. // transition through zero counts as a repetition,
  38671. // so leave loopCount at -1
  38672. this._setEndings( this.repetitions === 0, true, pingPong );
  38673. }
  38674. }
  38675. if ( time >= duration || time < 0 ) {
  38676. // wrap around
  38677. const loopDelta = Math.floor( time / duration ); // signed
  38678. time -= duration * loopDelta;
  38679. loopCount += Math.abs( loopDelta );
  38680. const pending = this.repetitions - loopCount;
  38681. if ( pending <= 0 ) {
  38682. // have to stop (switch state, clamp time, fire event)
  38683. if ( this.clampWhenFinished ) this.paused = true;
  38684. else this.enabled = false;
  38685. time = deltaTime > 0 ? duration : 0;
  38686. this.time = time;
  38687. this._mixer.dispatchEvent( {
  38688. type: 'finished', action: this,
  38689. direction: deltaTime > 0 ? 1 : -1
  38690. } );
  38691. } else {
  38692. // keep running
  38693. if ( pending === 1 ) {
  38694. // entering the last round
  38695. const atStart = deltaTime < 0;
  38696. this._setEndings( atStart, ! atStart, pingPong );
  38697. } else {
  38698. this._setEndings( false, false, pingPong );
  38699. }
  38700. this._loopCount = loopCount;
  38701. this.time = time;
  38702. this._mixer.dispatchEvent( {
  38703. type: 'loop', action: this, loopDelta: loopDelta
  38704. } );
  38705. }
  38706. } else {
  38707. this.time = time;
  38708. }
  38709. if ( pingPong && ( loopCount & 1 ) === 1 ) {
  38710. // invert time for the "pong round"
  38711. return duration - time;
  38712. }
  38713. }
  38714. return time;
  38715. }
  38716. _setEndings( atStart, atEnd, pingPong ) {
  38717. const settings = this._interpolantSettings;
  38718. if ( pingPong ) {
  38719. settings.endingStart = ZeroSlopeEnding;
  38720. settings.endingEnd = ZeroSlopeEnding;
  38721. } else {
  38722. // assuming for LoopOnce atStart == atEnd == true
  38723. if ( atStart ) {
  38724. settings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding;
  38725. } else {
  38726. settings.endingStart = WrapAroundEnding;
  38727. }
  38728. if ( atEnd ) {
  38729. settings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding;
  38730. } else {
  38731. settings.endingEnd = WrapAroundEnding;
  38732. }
  38733. }
  38734. }
  38735. _scheduleFading( duration, weightNow, weightThen ) {
  38736. const mixer = this._mixer, now = mixer.time;
  38737. let interpolant = this._weightInterpolant;
  38738. if ( interpolant === null ) {
  38739. interpolant = mixer._lendControlInterpolant();
  38740. this._weightInterpolant = interpolant;
  38741. }
  38742. const times = interpolant.parameterPositions,
  38743. values = interpolant.sampleValues;
  38744. times[ 0 ] = now;
  38745. values[ 0 ] = weightNow;
  38746. times[ 1 ] = now + duration;
  38747. values[ 1 ] = weightThen;
  38748. return this;
  38749. }
  38750. }
  38751. const _controlInterpolantsResultBuffer = new Float32Array( 1 );
  38752. /**
  38753. * `AnimationMixer` is a player for animations on a particular object in
  38754. * the scene. When multiple objects in the scene are animated independently,
  38755. * one `AnimationMixer` may be used for each object.
  38756. */
  38757. class AnimationMixer extends EventDispatcher {
  38758. /**
  38759. * Constructs a new animation mixer.
  38760. *
  38761. * @param {Object3D} root - The object whose animations shall be played by this mixer.
  38762. */
  38763. constructor( root ) {
  38764. super();
  38765. this._root = root;
  38766. this._initMemoryManager();
  38767. this._accuIndex = 0;
  38768. /**
  38769. * The global mixer time (in seconds; starting with `0` on the mixer's creation).
  38770. *
  38771. * @type {number}
  38772. * @default 0
  38773. */
  38774. this.time = 0;
  38775. /**
  38776. * A scaling factor for the global time.
  38777. *
  38778. * Note: Setting this member to `0` and later back to `1` is a
  38779. * possibility to pause/unpause all actions that are controlled by this
  38780. * mixer.
  38781. *
  38782. * @type {number}
  38783. * @default 1
  38784. */
  38785. this.timeScale = 1.0;
  38786. }
  38787. _bindAction( action, prototypeAction ) {
  38788. const root = action._localRoot || this._root,
  38789. tracks = action._clip.tracks,
  38790. nTracks = tracks.length,
  38791. bindings = action._propertyBindings,
  38792. interpolants = action._interpolants,
  38793. rootUuid = root.uuid,
  38794. bindingsByRoot = this._bindingsByRootAndName;
  38795. let bindingsByName = bindingsByRoot[ rootUuid ];
  38796. if ( bindingsByName === undefined ) {
  38797. bindingsByName = {};
  38798. bindingsByRoot[ rootUuid ] = bindingsByName;
  38799. }
  38800. for ( let i = 0; i !== nTracks; ++ i ) {
  38801. const track = tracks[ i ],
  38802. trackName = track.name;
  38803. let binding = bindingsByName[ trackName ];
  38804. if ( binding !== undefined ) {
  38805. ++ binding.referenceCount;
  38806. bindings[ i ] = binding;
  38807. } else {
  38808. binding = bindings[ i ];
  38809. if ( binding !== undefined ) {
  38810. // existing binding, make sure the cache knows
  38811. if ( binding._cacheIndex === null ) {
  38812. ++ binding.referenceCount;
  38813. this._addInactiveBinding( binding, rootUuid, trackName );
  38814. }
  38815. continue;
  38816. }
  38817. const path = prototypeAction && prototypeAction.
  38818. _propertyBindings[ i ].binding.parsedPath;
  38819. binding = new PropertyMixer(
  38820. PropertyBinding.create( root, trackName, path ),
  38821. track.ValueTypeName, track.getValueSize() );
  38822. ++ binding.referenceCount;
  38823. this._addInactiveBinding( binding, rootUuid, trackName );
  38824. bindings[ i ] = binding;
  38825. }
  38826. interpolants[ i ].resultBuffer = binding.buffer;
  38827. }
  38828. }
  38829. _activateAction( action ) {
  38830. if ( ! this._isActiveAction( action ) ) {
  38831. if ( action._cacheIndex === null ) {
  38832. // this action has been forgotten by the cache, but the user
  38833. // appears to be still using it -> rebind
  38834. const rootUuid = ( action._localRoot || this._root ).uuid,
  38835. clipUuid = action._clip.uuid,
  38836. actionsForClip = this._actionsByClip[ clipUuid ];
  38837. this._bindAction( action,
  38838. actionsForClip && actionsForClip.knownActions[ 0 ] );
  38839. this._addInactiveAction( action, clipUuid, rootUuid );
  38840. }
  38841. const bindings = action._propertyBindings;
  38842. // increment reference counts / sort out state
  38843. for ( let i = 0, n = bindings.length; i !== n; ++ i ) {
  38844. const binding = bindings[ i ];
  38845. if ( binding.useCount ++ === 0 ) {
  38846. this._lendBinding( binding );
  38847. binding.saveOriginalState();
  38848. }
  38849. }
  38850. this._lendAction( action );
  38851. }
  38852. }
  38853. _deactivateAction( action ) {
  38854. if ( this._isActiveAction( action ) ) {
  38855. const bindings = action._propertyBindings;
  38856. // decrement reference counts / sort out state
  38857. for ( let i = 0, n = bindings.length; i !== n; ++ i ) {
  38858. const binding = bindings[ i ];
  38859. if ( -- binding.useCount === 0 ) {
  38860. binding.restoreOriginalState();
  38861. this._takeBackBinding( binding );
  38862. }
  38863. }
  38864. this._takeBackAction( action );
  38865. }
  38866. }
  38867. // Memory manager
  38868. _initMemoryManager() {
  38869. this._actions = []; // 'nActiveActions' followed by inactive ones
  38870. this._nActiveActions = 0;
  38871. this._actionsByClip = {};
  38872. // inside:
  38873. // {
  38874. // knownActions: Array< AnimationAction > - used as prototypes
  38875. // actionByRoot: AnimationAction - lookup
  38876. // }
  38877. this._bindings = []; // 'nActiveBindings' followed by inactive ones
  38878. this._nActiveBindings = 0;
  38879. this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer >
  38880. this._controlInterpolants = []; // same game as above
  38881. this._nActiveControlInterpolants = 0;
  38882. const scope = this;
  38883. this.stats = {
  38884. actions: {
  38885. get total() {
  38886. return scope._actions.length;
  38887. },
  38888. get inUse() {
  38889. return scope._nActiveActions;
  38890. }
  38891. },
  38892. bindings: {
  38893. get total() {
  38894. return scope._bindings.length;
  38895. },
  38896. get inUse() {
  38897. return scope._nActiveBindings;
  38898. }
  38899. },
  38900. controlInterpolants: {
  38901. get total() {
  38902. return scope._controlInterpolants.length;
  38903. },
  38904. get inUse() {
  38905. return scope._nActiveControlInterpolants;
  38906. }
  38907. }
  38908. };
  38909. }
  38910. // Memory management for AnimationAction objects
  38911. _isActiveAction( action ) {
  38912. const index = action._cacheIndex;
  38913. return index !== null && index < this._nActiveActions;
  38914. }
  38915. _addInactiveAction( action, clipUuid, rootUuid ) {
  38916. const actions = this._actions,
  38917. actionsByClip = this._actionsByClip;
  38918. let actionsForClip = actionsByClip[ clipUuid ];
  38919. if ( actionsForClip === undefined ) {
  38920. actionsForClip = {
  38921. knownActions: [ action ],
  38922. actionByRoot: {}
  38923. };
  38924. action._byClipCacheIndex = 0;
  38925. actionsByClip[ clipUuid ] = actionsForClip;
  38926. } else {
  38927. const knownActions = actionsForClip.knownActions;
  38928. action._byClipCacheIndex = knownActions.length;
  38929. knownActions.push( action );
  38930. }
  38931. action._cacheIndex = actions.length;
  38932. actions.push( action );
  38933. actionsForClip.actionByRoot[ rootUuid ] = action;
  38934. }
  38935. _removeInactiveAction( action ) {
  38936. const actions = this._actions,
  38937. lastInactiveAction = actions[ actions.length - 1 ],
  38938. cacheIndex = action._cacheIndex;
  38939. lastInactiveAction._cacheIndex = cacheIndex;
  38940. actions[ cacheIndex ] = lastInactiveAction;
  38941. actions.pop();
  38942. action._cacheIndex = null;
  38943. const clipUuid = action._clip.uuid,
  38944. actionsByClip = this._actionsByClip,
  38945. actionsForClip = actionsByClip[ clipUuid ],
  38946. knownActionsForClip = actionsForClip.knownActions,
  38947. lastKnownAction =
  38948. knownActionsForClip[ knownActionsForClip.length - 1 ],
  38949. byClipCacheIndex = action._byClipCacheIndex;
  38950. lastKnownAction._byClipCacheIndex = byClipCacheIndex;
  38951. knownActionsForClip[ byClipCacheIndex ] = lastKnownAction;
  38952. knownActionsForClip.pop();
  38953. action._byClipCacheIndex = null;
  38954. const actionByRoot = actionsForClip.actionByRoot,
  38955. rootUuid = ( action._localRoot || this._root ).uuid;
  38956. delete actionByRoot[ rootUuid ];
  38957. if ( knownActionsForClip.length === 0 ) {
  38958. delete actionsByClip[ clipUuid ];
  38959. }
  38960. this._removeInactiveBindingsForAction( action );
  38961. }
  38962. _removeInactiveBindingsForAction( action ) {
  38963. const bindings = action._propertyBindings;
  38964. for ( let i = 0, n = bindings.length; i !== n; ++ i ) {
  38965. const binding = bindings[ i ];
  38966. if ( -- binding.referenceCount === 0 ) {
  38967. this._removeInactiveBinding( binding );
  38968. }
  38969. }
  38970. }
  38971. _lendAction( action ) {
  38972. // [ active actions | inactive actions ]
  38973. // [ active actions >| inactive actions ]
  38974. // s a
  38975. // <-swap->
  38976. // a s
  38977. const actions = this._actions,
  38978. prevIndex = action._cacheIndex,
  38979. lastActiveIndex = this._nActiveActions ++,
  38980. firstInactiveAction = actions[ lastActiveIndex ];
  38981. action._cacheIndex = lastActiveIndex;
  38982. actions[ lastActiveIndex ] = action;
  38983. firstInactiveAction._cacheIndex = prevIndex;
  38984. actions[ prevIndex ] = firstInactiveAction;
  38985. }
  38986. _takeBackAction( action ) {
  38987. // [ active actions | inactive actions ]
  38988. // [ active actions |< inactive actions ]
  38989. // a s
  38990. // <-swap->
  38991. // s a
  38992. const actions = this._actions,
  38993. prevIndex = action._cacheIndex,
  38994. firstInactiveIndex = -- this._nActiveActions,
  38995. lastActiveAction = actions[ firstInactiveIndex ];
  38996. action._cacheIndex = firstInactiveIndex;
  38997. actions[ firstInactiveIndex ] = action;
  38998. lastActiveAction._cacheIndex = prevIndex;
  38999. actions[ prevIndex ] = lastActiveAction;
  39000. }
  39001. // Memory management for PropertyMixer objects
  39002. _addInactiveBinding( binding, rootUuid, trackName ) {
  39003. const bindingsByRoot = this._bindingsByRootAndName,
  39004. bindings = this._bindings;
  39005. let bindingByName = bindingsByRoot[ rootUuid ];
  39006. if ( bindingByName === undefined ) {
  39007. bindingByName = {};
  39008. bindingsByRoot[ rootUuid ] = bindingByName;
  39009. }
  39010. bindingByName[ trackName ] = binding;
  39011. binding._cacheIndex = bindings.length;
  39012. bindings.push( binding );
  39013. }
  39014. _removeInactiveBinding( binding ) {
  39015. const bindings = this._bindings,
  39016. propBinding = binding.binding,
  39017. rootUuid = propBinding.rootNode.uuid,
  39018. trackName = propBinding.path,
  39019. bindingsByRoot = this._bindingsByRootAndName,
  39020. bindingByName = bindingsByRoot[ rootUuid ],
  39021. lastInactiveBinding = bindings[ bindings.length - 1 ],
  39022. cacheIndex = binding._cacheIndex;
  39023. lastInactiveBinding._cacheIndex = cacheIndex;
  39024. bindings[ cacheIndex ] = lastInactiveBinding;
  39025. bindings.pop();
  39026. delete bindingByName[ trackName ];
  39027. if ( Object.keys( bindingByName ).length === 0 ) {
  39028. delete bindingsByRoot[ rootUuid ];
  39029. }
  39030. }
  39031. _lendBinding( binding ) {
  39032. const bindings = this._bindings,
  39033. prevIndex = binding._cacheIndex,
  39034. lastActiveIndex = this._nActiveBindings ++,
  39035. firstInactiveBinding = bindings[ lastActiveIndex ];
  39036. binding._cacheIndex = lastActiveIndex;
  39037. bindings[ lastActiveIndex ] = binding;
  39038. firstInactiveBinding._cacheIndex = prevIndex;
  39039. bindings[ prevIndex ] = firstInactiveBinding;
  39040. }
  39041. _takeBackBinding( binding ) {
  39042. const bindings = this._bindings,
  39043. prevIndex = binding._cacheIndex,
  39044. firstInactiveIndex = -- this._nActiveBindings,
  39045. lastActiveBinding = bindings[ firstInactiveIndex ];
  39046. binding._cacheIndex = firstInactiveIndex;
  39047. bindings[ firstInactiveIndex ] = binding;
  39048. lastActiveBinding._cacheIndex = prevIndex;
  39049. bindings[ prevIndex ] = lastActiveBinding;
  39050. }
  39051. // Memory management of Interpolants for weight and time scale
  39052. _lendControlInterpolant() {
  39053. const interpolants = this._controlInterpolants,
  39054. lastActiveIndex = this._nActiveControlInterpolants ++;
  39055. let interpolant = interpolants[ lastActiveIndex ];
  39056. if ( interpolant === undefined ) {
  39057. interpolant = new LinearInterpolant(
  39058. new Float32Array( 2 ), new Float32Array( 2 ),
  39059. 1, _controlInterpolantsResultBuffer );
  39060. interpolant.__cacheIndex = lastActiveIndex;
  39061. interpolants[ lastActiveIndex ] = interpolant;
  39062. }
  39063. return interpolant;
  39064. }
  39065. _takeBackControlInterpolant( interpolant ) {
  39066. const interpolants = this._controlInterpolants,
  39067. prevIndex = interpolant.__cacheIndex,
  39068. firstInactiveIndex = -- this._nActiveControlInterpolants,
  39069. lastActiveInterpolant = interpolants[ firstInactiveIndex ];
  39070. interpolant.__cacheIndex = firstInactiveIndex;
  39071. interpolants[ firstInactiveIndex ] = interpolant;
  39072. lastActiveInterpolant.__cacheIndex = prevIndex;
  39073. interpolants[ prevIndex ] = lastActiveInterpolant;
  39074. }
  39075. /**
  39076. * Returns an instance of {@link AnimationAction} for the passed clip.
  39077. *
  39078. * If an action fitting the clip and root parameters doesn't yet exist, it
  39079. * will be created by this method. Calling this method several times with the
  39080. * same clip and root parameters always returns the same action.
  39081. *
  39082. * @param {AnimationClip|string} clip - An animation clip or alternatively the name of the animation clip.
  39083. * @param {Object3D} [optionalRoot] - An alternative root object.
  39084. * @param {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)} [blendMode] - The blend mode.
  39085. * @return {?AnimationAction} The animation action.
  39086. */
  39087. clipAction( clip, optionalRoot, blendMode ) {
  39088. const root = optionalRoot || this._root,
  39089. rootUuid = root.uuid;
  39090. let clipObject = typeof clip === 'string' ? AnimationClip.findByName( root, clip ) : clip;
  39091. const clipUuid = clipObject !== null ? clipObject.uuid : clip;
  39092. const actionsForClip = this._actionsByClip[ clipUuid ];
  39093. let prototypeAction = null;
  39094. if ( blendMode === undefined ) {
  39095. if ( clipObject !== null ) {
  39096. blendMode = clipObject.blendMode;
  39097. } else {
  39098. blendMode = NormalAnimationBlendMode;
  39099. }
  39100. }
  39101. if ( actionsForClip !== undefined ) {
  39102. const existingAction = actionsForClip.actionByRoot[ rootUuid ];
  39103. if ( existingAction !== undefined && existingAction.blendMode === blendMode ) {
  39104. return existingAction;
  39105. }
  39106. // we know the clip, so we don't have to parse all
  39107. // the bindings again but can just copy
  39108. prototypeAction = actionsForClip.knownActions[ 0 ];
  39109. // also, take the clip from the prototype action
  39110. if ( clipObject === null )
  39111. clipObject = prototypeAction._clip;
  39112. }
  39113. // clip must be known when specified via string
  39114. if ( clipObject === null ) return null;
  39115. // allocate all resources required to run it
  39116. const newAction = new AnimationAction( this, clipObject, optionalRoot, blendMode );
  39117. this._bindAction( newAction, prototypeAction );
  39118. // and make the action known to the memory manager
  39119. this._addInactiveAction( newAction, clipUuid, rootUuid );
  39120. return newAction;
  39121. }
  39122. /**
  39123. * Returns an existing animation action for the passed clip.
  39124. *
  39125. * @param {AnimationClip|string} clip - An animation clip or alternatively the name of the animation clip.
  39126. * @param {Object3D} [optionalRoot] - An alternative root object.
  39127. * @return {?AnimationAction} The animation action. Returns `null` if no action was found.
  39128. */
  39129. existingAction( clip, optionalRoot ) {
  39130. const root = optionalRoot || this._root,
  39131. rootUuid = root.uuid,
  39132. clipObject = typeof clip === 'string' ?
  39133. AnimationClip.findByName( root, clip ) : clip,
  39134. clipUuid = clipObject ? clipObject.uuid : clip,
  39135. actionsForClip = this._actionsByClip[ clipUuid ];
  39136. if ( actionsForClip !== undefined ) {
  39137. return actionsForClip.actionByRoot[ rootUuid ] || null;
  39138. }
  39139. return null;
  39140. }
  39141. /**
  39142. * Deactivates all previously scheduled actions on this mixer.
  39143. *
  39144. * @return {AnimationMixer} A reference to this animation mixer.
  39145. */
  39146. stopAllAction() {
  39147. const actions = this._actions,
  39148. nActions = this._nActiveActions;
  39149. for ( let i = nActions - 1; i >= 0; -- i ) {
  39150. actions[ i ].stop();
  39151. }
  39152. return this;
  39153. }
  39154. /**
  39155. * Advances the global mixer time and updates the animation.
  39156. *
  39157. * This is usually done in the render loop by passing the delta
  39158. * time from {@link Clock} or {@link Timer}.
  39159. *
  39160. * @param {number} deltaTime - The delta time in seconds.
  39161. * @return {AnimationMixer} A reference to this animation mixer.
  39162. */
  39163. update( deltaTime ) {
  39164. deltaTime *= this.timeScale;
  39165. const actions = this._actions,
  39166. nActions = this._nActiveActions,
  39167. time = this.time += deltaTime,
  39168. timeDirection = Math.sign( deltaTime ),
  39169. accuIndex = this._accuIndex ^= 1;
  39170. // run active actions
  39171. for ( let i = 0; i !== nActions; ++ i ) {
  39172. const action = actions[ i ];
  39173. action._update( time, deltaTime, timeDirection, accuIndex );
  39174. }
  39175. // update scene graph
  39176. const bindings = this._bindings,
  39177. nBindings = this._nActiveBindings;
  39178. for ( let i = 0; i !== nBindings; ++ i ) {
  39179. bindings[ i ].apply( accuIndex );
  39180. }
  39181. return this;
  39182. }
  39183. /**
  39184. * Sets the global mixer to a specific time and updates the animation accordingly.
  39185. *
  39186. * This is useful when you need to jump to an exact time in an animation. The
  39187. * input parameter will be scaled by {@link AnimationMixer#timeScale}
  39188. *
  39189. * @param {number} time - The time to set in seconds.
  39190. * @return {AnimationMixer} A reference to this animation mixer.
  39191. */
  39192. setTime( time ) {
  39193. this.time = 0; // Zero out time attribute for AnimationMixer object;
  39194. for ( let i = 0; i < this._actions.length; i ++ ) {
  39195. this._actions[ i ].time = 0; // Zero out time attribute for all associated AnimationAction objects.
  39196. }
  39197. return this.update( time ); // Update used to set exact time. Returns "this" AnimationMixer object.
  39198. }
  39199. /**
  39200. * Returns this mixer's root object.
  39201. *
  39202. * @return {Object3D} The mixer's root object.
  39203. */
  39204. getRoot() {
  39205. return this._root;
  39206. }
  39207. /**
  39208. * Deallocates all memory resources for a clip. Before using this method make
  39209. * sure to call {@link AnimationAction#stop} for all related actions.
  39210. *
  39211. * @param {AnimationClip} clip - The clip to uncache.
  39212. */
  39213. uncacheClip( clip ) {
  39214. const actions = this._actions,
  39215. clipUuid = clip.uuid,
  39216. actionsByClip = this._actionsByClip,
  39217. actionsForClip = actionsByClip[ clipUuid ];
  39218. if ( actionsForClip !== undefined ) {
  39219. // note: just calling _removeInactiveAction would mess up the
  39220. // iteration state and also require updating the state we can
  39221. // just throw away
  39222. const actionsToRemove = actionsForClip.knownActions;
  39223. for ( let i = 0, n = actionsToRemove.length; i !== n; ++ i ) {
  39224. const action = actionsToRemove[ i ];
  39225. this._deactivateAction( action );
  39226. const cacheIndex = action._cacheIndex,
  39227. lastInactiveAction = actions[ actions.length - 1 ];
  39228. action._cacheIndex = null;
  39229. action._byClipCacheIndex = null;
  39230. lastInactiveAction._cacheIndex = cacheIndex;
  39231. actions[ cacheIndex ] = lastInactiveAction;
  39232. actions.pop();
  39233. this._removeInactiveBindingsForAction( action );
  39234. }
  39235. delete actionsByClip[ clipUuid ];
  39236. }
  39237. }
  39238. /**
  39239. * Deallocates all memory resources for a root object. Before using this
  39240. * method make sure to call {@link AnimationAction#stop} for all related
  39241. * actions or alternatively {@link AnimationMixer#stopAllAction} when the
  39242. * mixer operates on a single root.
  39243. *
  39244. * @param {Object3D} root - The root object to uncache.
  39245. */
  39246. uncacheRoot( root ) {
  39247. const rootUuid = root.uuid,
  39248. actionsByClip = this._actionsByClip;
  39249. for ( const clipUuid in actionsByClip ) {
  39250. const actionByRoot = actionsByClip[ clipUuid ].actionByRoot,
  39251. action = actionByRoot[ rootUuid ];
  39252. if ( action !== undefined ) {
  39253. this._deactivateAction( action );
  39254. this._removeInactiveAction( action );
  39255. }
  39256. }
  39257. const bindingsByRoot = this._bindingsByRootAndName,
  39258. bindingByName = bindingsByRoot[ rootUuid ];
  39259. if ( bindingByName !== undefined ) {
  39260. for ( const trackName in bindingByName ) {
  39261. const binding = bindingByName[ trackName ];
  39262. binding.restoreOriginalState();
  39263. this._removeInactiveBinding( binding );
  39264. }
  39265. }
  39266. }
  39267. /**
  39268. * Deallocates all memory resources for an action. The action is identified by the
  39269. * given clip and an optional root object. Before using this method make
  39270. * sure to call {@link AnimationAction#stop} to deactivate the action.
  39271. *
  39272. * @param {AnimationClip|string} clip - An animation clip or alternatively the name of the animation clip.
  39273. * @param {Object3D} [optionalRoot] - An alternative root object.
  39274. */
  39275. uncacheAction( clip, optionalRoot ) {
  39276. const action = this.existingAction( clip, optionalRoot );
  39277. if ( action !== null ) {
  39278. this._deactivateAction( action );
  39279. this._removeInactiveAction( action );
  39280. }
  39281. }
  39282. }
  39283. /**
  39284. * Represents a 3D render target.
  39285. *
  39286. * @augments RenderTarget
  39287. */
  39288. class RenderTarget3D extends RenderTarget {
  39289. /**
  39290. * Constructs a new 3D render target.
  39291. *
  39292. * @param {number} [width=1] - The width of the render target.
  39293. * @param {number} [height=1] - The height of the render target.
  39294. * @param {number} [depth=1] - The height of the render target.
  39295. * @param {RenderTarget~Options} [options] - The configuration object.
  39296. */
  39297. constructor( width = 1, height = 1, depth = 1, options = {} ) {
  39298. super( width, height, options );
  39299. /**
  39300. * This flag can be used for type testing.
  39301. *
  39302. * @type {boolean}
  39303. * @readonly
  39304. * @default true
  39305. */
  39306. this.isRenderTarget3D = true;
  39307. this.depth = depth;
  39308. /**
  39309. * Overwritten with a different texture type.
  39310. *
  39311. * @type {Data3DTexture}
  39312. */
  39313. this.texture = new Data3DTexture( null, width, height, depth );
  39314. this._setTextureOptions( options );
  39315. this.texture.isRenderTargetTexture = true;
  39316. }
  39317. }
  39318. /**
  39319. * Represents a uniform which is a global shader variable. They are passed to shader programs.
  39320. *
  39321. * When declaring a uniform of a {@link ShaderMaterial}, it is declared by value or by object.
  39322. * ```js
  39323. * uniforms: {
  39324. * time: { value: 1.0 },
  39325. * resolution: new Uniform( new Vector2() )
  39326. * };
  39327. * ```
  39328. * Since this class can only be used in context of {@link ShaderMaterial}, it is only supported
  39329. * in {@link WebGLRenderer}.
  39330. */
  39331. class Uniform {
  39332. /**
  39333. * Constructs a new uniform.
  39334. *
  39335. * @param {any} value - The uniform value.
  39336. */
  39337. constructor( value ) {
  39338. /**
  39339. * The uniform value.
  39340. *
  39341. * @type {any}
  39342. */
  39343. this.value = value;
  39344. }
  39345. /**
  39346. * Returns a new uniform with copied values from this instance.
  39347. * If the value has a `clone()` method, the value is cloned as well.
  39348. *
  39349. * @return {Uniform} A clone of this instance.
  39350. */
  39351. clone() {
  39352. return new Uniform( this.value.clone === undefined ? this.value : this.value.clone() );
  39353. }
  39354. }
  39355. let _id = 0;
  39356. /**
  39357. * A class for managing multiple uniforms in a single group. The renderer will process
  39358. * such a definition as a single UBO.
  39359. *
  39360. * Since this class can only be used in context of {@link ShaderMaterial}, it is only supported
  39361. * in {@link WebGLRenderer}.
  39362. *
  39363. * @augments EventDispatcher
  39364. */
  39365. class UniformsGroup extends EventDispatcher {
  39366. /**
  39367. * Constructs a new uniforms group.
  39368. */
  39369. constructor() {
  39370. super();
  39371. /**
  39372. * This flag can be used for type testing.
  39373. *
  39374. * @type {boolean}
  39375. * @readonly
  39376. * @default true
  39377. */
  39378. this.isUniformsGroup = true;
  39379. /**
  39380. * The ID of the 3D object.
  39381. *
  39382. * @name UniformsGroup#id
  39383. * @type {number}
  39384. * @readonly
  39385. */
  39386. Object.defineProperty( this, 'id', { value: _id ++ } );
  39387. /**
  39388. * The name of the uniforms group.
  39389. *
  39390. * @type {string}
  39391. */
  39392. this.name = '';
  39393. /**
  39394. * The buffer usage.
  39395. *
  39396. * @type {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)}
  39397. * @default StaticDrawUsage
  39398. */
  39399. this.usage = StaticDrawUsage;
  39400. /**
  39401. * An array holding the uniforms.
  39402. *
  39403. * @type {Array<Uniform>}
  39404. */
  39405. this.uniforms = [];
  39406. }
  39407. /**
  39408. * Adds the given uniform to this uniforms group.
  39409. *
  39410. * @param {Uniform} uniform - The uniform to add.
  39411. * @return {UniformsGroup} A reference to this uniforms group.
  39412. */
  39413. add( uniform ) {
  39414. this.uniforms.push( uniform );
  39415. return this;
  39416. }
  39417. /**
  39418. * Removes the given uniform from this uniforms group.
  39419. *
  39420. * @param {Uniform} uniform - The uniform to remove.
  39421. * @return {UniformsGroup} A reference to this uniforms group.
  39422. */
  39423. remove( uniform ) {
  39424. const index = this.uniforms.indexOf( uniform );
  39425. if ( index !== -1 ) this.uniforms.splice( index, 1 );
  39426. return this;
  39427. }
  39428. /**
  39429. * Sets the name of this uniforms group.
  39430. *
  39431. * @param {string} name - The name to set.
  39432. * @return {UniformsGroup} A reference to this uniforms group.
  39433. */
  39434. setName( name ) {
  39435. this.name = name;
  39436. return this;
  39437. }
  39438. /**
  39439. * Sets the usage of this uniforms group.
  39440. *
  39441. * @param {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)} value - The usage to set.
  39442. * @return {UniformsGroup} A reference to this uniforms group.
  39443. */
  39444. setUsage( value ) {
  39445. this.usage = value;
  39446. return this;
  39447. }
  39448. /**
  39449. * Frees the GPU-related resources allocated by this instance. Call this
  39450. * method whenever this instance is no longer used in your app.
  39451. *
  39452. * @fires Texture#dispose
  39453. */
  39454. dispose() {
  39455. this.dispatchEvent( { type: 'dispose' } );
  39456. }
  39457. /**
  39458. * Copies the values of the given uniforms group to this instance.
  39459. *
  39460. * @param {UniformsGroup} source - The uniforms group to copy.
  39461. * @return {UniformsGroup} A reference to this uniforms group.
  39462. */
  39463. copy( source ) {
  39464. this.name = source.name;
  39465. this.usage = source.usage;
  39466. const uniformsSource = source.uniforms;
  39467. this.uniforms.length = 0;
  39468. for ( let i = 0, l = uniformsSource.length; i < l; i ++ ) {
  39469. const uniforms = Array.isArray( uniformsSource[ i ] ) ? uniformsSource[ i ] : [ uniformsSource[ i ] ];
  39470. for ( let j = 0; j < uniforms.length; j ++ ) {
  39471. this.uniforms.push( uniforms[ j ].clone() );
  39472. }
  39473. }
  39474. return this;
  39475. }
  39476. /**
  39477. * Returns a new uniforms group with copied values from this instance.
  39478. *
  39479. * @return {UniformsGroup} A clone of this instance.
  39480. */
  39481. clone() {
  39482. return new this.constructor().copy( this );
  39483. }
  39484. }
  39485. /**
  39486. * An instanced version of an interleaved buffer.
  39487. *
  39488. * @augments InterleavedBuffer
  39489. */
  39490. class InstancedInterleavedBuffer extends InterleavedBuffer {
  39491. /**
  39492. * Constructs a new instanced interleaved buffer.
  39493. *
  39494. * @param {TypedArray} array - A typed array with a shared buffer storing attribute data.
  39495. * @param {number} stride - The number of typed-array elements per vertex.
  39496. * @param {number} [meshPerAttribute=1] - Defines how often a value of this interleaved buffer should be repeated.
  39497. */
  39498. constructor( array, stride, meshPerAttribute = 1 ) {
  39499. super( array, stride );
  39500. /**
  39501. * This flag can be used for type testing.
  39502. *
  39503. * @type {boolean}
  39504. * @readonly
  39505. * @default true
  39506. */
  39507. this.isInstancedInterleavedBuffer = true;
  39508. /**
  39509. * Defines how often a value of this buffer attribute should be repeated,
  39510. * see {@link InstancedBufferAttribute#meshPerAttribute}.
  39511. *
  39512. * @type {number}
  39513. * @default 1
  39514. */
  39515. this.meshPerAttribute = meshPerAttribute;
  39516. }
  39517. copy( source ) {
  39518. super.copy( source );
  39519. this.meshPerAttribute = source.meshPerAttribute;
  39520. return this;
  39521. }
  39522. clone( data ) {
  39523. const ib = super.clone( data );
  39524. ib.meshPerAttribute = this.meshPerAttribute;
  39525. return ib;
  39526. }
  39527. toJSON( data ) {
  39528. const json = super.toJSON( data );
  39529. json.isInstancedInterleavedBuffer = true;
  39530. json.meshPerAttribute = this.meshPerAttribute;
  39531. return json;
  39532. }
  39533. }
  39534. /**
  39535. * An alternative version of a buffer attribute with more control over the VBO.
  39536. *
  39537. * The renderer does not construct a VBO for this kind of attribute. Instead, it uses
  39538. * whatever VBO is passed in constructor and can later be altered via the `buffer` property.
  39539. *
  39540. * The most common use case for this class is when some kind of GPGPU calculation interferes
  39541. * or even produces the VBOs in question.
  39542. *
  39543. * Notice that this class can only be used with {@link WebGLRenderer}.
  39544. */
  39545. class GLBufferAttribute {
  39546. /**
  39547. * Constructs a new GL buffer attribute.
  39548. *
  39549. * @param {WebGLBuffer} buffer - The native WebGL buffer.
  39550. * @param {number} type - The native data type (e.g. `gl.FLOAT`).
  39551. * @param {number} itemSize - The item size.
  39552. * @param {number} elementSize - The corresponding size (in bytes) for the given `type` parameter.
  39553. * @param {number} count - The expected number of vertices in VBO.
  39554. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  39555. */
  39556. constructor( buffer, type, itemSize, elementSize, count, normalized = false ) {
  39557. /**
  39558. * This flag can be used for type testing.
  39559. *
  39560. * @type {boolean}
  39561. * @readonly
  39562. * @default true
  39563. */
  39564. this.isGLBufferAttribute = true;
  39565. /**
  39566. * The name of the buffer attribute.
  39567. *
  39568. * @type {string}
  39569. */
  39570. this.name = '';
  39571. /**
  39572. * The native WebGL buffer.
  39573. *
  39574. * @type {WebGLBuffer}
  39575. */
  39576. this.buffer = buffer;
  39577. /**
  39578. * The native data type.
  39579. *
  39580. * @type {number}
  39581. */
  39582. this.type = type;
  39583. /**
  39584. * The item size, see {@link BufferAttribute#itemSize}.
  39585. *
  39586. * @type {number}
  39587. */
  39588. this.itemSize = itemSize;
  39589. /**
  39590. * The corresponding size (in bytes) for the given `type` parameter.
  39591. *
  39592. * @type {number}
  39593. */
  39594. this.elementSize = elementSize;
  39595. /**
  39596. * The expected number of vertices in VBO.
  39597. *
  39598. * @type {number}
  39599. */
  39600. this.count = count;
  39601. /**
  39602. * Applies to integer data only. Indicates how the underlying data in the buffer maps to
  39603. * the values in the GLSL code. For instance, if `buffer` contains data of `gl.UNSIGNED_SHORT`,
  39604. * and `normalized` is `true`, the values `0 - +65535` in the buffer data will be mapped to
  39605. * `0.0f - +1.0f` in the GLSL attribute. If `normalized` is `false`, the values will be converted
  39606. * to floats unmodified, i.e. `65535` becomes `65535.0f`.
  39607. *
  39608. * @type {boolean}
  39609. */
  39610. this.normalized = normalized;
  39611. /**
  39612. * A version number, incremented every time the `needsUpdate` is set to `true`.
  39613. *
  39614. * @type {number}
  39615. */
  39616. this.version = 0;
  39617. }
  39618. /**
  39619. * Flag to indicate that this attribute has changed and should be re-sent to
  39620. * the GPU. Set this to `true` when you modify the value of the array.
  39621. *
  39622. * @type {number}
  39623. * @default false
  39624. * @param {boolean} value
  39625. */
  39626. set needsUpdate( value ) {
  39627. if ( value === true ) this.version ++;
  39628. }
  39629. /**
  39630. * Sets the given native WebGL buffer.
  39631. *
  39632. * @param {WebGLBuffer} buffer - The buffer to set.
  39633. * @return {BufferAttribute} A reference to this instance.
  39634. */
  39635. setBuffer( buffer ) {
  39636. this.buffer = buffer;
  39637. return this;
  39638. }
  39639. /**
  39640. * Sets the given native data type and element size.
  39641. *
  39642. * @param {number} type - The native data type (e.g. `gl.FLOAT`).
  39643. * @param {number} elementSize - The corresponding size (in bytes) for the given `type` parameter.
  39644. * @return {BufferAttribute} A reference to this instance.
  39645. */
  39646. setType( type, elementSize ) {
  39647. this.type = type;
  39648. this.elementSize = elementSize;
  39649. return this;
  39650. }
  39651. /**
  39652. * Sets the item size.
  39653. *
  39654. * @param {number} itemSize - The item size.
  39655. * @return {BufferAttribute} A reference to this instance.
  39656. */
  39657. setItemSize( itemSize ) {
  39658. this.itemSize = itemSize;
  39659. return this;
  39660. }
  39661. /**
  39662. * Sets the count (the expected number of vertices in VBO).
  39663. *
  39664. * @param {number} count - The count.
  39665. * @return {BufferAttribute} A reference to this instance.
  39666. */
  39667. setCount( count ) {
  39668. this.count = count;
  39669. return this;
  39670. }
  39671. }
  39672. const _matrix = /*@__PURE__*/ new Matrix4();
  39673. /**
  39674. * This class is designed to assist with raycasting. Raycasting is used for
  39675. * mouse picking (working out what objects in the 3d space the mouse is over)
  39676. * amongst other things.
  39677. */
  39678. class Raycaster {
  39679. /**
  39680. * Constructs a new raycaster.
  39681. *
  39682. * @param {Vector3} origin - The origin vector where the ray casts from.
  39683. * @param {Vector3} direction - The (normalized) direction vector that gives direction to the ray.
  39684. * @param {number} [near=0] - All results returned are further away than near. Near can't be negative.
  39685. * @param {number} [far=Infinity] - All results returned are closer than far. Far can't be lower than near.
  39686. */
  39687. constructor( origin, direction, near = 0, far = Infinity ) {
  39688. /**
  39689. * The ray used for raycasting.
  39690. *
  39691. * @type {Ray}
  39692. */
  39693. this.ray = new Ray( origin, direction );
  39694. /**
  39695. * All results returned are further away than near. Near can't be negative.
  39696. *
  39697. * @type {number}
  39698. * @default 0
  39699. */
  39700. this.near = near;
  39701. /**
  39702. * All results returned are further away than near. Near can't be negative.
  39703. *
  39704. * @type {number}
  39705. * @default Infinity
  39706. */
  39707. this.far = far;
  39708. /**
  39709. * The camera to use when raycasting against view-dependent objects such as
  39710. * billboarded objects like sprites. This field can be set manually or
  39711. * is set when calling `setFromCamera()`.
  39712. *
  39713. * @type {?Camera}
  39714. * @default null
  39715. */
  39716. this.camera = null;
  39717. /**
  39718. * Allows to selectively ignore 3D objects when performing intersection tests.
  39719. * The following code example ensures that only 3D objects on layer `1` will be
  39720. * honored by raycaster.
  39721. * ```js
  39722. * raycaster.layers.set( 1 );
  39723. * object.layers.enable( 1 );
  39724. * ```
  39725. *
  39726. * @type {Layers}
  39727. */
  39728. this.layers = new Layers();
  39729. /**
  39730. * A parameter object that configures the raycasting. It has the structure:
  39731. *
  39732. * ```
  39733. * {
  39734. * Mesh: {},
  39735. * Line: { threshold: 1 },
  39736. * LOD: {},
  39737. * Points: { threshold: 1 },
  39738. * Sprite: {}
  39739. * }
  39740. * ```
  39741. * Where `threshold` is the precision of the raycaster when intersecting objects, in world units.
  39742. *
  39743. * @type {Object}
  39744. */
  39745. this.params = {
  39746. Mesh: {},
  39747. Line: { threshold: 1 },
  39748. LOD: {},
  39749. Points: { threshold: 1 },
  39750. Sprite: {}
  39751. };
  39752. }
  39753. /**
  39754. * Updates the ray with a new origin and direction by copying the values from the arguments.
  39755. *
  39756. * @param {Vector3} origin - The origin vector where the ray casts from.
  39757. * @param {Vector3} direction - The (normalized) direction vector that gives direction to the ray.
  39758. */
  39759. set( origin, direction ) {
  39760. // direction is assumed to be normalized (for accurate distance calculations)
  39761. this.ray.set( origin, direction );
  39762. }
  39763. /**
  39764. * Uses the given coordinates and camera to compute a new origin and direction for the internal ray.
  39765. *
  39766. * @param {Vector2} coords - 2D coordinates of the mouse, in normalized device coordinates (NDC).
  39767. * X and Y components should be between `-1` and `1`.
  39768. * @param {Camera} camera - The camera from which the ray should originate.
  39769. */
  39770. setFromCamera( coords, camera ) {
  39771. if ( camera.isPerspectiveCamera ) {
  39772. this.ray.origin.setFromMatrixPosition( camera.matrixWorld );
  39773. this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize();
  39774. this.camera = camera;
  39775. } else if ( camera.isOrthographicCamera ) {
  39776. this.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera
  39777. this.ray.direction.set( 0, 0, -1 ).transformDirection( camera.matrixWorld );
  39778. this.camera = camera;
  39779. } else {
  39780. error( 'Raycaster: Unsupported camera type: ' + camera.type );
  39781. }
  39782. }
  39783. /**
  39784. * Uses the given WebXR controller to compute a new origin and direction for the internal ray.
  39785. *
  39786. * @param {WebXRController} controller - The controller to copy the position and direction from.
  39787. * @return {Raycaster} A reference to this raycaster.
  39788. */
  39789. setFromXRController( controller ) {
  39790. _matrix.identity().extractRotation( controller.matrixWorld );
  39791. this.ray.origin.setFromMatrixPosition( controller.matrixWorld );
  39792. this.ray.direction.set( 0, 0, -1 ).applyMatrix4( _matrix );
  39793. return this;
  39794. }
  39795. /**
  39796. * The intersection point of a raycaster intersection test.
  39797. * @typedef {Object} Raycaster~Intersection
  39798. * @property {number} distance - The distance from the ray's origin to the intersection point.
  39799. * @property {number} distanceToRay - Some 3D objects e.g. {@link Points} provide the distance of the
  39800. * intersection to the nearest point on the ray. For other objects it will be `undefined`.
  39801. * @property {Vector3} point - The intersection point, in world coordinates.
  39802. * @property {Object} face - The face that has been intersected.
  39803. * @property {number} faceIndex - The face index.
  39804. * @property {Object3D} object - The 3D object that has been intersected.
  39805. * @property {Vector2} uv - U,V coordinates at point of intersection.
  39806. * @property {Vector2} uv1 - Second set of U,V coordinates at point of intersection.
  39807. * @property {Vector3} uv1 - Interpolated normal vector at point of intersection.
  39808. * @property {number} instanceId - The index number of the instance where the ray
  39809. * intersects the {@link InstancedMesh}.
  39810. */
  39811. /**
  39812. * Checks all intersection between the ray and the object with or without the
  39813. * descendants. Intersections are returned sorted by distance, closest first.
  39814. *
  39815. * `Raycaster` delegates to the `raycast()` method of the passed 3D object, when
  39816. * evaluating whether the ray intersects the object or not. This allows meshes to respond
  39817. * differently to ray casting than lines or points.
  39818. *
  39819. * Note that for meshes, faces must be pointed towards the origin of the ray in order
  39820. * to be detected; intersections of the ray passing through the back of a face will not
  39821. * be detected. To raycast against both faces of an object, you'll want to set {@link Material#side}
  39822. * to `THREE.DoubleSide`.
  39823. *
  39824. * @param {Object3D} object - The 3D object to check for intersection with the ray.
  39825. * @param {boolean} [recursive=true] - If set to `true`, it also checks all descendants.
  39826. * Otherwise it only checks intersection with the object.
  39827. * @param {Array<Raycaster~Intersection>} [intersects=[]] The target array that holds the result of the method.
  39828. * @return {Array<Raycaster~Intersection>} An array holding the intersection points.
  39829. */
  39830. intersectObject( object, recursive = true, intersects = [] ) {
  39831. intersect( object, this, intersects, recursive );
  39832. intersects.sort( ascSort );
  39833. return intersects;
  39834. }
  39835. /**
  39836. * Checks all intersection between the ray and the objects with or without
  39837. * the descendants. Intersections are returned sorted by distance, closest first.
  39838. *
  39839. * @param {Array<Object3D>} objects - The 3D objects to check for intersection with the ray.
  39840. * @param {boolean} [recursive=true] - If set to `true`, it also checks all descendants.
  39841. * Otherwise it only checks intersection with the object.
  39842. * @param {Array<Raycaster~Intersection>} [intersects=[]] The target array that holds the result of the method.
  39843. * @return {Array<Raycaster~Intersection>} An array holding the intersection points.
  39844. */
  39845. intersectObjects( objects, recursive = true, intersects = [] ) {
  39846. for ( let i = 0, l = objects.length; i < l; i ++ ) {
  39847. intersect( objects[ i ], this, intersects, recursive );
  39848. }
  39849. intersects.sort( ascSort );
  39850. return intersects;
  39851. }
  39852. }
  39853. function ascSort( a, b ) {
  39854. return a.distance - b.distance;
  39855. }
  39856. function intersect( object, raycaster, intersects, recursive ) {
  39857. let propagate = true;
  39858. if ( object.layers.test( raycaster.layers ) ) {
  39859. const result = object.raycast( raycaster, intersects );
  39860. if ( result === false ) propagate = false;
  39861. }
  39862. if ( propagate === true && recursive === true ) {
  39863. const children = object.children;
  39864. for ( let i = 0, l = children.length; i < l; i ++ ) {
  39865. intersect( children[ i ], raycaster, intersects, true );
  39866. }
  39867. }
  39868. }
  39869. /**
  39870. * This class is an alternative to {@link Clock} with a different API design and behavior.
  39871. * The goal is to avoid the conceptual flaws that became apparent in `Clock` over time.
  39872. *
  39873. * - `Timer` has an `update()` method that updates its internal state. That makes it possible to
  39874. * call `getDelta()` and `getElapsed()` multiple times per simulation step without getting different values.
  39875. * - The class can make use of the Page Visibility API to avoid large time delta values when the app
  39876. * is inactive (e.g. tab switched or browser hidden).
  39877. *
  39878. * ```js
  39879. * const timer = new Timer();
  39880. * timer.connect( document ); // use Page Visibility API
  39881. * ```
  39882. */
  39883. class Timer {
  39884. /**
  39885. * Constructs a new timer.
  39886. */
  39887. constructor() {
  39888. this._previousTime = 0;
  39889. this._currentTime = 0;
  39890. this._startTime = performance.now();
  39891. this._delta = 0;
  39892. this._elapsed = 0;
  39893. this._timescale = 1;
  39894. this._document = null;
  39895. this._pageVisibilityHandler = null;
  39896. }
  39897. /**
  39898. * Connect the timer to the given document.Calling this method is not mandatory to
  39899. * use the timer but enables the usage of the Page Visibility API to avoid large time
  39900. * delta values.
  39901. *
  39902. * @param {Document} document - The document.
  39903. */
  39904. connect( document ) {
  39905. this._document = document;
  39906. // use Page Visibility API to avoid large time delta values
  39907. if ( document.hidden !== undefined ) {
  39908. this._pageVisibilityHandler = handleVisibilityChange.bind( this );
  39909. document.addEventListener( 'visibilitychange', this._pageVisibilityHandler, false );
  39910. }
  39911. }
  39912. /**
  39913. * Disconnects the timer from the DOM and also disables the usage of the Page Visibility API.
  39914. */
  39915. disconnect() {
  39916. if ( this._pageVisibilityHandler !== null ) {
  39917. this._document.removeEventListener( 'visibilitychange', this._pageVisibilityHandler );
  39918. this._pageVisibilityHandler = null;
  39919. }
  39920. this._document = null;
  39921. }
  39922. /**
  39923. * Returns the time delta in seconds.
  39924. *
  39925. * @return {number} The time delta in second.
  39926. */
  39927. getDelta() {
  39928. return this._delta / 1000;
  39929. }
  39930. /**
  39931. * Returns the elapsed time in seconds.
  39932. *
  39933. * @return {number} The elapsed time in second.
  39934. */
  39935. getElapsed() {
  39936. return this._elapsed / 1000;
  39937. }
  39938. /**
  39939. * Returns the timescale.
  39940. *
  39941. * @return {number} The timescale.
  39942. */
  39943. getTimescale() {
  39944. return this._timescale;
  39945. }
  39946. /**
  39947. * Sets the given timescale which scale the time delta computation
  39948. * in `update()`.
  39949. *
  39950. * @param {number} timescale - The timescale to set.
  39951. * @return {Timer} A reference to this timer.
  39952. */
  39953. setTimescale( timescale ) {
  39954. this._timescale = timescale;
  39955. return this;
  39956. }
  39957. /**
  39958. * Resets the time computation for the current simulation step.
  39959. *
  39960. * @return {Timer} A reference to this timer.
  39961. */
  39962. reset() {
  39963. this._currentTime = performance.now() - this._startTime;
  39964. return this;
  39965. }
  39966. /**
  39967. * Can be used to free all internal resources. Usually called when
  39968. * the timer instance isn't required anymore.
  39969. */
  39970. dispose() {
  39971. this.disconnect();
  39972. }
  39973. /**
  39974. * Updates the internal state of the timer. This method should be called
  39975. * once per simulation step and before you perform queries against the timer
  39976. * (e.g. via `getDelta()`).
  39977. *
  39978. * @param {number} timestamp - The current time in milliseconds. Can be obtained
  39979. * from the `requestAnimationFrame` callback argument. If not provided, the current
  39980. * time will be determined with `performance.now`.
  39981. * @return {Timer} A reference to this timer.
  39982. */
  39983. update( timestamp ) {
  39984. if ( this._pageVisibilityHandler !== null && this._document.hidden === true ) {
  39985. this._delta = 0;
  39986. } else {
  39987. this._previousTime = this._currentTime;
  39988. this._currentTime = ( timestamp !== undefined ? timestamp : performance.now() ) - this._startTime;
  39989. this._delta = ( this._currentTime - this._previousTime ) * this._timescale;
  39990. this._elapsed += this._delta; // _elapsed is the accumulation of all previous deltas
  39991. }
  39992. return this;
  39993. }
  39994. }
  39995. function handleVisibilityChange() {
  39996. if ( this._document.hidden === false ) this.reset();
  39997. }
  39998. /**
  39999. * This class can be used to represent points in 3D space as
  40000. * [Spherical coordinates](https://en.wikipedia.org/wiki/Spherical_coordinate_system).
  40001. */
  40002. class Spherical {
  40003. /**
  40004. * Constructs a new spherical.
  40005. *
  40006. * @param {number} [radius=1] - The radius, or the Euclidean distance (straight-line distance) from the point to the origin.
  40007. * @param {number} [phi=0] - The polar angle in radians from the y (up) axis.
  40008. * @param {number} [theta=0] - The equator/azimuthal angle in radians around the y (up) axis.
  40009. */
  40010. constructor( radius = 1, phi = 0, theta = 0 ) {
  40011. /**
  40012. * The radius, or the Euclidean distance (straight-line distance) from the point to the origin.
  40013. *
  40014. * @type {number}
  40015. * @default 1
  40016. */
  40017. this.radius = radius;
  40018. /**
  40019. * The polar angle in radians from the y (up) axis.
  40020. *
  40021. * @type {number}
  40022. * @default 0
  40023. */
  40024. this.phi = phi;
  40025. /**
  40026. * The equator/azimuthal angle in radians around the y (up) axis.
  40027. *
  40028. * @type {number}
  40029. * @default 0
  40030. */
  40031. this.theta = theta;
  40032. }
  40033. /**
  40034. * Sets the spherical components by copying the given values.
  40035. *
  40036. * @param {number} radius - The radius.
  40037. * @param {number} phi - The polar angle.
  40038. * @param {number} theta - The azimuthal angle.
  40039. * @return {Spherical} A reference to this spherical.
  40040. */
  40041. set( radius, phi, theta ) {
  40042. this.radius = radius;
  40043. this.phi = phi;
  40044. this.theta = theta;
  40045. return this;
  40046. }
  40047. /**
  40048. * Copies the values of the given spherical to this instance.
  40049. *
  40050. * @param {Spherical} other - The spherical to copy.
  40051. * @return {Spherical} A reference to this spherical.
  40052. */
  40053. copy( other ) {
  40054. this.radius = other.radius;
  40055. this.phi = other.phi;
  40056. this.theta = other.theta;
  40057. return this;
  40058. }
  40059. /**
  40060. * Restricts the polar angle [page:.phi phi] to be between `0.000001` and pi -
  40061. * `0.000001`.
  40062. *
  40063. * @return {Spherical} A reference to this spherical.
  40064. */
  40065. makeSafe() {
  40066. const EPS = 0.000001;
  40067. this.phi = clamp( this.phi, EPS, Math.PI - EPS );
  40068. return this;
  40069. }
  40070. /**
  40071. * Sets the spherical components from the given vector which is assumed to hold
  40072. * Cartesian coordinates.
  40073. *
  40074. * @param {Vector3} v - The vector to set.
  40075. * @return {Spherical} A reference to this spherical.
  40076. */
  40077. setFromVector3( v ) {
  40078. return this.setFromCartesianCoords( v.x, v.y, v.z );
  40079. }
  40080. /**
  40081. * Sets the spherical components from the given Cartesian coordinates.
  40082. *
  40083. * @param {number} x - The x value.
  40084. * @param {number} y - The y value.
  40085. * @param {number} z - The z value.
  40086. * @return {Spherical} A reference to this spherical.
  40087. */
  40088. setFromCartesianCoords( x, y, z ) {
  40089. this.radius = Math.sqrt( x * x + y * y + z * z );
  40090. if ( this.radius === 0 ) {
  40091. this.theta = 0;
  40092. this.phi = 0;
  40093. } else {
  40094. this.theta = Math.atan2( x, z );
  40095. this.phi = Math.acos( clamp( y / this.radius, -1, 1 ) );
  40096. }
  40097. return this;
  40098. }
  40099. /**
  40100. * Returns a new spherical with copied values from this instance.
  40101. *
  40102. * @return {Spherical} A clone of this instance.
  40103. */
  40104. clone() {
  40105. return new this.constructor().copy( this );
  40106. }
  40107. }
  40108. /**
  40109. * This class can be used to represent points in 3D space as
  40110. * [Cylindrical coordinates](https://en.wikipedia.org/wiki/Cylindrical_coordinate_system).
  40111. */
  40112. class Cylindrical {
  40113. /**
  40114. * Constructs a new cylindrical.
  40115. *
  40116. * @param {number} [radius=1] - The distance from the origin to a point in the x-z plane.
  40117. * @param {number} [theta=0] - A counterclockwise angle in the x-z plane measured in radians from the positive z-axis.
  40118. * @param {number} [y=0] - The height above the x-z plane.
  40119. */
  40120. constructor( radius = 1, theta = 0, y = 0 ) {
  40121. /**
  40122. * The distance from the origin to a point in the x-z plane.
  40123. *
  40124. * @type {number}
  40125. * @default 1
  40126. */
  40127. this.radius = radius;
  40128. /**
  40129. * A counterclockwise angle in the x-z plane measured in radians from the positive z-axis.
  40130. *
  40131. * @type {number}
  40132. * @default 0
  40133. */
  40134. this.theta = theta;
  40135. /**
  40136. * The height above the x-z plane.
  40137. *
  40138. * @type {number}
  40139. * @default 0
  40140. */
  40141. this.y = y;
  40142. }
  40143. /**
  40144. * Sets the cylindrical components by copying the given values.
  40145. *
  40146. * @param {number} radius - The radius.
  40147. * @param {number} theta - The theta angle.
  40148. * @param {number} y - The height value.
  40149. * @return {Cylindrical} A reference to this cylindrical.
  40150. */
  40151. set( radius, theta, y ) {
  40152. this.radius = radius;
  40153. this.theta = theta;
  40154. this.y = y;
  40155. return this;
  40156. }
  40157. /**
  40158. * Copies the values of the given cylindrical to this instance.
  40159. *
  40160. * @param {Cylindrical} other - The cylindrical to copy.
  40161. * @return {Cylindrical} A reference to this cylindrical.
  40162. */
  40163. copy( other ) {
  40164. this.radius = other.radius;
  40165. this.theta = other.theta;
  40166. this.y = other.y;
  40167. return this;
  40168. }
  40169. /**
  40170. * Sets the cylindrical components from the given vector which is assumed to hold
  40171. * Cartesian coordinates.
  40172. *
  40173. * @param {Vector3} v - The vector to set.
  40174. * @return {Cylindrical} A reference to this cylindrical.
  40175. */
  40176. setFromVector3( v ) {
  40177. return this.setFromCartesianCoords( v.x, v.y, v.z );
  40178. }
  40179. /**
  40180. * Sets the cylindrical components from the given Cartesian coordinates.
  40181. *
  40182. * @param {number} x - The x value.
  40183. * @param {number} y - The x value.
  40184. * @param {number} z - The x value.
  40185. * @return {Cylindrical} A reference to this cylindrical.
  40186. */
  40187. setFromCartesianCoords( x, y, z ) {
  40188. this.radius = Math.sqrt( x * x + z * z );
  40189. this.theta = Math.atan2( x, z );
  40190. this.y = y;
  40191. return this;
  40192. }
  40193. /**
  40194. * Returns a new cylindrical with copied values from this instance.
  40195. *
  40196. * @return {Cylindrical} A clone of this instance.
  40197. */
  40198. clone() {
  40199. return new this.constructor().copy( this );
  40200. }
  40201. }
  40202. /**
  40203. * Represents a 2x2 matrix.
  40204. *
  40205. * A Note on Row-Major and Column-Major Ordering:
  40206. *
  40207. * The constructor and {@link Matrix2#set} method take arguments in
  40208. * [row-major](https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order)
  40209. * order, while internally they are stored in the {@link Matrix2#elements} array in column-major order.
  40210. * This means that calling:
  40211. * ```js
  40212. * const m = new THREE.Matrix2();
  40213. * m.set( 11, 12,
  40214. * 21, 22 );
  40215. * ```
  40216. * will result in the elements array containing:
  40217. * ```js
  40218. * m.elements = [ 11, 21,
  40219. * 12, 22 ];
  40220. * ```
  40221. * and internally all calculations are performed using column-major ordering.
  40222. * However, as the actual ordering makes no difference mathematically and
  40223. * most people are used to thinking about matrices in row-major order, the
  40224. * three.js documentation shows matrices in row-major order. Just bear in
  40225. * mind that if you are reading the source code, you'll have to take the
  40226. * transpose of any matrices outlined here to make sense of the calculations.
  40227. */
  40228. class Matrix2 {
  40229. /**
  40230. * Constructs a new 2x2 matrix. The arguments are supposed to be
  40231. * in row-major order. If no arguments are provided, the constructor
  40232. * initializes the matrix as an identity matrix.
  40233. *
  40234. * @param {number} [n11] - 1-1 matrix element.
  40235. * @param {number} [n12] - 1-2 matrix element.
  40236. * @param {number} [n21] - 2-1 matrix element.
  40237. * @param {number} [n22] - 2-2 matrix element.
  40238. */
  40239. constructor( n11, n12, n21, n22 ) {
  40240. /**
  40241. * This flag can be used for type testing.
  40242. *
  40243. * @type {boolean}
  40244. * @readonly
  40245. * @default true
  40246. */
  40247. Matrix2.prototype.isMatrix2 = true;
  40248. /**
  40249. * A column-major list of matrix values.
  40250. *
  40251. * @type {Array<number>}
  40252. */
  40253. this.elements = [
  40254. 1, 0,
  40255. 0, 1,
  40256. ];
  40257. if ( n11 !== undefined ) {
  40258. this.set( n11, n12, n21, n22 );
  40259. }
  40260. }
  40261. /**
  40262. * Sets this matrix to the 2x2 identity matrix.
  40263. *
  40264. * @return {Matrix2} A reference to this matrix.
  40265. */
  40266. identity() {
  40267. this.set(
  40268. 1, 0,
  40269. 0, 1,
  40270. );
  40271. return this;
  40272. }
  40273. /**
  40274. * Sets the elements of the matrix from the given array.
  40275. *
  40276. * @param {Array<number>} array - The matrix elements in column-major order.
  40277. * @param {number} [offset=0] - Index of the first element in the array.
  40278. * @return {Matrix2} A reference to this matrix.
  40279. */
  40280. fromArray( array, offset = 0 ) {
  40281. for ( let i = 0; i < 4; i ++ ) {
  40282. this.elements[ i ] = array[ i + offset ];
  40283. }
  40284. return this;
  40285. }
  40286. /**
  40287. * Sets the elements of the matrix.The arguments are supposed to be
  40288. * in row-major order.
  40289. *
  40290. * @param {number} n11 - 1-1 matrix element.
  40291. * @param {number} n12 - 1-2 matrix element.
  40292. * @param {number} n21 - 2-1 matrix element.
  40293. * @param {number} n22 - 2-2 matrix element.
  40294. * @return {Matrix2} A reference to this matrix.
  40295. */
  40296. set( n11, n12, n21, n22 ) {
  40297. const te = this.elements;
  40298. te[ 0 ] = n11; te[ 2 ] = n12;
  40299. te[ 1 ] = n21; te[ 3 ] = n22;
  40300. return this;
  40301. }
  40302. }
  40303. const _vector$4 = /*@__PURE__*/ new Vector2();
  40304. /**
  40305. * Represents an axis-aligned bounding box (AABB) in 2D space.
  40306. */
  40307. class Box2 {
  40308. /**
  40309. * Constructs a new bounding box.
  40310. *
  40311. * @param {Vector2} [min=(Infinity,Infinity)] - A vector representing the lower boundary of the box.
  40312. * @param {Vector2} [max=(-Infinity,-Infinity)] - A vector representing the upper boundary of the box.
  40313. */
  40314. constructor( min = new Vector2( + Infinity, + Infinity ), max = new Vector2( - Infinity, - Infinity ) ) {
  40315. /**
  40316. * This flag can be used for type testing.
  40317. *
  40318. * @type {boolean}
  40319. * @readonly
  40320. * @default true
  40321. */
  40322. this.isBox2 = true;
  40323. /**
  40324. * The lower boundary of the box.
  40325. *
  40326. * @type {Vector2}
  40327. */
  40328. this.min = min;
  40329. /**
  40330. * The upper boundary of the box.
  40331. *
  40332. * @type {Vector2}
  40333. */
  40334. this.max = max;
  40335. }
  40336. /**
  40337. * Sets the lower and upper boundaries of this box.
  40338. * Please note that this method only copies the values from the given objects.
  40339. *
  40340. * @param {Vector2} min - The lower boundary of the box.
  40341. * @param {Vector2} max - The upper boundary of the box.
  40342. * @return {Box2} A reference to this bounding box.
  40343. */
  40344. set( min, max ) {
  40345. this.min.copy( min );
  40346. this.max.copy( max );
  40347. return this;
  40348. }
  40349. /**
  40350. * Sets the upper and lower bounds of this box so it encloses the position data
  40351. * in the given array.
  40352. *
  40353. * @param {Array<Vector2>} points - An array holding 2D position data as instances of {@link Vector2}.
  40354. * @return {Box2} A reference to this bounding box.
  40355. */
  40356. setFromPoints( points ) {
  40357. this.makeEmpty();
  40358. for ( let i = 0, il = points.length; i < il; i ++ ) {
  40359. this.expandByPoint( points[ i ] );
  40360. }
  40361. return this;
  40362. }
  40363. /**
  40364. * Centers this box on the given center vector and sets this box's width, height and
  40365. * depth to the given size values.
  40366. *
  40367. * @param {Vector2} center - The center of the box.
  40368. * @param {Vector2} size - The x and y dimensions of the box.
  40369. * @return {Box2} A reference to this bounding box.
  40370. */
  40371. setFromCenterAndSize( center, size ) {
  40372. const halfSize = _vector$4.copy( size ).multiplyScalar( 0.5 );
  40373. this.min.copy( center ).sub( halfSize );
  40374. this.max.copy( center ).add( halfSize );
  40375. return this;
  40376. }
  40377. /**
  40378. * Returns a new box with copied values from this instance.
  40379. *
  40380. * @return {Box2} A clone of this instance.
  40381. */
  40382. clone() {
  40383. return new this.constructor().copy( this );
  40384. }
  40385. /**
  40386. * Copies the values of the given box to this instance.
  40387. *
  40388. * @param {Box2} box - The box to copy.
  40389. * @return {Box2} A reference to this bounding box.
  40390. */
  40391. copy( box ) {
  40392. this.min.copy( box.min );
  40393. this.max.copy( box.max );
  40394. return this;
  40395. }
  40396. /**
  40397. * Makes this box empty which means in encloses a zero space in 2D.
  40398. *
  40399. * @return {Box2} A reference to this bounding box.
  40400. */
  40401. makeEmpty() {
  40402. this.min.x = this.min.y = + Infinity;
  40403. this.max.x = this.max.y = - Infinity;
  40404. return this;
  40405. }
  40406. /**
  40407. * Returns true if this box includes zero points within its bounds.
  40408. * Note that a box with equal lower and upper bounds still includes one
  40409. * point, the one both bounds share.
  40410. *
  40411. * @return {boolean} Whether this box is empty or not.
  40412. */
  40413. isEmpty() {
  40414. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  40415. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );
  40416. }
  40417. /**
  40418. * Returns the center point of this box.
  40419. *
  40420. * @param {Vector2} target - The target vector that is used to store the method's result.
  40421. * @return {Vector2} The center point.
  40422. */
  40423. getCenter( target ) {
  40424. return this.isEmpty() ? target.set( 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  40425. }
  40426. /**
  40427. * Returns the dimensions of this box.
  40428. *
  40429. * @param {Vector2} target - The target vector that is used to store the method's result.
  40430. * @return {Vector2} The size.
  40431. */
  40432. getSize( target ) {
  40433. return this.isEmpty() ? target.set( 0, 0 ) : target.subVectors( this.max, this.min );
  40434. }
  40435. /**
  40436. * Expands the boundaries of this box to include the given point.
  40437. *
  40438. * @param {Vector2} point - The point that should be included by the bounding box.
  40439. * @return {Box2} A reference to this bounding box.
  40440. */
  40441. expandByPoint( point ) {
  40442. this.min.min( point );
  40443. this.max.max( point );
  40444. return this;
  40445. }
  40446. /**
  40447. * Expands this box equilaterally by the given vector. The width of this
  40448. * box will be expanded by the x component of the vector in both
  40449. * directions. The height of this box will be expanded by the y component of
  40450. * the vector in both directions.
  40451. *
  40452. * @param {Vector2} vector - The vector that should expand the bounding box.
  40453. * @return {Box2} A reference to this bounding box.
  40454. */
  40455. expandByVector( vector ) {
  40456. this.min.sub( vector );
  40457. this.max.add( vector );
  40458. return this;
  40459. }
  40460. /**
  40461. * Expands each dimension of the box by the given scalar. If negative, the
  40462. * dimensions of the box will be contracted.
  40463. *
  40464. * @param {number} scalar - The scalar value that should expand the bounding box.
  40465. * @return {Box2} A reference to this bounding box.
  40466. */
  40467. expandByScalar( scalar ) {
  40468. this.min.addScalar( - scalar );
  40469. this.max.addScalar( scalar );
  40470. return this;
  40471. }
  40472. /**
  40473. * Returns `true` if the given point lies within or on the boundaries of this box.
  40474. *
  40475. * @param {Vector2} point - The point to test.
  40476. * @return {boolean} Whether the bounding box contains the given point or not.
  40477. */
  40478. containsPoint( point ) {
  40479. return point.x >= this.min.x && point.x <= this.max.x &&
  40480. point.y >= this.min.y && point.y <= this.max.y;
  40481. }
  40482. /**
  40483. * Returns `true` if this bounding box includes the entirety of the given bounding box.
  40484. * If this box and the given one are identical, this function also returns `true`.
  40485. *
  40486. * @param {Box2} box - The bounding box to test.
  40487. * @return {boolean} Whether the bounding box contains the given bounding box or not.
  40488. */
  40489. containsBox( box ) {
  40490. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  40491. this.min.y <= box.min.y && box.max.y <= this.max.y;
  40492. }
  40493. /**
  40494. * Returns a point as a proportion of this box's width and height.
  40495. *
  40496. * @param {Vector2} point - A point in 2D space.
  40497. * @param {Vector2} target - The target vector that is used to store the method's result.
  40498. * @return {Vector2} A point as a proportion of this box's width and height.
  40499. */
  40500. getParameter( point, target ) {
  40501. // This can potentially have a divide by zero if the box
  40502. // has a size dimension of 0.
  40503. return target.set(
  40504. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  40505. ( point.y - this.min.y ) / ( this.max.y - this.min.y )
  40506. );
  40507. }
  40508. /**
  40509. * Returns `true` if the given bounding box intersects with this bounding box.
  40510. *
  40511. * @param {Box2} box - The bounding box to test.
  40512. * @return {boolean} Whether the given bounding box intersects with this bounding box.
  40513. */
  40514. intersectsBox( box ) {
  40515. // using 4 splitting planes to rule out intersections
  40516. return box.max.x >= this.min.x && box.min.x <= this.max.x &&
  40517. box.max.y >= this.min.y && box.min.y <= this.max.y;
  40518. }
  40519. /**
  40520. * Clamps the given point within the bounds of this box.
  40521. *
  40522. * @param {Vector2} point - The point to clamp.
  40523. * @param {Vector2} target - The target vector that is used to store the method's result.
  40524. * @return {Vector2} The clamped point.
  40525. */
  40526. clampPoint( point, target ) {
  40527. return target.copy( point ).clamp( this.min, this.max );
  40528. }
  40529. /**
  40530. * Returns the euclidean distance from any edge of this box to the specified point. If
  40531. * the given point lies inside of this box, the distance will be `0`.
  40532. *
  40533. * @param {Vector2} point - The point to compute the distance to.
  40534. * @return {number} The euclidean distance.
  40535. */
  40536. distanceToPoint( point ) {
  40537. return this.clampPoint( point, _vector$4 ).distanceTo( point );
  40538. }
  40539. /**
  40540. * Computes the intersection of this bounding box and the given one, setting the upper
  40541. * bound of this box to the lesser of the two boxes' upper bounds and the
  40542. * lower bound of this box to the greater of the two boxes' lower bounds. If
  40543. * there's no overlap, makes this box empty.
  40544. *
  40545. * @param {Box2} box - The bounding box to intersect with.
  40546. * @return {Box2} A reference to this bounding box.
  40547. */
  40548. intersect( box ) {
  40549. this.min.max( box.min );
  40550. this.max.min( box.max );
  40551. if ( this.isEmpty() ) this.makeEmpty();
  40552. return this;
  40553. }
  40554. /**
  40555. * Computes the union of this box and another and the given one, setting the upper
  40556. * bound of this box to the greater of the two boxes' upper bounds and the
  40557. * lower bound of this box to the lesser of the two boxes' lower bounds.
  40558. *
  40559. * @param {Box2} box - The bounding box that will be unioned with this instance.
  40560. * @return {Box2} A reference to this bounding box.
  40561. */
  40562. union( box ) {
  40563. this.min.min( box.min );
  40564. this.max.max( box.max );
  40565. return this;
  40566. }
  40567. /**
  40568. * Adds the given offset to both the upper and lower bounds of this bounding box,
  40569. * effectively moving it in 2D space.
  40570. *
  40571. * @param {Vector2} offset - The offset that should be used to translate the bounding box.
  40572. * @return {Box2} A reference to this bounding box.
  40573. */
  40574. translate( offset ) {
  40575. this.min.add( offset );
  40576. this.max.add( offset );
  40577. return this;
  40578. }
  40579. /**
  40580. * Returns `true` if this bounding box is equal with the given one.
  40581. *
  40582. * @param {Box2} box - The box to test for equality.
  40583. * @return {boolean} Whether this bounding box is equal with the given one.
  40584. */
  40585. equals( box ) {
  40586. return box.min.equals( this.min ) && box.max.equals( this.max );
  40587. }
  40588. }
  40589. const _startP = /*@__PURE__*/ new Vector3();
  40590. const _startEnd = /*@__PURE__*/ new Vector3();
  40591. const _d1 = /*@__PURE__*/ new Vector3();
  40592. const _d2 = /*@__PURE__*/ new Vector3();
  40593. const _r = /*@__PURE__*/ new Vector3();
  40594. const _c1 = /*@__PURE__*/ new Vector3();
  40595. const _c2 = /*@__PURE__*/ new Vector3();
  40596. /**
  40597. * An analytical line segment in 3D space represented by a start and end point.
  40598. */
  40599. class Line3 {
  40600. /**
  40601. * Constructs a new line segment.
  40602. *
  40603. * @param {Vector3} [start=(0,0,0)] - Start of the line segment.
  40604. * @param {Vector3} [end=(0,0,0)] - End of the line segment.
  40605. */
  40606. constructor( start = new Vector3(), end = new Vector3() ) {
  40607. /**
  40608. * Start of the line segment.
  40609. *
  40610. * @type {Vector3}
  40611. */
  40612. this.start = start;
  40613. /**
  40614. * End of the line segment.
  40615. *
  40616. * @type {Vector3}
  40617. */
  40618. this.end = end;
  40619. }
  40620. /**
  40621. * Sets the start and end values by copying the given vectors.
  40622. *
  40623. * @param {Vector3} start - The start point.
  40624. * @param {Vector3} end - The end point.
  40625. * @return {Line3} A reference to this line segment.
  40626. */
  40627. set( start, end ) {
  40628. this.start.copy( start );
  40629. this.end.copy( end );
  40630. return this;
  40631. }
  40632. /**
  40633. * Copies the values of the given line segment to this instance.
  40634. *
  40635. * @param {Line3} line - The line segment to copy.
  40636. * @return {Line3} A reference to this line segment.
  40637. */
  40638. copy( line ) {
  40639. this.start.copy( line.start );
  40640. this.end.copy( line.end );
  40641. return this;
  40642. }
  40643. /**
  40644. * Returns the center of the line segment.
  40645. *
  40646. * @param {Vector3} target - The target vector that is used to store the method's result.
  40647. * @return {Vector3} The center point.
  40648. */
  40649. getCenter( target ) {
  40650. return target.addVectors( this.start, this.end ).multiplyScalar( 0.5 );
  40651. }
  40652. /**
  40653. * Returns the delta vector of the line segment's start and end point.
  40654. *
  40655. * @param {Vector3} target - The target vector that is used to store the method's result.
  40656. * @return {Vector3} The delta vector.
  40657. */
  40658. delta( target ) {
  40659. return target.subVectors( this.end, this.start );
  40660. }
  40661. /**
  40662. * Returns the squared Euclidean distance between the line' start and end point.
  40663. *
  40664. * @return {number} The squared Euclidean distance.
  40665. */
  40666. distanceSq() {
  40667. return this.start.distanceToSquared( this.end );
  40668. }
  40669. /**
  40670. * Returns the Euclidean distance between the line' start and end point.
  40671. *
  40672. * @return {number} The Euclidean distance.
  40673. */
  40674. distance() {
  40675. return this.start.distanceTo( this.end );
  40676. }
  40677. /**
  40678. * Returns a vector at a certain position along the line segment.
  40679. *
  40680. * @param {number} t - A value between `[0,1]` to represent a position along the line segment.
  40681. * @param {Vector3} target - The target vector that is used to store the method's result.
  40682. * @return {Vector3} The delta vector.
  40683. */
  40684. at( t, target ) {
  40685. return this.delta( target ).multiplyScalar( t ).add( this.start );
  40686. }
  40687. /**
  40688. * Returns a point parameter based on the closest point as projected on the line segment.
  40689. *
  40690. * @param {Vector3} point - The point for which to return a point parameter.
  40691. * @param {boolean} clampToLine - Whether to clamp the result to the range `[0,1]` or not.
  40692. * @return {number} The point parameter.
  40693. */
  40694. closestPointToPointParameter( point, clampToLine ) {
  40695. _startP.subVectors( point, this.start );
  40696. _startEnd.subVectors( this.end, this.start );
  40697. const startEnd2 = _startEnd.dot( _startEnd );
  40698. const startEnd_startP = _startEnd.dot( _startP );
  40699. let t = startEnd_startP / startEnd2;
  40700. if ( clampToLine ) {
  40701. t = clamp( t, 0, 1 );
  40702. }
  40703. return t;
  40704. }
  40705. /**
  40706. * Returns the closest point on the line for a given point.
  40707. *
  40708. * @param {Vector3} point - The point to compute the closest point on the line for.
  40709. * @param {boolean} clampToLine - Whether to clamp the result to the range `[0,1]` or not.
  40710. * @param {Vector3} target - The target vector that is used to store the method's result.
  40711. * @return {Vector3} The closest point on the line.
  40712. */
  40713. closestPointToPoint( point, clampToLine, target ) {
  40714. const t = this.closestPointToPointParameter( point, clampToLine );
  40715. return this.delta( target ).multiplyScalar( t ).add( this.start );
  40716. }
  40717. /**
  40718. * Returns the closest squared distance between this line segment and the given one.
  40719. *
  40720. * @param {Line3} line - The line segment to compute the closest squared distance to.
  40721. * @param {Vector3} [c1] - The closest point on this line segment.
  40722. * @param {Vector3} [c2] - The closest point on the given line segment.
  40723. * @return {number} The squared distance between this line segment and the given one.
  40724. */
  40725. distanceSqToLine3( line, c1 = _c1, c2 = _c2 ) {
  40726. // from Real-Time Collision Detection by Christer Ericson, chapter 5.1.9
  40727. // Computes closest points C1 and C2 of S1(s)=P1+s*(Q1-P1) and
  40728. // S2(t)=P2+t*(Q2-P2), returning s and t. Function result is squared
  40729. // distance between between S1(s) and S2(t)
  40730. const EPSILON = 1e-8 * 1e-8; // must be squared since we compare squared length
  40731. let s, t;
  40732. const p1 = this.start;
  40733. const p2 = line.start;
  40734. const q1 = this.end;
  40735. const q2 = line.end;
  40736. _d1.subVectors( q1, p1 ); // Direction vector of segment S1
  40737. _d2.subVectors( q2, p2 ); // Direction vector of segment S2
  40738. _r.subVectors( p1, p2 );
  40739. const a = _d1.dot( _d1 ); // Squared length of segment S1, always nonnegative
  40740. const e = _d2.dot( _d2 ); // Squared length of segment S2, always nonnegative
  40741. const f = _d2.dot( _r );
  40742. // Check if either or both segments degenerate into points
  40743. if ( a <= EPSILON && e <= EPSILON ) {
  40744. // Both segments degenerate into points
  40745. c1.copy( p1 );
  40746. c2.copy( p2 );
  40747. c1.sub( c2 );
  40748. return c1.dot( c1 );
  40749. }
  40750. if ( a <= EPSILON ) {
  40751. // First segment degenerates into a point
  40752. s = 0;
  40753. t = f / e; // s = 0 => t = (b*s + f) / e = f / e
  40754. t = clamp( t, 0, 1 );
  40755. } else {
  40756. const c = _d1.dot( _r );
  40757. if ( e <= EPSILON ) {
  40758. // Second segment degenerates into a point
  40759. t = 0;
  40760. s = clamp( - c / a, 0, 1 ); // t = 0 => s = (b*t - c) / a = -c / a
  40761. } else {
  40762. // The general nondegenerate case starts here
  40763. const b = _d1.dot( _d2 );
  40764. const denom = a * e - b * b; // Always nonnegative
  40765. // If segments not parallel, compute closest point on L1 to L2 and
  40766. // clamp to segment S1. Else pick arbitrary s (here 0)
  40767. if ( denom !== 0 ) {
  40768. s = clamp( ( b * f - c * e ) / denom, 0, 1 );
  40769. } else {
  40770. s = 0;
  40771. }
  40772. // Compute point on L2 closest to S1(s) using
  40773. // t = Dot((P1 + D1*s) - P2,D2) / Dot(D2,D2) = (b*s + f) / e
  40774. t = ( b * s + f ) / e;
  40775. // If t in [0,1] done. Else clamp t, recompute s for the new value
  40776. // of t using s = Dot((P2 + D2*t) - P1,D1) / Dot(D1,D1)= (t*b - c) / a
  40777. // and clamp s to [0, 1]
  40778. if ( t < 0 ) {
  40779. t = 0.;
  40780. s = clamp( - c / a, 0, 1 );
  40781. } else if ( t > 1 ) {
  40782. t = 1;
  40783. s = clamp( ( b - c ) / a, 0, 1 );
  40784. }
  40785. }
  40786. }
  40787. c1.copy( p1 ).add( _d1.multiplyScalar( s ) );
  40788. c2.copy( p2 ).add( _d2.multiplyScalar( t ) );
  40789. c1.sub( c2 );
  40790. return c1.dot( c1 );
  40791. }
  40792. /**
  40793. * Applies a 4x4 transformation matrix to this line segment.
  40794. *
  40795. * @param {Matrix4} matrix - The transformation matrix.
  40796. * @return {Line3} A reference to this line segment.
  40797. */
  40798. applyMatrix4( matrix ) {
  40799. this.start.applyMatrix4( matrix );
  40800. this.end.applyMatrix4( matrix );
  40801. return this;
  40802. }
  40803. /**
  40804. * Returns `true` if this line segment is equal with the given one.
  40805. *
  40806. * @param {Line3} line - The line segment to test for equality.
  40807. * @return {boolean} Whether this line segment is equal with the given one.
  40808. */
  40809. equals( line ) {
  40810. return line.start.equals( this.start ) && line.end.equals( this.end );
  40811. }
  40812. /**
  40813. * Returns a new line segment with copied values from this instance.
  40814. *
  40815. * @return {Line3} A clone of this instance.
  40816. */
  40817. clone() {
  40818. return new this.constructor().copy( this );
  40819. }
  40820. }
  40821. const _vector$3 = /*@__PURE__*/ new Vector3();
  40822. /**
  40823. * This displays a cone shaped helper object for a {@link SpotLight}.
  40824. *
  40825. * ```js
  40826. * const spotLight = new THREE.SpotLight( 0xffffff );
  40827. * spotLight.position.set( 10, 10, 10 );
  40828. * scene.add( spotLight );
  40829. *
  40830. * const spotLightHelper = new THREE.SpotLightHelper( spotLight );
  40831. * scene.add( spotLightHelper );
  40832. * ```
  40833. *
  40834. * @augments Object3D
  40835. */
  40836. class SpotLightHelper extends Object3D {
  40837. /**
  40838. * Constructs a new spot light helper.
  40839. *
  40840. * @param {HemisphereLight} light - The light to be visualized.
  40841. * @param {number|Color|string} [color] - The helper's color. If not set, the helper will take
  40842. * the color of the light.
  40843. */
  40844. constructor( light, color ) {
  40845. super();
  40846. /**
  40847. * The light being visualized.
  40848. *
  40849. * @type {SpotLight}
  40850. */
  40851. this.light = light;
  40852. this.matrixAutoUpdate = false;
  40853. /**
  40854. * The color parameter passed in the constructor.
  40855. * If not set, the helper will take the color of the light.
  40856. *
  40857. * @type {number|Color|string}
  40858. */
  40859. this.color = color;
  40860. this.type = 'SpotLightHelper';
  40861. const geometry = new BufferGeometry();
  40862. const positions = [
  40863. 0, 0, 0, 0, 0, 1,
  40864. 0, 0, 0, 1, 0, 1,
  40865. 0, 0, 0, -1, 0, 1,
  40866. 0, 0, 0, 0, 1, 1,
  40867. 0, 0, 0, 0, -1, 1
  40868. ];
  40869. for ( let i = 0, j = 1, l = 32; i < l; i ++, j ++ ) {
  40870. const p1 = ( i / l ) * Math.PI * 2;
  40871. const p2 = ( j / l ) * Math.PI * 2;
  40872. positions.push(
  40873. Math.cos( p1 ), Math.sin( p1 ), 1,
  40874. Math.cos( p2 ), Math.sin( p2 ), 1
  40875. );
  40876. }
  40877. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  40878. const material = new LineBasicMaterial( { fog: false, toneMapped: false } );
  40879. this.cone = new LineSegments( geometry, material );
  40880. this.add( this.cone );
  40881. this.update();
  40882. }
  40883. /**
  40884. * Frees the GPU-related resources allocated by this instance. Call this
  40885. * method whenever this instance is no longer used in your app.
  40886. */
  40887. dispose() {
  40888. this.cone.geometry.dispose();
  40889. this.cone.material.dispose();
  40890. }
  40891. /**
  40892. * Updates the helper to match the position and direction of the
  40893. * light being visualized.
  40894. */
  40895. update() {
  40896. this.light.updateWorldMatrix( true, false );
  40897. this.light.target.updateWorldMatrix( true, false );
  40898. // update the local matrix based on the parent and light target transforms
  40899. if ( this.parent ) {
  40900. this.parent.updateWorldMatrix( true );
  40901. this.matrix
  40902. .copy( this.parent.matrixWorld )
  40903. .invert()
  40904. .multiply( this.light.matrixWorld );
  40905. } else {
  40906. this.matrix.copy( this.light.matrixWorld );
  40907. }
  40908. this.matrixWorld.copy( this.light.matrixWorld );
  40909. const coneLength = this.light.distance ? this.light.distance : 1000;
  40910. const coneWidth = coneLength * Math.tan( this.light.angle );
  40911. this.cone.scale.set( coneWidth, coneWidth, coneLength );
  40912. _vector$3.setFromMatrixPosition( this.light.target.matrixWorld );
  40913. this.cone.lookAt( _vector$3 );
  40914. if ( this.color !== undefined ) {
  40915. this.cone.material.color.set( this.color );
  40916. } else {
  40917. this.cone.material.color.copy( this.light.color );
  40918. }
  40919. }
  40920. }
  40921. const _vector$2 = /*@__PURE__*/ new Vector3();
  40922. const _boneMatrix = /*@__PURE__*/ new Matrix4();
  40923. const _matrixWorldInv = /*@__PURE__*/ new Matrix4();
  40924. /**
  40925. * A helper object to assist with visualizing a {@link Skeleton}.
  40926. *
  40927. * ```js
  40928. * const helper = new THREE.SkeletonHelper( skinnedMesh );
  40929. * scene.add( helper );
  40930. * ```
  40931. *
  40932. * @augments LineSegments
  40933. */
  40934. class SkeletonHelper extends LineSegments {
  40935. /**
  40936. * Constructs a new skeleton helper.
  40937. *
  40938. * @param {Object3D} object - Usually an instance of {@link SkinnedMesh}. However, any 3D object
  40939. * can be used if it represents a hierarchy of bones (see {@link Bone}).
  40940. */
  40941. constructor( object ) {
  40942. const bones = getBoneList( object );
  40943. const geometry = new BufferGeometry();
  40944. const vertices = [];
  40945. const colors = [];
  40946. for ( let i = 0; i < bones.length; i ++ ) {
  40947. const bone = bones[ i ];
  40948. if ( bone.parent && bone.parent.isBone ) {
  40949. vertices.push( 0, 0, 0 );
  40950. vertices.push( 0, 0, 0 );
  40951. colors.push( 0, 0, 0 );
  40952. colors.push( 0, 0, 0 );
  40953. }
  40954. }
  40955. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  40956. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  40957. const material = new LineBasicMaterial( { vertexColors: true, depthTest: false, depthWrite: false, toneMapped: false, transparent: true } );
  40958. super( geometry, material );
  40959. /**
  40960. * This flag can be used for type testing.
  40961. *
  40962. * @type {boolean}
  40963. * @readonly
  40964. * @default true
  40965. */
  40966. this.isSkeletonHelper = true;
  40967. this.type = 'SkeletonHelper';
  40968. /**
  40969. * The object being visualized.
  40970. *
  40971. * @type {Object3D}
  40972. */
  40973. this.root = object;
  40974. /**
  40975. * The list of bones that the helper visualizes.
  40976. *
  40977. * @type {Array<Bone>}
  40978. */
  40979. this.bones = bones;
  40980. this.matrix = object.matrixWorld;
  40981. this.matrixAutoUpdate = false;
  40982. // colors
  40983. const color1 = new Color( 0x0000ff );
  40984. const color2 = new Color( 0x00ff00 );
  40985. this.setColors( color1, color2 );
  40986. }
  40987. updateMatrixWorld( force ) {
  40988. const bones = this.bones;
  40989. const geometry = this.geometry;
  40990. const position = geometry.getAttribute( 'position' );
  40991. _matrixWorldInv.copy( this.root.matrixWorld ).invert();
  40992. for ( let i = 0, j = 0; i < bones.length; i ++ ) {
  40993. const bone = bones[ i ];
  40994. if ( bone.parent && bone.parent.isBone ) {
  40995. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.matrixWorld );
  40996. _vector$2.setFromMatrixPosition( _boneMatrix );
  40997. position.setXYZ( j, _vector$2.x, _vector$2.y, _vector$2.z );
  40998. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.parent.matrixWorld );
  40999. _vector$2.setFromMatrixPosition( _boneMatrix );
  41000. position.setXYZ( j + 1, _vector$2.x, _vector$2.y, _vector$2.z );
  41001. j += 2;
  41002. }
  41003. }
  41004. geometry.getAttribute( 'position' ).needsUpdate = true;
  41005. super.updateMatrixWorld( force );
  41006. }
  41007. /**
  41008. * Defines the colors of the helper.
  41009. *
  41010. * @param {Color} color1 - The first line color for each bone.
  41011. * @param {Color} color2 - The second line color for each bone.
  41012. * @return {SkeletonHelper} A reference to this helper.
  41013. */
  41014. setColors( color1, color2 ) {
  41015. const geometry = this.geometry;
  41016. const colorAttribute = geometry.getAttribute( 'color' );
  41017. for ( let i = 0; i < colorAttribute.count; i += 2 ) {
  41018. colorAttribute.setXYZ( i, color1.r, color1.g, color1.b );
  41019. colorAttribute.setXYZ( i + 1, color2.r, color2.g, color2.b );
  41020. }
  41021. colorAttribute.needsUpdate = true;
  41022. return this;
  41023. }
  41024. /**
  41025. * Frees the GPU-related resources allocated by this instance. Call this
  41026. * method whenever this instance is no longer used in your app.
  41027. */
  41028. dispose() {
  41029. this.geometry.dispose();
  41030. this.material.dispose();
  41031. }
  41032. }
  41033. function getBoneList( object ) {
  41034. const boneList = [];
  41035. if ( object.isBone === true ) {
  41036. boneList.push( object );
  41037. }
  41038. for ( let i = 0; i < object.children.length; i ++ ) {
  41039. boneList.push( ...getBoneList( object.children[ i ] ) );
  41040. }
  41041. return boneList;
  41042. }
  41043. /**
  41044. * This displays a helper object consisting of a spherical mesh for
  41045. * visualizing an instance of {@link PointLight}.
  41046. *
  41047. * ```js
  41048. * const pointLight = new THREE.PointLight( 0xff0000, 1, 100 );
  41049. * pointLight.position.set( 10, 10, 10 );
  41050. * scene.add( pointLight );
  41051. *
  41052. * const sphereSize = 1;
  41053. * const pointLightHelper = new THREE.PointLightHelper( pointLight, sphereSize );
  41054. * scene.add( pointLightHelper );
  41055. * ```
  41056. *
  41057. * @augments Mesh
  41058. */
  41059. class PointLightHelper extends Mesh {
  41060. /**
  41061. * Constructs a new point light helper.
  41062. *
  41063. * @param {PointLight} light - The light to be visualized.
  41064. * @param {number} [sphereSize=1] - The size of the sphere helper.
  41065. * @param {number|Color|string} [color] - The helper's color. If not set, the helper will take
  41066. * the color of the light.
  41067. */
  41068. constructor( light, sphereSize, color ) {
  41069. const geometry = new SphereGeometry( sphereSize, 4, 2 );
  41070. const material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );
  41071. super( geometry, material );
  41072. /**
  41073. * The light being visualized.
  41074. *
  41075. * @type {HemisphereLight}
  41076. */
  41077. this.light = light;
  41078. /**
  41079. * The color parameter passed in the constructor.
  41080. * If not set, the helper will take the color of the light.
  41081. *
  41082. * @type {number|Color|string}
  41083. */
  41084. this.color = color;
  41085. this.type = 'PointLightHelper';
  41086. this.matrix = this.light.matrixWorld;
  41087. this.matrixAutoUpdate = false;
  41088. this.update();
  41089. /*
  41090. // TODO: delete this comment?
  41091. const distanceGeometry = new THREE.IcosahedronGeometry( 1, 2 );
  41092. const distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );
  41093. this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
  41094. this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );
  41095. const d = light.distance;
  41096. if ( d === 0.0 ) {
  41097. this.lightDistance.visible = false;
  41098. } else {
  41099. this.lightDistance.scale.set( d, d, d );
  41100. }
  41101. this.add( this.lightDistance );
  41102. */
  41103. }
  41104. /**
  41105. * Frees the GPU-related resources allocated by this instance. Call this
  41106. * method whenever this instance is no longer used in your app.
  41107. */
  41108. dispose() {
  41109. this.geometry.dispose();
  41110. this.material.dispose();
  41111. }
  41112. /**
  41113. * Updates the helper to match the position of the
  41114. * light being visualized.
  41115. */
  41116. update() {
  41117. this.light.updateWorldMatrix( true, false );
  41118. if ( this.color !== undefined ) {
  41119. this.material.color.set( this.color );
  41120. } else {
  41121. this.material.color.copy( this.light.color );
  41122. }
  41123. /*
  41124. const d = this.light.distance;
  41125. if ( d === 0.0 ) {
  41126. this.lightDistance.visible = false;
  41127. } else {
  41128. this.lightDistance.visible = true;
  41129. this.lightDistance.scale.set( d, d, d );
  41130. }
  41131. */
  41132. }
  41133. }
  41134. const _vector$1 = /*@__PURE__*/ new Vector3();
  41135. const _color1 = /*@__PURE__*/ new Color();
  41136. const _color2 = /*@__PURE__*/ new Color();
  41137. /**
  41138. * Creates a visual aid consisting of a spherical mesh for a
  41139. * given {@link HemisphereLight}.
  41140. *
  41141. * ```js
  41142. * const light = new THREE.HemisphereLight( 0xffffbb, 0x080820, 1 );
  41143. * const helper = new THREE.HemisphereLightHelper( light, 5 );
  41144. * scene.add( helper );
  41145. * ```
  41146. *
  41147. * @augments Object3D
  41148. */
  41149. class HemisphereLightHelper extends Object3D {
  41150. /**
  41151. * Constructs a new hemisphere light helper.
  41152. *
  41153. * @param {HemisphereLight} light - The light to be visualized.
  41154. * @param {number} [size=1] - The size of the mesh used to visualize the light.
  41155. * @param {number|Color|string} [color] - The helper's color. If not set, the helper will take
  41156. * the color of the light.
  41157. */
  41158. constructor( light, size, color ) {
  41159. super();
  41160. /**
  41161. * The light being visualized.
  41162. *
  41163. * @type {HemisphereLight}
  41164. */
  41165. this.light = light;
  41166. this.matrix = light.matrixWorld;
  41167. this.matrixAutoUpdate = false;
  41168. /**
  41169. * The color parameter passed in the constructor.
  41170. * If not set, the helper will take the color of the light.
  41171. *
  41172. * @type {number|Color|string}
  41173. */
  41174. this.color = color;
  41175. this.type = 'HemisphereLightHelper';
  41176. const geometry = new OctahedronGeometry( size );
  41177. geometry.rotateY( Math.PI * 0.5 );
  41178. this.material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );
  41179. if ( this.color === undefined ) this.material.vertexColors = true;
  41180. const position = geometry.getAttribute( 'position' );
  41181. const colors = new Float32Array( position.count * 3 );
  41182. geometry.setAttribute( 'color', new BufferAttribute( colors, 3 ) );
  41183. this.add( new Mesh( geometry, this.material ) );
  41184. this.update();
  41185. }
  41186. /**
  41187. * Frees the GPU-related resources allocated by this instance. Call this
  41188. * method whenever this instance is no longer used in your app.
  41189. */
  41190. dispose() {
  41191. this.children[ 0 ].geometry.dispose();
  41192. this.children[ 0 ].material.dispose();
  41193. }
  41194. /**
  41195. * Updates the helper to match the position and direction of the
  41196. * light being visualized.
  41197. */
  41198. update() {
  41199. const mesh = this.children[ 0 ];
  41200. if ( this.color !== undefined ) {
  41201. this.material.color.set( this.color );
  41202. } else {
  41203. const colors = mesh.geometry.getAttribute( 'color' );
  41204. _color1.copy( this.light.color );
  41205. _color2.copy( this.light.groundColor );
  41206. for ( let i = 0, l = colors.count; i < l; i ++ ) {
  41207. const color = ( i < ( l / 2 ) ) ? _color1 : _color2;
  41208. colors.setXYZ( i, color.r, color.g, color.b );
  41209. }
  41210. colors.needsUpdate = true;
  41211. }
  41212. this.light.updateWorldMatrix( true, false );
  41213. mesh.lookAt( _vector$1.setFromMatrixPosition( this.light.matrixWorld ).negate() );
  41214. }
  41215. }
  41216. /**
  41217. * The helper is an object to define grids. Grids are two-dimensional
  41218. * arrays of lines.
  41219. *
  41220. * ```js
  41221. * const size = 10;
  41222. * const divisions = 10;
  41223. *
  41224. * const gridHelper = new THREE.GridHelper( size, divisions );
  41225. * scene.add( gridHelper );
  41226. * ```
  41227. *
  41228. * @augments LineSegments
  41229. */
  41230. class GridHelper extends LineSegments {
  41231. /**
  41232. * Constructs a new grid helper.
  41233. *
  41234. * @param {number} [size=10] - The size of the grid.
  41235. * @param {number} [divisions=10] - The number of divisions across the grid.
  41236. * @param {number|Color|string} [color1=0x444444] - The color of the center line.
  41237. * @param {number|Color|string} [color2=0x888888] - The color of the lines of the grid.
  41238. */
  41239. constructor( size = 10, divisions = 10, color1 = 0x444444, color2 = 0x888888 ) {
  41240. color1 = new Color( color1 );
  41241. color2 = new Color( color2 );
  41242. const center = divisions / 2;
  41243. const step = size / divisions;
  41244. const halfSize = size / 2;
  41245. const vertices = [], colors = [];
  41246. for ( let i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) {
  41247. vertices.push( - halfSize, 0, k, halfSize, 0, k );
  41248. vertices.push( k, 0, - halfSize, k, 0, halfSize );
  41249. const color = i === center ? color1 : color2;
  41250. color.toArray( colors, j ); j += 3;
  41251. color.toArray( colors, j ); j += 3;
  41252. color.toArray( colors, j ); j += 3;
  41253. color.toArray( colors, j ); j += 3;
  41254. }
  41255. const geometry = new BufferGeometry();
  41256. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  41257. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  41258. const material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
  41259. super( geometry, material );
  41260. this.type = 'GridHelper';
  41261. }
  41262. /**
  41263. * Frees the GPU-related resources allocated by this instance. Call this
  41264. * method whenever this instance is no longer used in your app.
  41265. */
  41266. dispose() {
  41267. this.geometry.dispose();
  41268. this.material.dispose();
  41269. }
  41270. }
  41271. /**
  41272. * This helper is an object to define polar grids. Grids are
  41273. * two-dimensional arrays of lines.
  41274. *
  41275. * ```js
  41276. * const radius = 10;
  41277. * const sectors = 16;
  41278. * const rings = 8;
  41279. * const divisions = 64;
  41280. *
  41281. * const helper = new THREE.PolarGridHelper( radius, sectors, rings, divisions );
  41282. * scene.add( helper );
  41283. * ```
  41284. *
  41285. * @augments LineSegments
  41286. */
  41287. class PolarGridHelper extends LineSegments {
  41288. /**
  41289. * Constructs a new polar grid helper.
  41290. *
  41291. * @param {number} [radius=10] - The radius of the polar grid. This can be any positive number.
  41292. * @param {number} [sectors=16] - The number of sectors the grid will be divided into. This can be any positive integer.
  41293. * @param {number} [rings=16] - The number of rings. This can be any positive integer.
  41294. * @param {number} [divisions=64] - The number of line segments used for each circle. This can be any positive integer.
  41295. * @param {number|Color|string} [color1=0x444444] - The first color used for grid elements.
  41296. * @param {number|Color|string} [color2=0x888888] - The second color used for grid elements.
  41297. */
  41298. constructor( radius = 10, sectors = 16, rings = 8, divisions = 64, color1 = 0x444444, color2 = 0x888888 ) {
  41299. color1 = new Color( color1 );
  41300. color2 = new Color( color2 );
  41301. const vertices = [];
  41302. const colors = [];
  41303. // create the sectors
  41304. if ( sectors > 1 ) {
  41305. for ( let i = 0; i < sectors; i ++ ) {
  41306. const v = ( i / sectors ) * ( Math.PI * 2 );
  41307. const x = Math.sin( v ) * radius;
  41308. const z = Math.cos( v ) * radius;
  41309. vertices.push( 0, 0, 0 );
  41310. vertices.push( x, 0, z );
  41311. const color = ( i & 1 ) ? color1 : color2;
  41312. colors.push( color.r, color.g, color.b );
  41313. colors.push( color.r, color.g, color.b );
  41314. }
  41315. }
  41316. // create the rings
  41317. for ( let i = 0; i < rings; i ++ ) {
  41318. const color = ( i & 1 ) ? color1 : color2;
  41319. const r = radius - ( radius / rings * i );
  41320. for ( let j = 0; j < divisions; j ++ ) {
  41321. // first vertex
  41322. let v = ( j / divisions ) * ( Math.PI * 2 );
  41323. let x = Math.sin( v ) * r;
  41324. let z = Math.cos( v ) * r;
  41325. vertices.push( x, 0, z );
  41326. colors.push( color.r, color.g, color.b );
  41327. // second vertex
  41328. v = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 );
  41329. x = Math.sin( v ) * r;
  41330. z = Math.cos( v ) * r;
  41331. vertices.push( x, 0, z );
  41332. colors.push( color.r, color.g, color.b );
  41333. }
  41334. }
  41335. const geometry = new BufferGeometry();
  41336. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  41337. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  41338. const material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
  41339. super( geometry, material );
  41340. this.type = 'PolarGridHelper';
  41341. }
  41342. /**
  41343. * Frees the GPU-related resources allocated by this instance. Call this
  41344. * method whenever this instance is no longer used in your app.
  41345. */
  41346. dispose() {
  41347. this.geometry.dispose();
  41348. this.material.dispose();
  41349. }
  41350. }
  41351. const _v1 = /*@__PURE__*/ new Vector3();
  41352. const _v2 = /*@__PURE__*/ new Vector3();
  41353. const _v3 = /*@__PURE__*/ new Vector3();
  41354. /**
  41355. * Helper object to assist with visualizing a {@link DirectionalLight}'s
  41356. * effect on the scene. This consists of plane and a line representing the
  41357. * light's position and direction.
  41358. *
  41359. * ```js
  41360. * const light = new THREE.DirectionalLight( 0xFFFFFF );
  41361. * scene.add( light );
  41362. *
  41363. * const helper = new THREE.DirectionalLightHelper( light, 5 );
  41364. * scene.add( helper );
  41365. * ```
  41366. *
  41367. * @augments Object3D
  41368. */
  41369. class DirectionalLightHelper extends Object3D {
  41370. /**
  41371. * Constructs a new directional light helper.
  41372. *
  41373. * @param {DirectionalLight} light - The light to be visualized.
  41374. * @param {number} [size=1] - The dimensions of the plane.
  41375. * @param {number|Color|string} [color] - The helper's color. If not set, the helper will take
  41376. * the color of the light.
  41377. */
  41378. constructor( light, size, color ) {
  41379. super();
  41380. /**
  41381. * The light being visualized.
  41382. *
  41383. * @type {DirectionalLight}
  41384. */
  41385. this.light = light;
  41386. this.matrix = light.matrixWorld;
  41387. this.matrixAutoUpdate = false;
  41388. /**
  41389. * The color parameter passed in the constructor.
  41390. * If not set, the helper will take the color of the light.
  41391. *
  41392. * @type {number|Color|string}
  41393. */
  41394. this.color = color;
  41395. this.type = 'DirectionalLightHelper';
  41396. if ( size === undefined ) size = 1;
  41397. let geometry = new BufferGeometry();
  41398. geometry.setAttribute( 'position', new Float32BufferAttribute( [
  41399. - size, size, 0,
  41400. size, size, 0,
  41401. size, - size, 0,
  41402. - size, - size, 0,
  41403. - size, size, 0
  41404. ], 3 ) );
  41405. const material = new LineBasicMaterial( { fog: false, toneMapped: false } );
  41406. /**
  41407. * Contains the line showing the location of the directional light.
  41408. *
  41409. * @type {Line}
  41410. */
  41411. this.lightPlane = new Line( geometry, material );
  41412. this.add( this.lightPlane );
  41413. geometry = new BufferGeometry();
  41414. geometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) );
  41415. /**
  41416. * Represents the target line of the directional light.
  41417. *
  41418. * @type {Line}
  41419. */
  41420. this.targetLine = new Line( geometry, material );
  41421. this.add( this.targetLine );
  41422. this.update();
  41423. }
  41424. /**
  41425. * Frees the GPU-related resources allocated by this instance. Call this
  41426. * method whenever this instance is no longer used in your app.
  41427. */
  41428. dispose() {
  41429. this.lightPlane.geometry.dispose();
  41430. this.lightPlane.material.dispose();
  41431. this.targetLine.geometry.dispose();
  41432. this.targetLine.material.dispose();
  41433. }
  41434. /**
  41435. * Updates the helper to match the position and direction of the
  41436. * light being visualized.
  41437. */
  41438. update() {
  41439. this.light.updateWorldMatrix( true, false );
  41440. this.light.target.updateWorldMatrix( true, false );
  41441. _v1.setFromMatrixPosition( this.light.matrixWorld );
  41442. _v2.setFromMatrixPosition( this.light.target.matrixWorld );
  41443. _v3.subVectors( _v2, _v1 );
  41444. this.lightPlane.lookAt( _v2 );
  41445. if ( this.color !== undefined ) {
  41446. this.lightPlane.material.color.set( this.color );
  41447. this.targetLine.material.color.set( this.color );
  41448. } else {
  41449. this.lightPlane.material.color.copy( this.light.color );
  41450. this.targetLine.material.color.copy( this.light.color );
  41451. }
  41452. this.targetLine.lookAt( _v2 );
  41453. this.targetLine.scale.z = _v3.length();
  41454. }
  41455. }
  41456. const _vector = /*@__PURE__*/ new Vector3();
  41457. const _camera = /*@__PURE__*/ new Camera();
  41458. /**
  41459. * This helps with visualizing what a camera contains in its frustum. It
  41460. * visualizes the frustum of a camera using a line segments.
  41461. *
  41462. * Based on frustum visualization in [lightgl.js shadowmap example](https://github.com/evanw/lightgl.js/blob/master/tests/shadowmap.html).
  41463. *
  41464. * `CameraHelper` must be a child of the scene.
  41465. *
  41466. * ```js
  41467. * const camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 );
  41468. * const helper = new THREE.CameraHelper( camera );
  41469. * scene.add( helper );
  41470. * ```
  41471. *
  41472. * @augments LineSegments
  41473. */
  41474. class CameraHelper extends LineSegments {
  41475. /**
  41476. * Constructs a new arrow helper.
  41477. *
  41478. * @param {Camera} camera - The camera to visualize.
  41479. */
  41480. constructor( camera ) {
  41481. const geometry = new BufferGeometry();
  41482. const material = new LineBasicMaterial( { color: 0xffffff, vertexColors: true, toneMapped: false } );
  41483. const vertices = [];
  41484. const colors = [];
  41485. const pointMap = {};
  41486. // near
  41487. addLine( 'n1', 'n2' );
  41488. addLine( 'n2', 'n4' );
  41489. addLine( 'n4', 'n3' );
  41490. addLine( 'n3', 'n1' );
  41491. // far
  41492. addLine( 'f1', 'f2' );
  41493. addLine( 'f2', 'f4' );
  41494. addLine( 'f4', 'f3' );
  41495. addLine( 'f3', 'f1' );
  41496. // sides
  41497. addLine( 'n1', 'f1' );
  41498. addLine( 'n2', 'f2' );
  41499. addLine( 'n3', 'f3' );
  41500. addLine( 'n4', 'f4' );
  41501. // cone
  41502. addLine( 'p', 'n1' );
  41503. addLine( 'p', 'n2' );
  41504. addLine( 'p', 'n3' );
  41505. addLine( 'p', 'n4' );
  41506. // up
  41507. addLine( 'u1', 'u2' );
  41508. addLine( 'u2', 'u3' );
  41509. addLine( 'u3', 'u1' );
  41510. // target
  41511. addLine( 'c', 't' );
  41512. addLine( 'p', 'c' );
  41513. // cross
  41514. addLine( 'cn1', 'cn2' );
  41515. addLine( 'cn3', 'cn4' );
  41516. addLine( 'cf1', 'cf2' );
  41517. addLine( 'cf3', 'cf4' );
  41518. function addLine( a, b ) {
  41519. addPoint( a );
  41520. addPoint( b );
  41521. }
  41522. function addPoint( id ) {
  41523. vertices.push( 0, 0, 0 );
  41524. colors.push( 0, 0, 0 );
  41525. if ( pointMap[ id ] === undefined ) {
  41526. pointMap[ id ] = [];
  41527. }
  41528. pointMap[ id ].push( ( vertices.length / 3 ) - 1 );
  41529. }
  41530. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  41531. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  41532. super( geometry, material );
  41533. this.type = 'CameraHelper';
  41534. /**
  41535. * The camera being visualized.
  41536. *
  41537. * @type {Camera}
  41538. */
  41539. this.camera = camera;
  41540. if ( this.camera.updateProjectionMatrix ) this.camera.updateProjectionMatrix();
  41541. this.matrix = camera.matrixWorld;
  41542. this.matrixAutoUpdate = false;
  41543. /**
  41544. * This contains the points used to visualize the camera.
  41545. *
  41546. * @type {Object<string,Array<number>>}
  41547. */
  41548. this.pointMap = pointMap;
  41549. this.update();
  41550. // colors
  41551. const colorFrustum = new Color( 0xffaa00 );
  41552. const colorCone = new Color( 0xff0000 );
  41553. const colorUp = new Color( 0x00aaff );
  41554. const colorTarget = new Color( 0xffffff );
  41555. const colorCross = new Color( 0x333333 );
  41556. this.setColors( colorFrustum, colorCone, colorUp, colorTarget, colorCross );
  41557. }
  41558. /**
  41559. * Defines the colors of the helper.
  41560. *
  41561. * @param {Color} frustum - The frustum line color.
  41562. * @param {Color} cone - The cone line color.
  41563. * @param {Color} up - The up line color.
  41564. * @param {Color} target - The target line color.
  41565. * @param {Color} cross - The cross line color.
  41566. * @return {CameraHelper} A reference to this helper.
  41567. */
  41568. setColors( frustum, cone, up, target, cross ) {
  41569. const geometry = this.geometry;
  41570. const colorAttribute = geometry.getAttribute( 'color' );
  41571. // near
  41572. colorAttribute.setXYZ( 0, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 1, frustum.r, frustum.g, frustum.b ); // n1, n2
  41573. colorAttribute.setXYZ( 2, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 3, frustum.r, frustum.g, frustum.b ); // n2, n4
  41574. colorAttribute.setXYZ( 4, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 5, frustum.r, frustum.g, frustum.b ); // n4, n3
  41575. colorAttribute.setXYZ( 6, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 7, frustum.r, frustum.g, frustum.b ); // n3, n1
  41576. // far
  41577. colorAttribute.setXYZ( 8, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 9, frustum.r, frustum.g, frustum.b ); // f1, f2
  41578. colorAttribute.setXYZ( 10, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 11, frustum.r, frustum.g, frustum.b ); // f2, f4
  41579. colorAttribute.setXYZ( 12, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 13, frustum.r, frustum.g, frustum.b ); // f4, f3
  41580. colorAttribute.setXYZ( 14, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 15, frustum.r, frustum.g, frustum.b ); // f3, f1
  41581. // sides
  41582. colorAttribute.setXYZ( 16, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 17, frustum.r, frustum.g, frustum.b ); // n1, f1
  41583. colorAttribute.setXYZ( 18, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 19, frustum.r, frustum.g, frustum.b ); // n2, f2
  41584. colorAttribute.setXYZ( 20, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 21, frustum.r, frustum.g, frustum.b ); // n3, f3
  41585. colorAttribute.setXYZ( 22, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 23, frustum.r, frustum.g, frustum.b ); // n4, f4
  41586. // cone
  41587. colorAttribute.setXYZ( 24, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 25, cone.r, cone.g, cone.b ); // p, n1
  41588. colorAttribute.setXYZ( 26, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 27, cone.r, cone.g, cone.b ); // p, n2
  41589. colorAttribute.setXYZ( 28, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 29, cone.r, cone.g, cone.b ); // p, n3
  41590. colorAttribute.setXYZ( 30, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 31, cone.r, cone.g, cone.b ); // p, n4
  41591. // up
  41592. colorAttribute.setXYZ( 32, up.r, up.g, up.b ); colorAttribute.setXYZ( 33, up.r, up.g, up.b ); // u1, u2
  41593. colorAttribute.setXYZ( 34, up.r, up.g, up.b ); colorAttribute.setXYZ( 35, up.r, up.g, up.b ); // u2, u3
  41594. colorAttribute.setXYZ( 36, up.r, up.g, up.b ); colorAttribute.setXYZ( 37, up.r, up.g, up.b ); // u3, u1
  41595. // target
  41596. colorAttribute.setXYZ( 38, target.r, target.g, target.b ); colorAttribute.setXYZ( 39, target.r, target.g, target.b ); // c, t
  41597. colorAttribute.setXYZ( 40, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 41, cross.r, cross.g, cross.b ); // p, c
  41598. // cross
  41599. colorAttribute.setXYZ( 42, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 43, cross.r, cross.g, cross.b ); // cn1, cn2
  41600. colorAttribute.setXYZ( 44, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 45, cross.r, cross.g, cross.b ); // cn3, cn4
  41601. colorAttribute.setXYZ( 46, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 47, cross.r, cross.g, cross.b ); // cf1, cf2
  41602. colorAttribute.setXYZ( 48, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 49, cross.r, cross.g, cross.b ); // cf3, cf4
  41603. colorAttribute.needsUpdate = true;
  41604. return this;
  41605. }
  41606. /**
  41607. * Updates the helper based on the projection matrix of the camera.
  41608. */
  41609. update() {
  41610. const geometry = this.geometry;
  41611. const pointMap = this.pointMap;
  41612. const w = 1, h = 1;
  41613. let nearZ, farZ;
  41614. // we need just camera projection matrix inverse
  41615. // world matrix must be identity
  41616. _camera.projectionMatrixInverse.copy( this.camera.projectionMatrixInverse );
  41617. // Adjust z values based on coordinate system
  41618. if ( this.camera.reversedDepth === true ) {
  41619. nearZ = 1;
  41620. farZ = 0;
  41621. } else {
  41622. if ( this.camera.coordinateSystem === WebGLCoordinateSystem ) {
  41623. nearZ = -1;
  41624. farZ = 1;
  41625. } else if ( this.camera.coordinateSystem === WebGPUCoordinateSystem ) {
  41626. nearZ = 0;
  41627. farZ = 1;
  41628. } else {
  41629. throw new Error( 'THREE.CameraHelper.update(): Invalid coordinate system: ' + this.camera.coordinateSystem );
  41630. }
  41631. }
  41632. // center / target
  41633. setPoint( 'c', pointMap, geometry, _camera, 0, 0, nearZ );
  41634. setPoint( 't', pointMap, geometry, _camera, 0, 0, farZ );
  41635. // near
  41636. setPoint( 'n1', pointMap, geometry, _camera, - w, - h, nearZ );
  41637. setPoint( 'n2', pointMap, geometry, _camera, w, - h, nearZ );
  41638. setPoint( 'n3', pointMap, geometry, _camera, - w, h, nearZ );
  41639. setPoint( 'n4', pointMap, geometry, _camera, w, h, nearZ );
  41640. // far
  41641. setPoint( 'f1', pointMap, geometry, _camera, - w, - h, farZ );
  41642. setPoint( 'f2', pointMap, geometry, _camera, w, - h, farZ );
  41643. setPoint( 'f3', pointMap, geometry, _camera, - w, h, farZ );
  41644. setPoint( 'f4', pointMap, geometry, _camera, w, h, farZ );
  41645. // up
  41646. setPoint( 'u1', pointMap, geometry, _camera, w * 0.7, h * 1.1, nearZ );
  41647. setPoint( 'u2', pointMap, geometry, _camera, - w * 0.7, h * 1.1, nearZ );
  41648. setPoint( 'u3', pointMap, geometry, _camera, 0, h * 2, nearZ );
  41649. // cross
  41650. setPoint( 'cf1', pointMap, geometry, _camera, - w, 0, farZ );
  41651. setPoint( 'cf2', pointMap, geometry, _camera, w, 0, farZ );
  41652. setPoint( 'cf3', pointMap, geometry, _camera, 0, - h, farZ );
  41653. setPoint( 'cf4', pointMap, geometry, _camera, 0, h, farZ );
  41654. setPoint( 'cn1', pointMap, geometry, _camera, - w, 0, nearZ );
  41655. setPoint( 'cn2', pointMap, geometry, _camera, w, 0, nearZ );
  41656. setPoint( 'cn3', pointMap, geometry, _camera, 0, - h, nearZ );
  41657. setPoint( 'cn4', pointMap, geometry, _camera, 0, h, nearZ );
  41658. geometry.getAttribute( 'position' ).needsUpdate = true;
  41659. }
  41660. /**
  41661. * Frees the GPU-related resources allocated by this instance. Call this
  41662. * method whenever this instance is no longer used in your app.
  41663. */
  41664. dispose() {
  41665. this.geometry.dispose();
  41666. this.material.dispose();
  41667. }
  41668. }
  41669. function setPoint( point, pointMap, geometry, camera, x, y, z ) {
  41670. _vector.set( x, y, z ).unproject( camera );
  41671. const points = pointMap[ point ];
  41672. if ( points !== undefined ) {
  41673. const position = geometry.getAttribute( 'position' );
  41674. for ( let i = 0, l = points.length; i < l; i ++ ) {
  41675. position.setXYZ( points[ i ], _vector.x, _vector.y, _vector.z );
  41676. }
  41677. }
  41678. }
  41679. const _box = /*@__PURE__*/ new Box3();
  41680. /**
  41681. * Helper object to graphically show the world-axis-aligned bounding box
  41682. * around an object. The actual bounding box is handled with {@link Box3},
  41683. * this is just a visual helper for debugging. It can be automatically
  41684. * resized with {@link BoxHelper#update} when the object it's created from
  41685. * is transformed. Note that the object must have a geometry for this to work,
  41686. * so it won't work with sprites.
  41687. *
  41688. * ```js
  41689. * const sphere = new THREE.SphereGeometry();
  41690. * const object = new THREE.Mesh( sphere, new THREE.MeshBasicMaterial( 0xff0000 ) );
  41691. * const box = new THREE.BoxHelper( object, 0xffff00 );
  41692. * scene.add( box );
  41693. * ```
  41694. *
  41695. * @augments LineSegments
  41696. */
  41697. class BoxHelper extends LineSegments {
  41698. /**
  41699. * Constructs a new box helper.
  41700. *
  41701. * @param {Object3D} [object] - The 3D object to show the world-axis-aligned bounding box.
  41702. * @param {number|Color|string} [color=0xffff00] - The box's color.
  41703. */
  41704. constructor( object, color = 0xffff00 ) {
  41705. 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 ] );
  41706. const positions = new Float32Array( 8 * 3 );
  41707. const geometry = new BufferGeometry();
  41708. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  41709. geometry.setAttribute( 'position', new BufferAttribute( positions, 3 ) );
  41710. super( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  41711. /**
  41712. * The 3D object being visualized.
  41713. *
  41714. * @type {Object3D}
  41715. */
  41716. this.object = object;
  41717. this.type = 'BoxHelper';
  41718. this.matrixAutoUpdate = false;
  41719. this.update();
  41720. }
  41721. /**
  41722. * Updates the helper's geometry to match the dimensions of the object,
  41723. * including any children.
  41724. */
  41725. update() {
  41726. if ( this.object !== undefined ) {
  41727. _box.setFromObject( this.object );
  41728. }
  41729. if ( _box.isEmpty() ) return;
  41730. const min = _box.min;
  41731. const max = _box.max;
  41732. /*
  41733. 5____4
  41734. 1/___0/|
  41735. | 6__|_7
  41736. 2/___3/
  41737. 0: max.x, max.y, max.z
  41738. 1: min.x, max.y, max.z
  41739. 2: min.x, min.y, max.z
  41740. 3: max.x, min.y, max.z
  41741. 4: max.x, max.y, min.z
  41742. 5: min.x, max.y, min.z
  41743. 6: min.x, min.y, min.z
  41744. 7: max.x, min.y, min.z
  41745. */
  41746. const position = this.geometry.attributes.position;
  41747. const array = position.array;
  41748. array[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z;
  41749. array[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z;
  41750. array[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z;
  41751. array[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z;
  41752. array[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z;
  41753. array[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z;
  41754. array[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z;
  41755. array[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z;
  41756. position.needsUpdate = true;
  41757. this.geometry.computeBoundingSphere();
  41758. }
  41759. /**
  41760. * Updates the wireframe box for the passed object.
  41761. *
  41762. * @param {Object3D} object - The 3D object to create the helper for.
  41763. * @return {BoxHelper} A reference to this instance.
  41764. */
  41765. setFromObject( object ) {
  41766. this.object = object;
  41767. this.update();
  41768. return this;
  41769. }
  41770. copy( source, recursive ) {
  41771. super.copy( source, recursive );
  41772. this.object = source.object;
  41773. return this;
  41774. }
  41775. /**
  41776. * Frees the GPU-related resources allocated by this instance. Call this
  41777. * method whenever this instance is no longer used in your app.
  41778. */
  41779. dispose() {
  41780. this.geometry.dispose();
  41781. this.material.dispose();
  41782. }
  41783. }
  41784. /**
  41785. * A helper object to visualize an instance of {@link Box3}.
  41786. *
  41787. * ```js
  41788. * const box = new THREE.Box3();
  41789. * box.setFromCenterAndSize( new THREE.Vector3( 1, 1, 1 ), new THREE.Vector3( 2, 1, 3 ) );
  41790. *
  41791. * const helper = new THREE.Box3Helper( box, 0xffff00 );
  41792. * scene.add( helper )
  41793. * ```
  41794. *
  41795. * @augments LineSegments
  41796. */
  41797. class Box3Helper extends LineSegments {
  41798. /**
  41799. * Constructs a new box3 helper.
  41800. *
  41801. * @param {Box3} box - The box to visualize.
  41802. * @param {number|Color|string} [color=0xffff00] - The box's color.
  41803. */
  41804. constructor( box, color = 0xffff00 ) {
  41805. 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 ] );
  41806. 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 ];
  41807. const geometry = new BufferGeometry();
  41808. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  41809. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  41810. super( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  41811. /**
  41812. * The box being visualized.
  41813. *
  41814. * @type {Box3}
  41815. */
  41816. this.box = box;
  41817. this.type = 'Box3Helper';
  41818. this.geometry.computeBoundingSphere();
  41819. }
  41820. updateMatrixWorld( force ) {
  41821. const box = this.box;
  41822. if ( box.isEmpty() ) return;
  41823. box.getCenter( this.position );
  41824. box.getSize( this.scale );
  41825. this.scale.multiplyScalar( 0.5 );
  41826. super.updateMatrixWorld( force );
  41827. }
  41828. /**
  41829. * Frees the GPU-related resources allocated by this instance. Call this
  41830. * method whenever this instance is no longer used in your app.
  41831. */
  41832. dispose() {
  41833. this.geometry.dispose();
  41834. this.material.dispose();
  41835. }
  41836. }
  41837. /**
  41838. * A helper object to visualize an instance of {@link Plane}.
  41839. *
  41840. * ```js
  41841. * const plane = new THREE.Plane( new THREE.Vector3( 1, 1, 0.2 ), 3 );
  41842. * const helper = new THREE.PlaneHelper( plane, 1, 0xffff00 );
  41843. * scene.add( helper );
  41844. * ```
  41845. *
  41846. * @augments Line
  41847. */
  41848. class PlaneHelper extends Line {
  41849. /**
  41850. * Constructs a new plane helper.
  41851. *
  41852. * @param {Plane} plane - The plane to be visualized.
  41853. * @param {number} [size=1] - The side length of plane helper.
  41854. * @param {number|Color|string} [hex=0xffff00] - The helper's color.
  41855. */
  41856. constructor( plane, size = 1, hex = 0xffff00 ) {
  41857. const color = hex;
  41858. 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 ];
  41859. const geometry = new BufferGeometry();
  41860. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  41861. geometry.computeBoundingSphere();
  41862. super( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  41863. this.type = 'PlaneHelper';
  41864. /**
  41865. * The plane being visualized.
  41866. *
  41867. * @type {Plane}
  41868. */
  41869. this.plane = plane;
  41870. /**
  41871. * The side length of plane helper.
  41872. *
  41873. * @type {number}
  41874. * @default 1
  41875. */
  41876. this.size = size;
  41877. const positions2 = [ 1, 1, 0, -1, 1, 0, -1, -1, 0, 1, 1, 0, -1, -1, 0, 1, -1, 0 ];
  41878. const geometry2 = new BufferGeometry();
  41879. geometry2.setAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );
  41880. geometry2.computeBoundingSphere();
  41881. this.add( new Mesh( geometry2, new MeshBasicMaterial( { color: color, opacity: 0.2, transparent: true, depthWrite: false, toneMapped: false } ) ) );
  41882. }
  41883. updateMatrixWorld( force ) {
  41884. this.position.set( 0, 0, 0 );
  41885. this.scale.set( 0.5 * this.size, 0.5 * this.size, 1 );
  41886. this.lookAt( this.plane.normal );
  41887. this.translateZ( - this.plane.constant );
  41888. super.updateMatrixWorld( force );
  41889. }
  41890. /**
  41891. * Updates the helper to match the position and direction of the
  41892. * light being visualized.
  41893. */
  41894. dispose() {
  41895. this.geometry.dispose();
  41896. this.material.dispose();
  41897. this.children[ 0 ].geometry.dispose();
  41898. this.children[ 0 ].material.dispose();
  41899. }
  41900. }
  41901. const _axis = /*@__PURE__*/ new Vector3();
  41902. let _lineGeometry, _coneGeometry;
  41903. /**
  41904. * An 3D arrow object for visualizing directions.
  41905. *
  41906. * ```js
  41907. * const dir = new THREE.Vector3( 1, 2, 0 );
  41908. *
  41909. * //normalize the direction vector (convert to vector of length 1)
  41910. * dir.normalize();
  41911. *
  41912. * const origin = new THREE.Vector3( 0, 0, 0 );
  41913. * const length = 1;
  41914. * const hex = 0xffff00;
  41915. *
  41916. * const arrowHelper = new THREE.ArrowHelper( dir, origin, length, hex );
  41917. * scene.add( arrowHelper );
  41918. * ```
  41919. *
  41920. * @augments Object3D
  41921. */
  41922. class ArrowHelper extends Object3D {
  41923. /**
  41924. * Constructs a new arrow helper.
  41925. *
  41926. * @param {Vector3} [dir=(0, 0, 1)] - The (normalized) direction vector.
  41927. * @param {Vector3} [origin=(0, 0, 0)] - Point at which the arrow starts.
  41928. * @param {number} [length=1] - Length of the arrow in world units.
  41929. * @param {(number|Color|string)} [color=0xffff00] - Color of the arrow.
  41930. * @param {number} [headLength=length*0.2] - The length of the head of the arrow.
  41931. * @param {number} [headWidth=headLength*0.2] - The width of the head of the arrow.
  41932. */
  41933. 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 ) {
  41934. super();
  41935. this.type = 'ArrowHelper';
  41936. if ( _lineGeometry === undefined ) {
  41937. _lineGeometry = new BufferGeometry();
  41938. _lineGeometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) );
  41939. _coneGeometry = new ConeGeometry( 0.5, 1, 5, 1 );
  41940. _coneGeometry.translate( 0, -0.5, 0 );
  41941. }
  41942. this.position.copy( origin );
  41943. /**
  41944. * The line part of the arrow helper.
  41945. *
  41946. * @type {Line}
  41947. */
  41948. this.line = new Line( _lineGeometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  41949. this.line.matrixAutoUpdate = false;
  41950. this.add( this.line );
  41951. /**
  41952. * The cone part of the arrow helper.
  41953. *
  41954. * @type {Mesh}
  41955. */
  41956. this.cone = new Mesh( _coneGeometry, new MeshBasicMaterial( { color: color, toneMapped: false } ) );
  41957. this.cone.matrixAutoUpdate = false;
  41958. this.add( this.cone );
  41959. this.setDirection( dir );
  41960. this.setLength( length, headLength, headWidth );
  41961. }
  41962. /**
  41963. * Sets the direction of the helper.
  41964. *
  41965. * @param {Vector3} dir - The normalized direction vector.
  41966. */
  41967. setDirection( dir ) {
  41968. // dir is assumed to be normalized
  41969. if ( dir.y > 0.99999 ) {
  41970. this.quaternion.set( 0, 0, 0, 1 );
  41971. } else if ( dir.y < -0.99999 ) {
  41972. this.quaternion.set( 1, 0, 0, 0 );
  41973. } else {
  41974. _axis.set( dir.z, 0, - dir.x ).normalize();
  41975. const radians = Math.acos( dir.y );
  41976. this.quaternion.setFromAxisAngle( _axis, radians );
  41977. }
  41978. }
  41979. /**
  41980. * Sets the length of the helper.
  41981. *
  41982. * @param {number} length - Length of the arrow in world units.
  41983. * @param {number} [headLength=length*0.2] - The length of the head of the arrow.
  41984. * @param {number} [headWidth=headLength*0.2] - The width of the head of the arrow.
  41985. */
  41986. setLength( length, headLength = length * 0.2, headWidth = headLength * 0.2 ) {
  41987. this.line.scale.set( 1, Math.max( 0.0001, length - headLength ), 1 ); // see #17458
  41988. this.line.updateMatrix();
  41989. this.cone.scale.set( headWidth, headLength, headWidth );
  41990. this.cone.position.y = length;
  41991. this.cone.updateMatrix();
  41992. }
  41993. /**
  41994. * Sets the color of the helper.
  41995. *
  41996. * @param {number|Color|string} color - The color to set.
  41997. */
  41998. setColor( color ) {
  41999. this.line.material.color.set( color );
  42000. this.cone.material.color.set( color );
  42001. }
  42002. copy( source ) {
  42003. super.copy( source, false );
  42004. this.line.copy( source.line );
  42005. this.cone.copy( source.cone );
  42006. return this;
  42007. }
  42008. /**
  42009. * Frees the GPU-related resources allocated by this instance. Call this
  42010. * method whenever this instance is no longer used in your app.
  42011. */
  42012. dispose() {
  42013. this.line.geometry.dispose();
  42014. this.line.material.dispose();
  42015. this.cone.geometry.dispose();
  42016. this.cone.material.dispose();
  42017. }
  42018. }
  42019. /**
  42020. * An axis object to visualize the 3 axes in a simple way.
  42021. * The X axis is red. The Y axis is green. The Z axis is blue.
  42022. *
  42023. * ```js
  42024. * const axesHelper = new THREE.AxesHelper( 5 );
  42025. * scene.add( axesHelper );
  42026. * ```
  42027. *
  42028. * @augments LineSegments
  42029. */
  42030. class AxesHelper extends LineSegments {
  42031. /**
  42032. * Constructs a new axes helper.
  42033. *
  42034. * @param {number} [size=1] - Size of the lines representing the axes.
  42035. */
  42036. constructor( size = 1 ) {
  42037. const vertices = [
  42038. 0, 0, 0, size, 0, 0,
  42039. 0, 0, 0, 0, size, 0,
  42040. 0, 0, 0, 0, 0, size
  42041. ];
  42042. const colors = [
  42043. 1, 0, 0, 1, 0.6, 0,
  42044. 0, 1, 0, 0.6, 1, 0,
  42045. 0, 0, 1, 0, 0.6, 1
  42046. ];
  42047. const geometry = new BufferGeometry();
  42048. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  42049. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  42050. const material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
  42051. super( geometry, material );
  42052. this.type = 'AxesHelper';
  42053. }
  42054. /**
  42055. * Defines the colors of the axes helper.
  42056. *
  42057. * @param {number|Color|string} xAxisColor - The color for the x axis.
  42058. * @param {number|Color|string} yAxisColor - The color for the y axis.
  42059. * @param {number|Color|string} zAxisColor - The color for the z axis.
  42060. * @return {AxesHelper} A reference to this axes helper.
  42061. */
  42062. setColors( xAxisColor, yAxisColor, zAxisColor ) {
  42063. const color = new Color();
  42064. const array = this.geometry.attributes.color.array;
  42065. color.set( xAxisColor );
  42066. color.toArray( array, 0 );
  42067. color.toArray( array, 3 );
  42068. color.set( yAxisColor );
  42069. color.toArray( array, 6 );
  42070. color.toArray( array, 9 );
  42071. color.set( zAxisColor );
  42072. color.toArray( array, 12 );
  42073. color.toArray( array, 15 );
  42074. this.geometry.attributes.color.needsUpdate = true;
  42075. return this;
  42076. }
  42077. /**
  42078. * Frees the GPU-related resources allocated by this instance. Call this
  42079. * method whenever this instance is no longer used in your app.
  42080. */
  42081. dispose() {
  42082. this.geometry.dispose();
  42083. this.material.dispose();
  42084. }
  42085. }
  42086. /**
  42087. * This class is used to convert a series of paths to an array of
  42088. * shapes. It is specifically used in context of fonts and SVG.
  42089. */
  42090. class ShapePath {
  42091. /**
  42092. * Constructs a new shape path.
  42093. */
  42094. constructor() {
  42095. this.type = 'ShapePath';
  42096. /**
  42097. * The color of the shape.
  42098. *
  42099. * @type {Color}
  42100. */
  42101. this.color = new Color();
  42102. /**
  42103. * The paths that have been generated for this shape.
  42104. *
  42105. * @type {Array<Path>}
  42106. * @default null
  42107. */
  42108. this.subPaths = [];
  42109. /**
  42110. * The current path that is being generated.
  42111. *
  42112. * @type {?Path}
  42113. * @default null
  42114. */
  42115. this.currentPath = null;
  42116. }
  42117. /**
  42118. * Creates a new path and moves it current point to the given one.
  42119. *
  42120. * @param {number} x - The x coordinate.
  42121. * @param {number} y - The y coordinate.
  42122. * @return {ShapePath} A reference to this shape path.
  42123. */
  42124. moveTo( x, y ) {
  42125. this.currentPath = new Path();
  42126. this.subPaths.push( this.currentPath );
  42127. this.currentPath.moveTo( x, y );
  42128. return this;
  42129. }
  42130. /**
  42131. * Adds an instance of {@link LineCurve} to the path by connecting
  42132. * the current point with the given one.
  42133. *
  42134. * @param {number} x - The x coordinate of the end point.
  42135. * @param {number} y - The y coordinate of the end point.
  42136. * @return {ShapePath} A reference to this shape path.
  42137. */
  42138. lineTo( x, y ) {
  42139. this.currentPath.lineTo( x, y );
  42140. return this;
  42141. }
  42142. /**
  42143. * Adds an instance of {@link QuadraticBezierCurve} to the path by connecting
  42144. * the current point with the given one.
  42145. *
  42146. * @param {number} aCPx - The x coordinate of the control point.
  42147. * @param {number} aCPy - The y coordinate of the control point.
  42148. * @param {number} aX - The x coordinate of the end point.
  42149. * @param {number} aY - The y coordinate of the end point.
  42150. * @return {ShapePath} A reference to this shape path.
  42151. */
  42152. quadraticCurveTo( aCPx, aCPy, aX, aY ) {
  42153. this.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY );
  42154. return this;
  42155. }
  42156. /**
  42157. * Adds an instance of {@link CubicBezierCurve} to the path by connecting
  42158. * the current point with the given one.
  42159. *
  42160. * @param {number} aCP1x - The x coordinate of the first control point.
  42161. * @param {number} aCP1y - The y coordinate of the first control point.
  42162. * @param {number} aCP2x - The x coordinate of the second control point.
  42163. * @param {number} aCP2y - The y coordinate of the second control point.
  42164. * @param {number} aX - The x coordinate of the end point.
  42165. * @param {number} aY - The y coordinate of the end point.
  42166. * @return {ShapePath} A reference to this shape path.
  42167. */
  42168. bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  42169. this.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY );
  42170. return this;
  42171. }
  42172. /**
  42173. * Adds an instance of {@link SplineCurve} to the path by connecting
  42174. * the current point with the given list of points.
  42175. *
  42176. * @param {Array<Vector2>} pts - An array of points in 2D space.
  42177. * @return {ShapePath} A reference to this shape path.
  42178. */
  42179. splineThru( pts ) {
  42180. this.currentPath.splineThru( pts );
  42181. return this;
  42182. }
  42183. /**
  42184. * Converts the paths into an array of shapes.
  42185. *
  42186. * @param {boolean} isCCW - By default solid shapes are defined clockwise (CW) and holes are defined counterclockwise (CCW).
  42187. * If this flag is set to `true`, then those are flipped.
  42188. * @return {Array<Shape>} An array of shapes.
  42189. */
  42190. toShapes( isCCW ) {
  42191. function toShapesNoHoles( inSubpaths ) {
  42192. const shapes = [];
  42193. for ( let i = 0, l = inSubpaths.length; i < l; i ++ ) {
  42194. const tmpPath = inSubpaths[ i ];
  42195. const tmpShape = new Shape();
  42196. tmpShape.curves = tmpPath.curves;
  42197. shapes.push( tmpShape );
  42198. }
  42199. return shapes;
  42200. }
  42201. function isPointInsidePolygon( inPt, inPolygon ) {
  42202. const polyLen = inPolygon.length;
  42203. // inPt on polygon contour => immediate success or
  42204. // toggling of inside/outside at every single! intersection point of an edge
  42205. // with the horizontal line through inPt, left of inPt
  42206. // not counting lowerY endpoints of edges and whole edges on that line
  42207. let inside = false;
  42208. for ( let p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) {
  42209. let edgeLowPt = inPolygon[ p ];
  42210. let edgeHighPt = inPolygon[ q ];
  42211. let edgeDx = edgeHighPt.x - edgeLowPt.x;
  42212. let edgeDy = edgeHighPt.y - edgeLowPt.y;
  42213. if ( Math.abs( edgeDy ) > Number.EPSILON ) {
  42214. // not parallel
  42215. if ( edgeDy < 0 ) {
  42216. edgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx;
  42217. edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy;
  42218. }
  42219. if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) continue;
  42220. if ( inPt.y === edgeLowPt.y ) {
  42221. if ( inPt.x === edgeLowPt.x ) return true; // inPt is on contour ?
  42222. // continue; // no intersection or edgeLowPt => doesn't count !!!
  42223. } else {
  42224. const perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y );
  42225. if ( perpEdge === 0 ) return true; // inPt is on contour ?
  42226. if ( perpEdge < 0 ) continue;
  42227. inside = ! inside; // true intersection left of inPt
  42228. }
  42229. } else {
  42230. // parallel or collinear
  42231. if ( inPt.y !== edgeLowPt.y ) continue; // parallel
  42232. // edge lies on the same horizontal line as inPt
  42233. if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||
  42234. ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) ) return true; // inPt: Point on contour !
  42235. // continue;
  42236. }
  42237. }
  42238. return inside;
  42239. }
  42240. const isClockWise = ShapeUtils.isClockWise;
  42241. const subPaths = this.subPaths;
  42242. if ( subPaths.length === 0 ) return [];
  42243. let solid, tmpPath, tmpShape;
  42244. const shapes = [];
  42245. if ( subPaths.length === 1 ) {
  42246. tmpPath = subPaths[ 0 ];
  42247. tmpShape = new Shape();
  42248. tmpShape.curves = tmpPath.curves;
  42249. shapes.push( tmpShape );
  42250. return shapes;
  42251. }
  42252. let holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() );
  42253. holesFirst = isCCW ? ! holesFirst : holesFirst;
  42254. // log("Holes first", holesFirst);
  42255. const betterShapeHoles = [];
  42256. const newShapes = [];
  42257. let newShapeHoles = [];
  42258. let mainIdx = 0;
  42259. let tmpPoints;
  42260. newShapes[ mainIdx ] = undefined;
  42261. newShapeHoles[ mainIdx ] = [];
  42262. for ( let i = 0, l = subPaths.length; i < l; i ++ ) {
  42263. tmpPath = subPaths[ i ];
  42264. tmpPoints = tmpPath.getPoints();
  42265. solid = isClockWise( tmpPoints );
  42266. solid = isCCW ? ! solid : solid;
  42267. if ( solid ) {
  42268. if ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) ) mainIdx ++;
  42269. newShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints };
  42270. newShapes[ mainIdx ].s.curves = tmpPath.curves;
  42271. if ( holesFirst ) mainIdx ++;
  42272. newShapeHoles[ mainIdx ] = [];
  42273. //log('cw', i);
  42274. } else {
  42275. newShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } );
  42276. //log('ccw', i);
  42277. }
  42278. }
  42279. // only Holes? -> probably all Shapes with wrong orientation
  42280. if ( ! newShapes[ 0 ] ) return toShapesNoHoles( subPaths );
  42281. if ( newShapes.length > 1 ) {
  42282. let ambiguous = false;
  42283. let toChange = 0;
  42284. for ( let sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  42285. betterShapeHoles[ sIdx ] = [];
  42286. }
  42287. for ( let sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  42288. const sho = newShapeHoles[ sIdx ];
  42289. for ( let hIdx = 0; hIdx < sho.length; hIdx ++ ) {
  42290. const ho = sho[ hIdx ];
  42291. let hole_unassigned = true;
  42292. for ( let s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) {
  42293. if ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) {
  42294. if ( sIdx !== s2Idx ) toChange ++;
  42295. if ( hole_unassigned ) {
  42296. hole_unassigned = false;
  42297. betterShapeHoles[ s2Idx ].push( ho );
  42298. } else {
  42299. ambiguous = true;
  42300. }
  42301. }
  42302. }
  42303. if ( hole_unassigned ) {
  42304. betterShapeHoles[ sIdx ].push( ho );
  42305. }
  42306. }
  42307. }
  42308. if ( toChange > 0 && ambiguous === false ) {
  42309. newShapeHoles = betterShapeHoles;
  42310. }
  42311. }
  42312. let tmpHoles;
  42313. for ( let i = 0, il = newShapes.length; i < il; i ++ ) {
  42314. tmpShape = newShapes[ i ].s;
  42315. shapes.push( tmpShape );
  42316. tmpHoles = newShapeHoles[ i ];
  42317. for ( let j = 0, jl = tmpHoles.length; j < jl; j ++ ) {
  42318. tmpShape.holes.push( tmpHoles[ j ].h );
  42319. }
  42320. }
  42321. //log("shape", shapes);
  42322. return shapes;
  42323. }
  42324. }
  42325. /**
  42326. * Abstract base class for controls.
  42327. *
  42328. * @abstract
  42329. * @augments EventDispatcher
  42330. */
  42331. class Controls extends EventDispatcher {
  42332. /**
  42333. * Constructs a new controls instance.
  42334. *
  42335. * @param {Object3D} object - The object that is managed by the controls.
  42336. * @param {?HTMLElement} domElement - The HTML element used for event listeners.
  42337. */
  42338. constructor( object, domElement = null ) {
  42339. super();
  42340. /**
  42341. * The object that is managed by the controls.
  42342. *
  42343. * @type {Object3D}
  42344. */
  42345. this.object = object;
  42346. /**
  42347. * The HTML element used for event listeners.
  42348. *
  42349. * @type {?HTMLElement}
  42350. * @default null
  42351. */
  42352. this.domElement = domElement;
  42353. /**
  42354. * Whether the controls responds to user input or not.
  42355. *
  42356. * @type {boolean}
  42357. * @default true
  42358. */
  42359. this.enabled = true;
  42360. /**
  42361. * The internal state of the controls.
  42362. *
  42363. * @type {number}
  42364. * @default -1
  42365. */
  42366. this.state = -1;
  42367. /**
  42368. * This object defines the keyboard input of the controls.
  42369. *
  42370. * @type {Object}
  42371. */
  42372. this.keys = {};
  42373. /**
  42374. * This object defines what type of actions are assigned to the available mouse buttons.
  42375. * It depends on the control implementation what kind of mouse buttons and actions are supported.
  42376. *
  42377. * @type {{LEFT: ?number, MIDDLE: ?number, RIGHT: ?number}}
  42378. */
  42379. this.mouseButtons = { LEFT: null, MIDDLE: null, RIGHT: null };
  42380. /**
  42381. * This object defines what type of actions are assigned to what kind of touch interaction.
  42382. * It depends on the control implementation what kind of touch interaction and actions are supported.
  42383. *
  42384. * @type {{ONE: ?number, TWO: ?number}}
  42385. */
  42386. this.touches = { ONE: null, TWO: null };
  42387. }
  42388. /**
  42389. * Connects the controls to the DOM. This method has so called "side effects" since
  42390. * it adds the module's event listeners to the DOM.
  42391. *
  42392. * @param {HTMLElement} element - The DOM element to connect to.
  42393. */
  42394. connect( element ) {
  42395. if ( element === undefined ) {
  42396. warn( 'Controls: connect() now requires an element.' ); // @deprecated, the warning can be removed with r185
  42397. return;
  42398. }
  42399. if ( this.domElement !== null ) this.disconnect();
  42400. this.domElement = element;
  42401. }
  42402. /**
  42403. * Disconnects the controls from the DOM.
  42404. */
  42405. disconnect() {}
  42406. /**
  42407. * Call this method if you no longer want use to the controls. It frees all internal
  42408. * resources and removes all event listeners.
  42409. */
  42410. dispose() {}
  42411. /**
  42412. * Controls should implement this method if they have to update their internal state
  42413. * per simulation step.
  42414. *
  42415. * @param {number} [delta] - The time delta in seconds.
  42416. */
  42417. update( /* delta */ ) {}
  42418. }
  42419. /**
  42420. * Scales the texture as large as possible within its surface without cropping
  42421. * or stretching the texture. The method preserves the original aspect ratio of
  42422. * the texture. Akin to CSS `object-fit: contain`
  42423. *
  42424. * @param {Texture} texture - The texture.
  42425. * @param {number} aspect - The texture's aspect ratio.
  42426. * @return {Texture} The updated texture.
  42427. */
  42428. function contain( texture, aspect ) {
  42429. const imageAspect = ( texture.image && texture.image.width ) ? texture.image.width / texture.image.height : 1;
  42430. if ( imageAspect > aspect ) {
  42431. texture.repeat.x = 1;
  42432. texture.repeat.y = imageAspect / aspect;
  42433. texture.offset.x = 0;
  42434. texture.offset.y = ( 1 - texture.repeat.y ) / 2;
  42435. } else {
  42436. texture.repeat.x = aspect / imageAspect;
  42437. texture.repeat.y = 1;
  42438. texture.offset.x = ( 1 - texture.repeat.x ) / 2;
  42439. texture.offset.y = 0;
  42440. }
  42441. return texture;
  42442. }
  42443. /**
  42444. * Scales the texture to the smallest possible size to fill the surface, leaving
  42445. * no empty space. The method preserves the original aspect ratio of the texture.
  42446. * Akin to CSS `object-fit: cover`.
  42447. *
  42448. * @param {Texture} texture - The texture.
  42449. * @param {number} aspect - The texture's aspect ratio.
  42450. * @return {Texture} The updated texture.
  42451. */
  42452. function cover( texture, aspect ) {
  42453. const imageAspect = ( texture.image && texture.image.width ) ? texture.image.width / texture.image.height : 1;
  42454. if ( imageAspect > aspect ) {
  42455. texture.repeat.x = aspect / imageAspect;
  42456. texture.repeat.y = 1;
  42457. texture.offset.x = ( 1 - texture.repeat.x ) / 2;
  42458. texture.offset.y = 0;
  42459. } else {
  42460. texture.repeat.x = 1;
  42461. texture.repeat.y = imageAspect / aspect;
  42462. texture.offset.x = 0;
  42463. texture.offset.y = ( 1 - texture.repeat.y ) / 2;
  42464. }
  42465. return texture;
  42466. }
  42467. /**
  42468. * Configures the texture to the default transformation. Akin to CSS `object-fit: fill`.
  42469. *
  42470. * @param {Texture} texture - The texture.
  42471. * @return {Texture} The updated texture.
  42472. */
  42473. function fill( texture ) {
  42474. texture.repeat.x = 1;
  42475. texture.repeat.y = 1;
  42476. texture.offset.x = 0;
  42477. texture.offset.y = 0;
  42478. return texture;
  42479. }
  42480. /**
  42481. * Determines how many bytes must be used to represent the texture.
  42482. *
  42483. * @param {number} width - The width of the texture.
  42484. * @param {number} height - The height of the texture.
  42485. * @param {number} format - The texture's format.
  42486. * @param {number} type - The texture's type.
  42487. * @return {number} The byte length.
  42488. */
  42489. function getByteLength( width, height, format, type ) {
  42490. const typeByteLength = getTextureTypeByteLength( type );
  42491. switch ( format ) {
  42492. // https://registry.khronos.org/OpenGL-Refpages/es3.0/html/glTexImage2D.xhtml
  42493. case AlphaFormat:
  42494. return width * height;
  42495. case RedFormat:
  42496. return ( ( width * height ) / typeByteLength.components ) * typeByteLength.byteLength;
  42497. case RedIntegerFormat:
  42498. return ( ( width * height ) / typeByteLength.components ) * typeByteLength.byteLength;
  42499. case RGFormat:
  42500. return ( ( width * height * 2 ) / typeByteLength.components ) * typeByteLength.byteLength;
  42501. case RGIntegerFormat:
  42502. return ( ( width * height * 2 ) / typeByteLength.components ) * typeByteLength.byteLength;
  42503. case RGBFormat:
  42504. return ( ( width * height * 3 ) / typeByteLength.components ) * typeByteLength.byteLength;
  42505. case RGBAFormat:
  42506. return ( ( width * height * 4 ) / typeByteLength.components ) * typeByteLength.byteLength;
  42507. case RGBAIntegerFormat:
  42508. return ( ( width * height * 4 ) / typeByteLength.components ) * typeByteLength.byteLength;
  42509. // https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_s3tc_srgb/
  42510. case RGB_S3TC_DXT1_Format:
  42511. case RGBA_S3TC_DXT1_Format:
  42512. return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 8;
  42513. case RGBA_S3TC_DXT3_Format:
  42514. case RGBA_S3TC_DXT5_Format:
  42515. return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 16;
  42516. // https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_pvrtc/
  42517. case RGB_PVRTC_2BPPV1_Format:
  42518. case RGBA_PVRTC_2BPPV1_Format:
  42519. return ( Math.max( width, 16 ) * Math.max( height, 8 ) ) / 4;
  42520. case RGB_PVRTC_4BPPV1_Format:
  42521. case RGBA_PVRTC_4BPPV1_Format:
  42522. return ( Math.max( width, 8 ) * Math.max( height, 8 ) ) / 2;
  42523. // https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_etc/
  42524. case RGB_ETC1_Format:
  42525. case RGB_ETC2_Format:
  42526. return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 8;
  42527. case RGBA_ETC2_EAC_Format:
  42528. return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 16;
  42529. // https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_astc/
  42530. case RGBA_ASTC_4x4_Format:
  42531. return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 16;
  42532. case RGBA_ASTC_5x4_Format:
  42533. return Math.floor( ( width + 4 ) / 5 ) * Math.floor( ( height + 3 ) / 4 ) * 16;
  42534. case RGBA_ASTC_5x5_Format:
  42535. return Math.floor( ( width + 4 ) / 5 ) * Math.floor( ( height + 4 ) / 5 ) * 16;
  42536. case RGBA_ASTC_6x5_Format:
  42537. return Math.floor( ( width + 5 ) / 6 ) * Math.floor( ( height + 4 ) / 5 ) * 16;
  42538. case RGBA_ASTC_6x6_Format:
  42539. return Math.floor( ( width + 5 ) / 6 ) * Math.floor( ( height + 5 ) / 6 ) * 16;
  42540. case RGBA_ASTC_8x5_Format:
  42541. return Math.floor( ( width + 7 ) / 8 ) * Math.floor( ( height + 4 ) / 5 ) * 16;
  42542. case RGBA_ASTC_8x6_Format:
  42543. return Math.floor( ( width + 7 ) / 8 ) * Math.floor( ( height + 5 ) / 6 ) * 16;
  42544. case RGBA_ASTC_8x8_Format:
  42545. return Math.floor( ( width + 7 ) / 8 ) * Math.floor( ( height + 7 ) / 8 ) * 16;
  42546. case RGBA_ASTC_10x5_Format:
  42547. return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 4 ) / 5 ) * 16;
  42548. case RGBA_ASTC_10x6_Format:
  42549. return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 5 ) / 6 ) * 16;
  42550. case RGBA_ASTC_10x8_Format:
  42551. return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 7 ) / 8 ) * 16;
  42552. case RGBA_ASTC_10x10_Format:
  42553. return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 9 ) / 10 ) * 16;
  42554. case RGBA_ASTC_12x10_Format:
  42555. return Math.floor( ( width + 11 ) / 12 ) * Math.floor( ( height + 9 ) / 10 ) * 16;
  42556. case RGBA_ASTC_12x12_Format:
  42557. return Math.floor( ( width + 11 ) / 12 ) * Math.floor( ( height + 11 ) / 12 ) * 16;
  42558. // https://registry.khronos.org/webgl/extensions/EXT_texture_compression_bptc/
  42559. case RGBA_BPTC_Format:
  42560. case RGB_BPTC_SIGNED_Format:
  42561. case RGB_BPTC_UNSIGNED_Format:
  42562. return Math.ceil( width / 4 ) * Math.ceil( height / 4 ) * 16;
  42563. // https://registry.khronos.org/webgl/extensions/EXT_texture_compression_rgtc/
  42564. case RED_RGTC1_Format:
  42565. case SIGNED_RED_RGTC1_Format:
  42566. return Math.ceil( width / 4 ) * Math.ceil( height / 4 ) * 8;
  42567. case RED_GREEN_RGTC2_Format:
  42568. case SIGNED_RED_GREEN_RGTC2_Format:
  42569. return Math.ceil( width / 4 ) * Math.ceil( height / 4 ) * 16;
  42570. }
  42571. throw new Error(
  42572. `Unable to determine texture byte length for ${format} format.`,
  42573. );
  42574. }
  42575. function getTextureTypeByteLength( type ) {
  42576. switch ( type ) {
  42577. case UnsignedByteType:
  42578. case ByteType:
  42579. return { byteLength: 1, components: 1 };
  42580. case UnsignedShortType:
  42581. case ShortType:
  42582. case HalfFloatType:
  42583. return { byteLength: 2, components: 1 };
  42584. case UnsignedShort4444Type:
  42585. case UnsignedShort5551Type:
  42586. return { byteLength: 2, components: 4 };
  42587. case UnsignedIntType:
  42588. case IntType:
  42589. case FloatType:
  42590. return { byteLength: 4, components: 1 };
  42591. case UnsignedInt5999Type:
  42592. case UnsignedInt101111Type:
  42593. return { byteLength: 4, components: 3 };
  42594. }
  42595. throw new Error( `Unknown texture type ${type}.` );
  42596. }
  42597. /**
  42598. * A class containing utility functions for textures.
  42599. *
  42600. * @hideconstructor
  42601. */
  42602. class TextureUtils {
  42603. /**
  42604. * Scales the texture as large as possible within its surface without cropping
  42605. * or stretching the texture. The method preserves the original aspect ratio of
  42606. * the texture. Akin to CSS `object-fit: contain`
  42607. *
  42608. * @param {Texture} texture - The texture.
  42609. * @param {number} aspect - The texture's aspect ratio.
  42610. * @return {Texture} The updated texture.
  42611. */
  42612. static contain( texture, aspect ) {
  42613. return contain( texture, aspect );
  42614. }
  42615. /**
  42616. * Scales the texture to the smallest possible size to fill the surface, leaving
  42617. * no empty space. The method preserves the original aspect ratio of the texture.
  42618. * Akin to CSS `object-fit: cover`.
  42619. *
  42620. * @param {Texture} texture - The texture.
  42621. * @param {number} aspect - The texture's aspect ratio.
  42622. * @return {Texture} The updated texture.
  42623. */
  42624. static cover( texture, aspect ) {
  42625. return cover( texture, aspect );
  42626. }
  42627. /**
  42628. * Configures the texture to the default transformation. Akin to CSS `object-fit: fill`.
  42629. *
  42630. * @param {Texture} texture - The texture.
  42631. * @return {Texture} The updated texture.
  42632. */
  42633. static fill( texture ) {
  42634. return fill( texture );
  42635. }
  42636. /**
  42637. * Determines how many bytes must be used to represent the texture.
  42638. *
  42639. * @param {number} width - The width of the texture.
  42640. * @param {number} height - The height of the texture.
  42641. * @param {number} format - The texture's format.
  42642. * @param {number} type - The texture's type.
  42643. * @return {number} The byte length.
  42644. */
  42645. static getByteLength( width, height, format, type ) {
  42646. return getByteLength( width, height, format, type );
  42647. }
  42648. }
  42649. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  42650. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'register', { detail: {
  42651. revision: REVISION,
  42652. } } ) );
  42653. }
  42654. if ( typeof window !== 'undefined' ) {
  42655. if ( window.__THREE__ ) {
  42656. warn( 'WARNING: Multiple instances of Three.js being imported.' );
  42657. } else {
  42658. window.__THREE__ = REVISION;
  42659. }
  42660. }
  42661. export { ACESFilmicToneMapping, AddEquation, AddOperation, AdditiveAnimationBlendMode, AdditiveBlending, AgXToneMapping, AlphaFormat, AlwaysCompare, AlwaysDepth, AlwaysStencilFunc, AmbientLight, AnimationAction, AnimationClip, AnimationLoader, AnimationMixer, AnimationObjectGroup, AnimationUtils, ArcCurve, ArrayCamera, ArrowHelper, AttachedBindMode, Audio, AudioAnalyser, AudioContext, AudioListener, AudioLoader, AxesHelper, BackSide, BasicDepthPacking, BasicShadowMap, BatchedMesh, Bone, BooleanKeyframeTrack, Box2, Box3, Box3Helper, BoxGeometry, BoxHelper, BufferAttribute, BufferGeometry, BufferGeometryLoader, ByteType, Cache, Camera, CameraHelper, CanvasTexture, CapsuleGeometry, CatmullRomCurve3, CineonToneMapping, CircleGeometry, ClampToEdgeWrapping, Clock, Color, ColorKeyframeTrack, ColorManagement, CompressedArrayTexture, CompressedCubeTexture, CompressedTexture, CompressedTextureLoader, ConeGeometry, ConstantAlphaFactor, ConstantColorFactor, Controls, CubeCamera, CubeReflectionMapping, CubeRefractionMapping, CubeTexture, CubeTextureLoader, CubeUVReflectionMapping, CubicBezierCurve, CubicBezierCurve3, CubicInterpolant, CullFaceBack, CullFaceFront, CullFaceFrontBack, CullFaceNone, Curve, CurvePath, CustomBlending, CustomToneMapping, CylinderGeometry, Cylindrical, Data3DTexture, DataArrayTexture, DataTexture, DataTextureLoader, DataUtils, DecrementStencilOp, DecrementWrapStencilOp, DefaultLoadingManager, DepthFormat, DepthStencilFormat, DepthTexture, DetachedBindMode, DirectionalLight, DirectionalLightHelper, DiscreteInterpolant, DodecahedronGeometry, DoubleSide, DstAlphaFactor, DstColorFactor, DynamicCopyUsage, DynamicDrawUsage, DynamicReadUsage, EdgesGeometry, EllipseCurve, EqualCompare, EqualDepth, EqualStencilFunc, EquirectangularReflectionMapping, EquirectangularRefractionMapping, Euler, EventDispatcher, 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, InterpolateDiscrete, InterpolateLinear, InterpolateSmooth, InterpolationSamplingMode, InterpolationSamplingType, InvertStencilOp, KeepStencilOp, KeyframeTrack, LOD, LatheGeometry, Layers, LessCompare, LessDepth, LessEqualCompare, LessEqualDepth, LessEqualStencilFunc, LessStencilFunc, Light, LightProbe, Line, Line3, LineBasicMaterial, LineCurve, LineCurve3, LineDashedMaterial, LineLoop, LineSegments, LinearFilter, LinearInterpolant, LinearMipMapLinearFilter, LinearMipMapNearestFilter, LinearMipmapLinearFilter, LinearMipmapNearestFilter, LinearSRGBColorSpace, LinearToneMapping, LinearTransfer, Loader, LoaderUtils, LoadingManager, LoopOnce, LoopPingPong, LoopRepeat, MOUSE, Material, MaterialLoader, MathUtils, Matrix2, Matrix3, Matrix4, MaxEquation, Mesh, MeshBasicMaterial, MeshDepthMaterial, MeshDistanceMaterial, MeshLambertMaterial, MeshMatcapMaterial, MeshNormalMaterial, MeshPhongMaterial, MeshPhysicalMaterial, MeshStandardMaterial, MeshToonMaterial, MinEquation, MirroredRepeatWrapping, MixOperation, MultiplyBlending, MultiplyOperation, NearestFilter, NearestMipMapLinearFilter, NearestMipMapNearestFilter, NearestMipmapLinearFilter, NearestMipmapNearestFilter, NeutralToneMapping, NeverCompare, NeverDepth, NeverStencilFunc, NoBlending, NoColorSpace, NoToneMapping, NormalAnimationBlendMode, NormalBlending, NotEqualCompare, NotEqualDepth, NotEqualStencilFunc, NumberKeyframeTrack, Object3D, ObjectLoader, ObjectSpaceNormalMap, OctahedronGeometry, OneFactor, OneMinusConstantAlphaFactor, OneMinusConstantColorFactor, OneMinusDstAlphaFactor, OneMinusDstColorFactor, OneMinusSrcAlphaFactor, OneMinusSrcColorFactor, OrthographicCamera, PCFShadowMap, PCFSoftShadowMap, Path, PerspectiveCamera, Plane, PlaneGeometry, PlaneHelper, PointLight, PointLightHelper, Points, PointsMaterial, PolarGridHelper, PolyhedronGeometry, PositionalAudio, PropertyBinding, PropertyMixer, QuadraticBezierCurve, QuadraticBezierCurve3, Quaternion, QuaternionKeyframeTrack, QuaternionLinearInterpolant, RAD2DEG, RED_GREEN_RGTC2_Format, RED_RGTC1_Format, REVISION, RGBADepthPacking, RGBAFormat, RGBAIntegerFormat, RGBA_ASTC_10x10_Format, RGBA_ASTC_10x5_Format, RGBA_ASTC_10x6_Format, RGBA_ASTC_10x8_Format, RGBA_ASTC_12x10_Format, RGBA_ASTC_12x12_Format, RGBA_ASTC_4x4_Format, RGBA_ASTC_5x4_Format, RGBA_ASTC_5x5_Format, RGBA_ASTC_6x5_Format, RGBA_ASTC_6x6_Format, RGBA_ASTC_8x5_Format, RGBA_ASTC_8x6_Format, RGBA_ASTC_8x8_Format, RGBA_BPTC_Format, RGBA_ETC2_EAC_Format, RGBA_PVRTC_2BPPV1_Format, RGBA_PVRTC_4BPPV1_Format, RGBA_S3TC_DXT1_Format, RGBA_S3TC_DXT3_Format, RGBA_S3TC_DXT5_Format, RGBDepthPacking, RGBFormat, RGBIntegerFormat, RGB_BPTC_SIGNED_Format, RGB_BPTC_UNSIGNED_Format, RGB_ETC1_Format, RGB_ETC2_Format, RGB_PVRTC_2BPPV1_Format, RGB_PVRTC_4BPPV1_Format, RGB_S3TC_DXT1_Format, RGDepthPacking, RGFormat, RGIntegerFormat, RawShaderMaterial, Ray, Raycaster, RectAreaLight, RedFormat, RedIntegerFormat, ReinhardToneMapping, RenderTarget, RenderTarget3D, RepeatWrapping, ReplaceStencilOp, ReverseSubtractEquation, RingGeometry, SIGNED_RED_GREEN_RGTC2_Format, SIGNED_RED_RGTC1_Format, SRGBColorSpace, SRGBTransfer, Scene, ShaderMaterial, ShadowMaterial, Shape, ShapeGeometry, ShapePath, ShapeUtils, ShortType, Skeleton, SkeletonHelper, SkinnedMesh, Source, Sphere, SphereGeometry, Spherical, SphericalHarmonics3, SplineCurve, SpotLight, SpotLightHelper, Sprite, SpriteMaterial, SrcAlphaFactor, SrcAlphaSaturateFactor, SrcColorFactor, StaticCopyUsage, StaticDrawUsage, StaticReadUsage, StereoCamera, StreamCopyUsage, StreamDrawUsage, StreamReadUsage, StringKeyframeTrack, SubtractEquation, SubtractiveBlending, TOUCH, TangentSpaceNormalMap, TetrahedronGeometry, Texture, TextureLoader, TextureUtils, 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, WebGLCubeRenderTarget, WebGLRenderTarget, WebGPUCoordinateSystem, WebXRController, WireframeGeometry, WrapAroundEnding, ZeroCurvatureEnding, ZeroFactor, ZeroSlopeEnding, ZeroStencilOp, arrayNeedsUint32, cloneUniforms, createCanvasElement, createElementNS, error, getByteLength, getConsoleFunction, getUnlitUniformColorSpace, log, mergeUniforms, probeAsync, setConsoleFunction, warn, warnOnce };
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