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. /**
  1501. * Returns `true` if the given object is a typed array.
  1502. *
  1503. * @param {any} array - The object to check.
  1504. * @return {boolean} Whether the given object is a typed array.
  1505. */
  1506. function isTypedArray( array ) {
  1507. return ArrayBuffer.isView( array ) && ! ( array instanceof DataView );
  1508. }
  1509. function createElementNS( name ) {
  1510. return document.createElementNS( 'http://www.w3.org/1999/xhtml', name );
  1511. }
  1512. function createCanvasElement() {
  1513. const canvas = createElementNS( 'canvas' );
  1514. canvas.style.display = 'block';
  1515. return canvas;
  1516. }
  1517. const _cache = {};
  1518. let _setConsoleFunction = null;
  1519. function setConsoleFunction( fn ) {
  1520. _setConsoleFunction = fn;
  1521. }
  1522. function getConsoleFunction() {
  1523. return _setConsoleFunction;
  1524. }
  1525. function log( ...params ) {
  1526. const message = 'THREE.' + params.shift();
  1527. if ( _setConsoleFunction ) {
  1528. _setConsoleFunction( 'log', message, ...params );
  1529. } else {
  1530. console.log( message, ...params );
  1531. }
  1532. }
  1533. function warn( ...params ) {
  1534. const message = 'THREE.' + params.shift();
  1535. if ( _setConsoleFunction ) {
  1536. _setConsoleFunction( 'warn', message, ...params );
  1537. } else {
  1538. console.warn( message, ...params );
  1539. }
  1540. }
  1541. function error( ...params ) {
  1542. const message = 'THREE.' + params.shift();
  1543. if ( _setConsoleFunction ) {
  1544. _setConsoleFunction( 'error', message, ...params );
  1545. } else {
  1546. console.error( message, ...params );
  1547. }
  1548. }
  1549. function warnOnce( ...params ) {
  1550. const message = params.join( ' ' );
  1551. if ( message in _cache ) return;
  1552. _cache[ message ] = true;
  1553. warn( ...params );
  1554. }
  1555. function probeAsync( gl, sync, interval ) {
  1556. return new Promise( function ( resolve, reject ) {
  1557. function probe() {
  1558. switch ( gl.clientWaitSync( sync, gl.SYNC_FLUSH_COMMANDS_BIT, 0 ) ) {
  1559. case gl.WAIT_FAILED:
  1560. reject();
  1561. break;
  1562. case gl.TIMEOUT_EXPIRED:
  1563. setTimeout( probe, interval );
  1564. break;
  1565. default:
  1566. resolve();
  1567. }
  1568. }
  1569. setTimeout( probe, interval );
  1570. } );
  1571. }
  1572. /**
  1573. * This modules allows to dispatch event objects on custom JavaScript objects.
  1574. *
  1575. * Main repository: [eventdispatcher.js](https://github.com/mrdoob/eventdispatcher.js/)
  1576. *
  1577. * Code Example:
  1578. * ```js
  1579. * class Car extends EventDispatcher {
  1580. * start() {
  1581. * this.dispatchEvent( { type: 'start', message: 'vroom vroom!' } );
  1582. * }
  1583. *};
  1584. *
  1585. * // Using events with the custom object
  1586. * const car = new Car();
  1587. * car.addEventListener( 'start', function ( event ) {
  1588. * alert( event.message );
  1589. * } );
  1590. *
  1591. * car.start();
  1592. * ```
  1593. */
  1594. class EventDispatcher {
  1595. /**
  1596. * Adds the given event listener to the given event type.
  1597. *
  1598. * @param {string} type - The type of event to listen to.
  1599. * @param {Function} listener - The function that gets called when the event is fired.
  1600. */
  1601. addEventListener( type, listener ) {
  1602. if ( this._listeners === undefined ) this._listeners = {};
  1603. const listeners = this._listeners;
  1604. if ( listeners[ type ] === undefined ) {
  1605. listeners[ type ] = [];
  1606. }
  1607. if ( listeners[ type ].indexOf( listener ) === -1 ) {
  1608. listeners[ type ].push( listener );
  1609. }
  1610. }
  1611. /**
  1612. * Returns `true` if the given event listener has been added to the given event type.
  1613. *
  1614. * @param {string} type - The type of event.
  1615. * @param {Function} listener - The listener to check.
  1616. * @return {boolean} Whether the given event listener has been added to the given event type.
  1617. */
  1618. hasEventListener( type, listener ) {
  1619. const listeners = this._listeners;
  1620. if ( listeners === undefined ) return false;
  1621. return listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== -1;
  1622. }
  1623. /**
  1624. * Removes the given event listener from the given event type.
  1625. *
  1626. * @param {string} type - The type of event.
  1627. * @param {Function} listener - The listener to remove.
  1628. */
  1629. removeEventListener( type, listener ) {
  1630. const listeners = this._listeners;
  1631. if ( listeners === undefined ) return;
  1632. const listenerArray = listeners[ type ];
  1633. if ( listenerArray !== undefined ) {
  1634. const index = listenerArray.indexOf( listener );
  1635. if ( index !== -1 ) {
  1636. listenerArray.splice( index, 1 );
  1637. }
  1638. }
  1639. }
  1640. /**
  1641. * Dispatches an event object.
  1642. *
  1643. * @param {Object} event - The event that gets fired.
  1644. */
  1645. dispatchEvent( event ) {
  1646. const listeners = this._listeners;
  1647. if ( listeners === undefined ) return;
  1648. const listenerArray = listeners[ event.type ];
  1649. if ( listenerArray !== undefined ) {
  1650. event.target = this;
  1651. // Make a copy, in case listeners are removed while iterating.
  1652. const array = listenerArray.slice( 0 );
  1653. for ( let i = 0, l = array.length; i < l; i ++ ) {
  1654. array[ i ].call( this, event );
  1655. }
  1656. event.target = null;
  1657. }
  1658. }
  1659. }
  1660. 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' ];
  1661. let _seed = 1234567;
  1662. const DEG2RAD = Math.PI / 180;
  1663. const RAD2DEG = 180 / Math.PI;
  1664. /**
  1665. * Generate a [UUID](https://en.wikipedia.org/wiki/Universally_unique_identifier)
  1666. * (universally unique identifier).
  1667. *
  1668. * @return {string} The UUID.
  1669. */
  1670. function generateUUID() {
  1671. // http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136
  1672. const d0 = Math.random() * 0xffffffff | 0;
  1673. const d1 = Math.random() * 0xffffffff | 0;
  1674. const d2 = Math.random() * 0xffffffff | 0;
  1675. const d3 = Math.random() * 0xffffffff | 0;
  1676. const uuid = _lut[ d0 & 0xff ] + _lut[ d0 >> 8 & 0xff ] + _lut[ d0 >> 16 & 0xff ] + _lut[ d0 >> 24 & 0xff ] + '-' +
  1677. _lut[ d1 & 0xff ] + _lut[ d1 >> 8 & 0xff ] + '-' + _lut[ d1 >> 16 & 0x0f | 0x40 ] + _lut[ d1 >> 24 & 0xff ] + '-' +
  1678. _lut[ d2 & 0x3f | 0x80 ] + _lut[ d2 >> 8 & 0xff ] + '-' + _lut[ d2 >> 16 & 0xff ] + _lut[ d2 >> 24 & 0xff ] +
  1679. _lut[ d3 & 0xff ] + _lut[ d3 >> 8 & 0xff ] + _lut[ d3 >> 16 & 0xff ] + _lut[ d3 >> 24 & 0xff ];
  1680. // .toLowerCase() here flattens concatenated strings to save heap memory space.
  1681. return uuid.toLowerCase();
  1682. }
  1683. /**
  1684. * Clamps the given value between min and max.
  1685. *
  1686. * @param {number} value - The value to clamp.
  1687. * @param {number} min - The min value.
  1688. * @param {number} max - The max value.
  1689. * @return {number} The clamped value.
  1690. */
  1691. function clamp( value, min, max ) {
  1692. return Math.max( min, Math.min( max, value ) );
  1693. }
  1694. /**
  1695. * Computes the Euclidean modulo of the given parameters that
  1696. * is `( ( n % m ) + m ) % m`.
  1697. *
  1698. * @param {number} n - The first parameter.
  1699. * @param {number} m - The second parameter.
  1700. * @return {number} The Euclidean modulo.
  1701. */
  1702. function euclideanModulo( n, m ) {
  1703. // https://en.wikipedia.org/wiki/Modulo_operation
  1704. return ( ( n % m ) + m ) % m;
  1705. }
  1706. /**
  1707. * Performs a linear mapping from range `<a1, a2>` to range `<b1, b2>`
  1708. * for the given value.
  1709. *
  1710. * @param {number} x - The value to be mapped.
  1711. * @param {number} a1 - Minimum value for range A.
  1712. * @param {number} a2 - Maximum value for range A.
  1713. * @param {number} b1 - Minimum value for range B.
  1714. * @param {number} b2 - Maximum value for range B.
  1715. * @return {number} The mapped value.
  1716. */
  1717. function mapLinear( x, a1, a2, b1, b2 ) {
  1718. return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
  1719. }
  1720. /**
  1721. * Returns the percentage in the closed interval `[0, 1]` of the given value
  1722. * between the start and end point.
  1723. *
  1724. * @param {number} x - The start point
  1725. * @param {number} y - The end point.
  1726. * @param {number} value - A value between start and end.
  1727. * @return {number} The interpolation factor.
  1728. */
  1729. function inverseLerp( x, y, value ) {
  1730. // https://www.gamedev.net/tutorials/programming/general-and-gameplay-programming/inverse-lerp-a-super-useful-yet-often-overlooked-function-r5230/
  1731. if ( x !== y ) {
  1732. return ( value - x ) / ( y - x );
  1733. } else {
  1734. return 0;
  1735. }
  1736. }
  1737. /**
  1738. * Returns a value linearly interpolated from two known points based on the given interval -
  1739. * `t = 0` will return `x` and `t = 1` will return `y`.
  1740. *
  1741. * @param {number} x - The start point
  1742. * @param {number} y - The end point.
  1743. * @param {number} t - The interpolation factor in the closed interval `[0, 1]`.
  1744. * @return {number} The interpolated value.
  1745. */
  1746. function lerp( x, y, t ) {
  1747. return ( 1 - t ) * x + t * y;
  1748. }
  1749. /**
  1750. * Smoothly interpolate a number from `x` to `y` in a spring-like manner using a delta
  1751. * time to maintain frame rate independent movement. For details, see
  1752. * [Frame rate independent damping using lerp](http://www.rorydriscoll.com/2016/03/07/frame-rate-independent-damping-using-lerp/).
  1753. *
  1754. * @param {number} x - The current point.
  1755. * @param {number} y - The target point.
  1756. * @param {number} lambda - A higher lambda value will make the movement more sudden,
  1757. * and a lower value will make the movement more gradual.
  1758. * @param {number} dt - Delta time in seconds.
  1759. * @return {number} The interpolated value.
  1760. */
  1761. function damp( x, y, lambda, dt ) {
  1762. return lerp( x, y, 1 - Math.exp( - lambda * dt ) );
  1763. }
  1764. /**
  1765. * Returns a value that alternates between `0` and the given `length` parameter.
  1766. *
  1767. * @param {number} x - The value to pingpong.
  1768. * @param {number} [length=1] - The positive value the function will pingpong to.
  1769. * @return {number} The alternated value.
  1770. */
  1771. function pingpong( x, length = 1 ) {
  1772. // https://www.desmos.com/calculator/vcsjnyz7x4
  1773. return length - Math.abs( euclideanModulo( x, length * 2 ) - length );
  1774. }
  1775. /**
  1776. * Returns a value in the range `[0,1]` that represents the percentage that `x` has
  1777. * moved between `min` and `max`, but smoothed or slowed down the closer `x` is to
  1778. * the `min` and `max`.
  1779. *
  1780. * See [Smoothstep](http://en.wikipedia.org/wiki/Smoothstep) for more details.
  1781. *
  1782. * @param {number} x - The value to evaluate based on its position between min and max.
  1783. * @param {number} min - The min value. Any x value below min will be `0`.
  1784. * @param {number} max - The max value. Any x value above max will be `1`.
  1785. * @return {number} The alternated value.
  1786. */
  1787. function smoothstep( x, min, max ) {
  1788. if ( x <= min ) return 0;
  1789. if ( x >= max ) return 1;
  1790. x = ( x - min ) / ( max - min );
  1791. return x * x * ( 3 - 2 * x );
  1792. }
  1793. /**
  1794. * A [variation on smoothstep](https://en.wikipedia.org/wiki/Smoothstep#Variations)
  1795. * that has zero 1st and 2nd order derivatives at x=0 and x=1.
  1796. *
  1797. * @param {number} x - The value to evaluate based on its position between min and max.
  1798. * @param {number} min - The min value. Any x value below min will be `0`.
  1799. * @param {number} max - The max value. Any x value above max will be `1`.
  1800. * @return {number} The alternated value.
  1801. */
  1802. function smootherstep( x, min, max ) {
  1803. if ( x <= min ) return 0;
  1804. if ( x >= max ) return 1;
  1805. x = ( x - min ) / ( max - min );
  1806. return x * x * x * ( x * ( x * 6 - 15 ) + 10 );
  1807. }
  1808. /**
  1809. * Returns a random integer from `<low, high>` interval.
  1810. *
  1811. * @param {number} low - The lower value boundary.
  1812. * @param {number} high - The upper value boundary
  1813. * @return {number} A random integer.
  1814. */
  1815. function randInt( low, high ) {
  1816. return low + Math.floor( Math.random() * ( high - low + 1 ) );
  1817. }
  1818. /**
  1819. * Returns a random float from `<low, high>` interval.
  1820. *
  1821. * @param {number} low - The lower value boundary.
  1822. * @param {number} high - The upper value boundary
  1823. * @return {number} A random float.
  1824. */
  1825. function randFloat( low, high ) {
  1826. return low + Math.random() * ( high - low );
  1827. }
  1828. /**
  1829. * Returns a random integer from `<-range/2, range/2>` interval.
  1830. *
  1831. * @param {number} range - Defines the value range.
  1832. * @return {number} A random float.
  1833. */
  1834. function randFloatSpread( range ) {
  1835. return range * ( 0.5 - Math.random() );
  1836. }
  1837. /**
  1838. * Returns a deterministic pseudo-random float in the interval `[0, 1]`.
  1839. *
  1840. * @param {number} [s] - The integer seed.
  1841. * @return {number} A random float.
  1842. */
  1843. function seededRandom( s ) {
  1844. if ( s !== undefined ) _seed = s;
  1845. // Mulberry32 generator
  1846. let t = _seed += 0x6D2B79F5;
  1847. t = Math.imul( t ^ t >>> 15, t | 1 );
  1848. t ^= t + Math.imul( t ^ t >>> 7, t | 61 );
  1849. return ( ( t ^ t >>> 14 ) >>> 0 ) / 4294967296;
  1850. }
  1851. /**
  1852. * Converts degrees to radians.
  1853. *
  1854. * @param {number} degrees - A value in degrees.
  1855. * @return {number} The converted value in radians.
  1856. */
  1857. function degToRad( degrees ) {
  1858. return degrees * DEG2RAD;
  1859. }
  1860. /**
  1861. * Converts radians to degrees.
  1862. *
  1863. * @param {number} radians - A value in radians.
  1864. * @return {number} The converted value in degrees.
  1865. */
  1866. function radToDeg( radians ) {
  1867. return radians * RAD2DEG;
  1868. }
  1869. /**
  1870. * Returns `true` if the given number is a power of two.
  1871. *
  1872. * @param {number} value - The value to check.
  1873. * @return {boolean} Whether the given number is a power of two or not.
  1874. */
  1875. function isPowerOfTwo( value ) {
  1876. return ( value & ( value - 1 ) ) === 0 && value !== 0;
  1877. }
  1878. /**
  1879. * Returns the smallest power of two that is greater than or equal to the given number.
  1880. *
  1881. * @param {number} value - The value to find a POT for.
  1882. * @return {number} The smallest power of two that is greater than or equal to the given number.
  1883. */
  1884. function ceilPowerOfTwo( value ) {
  1885. return Math.pow( 2, Math.ceil( Math.log( value ) / Math.LN2 ) );
  1886. }
  1887. /**
  1888. * Returns the largest power of two that is less than or equal to the given number.
  1889. *
  1890. * @param {number} value - The value to find a POT for.
  1891. * @return {number} The largest power of two that is less than or equal to the given number.
  1892. */
  1893. function floorPowerOfTwo( value ) {
  1894. return Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) );
  1895. }
  1896. /**
  1897. * Sets the given quaternion from the [Intrinsic Proper Euler Angles](https://en.wikipedia.org/wiki/Euler_angles)
  1898. * defined by the given angles and order.
  1899. *
  1900. * Rotations are applied to the axes in the order specified by order:
  1901. * rotation by angle `a` is applied first, then by angle `b`, then by angle `c`.
  1902. *
  1903. * @param {Quaternion} q - The quaternion to set.
  1904. * @param {number} a - The rotation applied to the first axis, in radians.
  1905. * @param {number} b - The rotation applied to the second axis, in radians.
  1906. * @param {number} c - The rotation applied to the third axis, in radians.
  1907. * @param {('XYX'|'XZX'|'YXY'|'YZY'|'ZXZ'|'ZYZ')} order - A string specifying the axes order.
  1908. */
  1909. function setQuaternionFromProperEuler( q, a, b, c, order ) {
  1910. const cos = Math.cos;
  1911. const sin = Math.sin;
  1912. const c2 = cos( b / 2 );
  1913. const s2 = sin( b / 2 );
  1914. const c13 = cos( ( a + c ) / 2 );
  1915. const s13 = sin( ( a + c ) / 2 );
  1916. const c1_3 = cos( ( a - c ) / 2 );
  1917. const s1_3 = sin( ( a - c ) / 2 );
  1918. const c3_1 = cos( ( c - a ) / 2 );
  1919. const s3_1 = sin( ( c - a ) / 2 );
  1920. switch ( order ) {
  1921. case 'XYX':
  1922. q.set( c2 * s13, s2 * c1_3, s2 * s1_3, c2 * c13 );
  1923. break;
  1924. case 'YZY':
  1925. q.set( s2 * s1_3, c2 * s13, s2 * c1_3, c2 * c13 );
  1926. break;
  1927. case 'ZXZ':
  1928. q.set( s2 * c1_3, s2 * s1_3, c2 * s13, c2 * c13 );
  1929. break;
  1930. case 'XZX':
  1931. q.set( c2 * s13, s2 * s3_1, s2 * c3_1, c2 * c13 );
  1932. break;
  1933. case 'YXY':
  1934. q.set( s2 * c3_1, c2 * s13, s2 * s3_1, c2 * c13 );
  1935. break;
  1936. case 'ZYZ':
  1937. q.set( s2 * s3_1, s2 * c3_1, c2 * s13, c2 * c13 );
  1938. break;
  1939. default:
  1940. warn( 'MathUtils: .setQuaternionFromProperEuler() encountered an unknown order: ' + order );
  1941. }
  1942. }
  1943. /**
  1944. * Denormalizes the given value according to the given typed array.
  1945. *
  1946. * @param {number} value - The value to denormalize.
  1947. * @param {TypedArray} array - The typed array that defines the data type of the value.
  1948. * @return {number} The denormalize (float) value in the range `[0,1]`.
  1949. */
  1950. function denormalize( value, array ) {
  1951. switch ( array.constructor ) {
  1952. case Float32Array:
  1953. return value;
  1954. case Uint32Array:
  1955. return value / 4294967295.0;
  1956. case Uint16Array:
  1957. return value / 65535.0;
  1958. case Uint8Array:
  1959. return value / 255.0;
  1960. case Int32Array:
  1961. return Math.max( value / 2147483647.0, -1 );
  1962. case Int16Array:
  1963. return Math.max( value / 32767.0, -1 );
  1964. case Int8Array:
  1965. return Math.max( value / 127.0, -1 );
  1966. default:
  1967. throw new Error( 'Invalid component type.' );
  1968. }
  1969. }
  1970. /**
  1971. * Normalizes the given value according to the given typed array.
  1972. *
  1973. * @param {number} value - The float value in the range `[0,1]` to normalize.
  1974. * @param {TypedArray} array - The typed array that defines the data type of the value.
  1975. * @return {number} The normalize value.
  1976. */
  1977. function normalize( value, array ) {
  1978. switch ( array.constructor ) {
  1979. case Float32Array:
  1980. return value;
  1981. case Uint32Array:
  1982. return Math.round( value * 4294967295.0 );
  1983. case Uint16Array:
  1984. return Math.round( value * 65535.0 );
  1985. case Uint8Array:
  1986. return Math.round( value * 255.0 );
  1987. case Int32Array:
  1988. return Math.round( value * 2147483647.0 );
  1989. case Int16Array:
  1990. return Math.round( value * 32767.0 );
  1991. case Int8Array:
  1992. return Math.round( value * 127.0 );
  1993. default:
  1994. throw new Error( 'Invalid component type.' );
  1995. }
  1996. }
  1997. /**
  1998. * @class
  1999. * @classdesc A collection of math utility functions.
  2000. * @hideconstructor
  2001. */
  2002. const MathUtils = {
  2003. DEG2RAD: DEG2RAD,
  2004. RAD2DEG: RAD2DEG,
  2005. /**
  2006. * Generate a [UUID](https://en.wikipedia.org/wiki/Universally_unique_identifier)
  2007. * (universally unique identifier).
  2008. *
  2009. * @static
  2010. * @method
  2011. * @return {string} The UUID.
  2012. */
  2013. generateUUID: generateUUID,
  2014. /**
  2015. * Clamps the given value between min and max.
  2016. *
  2017. * @static
  2018. * @method
  2019. * @param {number} value - The value to clamp.
  2020. * @param {number} min - The min value.
  2021. * @param {number} max - The max value.
  2022. * @return {number} The clamped value.
  2023. */
  2024. clamp: clamp,
  2025. /**
  2026. * Computes the Euclidean modulo of the given parameters that
  2027. * is `( ( n % m ) + m ) % m`.
  2028. *
  2029. * @static
  2030. * @method
  2031. * @param {number} n - The first parameter.
  2032. * @param {number} m - The second parameter.
  2033. * @return {number} The Euclidean modulo.
  2034. */
  2035. euclideanModulo: euclideanModulo,
  2036. /**
  2037. * Performs a linear mapping from range `<a1, a2>` to range `<b1, b2>`
  2038. * for the given value.
  2039. *
  2040. * @static
  2041. * @method
  2042. * @param {number} x - The value to be mapped.
  2043. * @param {number} a1 - Minimum value for range A.
  2044. * @param {number} a2 - Maximum value for range A.
  2045. * @param {number} b1 - Minimum value for range B.
  2046. * @param {number} b2 - Maximum value for range B.
  2047. * @return {number} The mapped value.
  2048. */
  2049. mapLinear: mapLinear,
  2050. /**
  2051. * Returns the percentage in the closed interval `[0, 1]` of the given value
  2052. * between the start and end point.
  2053. *
  2054. * @static
  2055. * @method
  2056. * @param {number} x - The start point
  2057. * @param {number} y - The end point.
  2058. * @param {number} value - A value between start and end.
  2059. * @return {number} The interpolation factor.
  2060. */
  2061. inverseLerp: inverseLerp,
  2062. /**
  2063. * Returns a value linearly interpolated from two known points based on the given interval -
  2064. * `t = 0` will return `x` and `t = 1` will return `y`.
  2065. *
  2066. * @static
  2067. * @method
  2068. * @param {number} x - The start point
  2069. * @param {number} y - The end point.
  2070. * @param {number} t - The interpolation factor in the closed interval `[0, 1]`.
  2071. * @return {number} The interpolated value.
  2072. */
  2073. lerp: lerp,
  2074. /**
  2075. * Smoothly interpolate a number from `x` to `y` in a spring-like manner using a delta
  2076. * time to maintain frame rate independent movement. For details, see
  2077. * [Frame rate independent damping using lerp](http://www.rorydriscoll.com/2016/03/07/frame-rate-independent-damping-using-lerp/).
  2078. *
  2079. * @static
  2080. * @method
  2081. * @param {number} x - The current point.
  2082. * @param {number} y - The target point.
  2083. * @param {number} lambda - A higher lambda value will make the movement more sudden,
  2084. * and a lower value will make the movement more gradual.
  2085. * @param {number} dt - Delta time in seconds.
  2086. * @return {number} The interpolated value.
  2087. */
  2088. damp: damp,
  2089. /**
  2090. * Returns a value that alternates between `0` and the given `length` parameter.
  2091. *
  2092. * @static
  2093. * @method
  2094. * @param {number} x - The value to pingpong.
  2095. * @param {number} [length=1] - The positive value the function will pingpong to.
  2096. * @return {number} The alternated value.
  2097. */
  2098. pingpong: pingpong,
  2099. /**
  2100. * Returns a value in the range `[0,1]` that represents the percentage that `x` has
  2101. * moved between `min` and `max`, but smoothed or slowed down the closer `x` is to
  2102. * the `min` and `max`.
  2103. *
  2104. * See [Smoothstep](http://en.wikipedia.org/wiki/Smoothstep) for more details.
  2105. *
  2106. * @static
  2107. * @method
  2108. * @param {number} x - The value to evaluate based on its position between min and max.
  2109. * @param {number} min - The min value. Any x value below min will be `0`.
  2110. * @param {number} max - The max value. Any x value above max will be `1`.
  2111. * @return {number} The alternated value.
  2112. */
  2113. smoothstep: smoothstep,
  2114. /**
  2115. * A [variation on smoothstep](https://en.wikipedia.org/wiki/Smoothstep#Variations)
  2116. * that has zero 1st and 2nd order derivatives at x=0 and x=1.
  2117. *
  2118. * @static
  2119. * @method
  2120. * @param {number} x - The value to evaluate based on its position between min and max.
  2121. * @param {number} min - The min value. Any x value below min will be `0`.
  2122. * @param {number} max - The max value. Any x value above max will be `1`.
  2123. * @return {number} The alternated value.
  2124. */
  2125. smootherstep: smootherstep,
  2126. /**
  2127. * Returns a random integer from `<low, high>` interval.
  2128. *
  2129. * @static
  2130. * @method
  2131. * @param {number} low - The lower value boundary.
  2132. * @param {number} high - The upper value boundary
  2133. * @return {number} A random integer.
  2134. */
  2135. randInt: randInt,
  2136. /**
  2137. * Returns a random float from `<low, high>` interval.
  2138. *
  2139. * @static
  2140. * @method
  2141. * @param {number} low - The lower value boundary.
  2142. * @param {number} high - The upper value boundary
  2143. * @return {number} A random float.
  2144. */
  2145. randFloat: randFloat,
  2146. /**
  2147. * Returns a random integer from `<-range/2, range/2>` interval.
  2148. *
  2149. * @static
  2150. * @method
  2151. * @param {number} range - Defines the value range.
  2152. * @return {number} A random float.
  2153. */
  2154. randFloatSpread: randFloatSpread,
  2155. /**
  2156. * Returns a deterministic pseudo-random float in the interval `[0, 1]`.
  2157. *
  2158. * @static
  2159. * @method
  2160. * @param {number} [s] - The integer seed.
  2161. * @return {number} A random float.
  2162. */
  2163. seededRandom: seededRandom,
  2164. /**
  2165. * Converts degrees to radians.
  2166. *
  2167. * @static
  2168. * @method
  2169. * @param {number} degrees - A value in degrees.
  2170. * @return {number} The converted value in radians.
  2171. */
  2172. degToRad: degToRad,
  2173. /**
  2174. * Converts radians to degrees.
  2175. *
  2176. * @static
  2177. * @method
  2178. * @param {number} radians - A value in radians.
  2179. * @return {number} The converted value in degrees.
  2180. */
  2181. radToDeg: radToDeg,
  2182. /**
  2183. * Returns `true` if the given number is a power of two.
  2184. *
  2185. * @static
  2186. * @method
  2187. * @param {number} value - The value to check.
  2188. * @return {boolean} Whether the given number is a power of two or not.
  2189. */
  2190. isPowerOfTwo: isPowerOfTwo,
  2191. /**
  2192. * Returns the smallest power of two that is greater 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 smallest power of two that is greater than or equal to the given number.
  2198. */
  2199. ceilPowerOfTwo: ceilPowerOfTwo,
  2200. /**
  2201. * Returns the largest power of two that is less than or equal to the given number.
  2202. *
  2203. * @static
  2204. * @method
  2205. * @param {number} value - The value to find a POT for.
  2206. * @return {number} The largest power of two that is less than or equal to the given number.
  2207. */
  2208. floorPowerOfTwo: floorPowerOfTwo,
  2209. /**
  2210. * Sets the given quaternion from the [Intrinsic Proper Euler Angles](https://en.wikipedia.org/wiki/Euler_angles)
  2211. * defined by the given angles and order.
  2212. *
  2213. * Rotations are applied to the axes in the order specified by order:
  2214. * rotation by angle `a` is applied first, then by angle `b`, then by angle `c`.
  2215. *
  2216. * @static
  2217. * @method
  2218. * @param {Quaternion} q - The quaternion to set.
  2219. * @param {number} a - The rotation applied to the first axis, in radians.
  2220. * @param {number} b - The rotation applied to the second axis, in radians.
  2221. * @param {number} c - The rotation applied to the third axis, in radians.
  2222. * @param {('XYX'|'XZX'|'YXY'|'YZY'|'ZXZ'|'ZYZ')} order - A string specifying the axes order.
  2223. */
  2224. setQuaternionFromProperEuler: setQuaternionFromProperEuler,
  2225. /**
  2226. * Normalizes the given value according to the given typed array.
  2227. *
  2228. * @static
  2229. * @method
  2230. * @param {number} value - The float value in the range `[0,1]` to normalize.
  2231. * @param {TypedArray} array - The typed array that defines the data type of the value.
  2232. * @return {number} The normalize value.
  2233. */
  2234. normalize: normalize,
  2235. /**
  2236. * Denormalizes the given value according to the given typed array.
  2237. *
  2238. * @static
  2239. * @method
  2240. * @param {number} value - The value to denormalize.
  2241. * @param {TypedArray} array - The typed array that defines the data type of the value.
  2242. * @return {number} The denormalize (float) value in the range `[0,1]`.
  2243. */
  2244. denormalize: denormalize
  2245. };
  2246. /**
  2247. * Class representing a 2D vector. A 2D vector is an ordered pair of numbers
  2248. * (labeled x and y), which can be used to represent a number of things, such as:
  2249. *
  2250. * - A point in 2D space (i.e. a position on a plane).
  2251. * - A direction and length across a plane. In three.js the length will
  2252. * always be the Euclidean distance(straight-line distance) from `(0, 0)` to `(x, y)`
  2253. * and the direction is also measured from `(0, 0)` towards `(x, y)`.
  2254. * - Any arbitrary ordered pair of numbers.
  2255. *
  2256. * There are other things a 2D vector can be used to represent, such as
  2257. * momentum vectors, complex numbers and so on, however these are the most
  2258. * common uses in three.js.
  2259. *
  2260. * Iterating through a vector instance will yield its components `(x, y)` in
  2261. * the corresponding order.
  2262. * ```js
  2263. * const a = new THREE.Vector2( 0, 1 );
  2264. *
  2265. * //no arguments; will be initialised to (0, 0)
  2266. * const b = new THREE.Vector2( );
  2267. *
  2268. * const d = a.distanceTo( b );
  2269. * ```
  2270. */
  2271. class Vector2 {
  2272. /**
  2273. * Constructs a new 2D vector.
  2274. *
  2275. * @param {number} [x=0] - The x value of this vector.
  2276. * @param {number} [y=0] - The y value of this vector.
  2277. */
  2278. constructor( x = 0, y = 0 ) {
  2279. /**
  2280. * This flag can be used for type testing.
  2281. *
  2282. * @type {boolean}
  2283. * @readonly
  2284. * @default true
  2285. */
  2286. Vector2.prototype.isVector2 = true;
  2287. /**
  2288. * The x value of this vector.
  2289. *
  2290. * @type {number}
  2291. */
  2292. this.x = x;
  2293. /**
  2294. * The y value of this vector.
  2295. *
  2296. * @type {number}
  2297. */
  2298. this.y = y;
  2299. }
  2300. /**
  2301. * Alias for {@link Vector2#x}.
  2302. *
  2303. * @type {number}
  2304. */
  2305. get width() {
  2306. return this.x;
  2307. }
  2308. set width( value ) {
  2309. this.x = value;
  2310. }
  2311. /**
  2312. * Alias for {@link Vector2#y}.
  2313. *
  2314. * @type {number}
  2315. */
  2316. get height() {
  2317. return this.y;
  2318. }
  2319. set height( value ) {
  2320. this.y = value;
  2321. }
  2322. /**
  2323. * Sets the vector components.
  2324. *
  2325. * @param {number} x - The value of the x component.
  2326. * @param {number} y - The value of the y component.
  2327. * @return {Vector2} A reference to this vector.
  2328. */
  2329. set( x, y ) {
  2330. this.x = x;
  2331. this.y = y;
  2332. return this;
  2333. }
  2334. /**
  2335. * Sets the vector components to the same value.
  2336. *
  2337. * @param {number} scalar - The value to set for all vector components.
  2338. * @return {Vector2} A reference to this vector.
  2339. */
  2340. setScalar( scalar ) {
  2341. this.x = scalar;
  2342. this.y = scalar;
  2343. return this;
  2344. }
  2345. /**
  2346. * Sets the vector's x component to the given value
  2347. *
  2348. * @param {number} x - The value to set.
  2349. * @return {Vector2} A reference to this vector.
  2350. */
  2351. setX( x ) {
  2352. this.x = x;
  2353. return this;
  2354. }
  2355. /**
  2356. * Sets the vector's y component to the given value
  2357. *
  2358. * @param {number} y - The value to set.
  2359. * @return {Vector2} A reference to this vector.
  2360. */
  2361. setY( y ) {
  2362. this.y = y;
  2363. return this;
  2364. }
  2365. /**
  2366. * Allows to set a vector component with an index.
  2367. *
  2368. * @param {number} index - The component index. `0` equals to x, `1` equals to y.
  2369. * @param {number} value - The value to set.
  2370. * @return {Vector2} A reference to this vector.
  2371. */
  2372. setComponent( index, value ) {
  2373. switch ( index ) {
  2374. case 0: this.x = value; break;
  2375. case 1: this.y = value; break;
  2376. default: throw new Error( 'index is out of range: ' + index );
  2377. }
  2378. return this;
  2379. }
  2380. /**
  2381. * Returns the value of the vector component which matches the given index.
  2382. *
  2383. * @param {number} index - The component index. `0` equals to x, `1` equals to y.
  2384. * @return {number} A vector component value.
  2385. */
  2386. getComponent( index ) {
  2387. switch ( index ) {
  2388. case 0: return this.x;
  2389. case 1: return this.y;
  2390. default: throw new Error( 'index is out of range: ' + index );
  2391. }
  2392. }
  2393. /**
  2394. * Returns a new vector with copied values from this instance.
  2395. *
  2396. * @return {Vector2} A clone of this instance.
  2397. */
  2398. clone() {
  2399. return new this.constructor( this.x, this.y );
  2400. }
  2401. /**
  2402. * Copies the values of the given vector to this instance.
  2403. *
  2404. * @param {Vector2} v - The vector to copy.
  2405. * @return {Vector2} A reference to this vector.
  2406. */
  2407. copy( v ) {
  2408. this.x = v.x;
  2409. this.y = v.y;
  2410. return this;
  2411. }
  2412. /**
  2413. * Adds the given vector to this instance.
  2414. *
  2415. * @param {Vector2} v - The vector to add.
  2416. * @return {Vector2} A reference to this vector.
  2417. */
  2418. add( v ) {
  2419. this.x += v.x;
  2420. this.y += v.y;
  2421. return this;
  2422. }
  2423. /**
  2424. * Adds the given scalar value to all components of this instance.
  2425. *
  2426. * @param {number} s - The scalar to add.
  2427. * @return {Vector2} A reference to this vector.
  2428. */
  2429. addScalar( s ) {
  2430. this.x += s;
  2431. this.y += s;
  2432. return this;
  2433. }
  2434. /**
  2435. * Adds the given vectors and stores the result in this instance.
  2436. *
  2437. * @param {Vector2} a - The first vector.
  2438. * @param {Vector2} b - The second vector.
  2439. * @return {Vector2} A reference to this vector.
  2440. */
  2441. addVectors( a, b ) {
  2442. this.x = a.x + b.x;
  2443. this.y = a.y + b.y;
  2444. return this;
  2445. }
  2446. /**
  2447. * Adds the given vector scaled by the given factor to this instance.
  2448. *
  2449. * @param {Vector2} v - The vector.
  2450. * @param {number} s - The factor that scales `v`.
  2451. * @return {Vector2} A reference to this vector.
  2452. */
  2453. addScaledVector( v, s ) {
  2454. this.x += v.x * s;
  2455. this.y += v.y * s;
  2456. return this;
  2457. }
  2458. /**
  2459. * Subtracts the given vector from this instance.
  2460. *
  2461. * @param {Vector2} v - The vector to subtract.
  2462. * @return {Vector2} A reference to this vector.
  2463. */
  2464. sub( v ) {
  2465. this.x -= v.x;
  2466. this.y -= v.y;
  2467. return this;
  2468. }
  2469. /**
  2470. * Subtracts the given scalar value from all components of this instance.
  2471. *
  2472. * @param {number} s - The scalar to subtract.
  2473. * @return {Vector2} A reference to this vector.
  2474. */
  2475. subScalar( s ) {
  2476. this.x -= s;
  2477. this.y -= s;
  2478. return this;
  2479. }
  2480. /**
  2481. * Subtracts the given vectors and stores the result in this instance.
  2482. *
  2483. * @param {Vector2} a - The first vector.
  2484. * @param {Vector2} b - The second vector.
  2485. * @return {Vector2} A reference to this vector.
  2486. */
  2487. subVectors( a, b ) {
  2488. this.x = a.x - b.x;
  2489. this.y = a.y - b.y;
  2490. return this;
  2491. }
  2492. /**
  2493. * Multiplies the given vector with this instance.
  2494. *
  2495. * @param {Vector2} v - The vector to multiply.
  2496. * @return {Vector2} A reference to this vector.
  2497. */
  2498. multiply( v ) {
  2499. this.x *= v.x;
  2500. this.y *= v.y;
  2501. return this;
  2502. }
  2503. /**
  2504. * Multiplies the given scalar value with all components of this instance.
  2505. *
  2506. * @param {number} scalar - The scalar to multiply.
  2507. * @return {Vector2} A reference to this vector.
  2508. */
  2509. multiplyScalar( scalar ) {
  2510. this.x *= scalar;
  2511. this.y *= scalar;
  2512. return this;
  2513. }
  2514. /**
  2515. * Divides this instance by the given vector.
  2516. *
  2517. * @param {Vector2} v - The vector to divide.
  2518. * @return {Vector2} A reference to this vector.
  2519. */
  2520. divide( v ) {
  2521. this.x /= v.x;
  2522. this.y /= v.y;
  2523. return this;
  2524. }
  2525. /**
  2526. * Divides this vector by the given scalar.
  2527. *
  2528. * @param {number} scalar - The scalar to divide.
  2529. * @return {Vector2} A reference to this vector.
  2530. */
  2531. divideScalar( scalar ) {
  2532. return this.multiplyScalar( 1 / scalar );
  2533. }
  2534. /**
  2535. * Multiplies this vector (with an implicit 1 as the 3rd component) by
  2536. * the given 3x3 matrix.
  2537. *
  2538. * @param {Matrix3} m - The matrix to apply.
  2539. * @return {Vector2} A reference to this vector.
  2540. */
  2541. applyMatrix3( m ) {
  2542. const x = this.x, y = this.y;
  2543. const e = m.elements;
  2544. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ];
  2545. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ];
  2546. return this;
  2547. }
  2548. /**
  2549. * If this vector's x or y value is greater than the given vector's x or y
  2550. * value, replace that value with the corresponding min value.
  2551. *
  2552. * @param {Vector2} v - The vector.
  2553. * @return {Vector2} A reference to this vector.
  2554. */
  2555. min( v ) {
  2556. this.x = Math.min( this.x, v.x );
  2557. this.y = Math.min( this.y, v.y );
  2558. return this;
  2559. }
  2560. /**
  2561. * If this vector's x or y value is less than the given vector's x or y
  2562. * value, replace that value with the corresponding max value.
  2563. *
  2564. * @param {Vector2} v - The vector.
  2565. * @return {Vector2} A reference to this vector.
  2566. */
  2567. max( v ) {
  2568. this.x = Math.max( this.x, v.x );
  2569. this.y = Math.max( this.y, v.y );
  2570. return this;
  2571. }
  2572. /**
  2573. * If this vector's x or y value is greater than the max vector's x or y
  2574. * value, it is replaced by the corresponding value.
  2575. * If this vector's x or y value is less than the min vector's x or y value,
  2576. * it is replaced by the corresponding value.
  2577. *
  2578. * @param {Vector2} min - The minimum x and y values.
  2579. * @param {Vector2} max - The maximum x and y values in the desired range.
  2580. * @return {Vector2} A reference to this vector.
  2581. */
  2582. clamp( min, max ) {
  2583. // assumes min < max, componentwise
  2584. this.x = clamp( this.x, min.x, max.x );
  2585. this.y = clamp( this.y, min.y, max.y );
  2586. return this;
  2587. }
  2588. /**
  2589. * If this vector's x or y values are greater than the max value, they are
  2590. * replaced by the max value.
  2591. * If this vector's x or y values are less than the min value, they are
  2592. * replaced by the min value.
  2593. *
  2594. * @param {number} minVal - The minimum value the components will be clamped to.
  2595. * @param {number} maxVal - The maximum value the components will be clamped to.
  2596. * @return {Vector2} A reference to this vector.
  2597. */
  2598. clampScalar( minVal, maxVal ) {
  2599. this.x = clamp( this.x, minVal, maxVal );
  2600. this.y = clamp( this.y, minVal, maxVal );
  2601. return this;
  2602. }
  2603. /**
  2604. * If this vector's length is greater than the max value, it is replaced by
  2605. * the max value.
  2606. * If this vector's length is less than the min value, it is replaced by the
  2607. * min value.
  2608. *
  2609. * @param {number} min - The minimum value the vector length will be clamped to.
  2610. * @param {number} max - The maximum value the vector length will be clamped to.
  2611. * @return {Vector2} A reference to this vector.
  2612. */
  2613. clampLength( min, max ) {
  2614. const length = this.length();
  2615. return this.divideScalar( length || 1 ).multiplyScalar( clamp( length, min, max ) );
  2616. }
  2617. /**
  2618. * The components of this vector are rounded down to the nearest integer value.
  2619. *
  2620. * @return {Vector2} A reference to this vector.
  2621. */
  2622. floor() {
  2623. this.x = Math.floor( this.x );
  2624. this.y = Math.floor( this.y );
  2625. return this;
  2626. }
  2627. /**
  2628. * The components of this vector are rounded up to the nearest integer value.
  2629. *
  2630. * @return {Vector2} A reference to this vector.
  2631. */
  2632. ceil() {
  2633. this.x = Math.ceil( this.x );
  2634. this.y = Math.ceil( this.y );
  2635. return this;
  2636. }
  2637. /**
  2638. * The components of this vector are rounded to the nearest integer value
  2639. *
  2640. * @return {Vector2} A reference to this vector.
  2641. */
  2642. round() {
  2643. this.x = Math.round( this.x );
  2644. this.y = Math.round( this.y );
  2645. return this;
  2646. }
  2647. /**
  2648. * The components of this vector are rounded towards zero (up if negative,
  2649. * down if positive) to an integer value.
  2650. *
  2651. * @return {Vector2} A reference to this vector.
  2652. */
  2653. roundToZero() {
  2654. this.x = Math.trunc( this.x );
  2655. this.y = Math.trunc( this.y );
  2656. return this;
  2657. }
  2658. /**
  2659. * Inverts this vector - i.e. sets x = -x and y = -y.
  2660. *
  2661. * @return {Vector2} A reference to this vector.
  2662. */
  2663. negate() {
  2664. this.x = - this.x;
  2665. this.y = - this.y;
  2666. return this;
  2667. }
  2668. /**
  2669. * Calculates the dot product of the given vector with this instance.
  2670. *
  2671. * @param {Vector2} v - The vector to compute the dot product with.
  2672. * @return {number} The result of the dot product.
  2673. */
  2674. dot( v ) {
  2675. return this.x * v.x + this.y * v.y;
  2676. }
  2677. /**
  2678. * Calculates the cross product of the given vector with this instance.
  2679. *
  2680. * @param {Vector2} v - The vector to compute the cross product with.
  2681. * @return {number} The result of the cross product.
  2682. */
  2683. cross( v ) {
  2684. return this.x * v.y - this.y * v.x;
  2685. }
  2686. /**
  2687. * Computes the square of the Euclidean length (straight-line length) from
  2688. * (0, 0) to (x, y). If you are comparing the lengths of vectors, you should
  2689. * compare the length squared instead as it is slightly more efficient to calculate.
  2690. *
  2691. * @return {number} The square length of this vector.
  2692. */
  2693. lengthSq() {
  2694. return this.x * this.x + this.y * this.y;
  2695. }
  2696. /**
  2697. * Computes the Euclidean length (straight-line length) from (0, 0) to (x, y).
  2698. *
  2699. * @return {number} The length of this vector.
  2700. */
  2701. length() {
  2702. return Math.sqrt( this.x * this.x + this.y * this.y );
  2703. }
  2704. /**
  2705. * Computes the Manhattan length of this vector.
  2706. *
  2707. * @return {number} The length of this vector.
  2708. */
  2709. manhattanLength() {
  2710. return Math.abs( this.x ) + Math.abs( this.y );
  2711. }
  2712. /**
  2713. * Converts this vector to a unit vector - that is, sets it equal to a vector
  2714. * with the same direction as this one, but with a vector length of `1`.
  2715. *
  2716. * @return {Vector2} A reference to this vector.
  2717. */
  2718. normalize() {
  2719. return this.divideScalar( this.length() || 1 );
  2720. }
  2721. /**
  2722. * Computes the angle in radians of this vector with respect to the positive x-axis.
  2723. *
  2724. * @return {number} The angle in radians.
  2725. */
  2726. angle() {
  2727. const angle = Math.atan2( - this.y, - this.x ) + Math.PI;
  2728. return angle;
  2729. }
  2730. /**
  2731. * Returns the angle between the given vector and this instance in radians.
  2732. *
  2733. * @param {Vector2} v - The vector to compute the angle with.
  2734. * @return {number} The angle in radians.
  2735. */
  2736. angleTo( v ) {
  2737. const denominator = Math.sqrt( this.lengthSq() * v.lengthSq() );
  2738. if ( denominator === 0 ) return Math.PI / 2;
  2739. const theta = this.dot( v ) / denominator;
  2740. // clamp, to handle numerical problems
  2741. return Math.acos( clamp( theta, -1, 1 ) );
  2742. }
  2743. /**
  2744. * Computes the distance from the given vector to this instance.
  2745. *
  2746. * @param {Vector2} v - The vector to compute the distance to.
  2747. * @return {number} The distance.
  2748. */
  2749. distanceTo( v ) {
  2750. return Math.sqrt( this.distanceToSquared( v ) );
  2751. }
  2752. /**
  2753. * Computes the squared distance from the given vector to this instance.
  2754. * If you are just comparing the distance with another distance, you should compare
  2755. * the distance squared instead as it is slightly more efficient to calculate.
  2756. *
  2757. * @param {Vector2} v - The vector to compute the squared distance to.
  2758. * @return {number} The squared distance.
  2759. */
  2760. distanceToSquared( v ) {
  2761. const dx = this.x - v.x, dy = this.y - v.y;
  2762. return dx * dx + dy * dy;
  2763. }
  2764. /**
  2765. * Computes the Manhattan distance from the given vector to this instance.
  2766. *
  2767. * @param {Vector2} v - The vector to compute the Manhattan distance to.
  2768. * @return {number} The Manhattan distance.
  2769. */
  2770. manhattanDistanceTo( v ) {
  2771. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y );
  2772. }
  2773. /**
  2774. * Sets this vector to a vector with the same direction as this one, but
  2775. * with the specified length.
  2776. *
  2777. * @param {number} length - The new length of this vector.
  2778. * @return {Vector2} A reference to this vector.
  2779. */
  2780. setLength( length ) {
  2781. return this.normalize().multiplyScalar( length );
  2782. }
  2783. /**
  2784. * Linearly interpolates between the given vector and this instance, where
  2785. * alpha is the percent distance along the line - alpha = 0 will be this
  2786. * vector, and alpha = 1 will be the given one.
  2787. *
  2788. * @param {Vector2} v - The vector to interpolate towards.
  2789. * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
  2790. * @return {Vector2} A reference to this vector.
  2791. */
  2792. lerp( v, alpha ) {
  2793. this.x += ( v.x - this.x ) * alpha;
  2794. this.y += ( v.y - this.y ) * alpha;
  2795. return this;
  2796. }
  2797. /**
  2798. * Linearly interpolates between the given vectors, where alpha is the percent
  2799. * distance along the line - alpha = 0 will be first vector, and alpha = 1 will
  2800. * be the second one. The result is stored in this instance.
  2801. *
  2802. * @param {Vector2} v1 - The first vector.
  2803. * @param {Vector2} v2 - The second vector.
  2804. * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
  2805. * @return {Vector2} A reference to this vector.
  2806. */
  2807. lerpVectors( v1, v2, alpha ) {
  2808. this.x = v1.x + ( v2.x - v1.x ) * alpha;
  2809. this.y = v1.y + ( v2.y - v1.y ) * alpha;
  2810. return this;
  2811. }
  2812. /**
  2813. * Returns `true` if this vector is equal with the given one.
  2814. *
  2815. * @param {Vector2} v - The vector to test for equality.
  2816. * @return {boolean} Whether this vector is equal with the given one.
  2817. */
  2818. equals( v ) {
  2819. return ( ( v.x === this.x ) && ( v.y === this.y ) );
  2820. }
  2821. /**
  2822. * Sets this vector's x value to be `array[ offset ]` and y
  2823. * value to be `array[ offset + 1 ]`.
  2824. *
  2825. * @param {Array<number>} array - An array holding the vector component values.
  2826. * @param {number} [offset=0] - The offset into the array.
  2827. * @return {Vector2} A reference to this vector.
  2828. */
  2829. fromArray( array, offset = 0 ) {
  2830. this.x = array[ offset ];
  2831. this.y = array[ offset + 1 ];
  2832. return this;
  2833. }
  2834. /**
  2835. * Writes the components of this vector to the given array. If no array is provided,
  2836. * the method returns a new instance.
  2837. *
  2838. * @param {Array<number>} [array=[]] - The target array holding the vector components.
  2839. * @param {number} [offset=0] - Index of the first element in the array.
  2840. * @return {Array<number>} The vector components.
  2841. */
  2842. toArray( array = [], offset = 0 ) {
  2843. array[ offset ] = this.x;
  2844. array[ offset + 1 ] = this.y;
  2845. return array;
  2846. }
  2847. /**
  2848. * Sets the components of this vector from the given buffer attribute.
  2849. *
  2850. * @param {BufferAttribute} attribute - The buffer attribute holding vector data.
  2851. * @param {number} index - The index into the attribute.
  2852. * @return {Vector2} A reference to this vector.
  2853. */
  2854. fromBufferAttribute( attribute, index ) {
  2855. this.x = attribute.getX( index );
  2856. this.y = attribute.getY( index );
  2857. return this;
  2858. }
  2859. /**
  2860. * Rotates this vector around the given center by the given angle.
  2861. *
  2862. * @param {Vector2} center - The point around which to rotate.
  2863. * @param {number} angle - The angle to rotate, in radians.
  2864. * @return {Vector2} A reference to this vector.
  2865. */
  2866. rotateAround( center, angle ) {
  2867. const c = Math.cos( angle ), s = Math.sin( angle );
  2868. const x = this.x - center.x;
  2869. const y = this.y - center.y;
  2870. this.x = x * c - y * s + center.x;
  2871. this.y = x * s + y * c + center.y;
  2872. return this;
  2873. }
  2874. /**
  2875. * Sets each component of this vector to a pseudo-random value between `0` and
  2876. * `1`, excluding `1`.
  2877. *
  2878. * @return {Vector2} A reference to this vector.
  2879. */
  2880. random() {
  2881. this.x = Math.random();
  2882. this.y = Math.random();
  2883. return this;
  2884. }
  2885. *[ Symbol.iterator ]() {
  2886. yield this.x;
  2887. yield this.y;
  2888. }
  2889. }
  2890. /**
  2891. * Class for representing a Quaternion. Quaternions are used in three.js to represent rotations.
  2892. *
  2893. * Iterating through a vector instance will yield its components `(x, y, z, w)` in
  2894. * the corresponding order.
  2895. *
  2896. * Note that three.js expects Quaternions to be normalized.
  2897. * ```js
  2898. * const quaternion = new THREE.Quaternion();
  2899. * quaternion.setFromAxisAngle( new THREE.Vector3( 0, 1, 0 ), Math.PI / 2 );
  2900. *
  2901. * const vector = new THREE.Vector3( 1, 0, 0 );
  2902. * vector.applyQuaternion( quaternion );
  2903. * ```
  2904. */
  2905. class Quaternion {
  2906. /**
  2907. * Constructs a new quaternion.
  2908. *
  2909. * @param {number} [x=0] - The x value of this quaternion.
  2910. * @param {number} [y=0] - The y value of this quaternion.
  2911. * @param {number} [z=0] - The z value of this quaternion.
  2912. * @param {number} [w=1] - The w value of this quaternion.
  2913. */
  2914. constructor( x = 0, y = 0, z = 0, w = 1 ) {
  2915. /**
  2916. * This flag can be used for type testing.
  2917. *
  2918. * @type {boolean}
  2919. * @readonly
  2920. * @default true
  2921. */
  2922. this.isQuaternion = true;
  2923. this._x = x;
  2924. this._y = y;
  2925. this._z = z;
  2926. this._w = w;
  2927. }
  2928. /**
  2929. * Interpolates between two quaternions via SLERP. This implementation assumes the
  2930. * quaternion data are managed in flat arrays.
  2931. *
  2932. * @param {Array<number>} dst - The destination array.
  2933. * @param {number} dstOffset - An offset into the destination array.
  2934. * @param {Array<number>} src0 - The source array of the first quaternion.
  2935. * @param {number} srcOffset0 - An offset into the first source array.
  2936. * @param {Array<number>} src1 - The source array of the second quaternion.
  2937. * @param {number} srcOffset1 - An offset into the second source array.
  2938. * @param {number} t - The interpolation factor in the range `[0,1]`.
  2939. * @see {@link Quaternion#slerp}
  2940. */
  2941. static slerpFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) {
  2942. let x0 = src0[ srcOffset0 + 0 ],
  2943. y0 = src0[ srcOffset0 + 1 ],
  2944. z0 = src0[ srcOffset0 + 2 ],
  2945. w0 = src0[ srcOffset0 + 3 ];
  2946. let x1 = src1[ srcOffset1 + 0 ],
  2947. y1 = src1[ srcOffset1 + 1 ],
  2948. z1 = src1[ srcOffset1 + 2 ],
  2949. w1 = src1[ srcOffset1 + 3 ];
  2950. if ( t <= 0 ) {
  2951. dst[ dstOffset + 0 ] = x0;
  2952. dst[ dstOffset + 1 ] = y0;
  2953. dst[ dstOffset + 2 ] = z0;
  2954. dst[ dstOffset + 3 ] = w0;
  2955. return;
  2956. }
  2957. if ( t >= 1 ) {
  2958. dst[ dstOffset + 0 ] = x1;
  2959. dst[ dstOffset + 1 ] = y1;
  2960. dst[ dstOffset + 2 ] = z1;
  2961. dst[ dstOffset + 3 ] = w1;
  2962. return;
  2963. }
  2964. if ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) {
  2965. let dot = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1;
  2966. if ( dot < 0 ) {
  2967. x1 = - x1;
  2968. y1 = - y1;
  2969. z1 = - z1;
  2970. w1 = - w1;
  2971. dot = - dot;
  2972. }
  2973. let s = 1 - t;
  2974. if ( dot < 0.9995 ) {
  2975. // slerp
  2976. const theta = Math.acos( dot );
  2977. const sin = Math.sin( theta );
  2978. s = Math.sin( s * theta ) / sin;
  2979. t = Math.sin( t * theta ) / sin;
  2980. x0 = x0 * s + x1 * t;
  2981. y0 = y0 * s + y1 * t;
  2982. z0 = z0 * s + z1 * t;
  2983. w0 = w0 * s + w1 * t;
  2984. } else {
  2985. // for small angles, lerp then normalize
  2986. x0 = x0 * s + x1 * t;
  2987. y0 = y0 * s + y1 * t;
  2988. z0 = z0 * s + z1 * t;
  2989. w0 = w0 * s + w1 * t;
  2990. const f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 );
  2991. x0 *= f;
  2992. y0 *= f;
  2993. z0 *= f;
  2994. w0 *= f;
  2995. }
  2996. }
  2997. dst[ dstOffset ] = x0;
  2998. dst[ dstOffset + 1 ] = y0;
  2999. dst[ dstOffset + 2 ] = z0;
  3000. dst[ dstOffset + 3 ] = w0;
  3001. }
  3002. /**
  3003. * Multiplies two quaternions. This implementation assumes the quaternion data are managed
  3004. * in flat arrays.
  3005. *
  3006. * @param {Array<number>} dst - The destination array.
  3007. * @param {number} dstOffset - An offset into the destination array.
  3008. * @param {Array<number>} src0 - The source array of the first quaternion.
  3009. * @param {number} srcOffset0 - An offset into the first source array.
  3010. * @param {Array<number>} src1 - The source array of the second quaternion.
  3011. * @param {number} srcOffset1 - An offset into the second source array.
  3012. * @return {Array<number>} The destination array.
  3013. * @see {@link Quaternion#multiplyQuaternions}.
  3014. */
  3015. static multiplyQuaternionsFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1 ) {
  3016. const x0 = src0[ srcOffset0 ];
  3017. const y0 = src0[ srcOffset0 + 1 ];
  3018. const z0 = src0[ srcOffset0 + 2 ];
  3019. const w0 = src0[ srcOffset0 + 3 ];
  3020. const x1 = src1[ srcOffset1 ];
  3021. const y1 = src1[ srcOffset1 + 1 ];
  3022. const z1 = src1[ srcOffset1 + 2 ];
  3023. const w1 = src1[ srcOffset1 + 3 ];
  3024. dst[ dstOffset ] = x0 * w1 + w0 * x1 + y0 * z1 - z0 * y1;
  3025. dst[ dstOffset + 1 ] = y0 * w1 + w0 * y1 + z0 * x1 - x0 * z1;
  3026. dst[ dstOffset + 2 ] = z0 * w1 + w0 * z1 + x0 * y1 - y0 * x1;
  3027. dst[ dstOffset + 3 ] = w0 * w1 - x0 * x1 - y0 * y1 - z0 * z1;
  3028. return dst;
  3029. }
  3030. /**
  3031. * The x value of this quaternion.
  3032. *
  3033. * @type {number}
  3034. * @default 0
  3035. */
  3036. get x() {
  3037. return this._x;
  3038. }
  3039. set x( value ) {
  3040. this._x = value;
  3041. this._onChangeCallback();
  3042. }
  3043. /**
  3044. * The y value of this quaternion.
  3045. *
  3046. * @type {number}
  3047. * @default 0
  3048. */
  3049. get y() {
  3050. return this._y;
  3051. }
  3052. set y( value ) {
  3053. this._y = value;
  3054. this._onChangeCallback();
  3055. }
  3056. /**
  3057. * The z value of this quaternion.
  3058. *
  3059. * @type {number}
  3060. * @default 0
  3061. */
  3062. get z() {
  3063. return this._z;
  3064. }
  3065. set z( value ) {
  3066. this._z = value;
  3067. this._onChangeCallback();
  3068. }
  3069. /**
  3070. * The w value of this quaternion.
  3071. *
  3072. * @type {number}
  3073. * @default 1
  3074. */
  3075. get w() {
  3076. return this._w;
  3077. }
  3078. set w( value ) {
  3079. this._w = value;
  3080. this._onChangeCallback();
  3081. }
  3082. /**
  3083. * Sets the quaternion components.
  3084. *
  3085. * @param {number} x - The x value of this quaternion.
  3086. * @param {number} y - The y value of this quaternion.
  3087. * @param {number} z - The z value of this quaternion.
  3088. * @param {number} w - The w value of this quaternion.
  3089. * @return {Quaternion} A reference to this quaternion.
  3090. */
  3091. set( x, y, z, w ) {
  3092. this._x = x;
  3093. this._y = y;
  3094. this._z = z;
  3095. this._w = w;
  3096. this._onChangeCallback();
  3097. return this;
  3098. }
  3099. /**
  3100. * Returns a new quaternion with copied values from this instance.
  3101. *
  3102. * @return {Quaternion} A clone of this instance.
  3103. */
  3104. clone() {
  3105. return new this.constructor( this._x, this._y, this._z, this._w );
  3106. }
  3107. /**
  3108. * Copies the values of the given quaternion to this instance.
  3109. *
  3110. * @param {Quaternion} quaternion - The quaternion to copy.
  3111. * @return {Quaternion} A reference to this quaternion.
  3112. */
  3113. copy( quaternion ) {
  3114. this._x = quaternion.x;
  3115. this._y = quaternion.y;
  3116. this._z = quaternion.z;
  3117. this._w = quaternion.w;
  3118. this._onChangeCallback();
  3119. return this;
  3120. }
  3121. /**
  3122. * Sets this quaternion from the rotation specified by the given
  3123. * Euler angles.
  3124. *
  3125. * @param {Euler} euler - The Euler angles.
  3126. * @param {boolean} [update=true] - Whether the internal `onChange` callback should be executed or not.
  3127. * @return {Quaternion} A reference to this quaternion.
  3128. */
  3129. setFromEuler( euler, update = true ) {
  3130. const x = euler._x, y = euler._y, z = euler._z, order = euler._order;
  3131. // http://www.mathworks.com/matlabcentral/fileexchange/
  3132. // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
  3133. // content/SpinCalc.m
  3134. const cos = Math.cos;
  3135. const sin = Math.sin;
  3136. const c1 = cos( x / 2 );
  3137. const c2 = cos( y / 2 );
  3138. const c3 = cos( z / 2 );
  3139. const s1 = sin( x / 2 );
  3140. const s2 = sin( y / 2 );
  3141. const s3 = sin( z / 2 );
  3142. switch ( order ) {
  3143. case 'XYZ':
  3144. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  3145. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  3146. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  3147. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  3148. break;
  3149. case 'YXZ':
  3150. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  3151. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  3152. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  3153. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  3154. break;
  3155. case 'ZXY':
  3156. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  3157. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  3158. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  3159. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  3160. break;
  3161. case 'ZYX':
  3162. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  3163. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  3164. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  3165. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  3166. break;
  3167. case 'YZX':
  3168. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  3169. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  3170. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  3171. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  3172. break;
  3173. case 'XZY':
  3174. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  3175. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  3176. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  3177. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  3178. break;
  3179. default:
  3180. warn( 'Quaternion: .setFromEuler() encountered an unknown order: ' + order );
  3181. }
  3182. if ( update === true ) this._onChangeCallback();
  3183. return this;
  3184. }
  3185. /**
  3186. * Sets this quaternion from the given axis and angle.
  3187. *
  3188. * @param {Vector3} axis - The normalized axis.
  3189. * @param {number} angle - The angle in radians.
  3190. * @return {Quaternion} A reference to this quaternion.
  3191. */
  3192. setFromAxisAngle( axis, angle ) {
  3193. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
  3194. const halfAngle = angle / 2, s = Math.sin( halfAngle );
  3195. this._x = axis.x * s;
  3196. this._y = axis.y * s;
  3197. this._z = axis.z * s;
  3198. this._w = Math.cos( halfAngle );
  3199. this._onChangeCallback();
  3200. return this;
  3201. }
  3202. /**
  3203. * Sets this quaternion from the given rotation matrix.
  3204. *
  3205. * @param {Matrix4} m - A 4x4 matrix of which the upper 3x3 of matrix is a pure rotation matrix (i.e. unscaled).
  3206. * @return {Quaternion} A reference to this quaternion.
  3207. */
  3208. setFromRotationMatrix( m ) {
  3209. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
  3210. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  3211. const te = m.elements,
  3212. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  3213. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  3214. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ],
  3215. trace = m11 + m22 + m33;
  3216. if ( trace > 0 ) {
  3217. const s = 0.5 / Math.sqrt( trace + 1.0 );
  3218. this._w = 0.25 / s;
  3219. this._x = ( m32 - m23 ) * s;
  3220. this._y = ( m13 - m31 ) * s;
  3221. this._z = ( m21 - m12 ) * s;
  3222. } else if ( m11 > m22 && m11 > m33 ) {
  3223. const s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );
  3224. this._w = ( m32 - m23 ) / s;
  3225. this._x = 0.25 * s;
  3226. this._y = ( m12 + m21 ) / s;
  3227. this._z = ( m13 + m31 ) / s;
  3228. } else if ( m22 > m33 ) {
  3229. const s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );
  3230. this._w = ( m13 - m31 ) / s;
  3231. this._x = ( m12 + m21 ) / s;
  3232. this._y = 0.25 * s;
  3233. this._z = ( m23 + m32 ) / s;
  3234. } else {
  3235. const s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );
  3236. this._w = ( m21 - m12 ) / s;
  3237. this._x = ( m13 + m31 ) / s;
  3238. this._y = ( m23 + m32 ) / s;
  3239. this._z = 0.25 * s;
  3240. }
  3241. this._onChangeCallback();
  3242. return this;
  3243. }
  3244. /**
  3245. * Sets this quaternion to the rotation required to rotate the direction vector
  3246. * `vFrom` to the direction vector `vTo`.
  3247. *
  3248. * @param {Vector3} vFrom - The first (normalized) direction vector.
  3249. * @param {Vector3} vTo - The second (normalized) direction vector.
  3250. * @return {Quaternion} A reference to this quaternion.
  3251. */
  3252. setFromUnitVectors( vFrom, vTo ) {
  3253. // assumes direction vectors vFrom and vTo are normalized
  3254. let r = vFrom.dot( vTo ) + 1;
  3255. if ( r < 1e-8 ) { // the epsilon value has been discussed in #31286
  3256. // vFrom and vTo point in opposite directions
  3257. r = 0;
  3258. if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {
  3259. this._x = - vFrom.y;
  3260. this._y = vFrom.x;
  3261. this._z = 0;
  3262. this._w = r;
  3263. } else {
  3264. this._x = 0;
  3265. this._y = - vFrom.z;
  3266. this._z = vFrom.y;
  3267. this._w = r;
  3268. }
  3269. } else {
  3270. // crossVectors( vFrom, vTo ); // inlined to avoid cyclic dependency on Vector3
  3271. this._x = vFrom.y * vTo.z - vFrom.z * vTo.y;
  3272. this._y = vFrom.z * vTo.x - vFrom.x * vTo.z;
  3273. this._z = vFrom.x * vTo.y - vFrom.y * vTo.x;
  3274. this._w = r;
  3275. }
  3276. return this.normalize();
  3277. }
  3278. /**
  3279. * Returns the angle between this quaternion and the given one in radians.
  3280. *
  3281. * @param {Quaternion} q - The quaternion to compute the angle with.
  3282. * @return {number} The angle in radians.
  3283. */
  3284. angleTo( q ) {
  3285. return 2 * Math.acos( Math.abs( clamp( this.dot( q ), -1, 1 ) ) );
  3286. }
  3287. /**
  3288. * Rotates this quaternion by a given angular step to the given quaternion.
  3289. * The method ensures that the final quaternion will not overshoot `q`.
  3290. *
  3291. * @param {Quaternion} q - The target quaternion.
  3292. * @param {number} step - The angular step in radians.
  3293. * @return {Quaternion} A reference to this quaternion.
  3294. */
  3295. rotateTowards( q, step ) {
  3296. const angle = this.angleTo( q );
  3297. if ( angle === 0 ) return this;
  3298. const t = Math.min( 1, step / angle );
  3299. this.slerp( q, t );
  3300. return this;
  3301. }
  3302. /**
  3303. * Sets this quaternion to the identity quaternion; that is, to the
  3304. * quaternion that represents "no rotation".
  3305. *
  3306. * @return {Quaternion} A reference to this quaternion.
  3307. */
  3308. identity() {
  3309. return this.set( 0, 0, 0, 1 );
  3310. }
  3311. /**
  3312. * Inverts this quaternion via {@link Quaternion#conjugate}. The
  3313. * quaternion is assumed to have unit length.
  3314. *
  3315. * @return {Quaternion} A reference to this quaternion.
  3316. */
  3317. invert() {
  3318. return this.conjugate();
  3319. }
  3320. /**
  3321. * Returns the rotational conjugate of this quaternion. The conjugate of a
  3322. * quaternion represents the same rotation in the opposite direction about
  3323. * the rotational axis.
  3324. *
  3325. * @return {Quaternion} A reference to this quaternion.
  3326. */
  3327. conjugate() {
  3328. this._x *= -1;
  3329. this._y *= -1;
  3330. this._z *= -1;
  3331. this._onChangeCallback();
  3332. return this;
  3333. }
  3334. /**
  3335. * Calculates the dot product of this quaternion and the given one.
  3336. *
  3337. * @param {Quaternion} v - The quaternion to compute the dot product with.
  3338. * @return {number} The result of the dot product.
  3339. */
  3340. dot( v ) {
  3341. return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;
  3342. }
  3343. /**
  3344. * Computes the squared Euclidean length (straight-line length) of this quaternion,
  3345. * considered as a 4 dimensional vector. This can be useful if you are comparing the
  3346. * lengths of two quaternions, as this is a slightly more efficient calculation than
  3347. * {@link Quaternion#length}.
  3348. *
  3349. * @return {number} The squared Euclidean length.
  3350. */
  3351. lengthSq() {
  3352. return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;
  3353. }
  3354. /**
  3355. * Computes the Euclidean length (straight-line length) of this quaternion,
  3356. * considered as a 4 dimensional vector.
  3357. *
  3358. * @return {number} The Euclidean length.
  3359. */
  3360. length() {
  3361. return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );
  3362. }
  3363. /**
  3364. * Normalizes this quaternion - that is, calculated the quaternion that performs
  3365. * the same rotation as this one, but has a length equal to `1`.
  3366. *
  3367. * @return {Quaternion} A reference to this quaternion.
  3368. */
  3369. normalize() {
  3370. let l = this.length();
  3371. if ( l === 0 ) {
  3372. this._x = 0;
  3373. this._y = 0;
  3374. this._z = 0;
  3375. this._w = 1;
  3376. } else {
  3377. l = 1 / l;
  3378. this._x = this._x * l;
  3379. this._y = this._y * l;
  3380. this._z = this._z * l;
  3381. this._w = this._w * l;
  3382. }
  3383. this._onChangeCallback();
  3384. return this;
  3385. }
  3386. /**
  3387. * Multiplies this quaternion by the given one.
  3388. *
  3389. * @param {Quaternion} q - The quaternion.
  3390. * @return {Quaternion} A reference to this quaternion.
  3391. */
  3392. multiply( q ) {
  3393. return this.multiplyQuaternions( this, q );
  3394. }
  3395. /**
  3396. * Pre-multiplies this quaternion by the given one.
  3397. *
  3398. * @param {Quaternion} q - The quaternion.
  3399. * @return {Quaternion} A reference to this quaternion.
  3400. */
  3401. premultiply( q ) {
  3402. return this.multiplyQuaternions( q, this );
  3403. }
  3404. /**
  3405. * Multiplies the given quaternions and stores the result in this instance.
  3406. *
  3407. * @param {Quaternion} a - The first quaternion.
  3408. * @param {Quaternion} b - The second quaternion.
  3409. * @return {Quaternion} A reference to this quaternion.
  3410. */
  3411. multiplyQuaternions( a, b ) {
  3412. // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
  3413. const qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;
  3414. const qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;
  3415. this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
  3416. this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
  3417. this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
  3418. this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
  3419. this._onChangeCallback();
  3420. return this;
  3421. }
  3422. /**
  3423. * Performs a spherical linear interpolation between quaternions.
  3424. *
  3425. * @param {Quaternion} qb - The target quaternion.
  3426. * @param {number} t - The interpolation factor in the closed interval `[0, 1]`.
  3427. * @return {Quaternion} A reference to this quaternion.
  3428. */
  3429. slerp( qb, t ) {
  3430. if ( t <= 0 ) return this;
  3431. if ( t >= 1 ) return this.copy( qb ); // copy calls _onChangeCallback()
  3432. let x = qb._x, y = qb._y, z = qb._z, w = qb._w;
  3433. let dot = this.dot( qb );
  3434. if ( dot < 0 ) {
  3435. x = - x;
  3436. y = - y;
  3437. z = - z;
  3438. w = - w;
  3439. dot = - dot;
  3440. }
  3441. let s = 1 - t;
  3442. if ( dot < 0.9995 ) {
  3443. // slerp
  3444. const theta = Math.acos( dot );
  3445. const sin = Math.sin( theta );
  3446. s = Math.sin( s * theta ) / sin;
  3447. t = Math.sin( t * theta ) / sin;
  3448. this._x = this._x * s + x * t;
  3449. this._y = this._y * s + y * t;
  3450. this._z = this._z * s + z * t;
  3451. this._w = this._w * s + w * t;
  3452. this._onChangeCallback();
  3453. } else {
  3454. // for small angles, lerp then normalize
  3455. this._x = this._x * s + x * t;
  3456. this._y = this._y * s + y * t;
  3457. this._z = this._z * s + z * t;
  3458. this._w = this._w * s + w * t;
  3459. this.normalize(); // normalize calls _onChangeCallback()
  3460. }
  3461. return this;
  3462. }
  3463. /**
  3464. * Performs a spherical linear interpolation between the given quaternions
  3465. * and stores the result in this quaternion.
  3466. *
  3467. * @param {Quaternion} qa - The source quaternion.
  3468. * @param {Quaternion} qb - The target quaternion.
  3469. * @param {number} t - The interpolation factor in the closed interval `[0, 1]`.
  3470. * @return {Quaternion} A reference to this quaternion.
  3471. */
  3472. slerpQuaternions( qa, qb, t ) {
  3473. return this.copy( qa ).slerp( qb, t );
  3474. }
  3475. /**
  3476. * Sets this quaternion to a uniformly random, normalized quaternion.
  3477. *
  3478. * @return {Quaternion} A reference to this quaternion.
  3479. */
  3480. random() {
  3481. // Ken Shoemake
  3482. // Uniform random rotations
  3483. // D. Kirk, editor, Graphics Gems III, pages 124-132. Academic Press, New York, 1992.
  3484. const theta1 = 2 * Math.PI * Math.random();
  3485. const theta2 = 2 * Math.PI * Math.random();
  3486. const x0 = Math.random();
  3487. const r1 = Math.sqrt( 1 - x0 );
  3488. const r2 = Math.sqrt( x0 );
  3489. return this.set(
  3490. r1 * Math.sin( theta1 ),
  3491. r1 * Math.cos( theta1 ),
  3492. r2 * Math.sin( theta2 ),
  3493. r2 * Math.cos( theta2 ),
  3494. );
  3495. }
  3496. /**
  3497. * Returns `true` if this quaternion is equal with the given one.
  3498. *
  3499. * @param {Quaternion} quaternion - The quaternion to test for equality.
  3500. * @return {boolean} Whether this quaternion is equal with the given one.
  3501. */
  3502. equals( quaternion ) {
  3503. return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );
  3504. }
  3505. /**
  3506. * Sets this quaternion's components from the given array.
  3507. *
  3508. * @param {Array<number>} array - An array holding the quaternion component values.
  3509. * @param {number} [offset=0] - The offset into the array.
  3510. * @return {Quaternion} A reference to this quaternion.
  3511. */
  3512. fromArray( array, offset = 0 ) {
  3513. this._x = array[ offset ];
  3514. this._y = array[ offset + 1 ];
  3515. this._z = array[ offset + 2 ];
  3516. this._w = array[ offset + 3 ];
  3517. this._onChangeCallback();
  3518. return this;
  3519. }
  3520. /**
  3521. * Writes the components of this quaternion to the given array. If no array is provided,
  3522. * the method returns a new instance.
  3523. *
  3524. * @param {Array<number>} [array=[]] - The target array holding the quaternion components.
  3525. * @param {number} [offset=0] - Index of the first element in the array.
  3526. * @return {Array<number>} The quaternion components.
  3527. */
  3528. toArray( array = [], offset = 0 ) {
  3529. array[ offset ] = this._x;
  3530. array[ offset + 1 ] = this._y;
  3531. array[ offset + 2 ] = this._z;
  3532. array[ offset + 3 ] = this._w;
  3533. return array;
  3534. }
  3535. /**
  3536. * Sets the components of this quaternion from the given buffer attribute.
  3537. *
  3538. * @param {BufferAttribute} attribute - The buffer attribute holding quaternion data.
  3539. * @param {number} index - The index into the attribute.
  3540. * @return {Quaternion} A reference to this quaternion.
  3541. */
  3542. fromBufferAttribute( attribute, index ) {
  3543. this._x = attribute.getX( index );
  3544. this._y = attribute.getY( index );
  3545. this._z = attribute.getZ( index );
  3546. this._w = attribute.getW( index );
  3547. this._onChangeCallback();
  3548. return this;
  3549. }
  3550. /**
  3551. * This methods defines the serialization result of this class. Returns the
  3552. * numerical elements of this quaternion in an array of format `[x, y, z, w]`.
  3553. *
  3554. * @return {Array<number>} The serialized quaternion.
  3555. */
  3556. toJSON() {
  3557. return this.toArray();
  3558. }
  3559. _onChange( callback ) {
  3560. this._onChangeCallback = callback;
  3561. return this;
  3562. }
  3563. _onChangeCallback() {}
  3564. *[ Symbol.iterator ]() {
  3565. yield this._x;
  3566. yield this._y;
  3567. yield this._z;
  3568. yield this._w;
  3569. }
  3570. }
  3571. /**
  3572. * Class representing a 3D vector. A 3D vector is an ordered triplet of numbers
  3573. * (labeled x, y and z), which can be used to represent a number of things, such as:
  3574. *
  3575. * - A point in 3D space.
  3576. * - A direction and length in 3D space. In three.js the length will
  3577. * always be the Euclidean distance(straight-line distance) from `(0, 0, 0)` to `(x, y, z)`
  3578. * and the direction is also measured from `(0, 0, 0)` towards `(x, y, z)`.
  3579. * - Any arbitrary ordered triplet of numbers.
  3580. *
  3581. * There are other things a 3D vector can be used to represent, such as
  3582. * momentum vectors and so on, however these are the most
  3583. * common uses in three.js.
  3584. *
  3585. * Iterating through a vector instance will yield its components `(x, y, z)` in
  3586. * the corresponding order.
  3587. * ```js
  3588. * const a = new THREE.Vector3( 0, 1, 0 );
  3589. *
  3590. * //no arguments; will be initialised to (0, 0, 0)
  3591. * const b = new THREE.Vector3( );
  3592. *
  3593. * const d = a.distanceTo( b );
  3594. * ```
  3595. */
  3596. class Vector3 {
  3597. /**
  3598. * Constructs a new 3D vector.
  3599. *
  3600. * @param {number} [x=0] - The x value of this vector.
  3601. * @param {number} [y=0] - The y value of this vector.
  3602. * @param {number} [z=0] - The z value of this vector.
  3603. */
  3604. constructor( x = 0, y = 0, z = 0 ) {
  3605. /**
  3606. * This flag can be used for type testing.
  3607. *
  3608. * @type {boolean}
  3609. * @readonly
  3610. * @default true
  3611. */
  3612. Vector3.prototype.isVector3 = true;
  3613. /**
  3614. * The x value of this vector.
  3615. *
  3616. * @type {number}
  3617. */
  3618. this.x = x;
  3619. /**
  3620. * The y value of this vector.
  3621. *
  3622. * @type {number}
  3623. */
  3624. this.y = y;
  3625. /**
  3626. * The z value of this vector.
  3627. *
  3628. * @type {number}
  3629. */
  3630. this.z = z;
  3631. }
  3632. /**
  3633. * Sets the vector components.
  3634. *
  3635. * @param {number} x - The value of the x component.
  3636. * @param {number} y - The value of the y component.
  3637. * @param {number} z - The value of the z component.
  3638. * @return {Vector3} A reference to this vector.
  3639. */
  3640. set( x, y, z ) {
  3641. if ( z === undefined ) z = this.z; // sprite.scale.set(x,y)
  3642. this.x = x;
  3643. this.y = y;
  3644. this.z = z;
  3645. return this;
  3646. }
  3647. /**
  3648. * Sets the vector components to the same value.
  3649. *
  3650. * @param {number} scalar - The value to set for all vector components.
  3651. * @return {Vector3} A reference to this vector.
  3652. */
  3653. setScalar( scalar ) {
  3654. this.x = scalar;
  3655. this.y = scalar;
  3656. this.z = scalar;
  3657. return this;
  3658. }
  3659. /**
  3660. * Sets the vector's x component to the given value
  3661. *
  3662. * @param {number} x - The value to set.
  3663. * @return {Vector3} A reference to this vector.
  3664. */
  3665. setX( x ) {
  3666. this.x = x;
  3667. return this;
  3668. }
  3669. /**
  3670. * Sets the vector's y component to the given value
  3671. *
  3672. * @param {number} y - The value to set.
  3673. * @return {Vector3} A reference to this vector.
  3674. */
  3675. setY( y ) {
  3676. this.y = y;
  3677. return this;
  3678. }
  3679. /**
  3680. * Sets the vector's z component to the given value
  3681. *
  3682. * @param {number} z - The value to set.
  3683. * @return {Vector3} A reference to this vector.
  3684. */
  3685. setZ( z ) {
  3686. this.z = z;
  3687. return this;
  3688. }
  3689. /**
  3690. * Allows to set a vector component with an index.
  3691. *
  3692. * @param {number} index - The component index. `0` equals to x, `1` equals to y, `2` equals to z.
  3693. * @param {number} value - The value to set.
  3694. * @return {Vector3} A reference to this vector.
  3695. */
  3696. setComponent( index, value ) {
  3697. switch ( index ) {
  3698. case 0: this.x = value; break;
  3699. case 1: this.y = value; break;
  3700. case 2: this.z = value; break;
  3701. default: throw new Error( 'index is out of range: ' + index );
  3702. }
  3703. return this;
  3704. }
  3705. /**
  3706. * Returns the value of the vector component which matches the given index.
  3707. *
  3708. * @param {number} index - The component index. `0` equals to x, `1` equals to y, `2` equals to z.
  3709. * @return {number} A vector component value.
  3710. */
  3711. getComponent( index ) {
  3712. switch ( index ) {
  3713. case 0: return this.x;
  3714. case 1: return this.y;
  3715. case 2: return this.z;
  3716. default: throw new Error( 'index is out of range: ' + index );
  3717. }
  3718. }
  3719. /**
  3720. * Returns a new vector with copied values from this instance.
  3721. *
  3722. * @return {Vector3} A clone of this instance.
  3723. */
  3724. clone() {
  3725. return new this.constructor( this.x, this.y, this.z );
  3726. }
  3727. /**
  3728. * Copies the values of the given vector to this instance.
  3729. *
  3730. * @param {Vector3} v - The vector to copy.
  3731. * @return {Vector3} A reference to this vector.
  3732. */
  3733. copy( v ) {
  3734. this.x = v.x;
  3735. this.y = v.y;
  3736. this.z = v.z;
  3737. return this;
  3738. }
  3739. /**
  3740. * Adds the given vector to this instance.
  3741. *
  3742. * @param {Vector3} v - The vector to add.
  3743. * @return {Vector3} A reference to this vector.
  3744. */
  3745. add( v ) {
  3746. this.x += v.x;
  3747. this.y += v.y;
  3748. this.z += v.z;
  3749. return this;
  3750. }
  3751. /**
  3752. * Adds the given scalar value to all components of this instance.
  3753. *
  3754. * @param {number} s - The scalar to add.
  3755. * @return {Vector3} A reference to this vector.
  3756. */
  3757. addScalar( s ) {
  3758. this.x += s;
  3759. this.y += s;
  3760. this.z += s;
  3761. return this;
  3762. }
  3763. /**
  3764. * Adds the given vectors and stores the result in this instance.
  3765. *
  3766. * @param {Vector3} a - The first vector.
  3767. * @param {Vector3} b - The second vector.
  3768. * @return {Vector3} A reference to this vector.
  3769. */
  3770. addVectors( a, b ) {
  3771. this.x = a.x + b.x;
  3772. this.y = a.y + b.y;
  3773. this.z = a.z + b.z;
  3774. return this;
  3775. }
  3776. /**
  3777. * Adds the given vector scaled by the given factor to this instance.
  3778. *
  3779. * @param {Vector3|Vector4} v - The vector.
  3780. * @param {number} s - The factor that scales `v`.
  3781. * @return {Vector3} A reference to this vector.
  3782. */
  3783. addScaledVector( v, s ) {
  3784. this.x += v.x * s;
  3785. this.y += v.y * s;
  3786. this.z += v.z * s;
  3787. return this;
  3788. }
  3789. /**
  3790. * Subtracts the given vector from this instance.
  3791. *
  3792. * @param {Vector3} v - The vector to subtract.
  3793. * @return {Vector3} A reference to this vector.
  3794. */
  3795. sub( v ) {
  3796. this.x -= v.x;
  3797. this.y -= v.y;
  3798. this.z -= v.z;
  3799. return this;
  3800. }
  3801. /**
  3802. * Subtracts the given scalar value from all components of this instance.
  3803. *
  3804. * @param {number} s - The scalar to subtract.
  3805. * @return {Vector3} A reference to this vector.
  3806. */
  3807. subScalar( s ) {
  3808. this.x -= s;
  3809. this.y -= s;
  3810. this.z -= s;
  3811. return this;
  3812. }
  3813. /**
  3814. * Subtracts the given vectors and stores the result in this instance.
  3815. *
  3816. * @param {Vector3} a - The first vector.
  3817. * @param {Vector3} b - The second vector.
  3818. * @return {Vector3} A reference to this vector.
  3819. */
  3820. subVectors( a, b ) {
  3821. this.x = a.x - b.x;
  3822. this.y = a.y - b.y;
  3823. this.z = a.z - b.z;
  3824. return this;
  3825. }
  3826. /**
  3827. * Multiplies the given vector with this instance.
  3828. *
  3829. * @param {Vector3} v - The vector to multiply.
  3830. * @return {Vector3} A reference to this vector.
  3831. */
  3832. multiply( v ) {
  3833. this.x *= v.x;
  3834. this.y *= v.y;
  3835. this.z *= v.z;
  3836. return this;
  3837. }
  3838. /**
  3839. * Multiplies the given scalar value with all components of this instance.
  3840. *
  3841. * @param {number} scalar - The scalar to multiply.
  3842. * @return {Vector3} A reference to this vector.
  3843. */
  3844. multiplyScalar( scalar ) {
  3845. this.x *= scalar;
  3846. this.y *= scalar;
  3847. this.z *= scalar;
  3848. return this;
  3849. }
  3850. /**
  3851. * Multiplies the given vectors and stores the result in this instance.
  3852. *
  3853. * @param {Vector3} a - The first vector.
  3854. * @param {Vector3} b - The second vector.
  3855. * @return {Vector3} A reference to this vector.
  3856. */
  3857. multiplyVectors( a, b ) {
  3858. this.x = a.x * b.x;
  3859. this.y = a.y * b.y;
  3860. this.z = a.z * b.z;
  3861. return this;
  3862. }
  3863. /**
  3864. * Applies the given Euler rotation to this vector.
  3865. *
  3866. * @param {Euler} euler - The Euler angles.
  3867. * @return {Vector3} A reference to this vector.
  3868. */
  3869. applyEuler( euler ) {
  3870. return this.applyQuaternion( _quaternion$4.setFromEuler( euler ) );
  3871. }
  3872. /**
  3873. * Applies a rotation specified by an axis and an angle to this vector.
  3874. *
  3875. * @param {Vector3} axis - A normalized vector representing the rotation axis.
  3876. * @param {number} angle - The angle in radians.
  3877. * @return {Vector3} A reference to this vector.
  3878. */
  3879. applyAxisAngle( axis, angle ) {
  3880. return this.applyQuaternion( _quaternion$4.setFromAxisAngle( axis, angle ) );
  3881. }
  3882. /**
  3883. * Multiplies this vector with the given 3x3 matrix.
  3884. *
  3885. * @param {Matrix3} m - The 3x3 matrix.
  3886. * @return {Vector3} A reference to this vector.
  3887. */
  3888. applyMatrix3( m ) {
  3889. const x = this.x, y = this.y, z = this.z;
  3890. const e = m.elements;
  3891. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;
  3892. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;
  3893. this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;
  3894. return this;
  3895. }
  3896. /**
  3897. * Multiplies this vector by the given normal matrix and normalizes
  3898. * the result.
  3899. *
  3900. * @param {Matrix3} m - The normal matrix.
  3901. * @return {Vector3} A reference to this vector.
  3902. */
  3903. applyNormalMatrix( m ) {
  3904. return this.applyMatrix3( m ).normalize();
  3905. }
  3906. /**
  3907. * Multiplies this vector (with an implicit 1 in the 4th dimension) by m, and
  3908. * divides by perspective.
  3909. *
  3910. * @param {Matrix4} m - The matrix to apply.
  3911. * @return {Vector3} A reference to this vector.
  3912. */
  3913. applyMatrix4( m ) {
  3914. const x = this.x, y = this.y, z = this.z;
  3915. const e = m.elements;
  3916. const w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] );
  3917. this.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * w;
  3918. this.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * w;
  3919. this.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * w;
  3920. return this;
  3921. }
  3922. /**
  3923. * Applies the given Quaternion to this vector.
  3924. *
  3925. * @param {Quaternion} q - The Quaternion.
  3926. * @return {Vector3} A reference to this vector.
  3927. */
  3928. applyQuaternion( q ) {
  3929. // quaternion q is assumed to have unit length
  3930. const vx = this.x, vy = this.y, vz = this.z;
  3931. const qx = q.x, qy = q.y, qz = q.z, qw = q.w;
  3932. // t = 2 * cross( q.xyz, v );
  3933. const tx = 2 * ( qy * vz - qz * vy );
  3934. const ty = 2 * ( qz * vx - qx * vz );
  3935. const tz = 2 * ( qx * vy - qy * vx );
  3936. // v + q.w * t + cross( q.xyz, t );
  3937. this.x = vx + qw * tx + qy * tz - qz * ty;
  3938. this.y = vy + qw * ty + qz * tx - qx * tz;
  3939. this.z = vz + qw * tz + qx * ty - qy * tx;
  3940. return this;
  3941. }
  3942. /**
  3943. * Projects this vector from world space into the camera's normalized
  3944. * device coordinate (NDC) space.
  3945. *
  3946. * @param {Camera} camera - The camera.
  3947. * @return {Vector3} A reference to this vector.
  3948. */
  3949. project( camera ) {
  3950. return this.applyMatrix4( camera.matrixWorldInverse ).applyMatrix4( camera.projectionMatrix );
  3951. }
  3952. /**
  3953. * Unprojects this vector from the camera's normalized device coordinate (NDC)
  3954. * space into world space.
  3955. *
  3956. * @param {Camera} camera - The camera.
  3957. * @return {Vector3} A reference to this vector.
  3958. */
  3959. unproject( camera ) {
  3960. return this.applyMatrix4( camera.projectionMatrixInverse ).applyMatrix4( camera.matrixWorld );
  3961. }
  3962. /**
  3963. * Transforms the direction of this vector by a matrix (the upper left 3 x 3
  3964. * subset of the given 4x4 matrix and then normalizes the result.
  3965. *
  3966. * @param {Matrix4} m - The matrix.
  3967. * @return {Vector3} A reference to this vector.
  3968. */
  3969. transformDirection( m ) {
  3970. // input: THREE.Matrix4 affine matrix
  3971. // vector interpreted as a direction
  3972. const x = this.x, y = this.y, z = this.z;
  3973. const e = m.elements;
  3974. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;
  3975. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;
  3976. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;
  3977. return this.normalize();
  3978. }
  3979. /**
  3980. * Divides this instance by the given vector.
  3981. *
  3982. * @param {Vector3} v - The vector to divide.
  3983. * @return {Vector3} A reference to this vector.
  3984. */
  3985. divide( v ) {
  3986. this.x /= v.x;
  3987. this.y /= v.y;
  3988. this.z /= v.z;
  3989. return this;
  3990. }
  3991. /**
  3992. * Divides this vector by the given scalar.
  3993. *
  3994. * @param {number} scalar - The scalar to divide.
  3995. * @return {Vector3} A reference to this vector.
  3996. */
  3997. divideScalar( scalar ) {
  3998. return this.multiplyScalar( 1 / scalar );
  3999. }
  4000. /**
  4001. * If this vector's x, y or z value is greater than the given vector's x, y or z
  4002. * value, replace that value with the corresponding min value.
  4003. *
  4004. * @param {Vector3} v - The vector.
  4005. * @return {Vector3} A reference to this vector.
  4006. */
  4007. min( v ) {
  4008. this.x = Math.min( this.x, v.x );
  4009. this.y = Math.min( this.y, v.y );
  4010. this.z = Math.min( this.z, v.z );
  4011. return this;
  4012. }
  4013. /**
  4014. * If this vector's x, y or z value is less than the given vector's x, y or z
  4015. * value, replace that value with the corresponding max value.
  4016. *
  4017. * @param {Vector3} v - The vector.
  4018. * @return {Vector3} A reference to this vector.
  4019. */
  4020. max( v ) {
  4021. this.x = Math.max( this.x, v.x );
  4022. this.y = Math.max( this.y, v.y );
  4023. this.z = Math.max( this.z, v.z );
  4024. return this;
  4025. }
  4026. /**
  4027. * If this vector's x, y or z value is greater than the max vector's x, y or z
  4028. * value, it is replaced by the corresponding value.
  4029. * If this vector's x, y or z value is less than the min vector's x, y or z value,
  4030. * it is replaced by the corresponding value.
  4031. *
  4032. * @param {Vector3} min - The minimum x, y and z values.
  4033. * @param {Vector3} max - The maximum x, y and z values in the desired range.
  4034. * @return {Vector3} A reference to this vector.
  4035. */
  4036. clamp( min, max ) {
  4037. // assumes min < max, componentwise
  4038. this.x = clamp( this.x, min.x, max.x );
  4039. this.y = clamp( this.y, min.y, max.y );
  4040. this.z = clamp( this.z, min.z, max.z );
  4041. return this;
  4042. }
  4043. /**
  4044. * If this vector's x, y or z values are greater than the max value, they are
  4045. * replaced by the max value.
  4046. * If this vector's x, y or z values are less than the min value, they are
  4047. * replaced by the min value.
  4048. *
  4049. * @param {number} minVal - The minimum value the components will be clamped to.
  4050. * @param {number} maxVal - The maximum value the components will be clamped to.
  4051. * @return {Vector3} A reference to this vector.
  4052. */
  4053. clampScalar( minVal, maxVal ) {
  4054. this.x = clamp( this.x, minVal, maxVal );
  4055. this.y = clamp( this.y, minVal, maxVal );
  4056. this.z = clamp( this.z, minVal, maxVal );
  4057. return this;
  4058. }
  4059. /**
  4060. * If this vector's length is greater than the max value, it is replaced by
  4061. * the max value.
  4062. * If this vector's length is less than the min value, it is replaced by the
  4063. * min value.
  4064. *
  4065. * @param {number} min - The minimum value the vector length will be clamped to.
  4066. * @param {number} max - The maximum value the vector length will be clamped to.
  4067. * @return {Vector3} A reference to this vector.
  4068. */
  4069. clampLength( min, max ) {
  4070. const length = this.length();
  4071. return this.divideScalar( length || 1 ).multiplyScalar( clamp( length, min, max ) );
  4072. }
  4073. /**
  4074. * The components of this vector are rounded down to the nearest integer value.
  4075. *
  4076. * @return {Vector3} A reference to this vector.
  4077. */
  4078. floor() {
  4079. this.x = Math.floor( this.x );
  4080. this.y = Math.floor( this.y );
  4081. this.z = Math.floor( this.z );
  4082. return this;
  4083. }
  4084. /**
  4085. * The components of this vector are rounded up to the nearest integer value.
  4086. *
  4087. * @return {Vector3} A reference to this vector.
  4088. */
  4089. ceil() {
  4090. this.x = Math.ceil( this.x );
  4091. this.y = Math.ceil( this.y );
  4092. this.z = Math.ceil( this.z );
  4093. return this;
  4094. }
  4095. /**
  4096. * The components of this vector are rounded to the nearest integer value
  4097. *
  4098. * @return {Vector3} A reference to this vector.
  4099. */
  4100. round() {
  4101. this.x = Math.round( this.x );
  4102. this.y = Math.round( this.y );
  4103. this.z = Math.round( this.z );
  4104. return this;
  4105. }
  4106. /**
  4107. * The components of this vector are rounded towards zero (up if negative,
  4108. * down if positive) to an integer value.
  4109. *
  4110. * @return {Vector3} A reference to this vector.
  4111. */
  4112. roundToZero() {
  4113. this.x = Math.trunc( this.x );
  4114. this.y = Math.trunc( this.y );
  4115. this.z = Math.trunc( this.z );
  4116. return this;
  4117. }
  4118. /**
  4119. * Inverts this vector - i.e. sets x = -x, y = -y and z = -z.
  4120. *
  4121. * @return {Vector3} A reference to this vector.
  4122. */
  4123. negate() {
  4124. this.x = - this.x;
  4125. this.y = - this.y;
  4126. this.z = - this.z;
  4127. return this;
  4128. }
  4129. /**
  4130. * Calculates the dot product of the given vector with this instance.
  4131. *
  4132. * @param {Vector3} v - The vector to compute the dot product with.
  4133. * @return {number} The result of the dot product.
  4134. */
  4135. dot( v ) {
  4136. return this.x * v.x + this.y * v.y + this.z * v.z;
  4137. }
  4138. // TODO lengthSquared?
  4139. /**
  4140. * Computes the square of the Euclidean length (straight-line length) from
  4141. * (0, 0, 0) to (x, y, z). If you are comparing the lengths of vectors, you should
  4142. * compare the length squared instead as it is slightly more efficient to calculate.
  4143. *
  4144. * @return {number} The square length of this vector.
  4145. */
  4146. lengthSq() {
  4147. return this.x * this.x + this.y * this.y + this.z * this.z;
  4148. }
  4149. /**
  4150. * Computes the Euclidean length (straight-line length) from (0, 0, 0) to (x, y, z).
  4151. *
  4152. * @return {number} The length of this vector.
  4153. */
  4154. length() {
  4155. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );
  4156. }
  4157. /**
  4158. * Computes the Manhattan length of this vector.
  4159. *
  4160. * @return {number} The length of this vector.
  4161. */
  4162. manhattanLength() {
  4163. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
  4164. }
  4165. /**
  4166. * Converts this vector to a unit vector - that is, sets it equal to a vector
  4167. * with the same direction as this one, but with a vector length of `1`.
  4168. *
  4169. * @return {Vector3} A reference to this vector.
  4170. */
  4171. normalize() {
  4172. return this.divideScalar( this.length() || 1 );
  4173. }
  4174. /**
  4175. * Sets this vector to a vector with the same direction as this one, but
  4176. * with the specified length.
  4177. *
  4178. * @param {number} length - The new length of this vector.
  4179. * @return {Vector3} A reference to this vector.
  4180. */
  4181. setLength( length ) {
  4182. return this.normalize().multiplyScalar( length );
  4183. }
  4184. /**
  4185. * Linearly interpolates between the given vector and this instance, where
  4186. * alpha is the percent distance along the line - alpha = 0 will be this
  4187. * vector, and alpha = 1 will be the given one.
  4188. *
  4189. * @param {Vector3} v - The vector to interpolate towards.
  4190. * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
  4191. * @return {Vector3} A reference to this vector.
  4192. */
  4193. lerp( v, alpha ) {
  4194. this.x += ( v.x - this.x ) * alpha;
  4195. this.y += ( v.y - this.y ) * alpha;
  4196. this.z += ( v.z - this.z ) * alpha;
  4197. return this;
  4198. }
  4199. /**
  4200. * Linearly interpolates between the given vectors, where alpha is the percent
  4201. * distance along the line - alpha = 0 will be first vector, and alpha = 1 will
  4202. * be the second one. The result is stored in this instance.
  4203. *
  4204. * @param {Vector3} v1 - The first vector.
  4205. * @param {Vector3} v2 - The second vector.
  4206. * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
  4207. * @return {Vector3} A reference to this vector.
  4208. */
  4209. lerpVectors( v1, v2, alpha ) {
  4210. this.x = v1.x + ( v2.x - v1.x ) * alpha;
  4211. this.y = v1.y + ( v2.y - v1.y ) * alpha;
  4212. this.z = v1.z + ( v2.z - v1.z ) * alpha;
  4213. return this;
  4214. }
  4215. /**
  4216. * Calculates the cross product of the given vector with this instance.
  4217. *
  4218. * @param {Vector3} v - The vector to compute the cross product with.
  4219. * @return {Vector3} The result of the cross product.
  4220. */
  4221. cross( v ) {
  4222. return this.crossVectors( this, v );
  4223. }
  4224. /**
  4225. * Calculates the cross product of the given vectors and stores the result
  4226. * in this instance.
  4227. *
  4228. * @param {Vector3} a - The first vector.
  4229. * @param {Vector3} b - The second vector.
  4230. * @return {Vector3} A reference to this vector.
  4231. */
  4232. crossVectors( a, b ) {
  4233. const ax = a.x, ay = a.y, az = a.z;
  4234. const bx = b.x, by = b.y, bz = b.z;
  4235. this.x = ay * bz - az * by;
  4236. this.y = az * bx - ax * bz;
  4237. this.z = ax * by - ay * bx;
  4238. return this;
  4239. }
  4240. /**
  4241. * Projects this vector onto the given one.
  4242. *
  4243. * @param {Vector3} v - The vector to project to.
  4244. * @return {Vector3} A reference to this vector.
  4245. */
  4246. projectOnVector( v ) {
  4247. const denominator = v.lengthSq();
  4248. if ( denominator === 0 ) return this.set( 0, 0, 0 );
  4249. const scalar = v.dot( this ) / denominator;
  4250. return this.copy( v ).multiplyScalar( scalar );
  4251. }
  4252. /**
  4253. * Projects this vector onto a plane by subtracting this
  4254. * vector projected onto the plane's normal from this vector.
  4255. *
  4256. * @param {Vector3} planeNormal - The plane normal.
  4257. * @return {Vector3} A reference to this vector.
  4258. */
  4259. projectOnPlane( planeNormal ) {
  4260. _vector$c.copy( this ).projectOnVector( planeNormal );
  4261. return this.sub( _vector$c );
  4262. }
  4263. /**
  4264. * Reflects this vector off a plane orthogonal to the given normal vector.
  4265. *
  4266. * @param {Vector3} normal - The (normalized) normal vector.
  4267. * @return {Vector3} A reference to this vector.
  4268. */
  4269. reflect( normal ) {
  4270. return this.sub( _vector$c.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );
  4271. }
  4272. /**
  4273. * Returns the angle between the given vector and this instance in radians.
  4274. *
  4275. * @param {Vector3} v - The vector to compute the angle with.
  4276. * @return {number} The angle in radians.
  4277. */
  4278. angleTo( v ) {
  4279. const denominator = Math.sqrt( this.lengthSq() * v.lengthSq() );
  4280. if ( denominator === 0 ) return Math.PI / 2;
  4281. const theta = this.dot( v ) / denominator;
  4282. // clamp, to handle numerical problems
  4283. return Math.acos( clamp( theta, -1, 1 ) );
  4284. }
  4285. /**
  4286. * Computes the distance from the given vector to this instance.
  4287. *
  4288. * @param {Vector3} v - The vector to compute the distance to.
  4289. * @return {number} The distance.
  4290. */
  4291. distanceTo( v ) {
  4292. return Math.sqrt( this.distanceToSquared( v ) );
  4293. }
  4294. /**
  4295. * Computes the squared distance from the given vector to this instance.
  4296. * If you are just comparing the distance with another distance, you should compare
  4297. * the distance squared instead as it is slightly more efficient to calculate.
  4298. *
  4299. * @param {Vector3} v - The vector to compute the squared distance to.
  4300. * @return {number} The squared distance.
  4301. */
  4302. distanceToSquared( v ) {
  4303. const dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z;
  4304. return dx * dx + dy * dy + dz * dz;
  4305. }
  4306. /**
  4307. * Computes the Manhattan distance from the given vector to this instance.
  4308. *
  4309. * @param {Vector3} v - The vector to compute the Manhattan distance to.
  4310. * @return {number} The Manhattan distance.
  4311. */
  4312. manhattanDistanceTo( v ) {
  4313. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z );
  4314. }
  4315. /**
  4316. * Sets the vector components from the given spherical coordinates.
  4317. *
  4318. * @param {Spherical} s - The spherical coordinates.
  4319. * @return {Vector3} A reference to this vector.
  4320. */
  4321. setFromSpherical( s ) {
  4322. return this.setFromSphericalCoords( s.radius, s.phi, s.theta );
  4323. }
  4324. /**
  4325. * Sets the vector components from the given spherical coordinates.
  4326. *
  4327. * @param {number} radius - The radius.
  4328. * @param {number} phi - The phi angle in radians.
  4329. * @param {number} theta - The theta angle in radians.
  4330. * @return {Vector3} A reference to this vector.
  4331. */
  4332. setFromSphericalCoords( radius, phi, theta ) {
  4333. const sinPhiRadius = Math.sin( phi ) * radius;
  4334. this.x = sinPhiRadius * Math.sin( theta );
  4335. this.y = Math.cos( phi ) * radius;
  4336. this.z = sinPhiRadius * Math.cos( theta );
  4337. return this;
  4338. }
  4339. /**
  4340. * Sets the vector components from the given cylindrical coordinates.
  4341. *
  4342. * @param {Cylindrical} c - The cylindrical coordinates.
  4343. * @return {Vector3} A reference to this vector.
  4344. */
  4345. setFromCylindrical( c ) {
  4346. return this.setFromCylindricalCoords( c.radius, c.theta, c.y );
  4347. }
  4348. /**
  4349. * Sets the vector components from the given cylindrical coordinates.
  4350. *
  4351. * @param {number} radius - The radius.
  4352. * @param {number} theta - The theta angle in radians.
  4353. * @param {number} y - The y value.
  4354. * @return {Vector3} A reference to this vector.
  4355. */
  4356. setFromCylindricalCoords( radius, theta, y ) {
  4357. this.x = radius * Math.sin( theta );
  4358. this.y = y;
  4359. this.z = radius * Math.cos( theta );
  4360. return this;
  4361. }
  4362. /**
  4363. * Sets the vector components to the position elements of the
  4364. * given transformation matrix.
  4365. *
  4366. * @param {Matrix4} m - The 4x4 matrix.
  4367. * @return {Vector3} A reference to this vector.
  4368. */
  4369. setFromMatrixPosition( m ) {
  4370. const e = m.elements;
  4371. this.x = e[ 12 ];
  4372. this.y = e[ 13 ];
  4373. this.z = e[ 14 ];
  4374. return this;
  4375. }
  4376. /**
  4377. * Sets the vector components to the scale elements of the
  4378. * given transformation matrix.
  4379. *
  4380. * @param {Matrix4} m - The 4x4 matrix.
  4381. * @return {Vector3} A reference to this vector.
  4382. */
  4383. setFromMatrixScale( m ) {
  4384. const sx = this.setFromMatrixColumn( m, 0 ).length();
  4385. const sy = this.setFromMatrixColumn( m, 1 ).length();
  4386. const sz = this.setFromMatrixColumn( m, 2 ).length();
  4387. this.x = sx;
  4388. this.y = sy;
  4389. this.z = sz;
  4390. return this;
  4391. }
  4392. /**
  4393. * Sets the vector components from the specified matrix column.
  4394. *
  4395. * @param {Matrix4} m - The 4x4 matrix.
  4396. * @param {number} index - The column index.
  4397. * @return {Vector3} A reference to this vector.
  4398. */
  4399. setFromMatrixColumn( m, index ) {
  4400. return this.fromArray( m.elements, index * 4 );
  4401. }
  4402. /**
  4403. * Sets the vector components from the specified matrix column.
  4404. *
  4405. * @param {Matrix3} m - The 3x3 matrix.
  4406. * @param {number} index - The column index.
  4407. * @return {Vector3} A reference to this vector.
  4408. */
  4409. setFromMatrix3Column( m, index ) {
  4410. return this.fromArray( m.elements, index * 3 );
  4411. }
  4412. /**
  4413. * Sets the vector components from the given Euler angles.
  4414. *
  4415. * @param {Euler} e - The Euler angles to set.
  4416. * @return {Vector3} A reference to this vector.
  4417. */
  4418. setFromEuler( e ) {
  4419. this.x = e._x;
  4420. this.y = e._y;
  4421. this.z = e._z;
  4422. return this;
  4423. }
  4424. /**
  4425. * Sets the vector components from the RGB components of the
  4426. * given color.
  4427. *
  4428. * @param {Color} c - The color to set.
  4429. * @return {Vector3} A reference to this vector.
  4430. */
  4431. setFromColor( c ) {
  4432. this.x = c.r;
  4433. this.y = c.g;
  4434. this.z = c.b;
  4435. return this;
  4436. }
  4437. /**
  4438. * Returns `true` if this vector is equal with the given one.
  4439. *
  4440. * @param {Vector3} v - The vector to test for equality.
  4441. * @return {boolean} Whether this vector is equal with the given one.
  4442. */
  4443. equals( v ) {
  4444. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
  4445. }
  4446. /**
  4447. * Sets this vector's x value to be `array[ offset ]`, y value to be `array[ offset + 1 ]`
  4448. * and z value to be `array[ offset + 2 ]`.
  4449. *
  4450. * @param {Array<number>} array - An array holding the vector component values.
  4451. * @param {number} [offset=0] - The offset into the array.
  4452. * @return {Vector3} A reference to this vector.
  4453. */
  4454. fromArray( array, offset = 0 ) {
  4455. this.x = array[ offset ];
  4456. this.y = array[ offset + 1 ];
  4457. this.z = array[ offset + 2 ];
  4458. return this;
  4459. }
  4460. /**
  4461. * Writes the components of this vector to the given array. If no array is provided,
  4462. * the method returns a new instance.
  4463. *
  4464. * @param {Array<number>} [array=[]] - The target array holding the vector components.
  4465. * @param {number} [offset=0] - Index of the first element in the array.
  4466. * @return {Array<number>} The vector components.
  4467. */
  4468. toArray( array = [], offset = 0 ) {
  4469. array[ offset ] = this.x;
  4470. array[ offset + 1 ] = this.y;
  4471. array[ offset + 2 ] = this.z;
  4472. return array;
  4473. }
  4474. /**
  4475. * Sets the components of this vector from the given buffer attribute.
  4476. *
  4477. * @param {BufferAttribute} attribute - The buffer attribute holding vector data.
  4478. * @param {number} index - The index into the attribute.
  4479. * @return {Vector3} A reference to this vector.
  4480. */
  4481. fromBufferAttribute( attribute, index ) {
  4482. this.x = attribute.getX( index );
  4483. this.y = attribute.getY( index );
  4484. this.z = attribute.getZ( index );
  4485. return this;
  4486. }
  4487. /**
  4488. * Sets each component of this vector to a pseudo-random value between `0` and
  4489. * `1`, excluding `1`.
  4490. *
  4491. * @return {Vector3} A reference to this vector.
  4492. */
  4493. random() {
  4494. this.x = Math.random();
  4495. this.y = Math.random();
  4496. this.z = Math.random();
  4497. return this;
  4498. }
  4499. /**
  4500. * Sets this vector to a uniformly random point on a unit sphere.
  4501. *
  4502. * @return {Vector3} A reference to this vector.
  4503. */
  4504. randomDirection() {
  4505. // https://mathworld.wolfram.com/SpherePointPicking.html
  4506. const theta = Math.random() * Math.PI * 2;
  4507. const u = Math.random() * 2 - 1;
  4508. const c = Math.sqrt( 1 - u * u );
  4509. this.x = c * Math.cos( theta );
  4510. this.y = u;
  4511. this.z = c * Math.sin( theta );
  4512. return this;
  4513. }
  4514. *[ Symbol.iterator ]() {
  4515. yield this.x;
  4516. yield this.y;
  4517. yield this.z;
  4518. }
  4519. }
  4520. const _vector$c = /*@__PURE__*/ new Vector3();
  4521. const _quaternion$4 = /*@__PURE__*/ new Quaternion();
  4522. /**
  4523. * Represents a 3x3 matrix.
  4524. *
  4525. * A Note on Row-Major and Column-Major Ordering:
  4526. *
  4527. * The constructor and {@link Matrix3#set} method take arguments in
  4528. * [row-major](https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order)
  4529. * order, while internally they are stored in the {@link Matrix3#elements} array in column-major order.
  4530. * This means that calling:
  4531. * ```js
  4532. * const m = new THREE.Matrix();
  4533. * m.set( 11, 12, 13,
  4534. * 21, 22, 23,
  4535. * 31, 32, 33 );
  4536. * ```
  4537. * will result in the elements array containing:
  4538. * ```js
  4539. * m.elements = [ 11, 21, 31,
  4540. * 12, 22, 32,
  4541. * 13, 23, 33 ];
  4542. * ```
  4543. * and internally all calculations are performed using column-major ordering.
  4544. * However, as the actual ordering makes no difference mathematically and
  4545. * most people are used to thinking about matrices in row-major order, the
  4546. * three.js documentation shows matrices in row-major order. Just bear in
  4547. * mind that if you are reading the source code, you'll have to take the
  4548. * transpose of any matrices outlined here to make sense of the calculations.
  4549. */
  4550. class Matrix3 {
  4551. /**
  4552. * Constructs a new 3x3 matrix. The arguments are supposed to be
  4553. * in row-major order. If no arguments are provided, the constructor
  4554. * initializes the matrix as an identity matrix.
  4555. *
  4556. * @param {number} [n11] - 1-1 matrix element.
  4557. * @param {number} [n12] - 1-2 matrix element.
  4558. * @param {number} [n13] - 1-3 matrix element.
  4559. * @param {number} [n21] - 2-1 matrix element.
  4560. * @param {number} [n22] - 2-2 matrix element.
  4561. * @param {number} [n23] - 2-3 matrix element.
  4562. * @param {number} [n31] - 3-1 matrix element.
  4563. * @param {number} [n32] - 3-2 matrix element.
  4564. * @param {number} [n33] - 3-3 matrix element.
  4565. */
  4566. constructor( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
  4567. /**
  4568. * This flag can be used for type testing.
  4569. *
  4570. * @type {boolean}
  4571. * @readonly
  4572. * @default true
  4573. */
  4574. Matrix3.prototype.isMatrix3 = true;
  4575. /**
  4576. * A column-major list of matrix values.
  4577. *
  4578. * @type {Array<number>}
  4579. */
  4580. this.elements = [
  4581. 1, 0, 0,
  4582. 0, 1, 0,
  4583. 0, 0, 1
  4584. ];
  4585. if ( n11 !== undefined ) {
  4586. this.set( n11, n12, n13, n21, n22, n23, n31, n32, n33 );
  4587. }
  4588. }
  4589. /**
  4590. * Sets the elements of the matrix.The arguments are supposed to be
  4591. * in row-major order.
  4592. *
  4593. * @param {number} [n11] - 1-1 matrix element.
  4594. * @param {number} [n12] - 1-2 matrix element.
  4595. * @param {number} [n13] - 1-3 matrix element.
  4596. * @param {number} [n21] - 2-1 matrix element.
  4597. * @param {number} [n22] - 2-2 matrix element.
  4598. * @param {number} [n23] - 2-3 matrix element.
  4599. * @param {number} [n31] - 3-1 matrix element.
  4600. * @param {number} [n32] - 3-2 matrix element.
  4601. * @param {number} [n33] - 3-3 matrix element.
  4602. * @return {Matrix3} A reference to this matrix.
  4603. */
  4604. set( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
  4605. const te = this.elements;
  4606. te[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31;
  4607. te[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32;
  4608. te[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33;
  4609. return this;
  4610. }
  4611. /**
  4612. * Sets this matrix to the 3x3 identity matrix.
  4613. *
  4614. * @return {Matrix3} A reference to this matrix.
  4615. */
  4616. identity() {
  4617. this.set(
  4618. 1, 0, 0,
  4619. 0, 1, 0,
  4620. 0, 0, 1
  4621. );
  4622. return this;
  4623. }
  4624. /**
  4625. * Copies the values of the given matrix to this instance.
  4626. *
  4627. * @param {Matrix3} m - The matrix to copy.
  4628. * @return {Matrix3} A reference to this matrix.
  4629. */
  4630. copy( m ) {
  4631. const te = this.elements;
  4632. const me = m.elements;
  4633. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ];
  4634. te[ 3 ] = me[ 3 ]; te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ];
  4635. te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; te[ 8 ] = me[ 8 ];
  4636. return this;
  4637. }
  4638. /**
  4639. * Extracts the basis of this matrix into the three axis vectors provided.
  4640. *
  4641. * @param {Vector3} xAxis - The basis's x axis.
  4642. * @param {Vector3} yAxis - The basis's y axis.
  4643. * @param {Vector3} zAxis - The basis's z axis.
  4644. * @return {Matrix3} A reference to this matrix.
  4645. */
  4646. extractBasis( xAxis, yAxis, zAxis ) {
  4647. xAxis.setFromMatrix3Column( this, 0 );
  4648. yAxis.setFromMatrix3Column( this, 1 );
  4649. zAxis.setFromMatrix3Column( this, 2 );
  4650. return this;
  4651. }
  4652. /**
  4653. * Set this matrix to the upper 3x3 matrix of the given 4x4 matrix.
  4654. *
  4655. * @param {Matrix4} m - The 4x4 matrix.
  4656. * @return {Matrix3} A reference to this matrix.
  4657. */
  4658. setFromMatrix4( m ) {
  4659. const me = m.elements;
  4660. this.set(
  4661. me[ 0 ], me[ 4 ], me[ 8 ],
  4662. me[ 1 ], me[ 5 ], me[ 9 ],
  4663. me[ 2 ], me[ 6 ], me[ 10 ]
  4664. );
  4665. return this;
  4666. }
  4667. /**
  4668. * Post-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. multiply( m ) {
  4674. return this.multiplyMatrices( this, m );
  4675. }
  4676. /**
  4677. * Pre-multiplies this matrix by the given 3x3 matrix.
  4678. *
  4679. * @param {Matrix3} m - The matrix to multiply with.
  4680. * @return {Matrix3} A reference to this matrix.
  4681. */
  4682. premultiply( m ) {
  4683. return this.multiplyMatrices( m, this );
  4684. }
  4685. /**
  4686. * Multiples the given 3x3 matrices and stores the result
  4687. * in this matrix.
  4688. *
  4689. * @param {Matrix3} a - The first matrix.
  4690. * @param {Matrix3} b - The second matrix.
  4691. * @return {Matrix3} A reference to this matrix.
  4692. */
  4693. multiplyMatrices( a, b ) {
  4694. const ae = a.elements;
  4695. const be = b.elements;
  4696. const te = this.elements;
  4697. const a11 = ae[ 0 ], a12 = ae[ 3 ], a13 = ae[ 6 ];
  4698. const a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ];
  4699. const a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ];
  4700. const b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ];
  4701. const b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ];
  4702. const b31 = be[ 2 ], b32 = be[ 5 ], b33 = be[ 8 ];
  4703. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31;
  4704. te[ 3 ] = a11 * b12 + a12 * b22 + a13 * b32;
  4705. te[ 6 ] = a11 * b13 + a12 * b23 + a13 * b33;
  4706. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31;
  4707. te[ 4 ] = a21 * b12 + a22 * b22 + a23 * b32;
  4708. te[ 7 ] = a21 * b13 + a22 * b23 + a23 * b33;
  4709. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31;
  4710. te[ 5 ] = a31 * b12 + a32 * b22 + a33 * b32;
  4711. te[ 8 ] = a31 * b13 + a32 * b23 + a33 * b33;
  4712. return this;
  4713. }
  4714. /**
  4715. * Multiplies every component of the matrix by the given scalar.
  4716. *
  4717. * @param {number} s - The scalar.
  4718. * @return {Matrix3} A reference to this matrix.
  4719. */
  4720. multiplyScalar( s ) {
  4721. const te = this.elements;
  4722. te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s;
  4723. te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s;
  4724. te[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s;
  4725. return this;
  4726. }
  4727. /**
  4728. * Computes and returns the determinant of this matrix.
  4729. *
  4730. * @return {number} The determinant.
  4731. */
  4732. determinant() {
  4733. const te = this.elements;
  4734. const a = te[ 0 ], b = te[ 1 ], c = te[ 2 ],
  4735. d = te[ 3 ], e = te[ 4 ], f = te[ 5 ],
  4736. g = te[ 6 ], h = te[ 7 ], i = te[ 8 ];
  4737. return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;
  4738. }
  4739. /**
  4740. * Inverts this matrix, using the [analytic method](https://en.wikipedia.org/wiki/Invertible_matrix#Analytic_solution).
  4741. * You can not invert with a determinant of zero. If you attempt this, the method produces
  4742. * a zero matrix instead.
  4743. *
  4744. * @return {Matrix3} A reference to this matrix.
  4745. */
  4746. invert() {
  4747. const te = this.elements,
  4748. n11 = te[ 0 ], n21 = te[ 1 ], n31 = te[ 2 ],
  4749. n12 = te[ 3 ], n22 = te[ 4 ], n32 = te[ 5 ],
  4750. n13 = te[ 6 ], n23 = te[ 7 ], n33 = te[ 8 ],
  4751. t11 = n33 * n22 - n32 * n23,
  4752. t12 = n32 * n13 - n33 * n12,
  4753. t13 = n23 * n12 - n22 * n13,
  4754. det = n11 * t11 + n21 * t12 + n31 * t13;
  4755. if ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0 );
  4756. const detInv = 1 / det;
  4757. te[ 0 ] = t11 * detInv;
  4758. te[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv;
  4759. te[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv;
  4760. te[ 3 ] = t12 * detInv;
  4761. te[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv;
  4762. te[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv;
  4763. te[ 6 ] = t13 * detInv;
  4764. te[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv;
  4765. te[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv;
  4766. return this;
  4767. }
  4768. /**
  4769. * Transposes this matrix in place.
  4770. *
  4771. * @return {Matrix3} A reference to this matrix.
  4772. */
  4773. transpose() {
  4774. let tmp;
  4775. const m = this.elements;
  4776. tmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp;
  4777. tmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp;
  4778. tmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp;
  4779. return this;
  4780. }
  4781. /**
  4782. * Computes the normal matrix which is the inverse transpose of the upper
  4783. * left 3x3 portion of the given 4x4 matrix.
  4784. *
  4785. * @param {Matrix4} matrix4 - The 4x4 matrix.
  4786. * @return {Matrix3} A reference to this matrix.
  4787. */
  4788. getNormalMatrix( matrix4 ) {
  4789. return this.setFromMatrix4( matrix4 ).invert().transpose();
  4790. }
  4791. /**
  4792. * Transposes this matrix into the supplied array, and returns itself unchanged.
  4793. *
  4794. * @param {Array<number>} r - An array to store the transposed matrix elements.
  4795. * @return {Matrix3} A reference to this matrix.
  4796. */
  4797. transposeIntoArray( r ) {
  4798. const m = this.elements;
  4799. r[ 0 ] = m[ 0 ];
  4800. r[ 1 ] = m[ 3 ];
  4801. r[ 2 ] = m[ 6 ];
  4802. r[ 3 ] = m[ 1 ];
  4803. r[ 4 ] = m[ 4 ];
  4804. r[ 5 ] = m[ 7 ];
  4805. r[ 6 ] = m[ 2 ];
  4806. r[ 7 ] = m[ 5 ];
  4807. r[ 8 ] = m[ 8 ];
  4808. return this;
  4809. }
  4810. /**
  4811. * Sets the UV transform matrix from offset, repeat, rotation, and center.
  4812. *
  4813. * @param {number} tx - Offset x.
  4814. * @param {number} ty - Offset y.
  4815. * @param {number} sx - Repeat x.
  4816. * @param {number} sy - Repeat y.
  4817. * @param {number} rotation - Rotation, in radians. Positive values rotate counterclockwise.
  4818. * @param {number} cx - Center x of rotation.
  4819. * @param {number} cy - Center y of rotation
  4820. * @return {Matrix3} A reference to this matrix.
  4821. */
  4822. setUvTransform( tx, ty, sx, sy, rotation, cx, cy ) {
  4823. const c = Math.cos( rotation );
  4824. const s = Math.sin( rotation );
  4825. this.set(
  4826. sx * c, sx * s, - sx * ( c * cx + s * cy ) + cx + tx,
  4827. - sy * s, sy * c, - sy * ( - s * cx + c * cy ) + cy + ty,
  4828. 0, 0, 1
  4829. );
  4830. return this;
  4831. }
  4832. /**
  4833. * Scales this matrix with the given scalar values.
  4834. *
  4835. * @param {number} sx - The amount to scale in the X axis.
  4836. * @param {number} sy - The amount to scale in the Y axis.
  4837. * @return {Matrix3} A reference to this matrix.
  4838. */
  4839. scale( sx, sy ) {
  4840. this.premultiply( _m3.makeScale( sx, sy ) );
  4841. return this;
  4842. }
  4843. /**
  4844. * Rotates this matrix by the given angle.
  4845. *
  4846. * @param {number} theta - The rotation in radians.
  4847. * @return {Matrix3} A reference to this matrix.
  4848. */
  4849. rotate( theta ) {
  4850. this.premultiply( _m3.makeRotation( - theta ) );
  4851. return this;
  4852. }
  4853. /**
  4854. * Translates this matrix by the given scalar values.
  4855. *
  4856. * @param {number} tx - The amount to translate in the X axis.
  4857. * @param {number} ty - The amount to translate in the Y axis.
  4858. * @return {Matrix3} A reference to this matrix.
  4859. */
  4860. translate( tx, ty ) {
  4861. this.premultiply( _m3.makeTranslation( tx, ty ) );
  4862. return this;
  4863. }
  4864. // for 2D Transforms
  4865. /**
  4866. * Sets this matrix as a 2D translation transform.
  4867. *
  4868. * @param {number|Vector2} x - The amount to translate in the X axis or alternatively a translation vector.
  4869. * @param {number} y - The amount to translate in the Y axis.
  4870. * @return {Matrix3} A reference to this matrix.
  4871. */
  4872. makeTranslation( x, y ) {
  4873. if ( x.isVector2 ) {
  4874. this.set(
  4875. 1, 0, x.x,
  4876. 0, 1, x.y,
  4877. 0, 0, 1
  4878. );
  4879. } else {
  4880. this.set(
  4881. 1, 0, x,
  4882. 0, 1, y,
  4883. 0, 0, 1
  4884. );
  4885. }
  4886. return this;
  4887. }
  4888. /**
  4889. * Sets this matrix as a 2D rotational transformation.
  4890. *
  4891. * @param {number} theta - The rotation in radians.
  4892. * @return {Matrix3} A reference to this matrix.
  4893. */
  4894. makeRotation( theta ) {
  4895. // counterclockwise
  4896. const c = Math.cos( theta );
  4897. const s = Math.sin( theta );
  4898. this.set(
  4899. c, - s, 0,
  4900. s, c, 0,
  4901. 0, 0, 1
  4902. );
  4903. return this;
  4904. }
  4905. /**
  4906. * Sets this matrix as a 2D scale transform.
  4907. *
  4908. * @param {number} x - The amount to scale in the X axis.
  4909. * @param {number} y - The amount to scale in the Y axis.
  4910. * @return {Matrix3} A reference to this matrix.
  4911. */
  4912. makeScale( x, y ) {
  4913. this.set(
  4914. x, 0, 0,
  4915. 0, y, 0,
  4916. 0, 0, 1
  4917. );
  4918. return this;
  4919. }
  4920. /**
  4921. * Returns `true` if this matrix is equal with the given one.
  4922. *
  4923. * @param {Matrix3} matrix - The matrix to test for equality.
  4924. * @return {boolean} Whether this matrix is equal with the given one.
  4925. */
  4926. equals( matrix ) {
  4927. const te = this.elements;
  4928. const me = matrix.elements;
  4929. for ( let i = 0; i < 9; i ++ ) {
  4930. if ( te[ i ] !== me[ i ] ) return false;
  4931. }
  4932. return true;
  4933. }
  4934. /**
  4935. * Sets the elements of the matrix from the given array.
  4936. *
  4937. * @param {Array<number>} array - The matrix elements in column-major order.
  4938. * @param {number} [offset=0] - Index of the first element in the array.
  4939. * @return {Matrix3} A reference to this matrix.
  4940. */
  4941. fromArray( array, offset = 0 ) {
  4942. for ( let i = 0; i < 9; i ++ ) {
  4943. this.elements[ i ] = array[ i + offset ];
  4944. }
  4945. return this;
  4946. }
  4947. /**
  4948. * Writes the elements of this matrix to the given array. If no array is provided,
  4949. * the method returns a new instance.
  4950. *
  4951. * @param {Array<number>} [array=[]] - The target array holding the matrix elements in column-major order.
  4952. * @param {number} [offset=0] - Index of the first element in the array.
  4953. * @return {Array<number>} The matrix elements in column-major order.
  4954. */
  4955. toArray( array = [], offset = 0 ) {
  4956. const te = this.elements;
  4957. array[ offset ] = te[ 0 ];
  4958. array[ offset + 1 ] = te[ 1 ];
  4959. array[ offset + 2 ] = te[ 2 ];
  4960. array[ offset + 3 ] = te[ 3 ];
  4961. array[ offset + 4 ] = te[ 4 ];
  4962. array[ offset + 5 ] = te[ 5 ];
  4963. array[ offset + 6 ] = te[ 6 ];
  4964. array[ offset + 7 ] = te[ 7 ];
  4965. array[ offset + 8 ] = te[ 8 ];
  4966. return array;
  4967. }
  4968. /**
  4969. * Returns a matrix with copied values from this instance.
  4970. *
  4971. * @return {Matrix3} A clone of this instance.
  4972. */
  4973. clone() {
  4974. return new this.constructor().fromArray( this.elements );
  4975. }
  4976. }
  4977. const _m3 = /*@__PURE__*/ new Matrix3();
  4978. const LINEAR_REC709_TO_XYZ = /*@__PURE__*/ new Matrix3().set(
  4979. 0.4123908, 0.3575843, 0.1804808,
  4980. 0.2126390, 0.7151687, 0.0721923,
  4981. 0.0193308, 0.1191948, 0.9505322
  4982. );
  4983. const XYZ_TO_LINEAR_REC709 = /*@__PURE__*/ new Matrix3().set(
  4984. 3.2409699, -1.5373832, -0.4986108,
  4985. -0.9692436, 1.8759675, 0.0415551,
  4986. 0.0556301, -0.203977, 1.0569715
  4987. );
  4988. function createColorManagement() {
  4989. const ColorManagement = {
  4990. enabled: true,
  4991. workingColorSpace: LinearSRGBColorSpace,
  4992. /**
  4993. * Implementations of supported color spaces.
  4994. *
  4995. * Required:
  4996. * - primaries: chromaticity coordinates [ rx ry gx gy bx by ]
  4997. * - whitePoint: reference white [ x y ]
  4998. * - transfer: transfer function (pre-defined)
  4999. * - toXYZ: Matrix3 RGB to XYZ transform
  5000. * - fromXYZ: Matrix3 XYZ to RGB transform
  5001. * - luminanceCoefficients: RGB luminance coefficients
  5002. *
  5003. * Optional:
  5004. * - outputColorSpaceConfig: { drawingBufferColorSpace: ColorSpace, toneMappingMode: 'extended' | 'standard' }
  5005. * - workingColorSpaceConfig: { unpackColorSpace: ColorSpace }
  5006. *
  5007. * Reference:
  5008. * - https://www.russellcottrell.com/photo/matrixCalculator.htm
  5009. */
  5010. spaces: {},
  5011. convert: function ( color, sourceColorSpace, targetColorSpace ) {
  5012. if ( this.enabled === false || sourceColorSpace === targetColorSpace || ! sourceColorSpace || ! targetColorSpace ) {
  5013. return color;
  5014. }
  5015. if ( this.spaces[ sourceColorSpace ].transfer === SRGBTransfer ) {
  5016. color.r = SRGBToLinear( color.r );
  5017. color.g = SRGBToLinear( color.g );
  5018. color.b = SRGBToLinear( color.b );
  5019. }
  5020. if ( this.spaces[ sourceColorSpace ].primaries !== this.spaces[ targetColorSpace ].primaries ) {
  5021. color.applyMatrix3( this.spaces[ sourceColorSpace ].toXYZ );
  5022. color.applyMatrix3( this.spaces[ targetColorSpace ].fromXYZ );
  5023. }
  5024. if ( this.spaces[ targetColorSpace ].transfer === SRGBTransfer ) {
  5025. color.r = LinearToSRGB( color.r );
  5026. color.g = LinearToSRGB( color.g );
  5027. color.b = LinearToSRGB( color.b );
  5028. }
  5029. return color;
  5030. },
  5031. workingToColorSpace: function ( color, targetColorSpace ) {
  5032. return this.convert( color, this.workingColorSpace, targetColorSpace );
  5033. },
  5034. colorSpaceToWorking: function ( color, sourceColorSpace ) {
  5035. return this.convert( color, sourceColorSpace, this.workingColorSpace );
  5036. },
  5037. getPrimaries: function ( colorSpace ) {
  5038. return this.spaces[ colorSpace ].primaries;
  5039. },
  5040. getTransfer: function ( colorSpace ) {
  5041. if ( colorSpace === NoColorSpace ) return LinearTransfer;
  5042. return this.spaces[ colorSpace ].transfer;
  5043. },
  5044. getToneMappingMode: function ( colorSpace ) {
  5045. return this.spaces[ colorSpace ].outputColorSpaceConfig.toneMappingMode || 'standard';
  5046. },
  5047. getLuminanceCoefficients: function ( target, colorSpace = this.workingColorSpace ) {
  5048. return target.fromArray( this.spaces[ colorSpace ].luminanceCoefficients );
  5049. },
  5050. define: function ( colorSpaces ) {
  5051. Object.assign( this.spaces, colorSpaces );
  5052. },
  5053. // Internal APIs
  5054. _getMatrix: function ( targetMatrix, sourceColorSpace, targetColorSpace ) {
  5055. return targetMatrix
  5056. .copy( this.spaces[ sourceColorSpace ].toXYZ )
  5057. .multiply( this.spaces[ targetColorSpace ].fromXYZ );
  5058. },
  5059. _getDrawingBufferColorSpace: function ( colorSpace ) {
  5060. return this.spaces[ colorSpace ].outputColorSpaceConfig.drawingBufferColorSpace;
  5061. },
  5062. _getUnpackColorSpace: function ( colorSpace = this.workingColorSpace ) {
  5063. return this.spaces[ colorSpace ].workingColorSpaceConfig.unpackColorSpace;
  5064. },
  5065. // Deprecated
  5066. fromWorkingColorSpace: function ( color, targetColorSpace ) {
  5067. warnOnce( 'ColorManagement: .fromWorkingColorSpace() has been renamed to .workingToColorSpace().' ); // @deprecated, r177
  5068. return ColorManagement.workingToColorSpace( color, targetColorSpace );
  5069. },
  5070. toWorkingColorSpace: function ( color, sourceColorSpace ) {
  5071. warnOnce( 'ColorManagement: .toWorkingColorSpace() has been renamed to .colorSpaceToWorking().' ); // @deprecated, r177
  5072. return ColorManagement.colorSpaceToWorking( color, sourceColorSpace );
  5073. },
  5074. };
  5075. /******************************************************************************
  5076. * sRGB definitions
  5077. */
  5078. const REC709_PRIMARIES = [ 0.640, 0.330, 0.300, 0.600, 0.150, 0.060 ];
  5079. const REC709_LUMINANCE_COEFFICIENTS = [ 0.2126, 0.7152, 0.0722 ];
  5080. const D65 = [ 0.3127, 0.3290 ];
  5081. ColorManagement.define( {
  5082. [ LinearSRGBColorSpace ]: {
  5083. primaries: REC709_PRIMARIES,
  5084. whitePoint: D65,
  5085. transfer: LinearTransfer,
  5086. toXYZ: LINEAR_REC709_TO_XYZ,
  5087. fromXYZ: XYZ_TO_LINEAR_REC709,
  5088. luminanceCoefficients: REC709_LUMINANCE_COEFFICIENTS,
  5089. workingColorSpaceConfig: { unpackColorSpace: SRGBColorSpace },
  5090. outputColorSpaceConfig: { drawingBufferColorSpace: SRGBColorSpace }
  5091. },
  5092. [ SRGBColorSpace ]: {
  5093. primaries: REC709_PRIMARIES,
  5094. whitePoint: D65,
  5095. transfer: SRGBTransfer,
  5096. toXYZ: LINEAR_REC709_TO_XYZ,
  5097. fromXYZ: XYZ_TO_LINEAR_REC709,
  5098. luminanceCoefficients: REC709_LUMINANCE_COEFFICIENTS,
  5099. outputColorSpaceConfig: { drawingBufferColorSpace: SRGBColorSpace }
  5100. },
  5101. } );
  5102. return ColorManagement;
  5103. }
  5104. const ColorManagement = /*@__PURE__*/ createColorManagement();
  5105. function SRGBToLinear( c ) {
  5106. return ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 );
  5107. }
  5108. function LinearToSRGB( c ) {
  5109. return ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055;
  5110. }
  5111. let _canvas;
  5112. /**
  5113. * A class containing utility functions for images.
  5114. *
  5115. * @hideconstructor
  5116. */
  5117. class ImageUtils {
  5118. /**
  5119. * Returns a data URI containing a representation of the given image.
  5120. *
  5121. * @param {(HTMLImageElement|HTMLCanvasElement)} image - The image object.
  5122. * @param {string} [type='image/png'] - Indicates the image format.
  5123. * @return {string} The data URI.
  5124. */
  5125. static getDataURL( image, type = 'image/png' ) {
  5126. if ( /^data:/i.test( image.src ) ) {
  5127. return image.src;
  5128. }
  5129. if ( typeof HTMLCanvasElement === 'undefined' ) {
  5130. return image.src;
  5131. }
  5132. let canvas;
  5133. if ( image instanceof HTMLCanvasElement ) {
  5134. canvas = image;
  5135. } else {
  5136. if ( _canvas === undefined ) _canvas = createElementNS( 'canvas' );
  5137. _canvas.width = image.width;
  5138. _canvas.height = image.height;
  5139. const context = _canvas.getContext( '2d' );
  5140. if ( image instanceof ImageData ) {
  5141. context.putImageData( image, 0, 0 );
  5142. } else {
  5143. context.drawImage( image, 0, 0, image.width, image.height );
  5144. }
  5145. canvas = _canvas;
  5146. }
  5147. return canvas.toDataURL( type );
  5148. }
  5149. /**
  5150. * Converts the given sRGB image data to linear color space.
  5151. *
  5152. * @param {(HTMLImageElement|HTMLCanvasElement|ImageBitmap|Object)} image - The image object.
  5153. * @return {HTMLCanvasElement|Object} The converted image.
  5154. */
  5155. static sRGBToLinear( image ) {
  5156. if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||
  5157. ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||
  5158. ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {
  5159. const canvas = createElementNS( 'canvas' );
  5160. canvas.width = image.width;
  5161. canvas.height = image.height;
  5162. const context = canvas.getContext( '2d' );
  5163. context.drawImage( image, 0, 0, image.width, image.height );
  5164. const imageData = context.getImageData( 0, 0, image.width, image.height );
  5165. const data = imageData.data;
  5166. for ( let i = 0; i < data.length; i ++ ) {
  5167. data[ i ] = SRGBToLinear( data[ i ] / 255 ) * 255;
  5168. }
  5169. context.putImageData( imageData, 0, 0 );
  5170. return canvas;
  5171. } else if ( image.data ) {
  5172. const data = image.data.slice( 0 );
  5173. for ( let i = 0; i < data.length; i ++ ) {
  5174. if ( data instanceof Uint8Array || data instanceof Uint8ClampedArray ) {
  5175. data[ i ] = Math.floor( SRGBToLinear( data[ i ] / 255 ) * 255 );
  5176. } else {
  5177. // assuming float
  5178. data[ i ] = SRGBToLinear( data[ i ] );
  5179. }
  5180. }
  5181. return {
  5182. data: data,
  5183. width: image.width,
  5184. height: image.height
  5185. };
  5186. } else {
  5187. warn( 'ImageUtils.sRGBToLinear(): Unsupported image type. No color space conversion applied.' );
  5188. return image;
  5189. }
  5190. }
  5191. }
  5192. let _sourceId = 0;
  5193. /**
  5194. * Represents the data source of a texture.
  5195. *
  5196. * The main purpose of this class is to decouple the data definition from the texture
  5197. * definition so the same data can be used with multiple texture instances.
  5198. */
  5199. class Source {
  5200. /**
  5201. * Constructs a new video texture.
  5202. *
  5203. * @param {any} [data=null] - The data definition of a texture.
  5204. */
  5205. constructor( data = null ) {
  5206. /**
  5207. * This flag can be used for type testing.
  5208. *
  5209. * @type {boolean}
  5210. * @readonly
  5211. * @default true
  5212. */
  5213. this.isSource = true;
  5214. /**
  5215. * The ID of the source.
  5216. *
  5217. * @name Source#id
  5218. * @type {number}
  5219. * @readonly
  5220. */
  5221. Object.defineProperty( this, 'id', { value: _sourceId ++ } );
  5222. /**
  5223. * The UUID of the source.
  5224. *
  5225. * @type {string}
  5226. * @readonly
  5227. */
  5228. this.uuid = generateUUID();
  5229. /**
  5230. * The data definition of a texture.
  5231. *
  5232. * @type {any}
  5233. */
  5234. this.data = data;
  5235. /**
  5236. * This property is only relevant when {@link Source#needsUpdate} is set to `true` and
  5237. * provides more control on how texture data should be processed. When `dataReady` is set
  5238. * to `false`, the engine performs the memory allocation (if necessary) but does not transfer
  5239. * the data into the GPU memory.
  5240. *
  5241. * @type {boolean}
  5242. * @default true
  5243. */
  5244. this.dataReady = true;
  5245. /**
  5246. * This starts at `0` and counts how many times {@link Source#needsUpdate} is set to `true`.
  5247. *
  5248. * @type {number}
  5249. * @readonly
  5250. * @default 0
  5251. */
  5252. this.version = 0;
  5253. }
  5254. /**
  5255. * Returns the dimensions of the source into the given target vector.
  5256. *
  5257. * @param {(Vector2|Vector3)} target - The target object the result is written into.
  5258. * @return {(Vector2|Vector3)} The dimensions of the source.
  5259. */
  5260. getSize( target ) {
  5261. const data = this.data;
  5262. if ( ( typeof HTMLVideoElement !== 'undefined' ) && ( data instanceof HTMLVideoElement ) ) {
  5263. target.set( data.videoWidth, data.videoHeight, 0 );
  5264. } else if ( data instanceof VideoFrame ) {
  5265. target.set( data.displayHeight, data.displayWidth, 0 );
  5266. } else if ( data !== null ) {
  5267. target.set( data.width, data.height, data.depth || 0 );
  5268. } else {
  5269. target.set( 0, 0, 0 );
  5270. }
  5271. return target;
  5272. }
  5273. /**
  5274. * When the property is set to `true`, the engine allocates the memory
  5275. * for the texture (if necessary) and triggers the actual texture upload
  5276. * to the GPU next time the source is used.
  5277. *
  5278. * @type {boolean}
  5279. * @default false
  5280. * @param {boolean} value
  5281. */
  5282. set needsUpdate( value ) {
  5283. if ( value === true ) this.version ++;
  5284. }
  5285. /**
  5286. * Serializes the source into JSON.
  5287. *
  5288. * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  5289. * @return {Object} A JSON object representing the serialized source.
  5290. * @see {@link ObjectLoader#parse}
  5291. */
  5292. toJSON( meta ) {
  5293. const isRootObject = ( meta === undefined || typeof meta === 'string' );
  5294. if ( ! isRootObject && meta.images[ this.uuid ] !== undefined ) {
  5295. return meta.images[ this.uuid ];
  5296. }
  5297. const output = {
  5298. uuid: this.uuid,
  5299. url: ''
  5300. };
  5301. const data = this.data;
  5302. if ( data !== null ) {
  5303. let url;
  5304. if ( Array.isArray( data ) ) {
  5305. // cube texture
  5306. url = [];
  5307. for ( let i = 0, l = data.length; i < l; i ++ ) {
  5308. if ( data[ i ].isDataTexture ) {
  5309. url.push( serializeImage( data[ i ].image ) );
  5310. } else {
  5311. url.push( serializeImage( data[ i ] ) );
  5312. }
  5313. }
  5314. } else {
  5315. // texture
  5316. url = serializeImage( data );
  5317. }
  5318. output.url = url;
  5319. }
  5320. if ( ! isRootObject ) {
  5321. meta.images[ this.uuid ] = output;
  5322. }
  5323. return output;
  5324. }
  5325. }
  5326. function serializeImage( image ) {
  5327. if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||
  5328. ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||
  5329. ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {
  5330. // default images
  5331. return ImageUtils.getDataURL( image );
  5332. } else {
  5333. if ( image.data ) {
  5334. // images of DataTexture
  5335. return {
  5336. data: Array.from( image.data ),
  5337. width: image.width,
  5338. height: image.height,
  5339. type: image.data.constructor.name
  5340. };
  5341. } else {
  5342. warn( 'Texture: Unable to serialize Texture.' );
  5343. return {};
  5344. }
  5345. }
  5346. }
  5347. let _textureId = 0;
  5348. const _tempVec3 = /*@__PURE__*/ new Vector3();
  5349. /**
  5350. * Base class for all textures.
  5351. *
  5352. * Note: After the initial use of a texture, its dimensions, format, and type
  5353. * cannot be changed. Instead, call {@link Texture#dispose} on the texture and instantiate a new one.
  5354. *
  5355. * @augments EventDispatcher
  5356. */
  5357. class Texture extends EventDispatcher {
  5358. /**
  5359. * Constructs a new texture.
  5360. *
  5361. * @param {?Object} [image=Texture.DEFAULT_IMAGE] - The image holding the texture data.
  5362. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  5363. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  5364. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  5365. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  5366. * @param {number} [minFilter=LinearMipmapLinearFilter] - The min filter value.
  5367. * @param {number} [format=RGBAFormat] - The texture format.
  5368. * @param {number} [type=UnsignedByteType] - The texture type.
  5369. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  5370. * @param {string} [colorSpace=NoColorSpace] - The color space.
  5371. */
  5372. 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 ) {
  5373. super();
  5374. /**
  5375. * This flag can be used for type testing.
  5376. *
  5377. * @type {boolean}
  5378. * @readonly
  5379. * @default true
  5380. */
  5381. this.isTexture = true;
  5382. /**
  5383. * The ID of the texture.
  5384. *
  5385. * @name Texture#id
  5386. * @type {number}
  5387. * @readonly
  5388. */
  5389. Object.defineProperty( this, 'id', { value: _textureId ++ } );
  5390. /**
  5391. * The UUID of the material.
  5392. *
  5393. * @type {string}
  5394. * @readonly
  5395. */
  5396. this.uuid = generateUUID();
  5397. /**
  5398. * The name of the material.
  5399. *
  5400. * @type {string}
  5401. */
  5402. this.name = '';
  5403. /**
  5404. * The data definition of a texture. A reference to the data source can be
  5405. * shared across textures. This is often useful in context of spritesheets
  5406. * where multiple textures render the same data but with different texture
  5407. * transformations.
  5408. *
  5409. * @type {Source}
  5410. */
  5411. this.source = new Source( image );
  5412. /**
  5413. * An array holding user-defined mipmaps.
  5414. *
  5415. * @type {Array<Object>}
  5416. */
  5417. this.mipmaps = [];
  5418. /**
  5419. * How the texture is applied to the object. The value `UVMapping`
  5420. * is the default, where texture or uv coordinates are used to apply the map.
  5421. *
  5422. * @type {(UVMapping|CubeReflectionMapping|CubeRefractionMapping|EquirectangularReflectionMapping|EquirectangularRefractionMapping|CubeUVReflectionMapping)}
  5423. * @default UVMapping
  5424. */
  5425. this.mapping = mapping;
  5426. /**
  5427. * Lets you select the uv attribute to map the texture to. `0` for `uv`,
  5428. * `1` for `uv1`, `2` for `uv2` and `3` for `uv3`.
  5429. *
  5430. * @type {number}
  5431. * @default 0
  5432. */
  5433. this.channel = 0;
  5434. /**
  5435. * This defines how the texture is wrapped horizontally and corresponds to
  5436. * *U* in UV mapping.
  5437. *
  5438. * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}
  5439. * @default ClampToEdgeWrapping
  5440. */
  5441. this.wrapS = wrapS;
  5442. /**
  5443. * This defines how the texture is wrapped horizontally and corresponds to
  5444. * *V* in UV mapping.
  5445. *
  5446. * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}
  5447. * @default ClampToEdgeWrapping
  5448. */
  5449. this.wrapT = wrapT;
  5450. /**
  5451. * How the texture is sampled when a texel covers more than one pixel.
  5452. *
  5453. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  5454. * @default LinearFilter
  5455. */
  5456. this.magFilter = magFilter;
  5457. /**
  5458. * How the texture is sampled when a texel covers less than one pixel.
  5459. *
  5460. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  5461. * @default LinearMipmapLinearFilter
  5462. */
  5463. this.minFilter = minFilter;
  5464. /**
  5465. * The number of samples taken along the axis through the pixel that has the
  5466. * highest density of texels. By default, this value is `1`. A higher value
  5467. * gives a less blurry result than a basic mipmap, at the cost of more
  5468. * texture samples being used.
  5469. *
  5470. * @type {number}
  5471. * @default 0
  5472. */
  5473. this.anisotropy = anisotropy;
  5474. /**
  5475. * The format of the texture.
  5476. *
  5477. * @type {number}
  5478. * @default RGBAFormat
  5479. */
  5480. this.format = format;
  5481. /**
  5482. * The default internal format is derived from {@link Texture#format} and {@link Texture#type} and
  5483. * defines how the texture data is going to be stored on the GPU.
  5484. *
  5485. * This property allows to overwrite the default format.
  5486. *
  5487. * @type {?string}
  5488. * @default null
  5489. */
  5490. this.internalFormat = null;
  5491. /**
  5492. * The data type of the texture.
  5493. *
  5494. * @type {number}
  5495. * @default UnsignedByteType
  5496. */
  5497. this.type = type;
  5498. /**
  5499. * How much a single repetition of the texture is offset from the beginning,
  5500. * in each direction U and V. Typical range is `0.0` to `1.0`.
  5501. *
  5502. * @type {Vector2}
  5503. * @default (0,0)
  5504. */
  5505. this.offset = new Vector2( 0, 0 );
  5506. /**
  5507. * How many times the texture is repeated across the surface, in each
  5508. * direction U and V. If repeat is set greater than `1` in either direction,
  5509. * the corresponding wrap parameter should also be set to `RepeatWrapping`
  5510. * or `MirroredRepeatWrapping` to achieve the desired tiling effect.
  5511. *
  5512. * @type {Vector2}
  5513. * @default (1,1)
  5514. */
  5515. this.repeat = new Vector2( 1, 1 );
  5516. /**
  5517. * The point around which rotation occurs. A value of `(0.5, 0.5)` corresponds
  5518. * to the center of the texture. Default is `(0, 0)`, the lower left.
  5519. *
  5520. * @type {Vector2}
  5521. * @default (0,0)
  5522. */
  5523. this.center = new Vector2( 0, 0 );
  5524. /**
  5525. * How much the texture is rotated around the center point, in radians.
  5526. * Positive values are counter-clockwise.
  5527. *
  5528. * @type {number}
  5529. * @default 0
  5530. */
  5531. this.rotation = 0;
  5532. /**
  5533. * Whether to update the texture's uv-transformation {@link Texture#matrix}
  5534. * from the properties {@link Texture#offset}, {@link Texture#repeat},
  5535. * {@link Texture#rotation}, and {@link Texture#center}.
  5536. *
  5537. * Set this to `false` if you are specifying the uv-transform matrix directly.
  5538. *
  5539. * @type {boolean}
  5540. * @default true
  5541. */
  5542. this.matrixAutoUpdate = true;
  5543. /**
  5544. * The uv-transformation matrix of the texture.
  5545. *
  5546. * @type {Matrix3}
  5547. */
  5548. this.matrix = new Matrix3();
  5549. /**
  5550. * Whether to generate mipmaps (if possible) for a texture.
  5551. *
  5552. * Set this to `false` if you are creating mipmaps manually.
  5553. *
  5554. * @type {boolean}
  5555. * @default true
  5556. */
  5557. this.generateMipmaps = true;
  5558. /**
  5559. * If set to `true`, the alpha channel, if present, is multiplied into the
  5560. * color channels when the texture is uploaded to the GPU.
  5561. *
  5562. * Note that this property has no effect when using `ImageBitmap`. You need to
  5563. * configure premultiply alpha on bitmap creation instead.
  5564. *
  5565. * @type {boolean}
  5566. * @default false
  5567. */
  5568. this.premultiplyAlpha = false;
  5569. /**
  5570. * If set to `true`, the texture is flipped along the vertical axis when
  5571. * uploaded to the GPU.
  5572. *
  5573. * Note that this property has no effect when using `ImageBitmap`. You need to
  5574. * configure the flip on bitmap creation instead.
  5575. *
  5576. * @type {boolean}
  5577. * @default true
  5578. */
  5579. this.flipY = true;
  5580. /**
  5581. * Specifies the alignment requirements for the start of each pixel row in memory.
  5582. * The allowable values are `1` (byte-alignment), `2` (rows aligned to even-numbered bytes),
  5583. * `4` (word-alignment), and `8` (rows start on double-word boundaries).
  5584. *
  5585. * @type {number}
  5586. * @default 4
  5587. */
  5588. this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)
  5589. /**
  5590. * Textures containing color data should be annotated with `SRGBColorSpace` or `LinearSRGBColorSpace`.
  5591. *
  5592. * @type {string}
  5593. * @default NoColorSpace
  5594. */
  5595. this.colorSpace = colorSpace;
  5596. /**
  5597. * An object that can be used to store custom data about the texture. It
  5598. * should not hold references to functions as these will not be cloned.
  5599. *
  5600. * @type {Object}
  5601. */
  5602. this.userData = {};
  5603. /**
  5604. * This can be used to only update a subregion or specific rows of the texture (for example, just the
  5605. * first 3 rows). Use the `addUpdateRange()` function to add ranges to this array.
  5606. *
  5607. * @type {Array<Object>}
  5608. */
  5609. this.updateRanges = [];
  5610. /**
  5611. * This starts at `0` and counts how many times {@link Texture#needsUpdate} is set to `true`.
  5612. *
  5613. * @type {number}
  5614. * @readonly
  5615. * @default 0
  5616. */
  5617. this.version = 0;
  5618. /**
  5619. * A callback function, called when the texture is updated (e.g., when
  5620. * {@link Texture#needsUpdate} has been set to true and then the texture is used).
  5621. *
  5622. * @type {?Function}
  5623. * @default null
  5624. */
  5625. this.onUpdate = null;
  5626. /**
  5627. * An optional back reference to the textures render target.
  5628. *
  5629. * @type {?(RenderTarget|WebGLRenderTarget)}
  5630. * @default null
  5631. */
  5632. this.renderTarget = null;
  5633. /**
  5634. * Indicates whether a texture belongs to a render target or not.
  5635. *
  5636. * @type {boolean}
  5637. * @readonly
  5638. * @default false
  5639. */
  5640. this.isRenderTargetTexture = false;
  5641. /**
  5642. * Indicates if a texture should be handled like a texture array.
  5643. *
  5644. * @type {boolean}
  5645. * @readonly
  5646. * @default false
  5647. */
  5648. this.isArrayTexture = image && image.depth && image.depth > 1 ? true : false;
  5649. /**
  5650. * Indicates whether this texture should be processed by `PMREMGenerator` or not
  5651. * (only relevant for render target textures).
  5652. *
  5653. * @type {number}
  5654. * @readonly
  5655. * @default 0
  5656. */
  5657. this.pmremVersion = 0;
  5658. }
  5659. /**
  5660. * The width of the texture in pixels.
  5661. */
  5662. get width() {
  5663. return this.source.getSize( _tempVec3 ).x;
  5664. }
  5665. /**
  5666. * The height of the texture in pixels.
  5667. */
  5668. get height() {
  5669. return this.source.getSize( _tempVec3 ).y;
  5670. }
  5671. /**
  5672. * The depth of the texture in pixels.
  5673. */
  5674. get depth() {
  5675. return this.source.getSize( _tempVec3 ).z;
  5676. }
  5677. /**
  5678. * The image object holding the texture data.
  5679. *
  5680. * @type {?Object}
  5681. */
  5682. get image() {
  5683. return this.source.data;
  5684. }
  5685. set image( value = null ) {
  5686. this.source.data = value;
  5687. }
  5688. /**
  5689. * Updates the texture transformation matrix from the from the properties {@link Texture#offset},
  5690. * {@link Texture#repeat}, {@link Texture#rotation}, and {@link Texture#center}.
  5691. */
  5692. updateMatrix() {
  5693. this.matrix.setUvTransform( this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y );
  5694. }
  5695. /**
  5696. * Adds a range of data in the data texture to be updated on the GPU.
  5697. *
  5698. * @param {number} start - Position at which to start update.
  5699. * @param {number} count - The number of components to update.
  5700. */
  5701. addUpdateRange( start, count ) {
  5702. this.updateRanges.push( { start, count } );
  5703. }
  5704. /**
  5705. * Clears the update ranges.
  5706. */
  5707. clearUpdateRanges() {
  5708. this.updateRanges.length = 0;
  5709. }
  5710. /**
  5711. * Returns a new texture with copied values from this instance.
  5712. *
  5713. * @return {Texture} A clone of this instance.
  5714. */
  5715. clone() {
  5716. return new this.constructor().copy( this );
  5717. }
  5718. /**
  5719. * Copies the values of the given texture to this instance.
  5720. *
  5721. * @param {Texture} source - The texture to copy.
  5722. * @return {Texture} A reference to this instance.
  5723. */
  5724. copy( source ) {
  5725. this.name = source.name;
  5726. this.source = source.source;
  5727. this.mipmaps = source.mipmaps.slice( 0 );
  5728. this.mapping = source.mapping;
  5729. this.channel = source.channel;
  5730. this.wrapS = source.wrapS;
  5731. this.wrapT = source.wrapT;
  5732. this.magFilter = source.magFilter;
  5733. this.minFilter = source.minFilter;
  5734. this.anisotropy = source.anisotropy;
  5735. this.format = source.format;
  5736. this.internalFormat = source.internalFormat;
  5737. this.type = source.type;
  5738. this.offset.copy( source.offset );
  5739. this.repeat.copy( source.repeat );
  5740. this.center.copy( source.center );
  5741. this.rotation = source.rotation;
  5742. this.matrixAutoUpdate = source.matrixAutoUpdate;
  5743. this.matrix.copy( source.matrix );
  5744. this.generateMipmaps = source.generateMipmaps;
  5745. this.premultiplyAlpha = source.premultiplyAlpha;
  5746. this.flipY = source.flipY;
  5747. this.unpackAlignment = source.unpackAlignment;
  5748. this.colorSpace = source.colorSpace;
  5749. this.renderTarget = source.renderTarget;
  5750. this.isRenderTargetTexture = source.isRenderTargetTexture;
  5751. this.isArrayTexture = source.isArrayTexture;
  5752. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  5753. this.needsUpdate = true;
  5754. return this;
  5755. }
  5756. /**
  5757. * Sets this texture's properties based on `values`.
  5758. * @param {Object} values - A container with texture parameters.
  5759. */
  5760. setValues( values ) {
  5761. for ( const key in values ) {
  5762. const newValue = values[ key ];
  5763. if ( newValue === undefined ) {
  5764. warn( `Texture.setValues(): parameter '${ key }' has value of undefined.` );
  5765. continue;
  5766. }
  5767. const currentValue = this[ key ];
  5768. if ( currentValue === undefined ) {
  5769. warn( `Texture.setValues(): property '${ key }' does not exist.` );
  5770. continue;
  5771. }
  5772. if ( ( currentValue && newValue ) && ( currentValue.isVector2 && newValue.isVector2 ) ) {
  5773. currentValue.copy( newValue );
  5774. } else if ( ( currentValue && newValue ) && ( currentValue.isVector3 && newValue.isVector3 ) ) {
  5775. currentValue.copy( newValue );
  5776. } else if ( ( currentValue && newValue ) && ( currentValue.isMatrix3 && newValue.isMatrix3 ) ) {
  5777. currentValue.copy( newValue );
  5778. } else {
  5779. this[ key ] = newValue;
  5780. }
  5781. }
  5782. }
  5783. /**
  5784. * Serializes the texture into JSON.
  5785. *
  5786. * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  5787. * @return {Object} A JSON object representing the serialized texture.
  5788. * @see {@link ObjectLoader#parse}
  5789. */
  5790. toJSON( meta ) {
  5791. const isRootObject = ( meta === undefined || typeof meta === 'string' );
  5792. if ( ! isRootObject && meta.textures[ this.uuid ] !== undefined ) {
  5793. return meta.textures[ this.uuid ];
  5794. }
  5795. const output = {
  5796. metadata: {
  5797. version: 4.7,
  5798. type: 'Texture',
  5799. generator: 'Texture.toJSON'
  5800. },
  5801. uuid: this.uuid,
  5802. name: this.name,
  5803. image: this.source.toJSON( meta ).uuid,
  5804. mapping: this.mapping,
  5805. channel: this.channel,
  5806. repeat: [ this.repeat.x, this.repeat.y ],
  5807. offset: [ this.offset.x, this.offset.y ],
  5808. center: [ this.center.x, this.center.y ],
  5809. rotation: this.rotation,
  5810. wrap: [ this.wrapS, this.wrapT ],
  5811. format: this.format,
  5812. internalFormat: this.internalFormat,
  5813. type: this.type,
  5814. colorSpace: this.colorSpace,
  5815. minFilter: this.minFilter,
  5816. magFilter: this.magFilter,
  5817. anisotropy: this.anisotropy,
  5818. flipY: this.flipY,
  5819. generateMipmaps: this.generateMipmaps,
  5820. premultiplyAlpha: this.premultiplyAlpha,
  5821. unpackAlignment: this.unpackAlignment
  5822. };
  5823. if ( Object.keys( this.userData ).length > 0 ) output.userData = this.userData;
  5824. if ( ! isRootObject ) {
  5825. meta.textures[ this.uuid ] = output;
  5826. }
  5827. return output;
  5828. }
  5829. /**
  5830. * Frees the GPU-related resources allocated by this instance. Call this
  5831. * method whenever this instance is no longer used in your app.
  5832. *
  5833. * @fires Texture#dispose
  5834. */
  5835. dispose() {
  5836. /**
  5837. * Fires when the texture has been disposed of.
  5838. *
  5839. * @event Texture#dispose
  5840. * @type {Object}
  5841. */
  5842. this.dispatchEvent( { type: 'dispose' } );
  5843. }
  5844. /**
  5845. * Transforms the given uv vector with the textures uv transformation matrix.
  5846. *
  5847. * @param {Vector2} uv - The uv vector.
  5848. * @return {Vector2} The transformed uv vector.
  5849. */
  5850. transformUv( uv ) {
  5851. if ( this.mapping !== UVMapping ) return uv;
  5852. uv.applyMatrix3( this.matrix );
  5853. if ( uv.x < 0 || uv.x > 1 ) {
  5854. switch ( this.wrapS ) {
  5855. case RepeatWrapping:
  5856. uv.x = uv.x - Math.floor( uv.x );
  5857. break;
  5858. case ClampToEdgeWrapping:
  5859. uv.x = uv.x < 0 ? 0 : 1;
  5860. break;
  5861. case MirroredRepeatWrapping:
  5862. if ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) {
  5863. uv.x = Math.ceil( uv.x ) - uv.x;
  5864. } else {
  5865. uv.x = uv.x - Math.floor( uv.x );
  5866. }
  5867. break;
  5868. }
  5869. }
  5870. if ( uv.y < 0 || uv.y > 1 ) {
  5871. switch ( this.wrapT ) {
  5872. case RepeatWrapping:
  5873. uv.y = uv.y - Math.floor( uv.y );
  5874. break;
  5875. case ClampToEdgeWrapping:
  5876. uv.y = uv.y < 0 ? 0 : 1;
  5877. break;
  5878. case MirroredRepeatWrapping:
  5879. if ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) {
  5880. uv.y = Math.ceil( uv.y ) - uv.y;
  5881. } else {
  5882. uv.y = uv.y - Math.floor( uv.y );
  5883. }
  5884. break;
  5885. }
  5886. }
  5887. if ( this.flipY ) {
  5888. uv.y = 1 - uv.y;
  5889. }
  5890. return uv;
  5891. }
  5892. /**
  5893. * Setting this property to `true` indicates the engine the texture
  5894. * must be updated in the next render. This triggers a texture upload
  5895. * to the GPU and ensures correct texture parameter configuration.
  5896. *
  5897. * @type {boolean}
  5898. * @default false
  5899. * @param {boolean} value
  5900. */
  5901. set needsUpdate( value ) {
  5902. if ( value === true ) {
  5903. this.version ++;
  5904. this.source.needsUpdate = true;
  5905. }
  5906. }
  5907. /**
  5908. * Setting this property to `true` indicates the engine the PMREM
  5909. * must be regenerated.
  5910. *
  5911. * @type {boolean}
  5912. * @default false
  5913. * @param {boolean} value
  5914. */
  5915. set needsPMREMUpdate( value ) {
  5916. if ( value === true ) {
  5917. this.pmremVersion ++;
  5918. }
  5919. }
  5920. }
  5921. /**
  5922. * The default image for all textures.
  5923. *
  5924. * @static
  5925. * @type {?Image}
  5926. * @default null
  5927. */
  5928. Texture.DEFAULT_IMAGE = null;
  5929. /**
  5930. * The default mapping for all textures.
  5931. *
  5932. * @static
  5933. * @type {number}
  5934. * @default UVMapping
  5935. */
  5936. Texture.DEFAULT_MAPPING = UVMapping;
  5937. /**
  5938. * The default anisotropy value for all textures.
  5939. *
  5940. * @static
  5941. * @type {number}
  5942. * @default 1
  5943. */
  5944. Texture.DEFAULT_ANISOTROPY = 1;
  5945. /**
  5946. * Class representing a 4D vector. A 4D vector is an ordered quadruplet of numbers
  5947. * (labeled x, y, z and w), which can be used to represent a number of things, such as:
  5948. *
  5949. * - A point in 4D space.
  5950. * - A direction and length in 4D space. In three.js the length will
  5951. * always be the Euclidean distance(straight-line distance) from `(0, 0, 0, 0)` to `(x, y, z, w)`
  5952. * and the direction is also measured from `(0, 0, 0, 0)` towards `(x, y, z, w)`.
  5953. * - Any arbitrary ordered quadruplet of numbers.
  5954. *
  5955. * There are other things a 4D vector can be used to represent, however these
  5956. * are the most common uses in *three.js*.
  5957. *
  5958. * Iterating through a vector instance will yield its components `(x, y, z, w)` in
  5959. * the corresponding order.
  5960. * ```js
  5961. * const a = new THREE.Vector4( 0, 1, 0, 0 );
  5962. *
  5963. * //no arguments; will be initialised to (0, 0, 0, 1)
  5964. * const b = new THREE.Vector4( );
  5965. *
  5966. * const d = a.dot( b );
  5967. * ```
  5968. */
  5969. class Vector4 {
  5970. /**
  5971. * Constructs a new 4D vector.
  5972. *
  5973. * @param {number} [x=0] - The x value of this vector.
  5974. * @param {number} [y=0] - The y value of this vector.
  5975. * @param {number} [z=0] - The z value of this vector.
  5976. * @param {number} [w=1] - The w value of this vector.
  5977. */
  5978. constructor( x = 0, y = 0, z = 0, w = 1 ) {
  5979. /**
  5980. * This flag can be used for type testing.
  5981. *
  5982. * @type {boolean}
  5983. * @readonly
  5984. * @default true
  5985. */
  5986. Vector4.prototype.isVector4 = true;
  5987. /**
  5988. * The x value of this vector.
  5989. *
  5990. * @type {number}
  5991. */
  5992. this.x = x;
  5993. /**
  5994. * The y value of this vector.
  5995. *
  5996. * @type {number}
  5997. */
  5998. this.y = y;
  5999. /**
  6000. * The z value of this vector.
  6001. *
  6002. * @type {number}
  6003. */
  6004. this.z = z;
  6005. /**
  6006. * The w value of this vector.
  6007. *
  6008. * @type {number}
  6009. */
  6010. this.w = w;
  6011. }
  6012. /**
  6013. * Alias for {@link Vector4#z}.
  6014. *
  6015. * @type {number}
  6016. */
  6017. get width() {
  6018. return this.z;
  6019. }
  6020. set width( value ) {
  6021. this.z = value;
  6022. }
  6023. /**
  6024. * Alias for {@link Vector4#w}.
  6025. *
  6026. * @type {number}
  6027. */
  6028. get height() {
  6029. return this.w;
  6030. }
  6031. set height( value ) {
  6032. this.w = value;
  6033. }
  6034. /**
  6035. * Sets the vector components.
  6036. *
  6037. * @param {number} x - The value of the x component.
  6038. * @param {number} y - The value of the y component.
  6039. * @param {number} z - The value of the z component.
  6040. * @param {number} w - The value of the w component.
  6041. * @return {Vector4} A reference to this vector.
  6042. */
  6043. set( x, y, z, w ) {
  6044. this.x = x;
  6045. this.y = y;
  6046. this.z = z;
  6047. this.w = w;
  6048. return this;
  6049. }
  6050. /**
  6051. * Sets the vector components to the same value.
  6052. *
  6053. * @param {number} scalar - The value to set for all vector components.
  6054. * @return {Vector4} A reference to this vector.
  6055. */
  6056. setScalar( scalar ) {
  6057. this.x = scalar;
  6058. this.y = scalar;
  6059. this.z = scalar;
  6060. this.w = scalar;
  6061. return this;
  6062. }
  6063. /**
  6064. * Sets the vector's x component to the given value
  6065. *
  6066. * @param {number} x - The value to set.
  6067. * @return {Vector4} A reference to this vector.
  6068. */
  6069. setX( x ) {
  6070. this.x = x;
  6071. return this;
  6072. }
  6073. /**
  6074. * Sets the vector's y component to the given value
  6075. *
  6076. * @param {number} y - The value to set.
  6077. * @return {Vector4} A reference to this vector.
  6078. */
  6079. setY( y ) {
  6080. this.y = y;
  6081. return this;
  6082. }
  6083. /**
  6084. * Sets the vector's z component to the given value
  6085. *
  6086. * @param {number} z - The value to set.
  6087. * @return {Vector4} A reference to this vector.
  6088. */
  6089. setZ( z ) {
  6090. this.z = z;
  6091. return this;
  6092. }
  6093. /**
  6094. * Sets the vector's w component to the given value
  6095. *
  6096. * @param {number} w - The value to set.
  6097. * @return {Vector4} A reference to this vector.
  6098. */
  6099. setW( w ) {
  6100. this.w = w;
  6101. return this;
  6102. }
  6103. /**
  6104. * Allows to set a vector component with an index.
  6105. *
  6106. * @param {number} index - The component index. `0` equals to x, `1` equals to y,
  6107. * `2` equals to z, `3` equals to w.
  6108. * @param {number} value - The value to set.
  6109. * @return {Vector4} A reference to this vector.
  6110. */
  6111. setComponent( index, value ) {
  6112. switch ( index ) {
  6113. case 0: this.x = value; break;
  6114. case 1: this.y = value; break;
  6115. case 2: this.z = value; break;
  6116. case 3: this.w = value; break;
  6117. default: throw new Error( 'index is out of range: ' + index );
  6118. }
  6119. return this;
  6120. }
  6121. /**
  6122. * Returns the value of the vector component which matches the given index.
  6123. *
  6124. * @param {number} index - The component index. `0` equals to x, `1` equals to y,
  6125. * `2` equals to z, `3` equals to w.
  6126. * @return {number} A vector component value.
  6127. */
  6128. getComponent( index ) {
  6129. switch ( index ) {
  6130. case 0: return this.x;
  6131. case 1: return this.y;
  6132. case 2: return this.z;
  6133. case 3: return this.w;
  6134. default: throw new Error( 'index is out of range: ' + index );
  6135. }
  6136. }
  6137. /**
  6138. * Returns a new vector with copied values from this instance.
  6139. *
  6140. * @return {Vector4} A clone of this instance.
  6141. */
  6142. clone() {
  6143. return new this.constructor( this.x, this.y, this.z, this.w );
  6144. }
  6145. /**
  6146. * Copies the values of the given vector to this instance.
  6147. *
  6148. * @param {Vector3|Vector4} v - The vector to copy.
  6149. * @return {Vector4} A reference to this vector.
  6150. */
  6151. copy( v ) {
  6152. this.x = v.x;
  6153. this.y = v.y;
  6154. this.z = v.z;
  6155. this.w = ( v.w !== undefined ) ? v.w : 1;
  6156. return this;
  6157. }
  6158. /**
  6159. * Adds the given vector to this instance.
  6160. *
  6161. * @param {Vector4} v - The vector to add.
  6162. * @return {Vector4} A reference to this vector.
  6163. */
  6164. add( v ) {
  6165. this.x += v.x;
  6166. this.y += v.y;
  6167. this.z += v.z;
  6168. this.w += v.w;
  6169. return this;
  6170. }
  6171. /**
  6172. * Adds the given scalar value to all components of this instance.
  6173. *
  6174. * @param {number} s - The scalar to add.
  6175. * @return {Vector4} A reference to this vector.
  6176. */
  6177. addScalar( s ) {
  6178. this.x += s;
  6179. this.y += s;
  6180. this.z += s;
  6181. this.w += s;
  6182. return this;
  6183. }
  6184. /**
  6185. * Adds the given vectors and stores the result in this instance.
  6186. *
  6187. * @param {Vector4} a - The first vector.
  6188. * @param {Vector4} b - The second vector.
  6189. * @return {Vector4} A reference to this vector.
  6190. */
  6191. addVectors( a, b ) {
  6192. this.x = a.x + b.x;
  6193. this.y = a.y + b.y;
  6194. this.z = a.z + b.z;
  6195. this.w = a.w + b.w;
  6196. return this;
  6197. }
  6198. /**
  6199. * Adds the given vector scaled by the given factor to this instance.
  6200. *
  6201. * @param {Vector4} v - The vector.
  6202. * @param {number} s - The factor that scales `v`.
  6203. * @return {Vector4} A reference to this vector.
  6204. */
  6205. addScaledVector( v, s ) {
  6206. this.x += v.x * s;
  6207. this.y += v.y * s;
  6208. this.z += v.z * s;
  6209. this.w += v.w * s;
  6210. return this;
  6211. }
  6212. /**
  6213. * Subtracts the given vector from this instance.
  6214. *
  6215. * @param {Vector4} v - The vector to subtract.
  6216. * @return {Vector4} A reference to this vector.
  6217. */
  6218. sub( v ) {
  6219. this.x -= v.x;
  6220. this.y -= v.y;
  6221. this.z -= v.z;
  6222. this.w -= v.w;
  6223. return this;
  6224. }
  6225. /**
  6226. * Subtracts the given scalar value from all components of this instance.
  6227. *
  6228. * @param {number} s - The scalar to subtract.
  6229. * @return {Vector4} A reference to this vector.
  6230. */
  6231. subScalar( s ) {
  6232. this.x -= s;
  6233. this.y -= s;
  6234. this.z -= s;
  6235. this.w -= s;
  6236. return this;
  6237. }
  6238. /**
  6239. * Subtracts the given vectors and stores the result in this instance.
  6240. *
  6241. * @param {Vector4} a - The first vector.
  6242. * @param {Vector4} b - The second vector.
  6243. * @return {Vector4} A reference to this vector.
  6244. */
  6245. subVectors( a, b ) {
  6246. this.x = a.x - b.x;
  6247. this.y = a.y - b.y;
  6248. this.z = a.z - b.z;
  6249. this.w = a.w - b.w;
  6250. return this;
  6251. }
  6252. /**
  6253. * Multiplies the given vector with this instance.
  6254. *
  6255. * @param {Vector4} v - The vector to multiply.
  6256. * @return {Vector4} A reference to this vector.
  6257. */
  6258. multiply( v ) {
  6259. this.x *= v.x;
  6260. this.y *= v.y;
  6261. this.z *= v.z;
  6262. this.w *= v.w;
  6263. return this;
  6264. }
  6265. /**
  6266. * Multiplies the given scalar value with all components of this instance.
  6267. *
  6268. * @param {number} scalar - The scalar to multiply.
  6269. * @return {Vector4} A reference to this vector.
  6270. */
  6271. multiplyScalar( scalar ) {
  6272. this.x *= scalar;
  6273. this.y *= scalar;
  6274. this.z *= scalar;
  6275. this.w *= scalar;
  6276. return this;
  6277. }
  6278. /**
  6279. * Multiplies this vector with the given 4x4 matrix.
  6280. *
  6281. * @param {Matrix4} m - The 4x4 matrix.
  6282. * @return {Vector4} A reference to this vector.
  6283. */
  6284. applyMatrix4( m ) {
  6285. const x = this.x, y = this.y, z = this.z, w = this.w;
  6286. const e = m.elements;
  6287. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;
  6288. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;
  6289. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;
  6290. this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;
  6291. return this;
  6292. }
  6293. /**
  6294. * Divides this instance by the given vector.
  6295. *
  6296. * @param {Vector4} v - The vector to divide.
  6297. * @return {Vector4} A reference to this vector.
  6298. */
  6299. divide( v ) {
  6300. this.x /= v.x;
  6301. this.y /= v.y;
  6302. this.z /= v.z;
  6303. this.w /= v.w;
  6304. return this;
  6305. }
  6306. /**
  6307. * Divides this vector by the given scalar.
  6308. *
  6309. * @param {number} scalar - The scalar to divide.
  6310. * @return {Vector4} A reference to this vector.
  6311. */
  6312. divideScalar( scalar ) {
  6313. return this.multiplyScalar( 1 / scalar );
  6314. }
  6315. /**
  6316. * Sets the x, y and z components of this
  6317. * vector to the quaternion's axis and w to the angle.
  6318. *
  6319. * @param {Quaternion} q - The Quaternion to set.
  6320. * @return {Vector4} A reference to this vector.
  6321. */
  6322. setAxisAngleFromQuaternion( q ) {
  6323. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
  6324. // q is assumed to be normalized
  6325. this.w = 2 * Math.acos( q.w );
  6326. const s = Math.sqrt( 1 - q.w * q.w );
  6327. if ( s < 0.0001 ) {
  6328. this.x = 1;
  6329. this.y = 0;
  6330. this.z = 0;
  6331. } else {
  6332. this.x = q.x / s;
  6333. this.y = q.y / s;
  6334. this.z = q.z / s;
  6335. }
  6336. return this;
  6337. }
  6338. /**
  6339. * Sets the x, y and z components of this
  6340. * vector to the axis of rotation and w to the angle.
  6341. *
  6342. * @param {Matrix4} m - A 4x4 matrix of which the upper left 3x3 matrix is a pure rotation matrix.
  6343. * @return {Vector4} A reference to this vector.
  6344. */
  6345. setAxisAngleFromRotationMatrix( m ) {
  6346. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
  6347. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  6348. let angle, x, y, z; // variables for result
  6349. const epsilon = 0.01, // margin to allow for rounding errors
  6350. epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees
  6351. te = m.elements,
  6352. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  6353. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  6354. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  6355. if ( ( Math.abs( m12 - m21 ) < epsilon ) &&
  6356. ( Math.abs( m13 - m31 ) < epsilon ) &&
  6357. ( Math.abs( m23 - m32 ) < epsilon ) ) {
  6358. // singularity found
  6359. // first check for identity matrix which must have +1 for all terms
  6360. // in leading diagonal and zero in other terms
  6361. if ( ( Math.abs( m12 + m21 ) < epsilon2 ) &&
  6362. ( Math.abs( m13 + m31 ) < epsilon2 ) &&
  6363. ( Math.abs( m23 + m32 ) < epsilon2 ) &&
  6364. ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {
  6365. // this singularity is identity matrix so angle = 0
  6366. this.set( 1, 0, 0, 0 );
  6367. return this; // zero angle, arbitrary axis
  6368. }
  6369. // otherwise this singularity is angle = 180
  6370. angle = Math.PI;
  6371. const xx = ( m11 + 1 ) / 2;
  6372. const yy = ( m22 + 1 ) / 2;
  6373. const zz = ( m33 + 1 ) / 2;
  6374. const xy = ( m12 + m21 ) / 4;
  6375. const xz = ( m13 + m31 ) / 4;
  6376. const yz = ( m23 + m32 ) / 4;
  6377. if ( ( xx > yy ) && ( xx > zz ) ) {
  6378. // m11 is the largest diagonal term
  6379. if ( xx < epsilon ) {
  6380. x = 0;
  6381. y = 0.707106781;
  6382. z = 0.707106781;
  6383. } else {
  6384. x = Math.sqrt( xx );
  6385. y = xy / x;
  6386. z = xz / x;
  6387. }
  6388. } else if ( yy > zz ) {
  6389. // m22 is the largest diagonal term
  6390. if ( yy < epsilon ) {
  6391. x = 0.707106781;
  6392. y = 0;
  6393. z = 0.707106781;
  6394. } else {
  6395. y = Math.sqrt( yy );
  6396. x = xy / y;
  6397. z = yz / y;
  6398. }
  6399. } else {
  6400. // m33 is the largest diagonal term so base result on this
  6401. if ( zz < epsilon ) {
  6402. x = 0.707106781;
  6403. y = 0.707106781;
  6404. z = 0;
  6405. } else {
  6406. z = Math.sqrt( zz );
  6407. x = xz / z;
  6408. y = yz / z;
  6409. }
  6410. }
  6411. this.set( x, y, z, angle );
  6412. return this; // return 180 deg rotation
  6413. }
  6414. // as we have reached here there are no singularities so we can handle normally
  6415. let s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) +
  6416. ( m13 - m31 ) * ( m13 - m31 ) +
  6417. ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize
  6418. if ( Math.abs( s ) < 0.001 ) s = 1;
  6419. // prevent divide by zero, should not happen if matrix is orthogonal and should be
  6420. // caught by singularity test above, but I've left it in just in case
  6421. this.x = ( m32 - m23 ) / s;
  6422. this.y = ( m13 - m31 ) / s;
  6423. this.z = ( m21 - m12 ) / s;
  6424. this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );
  6425. return this;
  6426. }
  6427. /**
  6428. * Sets the vector components to the position elements of the
  6429. * given transformation matrix.
  6430. *
  6431. * @param {Matrix4} m - The 4x4 matrix.
  6432. * @return {Vector4} A reference to this vector.
  6433. */
  6434. setFromMatrixPosition( m ) {
  6435. const e = m.elements;
  6436. this.x = e[ 12 ];
  6437. this.y = e[ 13 ];
  6438. this.z = e[ 14 ];
  6439. this.w = e[ 15 ];
  6440. return this;
  6441. }
  6442. /**
  6443. * If this vector's x, y, z or w value is greater than the given vector's x, y, z or w
  6444. * value, replace that value with the corresponding min value.
  6445. *
  6446. * @param {Vector4} v - The vector.
  6447. * @return {Vector4} A reference to this vector.
  6448. */
  6449. min( v ) {
  6450. this.x = Math.min( this.x, v.x );
  6451. this.y = Math.min( this.y, v.y );
  6452. this.z = Math.min( this.z, v.z );
  6453. this.w = Math.min( this.w, v.w );
  6454. return this;
  6455. }
  6456. /**
  6457. * If this vector's x, y, z or w value is less than the given vector's x, y, z or w
  6458. * value, replace that value with the corresponding max value.
  6459. *
  6460. * @param {Vector4} v - The vector.
  6461. * @return {Vector4} A reference to this vector.
  6462. */
  6463. max( v ) {
  6464. this.x = Math.max( this.x, v.x );
  6465. this.y = Math.max( this.y, v.y );
  6466. this.z = Math.max( this.z, v.z );
  6467. this.w = Math.max( this.w, v.w );
  6468. return this;
  6469. }
  6470. /**
  6471. * If this vector's x, y, z or w value is greater than the max vector's x, y, z or w
  6472. * value, it is replaced by the corresponding value.
  6473. * If this vector's x, y, z or w value is less than the min vector's x, y, z or w value,
  6474. * it is replaced by the corresponding value.
  6475. *
  6476. * @param {Vector4} min - The minimum x, y and z values.
  6477. * @param {Vector4} max - The maximum x, y and z values in the desired range.
  6478. * @return {Vector4} A reference to this vector.
  6479. */
  6480. clamp( min, max ) {
  6481. // assumes min < max, componentwise
  6482. this.x = clamp( this.x, min.x, max.x );
  6483. this.y = clamp( this.y, min.y, max.y );
  6484. this.z = clamp( this.z, min.z, max.z );
  6485. this.w = clamp( this.w, min.w, max.w );
  6486. return this;
  6487. }
  6488. /**
  6489. * If this vector's x, y, z or w values are greater than the max value, they are
  6490. * replaced by the max value.
  6491. * If this vector's x, y, z or w values are less than the min value, they are
  6492. * replaced by the min value.
  6493. *
  6494. * @param {number} minVal - The minimum value the components will be clamped to.
  6495. * @param {number} maxVal - The maximum value the components will be clamped to.
  6496. * @return {Vector4} A reference to this vector.
  6497. */
  6498. clampScalar( minVal, maxVal ) {
  6499. this.x = clamp( this.x, minVal, maxVal );
  6500. this.y = clamp( this.y, minVal, maxVal );
  6501. this.z = clamp( this.z, minVal, maxVal );
  6502. this.w = clamp( this.w, minVal, maxVal );
  6503. return this;
  6504. }
  6505. /**
  6506. * If this vector's length is greater than the max value, it is replaced by
  6507. * the max value.
  6508. * If this vector's length is less than the min value, it is replaced by the
  6509. * min value.
  6510. *
  6511. * @param {number} min - The minimum value the vector length will be clamped to.
  6512. * @param {number} max - The maximum value the vector length will be clamped to.
  6513. * @return {Vector4} A reference to this vector.
  6514. */
  6515. clampLength( min, max ) {
  6516. const length = this.length();
  6517. return this.divideScalar( length || 1 ).multiplyScalar( clamp( length, min, max ) );
  6518. }
  6519. /**
  6520. * The components of this vector are rounded down to the nearest integer value.
  6521. *
  6522. * @return {Vector4} A reference to this vector.
  6523. */
  6524. floor() {
  6525. this.x = Math.floor( this.x );
  6526. this.y = Math.floor( this.y );
  6527. this.z = Math.floor( this.z );
  6528. this.w = Math.floor( this.w );
  6529. return this;
  6530. }
  6531. /**
  6532. * The components of this vector are rounded up to the nearest integer value.
  6533. *
  6534. * @return {Vector4} A reference to this vector.
  6535. */
  6536. ceil() {
  6537. this.x = Math.ceil( this.x );
  6538. this.y = Math.ceil( this.y );
  6539. this.z = Math.ceil( this.z );
  6540. this.w = Math.ceil( this.w );
  6541. return this;
  6542. }
  6543. /**
  6544. * The components of this vector are rounded to the nearest integer value
  6545. *
  6546. * @return {Vector4} A reference to this vector.
  6547. */
  6548. round() {
  6549. this.x = Math.round( this.x );
  6550. this.y = Math.round( this.y );
  6551. this.z = Math.round( this.z );
  6552. this.w = Math.round( this.w );
  6553. return this;
  6554. }
  6555. /**
  6556. * The components of this vector are rounded towards zero (up if negative,
  6557. * down if positive) to an integer value.
  6558. *
  6559. * @return {Vector4} A reference to this vector.
  6560. */
  6561. roundToZero() {
  6562. this.x = Math.trunc( this.x );
  6563. this.y = Math.trunc( this.y );
  6564. this.z = Math.trunc( this.z );
  6565. this.w = Math.trunc( this.w );
  6566. return this;
  6567. }
  6568. /**
  6569. * Inverts this vector - i.e. sets x = -x, y = -y, z = -z, w = -w.
  6570. *
  6571. * @return {Vector4} A reference to this vector.
  6572. */
  6573. negate() {
  6574. this.x = - this.x;
  6575. this.y = - this.y;
  6576. this.z = - this.z;
  6577. this.w = - this.w;
  6578. return this;
  6579. }
  6580. /**
  6581. * Calculates the dot product of the given vector with this instance.
  6582. *
  6583. * @param {Vector4} v - The vector to compute the dot product with.
  6584. * @return {number} The result of the dot product.
  6585. */
  6586. dot( v ) {
  6587. return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
  6588. }
  6589. /**
  6590. * Computes the square of the Euclidean length (straight-line length) from
  6591. * (0, 0, 0, 0) to (x, y, z, w). If you are comparing the lengths of vectors, you should
  6592. * compare the length squared instead as it is slightly more efficient to calculate.
  6593. *
  6594. * @return {number} The square length of this vector.
  6595. */
  6596. lengthSq() {
  6597. return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
  6598. }
  6599. /**
  6600. * Computes the Euclidean length (straight-line length) from (0, 0, 0, 0) to (x, y, z, w).
  6601. *
  6602. * @return {number} The length of this vector.
  6603. */
  6604. length() {
  6605. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
  6606. }
  6607. /**
  6608. * Computes the Manhattan length of this vector.
  6609. *
  6610. * @return {number} The length of this vector.
  6611. */
  6612. manhattanLength() {
  6613. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );
  6614. }
  6615. /**
  6616. * Converts this vector to a unit vector - that is, sets it equal to a vector
  6617. * with the same direction as this one, but with a vector length of `1`.
  6618. *
  6619. * @return {Vector4} A reference to this vector.
  6620. */
  6621. normalize() {
  6622. return this.divideScalar( this.length() || 1 );
  6623. }
  6624. /**
  6625. * Sets this vector to a vector with the same direction as this one, but
  6626. * with the specified length.
  6627. *
  6628. * @param {number} length - The new length of this vector.
  6629. * @return {Vector4} A reference to this vector.
  6630. */
  6631. setLength( length ) {
  6632. return this.normalize().multiplyScalar( length );
  6633. }
  6634. /**
  6635. * Linearly interpolates between the given vector and this instance, where
  6636. * alpha is the percent distance along the line - alpha = 0 will be this
  6637. * vector, and alpha = 1 will be the given one.
  6638. *
  6639. * @param {Vector4} v - The vector to interpolate towards.
  6640. * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
  6641. * @return {Vector4} A reference to this vector.
  6642. */
  6643. lerp( v, alpha ) {
  6644. this.x += ( v.x - this.x ) * alpha;
  6645. this.y += ( v.y - this.y ) * alpha;
  6646. this.z += ( v.z - this.z ) * alpha;
  6647. this.w += ( v.w - this.w ) * alpha;
  6648. return this;
  6649. }
  6650. /**
  6651. * Linearly interpolates between the given vectors, where alpha is the percent
  6652. * distance along the line - alpha = 0 will be first vector, and alpha = 1 will
  6653. * be the second one. The result is stored in this instance.
  6654. *
  6655. * @param {Vector4} v1 - The first vector.
  6656. * @param {Vector4} v2 - The second vector.
  6657. * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
  6658. * @return {Vector4} A reference to this vector.
  6659. */
  6660. lerpVectors( v1, v2, alpha ) {
  6661. this.x = v1.x + ( v2.x - v1.x ) * alpha;
  6662. this.y = v1.y + ( v2.y - v1.y ) * alpha;
  6663. this.z = v1.z + ( v2.z - v1.z ) * alpha;
  6664. this.w = v1.w + ( v2.w - v1.w ) * alpha;
  6665. return this;
  6666. }
  6667. /**
  6668. * Returns `true` if this vector is equal with the given one.
  6669. *
  6670. * @param {Vector4} v - The vector to test for equality.
  6671. * @return {boolean} Whether this vector is equal with the given one.
  6672. */
  6673. equals( v ) {
  6674. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );
  6675. }
  6676. /**
  6677. * Sets this vector's x value to be `array[ offset ]`, y value to be `array[ offset + 1 ]`,
  6678. * z value to be `array[ offset + 2 ]`, w value to be `array[ offset + 3 ]`.
  6679. *
  6680. * @param {Array<number>} array - An array holding the vector component values.
  6681. * @param {number} [offset=0] - The offset into the array.
  6682. * @return {Vector4} A reference to this vector.
  6683. */
  6684. fromArray( array, offset = 0 ) {
  6685. this.x = array[ offset ];
  6686. this.y = array[ offset + 1 ];
  6687. this.z = array[ offset + 2 ];
  6688. this.w = array[ offset + 3 ];
  6689. return this;
  6690. }
  6691. /**
  6692. * Writes the components of this vector to the given array. If no array is provided,
  6693. * the method returns a new instance.
  6694. *
  6695. * @param {Array<number>} [array=[]] - The target array holding the vector components.
  6696. * @param {number} [offset=0] - Index of the first element in the array.
  6697. * @return {Array<number>} The vector components.
  6698. */
  6699. toArray( array = [], offset = 0 ) {
  6700. array[ offset ] = this.x;
  6701. array[ offset + 1 ] = this.y;
  6702. array[ offset + 2 ] = this.z;
  6703. array[ offset + 3 ] = this.w;
  6704. return array;
  6705. }
  6706. /**
  6707. * Sets the components of this vector from the given buffer attribute.
  6708. *
  6709. * @param {BufferAttribute} attribute - The buffer attribute holding vector data.
  6710. * @param {number} index - The index into the attribute.
  6711. * @return {Vector4} A reference to this vector.
  6712. */
  6713. fromBufferAttribute( attribute, index ) {
  6714. this.x = attribute.getX( index );
  6715. this.y = attribute.getY( index );
  6716. this.z = attribute.getZ( index );
  6717. this.w = attribute.getW( index );
  6718. return this;
  6719. }
  6720. /**
  6721. * Sets each component of this vector to a pseudo-random value between `0` and
  6722. * `1`, excluding `1`.
  6723. *
  6724. * @return {Vector4} A reference to this vector.
  6725. */
  6726. random() {
  6727. this.x = Math.random();
  6728. this.y = Math.random();
  6729. this.z = Math.random();
  6730. this.w = Math.random();
  6731. return this;
  6732. }
  6733. *[ Symbol.iterator ]() {
  6734. yield this.x;
  6735. yield this.y;
  6736. yield this.z;
  6737. yield this.w;
  6738. }
  6739. }
  6740. /**
  6741. * A render target is a buffer where the video card draws pixels for a scene
  6742. * that is being rendered in the background. It is used in different effects,
  6743. * such as applying postprocessing to a rendered image before displaying it
  6744. * on the screen.
  6745. *
  6746. * @augments EventDispatcher
  6747. */
  6748. class RenderTarget extends EventDispatcher {
  6749. /**
  6750. * Render target options.
  6751. *
  6752. * @typedef {Object} RenderTarget~Options
  6753. * @property {boolean} [generateMipmaps=false] - Whether to generate mipmaps or not.
  6754. * @property {number} [magFilter=LinearFilter] - The mag filter.
  6755. * @property {number} [minFilter=LinearFilter] - The min filter.
  6756. * @property {number} [format=RGBAFormat] - The texture format.
  6757. * @property {number} [type=UnsignedByteType] - The texture type.
  6758. * @property {?string} [internalFormat=null] - The texture's internal format.
  6759. * @property {number} [wrapS=ClampToEdgeWrapping] - The texture's uv wrapping mode.
  6760. * @property {number} [wrapT=ClampToEdgeWrapping] - The texture's uv wrapping mode.
  6761. * @property {number} [anisotropy=1] - The texture's anisotropy value.
  6762. * @property {string} [colorSpace=NoColorSpace] - The texture's color space.
  6763. * @property {boolean} [depthBuffer=true] - Whether to allocate a depth buffer or not.
  6764. * @property {boolean} [stencilBuffer=false] - Whether to allocate a stencil buffer or not.
  6765. * @property {boolean} [resolveDepthBuffer=true] - Whether to resolve the depth buffer or not.
  6766. * @property {boolean} [resolveStencilBuffer=true] - Whether to resolve the stencil buffer or not.
  6767. * @property {?Texture} [depthTexture=null] - Reference to a depth texture.
  6768. * @property {number} [samples=0] - The MSAA samples count.
  6769. * @property {number} [count=1] - Defines the number of color attachments . Must be at least `1`.
  6770. * @property {number} [depth=1] - The texture depth.
  6771. * @property {boolean} [multiview=false] - Whether this target is used for multiview rendering.
  6772. */
  6773. /**
  6774. * Constructs a new render target.
  6775. *
  6776. * @param {number} [width=1] - The width of the render target.
  6777. * @param {number} [height=1] - The height of the render target.
  6778. * @param {RenderTarget~Options} [options] - The configuration object.
  6779. */
  6780. constructor( width = 1, height = 1, options = {} ) {
  6781. super();
  6782. options = Object.assign( {
  6783. generateMipmaps: false,
  6784. internalFormat: null,
  6785. minFilter: LinearFilter,
  6786. depthBuffer: true,
  6787. stencilBuffer: false,
  6788. resolveDepthBuffer: true,
  6789. resolveStencilBuffer: true,
  6790. depthTexture: null,
  6791. samples: 0,
  6792. count: 1,
  6793. depth: 1,
  6794. multiview: false
  6795. }, options );
  6796. /**
  6797. * This flag can be used for type testing.
  6798. *
  6799. * @type {boolean}
  6800. * @readonly
  6801. * @default true
  6802. */
  6803. this.isRenderTarget = true;
  6804. /**
  6805. * The width of the render target.
  6806. *
  6807. * @type {number}
  6808. * @default 1
  6809. */
  6810. this.width = width;
  6811. /**
  6812. * The height of the render target.
  6813. *
  6814. * @type {number}
  6815. * @default 1
  6816. */
  6817. this.height = height;
  6818. /**
  6819. * The depth of the render target.
  6820. *
  6821. * @type {number}
  6822. * @default 1
  6823. */
  6824. this.depth = options.depth;
  6825. /**
  6826. * A rectangular area inside the render target's viewport. Fragments that are
  6827. * outside the area will be discarded.
  6828. *
  6829. * @type {Vector4}
  6830. * @default (0,0,width,height)
  6831. */
  6832. this.scissor = new Vector4( 0, 0, width, height );
  6833. /**
  6834. * Indicates whether the scissor test should be enabled when rendering into
  6835. * this render target or not.
  6836. *
  6837. * @type {boolean}
  6838. * @default false
  6839. */
  6840. this.scissorTest = false;
  6841. /**
  6842. * A rectangular area representing the render target's viewport.
  6843. *
  6844. * @type {Vector4}
  6845. * @default (0,0,width,height)
  6846. */
  6847. this.viewport = new Vector4( 0, 0, width, height );
  6848. const image = { width: width, height: height, depth: options.depth };
  6849. const texture = new Texture( image );
  6850. /**
  6851. * An array of textures. Each color attachment is represented as a separate texture.
  6852. * Has at least a single entry for the default color attachment.
  6853. *
  6854. * @type {Array<Texture>}
  6855. */
  6856. this.textures = [];
  6857. const count = options.count;
  6858. for ( let i = 0; i < count; i ++ ) {
  6859. this.textures[ i ] = texture.clone();
  6860. this.textures[ i ].isRenderTargetTexture = true;
  6861. this.textures[ i ].renderTarget = this;
  6862. }
  6863. this._setTextureOptions( options );
  6864. /**
  6865. * Whether to allocate a depth buffer or not.
  6866. *
  6867. * @type {boolean}
  6868. * @default true
  6869. */
  6870. this.depthBuffer = options.depthBuffer;
  6871. /**
  6872. * Whether to allocate a stencil buffer or not.
  6873. *
  6874. * @type {boolean}
  6875. * @default false
  6876. */
  6877. this.stencilBuffer = options.stencilBuffer;
  6878. /**
  6879. * Whether to resolve the depth buffer or not.
  6880. *
  6881. * @type {boolean}
  6882. * @default true
  6883. */
  6884. this.resolveDepthBuffer = options.resolveDepthBuffer;
  6885. /**
  6886. * Whether to resolve the stencil buffer or not.
  6887. *
  6888. * @type {boolean}
  6889. * @default true
  6890. */
  6891. this.resolveStencilBuffer = options.resolveStencilBuffer;
  6892. this._depthTexture = null;
  6893. this.depthTexture = options.depthTexture;
  6894. /**
  6895. * The number of MSAA samples.
  6896. *
  6897. * A value of `0` disables MSAA.
  6898. *
  6899. * @type {number}
  6900. * @default 0
  6901. */
  6902. this.samples = options.samples;
  6903. /**
  6904. * Whether to this target is used in multiview rendering.
  6905. *
  6906. * @type {boolean}
  6907. * @default false
  6908. */
  6909. this.multiview = options.multiview;
  6910. }
  6911. _setTextureOptions( options = {} ) {
  6912. const values = {
  6913. minFilter: LinearFilter,
  6914. generateMipmaps: false,
  6915. flipY: false,
  6916. internalFormat: null
  6917. };
  6918. if ( options.mapping !== undefined ) values.mapping = options.mapping;
  6919. if ( options.wrapS !== undefined ) values.wrapS = options.wrapS;
  6920. if ( options.wrapT !== undefined ) values.wrapT = options.wrapT;
  6921. if ( options.wrapR !== undefined ) values.wrapR = options.wrapR;
  6922. if ( options.magFilter !== undefined ) values.magFilter = options.magFilter;
  6923. if ( options.minFilter !== undefined ) values.minFilter = options.minFilter;
  6924. if ( options.format !== undefined ) values.format = options.format;
  6925. if ( options.type !== undefined ) values.type = options.type;
  6926. if ( options.anisotropy !== undefined ) values.anisotropy = options.anisotropy;
  6927. if ( options.colorSpace !== undefined ) values.colorSpace = options.colorSpace;
  6928. if ( options.flipY !== undefined ) values.flipY = options.flipY;
  6929. if ( options.generateMipmaps !== undefined ) values.generateMipmaps = options.generateMipmaps;
  6930. if ( options.internalFormat !== undefined ) values.internalFormat = options.internalFormat;
  6931. for ( let i = 0; i < this.textures.length; i ++ ) {
  6932. const texture = this.textures[ i ];
  6933. texture.setValues( values );
  6934. }
  6935. }
  6936. /**
  6937. * The texture representing the default color attachment.
  6938. *
  6939. * @type {Texture}
  6940. */
  6941. get texture() {
  6942. return this.textures[ 0 ];
  6943. }
  6944. set texture( value ) {
  6945. this.textures[ 0 ] = value;
  6946. }
  6947. set depthTexture( current ) {
  6948. if ( this._depthTexture !== null ) this._depthTexture.renderTarget = null;
  6949. if ( current !== null ) current.renderTarget = this;
  6950. this._depthTexture = current;
  6951. }
  6952. /**
  6953. * Instead of saving the depth in a renderbuffer, a texture
  6954. * can be used instead which is useful for further processing
  6955. * e.g. in context of post-processing.
  6956. *
  6957. * @type {?DepthTexture}
  6958. * @default null
  6959. */
  6960. get depthTexture() {
  6961. return this._depthTexture;
  6962. }
  6963. /**
  6964. * Sets the size of this render target.
  6965. *
  6966. * @param {number} width - The width.
  6967. * @param {number} height - The height.
  6968. * @param {number} [depth=1] - The depth.
  6969. */
  6970. setSize( width, height, depth = 1 ) {
  6971. if ( this.width !== width || this.height !== height || this.depth !== depth ) {
  6972. this.width = width;
  6973. this.height = height;
  6974. this.depth = depth;
  6975. for ( let i = 0, il = this.textures.length; i < il; i ++ ) {
  6976. this.textures[ i ].image.width = width;
  6977. this.textures[ i ].image.height = height;
  6978. this.textures[ i ].image.depth = depth;
  6979. if ( this.textures[ i ].isData3DTexture !== true ) { // Fix for #31693
  6980. // TODO: Reconsider setting isArrayTexture flag here and in the ctor of Texture.
  6981. // Maybe a method `isArrayTexture()` or just a getter could replace a flag since
  6982. // both are evaluated on each call?
  6983. this.textures[ i ].isArrayTexture = this.textures[ i ].image.depth > 1;
  6984. }
  6985. }
  6986. this.dispose();
  6987. }
  6988. this.viewport.set( 0, 0, width, height );
  6989. this.scissor.set( 0, 0, width, height );
  6990. }
  6991. /**
  6992. * Returns a new render target with copied values from this instance.
  6993. *
  6994. * @return {RenderTarget} A clone of this instance.
  6995. */
  6996. clone() {
  6997. return new this.constructor().copy( this );
  6998. }
  6999. /**
  7000. * Copies the settings of the given render target. This is a structural copy so
  7001. * no resources are shared between render targets after the copy. That includes
  7002. * all MRT textures and the depth texture.
  7003. *
  7004. * @param {RenderTarget} source - The render target to copy.
  7005. * @return {RenderTarget} A reference to this instance.
  7006. */
  7007. copy( source ) {
  7008. this.width = source.width;
  7009. this.height = source.height;
  7010. this.depth = source.depth;
  7011. this.scissor.copy( source.scissor );
  7012. this.scissorTest = source.scissorTest;
  7013. this.viewport.copy( source.viewport );
  7014. this.textures.length = 0;
  7015. for ( let i = 0, il = source.textures.length; i < il; i ++ ) {
  7016. this.textures[ i ] = source.textures[ i ].clone();
  7017. this.textures[ i ].isRenderTargetTexture = true;
  7018. this.textures[ i ].renderTarget = this;
  7019. // ensure image object is not shared, see #20328
  7020. const image = Object.assign( {}, source.textures[ i ].image );
  7021. this.textures[ i ].source = new Source( image );
  7022. }
  7023. this.depthBuffer = source.depthBuffer;
  7024. this.stencilBuffer = source.stencilBuffer;
  7025. this.resolveDepthBuffer = source.resolveDepthBuffer;
  7026. this.resolveStencilBuffer = source.resolveStencilBuffer;
  7027. if ( source.depthTexture !== null ) this.depthTexture = source.depthTexture.clone();
  7028. this.samples = source.samples;
  7029. return this;
  7030. }
  7031. /**
  7032. * Frees the GPU-related resources allocated by this instance. Call this
  7033. * method whenever this instance is no longer used in your app.
  7034. *
  7035. * @fires RenderTarget#dispose
  7036. */
  7037. dispose() {
  7038. this.dispatchEvent( { type: 'dispose' } );
  7039. }
  7040. }
  7041. /**
  7042. * A render target used in context of {@link WebGLRenderer}.
  7043. *
  7044. * @augments RenderTarget
  7045. */
  7046. class WebGLRenderTarget extends RenderTarget {
  7047. /**
  7048. * Constructs a new 3D render target.
  7049. *
  7050. * @param {number} [width=1] - The width of the render target.
  7051. * @param {number} [height=1] - The height of the render target.
  7052. * @param {RenderTarget~Options} [options] - The configuration object.
  7053. */
  7054. constructor( width = 1, height = 1, options = {} ) {
  7055. super( width, height, options );
  7056. /**
  7057. * This flag can be used for type testing.
  7058. *
  7059. * @type {boolean}
  7060. * @readonly
  7061. * @default true
  7062. */
  7063. this.isWebGLRenderTarget = true;
  7064. }
  7065. }
  7066. /**
  7067. * Creates an array of textures directly from raw buffer data.
  7068. *
  7069. * @augments Texture
  7070. */
  7071. class DataArrayTexture extends Texture {
  7072. /**
  7073. * Constructs a new data array texture.
  7074. *
  7075. * @param {?TypedArray} [data=null] - The buffer data.
  7076. * @param {number} [width=1] - The width of the texture.
  7077. * @param {number} [height=1] - The height of the texture.
  7078. * @param {number} [depth=1] - The depth of the texture.
  7079. */
  7080. constructor( data = null, width = 1, height = 1, depth = 1 ) {
  7081. super( null );
  7082. /**
  7083. * This flag can be used for type testing.
  7084. *
  7085. * @type {boolean}
  7086. * @readonly
  7087. * @default true
  7088. */
  7089. this.isDataArrayTexture = true;
  7090. /**
  7091. * The image definition of a data texture.
  7092. *
  7093. * @type {{data:TypedArray,width:number,height:number,depth:number}}
  7094. */
  7095. this.image = { data, width, height, depth };
  7096. /**
  7097. * How the texture is sampled when a texel covers more 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.magFilter = NearestFilter;
  7105. /**
  7106. * How the texture is sampled when a texel covers less than one pixel.
  7107. *
  7108. * Overwritten and set to `NearestFilter` by default.
  7109. *
  7110. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  7111. * @default NearestFilter
  7112. */
  7113. this.minFilter = NearestFilter;
  7114. /**
  7115. * This defines how the texture is wrapped in the depth and corresponds to
  7116. * *W* in UVW mapping.
  7117. *
  7118. * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}
  7119. * @default ClampToEdgeWrapping
  7120. */
  7121. this.wrapR = ClampToEdgeWrapping;
  7122. /**
  7123. * Whether to generate mipmaps (if possible) for a texture.
  7124. *
  7125. * Overwritten and set to `false` by default.
  7126. *
  7127. * @type {boolean}
  7128. * @default false
  7129. */
  7130. this.generateMipmaps = false;
  7131. /**
  7132. * If set to `true`, the texture is flipped along the vertical axis when
  7133. * uploaded to the GPU.
  7134. *
  7135. * Overwritten and set to `false` by default.
  7136. *
  7137. * @type {boolean}
  7138. * @default false
  7139. */
  7140. this.flipY = false;
  7141. /**
  7142. * Specifies the alignment requirements for the start of each pixel row in memory.
  7143. *
  7144. * Overwritten and set to `1` by default.
  7145. *
  7146. * @type {boolean}
  7147. * @default 1
  7148. */
  7149. this.unpackAlignment = 1;
  7150. /**
  7151. * A set of all layers which need to be updated in the texture.
  7152. *
  7153. * @type {Set<number>}
  7154. */
  7155. this.layerUpdates = new Set();
  7156. }
  7157. /**
  7158. * Describes that a specific layer of the texture needs to be updated.
  7159. * Normally when {@link Texture#needsUpdate} is set to `true`, the
  7160. * entire data texture array is sent to the GPU. Marking specific
  7161. * layers will only transmit subsets of all mipmaps associated with a
  7162. * specific depth in the array which is often much more performant.
  7163. *
  7164. * @param {number} layerIndex - The layer index that should be updated.
  7165. */
  7166. addLayerUpdate( layerIndex ) {
  7167. this.layerUpdates.add( layerIndex );
  7168. }
  7169. /**
  7170. * Resets the layer updates registry.
  7171. */
  7172. clearLayerUpdates() {
  7173. this.layerUpdates.clear();
  7174. }
  7175. }
  7176. /**
  7177. * An array render target used in context of {@link WebGLRenderer}.
  7178. *
  7179. * @augments WebGLRenderTarget
  7180. */
  7181. class WebGLArrayRenderTarget extends WebGLRenderTarget {
  7182. /**
  7183. * Constructs a new array render target.
  7184. *
  7185. * @param {number} [width=1] - The width of the render target.
  7186. * @param {number} [height=1] - The height of the render target.
  7187. * @param {number} [depth=1] - The height of the render target.
  7188. * @param {RenderTarget~Options} [options] - The configuration object.
  7189. */
  7190. constructor( width = 1, height = 1, depth = 1, options = {} ) {
  7191. super( width, height, options );
  7192. /**
  7193. * This flag can be used for type testing.
  7194. *
  7195. * @type {boolean}
  7196. * @readonly
  7197. * @default true
  7198. */
  7199. this.isWebGLArrayRenderTarget = true;
  7200. this.depth = depth;
  7201. /**
  7202. * Overwritten with a different texture type.
  7203. *
  7204. * @type {DataArrayTexture}
  7205. */
  7206. this.texture = new DataArrayTexture( null, width, height, depth );
  7207. this._setTextureOptions( options );
  7208. this.texture.isRenderTargetTexture = true;
  7209. }
  7210. }
  7211. /**
  7212. * Creates a three-dimensional texture from raw data, with parameters to
  7213. * divide it into width, height, and depth.
  7214. *
  7215. * @augments Texture
  7216. */
  7217. class Data3DTexture extends Texture {
  7218. /**
  7219. * Constructs a new data array texture.
  7220. *
  7221. * @param {?TypedArray} [data=null] - The buffer data.
  7222. * @param {number} [width=1] - The width of the texture.
  7223. * @param {number} [height=1] - The height of the texture.
  7224. * @param {number} [depth=1] - The depth of the texture.
  7225. */
  7226. constructor( data = null, width = 1, height = 1, depth = 1 ) {
  7227. // We're going to add .setXXX() methods for setting properties later.
  7228. // Users can still set in Data3DTexture directly.
  7229. //
  7230. // const texture = new THREE.Data3DTexture( data, width, height, depth );
  7231. // texture.anisotropy = 16;
  7232. //
  7233. // See #14839
  7234. super( null );
  7235. /**
  7236. * This flag can be used for type testing.
  7237. *
  7238. * @type {boolean}
  7239. * @readonly
  7240. * @default true
  7241. */
  7242. this.isData3DTexture = true;
  7243. /**
  7244. * The image definition of a data texture.
  7245. *
  7246. * @type {{data:TypedArray,width:number,height:number,depth:number}}
  7247. */
  7248. this.image = { data, width, height, depth };
  7249. /**
  7250. * How the texture is sampled when a texel covers more 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.magFilter = NearestFilter;
  7258. /**
  7259. * How the texture is sampled when a texel covers less than one pixel.
  7260. *
  7261. * Overwritten and set to `NearestFilter` by default.
  7262. *
  7263. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  7264. * @default NearestFilter
  7265. */
  7266. this.minFilter = NearestFilter;
  7267. /**
  7268. * This defines how the texture is wrapped in the depth and corresponds to
  7269. * *W* in UVW mapping.
  7270. *
  7271. * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}
  7272. * @default ClampToEdgeWrapping
  7273. */
  7274. this.wrapR = ClampToEdgeWrapping;
  7275. /**
  7276. * Whether to generate mipmaps (if possible) for a texture.
  7277. *
  7278. * Overwritten and set to `false` by default.
  7279. *
  7280. * @type {boolean}
  7281. * @default false
  7282. */
  7283. this.generateMipmaps = false;
  7284. /**
  7285. * If set to `true`, the texture is flipped along the vertical axis when
  7286. * uploaded to the GPU.
  7287. *
  7288. * Overwritten and set to `false` by default.
  7289. *
  7290. * @type {boolean}
  7291. * @default false
  7292. */
  7293. this.flipY = false;
  7294. /**
  7295. * Specifies the alignment requirements for the start of each pixel row in memory.
  7296. *
  7297. * Overwritten and set to `1` by default.
  7298. *
  7299. * @type {boolean}
  7300. * @default 1
  7301. */
  7302. this.unpackAlignment = 1;
  7303. }
  7304. }
  7305. /**
  7306. * A 3D render target used in context of {@link WebGLRenderer}.
  7307. *
  7308. * @augments WebGLRenderTarget
  7309. */
  7310. class WebGL3DRenderTarget extends WebGLRenderTarget {
  7311. /**
  7312. * Constructs a new 3D render target.
  7313. *
  7314. * @param {number} [width=1] - The width of the render target.
  7315. * @param {number} [height=1] - The height of the render target.
  7316. * @param {number} [depth=1] - The height of the render target.
  7317. * @param {RenderTarget~Options} [options] - The configuration object.
  7318. */
  7319. constructor( width = 1, height = 1, depth = 1, options = {} ) {
  7320. super( width, height, options );
  7321. /**
  7322. * This flag can be used for type testing.
  7323. *
  7324. * @type {boolean}
  7325. * @readonly
  7326. * @default true
  7327. */
  7328. this.isWebGL3DRenderTarget = true;
  7329. this.depth = depth;
  7330. /**
  7331. * Overwritten with a different texture type.
  7332. *
  7333. * @type {Data3DTexture}
  7334. */
  7335. this.texture = new Data3DTexture( null, width, height, depth );
  7336. this._setTextureOptions( options );
  7337. this.texture.isRenderTargetTexture = true;
  7338. }
  7339. }
  7340. /**
  7341. * Represents an axis-aligned bounding box (AABB) in 3D space.
  7342. */
  7343. class Box3 {
  7344. /**
  7345. * Constructs a new bounding box.
  7346. *
  7347. * @param {Vector3} [min=(Infinity,Infinity,Infinity)] - A vector representing the lower boundary of the box.
  7348. * @param {Vector3} [max=(-Infinity,-Infinity,-Infinity)] - A vector representing the upper boundary of the box.
  7349. */
  7350. constructor( min = new Vector3( + Infinity, + Infinity, + Infinity ), max = new Vector3( - Infinity, - Infinity, - Infinity ) ) {
  7351. /**
  7352. * This flag can be used for type testing.
  7353. *
  7354. * @type {boolean}
  7355. * @readonly
  7356. * @default true
  7357. */
  7358. this.isBox3 = true;
  7359. /**
  7360. * The lower boundary of the box.
  7361. *
  7362. * @type {Vector3}
  7363. */
  7364. this.min = min;
  7365. /**
  7366. * The upper boundary of the box.
  7367. *
  7368. * @type {Vector3}
  7369. */
  7370. this.max = max;
  7371. }
  7372. /**
  7373. * Sets the lower and upper boundaries of this box.
  7374. * Please note that this method only copies the values from the given objects.
  7375. *
  7376. * @param {Vector3} min - The lower boundary of the box.
  7377. * @param {Vector3} max - The upper boundary of the box.
  7378. * @return {Box3} A reference to this bounding box.
  7379. */
  7380. set( min, max ) {
  7381. this.min.copy( min );
  7382. this.max.copy( max );
  7383. return this;
  7384. }
  7385. /**
  7386. * Sets the upper and lower bounds of this box so it encloses the position data
  7387. * in the given array.
  7388. *
  7389. * @param {Array<number>} array - An array holding 3D position data.
  7390. * @return {Box3} A reference to this bounding box.
  7391. */
  7392. setFromArray( array ) {
  7393. this.makeEmpty();
  7394. for ( let i = 0, il = array.length; i < il; i += 3 ) {
  7395. this.expandByPoint( _vector$b.fromArray( array, i ) );
  7396. }
  7397. return this;
  7398. }
  7399. /**
  7400. * Sets the upper and lower bounds of this box so it encloses the position data
  7401. * in the given buffer attribute.
  7402. *
  7403. * @param {BufferAttribute} attribute - A buffer attribute holding 3D position data.
  7404. * @return {Box3} A reference to this bounding box.
  7405. */
  7406. setFromBufferAttribute( attribute ) {
  7407. this.makeEmpty();
  7408. for ( let i = 0, il = attribute.count; i < il; i ++ ) {
  7409. this.expandByPoint( _vector$b.fromBufferAttribute( attribute, i ) );
  7410. }
  7411. return this;
  7412. }
  7413. /**
  7414. * Sets the upper and lower bounds of this box so it encloses the position data
  7415. * in the given array.
  7416. *
  7417. * @param {Array<Vector3>} points - An array holding 3D position data as instances of {@link Vector3}.
  7418. * @return {Box3} A reference to this bounding box.
  7419. */
  7420. setFromPoints( points ) {
  7421. this.makeEmpty();
  7422. for ( let i = 0, il = points.length; i < il; i ++ ) {
  7423. this.expandByPoint( points[ i ] );
  7424. }
  7425. return this;
  7426. }
  7427. /**
  7428. * Centers this box on the given center vector and sets this box's width, height and
  7429. * depth to the given size values.
  7430. *
  7431. * @param {Vector3} center - The center of the box.
  7432. * @param {Vector3} size - The x, y and z dimensions of the box.
  7433. * @return {Box3} A reference to this bounding box.
  7434. */
  7435. setFromCenterAndSize( center, size ) {
  7436. const halfSize = _vector$b.copy( size ).multiplyScalar( 0.5 );
  7437. this.min.copy( center ).sub( halfSize );
  7438. this.max.copy( center ).add( halfSize );
  7439. return this;
  7440. }
  7441. /**
  7442. * Computes the world-axis-aligned bounding box for the given 3D object
  7443. * (including its children), accounting for the object's, and children's,
  7444. * world transforms. The function may result in a larger box than strictly necessary.
  7445. *
  7446. * @param {Object3D} object - The 3D object to compute the bounding box for.
  7447. * @param {boolean} [precise=false] - If set to `true`, the method computes the smallest
  7448. * world-axis-aligned bounding box at the expense of more computation.
  7449. * @return {Box3} A reference to this bounding box.
  7450. */
  7451. setFromObject( object, precise = false ) {
  7452. this.makeEmpty();
  7453. return this.expandByObject( object, precise );
  7454. }
  7455. /**
  7456. * Returns a new box with copied values from this instance.
  7457. *
  7458. * @return {Box3} A clone of this instance.
  7459. */
  7460. clone() {
  7461. return new this.constructor().copy( this );
  7462. }
  7463. /**
  7464. * Copies the values of the given box to this instance.
  7465. *
  7466. * @param {Box3} box - The box to copy.
  7467. * @return {Box3} A reference to this bounding box.
  7468. */
  7469. copy( box ) {
  7470. this.min.copy( box.min );
  7471. this.max.copy( box.max );
  7472. return this;
  7473. }
  7474. /**
  7475. * Makes this box empty which means in encloses a zero space in 3D.
  7476. *
  7477. * @return {Box3} A reference to this bounding box.
  7478. */
  7479. makeEmpty() {
  7480. this.min.x = this.min.y = this.min.z = + Infinity;
  7481. this.max.x = this.max.y = this.max.z = - Infinity;
  7482. return this;
  7483. }
  7484. /**
  7485. * Returns true if this box includes zero points within its bounds.
  7486. * Note that a box with equal lower and upper bounds still includes one
  7487. * point, the one both bounds share.
  7488. *
  7489. * @return {boolean} Whether this box is empty or not.
  7490. */
  7491. isEmpty() {
  7492. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  7493. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );
  7494. }
  7495. /**
  7496. * Returns the center point of this box.
  7497. *
  7498. * @param {Vector3} target - The target vector that is used to store the method's result.
  7499. * @return {Vector3} The center point.
  7500. */
  7501. getCenter( target ) {
  7502. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  7503. }
  7504. /**
  7505. * Returns the dimensions of this box.
  7506. *
  7507. * @param {Vector3} target - The target vector that is used to store the method's result.
  7508. * @return {Vector3} The size.
  7509. */
  7510. getSize( target ) {
  7511. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.subVectors( this.max, this.min );
  7512. }
  7513. /**
  7514. * Expands the boundaries of this box to include the given point.
  7515. *
  7516. * @param {Vector3} point - The point that should be included by the bounding box.
  7517. * @return {Box3} A reference to this bounding box.
  7518. */
  7519. expandByPoint( point ) {
  7520. this.min.min( point );
  7521. this.max.max( point );
  7522. return this;
  7523. }
  7524. /**
  7525. * Expands this box equilaterally by the given vector. The width of this
  7526. * box will be expanded by the x component of the vector in both
  7527. * directions. The height of this box will be expanded by the y component of
  7528. * the vector in both directions. The depth of this box will be
  7529. * expanded by the z component of the vector in both directions.
  7530. *
  7531. * @param {Vector3} vector - The vector that should expand the bounding box.
  7532. * @return {Box3} A reference to this bounding box.
  7533. */
  7534. expandByVector( vector ) {
  7535. this.min.sub( vector );
  7536. this.max.add( vector );
  7537. return this;
  7538. }
  7539. /**
  7540. * Expands each dimension of the box by the given scalar. If negative, the
  7541. * dimensions of the box will be contracted.
  7542. *
  7543. * @param {number} scalar - The scalar value that should expand the bounding box.
  7544. * @return {Box3} A reference to this bounding box.
  7545. */
  7546. expandByScalar( scalar ) {
  7547. this.min.addScalar( - scalar );
  7548. this.max.addScalar( scalar );
  7549. return this;
  7550. }
  7551. /**
  7552. * Expands the boundaries of this box to include the given 3D object and
  7553. * its children, accounting for the object's, and children's, world
  7554. * transforms. The function may result in a larger box than strictly
  7555. * necessary (unless the precise parameter is set to true).
  7556. *
  7557. * @param {Object3D} object - The 3D object that should expand the bounding box.
  7558. * @param {boolean} precise - If set to `true`, the method expands the bounding box
  7559. * as little as necessary at the expense of more computation.
  7560. * @return {Box3} A reference to this bounding box.
  7561. */
  7562. expandByObject( object, precise = false ) {
  7563. // Computes the world-axis-aligned bounding box of an object (including its children),
  7564. // accounting for both the object's, and children's, world transforms
  7565. object.updateWorldMatrix( false, false );
  7566. const geometry = object.geometry;
  7567. if ( geometry !== undefined ) {
  7568. const positionAttribute = geometry.getAttribute( 'position' );
  7569. // precise AABB computation based on vertex data requires at least a position attribute.
  7570. // instancing isn't supported so far and uses the normal (conservative) code path.
  7571. if ( precise === true && positionAttribute !== undefined && object.isInstancedMesh !== true ) {
  7572. for ( let i = 0, l = positionAttribute.count; i < l; i ++ ) {
  7573. if ( object.isMesh === true ) {
  7574. object.getVertexPosition( i, _vector$b );
  7575. } else {
  7576. _vector$b.fromBufferAttribute( positionAttribute, i );
  7577. }
  7578. _vector$b.applyMatrix4( object.matrixWorld );
  7579. this.expandByPoint( _vector$b );
  7580. }
  7581. } else {
  7582. if ( object.boundingBox !== undefined ) {
  7583. // object-level bounding box
  7584. if ( object.boundingBox === null ) {
  7585. object.computeBoundingBox();
  7586. }
  7587. _box$4.copy( object.boundingBox );
  7588. } else {
  7589. // geometry-level bounding box
  7590. if ( geometry.boundingBox === null ) {
  7591. geometry.computeBoundingBox();
  7592. }
  7593. _box$4.copy( geometry.boundingBox );
  7594. }
  7595. _box$4.applyMatrix4( object.matrixWorld );
  7596. this.union( _box$4 );
  7597. }
  7598. }
  7599. const children = object.children;
  7600. for ( let i = 0, l = children.length; i < l; i ++ ) {
  7601. this.expandByObject( children[ i ], precise );
  7602. }
  7603. return this;
  7604. }
  7605. /**
  7606. * Returns `true` if the given point lies within or on the boundaries of this box.
  7607. *
  7608. * @param {Vector3} point - The point to test.
  7609. * @return {boolean} Whether the bounding box contains the given point or not.
  7610. */
  7611. containsPoint( point ) {
  7612. return point.x >= this.min.x && point.x <= this.max.x &&
  7613. point.y >= this.min.y && point.y <= this.max.y &&
  7614. point.z >= this.min.z && point.z <= this.max.z;
  7615. }
  7616. /**
  7617. * Returns `true` if this bounding box includes the entirety of the given bounding box.
  7618. * If this box and the given one are identical, this function also returns `true`.
  7619. *
  7620. * @param {Box3} box - The bounding box to test.
  7621. * @return {boolean} Whether the bounding box contains the given bounding box or not.
  7622. */
  7623. containsBox( box ) {
  7624. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  7625. this.min.y <= box.min.y && box.max.y <= this.max.y &&
  7626. this.min.z <= box.min.z && box.max.z <= this.max.z;
  7627. }
  7628. /**
  7629. * Returns a point as a proportion of this box's width, height and depth.
  7630. *
  7631. * @param {Vector3} point - A point in 3D space.
  7632. * @param {Vector3} target - The target vector that is used to store the method's result.
  7633. * @return {Vector3} A point as a proportion of this box's width, height and depth.
  7634. */
  7635. getParameter( point, target ) {
  7636. // This can potentially have a divide by zero if the box
  7637. // has a size dimension of 0.
  7638. return target.set(
  7639. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  7640. ( point.y - this.min.y ) / ( this.max.y - this.min.y ),
  7641. ( point.z - this.min.z ) / ( this.max.z - this.min.z )
  7642. );
  7643. }
  7644. /**
  7645. * Returns `true` if the given bounding box intersects with this bounding box.
  7646. *
  7647. * @param {Box3} box - The bounding box to test.
  7648. * @return {boolean} Whether the given bounding box intersects with this bounding box.
  7649. */
  7650. intersectsBox( box ) {
  7651. // using 6 splitting planes to rule out intersections.
  7652. return box.max.x >= this.min.x && box.min.x <= this.max.x &&
  7653. box.max.y >= this.min.y && box.min.y <= this.max.y &&
  7654. box.max.z >= this.min.z && box.min.z <= this.max.z;
  7655. }
  7656. /**
  7657. * Returns `true` if the given bounding sphere intersects with this bounding box.
  7658. *
  7659. * @param {Sphere} sphere - The bounding sphere to test.
  7660. * @return {boolean} Whether the given bounding sphere intersects with this bounding box.
  7661. */
  7662. intersectsSphere( sphere ) {
  7663. // Find the point on the AABB closest to the sphere center.
  7664. this.clampPoint( sphere.center, _vector$b );
  7665. // If that point is inside the sphere, the AABB and sphere intersect.
  7666. return _vector$b.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius );
  7667. }
  7668. /**
  7669. * Returns `true` if the given plane intersects with this bounding box.
  7670. *
  7671. * @param {Plane} plane - The plane to test.
  7672. * @return {boolean} Whether the given plane intersects with this bounding box.
  7673. */
  7674. intersectsPlane( plane ) {
  7675. // We compute the minimum and maximum dot product values. If those values
  7676. // are on the same side (back or front) of the plane, then there is no intersection.
  7677. let min, max;
  7678. if ( plane.normal.x > 0 ) {
  7679. min = plane.normal.x * this.min.x;
  7680. max = plane.normal.x * this.max.x;
  7681. } else {
  7682. min = plane.normal.x * this.max.x;
  7683. max = plane.normal.x * this.min.x;
  7684. }
  7685. if ( plane.normal.y > 0 ) {
  7686. min += plane.normal.y * this.min.y;
  7687. max += plane.normal.y * this.max.y;
  7688. } else {
  7689. min += plane.normal.y * this.max.y;
  7690. max += plane.normal.y * this.min.y;
  7691. }
  7692. if ( plane.normal.z > 0 ) {
  7693. min += plane.normal.z * this.min.z;
  7694. max += plane.normal.z * this.max.z;
  7695. } else {
  7696. min += plane.normal.z * this.max.z;
  7697. max += plane.normal.z * this.min.z;
  7698. }
  7699. return ( min <= - plane.constant && max >= - plane.constant );
  7700. }
  7701. /**
  7702. * Returns `true` if the given triangle intersects with this bounding box.
  7703. *
  7704. * @param {Triangle} triangle - The triangle to test.
  7705. * @return {boolean} Whether the given triangle intersects with this bounding box.
  7706. */
  7707. intersectsTriangle( triangle ) {
  7708. if ( this.isEmpty() ) {
  7709. return false;
  7710. }
  7711. // compute box center and extents
  7712. this.getCenter( _center );
  7713. _extents.subVectors( this.max, _center );
  7714. // translate triangle to aabb origin
  7715. _v0$2.subVectors( triangle.a, _center );
  7716. _v1$7.subVectors( triangle.b, _center );
  7717. _v2$4.subVectors( triangle.c, _center );
  7718. // compute edge vectors for triangle
  7719. _f0.subVectors( _v1$7, _v0$2 );
  7720. _f1.subVectors( _v2$4, _v1$7 );
  7721. _f2.subVectors( _v0$2, _v2$4 );
  7722. // test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb
  7723. // 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
  7724. // axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned)
  7725. let axes = [
  7726. 0, - _f0.z, _f0.y, 0, - _f1.z, _f1.y, 0, - _f2.z, _f2.y,
  7727. _f0.z, 0, - _f0.x, _f1.z, 0, - _f1.x, _f2.z, 0, - _f2.x,
  7728. - _f0.y, _f0.x, 0, - _f1.y, _f1.x, 0, - _f2.y, _f2.x, 0
  7729. ];
  7730. if ( ! satForAxes( axes, _v0$2, _v1$7, _v2$4, _extents ) ) {
  7731. return false;
  7732. }
  7733. // test 3 face normals from the aabb
  7734. axes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ];
  7735. if ( ! satForAxes( axes, _v0$2, _v1$7, _v2$4, _extents ) ) {
  7736. return false;
  7737. }
  7738. // finally testing the face normal of the triangle
  7739. // use already existing triangle edge vectors here
  7740. _triangleNormal.crossVectors( _f0, _f1 );
  7741. axes = [ _triangleNormal.x, _triangleNormal.y, _triangleNormal.z ];
  7742. return satForAxes( axes, _v0$2, _v1$7, _v2$4, _extents );
  7743. }
  7744. /**
  7745. * Clamps the given point within the bounds of this box.
  7746. *
  7747. * @param {Vector3} point - The point to clamp.
  7748. * @param {Vector3} target - The target vector that is used to store the method's result.
  7749. * @return {Vector3} The clamped point.
  7750. */
  7751. clampPoint( point, target ) {
  7752. return target.copy( point ).clamp( this.min, this.max );
  7753. }
  7754. /**
  7755. * Returns the euclidean distance from any edge of this box to the specified point. If
  7756. * the given point lies inside of this box, the distance will be `0`.
  7757. *
  7758. * @param {Vector3} point - The point to compute the distance to.
  7759. * @return {number} The euclidean distance.
  7760. */
  7761. distanceToPoint( point ) {
  7762. return this.clampPoint( point, _vector$b ).distanceTo( point );
  7763. }
  7764. /**
  7765. * Returns a bounding sphere that encloses this bounding box.
  7766. *
  7767. * @param {Sphere} target - The target sphere that is used to store the method's result.
  7768. * @return {Sphere} The bounding sphere that encloses this bounding box.
  7769. */
  7770. getBoundingSphere( target ) {
  7771. if ( this.isEmpty() ) {
  7772. target.makeEmpty();
  7773. } else {
  7774. this.getCenter( target.center );
  7775. target.radius = this.getSize( _vector$b ).length() * 0.5;
  7776. }
  7777. return target;
  7778. }
  7779. /**
  7780. * Computes the intersection of this bounding box and the given one, setting the upper
  7781. * bound of this box to the lesser of the two boxes' upper bounds and the
  7782. * lower bound of this box to the greater of the two boxes' lower bounds. If
  7783. * there's no overlap, makes this box empty.
  7784. *
  7785. * @param {Box3} box - The bounding box to intersect with.
  7786. * @return {Box3} A reference to this bounding box.
  7787. */
  7788. intersect( box ) {
  7789. this.min.max( box.min );
  7790. this.max.min( box.max );
  7791. // 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.
  7792. if ( this.isEmpty() ) this.makeEmpty();
  7793. return this;
  7794. }
  7795. /**
  7796. * Computes the union of this box and another and the given one, setting the upper
  7797. * bound of this box to the greater of the two boxes' upper bounds and the
  7798. * lower bound of this box to the lesser of the two boxes' lower bounds.
  7799. *
  7800. * @param {Box3} box - The bounding box that will be unioned with this instance.
  7801. * @return {Box3} A reference to this bounding box.
  7802. */
  7803. union( box ) {
  7804. this.min.min( box.min );
  7805. this.max.max( box.max );
  7806. return this;
  7807. }
  7808. /**
  7809. * Transforms this bounding box by the given 4x4 transformation matrix.
  7810. *
  7811. * @param {Matrix4} matrix - The transformation matrix.
  7812. * @return {Box3} A reference to this bounding box.
  7813. */
  7814. applyMatrix4( matrix ) {
  7815. // transform of empty box is an empty box.
  7816. if ( this.isEmpty() ) return this;
  7817. // NOTE: I am using a binary pattern to specify all 2^3 combinations below
  7818. _points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000
  7819. _points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001
  7820. _points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010
  7821. _points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011
  7822. _points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100
  7823. _points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101
  7824. _points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110
  7825. _points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111
  7826. this.setFromPoints( _points );
  7827. return this;
  7828. }
  7829. /**
  7830. * Adds the given offset to both the upper and lower bounds of this bounding box,
  7831. * effectively moving it in 3D space.
  7832. *
  7833. * @param {Vector3} offset - The offset that should be used to translate the bounding box.
  7834. * @return {Box3} A reference to this bounding box.
  7835. */
  7836. translate( offset ) {
  7837. this.min.add( offset );
  7838. this.max.add( offset );
  7839. return this;
  7840. }
  7841. /**
  7842. * Returns `true` if this bounding box is equal with the given one.
  7843. *
  7844. * @param {Box3} box - The box to test for equality.
  7845. * @return {boolean} Whether this bounding box is equal with the given one.
  7846. */
  7847. equals( box ) {
  7848. return box.min.equals( this.min ) && box.max.equals( this.max );
  7849. }
  7850. /**
  7851. * Returns a serialized structure of the bounding box.
  7852. *
  7853. * @return {Object} Serialized structure with fields representing the object state.
  7854. */
  7855. toJSON() {
  7856. return {
  7857. min: this.min.toArray(),
  7858. max: this.max.toArray()
  7859. };
  7860. }
  7861. /**
  7862. * Returns a serialized structure of the bounding box.
  7863. *
  7864. * @param {Object} json - The serialized json to set the box from.
  7865. * @return {Box3} A reference to this bounding box.
  7866. */
  7867. fromJSON( json ) {
  7868. this.min.fromArray( json.min );
  7869. this.max.fromArray( json.max );
  7870. return this;
  7871. }
  7872. }
  7873. const _points = [
  7874. /*@__PURE__*/ new Vector3(),
  7875. /*@__PURE__*/ new Vector3(),
  7876. /*@__PURE__*/ new Vector3(),
  7877. /*@__PURE__*/ new Vector3(),
  7878. /*@__PURE__*/ new Vector3(),
  7879. /*@__PURE__*/ new Vector3(),
  7880. /*@__PURE__*/ new Vector3(),
  7881. /*@__PURE__*/ new Vector3()
  7882. ];
  7883. const _vector$b = /*@__PURE__*/ new Vector3();
  7884. const _box$4 = /*@__PURE__*/ new Box3();
  7885. // triangle centered vertices
  7886. const _v0$2 = /*@__PURE__*/ new Vector3();
  7887. const _v1$7 = /*@__PURE__*/ new Vector3();
  7888. const _v2$4 = /*@__PURE__*/ new Vector3();
  7889. // triangle edge vectors
  7890. const _f0 = /*@__PURE__*/ new Vector3();
  7891. const _f1 = /*@__PURE__*/ new Vector3();
  7892. const _f2 = /*@__PURE__*/ new Vector3();
  7893. const _center = /*@__PURE__*/ new Vector3();
  7894. const _extents = /*@__PURE__*/ new Vector3();
  7895. const _triangleNormal = /*@__PURE__*/ new Vector3();
  7896. const _testAxis = /*@__PURE__*/ new Vector3();
  7897. function satForAxes( axes, v0, v1, v2, extents ) {
  7898. for ( let i = 0, j = axes.length - 3; i <= j; i += 3 ) {
  7899. _testAxis.fromArray( axes, i );
  7900. // project the aabb onto the separating axis
  7901. const r = extents.x * Math.abs( _testAxis.x ) + extents.y * Math.abs( _testAxis.y ) + extents.z * Math.abs( _testAxis.z );
  7902. // project all 3 vertices of the triangle onto the separating axis
  7903. const p0 = v0.dot( _testAxis );
  7904. const p1 = v1.dot( _testAxis );
  7905. const p2 = v2.dot( _testAxis );
  7906. // actual test, basically see if either of the most extreme of the triangle points intersects r
  7907. if ( Math.max( - Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) {
  7908. // points of the projected triangle are outside the projected half-length of the aabb
  7909. // the axis is separating and we can exit
  7910. return false;
  7911. }
  7912. }
  7913. return true;
  7914. }
  7915. const _box$3 = /*@__PURE__*/ new Box3();
  7916. const _v1$6 = /*@__PURE__*/ new Vector3();
  7917. const _v2$3 = /*@__PURE__*/ new Vector3();
  7918. /**
  7919. * An analytical 3D sphere defined by a center and radius. This class is mainly
  7920. * used as a Bounding Sphere for 3D objects.
  7921. */
  7922. class Sphere {
  7923. /**
  7924. * Constructs a new sphere.
  7925. *
  7926. * @param {Vector3} [center=(0,0,0)] - The center of the sphere
  7927. * @param {number} [radius=-1] - The radius of the sphere.
  7928. */
  7929. constructor( center = new Vector3(), radius = -1 ) {
  7930. /**
  7931. * This flag can be used for type testing.
  7932. *
  7933. * @type {boolean}
  7934. * @readonly
  7935. * @default true
  7936. */
  7937. this.isSphere = true;
  7938. /**
  7939. * The center of the sphere
  7940. *
  7941. * @type {Vector3}
  7942. */
  7943. this.center = center;
  7944. /**
  7945. * The radius of the sphere.
  7946. *
  7947. * @type {number}
  7948. */
  7949. this.radius = radius;
  7950. }
  7951. /**
  7952. * Sets the sphere's components by copying the given values.
  7953. *
  7954. * @param {Vector3} center - The center.
  7955. * @param {number} radius - The radius.
  7956. * @return {Sphere} A reference to this sphere.
  7957. */
  7958. set( center, radius ) {
  7959. this.center.copy( center );
  7960. this.radius = radius;
  7961. return this;
  7962. }
  7963. /**
  7964. * Computes the minimum bounding sphere for list of points.
  7965. * If the optional center point is given, it is used as the sphere's
  7966. * center. Otherwise, the center of the axis-aligned bounding box
  7967. * encompassing the points is calculated.
  7968. *
  7969. * @param {Array<Vector3>} points - A list of points in 3D space.
  7970. * @param {Vector3} [optionalCenter] - The center of the sphere.
  7971. * @return {Sphere} A reference to this sphere.
  7972. */
  7973. setFromPoints( points, optionalCenter ) {
  7974. const center = this.center;
  7975. if ( optionalCenter !== undefined ) {
  7976. center.copy( optionalCenter );
  7977. } else {
  7978. _box$3.setFromPoints( points ).getCenter( center );
  7979. }
  7980. let maxRadiusSq = 0;
  7981. for ( let i = 0, il = points.length; i < il; i ++ ) {
  7982. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );
  7983. }
  7984. this.radius = Math.sqrt( maxRadiusSq );
  7985. return this;
  7986. }
  7987. /**
  7988. * Copies the values of the given sphere to this instance.
  7989. *
  7990. * @param {Sphere} sphere - The sphere to copy.
  7991. * @return {Sphere} A reference to this sphere.
  7992. */
  7993. copy( sphere ) {
  7994. this.center.copy( sphere.center );
  7995. this.radius = sphere.radius;
  7996. return this;
  7997. }
  7998. /**
  7999. * Returns `true` if the sphere is empty (the radius set to a negative number).
  8000. *
  8001. * Spheres with a radius of `0` contain only their center point and are not
  8002. * considered to be empty.
  8003. *
  8004. * @return {boolean} Whether this sphere is empty or not.
  8005. */
  8006. isEmpty() {
  8007. return ( this.radius < 0 );
  8008. }
  8009. /**
  8010. * Makes this sphere empty which means in encloses a zero space in 3D.
  8011. *
  8012. * @return {Sphere} A reference to this sphere.
  8013. */
  8014. makeEmpty() {
  8015. this.center.set( 0, 0, 0 );
  8016. this.radius = -1;
  8017. return this;
  8018. }
  8019. /**
  8020. * Returns `true` if this sphere contains the given point inclusive of
  8021. * the surface of the sphere.
  8022. *
  8023. * @param {Vector3} point - The point to check.
  8024. * @return {boolean} Whether this sphere contains the given point or not.
  8025. */
  8026. containsPoint( point ) {
  8027. return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );
  8028. }
  8029. /**
  8030. * Returns the closest distance from the boundary of the sphere to the
  8031. * given point. If the sphere contains the point, the distance will
  8032. * be negative.
  8033. *
  8034. * @param {Vector3} point - The point to compute the distance to.
  8035. * @return {number} The distance to the point.
  8036. */
  8037. distanceToPoint( point ) {
  8038. return ( point.distanceTo( this.center ) - this.radius );
  8039. }
  8040. /**
  8041. * Returns `true` if this sphere intersects with the given one.
  8042. *
  8043. * @param {Sphere} sphere - The sphere to test.
  8044. * @return {boolean} Whether this sphere intersects with the given one or not.
  8045. */
  8046. intersectsSphere( sphere ) {
  8047. const radiusSum = this.radius + sphere.radius;
  8048. return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );
  8049. }
  8050. /**
  8051. * Returns `true` if this sphere intersects with the given box.
  8052. *
  8053. * @param {Box3} box - The box to test.
  8054. * @return {boolean} Whether this sphere intersects with the given box or not.
  8055. */
  8056. intersectsBox( box ) {
  8057. return box.intersectsSphere( this );
  8058. }
  8059. /**
  8060. * Returns `true` if this sphere intersects with the given plane.
  8061. *
  8062. * @param {Plane} plane - The plane to test.
  8063. * @return {boolean} Whether this sphere intersects with the given plane or not.
  8064. */
  8065. intersectsPlane( plane ) {
  8066. return Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius;
  8067. }
  8068. /**
  8069. * Clamps a point within the sphere. If the point is outside the sphere, it
  8070. * will clamp it to the closest point on the edge of the sphere. Points
  8071. * already inside the sphere will not be affected.
  8072. *
  8073. * @param {Vector3} point - The plane to clamp.
  8074. * @param {Vector3} target - The target vector that is used to store the method's result.
  8075. * @return {Vector3} The clamped point.
  8076. */
  8077. clampPoint( point, target ) {
  8078. const deltaLengthSq = this.center.distanceToSquared( point );
  8079. target.copy( point );
  8080. if ( deltaLengthSq > ( this.radius * this.radius ) ) {
  8081. target.sub( this.center ).normalize();
  8082. target.multiplyScalar( this.radius ).add( this.center );
  8083. }
  8084. return target;
  8085. }
  8086. /**
  8087. * Returns a bounding box that encloses this sphere.
  8088. *
  8089. * @param {Box3} target - The target box that is used to store the method's result.
  8090. * @return {Box3} The bounding box that encloses this sphere.
  8091. */
  8092. getBoundingBox( target ) {
  8093. if ( this.isEmpty() ) {
  8094. // Empty sphere produces empty bounding box
  8095. target.makeEmpty();
  8096. return target;
  8097. }
  8098. target.set( this.center, this.center );
  8099. target.expandByScalar( this.radius );
  8100. return target;
  8101. }
  8102. /**
  8103. * Transforms this sphere with the given 4x4 transformation matrix.
  8104. *
  8105. * @param {Matrix4} matrix - The transformation matrix.
  8106. * @return {Sphere} A reference to this sphere.
  8107. */
  8108. applyMatrix4( matrix ) {
  8109. this.center.applyMatrix4( matrix );
  8110. this.radius = this.radius * matrix.getMaxScaleOnAxis();
  8111. return this;
  8112. }
  8113. /**
  8114. * Translates the sphere's center by the given offset.
  8115. *
  8116. * @param {Vector3} offset - The offset.
  8117. * @return {Sphere} A reference to this sphere.
  8118. */
  8119. translate( offset ) {
  8120. this.center.add( offset );
  8121. return this;
  8122. }
  8123. /**
  8124. * Expands the boundaries of this sphere to include the given point.
  8125. *
  8126. * @param {Vector3} point - The point to include.
  8127. * @return {Sphere} A reference to this sphere.
  8128. */
  8129. expandByPoint( point ) {
  8130. if ( this.isEmpty() ) {
  8131. this.center.copy( point );
  8132. this.radius = 0;
  8133. return this;
  8134. }
  8135. _v1$6.subVectors( point, this.center );
  8136. const lengthSq = _v1$6.lengthSq();
  8137. if ( lengthSq > ( this.radius * this.radius ) ) {
  8138. // calculate the minimal sphere
  8139. const length = Math.sqrt( lengthSq );
  8140. const delta = ( length - this.radius ) * 0.5;
  8141. this.center.addScaledVector( _v1$6, delta / length );
  8142. this.radius += delta;
  8143. }
  8144. return this;
  8145. }
  8146. /**
  8147. * Expands this sphere to enclose both the original sphere and the given sphere.
  8148. *
  8149. * @param {Sphere} sphere - The sphere to include.
  8150. * @return {Sphere} A reference to this sphere.
  8151. */
  8152. union( sphere ) {
  8153. if ( sphere.isEmpty() ) {
  8154. return this;
  8155. }
  8156. if ( this.isEmpty() ) {
  8157. this.copy( sphere );
  8158. return this;
  8159. }
  8160. if ( this.center.equals( sphere.center ) === true ) {
  8161. this.radius = Math.max( this.radius, sphere.radius );
  8162. } else {
  8163. _v2$3.subVectors( sphere.center, this.center ).setLength( sphere.radius );
  8164. this.expandByPoint( _v1$6.copy( sphere.center ).add( _v2$3 ) );
  8165. this.expandByPoint( _v1$6.copy( sphere.center ).sub( _v2$3 ) );
  8166. }
  8167. return this;
  8168. }
  8169. /**
  8170. * Returns `true` if this sphere is equal with the given one.
  8171. *
  8172. * @param {Sphere} sphere - The sphere to test for equality.
  8173. * @return {boolean} Whether this bounding sphere is equal with the given one.
  8174. */
  8175. equals( sphere ) {
  8176. return sphere.center.equals( this.center ) && ( sphere.radius === this.radius );
  8177. }
  8178. /**
  8179. * Returns a new sphere with copied values from this instance.
  8180. *
  8181. * @return {Sphere} A clone of this instance.
  8182. */
  8183. clone() {
  8184. return new this.constructor().copy( this );
  8185. }
  8186. /**
  8187. * Returns a serialized structure of the bounding sphere.
  8188. *
  8189. * @return {Object} Serialized structure with fields representing the object state.
  8190. */
  8191. toJSON() {
  8192. return {
  8193. radius: this.radius,
  8194. center: this.center.toArray()
  8195. };
  8196. }
  8197. /**
  8198. * Returns a serialized structure of the bounding sphere.
  8199. *
  8200. * @param {Object} json - The serialized json to set the sphere from.
  8201. * @return {Box3} A reference to this bounding sphere.
  8202. */
  8203. fromJSON( json ) {
  8204. this.radius = json.radius;
  8205. this.center.fromArray( json.center );
  8206. return this;
  8207. }
  8208. }
  8209. const _vector$a = /*@__PURE__*/ new Vector3();
  8210. const _segCenter = /*@__PURE__*/ new Vector3();
  8211. const _segDir = /*@__PURE__*/ new Vector3();
  8212. const _diff = /*@__PURE__*/ new Vector3();
  8213. const _edge1 = /*@__PURE__*/ new Vector3();
  8214. const _edge2 = /*@__PURE__*/ new Vector3();
  8215. const _normal$1 = /*@__PURE__*/ new Vector3();
  8216. /**
  8217. * A ray that emits from an origin in a certain direction. The class is used by
  8218. * {@link Raycaster} to assist with raycasting. Raycasting is used for
  8219. * mouse picking (working out what objects in the 3D space the mouse is over)
  8220. * amongst other things.
  8221. */
  8222. class Ray {
  8223. /**
  8224. * Constructs a new ray.
  8225. *
  8226. * @param {Vector3} [origin=(0,0,0)] - The origin of the ray.
  8227. * @param {Vector3} [direction=(0,0,-1)] - The (normalized) direction of the ray.
  8228. */
  8229. constructor( origin = new Vector3(), direction = new Vector3( 0, 0, -1 ) ) {
  8230. /**
  8231. * The origin of the ray.
  8232. *
  8233. * @type {Vector3}
  8234. */
  8235. this.origin = origin;
  8236. /**
  8237. * The (normalized) direction of the ray.
  8238. *
  8239. * @type {Vector3}
  8240. */
  8241. this.direction = direction;
  8242. }
  8243. /**
  8244. * Sets the ray's components by copying the given values.
  8245. *
  8246. * @param {Vector3} origin - The origin.
  8247. * @param {Vector3} direction - The direction.
  8248. * @return {Ray} A reference to this ray.
  8249. */
  8250. set( origin, direction ) {
  8251. this.origin.copy( origin );
  8252. this.direction.copy( direction );
  8253. return this;
  8254. }
  8255. /**
  8256. * Copies the values of the given ray to this instance.
  8257. *
  8258. * @param {Ray} ray - The ray to copy.
  8259. * @return {Ray} A reference to this ray.
  8260. */
  8261. copy( ray ) {
  8262. this.origin.copy( ray.origin );
  8263. this.direction.copy( ray.direction );
  8264. return this;
  8265. }
  8266. /**
  8267. * Returns a vector that is located at a given distance along this ray.
  8268. *
  8269. * @param {number} t - The distance along the ray to retrieve a position for.
  8270. * @param {Vector3} target - The target vector that is used to store the method's result.
  8271. * @return {Vector3} A position on the ray.
  8272. */
  8273. at( t, target ) {
  8274. return target.copy( this.origin ).addScaledVector( this.direction, t );
  8275. }
  8276. /**
  8277. * Adjusts the direction of the ray to point at the given vector in world space.
  8278. *
  8279. * @param {Vector3} v - The target position.
  8280. * @return {Ray} A reference to this ray.
  8281. */
  8282. lookAt( v ) {
  8283. this.direction.copy( v ).sub( this.origin ).normalize();
  8284. return this;
  8285. }
  8286. /**
  8287. * Shift the origin of this ray along its direction by the given distance.
  8288. *
  8289. * @param {number} t - The distance along the ray to interpolate.
  8290. * @return {Ray} A reference to this ray.
  8291. */
  8292. recast( t ) {
  8293. this.origin.copy( this.at( t, _vector$a ) );
  8294. return this;
  8295. }
  8296. /**
  8297. * Returns the point along this ray that is closest to the given point.
  8298. *
  8299. * @param {Vector3} point - A point in 3D space to get the closet location on the ray for.
  8300. * @param {Vector3} target - The target vector that is used to store the method's result.
  8301. * @return {Vector3} The closest point on this ray.
  8302. */
  8303. closestPointToPoint( point, target ) {
  8304. target.subVectors( point, this.origin );
  8305. const directionDistance = target.dot( this.direction );
  8306. if ( directionDistance < 0 ) {
  8307. return target.copy( this.origin );
  8308. }
  8309. return target.copy( this.origin ).addScaledVector( this.direction, directionDistance );
  8310. }
  8311. /**
  8312. * Returns the 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 distance.
  8316. */
  8317. distanceToPoint( point ) {
  8318. return Math.sqrt( this.distanceSqToPoint( point ) );
  8319. }
  8320. /**
  8321. * Returns the squared distance of the closest approach between this ray and the given point.
  8322. *
  8323. * @param {Vector3} point - A point in 3D space to compute the distance to.
  8324. * @return {number} The squared distance.
  8325. */
  8326. distanceSqToPoint( point ) {
  8327. const directionDistance = _vector$a.subVectors( point, this.origin ).dot( this.direction );
  8328. // point behind the ray
  8329. if ( directionDistance < 0 ) {
  8330. return this.origin.distanceToSquared( point );
  8331. }
  8332. _vector$a.copy( this.origin ).addScaledVector( this.direction, directionDistance );
  8333. return _vector$a.distanceToSquared( point );
  8334. }
  8335. /**
  8336. * Returns the squared distance between this ray and the given line segment.
  8337. *
  8338. * @param {Vector3} v0 - The start point of the line segment.
  8339. * @param {Vector3} v1 - The end point of the line segment.
  8340. * @param {Vector3} [optionalPointOnRay] - When provided, it receives the point on this ray that is closest to the segment.
  8341. * @param {Vector3} [optionalPointOnSegment] - When provided, it receives the point on the line segment that is closest to this ray.
  8342. * @return {number} The squared distance.
  8343. */
  8344. distanceSqToSegment( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {
  8345. // from https://github.com/pmjoniak/GeometricTools/blob/master/GTEngine/Include/Mathematics/GteDistRaySegment.h
  8346. // It returns the min distance between the ray and the segment
  8347. // defined by v0 and v1
  8348. // It can also set two optional targets :
  8349. // - The closest point on the ray
  8350. // - The closest point on the segment
  8351. _segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 );
  8352. _segDir.copy( v1 ).sub( v0 ).normalize();
  8353. _diff.copy( this.origin ).sub( _segCenter );
  8354. const segExtent = v0.distanceTo( v1 ) * 0.5;
  8355. const a01 = - this.direction.dot( _segDir );
  8356. const b0 = _diff.dot( this.direction );
  8357. const b1 = - _diff.dot( _segDir );
  8358. const c = _diff.lengthSq();
  8359. const det = Math.abs( 1 - a01 * a01 );
  8360. let s0, s1, sqrDist, extDet;
  8361. if ( det > 0 ) {
  8362. // The ray and segment are not parallel.
  8363. s0 = a01 * b1 - b0;
  8364. s1 = a01 * b0 - b1;
  8365. extDet = segExtent * det;
  8366. if ( s0 >= 0 ) {
  8367. if ( s1 >= - extDet ) {
  8368. if ( s1 <= extDet ) {
  8369. // region 0
  8370. // Minimum at interior points of ray and segment.
  8371. const invDet = 1 / det;
  8372. s0 *= invDet;
  8373. s1 *= invDet;
  8374. sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;
  8375. } else {
  8376. // region 1
  8377. s1 = segExtent;
  8378. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  8379. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  8380. }
  8381. } else {
  8382. // region 5
  8383. s1 = - segExtent;
  8384. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  8385. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  8386. }
  8387. } else {
  8388. if ( s1 <= - extDet ) {
  8389. // region 4
  8390. s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );
  8391. s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  8392. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  8393. } else if ( s1 <= extDet ) {
  8394. // region 3
  8395. s0 = 0;
  8396. s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );
  8397. sqrDist = s1 * ( s1 + 2 * b1 ) + c;
  8398. } else {
  8399. // region 2
  8400. s0 = Math.max( 0, - ( a01 * segExtent + b0 ) );
  8401. s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  8402. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  8403. }
  8404. }
  8405. } else {
  8406. // Ray and segment are parallel.
  8407. s1 = ( a01 > 0 ) ? - segExtent : segExtent;
  8408. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  8409. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  8410. }
  8411. if ( optionalPointOnRay ) {
  8412. optionalPointOnRay.copy( this.origin ).addScaledVector( this.direction, s0 );
  8413. }
  8414. if ( optionalPointOnSegment ) {
  8415. optionalPointOnSegment.copy( _segCenter ).addScaledVector( _segDir, s1 );
  8416. }
  8417. return sqrDist;
  8418. }
  8419. /**
  8420. * Intersects this ray with the given sphere, returning the intersection
  8421. * point or `null` if there is no intersection.
  8422. *
  8423. * @param {Sphere} sphere - The sphere to intersect.
  8424. * @param {Vector3} target - The target vector that is used to store the method's result.
  8425. * @return {?Vector3} The intersection point.
  8426. */
  8427. intersectSphere( sphere, target ) {
  8428. _vector$a.subVectors( sphere.center, this.origin );
  8429. const tca = _vector$a.dot( this.direction );
  8430. const d2 = _vector$a.dot( _vector$a ) - tca * tca;
  8431. const radius2 = sphere.radius * sphere.radius;
  8432. if ( d2 > radius2 ) return null;
  8433. const thc = Math.sqrt( radius2 - d2 );
  8434. // t0 = first intersect point - entrance on front of sphere
  8435. const t0 = tca - thc;
  8436. // t1 = second intersect point - exit point on back of sphere
  8437. const t1 = tca + thc;
  8438. // test to see if t1 is behind the ray - if so, return null
  8439. if ( t1 < 0 ) return null;
  8440. // test to see if t0 is behind the ray:
  8441. // if it is, the ray is inside the sphere, so return the second exit point scaled by t1,
  8442. // in order to always return an intersect point that is in front of the ray.
  8443. if ( t0 < 0 ) return this.at( t1, target );
  8444. // else t0 is in front of the ray, so return the first collision point scaled by t0
  8445. return this.at( t0, target );
  8446. }
  8447. /**
  8448. * Returns `true` if this ray intersects with the given sphere.
  8449. *
  8450. * @param {Sphere} sphere - The sphere to intersect.
  8451. * @return {boolean} Whether this ray intersects with the given sphere or not.
  8452. */
  8453. intersectsSphere( sphere ) {
  8454. if ( sphere.radius < 0 ) return false; // handle empty spheres, see #31187
  8455. return this.distanceSqToPoint( sphere.center ) <= ( sphere.radius * sphere.radius );
  8456. }
  8457. /**
  8458. * Computes the distance from the ray's origin to the given plane. Returns `null` if the ray
  8459. * does not intersect with the plane.
  8460. *
  8461. * @param {Plane} plane - The plane to compute the distance to.
  8462. * @return {?number} Whether this ray intersects with the given sphere or not.
  8463. */
  8464. distanceToPlane( plane ) {
  8465. const denominator = plane.normal.dot( this.direction );
  8466. if ( denominator === 0 ) {
  8467. // line is coplanar, return origin
  8468. if ( plane.distanceToPoint( this.origin ) === 0 ) {
  8469. return 0;
  8470. }
  8471. // Null is preferable to undefined since undefined means.... it is undefined
  8472. return null;
  8473. }
  8474. const t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;
  8475. // Return if the ray never intersects the plane
  8476. return t >= 0 ? t : null;
  8477. }
  8478. /**
  8479. * Intersects this ray with the given plane, returning the intersection
  8480. * point or `null` if there is no intersection.
  8481. *
  8482. * @param {Plane} plane - The plane to intersect.
  8483. * @param {Vector3} target - The target vector that is used to store the method's result.
  8484. * @return {?Vector3} The intersection point.
  8485. */
  8486. intersectPlane( plane, target ) {
  8487. const t = this.distanceToPlane( plane );
  8488. if ( t === null ) {
  8489. return null;
  8490. }
  8491. return this.at( t, target );
  8492. }
  8493. /**
  8494. * Returns `true` if this ray intersects with the given plane.
  8495. *
  8496. * @param {Plane} plane - The plane to intersect.
  8497. * @return {boolean} Whether this ray intersects with the given plane or not.
  8498. */
  8499. intersectsPlane( plane ) {
  8500. // check if the ray lies on the plane first
  8501. const distToPoint = plane.distanceToPoint( this.origin );
  8502. if ( distToPoint === 0 ) {
  8503. return true;
  8504. }
  8505. const denominator = plane.normal.dot( this.direction );
  8506. if ( denominator * distToPoint < 0 ) {
  8507. return true;
  8508. }
  8509. // ray origin is behind the plane (and is pointing behind it)
  8510. return false;
  8511. }
  8512. /**
  8513. * Intersects this ray with the given bounding box, returning the intersection
  8514. * point or `null` if there is no intersection.
  8515. *
  8516. * @param {Box3} box - The box to intersect.
  8517. * @param {Vector3} target - The target vector that is used to store the method's result.
  8518. * @return {?Vector3} The intersection point.
  8519. */
  8520. intersectBox( box, target ) {
  8521. let tmin, tmax, tymin, tymax, tzmin, tzmax;
  8522. const invdirx = 1 / this.direction.x,
  8523. invdiry = 1 / this.direction.y,
  8524. invdirz = 1 / this.direction.z;
  8525. const origin = this.origin;
  8526. if ( invdirx >= 0 ) {
  8527. tmin = ( box.min.x - origin.x ) * invdirx;
  8528. tmax = ( box.max.x - origin.x ) * invdirx;
  8529. } else {
  8530. tmin = ( box.max.x - origin.x ) * invdirx;
  8531. tmax = ( box.min.x - origin.x ) * invdirx;
  8532. }
  8533. if ( invdiry >= 0 ) {
  8534. tymin = ( box.min.y - origin.y ) * invdiry;
  8535. tymax = ( box.max.y - origin.y ) * invdiry;
  8536. } else {
  8537. tymin = ( box.max.y - origin.y ) * invdiry;
  8538. tymax = ( box.min.y - origin.y ) * invdiry;
  8539. }
  8540. if ( ( tmin > tymax ) || ( tymin > tmax ) ) return null;
  8541. if ( tymin > tmin || isNaN( tmin ) ) tmin = tymin;
  8542. if ( tymax < tmax || isNaN( tmax ) ) tmax = tymax;
  8543. if ( invdirz >= 0 ) {
  8544. tzmin = ( box.min.z - origin.z ) * invdirz;
  8545. tzmax = ( box.max.z - origin.z ) * invdirz;
  8546. } else {
  8547. tzmin = ( box.max.z - origin.z ) * invdirz;
  8548. tzmax = ( box.min.z - origin.z ) * invdirz;
  8549. }
  8550. if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null;
  8551. if ( tzmin > tmin || tmin !== tmin ) tmin = tzmin;
  8552. if ( tzmax < tmax || tmax !== tmax ) tmax = tzmax;
  8553. //return point closest to the ray (positive side)
  8554. if ( tmax < 0 ) return null;
  8555. return this.at( tmin >= 0 ? tmin : tmax, target );
  8556. }
  8557. /**
  8558. * Returns `true` if this ray intersects with the given box.
  8559. *
  8560. * @param {Box3} box - The box to intersect.
  8561. * @return {boolean} Whether this ray intersects with the given box or not.
  8562. */
  8563. intersectsBox( box ) {
  8564. return this.intersectBox( box, _vector$a ) !== null;
  8565. }
  8566. /**
  8567. * Intersects this ray with the given triangle, returning the intersection
  8568. * point or `null` if there is no intersection.
  8569. *
  8570. * @param {Vector3} a - The first vertex of the triangle.
  8571. * @param {Vector3} b - The second vertex of the triangle.
  8572. * @param {Vector3} c - The third vertex of the triangle.
  8573. * @param {boolean} backfaceCulling - Whether to use backface culling or not.
  8574. * @param {Vector3} target - The target vector that is used to store the method's result.
  8575. * @return {?Vector3} The intersection point.
  8576. */
  8577. intersectTriangle( a, b, c, backfaceCulling, target ) {
  8578. // Compute the offset origin, edges, and normal.
  8579. // from https://github.com/pmjoniak/GeometricTools/blob/master/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h
  8580. _edge1.subVectors( b, a );
  8581. _edge2.subVectors( c, a );
  8582. _normal$1.crossVectors( _edge1, _edge2 );
  8583. // Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,
  8584. // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by
  8585. // |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
  8586. // |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
  8587. // |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)
  8588. let DdN = this.direction.dot( _normal$1 );
  8589. let sign;
  8590. if ( DdN > 0 ) {
  8591. if ( backfaceCulling ) return null;
  8592. sign = 1;
  8593. } else if ( DdN < 0 ) {
  8594. sign = -1;
  8595. DdN = - DdN;
  8596. } else {
  8597. return null;
  8598. }
  8599. _diff.subVectors( this.origin, a );
  8600. const DdQxE2 = sign * this.direction.dot( _edge2.crossVectors( _diff, _edge2 ) );
  8601. // b1 < 0, no intersection
  8602. if ( DdQxE2 < 0 ) {
  8603. return null;
  8604. }
  8605. const DdE1xQ = sign * this.direction.dot( _edge1.cross( _diff ) );
  8606. // b2 < 0, no intersection
  8607. if ( DdE1xQ < 0 ) {
  8608. return null;
  8609. }
  8610. // b1+b2 > 1, no intersection
  8611. if ( DdQxE2 + DdE1xQ > DdN ) {
  8612. return null;
  8613. }
  8614. // Line intersects triangle, check if ray does.
  8615. const QdN = - sign * _diff.dot( _normal$1 );
  8616. // t < 0, no intersection
  8617. if ( QdN < 0 ) {
  8618. return null;
  8619. }
  8620. // Ray intersects triangle.
  8621. return this.at( QdN / DdN, target );
  8622. }
  8623. /**
  8624. * Transforms this ray with the given 4x4 transformation matrix.
  8625. *
  8626. * @param {Matrix4} matrix4 - The transformation matrix.
  8627. * @return {Ray} A reference to this ray.
  8628. */
  8629. applyMatrix4( matrix4 ) {
  8630. this.origin.applyMatrix4( matrix4 );
  8631. this.direction.transformDirection( matrix4 );
  8632. return this;
  8633. }
  8634. /**
  8635. * Returns `true` if this ray is equal with the given one.
  8636. *
  8637. * @param {Ray} ray - The ray to test for equality.
  8638. * @return {boolean} Whether this ray is equal with the given one.
  8639. */
  8640. equals( ray ) {
  8641. return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );
  8642. }
  8643. /**
  8644. * Returns a new ray with copied values from this instance.
  8645. *
  8646. * @return {Ray} A clone of this instance.
  8647. */
  8648. clone() {
  8649. return new this.constructor().copy( this );
  8650. }
  8651. }
  8652. /**
  8653. * Represents a 4x4 matrix.
  8654. *
  8655. * The most common use of a 4x4 matrix in 3D computer graphics is as a transformation matrix.
  8656. * For an introduction to transformation matrices as used in WebGL, check out [this tutorial](https://www.opengl-tutorial.org/beginners-tutorials/tutorial-3-matrices)
  8657. *
  8658. * This allows a 3D vector representing a point in 3D space to undergo
  8659. * transformations such as translation, rotation, shear, scale, reflection,
  8660. * orthogonal or perspective projection and so on, by being multiplied by the
  8661. * matrix. This is known as `applying` the matrix to the vector.
  8662. *
  8663. * A Note on Row-Major and Column-Major Ordering:
  8664. *
  8665. * The constructor and {@link Matrix3#set} method take arguments in
  8666. * [row-major](https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order)
  8667. * order, while internally they are stored in the {@link Matrix3#elements} array in column-major order.
  8668. * This means that calling:
  8669. * ```js
  8670. * const m = new THREE.Matrix4();
  8671. * m.set( 11, 12, 13, 14,
  8672. * 21, 22, 23, 24,
  8673. * 31, 32, 33, 34,
  8674. * 41, 42, 43, 44 );
  8675. * ```
  8676. * will result in the elements array containing:
  8677. * ```js
  8678. * m.elements = [ 11, 21, 31, 41,
  8679. * 12, 22, 32, 42,
  8680. * 13, 23, 33, 43,
  8681. * 14, 24, 34, 44 ];
  8682. * ```
  8683. * and internally all calculations are performed using column-major ordering.
  8684. * However, as the actual ordering makes no difference mathematically and
  8685. * most people are used to thinking about matrices in row-major order, the
  8686. * three.js documentation shows matrices in row-major order. Just bear in
  8687. * mind that if you are reading the source code, you'll have to take the
  8688. * transpose of any matrices outlined here to make sense of the calculations.
  8689. */
  8690. class Matrix4 {
  8691. /**
  8692. * Constructs a new 4x4 matrix. The arguments are supposed to be
  8693. * in row-major order. If no arguments are provided, the constructor
  8694. * initializes the matrix as an identity matrix.
  8695. *
  8696. * @param {number} [n11] - 1-1 matrix element.
  8697. * @param {number} [n12] - 1-2 matrix element.
  8698. * @param {number} [n13] - 1-3 matrix element.
  8699. * @param {number} [n14] - 1-4 matrix element.
  8700. * @param {number} [n21] - 2-1 matrix element.
  8701. * @param {number} [n22] - 2-2 matrix element.
  8702. * @param {number} [n23] - 2-3 matrix element.
  8703. * @param {number} [n24] - 2-4 matrix element.
  8704. * @param {number} [n31] - 3-1 matrix element.
  8705. * @param {number} [n32] - 3-2 matrix element.
  8706. * @param {number} [n33] - 3-3 matrix element.
  8707. * @param {number} [n34] - 3-4 matrix element.
  8708. * @param {number} [n41] - 4-1 matrix element.
  8709. * @param {number} [n42] - 4-2 matrix element.
  8710. * @param {number} [n43] - 4-3 matrix element.
  8711. * @param {number} [n44] - 4-4 matrix element.
  8712. */
  8713. constructor( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  8714. /**
  8715. * This flag can be used for type testing.
  8716. *
  8717. * @type {boolean}
  8718. * @readonly
  8719. * @default true
  8720. */
  8721. Matrix4.prototype.isMatrix4 = true;
  8722. /**
  8723. * A column-major list of matrix values.
  8724. *
  8725. * @type {Array<number>}
  8726. */
  8727. this.elements = [
  8728. 1, 0, 0, 0,
  8729. 0, 1, 0, 0,
  8730. 0, 0, 1, 0,
  8731. 0, 0, 0, 1
  8732. ];
  8733. if ( n11 !== undefined ) {
  8734. this.set( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 );
  8735. }
  8736. }
  8737. /**
  8738. * Sets the elements of the matrix.The arguments are supposed to be
  8739. * in row-major order.
  8740. *
  8741. * @param {number} [n11] - 1-1 matrix element.
  8742. * @param {number} [n12] - 1-2 matrix element.
  8743. * @param {number} [n13] - 1-3 matrix element.
  8744. * @param {number} [n14] - 1-4 matrix element.
  8745. * @param {number} [n21] - 2-1 matrix element.
  8746. * @param {number} [n22] - 2-2 matrix element.
  8747. * @param {number} [n23] - 2-3 matrix element.
  8748. * @param {number} [n24] - 2-4 matrix element.
  8749. * @param {number} [n31] - 3-1 matrix element.
  8750. * @param {number} [n32] - 3-2 matrix element.
  8751. * @param {number} [n33] - 3-3 matrix element.
  8752. * @param {number} [n34] - 3-4 matrix element.
  8753. * @param {number} [n41] - 4-1 matrix element.
  8754. * @param {number} [n42] - 4-2 matrix element.
  8755. * @param {number} [n43] - 4-3 matrix element.
  8756. * @param {number} [n44] - 4-4 matrix element.
  8757. * @return {Matrix4} A reference to this matrix.
  8758. */
  8759. set( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  8760. const te = this.elements;
  8761. te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;
  8762. te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;
  8763. te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;
  8764. te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;
  8765. return this;
  8766. }
  8767. /**
  8768. * Sets this matrix to the 4x4 identity matrix.
  8769. *
  8770. * @return {Matrix4} A reference to this matrix.
  8771. */
  8772. identity() {
  8773. this.set(
  8774. 1, 0, 0, 0,
  8775. 0, 1, 0, 0,
  8776. 0, 0, 1, 0,
  8777. 0, 0, 0, 1
  8778. );
  8779. return this;
  8780. }
  8781. /**
  8782. * Returns a matrix with copied values from this instance.
  8783. *
  8784. * @return {Matrix4} A clone of this instance.
  8785. */
  8786. clone() {
  8787. return new Matrix4().fromArray( this.elements );
  8788. }
  8789. /**
  8790. * Copies the values of the given matrix to this instance.
  8791. *
  8792. * @param {Matrix4} m - The matrix to copy.
  8793. * @return {Matrix4} A reference to this matrix.
  8794. */
  8795. copy( m ) {
  8796. const te = this.elements;
  8797. const me = m.elements;
  8798. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ];
  8799. te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ];
  8800. te[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ];
  8801. te[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ];
  8802. return this;
  8803. }
  8804. /**
  8805. * Copies the translation component of the given matrix
  8806. * into this matrix's translation component.
  8807. *
  8808. * @param {Matrix4} m - The matrix to copy the translation component.
  8809. * @return {Matrix4} A reference to this matrix.
  8810. */
  8811. copyPosition( m ) {
  8812. const te = this.elements, me = m.elements;
  8813. te[ 12 ] = me[ 12 ];
  8814. te[ 13 ] = me[ 13 ];
  8815. te[ 14 ] = me[ 14 ];
  8816. return this;
  8817. }
  8818. /**
  8819. * Set the upper 3x3 elements of this matrix to the values of given 3x3 matrix.
  8820. *
  8821. * @param {Matrix3} m - The 3x3 matrix.
  8822. * @return {Matrix4} A reference to this matrix.
  8823. */
  8824. setFromMatrix3( m ) {
  8825. const me = m.elements;
  8826. this.set(
  8827. me[ 0 ], me[ 3 ], me[ 6 ], 0,
  8828. me[ 1 ], me[ 4 ], me[ 7 ], 0,
  8829. me[ 2 ], me[ 5 ], me[ 8 ], 0,
  8830. 0, 0, 0, 1
  8831. );
  8832. return this;
  8833. }
  8834. /**
  8835. * Extracts the basis of this matrix into the three axis vectors provided.
  8836. *
  8837. * @param {Vector3} xAxis - The basis's x axis.
  8838. * @param {Vector3} yAxis - The basis's y axis.
  8839. * @param {Vector3} zAxis - The basis's z axis.
  8840. * @return {Matrix4} A reference to this matrix.
  8841. */
  8842. extractBasis( xAxis, yAxis, zAxis ) {
  8843. xAxis.setFromMatrixColumn( this, 0 );
  8844. yAxis.setFromMatrixColumn( this, 1 );
  8845. zAxis.setFromMatrixColumn( this, 2 );
  8846. return this;
  8847. }
  8848. /**
  8849. * Sets the given basis vectors to this matrix.
  8850. *
  8851. * @param {Vector3} xAxis - The basis's x axis.
  8852. * @param {Vector3} yAxis - The basis's y axis.
  8853. * @param {Vector3} zAxis - The basis's z axis.
  8854. * @return {Matrix4} A reference to this matrix.
  8855. */
  8856. makeBasis( xAxis, yAxis, zAxis ) {
  8857. this.set(
  8858. xAxis.x, yAxis.x, zAxis.x, 0,
  8859. xAxis.y, yAxis.y, zAxis.y, 0,
  8860. xAxis.z, yAxis.z, zAxis.z, 0,
  8861. 0, 0, 0, 1
  8862. );
  8863. return this;
  8864. }
  8865. /**
  8866. * Extracts the rotation component of the given matrix
  8867. * into this matrix's rotation component.
  8868. *
  8869. * Note: This method does not support reflection matrices.
  8870. *
  8871. * @param {Matrix4} m - The matrix.
  8872. * @return {Matrix4} A reference to this matrix.
  8873. */
  8874. extractRotation( m ) {
  8875. const te = this.elements;
  8876. const me = m.elements;
  8877. const scaleX = 1 / _v1$5.setFromMatrixColumn( m, 0 ).length();
  8878. const scaleY = 1 / _v1$5.setFromMatrixColumn( m, 1 ).length();
  8879. const scaleZ = 1 / _v1$5.setFromMatrixColumn( m, 2 ).length();
  8880. te[ 0 ] = me[ 0 ] * scaleX;
  8881. te[ 1 ] = me[ 1 ] * scaleX;
  8882. te[ 2 ] = me[ 2 ] * scaleX;
  8883. te[ 3 ] = 0;
  8884. te[ 4 ] = me[ 4 ] * scaleY;
  8885. te[ 5 ] = me[ 5 ] * scaleY;
  8886. te[ 6 ] = me[ 6 ] * scaleY;
  8887. te[ 7 ] = 0;
  8888. te[ 8 ] = me[ 8 ] * scaleZ;
  8889. te[ 9 ] = me[ 9 ] * scaleZ;
  8890. te[ 10 ] = me[ 10 ] * scaleZ;
  8891. te[ 11 ] = 0;
  8892. te[ 12 ] = 0;
  8893. te[ 13 ] = 0;
  8894. te[ 14 ] = 0;
  8895. te[ 15 ] = 1;
  8896. return this;
  8897. }
  8898. /**
  8899. * Sets the rotation component (the upper left 3x3 matrix) of this matrix to
  8900. * the rotation specified by the given Euler angles. The rest of
  8901. * the matrix is set to the identity. Depending on the {@link Euler#order},
  8902. * there are six possible outcomes. See [this page](https://en.wikipedia.org/wiki/Euler_angles#Rotation_matrix)
  8903. * for a complete list.
  8904. *
  8905. * @param {Euler} euler - The Euler angles.
  8906. * @return {Matrix4} A reference to this matrix.
  8907. */
  8908. makeRotationFromEuler( euler ) {
  8909. const te = this.elements;
  8910. const x = euler.x, y = euler.y, z = euler.z;
  8911. const a = Math.cos( x ), b = Math.sin( x );
  8912. const c = Math.cos( y ), d = Math.sin( y );
  8913. const e = Math.cos( z ), f = Math.sin( z );
  8914. if ( euler.order === 'XYZ' ) {
  8915. const ae = a * e, af = a * f, be = b * e, bf = b * f;
  8916. te[ 0 ] = c * e;
  8917. te[ 4 ] = - c * f;
  8918. te[ 8 ] = d;
  8919. te[ 1 ] = af + be * d;
  8920. te[ 5 ] = ae - bf * d;
  8921. te[ 9 ] = - b * c;
  8922. te[ 2 ] = bf - ae * d;
  8923. te[ 6 ] = be + af * d;
  8924. te[ 10 ] = a * c;
  8925. } else if ( euler.order === 'YXZ' ) {
  8926. const ce = c * e, cf = c * f, de = d * e, df = d * f;
  8927. te[ 0 ] = ce + df * b;
  8928. te[ 4 ] = de * b - cf;
  8929. te[ 8 ] = a * d;
  8930. te[ 1 ] = a * f;
  8931. te[ 5 ] = a * e;
  8932. te[ 9 ] = - b;
  8933. te[ 2 ] = cf * b - de;
  8934. te[ 6 ] = df + ce * b;
  8935. te[ 10 ] = a * c;
  8936. } else if ( euler.order === 'ZXY' ) {
  8937. const ce = c * e, cf = c * f, de = d * e, df = d * f;
  8938. te[ 0 ] = ce - df * b;
  8939. te[ 4 ] = - a * f;
  8940. te[ 8 ] = de + cf * b;
  8941. te[ 1 ] = cf + de * b;
  8942. te[ 5 ] = a * e;
  8943. te[ 9 ] = df - ce * b;
  8944. te[ 2 ] = - a * d;
  8945. te[ 6 ] = b;
  8946. te[ 10 ] = a * c;
  8947. } else if ( euler.order === 'ZYX' ) {
  8948. const ae = a * e, af = a * f, be = b * e, bf = b * f;
  8949. te[ 0 ] = c * e;
  8950. te[ 4 ] = be * d - af;
  8951. te[ 8 ] = ae * d + bf;
  8952. te[ 1 ] = c * f;
  8953. te[ 5 ] = bf * d + ae;
  8954. te[ 9 ] = af * d - be;
  8955. te[ 2 ] = - d;
  8956. te[ 6 ] = b * c;
  8957. te[ 10 ] = a * c;
  8958. } else if ( euler.order === 'YZX' ) {
  8959. const ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  8960. te[ 0 ] = c * e;
  8961. te[ 4 ] = bd - ac * f;
  8962. te[ 8 ] = bc * f + ad;
  8963. te[ 1 ] = f;
  8964. te[ 5 ] = a * e;
  8965. te[ 9 ] = - b * e;
  8966. te[ 2 ] = - d * e;
  8967. te[ 6 ] = ad * f + bc;
  8968. te[ 10 ] = ac - bd * f;
  8969. } else if ( euler.order === 'XZY' ) {
  8970. const ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  8971. te[ 0 ] = c * e;
  8972. te[ 4 ] = - f;
  8973. te[ 8 ] = d * e;
  8974. te[ 1 ] = ac * f + bd;
  8975. te[ 5 ] = a * e;
  8976. te[ 9 ] = ad * f - bc;
  8977. te[ 2 ] = bc * f - ad;
  8978. te[ 6 ] = b * e;
  8979. te[ 10 ] = bd * f + ac;
  8980. }
  8981. // bottom row
  8982. te[ 3 ] = 0;
  8983. te[ 7 ] = 0;
  8984. te[ 11 ] = 0;
  8985. // last column
  8986. te[ 12 ] = 0;
  8987. te[ 13 ] = 0;
  8988. te[ 14 ] = 0;
  8989. te[ 15 ] = 1;
  8990. return this;
  8991. }
  8992. /**
  8993. * Sets the rotation component of this matrix to the rotation specified by
  8994. * the given Quaternion as outlined [here](https://en.wikipedia.org/wiki/Rotation_matrix#Quaternion)
  8995. * The rest of the matrix is set to the identity.
  8996. *
  8997. * @param {Quaternion} q - The Quaternion.
  8998. * @return {Matrix4} A reference to this matrix.
  8999. */
  9000. makeRotationFromQuaternion( q ) {
  9001. return this.compose( _zero, q, _one );
  9002. }
  9003. /**
  9004. * Sets the rotation component of the transformation matrix, looking from `eye` towards
  9005. * `target`, and oriented by the up-direction.
  9006. *
  9007. * @param {Vector3} eye - The eye vector.
  9008. * @param {Vector3} target - The target vector.
  9009. * @param {Vector3} up - The up vector.
  9010. * @return {Matrix4} A reference to this matrix.
  9011. */
  9012. lookAt( eye, target, up ) {
  9013. const te = this.elements;
  9014. _z.subVectors( eye, target );
  9015. if ( _z.lengthSq() === 0 ) {
  9016. // eye and target are in the same position
  9017. _z.z = 1;
  9018. }
  9019. _z.normalize();
  9020. _x.crossVectors( up, _z );
  9021. if ( _x.lengthSq() === 0 ) {
  9022. // up and z are parallel
  9023. if ( Math.abs( up.z ) === 1 ) {
  9024. _z.x += 0.0001;
  9025. } else {
  9026. _z.z += 0.0001;
  9027. }
  9028. _z.normalize();
  9029. _x.crossVectors( up, _z );
  9030. }
  9031. _x.normalize();
  9032. _y.crossVectors( _z, _x );
  9033. te[ 0 ] = _x.x; te[ 4 ] = _y.x; te[ 8 ] = _z.x;
  9034. te[ 1 ] = _x.y; te[ 5 ] = _y.y; te[ 9 ] = _z.y;
  9035. te[ 2 ] = _x.z; te[ 6 ] = _y.z; te[ 10 ] = _z.z;
  9036. return this;
  9037. }
  9038. /**
  9039. * Post-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. multiply( m ) {
  9045. return this.multiplyMatrices( this, m );
  9046. }
  9047. /**
  9048. * Pre-multiplies this matrix by the given 4x4 matrix.
  9049. *
  9050. * @param {Matrix4} m - The matrix to multiply with.
  9051. * @return {Matrix4} A reference to this matrix.
  9052. */
  9053. premultiply( m ) {
  9054. return this.multiplyMatrices( m, this );
  9055. }
  9056. /**
  9057. * Multiples the given 4x4 matrices and stores the result
  9058. * in this matrix.
  9059. *
  9060. * @param {Matrix4} a - The first matrix.
  9061. * @param {Matrix4} b - The second matrix.
  9062. * @return {Matrix4} A reference to this matrix.
  9063. */
  9064. multiplyMatrices( a, b ) {
  9065. const ae = a.elements;
  9066. const be = b.elements;
  9067. const te = this.elements;
  9068. const a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];
  9069. const a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];
  9070. const a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];
  9071. const a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];
  9072. const b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];
  9073. const b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];
  9074. const b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];
  9075. const b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];
  9076. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
  9077. te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
  9078. te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
  9079. te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
  9080. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
  9081. te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
  9082. te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
  9083. te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
  9084. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
  9085. te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
  9086. te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
  9087. te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
  9088. te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
  9089. te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
  9090. te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
  9091. te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
  9092. return this;
  9093. }
  9094. /**
  9095. * Multiplies every component of the matrix by the given scalar.
  9096. *
  9097. * @param {number} s - The scalar.
  9098. * @return {Matrix4} A reference to this matrix.
  9099. */
  9100. multiplyScalar( s ) {
  9101. const te = this.elements;
  9102. te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;
  9103. te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;
  9104. te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;
  9105. te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;
  9106. return this;
  9107. }
  9108. /**
  9109. * Computes and returns the determinant of this matrix.
  9110. *
  9111. * Based on the method outlined [here](http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.html).
  9112. *
  9113. * @return {number} The determinant.
  9114. */
  9115. determinant() {
  9116. const te = this.elements;
  9117. const n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];
  9118. const n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];
  9119. const n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];
  9120. const n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];
  9121. const t11 = n23 * n34 - n24 * n33;
  9122. const t12 = n22 * n34 - n24 * n32;
  9123. const t13 = n22 * n33 - n23 * n32;
  9124. const t21 = n21 * n34 - n24 * n31;
  9125. const t22 = n21 * n33 - n23 * n31;
  9126. const t23 = n21 * n32 - n22 * n31;
  9127. return n11 * ( n42 * t11 - n43 * t12 + n44 * t13 ) -
  9128. n12 * ( n41 * t11 - n43 * t21 + n44 * t22 ) +
  9129. n13 * ( n41 * t12 - n42 * t21 + n44 * t23 ) -
  9130. n14 * ( n41 * t13 - n42 * t22 + n43 * t23 );
  9131. }
  9132. /**
  9133. * Transposes this matrix in place.
  9134. *
  9135. * @return {Matrix4} A reference to this matrix.
  9136. */
  9137. transpose() {
  9138. const te = this.elements;
  9139. let tmp;
  9140. tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;
  9141. tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;
  9142. tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;
  9143. tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;
  9144. tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;
  9145. tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;
  9146. return this;
  9147. }
  9148. /**
  9149. * Sets the position component for this matrix from the given vector,
  9150. * without affecting the rest of the matrix.
  9151. *
  9152. * @param {number|Vector3} x - The x component of the vector or alternatively the vector object.
  9153. * @param {number} y - The y component of the vector.
  9154. * @param {number} z - The z component of the vector.
  9155. * @return {Matrix4} A reference to this matrix.
  9156. */
  9157. setPosition( x, y, z ) {
  9158. const te = this.elements;
  9159. if ( x.isVector3 ) {
  9160. te[ 12 ] = x.x;
  9161. te[ 13 ] = x.y;
  9162. te[ 14 ] = x.z;
  9163. } else {
  9164. te[ 12 ] = x;
  9165. te[ 13 ] = y;
  9166. te[ 14 ] = z;
  9167. }
  9168. return this;
  9169. }
  9170. /**
  9171. * Inverts this matrix, using the [analytic method](https://en.wikipedia.org/wiki/Invertible_matrix#Analytic_solution).
  9172. * You can not invert with a determinant of zero. If you attempt this, the method produces
  9173. * a zero matrix instead.
  9174. *
  9175. * @return {Matrix4} A reference to this matrix.
  9176. */
  9177. invert() {
  9178. // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
  9179. const te = this.elements,
  9180. n11 = te[ 0 ], n21 = te[ 1 ], n31 = te[ 2 ], n41 = te[ 3 ],
  9181. n12 = te[ 4 ], n22 = te[ 5 ], n32 = te[ 6 ], n42 = te[ 7 ],
  9182. n13 = te[ 8 ], n23 = te[ 9 ], n33 = te[ 10 ], n43 = te[ 11 ],
  9183. n14 = te[ 12 ], n24 = te[ 13 ], n34 = te[ 14 ], n44 = te[ 15 ],
  9184. t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44,
  9185. t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44,
  9186. t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44,
  9187. t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;
  9188. const det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;
  9189. if ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 );
  9190. const detInv = 1 / det;
  9191. te[ 0 ] = t11 * detInv;
  9192. te[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv;
  9193. te[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv;
  9194. te[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv;
  9195. te[ 4 ] = t12 * detInv;
  9196. te[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv;
  9197. te[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv;
  9198. te[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv;
  9199. te[ 8 ] = t13 * detInv;
  9200. te[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv;
  9201. te[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv;
  9202. te[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv;
  9203. te[ 12 ] = t14 * detInv;
  9204. te[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv;
  9205. te[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv;
  9206. te[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv;
  9207. return this;
  9208. }
  9209. /**
  9210. * Multiplies the columns of this matrix by the given vector.
  9211. *
  9212. * @param {Vector3} v - The scale vector.
  9213. * @return {Matrix4} A reference to this matrix.
  9214. */
  9215. scale( v ) {
  9216. const te = this.elements;
  9217. const x = v.x, y = v.y, z = v.z;
  9218. te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;
  9219. te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;
  9220. te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;
  9221. te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;
  9222. return this;
  9223. }
  9224. /**
  9225. * Gets the maximum scale value of the three axes.
  9226. *
  9227. * @return {number} The maximum scale.
  9228. */
  9229. getMaxScaleOnAxis() {
  9230. const te = this.elements;
  9231. const scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];
  9232. const scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];
  9233. const scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];
  9234. return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) );
  9235. }
  9236. /**
  9237. * Sets this matrix as a translation transform from the given vector.
  9238. *
  9239. * @param {number|Vector3} x - The amount to translate in the X axis or alternatively a translation vector.
  9240. * @param {number} y - The amount to translate in the Y axis.
  9241. * @param {number} z - The amount to translate in the z axis.
  9242. * @return {Matrix4} A reference to this matrix.
  9243. */
  9244. makeTranslation( x, y, z ) {
  9245. if ( x.isVector3 ) {
  9246. this.set(
  9247. 1, 0, 0, x.x,
  9248. 0, 1, 0, x.y,
  9249. 0, 0, 1, x.z,
  9250. 0, 0, 0, 1
  9251. );
  9252. } else {
  9253. this.set(
  9254. 1, 0, 0, x,
  9255. 0, 1, 0, y,
  9256. 0, 0, 1, z,
  9257. 0, 0, 0, 1
  9258. );
  9259. }
  9260. return this;
  9261. }
  9262. /**
  9263. * Sets this matrix as a rotational transformation around the X axis by
  9264. * the given angle.
  9265. *
  9266. * @param {number} theta - The rotation in radians.
  9267. * @return {Matrix4} A reference to this matrix.
  9268. */
  9269. makeRotationX( theta ) {
  9270. const c = Math.cos( theta ), s = Math.sin( theta );
  9271. this.set(
  9272. 1, 0, 0, 0,
  9273. 0, c, - s, 0,
  9274. 0, s, c, 0,
  9275. 0, 0, 0, 1
  9276. );
  9277. return this;
  9278. }
  9279. /**
  9280. * Sets this matrix as a rotational transformation around the Y axis by
  9281. * the given angle.
  9282. *
  9283. * @param {number} theta - The rotation in radians.
  9284. * @return {Matrix4} A reference to this matrix.
  9285. */
  9286. makeRotationY( theta ) {
  9287. const c = Math.cos( theta ), s = Math.sin( theta );
  9288. this.set(
  9289. c, 0, s, 0,
  9290. 0, 1, 0, 0,
  9291. - s, 0, c, 0,
  9292. 0, 0, 0, 1
  9293. );
  9294. return this;
  9295. }
  9296. /**
  9297. * Sets this matrix as a rotational transformation around the Z axis by
  9298. * the given angle.
  9299. *
  9300. * @param {number} theta - The rotation in radians.
  9301. * @return {Matrix4} A reference to this matrix.
  9302. */
  9303. makeRotationZ( theta ) {
  9304. const c = Math.cos( theta ), s = Math.sin( theta );
  9305. this.set(
  9306. c, - s, 0, 0,
  9307. s, c, 0, 0,
  9308. 0, 0, 1, 0,
  9309. 0, 0, 0, 1
  9310. );
  9311. return this;
  9312. }
  9313. /**
  9314. * Sets this matrix as a rotational transformation around the given axis by
  9315. * the given angle.
  9316. *
  9317. * This is a somewhat controversial but mathematically sound alternative to
  9318. * rotating via Quaternions. See the discussion [here](https://www.gamedev.net/articles/programming/math-and-physics/do-we-really-need-quaternions-r1199).
  9319. *
  9320. * @param {Vector3} axis - The normalized rotation axis.
  9321. * @param {number} angle - The rotation in radians.
  9322. * @return {Matrix4} A reference to this matrix.
  9323. */
  9324. makeRotationAxis( axis, angle ) {
  9325. // Based on http://www.gamedev.net/reference/articles/article1199.asp
  9326. const c = Math.cos( angle );
  9327. const s = Math.sin( angle );
  9328. const t = 1 - c;
  9329. const x = axis.x, y = axis.y, z = axis.z;
  9330. const tx = t * x, ty = t * y;
  9331. this.set(
  9332. tx * x + c, tx * y - s * z, tx * z + s * y, 0,
  9333. tx * y + s * z, ty * y + c, ty * z - s * x, 0,
  9334. tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
  9335. 0, 0, 0, 1
  9336. );
  9337. return this;
  9338. }
  9339. /**
  9340. * Sets this matrix as a scale transformation.
  9341. *
  9342. * @param {number} x - The amount to scale in the X axis.
  9343. * @param {number} y - The amount to scale in the Y axis.
  9344. * @param {number} z - The amount to scale in the Z axis.
  9345. * @return {Matrix4} A reference to this matrix.
  9346. */
  9347. makeScale( x, y, z ) {
  9348. this.set(
  9349. x, 0, 0, 0,
  9350. 0, y, 0, 0,
  9351. 0, 0, z, 0,
  9352. 0, 0, 0, 1
  9353. );
  9354. return this;
  9355. }
  9356. /**
  9357. * Sets this matrix as a shear transformation.
  9358. *
  9359. * @param {number} xy - The amount to shear X by Y.
  9360. * @param {number} xz - The amount to shear X by Z.
  9361. * @param {number} yx - The amount to shear Y by X.
  9362. * @param {number} yz - The amount to shear Y by Z.
  9363. * @param {number} zx - The amount to shear Z by X.
  9364. * @param {number} zy - The amount to shear Z by Y.
  9365. * @return {Matrix4} A reference to this matrix.
  9366. */
  9367. makeShear( xy, xz, yx, yz, zx, zy ) {
  9368. this.set(
  9369. 1, yx, zx, 0,
  9370. xy, 1, zy, 0,
  9371. xz, yz, 1, 0,
  9372. 0, 0, 0, 1
  9373. );
  9374. return this;
  9375. }
  9376. /**
  9377. * Sets this matrix to the transformation composed of the given position,
  9378. * rotation (Quaternion) and scale.
  9379. *
  9380. * @param {Vector3} position - The position vector.
  9381. * @param {Quaternion} quaternion - The rotation as a Quaternion.
  9382. * @param {Vector3} scale - The scale vector.
  9383. * @return {Matrix4} A reference to this matrix.
  9384. */
  9385. compose( position, quaternion, scale ) {
  9386. const te = this.elements;
  9387. const x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._w;
  9388. const x2 = x + x, y2 = y + y, z2 = z + z;
  9389. const xx = x * x2, xy = x * y2, xz = x * z2;
  9390. const yy = y * y2, yz = y * z2, zz = z * z2;
  9391. const wx = w * x2, wy = w * y2, wz = w * z2;
  9392. const sx = scale.x, sy = scale.y, sz = scale.z;
  9393. te[ 0 ] = ( 1 - ( yy + zz ) ) * sx;
  9394. te[ 1 ] = ( xy + wz ) * sx;
  9395. te[ 2 ] = ( xz - wy ) * sx;
  9396. te[ 3 ] = 0;
  9397. te[ 4 ] = ( xy - wz ) * sy;
  9398. te[ 5 ] = ( 1 - ( xx + zz ) ) * sy;
  9399. te[ 6 ] = ( yz + wx ) * sy;
  9400. te[ 7 ] = 0;
  9401. te[ 8 ] = ( xz + wy ) * sz;
  9402. te[ 9 ] = ( yz - wx ) * sz;
  9403. te[ 10 ] = ( 1 - ( xx + yy ) ) * sz;
  9404. te[ 11 ] = 0;
  9405. te[ 12 ] = position.x;
  9406. te[ 13 ] = position.y;
  9407. te[ 14 ] = position.z;
  9408. te[ 15 ] = 1;
  9409. return this;
  9410. }
  9411. /**
  9412. * Decomposes this matrix into its position, rotation and scale components
  9413. * and provides the result in the given objects.
  9414. *
  9415. * Note: Not all matrices are decomposable in this way. For example, if an
  9416. * object has a non-uniformly scaled parent, then the object's world matrix
  9417. * may not be decomposable, and this method may not be appropriate.
  9418. *
  9419. * @param {Vector3} position - The position vector.
  9420. * @param {Quaternion} quaternion - The rotation as a Quaternion.
  9421. * @param {Vector3} scale - The scale vector.
  9422. * @return {Matrix4} A reference to this matrix.
  9423. */
  9424. decompose( position, quaternion, scale ) {
  9425. const te = this.elements;
  9426. let sx = _v1$5.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();
  9427. const sy = _v1$5.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();
  9428. const sz = _v1$5.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();
  9429. // if determine is negative, we need to invert one scale
  9430. const det = this.determinant();
  9431. if ( det < 0 ) sx = - sx;
  9432. position.x = te[ 12 ];
  9433. position.y = te[ 13 ];
  9434. position.z = te[ 14 ];
  9435. // scale the rotation part
  9436. _m1$2.copy( this );
  9437. const invSX = 1 / sx;
  9438. const invSY = 1 / sy;
  9439. const invSZ = 1 / sz;
  9440. _m1$2.elements[ 0 ] *= invSX;
  9441. _m1$2.elements[ 1 ] *= invSX;
  9442. _m1$2.elements[ 2 ] *= invSX;
  9443. _m1$2.elements[ 4 ] *= invSY;
  9444. _m1$2.elements[ 5 ] *= invSY;
  9445. _m1$2.elements[ 6 ] *= invSY;
  9446. _m1$2.elements[ 8 ] *= invSZ;
  9447. _m1$2.elements[ 9 ] *= invSZ;
  9448. _m1$2.elements[ 10 ] *= invSZ;
  9449. quaternion.setFromRotationMatrix( _m1$2 );
  9450. scale.x = sx;
  9451. scale.y = sy;
  9452. scale.z = sz;
  9453. return this;
  9454. }
  9455. /**
  9456. * Creates a perspective projection matrix. This is used internally by
  9457. * {@link PerspectiveCamera#updateProjectionMatrix}.
  9458. * @param {number} left - Left boundary of the viewing frustum at the near plane.
  9459. * @param {number} right - Right boundary of the viewing frustum at the near plane.
  9460. * @param {number} top - Top boundary of the viewing frustum at the near plane.
  9461. * @param {number} bottom - Bottom boundary of the viewing frustum at the near plane.
  9462. * @param {number} near - The distance from the camera to the near plane.
  9463. * @param {number} far - The distance from the camera to the far plane.
  9464. * @param {(WebGLCoordinateSystem|WebGPUCoordinateSystem)} [coordinateSystem=WebGLCoordinateSystem] - The coordinate system.
  9465. * @param {boolean} [reversedDepth=false] - Whether to use a reversed depth.
  9466. * @return {Matrix4} A reference to this matrix.
  9467. */
  9468. makePerspective( left, right, top, bottom, near, far, coordinateSystem = WebGLCoordinateSystem, reversedDepth = false ) {
  9469. const te = this.elements;
  9470. const x = 2 * near / ( right - left );
  9471. const y = 2 * near / ( top - bottom );
  9472. const a = ( right + left ) / ( right - left );
  9473. const b = ( top + bottom ) / ( top - bottom );
  9474. let c, d;
  9475. if ( reversedDepth ) {
  9476. c = near / ( far - near );
  9477. d = ( far * near ) / ( far - near );
  9478. } else {
  9479. if ( coordinateSystem === WebGLCoordinateSystem ) {
  9480. c = - ( far + near ) / ( far - near );
  9481. d = ( -2 * far * near ) / ( far - near );
  9482. } else if ( coordinateSystem === WebGPUCoordinateSystem ) {
  9483. c = - far / ( far - near );
  9484. d = ( - far * near ) / ( far - near );
  9485. } else {
  9486. throw new Error( 'THREE.Matrix4.makePerspective(): Invalid coordinate system: ' + coordinateSystem );
  9487. }
  9488. }
  9489. te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = a; te[ 12 ] = 0;
  9490. te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = b; te[ 13 ] = 0;
  9491. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d;
  9492. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = -1; te[ 15 ] = 0;
  9493. return this;
  9494. }
  9495. /**
  9496. * Creates a orthographic projection matrix. This is used internally by
  9497. * {@link OrthographicCamera#updateProjectionMatrix}.
  9498. * @param {number} left - Left boundary of the viewing frustum at the near plane.
  9499. * @param {number} right - Right boundary of the viewing frustum at the near plane.
  9500. * @param {number} top - Top boundary of the viewing frustum at the near plane.
  9501. * @param {number} bottom - Bottom boundary of the viewing frustum at the near plane.
  9502. * @param {number} near - The distance from the camera to the near plane.
  9503. * @param {number} far - The distance from the camera to the far plane.
  9504. * @param {(WebGLCoordinateSystem|WebGPUCoordinateSystem)} [coordinateSystem=WebGLCoordinateSystem] - The coordinate system.
  9505. * @param {boolean} [reversedDepth=false] - Whether to use a reversed depth.
  9506. * @return {Matrix4} A reference to this matrix.
  9507. */
  9508. makeOrthographic( left, right, top, bottom, near, far, coordinateSystem = WebGLCoordinateSystem, reversedDepth = false ) {
  9509. const te = this.elements;
  9510. const x = 2 / ( right - left );
  9511. const y = 2 / ( top - bottom );
  9512. const a = - ( right + left ) / ( right - left );
  9513. const b = - ( top + bottom ) / ( top - bottom );
  9514. let c, d;
  9515. if ( reversedDepth ) {
  9516. c = 1 / ( far - near );
  9517. d = far / ( far - near );
  9518. } else {
  9519. if ( coordinateSystem === WebGLCoordinateSystem ) {
  9520. c = -2 / ( far - near );
  9521. d = - ( far + near ) / ( far - near );
  9522. } else if ( coordinateSystem === WebGPUCoordinateSystem ) {
  9523. c = -1 / ( far - near );
  9524. d = - near / ( far - near );
  9525. } else {
  9526. throw new Error( 'THREE.Matrix4.makeOrthographic(): Invalid coordinate system: ' + coordinateSystem );
  9527. }
  9528. }
  9529. te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = 0; te[ 12 ] = a;
  9530. te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = 0; te[ 13 ] = b;
  9531. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d;
  9532. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; te[ 15 ] = 1;
  9533. return this;
  9534. }
  9535. /**
  9536. * Returns `true` if this matrix is equal with the given one.
  9537. *
  9538. * @param {Matrix4} matrix - The matrix to test for equality.
  9539. * @return {boolean} Whether this matrix is equal with the given one.
  9540. */
  9541. equals( matrix ) {
  9542. const te = this.elements;
  9543. const me = matrix.elements;
  9544. for ( let i = 0; i < 16; i ++ ) {
  9545. if ( te[ i ] !== me[ i ] ) return false;
  9546. }
  9547. return true;
  9548. }
  9549. /**
  9550. * Sets the elements of the matrix from the given array.
  9551. *
  9552. * @param {Array<number>} array - The matrix elements in column-major order.
  9553. * @param {number} [offset=0] - Index of the first element in the array.
  9554. * @return {Matrix4} A reference to this matrix.
  9555. */
  9556. fromArray( array, offset = 0 ) {
  9557. for ( let i = 0; i < 16; i ++ ) {
  9558. this.elements[ i ] = array[ i + offset ];
  9559. }
  9560. return this;
  9561. }
  9562. /**
  9563. * Writes the elements of this matrix to the given array. If no array is provided,
  9564. * the method returns a new instance.
  9565. *
  9566. * @param {Array<number>} [array=[]] - The target array holding the matrix elements in column-major order.
  9567. * @param {number} [offset=0] - Index of the first element in the array.
  9568. * @return {Array<number>} The matrix elements in column-major order.
  9569. */
  9570. toArray( array = [], offset = 0 ) {
  9571. const te = this.elements;
  9572. array[ offset ] = te[ 0 ];
  9573. array[ offset + 1 ] = te[ 1 ];
  9574. array[ offset + 2 ] = te[ 2 ];
  9575. array[ offset + 3 ] = te[ 3 ];
  9576. array[ offset + 4 ] = te[ 4 ];
  9577. array[ offset + 5 ] = te[ 5 ];
  9578. array[ offset + 6 ] = te[ 6 ];
  9579. array[ offset + 7 ] = te[ 7 ];
  9580. array[ offset + 8 ] = te[ 8 ];
  9581. array[ offset + 9 ] = te[ 9 ];
  9582. array[ offset + 10 ] = te[ 10 ];
  9583. array[ offset + 11 ] = te[ 11 ];
  9584. array[ offset + 12 ] = te[ 12 ];
  9585. array[ offset + 13 ] = te[ 13 ];
  9586. array[ offset + 14 ] = te[ 14 ];
  9587. array[ offset + 15 ] = te[ 15 ];
  9588. return array;
  9589. }
  9590. }
  9591. const _v1$5 = /*@__PURE__*/ new Vector3();
  9592. const _m1$2 = /*@__PURE__*/ new Matrix4();
  9593. const _zero = /*@__PURE__*/ new Vector3( 0, 0, 0 );
  9594. const _one = /*@__PURE__*/ new Vector3( 1, 1, 1 );
  9595. const _x = /*@__PURE__*/ new Vector3();
  9596. const _y = /*@__PURE__*/ new Vector3();
  9597. const _z = /*@__PURE__*/ new Vector3();
  9598. const _matrix$2 = /*@__PURE__*/ new Matrix4();
  9599. const _quaternion$3 = /*@__PURE__*/ new Quaternion();
  9600. /**
  9601. * A class representing Euler angles.
  9602. *
  9603. * Euler angles describe a rotational transformation by rotating an object on
  9604. * its various axes in specified amounts per axis, and a specified axis
  9605. * order.
  9606. *
  9607. * Iterating through an instance will yield its components (x, y, z,
  9608. * order) in the corresponding order.
  9609. *
  9610. * ```js
  9611. * const a = new THREE.Euler( 0, 1, 1.57, 'XYZ' );
  9612. * const b = new THREE.Vector3( 1, 0, 1 );
  9613. * b.applyEuler(a);
  9614. * ```
  9615. */
  9616. class Euler {
  9617. /**
  9618. * Constructs a new euler instance.
  9619. *
  9620. * @param {number} [x=0] - The angle of the x axis in radians.
  9621. * @param {number} [y=0] - The angle of the y axis in radians.
  9622. * @param {number} [z=0] - The angle of the z axis in radians.
  9623. * @param {string} [order=Euler.DEFAULT_ORDER] - A string representing the order that the rotations are applied.
  9624. */
  9625. constructor( x = 0, y = 0, z = 0, order = Euler.DEFAULT_ORDER ) {
  9626. /**
  9627. * This flag can be used for type testing.
  9628. *
  9629. * @type {boolean}
  9630. * @readonly
  9631. * @default true
  9632. */
  9633. this.isEuler = true;
  9634. this._x = x;
  9635. this._y = y;
  9636. this._z = z;
  9637. this._order = order;
  9638. }
  9639. /**
  9640. * The angle of the x axis in radians.
  9641. *
  9642. * @type {number}
  9643. * @default 0
  9644. */
  9645. get x() {
  9646. return this._x;
  9647. }
  9648. set x( value ) {
  9649. this._x = value;
  9650. this._onChangeCallback();
  9651. }
  9652. /**
  9653. * The angle of the y axis in radians.
  9654. *
  9655. * @type {number}
  9656. * @default 0
  9657. */
  9658. get y() {
  9659. return this._y;
  9660. }
  9661. set y( value ) {
  9662. this._y = value;
  9663. this._onChangeCallback();
  9664. }
  9665. /**
  9666. * The angle of the z axis in radians.
  9667. *
  9668. * @type {number}
  9669. * @default 0
  9670. */
  9671. get z() {
  9672. return this._z;
  9673. }
  9674. set z( value ) {
  9675. this._z = value;
  9676. this._onChangeCallback();
  9677. }
  9678. /**
  9679. * A string representing the order that the rotations are applied.
  9680. *
  9681. * @type {string}
  9682. * @default 'XYZ'
  9683. */
  9684. get order() {
  9685. return this._order;
  9686. }
  9687. set order( value ) {
  9688. this._order = value;
  9689. this._onChangeCallback();
  9690. }
  9691. /**
  9692. * Sets the Euler components.
  9693. *
  9694. * @param {number} x - The angle of the x axis in radians.
  9695. * @param {number} y - The angle of the y axis in radians.
  9696. * @param {number} z - The angle of the z axis in radians.
  9697. * @param {string} [order] - A string representing the order that the rotations are applied.
  9698. * @return {Euler} A reference to this Euler instance.
  9699. */
  9700. set( x, y, z, order = this._order ) {
  9701. this._x = x;
  9702. this._y = y;
  9703. this._z = z;
  9704. this._order = order;
  9705. this._onChangeCallback();
  9706. return this;
  9707. }
  9708. /**
  9709. * Returns a new Euler instance with copied values from this instance.
  9710. *
  9711. * @return {Euler} A clone of this instance.
  9712. */
  9713. clone() {
  9714. return new this.constructor( this._x, this._y, this._z, this._order );
  9715. }
  9716. /**
  9717. * Copies the values of the given Euler instance to this instance.
  9718. *
  9719. * @param {Euler} euler - The Euler instance to copy.
  9720. * @return {Euler} A reference to this Euler instance.
  9721. */
  9722. copy( euler ) {
  9723. this._x = euler._x;
  9724. this._y = euler._y;
  9725. this._z = euler._z;
  9726. this._order = euler._order;
  9727. this._onChangeCallback();
  9728. return this;
  9729. }
  9730. /**
  9731. * Sets the angles of this Euler instance from a pure rotation matrix.
  9732. *
  9733. * @param {Matrix4} m - A 4x4 matrix of which the upper 3x3 of matrix is a pure rotation matrix (i.e. unscaled).
  9734. * @param {string} [order] - A string representing the order that the rotations are applied.
  9735. * @param {boolean} [update=true] - Whether the internal `onChange` callback should be executed or not.
  9736. * @return {Euler} A reference to this Euler instance.
  9737. */
  9738. setFromRotationMatrix( m, order = this._order, update = true ) {
  9739. const te = m.elements;
  9740. const m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];
  9741. const m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];
  9742. const m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  9743. switch ( order ) {
  9744. case 'XYZ':
  9745. this._y = Math.asin( clamp( m13, -1, 1 ) );
  9746. if ( Math.abs( m13 ) < 0.9999999 ) {
  9747. this._x = Math.atan2( - m23, m33 );
  9748. this._z = Math.atan2( - m12, m11 );
  9749. } else {
  9750. this._x = Math.atan2( m32, m22 );
  9751. this._z = 0;
  9752. }
  9753. break;
  9754. case 'YXZ':
  9755. this._x = Math.asin( - clamp( m23, -1, 1 ) );
  9756. if ( Math.abs( m23 ) < 0.9999999 ) {
  9757. this._y = Math.atan2( m13, m33 );
  9758. this._z = Math.atan2( m21, m22 );
  9759. } else {
  9760. this._y = Math.atan2( - m31, m11 );
  9761. this._z = 0;
  9762. }
  9763. break;
  9764. case 'ZXY':
  9765. this._x = Math.asin( clamp( m32, -1, 1 ) );
  9766. if ( Math.abs( m32 ) < 0.9999999 ) {
  9767. this._y = Math.atan2( - m31, m33 );
  9768. this._z = Math.atan2( - m12, m22 );
  9769. } else {
  9770. this._y = 0;
  9771. this._z = Math.atan2( m21, m11 );
  9772. }
  9773. break;
  9774. case 'ZYX':
  9775. this._y = Math.asin( - clamp( m31, -1, 1 ) );
  9776. if ( Math.abs( m31 ) < 0.9999999 ) {
  9777. this._x = Math.atan2( m32, m33 );
  9778. this._z = Math.atan2( m21, m11 );
  9779. } else {
  9780. this._x = 0;
  9781. this._z = Math.atan2( - m12, m22 );
  9782. }
  9783. break;
  9784. case 'YZX':
  9785. this._z = Math.asin( clamp( m21, -1, 1 ) );
  9786. if ( Math.abs( m21 ) < 0.9999999 ) {
  9787. this._x = Math.atan2( - m23, m22 );
  9788. this._y = Math.atan2( - m31, m11 );
  9789. } else {
  9790. this._x = 0;
  9791. this._y = Math.atan2( m13, m33 );
  9792. }
  9793. break;
  9794. case 'XZY':
  9795. this._z = Math.asin( - clamp( m12, -1, 1 ) );
  9796. if ( Math.abs( m12 ) < 0.9999999 ) {
  9797. this._x = Math.atan2( m32, m22 );
  9798. this._y = Math.atan2( m13, m11 );
  9799. } else {
  9800. this._x = Math.atan2( - m23, m33 );
  9801. this._y = 0;
  9802. }
  9803. break;
  9804. default:
  9805. warn( 'Euler: .setFromRotationMatrix() encountered an unknown order: ' + order );
  9806. }
  9807. this._order = order;
  9808. if ( update === true ) this._onChangeCallback();
  9809. return this;
  9810. }
  9811. /**
  9812. * Sets the angles of this Euler instance from a normalized quaternion.
  9813. *
  9814. * @param {Quaternion} q - A normalized Quaternion.
  9815. * @param {string} [order] - A string representing the order that the rotations are applied.
  9816. * @param {boolean} [update=true] - Whether the internal `onChange` callback should be executed or not.
  9817. * @return {Euler} A reference to this Euler instance.
  9818. */
  9819. setFromQuaternion( q, order, update ) {
  9820. _matrix$2.makeRotationFromQuaternion( q );
  9821. return this.setFromRotationMatrix( _matrix$2, order, update );
  9822. }
  9823. /**
  9824. * Sets the angles of this Euler instance from the given vector.
  9825. *
  9826. * @param {Vector3} v - The vector.
  9827. * @param {string} [order] - A string representing the order that the rotations are applied.
  9828. * @return {Euler} A reference to this Euler instance.
  9829. */
  9830. setFromVector3( v, order = this._order ) {
  9831. return this.set( v.x, v.y, v.z, order );
  9832. }
  9833. /**
  9834. * Resets the euler angle with a new order by creating a quaternion from this
  9835. * euler angle and then setting this euler angle with the quaternion and the
  9836. * new order.
  9837. *
  9838. * Warning: This discards revolution information.
  9839. *
  9840. * @param {string} [newOrder] - A string representing the new order that the rotations are applied.
  9841. * @return {Euler} A reference to this Euler instance.
  9842. */
  9843. reorder( newOrder ) {
  9844. _quaternion$3.setFromEuler( this );
  9845. return this.setFromQuaternion( _quaternion$3, newOrder );
  9846. }
  9847. /**
  9848. * Returns `true` if this Euler instance is equal with the given one.
  9849. *
  9850. * @param {Euler} euler - The Euler instance to test for equality.
  9851. * @return {boolean} Whether this Euler instance is equal with the given one.
  9852. */
  9853. equals( euler ) {
  9854. return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );
  9855. }
  9856. /**
  9857. * Sets this Euler instance's components to values from the given array. The first three
  9858. * entries of the array are assign to the x,y and z components. An optional fourth entry
  9859. * defines the Euler order.
  9860. *
  9861. * @param {Array<number,number,number,?string>} array - An array holding the Euler component values.
  9862. * @return {Euler} A reference to this Euler instance.
  9863. */
  9864. fromArray( array ) {
  9865. this._x = array[ 0 ];
  9866. this._y = array[ 1 ];
  9867. this._z = array[ 2 ];
  9868. if ( array[ 3 ] !== undefined ) this._order = array[ 3 ];
  9869. this._onChangeCallback();
  9870. return this;
  9871. }
  9872. /**
  9873. * Writes the components of this Euler instance to the given array. If no array is provided,
  9874. * the method returns a new instance.
  9875. *
  9876. * @param {Array<number,number,number,string>} [array=[]] - The target array holding the Euler components.
  9877. * @param {number} [offset=0] - Index of the first element in the array.
  9878. * @return {Array<number,number,number,string>} The Euler components.
  9879. */
  9880. toArray( array = [], offset = 0 ) {
  9881. array[ offset ] = this._x;
  9882. array[ offset + 1 ] = this._y;
  9883. array[ offset + 2 ] = this._z;
  9884. array[ offset + 3 ] = this._order;
  9885. return array;
  9886. }
  9887. _onChange( callback ) {
  9888. this._onChangeCallback = callback;
  9889. return this;
  9890. }
  9891. _onChangeCallback() {}
  9892. *[ Symbol.iterator ]() {
  9893. yield this._x;
  9894. yield this._y;
  9895. yield this._z;
  9896. yield this._order;
  9897. }
  9898. }
  9899. /**
  9900. * The default Euler angle order.
  9901. *
  9902. * @static
  9903. * @type {string}
  9904. * @default 'XYZ'
  9905. */
  9906. Euler.DEFAULT_ORDER = 'XYZ';
  9907. /**
  9908. * A layers object assigns an 3D object to 1 or more of 32
  9909. * layers numbered `0` to `31` - internally the layers are stored as a
  9910. * bit mask], and by default all 3D objects are a member of layer `0`.
  9911. *
  9912. * This can be used to control visibility - an object must share a layer with
  9913. * a camera to be visible when that camera's view is
  9914. * rendered.
  9915. *
  9916. * All classes that inherit from {@link Object3D} have an `layers` property which
  9917. * is an instance of this class.
  9918. */
  9919. class Layers {
  9920. /**
  9921. * Constructs a new layers instance, with membership
  9922. * initially set to layer `0`.
  9923. */
  9924. constructor() {
  9925. /**
  9926. * A bit mask storing which of the 32 layers this layers object is currently
  9927. * a member of.
  9928. *
  9929. * @type {number}
  9930. */
  9931. this.mask = 1 | 0;
  9932. }
  9933. /**
  9934. * Sets membership to the given layer, and remove membership all other layers.
  9935. *
  9936. * @param {number} layer - The layer to set.
  9937. */
  9938. set( layer ) {
  9939. this.mask = ( 1 << layer | 0 ) >>> 0;
  9940. }
  9941. /**
  9942. * Adds membership of the given layer.
  9943. *
  9944. * @param {number} layer - The layer to enable.
  9945. */
  9946. enable( layer ) {
  9947. this.mask |= 1 << layer | 0;
  9948. }
  9949. /**
  9950. * Adds membership to all layers.
  9951. */
  9952. enableAll() {
  9953. this.mask = 0xffffffff | 0;
  9954. }
  9955. /**
  9956. * Toggles the membership of the given layer.
  9957. *
  9958. * @param {number} layer - The layer to toggle.
  9959. */
  9960. toggle( layer ) {
  9961. this.mask ^= 1 << layer | 0;
  9962. }
  9963. /**
  9964. * Removes membership of the given layer.
  9965. *
  9966. * @param {number} layer - The layer to enable.
  9967. */
  9968. disable( layer ) {
  9969. this.mask &= ~ ( 1 << layer | 0 );
  9970. }
  9971. /**
  9972. * Removes the membership from all layers.
  9973. */
  9974. disableAll() {
  9975. this.mask = 0;
  9976. }
  9977. /**
  9978. * Returns `true` if this and the given layers object have at least one
  9979. * layer in common.
  9980. *
  9981. * @param {Layers} layers - The layers to test.
  9982. * @return {boolean } Whether this and the given layers object have at least one layer in common or not.
  9983. */
  9984. test( layers ) {
  9985. return ( this.mask & layers.mask ) !== 0;
  9986. }
  9987. /**
  9988. * Returns `true` if the given layer is enabled.
  9989. *
  9990. * @param {number} layer - The layer to test.
  9991. * @return {boolean } Whether the given layer is enabled or not.
  9992. */
  9993. isEnabled( layer ) {
  9994. return ( this.mask & ( 1 << layer | 0 ) ) !== 0;
  9995. }
  9996. }
  9997. let _object3DId = 0;
  9998. const _v1$4 = /*@__PURE__*/ new Vector3();
  9999. const _q1 = /*@__PURE__*/ new Quaternion();
  10000. const _m1$1 = /*@__PURE__*/ new Matrix4();
  10001. const _target = /*@__PURE__*/ new Vector3();
  10002. const _position$3 = /*@__PURE__*/ new Vector3();
  10003. const _scale$2 = /*@__PURE__*/ new Vector3();
  10004. const _quaternion$2 = /*@__PURE__*/ new Quaternion();
  10005. const _xAxis = /*@__PURE__*/ new Vector3( 1, 0, 0 );
  10006. const _yAxis = /*@__PURE__*/ new Vector3( 0, 1, 0 );
  10007. const _zAxis = /*@__PURE__*/ new Vector3( 0, 0, 1 );
  10008. /**
  10009. * Fires when the object has been added to its parent object.
  10010. *
  10011. * @event Object3D#added
  10012. * @type {Object}
  10013. */
  10014. const _addedEvent = { type: 'added' };
  10015. /**
  10016. * Fires when the object has been removed from its parent object.
  10017. *
  10018. * @event Object3D#removed
  10019. * @type {Object}
  10020. */
  10021. const _removedEvent = { type: 'removed' };
  10022. /**
  10023. * Fires when a new child object has been added.
  10024. *
  10025. * @event Object3D#childadded
  10026. * @type {Object}
  10027. */
  10028. const _childaddedEvent = { type: 'childadded', child: null };
  10029. /**
  10030. * Fires when a child object has been removed.
  10031. *
  10032. * @event Object3D#childremoved
  10033. * @type {Object}
  10034. */
  10035. const _childremovedEvent = { type: 'childremoved', child: null };
  10036. /**
  10037. * This is the base class for most objects in three.js and provides a set of
  10038. * properties and methods for manipulating objects in 3D space.
  10039. *
  10040. * @augments EventDispatcher
  10041. */
  10042. class Object3D extends EventDispatcher {
  10043. /**
  10044. * Constructs a new 3D object.
  10045. */
  10046. constructor() {
  10047. super();
  10048. /**
  10049. * This flag can be used for type testing.
  10050. *
  10051. * @type {boolean}
  10052. * @readonly
  10053. * @default true
  10054. */
  10055. this.isObject3D = true;
  10056. /**
  10057. * The ID of the 3D object.
  10058. *
  10059. * @name Object3D#id
  10060. * @type {number}
  10061. * @readonly
  10062. */
  10063. Object.defineProperty( this, 'id', { value: _object3DId ++ } );
  10064. /**
  10065. * The UUID of the 3D object.
  10066. *
  10067. * @type {string}
  10068. * @readonly
  10069. */
  10070. this.uuid = generateUUID();
  10071. /**
  10072. * The name of the 3D object.
  10073. *
  10074. * @type {string}
  10075. */
  10076. this.name = '';
  10077. /**
  10078. * The type property is used for detecting the object type
  10079. * in context of serialization/deserialization.
  10080. *
  10081. * @type {string}
  10082. * @readonly
  10083. */
  10084. this.type = 'Object3D';
  10085. /**
  10086. * A reference to the parent object.
  10087. *
  10088. * @type {?Object3D}
  10089. * @default null
  10090. */
  10091. this.parent = null;
  10092. /**
  10093. * An array holding the child 3D objects of this instance.
  10094. *
  10095. * @type {Array<Object3D>}
  10096. */
  10097. this.children = [];
  10098. /**
  10099. * Defines the `up` direction of the 3D object which influences
  10100. * the orientation via methods like {@link Object3D#lookAt}.
  10101. *
  10102. * The default values for all 3D objects is defined by `Object3D.DEFAULT_UP`.
  10103. *
  10104. * @type {Vector3}
  10105. */
  10106. this.up = Object3D.DEFAULT_UP.clone();
  10107. const position = new Vector3();
  10108. const rotation = new Euler();
  10109. const quaternion = new Quaternion();
  10110. const scale = new Vector3( 1, 1, 1 );
  10111. function onRotationChange() {
  10112. quaternion.setFromEuler( rotation, false );
  10113. }
  10114. function onQuaternionChange() {
  10115. rotation.setFromQuaternion( quaternion, undefined, false );
  10116. }
  10117. rotation._onChange( onRotationChange );
  10118. quaternion._onChange( onQuaternionChange );
  10119. Object.defineProperties( this, {
  10120. /**
  10121. * Represents the object's local position.
  10122. *
  10123. * @name Object3D#position
  10124. * @type {Vector3}
  10125. * @default (0,0,0)
  10126. */
  10127. position: {
  10128. configurable: true,
  10129. enumerable: true,
  10130. value: position
  10131. },
  10132. /**
  10133. * Represents the object's local rotation as Euler angles, in radians.
  10134. *
  10135. * @name Object3D#rotation
  10136. * @type {Euler}
  10137. * @default (0,0,0)
  10138. */
  10139. rotation: {
  10140. configurable: true,
  10141. enumerable: true,
  10142. value: rotation
  10143. },
  10144. /**
  10145. * Represents the object's local rotation as Quaternions.
  10146. *
  10147. * @name Object3D#quaternion
  10148. * @type {Quaternion}
  10149. */
  10150. quaternion: {
  10151. configurable: true,
  10152. enumerable: true,
  10153. value: quaternion
  10154. },
  10155. /**
  10156. * Represents the object's local scale.
  10157. *
  10158. * @name Object3D#scale
  10159. * @type {Vector3}
  10160. * @default (1,1,1)
  10161. */
  10162. scale: {
  10163. configurable: true,
  10164. enumerable: true,
  10165. value: scale
  10166. },
  10167. /**
  10168. * Represents the object's model-view matrix.
  10169. *
  10170. * @name Object3D#modelViewMatrix
  10171. * @type {Matrix4}
  10172. */
  10173. modelViewMatrix: {
  10174. value: new Matrix4()
  10175. },
  10176. /**
  10177. * Represents the object's normal matrix.
  10178. *
  10179. * @name Object3D#normalMatrix
  10180. * @type {Matrix3}
  10181. */
  10182. normalMatrix: {
  10183. value: new Matrix3()
  10184. }
  10185. } );
  10186. /**
  10187. * Represents the object's transformation matrix in local space.
  10188. *
  10189. * @type {Matrix4}
  10190. */
  10191. this.matrix = new Matrix4();
  10192. /**
  10193. * Represents the object's transformation matrix in world space.
  10194. * If the 3D object has no parent, then it's identical to the local transformation matrix
  10195. *
  10196. * @type {Matrix4}
  10197. */
  10198. this.matrixWorld = new Matrix4();
  10199. /**
  10200. * When set to `true`, the engine automatically computes the local matrix from position,
  10201. * rotation and scale every frame.
  10202. *
  10203. * The default values for all 3D objects is defined by `Object3D.DEFAULT_MATRIX_AUTO_UPDATE`.
  10204. *
  10205. * @type {boolean}
  10206. * @default true
  10207. */
  10208. this.matrixAutoUpdate = Object3D.DEFAULT_MATRIX_AUTO_UPDATE;
  10209. /**
  10210. * When set to `true`, the engine automatically computes the world matrix from the current local
  10211. * matrix and the object's transformation hierarchy.
  10212. *
  10213. * The default values for all 3D objects is defined by `Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE`.
  10214. *
  10215. * @type {boolean}
  10216. * @default true
  10217. */
  10218. this.matrixWorldAutoUpdate = Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE; // checked by the renderer
  10219. /**
  10220. * When set to `true`, it calculates the world matrix in that frame and resets this property
  10221. * to `false`.
  10222. *
  10223. * @type {boolean}
  10224. * @default false
  10225. */
  10226. this.matrixWorldNeedsUpdate = false;
  10227. /**
  10228. * The layer membership of the 3D object. The 3D object is only visible if it has
  10229. * at least one layer in common with the camera in use. This property can also be
  10230. * used to filter out unwanted objects in ray-intersection tests when using {@link Raycaster}.
  10231. *
  10232. * @type {Layers}
  10233. */
  10234. this.layers = new Layers();
  10235. /**
  10236. * When set to `true`, the 3D object gets rendered.
  10237. *
  10238. * @type {boolean}
  10239. * @default true
  10240. */
  10241. this.visible = true;
  10242. /**
  10243. * When set to `true`, the 3D object gets rendered into shadow maps.
  10244. *
  10245. * @type {boolean}
  10246. * @default false
  10247. */
  10248. this.castShadow = false;
  10249. /**
  10250. * When set to `true`, the 3D object is affected by shadows in the scene.
  10251. *
  10252. * @type {boolean}
  10253. * @default false
  10254. */
  10255. this.receiveShadow = false;
  10256. /**
  10257. * When set to `true`, the 3D object is honored by view frustum culling.
  10258. *
  10259. * @type {boolean}
  10260. * @default true
  10261. */
  10262. this.frustumCulled = true;
  10263. /**
  10264. * This value allows the default rendering order of scene graph objects to be
  10265. * overridden although opaque and transparent objects remain sorted independently.
  10266. * When this property is set for an instance of {@link Group},all descendants
  10267. * objects will be sorted and rendered together. Sorting is from lowest to highest
  10268. * render order.
  10269. *
  10270. * @type {number}
  10271. * @default 0
  10272. */
  10273. this.renderOrder = 0;
  10274. /**
  10275. * An array holding the animation clips of the 3D object.
  10276. *
  10277. * @type {Array<AnimationClip>}
  10278. */
  10279. this.animations = [];
  10280. /**
  10281. * Custom depth material to be used when rendering to the depth map. Can only be used
  10282. * in context of meshes. When shadow-casting with a {@link DirectionalLight} or {@link SpotLight},
  10283. * if you are modifying vertex positions in the vertex shader you must specify a custom depth
  10284. * material for proper shadows.
  10285. *
  10286. * Only relevant in context of {@link WebGLRenderer}.
  10287. *
  10288. * @type {(Material|undefined)}
  10289. * @default undefined
  10290. */
  10291. this.customDepthMaterial = undefined;
  10292. /**
  10293. * Same as {@link Object3D#customDepthMaterial}, but used with {@link PointLight}.
  10294. *
  10295. * Only relevant in context of {@link WebGLRenderer}.
  10296. *
  10297. * @type {(Material|undefined)}
  10298. * @default undefined
  10299. */
  10300. this.customDistanceMaterial = undefined;
  10301. /**
  10302. * An object that can be used to store custom data about the 3D object. It
  10303. * should not hold references to functions as these will not be cloned.
  10304. *
  10305. * @type {Object}
  10306. */
  10307. this.userData = {};
  10308. }
  10309. /**
  10310. * A callback that is executed immediately before a 3D object is rendered to a shadow map.
  10311. *
  10312. * @param {Renderer|WebGLRenderer} renderer - The renderer.
  10313. * @param {Object3D} object - The 3D object.
  10314. * @param {Camera} camera - The camera that is used to render the scene.
  10315. * @param {Camera} shadowCamera - The shadow camera.
  10316. * @param {BufferGeometry} geometry - The 3D object's geometry.
  10317. * @param {Material} depthMaterial - The depth material.
  10318. * @param {Object} group - The geometry group data.
  10319. */
  10320. onBeforeShadow( /* renderer, object, camera, shadowCamera, geometry, depthMaterial, group */ ) {}
  10321. /**
  10322. * A callback that is executed immediately after a 3D object is rendered to a shadow map.
  10323. *
  10324. * @param {Renderer|WebGLRenderer} renderer - The renderer.
  10325. * @param {Object3D} object - The 3D object.
  10326. * @param {Camera} camera - The camera that is used to render the scene.
  10327. * @param {Camera} shadowCamera - The shadow camera.
  10328. * @param {BufferGeometry} geometry - The 3D object's geometry.
  10329. * @param {Material} depthMaterial - The depth material.
  10330. * @param {Object} group - The geometry group data.
  10331. */
  10332. onAfterShadow( /* renderer, object, camera, shadowCamera, geometry, depthMaterial, group */ ) {}
  10333. /**
  10334. * A callback that is executed immediately before a 3D object is rendered.
  10335. *
  10336. * @param {Renderer|WebGLRenderer} renderer - The renderer.
  10337. * @param {Object3D} object - The 3D object.
  10338. * @param {Camera} camera - The camera that is used to render the scene.
  10339. * @param {BufferGeometry} geometry - The 3D object's geometry.
  10340. * @param {Material} material - The 3D object's material.
  10341. * @param {Object} group - The geometry group data.
  10342. */
  10343. onBeforeRender( /* renderer, scene, camera, geometry, material, group */ ) {}
  10344. /**
  10345. * A callback that is executed immediately after a 3D object is rendered.
  10346. *
  10347. * @param {Renderer|WebGLRenderer} renderer - The renderer.
  10348. * @param {Object3D} object - The 3D object.
  10349. * @param {Camera} camera - The camera that is used to render the scene.
  10350. * @param {BufferGeometry} geometry - The 3D object's geometry.
  10351. * @param {Material} material - The 3D object's material.
  10352. * @param {Object} group - The geometry group data.
  10353. */
  10354. onAfterRender( /* renderer, scene, camera, geometry, material, group */ ) {}
  10355. /**
  10356. * Applies the given transformation matrix to the object and updates the object's position,
  10357. * rotation and scale.
  10358. *
  10359. * @param {Matrix4} matrix - The transformation matrix.
  10360. */
  10361. applyMatrix4( matrix ) {
  10362. if ( this.matrixAutoUpdate ) this.updateMatrix();
  10363. this.matrix.premultiply( matrix );
  10364. this.matrix.decompose( this.position, this.quaternion, this.scale );
  10365. }
  10366. /**
  10367. * Applies a rotation represented by given the quaternion to the 3D object.
  10368. *
  10369. * @param {Quaternion} q - The quaternion.
  10370. * @return {Object3D} A reference to this instance.
  10371. */
  10372. applyQuaternion( q ) {
  10373. this.quaternion.premultiply( q );
  10374. return this;
  10375. }
  10376. /**
  10377. * Sets the given rotation represented as an axis/angle couple to the 3D object.
  10378. *
  10379. * @param {Vector3} axis - The (normalized) axis vector.
  10380. * @param {number} angle - The angle in radians.
  10381. */
  10382. setRotationFromAxisAngle( axis, angle ) {
  10383. // assumes axis is normalized
  10384. this.quaternion.setFromAxisAngle( axis, angle );
  10385. }
  10386. /**
  10387. * Sets the given rotation represented as Euler angles to the 3D object.
  10388. *
  10389. * @param {Euler} euler - The Euler angles.
  10390. */
  10391. setRotationFromEuler( euler ) {
  10392. this.quaternion.setFromEuler( euler, true );
  10393. }
  10394. /**
  10395. * Sets the given rotation represented as rotation matrix to the 3D object.
  10396. *
  10397. * @param {Matrix4} m - Although a 4x4 matrix is expected, the upper 3x3 portion must be
  10398. * a pure rotation matrix (i.e, unscaled).
  10399. */
  10400. setRotationFromMatrix( m ) {
  10401. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  10402. this.quaternion.setFromRotationMatrix( m );
  10403. }
  10404. /**
  10405. * Sets the given rotation represented as a Quaternion to the 3D object.
  10406. *
  10407. * @param {Quaternion} q - The Quaternion
  10408. */
  10409. setRotationFromQuaternion( q ) {
  10410. // assumes q is normalized
  10411. this.quaternion.copy( q );
  10412. }
  10413. /**
  10414. * Rotates the 3D object along an axis in local space.
  10415. *
  10416. * @param {Vector3} axis - The (normalized) axis vector.
  10417. * @param {number} angle - The angle in radians.
  10418. * @return {Object3D} A reference to this instance.
  10419. */
  10420. rotateOnAxis( axis, angle ) {
  10421. // rotate object on axis in object space
  10422. // axis is assumed to be normalized
  10423. _q1.setFromAxisAngle( axis, angle );
  10424. this.quaternion.multiply( _q1 );
  10425. return this;
  10426. }
  10427. /**
  10428. * Rotates the 3D object along an axis in world space.
  10429. *
  10430. * @param {Vector3} axis - The (normalized) axis vector.
  10431. * @param {number} angle - The angle in radians.
  10432. * @return {Object3D} A reference to this instance.
  10433. */
  10434. rotateOnWorldAxis( axis, angle ) {
  10435. // rotate object on axis in world space
  10436. // axis is assumed to be normalized
  10437. // method assumes no rotated parent
  10438. _q1.setFromAxisAngle( axis, angle );
  10439. this.quaternion.premultiply( _q1 );
  10440. return this;
  10441. }
  10442. /**
  10443. * Rotates the 3D object around its X axis in local space.
  10444. *
  10445. * @param {number} angle - The angle in radians.
  10446. * @return {Object3D} A reference to this instance.
  10447. */
  10448. rotateX( angle ) {
  10449. return this.rotateOnAxis( _xAxis, angle );
  10450. }
  10451. /**
  10452. * Rotates the 3D object around its Y axis in local space.
  10453. *
  10454. * @param {number} angle - The angle in radians.
  10455. * @return {Object3D} A reference to this instance.
  10456. */
  10457. rotateY( angle ) {
  10458. return this.rotateOnAxis( _yAxis, angle );
  10459. }
  10460. /**
  10461. * Rotates the 3D object around its Z axis in local space.
  10462. *
  10463. * @param {number} angle - The angle in radians.
  10464. * @return {Object3D} A reference to this instance.
  10465. */
  10466. rotateZ( angle ) {
  10467. return this.rotateOnAxis( _zAxis, angle );
  10468. }
  10469. /**
  10470. * Translate the 3D object by a distance along the given axis in local space.
  10471. *
  10472. * @param {Vector3} axis - The (normalized) axis vector.
  10473. * @param {number} distance - The distance in world units.
  10474. * @return {Object3D} A reference to this instance.
  10475. */
  10476. translateOnAxis( axis, distance ) {
  10477. // translate object by distance along axis in object space
  10478. // axis is assumed to be normalized
  10479. _v1$4.copy( axis ).applyQuaternion( this.quaternion );
  10480. this.position.add( _v1$4.multiplyScalar( distance ) );
  10481. return this;
  10482. }
  10483. /**
  10484. * Translate the 3D object by a distance along its X-axis in local space.
  10485. *
  10486. * @param {number} distance - The distance in world units.
  10487. * @return {Object3D} A reference to this instance.
  10488. */
  10489. translateX( distance ) {
  10490. return this.translateOnAxis( _xAxis, distance );
  10491. }
  10492. /**
  10493. * Translate the 3D object by a distance along its Y-axis in local space.
  10494. *
  10495. * @param {number} distance - The distance in world units.
  10496. * @return {Object3D} A reference to this instance.
  10497. */
  10498. translateY( distance ) {
  10499. return this.translateOnAxis( _yAxis, distance );
  10500. }
  10501. /**
  10502. * Translate the 3D object by a distance along its Z-axis in local space.
  10503. *
  10504. * @param {number} distance - The distance in world units.
  10505. * @return {Object3D} A reference to this instance.
  10506. */
  10507. translateZ( distance ) {
  10508. return this.translateOnAxis( _zAxis, distance );
  10509. }
  10510. /**
  10511. * Converts the given vector from this 3D object's local space to world space.
  10512. *
  10513. * @param {Vector3} vector - The vector to convert.
  10514. * @return {Vector3} The converted vector.
  10515. */
  10516. localToWorld( vector ) {
  10517. this.updateWorldMatrix( true, false );
  10518. return vector.applyMatrix4( this.matrixWorld );
  10519. }
  10520. /**
  10521. * Converts the given vector from this 3D object's word space to local space.
  10522. *
  10523. * @param {Vector3} vector - The vector to convert.
  10524. * @return {Vector3} The converted vector.
  10525. */
  10526. worldToLocal( vector ) {
  10527. this.updateWorldMatrix( true, false );
  10528. return vector.applyMatrix4( _m1$1.copy( this.matrixWorld ).invert() );
  10529. }
  10530. /**
  10531. * Rotates the object to face a point in world space.
  10532. *
  10533. * This method does not support objects having non-uniformly-scaled parent(s).
  10534. *
  10535. * @param {number|Vector3} x - The x coordinate in world space. Alternatively, a vector representing a position in world space
  10536. * @param {number} [y] - The y coordinate in world space.
  10537. * @param {number} [z] - The z coordinate in world space.
  10538. */
  10539. lookAt( x, y, z ) {
  10540. // This method does not support objects having non-uniformly-scaled parent(s)
  10541. if ( x.isVector3 ) {
  10542. _target.copy( x );
  10543. } else {
  10544. _target.set( x, y, z );
  10545. }
  10546. const parent = this.parent;
  10547. this.updateWorldMatrix( true, false );
  10548. _position$3.setFromMatrixPosition( this.matrixWorld );
  10549. if ( this.isCamera || this.isLight ) {
  10550. _m1$1.lookAt( _position$3, _target, this.up );
  10551. } else {
  10552. _m1$1.lookAt( _target, _position$3, this.up );
  10553. }
  10554. this.quaternion.setFromRotationMatrix( _m1$1 );
  10555. if ( parent ) {
  10556. _m1$1.extractRotation( parent.matrixWorld );
  10557. _q1.setFromRotationMatrix( _m1$1 );
  10558. this.quaternion.premultiply( _q1.invert() );
  10559. }
  10560. }
  10561. /**
  10562. * Adds the given 3D object as a child to this 3D object. An arbitrary number of
  10563. * objects may be added. Any current parent on an object passed in here will be
  10564. * removed, since an object can have at most one parent.
  10565. *
  10566. * @fires Object3D#added
  10567. * @fires Object3D#childadded
  10568. * @param {Object3D} object - The 3D object to add.
  10569. * @return {Object3D} A reference to this instance.
  10570. */
  10571. add( object ) {
  10572. if ( arguments.length > 1 ) {
  10573. for ( let i = 0; i < arguments.length; i ++ ) {
  10574. this.add( arguments[ i ] );
  10575. }
  10576. return this;
  10577. }
  10578. if ( object === this ) {
  10579. error( 'Object3D.add: object can\'t be added as a child of itself.', object );
  10580. return this;
  10581. }
  10582. if ( object && object.isObject3D ) {
  10583. object.removeFromParent();
  10584. object.parent = this;
  10585. this.children.push( object );
  10586. object.dispatchEvent( _addedEvent );
  10587. _childaddedEvent.child = object;
  10588. this.dispatchEvent( _childaddedEvent );
  10589. _childaddedEvent.child = null;
  10590. } else {
  10591. error( 'Object3D.add: object not an instance of THREE.Object3D.', object );
  10592. }
  10593. return this;
  10594. }
  10595. /**
  10596. * Removes the given 3D object as child from this 3D object.
  10597. * An arbitrary number of objects may be removed.
  10598. *
  10599. * @fires Object3D#removed
  10600. * @fires Object3D#childremoved
  10601. * @param {Object3D} object - The 3D object to remove.
  10602. * @return {Object3D} A reference to this instance.
  10603. */
  10604. remove( object ) {
  10605. if ( arguments.length > 1 ) {
  10606. for ( let i = 0; i < arguments.length; i ++ ) {
  10607. this.remove( arguments[ i ] );
  10608. }
  10609. return this;
  10610. }
  10611. const index = this.children.indexOf( object );
  10612. if ( index !== -1 ) {
  10613. object.parent = null;
  10614. this.children.splice( index, 1 );
  10615. object.dispatchEvent( _removedEvent );
  10616. _childremovedEvent.child = object;
  10617. this.dispatchEvent( _childremovedEvent );
  10618. _childremovedEvent.child = null;
  10619. }
  10620. return this;
  10621. }
  10622. /**
  10623. * Removes this 3D object from its current parent.
  10624. *
  10625. * @fires Object3D#removed
  10626. * @fires Object3D#childremoved
  10627. * @return {Object3D} A reference to this instance.
  10628. */
  10629. removeFromParent() {
  10630. const parent = this.parent;
  10631. if ( parent !== null ) {
  10632. parent.remove( this );
  10633. }
  10634. return this;
  10635. }
  10636. /**
  10637. * Removes all child objects.
  10638. *
  10639. * @fires Object3D#removed
  10640. * @fires Object3D#childremoved
  10641. * @return {Object3D} A reference to this instance.
  10642. */
  10643. clear() {
  10644. return this.remove( ... this.children );
  10645. }
  10646. /**
  10647. * Adds the given 3D object as a child of this 3D object, while maintaining the object's world
  10648. * transform. This method does not support scene graphs having non-uniformly-scaled nodes(s).
  10649. *
  10650. * @fires Object3D#added
  10651. * @fires Object3D#childadded
  10652. * @param {Object3D} object - The 3D object to attach.
  10653. * @return {Object3D} A reference to this instance.
  10654. */
  10655. attach( object ) {
  10656. // adds object as a child of this, while maintaining the object's world transform
  10657. // Note: This method does not support scene graphs having non-uniformly-scaled nodes(s)
  10658. this.updateWorldMatrix( true, false );
  10659. _m1$1.copy( this.matrixWorld ).invert();
  10660. if ( object.parent !== null ) {
  10661. object.parent.updateWorldMatrix( true, false );
  10662. _m1$1.multiply( object.parent.matrixWorld );
  10663. }
  10664. object.applyMatrix4( _m1$1 );
  10665. object.removeFromParent();
  10666. object.parent = this;
  10667. this.children.push( object );
  10668. object.updateWorldMatrix( false, true );
  10669. object.dispatchEvent( _addedEvent );
  10670. _childaddedEvent.child = object;
  10671. this.dispatchEvent( _childaddedEvent );
  10672. _childaddedEvent.child = null;
  10673. return this;
  10674. }
  10675. /**
  10676. * Searches through the 3D object and its children, starting with the 3D object
  10677. * itself, and returns the first with a matching ID.
  10678. *
  10679. * @param {number} id - The id.
  10680. * @return {Object3D|undefined} The found 3D object. Returns `undefined` if no 3D object has been found.
  10681. */
  10682. getObjectById( id ) {
  10683. return this.getObjectByProperty( 'id', id );
  10684. }
  10685. /**
  10686. * Searches through the 3D object and its children, starting with the 3D object
  10687. * itself, and returns the first with a matching name.
  10688. *
  10689. * @param {string} name - The name.
  10690. * @return {Object3D|undefined} The found 3D object. Returns `undefined` if no 3D object has been found.
  10691. */
  10692. getObjectByName( name ) {
  10693. return this.getObjectByProperty( 'name', name );
  10694. }
  10695. /**
  10696. * Searches through the 3D object and its children, starting with the 3D object
  10697. * itself, and returns the first with a matching property value.
  10698. *
  10699. * @param {string} name - The name of the property.
  10700. * @param {any} value - The value.
  10701. * @return {Object3D|undefined} The found 3D object. Returns `undefined` if no 3D object has been found.
  10702. */
  10703. getObjectByProperty( name, value ) {
  10704. if ( this[ name ] === value ) return this;
  10705. for ( let i = 0, l = this.children.length; i < l; i ++ ) {
  10706. const child = this.children[ i ];
  10707. const object = child.getObjectByProperty( name, value );
  10708. if ( object !== undefined ) {
  10709. return object;
  10710. }
  10711. }
  10712. return undefined;
  10713. }
  10714. /**
  10715. * Searches through the 3D object and its children, starting with the 3D object
  10716. * itself, and returns all 3D objects with a matching property value.
  10717. *
  10718. * @param {string} name - The name of the property.
  10719. * @param {any} value - The value.
  10720. * @param {Array<Object3D>} result - The method stores the result in this array.
  10721. * @return {Array<Object3D>} The found 3D objects.
  10722. */
  10723. getObjectsByProperty( name, value, result = [] ) {
  10724. if ( this[ name ] === value ) result.push( this );
  10725. const children = this.children;
  10726. for ( let i = 0, l = children.length; i < l; i ++ ) {
  10727. children[ i ].getObjectsByProperty( name, value, result );
  10728. }
  10729. return result;
  10730. }
  10731. /**
  10732. * Returns a vector representing the position of the 3D object in world space.
  10733. *
  10734. * @param {Vector3} target - The target vector the result is stored to.
  10735. * @return {Vector3} The 3D object's position in world space.
  10736. */
  10737. getWorldPosition( target ) {
  10738. this.updateWorldMatrix( true, false );
  10739. return target.setFromMatrixPosition( this.matrixWorld );
  10740. }
  10741. /**
  10742. * Returns a Quaternion representing the position of the 3D object in world space.
  10743. *
  10744. * @param {Quaternion} target - The target Quaternion the result is stored to.
  10745. * @return {Quaternion} The 3D object's rotation in world space.
  10746. */
  10747. getWorldQuaternion( target ) {
  10748. this.updateWorldMatrix( true, false );
  10749. this.matrixWorld.decompose( _position$3, target, _scale$2 );
  10750. return target;
  10751. }
  10752. /**
  10753. * Returns a vector representing the scale of the 3D object in world space.
  10754. *
  10755. * @param {Vector3} target - The target vector the result is stored to.
  10756. * @return {Vector3} The 3D object's scale in world space.
  10757. */
  10758. getWorldScale( target ) {
  10759. this.updateWorldMatrix( true, false );
  10760. this.matrixWorld.decompose( _position$3, _quaternion$2, target );
  10761. return target;
  10762. }
  10763. /**
  10764. * Returns a vector representing the ("look") direction of the 3D object in world space.
  10765. *
  10766. * @param {Vector3} target - The target vector the result is stored to.
  10767. * @return {Vector3} The 3D object's direction in world space.
  10768. */
  10769. getWorldDirection( target ) {
  10770. this.updateWorldMatrix( true, false );
  10771. const e = this.matrixWorld.elements;
  10772. return target.set( e[ 8 ], e[ 9 ], e[ 10 ] ).normalize();
  10773. }
  10774. /**
  10775. * Abstract method to get intersections between a casted ray and this
  10776. * 3D object. Renderable 3D objects such as {@link Mesh}, {@link Line} or {@link Points}
  10777. * implement this method in order to use raycasting.
  10778. *
  10779. * @abstract
  10780. * @param {Raycaster} raycaster - The raycaster.
  10781. * @param {Array<Object>} intersects - An array holding the result of the method.
  10782. */
  10783. raycast( /* raycaster, intersects */ ) {}
  10784. /**
  10785. * Executes the callback on this 3D object and all descendants.
  10786. *
  10787. * Note: Modifying the scene graph inside the callback is discouraged.
  10788. *
  10789. * @param {Function} callback - A callback function that allows to process the current 3D object.
  10790. */
  10791. traverse( callback ) {
  10792. callback( this );
  10793. const children = this.children;
  10794. for ( let i = 0, l = children.length; i < l; i ++ ) {
  10795. children[ i ].traverse( callback );
  10796. }
  10797. }
  10798. /**
  10799. * Like {@link Object3D#traverse}, but the callback will only be executed for visible 3D objects.
  10800. * Descendants of invisible 3D objects are not traversed.
  10801. *
  10802. * Note: Modifying the scene graph inside the callback is discouraged.
  10803. *
  10804. * @param {Function} callback - A callback function that allows to process the current 3D object.
  10805. */
  10806. traverseVisible( callback ) {
  10807. if ( this.visible === false ) return;
  10808. callback( this );
  10809. const children = this.children;
  10810. for ( let i = 0, l = children.length; i < l; i ++ ) {
  10811. children[ i ].traverseVisible( callback );
  10812. }
  10813. }
  10814. /**
  10815. * Like {@link Object3D#traverse}, but the callback will only be executed for all ancestors.
  10816. *
  10817. * Note: Modifying the scene graph inside the callback is discouraged.
  10818. *
  10819. * @param {Function} callback - A callback function that allows to process the current 3D object.
  10820. */
  10821. traverseAncestors( callback ) {
  10822. const parent = this.parent;
  10823. if ( parent !== null ) {
  10824. callback( parent );
  10825. parent.traverseAncestors( callback );
  10826. }
  10827. }
  10828. /**
  10829. * Updates the transformation matrix in local space by computing it from the current
  10830. * position, rotation and scale values.
  10831. */
  10832. updateMatrix() {
  10833. this.matrix.compose( this.position, this.quaternion, this.scale );
  10834. this.matrixWorldNeedsUpdate = true;
  10835. }
  10836. /**
  10837. * Updates the transformation matrix in world space of this 3D objects and its descendants.
  10838. *
  10839. * To ensure correct results, this method also recomputes the 3D object's transformation matrix in
  10840. * local space. The computation of the local and world matrix can be controlled with the
  10841. * {@link Object3D#matrixAutoUpdate} and {@link Object3D#matrixWorldAutoUpdate} flags which are both
  10842. * `true` by default. Set these flags to `false` if you need more control over the update matrix process.
  10843. *
  10844. * @param {boolean} [force=false] - When set to `true`, a recomputation of world matrices is forced even
  10845. * when {@link Object3D#matrixWorldAutoUpdate} is set to `false`.
  10846. */
  10847. updateMatrixWorld( force ) {
  10848. if ( this.matrixAutoUpdate ) this.updateMatrix();
  10849. if ( this.matrixWorldNeedsUpdate || force ) {
  10850. if ( this.matrixWorldAutoUpdate === true ) {
  10851. if ( this.parent === null ) {
  10852. this.matrixWorld.copy( this.matrix );
  10853. } else {
  10854. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  10855. }
  10856. }
  10857. this.matrixWorldNeedsUpdate = false;
  10858. force = true;
  10859. }
  10860. // make sure descendants are updated if required
  10861. const children = this.children;
  10862. for ( let i = 0, l = children.length; i < l; i ++ ) {
  10863. const child = children[ i ];
  10864. child.updateMatrixWorld( force );
  10865. }
  10866. }
  10867. /**
  10868. * An alternative version of {@link Object3D#updateMatrixWorld} with more control over the
  10869. * update of ancestor and descendant nodes.
  10870. *
  10871. * @param {boolean} [updateParents=false] Whether ancestor nodes should be updated or not.
  10872. * @param {boolean} [updateChildren=false] Whether descendant nodes should be updated or not.
  10873. */
  10874. updateWorldMatrix( updateParents, updateChildren ) {
  10875. const parent = this.parent;
  10876. if ( updateParents === true && parent !== null ) {
  10877. parent.updateWorldMatrix( true, false );
  10878. }
  10879. if ( this.matrixAutoUpdate ) this.updateMatrix();
  10880. if ( this.matrixWorldAutoUpdate === true ) {
  10881. if ( this.parent === null ) {
  10882. this.matrixWorld.copy( this.matrix );
  10883. } else {
  10884. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  10885. }
  10886. }
  10887. // make sure descendants are updated
  10888. if ( updateChildren === true ) {
  10889. const children = this.children;
  10890. for ( let i = 0, l = children.length; i < l; i ++ ) {
  10891. const child = children[ i ];
  10892. child.updateWorldMatrix( false, true );
  10893. }
  10894. }
  10895. }
  10896. /**
  10897. * Serializes the 3D object into JSON.
  10898. *
  10899. * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  10900. * @return {Object} A JSON object representing the serialized 3D object.
  10901. * @see {@link ObjectLoader#parse}
  10902. */
  10903. toJSON( meta ) {
  10904. // meta is a string when called from JSON.stringify
  10905. const isRootObject = ( meta === undefined || typeof meta === 'string' );
  10906. const output = {};
  10907. // meta is a hash used to collect geometries, materials.
  10908. // not providing it implies that this is the root object
  10909. // being serialized.
  10910. if ( isRootObject ) {
  10911. // initialize meta obj
  10912. meta = {
  10913. geometries: {},
  10914. materials: {},
  10915. textures: {},
  10916. images: {},
  10917. shapes: {},
  10918. skeletons: {},
  10919. animations: {},
  10920. nodes: {}
  10921. };
  10922. output.metadata = {
  10923. version: 4.7,
  10924. type: 'Object',
  10925. generator: 'Object3D.toJSON'
  10926. };
  10927. }
  10928. // standard Object3D serialization
  10929. const object = {};
  10930. object.uuid = this.uuid;
  10931. object.type = this.type;
  10932. if ( this.name !== '' ) object.name = this.name;
  10933. if ( this.castShadow === true ) object.castShadow = true;
  10934. if ( this.receiveShadow === true ) object.receiveShadow = true;
  10935. if ( this.visible === false ) object.visible = false;
  10936. if ( this.frustumCulled === false ) object.frustumCulled = false;
  10937. if ( this.renderOrder !== 0 ) object.renderOrder = this.renderOrder;
  10938. if ( Object.keys( this.userData ).length > 0 ) object.userData = this.userData;
  10939. object.layers = this.layers.mask;
  10940. object.matrix = this.matrix.toArray();
  10941. object.up = this.up.toArray();
  10942. if ( this.matrixAutoUpdate === false ) object.matrixAutoUpdate = false;
  10943. // object specific properties
  10944. if ( this.isInstancedMesh ) {
  10945. object.type = 'InstancedMesh';
  10946. object.count = this.count;
  10947. object.instanceMatrix = this.instanceMatrix.toJSON();
  10948. if ( this.instanceColor !== null ) object.instanceColor = this.instanceColor.toJSON();
  10949. }
  10950. if ( this.isBatchedMesh ) {
  10951. object.type = 'BatchedMesh';
  10952. object.perObjectFrustumCulled = this.perObjectFrustumCulled;
  10953. object.sortObjects = this.sortObjects;
  10954. object.drawRanges = this._drawRanges;
  10955. object.reservedRanges = this._reservedRanges;
  10956. object.geometryInfo = this._geometryInfo.map( info => ( {
  10957. ...info,
  10958. boundingBox: info.boundingBox ? info.boundingBox.toJSON() : undefined,
  10959. boundingSphere: info.boundingSphere ? info.boundingSphere.toJSON() : undefined
  10960. } ) );
  10961. object.instanceInfo = this._instanceInfo.map( info => ( { ...info } ) );
  10962. object.availableInstanceIds = this._availableInstanceIds.slice();
  10963. object.availableGeometryIds = this._availableGeometryIds.slice();
  10964. object.nextIndexStart = this._nextIndexStart;
  10965. object.nextVertexStart = this._nextVertexStart;
  10966. object.geometryCount = this._geometryCount;
  10967. object.maxInstanceCount = this._maxInstanceCount;
  10968. object.maxVertexCount = this._maxVertexCount;
  10969. object.maxIndexCount = this._maxIndexCount;
  10970. object.geometryInitialized = this._geometryInitialized;
  10971. object.matricesTexture = this._matricesTexture.toJSON( meta );
  10972. object.indirectTexture = this._indirectTexture.toJSON( meta );
  10973. if ( this._colorsTexture !== null ) {
  10974. object.colorsTexture = this._colorsTexture.toJSON( meta );
  10975. }
  10976. if ( this.boundingSphere !== null ) {
  10977. object.boundingSphere = this.boundingSphere.toJSON();
  10978. }
  10979. if ( this.boundingBox !== null ) {
  10980. object.boundingBox = this.boundingBox.toJSON();
  10981. }
  10982. }
  10983. //
  10984. function serialize( library, element ) {
  10985. if ( library[ element.uuid ] === undefined ) {
  10986. library[ element.uuid ] = element.toJSON( meta );
  10987. }
  10988. return element.uuid;
  10989. }
  10990. if ( this.isScene ) {
  10991. if ( this.background ) {
  10992. if ( this.background.isColor ) {
  10993. object.background = this.background.toJSON();
  10994. } else if ( this.background.isTexture ) {
  10995. object.background = this.background.toJSON( meta ).uuid;
  10996. }
  10997. }
  10998. if ( this.environment && this.environment.isTexture && this.environment.isRenderTargetTexture !== true ) {
  10999. object.environment = this.environment.toJSON( meta ).uuid;
  11000. }
  11001. } else if ( this.isMesh || this.isLine || this.isPoints ) {
  11002. object.geometry = serialize( meta.geometries, this.geometry );
  11003. const parameters = this.geometry.parameters;
  11004. if ( parameters !== undefined && parameters.shapes !== undefined ) {
  11005. const shapes = parameters.shapes;
  11006. if ( Array.isArray( shapes ) ) {
  11007. for ( let i = 0, l = shapes.length; i < l; i ++ ) {
  11008. const shape = shapes[ i ];
  11009. serialize( meta.shapes, shape );
  11010. }
  11011. } else {
  11012. serialize( meta.shapes, shapes );
  11013. }
  11014. }
  11015. }
  11016. if ( this.isSkinnedMesh ) {
  11017. object.bindMode = this.bindMode;
  11018. object.bindMatrix = this.bindMatrix.toArray();
  11019. if ( this.skeleton !== undefined ) {
  11020. serialize( meta.skeletons, this.skeleton );
  11021. object.skeleton = this.skeleton.uuid;
  11022. }
  11023. }
  11024. if ( this.material !== undefined ) {
  11025. if ( Array.isArray( this.material ) ) {
  11026. const uuids = [];
  11027. for ( let i = 0, l = this.material.length; i < l; i ++ ) {
  11028. uuids.push( serialize( meta.materials, this.material[ i ] ) );
  11029. }
  11030. object.material = uuids;
  11031. } else {
  11032. object.material = serialize( meta.materials, this.material );
  11033. }
  11034. }
  11035. //
  11036. if ( this.children.length > 0 ) {
  11037. object.children = [];
  11038. for ( let i = 0; i < this.children.length; i ++ ) {
  11039. object.children.push( this.children[ i ].toJSON( meta ).object );
  11040. }
  11041. }
  11042. //
  11043. if ( this.animations.length > 0 ) {
  11044. object.animations = [];
  11045. for ( let i = 0; i < this.animations.length; i ++ ) {
  11046. const animation = this.animations[ i ];
  11047. object.animations.push( serialize( meta.animations, animation ) );
  11048. }
  11049. }
  11050. if ( isRootObject ) {
  11051. const geometries = extractFromCache( meta.geometries );
  11052. const materials = extractFromCache( meta.materials );
  11053. const textures = extractFromCache( meta.textures );
  11054. const images = extractFromCache( meta.images );
  11055. const shapes = extractFromCache( meta.shapes );
  11056. const skeletons = extractFromCache( meta.skeletons );
  11057. const animations = extractFromCache( meta.animations );
  11058. const nodes = extractFromCache( meta.nodes );
  11059. if ( geometries.length > 0 ) output.geometries = geometries;
  11060. if ( materials.length > 0 ) output.materials = materials;
  11061. if ( textures.length > 0 ) output.textures = textures;
  11062. if ( images.length > 0 ) output.images = images;
  11063. if ( shapes.length > 0 ) output.shapes = shapes;
  11064. if ( skeletons.length > 0 ) output.skeletons = skeletons;
  11065. if ( animations.length > 0 ) output.animations = animations;
  11066. if ( nodes.length > 0 ) output.nodes = nodes;
  11067. }
  11068. output.object = object;
  11069. return output;
  11070. // extract data from the cache hash
  11071. // remove metadata on each item
  11072. // and return as array
  11073. function extractFromCache( cache ) {
  11074. const values = [];
  11075. for ( const key in cache ) {
  11076. const data = cache[ key ];
  11077. delete data.metadata;
  11078. values.push( data );
  11079. }
  11080. return values;
  11081. }
  11082. }
  11083. /**
  11084. * Returns a new 3D object with copied values from this instance.
  11085. *
  11086. * @param {boolean} [recursive=true] - When set to `true`, descendants of the 3D object are also cloned.
  11087. * @return {Object3D} A clone of this instance.
  11088. */
  11089. clone( recursive ) {
  11090. return new this.constructor().copy( this, recursive );
  11091. }
  11092. /**
  11093. * Copies the values of the given 3D object to this instance.
  11094. *
  11095. * @param {Object3D} source - The 3D object to copy.
  11096. * @param {boolean} [recursive=true] - When set to `true`, descendants of the 3D object are cloned.
  11097. * @return {Object3D} A reference to this instance.
  11098. */
  11099. copy( source, recursive = true ) {
  11100. this.name = source.name;
  11101. this.up.copy( source.up );
  11102. this.position.copy( source.position );
  11103. this.rotation.order = source.rotation.order;
  11104. this.quaternion.copy( source.quaternion );
  11105. this.scale.copy( source.scale );
  11106. this.matrix.copy( source.matrix );
  11107. this.matrixWorld.copy( source.matrixWorld );
  11108. this.matrixAutoUpdate = source.matrixAutoUpdate;
  11109. this.matrixWorldAutoUpdate = source.matrixWorldAutoUpdate;
  11110. this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;
  11111. this.layers.mask = source.layers.mask;
  11112. this.visible = source.visible;
  11113. this.castShadow = source.castShadow;
  11114. this.receiveShadow = source.receiveShadow;
  11115. this.frustumCulled = source.frustumCulled;
  11116. this.renderOrder = source.renderOrder;
  11117. this.animations = source.animations.slice();
  11118. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  11119. if ( recursive === true ) {
  11120. for ( let i = 0; i < source.children.length; i ++ ) {
  11121. const child = source.children[ i ];
  11122. this.add( child.clone() );
  11123. }
  11124. }
  11125. return this;
  11126. }
  11127. }
  11128. /**
  11129. * The default up direction for objects, also used as the default
  11130. * position for {@link DirectionalLight} and {@link HemisphereLight}.
  11131. *
  11132. * @static
  11133. * @type {Vector3}
  11134. * @default (0,1,0)
  11135. */
  11136. Object3D.DEFAULT_UP = /*@__PURE__*/ new Vector3( 0, 1, 0 );
  11137. /**
  11138. * The default setting for {@link Object3D#matrixAutoUpdate} for
  11139. * newly created 3D objects.
  11140. *
  11141. * @static
  11142. * @type {boolean}
  11143. * @default true
  11144. */
  11145. Object3D.DEFAULT_MATRIX_AUTO_UPDATE = true;
  11146. /**
  11147. * The default setting for {@link Object3D#matrixWorldAutoUpdate} for
  11148. * newly created 3D objects.
  11149. *
  11150. * @static
  11151. * @type {boolean}
  11152. * @default true
  11153. */
  11154. Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE = true;
  11155. const _v0$1 = /*@__PURE__*/ new Vector3();
  11156. const _v1$3 = /*@__PURE__*/ new Vector3();
  11157. const _v2$2 = /*@__PURE__*/ new Vector3();
  11158. const _v3$2 = /*@__PURE__*/ new Vector3();
  11159. const _vab = /*@__PURE__*/ new Vector3();
  11160. const _vac = /*@__PURE__*/ new Vector3();
  11161. const _vbc = /*@__PURE__*/ new Vector3();
  11162. const _vap = /*@__PURE__*/ new Vector3();
  11163. const _vbp = /*@__PURE__*/ new Vector3();
  11164. const _vcp = /*@__PURE__*/ new Vector3();
  11165. const _v40 = /*@__PURE__*/ new Vector4();
  11166. const _v41 = /*@__PURE__*/ new Vector4();
  11167. const _v42 = /*@__PURE__*/ new Vector4();
  11168. /**
  11169. * A geometric triangle as defined by three vectors representing its three corners.
  11170. */
  11171. class Triangle {
  11172. /**
  11173. * Constructs a new triangle.
  11174. *
  11175. * @param {Vector3} [a=(0,0,0)] - The first corner of the triangle.
  11176. * @param {Vector3} [b=(0,0,0)] - The second corner of the triangle.
  11177. * @param {Vector3} [c=(0,0,0)] - The third corner of the triangle.
  11178. */
  11179. constructor( a = new Vector3(), b = new Vector3(), c = new Vector3() ) {
  11180. /**
  11181. * The first corner of the triangle.
  11182. *
  11183. * @type {Vector3}
  11184. */
  11185. this.a = a;
  11186. /**
  11187. * The second corner of the triangle.
  11188. *
  11189. * @type {Vector3}
  11190. */
  11191. this.b = b;
  11192. /**
  11193. * The third corner of the triangle.
  11194. *
  11195. * @type {Vector3}
  11196. */
  11197. this.c = c;
  11198. }
  11199. /**
  11200. * Computes the normal vector of a triangle.
  11201. *
  11202. * @param {Vector3} a - The first corner of the triangle.
  11203. * @param {Vector3} b - The second corner of the triangle.
  11204. * @param {Vector3} c - The third corner of the triangle.
  11205. * @param {Vector3} target - The target vector that is used to store the method's result.
  11206. * @return {Vector3} The triangle's normal.
  11207. */
  11208. static getNormal( a, b, c, target ) {
  11209. target.subVectors( c, b );
  11210. _v0$1.subVectors( a, b );
  11211. target.cross( _v0$1 );
  11212. const targetLengthSq = target.lengthSq();
  11213. if ( targetLengthSq > 0 ) {
  11214. return target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) );
  11215. }
  11216. return target.set( 0, 0, 0 );
  11217. }
  11218. /**
  11219. * Computes a barycentric coordinates from the given vector.
  11220. * Returns `null` if the triangle is degenerate.
  11221. *
  11222. * @param {Vector3} point - A point in 3D space.
  11223. * @param {Vector3} a - The first corner of the triangle.
  11224. * @param {Vector3} b - The second corner of the triangle.
  11225. * @param {Vector3} c - The third corner of the triangle.
  11226. * @param {Vector3} target - The target vector that is used to store the method's result.
  11227. * @return {?Vector3} The barycentric coordinates for the given point
  11228. */
  11229. static getBarycoord( point, a, b, c, target ) {
  11230. // based on: http://www.blackpawn.com/texts/pointinpoly/default.html
  11231. _v0$1.subVectors( c, a );
  11232. _v1$3.subVectors( b, a );
  11233. _v2$2.subVectors( point, a );
  11234. const dot00 = _v0$1.dot( _v0$1 );
  11235. const dot01 = _v0$1.dot( _v1$3 );
  11236. const dot02 = _v0$1.dot( _v2$2 );
  11237. const dot11 = _v1$3.dot( _v1$3 );
  11238. const dot12 = _v1$3.dot( _v2$2 );
  11239. const denom = ( dot00 * dot11 - dot01 * dot01 );
  11240. // collinear or singular triangle
  11241. if ( denom === 0 ) {
  11242. target.set( 0, 0, 0 );
  11243. return null;
  11244. }
  11245. const invDenom = 1 / denom;
  11246. const u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
  11247. const v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
  11248. // barycentric coordinates must always sum to 1
  11249. return target.set( 1 - u - v, v, u );
  11250. }
  11251. /**
  11252. * Returns `true` if the given point, when projected onto the plane of the
  11253. * triangle, lies within the triangle.
  11254. *
  11255. * @param {Vector3} point - The point in 3D space to test.
  11256. * @param {Vector3} a - The first corner of the triangle.
  11257. * @param {Vector3} b - The second corner of the triangle.
  11258. * @param {Vector3} c - The third corner of the triangle.
  11259. * @return {boolean} Whether the given point, when projected onto the plane of the
  11260. * triangle, lies within the triangle or not.
  11261. */
  11262. static containsPoint( point, a, b, c ) {
  11263. // if the triangle is degenerate then we can't contain a point
  11264. if ( this.getBarycoord( point, a, b, c, _v3$2 ) === null ) {
  11265. return false;
  11266. }
  11267. return ( _v3$2.x >= 0 ) && ( _v3$2.y >= 0 ) && ( ( _v3$2.x + _v3$2.y ) <= 1 );
  11268. }
  11269. /**
  11270. * Computes the value barycentrically interpolated for the given point on the
  11271. * triangle. Returns `null` if the triangle is degenerate.
  11272. *
  11273. * @param {Vector3} point - Position of interpolated point.
  11274. * @param {Vector3} p1 - The first corner of the triangle.
  11275. * @param {Vector3} p2 - The second corner of the triangle.
  11276. * @param {Vector3} p3 - The third corner of the triangle.
  11277. * @param {Vector3} v1 - Value to interpolate of first vertex.
  11278. * @param {Vector3} v2 - Value to interpolate of second vertex.
  11279. * @param {Vector3} v3 - Value to interpolate of third vertex.
  11280. * @param {Vector3} target - The target vector that is used to store the method's result.
  11281. * @return {?Vector3} The interpolated value.
  11282. */
  11283. static getInterpolation( point, p1, p2, p3, v1, v2, v3, target ) {
  11284. if ( this.getBarycoord( point, p1, p2, p3, _v3$2 ) === null ) {
  11285. target.x = 0;
  11286. target.y = 0;
  11287. if ( 'z' in target ) target.z = 0;
  11288. if ( 'w' in target ) target.w = 0;
  11289. return null;
  11290. }
  11291. target.setScalar( 0 );
  11292. target.addScaledVector( v1, _v3$2.x );
  11293. target.addScaledVector( v2, _v3$2.y );
  11294. target.addScaledVector( v3, _v3$2.z );
  11295. return target;
  11296. }
  11297. /**
  11298. * Computes the value barycentrically interpolated for the given attribute and indices.
  11299. *
  11300. * @param {BufferAttribute} attr - The attribute to interpolate.
  11301. * @param {number} i1 - Index of first vertex.
  11302. * @param {number} i2 - Index of second vertex.
  11303. * @param {number} i3 - Index of third vertex.
  11304. * @param {Vector3} barycoord - The barycoordinate value to use to interpolate.
  11305. * @param {Vector3} target - The target vector that is used to store the method's result.
  11306. * @return {Vector3} The interpolated attribute value.
  11307. */
  11308. static getInterpolatedAttribute( attr, i1, i2, i3, barycoord, target ) {
  11309. _v40.setScalar( 0 );
  11310. _v41.setScalar( 0 );
  11311. _v42.setScalar( 0 );
  11312. _v40.fromBufferAttribute( attr, i1 );
  11313. _v41.fromBufferAttribute( attr, i2 );
  11314. _v42.fromBufferAttribute( attr, i3 );
  11315. target.setScalar( 0 );
  11316. target.addScaledVector( _v40, barycoord.x );
  11317. target.addScaledVector( _v41, barycoord.y );
  11318. target.addScaledVector( _v42, barycoord.z );
  11319. return target;
  11320. }
  11321. /**
  11322. * Returns `true` if the triangle is oriented towards the given direction.
  11323. *
  11324. * @param {Vector3} a - The first corner of the triangle.
  11325. * @param {Vector3} b - The second corner of the triangle.
  11326. * @param {Vector3} c - The third corner of the triangle.
  11327. * @param {Vector3} direction - The (normalized) direction vector.
  11328. * @return {boolean} Whether the triangle is oriented towards the given direction or not.
  11329. */
  11330. static isFrontFacing( a, b, c, direction ) {
  11331. _v0$1.subVectors( c, b );
  11332. _v1$3.subVectors( a, b );
  11333. // strictly front facing
  11334. return ( _v0$1.cross( _v1$3 ).dot( direction ) < 0 ) ? true : false;
  11335. }
  11336. /**
  11337. * Sets the triangle's vertices by copying the given values.
  11338. *
  11339. * @param {Vector3} a - The first corner of the triangle.
  11340. * @param {Vector3} b - The second corner of the triangle.
  11341. * @param {Vector3} c - The third corner of the triangle.
  11342. * @return {Triangle} A reference to this triangle.
  11343. */
  11344. set( a, b, c ) {
  11345. this.a.copy( a );
  11346. this.b.copy( b );
  11347. this.c.copy( c );
  11348. return this;
  11349. }
  11350. /**
  11351. * Sets the triangle's vertices by copying the given array values.
  11352. *
  11353. * @param {Array<Vector3>} points - An array with 3D points.
  11354. * @param {number} i0 - The array index representing the first corner of the triangle.
  11355. * @param {number} i1 - The array index representing the second corner of the triangle.
  11356. * @param {number} i2 - The array index representing the third corner of the triangle.
  11357. * @return {Triangle} A reference to this triangle.
  11358. */
  11359. setFromPointsAndIndices( points, i0, i1, i2 ) {
  11360. this.a.copy( points[ i0 ] );
  11361. this.b.copy( points[ i1 ] );
  11362. this.c.copy( points[ i2 ] );
  11363. return this;
  11364. }
  11365. /**
  11366. * Sets the triangle's vertices by copying the given attribute values.
  11367. *
  11368. * @param {BufferAttribute} attribute - A buffer attribute with 3D points data.
  11369. * @param {number} i0 - The attribute index representing the first corner of the triangle.
  11370. * @param {number} i1 - The attribute index representing the second corner of the triangle.
  11371. * @param {number} i2 - The attribute index representing the third corner of the triangle.
  11372. * @return {Triangle} A reference to this triangle.
  11373. */
  11374. setFromAttributeAndIndices( attribute, i0, i1, i2 ) {
  11375. this.a.fromBufferAttribute( attribute, i0 );
  11376. this.b.fromBufferAttribute( attribute, i1 );
  11377. this.c.fromBufferAttribute( attribute, i2 );
  11378. return this;
  11379. }
  11380. /**
  11381. * Returns a new triangle with copied values from this instance.
  11382. *
  11383. * @return {Triangle} A clone of this instance.
  11384. */
  11385. clone() {
  11386. return new this.constructor().copy( this );
  11387. }
  11388. /**
  11389. * Copies the values of the given triangle to this instance.
  11390. *
  11391. * @param {Triangle} triangle - The triangle to copy.
  11392. * @return {Triangle} A reference to this triangle.
  11393. */
  11394. copy( triangle ) {
  11395. this.a.copy( triangle.a );
  11396. this.b.copy( triangle.b );
  11397. this.c.copy( triangle.c );
  11398. return this;
  11399. }
  11400. /**
  11401. * Computes the area of the triangle.
  11402. *
  11403. * @return {number} The triangle's area.
  11404. */
  11405. getArea() {
  11406. _v0$1.subVectors( this.c, this.b );
  11407. _v1$3.subVectors( this.a, this.b );
  11408. return _v0$1.cross( _v1$3 ).length() * 0.5;
  11409. }
  11410. /**
  11411. * Computes the midpoint 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 midpoint.
  11415. */
  11416. getMidpoint( target ) {
  11417. return target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );
  11418. }
  11419. /**
  11420. * Computes the normal of the triangle.
  11421. *
  11422. * @param {Vector3} target - The target vector that is used to store the method's result.
  11423. * @return {Vector3} The triangle's normal.
  11424. */
  11425. getNormal( target ) {
  11426. return Triangle.getNormal( this.a, this.b, this.c, target );
  11427. }
  11428. /**
  11429. * Computes a plane the triangle lies within.
  11430. *
  11431. * @param {Plane} target - The target vector that is used to store the method's result.
  11432. * @return {Plane} The plane the triangle lies within.
  11433. */
  11434. getPlane( target ) {
  11435. return target.setFromCoplanarPoints( this.a, this.b, this.c );
  11436. }
  11437. /**
  11438. * Computes a barycentric coordinates from the given vector.
  11439. * Returns `null` if the triangle is degenerate.
  11440. *
  11441. * @param {Vector3} point - A point in 3D space.
  11442. * @param {Vector3} target - The target vector that is used to store the method's result.
  11443. * @return {?Vector3} The barycentric coordinates for the given point
  11444. */
  11445. getBarycoord( point, target ) {
  11446. return Triangle.getBarycoord( point, this.a, this.b, this.c, target );
  11447. }
  11448. /**
  11449. * Computes the value barycentrically interpolated for the given point on the
  11450. * triangle. Returns `null` if the triangle is degenerate.
  11451. *
  11452. * @param {Vector3} point - Position of interpolated point.
  11453. * @param {Vector3} v1 - Value to interpolate of first vertex.
  11454. * @param {Vector3} v2 - Value to interpolate of second vertex.
  11455. * @param {Vector3} v3 - Value to interpolate of third vertex.
  11456. * @param {Vector3} target - The target vector that is used to store the method's result.
  11457. * @return {?Vector3} The interpolated value.
  11458. */
  11459. getInterpolation( point, v1, v2, v3, target ) {
  11460. return Triangle.getInterpolation( point, this.a, this.b, this.c, v1, v2, v3, target );
  11461. }
  11462. /**
  11463. * Returns `true` if the given point, when projected onto the plane of the
  11464. * triangle, lies within the triangle.
  11465. *
  11466. * @param {Vector3} point - The point in 3D space to test.
  11467. * @return {boolean} Whether the given point, when projected onto the plane of the
  11468. * triangle, lies within the triangle or not.
  11469. */
  11470. containsPoint( point ) {
  11471. return Triangle.containsPoint( point, this.a, this.b, this.c );
  11472. }
  11473. /**
  11474. * Returns `true` if the triangle is oriented towards the given direction.
  11475. *
  11476. * @param {Vector3} direction - The (normalized) direction vector.
  11477. * @return {boolean} Whether the triangle is oriented towards the given direction or not.
  11478. */
  11479. isFrontFacing( direction ) {
  11480. return Triangle.isFrontFacing( this.a, this.b, this.c, direction );
  11481. }
  11482. /**
  11483. * Returns `true` if this triangle intersects with the given box.
  11484. *
  11485. * @param {Box3} box - The box to intersect.
  11486. * @return {boolean} Whether this triangle intersects with the given box or not.
  11487. */
  11488. intersectsBox( box ) {
  11489. return box.intersectsTriangle( this );
  11490. }
  11491. /**
  11492. * Returns the closest point on the triangle to the given point.
  11493. *
  11494. * @param {Vector3} p - The point to compute the closest point for.
  11495. * @param {Vector3} target - The target vector that is used to store the method's result.
  11496. * @return {Vector3} The closest point on the triangle.
  11497. */
  11498. closestPointToPoint( p, target ) {
  11499. const a = this.a, b = this.b, c = this.c;
  11500. let v, w;
  11501. // algorithm thanks to Real-Time Collision Detection by Christer Ericson,
  11502. // published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc.,
  11503. // under the accompanying license; see chapter 5.1.5 for detailed explanation.
  11504. // basically, we're distinguishing which of the voronoi regions of the triangle
  11505. // the point lies in with the minimum amount of redundant computation.
  11506. _vab.subVectors( b, a );
  11507. _vac.subVectors( c, a );
  11508. _vap.subVectors( p, a );
  11509. const d1 = _vab.dot( _vap );
  11510. const d2 = _vac.dot( _vap );
  11511. if ( d1 <= 0 && d2 <= 0 ) {
  11512. // vertex region of A; barycentric coords (1, 0, 0)
  11513. return target.copy( a );
  11514. }
  11515. _vbp.subVectors( p, b );
  11516. const d3 = _vab.dot( _vbp );
  11517. const d4 = _vac.dot( _vbp );
  11518. if ( d3 >= 0 && d4 <= d3 ) {
  11519. // vertex region of B; barycentric coords (0, 1, 0)
  11520. return target.copy( b );
  11521. }
  11522. const vc = d1 * d4 - d3 * d2;
  11523. if ( vc <= 0 && d1 >= 0 && d3 <= 0 ) {
  11524. v = d1 / ( d1 - d3 );
  11525. // edge region of AB; barycentric coords (1-v, v, 0)
  11526. return target.copy( a ).addScaledVector( _vab, v );
  11527. }
  11528. _vcp.subVectors( p, c );
  11529. const d5 = _vab.dot( _vcp );
  11530. const d6 = _vac.dot( _vcp );
  11531. if ( d6 >= 0 && d5 <= d6 ) {
  11532. // vertex region of C; barycentric coords (0, 0, 1)
  11533. return target.copy( c );
  11534. }
  11535. const vb = d5 * d2 - d1 * d6;
  11536. if ( vb <= 0 && d2 >= 0 && d6 <= 0 ) {
  11537. w = d2 / ( d2 - d6 );
  11538. // edge region of AC; barycentric coords (1-w, 0, w)
  11539. return target.copy( a ).addScaledVector( _vac, w );
  11540. }
  11541. const va = d3 * d6 - d5 * d4;
  11542. if ( va <= 0 && ( d4 - d3 ) >= 0 && ( d5 - d6 ) >= 0 ) {
  11543. _vbc.subVectors( c, b );
  11544. w = ( d4 - d3 ) / ( ( d4 - d3 ) + ( d5 - d6 ) );
  11545. // edge region of BC; barycentric coords (0, 1-w, w)
  11546. return target.copy( b ).addScaledVector( _vbc, w ); // edge region of BC
  11547. }
  11548. // face region
  11549. const denom = 1 / ( va + vb + vc );
  11550. // u = va * denom
  11551. v = vb * denom;
  11552. w = vc * denom;
  11553. return target.copy( a ).addScaledVector( _vab, v ).addScaledVector( _vac, w );
  11554. }
  11555. /**
  11556. * Returns `true` if this triangle is equal with the given one.
  11557. *
  11558. * @param {Triangle} triangle - The triangle to test for equality.
  11559. * @return {boolean} Whether this triangle is equal with the given one.
  11560. */
  11561. equals( triangle ) {
  11562. return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );
  11563. }
  11564. }
  11565. const _colorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,
  11566. 'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,
  11567. 'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,
  11568. 'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,
  11569. 'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,
  11570. 'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,
  11571. 'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,
  11572. 'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,
  11573. 'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,
  11574. 'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,
  11575. 'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,
  11576. 'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,
  11577. 'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,
  11578. 'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,
  11579. 'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,
  11580. 'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,
  11581. 'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,
  11582. 'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,
  11583. 'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,
  11584. 'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'rebeccapurple': 0x663399, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,
  11585. 'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,
  11586. 'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,
  11587. 'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,
  11588. 'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };
  11589. const _hslA = { h: 0, s: 0, l: 0 };
  11590. const _hslB = { h: 0, s: 0, l: 0 };
  11591. function hue2rgb( p, q, t ) {
  11592. if ( t < 0 ) t += 1;
  11593. if ( t > 1 ) t -= 1;
  11594. if ( t < 1 / 6 ) return p + ( q - p ) * 6 * t;
  11595. if ( t < 1 / 2 ) return q;
  11596. if ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t );
  11597. return p;
  11598. }
  11599. /**
  11600. * A Color instance is represented by RGB components in the linear <i>working
  11601. * color space</i>, which defaults to `LinearSRGBColorSpace`. Inputs
  11602. * conventionally using `SRGBColorSpace` (such as hexadecimals and CSS
  11603. * strings) are converted to the working color space automatically.
  11604. *
  11605. * ```js
  11606. * // converted automatically from SRGBColorSpace to LinearSRGBColorSpace
  11607. * const color = new THREE.Color().setHex( 0x112233 );
  11608. * ```
  11609. * Source color spaces may be specified explicitly, to ensure correct conversions.
  11610. * ```js
  11611. * // assumed already LinearSRGBColorSpace; no conversion
  11612. * const color = new THREE.Color().setRGB( 0.5, 0.5, 0.5 );
  11613. *
  11614. * // converted explicitly from SRGBColorSpace to LinearSRGBColorSpace
  11615. * const color = new THREE.Color().setRGB( 0.5, 0.5, 0.5, SRGBColorSpace );
  11616. * ```
  11617. * If THREE.ColorManagement is disabled, no conversions occur. For details,
  11618. * see <i>Color management</i>. Iterating through a Color instance will yield
  11619. * its components (r, g, b) in the corresponding order. A Color can be initialised
  11620. * in any of the following ways:
  11621. * ```js
  11622. * //empty constructor - will default white
  11623. * const color1 = new THREE.Color();
  11624. *
  11625. * //Hexadecimal color (recommended)
  11626. * const color2 = new THREE.Color( 0xff0000 );
  11627. *
  11628. * //RGB string
  11629. * const color3 = new THREE.Color("rgb(255, 0, 0)");
  11630. * const color4 = new THREE.Color("rgb(100%, 0%, 0%)");
  11631. *
  11632. * //X11 color name - all 140 color names are supported.
  11633. * //Note the lack of CamelCase in the name
  11634. * const color5 = new THREE.Color( 'skyblue' );
  11635. * //HSL string
  11636. * const color6 = new THREE.Color("hsl(0, 100%, 50%)");
  11637. *
  11638. * //Separate RGB values between 0 and 1
  11639. * const color7 = new THREE.Color( 1, 0, 0 );
  11640. * ```
  11641. */
  11642. class Color {
  11643. /**
  11644. * Constructs a new color.
  11645. *
  11646. * Note that standard method of specifying color in three.js is with a hexadecimal triplet,
  11647. * and that method is used throughout the rest of the documentation.
  11648. *
  11649. * @param {(number|string|Color)} [r] - The red component of the color. If `g` and `b` are
  11650. * not provided, it can be hexadecimal triplet, a CSS-style string or another `Color` instance.
  11651. * @param {number} [g] - The green component.
  11652. * @param {number} [b] - The blue component.
  11653. */
  11654. constructor( r, g, b ) {
  11655. /**
  11656. * This flag can be used for type testing.
  11657. *
  11658. * @type {boolean}
  11659. * @readonly
  11660. * @default true
  11661. */
  11662. this.isColor = true;
  11663. /**
  11664. * The red component.
  11665. *
  11666. * @type {number}
  11667. * @default 1
  11668. */
  11669. this.r = 1;
  11670. /**
  11671. * The green component.
  11672. *
  11673. * @type {number}
  11674. * @default 1
  11675. */
  11676. this.g = 1;
  11677. /**
  11678. * The blue component.
  11679. *
  11680. * @type {number}
  11681. * @default 1
  11682. */
  11683. this.b = 1;
  11684. return this.set( r, g, b );
  11685. }
  11686. /**
  11687. * Sets the colors's components from the given values.
  11688. *
  11689. * @param {(number|string|Color)} [r] - The red component of the color. If `g` and `b` are
  11690. * not provided, it can be hexadecimal triplet, a CSS-style string or another `Color` instance.
  11691. * @param {number} [g] - The green component.
  11692. * @param {number} [b] - The blue component.
  11693. * @return {Color} A reference to this color.
  11694. */
  11695. set( r, g, b ) {
  11696. if ( g === undefined && b === undefined ) {
  11697. // r is THREE.Color, hex or string
  11698. const value = r;
  11699. if ( value && value.isColor ) {
  11700. this.copy( value );
  11701. } else if ( typeof value === 'number' ) {
  11702. this.setHex( value );
  11703. } else if ( typeof value === 'string' ) {
  11704. this.setStyle( value );
  11705. }
  11706. } else {
  11707. this.setRGB( r, g, b );
  11708. }
  11709. return this;
  11710. }
  11711. /**
  11712. * Sets the colors's components to the given scalar value.
  11713. *
  11714. * @param {number} scalar - The scalar value.
  11715. * @return {Color} A reference to this color.
  11716. */
  11717. setScalar( scalar ) {
  11718. this.r = scalar;
  11719. this.g = scalar;
  11720. this.b = scalar;
  11721. return this;
  11722. }
  11723. /**
  11724. * Sets this color from a hexadecimal value.
  11725. *
  11726. * @param {number} hex - The hexadecimal value.
  11727. * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  11728. * @return {Color} A reference to this color.
  11729. */
  11730. setHex( hex, colorSpace = SRGBColorSpace ) {
  11731. hex = Math.floor( hex );
  11732. this.r = ( hex >> 16 & 255 ) / 255;
  11733. this.g = ( hex >> 8 & 255 ) / 255;
  11734. this.b = ( hex & 255 ) / 255;
  11735. ColorManagement.colorSpaceToWorking( this, colorSpace );
  11736. return this;
  11737. }
  11738. /**
  11739. * Sets this color from RGB values.
  11740. *
  11741. * @param {number} r - Red channel value between `0.0` and `1.0`.
  11742. * @param {number} g - Green channel value between `0.0` and `1.0`.
  11743. * @param {number} b - Blue channel value between `0.0` and `1.0`.
  11744. * @param {string} [colorSpace=ColorManagement.workingColorSpace] - The color space.
  11745. * @return {Color} A reference to this color.
  11746. */
  11747. setRGB( r, g, b, colorSpace = ColorManagement.workingColorSpace ) {
  11748. this.r = r;
  11749. this.g = g;
  11750. this.b = b;
  11751. ColorManagement.colorSpaceToWorking( this, colorSpace );
  11752. return this;
  11753. }
  11754. /**
  11755. * Sets this color from RGB values.
  11756. *
  11757. * @param {number} h - Hue value between `0.0` and `1.0`.
  11758. * @param {number} s - Saturation value between `0.0` and `1.0`.
  11759. * @param {number} l - Lightness value between `0.0` and `1.0`.
  11760. * @param {string} [colorSpace=ColorManagement.workingColorSpace] - The color space.
  11761. * @return {Color} A reference to this color.
  11762. */
  11763. setHSL( h, s, l, colorSpace = ColorManagement.workingColorSpace ) {
  11764. // h,s,l ranges are in 0.0 - 1.0
  11765. h = euclideanModulo( h, 1 );
  11766. s = clamp( s, 0, 1 );
  11767. l = clamp( l, 0, 1 );
  11768. if ( s === 0 ) {
  11769. this.r = this.g = this.b = l;
  11770. } else {
  11771. const p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );
  11772. const q = ( 2 * l ) - p;
  11773. this.r = hue2rgb( q, p, h + 1 / 3 );
  11774. this.g = hue2rgb( q, p, h );
  11775. this.b = hue2rgb( q, p, h - 1 / 3 );
  11776. }
  11777. ColorManagement.colorSpaceToWorking( this, colorSpace );
  11778. return this;
  11779. }
  11780. /**
  11781. * Sets this color from a CSS-style string. For example, `rgb(250, 0,0)`,
  11782. * `rgb(100%, 0%, 0%)`, `hsl(0, 100%, 50%)`, `#ff0000`, `#f00`, or `red` ( or
  11783. * any [X11 color name](https://en.wikipedia.org/wiki/X11_color_names#Color_name_chart) -
  11784. * all 140 color names are supported).
  11785. *
  11786. * @param {string} style - Color as a CSS-style string.
  11787. * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  11788. * @return {Color} A reference to this color.
  11789. */
  11790. setStyle( style, colorSpace = SRGBColorSpace ) {
  11791. function handleAlpha( string ) {
  11792. if ( string === undefined ) return;
  11793. if ( parseFloat( string ) < 1 ) {
  11794. warn( 'Color: Alpha component of ' + style + ' will be ignored.' );
  11795. }
  11796. }
  11797. let m;
  11798. if ( m = /^(\w+)\(([^\)]*)\)/.exec( style ) ) {
  11799. // rgb / hsl
  11800. let color;
  11801. const name = m[ 1 ];
  11802. const components = m[ 2 ];
  11803. switch ( name ) {
  11804. case 'rgb':
  11805. case 'rgba':
  11806. if ( color = /^\s*(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) {
  11807. // rgb(255,0,0) rgba(255,0,0,0.5)
  11808. handleAlpha( color[ 4 ] );
  11809. return this.setRGB(
  11810. Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255,
  11811. Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255,
  11812. Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255,
  11813. colorSpace
  11814. );
  11815. }
  11816. if ( color = /^\s*(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) {
  11817. // rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)
  11818. handleAlpha( color[ 4 ] );
  11819. return this.setRGB(
  11820. Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100,
  11821. Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100,
  11822. Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100,
  11823. colorSpace
  11824. );
  11825. }
  11826. break;
  11827. case 'hsl':
  11828. case 'hsla':
  11829. if ( color = /^\s*(\d*\.?\d+)\s*,\s*(\d*\.?\d+)\%\s*,\s*(\d*\.?\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) {
  11830. // hsl(120,50%,50%) hsla(120,50%,50%,0.5)
  11831. handleAlpha( color[ 4 ] );
  11832. return this.setHSL(
  11833. parseFloat( color[ 1 ] ) / 360,
  11834. parseFloat( color[ 2 ] ) / 100,
  11835. parseFloat( color[ 3 ] ) / 100,
  11836. colorSpace
  11837. );
  11838. }
  11839. break;
  11840. default:
  11841. warn( 'Color: Unknown color model ' + style );
  11842. }
  11843. } else if ( m = /^\#([A-Fa-f\d]+)$/.exec( style ) ) {
  11844. // hex color
  11845. const hex = m[ 1 ];
  11846. const size = hex.length;
  11847. if ( size === 3 ) {
  11848. // #ff0
  11849. return this.setRGB(
  11850. parseInt( hex.charAt( 0 ), 16 ) / 15,
  11851. parseInt( hex.charAt( 1 ), 16 ) / 15,
  11852. parseInt( hex.charAt( 2 ), 16 ) / 15,
  11853. colorSpace
  11854. );
  11855. } else if ( size === 6 ) {
  11856. // #ff0000
  11857. return this.setHex( parseInt( hex, 16 ), colorSpace );
  11858. } else {
  11859. warn( 'Color: Invalid hex color ' + style );
  11860. }
  11861. } else if ( style && style.length > 0 ) {
  11862. return this.setColorName( style, colorSpace );
  11863. }
  11864. return this;
  11865. }
  11866. /**
  11867. * Sets this color from a color name. Faster than {@link Color#setStyle} if
  11868. * you don't need the other CSS-style formats.
  11869. *
  11870. * For convenience, the list of names is exposed in `Color.NAMES` as a hash.
  11871. * ```js
  11872. * Color.NAMES.aliceblue // returns 0xF0F8FF
  11873. * ```
  11874. *
  11875. * @param {string} style - The color name.
  11876. * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  11877. * @return {Color} A reference to this color.
  11878. */
  11879. setColorName( style, colorSpace = SRGBColorSpace ) {
  11880. // color keywords
  11881. const hex = _colorKeywords[ style.toLowerCase() ];
  11882. if ( hex !== undefined ) {
  11883. // red
  11884. this.setHex( hex, colorSpace );
  11885. } else {
  11886. // unknown color
  11887. warn( 'Color: Unknown color ' + style );
  11888. }
  11889. return this;
  11890. }
  11891. /**
  11892. * Returns a new color with copied values from this instance.
  11893. *
  11894. * @return {Color} A clone of this instance.
  11895. */
  11896. clone() {
  11897. return new this.constructor( this.r, this.g, this.b );
  11898. }
  11899. /**
  11900. * Copies the values of the given color to this instance.
  11901. *
  11902. * @param {Color} color - The color to copy.
  11903. * @return {Color} A reference to this color.
  11904. */
  11905. copy( color ) {
  11906. this.r = color.r;
  11907. this.g = color.g;
  11908. this.b = color.b;
  11909. return this;
  11910. }
  11911. /**
  11912. * Copies the given color into this color, and then converts this color from
  11913. * `SRGBColorSpace` to `LinearSRGBColorSpace`.
  11914. *
  11915. * @param {Color} color - The color to copy/convert.
  11916. * @return {Color} A reference to this color.
  11917. */
  11918. copySRGBToLinear( color ) {
  11919. this.r = SRGBToLinear( color.r );
  11920. this.g = SRGBToLinear( color.g );
  11921. this.b = SRGBToLinear( color.b );
  11922. return this;
  11923. }
  11924. /**
  11925. * Copies the given color into this color, and then converts this color from
  11926. * `LinearSRGBColorSpace` to `SRGBColorSpace`.
  11927. *
  11928. * @param {Color} color - The color to copy/convert.
  11929. * @return {Color} A reference to this color.
  11930. */
  11931. copyLinearToSRGB( color ) {
  11932. this.r = LinearToSRGB( color.r );
  11933. this.g = LinearToSRGB( color.g );
  11934. this.b = LinearToSRGB( color.b );
  11935. return this;
  11936. }
  11937. /**
  11938. * Converts this color from `SRGBColorSpace` to `LinearSRGBColorSpace`.
  11939. *
  11940. * @return {Color} A reference to this color.
  11941. */
  11942. convertSRGBToLinear() {
  11943. this.copySRGBToLinear( this );
  11944. return this;
  11945. }
  11946. /**
  11947. * Converts this color from `LinearSRGBColorSpace` to `SRGBColorSpace`.
  11948. *
  11949. * @return {Color} A reference to this color.
  11950. */
  11951. convertLinearToSRGB() {
  11952. this.copyLinearToSRGB( this );
  11953. return this;
  11954. }
  11955. /**
  11956. * Returns the hexadecimal value of this color.
  11957. *
  11958. * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  11959. * @return {number} The hexadecimal value.
  11960. */
  11961. getHex( colorSpace = SRGBColorSpace ) {
  11962. ColorManagement.workingToColorSpace( _color.copy( this ), colorSpace );
  11963. 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 ) );
  11964. }
  11965. /**
  11966. * Returns the hexadecimal value of this color as a string (for example, 'FFFFFF').
  11967. *
  11968. * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  11969. * @return {string} The hexadecimal value as a string.
  11970. */
  11971. getHexString( colorSpace = SRGBColorSpace ) {
  11972. return ( '000000' + this.getHex( colorSpace ).toString( 16 ) ).slice( -6 );
  11973. }
  11974. /**
  11975. * Converts the colors RGB values into the HSL format and stores them into the
  11976. * given target object.
  11977. *
  11978. * @param {{h:number,s:number,l:number}} target - The target object that is used to store the method's result.
  11979. * @param {string} [colorSpace=ColorManagement.workingColorSpace] - The color space.
  11980. * @return {{h:number,s:number,l:number}} The HSL representation of this color.
  11981. */
  11982. getHSL( target, colorSpace = ColorManagement.workingColorSpace ) {
  11983. // h,s,l ranges are in 0.0 - 1.0
  11984. ColorManagement.workingToColorSpace( _color.copy( this ), colorSpace );
  11985. const r = _color.r, g = _color.g, b = _color.b;
  11986. const max = Math.max( r, g, b );
  11987. const min = Math.min( r, g, b );
  11988. let hue, saturation;
  11989. const lightness = ( min + max ) / 2.0;
  11990. if ( min === max ) {
  11991. hue = 0;
  11992. saturation = 0;
  11993. } else {
  11994. const delta = max - min;
  11995. saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );
  11996. switch ( max ) {
  11997. case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;
  11998. case g: hue = ( b - r ) / delta + 2; break;
  11999. case b: hue = ( r - g ) / delta + 4; break;
  12000. }
  12001. hue /= 6;
  12002. }
  12003. target.h = hue;
  12004. target.s = saturation;
  12005. target.l = lightness;
  12006. return target;
  12007. }
  12008. /**
  12009. * Returns the RGB values of this color and stores them into the given target object.
  12010. *
  12011. * @param {Color} target - The target color that is used to store the method's result.
  12012. * @param {string} [colorSpace=ColorManagement.workingColorSpace] - The color space.
  12013. * @return {Color} The RGB representation of this color.
  12014. */
  12015. getRGB( target, colorSpace = ColorManagement.workingColorSpace ) {
  12016. ColorManagement.workingToColorSpace( _color.copy( this ), colorSpace );
  12017. target.r = _color.r;
  12018. target.g = _color.g;
  12019. target.b = _color.b;
  12020. return target;
  12021. }
  12022. /**
  12023. * Returns the value of this color as a CSS style string. Example: `rgb(255,0,0)`.
  12024. *
  12025. * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  12026. * @return {string} The CSS representation of this color.
  12027. */
  12028. getStyle( colorSpace = SRGBColorSpace ) {
  12029. ColorManagement.workingToColorSpace( _color.copy( this ), colorSpace );
  12030. const r = _color.r, g = _color.g, b = _color.b;
  12031. if ( colorSpace !== SRGBColorSpace ) {
  12032. // Requires CSS Color Module Level 4 (https://www.w3.org/TR/css-color-4/).
  12033. return `color(${ colorSpace } ${ r.toFixed( 3 ) } ${ g.toFixed( 3 ) } ${ b.toFixed( 3 ) })`;
  12034. }
  12035. return `rgb(${ Math.round( r * 255 ) },${ Math.round( g * 255 ) },${ Math.round( b * 255 ) })`;
  12036. }
  12037. /**
  12038. * Adds the given HSL values to this color's values.
  12039. * Internally, this converts the color's RGB values to HSL, adds HSL
  12040. * and then converts the color back to RGB.
  12041. *
  12042. * @param {number} h - Hue value between `0.0` and `1.0`.
  12043. * @param {number} s - Saturation value between `0.0` and `1.0`.
  12044. * @param {number} l - Lightness value between `0.0` and `1.0`.
  12045. * @return {Color} A reference to this color.
  12046. */
  12047. offsetHSL( h, s, l ) {
  12048. this.getHSL( _hslA );
  12049. return this.setHSL( _hslA.h + h, _hslA.s + s, _hslA.l + l );
  12050. }
  12051. /**
  12052. * Adds the RGB values of the given color to the RGB values of this color.
  12053. *
  12054. * @param {Color} color - The color to add.
  12055. * @return {Color} A reference to this color.
  12056. */
  12057. add( color ) {
  12058. this.r += color.r;
  12059. this.g += color.g;
  12060. this.b += color.b;
  12061. return this;
  12062. }
  12063. /**
  12064. * Adds the RGB values of the given colors and stores the result in this instance.
  12065. *
  12066. * @param {Color} color1 - The first color.
  12067. * @param {Color} color2 - The second color.
  12068. * @return {Color} A reference to this color.
  12069. */
  12070. addColors( color1, color2 ) {
  12071. this.r = color1.r + color2.r;
  12072. this.g = color1.g + color2.g;
  12073. this.b = color1.b + color2.b;
  12074. return this;
  12075. }
  12076. /**
  12077. * Adds the given scalar value to the RGB values of this color.
  12078. *
  12079. * @param {number} s - The scalar to add.
  12080. * @return {Color} A reference to this color.
  12081. */
  12082. addScalar( s ) {
  12083. this.r += s;
  12084. this.g += s;
  12085. this.b += s;
  12086. return this;
  12087. }
  12088. /**
  12089. * Subtracts the RGB values of the given color from the RGB values of this color.
  12090. *
  12091. * @param {Color} color - The color to subtract.
  12092. * @return {Color} A reference to this color.
  12093. */
  12094. sub( color ) {
  12095. this.r = Math.max( 0, this.r - color.r );
  12096. this.g = Math.max( 0, this.g - color.g );
  12097. this.b = Math.max( 0, this.b - color.b );
  12098. return this;
  12099. }
  12100. /**
  12101. * Multiplies the RGB values of the given color with the RGB values of this color.
  12102. *
  12103. * @param {Color} color - The color to multiply.
  12104. * @return {Color} A reference to this color.
  12105. */
  12106. multiply( color ) {
  12107. this.r *= color.r;
  12108. this.g *= color.g;
  12109. this.b *= color.b;
  12110. return this;
  12111. }
  12112. /**
  12113. * Multiplies the given scalar value with the RGB values of this color.
  12114. *
  12115. * @param {number} s - The scalar to multiply.
  12116. * @return {Color} A reference to this color.
  12117. */
  12118. multiplyScalar( s ) {
  12119. this.r *= s;
  12120. this.g *= s;
  12121. this.b *= s;
  12122. return this;
  12123. }
  12124. /**
  12125. * Linearly interpolates this color's RGB values toward the RGB values of the
  12126. * given color. The alpha argument can be thought of as the ratio between
  12127. * the two colors, where `0.0` is this color and `1.0` is the first argument.
  12128. *
  12129. * @param {Color} color - The color to converge on.
  12130. * @param {number} alpha - The interpolation factor in the closed interval `[0,1]`.
  12131. * @return {Color} A reference to this color.
  12132. */
  12133. lerp( color, alpha ) {
  12134. this.r += ( color.r - this.r ) * alpha;
  12135. this.g += ( color.g - this.g ) * alpha;
  12136. this.b += ( color.b - this.b ) * alpha;
  12137. return this;
  12138. }
  12139. /**
  12140. * Linearly interpolates between the given colors and stores the result in this instance.
  12141. * The alpha argument can be thought of as the ratio between the two colors, where `0.0`
  12142. * is the first and `1.0` is the second color.
  12143. *
  12144. * @param {Color} color1 - The first color.
  12145. * @param {Color} color2 - The second color.
  12146. * @param {number} alpha - The interpolation factor in the closed interval `[0,1]`.
  12147. * @return {Color} A reference to this color.
  12148. */
  12149. lerpColors( color1, color2, alpha ) {
  12150. this.r = color1.r + ( color2.r - color1.r ) * alpha;
  12151. this.g = color1.g + ( color2.g - color1.g ) * alpha;
  12152. this.b = color1.b + ( color2.b - color1.b ) * alpha;
  12153. return this;
  12154. }
  12155. /**
  12156. * Linearly interpolates this color's HSL values toward the HSL values of the
  12157. * given color. It differs from {@link Color#lerp} by not interpolating straight
  12158. * from one color to the other, but instead going through all the hues in between
  12159. * those two colors. The alpha argument can be thought of as the ratio between
  12160. * the two colors, where 0.0 is this color and 1.0 is the first argument.
  12161. *
  12162. * @param {Color} color - The color to converge on.
  12163. * @param {number} alpha - The interpolation factor in the closed interval `[0,1]`.
  12164. * @return {Color} A reference to this color.
  12165. */
  12166. lerpHSL( color, alpha ) {
  12167. this.getHSL( _hslA );
  12168. color.getHSL( _hslB );
  12169. const h = lerp( _hslA.h, _hslB.h, alpha );
  12170. const s = lerp( _hslA.s, _hslB.s, alpha );
  12171. const l = lerp( _hslA.l, _hslB.l, alpha );
  12172. this.setHSL( h, s, l );
  12173. return this;
  12174. }
  12175. /**
  12176. * Sets the color's RGB components from the given 3D vector.
  12177. *
  12178. * @param {Vector3} v - The vector to set.
  12179. * @return {Color} A reference to this color.
  12180. */
  12181. setFromVector3( v ) {
  12182. this.r = v.x;
  12183. this.g = v.y;
  12184. this.b = v.z;
  12185. return this;
  12186. }
  12187. /**
  12188. * Transforms this color with the given 3x3 matrix.
  12189. *
  12190. * @param {Matrix3} m - The matrix.
  12191. * @return {Color} A reference to this color.
  12192. */
  12193. applyMatrix3( m ) {
  12194. const r = this.r, g = this.g, b = this.b;
  12195. const e = m.elements;
  12196. this.r = e[ 0 ] * r + e[ 3 ] * g + e[ 6 ] * b;
  12197. this.g = e[ 1 ] * r + e[ 4 ] * g + e[ 7 ] * b;
  12198. this.b = e[ 2 ] * r + e[ 5 ] * g + e[ 8 ] * b;
  12199. return this;
  12200. }
  12201. /**
  12202. * Returns `true` if this color is equal with the given one.
  12203. *
  12204. * @param {Color} c - The color to test for equality.
  12205. * @return {boolean} Whether this bounding color is equal with the given one.
  12206. */
  12207. equals( c ) {
  12208. return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );
  12209. }
  12210. /**
  12211. * Sets this color's RGB components from the given array.
  12212. *
  12213. * @param {Array<number>} array - An array holding the RGB values.
  12214. * @param {number} [offset=0] - The offset into the array.
  12215. * @return {Color} A reference to this color.
  12216. */
  12217. fromArray( array, offset = 0 ) {
  12218. this.r = array[ offset ];
  12219. this.g = array[ offset + 1 ];
  12220. this.b = array[ offset + 2 ];
  12221. return this;
  12222. }
  12223. /**
  12224. * Writes the RGB components of this color to the given array. If no array is provided,
  12225. * the method returns a new instance.
  12226. *
  12227. * @param {Array<number>} [array=[]] - The target array holding the color components.
  12228. * @param {number} [offset=0] - Index of the first element in the array.
  12229. * @return {Array<number>} The color components.
  12230. */
  12231. toArray( array = [], offset = 0 ) {
  12232. array[ offset ] = this.r;
  12233. array[ offset + 1 ] = this.g;
  12234. array[ offset + 2 ] = this.b;
  12235. return array;
  12236. }
  12237. /**
  12238. * Sets the components of this color from the given buffer attribute.
  12239. *
  12240. * @param {BufferAttribute} attribute - The buffer attribute holding color data.
  12241. * @param {number} index - The index into the attribute.
  12242. * @return {Color} A reference to this color.
  12243. */
  12244. fromBufferAttribute( attribute, index ) {
  12245. this.r = attribute.getX( index );
  12246. this.g = attribute.getY( index );
  12247. this.b = attribute.getZ( index );
  12248. return this;
  12249. }
  12250. /**
  12251. * This methods defines the serialization result of this class. Returns the color
  12252. * as a hexadecimal value.
  12253. *
  12254. * @return {number} The hexadecimal value.
  12255. */
  12256. toJSON() {
  12257. return this.getHex();
  12258. }
  12259. *[ Symbol.iterator ]() {
  12260. yield this.r;
  12261. yield this.g;
  12262. yield this.b;
  12263. }
  12264. }
  12265. const _color = /*@__PURE__*/ new Color();
  12266. /**
  12267. * A dictionary with X11 color names.
  12268. *
  12269. * Note that multiple words such as Dark Orange become the string 'darkorange'.
  12270. *
  12271. * @static
  12272. * @type {Object}
  12273. */
  12274. Color.NAMES = _colorKeywords;
  12275. let _materialId = 0;
  12276. /**
  12277. * Abstract base class for materials.
  12278. *
  12279. * Materials define the appearance of renderable 3D objects.
  12280. *
  12281. * @abstract
  12282. * @augments EventDispatcher
  12283. */
  12284. class Material extends EventDispatcher {
  12285. /**
  12286. * Constructs a new material.
  12287. */
  12288. constructor() {
  12289. super();
  12290. /**
  12291. * This flag can be used for type testing.
  12292. *
  12293. * @type {boolean}
  12294. * @readonly
  12295. * @default true
  12296. */
  12297. this.isMaterial = true;
  12298. /**
  12299. * The ID of the material.
  12300. *
  12301. * @name Material#id
  12302. * @type {number}
  12303. * @readonly
  12304. */
  12305. Object.defineProperty( this, 'id', { value: _materialId ++ } );
  12306. /**
  12307. * The UUID of the material.
  12308. *
  12309. * @type {string}
  12310. * @readonly
  12311. */
  12312. this.uuid = generateUUID();
  12313. /**
  12314. * The name of the material.
  12315. *
  12316. * @type {string}
  12317. */
  12318. this.name = '';
  12319. /**
  12320. * The type property is used for detecting the object type
  12321. * in context of serialization/deserialization.
  12322. *
  12323. * @type {string}
  12324. * @readonly
  12325. */
  12326. this.type = 'Material';
  12327. /**
  12328. * Defines the blending type of the material.
  12329. *
  12330. * It must be set to `CustomBlending` if custom blending properties like
  12331. * {@link Material#blendSrc}, {@link Material#blendDst} or {@link Material#blendEquation}
  12332. * should have any effect.
  12333. *
  12334. * @type {(NoBlending|NormalBlending|AdditiveBlending|SubtractiveBlending|MultiplyBlending|CustomBlending)}
  12335. * @default NormalBlending
  12336. */
  12337. this.blending = NormalBlending;
  12338. /**
  12339. * Defines which side of faces will be rendered - front, back or both.
  12340. *
  12341. * @type {(FrontSide|BackSide|DoubleSide)}
  12342. * @default FrontSide
  12343. */
  12344. this.side = FrontSide;
  12345. /**
  12346. * If set to `true`, vertex colors should be used.
  12347. *
  12348. * The engine supports RGB and RGBA vertex colors depending on whether a three (RGB) or
  12349. * four (RGBA) component color buffer attribute is used.
  12350. *
  12351. * @type {boolean}
  12352. * @default false
  12353. */
  12354. this.vertexColors = false;
  12355. /**
  12356. * Defines how transparent the material is.
  12357. * A value of `0.0` indicates fully transparent, `1.0` is fully opaque.
  12358. *
  12359. * If the {@link Material#transparent} is not set to `true`,
  12360. * the material will remain fully opaque and this value will only affect its color.
  12361. *
  12362. * @type {number}
  12363. * @default 1
  12364. */
  12365. this.opacity = 1;
  12366. /**
  12367. * Defines whether this material is transparent. This has an effect on
  12368. * rendering as transparent objects need special treatment and are rendered
  12369. * after non-transparent objects.
  12370. *
  12371. * When set to true, the extent to which the material is transparent is
  12372. * controlled by {@link Material#opacity}.
  12373. *
  12374. * @type {boolean}
  12375. * @default false
  12376. */
  12377. this.transparent = false;
  12378. /**
  12379. * Enables alpha hashed transparency, an alternative to {@link Material#transparent} or
  12380. * {@link Material#alphaTest}. The material will not be rendered if opacity is lower than
  12381. * a random threshold. Randomization introduces some grain or noise, but approximates alpha
  12382. * blending without the associated problems of sorting. Using TAA can reduce the resulting noise.
  12383. *
  12384. * @type {boolean}
  12385. * @default false
  12386. */
  12387. this.alphaHash = false;
  12388. /**
  12389. * Defines the blending source factor.
  12390. *
  12391. * @type {(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)}
  12392. * @default SrcAlphaFactor
  12393. */
  12394. this.blendSrc = SrcAlphaFactor;
  12395. /**
  12396. * Defines the blending destination factor.
  12397. *
  12398. * @type {(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)}
  12399. * @default OneMinusSrcAlphaFactor
  12400. */
  12401. this.blendDst = OneMinusSrcAlphaFactor;
  12402. /**
  12403. * Defines the blending equation.
  12404. *
  12405. * @type {(AddEquation|SubtractEquation|ReverseSubtractEquation|MinEquation|MaxEquation)}
  12406. * @default AddEquation
  12407. */
  12408. this.blendEquation = AddEquation;
  12409. /**
  12410. * Defines the blending source alpha factor.
  12411. *
  12412. * @type {?(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)}
  12413. * @default null
  12414. */
  12415. this.blendSrcAlpha = null;
  12416. /**
  12417. * Defines the blending destination alpha factor.
  12418. *
  12419. * @type {?(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)}
  12420. * @default null
  12421. */
  12422. this.blendDstAlpha = null;
  12423. /**
  12424. * Defines the blending equation of the alpha channel.
  12425. *
  12426. * @type {?(AddEquation|SubtractEquation|ReverseSubtractEquation|MinEquation|MaxEquation)}
  12427. * @default null
  12428. */
  12429. this.blendEquationAlpha = null;
  12430. /**
  12431. * Represents the RGB values of the constant blend color.
  12432. *
  12433. * This property has only an effect when using custom blending with `ConstantColor` or `OneMinusConstantColor`.
  12434. *
  12435. * @type {Color}
  12436. * @default (0,0,0)
  12437. */
  12438. this.blendColor = new Color( 0, 0, 0 );
  12439. /**
  12440. * Represents the alpha value of the constant blend color.
  12441. *
  12442. * This property has only an effect when using custom blending with `ConstantAlpha` or `OneMinusConstantAlpha`.
  12443. *
  12444. * @type {number}
  12445. * @default 0
  12446. */
  12447. this.blendAlpha = 0;
  12448. /**
  12449. * Defines the depth function.
  12450. *
  12451. * @type {(NeverDepth|AlwaysDepth|LessDepth|LessEqualDepth|EqualDepth|GreaterEqualDepth|GreaterDepth|NotEqualDepth)}
  12452. * @default LessEqualDepth
  12453. */
  12454. this.depthFunc = LessEqualDepth;
  12455. /**
  12456. * Whether to have depth test enabled when rendering this material.
  12457. * When the depth test is disabled, the depth write will also be implicitly disabled.
  12458. *
  12459. * @type {boolean}
  12460. * @default true
  12461. */
  12462. this.depthTest = true;
  12463. /**
  12464. * Whether rendering this material has any effect on the depth buffer.
  12465. *
  12466. * When drawing 2D overlays it can be useful to disable the depth writing in
  12467. * order to layer several things together without creating z-index artifacts.
  12468. *
  12469. * @type {boolean}
  12470. * @default true
  12471. */
  12472. this.depthWrite = true;
  12473. /**
  12474. * The bit mask to use when writing to the stencil buffer.
  12475. *
  12476. * @type {number}
  12477. * @default 0xff
  12478. */
  12479. this.stencilWriteMask = 0xff;
  12480. /**
  12481. * The stencil comparison function to use.
  12482. *
  12483. * @type {NeverStencilFunc|LessStencilFunc|EqualStencilFunc|LessEqualStencilFunc|GreaterStencilFunc|NotEqualStencilFunc|GreaterEqualStencilFunc|AlwaysStencilFunc}
  12484. * @default AlwaysStencilFunc
  12485. */
  12486. this.stencilFunc = AlwaysStencilFunc;
  12487. /**
  12488. * The value to use when performing stencil comparisons or stencil operations.
  12489. *
  12490. * @type {number}
  12491. * @default 0
  12492. */
  12493. this.stencilRef = 0;
  12494. /**
  12495. * The bit mask to use when comparing against the stencil buffer.
  12496. *
  12497. * @type {number}
  12498. * @default 0xff
  12499. */
  12500. this.stencilFuncMask = 0xff;
  12501. /**
  12502. * Which stencil operation to perform when the comparison function returns `false`.
  12503. *
  12504. * @type {ZeroStencilOp|KeepStencilOp|ReplaceStencilOp|IncrementStencilOp|DecrementStencilOp|IncrementWrapStencilOp|DecrementWrapStencilOp|InvertStencilOp}
  12505. * @default KeepStencilOp
  12506. */
  12507. this.stencilFail = KeepStencilOp;
  12508. /**
  12509. * Which stencil operation to perform when the comparison function returns
  12510. * `true` but the depth test fails.
  12511. *
  12512. * @type {ZeroStencilOp|KeepStencilOp|ReplaceStencilOp|IncrementStencilOp|DecrementStencilOp|IncrementWrapStencilOp|DecrementWrapStencilOp|InvertStencilOp}
  12513. * @default KeepStencilOp
  12514. */
  12515. this.stencilZFail = KeepStencilOp;
  12516. /**
  12517. * Which stencil operation to perform when the comparison function returns
  12518. * `true` and the depth test passes.
  12519. *
  12520. * @type {ZeroStencilOp|KeepStencilOp|ReplaceStencilOp|IncrementStencilOp|DecrementStencilOp|IncrementWrapStencilOp|DecrementWrapStencilOp|InvertStencilOp}
  12521. * @default KeepStencilOp
  12522. */
  12523. this.stencilZPass = KeepStencilOp;
  12524. /**
  12525. * Whether stencil operations are performed against the stencil buffer. In
  12526. * order to perform writes or comparisons against the stencil buffer this
  12527. * value must be `true`.
  12528. *
  12529. * @type {boolean}
  12530. * @default false
  12531. */
  12532. this.stencilWrite = false;
  12533. /**
  12534. * User-defined clipping planes specified as THREE.Plane objects in world
  12535. * space. These planes apply to the objects this material is attached to.
  12536. * Points in space whose signed distance to the plane is negative are clipped
  12537. * (not rendered). This requires {@link WebGLRenderer#localClippingEnabled} to
  12538. * be `true`.
  12539. *
  12540. * @type {?Array<Plane>}
  12541. * @default null
  12542. */
  12543. this.clippingPlanes = null;
  12544. /**
  12545. * Changes the behavior of clipping planes so that only their intersection is
  12546. * clipped, rather than their union.
  12547. *
  12548. * @type {boolean}
  12549. * @default false
  12550. */
  12551. this.clipIntersection = false;
  12552. /**
  12553. * Defines whether to clip shadows according to the clipping planes specified
  12554. * on this material.
  12555. *
  12556. * @type {boolean}
  12557. * @default false
  12558. */
  12559. this.clipShadows = false;
  12560. /**
  12561. * Defines which side of faces cast shadows. If `null`, the side casting shadows
  12562. * is determined as follows:
  12563. *
  12564. * - When {@link Material#side} is set to `FrontSide`, the back side cast shadows.
  12565. * - When {@link Material#side} is set to `BackSide`, the front side cast shadows.
  12566. * - When {@link Material#side} is set to `DoubleSide`, both sides cast shadows.
  12567. *
  12568. * @type {?(FrontSide|BackSide|DoubleSide)}
  12569. * @default null
  12570. */
  12571. this.shadowSide = null;
  12572. /**
  12573. * Whether to render the material's color.
  12574. *
  12575. * This can be used in conjunction with {@link Object3D#renderOder} to create invisible
  12576. * objects that occlude other objects.
  12577. *
  12578. * @type {boolean}
  12579. * @default true
  12580. */
  12581. this.colorWrite = true;
  12582. /**
  12583. * Override the renderer's default precision for this material.
  12584. *
  12585. * @type {?('highp'|'mediump'|'lowp')}
  12586. * @default null
  12587. */
  12588. this.precision = null;
  12589. /**
  12590. * Whether to use polygon offset or not. When enabled, each fragment's depth value will
  12591. * be offset after it is interpolated from the depth values of the appropriate vertices.
  12592. * The offset is added before the depth test is performed and before the value is written
  12593. * into the depth buffer.
  12594. *
  12595. * Can be useful for rendering hidden-line images, for applying decals to surfaces, and for
  12596. * rendering solids with highlighted edges.
  12597. *
  12598. * @type {boolean}
  12599. * @default false
  12600. */
  12601. this.polygonOffset = false;
  12602. /**
  12603. * Specifies a scale factor that is used to create a variable depth offset for each polygon.
  12604. *
  12605. * @type {number}
  12606. * @default 0
  12607. */
  12608. this.polygonOffsetFactor = 0;
  12609. /**
  12610. * Is multiplied by an implementation-specific value to create a constant depth offset.
  12611. *
  12612. * @type {number}
  12613. * @default 0
  12614. */
  12615. this.polygonOffsetUnits = 0;
  12616. /**
  12617. * Whether to apply dithering to the color to remove the appearance of banding.
  12618. *
  12619. * @type {boolean}
  12620. * @default false
  12621. */
  12622. this.dithering = false;
  12623. /**
  12624. * Whether alpha to coverage should be enabled or not. Can only be used with MSAA-enabled contexts
  12625. * (meaning when the renderer was created with *antialias* parameter set to `true`). Enabling this
  12626. * will smooth aliasing on clip plane edges and alphaTest-clipped edges.
  12627. *
  12628. * @type {boolean}
  12629. * @default false
  12630. */
  12631. this.alphaToCoverage = false;
  12632. /**
  12633. * Whether to premultiply the alpha (transparency) value.
  12634. *
  12635. * @type {boolean}
  12636. * @default false
  12637. */
  12638. this.premultipliedAlpha = false;
  12639. /**
  12640. * Whether double-sided, transparent objects should be rendered with a single pass or not.
  12641. *
  12642. * The engine renders double-sided, transparent objects with two draw calls (back faces first,
  12643. * then front faces) to mitigate transparency artifacts. There are scenarios however where this
  12644. * approach produces no quality gains but still doubles draw calls e.g. when rendering flat
  12645. * vegetation like grass sprites. In these cases, set the `forceSinglePass` flag to `true` to
  12646. * disable the two pass rendering to avoid performance issues.
  12647. *
  12648. * @type {boolean}
  12649. * @default false
  12650. */
  12651. this.forceSinglePass = false;
  12652. /**
  12653. * Whether it's possible to override the material with {@link Scene#overrideMaterial} or not.
  12654. *
  12655. * @type {boolean}
  12656. * @default true
  12657. */
  12658. this.allowOverride = true;
  12659. /**
  12660. * Defines whether 3D objects using this material are visible.
  12661. *
  12662. * @type {boolean}
  12663. * @default true
  12664. */
  12665. this.visible = true;
  12666. /**
  12667. * Defines whether this material is tone mapped according to the renderer's tone mapping setting.
  12668. *
  12669. * It is ignored when rendering to a render target or using post processing or when using
  12670. * `WebGPURenderer`. In all these cases, all materials are honored by tone mapping.
  12671. *
  12672. * @type {boolean}
  12673. * @default true
  12674. */
  12675. this.toneMapped = true;
  12676. /**
  12677. * An object that can be used to store custom data about the Material. It
  12678. * should not hold references to functions as these will not be cloned.
  12679. *
  12680. * @type {Object}
  12681. */
  12682. this.userData = {};
  12683. /**
  12684. * This starts at `0` and counts how many times {@link Material#needsUpdate} is set to `true`.
  12685. *
  12686. * @type {number}
  12687. * @readonly
  12688. * @default 0
  12689. */
  12690. this.version = 0;
  12691. this._alphaTest = 0;
  12692. }
  12693. /**
  12694. * Sets the alpha value to be used when running an alpha test. The material
  12695. * will not be rendered if the opacity is lower than this value.
  12696. *
  12697. * @type {number}
  12698. * @readonly
  12699. * @default 0
  12700. */
  12701. get alphaTest() {
  12702. return this._alphaTest;
  12703. }
  12704. set alphaTest( value ) {
  12705. if ( this._alphaTest > 0 !== value > 0 ) {
  12706. this.version ++;
  12707. }
  12708. this._alphaTest = value;
  12709. }
  12710. /**
  12711. * An optional callback that is executed immediately before the material is used to render a 3D object.
  12712. *
  12713. * This method can only be used when rendering with {@link WebGLRenderer}.
  12714. *
  12715. * @param {WebGLRenderer} renderer - The renderer.
  12716. * @param {Scene} scene - The scene.
  12717. * @param {Camera} camera - The camera that is used to render the scene.
  12718. * @param {BufferGeometry} geometry - The 3D object's geometry.
  12719. * @param {Object3D} object - The 3D object.
  12720. * @param {Object} group - The geometry group data.
  12721. */
  12722. onBeforeRender( /* renderer, scene, camera, geometry, object, group */ ) {}
  12723. /**
  12724. * An optional callback that is executed immediately before the shader
  12725. * program is compiled. This function is called with the shader source code
  12726. * as a parameter. Useful for the modification of built-in materials.
  12727. *
  12728. * This method can only be used when rendering with {@link WebGLRenderer}. The
  12729. * recommended approach when customizing materials is to use `WebGPURenderer` with the new
  12730. * Node Material system and [TSL](https://github.com/mrdoob/three.js/wiki/Three.js-Shading-Language).
  12731. *
  12732. * @param {{vertexShader:string,fragmentShader:string,uniforms:Object}} shaderobject - The object holds the uniforms and the vertex and fragment shader source.
  12733. * @param {WebGLRenderer} renderer - A reference to the renderer.
  12734. */
  12735. onBeforeCompile( /* shaderobject, renderer */ ) {}
  12736. /**
  12737. * In case {@link Material#onBeforeCompile} is used, this callback can be used to identify
  12738. * values of settings used in `onBeforeCompile()`, so three.js can reuse a cached
  12739. * shader or recompile the shader for this material as needed.
  12740. *
  12741. * This method can only be used when rendering with {@link WebGLRenderer}.
  12742. *
  12743. * @return {string} The custom program cache key.
  12744. */
  12745. customProgramCacheKey() {
  12746. return this.onBeforeCompile.toString();
  12747. }
  12748. /**
  12749. * This method can be used to set default values from parameter objects.
  12750. * It is a generic implementation so it can be used with different types
  12751. * of materials.
  12752. *
  12753. * @param {Object} [values] - The material values to set.
  12754. */
  12755. setValues( values ) {
  12756. if ( values === undefined ) return;
  12757. for ( const key in values ) {
  12758. const newValue = values[ key ];
  12759. if ( newValue === undefined ) {
  12760. warn( `Material: parameter '${ key }' has value of undefined.` );
  12761. continue;
  12762. }
  12763. const currentValue = this[ key ];
  12764. if ( currentValue === undefined ) {
  12765. warn( `Material: '${ key }' is not a property of THREE.${ this.type }.` );
  12766. continue;
  12767. }
  12768. if ( currentValue && currentValue.isColor ) {
  12769. currentValue.set( newValue );
  12770. } else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) {
  12771. currentValue.copy( newValue );
  12772. } else {
  12773. this[ key ] = newValue;
  12774. }
  12775. }
  12776. }
  12777. /**
  12778. * Serializes the material into JSON.
  12779. *
  12780. * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  12781. * @return {Object} A JSON object representing the serialized material.
  12782. * @see {@link ObjectLoader#parse}
  12783. */
  12784. toJSON( meta ) {
  12785. const isRootObject = ( meta === undefined || typeof meta === 'string' );
  12786. if ( isRootObject ) {
  12787. meta = {
  12788. textures: {},
  12789. images: {}
  12790. };
  12791. }
  12792. const data = {
  12793. metadata: {
  12794. version: 4.7,
  12795. type: 'Material',
  12796. generator: 'Material.toJSON'
  12797. }
  12798. };
  12799. // standard Material serialization
  12800. data.uuid = this.uuid;
  12801. data.type = this.type;
  12802. if ( this.name !== '' ) data.name = this.name;
  12803. if ( this.color && this.color.isColor ) data.color = this.color.getHex();
  12804. if ( this.roughness !== undefined ) data.roughness = this.roughness;
  12805. if ( this.metalness !== undefined ) data.metalness = this.metalness;
  12806. if ( this.sheen !== undefined ) data.sheen = this.sheen;
  12807. if ( this.sheenColor && this.sheenColor.isColor ) data.sheenColor = this.sheenColor.getHex();
  12808. if ( this.sheenRoughness !== undefined ) data.sheenRoughness = this.sheenRoughness;
  12809. if ( this.emissive && this.emissive.isColor ) data.emissive = this.emissive.getHex();
  12810. if ( this.emissiveIntensity !== undefined && this.emissiveIntensity !== 1 ) data.emissiveIntensity = this.emissiveIntensity;
  12811. if ( this.specular && this.specular.isColor ) data.specular = this.specular.getHex();
  12812. if ( this.specularIntensity !== undefined ) data.specularIntensity = this.specularIntensity;
  12813. if ( this.specularColor && this.specularColor.isColor ) data.specularColor = this.specularColor.getHex();
  12814. if ( this.shininess !== undefined ) data.shininess = this.shininess;
  12815. if ( this.clearcoat !== undefined ) data.clearcoat = this.clearcoat;
  12816. if ( this.clearcoatRoughness !== undefined ) data.clearcoatRoughness = this.clearcoatRoughness;
  12817. if ( this.clearcoatMap && this.clearcoatMap.isTexture ) {
  12818. data.clearcoatMap = this.clearcoatMap.toJSON( meta ).uuid;
  12819. }
  12820. if ( this.clearcoatRoughnessMap && this.clearcoatRoughnessMap.isTexture ) {
  12821. data.clearcoatRoughnessMap = this.clearcoatRoughnessMap.toJSON( meta ).uuid;
  12822. }
  12823. if ( this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture ) {
  12824. data.clearcoatNormalMap = this.clearcoatNormalMap.toJSON( meta ).uuid;
  12825. data.clearcoatNormalScale = this.clearcoatNormalScale.toArray();
  12826. }
  12827. if ( this.sheenColorMap && this.sheenColorMap.isTexture ) {
  12828. data.sheenColorMap = this.sheenColorMap.toJSON( meta ).uuid;
  12829. }
  12830. if ( this.sheenRoughnessMap && this.sheenRoughnessMap.isTexture ) {
  12831. data.sheenRoughnessMap = this.sheenRoughnessMap.toJSON( meta ).uuid;
  12832. }
  12833. if ( this.dispersion !== undefined ) data.dispersion = this.dispersion;
  12834. if ( this.iridescence !== undefined ) data.iridescence = this.iridescence;
  12835. if ( this.iridescenceIOR !== undefined ) data.iridescenceIOR = this.iridescenceIOR;
  12836. if ( this.iridescenceThicknessRange !== undefined ) data.iridescenceThicknessRange = this.iridescenceThicknessRange;
  12837. if ( this.iridescenceMap && this.iridescenceMap.isTexture ) {
  12838. data.iridescenceMap = this.iridescenceMap.toJSON( meta ).uuid;
  12839. }
  12840. if ( this.iridescenceThicknessMap && this.iridescenceThicknessMap.isTexture ) {
  12841. data.iridescenceThicknessMap = this.iridescenceThicknessMap.toJSON( meta ).uuid;
  12842. }
  12843. if ( this.anisotropy !== undefined ) data.anisotropy = this.anisotropy;
  12844. if ( this.anisotropyRotation !== undefined ) data.anisotropyRotation = this.anisotropyRotation;
  12845. if ( this.anisotropyMap && this.anisotropyMap.isTexture ) {
  12846. data.anisotropyMap = this.anisotropyMap.toJSON( meta ).uuid;
  12847. }
  12848. if ( this.map && this.map.isTexture ) data.map = this.map.toJSON( meta ).uuid;
  12849. if ( this.matcap && this.matcap.isTexture ) data.matcap = this.matcap.toJSON( meta ).uuid;
  12850. if ( this.alphaMap && this.alphaMap.isTexture ) data.alphaMap = this.alphaMap.toJSON( meta ).uuid;
  12851. if ( this.lightMap && this.lightMap.isTexture ) {
  12852. data.lightMap = this.lightMap.toJSON( meta ).uuid;
  12853. data.lightMapIntensity = this.lightMapIntensity;
  12854. }
  12855. if ( this.aoMap && this.aoMap.isTexture ) {
  12856. data.aoMap = this.aoMap.toJSON( meta ).uuid;
  12857. data.aoMapIntensity = this.aoMapIntensity;
  12858. }
  12859. if ( this.bumpMap && this.bumpMap.isTexture ) {
  12860. data.bumpMap = this.bumpMap.toJSON( meta ).uuid;
  12861. data.bumpScale = this.bumpScale;
  12862. }
  12863. if ( this.normalMap && this.normalMap.isTexture ) {
  12864. data.normalMap = this.normalMap.toJSON( meta ).uuid;
  12865. data.normalMapType = this.normalMapType;
  12866. data.normalScale = this.normalScale.toArray();
  12867. }
  12868. if ( this.displacementMap && this.displacementMap.isTexture ) {
  12869. data.displacementMap = this.displacementMap.toJSON( meta ).uuid;
  12870. data.displacementScale = this.displacementScale;
  12871. data.displacementBias = this.displacementBias;
  12872. }
  12873. if ( this.roughnessMap && this.roughnessMap.isTexture ) data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid;
  12874. if ( this.metalnessMap && this.metalnessMap.isTexture ) data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid;
  12875. if ( this.emissiveMap && this.emissiveMap.isTexture ) data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid;
  12876. if ( this.specularMap && this.specularMap.isTexture ) data.specularMap = this.specularMap.toJSON( meta ).uuid;
  12877. if ( this.specularIntensityMap && this.specularIntensityMap.isTexture ) data.specularIntensityMap = this.specularIntensityMap.toJSON( meta ).uuid;
  12878. if ( this.specularColorMap && this.specularColorMap.isTexture ) data.specularColorMap = this.specularColorMap.toJSON( meta ).uuid;
  12879. if ( this.envMap && this.envMap.isTexture ) {
  12880. data.envMap = this.envMap.toJSON( meta ).uuid;
  12881. if ( this.combine !== undefined ) data.combine = this.combine;
  12882. }
  12883. if ( this.envMapRotation !== undefined ) data.envMapRotation = this.envMapRotation.toArray();
  12884. if ( this.envMapIntensity !== undefined ) data.envMapIntensity = this.envMapIntensity;
  12885. if ( this.reflectivity !== undefined ) data.reflectivity = this.reflectivity;
  12886. if ( this.refractionRatio !== undefined ) data.refractionRatio = this.refractionRatio;
  12887. if ( this.gradientMap && this.gradientMap.isTexture ) {
  12888. data.gradientMap = this.gradientMap.toJSON( meta ).uuid;
  12889. }
  12890. if ( this.transmission !== undefined ) data.transmission = this.transmission;
  12891. if ( this.transmissionMap && this.transmissionMap.isTexture ) data.transmissionMap = this.transmissionMap.toJSON( meta ).uuid;
  12892. if ( this.thickness !== undefined ) data.thickness = this.thickness;
  12893. if ( this.thicknessMap && this.thicknessMap.isTexture ) data.thicknessMap = this.thicknessMap.toJSON( meta ).uuid;
  12894. if ( this.attenuationDistance !== undefined && this.attenuationDistance !== Infinity ) data.attenuationDistance = this.attenuationDistance;
  12895. if ( this.attenuationColor !== undefined ) data.attenuationColor = this.attenuationColor.getHex();
  12896. if ( this.size !== undefined ) data.size = this.size;
  12897. if ( this.shadowSide !== null ) data.shadowSide = this.shadowSide;
  12898. if ( this.sizeAttenuation !== undefined ) data.sizeAttenuation = this.sizeAttenuation;
  12899. if ( this.blending !== NormalBlending ) data.blending = this.blending;
  12900. if ( this.side !== FrontSide ) data.side = this.side;
  12901. if ( this.vertexColors === true ) data.vertexColors = true;
  12902. if ( this.opacity < 1 ) data.opacity = this.opacity;
  12903. if ( this.transparent === true ) data.transparent = true;
  12904. if ( this.blendSrc !== SrcAlphaFactor ) data.blendSrc = this.blendSrc;
  12905. if ( this.blendDst !== OneMinusSrcAlphaFactor ) data.blendDst = this.blendDst;
  12906. if ( this.blendEquation !== AddEquation ) data.blendEquation = this.blendEquation;
  12907. if ( this.blendSrcAlpha !== null ) data.blendSrcAlpha = this.blendSrcAlpha;
  12908. if ( this.blendDstAlpha !== null ) data.blendDstAlpha = this.blendDstAlpha;
  12909. if ( this.blendEquationAlpha !== null ) data.blendEquationAlpha = this.blendEquationAlpha;
  12910. if ( this.blendColor && this.blendColor.isColor ) data.blendColor = this.blendColor.getHex();
  12911. if ( this.blendAlpha !== 0 ) data.blendAlpha = this.blendAlpha;
  12912. if ( this.depthFunc !== LessEqualDepth ) data.depthFunc = this.depthFunc;
  12913. if ( this.depthTest === false ) data.depthTest = this.depthTest;
  12914. if ( this.depthWrite === false ) data.depthWrite = this.depthWrite;
  12915. if ( this.colorWrite === false ) data.colorWrite = this.colorWrite;
  12916. if ( this.stencilWriteMask !== 0xff ) data.stencilWriteMask = this.stencilWriteMask;
  12917. if ( this.stencilFunc !== AlwaysStencilFunc ) data.stencilFunc = this.stencilFunc;
  12918. if ( this.stencilRef !== 0 ) data.stencilRef = this.stencilRef;
  12919. if ( this.stencilFuncMask !== 0xff ) data.stencilFuncMask = this.stencilFuncMask;
  12920. if ( this.stencilFail !== KeepStencilOp ) data.stencilFail = this.stencilFail;
  12921. if ( this.stencilZFail !== KeepStencilOp ) data.stencilZFail = this.stencilZFail;
  12922. if ( this.stencilZPass !== KeepStencilOp ) data.stencilZPass = this.stencilZPass;
  12923. if ( this.stencilWrite === true ) data.stencilWrite = this.stencilWrite;
  12924. // rotation (SpriteMaterial)
  12925. if ( this.rotation !== undefined && this.rotation !== 0 ) data.rotation = this.rotation;
  12926. if ( this.polygonOffset === true ) data.polygonOffset = true;
  12927. if ( this.polygonOffsetFactor !== 0 ) data.polygonOffsetFactor = this.polygonOffsetFactor;
  12928. if ( this.polygonOffsetUnits !== 0 ) data.polygonOffsetUnits = this.polygonOffsetUnits;
  12929. if ( this.linewidth !== undefined && this.linewidth !== 1 ) data.linewidth = this.linewidth;
  12930. if ( this.dashSize !== undefined ) data.dashSize = this.dashSize;
  12931. if ( this.gapSize !== undefined ) data.gapSize = this.gapSize;
  12932. if ( this.scale !== undefined ) data.scale = this.scale;
  12933. if ( this.dithering === true ) data.dithering = true;
  12934. if ( this.alphaTest > 0 ) data.alphaTest = this.alphaTest;
  12935. if ( this.alphaHash === true ) data.alphaHash = true;
  12936. if ( this.alphaToCoverage === true ) data.alphaToCoverage = true;
  12937. if ( this.premultipliedAlpha === true ) data.premultipliedAlpha = true;
  12938. if ( this.forceSinglePass === true ) data.forceSinglePass = true;
  12939. if ( this.allowOverride === false ) data.allowOverride = false;
  12940. if ( this.wireframe === true ) data.wireframe = true;
  12941. if ( this.wireframeLinewidth > 1 ) data.wireframeLinewidth = this.wireframeLinewidth;
  12942. if ( this.wireframeLinecap !== 'round' ) data.wireframeLinecap = this.wireframeLinecap;
  12943. if ( this.wireframeLinejoin !== 'round' ) data.wireframeLinejoin = this.wireframeLinejoin;
  12944. if ( this.flatShading === true ) data.flatShading = true;
  12945. if ( this.visible === false ) data.visible = false;
  12946. if ( this.toneMapped === false ) data.toneMapped = false;
  12947. if ( this.fog === false ) data.fog = false;
  12948. if ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData;
  12949. // TODO: Copied from Object3D.toJSON
  12950. function extractFromCache( cache ) {
  12951. const values = [];
  12952. for ( const key in cache ) {
  12953. const data = cache[ key ];
  12954. delete data.metadata;
  12955. values.push( data );
  12956. }
  12957. return values;
  12958. }
  12959. if ( isRootObject ) {
  12960. const textures = extractFromCache( meta.textures );
  12961. const images = extractFromCache( meta.images );
  12962. if ( textures.length > 0 ) data.textures = textures;
  12963. if ( images.length > 0 ) data.images = images;
  12964. }
  12965. return data;
  12966. }
  12967. /**
  12968. * Returns a new material with copied values from this instance.
  12969. *
  12970. * @return {Material} A clone of this instance.
  12971. */
  12972. clone() {
  12973. return new this.constructor().copy( this );
  12974. }
  12975. /**
  12976. * Copies the values of the given material to this instance.
  12977. *
  12978. * @param {Material} source - The material to copy.
  12979. * @return {Material} A reference to this instance.
  12980. */
  12981. copy( source ) {
  12982. this.name = source.name;
  12983. this.blending = source.blending;
  12984. this.side = source.side;
  12985. this.vertexColors = source.vertexColors;
  12986. this.opacity = source.opacity;
  12987. this.transparent = source.transparent;
  12988. this.blendSrc = source.blendSrc;
  12989. this.blendDst = source.blendDst;
  12990. this.blendEquation = source.blendEquation;
  12991. this.blendSrcAlpha = source.blendSrcAlpha;
  12992. this.blendDstAlpha = source.blendDstAlpha;
  12993. this.blendEquationAlpha = source.blendEquationAlpha;
  12994. this.blendColor.copy( source.blendColor );
  12995. this.blendAlpha = source.blendAlpha;
  12996. this.depthFunc = source.depthFunc;
  12997. this.depthTest = source.depthTest;
  12998. this.depthWrite = source.depthWrite;
  12999. this.stencilWriteMask = source.stencilWriteMask;
  13000. this.stencilFunc = source.stencilFunc;
  13001. this.stencilRef = source.stencilRef;
  13002. this.stencilFuncMask = source.stencilFuncMask;
  13003. this.stencilFail = source.stencilFail;
  13004. this.stencilZFail = source.stencilZFail;
  13005. this.stencilZPass = source.stencilZPass;
  13006. this.stencilWrite = source.stencilWrite;
  13007. const srcPlanes = source.clippingPlanes;
  13008. let dstPlanes = null;
  13009. if ( srcPlanes !== null ) {
  13010. const n = srcPlanes.length;
  13011. dstPlanes = new Array( n );
  13012. for ( let i = 0; i !== n; ++ i ) {
  13013. dstPlanes[ i ] = srcPlanes[ i ].clone();
  13014. }
  13015. }
  13016. this.clippingPlanes = dstPlanes;
  13017. this.clipIntersection = source.clipIntersection;
  13018. this.clipShadows = source.clipShadows;
  13019. this.shadowSide = source.shadowSide;
  13020. this.colorWrite = source.colorWrite;
  13021. this.precision = source.precision;
  13022. this.polygonOffset = source.polygonOffset;
  13023. this.polygonOffsetFactor = source.polygonOffsetFactor;
  13024. this.polygonOffsetUnits = source.polygonOffsetUnits;
  13025. this.dithering = source.dithering;
  13026. this.alphaTest = source.alphaTest;
  13027. this.alphaHash = source.alphaHash;
  13028. this.alphaToCoverage = source.alphaToCoverage;
  13029. this.premultipliedAlpha = source.premultipliedAlpha;
  13030. this.forceSinglePass = source.forceSinglePass;
  13031. this.allowOverride = source.allowOverride;
  13032. this.visible = source.visible;
  13033. this.toneMapped = source.toneMapped;
  13034. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  13035. return this;
  13036. }
  13037. /**
  13038. * Frees the GPU-related resources allocated by this instance. Call this
  13039. * method whenever this instance is no longer used in your app.
  13040. *
  13041. * @fires Material#dispose
  13042. */
  13043. dispose() {
  13044. /**
  13045. * Fires when the material has been disposed of.
  13046. *
  13047. * @event Material#dispose
  13048. * @type {Object}
  13049. */
  13050. this.dispatchEvent( { type: 'dispose' } );
  13051. }
  13052. /**
  13053. * Setting this property to `true` indicates the engine the material
  13054. * needs to be recompiled.
  13055. *
  13056. * @type {boolean}
  13057. * @default false
  13058. * @param {boolean} value
  13059. */
  13060. set needsUpdate( value ) {
  13061. if ( value === true ) this.version ++;
  13062. }
  13063. }
  13064. /**
  13065. * A material for drawing geometries in a simple shaded (flat or wireframe) way.
  13066. *
  13067. * This material is not affected by lights.
  13068. *
  13069. * @augments Material
  13070. * @demo scenes/material-browser.html#MeshBasicMaterial
  13071. */
  13072. class MeshBasicMaterial extends Material {
  13073. /**
  13074. * Constructs a new mesh basic material.
  13075. *
  13076. * @param {Object} [parameters] - An object with one or more properties
  13077. * defining the material's appearance. Any property of the material
  13078. * (including any property from inherited materials) can be passed
  13079. * in here. Color values can be passed any type of value accepted
  13080. * by {@link Color#set}.
  13081. */
  13082. constructor( parameters ) {
  13083. super();
  13084. /**
  13085. * This flag can be used for type testing.
  13086. *
  13087. * @type {boolean}
  13088. * @readonly
  13089. * @default true
  13090. */
  13091. this.isMeshBasicMaterial = true;
  13092. this.type = 'MeshBasicMaterial';
  13093. /**
  13094. * Color of the material.
  13095. *
  13096. * @type {Color}
  13097. * @default (1,1,1)
  13098. */
  13099. this.color = new Color( 0xffffff ); // diffuse
  13100. /**
  13101. * The color map. May optionally include an alpha channel, typically combined
  13102. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  13103. * color is modulated by the diffuse `color`.
  13104. *
  13105. * @type {?Texture}
  13106. * @default null
  13107. */
  13108. this.map = null;
  13109. /**
  13110. * The light map. Requires a second set of UVs.
  13111. *
  13112. * @type {?Texture}
  13113. * @default null
  13114. */
  13115. this.lightMap = null;
  13116. /**
  13117. * Intensity of the baked light.
  13118. *
  13119. * @type {number}
  13120. * @default 1
  13121. */
  13122. this.lightMapIntensity = 1.0;
  13123. /**
  13124. * The red channel of this texture is used as the ambient occlusion map.
  13125. * Requires a second set of UVs.
  13126. *
  13127. * @type {?Texture}
  13128. * @default null
  13129. */
  13130. this.aoMap = null;
  13131. /**
  13132. * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0`
  13133. * disables ambient occlusion. Where intensity is `1` and the AO map's
  13134. * red channel is also `1`, ambient light is fully occluded on a surface.
  13135. *
  13136. * @type {number}
  13137. * @default 1
  13138. */
  13139. this.aoMapIntensity = 1.0;
  13140. /**
  13141. * Specular map used by the material.
  13142. *
  13143. * @type {?Texture}
  13144. * @default null
  13145. */
  13146. this.specularMap = null;
  13147. /**
  13148. * The alpha map is a grayscale texture that controls the opacity across the
  13149. * surface (black: fully transparent; white: fully opaque).
  13150. *
  13151. * Only the color of the texture is used, ignoring the alpha channel if one
  13152. * exists. For RGB and RGBA textures, the renderer will use the green channel
  13153. * when sampling this texture due to the extra bit of precision provided for
  13154. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  13155. * luminance/alpha textures will also still work as expected.
  13156. *
  13157. * @type {?Texture}
  13158. * @default null
  13159. */
  13160. this.alphaMap = null;
  13161. /**
  13162. * The environment map.
  13163. *
  13164. * @type {?Texture}
  13165. * @default null
  13166. */
  13167. this.envMap = null;
  13168. /**
  13169. * The rotation of the environment map in radians.
  13170. *
  13171. * @type {Euler}
  13172. * @default (0,0,0)
  13173. */
  13174. this.envMapRotation = new Euler();
  13175. /**
  13176. * How to combine the result of the surface's color with the environment map, if any.
  13177. *
  13178. * When set to `MixOperation`, the {@link MeshBasicMaterial#reflectivity} is used to
  13179. * blend between the two colors.
  13180. *
  13181. * @type {(MultiplyOperation|MixOperation|AddOperation)}
  13182. * @default MultiplyOperation
  13183. */
  13184. this.combine = MultiplyOperation;
  13185. /**
  13186. * How much the environment map affects the surface.
  13187. * The valid range is between `0` (no reflections) and `1` (full reflections).
  13188. *
  13189. * @type {number}
  13190. * @default 1
  13191. */
  13192. this.reflectivity = 1;
  13193. /**
  13194. * The index of refraction (IOR) of air (approximately 1) divided by the
  13195. * index of refraction of the material. It is used with environment mapping
  13196. * modes {@link CubeRefractionMapping} and {@link EquirectangularRefractionMapping}.
  13197. * The refraction ratio should not exceed `1`.
  13198. *
  13199. * @type {number}
  13200. * @default 0.98
  13201. */
  13202. this.refractionRatio = 0.98;
  13203. /**
  13204. * Renders the geometry as a wireframe.
  13205. *
  13206. * @type {boolean}
  13207. * @default false
  13208. */
  13209. this.wireframe = false;
  13210. /**
  13211. * Controls the thickness of the wireframe.
  13212. *
  13213. * Can only be used with {@link SVGRenderer}.
  13214. *
  13215. * @type {number}
  13216. * @default 1
  13217. */
  13218. this.wireframeLinewidth = 1;
  13219. /**
  13220. * Defines appearance of wireframe ends.
  13221. *
  13222. * Can only be used with {@link SVGRenderer}.
  13223. *
  13224. * @type {('round'|'bevel'|'miter')}
  13225. * @default 'round'
  13226. */
  13227. this.wireframeLinecap = 'round';
  13228. /**
  13229. * Defines appearance of wireframe joints.
  13230. *
  13231. * Can only be used with {@link SVGRenderer}.
  13232. *
  13233. * @type {('round'|'bevel'|'miter')}
  13234. * @default 'round'
  13235. */
  13236. this.wireframeLinejoin = 'round';
  13237. /**
  13238. * Whether the material is affected by fog or not.
  13239. *
  13240. * @type {boolean}
  13241. * @default true
  13242. */
  13243. this.fog = true;
  13244. this.setValues( parameters );
  13245. }
  13246. copy( source ) {
  13247. super.copy( source );
  13248. this.color.copy( source.color );
  13249. this.map = source.map;
  13250. this.lightMap = source.lightMap;
  13251. this.lightMapIntensity = source.lightMapIntensity;
  13252. this.aoMap = source.aoMap;
  13253. this.aoMapIntensity = source.aoMapIntensity;
  13254. this.specularMap = source.specularMap;
  13255. this.alphaMap = source.alphaMap;
  13256. this.envMap = source.envMap;
  13257. this.envMapRotation.copy( source.envMapRotation );
  13258. this.combine = source.combine;
  13259. this.reflectivity = source.reflectivity;
  13260. this.refractionRatio = source.refractionRatio;
  13261. this.wireframe = source.wireframe;
  13262. this.wireframeLinewidth = source.wireframeLinewidth;
  13263. this.wireframeLinecap = source.wireframeLinecap;
  13264. this.wireframeLinejoin = source.wireframeLinejoin;
  13265. this.fog = source.fog;
  13266. return this;
  13267. }
  13268. }
  13269. // Fast Half Float Conversions, http://www.fox-toolkit.org/ftp/fasthalffloatconversion.pdf
  13270. const _tables = /*@__PURE__*/ _generateTables();
  13271. function _generateTables() {
  13272. // float32 to float16 helpers
  13273. const buffer = new ArrayBuffer( 4 );
  13274. const floatView = new Float32Array( buffer );
  13275. const uint32View = new Uint32Array( buffer );
  13276. const baseTable = new Uint32Array( 512 );
  13277. const shiftTable = new Uint32Array( 512 );
  13278. for ( let i = 0; i < 256; ++ i ) {
  13279. const e = i - 127;
  13280. // very small number (0, -0)
  13281. if ( e < -27 ) {
  13282. baseTable[ i ] = 0x0000;
  13283. baseTable[ i | 0x100 ] = 0x8000;
  13284. shiftTable[ i ] = 24;
  13285. shiftTable[ i | 0x100 ] = 24;
  13286. // small number (denorm)
  13287. } else if ( e < -14 ) {
  13288. baseTable[ i ] = 0x0400 >> ( - e - 14 );
  13289. baseTable[ i | 0x100 ] = ( 0x0400 >> ( - e - 14 ) ) | 0x8000;
  13290. shiftTable[ i ] = - e - 1;
  13291. shiftTable[ i | 0x100 ] = - e - 1;
  13292. // normal number
  13293. } else if ( e <= 15 ) {
  13294. baseTable[ i ] = ( e + 15 ) << 10;
  13295. baseTable[ i | 0x100 ] = ( ( e + 15 ) << 10 ) | 0x8000;
  13296. shiftTable[ i ] = 13;
  13297. shiftTable[ i | 0x100 ] = 13;
  13298. // large number (Infinity, -Infinity)
  13299. } else if ( e < 128 ) {
  13300. baseTable[ i ] = 0x7c00;
  13301. baseTable[ i | 0x100 ] = 0xfc00;
  13302. shiftTable[ i ] = 24;
  13303. shiftTable[ i | 0x100 ] = 24;
  13304. // stay (NaN, Infinity, -Infinity)
  13305. } else {
  13306. baseTable[ i ] = 0x7c00;
  13307. baseTable[ i | 0x100 ] = 0xfc00;
  13308. shiftTable[ i ] = 13;
  13309. shiftTable[ i | 0x100 ] = 13;
  13310. }
  13311. }
  13312. // float16 to float32 helpers
  13313. const mantissaTable = new Uint32Array( 2048 );
  13314. const exponentTable = new Uint32Array( 64 );
  13315. const offsetTable = new Uint32Array( 64 );
  13316. for ( let i = 1; i < 1024; ++ i ) {
  13317. let m = i << 13; // zero pad mantissa bits
  13318. let e = 0; // zero exponent
  13319. // normalized
  13320. while ( ( m & 0x00800000 ) === 0 ) {
  13321. m <<= 1;
  13322. e -= 0x00800000; // decrement exponent
  13323. }
  13324. m &= -8388609; // clear leading 1 bit
  13325. e += 0x38800000; // adjust bias
  13326. mantissaTable[ i ] = m | e;
  13327. }
  13328. for ( let i = 1024; i < 2048; ++ i ) {
  13329. mantissaTable[ i ] = 0x38000000 + ( ( i - 1024 ) << 13 );
  13330. }
  13331. for ( let i = 1; i < 31; ++ i ) {
  13332. exponentTable[ i ] = i << 23;
  13333. }
  13334. exponentTable[ 31 ] = 0x47800000;
  13335. exponentTable[ 32 ] = 0x80000000;
  13336. for ( let i = 33; i < 63; ++ i ) {
  13337. exponentTable[ i ] = 0x80000000 + ( ( i - 32 ) << 23 );
  13338. }
  13339. exponentTable[ 63 ] = 0xc7800000;
  13340. for ( let i = 1; i < 64; ++ i ) {
  13341. if ( i !== 32 ) {
  13342. offsetTable[ i ] = 1024;
  13343. }
  13344. }
  13345. return {
  13346. floatView: floatView,
  13347. uint32View: uint32View,
  13348. baseTable: baseTable,
  13349. shiftTable: shiftTable,
  13350. mantissaTable: mantissaTable,
  13351. exponentTable: exponentTable,
  13352. offsetTable: offsetTable
  13353. };
  13354. }
  13355. /**
  13356. * Returns a half precision floating point value (FP16) from the given single
  13357. * precision floating point value (FP32).
  13358. *
  13359. * @param {number} val - A single precision floating point value.
  13360. * @return {number} The FP16 value.
  13361. */
  13362. function toHalfFloat( val ) {
  13363. if ( Math.abs( val ) > 65504 ) warn( 'DataUtils.toHalfFloat(): Value out of range.' );
  13364. val = clamp( val, -65504, 65504 );
  13365. _tables.floatView[ 0 ] = val;
  13366. const f = _tables.uint32View[ 0 ];
  13367. const e = ( f >> 23 ) & 0x1ff;
  13368. return _tables.baseTable[ e ] + ( ( f & 0x007fffff ) >> _tables.shiftTable[ e ] );
  13369. }
  13370. /**
  13371. * Returns a single precision floating point value (FP32) from the given half
  13372. * precision floating point value (FP16).
  13373. *
  13374. * @param {number} val - A half precision floating point value.
  13375. * @return {number} The FP32 value.
  13376. */
  13377. function fromHalfFloat( val ) {
  13378. const m = val >> 10;
  13379. _tables.uint32View[ 0 ] = _tables.mantissaTable[ _tables.offsetTable[ m ] + ( val & 0x3ff ) ] + _tables.exponentTable[ m ];
  13380. return _tables.floatView[ 0 ];
  13381. }
  13382. /**
  13383. * A class containing utility functions for data.
  13384. *
  13385. * @hideconstructor
  13386. */
  13387. class DataUtils {
  13388. /**
  13389. * Returns a half precision floating point value (FP16) from the given single
  13390. * precision floating point value (FP32).
  13391. *
  13392. * @param {number} val - A single precision floating point value.
  13393. * @return {number} The FP16 value.
  13394. */
  13395. static toHalfFloat( val ) {
  13396. return toHalfFloat( val );
  13397. }
  13398. /**
  13399. * Returns a single precision floating point value (FP32) from the given half
  13400. * precision floating point value (FP16).
  13401. *
  13402. * @param {number} val - A half precision floating point value.
  13403. * @return {number} The FP32 value.
  13404. */
  13405. static fromHalfFloat( val ) {
  13406. return fromHalfFloat( val );
  13407. }
  13408. }
  13409. const _vector$9 = /*@__PURE__*/ new Vector3();
  13410. const _vector2$1 = /*@__PURE__*/ new Vector2();
  13411. let _id$2 = 0;
  13412. /**
  13413. * This class stores data for an attribute (such as vertex positions, face
  13414. * indices, normals, colors, UVs, and any custom attributes ) associated with
  13415. * a geometry, which allows for more efficient passing of data to the GPU.
  13416. *
  13417. * When working with vector-like data, the `fromBufferAttribute( attribute, index )`
  13418. * helper methods on vector and color class might be helpful. E.g. {@link Vector3#fromBufferAttribute}.
  13419. */
  13420. class BufferAttribute {
  13421. /**
  13422. * Constructs a new buffer attribute.
  13423. *
  13424. * @param {TypedArray} array - The array holding the attribute data.
  13425. * @param {number} itemSize - The item size.
  13426. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13427. */
  13428. constructor( array, itemSize, normalized = false ) {
  13429. if ( Array.isArray( array ) ) {
  13430. throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
  13431. }
  13432. /**
  13433. * This flag can be used for type testing.
  13434. *
  13435. * @type {boolean}
  13436. * @readonly
  13437. * @default true
  13438. */
  13439. this.isBufferAttribute = true;
  13440. /**
  13441. * The ID of the buffer attribute.
  13442. *
  13443. * @name BufferAttribute#id
  13444. * @type {number}
  13445. * @readonly
  13446. */
  13447. Object.defineProperty( this, 'id', { value: _id$2 ++ } );
  13448. /**
  13449. * The name of the buffer attribute.
  13450. *
  13451. * @type {string}
  13452. */
  13453. this.name = '';
  13454. /**
  13455. * The array holding the attribute data. It should have `itemSize * numVertices`
  13456. * elements, where `numVertices` is the number of vertices in the associated geometry.
  13457. *
  13458. * @type {TypedArray}
  13459. */
  13460. this.array = array;
  13461. /**
  13462. * The number of values of the array that should be associated with a particular vertex.
  13463. * For instance, if this attribute is storing a 3-component vector (such as a position,
  13464. * normal, or color), then the value should be `3`.
  13465. *
  13466. * @type {number}
  13467. */
  13468. this.itemSize = itemSize;
  13469. /**
  13470. * Represents the number of items this buffer attribute stores. It is internally computed
  13471. * by dividing the `array` length by the `itemSize`.
  13472. *
  13473. * @type {number}
  13474. * @readonly
  13475. */
  13476. this.count = array !== undefined ? array.length / itemSize : 0;
  13477. /**
  13478. * Applies to integer data only. Indicates how the underlying data in the buffer maps to
  13479. * the values in the GLSL code. For instance, if `array` is an instance of `UInt16Array`,
  13480. * and `normalized` is `true`, the values `0 - +65535` in the array data will be mapped to
  13481. * `0.0f - +1.0f` in the GLSL attribute. If `normalized` is `false`, the values will be converted
  13482. * to floats unmodified, i.e. `65535` becomes `65535.0f`.
  13483. *
  13484. * @type {boolean}
  13485. */
  13486. this.normalized = normalized;
  13487. /**
  13488. * Defines the intended usage pattern of the data store for optimization purposes.
  13489. *
  13490. * Note: After the initial use of a buffer, its usage cannot be changed. Instead,
  13491. * instantiate a new one and set the desired usage before the next render.
  13492. *
  13493. * @type {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)}
  13494. * @default StaticDrawUsage
  13495. */
  13496. this.usage = StaticDrawUsage;
  13497. /**
  13498. * This can be used to only update some components of stored vectors (for example, just the
  13499. * component related to color). Use the `addUpdateRange()` function to add ranges to this array.
  13500. *
  13501. * @type {Array<Object>}
  13502. */
  13503. this.updateRanges = [];
  13504. /**
  13505. * Configures the bound GPU type for use in shaders.
  13506. *
  13507. * Note: this only has an effect for integer arrays and is not configurable for float arrays.
  13508. * For lower precision float types, use `Float16BufferAttribute`.
  13509. *
  13510. * @type {(FloatType|IntType)}
  13511. * @default FloatType
  13512. */
  13513. this.gpuType = FloatType;
  13514. /**
  13515. * A version number, incremented every time the `needsUpdate` is set to `true`.
  13516. *
  13517. * @type {number}
  13518. */
  13519. this.version = 0;
  13520. }
  13521. /**
  13522. * A callback function that is executed after the renderer has transferred the attribute
  13523. * array data to the GPU.
  13524. */
  13525. onUploadCallback() {}
  13526. /**
  13527. * Flag to indicate that this attribute has changed and should be re-sent to
  13528. * the GPU. Set this to `true` when you modify the value of the array.
  13529. *
  13530. * @type {number}
  13531. * @default false
  13532. * @param {boolean} value
  13533. */
  13534. set needsUpdate( value ) {
  13535. if ( value === true ) this.version ++;
  13536. }
  13537. /**
  13538. * Sets the usage of this buffer attribute.
  13539. *
  13540. * @param {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)} value - The usage to set.
  13541. * @return {BufferAttribute} A reference to this buffer attribute.
  13542. */
  13543. setUsage( value ) {
  13544. this.usage = value;
  13545. return this;
  13546. }
  13547. /**
  13548. * Adds a range of data in the data array to be updated on the GPU.
  13549. *
  13550. * @param {number} start - Position at which to start update.
  13551. * @param {number} count - The number of components to update.
  13552. */
  13553. addUpdateRange( start, count ) {
  13554. this.updateRanges.push( { start, count } );
  13555. }
  13556. /**
  13557. * Clears the update ranges.
  13558. */
  13559. clearUpdateRanges() {
  13560. this.updateRanges.length = 0;
  13561. }
  13562. /**
  13563. * Copies the values of the given buffer attribute to this instance.
  13564. *
  13565. * @param {BufferAttribute} source - The buffer attribute to copy.
  13566. * @return {BufferAttribute} A reference to this instance.
  13567. */
  13568. copy( source ) {
  13569. this.name = source.name;
  13570. this.array = new source.array.constructor( source.array );
  13571. this.itemSize = source.itemSize;
  13572. this.count = source.count;
  13573. this.normalized = source.normalized;
  13574. this.usage = source.usage;
  13575. this.gpuType = source.gpuType;
  13576. return this;
  13577. }
  13578. /**
  13579. * Copies a vector from the given buffer attribute to this one. The start
  13580. * and destination position in the attribute buffers are represented by the
  13581. * given indices.
  13582. *
  13583. * @param {number} index1 - The destination index into this buffer attribute.
  13584. * @param {BufferAttribute} attribute - The buffer attribute to copy from.
  13585. * @param {number} index2 - The source index into the given buffer attribute.
  13586. * @return {BufferAttribute} A reference to this instance.
  13587. */
  13588. copyAt( index1, attribute, index2 ) {
  13589. index1 *= this.itemSize;
  13590. index2 *= attribute.itemSize;
  13591. for ( let i = 0, l = this.itemSize; i < l; i ++ ) {
  13592. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  13593. }
  13594. return this;
  13595. }
  13596. /**
  13597. * Copies the given array data into this buffer attribute.
  13598. *
  13599. * @param {(TypedArray|Array)} array - The array to copy.
  13600. * @return {BufferAttribute} A reference to this instance.
  13601. */
  13602. copyArray( array ) {
  13603. this.array.set( array );
  13604. return this;
  13605. }
  13606. /**
  13607. * Applies the given 3x3 matrix to the given attribute. Works with
  13608. * item size `2` and `3`.
  13609. *
  13610. * @param {Matrix3} m - The matrix to apply.
  13611. * @return {BufferAttribute} A reference to this instance.
  13612. */
  13613. applyMatrix3( m ) {
  13614. if ( this.itemSize === 2 ) {
  13615. for ( let i = 0, l = this.count; i < l; i ++ ) {
  13616. _vector2$1.fromBufferAttribute( this, i );
  13617. _vector2$1.applyMatrix3( m );
  13618. this.setXY( i, _vector2$1.x, _vector2$1.y );
  13619. }
  13620. } else if ( this.itemSize === 3 ) {
  13621. for ( let i = 0, l = this.count; i < l; i ++ ) {
  13622. _vector$9.fromBufferAttribute( this, i );
  13623. _vector$9.applyMatrix3( m );
  13624. this.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );
  13625. }
  13626. }
  13627. return this;
  13628. }
  13629. /**
  13630. * Applies the given 4x4 matrix to the given attribute. Only works with
  13631. * item size `3`.
  13632. *
  13633. * @param {Matrix4} m - The matrix to apply.
  13634. * @return {BufferAttribute} A reference to this instance.
  13635. */
  13636. applyMatrix4( m ) {
  13637. for ( let i = 0, l = this.count; i < l; i ++ ) {
  13638. _vector$9.fromBufferAttribute( this, i );
  13639. _vector$9.applyMatrix4( m );
  13640. this.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );
  13641. }
  13642. return this;
  13643. }
  13644. /**
  13645. * Applies the given 3x3 normal matrix to the given attribute. Only works with
  13646. * item size `3`.
  13647. *
  13648. * @param {Matrix3} m - The normal matrix to apply.
  13649. * @return {BufferAttribute} A reference to this instance.
  13650. */
  13651. applyNormalMatrix( m ) {
  13652. for ( let i = 0, l = this.count; i < l; i ++ ) {
  13653. _vector$9.fromBufferAttribute( this, i );
  13654. _vector$9.applyNormalMatrix( m );
  13655. this.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );
  13656. }
  13657. return this;
  13658. }
  13659. /**
  13660. * Applies the given 4x4 matrix to the given attribute. Only works with
  13661. * item size `3` and with direction vectors.
  13662. *
  13663. * @param {Matrix4} m - The matrix to apply.
  13664. * @return {BufferAttribute} A reference to this instance.
  13665. */
  13666. transformDirection( m ) {
  13667. for ( let i = 0, l = this.count; i < l; i ++ ) {
  13668. _vector$9.fromBufferAttribute( this, i );
  13669. _vector$9.transformDirection( m );
  13670. this.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );
  13671. }
  13672. return this;
  13673. }
  13674. /**
  13675. * Sets the given array data in the buffer attribute.
  13676. *
  13677. * @param {(TypedArray|Array)} value - The array data to set.
  13678. * @param {number} [offset=0] - The offset in this buffer attribute's array.
  13679. * @return {BufferAttribute} A reference to this instance.
  13680. */
  13681. set( value, offset = 0 ) {
  13682. // Matching BufferAttribute constructor, do not normalize the array.
  13683. this.array.set( value, offset );
  13684. return this;
  13685. }
  13686. /**
  13687. * Returns the given component of the vector at the given index.
  13688. *
  13689. * @param {number} index - The index into the buffer attribute.
  13690. * @param {number} component - The component index.
  13691. * @return {number} The returned value.
  13692. */
  13693. getComponent( index, component ) {
  13694. let value = this.array[ index * this.itemSize + component ];
  13695. if ( this.normalized ) value = denormalize( value, this.array );
  13696. return value;
  13697. }
  13698. /**
  13699. * Sets the given value to the given component of the vector at the given index.
  13700. *
  13701. * @param {number} index - The index into the buffer attribute.
  13702. * @param {number} component - The component index.
  13703. * @param {number} value - The value to set.
  13704. * @return {BufferAttribute} A reference to this instance.
  13705. */
  13706. setComponent( index, component, value ) {
  13707. if ( this.normalized ) value = normalize( value, this.array );
  13708. this.array[ index * this.itemSize + component ] = value;
  13709. return this;
  13710. }
  13711. /**
  13712. * Returns the x component of the vector at the given index.
  13713. *
  13714. * @param {number} index - The index into the buffer attribute.
  13715. * @return {number} The x component.
  13716. */
  13717. getX( index ) {
  13718. let x = this.array[ index * this.itemSize ];
  13719. if ( this.normalized ) x = denormalize( x, this.array );
  13720. return x;
  13721. }
  13722. /**
  13723. * Sets the x component of the vector at the given index.
  13724. *
  13725. * @param {number} index - The index into the buffer attribute.
  13726. * @param {number} x - The value to set.
  13727. * @return {BufferAttribute} A reference to this instance.
  13728. */
  13729. setX( index, x ) {
  13730. if ( this.normalized ) x = normalize( x, this.array );
  13731. this.array[ index * this.itemSize ] = x;
  13732. return this;
  13733. }
  13734. /**
  13735. * Returns the y component of the vector at the given index.
  13736. *
  13737. * @param {number} index - The index into the buffer attribute.
  13738. * @return {number} The y component.
  13739. */
  13740. getY( index ) {
  13741. let y = this.array[ index * this.itemSize + 1 ];
  13742. if ( this.normalized ) y = denormalize( y, this.array );
  13743. return y;
  13744. }
  13745. /**
  13746. * Sets the y component of the vector at the given index.
  13747. *
  13748. * @param {number} index - The index into the buffer attribute.
  13749. * @param {number} y - The value to set.
  13750. * @return {BufferAttribute} A reference to this instance.
  13751. */
  13752. setY( index, y ) {
  13753. if ( this.normalized ) y = normalize( y, this.array );
  13754. this.array[ index * this.itemSize + 1 ] = y;
  13755. return this;
  13756. }
  13757. /**
  13758. * Returns the z component of the vector at the given index.
  13759. *
  13760. * @param {number} index - The index into the buffer attribute.
  13761. * @return {number} The z component.
  13762. */
  13763. getZ( index ) {
  13764. let z = this.array[ index * this.itemSize + 2 ];
  13765. if ( this.normalized ) z = denormalize( z, this.array );
  13766. return z;
  13767. }
  13768. /**
  13769. * Sets the z component of the vector at the given index.
  13770. *
  13771. * @param {number} index - The index into the buffer attribute.
  13772. * @param {number} z - The value to set.
  13773. * @return {BufferAttribute} A reference to this instance.
  13774. */
  13775. setZ( index, z ) {
  13776. if ( this.normalized ) z = normalize( z, this.array );
  13777. this.array[ index * this.itemSize + 2 ] = z;
  13778. return this;
  13779. }
  13780. /**
  13781. * Returns the w component of the vector at the given index.
  13782. *
  13783. * @param {number} index - The index into the buffer attribute.
  13784. * @return {number} The w component.
  13785. */
  13786. getW( index ) {
  13787. let w = this.array[ index * this.itemSize + 3 ];
  13788. if ( this.normalized ) w = denormalize( w, this.array );
  13789. return w;
  13790. }
  13791. /**
  13792. * Sets the w component of the vector at the given index.
  13793. *
  13794. * @param {number} index - The index into the buffer attribute.
  13795. * @param {number} w - The value to set.
  13796. * @return {BufferAttribute} A reference to this instance.
  13797. */
  13798. setW( index, w ) {
  13799. if ( this.normalized ) w = normalize( w, this.array );
  13800. this.array[ index * this.itemSize + 3 ] = w;
  13801. return this;
  13802. }
  13803. /**
  13804. * Sets the x and y component of the vector at the given index.
  13805. *
  13806. * @param {number} index - The index into the buffer attribute.
  13807. * @param {number} x - The value for the x component to set.
  13808. * @param {number} y - The value for the y component to set.
  13809. * @return {BufferAttribute} A reference to this instance.
  13810. */
  13811. setXY( index, x, y ) {
  13812. index *= this.itemSize;
  13813. if ( this.normalized ) {
  13814. x = normalize( x, this.array );
  13815. y = normalize( y, this.array );
  13816. }
  13817. this.array[ index + 0 ] = x;
  13818. this.array[ index + 1 ] = y;
  13819. return this;
  13820. }
  13821. /**
  13822. * Sets the x, y and z component of the vector at the given index.
  13823. *
  13824. * @param {number} index - The index into the buffer attribute.
  13825. * @param {number} x - The value for the x component to set.
  13826. * @param {number} y - The value for the y component to set.
  13827. * @param {number} z - The value for the z component to set.
  13828. * @return {BufferAttribute} A reference to this instance.
  13829. */
  13830. setXYZ( index, x, y, z ) {
  13831. index *= this.itemSize;
  13832. if ( this.normalized ) {
  13833. x = normalize( x, this.array );
  13834. y = normalize( y, this.array );
  13835. z = normalize( z, this.array );
  13836. }
  13837. this.array[ index + 0 ] = x;
  13838. this.array[ index + 1 ] = y;
  13839. this.array[ index + 2 ] = z;
  13840. return this;
  13841. }
  13842. /**
  13843. * Sets the x, y, z and w component of the vector at the given index.
  13844. *
  13845. * @param {number} index - The index into the buffer attribute.
  13846. * @param {number} x - The value for the x component to set.
  13847. * @param {number} y - The value for the y component to set.
  13848. * @param {number} z - The value for the z component to set.
  13849. * @param {number} w - The value for the w component to set.
  13850. * @return {BufferAttribute} A reference to this instance.
  13851. */
  13852. setXYZW( index, x, y, z, w ) {
  13853. index *= this.itemSize;
  13854. if ( this.normalized ) {
  13855. x = normalize( x, this.array );
  13856. y = normalize( y, this.array );
  13857. z = normalize( z, this.array );
  13858. w = normalize( w, this.array );
  13859. }
  13860. this.array[ index + 0 ] = x;
  13861. this.array[ index + 1 ] = y;
  13862. this.array[ index + 2 ] = z;
  13863. this.array[ index + 3 ] = w;
  13864. return this;
  13865. }
  13866. /**
  13867. * Sets the given callback function that is executed after the Renderer has transferred
  13868. * the attribute array data to the GPU. Can be used to perform clean-up operations after
  13869. * the upload when attribute data are not needed anymore on the CPU side.
  13870. *
  13871. * @param {Function} callback - The `onUpload()` callback.
  13872. * @return {BufferAttribute} A reference to this instance.
  13873. */
  13874. onUpload( callback ) {
  13875. this.onUploadCallback = callback;
  13876. return this;
  13877. }
  13878. /**
  13879. * Returns a new buffer attribute with copied values from this instance.
  13880. *
  13881. * @return {BufferAttribute} A clone of this instance.
  13882. */
  13883. clone() {
  13884. return new this.constructor( this.array, this.itemSize ).copy( this );
  13885. }
  13886. /**
  13887. * Serializes the buffer attribute into JSON.
  13888. *
  13889. * @return {Object} A JSON object representing the serialized buffer attribute.
  13890. */
  13891. toJSON() {
  13892. const data = {
  13893. itemSize: this.itemSize,
  13894. type: this.array.constructor.name,
  13895. array: Array.from( this.array ),
  13896. normalized: this.normalized
  13897. };
  13898. if ( this.name !== '' ) data.name = this.name;
  13899. if ( this.usage !== StaticDrawUsage ) data.usage = this.usage;
  13900. return data;
  13901. }
  13902. }
  13903. /**
  13904. * Convenient class that can be used when creating a `Int8` buffer attribute with
  13905. * a plain `Array` instance.
  13906. *
  13907. * @augments BufferAttribute
  13908. */
  13909. class Int8BufferAttribute extends BufferAttribute {
  13910. /**
  13911. * Constructs a new buffer attribute.
  13912. *
  13913. * @param {(Array<number>|Int8Array)} array - The array holding the attribute data.
  13914. * @param {number} itemSize - The item size.
  13915. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13916. */
  13917. constructor( array, itemSize, normalized ) {
  13918. super( new Int8Array( array ), itemSize, normalized );
  13919. }
  13920. }
  13921. /**
  13922. * Convenient class that can be used when creating a `UInt8` buffer attribute with
  13923. * a plain `Array` instance.
  13924. *
  13925. * @augments BufferAttribute
  13926. */
  13927. class Uint8BufferAttribute extends BufferAttribute {
  13928. /**
  13929. * Constructs a new buffer attribute.
  13930. *
  13931. * @param {(Array<number>|Uint8Array)} array - The array holding the attribute data.
  13932. * @param {number} itemSize - The item size.
  13933. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13934. */
  13935. constructor( array, itemSize, normalized ) {
  13936. super( new Uint8Array( array ), itemSize, normalized );
  13937. }
  13938. }
  13939. /**
  13940. * Convenient class that can be used when creating a `UInt8Clamped` buffer attribute with
  13941. * a plain `Array` instance.
  13942. *
  13943. * @augments BufferAttribute
  13944. */
  13945. class Uint8ClampedBufferAttribute extends BufferAttribute {
  13946. /**
  13947. * Constructs a new buffer attribute.
  13948. *
  13949. * @param {(Array<number>|Uint8ClampedArray)} array - The array holding the attribute data.
  13950. * @param {number} itemSize - The item size.
  13951. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13952. */
  13953. constructor( array, itemSize, normalized ) {
  13954. super( new Uint8ClampedArray( array ), itemSize, normalized );
  13955. }
  13956. }
  13957. /**
  13958. * Convenient class that can be used when creating a `Int16` buffer attribute with
  13959. * a plain `Array` instance.
  13960. *
  13961. * @augments BufferAttribute
  13962. */
  13963. class Int16BufferAttribute extends BufferAttribute {
  13964. /**
  13965. * Constructs a new buffer attribute.
  13966. *
  13967. * @param {(Array<number>|Int16Array)} array - The array holding the attribute data.
  13968. * @param {number} itemSize - The item size.
  13969. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13970. */
  13971. constructor( array, itemSize, normalized ) {
  13972. super( new Int16Array( array ), itemSize, normalized );
  13973. }
  13974. }
  13975. /**
  13976. * Convenient class that can be used when creating a `UInt16` buffer attribute with
  13977. * a plain `Array` instance.
  13978. *
  13979. * @augments BufferAttribute
  13980. */
  13981. class Uint16BufferAttribute extends BufferAttribute {
  13982. /**
  13983. * Constructs a new buffer attribute.
  13984. *
  13985. * @param {(Array<number>|Uint16Array)} array - The array holding the attribute data.
  13986. * @param {number} itemSize - The item size.
  13987. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13988. */
  13989. constructor( array, itemSize, normalized ) {
  13990. super( new Uint16Array( array ), itemSize, normalized );
  13991. }
  13992. }
  13993. /**
  13994. * Convenient class that can be used when creating a `Int32` buffer attribute with
  13995. * a plain `Array` instance.
  13996. *
  13997. * @augments BufferAttribute
  13998. */
  13999. class Int32BufferAttribute extends BufferAttribute {
  14000. /**
  14001. * Constructs a new buffer attribute.
  14002. *
  14003. * @param {(Array<number>|Int32Array)} array - The array holding the attribute data.
  14004. * @param {number} itemSize - The item size.
  14005. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  14006. */
  14007. constructor( array, itemSize, normalized ) {
  14008. super( new Int32Array( array ), itemSize, normalized );
  14009. }
  14010. }
  14011. /**
  14012. * Convenient class that can be used when creating a `UInt32` buffer attribute with
  14013. * a plain `Array` instance.
  14014. *
  14015. * @augments BufferAttribute
  14016. */
  14017. class Uint32BufferAttribute extends BufferAttribute {
  14018. /**
  14019. * Constructs a new buffer attribute.
  14020. *
  14021. * @param {(Array<number>|Uint32Array)} array - The array holding the attribute data.
  14022. * @param {number} itemSize - The item size.
  14023. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  14024. */
  14025. constructor( array, itemSize, normalized ) {
  14026. super( new Uint32Array( array ), itemSize, normalized );
  14027. }
  14028. }
  14029. /**
  14030. * Convenient class that can be used when creating a `Float16` buffer attribute with
  14031. * a plain `Array` instance.
  14032. *
  14033. * This class automatically converts to and from FP16 via `Uint16Array` since `Float16Array`
  14034. * browser support is still problematic.
  14035. *
  14036. * @augments BufferAttribute
  14037. */
  14038. class Float16BufferAttribute extends BufferAttribute {
  14039. /**
  14040. * Constructs a new buffer attribute.
  14041. *
  14042. * @param {(Array<number>|Uint16Array)} array - The array holding the attribute data.
  14043. * @param {number} itemSize - The item size.
  14044. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  14045. */
  14046. constructor( array, itemSize, normalized ) {
  14047. super( new Uint16Array( array ), itemSize, normalized );
  14048. this.isFloat16BufferAttribute = true;
  14049. }
  14050. getX( index ) {
  14051. let x = fromHalfFloat( this.array[ index * this.itemSize ] );
  14052. if ( this.normalized ) x = denormalize( x, this.array );
  14053. return x;
  14054. }
  14055. setX( index, x ) {
  14056. if ( this.normalized ) x = normalize( x, this.array );
  14057. this.array[ index * this.itemSize ] = toHalfFloat( x );
  14058. return this;
  14059. }
  14060. getY( index ) {
  14061. let y = fromHalfFloat( this.array[ index * this.itemSize + 1 ] );
  14062. if ( this.normalized ) y = denormalize( y, this.array );
  14063. return y;
  14064. }
  14065. setY( index, y ) {
  14066. if ( this.normalized ) y = normalize( y, this.array );
  14067. this.array[ index * this.itemSize + 1 ] = toHalfFloat( y );
  14068. return this;
  14069. }
  14070. getZ( index ) {
  14071. let z = fromHalfFloat( this.array[ index * this.itemSize + 2 ] );
  14072. if ( this.normalized ) z = denormalize( z, this.array );
  14073. return z;
  14074. }
  14075. setZ( index, z ) {
  14076. if ( this.normalized ) z = normalize( z, this.array );
  14077. this.array[ index * this.itemSize + 2 ] = toHalfFloat( z );
  14078. return this;
  14079. }
  14080. getW( index ) {
  14081. let w = fromHalfFloat( this.array[ index * this.itemSize + 3 ] );
  14082. if ( this.normalized ) w = denormalize( w, this.array );
  14083. return w;
  14084. }
  14085. setW( index, w ) {
  14086. if ( this.normalized ) w = normalize( w, this.array );
  14087. this.array[ index * this.itemSize + 3 ] = toHalfFloat( w );
  14088. return this;
  14089. }
  14090. setXY( index, x, y ) {
  14091. index *= this.itemSize;
  14092. if ( this.normalized ) {
  14093. x = normalize( x, this.array );
  14094. y = normalize( y, this.array );
  14095. }
  14096. this.array[ index + 0 ] = toHalfFloat( x );
  14097. this.array[ index + 1 ] = toHalfFloat( y );
  14098. return this;
  14099. }
  14100. setXYZ( index, x, y, z ) {
  14101. index *= this.itemSize;
  14102. if ( this.normalized ) {
  14103. x = normalize( x, this.array );
  14104. y = normalize( y, this.array );
  14105. z = normalize( z, this.array );
  14106. }
  14107. this.array[ index + 0 ] = toHalfFloat( x );
  14108. this.array[ index + 1 ] = toHalfFloat( y );
  14109. this.array[ index + 2 ] = toHalfFloat( z );
  14110. return this;
  14111. }
  14112. setXYZW( index, x, y, z, w ) {
  14113. index *= this.itemSize;
  14114. if ( this.normalized ) {
  14115. x = normalize( x, this.array );
  14116. y = normalize( y, this.array );
  14117. z = normalize( z, this.array );
  14118. w = normalize( w, this.array );
  14119. }
  14120. this.array[ index + 0 ] = toHalfFloat( x );
  14121. this.array[ index + 1 ] = toHalfFloat( y );
  14122. this.array[ index + 2 ] = toHalfFloat( z );
  14123. this.array[ index + 3 ] = toHalfFloat( w );
  14124. return this;
  14125. }
  14126. }
  14127. /**
  14128. * Convenient class that can be used when creating a `Float32` buffer attribute with
  14129. * a plain `Array` instance.
  14130. *
  14131. * @augments BufferAttribute
  14132. */
  14133. class Float32BufferAttribute extends BufferAttribute {
  14134. /**
  14135. * Constructs a new buffer attribute.
  14136. *
  14137. * @param {(Array<number>|Float32Array)} array - The array holding the attribute data.
  14138. * @param {number} itemSize - The item size.
  14139. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  14140. */
  14141. constructor( array, itemSize, normalized ) {
  14142. super( new Float32Array( array ), itemSize, normalized );
  14143. }
  14144. }
  14145. let _id$1 = 0;
  14146. const _m1 = /*@__PURE__*/ new Matrix4();
  14147. const _obj = /*@__PURE__*/ new Object3D();
  14148. const _offset = /*@__PURE__*/ new Vector3();
  14149. const _box$2 = /*@__PURE__*/ new Box3();
  14150. const _boxMorphTargets = /*@__PURE__*/ new Box3();
  14151. const _vector$8 = /*@__PURE__*/ new Vector3();
  14152. /**
  14153. * A representation of mesh, line, or point geometry. Includes vertex
  14154. * positions, face indices, normals, colors, UVs, and custom attributes
  14155. * within buffers, reducing the cost of passing all this data to the GPU.
  14156. *
  14157. * ```js
  14158. * const geometry = new THREE.BufferGeometry();
  14159. * // create a simple square shape. We duplicate the top left and bottom right
  14160. * // vertices because each vertex needs to appear once per triangle.
  14161. * const vertices = new Float32Array( [
  14162. * -1.0, -1.0, 1.0, // v0
  14163. * 1.0, -1.0, 1.0, // v1
  14164. * 1.0, 1.0, 1.0, // v2
  14165. *
  14166. * 1.0, 1.0, 1.0, // v3
  14167. * -1.0, 1.0, 1.0, // v4
  14168. * -1.0, -1.0, 1.0 // v5
  14169. * ] );
  14170. * // itemSize = 3 because there are 3 values (components) per vertex
  14171. * geometry.setAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) );
  14172. * const material = new THREE.MeshBasicMaterial( { color: 0xff0000 } );
  14173. * const mesh = new THREE.Mesh( geometry, material );
  14174. * ```
  14175. *
  14176. * @augments EventDispatcher
  14177. */
  14178. class BufferGeometry extends EventDispatcher {
  14179. /**
  14180. * Constructs a new geometry.
  14181. */
  14182. constructor() {
  14183. super();
  14184. /**
  14185. * This flag can be used for type testing.
  14186. *
  14187. * @type {boolean}
  14188. * @readonly
  14189. * @default true
  14190. */
  14191. this.isBufferGeometry = true;
  14192. /**
  14193. * The ID of the geometry.
  14194. *
  14195. * @name BufferGeometry#id
  14196. * @type {number}
  14197. * @readonly
  14198. */
  14199. Object.defineProperty( this, 'id', { value: _id$1 ++ } );
  14200. /**
  14201. * The UUID of the geometry.
  14202. *
  14203. * @type {string}
  14204. * @readonly
  14205. */
  14206. this.uuid = generateUUID();
  14207. /**
  14208. * The name of the geometry.
  14209. *
  14210. * @type {string}
  14211. */
  14212. this.name = '';
  14213. this.type = 'BufferGeometry';
  14214. /**
  14215. * Allows for vertices to be re-used across multiple triangles; this is
  14216. * called using "indexed triangles". Each triangle is associated with the
  14217. * indices of three vertices. This attribute therefore stores the index of
  14218. * each vertex for each triangular face. If this attribute is not set, the
  14219. * renderer assumes that each three contiguous positions represent a single triangle.
  14220. *
  14221. * @type {?BufferAttribute}
  14222. * @default null
  14223. */
  14224. this.index = null;
  14225. /**
  14226. * A (storage) buffer attribute which was generated with a compute shader and
  14227. * now defines indirect draw calls.
  14228. *
  14229. * Can only be used with {@link WebGPURenderer} and a WebGPU backend.
  14230. *
  14231. * @type {?BufferAttribute}
  14232. * @default null
  14233. */
  14234. this.indirect = null;
  14235. /**
  14236. * This dictionary has as id the name of the attribute to be set and as value
  14237. * the buffer attribute to set it to. Rather than accessing this property directly,
  14238. * use `setAttribute()` and `getAttribute()` to access attributes of this geometry.
  14239. *
  14240. * @type {Object<string,(BufferAttribute|InterleavedBufferAttribute)>}
  14241. */
  14242. this.attributes = {};
  14243. /**
  14244. * This dictionary holds the morph targets of the geometry.
  14245. *
  14246. * Note: Once the geometry has been rendered, the morph attribute data cannot
  14247. * be changed. You will have to call `dispose()?, and create a new geometry instance.
  14248. *
  14249. * @type {Object}
  14250. */
  14251. this.morphAttributes = {};
  14252. /**
  14253. * Used to control the morph target behavior; when set to `true`, the morph
  14254. * target data is treated as relative offsets, rather than as absolute
  14255. * positions/normals.
  14256. *
  14257. * @type {boolean}
  14258. * @default false
  14259. */
  14260. this.morphTargetsRelative = false;
  14261. /**
  14262. * Split the geometry into groups, each of which will be rendered in a
  14263. * separate draw call. This allows an array of materials to be used with the geometry.
  14264. *
  14265. * Use `addGroup()` and `clearGroups()` to edit groups, rather than modifying this array directly.
  14266. *
  14267. * Every vertex and index must belong to exactly one group — groups must not share vertices or
  14268. * indices, and must not leave vertices or indices unused.
  14269. *
  14270. * @type {Array<Object>}
  14271. */
  14272. this.groups = [];
  14273. /**
  14274. * Bounding box for the geometry which can be calculated with `computeBoundingBox()`.
  14275. *
  14276. * @type {?Box3}
  14277. * @default null
  14278. */
  14279. this.boundingBox = null;
  14280. /**
  14281. * Bounding sphere for the geometry which can be calculated with `computeBoundingSphere()`.
  14282. *
  14283. * @type {?Sphere}
  14284. * @default null
  14285. */
  14286. this.boundingSphere = null;
  14287. /**
  14288. * Determines the part of the geometry to render. This should not be set directly,
  14289. * instead use `setDrawRange()`.
  14290. *
  14291. * @type {{start:number,count:number}}
  14292. */
  14293. this.drawRange = { start: 0, count: Infinity };
  14294. /**
  14295. * An object that can be used to store custom data about the geometry.
  14296. * It should not hold references to functions as these will not be cloned.
  14297. *
  14298. * @type {Object}
  14299. */
  14300. this.userData = {};
  14301. }
  14302. /**
  14303. * Returns the index of this geometry.
  14304. *
  14305. * @return {?BufferAttribute} The index. Returns `null` if no index is defined.
  14306. */
  14307. getIndex() {
  14308. return this.index;
  14309. }
  14310. /**
  14311. * Sets the given index to this geometry.
  14312. *
  14313. * @param {Array<number>|BufferAttribute} index - The index to set.
  14314. * @return {BufferGeometry} A reference to this instance.
  14315. */
  14316. setIndex( index ) {
  14317. if ( Array.isArray( index ) ) {
  14318. this.index = new ( arrayNeedsUint32( index ) ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 );
  14319. } else {
  14320. this.index = index;
  14321. }
  14322. return this;
  14323. }
  14324. /**
  14325. * Sets the given indirect attribute to this geometry.
  14326. *
  14327. * @param {BufferAttribute} indirect - The attribute holding indirect draw calls.
  14328. * @return {BufferGeometry} A reference to this instance.
  14329. */
  14330. setIndirect( indirect ) {
  14331. this.indirect = indirect;
  14332. return this;
  14333. }
  14334. /**
  14335. * Returns the indirect attribute of this geometry.
  14336. *
  14337. * @return {?BufferAttribute} The indirect attribute. Returns `null` if no indirect attribute is defined.
  14338. */
  14339. getIndirect() {
  14340. return this.indirect;
  14341. }
  14342. /**
  14343. * Returns the buffer attribute for the given name.
  14344. *
  14345. * @param {string} name - The attribute name.
  14346. * @return {BufferAttribute|InterleavedBufferAttribute|undefined} The buffer attribute.
  14347. * Returns `undefined` if not attribute has been found.
  14348. */
  14349. getAttribute( name ) {
  14350. return this.attributes[ name ];
  14351. }
  14352. /**
  14353. * Sets the given attribute for the given name.
  14354. *
  14355. * @param {string} name - The attribute name.
  14356. * @param {BufferAttribute|InterleavedBufferAttribute} attribute - The attribute to set.
  14357. * @return {BufferGeometry} A reference to this instance.
  14358. */
  14359. setAttribute( name, attribute ) {
  14360. this.attributes[ name ] = attribute;
  14361. return this;
  14362. }
  14363. /**
  14364. * Deletes the attribute for the given name.
  14365. *
  14366. * @param {string} name - The attribute name to delete.
  14367. * @return {BufferGeometry} A reference to this instance.
  14368. */
  14369. deleteAttribute( name ) {
  14370. delete this.attributes[ name ];
  14371. return this;
  14372. }
  14373. /**
  14374. * Returns `true` if this geometry has an attribute for the given name.
  14375. *
  14376. * @param {string} name - The attribute name.
  14377. * @return {boolean} Whether this geometry has an attribute for the given name or not.
  14378. */
  14379. hasAttribute( name ) {
  14380. return this.attributes[ name ] !== undefined;
  14381. }
  14382. /**
  14383. * Adds a group to this geometry.
  14384. *
  14385. * @param {number} start - The first element in this draw call. That is the first
  14386. * vertex for non-indexed geometry, otherwise the first triangle index.
  14387. * @param {number} count - Specifies how many vertices (or indices) are part of this group.
  14388. * @param {number} [materialIndex=0] - The material array index to use.
  14389. */
  14390. addGroup( start, count, materialIndex = 0 ) {
  14391. this.groups.push( {
  14392. start: start,
  14393. count: count,
  14394. materialIndex: materialIndex
  14395. } );
  14396. }
  14397. /**
  14398. * Clears all groups.
  14399. */
  14400. clearGroups() {
  14401. this.groups = [];
  14402. }
  14403. /**
  14404. * Sets the draw range for this geometry.
  14405. *
  14406. * @param {number} start - The first vertex for non-indexed geometry, otherwise the first triangle index.
  14407. * @param {number} count - For non-indexed BufferGeometry, `count` is the number of vertices to render.
  14408. * For indexed BufferGeometry, `count` is the number of indices to render.
  14409. */
  14410. setDrawRange( start, count ) {
  14411. this.drawRange.start = start;
  14412. this.drawRange.count = count;
  14413. }
  14414. /**
  14415. * Applies the given 4x4 transformation matrix to the geometry.
  14416. *
  14417. * @param {Matrix4} matrix - The matrix to apply.
  14418. * @return {BufferGeometry} A reference to this instance.
  14419. */
  14420. applyMatrix4( matrix ) {
  14421. const position = this.attributes.position;
  14422. if ( position !== undefined ) {
  14423. position.applyMatrix4( matrix );
  14424. position.needsUpdate = true;
  14425. }
  14426. const normal = this.attributes.normal;
  14427. if ( normal !== undefined ) {
  14428. const normalMatrix = new Matrix3().getNormalMatrix( matrix );
  14429. normal.applyNormalMatrix( normalMatrix );
  14430. normal.needsUpdate = true;
  14431. }
  14432. const tangent = this.attributes.tangent;
  14433. if ( tangent !== undefined ) {
  14434. tangent.transformDirection( matrix );
  14435. tangent.needsUpdate = true;
  14436. }
  14437. if ( this.boundingBox !== null ) {
  14438. this.computeBoundingBox();
  14439. }
  14440. if ( this.boundingSphere !== null ) {
  14441. this.computeBoundingSphere();
  14442. }
  14443. return this;
  14444. }
  14445. /**
  14446. * Applies the rotation represented by the Quaternion to the geometry.
  14447. *
  14448. * @param {Quaternion} q - The Quaternion to apply.
  14449. * @return {BufferGeometry} A reference to this instance.
  14450. */
  14451. applyQuaternion( q ) {
  14452. _m1.makeRotationFromQuaternion( q );
  14453. this.applyMatrix4( _m1 );
  14454. return this;
  14455. }
  14456. /**
  14457. * Rotates the geometry about the X axis. This is typically done as a one time
  14458. * operation, and not during a loop. Use {@link Object3D#rotation} for typical
  14459. * real-time mesh rotation.
  14460. *
  14461. * @param {number} angle - The angle in radians.
  14462. * @return {BufferGeometry} A reference to this instance.
  14463. */
  14464. rotateX( angle ) {
  14465. // rotate geometry around world x-axis
  14466. _m1.makeRotationX( angle );
  14467. this.applyMatrix4( _m1 );
  14468. return this;
  14469. }
  14470. /**
  14471. * Rotates the geometry about the Y axis. This is typically done as a one time
  14472. * operation, and not during a loop. Use {@link Object3D#rotation} for typical
  14473. * real-time mesh rotation.
  14474. *
  14475. * @param {number} angle - The angle in radians.
  14476. * @return {BufferGeometry} A reference to this instance.
  14477. */
  14478. rotateY( angle ) {
  14479. // rotate geometry around world y-axis
  14480. _m1.makeRotationY( angle );
  14481. this.applyMatrix4( _m1 );
  14482. return this;
  14483. }
  14484. /**
  14485. * Rotates the geometry about the Z axis. This is typically done as a one time
  14486. * operation, and not during a loop. Use {@link Object3D#rotation} for typical
  14487. * real-time mesh rotation.
  14488. *
  14489. * @param {number} angle - The angle in radians.
  14490. * @return {BufferGeometry} A reference to this instance.
  14491. */
  14492. rotateZ( angle ) {
  14493. // rotate geometry around world z-axis
  14494. _m1.makeRotationZ( angle );
  14495. this.applyMatrix4( _m1 );
  14496. return this;
  14497. }
  14498. /**
  14499. * Translates the geometry. This is typically done as a one time
  14500. * operation, and not during a loop. Use {@link Object3D#position} for typical
  14501. * real-time mesh rotation.
  14502. *
  14503. * @param {number} x - The x offset.
  14504. * @param {number} y - The y offset.
  14505. * @param {number} z - The z offset.
  14506. * @return {BufferGeometry} A reference to this instance.
  14507. */
  14508. translate( x, y, z ) {
  14509. // translate geometry
  14510. _m1.makeTranslation( x, y, z );
  14511. this.applyMatrix4( _m1 );
  14512. return this;
  14513. }
  14514. /**
  14515. * Scales the geometry. This is typically done as a one time
  14516. * operation, and not during a loop. Use {@link Object3D#scale} for typical
  14517. * real-time mesh rotation.
  14518. *
  14519. * @param {number} x - The x scale.
  14520. * @param {number} y - The y scale.
  14521. * @param {number} z - The z scale.
  14522. * @return {BufferGeometry} A reference to this instance.
  14523. */
  14524. scale( x, y, z ) {
  14525. // scale geometry
  14526. _m1.makeScale( x, y, z );
  14527. this.applyMatrix4( _m1 );
  14528. return this;
  14529. }
  14530. /**
  14531. * Rotates the geometry to face a point in 3D space. This is typically done as a one time
  14532. * operation, and not during a loop. Use {@link Object3D#lookAt} for typical
  14533. * real-time mesh rotation.
  14534. *
  14535. * @param {Vector3} vector - The target point.
  14536. * @return {BufferGeometry} A reference to this instance.
  14537. */
  14538. lookAt( vector ) {
  14539. _obj.lookAt( vector );
  14540. _obj.updateMatrix();
  14541. this.applyMatrix4( _obj.matrix );
  14542. return this;
  14543. }
  14544. /**
  14545. * Center the geometry based on its bounding box.
  14546. *
  14547. * @return {BufferGeometry} A reference to this instance.
  14548. */
  14549. center() {
  14550. this.computeBoundingBox();
  14551. this.boundingBox.getCenter( _offset ).negate();
  14552. this.translate( _offset.x, _offset.y, _offset.z );
  14553. return this;
  14554. }
  14555. /**
  14556. * Defines a geometry by creating a `position` attribute based on the given array of points. The array
  14557. * can hold 2D or 3D vectors. When using two-dimensional data, the `z` coordinate for all vertices is
  14558. * set to `0`.
  14559. *
  14560. * If the method is used with an existing `position` attribute, the vertex data are overwritten with the
  14561. * data from the array. The length of the array must match the vertex count.
  14562. *
  14563. * @param {Array<Vector2>|Array<Vector3>} points - The points.
  14564. * @return {BufferGeometry} A reference to this instance.
  14565. */
  14566. setFromPoints( points ) {
  14567. const positionAttribute = this.getAttribute( 'position' );
  14568. if ( positionAttribute === undefined ) {
  14569. const position = [];
  14570. for ( let i = 0, l = points.length; i < l; i ++ ) {
  14571. const point = points[ i ];
  14572. position.push( point.x, point.y, point.z || 0 );
  14573. }
  14574. this.setAttribute( 'position', new Float32BufferAttribute( position, 3 ) );
  14575. } else {
  14576. const l = Math.min( points.length, positionAttribute.count ); // make sure data do not exceed buffer size
  14577. for ( let i = 0; i < l; i ++ ) {
  14578. const point = points[ i ];
  14579. positionAttribute.setXYZ( i, point.x, point.y, point.z || 0 );
  14580. }
  14581. if ( points.length > positionAttribute.count ) {
  14582. warn( 'BufferGeometry: Buffer size too small for points data. Use .dispose() and create a new geometry.' );
  14583. }
  14584. positionAttribute.needsUpdate = true;
  14585. }
  14586. return this;
  14587. }
  14588. /**
  14589. * Computes the bounding box of the geometry, and updates the `boundingBox` member.
  14590. * The bounding box is not computed by the engine; it must be computed by your app.
  14591. * You may need to recompute the bounding box if the geometry vertices are modified.
  14592. */
  14593. computeBoundingBox() {
  14594. if ( this.boundingBox === null ) {
  14595. this.boundingBox = new Box3();
  14596. }
  14597. const position = this.attributes.position;
  14598. const morphAttributesPosition = this.morphAttributes.position;
  14599. if ( position && position.isGLBufferAttribute ) {
  14600. error( 'BufferGeometry.computeBoundingBox(): GLBufferAttribute requires a manual bounding box.', this );
  14601. this.boundingBox.set(
  14602. new Vector3( - Infinity, - Infinity, - Infinity ),
  14603. new Vector3( + Infinity, + Infinity, + Infinity )
  14604. );
  14605. return;
  14606. }
  14607. if ( position !== undefined ) {
  14608. this.boundingBox.setFromBufferAttribute( position );
  14609. // process morph attributes if present
  14610. if ( morphAttributesPosition ) {
  14611. for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  14612. const morphAttribute = morphAttributesPosition[ i ];
  14613. _box$2.setFromBufferAttribute( morphAttribute );
  14614. if ( this.morphTargetsRelative ) {
  14615. _vector$8.addVectors( this.boundingBox.min, _box$2.min );
  14616. this.boundingBox.expandByPoint( _vector$8 );
  14617. _vector$8.addVectors( this.boundingBox.max, _box$2.max );
  14618. this.boundingBox.expandByPoint( _vector$8 );
  14619. } else {
  14620. this.boundingBox.expandByPoint( _box$2.min );
  14621. this.boundingBox.expandByPoint( _box$2.max );
  14622. }
  14623. }
  14624. }
  14625. } else {
  14626. this.boundingBox.makeEmpty();
  14627. }
  14628. if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {
  14629. error( 'BufferGeometry.computeBoundingBox(): Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this );
  14630. }
  14631. }
  14632. /**
  14633. * Computes the bounding sphere of the geometry, and updates the `boundingSphere` member.
  14634. * The engine automatically computes the bounding sphere when it is needed, e.g., for ray casting or view frustum culling.
  14635. * You may need to recompute the bounding sphere if the geometry vertices are modified.
  14636. */
  14637. computeBoundingSphere() {
  14638. if ( this.boundingSphere === null ) {
  14639. this.boundingSphere = new Sphere();
  14640. }
  14641. const position = this.attributes.position;
  14642. const morphAttributesPosition = this.morphAttributes.position;
  14643. if ( position && position.isGLBufferAttribute ) {
  14644. error( 'BufferGeometry.computeBoundingSphere(): GLBufferAttribute requires a manual bounding sphere.', this );
  14645. this.boundingSphere.set( new Vector3(), Infinity );
  14646. return;
  14647. }
  14648. if ( position ) {
  14649. // first, find the center of the bounding sphere
  14650. const center = this.boundingSphere.center;
  14651. _box$2.setFromBufferAttribute( position );
  14652. // process morph attributes if present
  14653. if ( morphAttributesPosition ) {
  14654. for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  14655. const morphAttribute = morphAttributesPosition[ i ];
  14656. _boxMorphTargets.setFromBufferAttribute( morphAttribute );
  14657. if ( this.morphTargetsRelative ) {
  14658. _vector$8.addVectors( _box$2.min, _boxMorphTargets.min );
  14659. _box$2.expandByPoint( _vector$8 );
  14660. _vector$8.addVectors( _box$2.max, _boxMorphTargets.max );
  14661. _box$2.expandByPoint( _vector$8 );
  14662. } else {
  14663. _box$2.expandByPoint( _boxMorphTargets.min );
  14664. _box$2.expandByPoint( _boxMorphTargets.max );
  14665. }
  14666. }
  14667. }
  14668. _box$2.getCenter( center );
  14669. // second, try to find a boundingSphere with a radius smaller than the
  14670. // boundingSphere of the boundingBox: sqrt(3) smaller in the best case
  14671. let maxRadiusSq = 0;
  14672. for ( let i = 0, il = position.count; i < il; i ++ ) {
  14673. _vector$8.fromBufferAttribute( position, i );
  14674. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$8 ) );
  14675. }
  14676. // process morph attributes if present
  14677. if ( morphAttributesPosition ) {
  14678. for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  14679. const morphAttribute = morphAttributesPosition[ i ];
  14680. const morphTargetsRelative = this.morphTargetsRelative;
  14681. for ( let j = 0, jl = morphAttribute.count; j < jl; j ++ ) {
  14682. _vector$8.fromBufferAttribute( morphAttribute, j );
  14683. if ( morphTargetsRelative ) {
  14684. _offset.fromBufferAttribute( position, j );
  14685. _vector$8.add( _offset );
  14686. }
  14687. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$8 ) );
  14688. }
  14689. }
  14690. }
  14691. this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
  14692. if ( isNaN( this.boundingSphere.radius ) ) {
  14693. error( 'BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this );
  14694. }
  14695. }
  14696. }
  14697. /**
  14698. * Calculates and adds a tangent attribute to this geometry.
  14699. *
  14700. * The computation is only supported for indexed geometries and if position, normal, and uv attributes
  14701. * are defined. When using a tangent space normal map, prefer the MikkTSpace algorithm provided by
  14702. * {@link BufferGeometryUtils#computeMikkTSpaceTangents} instead.
  14703. */
  14704. computeTangents() {
  14705. const index = this.index;
  14706. const attributes = this.attributes;
  14707. // based on http://www.terathon.com/code/tangent.html
  14708. // (per vertex tangents)
  14709. if ( index === null ||
  14710. attributes.position === undefined ||
  14711. attributes.normal === undefined ||
  14712. attributes.uv === undefined ) {
  14713. error( 'BufferGeometry: .computeTangents() failed. Missing required attributes (index, position, normal or uv)' );
  14714. return;
  14715. }
  14716. const positionAttribute = attributes.position;
  14717. const normalAttribute = attributes.normal;
  14718. const uvAttribute = attributes.uv;
  14719. if ( this.hasAttribute( 'tangent' ) === false ) {
  14720. this.setAttribute( 'tangent', new BufferAttribute( new Float32Array( 4 * positionAttribute.count ), 4 ) );
  14721. }
  14722. const tangentAttribute = this.getAttribute( 'tangent' );
  14723. const tan1 = [], tan2 = [];
  14724. for ( let i = 0; i < positionAttribute.count; i ++ ) {
  14725. tan1[ i ] = new Vector3();
  14726. tan2[ i ] = new Vector3();
  14727. }
  14728. const vA = new Vector3(),
  14729. vB = new Vector3(),
  14730. vC = new Vector3(),
  14731. uvA = new Vector2(),
  14732. uvB = new Vector2(),
  14733. uvC = new Vector2(),
  14734. sdir = new Vector3(),
  14735. tdir = new Vector3();
  14736. function handleTriangle( a, b, c ) {
  14737. vA.fromBufferAttribute( positionAttribute, a );
  14738. vB.fromBufferAttribute( positionAttribute, b );
  14739. vC.fromBufferAttribute( positionAttribute, c );
  14740. uvA.fromBufferAttribute( uvAttribute, a );
  14741. uvB.fromBufferAttribute( uvAttribute, b );
  14742. uvC.fromBufferAttribute( uvAttribute, c );
  14743. vB.sub( vA );
  14744. vC.sub( vA );
  14745. uvB.sub( uvA );
  14746. uvC.sub( uvA );
  14747. const r = 1.0 / ( uvB.x * uvC.y - uvC.x * uvB.y );
  14748. // silently ignore degenerate uv triangles having coincident or colinear vertices
  14749. if ( ! isFinite( r ) ) return;
  14750. sdir.copy( vB ).multiplyScalar( uvC.y ).addScaledVector( vC, - uvB.y ).multiplyScalar( r );
  14751. tdir.copy( vC ).multiplyScalar( uvB.x ).addScaledVector( vB, - uvC.x ).multiplyScalar( r );
  14752. tan1[ a ].add( sdir );
  14753. tan1[ b ].add( sdir );
  14754. tan1[ c ].add( sdir );
  14755. tan2[ a ].add( tdir );
  14756. tan2[ b ].add( tdir );
  14757. tan2[ c ].add( tdir );
  14758. }
  14759. let groups = this.groups;
  14760. if ( groups.length === 0 ) {
  14761. groups = [ {
  14762. start: 0,
  14763. count: index.count
  14764. } ];
  14765. }
  14766. for ( let i = 0, il = groups.length; i < il; ++ i ) {
  14767. const group = groups[ i ];
  14768. const start = group.start;
  14769. const count = group.count;
  14770. for ( let j = start, jl = start + count; j < jl; j += 3 ) {
  14771. handleTriangle(
  14772. index.getX( j + 0 ),
  14773. index.getX( j + 1 ),
  14774. index.getX( j + 2 )
  14775. );
  14776. }
  14777. }
  14778. const tmp = new Vector3(), tmp2 = new Vector3();
  14779. const n = new Vector3(), n2 = new Vector3();
  14780. function handleVertex( v ) {
  14781. n.fromBufferAttribute( normalAttribute, v );
  14782. n2.copy( n );
  14783. const t = tan1[ v ];
  14784. // Gram-Schmidt orthogonalize
  14785. tmp.copy( t );
  14786. tmp.sub( n.multiplyScalar( n.dot( t ) ) ).normalize();
  14787. // Calculate handedness
  14788. tmp2.crossVectors( n2, t );
  14789. const test = tmp2.dot( tan2[ v ] );
  14790. const w = ( test < 0.0 ) ? -1 : 1.0;
  14791. tangentAttribute.setXYZW( v, tmp.x, tmp.y, tmp.z, w );
  14792. }
  14793. for ( let i = 0, il = groups.length; i < il; ++ i ) {
  14794. const group = groups[ i ];
  14795. const start = group.start;
  14796. const count = group.count;
  14797. for ( let j = start, jl = start + count; j < jl; j += 3 ) {
  14798. handleVertex( index.getX( j + 0 ) );
  14799. handleVertex( index.getX( j + 1 ) );
  14800. handleVertex( index.getX( j + 2 ) );
  14801. }
  14802. }
  14803. }
  14804. /**
  14805. * Computes vertex normals for the given vertex data. For indexed geometries, the method sets
  14806. * each vertex normal to be the average of the face normals of the faces that share that vertex.
  14807. * For non-indexed geometries, vertices are not shared, and the method sets each vertex normal
  14808. * to be the same as the face normal.
  14809. */
  14810. computeVertexNormals() {
  14811. const index = this.index;
  14812. const positionAttribute = this.getAttribute( 'position' );
  14813. if ( positionAttribute !== undefined ) {
  14814. let normalAttribute = this.getAttribute( 'normal' );
  14815. if ( normalAttribute === undefined ) {
  14816. normalAttribute = new BufferAttribute( new Float32Array( positionAttribute.count * 3 ), 3 );
  14817. this.setAttribute( 'normal', normalAttribute );
  14818. } else {
  14819. // reset existing normals to zero
  14820. for ( let i = 0, il = normalAttribute.count; i < il; i ++ ) {
  14821. normalAttribute.setXYZ( i, 0, 0, 0 );
  14822. }
  14823. }
  14824. const pA = new Vector3(), pB = new Vector3(), pC = new Vector3();
  14825. const nA = new Vector3(), nB = new Vector3(), nC = new Vector3();
  14826. const cb = new Vector3(), ab = new Vector3();
  14827. // indexed elements
  14828. if ( index ) {
  14829. for ( let i = 0, il = index.count; i < il; i += 3 ) {
  14830. const vA = index.getX( i + 0 );
  14831. const vB = index.getX( i + 1 );
  14832. const vC = index.getX( i + 2 );
  14833. pA.fromBufferAttribute( positionAttribute, vA );
  14834. pB.fromBufferAttribute( positionAttribute, vB );
  14835. pC.fromBufferAttribute( positionAttribute, vC );
  14836. cb.subVectors( pC, pB );
  14837. ab.subVectors( pA, pB );
  14838. cb.cross( ab );
  14839. nA.fromBufferAttribute( normalAttribute, vA );
  14840. nB.fromBufferAttribute( normalAttribute, vB );
  14841. nC.fromBufferAttribute( normalAttribute, vC );
  14842. nA.add( cb );
  14843. nB.add( cb );
  14844. nC.add( cb );
  14845. normalAttribute.setXYZ( vA, nA.x, nA.y, nA.z );
  14846. normalAttribute.setXYZ( vB, nB.x, nB.y, nB.z );
  14847. normalAttribute.setXYZ( vC, nC.x, nC.y, nC.z );
  14848. }
  14849. } else {
  14850. // non-indexed elements (unconnected triangle soup)
  14851. for ( let i = 0, il = positionAttribute.count; i < il; i += 3 ) {
  14852. pA.fromBufferAttribute( positionAttribute, i + 0 );
  14853. pB.fromBufferAttribute( positionAttribute, i + 1 );
  14854. pC.fromBufferAttribute( positionAttribute, i + 2 );
  14855. cb.subVectors( pC, pB );
  14856. ab.subVectors( pA, pB );
  14857. cb.cross( ab );
  14858. normalAttribute.setXYZ( i + 0, cb.x, cb.y, cb.z );
  14859. normalAttribute.setXYZ( i + 1, cb.x, cb.y, cb.z );
  14860. normalAttribute.setXYZ( i + 2, cb.x, cb.y, cb.z );
  14861. }
  14862. }
  14863. this.normalizeNormals();
  14864. normalAttribute.needsUpdate = true;
  14865. }
  14866. }
  14867. /**
  14868. * Ensures every normal vector in a geometry will have a magnitude of `1`. This will
  14869. * correct lighting on the geometry surfaces.
  14870. */
  14871. normalizeNormals() {
  14872. const normals = this.attributes.normal;
  14873. for ( let i = 0, il = normals.count; i < il; i ++ ) {
  14874. _vector$8.fromBufferAttribute( normals, i );
  14875. _vector$8.normalize();
  14876. normals.setXYZ( i, _vector$8.x, _vector$8.y, _vector$8.z );
  14877. }
  14878. }
  14879. /**
  14880. * Return a new non-index version of this indexed geometry. If the geometry
  14881. * is already non-indexed, the method is a NOOP.
  14882. *
  14883. * @return {BufferGeometry} The non-indexed version of this indexed geometry.
  14884. */
  14885. toNonIndexed() {
  14886. function convertBufferAttribute( attribute, indices ) {
  14887. const array = attribute.array;
  14888. const itemSize = attribute.itemSize;
  14889. const normalized = attribute.normalized;
  14890. const array2 = new array.constructor( indices.length * itemSize );
  14891. let index = 0, index2 = 0;
  14892. for ( let i = 0, l = indices.length; i < l; i ++ ) {
  14893. if ( attribute.isInterleavedBufferAttribute ) {
  14894. index = indices[ i ] * attribute.data.stride + attribute.offset;
  14895. } else {
  14896. index = indices[ i ] * itemSize;
  14897. }
  14898. for ( let j = 0; j < itemSize; j ++ ) {
  14899. array2[ index2 ++ ] = array[ index ++ ];
  14900. }
  14901. }
  14902. return new BufferAttribute( array2, itemSize, normalized );
  14903. }
  14904. //
  14905. if ( this.index === null ) {
  14906. warn( 'BufferGeometry.toNonIndexed(): BufferGeometry is already non-indexed.' );
  14907. return this;
  14908. }
  14909. const geometry2 = new BufferGeometry();
  14910. const indices = this.index.array;
  14911. const attributes = this.attributes;
  14912. // attributes
  14913. for ( const name in attributes ) {
  14914. const attribute = attributes[ name ];
  14915. const newAttribute = convertBufferAttribute( attribute, indices );
  14916. geometry2.setAttribute( name, newAttribute );
  14917. }
  14918. // morph attributes
  14919. const morphAttributes = this.morphAttributes;
  14920. for ( const name in morphAttributes ) {
  14921. const morphArray = [];
  14922. const morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
  14923. for ( let i = 0, il = morphAttribute.length; i < il; i ++ ) {
  14924. const attribute = morphAttribute[ i ];
  14925. const newAttribute = convertBufferAttribute( attribute, indices );
  14926. morphArray.push( newAttribute );
  14927. }
  14928. geometry2.morphAttributes[ name ] = morphArray;
  14929. }
  14930. geometry2.morphTargetsRelative = this.morphTargetsRelative;
  14931. // groups
  14932. const groups = this.groups;
  14933. for ( let i = 0, l = groups.length; i < l; i ++ ) {
  14934. const group = groups[ i ];
  14935. geometry2.addGroup( group.start, group.count, group.materialIndex );
  14936. }
  14937. return geometry2;
  14938. }
  14939. /**
  14940. * Serializes the geometry into JSON.
  14941. *
  14942. * @return {Object} A JSON object representing the serialized geometry.
  14943. */
  14944. toJSON() {
  14945. const data = {
  14946. metadata: {
  14947. version: 4.7,
  14948. type: 'BufferGeometry',
  14949. generator: 'BufferGeometry.toJSON'
  14950. }
  14951. };
  14952. // standard BufferGeometry serialization
  14953. data.uuid = this.uuid;
  14954. data.type = this.type;
  14955. if ( this.name !== '' ) data.name = this.name;
  14956. if ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData;
  14957. if ( this.parameters !== undefined ) {
  14958. const parameters = this.parameters;
  14959. for ( const key in parameters ) {
  14960. if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];
  14961. }
  14962. return data;
  14963. }
  14964. // for simplicity the code assumes attributes are not shared across geometries, see #15811
  14965. data.data = { attributes: {} };
  14966. const index = this.index;
  14967. if ( index !== null ) {
  14968. data.data.index = {
  14969. type: index.array.constructor.name,
  14970. array: Array.prototype.slice.call( index.array )
  14971. };
  14972. }
  14973. const attributes = this.attributes;
  14974. for ( const key in attributes ) {
  14975. const attribute = attributes[ key ];
  14976. data.data.attributes[ key ] = attribute.toJSON( data.data );
  14977. }
  14978. const morphAttributes = {};
  14979. let hasMorphAttributes = false;
  14980. for ( const key in this.morphAttributes ) {
  14981. const attributeArray = this.morphAttributes[ key ];
  14982. const array = [];
  14983. for ( let i = 0, il = attributeArray.length; i < il; i ++ ) {
  14984. const attribute = attributeArray[ i ];
  14985. array.push( attribute.toJSON( data.data ) );
  14986. }
  14987. if ( array.length > 0 ) {
  14988. morphAttributes[ key ] = array;
  14989. hasMorphAttributes = true;
  14990. }
  14991. }
  14992. if ( hasMorphAttributes ) {
  14993. data.data.morphAttributes = morphAttributes;
  14994. data.data.morphTargetsRelative = this.morphTargetsRelative;
  14995. }
  14996. const groups = this.groups;
  14997. if ( groups.length > 0 ) {
  14998. data.data.groups = JSON.parse( JSON.stringify( groups ) );
  14999. }
  15000. const boundingSphere = this.boundingSphere;
  15001. if ( boundingSphere !== null ) {
  15002. data.data.boundingSphere = boundingSphere.toJSON();
  15003. }
  15004. return data;
  15005. }
  15006. /**
  15007. * Returns a new geometry with copied values from this instance.
  15008. *
  15009. * @return {BufferGeometry} A clone of this instance.
  15010. */
  15011. clone() {
  15012. return new this.constructor().copy( this );
  15013. }
  15014. /**
  15015. * Copies the values of the given geometry to this instance.
  15016. *
  15017. * @param {BufferGeometry} source - The geometry to copy.
  15018. * @return {BufferGeometry} A reference to this instance.
  15019. */
  15020. copy( source ) {
  15021. // reset
  15022. this.index = null;
  15023. this.attributes = {};
  15024. this.morphAttributes = {};
  15025. this.groups = [];
  15026. this.boundingBox = null;
  15027. this.boundingSphere = null;
  15028. // used for storing cloned, shared data
  15029. const data = {};
  15030. // name
  15031. this.name = source.name;
  15032. // index
  15033. const index = source.index;
  15034. if ( index !== null ) {
  15035. this.setIndex( index.clone() );
  15036. }
  15037. // attributes
  15038. const attributes = source.attributes;
  15039. for ( const name in attributes ) {
  15040. const attribute = attributes[ name ];
  15041. this.setAttribute( name, attribute.clone( data ) );
  15042. }
  15043. // morph attributes
  15044. const morphAttributes = source.morphAttributes;
  15045. for ( const name in morphAttributes ) {
  15046. const array = [];
  15047. const morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
  15048. for ( let i = 0, l = morphAttribute.length; i < l; i ++ ) {
  15049. array.push( morphAttribute[ i ].clone( data ) );
  15050. }
  15051. this.morphAttributes[ name ] = array;
  15052. }
  15053. this.morphTargetsRelative = source.morphTargetsRelative;
  15054. // groups
  15055. const groups = source.groups;
  15056. for ( let i = 0, l = groups.length; i < l; i ++ ) {
  15057. const group = groups[ i ];
  15058. this.addGroup( group.start, group.count, group.materialIndex );
  15059. }
  15060. // bounding box
  15061. const boundingBox = source.boundingBox;
  15062. if ( boundingBox !== null ) {
  15063. this.boundingBox = boundingBox.clone();
  15064. }
  15065. // bounding sphere
  15066. const boundingSphere = source.boundingSphere;
  15067. if ( boundingSphere !== null ) {
  15068. this.boundingSphere = boundingSphere.clone();
  15069. }
  15070. // draw range
  15071. this.drawRange.start = source.drawRange.start;
  15072. this.drawRange.count = source.drawRange.count;
  15073. // user data
  15074. this.userData = source.userData;
  15075. return this;
  15076. }
  15077. /**
  15078. * Frees the GPU-related resources allocated by this instance. Call this
  15079. * method whenever this instance is no longer used in your app.
  15080. *
  15081. * @fires BufferGeometry#dispose
  15082. */
  15083. dispose() {
  15084. this.dispatchEvent( { type: 'dispose' } );
  15085. }
  15086. }
  15087. const _inverseMatrix$3 = /*@__PURE__*/ new Matrix4();
  15088. const _ray$3 = /*@__PURE__*/ new Ray();
  15089. const _sphere$6 = /*@__PURE__*/ new Sphere();
  15090. const _sphereHitAt = /*@__PURE__*/ new Vector3();
  15091. const _vA$1 = /*@__PURE__*/ new Vector3();
  15092. const _vB$1 = /*@__PURE__*/ new Vector3();
  15093. const _vC$1 = /*@__PURE__*/ new Vector3();
  15094. const _tempA = /*@__PURE__*/ new Vector3();
  15095. const _morphA = /*@__PURE__*/ new Vector3();
  15096. const _intersectionPoint = /*@__PURE__*/ new Vector3();
  15097. const _intersectionPointWorld = /*@__PURE__*/ new Vector3();
  15098. /**
  15099. * Class representing triangular polygon mesh based objects.
  15100. *
  15101. * ```js
  15102. * const geometry = new THREE.BoxGeometry( 1, 1, 1 );
  15103. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  15104. * const mesh = new THREE.Mesh( geometry, material );
  15105. * scene.add( mesh );
  15106. * ```
  15107. *
  15108. * @augments Object3D
  15109. */
  15110. class Mesh extends Object3D {
  15111. /**
  15112. * Constructs a new mesh.
  15113. *
  15114. * @param {BufferGeometry} [geometry] - The mesh geometry.
  15115. * @param {Material|Array<Material>} [material] - The mesh material.
  15116. */
  15117. constructor( geometry = new BufferGeometry(), material = new MeshBasicMaterial() ) {
  15118. super();
  15119. /**
  15120. * This flag can be used for type testing.
  15121. *
  15122. * @type {boolean}
  15123. * @readonly
  15124. * @default true
  15125. */
  15126. this.isMesh = true;
  15127. this.type = 'Mesh';
  15128. /**
  15129. * The mesh geometry.
  15130. *
  15131. * @type {BufferGeometry}
  15132. */
  15133. this.geometry = geometry;
  15134. /**
  15135. * The mesh material.
  15136. *
  15137. * @type {Material|Array<Material>}
  15138. * @default MeshBasicMaterial
  15139. */
  15140. this.material = material;
  15141. /**
  15142. * A dictionary representing the morph targets in the geometry. The key is the
  15143. * morph targets name, the value its attribute index. This member is `undefined`
  15144. * by default and only set when morph targets are detected in the geometry.
  15145. *
  15146. * @type {Object<String,number>|undefined}
  15147. * @default undefined
  15148. */
  15149. this.morphTargetDictionary = undefined;
  15150. /**
  15151. * An array of weights typically in the range `[0,1]` that specify how much of the morph
  15152. * is applied. This member is `undefined` by default and only set when morph targets are
  15153. * detected in the geometry.
  15154. *
  15155. * @type {Array<number>|undefined}
  15156. * @default undefined
  15157. */
  15158. this.morphTargetInfluences = undefined;
  15159. /**
  15160. * The number of instances of this mesh.
  15161. * Can only be used with {@link WebGPURenderer}.
  15162. *
  15163. * @type {number}
  15164. * @default 1
  15165. */
  15166. this.count = 1;
  15167. this.updateMorphTargets();
  15168. }
  15169. copy( source, recursive ) {
  15170. super.copy( source, recursive );
  15171. if ( source.morphTargetInfluences !== undefined ) {
  15172. this.morphTargetInfluences = source.morphTargetInfluences.slice();
  15173. }
  15174. if ( source.morphTargetDictionary !== undefined ) {
  15175. this.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary );
  15176. }
  15177. this.material = Array.isArray( source.material ) ? source.material.slice() : source.material;
  15178. this.geometry = source.geometry;
  15179. return this;
  15180. }
  15181. /**
  15182. * Sets the values of {@link Mesh#morphTargetDictionary} and {@link Mesh#morphTargetInfluences}
  15183. * to make sure existing morph targets can influence this 3D object.
  15184. */
  15185. updateMorphTargets() {
  15186. const geometry = this.geometry;
  15187. const morphAttributes = geometry.morphAttributes;
  15188. const keys = Object.keys( morphAttributes );
  15189. if ( keys.length > 0 ) {
  15190. const morphAttribute = morphAttributes[ keys[ 0 ] ];
  15191. if ( morphAttribute !== undefined ) {
  15192. this.morphTargetInfluences = [];
  15193. this.morphTargetDictionary = {};
  15194. for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  15195. const name = morphAttribute[ m ].name || String( m );
  15196. this.morphTargetInfluences.push( 0 );
  15197. this.morphTargetDictionary[ name ] = m;
  15198. }
  15199. }
  15200. }
  15201. }
  15202. /**
  15203. * Returns the local-space position of the vertex at the given index, taking into
  15204. * account the current animation state of both morph targets and skinning.
  15205. *
  15206. * @param {number} index - The vertex index.
  15207. * @param {Vector3} target - The target object that is used to store the method's result.
  15208. * @return {Vector3} The vertex position in local space.
  15209. */
  15210. getVertexPosition( index, target ) {
  15211. const geometry = this.geometry;
  15212. const position = geometry.attributes.position;
  15213. const morphPosition = geometry.morphAttributes.position;
  15214. const morphTargetsRelative = geometry.morphTargetsRelative;
  15215. target.fromBufferAttribute( position, index );
  15216. const morphInfluences = this.morphTargetInfluences;
  15217. if ( morphPosition && morphInfluences ) {
  15218. _morphA.set( 0, 0, 0 );
  15219. for ( let i = 0, il = morphPosition.length; i < il; i ++ ) {
  15220. const influence = morphInfluences[ i ];
  15221. const morphAttribute = morphPosition[ i ];
  15222. if ( influence === 0 ) continue;
  15223. _tempA.fromBufferAttribute( morphAttribute, index );
  15224. if ( morphTargetsRelative ) {
  15225. _morphA.addScaledVector( _tempA, influence );
  15226. } else {
  15227. _morphA.addScaledVector( _tempA.sub( target ), influence );
  15228. }
  15229. }
  15230. target.add( _morphA );
  15231. }
  15232. return target;
  15233. }
  15234. /**
  15235. * Computes intersection points between a casted ray and this line.
  15236. *
  15237. * @param {Raycaster} raycaster - The raycaster.
  15238. * @param {Array<Object>} intersects - The target array that holds the intersection points.
  15239. */
  15240. raycast( raycaster, intersects ) {
  15241. const geometry = this.geometry;
  15242. const material = this.material;
  15243. const matrixWorld = this.matrixWorld;
  15244. if ( material === undefined ) return;
  15245. // test with bounding sphere in world space
  15246. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  15247. _sphere$6.copy( geometry.boundingSphere );
  15248. _sphere$6.applyMatrix4( matrixWorld );
  15249. // check distance from ray origin to bounding sphere
  15250. _ray$3.copy( raycaster.ray ).recast( raycaster.near );
  15251. if ( _sphere$6.containsPoint( _ray$3.origin ) === false ) {
  15252. if ( _ray$3.intersectSphere( _sphere$6, _sphereHitAt ) === null ) return;
  15253. if ( _ray$3.origin.distanceToSquared( _sphereHitAt ) > ( raycaster.far - raycaster.near ) ** 2 ) return;
  15254. }
  15255. // convert ray to local space of mesh
  15256. _inverseMatrix$3.copy( matrixWorld ).invert();
  15257. _ray$3.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$3 );
  15258. // test with bounding box in local space
  15259. if ( geometry.boundingBox !== null ) {
  15260. if ( _ray$3.intersectsBox( geometry.boundingBox ) === false ) return;
  15261. }
  15262. // test for intersections with geometry
  15263. this._computeIntersections( raycaster, intersects, _ray$3 );
  15264. }
  15265. _computeIntersections( raycaster, intersects, rayLocalSpace ) {
  15266. let intersection;
  15267. const geometry = this.geometry;
  15268. const material = this.material;
  15269. const index = geometry.index;
  15270. const position = geometry.attributes.position;
  15271. const uv = geometry.attributes.uv;
  15272. const uv1 = geometry.attributes.uv1;
  15273. const normal = geometry.attributes.normal;
  15274. const groups = geometry.groups;
  15275. const drawRange = geometry.drawRange;
  15276. if ( index !== null ) {
  15277. // indexed buffer geometry
  15278. if ( Array.isArray( material ) ) {
  15279. for ( let i = 0, il = groups.length; i < il; i ++ ) {
  15280. const group = groups[ i ];
  15281. const groupMaterial = material[ group.materialIndex ];
  15282. const start = Math.max( group.start, drawRange.start );
  15283. const end = Math.min( index.count, Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ) );
  15284. for ( let j = start, jl = end; j < jl; j += 3 ) {
  15285. const a = index.getX( j );
  15286. const b = index.getX( j + 1 );
  15287. const c = index.getX( j + 2 );
  15288. intersection = checkGeometryIntersection( this, groupMaterial, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );
  15289. if ( intersection ) {
  15290. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics
  15291. intersection.face.materialIndex = group.materialIndex;
  15292. intersects.push( intersection );
  15293. }
  15294. }
  15295. }
  15296. } else {
  15297. const start = Math.max( 0, drawRange.start );
  15298. const end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
  15299. for ( let i = start, il = end; i < il; i += 3 ) {
  15300. const a = index.getX( i );
  15301. const b = index.getX( i + 1 );
  15302. const c = index.getX( i + 2 );
  15303. intersection = checkGeometryIntersection( this, material, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );
  15304. if ( intersection ) {
  15305. intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indexed buffer semantics
  15306. intersects.push( intersection );
  15307. }
  15308. }
  15309. }
  15310. } else if ( position !== undefined ) {
  15311. // non-indexed buffer geometry
  15312. if ( Array.isArray( material ) ) {
  15313. for ( let i = 0, il = groups.length; i < il; i ++ ) {
  15314. const group = groups[ i ];
  15315. const groupMaterial = material[ group.materialIndex ];
  15316. const start = Math.max( group.start, drawRange.start );
  15317. const end = Math.min( position.count, Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ) );
  15318. for ( let j = start, jl = end; j < jl; j += 3 ) {
  15319. const a = j;
  15320. const b = j + 1;
  15321. const c = j + 2;
  15322. intersection = checkGeometryIntersection( this, groupMaterial, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );
  15323. if ( intersection ) {
  15324. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in non-indexed buffer semantics
  15325. intersection.face.materialIndex = group.materialIndex;
  15326. intersects.push( intersection );
  15327. }
  15328. }
  15329. }
  15330. } else {
  15331. const start = Math.max( 0, drawRange.start );
  15332. const end = Math.min( position.count, ( drawRange.start + drawRange.count ) );
  15333. for ( let i = start, il = end; i < il; i += 3 ) {
  15334. const a = i;
  15335. const b = i + 1;
  15336. const c = i + 2;
  15337. intersection = checkGeometryIntersection( this, material, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );
  15338. if ( intersection ) {
  15339. intersection.faceIndex = Math.floor( i / 3 ); // triangle number in non-indexed buffer semantics
  15340. intersects.push( intersection );
  15341. }
  15342. }
  15343. }
  15344. }
  15345. }
  15346. }
  15347. function checkIntersection$1( object, material, raycaster, ray, pA, pB, pC, point ) {
  15348. let intersect;
  15349. if ( material.side === BackSide ) {
  15350. intersect = ray.intersectTriangle( pC, pB, pA, true, point );
  15351. } else {
  15352. intersect = ray.intersectTriangle( pA, pB, pC, ( material.side === FrontSide ), point );
  15353. }
  15354. if ( intersect === null ) return null;
  15355. _intersectionPointWorld.copy( point );
  15356. _intersectionPointWorld.applyMatrix4( object.matrixWorld );
  15357. const distance = raycaster.ray.origin.distanceTo( _intersectionPointWorld );
  15358. if ( distance < raycaster.near || distance > raycaster.far ) return null;
  15359. return {
  15360. distance: distance,
  15361. point: _intersectionPointWorld.clone(),
  15362. object: object
  15363. };
  15364. }
  15365. function checkGeometryIntersection( object, material, raycaster, ray, uv, uv1, normal, a, b, c ) {
  15366. object.getVertexPosition( a, _vA$1 );
  15367. object.getVertexPosition( b, _vB$1 );
  15368. object.getVertexPosition( c, _vC$1 );
  15369. const intersection = checkIntersection$1( object, material, raycaster, ray, _vA$1, _vB$1, _vC$1, _intersectionPoint );
  15370. if ( intersection ) {
  15371. const barycoord = new Vector3();
  15372. Triangle.getBarycoord( _intersectionPoint, _vA$1, _vB$1, _vC$1, barycoord );
  15373. if ( uv ) {
  15374. intersection.uv = Triangle.getInterpolatedAttribute( uv, a, b, c, barycoord, new Vector2() );
  15375. }
  15376. if ( uv1 ) {
  15377. intersection.uv1 = Triangle.getInterpolatedAttribute( uv1, a, b, c, barycoord, new Vector2() );
  15378. }
  15379. if ( normal ) {
  15380. intersection.normal = Triangle.getInterpolatedAttribute( normal, a, b, c, barycoord, new Vector3() );
  15381. if ( intersection.normal.dot( ray.direction ) > 0 ) {
  15382. intersection.normal.multiplyScalar( -1 );
  15383. }
  15384. }
  15385. const face = {
  15386. a: a,
  15387. b: b,
  15388. c: c,
  15389. normal: new Vector3(),
  15390. materialIndex: 0
  15391. };
  15392. Triangle.getNormal( _vA$1, _vB$1, _vC$1, face.normal );
  15393. intersection.face = face;
  15394. intersection.barycoord = barycoord;
  15395. }
  15396. return intersection;
  15397. }
  15398. /**
  15399. * A geometry class for a rectangular cuboid with a given width, height, and depth.
  15400. * On creation, the cuboid is centred on the origin, with each edge parallel to one
  15401. * of the axes.
  15402. *
  15403. * ```js
  15404. * const geometry = new THREE.BoxGeometry( 1, 1, 1 );
  15405. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
  15406. * const cube = new THREE.Mesh( geometry, material );
  15407. * scene.add( cube );
  15408. * ```
  15409. *
  15410. * @augments BufferGeometry
  15411. * @demo scenes/geometry-browser.html#BoxGeometry
  15412. */
  15413. class BoxGeometry extends BufferGeometry {
  15414. /**
  15415. * Constructs a new box geometry.
  15416. *
  15417. * @param {number} [width=1] - The width. That is, the length of the edges parallel to the X axis.
  15418. * @param {number} [height=1] - The height. That is, the length of the edges parallel to the Y axis.
  15419. * @param {number} [depth=1] - The depth. That is, the length of the edges parallel to the Z axis.
  15420. * @param {number} [widthSegments=1] - Number of segmented rectangular faces along the width of the sides.
  15421. * @param {number} [heightSegments=1] - Number of segmented rectangular faces along the height of the sides.
  15422. * @param {number} [depthSegments=1] - Number of segmented rectangular faces along the depth of the sides.
  15423. */
  15424. constructor( width = 1, height = 1, depth = 1, widthSegments = 1, heightSegments = 1, depthSegments = 1 ) {
  15425. super();
  15426. this.type = 'BoxGeometry';
  15427. /**
  15428. * Holds the constructor parameters that have been
  15429. * used to generate the geometry. Any modification
  15430. * after instantiation does not change the geometry.
  15431. *
  15432. * @type {Object}
  15433. */
  15434. this.parameters = {
  15435. width: width,
  15436. height: height,
  15437. depth: depth,
  15438. widthSegments: widthSegments,
  15439. heightSegments: heightSegments,
  15440. depthSegments: depthSegments
  15441. };
  15442. const scope = this;
  15443. // segments
  15444. widthSegments = Math.floor( widthSegments );
  15445. heightSegments = Math.floor( heightSegments );
  15446. depthSegments = Math.floor( depthSegments );
  15447. // buffers
  15448. const indices = [];
  15449. const vertices = [];
  15450. const normals = [];
  15451. const uvs = [];
  15452. // helper variables
  15453. let numberOfVertices = 0;
  15454. let groupStart = 0;
  15455. // build each side of the box geometry
  15456. buildPlane( 'z', 'y', 'x', -1, -1, depth, height, width, depthSegments, heightSegments, 0 ); // px
  15457. buildPlane( 'z', 'y', 'x', 1, -1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx
  15458. buildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py
  15459. buildPlane( 'x', 'z', 'y', 1, -1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny
  15460. buildPlane( 'x', 'y', 'z', 1, -1, width, height, depth, widthSegments, heightSegments, 4 ); // pz
  15461. buildPlane( 'x', 'y', 'z', -1, -1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz
  15462. // build geometry
  15463. this.setIndex( indices );
  15464. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  15465. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  15466. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  15467. function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) {
  15468. const segmentWidth = width / gridX;
  15469. const segmentHeight = height / gridY;
  15470. const widthHalf = width / 2;
  15471. const heightHalf = height / 2;
  15472. const depthHalf = depth / 2;
  15473. const gridX1 = gridX + 1;
  15474. const gridY1 = gridY + 1;
  15475. let vertexCounter = 0;
  15476. let groupCount = 0;
  15477. const vector = new Vector3();
  15478. // generate vertices, normals and uvs
  15479. for ( let iy = 0; iy < gridY1; iy ++ ) {
  15480. const y = iy * segmentHeight - heightHalf;
  15481. for ( let ix = 0; ix < gridX1; ix ++ ) {
  15482. const x = ix * segmentWidth - widthHalf;
  15483. // set values to correct vector component
  15484. vector[ u ] = x * udir;
  15485. vector[ v ] = y * vdir;
  15486. vector[ w ] = depthHalf;
  15487. // now apply vector to vertex buffer
  15488. vertices.push( vector.x, vector.y, vector.z );
  15489. // set values to correct vector component
  15490. vector[ u ] = 0;
  15491. vector[ v ] = 0;
  15492. vector[ w ] = depth > 0 ? 1 : -1;
  15493. // now apply vector to normal buffer
  15494. normals.push( vector.x, vector.y, vector.z );
  15495. // uvs
  15496. uvs.push( ix / gridX );
  15497. uvs.push( 1 - ( iy / gridY ) );
  15498. // counters
  15499. vertexCounter += 1;
  15500. }
  15501. }
  15502. // indices
  15503. // 1. you need three indices to draw a single face
  15504. // 2. a single segment consists of two faces
  15505. // 3. so we need to generate six (2*3) indices per segment
  15506. for ( let iy = 0; iy < gridY; iy ++ ) {
  15507. for ( let ix = 0; ix < gridX; ix ++ ) {
  15508. const a = numberOfVertices + ix + gridX1 * iy;
  15509. const b = numberOfVertices + ix + gridX1 * ( iy + 1 );
  15510. const c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 );
  15511. const d = numberOfVertices + ( ix + 1 ) + gridX1 * iy;
  15512. // faces
  15513. indices.push( a, b, d );
  15514. indices.push( b, c, d );
  15515. // increase counter
  15516. groupCount += 6;
  15517. }
  15518. }
  15519. // add a group to the geometry. this will ensure multi material support
  15520. scope.addGroup( groupStart, groupCount, materialIndex );
  15521. // calculate new start value for groups
  15522. groupStart += groupCount;
  15523. // update total number of vertices
  15524. numberOfVertices += vertexCounter;
  15525. }
  15526. }
  15527. copy( source ) {
  15528. super.copy( source );
  15529. this.parameters = Object.assign( {}, source.parameters );
  15530. return this;
  15531. }
  15532. /**
  15533. * Factory method for creating an instance of this class from the given
  15534. * JSON object.
  15535. *
  15536. * @param {Object} data - A JSON object representing the serialized geometry.
  15537. * @return {BoxGeometry} A new instance.
  15538. */
  15539. static fromJSON( data ) {
  15540. return new BoxGeometry( data.width, data.height, data.depth, data.widthSegments, data.heightSegments, data.depthSegments );
  15541. }
  15542. }
  15543. /**
  15544. * Provides utility functions for managing uniforms.
  15545. *
  15546. * @module UniformsUtils
  15547. */
  15548. /**
  15549. * Clones the given uniform definitions by performing a deep-copy. That means
  15550. * if the value of a uniform refers to an object like a Vector3 or Texture,
  15551. * the cloned uniform will refer to a new object reference.
  15552. *
  15553. * @param {Object} src - An object representing uniform definitions.
  15554. * @return {Object} The cloned uniforms.
  15555. */
  15556. function cloneUniforms( src ) {
  15557. const dst = {};
  15558. for ( const u in src ) {
  15559. dst[ u ] = {};
  15560. for ( const p in src[ u ] ) {
  15561. const property = src[ u ][ p ];
  15562. if ( property && ( property.isColor ||
  15563. property.isMatrix3 || property.isMatrix4 ||
  15564. property.isVector2 || property.isVector3 || property.isVector4 ||
  15565. property.isTexture || property.isQuaternion ) ) {
  15566. if ( property.isRenderTargetTexture ) {
  15567. warn( 'UniformsUtils: Textures of render targets cannot be cloned via cloneUniforms() or mergeUniforms().' );
  15568. dst[ u ][ p ] = null;
  15569. } else {
  15570. dst[ u ][ p ] = property.clone();
  15571. }
  15572. } else if ( Array.isArray( property ) ) {
  15573. dst[ u ][ p ] = property.slice();
  15574. } else {
  15575. dst[ u ][ p ] = property;
  15576. }
  15577. }
  15578. }
  15579. return dst;
  15580. }
  15581. /**
  15582. * Merges the given uniform definitions into a single object. Since the
  15583. * method internally uses cloneUniforms(), it performs a deep-copy when
  15584. * producing the merged uniform definitions.
  15585. *
  15586. * @param {Array} uniforms - An array of objects containing uniform definitions.
  15587. * @return {Object} The merged uniforms.
  15588. */
  15589. function mergeUniforms( uniforms ) {
  15590. const merged = {};
  15591. for ( let u = 0; u < uniforms.length; u ++ ) {
  15592. const tmp = cloneUniforms( uniforms[ u ] );
  15593. for ( const p in tmp ) {
  15594. merged[ p ] = tmp[ p ];
  15595. }
  15596. }
  15597. return merged;
  15598. }
  15599. function cloneUniformsGroups( src ) {
  15600. const dst = [];
  15601. for ( let u = 0; u < src.length; u ++ ) {
  15602. dst.push( src[ u ].clone() );
  15603. }
  15604. return dst;
  15605. }
  15606. function getUnlitUniformColorSpace( renderer ) {
  15607. const currentRenderTarget = renderer.getRenderTarget();
  15608. if ( currentRenderTarget === null ) {
  15609. // https://github.com/mrdoob/three.js/pull/23937#issuecomment-1111067398
  15610. return renderer.outputColorSpace;
  15611. }
  15612. // https://github.com/mrdoob/three.js/issues/27868
  15613. if ( currentRenderTarget.isXRRenderTarget === true ) {
  15614. return currentRenderTarget.texture.colorSpace;
  15615. }
  15616. return ColorManagement.workingColorSpace;
  15617. }
  15618. // Legacy
  15619. const UniformsUtils = { clone: cloneUniforms, merge: mergeUniforms };
  15620. var default_vertex = "void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}";
  15621. var default_fragment = "void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}";
  15622. /**
  15623. * A material rendered with custom shaders. A shader is a small program written in GLSL.
  15624. * that runs on the GPU. You may want to use a custom shader if you need to implement an
  15625. * effect not included with any of the built-in materials.
  15626. *
  15627. * There are the following notes to bear in mind when using a `ShaderMaterial`:
  15628. *
  15629. * - `ShaderMaterial` can only be used with {@link WebGLRenderer}.
  15630. * - Built in attributes and uniforms are passed to the shaders along with your code. If
  15631. * you don't want that, use {@link RawShaderMaterial} instead.
  15632. * - You can use the directive `#pragma unroll_loop_start` and `#pragma unroll_loop_end`
  15633. * in order to unroll a `for` loop in GLSL by the shader preprocessor. The directive has
  15634. * to be placed right above the loop. The loop formatting has to correspond to a defined standard.
  15635. * - The loop has to be [normalized](https://en.wikipedia.org/wiki/Normalized_loop).
  15636. * - The loop variable has to be *i*.
  15637. * - The value `UNROLLED_LOOP_INDEX` will be replaced with the explicitly
  15638. * value of *i* for the given iteration and can be used in preprocessor
  15639. * statements.
  15640. *
  15641. * ```js
  15642. * const material = new THREE.ShaderMaterial( {
  15643. * uniforms: {
  15644. * time: { value: 1.0 },
  15645. * resolution: { value: new THREE.Vector2() }
  15646. * },
  15647. * vertexShader: document.getElementById( 'vertexShader' ).textContent,
  15648. * fragmentShader: document.getElementById( 'fragmentShader' ).textContent
  15649. * } );
  15650. * ```
  15651. *
  15652. * @augments Material
  15653. */
  15654. class ShaderMaterial extends Material {
  15655. /**
  15656. * Constructs a new shader material.
  15657. *
  15658. * @param {Object} [parameters] - An object with one or more properties
  15659. * defining the material's appearance. Any property of the material
  15660. * (including any property from inherited materials) can be passed
  15661. * in here. Color values can be passed any type of value accepted
  15662. * by {@link Color#set}.
  15663. */
  15664. constructor( parameters ) {
  15665. super();
  15666. /**
  15667. * This flag can be used for type testing.
  15668. *
  15669. * @type {boolean}
  15670. * @readonly
  15671. * @default true
  15672. */
  15673. this.isShaderMaterial = true;
  15674. this.type = 'ShaderMaterial';
  15675. /**
  15676. * Defines custom constants using `#define` directives within the GLSL code
  15677. * for both the vertex shader and the fragment shader; each key/value pair
  15678. * yields another directive.
  15679. * ```js
  15680. * defines: {
  15681. * FOO: 15,
  15682. * BAR: true
  15683. * }
  15684. * ```
  15685. * Yields the lines:
  15686. * ```
  15687. * #define FOO 15
  15688. * #define BAR true
  15689. * ```
  15690. *
  15691. * @type {Object}
  15692. */
  15693. this.defines = {};
  15694. /**
  15695. * An object of the form:
  15696. * ```js
  15697. * {
  15698. * "uniform1": { value: 1.0 },
  15699. * "uniform2": { value: 2 }
  15700. * }
  15701. * ```
  15702. * specifying the uniforms to be passed to the shader code; keys are uniform
  15703. * names, values are definitions of the form
  15704. * ```
  15705. * {
  15706. * value: 1.0
  15707. * }
  15708. * ```
  15709. * where `value` is the value of the uniform. Names must match the name of
  15710. * the uniform, as defined in the GLSL code. Note that uniforms are refreshed
  15711. * on every frame, so updating the value of the uniform will immediately
  15712. * update the value available to the GLSL code.
  15713. *
  15714. * @type {Object}
  15715. */
  15716. this.uniforms = {};
  15717. /**
  15718. * An array holding uniforms groups for configuring UBOs.
  15719. *
  15720. * @type {Array<UniformsGroup>}
  15721. */
  15722. this.uniformsGroups = [];
  15723. /**
  15724. * Vertex shader GLSL code. This is the actual code for the shader.
  15725. *
  15726. * @type {string}
  15727. */
  15728. this.vertexShader = default_vertex;
  15729. /**
  15730. * Fragment shader GLSL code. This is the actual code for the shader.
  15731. *
  15732. * @type {string}
  15733. */
  15734. this.fragmentShader = default_fragment;
  15735. /**
  15736. * Controls line thickness or lines.
  15737. *
  15738. * WebGL and WebGPU ignore this setting and always render line primitives with a
  15739. * width of one pixel.
  15740. *
  15741. * @type {number}
  15742. * @default 1
  15743. */
  15744. this.linewidth = 1;
  15745. /**
  15746. * Renders the geometry as a wireframe.
  15747. *
  15748. * @type {boolean}
  15749. * @default false
  15750. */
  15751. this.wireframe = false;
  15752. /**
  15753. * Controls the thickness of the wireframe.
  15754. *
  15755. * WebGL and WebGPU ignore this property and always render
  15756. * 1 pixel wide lines.
  15757. *
  15758. * @type {number}
  15759. * @default 1
  15760. */
  15761. this.wireframeLinewidth = 1;
  15762. /**
  15763. * Defines whether the material color is affected by global fog settings; `true`
  15764. * to pass fog uniforms to the shader.
  15765. *
  15766. * Setting this property to `true` requires the definition of fog uniforms. It is
  15767. * recommended to use `UniformsUtils.merge()` to combine the custom shader uniforms
  15768. * with predefined fog uniforms.
  15769. *
  15770. * ```js
  15771. * const material = new ShaderMaterial( {
  15772. * uniforms: UniformsUtils.merge( [ UniformsLib[ 'fog' ], shaderUniforms ] );
  15773. * vertexShader: vertexShader,
  15774. * fragmentShader: fragmentShader,
  15775. * fog: true
  15776. * } );
  15777. * ```
  15778. *
  15779. * @type {boolean}
  15780. * @default false
  15781. */
  15782. this.fog = false;
  15783. /**
  15784. * Defines whether this material uses lighting; `true` to pass uniform data
  15785. * related to lighting to this shader.
  15786. *
  15787. * @type {boolean}
  15788. * @default false
  15789. */
  15790. this.lights = false;
  15791. /**
  15792. * Defines whether this material supports clipping; `true` to let the renderer
  15793. * pass the clippingPlanes uniform.
  15794. *
  15795. * @type {boolean}
  15796. * @default false
  15797. */
  15798. this.clipping = false;
  15799. /**
  15800. * Overwritten and set to `true` by default.
  15801. *
  15802. * @type {boolean}
  15803. * @default true
  15804. */
  15805. this.forceSinglePass = true;
  15806. /**
  15807. * This object allows to enable certain WebGL 2 extensions.
  15808. *
  15809. * - clipCullDistance: set to `true` to use vertex shader clipping
  15810. * - multiDraw: set to `true` to use vertex shader multi_draw / enable gl_DrawID
  15811. *
  15812. * @type {{clipCullDistance:false,multiDraw:false}}
  15813. */
  15814. this.extensions = {
  15815. clipCullDistance: false, // set to use vertex shader clipping
  15816. multiDraw: false // set to use vertex shader multi_draw / enable gl_DrawID
  15817. };
  15818. /**
  15819. * When the rendered geometry doesn't include these attributes but the
  15820. * material does, these default values will be passed to the shaders. This
  15821. * avoids errors when buffer data is missing.
  15822. *
  15823. * - color: [ 1, 1, 1 ]
  15824. * - uv: [ 0, 0 ]
  15825. * - uv1: [ 0, 0 ]
  15826. *
  15827. * @type {Object}
  15828. */
  15829. this.defaultAttributeValues = {
  15830. 'color': [ 1, 1, 1 ],
  15831. 'uv': [ 0, 0 ],
  15832. 'uv1': [ 0, 0 ]
  15833. };
  15834. /**
  15835. * If set, this calls [gl.bindAttribLocation](https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/bindAttribLocation)
  15836. * to bind a generic vertex index to an attribute variable.
  15837. *
  15838. * @type {string|undefined}
  15839. * @default undefined
  15840. */
  15841. this.index0AttributeName = undefined;
  15842. /**
  15843. * Can be used to force a uniform update while changing uniforms in
  15844. * {@link Object3D#onBeforeRender}.
  15845. *
  15846. * @type {boolean}
  15847. * @default false
  15848. */
  15849. this.uniformsNeedUpdate = false;
  15850. /**
  15851. * Defines the GLSL version of custom shader code.
  15852. *
  15853. * @type {?(GLSL1|GLSL3)}
  15854. * @default null
  15855. */
  15856. this.glslVersion = null;
  15857. if ( parameters !== undefined ) {
  15858. this.setValues( parameters );
  15859. }
  15860. }
  15861. copy( source ) {
  15862. super.copy( source );
  15863. this.fragmentShader = source.fragmentShader;
  15864. this.vertexShader = source.vertexShader;
  15865. this.uniforms = cloneUniforms( source.uniforms );
  15866. this.uniformsGroups = cloneUniformsGroups( source.uniformsGroups );
  15867. this.defines = Object.assign( {}, source.defines );
  15868. this.wireframe = source.wireframe;
  15869. this.wireframeLinewidth = source.wireframeLinewidth;
  15870. this.fog = source.fog;
  15871. this.lights = source.lights;
  15872. this.clipping = source.clipping;
  15873. this.extensions = Object.assign( {}, source.extensions );
  15874. this.glslVersion = source.glslVersion;
  15875. this.defaultAttributeValues = Object.assign( {}, source.defaultAttributeValues );
  15876. this.index0AttributeName = source.index0AttributeName;
  15877. this.uniformsNeedUpdate = source.uniformsNeedUpdate;
  15878. return this;
  15879. }
  15880. toJSON( meta ) {
  15881. const data = super.toJSON( meta );
  15882. data.glslVersion = this.glslVersion;
  15883. data.uniforms = {};
  15884. for ( const name in this.uniforms ) {
  15885. const uniform = this.uniforms[ name ];
  15886. const value = uniform.value;
  15887. if ( value && value.isTexture ) {
  15888. data.uniforms[ name ] = {
  15889. type: 't',
  15890. value: value.toJSON( meta ).uuid
  15891. };
  15892. } else if ( value && value.isColor ) {
  15893. data.uniforms[ name ] = {
  15894. type: 'c',
  15895. value: value.getHex()
  15896. };
  15897. } else if ( value && value.isVector2 ) {
  15898. data.uniforms[ name ] = {
  15899. type: 'v2',
  15900. value: value.toArray()
  15901. };
  15902. } else if ( value && value.isVector3 ) {
  15903. data.uniforms[ name ] = {
  15904. type: 'v3',
  15905. value: value.toArray()
  15906. };
  15907. } else if ( value && value.isVector4 ) {
  15908. data.uniforms[ name ] = {
  15909. type: 'v4',
  15910. value: value.toArray()
  15911. };
  15912. } else if ( value && value.isMatrix3 ) {
  15913. data.uniforms[ name ] = {
  15914. type: 'm3',
  15915. value: value.toArray()
  15916. };
  15917. } else if ( value && value.isMatrix4 ) {
  15918. data.uniforms[ name ] = {
  15919. type: 'm4',
  15920. value: value.toArray()
  15921. };
  15922. } else {
  15923. data.uniforms[ name ] = {
  15924. value: value
  15925. };
  15926. // note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far
  15927. }
  15928. }
  15929. if ( Object.keys( this.defines ).length > 0 ) data.defines = this.defines;
  15930. data.vertexShader = this.vertexShader;
  15931. data.fragmentShader = this.fragmentShader;
  15932. data.lights = this.lights;
  15933. data.clipping = this.clipping;
  15934. const extensions = {};
  15935. for ( const key in this.extensions ) {
  15936. if ( this.extensions[ key ] === true ) extensions[ key ] = true;
  15937. }
  15938. if ( Object.keys( extensions ).length > 0 ) data.extensions = extensions;
  15939. return data;
  15940. }
  15941. }
  15942. /**
  15943. * Abstract base class for cameras. This class should always be inherited
  15944. * when you build a new camera.
  15945. *
  15946. * @abstract
  15947. * @augments Object3D
  15948. */
  15949. class Camera extends Object3D {
  15950. /**
  15951. * Constructs a new camera.
  15952. */
  15953. constructor() {
  15954. super();
  15955. /**
  15956. * This flag can be used for type testing.
  15957. *
  15958. * @type {boolean}
  15959. * @readonly
  15960. * @default true
  15961. */
  15962. this.isCamera = true;
  15963. this.type = 'Camera';
  15964. /**
  15965. * The inverse of the camera's world matrix.
  15966. *
  15967. * @type {Matrix4}
  15968. */
  15969. this.matrixWorldInverse = new Matrix4();
  15970. /**
  15971. * The camera's projection matrix.
  15972. *
  15973. * @type {Matrix4}
  15974. */
  15975. this.projectionMatrix = new Matrix4();
  15976. /**
  15977. * The inverse of the camera's projection matrix.
  15978. *
  15979. * @type {Matrix4}
  15980. */
  15981. this.projectionMatrixInverse = new Matrix4();
  15982. /**
  15983. * The coordinate system in which the camera is used.
  15984. *
  15985. * @type {(WebGLCoordinateSystem|WebGPUCoordinateSystem)}
  15986. */
  15987. this.coordinateSystem = WebGLCoordinateSystem;
  15988. this._reversedDepth = false;
  15989. }
  15990. /**
  15991. * The flag that indicates whether the camera uses a reversed depth buffer.
  15992. *
  15993. * @type {boolean}
  15994. * @default false
  15995. */
  15996. get reversedDepth() {
  15997. return this._reversedDepth;
  15998. }
  15999. copy( source, recursive ) {
  16000. super.copy( source, recursive );
  16001. this.matrixWorldInverse.copy( source.matrixWorldInverse );
  16002. this.projectionMatrix.copy( source.projectionMatrix );
  16003. this.projectionMatrixInverse.copy( source.projectionMatrixInverse );
  16004. this.coordinateSystem = source.coordinateSystem;
  16005. return this;
  16006. }
  16007. /**
  16008. * Returns a vector representing the ("look") direction of the 3D object in world space.
  16009. *
  16010. * This method is overwritten since cameras have a different forward vector compared to other
  16011. * 3D objects. A camera looks down its local, negative z-axis by default.
  16012. *
  16013. * @param {Vector3} target - The target vector the result is stored to.
  16014. * @return {Vector3} The 3D object's direction in world space.
  16015. */
  16016. getWorldDirection( target ) {
  16017. return super.getWorldDirection( target ).negate();
  16018. }
  16019. updateMatrixWorld( force ) {
  16020. super.updateMatrixWorld( force );
  16021. this.matrixWorldInverse.copy( this.matrixWorld ).invert();
  16022. }
  16023. updateWorldMatrix( updateParents, updateChildren ) {
  16024. super.updateWorldMatrix( updateParents, updateChildren );
  16025. this.matrixWorldInverse.copy( this.matrixWorld ).invert();
  16026. }
  16027. clone() {
  16028. return new this.constructor().copy( this );
  16029. }
  16030. }
  16031. const _v3$1 = /*@__PURE__*/ new Vector3();
  16032. const _minTarget = /*@__PURE__*/ new Vector2();
  16033. const _maxTarget = /*@__PURE__*/ new Vector2();
  16034. /**
  16035. * Camera that uses [perspective projection](https://en.wikipedia.org/wiki/Perspective_(graphical)).
  16036. *
  16037. * This projection mode is designed to mimic the way the human eye sees. It
  16038. * is the most common projection mode used for rendering a 3D scene.
  16039. *
  16040. * ```js
  16041. * const camera = new THREE.PerspectiveCamera( 45, width / height, 1, 1000 );
  16042. * scene.add( camera );
  16043. * ```
  16044. *
  16045. * @augments Camera
  16046. */
  16047. class PerspectiveCamera extends Camera {
  16048. /**
  16049. * Constructs a new perspective camera.
  16050. *
  16051. * @param {number} [fov=50] - The vertical field of view.
  16052. * @param {number} [aspect=1] - The aspect ratio.
  16053. * @param {number} [near=0.1] - The camera's near plane.
  16054. * @param {number} [far=2000] - The camera's far plane.
  16055. */
  16056. constructor( fov = 50, aspect = 1, near = 0.1, far = 2000 ) {
  16057. super();
  16058. /**
  16059. * This flag can be used for type testing.
  16060. *
  16061. * @type {boolean}
  16062. * @readonly
  16063. * @default true
  16064. */
  16065. this.isPerspectiveCamera = true;
  16066. this.type = 'PerspectiveCamera';
  16067. /**
  16068. * The vertical field of view, from bottom to top of view,
  16069. * in degrees.
  16070. *
  16071. * @type {number}
  16072. * @default 50
  16073. */
  16074. this.fov = fov;
  16075. /**
  16076. * The zoom factor of the camera.
  16077. *
  16078. * @type {number}
  16079. * @default 1
  16080. */
  16081. this.zoom = 1;
  16082. /**
  16083. * The camera's near plane. The valid range is greater than `0`
  16084. * and less than the current value of {@link PerspectiveCamera#far}.
  16085. *
  16086. * Note that, unlike for the {@link OrthographicCamera}, `0` is <em>not</em> a
  16087. * valid value for a perspective camera's near plane.
  16088. *
  16089. * @type {number}
  16090. * @default 0.1
  16091. */
  16092. this.near = near;
  16093. /**
  16094. * The camera's far plane. Must be greater than the
  16095. * current value of {@link PerspectiveCamera#near}.
  16096. *
  16097. * @type {number}
  16098. * @default 2000
  16099. */
  16100. this.far = far;
  16101. /**
  16102. * Object distance used for stereoscopy and depth-of-field effects. This
  16103. * parameter does not influence the projection matrix unless a
  16104. * {@link StereoCamera} is being used.
  16105. *
  16106. * @type {number}
  16107. * @default 10
  16108. */
  16109. this.focus = 10;
  16110. /**
  16111. * The aspect ratio, usually the canvas width / canvas height.
  16112. *
  16113. * @type {number}
  16114. * @default 1
  16115. */
  16116. this.aspect = aspect;
  16117. /**
  16118. * Represents the frustum window specification. This property should not be edited
  16119. * directly but via {@link PerspectiveCamera#setViewOffset} and {@link PerspectiveCamera#clearViewOffset}.
  16120. *
  16121. * @type {?Object}
  16122. * @default null
  16123. */
  16124. this.view = null;
  16125. /**
  16126. * Film size used for the larger axis. Default is `35` (millimeters). This
  16127. * parameter does not influence the projection matrix unless {@link PerspectiveCamera#filmOffset}
  16128. * is set to a nonzero value.
  16129. *
  16130. * @type {number}
  16131. * @default 35
  16132. */
  16133. this.filmGauge = 35;
  16134. /**
  16135. * Horizontal off-center offset in the same unit as {@link PerspectiveCamera#filmGauge}.
  16136. *
  16137. * @type {number}
  16138. * @default 0
  16139. */
  16140. this.filmOffset = 0;
  16141. this.updateProjectionMatrix();
  16142. }
  16143. copy( source, recursive ) {
  16144. super.copy( source, recursive );
  16145. this.fov = source.fov;
  16146. this.zoom = source.zoom;
  16147. this.near = source.near;
  16148. this.far = source.far;
  16149. this.focus = source.focus;
  16150. this.aspect = source.aspect;
  16151. this.view = source.view === null ? null : Object.assign( {}, source.view );
  16152. this.filmGauge = source.filmGauge;
  16153. this.filmOffset = source.filmOffset;
  16154. return this;
  16155. }
  16156. /**
  16157. * Sets the FOV by focal length in respect to the current {@link PerspectiveCamera#filmGauge}.
  16158. *
  16159. * The default film gauge is 35, so that the focal length can be specified for
  16160. * a 35mm (full frame) camera.
  16161. *
  16162. * @param {number} focalLength - Values for focal length and film gauge must have the same unit.
  16163. */
  16164. setFocalLength( focalLength ) {
  16165. /** see {@link http://www.bobatkins.com/photography/technical/field_of_view.html} */
  16166. const vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;
  16167. this.fov = RAD2DEG * 2 * Math.atan( vExtentSlope );
  16168. this.updateProjectionMatrix();
  16169. }
  16170. /**
  16171. * Returns the focal length from the current {@link PerspectiveCamera#fov} and
  16172. * {@link PerspectiveCamera#filmGauge}.
  16173. *
  16174. * @return {number} The computed focal length.
  16175. */
  16176. getFocalLength() {
  16177. const vExtentSlope = Math.tan( DEG2RAD * 0.5 * this.fov );
  16178. return 0.5 * this.getFilmHeight() / vExtentSlope;
  16179. }
  16180. /**
  16181. * Returns the current vertical field of view angle in degrees considering {@link PerspectiveCamera#zoom}.
  16182. *
  16183. * @return {number} The effective FOV.
  16184. */
  16185. getEffectiveFOV() {
  16186. return RAD2DEG * 2 * Math.atan(
  16187. Math.tan( DEG2RAD * 0.5 * this.fov ) / this.zoom );
  16188. }
  16189. /**
  16190. * Returns the width of the image on the film. If {@link PerspectiveCamera#aspect} is greater than or
  16191. * equal to one (landscape format), the result equals {@link PerspectiveCamera#filmGauge}.
  16192. *
  16193. * @return {number} The film width.
  16194. */
  16195. getFilmWidth() {
  16196. // film not completely covered in portrait format (aspect < 1)
  16197. return this.filmGauge * Math.min( this.aspect, 1 );
  16198. }
  16199. /**
  16200. * Returns the height of the image on the film. If {@link PerspectiveCamera#aspect} is greater than or
  16201. * equal to one (landscape format), the result equals {@link PerspectiveCamera#filmGauge}.
  16202. *
  16203. * @return {number} The film width.
  16204. */
  16205. getFilmHeight() {
  16206. // film not completely covered in landscape format (aspect > 1)
  16207. return this.filmGauge / Math.max( this.aspect, 1 );
  16208. }
  16209. /**
  16210. * Computes the 2D bounds of the camera's viewable rectangle at a given distance along the viewing direction.
  16211. * Sets `minTarget` and `maxTarget` to the coordinates of the lower-left and upper-right corners of the view rectangle.
  16212. *
  16213. * @param {number} distance - The viewing distance.
  16214. * @param {Vector2} minTarget - The lower-left corner of the view rectangle is written into this vector.
  16215. * @param {Vector2} maxTarget - The upper-right corner of the view rectangle is written into this vector.
  16216. */
  16217. getViewBounds( distance, minTarget, maxTarget ) {
  16218. _v3$1.set( -1, -1, 0.5 ).applyMatrix4( this.projectionMatrixInverse );
  16219. minTarget.set( _v3$1.x, _v3$1.y ).multiplyScalar( - distance / _v3$1.z );
  16220. _v3$1.set( 1, 1, 0.5 ).applyMatrix4( this.projectionMatrixInverse );
  16221. maxTarget.set( _v3$1.x, _v3$1.y ).multiplyScalar( - distance / _v3$1.z );
  16222. }
  16223. /**
  16224. * Computes the width and height of the camera's viewable rectangle at a given distance along the viewing direction.
  16225. *
  16226. * @param {number} distance - The viewing distance.
  16227. * @param {Vector2} target - The target vector that is used to store result where x is width and y is height.
  16228. * @returns {Vector2} The view size.
  16229. */
  16230. getViewSize( distance, target ) {
  16231. this.getViewBounds( distance, _minTarget, _maxTarget );
  16232. return target.subVectors( _maxTarget, _minTarget );
  16233. }
  16234. /**
  16235. * Sets an offset in a larger frustum. This is useful for multi-window or
  16236. * multi-monitor/multi-machine setups.
  16237. *
  16238. * For example, if you have 3x2 monitors and each monitor is 1920x1080 and
  16239. * the monitors are in grid like this
  16240. *```
  16241. * +---+---+---+
  16242. * | A | B | C |
  16243. * +---+---+---+
  16244. * | D | E | F |
  16245. * +---+---+---+
  16246. *```
  16247. * then for each monitor you would call it like this:
  16248. *```js
  16249. * const w = 1920;
  16250. * const h = 1080;
  16251. * const fullWidth = w * 3;
  16252. * const fullHeight = h * 2;
  16253. *
  16254. * // --A--
  16255. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
  16256. * // --B--
  16257. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
  16258. * // --C--
  16259. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
  16260. * // --D--
  16261. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
  16262. * // --E--
  16263. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
  16264. * // --F--
  16265. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
  16266. * ```
  16267. *
  16268. * Note there is no reason monitors have to be the same size or in a grid.
  16269. *
  16270. * @param {number} fullWidth - The full width of multiview setup.
  16271. * @param {number} fullHeight - The full height of multiview setup.
  16272. * @param {number} x - The horizontal offset of the subcamera.
  16273. * @param {number} y - The vertical offset of the subcamera.
  16274. * @param {number} width - The width of subcamera.
  16275. * @param {number} height - The height of subcamera.
  16276. */
  16277. setViewOffset( fullWidth, fullHeight, x, y, width, height ) {
  16278. this.aspect = fullWidth / fullHeight;
  16279. if ( this.view === null ) {
  16280. this.view = {
  16281. enabled: true,
  16282. fullWidth: 1,
  16283. fullHeight: 1,
  16284. offsetX: 0,
  16285. offsetY: 0,
  16286. width: 1,
  16287. height: 1
  16288. };
  16289. }
  16290. this.view.enabled = true;
  16291. this.view.fullWidth = fullWidth;
  16292. this.view.fullHeight = fullHeight;
  16293. this.view.offsetX = x;
  16294. this.view.offsetY = y;
  16295. this.view.width = width;
  16296. this.view.height = height;
  16297. this.updateProjectionMatrix();
  16298. }
  16299. /**
  16300. * Removes the view offset from the projection matrix.
  16301. */
  16302. clearViewOffset() {
  16303. if ( this.view !== null ) {
  16304. this.view.enabled = false;
  16305. }
  16306. this.updateProjectionMatrix();
  16307. }
  16308. /**
  16309. * Updates the camera's projection matrix. Must be called after any change of
  16310. * camera properties.
  16311. */
  16312. updateProjectionMatrix() {
  16313. const near = this.near;
  16314. let top = near * Math.tan( DEG2RAD * 0.5 * this.fov ) / this.zoom;
  16315. let height = 2 * top;
  16316. let width = this.aspect * height;
  16317. let left = -0.5 * width;
  16318. const view = this.view;
  16319. if ( this.view !== null && this.view.enabled ) {
  16320. const fullWidth = view.fullWidth,
  16321. fullHeight = view.fullHeight;
  16322. left += view.offsetX * width / fullWidth;
  16323. top -= view.offsetY * height / fullHeight;
  16324. width *= view.width / fullWidth;
  16325. height *= view.height / fullHeight;
  16326. }
  16327. const skew = this.filmOffset;
  16328. if ( skew !== 0 ) left += near * skew / this.getFilmWidth();
  16329. this.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far, this.coordinateSystem, this.reversedDepth );
  16330. this.projectionMatrixInverse.copy( this.projectionMatrix ).invert();
  16331. }
  16332. toJSON( meta ) {
  16333. const data = super.toJSON( meta );
  16334. data.object.fov = this.fov;
  16335. data.object.zoom = this.zoom;
  16336. data.object.near = this.near;
  16337. data.object.far = this.far;
  16338. data.object.focus = this.focus;
  16339. data.object.aspect = this.aspect;
  16340. if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );
  16341. data.object.filmGauge = this.filmGauge;
  16342. data.object.filmOffset = this.filmOffset;
  16343. return data;
  16344. }
  16345. }
  16346. const fov = -90; // negative fov is not an error
  16347. const aspect = 1;
  16348. /**
  16349. * A special type of camera that is positioned in 3D space to render its surroundings into a
  16350. * cube render target. The render target can then be used as an environment map for rendering
  16351. * realtime reflections in your scene.
  16352. *
  16353. * ```js
  16354. * // Create cube render target
  16355. * const cubeRenderTarget = new THREE.WebGLCubeRenderTarget( 256, { generateMipmaps: true, minFilter: THREE.LinearMipmapLinearFilter } );
  16356. *
  16357. * // Create cube camera
  16358. * const cubeCamera = new THREE.CubeCamera( 1, 100000, cubeRenderTarget );
  16359. * scene.add( cubeCamera );
  16360. *
  16361. * // Create car
  16362. * const chromeMaterial = new THREE.MeshLambertMaterial( { color: 0xffffff, envMap: cubeRenderTarget.texture } );
  16363. * const car = new THREE.Mesh( carGeometry, chromeMaterial );
  16364. * scene.add( car );
  16365. *
  16366. * // Update the render target cube
  16367. * car.visible = false;
  16368. * cubeCamera.position.copy( car.position );
  16369. * cubeCamera.update( renderer, scene );
  16370. *
  16371. * // Render the scene
  16372. * car.visible = true;
  16373. * renderer.render( scene, camera );
  16374. * ```
  16375. *
  16376. * @augments Object3D
  16377. */
  16378. class CubeCamera extends Object3D {
  16379. /**
  16380. * Constructs a new cube camera.
  16381. *
  16382. * @param {number} near - The camera's near plane.
  16383. * @param {number} far - The camera's far plane.
  16384. * @param {WebGLCubeRenderTarget} renderTarget - The cube render target.
  16385. */
  16386. constructor( near, far, renderTarget ) {
  16387. super();
  16388. this.type = 'CubeCamera';
  16389. /**
  16390. * A reference to the cube render target.
  16391. *
  16392. * @type {WebGLCubeRenderTarget}
  16393. */
  16394. this.renderTarget = renderTarget;
  16395. /**
  16396. * The current active coordinate system.
  16397. *
  16398. * @type {?(WebGLCoordinateSystem|WebGPUCoordinateSystem)}
  16399. * @default null
  16400. */
  16401. this.coordinateSystem = null;
  16402. /**
  16403. * The current active mipmap level
  16404. *
  16405. * @type {number}
  16406. * @default 0
  16407. */
  16408. this.activeMipmapLevel = 0;
  16409. const cameraPX = new PerspectiveCamera( fov, aspect, near, far );
  16410. cameraPX.layers = this.layers;
  16411. this.add( cameraPX );
  16412. const cameraNX = new PerspectiveCamera( fov, aspect, near, far );
  16413. cameraNX.layers = this.layers;
  16414. this.add( cameraNX );
  16415. const cameraPY = new PerspectiveCamera( fov, aspect, near, far );
  16416. cameraPY.layers = this.layers;
  16417. this.add( cameraPY );
  16418. const cameraNY = new PerspectiveCamera( fov, aspect, near, far );
  16419. cameraNY.layers = this.layers;
  16420. this.add( cameraNY );
  16421. const cameraPZ = new PerspectiveCamera( fov, aspect, near, far );
  16422. cameraPZ.layers = this.layers;
  16423. this.add( cameraPZ );
  16424. const cameraNZ = new PerspectiveCamera( fov, aspect, near, far );
  16425. cameraNZ.layers = this.layers;
  16426. this.add( cameraNZ );
  16427. }
  16428. /**
  16429. * Must be called when the coordinate system of the cube camera is changed.
  16430. */
  16431. updateCoordinateSystem() {
  16432. const coordinateSystem = this.coordinateSystem;
  16433. const cameras = this.children.concat();
  16434. const [ cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ ] = cameras;
  16435. for ( const camera of cameras ) this.remove( camera );
  16436. if ( coordinateSystem === WebGLCoordinateSystem ) {
  16437. cameraPX.up.set( 0, 1, 0 );
  16438. cameraPX.lookAt( 1, 0, 0 );
  16439. cameraNX.up.set( 0, 1, 0 );
  16440. cameraNX.lookAt( -1, 0, 0 );
  16441. cameraPY.up.set( 0, 0, -1 );
  16442. cameraPY.lookAt( 0, 1, 0 );
  16443. cameraNY.up.set( 0, 0, 1 );
  16444. cameraNY.lookAt( 0, -1, 0 );
  16445. cameraPZ.up.set( 0, 1, 0 );
  16446. cameraPZ.lookAt( 0, 0, 1 );
  16447. cameraNZ.up.set( 0, 1, 0 );
  16448. cameraNZ.lookAt( 0, 0, -1 );
  16449. } else if ( coordinateSystem === WebGPUCoordinateSystem ) {
  16450. cameraPX.up.set( 0, -1, 0 );
  16451. cameraPX.lookAt( -1, 0, 0 );
  16452. cameraNX.up.set( 0, -1, 0 );
  16453. cameraNX.lookAt( 1, 0, 0 );
  16454. cameraPY.up.set( 0, 0, 1 );
  16455. cameraPY.lookAt( 0, 1, 0 );
  16456. cameraNY.up.set( 0, 0, -1 );
  16457. cameraNY.lookAt( 0, -1, 0 );
  16458. cameraPZ.up.set( 0, -1, 0 );
  16459. cameraPZ.lookAt( 0, 0, 1 );
  16460. cameraNZ.up.set( 0, -1, 0 );
  16461. cameraNZ.lookAt( 0, 0, -1 );
  16462. } else {
  16463. throw new Error( 'THREE.CubeCamera.updateCoordinateSystem(): Invalid coordinate system: ' + coordinateSystem );
  16464. }
  16465. for ( const camera of cameras ) {
  16466. this.add( camera );
  16467. camera.updateMatrixWorld();
  16468. }
  16469. }
  16470. /**
  16471. * Calling this method will render the given scene with the given renderer
  16472. * into the cube render target of the camera.
  16473. *
  16474. * @param {(Renderer|WebGLRenderer)} renderer - The renderer.
  16475. * @param {Scene} scene - The scene to render.
  16476. */
  16477. update( renderer, scene ) {
  16478. if ( this.parent === null ) this.updateMatrixWorld();
  16479. const { renderTarget, activeMipmapLevel } = this;
  16480. if ( this.coordinateSystem !== renderer.coordinateSystem ) {
  16481. this.coordinateSystem = renderer.coordinateSystem;
  16482. this.updateCoordinateSystem();
  16483. }
  16484. const [ cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ ] = this.children;
  16485. const currentRenderTarget = renderer.getRenderTarget();
  16486. const currentActiveCubeFace = renderer.getActiveCubeFace();
  16487. const currentActiveMipmapLevel = renderer.getActiveMipmapLevel();
  16488. const currentXrEnabled = renderer.xr.enabled;
  16489. renderer.xr.enabled = false;
  16490. const generateMipmaps = renderTarget.texture.generateMipmaps;
  16491. renderTarget.texture.generateMipmaps = false;
  16492. renderer.setRenderTarget( renderTarget, 0, activeMipmapLevel );
  16493. renderer.render( scene, cameraPX );
  16494. renderer.setRenderTarget( renderTarget, 1, activeMipmapLevel );
  16495. renderer.render( scene, cameraNX );
  16496. renderer.setRenderTarget( renderTarget, 2, activeMipmapLevel );
  16497. renderer.render( scene, cameraPY );
  16498. renderer.setRenderTarget( renderTarget, 3, activeMipmapLevel );
  16499. renderer.render( scene, cameraNY );
  16500. renderer.setRenderTarget( renderTarget, 4, activeMipmapLevel );
  16501. renderer.render( scene, cameraPZ );
  16502. // mipmaps are generated during the last call of render()
  16503. // at this point, all sides of the cube render target are defined
  16504. renderTarget.texture.generateMipmaps = generateMipmaps;
  16505. renderer.setRenderTarget( renderTarget, 5, activeMipmapLevel );
  16506. renderer.render( scene, cameraNZ );
  16507. renderer.setRenderTarget( currentRenderTarget, currentActiveCubeFace, currentActiveMipmapLevel );
  16508. renderer.xr.enabled = currentXrEnabled;
  16509. renderTarget.texture.needsPMREMUpdate = true;
  16510. }
  16511. }
  16512. /**
  16513. * Creates a cube texture made up of six images.
  16514. *
  16515. * ```js
  16516. * const loader = new THREE.CubeTextureLoader();
  16517. * loader.setPath( 'textures/cube/pisa/' );
  16518. *
  16519. * const textureCube = loader.load( [
  16520. * 'px.png', 'nx.png', 'py.png', 'ny.png', 'pz.png', 'nz.png'
  16521. * ] );
  16522. *
  16523. * const material = new THREE.MeshBasicMaterial( { color: 0xffffff, envMap: textureCube } );
  16524. * ```
  16525. *
  16526. * @augments Texture
  16527. */
  16528. class CubeTexture extends Texture {
  16529. /**
  16530. * Constructs a new cube texture.
  16531. *
  16532. * @param {Array<Image>} [images=[]] - An array holding a image for each side of a cube.
  16533. * @param {number} [mapping=CubeReflectionMapping] - The texture mapping.
  16534. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  16535. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  16536. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  16537. * @param {number} [minFilter=LinearMipmapLinearFilter] - The min filter value.
  16538. * @param {number} [format=RGBAFormat] - The texture format.
  16539. * @param {number} [type=UnsignedByteType] - The texture type.
  16540. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  16541. * @param {string} [colorSpace=NoColorSpace] - The color space value.
  16542. */
  16543. constructor( images = [], mapping = CubeReflectionMapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace ) {
  16544. super( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace );
  16545. /**
  16546. * This flag can be used for type testing.
  16547. *
  16548. * @type {boolean}
  16549. * @readonly
  16550. * @default true
  16551. */
  16552. this.isCubeTexture = true;
  16553. /**
  16554. * If set to `true`, the texture is flipped along the vertical axis when
  16555. * uploaded to the GPU.
  16556. *
  16557. * Overwritten and set to `false` by default.
  16558. *
  16559. * @type {boolean}
  16560. * @default false
  16561. */
  16562. this.flipY = false;
  16563. }
  16564. /**
  16565. * Alias for {@link CubeTexture#image}.
  16566. *
  16567. * @type {Array<Image>}
  16568. */
  16569. get images() {
  16570. return this.image;
  16571. }
  16572. set images( value ) {
  16573. this.image = value;
  16574. }
  16575. }
  16576. /**
  16577. * A cube render target used in context of {@link WebGLRenderer}.
  16578. *
  16579. * @augments WebGLRenderTarget
  16580. */
  16581. class WebGLCubeRenderTarget extends WebGLRenderTarget {
  16582. /**
  16583. * Constructs a new cube render target.
  16584. *
  16585. * @param {number} [size=1] - The size of the render target.
  16586. * @param {RenderTarget~Options} [options] - The configuration object.
  16587. */
  16588. constructor( size = 1, options = {} ) {
  16589. super( size, size, options );
  16590. /**
  16591. * This flag can be used for type testing.
  16592. *
  16593. * @type {boolean}
  16594. * @readonly
  16595. * @default true
  16596. */
  16597. this.isWebGLCubeRenderTarget = true;
  16598. const image = { width: size, height: size, depth: 1 };
  16599. const images = [ image, image, image, image, image, image ];
  16600. /**
  16601. * Overwritten with a different texture type.
  16602. *
  16603. * @type {DataArrayTexture}
  16604. */
  16605. this.texture = new CubeTexture( images );
  16606. this._setTextureOptions( options );
  16607. // By convention -- likely based on the RenderMan spec from the 1990's -- cube maps are specified by WebGL (and three.js)
  16608. // in a coordinate system in which positive-x is to the right when looking up the positive-z axis -- in other words,
  16609. // in a left-handed coordinate system. By continuing this convention, preexisting cube maps continued to render correctly.
  16610. // three.js uses a right-handed coordinate system. So environment maps used in three.js appear to have px and nx swapped
  16611. // and the flag isRenderTargetTexture controls this conversion. The flip is not required when using WebGLCubeRenderTarget.texture
  16612. // as a cube texture (this is detected when isRenderTargetTexture is set to true for cube textures).
  16613. this.texture.isRenderTargetTexture = true;
  16614. }
  16615. /**
  16616. * Converts the given equirectangular texture to a cube map.
  16617. *
  16618. * @param {WebGLRenderer} renderer - The renderer.
  16619. * @param {Texture} texture - The equirectangular texture.
  16620. * @return {WebGLCubeRenderTarget} A reference to this cube render target.
  16621. */
  16622. fromEquirectangularTexture( renderer, texture ) {
  16623. this.texture.type = texture.type;
  16624. this.texture.colorSpace = texture.colorSpace;
  16625. this.texture.generateMipmaps = texture.generateMipmaps;
  16626. this.texture.minFilter = texture.minFilter;
  16627. this.texture.magFilter = texture.magFilter;
  16628. const shader = {
  16629. uniforms: {
  16630. tEquirect: { value: null },
  16631. },
  16632. vertexShader: /* glsl */`
  16633. varying vec3 vWorldDirection;
  16634. vec3 transformDirection( in vec3 dir, in mat4 matrix ) {
  16635. return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );
  16636. }
  16637. void main() {
  16638. vWorldDirection = transformDirection( position, modelMatrix );
  16639. #include <begin_vertex>
  16640. #include <project_vertex>
  16641. }
  16642. `,
  16643. fragmentShader: /* glsl */`
  16644. uniform sampler2D tEquirect;
  16645. varying vec3 vWorldDirection;
  16646. #include <common>
  16647. void main() {
  16648. vec3 direction = normalize( vWorldDirection );
  16649. vec2 sampleUV = equirectUv( direction );
  16650. gl_FragColor = texture2D( tEquirect, sampleUV );
  16651. }
  16652. `
  16653. };
  16654. const geometry = new BoxGeometry( 5, 5, 5 );
  16655. const material = new ShaderMaterial( {
  16656. name: 'CubemapFromEquirect',
  16657. uniforms: cloneUniforms( shader.uniforms ),
  16658. vertexShader: shader.vertexShader,
  16659. fragmentShader: shader.fragmentShader,
  16660. side: BackSide,
  16661. blending: NoBlending
  16662. } );
  16663. material.uniforms.tEquirect.value = texture;
  16664. const mesh = new Mesh( geometry, material );
  16665. const currentMinFilter = texture.minFilter;
  16666. // Avoid blurred poles
  16667. if ( texture.minFilter === LinearMipmapLinearFilter ) texture.minFilter = LinearFilter;
  16668. const camera = new CubeCamera( 1, 10, this );
  16669. camera.update( renderer, mesh );
  16670. texture.minFilter = currentMinFilter;
  16671. mesh.geometry.dispose();
  16672. mesh.material.dispose();
  16673. return this;
  16674. }
  16675. /**
  16676. * Clears this cube render target.
  16677. *
  16678. * @param {WebGLRenderer} renderer - The renderer.
  16679. * @param {boolean} [color=true] - Whether the color buffer should be cleared or not.
  16680. * @param {boolean} [depth=true] - Whether the depth buffer should be cleared or not.
  16681. * @param {boolean} [stencil=true] - Whether the stencil buffer should be cleared or not.
  16682. */
  16683. clear( renderer, color = true, depth = true, stencil = true ) {
  16684. const currentRenderTarget = renderer.getRenderTarget();
  16685. for ( let i = 0; i < 6; i ++ ) {
  16686. renderer.setRenderTarget( this, i );
  16687. renderer.clear( color, depth, stencil );
  16688. }
  16689. renderer.setRenderTarget( currentRenderTarget );
  16690. }
  16691. }
  16692. /**
  16693. * This is almost identical to an {@link Object3D}. Its purpose is to
  16694. * make working with groups of objects syntactically clearer.
  16695. *
  16696. * ```js
  16697. * // Create a group and add the two cubes.
  16698. * // These cubes can now be rotated / scaled etc as a group.
  16699. * const group = new THREE.Group();
  16700. *
  16701. * group.add( meshA );
  16702. * group.add( meshB );
  16703. *
  16704. * scene.add( group );
  16705. * ```
  16706. *
  16707. * @augments Object3D
  16708. */
  16709. class Group extends Object3D {
  16710. constructor() {
  16711. super();
  16712. /**
  16713. * This flag can be used for type testing.
  16714. *
  16715. * @type {boolean}
  16716. * @readonly
  16717. * @default true
  16718. */
  16719. this.isGroup = true;
  16720. this.type = 'Group';
  16721. }
  16722. }
  16723. const _moveEvent = { type: 'move' };
  16724. /**
  16725. * Class for representing a XR controller with its
  16726. * different coordinate systems.
  16727. *
  16728. * @private
  16729. */
  16730. class WebXRController {
  16731. /**
  16732. * Constructs a new XR controller.
  16733. */
  16734. constructor() {
  16735. /**
  16736. * A group representing the target ray space
  16737. * of the XR controller.
  16738. *
  16739. * @private
  16740. * @type {?Group}
  16741. * @default null
  16742. */
  16743. this._targetRay = null;
  16744. /**
  16745. * A group representing the grip space
  16746. * of the XR controller.
  16747. *
  16748. * @private
  16749. * @type {?Group}
  16750. * @default null
  16751. */
  16752. this._grip = null;
  16753. /**
  16754. * A group representing the hand space
  16755. * of the XR controller.
  16756. *
  16757. * @private
  16758. * @type {?Group}
  16759. * @default null
  16760. */
  16761. this._hand = null;
  16762. }
  16763. /**
  16764. * Returns a group representing the hand space of the XR controller.
  16765. *
  16766. * @return {Group} A group representing the hand space of the XR controller.
  16767. */
  16768. getHandSpace() {
  16769. if ( this._hand === null ) {
  16770. this._hand = new Group();
  16771. this._hand.matrixAutoUpdate = false;
  16772. this._hand.visible = false;
  16773. this._hand.joints = {};
  16774. this._hand.inputState = { pinching: false };
  16775. }
  16776. return this._hand;
  16777. }
  16778. /**
  16779. * Returns a group representing the target ray space of the XR controller.
  16780. *
  16781. * @return {Group} A group representing the target ray space of the XR controller.
  16782. */
  16783. getTargetRaySpace() {
  16784. if ( this._targetRay === null ) {
  16785. this._targetRay = new Group();
  16786. this._targetRay.matrixAutoUpdate = false;
  16787. this._targetRay.visible = false;
  16788. this._targetRay.hasLinearVelocity = false;
  16789. this._targetRay.linearVelocity = new Vector3();
  16790. this._targetRay.hasAngularVelocity = false;
  16791. this._targetRay.angularVelocity = new Vector3();
  16792. }
  16793. return this._targetRay;
  16794. }
  16795. /**
  16796. * Returns a group representing the grip space of the XR controller.
  16797. *
  16798. * @return {Group} A group representing the grip space of the XR controller.
  16799. */
  16800. getGripSpace() {
  16801. if ( this._grip === null ) {
  16802. this._grip = new Group();
  16803. this._grip.matrixAutoUpdate = false;
  16804. this._grip.visible = false;
  16805. this._grip.hasLinearVelocity = false;
  16806. this._grip.linearVelocity = new Vector3();
  16807. this._grip.hasAngularVelocity = false;
  16808. this._grip.angularVelocity = new Vector3();
  16809. }
  16810. return this._grip;
  16811. }
  16812. /**
  16813. * Dispatches the given event to the groups representing
  16814. * the different coordinate spaces of the XR controller.
  16815. *
  16816. * @param {Object} event - The event to dispatch.
  16817. * @return {WebXRController} A reference to this instance.
  16818. */
  16819. dispatchEvent( event ) {
  16820. if ( this._targetRay !== null ) {
  16821. this._targetRay.dispatchEvent( event );
  16822. }
  16823. if ( this._grip !== null ) {
  16824. this._grip.dispatchEvent( event );
  16825. }
  16826. if ( this._hand !== null ) {
  16827. this._hand.dispatchEvent( event );
  16828. }
  16829. return this;
  16830. }
  16831. /**
  16832. * Connects the controller with the given XR input source.
  16833. *
  16834. * @param {XRInputSource} inputSource - The input source.
  16835. * @return {WebXRController} A reference to this instance.
  16836. */
  16837. connect( inputSource ) {
  16838. if ( inputSource && inputSource.hand ) {
  16839. const hand = this._hand;
  16840. if ( hand ) {
  16841. for ( const inputjoint of inputSource.hand.values() ) {
  16842. // Initialize hand with joints when connected
  16843. this._getHandJoint( hand, inputjoint );
  16844. }
  16845. }
  16846. }
  16847. this.dispatchEvent( { type: 'connected', data: inputSource } );
  16848. return this;
  16849. }
  16850. /**
  16851. * Disconnects the controller from the given XR input source.
  16852. *
  16853. * @param {XRInputSource} inputSource - The input source.
  16854. * @return {WebXRController} A reference to this instance.
  16855. */
  16856. disconnect( inputSource ) {
  16857. this.dispatchEvent( { type: 'disconnected', data: inputSource } );
  16858. if ( this._targetRay !== null ) {
  16859. this._targetRay.visible = false;
  16860. }
  16861. if ( this._grip !== null ) {
  16862. this._grip.visible = false;
  16863. }
  16864. if ( this._hand !== null ) {
  16865. this._hand.visible = false;
  16866. }
  16867. return this;
  16868. }
  16869. /**
  16870. * Updates the controller with the given input source, XR frame and reference space.
  16871. * This updates the transformations of the groups that represent the different
  16872. * coordinate systems of the controller.
  16873. *
  16874. * @param {XRInputSource} inputSource - The input source.
  16875. * @param {XRFrame} frame - The XR frame.
  16876. * @param {XRReferenceSpace} referenceSpace - The reference space.
  16877. * @return {WebXRController} A reference to this instance.
  16878. */
  16879. update( inputSource, frame, referenceSpace ) {
  16880. let inputPose = null;
  16881. let gripPose = null;
  16882. let handPose = null;
  16883. const targetRay = this._targetRay;
  16884. const grip = this._grip;
  16885. const hand = this._hand;
  16886. if ( inputSource && frame.session.visibilityState !== 'visible-blurred' ) {
  16887. if ( hand && inputSource.hand ) {
  16888. handPose = true;
  16889. for ( const inputjoint of inputSource.hand.values() ) {
  16890. // Update the joints groups with the XRJoint poses
  16891. const jointPose = frame.getJointPose( inputjoint, referenceSpace );
  16892. // The transform of this joint will be updated with the joint pose on each frame
  16893. const joint = this._getHandJoint( hand, inputjoint );
  16894. if ( jointPose !== null ) {
  16895. joint.matrix.fromArray( jointPose.transform.matrix );
  16896. joint.matrix.decompose( joint.position, joint.rotation, joint.scale );
  16897. joint.matrixWorldNeedsUpdate = true;
  16898. joint.jointRadius = jointPose.radius;
  16899. }
  16900. joint.visible = jointPose !== null;
  16901. }
  16902. // Custom events
  16903. // Check pinchz
  16904. const indexTip = hand.joints[ 'index-finger-tip' ];
  16905. const thumbTip = hand.joints[ 'thumb-tip' ];
  16906. const distance = indexTip.position.distanceTo( thumbTip.position );
  16907. const distanceToPinch = 0.02;
  16908. const threshold = 0.005;
  16909. if ( hand.inputState.pinching && distance > distanceToPinch + threshold ) {
  16910. hand.inputState.pinching = false;
  16911. this.dispatchEvent( {
  16912. type: 'pinchend',
  16913. handedness: inputSource.handedness,
  16914. target: this
  16915. } );
  16916. } else if ( ! hand.inputState.pinching && distance <= distanceToPinch - threshold ) {
  16917. hand.inputState.pinching = true;
  16918. this.dispatchEvent( {
  16919. type: 'pinchstart',
  16920. handedness: inputSource.handedness,
  16921. target: this
  16922. } );
  16923. }
  16924. } else {
  16925. if ( grip !== null && inputSource.gripSpace ) {
  16926. gripPose = frame.getPose( inputSource.gripSpace, referenceSpace );
  16927. if ( gripPose !== null ) {
  16928. grip.matrix.fromArray( gripPose.transform.matrix );
  16929. grip.matrix.decompose( grip.position, grip.rotation, grip.scale );
  16930. grip.matrixWorldNeedsUpdate = true;
  16931. if ( gripPose.linearVelocity ) {
  16932. grip.hasLinearVelocity = true;
  16933. grip.linearVelocity.copy( gripPose.linearVelocity );
  16934. } else {
  16935. grip.hasLinearVelocity = false;
  16936. }
  16937. if ( gripPose.angularVelocity ) {
  16938. grip.hasAngularVelocity = true;
  16939. grip.angularVelocity.copy( gripPose.angularVelocity );
  16940. } else {
  16941. grip.hasAngularVelocity = false;
  16942. }
  16943. }
  16944. }
  16945. }
  16946. if ( targetRay !== null ) {
  16947. inputPose = frame.getPose( inputSource.targetRaySpace, referenceSpace );
  16948. // Some runtimes (namely Vive Cosmos with Vive OpenXR Runtime) have only grip space and ray space is equal to it
  16949. if ( inputPose === null && gripPose !== null ) {
  16950. inputPose = gripPose;
  16951. }
  16952. if ( inputPose !== null ) {
  16953. targetRay.matrix.fromArray( inputPose.transform.matrix );
  16954. targetRay.matrix.decompose( targetRay.position, targetRay.rotation, targetRay.scale );
  16955. targetRay.matrixWorldNeedsUpdate = true;
  16956. if ( inputPose.linearVelocity ) {
  16957. targetRay.hasLinearVelocity = true;
  16958. targetRay.linearVelocity.copy( inputPose.linearVelocity );
  16959. } else {
  16960. targetRay.hasLinearVelocity = false;
  16961. }
  16962. if ( inputPose.angularVelocity ) {
  16963. targetRay.hasAngularVelocity = true;
  16964. targetRay.angularVelocity.copy( inputPose.angularVelocity );
  16965. } else {
  16966. targetRay.hasAngularVelocity = false;
  16967. }
  16968. this.dispatchEvent( _moveEvent );
  16969. }
  16970. }
  16971. }
  16972. if ( targetRay !== null ) {
  16973. targetRay.visible = ( inputPose !== null );
  16974. }
  16975. if ( grip !== null ) {
  16976. grip.visible = ( gripPose !== null );
  16977. }
  16978. if ( hand !== null ) {
  16979. hand.visible = ( handPose !== null );
  16980. }
  16981. return this;
  16982. }
  16983. /**
  16984. * Returns a group representing the hand joint for the given input joint.
  16985. *
  16986. * @private
  16987. * @param {Group} hand - The group representing the hand space.
  16988. * @param {XRJointSpace} inputjoint - The hand joint data.
  16989. * @return {Group} A group representing the hand joint for the given input joint.
  16990. */
  16991. _getHandJoint( hand, inputjoint ) {
  16992. if ( hand.joints[ inputjoint.jointName ] === undefined ) {
  16993. const joint = new Group();
  16994. joint.matrixAutoUpdate = false;
  16995. joint.visible = false;
  16996. hand.joints[ inputjoint.jointName ] = joint;
  16997. hand.add( joint );
  16998. }
  16999. return hand.joints[ inputjoint.jointName ];
  17000. }
  17001. }
  17002. /**
  17003. * This class can be used to define an exponential squared fog,
  17004. * which gives a clear view near the camera and a faster than exponentially
  17005. * densening fog farther from the camera.
  17006. *
  17007. * ```js
  17008. * const scene = new THREE.Scene();
  17009. * scene.fog = new THREE.FogExp2( 0xcccccc, 0.002 );
  17010. * ```
  17011. */
  17012. class FogExp2 {
  17013. /**
  17014. * Constructs a new fog.
  17015. *
  17016. * @param {number|Color} color - The fog's color.
  17017. * @param {number} [density=0.00025] - Defines how fast the fog will grow dense.
  17018. */
  17019. constructor( color, density = 0.00025 ) {
  17020. /**
  17021. * This flag can be used for type testing.
  17022. *
  17023. * @type {boolean}
  17024. * @readonly
  17025. * @default true
  17026. */
  17027. this.isFogExp2 = true;
  17028. /**
  17029. * The name of the fog.
  17030. *
  17031. * @type {string}
  17032. */
  17033. this.name = '';
  17034. /**
  17035. * The fog's color.
  17036. *
  17037. * @type {Color}
  17038. */
  17039. this.color = new Color( color );
  17040. /**
  17041. * Defines how fast the fog will grow dense.
  17042. *
  17043. * @type {number}
  17044. * @default 0.00025
  17045. */
  17046. this.density = density;
  17047. }
  17048. /**
  17049. * Returns a new fog with copied values from this instance.
  17050. *
  17051. * @return {FogExp2} A clone of this instance.
  17052. */
  17053. clone() {
  17054. return new FogExp2( this.color, this.density );
  17055. }
  17056. /**
  17057. * Serializes the fog into JSON.
  17058. *
  17059. * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  17060. * @return {Object} A JSON object representing the serialized fog
  17061. */
  17062. toJSON( /* meta */ ) {
  17063. return {
  17064. type: 'FogExp2',
  17065. name: this.name,
  17066. color: this.color.getHex(),
  17067. density: this.density
  17068. };
  17069. }
  17070. }
  17071. /**
  17072. * This class can be used to define a linear fog that grows linearly denser
  17073. * with the distance.
  17074. *
  17075. * ```js
  17076. * const scene = new THREE.Scene();
  17077. * scene.fog = new THREE.Fog( 0xcccccc, 10, 15 );
  17078. * ```
  17079. */
  17080. class Fog {
  17081. /**
  17082. * Constructs a new fog.
  17083. *
  17084. * @param {number|Color} color - The fog's color.
  17085. * @param {number} [near=1] - The minimum distance to start applying fog.
  17086. * @param {number} [far=1000] - The maximum distance at which fog stops being calculated and applied.
  17087. */
  17088. constructor( color, near = 1, far = 1000 ) {
  17089. /**
  17090. * This flag can be used for type testing.
  17091. *
  17092. * @type {boolean}
  17093. * @readonly
  17094. * @default true
  17095. */
  17096. this.isFog = true;
  17097. /**
  17098. * The name of the fog.
  17099. *
  17100. * @type {string}
  17101. */
  17102. this.name = '';
  17103. /**
  17104. * The fog's color.
  17105. *
  17106. * @type {Color}
  17107. */
  17108. this.color = new Color( color );
  17109. /**
  17110. * The minimum distance to start applying fog. Objects that are less than
  17111. * `near` units from the active camera won't be affected by fog.
  17112. *
  17113. * @type {number}
  17114. * @default 1
  17115. */
  17116. this.near = near;
  17117. /**
  17118. * The maximum distance at which fog stops being calculated and applied.
  17119. * Objects that are more than `far` units away from the active camera won't
  17120. * be affected by fog.
  17121. *
  17122. * @type {number}
  17123. * @default 1000
  17124. */
  17125. this.far = far;
  17126. }
  17127. /**
  17128. * Returns a new fog with copied values from this instance.
  17129. *
  17130. * @return {Fog} A clone of this instance.
  17131. */
  17132. clone() {
  17133. return new Fog( this.color, this.near, this.far );
  17134. }
  17135. /**
  17136. * Serializes the fog into JSON.
  17137. *
  17138. * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  17139. * @return {Object} A JSON object representing the serialized fog
  17140. */
  17141. toJSON( /* meta */ ) {
  17142. return {
  17143. type: 'Fog',
  17144. name: this.name,
  17145. color: this.color.getHex(),
  17146. near: this.near,
  17147. far: this.far
  17148. };
  17149. }
  17150. }
  17151. /**
  17152. * Scenes allow you to set up what is to be rendered and where by three.js.
  17153. * This is where you place 3D objects like meshes, lines or lights.
  17154. *
  17155. * @augments Object3D
  17156. */
  17157. class Scene extends Object3D {
  17158. /**
  17159. * Constructs a new scene.
  17160. */
  17161. constructor() {
  17162. super();
  17163. /**
  17164. * This flag can be used for type testing.
  17165. *
  17166. * @type {boolean}
  17167. * @readonly
  17168. * @default true
  17169. */
  17170. this.isScene = true;
  17171. this.type = 'Scene';
  17172. /**
  17173. * Defines the background of the scene. Valid inputs are:
  17174. *
  17175. * - A color for defining a uniform colored background.
  17176. * - A texture for defining a (flat) textured background.
  17177. * - Cube textures or equirectangular textures for defining a skybox.
  17178. *
  17179. * @type {?(Color|Texture)}
  17180. * @default null
  17181. */
  17182. this.background = null;
  17183. /**
  17184. * Sets the environment map for all physical materials in the scene. However,
  17185. * it's not possible to overwrite an existing texture assigned to the `envMap`
  17186. * material property.
  17187. *
  17188. * @type {?Texture}
  17189. * @default null
  17190. */
  17191. this.environment = null;
  17192. /**
  17193. * A fog instance defining the type of fog that affects everything
  17194. * rendered in the scene.
  17195. *
  17196. * @type {?(Fog|FogExp2)}
  17197. * @default null
  17198. */
  17199. this.fog = null;
  17200. /**
  17201. * Sets the blurriness of the background. Only influences environment maps
  17202. * assigned to {@link Scene#background}. Valid input is a float between `0`
  17203. * and `1`.
  17204. *
  17205. * @type {number}
  17206. * @default 0
  17207. */
  17208. this.backgroundBlurriness = 0;
  17209. /**
  17210. * Attenuates the color of the background. Only applies to background textures.
  17211. *
  17212. * @type {number}
  17213. * @default 1
  17214. */
  17215. this.backgroundIntensity = 1;
  17216. /**
  17217. * The rotation of the background in radians. Only influences environment maps
  17218. * assigned to {@link Scene#background}.
  17219. *
  17220. * @type {Euler}
  17221. * @default (0,0,0)
  17222. */
  17223. this.backgroundRotation = new Euler();
  17224. /**
  17225. * Attenuates the color of the environment. Only influences environment maps
  17226. * assigned to {@link Scene#environment}.
  17227. *
  17228. * @type {number}
  17229. * @default 1
  17230. */
  17231. this.environmentIntensity = 1;
  17232. /**
  17233. * The rotation of the environment map in radians. Only influences physical materials
  17234. * in the scene when {@link Scene#environment} is used.
  17235. *
  17236. * @type {Euler}
  17237. * @default (0,0,0)
  17238. */
  17239. this.environmentRotation = new Euler();
  17240. /**
  17241. * Forces everything in the scene to be rendered with the defined material. It is possible
  17242. * to exclude materials from override by setting {@link Material#allowOverride} to `false`.
  17243. *
  17244. * @type {?Material}
  17245. * @default null
  17246. */
  17247. this.overrideMaterial = null;
  17248. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  17249. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) );
  17250. }
  17251. }
  17252. copy( source, recursive ) {
  17253. super.copy( source, recursive );
  17254. if ( source.background !== null ) this.background = source.background.clone();
  17255. if ( source.environment !== null ) this.environment = source.environment.clone();
  17256. if ( source.fog !== null ) this.fog = source.fog.clone();
  17257. this.backgroundBlurriness = source.backgroundBlurriness;
  17258. this.backgroundIntensity = source.backgroundIntensity;
  17259. this.backgroundRotation.copy( source.backgroundRotation );
  17260. this.environmentIntensity = source.environmentIntensity;
  17261. this.environmentRotation.copy( source.environmentRotation );
  17262. if ( source.overrideMaterial !== null ) this.overrideMaterial = source.overrideMaterial.clone();
  17263. this.matrixAutoUpdate = source.matrixAutoUpdate;
  17264. return this;
  17265. }
  17266. toJSON( meta ) {
  17267. const data = super.toJSON( meta );
  17268. if ( this.fog !== null ) data.object.fog = this.fog.toJSON();
  17269. if ( this.backgroundBlurriness > 0 ) data.object.backgroundBlurriness = this.backgroundBlurriness;
  17270. if ( this.backgroundIntensity !== 1 ) data.object.backgroundIntensity = this.backgroundIntensity;
  17271. data.object.backgroundRotation = this.backgroundRotation.toArray();
  17272. if ( this.environmentIntensity !== 1 ) data.object.environmentIntensity = this.environmentIntensity;
  17273. data.object.environmentRotation = this.environmentRotation.toArray();
  17274. return data;
  17275. }
  17276. }
  17277. /**
  17278. * "Interleaved" means that multiple attributes, possibly of different types,
  17279. * (e.g., position, normal, uv, color) are packed into a single array buffer.
  17280. *
  17281. * An introduction into interleaved arrays can be found here: [Interleaved array basics](https://blog.tojicode.com/2011/05/interleaved-array-basics.html)
  17282. */
  17283. class InterleavedBuffer {
  17284. /**
  17285. * Constructs a new interleaved buffer.
  17286. *
  17287. * @param {TypedArray} array - A typed array with a shared buffer storing attribute data.
  17288. * @param {number} stride - The number of typed-array elements per vertex.
  17289. */
  17290. constructor( array, stride ) {
  17291. /**
  17292. * This flag can be used for type testing.
  17293. *
  17294. * @type {boolean}
  17295. * @readonly
  17296. * @default true
  17297. */
  17298. this.isInterleavedBuffer = true;
  17299. /**
  17300. * A typed array with a shared buffer storing attribute data.
  17301. *
  17302. * @type {TypedArray}
  17303. */
  17304. this.array = array;
  17305. /**
  17306. * The number of typed-array elements per vertex.
  17307. *
  17308. * @type {number}
  17309. */
  17310. this.stride = stride;
  17311. /**
  17312. * The total number of elements in the array
  17313. *
  17314. * @type {number}
  17315. * @readonly
  17316. */
  17317. this.count = array !== undefined ? array.length / stride : 0;
  17318. /**
  17319. * Defines the intended usage pattern of the data store for optimization purposes.
  17320. *
  17321. * Note: After the initial use of a buffer, its usage cannot be changed. Instead,
  17322. * instantiate a new one and set the desired usage before the next render.
  17323. *
  17324. * @type {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)}
  17325. * @default StaticDrawUsage
  17326. */
  17327. this.usage = StaticDrawUsage;
  17328. /**
  17329. * This can be used to only update some components of stored vectors (for example, just the
  17330. * component related to color). Use the `addUpdateRange()` function to add ranges to this array.
  17331. *
  17332. * @type {Array<Object>}
  17333. */
  17334. this.updateRanges = [];
  17335. /**
  17336. * A version number, incremented every time the `needsUpdate` is set to `true`.
  17337. *
  17338. * @type {number}
  17339. */
  17340. this.version = 0;
  17341. /**
  17342. * The UUID of the interleaved buffer.
  17343. *
  17344. * @type {string}
  17345. * @readonly
  17346. */
  17347. this.uuid = generateUUID();
  17348. }
  17349. /**
  17350. * A callback function that is executed after the renderer has transferred the attribute array
  17351. * data to the GPU.
  17352. */
  17353. onUploadCallback() {}
  17354. /**
  17355. * Flag to indicate that this attribute has changed and should be re-sent to
  17356. * the GPU. Set this to `true` when you modify the value of the array.
  17357. *
  17358. * @type {number}
  17359. * @default false
  17360. * @param {boolean} value
  17361. */
  17362. set needsUpdate( value ) {
  17363. if ( value === true ) this.version ++;
  17364. }
  17365. /**
  17366. * Sets the usage of this interleaved buffer.
  17367. *
  17368. * @param {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)} value - The usage to set.
  17369. * @return {InterleavedBuffer} A reference to this interleaved buffer.
  17370. */
  17371. setUsage( value ) {
  17372. this.usage = value;
  17373. return this;
  17374. }
  17375. /**
  17376. * Adds a range of data in the data array to be updated on the GPU.
  17377. *
  17378. * @param {number} start - Position at which to start update.
  17379. * @param {number} count - The number of components to update.
  17380. */
  17381. addUpdateRange( start, count ) {
  17382. this.updateRanges.push( { start, count } );
  17383. }
  17384. /**
  17385. * Clears the update ranges.
  17386. */
  17387. clearUpdateRanges() {
  17388. this.updateRanges.length = 0;
  17389. }
  17390. /**
  17391. * Copies the values of the given interleaved buffer to this instance.
  17392. *
  17393. * @param {InterleavedBuffer} source - The interleaved buffer to copy.
  17394. * @return {InterleavedBuffer} A reference to this instance.
  17395. */
  17396. copy( source ) {
  17397. this.array = new source.array.constructor( source.array );
  17398. this.count = source.count;
  17399. this.stride = source.stride;
  17400. this.usage = source.usage;
  17401. return this;
  17402. }
  17403. /**
  17404. * Copies a vector from the given interleaved buffer to this one. The start
  17405. * and destination position in the attribute buffers are represented by the
  17406. * given indices.
  17407. *
  17408. * @param {number} index1 - The destination index into this interleaved buffer.
  17409. * @param {InterleavedBuffer} interleavedBuffer - The interleaved buffer to copy from.
  17410. * @param {number} index2 - The source index into the given interleaved buffer.
  17411. * @return {InterleavedBuffer} A reference to this instance.
  17412. */
  17413. copyAt( index1, interleavedBuffer, index2 ) {
  17414. index1 *= this.stride;
  17415. index2 *= interleavedBuffer.stride;
  17416. for ( let i = 0, l = this.stride; i < l; i ++ ) {
  17417. this.array[ index1 + i ] = interleavedBuffer.array[ index2 + i ];
  17418. }
  17419. return this;
  17420. }
  17421. /**
  17422. * Sets the given array data in the interleaved buffer.
  17423. *
  17424. * @param {(TypedArray|Array)} value - The array data to set.
  17425. * @param {number} [offset=0] - The offset in this interleaved buffer's array.
  17426. * @return {InterleavedBuffer} A reference to this instance.
  17427. */
  17428. set( value, offset = 0 ) {
  17429. this.array.set( value, offset );
  17430. return this;
  17431. }
  17432. /**
  17433. * Returns a new interleaved buffer with copied values from this instance.
  17434. *
  17435. * @param {Object} [data] - An object with shared array buffers that allows to retain shared structures.
  17436. * @return {InterleavedBuffer} A clone of this instance.
  17437. */
  17438. clone( data ) {
  17439. if ( data.arrayBuffers === undefined ) {
  17440. data.arrayBuffers = {};
  17441. }
  17442. if ( this.array.buffer._uuid === undefined ) {
  17443. this.array.buffer._uuid = generateUUID();
  17444. }
  17445. if ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {
  17446. data.arrayBuffers[ this.array.buffer._uuid ] = this.array.slice( 0 ).buffer;
  17447. }
  17448. const array = new this.array.constructor( data.arrayBuffers[ this.array.buffer._uuid ] );
  17449. const ib = new this.constructor( array, this.stride );
  17450. ib.setUsage( this.usage );
  17451. return ib;
  17452. }
  17453. /**
  17454. * Sets the given callback function that is executed after the Renderer has transferred
  17455. * the array data to the GPU. Can be used to perform clean-up operations after
  17456. * the upload when data are not needed anymore on the CPU side.
  17457. *
  17458. * @param {Function} callback - The `onUpload()` callback.
  17459. * @return {InterleavedBuffer} A reference to this instance.
  17460. */
  17461. onUpload( callback ) {
  17462. this.onUploadCallback = callback;
  17463. return this;
  17464. }
  17465. /**
  17466. * Serializes the interleaved buffer into JSON.
  17467. *
  17468. * @param {Object} [data] - An optional value holding meta information about the serialization.
  17469. * @return {Object} A JSON object representing the serialized interleaved buffer.
  17470. */
  17471. toJSON( data ) {
  17472. if ( data.arrayBuffers === undefined ) {
  17473. data.arrayBuffers = {};
  17474. }
  17475. // generate UUID for array buffer if necessary
  17476. if ( this.array.buffer._uuid === undefined ) {
  17477. this.array.buffer._uuid = generateUUID();
  17478. }
  17479. if ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {
  17480. data.arrayBuffers[ this.array.buffer._uuid ] = Array.from( new Uint32Array( this.array.buffer ) );
  17481. }
  17482. //
  17483. return {
  17484. uuid: this.uuid,
  17485. buffer: this.array.buffer._uuid,
  17486. type: this.array.constructor.name,
  17487. stride: this.stride
  17488. };
  17489. }
  17490. }
  17491. const _vector$7 = /*@__PURE__*/ new Vector3();
  17492. /**
  17493. * An alternative version of a buffer attribute with interleaved data. Interleaved
  17494. * attributes share a common interleaved data storage ({@link InterleavedBuffer}) and refer with
  17495. * different offsets into the buffer.
  17496. */
  17497. class InterleavedBufferAttribute {
  17498. /**
  17499. * Constructs a new interleaved buffer attribute.
  17500. *
  17501. * @param {InterleavedBuffer} interleavedBuffer - The buffer holding the interleaved data.
  17502. * @param {number} itemSize - The item size.
  17503. * @param {number} offset - The attribute offset into the buffer.
  17504. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  17505. */
  17506. constructor( interleavedBuffer, itemSize, offset, normalized = false ) {
  17507. /**
  17508. * This flag can be used for type testing.
  17509. *
  17510. * @type {boolean}
  17511. * @readonly
  17512. * @default true
  17513. */
  17514. this.isInterleavedBufferAttribute = true;
  17515. /**
  17516. * The name of the buffer attribute.
  17517. *
  17518. * @type {string}
  17519. */
  17520. this.name = '';
  17521. /**
  17522. * The buffer holding the interleaved data.
  17523. *
  17524. * @type {InterleavedBuffer}
  17525. */
  17526. this.data = interleavedBuffer;
  17527. /**
  17528. * The item size, see {@link BufferAttribute#itemSize}.
  17529. *
  17530. * @type {number}
  17531. */
  17532. this.itemSize = itemSize;
  17533. /**
  17534. * The attribute offset into the buffer.
  17535. *
  17536. * @type {number}
  17537. */
  17538. this.offset = offset;
  17539. /**
  17540. * Whether the data are normalized or not, see {@link BufferAttribute#normalized}
  17541. *
  17542. * @type {InterleavedBuffer}
  17543. */
  17544. this.normalized = normalized;
  17545. }
  17546. /**
  17547. * The item count of this buffer attribute.
  17548. *
  17549. * @type {number}
  17550. * @readonly
  17551. */
  17552. get count() {
  17553. return this.data.count;
  17554. }
  17555. /**
  17556. * The array holding the interleaved buffer attribute data.
  17557. *
  17558. * @type {TypedArray}
  17559. */
  17560. get array() {
  17561. return this.data.array;
  17562. }
  17563. /**
  17564. * Flag to indicate that this attribute has changed and should be re-sent to
  17565. * the GPU. Set this to `true` when you modify the value of the array.
  17566. *
  17567. * @type {number}
  17568. * @default false
  17569. * @param {boolean} value
  17570. */
  17571. set needsUpdate( value ) {
  17572. this.data.needsUpdate = value;
  17573. }
  17574. /**
  17575. * Applies the given 4x4 matrix to the given attribute. Only works with
  17576. * item size `3`.
  17577. *
  17578. * @param {Matrix4} m - The matrix to apply.
  17579. * @return {InterleavedBufferAttribute} A reference to this instance.
  17580. */
  17581. applyMatrix4( m ) {
  17582. for ( let i = 0, l = this.data.count; i < l; i ++ ) {
  17583. _vector$7.fromBufferAttribute( this, i );
  17584. _vector$7.applyMatrix4( m );
  17585. this.setXYZ( i, _vector$7.x, _vector$7.y, _vector$7.z );
  17586. }
  17587. return this;
  17588. }
  17589. /**
  17590. * Applies the given 3x3 normal matrix to the given attribute. Only works with
  17591. * item size `3`.
  17592. *
  17593. * @param {Matrix3} m - The normal matrix to apply.
  17594. * @return {InterleavedBufferAttribute} A reference to this instance.
  17595. */
  17596. applyNormalMatrix( m ) {
  17597. for ( let i = 0, l = this.count; i < l; i ++ ) {
  17598. _vector$7.fromBufferAttribute( this, i );
  17599. _vector$7.applyNormalMatrix( m );
  17600. this.setXYZ( i, _vector$7.x, _vector$7.y, _vector$7.z );
  17601. }
  17602. return this;
  17603. }
  17604. /**
  17605. * Applies the given 4x4 matrix to the given attribute. Only works with
  17606. * item size `3` and with direction vectors.
  17607. *
  17608. * @param {Matrix4} m - The matrix to apply.
  17609. * @return {InterleavedBufferAttribute} A reference to this instance.
  17610. */
  17611. transformDirection( m ) {
  17612. for ( let i = 0, l = this.count; i < l; i ++ ) {
  17613. _vector$7.fromBufferAttribute( this, i );
  17614. _vector$7.transformDirection( m );
  17615. this.setXYZ( i, _vector$7.x, _vector$7.y, _vector$7.z );
  17616. }
  17617. return this;
  17618. }
  17619. /**
  17620. * Returns the given component of the vector at the given index.
  17621. *
  17622. * @param {number} index - The index into the buffer attribute.
  17623. * @param {number} component - The component index.
  17624. * @return {number} The returned value.
  17625. */
  17626. getComponent( index, component ) {
  17627. let value = this.array[ index * this.data.stride + this.offset + component ];
  17628. if ( this.normalized ) value = denormalize( value, this.array );
  17629. return value;
  17630. }
  17631. /**
  17632. * Sets the given value to the given component of the vector at the given index.
  17633. *
  17634. * @param {number} index - The index into the buffer attribute.
  17635. * @param {number} component - The component index.
  17636. * @param {number} value - The value to set.
  17637. * @return {InterleavedBufferAttribute} A reference to this instance.
  17638. */
  17639. setComponent( index, component, value ) {
  17640. if ( this.normalized ) value = normalize( value, this.array );
  17641. this.data.array[ index * this.data.stride + this.offset + component ] = value;
  17642. return this;
  17643. }
  17644. /**
  17645. * Sets the x component of the vector at the given index.
  17646. *
  17647. * @param {number} index - The index into the buffer attribute.
  17648. * @param {number} x - The value to set.
  17649. * @return {InterleavedBufferAttribute} A reference to this instance.
  17650. */
  17651. setX( index, x ) {
  17652. if ( this.normalized ) x = normalize( x, this.array );
  17653. this.data.array[ index * this.data.stride + this.offset ] = x;
  17654. return this;
  17655. }
  17656. /**
  17657. * Sets the y component of the vector at the given index.
  17658. *
  17659. * @param {number} index - The index into the buffer attribute.
  17660. * @param {number} y - The value to set.
  17661. * @return {InterleavedBufferAttribute} A reference to this instance.
  17662. */
  17663. setY( index, y ) {
  17664. if ( this.normalized ) y = normalize( y, this.array );
  17665. this.data.array[ index * this.data.stride + this.offset + 1 ] = y;
  17666. return this;
  17667. }
  17668. /**
  17669. * Sets the z component of the vector at the given index.
  17670. *
  17671. * @param {number} index - The index into the buffer attribute.
  17672. * @param {number} z - The value to set.
  17673. * @return {InterleavedBufferAttribute} A reference to this instance.
  17674. */
  17675. setZ( index, z ) {
  17676. if ( this.normalized ) z = normalize( z, this.array );
  17677. this.data.array[ index * this.data.stride + this.offset + 2 ] = z;
  17678. return this;
  17679. }
  17680. /**
  17681. * Sets the w component of the vector at the given index.
  17682. *
  17683. * @param {number} index - The index into the buffer attribute.
  17684. * @param {number} w - The value to set.
  17685. * @return {InterleavedBufferAttribute} A reference to this instance.
  17686. */
  17687. setW( index, w ) {
  17688. if ( this.normalized ) w = normalize( w, this.array );
  17689. this.data.array[ index * this.data.stride + this.offset + 3 ] = w;
  17690. return this;
  17691. }
  17692. /**
  17693. * Returns the x component of the vector at the given index.
  17694. *
  17695. * @param {number} index - The index into the buffer attribute.
  17696. * @return {number} The x component.
  17697. */
  17698. getX( index ) {
  17699. let x = this.data.array[ index * this.data.stride + this.offset ];
  17700. if ( this.normalized ) x = denormalize( x, this.array );
  17701. return x;
  17702. }
  17703. /**
  17704. * Returns the y component of the vector at the given index.
  17705. *
  17706. * @param {number} index - The index into the buffer attribute.
  17707. * @return {number} The y component.
  17708. */
  17709. getY( index ) {
  17710. let y = this.data.array[ index * this.data.stride + this.offset + 1 ];
  17711. if ( this.normalized ) y = denormalize( y, this.array );
  17712. return y;
  17713. }
  17714. /**
  17715. * Returns the z component of the vector at the given index.
  17716. *
  17717. * @param {number} index - The index into the buffer attribute.
  17718. * @return {number} The z component.
  17719. */
  17720. getZ( index ) {
  17721. let z = this.data.array[ index * this.data.stride + this.offset + 2 ];
  17722. if ( this.normalized ) z = denormalize( z, this.array );
  17723. return z;
  17724. }
  17725. /**
  17726. * Returns the w component of the vector at the given index.
  17727. *
  17728. * @param {number} index - The index into the buffer attribute.
  17729. * @return {number} The w component.
  17730. */
  17731. getW( index ) {
  17732. let w = this.data.array[ index * this.data.stride + this.offset + 3 ];
  17733. if ( this.normalized ) w = denormalize( w, this.array );
  17734. return w;
  17735. }
  17736. /**
  17737. * Sets the x and y component of the vector at the given index.
  17738. *
  17739. * @param {number} index - The index into the buffer attribute.
  17740. * @param {number} x - The value for the x component to set.
  17741. * @param {number} y - The value for the y component to set.
  17742. * @return {InterleavedBufferAttribute} A reference to this instance.
  17743. */
  17744. setXY( index, x, y ) {
  17745. index = index * this.data.stride + this.offset;
  17746. if ( this.normalized ) {
  17747. x = normalize( x, this.array );
  17748. y = normalize( y, this.array );
  17749. }
  17750. this.data.array[ index + 0 ] = x;
  17751. this.data.array[ index + 1 ] = y;
  17752. return this;
  17753. }
  17754. /**
  17755. * Sets the x, y and z component of the vector at the given index.
  17756. *
  17757. * @param {number} index - The index into the buffer attribute.
  17758. * @param {number} x - The value for the x component to set.
  17759. * @param {number} y - The value for the y component to set.
  17760. * @param {number} z - The value for the z component to set.
  17761. * @return {InterleavedBufferAttribute} A reference to this instance.
  17762. */
  17763. setXYZ( index, x, y, z ) {
  17764. index = index * this.data.stride + this.offset;
  17765. if ( this.normalized ) {
  17766. x = normalize( x, this.array );
  17767. y = normalize( y, this.array );
  17768. z = normalize( z, this.array );
  17769. }
  17770. this.data.array[ index + 0 ] = x;
  17771. this.data.array[ index + 1 ] = y;
  17772. this.data.array[ index + 2 ] = z;
  17773. return this;
  17774. }
  17775. /**
  17776. * Sets the x, y, z and w component of the vector at the given index.
  17777. *
  17778. * @param {number} index - The index into the buffer attribute.
  17779. * @param {number} x - The value for the x component to set.
  17780. * @param {number} y - The value for the y component to set.
  17781. * @param {number} z - The value for the z component to set.
  17782. * @param {number} w - The value for the w component to set.
  17783. * @return {InterleavedBufferAttribute} A reference to this instance.
  17784. */
  17785. setXYZW( index, x, y, z, w ) {
  17786. index = index * this.data.stride + this.offset;
  17787. if ( this.normalized ) {
  17788. x = normalize( x, this.array );
  17789. y = normalize( y, this.array );
  17790. z = normalize( z, this.array );
  17791. w = normalize( w, this.array );
  17792. }
  17793. this.data.array[ index + 0 ] = x;
  17794. this.data.array[ index + 1 ] = y;
  17795. this.data.array[ index + 2 ] = z;
  17796. this.data.array[ index + 3 ] = w;
  17797. return this;
  17798. }
  17799. /**
  17800. * Returns a new buffer attribute with copied values from this instance.
  17801. *
  17802. * If no parameter is provided, cloning an interleaved buffer attribute will de-interleave buffer data.
  17803. *
  17804. * @param {Object} [data] - An object with interleaved buffers that allows to retain the interleaved property.
  17805. * @return {BufferAttribute|InterleavedBufferAttribute} A clone of this instance.
  17806. */
  17807. clone( data ) {
  17808. if ( data === undefined ) {
  17809. log( 'InterleavedBufferAttribute.clone(): Cloning an interleaved buffer attribute will de-interleave buffer data.' );
  17810. const array = [];
  17811. for ( let i = 0; i < this.count; i ++ ) {
  17812. const index = i * this.data.stride + this.offset;
  17813. for ( let j = 0; j < this.itemSize; j ++ ) {
  17814. array.push( this.data.array[ index + j ] );
  17815. }
  17816. }
  17817. return new BufferAttribute( new this.array.constructor( array ), this.itemSize, this.normalized );
  17818. } else {
  17819. if ( data.interleavedBuffers === undefined ) {
  17820. data.interleavedBuffers = {};
  17821. }
  17822. if ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {
  17823. data.interleavedBuffers[ this.data.uuid ] = this.data.clone( data );
  17824. }
  17825. return new InterleavedBufferAttribute( data.interleavedBuffers[ this.data.uuid ], this.itemSize, this.offset, this.normalized );
  17826. }
  17827. }
  17828. /**
  17829. * Serializes the buffer attribute into JSON.
  17830. *
  17831. * If no parameter is provided, cloning an interleaved buffer attribute will de-interleave buffer data.
  17832. *
  17833. * @param {Object} [data] - An optional value holding meta information about the serialization.
  17834. * @return {Object} A JSON object representing the serialized buffer attribute.
  17835. */
  17836. toJSON( data ) {
  17837. if ( data === undefined ) {
  17838. log( 'InterleavedBufferAttribute.toJSON(): Serializing an interleaved buffer attribute will de-interleave buffer data.' );
  17839. const array = [];
  17840. for ( let i = 0; i < this.count; i ++ ) {
  17841. const index = i * this.data.stride + this.offset;
  17842. for ( let j = 0; j < this.itemSize; j ++ ) {
  17843. array.push( this.data.array[ index + j ] );
  17844. }
  17845. }
  17846. // de-interleave data and save it as an ordinary buffer attribute for now
  17847. return {
  17848. itemSize: this.itemSize,
  17849. type: this.array.constructor.name,
  17850. array: array,
  17851. normalized: this.normalized
  17852. };
  17853. } else {
  17854. // save as true interleaved attribute
  17855. if ( data.interleavedBuffers === undefined ) {
  17856. data.interleavedBuffers = {};
  17857. }
  17858. if ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {
  17859. data.interleavedBuffers[ this.data.uuid ] = this.data.toJSON( data );
  17860. }
  17861. return {
  17862. isInterleavedBufferAttribute: true,
  17863. itemSize: this.itemSize,
  17864. data: this.data.uuid,
  17865. offset: this.offset,
  17866. normalized: this.normalized
  17867. };
  17868. }
  17869. }
  17870. }
  17871. /**
  17872. * A material for rendering instances of {@link Sprite}.
  17873. *
  17874. * ```js
  17875. * const map = new THREE.TextureLoader().load( 'textures/sprite.png' );
  17876. * const material = new THREE.SpriteMaterial( { map: map, color: 0xffffff } );
  17877. *
  17878. * const sprite = new THREE.Sprite( material );
  17879. * sprite.scale.set(200, 200, 1)
  17880. * scene.add( sprite );
  17881. * ```
  17882. *
  17883. * @augments Material
  17884. */
  17885. class SpriteMaterial extends Material {
  17886. /**
  17887. * Constructs a new sprite material.
  17888. *
  17889. * @param {Object} [parameters] - An object with one or more properties
  17890. * defining the material's appearance. Any property of the material
  17891. * (including any property from inherited materials) can be passed
  17892. * in here. Color values can be passed any type of value accepted
  17893. * by {@link Color#set}.
  17894. */
  17895. constructor( parameters ) {
  17896. super();
  17897. /**
  17898. * This flag can be used for type testing.
  17899. *
  17900. * @type {boolean}
  17901. * @readonly
  17902. * @default true
  17903. */
  17904. this.isSpriteMaterial = true;
  17905. this.type = 'SpriteMaterial';
  17906. /**
  17907. * Color of the material.
  17908. *
  17909. * @type {Color}
  17910. * @default (1,1,1)
  17911. */
  17912. this.color = new Color( 0xffffff );
  17913. /**
  17914. * The color map. May optionally include an alpha channel, typically combined
  17915. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  17916. * color is modulated by the diffuse `color`.
  17917. *
  17918. * @type {?Texture}
  17919. * @default null
  17920. */
  17921. this.map = null;
  17922. /**
  17923. * The alpha map is a grayscale texture that controls the opacity across the
  17924. * surface (black: fully transparent; white: fully opaque).
  17925. *
  17926. * Only the color of the texture is used, ignoring the alpha channel if one
  17927. * exists. For RGB and RGBA textures, the renderer will use the green channel
  17928. * when sampling this texture due to the extra bit of precision provided for
  17929. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  17930. * luminance/alpha textures will also still work as expected.
  17931. *
  17932. * @type {?Texture}
  17933. * @default null
  17934. */
  17935. this.alphaMap = null;
  17936. /**
  17937. * The rotation of the sprite in radians.
  17938. *
  17939. * @type {number}
  17940. * @default 0
  17941. */
  17942. this.rotation = 0;
  17943. /**
  17944. * Specifies whether size of the sprite is attenuated by the camera depth (perspective camera only).
  17945. *
  17946. * @type {boolean}
  17947. * @default true
  17948. */
  17949. this.sizeAttenuation = true;
  17950. /**
  17951. * Overwritten since sprite materials are transparent
  17952. * by default.
  17953. *
  17954. * @type {boolean}
  17955. * @default true
  17956. */
  17957. this.transparent = true;
  17958. /**
  17959. * Whether the material is affected by fog or not.
  17960. *
  17961. * @type {boolean}
  17962. * @default true
  17963. */
  17964. this.fog = true;
  17965. this.setValues( parameters );
  17966. }
  17967. copy( source ) {
  17968. super.copy( source );
  17969. this.color.copy( source.color );
  17970. this.map = source.map;
  17971. this.alphaMap = source.alphaMap;
  17972. this.rotation = source.rotation;
  17973. this.sizeAttenuation = source.sizeAttenuation;
  17974. this.fog = source.fog;
  17975. return this;
  17976. }
  17977. }
  17978. let _geometry;
  17979. const _intersectPoint = /*@__PURE__*/ new Vector3();
  17980. const _worldScale = /*@__PURE__*/ new Vector3();
  17981. const _mvPosition = /*@__PURE__*/ new Vector3();
  17982. const _alignedPosition = /*@__PURE__*/ new Vector2();
  17983. const _rotatedPosition = /*@__PURE__*/ new Vector2();
  17984. const _viewWorldMatrix = /*@__PURE__*/ new Matrix4();
  17985. const _vA = /*@__PURE__*/ new Vector3();
  17986. const _vB = /*@__PURE__*/ new Vector3();
  17987. const _vC = /*@__PURE__*/ new Vector3();
  17988. const _uvA = /*@__PURE__*/ new Vector2();
  17989. const _uvB = /*@__PURE__*/ new Vector2();
  17990. const _uvC = /*@__PURE__*/ new Vector2();
  17991. /**
  17992. * A sprite is a plane that always faces towards the camera, generally with a
  17993. * partially transparent texture applied.
  17994. *
  17995. * Sprites do not cast shadows, setting {@link Object3D#castShadow} to `true` will
  17996. * have no effect.
  17997. *
  17998. * ```js
  17999. * const map = new THREE.TextureLoader().load( 'sprite.png' );
  18000. * const material = new THREE.SpriteMaterial( { map: map } );
  18001. *
  18002. * const sprite = new THREE.Sprite( material );
  18003. * scene.add( sprite );
  18004. * ```
  18005. *
  18006. * @augments Object3D
  18007. */
  18008. class Sprite extends Object3D {
  18009. /**
  18010. * Constructs a new sprite.
  18011. *
  18012. * @param {(SpriteMaterial|SpriteNodeMaterial)} [material] - The sprite material.
  18013. */
  18014. constructor( material = new SpriteMaterial() ) {
  18015. super();
  18016. /**
  18017. * This flag can be used for type testing.
  18018. *
  18019. * @type {boolean}
  18020. * @readonly
  18021. * @default true
  18022. */
  18023. this.isSprite = true;
  18024. this.type = 'Sprite';
  18025. if ( _geometry === undefined ) {
  18026. _geometry = new BufferGeometry();
  18027. const float32Array = new Float32Array( [
  18028. -0.5, -0.5, 0, 0, 0,
  18029. 0.5, -0.5, 0, 1, 0,
  18030. 0.5, 0.5, 0, 1, 1,
  18031. -0.5, 0.5, 0, 0, 1
  18032. ] );
  18033. const interleavedBuffer = new InterleavedBuffer( float32Array, 5 );
  18034. _geometry.setIndex( [ 0, 1, 2, 0, 2, 3 ] );
  18035. _geometry.setAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) );
  18036. _geometry.setAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) );
  18037. }
  18038. /**
  18039. * The sprite geometry.
  18040. *
  18041. * @type {BufferGeometry}
  18042. */
  18043. this.geometry = _geometry;
  18044. /**
  18045. * The sprite material.
  18046. *
  18047. * @type {(SpriteMaterial|SpriteNodeMaterial)}
  18048. */
  18049. this.material = material;
  18050. /**
  18051. * The sprite's anchor point, and the point around which the sprite rotates.
  18052. * A value of `(0.5, 0.5)` corresponds to the midpoint of the sprite. A value
  18053. * of `(0, 0)` corresponds to the lower left corner of the sprite.
  18054. *
  18055. * @type {Vector2}
  18056. * @default (0.5,0.5)
  18057. */
  18058. this.center = new Vector2( 0.5, 0.5 );
  18059. /**
  18060. * The number of instances of this sprite.
  18061. * Can only be used with {@link WebGPURenderer}.
  18062. *
  18063. * @type {number}
  18064. * @default 1
  18065. */
  18066. this.count = 1;
  18067. }
  18068. /**
  18069. * Computes intersection points between a casted ray and this sprite.
  18070. *
  18071. * @param {Raycaster} raycaster - The raycaster.
  18072. * @param {Array<Object>} intersects - The target array that holds the intersection points.
  18073. */
  18074. raycast( raycaster, intersects ) {
  18075. if ( raycaster.camera === null ) {
  18076. error( 'Sprite: "Raycaster.camera" needs to be set in order to raycast against sprites.' );
  18077. }
  18078. _worldScale.setFromMatrixScale( this.matrixWorld );
  18079. _viewWorldMatrix.copy( raycaster.camera.matrixWorld );
  18080. this.modelViewMatrix.multiplyMatrices( raycaster.camera.matrixWorldInverse, this.matrixWorld );
  18081. _mvPosition.setFromMatrixPosition( this.modelViewMatrix );
  18082. if ( raycaster.camera.isPerspectiveCamera && this.material.sizeAttenuation === false ) {
  18083. _worldScale.multiplyScalar( - _mvPosition.z );
  18084. }
  18085. const rotation = this.material.rotation;
  18086. let sin, cos;
  18087. if ( rotation !== 0 ) {
  18088. cos = Math.cos( rotation );
  18089. sin = Math.sin( rotation );
  18090. }
  18091. const center = this.center;
  18092. transformVertex( _vA.set( -0.5, -0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  18093. transformVertex( _vB.set( 0.5, -0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  18094. transformVertex( _vC.set( 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  18095. _uvA.set( 0, 0 );
  18096. _uvB.set( 1, 0 );
  18097. _uvC.set( 1, 1 );
  18098. // check first triangle
  18099. let intersect = raycaster.ray.intersectTriangle( _vA, _vB, _vC, false, _intersectPoint );
  18100. if ( intersect === null ) {
  18101. // check second triangle
  18102. transformVertex( _vB.set( -0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  18103. _uvB.set( 0, 1 );
  18104. intersect = raycaster.ray.intersectTriangle( _vA, _vC, _vB, false, _intersectPoint );
  18105. if ( intersect === null ) {
  18106. return;
  18107. }
  18108. }
  18109. const distance = raycaster.ray.origin.distanceTo( _intersectPoint );
  18110. if ( distance < raycaster.near || distance > raycaster.far ) return;
  18111. intersects.push( {
  18112. distance: distance,
  18113. point: _intersectPoint.clone(),
  18114. uv: Triangle.getInterpolation( _intersectPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() ),
  18115. face: null,
  18116. object: this
  18117. } );
  18118. }
  18119. copy( source, recursive ) {
  18120. super.copy( source, recursive );
  18121. if ( source.center !== undefined ) this.center.copy( source.center );
  18122. this.material = source.material;
  18123. return this;
  18124. }
  18125. }
  18126. function transformVertex( vertexPosition, mvPosition, center, scale, sin, cos ) {
  18127. // compute position in camera space
  18128. _alignedPosition.subVectors( vertexPosition, center ).addScalar( 0.5 ).multiply( scale );
  18129. // to check if rotation is not zero
  18130. if ( sin !== undefined ) {
  18131. _rotatedPosition.x = ( cos * _alignedPosition.x ) - ( sin * _alignedPosition.y );
  18132. _rotatedPosition.y = ( sin * _alignedPosition.x ) + ( cos * _alignedPosition.y );
  18133. } else {
  18134. _rotatedPosition.copy( _alignedPosition );
  18135. }
  18136. vertexPosition.copy( mvPosition );
  18137. vertexPosition.x += _rotatedPosition.x;
  18138. vertexPosition.y += _rotatedPosition.y;
  18139. // transform to world space
  18140. vertexPosition.applyMatrix4( _viewWorldMatrix );
  18141. }
  18142. const _v1$2 = /*@__PURE__*/ new Vector3();
  18143. const _v2$1 = /*@__PURE__*/ new Vector3();
  18144. /**
  18145. * A component for providing a basic Level of Detail (LOD) mechanism.
  18146. *
  18147. * Every LOD level is associated with an object, and rendering can be switched
  18148. * between them at the distances specified. Typically you would create, say,
  18149. * three meshes, one for far away (low detail), one for mid range (medium
  18150. * detail) and one for close up (high detail).
  18151. *
  18152. * ```js
  18153. * const lod = new THREE.LOD();
  18154. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  18155. *
  18156. * //Create spheres with 3 levels of detail and create new LOD levels for them
  18157. * for( let i = 0; i < 3; i++ ) {
  18158. *
  18159. * const geometry = new THREE.IcosahedronGeometry( 10, 3 - i );
  18160. * const mesh = new THREE.Mesh( geometry, material );
  18161. * lod.addLevel( mesh, i * 75 );
  18162. *
  18163. * }
  18164. *
  18165. * scene.add( lod );
  18166. * ```
  18167. *
  18168. * @augments Object3D
  18169. */
  18170. class LOD extends Object3D {
  18171. /**
  18172. * Constructs a new LOD.
  18173. */
  18174. constructor() {
  18175. super();
  18176. /**
  18177. * This flag can be used for type testing.
  18178. *
  18179. * @type {boolean}
  18180. * @readonly
  18181. * @default true
  18182. */
  18183. this.isLOD = true;
  18184. /**
  18185. * The current LOD index.
  18186. *
  18187. * @private
  18188. * @type {number}
  18189. * @default 0
  18190. */
  18191. this._currentLevel = 0;
  18192. this.type = 'LOD';
  18193. Object.defineProperties( this, {
  18194. /**
  18195. * This array holds the LOD levels.
  18196. *
  18197. * @name LOD#levels
  18198. * @type {Array<{object:Object3D,distance:number,hysteresis:number}>}
  18199. */
  18200. levels: {
  18201. enumerable: true,
  18202. value: []
  18203. }
  18204. } );
  18205. /**
  18206. * Whether the LOD object is updated automatically by the renderer per frame
  18207. * or not. If set to `false`, you have to call {@link LOD#update} in the
  18208. * render loop by yourself.
  18209. *
  18210. * @type {boolean}
  18211. * @default true
  18212. */
  18213. this.autoUpdate = true;
  18214. }
  18215. copy( source ) {
  18216. super.copy( source, false );
  18217. const levels = source.levels;
  18218. for ( let i = 0, l = levels.length; i < l; i ++ ) {
  18219. const level = levels[ i ];
  18220. this.addLevel( level.object.clone(), level.distance, level.hysteresis );
  18221. }
  18222. this.autoUpdate = source.autoUpdate;
  18223. return this;
  18224. }
  18225. /**
  18226. * Adds a mesh that will display at a certain distance and greater. Typically
  18227. * the further away the distance, the lower the detail on the mesh.
  18228. *
  18229. * @param {Object3D} object - The 3D object to display at this level.
  18230. * @param {number} [distance=0] - The distance at which to display this level of detail.
  18231. * @param {number} [hysteresis=0] - Threshold used to avoid flickering at LOD boundaries, as a fraction of distance.
  18232. * @return {LOD} A reference to this instance.
  18233. */
  18234. addLevel( object, distance = 0, hysteresis = 0 ) {
  18235. distance = Math.abs( distance );
  18236. const levels = this.levels;
  18237. let l;
  18238. for ( l = 0; l < levels.length; l ++ ) {
  18239. if ( distance < levels[ l ].distance ) {
  18240. break;
  18241. }
  18242. }
  18243. levels.splice( l, 0, { distance: distance, hysteresis: hysteresis, object: object } );
  18244. this.add( object );
  18245. return this;
  18246. }
  18247. /**
  18248. * Removes an existing level, based on the distance from the camera.
  18249. * Returns `true` when the level has been removed. Otherwise `false`.
  18250. *
  18251. * @param {number} distance - Distance of the level to remove.
  18252. * @return {boolean} Whether the level has been removed or not.
  18253. */
  18254. removeLevel( distance ) {
  18255. const levels = this.levels;
  18256. for ( let i = 0; i < levels.length; i ++ ) {
  18257. if ( levels[ i ].distance === distance ) {
  18258. const removedElements = levels.splice( i, 1 );
  18259. this.remove( removedElements[ 0 ].object );
  18260. return true;
  18261. }
  18262. }
  18263. return false;
  18264. }
  18265. /**
  18266. * Returns the currently active LOD level index.
  18267. *
  18268. * @return {number} The current active LOD level index.
  18269. */
  18270. getCurrentLevel() {
  18271. return this._currentLevel;
  18272. }
  18273. /**
  18274. * Returns a reference to the first 3D object that is greater than
  18275. * the given distance.
  18276. *
  18277. * @param {number} distance - The LOD distance.
  18278. * @return {?Object3D} The found 3D object. `null` if no 3D object has been found.
  18279. */
  18280. getObjectForDistance( distance ) {
  18281. const levels = this.levels;
  18282. if ( levels.length > 0 ) {
  18283. let i, l;
  18284. for ( i = 1, l = levels.length; i < l; i ++ ) {
  18285. let levelDistance = levels[ i ].distance;
  18286. if ( levels[ i ].object.visible ) {
  18287. levelDistance -= levelDistance * levels[ i ].hysteresis;
  18288. }
  18289. if ( distance < levelDistance ) {
  18290. break;
  18291. }
  18292. }
  18293. return levels[ i - 1 ].object;
  18294. }
  18295. return null;
  18296. }
  18297. /**
  18298. * Computes intersection points between a casted ray and this LOD.
  18299. *
  18300. * @param {Raycaster} raycaster - The raycaster.
  18301. * @param {Array<Object>} intersects - The target array that holds the intersection points.
  18302. */
  18303. raycast( raycaster, intersects ) {
  18304. const levels = this.levels;
  18305. if ( levels.length > 0 ) {
  18306. _v1$2.setFromMatrixPosition( this.matrixWorld );
  18307. const distance = raycaster.ray.origin.distanceTo( _v1$2 );
  18308. this.getObjectForDistance( distance ).raycast( raycaster, intersects );
  18309. }
  18310. }
  18311. /**
  18312. * Updates the LOD by computing which LOD level should be visible according
  18313. * to the current distance of the given camera.
  18314. *
  18315. * @param {Camera} camera - The camera the scene is rendered with.
  18316. */
  18317. update( camera ) {
  18318. const levels = this.levels;
  18319. if ( levels.length > 1 ) {
  18320. _v1$2.setFromMatrixPosition( camera.matrixWorld );
  18321. _v2$1.setFromMatrixPosition( this.matrixWorld );
  18322. const distance = _v1$2.distanceTo( _v2$1 ) / camera.zoom;
  18323. levels[ 0 ].object.visible = true;
  18324. let i, l;
  18325. for ( i = 1, l = levels.length; i < l; i ++ ) {
  18326. let levelDistance = levels[ i ].distance;
  18327. if ( levels[ i ].object.visible ) {
  18328. levelDistance -= levelDistance * levels[ i ].hysteresis;
  18329. }
  18330. if ( distance >= levelDistance ) {
  18331. levels[ i - 1 ].object.visible = false;
  18332. levels[ i ].object.visible = true;
  18333. } else {
  18334. break;
  18335. }
  18336. }
  18337. this._currentLevel = i - 1;
  18338. for ( ; i < l; i ++ ) {
  18339. levels[ i ].object.visible = false;
  18340. }
  18341. }
  18342. }
  18343. toJSON( meta ) {
  18344. const data = super.toJSON( meta );
  18345. if ( this.autoUpdate === false ) data.object.autoUpdate = false;
  18346. data.object.levels = [];
  18347. const levels = this.levels;
  18348. for ( let i = 0, l = levels.length; i < l; i ++ ) {
  18349. const level = levels[ i ];
  18350. data.object.levels.push( {
  18351. object: level.object.uuid,
  18352. distance: level.distance,
  18353. hysteresis: level.hysteresis
  18354. } );
  18355. }
  18356. return data;
  18357. }
  18358. }
  18359. const _basePosition = /*@__PURE__*/ new Vector3();
  18360. const _skinIndex = /*@__PURE__*/ new Vector4();
  18361. const _skinWeight = /*@__PURE__*/ new Vector4();
  18362. const _vector3 = /*@__PURE__*/ new Vector3();
  18363. const _matrix4 = /*@__PURE__*/ new Matrix4();
  18364. const _vertex = /*@__PURE__*/ new Vector3();
  18365. const _sphere$5 = /*@__PURE__*/ new Sphere();
  18366. const _inverseMatrix$2 = /*@__PURE__*/ new Matrix4();
  18367. const _ray$2 = /*@__PURE__*/ new Ray();
  18368. /**
  18369. * A mesh that has a {@link Skeleton} that can then be used to animate the
  18370. * vertices of the geometry with skinning/skeleton animation.
  18371. *
  18372. * Next to a valid skeleton, the skinned mesh requires skin indices and weights
  18373. * as buffer attributes in its geometry. These attribute define which bones affect a single
  18374. * vertex to a certain extend.
  18375. *
  18376. * Typically skinned meshes are not created manually but loaders like {@link GLTFLoader}
  18377. * or {@link FBXLoader } import respective models.
  18378. *
  18379. * @augments Mesh
  18380. * @demo scenes/bones-browser.html
  18381. */
  18382. class SkinnedMesh extends Mesh {
  18383. /**
  18384. * Constructs a new skinned mesh.
  18385. *
  18386. * @param {BufferGeometry} [geometry] - The mesh geometry.
  18387. * @param {Material|Array<Material>} [material] - The mesh material.
  18388. */
  18389. constructor( geometry, material ) {
  18390. super( geometry, material );
  18391. /**
  18392. * This flag can be used for type testing.
  18393. *
  18394. * @type {boolean}
  18395. * @readonly
  18396. * @default true
  18397. */
  18398. this.isSkinnedMesh = true;
  18399. this.type = 'SkinnedMesh';
  18400. /**
  18401. * `AttachedBindMode` means the skinned mesh shares the same world space as the skeleton.
  18402. * This is not true when using `DetachedBindMode` which is useful when sharing a skeleton
  18403. * across multiple skinned meshes.
  18404. *
  18405. * @type {(AttachedBindMode|DetachedBindMode)}
  18406. * @default AttachedBindMode
  18407. */
  18408. this.bindMode = AttachedBindMode;
  18409. /**
  18410. * The base matrix that is used for the bound bone transforms.
  18411. *
  18412. * @type {Matrix4}
  18413. */
  18414. this.bindMatrix = new Matrix4();
  18415. /**
  18416. * The base matrix that is used for resetting the bound bone transforms.
  18417. *
  18418. * @type {Matrix4}
  18419. */
  18420. this.bindMatrixInverse = new Matrix4();
  18421. /**
  18422. * The bounding box of the skinned mesh. Can be computed via {@link SkinnedMesh#computeBoundingBox}.
  18423. *
  18424. * @type {?Box3}
  18425. * @default null
  18426. */
  18427. this.boundingBox = null;
  18428. /**
  18429. * The bounding sphere of the skinned mesh. Can be computed via {@link SkinnedMesh#computeBoundingSphere}.
  18430. *
  18431. * @type {?Sphere}
  18432. * @default null
  18433. */
  18434. this.boundingSphere = null;
  18435. }
  18436. /**
  18437. * Computes the bounding box of the skinned mesh, and updates {@link SkinnedMesh#boundingBox}.
  18438. * The bounding box is not automatically computed by the engine; this method must be called by your app.
  18439. * If the skinned mesh is animated, the bounding box should be recomputed per frame in order to reflect
  18440. * the current animation state.
  18441. */
  18442. computeBoundingBox() {
  18443. const geometry = this.geometry;
  18444. if ( this.boundingBox === null ) {
  18445. this.boundingBox = new Box3();
  18446. }
  18447. this.boundingBox.makeEmpty();
  18448. const positionAttribute = geometry.getAttribute( 'position' );
  18449. for ( let i = 0; i < positionAttribute.count; i ++ ) {
  18450. this.getVertexPosition( i, _vertex );
  18451. this.boundingBox.expandByPoint( _vertex );
  18452. }
  18453. }
  18454. /**
  18455. * Computes the bounding sphere of the skinned mesh, and updates {@link SkinnedMesh#boundingSphere}.
  18456. * The bounding sphere is automatically computed by the engine once when it is needed, e.g., for ray casting
  18457. * and view frustum culling. If the skinned mesh is animated, the bounding sphere should be recomputed
  18458. * per frame in order to reflect the current animation state.
  18459. */
  18460. computeBoundingSphere() {
  18461. const geometry = this.geometry;
  18462. if ( this.boundingSphere === null ) {
  18463. this.boundingSphere = new Sphere();
  18464. }
  18465. this.boundingSphere.makeEmpty();
  18466. const positionAttribute = geometry.getAttribute( 'position' );
  18467. for ( let i = 0; i < positionAttribute.count; i ++ ) {
  18468. this.getVertexPosition( i, _vertex );
  18469. this.boundingSphere.expandByPoint( _vertex );
  18470. }
  18471. }
  18472. copy( source, recursive ) {
  18473. super.copy( source, recursive );
  18474. this.bindMode = source.bindMode;
  18475. this.bindMatrix.copy( source.bindMatrix );
  18476. this.bindMatrixInverse.copy( source.bindMatrixInverse );
  18477. this.skeleton = source.skeleton;
  18478. if ( source.boundingBox !== null ) this.boundingBox = source.boundingBox.clone();
  18479. if ( source.boundingSphere !== null ) this.boundingSphere = source.boundingSphere.clone();
  18480. return this;
  18481. }
  18482. raycast( raycaster, intersects ) {
  18483. const material = this.material;
  18484. const matrixWorld = this.matrixWorld;
  18485. if ( material === undefined ) return;
  18486. // test with bounding sphere in world space
  18487. if ( this.boundingSphere === null ) this.computeBoundingSphere();
  18488. _sphere$5.copy( this.boundingSphere );
  18489. _sphere$5.applyMatrix4( matrixWorld );
  18490. if ( raycaster.ray.intersectsSphere( _sphere$5 ) === false ) return;
  18491. // convert ray to local space of skinned mesh
  18492. _inverseMatrix$2.copy( matrixWorld ).invert();
  18493. _ray$2.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$2 );
  18494. // test with bounding box in local space
  18495. if ( this.boundingBox !== null ) {
  18496. if ( _ray$2.intersectsBox( this.boundingBox ) === false ) return;
  18497. }
  18498. // test for intersections with geometry
  18499. this._computeIntersections( raycaster, intersects, _ray$2 );
  18500. }
  18501. getVertexPosition( index, target ) {
  18502. super.getVertexPosition( index, target );
  18503. this.applyBoneTransform( index, target );
  18504. return target;
  18505. }
  18506. /**
  18507. * Binds the given skeleton to the skinned mesh.
  18508. *
  18509. * @param {Skeleton} skeleton - The skeleton to bind.
  18510. * @param {Matrix4} [bindMatrix] - The bind matrix. If no bind matrix is provided,
  18511. * the skinned mesh's world matrix will be used instead.
  18512. */
  18513. bind( skeleton, bindMatrix ) {
  18514. this.skeleton = skeleton;
  18515. if ( bindMatrix === undefined ) {
  18516. this.updateMatrixWorld( true );
  18517. this.skeleton.calculateInverses();
  18518. bindMatrix = this.matrixWorld;
  18519. }
  18520. this.bindMatrix.copy( bindMatrix );
  18521. this.bindMatrixInverse.copy( bindMatrix ).invert();
  18522. }
  18523. /**
  18524. * This method sets the skinned mesh in the rest pose).
  18525. */
  18526. pose() {
  18527. this.skeleton.pose();
  18528. }
  18529. /**
  18530. * Normalizes the skin weights which are defined as a buffer attribute
  18531. * in the skinned mesh's geometry.
  18532. */
  18533. normalizeSkinWeights() {
  18534. const vector = new Vector4();
  18535. const skinWeight = this.geometry.attributes.skinWeight;
  18536. for ( let i = 0, l = skinWeight.count; i < l; i ++ ) {
  18537. vector.fromBufferAttribute( skinWeight, i );
  18538. const scale = 1.0 / vector.manhattanLength();
  18539. if ( scale !== Infinity ) {
  18540. vector.multiplyScalar( scale );
  18541. } else {
  18542. vector.set( 1, 0, 0, 0 ); // do something reasonable
  18543. }
  18544. skinWeight.setXYZW( i, vector.x, vector.y, vector.z, vector.w );
  18545. }
  18546. }
  18547. updateMatrixWorld( force ) {
  18548. super.updateMatrixWorld( force );
  18549. if ( this.bindMode === AttachedBindMode ) {
  18550. this.bindMatrixInverse.copy( this.matrixWorld ).invert();
  18551. } else if ( this.bindMode === DetachedBindMode ) {
  18552. this.bindMatrixInverse.copy( this.bindMatrix ).invert();
  18553. } else {
  18554. warn( 'SkinnedMesh: Unrecognized bindMode: ' + this.bindMode );
  18555. }
  18556. }
  18557. /**
  18558. * Applies the bone transform associated with the given index to the given
  18559. * vertex position. Returns the updated vector.
  18560. *
  18561. * @param {number} index - The vertex index.
  18562. * @param {Vector3} target - The target object that is used to store the method's result.
  18563. * the skinned mesh's world matrix will be used instead.
  18564. * @return {Vector3} The updated vertex position.
  18565. */
  18566. applyBoneTransform( index, target ) {
  18567. const skeleton = this.skeleton;
  18568. const geometry = this.geometry;
  18569. _skinIndex.fromBufferAttribute( geometry.attributes.skinIndex, index );
  18570. _skinWeight.fromBufferAttribute( geometry.attributes.skinWeight, index );
  18571. _basePosition.copy( target ).applyMatrix4( this.bindMatrix );
  18572. target.set( 0, 0, 0 );
  18573. for ( let i = 0; i < 4; i ++ ) {
  18574. const weight = _skinWeight.getComponent( i );
  18575. if ( weight !== 0 ) {
  18576. const boneIndex = _skinIndex.getComponent( i );
  18577. _matrix4.multiplyMatrices( skeleton.bones[ boneIndex ].matrixWorld, skeleton.boneInverses[ boneIndex ] );
  18578. target.addScaledVector( _vector3.copy( _basePosition ).applyMatrix4( _matrix4 ), weight );
  18579. }
  18580. }
  18581. return target.applyMatrix4( this.bindMatrixInverse );
  18582. }
  18583. }
  18584. /**
  18585. * A bone which is part of a {@link Skeleton}. The skeleton in turn is used by
  18586. * the {@link SkinnedMesh}.
  18587. *
  18588. * ```js
  18589. * const root = new THREE.Bone();
  18590. * const child = new THREE.Bone();
  18591. *
  18592. * root.add( child );
  18593. * child.position.y = 5;
  18594. * ```
  18595. *
  18596. * @augments Object3D
  18597. */
  18598. class Bone extends Object3D {
  18599. /**
  18600. * Constructs a new bone.
  18601. */
  18602. constructor() {
  18603. super();
  18604. /**
  18605. * This flag can be used for type testing.
  18606. *
  18607. * @type {boolean}
  18608. * @readonly
  18609. * @default true
  18610. */
  18611. this.isBone = true;
  18612. this.type = 'Bone';
  18613. }
  18614. }
  18615. /**
  18616. * Creates a texture directly from raw buffer data.
  18617. *
  18618. * The interpretation of the data depends on type and format: If the type is
  18619. * `UnsignedByteType`, a `Uint8Array` will be useful for addressing the
  18620. * texel data. If the format is `RGBAFormat`, data needs four values for
  18621. * one texel; Red, Green, Blue and Alpha (typically the opacity).
  18622. *
  18623. * @augments Texture
  18624. */
  18625. class DataTexture extends Texture {
  18626. /**
  18627. * Constructs a new data texture.
  18628. *
  18629. * @param {?TypedArray} [data=null] - The buffer data.
  18630. * @param {number} [width=1] - The width of the texture.
  18631. * @param {number} [height=1] - The height of the texture.
  18632. * @param {number} [format=RGBAFormat] - The texture format.
  18633. * @param {number} [type=UnsignedByteType] - The texture type.
  18634. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  18635. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  18636. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  18637. * @param {number} [magFilter=NearestFilter] - The mag filter value.
  18638. * @param {number} [minFilter=NearestFilter] - The min filter value.
  18639. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  18640. * @param {string} [colorSpace=NoColorSpace] - The color space.
  18641. */
  18642. constructor( data = null, width = 1, height = 1, format, type, mapping, wrapS, wrapT, magFilter = NearestFilter, minFilter = NearestFilter, anisotropy, colorSpace ) {
  18643. super( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace );
  18644. /**
  18645. * This flag can be used for type testing.
  18646. *
  18647. * @type {boolean}
  18648. * @readonly
  18649. * @default true
  18650. */
  18651. this.isDataTexture = true;
  18652. /**
  18653. * The image definition of a data texture.
  18654. *
  18655. * @type {{data:TypedArray,width:number,height:number}}
  18656. */
  18657. this.image = { data: data, width: width, height: height };
  18658. /**
  18659. * Whether to generate mipmaps (if possible) for a texture.
  18660. *
  18661. * Overwritten and set to `false` by default.
  18662. *
  18663. * @type {boolean}
  18664. * @default false
  18665. */
  18666. this.generateMipmaps = false;
  18667. /**
  18668. * If set to `true`, the texture is flipped along the vertical axis when
  18669. * uploaded to the GPU.
  18670. *
  18671. * Overwritten and set to `false` by default.
  18672. *
  18673. * @type {boolean}
  18674. * @default false
  18675. */
  18676. this.flipY = false;
  18677. /**
  18678. * Specifies the alignment requirements for the start of each pixel row in memory.
  18679. *
  18680. * Overwritten and set to `1` by default.
  18681. *
  18682. * @type {boolean}
  18683. * @default 1
  18684. */
  18685. this.unpackAlignment = 1;
  18686. }
  18687. }
  18688. const _offsetMatrix = /*@__PURE__*/ new Matrix4();
  18689. const _identityMatrix = /*@__PURE__*/ new Matrix4();
  18690. /**
  18691. * Class for representing the armatures in `three.js`. The skeleton
  18692. * is defined by a hierarchy of bones.
  18693. *
  18694. * ```js
  18695. * const bones = [];
  18696. *
  18697. * const shoulder = new THREE.Bone();
  18698. * const elbow = new THREE.Bone();
  18699. * const hand = new THREE.Bone();
  18700. *
  18701. * shoulder.add( elbow );
  18702. * elbow.add( hand );
  18703. *
  18704. * bones.push( shoulder , elbow, hand);
  18705. *
  18706. * shoulder.position.y = -5;
  18707. * elbow.position.y = 0;
  18708. * hand.position.y = 5;
  18709. *
  18710. * const armSkeleton = new THREE.Skeleton( bones );
  18711. * ```
  18712. */
  18713. class Skeleton {
  18714. /**
  18715. * Constructs a new skeleton.
  18716. *
  18717. * @param {Array<Bone>} [bones] - An array of bones.
  18718. * @param {Array<Matrix4>} [boneInverses] - An array of bone inverse matrices.
  18719. * If not provided, these matrices will be computed automatically via {@link Skeleton#calculateInverses}.
  18720. */
  18721. constructor( bones = [], boneInverses = [] ) {
  18722. this.uuid = generateUUID();
  18723. /**
  18724. * An array of bones defining the skeleton.
  18725. *
  18726. * @type {Array<Bone>}
  18727. */
  18728. this.bones = bones.slice( 0 );
  18729. /**
  18730. * An array of bone inverse matrices.
  18731. *
  18732. * @type {Array<Matrix4>}
  18733. */
  18734. this.boneInverses = boneInverses;
  18735. /**
  18736. * An array buffer holding the bone data.
  18737. * Input data for {@link Skeleton#boneTexture}.
  18738. *
  18739. * @type {?Float32Array}
  18740. * @default null
  18741. */
  18742. this.boneMatrices = null;
  18743. /**
  18744. * A texture holding the bone data for use
  18745. * in the vertex shader.
  18746. *
  18747. * @type {?DataTexture}
  18748. * @default null
  18749. */
  18750. this.boneTexture = null;
  18751. this.init();
  18752. }
  18753. /**
  18754. * Initializes the skeleton. This method gets automatically called by the constructor
  18755. * but depending on how the skeleton is created it might be necessary to call this method
  18756. * manually.
  18757. */
  18758. init() {
  18759. const bones = this.bones;
  18760. const boneInverses = this.boneInverses;
  18761. this.boneMatrices = new Float32Array( bones.length * 16 );
  18762. // calculate inverse bone matrices if necessary
  18763. if ( boneInverses.length === 0 ) {
  18764. this.calculateInverses();
  18765. } else {
  18766. // handle special case
  18767. if ( bones.length !== boneInverses.length ) {
  18768. warn( 'Skeleton: Number of inverse bone matrices does not match amount of bones.' );
  18769. this.boneInverses = [];
  18770. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  18771. this.boneInverses.push( new Matrix4() );
  18772. }
  18773. }
  18774. }
  18775. }
  18776. /**
  18777. * Computes the bone inverse matrices. This method resets {@link Skeleton#boneInverses}
  18778. * and fills it with new matrices.
  18779. */
  18780. calculateInverses() {
  18781. this.boneInverses.length = 0;
  18782. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  18783. const inverse = new Matrix4();
  18784. if ( this.bones[ i ] ) {
  18785. inverse.copy( this.bones[ i ].matrixWorld ).invert();
  18786. }
  18787. this.boneInverses.push( inverse );
  18788. }
  18789. }
  18790. /**
  18791. * Resets the skeleton to the base pose.
  18792. */
  18793. pose() {
  18794. // recover the bind-time world matrices
  18795. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  18796. const bone = this.bones[ i ];
  18797. if ( bone ) {
  18798. bone.matrixWorld.copy( this.boneInverses[ i ] ).invert();
  18799. }
  18800. }
  18801. // compute the local matrices, positions, rotations and scales
  18802. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  18803. const bone = this.bones[ i ];
  18804. if ( bone ) {
  18805. if ( bone.parent && bone.parent.isBone ) {
  18806. bone.matrix.copy( bone.parent.matrixWorld ).invert();
  18807. bone.matrix.multiply( bone.matrixWorld );
  18808. } else {
  18809. bone.matrix.copy( bone.matrixWorld );
  18810. }
  18811. bone.matrix.decompose( bone.position, bone.quaternion, bone.scale );
  18812. }
  18813. }
  18814. }
  18815. /**
  18816. * Resets the skeleton to the base pose.
  18817. */
  18818. update() {
  18819. const bones = this.bones;
  18820. const boneInverses = this.boneInverses;
  18821. const boneMatrices = this.boneMatrices;
  18822. const boneTexture = this.boneTexture;
  18823. // flatten bone matrices to array
  18824. for ( let i = 0, il = bones.length; i < il; i ++ ) {
  18825. // compute the offset between the current and the original transform
  18826. const matrix = bones[ i ] ? bones[ i ].matrixWorld : _identityMatrix;
  18827. _offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] );
  18828. _offsetMatrix.toArray( boneMatrices, i * 16 );
  18829. }
  18830. if ( boneTexture !== null ) {
  18831. boneTexture.needsUpdate = true;
  18832. }
  18833. }
  18834. /**
  18835. * Returns a new skeleton with copied values from this instance.
  18836. *
  18837. * @return {Skeleton} A clone of this instance.
  18838. */
  18839. clone() {
  18840. return new Skeleton( this.bones, this.boneInverses );
  18841. }
  18842. /**
  18843. * Computes a data texture for passing bone data to the vertex shader.
  18844. *
  18845. * @return {Skeleton} A reference of this instance.
  18846. */
  18847. computeBoneTexture() {
  18848. // layout (1 matrix = 4 pixels)
  18849. // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
  18850. // with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8)
  18851. // 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16)
  18852. // 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32)
  18853. // 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)
  18854. let size = Math.sqrt( this.bones.length * 4 ); // 4 pixels needed for 1 matrix
  18855. size = Math.ceil( size / 4 ) * 4;
  18856. size = Math.max( size, 4 );
  18857. const boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
  18858. boneMatrices.set( this.boneMatrices ); // copy current values
  18859. const boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );
  18860. boneTexture.needsUpdate = true;
  18861. this.boneMatrices = boneMatrices;
  18862. this.boneTexture = boneTexture;
  18863. return this;
  18864. }
  18865. /**
  18866. * Searches through the skeleton's bone array and returns the first with a
  18867. * matching name.
  18868. *
  18869. * @param {string} name - The name of the bone.
  18870. * @return {Bone|undefined} The found bone. `undefined` if no bone has been found.
  18871. */
  18872. getBoneByName( name ) {
  18873. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  18874. const bone = this.bones[ i ];
  18875. if ( bone.name === name ) {
  18876. return bone;
  18877. }
  18878. }
  18879. return undefined;
  18880. }
  18881. /**
  18882. * Frees the GPU-related resources allocated by this instance. Call this
  18883. * method whenever this instance is no longer used in your app.
  18884. */
  18885. dispose( ) {
  18886. if ( this.boneTexture !== null ) {
  18887. this.boneTexture.dispose();
  18888. this.boneTexture = null;
  18889. }
  18890. }
  18891. /**
  18892. * Setups the skeleton by the given JSON and bones.
  18893. *
  18894. * @param {Object} json - The skeleton as serialized JSON.
  18895. * @param {Object<string, Bone>} bones - An array of bones.
  18896. * @return {Skeleton} A reference of this instance.
  18897. */
  18898. fromJSON( json, bones ) {
  18899. this.uuid = json.uuid;
  18900. for ( let i = 0, l = json.bones.length; i < l; i ++ ) {
  18901. const uuid = json.bones[ i ];
  18902. let bone = bones[ uuid ];
  18903. if ( bone === undefined ) {
  18904. warn( 'Skeleton: No bone found with UUID:', uuid );
  18905. bone = new Bone();
  18906. }
  18907. this.bones.push( bone );
  18908. this.boneInverses.push( new Matrix4().fromArray( json.boneInverses[ i ] ) );
  18909. }
  18910. this.init();
  18911. return this;
  18912. }
  18913. /**
  18914. * Serializes the skeleton into JSON.
  18915. *
  18916. * @return {Object} A JSON object representing the serialized skeleton.
  18917. * @see {@link ObjectLoader#parse}
  18918. */
  18919. toJSON() {
  18920. const data = {
  18921. metadata: {
  18922. version: 4.7,
  18923. type: 'Skeleton',
  18924. generator: 'Skeleton.toJSON'
  18925. },
  18926. bones: [],
  18927. boneInverses: []
  18928. };
  18929. data.uuid = this.uuid;
  18930. const bones = this.bones;
  18931. const boneInverses = this.boneInverses;
  18932. for ( let i = 0, l = bones.length; i < l; i ++ ) {
  18933. const bone = bones[ i ];
  18934. data.bones.push( bone.uuid );
  18935. const boneInverse = boneInverses[ i ];
  18936. data.boneInverses.push( boneInverse.toArray() );
  18937. }
  18938. return data;
  18939. }
  18940. }
  18941. /**
  18942. * An instanced version of a buffer attribute.
  18943. *
  18944. * @augments BufferAttribute
  18945. */
  18946. class InstancedBufferAttribute extends BufferAttribute {
  18947. /**
  18948. * Constructs a new instanced buffer attribute.
  18949. *
  18950. * @param {TypedArray} array - The array holding the attribute data.
  18951. * @param {number} itemSize - The item size.
  18952. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  18953. * @param {number} [meshPerAttribute=1] - How often a value of this buffer attribute should be repeated.
  18954. */
  18955. constructor( array, itemSize, normalized, meshPerAttribute = 1 ) {
  18956. super( array, itemSize, normalized );
  18957. /**
  18958. * This flag can be used for type testing.
  18959. *
  18960. * @type {boolean}
  18961. * @readonly
  18962. * @default true
  18963. */
  18964. this.isInstancedBufferAttribute = true;
  18965. /**
  18966. * Defines how often a value of this buffer attribute should be repeated. A
  18967. * value of one means that each value of the instanced attribute is used for
  18968. * a single instance. A value of two means that each value is used for two
  18969. * consecutive instances (and so on).
  18970. *
  18971. * @type {number}
  18972. * @default 1
  18973. */
  18974. this.meshPerAttribute = meshPerAttribute;
  18975. }
  18976. copy( source ) {
  18977. super.copy( source );
  18978. this.meshPerAttribute = source.meshPerAttribute;
  18979. return this;
  18980. }
  18981. toJSON() {
  18982. const data = super.toJSON();
  18983. data.meshPerAttribute = this.meshPerAttribute;
  18984. data.isInstancedBufferAttribute = true;
  18985. return data;
  18986. }
  18987. }
  18988. const _instanceLocalMatrix = /*@__PURE__*/ new Matrix4();
  18989. const _instanceWorldMatrix = /*@__PURE__*/ new Matrix4();
  18990. const _instanceIntersects = [];
  18991. const _box3 = /*@__PURE__*/ new Box3();
  18992. const _identity = /*@__PURE__*/ new Matrix4();
  18993. const _mesh$1 = /*@__PURE__*/ new Mesh();
  18994. const _sphere$4 = /*@__PURE__*/ new Sphere();
  18995. /**
  18996. * A special version of a mesh with instanced rendering support. Use
  18997. * this class if you have to render a large number of objects with the same
  18998. * geometry and material(s) but with different world transformations. The usage
  18999. * of 'InstancedMesh' will help you to reduce the number of draw calls and thus
  19000. * improve the overall rendering performance in your application.
  19001. *
  19002. * @augments Mesh
  19003. */
  19004. class InstancedMesh extends Mesh {
  19005. /**
  19006. * Constructs a new instanced mesh.
  19007. *
  19008. * @param {BufferGeometry} [geometry] - The mesh geometry.
  19009. * @param {Material|Array<Material>} [material] - The mesh material.
  19010. * @param {number} count - The number of instances.
  19011. */
  19012. constructor( geometry, material, count ) {
  19013. super( geometry, material );
  19014. /**
  19015. * This flag can be used for type testing.
  19016. *
  19017. * @type {boolean}
  19018. * @readonly
  19019. * @default true
  19020. */
  19021. this.isInstancedMesh = true;
  19022. /**
  19023. * Represents the local transformation of all instances. You have to set its
  19024. * {@link BufferAttribute#needsUpdate} flag to true if you modify instanced data
  19025. * via {@link InstancedMesh#setMatrixAt}.
  19026. *
  19027. * @type {InstancedBufferAttribute}
  19028. */
  19029. this.instanceMatrix = new InstancedBufferAttribute( new Float32Array( count * 16 ), 16 );
  19030. /**
  19031. * Represents the color of all instances. You have to set its
  19032. * {@link BufferAttribute#needsUpdate} flag to true if you modify instanced data
  19033. * via {@link InstancedMesh#setColorAt}.
  19034. *
  19035. * @type {?InstancedBufferAttribute}
  19036. * @default null
  19037. */
  19038. this.instanceColor = null;
  19039. /**
  19040. * Represents the morph target weights of all instances. You have to set its
  19041. * {@link Texture#needsUpdate} flag to true if you modify instanced data
  19042. * via {@link InstancedMesh#setMorphAt}.
  19043. *
  19044. * @type {?DataTexture}
  19045. * @default null
  19046. */
  19047. this.morphTexture = null;
  19048. /**
  19049. * The number of instances.
  19050. *
  19051. * @type {number}
  19052. */
  19053. this.count = count;
  19054. /**
  19055. * The bounding box of the instanced mesh. Can be computed via {@link InstancedMesh#computeBoundingBox}.
  19056. *
  19057. * @type {?Box3}
  19058. * @default null
  19059. */
  19060. this.boundingBox = null;
  19061. /**
  19062. * The bounding sphere of the instanced mesh. Can be computed via {@link InstancedMesh#computeBoundingSphere}.
  19063. *
  19064. * @type {?Sphere}
  19065. * @default null
  19066. */
  19067. this.boundingSphere = null;
  19068. for ( let i = 0; i < count; i ++ ) {
  19069. this.setMatrixAt( i, _identity );
  19070. }
  19071. }
  19072. /**
  19073. * Computes the bounding box of the instanced mesh, and updates {@link InstancedMesh#boundingBox}.
  19074. * The bounding box is not automatically computed by the engine; this method must be called by your app.
  19075. * You may need to recompute the bounding box if an instance is transformed via {@link InstancedMesh#setMatrixAt}.
  19076. */
  19077. computeBoundingBox() {
  19078. const geometry = this.geometry;
  19079. const count = this.count;
  19080. if ( this.boundingBox === null ) {
  19081. this.boundingBox = new Box3();
  19082. }
  19083. if ( geometry.boundingBox === null ) {
  19084. geometry.computeBoundingBox();
  19085. }
  19086. this.boundingBox.makeEmpty();
  19087. for ( let i = 0; i < count; i ++ ) {
  19088. this.getMatrixAt( i, _instanceLocalMatrix );
  19089. _box3.copy( geometry.boundingBox ).applyMatrix4( _instanceLocalMatrix );
  19090. this.boundingBox.union( _box3 );
  19091. }
  19092. }
  19093. /**
  19094. * Computes the bounding sphere of the instanced mesh, and updates {@link InstancedMesh#boundingSphere}
  19095. * The engine automatically computes the bounding sphere when it is needed, e.g., for ray casting or view frustum culling.
  19096. * You may need to recompute the bounding sphere if an instance is transformed via {@link InstancedMesh#setMatrixAt}.
  19097. */
  19098. computeBoundingSphere() {
  19099. const geometry = this.geometry;
  19100. const count = this.count;
  19101. if ( this.boundingSphere === null ) {
  19102. this.boundingSphere = new Sphere();
  19103. }
  19104. if ( geometry.boundingSphere === null ) {
  19105. geometry.computeBoundingSphere();
  19106. }
  19107. this.boundingSphere.makeEmpty();
  19108. for ( let i = 0; i < count; i ++ ) {
  19109. this.getMatrixAt( i, _instanceLocalMatrix );
  19110. _sphere$4.copy( geometry.boundingSphere ).applyMatrix4( _instanceLocalMatrix );
  19111. this.boundingSphere.union( _sphere$4 );
  19112. }
  19113. }
  19114. copy( source, recursive ) {
  19115. super.copy( source, recursive );
  19116. this.instanceMatrix.copy( source.instanceMatrix );
  19117. if ( source.morphTexture !== null ) this.morphTexture = source.morphTexture.clone();
  19118. if ( source.instanceColor !== null ) this.instanceColor = source.instanceColor.clone();
  19119. this.count = source.count;
  19120. if ( source.boundingBox !== null ) this.boundingBox = source.boundingBox.clone();
  19121. if ( source.boundingSphere !== null ) this.boundingSphere = source.boundingSphere.clone();
  19122. return this;
  19123. }
  19124. /**
  19125. * Gets the color of the defined instance.
  19126. *
  19127. * @param {number} index - The instance index.
  19128. * @param {Color} color - The target object that is used to store the method's result.
  19129. */
  19130. getColorAt( index, color ) {
  19131. color.fromArray( this.instanceColor.array, index * 3 );
  19132. }
  19133. /**
  19134. * Gets the local transformation matrix of the defined instance.
  19135. *
  19136. * @param {number} index - The instance index.
  19137. * @param {Matrix4} matrix - The target object that is used to store the method's result.
  19138. */
  19139. getMatrixAt( index, matrix ) {
  19140. matrix.fromArray( this.instanceMatrix.array, index * 16 );
  19141. }
  19142. /**
  19143. * Gets the morph target weights of the defined instance.
  19144. *
  19145. * @param {number} index - The instance index.
  19146. * @param {Mesh} object - The target object that is used to store the method's result.
  19147. */
  19148. getMorphAt( index, object ) {
  19149. const objectInfluences = object.morphTargetInfluences;
  19150. const array = this.morphTexture.source.data.data;
  19151. const len = objectInfluences.length + 1; // All influences + the baseInfluenceSum
  19152. const dataIndex = index * len + 1; // Skip the baseInfluenceSum at the beginning
  19153. for ( let i = 0; i < objectInfluences.length; i ++ ) {
  19154. objectInfluences[ i ] = array[ dataIndex + i ];
  19155. }
  19156. }
  19157. raycast( raycaster, intersects ) {
  19158. const matrixWorld = this.matrixWorld;
  19159. const raycastTimes = this.count;
  19160. _mesh$1.geometry = this.geometry;
  19161. _mesh$1.material = this.material;
  19162. if ( _mesh$1.material === undefined ) return;
  19163. // test with bounding sphere first
  19164. if ( this.boundingSphere === null ) this.computeBoundingSphere();
  19165. _sphere$4.copy( this.boundingSphere );
  19166. _sphere$4.applyMatrix4( matrixWorld );
  19167. if ( raycaster.ray.intersectsSphere( _sphere$4 ) === false ) return;
  19168. // now test each instance
  19169. for ( let instanceId = 0; instanceId < raycastTimes; instanceId ++ ) {
  19170. // calculate the world matrix for each instance
  19171. this.getMatrixAt( instanceId, _instanceLocalMatrix );
  19172. _instanceWorldMatrix.multiplyMatrices( matrixWorld, _instanceLocalMatrix );
  19173. // the mesh represents this single instance
  19174. _mesh$1.matrixWorld = _instanceWorldMatrix;
  19175. _mesh$1.raycast( raycaster, _instanceIntersects );
  19176. // process the result of raycast
  19177. for ( let i = 0, l = _instanceIntersects.length; i < l; i ++ ) {
  19178. const intersect = _instanceIntersects[ i ];
  19179. intersect.instanceId = instanceId;
  19180. intersect.object = this;
  19181. intersects.push( intersect );
  19182. }
  19183. _instanceIntersects.length = 0;
  19184. }
  19185. }
  19186. /**
  19187. * Sets the given color to the defined instance. Make sure you set the `needsUpdate` flag of
  19188. * {@link InstancedMesh#instanceColor} to `true` after updating all the colors.
  19189. *
  19190. * @param {number} index - The instance index.
  19191. * @param {Color} color - The instance color.
  19192. */
  19193. setColorAt( index, color ) {
  19194. if ( this.instanceColor === null ) {
  19195. this.instanceColor = new InstancedBufferAttribute( new Float32Array( this.instanceMatrix.count * 3 ).fill( 1 ), 3 );
  19196. }
  19197. color.toArray( this.instanceColor.array, index * 3 );
  19198. }
  19199. /**
  19200. * Sets the given local transformation matrix to the defined instance. Make sure you set the `needsUpdate` flag of
  19201. * {@link InstancedMesh#instanceMatrix} to `true` after updating all the colors.
  19202. *
  19203. * @param {number} index - The instance index.
  19204. * @param {Matrix4} matrix - The local transformation.
  19205. */
  19206. setMatrixAt( index, matrix ) {
  19207. matrix.toArray( this.instanceMatrix.array, index * 16 );
  19208. }
  19209. /**
  19210. * Sets the morph target weights to the defined instance. Make sure you set the `needsUpdate` flag of
  19211. * {@link InstancedMesh#morphTexture} to `true` after updating all the influences.
  19212. *
  19213. * @param {number} index - The instance index.
  19214. * @param {Mesh} object - A mesh which `morphTargetInfluences` property containing the morph target weights
  19215. * of a single instance.
  19216. */
  19217. setMorphAt( index, object ) {
  19218. const objectInfluences = object.morphTargetInfluences;
  19219. const len = objectInfluences.length + 1; // morphBaseInfluence + all influences
  19220. if ( this.morphTexture === null ) {
  19221. this.morphTexture = new DataTexture( new Float32Array( len * this.count ), len, this.count, RedFormat, FloatType );
  19222. }
  19223. const array = this.morphTexture.source.data.data;
  19224. let morphInfluencesSum = 0;
  19225. for ( let i = 0; i < objectInfluences.length; i ++ ) {
  19226. morphInfluencesSum += objectInfluences[ i ];
  19227. }
  19228. const morphBaseInfluence = this.geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum;
  19229. const dataIndex = len * index;
  19230. array[ dataIndex ] = morphBaseInfluence;
  19231. array.set( objectInfluences, dataIndex + 1 );
  19232. }
  19233. updateMorphTargets() {
  19234. }
  19235. /**
  19236. * Frees the GPU-related resources allocated by this instance. Call this
  19237. * method whenever this instance is no longer used in your app.
  19238. */
  19239. dispose() {
  19240. this.dispatchEvent( { type: 'dispose' } );
  19241. if ( this.morphTexture !== null ) {
  19242. this.morphTexture.dispose();
  19243. this.morphTexture = null;
  19244. }
  19245. }
  19246. }
  19247. const _vector1 = /*@__PURE__*/ new Vector3();
  19248. const _vector2 = /*@__PURE__*/ new Vector3();
  19249. const _normalMatrix = /*@__PURE__*/ new Matrix3();
  19250. /**
  19251. * A two dimensional surface that extends infinitely in 3D space, represented
  19252. * in [Hessian normal form](http://mathworld.wolfram.com/HessianNormalForm.html)
  19253. * by a unit length normal vector and a constant.
  19254. */
  19255. class Plane {
  19256. /**
  19257. * Constructs a new plane.
  19258. *
  19259. * @param {Vector3} [normal=(1,0,0)] - A unit length vector defining the normal of the plane.
  19260. * @param {number} [constant=0] - The signed distance from the origin to the plane.
  19261. */
  19262. constructor( normal = new Vector3( 1, 0, 0 ), constant = 0 ) {
  19263. /**
  19264. * This flag can be used for type testing.
  19265. *
  19266. * @type {boolean}
  19267. * @readonly
  19268. * @default true
  19269. */
  19270. this.isPlane = true;
  19271. /**
  19272. * A unit length vector defining the normal of the plane.
  19273. *
  19274. * @type {Vector3}
  19275. */
  19276. this.normal = normal;
  19277. /**
  19278. * The signed distance from the origin to the plane.
  19279. *
  19280. * @type {number}
  19281. * @default 0
  19282. */
  19283. this.constant = constant;
  19284. }
  19285. /**
  19286. * Sets the plane components by copying the given values.
  19287. *
  19288. * @param {Vector3} normal - The normal.
  19289. * @param {number} constant - The constant.
  19290. * @return {Plane} A reference to this plane.
  19291. */
  19292. set( normal, constant ) {
  19293. this.normal.copy( normal );
  19294. this.constant = constant;
  19295. return this;
  19296. }
  19297. /**
  19298. * Sets the plane components by defining `x`, `y`, `z` as the
  19299. * plane normal and `w` as the constant.
  19300. *
  19301. * @param {number} x - The value for the normal's x component.
  19302. * @param {number} y - The value for the normal's y component.
  19303. * @param {number} z - The value for the normal's z component.
  19304. * @param {number} w - The constant value.
  19305. * @return {Plane} A reference to this plane.
  19306. */
  19307. setComponents( x, y, z, w ) {
  19308. this.normal.set( x, y, z );
  19309. this.constant = w;
  19310. return this;
  19311. }
  19312. /**
  19313. * Sets the plane from the given normal and coplanar point (that is a point
  19314. * that lies onto the plane).
  19315. *
  19316. * @param {Vector3} normal - The normal.
  19317. * @param {Vector3} point - A coplanar point.
  19318. * @return {Plane} A reference to this plane.
  19319. */
  19320. setFromNormalAndCoplanarPoint( normal, point ) {
  19321. this.normal.copy( normal );
  19322. this.constant = - point.dot( this.normal );
  19323. return this;
  19324. }
  19325. /**
  19326. * Sets the plane from three coplanar points. The winding order is
  19327. * assumed to be counter-clockwise, and determines the direction of
  19328. * the plane normal.
  19329. *
  19330. * @param {Vector3} a - The first coplanar point.
  19331. * @param {Vector3} b - The second coplanar point.
  19332. * @param {Vector3} c - The third coplanar point.
  19333. * @return {Plane} A reference to this plane.
  19334. */
  19335. setFromCoplanarPoints( a, b, c ) {
  19336. const normal = _vector1.subVectors( c, b ).cross( _vector2.subVectors( a, b ) ).normalize();
  19337. // Q: should an error be thrown if normal is zero (e.g. degenerate plane)?
  19338. this.setFromNormalAndCoplanarPoint( normal, a );
  19339. return this;
  19340. }
  19341. /**
  19342. * Copies the values of the given plane to this instance.
  19343. *
  19344. * @param {Plane} plane - The plane to copy.
  19345. * @return {Plane} A reference to this plane.
  19346. */
  19347. copy( plane ) {
  19348. this.normal.copy( plane.normal );
  19349. this.constant = plane.constant;
  19350. return this;
  19351. }
  19352. /**
  19353. * Normalizes the plane normal and adjusts the constant accordingly.
  19354. *
  19355. * @return {Plane} A reference to this plane.
  19356. */
  19357. normalize() {
  19358. // Note: will lead to a divide by zero if the plane is invalid.
  19359. const inverseNormalLength = 1.0 / this.normal.length();
  19360. this.normal.multiplyScalar( inverseNormalLength );
  19361. this.constant *= inverseNormalLength;
  19362. return this;
  19363. }
  19364. /**
  19365. * Negates both the plane normal and the constant.
  19366. *
  19367. * @return {Plane} A reference to this plane.
  19368. */
  19369. negate() {
  19370. this.constant *= -1;
  19371. this.normal.negate();
  19372. return this;
  19373. }
  19374. /**
  19375. * Returns the signed distance from the given point to this plane.
  19376. *
  19377. * @param {Vector3} point - The point to compute the distance for.
  19378. * @return {number} The signed distance.
  19379. */
  19380. distanceToPoint( point ) {
  19381. return this.normal.dot( point ) + this.constant;
  19382. }
  19383. /**
  19384. * Returns the signed distance from the given sphere to this plane.
  19385. *
  19386. * @param {Sphere} sphere - The sphere to compute the distance for.
  19387. * @return {number} The signed distance.
  19388. */
  19389. distanceToSphere( sphere ) {
  19390. return this.distanceToPoint( sphere.center ) - sphere.radius;
  19391. }
  19392. /**
  19393. * Projects a the given point onto the plane.
  19394. *
  19395. * @param {Vector3} point - The point to project.
  19396. * @param {Vector3} target - The target vector that is used to store the method's result.
  19397. * @return {Vector3} The projected point on the plane.
  19398. */
  19399. projectPoint( point, target ) {
  19400. return target.copy( point ).addScaledVector( this.normal, - this.distanceToPoint( point ) );
  19401. }
  19402. /**
  19403. * Returns the intersection point of the passed line and the plane. Returns
  19404. * `null` if the line does not intersect. Returns the line's starting point if
  19405. * the line is coplanar with the plane.
  19406. *
  19407. * @param {Line3} line - The line to compute the intersection for.
  19408. * @param {Vector3} target - The target vector that is used to store the method's result.
  19409. * @return {?Vector3} The intersection point.
  19410. */
  19411. intersectLine( line, target ) {
  19412. const direction = line.delta( _vector1 );
  19413. const denominator = this.normal.dot( direction );
  19414. if ( denominator === 0 ) {
  19415. // line is coplanar, return origin
  19416. if ( this.distanceToPoint( line.start ) === 0 ) {
  19417. return target.copy( line.start );
  19418. }
  19419. // Unsure if this is the correct method to handle this case.
  19420. return null;
  19421. }
  19422. const t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;
  19423. if ( t < 0 || t > 1 ) {
  19424. return null;
  19425. }
  19426. return target.copy( line.start ).addScaledVector( direction, t );
  19427. }
  19428. /**
  19429. * Returns `true` if the given line segment intersects with (passes through) the plane.
  19430. *
  19431. * @param {Line3} line - The line to test.
  19432. * @return {boolean} Whether the given line segment intersects with the plane or not.
  19433. */
  19434. intersectsLine( line ) {
  19435. // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.
  19436. const startSign = this.distanceToPoint( line.start );
  19437. const endSign = this.distanceToPoint( line.end );
  19438. return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );
  19439. }
  19440. /**
  19441. * Returns `true` if the given bounding box intersects with the plane.
  19442. *
  19443. * @param {Box3} box - The bounding box to test.
  19444. * @return {boolean} Whether the given bounding box intersects with the plane or not.
  19445. */
  19446. intersectsBox( box ) {
  19447. return box.intersectsPlane( this );
  19448. }
  19449. /**
  19450. * Returns `true` if the given bounding sphere intersects with the plane.
  19451. *
  19452. * @param {Sphere} sphere - The bounding sphere to test.
  19453. * @return {boolean} Whether the given bounding sphere intersects with the plane or not.
  19454. */
  19455. intersectsSphere( sphere ) {
  19456. return sphere.intersectsPlane( this );
  19457. }
  19458. /**
  19459. * Returns a coplanar vector to the plane, by calculating the
  19460. * projection of the normal at the origin onto the plane.
  19461. *
  19462. * @param {Vector3} target - The target vector that is used to store the method's result.
  19463. * @return {Vector3} The coplanar point.
  19464. */
  19465. coplanarPoint( target ) {
  19466. return target.copy( this.normal ).multiplyScalar( - this.constant );
  19467. }
  19468. /**
  19469. * Apply a 4x4 matrix to the plane. The matrix must be an affine, homogeneous transform.
  19470. *
  19471. * The optional normal matrix can be pre-computed like so:
  19472. * ```js
  19473. * const optionalNormalMatrix = new THREE.Matrix3().getNormalMatrix( matrix );
  19474. * ```
  19475. *
  19476. * @param {Matrix4} matrix - The transformation matrix.
  19477. * @param {Matrix4} [optionalNormalMatrix] - A pre-computed normal matrix.
  19478. * @return {Plane} A reference to this plane.
  19479. */
  19480. applyMatrix4( matrix, optionalNormalMatrix ) {
  19481. const normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix( matrix );
  19482. const referencePoint = this.coplanarPoint( _vector1 ).applyMatrix4( matrix );
  19483. const normal = this.normal.applyMatrix3( normalMatrix ).normalize();
  19484. this.constant = - referencePoint.dot( normal );
  19485. return this;
  19486. }
  19487. /**
  19488. * Translates the plane by the distance defined by the given offset vector.
  19489. * Note that this only affects the plane constant and will not affect the normal vector.
  19490. *
  19491. * @param {Vector3} offset - The offset vector.
  19492. * @return {Plane} A reference to this plane.
  19493. */
  19494. translate( offset ) {
  19495. this.constant -= offset.dot( this.normal );
  19496. return this;
  19497. }
  19498. /**
  19499. * Returns `true` if this plane is equal with the given one.
  19500. *
  19501. * @param {Plane} plane - The plane to test for equality.
  19502. * @return {boolean} Whether this plane is equal with the given one.
  19503. */
  19504. equals( plane ) {
  19505. return plane.normal.equals( this.normal ) && ( plane.constant === this.constant );
  19506. }
  19507. /**
  19508. * Returns a new plane with copied values from this instance.
  19509. *
  19510. * @return {Plane} A clone of this instance.
  19511. */
  19512. clone() {
  19513. return new this.constructor().copy( this );
  19514. }
  19515. }
  19516. const _sphere$3 = /*@__PURE__*/ new Sphere();
  19517. const _defaultSpriteCenter = /*@__PURE__*/ new Vector2( 0.5, 0.5 );
  19518. const _vector$6 = /*@__PURE__*/ new Vector3();
  19519. /**
  19520. * Frustums are used to determine what is inside the camera's field of view.
  19521. * They help speed up the rendering process - objects which lie outside a camera's
  19522. * frustum can safely be excluded from rendering.
  19523. *
  19524. * This class is mainly intended for use internally by a renderer.
  19525. */
  19526. class Frustum {
  19527. /**
  19528. * Constructs a new frustum.
  19529. *
  19530. * @param {Plane} [p0] - The first plane that encloses the frustum.
  19531. * @param {Plane} [p1] - The second plane that encloses the frustum.
  19532. * @param {Plane} [p2] - The third plane that encloses the frustum.
  19533. * @param {Plane} [p3] - The fourth plane that encloses the frustum.
  19534. * @param {Plane} [p4] - The fifth plane that encloses the frustum.
  19535. * @param {Plane} [p5] - The sixth plane that encloses the frustum.
  19536. */
  19537. constructor( p0 = new Plane(), p1 = new Plane(), p2 = new Plane(), p3 = new Plane(), p4 = new Plane(), p5 = new Plane() ) {
  19538. /**
  19539. * This array holds the planes that enclose the frustum.
  19540. *
  19541. * @type {Array<Plane>}
  19542. */
  19543. this.planes = [ p0, p1, p2, p3, p4, p5 ];
  19544. }
  19545. /**
  19546. * Sets the frustum planes by copying the given planes.
  19547. *
  19548. * @param {Plane} [p0] - The first plane that encloses the frustum.
  19549. * @param {Plane} [p1] - The second plane that encloses the frustum.
  19550. * @param {Plane} [p2] - The third plane that encloses the frustum.
  19551. * @param {Plane} [p3] - The fourth plane that encloses the frustum.
  19552. * @param {Plane} [p4] - The fifth plane that encloses the frustum.
  19553. * @param {Plane} [p5] - The sixth plane that encloses the frustum.
  19554. * @return {Frustum} A reference to this frustum.
  19555. */
  19556. set( p0, p1, p2, p3, p4, p5 ) {
  19557. const planes = this.planes;
  19558. planes[ 0 ].copy( p0 );
  19559. planes[ 1 ].copy( p1 );
  19560. planes[ 2 ].copy( p2 );
  19561. planes[ 3 ].copy( p3 );
  19562. planes[ 4 ].copy( p4 );
  19563. planes[ 5 ].copy( p5 );
  19564. return this;
  19565. }
  19566. /**
  19567. * Copies the values of the given frustum to this instance.
  19568. *
  19569. * @param {Frustum} frustum - The frustum to copy.
  19570. * @return {Frustum} A reference to this frustum.
  19571. */
  19572. copy( frustum ) {
  19573. const planes = this.planes;
  19574. for ( let i = 0; i < 6; i ++ ) {
  19575. planes[ i ].copy( frustum.planes[ i ] );
  19576. }
  19577. return this;
  19578. }
  19579. /**
  19580. * Sets the frustum planes from the given projection matrix.
  19581. *
  19582. * @param {Matrix4} m - The projection matrix.
  19583. * @param {(WebGLCoordinateSystem|WebGPUCoordinateSystem)} coordinateSystem - The coordinate system.
  19584. * @param {boolean} [reversedDepth=false] - Whether to use a reversed depth.
  19585. * @return {Frustum} A reference to this frustum.
  19586. */
  19587. setFromProjectionMatrix( m, coordinateSystem = WebGLCoordinateSystem, reversedDepth = false ) {
  19588. const planes = this.planes;
  19589. const me = m.elements;
  19590. const me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];
  19591. const me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];
  19592. const me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];
  19593. const me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];
  19594. planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();
  19595. planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();
  19596. planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();
  19597. planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();
  19598. if ( reversedDepth ) {
  19599. planes[ 4 ].setComponents( me2, me6, me10, me14 ).normalize(); // far
  19600. planes[ 5 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize(); // near
  19601. } else {
  19602. planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize(); // far
  19603. if ( coordinateSystem === WebGLCoordinateSystem ) {
  19604. planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize(); // near
  19605. } else if ( coordinateSystem === WebGPUCoordinateSystem ) {
  19606. planes[ 5 ].setComponents( me2, me6, me10, me14 ).normalize(); // near
  19607. } else {
  19608. throw new Error( 'THREE.Frustum.setFromProjectionMatrix(): Invalid coordinate system: ' + coordinateSystem );
  19609. }
  19610. }
  19611. return this;
  19612. }
  19613. /**
  19614. * Returns `true` if the 3D object's bounding sphere is intersecting this frustum.
  19615. *
  19616. * Note that the 3D object must have a geometry so that the bounding sphere can be calculated.
  19617. *
  19618. * @param {Object3D} object - The 3D object to test.
  19619. * @return {boolean} Whether the 3D object's bounding sphere is intersecting this frustum or not.
  19620. */
  19621. intersectsObject( object ) {
  19622. if ( object.boundingSphere !== undefined ) {
  19623. if ( object.boundingSphere === null ) object.computeBoundingSphere();
  19624. _sphere$3.copy( object.boundingSphere ).applyMatrix4( object.matrixWorld );
  19625. } else {
  19626. const geometry = object.geometry;
  19627. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  19628. _sphere$3.copy( geometry.boundingSphere ).applyMatrix4( object.matrixWorld );
  19629. }
  19630. return this.intersectsSphere( _sphere$3 );
  19631. }
  19632. /**
  19633. * Returns `true` if the given sprite is intersecting this frustum.
  19634. *
  19635. * @param {Sprite} sprite - The sprite to test.
  19636. * @return {boolean} Whether the sprite is intersecting this frustum or not.
  19637. */
  19638. intersectsSprite( sprite ) {
  19639. _sphere$3.center.set( 0, 0, 0 );
  19640. const offset = _defaultSpriteCenter.distanceTo( sprite.center );
  19641. _sphere$3.radius = 0.7071067811865476 + offset;
  19642. _sphere$3.applyMatrix4( sprite.matrixWorld );
  19643. return this.intersectsSphere( _sphere$3 );
  19644. }
  19645. /**
  19646. * Returns `true` if the given bounding sphere is intersecting this frustum.
  19647. *
  19648. * @param {Sphere} sphere - The bounding sphere to test.
  19649. * @return {boolean} Whether the bounding sphere is intersecting this frustum or not.
  19650. */
  19651. intersectsSphere( sphere ) {
  19652. const planes = this.planes;
  19653. const center = sphere.center;
  19654. const negRadius = - sphere.radius;
  19655. for ( let i = 0; i < 6; i ++ ) {
  19656. const distance = planes[ i ].distanceToPoint( center );
  19657. if ( distance < negRadius ) {
  19658. return false;
  19659. }
  19660. }
  19661. return true;
  19662. }
  19663. /**
  19664. * Returns `true` if the given bounding box is intersecting this frustum.
  19665. *
  19666. * @param {Box3} box - The bounding box to test.
  19667. * @return {boolean} Whether the bounding box is intersecting this frustum or not.
  19668. */
  19669. intersectsBox( box ) {
  19670. const planes = this.planes;
  19671. for ( let i = 0; i < 6; i ++ ) {
  19672. const plane = planes[ i ];
  19673. // corner at max distance
  19674. _vector$6.x = plane.normal.x > 0 ? box.max.x : box.min.x;
  19675. _vector$6.y = plane.normal.y > 0 ? box.max.y : box.min.y;
  19676. _vector$6.z = plane.normal.z > 0 ? box.max.z : box.min.z;
  19677. if ( plane.distanceToPoint( _vector$6 ) < 0 ) {
  19678. return false;
  19679. }
  19680. }
  19681. return true;
  19682. }
  19683. /**
  19684. * Returns `true` if the given point lies within the frustum.
  19685. *
  19686. * @param {Vector3} point - The point to test.
  19687. * @return {boolean} Whether the point lies within this frustum or not.
  19688. */
  19689. containsPoint( point ) {
  19690. const planes = this.planes;
  19691. for ( let i = 0; i < 6; i ++ ) {
  19692. if ( planes[ i ].distanceToPoint( point ) < 0 ) {
  19693. return false;
  19694. }
  19695. }
  19696. return true;
  19697. }
  19698. /**
  19699. * Returns a new frustum with copied values from this instance.
  19700. *
  19701. * @return {Frustum} A clone of this instance.
  19702. */
  19703. clone() {
  19704. return new this.constructor().copy( this );
  19705. }
  19706. }
  19707. const _projScreenMatrix$2 = /*@__PURE__*/ new Matrix4();
  19708. const _frustum$1 = /*@__PURE__*/ new Frustum();
  19709. /**
  19710. * FrustumArray is used to determine if an object is visible in at least one camera
  19711. * from an array of cameras. This is particularly useful for multi-view renderers.
  19712. */
  19713. class FrustumArray {
  19714. /**
  19715. * Constructs a new frustum array.
  19716. *
  19717. */
  19718. constructor() {
  19719. /**
  19720. * The coordinate system to use.
  19721. *
  19722. * @type {WebGLCoordinateSystem|WebGPUCoordinateSystem}
  19723. * @default WebGLCoordinateSystem
  19724. */
  19725. this.coordinateSystem = WebGLCoordinateSystem;
  19726. }
  19727. /**
  19728. * Returns `true` if the 3D object's bounding sphere is intersecting any frustum
  19729. * from the camera array.
  19730. *
  19731. * @param {Object3D} object - The 3D object to test.
  19732. * @param {Object} cameraArray - An object with a cameras property containing an array of cameras.
  19733. * @return {boolean} Whether the 3D object is visible in any camera.
  19734. */
  19735. intersectsObject( object, cameraArray ) {
  19736. if ( ! cameraArray.isArrayCamera || cameraArray.cameras.length === 0 ) {
  19737. return false;
  19738. }
  19739. for ( let i = 0; i < cameraArray.cameras.length; i ++ ) {
  19740. const camera = cameraArray.cameras[ i ];
  19741. _projScreenMatrix$2.multiplyMatrices(
  19742. camera.projectionMatrix,
  19743. camera.matrixWorldInverse
  19744. );
  19745. _frustum$1.setFromProjectionMatrix(
  19746. _projScreenMatrix$2,
  19747. camera.coordinateSystem,
  19748. camera.reversedDepth
  19749. );
  19750. if ( _frustum$1.intersectsObject( object ) ) {
  19751. return true; // Object is visible in at least one camera
  19752. }
  19753. }
  19754. return false; // Not visible in any camera
  19755. }
  19756. /**
  19757. * Returns `true` if the given sprite is intersecting any frustum
  19758. * from the camera array.
  19759. *
  19760. * @param {Sprite} sprite - The sprite to test.
  19761. * @param {Object} cameraArray - An object with a cameras property containing an array of cameras.
  19762. * @return {boolean} Whether the sprite is visible in any camera.
  19763. */
  19764. intersectsSprite( sprite, cameraArray ) {
  19765. if ( ! cameraArray || ! cameraArray.cameras || cameraArray.cameras.length === 0 ) {
  19766. return false;
  19767. }
  19768. for ( let i = 0; i < cameraArray.cameras.length; i ++ ) {
  19769. const camera = cameraArray.cameras[ i ];
  19770. _projScreenMatrix$2.multiplyMatrices(
  19771. camera.projectionMatrix,
  19772. camera.matrixWorldInverse
  19773. );
  19774. _frustum$1.setFromProjectionMatrix(
  19775. _projScreenMatrix$2,
  19776. camera.coordinateSystem,
  19777. camera.reversedDepth
  19778. );
  19779. if ( _frustum$1.intersectsSprite( sprite ) ) {
  19780. return true; // Sprite is visible in at least one camera
  19781. }
  19782. }
  19783. return false; // Not visible in any camera
  19784. }
  19785. /**
  19786. * Returns `true` if the given bounding sphere is intersecting any frustum
  19787. * from the camera array.
  19788. *
  19789. * @param {Sphere} sphere - The bounding sphere to test.
  19790. * @param {Object} cameraArray - An object with a cameras property containing an array of cameras.
  19791. * @return {boolean} Whether the sphere is visible in any camera.
  19792. */
  19793. intersectsSphere( sphere, cameraArray ) {
  19794. if ( ! cameraArray || ! cameraArray.cameras || cameraArray.cameras.length === 0 ) {
  19795. return false;
  19796. }
  19797. for ( let i = 0; i < cameraArray.cameras.length; i ++ ) {
  19798. const camera = cameraArray.cameras[ i ];
  19799. _projScreenMatrix$2.multiplyMatrices(
  19800. camera.projectionMatrix,
  19801. camera.matrixWorldInverse
  19802. );
  19803. _frustum$1.setFromProjectionMatrix(
  19804. _projScreenMatrix$2,
  19805. camera.coordinateSystem,
  19806. camera.reversedDepth
  19807. );
  19808. if ( _frustum$1.intersectsSphere( sphere ) ) {
  19809. return true; // Sphere is visible in at least one camera
  19810. }
  19811. }
  19812. return false; // Not visible in any camera
  19813. }
  19814. /**
  19815. * Returns `true` if the given bounding box is intersecting any frustum
  19816. * from the camera array.
  19817. *
  19818. * @param {Box3} box - The bounding box to test.
  19819. * @param {Object} cameraArray - An object with a cameras property containing an array of cameras.
  19820. * @return {boolean} Whether the box is visible in any camera.
  19821. */
  19822. intersectsBox( box, cameraArray ) {
  19823. if ( ! cameraArray || ! cameraArray.cameras || cameraArray.cameras.length === 0 ) {
  19824. return false;
  19825. }
  19826. for ( let i = 0; i < cameraArray.cameras.length; i ++ ) {
  19827. const camera = cameraArray.cameras[ i ];
  19828. _projScreenMatrix$2.multiplyMatrices(
  19829. camera.projectionMatrix,
  19830. camera.matrixWorldInverse
  19831. );
  19832. _frustum$1.setFromProjectionMatrix(
  19833. _projScreenMatrix$2,
  19834. camera.coordinateSystem,
  19835. camera.reversedDepth
  19836. );
  19837. if ( _frustum$1.intersectsBox( box ) ) {
  19838. return true; // Box is visible in at least one camera
  19839. }
  19840. }
  19841. return false; // Not visible in any camera
  19842. }
  19843. /**
  19844. * Returns `true` if the given point lies within any frustum
  19845. * from the camera array.
  19846. *
  19847. * @param {Vector3} point - The point to test.
  19848. * @param {Object} cameraArray - An object with a cameras property containing an array of cameras.
  19849. * @return {boolean} Whether the point is visible in any camera.
  19850. */
  19851. containsPoint( point, cameraArray ) {
  19852. if ( ! cameraArray || ! cameraArray.cameras || cameraArray.cameras.length === 0 ) {
  19853. return false;
  19854. }
  19855. for ( let i = 0; i < cameraArray.cameras.length; i ++ ) {
  19856. const camera = cameraArray.cameras[ i ];
  19857. _projScreenMatrix$2.multiplyMatrices(
  19858. camera.projectionMatrix,
  19859. camera.matrixWorldInverse
  19860. );
  19861. _frustum$1.setFromProjectionMatrix(
  19862. _projScreenMatrix$2,
  19863. camera.coordinateSystem,
  19864. camera.reversedDepth
  19865. );
  19866. if ( _frustum$1.containsPoint( point ) ) {
  19867. return true; // Point is visible in at least one camera
  19868. }
  19869. }
  19870. return false; // Not visible in any camera
  19871. }
  19872. /**
  19873. * Returns a new frustum array with copied values from this instance.
  19874. *
  19875. * @return {FrustumArray} A clone of this instance.
  19876. */
  19877. clone() {
  19878. return new FrustumArray();
  19879. }
  19880. }
  19881. function ascIdSort( a, b ) {
  19882. return a - b;
  19883. }
  19884. function sortOpaque( a, b ) {
  19885. return a.z - b.z;
  19886. }
  19887. function sortTransparent( a, b ) {
  19888. return b.z - a.z;
  19889. }
  19890. class MultiDrawRenderList {
  19891. constructor() {
  19892. this.index = 0;
  19893. this.pool = [];
  19894. this.list = [];
  19895. }
  19896. push( start, count, z, index ) {
  19897. const pool = this.pool;
  19898. const list = this.list;
  19899. if ( this.index >= pool.length ) {
  19900. pool.push( {
  19901. start: -1,
  19902. count: -1,
  19903. z: -1,
  19904. index: -1,
  19905. } );
  19906. }
  19907. const item = pool[ this.index ];
  19908. list.push( item );
  19909. this.index ++;
  19910. item.start = start;
  19911. item.count = count;
  19912. item.z = z;
  19913. item.index = index;
  19914. }
  19915. reset() {
  19916. this.list.length = 0;
  19917. this.index = 0;
  19918. }
  19919. }
  19920. const _matrix$1 = /*@__PURE__*/ new Matrix4();
  19921. const _whiteColor = /*@__PURE__*/ new Color( 1, 1, 1 );
  19922. const _frustum = /*@__PURE__*/ new Frustum();
  19923. const _frustumArray = /*@__PURE__*/ new FrustumArray();
  19924. const _box$1 = /*@__PURE__*/ new Box3();
  19925. const _sphere$2 = /*@__PURE__*/ new Sphere();
  19926. const _vector$5 = /*@__PURE__*/ new Vector3();
  19927. const _forward$1 = /*@__PURE__*/ new Vector3();
  19928. const _temp = /*@__PURE__*/ new Vector3();
  19929. const _renderList = /*@__PURE__*/ new MultiDrawRenderList();
  19930. const _mesh = /*@__PURE__*/ new Mesh();
  19931. const _batchIntersects = [];
  19932. // copies data from attribute "src" into "target" starting at "targetOffset"
  19933. function copyAttributeData( src, target, targetOffset = 0 ) {
  19934. const itemSize = target.itemSize;
  19935. if ( src.isInterleavedBufferAttribute || src.array.constructor !== target.array.constructor ) {
  19936. // use the component getters and setters if the array data cannot
  19937. // be copied directly
  19938. const vertexCount = src.count;
  19939. for ( let i = 0; i < vertexCount; i ++ ) {
  19940. for ( let c = 0; c < itemSize; c ++ ) {
  19941. target.setComponent( i + targetOffset, c, src.getComponent( i, c ) );
  19942. }
  19943. }
  19944. } else {
  19945. // faster copy approach using typed array set function
  19946. target.array.set( src.array, targetOffset * itemSize );
  19947. }
  19948. target.needsUpdate = true;
  19949. }
  19950. // safely copies array contents to a potentially smaller array
  19951. function copyArrayContents( src, target ) {
  19952. if ( src.constructor !== target.constructor ) {
  19953. // if arrays are of a different type (eg due to index size increasing) then data must be per-element copied
  19954. const len = Math.min( src.length, target.length );
  19955. for ( let i = 0; i < len; i ++ ) {
  19956. target[ i ] = src[ i ];
  19957. }
  19958. } else {
  19959. // if the arrays use the same data layout we can use a fast block copy
  19960. const len = Math.min( src.length, target.length );
  19961. target.set( new src.constructor( src.buffer, 0, len ) );
  19962. }
  19963. }
  19964. /**
  19965. * A special version of a mesh with multi draw batch rendering support. Use
  19966. * this class if you have to render a large number of objects with the same
  19967. * material but with different geometries or world transformations. The usage of
  19968. * `BatchedMesh` will help you to reduce the number of draw calls and thus improve the overall
  19969. * rendering performance in your application.
  19970. *
  19971. * ```js
  19972. * const box = new THREE.BoxGeometry( 1, 1, 1 );
  19973. * const sphere = new THREE.SphereGeometry( 1, 12, 12 );
  19974. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
  19975. *
  19976. * // initialize and add geometries into the batched mesh
  19977. * const batchedMesh = new BatchedMesh( 10, 5000, 10000, material );
  19978. * const boxGeometryId = batchedMesh.addGeometry( box );
  19979. * const sphereGeometryId = batchedMesh.addGeometry( sphere );
  19980. *
  19981. * // create instances of those geometries
  19982. * const boxInstancedId1 = batchedMesh.addInstance( boxGeometryId );
  19983. * const boxInstancedId2 = batchedMesh.addInstance( boxGeometryId );
  19984. *
  19985. * const sphereInstancedId1 = batchedMesh.addInstance( sphereGeometryId );
  19986. * const sphereInstancedId2 = batchedMesh.addInstance( sphereGeometryId );
  19987. *
  19988. * // position the geometries
  19989. * batchedMesh.setMatrixAt( boxInstancedId1, boxMatrix1 );
  19990. * batchedMesh.setMatrixAt( boxInstancedId2, boxMatrix2 );
  19991. *
  19992. * batchedMesh.setMatrixAt( sphereInstancedId1, sphereMatrix1 );
  19993. * batchedMesh.setMatrixAt( sphereInstancedId2, sphereMatrix2 );
  19994. *
  19995. * scene.add( batchedMesh );
  19996. * ```
  19997. *
  19998. * @augments Mesh
  19999. */
  20000. class BatchedMesh extends Mesh {
  20001. /**
  20002. * Constructs a new batched mesh.
  20003. *
  20004. * @param {number} maxInstanceCount - The maximum number of individual instances planned to be added and rendered.
  20005. * @param {number} maxVertexCount - The maximum number of vertices to be used by all unique geometries.
  20006. * @param {number} [maxIndexCount=maxVertexCount*2] - The maximum number of indices to be used by all unique geometries
  20007. * @param {Material|Array<Material>} [material] - The mesh material.
  20008. */
  20009. constructor( maxInstanceCount, maxVertexCount, maxIndexCount = maxVertexCount * 2, material ) {
  20010. super( new BufferGeometry(), material );
  20011. /**
  20012. * This flag can be used for type testing.
  20013. *
  20014. * @type {boolean}
  20015. * @readonly
  20016. * @default true
  20017. */
  20018. this.isBatchedMesh = true;
  20019. /**
  20020. * When set ot `true`, the individual objects of a batch are frustum culled.
  20021. *
  20022. * @type {boolean}
  20023. * @default true
  20024. */
  20025. this.perObjectFrustumCulled = true;
  20026. /**
  20027. * When set to `true`, the individual objects of a batch are sorted to improve overdraw-related artifacts.
  20028. * If the material is marked as "transparent" objects are rendered back to front and if not then they are
  20029. * rendered front to back.
  20030. *
  20031. * @type {boolean}
  20032. * @default true
  20033. */
  20034. this.sortObjects = true;
  20035. /**
  20036. * The bounding box of the batched mesh. Can be computed via {@link BatchedMesh#computeBoundingBox}.
  20037. *
  20038. * @type {?Box3}
  20039. * @default null
  20040. */
  20041. this.boundingBox = null;
  20042. /**
  20043. * The bounding sphere of the batched mesh. Can be computed via {@link BatchedMesh#computeBoundingSphere}.
  20044. *
  20045. * @type {?Sphere}
  20046. * @default null
  20047. */
  20048. this.boundingSphere = null;
  20049. /**
  20050. * Takes a sort a function that is run before render. The function takes a list of instances to
  20051. * sort and a camera. The objects in the list include a "z" field to perform a depth-ordered
  20052. * sort with.
  20053. *
  20054. * @type {?Function}
  20055. * @default null
  20056. */
  20057. this.customSort = null;
  20058. // stores visible, active, and geometry id per instance and reserved buffer ranges for geometries
  20059. this._instanceInfo = [];
  20060. this._geometryInfo = [];
  20061. // instance, geometry ids that have been set as inactive, and are available to be overwritten
  20062. this._availableInstanceIds = [];
  20063. this._availableGeometryIds = [];
  20064. // used to track where the next point is that geometry should be inserted
  20065. this._nextIndexStart = 0;
  20066. this._nextVertexStart = 0;
  20067. this._geometryCount = 0;
  20068. // flags
  20069. this._visibilityChanged = true;
  20070. this._geometryInitialized = false;
  20071. // cached user options
  20072. this._maxInstanceCount = maxInstanceCount;
  20073. this._maxVertexCount = maxVertexCount;
  20074. this._maxIndexCount = maxIndexCount;
  20075. // buffers for multi draw
  20076. this._multiDrawCounts = new Int32Array( maxInstanceCount );
  20077. this._multiDrawStarts = new Int32Array( maxInstanceCount );
  20078. this._multiDrawCount = 0;
  20079. this._multiDrawInstances = null;
  20080. // Local matrix per geometry by using data texture
  20081. this._matricesTexture = null;
  20082. this._indirectTexture = null;
  20083. this._colorsTexture = null;
  20084. this._initMatricesTexture();
  20085. this._initIndirectTexture();
  20086. }
  20087. /**
  20088. * The maximum number of individual instances that can be stored in the batch.
  20089. *
  20090. * @type {number}
  20091. * @readonly
  20092. */
  20093. get maxInstanceCount() {
  20094. return this._maxInstanceCount;
  20095. }
  20096. /**
  20097. * The instance count.
  20098. *
  20099. * @type {number}
  20100. * @readonly
  20101. */
  20102. get instanceCount() {
  20103. return this._instanceInfo.length - this._availableInstanceIds.length;
  20104. }
  20105. /**
  20106. * The number of unused vertices.
  20107. *
  20108. * @type {number}
  20109. * @readonly
  20110. */
  20111. get unusedVertexCount() {
  20112. return this._maxVertexCount - this._nextVertexStart;
  20113. }
  20114. /**
  20115. * The number of unused indices.
  20116. *
  20117. * @type {number}
  20118. * @readonly
  20119. */
  20120. get unusedIndexCount() {
  20121. return this._maxIndexCount - this._nextIndexStart;
  20122. }
  20123. _initMatricesTexture() {
  20124. // layout (1 matrix = 4 pixels)
  20125. // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
  20126. // with 8x8 pixel texture max 16 matrices * 4 pixels = (8 * 8)
  20127. // 16x16 pixel texture max 64 matrices * 4 pixels = (16 * 16)
  20128. // 32x32 pixel texture max 256 matrices * 4 pixels = (32 * 32)
  20129. // 64x64 pixel texture max 1024 matrices * 4 pixels = (64 * 64)
  20130. let size = Math.sqrt( this._maxInstanceCount * 4 ); // 4 pixels needed for 1 matrix
  20131. size = Math.ceil( size / 4 ) * 4;
  20132. size = Math.max( size, 4 );
  20133. const matricesArray = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
  20134. const matricesTexture = new DataTexture( matricesArray, size, size, RGBAFormat, FloatType );
  20135. this._matricesTexture = matricesTexture;
  20136. }
  20137. _initIndirectTexture() {
  20138. let size = Math.sqrt( this._maxInstanceCount );
  20139. size = Math.ceil( size );
  20140. const indirectArray = new Uint32Array( size * size );
  20141. const indirectTexture = new DataTexture( indirectArray, size, size, RedIntegerFormat, UnsignedIntType );
  20142. this._indirectTexture = indirectTexture;
  20143. }
  20144. _initColorsTexture() {
  20145. let size = Math.sqrt( this._maxInstanceCount );
  20146. size = Math.ceil( size );
  20147. // 4 floats per RGBA pixel initialized to white
  20148. const colorsArray = new Float32Array( size * size * 4 ).fill( 1 );
  20149. const colorsTexture = new DataTexture( colorsArray, size, size, RGBAFormat, FloatType );
  20150. colorsTexture.colorSpace = ColorManagement.workingColorSpace;
  20151. this._colorsTexture = colorsTexture;
  20152. }
  20153. _initializeGeometry( reference ) {
  20154. const geometry = this.geometry;
  20155. const maxVertexCount = this._maxVertexCount;
  20156. const maxIndexCount = this._maxIndexCount;
  20157. if ( this._geometryInitialized === false ) {
  20158. for ( const attributeName in reference.attributes ) {
  20159. const srcAttribute = reference.getAttribute( attributeName );
  20160. const { array, itemSize, normalized } = srcAttribute;
  20161. const dstArray = new array.constructor( maxVertexCount * itemSize );
  20162. const dstAttribute = new BufferAttribute( dstArray, itemSize, normalized );
  20163. geometry.setAttribute( attributeName, dstAttribute );
  20164. }
  20165. if ( reference.getIndex() !== null ) {
  20166. // Reserve last u16 index for primitive restart.
  20167. const indexArray = maxVertexCount > 65535
  20168. ? new Uint32Array( maxIndexCount )
  20169. : new Uint16Array( maxIndexCount );
  20170. geometry.setIndex( new BufferAttribute( indexArray, 1 ) );
  20171. }
  20172. this._geometryInitialized = true;
  20173. }
  20174. }
  20175. // Make sure the geometry is compatible with the existing combined geometry attributes
  20176. _validateGeometry( geometry ) {
  20177. // check to ensure the geometries are using consistent attributes and indices
  20178. const batchGeometry = this.geometry;
  20179. if ( Boolean( geometry.getIndex() ) !== Boolean( batchGeometry.getIndex() ) ) {
  20180. throw new Error( 'THREE.BatchedMesh: All geometries must consistently have "index".' );
  20181. }
  20182. for ( const attributeName in batchGeometry.attributes ) {
  20183. if ( ! geometry.hasAttribute( attributeName ) ) {
  20184. throw new Error( `THREE.BatchedMesh: Added geometry missing "${ attributeName }". All geometries must have consistent attributes.` );
  20185. }
  20186. const srcAttribute = geometry.getAttribute( attributeName );
  20187. const dstAttribute = batchGeometry.getAttribute( attributeName );
  20188. if ( srcAttribute.itemSize !== dstAttribute.itemSize || srcAttribute.normalized !== dstAttribute.normalized ) {
  20189. throw new Error( 'THREE.BatchedMesh: All attributes must have a consistent itemSize and normalized value.' );
  20190. }
  20191. }
  20192. }
  20193. /**
  20194. * Validates the instance defined by the given ID.
  20195. *
  20196. * @param {number} instanceId - The instance to validate.
  20197. */
  20198. validateInstanceId( instanceId ) {
  20199. const instanceInfo = this._instanceInfo;
  20200. if ( instanceId < 0 || instanceId >= instanceInfo.length || instanceInfo[ instanceId ].active === false ) {
  20201. throw new Error( `THREE.BatchedMesh: Invalid instanceId ${instanceId}. Instance is either out of range or has been deleted.` );
  20202. }
  20203. }
  20204. /**
  20205. * Validates the geometry defined by the given ID.
  20206. *
  20207. * @param {number} geometryId - The geometry to validate.
  20208. */
  20209. validateGeometryId( geometryId ) {
  20210. const geometryInfoList = this._geometryInfo;
  20211. if ( geometryId < 0 || geometryId >= geometryInfoList.length || geometryInfoList[ geometryId ].active === false ) {
  20212. throw new Error( `THREE.BatchedMesh: Invalid geometryId ${geometryId}. Geometry is either out of range or has been deleted.` );
  20213. }
  20214. }
  20215. /**
  20216. * Takes a sort a function that is run before render. The function takes a list of instances to
  20217. * sort and a camera. The objects in the list include a "z" field to perform a depth-ordered sort with.
  20218. *
  20219. * @param {Function} func - The custom sort function.
  20220. * @return {BatchedMesh} A reference to this batched mesh.
  20221. */
  20222. setCustomSort( func ) {
  20223. this.customSort = func;
  20224. return this;
  20225. }
  20226. /**
  20227. * Computes the bounding box, updating {@link BatchedMesh#boundingBox}.
  20228. * Bounding boxes aren't computed by default. They need to be explicitly computed,
  20229. * otherwise they are `null`.
  20230. */
  20231. computeBoundingBox() {
  20232. if ( this.boundingBox === null ) {
  20233. this.boundingBox = new Box3();
  20234. }
  20235. const boundingBox = this.boundingBox;
  20236. const instanceInfo = this._instanceInfo;
  20237. boundingBox.makeEmpty();
  20238. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  20239. if ( instanceInfo[ i ].active === false ) continue;
  20240. const geometryId = instanceInfo[ i ].geometryIndex;
  20241. this.getMatrixAt( i, _matrix$1 );
  20242. this.getBoundingBoxAt( geometryId, _box$1 ).applyMatrix4( _matrix$1 );
  20243. boundingBox.union( _box$1 );
  20244. }
  20245. }
  20246. /**
  20247. * Computes the bounding sphere, updating {@link BatchedMesh#boundingSphere}.
  20248. * Bounding spheres aren't computed by default. They need to be explicitly computed,
  20249. * otherwise they are `null`.
  20250. */
  20251. computeBoundingSphere() {
  20252. if ( this.boundingSphere === null ) {
  20253. this.boundingSphere = new Sphere();
  20254. }
  20255. const boundingSphere = this.boundingSphere;
  20256. const instanceInfo = this._instanceInfo;
  20257. boundingSphere.makeEmpty();
  20258. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  20259. if ( instanceInfo[ i ].active === false ) continue;
  20260. const geometryId = instanceInfo[ i ].geometryIndex;
  20261. this.getMatrixAt( i, _matrix$1 );
  20262. this.getBoundingSphereAt( geometryId, _sphere$2 ).applyMatrix4( _matrix$1 );
  20263. boundingSphere.union( _sphere$2 );
  20264. }
  20265. }
  20266. /**
  20267. * Adds a new instance to the batch using the geometry of the given ID and returns
  20268. * a new id referring to the new instance to be used by other functions.
  20269. *
  20270. * @param {number} geometryId - The ID of a previously added geometry via {@link BatchedMesh#addGeometry}.
  20271. * @return {number} The instance ID.
  20272. */
  20273. addInstance( geometryId ) {
  20274. const atCapacity = this._instanceInfo.length >= this.maxInstanceCount;
  20275. // ensure we're not over geometry
  20276. if ( atCapacity && this._availableInstanceIds.length === 0 ) {
  20277. throw new Error( 'THREE.BatchedMesh: Maximum item count reached.' );
  20278. }
  20279. const instanceInfo = {
  20280. visible: true,
  20281. active: true,
  20282. geometryIndex: geometryId,
  20283. };
  20284. let drawId = null;
  20285. // Prioritize using previously freed instance ids
  20286. if ( this._availableInstanceIds.length > 0 ) {
  20287. this._availableInstanceIds.sort( ascIdSort );
  20288. drawId = this._availableInstanceIds.shift();
  20289. this._instanceInfo[ drawId ] = instanceInfo;
  20290. } else {
  20291. drawId = this._instanceInfo.length;
  20292. this._instanceInfo.push( instanceInfo );
  20293. }
  20294. const matricesTexture = this._matricesTexture;
  20295. _matrix$1.identity().toArray( matricesTexture.image.data, drawId * 16 );
  20296. matricesTexture.needsUpdate = true;
  20297. const colorsTexture = this._colorsTexture;
  20298. if ( colorsTexture ) {
  20299. _whiteColor.toArray( colorsTexture.image.data, drawId * 4 );
  20300. colorsTexture.needsUpdate = true;
  20301. }
  20302. this._visibilityChanged = true;
  20303. return drawId;
  20304. }
  20305. /**
  20306. * Adds the given geometry to the batch and returns the associated
  20307. * geometry id referring to it to be used in other functions.
  20308. *
  20309. * @param {BufferGeometry} geometry - The geometry to add.
  20310. * @param {number} [reservedVertexCount=-1] - Optional parameter specifying the amount of
  20311. * vertex buffer space to reserve for the added geometry. This is necessary if it is planned
  20312. * to set a new geometry at this index at a later time that is larger than the original geometry.
  20313. * Defaults to the length of the given geometry vertex buffer.
  20314. * @param {number} [reservedIndexCount=-1] - Optional parameter specifying the amount of index
  20315. * buffer space to reserve for the added geometry. This is necessary if it is planned to set a
  20316. * new geometry at this index at a later time that is larger than the original geometry. Defaults to
  20317. * the length of the given geometry index buffer.
  20318. * @return {number} The geometry ID.
  20319. */
  20320. addGeometry( geometry, reservedVertexCount = -1, reservedIndexCount = -1 ) {
  20321. this._initializeGeometry( geometry );
  20322. this._validateGeometry( geometry );
  20323. const geometryInfo = {
  20324. // geometry information
  20325. vertexStart: -1,
  20326. vertexCount: -1,
  20327. reservedVertexCount: -1,
  20328. indexStart: -1,
  20329. indexCount: -1,
  20330. reservedIndexCount: -1,
  20331. // draw range information
  20332. start: -1,
  20333. count: -1,
  20334. // state
  20335. boundingBox: null,
  20336. boundingSphere: null,
  20337. active: true,
  20338. };
  20339. const geometryInfoList = this._geometryInfo;
  20340. geometryInfo.vertexStart = this._nextVertexStart;
  20341. geometryInfo.reservedVertexCount = reservedVertexCount === -1 ? geometry.getAttribute( 'position' ).count : reservedVertexCount;
  20342. const index = geometry.getIndex();
  20343. const hasIndex = index !== null;
  20344. if ( hasIndex ) {
  20345. geometryInfo.indexStart = this._nextIndexStart;
  20346. geometryInfo.reservedIndexCount = reservedIndexCount === -1 ? index.count : reservedIndexCount;
  20347. }
  20348. if (
  20349. geometryInfo.indexStart !== -1 &&
  20350. geometryInfo.indexStart + geometryInfo.reservedIndexCount > this._maxIndexCount ||
  20351. geometryInfo.vertexStart + geometryInfo.reservedVertexCount > this._maxVertexCount
  20352. ) {
  20353. throw new Error( 'THREE.BatchedMesh: Reserved space request exceeds the maximum buffer size.' );
  20354. }
  20355. // update id
  20356. let geometryId;
  20357. if ( this._availableGeometryIds.length > 0 ) {
  20358. this._availableGeometryIds.sort( ascIdSort );
  20359. geometryId = this._availableGeometryIds.shift();
  20360. geometryInfoList[ geometryId ] = geometryInfo;
  20361. } else {
  20362. geometryId = this._geometryCount;
  20363. this._geometryCount ++;
  20364. geometryInfoList.push( geometryInfo );
  20365. }
  20366. // update the geometry
  20367. this.setGeometryAt( geometryId, geometry );
  20368. // increment the next geometry position
  20369. this._nextIndexStart = geometryInfo.indexStart + geometryInfo.reservedIndexCount;
  20370. this._nextVertexStart = geometryInfo.vertexStart + geometryInfo.reservedVertexCount;
  20371. return geometryId;
  20372. }
  20373. /**
  20374. * Replaces the geometry at the given ID with the provided geometry. Throws an error if there
  20375. * is not enough space reserved for geometry. Calling this will change all instances that are
  20376. * rendering that geometry.
  20377. *
  20378. * @param {number} geometryId - The ID of the geometry that should be replaced with the given geometry.
  20379. * @param {BufferGeometry} geometry - The new geometry.
  20380. * @return {number} The geometry ID.
  20381. */
  20382. setGeometryAt( geometryId, geometry ) {
  20383. if ( geometryId >= this._geometryCount ) {
  20384. throw new Error( 'THREE.BatchedMesh: Maximum geometry count reached.' );
  20385. }
  20386. this._validateGeometry( geometry );
  20387. const batchGeometry = this.geometry;
  20388. const hasIndex = batchGeometry.getIndex() !== null;
  20389. const dstIndex = batchGeometry.getIndex();
  20390. const srcIndex = geometry.getIndex();
  20391. const geometryInfo = this._geometryInfo[ geometryId ];
  20392. if (
  20393. hasIndex &&
  20394. srcIndex.count > geometryInfo.reservedIndexCount ||
  20395. geometry.attributes.position.count > geometryInfo.reservedVertexCount
  20396. ) {
  20397. throw new Error( 'THREE.BatchedMesh: Reserved space not large enough for provided geometry.' );
  20398. }
  20399. // copy geometry buffer data over
  20400. const vertexStart = geometryInfo.vertexStart;
  20401. const reservedVertexCount = geometryInfo.reservedVertexCount;
  20402. geometryInfo.vertexCount = geometry.getAttribute( 'position' ).count;
  20403. for ( const attributeName in batchGeometry.attributes ) {
  20404. // copy attribute data
  20405. const srcAttribute = geometry.getAttribute( attributeName );
  20406. const dstAttribute = batchGeometry.getAttribute( attributeName );
  20407. copyAttributeData( srcAttribute, dstAttribute, vertexStart );
  20408. // fill the rest in with zeroes
  20409. const itemSize = srcAttribute.itemSize;
  20410. for ( let i = srcAttribute.count, l = reservedVertexCount; i < l; i ++ ) {
  20411. const index = vertexStart + i;
  20412. for ( let c = 0; c < itemSize; c ++ ) {
  20413. dstAttribute.setComponent( index, c, 0 );
  20414. }
  20415. }
  20416. dstAttribute.needsUpdate = true;
  20417. dstAttribute.addUpdateRange( vertexStart * itemSize, reservedVertexCount * itemSize );
  20418. }
  20419. // copy index
  20420. if ( hasIndex ) {
  20421. const indexStart = geometryInfo.indexStart;
  20422. const reservedIndexCount = geometryInfo.reservedIndexCount;
  20423. geometryInfo.indexCount = geometry.getIndex().count;
  20424. // copy index data over
  20425. for ( let i = 0; i < srcIndex.count; i ++ ) {
  20426. dstIndex.setX( indexStart + i, vertexStart + srcIndex.getX( i ) );
  20427. }
  20428. // fill the rest in with zeroes
  20429. for ( let i = srcIndex.count, l = reservedIndexCount; i < l; i ++ ) {
  20430. dstIndex.setX( indexStart + i, vertexStart );
  20431. }
  20432. dstIndex.needsUpdate = true;
  20433. dstIndex.addUpdateRange( indexStart, geometryInfo.reservedIndexCount );
  20434. }
  20435. // update the draw range
  20436. geometryInfo.start = hasIndex ? geometryInfo.indexStart : geometryInfo.vertexStart;
  20437. geometryInfo.count = hasIndex ? geometryInfo.indexCount : geometryInfo.vertexCount;
  20438. // store the bounding boxes
  20439. geometryInfo.boundingBox = null;
  20440. if ( geometry.boundingBox !== null ) {
  20441. geometryInfo.boundingBox = geometry.boundingBox.clone();
  20442. }
  20443. geometryInfo.boundingSphere = null;
  20444. if ( geometry.boundingSphere !== null ) {
  20445. geometryInfo.boundingSphere = geometry.boundingSphere.clone();
  20446. }
  20447. this._visibilityChanged = true;
  20448. return geometryId;
  20449. }
  20450. /**
  20451. * Deletes the geometry defined by the given ID from this batch. Any instances referencing
  20452. * this geometry will also be removed as a side effect.
  20453. *
  20454. * @param {number} geometryId - The ID of the geometry to remove from the batch.
  20455. * @return {BatchedMesh} A reference to this batched mesh.
  20456. */
  20457. deleteGeometry( geometryId ) {
  20458. const geometryInfoList = this._geometryInfo;
  20459. if ( geometryId >= geometryInfoList.length || geometryInfoList[ geometryId ].active === false ) {
  20460. return this;
  20461. }
  20462. // delete any instances associated with this geometry
  20463. const instanceInfo = this._instanceInfo;
  20464. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  20465. if ( instanceInfo[ i ].active && instanceInfo[ i ].geometryIndex === geometryId ) {
  20466. this.deleteInstance( i );
  20467. }
  20468. }
  20469. geometryInfoList[ geometryId ].active = false;
  20470. this._availableGeometryIds.push( geometryId );
  20471. this._visibilityChanged = true;
  20472. return this;
  20473. }
  20474. /**
  20475. * Deletes an existing instance from the batch using the given ID.
  20476. *
  20477. * @param {number} instanceId - The ID of the instance to remove from the batch.
  20478. * @return {BatchedMesh} A reference to this batched mesh.
  20479. */
  20480. deleteInstance( instanceId ) {
  20481. this.validateInstanceId( instanceId );
  20482. this._instanceInfo[ instanceId ].active = false;
  20483. this._availableInstanceIds.push( instanceId );
  20484. this._visibilityChanged = true;
  20485. return this;
  20486. }
  20487. /**
  20488. * Repacks the sub geometries in [name] to remove any unused space remaining from
  20489. * previously deleted geometry, freeing up space to add new geometry.
  20490. *
  20491. * @return {BatchedMesh} A reference to this batched mesh.
  20492. */
  20493. optimize() {
  20494. // track the next indices to copy data to
  20495. let nextVertexStart = 0;
  20496. let nextIndexStart = 0;
  20497. // Iterate over all geometry ranges in order sorted from earliest in the geometry buffer to latest
  20498. // in the geometry buffer. Because draw range objects can be reused there is no guarantee of their order.
  20499. const geometryInfoList = this._geometryInfo;
  20500. const indices = geometryInfoList
  20501. .map( ( e, i ) => i )
  20502. .sort( ( a, b ) => {
  20503. return geometryInfoList[ a ].vertexStart - geometryInfoList[ b ].vertexStart;
  20504. } );
  20505. const geometry = this.geometry;
  20506. for ( let i = 0, l = geometryInfoList.length; i < l; i ++ ) {
  20507. // if a geometry range is inactive then don't copy anything
  20508. const index = indices[ i ];
  20509. const geometryInfo = geometryInfoList[ index ];
  20510. if ( geometryInfo.active === false ) {
  20511. continue;
  20512. }
  20513. // if a geometry contains an index buffer then shift it, as well
  20514. if ( geometry.index !== null ) {
  20515. if ( geometryInfo.indexStart !== nextIndexStart ) {
  20516. const { indexStart, vertexStart, reservedIndexCount } = geometryInfo;
  20517. const index = geometry.index;
  20518. const array = index.array;
  20519. // shift the index pointers based on how the vertex data will shift
  20520. // adjusting the index must happen first so the original vertex start value is available
  20521. const elementDelta = nextVertexStart - vertexStart;
  20522. for ( let j = indexStart; j < indexStart + reservedIndexCount; j ++ ) {
  20523. array[ j ] = array[ j ] + elementDelta;
  20524. }
  20525. index.array.copyWithin( nextIndexStart, indexStart, indexStart + reservedIndexCount );
  20526. index.addUpdateRange( nextIndexStart, reservedIndexCount );
  20527. index.needsUpdate = true;
  20528. geometryInfo.indexStart = nextIndexStart;
  20529. }
  20530. nextIndexStart += geometryInfo.reservedIndexCount;
  20531. }
  20532. // if a geometry needs to be moved then copy attribute data to overwrite unused space
  20533. if ( geometryInfo.vertexStart !== nextVertexStart ) {
  20534. const { vertexStart, reservedVertexCount } = geometryInfo;
  20535. const attributes = geometry.attributes;
  20536. for ( const key in attributes ) {
  20537. const attribute = attributes[ key ];
  20538. const { array, itemSize } = attribute;
  20539. array.copyWithin( nextVertexStart * itemSize, vertexStart * itemSize, ( vertexStart + reservedVertexCount ) * itemSize );
  20540. attribute.addUpdateRange( nextVertexStart * itemSize, reservedVertexCount * itemSize );
  20541. attribute.needsUpdate = true;
  20542. }
  20543. geometryInfo.vertexStart = nextVertexStart;
  20544. }
  20545. nextVertexStart += geometryInfo.reservedVertexCount;
  20546. geometryInfo.start = geometry.index ? geometryInfo.indexStart : geometryInfo.vertexStart;
  20547. // step the next geometry points to the shifted position
  20548. this._nextIndexStart = geometry.index ? geometryInfo.indexStart + geometryInfo.reservedIndexCount : 0;
  20549. this._nextVertexStart = geometryInfo.vertexStart + geometryInfo.reservedVertexCount;
  20550. }
  20551. this._visibilityChanged = true;
  20552. return this;
  20553. }
  20554. /**
  20555. * Returns the bounding box for the given geometry.
  20556. *
  20557. * @param {number} geometryId - The ID of the geometry to return the bounding box for.
  20558. * @param {Box3} target - The target object that is used to store the method's result.
  20559. * @return {?Box3} The geometry's bounding box. Returns `null` if no geometry has been found for the given ID.
  20560. */
  20561. getBoundingBoxAt( geometryId, target ) {
  20562. if ( geometryId >= this._geometryCount ) {
  20563. return null;
  20564. }
  20565. // compute bounding box
  20566. const geometry = this.geometry;
  20567. const geometryInfo = this._geometryInfo[ geometryId ];
  20568. if ( geometryInfo.boundingBox === null ) {
  20569. const box = new Box3();
  20570. const index = geometry.index;
  20571. const position = geometry.attributes.position;
  20572. for ( let i = geometryInfo.start, l = geometryInfo.start + geometryInfo.count; i < l; i ++ ) {
  20573. let iv = i;
  20574. if ( index ) {
  20575. iv = index.getX( iv );
  20576. }
  20577. box.expandByPoint( _vector$5.fromBufferAttribute( position, iv ) );
  20578. }
  20579. geometryInfo.boundingBox = box;
  20580. }
  20581. target.copy( geometryInfo.boundingBox );
  20582. return target;
  20583. }
  20584. /**
  20585. * Returns the bounding sphere for the given geometry.
  20586. *
  20587. * @param {number} geometryId - The ID of the geometry to return the bounding sphere for.
  20588. * @param {Sphere} target - The target object that is used to store the method's result.
  20589. * @return {?Sphere} The geometry's bounding sphere. Returns `null` if no geometry has been found for the given ID.
  20590. */
  20591. getBoundingSphereAt( geometryId, target ) {
  20592. if ( geometryId >= this._geometryCount ) {
  20593. return null;
  20594. }
  20595. // compute bounding sphere
  20596. const geometry = this.geometry;
  20597. const geometryInfo = this._geometryInfo[ geometryId ];
  20598. if ( geometryInfo.boundingSphere === null ) {
  20599. const sphere = new Sphere();
  20600. this.getBoundingBoxAt( geometryId, _box$1 );
  20601. _box$1.getCenter( sphere.center );
  20602. const index = geometry.index;
  20603. const position = geometry.attributes.position;
  20604. let maxRadiusSq = 0;
  20605. for ( let i = geometryInfo.start, l = geometryInfo.start + geometryInfo.count; i < l; i ++ ) {
  20606. let iv = i;
  20607. if ( index ) {
  20608. iv = index.getX( iv );
  20609. }
  20610. _vector$5.fromBufferAttribute( position, iv );
  20611. maxRadiusSq = Math.max( maxRadiusSq, sphere.center.distanceToSquared( _vector$5 ) );
  20612. }
  20613. sphere.radius = Math.sqrt( maxRadiusSq );
  20614. geometryInfo.boundingSphere = sphere;
  20615. }
  20616. target.copy( geometryInfo.boundingSphere );
  20617. return target;
  20618. }
  20619. /**
  20620. * Sets the given local transformation matrix to the defined instance.
  20621. * Negatively scaled matrices are not supported.
  20622. *
  20623. * @param {number} instanceId - The ID of an instance to set the matrix of.
  20624. * @param {Matrix4} matrix - A 4x4 matrix representing the local transformation of a single instance.
  20625. * @return {BatchedMesh} A reference to this batched mesh.
  20626. */
  20627. setMatrixAt( instanceId, matrix ) {
  20628. this.validateInstanceId( instanceId );
  20629. const matricesTexture = this._matricesTexture;
  20630. const matricesArray = this._matricesTexture.image.data;
  20631. matrix.toArray( matricesArray, instanceId * 16 );
  20632. matricesTexture.needsUpdate = true;
  20633. return this;
  20634. }
  20635. /**
  20636. * Returns the local transformation matrix of the defined instance.
  20637. *
  20638. * @param {number} instanceId - The ID of an instance to get the matrix of.
  20639. * @param {Matrix4} matrix - The target object that is used to store the method's result.
  20640. * @return {Matrix4} The instance's local transformation matrix.
  20641. */
  20642. getMatrixAt( instanceId, matrix ) {
  20643. this.validateInstanceId( instanceId );
  20644. return matrix.fromArray( this._matricesTexture.image.data, instanceId * 16 );
  20645. }
  20646. /**
  20647. * Sets the given color to the defined instance.
  20648. *
  20649. * @param {number} instanceId - The ID of an instance to set the color of.
  20650. * @param {Color} color - The color to set the instance to.
  20651. * @return {BatchedMesh} A reference to this batched mesh.
  20652. */
  20653. setColorAt( instanceId, color ) {
  20654. this.validateInstanceId( instanceId );
  20655. if ( this._colorsTexture === null ) {
  20656. this._initColorsTexture();
  20657. }
  20658. color.toArray( this._colorsTexture.image.data, instanceId * 4 );
  20659. this._colorsTexture.needsUpdate = true;
  20660. return this;
  20661. }
  20662. /**
  20663. * Returns the color of the defined instance.
  20664. *
  20665. * @param {number} instanceId - The ID of an instance to get the color of.
  20666. * @param {Color} color - The target object that is used to store the method's result.
  20667. * @return {Color} The instance's color.
  20668. */
  20669. getColorAt( instanceId, color ) {
  20670. this.validateInstanceId( instanceId );
  20671. return color.fromArray( this._colorsTexture.image.data, instanceId * 4 );
  20672. }
  20673. /**
  20674. * Sets the visibility of the instance.
  20675. *
  20676. * @param {number} instanceId - The id of the instance to set the visibility of.
  20677. * @param {boolean} visible - Whether the instance is visible or not.
  20678. * @return {BatchedMesh} A reference to this batched mesh.
  20679. */
  20680. setVisibleAt( instanceId, visible ) {
  20681. this.validateInstanceId( instanceId );
  20682. if ( this._instanceInfo[ instanceId ].visible === visible ) {
  20683. return this;
  20684. }
  20685. this._instanceInfo[ instanceId ].visible = visible;
  20686. this._visibilityChanged = true;
  20687. return this;
  20688. }
  20689. /**
  20690. * Returns the visibility state of the defined instance.
  20691. *
  20692. * @param {number} instanceId - The ID of an instance to get the visibility state of.
  20693. * @return {boolean} Whether the instance is visible or not.
  20694. */
  20695. getVisibleAt( instanceId ) {
  20696. this.validateInstanceId( instanceId );
  20697. return this._instanceInfo[ instanceId ].visible;
  20698. }
  20699. /**
  20700. * Sets the geometry ID of the instance at the given index.
  20701. *
  20702. * @param {number} instanceId - The ID of the instance to set the geometry ID of.
  20703. * @param {number} geometryId - The geometry ID to be use by the instance.
  20704. * @return {BatchedMesh} A reference to this batched mesh.
  20705. */
  20706. setGeometryIdAt( instanceId, geometryId ) {
  20707. this.validateInstanceId( instanceId );
  20708. this.validateGeometryId( geometryId );
  20709. this._instanceInfo[ instanceId ].geometryIndex = geometryId;
  20710. return this;
  20711. }
  20712. /**
  20713. * Returns the geometry ID of the defined instance.
  20714. *
  20715. * @param {number} instanceId - The ID of an instance to get the geometry ID of.
  20716. * @return {number} The instance's geometry ID.
  20717. */
  20718. getGeometryIdAt( instanceId ) {
  20719. this.validateInstanceId( instanceId );
  20720. return this._instanceInfo[ instanceId ].geometryIndex;
  20721. }
  20722. /**
  20723. * Get the range representing the subset of triangles related to the attached geometry,
  20724. * indicating the starting offset and count, or `null` if invalid.
  20725. *
  20726. * @param {number} geometryId - The id of the geometry to get the range of.
  20727. * @param {Object} [target] - The target object that is used to store the method's result.
  20728. * @return {{
  20729. * vertexStart:number,vertexCount:number,reservedVertexCount:number,
  20730. * indexStart:number,indexCount:number,reservedIndexCount:number,
  20731. * start:number,count:number
  20732. * }} The result object with range data.
  20733. */
  20734. getGeometryRangeAt( geometryId, target = {} ) {
  20735. this.validateGeometryId( geometryId );
  20736. const geometryInfo = this._geometryInfo[ geometryId ];
  20737. target.vertexStart = geometryInfo.vertexStart;
  20738. target.vertexCount = geometryInfo.vertexCount;
  20739. target.reservedVertexCount = geometryInfo.reservedVertexCount;
  20740. target.indexStart = geometryInfo.indexStart;
  20741. target.indexCount = geometryInfo.indexCount;
  20742. target.reservedIndexCount = geometryInfo.reservedIndexCount;
  20743. target.start = geometryInfo.start;
  20744. target.count = geometryInfo.count;
  20745. return target;
  20746. }
  20747. /**
  20748. * Resizes the necessary buffers to support the provided number of instances.
  20749. * If the provided arguments shrink the number of instances but there are not enough
  20750. * unused Ids at the end of the list then an error is thrown.
  20751. *
  20752. * @param {number} maxInstanceCount - The max number of individual instances that can be added and rendered by the batch.
  20753. */
  20754. setInstanceCount( maxInstanceCount ) {
  20755. // shrink the available instances as much as possible
  20756. const availableInstanceIds = this._availableInstanceIds;
  20757. const instanceInfo = this._instanceInfo;
  20758. availableInstanceIds.sort( ascIdSort );
  20759. while ( availableInstanceIds[ availableInstanceIds.length - 1 ] === instanceInfo.length - 1 ) {
  20760. instanceInfo.pop();
  20761. availableInstanceIds.pop();
  20762. }
  20763. // throw an error if it can't be shrunk to the desired size
  20764. if ( maxInstanceCount < instanceInfo.length ) {
  20765. throw new Error( `BatchedMesh: Instance ids outside the range ${ maxInstanceCount } are being used. Cannot shrink instance count.` );
  20766. }
  20767. // copy the multi draw counts
  20768. const multiDrawCounts = new Int32Array( maxInstanceCount );
  20769. const multiDrawStarts = new Int32Array( maxInstanceCount );
  20770. copyArrayContents( this._multiDrawCounts, multiDrawCounts );
  20771. copyArrayContents( this._multiDrawStarts, multiDrawStarts );
  20772. this._multiDrawCounts = multiDrawCounts;
  20773. this._multiDrawStarts = multiDrawStarts;
  20774. this._maxInstanceCount = maxInstanceCount;
  20775. // update texture data for instance sampling
  20776. const indirectTexture = this._indirectTexture;
  20777. const matricesTexture = this._matricesTexture;
  20778. const colorsTexture = this._colorsTexture;
  20779. indirectTexture.dispose();
  20780. this._initIndirectTexture();
  20781. copyArrayContents( indirectTexture.image.data, this._indirectTexture.image.data );
  20782. matricesTexture.dispose();
  20783. this._initMatricesTexture();
  20784. copyArrayContents( matricesTexture.image.data, this._matricesTexture.image.data );
  20785. if ( colorsTexture ) {
  20786. colorsTexture.dispose();
  20787. this._initColorsTexture();
  20788. copyArrayContents( colorsTexture.image.data, this._colorsTexture.image.data );
  20789. }
  20790. }
  20791. /**
  20792. * Resizes the available space in the batch's vertex and index buffer attributes to the provided sizes.
  20793. * If the provided arguments shrink the geometry buffers but there is not enough unused space at the
  20794. * end of the geometry attributes then an error is thrown.
  20795. *
  20796. * @param {number} maxVertexCount - The maximum number of vertices to be used by all unique geometries to resize to.
  20797. * @param {number} maxIndexCount - The maximum number of indices to be used by all unique geometries to resize to.
  20798. */
  20799. setGeometrySize( maxVertexCount, maxIndexCount ) {
  20800. // Check if we can shrink to the requested vertex attribute size
  20801. const validRanges = [ ...this._geometryInfo ].filter( info => info.active );
  20802. const requiredVertexLength = Math.max( ...validRanges.map( range => range.vertexStart + range.reservedVertexCount ) );
  20803. if ( requiredVertexLength > maxVertexCount ) {
  20804. throw new Error( `BatchedMesh: Geometry vertex values are being used outside the range ${ maxIndexCount }. Cannot shrink further.` );
  20805. }
  20806. // Check if we can shrink to the requested index attribute size
  20807. if ( this.geometry.index ) {
  20808. const requiredIndexLength = Math.max( ...validRanges.map( range => range.indexStart + range.reservedIndexCount ) );
  20809. if ( requiredIndexLength > maxIndexCount ) {
  20810. throw new Error( `BatchedMesh: Geometry index values are being used outside the range ${ maxIndexCount }. Cannot shrink further.` );
  20811. }
  20812. }
  20813. //
  20814. // dispose of the previous geometry
  20815. const oldGeometry = this.geometry;
  20816. oldGeometry.dispose();
  20817. // recreate the geometry needed based on the previous variant
  20818. this._maxVertexCount = maxVertexCount;
  20819. this._maxIndexCount = maxIndexCount;
  20820. if ( this._geometryInitialized ) {
  20821. this._geometryInitialized = false;
  20822. this.geometry = new BufferGeometry();
  20823. this._initializeGeometry( oldGeometry );
  20824. }
  20825. // copy data from the previous geometry
  20826. const geometry = this.geometry;
  20827. if ( oldGeometry.index ) {
  20828. copyArrayContents( oldGeometry.index.array, geometry.index.array );
  20829. }
  20830. for ( const key in oldGeometry.attributes ) {
  20831. copyArrayContents( oldGeometry.attributes[ key ].array, geometry.attributes[ key ].array );
  20832. }
  20833. }
  20834. raycast( raycaster, intersects ) {
  20835. const instanceInfo = this._instanceInfo;
  20836. const geometryInfoList = this._geometryInfo;
  20837. const matrixWorld = this.matrixWorld;
  20838. const batchGeometry = this.geometry;
  20839. // iterate over each geometry
  20840. _mesh.material = this.material;
  20841. _mesh.geometry.index = batchGeometry.index;
  20842. _mesh.geometry.attributes = batchGeometry.attributes;
  20843. if ( _mesh.geometry.boundingBox === null ) {
  20844. _mesh.geometry.boundingBox = new Box3();
  20845. }
  20846. if ( _mesh.geometry.boundingSphere === null ) {
  20847. _mesh.geometry.boundingSphere = new Sphere();
  20848. }
  20849. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  20850. if ( ! instanceInfo[ i ].visible || ! instanceInfo[ i ].active ) {
  20851. continue;
  20852. }
  20853. const geometryId = instanceInfo[ i ].geometryIndex;
  20854. const geometryInfo = geometryInfoList[ geometryId ];
  20855. _mesh.geometry.setDrawRange( geometryInfo.start, geometryInfo.count );
  20856. // get the intersects
  20857. this.getMatrixAt( i, _mesh.matrixWorld ).premultiply( matrixWorld );
  20858. this.getBoundingBoxAt( geometryId, _mesh.geometry.boundingBox );
  20859. this.getBoundingSphereAt( geometryId, _mesh.geometry.boundingSphere );
  20860. _mesh.raycast( raycaster, _batchIntersects );
  20861. // add batch id to the intersects
  20862. for ( let j = 0, l = _batchIntersects.length; j < l; j ++ ) {
  20863. const intersect = _batchIntersects[ j ];
  20864. intersect.object = this;
  20865. intersect.batchId = i;
  20866. intersects.push( intersect );
  20867. }
  20868. _batchIntersects.length = 0;
  20869. }
  20870. _mesh.material = null;
  20871. _mesh.geometry.index = null;
  20872. _mesh.geometry.attributes = {};
  20873. _mesh.geometry.setDrawRange( 0, Infinity );
  20874. }
  20875. copy( source ) {
  20876. super.copy( source );
  20877. this.geometry = source.geometry.clone();
  20878. this.perObjectFrustumCulled = source.perObjectFrustumCulled;
  20879. this.sortObjects = source.sortObjects;
  20880. this.boundingBox = source.boundingBox !== null ? source.boundingBox.clone() : null;
  20881. this.boundingSphere = source.boundingSphere !== null ? source.boundingSphere.clone() : null;
  20882. this._geometryInfo = source._geometryInfo.map( info => ( {
  20883. ...info,
  20884. boundingBox: info.boundingBox !== null ? info.boundingBox.clone() : null,
  20885. boundingSphere: info.boundingSphere !== null ? info.boundingSphere.clone() : null,
  20886. } ) );
  20887. this._instanceInfo = source._instanceInfo.map( info => ( { ...info } ) );
  20888. this._availableInstanceIds = source._availableInstanceIds.slice();
  20889. this._availableGeometryIds = source._availableGeometryIds.slice();
  20890. this._nextIndexStart = source._nextIndexStart;
  20891. this._nextVertexStart = source._nextVertexStart;
  20892. this._geometryCount = source._geometryCount;
  20893. this._maxInstanceCount = source._maxInstanceCount;
  20894. this._maxVertexCount = source._maxVertexCount;
  20895. this._maxIndexCount = source._maxIndexCount;
  20896. this._geometryInitialized = source._geometryInitialized;
  20897. this._multiDrawCounts = source._multiDrawCounts.slice();
  20898. this._multiDrawStarts = source._multiDrawStarts.slice();
  20899. this._indirectTexture = source._indirectTexture.clone();
  20900. this._indirectTexture.image.data = this._indirectTexture.image.data.slice();
  20901. this._matricesTexture = source._matricesTexture.clone();
  20902. this._matricesTexture.image.data = this._matricesTexture.image.data.slice();
  20903. if ( this._colorsTexture !== null ) {
  20904. this._colorsTexture = source._colorsTexture.clone();
  20905. this._colorsTexture.image.data = this._colorsTexture.image.data.slice();
  20906. }
  20907. return this;
  20908. }
  20909. /**
  20910. * Frees the GPU-related resources allocated by this instance. Call this
  20911. * method whenever this instance is no longer used in your app.
  20912. */
  20913. dispose() {
  20914. // Assuming the geometry is not shared with other meshes
  20915. this.geometry.dispose();
  20916. this._matricesTexture.dispose();
  20917. this._matricesTexture = null;
  20918. this._indirectTexture.dispose();
  20919. this._indirectTexture = null;
  20920. if ( this._colorsTexture !== null ) {
  20921. this._colorsTexture.dispose();
  20922. this._colorsTexture = null;
  20923. }
  20924. }
  20925. onBeforeRender( renderer, scene, camera, geometry, material/*, _group*/ ) {
  20926. // if visibility has not changed and frustum culling and object sorting is not required
  20927. // then skip iterating over all items
  20928. if ( ! this._visibilityChanged && ! this.perObjectFrustumCulled && ! this.sortObjects ) {
  20929. return;
  20930. }
  20931. // the indexed version of the multi draw function requires specifying the start
  20932. // offset in bytes.
  20933. const index = geometry.getIndex();
  20934. const bytesPerElement = index === null ? 1 : index.array.BYTES_PER_ELEMENT;
  20935. const instanceInfo = this._instanceInfo;
  20936. const multiDrawStarts = this._multiDrawStarts;
  20937. const multiDrawCounts = this._multiDrawCounts;
  20938. const geometryInfoList = this._geometryInfo;
  20939. const perObjectFrustumCulled = this.perObjectFrustumCulled;
  20940. const indirectTexture = this._indirectTexture;
  20941. const indirectArray = indirectTexture.image.data;
  20942. const frustum = camera.isArrayCamera ? _frustumArray : _frustum;
  20943. // prepare the frustum in the local frame
  20944. if ( perObjectFrustumCulled && ! camera.isArrayCamera ) {
  20945. _matrix$1
  20946. .multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse )
  20947. .multiply( this.matrixWorld );
  20948. _frustum.setFromProjectionMatrix(
  20949. _matrix$1,
  20950. camera.coordinateSystem,
  20951. camera.reversedDepth
  20952. );
  20953. }
  20954. let multiDrawCount = 0;
  20955. if ( this.sortObjects ) {
  20956. // get the camera position in the local frame
  20957. _matrix$1.copy( this.matrixWorld ).invert();
  20958. _vector$5.setFromMatrixPosition( camera.matrixWorld ).applyMatrix4( _matrix$1 );
  20959. _forward$1.set( 0, 0, -1 ).transformDirection( camera.matrixWorld ).transformDirection( _matrix$1 );
  20960. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  20961. if ( instanceInfo[ i ].visible && instanceInfo[ i ].active ) {
  20962. const geometryId = instanceInfo[ i ].geometryIndex;
  20963. // get the bounds in world space
  20964. this.getMatrixAt( i, _matrix$1 );
  20965. this.getBoundingSphereAt( geometryId, _sphere$2 ).applyMatrix4( _matrix$1 );
  20966. // determine whether the batched geometry is within the frustum
  20967. let culled = false;
  20968. if ( perObjectFrustumCulled ) {
  20969. culled = ! frustum.intersectsSphere( _sphere$2, camera );
  20970. }
  20971. if ( ! culled ) {
  20972. // get the distance from camera used for sorting
  20973. const geometryInfo = geometryInfoList[ geometryId ];
  20974. const z = _temp.subVectors( _sphere$2.center, _vector$5 ).dot( _forward$1 );
  20975. _renderList.push( geometryInfo.start, geometryInfo.count, z, i );
  20976. }
  20977. }
  20978. }
  20979. // Sort the draw ranges and prep for rendering
  20980. const list = _renderList.list;
  20981. const customSort = this.customSort;
  20982. if ( customSort === null ) {
  20983. list.sort( material.transparent ? sortTransparent : sortOpaque );
  20984. } else {
  20985. customSort.call( this, list, camera );
  20986. }
  20987. for ( let i = 0, l = list.length; i < l; i ++ ) {
  20988. const item = list[ i ];
  20989. multiDrawStarts[ multiDrawCount ] = item.start * bytesPerElement;
  20990. multiDrawCounts[ multiDrawCount ] = item.count;
  20991. indirectArray[ multiDrawCount ] = item.index;
  20992. multiDrawCount ++;
  20993. }
  20994. _renderList.reset();
  20995. } else {
  20996. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  20997. if ( instanceInfo[ i ].visible && instanceInfo[ i ].active ) {
  20998. const geometryId = instanceInfo[ i ].geometryIndex;
  20999. // determine whether the batched geometry is within the frustum
  21000. let culled = false;
  21001. if ( perObjectFrustumCulled ) {
  21002. // get the bounds in world space
  21003. this.getMatrixAt( i, _matrix$1 );
  21004. this.getBoundingSphereAt( geometryId, _sphere$2 ).applyMatrix4( _matrix$1 );
  21005. culled = ! frustum.intersectsSphere( _sphere$2, camera );
  21006. }
  21007. if ( ! culled ) {
  21008. const geometryInfo = geometryInfoList[ geometryId ];
  21009. multiDrawStarts[ multiDrawCount ] = geometryInfo.start * bytesPerElement;
  21010. multiDrawCounts[ multiDrawCount ] = geometryInfo.count;
  21011. indirectArray[ multiDrawCount ] = i;
  21012. multiDrawCount ++;
  21013. }
  21014. }
  21015. }
  21016. }
  21017. indirectTexture.needsUpdate = true;
  21018. this._multiDrawCount = multiDrawCount;
  21019. this._visibilityChanged = false;
  21020. }
  21021. onBeforeShadow( renderer, object, camera, shadowCamera, geometry, depthMaterial/* , group */ ) {
  21022. this.onBeforeRender( renderer, null, shadowCamera, geometry, depthMaterial );
  21023. }
  21024. }
  21025. /**
  21026. * A material for rendering line primitives.
  21027. *
  21028. * Materials define the appearance of renderable 3D objects.
  21029. *
  21030. * ```js
  21031. * const material = new THREE.LineBasicMaterial( { color: 0xffffff } );
  21032. * ```
  21033. *
  21034. * @augments Material
  21035. */
  21036. class LineBasicMaterial extends Material {
  21037. /**
  21038. * Constructs a new line basic material.
  21039. *
  21040. * @param {Object} [parameters] - An object with one or more properties
  21041. * defining the material's appearance. Any property of the material
  21042. * (including any property from inherited materials) can be passed
  21043. * in here. Color values can be passed any type of value accepted
  21044. * by {@link Color#set}.
  21045. */
  21046. constructor( parameters ) {
  21047. super();
  21048. /**
  21049. * This flag can be used for type testing.
  21050. *
  21051. * @type {boolean}
  21052. * @readonly
  21053. * @default true
  21054. */
  21055. this.isLineBasicMaterial = true;
  21056. this.type = 'LineBasicMaterial';
  21057. /**
  21058. * Color of the material.
  21059. *
  21060. * @type {Color}
  21061. * @default (1,1,1)
  21062. */
  21063. this.color = new Color( 0xffffff );
  21064. /**
  21065. * Sets the color of the lines using data from a texture. The texture map
  21066. * color is modulated by the diffuse `color`.
  21067. *
  21068. * @type {?Texture}
  21069. * @default null
  21070. */
  21071. this.map = null;
  21072. /**
  21073. * Controls line thickness or lines.
  21074. *
  21075. * Can only be used with {@link SVGRenderer}. WebGL and WebGPU
  21076. * ignore this setting and always render line primitives with a
  21077. * width of one pixel.
  21078. *
  21079. * @type {number}
  21080. * @default 1
  21081. */
  21082. this.linewidth = 1;
  21083. /**
  21084. * Defines appearance of line ends.
  21085. *
  21086. * Can only be used with {@link SVGRenderer}.
  21087. *
  21088. * @type {('butt'|'round'|'square')}
  21089. * @default 'round'
  21090. */
  21091. this.linecap = 'round';
  21092. /**
  21093. * Defines appearance of line joints.
  21094. *
  21095. * Can only be used with {@link SVGRenderer}.
  21096. *
  21097. * @type {('round'|'bevel'|'miter')}
  21098. * @default 'round'
  21099. */
  21100. this.linejoin = 'round';
  21101. /**
  21102. * Whether the material is affected by fog or not.
  21103. *
  21104. * @type {boolean}
  21105. * @default true
  21106. */
  21107. this.fog = true;
  21108. this.setValues( parameters );
  21109. }
  21110. copy( source ) {
  21111. super.copy( source );
  21112. this.color.copy( source.color );
  21113. this.map = source.map;
  21114. this.linewidth = source.linewidth;
  21115. this.linecap = source.linecap;
  21116. this.linejoin = source.linejoin;
  21117. this.fog = source.fog;
  21118. return this;
  21119. }
  21120. }
  21121. const _vStart = /*@__PURE__*/ new Vector3();
  21122. const _vEnd = /*@__PURE__*/ new Vector3();
  21123. const _inverseMatrix$1 = /*@__PURE__*/ new Matrix4();
  21124. const _ray$1 = /*@__PURE__*/ new Ray();
  21125. const _sphere$1 = /*@__PURE__*/ new Sphere();
  21126. const _intersectPointOnRay = /*@__PURE__*/ new Vector3();
  21127. const _intersectPointOnSegment = /*@__PURE__*/ new Vector3();
  21128. /**
  21129. * A continuous line. The line are rendered by connecting consecutive
  21130. * vertices with straight lines.
  21131. *
  21132. * ```js
  21133. * const material = new THREE.LineBasicMaterial( { color: 0x0000ff } );
  21134. *
  21135. * const points = [];
  21136. * points.push( new THREE.Vector3( - 10, 0, 0 ) );
  21137. * points.push( new THREE.Vector3( 0, 10, 0 ) );
  21138. * points.push( new THREE.Vector3( 10, 0, 0 ) );
  21139. *
  21140. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  21141. *
  21142. * const line = new THREE.Line( geometry, material );
  21143. * scene.add( line );
  21144. * ```
  21145. *
  21146. * @augments Object3D
  21147. */
  21148. class Line extends Object3D {
  21149. /**
  21150. * Constructs a new line.
  21151. *
  21152. * @param {BufferGeometry} [geometry] - The line geometry.
  21153. * @param {Material|Array<Material>} [material] - The line material.
  21154. */
  21155. constructor( geometry = new BufferGeometry(), material = new LineBasicMaterial() ) {
  21156. super();
  21157. /**
  21158. * This flag can be used for type testing.
  21159. *
  21160. * @type {boolean}
  21161. * @readonly
  21162. * @default true
  21163. */
  21164. this.isLine = true;
  21165. this.type = 'Line';
  21166. /**
  21167. * The line geometry.
  21168. *
  21169. * @type {BufferGeometry}
  21170. */
  21171. this.geometry = geometry;
  21172. /**
  21173. * The line material.
  21174. *
  21175. * @type {Material|Array<Material>}
  21176. * @default LineBasicMaterial
  21177. */
  21178. this.material = material;
  21179. /**
  21180. * A dictionary representing the morph targets in the geometry. The key is the
  21181. * morph targets name, the value its attribute index. This member is `undefined`
  21182. * by default and only set when morph targets are detected in the geometry.
  21183. *
  21184. * @type {Object<String,number>|undefined}
  21185. * @default undefined
  21186. */
  21187. this.morphTargetDictionary = undefined;
  21188. /**
  21189. * An array of weights typically in the range `[0,1]` that specify how much of the morph
  21190. * is applied. This member is `undefined` by default and only set when morph targets are
  21191. * detected in the geometry.
  21192. *
  21193. * @type {Array<number>|undefined}
  21194. * @default undefined
  21195. */
  21196. this.morphTargetInfluences = undefined;
  21197. this.updateMorphTargets();
  21198. }
  21199. copy( source, recursive ) {
  21200. super.copy( source, recursive );
  21201. this.material = Array.isArray( source.material ) ? source.material.slice() : source.material;
  21202. this.geometry = source.geometry;
  21203. return this;
  21204. }
  21205. /**
  21206. * Computes an array of distance values which are necessary for rendering dashed lines.
  21207. * For each vertex in the geometry, the method calculates the cumulative length from the
  21208. * current point to the very beginning of the line.
  21209. *
  21210. * @return {Line} A reference to this line.
  21211. */
  21212. computeLineDistances() {
  21213. const geometry = this.geometry;
  21214. // we assume non-indexed geometry
  21215. if ( geometry.index === null ) {
  21216. const positionAttribute = geometry.attributes.position;
  21217. const lineDistances = [ 0 ];
  21218. for ( let i = 1, l = positionAttribute.count; i < l; i ++ ) {
  21219. _vStart.fromBufferAttribute( positionAttribute, i - 1 );
  21220. _vEnd.fromBufferAttribute( positionAttribute, i );
  21221. lineDistances[ i ] = lineDistances[ i - 1 ];
  21222. lineDistances[ i ] += _vStart.distanceTo( _vEnd );
  21223. }
  21224. geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  21225. } else {
  21226. warn( 'Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  21227. }
  21228. return this;
  21229. }
  21230. /**
  21231. * Computes intersection points between a casted ray and this line.
  21232. *
  21233. * @param {Raycaster} raycaster - The raycaster.
  21234. * @param {Array<Object>} intersects - The target array that holds the intersection points.
  21235. */
  21236. raycast( raycaster, intersects ) {
  21237. const geometry = this.geometry;
  21238. const matrixWorld = this.matrixWorld;
  21239. const threshold = raycaster.params.Line.threshold;
  21240. const drawRange = geometry.drawRange;
  21241. // Checking boundingSphere distance to ray
  21242. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  21243. _sphere$1.copy( geometry.boundingSphere );
  21244. _sphere$1.applyMatrix4( matrixWorld );
  21245. _sphere$1.radius += threshold;
  21246. if ( raycaster.ray.intersectsSphere( _sphere$1 ) === false ) return;
  21247. //
  21248. _inverseMatrix$1.copy( matrixWorld ).invert();
  21249. _ray$1.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$1 );
  21250. const localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  21251. const localThresholdSq = localThreshold * localThreshold;
  21252. const step = this.isLineSegments ? 2 : 1;
  21253. const index = geometry.index;
  21254. const attributes = geometry.attributes;
  21255. const positionAttribute = attributes.position;
  21256. if ( index !== null ) {
  21257. const start = Math.max( 0, drawRange.start );
  21258. const end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
  21259. for ( let i = start, l = end - 1; i < l; i += step ) {
  21260. const a = index.getX( i );
  21261. const b = index.getX( i + 1 );
  21262. const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, a, b, i );
  21263. if ( intersect ) {
  21264. intersects.push( intersect );
  21265. }
  21266. }
  21267. if ( this.isLineLoop ) {
  21268. const a = index.getX( end - 1 );
  21269. const b = index.getX( start );
  21270. const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, a, b, end - 1 );
  21271. if ( intersect ) {
  21272. intersects.push( intersect );
  21273. }
  21274. }
  21275. } else {
  21276. const start = Math.max( 0, drawRange.start );
  21277. const end = Math.min( positionAttribute.count, ( drawRange.start + drawRange.count ) );
  21278. for ( let i = start, l = end - 1; i < l; i += step ) {
  21279. const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, i, i + 1, i );
  21280. if ( intersect ) {
  21281. intersects.push( intersect );
  21282. }
  21283. }
  21284. if ( this.isLineLoop ) {
  21285. const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, end - 1, start, end - 1 );
  21286. if ( intersect ) {
  21287. intersects.push( intersect );
  21288. }
  21289. }
  21290. }
  21291. }
  21292. /**
  21293. * Sets the values of {@link Line#morphTargetDictionary} and {@link Line#morphTargetInfluences}
  21294. * to make sure existing morph targets can influence this 3D object.
  21295. */
  21296. updateMorphTargets() {
  21297. const geometry = this.geometry;
  21298. const morphAttributes = geometry.morphAttributes;
  21299. const keys = Object.keys( morphAttributes );
  21300. if ( keys.length > 0 ) {
  21301. const morphAttribute = morphAttributes[ keys[ 0 ] ];
  21302. if ( morphAttribute !== undefined ) {
  21303. this.morphTargetInfluences = [];
  21304. this.morphTargetDictionary = {};
  21305. for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  21306. const name = morphAttribute[ m ].name || String( m );
  21307. this.morphTargetInfluences.push( 0 );
  21308. this.morphTargetDictionary[ name ] = m;
  21309. }
  21310. }
  21311. }
  21312. }
  21313. }
  21314. function checkIntersection( object, raycaster, ray, thresholdSq, a, b, i ) {
  21315. const positionAttribute = object.geometry.attributes.position;
  21316. _vStart.fromBufferAttribute( positionAttribute, a );
  21317. _vEnd.fromBufferAttribute( positionAttribute, b );
  21318. const distSq = ray.distanceSqToSegment( _vStart, _vEnd, _intersectPointOnRay, _intersectPointOnSegment );
  21319. if ( distSq > thresholdSq ) return;
  21320. _intersectPointOnRay.applyMatrix4( object.matrixWorld ); // Move back to world space for distance calculation
  21321. const distance = raycaster.ray.origin.distanceTo( _intersectPointOnRay );
  21322. if ( distance < raycaster.near || distance > raycaster.far ) return;
  21323. return {
  21324. distance: distance,
  21325. // What do we want? intersection point on the ray or on the segment??
  21326. // point: raycaster.ray.at( distance ),
  21327. point: _intersectPointOnSegment.clone().applyMatrix4( object.matrixWorld ),
  21328. index: i,
  21329. face: null,
  21330. faceIndex: null,
  21331. barycoord: null,
  21332. object: object
  21333. };
  21334. }
  21335. const _start = /*@__PURE__*/ new Vector3();
  21336. const _end = /*@__PURE__*/ new Vector3();
  21337. /**
  21338. * A series of lines drawn between pairs of vertices.
  21339. *
  21340. * @augments Line
  21341. */
  21342. class LineSegments extends Line {
  21343. /**
  21344. * Constructs a new line segments.
  21345. *
  21346. * @param {BufferGeometry} [geometry] - The line geometry.
  21347. * @param {Material|Array<Material>} [material] - The line material.
  21348. */
  21349. constructor( geometry, material ) {
  21350. super( geometry, material );
  21351. /**
  21352. * This flag can be used for type testing.
  21353. *
  21354. * @type {boolean}
  21355. * @readonly
  21356. * @default true
  21357. */
  21358. this.isLineSegments = true;
  21359. this.type = 'LineSegments';
  21360. }
  21361. computeLineDistances() {
  21362. const geometry = this.geometry;
  21363. // we assume non-indexed geometry
  21364. if ( geometry.index === null ) {
  21365. const positionAttribute = geometry.attributes.position;
  21366. const lineDistances = [];
  21367. for ( let i = 0, l = positionAttribute.count; i < l; i += 2 ) {
  21368. _start.fromBufferAttribute( positionAttribute, i );
  21369. _end.fromBufferAttribute( positionAttribute, i + 1 );
  21370. lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
  21371. lineDistances[ i + 1 ] = lineDistances[ i ] + _start.distanceTo( _end );
  21372. }
  21373. geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  21374. } else {
  21375. warn( 'LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  21376. }
  21377. return this;
  21378. }
  21379. }
  21380. /**
  21381. * A continuous line. This is nearly the same as {@link Line} the only difference
  21382. * is that the last vertex is connected with the first vertex in order to close
  21383. * the line to form a loop.
  21384. *
  21385. * @augments Line
  21386. */
  21387. class LineLoop extends Line {
  21388. /**
  21389. * Constructs a new line loop.
  21390. *
  21391. * @param {BufferGeometry} [geometry] - The line geometry.
  21392. * @param {Material|Array<Material>} [material] - The line material.
  21393. */
  21394. constructor( geometry, material ) {
  21395. super( geometry, material );
  21396. /**
  21397. * This flag can be used for type testing.
  21398. *
  21399. * @type {boolean}
  21400. * @readonly
  21401. * @default true
  21402. */
  21403. this.isLineLoop = true;
  21404. this.type = 'LineLoop';
  21405. }
  21406. }
  21407. /**
  21408. * A material for rendering point primitives.
  21409. *
  21410. * Materials define the appearance of renderable 3D objects.
  21411. *
  21412. * ```js
  21413. * const vertices = [];
  21414. *
  21415. * for ( let i = 0; i < 10000; i ++ ) {
  21416. * const x = THREE.MathUtils.randFloatSpread( 2000 );
  21417. * const y = THREE.MathUtils.randFloatSpread( 2000 );
  21418. * const z = THREE.MathUtils.randFloatSpread( 2000 );
  21419. *
  21420. * vertices.push( x, y, z );
  21421. * }
  21422. *
  21423. * const geometry = new THREE.BufferGeometry();
  21424. * geometry.setAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) );
  21425. * const material = new THREE.PointsMaterial( { color: 0x888888 } );
  21426. * const points = new THREE.Points( geometry, material );
  21427. * scene.add( points );
  21428. * ```
  21429. *
  21430. * @augments Material
  21431. */
  21432. class PointsMaterial extends Material {
  21433. /**
  21434. * Constructs a new points material.
  21435. *
  21436. * @param {Object} [parameters] - An object with one or more properties
  21437. * defining the material's appearance. Any property of the material
  21438. * (including any property from inherited materials) can be passed
  21439. * in here. Color values can be passed any type of value accepted
  21440. * by {@link Color#set}.
  21441. */
  21442. constructor( parameters ) {
  21443. super();
  21444. /**
  21445. * This flag can be used for type testing.
  21446. *
  21447. * @type {boolean}
  21448. * @readonly
  21449. * @default true
  21450. */
  21451. this.isPointsMaterial = true;
  21452. this.type = 'PointsMaterial';
  21453. /**
  21454. * Color of the material.
  21455. *
  21456. * @type {Color}
  21457. * @default (1,1,1)
  21458. */
  21459. this.color = new Color( 0xffffff );
  21460. /**
  21461. * The color map. May optionally include an alpha channel, typically combined
  21462. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  21463. * color is modulated by the diffuse `color`.
  21464. *
  21465. * @type {?Texture}
  21466. * @default null
  21467. */
  21468. this.map = null;
  21469. /**
  21470. * The alpha map is a grayscale texture that controls the opacity across the
  21471. * surface (black: fully transparent; white: fully opaque).
  21472. *
  21473. * Only the color of the texture is used, ignoring the alpha channel if one
  21474. * exists. For RGB and RGBA textures, the renderer will use the green channel
  21475. * when sampling this texture due to the extra bit of precision provided for
  21476. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  21477. * luminance/alpha textures will also still work as expected.
  21478. *
  21479. * @type {?Texture}
  21480. * @default null
  21481. */
  21482. this.alphaMap = null;
  21483. /**
  21484. * Defines the size of the points in pixels.
  21485. *
  21486. * 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).
  21487. *
  21488. * @type {number}
  21489. * @default 1
  21490. */
  21491. this.size = 1;
  21492. /**
  21493. * Specifies whether size of individual points is attenuated by the camera depth (perspective camera only).
  21494. *
  21495. * @type {boolean}
  21496. * @default true
  21497. */
  21498. this.sizeAttenuation = true;
  21499. /**
  21500. * Whether the material is affected by fog or not.
  21501. *
  21502. * @type {boolean}
  21503. * @default true
  21504. */
  21505. this.fog = true;
  21506. this.setValues( parameters );
  21507. }
  21508. copy( source ) {
  21509. super.copy( source );
  21510. this.color.copy( source.color );
  21511. this.map = source.map;
  21512. this.alphaMap = source.alphaMap;
  21513. this.size = source.size;
  21514. this.sizeAttenuation = source.sizeAttenuation;
  21515. this.fog = source.fog;
  21516. return this;
  21517. }
  21518. }
  21519. const _inverseMatrix = /*@__PURE__*/ new Matrix4();
  21520. const _ray = /*@__PURE__*/ new Ray();
  21521. const _sphere = /*@__PURE__*/ new Sphere();
  21522. const _position$2 = /*@__PURE__*/ new Vector3();
  21523. /**
  21524. * A class for displaying points or point clouds.
  21525. *
  21526. * @augments Object3D
  21527. */
  21528. class Points extends Object3D {
  21529. /**
  21530. * Constructs a new point cloud.
  21531. *
  21532. * @param {BufferGeometry} [geometry] - The points geometry.
  21533. * @param {Material|Array<Material>} [material] - The points material.
  21534. */
  21535. constructor( geometry = new BufferGeometry(), material = new PointsMaterial() ) {
  21536. super();
  21537. /**
  21538. * This flag can be used for type testing.
  21539. *
  21540. * @type {boolean}
  21541. * @readonly
  21542. * @default true
  21543. */
  21544. this.isPoints = true;
  21545. this.type = 'Points';
  21546. /**
  21547. * The points geometry.
  21548. *
  21549. * @type {BufferGeometry}
  21550. */
  21551. this.geometry = geometry;
  21552. /**
  21553. * The line material.
  21554. *
  21555. * @type {Material|Array<Material>}
  21556. * @default PointsMaterial
  21557. */
  21558. this.material = material;
  21559. /**
  21560. * A dictionary representing the morph targets in the geometry. The key is the
  21561. * morph targets name, the value its attribute index. This member is `undefined`
  21562. * by default and only set when morph targets are detected in the geometry.
  21563. *
  21564. * @type {Object<String,number>|undefined}
  21565. * @default undefined
  21566. */
  21567. this.morphTargetDictionary = undefined;
  21568. /**
  21569. * An array of weights typically in the range `[0,1]` that specify how much of the morph
  21570. * is applied. This member is `undefined` by default and only set when morph targets are
  21571. * detected in the geometry.
  21572. *
  21573. * @type {Array<number>|undefined}
  21574. * @default undefined
  21575. */
  21576. this.morphTargetInfluences = undefined;
  21577. this.updateMorphTargets();
  21578. }
  21579. copy( source, recursive ) {
  21580. super.copy( source, recursive );
  21581. this.material = Array.isArray( source.material ) ? source.material.slice() : source.material;
  21582. this.geometry = source.geometry;
  21583. return this;
  21584. }
  21585. /**
  21586. * Computes intersection points between a casted ray and this point cloud.
  21587. *
  21588. * @param {Raycaster} raycaster - The raycaster.
  21589. * @param {Array<Object>} intersects - The target array that holds the intersection points.
  21590. */
  21591. raycast( raycaster, intersects ) {
  21592. const geometry = this.geometry;
  21593. const matrixWorld = this.matrixWorld;
  21594. const threshold = raycaster.params.Points.threshold;
  21595. const drawRange = geometry.drawRange;
  21596. // Checking boundingSphere distance to ray
  21597. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  21598. _sphere.copy( geometry.boundingSphere );
  21599. _sphere.applyMatrix4( matrixWorld );
  21600. _sphere.radius += threshold;
  21601. if ( raycaster.ray.intersectsSphere( _sphere ) === false ) return;
  21602. //
  21603. _inverseMatrix.copy( matrixWorld ).invert();
  21604. _ray.copy( raycaster.ray ).applyMatrix4( _inverseMatrix );
  21605. const localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  21606. const localThresholdSq = localThreshold * localThreshold;
  21607. const index = geometry.index;
  21608. const attributes = geometry.attributes;
  21609. const positionAttribute = attributes.position;
  21610. if ( index !== null ) {
  21611. const start = Math.max( 0, drawRange.start );
  21612. const end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
  21613. for ( let i = start, il = end; i < il; i ++ ) {
  21614. const a = index.getX( i );
  21615. _position$2.fromBufferAttribute( positionAttribute, a );
  21616. testPoint( _position$2, a, localThresholdSq, matrixWorld, raycaster, intersects, this );
  21617. }
  21618. } else {
  21619. const start = Math.max( 0, drawRange.start );
  21620. const end = Math.min( positionAttribute.count, ( drawRange.start + drawRange.count ) );
  21621. for ( let i = start, l = end; i < l; i ++ ) {
  21622. _position$2.fromBufferAttribute( positionAttribute, i );
  21623. testPoint( _position$2, i, localThresholdSq, matrixWorld, raycaster, intersects, this );
  21624. }
  21625. }
  21626. }
  21627. /**
  21628. * Sets the values of {@link Points#morphTargetDictionary} and {@link Points#morphTargetInfluences}
  21629. * to make sure existing morph targets can influence this 3D object.
  21630. */
  21631. updateMorphTargets() {
  21632. const geometry = this.geometry;
  21633. const morphAttributes = geometry.morphAttributes;
  21634. const keys = Object.keys( morphAttributes );
  21635. if ( keys.length > 0 ) {
  21636. const morphAttribute = morphAttributes[ keys[ 0 ] ];
  21637. if ( morphAttribute !== undefined ) {
  21638. this.morphTargetInfluences = [];
  21639. this.morphTargetDictionary = {};
  21640. for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  21641. const name = morphAttribute[ m ].name || String( m );
  21642. this.morphTargetInfluences.push( 0 );
  21643. this.morphTargetDictionary[ name ] = m;
  21644. }
  21645. }
  21646. }
  21647. }
  21648. }
  21649. function testPoint( point, index, localThresholdSq, matrixWorld, raycaster, intersects, object ) {
  21650. const rayPointDistanceSq = _ray.distanceSqToPoint( point );
  21651. if ( rayPointDistanceSq < localThresholdSq ) {
  21652. const intersectPoint = new Vector3();
  21653. _ray.closestPointToPoint( point, intersectPoint );
  21654. intersectPoint.applyMatrix4( matrixWorld );
  21655. const distance = raycaster.ray.origin.distanceTo( intersectPoint );
  21656. if ( distance < raycaster.near || distance > raycaster.far ) return;
  21657. intersects.push( {
  21658. distance: distance,
  21659. distanceToRay: Math.sqrt( rayPointDistanceSq ),
  21660. point: intersectPoint,
  21661. index: index,
  21662. face: null,
  21663. faceIndex: null,
  21664. barycoord: null,
  21665. object: object
  21666. } );
  21667. }
  21668. }
  21669. /**
  21670. * A texture for use with a video.
  21671. *
  21672. * ```js
  21673. * // assuming you have created a HTML video element with id="video"
  21674. * const video = document.getElementById( 'video' );
  21675. * const texture = new THREE.VideoTexture( video );
  21676. * ```
  21677. *
  21678. * Note: When using video textures with {@link WebGPURenderer}, {@link Texture#colorSpace} must be
  21679. * set to THREE.SRGBColorSpace.
  21680. *
  21681. * Note: After the initial use of a texture, its dimensions, format, and type
  21682. * cannot be changed. Instead, call {@link Texture#dispose} on the texture and instantiate a new one.
  21683. *
  21684. * @augments Texture
  21685. */
  21686. class VideoTexture extends Texture {
  21687. /**
  21688. * Constructs a new video texture.
  21689. *
  21690. * @param {HTMLVideoElement} video - The video element to use as a data source for the texture.
  21691. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  21692. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  21693. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  21694. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  21695. * @param {number} [minFilter=LinearFilter] - The min filter value.
  21696. * @param {number} [format=RGBAFormat] - The texture format.
  21697. * @param {number} [type=UnsignedByteType] - The texture type.
  21698. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  21699. */
  21700. constructor( video, mapping, wrapS, wrapT, magFilter = LinearFilter, minFilter = LinearFilter, format, type, anisotropy ) {
  21701. super( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  21702. /**
  21703. * This flag can be used for type testing.
  21704. *
  21705. * @type {boolean}
  21706. * @readonly
  21707. * @default true
  21708. */
  21709. this.isVideoTexture = true;
  21710. /**
  21711. * Whether to generate mipmaps (if possible) for a texture.
  21712. *
  21713. * Overwritten and set to `false` by default.
  21714. *
  21715. * @type {boolean}
  21716. * @default false
  21717. */
  21718. this.generateMipmaps = false;
  21719. /**
  21720. * The video frame request callback identifier, which is a positive integer.
  21721. *
  21722. * Value of 0 represents no scheduled rVFC.
  21723. *
  21724. * @private
  21725. * @type {number}
  21726. */
  21727. this._requestVideoFrameCallbackId = 0;
  21728. const scope = this;
  21729. function updateVideo() {
  21730. scope.needsUpdate = true;
  21731. scope._requestVideoFrameCallbackId = video.requestVideoFrameCallback( updateVideo );
  21732. }
  21733. if ( 'requestVideoFrameCallback' in video ) {
  21734. this._requestVideoFrameCallbackId = video.requestVideoFrameCallback( updateVideo );
  21735. }
  21736. }
  21737. clone() {
  21738. return new this.constructor( this.image ).copy( this );
  21739. }
  21740. /**
  21741. * This method is called automatically by the renderer and sets {@link Texture#needsUpdate}
  21742. * to `true` every time a new frame is available.
  21743. *
  21744. * Only relevant if `requestVideoFrameCallback` is not supported in the browser.
  21745. */
  21746. update() {
  21747. const video = this.image;
  21748. const hasVideoFrameCallback = 'requestVideoFrameCallback' in video;
  21749. if ( hasVideoFrameCallback === false && video.readyState >= video.HAVE_CURRENT_DATA ) {
  21750. this.needsUpdate = true;
  21751. }
  21752. }
  21753. dispose() {
  21754. if ( this._requestVideoFrameCallbackId !== 0 ) {
  21755. this.source.data.cancelVideoFrameCallback( this._requestVideoFrameCallbackId );
  21756. this._requestVideoFrameCallbackId = 0;
  21757. }
  21758. super.dispose();
  21759. }
  21760. }
  21761. /**
  21762. * This class can be used as an alternative way to define video data. Instead of using
  21763. * an instance of `HTMLVideoElement` like with `VideoTexture`, `VideoFrameTexture` expects each frame is
  21764. * defined manually via {@link VideoFrameTexture#setFrame}. A typical use case for this module is when
  21765. * video frames are decoded with the WebCodecs API.
  21766. *
  21767. * ```js
  21768. * const texture = new THREE.VideoFrameTexture();
  21769. * texture.setFrame( frame );
  21770. * ```
  21771. *
  21772. * @augments VideoTexture
  21773. */
  21774. class VideoFrameTexture extends VideoTexture {
  21775. /**
  21776. * Constructs a new video frame texture.
  21777. *
  21778. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  21779. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  21780. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  21781. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  21782. * @param {number} [minFilter=LinearFilter] - The min filter value.
  21783. * @param {number} [format=RGBAFormat] - The texture format.
  21784. * @param {number} [type=UnsignedByteType] - The texture type.
  21785. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  21786. */
  21787. constructor( mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  21788. super( {}, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  21789. /**
  21790. * This flag can be used for type testing.
  21791. *
  21792. * @type {boolean}
  21793. * @readonly
  21794. * @default true
  21795. */
  21796. this.isVideoFrameTexture = true;
  21797. }
  21798. /**
  21799. * This method overwritten with an empty implementation since
  21800. * this type of texture is updated via `setFrame()`.
  21801. */
  21802. update() {}
  21803. clone() {
  21804. return new this.constructor().copy( this ); // restoring Texture.clone()
  21805. }
  21806. /**
  21807. * Sets the current frame of the video. This will automatically update the texture
  21808. * so the data can be used for rendering.
  21809. *
  21810. * @param {VideoFrame} frame - The video frame.
  21811. */
  21812. setFrame( frame ) {
  21813. this.image = frame;
  21814. this.needsUpdate = true;
  21815. }
  21816. }
  21817. /**
  21818. * This class can only be used in combination with `copyFramebufferToTexture()` methods
  21819. * of renderers. It extracts the contents of the current bound framebuffer and provides it
  21820. * as a texture for further usage.
  21821. *
  21822. * ```js
  21823. * const pixelRatio = window.devicePixelRatio;
  21824. * const textureSize = 128 * pixelRatio;
  21825. *
  21826. * const frameTexture = new FramebufferTexture( textureSize, textureSize );
  21827. *
  21828. * // calculate start position for copying part of the frame data
  21829. * const vector = new Vector2();
  21830. * vector.x = ( window.innerWidth * pixelRatio / 2 ) - ( textureSize / 2 );
  21831. * vector.y = ( window.innerHeight * pixelRatio / 2 ) - ( textureSize / 2 );
  21832. *
  21833. * renderer.render( scene, camera );
  21834. *
  21835. * // copy part of the rendered frame into the framebuffer texture
  21836. * renderer.copyFramebufferToTexture( frameTexture, vector );
  21837. * ```
  21838. *
  21839. * @augments Texture
  21840. */
  21841. class FramebufferTexture extends Texture {
  21842. /**
  21843. * Constructs a new framebuffer texture.
  21844. *
  21845. * @param {number} [width] - The width of the texture.
  21846. * @param {number} [height] - The height of the texture.
  21847. */
  21848. constructor( width, height ) {
  21849. super( { width, height } );
  21850. /**
  21851. * This flag can be used for type testing.
  21852. *
  21853. * @type {boolean}
  21854. * @readonly
  21855. * @default true
  21856. */
  21857. this.isFramebufferTexture = true;
  21858. /**
  21859. * How the texture is sampled when a texel covers more than one pixel.
  21860. *
  21861. * Overwritten and set to `NearestFilter` by default to disable filtering.
  21862. *
  21863. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  21864. * @default NearestFilter
  21865. */
  21866. this.magFilter = NearestFilter;
  21867. /**
  21868. * How the texture is sampled when a texel covers less than one pixel.
  21869. *
  21870. * Overwritten and set to `NearestFilter` by default to disable filtering.
  21871. *
  21872. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  21873. * @default NearestFilter
  21874. */
  21875. this.minFilter = NearestFilter;
  21876. /**
  21877. * Whether to generate mipmaps (if possible) for a texture.
  21878. *
  21879. * Overwritten and set to `false` by default.
  21880. *
  21881. * @type {boolean}
  21882. * @default false
  21883. */
  21884. this.generateMipmaps = false;
  21885. this.needsUpdate = true;
  21886. }
  21887. }
  21888. /**
  21889. * Creates a texture based on data in compressed form.
  21890. *
  21891. * These texture are usually loaded with {@link CompressedTextureLoader}.
  21892. *
  21893. * @augments Texture
  21894. */
  21895. class CompressedTexture extends Texture {
  21896. /**
  21897. * Constructs a new compressed texture.
  21898. *
  21899. * @param {Array<Object>} mipmaps - This array holds for all mipmaps (including the bases mip)
  21900. * the data and dimensions.
  21901. * @param {number} width - The width of the texture.
  21902. * @param {number} height - The height of the texture.
  21903. * @param {number} [format=RGBAFormat] - The texture format.
  21904. * @param {number} [type=UnsignedByteType] - The texture type.
  21905. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  21906. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  21907. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  21908. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  21909. * @param {number} [minFilter=LinearMipmapLinearFilter] - The min filter value.
  21910. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  21911. * @param {string} [colorSpace=NoColorSpace] - The color space.
  21912. */
  21913. constructor( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, colorSpace ) {
  21914. super( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace );
  21915. /**
  21916. * This flag can be used for type testing.
  21917. *
  21918. * @type {boolean}
  21919. * @readonly
  21920. * @default true
  21921. */
  21922. this.isCompressedTexture = true;
  21923. /**
  21924. * The image property of a compressed texture just defines its dimensions.
  21925. *
  21926. * @type {{width:number,height:number}}
  21927. */
  21928. this.image = { width: width, height: height };
  21929. /**
  21930. * This array holds for all mipmaps (including the bases mip) the data and dimensions.
  21931. *
  21932. * @type {Array<Object>}
  21933. */
  21934. this.mipmaps = mipmaps;
  21935. /**
  21936. * If set to `true`, the texture is flipped along the vertical axis when
  21937. * uploaded to the GPU.
  21938. *
  21939. * Overwritten and set to `false` by default since it is not possible to
  21940. * flip compressed textures.
  21941. *
  21942. * @type {boolean}
  21943. * @default false
  21944. * @readonly
  21945. */
  21946. this.flipY = false;
  21947. /**
  21948. * Whether to generate mipmaps (if possible) for a texture.
  21949. *
  21950. * Overwritten and set to `false` by default since it is not
  21951. * possible to generate mipmaps for compressed data. Mipmaps
  21952. * must be embedded in the compressed texture file.
  21953. *
  21954. * @type {boolean}
  21955. * @default false
  21956. * @readonly
  21957. */
  21958. this.generateMipmaps = false;
  21959. }
  21960. }
  21961. /**
  21962. * Creates a texture 2D array based on data in compressed form.
  21963. *
  21964. * These texture are usually loaded with {@link CompressedTextureLoader}.
  21965. *
  21966. * @augments CompressedTexture
  21967. */
  21968. class CompressedArrayTexture extends CompressedTexture {
  21969. /**
  21970. * Constructs a new compressed array texture.
  21971. *
  21972. * @param {Array<Object>} mipmaps - This array holds for all mipmaps (including the bases mip)
  21973. * the data and dimensions.
  21974. * @param {number} width - The width of the texture.
  21975. * @param {number} height - The height of the texture.
  21976. * @param {number} depth - The depth of the texture.
  21977. * @param {number} [format=RGBAFormat] - The min filter value.
  21978. * @param {number} [type=UnsignedByteType] - The min filter value.
  21979. */
  21980. constructor( mipmaps, width, height, depth, format, type ) {
  21981. super( mipmaps, width, height, format, type );
  21982. /**
  21983. * This flag can be used for type testing.
  21984. *
  21985. * @type {boolean}
  21986. * @readonly
  21987. * @default true
  21988. */
  21989. this.isCompressedArrayTexture = true;
  21990. /**
  21991. * The image property of a compressed texture just defines its dimensions.
  21992. *
  21993. * @name CompressedArrayTexture#image
  21994. * @type {{width:number,height:number,depth:number}}
  21995. */
  21996. this.image.depth = depth;
  21997. /**
  21998. * This defines how the texture is wrapped in the depth and corresponds to
  21999. * *W* in UVW mapping.
  22000. *
  22001. * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}
  22002. * @default ClampToEdgeWrapping
  22003. */
  22004. this.wrapR = ClampToEdgeWrapping;
  22005. /**
  22006. * A set of all layers which need to be updated in the texture.
  22007. *
  22008. * @type {Set<number>}
  22009. */
  22010. this.layerUpdates = new Set();
  22011. }
  22012. /**
  22013. * Describes that a specific layer of the texture needs to be updated.
  22014. * Normally when {@link Texture#needsUpdate} is set to `true`, the
  22015. * entire compressed texture array is sent to the GPU. Marking specific
  22016. * layers will only transmit subsets of all mipmaps associated with a
  22017. * specific depth in the array which is often much more performant.
  22018. *
  22019. * @param {number} layerIndex - The layer index that should be updated.
  22020. */
  22021. addLayerUpdate( layerIndex ) {
  22022. this.layerUpdates.add( layerIndex );
  22023. }
  22024. /**
  22025. * Resets the layer updates registry.
  22026. */
  22027. clearLayerUpdates() {
  22028. this.layerUpdates.clear();
  22029. }
  22030. }
  22031. /**
  22032. * Creates a cube texture based on data in compressed form.
  22033. *
  22034. * These texture are usually loaded with {@link CompressedTextureLoader}.
  22035. *
  22036. * @augments CompressedTexture
  22037. */
  22038. class CompressedCubeTexture extends CompressedTexture {
  22039. /**
  22040. * Constructs a new compressed texture.
  22041. *
  22042. * @param {Array<CompressedTexture>} images - An array of compressed textures.
  22043. * @param {number} [format=RGBAFormat] - The texture format.
  22044. * @param {number} [type=UnsignedByteType] - The texture type.
  22045. */
  22046. constructor( images, format, type ) {
  22047. super( undefined, images[ 0 ].width, images[ 0 ].height, format, type, CubeReflectionMapping );
  22048. /**
  22049. * This flag can be used for type testing.
  22050. *
  22051. * @type {boolean}
  22052. * @readonly
  22053. * @default true
  22054. */
  22055. this.isCompressedCubeTexture = true;
  22056. /**
  22057. * This flag can be used for type testing.
  22058. *
  22059. * @type {boolean}
  22060. * @readonly
  22061. * @default true
  22062. */
  22063. this.isCubeTexture = true;
  22064. this.image = images;
  22065. }
  22066. }
  22067. /**
  22068. * Creates a texture from a canvas element.
  22069. *
  22070. * This is almost the same as the base texture class, except that it sets {@link Texture#needsUpdate}
  22071. * to `true` immediately since a canvas can directly be used for rendering.
  22072. *
  22073. * @augments Texture
  22074. */
  22075. class CanvasTexture extends Texture {
  22076. /**
  22077. * Constructs a new texture.
  22078. *
  22079. * @param {HTMLCanvasElement} [canvas] - The HTML canvas element.
  22080. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  22081. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  22082. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  22083. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  22084. * @param {number} [minFilter=LinearMipmapLinearFilter] - The min filter value.
  22085. * @param {number} [format=RGBAFormat] - The texture format.
  22086. * @param {number} [type=UnsignedByteType] - The texture type.
  22087. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  22088. */
  22089. constructor( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  22090. super( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  22091. /**
  22092. * This flag can be used for type testing.
  22093. *
  22094. * @type {boolean}
  22095. * @readonly
  22096. * @default true
  22097. */
  22098. this.isCanvasTexture = true;
  22099. this.needsUpdate = true;
  22100. }
  22101. }
  22102. /**
  22103. * This class can be used to automatically save the depth information of a
  22104. * rendering into a texture.
  22105. *
  22106. * @augments Texture
  22107. */
  22108. class DepthTexture extends Texture {
  22109. /**
  22110. * Constructs a new depth texture.
  22111. *
  22112. * @param {number} width - The width of the texture.
  22113. * @param {number} height - The height of the texture.
  22114. * @param {number} [type=UnsignedIntType] - The texture type.
  22115. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  22116. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  22117. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  22118. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  22119. * @param {number} [minFilter=LinearFilter] - The min filter value.
  22120. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  22121. * @param {number} [format=DepthFormat] - The texture format.
  22122. * @param {number} [depth=1] - The depth of the texture.
  22123. */
  22124. constructor( width, height, type = UnsignedIntType, mapping, wrapS, wrapT, magFilter = NearestFilter, minFilter = NearestFilter, anisotropy, format = DepthFormat, depth = 1 ) {
  22125. if ( format !== DepthFormat && format !== DepthStencilFormat ) {
  22126. throw new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' );
  22127. }
  22128. const image = { width: width, height: height, depth: depth };
  22129. super( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  22130. /**
  22131. * This flag can be used for type testing.
  22132. *
  22133. * @type {boolean}
  22134. * @readonly
  22135. * @default true
  22136. */
  22137. this.isDepthTexture = true;
  22138. /**
  22139. * If set to `true`, the texture is flipped along the vertical axis when
  22140. * uploaded to the GPU.
  22141. *
  22142. * Overwritten and set to `false` by default.
  22143. *
  22144. * @type {boolean}
  22145. * @default false
  22146. */
  22147. this.flipY = false;
  22148. /**
  22149. * Whether to generate mipmaps (if possible) for a texture.
  22150. *
  22151. * Overwritten and set to `false` by default.
  22152. *
  22153. * @type {boolean}
  22154. * @default false
  22155. */
  22156. this.generateMipmaps = false;
  22157. /**
  22158. * Code corresponding to the depth compare function.
  22159. *
  22160. * @type {?(NeverCompare|LessCompare|EqualCompare|LessEqualCompare|GreaterCompare|NotEqualCompare|GreaterEqualCompare|AlwaysCompare)}
  22161. * @default null
  22162. */
  22163. this.compareFunction = null;
  22164. }
  22165. copy( source ) {
  22166. super.copy( source );
  22167. this.source = new Source( Object.assign( {}, source.image ) ); // see #30540
  22168. this.compareFunction = source.compareFunction;
  22169. return this;
  22170. }
  22171. toJSON( meta ) {
  22172. const data = super.toJSON( meta );
  22173. if ( this.compareFunction !== null ) data.compareFunction = this.compareFunction;
  22174. return data;
  22175. }
  22176. }
  22177. /**
  22178. * Represents a texture created externally with the same renderer context.
  22179. *
  22180. * This may be a texture from a protected media stream, device camera feed,
  22181. * or other data feeds like a depth sensor.
  22182. *
  22183. * Note that this class is only supported in {@link WebGLRenderer}, and in
  22184. * the {@link WebGPURenderer} WebGPU backend.
  22185. *
  22186. * @augments Texture
  22187. */
  22188. class ExternalTexture extends Texture {
  22189. /**
  22190. * Creates a new raw texture.
  22191. *
  22192. * @param {?(WebGLTexture|GPUTexture)} [sourceTexture=null] - The external texture.
  22193. */
  22194. constructor( sourceTexture = null ) {
  22195. super();
  22196. /**
  22197. * The external source texture.
  22198. *
  22199. * @type {?(WebGLTexture|GPUTexture)}
  22200. * @default null
  22201. */
  22202. this.sourceTexture = sourceTexture;
  22203. /**
  22204. * This flag can be used for type testing.
  22205. *
  22206. * @type {boolean}
  22207. * @readonly
  22208. * @default true
  22209. */
  22210. this.isExternalTexture = true;
  22211. }
  22212. copy( source ) {
  22213. super.copy( source );
  22214. this.sourceTexture = source.sourceTexture;
  22215. return this;
  22216. }
  22217. }
  22218. /**
  22219. * A geometry class for representing a capsule.
  22220. *
  22221. * ```js
  22222. * const geometry = new THREE.CapsuleGeometry( 1, 1, 4, 8, 1 );
  22223. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
  22224. * const capsule = new THREE.Mesh( geometry, material );
  22225. * scene.add( capsule );
  22226. * ```
  22227. *
  22228. * @augments BufferGeometry
  22229. * @demo scenes/geometry-browser.html#CapsuleGeometry
  22230. */
  22231. class CapsuleGeometry extends BufferGeometry {
  22232. /**
  22233. * Constructs a new capsule geometry.
  22234. *
  22235. * @param {number} [radius=1] - Radius of the capsule.
  22236. * @param {number} [height=1] - Height of the middle section.
  22237. * @param {number} [capSegments=4] - Number of curve segments used to build each cap.
  22238. * @param {number} [radialSegments=8] - Number of segmented faces around the circumference of the capsule. Must be an integer >= 3.
  22239. * @param {number} [heightSegments=1] - Number of rows of faces along the height of the middle section. Must be an integer >= 1.
  22240. */
  22241. constructor( radius = 1, height = 1, capSegments = 4, radialSegments = 8, heightSegments = 1 ) {
  22242. super();
  22243. this.type = 'CapsuleGeometry';
  22244. /**
  22245. * Holds the constructor parameters that have been
  22246. * used to generate the geometry. Any modification
  22247. * after instantiation does not change the geometry.
  22248. *
  22249. * @type {Object}
  22250. */
  22251. this.parameters = {
  22252. radius: radius,
  22253. height: height,
  22254. capSegments: capSegments,
  22255. radialSegments: radialSegments,
  22256. heightSegments: heightSegments,
  22257. };
  22258. height = Math.max( 0, height );
  22259. capSegments = Math.max( 1, Math.floor( capSegments ) );
  22260. radialSegments = Math.max( 3, Math.floor( radialSegments ) );
  22261. heightSegments = Math.max( 1, Math.floor( heightSegments ) );
  22262. // buffers
  22263. const indices = [];
  22264. const vertices = [];
  22265. const normals = [];
  22266. const uvs = [];
  22267. // helper variables
  22268. const halfHeight = height / 2;
  22269. const capArcLength = ( Math.PI / 2 ) * radius;
  22270. const cylinderPartLength = height;
  22271. const totalArcLength = 2 * capArcLength + cylinderPartLength;
  22272. const numVerticalSegments = capSegments * 2 + heightSegments;
  22273. const verticesPerRow = radialSegments + 1;
  22274. const normal = new Vector3();
  22275. const vertex = new Vector3();
  22276. // generate vertices, normals, and uvs
  22277. for ( let iy = 0; iy <= numVerticalSegments; iy ++ ) {
  22278. let currentArcLength = 0;
  22279. let profileY = 0;
  22280. let profileRadius = 0;
  22281. let normalYComponent = 0;
  22282. if ( iy <= capSegments ) {
  22283. // bottom cap
  22284. const segmentProgress = iy / capSegments;
  22285. const angle = ( segmentProgress * Math.PI ) / 2;
  22286. profileY = - halfHeight - radius * Math.cos( angle );
  22287. profileRadius = radius * Math.sin( angle );
  22288. normalYComponent = - radius * Math.cos( angle );
  22289. currentArcLength = segmentProgress * capArcLength;
  22290. } else if ( iy <= capSegments + heightSegments ) {
  22291. // middle section
  22292. const segmentProgress = ( iy - capSegments ) / heightSegments;
  22293. profileY = - halfHeight + segmentProgress * height;
  22294. profileRadius = radius;
  22295. normalYComponent = 0;
  22296. currentArcLength = capArcLength + segmentProgress * cylinderPartLength;
  22297. } else {
  22298. // top cap
  22299. const segmentProgress =
  22300. ( iy - capSegments - heightSegments ) / capSegments;
  22301. const angle = ( segmentProgress * Math.PI ) / 2;
  22302. profileY = halfHeight + radius * Math.sin( angle );
  22303. profileRadius = radius * Math.cos( angle );
  22304. normalYComponent = radius * Math.sin( angle );
  22305. currentArcLength =
  22306. capArcLength + cylinderPartLength + segmentProgress * capArcLength;
  22307. }
  22308. const v = Math.max( 0, Math.min( 1, currentArcLength / totalArcLength ) );
  22309. // special case for the poles
  22310. let uOffset = 0;
  22311. if ( iy === 0 ) {
  22312. uOffset = 0.5 / radialSegments;
  22313. } else if ( iy === numVerticalSegments ) {
  22314. uOffset = -0.5 / radialSegments;
  22315. }
  22316. for ( let ix = 0; ix <= radialSegments; ix ++ ) {
  22317. const u = ix / radialSegments;
  22318. const theta = u * Math.PI * 2;
  22319. const sinTheta = Math.sin( theta );
  22320. const cosTheta = Math.cos( theta );
  22321. // vertex
  22322. vertex.x = - profileRadius * cosTheta;
  22323. vertex.y = profileY;
  22324. vertex.z = profileRadius * sinTheta;
  22325. vertices.push( vertex.x, vertex.y, vertex.z );
  22326. // normal
  22327. normal.set(
  22328. - profileRadius * cosTheta,
  22329. normalYComponent,
  22330. profileRadius * sinTheta
  22331. );
  22332. normal.normalize();
  22333. normals.push( normal.x, normal.y, normal.z );
  22334. // uv
  22335. uvs.push( u + uOffset, v );
  22336. }
  22337. if ( iy > 0 ) {
  22338. const prevIndexRow = ( iy - 1 ) * verticesPerRow;
  22339. for ( let ix = 0; ix < radialSegments; ix ++ ) {
  22340. const i1 = prevIndexRow + ix;
  22341. const i2 = prevIndexRow + ix + 1;
  22342. const i3 = iy * verticesPerRow + ix;
  22343. const i4 = iy * verticesPerRow + ix + 1;
  22344. indices.push( i1, i2, i3 );
  22345. indices.push( i2, i4, i3 );
  22346. }
  22347. }
  22348. }
  22349. // build geometry
  22350. this.setIndex( indices );
  22351. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  22352. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  22353. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  22354. }
  22355. copy( source ) {
  22356. super.copy( source );
  22357. this.parameters = Object.assign( {}, source.parameters );
  22358. return this;
  22359. }
  22360. /**
  22361. * Factory method for creating an instance of this class from the given
  22362. * JSON object.
  22363. *
  22364. * @param {Object} data - A JSON object representing the serialized geometry.
  22365. * @return {CapsuleGeometry} A new instance.
  22366. */
  22367. static fromJSON( data ) {
  22368. return new CapsuleGeometry( data.radius, data.height, data.capSegments, data.radialSegments, data.heightSegments );
  22369. }
  22370. }
  22371. /**
  22372. * A simple shape of Euclidean geometry. It is constructed from a
  22373. * number of triangular segments that are oriented around a central point and
  22374. * extend as far out as a given radius. It is built counter-clockwise from a
  22375. * start angle and a given central angle. It can also be used to create
  22376. * regular polygons, where the number of segments determines the number of
  22377. * sides.
  22378. *
  22379. * ```js
  22380. * const geometry = new THREE.CircleGeometry( 5, 32 );
  22381. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  22382. * const circle = new THREE.Mesh( geometry, material );
  22383. * scene.add( circle )
  22384. * ```
  22385. *
  22386. * @augments BufferGeometry
  22387. * @demo scenes/geometry-browser.html#CircleGeometry
  22388. */
  22389. class CircleGeometry extends BufferGeometry {
  22390. /**
  22391. * Constructs a new circle geometry.
  22392. *
  22393. * @param {number} [radius=1] - Radius of the circle.
  22394. * @param {number} [segments=32] - Number of segments (triangles), minimum = `3`.
  22395. * @param {number} [thetaStart=0] - Start angle for first segment in radians.
  22396. * @param {number} [thetaLength=Math.PI*2] - The central angle, often called theta,
  22397. * of the circular sector in radians. The default value results in a complete circle.
  22398. */
  22399. constructor( radius = 1, segments = 32, thetaStart = 0, thetaLength = Math.PI * 2 ) {
  22400. super();
  22401. this.type = 'CircleGeometry';
  22402. /**
  22403. * Holds the constructor parameters that have been
  22404. * used to generate the geometry. Any modification
  22405. * after instantiation does not change the geometry.
  22406. *
  22407. * @type {Object}
  22408. */
  22409. this.parameters = {
  22410. radius: radius,
  22411. segments: segments,
  22412. thetaStart: thetaStart,
  22413. thetaLength: thetaLength
  22414. };
  22415. segments = Math.max( 3, segments );
  22416. // buffers
  22417. const indices = [];
  22418. const vertices = [];
  22419. const normals = [];
  22420. const uvs = [];
  22421. // helper variables
  22422. const vertex = new Vector3();
  22423. const uv = new Vector2();
  22424. // center point
  22425. vertices.push( 0, 0, 0 );
  22426. normals.push( 0, 0, 1 );
  22427. uvs.push( 0.5, 0.5 );
  22428. for ( let s = 0, i = 3; s <= segments; s ++, i += 3 ) {
  22429. const segment = thetaStart + s / segments * thetaLength;
  22430. // vertex
  22431. vertex.x = radius * Math.cos( segment );
  22432. vertex.y = radius * Math.sin( segment );
  22433. vertices.push( vertex.x, vertex.y, vertex.z );
  22434. // normal
  22435. normals.push( 0, 0, 1 );
  22436. // uvs
  22437. uv.x = ( vertices[ i ] / radius + 1 ) / 2;
  22438. uv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2;
  22439. uvs.push( uv.x, uv.y );
  22440. }
  22441. // indices
  22442. for ( let i = 1; i <= segments; i ++ ) {
  22443. indices.push( i, i + 1, 0 );
  22444. }
  22445. // build geometry
  22446. this.setIndex( indices );
  22447. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  22448. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  22449. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  22450. }
  22451. copy( source ) {
  22452. super.copy( source );
  22453. this.parameters = Object.assign( {}, source.parameters );
  22454. return this;
  22455. }
  22456. /**
  22457. * Factory method for creating an instance of this class from the given
  22458. * JSON object.
  22459. *
  22460. * @param {Object} data - A JSON object representing the serialized geometry.
  22461. * @return {CircleGeometry} A new instance.
  22462. */
  22463. static fromJSON( data ) {
  22464. return new CircleGeometry( data.radius, data.segments, data.thetaStart, data.thetaLength );
  22465. }
  22466. }
  22467. /**
  22468. * A geometry class for representing a cylinder.
  22469. *
  22470. * ```js
  22471. * const geometry = new THREE.CylinderGeometry( 5, 5, 20, 32 );
  22472. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  22473. * const cylinder = new THREE.Mesh( geometry, material );
  22474. * scene.add( cylinder );
  22475. * ```
  22476. *
  22477. * @augments BufferGeometry
  22478. * @demo scenes/geometry-browser.html#CylinderGeometry
  22479. */
  22480. class CylinderGeometry extends BufferGeometry {
  22481. /**
  22482. * Constructs a new cylinder geometry.
  22483. *
  22484. * @param {number} [radiusTop=1] - Radius of the cylinder at the top.
  22485. * @param {number} [radiusBottom=1] - Radius of the cylinder at the bottom.
  22486. * @param {number} [height=1] - Height of the cylinder.
  22487. * @param {number} [radialSegments=32] - Number of segmented faces around the circumference of the cylinder.
  22488. * @param {number} [heightSegments=1] - Number of rows of faces along the height of the cylinder.
  22489. * @param {boolean} [openEnded=false] - Whether the base of the cylinder is open or capped.
  22490. * @param {number} [thetaStart=0] - Start angle for first segment, in radians.
  22491. * @param {number} [thetaLength=Math.PI*2] - The central angle, often called theta, of the circular sector, in radians.
  22492. * The default value results in a complete cylinder.
  22493. */
  22494. constructor( radiusTop = 1, radiusBottom = 1, height = 1, radialSegments = 32, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2 ) {
  22495. super();
  22496. this.type = 'CylinderGeometry';
  22497. /**
  22498. * Holds the constructor parameters that have been
  22499. * used to generate the geometry. Any modification
  22500. * after instantiation does not change the geometry.
  22501. *
  22502. * @type {Object}
  22503. */
  22504. this.parameters = {
  22505. radiusTop: radiusTop,
  22506. radiusBottom: radiusBottom,
  22507. height: height,
  22508. radialSegments: radialSegments,
  22509. heightSegments: heightSegments,
  22510. openEnded: openEnded,
  22511. thetaStart: thetaStart,
  22512. thetaLength: thetaLength
  22513. };
  22514. const scope = this;
  22515. radialSegments = Math.floor( radialSegments );
  22516. heightSegments = Math.floor( heightSegments );
  22517. // buffers
  22518. const indices = [];
  22519. const vertices = [];
  22520. const normals = [];
  22521. const uvs = [];
  22522. // helper variables
  22523. let index = 0;
  22524. const indexArray = [];
  22525. const halfHeight = height / 2;
  22526. let groupStart = 0;
  22527. // generate geometry
  22528. generateTorso();
  22529. if ( openEnded === false ) {
  22530. if ( radiusTop > 0 ) generateCap( true );
  22531. if ( radiusBottom > 0 ) generateCap( false );
  22532. }
  22533. // build geometry
  22534. this.setIndex( indices );
  22535. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  22536. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  22537. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  22538. function generateTorso() {
  22539. const normal = new Vector3();
  22540. const vertex = new Vector3();
  22541. let groupCount = 0;
  22542. // this will be used to calculate the normal
  22543. const slope = ( radiusBottom - radiusTop ) / height;
  22544. // generate vertices, normals and uvs
  22545. for ( let y = 0; y <= heightSegments; y ++ ) {
  22546. const indexRow = [];
  22547. const v = y / heightSegments;
  22548. // calculate the radius of the current row
  22549. const radius = v * ( radiusBottom - radiusTop ) + radiusTop;
  22550. for ( let x = 0; x <= radialSegments; x ++ ) {
  22551. const u = x / radialSegments;
  22552. const theta = u * thetaLength + thetaStart;
  22553. const sinTheta = Math.sin( theta );
  22554. const cosTheta = Math.cos( theta );
  22555. // vertex
  22556. vertex.x = radius * sinTheta;
  22557. vertex.y = - v * height + halfHeight;
  22558. vertex.z = radius * cosTheta;
  22559. vertices.push( vertex.x, vertex.y, vertex.z );
  22560. // normal
  22561. normal.set( sinTheta, slope, cosTheta ).normalize();
  22562. normals.push( normal.x, normal.y, normal.z );
  22563. // uv
  22564. uvs.push( u, 1 - v );
  22565. // save index of vertex in respective row
  22566. indexRow.push( index ++ );
  22567. }
  22568. // now save vertices of the row in our index array
  22569. indexArray.push( indexRow );
  22570. }
  22571. // generate indices
  22572. for ( let x = 0; x < radialSegments; x ++ ) {
  22573. for ( let y = 0; y < heightSegments; y ++ ) {
  22574. // we use the index array to access the correct indices
  22575. const a = indexArray[ y ][ x ];
  22576. const b = indexArray[ y + 1 ][ x ];
  22577. const c = indexArray[ y + 1 ][ x + 1 ];
  22578. const d = indexArray[ y ][ x + 1 ];
  22579. // faces
  22580. if ( radiusTop > 0 || y !== 0 ) {
  22581. indices.push( a, b, d );
  22582. groupCount += 3;
  22583. }
  22584. if ( radiusBottom > 0 || y !== heightSegments - 1 ) {
  22585. indices.push( b, c, d );
  22586. groupCount += 3;
  22587. }
  22588. }
  22589. }
  22590. // add a group to the geometry. this will ensure multi material support
  22591. scope.addGroup( groupStart, groupCount, 0 );
  22592. // calculate new start value for groups
  22593. groupStart += groupCount;
  22594. }
  22595. function generateCap( top ) {
  22596. // save the index of the first center vertex
  22597. const centerIndexStart = index;
  22598. const uv = new Vector2();
  22599. const vertex = new Vector3();
  22600. let groupCount = 0;
  22601. const radius = ( top === true ) ? radiusTop : radiusBottom;
  22602. const sign = ( top === true ) ? 1 : -1;
  22603. // first we generate the center vertex data of the cap.
  22604. // because the geometry needs one set of uvs per face,
  22605. // we must generate a center vertex per face/segment
  22606. for ( let x = 1; x <= radialSegments; x ++ ) {
  22607. // vertex
  22608. vertices.push( 0, halfHeight * sign, 0 );
  22609. // normal
  22610. normals.push( 0, sign, 0 );
  22611. // uv
  22612. uvs.push( 0.5, 0.5 );
  22613. // increase index
  22614. index ++;
  22615. }
  22616. // save the index of the last center vertex
  22617. const centerIndexEnd = index;
  22618. // now we generate the surrounding vertices, normals and uvs
  22619. for ( let x = 0; x <= radialSegments; x ++ ) {
  22620. const u = x / radialSegments;
  22621. const theta = u * thetaLength + thetaStart;
  22622. const cosTheta = Math.cos( theta );
  22623. const sinTheta = Math.sin( theta );
  22624. // vertex
  22625. vertex.x = radius * sinTheta;
  22626. vertex.y = halfHeight * sign;
  22627. vertex.z = radius * cosTheta;
  22628. vertices.push( vertex.x, vertex.y, vertex.z );
  22629. // normal
  22630. normals.push( 0, sign, 0 );
  22631. // uv
  22632. uv.x = ( cosTheta * 0.5 ) + 0.5;
  22633. uv.y = ( sinTheta * 0.5 * sign ) + 0.5;
  22634. uvs.push( uv.x, uv.y );
  22635. // increase index
  22636. index ++;
  22637. }
  22638. // generate indices
  22639. for ( let x = 0; x < radialSegments; x ++ ) {
  22640. const c = centerIndexStart + x;
  22641. const i = centerIndexEnd + x;
  22642. if ( top === true ) {
  22643. // face top
  22644. indices.push( i, i + 1, c );
  22645. } else {
  22646. // face bottom
  22647. indices.push( i + 1, i, c );
  22648. }
  22649. groupCount += 3;
  22650. }
  22651. // add a group to the geometry. this will ensure multi material support
  22652. scope.addGroup( groupStart, groupCount, top === true ? 1 : 2 );
  22653. // calculate new start value for groups
  22654. groupStart += groupCount;
  22655. }
  22656. }
  22657. copy( source ) {
  22658. super.copy( source );
  22659. this.parameters = Object.assign( {}, source.parameters );
  22660. return this;
  22661. }
  22662. /**
  22663. * Factory method for creating an instance of this class from the given
  22664. * JSON object.
  22665. *
  22666. * @param {Object} data - A JSON object representing the serialized geometry.
  22667. * @return {CylinderGeometry} A new instance.
  22668. */
  22669. static fromJSON( data ) {
  22670. return new CylinderGeometry( data.radiusTop, data.radiusBottom, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength );
  22671. }
  22672. }
  22673. /**
  22674. * A geometry class for representing a cone.
  22675. *
  22676. * ```js
  22677. * const geometry = new THREE.ConeGeometry( 5, 20, 32 );
  22678. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  22679. * const cone = new THREE.Mesh(geometry, material );
  22680. * scene.add( cone );
  22681. * ```
  22682. *
  22683. * @augments CylinderGeometry
  22684. * @demo scenes/geometry-browser.html#ConeGeometry
  22685. */
  22686. class ConeGeometry extends CylinderGeometry {
  22687. /**
  22688. * Constructs a new cone geometry.
  22689. *
  22690. * @param {number} [radius=1] - Radius of the cone base.
  22691. * @param {number} [height=1] - Height of the cone.
  22692. * @param {number} [radialSegments=32] - Number of segmented faces around the circumference of the cone.
  22693. * @param {number} [heightSegments=1] - Number of rows of faces along the height of the cone.
  22694. * @param {boolean} [openEnded=false] - Whether the base of the cone is open or capped.
  22695. * @param {number} [thetaStart=0] - Start angle for first segment, in radians.
  22696. * @param {number} [thetaLength=Math.PI*2] - The central angle, often called theta, of the circular sector, in radians.
  22697. * The default value results in a complete cone.
  22698. */
  22699. constructor( radius = 1, height = 1, radialSegments = 32, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2 ) {
  22700. super( 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
  22701. this.type = 'ConeGeometry';
  22702. /**
  22703. * Holds the constructor parameters that have been
  22704. * used to generate the geometry. Any modification
  22705. * after instantiation does not change the geometry.
  22706. *
  22707. * @type {Object}
  22708. */
  22709. this.parameters = {
  22710. radius: radius,
  22711. height: height,
  22712. radialSegments: radialSegments,
  22713. heightSegments: heightSegments,
  22714. openEnded: openEnded,
  22715. thetaStart: thetaStart,
  22716. thetaLength: thetaLength
  22717. };
  22718. }
  22719. /**
  22720. * Factory method for creating an instance of this class from the given
  22721. * JSON object.
  22722. *
  22723. * @param {Object} data - A JSON object representing the serialized geometry.
  22724. * @return {ConeGeometry} A new instance.
  22725. */
  22726. static fromJSON( data ) {
  22727. return new ConeGeometry( data.radius, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength );
  22728. }
  22729. }
  22730. /**
  22731. * A polyhedron is a solid in three dimensions with flat faces. This class
  22732. * will take an array of vertices, project them onto a sphere, and then
  22733. * divide them up to the desired level of detail.
  22734. *
  22735. * @augments BufferGeometry
  22736. */
  22737. class PolyhedronGeometry extends BufferGeometry {
  22738. /**
  22739. * Constructs a new polyhedron geometry.
  22740. *
  22741. * @param {Array<number>} [vertices] - A flat array of vertices describing the base shape.
  22742. * @param {Array<number>} [indices] - A flat array of indices describing the base shape.
  22743. * @param {number} [radius=1] - The radius of the shape.
  22744. * @param {number} [detail=0] - How many levels to subdivide the geometry. The more detail, the smoother the shape.
  22745. */
  22746. constructor( vertices = [], indices = [], radius = 1, detail = 0 ) {
  22747. super();
  22748. this.type = 'PolyhedronGeometry';
  22749. /**
  22750. * Holds the constructor parameters that have been
  22751. * used to generate the geometry. Any modification
  22752. * after instantiation does not change the geometry.
  22753. *
  22754. * @type {Object}
  22755. */
  22756. this.parameters = {
  22757. vertices: vertices,
  22758. indices: indices,
  22759. radius: radius,
  22760. detail: detail
  22761. };
  22762. // default buffer data
  22763. const vertexBuffer = [];
  22764. const uvBuffer = [];
  22765. // the subdivision creates the vertex buffer data
  22766. subdivide( detail );
  22767. // all vertices should lie on a conceptual sphere with a given radius
  22768. applyRadius( radius );
  22769. // finally, create the uv data
  22770. generateUVs();
  22771. // build non-indexed geometry
  22772. this.setAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) );
  22773. this.setAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) );
  22774. this.setAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) );
  22775. if ( detail === 0 ) {
  22776. this.computeVertexNormals(); // flat normals
  22777. } else {
  22778. this.normalizeNormals(); // smooth normals
  22779. }
  22780. // helper functions
  22781. function subdivide( detail ) {
  22782. const a = new Vector3();
  22783. const b = new Vector3();
  22784. const c = new Vector3();
  22785. // iterate over all faces and apply a subdivision with the given detail value
  22786. for ( let i = 0; i < indices.length; i += 3 ) {
  22787. // get the vertices of the face
  22788. getVertexByIndex( indices[ i + 0 ], a );
  22789. getVertexByIndex( indices[ i + 1 ], b );
  22790. getVertexByIndex( indices[ i + 2 ], c );
  22791. // perform subdivision
  22792. subdivideFace( a, b, c, detail );
  22793. }
  22794. }
  22795. function subdivideFace( a, b, c, detail ) {
  22796. const cols = detail + 1;
  22797. // we use this multidimensional array as a data structure for creating the subdivision
  22798. const v = [];
  22799. // construct all of the vertices for this subdivision
  22800. for ( let i = 0; i <= cols; i ++ ) {
  22801. v[ i ] = [];
  22802. const aj = a.clone().lerp( c, i / cols );
  22803. const bj = b.clone().lerp( c, i / cols );
  22804. const rows = cols - i;
  22805. for ( let j = 0; j <= rows; j ++ ) {
  22806. if ( j === 0 && i === cols ) {
  22807. v[ i ][ j ] = aj;
  22808. } else {
  22809. v[ i ][ j ] = aj.clone().lerp( bj, j / rows );
  22810. }
  22811. }
  22812. }
  22813. // construct all of the faces
  22814. for ( let i = 0; i < cols; i ++ ) {
  22815. for ( let j = 0; j < 2 * ( cols - i ) - 1; j ++ ) {
  22816. const k = Math.floor( j / 2 );
  22817. if ( j % 2 === 0 ) {
  22818. pushVertex( v[ i ][ k + 1 ] );
  22819. pushVertex( v[ i + 1 ][ k ] );
  22820. pushVertex( v[ i ][ k ] );
  22821. } else {
  22822. pushVertex( v[ i ][ k + 1 ] );
  22823. pushVertex( v[ i + 1 ][ k + 1 ] );
  22824. pushVertex( v[ i + 1 ][ k ] );
  22825. }
  22826. }
  22827. }
  22828. }
  22829. function applyRadius( radius ) {
  22830. const vertex = new Vector3();
  22831. // iterate over the entire buffer and apply the radius to each vertex
  22832. for ( let i = 0; i < vertexBuffer.length; i += 3 ) {
  22833. vertex.x = vertexBuffer[ i + 0 ];
  22834. vertex.y = vertexBuffer[ i + 1 ];
  22835. vertex.z = vertexBuffer[ i + 2 ];
  22836. vertex.normalize().multiplyScalar( radius );
  22837. vertexBuffer[ i + 0 ] = vertex.x;
  22838. vertexBuffer[ i + 1 ] = vertex.y;
  22839. vertexBuffer[ i + 2 ] = vertex.z;
  22840. }
  22841. }
  22842. function generateUVs() {
  22843. const vertex = new Vector3();
  22844. for ( let i = 0; i < vertexBuffer.length; i += 3 ) {
  22845. vertex.x = vertexBuffer[ i + 0 ];
  22846. vertex.y = vertexBuffer[ i + 1 ];
  22847. vertex.z = vertexBuffer[ i + 2 ];
  22848. const u = azimuth( vertex ) / 2 / Math.PI + 0.5;
  22849. const v = inclination( vertex ) / Math.PI + 0.5;
  22850. uvBuffer.push( u, 1 - v );
  22851. }
  22852. correctUVs();
  22853. correctSeam();
  22854. }
  22855. function correctSeam() {
  22856. // handle case when face straddles the seam, see #3269
  22857. for ( let i = 0; i < uvBuffer.length; i += 6 ) {
  22858. // uv data of a single face
  22859. const x0 = uvBuffer[ i + 0 ];
  22860. const x1 = uvBuffer[ i + 2 ];
  22861. const x2 = uvBuffer[ i + 4 ];
  22862. const max = Math.max( x0, x1, x2 );
  22863. const min = Math.min( x0, x1, x2 );
  22864. // 0.9 is somewhat arbitrary
  22865. if ( max > 0.9 && min < 0.1 ) {
  22866. if ( x0 < 0.2 ) uvBuffer[ i + 0 ] += 1;
  22867. if ( x1 < 0.2 ) uvBuffer[ i + 2 ] += 1;
  22868. if ( x2 < 0.2 ) uvBuffer[ i + 4 ] += 1;
  22869. }
  22870. }
  22871. }
  22872. function pushVertex( vertex ) {
  22873. vertexBuffer.push( vertex.x, vertex.y, vertex.z );
  22874. }
  22875. function getVertexByIndex( index, vertex ) {
  22876. const stride = index * 3;
  22877. vertex.x = vertices[ stride + 0 ];
  22878. vertex.y = vertices[ stride + 1 ];
  22879. vertex.z = vertices[ stride + 2 ];
  22880. }
  22881. function correctUVs() {
  22882. const a = new Vector3();
  22883. const b = new Vector3();
  22884. const c = new Vector3();
  22885. const centroid = new Vector3();
  22886. const uvA = new Vector2();
  22887. const uvB = new Vector2();
  22888. const uvC = new Vector2();
  22889. for ( let i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6 ) {
  22890. a.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] );
  22891. b.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] );
  22892. c.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] );
  22893. uvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] );
  22894. uvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] );
  22895. uvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] );
  22896. centroid.copy( a ).add( b ).add( c ).divideScalar( 3 );
  22897. const azi = azimuth( centroid );
  22898. correctUV( uvA, j + 0, a, azi );
  22899. correctUV( uvB, j + 2, b, azi );
  22900. correctUV( uvC, j + 4, c, azi );
  22901. }
  22902. }
  22903. function correctUV( uv, stride, vector, azimuth ) {
  22904. if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) {
  22905. uvBuffer[ stride ] = uv.x - 1;
  22906. }
  22907. if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) {
  22908. uvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5;
  22909. }
  22910. }
  22911. // Angle around the Y axis, counter-clockwise when looking from above.
  22912. function azimuth( vector ) {
  22913. return Math.atan2( vector.z, - vector.x );
  22914. }
  22915. // Angle above the XZ plane.
  22916. function inclination( vector ) {
  22917. return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );
  22918. }
  22919. }
  22920. copy( source ) {
  22921. super.copy( source );
  22922. this.parameters = Object.assign( {}, source.parameters );
  22923. return this;
  22924. }
  22925. /**
  22926. * Factory method for creating an instance of this class from the given
  22927. * JSON object.
  22928. *
  22929. * @param {Object} data - A JSON object representing the serialized geometry.
  22930. * @return {PolyhedronGeometry} A new instance.
  22931. */
  22932. static fromJSON( data ) {
  22933. return new PolyhedronGeometry( data.vertices, data.indices, data.radius, data.details );
  22934. }
  22935. }
  22936. /**
  22937. * A geometry class for representing a dodecahedron.
  22938. *
  22939. * ```js
  22940. * const geometry = new THREE.DodecahedronGeometry();
  22941. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  22942. * const dodecahedron = new THREE.Mesh( geometry, material );
  22943. * scene.add( dodecahedron );
  22944. * ```
  22945. *
  22946. * @augments PolyhedronGeometry
  22947. * @demo scenes/geometry-browser.html#DodecahedronGeometry
  22948. */
  22949. class DodecahedronGeometry extends PolyhedronGeometry {
  22950. /**
  22951. * Constructs a new dodecahedron geometry.
  22952. *
  22953. * @param {number} [radius=1] - Radius of the dodecahedron.
  22954. * @param {number} [detail=0] - Setting this to a value greater than `0` adds vertices making it no longer a dodecahedron.
  22955. */
  22956. constructor( radius = 1, detail = 0 ) {
  22957. const t = ( 1 + Math.sqrt( 5 ) ) / 2;
  22958. const r = 1 / t;
  22959. const vertices = [
  22960. // (±1, ±1, ±1)
  22961. -1, -1, -1, -1, -1, 1,
  22962. -1, 1, -1, -1, 1, 1,
  22963. 1, -1, -1, 1, -1, 1,
  22964. 1, 1, -1, 1, 1, 1,
  22965. // (0, ±1/φ, ±φ)
  22966. 0, - r, - t, 0, - r, t,
  22967. 0, r, - t, 0, r, t,
  22968. // (±1/φ, ±φ, 0)
  22969. - r, - t, 0, - r, t, 0,
  22970. r, - t, 0, r, t, 0,
  22971. // (±φ, 0, ±1/φ)
  22972. - t, 0, - r, t, 0, - r,
  22973. - t, 0, r, t, 0, r
  22974. ];
  22975. const indices = [
  22976. 3, 11, 7, 3, 7, 15, 3, 15, 13,
  22977. 7, 19, 17, 7, 17, 6, 7, 6, 15,
  22978. 17, 4, 8, 17, 8, 10, 17, 10, 6,
  22979. 8, 0, 16, 8, 16, 2, 8, 2, 10,
  22980. 0, 12, 1, 0, 1, 18, 0, 18, 16,
  22981. 6, 10, 2, 6, 2, 13, 6, 13, 15,
  22982. 2, 16, 18, 2, 18, 3, 2, 3, 13,
  22983. 18, 1, 9, 18, 9, 11, 18, 11, 3,
  22984. 4, 14, 12, 4, 12, 0, 4, 0, 8,
  22985. 11, 9, 5, 11, 5, 19, 11, 19, 7,
  22986. 19, 5, 14, 19, 14, 4, 19, 4, 17,
  22987. 1, 12, 14, 1, 14, 5, 1, 5, 9
  22988. ];
  22989. super( vertices, indices, radius, detail );
  22990. this.type = 'DodecahedronGeometry';
  22991. /**
  22992. * Holds the constructor parameters that have been
  22993. * used to generate the geometry. Any modification
  22994. * after instantiation does not change the geometry.
  22995. *
  22996. * @type {Object}
  22997. */
  22998. this.parameters = {
  22999. radius: radius,
  23000. detail: detail
  23001. };
  23002. }
  23003. /**
  23004. * Factory method for creating an instance of this class from the given
  23005. * JSON object.
  23006. *
  23007. * @param {Object} data - A JSON object representing the serialized geometry.
  23008. * @return {DodecahedronGeometry} A new instance.
  23009. */
  23010. static fromJSON( data ) {
  23011. return new DodecahedronGeometry( data.radius, data.detail );
  23012. }
  23013. }
  23014. const _v0 = /*@__PURE__*/ new Vector3();
  23015. const _v1$1 = /*@__PURE__*/ new Vector3();
  23016. const _normal = /*@__PURE__*/ new Vector3();
  23017. const _triangle = /*@__PURE__*/ new Triangle();
  23018. /**
  23019. * Can be used as a helper object to view the edges of a geometry.
  23020. *
  23021. * ```js
  23022. * const geometry = new THREE.BoxGeometry();
  23023. * const edges = new THREE.EdgesGeometry( geometry );
  23024. * const line = new THREE.LineSegments( edges );
  23025. * scene.add( line );
  23026. * ```
  23027. *
  23028. * Note: It is not yet possible to serialize/deserialize instances of this class.
  23029. *
  23030. * @augments BufferGeometry
  23031. */
  23032. class EdgesGeometry extends BufferGeometry {
  23033. /**
  23034. * Constructs a new edges geometry.
  23035. *
  23036. * @param {?BufferGeometry} [geometry=null] - The geometry.
  23037. * @param {number} [thresholdAngle=1] - An edge is only rendered if the angle (in degrees)
  23038. * between the face normals of the adjoining faces exceeds this value.
  23039. */
  23040. constructor( geometry = null, thresholdAngle = 1 ) {
  23041. super();
  23042. this.type = 'EdgesGeometry';
  23043. /**
  23044. * Holds the constructor parameters that have been
  23045. * used to generate the geometry. Any modification
  23046. * after instantiation does not change the geometry.
  23047. *
  23048. * @type {Object}
  23049. */
  23050. this.parameters = {
  23051. geometry: geometry,
  23052. thresholdAngle: thresholdAngle
  23053. };
  23054. if ( geometry !== null ) {
  23055. const precisionPoints = 4;
  23056. const precision = Math.pow( 10, precisionPoints );
  23057. const thresholdDot = Math.cos( DEG2RAD * thresholdAngle );
  23058. const indexAttr = geometry.getIndex();
  23059. const positionAttr = geometry.getAttribute( 'position' );
  23060. const indexCount = indexAttr ? indexAttr.count : positionAttr.count;
  23061. const indexArr = [ 0, 0, 0 ];
  23062. const vertKeys = [ 'a', 'b', 'c' ];
  23063. const hashes = new Array( 3 );
  23064. const edgeData = {};
  23065. const vertices = [];
  23066. for ( let i = 0; i < indexCount; i += 3 ) {
  23067. if ( indexAttr ) {
  23068. indexArr[ 0 ] = indexAttr.getX( i );
  23069. indexArr[ 1 ] = indexAttr.getX( i + 1 );
  23070. indexArr[ 2 ] = indexAttr.getX( i + 2 );
  23071. } else {
  23072. indexArr[ 0 ] = i;
  23073. indexArr[ 1 ] = i + 1;
  23074. indexArr[ 2 ] = i + 2;
  23075. }
  23076. const { a, b, c } = _triangle;
  23077. a.fromBufferAttribute( positionAttr, indexArr[ 0 ] );
  23078. b.fromBufferAttribute( positionAttr, indexArr[ 1 ] );
  23079. c.fromBufferAttribute( positionAttr, indexArr[ 2 ] );
  23080. _triangle.getNormal( _normal );
  23081. // create hashes for the edge from the vertices
  23082. hashes[ 0 ] = `${ Math.round( a.x * precision ) },${ Math.round( a.y * precision ) },${ Math.round( a.z * precision ) }`;
  23083. hashes[ 1 ] = `${ Math.round( b.x * precision ) },${ Math.round( b.y * precision ) },${ Math.round( b.z * precision ) }`;
  23084. hashes[ 2 ] = `${ Math.round( c.x * precision ) },${ Math.round( c.y * precision ) },${ Math.round( c.z * precision ) }`;
  23085. // skip degenerate triangles
  23086. if ( hashes[ 0 ] === hashes[ 1 ] || hashes[ 1 ] === hashes[ 2 ] || hashes[ 2 ] === hashes[ 0 ] ) {
  23087. continue;
  23088. }
  23089. // iterate over every edge
  23090. for ( let j = 0; j < 3; j ++ ) {
  23091. // get the first and next vertex making up the edge
  23092. const jNext = ( j + 1 ) % 3;
  23093. const vecHash0 = hashes[ j ];
  23094. const vecHash1 = hashes[ jNext ];
  23095. const v0 = _triangle[ vertKeys[ j ] ];
  23096. const v1 = _triangle[ vertKeys[ jNext ] ];
  23097. const hash = `${ vecHash0 }_${ vecHash1 }`;
  23098. const reverseHash = `${ vecHash1 }_${ vecHash0 }`;
  23099. if ( reverseHash in edgeData && edgeData[ reverseHash ] ) {
  23100. // if we found a sibling edge add it into the vertex array if
  23101. // it meets the angle threshold and delete the edge from the map.
  23102. if ( _normal.dot( edgeData[ reverseHash ].normal ) <= thresholdDot ) {
  23103. vertices.push( v0.x, v0.y, v0.z );
  23104. vertices.push( v1.x, v1.y, v1.z );
  23105. }
  23106. edgeData[ reverseHash ] = null;
  23107. } else if ( ! ( hash in edgeData ) ) {
  23108. // if we've already got an edge here then skip adding a new one
  23109. edgeData[ hash ] = {
  23110. index0: indexArr[ j ],
  23111. index1: indexArr[ jNext ],
  23112. normal: _normal.clone(),
  23113. };
  23114. }
  23115. }
  23116. }
  23117. // iterate over all remaining, unmatched edges and add them to the vertex array
  23118. for ( const key in edgeData ) {
  23119. if ( edgeData[ key ] ) {
  23120. const { index0, index1 } = edgeData[ key ];
  23121. _v0.fromBufferAttribute( positionAttr, index0 );
  23122. _v1$1.fromBufferAttribute( positionAttr, index1 );
  23123. vertices.push( _v0.x, _v0.y, _v0.z );
  23124. vertices.push( _v1$1.x, _v1$1.y, _v1$1.z );
  23125. }
  23126. }
  23127. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  23128. }
  23129. }
  23130. copy( source ) {
  23131. super.copy( source );
  23132. this.parameters = Object.assign( {}, source.parameters );
  23133. return this;
  23134. }
  23135. }
  23136. /**
  23137. * An abstract base class for creating an analytic curve object that contains methods
  23138. * for interpolation.
  23139. *
  23140. * @abstract
  23141. */
  23142. class Curve {
  23143. /**
  23144. * Constructs a new curve.
  23145. */
  23146. constructor() {
  23147. /**
  23148. * The type property is used for detecting the object type
  23149. * in context of serialization/deserialization.
  23150. *
  23151. * @type {string}
  23152. * @readonly
  23153. */
  23154. this.type = 'Curve';
  23155. /**
  23156. * This value determines the amount of divisions when calculating the
  23157. * cumulative segment lengths of a curve via {@link Curve#getLengths}. To ensure
  23158. * precision when using methods like {@link Curve#getSpacedPoints}, it is
  23159. * recommended to increase the value of this property if the curve is very large.
  23160. *
  23161. * @type {number}
  23162. * @default 200
  23163. */
  23164. this.arcLengthDivisions = 200;
  23165. /**
  23166. * Must be set to `true` if the curve parameters have changed.
  23167. *
  23168. * @type {boolean}
  23169. * @default false
  23170. */
  23171. this.needsUpdate = false;
  23172. /**
  23173. * An internal cache that holds precomputed curve length values.
  23174. *
  23175. * @private
  23176. * @type {?Array<number>}
  23177. * @default null
  23178. */
  23179. this.cacheArcLengths = null;
  23180. }
  23181. /**
  23182. * This method returns a vector in 2D or 3D space (depending on the curve definition)
  23183. * for the given interpolation factor.
  23184. *
  23185. * @abstract
  23186. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  23187. * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
  23188. * @return {(Vector2|Vector3)} The position on the curve. It can be a 2D or 3D vector depending on the curve definition.
  23189. */
  23190. getPoint( /* t, optionalTarget */ ) {
  23191. warn( 'Curve: .getPoint() not implemented.' );
  23192. }
  23193. /**
  23194. * This method returns a vector in 2D or 3D space (depending on the curve definition)
  23195. * for the given interpolation factor. Unlike {@link Curve#getPoint}, this method honors the length
  23196. * of the curve which equidistant samples.
  23197. *
  23198. * @param {number} u - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  23199. * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
  23200. * @return {(Vector2|Vector3)} The position on the curve. It can be a 2D or 3D vector depending on the curve definition.
  23201. */
  23202. getPointAt( u, optionalTarget ) {
  23203. const t = this.getUtoTmapping( u );
  23204. return this.getPoint( t, optionalTarget );
  23205. }
  23206. /**
  23207. * This method samples the curve via {@link Curve#getPoint} and returns an array of points representing
  23208. * the curve shape.
  23209. *
  23210. * @param {number} [divisions=5] - The number of divisions.
  23211. * @return {Array<(Vector2|Vector3)>} An array holding the sampled curve values. The number of points is `divisions + 1`.
  23212. */
  23213. getPoints( divisions = 5 ) {
  23214. const points = [];
  23215. for ( let d = 0; d <= divisions; d ++ ) {
  23216. points.push( this.getPoint( d / divisions ) );
  23217. }
  23218. return points;
  23219. }
  23220. // Get sequence of points using getPointAt( u )
  23221. /**
  23222. * This method samples the curve via {@link Curve#getPointAt} and returns an array of points representing
  23223. * the curve shape. Unlike {@link Curve#getPoints}, this method returns equi-spaced points across the entire
  23224. * curve.
  23225. *
  23226. * @param {number} [divisions=5] - The number of divisions.
  23227. * @return {Array<(Vector2|Vector3)>} An array holding the sampled curve values. The number of points is `divisions + 1`.
  23228. */
  23229. getSpacedPoints( divisions = 5 ) {
  23230. const points = [];
  23231. for ( let d = 0; d <= divisions; d ++ ) {
  23232. points.push( this.getPointAt( d / divisions ) );
  23233. }
  23234. return points;
  23235. }
  23236. /**
  23237. * Returns the total arc length of the curve.
  23238. *
  23239. * @return {number} The length of the curve.
  23240. */
  23241. getLength() {
  23242. const lengths = this.getLengths();
  23243. return lengths[ lengths.length - 1 ];
  23244. }
  23245. /**
  23246. * Returns an array of cumulative segment lengths of the curve.
  23247. *
  23248. * @param {number} [divisions=this.arcLengthDivisions] - The number of divisions.
  23249. * @return {Array<number>} An array holding the cumulative segment lengths.
  23250. */
  23251. getLengths( divisions = this.arcLengthDivisions ) {
  23252. if ( this.cacheArcLengths &&
  23253. ( this.cacheArcLengths.length === divisions + 1 ) &&
  23254. ! this.needsUpdate ) {
  23255. return this.cacheArcLengths;
  23256. }
  23257. this.needsUpdate = false;
  23258. const cache = [];
  23259. let current, last = this.getPoint( 0 );
  23260. let sum = 0;
  23261. cache.push( 0 );
  23262. for ( let p = 1; p <= divisions; p ++ ) {
  23263. current = this.getPoint( p / divisions );
  23264. sum += current.distanceTo( last );
  23265. cache.push( sum );
  23266. last = current;
  23267. }
  23268. this.cacheArcLengths = cache;
  23269. return cache; // { sums: cache, sum: sum }; Sum is in the last element.
  23270. }
  23271. /**
  23272. * Update the cumulative segment distance cache. The method must be called
  23273. * every time curve parameters are changed. If an updated curve is part of a
  23274. * composed curve like {@link CurvePath}, this method must be called on the
  23275. * composed curve, too.
  23276. */
  23277. updateArcLengths() {
  23278. this.needsUpdate = true;
  23279. this.getLengths();
  23280. }
  23281. /**
  23282. * Given an interpolation factor in the range `[0,1]`, this method returns an updated
  23283. * interpolation factor in the same range that can be ued to sample equidistant points
  23284. * from a curve.
  23285. *
  23286. * @param {number} u - The interpolation factor.
  23287. * @param {?number} distance - An optional distance on the curve.
  23288. * @return {number} The updated interpolation factor.
  23289. */
  23290. getUtoTmapping( u, distance = null ) {
  23291. const arcLengths = this.getLengths();
  23292. let i = 0;
  23293. const il = arcLengths.length;
  23294. let targetArcLength; // The targeted u distance value to get
  23295. if ( distance ) {
  23296. targetArcLength = distance;
  23297. } else {
  23298. targetArcLength = u * arcLengths[ il - 1 ];
  23299. }
  23300. // binary search for the index with largest value smaller than target u distance
  23301. let low = 0, high = il - 1, comparison;
  23302. while ( low <= high ) {
  23303. 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
  23304. comparison = arcLengths[ i ] - targetArcLength;
  23305. if ( comparison < 0 ) {
  23306. low = i + 1;
  23307. } else if ( comparison > 0 ) {
  23308. high = i - 1;
  23309. } else {
  23310. high = i;
  23311. break;
  23312. // DONE
  23313. }
  23314. }
  23315. i = high;
  23316. if ( arcLengths[ i ] === targetArcLength ) {
  23317. return i / ( il - 1 );
  23318. }
  23319. // we could get finer grain at lengths, or use simple interpolation between two points
  23320. const lengthBefore = arcLengths[ i ];
  23321. const lengthAfter = arcLengths[ i + 1 ];
  23322. const segmentLength = lengthAfter - lengthBefore;
  23323. // determine where we are between the 'before' and 'after' points
  23324. const segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;
  23325. // add that fractional amount to t
  23326. const t = ( i + segmentFraction ) / ( il - 1 );
  23327. return t;
  23328. }
  23329. /**
  23330. * Returns a unit vector tangent for the given interpolation factor.
  23331. * If the derived curve does not implement its tangent derivation,
  23332. * two points a small delta apart will be used to find its gradient
  23333. * which seems to give a reasonable approximation.
  23334. *
  23335. * @param {number} t - The interpolation factor.
  23336. * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
  23337. * @return {(Vector2|Vector3)} The tangent vector.
  23338. */
  23339. getTangent( t, optionalTarget ) {
  23340. const delta = 0.0001;
  23341. let t1 = t - delta;
  23342. let t2 = t + delta;
  23343. // Capping in case of danger
  23344. if ( t1 < 0 ) t1 = 0;
  23345. if ( t2 > 1 ) t2 = 1;
  23346. const pt1 = this.getPoint( t1 );
  23347. const pt2 = this.getPoint( t2 );
  23348. const tangent = optionalTarget || ( ( pt1.isVector2 ) ? new Vector2() : new Vector3() );
  23349. tangent.copy( pt2 ).sub( pt1 ).normalize();
  23350. return tangent;
  23351. }
  23352. /**
  23353. * Same as {@link Curve#getTangent} but with equidistant samples.
  23354. *
  23355. * @param {number} u - The interpolation factor.
  23356. * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
  23357. * @return {(Vector2|Vector3)} The tangent vector.
  23358. * @see {@link Curve#getPointAt}
  23359. */
  23360. getTangentAt( u, optionalTarget ) {
  23361. const t = this.getUtoTmapping( u );
  23362. return this.getTangent( t, optionalTarget );
  23363. }
  23364. /**
  23365. * Generates the Frenet Frames. Requires a curve definition in 3D space. Used
  23366. * in geometries like {@link TubeGeometry} or {@link ExtrudeGeometry}.
  23367. *
  23368. * @param {number} segments - The number of segments.
  23369. * @param {boolean} [closed=false] - Whether the curve is closed or not.
  23370. * @return {{tangents: Array<Vector3>, normals: Array<Vector3>, binormals: Array<Vector3>}} The Frenet Frames.
  23371. */
  23372. computeFrenetFrames( segments, closed = false ) {
  23373. // see http://www.cs.indiana.edu/pub/techreports/TR425.pdf
  23374. const normal = new Vector3();
  23375. const tangents = [];
  23376. const normals = [];
  23377. const binormals = [];
  23378. const vec = new Vector3();
  23379. const mat = new Matrix4();
  23380. // compute the tangent vectors for each segment on the curve
  23381. for ( let i = 0; i <= segments; i ++ ) {
  23382. const u = i / segments;
  23383. tangents[ i ] = this.getTangentAt( u, new Vector3() );
  23384. }
  23385. // select an initial normal vector perpendicular to the first tangent vector,
  23386. // and in the direction of the minimum tangent xyz component
  23387. normals[ 0 ] = new Vector3();
  23388. binormals[ 0 ] = new Vector3();
  23389. let min = Number.MAX_VALUE;
  23390. const tx = Math.abs( tangents[ 0 ].x );
  23391. const ty = Math.abs( tangents[ 0 ].y );
  23392. const tz = Math.abs( tangents[ 0 ].z );
  23393. if ( tx <= min ) {
  23394. min = tx;
  23395. normal.set( 1, 0, 0 );
  23396. }
  23397. if ( ty <= min ) {
  23398. min = ty;
  23399. normal.set( 0, 1, 0 );
  23400. }
  23401. if ( tz <= min ) {
  23402. normal.set( 0, 0, 1 );
  23403. }
  23404. vec.crossVectors( tangents[ 0 ], normal ).normalize();
  23405. normals[ 0 ].crossVectors( tangents[ 0 ], vec );
  23406. binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );
  23407. // compute the slowly-varying normal and binormal vectors for each segment on the curve
  23408. for ( let i = 1; i <= segments; i ++ ) {
  23409. normals[ i ] = normals[ i - 1 ].clone();
  23410. binormals[ i ] = binormals[ i - 1 ].clone();
  23411. vec.crossVectors( tangents[ i - 1 ], tangents[ i ] );
  23412. if ( vec.length() > Number.EPSILON ) {
  23413. vec.normalize();
  23414. const theta = Math.acos( clamp( tangents[ i - 1 ].dot( tangents[ i ] ), -1, 1 ) ); // clamp for floating pt errors
  23415. normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );
  23416. }
  23417. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  23418. }
  23419. // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same
  23420. if ( closed === true ) {
  23421. let theta = Math.acos( clamp( normals[ 0 ].dot( normals[ segments ] ), -1, 1 ) );
  23422. theta /= segments;
  23423. if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) {
  23424. theta = - theta;
  23425. }
  23426. for ( let i = 1; i <= segments; i ++ ) {
  23427. // twist a little...
  23428. normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );
  23429. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  23430. }
  23431. }
  23432. return {
  23433. tangents: tangents,
  23434. normals: normals,
  23435. binormals: binormals
  23436. };
  23437. }
  23438. /**
  23439. * Returns a new curve with copied values from this instance.
  23440. *
  23441. * @return {Curve} A clone of this instance.
  23442. */
  23443. clone() {
  23444. return new this.constructor().copy( this );
  23445. }
  23446. /**
  23447. * Copies the values of the given curve to this instance.
  23448. *
  23449. * @param {Curve} source - The curve to copy.
  23450. * @return {Curve} A reference to this curve.
  23451. */
  23452. copy( source ) {
  23453. this.arcLengthDivisions = source.arcLengthDivisions;
  23454. return this;
  23455. }
  23456. /**
  23457. * Serializes the curve into JSON.
  23458. *
  23459. * @return {Object} A JSON object representing the serialized curve.
  23460. * @see {@link ObjectLoader#parse}
  23461. */
  23462. toJSON() {
  23463. const data = {
  23464. metadata: {
  23465. version: 4.7,
  23466. type: 'Curve',
  23467. generator: 'Curve.toJSON'
  23468. }
  23469. };
  23470. data.arcLengthDivisions = this.arcLengthDivisions;
  23471. data.type = this.type;
  23472. return data;
  23473. }
  23474. /**
  23475. * Deserializes the curve from the given JSON.
  23476. *
  23477. * @param {Object} json - The JSON holding the serialized curve.
  23478. * @return {Curve} A reference to this curve.
  23479. */
  23480. fromJSON( json ) {
  23481. this.arcLengthDivisions = json.arcLengthDivisions;
  23482. return this;
  23483. }
  23484. }
  23485. /**
  23486. * A curve representing an ellipse.
  23487. *
  23488. * ```js
  23489. * const curve = new THREE.EllipseCurve(
  23490. * 0, 0,
  23491. * 10, 10,
  23492. * 0, 2 * Math.PI,
  23493. * false,
  23494. * 0
  23495. * );
  23496. *
  23497. * const points = curve.getPoints( 50 );
  23498. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  23499. *
  23500. * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
  23501. *
  23502. * // Create the final object to add to the scene
  23503. * const ellipse = new THREE.Line( geometry, material );
  23504. * ```
  23505. *
  23506. * @augments Curve
  23507. */
  23508. class EllipseCurve extends Curve {
  23509. /**
  23510. * Constructs a new ellipse curve.
  23511. *
  23512. * @param {number} [aX=0] - The X center of the ellipse.
  23513. * @param {number} [aY=0] - The Y center of the ellipse.
  23514. * @param {number} [xRadius=1] - The radius of the ellipse in the x direction.
  23515. * @param {number} [yRadius=1] - The radius of the ellipse in the y direction.
  23516. * @param {number} [aStartAngle=0] - The start angle of the curve in radians starting from the positive X axis.
  23517. * @param {number} [aEndAngle=Math.PI*2] - The end angle of the curve in radians starting from the positive X axis.
  23518. * @param {boolean} [aClockwise=false] - Whether the ellipse is drawn clockwise or not.
  23519. * @param {number} [aRotation=0] - The rotation angle of the ellipse in radians, counterclockwise from the positive X axis.
  23520. */
  23521. constructor( aX = 0, aY = 0, xRadius = 1, yRadius = 1, aStartAngle = 0, aEndAngle = Math.PI * 2, aClockwise = false, aRotation = 0 ) {
  23522. super();
  23523. /**
  23524. * This flag can be used for type testing.
  23525. *
  23526. * @type {boolean}
  23527. * @readonly
  23528. * @default true
  23529. */
  23530. this.isEllipseCurve = true;
  23531. this.type = 'EllipseCurve';
  23532. /**
  23533. * The X center of the ellipse.
  23534. *
  23535. * @type {number}
  23536. * @default 0
  23537. */
  23538. this.aX = aX;
  23539. /**
  23540. * The Y center of the ellipse.
  23541. *
  23542. * @type {number}
  23543. * @default 0
  23544. */
  23545. this.aY = aY;
  23546. /**
  23547. * The radius of the ellipse in the x direction.
  23548. * Setting the this value equal to the {@link EllipseCurve#yRadius} will result in a circle.
  23549. *
  23550. * @type {number}
  23551. * @default 1
  23552. */
  23553. this.xRadius = xRadius;
  23554. /**
  23555. * The radius of the ellipse in the y direction.
  23556. * Setting the this value equal to the {@link EllipseCurve#xRadius} will result in a circle.
  23557. *
  23558. * @type {number}
  23559. * @default 1
  23560. */
  23561. this.yRadius = yRadius;
  23562. /**
  23563. * The start angle of the curve in radians starting from the positive X axis.
  23564. *
  23565. * @type {number}
  23566. * @default 0
  23567. */
  23568. this.aStartAngle = aStartAngle;
  23569. /**
  23570. * The end angle of the curve in radians starting from the positive X axis.
  23571. *
  23572. * @type {number}
  23573. * @default Math.PI*2
  23574. */
  23575. this.aEndAngle = aEndAngle;
  23576. /**
  23577. * Whether the ellipse is drawn clockwise or not.
  23578. *
  23579. * @type {boolean}
  23580. * @default false
  23581. */
  23582. this.aClockwise = aClockwise;
  23583. /**
  23584. * The rotation angle of the ellipse in radians, counterclockwise from the positive X axis.
  23585. *
  23586. * @type {number}
  23587. * @default 0
  23588. */
  23589. this.aRotation = aRotation;
  23590. }
  23591. /**
  23592. * Returns a point on the curve.
  23593. *
  23594. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  23595. * @param {Vector2} [optionalTarget] - The optional target vector the result is written to.
  23596. * @return {Vector2} The position on the curve.
  23597. */
  23598. getPoint( t, optionalTarget = new Vector2() ) {
  23599. const point = optionalTarget;
  23600. const twoPi = Math.PI * 2;
  23601. let deltaAngle = this.aEndAngle - this.aStartAngle;
  23602. const samePoints = Math.abs( deltaAngle ) < Number.EPSILON;
  23603. // ensures that deltaAngle is 0 .. 2 PI
  23604. while ( deltaAngle < 0 ) deltaAngle += twoPi;
  23605. while ( deltaAngle > twoPi ) deltaAngle -= twoPi;
  23606. if ( deltaAngle < Number.EPSILON ) {
  23607. if ( samePoints ) {
  23608. deltaAngle = 0;
  23609. } else {
  23610. deltaAngle = twoPi;
  23611. }
  23612. }
  23613. if ( this.aClockwise === true && ! samePoints ) {
  23614. if ( deltaAngle === twoPi ) {
  23615. deltaAngle = - twoPi;
  23616. } else {
  23617. deltaAngle = deltaAngle - twoPi;
  23618. }
  23619. }
  23620. const angle = this.aStartAngle + t * deltaAngle;
  23621. let x = this.aX + this.xRadius * Math.cos( angle );
  23622. let y = this.aY + this.yRadius * Math.sin( angle );
  23623. if ( this.aRotation !== 0 ) {
  23624. const cos = Math.cos( this.aRotation );
  23625. const sin = Math.sin( this.aRotation );
  23626. const tx = x - this.aX;
  23627. const ty = y - this.aY;
  23628. // Rotate the point about the center of the ellipse.
  23629. x = tx * cos - ty * sin + this.aX;
  23630. y = tx * sin + ty * cos + this.aY;
  23631. }
  23632. return point.set( x, y );
  23633. }
  23634. copy( source ) {
  23635. super.copy( source );
  23636. this.aX = source.aX;
  23637. this.aY = source.aY;
  23638. this.xRadius = source.xRadius;
  23639. this.yRadius = source.yRadius;
  23640. this.aStartAngle = source.aStartAngle;
  23641. this.aEndAngle = source.aEndAngle;
  23642. this.aClockwise = source.aClockwise;
  23643. this.aRotation = source.aRotation;
  23644. return this;
  23645. }
  23646. toJSON() {
  23647. const data = super.toJSON();
  23648. data.aX = this.aX;
  23649. data.aY = this.aY;
  23650. data.xRadius = this.xRadius;
  23651. data.yRadius = this.yRadius;
  23652. data.aStartAngle = this.aStartAngle;
  23653. data.aEndAngle = this.aEndAngle;
  23654. data.aClockwise = this.aClockwise;
  23655. data.aRotation = this.aRotation;
  23656. return data;
  23657. }
  23658. fromJSON( json ) {
  23659. super.fromJSON( json );
  23660. this.aX = json.aX;
  23661. this.aY = json.aY;
  23662. this.xRadius = json.xRadius;
  23663. this.yRadius = json.yRadius;
  23664. this.aStartAngle = json.aStartAngle;
  23665. this.aEndAngle = json.aEndAngle;
  23666. this.aClockwise = json.aClockwise;
  23667. this.aRotation = json.aRotation;
  23668. return this;
  23669. }
  23670. }
  23671. /**
  23672. * A curve representing an arc.
  23673. *
  23674. * @augments EllipseCurve
  23675. */
  23676. class ArcCurve extends EllipseCurve {
  23677. /**
  23678. * Constructs a new arc curve.
  23679. *
  23680. * @param {number} [aX=0] - The X center of the ellipse.
  23681. * @param {number} [aY=0] - The Y center of the ellipse.
  23682. * @param {number} [aRadius=1] - The radius of the ellipse in the x direction.
  23683. * @param {number} [aStartAngle=0] - The start angle of the curve in radians starting from the positive X axis.
  23684. * @param {number} [aEndAngle=Math.PI*2] - The end angle of the curve in radians starting from the positive X axis.
  23685. * @param {boolean} [aClockwise=false] - Whether the ellipse is drawn clockwise or not.
  23686. */
  23687. constructor( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  23688. super( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  23689. /**
  23690. * This flag can be used for type testing.
  23691. *
  23692. * @type {boolean}
  23693. * @readonly
  23694. * @default true
  23695. */
  23696. this.isArcCurve = true;
  23697. this.type = 'ArcCurve';
  23698. }
  23699. }
  23700. function CubicPoly() {
  23701. /**
  23702. * Centripetal CatmullRom Curve - which is useful for avoiding
  23703. * cusps and self-intersections in non-uniform catmull rom curves.
  23704. * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf
  23705. *
  23706. * curve.type accepts centripetal(default), chordal and catmullrom
  23707. * curve.tension is used for catmullrom which defaults to 0.5
  23708. */
  23709. /*
  23710. Based on an optimized c++ solution in
  23711. - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/
  23712. - http://ideone.com/NoEbVM
  23713. This CubicPoly class could be used for reusing some variables and calculations,
  23714. but for three.js curve use, it could be possible inlined and flatten into a single function call
  23715. which can be placed in CurveUtils.
  23716. */
  23717. let c0 = 0, c1 = 0, c2 = 0, c3 = 0;
  23718. /*
  23719. * Compute coefficients for a cubic polynomial
  23720. * p(s) = c0 + c1*s + c2*s^2 + c3*s^3
  23721. * such that
  23722. * p(0) = x0, p(1) = x1
  23723. * and
  23724. * p'(0) = t0, p'(1) = t1.
  23725. */
  23726. function init( x0, x1, t0, t1 ) {
  23727. c0 = x0;
  23728. c1 = t0;
  23729. c2 = -3 * x0 + 3 * x1 - 2 * t0 - t1;
  23730. c3 = 2 * x0 - 2 * x1 + t0 + t1;
  23731. }
  23732. return {
  23733. initCatmullRom: function ( x0, x1, x2, x3, tension ) {
  23734. init( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) );
  23735. },
  23736. initNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) {
  23737. // compute tangents when parameterized in [t1,t2]
  23738. let t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1;
  23739. let t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2;
  23740. // rescale tangents for parametrization in [0,1]
  23741. t1 *= dt1;
  23742. t2 *= dt1;
  23743. init( x1, x2, t1, t2 );
  23744. },
  23745. calc: function ( t ) {
  23746. const t2 = t * t;
  23747. const t3 = t2 * t;
  23748. return c0 + c1 * t + c2 * t2 + c3 * t3;
  23749. }
  23750. };
  23751. }
  23752. //
  23753. const tmp = /*@__PURE__*/ new Vector3();
  23754. const px = /*@__PURE__*/ new CubicPoly();
  23755. const py = /*@__PURE__*/ new CubicPoly();
  23756. const pz = /*@__PURE__*/ new CubicPoly();
  23757. /**
  23758. * A curve representing a Catmull-Rom spline.
  23759. *
  23760. * ```js
  23761. * //Create a closed wavey loop
  23762. * const curve = new THREE.CatmullRomCurve3( [
  23763. * new THREE.Vector3( -10, 0, 10 ),
  23764. * new THREE.Vector3( -5, 5, 5 ),
  23765. * new THREE.Vector3( 0, 0, 0 ),
  23766. * new THREE.Vector3( 5, -5, 5 ),
  23767. * new THREE.Vector3( 10, 0, 10 )
  23768. * ] );
  23769. *
  23770. * const points = curve.getPoints( 50 );
  23771. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  23772. *
  23773. * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
  23774. *
  23775. * // Create the final object to add to the scene
  23776. * const curveObject = new THREE.Line( geometry, material );
  23777. * ```
  23778. *
  23779. * @augments Curve
  23780. */
  23781. class CatmullRomCurve3 extends Curve {
  23782. /**
  23783. * Constructs a new Catmull-Rom curve.
  23784. *
  23785. * @param {Array<Vector3>} [points] - An array of 3D points defining the curve.
  23786. * @param {boolean} [closed=false] - Whether the curve is closed or not.
  23787. * @param {('centripetal'|'chordal'|'catmullrom')} [curveType='centripetal'] - The curve type.
  23788. * @param {number} [tension=0.5] - Tension of the curve.
  23789. */
  23790. constructor( points = [], closed = false, curveType = 'centripetal', tension = 0.5 ) {
  23791. super();
  23792. /**
  23793. * This flag can be used for type testing.
  23794. *
  23795. * @type {boolean}
  23796. * @readonly
  23797. * @default true
  23798. */
  23799. this.isCatmullRomCurve3 = true;
  23800. this.type = 'CatmullRomCurve3';
  23801. /**
  23802. * An array of 3D points defining the curve.
  23803. *
  23804. * @type {Array<Vector3>}
  23805. */
  23806. this.points = points;
  23807. /**
  23808. * Whether the curve is closed or not.
  23809. *
  23810. * @type {boolean}
  23811. * @default false
  23812. */
  23813. this.closed = closed;
  23814. /**
  23815. * The curve type.
  23816. *
  23817. * @type {('centripetal'|'chordal'|'catmullrom')}
  23818. * @default 'centripetal'
  23819. */
  23820. this.curveType = curveType;
  23821. /**
  23822. * Tension of the curve.
  23823. *
  23824. * @type {number}
  23825. * @default 0.5
  23826. */
  23827. this.tension = tension;
  23828. }
  23829. /**
  23830. * Returns a point on the curve.
  23831. *
  23832. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  23833. * @param {Vector3} [optionalTarget] - The optional target vector the result is written to.
  23834. * @return {Vector3} The position on the curve.
  23835. */
  23836. getPoint( t, optionalTarget = new Vector3() ) {
  23837. const point = optionalTarget;
  23838. const points = this.points;
  23839. const l = points.length;
  23840. const p = ( l - ( this.closed ? 0 : 1 ) ) * t;
  23841. let intPoint = Math.floor( p );
  23842. let weight = p - intPoint;
  23843. if ( this.closed ) {
  23844. intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / l ) + 1 ) * l;
  23845. } else if ( weight === 0 && intPoint === l - 1 ) {
  23846. intPoint = l - 2;
  23847. weight = 1;
  23848. }
  23849. let p0, p3; // 4 points (p1 & p2 defined below)
  23850. if ( this.closed || intPoint > 0 ) {
  23851. p0 = points[ ( intPoint - 1 ) % l ];
  23852. } else {
  23853. // extrapolate first point
  23854. tmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] );
  23855. p0 = tmp;
  23856. }
  23857. const p1 = points[ intPoint % l ];
  23858. const p2 = points[ ( intPoint + 1 ) % l ];
  23859. if ( this.closed || intPoint + 2 < l ) {
  23860. p3 = points[ ( intPoint + 2 ) % l ];
  23861. } else {
  23862. // extrapolate last point
  23863. tmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] );
  23864. p3 = tmp;
  23865. }
  23866. if ( this.curveType === 'centripetal' || this.curveType === 'chordal' ) {
  23867. // init Centripetal / Chordal Catmull-Rom
  23868. const pow = this.curveType === 'chordal' ? 0.5 : 0.25;
  23869. let dt0 = Math.pow( p0.distanceToSquared( p1 ), pow );
  23870. let dt1 = Math.pow( p1.distanceToSquared( p2 ), pow );
  23871. let dt2 = Math.pow( p2.distanceToSquared( p3 ), pow );
  23872. // safety check for repeated points
  23873. if ( dt1 < 1e-4 ) dt1 = 1.0;
  23874. if ( dt0 < 1e-4 ) dt0 = dt1;
  23875. if ( dt2 < 1e-4 ) dt2 = dt1;
  23876. px.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 );
  23877. py.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 );
  23878. pz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 );
  23879. } else if ( this.curveType === 'catmullrom' ) {
  23880. px.initCatmullRom( p0.x, p1.x, p2.x, p3.x, this.tension );
  23881. py.initCatmullRom( p0.y, p1.y, p2.y, p3.y, this.tension );
  23882. pz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, this.tension );
  23883. }
  23884. point.set(
  23885. px.calc( weight ),
  23886. py.calc( weight ),
  23887. pz.calc( weight )
  23888. );
  23889. return point;
  23890. }
  23891. copy( source ) {
  23892. super.copy( source );
  23893. this.points = [];
  23894. for ( let i = 0, l = source.points.length; i < l; i ++ ) {
  23895. const point = source.points[ i ];
  23896. this.points.push( point.clone() );
  23897. }
  23898. this.closed = source.closed;
  23899. this.curveType = source.curveType;
  23900. this.tension = source.tension;
  23901. return this;
  23902. }
  23903. toJSON() {
  23904. const data = super.toJSON();
  23905. data.points = [];
  23906. for ( let i = 0, l = this.points.length; i < l; i ++ ) {
  23907. const point = this.points[ i ];
  23908. data.points.push( point.toArray() );
  23909. }
  23910. data.closed = this.closed;
  23911. data.curveType = this.curveType;
  23912. data.tension = this.tension;
  23913. return data;
  23914. }
  23915. fromJSON( json ) {
  23916. super.fromJSON( json );
  23917. this.points = [];
  23918. for ( let i = 0, l = json.points.length; i < l; i ++ ) {
  23919. const point = json.points[ i ];
  23920. this.points.push( new Vector3().fromArray( point ) );
  23921. }
  23922. this.closed = json.closed;
  23923. this.curveType = json.curveType;
  23924. this.tension = json.tension;
  23925. return this;
  23926. }
  23927. }
  23928. /**
  23929. * Interpolations contains spline and Bézier functions internally used by concrete curve classes.
  23930. *
  23931. * Bezier Curves formulas obtained from: https://en.wikipedia.org/wiki/B%C3%A9zier_curve
  23932. *
  23933. * @module Interpolations
  23934. */
  23935. /**
  23936. * Computes a point on a Catmull-Rom spline.
  23937. *
  23938. * @param {number} t - The interpolation factor.
  23939. * @param {number} p0 - The first control point.
  23940. * @param {number} p1 - The second control point.
  23941. * @param {number} p2 - The third control point.
  23942. * @param {number} p3 - The fourth control point.
  23943. * @return {number} The calculated point on a Catmull-Rom spline.
  23944. */
  23945. function CatmullRom( t, p0, p1, p2, p3 ) {
  23946. const v0 = ( p2 - p0 ) * 0.5;
  23947. const v1 = ( p3 - p1 ) * 0.5;
  23948. const t2 = t * t;
  23949. const t3 = t * t2;
  23950. return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( -3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;
  23951. }
  23952. //
  23953. function QuadraticBezierP0( t, p ) {
  23954. const k = 1 - t;
  23955. return k * k * p;
  23956. }
  23957. function QuadraticBezierP1( t, p ) {
  23958. return 2 * ( 1 - t ) * t * p;
  23959. }
  23960. function QuadraticBezierP2( t, p ) {
  23961. return t * t * p;
  23962. }
  23963. /**
  23964. * Computes a point on a Quadratic Bezier curve.
  23965. *
  23966. * @param {number} t - The interpolation factor.
  23967. * @param {number} p0 - The first control point.
  23968. * @param {number} p1 - The second control point.
  23969. * @param {number} p2 - The third control point.
  23970. * @return {number} The calculated point on a Quadratic Bezier curve.
  23971. */
  23972. function QuadraticBezier( t, p0, p1, p2 ) {
  23973. return QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) +
  23974. QuadraticBezierP2( t, p2 );
  23975. }
  23976. //
  23977. function CubicBezierP0( t, p ) {
  23978. const k = 1 - t;
  23979. return k * k * k * p;
  23980. }
  23981. function CubicBezierP1( t, p ) {
  23982. const k = 1 - t;
  23983. return 3 * k * k * t * p;
  23984. }
  23985. function CubicBezierP2( t, p ) {
  23986. return 3 * ( 1 - t ) * t * t * p;
  23987. }
  23988. function CubicBezierP3( t, p ) {
  23989. return t * t * t * p;
  23990. }
  23991. /**
  23992. * Computes a point on a Cubic Bezier curve.
  23993. *
  23994. * @param {number} t - The interpolation factor.
  23995. * @param {number} p0 - The first control point.
  23996. * @param {number} p1 - The second control point.
  23997. * @param {number} p2 - The third control point.
  23998. * @param {number} p3 - The fourth control point.
  23999. * @return {number} The calculated point on a Cubic Bezier curve.
  24000. */
  24001. function CubicBezier( t, p0, p1, p2, p3 ) {
  24002. return CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) +
  24003. CubicBezierP3( t, p3 );
  24004. }
  24005. /**
  24006. * A curve representing a 2D Cubic Bezier curve.
  24007. *
  24008. * ```js
  24009. * const curve = new THREE.CubicBezierCurve(
  24010. * new THREE.Vector2( - 0, 0 ),
  24011. * new THREE.Vector2( - 5, 15 ),
  24012. * new THREE.Vector2( 20, 15 ),
  24013. * new THREE.Vector2( 10, 0 )
  24014. * );
  24015. *
  24016. * const points = curve.getPoints( 50 );
  24017. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  24018. *
  24019. * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
  24020. *
  24021. * // Create the final object to add to the scene
  24022. * const curveObject = new THREE.Line( geometry, material );
  24023. * ```
  24024. *
  24025. * @augments Curve
  24026. */
  24027. class CubicBezierCurve extends Curve {
  24028. /**
  24029. * Constructs a new Cubic Bezier curve.
  24030. *
  24031. * @param {Vector2} [v0] - The start point.
  24032. * @param {Vector2} [v1] - The first control point.
  24033. * @param {Vector2} [v2] - The second control point.
  24034. * @param {Vector2} [v3] - The end point.
  24035. */
  24036. constructor( v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2(), v3 = new Vector2() ) {
  24037. super();
  24038. /**
  24039. * This flag can be used for type testing.
  24040. *
  24041. * @type {boolean}
  24042. * @readonly
  24043. * @default true
  24044. */
  24045. this.isCubicBezierCurve = true;
  24046. this.type = 'CubicBezierCurve';
  24047. /**
  24048. * The start point.
  24049. *
  24050. * @type {Vector2}
  24051. */
  24052. this.v0 = v0;
  24053. /**
  24054. * The first control point.
  24055. *
  24056. * @type {Vector2}
  24057. */
  24058. this.v1 = v1;
  24059. /**
  24060. * The second control point.
  24061. *
  24062. * @type {Vector2}
  24063. */
  24064. this.v2 = v2;
  24065. /**
  24066. * The end point.
  24067. *
  24068. * @type {Vector2}
  24069. */
  24070. this.v3 = v3;
  24071. }
  24072. /**
  24073. * Returns a point on the curve.
  24074. *
  24075. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  24076. * @param {Vector2} [optionalTarget] - The optional target vector the result is written to.
  24077. * @return {Vector2} The position on the curve.
  24078. */
  24079. getPoint( t, optionalTarget = new Vector2() ) {
  24080. const point = optionalTarget;
  24081. const v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  24082. point.set(
  24083. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  24084. CubicBezier( t, v0.y, v1.y, v2.y, v3.y )
  24085. );
  24086. return point;
  24087. }
  24088. copy( source ) {
  24089. super.copy( source );
  24090. this.v0.copy( source.v0 );
  24091. this.v1.copy( source.v1 );
  24092. this.v2.copy( source.v2 );
  24093. this.v3.copy( source.v3 );
  24094. return this;
  24095. }
  24096. toJSON() {
  24097. const data = super.toJSON();
  24098. data.v0 = this.v0.toArray();
  24099. data.v1 = this.v1.toArray();
  24100. data.v2 = this.v2.toArray();
  24101. data.v3 = this.v3.toArray();
  24102. return data;
  24103. }
  24104. fromJSON( json ) {
  24105. super.fromJSON( json );
  24106. this.v0.fromArray( json.v0 );
  24107. this.v1.fromArray( json.v1 );
  24108. this.v2.fromArray( json.v2 );
  24109. this.v3.fromArray( json.v3 );
  24110. return this;
  24111. }
  24112. }
  24113. /**
  24114. * A curve representing a 3D Cubic Bezier curve.
  24115. *
  24116. * @augments Curve
  24117. */
  24118. class CubicBezierCurve3 extends Curve {
  24119. /**
  24120. * Constructs a new Cubic Bezier curve.
  24121. *
  24122. * @param {Vector3} [v0] - The start point.
  24123. * @param {Vector3} [v1] - The first control point.
  24124. * @param {Vector3} [v2] - The second control point.
  24125. * @param {Vector3} [v3] - The end point.
  24126. */
  24127. constructor( v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3(), v3 = new Vector3() ) {
  24128. super();
  24129. /**
  24130. * This flag can be used for type testing.
  24131. *
  24132. * @type {boolean}
  24133. * @readonly
  24134. * @default true
  24135. */
  24136. this.isCubicBezierCurve3 = true;
  24137. this.type = 'CubicBezierCurve3';
  24138. /**
  24139. * The start point.
  24140. *
  24141. * @type {Vector3}
  24142. */
  24143. this.v0 = v0;
  24144. /**
  24145. * The first control point.
  24146. *
  24147. * @type {Vector3}
  24148. */
  24149. this.v1 = v1;
  24150. /**
  24151. * The second control point.
  24152. *
  24153. * @type {Vector3}
  24154. */
  24155. this.v2 = v2;
  24156. /**
  24157. * The end point.
  24158. *
  24159. * @type {Vector3}
  24160. */
  24161. this.v3 = v3;
  24162. }
  24163. /**
  24164. * Returns a point on the curve.
  24165. *
  24166. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  24167. * @param {Vector3} [optionalTarget] - The optional target vector the result is written to.
  24168. * @return {Vector3} The position on the curve.
  24169. */
  24170. getPoint( t, optionalTarget = new Vector3() ) {
  24171. const point = optionalTarget;
  24172. const v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  24173. point.set(
  24174. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  24175. CubicBezier( t, v0.y, v1.y, v2.y, v3.y ),
  24176. CubicBezier( t, v0.z, v1.z, v2.z, v3.z )
  24177. );
  24178. return point;
  24179. }
  24180. copy( source ) {
  24181. super.copy( source );
  24182. this.v0.copy( source.v0 );
  24183. this.v1.copy( source.v1 );
  24184. this.v2.copy( source.v2 );
  24185. this.v3.copy( source.v3 );
  24186. return this;
  24187. }
  24188. toJSON() {
  24189. const data = super.toJSON();
  24190. data.v0 = this.v0.toArray();
  24191. data.v1 = this.v1.toArray();
  24192. data.v2 = this.v2.toArray();
  24193. data.v3 = this.v3.toArray();
  24194. return data;
  24195. }
  24196. fromJSON( json ) {
  24197. super.fromJSON( json );
  24198. this.v0.fromArray( json.v0 );
  24199. this.v1.fromArray( json.v1 );
  24200. this.v2.fromArray( json.v2 );
  24201. this.v3.fromArray( json.v3 );
  24202. return this;
  24203. }
  24204. }
  24205. /**
  24206. * A curve representing a 2D line segment.
  24207. *
  24208. * @augments Curve
  24209. */
  24210. class LineCurve extends Curve {
  24211. /**
  24212. * Constructs a new line curve.
  24213. *
  24214. * @param {Vector2} [v1] - The start point.
  24215. * @param {Vector2} [v2] - The end point.
  24216. */
  24217. constructor( v1 = new Vector2(), v2 = new Vector2() ) {
  24218. super();
  24219. /**
  24220. * This flag can be used for type testing.
  24221. *
  24222. * @type {boolean}
  24223. * @readonly
  24224. * @default true
  24225. */
  24226. this.isLineCurve = true;
  24227. this.type = 'LineCurve';
  24228. /**
  24229. * The start point.
  24230. *
  24231. * @type {Vector2}
  24232. */
  24233. this.v1 = v1;
  24234. /**
  24235. * The end point.
  24236. *
  24237. * @type {Vector2}
  24238. */
  24239. this.v2 = v2;
  24240. }
  24241. /**
  24242. * Returns a point on the line.
  24243. *
  24244. * @param {number} t - A interpolation factor representing a position on the line. Must be in the range `[0,1]`.
  24245. * @param {Vector2} [optionalTarget] - The optional target vector the result is written to.
  24246. * @return {Vector2} The position on the line.
  24247. */
  24248. getPoint( t, optionalTarget = new Vector2() ) {
  24249. const point = optionalTarget;
  24250. if ( t === 1 ) {
  24251. point.copy( this.v2 );
  24252. } else {
  24253. point.copy( this.v2 ).sub( this.v1 );
  24254. point.multiplyScalar( t ).add( this.v1 );
  24255. }
  24256. return point;
  24257. }
  24258. // Line curve is linear, so we can overwrite default getPointAt
  24259. getPointAt( u, optionalTarget ) {
  24260. return this.getPoint( u, optionalTarget );
  24261. }
  24262. getTangent( t, optionalTarget = new Vector2() ) {
  24263. return optionalTarget.subVectors( this.v2, this.v1 ).normalize();
  24264. }
  24265. getTangentAt( u, optionalTarget ) {
  24266. return this.getTangent( u, optionalTarget );
  24267. }
  24268. copy( source ) {
  24269. super.copy( source );
  24270. this.v1.copy( source.v1 );
  24271. this.v2.copy( source.v2 );
  24272. return this;
  24273. }
  24274. toJSON() {
  24275. const data = super.toJSON();
  24276. data.v1 = this.v1.toArray();
  24277. data.v2 = this.v2.toArray();
  24278. return data;
  24279. }
  24280. fromJSON( json ) {
  24281. super.fromJSON( json );
  24282. this.v1.fromArray( json.v1 );
  24283. this.v2.fromArray( json.v2 );
  24284. return this;
  24285. }
  24286. }
  24287. /**
  24288. * A curve representing a 3D line segment.
  24289. *
  24290. * @augments Curve
  24291. */
  24292. class LineCurve3 extends Curve {
  24293. /**
  24294. * Constructs a new line curve.
  24295. *
  24296. * @param {Vector3} [v1] - The start point.
  24297. * @param {Vector3} [v2] - The end point.
  24298. */
  24299. constructor( v1 = new Vector3(), v2 = new Vector3() ) {
  24300. super();
  24301. /**
  24302. * This flag can be used for type testing.
  24303. *
  24304. * @type {boolean}
  24305. * @readonly
  24306. * @default true
  24307. */
  24308. this.isLineCurve3 = true;
  24309. this.type = 'LineCurve3';
  24310. /**
  24311. * The start point.
  24312. *
  24313. * @type {Vector3}
  24314. */
  24315. this.v1 = v1;
  24316. /**
  24317. * The end point.
  24318. *
  24319. * @type {Vector2}
  24320. */
  24321. this.v2 = v2;
  24322. }
  24323. /**
  24324. * Returns a point on the line.
  24325. *
  24326. * @param {number} t - A interpolation factor representing a position on the line. Must be in the range `[0,1]`.
  24327. * @param {Vector3} [optionalTarget] - The optional target vector the result is written to.
  24328. * @return {Vector3} The position on the line.
  24329. */
  24330. getPoint( t, optionalTarget = new Vector3() ) {
  24331. const point = optionalTarget;
  24332. if ( t === 1 ) {
  24333. point.copy( this.v2 );
  24334. } else {
  24335. point.copy( this.v2 ).sub( this.v1 );
  24336. point.multiplyScalar( t ).add( this.v1 );
  24337. }
  24338. return point;
  24339. }
  24340. // Line curve is linear, so we can overwrite default getPointAt
  24341. getPointAt( u, optionalTarget ) {
  24342. return this.getPoint( u, optionalTarget );
  24343. }
  24344. getTangent( t, optionalTarget = new Vector3() ) {
  24345. return optionalTarget.subVectors( this.v2, this.v1 ).normalize();
  24346. }
  24347. getTangentAt( u, optionalTarget ) {
  24348. return this.getTangent( u, optionalTarget );
  24349. }
  24350. copy( source ) {
  24351. super.copy( source );
  24352. this.v1.copy( source.v1 );
  24353. this.v2.copy( source.v2 );
  24354. return this;
  24355. }
  24356. toJSON() {
  24357. const data = super.toJSON();
  24358. data.v1 = this.v1.toArray();
  24359. data.v2 = this.v2.toArray();
  24360. return data;
  24361. }
  24362. fromJSON( json ) {
  24363. super.fromJSON( json );
  24364. this.v1.fromArray( json.v1 );
  24365. this.v2.fromArray( json.v2 );
  24366. return this;
  24367. }
  24368. }
  24369. /**
  24370. * A curve representing a 2D Quadratic Bezier curve.
  24371. *
  24372. * ```js
  24373. * const curve = new THREE.QuadraticBezierCurve(
  24374. * new THREE.Vector2( - 10, 0 ),
  24375. * new THREE.Vector2( 20, 15 ),
  24376. * new THREE.Vector2( 10, 0 )
  24377. * )
  24378. *
  24379. * const points = curve.getPoints( 50 );
  24380. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  24381. *
  24382. * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
  24383. *
  24384. * // Create the final object to add to the scene
  24385. * const curveObject = new THREE.Line( geometry, material );
  24386. * ```
  24387. *
  24388. * @augments Curve
  24389. */
  24390. class QuadraticBezierCurve extends Curve {
  24391. /**
  24392. * Constructs a new Quadratic Bezier curve.
  24393. *
  24394. * @param {Vector2} [v0] - The start point.
  24395. * @param {Vector2} [v1] - The control point.
  24396. * @param {Vector2} [v2] - The end point.
  24397. */
  24398. constructor( v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2() ) {
  24399. super();
  24400. /**
  24401. * This flag can be used for type testing.
  24402. *
  24403. * @type {boolean}
  24404. * @readonly
  24405. * @default true
  24406. */
  24407. this.isQuadraticBezierCurve = true;
  24408. this.type = 'QuadraticBezierCurve';
  24409. /**
  24410. * The start point.
  24411. *
  24412. * @type {Vector2}
  24413. */
  24414. this.v0 = v0;
  24415. /**
  24416. * The control point.
  24417. *
  24418. * @type {Vector2}
  24419. */
  24420. this.v1 = v1;
  24421. /**
  24422. * The end point.
  24423. *
  24424. * @type {Vector2}
  24425. */
  24426. this.v2 = v2;
  24427. }
  24428. /**
  24429. * Returns a point on the curve.
  24430. *
  24431. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  24432. * @param {Vector2} [optionalTarget] - The optional target vector the result is written to.
  24433. * @return {Vector2} The position on the curve.
  24434. */
  24435. getPoint( t, optionalTarget = new Vector2() ) {
  24436. const point = optionalTarget;
  24437. const v0 = this.v0, v1 = this.v1, v2 = this.v2;
  24438. point.set(
  24439. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  24440. QuadraticBezier( t, v0.y, v1.y, v2.y )
  24441. );
  24442. return point;
  24443. }
  24444. copy( source ) {
  24445. super.copy( source );
  24446. this.v0.copy( source.v0 );
  24447. this.v1.copy( source.v1 );
  24448. this.v2.copy( source.v2 );
  24449. return this;
  24450. }
  24451. toJSON() {
  24452. const data = super.toJSON();
  24453. data.v0 = this.v0.toArray();
  24454. data.v1 = this.v1.toArray();
  24455. data.v2 = this.v2.toArray();
  24456. return data;
  24457. }
  24458. fromJSON( json ) {
  24459. super.fromJSON( json );
  24460. this.v0.fromArray( json.v0 );
  24461. this.v1.fromArray( json.v1 );
  24462. this.v2.fromArray( json.v2 );
  24463. return this;
  24464. }
  24465. }
  24466. /**
  24467. * A curve representing a 3D Quadratic Bezier curve.
  24468. *
  24469. * @augments Curve
  24470. */
  24471. class QuadraticBezierCurve3 extends Curve {
  24472. /**
  24473. * Constructs a new Quadratic Bezier curve.
  24474. *
  24475. * @param {Vector3} [v0] - The start point.
  24476. * @param {Vector3} [v1] - The control point.
  24477. * @param {Vector3} [v2] - The end point.
  24478. */
  24479. constructor( v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3() ) {
  24480. super();
  24481. /**
  24482. * This flag can be used for type testing.
  24483. *
  24484. * @type {boolean}
  24485. * @readonly
  24486. * @default true
  24487. */
  24488. this.isQuadraticBezierCurve3 = true;
  24489. this.type = 'QuadraticBezierCurve3';
  24490. /**
  24491. * The start point.
  24492. *
  24493. * @type {Vector3}
  24494. */
  24495. this.v0 = v0;
  24496. /**
  24497. * The control point.
  24498. *
  24499. * @type {Vector3}
  24500. */
  24501. this.v1 = v1;
  24502. /**
  24503. * The end point.
  24504. *
  24505. * @type {Vector3}
  24506. */
  24507. this.v2 = v2;
  24508. }
  24509. /**
  24510. * Returns a point on the curve.
  24511. *
  24512. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  24513. * @param {Vector3} [optionalTarget] - The optional target vector the result is written to.
  24514. * @return {Vector3} The position on the curve.
  24515. */
  24516. getPoint( t, optionalTarget = new Vector3() ) {
  24517. const point = optionalTarget;
  24518. const v0 = this.v0, v1 = this.v1, v2 = this.v2;
  24519. point.set(
  24520. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  24521. QuadraticBezier( t, v0.y, v1.y, v2.y ),
  24522. QuadraticBezier( t, v0.z, v1.z, v2.z )
  24523. );
  24524. return point;
  24525. }
  24526. copy( source ) {
  24527. super.copy( source );
  24528. this.v0.copy( source.v0 );
  24529. this.v1.copy( source.v1 );
  24530. this.v2.copy( source.v2 );
  24531. return this;
  24532. }
  24533. toJSON() {
  24534. const data = super.toJSON();
  24535. data.v0 = this.v0.toArray();
  24536. data.v1 = this.v1.toArray();
  24537. data.v2 = this.v2.toArray();
  24538. return data;
  24539. }
  24540. fromJSON( json ) {
  24541. super.fromJSON( json );
  24542. this.v0.fromArray( json.v0 );
  24543. this.v1.fromArray( json.v1 );
  24544. this.v2.fromArray( json.v2 );
  24545. return this;
  24546. }
  24547. }
  24548. /**
  24549. * A curve representing a 2D spline curve.
  24550. *
  24551. * ```js
  24552. * // Create a sine-like wave
  24553. * const curve = new THREE.SplineCurve( [
  24554. * new THREE.Vector2( -10, 0 ),
  24555. * new THREE.Vector2( -5, 5 ),
  24556. * new THREE.Vector2( 0, 0 ),
  24557. * new THREE.Vector2( 5, -5 ),
  24558. * new THREE.Vector2( 10, 0 )
  24559. * ] );
  24560. *
  24561. * const points = curve.getPoints( 50 );
  24562. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  24563. *
  24564. * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
  24565. *
  24566. * // Create the final object to add to the scene
  24567. * const splineObject = new THREE.Line( geometry, material );
  24568. * ```
  24569. *
  24570. * @augments Curve
  24571. */
  24572. class SplineCurve extends Curve {
  24573. /**
  24574. * Constructs a new 2D spline curve.
  24575. *
  24576. * @param {Array<Vector2>} [points] - An array of 2D points defining the curve.
  24577. */
  24578. constructor( points = [] ) {
  24579. super();
  24580. /**
  24581. * This flag can be used for type testing.
  24582. *
  24583. * @type {boolean}
  24584. * @readonly
  24585. * @default true
  24586. */
  24587. this.isSplineCurve = true;
  24588. this.type = 'SplineCurve';
  24589. /**
  24590. * An array of 2D points defining the curve.
  24591. *
  24592. * @type {Array<Vector2>}
  24593. */
  24594. this.points = points;
  24595. }
  24596. /**
  24597. * Returns a point on the curve.
  24598. *
  24599. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  24600. * @param {Vector2} [optionalTarget] - The optional target vector the result is written to.
  24601. * @return {Vector2} The position on the curve.
  24602. */
  24603. getPoint( t, optionalTarget = new Vector2() ) {
  24604. const point = optionalTarget;
  24605. const points = this.points;
  24606. const p = ( points.length - 1 ) * t;
  24607. const intPoint = Math.floor( p );
  24608. const weight = p - intPoint;
  24609. const p0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ];
  24610. const p1 = points[ intPoint ];
  24611. const p2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];
  24612. const p3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];
  24613. point.set(
  24614. CatmullRom( weight, p0.x, p1.x, p2.x, p3.x ),
  24615. CatmullRom( weight, p0.y, p1.y, p2.y, p3.y )
  24616. );
  24617. return point;
  24618. }
  24619. copy( source ) {
  24620. super.copy( source );
  24621. this.points = [];
  24622. for ( let i = 0, l = source.points.length; i < l; i ++ ) {
  24623. const point = source.points[ i ];
  24624. this.points.push( point.clone() );
  24625. }
  24626. return this;
  24627. }
  24628. toJSON() {
  24629. const data = super.toJSON();
  24630. data.points = [];
  24631. for ( let i = 0, l = this.points.length; i < l; i ++ ) {
  24632. const point = this.points[ i ];
  24633. data.points.push( point.toArray() );
  24634. }
  24635. return data;
  24636. }
  24637. fromJSON( json ) {
  24638. super.fromJSON( json );
  24639. this.points = [];
  24640. for ( let i = 0, l = json.points.length; i < l; i ++ ) {
  24641. const point = json.points[ i ];
  24642. this.points.push( new Vector2().fromArray( point ) );
  24643. }
  24644. return this;
  24645. }
  24646. }
  24647. var Curves = /*#__PURE__*/Object.freeze({
  24648. __proto__: null,
  24649. ArcCurve: ArcCurve,
  24650. CatmullRomCurve3: CatmullRomCurve3,
  24651. CubicBezierCurve: CubicBezierCurve,
  24652. CubicBezierCurve3: CubicBezierCurve3,
  24653. EllipseCurve: EllipseCurve,
  24654. LineCurve: LineCurve,
  24655. LineCurve3: LineCurve3,
  24656. QuadraticBezierCurve: QuadraticBezierCurve,
  24657. QuadraticBezierCurve3: QuadraticBezierCurve3,
  24658. SplineCurve: SplineCurve
  24659. });
  24660. /**
  24661. * A base class extending {@link Curve}. `CurvePath` is simply an
  24662. * array of connected curves, but retains the API of a curve.
  24663. *
  24664. * @augments Curve
  24665. */
  24666. class CurvePath extends Curve {
  24667. /**
  24668. * Constructs a new curve path.
  24669. */
  24670. constructor() {
  24671. super();
  24672. this.type = 'CurvePath';
  24673. /**
  24674. * An array of curves defining the
  24675. * path.
  24676. *
  24677. * @type {Array<Curve>}
  24678. */
  24679. this.curves = [];
  24680. /**
  24681. * Whether the path should automatically be closed
  24682. * by a line curve.
  24683. *
  24684. * @type {boolean}
  24685. * @default false
  24686. */
  24687. this.autoClose = false;
  24688. }
  24689. /**
  24690. * Adds a curve to this curve path.
  24691. *
  24692. * @param {Curve} curve - The curve to add.
  24693. */
  24694. add( curve ) {
  24695. this.curves.push( curve );
  24696. }
  24697. /**
  24698. * Adds a line curve to close the path.
  24699. *
  24700. * @return {CurvePath} A reference to this curve path.
  24701. */
  24702. closePath() {
  24703. // Add a line curve if start and end of lines are not connected
  24704. const startPoint = this.curves[ 0 ].getPoint( 0 );
  24705. const endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 );
  24706. if ( ! startPoint.equals( endPoint ) ) {
  24707. const lineType = ( startPoint.isVector2 === true ) ? 'LineCurve' : 'LineCurve3';
  24708. this.curves.push( new Curves[ lineType ]( endPoint, startPoint ) );
  24709. }
  24710. return this;
  24711. }
  24712. /**
  24713. * This method returns a vector in 2D or 3D space (depending on the curve definitions)
  24714. * for the given interpolation factor.
  24715. *
  24716. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  24717. * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
  24718. * @return {?(Vector2|Vector3)} The position on the curve. It can be a 2D or 3D vector depending on the curve definition.
  24719. */
  24720. getPoint( t, optionalTarget ) {
  24721. // To get accurate point with reference to
  24722. // entire path distance at time t,
  24723. // following has to be done:
  24724. // 1. Length of each sub path have to be known
  24725. // 2. Locate and identify type of curve
  24726. // 3. Get t for the curve
  24727. // 4. Return curve.getPointAt(t')
  24728. const d = t * this.getLength();
  24729. const curveLengths = this.getCurveLengths();
  24730. let i = 0;
  24731. // To think about boundaries points.
  24732. while ( i < curveLengths.length ) {
  24733. if ( curveLengths[ i ] >= d ) {
  24734. const diff = curveLengths[ i ] - d;
  24735. const curve = this.curves[ i ];
  24736. const segmentLength = curve.getLength();
  24737. const u = segmentLength === 0 ? 0 : 1 - diff / segmentLength;
  24738. return curve.getPointAt( u, optionalTarget );
  24739. }
  24740. i ++;
  24741. }
  24742. return null;
  24743. // loop where sum != 0, sum > d , sum+1 <d
  24744. }
  24745. getLength() {
  24746. // We cannot use the default THREE.Curve getPoint() with getLength() because in
  24747. // THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath
  24748. // getPoint() depends on getLength
  24749. const lens = this.getCurveLengths();
  24750. return lens[ lens.length - 1 ];
  24751. }
  24752. updateArcLengths() {
  24753. // cacheLengths must be recalculated.
  24754. this.needsUpdate = true;
  24755. this.cacheLengths = null;
  24756. this.getCurveLengths();
  24757. }
  24758. /**
  24759. * Returns list of cumulative curve lengths of the defined curves.
  24760. *
  24761. * @return {Array<number>} The curve lengths.
  24762. */
  24763. getCurveLengths() {
  24764. // Compute lengths and cache them
  24765. // We cannot overwrite getLengths() because UtoT mapping uses it.
  24766. // We use cache values if curves and cache array are same length
  24767. if ( this.cacheLengths && this.cacheLengths.length === this.curves.length ) {
  24768. return this.cacheLengths;
  24769. }
  24770. // Get length of sub-curve
  24771. // Push sums into cached array
  24772. const lengths = [];
  24773. let sums = 0;
  24774. for ( let i = 0, l = this.curves.length; i < l; i ++ ) {
  24775. sums += this.curves[ i ].getLength();
  24776. lengths.push( sums );
  24777. }
  24778. this.cacheLengths = lengths;
  24779. return lengths;
  24780. }
  24781. getSpacedPoints( divisions = 40 ) {
  24782. const points = [];
  24783. for ( let i = 0; i <= divisions; i ++ ) {
  24784. points.push( this.getPoint( i / divisions ) );
  24785. }
  24786. if ( this.autoClose ) {
  24787. points.push( points[ 0 ] );
  24788. }
  24789. return points;
  24790. }
  24791. getPoints( divisions = 12 ) {
  24792. const points = [];
  24793. let last;
  24794. for ( let i = 0, curves = this.curves; i < curves.length; i ++ ) {
  24795. const curve = curves[ i ];
  24796. const resolution = curve.isEllipseCurve ? divisions * 2
  24797. : ( curve.isLineCurve || curve.isLineCurve3 ) ? 1
  24798. : curve.isSplineCurve ? divisions * curve.points.length
  24799. : divisions;
  24800. const pts = curve.getPoints( resolution );
  24801. for ( let j = 0; j < pts.length; j ++ ) {
  24802. const point = pts[ j ];
  24803. if ( last && last.equals( point ) ) continue; // ensures no consecutive points are duplicates
  24804. points.push( point );
  24805. last = point;
  24806. }
  24807. }
  24808. if ( this.autoClose && points.length > 1 && ! points[ points.length - 1 ].equals( points[ 0 ] ) ) {
  24809. points.push( points[ 0 ] );
  24810. }
  24811. return points;
  24812. }
  24813. copy( source ) {
  24814. super.copy( source );
  24815. this.curves = [];
  24816. for ( let i = 0, l = source.curves.length; i < l; i ++ ) {
  24817. const curve = source.curves[ i ];
  24818. this.curves.push( curve.clone() );
  24819. }
  24820. this.autoClose = source.autoClose;
  24821. return this;
  24822. }
  24823. toJSON() {
  24824. const data = super.toJSON();
  24825. data.autoClose = this.autoClose;
  24826. data.curves = [];
  24827. for ( let i = 0, l = this.curves.length; i < l; i ++ ) {
  24828. const curve = this.curves[ i ];
  24829. data.curves.push( curve.toJSON() );
  24830. }
  24831. return data;
  24832. }
  24833. fromJSON( json ) {
  24834. super.fromJSON( json );
  24835. this.autoClose = json.autoClose;
  24836. this.curves = [];
  24837. for ( let i = 0, l = json.curves.length; i < l; i ++ ) {
  24838. const curve = json.curves[ i ];
  24839. this.curves.push( new Curves[ curve.type ]().fromJSON( curve ) );
  24840. }
  24841. return this;
  24842. }
  24843. }
  24844. /**
  24845. * A 2D path representation. The class provides methods for creating paths
  24846. * and contours of 2D shapes similar to the 2D Canvas API.
  24847. *
  24848. * ```js
  24849. * const path = new THREE.Path();
  24850. *
  24851. * path.lineTo( 0, 0.8 );
  24852. * path.quadraticCurveTo( 0, 1, 0.2, 1 );
  24853. * path.lineTo( 1, 1 );
  24854. *
  24855. * const points = path.getPoints();
  24856. *
  24857. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  24858. * const material = new THREE.LineBasicMaterial( { color: 0xffffff } );
  24859. *
  24860. * const line = new THREE.Line( geometry, material );
  24861. * scene.add( line );
  24862. * ```
  24863. *
  24864. * @augments CurvePath
  24865. */
  24866. class Path extends CurvePath {
  24867. /**
  24868. * Constructs a new path.
  24869. *
  24870. * @param {Array<Vector2>} [points] - An array of 2D points defining the path.
  24871. */
  24872. constructor( points ) {
  24873. super();
  24874. this.type = 'Path';
  24875. /**
  24876. * The current offset of the path. Any new curve added will start here.
  24877. *
  24878. * @type {Vector2}
  24879. */
  24880. this.currentPoint = new Vector2();
  24881. if ( points ) {
  24882. this.setFromPoints( points );
  24883. }
  24884. }
  24885. /**
  24886. * Creates a path from the given list of points. The points are added
  24887. * to the path as instances of {@link LineCurve}.
  24888. *
  24889. * @param {Array<Vector2>} points - An array of 2D points.
  24890. * @return {Path} A reference to this path.
  24891. */
  24892. setFromPoints( points ) {
  24893. this.moveTo( points[ 0 ].x, points[ 0 ].y );
  24894. for ( let i = 1, l = points.length; i < l; i ++ ) {
  24895. this.lineTo( points[ i ].x, points[ i ].y );
  24896. }
  24897. return this;
  24898. }
  24899. /**
  24900. * Moves {@link Path#currentPoint} to the given point.
  24901. *
  24902. * @param {number} x - The x coordinate.
  24903. * @param {number} y - The y coordinate.
  24904. * @return {Path} A reference to this path.
  24905. */
  24906. moveTo( x, y ) {
  24907. this.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying?
  24908. return this;
  24909. }
  24910. /**
  24911. * Adds an instance of {@link LineCurve} to the path by connecting
  24912. * the current point with the given one.
  24913. *
  24914. * @param {number} x - The x coordinate of the end point.
  24915. * @param {number} y - The y coordinate of the end point.
  24916. * @return {Path} A reference to this path.
  24917. */
  24918. lineTo( x, y ) {
  24919. const curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) );
  24920. this.curves.push( curve );
  24921. this.currentPoint.set( x, y );
  24922. return this;
  24923. }
  24924. /**
  24925. * Adds an instance of {@link QuadraticBezierCurve} to the path by connecting
  24926. * the current point with the given one.
  24927. *
  24928. * @param {number} aCPx - The x coordinate of the control point.
  24929. * @param {number} aCPy - The y coordinate of the control point.
  24930. * @param {number} aX - The x coordinate of the end point.
  24931. * @param {number} aY - The y coordinate of the end point.
  24932. * @return {Path} A reference to this path.
  24933. */
  24934. quadraticCurveTo( aCPx, aCPy, aX, aY ) {
  24935. const curve = new QuadraticBezierCurve(
  24936. this.currentPoint.clone(),
  24937. new Vector2( aCPx, aCPy ),
  24938. new Vector2( aX, aY )
  24939. );
  24940. this.curves.push( curve );
  24941. this.currentPoint.set( aX, aY );
  24942. return this;
  24943. }
  24944. /**
  24945. * Adds an instance of {@link CubicBezierCurve} to the path by connecting
  24946. * the current point with the given one.
  24947. *
  24948. * @param {number} aCP1x - The x coordinate of the first control point.
  24949. * @param {number} aCP1y - The y coordinate of the first control point.
  24950. * @param {number} aCP2x - The x coordinate of the second control point.
  24951. * @param {number} aCP2y - The y coordinate of the second control point.
  24952. * @param {number} aX - The x coordinate of the end point.
  24953. * @param {number} aY - The y coordinate of the end point.
  24954. * @return {Path} A reference to this path.
  24955. */
  24956. bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  24957. const curve = new CubicBezierCurve(
  24958. this.currentPoint.clone(),
  24959. new Vector2( aCP1x, aCP1y ),
  24960. new Vector2( aCP2x, aCP2y ),
  24961. new Vector2( aX, aY )
  24962. );
  24963. this.curves.push( curve );
  24964. this.currentPoint.set( aX, aY );
  24965. return this;
  24966. }
  24967. /**
  24968. * Adds an instance of {@link SplineCurve} to the path by connecting
  24969. * the current point with the given list of points.
  24970. *
  24971. * @param {Array<Vector2>} pts - An array of points in 2D space.
  24972. * @return {Path} A reference to this path.
  24973. */
  24974. splineThru( pts ) {
  24975. const npts = [ this.currentPoint.clone() ].concat( pts );
  24976. const curve = new SplineCurve( npts );
  24977. this.curves.push( curve );
  24978. this.currentPoint.copy( pts[ pts.length - 1 ] );
  24979. return this;
  24980. }
  24981. /**
  24982. * Adds an arc as an instance of {@link EllipseCurve} to the path, positioned relative
  24983. * to the current point.
  24984. *
  24985. * @param {number} [aX=0] - The x coordinate of the center of the arc offsetted from the previous curve.
  24986. * @param {number} [aY=0] - The y coordinate of the center of the arc offsetted from the previous curve.
  24987. * @param {number} [aRadius=1] - The radius of the arc.
  24988. * @param {number} [aStartAngle=0] - The start angle in radians.
  24989. * @param {number} [aEndAngle=Math.PI*2] - The end angle in radians.
  24990. * @param {boolean} [aClockwise=false] - Whether to sweep the arc clockwise or not.
  24991. * @return {Path} A reference to this path.
  24992. */
  24993. arc( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  24994. const x0 = this.currentPoint.x;
  24995. const y0 = this.currentPoint.y;
  24996. this.absarc( aX + x0, aY + y0, aRadius,
  24997. aStartAngle, aEndAngle, aClockwise );
  24998. return this;
  24999. }
  25000. /**
  25001. * Adds an absolutely positioned arc as an instance of {@link EllipseCurve} to the path.
  25002. *
  25003. * @param {number} [aX=0] - The x coordinate of the center of the arc.
  25004. * @param {number} [aY=0] - The y coordinate of the center of the arc.
  25005. * @param {number} [aRadius=1] - The radius of the arc.
  25006. * @param {number} [aStartAngle=0] - The start angle in radians.
  25007. * @param {number} [aEndAngle=Math.PI*2] - The end angle in radians.
  25008. * @param {boolean} [aClockwise=false] - Whether to sweep the arc clockwise or not.
  25009. * @return {Path} A reference to this path.
  25010. */
  25011. absarc( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  25012. this.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  25013. return this;
  25014. }
  25015. /**
  25016. * Adds an ellipse as an instance of {@link EllipseCurve} to the path, positioned relative
  25017. * to the current point
  25018. *
  25019. * @param {number} [aX=0] - The x coordinate of the center of the ellipse offsetted from the previous curve.
  25020. * @param {number} [aY=0] - The y coordinate of the center of the ellipse offsetted from the previous curve.
  25021. * @param {number} [xRadius=1] - The radius of the ellipse in the x axis.
  25022. * @param {number} [yRadius=1] - The radius of the ellipse in the y axis.
  25023. * @param {number} [aStartAngle=0] - The start angle in radians.
  25024. * @param {number} [aEndAngle=Math.PI*2] - The end angle in radians.
  25025. * @param {boolean} [aClockwise=false] - Whether to sweep the ellipse clockwise or not.
  25026. * @param {number} [aRotation=0] - The rotation angle of the ellipse in radians, counterclockwise from the positive X axis.
  25027. * @return {Path} A reference to this path.
  25028. */
  25029. ellipse( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  25030. const x0 = this.currentPoint.x;
  25031. const y0 = this.currentPoint.y;
  25032. this.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  25033. return this;
  25034. }
  25035. /**
  25036. * Adds an absolutely positioned ellipse as an instance of {@link EllipseCurve} to the path.
  25037. *
  25038. * @param {number} [aX=0] - The x coordinate of the absolute center of the ellipse.
  25039. * @param {number} [aY=0] - The y coordinate of the absolute center of the ellipse.
  25040. * @param {number} [xRadius=1] - The radius of the ellipse in the x axis.
  25041. * @param {number} [yRadius=1] - The radius of the ellipse in the y axis.
  25042. * @param {number} [aStartAngle=0] - The start angle in radians.
  25043. * @param {number} [aEndAngle=Math.PI*2] - The end angle in radians.
  25044. * @param {boolean} [aClockwise=false] - Whether to sweep the ellipse clockwise or not.
  25045. * @param {number} [aRotation=0] - The rotation angle of the ellipse in radians, counterclockwise from the positive X axis.
  25046. * @return {Path} A reference to this path.
  25047. */
  25048. absellipse( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  25049. const curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  25050. if ( this.curves.length > 0 ) {
  25051. // if a previous curve is present, attempt to join
  25052. const firstPoint = curve.getPoint( 0 );
  25053. if ( ! firstPoint.equals( this.currentPoint ) ) {
  25054. this.lineTo( firstPoint.x, firstPoint.y );
  25055. }
  25056. }
  25057. this.curves.push( curve );
  25058. const lastPoint = curve.getPoint( 1 );
  25059. this.currentPoint.copy( lastPoint );
  25060. return this;
  25061. }
  25062. copy( source ) {
  25063. super.copy( source );
  25064. this.currentPoint.copy( source.currentPoint );
  25065. return this;
  25066. }
  25067. toJSON() {
  25068. const data = super.toJSON();
  25069. data.currentPoint = this.currentPoint.toArray();
  25070. return data;
  25071. }
  25072. fromJSON( json ) {
  25073. super.fromJSON( json );
  25074. this.currentPoint.fromArray( json.currentPoint );
  25075. return this;
  25076. }
  25077. }
  25078. /**
  25079. * Defines an arbitrary 2d shape plane using paths with optional holes. It
  25080. * can be used with {@link ExtrudeGeometry}, {@link ShapeGeometry}, to get
  25081. * points, or to get triangulated faces.
  25082. *
  25083. * ```js
  25084. * const heartShape = new THREE.Shape();
  25085. *
  25086. * heartShape.moveTo( 25, 25 );
  25087. * heartShape.bezierCurveTo( 25, 25, 20, 0, 0, 0 );
  25088. * heartShape.bezierCurveTo( - 30, 0, - 30, 35, - 30, 35 );
  25089. * heartShape.bezierCurveTo( - 30, 55, - 10, 77, 25, 95 );
  25090. * heartShape.bezierCurveTo( 60, 77, 80, 55, 80, 35 );
  25091. * heartShape.bezierCurveTo( 80, 35, 80, 0, 50, 0 );
  25092. * heartShape.bezierCurveTo( 35, 0, 25, 25, 25, 25 );
  25093. *
  25094. * const extrudeSettings = {
  25095. * depth: 8,
  25096. * bevelEnabled: true,
  25097. * bevelSegments: 2,
  25098. * steps: 2,
  25099. * bevelSize: 1,
  25100. * bevelThickness: 1
  25101. * };
  25102. *
  25103. * const geometry = new THREE.ExtrudeGeometry( heartShape, extrudeSettings );
  25104. * const mesh = new THREE.Mesh( geometry, new THREE.MeshBasicMaterial() );
  25105. * ```
  25106. *
  25107. * @augments Path
  25108. */
  25109. class Shape extends Path {
  25110. /**
  25111. * Constructs a new shape.
  25112. *
  25113. * @param {Array<Vector2>} [points] - An array of 2D points defining the shape.
  25114. */
  25115. constructor( points ) {
  25116. super( points );
  25117. /**
  25118. * The UUID of the shape.
  25119. *
  25120. * @type {string}
  25121. * @readonly
  25122. */
  25123. this.uuid = generateUUID();
  25124. this.type = 'Shape';
  25125. /**
  25126. * Defines the holes in the shape. Hole definitions must use the
  25127. * opposite winding order (CW/CCW) than the outer shape.
  25128. *
  25129. * @type {Array<Path>}
  25130. * @readonly
  25131. */
  25132. this.holes = [];
  25133. }
  25134. /**
  25135. * Returns an array representing each contour of the holes
  25136. * as a list of 2D points.
  25137. *
  25138. * @param {number} divisions - The fineness of the result.
  25139. * @return {Array<Array<Vector2>>} The holes as a series of 2D points.
  25140. */
  25141. getPointsHoles( divisions ) {
  25142. const holesPts = [];
  25143. for ( let i = 0, l = this.holes.length; i < l; i ++ ) {
  25144. holesPts[ i ] = this.holes[ i ].getPoints( divisions );
  25145. }
  25146. return holesPts;
  25147. }
  25148. // get points of shape and holes (keypoints based on segments parameter)
  25149. /**
  25150. * Returns an object that holds contour data for the shape and its holes as
  25151. * arrays of 2D points.
  25152. *
  25153. * @param {number} divisions - The fineness of the result.
  25154. * @return {{shape:Array<Vector2>,holes:Array<Array<Vector2>>}} An object with contour data.
  25155. */
  25156. extractPoints( divisions ) {
  25157. return {
  25158. shape: this.getPoints( divisions ),
  25159. holes: this.getPointsHoles( divisions )
  25160. };
  25161. }
  25162. copy( source ) {
  25163. super.copy( source );
  25164. this.holes = [];
  25165. for ( let i = 0, l = source.holes.length; i < l; i ++ ) {
  25166. const hole = source.holes[ i ];
  25167. this.holes.push( hole.clone() );
  25168. }
  25169. return this;
  25170. }
  25171. toJSON() {
  25172. const data = super.toJSON();
  25173. data.uuid = this.uuid;
  25174. data.holes = [];
  25175. for ( let i = 0, l = this.holes.length; i < l; i ++ ) {
  25176. const hole = this.holes[ i ];
  25177. data.holes.push( hole.toJSON() );
  25178. }
  25179. return data;
  25180. }
  25181. fromJSON( json ) {
  25182. super.fromJSON( json );
  25183. this.uuid = json.uuid;
  25184. this.holes = [];
  25185. for ( let i = 0, l = json.holes.length; i < l; i ++ ) {
  25186. const hole = json.holes[ i ];
  25187. this.holes.push( new Path().fromJSON( hole ) );
  25188. }
  25189. return this;
  25190. }
  25191. }
  25192. /* eslint-disable */
  25193. // copy of mapbox/earcut version 3.0.2
  25194. // https://github.com/mapbox/earcut/tree/v3.0.2
  25195. function earcut(data, holeIndices, dim = 2) {
  25196. const hasHoles = holeIndices && holeIndices.length;
  25197. const outerLen = hasHoles ? holeIndices[0] * dim : data.length;
  25198. let outerNode = linkedList(data, 0, outerLen, dim, true);
  25199. const triangles = [];
  25200. if (!outerNode || outerNode.next === outerNode.prev) return triangles;
  25201. let minX, minY, invSize;
  25202. if (hasHoles) outerNode = eliminateHoles(data, holeIndices, outerNode, dim);
  25203. // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox
  25204. if (data.length > 80 * dim) {
  25205. minX = data[0];
  25206. minY = data[1];
  25207. let maxX = minX;
  25208. let maxY = minY;
  25209. for (let i = dim; i < outerLen; i += dim) {
  25210. const x = data[i];
  25211. const y = data[i + 1];
  25212. if (x < minX) minX = x;
  25213. if (y < minY) minY = y;
  25214. if (x > maxX) maxX = x;
  25215. if (y > maxY) maxY = y;
  25216. }
  25217. // minX, minY and invSize are later used to transform coords into integers for z-order calculation
  25218. invSize = Math.max(maxX - minX, maxY - minY);
  25219. invSize = invSize !== 0 ? 32767 / invSize : 0;
  25220. }
  25221. earcutLinked(outerNode, triangles, dim, minX, minY, invSize, 0);
  25222. return triangles;
  25223. }
  25224. // create a circular doubly linked list from polygon points in the specified winding order
  25225. function linkedList(data, start, end, dim, clockwise) {
  25226. let last;
  25227. if (clockwise === (signedArea(data, start, end, dim) > 0)) {
  25228. for (let i = start; i < end; i += dim) last = insertNode(i / dim | 0, data[i], data[i + 1], last);
  25229. } else {
  25230. for (let i = end - dim; i >= start; i -= dim) last = insertNode(i / dim | 0, data[i], data[i + 1], last);
  25231. }
  25232. if (last && equals(last, last.next)) {
  25233. removeNode(last);
  25234. last = last.next;
  25235. }
  25236. return last;
  25237. }
  25238. // eliminate colinear or duplicate points
  25239. function filterPoints(start, end) {
  25240. if (!start) return start;
  25241. if (!end) end = start;
  25242. let p = start,
  25243. again;
  25244. do {
  25245. again = false;
  25246. if (!p.steiner && (equals(p, p.next) || area(p.prev, p, p.next) === 0)) {
  25247. removeNode(p);
  25248. p = end = p.prev;
  25249. if (p === p.next) break;
  25250. again = true;
  25251. } else {
  25252. p = p.next;
  25253. }
  25254. } while (again || p !== end);
  25255. return end;
  25256. }
  25257. // main ear slicing loop which triangulates a polygon (given as a linked list)
  25258. function earcutLinked(ear, triangles, dim, minX, minY, invSize, pass) {
  25259. if (!ear) return;
  25260. // interlink polygon nodes in z-order
  25261. if (!pass && invSize) indexCurve(ear, minX, minY, invSize);
  25262. let stop = ear;
  25263. // iterate through ears, slicing them one by one
  25264. while (ear.prev !== ear.next) {
  25265. const prev = ear.prev;
  25266. const next = ear.next;
  25267. if (invSize ? isEarHashed(ear, minX, minY, invSize) : isEar(ear)) {
  25268. triangles.push(prev.i, ear.i, next.i); // cut off the triangle
  25269. removeNode(ear);
  25270. // skipping the next vertex leads to less sliver triangles
  25271. ear = next.next;
  25272. stop = next.next;
  25273. continue;
  25274. }
  25275. ear = next;
  25276. // if we looped through the whole remaining polygon and can't find any more ears
  25277. if (ear === stop) {
  25278. // try filtering points and slicing again
  25279. if (!pass) {
  25280. earcutLinked(filterPoints(ear), triangles, dim, minX, minY, invSize, 1);
  25281. // if this didn't work, try curing all small self-intersections locally
  25282. } else if (pass === 1) {
  25283. ear = cureLocalIntersections(filterPoints(ear), triangles);
  25284. earcutLinked(ear, triangles, dim, minX, minY, invSize, 2);
  25285. // as a last resort, try splitting the remaining polygon into two
  25286. } else if (pass === 2) {
  25287. splitEarcut(ear, triangles, dim, minX, minY, invSize);
  25288. }
  25289. break;
  25290. }
  25291. }
  25292. }
  25293. // check whether a polygon node forms a valid ear with adjacent nodes
  25294. function isEar(ear) {
  25295. const a = ear.prev,
  25296. b = ear,
  25297. c = ear.next;
  25298. if (area(a, b, c) >= 0) return false; // reflex, can't be an ear
  25299. // now make sure we don't have other points inside the potential ear
  25300. const ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y;
  25301. // triangle bbox
  25302. const x0 = Math.min(ax, bx, cx),
  25303. y0 = Math.min(ay, by, cy),
  25304. x1 = Math.max(ax, bx, cx),
  25305. y1 = Math.max(ay, by, cy);
  25306. let p = c.next;
  25307. while (p !== a) {
  25308. if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 &&
  25309. pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, p.x, p.y) &&
  25310. area(p.prev, p, p.next) >= 0) return false;
  25311. p = p.next;
  25312. }
  25313. return true;
  25314. }
  25315. function isEarHashed(ear, minX, minY, invSize) {
  25316. const a = ear.prev,
  25317. b = ear,
  25318. c = ear.next;
  25319. if (area(a, b, c) >= 0) return false; // reflex, can't be an ear
  25320. const ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y;
  25321. // triangle bbox
  25322. const x0 = Math.min(ax, bx, cx),
  25323. y0 = Math.min(ay, by, cy),
  25324. x1 = Math.max(ax, bx, cx),
  25325. y1 = Math.max(ay, by, cy);
  25326. // z-order range for the current triangle bbox;
  25327. const minZ = zOrder(x0, y0, minX, minY, invSize),
  25328. maxZ = zOrder(x1, y1, minX, minY, invSize);
  25329. let p = ear.prevZ,
  25330. n = ear.nextZ;
  25331. // look for points inside the triangle in both directions
  25332. while (p && p.z >= minZ && n && n.z <= maxZ) {
  25333. if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c &&
  25334. pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, p.x, p.y) && area(p.prev, p, p.next) >= 0) return false;
  25335. p = p.prevZ;
  25336. if (n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c &&
  25337. pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, n.x, n.y) && area(n.prev, n, n.next) >= 0) return false;
  25338. n = n.nextZ;
  25339. }
  25340. // look for remaining points in decreasing z-order
  25341. while (p && p.z >= minZ) {
  25342. if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c &&
  25343. pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, p.x, p.y) && area(p.prev, p, p.next) >= 0) return false;
  25344. p = p.prevZ;
  25345. }
  25346. // look for remaining points in increasing z-order
  25347. while (n && n.z <= maxZ) {
  25348. if (n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c &&
  25349. pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, n.x, n.y) && area(n.prev, n, n.next) >= 0) return false;
  25350. n = n.nextZ;
  25351. }
  25352. return true;
  25353. }
  25354. // go through all polygon nodes and cure small local self-intersections
  25355. function cureLocalIntersections(start, triangles) {
  25356. let p = start;
  25357. do {
  25358. const a = p.prev,
  25359. b = p.next.next;
  25360. if (!equals(a, b) && intersects(a, p, p.next, b) && locallyInside(a, b) && locallyInside(b, a)) {
  25361. triangles.push(a.i, p.i, b.i);
  25362. // remove two nodes involved
  25363. removeNode(p);
  25364. removeNode(p.next);
  25365. p = start = b;
  25366. }
  25367. p = p.next;
  25368. } while (p !== start);
  25369. return filterPoints(p);
  25370. }
  25371. // try splitting polygon into two and triangulate them independently
  25372. function splitEarcut(start, triangles, dim, minX, minY, invSize) {
  25373. // look for a valid diagonal that divides the polygon into two
  25374. let a = start;
  25375. do {
  25376. let b = a.next.next;
  25377. while (b !== a.prev) {
  25378. if (a.i !== b.i && isValidDiagonal(a, b)) {
  25379. // split the polygon in two by the diagonal
  25380. let c = splitPolygon(a, b);
  25381. // filter colinear points around the cuts
  25382. a = filterPoints(a, a.next);
  25383. c = filterPoints(c, c.next);
  25384. // run earcut on each half
  25385. earcutLinked(a, triangles, dim, minX, minY, invSize, 0);
  25386. earcutLinked(c, triangles, dim, minX, minY, invSize, 0);
  25387. return;
  25388. }
  25389. b = b.next;
  25390. }
  25391. a = a.next;
  25392. } while (a !== start);
  25393. }
  25394. // link every hole into the outer loop, producing a single-ring polygon without holes
  25395. function eliminateHoles(data, holeIndices, outerNode, dim) {
  25396. const queue = [];
  25397. for (let i = 0, len = holeIndices.length; i < len; i++) {
  25398. const start = holeIndices[i] * dim;
  25399. const end = i < len - 1 ? holeIndices[i + 1] * dim : data.length;
  25400. const list = linkedList(data, start, end, dim, false);
  25401. if (list === list.next) list.steiner = true;
  25402. queue.push(getLeftmost(list));
  25403. }
  25404. queue.sort(compareXYSlope);
  25405. // process holes from left to right
  25406. for (let i = 0; i < queue.length; i++) {
  25407. outerNode = eliminateHole(queue[i], outerNode);
  25408. }
  25409. return outerNode;
  25410. }
  25411. function compareXYSlope(a, b) {
  25412. let result = a.x - b.x;
  25413. // when the left-most point of 2 holes meet at a vertex, sort the holes counterclockwise so that when we find
  25414. // the bridge to the outer shell is always the point that they meet at.
  25415. if (result === 0) {
  25416. result = a.y - b.y;
  25417. if (result === 0) {
  25418. const aSlope = (a.next.y - a.y) / (a.next.x - a.x);
  25419. const bSlope = (b.next.y - b.y) / (b.next.x - b.x);
  25420. result = aSlope - bSlope;
  25421. }
  25422. }
  25423. return result;
  25424. }
  25425. // find a bridge between vertices that connects hole with an outer ring and link it
  25426. function eliminateHole(hole, outerNode) {
  25427. const bridge = findHoleBridge(hole, outerNode);
  25428. if (!bridge) {
  25429. return outerNode;
  25430. }
  25431. const bridgeReverse = splitPolygon(bridge, hole);
  25432. // filter collinear points around the cuts
  25433. filterPoints(bridgeReverse, bridgeReverse.next);
  25434. return filterPoints(bridge, bridge.next);
  25435. }
  25436. // David Eberly's algorithm for finding a bridge between hole and outer polygon
  25437. function findHoleBridge(hole, outerNode) {
  25438. let p = outerNode;
  25439. const hx = hole.x;
  25440. const hy = hole.y;
  25441. let qx = -Infinity;
  25442. let m;
  25443. // find a segment intersected by a ray from the hole's leftmost point to the left;
  25444. // segment's endpoint with lesser x will be potential connection point
  25445. // unless they intersect at a vertex, then choose the vertex
  25446. if (equals(hole, p)) return p;
  25447. do {
  25448. if (equals(hole, p.next)) return p.next;
  25449. else if (hy <= p.y && hy >= p.next.y && p.next.y !== p.y) {
  25450. const x = p.x + (hy - p.y) * (p.next.x - p.x) / (p.next.y - p.y);
  25451. if (x <= hx && x > qx) {
  25452. qx = x;
  25453. m = p.x < p.next.x ? p : p.next;
  25454. if (x === hx) return m; // hole touches outer segment; pick leftmost endpoint
  25455. }
  25456. }
  25457. p = p.next;
  25458. } while (p !== outerNode);
  25459. if (!m) return null;
  25460. // look for points inside the triangle of hole point, segment intersection and endpoint;
  25461. // if there are no points found, we have a valid connection;
  25462. // otherwise choose the point of the minimum angle with the ray as connection point
  25463. const stop = m;
  25464. const mx = m.x;
  25465. const my = m.y;
  25466. let tanMin = Infinity;
  25467. p = m;
  25468. do {
  25469. if (hx >= p.x && p.x >= mx && hx !== p.x &&
  25470. pointInTriangle(hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y)) {
  25471. const tan = Math.abs(hy - p.y) / (hx - p.x); // tangential
  25472. if (locallyInside(p, hole) &&
  25473. (tan < tanMin || (tan === tanMin && (p.x > m.x || (p.x === m.x && sectorContainsSector(m, p)))))) {
  25474. m = p;
  25475. tanMin = tan;
  25476. }
  25477. }
  25478. p = p.next;
  25479. } while (p !== stop);
  25480. return m;
  25481. }
  25482. // whether sector in vertex m contains sector in vertex p in the same coordinates
  25483. function sectorContainsSector(m, p) {
  25484. return area(m.prev, m, p.prev) < 0 && area(p.next, m, m.next) < 0;
  25485. }
  25486. // interlink polygon nodes in z-order
  25487. function indexCurve(start, minX, minY, invSize) {
  25488. let p = start;
  25489. do {
  25490. if (p.z === 0) p.z = zOrder(p.x, p.y, minX, minY, invSize);
  25491. p.prevZ = p.prev;
  25492. p.nextZ = p.next;
  25493. p = p.next;
  25494. } while (p !== start);
  25495. p.prevZ.nextZ = null;
  25496. p.prevZ = null;
  25497. sortLinked(p);
  25498. }
  25499. // Simon Tatham's linked list merge sort algorithm
  25500. // http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html
  25501. function sortLinked(list) {
  25502. let numMerges;
  25503. let inSize = 1;
  25504. do {
  25505. let p = list;
  25506. let e;
  25507. list = null;
  25508. let tail = null;
  25509. numMerges = 0;
  25510. while (p) {
  25511. numMerges++;
  25512. let q = p;
  25513. let pSize = 0;
  25514. for (let i = 0; i < inSize; i++) {
  25515. pSize++;
  25516. q = q.nextZ;
  25517. if (!q) break;
  25518. }
  25519. let qSize = inSize;
  25520. while (pSize > 0 || (qSize > 0 && q)) {
  25521. if (pSize !== 0 && (qSize === 0 || !q || p.z <= q.z)) {
  25522. e = p;
  25523. p = p.nextZ;
  25524. pSize--;
  25525. } else {
  25526. e = q;
  25527. q = q.nextZ;
  25528. qSize--;
  25529. }
  25530. if (tail) tail.nextZ = e;
  25531. else list = e;
  25532. e.prevZ = tail;
  25533. tail = e;
  25534. }
  25535. p = q;
  25536. }
  25537. tail.nextZ = null;
  25538. inSize *= 2;
  25539. } while (numMerges > 1);
  25540. return list;
  25541. }
  25542. // z-order of a point given coords and inverse of the longer side of data bbox
  25543. function zOrder(x, y, minX, minY, invSize) {
  25544. // coords are transformed into non-negative 15-bit integer range
  25545. x = (x - minX) * invSize | 0;
  25546. y = (y - minY) * invSize | 0;
  25547. x = (x | (x << 8)) & 0x00FF00FF;
  25548. x = (x | (x << 4)) & 0x0F0F0F0F;
  25549. x = (x | (x << 2)) & 0x33333333;
  25550. x = (x | (x << 1)) & 0x55555555;
  25551. y = (y | (y << 8)) & 0x00FF00FF;
  25552. y = (y | (y << 4)) & 0x0F0F0F0F;
  25553. y = (y | (y << 2)) & 0x33333333;
  25554. y = (y | (y << 1)) & 0x55555555;
  25555. return x | (y << 1);
  25556. }
  25557. // find the leftmost node of a polygon ring
  25558. function getLeftmost(start) {
  25559. let p = start,
  25560. leftmost = start;
  25561. do {
  25562. if (p.x < leftmost.x || (p.x === leftmost.x && p.y < leftmost.y)) leftmost = p;
  25563. p = p.next;
  25564. } while (p !== start);
  25565. return leftmost;
  25566. }
  25567. // check if a point lies within a convex triangle
  25568. function pointInTriangle(ax, ay, bx, by, cx, cy, px, py) {
  25569. return (cx - px) * (ay - py) >= (ax - px) * (cy - py) &&
  25570. (ax - px) * (by - py) >= (bx - px) * (ay - py) &&
  25571. (bx - px) * (cy - py) >= (cx - px) * (by - py);
  25572. }
  25573. // check if a point lies within a convex triangle but false if its equal to the first point of the triangle
  25574. function pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, px, py) {
  25575. return !(ax === px && ay === py) && pointInTriangle(ax, ay, bx, by, cx, cy, px, py);
  25576. }
  25577. // check if a diagonal between two polygon nodes is valid (lies in polygon interior)
  25578. function isValidDiagonal(a, b) {
  25579. return a.next.i !== b.i && a.prev.i !== b.i && !intersectsPolygon(a, b) && // doesn't intersect other edges
  25580. (locallyInside(a, b) && locallyInside(b, a) && middleInside(a, b) && // locally visible
  25581. (area(a.prev, a, b.prev) || area(a, b.prev, b)) || // does not create opposite-facing sectors
  25582. equals(a, b) && area(a.prev, a, a.next) > 0 && area(b.prev, b, b.next) > 0); // special zero-length case
  25583. }
  25584. // signed area of a triangle
  25585. function area(p, q, r) {
  25586. return (q.y - p.y) * (r.x - q.x) - (q.x - p.x) * (r.y - q.y);
  25587. }
  25588. // check if two points are equal
  25589. function equals(p1, p2) {
  25590. return p1.x === p2.x && p1.y === p2.y;
  25591. }
  25592. // check if two segments intersect
  25593. function intersects(p1, q1, p2, q2) {
  25594. const o1 = sign(area(p1, q1, p2));
  25595. const o2 = sign(area(p1, q1, q2));
  25596. const o3 = sign(area(p2, q2, p1));
  25597. const o4 = sign(area(p2, q2, q1));
  25598. if (o1 !== o2 && o3 !== o4) return true; // general case
  25599. if (o1 === 0 && onSegment(p1, p2, q1)) return true; // p1, q1 and p2 are collinear and p2 lies on p1q1
  25600. if (o2 === 0 && onSegment(p1, q2, q1)) return true; // p1, q1 and q2 are collinear and q2 lies on p1q1
  25601. if (o3 === 0 && onSegment(p2, p1, q2)) return true; // p2, q2 and p1 are collinear and p1 lies on p2q2
  25602. if (o4 === 0 && onSegment(p2, q1, q2)) return true; // p2, q2 and q1 are collinear and q1 lies on p2q2
  25603. return false;
  25604. }
  25605. // for collinear points p, q, r, check if point q lies on segment pr
  25606. function onSegment(p, q, r) {
  25607. 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);
  25608. }
  25609. function sign(num) {
  25610. return num > 0 ? 1 : num < 0 ? -1 : 0;
  25611. }
  25612. // check if a polygon diagonal intersects any polygon segments
  25613. function intersectsPolygon(a, b) {
  25614. let p = a;
  25615. do {
  25616. if (p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&
  25617. intersects(p, p.next, a, b)) return true;
  25618. p = p.next;
  25619. } while (p !== a);
  25620. return false;
  25621. }
  25622. // check if a polygon diagonal is locally inside the polygon
  25623. function locallyInside(a, b) {
  25624. return area(a.prev, a, a.next) < 0 ?
  25625. area(a, b, a.next) >= 0 && area(a, a.prev, b) >= 0 :
  25626. area(a, b, a.prev) < 0 || area(a, a.next, b) < 0;
  25627. }
  25628. // check if the middle point of a polygon diagonal is inside the polygon
  25629. function middleInside(a, b) {
  25630. let p = a;
  25631. let inside = false;
  25632. const px = (a.x + b.x) / 2;
  25633. const py = (a.y + b.y) / 2;
  25634. do {
  25635. if (((p.y > py) !== (p.next.y > py)) && p.next.y !== p.y &&
  25636. (px < (p.next.x - p.x) * (py - p.y) / (p.next.y - p.y) + p.x))
  25637. inside = !inside;
  25638. p = p.next;
  25639. } while (p !== a);
  25640. return inside;
  25641. }
  25642. // link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;
  25643. // if one belongs to the outer ring and another to a hole, it merges it into a single ring
  25644. function splitPolygon(a, b) {
  25645. const a2 = createNode(a.i, a.x, a.y),
  25646. b2 = createNode(b.i, b.x, b.y),
  25647. an = a.next,
  25648. bp = b.prev;
  25649. a.next = b;
  25650. b.prev = a;
  25651. a2.next = an;
  25652. an.prev = a2;
  25653. b2.next = a2;
  25654. a2.prev = b2;
  25655. bp.next = b2;
  25656. b2.prev = bp;
  25657. return b2;
  25658. }
  25659. // create a node and optionally link it with previous one (in a circular doubly linked list)
  25660. function insertNode(i, x, y, last) {
  25661. const p = createNode(i, x, y);
  25662. if (!last) {
  25663. p.prev = p;
  25664. p.next = p;
  25665. } else {
  25666. p.next = last.next;
  25667. p.prev = last;
  25668. last.next.prev = p;
  25669. last.next = p;
  25670. }
  25671. return p;
  25672. }
  25673. function removeNode(p) {
  25674. p.next.prev = p.prev;
  25675. p.prev.next = p.next;
  25676. if (p.prevZ) p.prevZ.nextZ = p.nextZ;
  25677. if (p.nextZ) p.nextZ.prevZ = p.prevZ;
  25678. }
  25679. function createNode(i, x, y) {
  25680. return {
  25681. i, // vertex index in coordinates array
  25682. x, y, // vertex coordinates
  25683. prev: null, // previous and next vertex nodes in a polygon ring
  25684. next: null,
  25685. z: 0, // z-order curve value
  25686. prevZ: null, // previous and next nodes in z-order
  25687. nextZ: null,
  25688. steiner: false // indicates whether this is a steiner point
  25689. };
  25690. }
  25691. function signedArea(data, start, end, dim) {
  25692. let sum = 0;
  25693. for (let i = start, j = end - dim; i < end; i += dim) {
  25694. sum += (data[j] - data[i]) * (data[i + 1] + data[j + 1]);
  25695. j = i;
  25696. }
  25697. return sum;
  25698. }
  25699. /**
  25700. * An implementation of the earcut polygon triangulation algorithm.
  25701. * The code is a port of [mapbox/earcut](https://github.com/mapbox/earcut).
  25702. *
  25703. * @see https://github.com/mapbox/earcut
  25704. */
  25705. class Earcut {
  25706. /**
  25707. * Triangulates the given shape definition by returning an array of triangles.
  25708. *
  25709. * @param {Array<number>} data - An array with 2D points.
  25710. * @param {Array<number>} holeIndices - An array with indices defining holes.
  25711. * @param {number} [dim=2] - The number of coordinates per vertex in the input array.
  25712. * @return {Array<number>} An array representing the triangulated faces. Each face is defined by three consecutive numbers
  25713. * representing vertex indices.
  25714. */
  25715. static triangulate( data, holeIndices, dim = 2 ) {
  25716. return earcut( data, holeIndices, dim );
  25717. }
  25718. }
  25719. /**
  25720. * A class containing utility functions for shapes.
  25721. *
  25722. * @hideconstructor
  25723. */
  25724. class ShapeUtils {
  25725. /**
  25726. * Calculate area of a ( 2D ) contour polygon.
  25727. *
  25728. * @param {Array<Vector2>} contour - An array of 2D points.
  25729. * @return {number} The area.
  25730. */
  25731. static area( contour ) {
  25732. const n = contour.length;
  25733. let a = 0.0;
  25734. for ( let p = n - 1, q = 0; q < n; p = q ++ ) {
  25735. a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;
  25736. }
  25737. return a * 0.5;
  25738. }
  25739. /**
  25740. * Returns `true` if the given contour uses a clockwise winding order.
  25741. *
  25742. * @param {Array<Vector2>} pts - An array of 2D points defining a polygon.
  25743. * @return {boolean} Whether the given contour uses a clockwise winding order or not.
  25744. */
  25745. static isClockWise( pts ) {
  25746. return ShapeUtils.area( pts ) < 0;
  25747. }
  25748. /**
  25749. * Triangulates the given shape definition.
  25750. *
  25751. * @param {Array<Vector2>} contour - An array of 2D points defining the contour.
  25752. * @param {Array<Array<Vector2>>} holes - An array that holds arrays of 2D points defining the holes.
  25753. * @return {Array<Array<number>>} An array that holds for each face definition an array with three indices.
  25754. */
  25755. static triangulateShape( contour, holes ) {
  25756. const vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ]
  25757. const holeIndices = []; // array of hole indices
  25758. const faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ]
  25759. removeDupEndPts( contour );
  25760. addContour( vertices, contour );
  25761. //
  25762. let holeIndex = contour.length;
  25763. holes.forEach( removeDupEndPts );
  25764. for ( let i = 0; i < holes.length; i ++ ) {
  25765. holeIndices.push( holeIndex );
  25766. holeIndex += holes[ i ].length;
  25767. addContour( vertices, holes[ i ] );
  25768. }
  25769. //
  25770. const triangles = Earcut.triangulate( vertices, holeIndices );
  25771. //
  25772. for ( let i = 0; i < triangles.length; i += 3 ) {
  25773. faces.push( triangles.slice( i, i + 3 ) );
  25774. }
  25775. return faces;
  25776. }
  25777. }
  25778. function removeDupEndPts( points ) {
  25779. const l = points.length;
  25780. if ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) {
  25781. points.pop();
  25782. }
  25783. }
  25784. function addContour( vertices, contour ) {
  25785. for ( let i = 0; i < contour.length; i ++ ) {
  25786. vertices.push( contour[ i ].x );
  25787. vertices.push( contour[ i ].y );
  25788. }
  25789. }
  25790. /**
  25791. * Creates extruded geometry from a path shape.
  25792. *
  25793. * ```js
  25794. * const length = 12, width = 8;
  25795. *
  25796. * const shape = new THREE.Shape();
  25797. * shape.moveTo( 0,0 );
  25798. * shape.lineTo( 0, width );
  25799. * shape.lineTo( length, width );
  25800. * shape.lineTo( length, 0 );
  25801. * shape.lineTo( 0, 0 );
  25802. *
  25803. * const geometry = new THREE.ExtrudeGeometry( shape );
  25804. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
  25805. * const mesh = new THREE.Mesh( geometry, material ) ;
  25806. * scene.add( mesh );
  25807. * ```
  25808. *
  25809. * @augments BufferGeometry
  25810. * @demo scenes/geometry-browser.html#ExtrudeGeometry
  25811. */
  25812. class ExtrudeGeometry extends BufferGeometry {
  25813. /**
  25814. * Constructs a new extrude geometry.
  25815. *
  25816. * @param {Shape|Array<Shape>} [shapes] - A shape or an array of shapes.
  25817. * @param {ExtrudeGeometry~Options} [options] - The extrude settings.
  25818. */
  25819. 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 = {} ) {
  25820. super();
  25821. this.type = 'ExtrudeGeometry';
  25822. /**
  25823. * Holds the constructor parameters that have been
  25824. * used to generate the geometry. Any modification
  25825. * after instantiation does not change the geometry.
  25826. *
  25827. * @type {Object}
  25828. */
  25829. this.parameters = {
  25830. shapes: shapes,
  25831. options: options
  25832. };
  25833. shapes = Array.isArray( shapes ) ? shapes : [ shapes ];
  25834. const scope = this;
  25835. const verticesArray = [];
  25836. const uvArray = [];
  25837. for ( let i = 0, l = shapes.length; i < l; i ++ ) {
  25838. const shape = shapes[ i ];
  25839. addShape( shape );
  25840. }
  25841. // build geometry
  25842. this.setAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) );
  25843. this.setAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) );
  25844. this.computeVertexNormals();
  25845. // functions
  25846. function addShape( shape ) {
  25847. const placeholder = [];
  25848. // options
  25849. const curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
  25850. const steps = options.steps !== undefined ? options.steps : 1;
  25851. const depth = options.depth !== undefined ? options.depth : 1;
  25852. let bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true;
  25853. let bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 0.2;
  25854. let bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 0.1;
  25855. let bevelOffset = options.bevelOffset !== undefined ? options.bevelOffset : 0;
  25856. let bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;
  25857. const extrudePath = options.extrudePath;
  25858. const uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator;
  25859. //
  25860. let extrudePts, extrudeByPath = false;
  25861. let splineTube, binormal, normal, position2;
  25862. if ( extrudePath ) {
  25863. extrudePts = extrudePath.getSpacedPoints( steps );
  25864. extrudeByPath = true;
  25865. bevelEnabled = false; // bevels not supported for path extrusion
  25866. // SETUP TNB variables
  25867. // TODO1 - have a .isClosed in spline?
  25868. splineTube = extrudePath.computeFrenetFrames( steps, false );
  25869. // log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
  25870. binormal = new Vector3();
  25871. normal = new Vector3();
  25872. position2 = new Vector3();
  25873. }
  25874. // Safeguards if bevels are not enabled
  25875. if ( ! bevelEnabled ) {
  25876. bevelSegments = 0;
  25877. bevelThickness = 0;
  25878. bevelSize = 0;
  25879. bevelOffset = 0;
  25880. }
  25881. // Variables initialization
  25882. const shapePoints = shape.extractPoints( curveSegments );
  25883. let vertices = shapePoints.shape;
  25884. const holes = shapePoints.holes;
  25885. const reverse = ! ShapeUtils.isClockWise( vertices );
  25886. if ( reverse ) {
  25887. vertices = vertices.reverse();
  25888. // Maybe we should also check if holes are in the opposite direction, just to be safe ...
  25889. for ( let h = 0, hl = holes.length; h < hl; h ++ ) {
  25890. const ahole = holes[ h ];
  25891. if ( ShapeUtils.isClockWise( ahole ) ) {
  25892. holes[ h ] = ahole.reverse();
  25893. }
  25894. }
  25895. }
  25896. /**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.
  25897. * @param {Array<Vector2>} points
  25898. */
  25899. function mergeOverlappingPoints( points ) {
  25900. const THRESHOLD = 1e-10;
  25901. const THRESHOLD_SQ = THRESHOLD * THRESHOLD;
  25902. let prevPos = points[ 0 ];
  25903. for ( let i = 1; i <= points.length; i ++ ) {
  25904. const currentIndex = i % points.length;
  25905. const currentPos = points[ currentIndex ];
  25906. const dx = currentPos.x - prevPos.x;
  25907. const dy = currentPos.y - prevPos.y;
  25908. const distSq = dx * dx + dy * dy;
  25909. const scalingFactorSqrt = Math.max(
  25910. Math.abs( currentPos.x ),
  25911. Math.abs( currentPos.y ),
  25912. Math.abs( prevPos.x ),
  25913. Math.abs( prevPos.y )
  25914. );
  25915. const thresholdSqScaled = THRESHOLD_SQ * scalingFactorSqrt * scalingFactorSqrt;
  25916. if ( distSq <= thresholdSqScaled ) {
  25917. points.splice( currentIndex, 1 );
  25918. i --;
  25919. continue;
  25920. }
  25921. prevPos = currentPos;
  25922. }
  25923. }
  25924. mergeOverlappingPoints( vertices );
  25925. holes.forEach( mergeOverlappingPoints );
  25926. const numHoles = holes.length;
  25927. /* Vertices */
  25928. const contour = vertices; // vertices has all points but contour has only points of circumference
  25929. for ( let h = 0; h < numHoles; h ++ ) {
  25930. const ahole = holes[ h ];
  25931. vertices = vertices.concat( ahole );
  25932. }
  25933. function scalePt2( pt, vec, size ) {
  25934. if ( ! vec ) error( 'ExtrudeGeometry: vec does not exist' );
  25935. return pt.clone().addScaledVector( vec, size );
  25936. }
  25937. const vlen = vertices.length;
  25938. // Find directions for point movement
  25939. function getBevelVec( inPt, inPrev, inNext ) {
  25940. // computes for inPt the corresponding point inPt' on a new contour
  25941. // shifted by 1 unit (length of normalized vector) to the left
  25942. // if we walk along contour clockwise, this new contour is outside the old one
  25943. //
  25944. // inPt' is the intersection of the two lines parallel to the two
  25945. // adjacent edges of inPt at a distance of 1 unit on the left side.
  25946. let v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt
  25947. // good reading for geometry algorithms (here: line-line intersection)
  25948. // http://geomalgorithms.com/a05-_intersect-1.html
  25949. const v_prev_x = inPt.x - inPrev.x,
  25950. v_prev_y = inPt.y - inPrev.y;
  25951. const v_next_x = inNext.x - inPt.x,
  25952. v_next_y = inNext.y - inPt.y;
  25953. const v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );
  25954. // check for collinear edges
  25955. const collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  25956. if ( Math.abs( collinear0 ) > Number.EPSILON ) {
  25957. // not collinear
  25958. // length of vectors for normalizing
  25959. const v_prev_len = Math.sqrt( v_prev_lensq );
  25960. const v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );
  25961. // shift adjacent points by unit vectors to the left
  25962. const ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );
  25963. const ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );
  25964. const ptNextShift_x = ( inNext.x - v_next_y / v_next_len );
  25965. const ptNextShift_y = ( inNext.y + v_next_x / v_next_len );
  25966. // scaling factor for v_prev to intersection point
  25967. const sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -
  25968. ( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /
  25969. ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  25970. // vector from inPt to intersection point
  25971. v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );
  25972. v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );
  25973. // Don't normalize!, otherwise sharp corners become ugly
  25974. // but prevent crazy spikes
  25975. const v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y );
  25976. if ( v_trans_lensq <= 2 ) {
  25977. return new Vector2( v_trans_x, v_trans_y );
  25978. } else {
  25979. shrink_by = Math.sqrt( v_trans_lensq / 2 );
  25980. }
  25981. } else {
  25982. // handle special case of collinear edges
  25983. let direction_eq = false; // assumes: opposite
  25984. if ( v_prev_x > Number.EPSILON ) {
  25985. if ( v_next_x > Number.EPSILON ) {
  25986. direction_eq = true;
  25987. }
  25988. } else {
  25989. if ( v_prev_x < - Number.EPSILON ) {
  25990. if ( v_next_x < - Number.EPSILON ) {
  25991. direction_eq = true;
  25992. }
  25993. } else {
  25994. if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) {
  25995. direction_eq = true;
  25996. }
  25997. }
  25998. }
  25999. if ( direction_eq ) {
  26000. // log("Warning: lines are a straight sequence");
  26001. v_trans_x = - v_prev_y;
  26002. v_trans_y = v_prev_x;
  26003. shrink_by = Math.sqrt( v_prev_lensq );
  26004. } else {
  26005. // log("Warning: lines are a straight spike");
  26006. v_trans_x = v_prev_x;
  26007. v_trans_y = v_prev_y;
  26008. shrink_by = Math.sqrt( v_prev_lensq / 2 );
  26009. }
  26010. }
  26011. return new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );
  26012. }
  26013. const contourMovements = [];
  26014. for ( let i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  26015. if ( j === il ) j = 0;
  26016. if ( k === il ) k = 0;
  26017. // (j)---(i)---(k)
  26018. // log('i,j,k', i, j , k)
  26019. contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] );
  26020. }
  26021. const holesMovements = [];
  26022. let oneHoleMovements, verticesMovements = contourMovements.concat();
  26023. for ( let h = 0, hl = numHoles; h < hl; h ++ ) {
  26024. const ahole = holes[ h ];
  26025. oneHoleMovements = [];
  26026. for ( let i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  26027. if ( j === il ) j = 0;
  26028. if ( k === il ) k = 0;
  26029. // (j)---(i)---(k)
  26030. oneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );
  26031. }
  26032. holesMovements.push( oneHoleMovements );
  26033. verticesMovements = verticesMovements.concat( oneHoleMovements );
  26034. }
  26035. let faces;
  26036. if ( bevelSegments === 0 ) {
  26037. faces = ShapeUtils.triangulateShape( contour, holes );
  26038. } else {
  26039. const contractedContourVertices = [];
  26040. const expandedHoleVertices = [];
  26041. // Loop bevelSegments, 1 for the front, 1 for the back
  26042. for ( let b = 0; b < bevelSegments; b ++ ) {
  26043. //for ( b = bevelSegments; b > 0; b -- ) {
  26044. const t = b / bevelSegments;
  26045. const z = bevelThickness * Math.cos( t * Math.PI / 2 );
  26046. const bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
  26047. // contract shape
  26048. for ( let i = 0, il = contour.length; i < il; i ++ ) {
  26049. const vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  26050. v( vert.x, vert.y, - z );
  26051. if ( t === 0 ) contractedContourVertices.push( vert );
  26052. }
  26053. // expand holes
  26054. for ( let h = 0, hl = numHoles; h < hl; h ++ ) {
  26055. const ahole = holes[ h ];
  26056. oneHoleMovements = holesMovements[ h ];
  26057. const oneHoleVertices = [];
  26058. for ( let i = 0, il = ahole.length; i < il; i ++ ) {
  26059. const vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  26060. v( vert.x, vert.y, - z );
  26061. if ( t === 0 ) oneHoleVertices.push( vert );
  26062. }
  26063. if ( t === 0 ) expandedHoleVertices.push( oneHoleVertices );
  26064. }
  26065. }
  26066. faces = ShapeUtils.triangulateShape( contractedContourVertices, expandedHoleVertices );
  26067. }
  26068. const flen = faces.length;
  26069. const bs = bevelSize + bevelOffset;
  26070. // Back facing vertices
  26071. for ( let i = 0; i < vlen; i ++ ) {
  26072. const vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  26073. if ( ! extrudeByPath ) {
  26074. v( vert.x, vert.y, 0 );
  26075. } else {
  26076. // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
  26077. normal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x );
  26078. binormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y );
  26079. position2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal );
  26080. v( position2.x, position2.y, position2.z );
  26081. }
  26082. }
  26083. // Add stepped vertices...
  26084. // Including front facing vertices
  26085. for ( let s = 1; s <= steps; s ++ ) {
  26086. for ( let i = 0; i < vlen; i ++ ) {
  26087. const vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  26088. if ( ! extrudeByPath ) {
  26089. v( vert.x, vert.y, depth / steps * s );
  26090. } else {
  26091. // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );
  26092. normal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x );
  26093. binormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y );
  26094. position2.copy( extrudePts[ s ] ).add( normal ).add( binormal );
  26095. v( position2.x, position2.y, position2.z );
  26096. }
  26097. }
  26098. }
  26099. // Add bevel segments planes
  26100. //for ( b = 1; b <= bevelSegments; b ++ ) {
  26101. for ( let b = bevelSegments - 1; b >= 0; b -- ) {
  26102. const t = b / bevelSegments;
  26103. const z = bevelThickness * Math.cos( t * Math.PI / 2 );
  26104. const bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
  26105. // contract shape
  26106. for ( let i = 0, il = contour.length; i < il; i ++ ) {
  26107. const vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  26108. v( vert.x, vert.y, depth + z );
  26109. }
  26110. // expand holes
  26111. for ( let h = 0, hl = holes.length; h < hl; h ++ ) {
  26112. const ahole = holes[ h ];
  26113. oneHoleMovements = holesMovements[ h ];
  26114. for ( let i = 0, il = ahole.length; i < il; i ++ ) {
  26115. const vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  26116. if ( ! extrudeByPath ) {
  26117. v( vert.x, vert.y, depth + z );
  26118. } else {
  26119. v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );
  26120. }
  26121. }
  26122. }
  26123. }
  26124. /* Faces */
  26125. // Top and bottom faces
  26126. buildLidFaces();
  26127. // Sides faces
  26128. buildSideFaces();
  26129. ///// Internal functions
  26130. function buildLidFaces() {
  26131. const start = verticesArray.length / 3;
  26132. if ( bevelEnabled ) {
  26133. let layer = 0; // steps + 1
  26134. let offset = vlen * layer;
  26135. // Bottom faces
  26136. for ( let i = 0; i < flen; i ++ ) {
  26137. const face = faces[ i ];
  26138. f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset );
  26139. }
  26140. layer = steps + bevelSegments * 2;
  26141. offset = vlen * layer;
  26142. // Top faces
  26143. for ( let i = 0; i < flen; i ++ ) {
  26144. const face = faces[ i ];
  26145. f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset );
  26146. }
  26147. } else {
  26148. // Bottom faces
  26149. for ( let i = 0; i < flen; i ++ ) {
  26150. const face = faces[ i ];
  26151. f3( face[ 2 ], face[ 1 ], face[ 0 ] );
  26152. }
  26153. // Top faces
  26154. for ( let i = 0; i < flen; i ++ ) {
  26155. const face = faces[ i ];
  26156. f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps );
  26157. }
  26158. }
  26159. scope.addGroup( start, verticesArray.length / 3 - start, 0 );
  26160. }
  26161. // Create faces for the z-sides of the shape
  26162. function buildSideFaces() {
  26163. const start = verticesArray.length / 3;
  26164. let layeroffset = 0;
  26165. sidewalls( contour, layeroffset );
  26166. layeroffset += contour.length;
  26167. for ( let h = 0, hl = holes.length; h < hl; h ++ ) {
  26168. const ahole = holes[ h ];
  26169. sidewalls( ahole, layeroffset );
  26170. //, true
  26171. layeroffset += ahole.length;
  26172. }
  26173. scope.addGroup( start, verticesArray.length / 3 - start, 1 );
  26174. }
  26175. function sidewalls( contour, layeroffset ) {
  26176. let i = contour.length;
  26177. while ( -- i >= 0 ) {
  26178. const j = i;
  26179. let k = i - 1;
  26180. if ( k < 0 ) k = contour.length - 1;
  26181. //log('b', i,j, i-1, k,vertices.length);
  26182. for ( let s = 0, sl = ( steps + bevelSegments * 2 ); s < sl; s ++ ) {
  26183. const slen1 = vlen * s;
  26184. const slen2 = vlen * ( s + 1 );
  26185. const a = layeroffset + j + slen1,
  26186. b = layeroffset + k + slen1,
  26187. c = layeroffset + k + slen2,
  26188. d = layeroffset + j + slen2;
  26189. f4( a, b, c, d );
  26190. }
  26191. }
  26192. }
  26193. function v( x, y, z ) {
  26194. placeholder.push( x );
  26195. placeholder.push( y );
  26196. placeholder.push( z );
  26197. }
  26198. function f3( a, b, c ) {
  26199. addVertex( a );
  26200. addVertex( b );
  26201. addVertex( c );
  26202. const nextIndex = verticesArray.length / 3;
  26203. const uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  26204. addUV( uvs[ 0 ] );
  26205. addUV( uvs[ 1 ] );
  26206. addUV( uvs[ 2 ] );
  26207. }
  26208. function f4( a, b, c, d ) {
  26209. addVertex( a );
  26210. addVertex( b );
  26211. addVertex( d );
  26212. addVertex( b );
  26213. addVertex( c );
  26214. addVertex( d );
  26215. const nextIndex = verticesArray.length / 3;
  26216. const uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  26217. addUV( uvs[ 0 ] );
  26218. addUV( uvs[ 1 ] );
  26219. addUV( uvs[ 3 ] );
  26220. addUV( uvs[ 1 ] );
  26221. addUV( uvs[ 2 ] );
  26222. addUV( uvs[ 3 ] );
  26223. }
  26224. function addVertex( index ) {
  26225. verticesArray.push( placeholder[ index * 3 + 0 ] );
  26226. verticesArray.push( placeholder[ index * 3 + 1 ] );
  26227. verticesArray.push( placeholder[ index * 3 + 2 ] );
  26228. }
  26229. function addUV( vector2 ) {
  26230. uvArray.push( vector2.x );
  26231. uvArray.push( vector2.y );
  26232. }
  26233. }
  26234. }
  26235. copy( source ) {
  26236. super.copy( source );
  26237. this.parameters = Object.assign( {}, source.parameters );
  26238. return this;
  26239. }
  26240. toJSON() {
  26241. const data = super.toJSON();
  26242. const shapes = this.parameters.shapes;
  26243. const options = this.parameters.options;
  26244. return toJSON$1( shapes, options, data );
  26245. }
  26246. /**
  26247. * Factory method for creating an instance of this class from the given
  26248. * JSON object.
  26249. *
  26250. * @param {Object} data - A JSON object representing the serialized geometry.
  26251. * @param {Array<Shape>} shapes - An array of shapes.
  26252. * @return {ExtrudeGeometry} A new instance.
  26253. */
  26254. static fromJSON( data, shapes ) {
  26255. const geometryShapes = [];
  26256. for ( let j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  26257. const shape = shapes[ data.shapes[ j ] ];
  26258. geometryShapes.push( shape );
  26259. }
  26260. const extrudePath = data.options.extrudePath;
  26261. if ( extrudePath !== undefined ) {
  26262. data.options.extrudePath = new Curves[ extrudePath.type ]().fromJSON( extrudePath );
  26263. }
  26264. return new ExtrudeGeometry( geometryShapes, data.options );
  26265. }
  26266. }
  26267. const WorldUVGenerator = {
  26268. generateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) {
  26269. const a_x = vertices[ indexA * 3 ];
  26270. const a_y = vertices[ indexA * 3 + 1 ];
  26271. const b_x = vertices[ indexB * 3 ];
  26272. const b_y = vertices[ indexB * 3 + 1 ];
  26273. const c_x = vertices[ indexC * 3 ];
  26274. const c_y = vertices[ indexC * 3 + 1 ];
  26275. return [
  26276. new Vector2( a_x, a_y ),
  26277. new Vector2( b_x, b_y ),
  26278. new Vector2( c_x, c_y )
  26279. ];
  26280. },
  26281. generateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) {
  26282. const a_x = vertices[ indexA * 3 ];
  26283. const a_y = vertices[ indexA * 3 + 1 ];
  26284. const a_z = vertices[ indexA * 3 + 2 ];
  26285. const b_x = vertices[ indexB * 3 ];
  26286. const b_y = vertices[ indexB * 3 + 1 ];
  26287. const b_z = vertices[ indexB * 3 + 2 ];
  26288. const c_x = vertices[ indexC * 3 ];
  26289. const c_y = vertices[ indexC * 3 + 1 ];
  26290. const c_z = vertices[ indexC * 3 + 2 ];
  26291. const d_x = vertices[ indexD * 3 ];
  26292. const d_y = vertices[ indexD * 3 + 1 ];
  26293. const d_z = vertices[ indexD * 3 + 2 ];
  26294. if ( Math.abs( a_y - b_y ) < Math.abs( a_x - b_x ) ) {
  26295. return [
  26296. new Vector2( a_x, 1 - a_z ),
  26297. new Vector2( b_x, 1 - b_z ),
  26298. new Vector2( c_x, 1 - c_z ),
  26299. new Vector2( d_x, 1 - d_z )
  26300. ];
  26301. } else {
  26302. return [
  26303. new Vector2( a_y, 1 - a_z ),
  26304. new Vector2( b_y, 1 - b_z ),
  26305. new Vector2( c_y, 1 - c_z ),
  26306. new Vector2( d_y, 1 - d_z )
  26307. ];
  26308. }
  26309. }
  26310. };
  26311. function toJSON$1( shapes, options, data ) {
  26312. data.shapes = [];
  26313. if ( Array.isArray( shapes ) ) {
  26314. for ( let i = 0, l = shapes.length; i < l; i ++ ) {
  26315. const shape = shapes[ i ];
  26316. data.shapes.push( shape.uuid );
  26317. }
  26318. } else {
  26319. data.shapes.push( shapes.uuid );
  26320. }
  26321. data.options = Object.assign( {}, options );
  26322. if ( options.extrudePath !== undefined ) data.options.extrudePath = options.extrudePath.toJSON();
  26323. return data;
  26324. }
  26325. /**
  26326. * A geometry class for representing an icosahedron.
  26327. *
  26328. * ```js
  26329. * const geometry = new THREE.IcosahedronGeometry();
  26330. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  26331. * const icosahedron = new THREE.Mesh( geometry, material );
  26332. * scene.add( icosahedron );
  26333. * ```
  26334. *
  26335. * @augments PolyhedronGeometry
  26336. * @demo scenes/geometry-browser.html#IcosahedronGeometry
  26337. */
  26338. class IcosahedronGeometry extends PolyhedronGeometry {
  26339. /**
  26340. * Constructs a new icosahedron geometry.
  26341. *
  26342. * @param {number} [radius=1] - Radius of the icosahedron.
  26343. * @param {number} [detail=0] - Setting this to a value greater than `0` adds vertices making it no longer a icosahedron.
  26344. */
  26345. constructor( radius = 1, detail = 0 ) {
  26346. const t = ( 1 + Math.sqrt( 5 ) ) / 2;
  26347. const vertices = [
  26348. -1, t, 0, 1, t, 0, -1, - t, 0, 1, - t, 0,
  26349. 0, -1, t, 0, 1, t, 0, -1, - t, 0, 1, - t,
  26350. t, 0, -1, t, 0, 1, - t, 0, -1, - t, 0, 1
  26351. ];
  26352. const indices = [
  26353. 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11,
  26354. 1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8,
  26355. 3, 9, 4, 3, 4, 2, 3, 2, 6, 3, 6, 8, 3, 8, 9,
  26356. 4, 9, 5, 2, 4, 11, 6, 2, 10, 8, 6, 7, 9, 8, 1
  26357. ];
  26358. super( vertices, indices, radius, detail );
  26359. this.type = 'IcosahedronGeometry';
  26360. /**
  26361. * Holds the constructor parameters that have been
  26362. * used to generate the geometry. Any modification
  26363. * after instantiation does not change the geometry.
  26364. *
  26365. * @type {Object}
  26366. */
  26367. this.parameters = {
  26368. radius: radius,
  26369. detail: detail
  26370. };
  26371. }
  26372. /**
  26373. * Factory method for creating an instance of this class from the given
  26374. * JSON object.
  26375. *
  26376. * @param {Object} data - A JSON object representing the serialized geometry.
  26377. * @return {IcosahedronGeometry} A new instance.
  26378. */
  26379. static fromJSON( data ) {
  26380. return new IcosahedronGeometry( data.radius, data.detail );
  26381. }
  26382. }
  26383. /**
  26384. * Creates meshes with axial symmetry like vases. The lathe rotates around the Y axis.
  26385. *
  26386. * ```js
  26387. * const points = [];
  26388. * for ( let i = 0; i < 10; i ++ ) {
  26389. * points.push( new THREE.Vector2( Math.sin( i * 0.2 ) * 10 + 5, ( i - 5 ) * 2 ) );
  26390. * }
  26391. * const geometry = new THREE.LatheGeometry( points );
  26392. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  26393. * const lathe = new THREE.Mesh( geometry, material );
  26394. * scene.add( lathe );
  26395. * ```
  26396. *
  26397. * @augments BufferGeometry
  26398. * @demo scenes/geometry-browser.html#LatheGeometry
  26399. */
  26400. class LatheGeometry extends BufferGeometry {
  26401. /**
  26402. * Constructs a new lathe geometry.
  26403. *
  26404. * @param {Array<Vector2|Vector3>} [points] - An array of points in 2D space. The x-coordinate of each point
  26405. * must be greater than zero.
  26406. * @param {number} [segments=12] - The number of circumference segments to generate.
  26407. * @param {number} [phiStart=0] - The starting angle in radians.
  26408. * @param {number} [phiLength=Math.PI*2] - The radian (0 to 2PI) range of the lathed section 2PI is a
  26409. * closed lathe, less than 2PI is a portion.
  26410. */
  26411. 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 ) {
  26412. super();
  26413. this.type = 'LatheGeometry';
  26414. /**
  26415. * Holds the constructor parameters that have been
  26416. * used to generate the geometry. Any modification
  26417. * after instantiation does not change the geometry.
  26418. *
  26419. * @type {Object}
  26420. */
  26421. this.parameters = {
  26422. points: points,
  26423. segments: segments,
  26424. phiStart: phiStart,
  26425. phiLength: phiLength
  26426. };
  26427. segments = Math.floor( segments );
  26428. // clamp phiLength so it's in range of [ 0, 2PI ]
  26429. phiLength = clamp( phiLength, 0, Math.PI * 2 );
  26430. // buffers
  26431. const indices = [];
  26432. const vertices = [];
  26433. const uvs = [];
  26434. const initNormals = [];
  26435. const normals = [];
  26436. // helper variables
  26437. const inverseSegments = 1.0 / segments;
  26438. const vertex = new Vector3();
  26439. const uv = new Vector2();
  26440. const normal = new Vector3();
  26441. const curNormal = new Vector3();
  26442. const prevNormal = new Vector3();
  26443. let dx = 0;
  26444. let dy = 0;
  26445. // pre-compute normals for initial "meridian"
  26446. for ( let j = 0; j <= ( points.length - 1 ); j ++ ) {
  26447. switch ( j ) {
  26448. case 0: // special handling for 1st vertex on path
  26449. dx = points[ j + 1 ].x - points[ j ].x;
  26450. dy = points[ j + 1 ].y - points[ j ].y;
  26451. normal.x = dy * 1.0;
  26452. normal.y = - dx;
  26453. normal.z = dy * 0.0;
  26454. prevNormal.copy( normal );
  26455. normal.normalize();
  26456. initNormals.push( normal.x, normal.y, normal.z );
  26457. break;
  26458. case ( points.length - 1 ): // special handling for last Vertex on path
  26459. initNormals.push( prevNormal.x, prevNormal.y, prevNormal.z );
  26460. break;
  26461. default: // default handling for all vertices in between
  26462. dx = points[ j + 1 ].x - points[ j ].x;
  26463. dy = points[ j + 1 ].y - points[ j ].y;
  26464. normal.x = dy * 1.0;
  26465. normal.y = - dx;
  26466. normal.z = dy * 0.0;
  26467. curNormal.copy( normal );
  26468. normal.x += prevNormal.x;
  26469. normal.y += prevNormal.y;
  26470. normal.z += prevNormal.z;
  26471. normal.normalize();
  26472. initNormals.push( normal.x, normal.y, normal.z );
  26473. prevNormal.copy( curNormal );
  26474. }
  26475. }
  26476. // generate vertices, uvs and normals
  26477. for ( let i = 0; i <= segments; i ++ ) {
  26478. const phi = phiStart + i * inverseSegments * phiLength;
  26479. const sin = Math.sin( phi );
  26480. const cos = Math.cos( phi );
  26481. for ( let j = 0; j <= ( points.length - 1 ); j ++ ) {
  26482. // vertex
  26483. vertex.x = points[ j ].x * sin;
  26484. vertex.y = points[ j ].y;
  26485. vertex.z = points[ j ].x * cos;
  26486. vertices.push( vertex.x, vertex.y, vertex.z );
  26487. // uv
  26488. uv.x = i / segments;
  26489. uv.y = j / ( points.length - 1 );
  26490. uvs.push( uv.x, uv.y );
  26491. // normal
  26492. const x = initNormals[ 3 * j + 0 ] * sin;
  26493. const y = initNormals[ 3 * j + 1 ];
  26494. const z = initNormals[ 3 * j + 0 ] * cos;
  26495. normals.push( x, y, z );
  26496. }
  26497. }
  26498. // indices
  26499. for ( let i = 0; i < segments; i ++ ) {
  26500. for ( let j = 0; j < ( points.length - 1 ); j ++ ) {
  26501. const base = j + i * points.length;
  26502. const a = base;
  26503. const b = base + points.length;
  26504. const c = base + points.length + 1;
  26505. const d = base + 1;
  26506. // faces
  26507. indices.push( a, b, d );
  26508. indices.push( c, d, b );
  26509. }
  26510. }
  26511. // build geometry
  26512. this.setIndex( indices );
  26513. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26514. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  26515. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  26516. }
  26517. copy( source ) {
  26518. super.copy( source );
  26519. this.parameters = Object.assign( {}, source.parameters );
  26520. return this;
  26521. }
  26522. /**
  26523. * Factory method for creating an instance of this class from the given
  26524. * JSON object.
  26525. *
  26526. * @param {Object} data - A JSON object representing the serialized geometry.
  26527. * @return {LatheGeometry} A new instance.
  26528. */
  26529. static fromJSON( data ) {
  26530. return new LatheGeometry( data.points, data.segments, data.phiStart, data.phiLength );
  26531. }
  26532. }
  26533. /**
  26534. * A geometry class for representing an octahedron.
  26535. *
  26536. * ```js
  26537. * const geometry = new THREE.OctahedronGeometry();
  26538. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  26539. * const octahedron = new THREE.Mesh( geometry, material );
  26540. * scene.add( octahedron );
  26541. * ```
  26542. *
  26543. * @augments PolyhedronGeometry
  26544. * @demo scenes/geometry-browser.html#OctahedronGeometry
  26545. */
  26546. class OctahedronGeometry extends PolyhedronGeometry {
  26547. /**
  26548. * Constructs a new octahedron geometry.
  26549. *
  26550. * @param {number} [radius=1] - Radius of the octahedron.
  26551. * @param {number} [detail=0] - Setting this to a value greater than `0` adds vertices making it no longer a octahedron.
  26552. */
  26553. constructor( radius = 1, detail = 0 ) {
  26554. const vertices = [
  26555. 1, 0, 0, -1, 0, 0, 0, 1, 0,
  26556. 0, -1, 0, 0, 0, 1, 0, 0, -1
  26557. ];
  26558. const indices = [
  26559. 0, 2, 4, 0, 4, 3, 0, 3, 5,
  26560. 0, 5, 2, 1, 2, 5, 1, 5, 3,
  26561. 1, 3, 4, 1, 4, 2
  26562. ];
  26563. super( vertices, indices, radius, detail );
  26564. this.type = 'OctahedronGeometry';
  26565. /**
  26566. * Holds the constructor parameters that have been
  26567. * used to generate the geometry. Any modification
  26568. * after instantiation does not change the geometry.
  26569. *
  26570. * @type {Object}
  26571. */
  26572. this.parameters = {
  26573. radius: radius,
  26574. detail: detail
  26575. };
  26576. }
  26577. /**
  26578. * Factory method for creating an instance of this class from the given
  26579. * JSON object.
  26580. *
  26581. * @param {Object} data - A JSON object representing the serialized geometry.
  26582. * @return {OctahedronGeometry} A new instance.
  26583. */
  26584. static fromJSON( data ) {
  26585. return new OctahedronGeometry( data.radius, data.detail );
  26586. }
  26587. }
  26588. /**
  26589. * A geometry class for representing a plane.
  26590. *
  26591. * ```js
  26592. * const geometry = new THREE.PlaneGeometry( 1, 1 );
  26593. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00, side: THREE.DoubleSide } );
  26594. * const plane = new THREE.Mesh( geometry, material );
  26595. * scene.add( plane );
  26596. * ```
  26597. *
  26598. * @augments BufferGeometry
  26599. * @demo scenes/geometry-browser.html#PlaneGeometry
  26600. */
  26601. class PlaneGeometry extends BufferGeometry {
  26602. /**
  26603. * Constructs a new plane geometry.
  26604. *
  26605. * @param {number} [width=1] - The width along the X axis.
  26606. * @param {number} [height=1] - The height along the Y axis
  26607. * @param {number} [widthSegments=1] - The number of segments along the X axis.
  26608. * @param {number} [heightSegments=1] - The number of segments along the Y axis.
  26609. */
  26610. constructor( width = 1, height = 1, widthSegments = 1, heightSegments = 1 ) {
  26611. super();
  26612. this.type = 'PlaneGeometry';
  26613. /**
  26614. * Holds the constructor parameters that have been
  26615. * used to generate the geometry. Any modification
  26616. * after instantiation does not change the geometry.
  26617. *
  26618. * @type {Object}
  26619. */
  26620. this.parameters = {
  26621. width: width,
  26622. height: height,
  26623. widthSegments: widthSegments,
  26624. heightSegments: heightSegments
  26625. };
  26626. const width_half = width / 2;
  26627. const height_half = height / 2;
  26628. const gridX = Math.floor( widthSegments );
  26629. const gridY = Math.floor( heightSegments );
  26630. const gridX1 = gridX + 1;
  26631. const gridY1 = gridY + 1;
  26632. const segment_width = width / gridX;
  26633. const segment_height = height / gridY;
  26634. //
  26635. const indices = [];
  26636. const vertices = [];
  26637. const normals = [];
  26638. const uvs = [];
  26639. for ( let iy = 0; iy < gridY1; iy ++ ) {
  26640. const y = iy * segment_height - height_half;
  26641. for ( let ix = 0; ix < gridX1; ix ++ ) {
  26642. const x = ix * segment_width - width_half;
  26643. vertices.push( x, - y, 0 );
  26644. normals.push( 0, 0, 1 );
  26645. uvs.push( ix / gridX );
  26646. uvs.push( 1 - ( iy / gridY ) );
  26647. }
  26648. }
  26649. for ( let iy = 0; iy < gridY; iy ++ ) {
  26650. for ( let ix = 0; ix < gridX; ix ++ ) {
  26651. const a = ix + gridX1 * iy;
  26652. const b = ix + gridX1 * ( iy + 1 );
  26653. const c = ( ix + 1 ) + gridX1 * ( iy + 1 );
  26654. const d = ( ix + 1 ) + gridX1 * iy;
  26655. indices.push( a, b, d );
  26656. indices.push( b, c, d );
  26657. }
  26658. }
  26659. this.setIndex( indices );
  26660. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26661. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  26662. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  26663. }
  26664. copy( source ) {
  26665. super.copy( source );
  26666. this.parameters = Object.assign( {}, source.parameters );
  26667. return this;
  26668. }
  26669. /**
  26670. * Factory method for creating an instance of this class from the given
  26671. * JSON object.
  26672. *
  26673. * @param {Object} data - A JSON object representing the serialized geometry.
  26674. * @return {PlaneGeometry} A new instance.
  26675. */
  26676. static fromJSON( data ) {
  26677. return new PlaneGeometry( data.width, data.height, data.widthSegments, data.heightSegments );
  26678. }
  26679. }
  26680. /**
  26681. * A class for generating a two-dimensional ring geometry.
  26682. *
  26683. * ```js
  26684. * const geometry = new THREE.RingGeometry( 1, 5, 32 );
  26685. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00, side: THREE.DoubleSide } );
  26686. * const mesh = new THREE.Mesh( geometry, material );
  26687. * scene.add( mesh );
  26688. * ```
  26689. *
  26690. * @augments BufferGeometry
  26691. * @demo scenes/geometry-browser.html#RingGeometry
  26692. */
  26693. class RingGeometry extends BufferGeometry {
  26694. /**
  26695. * Constructs a new ring geometry.
  26696. *
  26697. * @param {number} [innerRadius=0.5] - The inner radius of the ring.
  26698. * @param {number} [outerRadius=1] - The outer radius of the ring.
  26699. * @param {number} [thetaSegments=32] - Number of segments. A higher number means the ring will be more round. Minimum is `3`.
  26700. * @param {number} [phiSegments=1] - Number of segments per ring segment. Minimum is `1`.
  26701. * @param {number} [thetaStart=0] - Starting angle in radians.
  26702. * @param {number} [thetaLength=Math.PI*2] - Central angle in radians.
  26703. */
  26704. constructor( innerRadius = 0.5, outerRadius = 1, thetaSegments = 32, phiSegments = 1, thetaStart = 0, thetaLength = Math.PI * 2 ) {
  26705. super();
  26706. this.type = 'RingGeometry';
  26707. /**
  26708. * Holds the constructor parameters that have been
  26709. * used to generate the geometry. Any modification
  26710. * after instantiation does not change the geometry.
  26711. *
  26712. * @type {Object}
  26713. */
  26714. this.parameters = {
  26715. innerRadius: innerRadius,
  26716. outerRadius: outerRadius,
  26717. thetaSegments: thetaSegments,
  26718. phiSegments: phiSegments,
  26719. thetaStart: thetaStart,
  26720. thetaLength: thetaLength
  26721. };
  26722. thetaSegments = Math.max( 3, thetaSegments );
  26723. phiSegments = Math.max( 1, phiSegments );
  26724. // buffers
  26725. const indices = [];
  26726. const vertices = [];
  26727. const normals = [];
  26728. const uvs = [];
  26729. // some helper variables
  26730. let radius = innerRadius;
  26731. const radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );
  26732. const vertex = new Vector3();
  26733. const uv = new Vector2();
  26734. // generate vertices, normals and uvs
  26735. for ( let j = 0; j <= phiSegments; j ++ ) {
  26736. for ( let i = 0; i <= thetaSegments; i ++ ) {
  26737. // values are generate from the inside of the ring to the outside
  26738. const segment = thetaStart + i / thetaSegments * thetaLength;
  26739. // vertex
  26740. vertex.x = radius * Math.cos( segment );
  26741. vertex.y = radius * Math.sin( segment );
  26742. vertices.push( vertex.x, vertex.y, vertex.z );
  26743. // normal
  26744. normals.push( 0, 0, 1 );
  26745. // uv
  26746. uv.x = ( vertex.x / outerRadius + 1 ) / 2;
  26747. uv.y = ( vertex.y / outerRadius + 1 ) / 2;
  26748. uvs.push( uv.x, uv.y );
  26749. }
  26750. // increase the radius for next row of vertices
  26751. radius += radiusStep;
  26752. }
  26753. // indices
  26754. for ( let j = 0; j < phiSegments; j ++ ) {
  26755. const thetaSegmentLevel = j * ( thetaSegments + 1 );
  26756. for ( let i = 0; i < thetaSegments; i ++ ) {
  26757. const segment = i + thetaSegmentLevel;
  26758. const a = segment;
  26759. const b = segment + thetaSegments + 1;
  26760. const c = segment + thetaSegments + 2;
  26761. const d = segment + 1;
  26762. // faces
  26763. indices.push( a, b, d );
  26764. indices.push( b, c, d );
  26765. }
  26766. }
  26767. // build geometry
  26768. this.setIndex( indices );
  26769. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26770. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  26771. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  26772. }
  26773. copy( source ) {
  26774. super.copy( source );
  26775. this.parameters = Object.assign( {}, source.parameters );
  26776. return this;
  26777. }
  26778. /**
  26779. * Factory method for creating an instance of this class from the given
  26780. * JSON object.
  26781. *
  26782. * @param {Object} data - A JSON object representing the serialized geometry.
  26783. * @return {RingGeometry} A new instance.
  26784. */
  26785. static fromJSON( data ) {
  26786. return new RingGeometry( data.innerRadius, data.outerRadius, data.thetaSegments, data.phiSegments, data.thetaStart, data.thetaLength );
  26787. }
  26788. }
  26789. /**
  26790. * Creates an one-sided polygonal geometry from one or more path shapes.
  26791. *
  26792. * ```js
  26793. * const arcShape = new THREE.Shape()
  26794. * .moveTo( 5, 1 )
  26795. * .absarc( 1, 1, 4, 0, Math.PI * 2, false );
  26796. *
  26797. * const geometry = new THREE.ShapeGeometry( arcShape );
  26798. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00, side: THREE.DoubleSide } );
  26799. * const mesh = new THREE.Mesh( geometry, material ) ;
  26800. * scene.add( mesh );
  26801. * ```
  26802. *
  26803. * @augments BufferGeometry
  26804. * @demo scenes/geometry-browser.html#ShapeGeometry
  26805. */
  26806. class ShapeGeometry extends BufferGeometry {
  26807. /**
  26808. * Constructs a new shape geometry.
  26809. *
  26810. * @param {Shape|Array<Shape>} [shapes] - A shape or an array of shapes.
  26811. * @param {number} [curveSegments=12] - Number of segments per shape.
  26812. */
  26813. constructor( shapes = new Shape( [ new Vector2( 0, 0.5 ), new Vector2( -0.5, -0.5 ), new Vector2( 0.5, -0.5 ) ] ), curveSegments = 12 ) {
  26814. super();
  26815. this.type = 'ShapeGeometry';
  26816. /**
  26817. * Holds the constructor parameters that have been
  26818. * used to generate the geometry. Any modification
  26819. * after instantiation does not change the geometry.
  26820. *
  26821. * @type {Object}
  26822. */
  26823. this.parameters = {
  26824. shapes: shapes,
  26825. curveSegments: curveSegments
  26826. };
  26827. // buffers
  26828. const indices = [];
  26829. const vertices = [];
  26830. const normals = [];
  26831. const uvs = [];
  26832. // helper variables
  26833. let groupStart = 0;
  26834. let groupCount = 0;
  26835. // allow single and array values for "shapes" parameter
  26836. if ( Array.isArray( shapes ) === false ) {
  26837. addShape( shapes );
  26838. } else {
  26839. for ( let i = 0; i < shapes.length; i ++ ) {
  26840. addShape( shapes[ i ] );
  26841. this.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support
  26842. groupStart += groupCount;
  26843. groupCount = 0;
  26844. }
  26845. }
  26846. // build geometry
  26847. this.setIndex( indices );
  26848. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26849. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  26850. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  26851. // helper functions
  26852. function addShape( shape ) {
  26853. const indexOffset = vertices.length / 3;
  26854. const points = shape.extractPoints( curveSegments );
  26855. let shapeVertices = points.shape;
  26856. const shapeHoles = points.holes;
  26857. // check direction of vertices
  26858. if ( ShapeUtils.isClockWise( shapeVertices ) === false ) {
  26859. shapeVertices = shapeVertices.reverse();
  26860. }
  26861. for ( let i = 0, l = shapeHoles.length; i < l; i ++ ) {
  26862. const shapeHole = shapeHoles[ i ];
  26863. if ( ShapeUtils.isClockWise( shapeHole ) === true ) {
  26864. shapeHoles[ i ] = shapeHole.reverse();
  26865. }
  26866. }
  26867. const faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles );
  26868. // join vertices of inner and outer paths to a single array
  26869. for ( let i = 0, l = shapeHoles.length; i < l; i ++ ) {
  26870. const shapeHole = shapeHoles[ i ];
  26871. shapeVertices = shapeVertices.concat( shapeHole );
  26872. }
  26873. // vertices, normals, uvs
  26874. for ( let i = 0, l = shapeVertices.length; i < l; i ++ ) {
  26875. const vertex = shapeVertices[ i ];
  26876. vertices.push( vertex.x, vertex.y, 0 );
  26877. normals.push( 0, 0, 1 );
  26878. uvs.push( vertex.x, vertex.y ); // world uvs
  26879. }
  26880. // indices
  26881. for ( let i = 0, l = faces.length; i < l; i ++ ) {
  26882. const face = faces[ i ];
  26883. const a = face[ 0 ] + indexOffset;
  26884. const b = face[ 1 ] + indexOffset;
  26885. const c = face[ 2 ] + indexOffset;
  26886. indices.push( a, b, c );
  26887. groupCount += 3;
  26888. }
  26889. }
  26890. }
  26891. copy( source ) {
  26892. super.copy( source );
  26893. this.parameters = Object.assign( {}, source.parameters );
  26894. return this;
  26895. }
  26896. toJSON() {
  26897. const data = super.toJSON();
  26898. const shapes = this.parameters.shapes;
  26899. return toJSON( shapes, data );
  26900. }
  26901. /**
  26902. * Factory method for creating an instance of this class from the given
  26903. * JSON object.
  26904. *
  26905. * @param {Object} data - A JSON object representing the serialized geometry.
  26906. * @param {Array<Shape>} shapes - An array of shapes.
  26907. * @return {ShapeGeometry} A new instance.
  26908. */
  26909. static fromJSON( data, shapes ) {
  26910. const geometryShapes = [];
  26911. for ( let j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  26912. const shape = shapes[ data.shapes[ j ] ];
  26913. geometryShapes.push( shape );
  26914. }
  26915. return new ShapeGeometry( geometryShapes, data.curveSegments );
  26916. }
  26917. }
  26918. function toJSON( shapes, data ) {
  26919. data.shapes = [];
  26920. if ( Array.isArray( shapes ) ) {
  26921. for ( let i = 0, l = shapes.length; i < l; i ++ ) {
  26922. const shape = shapes[ i ];
  26923. data.shapes.push( shape.uuid );
  26924. }
  26925. } else {
  26926. data.shapes.push( shapes.uuid );
  26927. }
  26928. return data;
  26929. }
  26930. /**
  26931. * A class for generating a sphere geometry.
  26932. *
  26933. * ```js
  26934. * const geometry = new THREE.SphereGeometry( 15, 32, 16 );
  26935. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  26936. * const sphere = new THREE.Mesh( geometry, material );
  26937. * scene.add( sphere );
  26938. * ```
  26939. *
  26940. * @augments BufferGeometry
  26941. * @demo scenes/geometry-browser.html#SphereGeometry
  26942. */
  26943. class SphereGeometry extends BufferGeometry {
  26944. /**
  26945. * Constructs a new sphere geometry.
  26946. *
  26947. * @param {number} [radius=1] - The sphere radius.
  26948. * @param {number} [widthSegments=32] - The number of horizontal segments. Minimum value is `3`.
  26949. * @param {number} [heightSegments=16] - The number of vertical segments. Minimum value is `2`.
  26950. * @param {number} [phiStart=0] - The horizontal starting angle in radians.
  26951. * @param {number} [phiLength=Math.PI*2] - The horizontal sweep angle size.
  26952. * @param {number} [thetaStart=0] - The vertical starting angle in radians.
  26953. * @param {number} [thetaLength=Math.PI] - The vertical sweep angle size.
  26954. */
  26955. constructor( radius = 1, widthSegments = 32, heightSegments = 16, phiStart = 0, phiLength = Math.PI * 2, thetaStart = 0, thetaLength = Math.PI ) {
  26956. super();
  26957. this.type = 'SphereGeometry';
  26958. /**
  26959. * Holds the constructor parameters that have been
  26960. * used to generate the geometry. Any modification
  26961. * after instantiation does not change the geometry.
  26962. *
  26963. * @type {Object}
  26964. */
  26965. this.parameters = {
  26966. radius: radius,
  26967. widthSegments: widthSegments,
  26968. heightSegments: heightSegments,
  26969. phiStart: phiStart,
  26970. phiLength: phiLength,
  26971. thetaStart: thetaStart,
  26972. thetaLength: thetaLength
  26973. };
  26974. widthSegments = Math.max( 3, Math.floor( widthSegments ) );
  26975. heightSegments = Math.max( 2, Math.floor( heightSegments ) );
  26976. const thetaEnd = Math.min( thetaStart + thetaLength, Math.PI );
  26977. let index = 0;
  26978. const grid = [];
  26979. const vertex = new Vector3();
  26980. const normal = new Vector3();
  26981. // buffers
  26982. const indices = [];
  26983. const vertices = [];
  26984. const normals = [];
  26985. const uvs = [];
  26986. // generate vertices, normals and uvs
  26987. for ( let iy = 0; iy <= heightSegments; iy ++ ) {
  26988. const verticesRow = [];
  26989. const v = iy / heightSegments;
  26990. // special case for the poles
  26991. let uOffset = 0;
  26992. if ( iy === 0 && thetaStart === 0 ) {
  26993. uOffset = 0.5 / widthSegments;
  26994. } else if ( iy === heightSegments && thetaEnd === Math.PI ) {
  26995. uOffset = -0.5 / widthSegments;
  26996. }
  26997. for ( let ix = 0; ix <= widthSegments; ix ++ ) {
  26998. const u = ix / widthSegments;
  26999. // vertex
  27000. vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  27001. vertex.y = radius * Math.cos( thetaStart + v * thetaLength );
  27002. vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  27003. vertices.push( vertex.x, vertex.y, vertex.z );
  27004. // normal
  27005. normal.copy( vertex ).normalize();
  27006. normals.push( normal.x, normal.y, normal.z );
  27007. // uv
  27008. uvs.push( u + uOffset, 1 - v );
  27009. verticesRow.push( index ++ );
  27010. }
  27011. grid.push( verticesRow );
  27012. }
  27013. // indices
  27014. for ( let iy = 0; iy < heightSegments; iy ++ ) {
  27015. for ( let ix = 0; ix < widthSegments; ix ++ ) {
  27016. const a = grid[ iy ][ ix + 1 ];
  27017. const b = grid[ iy ][ ix ];
  27018. const c = grid[ iy + 1 ][ ix ];
  27019. const d = grid[ iy + 1 ][ ix + 1 ];
  27020. if ( iy !== 0 || thetaStart > 0 ) indices.push( a, b, d );
  27021. if ( iy !== heightSegments - 1 || thetaEnd < Math.PI ) indices.push( b, c, d );
  27022. }
  27023. }
  27024. // build geometry
  27025. this.setIndex( indices );
  27026. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27027. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  27028. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  27029. }
  27030. copy( source ) {
  27031. super.copy( source );
  27032. this.parameters = Object.assign( {}, source.parameters );
  27033. return this;
  27034. }
  27035. /**
  27036. * Factory method for creating an instance of this class from the given
  27037. * JSON object.
  27038. *
  27039. * @param {Object} data - A JSON object representing the serialized geometry.
  27040. * @return {SphereGeometry} A new instance.
  27041. */
  27042. static fromJSON( data ) {
  27043. return new SphereGeometry( data.radius, data.widthSegments, data.heightSegments, data.phiStart, data.phiLength, data.thetaStart, data.thetaLength );
  27044. }
  27045. }
  27046. /**
  27047. * A geometry class for representing an tetrahedron.
  27048. *
  27049. * ```js
  27050. * const geometry = new THREE.TetrahedronGeometry();
  27051. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  27052. * const tetrahedron = new THREE.Mesh( geometry, material );
  27053. * scene.add( tetrahedron );
  27054. * ```
  27055. *
  27056. * @augments PolyhedronGeometry
  27057. * @demo scenes/geometry-browser.html#TetrahedronGeometry
  27058. */
  27059. class TetrahedronGeometry extends PolyhedronGeometry {
  27060. /**
  27061. * Constructs a new tetrahedron geometry.
  27062. *
  27063. * @param {number} [radius=1] - Radius of the tetrahedron.
  27064. * @param {number} [detail=0] - Setting this to a value greater than `0` adds vertices making it no longer a tetrahedron.
  27065. */
  27066. constructor( radius = 1, detail = 0 ) {
  27067. const vertices = [
  27068. 1, 1, 1, -1, -1, 1, -1, 1, -1, 1, -1, -1
  27069. ];
  27070. const indices = [
  27071. 2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1
  27072. ];
  27073. super( vertices, indices, radius, detail );
  27074. this.type = 'TetrahedronGeometry';
  27075. /**
  27076. * Holds the constructor parameters that have been
  27077. * used to generate the geometry. Any modification
  27078. * after instantiation does not change the geometry.
  27079. *
  27080. * @type {Object}
  27081. */
  27082. this.parameters = {
  27083. radius: radius,
  27084. detail: detail
  27085. };
  27086. }
  27087. /**
  27088. * Factory method for creating an instance of this class from the given
  27089. * JSON object.
  27090. *
  27091. * @param {Object} data - A JSON object representing the serialized geometry.
  27092. * @return {TetrahedronGeometry} A new instance.
  27093. */
  27094. static fromJSON( data ) {
  27095. return new TetrahedronGeometry( data.radius, data.detail );
  27096. }
  27097. }
  27098. /**
  27099. * A geometry class for representing an torus.
  27100. *
  27101. * ```js
  27102. * const geometry = new THREE.TorusGeometry( 10, 3, 16, 100 );
  27103. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  27104. * const torus = new THREE.Mesh( geometry, material );
  27105. * scene.add( torus );
  27106. * ```
  27107. *
  27108. * @augments BufferGeometry
  27109. * @demo scenes/geometry-browser.html#TorusGeometry
  27110. */
  27111. class TorusGeometry extends BufferGeometry {
  27112. /**
  27113. * Constructs a new torus geometry.
  27114. *
  27115. * @param {number} [radius=1] - Radius of the torus, from the center of the torus to the center of the tube.
  27116. * @param {number} [tube=0.4] - Radius of the tube. Must be smaller than `radius`.
  27117. * @param {number} [radialSegments=12] - The number of radial segments.
  27118. * @param {number} [tubularSegments=48] - The number of tubular segments.
  27119. * @param {number} [arc=Math.PI*2] - Central angle in radians.
  27120. */
  27121. constructor( radius = 1, tube = 0.4, radialSegments = 12, tubularSegments = 48, arc = Math.PI * 2 ) {
  27122. super();
  27123. this.type = 'TorusGeometry';
  27124. /**
  27125. * Holds the constructor parameters that have been
  27126. * used to generate the geometry. Any modification
  27127. * after instantiation does not change the geometry.
  27128. *
  27129. * @type {Object}
  27130. */
  27131. this.parameters = {
  27132. radius: radius,
  27133. tube: tube,
  27134. radialSegments: radialSegments,
  27135. tubularSegments: tubularSegments,
  27136. arc: arc
  27137. };
  27138. radialSegments = Math.floor( radialSegments );
  27139. tubularSegments = Math.floor( tubularSegments );
  27140. // buffers
  27141. const indices = [];
  27142. const vertices = [];
  27143. const normals = [];
  27144. const uvs = [];
  27145. // helper variables
  27146. const center = new Vector3();
  27147. const vertex = new Vector3();
  27148. const normal = new Vector3();
  27149. // generate vertices, normals and uvs
  27150. for ( let j = 0; j <= radialSegments; j ++ ) {
  27151. for ( let i = 0; i <= tubularSegments; i ++ ) {
  27152. const u = i / tubularSegments * arc;
  27153. const v = j / radialSegments * Math.PI * 2;
  27154. // vertex
  27155. vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );
  27156. vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );
  27157. vertex.z = tube * Math.sin( v );
  27158. vertices.push( vertex.x, vertex.y, vertex.z );
  27159. // normal
  27160. center.x = radius * Math.cos( u );
  27161. center.y = radius * Math.sin( u );
  27162. normal.subVectors( vertex, center ).normalize();
  27163. normals.push( normal.x, normal.y, normal.z );
  27164. // uv
  27165. uvs.push( i / tubularSegments );
  27166. uvs.push( j / radialSegments );
  27167. }
  27168. }
  27169. // generate indices
  27170. for ( let j = 1; j <= radialSegments; j ++ ) {
  27171. for ( let i = 1; i <= tubularSegments; i ++ ) {
  27172. // indices
  27173. const a = ( tubularSegments + 1 ) * j + i - 1;
  27174. const b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1;
  27175. const c = ( tubularSegments + 1 ) * ( j - 1 ) + i;
  27176. const d = ( tubularSegments + 1 ) * j + i;
  27177. // faces
  27178. indices.push( a, b, d );
  27179. indices.push( b, c, d );
  27180. }
  27181. }
  27182. // build geometry
  27183. this.setIndex( indices );
  27184. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27185. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  27186. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  27187. }
  27188. copy( source ) {
  27189. super.copy( source );
  27190. this.parameters = Object.assign( {}, source.parameters );
  27191. return this;
  27192. }
  27193. /**
  27194. * Factory method for creating an instance of this class from the given
  27195. * JSON object.
  27196. *
  27197. * @param {Object} data - A JSON object representing the serialized geometry.
  27198. * @return {TorusGeometry} A new instance.
  27199. */
  27200. static fromJSON( data ) {
  27201. return new TorusGeometry( data.radius, data.tube, data.radialSegments, data.tubularSegments, data.arc );
  27202. }
  27203. }
  27204. /**
  27205. * Creates a torus knot, the particular shape of which is defined by a pair
  27206. * of coprime integers, p and q. If p and q are not coprime, the result will
  27207. * be a torus link.
  27208. *
  27209. * ```js
  27210. * const geometry = new THREE.TorusKnotGeometry( 10, 3, 100, 16 );
  27211. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  27212. * const torusKnot = new THREE.Mesh( geometry, material );
  27213. * scene.add( torusKnot );
  27214. * ```
  27215. *
  27216. * @augments BufferGeometry
  27217. * @demo scenes/geometry-browser.html#TorusKnotGeometry
  27218. */
  27219. class TorusKnotGeometry extends BufferGeometry {
  27220. /**
  27221. * Constructs a new torus knot geometry.
  27222. *
  27223. * @param {number} [radius=1] - Radius of the torus knot.
  27224. * @param {number} [tube=0.4] - Radius of the tube.
  27225. * @param {number} [tubularSegments=64] - The number of tubular segments.
  27226. * @param {number} [radialSegments=8] - The number of radial segments.
  27227. * @param {number} [p=2] - This value determines, how many times the geometry winds around its axis of rotational symmetry.
  27228. * @param {number} [q=3] - This value determines, how many times the geometry winds around a circle in the interior of the torus.
  27229. */
  27230. constructor( radius = 1, tube = 0.4, tubularSegments = 64, radialSegments = 8, p = 2, q = 3 ) {
  27231. super();
  27232. this.type = 'TorusKnotGeometry';
  27233. /**
  27234. * Holds the constructor parameters that have been
  27235. * used to generate the geometry. Any modification
  27236. * after instantiation does not change the geometry.
  27237. *
  27238. * @type {Object}
  27239. */
  27240. this.parameters = {
  27241. radius: radius,
  27242. tube: tube,
  27243. tubularSegments: tubularSegments,
  27244. radialSegments: radialSegments,
  27245. p: p,
  27246. q: q
  27247. };
  27248. tubularSegments = Math.floor( tubularSegments );
  27249. radialSegments = Math.floor( radialSegments );
  27250. // buffers
  27251. const indices = [];
  27252. const vertices = [];
  27253. const normals = [];
  27254. const uvs = [];
  27255. // helper variables
  27256. const vertex = new Vector3();
  27257. const normal = new Vector3();
  27258. const P1 = new Vector3();
  27259. const P2 = new Vector3();
  27260. const B = new Vector3();
  27261. const T = new Vector3();
  27262. const N = new Vector3();
  27263. // generate vertices, normals and uvs
  27264. for ( let i = 0; i <= tubularSegments; ++ i ) {
  27265. // the radian "u" is used to calculate the position on the torus curve of the current tubular segment
  27266. const u = i / tubularSegments * p * Math.PI * 2;
  27267. // now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead.
  27268. // these points are used to create a special "coordinate space", which is necessary to calculate the correct vertex positions
  27269. calculatePositionOnCurve( u, p, q, radius, P1 );
  27270. calculatePositionOnCurve( u + 0.01, p, q, radius, P2 );
  27271. // calculate orthonormal basis
  27272. T.subVectors( P2, P1 );
  27273. N.addVectors( P2, P1 );
  27274. B.crossVectors( T, N );
  27275. N.crossVectors( B, T );
  27276. // normalize B, N. T can be ignored, we don't use it
  27277. B.normalize();
  27278. N.normalize();
  27279. for ( let j = 0; j <= radialSegments; ++ j ) {
  27280. // now calculate the vertices. they are nothing more than an extrusion of the torus curve.
  27281. // because we extrude a shape in the xy-plane, there is no need to calculate a z-value.
  27282. const v = j / radialSegments * Math.PI * 2;
  27283. const cx = - tube * Math.cos( v );
  27284. const cy = tube * Math.sin( v );
  27285. // now calculate the final vertex position.
  27286. // first we orient the extrusion with our basis vectors, then we add it to the current position on the curve
  27287. vertex.x = P1.x + ( cx * N.x + cy * B.x );
  27288. vertex.y = P1.y + ( cx * N.y + cy * B.y );
  27289. vertex.z = P1.z + ( cx * N.z + cy * B.z );
  27290. vertices.push( vertex.x, vertex.y, vertex.z );
  27291. // normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal)
  27292. normal.subVectors( vertex, P1 ).normalize();
  27293. normals.push( normal.x, normal.y, normal.z );
  27294. // uv
  27295. uvs.push( i / tubularSegments );
  27296. uvs.push( j / radialSegments );
  27297. }
  27298. }
  27299. // generate indices
  27300. for ( let j = 1; j <= tubularSegments; j ++ ) {
  27301. for ( let i = 1; i <= radialSegments; i ++ ) {
  27302. // indices
  27303. const a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  27304. const b = ( radialSegments + 1 ) * j + ( i - 1 );
  27305. const c = ( radialSegments + 1 ) * j + i;
  27306. const d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  27307. // faces
  27308. indices.push( a, b, d );
  27309. indices.push( b, c, d );
  27310. }
  27311. }
  27312. // build geometry
  27313. this.setIndex( indices );
  27314. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27315. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  27316. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  27317. // this function calculates the current position on the torus curve
  27318. function calculatePositionOnCurve( u, p, q, radius, position ) {
  27319. const cu = Math.cos( u );
  27320. const su = Math.sin( u );
  27321. const quOverP = q / p * u;
  27322. const cs = Math.cos( quOverP );
  27323. position.x = radius * ( 2 + cs ) * 0.5 * cu;
  27324. position.y = radius * ( 2 + cs ) * su * 0.5;
  27325. position.z = radius * Math.sin( quOverP ) * 0.5;
  27326. }
  27327. }
  27328. copy( source ) {
  27329. super.copy( source );
  27330. this.parameters = Object.assign( {}, source.parameters );
  27331. return this;
  27332. }
  27333. /**
  27334. * Factory method for creating an instance of this class from the given
  27335. * JSON object.
  27336. *
  27337. * @param {Object} data - A JSON object representing the serialized geometry.
  27338. * @return {TorusKnotGeometry} A new instance.
  27339. */
  27340. static fromJSON( data ) {
  27341. return new TorusKnotGeometry( data.radius, data.tube, data.tubularSegments, data.radialSegments, data.p, data.q );
  27342. }
  27343. }
  27344. /**
  27345. * Creates a tube that extrudes along a 3D curve.
  27346. *
  27347. * ```js
  27348. * class CustomSinCurve extends THREE.Curve {
  27349. *
  27350. * getPoint( t, optionalTarget = new THREE.Vector3() ) {
  27351. *
  27352. * const tx = t * 3 - 1.5;
  27353. * const ty = Math.sin( 2 * Math.PI * t );
  27354. * const tz = 0;
  27355. *
  27356. * return optionalTarget.set( tx, ty, tz );
  27357. * }
  27358. *
  27359. * }
  27360. *
  27361. * const path = new CustomSinCurve( 10 );
  27362. * const geometry = new THREE.TubeGeometry( path, 20, 2, 8, false );
  27363. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
  27364. * const mesh = new THREE.Mesh( geometry, material );
  27365. * scene.add( mesh );
  27366. * ```
  27367. *
  27368. * @augments BufferGeometry
  27369. * @demo scenes/geometry-browser.html#TubeGeometry
  27370. */
  27371. class TubeGeometry extends BufferGeometry {
  27372. /**
  27373. * Constructs a new tube geometry.
  27374. *
  27375. * @param {Curve} [path=QuadraticBezierCurve3] - A 3D curve defining the path of the tube.
  27376. * @param {number} [tubularSegments=64] - The number of segments that make up the tube.
  27377. * @param {number} [radius=1] -The radius of the tube.
  27378. * @param {number} [radialSegments=8] - The number of segments that make up the cross-section.
  27379. * @param {boolean} [closed=false] - Whether the tube is closed or not.
  27380. */
  27381. 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 ) {
  27382. super();
  27383. this.type = 'TubeGeometry';
  27384. /**
  27385. * Holds the constructor parameters that have been
  27386. * used to generate the geometry. Any modification
  27387. * after instantiation does not change the geometry.
  27388. *
  27389. * @type {Object}
  27390. */
  27391. this.parameters = {
  27392. path: path,
  27393. tubularSegments: tubularSegments,
  27394. radius: radius,
  27395. radialSegments: radialSegments,
  27396. closed: closed
  27397. };
  27398. const frames = path.computeFrenetFrames( tubularSegments, closed );
  27399. // expose internals
  27400. this.tangents = frames.tangents;
  27401. this.normals = frames.normals;
  27402. this.binormals = frames.binormals;
  27403. // helper variables
  27404. const vertex = new Vector3();
  27405. const normal = new Vector3();
  27406. const uv = new Vector2();
  27407. let P = new Vector3();
  27408. // buffer
  27409. const vertices = [];
  27410. const normals = [];
  27411. const uvs = [];
  27412. const indices = [];
  27413. // create buffer data
  27414. generateBufferData();
  27415. // build geometry
  27416. this.setIndex( indices );
  27417. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27418. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  27419. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  27420. // functions
  27421. function generateBufferData() {
  27422. for ( let i = 0; i < tubularSegments; i ++ ) {
  27423. generateSegment( i );
  27424. }
  27425. // if the geometry is not closed, generate the last row of vertices and normals
  27426. // at the regular position on the given path
  27427. //
  27428. // if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ)
  27429. generateSegment( ( closed === false ) ? tubularSegments : 0 );
  27430. // uvs are generated in a separate function.
  27431. // this makes it easy compute correct values for closed geometries
  27432. generateUVs();
  27433. // finally create faces
  27434. generateIndices();
  27435. }
  27436. function generateSegment( i ) {
  27437. // we use getPointAt to sample evenly distributed points from the given path
  27438. P = path.getPointAt( i / tubularSegments, P );
  27439. // retrieve corresponding normal and binormal
  27440. const N = frames.normals[ i ];
  27441. const B = frames.binormals[ i ];
  27442. // generate normals and vertices for the current segment
  27443. for ( let j = 0; j <= radialSegments; j ++ ) {
  27444. const v = j / radialSegments * Math.PI * 2;
  27445. const sin = Math.sin( v );
  27446. const cos = - Math.cos( v );
  27447. // normal
  27448. normal.x = ( cos * N.x + sin * B.x );
  27449. normal.y = ( cos * N.y + sin * B.y );
  27450. normal.z = ( cos * N.z + sin * B.z );
  27451. normal.normalize();
  27452. normals.push( normal.x, normal.y, normal.z );
  27453. // vertex
  27454. vertex.x = P.x + radius * normal.x;
  27455. vertex.y = P.y + radius * normal.y;
  27456. vertex.z = P.z + radius * normal.z;
  27457. vertices.push( vertex.x, vertex.y, vertex.z );
  27458. }
  27459. }
  27460. function generateIndices() {
  27461. for ( let j = 1; j <= tubularSegments; j ++ ) {
  27462. for ( let i = 1; i <= radialSegments; i ++ ) {
  27463. const a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  27464. const b = ( radialSegments + 1 ) * j + ( i - 1 );
  27465. const c = ( radialSegments + 1 ) * j + i;
  27466. const d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  27467. // faces
  27468. indices.push( a, b, d );
  27469. indices.push( b, c, d );
  27470. }
  27471. }
  27472. }
  27473. function generateUVs() {
  27474. for ( let i = 0; i <= tubularSegments; i ++ ) {
  27475. for ( let j = 0; j <= radialSegments; j ++ ) {
  27476. uv.x = i / tubularSegments;
  27477. uv.y = j / radialSegments;
  27478. uvs.push( uv.x, uv.y );
  27479. }
  27480. }
  27481. }
  27482. }
  27483. copy( source ) {
  27484. super.copy( source );
  27485. this.parameters = Object.assign( {}, source.parameters );
  27486. return this;
  27487. }
  27488. toJSON() {
  27489. const data = super.toJSON();
  27490. data.path = this.parameters.path.toJSON();
  27491. return data;
  27492. }
  27493. /**
  27494. * Factory method for creating an instance of this class from the given
  27495. * JSON object.
  27496. *
  27497. * @param {Object} data - A JSON object representing the serialized geometry.
  27498. * @return {TubeGeometry} A new instance.
  27499. */
  27500. static fromJSON( data ) {
  27501. // This only works for built-in curves (e.g. CatmullRomCurve3).
  27502. // User defined curves or instances of CurvePath will not be deserialized.
  27503. return new TubeGeometry(
  27504. new Curves[ data.path.type ]().fromJSON( data.path ),
  27505. data.tubularSegments,
  27506. data.radius,
  27507. data.radialSegments,
  27508. data.closed
  27509. );
  27510. }
  27511. }
  27512. /**
  27513. * Can be used as a helper object to visualize a geometry as a wireframe.
  27514. *
  27515. * ```js
  27516. * const geometry = new THREE.SphereGeometry();
  27517. *
  27518. * const wireframe = new THREE.WireframeGeometry( geometry );
  27519. *
  27520. * const line = new THREE.LineSegments( wireframe );
  27521. * line.material.depthWrite = false;
  27522. * line.material.opacity = 0.25;
  27523. * line.material.transparent = true;
  27524. *
  27525. * scene.add( line );
  27526. * ```
  27527. *
  27528. * Note: It is not yet possible to serialize/deserialize instances of this class.
  27529. *
  27530. * @augments BufferGeometry
  27531. */
  27532. class WireframeGeometry extends BufferGeometry {
  27533. /**
  27534. * Constructs a new wireframe geometry.
  27535. *
  27536. * @param {?BufferGeometry} [geometry=null] - The geometry.
  27537. */
  27538. constructor( geometry = null ) {
  27539. super();
  27540. this.type = 'WireframeGeometry';
  27541. /**
  27542. * Holds the constructor parameters that have been
  27543. * used to generate the geometry. Any modification
  27544. * after instantiation does not change the geometry.
  27545. *
  27546. * @type {Object}
  27547. */
  27548. this.parameters = {
  27549. geometry: geometry
  27550. };
  27551. if ( geometry !== null ) {
  27552. // buffer
  27553. const vertices = [];
  27554. const edges = new Set();
  27555. // helper variables
  27556. const start = new Vector3();
  27557. const end = new Vector3();
  27558. if ( geometry.index !== null ) {
  27559. // indexed BufferGeometry
  27560. const position = geometry.attributes.position;
  27561. const indices = geometry.index;
  27562. let groups = geometry.groups;
  27563. if ( groups.length === 0 ) {
  27564. groups = [ { start: 0, count: indices.count, materialIndex: 0 } ];
  27565. }
  27566. // create a data structure that contains all edges without duplicates
  27567. for ( let o = 0, ol = groups.length; o < ol; ++ o ) {
  27568. const group = groups[ o ];
  27569. const groupStart = group.start;
  27570. const groupCount = group.count;
  27571. for ( let i = groupStart, l = ( groupStart + groupCount ); i < l; i += 3 ) {
  27572. for ( let j = 0; j < 3; j ++ ) {
  27573. const index1 = indices.getX( i + j );
  27574. const index2 = indices.getX( i + ( j + 1 ) % 3 );
  27575. start.fromBufferAttribute( position, index1 );
  27576. end.fromBufferAttribute( position, index2 );
  27577. if ( isUniqueEdge( start, end, edges ) === true ) {
  27578. vertices.push( start.x, start.y, start.z );
  27579. vertices.push( end.x, end.y, end.z );
  27580. }
  27581. }
  27582. }
  27583. }
  27584. } else {
  27585. // non-indexed BufferGeometry
  27586. const position = geometry.attributes.position;
  27587. for ( let i = 0, l = ( position.count / 3 ); i < l; i ++ ) {
  27588. for ( let j = 0; j < 3; j ++ ) {
  27589. // three edges per triangle, an edge is represented as (index1, index2)
  27590. // e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)
  27591. const index1 = 3 * i + j;
  27592. const index2 = 3 * i + ( ( j + 1 ) % 3 );
  27593. start.fromBufferAttribute( position, index1 );
  27594. end.fromBufferAttribute( position, index2 );
  27595. if ( isUniqueEdge( start, end, edges ) === true ) {
  27596. vertices.push( start.x, start.y, start.z );
  27597. vertices.push( end.x, end.y, end.z );
  27598. }
  27599. }
  27600. }
  27601. }
  27602. // build geometry
  27603. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27604. }
  27605. }
  27606. copy( source ) {
  27607. super.copy( source );
  27608. this.parameters = Object.assign( {}, source.parameters );
  27609. return this;
  27610. }
  27611. }
  27612. function isUniqueEdge( start, end, edges ) {
  27613. const hash1 = `${start.x},${start.y},${start.z}-${end.x},${end.y},${end.z}`;
  27614. const hash2 = `${end.x},${end.y},${end.z}-${start.x},${start.y},${start.z}`; // coincident edge
  27615. if ( edges.has( hash1 ) === true || edges.has( hash2 ) === true ) {
  27616. return false;
  27617. } else {
  27618. edges.add( hash1 );
  27619. edges.add( hash2 );
  27620. return true;
  27621. }
  27622. }
  27623. var Geometries = /*#__PURE__*/Object.freeze({
  27624. __proto__: null,
  27625. BoxGeometry: BoxGeometry,
  27626. CapsuleGeometry: CapsuleGeometry,
  27627. CircleGeometry: CircleGeometry,
  27628. ConeGeometry: ConeGeometry,
  27629. CylinderGeometry: CylinderGeometry,
  27630. DodecahedronGeometry: DodecahedronGeometry,
  27631. EdgesGeometry: EdgesGeometry,
  27632. ExtrudeGeometry: ExtrudeGeometry,
  27633. IcosahedronGeometry: IcosahedronGeometry,
  27634. LatheGeometry: LatheGeometry,
  27635. OctahedronGeometry: OctahedronGeometry,
  27636. PlaneGeometry: PlaneGeometry,
  27637. PolyhedronGeometry: PolyhedronGeometry,
  27638. RingGeometry: RingGeometry,
  27639. ShapeGeometry: ShapeGeometry,
  27640. SphereGeometry: SphereGeometry,
  27641. TetrahedronGeometry: TetrahedronGeometry,
  27642. TorusGeometry: TorusGeometry,
  27643. TorusKnotGeometry: TorusKnotGeometry,
  27644. TubeGeometry: TubeGeometry,
  27645. WireframeGeometry: WireframeGeometry
  27646. });
  27647. /**
  27648. * This material can receive shadows, but otherwise is completely transparent.
  27649. *
  27650. * ```js
  27651. * const geometry = new THREE.PlaneGeometry( 2000, 2000 );
  27652. * geometry.rotateX( - Math.PI / 2 );
  27653. *
  27654. * const material = new THREE.ShadowMaterial();
  27655. * material.opacity = 0.2;
  27656. *
  27657. * const plane = new THREE.Mesh( geometry, material );
  27658. * plane.position.y = -200;
  27659. * plane.receiveShadow = true;
  27660. * scene.add( plane );
  27661. * ```
  27662. *
  27663. * @augments Material
  27664. */
  27665. class ShadowMaterial extends Material {
  27666. /**
  27667. * Constructs a new shadow material.
  27668. *
  27669. * @param {Object} [parameters] - An object with one or more properties
  27670. * defining the material's appearance. Any property of the material
  27671. * (including any property from inherited materials) can be passed
  27672. * in here. Color values can be passed any type of value accepted
  27673. * by {@link Color#set}.
  27674. */
  27675. constructor( parameters ) {
  27676. super();
  27677. /**
  27678. * This flag can be used for type testing.
  27679. *
  27680. * @type {boolean}
  27681. * @readonly
  27682. * @default true
  27683. */
  27684. this.isShadowMaterial = true;
  27685. this.type = 'ShadowMaterial';
  27686. /**
  27687. * Color of the material.
  27688. *
  27689. * @type {Color}
  27690. * @default (0,0,0)
  27691. */
  27692. this.color = new Color( 0x000000 );
  27693. /**
  27694. * Overwritten since shadow materials are transparent
  27695. * by default.
  27696. *
  27697. * @type {boolean}
  27698. * @default true
  27699. */
  27700. this.transparent = true;
  27701. /**
  27702. * Whether the material is affected by fog or not.
  27703. *
  27704. * @type {boolean}
  27705. * @default true
  27706. */
  27707. this.fog = true;
  27708. this.setValues( parameters );
  27709. }
  27710. copy( source ) {
  27711. super.copy( source );
  27712. this.color.copy( source.color );
  27713. this.fog = source.fog;
  27714. return this;
  27715. }
  27716. }
  27717. /**
  27718. * This class works just like {@link ShaderMaterial}, except that definitions
  27719. * of built-in uniforms and attributes are not automatically prepended to the
  27720. * GLSL shader code.
  27721. *
  27722. * `RawShaderMaterial` can only be used with {@link WebGLRenderer}.
  27723. *
  27724. * @augments ShaderMaterial
  27725. */
  27726. class RawShaderMaterial extends ShaderMaterial {
  27727. /**
  27728. * Constructs a new raw shader material.
  27729. *
  27730. * @param {Object} [parameters] - An object with one or more properties
  27731. * defining the material's appearance. Any property of the material
  27732. * (including any property from inherited materials) can be passed
  27733. * in here. Color values can be passed any type of value accepted
  27734. * by {@link Color#set}.
  27735. */
  27736. constructor( parameters ) {
  27737. super( parameters );
  27738. /**
  27739. * This flag can be used for type testing.
  27740. *
  27741. * @type {boolean}
  27742. * @readonly
  27743. * @default true
  27744. */
  27745. this.isRawShaderMaterial = true;
  27746. this.type = 'RawShaderMaterial';
  27747. }
  27748. }
  27749. /**
  27750. * A standard physically based material, using Metallic-Roughness workflow.
  27751. *
  27752. * Physically based rendering (PBR) has recently become the standard in many
  27753. * 3D applications, such as [Unity](https://blogs.unity3d.com/2014/10/29/physically-based-shading-in-unity-5-a-primer/),
  27754. * [Unreal](https://docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/PhysicallyBased/) and
  27755. * [3D Studio Max](http://area.autodesk.com/blogs/the-3ds-max-blog/what039s-new-for-rendering-in-3ds-max-2017).
  27756. *
  27757. * This approach differs from older approaches in that instead of using
  27758. * approximations for the way in which light interacts with a surface, a
  27759. * physically correct model is used. The idea is that, instead of tweaking
  27760. * materials to look good under specific lighting, a material can be created
  27761. * that will react 'correctly' under all lighting scenarios.
  27762. *
  27763. * In practice this gives a more accurate and realistic looking result than
  27764. * the {@link MeshLambertMaterial} or {@link MeshPhongMaterial}, at the cost of
  27765. * being somewhat more computationally expensive. `MeshStandardMaterial` uses per-fragment
  27766. * shading.
  27767. *
  27768. * Note that for best results you should always specify an environment map when using this material.
  27769. *
  27770. * For a non-technical introduction to the concept of PBR and how to set up a
  27771. * PBR material, check out these articles by the people at [marmoset](https://www.marmoset.co):
  27772. *
  27773. * - [Basic Theory of Physically Based Rendering](https://www.marmoset.co/posts/basic-theory-of-physically-based-rendering/)
  27774. * - [Physically Based Rendering and You Can Too](https://www.marmoset.co/posts/physically-based-rendering-and-you-can-too/)
  27775. *
  27776. * Technical details of the approach used in three.js (and most other PBR systems) can be found is this
  27777. * [paper from Disney](https://media.disneyanimation.com/uploads/production/publication_asset/48/asset/s2012_pbs_disney_brdf_notes_v3.pdf)
  27778. * (pdf), by Brent Burley.
  27779. *
  27780. * @augments Material
  27781. * @demo scenes/material-browser.html#MeshStandardMaterial
  27782. */
  27783. class MeshStandardMaterial extends Material {
  27784. /**
  27785. * Constructs a new mesh standard material.
  27786. *
  27787. * @param {Object} [parameters] - An object with one or more properties
  27788. * defining the material's appearance. Any property of the material
  27789. * (including any property from inherited materials) can be passed
  27790. * in here. Color values can be passed any type of value accepted
  27791. * by {@link Color#set}.
  27792. */
  27793. constructor( parameters ) {
  27794. super();
  27795. /**
  27796. * This flag can be used for type testing.
  27797. *
  27798. * @type {boolean}
  27799. * @readonly
  27800. * @default true
  27801. */
  27802. this.isMeshStandardMaterial = true;
  27803. this.type = 'MeshStandardMaterial';
  27804. this.defines = { 'STANDARD': '' };
  27805. /**
  27806. * Color of the material.
  27807. *
  27808. * @type {Color}
  27809. * @default (1,1,1)
  27810. */
  27811. this.color = new Color( 0xffffff ); // diffuse
  27812. /**
  27813. * How rough the material appears. `0.0` means a smooth mirror reflection, `1.0`
  27814. * means fully diffuse. If `roughnessMap` is also provided,
  27815. * both values are multiplied.
  27816. *
  27817. * @type {number}
  27818. * @default 1
  27819. */
  27820. this.roughness = 1.0;
  27821. /**
  27822. * How much the material is like a metal. Non-metallic materials such as wood
  27823. * or stone use `0.0`, metallic use `1.0`, with nothing (usually) in between.
  27824. * A value between `0.0` and `1.0` could be used for a rusty metal look.
  27825. * If `metalnessMap` is also provided, both values are multiplied.
  27826. *
  27827. * @type {number}
  27828. * @default 0
  27829. */
  27830. this.metalness = 0.0;
  27831. /**
  27832. * The color map. May optionally include an alpha channel, typically combined
  27833. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  27834. * color is modulated by the diffuse `color`.
  27835. *
  27836. * @type {?Texture}
  27837. * @default null
  27838. */
  27839. this.map = null;
  27840. /**
  27841. * The light map. Requires a second set of UVs.
  27842. *
  27843. * @type {?Texture}
  27844. * @default null
  27845. */
  27846. this.lightMap = null;
  27847. /**
  27848. * Intensity of the baked light.
  27849. *
  27850. * @type {number}
  27851. * @default 1
  27852. */
  27853. this.lightMapIntensity = 1.0;
  27854. /**
  27855. * The red channel of this texture is used as the ambient occlusion map.
  27856. * Requires a second set of UVs.
  27857. *
  27858. * @type {?Texture}
  27859. * @default null
  27860. */
  27861. this.aoMap = null;
  27862. /**
  27863. * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0`
  27864. * disables ambient occlusion. Where intensity is `1` and the AO map's
  27865. * red channel is also `1`, ambient light is fully occluded on a surface.
  27866. *
  27867. * @type {number}
  27868. * @default 1
  27869. */
  27870. this.aoMapIntensity = 1.0;
  27871. /**
  27872. * Emissive (light) color of the material, essentially a solid color
  27873. * unaffected by other lighting.
  27874. *
  27875. * @type {Color}
  27876. * @default (0,0,0)
  27877. */
  27878. this.emissive = new Color( 0x000000 );
  27879. /**
  27880. * Intensity of the emissive light. Modulates the emissive color.
  27881. *
  27882. * @type {number}
  27883. * @default 1
  27884. */
  27885. this.emissiveIntensity = 1.0;
  27886. /**
  27887. * Set emissive (glow) map. The emissive map color is modulated by the
  27888. * emissive color and the emissive intensity. If you have an emissive map,
  27889. * be sure to set the emissive color to something other than black.
  27890. *
  27891. * @type {?Texture}
  27892. * @default null
  27893. */
  27894. this.emissiveMap = null;
  27895. /**
  27896. * The texture to create a bump map. The black and white values map to the
  27897. * perceived depth in relation to the lights. Bump doesn't actually affect
  27898. * the geometry of the object, only the lighting. If a normal map is defined
  27899. * this will be ignored.
  27900. *
  27901. * @type {?Texture}
  27902. * @default null
  27903. */
  27904. this.bumpMap = null;
  27905. /**
  27906. * How much the bump map affects the material. Typical range is `[0,1]`.
  27907. *
  27908. * @type {number}
  27909. * @default 1
  27910. */
  27911. this.bumpScale = 1;
  27912. /**
  27913. * The texture to create a normal map. The RGB values affect the surface
  27914. * normal for each pixel fragment and change the way the color is lit. Normal
  27915. * maps do not change the actual shape of the surface, only the lighting. In
  27916. * case the material has a normal map authored using the left handed
  27917. * convention, the `y` component of `normalScale` should be negated to compensate
  27918. * for the different handedness.
  27919. *
  27920. * @type {?Texture}
  27921. * @default null
  27922. */
  27923. this.normalMap = null;
  27924. /**
  27925. * The type of normal map.
  27926. *
  27927. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  27928. * @default TangentSpaceNormalMap
  27929. */
  27930. this.normalMapType = TangentSpaceNormalMap;
  27931. /**
  27932. * How much the normal map affects the material. Typical value range is `[0,1]`.
  27933. *
  27934. * @type {Vector2}
  27935. * @default (1,1)
  27936. */
  27937. this.normalScale = new Vector2( 1, 1 );
  27938. /**
  27939. * The displacement map affects the position of the mesh's vertices. Unlike
  27940. * other maps which only affect the light and shade of the material the
  27941. * displaced vertices can cast shadows, block other objects, and otherwise
  27942. * act as real geometry. The displacement texture is an image where the value
  27943. * of each pixel (white being the highest) is mapped against, and
  27944. * repositions, the vertices of the mesh.
  27945. *
  27946. * @type {?Texture}
  27947. * @default null
  27948. */
  27949. this.displacementMap = null;
  27950. /**
  27951. * How much the displacement map affects the mesh (where black is no
  27952. * displacement, and white is maximum displacement). Without a displacement
  27953. * map set, this value is not applied.
  27954. *
  27955. * @type {number}
  27956. * @default 0
  27957. */
  27958. this.displacementScale = 1;
  27959. /**
  27960. * The offset of the displacement map's values on the mesh's vertices.
  27961. * The bias is added to the scaled sample of the displacement map.
  27962. * Without a displacement map set, this value is not applied.
  27963. *
  27964. * @type {number}
  27965. * @default 0
  27966. */
  27967. this.displacementBias = 0;
  27968. /**
  27969. * The green channel of this texture is used to alter the roughness of the
  27970. * material.
  27971. *
  27972. * @type {?Texture}
  27973. * @default null
  27974. */
  27975. this.roughnessMap = null;
  27976. /**
  27977. * The blue channel of this texture is used to alter the metalness of the
  27978. * material.
  27979. *
  27980. * @type {?Texture}
  27981. * @default null
  27982. */
  27983. this.metalnessMap = null;
  27984. /**
  27985. * The alpha map is a grayscale texture that controls the opacity across the
  27986. * surface (black: fully transparent; white: fully opaque).
  27987. *
  27988. * Only the color of the texture is used, ignoring the alpha channel if one
  27989. * exists. For RGB and RGBA textures, the renderer will use the green channel
  27990. * when sampling this texture due to the extra bit of precision provided for
  27991. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  27992. * luminance/alpha textures will also still work as expected.
  27993. *
  27994. * @type {?Texture}
  27995. * @default null
  27996. */
  27997. this.alphaMap = null;
  27998. /**
  27999. * The environment map. To ensure a physically correct rendering, environment maps
  28000. * are internally pre-processed with {@link PMREMGenerator}.
  28001. *
  28002. * @type {?Texture}
  28003. * @default null
  28004. */
  28005. this.envMap = null;
  28006. /**
  28007. * The rotation of the environment map in radians.
  28008. *
  28009. * @type {Euler}
  28010. * @default (0,0,0)
  28011. */
  28012. this.envMapRotation = new Euler();
  28013. /**
  28014. * Scales the effect of the environment map by multiplying its color.
  28015. *
  28016. * @type {number}
  28017. * @default 1
  28018. */
  28019. this.envMapIntensity = 1.0;
  28020. /**
  28021. * Renders the geometry as a wireframe.
  28022. *
  28023. * @type {boolean}
  28024. * @default false
  28025. */
  28026. this.wireframe = false;
  28027. /**
  28028. * Controls the thickness of the wireframe.
  28029. *
  28030. * Can only be used with {@link SVGRenderer}.
  28031. *
  28032. * @type {number}
  28033. * @default 1
  28034. */
  28035. this.wireframeLinewidth = 1;
  28036. /**
  28037. * Defines appearance of wireframe ends.
  28038. *
  28039. * Can only be used with {@link SVGRenderer}.
  28040. *
  28041. * @type {('round'|'bevel'|'miter')}
  28042. * @default 'round'
  28043. */
  28044. this.wireframeLinecap = 'round';
  28045. /**
  28046. * Defines appearance of wireframe joints.
  28047. *
  28048. * Can only be used with {@link SVGRenderer}.
  28049. *
  28050. * @type {('round'|'bevel'|'miter')}
  28051. * @default 'round'
  28052. */
  28053. this.wireframeLinejoin = 'round';
  28054. /**
  28055. * Whether the material is rendered with flat shading or not.
  28056. *
  28057. * @type {boolean}
  28058. * @default false
  28059. */
  28060. this.flatShading = false;
  28061. /**
  28062. * Whether the material is affected by fog or not.
  28063. *
  28064. * @type {boolean}
  28065. * @default true
  28066. */
  28067. this.fog = true;
  28068. this.setValues( parameters );
  28069. }
  28070. copy( source ) {
  28071. super.copy( source );
  28072. this.defines = { 'STANDARD': '' };
  28073. this.color.copy( source.color );
  28074. this.roughness = source.roughness;
  28075. this.metalness = source.metalness;
  28076. this.map = source.map;
  28077. this.lightMap = source.lightMap;
  28078. this.lightMapIntensity = source.lightMapIntensity;
  28079. this.aoMap = source.aoMap;
  28080. this.aoMapIntensity = source.aoMapIntensity;
  28081. this.emissive.copy( source.emissive );
  28082. this.emissiveMap = source.emissiveMap;
  28083. this.emissiveIntensity = source.emissiveIntensity;
  28084. this.bumpMap = source.bumpMap;
  28085. this.bumpScale = source.bumpScale;
  28086. this.normalMap = source.normalMap;
  28087. this.normalMapType = source.normalMapType;
  28088. this.normalScale.copy( source.normalScale );
  28089. this.displacementMap = source.displacementMap;
  28090. this.displacementScale = source.displacementScale;
  28091. this.displacementBias = source.displacementBias;
  28092. this.roughnessMap = source.roughnessMap;
  28093. this.metalnessMap = source.metalnessMap;
  28094. this.alphaMap = source.alphaMap;
  28095. this.envMap = source.envMap;
  28096. this.envMapRotation.copy( source.envMapRotation );
  28097. this.envMapIntensity = source.envMapIntensity;
  28098. this.wireframe = source.wireframe;
  28099. this.wireframeLinewidth = source.wireframeLinewidth;
  28100. this.wireframeLinecap = source.wireframeLinecap;
  28101. this.wireframeLinejoin = source.wireframeLinejoin;
  28102. this.flatShading = source.flatShading;
  28103. this.fog = source.fog;
  28104. return this;
  28105. }
  28106. }
  28107. /**
  28108. * An extension of the {@link MeshStandardMaterial}, providing more advanced
  28109. * physically-based rendering properties:
  28110. *
  28111. * - Anisotropy: Ability to represent the anisotropic property of materials
  28112. * as observable with brushed metals.
  28113. * - Clearcoat: Some materials — like car paints, carbon fiber, and wet surfaces — require
  28114. * a clear, reflective layer on top of another layer that may be irregular or rough.
  28115. * Clearcoat approximates this effect, without the need for a separate transparent surface.
  28116. * - Iridescence: Allows to render the effect where hue varies depending on the viewing
  28117. * angle and illumination angle. This can be seen on soap bubbles, oil films, or on the
  28118. * wings of many insects.
  28119. * - Physically-based transparency: One limitation of {@link Material#opacity} is that highly
  28120. * transparent materials are less reflective. Physically-based transmission provides a more
  28121. * realistic option for thin, transparent surfaces like glass.
  28122. * - Advanced reflectivity: More flexible reflectivity for non-metallic materials.
  28123. * - Sheen: Can be used for representing cloth and fabric materials.
  28124. *
  28125. * As a result of these complex shading features, `MeshPhysicalMaterial` has a
  28126. * higher performance cost, per pixel, than other three.js materials. Most
  28127. * effects are disabled by default, and add cost as they are enabled. For
  28128. * best results, always specify an environment map when using this material.
  28129. *
  28130. * @augments MeshStandardMaterial
  28131. * @demo scenes/material-browser.html#MeshPhysicalMaterial
  28132. */
  28133. class MeshPhysicalMaterial extends MeshStandardMaterial {
  28134. /**
  28135. * Constructs a new mesh physical material.
  28136. *
  28137. * @param {Object} [parameters] - An object with one or more properties
  28138. * defining the material's appearance. Any property of the material
  28139. * (including any property from inherited materials) can be passed
  28140. * in here. Color values can be passed any type of value accepted
  28141. * by {@link Color#set}.
  28142. */
  28143. constructor( parameters ) {
  28144. super();
  28145. /**
  28146. * This flag can be used for type testing.
  28147. *
  28148. * @type {boolean}
  28149. * @readonly
  28150. * @default true
  28151. */
  28152. this.isMeshPhysicalMaterial = true;
  28153. this.defines = {
  28154. 'STANDARD': '',
  28155. 'PHYSICAL': ''
  28156. };
  28157. this.type = 'MeshPhysicalMaterial';
  28158. /**
  28159. * The rotation of the anisotropy in tangent, bitangent space, measured in radians
  28160. * counter-clockwise from the tangent. When `anisotropyMap` is present, this
  28161. * property provides additional rotation to the vectors in the texture.
  28162. *
  28163. * @type {number}
  28164. * @default 1
  28165. */
  28166. this.anisotropyRotation = 0;
  28167. /**
  28168. * Red and green channels represent the anisotropy direction in `[-1, 1]` tangent,
  28169. * bitangent space, to be rotated by `anisotropyRotation`. The blue channel
  28170. * contains strength as `[0, 1]` to be multiplied by `anisotropy`.
  28171. *
  28172. * @type {?Texture}
  28173. * @default null
  28174. */
  28175. this.anisotropyMap = null;
  28176. /**
  28177. * The red channel of this texture is multiplied against `clearcoat`,
  28178. * for per-pixel control over a coating's intensity.
  28179. *
  28180. * @type {?Texture}
  28181. * @default null
  28182. */
  28183. this.clearcoatMap = null;
  28184. /**
  28185. * Roughness of the clear coat layer, from `0.0` to `1.0`.
  28186. *
  28187. * @type {number}
  28188. * @default 0
  28189. */
  28190. this.clearcoatRoughness = 0.0;
  28191. /**
  28192. * The green channel of this texture is multiplied against
  28193. * `clearcoatRoughness`, for per-pixel control over a coating's roughness.
  28194. *
  28195. * @type {?Texture}
  28196. * @default null
  28197. */
  28198. this.clearcoatRoughnessMap = null;
  28199. /**
  28200. * How much `clearcoatNormalMap` affects the clear coat layer, from
  28201. * `(0,0)` to `(1,1)`.
  28202. *
  28203. * @type {Vector2}
  28204. * @default (1,1)
  28205. */
  28206. this.clearcoatNormalScale = new Vector2( 1, 1 );
  28207. /**
  28208. * Can be used to enable independent normals for the clear coat layer.
  28209. *
  28210. * @type {?Texture}
  28211. * @default null
  28212. */
  28213. this.clearcoatNormalMap = null;
  28214. /**
  28215. * Index-of-refraction for non-metallic materials, from `1.0` to `2.333`.
  28216. *
  28217. * @type {number}
  28218. * @default 1.5
  28219. */
  28220. this.ior = 1.5;
  28221. /**
  28222. * Degree of reflectivity, from `0.0` to `1.0`. Default is `0.5`, which
  28223. * corresponds to an index-of-refraction of `1.5`.
  28224. *
  28225. * This models the reflectivity of non-metallic materials. It has no effect
  28226. * when `metalness` is `1.0`
  28227. *
  28228. * @name MeshPhysicalMaterial#reflectivity
  28229. * @type {number}
  28230. * @default 0.5
  28231. */
  28232. Object.defineProperty( this, 'reflectivity', {
  28233. get: function () {
  28234. return ( clamp( 2.5 * ( this.ior - 1 ) / ( this.ior + 1 ), 0, 1 ) );
  28235. },
  28236. set: function ( reflectivity ) {
  28237. this.ior = ( 1 + 0.4 * reflectivity ) / ( 1 - 0.4 * reflectivity );
  28238. }
  28239. } );
  28240. /**
  28241. * The red channel of this texture is multiplied against `iridescence`, for per-pixel
  28242. * control over iridescence.
  28243. *
  28244. * @type {?Texture}
  28245. * @default null
  28246. */
  28247. this.iridescenceMap = null;
  28248. /**
  28249. * Strength of the iridescence RGB color shift effect, represented by an index-of-refraction.
  28250. * Between `1.0` to `2.333`.
  28251. *
  28252. * @type {number}
  28253. * @default 1.3
  28254. */
  28255. this.iridescenceIOR = 1.3;
  28256. /**
  28257. *Array of exactly 2 elements, specifying minimum and maximum thickness of the iridescence layer.
  28258. Thickness of iridescence layer has an equivalent effect of the one `thickness` has on `ior`.
  28259. *
  28260. * @type {Array<number,number>}
  28261. * @default [100,400]
  28262. */
  28263. this.iridescenceThicknessRange = [ 100, 400 ];
  28264. /**
  28265. * A texture that defines the thickness of the iridescence layer, stored in the green channel.
  28266. * Minimum and maximum values of thickness are defined by `iridescenceThicknessRange` array:
  28267. * - `0.0` in the green channel will result in thickness equal to first element of the array.
  28268. * - `1.0` in the green channel will result in thickness equal to second element of the array.
  28269. * - Values in-between will linearly interpolate between the elements of the array.
  28270. *
  28271. * @type {?Texture}
  28272. * @default null
  28273. */
  28274. this.iridescenceThicknessMap = null;
  28275. /**
  28276. * The sheen tint.
  28277. *
  28278. * @type {Color}
  28279. * @default (0,0,0)
  28280. */
  28281. this.sheenColor = new Color( 0x000000 );
  28282. /**
  28283. * The RGB channels of this texture are multiplied against `sheenColor`, for per-pixel control
  28284. * over sheen tint.
  28285. *
  28286. * @type {?Texture}
  28287. * @default null
  28288. */
  28289. this.sheenColorMap = null;
  28290. /**
  28291. * Roughness of the sheen layer, from `0.0` to `1.0`.
  28292. *
  28293. * @type {number}
  28294. * @default 1
  28295. */
  28296. this.sheenRoughness = 1.0;
  28297. /**
  28298. * The alpha channel of this texture is multiplied against `sheenRoughness`, for per-pixel control
  28299. * over sheen roughness.
  28300. *
  28301. * @type {?Texture}
  28302. * @default null
  28303. */
  28304. this.sheenRoughnessMap = null;
  28305. /**
  28306. * The red channel of this texture is multiplied against `transmission`, for per-pixel control over
  28307. * optical transparency.
  28308. *
  28309. * @type {?Texture}
  28310. * @default null
  28311. */
  28312. this.transmissionMap = null;
  28313. /**
  28314. * The thickness of the volume beneath the surface. The value is given in the
  28315. * coordinate space of the mesh. If the value is `0` the material is
  28316. * thin-walled. Otherwise the material is a volume boundary.
  28317. *
  28318. * @type {number}
  28319. * @default 0
  28320. */
  28321. this.thickness = 0;
  28322. /**
  28323. * A texture that defines the thickness, stored in the green channel. This will
  28324. * be multiplied by `thickness`.
  28325. *
  28326. * @type {?Texture}
  28327. * @default null
  28328. */
  28329. this.thicknessMap = null;
  28330. /**
  28331. * Density of the medium given as the average distance that light travels in
  28332. * the medium before interacting with a particle. The value is given in world
  28333. * space units, and must be greater than zero.
  28334. *
  28335. * @type {number}
  28336. * @default Infinity
  28337. */
  28338. this.attenuationDistance = Infinity;
  28339. /**
  28340. * The color that white light turns into due to absorption when reaching the
  28341. * attenuation distance.
  28342. *
  28343. * @type {Color}
  28344. * @default (1,1,1)
  28345. */
  28346. this.attenuationColor = new Color( 1, 1, 1 );
  28347. /**
  28348. * A float that scales the amount of specular reflection for non-metals only.
  28349. * When set to zero, the model is effectively Lambertian. From `0.0` to `1.0`.
  28350. *
  28351. * @type {number}
  28352. * @default 1
  28353. */
  28354. this.specularIntensity = 1.0;
  28355. /**
  28356. * The alpha channel of this texture is multiplied against `specularIntensity`,
  28357. * for per-pixel control over specular intensity.
  28358. *
  28359. * @type {?Texture}
  28360. * @default null
  28361. */
  28362. this.specularIntensityMap = null;
  28363. /**
  28364. * Tints the specular reflection at normal incidence for non-metals only.
  28365. *
  28366. * @type {Color}
  28367. * @default (1,1,1)
  28368. */
  28369. this.specularColor = new Color( 1, 1, 1 );
  28370. /**
  28371. * The RGB channels of this texture are multiplied against `specularColor`,
  28372. * for per-pixel control over specular color.
  28373. *
  28374. * @type {?Texture}
  28375. * @default null
  28376. */
  28377. this.specularColorMap = null;
  28378. this._anisotropy = 0;
  28379. this._clearcoat = 0;
  28380. this._dispersion = 0;
  28381. this._iridescence = 0;
  28382. this._sheen = 0.0;
  28383. this._transmission = 0;
  28384. this.setValues( parameters );
  28385. }
  28386. /**
  28387. * The anisotropy strength, from `0.0` to `1.0`.
  28388. *
  28389. * @type {number}
  28390. * @default 0
  28391. */
  28392. get anisotropy() {
  28393. return this._anisotropy;
  28394. }
  28395. set anisotropy( value ) {
  28396. if ( this._anisotropy > 0 !== value > 0 ) {
  28397. this.version ++;
  28398. }
  28399. this._anisotropy = value;
  28400. }
  28401. /**
  28402. * Represents the intensity of the clear coat layer, from `0.0` to `1.0`. Use
  28403. * clear coat related properties to enable multilayer materials that have a
  28404. * thin translucent layer over the base layer.
  28405. *
  28406. * @type {number}
  28407. * @default 0
  28408. */
  28409. get clearcoat() {
  28410. return this._clearcoat;
  28411. }
  28412. set clearcoat( value ) {
  28413. if ( this._clearcoat > 0 !== value > 0 ) {
  28414. this.version ++;
  28415. }
  28416. this._clearcoat = value;
  28417. }
  28418. /**
  28419. * The intensity of the iridescence layer, simulating RGB color shift based on the angle between
  28420. * the surface and the viewer, from `0.0` to `1.0`.
  28421. *
  28422. * @type {number}
  28423. * @default 0
  28424. */
  28425. get iridescence() {
  28426. return this._iridescence;
  28427. }
  28428. set iridescence( value ) {
  28429. if ( this._iridescence > 0 !== value > 0 ) {
  28430. this.version ++;
  28431. }
  28432. this._iridescence = value;
  28433. }
  28434. /**
  28435. * Defines the strength of the angular separation of colors (chromatic aberration) transmitting
  28436. * through a relatively clear volume. Any value zero or larger is valid, the typical range of
  28437. * realistic values is `[0, 1]`. This property can be only be used with transmissive objects.
  28438. *
  28439. * @type {number}
  28440. * @default 0
  28441. */
  28442. get dispersion() {
  28443. return this._dispersion;
  28444. }
  28445. set dispersion( value ) {
  28446. if ( this._dispersion > 0 !== value > 0 ) {
  28447. this.version ++;
  28448. }
  28449. this._dispersion = value;
  28450. }
  28451. /**
  28452. * The intensity of the sheen layer, from `0.0` to `1.0`.
  28453. *
  28454. * @type {number}
  28455. * @default 0
  28456. */
  28457. get sheen() {
  28458. return this._sheen;
  28459. }
  28460. set sheen( value ) {
  28461. if ( this._sheen > 0 !== value > 0 ) {
  28462. this.version ++;
  28463. }
  28464. this._sheen = value;
  28465. }
  28466. /**
  28467. * Degree of transmission (or optical transparency), from `0.0` to `1.0`.
  28468. *
  28469. * Thin, transparent or semitransparent, plastic or glass materials remain
  28470. * largely reflective even if they are fully transmissive. The transmission
  28471. * property can be used to model these materials.
  28472. *
  28473. * When transmission is non-zero, `opacity` should be set to `1`.
  28474. *
  28475. * @type {number}
  28476. * @default 0
  28477. */
  28478. get transmission() {
  28479. return this._transmission;
  28480. }
  28481. set transmission( value ) {
  28482. if ( this._transmission > 0 !== value > 0 ) {
  28483. this.version ++;
  28484. }
  28485. this._transmission = value;
  28486. }
  28487. copy( source ) {
  28488. super.copy( source );
  28489. this.defines = {
  28490. 'STANDARD': '',
  28491. 'PHYSICAL': ''
  28492. };
  28493. this.anisotropy = source.anisotropy;
  28494. this.anisotropyRotation = source.anisotropyRotation;
  28495. this.anisotropyMap = source.anisotropyMap;
  28496. this.clearcoat = source.clearcoat;
  28497. this.clearcoatMap = source.clearcoatMap;
  28498. this.clearcoatRoughness = source.clearcoatRoughness;
  28499. this.clearcoatRoughnessMap = source.clearcoatRoughnessMap;
  28500. this.clearcoatNormalMap = source.clearcoatNormalMap;
  28501. this.clearcoatNormalScale.copy( source.clearcoatNormalScale );
  28502. this.dispersion = source.dispersion;
  28503. this.ior = source.ior;
  28504. this.iridescence = source.iridescence;
  28505. this.iridescenceMap = source.iridescenceMap;
  28506. this.iridescenceIOR = source.iridescenceIOR;
  28507. this.iridescenceThicknessRange = [ ...source.iridescenceThicknessRange ];
  28508. this.iridescenceThicknessMap = source.iridescenceThicknessMap;
  28509. this.sheen = source.sheen;
  28510. this.sheenColor.copy( source.sheenColor );
  28511. this.sheenColorMap = source.sheenColorMap;
  28512. this.sheenRoughness = source.sheenRoughness;
  28513. this.sheenRoughnessMap = source.sheenRoughnessMap;
  28514. this.transmission = source.transmission;
  28515. this.transmissionMap = source.transmissionMap;
  28516. this.thickness = source.thickness;
  28517. this.thicknessMap = source.thicknessMap;
  28518. this.attenuationDistance = source.attenuationDistance;
  28519. this.attenuationColor.copy( source.attenuationColor );
  28520. this.specularIntensity = source.specularIntensity;
  28521. this.specularIntensityMap = source.specularIntensityMap;
  28522. this.specularColor.copy( source.specularColor );
  28523. this.specularColorMap = source.specularColorMap;
  28524. return this;
  28525. }
  28526. }
  28527. /**
  28528. * A material for shiny surfaces with specular highlights.
  28529. *
  28530. * The material uses a non-physically based [Blinn-Phong](https://en.wikipedia.org/wiki/Blinn-Phong_shading_model)
  28531. * model for calculating reflectance. Unlike the Lambertian model used in the
  28532. * {@link MeshLambertMaterial} this can simulate shiny surfaces with specular
  28533. * highlights (such as varnished wood). `MeshPhongMaterial` uses per-fragment shading.
  28534. *
  28535. * Performance will generally be greater when using this material over the
  28536. * {@link MeshStandardMaterial} or {@link MeshPhysicalMaterial}, at the cost of
  28537. * some graphical accuracy.
  28538. *
  28539. * @augments Material
  28540. * @demo scenes/material-browser.html#MeshPhongMaterial
  28541. */
  28542. class MeshPhongMaterial extends Material {
  28543. /**
  28544. * Constructs a new mesh phong material.
  28545. *
  28546. * @param {Object} [parameters] - An object with one or more properties
  28547. * defining the material's appearance. Any property of the material
  28548. * (including any property from inherited materials) can be passed
  28549. * in here. Color values can be passed any type of value accepted
  28550. * by {@link Color#set}.
  28551. */
  28552. constructor( parameters ) {
  28553. super();
  28554. /**
  28555. * This flag can be used for type testing.
  28556. *
  28557. * @type {boolean}
  28558. * @readonly
  28559. * @default true
  28560. */
  28561. this.isMeshPhongMaterial = true;
  28562. this.type = 'MeshPhongMaterial';
  28563. /**
  28564. * Color of the material.
  28565. *
  28566. * @type {Color}
  28567. * @default (1,1,1)
  28568. */
  28569. this.color = new Color( 0xffffff ); // diffuse
  28570. /**
  28571. * Specular color of the material. The default color is set to `0x111111` (very dark grey)
  28572. *
  28573. * This defines how shiny the material is and the color of its shine.
  28574. *
  28575. * @type {Color}
  28576. */
  28577. this.specular = new Color( 0x111111 );
  28578. /**
  28579. * How shiny the specular highlight is; a higher value gives a sharper highlight.
  28580. *
  28581. * @type {number}
  28582. * @default 30
  28583. */
  28584. this.shininess = 30;
  28585. /**
  28586. * The color map. May optionally include an alpha channel, typically combined
  28587. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  28588. * color is modulated by the diffuse `color`.
  28589. *
  28590. * @type {?Texture}
  28591. * @default null
  28592. */
  28593. this.map = null;
  28594. /**
  28595. * The light map. Requires a second set of UVs.
  28596. *
  28597. * @type {?Texture}
  28598. * @default null
  28599. */
  28600. this.lightMap = null;
  28601. /**
  28602. * Intensity of the baked light.
  28603. *
  28604. * @type {number}
  28605. * @default 1
  28606. */
  28607. this.lightMapIntensity = 1.0;
  28608. /**
  28609. * The red channel of this texture is used as the ambient occlusion map.
  28610. * Requires a second set of UVs.
  28611. *
  28612. * @type {?Texture}
  28613. * @default null
  28614. */
  28615. this.aoMap = null;
  28616. /**
  28617. * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0`
  28618. * disables ambient occlusion. Where intensity is `1` and the AO map's
  28619. * red channel is also `1`, ambient light is fully occluded on a surface.
  28620. *
  28621. * @type {number}
  28622. * @default 1
  28623. */
  28624. this.aoMapIntensity = 1.0;
  28625. /**
  28626. * Emissive (light) color of the material, essentially a solid color
  28627. * unaffected by other lighting.
  28628. *
  28629. * @type {Color}
  28630. * @default (0,0,0)
  28631. */
  28632. this.emissive = new Color( 0x000000 );
  28633. /**
  28634. * Intensity of the emissive light. Modulates the emissive color.
  28635. *
  28636. * @type {number}
  28637. * @default 1
  28638. */
  28639. this.emissiveIntensity = 1.0;
  28640. /**
  28641. * Set emissive (glow) map. The emissive map color is modulated by the
  28642. * emissive color and the emissive intensity. If you have an emissive map,
  28643. * be sure to set the emissive color to something other than black.
  28644. *
  28645. * @type {?Texture}
  28646. * @default null
  28647. */
  28648. this.emissiveMap = null;
  28649. /**
  28650. * The texture to create a bump map. The black and white values map to the
  28651. * perceived depth in relation to the lights. Bump doesn't actually affect
  28652. * the geometry of the object, only the lighting. If a normal map is defined
  28653. * this will be ignored.
  28654. *
  28655. * @type {?Texture}
  28656. * @default null
  28657. */
  28658. this.bumpMap = null;
  28659. /**
  28660. * How much the bump map affects the material. Typical range is `[0,1]`.
  28661. *
  28662. * @type {number}
  28663. * @default 1
  28664. */
  28665. this.bumpScale = 1;
  28666. /**
  28667. * The texture to create a normal map. The RGB values affect the surface
  28668. * normal for each pixel fragment and change the way the color is lit. Normal
  28669. * maps do not change the actual shape of the surface, only the lighting. In
  28670. * case the material has a normal map authored using the left handed
  28671. * convention, the `y` component of `normalScale` should be negated to compensate
  28672. * for the different handedness.
  28673. *
  28674. * @type {?Texture}
  28675. * @default null
  28676. */
  28677. this.normalMap = null;
  28678. /**
  28679. * The type of normal map.
  28680. *
  28681. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  28682. * @default TangentSpaceNormalMap
  28683. */
  28684. this.normalMapType = TangentSpaceNormalMap;
  28685. /**
  28686. * How much the normal map affects the material. Typical value range is `[0,1]`.
  28687. *
  28688. * @type {Vector2}
  28689. * @default (1,1)
  28690. */
  28691. this.normalScale = new Vector2( 1, 1 );
  28692. /**
  28693. * The displacement map affects the position of the mesh's vertices. Unlike
  28694. * other maps which only affect the light and shade of the material the
  28695. * displaced vertices can cast shadows, block other objects, and otherwise
  28696. * act as real geometry. The displacement texture is an image where the value
  28697. * of each pixel (white being the highest) is mapped against, and
  28698. * repositions, the vertices of the mesh.
  28699. *
  28700. * @type {?Texture}
  28701. * @default null
  28702. */
  28703. this.displacementMap = null;
  28704. /**
  28705. * How much the displacement map affects the mesh (where black is no
  28706. * displacement, and white is maximum displacement). Without a displacement
  28707. * map set, this value is not applied.
  28708. *
  28709. * @type {number}
  28710. * @default 0
  28711. */
  28712. this.displacementScale = 1;
  28713. /**
  28714. * The offset of the displacement map's values on the mesh's vertices.
  28715. * The bias is added to the scaled sample of the displacement map.
  28716. * Without a displacement map set, this value is not applied.
  28717. *
  28718. * @type {number}
  28719. * @default 0
  28720. */
  28721. this.displacementBias = 0;
  28722. /**
  28723. * The specular map value affects both how much the specular surface
  28724. * highlight contributes and how much of the environment map affects the
  28725. * surface.
  28726. *
  28727. * @type {?Texture}
  28728. * @default null
  28729. */
  28730. this.specularMap = null;
  28731. /**
  28732. * The alpha map is a grayscale texture that controls the opacity across the
  28733. * surface (black: fully transparent; white: fully opaque).
  28734. *
  28735. * Only the color of the texture is used, ignoring the alpha channel if one
  28736. * exists. For RGB and RGBA textures, the renderer will use the green channel
  28737. * when sampling this texture due to the extra bit of precision provided for
  28738. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  28739. * luminance/alpha textures will also still work as expected.
  28740. *
  28741. * @type {?Texture}
  28742. * @default null
  28743. */
  28744. this.alphaMap = null;
  28745. /**
  28746. * The environment map.
  28747. *
  28748. * @type {?Texture}
  28749. * @default null
  28750. */
  28751. this.envMap = null;
  28752. /**
  28753. * The rotation of the environment map in radians.
  28754. *
  28755. * @type {Euler}
  28756. * @default (0,0,0)
  28757. */
  28758. this.envMapRotation = new Euler();
  28759. /**
  28760. * How to combine the result of the surface's color with the environment map, if any.
  28761. *
  28762. * When set to `MixOperation`, the {@link MeshBasicMaterial#reflectivity} is used to
  28763. * blend between the two colors.
  28764. *
  28765. * @type {(MultiplyOperation|MixOperation|AddOperation)}
  28766. * @default MultiplyOperation
  28767. */
  28768. this.combine = MultiplyOperation;
  28769. /**
  28770. * How much the environment map affects the surface.
  28771. * The valid range is between `0` (no reflections) and `1` (full reflections).
  28772. *
  28773. * @type {number}
  28774. * @default 1
  28775. */
  28776. this.reflectivity = 1;
  28777. /**
  28778. * The index of refraction (IOR) of air (approximately 1) divided by the
  28779. * index of refraction of the material. It is used with environment mapping
  28780. * modes {@link CubeRefractionMapping} and {@link EquirectangularRefractionMapping}.
  28781. * The refraction ratio should not exceed `1`.
  28782. *
  28783. * @type {number}
  28784. * @default 0.98
  28785. */
  28786. this.refractionRatio = 0.98;
  28787. /**
  28788. * Renders the geometry as a wireframe.
  28789. *
  28790. * @type {boolean}
  28791. * @default false
  28792. */
  28793. this.wireframe = false;
  28794. /**
  28795. * Controls the thickness of the wireframe.
  28796. *
  28797. * Can only be used with {@link SVGRenderer}.
  28798. *
  28799. * @type {number}
  28800. * @default 1
  28801. */
  28802. this.wireframeLinewidth = 1;
  28803. /**
  28804. * Defines appearance of wireframe ends.
  28805. *
  28806. * Can only be used with {@link SVGRenderer}.
  28807. *
  28808. * @type {('round'|'bevel'|'miter')}
  28809. * @default 'round'
  28810. */
  28811. this.wireframeLinecap = 'round';
  28812. /**
  28813. * Defines appearance of wireframe joints.
  28814. *
  28815. * Can only be used with {@link SVGRenderer}.
  28816. *
  28817. * @type {('round'|'bevel'|'miter')}
  28818. * @default 'round'
  28819. */
  28820. this.wireframeLinejoin = 'round';
  28821. /**
  28822. * Whether the material is rendered with flat shading or not.
  28823. *
  28824. * @type {boolean}
  28825. * @default false
  28826. */
  28827. this.flatShading = false;
  28828. /**
  28829. * Whether the material is affected by fog or not.
  28830. *
  28831. * @type {boolean}
  28832. * @default true
  28833. */
  28834. this.fog = true;
  28835. this.setValues( parameters );
  28836. }
  28837. copy( source ) {
  28838. super.copy( source );
  28839. this.color.copy( source.color );
  28840. this.specular.copy( source.specular );
  28841. this.shininess = source.shininess;
  28842. this.map = source.map;
  28843. this.lightMap = source.lightMap;
  28844. this.lightMapIntensity = source.lightMapIntensity;
  28845. this.aoMap = source.aoMap;
  28846. this.aoMapIntensity = source.aoMapIntensity;
  28847. this.emissive.copy( source.emissive );
  28848. this.emissiveMap = source.emissiveMap;
  28849. this.emissiveIntensity = source.emissiveIntensity;
  28850. this.bumpMap = source.bumpMap;
  28851. this.bumpScale = source.bumpScale;
  28852. this.normalMap = source.normalMap;
  28853. this.normalMapType = source.normalMapType;
  28854. this.normalScale.copy( source.normalScale );
  28855. this.displacementMap = source.displacementMap;
  28856. this.displacementScale = source.displacementScale;
  28857. this.displacementBias = source.displacementBias;
  28858. this.specularMap = source.specularMap;
  28859. this.alphaMap = source.alphaMap;
  28860. this.envMap = source.envMap;
  28861. this.envMapRotation.copy( source.envMapRotation );
  28862. this.combine = source.combine;
  28863. this.reflectivity = source.reflectivity;
  28864. this.refractionRatio = source.refractionRatio;
  28865. this.wireframe = source.wireframe;
  28866. this.wireframeLinewidth = source.wireframeLinewidth;
  28867. this.wireframeLinecap = source.wireframeLinecap;
  28868. this.wireframeLinejoin = source.wireframeLinejoin;
  28869. this.flatShading = source.flatShading;
  28870. this.fog = source.fog;
  28871. return this;
  28872. }
  28873. }
  28874. /**
  28875. * A material implementing toon shading.
  28876. *
  28877. * @augments Material
  28878. * @demo scenes/material-browser.html#MeshToonMaterial
  28879. */
  28880. class MeshToonMaterial extends Material {
  28881. /**
  28882. * Constructs a new mesh toon material.
  28883. *
  28884. * @param {Object} [parameters] - An object with one or more properties
  28885. * defining the material's appearance. Any property of the material
  28886. * (including any property from inherited materials) can be passed
  28887. * in here. Color values can be passed any type of value accepted
  28888. * by {@link Color#set}.
  28889. */
  28890. constructor( parameters ) {
  28891. super();
  28892. /**
  28893. * This flag can be used for type testing.
  28894. *
  28895. * @type {boolean}
  28896. * @readonly
  28897. * @default true
  28898. */
  28899. this.isMeshToonMaterial = true;
  28900. this.defines = { 'TOON': '' };
  28901. this.type = 'MeshToonMaterial';
  28902. /**
  28903. * Color of the material.
  28904. *
  28905. * @type {Color}
  28906. * @default (1,1,1)
  28907. */
  28908. this.color = new Color( 0xffffff );
  28909. /**
  28910. * The color map. May optionally include an alpha channel, typically combined
  28911. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  28912. * color is modulated by the diffuse `color`.
  28913. *
  28914. * @type {?Texture}
  28915. * @default null
  28916. */
  28917. this.map = null;
  28918. /**
  28919. * Gradient map for toon shading. It's required to set
  28920. * {@link Texture#minFilter} and {@link Texture#magFilter} to {@linkNearestFilter}
  28921. * when using this type of texture.
  28922. *
  28923. * @type {?Texture}
  28924. * @default null
  28925. */
  28926. this.gradientMap = null;
  28927. /**
  28928. * The light map. Requires a second set of UVs.
  28929. *
  28930. * @type {?Texture}
  28931. * @default null
  28932. */
  28933. this.lightMap = null;
  28934. /**
  28935. * Intensity of the baked light.
  28936. *
  28937. * @type {number}
  28938. * @default 1
  28939. */
  28940. this.lightMapIntensity = 1.0;
  28941. /**
  28942. * The red channel of this texture is used as the ambient occlusion map.
  28943. * Requires a second set of UVs.
  28944. *
  28945. * @type {?Texture}
  28946. * @default null
  28947. */
  28948. this.aoMap = null;
  28949. /**
  28950. * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0`
  28951. * disables ambient occlusion. Where intensity is `1` and the AO map's
  28952. * red channel is also `1`, ambient light is fully occluded on a surface.
  28953. *
  28954. * @type {number}
  28955. * @default 1
  28956. */
  28957. this.aoMapIntensity = 1.0;
  28958. /**
  28959. * Emissive (light) color of the material, essentially a solid color
  28960. * unaffected by other lighting.
  28961. *
  28962. * @type {Color}
  28963. * @default (0,0,0)
  28964. */
  28965. this.emissive = new Color( 0x000000 );
  28966. /**
  28967. * Intensity of the emissive light. Modulates the emissive color.
  28968. *
  28969. * @type {number}
  28970. * @default 1
  28971. */
  28972. this.emissiveIntensity = 1.0;
  28973. /**
  28974. * Set emissive (glow) map. The emissive map color is modulated by the
  28975. * emissive color and the emissive intensity. If you have an emissive map,
  28976. * be sure to set the emissive color to something other than black.
  28977. *
  28978. * @type {?Texture}
  28979. * @default null
  28980. */
  28981. this.emissiveMap = null;
  28982. /**
  28983. * The texture to create a bump map. The black and white values map to the
  28984. * perceived depth in relation to the lights. Bump doesn't actually affect
  28985. * the geometry of the object, only the lighting. If a normal map is defined
  28986. * this will be ignored.
  28987. *
  28988. * @type {?Texture}
  28989. * @default null
  28990. */
  28991. this.bumpMap = null;
  28992. /**
  28993. * How much the bump map affects the material. Typical range is `[0,1]`.
  28994. *
  28995. * @type {number}
  28996. * @default 1
  28997. */
  28998. this.bumpScale = 1;
  28999. /**
  29000. * The texture to create a normal map. The RGB values affect the surface
  29001. * normal for each pixel fragment and change the way the color is lit. Normal
  29002. * maps do not change the actual shape of the surface, only the lighting. In
  29003. * case the material has a normal map authored using the left handed
  29004. * convention, the `y` component of `normalScale` should be negated to compensate
  29005. * for the different handedness.
  29006. *
  29007. * @type {?Texture}
  29008. * @default null
  29009. */
  29010. this.normalMap = null;
  29011. /**
  29012. * The type of normal map.
  29013. *
  29014. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  29015. * @default TangentSpaceNormalMap
  29016. */
  29017. this.normalMapType = TangentSpaceNormalMap;
  29018. /**
  29019. * How much the normal map affects the material. Typical value range is `[0,1]`.
  29020. *
  29021. * @type {Vector2}
  29022. * @default (1,1)
  29023. */
  29024. this.normalScale = new Vector2( 1, 1 );
  29025. /**
  29026. * The displacement map affects the position of the mesh's vertices. Unlike
  29027. * other maps which only affect the light and shade of the material the
  29028. * displaced vertices can cast shadows, block other objects, and otherwise
  29029. * act as real geometry. The displacement texture is an image where the value
  29030. * of each pixel (white being the highest) is mapped against, and
  29031. * repositions, the vertices of the mesh.
  29032. *
  29033. * @type {?Texture}
  29034. * @default null
  29035. */
  29036. this.displacementMap = null;
  29037. /**
  29038. * How much the displacement map affects the mesh (where black is no
  29039. * displacement, and white is maximum displacement). Without a displacement
  29040. * map set, this value is not applied.
  29041. *
  29042. * @type {number}
  29043. * @default 0
  29044. */
  29045. this.displacementScale = 1;
  29046. /**
  29047. * The offset of the displacement map's values on the mesh's vertices.
  29048. * The bias is added to the scaled sample of the displacement map.
  29049. * Without a displacement map set, this value is not applied.
  29050. *
  29051. * @type {number}
  29052. * @default 0
  29053. */
  29054. this.displacementBias = 0;
  29055. /**
  29056. * The alpha map is a grayscale texture that controls the opacity across the
  29057. * surface (black: fully transparent; white: fully opaque).
  29058. *
  29059. * Only the color of the texture is used, ignoring the alpha channel if one
  29060. * exists. For RGB and RGBA textures, the renderer will use the green channel
  29061. * when sampling this texture due to the extra bit of precision provided for
  29062. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  29063. * luminance/alpha textures will also still work as expected.
  29064. *
  29065. * @type {?Texture}
  29066. * @default null
  29067. */
  29068. this.alphaMap = null;
  29069. /**
  29070. * Renders the geometry as a wireframe.
  29071. *
  29072. * @type {boolean}
  29073. * @default false
  29074. */
  29075. this.wireframe = false;
  29076. /**
  29077. * Controls the thickness of the wireframe.
  29078. *
  29079. * Can only be used with {@link SVGRenderer}.
  29080. *
  29081. * @type {number}
  29082. * @default 1
  29083. */
  29084. this.wireframeLinewidth = 1;
  29085. /**
  29086. * Defines appearance of wireframe ends.
  29087. *
  29088. * Can only be used with {@link SVGRenderer}.
  29089. *
  29090. * @type {('round'|'bevel'|'miter')}
  29091. * @default 'round'
  29092. */
  29093. this.wireframeLinecap = 'round';
  29094. /**
  29095. * Defines appearance of wireframe joints.
  29096. *
  29097. * Can only be used with {@link SVGRenderer}.
  29098. *
  29099. * @type {('round'|'bevel'|'miter')}
  29100. * @default 'round'
  29101. */
  29102. this.wireframeLinejoin = 'round';
  29103. /**
  29104. * Whether the material is affected by fog or not.
  29105. *
  29106. * @type {boolean}
  29107. * @default true
  29108. */
  29109. this.fog = true;
  29110. this.setValues( parameters );
  29111. }
  29112. copy( source ) {
  29113. super.copy( source );
  29114. this.color.copy( source.color );
  29115. this.map = source.map;
  29116. this.gradientMap = source.gradientMap;
  29117. this.lightMap = source.lightMap;
  29118. this.lightMapIntensity = source.lightMapIntensity;
  29119. this.aoMap = source.aoMap;
  29120. this.aoMapIntensity = source.aoMapIntensity;
  29121. this.emissive.copy( source.emissive );
  29122. this.emissiveMap = source.emissiveMap;
  29123. this.emissiveIntensity = source.emissiveIntensity;
  29124. this.bumpMap = source.bumpMap;
  29125. this.bumpScale = source.bumpScale;
  29126. this.normalMap = source.normalMap;
  29127. this.normalMapType = source.normalMapType;
  29128. this.normalScale.copy( source.normalScale );
  29129. this.displacementMap = source.displacementMap;
  29130. this.displacementScale = source.displacementScale;
  29131. this.displacementBias = source.displacementBias;
  29132. this.alphaMap = source.alphaMap;
  29133. this.wireframe = source.wireframe;
  29134. this.wireframeLinewidth = source.wireframeLinewidth;
  29135. this.wireframeLinecap = source.wireframeLinecap;
  29136. this.wireframeLinejoin = source.wireframeLinejoin;
  29137. this.fog = source.fog;
  29138. return this;
  29139. }
  29140. }
  29141. /**
  29142. * A material that maps the normal vectors to RGB colors.
  29143. *
  29144. * @augments Material
  29145. * @demo scenes/material-browser.html#MeshNormalMaterial
  29146. */
  29147. class MeshNormalMaterial extends Material {
  29148. /**
  29149. * Constructs a new mesh normal material.
  29150. *
  29151. * @param {Object} [parameters] - An object with one or more properties
  29152. * defining the material's appearance. Any property of the material
  29153. * (including any property from inherited materials) can be passed
  29154. * in here. Color values can be passed any type of value accepted
  29155. * by {@link Color#set}.
  29156. */
  29157. constructor( parameters ) {
  29158. super();
  29159. /**
  29160. * This flag can be used for type testing.
  29161. *
  29162. * @type {boolean}
  29163. * @readonly
  29164. * @default true
  29165. */
  29166. this.isMeshNormalMaterial = true;
  29167. this.type = 'MeshNormalMaterial';
  29168. /**
  29169. * The texture to create a bump map. The black and white values map to the
  29170. * perceived depth in relation to the lights. Bump doesn't actually affect
  29171. * the geometry of the object, only the lighting. If a normal map is defined
  29172. * this will be ignored.
  29173. *
  29174. * @type {?Texture}
  29175. * @default null
  29176. */
  29177. this.bumpMap = null;
  29178. /**
  29179. * How much the bump map affects the material. Typical range is `[0,1]`.
  29180. *
  29181. * @type {number}
  29182. * @default 1
  29183. */
  29184. this.bumpScale = 1;
  29185. /**
  29186. * The texture to create a normal map. The RGB values affect the surface
  29187. * normal for each pixel fragment and change the way the color is lit. Normal
  29188. * maps do not change the actual shape of the surface, only the lighting. In
  29189. * case the material has a normal map authored using the left handed
  29190. * convention, the `y` component of `normalScale` should be negated to compensate
  29191. * for the different handedness.
  29192. *
  29193. * @type {?Texture}
  29194. * @default null
  29195. */
  29196. this.normalMap = null;
  29197. /**
  29198. * The type of normal map.
  29199. *
  29200. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  29201. * @default TangentSpaceNormalMap
  29202. */
  29203. this.normalMapType = TangentSpaceNormalMap;
  29204. /**
  29205. * How much the normal map affects the material. Typical value range is `[0,1]`.
  29206. *
  29207. * @type {Vector2}
  29208. * @default (1,1)
  29209. */
  29210. this.normalScale = new Vector2( 1, 1 );
  29211. /**
  29212. * The displacement map affects the position of the mesh's vertices. Unlike
  29213. * other maps which only affect the light and shade of the material the
  29214. * displaced vertices can cast shadows, block other objects, and otherwise
  29215. * act as real geometry. The displacement texture is an image where the value
  29216. * of each pixel (white being the highest) is mapped against, and
  29217. * repositions, the vertices of the mesh.
  29218. *
  29219. * @type {?Texture}
  29220. * @default null
  29221. */
  29222. this.displacementMap = null;
  29223. /**
  29224. * How much the displacement map affects the mesh (where black is no
  29225. * displacement, and white is maximum displacement). Without a displacement
  29226. * map set, this value is not applied.
  29227. *
  29228. * @type {number}
  29229. * @default 0
  29230. */
  29231. this.displacementScale = 1;
  29232. /**
  29233. * The offset of the displacement map's values on the mesh's vertices.
  29234. * The bias is added to the scaled sample of the displacement map.
  29235. * Without a displacement map set, this value is not applied.
  29236. *
  29237. * @type {number}
  29238. * @default 0
  29239. */
  29240. this.displacementBias = 0;
  29241. /**
  29242. * Renders the geometry as a wireframe.
  29243. *
  29244. * @type {boolean}
  29245. * @default false
  29246. */
  29247. this.wireframe = false;
  29248. /**
  29249. * Controls the thickness of the wireframe.
  29250. *
  29251. * WebGL and WebGPU ignore this property and always render
  29252. * 1 pixel wide lines.
  29253. *
  29254. * @type {number}
  29255. * @default 1
  29256. */
  29257. this.wireframeLinewidth = 1;
  29258. /**
  29259. * Whether the material is rendered with flat shading or not.
  29260. *
  29261. * @type {boolean}
  29262. * @default false
  29263. */
  29264. this.flatShading = false;
  29265. this.setValues( parameters );
  29266. }
  29267. copy( source ) {
  29268. super.copy( source );
  29269. this.bumpMap = source.bumpMap;
  29270. this.bumpScale = source.bumpScale;
  29271. this.normalMap = source.normalMap;
  29272. this.normalMapType = source.normalMapType;
  29273. this.normalScale.copy( source.normalScale );
  29274. this.displacementMap = source.displacementMap;
  29275. this.displacementScale = source.displacementScale;
  29276. this.displacementBias = source.displacementBias;
  29277. this.wireframe = source.wireframe;
  29278. this.wireframeLinewidth = source.wireframeLinewidth;
  29279. this.flatShading = source.flatShading;
  29280. return this;
  29281. }
  29282. }
  29283. /**
  29284. * A material for non-shiny surfaces, without specular highlights.
  29285. *
  29286. * The material uses a non-physically based [Lambertian](https://en.wikipedia.org/wiki/Lambertian_reflectance)
  29287. * model for calculating reflectance. This can simulate some surfaces (such
  29288. * as untreated wood or stone) well, but cannot simulate shiny surfaces with
  29289. * specular highlights (such as varnished wood). `MeshLambertMaterial` uses per-fragment
  29290. * shading.
  29291. *
  29292. * Due to the simplicity of the reflectance and illumination models,
  29293. * performance will be greater when using this material over the
  29294. * {@link MeshPhongMaterial}, {@link MeshStandardMaterial} or
  29295. * {@link MeshPhysicalMaterial}, at the cost of some graphical accuracy.
  29296. *
  29297. * @augments Material
  29298. * @demo scenes/material-browser.html#MeshLambertMaterial
  29299. */
  29300. class MeshLambertMaterial extends Material {
  29301. /**
  29302. * Constructs a new mesh lambert material.
  29303. *
  29304. * @param {Object} [parameters] - An object with one or more properties
  29305. * defining the material's appearance. Any property of the material
  29306. * (including any property from inherited materials) can be passed
  29307. * in here. Color values can be passed any type of value accepted
  29308. * by {@link Color#set}.
  29309. */
  29310. constructor( parameters ) {
  29311. super();
  29312. /**
  29313. * This flag can be used for type testing.
  29314. *
  29315. * @type {boolean}
  29316. * @readonly
  29317. * @default true
  29318. */
  29319. this.isMeshLambertMaterial = true;
  29320. this.type = 'MeshLambertMaterial';
  29321. /**
  29322. * Color of the material.
  29323. *
  29324. * @type {Color}
  29325. * @default (1,1,1)
  29326. */
  29327. this.color = new Color( 0xffffff ); // diffuse
  29328. /**
  29329. * The color map. May optionally include an alpha channel, typically combined
  29330. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  29331. * color is modulated by the diffuse `color`.
  29332. *
  29333. * @type {?Texture}
  29334. * @default null
  29335. */
  29336. this.map = null;
  29337. /**
  29338. * The light map. Requires a second set of UVs.
  29339. *
  29340. * @type {?Texture}
  29341. * @default null
  29342. */
  29343. this.lightMap = null;
  29344. /**
  29345. * Intensity of the baked light.
  29346. *
  29347. * @type {number}
  29348. * @default 1
  29349. */
  29350. this.lightMapIntensity = 1.0;
  29351. /**
  29352. * The red channel of this texture is used as the ambient occlusion map.
  29353. * Requires a second set of UVs.
  29354. *
  29355. * @type {?Texture}
  29356. * @default null
  29357. */
  29358. this.aoMap = null;
  29359. /**
  29360. * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0`
  29361. * disables ambient occlusion. Where intensity is `1` and the AO map's
  29362. * red channel is also `1`, ambient light is fully occluded on a surface.
  29363. *
  29364. * @type {number}
  29365. * @default 1
  29366. */
  29367. this.aoMapIntensity = 1.0;
  29368. /**
  29369. * Emissive (light) color of the material, essentially a solid color
  29370. * unaffected by other lighting.
  29371. *
  29372. * @type {Color}
  29373. * @default (0,0,0)
  29374. */
  29375. this.emissive = new Color( 0x000000 );
  29376. /**
  29377. * Intensity of the emissive light. Modulates the emissive color.
  29378. *
  29379. * @type {number}
  29380. * @default 1
  29381. */
  29382. this.emissiveIntensity = 1.0;
  29383. /**
  29384. * Set emissive (glow) map. The emissive map color is modulated by the
  29385. * emissive color and the emissive intensity. If you have an emissive map,
  29386. * be sure to set the emissive color to something other than black.
  29387. *
  29388. * @type {?Texture}
  29389. * @default null
  29390. */
  29391. this.emissiveMap = null;
  29392. /**
  29393. * The texture to create a bump map. The black and white values map to the
  29394. * perceived depth in relation to the lights. Bump doesn't actually affect
  29395. * the geometry of the object, only the lighting. If a normal map is defined
  29396. * this will be ignored.
  29397. *
  29398. * @type {?Texture}
  29399. * @default null
  29400. */
  29401. this.bumpMap = null;
  29402. /**
  29403. * How much the bump map affects the material. Typical range is `[0,1]`.
  29404. *
  29405. * @type {number}
  29406. * @default 1
  29407. */
  29408. this.bumpScale = 1;
  29409. /**
  29410. * The texture to create a normal map. The RGB values affect the surface
  29411. * normal for each pixel fragment and change the way the color is lit. Normal
  29412. * maps do not change the actual shape of the surface, only the lighting. In
  29413. * case the material has a normal map authored using the left handed
  29414. * convention, the `y` component of `normalScale` should be negated to compensate
  29415. * for the different handedness.
  29416. *
  29417. * @type {?Texture}
  29418. * @default null
  29419. */
  29420. this.normalMap = null;
  29421. /**
  29422. * The type of normal map.
  29423. *
  29424. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  29425. * @default TangentSpaceNormalMap
  29426. */
  29427. this.normalMapType = TangentSpaceNormalMap;
  29428. /**
  29429. * How much the normal map affects the material. Typical value range is `[0,1]`.
  29430. *
  29431. * @type {Vector2}
  29432. * @default (1,1)
  29433. */
  29434. this.normalScale = new Vector2( 1, 1 );
  29435. /**
  29436. * The displacement map affects the position of the mesh's vertices. Unlike
  29437. * other maps which only affect the light and shade of the material the
  29438. * displaced vertices can cast shadows, block other objects, and otherwise
  29439. * act as real geometry. The displacement texture is an image where the value
  29440. * of each pixel (white being the highest) is mapped against, and
  29441. * repositions, the vertices of the mesh.
  29442. *
  29443. * @type {?Texture}
  29444. * @default null
  29445. */
  29446. this.displacementMap = null;
  29447. /**
  29448. * How much the displacement map affects the mesh (where black is no
  29449. * displacement, and white is maximum displacement). Without a displacement
  29450. * map set, this value is not applied.
  29451. *
  29452. * @type {number}
  29453. * @default 0
  29454. */
  29455. this.displacementScale = 1;
  29456. /**
  29457. * The offset of the displacement map's values on the mesh's vertices.
  29458. * The bias is added to the scaled sample of the displacement map.
  29459. * Without a displacement map set, this value is not applied.
  29460. *
  29461. * @type {number}
  29462. * @default 0
  29463. */
  29464. this.displacementBias = 0;
  29465. /**
  29466. * Specular map used by the material.
  29467. *
  29468. * @type {?Texture}
  29469. * @default null
  29470. */
  29471. this.specularMap = null;
  29472. /**
  29473. * The alpha map is a grayscale texture that controls the opacity across the
  29474. * surface (black: fully transparent; white: fully opaque).
  29475. *
  29476. * Only the color of the texture is used, ignoring the alpha channel if one
  29477. * exists. For RGB and RGBA textures, the renderer will use the green channel
  29478. * when sampling this texture due to the extra bit of precision provided for
  29479. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  29480. * luminance/alpha textures will also still work as expected.
  29481. *
  29482. * @type {?Texture}
  29483. * @default null
  29484. */
  29485. this.alphaMap = null;
  29486. /**
  29487. * The environment map.
  29488. *
  29489. * @type {?Texture}
  29490. * @default null
  29491. */
  29492. this.envMap = null;
  29493. /**
  29494. * The rotation of the environment map in radians.
  29495. *
  29496. * @type {Euler}
  29497. * @default (0,0,0)
  29498. */
  29499. this.envMapRotation = new Euler();
  29500. /**
  29501. * How to combine the result of the surface's color with the environment map, if any.
  29502. *
  29503. * When set to `MixOperation`, the {@link MeshBasicMaterial#reflectivity} is used to
  29504. * blend between the two colors.
  29505. *
  29506. * @type {(MultiplyOperation|MixOperation|AddOperation)}
  29507. * @default MultiplyOperation
  29508. */
  29509. this.combine = MultiplyOperation;
  29510. /**
  29511. * How much the environment map affects the surface.
  29512. * The valid range is between `0` (no reflections) and `1` (full reflections).
  29513. *
  29514. * @type {number}
  29515. * @default 1
  29516. */
  29517. this.reflectivity = 1;
  29518. /**
  29519. * The index of refraction (IOR) of air (approximately 1) divided by the
  29520. * index of refraction of the material. It is used with environment mapping
  29521. * modes {@link CubeRefractionMapping} and {@link EquirectangularRefractionMapping}.
  29522. * The refraction ratio should not exceed `1`.
  29523. *
  29524. * @type {number}
  29525. * @default 0.98
  29526. */
  29527. this.refractionRatio = 0.98;
  29528. /**
  29529. * Renders the geometry as a wireframe.
  29530. *
  29531. * @type {boolean}
  29532. * @default false
  29533. */
  29534. this.wireframe = false;
  29535. /**
  29536. * Controls the thickness of the wireframe.
  29537. *
  29538. * Can only be used with {@link SVGRenderer}.
  29539. *
  29540. * @type {number}
  29541. * @default 1
  29542. */
  29543. this.wireframeLinewidth = 1;
  29544. /**
  29545. * Defines appearance of wireframe ends.
  29546. *
  29547. * Can only be used with {@link SVGRenderer}.
  29548. *
  29549. * @type {('round'|'bevel'|'miter')}
  29550. * @default 'round'
  29551. */
  29552. this.wireframeLinecap = 'round';
  29553. /**
  29554. * Defines appearance of wireframe joints.
  29555. *
  29556. * Can only be used with {@link SVGRenderer}.
  29557. *
  29558. * @type {('round'|'bevel'|'miter')}
  29559. * @default 'round'
  29560. */
  29561. this.wireframeLinejoin = 'round';
  29562. /**
  29563. * Whether the material is rendered with flat shading or not.
  29564. *
  29565. * @type {boolean}
  29566. * @default false
  29567. */
  29568. this.flatShading = false;
  29569. /**
  29570. * Whether the material is affected by fog or not.
  29571. *
  29572. * @type {boolean}
  29573. * @default true
  29574. */
  29575. this.fog = true;
  29576. this.setValues( parameters );
  29577. }
  29578. copy( source ) {
  29579. super.copy( source );
  29580. this.color.copy( source.color );
  29581. this.map = source.map;
  29582. this.lightMap = source.lightMap;
  29583. this.lightMapIntensity = source.lightMapIntensity;
  29584. this.aoMap = source.aoMap;
  29585. this.aoMapIntensity = source.aoMapIntensity;
  29586. this.emissive.copy( source.emissive );
  29587. this.emissiveMap = source.emissiveMap;
  29588. this.emissiveIntensity = source.emissiveIntensity;
  29589. this.bumpMap = source.bumpMap;
  29590. this.bumpScale = source.bumpScale;
  29591. this.normalMap = source.normalMap;
  29592. this.normalMapType = source.normalMapType;
  29593. this.normalScale.copy( source.normalScale );
  29594. this.displacementMap = source.displacementMap;
  29595. this.displacementScale = source.displacementScale;
  29596. this.displacementBias = source.displacementBias;
  29597. this.specularMap = source.specularMap;
  29598. this.alphaMap = source.alphaMap;
  29599. this.envMap = source.envMap;
  29600. this.envMapRotation.copy( source.envMapRotation );
  29601. this.combine = source.combine;
  29602. this.reflectivity = source.reflectivity;
  29603. this.refractionRatio = source.refractionRatio;
  29604. this.wireframe = source.wireframe;
  29605. this.wireframeLinewidth = source.wireframeLinewidth;
  29606. this.wireframeLinecap = source.wireframeLinecap;
  29607. this.wireframeLinejoin = source.wireframeLinejoin;
  29608. this.flatShading = source.flatShading;
  29609. this.fog = source.fog;
  29610. return this;
  29611. }
  29612. }
  29613. /**
  29614. * A material for drawing geometry by depth. Depth is based off of the camera
  29615. * near and far plane. White is nearest, black is farthest.
  29616. *
  29617. * @augments Material
  29618. * @demo scenes/material-browser.html#MeshDepthMaterial
  29619. */
  29620. class MeshDepthMaterial extends Material {
  29621. /**
  29622. * Constructs a new mesh depth material.
  29623. *
  29624. * @param {Object} [parameters] - An object with one or more properties
  29625. * defining the material's appearance. Any property of the material
  29626. * (including any property from inherited materials) can be passed
  29627. * in here. Color values can be passed any type of value accepted
  29628. * by {@link Color#set}.
  29629. */
  29630. constructor( parameters ) {
  29631. super();
  29632. /**
  29633. * This flag can be used for type testing.
  29634. *
  29635. * @type {boolean}
  29636. * @readonly
  29637. * @default true
  29638. */
  29639. this.isMeshDepthMaterial = true;
  29640. this.type = 'MeshDepthMaterial';
  29641. /**
  29642. * Type for depth packing.
  29643. *
  29644. * @type {(BasicDepthPacking|RGBADepthPacking|RGBDepthPacking|RGDepthPacking)}
  29645. * @default BasicDepthPacking
  29646. */
  29647. this.depthPacking = BasicDepthPacking;
  29648. /**
  29649. * The color map. May optionally include an alpha channel, typically combined
  29650. * with {@link Material#transparent} or {@link Material#alphaTest}.
  29651. *
  29652. * @type {?Texture}
  29653. * @default null
  29654. */
  29655. this.map = null;
  29656. /**
  29657. * The alpha map is a grayscale texture that controls the opacity across the
  29658. * surface (black: fully transparent; white: fully opaque).
  29659. *
  29660. * Only the color of the texture is used, ignoring the alpha channel if one
  29661. * exists. For RGB and RGBA textures, the renderer will use the green channel
  29662. * when sampling this texture due to the extra bit of precision provided for
  29663. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  29664. * luminance/alpha textures will also still work as expected.
  29665. *
  29666. * @type {?Texture}
  29667. * @default null
  29668. */
  29669. this.alphaMap = null;
  29670. /**
  29671. * The displacement map affects the position of the mesh's vertices. Unlike
  29672. * other maps which only affect the light and shade of the material the
  29673. * displaced vertices can cast shadows, block other objects, and otherwise
  29674. * act as real geometry. The displacement texture is an image where the value
  29675. * of each pixel (white being the highest) is mapped against, and
  29676. * repositions, the vertices of the mesh.
  29677. *
  29678. * @type {?Texture}
  29679. * @default null
  29680. */
  29681. this.displacementMap = null;
  29682. /**
  29683. * How much the displacement map affects the mesh (where black is no
  29684. * displacement, and white is maximum displacement). Without a displacement
  29685. * map set, this value is not applied.
  29686. *
  29687. * @type {number}
  29688. * @default 0
  29689. */
  29690. this.displacementScale = 1;
  29691. /**
  29692. * The offset of the displacement map's values on the mesh's vertices.
  29693. * The bias is added to the scaled sample of the displacement map.
  29694. * Without a displacement map set, this value is not applied.
  29695. *
  29696. * @type {number}
  29697. * @default 0
  29698. */
  29699. this.displacementBias = 0;
  29700. /**
  29701. * Renders the geometry as a wireframe.
  29702. *
  29703. * @type {boolean}
  29704. * @default false
  29705. */
  29706. this.wireframe = false;
  29707. /**
  29708. * Controls the thickness of the wireframe.
  29709. *
  29710. * WebGL and WebGPU ignore this property and always render
  29711. * 1 pixel wide lines.
  29712. *
  29713. * @type {number}
  29714. * @default 1
  29715. */
  29716. this.wireframeLinewidth = 1;
  29717. this.setValues( parameters );
  29718. }
  29719. copy( source ) {
  29720. super.copy( source );
  29721. this.depthPacking = source.depthPacking;
  29722. this.map = source.map;
  29723. this.alphaMap = source.alphaMap;
  29724. this.displacementMap = source.displacementMap;
  29725. this.displacementScale = source.displacementScale;
  29726. this.displacementBias = source.displacementBias;
  29727. this.wireframe = source.wireframe;
  29728. this.wireframeLinewidth = source.wireframeLinewidth;
  29729. return this;
  29730. }
  29731. }
  29732. /**
  29733. * A material used internally for implementing shadow mapping with
  29734. * point lights.
  29735. *
  29736. * Can also be used to customize the shadow casting of an object by assigning
  29737. * an instance of `MeshDistanceMaterial` to {@link Object3D#customDistanceMaterial}.
  29738. * The following examples demonstrates this approach in order to ensure
  29739. * transparent parts of objects do not cast shadows.
  29740. *
  29741. * @augments Material
  29742. */
  29743. class MeshDistanceMaterial extends Material {
  29744. /**
  29745. * Constructs a new mesh distance material.
  29746. *
  29747. * @param {Object} [parameters] - An object with one or more properties
  29748. * defining the material's appearance. Any property of the material
  29749. * (including any property from inherited materials) can be passed
  29750. * in here. Color values can be passed any type of value accepted
  29751. * by {@link Color#set}.
  29752. */
  29753. constructor( parameters ) {
  29754. super();
  29755. /**
  29756. * This flag can be used for type testing.
  29757. *
  29758. * @type {boolean}
  29759. * @readonly
  29760. * @default true
  29761. */
  29762. this.isMeshDistanceMaterial = true;
  29763. this.type = 'MeshDistanceMaterial';
  29764. /**
  29765. * The color map. May optionally include an alpha channel, typically combined
  29766. * with {@link Material#transparent} or {@link Material#alphaTest}.
  29767. *
  29768. * @type {?Texture}
  29769. * @default null
  29770. */
  29771. this.map = null;
  29772. /**
  29773. * The alpha map is a grayscale texture that controls the opacity across the
  29774. * surface (black: fully transparent; white: fully opaque).
  29775. *
  29776. * Only the color of the texture is used, ignoring the alpha channel if one
  29777. * exists. For RGB and RGBA textures, the renderer will use the green channel
  29778. * when sampling this texture due to the extra bit of precision provided for
  29779. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  29780. * luminance/alpha textures will also still work as expected.
  29781. *
  29782. * @type {?Texture}
  29783. * @default null
  29784. */
  29785. this.alphaMap = null;
  29786. /**
  29787. * The displacement map affects the position of the mesh's vertices. Unlike
  29788. * other maps which only affect the light and shade of the material the
  29789. * displaced vertices can cast shadows, block other objects, and otherwise
  29790. * act as real geometry. The displacement texture is an image where the value
  29791. * of each pixel (white being the highest) is mapped against, and
  29792. * repositions, the vertices of the mesh.
  29793. *
  29794. * @type {?Texture}
  29795. * @default null
  29796. */
  29797. this.displacementMap = null;
  29798. /**
  29799. * How much the displacement map affects the mesh (where black is no
  29800. * displacement, and white is maximum displacement). Without a displacement
  29801. * map set, this value is not applied.
  29802. *
  29803. * @type {number}
  29804. * @default 0
  29805. */
  29806. this.displacementScale = 1;
  29807. /**
  29808. * The offset of the displacement map's values on the mesh's vertices.
  29809. * The bias is added to the scaled sample of the displacement map.
  29810. * Without a displacement map set, this value is not applied.
  29811. *
  29812. * @type {number}
  29813. * @default 0
  29814. */
  29815. this.displacementBias = 0;
  29816. this.setValues( parameters );
  29817. }
  29818. copy( source ) {
  29819. super.copy( source );
  29820. this.map = source.map;
  29821. this.alphaMap = source.alphaMap;
  29822. this.displacementMap = source.displacementMap;
  29823. this.displacementScale = source.displacementScale;
  29824. this.displacementBias = source.displacementBias;
  29825. return this;
  29826. }
  29827. }
  29828. /**
  29829. * This material is defined by a MatCap (or Lit Sphere) texture, which encodes the
  29830. * material color and shading.
  29831. *
  29832. * `MeshMatcapMaterial` does not respond to lights since the matcap image file encodes
  29833. * baked lighting. It will cast a shadow onto an object that receives shadows
  29834. * (and shadow clipping works), but it will not self-shadow or receive
  29835. * shadows.
  29836. *
  29837. * @augments Material
  29838. * @demo scenes/material-browser.html#MeshMatcapMaterial
  29839. */
  29840. class MeshMatcapMaterial extends Material {
  29841. /**
  29842. * Constructs a new mesh matcap material.
  29843. *
  29844. * @param {Object} [parameters] - An object with one or more properties
  29845. * defining the material's appearance. Any property of the material
  29846. * (including any property from inherited materials) can be passed
  29847. * in here. Color values can be passed any type of value accepted
  29848. * by {@link Color#set}.
  29849. */
  29850. constructor( parameters ) {
  29851. super();
  29852. /**
  29853. * This flag can be used for type testing.
  29854. *
  29855. * @type {boolean}
  29856. * @readonly
  29857. * @default true
  29858. */
  29859. this.isMeshMatcapMaterial = true;
  29860. this.defines = { 'MATCAP': '' };
  29861. this.type = 'MeshMatcapMaterial';
  29862. /**
  29863. * Color of the material.
  29864. *
  29865. * @type {Color}
  29866. * @default (1,1,1)
  29867. */
  29868. this.color = new Color( 0xffffff ); // diffuse
  29869. /**
  29870. * The matcap map.
  29871. *
  29872. * @type {?Texture}
  29873. * @default null
  29874. */
  29875. this.matcap = null;
  29876. /**
  29877. * The color map. May optionally include an alpha channel, typically combined
  29878. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  29879. * color is modulated by the diffuse `color`.
  29880. *
  29881. * @type {?Texture}
  29882. * @default null
  29883. */
  29884. this.map = null;
  29885. /**
  29886. * The texture to create a bump map. The black and white values map to the
  29887. * perceived depth in relation to the lights. Bump doesn't actually affect
  29888. * the geometry of the object, only the lighting. If a normal map is defined
  29889. * this will be ignored.
  29890. *
  29891. * @type {?Texture}
  29892. * @default null
  29893. */
  29894. this.bumpMap = null;
  29895. /**
  29896. * How much the bump map affects the material. Typical range is `[0,1]`.
  29897. *
  29898. * @type {number}
  29899. * @default 1
  29900. */
  29901. this.bumpScale = 1;
  29902. /**
  29903. * The texture to create a normal map. The RGB values affect the surface
  29904. * normal for each pixel fragment and change the way the color is lit. Normal
  29905. * maps do not change the actual shape of the surface, only the lighting. In
  29906. * case the material has a normal map authored using the left handed
  29907. * convention, the `y` component of `normalScale` should be negated to compensate
  29908. * for the different handedness.
  29909. *
  29910. * @type {?Texture}
  29911. * @default null
  29912. */
  29913. this.normalMap = null;
  29914. /**
  29915. * The type of normal map.
  29916. *
  29917. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  29918. * @default TangentSpaceNormalMap
  29919. */
  29920. this.normalMapType = TangentSpaceNormalMap;
  29921. /**
  29922. * How much the normal map affects the material. Typical value range is `[0,1]`.
  29923. *
  29924. * @type {Vector2}
  29925. * @default (1,1)
  29926. */
  29927. this.normalScale = new Vector2( 1, 1 );
  29928. /**
  29929. * The displacement map affects the position of the mesh's vertices. Unlike
  29930. * other maps which only affect the light and shade of the material the
  29931. * displaced vertices can cast shadows, block other objects, and otherwise
  29932. * act as real geometry. The displacement texture is an image where the value
  29933. * of each pixel (white being the highest) is mapped against, and
  29934. * repositions, the vertices of the mesh.
  29935. *
  29936. * @type {?Texture}
  29937. * @default null
  29938. */
  29939. this.displacementMap = null;
  29940. /**
  29941. * How much the displacement map affects the mesh (where black is no
  29942. * displacement, and white is maximum displacement). Without a displacement
  29943. * map set, this value is not applied.
  29944. *
  29945. * @type {number}
  29946. * @default 0
  29947. */
  29948. this.displacementScale = 1;
  29949. /**
  29950. * The offset of the displacement map's values on the mesh's vertices.
  29951. * The bias is added to the scaled sample of the displacement map.
  29952. * Without a displacement map set, this value is not applied.
  29953. *
  29954. * @type {number}
  29955. * @default 0
  29956. */
  29957. this.displacementBias = 0;
  29958. /**
  29959. * The alpha map is a grayscale texture that controls the opacity across the
  29960. * surface (black: fully transparent; white: fully opaque).
  29961. *
  29962. * Only the color of the texture is used, ignoring the alpha channel if one
  29963. * exists. For RGB and RGBA textures, the renderer will use the green channel
  29964. * when sampling this texture due to the extra bit of precision provided for
  29965. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  29966. * luminance/alpha textures will also still work as expected.
  29967. *
  29968. * @type {?Texture}
  29969. * @default null
  29970. */
  29971. this.alphaMap = null;
  29972. /**
  29973. * Renders the geometry as a wireframe.
  29974. *
  29975. * @type {boolean}
  29976. * @default false
  29977. */
  29978. this.wireframe = false;
  29979. /**
  29980. * Controls the thickness of the wireframe.
  29981. *
  29982. * Can only be used with {@link SVGRenderer}.
  29983. *
  29984. * @type {number}
  29985. * @default 1
  29986. */
  29987. this.wireframeLinewidth = 1;
  29988. /**
  29989. * Whether the material is rendered with flat shading or not.
  29990. *
  29991. * @type {boolean}
  29992. * @default false
  29993. */
  29994. this.flatShading = false;
  29995. /**
  29996. * Whether the material is affected by fog or not.
  29997. *
  29998. * @type {boolean}
  29999. * @default true
  30000. */
  30001. this.fog = true;
  30002. this.setValues( parameters );
  30003. }
  30004. copy( source ) {
  30005. super.copy( source );
  30006. this.defines = { 'MATCAP': '' };
  30007. this.color.copy( source.color );
  30008. this.matcap = source.matcap;
  30009. this.map = source.map;
  30010. this.bumpMap = source.bumpMap;
  30011. this.bumpScale = source.bumpScale;
  30012. this.normalMap = source.normalMap;
  30013. this.normalMapType = source.normalMapType;
  30014. this.normalScale.copy( source.normalScale );
  30015. this.displacementMap = source.displacementMap;
  30016. this.displacementScale = source.displacementScale;
  30017. this.displacementBias = source.displacementBias;
  30018. this.alphaMap = source.alphaMap;
  30019. this.wireframe = source.wireframe;
  30020. this.wireframeLinewidth = source.wireframeLinewidth;
  30021. this.flatShading = source.flatShading;
  30022. this.fog = source.fog;
  30023. return this;
  30024. }
  30025. }
  30026. /**
  30027. * A material for rendering line primitives.
  30028. *
  30029. * Materials define the appearance of renderable 3D objects.
  30030. *
  30031. * ```js
  30032. * const material = new THREE.LineDashedMaterial( {
  30033. * color: 0xffffff,
  30034. * scale: 1,
  30035. * dashSize: 3,
  30036. * gapSize: 1,
  30037. * } );
  30038. * ```
  30039. *
  30040. * @augments LineBasicMaterial
  30041. */
  30042. class LineDashedMaterial extends LineBasicMaterial {
  30043. /**
  30044. * Constructs a new line dashed material.
  30045. *
  30046. * @param {Object} [parameters] - An object with one or more properties
  30047. * defining the material's appearance. Any property of the material
  30048. * (including any property from inherited materials) can be passed
  30049. * in here. Color values can be passed any type of value accepted
  30050. * by {@link Color#set}.
  30051. */
  30052. constructor( parameters ) {
  30053. super();
  30054. /**
  30055. * This flag can be used for type testing.
  30056. *
  30057. * @type {boolean}
  30058. * @readonly
  30059. * @default true
  30060. */
  30061. this.isLineDashedMaterial = true;
  30062. this.type = 'LineDashedMaterial';
  30063. /**
  30064. * The scale of the dashed part of a line.
  30065. *
  30066. * @type {number}
  30067. * @default 1
  30068. */
  30069. this.scale = 1;
  30070. /**
  30071. * The size of the dash. This is both the gap with the stroke.
  30072. *
  30073. * @type {number}
  30074. * @default 3
  30075. */
  30076. this.dashSize = 3;
  30077. /**
  30078. * The size of the gap.
  30079. *
  30080. * @type {number}
  30081. * @default 1
  30082. */
  30083. this.gapSize = 1;
  30084. this.setValues( parameters );
  30085. }
  30086. copy( source ) {
  30087. super.copy( source );
  30088. this.scale = source.scale;
  30089. this.dashSize = source.dashSize;
  30090. this.gapSize = source.gapSize;
  30091. return this;
  30092. }
  30093. }
  30094. /**
  30095. * Converts an array to a specific type.
  30096. *
  30097. * @param {TypedArray|Array} array - The array to convert.
  30098. * @param {TypedArray.constructor} type - The constructor of a typed array that defines the new type.
  30099. * @return {TypedArray} The converted array.
  30100. */
  30101. function convertArray( array, type ) {
  30102. if ( ! array || array.constructor === type ) return array;
  30103. if ( typeof type.BYTES_PER_ELEMENT === 'number' ) {
  30104. return new type( array ); // create typed array
  30105. }
  30106. return Array.prototype.slice.call( array ); // create Array
  30107. }
  30108. /**
  30109. * Returns an array by which times and values can be sorted.
  30110. *
  30111. * @param {Array<number>} times - The keyframe time values.
  30112. * @return {Array<number>} The array.
  30113. */
  30114. function getKeyframeOrder( times ) {
  30115. function compareTime( i, j ) {
  30116. return times[ i ] - times[ j ];
  30117. }
  30118. const n = times.length;
  30119. const result = new Array( n );
  30120. for ( let i = 0; i !== n; ++ i ) result[ i ] = i;
  30121. result.sort( compareTime );
  30122. return result;
  30123. }
  30124. /**
  30125. * Sorts the given array by the previously computed order via `getKeyframeOrder()`.
  30126. *
  30127. * @param {Array<number>} values - The values to sort.
  30128. * @param {number} stride - The stride.
  30129. * @param {Array<number>} order - The sort order.
  30130. * @return {Array<number>} The sorted values.
  30131. */
  30132. function sortedArray( values, stride, order ) {
  30133. const nValues = values.length;
  30134. const result = new values.constructor( nValues );
  30135. for ( let i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) {
  30136. const srcOffset = order[ i ] * stride;
  30137. for ( let j = 0; j !== stride; ++ j ) {
  30138. result[ dstOffset ++ ] = values[ srcOffset + j ];
  30139. }
  30140. }
  30141. return result;
  30142. }
  30143. /**
  30144. * Used for parsing AOS keyframe formats.
  30145. *
  30146. * @param {Array<number>} jsonKeys - A list of JSON keyframes.
  30147. * @param {Array<number>} times - This array will be filled with keyframe times by this function.
  30148. * @param {Array<number>} values - This array will be filled with keyframe values by this function.
  30149. * @param {string} valuePropertyName - The name of the property to use.
  30150. */
  30151. function flattenJSON( jsonKeys, times, values, valuePropertyName ) {
  30152. let i = 1, key = jsonKeys[ 0 ];
  30153. while ( key !== undefined && key[ valuePropertyName ] === undefined ) {
  30154. key = jsonKeys[ i ++ ];
  30155. }
  30156. if ( key === undefined ) return; // no data
  30157. let value = key[ valuePropertyName ];
  30158. if ( value === undefined ) return; // no data
  30159. if ( Array.isArray( value ) ) {
  30160. do {
  30161. value = key[ valuePropertyName ];
  30162. if ( value !== undefined ) {
  30163. times.push( key.time );
  30164. values.push( ...value ); // push all elements
  30165. }
  30166. key = jsonKeys[ i ++ ];
  30167. } while ( key !== undefined );
  30168. } else if ( value.toArray !== undefined ) {
  30169. // ...assume THREE.Math-ish
  30170. do {
  30171. value = key[ valuePropertyName ];
  30172. if ( value !== undefined ) {
  30173. times.push( key.time );
  30174. value.toArray( values, values.length );
  30175. }
  30176. key = jsonKeys[ i ++ ];
  30177. } while ( key !== undefined );
  30178. } else {
  30179. // otherwise push as-is
  30180. do {
  30181. value = key[ valuePropertyName ];
  30182. if ( value !== undefined ) {
  30183. times.push( key.time );
  30184. values.push( value );
  30185. }
  30186. key = jsonKeys[ i ++ ];
  30187. } while ( key !== undefined );
  30188. }
  30189. }
  30190. /**
  30191. * Creates a new clip, containing only the segment of the original clip between the given frames.
  30192. *
  30193. * @param {AnimationClip} sourceClip - The values to sort.
  30194. * @param {string} name - The name of the clip.
  30195. * @param {number} startFrame - The start frame.
  30196. * @param {number} endFrame - The end frame.
  30197. * @param {number} [fps=30] - The FPS.
  30198. * @return {AnimationClip} The new sub clip.
  30199. */
  30200. function subclip( sourceClip, name, startFrame, endFrame, fps = 30 ) {
  30201. const clip = sourceClip.clone();
  30202. clip.name = name;
  30203. const tracks = [];
  30204. for ( let i = 0; i < clip.tracks.length; ++ i ) {
  30205. const track = clip.tracks[ i ];
  30206. const valueSize = track.getValueSize();
  30207. const times = [];
  30208. const values = [];
  30209. for ( let j = 0; j < track.times.length; ++ j ) {
  30210. const frame = track.times[ j ] * fps;
  30211. if ( frame < startFrame || frame >= endFrame ) continue;
  30212. times.push( track.times[ j ] );
  30213. for ( let k = 0; k < valueSize; ++ k ) {
  30214. values.push( track.values[ j * valueSize + k ] );
  30215. }
  30216. }
  30217. if ( times.length === 0 ) continue;
  30218. track.times = convertArray( times, track.times.constructor );
  30219. track.values = convertArray( values, track.values.constructor );
  30220. tracks.push( track );
  30221. }
  30222. clip.tracks = tracks;
  30223. // find minimum .times value across all tracks in the trimmed clip
  30224. let minStartTime = Infinity;
  30225. for ( let i = 0; i < clip.tracks.length; ++ i ) {
  30226. if ( minStartTime > clip.tracks[ i ].times[ 0 ] ) {
  30227. minStartTime = clip.tracks[ i ].times[ 0 ];
  30228. }
  30229. }
  30230. // shift all tracks such that clip begins at t=0
  30231. for ( let i = 0; i < clip.tracks.length; ++ i ) {
  30232. clip.tracks[ i ].shift( -1 * minStartTime );
  30233. }
  30234. clip.resetDuration();
  30235. return clip;
  30236. }
  30237. /**
  30238. * Converts the keyframes of the given animation clip to an additive format.
  30239. *
  30240. * @param {AnimationClip} targetClip - The clip to make additive.
  30241. * @param {number} [referenceFrame=0] - The reference frame.
  30242. * @param {AnimationClip} [referenceClip=targetClip] - The reference clip.
  30243. * @param {number} [fps=30] - The FPS.
  30244. * @return {AnimationClip} The updated clip which is now additive.
  30245. */
  30246. function makeClipAdditive( targetClip, referenceFrame = 0, referenceClip = targetClip, fps = 30 ) {
  30247. if ( fps <= 0 ) fps = 30;
  30248. const numTracks = referenceClip.tracks.length;
  30249. const referenceTime = referenceFrame / fps;
  30250. // Make each track's values relative to the values at the reference frame
  30251. for ( let i = 0; i < numTracks; ++ i ) {
  30252. const referenceTrack = referenceClip.tracks[ i ];
  30253. const referenceTrackType = referenceTrack.ValueTypeName;
  30254. // Skip this track if it's non-numeric
  30255. if ( referenceTrackType === 'bool' || referenceTrackType === 'string' ) continue;
  30256. // Find the track in the target clip whose name and type matches the reference track
  30257. const targetTrack = targetClip.tracks.find( function ( track ) {
  30258. return track.name === referenceTrack.name
  30259. && track.ValueTypeName === referenceTrackType;
  30260. } );
  30261. if ( targetTrack === undefined ) continue;
  30262. let referenceOffset = 0;
  30263. const referenceValueSize = referenceTrack.getValueSize();
  30264. if ( referenceTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) {
  30265. referenceOffset = referenceValueSize / 3;
  30266. }
  30267. let targetOffset = 0;
  30268. const targetValueSize = targetTrack.getValueSize();
  30269. if ( targetTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) {
  30270. targetOffset = targetValueSize / 3;
  30271. }
  30272. const lastIndex = referenceTrack.times.length - 1;
  30273. let referenceValue;
  30274. // Find the value to subtract out of the track
  30275. if ( referenceTime <= referenceTrack.times[ 0 ] ) {
  30276. // Reference frame is earlier than the first keyframe, so just use the first keyframe
  30277. const startIndex = referenceOffset;
  30278. const endIndex = referenceValueSize - referenceOffset;
  30279. referenceValue = referenceTrack.values.slice( startIndex, endIndex );
  30280. } else if ( referenceTime >= referenceTrack.times[ lastIndex ] ) {
  30281. // Reference frame is after the last keyframe, so just use the last keyframe
  30282. const startIndex = lastIndex * referenceValueSize + referenceOffset;
  30283. const endIndex = startIndex + referenceValueSize - referenceOffset;
  30284. referenceValue = referenceTrack.values.slice( startIndex, endIndex );
  30285. } else {
  30286. // Interpolate to the reference value
  30287. const interpolant = referenceTrack.createInterpolant();
  30288. const startIndex = referenceOffset;
  30289. const endIndex = referenceValueSize - referenceOffset;
  30290. interpolant.evaluate( referenceTime );
  30291. referenceValue = interpolant.resultBuffer.slice( startIndex, endIndex );
  30292. }
  30293. // Conjugate the quaternion
  30294. if ( referenceTrackType === 'quaternion' ) {
  30295. const referenceQuat = new Quaternion().fromArray( referenceValue ).normalize().conjugate();
  30296. referenceQuat.toArray( referenceValue );
  30297. }
  30298. // Subtract the reference value from all of the track values
  30299. const numTimes = targetTrack.times.length;
  30300. for ( let j = 0; j < numTimes; ++ j ) {
  30301. const valueStart = j * targetValueSize + targetOffset;
  30302. if ( referenceTrackType === 'quaternion' ) {
  30303. // Multiply the conjugate for quaternion track types
  30304. Quaternion.multiplyQuaternionsFlat(
  30305. targetTrack.values,
  30306. valueStart,
  30307. referenceValue,
  30308. 0,
  30309. targetTrack.values,
  30310. valueStart
  30311. );
  30312. } else {
  30313. const valueEnd = targetValueSize - targetOffset * 2;
  30314. // Subtract each value for all other numeric track types
  30315. for ( let k = 0; k < valueEnd; ++ k ) {
  30316. targetTrack.values[ valueStart + k ] -= referenceValue[ k ];
  30317. }
  30318. }
  30319. }
  30320. }
  30321. targetClip.blendMode = AdditiveAnimationBlendMode;
  30322. return targetClip;
  30323. }
  30324. /**
  30325. * A class with various methods to assist with animations.
  30326. *
  30327. * @hideconstructor
  30328. */
  30329. class AnimationUtils {
  30330. /**
  30331. * Converts an array to a specific type
  30332. *
  30333. * @static
  30334. * @param {TypedArray|Array} array - The array to convert.
  30335. * @param {TypedArray.constructor} type - The constructor of a type array.
  30336. * @return {TypedArray} The converted array
  30337. */
  30338. static convertArray( array, type ) {
  30339. return convertArray( array, type );
  30340. }
  30341. /**
  30342. * Returns `true` if the given object is a typed array.
  30343. *
  30344. * @static
  30345. * @param {any} object - The object to check.
  30346. * @return {boolean} Whether the given object is a typed array.
  30347. */
  30348. static isTypedArray( object ) {
  30349. return isTypedArray( object );
  30350. }
  30351. /**
  30352. * Returns an array by which times and values can be sorted.
  30353. *
  30354. * @static
  30355. * @param {Array<number>} times - The keyframe time values.
  30356. * @return {Array<number>} The array.
  30357. */
  30358. static getKeyframeOrder( times ) {
  30359. return getKeyframeOrder( times );
  30360. }
  30361. /**
  30362. * Sorts the given array by the previously computed order via `getKeyframeOrder()`.
  30363. *
  30364. * @static
  30365. * @param {Array<number>} values - The values to sort.
  30366. * @param {number} stride - The stride.
  30367. * @param {Array<number>} order - The sort order.
  30368. * @return {Array<number>} The sorted values.
  30369. */
  30370. static sortedArray( values, stride, order ) {
  30371. return sortedArray( values, stride, order );
  30372. }
  30373. /**
  30374. * Used for parsing AOS keyframe formats.
  30375. *
  30376. * @static
  30377. * @param {Array<number>} jsonKeys - A list of JSON keyframes.
  30378. * @param {Array<number>} times - This array will be filled with keyframe times by this method.
  30379. * @param {Array<number>} values - This array will be filled with keyframe values by this method.
  30380. * @param {string} valuePropertyName - The name of the property to use.
  30381. */
  30382. static flattenJSON( jsonKeys, times, values, valuePropertyName ) {
  30383. flattenJSON( jsonKeys, times, values, valuePropertyName );
  30384. }
  30385. /**
  30386. * Creates a new clip, containing only the segment of the original clip between the given frames.
  30387. *
  30388. * @static
  30389. * @param {AnimationClip} sourceClip - The values to sort.
  30390. * @param {string} name - The name of the clip.
  30391. * @param {number} startFrame - The start frame.
  30392. * @param {number} endFrame - The end frame.
  30393. * @param {number} [fps=30] - The FPS.
  30394. * @return {AnimationClip} The new sub clip.
  30395. */
  30396. static subclip( sourceClip, name, startFrame, endFrame, fps = 30 ) {
  30397. return subclip( sourceClip, name, startFrame, endFrame, fps );
  30398. }
  30399. /**
  30400. * Converts the keyframes of the given animation clip to an additive format.
  30401. *
  30402. * @static
  30403. * @param {AnimationClip} targetClip - The clip to make additive.
  30404. * @param {number} [referenceFrame=0] - The reference frame.
  30405. * @param {AnimationClip} [referenceClip=targetClip] - The reference clip.
  30406. * @param {number} [fps=30] - The FPS.
  30407. * @return {AnimationClip} The updated clip which is now additive.
  30408. */
  30409. static makeClipAdditive( targetClip, referenceFrame = 0, referenceClip = targetClip, fps = 30 ) {
  30410. return makeClipAdditive( targetClip, referenceFrame, referenceClip, fps );
  30411. }
  30412. }
  30413. /**
  30414. * Abstract base class of interpolants over parametric samples.
  30415. *
  30416. * The parameter domain is one dimensional, typically the time or a path
  30417. * along a curve defined by the data.
  30418. *
  30419. * The sample values can have any dimensionality and derived classes may
  30420. * apply special interpretations to the data.
  30421. *
  30422. * This class provides the interval seek in a Template Method, deferring
  30423. * the actual interpolation to derived classes.
  30424. *
  30425. * Time complexity is O(1) for linear access crossing at most two points
  30426. * and O(log N) for random access, where N is the number of positions.
  30427. *
  30428. * References: {@link http://www.oodesign.com/template-method-pattern.html}
  30429. *
  30430. * @abstract
  30431. */
  30432. class Interpolant {
  30433. /**
  30434. * Constructs a new interpolant.
  30435. *
  30436. * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.
  30437. * @param {TypedArray} sampleValues - The sample values.
  30438. * @param {number} sampleSize - The sample size
  30439. * @param {TypedArray} [resultBuffer] - The result buffer.
  30440. */
  30441. constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  30442. /**
  30443. * The parameter positions.
  30444. *
  30445. * @type {TypedArray}
  30446. */
  30447. this.parameterPositions = parameterPositions;
  30448. /**
  30449. * A cache index.
  30450. *
  30451. * @private
  30452. * @type {number}
  30453. * @default 0
  30454. */
  30455. this._cachedIndex = 0;
  30456. /**
  30457. * The result buffer.
  30458. *
  30459. * @type {TypedArray}
  30460. */
  30461. this.resultBuffer = resultBuffer !== undefined ? resultBuffer : new sampleValues.constructor( sampleSize );
  30462. /**
  30463. * The sample values.
  30464. *
  30465. * @type {TypedArray}
  30466. */
  30467. this.sampleValues = sampleValues;
  30468. /**
  30469. * The value size.
  30470. *
  30471. * @type {TypedArray}
  30472. */
  30473. this.valueSize = sampleSize;
  30474. /**
  30475. * The interpolation settings.
  30476. *
  30477. * @type {?Object}
  30478. * @default null
  30479. */
  30480. this.settings = null;
  30481. /**
  30482. * The default settings object.
  30483. *
  30484. * @type {Object}
  30485. */
  30486. this.DefaultSettings_ = {};
  30487. }
  30488. /**
  30489. * Evaluate the interpolant at position `t`.
  30490. *
  30491. * @param {number} t - The interpolation factor.
  30492. * @return {TypedArray} The result buffer.
  30493. */
  30494. evaluate( t ) {
  30495. const pp = this.parameterPositions;
  30496. let i1 = this._cachedIndex,
  30497. t1 = pp[ i1 ],
  30498. t0 = pp[ i1 - 1 ];
  30499. validate_interval: {
  30500. seek: {
  30501. let right;
  30502. linear_scan: {
  30503. //- See http://jsperf.com/comparison-to-undefined/3
  30504. //- slower code:
  30505. //-
  30506. //- if ( t >= t1 || t1 === undefined ) {
  30507. forward_scan: if ( ! ( t < t1 ) ) {
  30508. for ( let giveUpAt = i1 + 2; ; ) {
  30509. if ( t1 === undefined ) {
  30510. if ( t < t0 ) break forward_scan;
  30511. // after end
  30512. i1 = pp.length;
  30513. this._cachedIndex = i1;
  30514. return this.copySampleValue_( i1 - 1 );
  30515. }
  30516. if ( i1 === giveUpAt ) break; // this loop
  30517. t0 = t1;
  30518. t1 = pp[ ++ i1 ];
  30519. if ( t < t1 ) {
  30520. // we have arrived at the sought interval
  30521. break seek;
  30522. }
  30523. }
  30524. // prepare binary search on the right side of the index
  30525. right = pp.length;
  30526. break linear_scan;
  30527. }
  30528. //- slower code:
  30529. //- if ( t < t0 || t0 === undefined ) {
  30530. if ( ! ( t >= t0 ) ) {
  30531. // looping?
  30532. const t1global = pp[ 1 ];
  30533. if ( t < t1global ) {
  30534. i1 = 2; // + 1, using the scan for the details
  30535. t0 = t1global;
  30536. }
  30537. // linear reverse scan
  30538. for ( let giveUpAt = i1 - 2; ; ) {
  30539. if ( t0 === undefined ) {
  30540. // before start
  30541. this._cachedIndex = 0;
  30542. return this.copySampleValue_( 0 );
  30543. }
  30544. if ( i1 === giveUpAt ) break; // this loop
  30545. t1 = t0;
  30546. t0 = pp[ -- i1 - 1 ];
  30547. if ( t >= t0 ) {
  30548. // we have arrived at the sought interval
  30549. break seek;
  30550. }
  30551. }
  30552. // prepare binary search on the left side of the index
  30553. right = i1;
  30554. i1 = 0;
  30555. break linear_scan;
  30556. }
  30557. // the interval is valid
  30558. break validate_interval;
  30559. } // linear scan
  30560. // binary search
  30561. while ( i1 < right ) {
  30562. const mid = ( i1 + right ) >>> 1;
  30563. if ( t < pp[ mid ] ) {
  30564. right = mid;
  30565. } else {
  30566. i1 = mid + 1;
  30567. }
  30568. }
  30569. t1 = pp[ i1 ];
  30570. t0 = pp[ i1 - 1 ];
  30571. // check boundary cases, again
  30572. if ( t0 === undefined ) {
  30573. this._cachedIndex = 0;
  30574. return this.copySampleValue_( 0 );
  30575. }
  30576. if ( t1 === undefined ) {
  30577. i1 = pp.length;
  30578. this._cachedIndex = i1;
  30579. return this.copySampleValue_( i1 - 1 );
  30580. }
  30581. } // seek
  30582. this._cachedIndex = i1;
  30583. this.intervalChanged_( i1, t0, t1 );
  30584. } // validate_interval
  30585. return this.interpolate_( i1, t0, t, t1 );
  30586. }
  30587. /**
  30588. * Returns the interpolation settings.
  30589. *
  30590. * @return {Object} The interpolation settings.
  30591. */
  30592. getSettings_() {
  30593. return this.settings || this.DefaultSettings_;
  30594. }
  30595. /**
  30596. * Copies a sample value to the result buffer.
  30597. *
  30598. * @param {number} index - An index into the sample value buffer.
  30599. * @return {TypedArray} The result buffer.
  30600. */
  30601. copySampleValue_( index ) {
  30602. // copies a sample value to the result buffer
  30603. const result = this.resultBuffer,
  30604. values = this.sampleValues,
  30605. stride = this.valueSize,
  30606. offset = index * stride;
  30607. for ( let i = 0; i !== stride; ++ i ) {
  30608. result[ i ] = values[ offset + i ];
  30609. }
  30610. return result;
  30611. }
  30612. /**
  30613. * Copies a sample value to the result buffer.
  30614. *
  30615. * @abstract
  30616. * @param {number} i1 - An index into the sample value buffer.
  30617. * @param {number} t0 - The previous interpolation factor.
  30618. * @param {number} t - The current interpolation factor.
  30619. * @param {number} t1 - The next interpolation factor.
  30620. * @return {TypedArray} The result buffer.
  30621. */
  30622. interpolate_( /* i1, t0, t, t1 */ ) {
  30623. throw new Error( 'call to abstract method' );
  30624. // implementations shall return this.resultBuffer
  30625. }
  30626. /**
  30627. * Optional method that is executed when the interval has changed.
  30628. *
  30629. * @param {number} i1 - An index into the sample value buffer.
  30630. * @param {number} t0 - The previous interpolation factor.
  30631. * @param {number} t - The current interpolation factor.
  30632. */
  30633. intervalChanged_( /* i1, t0, t1 */ ) {
  30634. // empty
  30635. }
  30636. }
  30637. /**
  30638. * Fast and simple cubic spline interpolant.
  30639. *
  30640. * It was derived from a Hermitian construction setting the first derivative
  30641. * at each sample position to the linear slope between neighboring positions
  30642. * over their parameter interval.
  30643. *
  30644. * @augments Interpolant
  30645. */
  30646. class CubicInterpolant extends Interpolant {
  30647. /**
  30648. * Constructs a new cubic interpolant.
  30649. *
  30650. * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.
  30651. * @param {TypedArray} sampleValues - The sample values.
  30652. * @param {number} sampleSize - The sample size
  30653. * @param {TypedArray} [resultBuffer] - The result buffer.
  30654. */
  30655. constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  30656. super( parameterPositions, sampleValues, sampleSize, resultBuffer );
  30657. this._weightPrev = -0;
  30658. this._offsetPrev = -0;
  30659. this._weightNext = -0;
  30660. this._offsetNext = -0;
  30661. this.DefaultSettings_ = {
  30662. endingStart: ZeroCurvatureEnding,
  30663. endingEnd: ZeroCurvatureEnding
  30664. };
  30665. }
  30666. intervalChanged_( i1, t0, t1 ) {
  30667. const pp = this.parameterPositions;
  30668. let iPrev = i1 - 2,
  30669. iNext = i1 + 1,
  30670. tPrev = pp[ iPrev ],
  30671. tNext = pp[ iNext ];
  30672. if ( tPrev === undefined ) {
  30673. switch ( this.getSettings_().endingStart ) {
  30674. case ZeroSlopeEnding:
  30675. // f'(t0) = 0
  30676. iPrev = i1;
  30677. tPrev = 2 * t0 - t1;
  30678. break;
  30679. case WrapAroundEnding:
  30680. // use the other end of the curve
  30681. iPrev = pp.length - 2;
  30682. tPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ];
  30683. break;
  30684. default: // ZeroCurvatureEnding
  30685. // f''(t0) = 0 a.k.a. Natural Spline
  30686. iPrev = i1;
  30687. tPrev = t1;
  30688. }
  30689. }
  30690. if ( tNext === undefined ) {
  30691. switch ( this.getSettings_().endingEnd ) {
  30692. case ZeroSlopeEnding:
  30693. // f'(tN) = 0
  30694. iNext = i1;
  30695. tNext = 2 * t1 - t0;
  30696. break;
  30697. case WrapAroundEnding:
  30698. // use the other end of the curve
  30699. iNext = 1;
  30700. tNext = t1 + pp[ 1 ] - pp[ 0 ];
  30701. break;
  30702. default: // ZeroCurvatureEnding
  30703. // f''(tN) = 0, a.k.a. Natural Spline
  30704. iNext = i1 - 1;
  30705. tNext = t0;
  30706. }
  30707. }
  30708. const halfDt = ( t1 - t0 ) * 0.5,
  30709. stride = this.valueSize;
  30710. this._weightPrev = halfDt / ( t0 - tPrev );
  30711. this._weightNext = halfDt / ( tNext - t1 );
  30712. this._offsetPrev = iPrev * stride;
  30713. this._offsetNext = iNext * stride;
  30714. }
  30715. interpolate_( i1, t0, t, t1 ) {
  30716. const result = this.resultBuffer,
  30717. values = this.sampleValues,
  30718. stride = this.valueSize,
  30719. o1 = i1 * stride, o0 = o1 - stride,
  30720. oP = this._offsetPrev, oN = this._offsetNext,
  30721. wP = this._weightPrev, wN = this._weightNext,
  30722. p = ( t - t0 ) / ( t1 - t0 ),
  30723. pp = p * p,
  30724. ppp = pp * p;
  30725. // evaluate polynomials
  30726. const sP = - wP * ppp + 2 * wP * pp - wP * p;
  30727. const s0 = ( 1 + wP ) * ppp + ( -1.5 - 2 * wP ) * pp + ( -0.5 + wP ) * p + 1;
  30728. const s1 = ( -1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p;
  30729. const sN = wN * ppp - wN * pp;
  30730. // combine data linearly
  30731. for ( let i = 0; i !== stride; ++ i ) {
  30732. result[ i ] =
  30733. sP * values[ oP + i ] +
  30734. s0 * values[ o0 + i ] +
  30735. s1 * values[ o1 + i ] +
  30736. sN * values[ oN + i ];
  30737. }
  30738. return result;
  30739. }
  30740. }
  30741. /**
  30742. * A basic linear interpolant.
  30743. *
  30744. * @augments Interpolant
  30745. */
  30746. class LinearInterpolant extends Interpolant {
  30747. /**
  30748. * Constructs a new linear interpolant.
  30749. *
  30750. * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.
  30751. * @param {TypedArray} sampleValues - The sample values.
  30752. * @param {number} sampleSize - The sample size
  30753. * @param {TypedArray} [resultBuffer] - The result buffer.
  30754. */
  30755. constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  30756. super( parameterPositions, sampleValues, sampleSize, resultBuffer );
  30757. }
  30758. interpolate_( i1, t0, t, t1 ) {
  30759. const result = this.resultBuffer,
  30760. values = this.sampleValues,
  30761. stride = this.valueSize,
  30762. offset1 = i1 * stride,
  30763. offset0 = offset1 - stride,
  30764. weight1 = ( t - t0 ) / ( t1 - t0 ),
  30765. weight0 = 1 - weight1;
  30766. for ( let i = 0; i !== stride; ++ i ) {
  30767. result[ i ] =
  30768. values[ offset0 + i ] * weight0 +
  30769. values[ offset1 + i ] * weight1;
  30770. }
  30771. return result;
  30772. }
  30773. }
  30774. /**
  30775. * Interpolant that evaluates to the sample value at the position preceding
  30776. * the parameter.
  30777. *
  30778. * @augments Interpolant
  30779. */
  30780. class DiscreteInterpolant extends Interpolant {
  30781. /**
  30782. * Constructs a new discrete interpolant.
  30783. *
  30784. * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.
  30785. * @param {TypedArray} sampleValues - The sample values.
  30786. * @param {number} sampleSize - The sample size
  30787. * @param {TypedArray} [resultBuffer] - The result buffer.
  30788. */
  30789. constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  30790. super( parameterPositions, sampleValues, sampleSize, resultBuffer );
  30791. }
  30792. interpolate_( i1 /*, t0, t, t1 */ ) {
  30793. return this.copySampleValue_( i1 - 1 );
  30794. }
  30795. }
  30796. /**
  30797. * Represents s a timed sequence of keyframes, which are composed of lists of
  30798. * times and related values, and which are used to animate a specific property
  30799. * of an object.
  30800. */
  30801. class KeyframeTrack {
  30802. /**
  30803. * Constructs a new keyframe track.
  30804. *
  30805. * @param {string} name - The keyframe track's name.
  30806. * @param {Array<number>} times - A list of keyframe times.
  30807. * @param {Array<number|string|boolean>} values - A list of keyframe values.
  30808. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.
  30809. */
  30810. constructor( name, times, values, interpolation ) {
  30811. if ( name === undefined ) throw new Error( 'THREE.KeyframeTrack: track name is undefined' );
  30812. if ( times === undefined || times.length === 0 ) throw new Error( 'THREE.KeyframeTrack: no keyframes in track named ' + name );
  30813. /**
  30814. * The track's name can refer to morph targets or bones or
  30815. * possibly other values within an animated object. See {@link PropertyBinding#parseTrackName}
  30816. * for the forms of strings that can be parsed for property binding.
  30817. *
  30818. * @type {string}
  30819. */
  30820. this.name = name;
  30821. /**
  30822. * The keyframe times.
  30823. *
  30824. * @type {Float32Array}
  30825. */
  30826. this.times = convertArray( times, this.TimeBufferType );
  30827. /**
  30828. * The keyframe values.
  30829. *
  30830. * @type {Float32Array}
  30831. */
  30832. this.values = convertArray( values, this.ValueBufferType );
  30833. this.setInterpolation( interpolation || this.DefaultInterpolation );
  30834. }
  30835. /**
  30836. * Converts the keyframe track to JSON.
  30837. *
  30838. * @static
  30839. * @param {KeyframeTrack} track - The keyframe track to serialize.
  30840. * @return {Object} The serialized keyframe track as JSON.
  30841. */
  30842. static toJSON( track ) {
  30843. const trackType = track.constructor;
  30844. let json;
  30845. // derived classes can define a static toJSON method
  30846. if ( trackType.toJSON !== this.toJSON ) {
  30847. json = trackType.toJSON( track );
  30848. } else {
  30849. // by default, we assume the data can be serialized as-is
  30850. json = {
  30851. 'name': track.name,
  30852. 'times': convertArray( track.times, Array ),
  30853. 'values': convertArray( track.values, Array )
  30854. };
  30855. const interpolation = track.getInterpolation();
  30856. if ( interpolation !== track.DefaultInterpolation ) {
  30857. json.interpolation = interpolation;
  30858. }
  30859. }
  30860. json.type = track.ValueTypeName; // mandatory
  30861. return json;
  30862. }
  30863. /**
  30864. * Factory method for creating a new discrete interpolant.
  30865. *
  30866. * @static
  30867. * @param {TypedArray} [result] - The result buffer.
  30868. * @return {DiscreteInterpolant} The new interpolant.
  30869. */
  30870. InterpolantFactoryMethodDiscrete( result ) {
  30871. return new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result );
  30872. }
  30873. /**
  30874. * Factory method for creating a new linear interpolant.
  30875. *
  30876. * @static
  30877. * @param {TypedArray} [result] - The result buffer.
  30878. * @return {LinearInterpolant} The new interpolant.
  30879. */
  30880. InterpolantFactoryMethodLinear( result ) {
  30881. return new LinearInterpolant( this.times, this.values, this.getValueSize(), result );
  30882. }
  30883. /**
  30884. * Factory method for creating a new smooth interpolant.
  30885. *
  30886. * @static
  30887. * @param {TypedArray} [result] - The result buffer.
  30888. * @return {CubicInterpolant} The new interpolant.
  30889. */
  30890. InterpolantFactoryMethodSmooth( result ) {
  30891. return new CubicInterpolant( this.times, this.values, this.getValueSize(), result );
  30892. }
  30893. /**
  30894. * Defines the interpolation factor method for this keyframe track.
  30895. *
  30896. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} interpolation - The interpolation type.
  30897. * @return {KeyframeTrack} A reference to this keyframe track.
  30898. */
  30899. setInterpolation( interpolation ) {
  30900. let factoryMethod;
  30901. switch ( interpolation ) {
  30902. case InterpolateDiscrete:
  30903. factoryMethod = this.InterpolantFactoryMethodDiscrete;
  30904. break;
  30905. case InterpolateLinear:
  30906. factoryMethod = this.InterpolantFactoryMethodLinear;
  30907. break;
  30908. case InterpolateSmooth:
  30909. factoryMethod = this.InterpolantFactoryMethodSmooth;
  30910. break;
  30911. }
  30912. if ( factoryMethod === undefined ) {
  30913. const message = 'unsupported interpolation for ' +
  30914. this.ValueTypeName + ' keyframe track named ' + this.name;
  30915. if ( this.createInterpolant === undefined ) {
  30916. // fall back to default, unless the default itself is messed up
  30917. if ( interpolation !== this.DefaultInterpolation ) {
  30918. this.setInterpolation( this.DefaultInterpolation );
  30919. } else {
  30920. throw new Error( message ); // fatal, in this case
  30921. }
  30922. }
  30923. warn( 'KeyframeTrack:', message );
  30924. return this;
  30925. }
  30926. this.createInterpolant = factoryMethod;
  30927. return this;
  30928. }
  30929. /**
  30930. * Returns the current interpolation type.
  30931. *
  30932. * @return {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} The interpolation type.
  30933. */
  30934. getInterpolation() {
  30935. switch ( this.createInterpolant ) {
  30936. case this.InterpolantFactoryMethodDiscrete:
  30937. return InterpolateDiscrete;
  30938. case this.InterpolantFactoryMethodLinear:
  30939. return InterpolateLinear;
  30940. case this.InterpolantFactoryMethodSmooth:
  30941. return InterpolateSmooth;
  30942. }
  30943. }
  30944. /**
  30945. * Returns the value size.
  30946. *
  30947. * @return {number} The value size.
  30948. */
  30949. getValueSize() {
  30950. return this.values.length / this.times.length;
  30951. }
  30952. /**
  30953. * Moves all keyframes either forward or backward in time.
  30954. *
  30955. * @param {number} timeOffset - The offset to move the time values.
  30956. * @return {KeyframeTrack} A reference to this keyframe track.
  30957. */
  30958. shift( timeOffset ) {
  30959. if ( timeOffset !== 0.0 ) {
  30960. const times = this.times;
  30961. for ( let i = 0, n = times.length; i !== n; ++ i ) {
  30962. times[ i ] += timeOffset;
  30963. }
  30964. }
  30965. return this;
  30966. }
  30967. /**
  30968. * Scale all keyframe times by a factor (useful for frame - seconds conversions).
  30969. *
  30970. * @param {number} timeScale - The time scale.
  30971. * @return {KeyframeTrack} A reference to this keyframe track.
  30972. */
  30973. scale( timeScale ) {
  30974. if ( timeScale !== 1.0 ) {
  30975. const times = this.times;
  30976. for ( let i = 0, n = times.length; i !== n; ++ i ) {
  30977. times[ i ] *= timeScale;
  30978. }
  30979. }
  30980. return this;
  30981. }
  30982. /**
  30983. * Removes keyframes before and after animation without changing any values within the defined time range.
  30984. *
  30985. * Note: The method does not shift around keys to the start of the track time, because for interpolated
  30986. * keys this will change their values
  30987. *
  30988. * @param {number} startTime - The start time.
  30989. * @param {number} endTime - The end time.
  30990. * @return {KeyframeTrack} A reference to this keyframe track.
  30991. */
  30992. trim( startTime, endTime ) {
  30993. const times = this.times,
  30994. nKeys = times.length;
  30995. let from = 0,
  30996. to = nKeys - 1;
  30997. while ( from !== nKeys && times[ from ] < startTime ) {
  30998. ++ from;
  30999. }
  31000. while ( to !== -1 && times[ to ] > endTime ) {
  31001. -- to;
  31002. }
  31003. ++ to; // inclusive -> exclusive bound
  31004. if ( from !== 0 || to !== nKeys ) {
  31005. // empty tracks are forbidden, so keep at least one keyframe
  31006. if ( from >= to ) {
  31007. to = Math.max( to, 1 );
  31008. from = to - 1;
  31009. }
  31010. const stride = this.getValueSize();
  31011. this.times = times.slice( from, to );
  31012. this.values = this.values.slice( from * stride, to * stride );
  31013. }
  31014. return this;
  31015. }
  31016. /**
  31017. * Performs minimal validation on the keyframe track. Returns `true` if the values
  31018. * are valid.
  31019. *
  31020. * @return {boolean} Whether the keyframes are valid or not.
  31021. */
  31022. validate() {
  31023. let valid = true;
  31024. const valueSize = this.getValueSize();
  31025. if ( valueSize - Math.floor( valueSize ) !== 0 ) {
  31026. error( 'KeyframeTrack: Invalid value size in track.', this );
  31027. valid = false;
  31028. }
  31029. const times = this.times,
  31030. values = this.values,
  31031. nKeys = times.length;
  31032. if ( nKeys === 0 ) {
  31033. error( 'KeyframeTrack: Track is empty.', this );
  31034. valid = false;
  31035. }
  31036. let prevTime = null;
  31037. for ( let i = 0; i !== nKeys; i ++ ) {
  31038. const currTime = times[ i ];
  31039. if ( typeof currTime === 'number' && isNaN( currTime ) ) {
  31040. error( 'KeyframeTrack: Time is not a valid number.', this, i, currTime );
  31041. valid = false;
  31042. break;
  31043. }
  31044. if ( prevTime !== null && prevTime > currTime ) {
  31045. error( 'KeyframeTrack: Out of order keys.', this, i, currTime, prevTime );
  31046. valid = false;
  31047. break;
  31048. }
  31049. prevTime = currTime;
  31050. }
  31051. if ( values !== undefined ) {
  31052. if ( isTypedArray( values ) ) {
  31053. for ( let i = 0, n = values.length; i !== n; ++ i ) {
  31054. const value = values[ i ];
  31055. if ( isNaN( value ) ) {
  31056. error( 'KeyframeTrack: Value is not a valid number.', this, i, value );
  31057. valid = false;
  31058. break;
  31059. }
  31060. }
  31061. }
  31062. }
  31063. return valid;
  31064. }
  31065. /**
  31066. * Optimizes this keyframe track by removing equivalent sequential keys (which are
  31067. * common in morph target sequences).
  31068. *
  31069. * @return {AnimationClip} A reference to this animation clip.
  31070. */
  31071. optimize() {
  31072. // (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0)
  31073. // times or values may be shared with other tracks, so overwriting is unsafe
  31074. const times = this.times.slice(),
  31075. values = this.values.slice(),
  31076. stride = this.getValueSize(),
  31077. smoothInterpolation = this.getInterpolation() === InterpolateSmooth,
  31078. lastIndex = times.length - 1;
  31079. let writeIndex = 1;
  31080. for ( let i = 1; i < lastIndex; ++ i ) {
  31081. let keep = false;
  31082. const time = times[ i ];
  31083. const timeNext = times[ i + 1 ];
  31084. // remove adjacent keyframes scheduled at the same time
  31085. if ( time !== timeNext && ( i !== 1 || time !== times[ 0 ] ) ) {
  31086. if ( ! smoothInterpolation ) {
  31087. // remove unnecessary keyframes same as their neighbors
  31088. const offset = i * stride,
  31089. offsetP = offset - stride,
  31090. offsetN = offset + stride;
  31091. for ( let j = 0; j !== stride; ++ j ) {
  31092. const value = values[ offset + j ];
  31093. if ( value !== values[ offsetP + j ] ||
  31094. value !== values[ offsetN + j ] ) {
  31095. keep = true;
  31096. break;
  31097. }
  31098. }
  31099. } else {
  31100. keep = true;
  31101. }
  31102. }
  31103. // in-place compaction
  31104. if ( keep ) {
  31105. if ( i !== writeIndex ) {
  31106. times[ writeIndex ] = times[ i ];
  31107. const readOffset = i * stride,
  31108. writeOffset = writeIndex * stride;
  31109. for ( let j = 0; j !== stride; ++ j ) {
  31110. values[ writeOffset + j ] = values[ readOffset + j ];
  31111. }
  31112. }
  31113. ++ writeIndex;
  31114. }
  31115. }
  31116. // flush last keyframe (compaction looks ahead)
  31117. if ( lastIndex > 0 ) {
  31118. times[ writeIndex ] = times[ lastIndex ];
  31119. for ( let readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++ j ) {
  31120. values[ writeOffset + j ] = values[ readOffset + j ];
  31121. }
  31122. ++ writeIndex;
  31123. }
  31124. if ( writeIndex !== times.length ) {
  31125. this.times = times.slice( 0, writeIndex );
  31126. this.values = values.slice( 0, writeIndex * stride );
  31127. } else {
  31128. this.times = times;
  31129. this.values = values;
  31130. }
  31131. return this;
  31132. }
  31133. /**
  31134. * Returns a new keyframe track with copied values from this instance.
  31135. *
  31136. * @return {KeyframeTrack} A clone of this instance.
  31137. */
  31138. clone() {
  31139. const times = this.times.slice();
  31140. const values = this.values.slice();
  31141. const TypedKeyframeTrack = this.constructor;
  31142. const track = new TypedKeyframeTrack( this.name, times, values );
  31143. // Interpolant argument to constructor is not saved, so copy the factory method directly.
  31144. track.createInterpolant = this.createInterpolant;
  31145. return track;
  31146. }
  31147. }
  31148. /**
  31149. * The value type name.
  31150. *
  31151. * @type {String}
  31152. * @default ''
  31153. */
  31154. KeyframeTrack.prototype.ValueTypeName = '';
  31155. /**
  31156. * The time buffer type of this keyframe track.
  31157. *
  31158. * @type {TypedArray|Array}
  31159. * @default Float32Array.constructor
  31160. */
  31161. KeyframeTrack.prototype.TimeBufferType = Float32Array;
  31162. /**
  31163. * The value buffer type of this keyframe track.
  31164. *
  31165. * @type {TypedArray|Array}
  31166. * @default Float32Array.constructor
  31167. */
  31168. KeyframeTrack.prototype.ValueBufferType = Float32Array;
  31169. /**
  31170. * The default interpolation type of this keyframe track.
  31171. *
  31172. * @type {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)}
  31173. * @default InterpolateLinear
  31174. */
  31175. KeyframeTrack.prototype.DefaultInterpolation = InterpolateLinear;
  31176. /**
  31177. * A track for boolean keyframe values.
  31178. *
  31179. * @augments KeyframeTrack
  31180. */
  31181. class BooleanKeyframeTrack extends KeyframeTrack {
  31182. /**
  31183. * Constructs a new boolean keyframe track.
  31184. *
  31185. * This keyframe track type has no `interpolation` parameter because the
  31186. * interpolation is always discrete.
  31187. *
  31188. * @param {string} name - The keyframe track's name.
  31189. * @param {Array<number>} times - A list of keyframe times.
  31190. * @param {Array<boolean>} values - A list of keyframe values.
  31191. */
  31192. constructor( name, times, values ) {
  31193. super( name, times, values );
  31194. }
  31195. }
  31196. /**
  31197. * The value type name.
  31198. *
  31199. * @type {String}
  31200. * @default 'bool'
  31201. */
  31202. BooleanKeyframeTrack.prototype.ValueTypeName = 'bool';
  31203. /**
  31204. * The value buffer type of this keyframe track.
  31205. *
  31206. * @type {TypedArray|Array}
  31207. * @default Array.constructor
  31208. */
  31209. BooleanKeyframeTrack.prototype.ValueBufferType = Array;
  31210. /**
  31211. * The default interpolation type of this keyframe track.
  31212. *
  31213. * @type {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)}
  31214. * @default InterpolateDiscrete
  31215. */
  31216. BooleanKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete;
  31217. BooleanKeyframeTrack.prototype.InterpolantFactoryMethodLinear = undefined;
  31218. BooleanKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;
  31219. /**
  31220. * A track for color keyframe values.
  31221. *
  31222. * @augments KeyframeTrack
  31223. */
  31224. class ColorKeyframeTrack extends KeyframeTrack {
  31225. /**
  31226. * Constructs a new color keyframe track.
  31227. *
  31228. * @param {string} name - The keyframe track's name.
  31229. * @param {Array<number>} times - A list of keyframe times.
  31230. * @param {Array<number>} values - A list of keyframe values.
  31231. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.
  31232. */
  31233. constructor( name, times, values, interpolation ) {
  31234. super( name, times, values, interpolation );
  31235. }
  31236. }
  31237. /**
  31238. * The value type name.
  31239. *
  31240. * @type {String}
  31241. * @default 'color'
  31242. */
  31243. ColorKeyframeTrack.prototype.ValueTypeName = 'color';
  31244. /**
  31245. * A track for numeric keyframe values.
  31246. *
  31247. * @augments KeyframeTrack
  31248. */
  31249. class NumberKeyframeTrack extends KeyframeTrack {
  31250. /**
  31251. * Constructs a new number keyframe track.
  31252. *
  31253. * @param {string} name - The keyframe track's name.
  31254. * @param {Array<number>} times - A list of keyframe times.
  31255. * @param {Array<number>} values - A list of keyframe values.
  31256. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.
  31257. */
  31258. constructor( name, times, values, interpolation ) {
  31259. super( name, times, values, interpolation );
  31260. }
  31261. }
  31262. /**
  31263. * The value type name.
  31264. *
  31265. * @type {String}
  31266. * @default 'number'
  31267. */
  31268. NumberKeyframeTrack.prototype.ValueTypeName = 'number';
  31269. /**
  31270. * Spherical linear unit quaternion interpolant.
  31271. *
  31272. * @augments Interpolant
  31273. */
  31274. class QuaternionLinearInterpolant extends Interpolant {
  31275. /**
  31276. * Constructs a new SLERP interpolant.
  31277. *
  31278. * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.
  31279. * @param {TypedArray} sampleValues - The sample values.
  31280. * @param {number} sampleSize - The sample size
  31281. * @param {TypedArray} [resultBuffer] - The result buffer.
  31282. */
  31283. constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  31284. super( parameterPositions, sampleValues, sampleSize, resultBuffer );
  31285. }
  31286. interpolate_( i1, t0, t, t1 ) {
  31287. const result = this.resultBuffer,
  31288. values = this.sampleValues,
  31289. stride = this.valueSize,
  31290. alpha = ( t - t0 ) / ( t1 - t0 );
  31291. let offset = i1 * stride;
  31292. for ( let end = offset + stride; offset !== end; offset += 4 ) {
  31293. Quaternion.slerpFlat( result, 0, values, offset - stride, values, offset, alpha );
  31294. }
  31295. return result;
  31296. }
  31297. }
  31298. /**
  31299. * A track for Quaternion keyframe values.
  31300. *
  31301. * @augments KeyframeTrack
  31302. */
  31303. class QuaternionKeyframeTrack extends KeyframeTrack {
  31304. /**
  31305. * Constructs a new Quaternion keyframe track.
  31306. *
  31307. * @param {string} name - The keyframe track's name.
  31308. * @param {Array<number>} times - A list of keyframe times.
  31309. * @param {Array<number>} values - A list of keyframe values.
  31310. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.
  31311. */
  31312. constructor( name, times, values, interpolation ) {
  31313. super( name, times, values, interpolation );
  31314. }
  31315. /**
  31316. * Overwritten so the method returns Quaternion based interpolant.
  31317. *
  31318. * @static
  31319. * @param {TypedArray} [result] - The result buffer.
  31320. * @return {QuaternionLinearInterpolant} The new interpolant.
  31321. */
  31322. InterpolantFactoryMethodLinear( result ) {
  31323. return new QuaternionLinearInterpolant( this.times, this.values, this.getValueSize(), result );
  31324. }
  31325. }
  31326. /**
  31327. * The value type name.
  31328. *
  31329. * @type {String}
  31330. * @default 'quaternion'
  31331. */
  31332. QuaternionKeyframeTrack.prototype.ValueTypeName = 'quaternion';
  31333. // ValueBufferType is inherited
  31334. // DefaultInterpolation is inherited;
  31335. QuaternionKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;
  31336. /**
  31337. * A track for string keyframe values.
  31338. *
  31339. * @augments KeyframeTrack
  31340. */
  31341. class StringKeyframeTrack extends KeyframeTrack {
  31342. /**
  31343. * Constructs a new string keyframe track.
  31344. *
  31345. * This keyframe track type has no `interpolation` parameter because the
  31346. * interpolation is always discrete.
  31347. *
  31348. * @param {string} name - The keyframe track's name.
  31349. * @param {Array<number>} times - A list of keyframe times.
  31350. * @param {Array<string>} values - A list of keyframe values.
  31351. */
  31352. constructor( name, times, values ) {
  31353. super( name, times, values );
  31354. }
  31355. }
  31356. /**
  31357. * The value type name.
  31358. *
  31359. * @type {String}
  31360. * @default 'string'
  31361. */
  31362. StringKeyframeTrack.prototype.ValueTypeName = 'string';
  31363. /**
  31364. * The value buffer type of this keyframe track.
  31365. *
  31366. * @type {TypedArray|Array}
  31367. * @default Array.constructor
  31368. */
  31369. StringKeyframeTrack.prototype.ValueBufferType = Array;
  31370. /**
  31371. * The default interpolation type of this keyframe track.
  31372. *
  31373. * @type {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)}
  31374. * @default InterpolateDiscrete
  31375. */
  31376. StringKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete;
  31377. StringKeyframeTrack.prototype.InterpolantFactoryMethodLinear = undefined;
  31378. StringKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;
  31379. /**
  31380. * A track for vector keyframe values.
  31381. *
  31382. * @augments KeyframeTrack
  31383. */
  31384. class VectorKeyframeTrack extends KeyframeTrack {
  31385. /**
  31386. * Constructs a new vector keyframe track.
  31387. *
  31388. * @param {string} name - The keyframe track's name.
  31389. * @param {Array<number>} times - A list of keyframe times.
  31390. * @param {Array<number>} values - A list of keyframe values.
  31391. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.
  31392. */
  31393. constructor( name, times, values, interpolation ) {
  31394. super( name, times, values, interpolation );
  31395. }
  31396. }
  31397. /**
  31398. * The value type name.
  31399. *
  31400. * @type {String}
  31401. * @default 'vector'
  31402. */
  31403. VectorKeyframeTrack.prototype.ValueTypeName = 'vector';
  31404. /**
  31405. * A reusable set of keyframe tracks which represent an animation.
  31406. */
  31407. class AnimationClip {
  31408. /**
  31409. * Constructs a new animation clip.
  31410. *
  31411. * Note: Instead of instantiating an AnimationClip directly with the constructor, you can
  31412. * use the static interface of this class for creating clips. In most cases though, animation clips
  31413. * will automatically be created by loaders when importing animated 3D assets.
  31414. *
  31415. * @param {string} [name=''] - The clip's name.
  31416. * @param {number} [duration=-1] - The clip's duration in seconds. If a negative value is passed,
  31417. * the duration will be calculated from the passed keyframes.
  31418. * @param {Array<KeyframeTrack>} tracks - An array of keyframe tracks.
  31419. * @param {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)} [blendMode=NormalAnimationBlendMode] - Defines how the animation
  31420. * is blended/combined when two or more animations are simultaneously played.
  31421. */
  31422. constructor( name = '', duration = -1, tracks = [], blendMode = NormalAnimationBlendMode ) {
  31423. /**
  31424. * The clip's name.
  31425. *
  31426. * @type {string}
  31427. */
  31428. this.name = name;
  31429. /**
  31430. * An array of keyframe tracks.
  31431. *
  31432. * @type {Array<KeyframeTrack>}
  31433. */
  31434. this.tracks = tracks;
  31435. /**
  31436. * The clip's duration in seconds.
  31437. *
  31438. * @type {number}
  31439. */
  31440. this.duration = duration;
  31441. /**
  31442. * Defines how the animation is blended/combined when two or more animations
  31443. * are simultaneously played.
  31444. *
  31445. * @type {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)}
  31446. */
  31447. this.blendMode = blendMode;
  31448. /**
  31449. * The UUID of the animation clip.
  31450. *
  31451. * @type {string}
  31452. * @readonly
  31453. */
  31454. this.uuid = generateUUID();
  31455. /**
  31456. * An object that can be used to store custom data about the animation clip.
  31457. * It should not hold references to functions as these will not be cloned.
  31458. *
  31459. * @type {Object}
  31460. */
  31461. this.userData = {};
  31462. // this means it should figure out its duration by scanning the tracks
  31463. if ( this.duration < 0 ) {
  31464. this.resetDuration();
  31465. }
  31466. }
  31467. /**
  31468. * Factory method for creating an animation clip from the given JSON.
  31469. *
  31470. * @static
  31471. * @param {Object} json - The serialized animation clip.
  31472. * @return {AnimationClip} The new animation clip.
  31473. */
  31474. static parse( json ) {
  31475. const tracks = [],
  31476. jsonTracks = json.tracks,
  31477. frameTime = 1.0 / ( json.fps || 1.0 );
  31478. for ( let i = 0, n = jsonTracks.length; i !== n; ++ i ) {
  31479. tracks.push( parseKeyframeTrack( jsonTracks[ i ] ).scale( frameTime ) );
  31480. }
  31481. const clip = new this( json.name, json.duration, tracks, json.blendMode );
  31482. clip.uuid = json.uuid;
  31483. clip.userData = JSON.parse( json.userData || '{}' );
  31484. return clip;
  31485. }
  31486. /**
  31487. * Serializes the given animation clip into JSON.
  31488. *
  31489. * @static
  31490. * @param {AnimationClip} clip - The animation clip to serialize.
  31491. * @return {Object} The JSON object.
  31492. */
  31493. static toJSON( clip ) {
  31494. const tracks = [],
  31495. clipTracks = clip.tracks;
  31496. const json = {
  31497. 'name': clip.name,
  31498. 'duration': clip.duration,
  31499. 'tracks': tracks,
  31500. 'uuid': clip.uuid,
  31501. 'blendMode': clip.blendMode,
  31502. 'userData': JSON.stringify( clip.userData ),
  31503. };
  31504. for ( let i = 0, n = clipTracks.length; i !== n; ++ i ) {
  31505. tracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) );
  31506. }
  31507. return json;
  31508. }
  31509. /**
  31510. * Returns a new animation clip from the passed morph targets array of a
  31511. * geometry, taking a name and the number of frames per second.
  31512. *
  31513. * Note: The fps parameter is required, but the animation speed can be
  31514. * overridden via {@link AnimationAction#setDuration}.
  31515. *
  31516. * @static
  31517. * @param {string} name - The name of the animation clip.
  31518. * @param {Array<Object>} morphTargetSequence - A sequence of morph targets.
  31519. * @param {number} fps - The Frames-Per-Second value.
  31520. * @param {boolean} noLoop - Whether the clip should be no loop or not.
  31521. * @return {AnimationClip} The new animation clip.
  31522. */
  31523. static CreateFromMorphTargetSequence( name, morphTargetSequence, fps, noLoop ) {
  31524. const numMorphTargets = morphTargetSequence.length;
  31525. const tracks = [];
  31526. for ( let i = 0; i < numMorphTargets; i ++ ) {
  31527. let times = [];
  31528. let values = [];
  31529. times.push(
  31530. ( i + numMorphTargets - 1 ) % numMorphTargets,
  31531. i,
  31532. ( i + 1 ) % numMorphTargets );
  31533. values.push( 0, 1, 0 );
  31534. const order = getKeyframeOrder( times );
  31535. times = sortedArray( times, 1, order );
  31536. values = sortedArray( values, 1, order );
  31537. // if there is a key at the first frame, duplicate it as the
  31538. // last frame as well for perfect loop.
  31539. if ( ! noLoop && times[ 0 ] === 0 ) {
  31540. times.push( numMorphTargets );
  31541. values.push( values[ 0 ] );
  31542. }
  31543. tracks.push(
  31544. new NumberKeyframeTrack(
  31545. '.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']',
  31546. times, values
  31547. ).scale( 1.0 / fps ) );
  31548. }
  31549. return new this( name, -1, tracks );
  31550. }
  31551. /**
  31552. * Searches for an animation clip by name, taking as its first parameter
  31553. * either an array of clips, or a mesh or geometry that contains an
  31554. * array named "animations" property.
  31555. *
  31556. * @static
  31557. * @param {(Array<AnimationClip>|Object3D)} objectOrClipArray - The array or object to search through.
  31558. * @param {string} name - The name to search for.
  31559. * @return {?AnimationClip} The found animation clip. Returns `null` if no clip has been found.
  31560. */
  31561. static findByName( objectOrClipArray, name ) {
  31562. let clipArray = objectOrClipArray;
  31563. if ( ! Array.isArray( objectOrClipArray ) ) {
  31564. const o = objectOrClipArray;
  31565. clipArray = o.geometry && o.geometry.animations || o.animations;
  31566. }
  31567. for ( let i = 0; i < clipArray.length; i ++ ) {
  31568. if ( clipArray[ i ].name === name ) {
  31569. return clipArray[ i ];
  31570. }
  31571. }
  31572. return null;
  31573. }
  31574. /**
  31575. * Returns an array of new AnimationClips created from the morph target
  31576. * sequences of a geometry, trying to sort morph target names into
  31577. * animation-group-based patterns like "Walk_001, Walk_002, Run_001, Run_002...".
  31578. *
  31579. * See {@link MD2Loader#parse} as an example for how the method should be used.
  31580. *
  31581. * @static
  31582. * @param {Array<Object>} morphTargets - A sequence of morph targets.
  31583. * @param {number} fps - The Frames-Per-Second value.
  31584. * @param {boolean} noLoop - Whether the clip should be no loop or not.
  31585. * @return {Array<AnimationClip>} An array of new animation clips.
  31586. */
  31587. static CreateClipsFromMorphTargetSequences( morphTargets, fps, noLoop ) {
  31588. const animationToMorphTargets = {};
  31589. // tested with https://regex101.com/ on trick sequences
  31590. // such flamingo_flyA_003, flamingo_run1_003, crdeath0059
  31591. const pattern = /^([\w-]*?)([\d]+)$/;
  31592. // sort morph target names into animation groups based
  31593. // patterns like Walk_001, Walk_002, Run_001, Run_002
  31594. for ( let i = 0, il = morphTargets.length; i < il; i ++ ) {
  31595. const morphTarget = morphTargets[ i ];
  31596. const parts = morphTarget.name.match( pattern );
  31597. if ( parts && parts.length > 1 ) {
  31598. const name = parts[ 1 ];
  31599. let animationMorphTargets = animationToMorphTargets[ name ];
  31600. if ( ! animationMorphTargets ) {
  31601. animationToMorphTargets[ name ] = animationMorphTargets = [];
  31602. }
  31603. animationMorphTargets.push( morphTarget );
  31604. }
  31605. }
  31606. const clips = [];
  31607. for ( const name in animationToMorphTargets ) {
  31608. clips.push( this.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) );
  31609. }
  31610. return clips;
  31611. }
  31612. /**
  31613. * Parses the `animation.hierarchy` format and returns a new animation clip.
  31614. *
  31615. * @static
  31616. * @deprecated since r175.
  31617. * @param {Object} animation - A serialized animation clip as JSON.
  31618. * @param {Array<Bones>} bones - An array of bones.
  31619. * @return {?AnimationClip} The new animation clip.
  31620. */
  31621. static parseAnimation( animation, bones ) {
  31622. warn( 'AnimationClip: parseAnimation() is deprecated and will be removed with r185' );
  31623. if ( ! animation ) {
  31624. error( 'AnimationClip: No animation in JSONLoader data.' );
  31625. return null;
  31626. }
  31627. const addNonemptyTrack = function ( trackType, trackName, animationKeys, propertyName, destTracks ) {
  31628. // only return track if there are actually keys.
  31629. if ( animationKeys.length !== 0 ) {
  31630. const times = [];
  31631. const values = [];
  31632. flattenJSON( animationKeys, times, values, propertyName );
  31633. // empty keys are filtered out, so check again
  31634. if ( times.length !== 0 ) {
  31635. destTracks.push( new trackType( trackName, times, values ) );
  31636. }
  31637. }
  31638. };
  31639. const tracks = [];
  31640. const clipName = animation.name || 'default';
  31641. const fps = animation.fps || 30;
  31642. const blendMode = animation.blendMode;
  31643. // automatic length determination in AnimationClip.
  31644. let duration = animation.length || -1;
  31645. const hierarchyTracks = animation.hierarchy || [];
  31646. for ( let h = 0; h < hierarchyTracks.length; h ++ ) {
  31647. const animationKeys = hierarchyTracks[ h ].keys;
  31648. // skip empty tracks
  31649. if ( ! animationKeys || animationKeys.length === 0 ) continue;
  31650. // process morph targets
  31651. if ( animationKeys[ 0 ].morphTargets ) {
  31652. // figure out all morph targets used in this track
  31653. const morphTargetNames = {};
  31654. let k;
  31655. for ( k = 0; k < animationKeys.length; k ++ ) {
  31656. if ( animationKeys[ k ].morphTargets ) {
  31657. for ( let m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) {
  31658. morphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = -1;
  31659. }
  31660. }
  31661. }
  31662. // create a track for each morph target with all zero
  31663. // morphTargetInfluences except for the keys in which
  31664. // the morphTarget is named.
  31665. for ( const morphTargetName in morphTargetNames ) {
  31666. const times = [];
  31667. const values = [];
  31668. for ( let m = 0; m !== animationKeys[ k ].morphTargets.length; ++ m ) {
  31669. const animationKey = animationKeys[ k ];
  31670. times.push( animationKey.time );
  31671. values.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 );
  31672. }
  31673. tracks.push( new NumberKeyframeTrack( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) );
  31674. }
  31675. duration = morphTargetNames.length * fps;
  31676. } else {
  31677. // ...assume skeletal animation
  31678. const boneName = '.bones[' + bones[ h ].name + ']';
  31679. addNonemptyTrack(
  31680. VectorKeyframeTrack, boneName + '.position',
  31681. animationKeys, 'pos', tracks );
  31682. addNonemptyTrack(
  31683. QuaternionKeyframeTrack, boneName + '.quaternion',
  31684. animationKeys, 'rot', tracks );
  31685. addNonemptyTrack(
  31686. VectorKeyframeTrack, boneName + '.scale',
  31687. animationKeys, 'scl', tracks );
  31688. }
  31689. }
  31690. if ( tracks.length === 0 ) {
  31691. return null;
  31692. }
  31693. const clip = new this( clipName, duration, tracks, blendMode );
  31694. return clip;
  31695. }
  31696. /**
  31697. * Sets the duration of this clip to the duration of its longest keyframe track.
  31698. *
  31699. * @return {AnimationClip} A reference to this animation clip.
  31700. */
  31701. resetDuration() {
  31702. const tracks = this.tracks;
  31703. let duration = 0;
  31704. for ( let i = 0, n = tracks.length; i !== n; ++ i ) {
  31705. const track = this.tracks[ i ];
  31706. duration = Math.max( duration, track.times[ track.times.length - 1 ] );
  31707. }
  31708. this.duration = duration;
  31709. return this;
  31710. }
  31711. /**
  31712. * Trims all tracks to the clip's duration.
  31713. *
  31714. * @return {AnimationClip} A reference to this animation clip.
  31715. */
  31716. trim() {
  31717. for ( let i = 0; i < this.tracks.length; i ++ ) {
  31718. this.tracks[ i ].trim( 0, this.duration );
  31719. }
  31720. return this;
  31721. }
  31722. /**
  31723. * Performs minimal validation on each track in the clip. Returns `true` if all
  31724. * tracks are valid.
  31725. *
  31726. * @return {boolean} Whether the clip's keyframes are valid or not.
  31727. */
  31728. validate() {
  31729. let valid = true;
  31730. for ( let i = 0; i < this.tracks.length; i ++ ) {
  31731. valid = valid && this.tracks[ i ].validate();
  31732. }
  31733. return valid;
  31734. }
  31735. /**
  31736. * Optimizes each track by removing equivalent sequential keys (which are
  31737. * common in morph target sequences).
  31738. *
  31739. * @return {AnimationClip} A reference to this animation clip.
  31740. */
  31741. optimize() {
  31742. for ( let i = 0; i < this.tracks.length; i ++ ) {
  31743. this.tracks[ i ].optimize();
  31744. }
  31745. return this;
  31746. }
  31747. /**
  31748. * Returns a new animation clip with copied values from this instance.
  31749. *
  31750. * @return {AnimationClip} A clone of this instance.
  31751. */
  31752. clone() {
  31753. const tracks = [];
  31754. for ( let i = 0; i < this.tracks.length; i ++ ) {
  31755. tracks.push( this.tracks[ i ].clone() );
  31756. }
  31757. const clip = new this.constructor( this.name, this.duration, tracks, this.blendMode );
  31758. clip.userData = JSON.parse( JSON.stringify( this.userData ) );
  31759. return clip;
  31760. }
  31761. /**
  31762. * Serializes this animation clip into JSON.
  31763. *
  31764. * @return {Object} The JSON object.
  31765. */
  31766. toJSON() {
  31767. return this.constructor.toJSON( this );
  31768. }
  31769. }
  31770. function getTrackTypeForValueTypeName( typeName ) {
  31771. switch ( typeName.toLowerCase() ) {
  31772. case 'scalar':
  31773. case 'double':
  31774. case 'float':
  31775. case 'number':
  31776. case 'integer':
  31777. return NumberKeyframeTrack;
  31778. case 'vector':
  31779. case 'vector2':
  31780. case 'vector3':
  31781. case 'vector4':
  31782. return VectorKeyframeTrack;
  31783. case 'color':
  31784. return ColorKeyframeTrack;
  31785. case 'quaternion':
  31786. return QuaternionKeyframeTrack;
  31787. case 'bool':
  31788. case 'boolean':
  31789. return BooleanKeyframeTrack;
  31790. case 'string':
  31791. return StringKeyframeTrack;
  31792. }
  31793. throw new Error( 'THREE.KeyframeTrack: Unsupported typeName: ' + typeName );
  31794. }
  31795. function parseKeyframeTrack( json ) {
  31796. if ( json.type === undefined ) {
  31797. throw new Error( 'THREE.KeyframeTrack: track type undefined, can not parse' );
  31798. }
  31799. const trackType = getTrackTypeForValueTypeName( json.type );
  31800. if ( json.times === undefined ) {
  31801. const times = [], values = [];
  31802. flattenJSON( json.keys, times, values, 'value' );
  31803. json.times = times;
  31804. json.values = values;
  31805. }
  31806. // derived classes can define a static parse method
  31807. if ( trackType.parse !== undefined ) {
  31808. return trackType.parse( json );
  31809. } else {
  31810. // by default, we assume a constructor compatible with the base
  31811. return new trackType( json.name, json.times, json.values, json.interpolation );
  31812. }
  31813. }
  31814. /**
  31815. * @class
  31816. * @classdesc A simple caching system, used internally by {@link FileLoader}.
  31817. * To enable caching across all loaders that use {@link FileLoader}, add `THREE.Cache.enabled = true.` once in your app.
  31818. * @hideconstructor
  31819. */
  31820. const Cache = {
  31821. /**
  31822. * Whether caching is enabled or not.
  31823. *
  31824. * @static
  31825. * @type {boolean}
  31826. * @default false
  31827. */
  31828. enabled: false,
  31829. /**
  31830. * A dictionary that holds cached files.
  31831. *
  31832. * @static
  31833. * @type {Object<string,Object>}
  31834. */
  31835. files: {},
  31836. /**
  31837. * Adds a cache entry with a key to reference the file. If this key already
  31838. * holds a file, it is overwritten.
  31839. *
  31840. * @static
  31841. * @param {string} key - The key to reference the cached file.
  31842. * @param {Object} file - The file to be cached.
  31843. */
  31844. add: function ( key, file ) {
  31845. if ( this.enabled === false ) return;
  31846. // log( 'Cache', 'Adding key:', key );
  31847. this.files[ key ] = file;
  31848. },
  31849. /**
  31850. * Gets the cached value for the given key.
  31851. *
  31852. * @static
  31853. * @param {string} key - The key to reference the cached file.
  31854. * @return {Object|undefined} The cached file. If the key does not exist `undefined` is returned.
  31855. */
  31856. get: function ( key ) {
  31857. if ( this.enabled === false ) return;
  31858. // log( 'Cache', 'Checking key:', key );
  31859. return this.files[ key ];
  31860. },
  31861. /**
  31862. * Removes the cached file associated with the given key.
  31863. *
  31864. * @static
  31865. * @param {string} key - The key to reference the cached file.
  31866. */
  31867. remove: function ( key ) {
  31868. delete this.files[ key ];
  31869. },
  31870. /**
  31871. * Remove all values from the cache.
  31872. *
  31873. * @static
  31874. */
  31875. clear: function () {
  31876. this.files = {};
  31877. }
  31878. };
  31879. /**
  31880. * Handles and keeps track of loaded and pending data. A default global
  31881. * instance of this class is created and used by loaders if not supplied
  31882. * manually.
  31883. *
  31884. * In general that should be sufficient, however there are times when it can
  31885. * be useful to have separate loaders - for example if you want to show
  31886. * separate loading bars for objects and textures.
  31887. *
  31888. * ```js
  31889. * const manager = new THREE.LoadingManager();
  31890. * manager.onLoad = () => console.log( 'Loading complete!' );
  31891. *
  31892. * const loader1 = new OBJLoader( manager );
  31893. * const loader2 = new ColladaLoader( manager );
  31894. * ```
  31895. */
  31896. class LoadingManager {
  31897. /**
  31898. * Constructs a new loading manager.
  31899. *
  31900. * @param {Function} [onLoad] - Executes when all items have been loaded.
  31901. * @param {Function} [onProgress] - Executes when single items have been loaded.
  31902. * @param {Function} [onError] - Executes when an error occurs.
  31903. */
  31904. constructor( onLoad, onProgress, onError ) {
  31905. const scope = this;
  31906. let isLoading = false;
  31907. let itemsLoaded = 0;
  31908. let itemsTotal = 0;
  31909. let urlModifier = undefined;
  31910. const handlers = [];
  31911. // Refer to #5689 for the reason why we don't set .onStart
  31912. // in the constructor
  31913. /**
  31914. * Executes when an item starts loading.
  31915. *
  31916. * @type {Function|undefined}
  31917. * @default undefined
  31918. */
  31919. this.onStart = undefined;
  31920. /**
  31921. * Executes when all items have been loaded.
  31922. *
  31923. * @type {Function|undefined}
  31924. * @default undefined
  31925. */
  31926. this.onLoad = onLoad;
  31927. /**
  31928. * Executes when single items have been loaded.
  31929. *
  31930. * @type {Function|undefined}
  31931. * @default undefined
  31932. */
  31933. this.onProgress = onProgress;
  31934. /**
  31935. * Executes when an error occurs.
  31936. *
  31937. * @type {Function|undefined}
  31938. * @default undefined
  31939. */
  31940. this.onError = onError;
  31941. /**
  31942. * Used for aborting ongoing requests in loaders using this manager.
  31943. *
  31944. * @private
  31945. * @type {AbortController | null}
  31946. */
  31947. this._abortController = null;
  31948. /**
  31949. * This should be called by any loader using the manager when the loader
  31950. * starts loading an item.
  31951. *
  31952. * @param {string} url - The URL to load.
  31953. */
  31954. this.itemStart = function ( url ) {
  31955. itemsTotal ++;
  31956. if ( isLoading === false ) {
  31957. if ( scope.onStart !== undefined ) {
  31958. scope.onStart( url, itemsLoaded, itemsTotal );
  31959. }
  31960. }
  31961. isLoading = true;
  31962. };
  31963. /**
  31964. * This should be called by any loader using the manager when the loader
  31965. * ended loading an item.
  31966. *
  31967. * @param {string} url - The URL of the loaded item.
  31968. */
  31969. this.itemEnd = function ( url ) {
  31970. itemsLoaded ++;
  31971. if ( scope.onProgress !== undefined ) {
  31972. scope.onProgress( url, itemsLoaded, itemsTotal );
  31973. }
  31974. if ( itemsLoaded === itemsTotal ) {
  31975. isLoading = false;
  31976. if ( scope.onLoad !== undefined ) {
  31977. scope.onLoad();
  31978. }
  31979. }
  31980. };
  31981. /**
  31982. * This should be called by any loader using the manager when the loader
  31983. * encounters an error when loading an item.
  31984. *
  31985. * @param {string} url - The URL of the item that produces an error.
  31986. */
  31987. this.itemError = function ( url ) {
  31988. if ( scope.onError !== undefined ) {
  31989. scope.onError( url );
  31990. }
  31991. };
  31992. /**
  31993. * Given a URL, uses the URL modifier callback (if any) and returns a
  31994. * resolved URL. If no URL modifier is set, returns the original URL.
  31995. *
  31996. * @param {string} url - The URL to load.
  31997. * @return {string} The resolved URL.
  31998. */
  31999. this.resolveURL = function ( url ) {
  32000. if ( urlModifier ) {
  32001. return urlModifier( url );
  32002. }
  32003. return url;
  32004. };
  32005. /**
  32006. * If provided, the callback will be passed each resource URL before a
  32007. * request is sent. The callback may return the original URL, or a new URL to
  32008. * override loading behavior. This behavior can be used to load assets from
  32009. * .ZIP files, drag-and-drop APIs, and Data URIs.
  32010. *
  32011. * ```js
  32012. * const blobs = {'fish.gltf': blob1, 'diffuse.png': blob2, 'normal.png': blob3};
  32013. *
  32014. * const manager = new THREE.LoadingManager();
  32015. *
  32016. * // Initialize loading manager with URL callback.
  32017. * const objectURLs = [];
  32018. * manager.setURLModifier( ( url ) => {
  32019. *
  32020. * url = URL.createObjectURL( blobs[ url ] );
  32021. * objectURLs.push( url );
  32022. * return url;
  32023. *
  32024. * } );
  32025. *
  32026. * // Load as usual, then revoke the blob URLs.
  32027. * const loader = new GLTFLoader( manager );
  32028. * loader.load( 'fish.gltf', (gltf) => {
  32029. *
  32030. * scene.add( gltf.scene );
  32031. * objectURLs.forEach( ( url ) => URL.revokeObjectURL( url ) );
  32032. *
  32033. * } );
  32034. * ```
  32035. *
  32036. * @param {function(string):string} transform - URL modifier callback. Called with an URL and must return a resolved URL.
  32037. * @return {LoadingManager} A reference to this loading manager.
  32038. */
  32039. this.setURLModifier = function ( transform ) {
  32040. urlModifier = transform;
  32041. return this;
  32042. };
  32043. /**
  32044. * Registers a loader with the given regular expression. Can be used to
  32045. * define what loader should be used in order to load specific files. A
  32046. * typical use case is to overwrite the default loader for textures.
  32047. *
  32048. * ```js
  32049. * // add handler for TGA textures
  32050. * manager.addHandler( /\.tga$/i, new TGALoader() );
  32051. * ```
  32052. *
  32053. * @param {string} regex - A regular expression.
  32054. * @param {Loader} loader - A loader that should handle matched cases.
  32055. * @return {LoadingManager} A reference to this loading manager.
  32056. */
  32057. this.addHandler = function ( regex, loader ) {
  32058. handlers.push( regex, loader );
  32059. return this;
  32060. };
  32061. /**
  32062. * Removes the loader for the given regular expression.
  32063. *
  32064. * @param {string} regex - A regular expression.
  32065. * @return {LoadingManager} A reference to this loading manager.
  32066. */
  32067. this.removeHandler = function ( regex ) {
  32068. const index = handlers.indexOf( regex );
  32069. if ( index !== -1 ) {
  32070. handlers.splice( index, 2 );
  32071. }
  32072. return this;
  32073. };
  32074. /**
  32075. * Can be used to retrieve the registered loader for the given file path.
  32076. *
  32077. * @param {string} file - The file path.
  32078. * @return {?Loader} The registered loader. Returns `null` if no loader was found.
  32079. */
  32080. this.getHandler = function ( file ) {
  32081. for ( let i = 0, l = handlers.length; i < l; i += 2 ) {
  32082. const regex = handlers[ i ];
  32083. const loader = handlers[ i + 1 ];
  32084. if ( regex.global ) regex.lastIndex = 0; // see #17920
  32085. if ( regex.test( file ) ) {
  32086. return loader;
  32087. }
  32088. }
  32089. return null;
  32090. };
  32091. /**
  32092. * Can be used to abort ongoing loading requests in loaders using this manager.
  32093. * The abort only works if the loaders implement {@link Loader#abort} and `AbortSignal.any()`
  32094. * is supported in the browser.
  32095. *
  32096. * @return {LoadingManager} A reference to this loading manager.
  32097. */
  32098. this.abort = function () {
  32099. this.abortController.abort();
  32100. this._abortController = null;
  32101. return this;
  32102. };
  32103. }
  32104. // TODO: Revert this back to a single member variable once this issue has been fixed
  32105. // https://github.com/cloudflare/workerd/issues/3657
  32106. /**
  32107. * Used for aborting ongoing requests in loaders using this manager.
  32108. *
  32109. * @type {AbortController}
  32110. */
  32111. get abortController() {
  32112. if ( ! this._abortController ) {
  32113. this._abortController = new AbortController();
  32114. }
  32115. return this._abortController;
  32116. }
  32117. }
  32118. /**
  32119. * The global default loading manager.
  32120. *
  32121. * @constant
  32122. * @type {LoadingManager}
  32123. */
  32124. const DefaultLoadingManager = /*@__PURE__*/ new LoadingManager();
  32125. /**
  32126. * Abstract base class for loaders.
  32127. *
  32128. * @abstract
  32129. */
  32130. class Loader {
  32131. /**
  32132. * Constructs a new loader.
  32133. *
  32134. * @param {LoadingManager} [manager] - The loading manager.
  32135. */
  32136. constructor( manager ) {
  32137. /**
  32138. * The loading manager.
  32139. *
  32140. * @type {LoadingManager}
  32141. * @default DefaultLoadingManager
  32142. */
  32143. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  32144. /**
  32145. * The crossOrigin string to implement CORS for loading the url from a
  32146. * different domain that allows CORS.
  32147. *
  32148. * @type {string}
  32149. * @default 'anonymous'
  32150. */
  32151. this.crossOrigin = 'anonymous';
  32152. /**
  32153. * Whether the XMLHttpRequest uses credentials.
  32154. *
  32155. * @type {boolean}
  32156. * @default false
  32157. */
  32158. this.withCredentials = false;
  32159. /**
  32160. * The base path from which the asset will be loaded.
  32161. *
  32162. * @type {string}
  32163. */
  32164. this.path = '';
  32165. /**
  32166. * The base path from which additional resources like textures will be loaded.
  32167. *
  32168. * @type {string}
  32169. */
  32170. this.resourcePath = '';
  32171. /**
  32172. * The [request header](https://developer.mozilla.org/en-US/docs/Glossary/Request_header)
  32173. * used in HTTP request.
  32174. *
  32175. * @type {Object<string, any>}
  32176. */
  32177. this.requestHeader = {};
  32178. }
  32179. /**
  32180. * This method needs to be implemented by all concrete loaders. It holds the
  32181. * logic for loading assets from the backend.
  32182. *
  32183. * @abstract
  32184. * @param {string} url - The path/URL of the file to be loaded.
  32185. * @param {Function} onLoad - Executed when the loading process has been finished.
  32186. * @param {onProgressCallback} [onProgress] - Executed while the loading is in progress.
  32187. * @param {onErrorCallback} [onError] - Executed when errors occur.
  32188. */
  32189. load( /* url, onLoad, onProgress, onError */ ) {}
  32190. /**
  32191. * A async version of {@link Loader#load}.
  32192. *
  32193. * @param {string} url - The path/URL of the file to be loaded.
  32194. * @param {onProgressCallback} [onProgress] - Executed while the loading is in progress.
  32195. * @return {Promise} A Promise that resolves when the asset has been loaded.
  32196. */
  32197. loadAsync( url, onProgress ) {
  32198. const scope = this;
  32199. return new Promise( function ( resolve, reject ) {
  32200. scope.load( url, resolve, onProgress, reject );
  32201. } );
  32202. }
  32203. /**
  32204. * This method needs to be implemented by all concrete loaders. It holds the
  32205. * logic for parsing the asset into three.js entities.
  32206. *
  32207. * @abstract
  32208. * @param {any} data - The data to parse.
  32209. */
  32210. parse( /* data */ ) {}
  32211. /**
  32212. * Sets the `crossOrigin` String to implement CORS for loading the URL
  32213. * from a different domain that allows CORS.
  32214. *
  32215. * @param {string} crossOrigin - The `crossOrigin` value.
  32216. * @return {Loader} A reference to this instance.
  32217. */
  32218. setCrossOrigin( crossOrigin ) {
  32219. this.crossOrigin = crossOrigin;
  32220. return this;
  32221. }
  32222. /**
  32223. * Whether the XMLHttpRequest uses credentials such as cookies, authorization
  32224. * headers or TLS client certificates, see [XMLHttpRequest.withCredentials](https://developer.mozilla.org/en-US/docs/Web/API/XMLHttpRequest/withCredentials).
  32225. *
  32226. * Note: This setting has no effect if you are loading files locally or from the same domain.
  32227. *
  32228. * @param {boolean} value - The `withCredentials` value.
  32229. * @return {Loader} A reference to this instance.
  32230. */
  32231. setWithCredentials( value ) {
  32232. this.withCredentials = value;
  32233. return this;
  32234. }
  32235. /**
  32236. * Sets the base path for the asset.
  32237. *
  32238. * @param {string} path - The base path.
  32239. * @return {Loader} A reference to this instance.
  32240. */
  32241. setPath( path ) {
  32242. this.path = path;
  32243. return this;
  32244. }
  32245. /**
  32246. * Sets the base path for dependent resources like textures.
  32247. *
  32248. * @param {string} resourcePath - The resource path.
  32249. * @return {Loader} A reference to this instance.
  32250. */
  32251. setResourcePath( resourcePath ) {
  32252. this.resourcePath = resourcePath;
  32253. return this;
  32254. }
  32255. /**
  32256. * Sets the given request header.
  32257. *
  32258. * @param {Object} requestHeader - A [request header](https://developer.mozilla.org/en-US/docs/Glossary/Request_header)
  32259. * for configuring the HTTP request.
  32260. * @return {Loader} A reference to this instance.
  32261. */
  32262. setRequestHeader( requestHeader ) {
  32263. this.requestHeader = requestHeader;
  32264. return this;
  32265. }
  32266. /**
  32267. * This method can be implemented in loaders for aborting ongoing requests.
  32268. *
  32269. * @abstract
  32270. * @return {Loader} A reference to this instance.
  32271. */
  32272. abort() {
  32273. return this;
  32274. }
  32275. }
  32276. /**
  32277. * Callback for onProgress in loaders.
  32278. *
  32279. * @callback onProgressCallback
  32280. * @param {ProgressEvent} event - An instance of `ProgressEvent` that represents the current loading status.
  32281. */
  32282. /**
  32283. * Callback for onError in loaders.
  32284. *
  32285. * @callback onErrorCallback
  32286. * @param {Error} error - The error which occurred during the loading process.
  32287. */
  32288. /**
  32289. * The default material name that is used by loaders
  32290. * when creating materials for loaded 3D objects.
  32291. *
  32292. * Note: Not all loaders might honor this setting.
  32293. *
  32294. * @static
  32295. * @type {string}
  32296. * @default '__DEFAULT'
  32297. */
  32298. Loader.DEFAULT_MATERIAL_NAME = '__DEFAULT';
  32299. const loading = {};
  32300. class HttpError extends Error {
  32301. constructor( message, response ) {
  32302. super( message );
  32303. this.response = response;
  32304. }
  32305. }
  32306. /**
  32307. * A low level class for loading resources with the Fetch API, used internally by
  32308. * most loaders. It can also be used directly to load any file type that does
  32309. * not have a loader.
  32310. *
  32311. * This loader supports caching. If you want to use it, add `THREE.Cache.enabled = true;`
  32312. * once to your application.
  32313. *
  32314. * ```js
  32315. * const loader = new THREE.FileLoader();
  32316. * const data = await loader.loadAsync( 'example.txt' );
  32317. * ```
  32318. *
  32319. * @augments Loader
  32320. */
  32321. class FileLoader extends Loader {
  32322. /**
  32323. * Constructs a new file loader.
  32324. *
  32325. * @param {LoadingManager} [manager] - The loading manager.
  32326. */
  32327. constructor( manager ) {
  32328. super( manager );
  32329. /**
  32330. * The expected mime type. Valid values can be found
  32331. * [here](hhttps://developer.mozilla.org/en-US/docs/Web/API/DOMParser/parseFromString#mimetype)
  32332. *
  32333. * @type {string}
  32334. */
  32335. this.mimeType = '';
  32336. /**
  32337. * The expected response type.
  32338. *
  32339. * @type {('arraybuffer'|'blob'|'document'|'json'|'')}
  32340. * @default ''
  32341. */
  32342. this.responseType = '';
  32343. /**
  32344. * Used for aborting requests.
  32345. *
  32346. * @private
  32347. * @type {AbortController}
  32348. */
  32349. this._abortController = new AbortController();
  32350. }
  32351. /**
  32352. * Starts loading from the given URL and pass the loaded response to the `onLoad()` callback.
  32353. *
  32354. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  32355. * @param {function(any)} onLoad - Executed when the loading process has been finished.
  32356. * @param {onProgressCallback} [onProgress] - Executed while the loading is in progress.
  32357. * @param {onErrorCallback} [onError] - Executed when errors occur.
  32358. * @return {any|undefined} The cached resource if available.
  32359. */
  32360. load( url, onLoad, onProgress, onError ) {
  32361. if ( url === undefined ) url = '';
  32362. if ( this.path !== undefined ) url = this.path + url;
  32363. url = this.manager.resolveURL( url );
  32364. const cached = Cache.get( `file:${url}` );
  32365. if ( cached !== undefined ) {
  32366. this.manager.itemStart( url );
  32367. setTimeout( () => {
  32368. if ( onLoad ) onLoad( cached );
  32369. this.manager.itemEnd( url );
  32370. }, 0 );
  32371. return cached;
  32372. }
  32373. // Check if request is duplicate
  32374. if ( loading[ url ] !== undefined ) {
  32375. loading[ url ].push( {
  32376. onLoad: onLoad,
  32377. onProgress: onProgress,
  32378. onError: onError
  32379. } );
  32380. return;
  32381. }
  32382. // Initialise array for duplicate requests
  32383. loading[ url ] = [];
  32384. loading[ url ].push( {
  32385. onLoad: onLoad,
  32386. onProgress: onProgress,
  32387. onError: onError,
  32388. } );
  32389. // create request
  32390. const req = new Request( url, {
  32391. headers: new Headers( this.requestHeader ),
  32392. credentials: this.withCredentials ? 'include' : 'same-origin',
  32393. signal: ( typeof AbortSignal.any === 'function' ) ? AbortSignal.any( [ this._abortController.signal, this.manager.abortController.signal ] ) : this._abortController.signal
  32394. } );
  32395. // record states ( avoid data race )
  32396. const mimeType = this.mimeType;
  32397. const responseType = this.responseType;
  32398. // start the fetch
  32399. fetch( req )
  32400. .then( response => {
  32401. if ( response.status === 200 || response.status === 0 ) {
  32402. // Some browsers return HTTP Status 0 when using non-http protocol
  32403. // e.g. 'file://' or 'data://'. Handle as success.
  32404. if ( response.status === 0 ) {
  32405. warn( 'FileLoader: HTTP Status 0 received.' );
  32406. }
  32407. // Workaround: Checking if response.body === undefined for Alipay browser #23548
  32408. if ( typeof ReadableStream === 'undefined' || response.body === undefined || response.body.getReader === undefined ) {
  32409. return response;
  32410. }
  32411. const callbacks = loading[ url ];
  32412. const reader = response.body.getReader();
  32413. // Nginx needs X-File-Size check
  32414. // https://serverfault.com/questions/482875/why-does-nginx-remove-content-length-header-for-chunked-content
  32415. const contentLength = response.headers.get( 'X-File-Size' ) || response.headers.get( 'Content-Length' );
  32416. const total = contentLength ? parseInt( contentLength ) : 0;
  32417. const lengthComputable = total !== 0;
  32418. let loaded = 0;
  32419. // periodically read data into the new stream tracking while download progress
  32420. const stream = new ReadableStream( {
  32421. start( controller ) {
  32422. readData();
  32423. function readData() {
  32424. reader.read().then( ( { done, value } ) => {
  32425. if ( done ) {
  32426. controller.close();
  32427. } else {
  32428. loaded += value.byteLength;
  32429. const event = new ProgressEvent( 'progress', { lengthComputable, loaded, total } );
  32430. for ( let i = 0, il = callbacks.length; i < il; i ++ ) {
  32431. const callback = callbacks[ i ];
  32432. if ( callback.onProgress ) callback.onProgress( event );
  32433. }
  32434. controller.enqueue( value );
  32435. readData();
  32436. }
  32437. }, ( e ) => {
  32438. controller.error( e );
  32439. } );
  32440. }
  32441. }
  32442. } );
  32443. return new Response( stream );
  32444. } else {
  32445. throw new HttpError( `fetch for "${response.url}" responded with ${response.status}: ${response.statusText}`, response );
  32446. }
  32447. } )
  32448. .then( response => {
  32449. switch ( responseType ) {
  32450. case 'arraybuffer':
  32451. return response.arrayBuffer();
  32452. case 'blob':
  32453. return response.blob();
  32454. case 'document':
  32455. return response.text()
  32456. .then( text => {
  32457. const parser = new DOMParser();
  32458. return parser.parseFromString( text, mimeType );
  32459. } );
  32460. case 'json':
  32461. return response.json();
  32462. default:
  32463. if ( mimeType === '' ) {
  32464. return response.text();
  32465. } else {
  32466. // sniff encoding
  32467. const re = /charset="?([^;"\s]*)"?/i;
  32468. const exec = re.exec( mimeType );
  32469. const label = exec && exec[ 1 ] ? exec[ 1 ].toLowerCase() : undefined;
  32470. const decoder = new TextDecoder( label );
  32471. return response.arrayBuffer().then( ab => decoder.decode( ab ) );
  32472. }
  32473. }
  32474. } )
  32475. .then( data => {
  32476. // Add to cache only on HTTP success, so that we do not cache
  32477. // error response bodies as proper responses to requests.
  32478. Cache.add( `file:${url}`, data );
  32479. const callbacks = loading[ url ];
  32480. delete loading[ url ];
  32481. for ( let i = 0, il = callbacks.length; i < il; i ++ ) {
  32482. const callback = callbacks[ i ];
  32483. if ( callback.onLoad ) callback.onLoad( data );
  32484. }
  32485. } )
  32486. .catch( err => {
  32487. // Abort errors and other errors are handled the same
  32488. const callbacks = loading[ url ];
  32489. if ( callbacks === undefined ) {
  32490. // When onLoad was called and url was deleted in `loading`
  32491. this.manager.itemError( url );
  32492. throw err;
  32493. }
  32494. delete loading[ url ];
  32495. for ( let i = 0, il = callbacks.length; i < il; i ++ ) {
  32496. const callback = callbacks[ i ];
  32497. if ( callback.onError ) callback.onError( err );
  32498. }
  32499. this.manager.itemError( url );
  32500. } )
  32501. .finally( () => {
  32502. this.manager.itemEnd( url );
  32503. } );
  32504. this.manager.itemStart( url );
  32505. }
  32506. /**
  32507. * Sets the expected response type.
  32508. *
  32509. * @param {('arraybuffer'|'blob'|'document'|'json'|'')} value - The response type.
  32510. * @return {FileLoader} A reference to this file loader.
  32511. */
  32512. setResponseType( value ) {
  32513. this.responseType = value;
  32514. return this;
  32515. }
  32516. /**
  32517. * Sets the expected mime type of the loaded file.
  32518. *
  32519. * @param {string} value - The mime type.
  32520. * @return {FileLoader} A reference to this file loader.
  32521. */
  32522. setMimeType( value ) {
  32523. this.mimeType = value;
  32524. return this;
  32525. }
  32526. /**
  32527. * Aborts ongoing fetch requests.
  32528. *
  32529. * @return {FileLoader} A reference to this instance.
  32530. */
  32531. abort() {
  32532. this._abortController.abort();
  32533. this._abortController = new AbortController();
  32534. return this;
  32535. }
  32536. }
  32537. /**
  32538. * Class for loading animation clips in the JSON format. The files are internally
  32539. * loaded via {@link FileLoader}.
  32540. *
  32541. * ```js
  32542. * const loader = new THREE.AnimationLoader();
  32543. * const animations = await loader.loadAsync( 'animations/animation.js' );
  32544. * ```
  32545. *
  32546. * @augments Loader
  32547. */
  32548. class AnimationLoader extends Loader {
  32549. /**
  32550. * Constructs a new animation loader.
  32551. *
  32552. * @param {LoadingManager} [manager] - The loading manager.
  32553. */
  32554. constructor( manager ) {
  32555. super( manager );
  32556. }
  32557. /**
  32558. * Starts loading from the given URL and pass the loaded animations as an array
  32559. * holding instances of {@link AnimationClip} to the `onLoad()` callback.
  32560. *
  32561. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  32562. * @param {function(Array<AnimationClip>)} onLoad - Executed when the loading process has been finished.
  32563. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  32564. * @param {onErrorCallback} onError - Executed when errors occur.
  32565. */
  32566. load( url, onLoad, onProgress, onError ) {
  32567. const scope = this;
  32568. const loader = new FileLoader( this.manager );
  32569. loader.setPath( this.path );
  32570. loader.setRequestHeader( this.requestHeader );
  32571. loader.setWithCredentials( this.withCredentials );
  32572. loader.load( url, function ( text ) {
  32573. try {
  32574. onLoad( scope.parse( JSON.parse( text ) ) );
  32575. } catch ( e ) {
  32576. if ( onError ) {
  32577. onError( e );
  32578. } else {
  32579. error( e );
  32580. }
  32581. scope.manager.itemError( url );
  32582. }
  32583. }, onProgress, onError );
  32584. }
  32585. /**
  32586. * Parses the given JSON object and returns an array of animation clips.
  32587. *
  32588. * @param {Object} json - The serialized animation clips.
  32589. * @return {Array<AnimationClip>} The parsed animation clips.
  32590. */
  32591. parse( json ) {
  32592. const animations = [];
  32593. for ( let i = 0; i < json.length; i ++ ) {
  32594. const clip = AnimationClip.parse( json[ i ] );
  32595. animations.push( clip );
  32596. }
  32597. return animations;
  32598. }
  32599. }
  32600. /**
  32601. * Abstract base class for loading compressed texture formats S3TC, ASTC or ETC.
  32602. * Textures are internally loaded via {@link FileLoader}.
  32603. *
  32604. * Derived classes have to implement the `parse()` method which holds the parsing
  32605. * for the respective format.
  32606. *
  32607. * @abstract
  32608. * @augments Loader
  32609. */
  32610. class CompressedTextureLoader extends Loader {
  32611. /**
  32612. * Constructs a new compressed texture loader.
  32613. *
  32614. * @param {LoadingManager} [manager] - The loading manager.
  32615. */
  32616. constructor( manager ) {
  32617. super( manager );
  32618. }
  32619. /**
  32620. * Starts loading from the given URL and passes the loaded compressed texture
  32621. * to the `onLoad()` callback. The method also returns a new texture object which can
  32622. * directly be used for material creation. If you do it this way, the texture
  32623. * may pop up in your scene once the respective loading process is finished.
  32624. *
  32625. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  32626. * @param {function(CompressedTexture)} onLoad - Executed when the loading process has been finished.
  32627. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  32628. * @param {onErrorCallback} onError - Executed when errors occur.
  32629. * @return {CompressedTexture} The compressed texture.
  32630. */
  32631. load( url, onLoad, onProgress, onError ) {
  32632. const scope = this;
  32633. const images = [];
  32634. const texture = new CompressedTexture();
  32635. const loader = new FileLoader( this.manager );
  32636. loader.setPath( this.path );
  32637. loader.setResponseType( 'arraybuffer' );
  32638. loader.setRequestHeader( this.requestHeader );
  32639. loader.setWithCredentials( scope.withCredentials );
  32640. let loaded = 0;
  32641. function loadTexture( i ) {
  32642. loader.load( url[ i ], function ( buffer ) {
  32643. const texDatas = scope.parse( buffer, true );
  32644. images[ i ] = {
  32645. width: texDatas.width,
  32646. height: texDatas.height,
  32647. format: texDatas.format,
  32648. mipmaps: texDatas.mipmaps
  32649. };
  32650. loaded += 1;
  32651. if ( loaded === 6 ) {
  32652. if ( texDatas.mipmapCount === 1 ) texture.minFilter = LinearFilter;
  32653. texture.image = images;
  32654. texture.format = texDatas.format;
  32655. texture.needsUpdate = true;
  32656. if ( onLoad ) onLoad( texture );
  32657. }
  32658. }, onProgress, onError );
  32659. }
  32660. if ( Array.isArray( url ) ) {
  32661. for ( let i = 0, il = url.length; i < il; ++ i ) {
  32662. loadTexture( i );
  32663. }
  32664. } else {
  32665. // compressed cubemap texture stored in a single DDS file
  32666. loader.load( url, function ( buffer ) {
  32667. const texDatas = scope.parse( buffer, true );
  32668. if ( texDatas.isCubemap ) {
  32669. const faces = texDatas.mipmaps.length / texDatas.mipmapCount;
  32670. for ( let f = 0; f < faces; f ++ ) {
  32671. images[ f ] = { mipmaps: [] };
  32672. for ( let i = 0; i < texDatas.mipmapCount; i ++ ) {
  32673. images[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] );
  32674. images[ f ].format = texDatas.format;
  32675. images[ f ].width = texDatas.width;
  32676. images[ f ].height = texDatas.height;
  32677. }
  32678. }
  32679. texture.image = images;
  32680. } else {
  32681. texture.image.width = texDatas.width;
  32682. texture.image.height = texDatas.height;
  32683. texture.mipmaps = texDatas.mipmaps;
  32684. }
  32685. if ( texDatas.mipmapCount === 1 ) {
  32686. texture.minFilter = LinearFilter;
  32687. }
  32688. texture.format = texDatas.format;
  32689. texture.needsUpdate = true;
  32690. if ( onLoad ) onLoad( texture );
  32691. }, onProgress, onError );
  32692. }
  32693. return texture;
  32694. }
  32695. }
  32696. const _loading = new WeakMap();
  32697. /**
  32698. * A loader for loading images. The class loads images with the HTML `Image` API.
  32699. *
  32700. * ```js
  32701. * const loader = new THREE.ImageLoader();
  32702. * const image = await loader.loadAsync( 'image.png' );
  32703. * ```
  32704. * Please note that `ImageLoader` has dropped support for progress
  32705. * events in `r84`. For an `ImageLoader` that supports progress events, see
  32706. * [this thread](https://github.com/mrdoob/three.js/issues/10439#issuecomment-275785639).
  32707. *
  32708. * @augments Loader
  32709. */
  32710. class ImageLoader extends Loader {
  32711. /**
  32712. * Constructs a new image loader.
  32713. *
  32714. * @param {LoadingManager} [manager] - The loading manager.
  32715. */
  32716. constructor( manager ) {
  32717. super( manager );
  32718. }
  32719. /**
  32720. * Starts loading from the given URL and passes the loaded image
  32721. * to the `onLoad()` callback. The method also returns a new `Image` object which can
  32722. * directly be used for texture creation. If you do it this way, the texture
  32723. * may pop up in your scene once the respective loading process is finished.
  32724. *
  32725. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  32726. * @param {function(Image)} onLoad - Executed when the loading process has been finished.
  32727. * @param {onProgressCallback} onProgress - Unsupported in this loader.
  32728. * @param {onErrorCallback} onError - Executed when errors occur.
  32729. * @return {Image} The image.
  32730. */
  32731. load( url, onLoad, onProgress, onError ) {
  32732. if ( this.path !== undefined ) url = this.path + url;
  32733. url = this.manager.resolveURL( url );
  32734. const scope = this;
  32735. const cached = Cache.get( `image:${url}` );
  32736. if ( cached !== undefined ) {
  32737. if ( cached.complete === true ) {
  32738. scope.manager.itemStart( url );
  32739. setTimeout( function () {
  32740. if ( onLoad ) onLoad( cached );
  32741. scope.manager.itemEnd( url );
  32742. }, 0 );
  32743. } else {
  32744. let arr = _loading.get( cached );
  32745. if ( arr === undefined ) {
  32746. arr = [];
  32747. _loading.set( cached, arr );
  32748. }
  32749. arr.push( { onLoad, onError } );
  32750. }
  32751. return cached;
  32752. }
  32753. const image = createElementNS( 'img' );
  32754. function onImageLoad() {
  32755. removeEventListeners();
  32756. if ( onLoad ) onLoad( this );
  32757. //
  32758. const callbacks = _loading.get( this ) || [];
  32759. for ( let i = 0; i < callbacks.length; i ++ ) {
  32760. const callback = callbacks[ i ];
  32761. if ( callback.onLoad ) callback.onLoad( this );
  32762. }
  32763. _loading.delete( this );
  32764. scope.manager.itemEnd( url );
  32765. }
  32766. function onImageError( event ) {
  32767. removeEventListeners();
  32768. if ( onError ) onError( event );
  32769. Cache.remove( `image:${url}` );
  32770. //
  32771. const callbacks = _loading.get( this ) || [];
  32772. for ( let i = 0; i < callbacks.length; i ++ ) {
  32773. const callback = callbacks[ i ];
  32774. if ( callback.onError ) callback.onError( event );
  32775. }
  32776. _loading.delete( this );
  32777. scope.manager.itemError( url );
  32778. scope.manager.itemEnd( url );
  32779. }
  32780. function removeEventListeners() {
  32781. image.removeEventListener( 'load', onImageLoad, false );
  32782. image.removeEventListener( 'error', onImageError, false );
  32783. }
  32784. image.addEventListener( 'load', onImageLoad, false );
  32785. image.addEventListener( 'error', onImageError, false );
  32786. if ( url.slice( 0, 5 ) !== 'data:' ) {
  32787. if ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin;
  32788. }
  32789. Cache.add( `image:${url}`, image );
  32790. scope.manager.itemStart( url );
  32791. image.src = url;
  32792. return image;
  32793. }
  32794. }
  32795. /**
  32796. * Class for loading cube textures. Images are internally loaded via {@link ImageLoader}.
  32797. *
  32798. * The loader returns an instance of {@link CubeTexture} and expects the cube map to
  32799. * be defined as six separate images representing the sides of a cube. Other cube map definitions
  32800. * like vertical and horizontal cross, column and row layouts are not supported.
  32801. *
  32802. * Note that, by convention, cube maps are specified in a coordinate system
  32803. * in which positive-x is to the right when looking up the positive-z axis --
  32804. * in other words, using a left-handed coordinate system. Since three.js uses
  32805. * a right-handed coordinate system, environment maps used in three.js will
  32806. * have pos-x and neg-x swapped.
  32807. *
  32808. * The loaded cube texture is in sRGB color space. Meaning {@link Texture#colorSpace}
  32809. * is set to `SRGBColorSpace` by default.
  32810. *
  32811. * ```js
  32812. * const loader = new THREE.CubeTextureLoader().setPath( 'textures/cubeMaps/' );
  32813. * const cubeTexture = await loader.loadAsync( [
  32814. * 'px.png', 'nx.png', 'py.png', 'ny.png', 'pz.png', 'nz.png'
  32815. * ] );
  32816. * scene.background = cubeTexture;
  32817. * ```
  32818. *
  32819. * @augments Loader
  32820. */
  32821. class CubeTextureLoader extends Loader {
  32822. /**
  32823. * Constructs a new cube texture loader.
  32824. *
  32825. * @param {LoadingManager} [manager] - The loading manager.
  32826. */
  32827. constructor( manager ) {
  32828. super( manager );
  32829. }
  32830. /**
  32831. * Starts loading from the given URL and pass the fully loaded cube texture
  32832. * to the `onLoad()` callback. The method also returns a new cube texture object which can
  32833. * directly be used for material creation. If you do it this way, the cube texture
  32834. * may pop up in your scene once the respective loading process is finished.
  32835. *
  32836. * @param {Array<string>} urls - Array of 6 URLs to images, one for each side of the
  32837. * cube texture. The urls should be specified in the following order: pos-x,
  32838. * neg-x, pos-y, neg-y, pos-z, neg-z. An array of data URIs are allowed as well.
  32839. * @param {function(CubeTexture)} onLoad - Executed when the loading process has been finished.
  32840. * @param {onProgressCallback} onProgress - Unsupported in this loader.
  32841. * @param {onErrorCallback} onError - Executed when errors occur.
  32842. * @return {CubeTexture} The cube texture.
  32843. */
  32844. load( urls, onLoad, onProgress, onError ) {
  32845. const texture = new CubeTexture();
  32846. texture.colorSpace = SRGBColorSpace;
  32847. const loader = new ImageLoader( this.manager );
  32848. loader.setCrossOrigin( this.crossOrigin );
  32849. loader.setPath( this.path );
  32850. let loaded = 0;
  32851. function loadTexture( i ) {
  32852. loader.load( urls[ i ], function ( image ) {
  32853. texture.images[ i ] = image;
  32854. loaded ++;
  32855. if ( loaded === 6 ) {
  32856. texture.needsUpdate = true;
  32857. if ( onLoad ) onLoad( texture );
  32858. }
  32859. }, undefined, onError );
  32860. }
  32861. for ( let i = 0; i < urls.length; ++ i ) {
  32862. loadTexture( i );
  32863. }
  32864. return texture;
  32865. }
  32866. }
  32867. /**
  32868. * Abstract base class for loading binary texture formats RGBE, EXR or TGA.
  32869. * Textures are internally loaded via {@link FileLoader}.
  32870. *
  32871. * Derived classes have to implement the `parse()` method which holds the parsing
  32872. * for the respective format.
  32873. *
  32874. * @abstract
  32875. * @augments Loader
  32876. */
  32877. class DataTextureLoader extends Loader {
  32878. /**
  32879. * Constructs a new data texture loader.
  32880. *
  32881. * @param {LoadingManager} [manager] - The loading manager.
  32882. */
  32883. constructor( manager ) {
  32884. super( manager );
  32885. }
  32886. /**
  32887. * Starts loading from the given URL and passes the loaded data texture
  32888. * to the `onLoad()` callback. The method also returns a new texture object which can
  32889. * directly be used for material creation. If you do it this way, the texture
  32890. * may pop up in your scene once the respective loading process is finished.
  32891. *
  32892. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  32893. * @param {function(DataTexture)} onLoad - Executed when the loading process has been finished.
  32894. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  32895. * @param {onErrorCallback} onError - Executed when errors occur.
  32896. * @return {DataTexture} The data texture.
  32897. */
  32898. load( url, onLoad, onProgress, onError ) {
  32899. const scope = this;
  32900. const texture = new DataTexture();
  32901. const loader = new FileLoader( this.manager );
  32902. loader.setResponseType( 'arraybuffer' );
  32903. loader.setRequestHeader( this.requestHeader );
  32904. loader.setPath( this.path );
  32905. loader.setWithCredentials( scope.withCredentials );
  32906. loader.load( url, function ( buffer ) {
  32907. let texData;
  32908. try {
  32909. texData = scope.parse( buffer );
  32910. } catch ( error ) {
  32911. if ( onError !== undefined ) {
  32912. onError( error );
  32913. } else {
  32914. error( error );
  32915. return;
  32916. }
  32917. }
  32918. if ( texData.image !== undefined ) {
  32919. texture.image = texData.image;
  32920. } else if ( texData.data !== undefined ) {
  32921. texture.image.width = texData.width;
  32922. texture.image.height = texData.height;
  32923. texture.image.data = texData.data;
  32924. }
  32925. texture.wrapS = texData.wrapS !== undefined ? texData.wrapS : ClampToEdgeWrapping;
  32926. texture.wrapT = texData.wrapT !== undefined ? texData.wrapT : ClampToEdgeWrapping;
  32927. texture.magFilter = texData.magFilter !== undefined ? texData.magFilter : LinearFilter;
  32928. texture.minFilter = texData.minFilter !== undefined ? texData.minFilter : LinearFilter;
  32929. texture.anisotropy = texData.anisotropy !== undefined ? texData.anisotropy : 1;
  32930. if ( texData.colorSpace !== undefined ) {
  32931. texture.colorSpace = texData.colorSpace;
  32932. }
  32933. if ( texData.flipY !== undefined ) {
  32934. texture.flipY = texData.flipY;
  32935. }
  32936. if ( texData.format !== undefined ) {
  32937. texture.format = texData.format;
  32938. }
  32939. if ( texData.type !== undefined ) {
  32940. texture.type = texData.type;
  32941. }
  32942. if ( texData.mipmaps !== undefined ) {
  32943. texture.mipmaps = texData.mipmaps;
  32944. texture.minFilter = LinearMipmapLinearFilter; // presumably...
  32945. }
  32946. if ( texData.mipmapCount === 1 ) {
  32947. texture.minFilter = LinearFilter;
  32948. }
  32949. if ( texData.generateMipmaps !== undefined ) {
  32950. texture.generateMipmaps = texData.generateMipmaps;
  32951. }
  32952. texture.needsUpdate = true;
  32953. if ( onLoad ) onLoad( texture, texData );
  32954. }, onProgress, onError );
  32955. return texture;
  32956. }
  32957. }
  32958. /**
  32959. * Class for loading textures. Images are internally
  32960. * loaded via {@link ImageLoader}.
  32961. *
  32962. * ```js
  32963. * const loader = new THREE.TextureLoader();
  32964. * const texture = await loader.loadAsync( 'textures/land_ocean_ice_cloud_2048.jpg' );
  32965. *
  32966. * const material = new THREE.MeshBasicMaterial( { map:texture } );
  32967. * ```
  32968. * Please note that `TextureLoader` has dropped support for progress
  32969. * events in `r84`. For a `TextureLoader` that supports progress events, see
  32970. * [this thread](https://github.com/mrdoob/three.js/issues/10439#issuecomment-293260145).
  32971. *
  32972. * @augments Loader
  32973. */
  32974. class TextureLoader extends Loader {
  32975. /**
  32976. * Constructs a new texture loader.
  32977. *
  32978. * @param {LoadingManager} [manager] - The loading manager.
  32979. */
  32980. constructor( manager ) {
  32981. super( manager );
  32982. }
  32983. /**
  32984. * Starts loading from the given URL and pass the fully loaded texture
  32985. * to the `onLoad()` callback. The method also returns a new texture object which can
  32986. * directly be used for material creation. If you do it this way, the texture
  32987. * may pop up in your scene once the respective loading process is finished.
  32988. *
  32989. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  32990. * @param {function(Texture)} onLoad - Executed when the loading process has been finished.
  32991. * @param {onProgressCallback} onProgress - Unsupported in this loader.
  32992. * @param {onErrorCallback} onError - Executed when errors occur.
  32993. * @return {Texture} The texture.
  32994. */
  32995. load( url, onLoad, onProgress, onError ) {
  32996. const texture = new Texture();
  32997. const loader = new ImageLoader( this.manager );
  32998. loader.setCrossOrigin( this.crossOrigin );
  32999. loader.setPath( this.path );
  33000. loader.load( url, function ( image ) {
  33001. texture.image = image;
  33002. texture.needsUpdate = true;
  33003. if ( onLoad !== undefined ) {
  33004. onLoad( texture );
  33005. }
  33006. }, onProgress, onError );
  33007. return texture;
  33008. }
  33009. }
  33010. /**
  33011. * Abstract base class for lights - all other light types inherit the
  33012. * properties and methods described here.
  33013. *
  33014. * @abstract
  33015. * @augments Object3D
  33016. */
  33017. class Light extends Object3D {
  33018. /**
  33019. * Constructs a new light.
  33020. *
  33021. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  33022. * @param {number} [intensity=1] - The light's strength/intensity.
  33023. */
  33024. constructor( color, intensity = 1 ) {
  33025. super();
  33026. /**
  33027. * This flag can be used for type testing.
  33028. *
  33029. * @type {boolean}
  33030. * @readonly
  33031. * @default true
  33032. */
  33033. this.isLight = true;
  33034. this.type = 'Light';
  33035. /**
  33036. * The light's color.
  33037. *
  33038. * @type {Color}
  33039. */
  33040. this.color = new Color( color );
  33041. /**
  33042. * The light's intensity.
  33043. *
  33044. * @type {number}
  33045. * @default 1
  33046. */
  33047. this.intensity = intensity;
  33048. }
  33049. /**
  33050. * Frees the GPU-related resources allocated by this instance. Call this
  33051. * method whenever this instance is no longer used in your app.
  33052. */
  33053. dispose() {
  33054. // Empty here in base class; some subclasses override.
  33055. }
  33056. copy( source, recursive ) {
  33057. super.copy( source, recursive );
  33058. this.color.copy( source.color );
  33059. this.intensity = source.intensity;
  33060. return this;
  33061. }
  33062. toJSON( meta ) {
  33063. const data = super.toJSON( meta );
  33064. data.object.color = this.color.getHex();
  33065. data.object.intensity = this.intensity;
  33066. if ( this.groundColor !== undefined ) data.object.groundColor = this.groundColor.getHex();
  33067. if ( this.distance !== undefined ) data.object.distance = this.distance;
  33068. if ( this.angle !== undefined ) data.object.angle = this.angle;
  33069. if ( this.decay !== undefined ) data.object.decay = this.decay;
  33070. if ( this.penumbra !== undefined ) data.object.penumbra = this.penumbra;
  33071. if ( this.shadow !== undefined ) data.object.shadow = this.shadow.toJSON();
  33072. if ( this.target !== undefined ) data.object.target = this.target.uuid;
  33073. return data;
  33074. }
  33075. }
  33076. /**
  33077. * A light source positioned directly above the scene, with color fading from
  33078. * the sky color to the ground color.
  33079. *
  33080. * This light cannot be used to cast shadows.
  33081. *
  33082. * ```js
  33083. * const light = new THREE.HemisphereLight( 0xffffbb, 0x080820, 1 );
  33084. * scene.add( light );
  33085. * ```
  33086. *
  33087. * @augments Light
  33088. */
  33089. class HemisphereLight extends Light {
  33090. /**
  33091. * Constructs a new hemisphere light.
  33092. *
  33093. * @param {(number|Color|string)} [skyColor=0xffffff] - The light's sky color.
  33094. * @param {(number|Color|string)} [groundColor=0xffffff] - The light's ground color.
  33095. * @param {number} [intensity=1] - The light's strength/intensity.
  33096. */
  33097. constructor( skyColor, groundColor, intensity ) {
  33098. super( skyColor, intensity );
  33099. /**
  33100. * This flag can be used for type testing.
  33101. *
  33102. * @type {boolean}
  33103. * @readonly
  33104. * @default true
  33105. */
  33106. this.isHemisphereLight = true;
  33107. this.type = 'HemisphereLight';
  33108. this.position.copy( Object3D.DEFAULT_UP );
  33109. this.updateMatrix();
  33110. /**
  33111. * The light's ground color.
  33112. *
  33113. * @type {Color}
  33114. */
  33115. this.groundColor = new Color( groundColor );
  33116. }
  33117. copy( source, recursive ) {
  33118. super.copy( source, recursive );
  33119. this.groundColor.copy( source.groundColor );
  33120. return this;
  33121. }
  33122. }
  33123. const _projScreenMatrix$1 = /*@__PURE__*/ new Matrix4();
  33124. const _lightPositionWorld$1 = /*@__PURE__*/ new Vector3();
  33125. const _lookTarget$1 = /*@__PURE__*/ new Vector3();
  33126. /**
  33127. * Abstract base class for light shadow classes. These classes
  33128. * represent the shadow configuration for different light types.
  33129. *
  33130. * @abstract
  33131. */
  33132. class LightShadow {
  33133. /**
  33134. * Constructs a new light shadow.
  33135. *
  33136. * @param {Camera} camera - The light's view of the world.
  33137. */
  33138. constructor( camera ) {
  33139. /**
  33140. * The light's view of the world.
  33141. *
  33142. * @type {Camera}
  33143. */
  33144. this.camera = camera;
  33145. /**
  33146. * The intensity of the shadow. The default is `1`.
  33147. * Valid values are in the range `[0, 1]`.
  33148. *
  33149. * @type {number}
  33150. * @default 1
  33151. */
  33152. this.intensity = 1;
  33153. /**
  33154. * Shadow map bias, how much to add or subtract from the normalized depth
  33155. * when deciding whether a surface is in shadow.
  33156. *
  33157. * The default is `0`. Very tiny adjustments here (in the order of `0.0001`)
  33158. * may help reduce artifacts in shadows.
  33159. *
  33160. * @type {number}
  33161. * @default 0
  33162. */
  33163. this.bias = 0;
  33164. /**
  33165. * Defines how much the position used to query the shadow map is offset along
  33166. * the object normal. The default is `0`. Increasing this value can be used to
  33167. * reduce shadow acne especially in large scenes where light shines onto
  33168. * geometry at a shallow angle. The cost is that shadows may appear distorted.
  33169. *
  33170. * @type {number}
  33171. * @default 0
  33172. */
  33173. this.normalBias = 0;
  33174. /**
  33175. * Setting this to values greater than 1 will blur the edges of the shadow.
  33176. * High values will cause unwanted banding effects in the shadows - a greater
  33177. * map size will allow for a higher value to be used here before these effects
  33178. * become visible.
  33179. *
  33180. * The property has no effect when the shadow map type is `PCFSoftShadowMap` and
  33181. * and it is recommended to increase softness by decreasing the shadow map size instead.
  33182. *
  33183. * The property has no effect when the shadow map type is `BasicShadowMap`.
  33184. *
  33185. * @type {number}
  33186. * @default 1
  33187. */
  33188. this.radius = 1;
  33189. /**
  33190. * The amount of samples to use when blurring a VSM shadow map.
  33191. *
  33192. * @type {number}
  33193. * @default 8
  33194. */
  33195. this.blurSamples = 8;
  33196. /**
  33197. * Defines the width and height of the shadow map. Higher values give better quality
  33198. * shadows at the cost of computation time. Values must be powers of two.
  33199. *
  33200. * @type {Vector2}
  33201. * @default (512,512)
  33202. */
  33203. this.mapSize = new Vector2( 512, 512 );
  33204. /**
  33205. * The type of shadow texture. The default is `UnsignedByteType`.
  33206. *
  33207. * @type {number}
  33208. * @default UnsignedByteType
  33209. */
  33210. this.mapType = UnsignedByteType;
  33211. /**
  33212. * The depth map generated using the internal camera; a location beyond a
  33213. * pixel's depth is in shadow. Computed internally during rendering.
  33214. *
  33215. * @type {?RenderTarget}
  33216. * @default null
  33217. */
  33218. this.map = null;
  33219. /**
  33220. * The distribution map generated using the internal camera; an occlusion is
  33221. * calculated based on the distribution of depths. Computed internally during
  33222. * rendering.
  33223. *
  33224. * @type {?RenderTarget}
  33225. * @default null
  33226. */
  33227. this.mapPass = null;
  33228. /**
  33229. * Model to shadow camera space, to compute location and depth in shadow map.
  33230. * This is computed internally during rendering.
  33231. *
  33232. * @type {Matrix4}
  33233. */
  33234. this.matrix = new Matrix4();
  33235. /**
  33236. * Enables automatic updates of the light's shadow. If you do not require dynamic
  33237. * lighting / shadows, you may set this to `false`.
  33238. *
  33239. * @type {boolean}
  33240. * @default true
  33241. */
  33242. this.autoUpdate = true;
  33243. /**
  33244. * When set to `true`, shadow maps will be updated in the next `render` call.
  33245. * If you have set {@link LightShadow#autoUpdate} to `false`, you will need to
  33246. * set this property to `true` and then make a render call to update the light's shadow.
  33247. *
  33248. * @type {boolean}
  33249. * @default false
  33250. */
  33251. this.needsUpdate = false;
  33252. this._frustum = new Frustum();
  33253. this._frameExtents = new Vector2( 1, 1 );
  33254. this._viewportCount = 1;
  33255. this._viewports = [
  33256. new Vector4( 0, 0, 1, 1 )
  33257. ];
  33258. }
  33259. /**
  33260. * Used internally by the renderer to get the number of viewports that need
  33261. * to be rendered for this shadow.
  33262. *
  33263. * @return {number} The viewport count.
  33264. */
  33265. getViewportCount() {
  33266. return this._viewportCount;
  33267. }
  33268. /**
  33269. * Gets the shadow cameras frustum. Used internally by the renderer to cull objects.
  33270. *
  33271. * @return {Frustum} The shadow camera frustum.
  33272. */
  33273. getFrustum() {
  33274. return this._frustum;
  33275. }
  33276. /**
  33277. * Update the matrices for the camera and shadow, used internally by the renderer.
  33278. *
  33279. * @param {Light} light - The light for which the shadow is being rendered.
  33280. */
  33281. updateMatrices( light ) {
  33282. const shadowCamera = this.camera;
  33283. const shadowMatrix = this.matrix;
  33284. _lightPositionWorld$1.setFromMatrixPosition( light.matrixWorld );
  33285. shadowCamera.position.copy( _lightPositionWorld$1 );
  33286. _lookTarget$1.setFromMatrixPosition( light.target.matrixWorld );
  33287. shadowCamera.lookAt( _lookTarget$1 );
  33288. shadowCamera.updateMatrixWorld();
  33289. _projScreenMatrix$1.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
  33290. this._frustum.setFromProjectionMatrix( _projScreenMatrix$1, shadowCamera.coordinateSystem, shadowCamera.reversedDepth );
  33291. if ( shadowCamera.reversedDepth ) {
  33292. shadowMatrix.set(
  33293. 0.5, 0.0, 0.0, 0.5,
  33294. 0.0, 0.5, 0.0, 0.5,
  33295. 0.0, 0.0, 1.0, 0.0,
  33296. 0.0, 0.0, 0.0, 1.0
  33297. );
  33298. } else {
  33299. shadowMatrix.set(
  33300. 0.5, 0.0, 0.0, 0.5,
  33301. 0.0, 0.5, 0.0, 0.5,
  33302. 0.0, 0.0, 0.5, 0.5,
  33303. 0.0, 0.0, 0.0, 1.0
  33304. );
  33305. }
  33306. shadowMatrix.multiply( _projScreenMatrix$1 );
  33307. }
  33308. /**
  33309. * Returns a viewport definition for the given viewport index.
  33310. *
  33311. * @param {number} viewportIndex - The viewport index.
  33312. * @return {Vector4} The viewport.
  33313. */
  33314. getViewport( viewportIndex ) {
  33315. return this._viewports[ viewportIndex ];
  33316. }
  33317. /**
  33318. * Returns the frame extends.
  33319. *
  33320. * @return {Vector2} The frame extends.
  33321. */
  33322. getFrameExtents() {
  33323. return this._frameExtents;
  33324. }
  33325. /**
  33326. * Frees the GPU-related resources allocated by this instance. Call this
  33327. * method whenever this instance is no longer used in your app.
  33328. */
  33329. dispose() {
  33330. if ( this.map ) {
  33331. this.map.dispose();
  33332. }
  33333. if ( this.mapPass ) {
  33334. this.mapPass.dispose();
  33335. }
  33336. }
  33337. /**
  33338. * Copies the values of the given light shadow instance to this instance.
  33339. *
  33340. * @param {LightShadow} source - The light shadow to copy.
  33341. * @return {LightShadow} A reference to this light shadow instance.
  33342. */
  33343. copy( source ) {
  33344. this.camera = source.camera.clone();
  33345. this.intensity = source.intensity;
  33346. this.bias = source.bias;
  33347. this.radius = source.radius;
  33348. this.autoUpdate = source.autoUpdate;
  33349. this.needsUpdate = source.needsUpdate;
  33350. this.normalBias = source.normalBias;
  33351. this.blurSamples = source.blurSamples;
  33352. this.mapSize.copy( source.mapSize );
  33353. return this;
  33354. }
  33355. /**
  33356. * Returns a new light shadow instance with copied values from this instance.
  33357. *
  33358. * @return {LightShadow} A clone of this instance.
  33359. */
  33360. clone() {
  33361. return new this.constructor().copy( this );
  33362. }
  33363. /**
  33364. * Serializes the light shadow into JSON.
  33365. *
  33366. * @return {Object} A JSON object representing the serialized light shadow.
  33367. * @see {@link ObjectLoader#parse}
  33368. */
  33369. toJSON() {
  33370. const object = {};
  33371. if ( this.intensity !== 1 ) object.intensity = this.intensity;
  33372. if ( this.bias !== 0 ) object.bias = this.bias;
  33373. if ( this.normalBias !== 0 ) object.normalBias = this.normalBias;
  33374. if ( this.radius !== 1 ) object.radius = this.radius;
  33375. if ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) object.mapSize = this.mapSize.toArray();
  33376. object.camera = this.camera.toJSON( false ).object;
  33377. delete object.camera.matrix;
  33378. return object;
  33379. }
  33380. }
  33381. /**
  33382. * Represents the shadow configuration of directional lights.
  33383. *
  33384. * @augments LightShadow
  33385. */
  33386. class SpotLightShadow extends LightShadow {
  33387. /**
  33388. * Constructs a new spot light shadow.
  33389. */
  33390. constructor() {
  33391. super( new PerspectiveCamera( 50, 1, 0.5, 500 ) );
  33392. /**
  33393. * This flag can be used for type testing.
  33394. *
  33395. * @type {boolean}
  33396. * @readonly
  33397. * @default true
  33398. */
  33399. this.isSpotLightShadow = true;
  33400. /**
  33401. * Used to focus the shadow camera. The camera's field of view is set as a
  33402. * percentage of the spotlight's field-of-view. Range is `[0, 1]`.
  33403. *
  33404. * @type {number}
  33405. * @default 1
  33406. */
  33407. this.focus = 1;
  33408. /**
  33409. * Texture aspect ratio.
  33410. *
  33411. * @type {number}
  33412. * @default 1
  33413. */
  33414. this.aspect = 1;
  33415. }
  33416. updateMatrices( light ) {
  33417. const camera = this.camera;
  33418. const fov = RAD2DEG * 2 * light.angle * this.focus;
  33419. const aspect = ( this.mapSize.width / this.mapSize.height ) * this.aspect;
  33420. const far = light.distance || camera.far;
  33421. if ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) {
  33422. camera.fov = fov;
  33423. camera.aspect = aspect;
  33424. camera.far = far;
  33425. camera.updateProjectionMatrix();
  33426. }
  33427. super.updateMatrices( light );
  33428. }
  33429. copy( source ) {
  33430. super.copy( source );
  33431. this.focus = source.focus;
  33432. return this;
  33433. }
  33434. }
  33435. /**
  33436. * This light gets emitted from a single point in one direction, along a cone
  33437. * that increases in size the further from the light it gets.
  33438. *
  33439. * This light can cast shadows - see the {@link SpotLightShadow} for details.
  33440. *
  33441. * ```js
  33442. * // white spotlight shining from the side, modulated by a texture
  33443. * const spotLight = new THREE.SpotLight( 0xffffff );
  33444. * spotLight.position.set( 100, 1000, 100 );
  33445. * spotLight.map = new THREE.TextureLoader().load( url );
  33446. *
  33447. * spotLight.castShadow = true;
  33448. * spotLight.shadow.mapSize.width = 1024;
  33449. * spotLight.shadow.mapSize.height = 1024;
  33450. * spotLight.shadow.camera.near = 500;
  33451. * spotLight.shadow.camera.far = 4000;
  33452. * spotLight.shadow.camera.fov = 30;s
  33453. * ```
  33454. *
  33455. * @augments Light
  33456. */
  33457. class SpotLight extends Light {
  33458. /**
  33459. * Constructs a new spot light.
  33460. *
  33461. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  33462. * @param {number} [intensity=1] - The light's strength/intensity measured in candela (cd).
  33463. * @param {number} [distance=0] - Maximum range of the light. `0` means no limit.
  33464. * @param {number} [angle=Math.PI/3] - Maximum angle of light dispersion from its direction whose upper bound is `Math.PI/2`.
  33465. * @param {number} [penumbra=0] - Percent of the spotlight cone that is attenuated due to penumbra. Value range is `[0,1]`.
  33466. * @param {number} [decay=2] - The amount the light dims along the distance of the light.
  33467. */
  33468. constructor( color, intensity, distance = 0, angle = Math.PI / 3, penumbra = 0, decay = 2 ) {
  33469. super( color, intensity );
  33470. /**
  33471. * This flag can be used for type testing.
  33472. *
  33473. * @type {boolean}
  33474. * @readonly
  33475. * @default true
  33476. */
  33477. this.isSpotLight = true;
  33478. this.type = 'SpotLight';
  33479. this.position.copy( Object3D.DEFAULT_UP );
  33480. this.updateMatrix();
  33481. /**
  33482. * The spot light points from its position to the
  33483. * target's position.
  33484. *
  33485. * For the target's position to be changed to anything other
  33486. * than the default, it must be added to the scene.
  33487. *
  33488. * It is also possible to set the target to be another 3D object
  33489. * in the scene. The light will now track the target object.
  33490. *
  33491. * @type {Object3D}
  33492. */
  33493. this.target = new Object3D();
  33494. /**
  33495. * Maximum range of the light. `0` means no limit.
  33496. *
  33497. * @type {number}
  33498. * @default 0
  33499. */
  33500. this.distance = distance;
  33501. /**
  33502. * Maximum angle of light dispersion from its direction whose upper bound is `Math.PI/2`.
  33503. *
  33504. * @type {number}
  33505. * @default Math.PI/3
  33506. */
  33507. this.angle = angle;
  33508. /**
  33509. * Percent of the spotlight cone that is attenuated due to penumbra.
  33510. * Value range is `[0,1]`.
  33511. *
  33512. * @type {number}
  33513. * @default 0
  33514. */
  33515. this.penumbra = penumbra;
  33516. /**
  33517. * The amount the light dims along the distance of the light. In context of
  33518. * physically-correct rendering the default value should not be changed.
  33519. *
  33520. * @type {number}
  33521. * @default 2
  33522. */
  33523. this.decay = decay;
  33524. /**
  33525. * A texture used to modulate the color of the light. The spot light
  33526. * color is mixed with the RGB value of this texture, with a ratio
  33527. * corresponding to its alpha value. The cookie-like masking effect is
  33528. * reproduced using pixel values (0, 0, 0, 1-cookie_value).
  33529. *
  33530. * *Warning*: This property is disabled if {@link Object3D#castShadow} is set to `false`.
  33531. *
  33532. * @type {?Texture}
  33533. * @default null
  33534. */
  33535. this.map = null;
  33536. /**
  33537. * This property holds the light's shadow configuration.
  33538. *
  33539. * @type {SpotLightShadow}
  33540. */
  33541. this.shadow = new SpotLightShadow();
  33542. }
  33543. /**
  33544. * The light's power. Power is the luminous power of the light measured in lumens (lm).
  33545. * Changing the power will also change the light's intensity.
  33546. *
  33547. * @type {number}
  33548. */
  33549. get power() {
  33550. // compute the light's luminous power (in lumens) from its intensity (in candela)
  33551. // by convention for a spotlight, luminous power (lm) = π * luminous intensity (cd)
  33552. return this.intensity * Math.PI;
  33553. }
  33554. set power( power ) {
  33555. // set the light's intensity (in candela) from the desired luminous power (in lumens)
  33556. this.intensity = power / Math.PI;
  33557. }
  33558. dispose() {
  33559. this.shadow.dispose();
  33560. }
  33561. copy( source, recursive ) {
  33562. super.copy( source, recursive );
  33563. this.distance = source.distance;
  33564. this.angle = source.angle;
  33565. this.penumbra = source.penumbra;
  33566. this.decay = source.decay;
  33567. this.target = source.target.clone();
  33568. this.shadow = source.shadow.clone();
  33569. return this;
  33570. }
  33571. }
  33572. const _projScreenMatrix = /*@__PURE__*/ new Matrix4();
  33573. const _lightPositionWorld = /*@__PURE__*/ new Vector3();
  33574. const _lookTarget = /*@__PURE__*/ new Vector3();
  33575. /**
  33576. * Represents the shadow configuration of point lights.
  33577. *
  33578. * @augments LightShadow
  33579. */
  33580. class PointLightShadow extends LightShadow {
  33581. /**
  33582. * Constructs a new point light shadow.
  33583. */
  33584. constructor() {
  33585. super( new PerspectiveCamera( 90, 1, 0.5, 500 ) );
  33586. /**
  33587. * This flag can be used for type testing.
  33588. *
  33589. * @type {boolean}
  33590. * @readonly
  33591. * @default true
  33592. */
  33593. this.isPointLightShadow = true;
  33594. this._frameExtents = new Vector2( 4, 2 );
  33595. this._viewportCount = 6;
  33596. this._viewports = [
  33597. // These viewports map a cube-map onto a 2D texture with the
  33598. // following orientation:
  33599. //
  33600. // xzXZ
  33601. // y Y
  33602. //
  33603. // X - Positive x direction
  33604. // x - Negative x direction
  33605. // Y - Positive y direction
  33606. // y - Negative y direction
  33607. // Z - Positive z direction
  33608. // z - Negative z direction
  33609. // positive X
  33610. new Vector4( 2, 1, 1, 1 ),
  33611. // negative X
  33612. new Vector4( 0, 1, 1, 1 ),
  33613. // positive Z
  33614. new Vector4( 3, 1, 1, 1 ),
  33615. // negative Z
  33616. new Vector4( 1, 1, 1, 1 ),
  33617. // positive Y
  33618. new Vector4( 3, 0, 1, 1 ),
  33619. // negative Y
  33620. new Vector4( 1, 0, 1, 1 )
  33621. ];
  33622. this._cubeDirections = [
  33623. new Vector3( 1, 0, 0 ), new Vector3( -1, 0, 0 ), new Vector3( 0, 0, 1 ),
  33624. new Vector3( 0, 0, -1 ), new Vector3( 0, 1, 0 ), new Vector3( 0, -1, 0 )
  33625. ];
  33626. this._cubeUps = [
  33627. new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ),
  33628. new Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ), new Vector3( 0, 0, -1 )
  33629. ];
  33630. }
  33631. /**
  33632. * Update the matrices for the camera and shadow, used internally by the renderer.
  33633. *
  33634. * @param {Light} light - The light for which the shadow is being rendered.
  33635. * @param {number} [viewportIndex=0] - The viewport index.
  33636. */
  33637. updateMatrices( light, viewportIndex = 0 ) {
  33638. const camera = this.camera;
  33639. const shadowMatrix = this.matrix;
  33640. const far = light.distance || camera.far;
  33641. if ( far !== camera.far ) {
  33642. camera.far = far;
  33643. camera.updateProjectionMatrix();
  33644. }
  33645. _lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
  33646. camera.position.copy( _lightPositionWorld );
  33647. _lookTarget.copy( camera.position );
  33648. _lookTarget.add( this._cubeDirections[ viewportIndex ] );
  33649. camera.up.copy( this._cubeUps[ viewportIndex ] );
  33650. camera.lookAt( _lookTarget );
  33651. camera.updateMatrixWorld();
  33652. shadowMatrix.makeTranslation( - _lightPositionWorld.x, - _lightPositionWorld.y, - _lightPositionWorld.z );
  33653. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  33654. this._frustum.setFromProjectionMatrix( _projScreenMatrix, camera.coordinateSystem, camera.reversedDepth );
  33655. }
  33656. }
  33657. /**
  33658. * A light that gets emitted from a single point in all directions. A common
  33659. * use case for this is to replicate the light emitted from a bare
  33660. * lightbulb.
  33661. *
  33662. * This light can cast shadows - see the {@link PointLightShadow} for details.
  33663. *
  33664. * ```js
  33665. * const light = new THREE.PointLight( 0xff0000, 1, 100 );
  33666. * light.position.set( 50, 50, 50 );
  33667. * scene.add( light );
  33668. * ```
  33669. *
  33670. * @augments Light
  33671. */
  33672. class PointLight extends Light {
  33673. /**
  33674. * Constructs a new point light.
  33675. *
  33676. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  33677. * @param {number} [intensity=1] - The light's strength/intensity measured in candela (cd).
  33678. * @param {number} [distance=0] - Maximum range of the light. `0` means no limit.
  33679. * @param {number} [decay=2] - The amount the light dims along the distance of the light.
  33680. */
  33681. constructor( color, intensity, distance = 0, decay = 2 ) {
  33682. super( color, intensity );
  33683. /**
  33684. * This flag can be used for type testing.
  33685. *
  33686. * @type {boolean}
  33687. * @readonly
  33688. * @default true
  33689. */
  33690. this.isPointLight = true;
  33691. this.type = 'PointLight';
  33692. /**
  33693. * When distance is zero, light will attenuate according to inverse-square
  33694. * law to infinite distance. When distance is non-zero, light will attenuate
  33695. * according to inverse-square law until near the distance cutoff, where it
  33696. * will then attenuate quickly and smoothly to 0. Inherently, cutoffs are not
  33697. * physically correct.
  33698. *
  33699. * @type {number}
  33700. * @default 0
  33701. */
  33702. this.distance = distance;
  33703. /**
  33704. * The amount the light dims along the distance of the light. In context of
  33705. * physically-correct rendering the default value should not be changed.
  33706. *
  33707. * @type {number}
  33708. * @default 2
  33709. */
  33710. this.decay = decay;
  33711. /**
  33712. * This property holds the light's shadow configuration.
  33713. *
  33714. * @type {PointLightShadow}
  33715. */
  33716. this.shadow = new PointLightShadow();
  33717. }
  33718. /**
  33719. * The light's power. Power is the luminous power of the light measured in lumens (lm).
  33720. * Changing the power will also change the light's intensity.
  33721. *
  33722. * @type {number}
  33723. */
  33724. get power() {
  33725. // compute the light's luminous power (in lumens) from its intensity (in candela)
  33726. // for an isotropic light source, luminous power (lm) = 4 π luminous intensity (cd)
  33727. return this.intensity * 4 * Math.PI;
  33728. }
  33729. set power( power ) {
  33730. // set the light's intensity (in candela) from the desired luminous power (in lumens)
  33731. this.intensity = power / ( 4 * Math.PI );
  33732. }
  33733. dispose() {
  33734. this.shadow.dispose();
  33735. }
  33736. copy( source, recursive ) {
  33737. super.copy( source, recursive );
  33738. this.distance = source.distance;
  33739. this.decay = source.decay;
  33740. this.shadow = source.shadow.clone();
  33741. return this;
  33742. }
  33743. }
  33744. /**
  33745. * Camera that uses [orthographic projection](https://en.wikipedia.org/wiki/Orthographic_projection).
  33746. *
  33747. * In this projection mode, an object's size in the rendered image stays
  33748. * constant regardless of its distance from the camera. This can be useful
  33749. * for rendering 2D scenes and UI elements, amongst other things.
  33750. *
  33751. * ```js
  33752. * const camera = new THREE.OrthographicCamera( width / - 2, width / 2, height / 2, height / - 2, 1, 1000 );
  33753. * scene.add( camera );
  33754. * ```
  33755. *
  33756. * @augments Camera
  33757. */
  33758. class OrthographicCamera extends Camera {
  33759. /**
  33760. * Constructs a new orthographic camera.
  33761. *
  33762. * @param {number} [left=-1] - The left plane of the camera's frustum.
  33763. * @param {number} [right=1] - The right plane of the camera's frustum.
  33764. * @param {number} [top=1] - The top plane of the camera's frustum.
  33765. * @param {number} [bottom=-1] - The bottom plane of the camera's frustum.
  33766. * @param {number} [near=0.1] - The camera's near plane.
  33767. * @param {number} [far=2000] - The camera's far plane.
  33768. */
  33769. constructor( left = -1, right = 1, top = 1, bottom = -1, near = 0.1, far = 2000 ) {
  33770. super();
  33771. /**
  33772. * This flag can be used for type testing.
  33773. *
  33774. * @type {boolean}
  33775. * @readonly
  33776. * @default true
  33777. */
  33778. this.isOrthographicCamera = true;
  33779. this.type = 'OrthographicCamera';
  33780. /**
  33781. * The zoom factor of the camera.
  33782. *
  33783. * @type {number}
  33784. * @default 1
  33785. */
  33786. this.zoom = 1;
  33787. /**
  33788. * Represents the frustum window specification. This property should not be edited
  33789. * directly but via {@link PerspectiveCamera#setViewOffset} and {@link PerspectiveCamera#clearViewOffset}.
  33790. *
  33791. * @type {?Object}
  33792. * @default null
  33793. */
  33794. this.view = null;
  33795. /**
  33796. * The left plane of the camera's frustum.
  33797. *
  33798. * @type {number}
  33799. * @default -1
  33800. */
  33801. this.left = left;
  33802. /**
  33803. * The right plane of the camera's frustum.
  33804. *
  33805. * @type {number}
  33806. * @default 1
  33807. */
  33808. this.right = right;
  33809. /**
  33810. * The top plane of the camera's frustum.
  33811. *
  33812. * @type {number}
  33813. * @default 1
  33814. */
  33815. this.top = top;
  33816. /**
  33817. * The bottom plane of the camera's frustum.
  33818. *
  33819. * @type {number}
  33820. * @default -1
  33821. */
  33822. this.bottom = bottom;
  33823. /**
  33824. * The camera's near plane. The valid range is greater than `0`
  33825. * and less than the current value of {@link OrthographicCamera#far}.
  33826. *
  33827. * Note that, unlike for the {@link PerspectiveCamera}, `0` is a
  33828. * valid value for an orthographic camera's near plane.
  33829. *
  33830. * @type {number}
  33831. * @default 0.1
  33832. */
  33833. this.near = near;
  33834. /**
  33835. * The camera's far plane. Must be greater than the
  33836. * current value of {@link OrthographicCamera#near}.
  33837. *
  33838. * @type {number}
  33839. * @default 2000
  33840. */
  33841. this.far = far;
  33842. this.updateProjectionMatrix();
  33843. }
  33844. copy( source, recursive ) {
  33845. super.copy( source, recursive );
  33846. this.left = source.left;
  33847. this.right = source.right;
  33848. this.top = source.top;
  33849. this.bottom = source.bottom;
  33850. this.near = source.near;
  33851. this.far = source.far;
  33852. this.zoom = source.zoom;
  33853. this.view = source.view === null ? null : Object.assign( {}, source.view );
  33854. return this;
  33855. }
  33856. /**
  33857. * Sets an offset in a larger frustum. This is useful for multi-window or
  33858. * multi-monitor/multi-machine setups.
  33859. *
  33860. * @param {number} fullWidth - The full width of multiview setup.
  33861. * @param {number} fullHeight - The full height of multiview setup.
  33862. * @param {number} x - The horizontal offset of the subcamera.
  33863. * @param {number} y - The vertical offset of the subcamera.
  33864. * @param {number} width - The width of subcamera.
  33865. * @param {number} height - The height of subcamera.
  33866. * @see {@link PerspectiveCamera#setViewOffset}
  33867. */
  33868. setViewOffset( fullWidth, fullHeight, x, y, width, height ) {
  33869. if ( this.view === null ) {
  33870. this.view = {
  33871. enabled: true,
  33872. fullWidth: 1,
  33873. fullHeight: 1,
  33874. offsetX: 0,
  33875. offsetY: 0,
  33876. width: 1,
  33877. height: 1
  33878. };
  33879. }
  33880. this.view.enabled = true;
  33881. this.view.fullWidth = fullWidth;
  33882. this.view.fullHeight = fullHeight;
  33883. this.view.offsetX = x;
  33884. this.view.offsetY = y;
  33885. this.view.width = width;
  33886. this.view.height = height;
  33887. this.updateProjectionMatrix();
  33888. }
  33889. /**
  33890. * Removes the view offset from the projection matrix.
  33891. */
  33892. clearViewOffset() {
  33893. if ( this.view !== null ) {
  33894. this.view.enabled = false;
  33895. }
  33896. this.updateProjectionMatrix();
  33897. }
  33898. /**
  33899. * Updates the camera's projection matrix. Must be called after any change of
  33900. * camera properties.
  33901. */
  33902. updateProjectionMatrix() {
  33903. const dx = ( this.right - this.left ) / ( 2 * this.zoom );
  33904. const dy = ( this.top - this.bottom ) / ( 2 * this.zoom );
  33905. const cx = ( this.right + this.left ) / 2;
  33906. const cy = ( this.top + this.bottom ) / 2;
  33907. let left = cx - dx;
  33908. let right = cx + dx;
  33909. let top = cy + dy;
  33910. let bottom = cy - dy;
  33911. if ( this.view !== null && this.view.enabled ) {
  33912. const scaleW = ( this.right - this.left ) / this.view.fullWidth / this.zoom;
  33913. const scaleH = ( this.top - this.bottom ) / this.view.fullHeight / this.zoom;
  33914. left += scaleW * this.view.offsetX;
  33915. right = left + scaleW * this.view.width;
  33916. top -= scaleH * this.view.offsetY;
  33917. bottom = top - scaleH * this.view.height;
  33918. }
  33919. this.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far, this.coordinateSystem, this.reversedDepth );
  33920. this.projectionMatrixInverse.copy( this.projectionMatrix ).invert();
  33921. }
  33922. toJSON( meta ) {
  33923. const data = super.toJSON( meta );
  33924. data.object.zoom = this.zoom;
  33925. data.object.left = this.left;
  33926. data.object.right = this.right;
  33927. data.object.top = this.top;
  33928. data.object.bottom = this.bottom;
  33929. data.object.near = this.near;
  33930. data.object.far = this.far;
  33931. if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );
  33932. return data;
  33933. }
  33934. }
  33935. /**
  33936. * Represents the shadow configuration of directional lights.
  33937. *
  33938. * @augments LightShadow
  33939. */
  33940. class DirectionalLightShadow extends LightShadow {
  33941. /**
  33942. * Constructs a new directional light shadow.
  33943. */
  33944. constructor() {
  33945. super( new OrthographicCamera( -5, 5, 5, -5, 0.5, 500 ) );
  33946. /**
  33947. * This flag can be used for type testing.
  33948. *
  33949. * @type {boolean}
  33950. * @readonly
  33951. * @default true
  33952. */
  33953. this.isDirectionalLightShadow = true;
  33954. }
  33955. }
  33956. /**
  33957. * A light that gets emitted in a specific direction. This light will behave
  33958. * as though it is infinitely far away and the rays produced from it are all
  33959. * parallel. The common use case for this is to simulate daylight; the sun is
  33960. * far enough away that its position can be considered to be infinite, and
  33961. * all light rays coming from it are parallel.
  33962. *
  33963. * A common point of confusion for directional lights is that setting the
  33964. * rotation has no effect. This is because three.js's DirectionalLight is the
  33965. * equivalent to what is often called a 'Target Direct Light' in other
  33966. * applications.
  33967. *
  33968. * This means that its direction is calculated as pointing from the light's
  33969. * {@link Object3D#position} to the {@link DirectionalLight#target} position
  33970. * (as opposed to a 'Free Direct Light' that just has a rotation
  33971. * component).
  33972. *
  33973. * This light can cast shadows - see the {@link DirectionalLightShadow} for details.
  33974. *
  33975. * ```js
  33976. * // White directional light at half intensity shining from the top.
  33977. * const directionalLight = new THREE.DirectionalLight( 0xffffff, 0.5 );
  33978. * scene.add( directionalLight );
  33979. * ```
  33980. *
  33981. * @augments Light
  33982. */
  33983. class DirectionalLight extends Light {
  33984. /**
  33985. * Constructs a new directional light.
  33986. *
  33987. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  33988. * @param {number} [intensity=1] - The light's strength/intensity.
  33989. */
  33990. constructor( color, intensity ) {
  33991. super( color, intensity );
  33992. /**
  33993. * This flag can be used for type testing.
  33994. *
  33995. * @type {boolean}
  33996. * @readonly
  33997. * @default true
  33998. */
  33999. this.isDirectionalLight = true;
  34000. this.type = 'DirectionalLight';
  34001. this.position.copy( Object3D.DEFAULT_UP );
  34002. this.updateMatrix();
  34003. /**
  34004. * The directional light points from its position to the
  34005. * target's position.
  34006. *
  34007. * For the target's position to be changed to anything other
  34008. * than the default, it must be added to the scene.
  34009. *
  34010. * It is also possible to set the target to be another 3D object
  34011. * in the scene. The light will now track the target object.
  34012. *
  34013. * @type {Object3D}
  34014. */
  34015. this.target = new Object3D();
  34016. /**
  34017. * This property holds the light's shadow configuration.
  34018. *
  34019. * @type {DirectionalLightShadow}
  34020. */
  34021. this.shadow = new DirectionalLightShadow();
  34022. }
  34023. dispose() {
  34024. this.shadow.dispose();
  34025. }
  34026. copy( source ) {
  34027. super.copy( source );
  34028. this.target = source.target.clone();
  34029. this.shadow = source.shadow.clone();
  34030. return this;
  34031. }
  34032. }
  34033. /**
  34034. * This light globally illuminates all objects in the scene equally.
  34035. *
  34036. * It cannot be used to cast shadows as it does not have a direction.
  34037. *
  34038. * ```js
  34039. * const light = new THREE.AmbientLight( 0x404040 ); // soft white light
  34040. * scene.add( light );
  34041. * ```
  34042. *
  34043. * @augments Light
  34044. */
  34045. class AmbientLight extends Light {
  34046. /**
  34047. * Constructs a new ambient light.
  34048. *
  34049. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  34050. * @param {number} [intensity=1] - The light's strength/intensity.
  34051. */
  34052. constructor( color, intensity ) {
  34053. super( color, intensity );
  34054. /**
  34055. * This flag can be used for type testing.
  34056. *
  34057. * @type {boolean}
  34058. * @readonly
  34059. * @default true
  34060. */
  34061. this.isAmbientLight = true;
  34062. this.type = 'AmbientLight';
  34063. }
  34064. }
  34065. /**
  34066. * This class emits light uniformly across the face a rectangular plane.
  34067. * This light type can be used to simulate light sources such as bright
  34068. * windows or strip lighting.
  34069. *
  34070. * Important Notes:
  34071. *
  34072. * - There is no shadow support.
  34073. * - Only PBR materials are supported.
  34074. * - You have to include `RectAreaLightUniformsLib` (`WebGLRenderer`) or `RectAreaLightTexturesLib` (`WebGPURenderer`)
  34075. * into your app and init the uniforms/textures.
  34076. *
  34077. * ```js
  34078. * RectAreaLightUniformsLib.init(); // only relevant for WebGLRenderer
  34079. * THREE.RectAreaLightNode.setLTC( RectAreaLightTexturesLib.init() ); // only relevant for WebGPURenderer
  34080. *
  34081. * const intensity = 1; const width = 10; const height = 10;
  34082. * const rectLight = new THREE.RectAreaLight( 0xffffff, intensity, width, height );
  34083. * rectLight.position.set( 5, 5, 0 );
  34084. * rectLight.lookAt( 0, 0, 0 );
  34085. * scene.add( rectLight )
  34086. * ```
  34087. *
  34088. * @augments Light
  34089. */
  34090. class RectAreaLight extends Light {
  34091. /**
  34092. * Constructs a new area light.
  34093. *
  34094. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  34095. * @param {number} [intensity=1] - The light's strength/intensity.
  34096. * @param {number} [width=10] - The width of the light.
  34097. * @param {number} [height=10] - The height of the light.
  34098. */
  34099. constructor( color, intensity, width = 10, height = 10 ) {
  34100. super( color, intensity );
  34101. /**
  34102. * This flag can be used for type testing.
  34103. *
  34104. * @type {boolean}
  34105. * @readonly
  34106. * @default true
  34107. */
  34108. this.isRectAreaLight = true;
  34109. this.type = 'RectAreaLight';
  34110. /**
  34111. * The width of the light.
  34112. *
  34113. * @type {number}
  34114. * @default 10
  34115. */
  34116. this.width = width;
  34117. /**
  34118. * The height of the light.
  34119. *
  34120. * @type {number}
  34121. * @default 10
  34122. */
  34123. this.height = height;
  34124. }
  34125. /**
  34126. * The light's power. Power is the luminous power of the light measured in lumens (lm).
  34127. * Changing the power will also change the light's intensity.
  34128. *
  34129. * @type {number}
  34130. */
  34131. get power() {
  34132. // compute the light's luminous power (in lumens) from its intensity (in nits)
  34133. return this.intensity * this.width * this.height * Math.PI;
  34134. }
  34135. set power( power ) {
  34136. // set the light's intensity (in nits) from the desired luminous power (in lumens)
  34137. this.intensity = power / ( this.width * this.height * Math.PI );
  34138. }
  34139. copy( source ) {
  34140. super.copy( source );
  34141. this.width = source.width;
  34142. this.height = source.height;
  34143. return this;
  34144. }
  34145. toJSON( meta ) {
  34146. const data = super.toJSON( meta );
  34147. data.object.width = this.width;
  34148. data.object.height = this.height;
  34149. return data;
  34150. }
  34151. }
  34152. /**
  34153. * Represents a third-order spherical harmonics (SH). Light probes use this class
  34154. * to encode lighting information.
  34155. *
  34156. * - Primary reference: {@link https://graphics.stanford.edu/papers/envmap/envmap.pdf}
  34157. * - Secondary reference: {@link https://www.ppsloan.org/publications/StupidSH36.pdf}
  34158. */
  34159. class SphericalHarmonics3 {
  34160. /**
  34161. * Constructs a new spherical harmonics.
  34162. */
  34163. constructor() {
  34164. /**
  34165. * This flag can be used for type testing.
  34166. *
  34167. * @type {boolean}
  34168. * @readonly
  34169. * @default true
  34170. */
  34171. this.isSphericalHarmonics3 = true;
  34172. /**
  34173. * An array holding the (9) SH coefficients.
  34174. *
  34175. * @type {Array<Vector3>}
  34176. */
  34177. this.coefficients = [];
  34178. for ( let i = 0; i < 9; i ++ ) {
  34179. this.coefficients.push( new Vector3() );
  34180. }
  34181. }
  34182. /**
  34183. * Sets the given SH coefficients to this instance by copying
  34184. * the values.
  34185. *
  34186. * @param {Array<Vector3>} coefficients - The SH coefficients.
  34187. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  34188. */
  34189. set( coefficients ) {
  34190. for ( let i = 0; i < 9; i ++ ) {
  34191. this.coefficients[ i ].copy( coefficients[ i ] );
  34192. }
  34193. return this;
  34194. }
  34195. /**
  34196. * Sets all SH coefficients to `0`.
  34197. *
  34198. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  34199. */
  34200. zero() {
  34201. for ( let i = 0; i < 9; i ++ ) {
  34202. this.coefficients[ i ].set( 0, 0, 0 );
  34203. }
  34204. return this;
  34205. }
  34206. /**
  34207. * Returns the radiance in the direction of the given normal.
  34208. *
  34209. * @param {Vector3} normal - The normal vector (assumed to be unit length)
  34210. * @param {Vector3} target - The target vector that is used to store the method's result.
  34211. * @return {Vector3} The radiance.
  34212. */
  34213. getAt( normal, target ) {
  34214. // normal is assumed to be unit length
  34215. const x = normal.x, y = normal.y, z = normal.z;
  34216. const coeff = this.coefficients;
  34217. // band 0
  34218. target.copy( coeff[ 0 ] ).multiplyScalar( 0.282095 );
  34219. // band 1
  34220. target.addScaledVector( coeff[ 1 ], 0.488603 * y );
  34221. target.addScaledVector( coeff[ 2 ], 0.488603 * z );
  34222. target.addScaledVector( coeff[ 3 ], 0.488603 * x );
  34223. // band 2
  34224. target.addScaledVector( coeff[ 4 ], 1.092548 * ( x * y ) );
  34225. target.addScaledVector( coeff[ 5 ], 1.092548 * ( y * z ) );
  34226. target.addScaledVector( coeff[ 6 ], 0.315392 * ( 3.0 * z * z - 1.0 ) );
  34227. target.addScaledVector( coeff[ 7 ], 1.092548 * ( x * z ) );
  34228. target.addScaledVector( coeff[ 8 ], 0.546274 * ( x * x - y * y ) );
  34229. return target;
  34230. }
  34231. /**
  34232. * Returns the irradiance (radiance convolved with cosine lobe) in the
  34233. * direction of the given normal.
  34234. *
  34235. * @param {Vector3} normal - The normal vector (assumed to be unit length)
  34236. * @param {Vector3} target - The target vector that is used to store the method's result.
  34237. * @return {Vector3} The irradiance.
  34238. */
  34239. getIrradianceAt( normal, target ) {
  34240. // normal is assumed to be unit length
  34241. const x = normal.x, y = normal.y, z = normal.z;
  34242. const coeff = this.coefficients;
  34243. // band 0
  34244. target.copy( coeff[ 0 ] ).multiplyScalar( 0.886227 ); // π * 0.282095
  34245. // band 1
  34246. target.addScaledVector( coeff[ 1 ], 2.0 * 0.511664 * y ); // ( 2 * π / 3 ) * 0.488603
  34247. target.addScaledVector( coeff[ 2 ], 2.0 * 0.511664 * z );
  34248. target.addScaledVector( coeff[ 3 ], 2.0 * 0.511664 * x );
  34249. // band 2
  34250. target.addScaledVector( coeff[ 4 ], 2.0 * 0.429043 * x * y ); // ( π / 4 ) * 1.092548
  34251. target.addScaledVector( coeff[ 5 ], 2.0 * 0.429043 * y * z );
  34252. target.addScaledVector( coeff[ 6 ], 0.743125 * z * z - 0.247708 ); // ( π / 4 ) * 0.315392 * 3
  34253. target.addScaledVector( coeff[ 7 ], 2.0 * 0.429043 * x * z );
  34254. target.addScaledVector( coeff[ 8 ], 0.429043 * ( x * x - y * y ) ); // ( π / 4 ) * 0.546274
  34255. return target;
  34256. }
  34257. /**
  34258. * Adds the given SH to this instance.
  34259. *
  34260. * @param {SphericalHarmonics3} sh - The SH to add.
  34261. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  34262. */
  34263. add( sh ) {
  34264. for ( let i = 0; i < 9; i ++ ) {
  34265. this.coefficients[ i ].add( sh.coefficients[ i ] );
  34266. }
  34267. return this;
  34268. }
  34269. /**
  34270. * A convenience method for performing {@link SphericalHarmonics3#add} and
  34271. * {@link SphericalHarmonics3#scale} at once.
  34272. *
  34273. * @param {SphericalHarmonics3} sh - The SH to add.
  34274. * @param {number} s - The scale factor.
  34275. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  34276. */
  34277. addScaledSH( sh, s ) {
  34278. for ( let i = 0; i < 9; i ++ ) {
  34279. this.coefficients[ i ].addScaledVector( sh.coefficients[ i ], s );
  34280. }
  34281. return this;
  34282. }
  34283. /**
  34284. * Scales this SH by the given scale factor.
  34285. *
  34286. * @param {number} s - The scale factor.
  34287. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  34288. */
  34289. scale( s ) {
  34290. for ( let i = 0; i < 9; i ++ ) {
  34291. this.coefficients[ i ].multiplyScalar( s );
  34292. }
  34293. return this;
  34294. }
  34295. /**
  34296. * Linear interpolates between the given SH and this instance by the given
  34297. * alpha factor.
  34298. *
  34299. * @param {SphericalHarmonics3} sh - The SH to interpolate with.
  34300. * @param {number} alpha - The alpha factor.
  34301. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  34302. */
  34303. lerp( sh, alpha ) {
  34304. for ( let i = 0; i < 9; i ++ ) {
  34305. this.coefficients[ i ].lerp( sh.coefficients[ i ], alpha );
  34306. }
  34307. return this;
  34308. }
  34309. /**
  34310. * Returns `true` if this spherical harmonics is equal with the given one.
  34311. *
  34312. * @param {SphericalHarmonics3} sh - The spherical harmonics to test for equality.
  34313. * @return {boolean} Whether this spherical harmonics is equal with the given one.
  34314. */
  34315. equals( sh ) {
  34316. for ( let i = 0; i < 9; i ++ ) {
  34317. if ( ! this.coefficients[ i ].equals( sh.coefficients[ i ] ) ) {
  34318. return false;
  34319. }
  34320. }
  34321. return true;
  34322. }
  34323. /**
  34324. * Copies the values of the given spherical harmonics to this instance.
  34325. *
  34326. * @param {SphericalHarmonics3} sh - The spherical harmonics to copy.
  34327. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  34328. */
  34329. copy( sh ) {
  34330. return this.set( sh.coefficients );
  34331. }
  34332. /**
  34333. * Returns a new spherical harmonics with copied values from this instance.
  34334. *
  34335. * @return {SphericalHarmonics3} A clone of this instance.
  34336. */
  34337. clone() {
  34338. return new this.constructor().copy( this );
  34339. }
  34340. /**
  34341. * Sets the SH coefficients of this instance from the given array.
  34342. *
  34343. * @param {Array<number>} array - An array holding the SH coefficients.
  34344. * @param {number} [offset=0] - The array offset where to start copying.
  34345. * @return {SphericalHarmonics3} A clone of this instance.
  34346. */
  34347. fromArray( array, offset = 0 ) {
  34348. const coefficients = this.coefficients;
  34349. for ( let i = 0; i < 9; i ++ ) {
  34350. coefficients[ i ].fromArray( array, offset + ( i * 3 ) );
  34351. }
  34352. return this;
  34353. }
  34354. /**
  34355. * Returns an array with the SH coefficients, or copies them into the provided
  34356. * array. The coefficients are represented as numbers.
  34357. *
  34358. * @param {Array<number>} [array=[]] - The target array.
  34359. * @param {number} [offset=0] - The array offset where to start copying.
  34360. * @return {Array<number>} An array with flat SH coefficients.
  34361. */
  34362. toArray( array = [], offset = 0 ) {
  34363. const coefficients = this.coefficients;
  34364. for ( let i = 0; i < 9; i ++ ) {
  34365. coefficients[ i ].toArray( array, offset + ( i * 3 ) );
  34366. }
  34367. return array;
  34368. }
  34369. /**
  34370. * Computes the SH basis for the given normal vector.
  34371. *
  34372. * @param {Vector3} normal - The normal.
  34373. * @param {Array<number>} shBasis - The target array holding the SH basis.
  34374. */
  34375. static getBasisAt( normal, shBasis ) {
  34376. // normal is assumed to be unit length
  34377. const x = normal.x, y = normal.y, z = normal.z;
  34378. // band 0
  34379. shBasis[ 0 ] = 0.282095;
  34380. // band 1
  34381. shBasis[ 1 ] = 0.488603 * y;
  34382. shBasis[ 2 ] = 0.488603 * z;
  34383. shBasis[ 3 ] = 0.488603 * x;
  34384. // band 2
  34385. shBasis[ 4 ] = 1.092548 * x * y;
  34386. shBasis[ 5 ] = 1.092548 * y * z;
  34387. shBasis[ 6 ] = 0.315392 * ( 3 * z * z - 1 );
  34388. shBasis[ 7 ] = 1.092548 * x * z;
  34389. shBasis[ 8 ] = 0.546274 * ( x * x - y * y );
  34390. }
  34391. }
  34392. /**
  34393. * Light probes are an alternative way of adding light to a 3D scene. Unlike
  34394. * classical light sources (e.g. directional, point or spot lights), light
  34395. * probes do not emit light. Instead they store information about light
  34396. * passing through 3D space. During rendering, the light that hits a 3D
  34397. * object is approximated by using the data from the light probe.
  34398. *
  34399. * Light probes are usually created from (radiance) environment maps. The
  34400. * class {@link LightProbeGenerator} can be used to create light probes from
  34401. * cube textures or render targets. However, light estimation data could also
  34402. * be provided in other forms e.g. by WebXR. This enables the rendering of
  34403. * augmented reality content that reacts to real world lighting.
  34404. *
  34405. * The current probe implementation in three.js supports so-called diffuse
  34406. * light probes. This type of light probe is functionally equivalent to an
  34407. * irradiance environment map.
  34408. *
  34409. * @augments Light
  34410. */
  34411. class LightProbe extends Light {
  34412. /**
  34413. * Constructs a new light probe.
  34414. *
  34415. * @param {SphericalHarmonics3} sh - The spherical harmonics which represents encoded lighting information.
  34416. * @param {number} [intensity=1] - The light's strength/intensity.
  34417. */
  34418. constructor( sh = new SphericalHarmonics3(), intensity = 1 ) {
  34419. super( undefined, intensity );
  34420. /**
  34421. * This flag can be used for type testing.
  34422. *
  34423. * @type {boolean}
  34424. * @readonly
  34425. * @default true
  34426. */
  34427. this.isLightProbe = true;
  34428. /**
  34429. * A light probe uses spherical harmonics to encode lighting information.
  34430. *
  34431. * @type {SphericalHarmonics3}
  34432. */
  34433. this.sh = sh;
  34434. }
  34435. copy( source ) {
  34436. super.copy( source );
  34437. this.sh.copy( source.sh );
  34438. return this;
  34439. }
  34440. /**
  34441. * Deserializes the light prove from the given JSON.
  34442. *
  34443. * @param {Object} json - The JSON holding the serialized light probe.
  34444. * @return {LightProbe} A reference to this light probe.
  34445. */
  34446. fromJSON( json ) {
  34447. this.intensity = json.intensity; // TODO: Move this bit to Light.fromJSON();
  34448. this.sh.fromArray( json.sh );
  34449. return this;
  34450. }
  34451. toJSON( meta ) {
  34452. const data = super.toJSON( meta );
  34453. data.object.sh = this.sh.toArray();
  34454. return data;
  34455. }
  34456. }
  34457. /**
  34458. * Class for loading geometries. The files are internally
  34459. * loaded via {@link FileLoader}.
  34460. *
  34461. * ```js
  34462. * const loader = new THREE.MaterialLoader();
  34463. * const material = await loader.loadAsync( 'material.json' );
  34464. * ```
  34465. * This loader does not support node materials. Use {@link NodeMaterialLoader} instead.
  34466. *
  34467. * @augments Loader
  34468. */
  34469. class MaterialLoader extends Loader {
  34470. /**
  34471. * Constructs a new material loader.
  34472. *
  34473. * @param {LoadingManager} [manager] - The loading manager.
  34474. */
  34475. constructor( manager ) {
  34476. super( manager );
  34477. /**
  34478. * A dictionary holding textures used by the material.
  34479. *
  34480. * @type {Object<string,Texture>}
  34481. */
  34482. this.textures = {};
  34483. }
  34484. /**
  34485. * Starts loading from the given URL and pass the loaded material to the `onLoad()` callback.
  34486. *
  34487. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  34488. * @param {function(Material)} onLoad - Executed when the loading process has been finished.
  34489. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  34490. * @param {onErrorCallback} onError - Executed when errors occur.
  34491. */
  34492. load( url, onLoad, onProgress, onError ) {
  34493. const scope = this;
  34494. const loader = new FileLoader( scope.manager );
  34495. loader.setPath( scope.path );
  34496. loader.setRequestHeader( scope.requestHeader );
  34497. loader.setWithCredentials( scope.withCredentials );
  34498. loader.load( url, function ( text ) {
  34499. try {
  34500. onLoad( scope.parse( JSON.parse( text ) ) );
  34501. } catch ( e ) {
  34502. if ( onError ) {
  34503. onError( e );
  34504. } else {
  34505. error( e );
  34506. }
  34507. scope.manager.itemError( url );
  34508. }
  34509. }, onProgress, onError );
  34510. }
  34511. /**
  34512. * Parses the given JSON object and returns a material.
  34513. *
  34514. * @param {Object} json - The serialized material.
  34515. * @return {Material} The parsed material.
  34516. */
  34517. parse( json ) {
  34518. const textures = this.textures;
  34519. function getTexture( name ) {
  34520. if ( textures[ name ] === undefined ) {
  34521. warn( 'MaterialLoader: Undefined texture', name );
  34522. }
  34523. return textures[ name ];
  34524. }
  34525. const material = this.createMaterialFromType( json.type );
  34526. if ( json.uuid !== undefined ) material.uuid = json.uuid;
  34527. if ( json.name !== undefined ) material.name = json.name;
  34528. if ( json.color !== undefined && material.color !== undefined ) material.color.setHex( json.color );
  34529. if ( json.roughness !== undefined ) material.roughness = json.roughness;
  34530. if ( json.metalness !== undefined ) material.metalness = json.metalness;
  34531. if ( json.sheen !== undefined ) material.sheen = json.sheen;
  34532. if ( json.sheenColor !== undefined ) material.sheenColor = new Color().setHex( json.sheenColor );
  34533. if ( json.sheenRoughness !== undefined ) material.sheenRoughness = json.sheenRoughness;
  34534. if ( json.emissive !== undefined && material.emissive !== undefined ) material.emissive.setHex( json.emissive );
  34535. if ( json.specular !== undefined && material.specular !== undefined ) material.specular.setHex( json.specular );
  34536. if ( json.specularIntensity !== undefined ) material.specularIntensity = json.specularIntensity;
  34537. if ( json.specularColor !== undefined && material.specularColor !== undefined ) material.specularColor.setHex( json.specularColor );
  34538. if ( json.shininess !== undefined ) material.shininess = json.shininess;
  34539. if ( json.clearcoat !== undefined ) material.clearcoat = json.clearcoat;
  34540. if ( json.clearcoatRoughness !== undefined ) material.clearcoatRoughness = json.clearcoatRoughness;
  34541. if ( json.dispersion !== undefined ) material.dispersion = json.dispersion;
  34542. if ( json.iridescence !== undefined ) material.iridescence = json.iridescence;
  34543. if ( json.iridescenceIOR !== undefined ) material.iridescenceIOR = json.iridescenceIOR;
  34544. if ( json.iridescenceThicknessRange !== undefined ) material.iridescenceThicknessRange = json.iridescenceThicknessRange;
  34545. if ( json.transmission !== undefined ) material.transmission = json.transmission;
  34546. if ( json.thickness !== undefined ) material.thickness = json.thickness;
  34547. if ( json.attenuationDistance !== undefined ) material.attenuationDistance = json.attenuationDistance;
  34548. if ( json.attenuationColor !== undefined && material.attenuationColor !== undefined ) material.attenuationColor.setHex( json.attenuationColor );
  34549. if ( json.anisotropy !== undefined ) material.anisotropy = json.anisotropy;
  34550. if ( json.anisotropyRotation !== undefined ) material.anisotropyRotation = json.anisotropyRotation;
  34551. if ( json.fog !== undefined ) material.fog = json.fog;
  34552. if ( json.flatShading !== undefined ) material.flatShading = json.flatShading;
  34553. if ( json.blending !== undefined ) material.blending = json.blending;
  34554. if ( json.combine !== undefined ) material.combine = json.combine;
  34555. if ( json.side !== undefined ) material.side = json.side;
  34556. if ( json.shadowSide !== undefined ) material.shadowSide = json.shadowSide;
  34557. if ( json.opacity !== undefined ) material.opacity = json.opacity;
  34558. if ( json.transparent !== undefined ) material.transparent = json.transparent;
  34559. if ( json.alphaTest !== undefined ) material.alphaTest = json.alphaTest;
  34560. if ( json.alphaHash !== undefined ) material.alphaHash = json.alphaHash;
  34561. if ( json.depthFunc !== undefined ) material.depthFunc = json.depthFunc;
  34562. if ( json.depthTest !== undefined ) material.depthTest = json.depthTest;
  34563. if ( json.depthWrite !== undefined ) material.depthWrite = json.depthWrite;
  34564. if ( json.colorWrite !== undefined ) material.colorWrite = json.colorWrite;
  34565. if ( json.blendSrc !== undefined ) material.blendSrc = json.blendSrc;
  34566. if ( json.blendDst !== undefined ) material.blendDst = json.blendDst;
  34567. if ( json.blendEquation !== undefined ) material.blendEquation = json.blendEquation;
  34568. if ( json.blendSrcAlpha !== undefined ) material.blendSrcAlpha = json.blendSrcAlpha;
  34569. if ( json.blendDstAlpha !== undefined ) material.blendDstAlpha = json.blendDstAlpha;
  34570. if ( json.blendEquationAlpha !== undefined ) material.blendEquationAlpha = json.blendEquationAlpha;
  34571. if ( json.blendColor !== undefined && material.blendColor !== undefined ) material.blendColor.setHex( json.blendColor );
  34572. if ( json.blendAlpha !== undefined ) material.blendAlpha = json.blendAlpha;
  34573. if ( json.stencilWriteMask !== undefined ) material.stencilWriteMask = json.stencilWriteMask;
  34574. if ( json.stencilFunc !== undefined ) material.stencilFunc = json.stencilFunc;
  34575. if ( json.stencilRef !== undefined ) material.stencilRef = json.stencilRef;
  34576. if ( json.stencilFuncMask !== undefined ) material.stencilFuncMask = json.stencilFuncMask;
  34577. if ( json.stencilFail !== undefined ) material.stencilFail = json.stencilFail;
  34578. if ( json.stencilZFail !== undefined ) material.stencilZFail = json.stencilZFail;
  34579. if ( json.stencilZPass !== undefined ) material.stencilZPass = json.stencilZPass;
  34580. if ( json.stencilWrite !== undefined ) material.stencilWrite = json.stencilWrite;
  34581. if ( json.wireframe !== undefined ) material.wireframe = json.wireframe;
  34582. if ( json.wireframeLinewidth !== undefined ) material.wireframeLinewidth = json.wireframeLinewidth;
  34583. if ( json.wireframeLinecap !== undefined ) material.wireframeLinecap = json.wireframeLinecap;
  34584. if ( json.wireframeLinejoin !== undefined ) material.wireframeLinejoin = json.wireframeLinejoin;
  34585. if ( json.rotation !== undefined ) material.rotation = json.rotation;
  34586. if ( json.linewidth !== undefined ) material.linewidth = json.linewidth;
  34587. if ( json.dashSize !== undefined ) material.dashSize = json.dashSize;
  34588. if ( json.gapSize !== undefined ) material.gapSize = json.gapSize;
  34589. if ( json.scale !== undefined ) material.scale = json.scale;
  34590. if ( json.polygonOffset !== undefined ) material.polygonOffset = json.polygonOffset;
  34591. if ( json.polygonOffsetFactor !== undefined ) material.polygonOffsetFactor = json.polygonOffsetFactor;
  34592. if ( json.polygonOffsetUnits !== undefined ) material.polygonOffsetUnits = json.polygonOffsetUnits;
  34593. if ( json.dithering !== undefined ) material.dithering = json.dithering;
  34594. if ( json.alphaToCoverage !== undefined ) material.alphaToCoverage = json.alphaToCoverage;
  34595. if ( json.premultipliedAlpha !== undefined ) material.premultipliedAlpha = json.premultipliedAlpha;
  34596. if ( json.forceSinglePass !== undefined ) material.forceSinglePass = json.forceSinglePass;
  34597. if ( json.allowOverride !== undefined ) material.allowOverride = json.allowOverride;
  34598. if ( json.visible !== undefined ) material.visible = json.visible;
  34599. if ( json.toneMapped !== undefined ) material.toneMapped = json.toneMapped;
  34600. if ( json.userData !== undefined ) material.userData = json.userData;
  34601. if ( json.vertexColors !== undefined ) {
  34602. if ( typeof json.vertexColors === 'number' ) {
  34603. material.vertexColors = ( json.vertexColors > 0 ) ? true : false;
  34604. } else {
  34605. material.vertexColors = json.vertexColors;
  34606. }
  34607. }
  34608. // Shader Material
  34609. if ( json.uniforms !== undefined ) {
  34610. for ( const name in json.uniforms ) {
  34611. const uniform = json.uniforms[ name ];
  34612. material.uniforms[ name ] = {};
  34613. switch ( uniform.type ) {
  34614. case 't':
  34615. material.uniforms[ name ].value = getTexture( uniform.value );
  34616. break;
  34617. case 'c':
  34618. material.uniforms[ name ].value = new Color().setHex( uniform.value );
  34619. break;
  34620. case 'v2':
  34621. material.uniforms[ name ].value = new Vector2().fromArray( uniform.value );
  34622. break;
  34623. case 'v3':
  34624. material.uniforms[ name ].value = new Vector3().fromArray( uniform.value );
  34625. break;
  34626. case 'v4':
  34627. material.uniforms[ name ].value = new Vector4().fromArray( uniform.value );
  34628. break;
  34629. case 'm3':
  34630. material.uniforms[ name ].value = new Matrix3().fromArray( uniform.value );
  34631. break;
  34632. case 'm4':
  34633. material.uniforms[ name ].value = new Matrix4().fromArray( uniform.value );
  34634. break;
  34635. default:
  34636. material.uniforms[ name ].value = uniform.value;
  34637. }
  34638. }
  34639. }
  34640. if ( json.defines !== undefined ) material.defines = json.defines;
  34641. if ( json.vertexShader !== undefined ) material.vertexShader = json.vertexShader;
  34642. if ( json.fragmentShader !== undefined ) material.fragmentShader = json.fragmentShader;
  34643. if ( json.glslVersion !== undefined ) material.glslVersion = json.glslVersion;
  34644. if ( json.extensions !== undefined ) {
  34645. for ( const key in json.extensions ) {
  34646. material.extensions[ key ] = json.extensions[ key ];
  34647. }
  34648. }
  34649. if ( json.lights !== undefined ) material.lights = json.lights;
  34650. if ( json.clipping !== undefined ) material.clipping = json.clipping;
  34651. // for PointsMaterial
  34652. if ( json.size !== undefined ) material.size = json.size;
  34653. if ( json.sizeAttenuation !== undefined ) material.sizeAttenuation = json.sizeAttenuation;
  34654. // maps
  34655. if ( json.map !== undefined ) material.map = getTexture( json.map );
  34656. if ( json.matcap !== undefined ) material.matcap = getTexture( json.matcap );
  34657. if ( json.alphaMap !== undefined ) material.alphaMap = getTexture( json.alphaMap );
  34658. if ( json.bumpMap !== undefined ) material.bumpMap = getTexture( json.bumpMap );
  34659. if ( json.bumpScale !== undefined ) material.bumpScale = json.bumpScale;
  34660. if ( json.normalMap !== undefined ) material.normalMap = getTexture( json.normalMap );
  34661. if ( json.normalMapType !== undefined ) material.normalMapType = json.normalMapType;
  34662. if ( json.normalScale !== undefined ) {
  34663. let normalScale = json.normalScale;
  34664. if ( Array.isArray( normalScale ) === false ) {
  34665. // Blender exporter used to export a scalar. See #7459
  34666. normalScale = [ normalScale, normalScale ];
  34667. }
  34668. material.normalScale = new Vector2().fromArray( normalScale );
  34669. }
  34670. if ( json.displacementMap !== undefined ) material.displacementMap = getTexture( json.displacementMap );
  34671. if ( json.displacementScale !== undefined ) material.displacementScale = json.displacementScale;
  34672. if ( json.displacementBias !== undefined ) material.displacementBias = json.displacementBias;
  34673. if ( json.roughnessMap !== undefined ) material.roughnessMap = getTexture( json.roughnessMap );
  34674. if ( json.metalnessMap !== undefined ) material.metalnessMap = getTexture( json.metalnessMap );
  34675. if ( json.emissiveMap !== undefined ) material.emissiveMap = getTexture( json.emissiveMap );
  34676. if ( json.emissiveIntensity !== undefined ) material.emissiveIntensity = json.emissiveIntensity;
  34677. if ( json.specularMap !== undefined ) material.specularMap = getTexture( json.specularMap );
  34678. if ( json.specularIntensityMap !== undefined ) material.specularIntensityMap = getTexture( json.specularIntensityMap );
  34679. if ( json.specularColorMap !== undefined ) material.specularColorMap = getTexture( json.specularColorMap );
  34680. if ( json.envMap !== undefined ) material.envMap = getTexture( json.envMap );
  34681. if ( json.envMapRotation !== undefined ) material.envMapRotation.fromArray( json.envMapRotation );
  34682. if ( json.envMapIntensity !== undefined ) material.envMapIntensity = json.envMapIntensity;
  34683. if ( json.reflectivity !== undefined ) material.reflectivity = json.reflectivity;
  34684. if ( json.refractionRatio !== undefined ) material.refractionRatio = json.refractionRatio;
  34685. if ( json.lightMap !== undefined ) material.lightMap = getTexture( json.lightMap );
  34686. if ( json.lightMapIntensity !== undefined ) material.lightMapIntensity = json.lightMapIntensity;
  34687. if ( json.aoMap !== undefined ) material.aoMap = getTexture( json.aoMap );
  34688. if ( json.aoMapIntensity !== undefined ) material.aoMapIntensity = json.aoMapIntensity;
  34689. if ( json.gradientMap !== undefined ) material.gradientMap = getTexture( json.gradientMap );
  34690. if ( json.clearcoatMap !== undefined ) material.clearcoatMap = getTexture( json.clearcoatMap );
  34691. if ( json.clearcoatRoughnessMap !== undefined ) material.clearcoatRoughnessMap = getTexture( json.clearcoatRoughnessMap );
  34692. if ( json.clearcoatNormalMap !== undefined ) material.clearcoatNormalMap = getTexture( json.clearcoatNormalMap );
  34693. if ( json.clearcoatNormalScale !== undefined ) material.clearcoatNormalScale = new Vector2().fromArray( json.clearcoatNormalScale );
  34694. if ( json.iridescenceMap !== undefined ) material.iridescenceMap = getTexture( json.iridescenceMap );
  34695. if ( json.iridescenceThicknessMap !== undefined ) material.iridescenceThicknessMap = getTexture( json.iridescenceThicknessMap );
  34696. if ( json.transmissionMap !== undefined ) material.transmissionMap = getTexture( json.transmissionMap );
  34697. if ( json.thicknessMap !== undefined ) material.thicknessMap = getTexture( json.thicknessMap );
  34698. if ( json.anisotropyMap !== undefined ) material.anisotropyMap = getTexture( json.anisotropyMap );
  34699. if ( json.sheenColorMap !== undefined ) material.sheenColorMap = getTexture( json.sheenColorMap );
  34700. if ( json.sheenRoughnessMap !== undefined ) material.sheenRoughnessMap = getTexture( json.sheenRoughnessMap );
  34701. return material;
  34702. }
  34703. /**
  34704. * Textures are not embedded in the material JSON so they have
  34705. * to be injected before the loading process starts.
  34706. *
  34707. * @param {Object} value - A dictionary holding textures for material properties.
  34708. * @return {MaterialLoader} A reference to this material loader.
  34709. */
  34710. setTextures( value ) {
  34711. this.textures = value;
  34712. return this;
  34713. }
  34714. /**
  34715. * Creates a material for the given type.
  34716. *
  34717. * @param {string} type - The material type.
  34718. * @return {Material} The new material.
  34719. */
  34720. createMaterialFromType( type ) {
  34721. return MaterialLoader.createMaterialFromType( type );
  34722. }
  34723. /**
  34724. * Creates a material for the given type.
  34725. *
  34726. * @static
  34727. * @param {string} type - The material type.
  34728. * @return {Material} The new material.
  34729. */
  34730. static createMaterialFromType( type ) {
  34731. const materialLib = {
  34732. ShadowMaterial,
  34733. SpriteMaterial,
  34734. RawShaderMaterial,
  34735. ShaderMaterial,
  34736. PointsMaterial,
  34737. MeshPhysicalMaterial,
  34738. MeshStandardMaterial,
  34739. MeshPhongMaterial,
  34740. MeshToonMaterial,
  34741. MeshNormalMaterial,
  34742. MeshLambertMaterial,
  34743. MeshDepthMaterial,
  34744. MeshDistanceMaterial,
  34745. MeshBasicMaterial,
  34746. MeshMatcapMaterial,
  34747. LineDashedMaterial,
  34748. LineBasicMaterial,
  34749. Material
  34750. };
  34751. return new materialLib[ type ]();
  34752. }
  34753. }
  34754. /**
  34755. * A class with loader utility functions.
  34756. */
  34757. class LoaderUtils {
  34758. /**
  34759. * Extracts the base URL from the given URL.
  34760. *
  34761. * @param {string} url -The URL to extract the base URL from.
  34762. * @return {string} The extracted base URL.
  34763. */
  34764. static extractUrlBase( url ) {
  34765. const index = url.lastIndexOf( '/' );
  34766. if ( index === -1 ) return './';
  34767. return url.slice( 0, index + 1 );
  34768. }
  34769. /**
  34770. * Resolves relative URLs against the given path. Absolute paths, data urls,
  34771. * and blob URLs will be returned as is. Invalid URLs will return an empty
  34772. * string.
  34773. *
  34774. * @param {string} url -The URL to resolve.
  34775. * @param {string} path - The base path for relative URLs to be resolved against.
  34776. * @return {string} The resolved URL.
  34777. */
  34778. static resolveURL( url, path ) {
  34779. // Invalid URL
  34780. if ( typeof url !== 'string' || url === '' ) return '';
  34781. // Host Relative URL
  34782. if ( /^https?:\/\//i.test( path ) && /^\//.test( url ) ) {
  34783. path = path.replace( /(^https?:\/\/[^\/]+).*/i, '$1' );
  34784. }
  34785. // Absolute URL http://,https://,//
  34786. if ( /^(https?:)?\/\//i.test( url ) ) return url;
  34787. // Data URI
  34788. if ( /^data:.*,.*$/i.test( url ) ) return url;
  34789. // Blob URL
  34790. if ( /^blob:.*$/i.test( url ) ) return url;
  34791. // Relative URL
  34792. return path + url;
  34793. }
  34794. }
  34795. /**
  34796. * An instanced version of a geometry.
  34797. */
  34798. class InstancedBufferGeometry extends BufferGeometry {
  34799. /**
  34800. * Constructs a new instanced buffer geometry.
  34801. */
  34802. constructor() {
  34803. super();
  34804. /**
  34805. * This flag can be used for type testing.
  34806. *
  34807. * @type {boolean}
  34808. * @readonly
  34809. * @default true
  34810. */
  34811. this.isInstancedBufferGeometry = true;
  34812. this.type = 'InstancedBufferGeometry';
  34813. /**
  34814. * The instance count.
  34815. *
  34816. * @type {number}
  34817. * @default Infinity
  34818. */
  34819. this.instanceCount = Infinity;
  34820. }
  34821. copy( source ) {
  34822. super.copy( source );
  34823. this.instanceCount = source.instanceCount;
  34824. return this;
  34825. }
  34826. toJSON() {
  34827. const data = super.toJSON();
  34828. data.instanceCount = this.instanceCount;
  34829. data.isInstancedBufferGeometry = true;
  34830. return data;
  34831. }
  34832. }
  34833. /**
  34834. * Class for loading geometries. The files are internally
  34835. * loaded via {@link FileLoader}.
  34836. *
  34837. * ```js
  34838. * const loader = new THREE.BufferGeometryLoader();
  34839. * const geometry = await loader.loadAsync( 'models/json/pressure.json' );
  34840. *
  34841. * const material = new THREE.MeshBasicMaterial( { color: 0xF5F5F5 } );
  34842. * const object = new THREE.Mesh( geometry, material );
  34843. * scene.add( object );
  34844. * ```
  34845. *
  34846. * @augments Loader
  34847. */
  34848. class BufferGeometryLoader extends Loader {
  34849. /**
  34850. * Constructs a new geometry loader.
  34851. *
  34852. * @param {LoadingManager} [manager] - The loading manager.
  34853. */
  34854. constructor( manager ) {
  34855. super( manager );
  34856. }
  34857. /**
  34858. * Starts loading from the given URL and pass the loaded geometry to the `onLoad()` callback.
  34859. *
  34860. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  34861. * @param {function(BufferGeometry)} onLoad - Executed when the loading process has been finished.
  34862. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  34863. * @param {onErrorCallback} onError - Executed when errors occur.
  34864. */
  34865. load( url, onLoad, onProgress, onError ) {
  34866. const scope = this;
  34867. const loader = new FileLoader( scope.manager );
  34868. loader.setPath( scope.path );
  34869. loader.setRequestHeader( scope.requestHeader );
  34870. loader.setWithCredentials( scope.withCredentials );
  34871. loader.load( url, function ( text ) {
  34872. try {
  34873. onLoad( scope.parse( JSON.parse( text ) ) );
  34874. } catch ( e ) {
  34875. if ( onError ) {
  34876. onError( e );
  34877. } else {
  34878. error( e );
  34879. }
  34880. scope.manager.itemError( url );
  34881. }
  34882. }, onProgress, onError );
  34883. }
  34884. /**
  34885. * Parses the given JSON object and returns a geometry.
  34886. *
  34887. * @param {Object} json - The serialized geometry.
  34888. * @return {BufferGeometry} The parsed geometry.
  34889. */
  34890. parse( json ) {
  34891. const interleavedBufferMap = {};
  34892. const arrayBufferMap = {};
  34893. function getInterleavedBuffer( json, uuid ) {
  34894. if ( interleavedBufferMap[ uuid ] !== undefined ) return interleavedBufferMap[ uuid ];
  34895. const interleavedBuffers = json.interleavedBuffers;
  34896. const interleavedBuffer = interleavedBuffers[ uuid ];
  34897. const buffer = getArrayBuffer( json, interleavedBuffer.buffer );
  34898. const array = getTypedArray( interleavedBuffer.type, buffer );
  34899. const ib = new InterleavedBuffer( array, interleavedBuffer.stride );
  34900. ib.uuid = interleavedBuffer.uuid;
  34901. interleavedBufferMap[ uuid ] = ib;
  34902. return ib;
  34903. }
  34904. function getArrayBuffer( json, uuid ) {
  34905. if ( arrayBufferMap[ uuid ] !== undefined ) return arrayBufferMap[ uuid ];
  34906. const arrayBuffers = json.arrayBuffers;
  34907. const arrayBuffer = arrayBuffers[ uuid ];
  34908. const ab = new Uint32Array( arrayBuffer ).buffer;
  34909. arrayBufferMap[ uuid ] = ab;
  34910. return ab;
  34911. }
  34912. const geometry = json.isInstancedBufferGeometry ? new InstancedBufferGeometry() : new BufferGeometry();
  34913. const index = json.data.index;
  34914. if ( index !== undefined ) {
  34915. const typedArray = getTypedArray( index.type, index.array );
  34916. geometry.setIndex( new BufferAttribute( typedArray, 1 ) );
  34917. }
  34918. const attributes = json.data.attributes;
  34919. for ( const key in attributes ) {
  34920. const attribute = attributes[ key ];
  34921. let bufferAttribute;
  34922. if ( attribute.isInterleavedBufferAttribute ) {
  34923. const interleavedBuffer = getInterleavedBuffer( json.data, attribute.data );
  34924. bufferAttribute = new InterleavedBufferAttribute( interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized );
  34925. } else {
  34926. const typedArray = getTypedArray( attribute.type, attribute.array );
  34927. const bufferAttributeConstr = attribute.isInstancedBufferAttribute ? InstancedBufferAttribute : BufferAttribute;
  34928. bufferAttribute = new bufferAttributeConstr( typedArray, attribute.itemSize, attribute.normalized );
  34929. }
  34930. if ( attribute.name !== undefined ) bufferAttribute.name = attribute.name;
  34931. if ( attribute.usage !== undefined ) bufferAttribute.setUsage( attribute.usage );
  34932. geometry.setAttribute( key, bufferAttribute );
  34933. }
  34934. const morphAttributes = json.data.morphAttributes;
  34935. if ( morphAttributes ) {
  34936. for ( const key in morphAttributes ) {
  34937. const attributeArray = morphAttributes[ key ];
  34938. const array = [];
  34939. for ( let i = 0, il = attributeArray.length; i < il; i ++ ) {
  34940. const attribute = attributeArray[ i ];
  34941. let bufferAttribute;
  34942. if ( attribute.isInterleavedBufferAttribute ) {
  34943. const interleavedBuffer = getInterleavedBuffer( json.data, attribute.data );
  34944. bufferAttribute = new InterleavedBufferAttribute( interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized );
  34945. } else {
  34946. const typedArray = getTypedArray( attribute.type, attribute.array );
  34947. bufferAttribute = new BufferAttribute( typedArray, attribute.itemSize, attribute.normalized );
  34948. }
  34949. if ( attribute.name !== undefined ) bufferAttribute.name = attribute.name;
  34950. array.push( bufferAttribute );
  34951. }
  34952. geometry.morphAttributes[ key ] = array;
  34953. }
  34954. }
  34955. const morphTargetsRelative = json.data.morphTargetsRelative;
  34956. if ( morphTargetsRelative ) {
  34957. geometry.morphTargetsRelative = true;
  34958. }
  34959. const groups = json.data.groups || json.data.drawcalls || json.data.offsets;
  34960. if ( groups !== undefined ) {
  34961. for ( let i = 0, n = groups.length; i !== n; ++ i ) {
  34962. const group = groups[ i ];
  34963. geometry.addGroup( group.start, group.count, group.materialIndex );
  34964. }
  34965. }
  34966. const boundingSphere = json.data.boundingSphere;
  34967. if ( boundingSphere !== undefined ) {
  34968. geometry.boundingSphere = new Sphere().fromJSON( boundingSphere );
  34969. }
  34970. if ( json.name ) geometry.name = json.name;
  34971. if ( json.userData ) geometry.userData = json.userData;
  34972. return geometry;
  34973. }
  34974. }
  34975. /**
  34976. * 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).
  34977. * The files are internally loaded via {@link FileLoader}.
  34978. *
  34979. * ```js
  34980. * const loader = new THREE.ObjectLoader();
  34981. * const obj = await loader.loadAsync( 'models/json/example.json' );
  34982. * scene.add( obj );
  34983. *
  34984. * // Alternatively, to parse a previously loaded JSON structure
  34985. * const object = await loader.parseAsync( a_json_object );
  34986. * scene.add( object );
  34987. * ```
  34988. *
  34989. * @augments Loader
  34990. */
  34991. class ObjectLoader extends Loader {
  34992. /**
  34993. * Constructs a new object loader.
  34994. *
  34995. * @param {LoadingManager} [manager] - The loading manager.
  34996. */
  34997. constructor( manager ) {
  34998. super( manager );
  34999. }
  35000. /**
  35001. * Starts loading from the given URL and pass the loaded 3D object to the `onLoad()` callback.
  35002. *
  35003. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  35004. * @param {function(Object3D)} onLoad - Executed when the loading process has been finished.
  35005. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  35006. * @param {onErrorCallback} onError - Executed when errors occur.
  35007. */
  35008. load( url, onLoad, onProgress, onError ) {
  35009. const scope = this;
  35010. const path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path;
  35011. this.resourcePath = this.resourcePath || path;
  35012. const loader = new FileLoader( this.manager );
  35013. loader.setPath( this.path );
  35014. loader.setRequestHeader( this.requestHeader );
  35015. loader.setWithCredentials( this.withCredentials );
  35016. loader.load( url, function ( text ) {
  35017. let json = null;
  35018. try {
  35019. json = JSON.parse( text );
  35020. } catch ( error ) {
  35021. if ( onError !== undefined ) onError( error );
  35022. error( 'ObjectLoader: Can\'t parse ' + url + '.', error.message );
  35023. return;
  35024. }
  35025. const metadata = json.metadata;
  35026. if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {
  35027. if ( onError !== undefined ) onError( new Error( 'THREE.ObjectLoader: Can\'t load ' + url ) );
  35028. error( 'ObjectLoader: Can\'t load ' + url );
  35029. return;
  35030. }
  35031. scope.parse( json, onLoad );
  35032. }, onProgress, onError );
  35033. }
  35034. /**
  35035. * Async version of {@link ObjectLoader#load}.
  35036. *
  35037. * @async
  35038. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  35039. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  35040. * @return {Promise<Object3D>} A Promise that resolves with the loaded 3D object.
  35041. */
  35042. async loadAsync( url, onProgress ) {
  35043. const scope = this;
  35044. const path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path;
  35045. this.resourcePath = this.resourcePath || path;
  35046. const loader = new FileLoader( this.manager );
  35047. loader.setPath( this.path );
  35048. loader.setRequestHeader( this.requestHeader );
  35049. loader.setWithCredentials( this.withCredentials );
  35050. const text = await loader.loadAsync( url, onProgress );
  35051. const json = JSON.parse( text );
  35052. const metadata = json.metadata;
  35053. if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {
  35054. throw new Error( 'THREE.ObjectLoader: Can\'t load ' + url );
  35055. }
  35056. return await scope.parseAsync( json );
  35057. }
  35058. /**
  35059. * Parses the given JSON. This is used internally by {@link ObjectLoader#load}
  35060. * but can also be used directly to parse a previously loaded JSON structure.
  35061. *
  35062. * @param {Object} json - The serialized 3D object.
  35063. * @param {onLoad} onLoad - Executed when all resources (e.g. textures) have been fully loaded.
  35064. * @return {Object3D} The parsed 3D object.
  35065. */
  35066. parse( json, onLoad ) {
  35067. const animations = this.parseAnimations( json.animations );
  35068. const shapes = this.parseShapes( json.shapes );
  35069. const geometries = this.parseGeometries( json.geometries, shapes );
  35070. const images = this.parseImages( json.images, function () {
  35071. if ( onLoad !== undefined ) onLoad( object );
  35072. } );
  35073. const textures = this.parseTextures( json.textures, images );
  35074. const materials = this.parseMaterials( json.materials, textures );
  35075. const object = this.parseObject( json.object, geometries, materials, textures, animations );
  35076. const skeletons = this.parseSkeletons( json.skeletons, object );
  35077. this.bindSkeletons( object, skeletons );
  35078. this.bindLightTargets( object );
  35079. //
  35080. if ( onLoad !== undefined ) {
  35081. let hasImages = false;
  35082. for ( const uuid in images ) {
  35083. if ( images[ uuid ].data instanceof HTMLImageElement ) {
  35084. hasImages = true;
  35085. break;
  35086. }
  35087. }
  35088. if ( hasImages === false ) onLoad( object );
  35089. }
  35090. return object;
  35091. }
  35092. /**
  35093. * Async version of {@link ObjectLoader#parse}.
  35094. *
  35095. * @param {Object} json - The serialized 3D object.
  35096. * @return {Promise<Object3D>} A Promise that resolves with the parsed 3D object.
  35097. */
  35098. async parseAsync( json ) {
  35099. const animations = this.parseAnimations( json.animations );
  35100. const shapes = this.parseShapes( json.shapes );
  35101. const geometries = this.parseGeometries( json.geometries, shapes );
  35102. const images = await this.parseImagesAsync( json.images );
  35103. const textures = this.parseTextures( json.textures, images );
  35104. const materials = this.parseMaterials( json.materials, textures );
  35105. const object = this.parseObject( json.object, geometries, materials, textures, animations );
  35106. const skeletons = this.parseSkeletons( json.skeletons, object );
  35107. this.bindSkeletons( object, skeletons );
  35108. this.bindLightTargets( object );
  35109. return object;
  35110. }
  35111. // internals
  35112. parseShapes( json ) {
  35113. const shapes = {};
  35114. if ( json !== undefined ) {
  35115. for ( let i = 0, l = json.length; i < l; i ++ ) {
  35116. const shape = new Shape().fromJSON( json[ i ] );
  35117. shapes[ shape.uuid ] = shape;
  35118. }
  35119. }
  35120. return shapes;
  35121. }
  35122. parseSkeletons( json, object ) {
  35123. const skeletons = {};
  35124. const bones = {};
  35125. // generate bone lookup table
  35126. object.traverse( function ( child ) {
  35127. if ( child.isBone ) bones[ child.uuid ] = child;
  35128. } );
  35129. // create skeletons
  35130. if ( json !== undefined ) {
  35131. for ( let i = 0, l = json.length; i < l; i ++ ) {
  35132. const skeleton = new Skeleton().fromJSON( json[ i ], bones );
  35133. skeletons[ skeleton.uuid ] = skeleton;
  35134. }
  35135. }
  35136. return skeletons;
  35137. }
  35138. parseGeometries( json, shapes ) {
  35139. const geometries = {};
  35140. if ( json !== undefined ) {
  35141. const bufferGeometryLoader = new BufferGeometryLoader();
  35142. for ( let i = 0, l = json.length; i < l; i ++ ) {
  35143. let geometry;
  35144. const data = json[ i ];
  35145. switch ( data.type ) {
  35146. case 'BufferGeometry':
  35147. case 'InstancedBufferGeometry':
  35148. geometry = bufferGeometryLoader.parse( data );
  35149. break;
  35150. default:
  35151. if ( data.type in Geometries ) {
  35152. geometry = Geometries[ data.type ].fromJSON( data, shapes );
  35153. } else {
  35154. warn( `ObjectLoader: Unsupported geometry type "${ data.type }"` );
  35155. }
  35156. }
  35157. geometry.uuid = data.uuid;
  35158. if ( data.name !== undefined ) geometry.name = data.name;
  35159. if ( data.userData !== undefined ) geometry.userData = data.userData;
  35160. geometries[ data.uuid ] = geometry;
  35161. }
  35162. }
  35163. return geometries;
  35164. }
  35165. parseMaterials( json, textures ) {
  35166. const cache = {}; // MultiMaterial
  35167. const materials = {};
  35168. if ( json !== undefined ) {
  35169. const loader = new MaterialLoader();
  35170. loader.setTextures( textures );
  35171. for ( let i = 0, l = json.length; i < l; i ++ ) {
  35172. const data = json[ i ];
  35173. if ( cache[ data.uuid ] === undefined ) {
  35174. cache[ data.uuid ] = loader.parse( data );
  35175. }
  35176. materials[ data.uuid ] = cache[ data.uuid ];
  35177. }
  35178. }
  35179. return materials;
  35180. }
  35181. parseAnimations( json ) {
  35182. const animations = {};
  35183. if ( json !== undefined ) {
  35184. for ( let i = 0; i < json.length; i ++ ) {
  35185. const data = json[ i ];
  35186. const clip = AnimationClip.parse( data );
  35187. animations[ clip.uuid ] = clip;
  35188. }
  35189. }
  35190. return animations;
  35191. }
  35192. parseImages( json, onLoad ) {
  35193. const scope = this;
  35194. const images = {};
  35195. let loader;
  35196. function loadImage( url ) {
  35197. scope.manager.itemStart( url );
  35198. return loader.load( url, function () {
  35199. scope.manager.itemEnd( url );
  35200. }, undefined, function () {
  35201. scope.manager.itemError( url );
  35202. scope.manager.itemEnd( url );
  35203. } );
  35204. }
  35205. function deserializeImage( image ) {
  35206. if ( typeof image === 'string' ) {
  35207. const url = image;
  35208. const path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( url ) ? url : scope.resourcePath + url;
  35209. return loadImage( path );
  35210. } else {
  35211. if ( image.data ) {
  35212. return {
  35213. data: getTypedArray( image.type, image.data ),
  35214. width: image.width,
  35215. height: image.height
  35216. };
  35217. } else {
  35218. return null;
  35219. }
  35220. }
  35221. }
  35222. if ( json !== undefined && json.length > 0 ) {
  35223. const manager = new LoadingManager( onLoad );
  35224. loader = new ImageLoader( manager );
  35225. loader.setCrossOrigin( this.crossOrigin );
  35226. for ( let i = 0, il = json.length; i < il; i ++ ) {
  35227. const image = json[ i ];
  35228. const url = image.url;
  35229. if ( Array.isArray( url ) ) {
  35230. // load array of images e.g CubeTexture
  35231. const imageArray = [];
  35232. for ( let j = 0, jl = url.length; j < jl; j ++ ) {
  35233. const currentUrl = url[ j ];
  35234. const deserializedImage = deserializeImage( currentUrl );
  35235. if ( deserializedImage !== null ) {
  35236. if ( deserializedImage instanceof HTMLImageElement ) {
  35237. imageArray.push( deserializedImage );
  35238. } else {
  35239. // special case: handle array of data textures for cube textures
  35240. imageArray.push( new DataTexture( deserializedImage.data, deserializedImage.width, deserializedImage.height ) );
  35241. }
  35242. }
  35243. }
  35244. images[ image.uuid ] = new Source( imageArray );
  35245. } else {
  35246. // load single image
  35247. const deserializedImage = deserializeImage( image.url );
  35248. images[ image.uuid ] = new Source( deserializedImage );
  35249. }
  35250. }
  35251. }
  35252. return images;
  35253. }
  35254. async parseImagesAsync( json ) {
  35255. const scope = this;
  35256. const images = {};
  35257. let loader;
  35258. async function deserializeImage( image ) {
  35259. if ( typeof image === 'string' ) {
  35260. const url = image;
  35261. const path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( url ) ? url : scope.resourcePath + url;
  35262. return await loader.loadAsync( path );
  35263. } else {
  35264. if ( image.data ) {
  35265. return {
  35266. data: getTypedArray( image.type, image.data ),
  35267. width: image.width,
  35268. height: image.height
  35269. };
  35270. } else {
  35271. return null;
  35272. }
  35273. }
  35274. }
  35275. if ( json !== undefined && json.length > 0 ) {
  35276. loader = new ImageLoader( this.manager );
  35277. loader.setCrossOrigin( this.crossOrigin );
  35278. for ( let i = 0, il = json.length; i < il; i ++ ) {
  35279. const image = json[ i ];
  35280. const url = image.url;
  35281. if ( Array.isArray( url ) ) {
  35282. // load array of images e.g CubeTexture
  35283. const imageArray = [];
  35284. for ( let j = 0, jl = url.length; j < jl; j ++ ) {
  35285. const currentUrl = url[ j ];
  35286. const deserializedImage = await deserializeImage( currentUrl );
  35287. if ( deserializedImage !== null ) {
  35288. if ( deserializedImage instanceof HTMLImageElement ) {
  35289. imageArray.push( deserializedImage );
  35290. } else {
  35291. // special case: handle array of data textures for cube textures
  35292. imageArray.push( new DataTexture( deserializedImage.data, deserializedImage.width, deserializedImage.height ) );
  35293. }
  35294. }
  35295. }
  35296. images[ image.uuid ] = new Source( imageArray );
  35297. } else {
  35298. // load single image
  35299. const deserializedImage = await deserializeImage( image.url );
  35300. images[ image.uuid ] = new Source( deserializedImage );
  35301. }
  35302. }
  35303. }
  35304. return images;
  35305. }
  35306. parseTextures( json, images ) {
  35307. function parseConstant( value, type ) {
  35308. if ( typeof value === 'number' ) return value;
  35309. warn( 'ObjectLoader.parseTexture: Constant should be in numeric form.', value );
  35310. return type[ value ];
  35311. }
  35312. const textures = {};
  35313. if ( json !== undefined ) {
  35314. for ( let i = 0, l = json.length; i < l; i ++ ) {
  35315. const data = json[ i ];
  35316. if ( data.image === undefined ) {
  35317. warn( 'ObjectLoader: No "image" specified for', data.uuid );
  35318. }
  35319. if ( images[ data.image ] === undefined ) {
  35320. warn( 'ObjectLoader: Undefined image', data.image );
  35321. }
  35322. const source = images[ data.image ];
  35323. const image = source.data;
  35324. let texture;
  35325. if ( Array.isArray( image ) ) {
  35326. texture = new CubeTexture();
  35327. if ( image.length === 6 ) texture.needsUpdate = true;
  35328. } else {
  35329. if ( image && image.data ) {
  35330. texture = new DataTexture();
  35331. } else {
  35332. texture = new Texture();
  35333. }
  35334. if ( image ) texture.needsUpdate = true; // textures can have undefined image data
  35335. }
  35336. texture.source = source;
  35337. texture.uuid = data.uuid;
  35338. if ( data.name !== undefined ) texture.name = data.name;
  35339. if ( data.mapping !== undefined ) texture.mapping = parseConstant( data.mapping, TEXTURE_MAPPING );
  35340. if ( data.channel !== undefined ) texture.channel = data.channel;
  35341. if ( data.offset !== undefined ) texture.offset.fromArray( data.offset );
  35342. if ( data.repeat !== undefined ) texture.repeat.fromArray( data.repeat );
  35343. if ( data.center !== undefined ) texture.center.fromArray( data.center );
  35344. if ( data.rotation !== undefined ) texture.rotation = data.rotation;
  35345. if ( data.wrap !== undefined ) {
  35346. texture.wrapS = parseConstant( data.wrap[ 0 ], TEXTURE_WRAPPING );
  35347. texture.wrapT = parseConstant( data.wrap[ 1 ], TEXTURE_WRAPPING );
  35348. }
  35349. if ( data.format !== undefined ) texture.format = data.format;
  35350. if ( data.internalFormat !== undefined ) texture.internalFormat = data.internalFormat;
  35351. if ( data.type !== undefined ) texture.type = data.type;
  35352. if ( data.colorSpace !== undefined ) texture.colorSpace = data.colorSpace;
  35353. if ( data.minFilter !== undefined ) texture.minFilter = parseConstant( data.minFilter, TEXTURE_FILTER );
  35354. if ( data.magFilter !== undefined ) texture.magFilter = parseConstant( data.magFilter, TEXTURE_FILTER );
  35355. if ( data.anisotropy !== undefined ) texture.anisotropy = data.anisotropy;
  35356. if ( data.flipY !== undefined ) texture.flipY = data.flipY;
  35357. if ( data.generateMipmaps !== undefined ) texture.generateMipmaps = data.generateMipmaps;
  35358. if ( data.premultiplyAlpha !== undefined ) texture.premultiplyAlpha = data.premultiplyAlpha;
  35359. if ( data.unpackAlignment !== undefined ) texture.unpackAlignment = data.unpackAlignment;
  35360. if ( data.compareFunction !== undefined ) texture.compareFunction = data.compareFunction;
  35361. if ( data.userData !== undefined ) texture.userData = data.userData;
  35362. textures[ data.uuid ] = texture;
  35363. }
  35364. }
  35365. return textures;
  35366. }
  35367. parseObject( data, geometries, materials, textures, animations ) {
  35368. let object;
  35369. function getGeometry( name ) {
  35370. if ( geometries[ name ] === undefined ) {
  35371. warn( 'ObjectLoader: Undefined geometry', name );
  35372. }
  35373. return geometries[ name ];
  35374. }
  35375. function getMaterial( name ) {
  35376. if ( name === undefined ) return undefined;
  35377. if ( Array.isArray( name ) ) {
  35378. const array = [];
  35379. for ( let i = 0, l = name.length; i < l; i ++ ) {
  35380. const uuid = name[ i ];
  35381. if ( materials[ uuid ] === undefined ) {
  35382. warn( 'ObjectLoader: Undefined material', uuid );
  35383. }
  35384. array.push( materials[ uuid ] );
  35385. }
  35386. return array;
  35387. }
  35388. if ( materials[ name ] === undefined ) {
  35389. warn( 'ObjectLoader: Undefined material', name );
  35390. }
  35391. return materials[ name ];
  35392. }
  35393. function getTexture( uuid ) {
  35394. if ( textures[ uuid ] === undefined ) {
  35395. warn( 'ObjectLoader: Undefined texture', uuid );
  35396. }
  35397. return textures[ uuid ];
  35398. }
  35399. let geometry, material;
  35400. switch ( data.type ) {
  35401. case 'Scene':
  35402. object = new Scene();
  35403. if ( data.background !== undefined ) {
  35404. if ( Number.isInteger( data.background ) ) {
  35405. object.background = new Color( data.background );
  35406. } else {
  35407. object.background = getTexture( data.background );
  35408. }
  35409. }
  35410. if ( data.environment !== undefined ) {
  35411. object.environment = getTexture( data.environment );
  35412. }
  35413. if ( data.fog !== undefined ) {
  35414. if ( data.fog.type === 'Fog' ) {
  35415. object.fog = new Fog( data.fog.color, data.fog.near, data.fog.far );
  35416. } else if ( data.fog.type === 'FogExp2' ) {
  35417. object.fog = new FogExp2( data.fog.color, data.fog.density );
  35418. }
  35419. if ( data.fog.name !== '' ) {
  35420. object.fog.name = data.fog.name;
  35421. }
  35422. }
  35423. if ( data.backgroundBlurriness !== undefined ) object.backgroundBlurriness = data.backgroundBlurriness;
  35424. if ( data.backgroundIntensity !== undefined ) object.backgroundIntensity = data.backgroundIntensity;
  35425. if ( data.backgroundRotation !== undefined ) object.backgroundRotation.fromArray( data.backgroundRotation );
  35426. if ( data.environmentIntensity !== undefined ) object.environmentIntensity = data.environmentIntensity;
  35427. if ( data.environmentRotation !== undefined ) object.environmentRotation.fromArray( data.environmentRotation );
  35428. break;
  35429. case 'PerspectiveCamera':
  35430. object = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far );
  35431. if ( data.focus !== undefined ) object.focus = data.focus;
  35432. if ( data.zoom !== undefined ) object.zoom = data.zoom;
  35433. if ( data.filmGauge !== undefined ) object.filmGauge = data.filmGauge;
  35434. if ( data.filmOffset !== undefined ) object.filmOffset = data.filmOffset;
  35435. if ( data.view !== undefined ) object.view = Object.assign( {}, data.view );
  35436. break;
  35437. case 'OrthographicCamera':
  35438. object = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );
  35439. if ( data.zoom !== undefined ) object.zoom = data.zoom;
  35440. if ( data.view !== undefined ) object.view = Object.assign( {}, data.view );
  35441. break;
  35442. case 'AmbientLight':
  35443. object = new AmbientLight( data.color, data.intensity );
  35444. break;
  35445. case 'DirectionalLight':
  35446. object = new DirectionalLight( data.color, data.intensity );
  35447. object.target = data.target || '';
  35448. break;
  35449. case 'PointLight':
  35450. object = new PointLight( data.color, data.intensity, data.distance, data.decay );
  35451. break;
  35452. case 'RectAreaLight':
  35453. object = new RectAreaLight( data.color, data.intensity, data.width, data.height );
  35454. break;
  35455. case 'SpotLight':
  35456. object = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay );
  35457. object.target = data.target || '';
  35458. break;
  35459. case 'HemisphereLight':
  35460. object = new HemisphereLight( data.color, data.groundColor, data.intensity );
  35461. break;
  35462. case 'LightProbe':
  35463. object = new LightProbe().fromJSON( data );
  35464. break;
  35465. case 'SkinnedMesh':
  35466. geometry = getGeometry( data.geometry );
  35467. material = getMaterial( data.material );
  35468. object = new SkinnedMesh( geometry, material );
  35469. if ( data.bindMode !== undefined ) object.bindMode = data.bindMode;
  35470. if ( data.bindMatrix !== undefined ) object.bindMatrix.fromArray( data.bindMatrix );
  35471. if ( data.skeleton !== undefined ) object.skeleton = data.skeleton;
  35472. break;
  35473. case 'Mesh':
  35474. geometry = getGeometry( data.geometry );
  35475. material = getMaterial( data.material );
  35476. object = new Mesh( geometry, material );
  35477. break;
  35478. case 'InstancedMesh':
  35479. geometry = getGeometry( data.geometry );
  35480. material = getMaterial( data.material );
  35481. const count = data.count;
  35482. const instanceMatrix = data.instanceMatrix;
  35483. const instanceColor = data.instanceColor;
  35484. object = new InstancedMesh( geometry, material, count );
  35485. object.instanceMatrix = new InstancedBufferAttribute( new Float32Array( instanceMatrix.array ), 16 );
  35486. if ( instanceColor !== undefined ) object.instanceColor = new InstancedBufferAttribute( new Float32Array( instanceColor.array ), instanceColor.itemSize );
  35487. break;
  35488. case 'BatchedMesh':
  35489. geometry = getGeometry( data.geometry );
  35490. material = getMaterial( data.material );
  35491. object = new BatchedMesh( data.maxInstanceCount, data.maxVertexCount, data.maxIndexCount, material );
  35492. object.geometry = geometry;
  35493. object.perObjectFrustumCulled = data.perObjectFrustumCulled;
  35494. object.sortObjects = data.sortObjects;
  35495. object._drawRanges = data.drawRanges;
  35496. object._reservedRanges = data.reservedRanges;
  35497. object._geometryInfo = data.geometryInfo.map( info => {
  35498. let box = null;
  35499. let sphere = null;
  35500. if ( info.boundingBox !== undefined ) {
  35501. box = new Box3().fromJSON( info.boundingBox );
  35502. }
  35503. if ( info.boundingSphere !== undefined ) {
  35504. sphere = new Sphere().fromJSON( info.boundingSphere );
  35505. }
  35506. return {
  35507. ...info,
  35508. boundingBox: box,
  35509. boundingSphere: sphere
  35510. };
  35511. } );
  35512. object._instanceInfo = data.instanceInfo;
  35513. object._availableInstanceIds = data._availableInstanceIds;
  35514. object._availableGeometryIds = data._availableGeometryIds;
  35515. object._nextIndexStart = data.nextIndexStart;
  35516. object._nextVertexStart = data.nextVertexStart;
  35517. object._geometryCount = data.geometryCount;
  35518. object._maxInstanceCount = data.maxInstanceCount;
  35519. object._maxVertexCount = data.maxVertexCount;
  35520. object._maxIndexCount = data.maxIndexCount;
  35521. object._geometryInitialized = data.geometryInitialized;
  35522. object._matricesTexture = getTexture( data.matricesTexture.uuid );
  35523. object._indirectTexture = getTexture( data.indirectTexture.uuid );
  35524. if ( data.colorsTexture !== undefined ) {
  35525. object._colorsTexture = getTexture( data.colorsTexture.uuid );
  35526. }
  35527. if ( data.boundingSphere !== undefined ) {
  35528. object.boundingSphere = new Sphere().fromJSON( data.boundingSphere );
  35529. }
  35530. if ( data.boundingBox !== undefined ) {
  35531. object.boundingBox = new Box3().fromJSON( data.boundingBox );
  35532. }
  35533. break;
  35534. case 'LOD':
  35535. object = new LOD();
  35536. break;
  35537. case 'Line':
  35538. object = new Line( getGeometry( data.geometry ), getMaterial( data.material ) );
  35539. break;
  35540. case 'LineLoop':
  35541. object = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) );
  35542. break;
  35543. case 'LineSegments':
  35544. object = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) );
  35545. break;
  35546. case 'PointCloud':
  35547. case 'Points':
  35548. object = new Points( getGeometry( data.geometry ), getMaterial( data.material ) );
  35549. break;
  35550. case 'Sprite':
  35551. object = new Sprite( getMaterial( data.material ) );
  35552. break;
  35553. case 'Group':
  35554. object = new Group();
  35555. break;
  35556. case 'Bone':
  35557. object = new Bone();
  35558. break;
  35559. default:
  35560. object = new Object3D();
  35561. }
  35562. object.uuid = data.uuid;
  35563. if ( data.name !== undefined ) object.name = data.name;
  35564. if ( data.matrix !== undefined ) {
  35565. object.matrix.fromArray( data.matrix );
  35566. if ( data.matrixAutoUpdate !== undefined ) object.matrixAutoUpdate = data.matrixAutoUpdate;
  35567. if ( object.matrixAutoUpdate ) object.matrix.decompose( object.position, object.quaternion, object.scale );
  35568. } else {
  35569. if ( data.position !== undefined ) object.position.fromArray( data.position );
  35570. if ( data.rotation !== undefined ) object.rotation.fromArray( data.rotation );
  35571. if ( data.quaternion !== undefined ) object.quaternion.fromArray( data.quaternion );
  35572. if ( data.scale !== undefined ) object.scale.fromArray( data.scale );
  35573. }
  35574. if ( data.up !== undefined ) object.up.fromArray( data.up );
  35575. if ( data.castShadow !== undefined ) object.castShadow = data.castShadow;
  35576. if ( data.receiveShadow !== undefined ) object.receiveShadow = data.receiveShadow;
  35577. if ( data.shadow ) {
  35578. if ( data.shadow.intensity !== undefined ) object.shadow.intensity = data.shadow.intensity;
  35579. if ( data.shadow.bias !== undefined ) object.shadow.bias = data.shadow.bias;
  35580. if ( data.shadow.normalBias !== undefined ) object.shadow.normalBias = data.shadow.normalBias;
  35581. if ( data.shadow.radius !== undefined ) object.shadow.radius = data.shadow.radius;
  35582. if ( data.shadow.mapSize !== undefined ) object.shadow.mapSize.fromArray( data.shadow.mapSize );
  35583. if ( data.shadow.camera !== undefined ) object.shadow.camera = this.parseObject( data.shadow.camera );
  35584. }
  35585. if ( data.visible !== undefined ) object.visible = data.visible;
  35586. if ( data.frustumCulled !== undefined ) object.frustumCulled = data.frustumCulled;
  35587. if ( data.renderOrder !== undefined ) object.renderOrder = data.renderOrder;
  35588. if ( data.userData !== undefined ) object.userData = data.userData;
  35589. if ( data.layers !== undefined ) object.layers.mask = data.layers;
  35590. if ( data.children !== undefined ) {
  35591. const children = data.children;
  35592. for ( let i = 0; i < children.length; i ++ ) {
  35593. object.add( this.parseObject( children[ i ], geometries, materials, textures, animations ) );
  35594. }
  35595. }
  35596. if ( data.animations !== undefined ) {
  35597. const objectAnimations = data.animations;
  35598. for ( let i = 0; i < objectAnimations.length; i ++ ) {
  35599. const uuid = objectAnimations[ i ];
  35600. object.animations.push( animations[ uuid ] );
  35601. }
  35602. }
  35603. if ( data.type === 'LOD' ) {
  35604. if ( data.autoUpdate !== undefined ) object.autoUpdate = data.autoUpdate;
  35605. const levels = data.levels;
  35606. for ( let l = 0; l < levels.length; l ++ ) {
  35607. const level = levels[ l ];
  35608. const child = object.getObjectByProperty( 'uuid', level.object );
  35609. if ( child !== undefined ) {
  35610. object.addLevel( child, level.distance, level.hysteresis );
  35611. }
  35612. }
  35613. }
  35614. return object;
  35615. }
  35616. bindSkeletons( object, skeletons ) {
  35617. if ( Object.keys( skeletons ).length === 0 ) return;
  35618. object.traverse( function ( child ) {
  35619. if ( child.isSkinnedMesh === true && child.skeleton !== undefined ) {
  35620. const skeleton = skeletons[ child.skeleton ];
  35621. if ( skeleton === undefined ) {
  35622. warn( 'ObjectLoader: No skeleton found with UUID:', child.skeleton );
  35623. } else {
  35624. child.bind( skeleton, child.bindMatrix );
  35625. }
  35626. }
  35627. } );
  35628. }
  35629. bindLightTargets( object ) {
  35630. object.traverse( function ( child ) {
  35631. if ( child.isDirectionalLight || child.isSpotLight ) {
  35632. const uuid = child.target;
  35633. const target = object.getObjectByProperty( 'uuid', uuid );
  35634. if ( target !== undefined ) {
  35635. child.target = target;
  35636. } else {
  35637. child.target = new Object3D();
  35638. }
  35639. }
  35640. } );
  35641. }
  35642. }
  35643. const TEXTURE_MAPPING = {
  35644. UVMapping: UVMapping,
  35645. CubeReflectionMapping: CubeReflectionMapping,
  35646. CubeRefractionMapping: CubeRefractionMapping,
  35647. EquirectangularReflectionMapping: EquirectangularReflectionMapping,
  35648. EquirectangularRefractionMapping: EquirectangularRefractionMapping,
  35649. CubeUVReflectionMapping: CubeUVReflectionMapping
  35650. };
  35651. const TEXTURE_WRAPPING = {
  35652. RepeatWrapping: RepeatWrapping,
  35653. ClampToEdgeWrapping: ClampToEdgeWrapping,
  35654. MirroredRepeatWrapping: MirroredRepeatWrapping
  35655. };
  35656. const TEXTURE_FILTER = {
  35657. NearestFilter: NearestFilter,
  35658. NearestMipmapNearestFilter: NearestMipmapNearestFilter,
  35659. NearestMipmapLinearFilter: NearestMipmapLinearFilter,
  35660. LinearFilter: LinearFilter,
  35661. LinearMipmapNearestFilter: LinearMipmapNearestFilter,
  35662. LinearMipmapLinearFilter: LinearMipmapLinearFilter
  35663. };
  35664. const _errorMap = new WeakMap();
  35665. /**
  35666. * A loader for loading images as an [ImageBitmap](https://developer.mozilla.org/en-US/docs/Web/API/ImageBitmap).
  35667. * An `ImageBitmap` provides an asynchronous and resource efficient pathway to prepare
  35668. * textures for rendering.
  35669. *
  35670. * Note that {@link Texture#flipY} and {@link Texture#premultiplyAlpha} are ignored with image bitmaps.
  35671. * They needs these configuration on bitmap creation unlike regular images need them on uploading to GPU.
  35672. *
  35673. * You need to set the equivalent options via {@link ImageBitmapLoader#setOptions} instead.
  35674. *
  35675. * Also note that unlike {@link FileLoader}, this loader avoids multiple concurrent requests to the same URL only if `Cache` is enabled.
  35676. *
  35677. * ```js
  35678. * const loader = new THREE.ImageBitmapLoader();
  35679. * loader.setOptions( { imageOrientation: 'flipY' } ); // set options if needed
  35680. * const imageBitmap = await loader.loadAsync( 'image.png' );
  35681. *
  35682. * const texture = new THREE.Texture( imageBitmap );
  35683. * texture.needsUpdate = true;
  35684. * ```
  35685. *
  35686. * @augments Loader
  35687. */
  35688. class ImageBitmapLoader extends Loader {
  35689. /**
  35690. * Constructs a new image bitmap loader.
  35691. *
  35692. * @param {LoadingManager} [manager] - The loading manager.
  35693. */
  35694. constructor( manager ) {
  35695. super( manager );
  35696. /**
  35697. * This flag can be used for type testing.
  35698. *
  35699. * @type {boolean}
  35700. * @readonly
  35701. * @default true
  35702. */
  35703. this.isImageBitmapLoader = true;
  35704. if ( typeof createImageBitmap === 'undefined' ) {
  35705. warn( 'ImageBitmapLoader: createImageBitmap() not supported.' );
  35706. }
  35707. if ( typeof fetch === 'undefined' ) {
  35708. warn( 'ImageBitmapLoader: fetch() not supported.' );
  35709. }
  35710. /**
  35711. * Represents the loader options.
  35712. *
  35713. * @type {Object}
  35714. * @default {premultiplyAlpha:'none'}
  35715. */
  35716. this.options = { premultiplyAlpha: 'none' };
  35717. /**
  35718. * Used for aborting requests.
  35719. *
  35720. * @private
  35721. * @type {AbortController}
  35722. */
  35723. this._abortController = new AbortController();
  35724. }
  35725. /**
  35726. * Sets the given loader options. The structure of the object must match the `options` parameter of
  35727. * [createImageBitmap](https://developer.mozilla.org/en-US/docs/Web/API/Window/createImageBitmap).
  35728. *
  35729. * @param {Object} options - The loader options to set.
  35730. * @return {ImageBitmapLoader} A reference to this image bitmap loader.
  35731. */
  35732. setOptions( options ) {
  35733. this.options = options;
  35734. return this;
  35735. }
  35736. /**
  35737. * Starts loading from the given URL and pass the loaded image bitmap to the `onLoad()` callback.
  35738. *
  35739. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  35740. * @param {function(ImageBitmap)} onLoad - Executed when the loading process has been finished.
  35741. * @param {onProgressCallback} onProgress - Unsupported in this loader.
  35742. * @param {onErrorCallback} onError - Executed when errors occur.
  35743. * @return {ImageBitmap|undefined} The image bitmap.
  35744. */
  35745. load( url, onLoad, onProgress, onError ) {
  35746. if ( url === undefined ) url = '';
  35747. if ( this.path !== undefined ) url = this.path + url;
  35748. url = this.manager.resolveURL( url );
  35749. const scope = this;
  35750. const cached = Cache.get( `image-bitmap:${url}` );
  35751. if ( cached !== undefined ) {
  35752. scope.manager.itemStart( url );
  35753. // If cached is a promise, wait for it to resolve
  35754. if ( cached.then ) {
  35755. cached.then( imageBitmap => {
  35756. // check if there is an error for the cached promise
  35757. if ( _errorMap.has( cached ) === true ) {
  35758. if ( onError ) onError( _errorMap.get( cached ) );
  35759. scope.manager.itemError( url );
  35760. scope.manager.itemEnd( url );
  35761. } else {
  35762. if ( onLoad ) onLoad( imageBitmap );
  35763. scope.manager.itemEnd( url );
  35764. return imageBitmap;
  35765. }
  35766. } );
  35767. return;
  35768. }
  35769. // If cached is not a promise (i.e., it's already an imageBitmap)
  35770. setTimeout( function () {
  35771. if ( onLoad ) onLoad( cached );
  35772. scope.manager.itemEnd( url );
  35773. }, 0 );
  35774. return cached;
  35775. }
  35776. const fetchOptions = {};
  35777. fetchOptions.credentials = ( this.crossOrigin === 'anonymous' ) ? 'same-origin' : 'include';
  35778. fetchOptions.headers = this.requestHeader;
  35779. fetchOptions.signal = ( typeof AbortSignal.any === 'function' ) ? AbortSignal.any( [ this._abortController.signal, this.manager.abortController.signal ] ) : this._abortController.signal;
  35780. const promise = fetch( url, fetchOptions ).then( function ( res ) {
  35781. return res.blob();
  35782. } ).then( function ( blob ) {
  35783. return createImageBitmap( blob, Object.assign( scope.options, { colorSpaceConversion: 'none' } ) );
  35784. } ).then( function ( imageBitmap ) {
  35785. Cache.add( `image-bitmap:${url}`, imageBitmap );
  35786. if ( onLoad ) onLoad( imageBitmap );
  35787. scope.manager.itemEnd( url );
  35788. return imageBitmap;
  35789. } ).catch( function ( e ) {
  35790. if ( onError ) onError( e );
  35791. _errorMap.set( promise, e );
  35792. Cache.remove( `image-bitmap:${url}` );
  35793. scope.manager.itemError( url );
  35794. scope.manager.itemEnd( url );
  35795. } );
  35796. Cache.add( `image-bitmap:${url}`, promise );
  35797. scope.manager.itemStart( url );
  35798. }
  35799. /**
  35800. * Aborts ongoing fetch requests.
  35801. *
  35802. * @return {ImageBitmapLoader} A reference to this instance.
  35803. */
  35804. abort() {
  35805. this._abortController.abort();
  35806. this._abortController = new AbortController();
  35807. return this;
  35808. }
  35809. }
  35810. let _context;
  35811. /**
  35812. * Manages the global audio context in the engine.
  35813. *
  35814. * @hideconstructor
  35815. */
  35816. class AudioContext {
  35817. /**
  35818. * Returns the global native audio context.
  35819. *
  35820. * @return {AudioContext} The native audio context.
  35821. */
  35822. static getContext() {
  35823. if ( _context === undefined ) {
  35824. _context = new ( window.AudioContext || window.webkitAudioContext )();
  35825. }
  35826. return _context;
  35827. }
  35828. /**
  35829. * Allows to set the global native audio context from outside.
  35830. *
  35831. * @param {AudioContext} value - The native context to set.
  35832. */
  35833. static setContext( value ) {
  35834. _context = value;
  35835. }
  35836. }
  35837. /**
  35838. * Class for loading audio buffers. Audios are internally
  35839. * loaded via {@link FileLoader}.
  35840. *
  35841. * ```js
  35842. * const audioListener = new THREE.AudioListener();
  35843. * const ambientSound = new THREE.Audio( audioListener );
  35844. *
  35845. * const loader = new THREE.AudioLoader();
  35846. * const audioBuffer = await loader.loadAsync( 'audio/ambient_ocean.ogg' );
  35847. *
  35848. * ambientSound.setBuffer( audioBuffer );
  35849. * ambientSound.play();
  35850. * ```
  35851. *
  35852. * @augments Loader
  35853. */
  35854. class AudioLoader extends Loader {
  35855. /**
  35856. * Constructs a new audio loader.
  35857. *
  35858. * @param {LoadingManager} [manager] - The loading manager.
  35859. */
  35860. constructor( manager ) {
  35861. super( manager );
  35862. }
  35863. /**
  35864. * Starts loading from the given URL and passes the loaded audio buffer
  35865. * to the `onLoad()` callback.
  35866. *
  35867. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  35868. * @param {function(AudioBuffer)} onLoad - Executed when the loading process has been finished.
  35869. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  35870. * @param {onErrorCallback} onError - Executed when errors occur.
  35871. */
  35872. load( url, onLoad, onProgress, onError ) {
  35873. const scope = this;
  35874. const loader = new FileLoader( this.manager );
  35875. loader.setResponseType( 'arraybuffer' );
  35876. loader.setPath( this.path );
  35877. loader.setRequestHeader( this.requestHeader );
  35878. loader.setWithCredentials( this.withCredentials );
  35879. loader.load( url, function ( buffer ) {
  35880. try {
  35881. // Create a copy of the buffer. The `decodeAudioData` method
  35882. // detaches the buffer when complete, preventing reuse.
  35883. const bufferCopy = buffer.slice( 0 );
  35884. const context = AudioContext.getContext();
  35885. context.decodeAudioData( bufferCopy, function ( audioBuffer ) {
  35886. onLoad( audioBuffer );
  35887. } ).catch( handleError );
  35888. } catch ( e ) {
  35889. handleError( e );
  35890. }
  35891. }, onProgress, onError );
  35892. function handleError( e ) {
  35893. if ( onError ) {
  35894. onError( e );
  35895. } else {
  35896. error( e );
  35897. }
  35898. scope.manager.itemError( url );
  35899. }
  35900. }
  35901. }
  35902. const _eyeRight = /*@__PURE__*/ new Matrix4();
  35903. const _eyeLeft = /*@__PURE__*/ new Matrix4();
  35904. const _projectionMatrix = /*@__PURE__*/ new Matrix4();
  35905. /**
  35906. * A special type of camera that uses two perspective cameras with
  35907. * stereoscopic projection. Can be used for rendering stereo effects
  35908. * like [3D Anaglyph](https://en.wikipedia.org/wiki/Anaglyph_3D) or
  35909. * [Parallax Barrier](https://en.wikipedia.org/wiki/parallax_barrier).
  35910. */
  35911. class StereoCamera {
  35912. /**
  35913. * Constructs a new stereo camera.
  35914. */
  35915. constructor() {
  35916. /**
  35917. * The type property is used for detecting the object type
  35918. * in context of serialization/deserialization.
  35919. *
  35920. * @type {string}
  35921. * @readonly
  35922. */
  35923. this.type = 'StereoCamera';
  35924. /**
  35925. * The aspect.
  35926. *
  35927. * @type {number}
  35928. * @default 1
  35929. */
  35930. this.aspect = 1;
  35931. /**
  35932. * The eye separation which represents the distance
  35933. * between the left and right camera.
  35934. *
  35935. * @type {number}
  35936. * @default 0.064
  35937. */
  35938. this.eyeSep = 0.064;
  35939. /**
  35940. * The camera representing the left eye. This is added to layer `1` so objects to be
  35941. * rendered by the left camera must also be added to this layer.
  35942. *
  35943. * @type {PerspectiveCamera}
  35944. */
  35945. this.cameraL = new PerspectiveCamera();
  35946. this.cameraL.layers.enable( 1 );
  35947. this.cameraL.matrixAutoUpdate = false;
  35948. /**
  35949. * The camera representing the right eye. This is added to layer `2` so objects to be
  35950. * rendered by the right camera must also be added to this layer.
  35951. *
  35952. * @type {PerspectiveCamera}
  35953. */
  35954. this.cameraR = new PerspectiveCamera();
  35955. this.cameraR.layers.enable( 2 );
  35956. this.cameraR.matrixAutoUpdate = false;
  35957. this._cache = {
  35958. focus: null,
  35959. fov: null,
  35960. aspect: null,
  35961. near: null,
  35962. far: null,
  35963. zoom: null,
  35964. eyeSep: null
  35965. };
  35966. }
  35967. /**
  35968. * Updates the stereo camera based on the given perspective camera.
  35969. *
  35970. * @param {PerspectiveCamera} camera - The perspective camera.
  35971. */
  35972. update( camera ) {
  35973. const cache = this._cache;
  35974. const needsUpdate = cache.focus !== camera.focus || cache.fov !== camera.fov ||
  35975. cache.aspect !== camera.aspect * this.aspect || cache.near !== camera.near ||
  35976. cache.far !== camera.far || cache.zoom !== camera.zoom || cache.eyeSep !== this.eyeSep;
  35977. if ( needsUpdate ) {
  35978. cache.focus = camera.focus;
  35979. cache.fov = camera.fov;
  35980. cache.aspect = camera.aspect * this.aspect;
  35981. cache.near = camera.near;
  35982. cache.far = camera.far;
  35983. cache.zoom = camera.zoom;
  35984. cache.eyeSep = this.eyeSep;
  35985. // Off-axis stereoscopic effect based on
  35986. // http://paulbourke.net/stereographics/stereorender/
  35987. _projectionMatrix.copy( camera.projectionMatrix );
  35988. const eyeSepHalf = cache.eyeSep / 2;
  35989. const eyeSepOnProjection = eyeSepHalf * cache.near / cache.focus;
  35990. const ymax = ( cache.near * Math.tan( DEG2RAD * cache.fov * 0.5 ) ) / cache.zoom;
  35991. let xmin, xmax;
  35992. // translate xOffset
  35993. _eyeLeft.elements[ 12 ] = - eyeSepHalf;
  35994. _eyeRight.elements[ 12 ] = eyeSepHalf;
  35995. // for left eye
  35996. xmin = - ymax * cache.aspect + eyeSepOnProjection;
  35997. xmax = ymax * cache.aspect + eyeSepOnProjection;
  35998. _projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  35999. _projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  36000. this.cameraL.projectionMatrix.copy( _projectionMatrix );
  36001. // for right eye
  36002. xmin = - ymax * cache.aspect - eyeSepOnProjection;
  36003. xmax = ymax * cache.aspect - eyeSepOnProjection;
  36004. _projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  36005. _projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  36006. this.cameraR.projectionMatrix.copy( _projectionMatrix );
  36007. }
  36008. this.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeLeft );
  36009. this.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeRight );
  36010. }
  36011. }
  36012. /**
  36013. * This type of camera can be used in order to efficiently render a scene with a
  36014. * predefined set of cameras. This is an important performance aspect for
  36015. * rendering VR scenes.
  36016. *
  36017. * An instance of `ArrayCamera` always has an array of sub cameras. It's mandatory
  36018. * to define for each sub camera the `viewport` property which determines the
  36019. * part of the viewport that is rendered with this camera.
  36020. *
  36021. * @augments PerspectiveCamera
  36022. */
  36023. class ArrayCamera extends PerspectiveCamera {
  36024. /**
  36025. * Constructs a new array camera.
  36026. *
  36027. * @param {Array<PerspectiveCamera>} [array=[]] - An array of perspective sub cameras.
  36028. */
  36029. constructor( array = [] ) {
  36030. super();
  36031. /**
  36032. * This flag can be used for type testing.
  36033. *
  36034. * @type {boolean}
  36035. * @readonly
  36036. * @default true
  36037. */
  36038. this.isArrayCamera = true;
  36039. /**
  36040. * Whether this camera is used with multiview rendering or not.
  36041. *
  36042. * @type {boolean}
  36043. * @readonly
  36044. * @default false
  36045. */
  36046. this.isMultiViewCamera = false;
  36047. /**
  36048. * An array of perspective sub cameras.
  36049. *
  36050. * @type {Array<PerspectiveCamera>}
  36051. */
  36052. this.cameras = array;
  36053. }
  36054. }
  36055. /**
  36056. * Class for keeping track of time.
  36057. */
  36058. class Clock {
  36059. /**
  36060. * Constructs a new clock.
  36061. *
  36062. * @param {boolean} [autoStart=true] - Whether to automatically start the clock when
  36063. * `getDelta()` is called for the first time.
  36064. */
  36065. constructor( autoStart = true ) {
  36066. /**
  36067. * If set to `true`, the clock starts automatically when `getDelta()` is called
  36068. * for the first time.
  36069. *
  36070. * @type {boolean}
  36071. * @default true
  36072. */
  36073. this.autoStart = autoStart;
  36074. /**
  36075. * Holds the time at which the clock's `start()` method was last called.
  36076. *
  36077. * @type {number}
  36078. * @default 0
  36079. */
  36080. this.startTime = 0;
  36081. /**
  36082. * Holds the time at which the clock's `start()`, `getElapsedTime()` or
  36083. * `getDelta()` methods were last called.
  36084. *
  36085. * @type {number}
  36086. * @default 0
  36087. */
  36088. this.oldTime = 0;
  36089. /**
  36090. * Keeps track of the total time that the clock has been running.
  36091. *
  36092. * @type {number}
  36093. * @default 0
  36094. */
  36095. this.elapsedTime = 0;
  36096. /**
  36097. * Whether the clock is running or not.
  36098. *
  36099. * @type {boolean}
  36100. * @default true
  36101. */
  36102. this.running = false;
  36103. }
  36104. /**
  36105. * Starts the clock. When `autoStart` is set to `true`, the method is automatically
  36106. * called by the class.
  36107. */
  36108. start() {
  36109. this.startTime = performance.now();
  36110. this.oldTime = this.startTime;
  36111. this.elapsedTime = 0;
  36112. this.running = true;
  36113. }
  36114. /**
  36115. * Stops the clock.
  36116. */
  36117. stop() {
  36118. this.getElapsedTime();
  36119. this.running = false;
  36120. this.autoStart = false;
  36121. }
  36122. /**
  36123. * Returns the elapsed time in seconds.
  36124. *
  36125. * @return {number} The elapsed time.
  36126. */
  36127. getElapsedTime() {
  36128. this.getDelta();
  36129. return this.elapsedTime;
  36130. }
  36131. /**
  36132. * Returns the delta time in seconds.
  36133. *
  36134. * @return {number} The delta time.
  36135. */
  36136. getDelta() {
  36137. let diff = 0;
  36138. if ( this.autoStart && ! this.running ) {
  36139. this.start();
  36140. return 0;
  36141. }
  36142. if ( this.running ) {
  36143. const newTime = performance.now();
  36144. diff = ( newTime - this.oldTime ) / 1000;
  36145. this.oldTime = newTime;
  36146. this.elapsedTime += diff;
  36147. }
  36148. return diff;
  36149. }
  36150. }
  36151. const _position$1 = /*@__PURE__*/ new Vector3();
  36152. const _quaternion$1 = /*@__PURE__*/ new Quaternion();
  36153. const _scale$1 = /*@__PURE__*/ new Vector3();
  36154. const _forward = /*@__PURE__*/ new Vector3();
  36155. const _up = /*@__PURE__*/ new Vector3();
  36156. /**
  36157. * The class represents a virtual listener of the all positional and non-positional audio effects
  36158. * in the scene. A three.js application usually creates a single listener. It is a mandatory
  36159. * constructor parameter for audios entities like {@link Audio} and {@link PositionalAudio}.
  36160. *
  36161. * In most cases, the listener object is a child of the camera. So the 3D transformation of the
  36162. * camera represents the 3D transformation of the listener.
  36163. *
  36164. * @augments Object3D
  36165. */
  36166. class AudioListener extends Object3D {
  36167. /**
  36168. * Constructs a new audio listener.
  36169. */
  36170. constructor() {
  36171. super();
  36172. this.type = 'AudioListener';
  36173. /**
  36174. * The native audio context.
  36175. *
  36176. * @type {AudioContext}
  36177. * @readonly
  36178. */
  36179. this.context = AudioContext.getContext();
  36180. /**
  36181. * The gain node used for volume control.
  36182. *
  36183. * @type {GainNode}
  36184. * @readonly
  36185. */
  36186. this.gain = this.context.createGain();
  36187. this.gain.connect( this.context.destination );
  36188. /**
  36189. * An optional filter.
  36190. *
  36191. * Defined via {@link AudioListener#setFilter}.
  36192. *
  36193. * @type {?AudioNode}
  36194. * @default null
  36195. * @readonly
  36196. */
  36197. this.filter = null;
  36198. /**
  36199. * Time delta values required for `linearRampToValueAtTime()` usage.
  36200. *
  36201. * @type {number}
  36202. * @default 0
  36203. * @readonly
  36204. */
  36205. this.timeDelta = 0;
  36206. // private
  36207. this._clock = new Clock();
  36208. }
  36209. /**
  36210. * Returns the listener's input node.
  36211. *
  36212. * This method is used by other audio nodes to connect to this listener.
  36213. *
  36214. * @return {GainNode} The input node.
  36215. */
  36216. getInput() {
  36217. return this.gain;
  36218. }
  36219. /**
  36220. * Removes the current filter from this listener.
  36221. *
  36222. * @return {AudioListener} A reference to this listener.
  36223. */
  36224. removeFilter() {
  36225. if ( this.filter !== null ) {
  36226. this.gain.disconnect( this.filter );
  36227. this.filter.disconnect( this.context.destination );
  36228. this.gain.connect( this.context.destination );
  36229. this.filter = null;
  36230. }
  36231. return this;
  36232. }
  36233. /**
  36234. * Returns the current set filter.
  36235. *
  36236. * @return {?AudioNode} The filter.
  36237. */
  36238. getFilter() {
  36239. return this.filter;
  36240. }
  36241. /**
  36242. * Sets the given filter to this listener.
  36243. *
  36244. * @param {AudioNode} value - The filter to set.
  36245. * @return {AudioListener} A reference to this listener.
  36246. */
  36247. setFilter( value ) {
  36248. if ( this.filter !== null ) {
  36249. this.gain.disconnect( this.filter );
  36250. this.filter.disconnect( this.context.destination );
  36251. } else {
  36252. this.gain.disconnect( this.context.destination );
  36253. }
  36254. this.filter = value;
  36255. this.gain.connect( this.filter );
  36256. this.filter.connect( this.context.destination );
  36257. return this;
  36258. }
  36259. /**
  36260. * Returns the applications master volume.
  36261. *
  36262. * @return {number} The master volume.
  36263. */
  36264. getMasterVolume() {
  36265. return this.gain.gain.value;
  36266. }
  36267. /**
  36268. * Sets the applications master volume. This volume setting affects
  36269. * all audio nodes in the scene.
  36270. *
  36271. * @param {number} value - The master volume to set.
  36272. * @return {AudioListener} A reference to this listener.
  36273. */
  36274. setMasterVolume( value ) {
  36275. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  36276. return this;
  36277. }
  36278. updateMatrixWorld( force ) {
  36279. super.updateMatrixWorld( force );
  36280. const listener = this.context.listener;
  36281. this.timeDelta = this._clock.getDelta();
  36282. this.matrixWorld.decompose( _position$1, _quaternion$1, _scale$1 );
  36283. // the initial forward and up directions must be orthogonal
  36284. _forward.set( 0, 0, -1 ).applyQuaternion( _quaternion$1 );
  36285. _up.set( 0, 1, 0 ).applyQuaternion( _quaternion$1 );
  36286. if ( listener.positionX ) {
  36287. // code path for Chrome (see #14393)
  36288. const endTime = this.context.currentTime + this.timeDelta;
  36289. listener.positionX.linearRampToValueAtTime( _position$1.x, endTime );
  36290. listener.positionY.linearRampToValueAtTime( _position$1.y, endTime );
  36291. listener.positionZ.linearRampToValueAtTime( _position$1.z, endTime );
  36292. listener.forwardX.linearRampToValueAtTime( _forward.x, endTime );
  36293. listener.forwardY.linearRampToValueAtTime( _forward.y, endTime );
  36294. listener.forwardZ.linearRampToValueAtTime( _forward.z, endTime );
  36295. listener.upX.linearRampToValueAtTime( _up.x, endTime );
  36296. listener.upY.linearRampToValueAtTime( _up.y, endTime );
  36297. listener.upZ.linearRampToValueAtTime( _up.z, endTime );
  36298. } else {
  36299. listener.setPosition( _position$1.x, _position$1.y, _position$1.z );
  36300. listener.setOrientation( _forward.x, _forward.y, _forward.z, _up.x, _up.y, _up.z );
  36301. }
  36302. }
  36303. }
  36304. /**
  36305. * Represents a non-positional ( global ) audio object.
  36306. *
  36307. * This and related audio modules make use of the [Web Audio API](https://www.w3.org/TR/webaudio-1.1/).
  36308. *
  36309. * ```js
  36310. * // create an AudioListener and add it to the camera
  36311. * const listener = new THREE.AudioListener();
  36312. * camera.add( listener );
  36313. *
  36314. * // create a global audio source
  36315. * const sound = new THREE.Audio( listener );
  36316. *
  36317. * // load a sound and set it as the Audio object's buffer
  36318. * const audioLoader = new THREE.AudioLoader();
  36319. * audioLoader.load( 'sounds/ambient.ogg', function( buffer ) {
  36320. * sound.setBuffer( buffer );
  36321. * sound.setLoop( true );
  36322. * sound.setVolume( 0.5 );
  36323. * sound.play();
  36324. * });
  36325. * ```
  36326. *
  36327. * @augments Object3D
  36328. */
  36329. class Audio extends Object3D {
  36330. /**
  36331. * Constructs a new audio.
  36332. *
  36333. * @param {AudioListener} listener - The global audio listener.
  36334. */
  36335. constructor( listener ) {
  36336. super();
  36337. this.type = 'Audio';
  36338. /**
  36339. * The global audio listener.
  36340. *
  36341. * @type {AudioListener}
  36342. * @readonly
  36343. */
  36344. this.listener = listener;
  36345. /**
  36346. * The audio context.
  36347. *
  36348. * @type {AudioContext}
  36349. * @readonly
  36350. */
  36351. this.context = listener.context;
  36352. /**
  36353. * The gain node used for volume control.
  36354. *
  36355. * @type {GainNode}
  36356. * @readonly
  36357. */
  36358. this.gain = this.context.createGain();
  36359. this.gain.connect( listener.getInput() );
  36360. /**
  36361. * Whether to start playback automatically or not.
  36362. *
  36363. * @type {boolean}
  36364. * @default false
  36365. */
  36366. this.autoplay = false;
  36367. /**
  36368. * A reference to an audio buffer.
  36369. *
  36370. * Defined via {@link Audio#setBuffer}.
  36371. *
  36372. * @type {?AudioBuffer}
  36373. * @default null
  36374. * @readonly
  36375. */
  36376. this.buffer = null;
  36377. /**
  36378. * Modify pitch, measured in cents. +/- 100 is a semitone.
  36379. * +/- 1200 is an octave.
  36380. *
  36381. * Defined via {@link Audio#setDetune}.
  36382. *
  36383. * @type {number}
  36384. * @default 0
  36385. * @readonly
  36386. */
  36387. this.detune = 0;
  36388. /**
  36389. * Whether the audio should loop or not.
  36390. *
  36391. * Defined via {@link Audio#setLoop}.
  36392. *
  36393. * @type {boolean}
  36394. * @default false
  36395. * @readonly
  36396. */
  36397. this.loop = false;
  36398. /**
  36399. * Defines where in the audio buffer the replay should
  36400. * start, in seconds.
  36401. *
  36402. * @type {number}
  36403. * @default 0
  36404. */
  36405. this.loopStart = 0;
  36406. /**
  36407. * Defines where in the audio buffer the replay should
  36408. * stop, in seconds.
  36409. *
  36410. * @type {number}
  36411. * @default 0
  36412. */
  36413. this.loopEnd = 0;
  36414. /**
  36415. * An offset to the time within the audio buffer the playback
  36416. * should begin, in seconds.
  36417. *
  36418. * @type {number}
  36419. * @default 0
  36420. */
  36421. this.offset = 0;
  36422. /**
  36423. * Overrides the default duration of the audio.
  36424. *
  36425. * @type {undefined|number}
  36426. * @default undefined
  36427. */
  36428. this.duration = undefined;
  36429. /**
  36430. * The playback speed.
  36431. *
  36432. * Defined via {@link Audio#setPlaybackRate}.
  36433. *
  36434. * @type {number}
  36435. * @readonly
  36436. * @default 1
  36437. */
  36438. this.playbackRate = 1;
  36439. /**
  36440. * Indicates whether the audio is playing or not.
  36441. *
  36442. * This flag will be automatically set when using {@link Audio#play},
  36443. * {@link Audio#pause}, {@link Audio#stop}.
  36444. *
  36445. * @type {boolean}
  36446. * @readonly
  36447. * @default false
  36448. */
  36449. this.isPlaying = false;
  36450. /**
  36451. * Indicates whether the audio playback can be controlled
  36452. * with method like {@link Audio#play} or {@link Audio#pause}.
  36453. *
  36454. * This flag will be automatically set when audio sources are
  36455. * defined.
  36456. *
  36457. * @type {boolean}
  36458. * @readonly
  36459. * @default true
  36460. */
  36461. this.hasPlaybackControl = true;
  36462. /**
  36463. * Holds a reference to the current audio source.
  36464. *
  36465. * The property is automatically by one of the `set*()` methods.
  36466. *
  36467. * @type {?AudioNode}
  36468. * @readonly
  36469. * @default null
  36470. */
  36471. this.source = null;
  36472. /**
  36473. * Defines the source type.
  36474. *
  36475. * The property is automatically by one of the `set*()` methods.
  36476. *
  36477. * @type {('empty'|'audioNode'|'mediaNode'|'mediaStreamNode'|'buffer')}
  36478. * @readonly
  36479. * @default 'empty'
  36480. */
  36481. this.sourceType = 'empty';
  36482. this._startedAt = 0;
  36483. this._progress = 0;
  36484. this._connected = false;
  36485. /**
  36486. * Can be used to apply a variety of low-order filters to create
  36487. * more complex sound effects e.g. via `BiquadFilterNode`.
  36488. *
  36489. * The property is automatically set by {@link Audio#setFilters}.
  36490. *
  36491. * @type {Array<AudioNode>}
  36492. * @readonly
  36493. */
  36494. this.filters = [];
  36495. }
  36496. /**
  36497. * Returns the output audio node.
  36498. *
  36499. * @return {GainNode} The output node.
  36500. */
  36501. getOutput() {
  36502. return this.gain;
  36503. }
  36504. /**
  36505. * Sets the given audio node as the source of this instance.
  36506. *
  36507. * {@link Audio#sourceType} is set to `audioNode` and {@link Audio#hasPlaybackControl} to `false`.
  36508. *
  36509. * @param {AudioNode} audioNode - The audio node like an instance of `OscillatorNode`.
  36510. * @return {Audio} A reference to this instance.
  36511. */
  36512. setNodeSource( audioNode ) {
  36513. this.hasPlaybackControl = false;
  36514. this.sourceType = 'audioNode';
  36515. this.source = audioNode;
  36516. this.connect();
  36517. return this;
  36518. }
  36519. /**
  36520. * Sets the given media element as the source of this instance.
  36521. *
  36522. * {@link Audio#sourceType} is set to `mediaNode` and {@link Audio#hasPlaybackControl} to `false`.
  36523. *
  36524. * @param {HTMLMediaElement} mediaElement - The media element.
  36525. * @return {Audio} A reference to this instance.
  36526. */
  36527. setMediaElementSource( mediaElement ) {
  36528. this.hasPlaybackControl = false;
  36529. this.sourceType = 'mediaNode';
  36530. this.source = this.context.createMediaElementSource( mediaElement );
  36531. this.connect();
  36532. return this;
  36533. }
  36534. /**
  36535. * Sets the given media stream as the source of this instance.
  36536. *
  36537. * {@link Audio#sourceType} is set to `mediaStreamNode` and {@link Audio#hasPlaybackControl} to `false`.
  36538. *
  36539. * @param {MediaStream} mediaStream - The media stream.
  36540. * @return {Audio} A reference to this instance.
  36541. */
  36542. setMediaStreamSource( mediaStream ) {
  36543. this.hasPlaybackControl = false;
  36544. this.sourceType = 'mediaStreamNode';
  36545. this.source = this.context.createMediaStreamSource( mediaStream );
  36546. this.connect();
  36547. return this;
  36548. }
  36549. /**
  36550. * Sets the given audio buffer as the source of this instance.
  36551. *
  36552. * {@link Audio#sourceType} is set to `buffer` and {@link Audio#hasPlaybackControl} to `true`.
  36553. *
  36554. * @param {AudioBuffer} audioBuffer - The audio buffer.
  36555. * @return {Audio} A reference to this instance.
  36556. */
  36557. setBuffer( audioBuffer ) {
  36558. this.buffer = audioBuffer;
  36559. this.sourceType = 'buffer';
  36560. if ( this.autoplay ) this.play();
  36561. return this;
  36562. }
  36563. /**
  36564. * Starts the playback of the audio.
  36565. *
  36566. * Can only be used with compatible audio sources that allow playback control.
  36567. *
  36568. * @param {number} [delay=0] - The delay, in seconds, at which the audio should start playing.
  36569. * @return {Audio|undefined} A reference to this instance.
  36570. */
  36571. play( delay = 0 ) {
  36572. if ( this.isPlaying === true ) {
  36573. warn( 'Audio: Audio is already playing.' );
  36574. return;
  36575. }
  36576. if ( this.hasPlaybackControl === false ) {
  36577. warn( 'Audio: this Audio has no playback control.' );
  36578. return;
  36579. }
  36580. this._startedAt = this.context.currentTime + delay;
  36581. const source = this.context.createBufferSource();
  36582. source.buffer = this.buffer;
  36583. source.loop = this.loop;
  36584. source.loopStart = this.loopStart;
  36585. source.loopEnd = this.loopEnd;
  36586. source.onended = this.onEnded.bind( this );
  36587. source.start( this._startedAt, this._progress + this.offset, this.duration );
  36588. this.isPlaying = true;
  36589. this.source = source;
  36590. this.setDetune( this.detune );
  36591. this.setPlaybackRate( this.playbackRate );
  36592. return this.connect();
  36593. }
  36594. /**
  36595. * Pauses the playback of the audio.
  36596. *
  36597. * Can only be used with compatible audio sources that allow playback control.
  36598. *
  36599. * @return {Audio|undefined} A reference to this instance.
  36600. */
  36601. pause() {
  36602. if ( this.hasPlaybackControl === false ) {
  36603. warn( 'Audio: this Audio has no playback control.' );
  36604. return;
  36605. }
  36606. if ( this.isPlaying === true ) {
  36607. // update current progress
  36608. this._progress += Math.max( this.context.currentTime - this._startedAt, 0 ) * this.playbackRate;
  36609. if ( this.loop === true ) {
  36610. // ensure _progress does not exceed duration with looped audios
  36611. this._progress = this._progress % ( this.duration || this.buffer.duration );
  36612. }
  36613. this.source.stop();
  36614. this.source.onended = null;
  36615. this.isPlaying = false;
  36616. }
  36617. return this;
  36618. }
  36619. /**
  36620. * Stops the playback of the audio.
  36621. *
  36622. * Can only be used with compatible audio sources that allow playback control.
  36623. *
  36624. * @param {number} [delay=0] - The delay, in seconds, at which the audio should stop playing.
  36625. * @return {Audio|undefined} A reference to this instance.
  36626. */
  36627. stop( delay = 0 ) {
  36628. if ( this.hasPlaybackControl === false ) {
  36629. warn( 'Audio: this Audio has no playback control.' );
  36630. return;
  36631. }
  36632. this._progress = 0;
  36633. if ( this.source !== null ) {
  36634. this.source.stop( this.context.currentTime + delay );
  36635. this.source.onended = null;
  36636. }
  36637. this.isPlaying = false;
  36638. return this;
  36639. }
  36640. /**
  36641. * Connects to the audio source. This is used internally on
  36642. * initialisation and when setting / removing filters.
  36643. *
  36644. * @return {Audio} A reference to this instance.
  36645. */
  36646. connect() {
  36647. if ( this.filters.length > 0 ) {
  36648. this.source.connect( this.filters[ 0 ] );
  36649. for ( let i = 1, l = this.filters.length; i < l; i ++ ) {
  36650. this.filters[ i - 1 ].connect( this.filters[ i ] );
  36651. }
  36652. this.filters[ this.filters.length - 1 ].connect( this.getOutput() );
  36653. } else {
  36654. this.source.connect( this.getOutput() );
  36655. }
  36656. this._connected = true;
  36657. return this;
  36658. }
  36659. /**
  36660. * Disconnects to the audio source. This is used internally on
  36661. * initialisation and when setting / removing filters.
  36662. *
  36663. * @return {Audio|undefined} A reference to this instance.
  36664. */
  36665. disconnect() {
  36666. if ( this._connected === false ) {
  36667. return;
  36668. }
  36669. if ( this.filters.length > 0 ) {
  36670. this.source.disconnect( this.filters[ 0 ] );
  36671. for ( let i = 1, l = this.filters.length; i < l; i ++ ) {
  36672. this.filters[ i - 1 ].disconnect( this.filters[ i ] );
  36673. }
  36674. this.filters[ this.filters.length - 1 ].disconnect( this.getOutput() );
  36675. } else {
  36676. this.source.disconnect( this.getOutput() );
  36677. }
  36678. this._connected = false;
  36679. return this;
  36680. }
  36681. /**
  36682. * Returns the current set filters.
  36683. *
  36684. * @return {Array<AudioNode>} The list of filters.
  36685. */
  36686. getFilters() {
  36687. return this.filters;
  36688. }
  36689. /**
  36690. * Sets an array of filters and connects them with the audio source.
  36691. *
  36692. * @param {Array<AudioNode>} [value] - A list of filters.
  36693. * @return {Audio} A reference to this instance.
  36694. */
  36695. setFilters( value ) {
  36696. if ( ! value ) value = [];
  36697. if ( this._connected === true ) {
  36698. this.disconnect();
  36699. this.filters = value.slice();
  36700. this.connect();
  36701. } else {
  36702. this.filters = value.slice();
  36703. }
  36704. return this;
  36705. }
  36706. /**
  36707. * Defines the detuning of oscillation in cents.
  36708. *
  36709. * @param {number} value - The detuning of oscillation in cents.
  36710. * @return {Audio} A reference to this instance.
  36711. */
  36712. setDetune( value ) {
  36713. this.detune = value;
  36714. if ( this.isPlaying === true && this.source.detune !== undefined ) {
  36715. this.source.detune.setTargetAtTime( this.detune, this.context.currentTime, 0.01 );
  36716. }
  36717. return this;
  36718. }
  36719. /**
  36720. * Returns the detuning of oscillation in cents.
  36721. *
  36722. * @return {number} The detuning of oscillation in cents.
  36723. */
  36724. getDetune() {
  36725. return this.detune;
  36726. }
  36727. /**
  36728. * Returns the first filter in the list of filters.
  36729. *
  36730. * @return {AudioNode|undefined} The first filter in the list of filters.
  36731. */
  36732. getFilter() {
  36733. return this.getFilters()[ 0 ];
  36734. }
  36735. /**
  36736. * Applies a single filter node to the audio.
  36737. *
  36738. * @param {AudioNode} [filter] - The filter to set.
  36739. * @return {Audio} A reference to this instance.
  36740. */
  36741. setFilter( filter ) {
  36742. return this.setFilters( filter ? [ filter ] : [] );
  36743. }
  36744. /**
  36745. * Sets the playback rate.
  36746. *
  36747. * Can only be used with compatible audio sources that allow playback control.
  36748. *
  36749. * @param {number} [value] - The playback rate to set.
  36750. * @return {Audio|undefined} A reference to this instance.
  36751. */
  36752. setPlaybackRate( value ) {
  36753. if ( this.hasPlaybackControl === false ) {
  36754. warn( 'Audio: this Audio has no playback control.' );
  36755. return;
  36756. }
  36757. this.playbackRate = value;
  36758. if ( this.isPlaying === true ) {
  36759. this.source.playbackRate.setTargetAtTime( this.playbackRate, this.context.currentTime, 0.01 );
  36760. }
  36761. return this;
  36762. }
  36763. /**
  36764. * Returns the current playback rate.
  36765. * @return {number} The playback rate.
  36766. */
  36767. getPlaybackRate() {
  36768. return this.playbackRate;
  36769. }
  36770. /**
  36771. * Automatically called when playback finished.
  36772. */
  36773. onEnded() {
  36774. this.isPlaying = false;
  36775. this._progress = 0;
  36776. }
  36777. /**
  36778. * Returns the loop flag.
  36779. *
  36780. * Can only be used with compatible audio sources that allow playback control.
  36781. *
  36782. * @return {boolean} Whether the audio should loop or not.
  36783. */
  36784. getLoop() {
  36785. if ( this.hasPlaybackControl === false ) {
  36786. warn( 'Audio: this Audio has no playback control.' );
  36787. return false;
  36788. }
  36789. return this.loop;
  36790. }
  36791. /**
  36792. * Sets the loop flag.
  36793. *
  36794. * Can only be used with compatible audio sources that allow playback control.
  36795. *
  36796. * @param {boolean} value - Whether the audio should loop or not.
  36797. * @return {Audio|undefined} A reference to this instance.
  36798. */
  36799. setLoop( value ) {
  36800. if ( this.hasPlaybackControl === false ) {
  36801. warn( 'Audio: this Audio has no playback control.' );
  36802. return;
  36803. }
  36804. this.loop = value;
  36805. if ( this.isPlaying === true ) {
  36806. this.source.loop = this.loop;
  36807. }
  36808. return this;
  36809. }
  36810. /**
  36811. * Sets the loop start value which defines where in the audio buffer the replay should
  36812. * start, in seconds.
  36813. *
  36814. * @param {number} value - The loop start value.
  36815. * @return {Audio} A reference to this instance.
  36816. */
  36817. setLoopStart( value ) {
  36818. this.loopStart = value;
  36819. return this;
  36820. }
  36821. /**
  36822. * Sets the loop end value which defines where in the audio buffer the replay should
  36823. * stop, in seconds.
  36824. *
  36825. * @param {number} value - The loop end value.
  36826. * @return {Audio} A reference to this instance.
  36827. */
  36828. setLoopEnd( value ) {
  36829. this.loopEnd = value;
  36830. return this;
  36831. }
  36832. /**
  36833. * Returns the volume.
  36834. *
  36835. * @return {number} The volume.
  36836. */
  36837. getVolume() {
  36838. return this.gain.gain.value;
  36839. }
  36840. /**
  36841. * Sets the volume.
  36842. *
  36843. * @param {number} value - The volume to set.
  36844. * @return {Audio} A reference to this instance.
  36845. */
  36846. setVolume( value ) {
  36847. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  36848. return this;
  36849. }
  36850. copy( source, recursive ) {
  36851. super.copy( source, recursive );
  36852. if ( source.sourceType !== 'buffer' ) {
  36853. warn( 'Audio: Audio source type cannot be copied.' );
  36854. return this;
  36855. }
  36856. this.autoplay = source.autoplay;
  36857. this.buffer = source.buffer;
  36858. this.detune = source.detune;
  36859. this.loop = source.loop;
  36860. this.loopStart = source.loopStart;
  36861. this.loopEnd = source.loopEnd;
  36862. this.offset = source.offset;
  36863. this.duration = source.duration;
  36864. this.playbackRate = source.playbackRate;
  36865. this.hasPlaybackControl = source.hasPlaybackControl;
  36866. this.sourceType = source.sourceType;
  36867. this.filters = source.filters.slice();
  36868. return this;
  36869. }
  36870. clone( recursive ) {
  36871. return new this.constructor( this.listener ).copy( this, recursive );
  36872. }
  36873. }
  36874. const _position = /*@__PURE__*/ new Vector3();
  36875. const _quaternion = /*@__PURE__*/ new Quaternion();
  36876. const _scale = /*@__PURE__*/ new Vector3();
  36877. const _orientation = /*@__PURE__*/ new Vector3();
  36878. /**
  36879. * Represents a positional audio object.
  36880. *
  36881. * ```js
  36882. * // create an AudioListener and add it to the camera
  36883. * const listener = new THREE.AudioListener();
  36884. * camera.add( listener );
  36885. *
  36886. * // create the PositionalAudio object (passing in the listener)
  36887. * const sound = new THREE.PositionalAudio( listener );
  36888. *
  36889. * // load a sound and set it as the PositionalAudio object's buffer
  36890. * const audioLoader = new THREE.AudioLoader();
  36891. * audioLoader.load( 'sounds/song.ogg', function( buffer ) {
  36892. * sound.setBuffer( buffer );
  36893. * sound.setRefDistance( 20 );
  36894. * sound.play();
  36895. * });
  36896. *
  36897. * // create an object for the sound to play from
  36898. * const sphere = new THREE.SphereGeometry( 20, 32, 16 );
  36899. * const material = new THREE.MeshPhongMaterial( { color: 0xff2200 } );
  36900. * const mesh = new THREE.Mesh( sphere, material );
  36901. * scene.add( mesh );
  36902. *
  36903. * // finally add the sound to the mesh
  36904. * mesh.add( sound );
  36905. *
  36906. * @augments Audio
  36907. */
  36908. class PositionalAudio extends Audio {
  36909. /**
  36910. * Constructs a positional audio.
  36911. *
  36912. * @param {AudioListener} listener - The global audio listener.
  36913. */
  36914. constructor( listener ) {
  36915. super( listener );
  36916. /**
  36917. * The panner node represents the location, direction, and behavior of an audio
  36918. * source in 3D space.
  36919. *
  36920. * @type {PannerNode}
  36921. * @readonly
  36922. */
  36923. this.panner = this.context.createPanner();
  36924. this.panner.panningModel = 'HRTF';
  36925. this.panner.connect( this.gain );
  36926. }
  36927. connect() {
  36928. super.connect();
  36929. this.panner.connect( this.gain );
  36930. return this;
  36931. }
  36932. disconnect() {
  36933. super.disconnect();
  36934. this.panner.disconnect( this.gain );
  36935. return this;
  36936. }
  36937. getOutput() {
  36938. return this.panner;
  36939. }
  36940. /**
  36941. * Returns the current reference distance.
  36942. *
  36943. * @return {number} The reference distance.
  36944. */
  36945. getRefDistance() {
  36946. return this.panner.refDistance;
  36947. }
  36948. /**
  36949. * Defines the reference distance for reducing volume as the audio source moves
  36950. * further from the listener – i.e. the distance at which the volume reduction
  36951. * starts taking effect.
  36952. *
  36953. * @param {number} value - The reference distance to set.
  36954. * @return {PositionalAudio} A reference to this instance.
  36955. */
  36956. setRefDistance( value ) {
  36957. this.panner.refDistance = value;
  36958. return this;
  36959. }
  36960. /**
  36961. * Returns the current rolloff factor.
  36962. *
  36963. * @return {number} The rolloff factor.
  36964. */
  36965. getRolloffFactor() {
  36966. return this.panner.rolloffFactor;
  36967. }
  36968. /**
  36969. * Defines how quickly the volume is reduced as the source moves away from the listener.
  36970. *
  36971. * @param {number} value - The rolloff factor.
  36972. * @return {PositionalAudio} A reference to this instance.
  36973. */
  36974. setRolloffFactor( value ) {
  36975. this.panner.rolloffFactor = value;
  36976. return this;
  36977. }
  36978. /**
  36979. * Returns the current distance model.
  36980. *
  36981. * @return {('linear'|'inverse'|'exponential')} The distance model.
  36982. */
  36983. getDistanceModel() {
  36984. return this.panner.distanceModel;
  36985. }
  36986. /**
  36987. * Defines which algorithm to use to reduce the volume of the audio source
  36988. * as it moves away from the listener.
  36989. *
  36990. * Read [the spec](https://www.w3.org/TR/webaudio-1.1/#enumdef-distancemodeltype)
  36991. * for more details.
  36992. *
  36993. * @param {('linear'|'inverse'|'exponential')} value - The distance model to set.
  36994. * @return {PositionalAudio} A reference to this instance.
  36995. */
  36996. setDistanceModel( value ) {
  36997. this.panner.distanceModel = value;
  36998. return this;
  36999. }
  37000. /**
  37001. * Returns the current max distance.
  37002. *
  37003. * @return {number} The max distance.
  37004. */
  37005. getMaxDistance() {
  37006. return this.panner.maxDistance;
  37007. }
  37008. /**
  37009. * Defines the maximum distance between the audio source and the listener,
  37010. * after which the volume is not reduced any further.
  37011. *
  37012. * This value is used only by the `linear` distance model.
  37013. *
  37014. * @param {number} value - The max distance.
  37015. * @return {PositionalAudio} A reference to this instance.
  37016. */
  37017. setMaxDistance( value ) {
  37018. this.panner.maxDistance = value;
  37019. return this;
  37020. }
  37021. /**
  37022. * Sets the directional cone in which the audio can be listened.
  37023. *
  37024. * @param {number} coneInnerAngle - An angle, in degrees, of a cone inside of which there will be no volume reduction.
  37025. * @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.
  37026. * @param {number} coneOuterGain - The amount of volume reduction outside the cone defined by the `coneOuterAngle`. When set to `0`, no sound can be heard.
  37027. * @return {PositionalAudio} A reference to this instance.
  37028. */
  37029. setDirectionalCone( coneInnerAngle, coneOuterAngle, coneOuterGain ) {
  37030. this.panner.coneInnerAngle = coneInnerAngle;
  37031. this.panner.coneOuterAngle = coneOuterAngle;
  37032. this.panner.coneOuterGain = coneOuterGain;
  37033. return this;
  37034. }
  37035. updateMatrixWorld( force ) {
  37036. super.updateMatrixWorld( force );
  37037. if ( this.hasPlaybackControl === true && this.isPlaying === false ) return;
  37038. this.matrixWorld.decompose( _position, _quaternion, _scale );
  37039. _orientation.set( 0, 0, 1 ).applyQuaternion( _quaternion );
  37040. const panner = this.panner;
  37041. if ( panner.positionX ) {
  37042. // code path for Chrome and Firefox (see #14393)
  37043. const endTime = this.context.currentTime + this.listener.timeDelta;
  37044. panner.positionX.linearRampToValueAtTime( _position.x, endTime );
  37045. panner.positionY.linearRampToValueAtTime( _position.y, endTime );
  37046. panner.positionZ.linearRampToValueAtTime( _position.z, endTime );
  37047. panner.orientationX.linearRampToValueAtTime( _orientation.x, endTime );
  37048. panner.orientationY.linearRampToValueAtTime( _orientation.y, endTime );
  37049. panner.orientationZ.linearRampToValueAtTime( _orientation.z, endTime );
  37050. } else {
  37051. panner.setPosition( _position.x, _position.y, _position.z );
  37052. panner.setOrientation( _orientation.x, _orientation.y, _orientation.z );
  37053. }
  37054. }
  37055. }
  37056. /**
  37057. * This class can be used to analyse audio data.
  37058. *
  37059. * ```js
  37060. * // create an AudioListener and add it to the camera
  37061. * const listener = new THREE.AudioListener();
  37062. * camera.add( listener );
  37063. *
  37064. * // create an Audio source
  37065. * const sound = new THREE.Audio( listener );
  37066. *
  37067. * // load a sound and set it as the Audio object's buffer
  37068. * const audioLoader = new THREE.AudioLoader();
  37069. * audioLoader.load( 'sounds/ambient.ogg', function( buffer ) {
  37070. * sound.setBuffer( buffer );
  37071. * sound.setLoop(true);
  37072. * sound.setVolume(0.5);
  37073. * sound.play();
  37074. * });
  37075. *
  37076. * // create an AudioAnalyser, passing in the sound and desired fftSize
  37077. * const analyser = new THREE.AudioAnalyser( sound, 32 );
  37078. *
  37079. * // get the average frequency of the sound
  37080. * const data = analyser.getAverageFrequency();
  37081. * ```
  37082. */
  37083. class AudioAnalyser {
  37084. /**
  37085. * Constructs a new audio analyzer.
  37086. *
  37087. * @param {Audio} audio - The audio to analyze.
  37088. * @param {number} [fftSize=2048] - The window size in samples that is used when performing a Fast Fourier Transform (FFT) to get frequency domain data.
  37089. */
  37090. constructor( audio, fftSize = 2048 ) {
  37091. /**
  37092. * The global audio listener.
  37093. *
  37094. * @type {AnalyserNode}
  37095. */
  37096. this.analyser = audio.context.createAnalyser();
  37097. this.analyser.fftSize = fftSize;
  37098. /**
  37099. * Holds the analyzed data.
  37100. *
  37101. * @type {Uint8Array}
  37102. */
  37103. this.data = new Uint8Array( this.analyser.frequencyBinCount );
  37104. audio.getOutput().connect( this.analyser );
  37105. }
  37106. /**
  37107. * Returns an array with frequency data of the audio.
  37108. *
  37109. * Each item in the array represents the decibel value for a specific frequency.
  37110. * The frequencies are spread linearly from 0 to 1/2 of the sample rate.
  37111. * For example, for 48000 sample rate, the last item of the array will represent
  37112. * the decibel value for 24000 Hz.
  37113. *
  37114. * @return {Uint8Array} The frequency data.
  37115. */
  37116. getFrequencyData() {
  37117. this.analyser.getByteFrequencyData( this.data );
  37118. return this.data;
  37119. }
  37120. /**
  37121. * Returns the average of the frequencies returned by {@link AudioAnalyser#getFrequencyData}.
  37122. *
  37123. * @return {number} The average frequency.
  37124. */
  37125. getAverageFrequency() {
  37126. let value = 0;
  37127. const data = this.getFrequencyData();
  37128. for ( let i = 0; i < data.length; i ++ ) {
  37129. value += data[ i ];
  37130. }
  37131. return value / data.length;
  37132. }
  37133. }
  37134. /**
  37135. * Buffered scene graph property that allows weighted accumulation; used internally.
  37136. */
  37137. class PropertyMixer {
  37138. /**
  37139. * Constructs a new property mixer.
  37140. *
  37141. * @param {PropertyBinding} binding - The property binding.
  37142. * @param {string} typeName - The keyframe track type name.
  37143. * @param {number} valueSize - The keyframe track value size.
  37144. */
  37145. constructor( binding, typeName, valueSize ) {
  37146. /**
  37147. * The property binding.
  37148. *
  37149. * @type {PropertyBinding}
  37150. */
  37151. this.binding = binding;
  37152. /**
  37153. * The keyframe track value size.
  37154. *
  37155. * @type {number}
  37156. */
  37157. this.valueSize = valueSize;
  37158. let mixFunction,
  37159. mixFunctionAdditive,
  37160. setIdentity;
  37161. // buffer layout: [ incoming | accu0 | accu1 | orig | addAccu | (optional work) ]
  37162. //
  37163. // interpolators can use .buffer as their .result
  37164. // the data then goes to 'incoming'
  37165. //
  37166. // 'accu0' and 'accu1' are used frame-interleaved for
  37167. // the cumulative result and are compared to detect
  37168. // changes
  37169. //
  37170. // 'orig' stores the original state of the property
  37171. //
  37172. // 'add' is used for additive cumulative results
  37173. //
  37174. // 'work' is optional and is only present for quaternion types. It is used
  37175. // to store intermediate quaternion multiplication results
  37176. switch ( typeName ) {
  37177. case 'quaternion':
  37178. mixFunction = this._slerp;
  37179. mixFunctionAdditive = this._slerpAdditive;
  37180. setIdentity = this._setAdditiveIdentityQuaternion;
  37181. this.buffer = new Float64Array( valueSize * 6 );
  37182. this._workIndex = 5;
  37183. break;
  37184. case 'string':
  37185. case 'bool':
  37186. mixFunction = this._select;
  37187. // Use the regular mix function and for additive on these types,
  37188. // additive is not relevant for non-numeric types
  37189. mixFunctionAdditive = this._select;
  37190. setIdentity = this._setAdditiveIdentityOther;
  37191. this.buffer = new Array( valueSize * 5 );
  37192. break;
  37193. default:
  37194. mixFunction = this._lerp;
  37195. mixFunctionAdditive = this._lerpAdditive;
  37196. setIdentity = this._setAdditiveIdentityNumeric;
  37197. this.buffer = new Float64Array( valueSize * 5 );
  37198. }
  37199. this._mixBufferRegion = mixFunction;
  37200. this._mixBufferRegionAdditive = mixFunctionAdditive;
  37201. this._setIdentity = setIdentity;
  37202. this._origIndex = 3;
  37203. this._addIndex = 4;
  37204. /**
  37205. * TODO
  37206. *
  37207. * @type {number}
  37208. * @default 0
  37209. */
  37210. this.cumulativeWeight = 0;
  37211. /**
  37212. * TODO
  37213. *
  37214. * @type {number}
  37215. * @default 0
  37216. */
  37217. this.cumulativeWeightAdditive = 0;
  37218. /**
  37219. * TODO
  37220. *
  37221. * @type {number}
  37222. * @default 0
  37223. */
  37224. this.useCount = 0;
  37225. /**
  37226. * TODO
  37227. *
  37228. * @type {number}
  37229. * @default 0
  37230. */
  37231. this.referenceCount = 0;
  37232. }
  37233. /**
  37234. * Accumulates data in the `incoming` region into `accu<i>`.
  37235. *
  37236. * @param {number} accuIndex - The accumulation index.
  37237. * @param {number} weight - The weight.
  37238. */
  37239. accumulate( accuIndex, weight ) {
  37240. // note: happily accumulating nothing when weight = 0, the caller knows
  37241. // the weight and shouldn't have made the call in the first place
  37242. const buffer = this.buffer,
  37243. stride = this.valueSize,
  37244. offset = accuIndex * stride + stride;
  37245. let currentWeight = this.cumulativeWeight;
  37246. if ( currentWeight === 0 ) {
  37247. // accuN := incoming * weight
  37248. for ( let i = 0; i !== stride; ++ i ) {
  37249. buffer[ offset + i ] = buffer[ i ];
  37250. }
  37251. currentWeight = weight;
  37252. } else {
  37253. // accuN := accuN + incoming * weight
  37254. currentWeight += weight;
  37255. const mix = weight / currentWeight;
  37256. this._mixBufferRegion( buffer, offset, 0, mix, stride );
  37257. }
  37258. this.cumulativeWeight = currentWeight;
  37259. }
  37260. /**
  37261. * Accumulates data in the `incoming` region into `add`.
  37262. *
  37263. * @param {number} weight - The weight.
  37264. */
  37265. accumulateAdditive( weight ) {
  37266. const buffer = this.buffer,
  37267. stride = this.valueSize,
  37268. offset = stride * this._addIndex;
  37269. if ( this.cumulativeWeightAdditive === 0 ) {
  37270. // add = identity
  37271. this._setIdentity();
  37272. }
  37273. // add := add + incoming * weight
  37274. this._mixBufferRegionAdditive( buffer, offset, 0, weight, stride );
  37275. this.cumulativeWeightAdditive += weight;
  37276. }
  37277. /**
  37278. * Applies the state of `accu<i>` to the binding when accus differ.
  37279. *
  37280. * @param {number} accuIndex - The accumulation index.
  37281. */
  37282. apply( accuIndex ) {
  37283. const stride = this.valueSize,
  37284. buffer = this.buffer,
  37285. offset = accuIndex * stride + stride,
  37286. weight = this.cumulativeWeight,
  37287. weightAdditive = this.cumulativeWeightAdditive,
  37288. binding = this.binding;
  37289. this.cumulativeWeight = 0;
  37290. this.cumulativeWeightAdditive = 0;
  37291. if ( weight < 1 ) {
  37292. // accuN := accuN + original * ( 1 - cumulativeWeight )
  37293. const originalValueOffset = stride * this._origIndex;
  37294. this._mixBufferRegion(
  37295. buffer, offset, originalValueOffset, 1 - weight, stride );
  37296. }
  37297. if ( weightAdditive > 0 ) {
  37298. // accuN := accuN + additive accuN
  37299. this._mixBufferRegionAdditive( buffer, offset, this._addIndex * stride, 1, stride );
  37300. }
  37301. for ( let i = stride, e = stride + stride; i !== e; ++ i ) {
  37302. if ( buffer[ i ] !== buffer[ i + stride ] ) {
  37303. // value has changed -> update scene graph
  37304. binding.setValue( buffer, offset );
  37305. break;
  37306. }
  37307. }
  37308. }
  37309. /**
  37310. * Remembers the state of the bound property and copy it to both accus.
  37311. */
  37312. saveOriginalState() {
  37313. const binding = this.binding;
  37314. const buffer = this.buffer,
  37315. stride = this.valueSize,
  37316. originalValueOffset = stride * this._origIndex;
  37317. binding.getValue( buffer, originalValueOffset );
  37318. // accu[0..1] := orig -- initially detect changes against the original
  37319. for ( let i = stride, e = originalValueOffset; i !== e; ++ i ) {
  37320. buffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ];
  37321. }
  37322. // Add to identity for additive
  37323. this._setIdentity();
  37324. this.cumulativeWeight = 0;
  37325. this.cumulativeWeightAdditive = 0;
  37326. }
  37327. /**
  37328. * Applies the state previously taken via {@link PropertyMixer#saveOriginalState} to the binding.
  37329. */
  37330. restoreOriginalState() {
  37331. const originalValueOffset = this.valueSize * 3;
  37332. this.binding.setValue( this.buffer, originalValueOffset );
  37333. }
  37334. // internals
  37335. _setAdditiveIdentityNumeric() {
  37336. const startIndex = this._addIndex * this.valueSize;
  37337. const endIndex = startIndex + this.valueSize;
  37338. for ( let i = startIndex; i < endIndex; i ++ ) {
  37339. this.buffer[ i ] = 0;
  37340. }
  37341. }
  37342. _setAdditiveIdentityQuaternion() {
  37343. this._setAdditiveIdentityNumeric();
  37344. this.buffer[ this._addIndex * this.valueSize + 3 ] = 1;
  37345. }
  37346. _setAdditiveIdentityOther() {
  37347. const startIndex = this._origIndex * this.valueSize;
  37348. const targetIndex = this._addIndex * this.valueSize;
  37349. for ( let i = 0; i < this.valueSize; i ++ ) {
  37350. this.buffer[ targetIndex + i ] = this.buffer[ startIndex + i ];
  37351. }
  37352. }
  37353. // mix functions
  37354. _select( buffer, dstOffset, srcOffset, t, stride ) {
  37355. if ( t >= 0.5 ) {
  37356. for ( let i = 0; i !== stride; ++ i ) {
  37357. buffer[ dstOffset + i ] = buffer[ srcOffset + i ];
  37358. }
  37359. }
  37360. }
  37361. _slerp( buffer, dstOffset, srcOffset, t ) {
  37362. Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t );
  37363. }
  37364. _slerpAdditive( buffer, dstOffset, srcOffset, t, stride ) {
  37365. const workOffset = this._workIndex * stride;
  37366. // Store result in intermediate buffer offset
  37367. Quaternion.multiplyQuaternionsFlat( buffer, workOffset, buffer, dstOffset, buffer, srcOffset );
  37368. // Slerp to the intermediate result
  37369. Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, workOffset, t );
  37370. }
  37371. _lerp( buffer, dstOffset, srcOffset, t, stride ) {
  37372. const s = 1 - t;
  37373. for ( let i = 0; i !== stride; ++ i ) {
  37374. const j = dstOffset + i;
  37375. buffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t;
  37376. }
  37377. }
  37378. _lerpAdditive( buffer, dstOffset, srcOffset, t, stride ) {
  37379. for ( let i = 0; i !== stride; ++ i ) {
  37380. const j = dstOffset + i;
  37381. buffer[ j ] = buffer[ j ] + buffer[ srcOffset + i ] * t;
  37382. }
  37383. }
  37384. }
  37385. // Characters [].:/ are reserved for track binding syntax.
  37386. const _RESERVED_CHARS_RE = '\\[\\]\\.:\\/';
  37387. const _reservedRe = new RegExp( '[' + _RESERVED_CHARS_RE + ']', 'g' );
  37388. // Attempts to allow node names from any language. ES5's `\w` regexp matches
  37389. // only latin characters, and the unicode \p{L} is not yet supported. So
  37390. // instead, we exclude reserved characters and match everything else.
  37391. const _wordChar = '[^' + _RESERVED_CHARS_RE + ']';
  37392. const _wordCharOrDot = '[^' + _RESERVED_CHARS_RE.replace( '\\.', '' ) + ']';
  37393. // Parent directories, delimited by '/' or ':'. Currently unused, but must
  37394. // be matched to parse the rest of the track name.
  37395. const _directoryRe = /*@__PURE__*/ /((?:WC+[\/:])*)/.source.replace( 'WC', _wordChar );
  37396. // Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'.
  37397. const _nodeRe = /*@__PURE__*/ /(WCOD+)?/.source.replace( 'WCOD', _wordCharOrDot );
  37398. // Object on target node, and accessor. May not contain reserved
  37399. // characters. Accessor may contain any character except closing bracket.
  37400. const _objectRe = /*@__PURE__*/ /(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace( 'WC', _wordChar );
  37401. // Property and accessor. May not contain reserved characters. Accessor may
  37402. // contain any non-bracket characters.
  37403. const _propertyRe = /*@__PURE__*/ /\.(WC+)(?:\[(.+)\])?/.source.replace( 'WC', _wordChar );
  37404. const _trackRe = new RegExp( ''
  37405. + '^'
  37406. + _directoryRe
  37407. + _nodeRe
  37408. + _objectRe
  37409. + _propertyRe
  37410. + '$'
  37411. );
  37412. const _supportedObjectNames = [ 'material', 'materials', 'bones', 'map' ];
  37413. class Composite {
  37414. constructor( targetGroup, path, optionalParsedPath ) {
  37415. const parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path );
  37416. this._targetGroup = targetGroup;
  37417. this._bindings = targetGroup.subscribe_( path, parsedPath );
  37418. }
  37419. getValue( array, offset ) {
  37420. this.bind(); // bind all binding
  37421. const firstValidIndex = this._targetGroup.nCachedObjects_,
  37422. binding = this._bindings[ firstValidIndex ];
  37423. // and only call .getValue on the first
  37424. if ( binding !== undefined ) binding.getValue( array, offset );
  37425. }
  37426. setValue( array, offset ) {
  37427. const bindings = this._bindings;
  37428. for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  37429. bindings[ i ].setValue( array, offset );
  37430. }
  37431. }
  37432. bind() {
  37433. const bindings = this._bindings;
  37434. for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  37435. bindings[ i ].bind();
  37436. }
  37437. }
  37438. unbind() {
  37439. const bindings = this._bindings;
  37440. for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  37441. bindings[ i ].unbind();
  37442. }
  37443. }
  37444. }
  37445. // Note: This class uses a State pattern on a per-method basis:
  37446. // 'bind' sets 'this.getValue' / 'setValue' and shadows the
  37447. // prototype version of these methods with one that represents
  37448. // the bound state. When the property is not found, the methods
  37449. // become no-ops.
  37450. /**
  37451. * This holds a reference to a real property in the scene graph; used internally.
  37452. */
  37453. class PropertyBinding {
  37454. /**
  37455. * Constructs a new property binding.
  37456. *
  37457. * @param {Object} rootNode - The root node.
  37458. * @param {string} path - The path.
  37459. * @param {?Object} [parsedPath] - The parsed path.
  37460. */
  37461. constructor( rootNode, path, parsedPath ) {
  37462. /**
  37463. * The object path to the animated property.
  37464. *
  37465. * @type {string}
  37466. */
  37467. this.path = path;
  37468. /**
  37469. * An object holding information about the path.
  37470. *
  37471. * @type {Object}
  37472. */
  37473. this.parsedPath = parsedPath || PropertyBinding.parseTrackName( path );
  37474. /**
  37475. * The object owns the animated property.
  37476. *
  37477. * @type {?Object}
  37478. */
  37479. this.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName );
  37480. /**
  37481. * The root node.
  37482. *
  37483. * @type {Object3D|Skeleton}
  37484. */
  37485. this.rootNode = rootNode;
  37486. // initial state of these methods that calls 'bind'
  37487. this.getValue = this._getValue_unbound;
  37488. this.setValue = this._setValue_unbound;
  37489. }
  37490. /**
  37491. * Factory method for creating a property binding from the given parameters.
  37492. *
  37493. * @static
  37494. * @param {Object} root - The root node.
  37495. * @param {string} path - The path.
  37496. * @param {?Object} [parsedPath] - The parsed path.
  37497. * @return {PropertyBinding|Composite} The created property binding or composite.
  37498. */
  37499. static create( root, path, parsedPath ) {
  37500. if ( ! ( root && root.isAnimationObjectGroup ) ) {
  37501. return new PropertyBinding( root, path, parsedPath );
  37502. } else {
  37503. return new PropertyBinding.Composite( root, path, parsedPath );
  37504. }
  37505. }
  37506. /**
  37507. * Replaces spaces with underscores and removes unsupported characters from
  37508. * node names, to ensure compatibility with parseTrackName().
  37509. *
  37510. * @param {string} name - Node name to be sanitized.
  37511. * @return {string} The sanitized node name.
  37512. */
  37513. static sanitizeNodeName( name ) {
  37514. return name.replace( /\s/g, '_' ).replace( _reservedRe, '' );
  37515. }
  37516. /**
  37517. * Parses the given track name (an object path to an animated property) and
  37518. * returns an object with information about the path. Matches strings in the following forms:
  37519. *
  37520. * - nodeName.property
  37521. * - nodeName.property[accessor]
  37522. * - nodeName.material.property[accessor]
  37523. * - uuid.property[accessor]
  37524. * - uuid.objectName[objectIndex].propertyName[propertyIndex]
  37525. * - parentName/nodeName.property
  37526. * - parentName/parentName/nodeName.property[index]
  37527. * - .bone[Armature.DEF_cog].position
  37528. * - scene:helium_balloon_model:helium_balloon_model.position
  37529. *
  37530. * @static
  37531. * @param {string} trackName - The track name to parse.
  37532. * @return {Object} The parsed track name as an object.
  37533. */
  37534. static parseTrackName( trackName ) {
  37535. const matches = _trackRe.exec( trackName );
  37536. if ( matches === null ) {
  37537. throw new Error( 'PropertyBinding: Cannot parse trackName: ' + trackName );
  37538. }
  37539. const results = {
  37540. // directoryName: matches[ 1 ], // (tschw) currently unused
  37541. nodeName: matches[ 2 ],
  37542. objectName: matches[ 3 ],
  37543. objectIndex: matches[ 4 ],
  37544. propertyName: matches[ 5 ], // required
  37545. propertyIndex: matches[ 6 ]
  37546. };
  37547. const lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' );
  37548. if ( lastDot !== undefined && lastDot !== -1 ) {
  37549. const objectName = results.nodeName.substring( lastDot + 1 );
  37550. // Object names must be checked against an allowlist. Otherwise, there
  37551. // is no way to parse 'foo.bar.baz': 'baz' must be a property, but
  37552. // 'bar' could be the objectName, or part of a nodeName (which can
  37553. // include '.' characters).
  37554. if ( _supportedObjectNames.indexOf( objectName ) !== -1 ) {
  37555. results.nodeName = results.nodeName.substring( 0, lastDot );
  37556. results.objectName = objectName;
  37557. }
  37558. }
  37559. if ( results.propertyName === null || results.propertyName.length === 0 ) {
  37560. throw new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName );
  37561. }
  37562. return results;
  37563. }
  37564. /**
  37565. * Searches for a node in the hierarchy of the given root object by the given
  37566. * node name.
  37567. *
  37568. * @static
  37569. * @param {Object} root - The root object.
  37570. * @param {string|number} nodeName - The name of the node.
  37571. * @return {?Object} The found node. Returns `null` if no object was found.
  37572. */
  37573. static findNode( root, nodeName ) {
  37574. if ( nodeName === undefined || nodeName === '' || nodeName === '.' || nodeName === -1 || nodeName === root.name || nodeName === root.uuid ) {
  37575. return root;
  37576. }
  37577. // search into skeleton bones.
  37578. if ( root.skeleton ) {
  37579. const bone = root.skeleton.getBoneByName( nodeName );
  37580. if ( bone !== undefined ) {
  37581. return bone;
  37582. }
  37583. }
  37584. // search into node subtree.
  37585. if ( root.children ) {
  37586. const searchNodeSubtree = function ( children ) {
  37587. for ( let i = 0; i < children.length; i ++ ) {
  37588. const childNode = children[ i ];
  37589. if ( childNode.name === nodeName || childNode.uuid === nodeName ) {
  37590. return childNode;
  37591. }
  37592. const result = searchNodeSubtree( childNode.children );
  37593. if ( result ) return result;
  37594. }
  37595. return null;
  37596. };
  37597. const subTreeNode = searchNodeSubtree( root.children );
  37598. if ( subTreeNode ) {
  37599. return subTreeNode;
  37600. }
  37601. }
  37602. return null;
  37603. }
  37604. // these are used to "bind" a nonexistent property
  37605. _getValue_unavailable() {}
  37606. _setValue_unavailable() {}
  37607. // Getters
  37608. _getValue_direct( buffer, offset ) {
  37609. buffer[ offset ] = this.targetObject[ this.propertyName ];
  37610. }
  37611. _getValue_array( buffer, offset ) {
  37612. const source = this.resolvedProperty;
  37613. for ( let i = 0, n = source.length; i !== n; ++ i ) {
  37614. buffer[ offset ++ ] = source[ i ];
  37615. }
  37616. }
  37617. _getValue_arrayElement( buffer, offset ) {
  37618. buffer[ offset ] = this.resolvedProperty[ this.propertyIndex ];
  37619. }
  37620. _getValue_toArray( buffer, offset ) {
  37621. this.resolvedProperty.toArray( buffer, offset );
  37622. }
  37623. // Direct
  37624. _setValue_direct( buffer, offset ) {
  37625. this.targetObject[ this.propertyName ] = buffer[ offset ];
  37626. }
  37627. _setValue_direct_setNeedsUpdate( buffer, offset ) {
  37628. this.targetObject[ this.propertyName ] = buffer[ offset ];
  37629. this.targetObject.needsUpdate = true;
  37630. }
  37631. _setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) {
  37632. this.targetObject[ this.propertyName ] = buffer[ offset ];
  37633. this.targetObject.matrixWorldNeedsUpdate = true;
  37634. }
  37635. // EntireArray
  37636. _setValue_array( buffer, offset ) {
  37637. const dest = this.resolvedProperty;
  37638. for ( let i = 0, n = dest.length; i !== n; ++ i ) {
  37639. dest[ i ] = buffer[ offset ++ ];
  37640. }
  37641. }
  37642. _setValue_array_setNeedsUpdate( buffer, offset ) {
  37643. const dest = this.resolvedProperty;
  37644. for ( let i = 0, n = dest.length; i !== n; ++ i ) {
  37645. dest[ i ] = buffer[ offset ++ ];
  37646. }
  37647. this.targetObject.needsUpdate = true;
  37648. }
  37649. _setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) {
  37650. const dest = this.resolvedProperty;
  37651. for ( let i = 0, n = dest.length; i !== n; ++ i ) {
  37652. dest[ i ] = buffer[ offset ++ ];
  37653. }
  37654. this.targetObject.matrixWorldNeedsUpdate = true;
  37655. }
  37656. // ArrayElement
  37657. _setValue_arrayElement( buffer, offset ) {
  37658. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  37659. }
  37660. _setValue_arrayElement_setNeedsUpdate( buffer, offset ) {
  37661. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  37662. this.targetObject.needsUpdate = true;
  37663. }
  37664. _setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) {
  37665. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  37666. this.targetObject.matrixWorldNeedsUpdate = true;
  37667. }
  37668. // HasToFromArray
  37669. _setValue_fromArray( buffer, offset ) {
  37670. this.resolvedProperty.fromArray( buffer, offset );
  37671. }
  37672. _setValue_fromArray_setNeedsUpdate( buffer, offset ) {
  37673. this.resolvedProperty.fromArray( buffer, offset );
  37674. this.targetObject.needsUpdate = true;
  37675. }
  37676. _setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) {
  37677. this.resolvedProperty.fromArray( buffer, offset );
  37678. this.targetObject.matrixWorldNeedsUpdate = true;
  37679. }
  37680. _getValue_unbound( targetArray, offset ) {
  37681. this.bind();
  37682. this.getValue( targetArray, offset );
  37683. }
  37684. _setValue_unbound( sourceArray, offset ) {
  37685. this.bind();
  37686. this.setValue( sourceArray, offset );
  37687. }
  37688. /**
  37689. * Creates a getter / setter pair for the property tracked by this binding.
  37690. */
  37691. bind() {
  37692. let targetObject = this.node;
  37693. const parsedPath = this.parsedPath;
  37694. const objectName = parsedPath.objectName;
  37695. const propertyName = parsedPath.propertyName;
  37696. let propertyIndex = parsedPath.propertyIndex;
  37697. if ( ! targetObject ) {
  37698. targetObject = PropertyBinding.findNode( this.rootNode, parsedPath.nodeName );
  37699. this.node = targetObject;
  37700. }
  37701. // set fail state so we can just 'return' on error
  37702. this.getValue = this._getValue_unavailable;
  37703. this.setValue = this._setValue_unavailable;
  37704. // ensure there is a value node
  37705. if ( ! targetObject ) {
  37706. warn( 'PropertyBinding: No target node found for track: ' + this.path + '.' );
  37707. return;
  37708. }
  37709. if ( objectName ) {
  37710. let objectIndex = parsedPath.objectIndex;
  37711. // special cases were we need to reach deeper into the hierarchy to get the face materials....
  37712. switch ( objectName ) {
  37713. case 'materials':
  37714. if ( ! targetObject.material ) {
  37715. error( 'PropertyBinding: Can not bind to material as node does not have a material.', this );
  37716. return;
  37717. }
  37718. if ( ! targetObject.material.materials ) {
  37719. error( 'PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this );
  37720. return;
  37721. }
  37722. targetObject = targetObject.material.materials;
  37723. break;
  37724. case 'bones':
  37725. if ( ! targetObject.skeleton ) {
  37726. error( 'PropertyBinding: Can not bind to bones as node does not have a skeleton.', this );
  37727. return;
  37728. }
  37729. // potential future optimization: skip this if propertyIndex is already an integer
  37730. // and convert the integer string to a true integer.
  37731. targetObject = targetObject.skeleton.bones;
  37732. // support resolving morphTarget names into indices.
  37733. for ( let i = 0; i < targetObject.length; i ++ ) {
  37734. if ( targetObject[ i ].name === objectIndex ) {
  37735. objectIndex = i;
  37736. break;
  37737. }
  37738. }
  37739. break;
  37740. case 'map':
  37741. if ( 'map' in targetObject ) {
  37742. targetObject = targetObject.map;
  37743. break;
  37744. }
  37745. if ( ! targetObject.material ) {
  37746. error( 'PropertyBinding: Can not bind to material as node does not have a material.', this );
  37747. return;
  37748. }
  37749. if ( ! targetObject.material.map ) {
  37750. error( 'PropertyBinding: Can not bind to material.map as node.material does not have a map.', this );
  37751. return;
  37752. }
  37753. targetObject = targetObject.material.map;
  37754. break;
  37755. default:
  37756. if ( targetObject[ objectName ] === undefined ) {
  37757. error( 'PropertyBinding: Can not bind to objectName of node undefined.', this );
  37758. return;
  37759. }
  37760. targetObject = targetObject[ objectName ];
  37761. }
  37762. if ( objectIndex !== undefined ) {
  37763. if ( targetObject[ objectIndex ] === undefined ) {
  37764. error( 'PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject );
  37765. return;
  37766. }
  37767. targetObject = targetObject[ objectIndex ];
  37768. }
  37769. }
  37770. // resolve property
  37771. const nodeProperty = targetObject[ propertyName ];
  37772. if ( nodeProperty === undefined ) {
  37773. const nodeName = parsedPath.nodeName;
  37774. error( 'PropertyBinding: Trying to update property for track: ' + nodeName +
  37775. '.' + propertyName + ' but it wasn\'t found.', targetObject );
  37776. return;
  37777. }
  37778. // determine versioning scheme
  37779. let versioning = this.Versioning.None;
  37780. this.targetObject = targetObject;
  37781. if ( targetObject.isMaterial === true ) {
  37782. versioning = this.Versioning.NeedsUpdate;
  37783. } else if ( targetObject.isObject3D === true ) {
  37784. versioning = this.Versioning.MatrixWorldNeedsUpdate;
  37785. }
  37786. // determine how the property gets bound
  37787. let bindingType = this.BindingType.Direct;
  37788. if ( propertyIndex !== undefined ) {
  37789. // access a sub element of the property array (only primitives are supported right now)
  37790. if ( propertyName === 'morphTargetInfluences' ) {
  37791. // potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.
  37792. // support resolving morphTarget names into indices.
  37793. if ( ! targetObject.geometry ) {
  37794. error( 'PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this );
  37795. return;
  37796. }
  37797. if ( ! targetObject.geometry.morphAttributes ) {
  37798. error( 'PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this );
  37799. return;
  37800. }
  37801. if ( targetObject.morphTargetDictionary[ propertyIndex ] !== undefined ) {
  37802. propertyIndex = targetObject.morphTargetDictionary[ propertyIndex ];
  37803. }
  37804. }
  37805. bindingType = this.BindingType.ArrayElement;
  37806. this.resolvedProperty = nodeProperty;
  37807. this.propertyIndex = propertyIndex;
  37808. } else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) {
  37809. // must use copy for Object3D.Euler/Quaternion
  37810. bindingType = this.BindingType.HasFromToArray;
  37811. this.resolvedProperty = nodeProperty;
  37812. } else if ( Array.isArray( nodeProperty ) ) {
  37813. bindingType = this.BindingType.EntireArray;
  37814. this.resolvedProperty = nodeProperty;
  37815. } else {
  37816. this.propertyName = propertyName;
  37817. }
  37818. // select getter / setter
  37819. this.getValue = this.GetterByBindingType[ bindingType ];
  37820. this.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ];
  37821. }
  37822. /**
  37823. * Unbinds the property.
  37824. */
  37825. unbind() {
  37826. this.node = null;
  37827. // back to the prototype version of getValue / setValue
  37828. // note: avoiding to mutate the shape of 'this' via 'delete'
  37829. this.getValue = this._getValue_unbound;
  37830. this.setValue = this._setValue_unbound;
  37831. }
  37832. }
  37833. PropertyBinding.Composite = Composite;
  37834. PropertyBinding.prototype.BindingType = {
  37835. Direct: 0,
  37836. EntireArray: 1,
  37837. ArrayElement: 2,
  37838. HasFromToArray: 3
  37839. };
  37840. PropertyBinding.prototype.Versioning = {
  37841. None: 0,
  37842. NeedsUpdate: 1,
  37843. MatrixWorldNeedsUpdate: 2
  37844. };
  37845. PropertyBinding.prototype.GetterByBindingType = [
  37846. PropertyBinding.prototype._getValue_direct,
  37847. PropertyBinding.prototype._getValue_array,
  37848. PropertyBinding.prototype._getValue_arrayElement,
  37849. PropertyBinding.prototype._getValue_toArray,
  37850. ];
  37851. PropertyBinding.prototype.SetterByBindingTypeAndVersioning = [
  37852. [
  37853. // Direct
  37854. PropertyBinding.prototype._setValue_direct,
  37855. PropertyBinding.prototype._setValue_direct_setNeedsUpdate,
  37856. PropertyBinding.prototype._setValue_direct_setMatrixWorldNeedsUpdate,
  37857. ], [
  37858. // EntireArray
  37859. PropertyBinding.prototype._setValue_array,
  37860. PropertyBinding.prototype._setValue_array_setNeedsUpdate,
  37861. PropertyBinding.prototype._setValue_array_setMatrixWorldNeedsUpdate,
  37862. ], [
  37863. // ArrayElement
  37864. PropertyBinding.prototype._setValue_arrayElement,
  37865. PropertyBinding.prototype._setValue_arrayElement_setNeedsUpdate,
  37866. PropertyBinding.prototype._setValue_arrayElement_setMatrixWorldNeedsUpdate,
  37867. ], [
  37868. // HasToFromArray
  37869. PropertyBinding.prototype._setValue_fromArray,
  37870. PropertyBinding.prototype._setValue_fromArray_setNeedsUpdate,
  37871. PropertyBinding.prototype._setValue_fromArray_setMatrixWorldNeedsUpdate,
  37872. ]
  37873. ];
  37874. /**
  37875. * A group of objects that receives a shared animation state.
  37876. *
  37877. * Usage:
  37878. *
  37879. * - Add objects you would otherwise pass as 'root' to the
  37880. * constructor or the .clipAction method of AnimationMixer.
  37881. * - Instead pass this object as 'root'.
  37882. * - You can also add and remove objects later when the mixer is running.
  37883. *
  37884. * Note:
  37885. *
  37886. * - Objects of this class appear as one object to the mixer,
  37887. * so cache control of the individual objects must be done on the group.
  37888. *
  37889. * Limitation:
  37890. *
  37891. * - The animated properties must be compatible among the all objects in the group.
  37892. * - A single property can either be controlled through a target group or directly, but not both.
  37893. */
  37894. class AnimationObjectGroup {
  37895. /**
  37896. * Constructs a new animation group.
  37897. *
  37898. * @param {...Object3D} arguments - An arbitrary number of 3D objects that share the same animation state.
  37899. */
  37900. constructor() {
  37901. /**
  37902. * This flag can be used for type testing.
  37903. *
  37904. * @type {boolean}
  37905. * @readonly
  37906. * @default true
  37907. */
  37908. this.isAnimationObjectGroup = true;
  37909. /**
  37910. * The UUID of the 3D object.
  37911. *
  37912. * @type {string}
  37913. * @readonly
  37914. */
  37915. this.uuid = generateUUID();
  37916. // cached objects followed by the active ones
  37917. this._objects = Array.prototype.slice.call( arguments );
  37918. this.nCachedObjects_ = 0; // threshold
  37919. // note: read by PropertyBinding.Composite
  37920. const indices = {};
  37921. this._indicesByUUID = indices; // for bookkeeping
  37922. for ( let i = 0, n = arguments.length; i !== n; ++ i ) {
  37923. indices[ arguments[ i ].uuid ] = i;
  37924. }
  37925. this._paths = []; // inside: string
  37926. this._parsedPaths = []; // inside: { we don't care, here }
  37927. this._bindings = []; // inside: Array< PropertyBinding >
  37928. this._bindingsIndicesByPath = {}; // inside: indices in these arrays
  37929. const scope = this;
  37930. this.stats = {
  37931. objects: {
  37932. get total() {
  37933. return scope._objects.length;
  37934. },
  37935. get inUse() {
  37936. return this.total - scope.nCachedObjects_;
  37937. }
  37938. },
  37939. get bindingsPerObject() {
  37940. return scope._bindings.length;
  37941. }
  37942. };
  37943. }
  37944. /**
  37945. * Adds an arbitrary number of objects to this animation group.
  37946. *
  37947. * @param {...Object3D} arguments - The 3D objects to add.
  37948. */
  37949. add() {
  37950. const objects = this._objects,
  37951. indicesByUUID = this._indicesByUUID,
  37952. paths = this._paths,
  37953. parsedPaths = this._parsedPaths,
  37954. bindings = this._bindings,
  37955. nBindings = bindings.length;
  37956. let knownObject = undefined,
  37957. nObjects = objects.length,
  37958. nCachedObjects = this.nCachedObjects_;
  37959. for ( let i = 0, n = arguments.length; i !== n; ++ i ) {
  37960. const object = arguments[ i ],
  37961. uuid = object.uuid;
  37962. let index = indicesByUUID[ uuid ];
  37963. if ( index === undefined ) {
  37964. // unknown object -> add it to the ACTIVE region
  37965. index = nObjects ++;
  37966. indicesByUUID[ uuid ] = index;
  37967. objects.push( object );
  37968. // accounting is done, now do the same for all bindings
  37969. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  37970. bindings[ j ].push( new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ) );
  37971. }
  37972. } else if ( index < nCachedObjects ) {
  37973. knownObject = objects[ index ];
  37974. // move existing object to the ACTIVE region
  37975. const firstActiveIndex = -- nCachedObjects,
  37976. lastCachedObject = objects[ firstActiveIndex ];
  37977. indicesByUUID[ lastCachedObject.uuid ] = index;
  37978. objects[ index ] = lastCachedObject;
  37979. indicesByUUID[ uuid ] = firstActiveIndex;
  37980. objects[ firstActiveIndex ] = object;
  37981. // accounting is done, now do the same for all bindings
  37982. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  37983. const bindingsForPath = bindings[ j ],
  37984. lastCached = bindingsForPath[ firstActiveIndex ];
  37985. let binding = bindingsForPath[ index ];
  37986. bindingsForPath[ index ] = lastCached;
  37987. if ( binding === undefined ) {
  37988. // since we do not bother to create new bindings
  37989. // for objects that are cached, the binding may
  37990. // or may not exist
  37991. binding = new PropertyBinding( object, paths[ j ], parsedPaths[ j ] );
  37992. }
  37993. bindingsForPath[ firstActiveIndex ] = binding;
  37994. }
  37995. } else if ( objects[ index ] !== knownObject ) {
  37996. error( 'AnimationObjectGroup: Different objects with the same UUID ' +
  37997. 'detected. Clean the caches or recreate your infrastructure when reloading scenes.' );
  37998. } // else the object is already where we want it to be
  37999. } // for arguments
  38000. this.nCachedObjects_ = nCachedObjects;
  38001. }
  38002. /**
  38003. * Removes an arbitrary number of objects to this animation group
  38004. *
  38005. * @param {...Object3D} arguments - The 3D objects to remove.
  38006. */
  38007. remove() {
  38008. const objects = this._objects,
  38009. indicesByUUID = this._indicesByUUID,
  38010. bindings = this._bindings,
  38011. nBindings = bindings.length;
  38012. let nCachedObjects = this.nCachedObjects_;
  38013. for ( let i = 0, n = arguments.length; i !== n; ++ i ) {
  38014. const object = arguments[ i ],
  38015. uuid = object.uuid,
  38016. index = indicesByUUID[ uuid ];
  38017. if ( index !== undefined && index >= nCachedObjects ) {
  38018. // move existing object into the CACHED region
  38019. const lastCachedIndex = nCachedObjects ++,
  38020. firstActiveObject = objects[ lastCachedIndex ];
  38021. indicesByUUID[ firstActiveObject.uuid ] = index;
  38022. objects[ index ] = firstActiveObject;
  38023. indicesByUUID[ uuid ] = lastCachedIndex;
  38024. objects[ lastCachedIndex ] = object;
  38025. // accounting is done, now do the same for all bindings
  38026. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  38027. const bindingsForPath = bindings[ j ],
  38028. firstActive = bindingsForPath[ lastCachedIndex ],
  38029. binding = bindingsForPath[ index ];
  38030. bindingsForPath[ index ] = firstActive;
  38031. bindingsForPath[ lastCachedIndex ] = binding;
  38032. }
  38033. }
  38034. } // for arguments
  38035. this.nCachedObjects_ = nCachedObjects;
  38036. }
  38037. /**
  38038. * Deallocates all memory resources for the passed 3D objects of this animation group.
  38039. *
  38040. * @param {...Object3D} arguments - The 3D objects to uncache.
  38041. */
  38042. uncache() {
  38043. const objects = this._objects,
  38044. indicesByUUID = this._indicesByUUID,
  38045. bindings = this._bindings,
  38046. nBindings = bindings.length;
  38047. let nCachedObjects = this.nCachedObjects_,
  38048. nObjects = objects.length;
  38049. for ( let i = 0, n = arguments.length; i !== n; ++ i ) {
  38050. const object = arguments[ i ],
  38051. uuid = object.uuid,
  38052. index = indicesByUUID[ uuid ];
  38053. if ( index !== undefined ) {
  38054. delete indicesByUUID[ uuid ];
  38055. if ( index < nCachedObjects ) {
  38056. // object is cached, shrink the CACHED region
  38057. const firstActiveIndex = -- nCachedObjects,
  38058. lastCachedObject = objects[ firstActiveIndex ],
  38059. lastIndex = -- nObjects,
  38060. lastObject = objects[ lastIndex ];
  38061. // last cached object takes this object's place
  38062. indicesByUUID[ lastCachedObject.uuid ] = index;
  38063. objects[ index ] = lastCachedObject;
  38064. // last object goes to the activated slot and pop
  38065. indicesByUUID[ lastObject.uuid ] = firstActiveIndex;
  38066. objects[ firstActiveIndex ] = lastObject;
  38067. objects.pop();
  38068. // accounting is done, now do the same for all bindings
  38069. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  38070. const bindingsForPath = bindings[ j ],
  38071. lastCached = bindingsForPath[ firstActiveIndex ],
  38072. last = bindingsForPath[ lastIndex ];
  38073. bindingsForPath[ index ] = lastCached;
  38074. bindingsForPath[ firstActiveIndex ] = last;
  38075. bindingsForPath.pop();
  38076. }
  38077. } else {
  38078. // object is active, just swap with the last and pop
  38079. const lastIndex = -- nObjects,
  38080. lastObject = objects[ lastIndex ];
  38081. if ( lastIndex > 0 ) {
  38082. indicesByUUID[ lastObject.uuid ] = index;
  38083. }
  38084. objects[ index ] = lastObject;
  38085. objects.pop();
  38086. // accounting is done, now do the same for all bindings
  38087. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  38088. const bindingsForPath = bindings[ j ];
  38089. bindingsForPath[ index ] = bindingsForPath[ lastIndex ];
  38090. bindingsForPath.pop();
  38091. }
  38092. } // cached or active
  38093. } // if object is known
  38094. } // for arguments
  38095. this.nCachedObjects_ = nCachedObjects;
  38096. }
  38097. // Internal interface used by befriended PropertyBinding.Composite:
  38098. subscribe_( path, parsedPath ) {
  38099. // returns an array of bindings for the given path that is changed
  38100. // according to the contained objects in the group
  38101. const indicesByPath = this._bindingsIndicesByPath;
  38102. let index = indicesByPath[ path ];
  38103. const bindings = this._bindings;
  38104. if ( index !== undefined ) return bindings[ index ];
  38105. const paths = this._paths,
  38106. parsedPaths = this._parsedPaths,
  38107. objects = this._objects,
  38108. nObjects = objects.length,
  38109. nCachedObjects = this.nCachedObjects_,
  38110. bindingsForPath = new Array( nObjects );
  38111. index = bindings.length;
  38112. indicesByPath[ path ] = index;
  38113. paths.push( path );
  38114. parsedPaths.push( parsedPath );
  38115. bindings.push( bindingsForPath );
  38116. for ( let i = nCachedObjects, n = objects.length; i !== n; ++ i ) {
  38117. const object = objects[ i ];
  38118. bindingsForPath[ i ] = new PropertyBinding( object, path, parsedPath );
  38119. }
  38120. return bindingsForPath;
  38121. }
  38122. unsubscribe_( path ) {
  38123. // tells the group to forget about a property path and no longer
  38124. // update the array previously obtained with 'subscribe_'
  38125. const indicesByPath = this._bindingsIndicesByPath,
  38126. index = indicesByPath[ path ];
  38127. if ( index !== undefined ) {
  38128. const paths = this._paths,
  38129. parsedPaths = this._parsedPaths,
  38130. bindings = this._bindings,
  38131. lastBindingsIndex = bindings.length - 1,
  38132. lastBindings = bindings[ lastBindingsIndex ],
  38133. lastBindingsPath = path[ lastBindingsIndex ];
  38134. indicesByPath[ lastBindingsPath ] = index;
  38135. bindings[ index ] = lastBindings;
  38136. bindings.pop();
  38137. parsedPaths[ index ] = parsedPaths[ lastBindingsIndex ];
  38138. parsedPaths.pop();
  38139. paths[ index ] = paths[ lastBindingsIndex ];
  38140. paths.pop();
  38141. }
  38142. }
  38143. }
  38144. /**
  38145. * An instance of `AnimationAction` schedules the playback of an animation which is
  38146. * stored in {@link AnimationClip}.
  38147. */
  38148. class AnimationAction {
  38149. /**
  38150. * Constructs a new animation action.
  38151. *
  38152. * @param {AnimationMixer} mixer - The mixer that is controlled by this action.
  38153. * @param {AnimationClip} clip - The animation clip that holds the actual keyframes.
  38154. * @param {?Object3D} [localRoot=null] - The root object on which this action is performed.
  38155. * @param {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)} [blendMode] - The blend mode.
  38156. */
  38157. constructor( mixer, clip, localRoot = null, blendMode = clip.blendMode ) {
  38158. this._mixer = mixer;
  38159. this._clip = clip;
  38160. this._localRoot = localRoot;
  38161. /**
  38162. * Defines how the animation is blended/combined when two or more animations
  38163. * are simultaneously played.
  38164. *
  38165. * @type {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)}
  38166. */
  38167. this.blendMode = blendMode;
  38168. const tracks = clip.tracks,
  38169. nTracks = tracks.length,
  38170. interpolants = new Array( nTracks );
  38171. const interpolantSettings = {
  38172. endingStart: ZeroCurvatureEnding,
  38173. endingEnd: ZeroCurvatureEnding
  38174. };
  38175. for ( let i = 0; i !== nTracks; ++ i ) {
  38176. const interpolant = tracks[ i ].createInterpolant( null );
  38177. interpolants[ i ] = interpolant;
  38178. interpolant.settings = interpolantSettings;
  38179. }
  38180. this._interpolantSettings = interpolantSettings;
  38181. this._interpolants = interpolants; // bound by the mixer
  38182. // inside: PropertyMixer (managed by the mixer)
  38183. this._propertyBindings = new Array( nTracks );
  38184. this._cacheIndex = null; // for the memory manager
  38185. this._byClipCacheIndex = null; // for the memory manager
  38186. this._timeScaleInterpolant = null;
  38187. this._weightInterpolant = null;
  38188. /**
  38189. * The loop mode, set via {@link AnimationAction#setLoop}.
  38190. *
  38191. * @type {(LoopRepeat|LoopOnce|LoopPingPong)}
  38192. * @default LoopRepeat
  38193. */
  38194. this.loop = LoopRepeat;
  38195. this._loopCount = -1;
  38196. // global mixer time when the action is to be started
  38197. // it's set back to 'null' upon start of the action
  38198. this._startTime = null;
  38199. /**
  38200. * The local time of this action (in seconds, starting with `0`).
  38201. *
  38202. * The value gets clamped or wrapped to `[0,clip.duration]` (according to the
  38203. * loop state).
  38204. *
  38205. * @type {number}
  38206. * @default Infinity
  38207. */
  38208. this.time = 0;
  38209. /**
  38210. * Scaling factor for the {@link AnimationAction#time}. A value of `0` causes the
  38211. * animation to pause. Negative values cause the animation to play backwards.
  38212. *
  38213. * @type {number}
  38214. * @default 1
  38215. */
  38216. this.timeScale = 1;
  38217. this._effectiveTimeScale = 1;
  38218. /**
  38219. * The degree of influence of this action (in the interval `[0, 1]`). Values
  38220. * between `0` (no impact) and `1` (full impact) can be used to blend between
  38221. * several actions.
  38222. *
  38223. * @type {number}
  38224. * @default 1
  38225. */
  38226. this.weight = 1;
  38227. this._effectiveWeight = 1;
  38228. /**
  38229. * The number of repetitions of the performed clip over the course of this action.
  38230. * Can be set via {@link AnimationAction#setLoop}.
  38231. *
  38232. * Setting this number has no effect if {@link AnimationAction#loop} is set to
  38233. * `THREE:LoopOnce`.
  38234. *
  38235. * @type {number}
  38236. * @default Infinity
  38237. */
  38238. this.repetitions = Infinity;
  38239. /**
  38240. * If set to `true`, the playback of the action is paused.
  38241. *
  38242. * @type {boolean}
  38243. * @default false
  38244. */
  38245. this.paused = false;
  38246. /**
  38247. * If set to `false`, the action is disabled so it has no impact.
  38248. *
  38249. * When the action is re-enabled, the animation continues from its current
  38250. * time (setting `enabled` to `false` doesn't reset the action).
  38251. *
  38252. * @type {boolean}
  38253. * @default true
  38254. */
  38255. this.enabled = true;
  38256. /**
  38257. * If set to true the animation will automatically be paused on its last frame.
  38258. *
  38259. * If set to false, {@link AnimationAction#enabled} will automatically be switched
  38260. * to `false` when the last loop of the action has finished, so that this action has
  38261. * no further impact.
  38262. *
  38263. * Note: This member has no impact if the action is interrupted (it
  38264. * has only an effect if its last loop has really finished).
  38265. *
  38266. * @type {boolean}
  38267. * @default false
  38268. */
  38269. this.clampWhenFinished = false;
  38270. /**
  38271. * Enables smooth interpolation without separate clips for start, loop and end.
  38272. *
  38273. * @type {boolean}
  38274. * @default true
  38275. */
  38276. this.zeroSlopeAtStart = true;
  38277. /**
  38278. * Enables smooth interpolation without separate clips for start, loop and end.
  38279. *
  38280. * @type {boolean}
  38281. * @default true
  38282. */
  38283. this.zeroSlopeAtEnd = true;
  38284. }
  38285. /**
  38286. * Starts the playback of the animation.
  38287. *
  38288. * @return {AnimationAction} A reference to this animation action.
  38289. */
  38290. play() {
  38291. this._mixer._activateAction( this );
  38292. return this;
  38293. }
  38294. /**
  38295. * Stops the playback of the animation.
  38296. *
  38297. * @return {AnimationAction} A reference to this animation action.
  38298. */
  38299. stop() {
  38300. this._mixer._deactivateAction( this );
  38301. return this.reset();
  38302. }
  38303. /**
  38304. * Resets the playback of the animation.
  38305. *
  38306. * @return {AnimationAction} A reference to this animation action.
  38307. */
  38308. reset() {
  38309. this.paused = false;
  38310. this.enabled = true;
  38311. this.time = 0; // restart clip
  38312. this._loopCount = -1;// forget previous loops
  38313. this._startTime = null;// forget scheduling
  38314. return this.stopFading().stopWarping();
  38315. }
  38316. /**
  38317. * Returns `true` if the animation is running.
  38318. *
  38319. * @return {boolean} Whether the animation is running or not.
  38320. */
  38321. isRunning() {
  38322. return this.enabled && ! this.paused && this.timeScale !== 0 &&
  38323. this._startTime === null && this._mixer._isActiveAction( this );
  38324. }
  38325. /**
  38326. * Returns `true` when {@link AnimationAction#play} has been called.
  38327. *
  38328. * @return {boolean} Whether the animation is scheduled or not.
  38329. */
  38330. isScheduled() {
  38331. return this._mixer._isActiveAction( this );
  38332. }
  38333. /**
  38334. * Defines the time when the animation should start.
  38335. *
  38336. * @param {number} time - The start time in seconds.
  38337. * @return {AnimationAction} A reference to this animation action.
  38338. */
  38339. startAt( time ) {
  38340. this._startTime = time;
  38341. return this;
  38342. }
  38343. /**
  38344. * Configures the loop settings for this action.
  38345. *
  38346. * @param {(LoopRepeat|LoopOnce|LoopPingPong)} mode - The loop mode.
  38347. * @param {number} repetitions - The number of repetitions.
  38348. * @return {AnimationAction} A reference to this animation action.
  38349. */
  38350. setLoop( mode, repetitions ) {
  38351. this.loop = mode;
  38352. this.repetitions = repetitions;
  38353. return this;
  38354. }
  38355. /**
  38356. * Sets the effective weight of this action.
  38357. *
  38358. * An action has no effect and thus an effective weight of zero when the
  38359. * action is disabled.
  38360. *
  38361. * @param {number} weight - The weight to set.
  38362. * @return {AnimationAction} A reference to this animation action.
  38363. */
  38364. setEffectiveWeight( weight ) {
  38365. this.weight = weight;
  38366. // note: same logic as when updated at runtime
  38367. this._effectiveWeight = this.enabled ? weight : 0;
  38368. return this.stopFading();
  38369. }
  38370. /**
  38371. * Returns the effective weight of this action.
  38372. *
  38373. * @return {number} The effective weight.
  38374. */
  38375. getEffectiveWeight() {
  38376. return this._effectiveWeight;
  38377. }
  38378. /**
  38379. * Fades the animation in by increasing its weight gradually from `0` to `1`,
  38380. * within the passed time interval.
  38381. *
  38382. * @param {number} duration - The duration of the fade.
  38383. * @return {AnimationAction} A reference to this animation action.
  38384. */
  38385. fadeIn( duration ) {
  38386. return this._scheduleFading( duration, 0, 1 );
  38387. }
  38388. /**
  38389. * Fades the animation out by decreasing its weight gradually from `1` to `0`,
  38390. * within the passed time interval.
  38391. *
  38392. * @param {number} duration - The duration of the fade.
  38393. * @return {AnimationAction} A reference to this animation action.
  38394. */
  38395. fadeOut( duration ) {
  38396. return this._scheduleFading( duration, 1, 0 );
  38397. }
  38398. /**
  38399. * Causes this action to fade in and the given action to fade out,
  38400. * within the passed time interval.
  38401. *
  38402. * @param {AnimationAction} fadeOutAction - The animation action to fade out.
  38403. * @param {number} duration - The duration of the fade.
  38404. * @param {boolean} [warp=false] - Whether warping should be used or not.
  38405. * @return {AnimationAction} A reference to this animation action.
  38406. */
  38407. crossFadeFrom( fadeOutAction, duration, warp = false ) {
  38408. fadeOutAction.fadeOut( duration );
  38409. this.fadeIn( duration );
  38410. if ( warp === true ) {
  38411. const fadeInDuration = this._clip.duration,
  38412. fadeOutDuration = fadeOutAction._clip.duration,
  38413. startEndRatio = fadeOutDuration / fadeInDuration,
  38414. endStartRatio = fadeInDuration / fadeOutDuration;
  38415. fadeOutAction.warp( 1.0, startEndRatio, duration );
  38416. this.warp( endStartRatio, 1.0, duration );
  38417. }
  38418. return this;
  38419. }
  38420. /**
  38421. * Causes this action to fade out and the given action to fade in,
  38422. * within the passed time interval.
  38423. *
  38424. * @param {AnimationAction} fadeInAction - The animation action to fade in.
  38425. * @param {number} duration - The duration of the fade.
  38426. * @param {boolean} [warp=false] - Whether warping should be used or not.
  38427. * @return {AnimationAction} A reference to this animation action.
  38428. */
  38429. crossFadeTo( fadeInAction, duration, warp = false ) {
  38430. return fadeInAction.crossFadeFrom( this, duration, warp );
  38431. }
  38432. /**
  38433. * Stops any fading which is applied to this action.
  38434. *
  38435. * @return {AnimationAction} A reference to this animation action.
  38436. */
  38437. stopFading() {
  38438. const weightInterpolant = this._weightInterpolant;
  38439. if ( weightInterpolant !== null ) {
  38440. this._weightInterpolant = null;
  38441. this._mixer._takeBackControlInterpolant( weightInterpolant );
  38442. }
  38443. return this;
  38444. }
  38445. /**
  38446. * Sets the effective time scale of this action.
  38447. *
  38448. * An action has no effect and thus an effective time scale of zero when the
  38449. * action is paused.
  38450. *
  38451. * @param {number} timeScale - The time scale to set.
  38452. * @return {AnimationAction} A reference to this animation action.
  38453. */
  38454. setEffectiveTimeScale( timeScale ) {
  38455. this.timeScale = timeScale;
  38456. this._effectiveTimeScale = this.paused ? 0 : timeScale;
  38457. return this.stopWarping();
  38458. }
  38459. /**
  38460. * Returns the effective time scale of this action.
  38461. *
  38462. * @return {number} The effective time scale.
  38463. */
  38464. getEffectiveTimeScale() {
  38465. return this._effectiveTimeScale;
  38466. }
  38467. /**
  38468. * Sets the duration for a single loop of this action.
  38469. *
  38470. * @param {number} duration - The duration to set.
  38471. * @return {AnimationAction} A reference to this animation action.
  38472. */
  38473. setDuration( duration ) {
  38474. this.timeScale = this._clip.duration / duration;
  38475. return this.stopWarping();
  38476. }
  38477. /**
  38478. * Synchronizes this action with the passed other action.
  38479. *
  38480. * @param {AnimationAction} action - The action to sync with.
  38481. * @return {AnimationAction} A reference to this animation action.
  38482. */
  38483. syncWith( action ) {
  38484. this.time = action.time;
  38485. this.timeScale = action.timeScale;
  38486. return this.stopWarping();
  38487. }
  38488. /**
  38489. * Decelerates this animation's speed to `0` within the passed time interval.
  38490. *
  38491. * @param {number} duration - The duration.
  38492. * @return {AnimationAction} A reference to this animation action.
  38493. */
  38494. halt( duration ) {
  38495. return this.warp( this._effectiveTimeScale, 0, duration );
  38496. }
  38497. /**
  38498. * Changes the playback speed, within the passed time interval, by modifying
  38499. * {@link AnimationAction#timeScale} gradually from `startTimeScale` to
  38500. * `endTimeScale`.
  38501. *
  38502. * @param {number} startTimeScale - The start time scale.
  38503. * @param {number} endTimeScale - The end time scale.
  38504. * @param {number} duration - The duration.
  38505. * @return {AnimationAction} A reference to this animation action.
  38506. */
  38507. warp( startTimeScale, endTimeScale, duration ) {
  38508. const mixer = this._mixer,
  38509. now = mixer.time,
  38510. timeScale = this.timeScale;
  38511. let interpolant = this._timeScaleInterpolant;
  38512. if ( interpolant === null ) {
  38513. interpolant = mixer._lendControlInterpolant();
  38514. this._timeScaleInterpolant = interpolant;
  38515. }
  38516. const times = interpolant.parameterPositions,
  38517. values = interpolant.sampleValues;
  38518. times[ 0 ] = now;
  38519. times[ 1 ] = now + duration;
  38520. values[ 0 ] = startTimeScale / timeScale;
  38521. values[ 1 ] = endTimeScale / timeScale;
  38522. return this;
  38523. }
  38524. /**
  38525. * Stops any scheduled warping which is applied to this action.
  38526. *
  38527. * @return {AnimationAction} A reference to this animation action.
  38528. */
  38529. stopWarping() {
  38530. const timeScaleInterpolant = this._timeScaleInterpolant;
  38531. if ( timeScaleInterpolant !== null ) {
  38532. this._timeScaleInterpolant = null;
  38533. this._mixer._takeBackControlInterpolant( timeScaleInterpolant );
  38534. }
  38535. return this;
  38536. }
  38537. /**
  38538. * Returns the animation mixer of this animation action.
  38539. *
  38540. * @return {AnimationMixer} The animation mixer.
  38541. */
  38542. getMixer() {
  38543. return this._mixer;
  38544. }
  38545. /**
  38546. * Returns the animation clip of this animation action.
  38547. *
  38548. * @return {AnimationClip} The animation clip.
  38549. */
  38550. getClip() {
  38551. return this._clip;
  38552. }
  38553. /**
  38554. * Returns the root object of this animation action.
  38555. *
  38556. * @return {Object3D} The root object.
  38557. */
  38558. getRoot() {
  38559. return this._localRoot || this._mixer._root;
  38560. }
  38561. // Interna
  38562. _update( time, deltaTime, timeDirection, accuIndex ) {
  38563. // called by the mixer
  38564. if ( ! this.enabled ) {
  38565. // call ._updateWeight() to update ._effectiveWeight
  38566. this._updateWeight( time );
  38567. return;
  38568. }
  38569. const startTime = this._startTime;
  38570. if ( startTime !== null ) {
  38571. // check for scheduled start of action
  38572. const timeRunning = ( time - startTime ) * timeDirection;
  38573. if ( timeRunning < 0 || timeDirection === 0 ) {
  38574. deltaTime = 0;
  38575. } else {
  38576. this._startTime = null; // unschedule
  38577. deltaTime = timeDirection * timeRunning;
  38578. }
  38579. }
  38580. // apply time scale and advance time
  38581. deltaTime *= this._updateTimeScale( time );
  38582. const clipTime = this._updateTime( deltaTime );
  38583. // note: _updateTime may disable the action resulting in
  38584. // an effective weight of 0
  38585. const weight = this._updateWeight( time );
  38586. if ( weight > 0 ) {
  38587. const interpolants = this._interpolants;
  38588. const propertyMixers = this._propertyBindings;
  38589. switch ( this.blendMode ) {
  38590. case AdditiveAnimationBlendMode:
  38591. for ( let j = 0, m = interpolants.length; j !== m; ++ j ) {
  38592. interpolants[ j ].evaluate( clipTime );
  38593. propertyMixers[ j ].accumulateAdditive( weight );
  38594. }
  38595. break;
  38596. case NormalAnimationBlendMode:
  38597. default:
  38598. for ( let j = 0, m = interpolants.length; j !== m; ++ j ) {
  38599. interpolants[ j ].evaluate( clipTime );
  38600. propertyMixers[ j ].accumulate( accuIndex, weight );
  38601. }
  38602. }
  38603. }
  38604. }
  38605. _updateWeight( time ) {
  38606. let weight = 0;
  38607. if ( this.enabled ) {
  38608. weight = this.weight;
  38609. const interpolant = this._weightInterpolant;
  38610. if ( interpolant !== null ) {
  38611. const interpolantValue = interpolant.evaluate( time )[ 0 ];
  38612. weight *= interpolantValue;
  38613. if ( time > interpolant.parameterPositions[ 1 ] ) {
  38614. this.stopFading();
  38615. if ( interpolantValue === 0 ) {
  38616. // faded out, disable
  38617. this.enabled = false;
  38618. }
  38619. }
  38620. }
  38621. }
  38622. this._effectiveWeight = weight;
  38623. return weight;
  38624. }
  38625. _updateTimeScale( time ) {
  38626. let timeScale = 0;
  38627. if ( ! this.paused ) {
  38628. timeScale = this.timeScale;
  38629. const interpolant = this._timeScaleInterpolant;
  38630. if ( interpolant !== null ) {
  38631. const interpolantValue = interpolant.evaluate( time )[ 0 ];
  38632. timeScale *= interpolantValue;
  38633. if ( time > interpolant.parameterPositions[ 1 ] ) {
  38634. this.stopWarping();
  38635. if ( timeScale === 0 ) {
  38636. // motion has halted, pause
  38637. this.paused = true;
  38638. } else {
  38639. // warp done - apply final time scale
  38640. this.timeScale = timeScale;
  38641. }
  38642. }
  38643. }
  38644. }
  38645. this._effectiveTimeScale = timeScale;
  38646. return timeScale;
  38647. }
  38648. _updateTime( deltaTime ) {
  38649. const duration = this._clip.duration;
  38650. const loop = this.loop;
  38651. let time = this.time + deltaTime;
  38652. let loopCount = this._loopCount;
  38653. const pingPong = ( loop === LoopPingPong );
  38654. if ( deltaTime === 0 ) {
  38655. if ( loopCount === -1 ) return time;
  38656. return ( pingPong && ( loopCount & 1 ) === 1 ) ? duration - time : time;
  38657. }
  38658. if ( loop === LoopOnce ) {
  38659. if ( loopCount === -1 ) {
  38660. // just started
  38661. this._loopCount = 0;
  38662. this._setEndings( true, true, false );
  38663. }
  38664. handle_stop: {
  38665. if ( time >= duration ) {
  38666. time = duration;
  38667. } else if ( time < 0 ) {
  38668. time = 0;
  38669. } else {
  38670. this.time = time;
  38671. break handle_stop;
  38672. }
  38673. if ( this.clampWhenFinished ) this.paused = true;
  38674. else this.enabled = false;
  38675. this.time = time;
  38676. this._mixer.dispatchEvent( {
  38677. type: 'finished', action: this,
  38678. direction: deltaTime < 0 ? -1 : 1
  38679. } );
  38680. }
  38681. } else { // repetitive Repeat or PingPong
  38682. if ( loopCount === -1 ) {
  38683. // just started
  38684. if ( deltaTime >= 0 ) {
  38685. loopCount = 0;
  38686. this._setEndings( true, this.repetitions === 0, pingPong );
  38687. } else {
  38688. // when looping in reverse direction, the initial
  38689. // transition through zero counts as a repetition,
  38690. // so leave loopCount at -1
  38691. this._setEndings( this.repetitions === 0, true, pingPong );
  38692. }
  38693. }
  38694. if ( time >= duration || time < 0 ) {
  38695. // wrap around
  38696. const loopDelta = Math.floor( time / duration ); // signed
  38697. time -= duration * loopDelta;
  38698. loopCount += Math.abs( loopDelta );
  38699. const pending = this.repetitions - loopCount;
  38700. if ( pending <= 0 ) {
  38701. // have to stop (switch state, clamp time, fire event)
  38702. if ( this.clampWhenFinished ) this.paused = true;
  38703. else this.enabled = false;
  38704. time = deltaTime > 0 ? duration : 0;
  38705. this.time = time;
  38706. this._mixer.dispatchEvent( {
  38707. type: 'finished', action: this,
  38708. direction: deltaTime > 0 ? 1 : -1
  38709. } );
  38710. } else {
  38711. // keep running
  38712. if ( pending === 1 ) {
  38713. // entering the last round
  38714. const atStart = deltaTime < 0;
  38715. this._setEndings( atStart, ! atStart, pingPong );
  38716. } else {
  38717. this._setEndings( false, false, pingPong );
  38718. }
  38719. this._loopCount = loopCount;
  38720. this.time = time;
  38721. this._mixer.dispatchEvent( {
  38722. type: 'loop', action: this, loopDelta: loopDelta
  38723. } );
  38724. }
  38725. } else {
  38726. this.time = time;
  38727. }
  38728. if ( pingPong && ( loopCount & 1 ) === 1 ) {
  38729. // invert time for the "pong round"
  38730. return duration - time;
  38731. }
  38732. }
  38733. return time;
  38734. }
  38735. _setEndings( atStart, atEnd, pingPong ) {
  38736. const settings = this._interpolantSettings;
  38737. if ( pingPong ) {
  38738. settings.endingStart = ZeroSlopeEnding;
  38739. settings.endingEnd = ZeroSlopeEnding;
  38740. } else {
  38741. // assuming for LoopOnce atStart == atEnd == true
  38742. if ( atStart ) {
  38743. settings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding;
  38744. } else {
  38745. settings.endingStart = WrapAroundEnding;
  38746. }
  38747. if ( atEnd ) {
  38748. settings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding;
  38749. } else {
  38750. settings.endingEnd = WrapAroundEnding;
  38751. }
  38752. }
  38753. }
  38754. _scheduleFading( duration, weightNow, weightThen ) {
  38755. const mixer = this._mixer, now = mixer.time;
  38756. let interpolant = this._weightInterpolant;
  38757. if ( interpolant === null ) {
  38758. interpolant = mixer._lendControlInterpolant();
  38759. this._weightInterpolant = interpolant;
  38760. }
  38761. const times = interpolant.parameterPositions,
  38762. values = interpolant.sampleValues;
  38763. times[ 0 ] = now;
  38764. values[ 0 ] = weightNow;
  38765. times[ 1 ] = now + duration;
  38766. values[ 1 ] = weightThen;
  38767. return this;
  38768. }
  38769. }
  38770. const _controlInterpolantsResultBuffer = new Float32Array( 1 );
  38771. /**
  38772. * `AnimationMixer` is a player for animations on a particular object in
  38773. * the scene. When multiple objects in the scene are animated independently,
  38774. * one `AnimationMixer` may be used for each object.
  38775. */
  38776. class AnimationMixer extends EventDispatcher {
  38777. /**
  38778. * Constructs a new animation mixer.
  38779. *
  38780. * @param {Object3D} root - The object whose animations shall be played by this mixer.
  38781. */
  38782. constructor( root ) {
  38783. super();
  38784. this._root = root;
  38785. this._initMemoryManager();
  38786. this._accuIndex = 0;
  38787. /**
  38788. * The global mixer time (in seconds; starting with `0` on the mixer's creation).
  38789. *
  38790. * @type {number}
  38791. * @default 0
  38792. */
  38793. this.time = 0;
  38794. /**
  38795. * A scaling factor for the global time.
  38796. *
  38797. * Note: Setting this member to `0` and later back to `1` is a
  38798. * possibility to pause/unpause all actions that are controlled by this
  38799. * mixer.
  38800. *
  38801. * @type {number}
  38802. * @default 1
  38803. */
  38804. this.timeScale = 1.0;
  38805. }
  38806. _bindAction( action, prototypeAction ) {
  38807. const root = action._localRoot || this._root,
  38808. tracks = action._clip.tracks,
  38809. nTracks = tracks.length,
  38810. bindings = action._propertyBindings,
  38811. interpolants = action._interpolants,
  38812. rootUuid = root.uuid,
  38813. bindingsByRoot = this._bindingsByRootAndName;
  38814. let bindingsByName = bindingsByRoot[ rootUuid ];
  38815. if ( bindingsByName === undefined ) {
  38816. bindingsByName = {};
  38817. bindingsByRoot[ rootUuid ] = bindingsByName;
  38818. }
  38819. for ( let i = 0; i !== nTracks; ++ i ) {
  38820. const track = tracks[ i ],
  38821. trackName = track.name;
  38822. let binding = bindingsByName[ trackName ];
  38823. if ( binding !== undefined ) {
  38824. ++ binding.referenceCount;
  38825. bindings[ i ] = binding;
  38826. } else {
  38827. binding = bindings[ i ];
  38828. if ( binding !== undefined ) {
  38829. // existing binding, make sure the cache knows
  38830. if ( binding._cacheIndex === null ) {
  38831. ++ binding.referenceCount;
  38832. this._addInactiveBinding( binding, rootUuid, trackName );
  38833. }
  38834. continue;
  38835. }
  38836. const path = prototypeAction && prototypeAction.
  38837. _propertyBindings[ i ].binding.parsedPath;
  38838. binding = new PropertyMixer(
  38839. PropertyBinding.create( root, trackName, path ),
  38840. track.ValueTypeName, track.getValueSize() );
  38841. ++ binding.referenceCount;
  38842. this._addInactiveBinding( binding, rootUuid, trackName );
  38843. bindings[ i ] = binding;
  38844. }
  38845. interpolants[ i ].resultBuffer = binding.buffer;
  38846. }
  38847. }
  38848. _activateAction( action ) {
  38849. if ( ! this._isActiveAction( action ) ) {
  38850. if ( action._cacheIndex === null ) {
  38851. // this action has been forgotten by the cache, but the user
  38852. // appears to be still using it -> rebind
  38853. const rootUuid = ( action._localRoot || this._root ).uuid,
  38854. clipUuid = action._clip.uuid,
  38855. actionsForClip = this._actionsByClip[ clipUuid ];
  38856. this._bindAction( action,
  38857. actionsForClip && actionsForClip.knownActions[ 0 ] );
  38858. this._addInactiveAction( action, clipUuid, rootUuid );
  38859. }
  38860. const bindings = action._propertyBindings;
  38861. // increment reference counts / sort out state
  38862. for ( let i = 0, n = bindings.length; i !== n; ++ i ) {
  38863. const binding = bindings[ i ];
  38864. if ( binding.useCount ++ === 0 ) {
  38865. this._lendBinding( binding );
  38866. binding.saveOriginalState();
  38867. }
  38868. }
  38869. this._lendAction( action );
  38870. }
  38871. }
  38872. _deactivateAction( action ) {
  38873. if ( this._isActiveAction( action ) ) {
  38874. const bindings = action._propertyBindings;
  38875. // decrement reference counts / sort out state
  38876. for ( let i = 0, n = bindings.length; i !== n; ++ i ) {
  38877. const binding = bindings[ i ];
  38878. if ( -- binding.useCount === 0 ) {
  38879. binding.restoreOriginalState();
  38880. this._takeBackBinding( binding );
  38881. }
  38882. }
  38883. this._takeBackAction( action );
  38884. }
  38885. }
  38886. // Memory manager
  38887. _initMemoryManager() {
  38888. this._actions = []; // 'nActiveActions' followed by inactive ones
  38889. this._nActiveActions = 0;
  38890. this._actionsByClip = {};
  38891. // inside:
  38892. // {
  38893. // knownActions: Array< AnimationAction > - used as prototypes
  38894. // actionByRoot: AnimationAction - lookup
  38895. // }
  38896. this._bindings = []; // 'nActiveBindings' followed by inactive ones
  38897. this._nActiveBindings = 0;
  38898. this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer >
  38899. this._controlInterpolants = []; // same game as above
  38900. this._nActiveControlInterpolants = 0;
  38901. const scope = this;
  38902. this.stats = {
  38903. actions: {
  38904. get total() {
  38905. return scope._actions.length;
  38906. },
  38907. get inUse() {
  38908. return scope._nActiveActions;
  38909. }
  38910. },
  38911. bindings: {
  38912. get total() {
  38913. return scope._bindings.length;
  38914. },
  38915. get inUse() {
  38916. return scope._nActiveBindings;
  38917. }
  38918. },
  38919. controlInterpolants: {
  38920. get total() {
  38921. return scope._controlInterpolants.length;
  38922. },
  38923. get inUse() {
  38924. return scope._nActiveControlInterpolants;
  38925. }
  38926. }
  38927. };
  38928. }
  38929. // Memory management for AnimationAction objects
  38930. _isActiveAction( action ) {
  38931. const index = action._cacheIndex;
  38932. return index !== null && index < this._nActiveActions;
  38933. }
  38934. _addInactiveAction( action, clipUuid, rootUuid ) {
  38935. const actions = this._actions,
  38936. actionsByClip = this._actionsByClip;
  38937. let actionsForClip = actionsByClip[ clipUuid ];
  38938. if ( actionsForClip === undefined ) {
  38939. actionsForClip = {
  38940. knownActions: [ action ],
  38941. actionByRoot: {}
  38942. };
  38943. action._byClipCacheIndex = 0;
  38944. actionsByClip[ clipUuid ] = actionsForClip;
  38945. } else {
  38946. const knownActions = actionsForClip.knownActions;
  38947. action._byClipCacheIndex = knownActions.length;
  38948. knownActions.push( action );
  38949. }
  38950. action._cacheIndex = actions.length;
  38951. actions.push( action );
  38952. actionsForClip.actionByRoot[ rootUuid ] = action;
  38953. }
  38954. _removeInactiveAction( action ) {
  38955. const actions = this._actions,
  38956. lastInactiveAction = actions[ actions.length - 1 ],
  38957. cacheIndex = action._cacheIndex;
  38958. lastInactiveAction._cacheIndex = cacheIndex;
  38959. actions[ cacheIndex ] = lastInactiveAction;
  38960. actions.pop();
  38961. action._cacheIndex = null;
  38962. const clipUuid = action._clip.uuid,
  38963. actionsByClip = this._actionsByClip,
  38964. actionsForClip = actionsByClip[ clipUuid ],
  38965. knownActionsForClip = actionsForClip.knownActions,
  38966. lastKnownAction =
  38967. knownActionsForClip[ knownActionsForClip.length - 1 ],
  38968. byClipCacheIndex = action._byClipCacheIndex;
  38969. lastKnownAction._byClipCacheIndex = byClipCacheIndex;
  38970. knownActionsForClip[ byClipCacheIndex ] = lastKnownAction;
  38971. knownActionsForClip.pop();
  38972. action._byClipCacheIndex = null;
  38973. const actionByRoot = actionsForClip.actionByRoot,
  38974. rootUuid = ( action._localRoot || this._root ).uuid;
  38975. delete actionByRoot[ rootUuid ];
  38976. if ( knownActionsForClip.length === 0 ) {
  38977. delete actionsByClip[ clipUuid ];
  38978. }
  38979. this._removeInactiveBindingsForAction( action );
  38980. }
  38981. _removeInactiveBindingsForAction( action ) {
  38982. const bindings = action._propertyBindings;
  38983. for ( let i = 0, n = bindings.length; i !== n; ++ i ) {
  38984. const binding = bindings[ i ];
  38985. if ( -- binding.referenceCount === 0 ) {
  38986. this._removeInactiveBinding( binding );
  38987. }
  38988. }
  38989. }
  38990. _lendAction( action ) {
  38991. // [ active actions | inactive actions ]
  38992. // [ active actions >| inactive actions ]
  38993. // s a
  38994. // <-swap->
  38995. // a s
  38996. const actions = this._actions,
  38997. prevIndex = action._cacheIndex,
  38998. lastActiveIndex = this._nActiveActions ++,
  38999. firstInactiveAction = actions[ lastActiveIndex ];
  39000. action._cacheIndex = lastActiveIndex;
  39001. actions[ lastActiveIndex ] = action;
  39002. firstInactiveAction._cacheIndex = prevIndex;
  39003. actions[ prevIndex ] = firstInactiveAction;
  39004. }
  39005. _takeBackAction( action ) {
  39006. // [ active actions | inactive actions ]
  39007. // [ active actions |< inactive actions ]
  39008. // a s
  39009. // <-swap->
  39010. // s a
  39011. const actions = this._actions,
  39012. prevIndex = action._cacheIndex,
  39013. firstInactiveIndex = -- this._nActiveActions,
  39014. lastActiveAction = actions[ firstInactiveIndex ];
  39015. action._cacheIndex = firstInactiveIndex;
  39016. actions[ firstInactiveIndex ] = action;
  39017. lastActiveAction._cacheIndex = prevIndex;
  39018. actions[ prevIndex ] = lastActiveAction;
  39019. }
  39020. // Memory management for PropertyMixer objects
  39021. _addInactiveBinding( binding, rootUuid, trackName ) {
  39022. const bindingsByRoot = this._bindingsByRootAndName,
  39023. bindings = this._bindings;
  39024. let bindingByName = bindingsByRoot[ rootUuid ];
  39025. if ( bindingByName === undefined ) {
  39026. bindingByName = {};
  39027. bindingsByRoot[ rootUuid ] = bindingByName;
  39028. }
  39029. bindingByName[ trackName ] = binding;
  39030. binding._cacheIndex = bindings.length;
  39031. bindings.push( binding );
  39032. }
  39033. _removeInactiveBinding( binding ) {
  39034. const bindings = this._bindings,
  39035. propBinding = binding.binding,
  39036. rootUuid = propBinding.rootNode.uuid,
  39037. trackName = propBinding.path,
  39038. bindingsByRoot = this._bindingsByRootAndName,
  39039. bindingByName = bindingsByRoot[ rootUuid ],
  39040. lastInactiveBinding = bindings[ bindings.length - 1 ],
  39041. cacheIndex = binding._cacheIndex;
  39042. lastInactiveBinding._cacheIndex = cacheIndex;
  39043. bindings[ cacheIndex ] = lastInactiveBinding;
  39044. bindings.pop();
  39045. delete bindingByName[ trackName ];
  39046. if ( Object.keys( bindingByName ).length === 0 ) {
  39047. delete bindingsByRoot[ rootUuid ];
  39048. }
  39049. }
  39050. _lendBinding( binding ) {
  39051. const bindings = this._bindings,
  39052. prevIndex = binding._cacheIndex,
  39053. lastActiveIndex = this._nActiveBindings ++,
  39054. firstInactiveBinding = bindings[ lastActiveIndex ];
  39055. binding._cacheIndex = lastActiveIndex;
  39056. bindings[ lastActiveIndex ] = binding;
  39057. firstInactiveBinding._cacheIndex = prevIndex;
  39058. bindings[ prevIndex ] = firstInactiveBinding;
  39059. }
  39060. _takeBackBinding( binding ) {
  39061. const bindings = this._bindings,
  39062. prevIndex = binding._cacheIndex,
  39063. firstInactiveIndex = -- this._nActiveBindings,
  39064. lastActiveBinding = bindings[ firstInactiveIndex ];
  39065. binding._cacheIndex = firstInactiveIndex;
  39066. bindings[ firstInactiveIndex ] = binding;
  39067. lastActiveBinding._cacheIndex = prevIndex;
  39068. bindings[ prevIndex ] = lastActiveBinding;
  39069. }
  39070. // Memory management of Interpolants for weight and time scale
  39071. _lendControlInterpolant() {
  39072. const interpolants = this._controlInterpolants,
  39073. lastActiveIndex = this._nActiveControlInterpolants ++;
  39074. let interpolant = interpolants[ lastActiveIndex ];
  39075. if ( interpolant === undefined ) {
  39076. interpolant = new LinearInterpolant(
  39077. new Float32Array( 2 ), new Float32Array( 2 ),
  39078. 1, _controlInterpolantsResultBuffer );
  39079. interpolant.__cacheIndex = lastActiveIndex;
  39080. interpolants[ lastActiveIndex ] = interpolant;
  39081. }
  39082. return interpolant;
  39083. }
  39084. _takeBackControlInterpolant( interpolant ) {
  39085. const interpolants = this._controlInterpolants,
  39086. prevIndex = interpolant.__cacheIndex,
  39087. firstInactiveIndex = -- this._nActiveControlInterpolants,
  39088. lastActiveInterpolant = interpolants[ firstInactiveIndex ];
  39089. interpolant.__cacheIndex = firstInactiveIndex;
  39090. interpolants[ firstInactiveIndex ] = interpolant;
  39091. lastActiveInterpolant.__cacheIndex = prevIndex;
  39092. interpolants[ prevIndex ] = lastActiveInterpolant;
  39093. }
  39094. /**
  39095. * Returns an instance of {@link AnimationAction} for the passed clip.
  39096. *
  39097. * If an action fitting the clip and root parameters doesn't yet exist, it
  39098. * will be created by this method. Calling this method several times with the
  39099. * same clip and root parameters always returns the same action.
  39100. *
  39101. * @param {AnimationClip|string} clip - An animation clip or alternatively the name of the animation clip.
  39102. * @param {Object3D} [optionalRoot] - An alternative root object.
  39103. * @param {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)} [blendMode] - The blend mode.
  39104. * @return {?AnimationAction} The animation action.
  39105. */
  39106. clipAction( clip, optionalRoot, blendMode ) {
  39107. const root = optionalRoot || this._root,
  39108. rootUuid = root.uuid;
  39109. let clipObject = typeof clip === 'string' ? AnimationClip.findByName( root, clip ) : clip;
  39110. const clipUuid = clipObject !== null ? clipObject.uuid : clip;
  39111. const actionsForClip = this._actionsByClip[ clipUuid ];
  39112. let prototypeAction = null;
  39113. if ( blendMode === undefined ) {
  39114. if ( clipObject !== null ) {
  39115. blendMode = clipObject.blendMode;
  39116. } else {
  39117. blendMode = NormalAnimationBlendMode;
  39118. }
  39119. }
  39120. if ( actionsForClip !== undefined ) {
  39121. const existingAction = actionsForClip.actionByRoot[ rootUuid ];
  39122. if ( existingAction !== undefined && existingAction.blendMode === blendMode ) {
  39123. return existingAction;
  39124. }
  39125. // we know the clip, so we don't have to parse all
  39126. // the bindings again but can just copy
  39127. prototypeAction = actionsForClip.knownActions[ 0 ];
  39128. // also, take the clip from the prototype action
  39129. if ( clipObject === null )
  39130. clipObject = prototypeAction._clip;
  39131. }
  39132. // clip must be known when specified via string
  39133. if ( clipObject === null ) return null;
  39134. // allocate all resources required to run it
  39135. const newAction = new AnimationAction( this, clipObject, optionalRoot, blendMode );
  39136. this._bindAction( newAction, prototypeAction );
  39137. // and make the action known to the memory manager
  39138. this._addInactiveAction( newAction, clipUuid, rootUuid );
  39139. return newAction;
  39140. }
  39141. /**
  39142. * Returns an existing animation action for the passed clip.
  39143. *
  39144. * @param {AnimationClip|string} clip - An animation clip or alternatively the name of the animation clip.
  39145. * @param {Object3D} [optionalRoot] - An alternative root object.
  39146. * @return {?AnimationAction} The animation action. Returns `null` if no action was found.
  39147. */
  39148. existingAction( clip, optionalRoot ) {
  39149. const root = optionalRoot || this._root,
  39150. rootUuid = root.uuid,
  39151. clipObject = typeof clip === 'string' ?
  39152. AnimationClip.findByName( root, clip ) : clip,
  39153. clipUuid = clipObject ? clipObject.uuid : clip,
  39154. actionsForClip = this._actionsByClip[ clipUuid ];
  39155. if ( actionsForClip !== undefined ) {
  39156. return actionsForClip.actionByRoot[ rootUuid ] || null;
  39157. }
  39158. return null;
  39159. }
  39160. /**
  39161. * Deactivates all previously scheduled actions on this mixer.
  39162. *
  39163. * @return {AnimationMixer} A reference to this animation mixer.
  39164. */
  39165. stopAllAction() {
  39166. const actions = this._actions,
  39167. nActions = this._nActiveActions;
  39168. for ( let i = nActions - 1; i >= 0; -- i ) {
  39169. actions[ i ].stop();
  39170. }
  39171. return this;
  39172. }
  39173. /**
  39174. * Advances the global mixer time and updates the animation.
  39175. *
  39176. * This is usually done in the render loop by passing the delta
  39177. * time from {@link Clock} or {@link Timer}.
  39178. *
  39179. * @param {number} deltaTime - The delta time in seconds.
  39180. * @return {AnimationMixer} A reference to this animation mixer.
  39181. */
  39182. update( deltaTime ) {
  39183. deltaTime *= this.timeScale;
  39184. const actions = this._actions,
  39185. nActions = this._nActiveActions,
  39186. time = this.time += deltaTime,
  39187. timeDirection = Math.sign( deltaTime ),
  39188. accuIndex = this._accuIndex ^= 1;
  39189. // run active actions
  39190. for ( let i = 0; i !== nActions; ++ i ) {
  39191. const action = actions[ i ];
  39192. action._update( time, deltaTime, timeDirection, accuIndex );
  39193. }
  39194. // update scene graph
  39195. const bindings = this._bindings,
  39196. nBindings = this._nActiveBindings;
  39197. for ( let i = 0; i !== nBindings; ++ i ) {
  39198. bindings[ i ].apply( accuIndex );
  39199. }
  39200. return this;
  39201. }
  39202. /**
  39203. * Sets the global mixer to a specific time and updates the animation accordingly.
  39204. *
  39205. * This is useful when you need to jump to an exact time in an animation. The
  39206. * input parameter will be scaled by {@link AnimationMixer#timeScale}
  39207. *
  39208. * @param {number} time - The time to set in seconds.
  39209. * @return {AnimationMixer} A reference to this animation mixer.
  39210. */
  39211. setTime( time ) {
  39212. this.time = 0; // Zero out time attribute for AnimationMixer object;
  39213. for ( let i = 0; i < this._actions.length; i ++ ) {
  39214. this._actions[ i ].time = 0; // Zero out time attribute for all associated AnimationAction objects.
  39215. }
  39216. return this.update( time ); // Update used to set exact time. Returns "this" AnimationMixer object.
  39217. }
  39218. /**
  39219. * Returns this mixer's root object.
  39220. *
  39221. * @return {Object3D} The mixer's root object.
  39222. */
  39223. getRoot() {
  39224. return this._root;
  39225. }
  39226. /**
  39227. * Deallocates all memory resources for a clip. Before using this method make
  39228. * sure to call {@link AnimationAction#stop} for all related actions.
  39229. *
  39230. * @param {AnimationClip} clip - The clip to uncache.
  39231. */
  39232. uncacheClip( clip ) {
  39233. const actions = this._actions,
  39234. clipUuid = clip.uuid,
  39235. actionsByClip = this._actionsByClip,
  39236. actionsForClip = actionsByClip[ clipUuid ];
  39237. if ( actionsForClip !== undefined ) {
  39238. // note: just calling _removeInactiveAction would mess up the
  39239. // iteration state and also require updating the state we can
  39240. // just throw away
  39241. const actionsToRemove = actionsForClip.knownActions;
  39242. for ( let i = 0, n = actionsToRemove.length; i !== n; ++ i ) {
  39243. const action = actionsToRemove[ i ];
  39244. this._deactivateAction( action );
  39245. const cacheIndex = action._cacheIndex,
  39246. lastInactiveAction = actions[ actions.length - 1 ];
  39247. action._cacheIndex = null;
  39248. action._byClipCacheIndex = null;
  39249. lastInactiveAction._cacheIndex = cacheIndex;
  39250. actions[ cacheIndex ] = lastInactiveAction;
  39251. actions.pop();
  39252. this._removeInactiveBindingsForAction( action );
  39253. }
  39254. delete actionsByClip[ clipUuid ];
  39255. }
  39256. }
  39257. /**
  39258. * Deallocates all memory resources for a root object. Before using this
  39259. * method make sure to call {@link AnimationAction#stop} for all related
  39260. * actions or alternatively {@link AnimationMixer#stopAllAction} when the
  39261. * mixer operates on a single root.
  39262. *
  39263. * @param {Object3D} root - The root object to uncache.
  39264. */
  39265. uncacheRoot( root ) {
  39266. const rootUuid = root.uuid,
  39267. actionsByClip = this._actionsByClip;
  39268. for ( const clipUuid in actionsByClip ) {
  39269. const actionByRoot = actionsByClip[ clipUuid ].actionByRoot,
  39270. action = actionByRoot[ rootUuid ];
  39271. if ( action !== undefined ) {
  39272. this._deactivateAction( action );
  39273. this._removeInactiveAction( action );
  39274. }
  39275. }
  39276. const bindingsByRoot = this._bindingsByRootAndName,
  39277. bindingByName = bindingsByRoot[ rootUuid ];
  39278. if ( bindingByName !== undefined ) {
  39279. for ( const trackName in bindingByName ) {
  39280. const binding = bindingByName[ trackName ];
  39281. binding.restoreOriginalState();
  39282. this._removeInactiveBinding( binding );
  39283. }
  39284. }
  39285. }
  39286. /**
  39287. * Deallocates all memory resources for an action. The action is identified by the
  39288. * given clip and an optional root object. Before using this method make
  39289. * sure to call {@link AnimationAction#stop} to deactivate the action.
  39290. *
  39291. * @param {AnimationClip|string} clip - An animation clip or alternatively the name of the animation clip.
  39292. * @param {Object3D} [optionalRoot] - An alternative root object.
  39293. */
  39294. uncacheAction( clip, optionalRoot ) {
  39295. const action = this.existingAction( clip, optionalRoot );
  39296. if ( action !== null ) {
  39297. this._deactivateAction( action );
  39298. this._removeInactiveAction( action );
  39299. }
  39300. }
  39301. }
  39302. /**
  39303. * Represents a 3D render target.
  39304. *
  39305. * @augments RenderTarget
  39306. */
  39307. class RenderTarget3D extends RenderTarget {
  39308. /**
  39309. * Constructs a new 3D render target.
  39310. *
  39311. * @param {number} [width=1] - The width of the render target.
  39312. * @param {number} [height=1] - The height of the render target.
  39313. * @param {number} [depth=1] - The height of the render target.
  39314. * @param {RenderTarget~Options} [options] - The configuration object.
  39315. */
  39316. constructor( width = 1, height = 1, depth = 1, options = {} ) {
  39317. super( width, height, options );
  39318. /**
  39319. * This flag can be used for type testing.
  39320. *
  39321. * @type {boolean}
  39322. * @readonly
  39323. * @default true
  39324. */
  39325. this.isRenderTarget3D = true;
  39326. this.depth = depth;
  39327. /**
  39328. * Overwritten with a different texture type.
  39329. *
  39330. * @type {Data3DTexture}
  39331. */
  39332. this.texture = new Data3DTexture( null, width, height, depth );
  39333. this._setTextureOptions( options );
  39334. this.texture.isRenderTargetTexture = true;
  39335. }
  39336. }
  39337. /**
  39338. * Represents a uniform which is a global shader variable. They are passed to shader programs.
  39339. *
  39340. * When declaring a uniform of a {@link ShaderMaterial}, it is declared by value or by object.
  39341. * ```js
  39342. * uniforms: {
  39343. * time: { value: 1.0 },
  39344. * resolution: new Uniform( new Vector2() )
  39345. * };
  39346. * ```
  39347. * Since this class can only be used in context of {@link ShaderMaterial}, it is only supported
  39348. * in {@link WebGLRenderer}.
  39349. */
  39350. class Uniform {
  39351. /**
  39352. * Constructs a new uniform.
  39353. *
  39354. * @param {any} value - The uniform value.
  39355. */
  39356. constructor( value ) {
  39357. /**
  39358. * The uniform value.
  39359. *
  39360. * @type {any}
  39361. */
  39362. this.value = value;
  39363. }
  39364. /**
  39365. * Returns a new uniform with copied values from this instance.
  39366. * If the value has a `clone()` method, the value is cloned as well.
  39367. *
  39368. * @return {Uniform} A clone of this instance.
  39369. */
  39370. clone() {
  39371. return new Uniform( this.value.clone === undefined ? this.value : this.value.clone() );
  39372. }
  39373. }
  39374. let _id = 0;
  39375. /**
  39376. * A class for managing multiple uniforms in a single group. The renderer will process
  39377. * such a definition as a single UBO.
  39378. *
  39379. * Since this class can only be used in context of {@link ShaderMaterial}, it is only supported
  39380. * in {@link WebGLRenderer}.
  39381. *
  39382. * @augments EventDispatcher
  39383. */
  39384. class UniformsGroup extends EventDispatcher {
  39385. /**
  39386. * Constructs a new uniforms group.
  39387. */
  39388. constructor() {
  39389. super();
  39390. /**
  39391. * This flag can be used for type testing.
  39392. *
  39393. * @type {boolean}
  39394. * @readonly
  39395. * @default true
  39396. */
  39397. this.isUniformsGroup = true;
  39398. /**
  39399. * The ID of the 3D object.
  39400. *
  39401. * @name UniformsGroup#id
  39402. * @type {number}
  39403. * @readonly
  39404. */
  39405. Object.defineProperty( this, 'id', { value: _id ++ } );
  39406. /**
  39407. * The name of the uniforms group.
  39408. *
  39409. * @type {string}
  39410. */
  39411. this.name = '';
  39412. /**
  39413. * The buffer usage.
  39414. *
  39415. * @type {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)}
  39416. * @default StaticDrawUsage
  39417. */
  39418. this.usage = StaticDrawUsage;
  39419. /**
  39420. * An array holding the uniforms.
  39421. *
  39422. * @type {Array<Uniform>}
  39423. */
  39424. this.uniforms = [];
  39425. }
  39426. /**
  39427. * Adds the given uniform to this uniforms group.
  39428. *
  39429. * @param {Uniform} uniform - The uniform to add.
  39430. * @return {UniformsGroup} A reference to this uniforms group.
  39431. */
  39432. add( uniform ) {
  39433. this.uniforms.push( uniform );
  39434. return this;
  39435. }
  39436. /**
  39437. * Removes the given uniform from this uniforms group.
  39438. *
  39439. * @param {Uniform} uniform - The uniform to remove.
  39440. * @return {UniformsGroup} A reference to this uniforms group.
  39441. */
  39442. remove( uniform ) {
  39443. const index = this.uniforms.indexOf( uniform );
  39444. if ( index !== -1 ) this.uniforms.splice( index, 1 );
  39445. return this;
  39446. }
  39447. /**
  39448. * Sets the name of this uniforms group.
  39449. *
  39450. * @param {string} name - The name to set.
  39451. * @return {UniformsGroup} A reference to this uniforms group.
  39452. */
  39453. setName( name ) {
  39454. this.name = name;
  39455. return this;
  39456. }
  39457. /**
  39458. * Sets the usage of this uniforms group.
  39459. *
  39460. * @param {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)} value - The usage to set.
  39461. * @return {UniformsGroup} A reference to this uniforms group.
  39462. */
  39463. setUsage( value ) {
  39464. this.usage = value;
  39465. return this;
  39466. }
  39467. /**
  39468. * Frees the GPU-related resources allocated by this instance. Call this
  39469. * method whenever this instance is no longer used in your app.
  39470. *
  39471. * @fires Texture#dispose
  39472. */
  39473. dispose() {
  39474. this.dispatchEvent( { type: 'dispose' } );
  39475. }
  39476. /**
  39477. * Copies the values of the given uniforms group to this instance.
  39478. *
  39479. * @param {UniformsGroup} source - The uniforms group to copy.
  39480. * @return {UniformsGroup} A reference to this uniforms group.
  39481. */
  39482. copy( source ) {
  39483. this.name = source.name;
  39484. this.usage = source.usage;
  39485. const uniformsSource = source.uniforms;
  39486. this.uniforms.length = 0;
  39487. for ( let i = 0, l = uniformsSource.length; i < l; i ++ ) {
  39488. const uniforms = Array.isArray( uniformsSource[ i ] ) ? uniformsSource[ i ] : [ uniformsSource[ i ] ];
  39489. for ( let j = 0; j < uniforms.length; j ++ ) {
  39490. this.uniforms.push( uniforms[ j ].clone() );
  39491. }
  39492. }
  39493. return this;
  39494. }
  39495. /**
  39496. * Returns a new uniforms group with copied values from this instance.
  39497. *
  39498. * @return {UniformsGroup} A clone of this instance.
  39499. */
  39500. clone() {
  39501. return new this.constructor().copy( this );
  39502. }
  39503. }
  39504. /**
  39505. * An instanced version of an interleaved buffer.
  39506. *
  39507. * @augments InterleavedBuffer
  39508. */
  39509. class InstancedInterleavedBuffer extends InterleavedBuffer {
  39510. /**
  39511. * Constructs a new instanced interleaved buffer.
  39512. *
  39513. * @param {TypedArray} array - A typed array with a shared buffer storing attribute data.
  39514. * @param {number} stride - The number of typed-array elements per vertex.
  39515. * @param {number} [meshPerAttribute=1] - Defines how often a value of this interleaved buffer should be repeated.
  39516. */
  39517. constructor( array, stride, meshPerAttribute = 1 ) {
  39518. super( array, stride );
  39519. /**
  39520. * This flag can be used for type testing.
  39521. *
  39522. * @type {boolean}
  39523. * @readonly
  39524. * @default true
  39525. */
  39526. this.isInstancedInterleavedBuffer = true;
  39527. /**
  39528. * Defines how often a value of this buffer attribute should be repeated,
  39529. * see {@link InstancedBufferAttribute#meshPerAttribute}.
  39530. *
  39531. * @type {number}
  39532. * @default 1
  39533. */
  39534. this.meshPerAttribute = meshPerAttribute;
  39535. }
  39536. copy( source ) {
  39537. super.copy( source );
  39538. this.meshPerAttribute = source.meshPerAttribute;
  39539. return this;
  39540. }
  39541. clone( data ) {
  39542. const ib = super.clone( data );
  39543. ib.meshPerAttribute = this.meshPerAttribute;
  39544. return ib;
  39545. }
  39546. toJSON( data ) {
  39547. const json = super.toJSON( data );
  39548. json.isInstancedInterleavedBuffer = true;
  39549. json.meshPerAttribute = this.meshPerAttribute;
  39550. return json;
  39551. }
  39552. }
  39553. /**
  39554. * An alternative version of a buffer attribute with more control over the VBO.
  39555. *
  39556. * The renderer does not construct a VBO for this kind of attribute. Instead, it uses
  39557. * whatever VBO is passed in constructor and can later be altered via the `buffer` property.
  39558. *
  39559. * The most common use case for this class is when some kind of GPGPU calculation interferes
  39560. * or even produces the VBOs in question.
  39561. *
  39562. * Notice that this class can only be used with {@link WebGLRenderer}.
  39563. */
  39564. class GLBufferAttribute {
  39565. /**
  39566. * Constructs a new GL buffer attribute.
  39567. *
  39568. * @param {WebGLBuffer} buffer - The native WebGL buffer.
  39569. * @param {number} type - The native data type (e.g. `gl.FLOAT`).
  39570. * @param {number} itemSize - The item size.
  39571. * @param {number} elementSize - The corresponding size (in bytes) for the given `type` parameter.
  39572. * @param {number} count - The expected number of vertices in VBO.
  39573. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  39574. */
  39575. constructor( buffer, type, itemSize, elementSize, count, normalized = false ) {
  39576. /**
  39577. * This flag can be used for type testing.
  39578. *
  39579. * @type {boolean}
  39580. * @readonly
  39581. * @default true
  39582. */
  39583. this.isGLBufferAttribute = true;
  39584. /**
  39585. * The name of the buffer attribute.
  39586. *
  39587. * @type {string}
  39588. */
  39589. this.name = '';
  39590. /**
  39591. * The native WebGL buffer.
  39592. *
  39593. * @type {WebGLBuffer}
  39594. */
  39595. this.buffer = buffer;
  39596. /**
  39597. * The native data type.
  39598. *
  39599. * @type {number}
  39600. */
  39601. this.type = type;
  39602. /**
  39603. * The item size, see {@link BufferAttribute#itemSize}.
  39604. *
  39605. * @type {number}
  39606. */
  39607. this.itemSize = itemSize;
  39608. /**
  39609. * The corresponding size (in bytes) for the given `type` parameter.
  39610. *
  39611. * @type {number}
  39612. */
  39613. this.elementSize = elementSize;
  39614. /**
  39615. * The expected number of vertices in VBO.
  39616. *
  39617. * @type {number}
  39618. */
  39619. this.count = count;
  39620. /**
  39621. * Applies to integer data only. Indicates how the underlying data in the buffer maps to
  39622. * the values in the GLSL code. For instance, if `buffer` contains data of `gl.UNSIGNED_SHORT`,
  39623. * and `normalized` is `true`, the values `0 - +65535` in the buffer data will be mapped to
  39624. * `0.0f - +1.0f` in the GLSL attribute. If `normalized` is `false`, the values will be converted
  39625. * to floats unmodified, i.e. `65535` becomes `65535.0f`.
  39626. *
  39627. * @type {boolean}
  39628. */
  39629. this.normalized = normalized;
  39630. /**
  39631. * A version number, incremented every time the `needsUpdate` is set to `true`.
  39632. *
  39633. * @type {number}
  39634. */
  39635. this.version = 0;
  39636. }
  39637. /**
  39638. * Flag to indicate that this attribute has changed and should be re-sent to
  39639. * the GPU. Set this to `true` when you modify the value of the array.
  39640. *
  39641. * @type {number}
  39642. * @default false
  39643. * @param {boolean} value
  39644. */
  39645. set needsUpdate( value ) {
  39646. if ( value === true ) this.version ++;
  39647. }
  39648. /**
  39649. * Sets the given native WebGL buffer.
  39650. *
  39651. * @param {WebGLBuffer} buffer - The buffer to set.
  39652. * @return {BufferAttribute} A reference to this instance.
  39653. */
  39654. setBuffer( buffer ) {
  39655. this.buffer = buffer;
  39656. return this;
  39657. }
  39658. /**
  39659. * Sets the given native data type and element size.
  39660. *
  39661. * @param {number} type - The native data type (e.g. `gl.FLOAT`).
  39662. * @param {number} elementSize - The corresponding size (in bytes) for the given `type` parameter.
  39663. * @return {BufferAttribute} A reference to this instance.
  39664. */
  39665. setType( type, elementSize ) {
  39666. this.type = type;
  39667. this.elementSize = elementSize;
  39668. return this;
  39669. }
  39670. /**
  39671. * Sets the item size.
  39672. *
  39673. * @param {number} itemSize - The item size.
  39674. * @return {BufferAttribute} A reference to this instance.
  39675. */
  39676. setItemSize( itemSize ) {
  39677. this.itemSize = itemSize;
  39678. return this;
  39679. }
  39680. /**
  39681. * Sets the count (the expected number of vertices in VBO).
  39682. *
  39683. * @param {number} count - The count.
  39684. * @return {BufferAttribute} A reference to this instance.
  39685. */
  39686. setCount( count ) {
  39687. this.count = count;
  39688. return this;
  39689. }
  39690. }
  39691. const _matrix = /*@__PURE__*/ new Matrix4();
  39692. /**
  39693. * This class is designed to assist with raycasting. Raycasting is used for
  39694. * mouse picking (working out what objects in the 3d space the mouse is over)
  39695. * amongst other things.
  39696. */
  39697. class Raycaster {
  39698. /**
  39699. * Constructs a new raycaster.
  39700. *
  39701. * @param {Vector3} origin - The origin vector where the ray casts from.
  39702. * @param {Vector3} direction - The (normalized) direction vector that gives direction to the ray.
  39703. * @param {number} [near=0] - All results returned are further away than near. Near can't be negative.
  39704. * @param {number} [far=Infinity] - All results returned are closer than far. Far can't be lower than near.
  39705. */
  39706. constructor( origin, direction, near = 0, far = Infinity ) {
  39707. /**
  39708. * The ray used for raycasting.
  39709. *
  39710. * @type {Ray}
  39711. */
  39712. this.ray = new Ray( origin, direction );
  39713. /**
  39714. * All results returned are further away than near. Near can't be negative.
  39715. *
  39716. * @type {number}
  39717. * @default 0
  39718. */
  39719. this.near = near;
  39720. /**
  39721. * All results returned are further away than near. Near can't be negative.
  39722. *
  39723. * @type {number}
  39724. * @default Infinity
  39725. */
  39726. this.far = far;
  39727. /**
  39728. * The camera to use when raycasting against view-dependent objects such as
  39729. * billboarded objects like sprites. This field can be set manually or
  39730. * is set when calling `setFromCamera()`.
  39731. *
  39732. * @type {?Camera}
  39733. * @default null
  39734. */
  39735. this.camera = null;
  39736. /**
  39737. * Allows to selectively ignore 3D objects when performing intersection tests.
  39738. * The following code example ensures that only 3D objects on layer `1` will be
  39739. * honored by raycaster.
  39740. * ```js
  39741. * raycaster.layers.set( 1 );
  39742. * object.layers.enable( 1 );
  39743. * ```
  39744. *
  39745. * @type {Layers}
  39746. */
  39747. this.layers = new Layers();
  39748. /**
  39749. * A parameter object that configures the raycasting. It has the structure:
  39750. *
  39751. * ```
  39752. * {
  39753. * Mesh: {},
  39754. * Line: { threshold: 1 },
  39755. * LOD: {},
  39756. * Points: { threshold: 1 },
  39757. * Sprite: {}
  39758. * }
  39759. * ```
  39760. * Where `threshold` is the precision of the raycaster when intersecting objects, in world units.
  39761. *
  39762. * @type {Object}
  39763. */
  39764. this.params = {
  39765. Mesh: {},
  39766. Line: { threshold: 1 },
  39767. LOD: {},
  39768. Points: { threshold: 1 },
  39769. Sprite: {}
  39770. };
  39771. }
  39772. /**
  39773. * Updates the ray with a new origin and direction by copying the values from the arguments.
  39774. *
  39775. * @param {Vector3} origin - The origin vector where the ray casts from.
  39776. * @param {Vector3} direction - The (normalized) direction vector that gives direction to the ray.
  39777. */
  39778. set( origin, direction ) {
  39779. // direction is assumed to be normalized (for accurate distance calculations)
  39780. this.ray.set( origin, direction );
  39781. }
  39782. /**
  39783. * Uses the given coordinates and camera to compute a new origin and direction for the internal ray.
  39784. *
  39785. * @param {Vector2} coords - 2D coordinates of the mouse, in normalized device coordinates (NDC).
  39786. * X and Y components should be between `-1` and `1`.
  39787. * @param {Camera} camera - The camera from which the ray should originate.
  39788. */
  39789. setFromCamera( coords, camera ) {
  39790. if ( camera.isPerspectiveCamera ) {
  39791. this.ray.origin.setFromMatrixPosition( camera.matrixWorld );
  39792. this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize();
  39793. this.camera = camera;
  39794. } else if ( camera.isOrthographicCamera ) {
  39795. this.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera
  39796. this.ray.direction.set( 0, 0, -1 ).transformDirection( camera.matrixWorld );
  39797. this.camera = camera;
  39798. } else {
  39799. error( 'Raycaster: Unsupported camera type: ' + camera.type );
  39800. }
  39801. }
  39802. /**
  39803. * Uses the given WebXR controller to compute a new origin and direction for the internal ray.
  39804. *
  39805. * @param {WebXRController} controller - The controller to copy the position and direction from.
  39806. * @return {Raycaster} A reference to this raycaster.
  39807. */
  39808. setFromXRController( controller ) {
  39809. _matrix.identity().extractRotation( controller.matrixWorld );
  39810. this.ray.origin.setFromMatrixPosition( controller.matrixWorld );
  39811. this.ray.direction.set( 0, 0, -1 ).applyMatrix4( _matrix );
  39812. return this;
  39813. }
  39814. /**
  39815. * The intersection point of a raycaster intersection test.
  39816. * @typedef {Object} Raycaster~Intersection
  39817. * @property {number} distance - The distance from the ray's origin to the intersection point.
  39818. * @property {number} distanceToRay - Some 3D objects e.g. {@link Points} provide the distance of the
  39819. * intersection to the nearest point on the ray. For other objects it will be `undefined`.
  39820. * @property {Vector3} point - The intersection point, in world coordinates.
  39821. * @property {Object} face - The face that has been intersected.
  39822. * @property {number} faceIndex - The face index.
  39823. * @property {Object3D} object - The 3D object that has been intersected.
  39824. * @property {Vector2} uv - U,V coordinates at point of intersection.
  39825. * @property {Vector2} uv1 - Second set of U,V coordinates at point of intersection.
  39826. * @property {Vector3} normal - Interpolated normal vector at point of intersection.
  39827. * @property {number} instanceId - The index number of the instance where the ray
  39828. * intersects the {@link InstancedMesh}.
  39829. */
  39830. /**
  39831. * Checks all intersection between the ray and the object with or without the
  39832. * descendants. Intersections are returned sorted by distance, closest first.
  39833. *
  39834. * `Raycaster` delegates to the `raycast()` method of the passed 3D object, when
  39835. * evaluating whether the ray intersects the object or not. This allows meshes to respond
  39836. * differently to ray casting than lines or points.
  39837. *
  39838. * Note that for meshes, faces must be pointed towards the origin of the ray in order
  39839. * to be detected; intersections of the ray passing through the back of a face will not
  39840. * be detected. To raycast against both faces of an object, you'll want to set {@link Material#side}
  39841. * to `THREE.DoubleSide`.
  39842. *
  39843. * @param {Object3D} object - The 3D object to check for intersection with the ray.
  39844. * @param {boolean} [recursive=true] - If set to `true`, it also checks all descendants.
  39845. * Otherwise it only checks intersection with the object.
  39846. * @param {Array<Raycaster~Intersection>} [intersects=[]] The target array that holds the result of the method.
  39847. * @return {Array<Raycaster~Intersection>} An array holding the intersection points.
  39848. */
  39849. intersectObject( object, recursive = true, intersects = [] ) {
  39850. intersect( object, this, intersects, recursive );
  39851. intersects.sort( ascSort );
  39852. return intersects;
  39853. }
  39854. /**
  39855. * Checks all intersection between the ray and the objects with or without
  39856. * the descendants. Intersections are returned sorted by distance, closest first.
  39857. *
  39858. * @param {Array<Object3D>} objects - The 3D objects to check for intersection with the ray.
  39859. * @param {boolean} [recursive=true] - If set to `true`, it also checks all descendants.
  39860. * Otherwise it only checks intersection with the object.
  39861. * @param {Array<Raycaster~Intersection>} [intersects=[]] The target array that holds the result of the method.
  39862. * @return {Array<Raycaster~Intersection>} An array holding the intersection points.
  39863. */
  39864. intersectObjects( objects, recursive = true, intersects = [] ) {
  39865. for ( let i = 0, l = objects.length; i < l; i ++ ) {
  39866. intersect( objects[ i ], this, intersects, recursive );
  39867. }
  39868. intersects.sort( ascSort );
  39869. return intersects;
  39870. }
  39871. }
  39872. function ascSort( a, b ) {
  39873. return a.distance - b.distance;
  39874. }
  39875. function intersect( object, raycaster, intersects, recursive ) {
  39876. let propagate = true;
  39877. if ( object.layers.test( raycaster.layers ) ) {
  39878. const result = object.raycast( raycaster, intersects );
  39879. if ( result === false ) propagate = false;
  39880. }
  39881. if ( propagate === true && recursive === true ) {
  39882. const children = object.children;
  39883. for ( let i = 0, l = children.length; i < l; i ++ ) {
  39884. intersect( children[ i ], raycaster, intersects, true );
  39885. }
  39886. }
  39887. }
  39888. /**
  39889. * This class is an alternative to {@link Clock} with a different API design and behavior.
  39890. * The goal is to avoid the conceptual flaws that became apparent in `Clock` over time.
  39891. *
  39892. * - `Timer` has an `update()` method that updates its internal state. That makes it possible to
  39893. * call `getDelta()` and `getElapsed()` multiple times per simulation step without getting different values.
  39894. * - The class can make use of the Page Visibility API to avoid large time delta values when the app
  39895. * is inactive (e.g. tab switched or browser hidden).
  39896. *
  39897. * ```js
  39898. * const timer = new Timer();
  39899. * timer.connect( document ); // use Page Visibility API
  39900. * ```
  39901. */
  39902. class Timer {
  39903. /**
  39904. * Constructs a new timer.
  39905. */
  39906. constructor() {
  39907. this._previousTime = 0;
  39908. this._currentTime = 0;
  39909. this._startTime = performance.now();
  39910. this._delta = 0;
  39911. this._elapsed = 0;
  39912. this._timescale = 1;
  39913. this._document = null;
  39914. this._pageVisibilityHandler = null;
  39915. }
  39916. /**
  39917. * Connect the timer to the given document.Calling this method is not mandatory to
  39918. * use the timer but enables the usage of the Page Visibility API to avoid large time
  39919. * delta values.
  39920. *
  39921. * @param {Document} document - The document.
  39922. */
  39923. connect( document ) {
  39924. this._document = document;
  39925. // use Page Visibility API to avoid large time delta values
  39926. if ( document.hidden !== undefined ) {
  39927. this._pageVisibilityHandler = handleVisibilityChange.bind( this );
  39928. document.addEventListener( 'visibilitychange', this._pageVisibilityHandler, false );
  39929. }
  39930. }
  39931. /**
  39932. * Disconnects the timer from the DOM and also disables the usage of the Page Visibility API.
  39933. */
  39934. disconnect() {
  39935. if ( this._pageVisibilityHandler !== null ) {
  39936. this._document.removeEventListener( 'visibilitychange', this._pageVisibilityHandler );
  39937. this._pageVisibilityHandler = null;
  39938. }
  39939. this._document = null;
  39940. }
  39941. /**
  39942. * Returns the time delta in seconds.
  39943. *
  39944. * @return {number} The time delta in second.
  39945. */
  39946. getDelta() {
  39947. return this._delta / 1000;
  39948. }
  39949. /**
  39950. * Returns the elapsed time in seconds.
  39951. *
  39952. * @return {number} The elapsed time in second.
  39953. */
  39954. getElapsed() {
  39955. return this._elapsed / 1000;
  39956. }
  39957. /**
  39958. * Returns the timescale.
  39959. *
  39960. * @return {number} The timescale.
  39961. */
  39962. getTimescale() {
  39963. return this._timescale;
  39964. }
  39965. /**
  39966. * Sets the given timescale which scale the time delta computation
  39967. * in `update()`.
  39968. *
  39969. * @param {number} timescale - The timescale to set.
  39970. * @return {Timer} A reference to this timer.
  39971. */
  39972. setTimescale( timescale ) {
  39973. this._timescale = timescale;
  39974. return this;
  39975. }
  39976. /**
  39977. * Resets the time computation for the current simulation step.
  39978. *
  39979. * @return {Timer} A reference to this timer.
  39980. */
  39981. reset() {
  39982. this._currentTime = performance.now() - this._startTime;
  39983. return this;
  39984. }
  39985. /**
  39986. * Can be used to free all internal resources. Usually called when
  39987. * the timer instance isn't required anymore.
  39988. */
  39989. dispose() {
  39990. this.disconnect();
  39991. }
  39992. /**
  39993. * Updates the internal state of the timer. This method should be called
  39994. * once per simulation step and before you perform queries against the timer
  39995. * (e.g. via `getDelta()`).
  39996. *
  39997. * @param {number} timestamp - The current time in milliseconds. Can be obtained
  39998. * from the `requestAnimationFrame` callback argument. If not provided, the current
  39999. * time will be determined with `performance.now`.
  40000. * @return {Timer} A reference to this timer.
  40001. */
  40002. update( timestamp ) {
  40003. if ( this._pageVisibilityHandler !== null && this._document.hidden === true ) {
  40004. this._delta = 0;
  40005. } else {
  40006. this._previousTime = this._currentTime;
  40007. this._currentTime = ( timestamp !== undefined ? timestamp : performance.now() ) - this._startTime;
  40008. this._delta = ( this._currentTime - this._previousTime ) * this._timescale;
  40009. this._elapsed += this._delta; // _elapsed is the accumulation of all previous deltas
  40010. }
  40011. return this;
  40012. }
  40013. }
  40014. function handleVisibilityChange() {
  40015. if ( this._document.hidden === false ) this.reset();
  40016. }
  40017. /**
  40018. * This class can be used to represent points in 3D space as
  40019. * [Spherical coordinates](https://en.wikipedia.org/wiki/Spherical_coordinate_system).
  40020. */
  40021. class Spherical {
  40022. /**
  40023. * Constructs a new spherical.
  40024. *
  40025. * @param {number} [radius=1] - The radius, or the Euclidean distance (straight-line distance) from the point to the origin.
  40026. * @param {number} [phi=0] - The polar angle in radians from the y (up) axis.
  40027. * @param {number} [theta=0] - The equator/azimuthal angle in radians around the y (up) axis.
  40028. */
  40029. constructor( radius = 1, phi = 0, theta = 0 ) {
  40030. /**
  40031. * The radius, or the Euclidean distance (straight-line distance) from the point to the origin.
  40032. *
  40033. * @type {number}
  40034. * @default 1
  40035. */
  40036. this.radius = radius;
  40037. /**
  40038. * The polar angle in radians from the y (up) axis.
  40039. *
  40040. * @type {number}
  40041. * @default 0
  40042. */
  40043. this.phi = phi;
  40044. /**
  40045. * The equator/azimuthal angle in radians around the y (up) axis.
  40046. *
  40047. * @type {number}
  40048. * @default 0
  40049. */
  40050. this.theta = theta;
  40051. }
  40052. /**
  40053. * Sets the spherical components by copying the given values.
  40054. *
  40055. * @param {number} radius - The radius.
  40056. * @param {number} phi - The polar angle.
  40057. * @param {number} theta - The azimuthal angle.
  40058. * @return {Spherical} A reference to this spherical.
  40059. */
  40060. set( radius, phi, theta ) {
  40061. this.radius = radius;
  40062. this.phi = phi;
  40063. this.theta = theta;
  40064. return this;
  40065. }
  40066. /**
  40067. * Copies the values of the given spherical to this instance.
  40068. *
  40069. * @param {Spherical} other - The spherical to copy.
  40070. * @return {Spherical} A reference to this spherical.
  40071. */
  40072. copy( other ) {
  40073. this.radius = other.radius;
  40074. this.phi = other.phi;
  40075. this.theta = other.theta;
  40076. return this;
  40077. }
  40078. /**
  40079. * Restricts the polar angle [page:.phi phi] to be between `0.000001` and pi -
  40080. * `0.000001`.
  40081. *
  40082. * @return {Spherical} A reference to this spherical.
  40083. */
  40084. makeSafe() {
  40085. const EPS = 0.000001;
  40086. this.phi = clamp( this.phi, EPS, Math.PI - EPS );
  40087. return this;
  40088. }
  40089. /**
  40090. * Sets the spherical components from the given vector which is assumed to hold
  40091. * Cartesian coordinates.
  40092. *
  40093. * @param {Vector3} v - The vector to set.
  40094. * @return {Spherical} A reference to this spherical.
  40095. */
  40096. setFromVector3( v ) {
  40097. return this.setFromCartesianCoords( v.x, v.y, v.z );
  40098. }
  40099. /**
  40100. * Sets the spherical components from the given Cartesian coordinates.
  40101. *
  40102. * @param {number} x - The x value.
  40103. * @param {number} y - The y value.
  40104. * @param {number} z - The z value.
  40105. * @return {Spherical} A reference to this spherical.
  40106. */
  40107. setFromCartesianCoords( x, y, z ) {
  40108. this.radius = Math.sqrt( x * x + y * y + z * z );
  40109. if ( this.radius === 0 ) {
  40110. this.theta = 0;
  40111. this.phi = 0;
  40112. } else {
  40113. this.theta = Math.atan2( x, z );
  40114. this.phi = Math.acos( clamp( y / this.radius, -1, 1 ) );
  40115. }
  40116. return this;
  40117. }
  40118. /**
  40119. * Returns a new spherical with copied values from this instance.
  40120. *
  40121. * @return {Spherical} A clone of this instance.
  40122. */
  40123. clone() {
  40124. return new this.constructor().copy( this );
  40125. }
  40126. }
  40127. /**
  40128. * This class can be used to represent points in 3D space as
  40129. * [Cylindrical coordinates](https://en.wikipedia.org/wiki/Cylindrical_coordinate_system).
  40130. */
  40131. class Cylindrical {
  40132. /**
  40133. * Constructs a new cylindrical.
  40134. *
  40135. * @param {number} [radius=1] - The distance from the origin to a point in the x-z plane.
  40136. * @param {number} [theta=0] - A counterclockwise angle in the x-z plane measured in radians from the positive z-axis.
  40137. * @param {number} [y=0] - The height above the x-z plane.
  40138. */
  40139. constructor( radius = 1, theta = 0, y = 0 ) {
  40140. /**
  40141. * The distance from the origin to a point in the x-z plane.
  40142. *
  40143. * @type {number}
  40144. * @default 1
  40145. */
  40146. this.radius = radius;
  40147. /**
  40148. * A counterclockwise angle in the x-z plane measured in radians from the positive z-axis.
  40149. *
  40150. * @type {number}
  40151. * @default 0
  40152. */
  40153. this.theta = theta;
  40154. /**
  40155. * The height above the x-z plane.
  40156. *
  40157. * @type {number}
  40158. * @default 0
  40159. */
  40160. this.y = y;
  40161. }
  40162. /**
  40163. * Sets the cylindrical components by copying the given values.
  40164. *
  40165. * @param {number} radius - The radius.
  40166. * @param {number} theta - The theta angle.
  40167. * @param {number} y - The height value.
  40168. * @return {Cylindrical} A reference to this cylindrical.
  40169. */
  40170. set( radius, theta, y ) {
  40171. this.radius = radius;
  40172. this.theta = theta;
  40173. this.y = y;
  40174. return this;
  40175. }
  40176. /**
  40177. * Copies the values of the given cylindrical to this instance.
  40178. *
  40179. * @param {Cylindrical} other - The cylindrical to copy.
  40180. * @return {Cylindrical} A reference to this cylindrical.
  40181. */
  40182. copy( other ) {
  40183. this.radius = other.radius;
  40184. this.theta = other.theta;
  40185. this.y = other.y;
  40186. return this;
  40187. }
  40188. /**
  40189. * Sets the cylindrical components from the given vector which is assumed to hold
  40190. * Cartesian coordinates.
  40191. *
  40192. * @param {Vector3} v - The vector to set.
  40193. * @return {Cylindrical} A reference to this cylindrical.
  40194. */
  40195. setFromVector3( v ) {
  40196. return this.setFromCartesianCoords( v.x, v.y, v.z );
  40197. }
  40198. /**
  40199. * Sets the cylindrical components from the given Cartesian coordinates.
  40200. *
  40201. * @param {number} x - The x value.
  40202. * @param {number} y - The x value.
  40203. * @param {number} z - The x value.
  40204. * @return {Cylindrical} A reference to this cylindrical.
  40205. */
  40206. setFromCartesianCoords( x, y, z ) {
  40207. this.radius = Math.sqrt( x * x + z * z );
  40208. this.theta = Math.atan2( x, z );
  40209. this.y = y;
  40210. return this;
  40211. }
  40212. /**
  40213. * Returns a new cylindrical with copied values from this instance.
  40214. *
  40215. * @return {Cylindrical} A clone of this instance.
  40216. */
  40217. clone() {
  40218. return new this.constructor().copy( this );
  40219. }
  40220. }
  40221. /**
  40222. * Represents a 2x2 matrix.
  40223. *
  40224. * A Note on Row-Major and Column-Major Ordering:
  40225. *
  40226. * The constructor and {@link Matrix2#set} method take arguments in
  40227. * [row-major](https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order)
  40228. * order, while internally they are stored in the {@link Matrix2#elements} array in column-major order.
  40229. * This means that calling:
  40230. * ```js
  40231. * const m = new THREE.Matrix2();
  40232. * m.set( 11, 12,
  40233. * 21, 22 );
  40234. * ```
  40235. * will result in the elements array containing:
  40236. * ```js
  40237. * m.elements = [ 11, 21,
  40238. * 12, 22 ];
  40239. * ```
  40240. * and internally all calculations are performed using column-major ordering.
  40241. * However, as the actual ordering makes no difference mathematically and
  40242. * most people are used to thinking about matrices in row-major order, the
  40243. * three.js documentation shows matrices in row-major order. Just bear in
  40244. * mind that if you are reading the source code, you'll have to take the
  40245. * transpose of any matrices outlined here to make sense of the calculations.
  40246. */
  40247. class Matrix2 {
  40248. /**
  40249. * Constructs a new 2x2 matrix. The arguments are supposed to be
  40250. * in row-major order. If no arguments are provided, the constructor
  40251. * initializes the matrix as an identity matrix.
  40252. *
  40253. * @param {number} [n11] - 1-1 matrix element.
  40254. * @param {number} [n12] - 1-2 matrix element.
  40255. * @param {number} [n21] - 2-1 matrix element.
  40256. * @param {number} [n22] - 2-2 matrix element.
  40257. */
  40258. constructor( n11, n12, n21, n22 ) {
  40259. /**
  40260. * This flag can be used for type testing.
  40261. *
  40262. * @type {boolean}
  40263. * @readonly
  40264. * @default true
  40265. */
  40266. Matrix2.prototype.isMatrix2 = true;
  40267. /**
  40268. * A column-major list of matrix values.
  40269. *
  40270. * @type {Array<number>}
  40271. */
  40272. this.elements = [
  40273. 1, 0,
  40274. 0, 1,
  40275. ];
  40276. if ( n11 !== undefined ) {
  40277. this.set( n11, n12, n21, n22 );
  40278. }
  40279. }
  40280. /**
  40281. * Sets this matrix to the 2x2 identity matrix.
  40282. *
  40283. * @return {Matrix2} A reference to this matrix.
  40284. */
  40285. identity() {
  40286. this.set(
  40287. 1, 0,
  40288. 0, 1,
  40289. );
  40290. return this;
  40291. }
  40292. /**
  40293. * Sets the elements of the matrix from the given array.
  40294. *
  40295. * @param {Array<number>} array - The matrix elements in column-major order.
  40296. * @param {number} [offset=0] - Index of the first element in the array.
  40297. * @return {Matrix2} A reference to this matrix.
  40298. */
  40299. fromArray( array, offset = 0 ) {
  40300. for ( let i = 0; i < 4; i ++ ) {
  40301. this.elements[ i ] = array[ i + offset ];
  40302. }
  40303. return this;
  40304. }
  40305. /**
  40306. * Sets the elements of the matrix.The arguments are supposed to be
  40307. * in row-major order.
  40308. *
  40309. * @param {number} n11 - 1-1 matrix element.
  40310. * @param {number} n12 - 1-2 matrix element.
  40311. * @param {number} n21 - 2-1 matrix element.
  40312. * @param {number} n22 - 2-2 matrix element.
  40313. * @return {Matrix2} A reference to this matrix.
  40314. */
  40315. set( n11, n12, n21, n22 ) {
  40316. const te = this.elements;
  40317. te[ 0 ] = n11; te[ 2 ] = n12;
  40318. te[ 1 ] = n21; te[ 3 ] = n22;
  40319. return this;
  40320. }
  40321. }
  40322. const _vector$4 = /*@__PURE__*/ new Vector2();
  40323. /**
  40324. * Represents an axis-aligned bounding box (AABB) in 2D space.
  40325. */
  40326. class Box2 {
  40327. /**
  40328. * Constructs a new bounding box.
  40329. *
  40330. * @param {Vector2} [min=(Infinity,Infinity)] - A vector representing the lower boundary of the box.
  40331. * @param {Vector2} [max=(-Infinity,-Infinity)] - A vector representing the upper boundary of the box.
  40332. */
  40333. constructor( min = new Vector2( + Infinity, + Infinity ), max = new Vector2( - Infinity, - Infinity ) ) {
  40334. /**
  40335. * This flag can be used for type testing.
  40336. *
  40337. * @type {boolean}
  40338. * @readonly
  40339. * @default true
  40340. */
  40341. this.isBox2 = true;
  40342. /**
  40343. * The lower boundary of the box.
  40344. *
  40345. * @type {Vector2}
  40346. */
  40347. this.min = min;
  40348. /**
  40349. * The upper boundary of the box.
  40350. *
  40351. * @type {Vector2}
  40352. */
  40353. this.max = max;
  40354. }
  40355. /**
  40356. * Sets the lower and upper boundaries of this box.
  40357. * Please note that this method only copies the values from the given objects.
  40358. *
  40359. * @param {Vector2} min - The lower boundary of the box.
  40360. * @param {Vector2} max - The upper boundary of the box.
  40361. * @return {Box2} A reference to this bounding box.
  40362. */
  40363. set( min, max ) {
  40364. this.min.copy( min );
  40365. this.max.copy( max );
  40366. return this;
  40367. }
  40368. /**
  40369. * Sets the upper and lower bounds of this box so it encloses the position data
  40370. * in the given array.
  40371. *
  40372. * @param {Array<Vector2>} points - An array holding 2D position data as instances of {@link Vector2}.
  40373. * @return {Box2} A reference to this bounding box.
  40374. */
  40375. setFromPoints( points ) {
  40376. this.makeEmpty();
  40377. for ( let i = 0, il = points.length; i < il; i ++ ) {
  40378. this.expandByPoint( points[ i ] );
  40379. }
  40380. return this;
  40381. }
  40382. /**
  40383. * Centers this box on the given center vector and sets this box's width, height and
  40384. * depth to the given size values.
  40385. *
  40386. * @param {Vector2} center - The center of the box.
  40387. * @param {Vector2} size - The x and y dimensions of the box.
  40388. * @return {Box2} A reference to this bounding box.
  40389. */
  40390. setFromCenterAndSize( center, size ) {
  40391. const halfSize = _vector$4.copy( size ).multiplyScalar( 0.5 );
  40392. this.min.copy( center ).sub( halfSize );
  40393. this.max.copy( center ).add( halfSize );
  40394. return this;
  40395. }
  40396. /**
  40397. * Returns a new box with copied values from this instance.
  40398. *
  40399. * @return {Box2} A clone of this instance.
  40400. */
  40401. clone() {
  40402. return new this.constructor().copy( this );
  40403. }
  40404. /**
  40405. * Copies the values of the given box to this instance.
  40406. *
  40407. * @param {Box2} box - The box to copy.
  40408. * @return {Box2} A reference to this bounding box.
  40409. */
  40410. copy( box ) {
  40411. this.min.copy( box.min );
  40412. this.max.copy( box.max );
  40413. return this;
  40414. }
  40415. /**
  40416. * Makes this box empty which means in encloses a zero space in 2D.
  40417. *
  40418. * @return {Box2} A reference to this bounding box.
  40419. */
  40420. makeEmpty() {
  40421. this.min.x = this.min.y = + Infinity;
  40422. this.max.x = this.max.y = - Infinity;
  40423. return this;
  40424. }
  40425. /**
  40426. * Returns true if this box includes zero points within its bounds.
  40427. * Note that a box with equal lower and upper bounds still includes one
  40428. * point, the one both bounds share.
  40429. *
  40430. * @return {boolean} Whether this box is empty or not.
  40431. */
  40432. isEmpty() {
  40433. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  40434. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );
  40435. }
  40436. /**
  40437. * Returns the center point of this box.
  40438. *
  40439. * @param {Vector2} target - The target vector that is used to store the method's result.
  40440. * @return {Vector2} The center point.
  40441. */
  40442. getCenter( target ) {
  40443. return this.isEmpty() ? target.set( 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  40444. }
  40445. /**
  40446. * Returns the dimensions of this box.
  40447. *
  40448. * @param {Vector2} target - The target vector that is used to store the method's result.
  40449. * @return {Vector2} The size.
  40450. */
  40451. getSize( target ) {
  40452. return this.isEmpty() ? target.set( 0, 0 ) : target.subVectors( this.max, this.min );
  40453. }
  40454. /**
  40455. * Expands the boundaries of this box to include the given point.
  40456. *
  40457. * @param {Vector2} point - The point that should be included by the bounding box.
  40458. * @return {Box2} A reference to this bounding box.
  40459. */
  40460. expandByPoint( point ) {
  40461. this.min.min( point );
  40462. this.max.max( point );
  40463. return this;
  40464. }
  40465. /**
  40466. * Expands this box equilaterally by the given vector. The width of this
  40467. * box will be expanded by the x component of the vector in both
  40468. * directions. The height of this box will be expanded by the y component of
  40469. * the vector in both directions.
  40470. *
  40471. * @param {Vector2} vector - The vector that should expand the bounding box.
  40472. * @return {Box2} A reference to this bounding box.
  40473. */
  40474. expandByVector( vector ) {
  40475. this.min.sub( vector );
  40476. this.max.add( vector );
  40477. return this;
  40478. }
  40479. /**
  40480. * Expands each dimension of the box by the given scalar. If negative, the
  40481. * dimensions of the box will be contracted.
  40482. *
  40483. * @param {number} scalar - The scalar value that should expand the bounding box.
  40484. * @return {Box2} A reference to this bounding box.
  40485. */
  40486. expandByScalar( scalar ) {
  40487. this.min.addScalar( - scalar );
  40488. this.max.addScalar( scalar );
  40489. return this;
  40490. }
  40491. /**
  40492. * Returns `true` if the given point lies within or on the boundaries of this box.
  40493. *
  40494. * @param {Vector2} point - The point to test.
  40495. * @return {boolean} Whether the bounding box contains the given point or not.
  40496. */
  40497. containsPoint( point ) {
  40498. return point.x >= this.min.x && point.x <= this.max.x &&
  40499. point.y >= this.min.y && point.y <= this.max.y;
  40500. }
  40501. /**
  40502. * Returns `true` if this bounding box includes the entirety of the given bounding box.
  40503. * If this box and the given one are identical, this function also returns `true`.
  40504. *
  40505. * @param {Box2} box - The bounding box to test.
  40506. * @return {boolean} Whether the bounding box contains the given bounding box or not.
  40507. */
  40508. containsBox( box ) {
  40509. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  40510. this.min.y <= box.min.y && box.max.y <= this.max.y;
  40511. }
  40512. /**
  40513. * Returns a point as a proportion of this box's width and height.
  40514. *
  40515. * @param {Vector2} point - A point in 2D space.
  40516. * @param {Vector2} target - The target vector that is used to store the method's result.
  40517. * @return {Vector2} A point as a proportion of this box's width and height.
  40518. */
  40519. getParameter( point, target ) {
  40520. // This can potentially have a divide by zero if the box
  40521. // has a size dimension of 0.
  40522. return target.set(
  40523. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  40524. ( point.y - this.min.y ) / ( this.max.y - this.min.y )
  40525. );
  40526. }
  40527. /**
  40528. * Returns `true` if the given bounding box intersects with this bounding box.
  40529. *
  40530. * @param {Box2} box - The bounding box to test.
  40531. * @return {boolean} Whether the given bounding box intersects with this bounding box.
  40532. */
  40533. intersectsBox( box ) {
  40534. // using 4 splitting planes to rule out intersections
  40535. return box.max.x >= this.min.x && box.min.x <= this.max.x &&
  40536. box.max.y >= this.min.y && box.min.y <= this.max.y;
  40537. }
  40538. /**
  40539. * Clamps the given point within the bounds of this box.
  40540. *
  40541. * @param {Vector2} point - The point to clamp.
  40542. * @param {Vector2} target - The target vector that is used to store the method's result.
  40543. * @return {Vector2} The clamped point.
  40544. */
  40545. clampPoint( point, target ) {
  40546. return target.copy( point ).clamp( this.min, this.max );
  40547. }
  40548. /**
  40549. * Returns the euclidean distance from any edge of this box to the specified point. If
  40550. * the given point lies inside of this box, the distance will be `0`.
  40551. *
  40552. * @param {Vector2} point - The point to compute the distance to.
  40553. * @return {number} The euclidean distance.
  40554. */
  40555. distanceToPoint( point ) {
  40556. return this.clampPoint( point, _vector$4 ).distanceTo( point );
  40557. }
  40558. /**
  40559. * Computes the intersection of this bounding box and the given one, setting the upper
  40560. * bound of this box to the lesser of the two boxes' upper bounds and the
  40561. * lower bound of this box to the greater of the two boxes' lower bounds. If
  40562. * there's no overlap, makes this box empty.
  40563. *
  40564. * @param {Box2} box - The bounding box to intersect with.
  40565. * @return {Box2} A reference to this bounding box.
  40566. */
  40567. intersect( box ) {
  40568. this.min.max( box.min );
  40569. this.max.min( box.max );
  40570. if ( this.isEmpty() ) this.makeEmpty();
  40571. return this;
  40572. }
  40573. /**
  40574. * Computes the union of this box and another and the given one, setting the upper
  40575. * bound of this box to the greater of the two boxes' upper bounds and the
  40576. * lower bound of this box to the lesser of the two boxes' lower bounds.
  40577. *
  40578. * @param {Box2} box - The bounding box that will be unioned with this instance.
  40579. * @return {Box2} A reference to this bounding box.
  40580. */
  40581. union( box ) {
  40582. this.min.min( box.min );
  40583. this.max.max( box.max );
  40584. return this;
  40585. }
  40586. /**
  40587. * Adds the given offset to both the upper and lower bounds of this bounding box,
  40588. * effectively moving it in 2D space.
  40589. *
  40590. * @param {Vector2} offset - The offset that should be used to translate the bounding box.
  40591. * @return {Box2} A reference to this bounding box.
  40592. */
  40593. translate( offset ) {
  40594. this.min.add( offset );
  40595. this.max.add( offset );
  40596. return this;
  40597. }
  40598. /**
  40599. * Returns `true` if this bounding box is equal with the given one.
  40600. *
  40601. * @param {Box2} box - The box to test for equality.
  40602. * @return {boolean} Whether this bounding box is equal with the given one.
  40603. */
  40604. equals( box ) {
  40605. return box.min.equals( this.min ) && box.max.equals( this.max );
  40606. }
  40607. }
  40608. const _startP = /*@__PURE__*/ new Vector3();
  40609. const _startEnd = /*@__PURE__*/ new Vector3();
  40610. const _d1 = /*@__PURE__*/ new Vector3();
  40611. const _d2 = /*@__PURE__*/ new Vector3();
  40612. const _r = /*@__PURE__*/ new Vector3();
  40613. const _c1 = /*@__PURE__*/ new Vector3();
  40614. const _c2 = /*@__PURE__*/ new Vector3();
  40615. /**
  40616. * An analytical line segment in 3D space represented by a start and end point.
  40617. */
  40618. class Line3 {
  40619. /**
  40620. * Constructs a new line segment.
  40621. *
  40622. * @param {Vector3} [start=(0,0,0)] - Start of the line segment.
  40623. * @param {Vector3} [end=(0,0,0)] - End of the line segment.
  40624. */
  40625. constructor( start = new Vector3(), end = new Vector3() ) {
  40626. /**
  40627. * Start of the line segment.
  40628. *
  40629. * @type {Vector3}
  40630. */
  40631. this.start = start;
  40632. /**
  40633. * End of the line segment.
  40634. *
  40635. * @type {Vector3}
  40636. */
  40637. this.end = end;
  40638. }
  40639. /**
  40640. * Sets the start and end values by copying the given vectors.
  40641. *
  40642. * @param {Vector3} start - The start point.
  40643. * @param {Vector3} end - The end point.
  40644. * @return {Line3} A reference to this line segment.
  40645. */
  40646. set( start, end ) {
  40647. this.start.copy( start );
  40648. this.end.copy( end );
  40649. return this;
  40650. }
  40651. /**
  40652. * Copies the values of the given line segment to this instance.
  40653. *
  40654. * @param {Line3} line - The line segment to copy.
  40655. * @return {Line3} A reference to this line segment.
  40656. */
  40657. copy( line ) {
  40658. this.start.copy( line.start );
  40659. this.end.copy( line.end );
  40660. return this;
  40661. }
  40662. /**
  40663. * Returns the center of the line segment.
  40664. *
  40665. * @param {Vector3} target - The target vector that is used to store the method's result.
  40666. * @return {Vector3} The center point.
  40667. */
  40668. getCenter( target ) {
  40669. return target.addVectors( this.start, this.end ).multiplyScalar( 0.5 );
  40670. }
  40671. /**
  40672. * Returns the delta vector of the line segment's start and end point.
  40673. *
  40674. * @param {Vector3} target - The target vector that is used to store the method's result.
  40675. * @return {Vector3} The delta vector.
  40676. */
  40677. delta( target ) {
  40678. return target.subVectors( this.end, this.start );
  40679. }
  40680. /**
  40681. * Returns the squared Euclidean distance between the line' start and end point.
  40682. *
  40683. * @return {number} The squared Euclidean distance.
  40684. */
  40685. distanceSq() {
  40686. return this.start.distanceToSquared( this.end );
  40687. }
  40688. /**
  40689. * Returns the Euclidean distance between the line' start and end point.
  40690. *
  40691. * @return {number} The Euclidean distance.
  40692. */
  40693. distance() {
  40694. return this.start.distanceTo( this.end );
  40695. }
  40696. /**
  40697. * Returns a vector at a certain position along the line segment.
  40698. *
  40699. * @param {number} t - A value between `[0,1]` to represent a position along the line segment.
  40700. * @param {Vector3} target - The target vector that is used to store the method's result.
  40701. * @return {Vector3} The delta vector.
  40702. */
  40703. at( t, target ) {
  40704. return this.delta( target ).multiplyScalar( t ).add( this.start );
  40705. }
  40706. /**
  40707. * Returns a point parameter based on the closest point as projected on the line segment.
  40708. *
  40709. * @param {Vector3} point - The point for which to return a point parameter.
  40710. * @param {boolean} clampToLine - Whether to clamp the result to the range `[0,1]` or not.
  40711. * @return {number} The point parameter.
  40712. */
  40713. closestPointToPointParameter( point, clampToLine ) {
  40714. _startP.subVectors( point, this.start );
  40715. _startEnd.subVectors( this.end, this.start );
  40716. const startEnd2 = _startEnd.dot( _startEnd );
  40717. const startEnd_startP = _startEnd.dot( _startP );
  40718. let t = startEnd_startP / startEnd2;
  40719. if ( clampToLine ) {
  40720. t = clamp( t, 0, 1 );
  40721. }
  40722. return t;
  40723. }
  40724. /**
  40725. * Returns the closest point on the line for a given point.
  40726. *
  40727. * @param {Vector3} point - The point to compute the closest point on the line for.
  40728. * @param {boolean} clampToLine - Whether to clamp the result to the range `[0,1]` or not.
  40729. * @param {Vector3} target - The target vector that is used to store the method's result.
  40730. * @return {Vector3} The closest point on the line.
  40731. */
  40732. closestPointToPoint( point, clampToLine, target ) {
  40733. const t = this.closestPointToPointParameter( point, clampToLine );
  40734. return this.delta( target ).multiplyScalar( t ).add( this.start );
  40735. }
  40736. /**
  40737. * Returns the closest squared distance between this line segment and the given one.
  40738. *
  40739. * @param {Line3} line - The line segment to compute the closest squared distance to.
  40740. * @param {Vector3} [c1] - The closest point on this line segment.
  40741. * @param {Vector3} [c2] - The closest point on the given line segment.
  40742. * @return {number} The squared distance between this line segment and the given one.
  40743. */
  40744. distanceSqToLine3( line, c1 = _c1, c2 = _c2 ) {
  40745. // from Real-Time Collision Detection by Christer Ericson, chapter 5.1.9
  40746. // Computes closest points C1 and C2 of S1(s)=P1+s*(Q1-P1) and
  40747. // S2(t)=P2+t*(Q2-P2), returning s and t. Function result is squared
  40748. // distance between between S1(s) and S2(t)
  40749. const EPSILON = 1e-8 * 1e-8; // must be squared since we compare squared length
  40750. let s, t;
  40751. const p1 = this.start;
  40752. const p2 = line.start;
  40753. const q1 = this.end;
  40754. const q2 = line.end;
  40755. _d1.subVectors( q1, p1 ); // Direction vector of segment S1
  40756. _d2.subVectors( q2, p2 ); // Direction vector of segment S2
  40757. _r.subVectors( p1, p2 );
  40758. const a = _d1.dot( _d1 ); // Squared length of segment S1, always nonnegative
  40759. const e = _d2.dot( _d2 ); // Squared length of segment S2, always nonnegative
  40760. const f = _d2.dot( _r );
  40761. // Check if either or both segments degenerate into points
  40762. if ( a <= EPSILON && e <= EPSILON ) {
  40763. // Both segments degenerate into points
  40764. c1.copy( p1 );
  40765. c2.copy( p2 );
  40766. c1.sub( c2 );
  40767. return c1.dot( c1 );
  40768. }
  40769. if ( a <= EPSILON ) {
  40770. // First segment degenerates into a point
  40771. s = 0;
  40772. t = f / e; // s = 0 => t = (b*s + f) / e = f / e
  40773. t = clamp( t, 0, 1 );
  40774. } else {
  40775. const c = _d1.dot( _r );
  40776. if ( e <= EPSILON ) {
  40777. // Second segment degenerates into a point
  40778. t = 0;
  40779. s = clamp( - c / a, 0, 1 ); // t = 0 => s = (b*t - c) / a = -c / a
  40780. } else {
  40781. // The general nondegenerate case starts here
  40782. const b = _d1.dot( _d2 );
  40783. const denom = a * e - b * b; // Always nonnegative
  40784. // If segments not parallel, compute closest point on L1 to L2 and
  40785. // clamp to segment S1. Else pick arbitrary s (here 0)
  40786. if ( denom !== 0 ) {
  40787. s = clamp( ( b * f - c * e ) / denom, 0, 1 );
  40788. } else {
  40789. s = 0;
  40790. }
  40791. // Compute point on L2 closest to S1(s) using
  40792. // t = Dot((P1 + D1*s) - P2,D2) / Dot(D2,D2) = (b*s + f) / e
  40793. t = ( b * s + f ) / e;
  40794. // If t in [0,1] done. Else clamp t, recompute s for the new value
  40795. // of t using s = Dot((P2 + D2*t) - P1,D1) / Dot(D1,D1)= (t*b - c) / a
  40796. // and clamp s to [0, 1]
  40797. if ( t < 0 ) {
  40798. t = 0.;
  40799. s = clamp( - c / a, 0, 1 );
  40800. } else if ( t > 1 ) {
  40801. t = 1;
  40802. s = clamp( ( b - c ) / a, 0, 1 );
  40803. }
  40804. }
  40805. }
  40806. c1.copy( p1 ).add( _d1.multiplyScalar( s ) );
  40807. c2.copy( p2 ).add( _d2.multiplyScalar( t ) );
  40808. c1.sub( c2 );
  40809. return c1.dot( c1 );
  40810. }
  40811. /**
  40812. * Applies a 4x4 transformation matrix to this line segment.
  40813. *
  40814. * @param {Matrix4} matrix - The transformation matrix.
  40815. * @return {Line3} A reference to this line segment.
  40816. */
  40817. applyMatrix4( matrix ) {
  40818. this.start.applyMatrix4( matrix );
  40819. this.end.applyMatrix4( matrix );
  40820. return this;
  40821. }
  40822. /**
  40823. * Returns `true` if this line segment is equal with the given one.
  40824. *
  40825. * @param {Line3} line - The line segment to test for equality.
  40826. * @return {boolean} Whether this line segment is equal with the given one.
  40827. */
  40828. equals( line ) {
  40829. return line.start.equals( this.start ) && line.end.equals( this.end );
  40830. }
  40831. /**
  40832. * Returns a new line segment with copied values from this instance.
  40833. *
  40834. * @return {Line3} A clone of this instance.
  40835. */
  40836. clone() {
  40837. return new this.constructor().copy( this );
  40838. }
  40839. }
  40840. const _vector$3 = /*@__PURE__*/ new Vector3();
  40841. /**
  40842. * This displays a cone shaped helper object for a {@link SpotLight}.
  40843. *
  40844. * ```js
  40845. * const spotLight = new THREE.SpotLight( 0xffffff );
  40846. * spotLight.position.set( 10, 10, 10 );
  40847. * scene.add( spotLight );
  40848. *
  40849. * const spotLightHelper = new THREE.SpotLightHelper( spotLight );
  40850. * scene.add( spotLightHelper );
  40851. * ```
  40852. *
  40853. * @augments Object3D
  40854. */
  40855. class SpotLightHelper extends Object3D {
  40856. /**
  40857. * Constructs a new spot light helper.
  40858. *
  40859. * @param {HemisphereLight} light - The light to be visualized.
  40860. * @param {number|Color|string} [color] - The helper's color. If not set, the helper will take
  40861. * the color of the light.
  40862. */
  40863. constructor( light, color ) {
  40864. super();
  40865. /**
  40866. * The light being visualized.
  40867. *
  40868. * @type {SpotLight}
  40869. */
  40870. this.light = light;
  40871. this.matrixAutoUpdate = false;
  40872. /**
  40873. * The color parameter passed in the constructor.
  40874. * If not set, the helper will take the color of the light.
  40875. *
  40876. * @type {number|Color|string}
  40877. */
  40878. this.color = color;
  40879. this.type = 'SpotLightHelper';
  40880. const geometry = new BufferGeometry();
  40881. const positions = [
  40882. 0, 0, 0, 0, 0, 1,
  40883. 0, 0, 0, 1, 0, 1,
  40884. 0, 0, 0, -1, 0, 1,
  40885. 0, 0, 0, 0, 1, 1,
  40886. 0, 0, 0, 0, -1, 1
  40887. ];
  40888. for ( let i = 0, j = 1, l = 32; i < l; i ++, j ++ ) {
  40889. const p1 = ( i / l ) * Math.PI * 2;
  40890. const p2 = ( j / l ) * Math.PI * 2;
  40891. positions.push(
  40892. Math.cos( p1 ), Math.sin( p1 ), 1,
  40893. Math.cos( p2 ), Math.sin( p2 ), 1
  40894. );
  40895. }
  40896. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  40897. const material = new LineBasicMaterial( { fog: false, toneMapped: false } );
  40898. this.cone = new LineSegments( geometry, material );
  40899. this.add( this.cone );
  40900. this.update();
  40901. }
  40902. /**
  40903. * Frees the GPU-related resources allocated by this instance. Call this
  40904. * method whenever this instance is no longer used in your app.
  40905. */
  40906. dispose() {
  40907. this.cone.geometry.dispose();
  40908. this.cone.material.dispose();
  40909. }
  40910. /**
  40911. * Updates the helper to match the position and direction of the
  40912. * light being visualized.
  40913. */
  40914. update() {
  40915. this.light.updateWorldMatrix( true, false );
  40916. this.light.target.updateWorldMatrix( true, false );
  40917. // update the local matrix based on the parent and light target transforms
  40918. if ( this.parent ) {
  40919. this.parent.updateWorldMatrix( true );
  40920. this.matrix
  40921. .copy( this.parent.matrixWorld )
  40922. .invert()
  40923. .multiply( this.light.matrixWorld );
  40924. } else {
  40925. this.matrix.copy( this.light.matrixWorld );
  40926. }
  40927. this.matrixWorld.copy( this.light.matrixWorld );
  40928. const coneLength = this.light.distance ? this.light.distance : 1000;
  40929. const coneWidth = coneLength * Math.tan( this.light.angle );
  40930. this.cone.scale.set( coneWidth, coneWidth, coneLength );
  40931. _vector$3.setFromMatrixPosition( this.light.target.matrixWorld );
  40932. this.cone.lookAt( _vector$3 );
  40933. if ( this.color !== undefined ) {
  40934. this.cone.material.color.set( this.color );
  40935. } else {
  40936. this.cone.material.color.copy( this.light.color );
  40937. }
  40938. }
  40939. }
  40940. const _vector$2 = /*@__PURE__*/ new Vector3();
  40941. const _boneMatrix = /*@__PURE__*/ new Matrix4();
  40942. const _matrixWorldInv = /*@__PURE__*/ new Matrix4();
  40943. /**
  40944. * A helper object to assist with visualizing a {@link Skeleton}.
  40945. *
  40946. * ```js
  40947. * const helper = new THREE.SkeletonHelper( skinnedMesh );
  40948. * scene.add( helper );
  40949. * ```
  40950. *
  40951. * @augments LineSegments
  40952. */
  40953. class SkeletonHelper extends LineSegments {
  40954. /**
  40955. * Constructs a new skeleton helper.
  40956. *
  40957. * @param {Object3D} object - Usually an instance of {@link SkinnedMesh}. However, any 3D object
  40958. * can be used if it represents a hierarchy of bones (see {@link Bone}).
  40959. */
  40960. constructor( object ) {
  40961. const bones = getBoneList( object );
  40962. const geometry = new BufferGeometry();
  40963. const vertices = [];
  40964. const colors = [];
  40965. for ( let i = 0; i < bones.length; i ++ ) {
  40966. const bone = bones[ i ];
  40967. if ( bone.parent && bone.parent.isBone ) {
  40968. vertices.push( 0, 0, 0 );
  40969. vertices.push( 0, 0, 0 );
  40970. colors.push( 0, 0, 0 );
  40971. colors.push( 0, 0, 0 );
  40972. }
  40973. }
  40974. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  40975. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  40976. const material = new LineBasicMaterial( { vertexColors: true, depthTest: false, depthWrite: false, toneMapped: false, transparent: true } );
  40977. super( geometry, material );
  40978. /**
  40979. * This flag can be used for type testing.
  40980. *
  40981. * @type {boolean}
  40982. * @readonly
  40983. * @default true
  40984. */
  40985. this.isSkeletonHelper = true;
  40986. this.type = 'SkeletonHelper';
  40987. /**
  40988. * The object being visualized.
  40989. *
  40990. * @type {Object3D}
  40991. */
  40992. this.root = object;
  40993. /**
  40994. * The list of bones that the helper visualizes.
  40995. *
  40996. * @type {Array<Bone>}
  40997. */
  40998. this.bones = bones;
  40999. this.matrix = object.matrixWorld;
  41000. this.matrixAutoUpdate = false;
  41001. // colors
  41002. const color1 = new Color( 0x0000ff );
  41003. const color2 = new Color( 0x00ff00 );
  41004. this.setColors( color1, color2 );
  41005. }
  41006. updateMatrixWorld( force ) {
  41007. const bones = this.bones;
  41008. const geometry = this.geometry;
  41009. const position = geometry.getAttribute( 'position' );
  41010. _matrixWorldInv.copy( this.root.matrixWorld ).invert();
  41011. for ( let i = 0, j = 0; i < bones.length; i ++ ) {
  41012. const bone = bones[ i ];
  41013. if ( bone.parent && bone.parent.isBone ) {
  41014. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.matrixWorld );
  41015. _vector$2.setFromMatrixPosition( _boneMatrix );
  41016. position.setXYZ( j, _vector$2.x, _vector$2.y, _vector$2.z );
  41017. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.parent.matrixWorld );
  41018. _vector$2.setFromMatrixPosition( _boneMatrix );
  41019. position.setXYZ( j + 1, _vector$2.x, _vector$2.y, _vector$2.z );
  41020. j += 2;
  41021. }
  41022. }
  41023. geometry.getAttribute( 'position' ).needsUpdate = true;
  41024. super.updateMatrixWorld( force );
  41025. }
  41026. /**
  41027. * Defines the colors of the helper.
  41028. *
  41029. * @param {Color} color1 - The first line color for each bone.
  41030. * @param {Color} color2 - The second line color for each bone.
  41031. * @return {SkeletonHelper} A reference to this helper.
  41032. */
  41033. setColors( color1, color2 ) {
  41034. const geometry = this.geometry;
  41035. const colorAttribute = geometry.getAttribute( 'color' );
  41036. for ( let i = 0; i < colorAttribute.count; i += 2 ) {
  41037. colorAttribute.setXYZ( i, color1.r, color1.g, color1.b );
  41038. colorAttribute.setXYZ( i + 1, color2.r, color2.g, color2.b );
  41039. }
  41040. colorAttribute.needsUpdate = true;
  41041. return this;
  41042. }
  41043. /**
  41044. * Frees the GPU-related resources allocated by this instance. Call this
  41045. * method whenever this instance is no longer used in your app.
  41046. */
  41047. dispose() {
  41048. this.geometry.dispose();
  41049. this.material.dispose();
  41050. }
  41051. }
  41052. function getBoneList( object ) {
  41053. const boneList = [];
  41054. if ( object.isBone === true ) {
  41055. boneList.push( object );
  41056. }
  41057. for ( let i = 0; i < object.children.length; i ++ ) {
  41058. boneList.push( ...getBoneList( object.children[ i ] ) );
  41059. }
  41060. return boneList;
  41061. }
  41062. /**
  41063. * This displays a helper object consisting of a spherical mesh for
  41064. * visualizing an instance of {@link PointLight}.
  41065. *
  41066. * ```js
  41067. * const pointLight = new THREE.PointLight( 0xff0000, 1, 100 );
  41068. * pointLight.position.set( 10, 10, 10 );
  41069. * scene.add( pointLight );
  41070. *
  41071. * const sphereSize = 1;
  41072. * const pointLightHelper = new THREE.PointLightHelper( pointLight, sphereSize );
  41073. * scene.add( pointLightHelper );
  41074. * ```
  41075. *
  41076. * @augments Mesh
  41077. */
  41078. class PointLightHelper extends Mesh {
  41079. /**
  41080. * Constructs a new point light helper.
  41081. *
  41082. * @param {PointLight} light - The light to be visualized.
  41083. * @param {number} [sphereSize=1] - The size of the sphere helper.
  41084. * @param {number|Color|string} [color] - The helper's color. If not set, the helper will take
  41085. * the color of the light.
  41086. */
  41087. constructor( light, sphereSize, color ) {
  41088. const geometry = new SphereGeometry( sphereSize, 4, 2 );
  41089. const material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );
  41090. super( geometry, material );
  41091. /**
  41092. * The light being visualized.
  41093. *
  41094. * @type {HemisphereLight}
  41095. */
  41096. this.light = light;
  41097. /**
  41098. * The color parameter passed in the constructor.
  41099. * If not set, the helper will take the color of the light.
  41100. *
  41101. * @type {number|Color|string}
  41102. */
  41103. this.color = color;
  41104. this.type = 'PointLightHelper';
  41105. this.matrix = this.light.matrixWorld;
  41106. this.matrixAutoUpdate = false;
  41107. this.update();
  41108. /*
  41109. // TODO: delete this comment?
  41110. const distanceGeometry = new THREE.IcosahedronGeometry( 1, 2 );
  41111. const distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );
  41112. this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
  41113. this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );
  41114. const d = light.distance;
  41115. if ( d === 0.0 ) {
  41116. this.lightDistance.visible = false;
  41117. } else {
  41118. this.lightDistance.scale.set( d, d, d );
  41119. }
  41120. this.add( this.lightDistance );
  41121. */
  41122. }
  41123. /**
  41124. * Frees the GPU-related resources allocated by this instance. Call this
  41125. * method whenever this instance is no longer used in your app.
  41126. */
  41127. dispose() {
  41128. this.geometry.dispose();
  41129. this.material.dispose();
  41130. }
  41131. /**
  41132. * Updates the helper to match the position of the
  41133. * light being visualized.
  41134. */
  41135. update() {
  41136. this.light.updateWorldMatrix( true, false );
  41137. if ( this.color !== undefined ) {
  41138. this.material.color.set( this.color );
  41139. } else {
  41140. this.material.color.copy( this.light.color );
  41141. }
  41142. /*
  41143. const d = this.light.distance;
  41144. if ( d === 0.0 ) {
  41145. this.lightDistance.visible = false;
  41146. } else {
  41147. this.lightDistance.visible = true;
  41148. this.lightDistance.scale.set( d, d, d );
  41149. }
  41150. */
  41151. }
  41152. }
  41153. const _vector$1 = /*@__PURE__*/ new Vector3();
  41154. const _color1 = /*@__PURE__*/ new Color();
  41155. const _color2 = /*@__PURE__*/ new Color();
  41156. /**
  41157. * Creates a visual aid consisting of a spherical mesh for a
  41158. * given {@link HemisphereLight}.
  41159. *
  41160. * ```js
  41161. * const light = new THREE.HemisphereLight( 0xffffbb, 0x080820, 1 );
  41162. * const helper = new THREE.HemisphereLightHelper( light, 5 );
  41163. * scene.add( helper );
  41164. * ```
  41165. *
  41166. * @augments Object3D
  41167. */
  41168. class HemisphereLightHelper extends Object3D {
  41169. /**
  41170. * Constructs a new hemisphere light helper.
  41171. *
  41172. * @param {HemisphereLight} light - The light to be visualized.
  41173. * @param {number} [size=1] - The size of the mesh used to visualize the light.
  41174. * @param {number|Color|string} [color] - The helper's color. If not set, the helper will take
  41175. * the color of the light.
  41176. */
  41177. constructor( light, size, color ) {
  41178. super();
  41179. /**
  41180. * The light being visualized.
  41181. *
  41182. * @type {HemisphereLight}
  41183. */
  41184. this.light = light;
  41185. this.matrix = light.matrixWorld;
  41186. this.matrixAutoUpdate = false;
  41187. /**
  41188. * The color parameter passed in the constructor.
  41189. * If not set, the helper will take the color of the light.
  41190. *
  41191. * @type {number|Color|string}
  41192. */
  41193. this.color = color;
  41194. this.type = 'HemisphereLightHelper';
  41195. const geometry = new OctahedronGeometry( size );
  41196. geometry.rotateY( Math.PI * 0.5 );
  41197. this.material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );
  41198. if ( this.color === undefined ) this.material.vertexColors = true;
  41199. const position = geometry.getAttribute( 'position' );
  41200. const colors = new Float32Array( position.count * 3 );
  41201. geometry.setAttribute( 'color', new BufferAttribute( colors, 3 ) );
  41202. this.add( new Mesh( geometry, this.material ) );
  41203. this.update();
  41204. }
  41205. /**
  41206. * Frees the GPU-related resources allocated by this instance. Call this
  41207. * method whenever this instance is no longer used in your app.
  41208. */
  41209. dispose() {
  41210. this.children[ 0 ].geometry.dispose();
  41211. this.children[ 0 ].material.dispose();
  41212. }
  41213. /**
  41214. * Updates the helper to match the position and direction of the
  41215. * light being visualized.
  41216. */
  41217. update() {
  41218. const mesh = this.children[ 0 ];
  41219. if ( this.color !== undefined ) {
  41220. this.material.color.set( this.color );
  41221. } else {
  41222. const colors = mesh.geometry.getAttribute( 'color' );
  41223. _color1.copy( this.light.color );
  41224. _color2.copy( this.light.groundColor );
  41225. for ( let i = 0, l = colors.count; i < l; i ++ ) {
  41226. const color = ( i < ( l / 2 ) ) ? _color1 : _color2;
  41227. colors.setXYZ( i, color.r, color.g, color.b );
  41228. }
  41229. colors.needsUpdate = true;
  41230. }
  41231. this.light.updateWorldMatrix( true, false );
  41232. mesh.lookAt( _vector$1.setFromMatrixPosition( this.light.matrixWorld ).negate() );
  41233. }
  41234. }
  41235. /**
  41236. * The helper is an object to define grids. Grids are two-dimensional
  41237. * arrays of lines.
  41238. *
  41239. * ```js
  41240. * const size = 10;
  41241. * const divisions = 10;
  41242. *
  41243. * const gridHelper = new THREE.GridHelper( size, divisions );
  41244. * scene.add( gridHelper );
  41245. * ```
  41246. *
  41247. * @augments LineSegments
  41248. */
  41249. class GridHelper extends LineSegments {
  41250. /**
  41251. * Constructs a new grid helper.
  41252. *
  41253. * @param {number} [size=10] - The size of the grid.
  41254. * @param {number} [divisions=10] - The number of divisions across the grid.
  41255. * @param {number|Color|string} [color1=0x444444] - The color of the center line.
  41256. * @param {number|Color|string} [color2=0x888888] - The color of the lines of the grid.
  41257. */
  41258. constructor( size = 10, divisions = 10, color1 = 0x444444, color2 = 0x888888 ) {
  41259. color1 = new Color( color1 );
  41260. color2 = new Color( color2 );
  41261. const center = divisions / 2;
  41262. const step = size / divisions;
  41263. const halfSize = size / 2;
  41264. const vertices = [], colors = [];
  41265. for ( let i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) {
  41266. vertices.push( - halfSize, 0, k, halfSize, 0, k );
  41267. vertices.push( k, 0, - halfSize, k, 0, halfSize );
  41268. const color = i === center ? color1 : color2;
  41269. color.toArray( colors, j ); j += 3;
  41270. color.toArray( colors, j ); j += 3;
  41271. color.toArray( colors, j ); j += 3;
  41272. color.toArray( colors, j ); j += 3;
  41273. }
  41274. const geometry = new BufferGeometry();
  41275. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  41276. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  41277. const material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
  41278. super( geometry, material );
  41279. this.type = 'GridHelper';
  41280. }
  41281. /**
  41282. * Frees the GPU-related resources allocated by this instance. Call this
  41283. * method whenever this instance is no longer used in your app.
  41284. */
  41285. dispose() {
  41286. this.geometry.dispose();
  41287. this.material.dispose();
  41288. }
  41289. }
  41290. /**
  41291. * This helper is an object to define polar grids. Grids are
  41292. * two-dimensional arrays of lines.
  41293. *
  41294. * ```js
  41295. * const radius = 10;
  41296. * const sectors = 16;
  41297. * const rings = 8;
  41298. * const divisions = 64;
  41299. *
  41300. * const helper = new THREE.PolarGridHelper( radius, sectors, rings, divisions );
  41301. * scene.add( helper );
  41302. * ```
  41303. *
  41304. * @augments LineSegments
  41305. */
  41306. class PolarGridHelper extends LineSegments {
  41307. /**
  41308. * Constructs a new polar grid helper.
  41309. *
  41310. * @param {number} [radius=10] - The radius of the polar grid. This can be any positive number.
  41311. * @param {number} [sectors=16] - The number of sectors the grid will be divided into. This can be any positive integer.
  41312. * @param {number} [rings=16] - The number of rings. This can be any positive integer.
  41313. * @param {number} [divisions=64] - The number of line segments used for each circle. This can be any positive integer.
  41314. * @param {number|Color|string} [color1=0x444444] - The first color used for grid elements.
  41315. * @param {number|Color|string} [color2=0x888888] - The second color used for grid elements.
  41316. */
  41317. constructor( radius = 10, sectors = 16, rings = 8, divisions = 64, color1 = 0x444444, color2 = 0x888888 ) {
  41318. color1 = new Color( color1 );
  41319. color2 = new Color( color2 );
  41320. const vertices = [];
  41321. const colors = [];
  41322. // create the sectors
  41323. if ( sectors > 1 ) {
  41324. for ( let i = 0; i < sectors; i ++ ) {
  41325. const v = ( i / sectors ) * ( Math.PI * 2 );
  41326. const x = Math.sin( v ) * radius;
  41327. const z = Math.cos( v ) * radius;
  41328. vertices.push( 0, 0, 0 );
  41329. vertices.push( x, 0, z );
  41330. const color = ( i & 1 ) ? color1 : color2;
  41331. colors.push( color.r, color.g, color.b );
  41332. colors.push( color.r, color.g, color.b );
  41333. }
  41334. }
  41335. // create the rings
  41336. for ( let i = 0; i < rings; i ++ ) {
  41337. const color = ( i & 1 ) ? color1 : color2;
  41338. const r = radius - ( radius / rings * i );
  41339. for ( let j = 0; j < divisions; j ++ ) {
  41340. // first vertex
  41341. let v = ( j / divisions ) * ( Math.PI * 2 );
  41342. let x = Math.sin( v ) * r;
  41343. let z = Math.cos( v ) * r;
  41344. vertices.push( x, 0, z );
  41345. colors.push( color.r, color.g, color.b );
  41346. // second vertex
  41347. v = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 );
  41348. x = Math.sin( v ) * r;
  41349. z = Math.cos( v ) * r;
  41350. vertices.push( x, 0, z );
  41351. colors.push( color.r, color.g, color.b );
  41352. }
  41353. }
  41354. const geometry = new BufferGeometry();
  41355. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  41356. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  41357. const material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
  41358. super( geometry, material );
  41359. this.type = 'PolarGridHelper';
  41360. }
  41361. /**
  41362. * Frees the GPU-related resources allocated by this instance. Call this
  41363. * method whenever this instance is no longer used in your app.
  41364. */
  41365. dispose() {
  41366. this.geometry.dispose();
  41367. this.material.dispose();
  41368. }
  41369. }
  41370. const _v1 = /*@__PURE__*/ new Vector3();
  41371. const _v2 = /*@__PURE__*/ new Vector3();
  41372. const _v3 = /*@__PURE__*/ new Vector3();
  41373. /**
  41374. * Helper object to assist with visualizing a {@link DirectionalLight}'s
  41375. * effect on the scene. This consists of plane and a line representing the
  41376. * light's position and direction.
  41377. *
  41378. * ```js
  41379. * const light = new THREE.DirectionalLight( 0xFFFFFF );
  41380. * scene.add( light );
  41381. *
  41382. * const helper = new THREE.DirectionalLightHelper( light, 5 );
  41383. * scene.add( helper );
  41384. * ```
  41385. *
  41386. * @augments Object3D
  41387. */
  41388. class DirectionalLightHelper extends Object3D {
  41389. /**
  41390. * Constructs a new directional light helper.
  41391. *
  41392. * @param {DirectionalLight} light - The light to be visualized.
  41393. * @param {number} [size=1] - The dimensions of the plane.
  41394. * @param {number|Color|string} [color] - The helper's color. If not set, the helper will take
  41395. * the color of the light.
  41396. */
  41397. constructor( light, size, color ) {
  41398. super();
  41399. /**
  41400. * The light being visualized.
  41401. *
  41402. * @type {DirectionalLight}
  41403. */
  41404. this.light = light;
  41405. this.matrix = light.matrixWorld;
  41406. this.matrixAutoUpdate = false;
  41407. /**
  41408. * The color parameter passed in the constructor.
  41409. * If not set, the helper will take the color of the light.
  41410. *
  41411. * @type {number|Color|string}
  41412. */
  41413. this.color = color;
  41414. this.type = 'DirectionalLightHelper';
  41415. if ( size === undefined ) size = 1;
  41416. let geometry = new BufferGeometry();
  41417. geometry.setAttribute( 'position', new Float32BufferAttribute( [
  41418. - size, size, 0,
  41419. size, size, 0,
  41420. size, - size, 0,
  41421. - size, - size, 0,
  41422. - size, size, 0
  41423. ], 3 ) );
  41424. const material = new LineBasicMaterial( { fog: false, toneMapped: false } );
  41425. /**
  41426. * Contains the line showing the location of the directional light.
  41427. *
  41428. * @type {Line}
  41429. */
  41430. this.lightPlane = new Line( geometry, material );
  41431. this.add( this.lightPlane );
  41432. geometry = new BufferGeometry();
  41433. geometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) );
  41434. /**
  41435. * Represents the target line of the directional light.
  41436. *
  41437. * @type {Line}
  41438. */
  41439. this.targetLine = new Line( geometry, material );
  41440. this.add( this.targetLine );
  41441. this.update();
  41442. }
  41443. /**
  41444. * Frees the GPU-related resources allocated by this instance. Call this
  41445. * method whenever this instance is no longer used in your app.
  41446. */
  41447. dispose() {
  41448. this.lightPlane.geometry.dispose();
  41449. this.lightPlane.material.dispose();
  41450. this.targetLine.geometry.dispose();
  41451. this.targetLine.material.dispose();
  41452. }
  41453. /**
  41454. * Updates the helper to match the position and direction of the
  41455. * light being visualized.
  41456. */
  41457. update() {
  41458. this.light.updateWorldMatrix( true, false );
  41459. this.light.target.updateWorldMatrix( true, false );
  41460. _v1.setFromMatrixPosition( this.light.matrixWorld );
  41461. _v2.setFromMatrixPosition( this.light.target.matrixWorld );
  41462. _v3.subVectors( _v2, _v1 );
  41463. this.lightPlane.lookAt( _v2 );
  41464. if ( this.color !== undefined ) {
  41465. this.lightPlane.material.color.set( this.color );
  41466. this.targetLine.material.color.set( this.color );
  41467. } else {
  41468. this.lightPlane.material.color.copy( this.light.color );
  41469. this.targetLine.material.color.copy( this.light.color );
  41470. }
  41471. this.targetLine.lookAt( _v2 );
  41472. this.targetLine.scale.z = _v3.length();
  41473. }
  41474. }
  41475. const _vector = /*@__PURE__*/ new Vector3();
  41476. const _camera = /*@__PURE__*/ new Camera();
  41477. /**
  41478. * This helps with visualizing what a camera contains in its frustum. It
  41479. * visualizes the frustum of a camera using a line segments.
  41480. *
  41481. * Based on frustum visualization in [lightgl.js shadowmap example](https://github.com/evanw/lightgl.js/blob/master/tests/shadowmap.html).
  41482. *
  41483. * `CameraHelper` must be a child of the scene.
  41484. *
  41485. * ```js
  41486. * const camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 );
  41487. * const helper = new THREE.CameraHelper( camera );
  41488. * scene.add( helper );
  41489. * ```
  41490. *
  41491. * @augments LineSegments
  41492. */
  41493. class CameraHelper extends LineSegments {
  41494. /**
  41495. * Constructs a new arrow helper.
  41496. *
  41497. * @param {Camera} camera - The camera to visualize.
  41498. */
  41499. constructor( camera ) {
  41500. const geometry = new BufferGeometry();
  41501. const material = new LineBasicMaterial( { color: 0xffffff, vertexColors: true, toneMapped: false } );
  41502. const vertices = [];
  41503. const colors = [];
  41504. const pointMap = {};
  41505. // near
  41506. addLine( 'n1', 'n2' );
  41507. addLine( 'n2', 'n4' );
  41508. addLine( 'n4', 'n3' );
  41509. addLine( 'n3', 'n1' );
  41510. // far
  41511. addLine( 'f1', 'f2' );
  41512. addLine( 'f2', 'f4' );
  41513. addLine( 'f4', 'f3' );
  41514. addLine( 'f3', 'f1' );
  41515. // sides
  41516. addLine( 'n1', 'f1' );
  41517. addLine( 'n2', 'f2' );
  41518. addLine( 'n3', 'f3' );
  41519. addLine( 'n4', 'f4' );
  41520. // cone
  41521. addLine( 'p', 'n1' );
  41522. addLine( 'p', 'n2' );
  41523. addLine( 'p', 'n3' );
  41524. addLine( 'p', 'n4' );
  41525. // up
  41526. addLine( 'u1', 'u2' );
  41527. addLine( 'u2', 'u3' );
  41528. addLine( 'u3', 'u1' );
  41529. // target
  41530. addLine( 'c', 't' );
  41531. addLine( 'p', 'c' );
  41532. // cross
  41533. addLine( 'cn1', 'cn2' );
  41534. addLine( 'cn3', 'cn4' );
  41535. addLine( 'cf1', 'cf2' );
  41536. addLine( 'cf3', 'cf4' );
  41537. function addLine( a, b ) {
  41538. addPoint( a );
  41539. addPoint( b );
  41540. }
  41541. function addPoint( id ) {
  41542. vertices.push( 0, 0, 0 );
  41543. colors.push( 0, 0, 0 );
  41544. if ( pointMap[ id ] === undefined ) {
  41545. pointMap[ id ] = [];
  41546. }
  41547. pointMap[ id ].push( ( vertices.length / 3 ) - 1 );
  41548. }
  41549. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  41550. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  41551. super( geometry, material );
  41552. this.type = 'CameraHelper';
  41553. /**
  41554. * The camera being visualized.
  41555. *
  41556. * @type {Camera}
  41557. */
  41558. this.camera = camera;
  41559. if ( this.camera.updateProjectionMatrix ) this.camera.updateProjectionMatrix();
  41560. this.matrix = camera.matrixWorld;
  41561. this.matrixAutoUpdate = false;
  41562. /**
  41563. * This contains the points used to visualize the camera.
  41564. *
  41565. * @type {Object<string,Array<number>>}
  41566. */
  41567. this.pointMap = pointMap;
  41568. this.update();
  41569. // colors
  41570. const colorFrustum = new Color( 0xffaa00 );
  41571. const colorCone = new Color( 0xff0000 );
  41572. const colorUp = new Color( 0x00aaff );
  41573. const colorTarget = new Color( 0xffffff );
  41574. const colorCross = new Color( 0x333333 );
  41575. this.setColors( colorFrustum, colorCone, colorUp, colorTarget, colorCross );
  41576. }
  41577. /**
  41578. * Defines the colors of the helper.
  41579. *
  41580. * @param {Color} frustum - The frustum line color.
  41581. * @param {Color} cone - The cone line color.
  41582. * @param {Color} up - The up line color.
  41583. * @param {Color} target - The target line color.
  41584. * @param {Color} cross - The cross line color.
  41585. * @return {CameraHelper} A reference to this helper.
  41586. */
  41587. setColors( frustum, cone, up, target, cross ) {
  41588. const geometry = this.geometry;
  41589. const colorAttribute = geometry.getAttribute( 'color' );
  41590. // near
  41591. colorAttribute.setXYZ( 0, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 1, frustum.r, frustum.g, frustum.b ); // n1, n2
  41592. colorAttribute.setXYZ( 2, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 3, frustum.r, frustum.g, frustum.b ); // n2, n4
  41593. colorAttribute.setXYZ( 4, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 5, frustum.r, frustum.g, frustum.b ); // n4, n3
  41594. colorAttribute.setXYZ( 6, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 7, frustum.r, frustum.g, frustum.b ); // n3, n1
  41595. // far
  41596. colorAttribute.setXYZ( 8, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 9, frustum.r, frustum.g, frustum.b ); // f1, f2
  41597. colorAttribute.setXYZ( 10, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 11, frustum.r, frustum.g, frustum.b ); // f2, f4
  41598. colorAttribute.setXYZ( 12, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 13, frustum.r, frustum.g, frustum.b ); // f4, f3
  41599. colorAttribute.setXYZ( 14, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 15, frustum.r, frustum.g, frustum.b ); // f3, f1
  41600. // sides
  41601. colorAttribute.setXYZ( 16, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 17, frustum.r, frustum.g, frustum.b ); // n1, f1
  41602. colorAttribute.setXYZ( 18, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 19, frustum.r, frustum.g, frustum.b ); // n2, f2
  41603. colorAttribute.setXYZ( 20, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 21, frustum.r, frustum.g, frustum.b ); // n3, f3
  41604. colorAttribute.setXYZ( 22, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 23, frustum.r, frustum.g, frustum.b ); // n4, f4
  41605. // cone
  41606. colorAttribute.setXYZ( 24, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 25, cone.r, cone.g, cone.b ); // p, n1
  41607. colorAttribute.setXYZ( 26, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 27, cone.r, cone.g, cone.b ); // p, n2
  41608. colorAttribute.setXYZ( 28, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 29, cone.r, cone.g, cone.b ); // p, n3
  41609. colorAttribute.setXYZ( 30, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 31, cone.r, cone.g, cone.b ); // p, n4
  41610. // up
  41611. colorAttribute.setXYZ( 32, up.r, up.g, up.b ); colorAttribute.setXYZ( 33, up.r, up.g, up.b ); // u1, u2
  41612. colorAttribute.setXYZ( 34, up.r, up.g, up.b ); colorAttribute.setXYZ( 35, up.r, up.g, up.b ); // u2, u3
  41613. colorAttribute.setXYZ( 36, up.r, up.g, up.b ); colorAttribute.setXYZ( 37, up.r, up.g, up.b ); // u3, u1
  41614. // target
  41615. colorAttribute.setXYZ( 38, target.r, target.g, target.b ); colorAttribute.setXYZ( 39, target.r, target.g, target.b ); // c, t
  41616. colorAttribute.setXYZ( 40, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 41, cross.r, cross.g, cross.b ); // p, c
  41617. // cross
  41618. colorAttribute.setXYZ( 42, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 43, cross.r, cross.g, cross.b ); // cn1, cn2
  41619. colorAttribute.setXYZ( 44, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 45, cross.r, cross.g, cross.b ); // cn3, cn4
  41620. colorAttribute.setXYZ( 46, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 47, cross.r, cross.g, cross.b ); // cf1, cf2
  41621. colorAttribute.setXYZ( 48, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 49, cross.r, cross.g, cross.b ); // cf3, cf4
  41622. colorAttribute.needsUpdate = true;
  41623. return this;
  41624. }
  41625. /**
  41626. * Updates the helper based on the projection matrix of the camera.
  41627. */
  41628. update() {
  41629. const geometry = this.geometry;
  41630. const pointMap = this.pointMap;
  41631. const w = 1, h = 1;
  41632. let nearZ, farZ;
  41633. // we need just camera projection matrix inverse
  41634. // world matrix must be identity
  41635. _camera.projectionMatrixInverse.copy( this.camera.projectionMatrixInverse );
  41636. // Adjust z values based on coordinate system
  41637. if ( this.camera.reversedDepth === true ) {
  41638. nearZ = 1;
  41639. farZ = 0;
  41640. } else {
  41641. if ( this.camera.coordinateSystem === WebGLCoordinateSystem ) {
  41642. nearZ = -1;
  41643. farZ = 1;
  41644. } else if ( this.camera.coordinateSystem === WebGPUCoordinateSystem ) {
  41645. nearZ = 0;
  41646. farZ = 1;
  41647. } else {
  41648. throw new Error( 'THREE.CameraHelper.update(): Invalid coordinate system: ' + this.camera.coordinateSystem );
  41649. }
  41650. }
  41651. // center / target
  41652. setPoint( 'c', pointMap, geometry, _camera, 0, 0, nearZ );
  41653. setPoint( 't', pointMap, geometry, _camera, 0, 0, farZ );
  41654. // near
  41655. setPoint( 'n1', pointMap, geometry, _camera, - w, - h, nearZ );
  41656. setPoint( 'n2', pointMap, geometry, _camera, w, - h, nearZ );
  41657. setPoint( 'n3', pointMap, geometry, _camera, - w, h, nearZ );
  41658. setPoint( 'n4', pointMap, geometry, _camera, w, h, nearZ );
  41659. // far
  41660. setPoint( 'f1', pointMap, geometry, _camera, - w, - h, farZ );
  41661. setPoint( 'f2', pointMap, geometry, _camera, w, - h, farZ );
  41662. setPoint( 'f3', pointMap, geometry, _camera, - w, h, farZ );
  41663. setPoint( 'f4', pointMap, geometry, _camera, w, h, farZ );
  41664. // up
  41665. setPoint( 'u1', pointMap, geometry, _camera, w * 0.7, h * 1.1, nearZ );
  41666. setPoint( 'u2', pointMap, geometry, _camera, - w * 0.7, h * 1.1, nearZ );
  41667. setPoint( 'u3', pointMap, geometry, _camera, 0, h * 2, nearZ );
  41668. // cross
  41669. setPoint( 'cf1', pointMap, geometry, _camera, - w, 0, farZ );
  41670. setPoint( 'cf2', pointMap, geometry, _camera, w, 0, farZ );
  41671. setPoint( 'cf3', pointMap, geometry, _camera, 0, - h, farZ );
  41672. setPoint( 'cf4', pointMap, geometry, _camera, 0, h, farZ );
  41673. setPoint( 'cn1', pointMap, geometry, _camera, - w, 0, nearZ );
  41674. setPoint( 'cn2', pointMap, geometry, _camera, w, 0, nearZ );
  41675. setPoint( 'cn3', pointMap, geometry, _camera, 0, - h, nearZ );
  41676. setPoint( 'cn4', pointMap, geometry, _camera, 0, h, nearZ );
  41677. geometry.getAttribute( 'position' ).needsUpdate = true;
  41678. }
  41679. /**
  41680. * Frees the GPU-related resources allocated by this instance. Call this
  41681. * method whenever this instance is no longer used in your app.
  41682. */
  41683. dispose() {
  41684. this.geometry.dispose();
  41685. this.material.dispose();
  41686. }
  41687. }
  41688. function setPoint( point, pointMap, geometry, camera, x, y, z ) {
  41689. _vector.set( x, y, z ).unproject( camera );
  41690. const points = pointMap[ point ];
  41691. if ( points !== undefined ) {
  41692. const position = geometry.getAttribute( 'position' );
  41693. for ( let i = 0, l = points.length; i < l; i ++ ) {
  41694. position.setXYZ( points[ i ], _vector.x, _vector.y, _vector.z );
  41695. }
  41696. }
  41697. }
  41698. const _box = /*@__PURE__*/ new Box3();
  41699. /**
  41700. * Helper object to graphically show the world-axis-aligned bounding box
  41701. * around an object. The actual bounding box is handled with {@link Box3},
  41702. * this is just a visual helper for debugging. It can be automatically
  41703. * resized with {@link BoxHelper#update} when the object it's created from
  41704. * is transformed. Note that the object must have a geometry for this to work,
  41705. * so it won't work with sprites.
  41706. *
  41707. * ```js
  41708. * const sphere = new THREE.SphereGeometry();
  41709. * const object = new THREE.Mesh( sphere, new THREE.MeshBasicMaterial( 0xff0000 ) );
  41710. * const box = new THREE.BoxHelper( object, 0xffff00 );
  41711. * scene.add( box );
  41712. * ```
  41713. *
  41714. * @augments LineSegments
  41715. */
  41716. class BoxHelper extends LineSegments {
  41717. /**
  41718. * Constructs a new box helper.
  41719. *
  41720. * @param {Object3D} [object] - The 3D object to show the world-axis-aligned bounding box.
  41721. * @param {number|Color|string} [color=0xffff00] - The box's color.
  41722. */
  41723. constructor( object, color = 0xffff00 ) {
  41724. 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 ] );
  41725. const positions = new Float32Array( 8 * 3 );
  41726. const geometry = new BufferGeometry();
  41727. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  41728. geometry.setAttribute( 'position', new BufferAttribute( positions, 3 ) );
  41729. super( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  41730. /**
  41731. * The 3D object being visualized.
  41732. *
  41733. * @type {Object3D}
  41734. */
  41735. this.object = object;
  41736. this.type = 'BoxHelper';
  41737. this.matrixAutoUpdate = false;
  41738. this.update();
  41739. }
  41740. /**
  41741. * Updates the helper's geometry to match the dimensions of the object,
  41742. * including any children.
  41743. */
  41744. update() {
  41745. if ( this.object !== undefined ) {
  41746. _box.setFromObject( this.object );
  41747. }
  41748. if ( _box.isEmpty() ) return;
  41749. const min = _box.min;
  41750. const max = _box.max;
  41751. /*
  41752. 5____4
  41753. 1/___0/|
  41754. | 6__|_7
  41755. 2/___3/
  41756. 0: max.x, max.y, max.z
  41757. 1: min.x, max.y, max.z
  41758. 2: min.x, min.y, max.z
  41759. 3: max.x, min.y, max.z
  41760. 4: max.x, max.y, min.z
  41761. 5: min.x, max.y, min.z
  41762. 6: min.x, min.y, min.z
  41763. 7: max.x, min.y, min.z
  41764. */
  41765. const position = this.geometry.attributes.position;
  41766. const array = position.array;
  41767. array[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z;
  41768. array[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z;
  41769. array[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z;
  41770. array[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z;
  41771. array[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z;
  41772. array[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z;
  41773. array[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z;
  41774. array[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z;
  41775. position.needsUpdate = true;
  41776. this.geometry.computeBoundingSphere();
  41777. }
  41778. /**
  41779. * Updates the wireframe box for the passed object.
  41780. *
  41781. * @param {Object3D} object - The 3D object to create the helper for.
  41782. * @return {BoxHelper} A reference to this instance.
  41783. */
  41784. setFromObject( object ) {
  41785. this.object = object;
  41786. this.update();
  41787. return this;
  41788. }
  41789. copy( source, recursive ) {
  41790. super.copy( source, recursive );
  41791. this.object = source.object;
  41792. return this;
  41793. }
  41794. /**
  41795. * Frees the GPU-related resources allocated by this instance. Call this
  41796. * method whenever this instance is no longer used in your app.
  41797. */
  41798. dispose() {
  41799. this.geometry.dispose();
  41800. this.material.dispose();
  41801. }
  41802. }
  41803. /**
  41804. * A helper object to visualize an instance of {@link Box3}.
  41805. *
  41806. * ```js
  41807. * const box = new THREE.Box3();
  41808. * box.setFromCenterAndSize( new THREE.Vector3( 1, 1, 1 ), new THREE.Vector3( 2, 1, 3 ) );
  41809. *
  41810. * const helper = new THREE.Box3Helper( box, 0xffff00 );
  41811. * scene.add( helper )
  41812. * ```
  41813. *
  41814. * @augments LineSegments
  41815. */
  41816. class Box3Helper extends LineSegments {
  41817. /**
  41818. * Constructs a new box3 helper.
  41819. *
  41820. * @param {Box3} box - The box to visualize.
  41821. * @param {number|Color|string} [color=0xffff00] - The box's color.
  41822. */
  41823. constructor( box, color = 0xffff00 ) {
  41824. 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 ] );
  41825. 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 ];
  41826. const geometry = new BufferGeometry();
  41827. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  41828. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  41829. super( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  41830. /**
  41831. * The box being visualized.
  41832. *
  41833. * @type {Box3}
  41834. */
  41835. this.box = box;
  41836. this.type = 'Box3Helper';
  41837. this.geometry.computeBoundingSphere();
  41838. }
  41839. updateMatrixWorld( force ) {
  41840. const box = this.box;
  41841. if ( box.isEmpty() ) return;
  41842. box.getCenter( this.position );
  41843. box.getSize( this.scale );
  41844. this.scale.multiplyScalar( 0.5 );
  41845. super.updateMatrixWorld( force );
  41846. }
  41847. /**
  41848. * Frees the GPU-related resources allocated by this instance. Call this
  41849. * method whenever this instance is no longer used in your app.
  41850. */
  41851. dispose() {
  41852. this.geometry.dispose();
  41853. this.material.dispose();
  41854. }
  41855. }
  41856. /**
  41857. * A helper object to visualize an instance of {@link Plane}.
  41858. *
  41859. * ```js
  41860. * const plane = new THREE.Plane( new THREE.Vector3( 1, 1, 0.2 ), 3 );
  41861. * const helper = new THREE.PlaneHelper( plane, 1, 0xffff00 );
  41862. * scene.add( helper );
  41863. * ```
  41864. *
  41865. * @augments Line
  41866. */
  41867. class PlaneHelper extends Line {
  41868. /**
  41869. * Constructs a new plane helper.
  41870. *
  41871. * @param {Plane} plane - The plane to be visualized.
  41872. * @param {number} [size=1] - The side length of plane helper.
  41873. * @param {number|Color|string} [hex=0xffff00] - The helper's color.
  41874. */
  41875. constructor( plane, size = 1, hex = 0xffff00 ) {
  41876. const color = hex;
  41877. 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 ];
  41878. const geometry = new BufferGeometry();
  41879. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  41880. geometry.computeBoundingSphere();
  41881. super( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  41882. this.type = 'PlaneHelper';
  41883. /**
  41884. * The plane being visualized.
  41885. *
  41886. * @type {Plane}
  41887. */
  41888. this.plane = plane;
  41889. /**
  41890. * The side length of plane helper.
  41891. *
  41892. * @type {number}
  41893. * @default 1
  41894. */
  41895. this.size = size;
  41896. const positions2 = [ 1, 1, 0, -1, 1, 0, -1, -1, 0, 1, 1, 0, -1, -1, 0, 1, -1, 0 ];
  41897. const geometry2 = new BufferGeometry();
  41898. geometry2.setAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );
  41899. geometry2.computeBoundingSphere();
  41900. this.add( new Mesh( geometry2, new MeshBasicMaterial( { color: color, opacity: 0.2, transparent: true, depthWrite: false, toneMapped: false } ) ) );
  41901. }
  41902. updateMatrixWorld( force ) {
  41903. this.position.set( 0, 0, 0 );
  41904. this.scale.set( 0.5 * this.size, 0.5 * this.size, 1 );
  41905. this.lookAt( this.plane.normal );
  41906. this.translateZ( - this.plane.constant );
  41907. super.updateMatrixWorld( force );
  41908. }
  41909. /**
  41910. * Updates the helper to match the position and direction of the
  41911. * light being visualized.
  41912. */
  41913. dispose() {
  41914. this.geometry.dispose();
  41915. this.material.dispose();
  41916. this.children[ 0 ].geometry.dispose();
  41917. this.children[ 0 ].material.dispose();
  41918. }
  41919. }
  41920. const _axis = /*@__PURE__*/ new Vector3();
  41921. let _lineGeometry, _coneGeometry;
  41922. /**
  41923. * An 3D arrow object for visualizing directions.
  41924. *
  41925. * ```js
  41926. * const dir = new THREE.Vector3( 1, 2, 0 );
  41927. *
  41928. * //normalize the direction vector (convert to vector of length 1)
  41929. * dir.normalize();
  41930. *
  41931. * const origin = new THREE.Vector3( 0, 0, 0 );
  41932. * const length = 1;
  41933. * const hex = 0xffff00;
  41934. *
  41935. * const arrowHelper = new THREE.ArrowHelper( dir, origin, length, hex );
  41936. * scene.add( arrowHelper );
  41937. * ```
  41938. *
  41939. * @augments Object3D
  41940. */
  41941. class ArrowHelper extends Object3D {
  41942. /**
  41943. * Constructs a new arrow helper.
  41944. *
  41945. * @param {Vector3} [dir=(0, 0, 1)] - The (normalized) direction vector.
  41946. * @param {Vector3} [origin=(0, 0, 0)] - Point at which the arrow starts.
  41947. * @param {number} [length=1] - Length of the arrow in world units.
  41948. * @param {(number|Color|string)} [color=0xffff00] - Color of the arrow.
  41949. * @param {number} [headLength=length*0.2] - The length of the head of the arrow.
  41950. * @param {number} [headWidth=headLength*0.2] - The width of the head of the arrow.
  41951. */
  41952. 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 ) {
  41953. super();
  41954. this.type = 'ArrowHelper';
  41955. if ( _lineGeometry === undefined ) {
  41956. _lineGeometry = new BufferGeometry();
  41957. _lineGeometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) );
  41958. _coneGeometry = new ConeGeometry( 0.5, 1, 5, 1 );
  41959. _coneGeometry.translate( 0, -0.5, 0 );
  41960. }
  41961. this.position.copy( origin );
  41962. /**
  41963. * The line part of the arrow helper.
  41964. *
  41965. * @type {Line}
  41966. */
  41967. this.line = new Line( _lineGeometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  41968. this.line.matrixAutoUpdate = false;
  41969. this.add( this.line );
  41970. /**
  41971. * The cone part of the arrow helper.
  41972. *
  41973. * @type {Mesh}
  41974. */
  41975. this.cone = new Mesh( _coneGeometry, new MeshBasicMaterial( { color: color, toneMapped: false } ) );
  41976. this.cone.matrixAutoUpdate = false;
  41977. this.add( this.cone );
  41978. this.setDirection( dir );
  41979. this.setLength( length, headLength, headWidth );
  41980. }
  41981. /**
  41982. * Sets the direction of the helper.
  41983. *
  41984. * @param {Vector3} dir - The normalized direction vector.
  41985. */
  41986. setDirection( dir ) {
  41987. // dir is assumed to be normalized
  41988. if ( dir.y > 0.99999 ) {
  41989. this.quaternion.set( 0, 0, 0, 1 );
  41990. } else if ( dir.y < -0.99999 ) {
  41991. this.quaternion.set( 1, 0, 0, 0 );
  41992. } else {
  41993. _axis.set( dir.z, 0, - dir.x ).normalize();
  41994. const radians = Math.acos( dir.y );
  41995. this.quaternion.setFromAxisAngle( _axis, radians );
  41996. }
  41997. }
  41998. /**
  41999. * Sets the length of the helper.
  42000. *
  42001. * @param {number} length - Length of the arrow in world units.
  42002. * @param {number} [headLength=length*0.2] - The length of the head of the arrow.
  42003. * @param {number} [headWidth=headLength*0.2] - The width of the head of the arrow.
  42004. */
  42005. setLength( length, headLength = length * 0.2, headWidth = headLength * 0.2 ) {
  42006. this.line.scale.set( 1, Math.max( 0.0001, length - headLength ), 1 ); // see #17458
  42007. this.line.updateMatrix();
  42008. this.cone.scale.set( headWidth, headLength, headWidth );
  42009. this.cone.position.y = length;
  42010. this.cone.updateMatrix();
  42011. }
  42012. /**
  42013. * Sets the color of the helper.
  42014. *
  42015. * @param {number|Color|string} color - The color to set.
  42016. */
  42017. setColor( color ) {
  42018. this.line.material.color.set( color );
  42019. this.cone.material.color.set( color );
  42020. }
  42021. copy( source ) {
  42022. super.copy( source, false );
  42023. this.line.copy( source.line );
  42024. this.cone.copy( source.cone );
  42025. return this;
  42026. }
  42027. /**
  42028. * Frees the GPU-related resources allocated by this instance. Call this
  42029. * method whenever this instance is no longer used in your app.
  42030. */
  42031. dispose() {
  42032. this.line.geometry.dispose();
  42033. this.line.material.dispose();
  42034. this.cone.geometry.dispose();
  42035. this.cone.material.dispose();
  42036. }
  42037. }
  42038. /**
  42039. * An axis object to visualize the 3 axes in a simple way.
  42040. * The X axis is red. The Y axis is green. The Z axis is blue.
  42041. *
  42042. * ```js
  42043. * const axesHelper = new THREE.AxesHelper( 5 );
  42044. * scene.add( axesHelper );
  42045. * ```
  42046. *
  42047. * @augments LineSegments
  42048. */
  42049. class AxesHelper extends LineSegments {
  42050. /**
  42051. * Constructs a new axes helper.
  42052. *
  42053. * @param {number} [size=1] - Size of the lines representing the axes.
  42054. */
  42055. constructor( size = 1 ) {
  42056. const vertices = [
  42057. 0, 0, 0, size, 0, 0,
  42058. 0, 0, 0, 0, size, 0,
  42059. 0, 0, 0, 0, 0, size
  42060. ];
  42061. const colors = [
  42062. 1, 0, 0, 1, 0.6, 0,
  42063. 0, 1, 0, 0.6, 1, 0,
  42064. 0, 0, 1, 0, 0.6, 1
  42065. ];
  42066. const geometry = new BufferGeometry();
  42067. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  42068. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  42069. const material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
  42070. super( geometry, material );
  42071. this.type = 'AxesHelper';
  42072. }
  42073. /**
  42074. * Defines the colors of the axes helper.
  42075. *
  42076. * @param {number|Color|string} xAxisColor - The color for the x axis.
  42077. * @param {number|Color|string} yAxisColor - The color for the y axis.
  42078. * @param {number|Color|string} zAxisColor - The color for the z axis.
  42079. * @return {AxesHelper} A reference to this axes helper.
  42080. */
  42081. setColors( xAxisColor, yAxisColor, zAxisColor ) {
  42082. const color = new Color();
  42083. const array = this.geometry.attributes.color.array;
  42084. color.set( xAxisColor );
  42085. color.toArray( array, 0 );
  42086. color.toArray( array, 3 );
  42087. color.set( yAxisColor );
  42088. color.toArray( array, 6 );
  42089. color.toArray( array, 9 );
  42090. color.set( zAxisColor );
  42091. color.toArray( array, 12 );
  42092. color.toArray( array, 15 );
  42093. this.geometry.attributes.color.needsUpdate = true;
  42094. return this;
  42095. }
  42096. /**
  42097. * Frees the GPU-related resources allocated by this instance. Call this
  42098. * method whenever this instance is no longer used in your app.
  42099. */
  42100. dispose() {
  42101. this.geometry.dispose();
  42102. this.material.dispose();
  42103. }
  42104. }
  42105. /**
  42106. * This class is used to convert a series of paths to an array of
  42107. * shapes. It is specifically used in context of fonts and SVG.
  42108. */
  42109. class ShapePath {
  42110. /**
  42111. * Constructs a new shape path.
  42112. */
  42113. constructor() {
  42114. this.type = 'ShapePath';
  42115. /**
  42116. * The color of the shape.
  42117. *
  42118. * @type {Color}
  42119. */
  42120. this.color = new Color();
  42121. /**
  42122. * The paths that have been generated for this shape.
  42123. *
  42124. * @type {Array<Path>}
  42125. * @default null
  42126. */
  42127. this.subPaths = [];
  42128. /**
  42129. * The current path that is being generated.
  42130. *
  42131. * @type {?Path}
  42132. * @default null
  42133. */
  42134. this.currentPath = null;
  42135. }
  42136. /**
  42137. * Creates a new path and moves it current point to the given one.
  42138. *
  42139. * @param {number} x - The x coordinate.
  42140. * @param {number} y - The y coordinate.
  42141. * @return {ShapePath} A reference to this shape path.
  42142. */
  42143. moveTo( x, y ) {
  42144. this.currentPath = new Path();
  42145. this.subPaths.push( this.currentPath );
  42146. this.currentPath.moveTo( x, y );
  42147. return this;
  42148. }
  42149. /**
  42150. * Adds an instance of {@link LineCurve} to the path by connecting
  42151. * the current point with the given one.
  42152. *
  42153. * @param {number} x - The x coordinate of the end point.
  42154. * @param {number} y - The y coordinate of the end point.
  42155. * @return {ShapePath} A reference to this shape path.
  42156. */
  42157. lineTo( x, y ) {
  42158. this.currentPath.lineTo( x, y );
  42159. return this;
  42160. }
  42161. /**
  42162. * Adds an instance of {@link QuadraticBezierCurve} to the path by connecting
  42163. * the current point with the given one.
  42164. *
  42165. * @param {number} aCPx - The x coordinate of the control point.
  42166. * @param {number} aCPy - The y coordinate of the control point.
  42167. * @param {number} aX - The x coordinate of the end point.
  42168. * @param {number} aY - The y coordinate of the end point.
  42169. * @return {ShapePath} A reference to this shape path.
  42170. */
  42171. quadraticCurveTo( aCPx, aCPy, aX, aY ) {
  42172. this.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY );
  42173. return this;
  42174. }
  42175. /**
  42176. * Adds an instance of {@link CubicBezierCurve} to the path by connecting
  42177. * the current point with the given one.
  42178. *
  42179. * @param {number} aCP1x - The x coordinate of the first control point.
  42180. * @param {number} aCP1y - The y coordinate of the first control point.
  42181. * @param {number} aCP2x - The x coordinate of the second control point.
  42182. * @param {number} aCP2y - The y coordinate of the second control point.
  42183. * @param {number} aX - The x coordinate of the end point.
  42184. * @param {number} aY - The y coordinate of the end point.
  42185. * @return {ShapePath} A reference to this shape path.
  42186. */
  42187. bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  42188. this.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY );
  42189. return this;
  42190. }
  42191. /**
  42192. * Adds an instance of {@link SplineCurve} to the path by connecting
  42193. * the current point with the given list of points.
  42194. *
  42195. * @param {Array<Vector2>} pts - An array of points in 2D space.
  42196. * @return {ShapePath} A reference to this shape path.
  42197. */
  42198. splineThru( pts ) {
  42199. this.currentPath.splineThru( pts );
  42200. return this;
  42201. }
  42202. /**
  42203. * Converts the paths into an array of shapes.
  42204. *
  42205. * @param {boolean} isCCW - By default solid shapes are defined clockwise (CW) and holes are defined counterclockwise (CCW).
  42206. * If this flag is set to `true`, then those are flipped.
  42207. * @return {Array<Shape>} An array of shapes.
  42208. */
  42209. toShapes( isCCW ) {
  42210. function toShapesNoHoles( inSubpaths ) {
  42211. const shapes = [];
  42212. for ( let i = 0, l = inSubpaths.length; i < l; i ++ ) {
  42213. const tmpPath = inSubpaths[ i ];
  42214. const tmpShape = new Shape();
  42215. tmpShape.curves = tmpPath.curves;
  42216. shapes.push( tmpShape );
  42217. }
  42218. return shapes;
  42219. }
  42220. function isPointInsidePolygon( inPt, inPolygon ) {
  42221. const polyLen = inPolygon.length;
  42222. // inPt on polygon contour => immediate success or
  42223. // toggling of inside/outside at every single! intersection point of an edge
  42224. // with the horizontal line through inPt, left of inPt
  42225. // not counting lowerY endpoints of edges and whole edges on that line
  42226. let inside = false;
  42227. for ( let p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) {
  42228. let edgeLowPt = inPolygon[ p ];
  42229. let edgeHighPt = inPolygon[ q ];
  42230. let edgeDx = edgeHighPt.x - edgeLowPt.x;
  42231. let edgeDy = edgeHighPt.y - edgeLowPt.y;
  42232. if ( Math.abs( edgeDy ) > Number.EPSILON ) {
  42233. // not parallel
  42234. if ( edgeDy < 0 ) {
  42235. edgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx;
  42236. edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy;
  42237. }
  42238. if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) continue;
  42239. if ( inPt.y === edgeLowPt.y ) {
  42240. if ( inPt.x === edgeLowPt.x ) return true; // inPt is on contour ?
  42241. // continue; // no intersection or edgeLowPt => doesn't count !!!
  42242. } else {
  42243. const perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y );
  42244. if ( perpEdge === 0 ) return true; // inPt is on contour ?
  42245. if ( perpEdge < 0 ) continue;
  42246. inside = ! inside; // true intersection left of inPt
  42247. }
  42248. } else {
  42249. // parallel or collinear
  42250. if ( inPt.y !== edgeLowPt.y ) continue; // parallel
  42251. // edge lies on the same horizontal line as inPt
  42252. if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||
  42253. ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) ) return true; // inPt: Point on contour !
  42254. // continue;
  42255. }
  42256. }
  42257. return inside;
  42258. }
  42259. const isClockWise = ShapeUtils.isClockWise;
  42260. const subPaths = this.subPaths;
  42261. if ( subPaths.length === 0 ) return [];
  42262. let solid, tmpPath, tmpShape;
  42263. const shapes = [];
  42264. if ( subPaths.length === 1 ) {
  42265. tmpPath = subPaths[ 0 ];
  42266. tmpShape = new Shape();
  42267. tmpShape.curves = tmpPath.curves;
  42268. shapes.push( tmpShape );
  42269. return shapes;
  42270. }
  42271. let holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() );
  42272. holesFirst = isCCW ? ! holesFirst : holesFirst;
  42273. // log("Holes first", holesFirst);
  42274. const betterShapeHoles = [];
  42275. const newShapes = [];
  42276. let newShapeHoles = [];
  42277. let mainIdx = 0;
  42278. let tmpPoints;
  42279. newShapes[ mainIdx ] = undefined;
  42280. newShapeHoles[ mainIdx ] = [];
  42281. for ( let i = 0, l = subPaths.length; i < l; i ++ ) {
  42282. tmpPath = subPaths[ i ];
  42283. tmpPoints = tmpPath.getPoints();
  42284. solid = isClockWise( tmpPoints );
  42285. solid = isCCW ? ! solid : solid;
  42286. if ( solid ) {
  42287. if ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) ) mainIdx ++;
  42288. newShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints };
  42289. newShapes[ mainIdx ].s.curves = tmpPath.curves;
  42290. if ( holesFirst ) mainIdx ++;
  42291. newShapeHoles[ mainIdx ] = [];
  42292. //log('cw', i);
  42293. } else {
  42294. newShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } );
  42295. //log('ccw', i);
  42296. }
  42297. }
  42298. // only Holes? -> probably all Shapes with wrong orientation
  42299. if ( ! newShapes[ 0 ] ) return toShapesNoHoles( subPaths );
  42300. if ( newShapes.length > 1 ) {
  42301. let ambiguous = false;
  42302. let toChange = 0;
  42303. for ( let sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  42304. betterShapeHoles[ sIdx ] = [];
  42305. }
  42306. for ( let sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  42307. const sho = newShapeHoles[ sIdx ];
  42308. for ( let hIdx = 0; hIdx < sho.length; hIdx ++ ) {
  42309. const ho = sho[ hIdx ];
  42310. let hole_unassigned = true;
  42311. for ( let s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) {
  42312. if ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) {
  42313. if ( sIdx !== s2Idx ) toChange ++;
  42314. if ( hole_unassigned ) {
  42315. hole_unassigned = false;
  42316. betterShapeHoles[ s2Idx ].push( ho );
  42317. } else {
  42318. ambiguous = true;
  42319. }
  42320. }
  42321. }
  42322. if ( hole_unassigned ) {
  42323. betterShapeHoles[ sIdx ].push( ho );
  42324. }
  42325. }
  42326. }
  42327. if ( toChange > 0 && ambiguous === false ) {
  42328. newShapeHoles = betterShapeHoles;
  42329. }
  42330. }
  42331. let tmpHoles;
  42332. for ( let i = 0, il = newShapes.length; i < il; i ++ ) {
  42333. tmpShape = newShapes[ i ].s;
  42334. shapes.push( tmpShape );
  42335. tmpHoles = newShapeHoles[ i ];
  42336. for ( let j = 0, jl = tmpHoles.length; j < jl; j ++ ) {
  42337. tmpShape.holes.push( tmpHoles[ j ].h );
  42338. }
  42339. }
  42340. //log("shape", shapes);
  42341. return shapes;
  42342. }
  42343. }
  42344. /**
  42345. * Abstract base class for controls.
  42346. *
  42347. * @abstract
  42348. * @augments EventDispatcher
  42349. */
  42350. class Controls extends EventDispatcher {
  42351. /**
  42352. * Constructs a new controls instance.
  42353. *
  42354. * @param {Object3D} object - The object that is managed by the controls.
  42355. * @param {?HTMLElement} domElement - The HTML element used for event listeners.
  42356. */
  42357. constructor( object, domElement = null ) {
  42358. super();
  42359. /**
  42360. * The object that is managed by the controls.
  42361. *
  42362. * @type {Object3D}
  42363. */
  42364. this.object = object;
  42365. /**
  42366. * The HTML element used for event listeners.
  42367. *
  42368. * @type {?HTMLElement}
  42369. * @default null
  42370. */
  42371. this.domElement = domElement;
  42372. /**
  42373. * Whether the controls responds to user input or not.
  42374. *
  42375. * @type {boolean}
  42376. * @default true
  42377. */
  42378. this.enabled = true;
  42379. /**
  42380. * The internal state of the controls.
  42381. *
  42382. * @type {number}
  42383. * @default -1
  42384. */
  42385. this.state = -1;
  42386. /**
  42387. * This object defines the keyboard input of the controls.
  42388. *
  42389. * @type {Object}
  42390. */
  42391. this.keys = {};
  42392. /**
  42393. * This object defines what type of actions are assigned to the available mouse buttons.
  42394. * It depends on the control implementation what kind of mouse buttons and actions are supported.
  42395. *
  42396. * @type {{LEFT: ?number, MIDDLE: ?number, RIGHT: ?number}}
  42397. */
  42398. this.mouseButtons = { LEFT: null, MIDDLE: null, RIGHT: null };
  42399. /**
  42400. * This object defines what type of actions are assigned to what kind of touch interaction.
  42401. * It depends on the control implementation what kind of touch interaction and actions are supported.
  42402. *
  42403. * @type {{ONE: ?number, TWO: ?number}}
  42404. */
  42405. this.touches = { ONE: null, TWO: null };
  42406. }
  42407. /**
  42408. * Connects the controls to the DOM. This method has so called "side effects" since
  42409. * it adds the module's event listeners to the DOM.
  42410. *
  42411. * @param {HTMLElement} element - The DOM element to connect to.
  42412. */
  42413. connect( element ) {
  42414. if ( element === undefined ) {
  42415. warn( 'Controls: connect() now requires an element.' ); // @deprecated, the warning can be removed with r185
  42416. return;
  42417. }
  42418. if ( this.domElement !== null ) this.disconnect();
  42419. this.domElement = element;
  42420. }
  42421. /**
  42422. * Disconnects the controls from the DOM.
  42423. */
  42424. disconnect() {}
  42425. /**
  42426. * Call this method if you no longer want use to the controls. It frees all internal
  42427. * resources and removes all event listeners.
  42428. */
  42429. dispose() {}
  42430. /**
  42431. * Controls should implement this method if they have to update their internal state
  42432. * per simulation step.
  42433. *
  42434. * @param {number} [delta] - The time delta in seconds.
  42435. */
  42436. update( /* delta */ ) {}
  42437. }
  42438. /**
  42439. * Scales the texture as large as possible within its surface without cropping
  42440. * or stretching the texture. The method preserves the original aspect ratio of
  42441. * the texture. Akin to CSS `object-fit: contain`
  42442. *
  42443. * @param {Texture} texture - The texture.
  42444. * @param {number} aspect - The texture's aspect ratio.
  42445. * @return {Texture} The updated texture.
  42446. */
  42447. function contain( texture, aspect ) {
  42448. const imageAspect = ( texture.image && texture.image.width ) ? texture.image.width / texture.image.height : 1;
  42449. if ( imageAspect > aspect ) {
  42450. texture.repeat.x = 1;
  42451. texture.repeat.y = imageAspect / aspect;
  42452. texture.offset.x = 0;
  42453. texture.offset.y = ( 1 - texture.repeat.y ) / 2;
  42454. } else {
  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. }
  42460. return texture;
  42461. }
  42462. /**
  42463. * Scales the texture to the smallest possible size to fill the surface, leaving
  42464. * no empty space. The method preserves the original aspect ratio of the texture.
  42465. * Akin to CSS `object-fit: cover`.
  42466. *
  42467. * @param {Texture} texture - The texture.
  42468. * @param {number} aspect - The texture's aspect ratio.
  42469. * @return {Texture} The updated texture.
  42470. */
  42471. function cover( texture, aspect ) {
  42472. const imageAspect = ( texture.image && texture.image.width ) ? texture.image.width / texture.image.height : 1;
  42473. if ( imageAspect > aspect ) {
  42474. texture.repeat.x = aspect / imageAspect;
  42475. texture.repeat.y = 1;
  42476. texture.offset.x = ( 1 - texture.repeat.x ) / 2;
  42477. texture.offset.y = 0;
  42478. } else {
  42479. texture.repeat.x = 1;
  42480. texture.repeat.y = imageAspect / aspect;
  42481. texture.offset.x = 0;
  42482. texture.offset.y = ( 1 - texture.repeat.y ) / 2;
  42483. }
  42484. return texture;
  42485. }
  42486. /**
  42487. * Configures the texture to the default transformation. Akin to CSS `object-fit: fill`.
  42488. *
  42489. * @param {Texture} texture - The texture.
  42490. * @return {Texture} The updated texture.
  42491. */
  42492. function fill( texture ) {
  42493. texture.repeat.x = 1;
  42494. texture.repeat.y = 1;
  42495. texture.offset.x = 0;
  42496. texture.offset.y = 0;
  42497. return texture;
  42498. }
  42499. /**
  42500. * Determines how many bytes must be used to represent the texture.
  42501. *
  42502. * @param {number} width - The width of the texture.
  42503. * @param {number} height - The height of the texture.
  42504. * @param {number} format - The texture's format.
  42505. * @param {number} type - The texture's type.
  42506. * @return {number} The byte length.
  42507. */
  42508. function getByteLength( width, height, format, type ) {
  42509. const typeByteLength = getTextureTypeByteLength( type );
  42510. switch ( format ) {
  42511. // https://registry.khronos.org/OpenGL-Refpages/es3.0/html/glTexImage2D.xhtml
  42512. case AlphaFormat:
  42513. return width * height;
  42514. case RedFormat:
  42515. return ( ( width * height ) / typeByteLength.components ) * typeByteLength.byteLength;
  42516. case RedIntegerFormat:
  42517. return ( ( width * height ) / typeByteLength.components ) * typeByteLength.byteLength;
  42518. case RGFormat:
  42519. return ( ( width * height * 2 ) / typeByteLength.components ) * typeByteLength.byteLength;
  42520. case RGIntegerFormat:
  42521. return ( ( width * height * 2 ) / typeByteLength.components ) * typeByteLength.byteLength;
  42522. case RGBFormat:
  42523. return ( ( width * height * 3 ) / typeByteLength.components ) * typeByteLength.byteLength;
  42524. case RGBAFormat:
  42525. return ( ( width * height * 4 ) / typeByteLength.components ) * typeByteLength.byteLength;
  42526. case RGBAIntegerFormat:
  42527. return ( ( width * height * 4 ) / typeByteLength.components ) * typeByteLength.byteLength;
  42528. // https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_s3tc_srgb/
  42529. case RGB_S3TC_DXT1_Format:
  42530. case RGBA_S3TC_DXT1_Format:
  42531. return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 8;
  42532. case RGBA_S3TC_DXT3_Format:
  42533. case RGBA_S3TC_DXT5_Format:
  42534. return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 16;
  42535. // https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_pvrtc/
  42536. case RGB_PVRTC_2BPPV1_Format:
  42537. case RGBA_PVRTC_2BPPV1_Format:
  42538. return ( Math.max( width, 16 ) * Math.max( height, 8 ) ) / 4;
  42539. case RGB_PVRTC_4BPPV1_Format:
  42540. case RGBA_PVRTC_4BPPV1_Format:
  42541. return ( Math.max( width, 8 ) * Math.max( height, 8 ) ) / 2;
  42542. // https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_etc/
  42543. case RGB_ETC1_Format:
  42544. case RGB_ETC2_Format:
  42545. return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 8;
  42546. case RGBA_ETC2_EAC_Format:
  42547. return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 16;
  42548. // https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_astc/
  42549. case RGBA_ASTC_4x4_Format:
  42550. return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 16;
  42551. case RGBA_ASTC_5x4_Format:
  42552. return Math.floor( ( width + 4 ) / 5 ) * Math.floor( ( height + 3 ) / 4 ) * 16;
  42553. case RGBA_ASTC_5x5_Format:
  42554. return Math.floor( ( width + 4 ) / 5 ) * Math.floor( ( height + 4 ) / 5 ) * 16;
  42555. case RGBA_ASTC_6x5_Format:
  42556. return Math.floor( ( width + 5 ) / 6 ) * Math.floor( ( height + 4 ) / 5 ) * 16;
  42557. case RGBA_ASTC_6x6_Format:
  42558. return Math.floor( ( width + 5 ) / 6 ) * Math.floor( ( height + 5 ) / 6 ) * 16;
  42559. case RGBA_ASTC_8x5_Format:
  42560. return Math.floor( ( width + 7 ) / 8 ) * Math.floor( ( height + 4 ) / 5 ) * 16;
  42561. case RGBA_ASTC_8x6_Format:
  42562. return Math.floor( ( width + 7 ) / 8 ) * Math.floor( ( height + 5 ) / 6 ) * 16;
  42563. case RGBA_ASTC_8x8_Format:
  42564. return Math.floor( ( width + 7 ) / 8 ) * Math.floor( ( height + 7 ) / 8 ) * 16;
  42565. case RGBA_ASTC_10x5_Format:
  42566. return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 4 ) / 5 ) * 16;
  42567. case RGBA_ASTC_10x6_Format:
  42568. return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 5 ) / 6 ) * 16;
  42569. case RGBA_ASTC_10x8_Format:
  42570. return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 7 ) / 8 ) * 16;
  42571. case RGBA_ASTC_10x10_Format:
  42572. return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 9 ) / 10 ) * 16;
  42573. case RGBA_ASTC_12x10_Format:
  42574. return Math.floor( ( width + 11 ) / 12 ) * Math.floor( ( height + 9 ) / 10 ) * 16;
  42575. case RGBA_ASTC_12x12_Format:
  42576. return Math.floor( ( width + 11 ) / 12 ) * Math.floor( ( height + 11 ) / 12 ) * 16;
  42577. // https://registry.khronos.org/webgl/extensions/EXT_texture_compression_bptc/
  42578. case RGBA_BPTC_Format:
  42579. case RGB_BPTC_SIGNED_Format:
  42580. case RGB_BPTC_UNSIGNED_Format:
  42581. return Math.ceil( width / 4 ) * Math.ceil( height / 4 ) * 16;
  42582. // https://registry.khronos.org/webgl/extensions/EXT_texture_compression_rgtc/
  42583. case RED_RGTC1_Format:
  42584. case SIGNED_RED_RGTC1_Format:
  42585. return Math.ceil( width / 4 ) * Math.ceil( height / 4 ) * 8;
  42586. case RED_GREEN_RGTC2_Format:
  42587. case SIGNED_RED_GREEN_RGTC2_Format:
  42588. return Math.ceil( width / 4 ) * Math.ceil( height / 4 ) * 16;
  42589. }
  42590. throw new Error(
  42591. `Unable to determine texture byte length for ${format} format.`,
  42592. );
  42593. }
  42594. function getTextureTypeByteLength( type ) {
  42595. switch ( type ) {
  42596. case UnsignedByteType:
  42597. case ByteType:
  42598. return { byteLength: 1, components: 1 };
  42599. case UnsignedShortType:
  42600. case ShortType:
  42601. case HalfFloatType:
  42602. return { byteLength: 2, components: 1 };
  42603. case UnsignedShort4444Type:
  42604. case UnsignedShort5551Type:
  42605. return { byteLength: 2, components: 4 };
  42606. case UnsignedIntType:
  42607. case IntType:
  42608. case FloatType:
  42609. return { byteLength: 4, components: 1 };
  42610. case UnsignedInt5999Type:
  42611. case UnsignedInt101111Type:
  42612. return { byteLength: 4, components: 3 };
  42613. }
  42614. throw new Error( `Unknown texture type ${type}.` );
  42615. }
  42616. /**
  42617. * A class containing utility functions for textures.
  42618. *
  42619. * @hideconstructor
  42620. */
  42621. class TextureUtils {
  42622. /**
  42623. * Scales the texture as large as possible within its surface without cropping
  42624. * or stretching the texture. The method preserves the original aspect ratio of
  42625. * the texture. Akin to CSS `object-fit: contain`
  42626. *
  42627. * @param {Texture} texture - The texture.
  42628. * @param {number} aspect - The texture's aspect ratio.
  42629. * @return {Texture} The updated texture.
  42630. */
  42631. static contain( texture, aspect ) {
  42632. return contain( texture, aspect );
  42633. }
  42634. /**
  42635. * Scales the texture to the smallest possible size to fill the surface, leaving
  42636. * no empty space. The method preserves the original aspect ratio of the texture.
  42637. * Akin to CSS `object-fit: cover`.
  42638. *
  42639. * @param {Texture} texture - The texture.
  42640. * @param {number} aspect - The texture's aspect ratio.
  42641. * @return {Texture} The updated texture.
  42642. */
  42643. static cover( texture, aspect ) {
  42644. return cover( texture, aspect );
  42645. }
  42646. /**
  42647. * Configures the texture to the default transformation. Akin to CSS `object-fit: fill`.
  42648. *
  42649. * @param {Texture} texture - The texture.
  42650. * @return {Texture} The updated texture.
  42651. */
  42652. static fill( texture ) {
  42653. return fill( texture );
  42654. }
  42655. /**
  42656. * Determines how many bytes must be used to represent the texture.
  42657. *
  42658. * @param {number} width - The width of the texture.
  42659. * @param {number} height - The height of the texture.
  42660. * @param {number} format - The texture's format.
  42661. * @param {number} type - The texture's type.
  42662. * @return {number} The byte length.
  42663. */
  42664. static getByteLength( width, height, format, type ) {
  42665. return getByteLength( width, height, format, type );
  42666. }
  42667. }
  42668. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  42669. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'register', { detail: {
  42670. revision: REVISION,
  42671. } } ) );
  42672. }
  42673. if ( typeof window !== 'undefined' ) {
  42674. if ( window.__THREE__ ) {
  42675. warn( 'WARNING: Multiple instances of Three.js being imported.' );
  42676. } else {
  42677. window.__THREE__ = REVISION;
  42678. }
  42679. }
  42680. 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, isTypedArray, log, mergeUniforms, probeAsync, setConsoleFunction, warn, warnOnce };
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