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 = '175dev';
  7. /**
  8. * Represents mouse buttons and interaction types in context of controls.
  9. *
  10. * @type {ConstantsMouse}
  11. * @constant
  12. */
  13. const MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2, ROTATE: 0, DOLLY: 1, PAN: 2 };
  14. /**
  15. * Represents touch interaction types in context of controls.
  16. *
  17. * @type {ConstantsTouch}
  18. * @constant
  19. */
  20. const TOUCH = { ROTATE: 0, PAN: 1, DOLLY_PAN: 2, DOLLY_ROTATE: 3 };
  21. /**
  22. * Disables face culling.
  23. *
  24. * @type {number}
  25. * @constant
  26. */
  27. const CullFaceNone = 0;
  28. /**
  29. * Culls back faces.
  30. *
  31. * @type {number}
  32. * @constant
  33. */
  34. const CullFaceBack = 1;
  35. /**
  36. * Culls front faces.
  37. *
  38. * @type {number}
  39. * @constant
  40. */
  41. const CullFaceFront = 2;
  42. /**
  43. * Culls both front and back faces.
  44. *
  45. * @type {number}
  46. * @constant
  47. */
  48. const CullFaceFrontBack = 3;
  49. /**
  50. * Gives unfiltered shadow maps - fastest, but lowest quality.
  51. *
  52. * @type {number}
  53. * @constant
  54. */
  55. const BasicShadowMap = 0;
  56. /**
  57. * Filters shadow maps using the Percentage-Closer Filtering (PCF) algorithm.
  58. *
  59. * @type {number}
  60. * @constant
  61. */
  62. const PCFShadowMap = 1;
  63. /**
  64. * Filters shadow maps using the Percentage-Closer Filtering (PCF) algorithm with
  65. * better soft shadows especially when using low-resolution shadow maps.
  66. *
  67. * @type {number}
  68. * @constant
  69. */
  70. const PCFSoftShadowMap = 2;
  71. /**
  72. * Filters shadow maps using the Variance Shadow Map (VSM) algorithm.
  73. * When using VSMShadowMap all shadow receivers will also cast shadows.
  74. *
  75. * @type {number}
  76. * @constant
  77. */
  78. const VSMShadowMap = 3;
  79. /**
  80. * Only front faces are rendered.
  81. *
  82. * @type {number}
  83. * @constant
  84. */
  85. const FrontSide = 0;
  86. /**
  87. * Only back faces are rendered.
  88. *
  89. * @type {number}
  90. * @constant
  91. */
  92. const BackSide = 1;
  93. /**
  94. * Both front and back faces are rendered.
  95. *
  96. * @type {number}
  97. * @constant
  98. */
  99. const DoubleSide = 2;
  100. /**
  101. * No blending is performed which effectively disables
  102. * alpha transparency.
  103. *
  104. * @type {number}
  105. * @constant
  106. */
  107. const NoBlending = 0;
  108. /**
  109. * The default blending.
  110. *
  111. * @type {number}
  112. * @constant
  113. */
  114. const NormalBlending = 1;
  115. /**
  116. * Represents additive blending.
  117. *
  118. * @type {number}
  119. * @constant
  120. */
  121. const AdditiveBlending = 2;
  122. /**
  123. * Represents subtractive blending.
  124. *
  125. * @type {number}
  126. * @constant
  127. */
  128. const SubtractiveBlending = 3;
  129. /**
  130. * Represents multiply blending.
  131. *
  132. * @type {number}
  133. * @constant
  134. */
  135. const MultiplyBlending = 4;
  136. /**
  137. * Represents custom blending.
  138. *
  139. * @type {number}
  140. * @constant
  141. */
  142. const CustomBlending = 5;
  143. /**
  144. * A `source + destination` blending equation.
  145. *
  146. * @type {number}
  147. * @constant
  148. */
  149. const AddEquation = 100;
  150. /**
  151. * A `source - destination` blending equation.
  152. *
  153. * @type {number}
  154. * @constant
  155. */
  156. const SubtractEquation = 101;
  157. /**
  158. * A `destination - source` blending equation.
  159. *
  160. * @type {number}
  161. * @constant
  162. */
  163. const ReverseSubtractEquation = 102;
  164. /**
  165. * A blend equation that uses the minimum of source and destination.
  166. *
  167. * @type {number}
  168. * @constant
  169. */
  170. const MinEquation = 103;
  171. /**
  172. * A blend equation that uses the maximum of source and destination.
  173. *
  174. * @type {number}
  175. * @constant
  176. */
  177. const MaxEquation = 104;
  178. /**
  179. * Multiplies all colors by `0`.
  180. *
  181. * @type {number}
  182. * @constant
  183. */
  184. const ZeroFactor = 200;
  185. /**
  186. * Multiplies all colors by `1`.
  187. *
  188. * @type {number}
  189. * @constant
  190. */
  191. const OneFactor = 201;
  192. /**
  193. * Multiplies all colors by the source colors.
  194. *
  195. * @type {number}
  196. * @constant
  197. */
  198. const SrcColorFactor = 202;
  199. /**
  200. * Multiplies all colors by `1` minus each source color.
  201. *
  202. * @type {number}
  203. * @constant
  204. */
  205. const OneMinusSrcColorFactor = 203;
  206. /**
  207. * Multiplies all colors by the source alpha value.
  208. *
  209. * @type {number}
  210. * @constant
  211. */
  212. const SrcAlphaFactor = 204;
  213. /**
  214. * Multiplies all colors by 1 minus the source alpha value.
  215. *
  216. * @type {number}
  217. * @constant
  218. */
  219. const OneMinusSrcAlphaFactor = 205;
  220. /**
  221. * Multiplies all colors by the destination alpha value.
  222. *
  223. * @type {number}
  224. * @constant
  225. */
  226. const DstAlphaFactor = 206;
  227. /**
  228. * Multiplies all colors by `1` minus the destination alpha value.
  229. *
  230. * @type {number}
  231. * @constant
  232. */
  233. const OneMinusDstAlphaFactor = 207;
  234. /**
  235. * Multiplies all colors by the destination color.
  236. *
  237. * @type {number}
  238. * @constant
  239. */
  240. const DstColorFactor = 208;
  241. /**
  242. * Multiplies all colors by `1` minus each destination color.
  243. *
  244. * @type {number}
  245. * @constant
  246. */
  247. const OneMinusDstColorFactor = 209;
  248. /**
  249. * Multiplies the RGB colors by the smaller of either the source alpha
  250. * value or the value of `1` minus the destination alpha value. The alpha
  251. * value is multiplied by `1`.
  252. *
  253. * @type {number}
  254. * @constant
  255. */
  256. const SrcAlphaSaturateFactor = 210;
  257. /**
  258. * Multiplies all colors by a constant color.
  259. *
  260. * @type {number}
  261. * @constant
  262. */
  263. const ConstantColorFactor = 211;
  264. /**
  265. * Multiplies all colors by `1` minus a constant color.
  266. *
  267. * @type {number}
  268. * @constant
  269. */
  270. const OneMinusConstantColorFactor = 212;
  271. /**
  272. * Multiplies all colors by a constant alpha value.
  273. *
  274. * @type {number}
  275. * @constant
  276. */
  277. const ConstantAlphaFactor = 213;
  278. /**
  279. * Multiplies all colors by 1 minus a constant alpha value.
  280. *
  281. * @type {number}
  282. * @constant
  283. */
  284. const OneMinusConstantAlphaFactor = 214;
  285. /**
  286. * Never pass.
  287. *
  288. * @type {number}
  289. * @constant
  290. */
  291. const NeverDepth = 0;
  292. /**
  293. * Always pass.
  294. *
  295. * @type {number}
  296. * @constant
  297. */
  298. const AlwaysDepth = 1;
  299. /**
  300. * Pass if the incoming value is less than the depth buffer value.
  301. *
  302. * @type {number}
  303. * @constant
  304. */
  305. const LessDepth = 2;
  306. /**
  307. * Pass if the incoming value is less than or equal to the depth buffer value.
  308. *
  309. * @type {number}
  310. * @constant
  311. */
  312. const LessEqualDepth = 3;
  313. /**
  314. * Pass if the incoming value equals the depth buffer value.
  315. *
  316. * @type {number}
  317. * @constant
  318. */
  319. const EqualDepth = 4;
  320. /**
  321. * Pass if the incoming value is greater than or equal to the depth buffer value.
  322. *
  323. * @type {number}
  324. * @constant
  325. */
  326. const GreaterEqualDepth = 5;
  327. /**
  328. * Pass if the incoming value is greater than the depth buffer value.
  329. *
  330. * @type {number}
  331. * @constant
  332. */
  333. const GreaterDepth = 6;
  334. /**
  335. * Pass if the incoming value is not equal to the depth buffer value.
  336. *
  337. * @type {number}
  338. * @constant
  339. */
  340. const NotEqualDepth = 7;
  341. /**
  342. * Multiplies the environment map color with the surface color.
  343. *
  344. * @type {number}
  345. * @constant
  346. */
  347. const MultiplyOperation = 0;
  348. /**
  349. * Uses reflectivity to blend between the two colors.
  350. *
  351. * @type {number}
  352. * @constant
  353. */
  354. const MixOperation = 1;
  355. /**
  356. * Adds the two colors.
  357. *
  358. * @type {number}
  359. * @constant
  360. */
  361. const AddOperation = 2;
  362. /**
  363. * No tone mapping is applied.
  364. *
  365. * @type {number}
  366. * @constant
  367. */
  368. const NoToneMapping = 0;
  369. /**
  370. * Linear tone mapping.
  371. *
  372. * @type {number}
  373. * @constant
  374. */
  375. const LinearToneMapping = 1;
  376. /**
  377. * Reinhard tone mapping.
  378. *
  379. * @type {number}
  380. * @constant
  381. */
  382. const ReinhardToneMapping = 2;
  383. /**
  384. * Cineon tone mapping.
  385. *
  386. * @type {number}
  387. * @constant
  388. */
  389. const CineonToneMapping = 3;
  390. /**
  391. * ACES Filmic tone mapping.
  392. *
  393. * @type {number}
  394. * @constant
  395. */
  396. const ACESFilmicToneMapping = 4;
  397. /**
  398. * Custom tone mapping.
  399. *
  400. * Expects a custom implementation by modifying shader code of the material's fragment shader.
  401. *
  402. * @type {number}
  403. * @constant
  404. */
  405. const CustomToneMapping = 5;
  406. /**
  407. * AgX tone mapping.
  408. *
  409. * @type {number}
  410. * @constant
  411. */
  412. const AgXToneMapping = 6;
  413. /**
  414. * Neutral tone mapping.
  415. *
  416. * Implementation based on the Khronos 3D Commerce Group standard tone mapping.
  417. *
  418. * @type {number}
  419. * @constant
  420. */
  421. const NeutralToneMapping = 7;
  422. /**
  423. * The skinned mesh shares the same world space as the skeleton.
  424. *
  425. * @type {string}
  426. * @constant
  427. */
  428. const AttachedBindMode = 'attached';
  429. /**
  430. * The skinned mesh does not share the same world space as the skeleton.
  431. * This is useful when a skeleton is shared across multiple skinned meshes.
  432. *
  433. * @type {string}
  434. * @constant
  435. */
  436. const DetachedBindMode = 'detached';
  437. /**
  438. * Maps textures using the geometry's UV coordinates.
  439. *
  440. * @type {number}
  441. * @constant
  442. */
  443. const UVMapping = 300;
  444. /**
  445. * Reflection mapping for cube textures.
  446. *
  447. * @type {number}
  448. * @constant
  449. */
  450. const CubeReflectionMapping = 301;
  451. /**
  452. * Refraction mapping for cube textures.
  453. *
  454. * @type {number}
  455. * @constant
  456. */
  457. const CubeRefractionMapping = 302;
  458. /**
  459. * Reflection mapping for equirectangular textures.
  460. *
  461. * @type {number}
  462. * @constant
  463. */
  464. const EquirectangularReflectionMapping = 303;
  465. /**
  466. * Refraction mapping for equirectangular textures.
  467. *
  468. * @type {number}
  469. * @constant
  470. */
  471. const EquirectangularRefractionMapping = 304;
  472. /**
  473. * Reflection mapping for PMREM textures.
  474. *
  475. * @type {number}
  476. * @constant
  477. */
  478. const CubeUVReflectionMapping = 306;
  479. /**
  480. * The texture will simply repeat to infinity.
  481. *
  482. * @type {number}
  483. * @constant
  484. */
  485. const RepeatWrapping = 1000;
  486. /**
  487. * The last pixel of the texture stretches to the edge of the mesh.
  488. *
  489. * @type {number}
  490. * @constant
  491. */
  492. const ClampToEdgeWrapping = 1001;
  493. /**
  494. * The texture will repeats to infinity, mirroring on each repeat.
  495. *
  496. * @type {number}
  497. * @constant
  498. */
  499. const MirroredRepeatWrapping = 1002;
  500. /**
  501. * Returns the value of the texture element that is nearest (in Manhattan distance)
  502. * to the specified texture coordinates.
  503. *
  504. * @type {number}
  505. * @constant
  506. */
  507. const NearestFilter = 1003;
  508. /**
  509. * Chooses the mipmap that most closely matches the size of the pixel being textured
  510. * and uses the `NearestFilter` criterion (the texel nearest to the center of the pixel)
  511. * to produce a texture value.
  512. *
  513. * @type {number}
  514. * @constant
  515. */
  516. const NearestMipmapNearestFilter = 1004;
  517. const NearestMipMapNearestFilter = 1004; // legacy
  518. /**
  519. * Chooses the two mipmaps that most closely match the size of the pixel being textured and
  520. * uses the `NearestFilter` criterion to produce a texture value from each mipmap.
  521. * The final texture value is a weighted average of those two values.
  522. *
  523. * @type {number}
  524. * @constant
  525. */
  526. const NearestMipmapLinearFilter = 1005;
  527. const NearestMipMapLinearFilter = 1005; // legacy
  528. /**
  529. * Returns the weighted average of the four texture elements that are closest to the specified
  530. * texture coordinates, and can include items wrapped or repeated from other parts of a texture,
  531. * depending on the values of `wrapS` and `wrapT`, and on the exact mapping.
  532. *
  533. * @type {number}
  534. * @constant
  535. */
  536. const LinearFilter = 1006;
  537. /**
  538. * Chooses the mipmap that most closely matches the size of the pixel being textured and uses
  539. * the `LinearFilter` criterion (a weighted average of the four texels that are closest to the
  540. * center of the pixel) to produce a texture value.
  541. *
  542. * @type {number}
  543. * @constant
  544. */
  545. const LinearMipmapNearestFilter = 1007;
  546. const LinearMipMapNearestFilter = 1007; // legacy
  547. /**
  548. * Chooses the two mipmaps that most closely match the size of the pixel being textured and uses
  549. * the `LinearFilter` criterion to produce a texture value from each mipmap. The final texture value
  550. * is a weighted average of those two values.
  551. *
  552. * @type {number}
  553. * @constant
  554. */
  555. const LinearMipmapLinearFilter = 1008;
  556. const LinearMipMapLinearFilter = 1008; // legacy
  557. /**
  558. * An unsigned byte data type for textures.
  559. *
  560. * @type {number}
  561. * @constant
  562. */
  563. const UnsignedByteType = 1009;
  564. /**
  565. * A byte data type for textures.
  566. *
  567. * @type {number}
  568. * @constant
  569. */
  570. const ByteType = 1010;
  571. /**
  572. * A short data type for textures.
  573. *
  574. * @type {number}
  575. * @constant
  576. */
  577. const ShortType = 1011;
  578. /**
  579. * An unsigned short data type for textures.
  580. *
  581. * @type {number}
  582. * @constant
  583. */
  584. const UnsignedShortType = 1012;
  585. /**
  586. * An int data type for textures.
  587. *
  588. * @type {number}
  589. * @constant
  590. */
  591. const IntType = 1013;
  592. /**
  593. * An unsigned int data type for textures.
  594. *
  595. * @type {number}
  596. * @constant
  597. */
  598. const UnsignedIntType = 1014;
  599. /**
  600. * A float data type for textures.
  601. *
  602. * @type {number}
  603. * @constant
  604. */
  605. const FloatType = 1015;
  606. /**
  607. * A half float data type for textures.
  608. *
  609. * @type {number}
  610. * @constant
  611. */
  612. const HalfFloatType = 1016;
  613. /**
  614. * An unsigned short 4_4_4_4 (packed) data type for textures.
  615. *
  616. * @type {number}
  617. * @constant
  618. */
  619. const UnsignedShort4444Type = 1017;
  620. /**
  621. * An unsigned short 5_5_5_1 (packed) data type for textures.
  622. *
  623. * @type {number}
  624. * @constant
  625. */
  626. const UnsignedShort5551Type = 1018;
  627. /**
  628. * An unsigned int 24_8 data type for textures.
  629. *
  630. * @type {number}
  631. * @constant
  632. */
  633. const UnsignedInt248Type = 1020;
  634. /**
  635. * An unsigned int 5_9_9_9 (packed) data type for textures.
  636. *
  637. * @type {number}
  638. * @constant
  639. */
  640. const UnsignedInt5999Type = 35902;
  641. /**
  642. * Discards the red, green and blue components and reads just the alpha component.
  643. *
  644. * @type {number}
  645. * @constant
  646. */
  647. const AlphaFormat = 1021;
  648. /**
  649. * Discards the alpha component and reads the red, green and blue component.
  650. *
  651. * @type {number}
  652. * @constant
  653. */
  654. const RGBFormat = 1022;
  655. /**
  656. * Reads the red, green, blue and alpha components.
  657. *
  658. * @type {number}
  659. * @constant
  660. */
  661. const RGBAFormat = 1023;
  662. /**
  663. * reads each element as a single luminance component. This is then converted to a floating point,
  664. * clamped to the range `[0,1]`, and then assembled into an RGBA element by placing the luminance value
  665. * in the red, green and blue channels, and attaching 1.0 to the alpha channel.
  666. *
  667. * @type {number}
  668. * @constant
  669. */
  670. const LuminanceFormat = 1024;
  671. /**
  672. * Reads each element as a luminance/alpha double. The same process occurs as for the `LuminanceFormat`,
  673. * except that the alpha channel may have values other than `1.0`.
  674. *
  675. * @type {number}
  676. * @constant
  677. */
  678. const LuminanceAlphaFormat = 1025;
  679. /**
  680. * Reads each element as a single depth value, converts it to floating point, and clamps to the range `[0,1]`.
  681. *
  682. * @type {number}
  683. * @constant
  684. */
  685. const DepthFormat = 1026;
  686. /**
  687. * Reads each element is a pair of depth and stencil values. The depth component of the pair is interpreted as
  688. * in `DepthFormat`. The stencil component is interpreted based on the depth + stencil internal format.
  689. *
  690. * @type {number}
  691. * @constant
  692. */
  693. const DepthStencilFormat = 1027;
  694. /**
  695. * Discards the green, blue and alpha components and reads just the red component.
  696. *
  697. * @type {number}
  698. * @constant
  699. */
  700. const RedFormat = 1028;
  701. /**
  702. * Discards the green, blue and alpha components and reads just the red component. The texels are read as integers instead of floating point.
  703. *
  704. * @type {number}
  705. * @constant
  706. */
  707. const RedIntegerFormat = 1029;
  708. /**
  709. * Discards the alpha, and blue components and reads the red, and green components.
  710. *
  711. * @type {number}
  712. * @constant
  713. */
  714. const RGFormat = 1030;
  715. /**
  716. * Discards the alpha, and blue components and reads the red, and green components. The texels are read as integers instead of floating point.
  717. *
  718. * @type {number}
  719. * @constant
  720. */
  721. const RGIntegerFormat = 1031;
  722. /**
  723. * Discards the alpha component and reads the red, green and blue component. The texels are read as integers instead of floating point.
  724. *
  725. * @type {number}
  726. * @constant
  727. */
  728. const RGBIntegerFormat = 1032;
  729. /**
  730. * Reads the red, green, blue and alpha components. The texels are read as integers instead of floating point.
  731. *
  732. * @type {number}
  733. * @constant
  734. */
  735. const RGBAIntegerFormat = 1033;
  736. /**
  737. * A DXT1-compressed image in an RGB image format.
  738. *
  739. * @type {number}
  740. * @constant
  741. */
  742. const RGB_S3TC_DXT1_Format = 33776;
  743. /**
  744. * A DXT1-compressed image in an RGB image format with a simple on/off alpha value.
  745. *
  746. * @type {number}
  747. * @constant
  748. */
  749. const RGBA_S3TC_DXT1_Format = 33777;
  750. /**
  751. * A DXT3-compressed image in an RGBA image format. Compared to a 32-bit RGBA texture, it offers 4:1 compression.
  752. *
  753. * @type {number}
  754. * @constant
  755. */
  756. const RGBA_S3TC_DXT3_Format = 33778;
  757. /**
  758. * A DXT5-compressed image in an RGBA image format. It also provides a 4:1 compression, but differs to the DXT3
  759. * compression in how the alpha compression is done.
  760. *
  761. * @type {number}
  762. * @constant
  763. */
  764. const RGBA_S3TC_DXT5_Format = 33779;
  765. /**
  766. * PVRTC RGB compression in 4-bit mode. One block for each 4×4 pixels.
  767. *
  768. * @type {number}
  769. * @constant
  770. */
  771. const RGB_PVRTC_4BPPV1_Format = 35840;
  772. /**
  773. * PVRTC RGB compression in 2-bit mode. One block for each 8×4 pixels.
  774. *
  775. * @type {number}
  776. * @constant
  777. */
  778. const RGB_PVRTC_2BPPV1_Format = 35841;
  779. /**
  780. * PVRTC RGBA compression in 4-bit mode. One block for each 4×4 pixels.
  781. *
  782. * @type {number}
  783. * @constant
  784. */
  785. const RGBA_PVRTC_4BPPV1_Format = 35842;
  786. /**
  787. * PVRTC RGBA compression in 2-bit mode. One block for each 8×4 pixels.
  788. *
  789. * @type {number}
  790. * @constant
  791. */
  792. const RGBA_PVRTC_2BPPV1_Format = 35843;
  793. /**
  794. * ETC1 RGB format.
  795. *
  796. * @type {number}
  797. * @constant
  798. */
  799. const RGB_ETC1_Format = 36196;
  800. /**
  801. * ETC2 RGB format.
  802. *
  803. * @type {number}
  804. * @constant
  805. */
  806. const RGB_ETC2_Format = 37492;
  807. /**
  808. * ETC2 RGBA format.
  809. *
  810. * @type {number}
  811. * @constant
  812. */
  813. const RGBA_ETC2_EAC_Format = 37496;
  814. /**
  815. * ASTC RGBA 4x4 format.
  816. *
  817. * @type {number}
  818. * @constant
  819. */
  820. const RGBA_ASTC_4x4_Format = 37808;
  821. /**
  822. * ASTC RGBA 5x4 format.
  823. *
  824. * @type {number}
  825. * @constant
  826. */
  827. const RGBA_ASTC_5x4_Format = 37809;
  828. /**
  829. * ASTC RGBA 5x5 format.
  830. *
  831. * @type {number}
  832. * @constant
  833. */
  834. const RGBA_ASTC_5x5_Format = 37810;
  835. /**
  836. * ASTC RGBA 6x5 format.
  837. *
  838. * @type {number}
  839. * @constant
  840. */
  841. const RGBA_ASTC_6x5_Format = 37811;
  842. /**
  843. * ASTC RGBA 6x6 format.
  844. *
  845. * @type {number}
  846. * @constant
  847. */
  848. const RGBA_ASTC_6x6_Format = 37812;
  849. /**
  850. * ASTC RGBA 8x5 format.
  851. *
  852. * @type {number}
  853. * @constant
  854. */
  855. const RGBA_ASTC_8x5_Format = 37813;
  856. /**
  857. * ASTC RGBA 8x6 format.
  858. *
  859. * @type {number}
  860. * @constant
  861. */
  862. const RGBA_ASTC_8x6_Format = 37814;
  863. /**
  864. * ASTC RGBA 8x8 format.
  865. *
  866. * @type {number}
  867. * @constant
  868. */
  869. const RGBA_ASTC_8x8_Format = 37815;
  870. /**
  871. * ASTC RGBA 10x5 format.
  872. *
  873. * @type {number}
  874. * @constant
  875. */
  876. const RGBA_ASTC_10x5_Format = 37816;
  877. /**
  878. * ASTC RGBA 10x6 format.
  879. *
  880. * @type {number}
  881. * @constant
  882. */
  883. const RGBA_ASTC_10x6_Format = 37817;
  884. /**
  885. * ASTC RGBA 10x8 format.
  886. *
  887. * @type {number}
  888. * @constant
  889. */
  890. const RGBA_ASTC_10x8_Format = 37818;
  891. /**
  892. * ASTC RGBA 10x10 format.
  893. *
  894. * @type {number}
  895. * @constant
  896. */
  897. const RGBA_ASTC_10x10_Format = 37819;
  898. /**
  899. * ASTC RGBA 12x10 format.
  900. *
  901. * @type {number}
  902. * @constant
  903. */
  904. const RGBA_ASTC_12x10_Format = 37820;
  905. /**
  906. * ASTC RGBA 12x12 format.
  907. *
  908. * @type {number}
  909. * @constant
  910. */
  911. const RGBA_ASTC_12x12_Format = 37821;
  912. /**
  913. * BPTC RGBA format.
  914. *
  915. * @type {number}
  916. * @constant
  917. */
  918. const RGBA_BPTC_Format = 36492;
  919. /**
  920. * BPTC Signed RGB format.
  921. *
  922. * @type {number}
  923. * @constant
  924. */
  925. const RGB_BPTC_SIGNED_Format = 36494;
  926. /**
  927. * BPTC Unsigned RGB format.
  928. *
  929. * @type {number}
  930. * @constant
  931. */
  932. const RGB_BPTC_UNSIGNED_Format = 36495;
  933. /**
  934. * RGTC1 Red format.
  935. *
  936. * @type {number}
  937. * @constant
  938. */
  939. const RED_RGTC1_Format = 36283;
  940. /**
  941. * RGTC1 Signed Red format.
  942. *
  943. * @type {number}
  944. * @constant
  945. */
  946. const SIGNED_RED_RGTC1_Format = 36284;
  947. /**
  948. * RGTC2 Red Green format.
  949. *
  950. * @type {number}
  951. * @constant
  952. */
  953. const RED_GREEN_RGTC2_Format = 36285;
  954. /**
  955. * RGTC2 Signed Red Green format.
  956. *
  957. * @type {number}
  958. * @constant
  959. */
  960. const SIGNED_RED_GREEN_RGTC2_Format = 36286;
  961. /**
  962. * Animations are played once.
  963. *
  964. * @type {number}
  965. * @constant
  966. */
  967. const LoopOnce = 2200;
  968. /**
  969. * Animations are played with a chosen number of repetitions, each time jumping from
  970. * the end of the clip directly to its beginning.
  971. *
  972. * @type {number}
  973. * @constant
  974. */
  975. const LoopRepeat = 2201;
  976. /**
  977. * Animations are played with a chosen number of repetitions, alternately playing forward
  978. * and backward.
  979. *
  980. * @type {number}
  981. * @constant
  982. */
  983. const LoopPingPong = 2202;
  984. /**
  985. * Discrete interpolation mode for keyframe tracks.
  986. *
  987. * @type {number}
  988. * @constant
  989. */
  990. const InterpolateDiscrete = 2300;
  991. /**
  992. * Linear interpolation mode for keyframe tracks.
  993. *
  994. * @type {number}
  995. * @constant
  996. */
  997. const InterpolateLinear = 2301;
  998. /**
  999. * Smooth interpolation mode for keyframe tracks.
  1000. *
  1001. * @type {number}
  1002. * @constant
  1003. */
  1004. const InterpolateSmooth = 2302;
  1005. /**
  1006. * Zero curvature ending for animations.
  1007. *
  1008. * @type {number}
  1009. * @constant
  1010. */
  1011. const ZeroCurvatureEnding = 2400;
  1012. /**
  1013. * Zero slope ending for animations.
  1014. *
  1015. * @type {number}
  1016. * @constant
  1017. */
  1018. const ZeroSlopeEnding = 2401;
  1019. /**
  1020. * Wrap around ending for animations.
  1021. *
  1022. * @type {number}
  1023. * @constant
  1024. */
  1025. const WrapAroundEnding = 2402;
  1026. /**
  1027. * Default animation blend mode.
  1028. *
  1029. * @type {number}
  1030. * @constant
  1031. */
  1032. const NormalAnimationBlendMode = 2500;
  1033. /**
  1034. * Additive animation blend mode. Can be used to layer motions on top of
  1035. * each other to build complex performances from smaller re-usable assets.
  1036. *
  1037. * @type {number}
  1038. * @constant
  1039. */
  1040. const AdditiveAnimationBlendMode = 2501;
  1041. /**
  1042. * For every three vertices draw a single triangle.
  1043. *
  1044. * @type {number}
  1045. * @constant
  1046. */
  1047. const TrianglesDrawMode = 0;
  1048. /**
  1049. * For each vertex draw a triangle from the last three vertices.
  1050. *
  1051. * @type {number}
  1052. * @constant
  1053. */
  1054. const TriangleStripDrawMode = 1;
  1055. /**
  1056. * For each vertex draw a triangle from the first vertex and the last two vertices.
  1057. *
  1058. * @type {number}
  1059. * @constant
  1060. */
  1061. const TriangleFanDrawMode = 2;
  1062. /**
  1063. * Basic depth packing.
  1064. *
  1065. * @type {number}
  1066. * @constant
  1067. */
  1068. const BasicDepthPacking = 3200;
  1069. /**
  1070. * A depth value is packed into 32 bit RGBA.
  1071. *
  1072. * @type {number}
  1073. * @constant
  1074. */
  1075. const RGBADepthPacking = 3201;
  1076. /**
  1077. * A depth value is packed into 24 bit RGB.
  1078. *
  1079. * @type {number}
  1080. * @constant
  1081. */
  1082. const RGBDepthPacking = 3202;
  1083. /**
  1084. * A depth value is packed into 16 bit RG.
  1085. *
  1086. * @type {number}
  1087. * @constant
  1088. */
  1089. const RGDepthPacking = 3203;
  1090. /**
  1091. * Normal information is relative to the underlying surface.
  1092. *
  1093. * @type {number}
  1094. * @constant
  1095. */
  1096. const TangentSpaceNormalMap = 0;
  1097. /**
  1098. * Normal information is relative to the object orientation.
  1099. *
  1100. * @type {number}
  1101. * @constant
  1102. */
  1103. const ObjectSpaceNormalMap = 1;
  1104. // Color space string identifiers, matching CSS Color Module Level 4 and WebGPU names where available.
  1105. /**
  1106. * No color space.
  1107. *
  1108. * @type {string}
  1109. * @constant
  1110. */
  1111. const NoColorSpace = '';
  1112. /**
  1113. * sRGB color space.
  1114. *
  1115. * @type {string}
  1116. * @constant
  1117. */
  1118. const SRGBColorSpace = 'srgb';
  1119. /**
  1120. * sRGB-linear color space.
  1121. *
  1122. * @type {string}
  1123. * @constant
  1124. */
  1125. const LinearSRGBColorSpace = 'srgb-linear';
  1126. /**
  1127. * Linear transfer function.
  1128. *
  1129. * @type {string}
  1130. * @constant
  1131. */
  1132. const LinearTransfer = 'linear';
  1133. /**
  1134. * sRGB transfer function.
  1135. *
  1136. * @type {string}
  1137. * @constant
  1138. */
  1139. const SRGBTransfer = 'srgb';
  1140. /**
  1141. * Sets the stencil buffer value to `0`.
  1142. *
  1143. * @type {number}
  1144. * @constant
  1145. */
  1146. const ZeroStencilOp = 0;
  1147. /**
  1148. * Keeps the current value.
  1149. *
  1150. * @type {number}
  1151. * @constant
  1152. */
  1153. const KeepStencilOp = 7680;
  1154. /**
  1155. * Sets the stencil buffer value to the specified reference value.
  1156. *
  1157. * @type {number}
  1158. * @constant
  1159. */
  1160. const ReplaceStencilOp = 7681;
  1161. /**
  1162. * Increments the current stencil buffer value. Clamps to the maximum representable unsigned value.
  1163. *
  1164. * @type {number}
  1165. * @constant
  1166. */
  1167. const IncrementStencilOp = 7682;
  1168. /**
  1169. * Decrements the current stencil buffer value. Clamps to `0`.
  1170. *
  1171. * @type {number}
  1172. * @constant
  1173. */
  1174. const DecrementStencilOp = 7683;
  1175. /**
  1176. * Increments the current stencil buffer value. Wraps stencil buffer value to zero when incrementing
  1177. * the maximum representable unsigned value.
  1178. *
  1179. * @type {number}
  1180. * @constant
  1181. */
  1182. const IncrementWrapStencilOp = 34055;
  1183. /**
  1184. * Decrements the current stencil buffer value. Wraps stencil buffer value to the maximum representable
  1185. * unsigned value when decrementing a stencil buffer value of `0`.
  1186. *
  1187. * @type {number}
  1188. * @constant
  1189. */
  1190. const DecrementWrapStencilOp = 34056;
  1191. /**
  1192. * Inverts the current stencil buffer value bitwise.
  1193. *
  1194. * @type {number}
  1195. * @constant
  1196. */
  1197. const InvertStencilOp = 5386;
  1198. /**
  1199. * Will never return true.
  1200. *
  1201. * @type {number}
  1202. * @constant
  1203. */
  1204. const NeverStencilFunc = 512;
  1205. /**
  1206. * Will return true if the stencil reference value is less than the current stencil value.
  1207. *
  1208. * @type {number}
  1209. * @constant
  1210. */
  1211. const LessStencilFunc = 513;
  1212. /**
  1213. * Will return true if the stencil reference value is equal to the current stencil value.
  1214. *
  1215. * @type {number}
  1216. * @constant
  1217. */
  1218. const EqualStencilFunc = 514;
  1219. /**
  1220. * Will return true if the stencil reference value is less than or equal to the current stencil value.
  1221. *
  1222. * @type {number}
  1223. * @constant
  1224. */
  1225. const LessEqualStencilFunc = 515;
  1226. /**
  1227. * Will return true if the stencil reference value is greater than the current stencil value.
  1228. *
  1229. * @type {number}
  1230. * @constant
  1231. */
  1232. const GreaterStencilFunc = 516;
  1233. /**
  1234. * Will return true if the stencil reference value is not equal to the current stencil value.
  1235. *
  1236. * @type {number}
  1237. * @constant
  1238. */
  1239. const NotEqualStencilFunc = 517;
  1240. /**
  1241. * Will return true if the stencil reference value is greater than or equal to the current stencil value.
  1242. *
  1243. * @type {number}
  1244. * @constant
  1245. */
  1246. const GreaterEqualStencilFunc = 518;
  1247. /**
  1248. * Will always return true.
  1249. *
  1250. * @type {number}
  1251. * @constant
  1252. */
  1253. const AlwaysStencilFunc = 519;
  1254. /**
  1255. * Never pass.
  1256. *
  1257. * @type {number}
  1258. * @constant
  1259. */
  1260. const NeverCompare = 512;
  1261. /**
  1262. * Pass if the incoming value is less than the texture value.
  1263. *
  1264. * @type {number}
  1265. * @constant
  1266. */
  1267. const LessCompare = 513;
  1268. /**
  1269. * Pass if the incoming value equals the texture value.
  1270. *
  1271. * @type {number}
  1272. * @constant
  1273. */
  1274. const EqualCompare = 514;
  1275. /**
  1276. * Pass if the incoming value is less than or equal to the texture value.
  1277. *
  1278. * @type {number}
  1279. * @constant
  1280. */
  1281. const LessEqualCompare = 515;
  1282. /**
  1283. * Pass if the incoming value is greater than the texture value.
  1284. *
  1285. * @type {number}
  1286. * @constant
  1287. */
  1288. const GreaterCompare = 516;
  1289. /**
  1290. * Pass if the incoming value is not equal to the texture value.
  1291. *
  1292. * @type {number}
  1293. * @constant
  1294. */
  1295. const NotEqualCompare = 517;
  1296. /**
  1297. * Pass if the incoming value is greater than or equal to the texture value.
  1298. *
  1299. * @type {number}
  1300. * @constant
  1301. */
  1302. const GreaterEqualCompare = 518;
  1303. /**
  1304. * Always pass.
  1305. *
  1306. * @type {number}
  1307. * @constant
  1308. */
  1309. const AlwaysCompare = 519;
  1310. /**
  1311. * The contents are intended to be specified once by the application, and used many
  1312. * times as the source for drawing and image specification commands.
  1313. *
  1314. * @type {number}
  1315. * @constant
  1316. */
  1317. const StaticDrawUsage = 35044;
  1318. /**
  1319. * The contents are intended to be respecified repeatedly by the application, and
  1320. * used many times as the source for drawing and image specification commands.
  1321. *
  1322. * @type {number}
  1323. * @constant
  1324. */
  1325. const DynamicDrawUsage = 35048;
  1326. /**
  1327. * The contents are intended to be specified once by the application, and used at most
  1328. * a few times as the source for drawing and image specification commands.
  1329. *
  1330. * @type {number}
  1331. * @constant
  1332. */
  1333. const StreamDrawUsage = 35040;
  1334. /**
  1335. * The contents are intended to be specified once by reading data from the 3D API, and queried
  1336. * many times by the application.
  1337. *
  1338. * @type {number}
  1339. * @constant
  1340. */
  1341. const StaticReadUsage = 35045;
  1342. /**
  1343. * The contents are intended to be respecified repeatedly by reading data from the 3D API, and queried
  1344. * many times by the application.
  1345. *
  1346. * @type {number}
  1347. * @constant
  1348. */
  1349. const DynamicReadUsage = 35049;
  1350. /**
  1351. * The contents are intended to be specified once by reading data from the 3D API, and queried at most
  1352. * a few times by the application
  1353. *
  1354. * @type {number}
  1355. * @constant
  1356. */
  1357. const StreamReadUsage = 35041;
  1358. /**
  1359. * The contents are intended to be specified once by reading data from the 3D API, and used many times as
  1360. * the source for WebGL drawing and image specification commands.
  1361. *
  1362. * @type {number}
  1363. * @constant
  1364. */
  1365. const StaticCopyUsage = 35046;
  1366. /**
  1367. * The contents are intended to be respecified repeatedly by reading data from the 3D API, and used many times
  1368. * as the source for WebGL drawing and image specification commands.
  1369. *
  1370. * @type {number}
  1371. * @constant
  1372. */
  1373. const DynamicCopyUsage = 35050;
  1374. /**
  1375. * The contents are intended to be specified once by reading data from the 3D API, and used at most a few times
  1376. * as the source for WebGL drawing and image specification commands.
  1377. *
  1378. * @type {number}
  1379. * @constant
  1380. */
  1381. const StreamCopyUsage = 35042;
  1382. /**
  1383. * GLSL 1 shader code.
  1384. *
  1385. * @type {string}
  1386. * @constant
  1387. */
  1388. const GLSL1 = '100';
  1389. /**
  1390. * GLSL 3 shader code.
  1391. *
  1392. * @type {string}
  1393. * @constant
  1394. */
  1395. const GLSL3 = '300 es';
  1396. /**
  1397. * WebGL coordinate system.
  1398. *
  1399. * @type {number}
  1400. * @constant
  1401. */
  1402. const WebGLCoordinateSystem = 2000;
  1403. /**
  1404. * WebGPU coordinate system.
  1405. *
  1406. * @type {number}
  1407. * @constant
  1408. */
  1409. const WebGPUCoordinateSystem = 2001;
  1410. /**
  1411. * Represents the different timestamp query types.
  1412. *
  1413. * @type {ConstantsTimestampQuery}
  1414. * @constant
  1415. */
  1416. const TimestampQuery = {
  1417. COMPUTE: 'compute',
  1418. RENDER: 'render'
  1419. };
  1420. /**
  1421. * This type represents mouse buttons and interaction types in context of controls.
  1422. *
  1423. * @typedef {Object} ConstantsMouse
  1424. * @property {number} MIDDLE - The left mouse button.
  1425. * @property {number} LEFT - The middle mouse button.
  1426. * @property {number} RIGHT - The right mouse button.
  1427. * @property {number} ROTATE - A rotate interaction.
  1428. * @property {number} DOLLY - A dolly interaction.
  1429. * @property {number} PAN - A pan interaction.
  1430. **/
  1431. /**
  1432. * This type represents touch interaction types in context of controls.
  1433. *
  1434. * @typedef {Object} ConstantsTouch
  1435. * @property {number} ROTATE - A rotate interaction.
  1436. * @property {number} PAN - A pan interaction.
  1437. * @property {number} DOLLY_PAN - The dolly-pan interaction.
  1438. * @property {number} DOLLY_ROTATE - A dolly-rotate interaction.
  1439. **/
  1440. /**
  1441. * This type represents the different timestamp query types.
  1442. *
  1443. * @typedef {Object} ConstantsTimestampQuery
  1444. * @property {string} COMPUTE - A `compute` timestamp query.
  1445. * @property {string} RENDER - A `render` timestamp query.
  1446. **/
  1447. /**
  1448. * This modules allows to dispatch event objects on custom JavaScript objects.
  1449. *
  1450. * Main repository: [eventdispatcher.js]{@link https://github.com/mrdoob/eventdispatcher.js/}
  1451. *
  1452. * Code Example:
  1453. * ```js
  1454. * class Car extends EventDispatcher {
  1455. * start() {
  1456. * this.dispatchEvent( { type: 'start', message: 'vroom vroom!' } );
  1457. * }
  1458. *};
  1459. *
  1460. * // Using events with the custom object
  1461. * const car = new Car();
  1462. * car.addEventListener( 'start', function ( event ) {
  1463. * alert( event.message );
  1464. * } );
  1465. *
  1466. * car.start();
  1467. * ```
  1468. */
  1469. class EventDispatcher {
  1470. /**
  1471. * Adds the given event listener to the given event type.
  1472. *
  1473. * @param {string} type - The type of event to listen to.
  1474. * @param {Function} listener - The function that gets called when the event is fired.
  1475. */
  1476. addEventListener( type, listener ) {
  1477. if ( this._listeners === undefined ) this._listeners = {};
  1478. const listeners = this._listeners;
  1479. if ( listeners[ type ] === undefined ) {
  1480. listeners[ type ] = [];
  1481. }
  1482. if ( listeners[ type ].indexOf( listener ) === - 1 ) {
  1483. listeners[ type ].push( listener );
  1484. }
  1485. }
  1486. /**
  1487. * Returns `true` if the given event listener has been added to the given event type.
  1488. *
  1489. * @param {string} type - The type of event.
  1490. * @param {Function} listener - The listener to check.
  1491. * @return {boolean} Whether the given event listener has been added to the given event type.
  1492. */
  1493. hasEventListener( type, listener ) {
  1494. const listeners = this._listeners;
  1495. if ( listeners === undefined ) return false;
  1496. return listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1;
  1497. }
  1498. /**
  1499. * Removes the given event listener from the given event type.
  1500. *
  1501. * @param {string} type - The type of event.
  1502. * @param {Function} listener - The listener to remove.
  1503. */
  1504. removeEventListener( type, listener ) {
  1505. const listeners = this._listeners;
  1506. if ( listeners === undefined ) return;
  1507. const listenerArray = listeners[ type ];
  1508. if ( listenerArray !== undefined ) {
  1509. const index = listenerArray.indexOf( listener );
  1510. if ( index !== - 1 ) {
  1511. listenerArray.splice( index, 1 );
  1512. }
  1513. }
  1514. }
  1515. /**
  1516. * Dispatches an event object.
  1517. *
  1518. * @param {Object} event - The event that gets fired.
  1519. */
  1520. dispatchEvent( event ) {
  1521. const listeners = this._listeners;
  1522. if ( listeners === undefined ) return;
  1523. const listenerArray = listeners[ event.type ];
  1524. if ( listenerArray !== undefined ) {
  1525. event.target = this;
  1526. // Make a copy, in case listeners are removed while iterating.
  1527. const array = listenerArray.slice( 0 );
  1528. for ( let i = 0, l = array.length; i < l; i ++ ) {
  1529. array[ i ].call( this, event );
  1530. }
  1531. event.target = null;
  1532. }
  1533. }
  1534. }
  1535. 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' ];
  1536. let _seed = 1234567;
  1537. const DEG2RAD = Math.PI / 180;
  1538. const RAD2DEG = 180 / Math.PI;
  1539. /**
  1540. * Generate a [UUID]{@link https://en.wikipedia.org/wiki/Universally_unique_identifier}
  1541. * (universally unique identifier).
  1542. *
  1543. * @return {string} The UUID.
  1544. */
  1545. function generateUUID() {
  1546. // http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136
  1547. const d0 = Math.random() * 0xffffffff | 0;
  1548. const d1 = Math.random() * 0xffffffff | 0;
  1549. const d2 = Math.random() * 0xffffffff | 0;
  1550. const d3 = Math.random() * 0xffffffff | 0;
  1551. const uuid = _lut[ d0 & 0xff ] + _lut[ d0 >> 8 & 0xff ] + _lut[ d0 >> 16 & 0xff ] + _lut[ d0 >> 24 & 0xff ] + '-' +
  1552. _lut[ d1 & 0xff ] + _lut[ d1 >> 8 & 0xff ] + '-' + _lut[ d1 >> 16 & 0x0f | 0x40 ] + _lut[ d1 >> 24 & 0xff ] + '-' +
  1553. _lut[ d2 & 0x3f | 0x80 ] + _lut[ d2 >> 8 & 0xff ] + '-' + _lut[ d2 >> 16 & 0xff ] + _lut[ d2 >> 24 & 0xff ] +
  1554. _lut[ d3 & 0xff ] + _lut[ d3 >> 8 & 0xff ] + _lut[ d3 >> 16 & 0xff ] + _lut[ d3 >> 24 & 0xff ];
  1555. // .toLowerCase() here flattens concatenated strings to save heap memory space.
  1556. return uuid.toLowerCase();
  1557. }
  1558. /**
  1559. * Clamps the given value between min and max.
  1560. *
  1561. * @param {number} value - The value to clamp.
  1562. * @param {number} min - The min value.
  1563. * @param {number} max - The max value.
  1564. * @return {number} The clamped value.
  1565. */
  1566. function clamp( value, min, max ) {
  1567. return Math.max( min, Math.min( max, value ) );
  1568. }
  1569. /**
  1570. * Computes the Euclidean modulo of the given parameters that
  1571. * is `( ( n % m ) + m ) % m`.
  1572. *
  1573. * @param {number} n - The first parameter.
  1574. * @param {number} m - The second parameter.
  1575. * @return {number} The Euclidean modulo.
  1576. */
  1577. function euclideanModulo( n, m ) {
  1578. // https://en.wikipedia.org/wiki/Modulo_operation
  1579. return ( ( n % m ) + m ) % m;
  1580. }
  1581. /**
  1582. * Performs a linear mapping from range `<a1, a2>` to range `<b1, b2>`
  1583. * for the given value.
  1584. *
  1585. * @param {number} x - The value to be mapped.
  1586. * @param {number} a1 - Minimum value for range A.
  1587. * @param {number} a2 - Maximum value for range A.
  1588. * @param {number} b1 - Minimum value for range B.
  1589. * @param {number} b2 - Maximum value for range B.
  1590. * @return {number} The mapped value.
  1591. */
  1592. function mapLinear( x, a1, a2, b1, b2 ) {
  1593. return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
  1594. }
  1595. /**
  1596. * Returns the percentage in the closed interval `[0, 1]` of the given value
  1597. * between the start and end point.
  1598. *
  1599. * @param {number} x - The start point
  1600. * @param {number} y - The end point.
  1601. * @param {number} value - A value between start and end.
  1602. * @return {number} The interpolation factor.
  1603. */
  1604. function inverseLerp( x, y, value ) {
  1605. // https://www.gamedev.net/tutorials/programming/general-and-gameplay-programming/inverse-lerp-a-super-useful-yet-often-overlooked-function-r5230/
  1606. if ( x !== y ) {
  1607. return ( value - x ) / ( y - x );
  1608. } else {
  1609. return 0;
  1610. }
  1611. }
  1612. /**
  1613. * Returns a value linearly interpolated from two known points based on the given interval -
  1614. * `t = 0` will return `x` and `t = 1` will return `y`.
  1615. *
  1616. * @param {number} x - The start point
  1617. * @param {number} y - The end point.
  1618. * @param {number} t - The interpolation factor in the closed interval `[0, 1]`.
  1619. * @return {number} The interpolated value.
  1620. */
  1621. function lerp( x, y, t ) {
  1622. return ( 1 - t ) * x + t * y;
  1623. }
  1624. /**
  1625. * Smoothly interpolate a number from `x` to `y` in a spring-like manner using a delta
  1626. * time to maintain frame rate independent movement. For details, see
  1627. * [Frame rate independent damping using lerp]{@link http://www.rorydriscoll.com/2016/03/07/frame-rate-independent-damping-using-lerp/}.
  1628. *
  1629. * @param {number} x - The current point.
  1630. * @param {number} y - The target point.
  1631. * @param {number} lambda - A higher lambda value will make the movement more sudden,
  1632. * and a lower value will make the movement more gradual.
  1633. * @param {number} dt - Delta time in seconds.
  1634. * @return {number} The interpolated value.
  1635. */
  1636. function damp( x, y, lambda, dt ) {
  1637. return lerp( x, y, 1 - Math.exp( - lambda * dt ) );
  1638. }
  1639. /**
  1640. * Returns a value that alternates between `0` and the given `length` parameter.
  1641. *
  1642. * @param {number} x - The value to pingpong.
  1643. * @param {number} [length=1] - The positive value the function will pingpong to.
  1644. * @return {number} The alternated value.
  1645. */
  1646. function pingpong( x, length = 1 ) {
  1647. // https://www.desmos.com/calculator/vcsjnyz7x4
  1648. return length - Math.abs( euclideanModulo( x, length * 2 ) - length );
  1649. }
  1650. /**
  1651. * Returns a value in the range `[0,1]` that represents the percentage that `x` has
  1652. * moved between `min` and `max`, but smoothed or slowed down the closer `x` is to
  1653. * the `min` and `max`.
  1654. *
  1655. * See [Smoothstep]{@link http://en.wikipedia.org/wiki/Smoothstep} for more details.
  1656. *
  1657. * @param {number} x - The value to evaluate based on its position between min and max.
  1658. * @param {number} min - The min value. Any x value below min will be `0`.
  1659. * @param {number} max - The max value. Any x value above max will be `1`.
  1660. * @return {number} The alternated value.
  1661. */
  1662. function smoothstep( x, min, max ) {
  1663. if ( x <= min ) return 0;
  1664. if ( x >= max ) return 1;
  1665. x = ( x - min ) / ( max - min );
  1666. return x * x * ( 3 - 2 * x );
  1667. }
  1668. /**
  1669. * A [variation on smoothstep]{@link https://en.wikipedia.org/wiki/Smoothstep#Variations}
  1670. * that has zero 1st and 2nd order derivatives at x=0 and x=1.
  1671. *
  1672. * @param {number} x - The value to evaluate based on its position between min and max.
  1673. * @param {number} min - The min value. Any x value below min will be `0`.
  1674. * @param {number} max - The max value. Any x value above max will be `1`.
  1675. * @return {number} The alternated value.
  1676. */
  1677. function smootherstep( x, min, max ) {
  1678. if ( x <= min ) return 0;
  1679. if ( x >= max ) return 1;
  1680. x = ( x - min ) / ( max - min );
  1681. return x * x * x * ( x * ( x * 6 - 15 ) + 10 );
  1682. }
  1683. /**
  1684. * Returns a random integer from `<low, high>` interval.
  1685. *
  1686. * @param {number} low - The lower value boundary.
  1687. * @param {number} high - The upper value boundary
  1688. * @return {number} A random integer.
  1689. */
  1690. function randInt( low, high ) {
  1691. return low + Math.floor( Math.random() * ( high - low + 1 ) );
  1692. }
  1693. /**
  1694. * Returns a random float from `<low, high>` interval.
  1695. *
  1696. * @param {number} low - The lower value boundary.
  1697. * @param {number} high - The upper value boundary
  1698. * @return {number} A random float.
  1699. */
  1700. function randFloat( low, high ) {
  1701. return low + Math.random() * ( high - low );
  1702. }
  1703. /**
  1704. * Returns a random integer from `<-range/2, range/2>` interval.
  1705. *
  1706. * @param {number} range - Defines the value range.
  1707. * @return {number} A random float.
  1708. */
  1709. function randFloatSpread( range ) {
  1710. return range * ( 0.5 - Math.random() );
  1711. }
  1712. /**
  1713. * Returns a deterministic pseudo-random float in the interval `[0, 1]`.
  1714. *
  1715. * @param {number} [s] - The integer seed.
  1716. * @return {number} A random float.
  1717. */
  1718. function seededRandom( s ) {
  1719. if ( s !== undefined ) _seed = s;
  1720. // Mulberry32 generator
  1721. let t = _seed += 0x6D2B79F5;
  1722. t = Math.imul( t ^ t >>> 15, t | 1 );
  1723. t ^= t + Math.imul( t ^ t >>> 7, t | 61 );
  1724. return ( ( t ^ t >>> 14 ) >>> 0 ) / 4294967296;
  1725. }
  1726. /**
  1727. * Converts degrees to radians.
  1728. *
  1729. * @param {number} degrees - A value in degrees.
  1730. * @return {number} The converted value in radians.
  1731. */
  1732. function degToRad( degrees ) {
  1733. return degrees * DEG2RAD;
  1734. }
  1735. /**
  1736. * Converts radians to degrees.
  1737. *
  1738. * @param {number} radians - A value in radians.
  1739. * @return {number} The converted value in degrees.
  1740. */
  1741. function radToDeg( radians ) {
  1742. return radians * RAD2DEG;
  1743. }
  1744. /**
  1745. * Returns `true` if the given number is a power of two.
  1746. *
  1747. * @param {number} value - The value to check.
  1748. * @return {boolean} Whether the given number is a power of two or not.
  1749. */
  1750. function isPowerOfTwo( value ) {
  1751. return ( value & ( value - 1 ) ) === 0 && value !== 0;
  1752. }
  1753. /**
  1754. * Returns the smallest power of two that is greater than or equal to the given number.
  1755. *
  1756. * @param {number} value - The value to find a POT for.
  1757. * @return {number} The smallest power of two that is greater than or equal to the given number.
  1758. */
  1759. function ceilPowerOfTwo( value ) {
  1760. return Math.pow( 2, Math.ceil( Math.log( value ) / Math.LN2 ) );
  1761. }
  1762. /**
  1763. * Returns the largest power of two that is less than or equal to the given number.
  1764. *
  1765. * @param {number} value - The value to find a POT for.
  1766. * @return {number} The largest power of two that is less than or equal to the given number.
  1767. */
  1768. function floorPowerOfTwo( value ) {
  1769. return Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) );
  1770. }
  1771. /**
  1772. * Sets the given quaternion from the [Intrinsic Proper Euler Angles]{@link https://en.wikipedia.org/wiki/Euler_angles}
  1773. * defined by the given angles and order.
  1774. *
  1775. * Rotations are applied to the axes in the order specified by order:
  1776. * rotation by angle `a` is applied first, then by angle `b`, then by angle `c`.
  1777. *
  1778. * @param {Quaternion} q - The quaternion to set.
  1779. * @param {number} a - The rotation applied to the first axis, in radians.
  1780. * @param {number} b - The rotation applied to the second axis, in radians.
  1781. * @param {number} c - The rotation applied to the third axis, in radians.
  1782. * @param {('XYX'|'XZX'|'YXY'|'YZY'|'ZXZ'|'ZYZ')} order - A string specifying the axes order.
  1783. */
  1784. function setQuaternionFromProperEuler( q, a, b, c, order ) {
  1785. const cos = Math.cos;
  1786. const sin = Math.sin;
  1787. const c2 = cos( b / 2 );
  1788. const s2 = sin( b / 2 );
  1789. const c13 = cos( ( a + c ) / 2 );
  1790. const s13 = sin( ( a + c ) / 2 );
  1791. const c1_3 = cos( ( a - c ) / 2 );
  1792. const s1_3 = sin( ( a - c ) / 2 );
  1793. const c3_1 = cos( ( c - a ) / 2 );
  1794. const s3_1 = sin( ( c - a ) / 2 );
  1795. switch ( order ) {
  1796. case 'XYX':
  1797. q.set( c2 * s13, s2 * c1_3, s2 * s1_3, c2 * c13 );
  1798. break;
  1799. case 'YZY':
  1800. q.set( s2 * s1_3, c2 * s13, s2 * c1_3, c2 * c13 );
  1801. break;
  1802. case 'ZXZ':
  1803. q.set( s2 * c1_3, s2 * s1_3, c2 * s13, c2 * c13 );
  1804. break;
  1805. case 'XZX':
  1806. q.set( c2 * s13, s2 * s3_1, s2 * c3_1, c2 * c13 );
  1807. break;
  1808. case 'YXY':
  1809. q.set( s2 * c3_1, c2 * s13, s2 * s3_1, c2 * c13 );
  1810. break;
  1811. case 'ZYZ':
  1812. q.set( s2 * s3_1, s2 * c3_1, c2 * s13, c2 * c13 );
  1813. break;
  1814. default:
  1815. console.warn( 'THREE.MathUtils: .setQuaternionFromProperEuler() encountered an unknown order: ' + order );
  1816. }
  1817. }
  1818. /**
  1819. * Denormalizes the given value according to the given typed array.
  1820. *
  1821. * @param {number} value - The value to denormalize.
  1822. * @param {TypedArray} array - The typed array that defines the data type of the value.
  1823. * @return {number} The denormalize (float) value in the range `[0,1]`.
  1824. */
  1825. function denormalize( value, array ) {
  1826. switch ( array.constructor ) {
  1827. case Float32Array:
  1828. return value;
  1829. case Uint32Array:
  1830. return value / 4294967295.0;
  1831. case Uint16Array:
  1832. return value / 65535.0;
  1833. case Uint8Array:
  1834. return value / 255.0;
  1835. case Int32Array:
  1836. return Math.max( value / 2147483647.0, - 1.0 );
  1837. case Int16Array:
  1838. return Math.max( value / 32767.0, - 1.0 );
  1839. case Int8Array:
  1840. return Math.max( value / 127.0, - 1.0 );
  1841. default:
  1842. throw new Error( 'Invalid component type.' );
  1843. }
  1844. }
  1845. /**
  1846. * Normalizes the given value according to the given typed array.
  1847. *
  1848. * @param {number} value - The float value in the range `[0,1]` to normalize.
  1849. * @param {TypedArray} array - The typed array that defines the data type of the value.
  1850. * @return {number} The normalize value.
  1851. */
  1852. function normalize( value, array ) {
  1853. switch ( array.constructor ) {
  1854. case Float32Array:
  1855. return value;
  1856. case Uint32Array:
  1857. return Math.round( value * 4294967295.0 );
  1858. case Uint16Array:
  1859. return Math.round( value * 65535.0 );
  1860. case Uint8Array:
  1861. return Math.round( value * 255.0 );
  1862. case Int32Array:
  1863. return Math.round( value * 2147483647.0 );
  1864. case Int16Array:
  1865. return Math.round( value * 32767.0 );
  1866. case Int8Array:
  1867. return Math.round( value * 127.0 );
  1868. default:
  1869. throw new Error( 'Invalid component type.' );
  1870. }
  1871. }
  1872. /**
  1873. * @class
  1874. * @classdesc A collection of math utility functions.
  1875. * @hideconstructor
  1876. */
  1877. const MathUtils = {
  1878. DEG2RAD: DEG2RAD,
  1879. RAD2DEG: RAD2DEG,
  1880. /**
  1881. * Generate a [UUID]{@link https://en.wikipedia.org/wiki/Universally_unique_identifier}
  1882. * (universally unique identifier).
  1883. *
  1884. * @static
  1885. * @method
  1886. * @return {string} The UUID.
  1887. */
  1888. generateUUID: generateUUID,
  1889. /**
  1890. * Clamps the given value between min and max.
  1891. *
  1892. * @static
  1893. * @method
  1894. * @param {number} value - The value to clamp.
  1895. * @param {number} min - The min value.
  1896. * @param {number} max - The max value.
  1897. * @return {number} The clamped value.
  1898. */
  1899. clamp: clamp,
  1900. /**
  1901. * Computes the Euclidean modulo of the given parameters that
  1902. * is `( ( n % m ) + m ) % m`.
  1903. *
  1904. * @static
  1905. * @method
  1906. * @param {number} n - The first parameter.
  1907. * @param {number} m - The second parameter.
  1908. * @return {number} The Euclidean modulo.
  1909. */
  1910. euclideanModulo: euclideanModulo,
  1911. /**
  1912. * Performs a linear mapping from range `<a1, a2>` to range `<b1, b2>`
  1913. * for the given value.
  1914. *
  1915. * @static
  1916. * @method
  1917. * @param {number} x - The value to be mapped.
  1918. * @param {number} a1 - Minimum value for range A.
  1919. * @param {number} a2 - Maximum value for range A.
  1920. * @param {number} b1 - Minimum value for range B.
  1921. * @param {number} b2 - Maximum value for range B.
  1922. * @return {number} The mapped value.
  1923. */
  1924. mapLinear: mapLinear,
  1925. /**
  1926. * Returns the percentage in the closed interval `[0, 1]` of the given value
  1927. * between the start and end point.
  1928. *
  1929. * @static
  1930. * @method
  1931. * @param {number} x - The start point
  1932. * @param {number} y - The end point.
  1933. * @param {number} value - A value between start and end.
  1934. * @return {number} The interpolation factor.
  1935. */
  1936. inverseLerp: inverseLerp,
  1937. /**
  1938. * Returns a value linearly interpolated from two known points based on the given interval -
  1939. * `t = 0` will return `x` and `t = 1` will return `y`.
  1940. *
  1941. * @static
  1942. * @method
  1943. * @param {number} x - The start point
  1944. * @param {number} y - The end point.
  1945. * @param {number} t - The interpolation factor in the closed interval `[0, 1]`.
  1946. * @return {number} The interpolated value.
  1947. */
  1948. lerp: lerp,
  1949. /**
  1950. * Smoothly interpolate a number from `x` to `y` in a spring-like manner using a delta
  1951. * time to maintain frame rate independent movement. For details, see
  1952. * [Frame rate independent damping using lerp]{@link http://www.rorydriscoll.com/2016/03/07/frame-rate-independent-damping-using-lerp/}.
  1953. *
  1954. * @static
  1955. * @method
  1956. * @param {number} x - The current point.
  1957. * @param {number} y - The target point.
  1958. * @param {number} lambda - A higher lambda value will make the movement more sudden,
  1959. * and a lower value will make the movement more gradual.
  1960. * @param {number} dt - Delta time in seconds.
  1961. * @return {number} The interpolated value.
  1962. */
  1963. damp: damp,
  1964. /**
  1965. * Returns a value that alternates between `0` and the given `length` parameter.
  1966. *
  1967. * @static
  1968. * @method
  1969. * @param {number} x - The value to pingpong.
  1970. * @param {number} [length=1] - The positive value the function will pingpong to.
  1971. * @return {number} The alternated value.
  1972. */
  1973. pingpong: pingpong,
  1974. /**
  1975. * Returns a value in the range `[0,1]` that represents the percentage that `x` has
  1976. * moved between `min` and `max`, but smoothed or slowed down the closer `x` is to
  1977. * the `min` and `max`.
  1978. *
  1979. * See [Smoothstep]{@link http://en.wikipedia.org/wiki/Smoothstep} for more details.
  1980. *
  1981. * @static
  1982. * @method
  1983. * @param {number} x - The value to evaluate based on its position between min and max.
  1984. * @param {number} min - The min value. Any x value below min will be `0`.
  1985. * @param {number} max - The max value. Any x value above max will be `1`.
  1986. * @return {number} The alternated value.
  1987. */
  1988. smoothstep: smoothstep,
  1989. /**
  1990. * A [variation on smoothstep]{@link https://en.wikipedia.org/wiki/Smoothstep#Variations}
  1991. * that has zero 1st and 2nd order derivatives at x=0 and x=1.
  1992. *
  1993. * @static
  1994. * @method
  1995. * @param {number} x - The value to evaluate based on its position between min and max.
  1996. * @param {number} min - The min value. Any x value below min will be `0`.
  1997. * @param {number} max - The max value. Any x value above max will be `1`.
  1998. * @return {number} The alternated value.
  1999. */
  2000. smootherstep: smootherstep,
  2001. /**
  2002. * Returns a random integer from `<low, high>` interval.
  2003. *
  2004. * @static
  2005. * @method
  2006. * @param {number} low - The lower value boundary.
  2007. * @param {number} high - The upper value boundary
  2008. * @return {number} A random integer.
  2009. */
  2010. randInt: randInt,
  2011. /**
  2012. * Returns a random float from `<low, high>` interval.
  2013. *
  2014. * @static
  2015. * @method
  2016. * @param {number} low - The lower value boundary.
  2017. * @param {number} high - The upper value boundary
  2018. * @return {number} A random float.
  2019. */
  2020. randFloat: randFloat,
  2021. /**
  2022. * Returns a random integer from `<-range/2, range/2>` interval.
  2023. *
  2024. * @static
  2025. * @method
  2026. * @param {number} range - Defines the value range.
  2027. * @return {number} A random float.
  2028. */
  2029. randFloatSpread: randFloatSpread,
  2030. /**
  2031. * Returns a deterministic pseudo-random float in the interval `[0, 1]`.
  2032. *
  2033. * @static
  2034. * @method
  2035. * @param {number} [s] - The integer seed.
  2036. * @return {number} A random float.
  2037. */
  2038. seededRandom: seededRandom,
  2039. /**
  2040. * Converts degrees to radians.
  2041. *
  2042. * @static
  2043. * @method
  2044. * @param {number} degrees - A value in degrees.
  2045. * @return {number} The converted value in radians.
  2046. */
  2047. degToRad: degToRad,
  2048. /**
  2049. * Converts radians to degrees.
  2050. *
  2051. * @static
  2052. * @method
  2053. * @param {number} radians - A value in radians.
  2054. * @return {number} The converted value in degrees.
  2055. */
  2056. radToDeg: radToDeg,
  2057. /**
  2058. * Returns `true` if the given number is a power of two.
  2059. *
  2060. * @static
  2061. * @method
  2062. * @param {number} value - The value to check.
  2063. * @return {boolean} Whether the given number is a power of two or not.
  2064. */
  2065. isPowerOfTwo: isPowerOfTwo,
  2066. /**
  2067. * Returns the smallest power of two that is greater than or equal to the given number.
  2068. *
  2069. * @static
  2070. * @method
  2071. * @param {number} value - The value to find a POT for.
  2072. * @return {number} The smallest power of two that is greater than or equal to the given number.
  2073. */
  2074. ceilPowerOfTwo: ceilPowerOfTwo,
  2075. /**
  2076. * Returns the largest power of two that is less than or equal to the given number.
  2077. *
  2078. * @static
  2079. * @method
  2080. * @param {number} value - The value to find a POT for.
  2081. * @return {number} The largest power of two that is less than or equal to the given number.
  2082. */
  2083. floorPowerOfTwo: floorPowerOfTwo,
  2084. /**
  2085. * Sets the given quaternion from the [Intrinsic Proper Euler Angles]{@link https://en.wikipedia.org/wiki/Euler_angles}
  2086. * defined by the given angles and order.
  2087. *
  2088. * Rotations are applied to the axes in the order specified by order:
  2089. * rotation by angle `a` is applied first, then by angle `b`, then by angle `c`.
  2090. *
  2091. * @static
  2092. * @method
  2093. * @param {Quaternion} q - The quaternion to set.
  2094. * @param {number} a - The rotation applied to the first axis, in radians.
  2095. * @param {number} b - The rotation applied to the second axis, in radians.
  2096. * @param {number} c - The rotation applied to the third axis, in radians.
  2097. * @param {('XYX'|'XZX'|'YXY'|'YZY'|'ZXZ'|'ZYZ')} order - A string specifying the axes order.
  2098. */
  2099. setQuaternionFromProperEuler: setQuaternionFromProperEuler,
  2100. /**
  2101. * Normalizes the given value according to the given typed array.
  2102. *
  2103. * @static
  2104. * @method
  2105. * @param {number} value - The float value in the range `[0,1]` to normalize.
  2106. * @param {TypedArray} array - The typed array that defines the data type of the value.
  2107. * @return {number} The normalize value.
  2108. */
  2109. normalize: normalize,
  2110. /**
  2111. * Denormalizes the given value according to the given typed array.
  2112. *
  2113. * @static
  2114. * @method
  2115. * @param {number} value - The value to denormalize.
  2116. * @param {TypedArray} array - The typed array that defines the data type of the value.
  2117. * @return {number} The denormalize (float) value in the range `[0,1]`.
  2118. */
  2119. denormalize: denormalize
  2120. };
  2121. /**
  2122. * Class representing a 2D vector. A 2D vector is an ordered pair of numbers
  2123. * (labeled x and y), which can be used to represent a number of things, such as:
  2124. *
  2125. * - A point in 2D space (i.e. a position on a plane).
  2126. * - A direction and length across a plane. In three.js the length will
  2127. * always be the Euclidean distance(straight-line distance) from `(0, 0)` to `(x, y)`
  2128. * and the direction is also measured from `(0, 0)` towards `(x, y)`.
  2129. * - Any arbitrary ordered pair of numbers.
  2130. *
  2131. * There are other things a 2D vector can be used to represent, such as
  2132. * momentum vectors, complex numbers and so on, however these are the most
  2133. * common uses in three.js.
  2134. *
  2135. * Iterating through a vector instance will yield its components `(x, y)` in
  2136. * the corresponding order.
  2137. * ```js
  2138. * const a = new THREE.Vector2( 0, 1 );
  2139. *
  2140. * //no arguments; will be initialised to (0, 0)
  2141. * const b = new THREE.Vector2( );
  2142. *
  2143. * const d = a.distanceTo( b );
  2144. * ```
  2145. */
  2146. class Vector2 {
  2147. /**
  2148. * Constructs a new 2D vector.
  2149. *
  2150. * @param {number} [x=0] - The x value of this vector.
  2151. * @param {number} [y=0] - The y value of this vector.
  2152. */
  2153. constructor( x = 0, y = 0 ) {
  2154. /**
  2155. * This flag can be used for type testing.
  2156. *
  2157. * @type {boolean}
  2158. * @readonly
  2159. * @default true
  2160. */
  2161. Vector2.prototype.isVector2 = true;
  2162. /**
  2163. * The x value of this vector.
  2164. *
  2165. * @type {number}
  2166. */
  2167. this.x = x;
  2168. /**
  2169. * The y value of this vector.
  2170. *
  2171. * @type {number}
  2172. */
  2173. this.y = y;
  2174. }
  2175. /**
  2176. * Alias for {@link Vector2#x}.
  2177. *
  2178. * @type {number}
  2179. */
  2180. get width() {
  2181. return this.x;
  2182. }
  2183. set width( value ) {
  2184. this.x = value;
  2185. }
  2186. /**
  2187. * Alias for {@link Vector2#y}.
  2188. *
  2189. * @type {number}
  2190. */
  2191. get height() {
  2192. return this.y;
  2193. }
  2194. set height( value ) {
  2195. this.y = value;
  2196. }
  2197. /**
  2198. * Sets the vector components.
  2199. *
  2200. * @param {number} x - The value of the x component.
  2201. * @param {number} y - The value of the y component.
  2202. * @return {Vector2} A reference to this vector.
  2203. */
  2204. set( x, y ) {
  2205. this.x = x;
  2206. this.y = y;
  2207. return this;
  2208. }
  2209. /**
  2210. * Sets the vector components to the same value.
  2211. *
  2212. * @param {number} scalar - The value to set for all vector components.
  2213. * @return {Vector2} A reference to this vector.
  2214. */
  2215. setScalar( scalar ) {
  2216. this.x = scalar;
  2217. this.y = scalar;
  2218. return this;
  2219. }
  2220. /**
  2221. * Sets the vector's x component to the given value
  2222. *
  2223. * @param {number} x - The value to set.
  2224. * @return {Vector2} A reference to this vector.
  2225. */
  2226. setX( x ) {
  2227. this.x = x;
  2228. return this;
  2229. }
  2230. /**
  2231. * Sets the vector's y component to the given value
  2232. *
  2233. * @param {number} y - The value to set.
  2234. * @return {Vector2} A reference to this vector.
  2235. */
  2236. setY( y ) {
  2237. this.y = y;
  2238. return this;
  2239. }
  2240. /**
  2241. * Allows to set a vector component with an index.
  2242. *
  2243. * @param {number} index - The component index. `0` equals to x, `1` equals to y.
  2244. * @param {number} value - The value to set.
  2245. * @return {Vector2} A reference to this vector.
  2246. */
  2247. setComponent( index, value ) {
  2248. switch ( index ) {
  2249. case 0: this.x = value; break;
  2250. case 1: this.y = value; break;
  2251. default: throw new Error( 'index is out of range: ' + index );
  2252. }
  2253. return this;
  2254. }
  2255. /**
  2256. * Returns the value of the vector component which matches the given index.
  2257. *
  2258. * @param {number} index - The component index. `0` equals to x, `1` equals to y.
  2259. * @return {number} A vector component value.
  2260. */
  2261. getComponent( index ) {
  2262. switch ( index ) {
  2263. case 0: return this.x;
  2264. case 1: return this.y;
  2265. default: throw new Error( 'index is out of range: ' + index );
  2266. }
  2267. }
  2268. /**
  2269. * Returns a new vector with copied values from this instance.
  2270. *
  2271. * @return {Vector2} A clone of this instance.
  2272. */
  2273. clone() {
  2274. return new this.constructor( this.x, this.y );
  2275. }
  2276. /**
  2277. * Copies the values of the given vector to this instance.
  2278. *
  2279. * @param {Vector2} v - The vector to copy.
  2280. * @return {Vector2} A reference to this vector.
  2281. */
  2282. copy( v ) {
  2283. this.x = v.x;
  2284. this.y = v.y;
  2285. return this;
  2286. }
  2287. /**
  2288. * Adds the given vector to this instance.
  2289. *
  2290. * @param {Vector2} v - The vector to add.
  2291. * @return {Vector2} A reference to this vector.
  2292. */
  2293. add( v ) {
  2294. this.x += v.x;
  2295. this.y += v.y;
  2296. return this;
  2297. }
  2298. /**
  2299. * Adds the given scalar value to all components of this instance.
  2300. *
  2301. * @param {number} s - The scalar to add.
  2302. * @return {Vector2} A reference to this vector.
  2303. */
  2304. addScalar( s ) {
  2305. this.x += s;
  2306. this.y += s;
  2307. return this;
  2308. }
  2309. /**
  2310. * Adds the given vectors and stores the result in this instance.
  2311. *
  2312. * @param {Vector2} a - The first vector.
  2313. * @param {Vector2} b - The second vector.
  2314. * @return {Vector2} A reference to this vector.
  2315. */
  2316. addVectors( a, b ) {
  2317. this.x = a.x + b.x;
  2318. this.y = a.y + b.y;
  2319. return this;
  2320. }
  2321. /**
  2322. * Adds the given vector scaled by the given factor to this instance.
  2323. *
  2324. * @param {Vector2} v - The vector.
  2325. * @param {number} s - The factor that scales `v`.
  2326. * @return {Vector2} A reference to this vector.
  2327. */
  2328. addScaledVector( v, s ) {
  2329. this.x += v.x * s;
  2330. this.y += v.y * s;
  2331. return this;
  2332. }
  2333. /**
  2334. * Subtracts the given vector from this instance.
  2335. *
  2336. * @param {Vector2} v - The vector to subtract.
  2337. * @return {Vector2} A reference to this vector.
  2338. */
  2339. sub( v ) {
  2340. this.x -= v.x;
  2341. this.y -= v.y;
  2342. return this;
  2343. }
  2344. /**
  2345. * Subtracts the given scalar value from all components of this instance.
  2346. *
  2347. * @param {number} s - The scalar to subtract.
  2348. * @return {Vector2} A reference to this vector.
  2349. */
  2350. subScalar( s ) {
  2351. this.x -= s;
  2352. this.y -= s;
  2353. return this;
  2354. }
  2355. /**
  2356. * Subtracts the given vectors and stores the result in this instance.
  2357. *
  2358. * @param {Vector2} a - The first vector.
  2359. * @param {Vector2} b - The second vector.
  2360. * @return {Vector2} A reference to this vector.
  2361. */
  2362. subVectors( a, b ) {
  2363. this.x = a.x - b.x;
  2364. this.y = a.y - b.y;
  2365. return this;
  2366. }
  2367. /**
  2368. * Multiplies the given vector with this instance.
  2369. *
  2370. * @param {Vector2} v - The vector to multiply.
  2371. * @return {Vector2} A reference to this vector.
  2372. */
  2373. multiply( v ) {
  2374. this.x *= v.x;
  2375. this.y *= v.y;
  2376. return this;
  2377. }
  2378. /**
  2379. * Multiplies the given scalar value with all components of this instance.
  2380. *
  2381. * @param {number} scalar - The scalar to multiply.
  2382. * @return {Vector2} A reference to this vector.
  2383. */
  2384. multiplyScalar( scalar ) {
  2385. this.x *= scalar;
  2386. this.y *= scalar;
  2387. return this;
  2388. }
  2389. /**
  2390. * Divides this instance by the given vector.
  2391. *
  2392. * @param {Vector2} v - The vector to divide.
  2393. * @return {Vector2} A reference to this vector.
  2394. */
  2395. divide( v ) {
  2396. this.x /= v.x;
  2397. this.y /= v.y;
  2398. return this;
  2399. }
  2400. /**
  2401. * Divides this vector by the given scalar.
  2402. *
  2403. * @param {number} scalar - The scalar to divide.
  2404. * @return {Vector2} A reference to this vector.
  2405. */
  2406. divideScalar( scalar ) {
  2407. return this.multiplyScalar( 1 / scalar );
  2408. }
  2409. /**
  2410. * Multiplies this vector (with an implicit 1 as the 3rd component) by
  2411. * the given 3x3 matrix.
  2412. *
  2413. * @param {Matrix3} m - The matrix to apply.
  2414. * @return {Vector2} A reference to this vector.
  2415. */
  2416. applyMatrix3( m ) {
  2417. const x = this.x, y = this.y;
  2418. const e = m.elements;
  2419. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ];
  2420. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ];
  2421. return this;
  2422. }
  2423. /**
  2424. * If this vector's x or y value is greater than the given vector's x or y
  2425. * value, replace that value with the corresponding min value.
  2426. *
  2427. * @param {Vector2} v - The vector.
  2428. * @return {Vector2} A reference to this vector.
  2429. */
  2430. min( v ) {
  2431. this.x = Math.min( this.x, v.x );
  2432. this.y = Math.min( this.y, v.y );
  2433. return this;
  2434. }
  2435. /**
  2436. * If this vector's x or y value is less than the given vector's x or y
  2437. * value, replace that value with the corresponding max value.
  2438. *
  2439. * @param {Vector2} v - The vector.
  2440. * @return {Vector2} A reference to this vector.
  2441. */
  2442. max( v ) {
  2443. this.x = Math.max( this.x, v.x );
  2444. this.y = Math.max( this.y, v.y );
  2445. return this;
  2446. }
  2447. /**
  2448. * If this vector's x or y value is greater than the max vector's x or y
  2449. * value, it is replaced by the corresponding value.
  2450. * If this vector's x or y value is less than the min vector's x or y value,
  2451. * it is replaced by the corresponding value.
  2452. *
  2453. * @param {Vector2} min - The minimum x and y values.
  2454. * @param {Vector2} max - The maximum x and y values in the desired range.
  2455. * @return {Vector2} A reference to this vector.
  2456. */
  2457. clamp( min, max ) {
  2458. // assumes min < max, componentwise
  2459. this.x = clamp( this.x, min.x, max.x );
  2460. this.y = clamp( this.y, min.y, max.y );
  2461. return this;
  2462. }
  2463. /**
  2464. * If this vector's x or y values are greater than the max value, they are
  2465. * replaced by the max value.
  2466. * If this vector's x or y values are less than the min value, they are
  2467. * replaced by the min value.
  2468. *
  2469. * @param {number} minVal - The minimum value the components will be clamped to.
  2470. * @param {number} maxVal - The maximum value the components will be clamped to.
  2471. * @return {Vector2} A reference to this vector.
  2472. */
  2473. clampScalar( minVal, maxVal ) {
  2474. this.x = clamp( this.x, minVal, maxVal );
  2475. this.y = clamp( this.y, minVal, maxVal );
  2476. return this;
  2477. }
  2478. /**
  2479. * If this vector's length is greater than the max value, it is replaced by
  2480. * the max value.
  2481. * If this vector's length is less than the min value, it is replaced by the
  2482. * min value.
  2483. *
  2484. * @param {number} min - The minimum value the vector length will be clamped to.
  2485. * @param {number} max - The maximum value the vector length will be clamped to.
  2486. * @return {Vector2} A reference to this vector.
  2487. */
  2488. clampLength( min, max ) {
  2489. const length = this.length();
  2490. return this.divideScalar( length || 1 ).multiplyScalar( clamp( length, min, max ) );
  2491. }
  2492. /**
  2493. * The components of this vector are rounded down to the nearest integer value.
  2494. *
  2495. * @return {Vector2} A reference to this vector.
  2496. */
  2497. floor() {
  2498. this.x = Math.floor( this.x );
  2499. this.y = Math.floor( this.y );
  2500. return this;
  2501. }
  2502. /**
  2503. * The components of this vector are rounded up to the nearest integer value.
  2504. *
  2505. * @return {Vector2} A reference to this vector.
  2506. */
  2507. ceil() {
  2508. this.x = Math.ceil( this.x );
  2509. this.y = Math.ceil( this.y );
  2510. return this;
  2511. }
  2512. /**
  2513. * The components of this vector are rounded to the nearest integer value
  2514. *
  2515. * @return {Vector2} A reference to this vector.
  2516. */
  2517. round() {
  2518. this.x = Math.round( this.x );
  2519. this.y = Math.round( this.y );
  2520. return this;
  2521. }
  2522. /**
  2523. * The components of this vector are rounded towards zero (up if negative,
  2524. * down if positive) to an integer value.
  2525. *
  2526. * @return {Vector2} A reference to this vector.
  2527. */
  2528. roundToZero() {
  2529. this.x = Math.trunc( this.x );
  2530. this.y = Math.trunc( this.y );
  2531. return this;
  2532. }
  2533. /**
  2534. * Inverts this vector - i.e. sets x = -x and y = -y.
  2535. *
  2536. * @return {Vector2} A reference to this vector.
  2537. */
  2538. negate() {
  2539. this.x = - this.x;
  2540. this.y = - this.y;
  2541. return this;
  2542. }
  2543. /**
  2544. * Calculates the dot product of the given vector with this instance.
  2545. *
  2546. * @param {Vector2} v - The vector to compute the dot product with.
  2547. * @return {number} The result of the dot product.
  2548. */
  2549. dot( v ) {
  2550. return this.x * v.x + this.y * v.y;
  2551. }
  2552. /**
  2553. * Calculates the cross product of the given vector with this instance.
  2554. *
  2555. * @param {Vector2} v - The vector to compute the cross product with.
  2556. * @return {number} The result of the cross product.
  2557. */
  2558. cross( v ) {
  2559. return this.x * v.y - this.y * v.x;
  2560. }
  2561. /**
  2562. * Computes the square of the Euclidean length (straight-line length) from
  2563. * (0, 0) to (x, y). If you are comparing the lengths of vectors, you should
  2564. * compare the length squared instead as it is slightly more efficient to calculate.
  2565. *
  2566. * @return {number} The square length of this vector.
  2567. */
  2568. lengthSq() {
  2569. return this.x * this.x + this.y * this.y;
  2570. }
  2571. /**
  2572. * Computes the Euclidean length (straight-line length) from (0, 0) to (x, y).
  2573. *
  2574. * @return {number} The length of this vector.
  2575. */
  2576. length() {
  2577. return Math.sqrt( this.x * this.x + this.y * this.y );
  2578. }
  2579. /**
  2580. * Computes the Manhattan length of this vector.
  2581. *
  2582. * @return {number} The length of this vector.
  2583. */
  2584. manhattanLength() {
  2585. return Math.abs( this.x ) + Math.abs( this.y );
  2586. }
  2587. /**
  2588. * Converts this vector to a unit vector - that is, sets it equal to a vector
  2589. * with the same direction as this one, but with a vector length of `1`.
  2590. *
  2591. * @return {Vector2} A reference to this vector.
  2592. */
  2593. normalize() {
  2594. return this.divideScalar( this.length() || 1 );
  2595. }
  2596. /**
  2597. * Computes the angle in radians of this vector with respect to the positive x-axis.
  2598. *
  2599. * @return {number} The angle in radians.
  2600. */
  2601. angle() {
  2602. const angle = Math.atan2( - this.y, - this.x ) + Math.PI;
  2603. return angle;
  2604. }
  2605. /**
  2606. * Returns the angle between the given vector and this instance in radians.
  2607. *
  2608. * @param {Vector2} v - The vector to compute the angle with.
  2609. * @return {number} The angle in radians.
  2610. */
  2611. angleTo( v ) {
  2612. const denominator = Math.sqrt( this.lengthSq() * v.lengthSq() );
  2613. if ( denominator === 0 ) return Math.PI / 2;
  2614. const theta = this.dot( v ) / denominator;
  2615. // clamp, to handle numerical problems
  2616. return Math.acos( clamp( theta, - 1, 1 ) );
  2617. }
  2618. /**
  2619. * Computes the distance from the given vector to this instance.
  2620. *
  2621. * @param {Vector2} v - The vector to compute the distance to.
  2622. * @return {number} The distance.
  2623. */
  2624. distanceTo( v ) {
  2625. return Math.sqrt( this.distanceToSquared( v ) );
  2626. }
  2627. /**
  2628. * Computes the squared distance from the given vector to this instance.
  2629. * If you are just comparing the distance with another distance, you should compare
  2630. * the distance squared instead as it is slightly more efficient to calculate.
  2631. *
  2632. * @param {Vector2} v - The vector to compute the squared distance to.
  2633. * @return {number} The squared distance.
  2634. */
  2635. distanceToSquared( v ) {
  2636. const dx = this.x - v.x, dy = this.y - v.y;
  2637. return dx * dx + dy * dy;
  2638. }
  2639. /**
  2640. * Computes the Manhattan distance from the given vector to this instance.
  2641. *
  2642. * @param {Vector2} v - The vector to compute the Manhattan distance to.
  2643. * @return {number} The Manhattan distance.
  2644. */
  2645. manhattanDistanceTo( v ) {
  2646. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y );
  2647. }
  2648. /**
  2649. * Sets this vector to a vector with the same direction as this one, but
  2650. * with the specified length.
  2651. *
  2652. * @param {number} length - The new length of this vector.
  2653. * @return {Vector2} A reference to this vector.
  2654. */
  2655. setLength( length ) {
  2656. return this.normalize().multiplyScalar( length );
  2657. }
  2658. /**
  2659. * Linearly interpolates between the given vector and this instance, where
  2660. * alpha is the percent distance along the line - alpha = 0 will be this
  2661. * vector, and alpha = 1 will be the given one.
  2662. *
  2663. * @param {Vector2} v - The vector to interpolate towards.
  2664. * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
  2665. * @return {Vector2} A reference to this vector.
  2666. */
  2667. lerp( v, alpha ) {
  2668. this.x += ( v.x - this.x ) * alpha;
  2669. this.y += ( v.y - this.y ) * alpha;
  2670. return this;
  2671. }
  2672. /**
  2673. * Linearly interpolates between the given vectors, where alpha is the percent
  2674. * distance along the line - alpha = 0 will be first vector, and alpha = 1 will
  2675. * be the second one. The result is stored in this instance.
  2676. *
  2677. * @param {Vector2} v1 - The first vector.
  2678. * @param {Vector2} v2 - The second vector.
  2679. * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
  2680. * @return {Vector2} A reference to this vector.
  2681. */
  2682. lerpVectors( v1, v2, alpha ) {
  2683. this.x = v1.x + ( v2.x - v1.x ) * alpha;
  2684. this.y = v1.y + ( v2.y - v1.y ) * alpha;
  2685. return this;
  2686. }
  2687. /**
  2688. * Returns `true` if this vector is equal with the given one.
  2689. *
  2690. * @param {Vector2} v - The vector to test for equality.
  2691. * @return {boolean} Whether this vector is equal with the given one.
  2692. */
  2693. equals( v ) {
  2694. return ( ( v.x === this.x ) && ( v.y === this.y ) );
  2695. }
  2696. /**
  2697. * Sets this vector's x value to be `array[ offset ]` and y
  2698. * value to be `array[ offset + 1 ]`.
  2699. *
  2700. * @param {Array<number>} array - An array holding the vector component values.
  2701. * @param {number} [offset=0] - The offset into the array.
  2702. * @return {Vector2} A reference to this vector.
  2703. */
  2704. fromArray( array, offset = 0 ) {
  2705. this.x = array[ offset ];
  2706. this.y = array[ offset + 1 ];
  2707. return this;
  2708. }
  2709. /**
  2710. * Writes the components of this vector to the given array. If no array is provided,
  2711. * the method returns a new instance.
  2712. *
  2713. * @param {Array<number>} [array=[]] - The target array holding the vector components.
  2714. * @param {number} [offset=0] - Index of the first element in the array.
  2715. * @return {Array<number>} The vector components.
  2716. */
  2717. toArray( array = [], offset = 0 ) {
  2718. array[ offset ] = this.x;
  2719. array[ offset + 1 ] = this.y;
  2720. return array;
  2721. }
  2722. /**
  2723. * Sets the components of this vector from the given buffer attribute.
  2724. *
  2725. * @param {BufferAttribute} attribute - The buffer attribute holding vector data.
  2726. * @param {number} index - The index into the attribute.
  2727. * @return {Vector2} A reference to this vector.
  2728. */
  2729. fromBufferAttribute( attribute, index ) {
  2730. this.x = attribute.getX( index );
  2731. this.y = attribute.getY( index );
  2732. return this;
  2733. }
  2734. /**
  2735. * Rotates this vector around the given center by the given angle.
  2736. *
  2737. * @param {Vector2} center - The point around which to rotate.
  2738. * @param {number} angle - The angle to rotate, in radians.
  2739. * @return {Vector2} A reference to this vector.
  2740. */
  2741. rotateAround( center, angle ) {
  2742. const c = Math.cos( angle ), s = Math.sin( angle );
  2743. const x = this.x - center.x;
  2744. const y = this.y - center.y;
  2745. this.x = x * c - y * s + center.x;
  2746. this.y = x * s + y * c + center.y;
  2747. return this;
  2748. }
  2749. /**
  2750. * Sets each component of this vector to a pseudo-random value between `0` and
  2751. * `1`, excluding `1`.
  2752. *
  2753. * @return {Vector2} A reference to this vector.
  2754. */
  2755. random() {
  2756. this.x = Math.random();
  2757. this.y = Math.random();
  2758. return this;
  2759. }
  2760. *[ Symbol.iterator ]() {
  2761. yield this.x;
  2762. yield this.y;
  2763. }
  2764. }
  2765. /**
  2766. * Represents a 3x3 matrix.
  2767. *
  2768. * A Note on Row-Major and Column-Major Ordering:
  2769. *
  2770. * The constructor and {@link Matrix3#set} method take arguments in
  2771. * [row-major]{@link https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order}
  2772. * order, while internally they are stored in the {@link Matrix3#elements} array in column-major order.
  2773. * This means that calling:
  2774. * ```js
  2775. * const m = new THREE.Matrix();
  2776. * m.set( 11, 12, 13,
  2777. * 21, 22, 23,
  2778. * 31, 32, 33 );
  2779. * ```
  2780. * will result in the elements array containing:
  2781. * ```js
  2782. * m.elements = [ 11, 21, 31,
  2783. * 12, 22, 32,
  2784. * 13, 23, 33 ];
  2785. * ```
  2786. * and internally all calculations are performed using column-major ordering.
  2787. * However, as the actual ordering makes no difference mathematically and
  2788. * most people are used to thinking about matrices in row-major order, the
  2789. * three.js documentation shows matrices in row-major order. Just bear in
  2790. * mind that if you are reading the source code, you'll have to take the
  2791. * transpose of any matrices outlined here to make sense of the calculations.
  2792. */
  2793. class Matrix3 {
  2794. /**
  2795. * Constructs a new 3x3 matrix. The arguments are supposed to be
  2796. * in row-major order. If no arguments are provided, the constructor
  2797. * initializes the matrix as an identity matrix.
  2798. *
  2799. * @param {number} [n11] - 1-1 matrix element.
  2800. * @param {number} [n12] - 1-2 matrix element.
  2801. * @param {number} [n13] - 1-3 matrix element.
  2802. * @param {number} [n21] - 2-1 matrix element.
  2803. * @param {number} [n22] - 2-2 matrix element.
  2804. * @param {number} [n23] - 2-3 matrix element.
  2805. * @param {number} [n31] - 3-1 matrix element.
  2806. * @param {number} [n32] - 3-2 matrix element.
  2807. * @param {number} [n33] - 3-3 matrix element.
  2808. */
  2809. constructor( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
  2810. /**
  2811. * This flag can be used for type testing.
  2812. *
  2813. * @type {boolean}
  2814. * @readonly
  2815. * @default true
  2816. */
  2817. Matrix3.prototype.isMatrix3 = true;
  2818. /**
  2819. * A column-major list of matrix values.
  2820. *
  2821. * @type {Array<number>}
  2822. */
  2823. this.elements = [
  2824. 1, 0, 0,
  2825. 0, 1, 0,
  2826. 0, 0, 1
  2827. ];
  2828. if ( n11 !== undefined ) {
  2829. this.set( n11, n12, n13, n21, n22, n23, n31, n32, n33 );
  2830. }
  2831. }
  2832. /**
  2833. * Sets the elements of the matrix.The arguments are supposed to be
  2834. * in row-major order.
  2835. *
  2836. * @param {number} [n11] - 1-1 matrix element.
  2837. * @param {number} [n12] - 1-2 matrix element.
  2838. * @param {number} [n13] - 1-3 matrix element.
  2839. * @param {number} [n21] - 2-1 matrix element.
  2840. * @param {number} [n22] - 2-2 matrix element.
  2841. * @param {number} [n23] - 2-3 matrix element.
  2842. * @param {number} [n31] - 3-1 matrix element.
  2843. * @param {number} [n32] - 3-2 matrix element.
  2844. * @param {number} [n33] - 3-3 matrix element.
  2845. * @return {Matrix3} A reference to this matrix.
  2846. */
  2847. set( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
  2848. const te = this.elements;
  2849. te[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31;
  2850. te[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32;
  2851. te[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33;
  2852. return this;
  2853. }
  2854. /**
  2855. * Sets this matrix to the 3x3 identity matrix.
  2856. *
  2857. * @return {Matrix3} A reference to this matrix.
  2858. */
  2859. identity() {
  2860. this.set(
  2861. 1, 0, 0,
  2862. 0, 1, 0,
  2863. 0, 0, 1
  2864. );
  2865. return this;
  2866. }
  2867. /**
  2868. * Copies the values of the given matrix to this instance.
  2869. *
  2870. * @param {Matrix3} m - The matrix to copy.
  2871. * @return {Matrix3} A reference to this matrix.
  2872. */
  2873. copy( m ) {
  2874. const te = this.elements;
  2875. const me = m.elements;
  2876. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ];
  2877. te[ 3 ] = me[ 3 ]; te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ];
  2878. te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; te[ 8 ] = me[ 8 ];
  2879. return this;
  2880. }
  2881. /**
  2882. * Extracts the basis of this matrix into the three axis vectors provided.
  2883. *
  2884. * @param {Vector3} xAxis - The basis's x axis.
  2885. * @param {Vector3} yAxis - The basis's y axis.
  2886. * @param {Vector3} zAxis - The basis's z axis.
  2887. * @return {Matrix3} A reference to this matrix.
  2888. */
  2889. extractBasis( xAxis, yAxis, zAxis ) {
  2890. xAxis.setFromMatrix3Column( this, 0 );
  2891. yAxis.setFromMatrix3Column( this, 1 );
  2892. zAxis.setFromMatrix3Column( this, 2 );
  2893. return this;
  2894. }
  2895. /**
  2896. * Set this matrix to the upper 3x3 matrix of the given 4x4 matrix.
  2897. *
  2898. * @param {Matrix4} m - The 4x4 matrix.
  2899. * @return {Matrix3} A reference to this matrix.
  2900. */
  2901. setFromMatrix4( m ) {
  2902. const me = m.elements;
  2903. this.set(
  2904. me[ 0 ], me[ 4 ], me[ 8 ],
  2905. me[ 1 ], me[ 5 ], me[ 9 ],
  2906. me[ 2 ], me[ 6 ], me[ 10 ]
  2907. );
  2908. return this;
  2909. }
  2910. /**
  2911. * Post-multiplies this matrix by the given 3x3 matrix.
  2912. *
  2913. * @param {Matrix3} m - The matrix to multiply with.
  2914. * @return {Matrix3} A reference to this matrix.
  2915. */
  2916. multiply( m ) {
  2917. return this.multiplyMatrices( this, m );
  2918. }
  2919. /**
  2920. * Pre-multiplies this matrix by the given 3x3 matrix.
  2921. *
  2922. * @param {Matrix3} m - The matrix to multiply with.
  2923. * @return {Matrix3} A reference to this matrix.
  2924. */
  2925. premultiply( m ) {
  2926. return this.multiplyMatrices( m, this );
  2927. }
  2928. /**
  2929. * Multiples the given 3x3 matrices and stores the result
  2930. * in this matrix.
  2931. *
  2932. * @param {Matrix3} a - The first matrix.
  2933. * @param {Matrix3} b - The second matrix.
  2934. * @return {Matrix3} A reference to this matrix.
  2935. */
  2936. multiplyMatrices( a, b ) {
  2937. const ae = a.elements;
  2938. const be = b.elements;
  2939. const te = this.elements;
  2940. const a11 = ae[ 0 ], a12 = ae[ 3 ], a13 = ae[ 6 ];
  2941. const a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ];
  2942. const a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ];
  2943. const b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ];
  2944. const b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ];
  2945. const b31 = be[ 2 ], b32 = be[ 5 ], b33 = be[ 8 ];
  2946. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31;
  2947. te[ 3 ] = a11 * b12 + a12 * b22 + a13 * b32;
  2948. te[ 6 ] = a11 * b13 + a12 * b23 + a13 * b33;
  2949. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31;
  2950. te[ 4 ] = a21 * b12 + a22 * b22 + a23 * b32;
  2951. te[ 7 ] = a21 * b13 + a22 * b23 + a23 * b33;
  2952. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31;
  2953. te[ 5 ] = a31 * b12 + a32 * b22 + a33 * b32;
  2954. te[ 8 ] = a31 * b13 + a32 * b23 + a33 * b33;
  2955. return this;
  2956. }
  2957. /**
  2958. * Multiplies every component of the matrix by the given scalar.
  2959. *
  2960. * @param {number} s - The scalar.
  2961. * @return {Matrix3} A reference to this matrix.
  2962. */
  2963. multiplyScalar( s ) {
  2964. const te = this.elements;
  2965. te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s;
  2966. te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s;
  2967. te[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s;
  2968. return this;
  2969. }
  2970. /**
  2971. * Computes and returns the determinant of this matrix.
  2972. *
  2973. * @return {number} The determinant.
  2974. */
  2975. determinant() {
  2976. const te = this.elements;
  2977. const a = te[ 0 ], b = te[ 1 ], c = te[ 2 ],
  2978. d = te[ 3 ], e = te[ 4 ], f = te[ 5 ],
  2979. g = te[ 6 ], h = te[ 7 ], i = te[ 8 ];
  2980. return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;
  2981. }
  2982. /**
  2983. * Inverts this matrix, using the [analytic method]{@link https://en.wikipedia.org/wiki/Invertible_matrix#Analytic_solution}.
  2984. * You can not invert with a determinant of zero. If you attempt this, the method produces
  2985. * a zero matrix instead.
  2986. *
  2987. * @return {Matrix3} A reference to this matrix.
  2988. */
  2989. invert() {
  2990. const te = this.elements,
  2991. n11 = te[ 0 ], n21 = te[ 1 ], n31 = te[ 2 ],
  2992. n12 = te[ 3 ], n22 = te[ 4 ], n32 = te[ 5 ],
  2993. n13 = te[ 6 ], n23 = te[ 7 ], n33 = te[ 8 ],
  2994. t11 = n33 * n22 - n32 * n23,
  2995. t12 = n32 * n13 - n33 * n12,
  2996. t13 = n23 * n12 - n22 * n13,
  2997. det = n11 * t11 + n21 * t12 + n31 * t13;
  2998. if ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0 );
  2999. const detInv = 1 / det;
  3000. te[ 0 ] = t11 * detInv;
  3001. te[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv;
  3002. te[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv;
  3003. te[ 3 ] = t12 * detInv;
  3004. te[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv;
  3005. te[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv;
  3006. te[ 6 ] = t13 * detInv;
  3007. te[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv;
  3008. te[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv;
  3009. return this;
  3010. }
  3011. /**
  3012. * Transposes this matrix in place.
  3013. *
  3014. * @return {Matrix3} A reference to this matrix.
  3015. */
  3016. transpose() {
  3017. let tmp;
  3018. const m = this.elements;
  3019. tmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp;
  3020. tmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp;
  3021. tmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp;
  3022. return this;
  3023. }
  3024. /**
  3025. * Computes the normal matrix which is the inverse transpose of the upper
  3026. * left 3x3 portion of the given 4x4 matrix.
  3027. *
  3028. * @param {Matrix4} matrix4 - The 4x4 matrix.
  3029. * @return {Matrix3} A reference to this matrix.
  3030. */
  3031. getNormalMatrix( matrix4 ) {
  3032. return this.setFromMatrix4( matrix4 ).invert().transpose();
  3033. }
  3034. /**
  3035. * Transposes this matrix into the supplied array, and returns itself unchanged.
  3036. *
  3037. * @param {Array<number>} r - An array to store the transposed matrix elements.
  3038. * @return {Matrix3} A reference to this matrix.
  3039. */
  3040. transposeIntoArray( r ) {
  3041. const m = this.elements;
  3042. r[ 0 ] = m[ 0 ];
  3043. r[ 1 ] = m[ 3 ];
  3044. r[ 2 ] = m[ 6 ];
  3045. r[ 3 ] = m[ 1 ];
  3046. r[ 4 ] = m[ 4 ];
  3047. r[ 5 ] = m[ 7 ];
  3048. r[ 6 ] = m[ 2 ];
  3049. r[ 7 ] = m[ 5 ];
  3050. r[ 8 ] = m[ 8 ];
  3051. return this;
  3052. }
  3053. /**
  3054. * Sets the UV transform matrix from offset, repeat, rotation, and center.
  3055. *
  3056. * @param {number} tx - Offset x.
  3057. * @param {number} ty - Offset y.
  3058. * @param {number} sx - Repeat x.
  3059. * @param {number} sy - Repeat y.
  3060. * @param {number} rotation - Rotation, in radians. Positive values rotate counterclockwise.
  3061. * @param {number} cx - Center x of rotation.
  3062. * @param {number} cy - Center y of rotation
  3063. * @return {Matrix3} A reference to this matrix.
  3064. */
  3065. setUvTransform( tx, ty, sx, sy, rotation, cx, cy ) {
  3066. const c = Math.cos( rotation );
  3067. const s = Math.sin( rotation );
  3068. this.set(
  3069. sx * c, sx * s, - sx * ( c * cx + s * cy ) + cx + tx,
  3070. - sy * s, sy * c, - sy * ( - s * cx + c * cy ) + cy + ty,
  3071. 0, 0, 1
  3072. );
  3073. return this;
  3074. }
  3075. /**
  3076. * Scales this matrix with the given scalar values.
  3077. *
  3078. * @param {number} sx - The amount to scale in the X axis.
  3079. * @param {number} sy - The amount to scale in the Y axis.
  3080. * @return {Matrix3} A reference to this matrix.
  3081. */
  3082. scale( sx, sy ) {
  3083. this.premultiply( _m3.makeScale( sx, sy ) );
  3084. return this;
  3085. }
  3086. /**
  3087. * Rotates this matrix by the given angle.
  3088. *
  3089. * @param {number} theta - The rotation in radians.
  3090. * @return {Matrix3} A reference to this matrix.
  3091. */
  3092. rotate( theta ) {
  3093. this.premultiply( _m3.makeRotation( - theta ) );
  3094. return this;
  3095. }
  3096. /**
  3097. * Translates this matrix by the given scalar values.
  3098. *
  3099. * @param {number} tx - The amount to translate in the X axis.
  3100. * @param {number} ty - The amount to translate in the Y axis.
  3101. * @return {Matrix3} A reference to this matrix.
  3102. */
  3103. translate( tx, ty ) {
  3104. this.premultiply( _m3.makeTranslation( tx, ty ) );
  3105. return this;
  3106. }
  3107. // for 2D Transforms
  3108. /**
  3109. * Sets this matrix as a 2D translation transform.
  3110. *
  3111. * @param {number|Vector2} x - The amount to translate in the X axis or alternatively a translation vector.
  3112. * @param {number} y - The amount to translate in the Y axis.
  3113. * @return {Matrix3} A reference to this matrix.
  3114. */
  3115. makeTranslation( x, y ) {
  3116. if ( x.isVector2 ) {
  3117. this.set(
  3118. 1, 0, x.x,
  3119. 0, 1, x.y,
  3120. 0, 0, 1
  3121. );
  3122. } else {
  3123. this.set(
  3124. 1, 0, x,
  3125. 0, 1, y,
  3126. 0, 0, 1
  3127. );
  3128. }
  3129. return this;
  3130. }
  3131. /**
  3132. * Sets this matrix as a 2D rotational transformation.
  3133. *
  3134. * @param {number} theta - The rotation in radians.
  3135. * @return {Matrix3} A reference to this matrix.
  3136. */
  3137. makeRotation( theta ) {
  3138. // counterclockwise
  3139. const c = Math.cos( theta );
  3140. const s = Math.sin( theta );
  3141. this.set(
  3142. c, - s, 0,
  3143. s, c, 0,
  3144. 0, 0, 1
  3145. );
  3146. return this;
  3147. }
  3148. /**
  3149. * Sets this matrix as a 2D scale transform.
  3150. *
  3151. * @param {number} x - The amount to scale in the X axis.
  3152. * @param {number} y - The amount to scale in the Y axis.
  3153. * @return {Matrix3} A reference to this matrix.
  3154. */
  3155. makeScale( x, y ) {
  3156. this.set(
  3157. x, 0, 0,
  3158. 0, y, 0,
  3159. 0, 0, 1
  3160. );
  3161. return this;
  3162. }
  3163. /**
  3164. * Returns `true` if this matrix is equal with the given one.
  3165. *
  3166. * @param {Matrix3} matrix - The matrix to test for equality.
  3167. * @return {boolean} Whether this matrix is equal with the given one.
  3168. */
  3169. equals( matrix ) {
  3170. const te = this.elements;
  3171. const me = matrix.elements;
  3172. for ( let i = 0; i < 9; i ++ ) {
  3173. if ( te[ i ] !== me[ i ] ) return false;
  3174. }
  3175. return true;
  3176. }
  3177. /**
  3178. * Sets the elements of the matrix from the given array.
  3179. *
  3180. * @param {Array<number>} array - The matrix elements in column-major order.
  3181. * @param {number} [offset=0] - Index of the first element in the array.
  3182. * @return {Matrix3} A reference to this matrix.
  3183. */
  3184. fromArray( array, offset = 0 ) {
  3185. for ( let i = 0; i < 9; i ++ ) {
  3186. this.elements[ i ] = array[ i + offset ];
  3187. }
  3188. return this;
  3189. }
  3190. /**
  3191. * Writes the elements of this matrix to the given array. If no array is provided,
  3192. * the method returns a new instance.
  3193. *
  3194. * @param {Array<number>} [array=[]] - The target array holding the matrix elements in column-major order.
  3195. * @param {number} [offset=0] - Index of the first element in the array.
  3196. * @return {Array<number>} The matrix elements in column-major order.
  3197. */
  3198. toArray( array = [], offset = 0 ) {
  3199. const te = this.elements;
  3200. array[ offset ] = te[ 0 ];
  3201. array[ offset + 1 ] = te[ 1 ];
  3202. array[ offset + 2 ] = te[ 2 ];
  3203. array[ offset + 3 ] = te[ 3 ];
  3204. array[ offset + 4 ] = te[ 4 ];
  3205. array[ offset + 5 ] = te[ 5 ];
  3206. array[ offset + 6 ] = te[ 6 ];
  3207. array[ offset + 7 ] = te[ 7 ];
  3208. array[ offset + 8 ] = te[ 8 ];
  3209. return array;
  3210. }
  3211. /**
  3212. * Returns a matrix with copied values from this instance.
  3213. *
  3214. * @return {Matrix3} A clone of this instance.
  3215. */
  3216. clone() {
  3217. return new this.constructor().fromArray( this.elements );
  3218. }
  3219. }
  3220. const _m3 = /*@__PURE__*/ new Matrix3();
  3221. function arrayNeedsUint32( array ) {
  3222. // assumes larger values usually on last
  3223. for ( let i = array.length - 1; i >= 0; -- i ) {
  3224. if ( array[ i ] >= 65535 ) return true; // account for PRIMITIVE_RESTART_FIXED_INDEX, #24565
  3225. }
  3226. return false;
  3227. }
  3228. const TYPED_ARRAYS = {
  3229. Int8Array: Int8Array,
  3230. Uint8Array: Uint8Array,
  3231. Uint8ClampedArray: Uint8ClampedArray,
  3232. Int16Array: Int16Array,
  3233. Uint16Array: Uint16Array,
  3234. Int32Array: Int32Array,
  3235. Uint32Array: Uint32Array,
  3236. Float32Array: Float32Array,
  3237. Float64Array: Float64Array
  3238. };
  3239. function getTypedArray( type, buffer ) {
  3240. return new TYPED_ARRAYS[ type ]( buffer );
  3241. }
  3242. function createElementNS( name ) {
  3243. return document.createElementNS( 'http://www.w3.org/1999/xhtml', name );
  3244. }
  3245. function createCanvasElement() {
  3246. const canvas = createElementNS( 'canvas' );
  3247. canvas.style.display = 'block';
  3248. return canvas;
  3249. }
  3250. const _cache = {};
  3251. function warnOnce( message ) {
  3252. if ( message in _cache ) return;
  3253. _cache[ message ] = true;
  3254. console.warn( message );
  3255. }
  3256. function probeAsync( gl, sync, interval ) {
  3257. return new Promise( function ( resolve, reject ) {
  3258. function probe() {
  3259. switch ( gl.clientWaitSync( sync, gl.SYNC_FLUSH_COMMANDS_BIT, 0 ) ) {
  3260. case gl.WAIT_FAILED:
  3261. reject();
  3262. break;
  3263. case gl.TIMEOUT_EXPIRED:
  3264. setTimeout( probe, interval );
  3265. break;
  3266. default:
  3267. resolve();
  3268. }
  3269. }
  3270. setTimeout( probe, interval );
  3271. } );
  3272. }
  3273. function toNormalizedProjectionMatrix( projectionMatrix ) {
  3274. const m = projectionMatrix.elements;
  3275. // Convert [-1, 1] to [0, 1] projection matrix
  3276. m[ 2 ] = 0.5 * m[ 2 ] + 0.5 * m[ 3 ];
  3277. m[ 6 ] = 0.5 * m[ 6 ] + 0.5 * m[ 7 ];
  3278. m[ 10 ] = 0.5 * m[ 10 ] + 0.5 * m[ 11 ];
  3279. m[ 14 ] = 0.5 * m[ 14 ] + 0.5 * m[ 15 ];
  3280. }
  3281. function toReversedProjectionMatrix( projectionMatrix ) {
  3282. const m = projectionMatrix.elements;
  3283. const isPerspectiveMatrix = m[ 11 ] === - 1;
  3284. // Reverse [0, 1] projection matrix
  3285. if ( isPerspectiveMatrix ) {
  3286. m[ 10 ] = - m[ 10 ] - 1;
  3287. m[ 14 ] = - m[ 14 ];
  3288. } else {
  3289. m[ 10 ] = - m[ 10 ];
  3290. m[ 14 ] = - m[ 14 ] + 1;
  3291. }
  3292. }
  3293. const LINEAR_REC709_TO_XYZ = /*@__PURE__*/ new Matrix3().set(
  3294. 0.4123908, 0.3575843, 0.1804808,
  3295. 0.2126390, 0.7151687, 0.0721923,
  3296. 0.0193308, 0.1191948, 0.9505322
  3297. );
  3298. const XYZ_TO_LINEAR_REC709 = /*@__PURE__*/ new Matrix3().set(
  3299. 3.2409699, - 1.5373832, - 0.4986108,
  3300. - 0.9692436, 1.8759675, 0.0415551,
  3301. 0.0556301, - 0.2039770, 1.0569715
  3302. );
  3303. function createColorManagement() {
  3304. const ColorManagement = {
  3305. enabled: true,
  3306. workingColorSpace: LinearSRGBColorSpace,
  3307. /**
  3308. * Implementations of supported color spaces.
  3309. *
  3310. * Required:
  3311. * - primaries: chromaticity coordinates [ rx ry gx gy bx by ]
  3312. * - whitePoint: reference white [ x y ]
  3313. * - transfer: transfer function (pre-defined)
  3314. * - toXYZ: Matrix3 RGB to XYZ transform
  3315. * - fromXYZ: Matrix3 XYZ to RGB transform
  3316. * - luminanceCoefficients: RGB luminance coefficients
  3317. *
  3318. * Optional:
  3319. * - outputColorSpaceConfig: { drawingBufferColorSpace: ColorSpace }
  3320. * - workingColorSpaceConfig: { unpackColorSpace: ColorSpace }
  3321. *
  3322. * Reference:
  3323. * - https://www.russellcottrell.com/photo/matrixCalculator.htm
  3324. */
  3325. spaces: {},
  3326. convert: function ( color, sourceColorSpace, targetColorSpace ) {
  3327. if ( this.enabled === false || sourceColorSpace === targetColorSpace || ! sourceColorSpace || ! targetColorSpace ) {
  3328. return color;
  3329. }
  3330. if ( this.spaces[ sourceColorSpace ].transfer === SRGBTransfer ) {
  3331. color.r = SRGBToLinear( color.r );
  3332. color.g = SRGBToLinear( color.g );
  3333. color.b = SRGBToLinear( color.b );
  3334. }
  3335. if ( this.spaces[ sourceColorSpace ].primaries !== this.spaces[ targetColorSpace ].primaries ) {
  3336. color.applyMatrix3( this.spaces[ sourceColorSpace ].toXYZ );
  3337. color.applyMatrix3( this.spaces[ targetColorSpace ].fromXYZ );
  3338. }
  3339. if ( this.spaces[ targetColorSpace ].transfer === SRGBTransfer ) {
  3340. color.r = LinearToSRGB( color.r );
  3341. color.g = LinearToSRGB( color.g );
  3342. color.b = LinearToSRGB( color.b );
  3343. }
  3344. return color;
  3345. },
  3346. fromWorkingColorSpace: function ( color, targetColorSpace ) {
  3347. return this.convert( color, this.workingColorSpace, targetColorSpace );
  3348. },
  3349. toWorkingColorSpace: function ( color, sourceColorSpace ) {
  3350. return this.convert( color, sourceColorSpace, this.workingColorSpace );
  3351. },
  3352. getPrimaries: function ( colorSpace ) {
  3353. return this.spaces[ colorSpace ].primaries;
  3354. },
  3355. getTransfer: function ( colorSpace ) {
  3356. if ( colorSpace === NoColorSpace ) return LinearTransfer;
  3357. return this.spaces[ colorSpace ].transfer;
  3358. },
  3359. getLuminanceCoefficients: function ( target, colorSpace = this.workingColorSpace ) {
  3360. return target.fromArray( this.spaces[ colorSpace ].luminanceCoefficients );
  3361. },
  3362. define: function ( colorSpaces ) {
  3363. Object.assign( this.spaces, colorSpaces );
  3364. },
  3365. // Internal APIs
  3366. _getMatrix: function ( targetMatrix, sourceColorSpace, targetColorSpace ) {
  3367. return targetMatrix
  3368. .copy( this.spaces[ sourceColorSpace ].toXYZ )
  3369. .multiply( this.spaces[ targetColorSpace ].fromXYZ );
  3370. },
  3371. _getDrawingBufferColorSpace: function ( colorSpace ) {
  3372. return this.spaces[ colorSpace ].outputColorSpaceConfig.drawingBufferColorSpace;
  3373. },
  3374. _getUnpackColorSpace: function ( colorSpace = this.workingColorSpace ) {
  3375. return this.spaces[ colorSpace ].workingColorSpaceConfig.unpackColorSpace;
  3376. }
  3377. };
  3378. /******************************************************************************
  3379. * sRGB definitions
  3380. */
  3381. const REC709_PRIMARIES = [ 0.640, 0.330, 0.300, 0.600, 0.150, 0.060 ];
  3382. const REC709_LUMINANCE_COEFFICIENTS = [ 0.2126, 0.7152, 0.0722 ];
  3383. const D65 = [ 0.3127, 0.3290 ];
  3384. ColorManagement.define( {
  3385. [ LinearSRGBColorSpace ]: {
  3386. primaries: REC709_PRIMARIES,
  3387. whitePoint: D65,
  3388. transfer: LinearTransfer,
  3389. toXYZ: LINEAR_REC709_TO_XYZ,
  3390. fromXYZ: XYZ_TO_LINEAR_REC709,
  3391. luminanceCoefficients: REC709_LUMINANCE_COEFFICIENTS,
  3392. workingColorSpaceConfig: { unpackColorSpace: SRGBColorSpace },
  3393. outputColorSpaceConfig: { drawingBufferColorSpace: SRGBColorSpace }
  3394. },
  3395. [ SRGBColorSpace ]: {
  3396. primaries: REC709_PRIMARIES,
  3397. whitePoint: D65,
  3398. transfer: SRGBTransfer,
  3399. toXYZ: LINEAR_REC709_TO_XYZ,
  3400. fromXYZ: XYZ_TO_LINEAR_REC709,
  3401. luminanceCoefficients: REC709_LUMINANCE_COEFFICIENTS,
  3402. outputColorSpaceConfig: { drawingBufferColorSpace: SRGBColorSpace }
  3403. },
  3404. } );
  3405. return ColorManagement;
  3406. }
  3407. const ColorManagement = /*@__PURE__*/ createColorManagement();
  3408. function SRGBToLinear( c ) {
  3409. return ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 );
  3410. }
  3411. function LinearToSRGB( c ) {
  3412. return ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055;
  3413. }
  3414. let _canvas;
  3415. /**
  3416. * A class containing utility functions for images.
  3417. *
  3418. * @hideconstructor
  3419. */
  3420. class ImageUtils {
  3421. /**
  3422. * Returns a data URI containing a representation of the given image.
  3423. *
  3424. * @param {(HTMLImageElement|HTMLCanvasElement)} image - The image object.
  3425. * @param {string} [type='image/png'] - Indicates the image format.
  3426. * @return {string} The data URI.
  3427. */
  3428. static getDataURL( image, type = 'image/png' ) {
  3429. if ( /^data:/i.test( image.src ) ) {
  3430. return image.src;
  3431. }
  3432. if ( typeof HTMLCanvasElement === 'undefined' ) {
  3433. return image.src;
  3434. }
  3435. let canvas;
  3436. if ( image instanceof HTMLCanvasElement ) {
  3437. canvas = image;
  3438. } else {
  3439. if ( _canvas === undefined ) _canvas = createElementNS( 'canvas' );
  3440. _canvas.width = image.width;
  3441. _canvas.height = image.height;
  3442. const context = _canvas.getContext( '2d' );
  3443. if ( image instanceof ImageData ) {
  3444. context.putImageData( image, 0, 0 );
  3445. } else {
  3446. context.drawImage( image, 0, 0, image.width, image.height );
  3447. }
  3448. canvas = _canvas;
  3449. }
  3450. return canvas.toDataURL( type );
  3451. }
  3452. /**
  3453. * Converts the given sRGB image data to linear color space.
  3454. *
  3455. * @param {(HTMLImageElement|HTMLCanvasElement|ImageBitmap|Object)} image - The image object.
  3456. * @return {HTMLCanvasElement|Object} The converted image.
  3457. */
  3458. static sRGBToLinear( image ) {
  3459. if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||
  3460. ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||
  3461. ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {
  3462. const canvas = createElementNS( 'canvas' );
  3463. canvas.width = image.width;
  3464. canvas.height = image.height;
  3465. const context = canvas.getContext( '2d' );
  3466. context.drawImage( image, 0, 0, image.width, image.height );
  3467. const imageData = context.getImageData( 0, 0, image.width, image.height );
  3468. const data = imageData.data;
  3469. for ( let i = 0; i < data.length; i ++ ) {
  3470. data[ i ] = SRGBToLinear( data[ i ] / 255 ) * 255;
  3471. }
  3472. context.putImageData( imageData, 0, 0 );
  3473. return canvas;
  3474. } else if ( image.data ) {
  3475. const data = image.data.slice( 0 );
  3476. for ( let i = 0; i < data.length; i ++ ) {
  3477. if ( data instanceof Uint8Array || data instanceof Uint8ClampedArray ) {
  3478. data[ i ] = Math.floor( SRGBToLinear( data[ i ] / 255 ) * 255 );
  3479. } else {
  3480. // assuming float
  3481. data[ i ] = SRGBToLinear( data[ i ] );
  3482. }
  3483. }
  3484. return {
  3485. data: data,
  3486. width: image.width,
  3487. height: image.height
  3488. };
  3489. } else {
  3490. console.warn( 'THREE.ImageUtils.sRGBToLinear(): Unsupported image type. No color space conversion applied.' );
  3491. return image;
  3492. }
  3493. }
  3494. }
  3495. let _sourceId = 0;
  3496. /**
  3497. * Represents the data source of a texture.
  3498. *
  3499. * The main purpose of this class is to decouple the data definition from the texture
  3500. * definition so the same data can be used with multiple texture instances.
  3501. */
  3502. class Source {
  3503. /**
  3504. * Constructs a new video texture.
  3505. *
  3506. * @param {any} [data=null] - The data definition of a texture.
  3507. */
  3508. constructor( data = null ) {
  3509. /**
  3510. * This flag can be used for type testing.
  3511. *
  3512. * @type {boolean}
  3513. * @readonly
  3514. * @default true
  3515. */
  3516. this.isSource = true;
  3517. /**
  3518. * The ID of the source.
  3519. *
  3520. * @name Source#id
  3521. * @type {number}
  3522. * @readonly
  3523. */
  3524. Object.defineProperty( this, 'id', { value: _sourceId ++ } );
  3525. /**
  3526. * The UUID of the source.
  3527. *
  3528. * @type {string}
  3529. * @readonly
  3530. */
  3531. this.uuid = generateUUID();
  3532. /**
  3533. * The data definition of a texture.
  3534. *
  3535. * @type {any}
  3536. */
  3537. this.data = data;
  3538. /**
  3539. * This property is only relevant when {@link Source#needsUpdate} is set to `true` and
  3540. * provides more control on how texture data should be processed. When `dataReady` is set
  3541. * to `false`, the engine performs the memory allocation (if necessary) but does not transfer
  3542. * the data into the GPU memory.
  3543. *
  3544. * @type {boolean}
  3545. * @default true
  3546. */
  3547. this.dataReady = true;
  3548. /**
  3549. * This starts at `0` and counts how many times {@link Source#needsUpdate} is set to `true`.
  3550. *
  3551. * @type {number}
  3552. * @readonly
  3553. * @default 0
  3554. */
  3555. this.version = 0;
  3556. }
  3557. /**
  3558. * When the property is set to `true`, the engine allocates the memory
  3559. * for the texture (if necessary) and triggers the actual texture upload
  3560. * to the GPU next time the source is used.
  3561. *
  3562. * @type {boolean}
  3563. * @default false
  3564. * @param {boolean} value
  3565. */
  3566. set needsUpdate( value ) {
  3567. if ( value === true ) this.version ++;
  3568. }
  3569. /**
  3570. * Serializes the source into JSON.
  3571. *
  3572. * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  3573. * @return {Object} A JSON object representing the serialized source.
  3574. * @see {@link ObjectLoader#parse}
  3575. */
  3576. toJSON( meta ) {
  3577. const isRootObject = ( meta === undefined || typeof meta === 'string' );
  3578. if ( ! isRootObject && meta.images[ this.uuid ] !== undefined ) {
  3579. return meta.images[ this.uuid ];
  3580. }
  3581. const output = {
  3582. uuid: this.uuid,
  3583. url: ''
  3584. };
  3585. const data = this.data;
  3586. if ( data !== null ) {
  3587. let url;
  3588. if ( Array.isArray( data ) ) {
  3589. // cube texture
  3590. url = [];
  3591. for ( let i = 0, l = data.length; i < l; i ++ ) {
  3592. if ( data[ i ].isDataTexture ) {
  3593. url.push( serializeImage( data[ i ].image ) );
  3594. } else {
  3595. url.push( serializeImage( data[ i ] ) );
  3596. }
  3597. }
  3598. } else {
  3599. // texture
  3600. url = serializeImage( data );
  3601. }
  3602. output.url = url;
  3603. }
  3604. if ( ! isRootObject ) {
  3605. meta.images[ this.uuid ] = output;
  3606. }
  3607. return output;
  3608. }
  3609. }
  3610. function serializeImage( image ) {
  3611. if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||
  3612. ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||
  3613. ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {
  3614. // default images
  3615. return ImageUtils.getDataURL( image );
  3616. } else {
  3617. if ( image.data ) {
  3618. // images of DataTexture
  3619. return {
  3620. data: Array.from( image.data ),
  3621. width: image.width,
  3622. height: image.height,
  3623. type: image.data.constructor.name
  3624. };
  3625. } else {
  3626. console.warn( 'THREE.Texture: Unable to serialize Texture.' );
  3627. return {};
  3628. }
  3629. }
  3630. }
  3631. let _textureId = 0;
  3632. /**
  3633. * Base class for all textures.
  3634. *
  3635. * Note: After the initial use of a texture, its dimensions, format, and type
  3636. * cannot be changed. Instead, call {@link Texture#dispose} on the texture and instantiate a new one.
  3637. *
  3638. * @augments EventDispatcher
  3639. */
  3640. class Texture extends EventDispatcher {
  3641. /**
  3642. * Constructs a new texture.
  3643. *
  3644. * @param {?Object} [image=Texture.DEFAULT_IMAGE] - The image holding the texture data.
  3645. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  3646. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  3647. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  3648. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  3649. * @param {number} [minFilter=LinearMipmapLinearFilter] - The min filter value.
  3650. * @param {number} [format=RGBAFormat] - The texture format.
  3651. * @param {number} [type=UnsignedByteType] - The texture type.
  3652. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  3653. * @param {string} [colorSpace=NoColorSpace] - The color space.
  3654. */
  3655. 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 ) {
  3656. super();
  3657. /**
  3658. * This flag can be used for type testing.
  3659. *
  3660. * @type {boolean}
  3661. * @readonly
  3662. * @default true
  3663. */
  3664. this.isTexture = true;
  3665. /**
  3666. * The ID of the texture.
  3667. *
  3668. * @name Texture#id
  3669. * @type {number}
  3670. * @readonly
  3671. */
  3672. Object.defineProperty( this, 'id', { value: _textureId ++ } );
  3673. /**
  3674. * The UUID of the material.
  3675. *
  3676. * @type {string}
  3677. * @readonly
  3678. */
  3679. this.uuid = generateUUID();
  3680. /**
  3681. * The name of the material.
  3682. *
  3683. * @type {string}
  3684. */
  3685. this.name = '';
  3686. /**
  3687. * The data definition of a texture. A reference to the data source can be
  3688. * shared across textures. This is often useful in context of spritesheets
  3689. * where multiple textures render the same data but with different texture
  3690. * transformations.
  3691. *
  3692. * @type {Source}
  3693. */
  3694. this.source = new Source( image );
  3695. /**
  3696. * An array holding user-defined mipmaps.
  3697. *
  3698. * @type {Array<Object>}
  3699. */
  3700. this.mipmaps = [];
  3701. /**
  3702. * How the texture is applied to the object. The value `UVMapping`
  3703. * is the default, where texture or uv coordinates are used to apply the map.
  3704. *
  3705. * @type {(UVMapping|CubeReflectionMapping|CubeRefractionMapping|EquirectangularReflectionMapping|EquirectangularRefractionMapping|CubeUVReflectionMapping)}
  3706. * @default UVMapping
  3707. */
  3708. this.mapping = mapping;
  3709. /**
  3710. * Lets you select the uv attribute to map the texture to. `0` for `uv`,
  3711. * `1` for `uv1`, `2` for `uv2` and `3` for `uv3`.
  3712. *
  3713. * @type {number}
  3714. * @default 0
  3715. */
  3716. this.channel = 0;
  3717. /**
  3718. * This defines how the texture is wrapped horizontally and corresponds to
  3719. * *U* in UV mapping.
  3720. *
  3721. * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}
  3722. * @default ClampToEdgeWrapping
  3723. */
  3724. this.wrapS = wrapS;
  3725. /**
  3726. * This defines how the texture is wrapped horizontally and corresponds to
  3727. * *V* in UV mapping.
  3728. *
  3729. * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}
  3730. * @default ClampToEdgeWrapping
  3731. */
  3732. this.wrapT = wrapT;
  3733. /**
  3734. * How the texture is sampled when a texel covers more than one pixel.
  3735. *
  3736. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  3737. * @default LinearFilter
  3738. */
  3739. this.magFilter = magFilter;
  3740. /**
  3741. * How the texture is sampled when a texel covers less than one pixel.
  3742. *
  3743. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  3744. * @default LinearMipmapLinearFilter
  3745. */
  3746. this.minFilter = minFilter;
  3747. /**
  3748. * The number of samples taken along the axis through the pixel that has the
  3749. * highest density of texels. By default, this value is `1`. A higher value
  3750. * gives a less blurry result than a basic mipmap, at the cost of more
  3751. * texture samples being used.
  3752. *
  3753. * @type {number}
  3754. * @default 0
  3755. */
  3756. this.anisotropy = anisotropy;
  3757. /**
  3758. * The format of the texture.
  3759. *
  3760. * @type {number}
  3761. * @default RGBAFormat
  3762. */
  3763. this.format = format;
  3764. /**
  3765. * The default internal format is derived from {@link Texture#format} and {@link Texture#type} and
  3766. * defines how the texture data is going to be stored on the GPU.
  3767. *
  3768. * This property allows to overwrite the default format.
  3769. *
  3770. * @type {?string}
  3771. * @default null
  3772. */
  3773. this.internalFormat = null;
  3774. /**
  3775. * The data type of the texture.
  3776. *
  3777. * @type {number}
  3778. * @default UnsignedByteType
  3779. */
  3780. this.type = type;
  3781. /**
  3782. * How much a single repetition of the texture is offset from the beginning,
  3783. * in each direction U and V. Typical range is `0.0` to `1.0`.
  3784. *
  3785. * @type {Vector2}
  3786. * @default (0,0)
  3787. */
  3788. this.offset = new Vector2( 0, 0 );
  3789. /**
  3790. * How many times the texture is repeated across the surface, in each
  3791. * direction U and V. If repeat is set greater than `1` in either direction,
  3792. * the corresponding wrap parameter should also be set to `RepeatWrapping`
  3793. * or `MirroredRepeatWrapping` to achieve the desired tiling effect.
  3794. *
  3795. * @type {Vector2}
  3796. * @default (1,1)
  3797. */
  3798. this.repeat = new Vector2( 1, 1 );
  3799. /**
  3800. * The point around which rotation occurs. A value of `(0.5, 0.5)` corresponds
  3801. * to the center of the texture. Default is `(0, 0)`, the lower left.
  3802. *
  3803. * @type {Vector2}
  3804. * @default (0,0)
  3805. */
  3806. this.center = new Vector2( 0, 0 );
  3807. /**
  3808. * How much the texture is rotated around the center point, in radians.
  3809. * Positive values are counter-clockwise.
  3810. *
  3811. * @type {number}
  3812. * @default 0
  3813. */
  3814. this.rotation = 0;
  3815. /**
  3816. * Whether to update the texture's uv-transformation {@link Texture#matrix}
  3817. * from the properties {@link Texture#offset}, {@link Texture#repeat},
  3818. * {@link Texture#rotation}, and {@link Texture#center}.
  3819. *
  3820. * Set this to `false` if you are specifying the uv-transform matrix directly.
  3821. *
  3822. * @type {boolean}
  3823. * @default true
  3824. */
  3825. this.matrixAutoUpdate = true;
  3826. /**
  3827. * The uv-transformation matrix of the texture.
  3828. *
  3829. * @type {Matrix3}
  3830. */
  3831. this.matrix = new Matrix3();
  3832. /**
  3833. * Whether to generate mipmaps (if possible) for a texture.
  3834. *
  3835. * Set this to `false` if you are creating mipmaps manually.
  3836. *
  3837. * @type {boolean}
  3838. * @default true
  3839. */
  3840. this.generateMipmaps = true;
  3841. /**
  3842. * If set to `true`, the alpha channel, if present, is multiplied into the
  3843. * color channels when the texture is uploaded to the GPU.
  3844. *
  3845. * Note that this property has no effect when using `ImageBitmap`. You need to
  3846. * configure premultiply alpha on bitmap creation instead.
  3847. *
  3848. * @type {boolean}
  3849. * @default false
  3850. */
  3851. this.premultiplyAlpha = false;
  3852. /**
  3853. * If set to `true`, the texture is flipped along the vertical axis when
  3854. * uploaded to the GPU.
  3855. *
  3856. * Note that this property has no effect when using `ImageBitmap`. You need to
  3857. * configure the flip on bitmap creation instead.
  3858. *
  3859. * @type {boolean}
  3860. * @default true
  3861. */
  3862. this.flipY = true;
  3863. /**
  3864. * Specifies the alignment requirements for the start of each pixel row in memory.
  3865. * The allowable values are `1` (byte-alignment), `2` (rows aligned to even-numbered bytes),
  3866. * `4` (word-alignment), and `8` (rows start on double-word boundaries).
  3867. *
  3868. * @type {number}
  3869. * @default 4
  3870. */
  3871. this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)
  3872. /**
  3873. * Textures containing color data should be annotated with `SRGBColorSpace` or `LinearSRGBColorSpace`.
  3874. *
  3875. * @type {string}
  3876. * @default NoColorSpace
  3877. */
  3878. this.colorSpace = colorSpace;
  3879. /**
  3880. * An object that can be used to store custom data about the texture. It
  3881. * should not hold references to functions as these will not be cloned.
  3882. *
  3883. * @type {Object}
  3884. */
  3885. this.userData = {};
  3886. /**
  3887. * This starts at `0` and counts how many times {@link Texture#needsUpdate} is set to `true`.
  3888. *
  3889. * @type {number}
  3890. * @readonly
  3891. * @default 0
  3892. */
  3893. this.version = 0;
  3894. /**
  3895. * A callback function, called when the texture is updated (e.g., when
  3896. * {@link Texture#needsUpdate} has been set to true and then the texture is used).
  3897. *
  3898. * @type {?Function}
  3899. * @default null
  3900. */
  3901. this.onUpdate = null;
  3902. /**
  3903. * An optional back reference to the textures render target.
  3904. *
  3905. * @type {?(RenderTarget|WebGLRenderTarget)}
  3906. * @default null
  3907. */
  3908. this.renderTarget = null;
  3909. /**
  3910. * Indicates whether a texture belongs to a render target or not.
  3911. *
  3912. * @type {boolean}
  3913. * @readonly
  3914. * @default false
  3915. */
  3916. this.isRenderTargetTexture = false;
  3917. /**
  3918. * Indicates whether this texture should be processed by `PMREMGenerator` or not
  3919. * (only relevant for render target textures).
  3920. *
  3921. * @type {number}
  3922. * @readonly
  3923. * @default 0
  3924. */
  3925. this.pmremVersion = 0;
  3926. }
  3927. /**
  3928. * The image object holding the texture data.
  3929. *
  3930. * @type {?Object}
  3931. */
  3932. get image() {
  3933. return this.source.data;
  3934. }
  3935. set image( value = null ) {
  3936. this.source.data = value;
  3937. }
  3938. /**
  3939. * Updates the texture transformation matrix from the from the properties {@link Texture#offset},
  3940. * {@link Texture#repeat}, {@link Texture#rotation}, and {@link Texture#center}.
  3941. */
  3942. updateMatrix() {
  3943. this.matrix.setUvTransform( this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y );
  3944. }
  3945. /**
  3946. * Returns a new texture with copied values from this instance.
  3947. *
  3948. * @return {Texture} A clone of this instance.
  3949. */
  3950. clone() {
  3951. return new this.constructor().copy( this );
  3952. }
  3953. /**
  3954. * Copies the values of the given texture to this instance.
  3955. *
  3956. * @param {Texture} source - The texture to copy.
  3957. * @return {Texture} A reference to this instance.
  3958. */
  3959. copy( source ) {
  3960. this.name = source.name;
  3961. this.source = source.source;
  3962. this.mipmaps = source.mipmaps.slice( 0 );
  3963. this.mapping = source.mapping;
  3964. this.channel = source.channel;
  3965. this.wrapS = source.wrapS;
  3966. this.wrapT = source.wrapT;
  3967. this.magFilter = source.magFilter;
  3968. this.minFilter = source.minFilter;
  3969. this.anisotropy = source.anisotropy;
  3970. this.format = source.format;
  3971. this.internalFormat = source.internalFormat;
  3972. this.type = source.type;
  3973. this.offset.copy( source.offset );
  3974. this.repeat.copy( source.repeat );
  3975. this.center.copy( source.center );
  3976. this.rotation = source.rotation;
  3977. this.matrixAutoUpdate = source.matrixAutoUpdate;
  3978. this.matrix.copy( source.matrix );
  3979. this.generateMipmaps = source.generateMipmaps;
  3980. this.premultiplyAlpha = source.premultiplyAlpha;
  3981. this.flipY = source.flipY;
  3982. this.unpackAlignment = source.unpackAlignment;
  3983. this.colorSpace = source.colorSpace;
  3984. this.renderTarget = source.renderTarget;
  3985. this.isRenderTargetTexture = source.isRenderTargetTexture;
  3986. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  3987. this.needsUpdate = true;
  3988. return this;
  3989. }
  3990. /**
  3991. * Serializes the texture into JSON.
  3992. *
  3993. * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  3994. * @return {Object} A JSON object representing the serialized texture.
  3995. * @see {@link ObjectLoader#parse}
  3996. */
  3997. toJSON( meta ) {
  3998. const isRootObject = ( meta === undefined || typeof meta === 'string' );
  3999. if ( ! isRootObject && meta.textures[ this.uuid ] !== undefined ) {
  4000. return meta.textures[ this.uuid ];
  4001. }
  4002. const output = {
  4003. metadata: {
  4004. version: 4.6,
  4005. type: 'Texture',
  4006. generator: 'Texture.toJSON'
  4007. },
  4008. uuid: this.uuid,
  4009. name: this.name,
  4010. image: this.source.toJSON( meta ).uuid,
  4011. mapping: this.mapping,
  4012. channel: this.channel,
  4013. repeat: [ this.repeat.x, this.repeat.y ],
  4014. offset: [ this.offset.x, this.offset.y ],
  4015. center: [ this.center.x, this.center.y ],
  4016. rotation: this.rotation,
  4017. wrap: [ this.wrapS, this.wrapT ],
  4018. format: this.format,
  4019. internalFormat: this.internalFormat,
  4020. type: this.type,
  4021. colorSpace: this.colorSpace,
  4022. minFilter: this.minFilter,
  4023. magFilter: this.magFilter,
  4024. anisotropy: this.anisotropy,
  4025. flipY: this.flipY,
  4026. generateMipmaps: this.generateMipmaps,
  4027. premultiplyAlpha: this.premultiplyAlpha,
  4028. unpackAlignment: this.unpackAlignment
  4029. };
  4030. if ( Object.keys( this.userData ).length > 0 ) output.userData = this.userData;
  4031. if ( ! isRootObject ) {
  4032. meta.textures[ this.uuid ] = output;
  4033. }
  4034. return output;
  4035. }
  4036. /**
  4037. * Frees the GPU-related resources allocated by this instance. Call this
  4038. * method whenever this instance is no longer used in your app.
  4039. *
  4040. * @fires Texture#dispose
  4041. */
  4042. dispose() {
  4043. /**
  4044. * Fires when the texture has been disposed of.
  4045. *
  4046. * @event Texture#dispose
  4047. * @type {Object}
  4048. */
  4049. this.dispatchEvent( { type: 'dispose' } );
  4050. }
  4051. /**
  4052. * Transforms the given uv vector with the textures uv transformation matrix.
  4053. *
  4054. * @param {Vector2} uv - The uv vector.
  4055. * @return {Vector2} The transformed uv vector.
  4056. */
  4057. transformUv( uv ) {
  4058. if ( this.mapping !== UVMapping ) return uv;
  4059. uv.applyMatrix3( this.matrix );
  4060. if ( uv.x < 0 || uv.x > 1 ) {
  4061. switch ( this.wrapS ) {
  4062. case RepeatWrapping:
  4063. uv.x = uv.x - Math.floor( uv.x );
  4064. break;
  4065. case ClampToEdgeWrapping:
  4066. uv.x = uv.x < 0 ? 0 : 1;
  4067. break;
  4068. case MirroredRepeatWrapping:
  4069. if ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) {
  4070. uv.x = Math.ceil( uv.x ) - uv.x;
  4071. } else {
  4072. uv.x = uv.x - Math.floor( uv.x );
  4073. }
  4074. break;
  4075. }
  4076. }
  4077. if ( uv.y < 0 || uv.y > 1 ) {
  4078. switch ( this.wrapT ) {
  4079. case RepeatWrapping:
  4080. uv.y = uv.y - Math.floor( uv.y );
  4081. break;
  4082. case ClampToEdgeWrapping:
  4083. uv.y = uv.y < 0 ? 0 : 1;
  4084. break;
  4085. case MirroredRepeatWrapping:
  4086. if ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) {
  4087. uv.y = Math.ceil( uv.y ) - uv.y;
  4088. } else {
  4089. uv.y = uv.y - Math.floor( uv.y );
  4090. }
  4091. break;
  4092. }
  4093. }
  4094. if ( this.flipY ) {
  4095. uv.y = 1 - uv.y;
  4096. }
  4097. return uv;
  4098. }
  4099. /**
  4100. * Setting this property to `true` indicates the engine the texture
  4101. * must be updated in the next render. This triggers a texture upload
  4102. * to the GPU and ensures correct texture parameter configuration.
  4103. *
  4104. * @type {boolean}
  4105. * @default false
  4106. * @param {boolean} value
  4107. */
  4108. set needsUpdate( value ) {
  4109. if ( value === true ) {
  4110. this.version ++;
  4111. this.source.needsUpdate = true;
  4112. }
  4113. }
  4114. /**
  4115. * Setting this property to `true` indicates the engine the PMREM
  4116. * must be regenerated.
  4117. *
  4118. * @type {boolean}
  4119. * @default false
  4120. * @param {boolean} value
  4121. */
  4122. set needsPMREMUpdate( value ) {
  4123. if ( value === true ) {
  4124. this.pmremVersion ++;
  4125. }
  4126. }
  4127. }
  4128. /**
  4129. * The default image for all textures.
  4130. *
  4131. * @static
  4132. * @type {?Image}
  4133. * @default null
  4134. */
  4135. Texture.DEFAULT_IMAGE = null;
  4136. /**
  4137. * The default mapping for all textures.
  4138. *
  4139. * @static
  4140. * @type {number}
  4141. * @default UVMapping
  4142. */
  4143. Texture.DEFAULT_MAPPING = UVMapping;
  4144. /**
  4145. * The default anisotropy value for all textures.
  4146. *
  4147. * @static
  4148. * @type {number}
  4149. * @default 1
  4150. */
  4151. Texture.DEFAULT_ANISOTROPY = 1;
  4152. /**
  4153. * Class representing a 4D vector. A 4D vector is an ordered quadruplet of numbers
  4154. * (labeled x, y, z and w), which can be used to represent a number of things, such as:
  4155. *
  4156. * - A point in 4D space.
  4157. * - A direction and length in 4D space. In three.js the length will
  4158. * always be the Euclidean distance(straight-line distance) from `(0, 0, 0, 0)` to `(x, y, z, w)`
  4159. * and the direction is also measured from `(0, 0, 0, 0)` towards `(x, y, z, w)`.
  4160. * - Any arbitrary ordered quadruplet of numbers.
  4161. *
  4162. * There are other things a 4D vector can be used to represent, however these
  4163. * are the most common uses in *three.js*.
  4164. *
  4165. * Iterating through a vector instance will yield its components `(x, y, z, w)` in
  4166. * the corresponding order.
  4167. * ```js
  4168. * const a = new THREE.Vector4( 0, 1, 0, 0 );
  4169. *
  4170. * //no arguments; will be initialised to (0, 0, 0, 1)
  4171. * const b = new THREE.Vector4( );
  4172. *
  4173. * const d = a.dot( b );
  4174. * ```
  4175. */
  4176. class Vector4 {
  4177. /**
  4178. * Constructs a new 4D vector.
  4179. *
  4180. * @param {number} [x=0] - The x value of this vector.
  4181. * @param {number} [y=0] - The y value of this vector.
  4182. * @param {number} [z=0] - The z value of this vector.
  4183. * @param {number} [w=1] - The w value of this vector.
  4184. */
  4185. constructor( x = 0, y = 0, z = 0, w = 1 ) {
  4186. /**
  4187. * This flag can be used for type testing.
  4188. *
  4189. * @type {boolean}
  4190. * @readonly
  4191. * @default true
  4192. */
  4193. Vector4.prototype.isVector4 = true;
  4194. /**
  4195. * The x value of this vector.
  4196. *
  4197. * @type {number}
  4198. */
  4199. this.x = x;
  4200. /**
  4201. * The y value of this vector.
  4202. *
  4203. * @type {number}
  4204. */
  4205. this.y = y;
  4206. /**
  4207. * The z value of this vector.
  4208. *
  4209. * @type {number}
  4210. */
  4211. this.z = z;
  4212. /**
  4213. * The w value of this vector.
  4214. *
  4215. * @type {number}
  4216. */
  4217. this.w = w;
  4218. }
  4219. /**
  4220. * Alias for {@link Vector4#z}.
  4221. *
  4222. * @type {number}
  4223. */
  4224. get width() {
  4225. return this.z;
  4226. }
  4227. set width( value ) {
  4228. this.z = value;
  4229. }
  4230. /**
  4231. * Alias for {@link Vector4#w}.
  4232. *
  4233. * @type {number}
  4234. */
  4235. get height() {
  4236. return this.w;
  4237. }
  4238. set height( value ) {
  4239. this.w = value;
  4240. }
  4241. /**
  4242. * Sets the vector components.
  4243. *
  4244. * @param {number} x - The value of the x component.
  4245. * @param {number} y - The value of the y component.
  4246. * @param {number} z - The value of the z component.
  4247. * @param {number} w - The value of the w component.
  4248. * @return {Vector4} A reference to this vector.
  4249. */
  4250. set( x, y, z, w ) {
  4251. this.x = x;
  4252. this.y = y;
  4253. this.z = z;
  4254. this.w = w;
  4255. return this;
  4256. }
  4257. /**
  4258. * Sets the vector components to the same value.
  4259. *
  4260. * @param {number} scalar - The value to set for all vector components.
  4261. * @return {Vector4} A reference to this vector.
  4262. */
  4263. setScalar( scalar ) {
  4264. this.x = scalar;
  4265. this.y = scalar;
  4266. this.z = scalar;
  4267. this.w = scalar;
  4268. return this;
  4269. }
  4270. /**
  4271. * Sets the vector's x component to the given value
  4272. *
  4273. * @param {number} x - The value to set.
  4274. * @return {Vector4} A reference to this vector.
  4275. */
  4276. setX( x ) {
  4277. this.x = x;
  4278. return this;
  4279. }
  4280. /**
  4281. * Sets the vector's y component to the given value
  4282. *
  4283. * @param {number} y - The value to set.
  4284. * @return {Vector4} A reference to this vector.
  4285. */
  4286. setY( y ) {
  4287. this.y = y;
  4288. return this;
  4289. }
  4290. /**
  4291. * Sets the vector's z component to the given value
  4292. *
  4293. * @param {number} z - The value to set.
  4294. * @return {Vector4} A reference to this vector.
  4295. */
  4296. setZ( z ) {
  4297. this.z = z;
  4298. return this;
  4299. }
  4300. /**
  4301. * Sets the vector's w component to the given value
  4302. *
  4303. * @param {number} w - The value to set.
  4304. * @return {Vector4} A reference to this vector.
  4305. */
  4306. setW( w ) {
  4307. this.w = w;
  4308. return this;
  4309. }
  4310. /**
  4311. * Allows to set a vector component with an index.
  4312. *
  4313. * @param {number} index - The component index. `0` equals to x, `1` equals to y,
  4314. * `2` equals to z, `3` equals to w.
  4315. * @param {number} value - The value to set.
  4316. * @return {Vector4} A reference to this vector.
  4317. */
  4318. setComponent( index, value ) {
  4319. switch ( index ) {
  4320. case 0: this.x = value; break;
  4321. case 1: this.y = value; break;
  4322. case 2: this.z = value; break;
  4323. case 3: this.w = value; break;
  4324. default: throw new Error( 'index is out of range: ' + index );
  4325. }
  4326. return this;
  4327. }
  4328. /**
  4329. * Returns the value of the vector component which matches the given index.
  4330. *
  4331. * @param {number} index - The component index. `0` equals to x, `1` equals to y,
  4332. * `2` equals to z, `3` equals to w.
  4333. * @return {number} A vector component value.
  4334. */
  4335. getComponent( index ) {
  4336. switch ( index ) {
  4337. case 0: return this.x;
  4338. case 1: return this.y;
  4339. case 2: return this.z;
  4340. case 3: return this.w;
  4341. default: throw new Error( 'index is out of range: ' + index );
  4342. }
  4343. }
  4344. /**
  4345. * Returns a new vector with copied values from this instance.
  4346. *
  4347. * @return {Vector4} A clone of this instance.
  4348. */
  4349. clone() {
  4350. return new this.constructor( this.x, this.y, this.z, this.w );
  4351. }
  4352. /**
  4353. * Copies the values of the given vector to this instance.
  4354. *
  4355. * @param {Vector3|Vector4} v - The vector to copy.
  4356. * @return {Vector4} A reference to this vector.
  4357. */
  4358. copy( v ) {
  4359. this.x = v.x;
  4360. this.y = v.y;
  4361. this.z = v.z;
  4362. this.w = ( v.w !== undefined ) ? v.w : 1;
  4363. return this;
  4364. }
  4365. /**
  4366. * Adds the given vector to this instance.
  4367. *
  4368. * @param {Vector4} v - The vector to add.
  4369. * @return {Vector4} A reference to this vector.
  4370. */
  4371. add( v ) {
  4372. this.x += v.x;
  4373. this.y += v.y;
  4374. this.z += v.z;
  4375. this.w += v.w;
  4376. return this;
  4377. }
  4378. /**
  4379. * Adds the given scalar value to all components of this instance.
  4380. *
  4381. * @param {number} s - The scalar to add.
  4382. * @return {Vector4} A reference to this vector.
  4383. */
  4384. addScalar( s ) {
  4385. this.x += s;
  4386. this.y += s;
  4387. this.z += s;
  4388. this.w += s;
  4389. return this;
  4390. }
  4391. /**
  4392. * Adds the given vectors and stores the result in this instance.
  4393. *
  4394. * @param {Vector4} a - The first vector.
  4395. * @param {Vector4} b - The second vector.
  4396. * @return {Vector4} A reference to this vector.
  4397. */
  4398. addVectors( a, b ) {
  4399. this.x = a.x + b.x;
  4400. this.y = a.y + b.y;
  4401. this.z = a.z + b.z;
  4402. this.w = a.w + b.w;
  4403. return this;
  4404. }
  4405. /**
  4406. * Adds the given vector scaled by the given factor to this instance.
  4407. *
  4408. * @param {Vector4} v - The vector.
  4409. * @param {number} s - The factor that scales `v`.
  4410. * @return {Vector4} A reference to this vector.
  4411. */
  4412. addScaledVector( v, s ) {
  4413. this.x += v.x * s;
  4414. this.y += v.y * s;
  4415. this.z += v.z * s;
  4416. this.w += v.w * s;
  4417. return this;
  4418. }
  4419. /**
  4420. * Subtracts the given vector from this instance.
  4421. *
  4422. * @param {Vector4} v - The vector to subtract.
  4423. * @return {Vector4} A reference to this vector.
  4424. */
  4425. sub( v ) {
  4426. this.x -= v.x;
  4427. this.y -= v.y;
  4428. this.z -= v.z;
  4429. this.w -= v.w;
  4430. return this;
  4431. }
  4432. /**
  4433. * Subtracts the given scalar value from all components of this instance.
  4434. *
  4435. * @param {number} s - The scalar to subtract.
  4436. * @return {Vector4} A reference to this vector.
  4437. */
  4438. subScalar( s ) {
  4439. this.x -= s;
  4440. this.y -= s;
  4441. this.z -= s;
  4442. this.w -= s;
  4443. return this;
  4444. }
  4445. /**
  4446. * Subtracts the given vectors and stores the result in this instance.
  4447. *
  4448. * @param {Vector4} a - The first vector.
  4449. * @param {Vector4} b - The second vector.
  4450. * @return {Vector4} A reference to this vector.
  4451. */
  4452. subVectors( a, b ) {
  4453. this.x = a.x - b.x;
  4454. this.y = a.y - b.y;
  4455. this.z = a.z - b.z;
  4456. this.w = a.w - b.w;
  4457. return this;
  4458. }
  4459. /**
  4460. * Multiplies the given vector with this instance.
  4461. *
  4462. * @param {Vector4} v - The vector to multiply.
  4463. * @return {Vector4} A reference to this vector.
  4464. */
  4465. multiply( v ) {
  4466. this.x *= v.x;
  4467. this.y *= v.y;
  4468. this.z *= v.z;
  4469. this.w *= v.w;
  4470. return this;
  4471. }
  4472. /**
  4473. * Multiplies the given scalar value with all components of this instance.
  4474. *
  4475. * @param {number} scalar - The scalar to multiply.
  4476. * @return {Vector4} A reference to this vector.
  4477. */
  4478. multiplyScalar( scalar ) {
  4479. this.x *= scalar;
  4480. this.y *= scalar;
  4481. this.z *= scalar;
  4482. this.w *= scalar;
  4483. return this;
  4484. }
  4485. /**
  4486. * Multiplies this vector with the given 4x4 matrix.
  4487. *
  4488. * @param {Matrix4} m - The 4x4 matrix.
  4489. * @return {Vector4} A reference to this vector.
  4490. */
  4491. applyMatrix4( m ) {
  4492. const x = this.x, y = this.y, z = this.z, w = this.w;
  4493. const e = m.elements;
  4494. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;
  4495. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;
  4496. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;
  4497. this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;
  4498. return this;
  4499. }
  4500. /**
  4501. * Divides this instance by the given vector.
  4502. *
  4503. * @param {Vector4} v - The vector to divide.
  4504. * @return {Vector4} A reference to this vector.
  4505. */
  4506. divide( v ) {
  4507. this.x /= v.x;
  4508. this.y /= v.y;
  4509. this.z /= v.z;
  4510. this.w /= v.w;
  4511. return this;
  4512. }
  4513. /**
  4514. * Divides this vector by the given scalar.
  4515. *
  4516. * @param {number} scalar - The scalar to divide.
  4517. * @return {Vector4} A reference to this vector.
  4518. */
  4519. divideScalar( scalar ) {
  4520. return this.multiplyScalar( 1 / scalar );
  4521. }
  4522. /**
  4523. * Sets the x, y and z components of this
  4524. * vector to the quaternion's axis and w to the angle.
  4525. *
  4526. * @param {Quaternion} q - The Quaternion to set.
  4527. * @return {Vector4} A reference to this vector.
  4528. */
  4529. setAxisAngleFromQuaternion( q ) {
  4530. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
  4531. // q is assumed to be normalized
  4532. this.w = 2 * Math.acos( q.w );
  4533. const s = Math.sqrt( 1 - q.w * q.w );
  4534. if ( s < 0.0001 ) {
  4535. this.x = 1;
  4536. this.y = 0;
  4537. this.z = 0;
  4538. } else {
  4539. this.x = q.x / s;
  4540. this.y = q.y / s;
  4541. this.z = q.z / s;
  4542. }
  4543. return this;
  4544. }
  4545. /**
  4546. * Sets the x, y and z components of this
  4547. * vector to the axis of rotation and w to the angle.
  4548. *
  4549. * @param {Matrix4} m - A 4x4 matrix of which the upper left 3x3 matrix is a pure rotation matrix.
  4550. * @return {Vector4} A reference to this vector.
  4551. */
  4552. setAxisAngleFromRotationMatrix( m ) {
  4553. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
  4554. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  4555. let angle, x, y, z; // variables for result
  4556. const epsilon = 0.01, // margin to allow for rounding errors
  4557. epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees
  4558. te = m.elements,
  4559. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  4560. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  4561. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  4562. if ( ( Math.abs( m12 - m21 ) < epsilon ) &&
  4563. ( Math.abs( m13 - m31 ) < epsilon ) &&
  4564. ( Math.abs( m23 - m32 ) < epsilon ) ) {
  4565. // singularity found
  4566. // first check for identity matrix which must have +1 for all terms
  4567. // in leading diagonal and zero in other terms
  4568. if ( ( Math.abs( m12 + m21 ) < epsilon2 ) &&
  4569. ( Math.abs( m13 + m31 ) < epsilon2 ) &&
  4570. ( Math.abs( m23 + m32 ) < epsilon2 ) &&
  4571. ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {
  4572. // this singularity is identity matrix so angle = 0
  4573. this.set( 1, 0, 0, 0 );
  4574. return this; // zero angle, arbitrary axis
  4575. }
  4576. // otherwise this singularity is angle = 180
  4577. angle = Math.PI;
  4578. const xx = ( m11 + 1 ) / 2;
  4579. const yy = ( m22 + 1 ) / 2;
  4580. const zz = ( m33 + 1 ) / 2;
  4581. const xy = ( m12 + m21 ) / 4;
  4582. const xz = ( m13 + m31 ) / 4;
  4583. const yz = ( m23 + m32 ) / 4;
  4584. if ( ( xx > yy ) && ( xx > zz ) ) {
  4585. // m11 is the largest diagonal term
  4586. if ( xx < epsilon ) {
  4587. x = 0;
  4588. y = 0.707106781;
  4589. z = 0.707106781;
  4590. } else {
  4591. x = Math.sqrt( xx );
  4592. y = xy / x;
  4593. z = xz / x;
  4594. }
  4595. } else if ( yy > zz ) {
  4596. // m22 is the largest diagonal term
  4597. if ( yy < epsilon ) {
  4598. x = 0.707106781;
  4599. y = 0;
  4600. z = 0.707106781;
  4601. } else {
  4602. y = Math.sqrt( yy );
  4603. x = xy / y;
  4604. z = yz / y;
  4605. }
  4606. } else {
  4607. // m33 is the largest diagonal term so base result on this
  4608. if ( zz < epsilon ) {
  4609. x = 0.707106781;
  4610. y = 0.707106781;
  4611. z = 0;
  4612. } else {
  4613. z = Math.sqrt( zz );
  4614. x = xz / z;
  4615. y = yz / z;
  4616. }
  4617. }
  4618. this.set( x, y, z, angle );
  4619. return this; // return 180 deg rotation
  4620. }
  4621. // as we have reached here there are no singularities so we can handle normally
  4622. let s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) +
  4623. ( m13 - m31 ) * ( m13 - m31 ) +
  4624. ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize
  4625. if ( Math.abs( s ) < 0.001 ) s = 1;
  4626. // prevent divide by zero, should not happen if matrix is orthogonal and should be
  4627. // caught by singularity test above, but I've left it in just in case
  4628. this.x = ( m32 - m23 ) / s;
  4629. this.y = ( m13 - m31 ) / s;
  4630. this.z = ( m21 - m12 ) / s;
  4631. this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );
  4632. return this;
  4633. }
  4634. /**
  4635. * Sets the vector components to the position elements of the
  4636. * given transformation matrix.
  4637. *
  4638. * @param {Matrix4} m - The 4x4 matrix.
  4639. * @return {Vector4} A reference to this vector.
  4640. */
  4641. setFromMatrixPosition( m ) {
  4642. const e = m.elements;
  4643. this.x = e[ 12 ];
  4644. this.y = e[ 13 ];
  4645. this.z = e[ 14 ];
  4646. this.w = e[ 15 ];
  4647. return this;
  4648. }
  4649. /**
  4650. * If this vector's x, y, z or w value is greater than the given vector's x, y, z or w
  4651. * value, replace that value with the corresponding min value.
  4652. *
  4653. * @param {Vector4} v - The vector.
  4654. * @return {Vector4} A reference to this vector.
  4655. */
  4656. min( v ) {
  4657. this.x = Math.min( this.x, v.x );
  4658. this.y = Math.min( this.y, v.y );
  4659. this.z = Math.min( this.z, v.z );
  4660. this.w = Math.min( this.w, v.w );
  4661. return this;
  4662. }
  4663. /**
  4664. * If this vector's x, y, z or w value is less than the given vector's x, y, z or w
  4665. * value, replace that value with the corresponding max value.
  4666. *
  4667. * @param {Vector4} v - The vector.
  4668. * @return {Vector4} A reference to this vector.
  4669. */
  4670. max( v ) {
  4671. this.x = Math.max( this.x, v.x );
  4672. this.y = Math.max( this.y, v.y );
  4673. this.z = Math.max( this.z, v.z );
  4674. this.w = Math.max( this.w, v.w );
  4675. return this;
  4676. }
  4677. /**
  4678. * If this vector's x, y, z or w value is greater than the max vector's x, y, z or w
  4679. * value, it is replaced by the corresponding value.
  4680. * If this vector's x, y, z or w value is less than the min vector's x, y, z or w value,
  4681. * it is replaced by the corresponding value.
  4682. *
  4683. * @param {Vector4} min - The minimum x, y and z values.
  4684. * @param {Vector4} max - The maximum x, y and z values in the desired range.
  4685. * @return {Vector4} A reference to this vector.
  4686. */
  4687. clamp( min, max ) {
  4688. // assumes min < max, componentwise
  4689. this.x = clamp( this.x, min.x, max.x );
  4690. this.y = clamp( this.y, min.y, max.y );
  4691. this.z = clamp( this.z, min.z, max.z );
  4692. this.w = clamp( this.w, min.w, max.w );
  4693. return this;
  4694. }
  4695. /**
  4696. * If this vector's x, y, z or w values are greater than the max value, they are
  4697. * replaced by the max value.
  4698. * If this vector's x, y, z or w values are less than the min value, they are
  4699. * replaced by the min value.
  4700. *
  4701. * @param {number} minVal - The minimum value the components will be clamped to.
  4702. * @param {number} maxVal - The maximum value the components will be clamped to.
  4703. * @return {Vector4} A reference to this vector.
  4704. */
  4705. clampScalar( minVal, maxVal ) {
  4706. this.x = clamp( this.x, minVal, maxVal );
  4707. this.y = clamp( this.y, minVal, maxVal );
  4708. this.z = clamp( this.z, minVal, maxVal );
  4709. this.w = clamp( this.w, minVal, maxVal );
  4710. return this;
  4711. }
  4712. /**
  4713. * If this vector's length is greater than the max value, it is replaced by
  4714. * the max value.
  4715. * If this vector's length is less than the min value, it is replaced by the
  4716. * min value.
  4717. *
  4718. * @param {number} min - The minimum value the vector length will be clamped to.
  4719. * @param {number} max - The maximum value the vector length will be clamped to.
  4720. * @return {Vector4} A reference to this vector.
  4721. */
  4722. clampLength( min, max ) {
  4723. const length = this.length();
  4724. return this.divideScalar( length || 1 ).multiplyScalar( clamp( length, min, max ) );
  4725. }
  4726. /**
  4727. * The components of this vector are rounded down to the nearest integer value.
  4728. *
  4729. * @return {Vector4} A reference to this vector.
  4730. */
  4731. floor() {
  4732. this.x = Math.floor( this.x );
  4733. this.y = Math.floor( this.y );
  4734. this.z = Math.floor( this.z );
  4735. this.w = Math.floor( this.w );
  4736. return this;
  4737. }
  4738. /**
  4739. * The components of this vector are rounded up to the nearest integer value.
  4740. *
  4741. * @return {Vector4} A reference to this vector.
  4742. */
  4743. ceil() {
  4744. this.x = Math.ceil( this.x );
  4745. this.y = Math.ceil( this.y );
  4746. this.z = Math.ceil( this.z );
  4747. this.w = Math.ceil( this.w );
  4748. return this;
  4749. }
  4750. /**
  4751. * The components of this vector are rounded to the nearest integer value
  4752. *
  4753. * @return {Vector4} A reference to this vector.
  4754. */
  4755. round() {
  4756. this.x = Math.round( this.x );
  4757. this.y = Math.round( this.y );
  4758. this.z = Math.round( this.z );
  4759. this.w = Math.round( this.w );
  4760. return this;
  4761. }
  4762. /**
  4763. * The components of this vector are rounded towards zero (up if negative,
  4764. * down if positive) to an integer value.
  4765. *
  4766. * @return {Vector4} A reference to this vector.
  4767. */
  4768. roundToZero() {
  4769. this.x = Math.trunc( this.x );
  4770. this.y = Math.trunc( this.y );
  4771. this.z = Math.trunc( this.z );
  4772. this.w = Math.trunc( this.w );
  4773. return this;
  4774. }
  4775. /**
  4776. * Inverts this vector - i.e. sets x = -x, y = -y, z = -z, w = -w.
  4777. *
  4778. * @return {Vector4} A reference to this vector.
  4779. */
  4780. negate() {
  4781. this.x = - this.x;
  4782. this.y = - this.y;
  4783. this.z = - this.z;
  4784. this.w = - this.w;
  4785. return this;
  4786. }
  4787. /**
  4788. * Calculates the dot product of the given vector with this instance.
  4789. *
  4790. * @param {Vector4} v - The vector to compute the dot product with.
  4791. * @return {number} The result of the dot product.
  4792. */
  4793. dot( v ) {
  4794. return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
  4795. }
  4796. /**
  4797. * Computes the square of the Euclidean length (straight-line length) from
  4798. * (0, 0, 0, 0) to (x, y, z, w). If you are comparing the lengths of vectors, you should
  4799. * compare the length squared instead as it is slightly more efficient to calculate.
  4800. *
  4801. * @return {number} The square length of this vector.
  4802. */
  4803. lengthSq() {
  4804. return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
  4805. }
  4806. /**
  4807. * Computes the Euclidean length (straight-line length) from (0, 0, 0, 0) to (x, y, z, w).
  4808. *
  4809. * @return {number} The length of this vector.
  4810. */
  4811. length() {
  4812. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
  4813. }
  4814. /**
  4815. * Computes the Manhattan length of this vector.
  4816. *
  4817. * @return {number} The length of this vector.
  4818. */
  4819. manhattanLength() {
  4820. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );
  4821. }
  4822. /**
  4823. * Converts this vector to a unit vector - that is, sets it equal to a vector
  4824. * with the same direction as this one, but with a vector length of `1`.
  4825. *
  4826. * @return {Vector4} A reference to this vector.
  4827. */
  4828. normalize() {
  4829. return this.divideScalar( this.length() || 1 );
  4830. }
  4831. /**
  4832. * Sets this vector to a vector with the same direction as this one, but
  4833. * with the specified length.
  4834. *
  4835. * @param {number} length - The new length of this vector.
  4836. * @return {Vector4} A reference to this vector.
  4837. */
  4838. setLength( length ) {
  4839. return this.normalize().multiplyScalar( length );
  4840. }
  4841. /**
  4842. * Linearly interpolates between the given vector and this instance, where
  4843. * alpha is the percent distance along the line - alpha = 0 will be this
  4844. * vector, and alpha = 1 will be the given one.
  4845. *
  4846. * @param {Vector4} v - The vector to interpolate towards.
  4847. * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
  4848. * @return {Vector4} A reference to this vector.
  4849. */
  4850. lerp( v, alpha ) {
  4851. this.x += ( v.x - this.x ) * alpha;
  4852. this.y += ( v.y - this.y ) * alpha;
  4853. this.z += ( v.z - this.z ) * alpha;
  4854. this.w += ( v.w - this.w ) * alpha;
  4855. return this;
  4856. }
  4857. /**
  4858. * Linearly interpolates between the given vectors, where alpha is the percent
  4859. * distance along the line - alpha = 0 will be first vector, and alpha = 1 will
  4860. * be the second one. The result is stored in this instance.
  4861. *
  4862. * @param {Vector4} v1 - The first vector.
  4863. * @param {Vector4} v2 - The second vector.
  4864. * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
  4865. * @return {Vector4} A reference to this vector.
  4866. */
  4867. lerpVectors( v1, v2, alpha ) {
  4868. this.x = v1.x + ( v2.x - v1.x ) * alpha;
  4869. this.y = v1.y + ( v2.y - v1.y ) * alpha;
  4870. this.z = v1.z + ( v2.z - v1.z ) * alpha;
  4871. this.w = v1.w + ( v2.w - v1.w ) * alpha;
  4872. return this;
  4873. }
  4874. /**
  4875. * Returns `true` if this vector is equal with the given one.
  4876. *
  4877. * @param {Vector4} v - The vector to test for equality.
  4878. * @return {boolean} Whether this vector is equal with the given one.
  4879. */
  4880. equals( v ) {
  4881. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );
  4882. }
  4883. /**
  4884. * Sets this vector's x value to be `array[ offset ]`, y value to be `array[ offset + 1 ]`,
  4885. * z value to be `array[ offset + 2 ]`, w value to be `array[ offset + 3 ]`.
  4886. *
  4887. * @param {Array<number>} array - An array holding the vector component values.
  4888. * @param {number} [offset=0] - The offset into the array.
  4889. * @return {Vector4} A reference to this vector.
  4890. */
  4891. fromArray( array, offset = 0 ) {
  4892. this.x = array[ offset ];
  4893. this.y = array[ offset + 1 ];
  4894. this.z = array[ offset + 2 ];
  4895. this.w = array[ offset + 3 ];
  4896. return this;
  4897. }
  4898. /**
  4899. * Writes the components of this vector to the given array. If no array is provided,
  4900. * the method returns a new instance.
  4901. *
  4902. * @param {Array<number>} [array=[]] - The target array holding the vector components.
  4903. * @param {number} [offset=0] - Index of the first element in the array.
  4904. * @return {Array<number>} The vector components.
  4905. */
  4906. toArray( array = [], offset = 0 ) {
  4907. array[ offset ] = this.x;
  4908. array[ offset + 1 ] = this.y;
  4909. array[ offset + 2 ] = this.z;
  4910. array[ offset + 3 ] = this.w;
  4911. return array;
  4912. }
  4913. /**
  4914. * Sets the components of this vector from the given buffer attribute.
  4915. *
  4916. * @param {BufferAttribute} attribute - The buffer attribute holding vector data.
  4917. * @param {number} index - The index into the attribute.
  4918. * @return {Vector4} A reference to this vector.
  4919. */
  4920. fromBufferAttribute( attribute, index ) {
  4921. this.x = attribute.getX( index );
  4922. this.y = attribute.getY( index );
  4923. this.z = attribute.getZ( index );
  4924. this.w = attribute.getW( index );
  4925. return this;
  4926. }
  4927. /**
  4928. * Sets each component of this vector to a pseudo-random value between `0` and
  4929. * `1`, excluding `1`.
  4930. *
  4931. * @return {Vector4} A reference to this vector.
  4932. */
  4933. random() {
  4934. this.x = Math.random();
  4935. this.y = Math.random();
  4936. this.z = Math.random();
  4937. this.w = Math.random();
  4938. return this;
  4939. }
  4940. *[ Symbol.iterator ]() {
  4941. yield this.x;
  4942. yield this.y;
  4943. yield this.z;
  4944. yield this.w;
  4945. }
  4946. }
  4947. /**
  4948. * A render target is a buffer where the video card draws pixels for a scene
  4949. * that is being rendered in the background. It is used in different effects,
  4950. * such as applying postprocessing to a rendered image before displaying it
  4951. * on the screen.
  4952. *
  4953. * @augments EventDispatcher
  4954. */
  4955. class RenderTarget extends EventDispatcher {
  4956. /**
  4957. * Render target options.
  4958. *
  4959. * @typedef {Object} RenderTarget~Options
  4960. * @property {boolean} [generateMipmaps=false] - Whether to generate mipmaps or not.
  4961. * @property {number} [magFilter=LinearFilter] - The mag filter.
  4962. * @property {number} [minFilter=LinearFilter] - The min filter.
  4963. * @property {number} [format=RGBAFormat] - The texture format.
  4964. * @property {number} [type=UnsignedByteType] - The texture type.
  4965. * @property {?string} [internalFormat=null] - The texture's internal format.
  4966. * @property {number} [wrapS=ClampToEdgeWrapping] - The texture's uv wrapping mode.
  4967. * @property {number} [wrapT=ClampToEdgeWrapping] - The texture's uv wrapping mode.
  4968. * @property {number} [anisotropy=1] - The texture's anisotropy value.
  4969. * @property {string} [colorSpace=NoColorSpace] - The texture's color space.
  4970. * @property {boolean} [depthBuffer=true] - Whether to allocate a depth buffer or not.
  4971. * @property {boolean} [stencilBuffer=false] - Whether to allocate a stencil buffer or not.
  4972. * @property {boolean} [resolveDepthBuffer=true] - Whether to resolve the depth buffer or not.
  4973. * @property {boolean} [resolveStencilBuffer=true] - Whether to resolve the stencil buffer or not.
  4974. * @property {?Texture} [depthTexture=null] - Reference to a depth texture.
  4975. * @property {number} [samples=0] - The MSAA samples count.
  4976. * @property {number} [count=1] - Defines the number of color attachments . Must be at least `1`.
  4977. */
  4978. /**
  4979. * Constructs a new render target.
  4980. *
  4981. * @param {number} [width=1] - The width of the render target.
  4982. * @param {number} [height=1] - The height of the render target.
  4983. * @param {RenderTarget~Options} [options] - The configuration object.
  4984. */
  4985. constructor( width = 1, height = 1, options = {} ) {
  4986. super();
  4987. /**
  4988. * This flag can be used for type testing.
  4989. *
  4990. * @type {boolean}
  4991. * @readonly
  4992. * @default true
  4993. */
  4994. this.isRenderTarget = true;
  4995. /**
  4996. * The width of the render target.
  4997. *
  4998. * @type {number}
  4999. * @default 1
  5000. */
  5001. this.width = width;
  5002. /**
  5003. * The height of the render target.
  5004. *
  5005. * @type {number}
  5006. * @default 1
  5007. */
  5008. this.height = height;
  5009. /**
  5010. * The depth of the render target.
  5011. *
  5012. * @type {number}
  5013. * @default 1
  5014. */
  5015. this.depth = 1;
  5016. /**
  5017. * A rectangular area inside the render target's viewport. Fragments that are
  5018. * outside the area will be discarded.
  5019. *
  5020. * @type {Vector4}
  5021. * @default (0,0,width,height)
  5022. */
  5023. this.scissor = new Vector4( 0, 0, width, height );
  5024. /**
  5025. * Indicates whether the scissor test should be enabled when rendering into
  5026. * this render target or not.
  5027. *
  5028. * @type {boolean}
  5029. * @default false
  5030. */
  5031. this.scissorTest = false;
  5032. /**
  5033. * A rectangular area representing the render target's viewport.
  5034. *
  5035. * @type {Vector4}
  5036. * @default (0,0,width,height)
  5037. */
  5038. this.viewport = new Vector4( 0, 0, width, height );
  5039. const image = { width: width, height: height, depth: 1 };
  5040. options = Object.assign( {
  5041. generateMipmaps: false,
  5042. internalFormat: null,
  5043. minFilter: LinearFilter,
  5044. depthBuffer: true,
  5045. stencilBuffer: false,
  5046. resolveDepthBuffer: true,
  5047. resolveStencilBuffer: true,
  5048. depthTexture: null,
  5049. samples: 0,
  5050. count: 1
  5051. }, options );
  5052. const texture = new Texture( image, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.colorSpace );
  5053. texture.flipY = false;
  5054. texture.generateMipmaps = options.generateMipmaps;
  5055. texture.internalFormat = options.internalFormat;
  5056. /**
  5057. * An array of textures. Each color attachment is represented as a separate texture.
  5058. * Has at least a single entry for the default color attachment.
  5059. *
  5060. * @type {Array<Texture>}
  5061. */
  5062. this.textures = [];
  5063. const count = options.count;
  5064. for ( let i = 0; i < count; i ++ ) {
  5065. this.textures[ i ] = texture.clone();
  5066. this.textures[ i ].isRenderTargetTexture = true;
  5067. this.textures[ i ].renderTarget = this;
  5068. }
  5069. /**
  5070. * Whether to allocate a depth buffer or not.
  5071. *
  5072. * @type {boolean}
  5073. * @default true
  5074. */
  5075. this.depthBuffer = options.depthBuffer;
  5076. /**
  5077. * Whether to allocate a stencil buffer or not.
  5078. *
  5079. * @type {boolean}
  5080. * @default false
  5081. */
  5082. this.stencilBuffer = options.stencilBuffer;
  5083. /**
  5084. * Whether to resolve the depth buffer or not.
  5085. *
  5086. * @type {boolean}
  5087. * @default true
  5088. */
  5089. this.resolveDepthBuffer = options.resolveDepthBuffer;
  5090. /**
  5091. * Whether to resolve the stencil buffer or not.
  5092. *
  5093. * @type {boolean}
  5094. * @default true
  5095. */
  5096. this.resolveStencilBuffer = options.resolveStencilBuffer;
  5097. this._depthTexture = options.depthTexture;
  5098. /**
  5099. * The number of MSAA samples.
  5100. *
  5101. * A value of `0` disables MSAA.
  5102. *
  5103. * @type {number}
  5104. * @default 0
  5105. */
  5106. this.samples = options.samples;
  5107. }
  5108. /**
  5109. * The texture representing the default color attachment.
  5110. *
  5111. * @type {Texture}
  5112. */
  5113. get texture() {
  5114. return this.textures[ 0 ];
  5115. }
  5116. set texture( value ) {
  5117. this.textures[ 0 ] = value;
  5118. }
  5119. set depthTexture( current ) {
  5120. if ( this._depthTexture !== null ) this._depthTexture.renderTarget = null;
  5121. if ( current !== null ) current.renderTarget = this;
  5122. this._depthTexture = current;
  5123. }
  5124. /**
  5125. * Instead of saving the depth in a renderbuffer, a texture
  5126. * can be used instead which is useful for further processing
  5127. * e.g. in context of post-processing.
  5128. *
  5129. * @type {?DepthTexture}
  5130. * @default null
  5131. */
  5132. get depthTexture() {
  5133. return this._depthTexture;
  5134. }
  5135. /**
  5136. * Sets the size of this render target.
  5137. *
  5138. * @param {number} width - The width.
  5139. * @param {number} height - The height.
  5140. * @param {number} [depth=1] - The depth.
  5141. */
  5142. setSize( width, height, depth = 1 ) {
  5143. if ( this.width !== width || this.height !== height || this.depth !== depth ) {
  5144. this.width = width;
  5145. this.height = height;
  5146. this.depth = depth;
  5147. for ( let i = 0, il = this.textures.length; i < il; i ++ ) {
  5148. this.textures[ i ].image.width = width;
  5149. this.textures[ i ].image.height = height;
  5150. this.textures[ i ].image.depth = depth;
  5151. }
  5152. this.dispose();
  5153. }
  5154. this.viewport.set( 0, 0, width, height );
  5155. this.scissor.set( 0, 0, width, height );
  5156. }
  5157. /**
  5158. * Returns a new render target with copied values from this instance.
  5159. *
  5160. * @return {RenderTarget} A clone of this instance.
  5161. */
  5162. clone() {
  5163. return new this.constructor().copy( this );
  5164. }
  5165. /**
  5166. * Copies the settings of the given render target. This is a structural copy so
  5167. * no resources are shared between render targets after the copy. That includes
  5168. * all MRT textures and the depth texture.
  5169. *
  5170. * @param {RenderTarget} source - The render target to copy.
  5171. * @return {RenderTarget} A reference to this instance.
  5172. */
  5173. copy( source ) {
  5174. this.width = source.width;
  5175. this.height = source.height;
  5176. this.depth = source.depth;
  5177. this.scissor.copy( source.scissor );
  5178. this.scissorTest = source.scissorTest;
  5179. this.viewport.copy( source.viewport );
  5180. this.textures.length = 0;
  5181. for ( let i = 0, il = source.textures.length; i < il; i ++ ) {
  5182. this.textures[ i ] = source.textures[ i ].clone();
  5183. this.textures[ i ].isRenderTargetTexture = true;
  5184. this.textures[ i ].renderTarget = this;
  5185. // ensure image object is not shared, see #20328
  5186. const image = Object.assign( {}, source.textures[ i ].image );
  5187. this.textures[ i ].source = new Source( image );
  5188. }
  5189. this.depthBuffer = source.depthBuffer;
  5190. this.stencilBuffer = source.stencilBuffer;
  5191. this.resolveDepthBuffer = source.resolveDepthBuffer;
  5192. this.resolveStencilBuffer = source.resolveStencilBuffer;
  5193. if ( source.depthTexture !== null ) this.depthTexture = source.depthTexture.clone();
  5194. this.samples = source.samples;
  5195. return this;
  5196. }
  5197. /**
  5198. * Frees the GPU-related resources allocated by this instance. Call this
  5199. * method whenever this instance is no longer used in your app.
  5200. *
  5201. * @fires RenderTarget#dispose
  5202. */
  5203. dispose() {
  5204. this.dispatchEvent( { type: 'dispose' } );
  5205. }
  5206. }
  5207. /**
  5208. * A render target used in context of {@link WebGLRenderer}.
  5209. *
  5210. * @augments RenderTarget
  5211. */
  5212. class WebGLRenderTarget extends RenderTarget {
  5213. /**
  5214. * Constructs a new 3D render target.
  5215. *
  5216. * @param {number} [width=1] - The width of the render target.
  5217. * @param {number} [height=1] - The height of the render target.
  5218. * @param {RenderTarget~Options} [options] - The configuration object.
  5219. */
  5220. constructor( width = 1, height = 1, options = {} ) {
  5221. super( width, height, options );
  5222. /**
  5223. * This flag can be used for type testing.
  5224. *
  5225. * @type {boolean}
  5226. * @readonly
  5227. * @default true
  5228. */
  5229. this.isWebGLRenderTarget = true;
  5230. }
  5231. }
  5232. /**
  5233. * Creates an array of textures directly from raw buffer data.
  5234. *
  5235. * @augments Texture
  5236. */
  5237. class DataArrayTexture extends Texture {
  5238. /**
  5239. * Constructs a new data array texture.
  5240. *
  5241. * @param {?TypedArray} [data=null] - The buffer data.
  5242. * @param {number} [width=1] - The width of the texture.
  5243. * @param {number} [height=1] - The height of the texture.
  5244. * @param {number} [depth=1] - The depth of the texture.
  5245. */
  5246. constructor( data = null, width = 1, height = 1, depth = 1 ) {
  5247. super( null );
  5248. /**
  5249. * This flag can be used for type testing.
  5250. *
  5251. * @type {boolean}
  5252. * @readonly
  5253. * @default true
  5254. */
  5255. this.isDataArrayTexture = true;
  5256. /**
  5257. * The image definition of a data texture.
  5258. *
  5259. * @type {{data:TypedArray,width:number,height:number,depth:number}}
  5260. */
  5261. this.image = { data, width, height, depth };
  5262. /**
  5263. * How the texture is sampled when a texel covers more than one pixel.
  5264. *
  5265. * Overwritten and set to `NearestFilter` by default.
  5266. *
  5267. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  5268. * @default NearestFilter
  5269. */
  5270. this.magFilter = NearestFilter;
  5271. /**
  5272. * How the texture is sampled when a texel covers less than one pixel.
  5273. *
  5274. * Overwritten and set to `NearestFilter` by default.
  5275. *
  5276. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  5277. * @default NearestFilter
  5278. */
  5279. this.minFilter = NearestFilter;
  5280. /**
  5281. * This defines how the texture is wrapped in the depth and corresponds to
  5282. * *W* in UVW mapping.
  5283. *
  5284. * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}
  5285. * @default ClampToEdgeWrapping
  5286. */
  5287. this.wrapR = ClampToEdgeWrapping;
  5288. /**
  5289. * Whether to generate mipmaps (if possible) for a texture.
  5290. *
  5291. * Overwritten and set to `false` by default.
  5292. *
  5293. * @type {boolean}
  5294. * @default false
  5295. */
  5296. this.generateMipmaps = false;
  5297. /**
  5298. * If set to `true`, the texture is flipped along the vertical axis when
  5299. * uploaded to the GPU.
  5300. *
  5301. * Overwritten and set to `false` by default.
  5302. *
  5303. * @type {boolean}
  5304. * @default false
  5305. */
  5306. this.flipY = false;
  5307. /**
  5308. * Specifies the alignment requirements for the start of each pixel row in memory.
  5309. *
  5310. * Overwritten and set to `1` by default.
  5311. *
  5312. * @type {boolean}
  5313. * @default 1
  5314. */
  5315. this.unpackAlignment = 1;
  5316. /**
  5317. * A set of all layers which need to be updated in the texture.
  5318. *
  5319. * @type {Set<number>}
  5320. */
  5321. this.layerUpdates = new Set();
  5322. }
  5323. /**
  5324. * Describes that a specific layer of the texture needs to be updated.
  5325. * Normally when {@link Texture#needsUpdate} is set to `true`, the
  5326. * entire data texture array is sent to the GPU. Marking specific
  5327. * layers will only transmit subsets of all mipmaps associated with a
  5328. * specific depth in the array which is often much more performant.
  5329. *
  5330. * @param {number} layerIndex - The layer index that should be updated.
  5331. */
  5332. addLayerUpdate( layerIndex ) {
  5333. this.layerUpdates.add( layerIndex );
  5334. }
  5335. /**
  5336. * Resets the layer updates registry.
  5337. */
  5338. clearLayerUpdates() {
  5339. this.layerUpdates.clear();
  5340. }
  5341. }
  5342. /**
  5343. * An array render target used in context of {@link WebGLRenderer}.
  5344. *
  5345. * @augments WebGLRenderTarget
  5346. */
  5347. class WebGLArrayRenderTarget extends WebGLRenderTarget {
  5348. /**
  5349. * Constructs a new array render target.
  5350. *
  5351. * @param {number} [width=1] - The width of the render target.
  5352. * @param {number} [height=1] - The height of the render target.
  5353. * @param {number} [depth=1] - The height of the render target.
  5354. * @param {RenderTarget~Options} [options] - The configuration object.
  5355. */
  5356. constructor( width = 1, height = 1, depth = 1, options = {} ) {
  5357. super( width, height, options );
  5358. /**
  5359. * This flag can be used for type testing.
  5360. *
  5361. * @type {boolean}
  5362. * @readonly
  5363. * @default true
  5364. */
  5365. this.isWebGLArrayRenderTarget = true;
  5366. this.depth = depth;
  5367. /**
  5368. * Overwritten with a different texture type.
  5369. *
  5370. * @type {DataArrayTexture}
  5371. */
  5372. this.texture = new DataArrayTexture( null, width, height, depth );
  5373. this.texture.isRenderTargetTexture = true;
  5374. }
  5375. }
  5376. /**
  5377. * Creates a three-dimensional texture from raw data, with parameters to
  5378. * divide it into width, height, and depth.
  5379. *
  5380. * @augments Texture
  5381. */
  5382. class Data3DTexture extends Texture {
  5383. /**
  5384. * Constructs a new data array texture.
  5385. *
  5386. * @param {?TypedArray} [data=null] - The buffer data.
  5387. * @param {number} [width=1] - The width of the texture.
  5388. * @param {number} [height=1] - The height of the texture.
  5389. * @param {number} [depth=1] - The depth of the texture.
  5390. */
  5391. constructor( data = null, width = 1, height = 1, depth = 1 ) {
  5392. // We're going to add .setXXX() methods for setting properties later.
  5393. // Users can still set in Data3DTexture directly.
  5394. //
  5395. // const texture = new THREE.Data3DTexture( data, width, height, depth );
  5396. // texture.anisotropy = 16;
  5397. //
  5398. // See #14839
  5399. super( null );
  5400. /**
  5401. * This flag can be used for type testing.
  5402. *
  5403. * @type {boolean}
  5404. * @readonly
  5405. * @default true
  5406. */
  5407. this.isData3DTexture = true;
  5408. /**
  5409. * The image definition of a data texture.
  5410. *
  5411. * @type {{data:TypedArray,width:number,height:number,depth:number}}
  5412. */
  5413. this.image = { data, width, height, depth };
  5414. /**
  5415. * How the texture is sampled when a texel covers more than one pixel.
  5416. *
  5417. * Overwritten and set to `NearestFilter` by default.
  5418. *
  5419. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  5420. * @default NearestFilter
  5421. */
  5422. this.magFilter = NearestFilter;
  5423. /**
  5424. * How the texture is sampled when a texel covers less than one pixel.
  5425. *
  5426. * Overwritten and set to `NearestFilter` by default.
  5427. *
  5428. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  5429. * @default NearestFilter
  5430. */
  5431. this.minFilter = NearestFilter;
  5432. /**
  5433. * This defines how the texture is wrapped in the depth and corresponds to
  5434. * *W* in UVW mapping.
  5435. *
  5436. * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}
  5437. * @default ClampToEdgeWrapping
  5438. */
  5439. this.wrapR = ClampToEdgeWrapping;
  5440. /**
  5441. * Whether to generate mipmaps (if possible) for a texture.
  5442. *
  5443. * Overwritten and set to `false` by default.
  5444. *
  5445. * @type {boolean}
  5446. * @default false
  5447. */
  5448. this.generateMipmaps = false;
  5449. /**
  5450. * If set to `true`, the texture is flipped along the vertical axis when
  5451. * uploaded to the GPU.
  5452. *
  5453. * Overwritten and set to `false` by default.
  5454. *
  5455. * @type {boolean}
  5456. * @default false
  5457. */
  5458. this.flipY = false;
  5459. /**
  5460. * Specifies the alignment requirements for the start of each pixel row in memory.
  5461. *
  5462. * Overwritten and set to `1` by default.
  5463. *
  5464. * @type {boolean}
  5465. * @default 1
  5466. */
  5467. this.unpackAlignment = 1;
  5468. }
  5469. }
  5470. /**
  5471. * A 3D render target used in context of {@link WebGLRenderer}.
  5472. *
  5473. * @augments WebGLRenderTarget
  5474. */
  5475. class WebGL3DRenderTarget extends WebGLRenderTarget {
  5476. /**
  5477. * Constructs a new 3D render target.
  5478. *
  5479. * @param {number} [width=1] - The width of the render target.
  5480. * @param {number} [height=1] - The height of the render target.
  5481. * @param {number} [depth=1] - The height of the render target.
  5482. * @param {RenderTarget~Options} [options] - The configuration object.
  5483. */
  5484. constructor( width = 1, height = 1, depth = 1, options = {} ) {
  5485. super( width, height, options );
  5486. /**
  5487. * This flag can be used for type testing.
  5488. *
  5489. * @type {boolean}
  5490. * @readonly
  5491. * @default true
  5492. */
  5493. this.isWebGL3DRenderTarget = true;
  5494. this.depth = depth;
  5495. /**
  5496. * Overwritten with a different texture type.
  5497. *
  5498. * @type {Data3DTexture}
  5499. */
  5500. this.texture = new Data3DTexture( null, width, height, depth );
  5501. this.texture.isRenderTargetTexture = true;
  5502. }
  5503. }
  5504. /**
  5505. * Class for representing a Quaternion. Quaternions are used in three.js to represent rotations.
  5506. *
  5507. * Iterating through a vector instance will yield its components `(x, y, z, w)` in
  5508. * the corresponding order.
  5509. *
  5510. * Note that three.js expects Quaternions to be normalized.
  5511. * ```js
  5512. * const quaternion = new THREE.Quaternion();
  5513. * quaternion.setFromAxisAngle( new THREE.Vector3( 0, 1, 0 ), Math.PI / 2 );
  5514. *
  5515. * const vector = new THREE.Vector3( 1, 0, 0 );
  5516. * vector.applyQuaternion( quaternion );
  5517. * ```
  5518. */
  5519. class Quaternion {
  5520. /**
  5521. * Constructs a new quaternion.
  5522. *
  5523. * @param {number} [x=0] - The x value of this quaternion.
  5524. * @param {number} [y=0] - The y value of this quaternion.
  5525. * @param {number} [z=0] - The z value of this quaternion.
  5526. * @param {number} [w=1] - The w value of this quaternion.
  5527. */
  5528. constructor( x = 0, y = 0, z = 0, w = 1 ) {
  5529. /**
  5530. * This flag can be used for type testing.
  5531. *
  5532. * @type {boolean}
  5533. * @readonly
  5534. * @default true
  5535. */
  5536. this.isQuaternion = true;
  5537. this._x = x;
  5538. this._y = y;
  5539. this._z = z;
  5540. this._w = w;
  5541. }
  5542. /**
  5543. * Interpolates between two quaternions via SLERP. This implementation assumes the
  5544. * quaternion data are managed in flat arrays.
  5545. *
  5546. * @param {Array<number>} dst - The destination array.
  5547. * @param {number} dstOffset - An offset into the destination array.
  5548. * @param {Array<number>} src0 - The source array of the first quaternion.
  5549. * @param {number} srcOffset0 - An offset into the first source array.
  5550. * @param {Array<number>} src1 - The source array of the second quaternion.
  5551. * @param {number} srcOffset1 - An offset into the second source array.
  5552. * @param {number} t - The interpolation factor in the range `[0,1]`.
  5553. * @see {@link Quaternion#slerp}
  5554. */
  5555. static slerpFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) {
  5556. // fuzz-free, array-based Quaternion SLERP operation
  5557. let x0 = src0[ srcOffset0 + 0 ],
  5558. y0 = src0[ srcOffset0 + 1 ],
  5559. z0 = src0[ srcOffset0 + 2 ],
  5560. w0 = src0[ srcOffset0 + 3 ];
  5561. const x1 = src1[ srcOffset1 + 0 ],
  5562. y1 = src1[ srcOffset1 + 1 ],
  5563. z1 = src1[ srcOffset1 + 2 ],
  5564. w1 = src1[ srcOffset1 + 3 ];
  5565. if ( t === 0 ) {
  5566. dst[ dstOffset + 0 ] = x0;
  5567. dst[ dstOffset + 1 ] = y0;
  5568. dst[ dstOffset + 2 ] = z0;
  5569. dst[ dstOffset + 3 ] = w0;
  5570. return;
  5571. }
  5572. if ( t === 1 ) {
  5573. dst[ dstOffset + 0 ] = x1;
  5574. dst[ dstOffset + 1 ] = y1;
  5575. dst[ dstOffset + 2 ] = z1;
  5576. dst[ dstOffset + 3 ] = w1;
  5577. return;
  5578. }
  5579. if ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) {
  5580. let s = 1 - t;
  5581. const cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1,
  5582. dir = ( cos >= 0 ? 1 : - 1 ),
  5583. sqrSin = 1 - cos * cos;
  5584. // Skip the Slerp for tiny steps to avoid numeric problems:
  5585. if ( sqrSin > Number.EPSILON ) {
  5586. const sin = Math.sqrt( sqrSin ),
  5587. len = Math.atan2( sin, cos * dir );
  5588. s = Math.sin( s * len ) / sin;
  5589. t = Math.sin( t * len ) / sin;
  5590. }
  5591. const tDir = t * dir;
  5592. x0 = x0 * s + x1 * tDir;
  5593. y0 = y0 * s + y1 * tDir;
  5594. z0 = z0 * s + z1 * tDir;
  5595. w0 = w0 * s + w1 * tDir;
  5596. // Normalize in case we just did a lerp:
  5597. if ( s === 1 - t ) {
  5598. const f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 );
  5599. x0 *= f;
  5600. y0 *= f;
  5601. z0 *= f;
  5602. w0 *= f;
  5603. }
  5604. }
  5605. dst[ dstOffset ] = x0;
  5606. dst[ dstOffset + 1 ] = y0;
  5607. dst[ dstOffset + 2 ] = z0;
  5608. dst[ dstOffset + 3 ] = w0;
  5609. }
  5610. /**
  5611. * Multiplies two quaternions. This implementation assumes the quaternion data are managed
  5612. * in flat arrays.
  5613. *
  5614. * @param {Array<number>} dst - The destination array.
  5615. * @param {number} dstOffset - An offset into the destination array.
  5616. * @param {Array<number>} src0 - The source array of the first quaternion.
  5617. * @param {number} srcOffset0 - An offset into the first source array.
  5618. * @param {Array<number>} src1 - The source array of the second quaternion.
  5619. * @param {number} srcOffset1 - An offset into the second source array.
  5620. * @return {Array<number>} The destination array.
  5621. * @see {@link Quaternion#multiplyQuaternions}.
  5622. */
  5623. static multiplyQuaternionsFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1 ) {
  5624. const x0 = src0[ srcOffset0 ];
  5625. const y0 = src0[ srcOffset0 + 1 ];
  5626. const z0 = src0[ srcOffset0 + 2 ];
  5627. const w0 = src0[ srcOffset0 + 3 ];
  5628. const x1 = src1[ srcOffset1 ];
  5629. const y1 = src1[ srcOffset1 + 1 ];
  5630. const z1 = src1[ srcOffset1 + 2 ];
  5631. const w1 = src1[ srcOffset1 + 3 ];
  5632. dst[ dstOffset ] = x0 * w1 + w0 * x1 + y0 * z1 - z0 * y1;
  5633. dst[ dstOffset + 1 ] = y0 * w1 + w0 * y1 + z0 * x1 - x0 * z1;
  5634. dst[ dstOffset + 2 ] = z0 * w1 + w0 * z1 + x0 * y1 - y0 * x1;
  5635. dst[ dstOffset + 3 ] = w0 * w1 - x0 * x1 - y0 * y1 - z0 * z1;
  5636. return dst;
  5637. }
  5638. /**
  5639. * The x value of this quaternion.
  5640. *
  5641. * @type {number}
  5642. * @default 0
  5643. */
  5644. get x() {
  5645. return this._x;
  5646. }
  5647. set x( value ) {
  5648. this._x = value;
  5649. this._onChangeCallback();
  5650. }
  5651. /**
  5652. * The y value of this quaternion.
  5653. *
  5654. * @type {number}
  5655. * @default 0
  5656. */
  5657. get y() {
  5658. return this._y;
  5659. }
  5660. set y( value ) {
  5661. this._y = value;
  5662. this._onChangeCallback();
  5663. }
  5664. /**
  5665. * The z value of this quaternion.
  5666. *
  5667. * @type {number}
  5668. * @default 0
  5669. */
  5670. get z() {
  5671. return this._z;
  5672. }
  5673. set z( value ) {
  5674. this._z = value;
  5675. this._onChangeCallback();
  5676. }
  5677. /**
  5678. * The w value of this quaternion.
  5679. *
  5680. * @type {number}
  5681. * @default 1
  5682. */
  5683. get w() {
  5684. return this._w;
  5685. }
  5686. set w( value ) {
  5687. this._w = value;
  5688. this._onChangeCallback();
  5689. }
  5690. /**
  5691. * Sets the quaternion components.
  5692. *
  5693. * @param {number} x - The x value of this quaternion.
  5694. * @param {number} y - The y value of this quaternion.
  5695. * @param {number} z - The z value of this quaternion.
  5696. * @param {number} w - The w value of this quaternion.
  5697. * @return {Quaternion} A reference to this quaternion.
  5698. */
  5699. set( x, y, z, w ) {
  5700. this._x = x;
  5701. this._y = y;
  5702. this._z = z;
  5703. this._w = w;
  5704. this._onChangeCallback();
  5705. return this;
  5706. }
  5707. /**
  5708. * Returns a new quaternion with copied values from this instance.
  5709. *
  5710. * @return {Quaternion} A clone of this instance.
  5711. */
  5712. clone() {
  5713. return new this.constructor( this._x, this._y, this._z, this._w );
  5714. }
  5715. /**
  5716. * Copies the values of the given quaternion to this instance.
  5717. *
  5718. * @param {Quaternion} quaternion - The quaternion to copy.
  5719. * @return {Quaternion} A reference to this quaternion.
  5720. */
  5721. copy( quaternion ) {
  5722. this._x = quaternion.x;
  5723. this._y = quaternion.y;
  5724. this._z = quaternion.z;
  5725. this._w = quaternion.w;
  5726. this._onChangeCallback();
  5727. return this;
  5728. }
  5729. /**
  5730. * Sets this quaternion from the rotation specified by the given
  5731. * Euler angles.
  5732. *
  5733. * @param {Euler} euler - The Euler angles.
  5734. * @param {boolean} [update=true] - Whether the internal `onChange` callback should be executed or not.
  5735. * @return {Quaternion} A reference to this quaternion.
  5736. */
  5737. setFromEuler( euler, update = true ) {
  5738. const x = euler._x, y = euler._y, z = euler._z, order = euler._order;
  5739. // http://www.mathworks.com/matlabcentral/fileexchange/
  5740. // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
  5741. // content/SpinCalc.m
  5742. const cos = Math.cos;
  5743. const sin = Math.sin;
  5744. const c1 = cos( x / 2 );
  5745. const c2 = cos( y / 2 );
  5746. const c3 = cos( z / 2 );
  5747. const s1 = sin( x / 2 );
  5748. const s2 = sin( y / 2 );
  5749. const s3 = sin( z / 2 );
  5750. switch ( order ) {
  5751. case 'XYZ':
  5752. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  5753. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  5754. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  5755. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  5756. break;
  5757. case 'YXZ':
  5758. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  5759. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  5760. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  5761. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  5762. break;
  5763. case 'ZXY':
  5764. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  5765. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  5766. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  5767. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  5768. break;
  5769. case 'ZYX':
  5770. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  5771. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  5772. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  5773. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  5774. break;
  5775. case 'YZX':
  5776. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  5777. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  5778. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  5779. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  5780. break;
  5781. case 'XZY':
  5782. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  5783. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  5784. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  5785. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  5786. break;
  5787. default:
  5788. console.warn( 'THREE.Quaternion: .setFromEuler() encountered an unknown order: ' + order );
  5789. }
  5790. if ( update === true ) this._onChangeCallback();
  5791. return this;
  5792. }
  5793. /**
  5794. * Sets this quaternion from the given axis and angle.
  5795. *
  5796. * @param {Vector3} axis - The normalized axis.
  5797. * @param {number} angle - The angle in radians.
  5798. * @return {Quaternion} A reference to this quaternion.
  5799. */
  5800. setFromAxisAngle( axis, angle ) {
  5801. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
  5802. const halfAngle = angle / 2, s = Math.sin( halfAngle );
  5803. this._x = axis.x * s;
  5804. this._y = axis.y * s;
  5805. this._z = axis.z * s;
  5806. this._w = Math.cos( halfAngle );
  5807. this._onChangeCallback();
  5808. return this;
  5809. }
  5810. /**
  5811. * Sets this quaternion from the given rotation matrix.
  5812. *
  5813. * @param {Matrix4} m - A 4x4 matrix of which the upper 3x3 of matrix is a pure rotation matrix (i.e. unscaled).
  5814. * @return {Quaternion} A reference to this quaternion.
  5815. */
  5816. setFromRotationMatrix( m ) {
  5817. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
  5818. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  5819. const te = m.elements,
  5820. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  5821. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  5822. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ],
  5823. trace = m11 + m22 + m33;
  5824. if ( trace > 0 ) {
  5825. const s = 0.5 / Math.sqrt( trace + 1.0 );
  5826. this._w = 0.25 / s;
  5827. this._x = ( m32 - m23 ) * s;
  5828. this._y = ( m13 - m31 ) * s;
  5829. this._z = ( m21 - m12 ) * s;
  5830. } else if ( m11 > m22 && m11 > m33 ) {
  5831. const s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );
  5832. this._w = ( m32 - m23 ) / s;
  5833. this._x = 0.25 * s;
  5834. this._y = ( m12 + m21 ) / s;
  5835. this._z = ( m13 + m31 ) / s;
  5836. } else if ( m22 > m33 ) {
  5837. const s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );
  5838. this._w = ( m13 - m31 ) / s;
  5839. this._x = ( m12 + m21 ) / s;
  5840. this._y = 0.25 * s;
  5841. this._z = ( m23 + m32 ) / s;
  5842. } else {
  5843. const s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );
  5844. this._w = ( m21 - m12 ) / s;
  5845. this._x = ( m13 + m31 ) / s;
  5846. this._y = ( m23 + m32 ) / s;
  5847. this._z = 0.25 * s;
  5848. }
  5849. this._onChangeCallback();
  5850. return this;
  5851. }
  5852. /**
  5853. * Sets this quaternion to the rotation required to rotate the direction vector
  5854. * `vFrom` to the direction vector `vTo`.
  5855. *
  5856. * @param {Vector3} vFrom - The first (normalized) direction vector.
  5857. * @param {Vector3} vTo - The second (normalized) direction vector.
  5858. * @return {Quaternion} A reference to this quaternion.
  5859. */
  5860. setFromUnitVectors( vFrom, vTo ) {
  5861. // assumes direction vectors vFrom and vTo are normalized
  5862. let r = vFrom.dot( vTo ) + 1;
  5863. if ( r < Number.EPSILON ) {
  5864. // vFrom and vTo point in opposite directions
  5865. r = 0;
  5866. if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {
  5867. this._x = - vFrom.y;
  5868. this._y = vFrom.x;
  5869. this._z = 0;
  5870. this._w = r;
  5871. } else {
  5872. this._x = 0;
  5873. this._y = - vFrom.z;
  5874. this._z = vFrom.y;
  5875. this._w = r;
  5876. }
  5877. } else {
  5878. // crossVectors( vFrom, vTo ); // inlined to avoid cyclic dependency on Vector3
  5879. this._x = vFrom.y * vTo.z - vFrom.z * vTo.y;
  5880. this._y = vFrom.z * vTo.x - vFrom.x * vTo.z;
  5881. this._z = vFrom.x * vTo.y - vFrom.y * vTo.x;
  5882. this._w = r;
  5883. }
  5884. return this.normalize();
  5885. }
  5886. /**
  5887. * Returns the angle between this quaternion and the given one in radians.
  5888. *
  5889. * @param {Quaternion} q - The quaternion to compute the angle with.
  5890. * @return {number} The angle in radians.
  5891. */
  5892. angleTo( q ) {
  5893. return 2 * Math.acos( Math.abs( clamp( this.dot( q ), - 1, 1 ) ) );
  5894. }
  5895. /**
  5896. * Rotates this quaternion by a given angular step to the given quaternion.
  5897. * The method ensures that the final quaternion will not overshoot `q`.
  5898. *
  5899. * @param {Quaternion} q - The target quaternion.
  5900. * @param {number} step - The angular step in radians.
  5901. * @return {Quaternion} A reference to this quaternion.
  5902. */
  5903. rotateTowards( q, step ) {
  5904. const angle = this.angleTo( q );
  5905. if ( angle === 0 ) return this;
  5906. const t = Math.min( 1, step / angle );
  5907. this.slerp( q, t );
  5908. return this;
  5909. }
  5910. /**
  5911. * Sets this quaternion to the identity quaternion; that is, to the
  5912. * quaternion that represents "no rotation".
  5913. *
  5914. * @return {Quaternion} A reference to this quaternion.
  5915. */
  5916. identity() {
  5917. return this.set( 0, 0, 0, 1 );
  5918. }
  5919. /**
  5920. * Inverts this quaternion via {@link Quaternion#conjugate}. The
  5921. * quaternion is assumed to have unit length.
  5922. *
  5923. * @return {Quaternion} A reference to this quaternion.
  5924. */
  5925. invert() {
  5926. return this.conjugate();
  5927. }
  5928. /**
  5929. * Returns the rotational conjugate of this quaternion. The conjugate of a
  5930. * quaternion represents the same rotation in the opposite direction about
  5931. * the rotational axis.
  5932. *
  5933. * @return {Quaternion} A reference to this quaternion.
  5934. */
  5935. conjugate() {
  5936. this._x *= - 1;
  5937. this._y *= - 1;
  5938. this._z *= - 1;
  5939. this._onChangeCallback();
  5940. return this;
  5941. }
  5942. /**
  5943. * Calculates the dot product of this quaternion and the given one.
  5944. *
  5945. * @param {Quaternion} v - The quaternion to compute the dot product with.
  5946. * @return {number} The result of the dot product.
  5947. */
  5948. dot( v ) {
  5949. return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;
  5950. }
  5951. /**
  5952. * Computes the squared Euclidean length (straight-line length) of this quaternion,
  5953. * considered as a 4 dimensional vector. This can be useful if you are comparing the
  5954. * lengths of two quaternions, as this is a slightly more efficient calculation than
  5955. * {@link Quaternion#length}.
  5956. *
  5957. * @return {number} The squared Euclidean length.
  5958. */
  5959. lengthSq() {
  5960. return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;
  5961. }
  5962. /**
  5963. * Computes the Euclidean length (straight-line length) of this quaternion,
  5964. * considered as a 4 dimensional vector.
  5965. *
  5966. * @return {number} The Euclidean length.
  5967. */
  5968. length() {
  5969. return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );
  5970. }
  5971. /**
  5972. * Normalizes this quaternion - that is, calculated the quaternion that performs
  5973. * the same rotation as this one, but has a length equal to `1`.
  5974. *
  5975. * @return {Quaternion} A reference to this quaternion.
  5976. */
  5977. normalize() {
  5978. let l = this.length();
  5979. if ( l === 0 ) {
  5980. this._x = 0;
  5981. this._y = 0;
  5982. this._z = 0;
  5983. this._w = 1;
  5984. } else {
  5985. l = 1 / l;
  5986. this._x = this._x * l;
  5987. this._y = this._y * l;
  5988. this._z = this._z * l;
  5989. this._w = this._w * l;
  5990. }
  5991. this._onChangeCallback();
  5992. return this;
  5993. }
  5994. /**
  5995. * Multiplies this quaternion by the given one.
  5996. *
  5997. * @param {Quaternion} q - The quaternion.
  5998. * @return {Quaternion} A reference to this quaternion.
  5999. */
  6000. multiply( q ) {
  6001. return this.multiplyQuaternions( this, q );
  6002. }
  6003. /**
  6004. * Pre-multiplies this quaternion by the given one.
  6005. *
  6006. * @param {Quaternion} q - The quaternion.
  6007. * @return {Quaternion} A reference to this quaternion.
  6008. */
  6009. premultiply( q ) {
  6010. return this.multiplyQuaternions( q, this );
  6011. }
  6012. /**
  6013. * Multiplies the given quaternions and stores the result in this instance.
  6014. *
  6015. * @param {Quaternion} a - The first quaternion.
  6016. * @param {Quaternion} b - The second quaternion.
  6017. * @return {Quaternion} A reference to this quaternion.
  6018. */
  6019. multiplyQuaternions( a, b ) {
  6020. // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
  6021. const qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;
  6022. const qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;
  6023. this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
  6024. this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
  6025. this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
  6026. this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
  6027. this._onChangeCallback();
  6028. return this;
  6029. }
  6030. /**
  6031. * Performs a spherical linear interpolation between quaternions.
  6032. *
  6033. * @param {Quaternion} qb - The target quaternion.
  6034. * @param {number} t - The interpolation factor in the closed interval `[0, 1]`.
  6035. * @return {Quaternion} A reference to this quaternion.
  6036. */
  6037. slerp( qb, t ) {
  6038. if ( t === 0 ) return this;
  6039. if ( t === 1 ) return this.copy( qb );
  6040. const x = this._x, y = this._y, z = this._z, w = this._w;
  6041. // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/
  6042. let cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;
  6043. if ( cosHalfTheta < 0 ) {
  6044. this._w = - qb._w;
  6045. this._x = - qb._x;
  6046. this._y = - qb._y;
  6047. this._z = - qb._z;
  6048. cosHalfTheta = - cosHalfTheta;
  6049. } else {
  6050. this.copy( qb );
  6051. }
  6052. if ( cosHalfTheta >= 1.0 ) {
  6053. this._w = w;
  6054. this._x = x;
  6055. this._y = y;
  6056. this._z = z;
  6057. return this;
  6058. }
  6059. const sqrSinHalfTheta = 1.0 - cosHalfTheta * cosHalfTheta;
  6060. if ( sqrSinHalfTheta <= Number.EPSILON ) {
  6061. const s = 1 - t;
  6062. this._w = s * w + t * this._w;
  6063. this._x = s * x + t * this._x;
  6064. this._y = s * y + t * this._y;
  6065. this._z = s * z + t * this._z;
  6066. this.normalize(); // normalize calls _onChangeCallback()
  6067. return this;
  6068. }
  6069. const sinHalfTheta = Math.sqrt( sqrSinHalfTheta );
  6070. const halfTheta = Math.atan2( sinHalfTheta, cosHalfTheta );
  6071. const ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,
  6072. ratioB = Math.sin( t * halfTheta ) / sinHalfTheta;
  6073. this._w = ( w * ratioA + this._w * ratioB );
  6074. this._x = ( x * ratioA + this._x * ratioB );
  6075. this._y = ( y * ratioA + this._y * ratioB );
  6076. this._z = ( z * ratioA + this._z * ratioB );
  6077. this._onChangeCallback();
  6078. return this;
  6079. }
  6080. /**
  6081. * Performs a spherical linear interpolation between the given quaternions
  6082. * and stores the result in this quaternion.
  6083. *
  6084. * @param {Quaternion} qa - The source quaternion.
  6085. * @param {Quaternion} qb - The target quaternion.
  6086. * @param {number} t - The interpolation factor in the closed interval `[0, 1]`.
  6087. * @return {Quaternion} A reference to this quaternion.
  6088. */
  6089. slerpQuaternions( qa, qb, t ) {
  6090. return this.copy( qa ).slerp( qb, t );
  6091. }
  6092. /**
  6093. * Sets this quaternion to a uniformly random, normalized quaternion.
  6094. *
  6095. * @return {Quaternion} A reference to this quaternion.
  6096. */
  6097. random() {
  6098. // Ken Shoemake
  6099. // Uniform random rotations
  6100. // D. Kirk, editor, Graphics Gems III, pages 124-132. Academic Press, New York, 1992.
  6101. const theta1 = 2 * Math.PI * Math.random();
  6102. const theta2 = 2 * Math.PI * Math.random();
  6103. const x0 = Math.random();
  6104. const r1 = Math.sqrt( 1 - x0 );
  6105. const r2 = Math.sqrt( x0 );
  6106. return this.set(
  6107. r1 * Math.sin( theta1 ),
  6108. r1 * Math.cos( theta1 ),
  6109. r2 * Math.sin( theta2 ),
  6110. r2 * Math.cos( theta2 ),
  6111. );
  6112. }
  6113. /**
  6114. * Returns `true` if this quaternion is equal with the given one.
  6115. *
  6116. * @param {Quaternion} quaternion - The quaternion to test for equality.
  6117. * @return {boolean} Whether this quaternion is equal with the given one.
  6118. */
  6119. equals( quaternion ) {
  6120. return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );
  6121. }
  6122. /**
  6123. * Sets this quaternion's components from the given array.
  6124. *
  6125. * @param {Array<number>} array - An array holding the quaternion component values.
  6126. * @param {number} [offset=0] - The offset into the array.
  6127. * @return {Quaternion} A reference to this quaternion.
  6128. */
  6129. fromArray( array, offset = 0 ) {
  6130. this._x = array[ offset ];
  6131. this._y = array[ offset + 1 ];
  6132. this._z = array[ offset + 2 ];
  6133. this._w = array[ offset + 3 ];
  6134. this._onChangeCallback();
  6135. return this;
  6136. }
  6137. /**
  6138. * Writes the components of this quaternion to the given array. If no array is provided,
  6139. * the method returns a new instance.
  6140. *
  6141. * @param {Array<number>} [array=[]] - The target array holding the quaternion components.
  6142. * @param {number} [offset=0] - Index of the first element in the array.
  6143. * @return {Array<number>} The quaternion components.
  6144. */
  6145. toArray( array = [], offset = 0 ) {
  6146. array[ offset ] = this._x;
  6147. array[ offset + 1 ] = this._y;
  6148. array[ offset + 2 ] = this._z;
  6149. array[ offset + 3 ] = this._w;
  6150. return array;
  6151. }
  6152. /**
  6153. * Sets the components of this quaternion from the given buffer attribute.
  6154. *
  6155. * @param {BufferAttribute} attribute - The buffer attribute holding quaternion data.
  6156. * @param {number} index - The index into the attribute.
  6157. * @return {Quaternion} A reference to this quaternion.
  6158. */
  6159. fromBufferAttribute( attribute, index ) {
  6160. this._x = attribute.getX( index );
  6161. this._y = attribute.getY( index );
  6162. this._z = attribute.getZ( index );
  6163. this._w = attribute.getW( index );
  6164. this._onChangeCallback();
  6165. return this;
  6166. }
  6167. /**
  6168. * This methods defines the serialization result of this class. Returns the
  6169. * numerical elements of this quaternion in an array of format `[x, y, z, w]`.
  6170. *
  6171. * @return {Array<number>} The serialized quaternion.
  6172. */
  6173. toJSON() {
  6174. return this.toArray();
  6175. }
  6176. _onChange( callback ) {
  6177. this._onChangeCallback = callback;
  6178. return this;
  6179. }
  6180. _onChangeCallback() {}
  6181. *[ Symbol.iterator ]() {
  6182. yield this._x;
  6183. yield this._y;
  6184. yield this._z;
  6185. yield this._w;
  6186. }
  6187. }
  6188. /**
  6189. * Class representing a 3D vector. A 3D vector is an ordered triplet of numbers
  6190. * (labeled x, y and z), which can be used to represent a number of things, such as:
  6191. *
  6192. * - A point in 3D space.
  6193. * - A direction and length in 3D space. In three.js the length will
  6194. * always be the Euclidean distance(straight-line distance) from `(0, 0, 0)` to `(x, y, z)`
  6195. * and the direction is also measured from `(0, 0, 0)` towards `(x, y, z)`.
  6196. * - Any arbitrary ordered triplet of numbers.
  6197. *
  6198. * There are other things a 3D vector can be used to represent, such as
  6199. * momentum vectors and so on, however these are the most
  6200. * common uses in three.js.
  6201. *
  6202. * Iterating through a vector instance will yield its components `(x, y, z)` in
  6203. * the corresponding order.
  6204. * ```js
  6205. * const a = new THREE.Vector3( 0, 1, 0 );
  6206. *
  6207. * //no arguments; will be initialised to (0, 0, 0)
  6208. * const b = new THREE.Vector3( );
  6209. *
  6210. * const d = a.distanceTo( b );
  6211. * ```
  6212. */
  6213. class Vector3 {
  6214. /**
  6215. * Constructs a new 3D vector.
  6216. *
  6217. * @param {number} [x=0] - The x value of this vector.
  6218. * @param {number} [y=0] - The y value of this vector.
  6219. * @param {number} [z=0] - The z value of this vector.
  6220. */
  6221. constructor( x = 0, y = 0, z = 0 ) {
  6222. /**
  6223. * This flag can be used for type testing.
  6224. *
  6225. * @type {boolean}
  6226. * @readonly
  6227. * @default true
  6228. */
  6229. Vector3.prototype.isVector3 = true;
  6230. /**
  6231. * The x value of this vector.
  6232. *
  6233. * @type {number}
  6234. */
  6235. this.x = x;
  6236. /**
  6237. * The y value of this vector.
  6238. *
  6239. * @type {number}
  6240. */
  6241. this.y = y;
  6242. /**
  6243. * The z value of this vector.
  6244. *
  6245. * @type {number}
  6246. */
  6247. this.z = z;
  6248. }
  6249. /**
  6250. * Sets the vector components.
  6251. *
  6252. * @param {number} x - The value of the x component.
  6253. * @param {number} y - The value of the y component.
  6254. * @param {number} z - The value of the z component.
  6255. * @return {Vector3} A reference to this vector.
  6256. */
  6257. set( x, y, z ) {
  6258. if ( z === undefined ) z = this.z; // sprite.scale.set(x,y)
  6259. this.x = x;
  6260. this.y = y;
  6261. this.z = z;
  6262. return this;
  6263. }
  6264. /**
  6265. * Sets the vector components to the same value.
  6266. *
  6267. * @param {number} scalar - The value to set for all vector components.
  6268. * @return {Vector3} A reference to this vector.
  6269. */
  6270. setScalar( scalar ) {
  6271. this.x = scalar;
  6272. this.y = scalar;
  6273. this.z = scalar;
  6274. return this;
  6275. }
  6276. /**
  6277. * Sets the vector's x component to the given value
  6278. *
  6279. * @param {number} x - The value to set.
  6280. * @return {Vector3} A reference to this vector.
  6281. */
  6282. setX( x ) {
  6283. this.x = x;
  6284. return this;
  6285. }
  6286. /**
  6287. * Sets the vector's y component to the given value
  6288. *
  6289. * @param {number} y - The value to set.
  6290. * @return {Vector3} A reference to this vector.
  6291. */
  6292. setY( y ) {
  6293. this.y = y;
  6294. return this;
  6295. }
  6296. /**
  6297. * Sets the vector's z component to the given value
  6298. *
  6299. * @param {number} z - The value to set.
  6300. * @return {Vector3} A reference to this vector.
  6301. */
  6302. setZ( z ) {
  6303. this.z = z;
  6304. return this;
  6305. }
  6306. /**
  6307. * Allows to set a vector component with an index.
  6308. *
  6309. * @param {number} index - The component index. `0` equals to x, `1` equals to y, `2` equals to z.
  6310. * @param {number} value - The value to set.
  6311. * @return {Vector3} A reference to this vector.
  6312. */
  6313. setComponent( index, value ) {
  6314. switch ( index ) {
  6315. case 0: this.x = value; break;
  6316. case 1: this.y = value; break;
  6317. case 2: this.z = value; break;
  6318. default: throw new Error( 'index is out of range: ' + index );
  6319. }
  6320. return this;
  6321. }
  6322. /**
  6323. * Returns the value of the vector component which matches the given index.
  6324. *
  6325. * @param {number} index - The component index. `0` equals to x, `1` equals to y, `2` equals to z.
  6326. * @return {number} A vector component value.
  6327. */
  6328. getComponent( index ) {
  6329. switch ( index ) {
  6330. case 0: return this.x;
  6331. case 1: return this.y;
  6332. case 2: return this.z;
  6333. default: throw new Error( 'index is out of range: ' + index );
  6334. }
  6335. }
  6336. /**
  6337. * Returns a new vector with copied values from this instance.
  6338. *
  6339. * @return {Vector3} A clone of this instance.
  6340. */
  6341. clone() {
  6342. return new this.constructor( this.x, this.y, this.z );
  6343. }
  6344. /**
  6345. * Copies the values of the given vector to this instance.
  6346. *
  6347. * @param {Vector3} v - The vector to copy.
  6348. * @return {Vector3} A reference to this vector.
  6349. */
  6350. copy( v ) {
  6351. this.x = v.x;
  6352. this.y = v.y;
  6353. this.z = v.z;
  6354. return this;
  6355. }
  6356. /**
  6357. * Adds the given vector to this instance.
  6358. *
  6359. * @param {Vector3} v - The vector to add.
  6360. * @return {Vector3} A reference to this vector.
  6361. */
  6362. add( v ) {
  6363. this.x += v.x;
  6364. this.y += v.y;
  6365. this.z += v.z;
  6366. return this;
  6367. }
  6368. /**
  6369. * Adds the given scalar value to all components of this instance.
  6370. *
  6371. * @param {number} s - The scalar to add.
  6372. * @return {Vector3} A reference to this vector.
  6373. */
  6374. addScalar( s ) {
  6375. this.x += s;
  6376. this.y += s;
  6377. this.z += s;
  6378. return this;
  6379. }
  6380. /**
  6381. * Adds the given vectors and stores the result in this instance.
  6382. *
  6383. * @param {Vector3} a - The first vector.
  6384. * @param {Vector3} b - The second vector.
  6385. * @return {Vector3} A reference to this vector.
  6386. */
  6387. addVectors( a, b ) {
  6388. this.x = a.x + b.x;
  6389. this.y = a.y + b.y;
  6390. this.z = a.z + b.z;
  6391. return this;
  6392. }
  6393. /**
  6394. * Adds the given vector scaled by the given factor to this instance.
  6395. *
  6396. * @param {Vector3|Vector4} v - The vector.
  6397. * @param {number} s - The factor that scales `v`.
  6398. * @return {Vector3} A reference to this vector.
  6399. */
  6400. addScaledVector( v, s ) {
  6401. this.x += v.x * s;
  6402. this.y += v.y * s;
  6403. this.z += v.z * s;
  6404. return this;
  6405. }
  6406. /**
  6407. * Subtracts the given vector from this instance.
  6408. *
  6409. * @param {Vector3} v - The vector to subtract.
  6410. * @return {Vector3} A reference to this vector.
  6411. */
  6412. sub( v ) {
  6413. this.x -= v.x;
  6414. this.y -= v.y;
  6415. this.z -= v.z;
  6416. return this;
  6417. }
  6418. /**
  6419. * Subtracts the given scalar value from all components of this instance.
  6420. *
  6421. * @param {number} s - The scalar to subtract.
  6422. * @return {Vector3} A reference to this vector.
  6423. */
  6424. subScalar( s ) {
  6425. this.x -= s;
  6426. this.y -= s;
  6427. this.z -= s;
  6428. return this;
  6429. }
  6430. /**
  6431. * Subtracts the given vectors and stores the result in this instance.
  6432. *
  6433. * @param {Vector3} a - The first vector.
  6434. * @param {Vector3} b - The second vector.
  6435. * @return {Vector3} A reference to this vector.
  6436. */
  6437. subVectors( a, b ) {
  6438. this.x = a.x - b.x;
  6439. this.y = a.y - b.y;
  6440. this.z = a.z - b.z;
  6441. return this;
  6442. }
  6443. /**
  6444. * Multiplies the given vector with this instance.
  6445. *
  6446. * @param {Vector3} v - The vector to multiply.
  6447. * @return {Vector3} A reference to this vector.
  6448. */
  6449. multiply( v ) {
  6450. this.x *= v.x;
  6451. this.y *= v.y;
  6452. this.z *= v.z;
  6453. return this;
  6454. }
  6455. /**
  6456. * Multiplies the given scalar value with all components of this instance.
  6457. *
  6458. * @param {number} scalar - The scalar to multiply.
  6459. * @return {Vector3} A reference to this vector.
  6460. */
  6461. multiplyScalar( scalar ) {
  6462. this.x *= scalar;
  6463. this.y *= scalar;
  6464. this.z *= scalar;
  6465. return this;
  6466. }
  6467. /**
  6468. * Multiplies the given vectors and stores the result in this instance.
  6469. *
  6470. * @param {Vector3} a - The first vector.
  6471. * @param {Vector3} b - The second vector.
  6472. * @return {Vector3} A reference to this vector.
  6473. */
  6474. multiplyVectors( a, b ) {
  6475. this.x = a.x * b.x;
  6476. this.y = a.y * b.y;
  6477. this.z = a.z * b.z;
  6478. return this;
  6479. }
  6480. /**
  6481. * Applies the given Euler rotation to this vector.
  6482. *
  6483. * @param {Euler} euler - The Euler angles.
  6484. * @return {Vector3} A reference to this vector.
  6485. */
  6486. applyEuler( euler ) {
  6487. return this.applyQuaternion( _quaternion$4.setFromEuler( euler ) );
  6488. }
  6489. /**
  6490. * Applies a rotation specified by an axis and an angle to this vector.
  6491. *
  6492. * @param {Vector3} axis - A normalized vector representing the rotation axis.
  6493. * @param {number} angle - The angle in radians.
  6494. * @return {Vector3} A reference to this vector.
  6495. */
  6496. applyAxisAngle( axis, angle ) {
  6497. return this.applyQuaternion( _quaternion$4.setFromAxisAngle( axis, angle ) );
  6498. }
  6499. /**
  6500. * Multiplies this vector with the given 3x3 matrix.
  6501. *
  6502. * @param {Matrix3} m - The 3x3 matrix.
  6503. * @return {Vector3} A reference to this vector.
  6504. */
  6505. applyMatrix3( m ) {
  6506. const x = this.x, y = this.y, z = this.z;
  6507. const e = m.elements;
  6508. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;
  6509. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;
  6510. this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;
  6511. return this;
  6512. }
  6513. /**
  6514. * Multiplies this vector by the given normal matrix and normalizes
  6515. * the result.
  6516. *
  6517. * @param {Matrix3} m - The normal matrix.
  6518. * @return {Vector3} A reference to this vector.
  6519. */
  6520. applyNormalMatrix( m ) {
  6521. return this.applyMatrix3( m ).normalize();
  6522. }
  6523. /**
  6524. * Multiplies this vector (with an implicit 1 in the 4th dimension) by m, and
  6525. * divides by perspective.
  6526. *
  6527. * @param {Matrix4} m - The matrix to apply.
  6528. * @return {Vector3} A reference to this vector.
  6529. */
  6530. applyMatrix4( m ) {
  6531. const x = this.x, y = this.y, z = this.z;
  6532. const e = m.elements;
  6533. const w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] );
  6534. this.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * w;
  6535. this.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * w;
  6536. this.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * w;
  6537. return this;
  6538. }
  6539. /**
  6540. * Applies the given Quaternion to this vector.
  6541. *
  6542. * @param {Quaternion} q - The Quaternion.
  6543. * @return {Vector3} A reference to this vector.
  6544. */
  6545. applyQuaternion( q ) {
  6546. // quaternion q is assumed to have unit length
  6547. const vx = this.x, vy = this.y, vz = this.z;
  6548. const qx = q.x, qy = q.y, qz = q.z, qw = q.w;
  6549. // t = 2 * cross( q.xyz, v );
  6550. const tx = 2 * ( qy * vz - qz * vy );
  6551. const ty = 2 * ( qz * vx - qx * vz );
  6552. const tz = 2 * ( qx * vy - qy * vx );
  6553. // v + q.w * t + cross( q.xyz, t );
  6554. this.x = vx + qw * tx + qy * tz - qz * ty;
  6555. this.y = vy + qw * ty + qz * tx - qx * tz;
  6556. this.z = vz + qw * tz + qx * ty - qy * tx;
  6557. return this;
  6558. }
  6559. /**
  6560. * Projects this vector from world space into the camera's normalized
  6561. * device coordinate (NDC) space.
  6562. *
  6563. * @param {Camera} camera - The camera.
  6564. * @return {Vector3} A reference to this vector.
  6565. */
  6566. project( camera ) {
  6567. return this.applyMatrix4( camera.matrixWorldInverse ).applyMatrix4( camera.projectionMatrix );
  6568. }
  6569. /**
  6570. * Unprojects this vector from the camera's normalized device coordinate (NDC)
  6571. * space into world space.
  6572. *
  6573. * @param {Camera} camera - The camera.
  6574. * @return {Vector3} A reference to this vector.
  6575. */
  6576. unproject( camera ) {
  6577. return this.applyMatrix4( camera.projectionMatrixInverse ).applyMatrix4( camera.matrixWorld );
  6578. }
  6579. /**
  6580. * Transforms the direction of this vector by a matrix (the upper left 3 x 3
  6581. * subset of the given 4x4 matrix and then normalizes the result.
  6582. *
  6583. * @param {Matrix4} m - The matrix.
  6584. * @return {Vector3} A reference to this vector.
  6585. */
  6586. transformDirection( m ) {
  6587. // input: THREE.Matrix4 affine matrix
  6588. // vector interpreted as a direction
  6589. const x = this.x, y = this.y, z = this.z;
  6590. const e = m.elements;
  6591. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;
  6592. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;
  6593. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;
  6594. return this.normalize();
  6595. }
  6596. /**
  6597. * Divides this instance by the given vector.
  6598. *
  6599. * @param {Vector3} v - The vector to divide.
  6600. * @return {Vector3} A reference to this vector.
  6601. */
  6602. divide( v ) {
  6603. this.x /= v.x;
  6604. this.y /= v.y;
  6605. this.z /= v.z;
  6606. return this;
  6607. }
  6608. /**
  6609. * Divides this vector by the given scalar.
  6610. *
  6611. * @param {number} scalar - The scalar to divide.
  6612. * @return {Vector3} A reference to this vector.
  6613. */
  6614. divideScalar( scalar ) {
  6615. return this.multiplyScalar( 1 / scalar );
  6616. }
  6617. /**
  6618. * If this vector's x, y or z value is greater than the given vector's x, y or z
  6619. * value, replace that value with the corresponding min value.
  6620. *
  6621. * @param {Vector3} v - The vector.
  6622. * @return {Vector3} A reference to this vector.
  6623. */
  6624. min( v ) {
  6625. this.x = Math.min( this.x, v.x );
  6626. this.y = Math.min( this.y, v.y );
  6627. this.z = Math.min( this.z, v.z );
  6628. return this;
  6629. }
  6630. /**
  6631. * If this vector's x, y or z value is less than the given vector's x, y or z
  6632. * value, replace that value with the corresponding max value.
  6633. *
  6634. * @param {Vector3} v - The vector.
  6635. * @return {Vector3} A reference to this vector.
  6636. */
  6637. max( v ) {
  6638. this.x = Math.max( this.x, v.x );
  6639. this.y = Math.max( this.y, v.y );
  6640. this.z = Math.max( this.z, v.z );
  6641. return this;
  6642. }
  6643. /**
  6644. * If this vector's x, y or z value is greater than the max vector's x, y or z
  6645. * value, it is replaced by the corresponding value.
  6646. * If this vector's x, y or z value is less than the min vector's x, y or z value,
  6647. * it is replaced by the corresponding value.
  6648. *
  6649. * @param {Vector3} min - The minimum x, y and z values.
  6650. * @param {Vector3} max - The maximum x, y and z values in the desired range.
  6651. * @return {Vector3} A reference to this vector.
  6652. */
  6653. clamp( min, max ) {
  6654. // assumes min < max, componentwise
  6655. this.x = clamp( this.x, min.x, max.x );
  6656. this.y = clamp( this.y, min.y, max.y );
  6657. this.z = clamp( this.z, min.z, max.z );
  6658. return this;
  6659. }
  6660. /**
  6661. * If this vector's x, y or z values are greater than the max value, they are
  6662. * replaced by the max value.
  6663. * If this vector's x, y or z values are less than the min value, they are
  6664. * replaced by the min value.
  6665. *
  6666. * @param {number} minVal - The minimum value the components will be clamped to.
  6667. * @param {number} maxVal - The maximum value the components will be clamped to.
  6668. * @return {Vector3} A reference to this vector.
  6669. */
  6670. clampScalar( minVal, maxVal ) {
  6671. this.x = clamp( this.x, minVal, maxVal );
  6672. this.y = clamp( this.y, minVal, maxVal );
  6673. this.z = clamp( this.z, minVal, maxVal );
  6674. return this;
  6675. }
  6676. /**
  6677. * If this vector's length is greater than the max value, it is replaced by
  6678. * the max value.
  6679. * If this vector's length is less than the min value, it is replaced by the
  6680. * min value.
  6681. *
  6682. * @param {number} min - The minimum value the vector length will be clamped to.
  6683. * @param {number} max - The maximum value the vector length will be clamped to.
  6684. * @return {Vector3} A reference to this vector.
  6685. */
  6686. clampLength( min, max ) {
  6687. const length = this.length();
  6688. return this.divideScalar( length || 1 ).multiplyScalar( clamp( length, min, max ) );
  6689. }
  6690. /**
  6691. * The components of this vector are rounded down to the nearest integer value.
  6692. *
  6693. * @return {Vector3} A reference to this vector.
  6694. */
  6695. floor() {
  6696. this.x = Math.floor( this.x );
  6697. this.y = Math.floor( this.y );
  6698. this.z = Math.floor( this.z );
  6699. return this;
  6700. }
  6701. /**
  6702. * The components of this vector are rounded up to the nearest integer value.
  6703. *
  6704. * @return {Vector3} A reference to this vector.
  6705. */
  6706. ceil() {
  6707. this.x = Math.ceil( this.x );
  6708. this.y = Math.ceil( this.y );
  6709. this.z = Math.ceil( this.z );
  6710. return this;
  6711. }
  6712. /**
  6713. * The components of this vector are rounded to the nearest integer value
  6714. *
  6715. * @return {Vector3} A reference to this vector.
  6716. */
  6717. round() {
  6718. this.x = Math.round( this.x );
  6719. this.y = Math.round( this.y );
  6720. this.z = Math.round( this.z );
  6721. return this;
  6722. }
  6723. /**
  6724. * The components of this vector are rounded towards zero (up if negative,
  6725. * down if positive) to an integer value.
  6726. *
  6727. * @return {Vector3} A reference to this vector.
  6728. */
  6729. roundToZero() {
  6730. this.x = Math.trunc( this.x );
  6731. this.y = Math.trunc( this.y );
  6732. this.z = Math.trunc( this.z );
  6733. return this;
  6734. }
  6735. /**
  6736. * Inverts this vector - i.e. sets x = -x, y = -y and z = -z.
  6737. *
  6738. * @return {Vector3} A reference to this vector.
  6739. */
  6740. negate() {
  6741. this.x = - this.x;
  6742. this.y = - this.y;
  6743. this.z = - this.z;
  6744. return this;
  6745. }
  6746. /**
  6747. * Calculates the dot product of the given vector with this instance.
  6748. *
  6749. * @param {Vector3} v - The vector to compute the dot product with.
  6750. * @return {number} The result of the dot product.
  6751. */
  6752. dot( v ) {
  6753. return this.x * v.x + this.y * v.y + this.z * v.z;
  6754. }
  6755. // TODO lengthSquared?
  6756. /**
  6757. * Computes the square of the Euclidean length (straight-line length) from
  6758. * (0, 0, 0) to (x, y, z). If you are comparing the lengths of vectors, you should
  6759. * compare the length squared instead as it is slightly more efficient to calculate.
  6760. *
  6761. * @return {number} The square length of this vector.
  6762. */
  6763. lengthSq() {
  6764. return this.x * this.x + this.y * this.y + this.z * this.z;
  6765. }
  6766. /**
  6767. * Computes the Euclidean length (straight-line length) from (0, 0, 0) to (x, y, z).
  6768. *
  6769. * @return {number} The length of this vector.
  6770. */
  6771. length() {
  6772. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );
  6773. }
  6774. /**
  6775. * Computes the Manhattan length of this vector.
  6776. *
  6777. * @return {number} The length of this vector.
  6778. */
  6779. manhattanLength() {
  6780. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
  6781. }
  6782. /**
  6783. * Converts this vector to a unit vector - that is, sets it equal to a vector
  6784. * with the same direction as this one, but with a vector length of `1`.
  6785. *
  6786. * @return {Vector3} A reference to this vector.
  6787. */
  6788. normalize() {
  6789. return this.divideScalar( this.length() || 1 );
  6790. }
  6791. /**
  6792. * Sets this vector to a vector with the same direction as this one, but
  6793. * with the specified length.
  6794. *
  6795. * @param {number} length - The new length of this vector.
  6796. * @return {Vector3} A reference to this vector.
  6797. */
  6798. setLength( length ) {
  6799. return this.normalize().multiplyScalar( length );
  6800. }
  6801. /**
  6802. * Linearly interpolates between the given vector and this instance, where
  6803. * alpha is the percent distance along the line - alpha = 0 will be this
  6804. * vector, and alpha = 1 will be the given one.
  6805. *
  6806. * @param {Vector3} v - The vector to interpolate towards.
  6807. * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
  6808. * @return {Vector3} A reference to this vector.
  6809. */
  6810. lerp( v, alpha ) {
  6811. this.x += ( v.x - this.x ) * alpha;
  6812. this.y += ( v.y - this.y ) * alpha;
  6813. this.z += ( v.z - this.z ) * alpha;
  6814. return this;
  6815. }
  6816. /**
  6817. * Linearly interpolates between the given vectors, where alpha is the percent
  6818. * distance along the line - alpha = 0 will be first vector, and alpha = 1 will
  6819. * be the second one. The result is stored in this instance.
  6820. *
  6821. * @param {Vector3} v1 - The first vector.
  6822. * @param {Vector3} v2 - The second vector.
  6823. * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
  6824. * @return {Vector3} A reference to this vector.
  6825. */
  6826. lerpVectors( v1, v2, alpha ) {
  6827. this.x = v1.x + ( v2.x - v1.x ) * alpha;
  6828. this.y = v1.y + ( v2.y - v1.y ) * alpha;
  6829. this.z = v1.z + ( v2.z - v1.z ) * alpha;
  6830. return this;
  6831. }
  6832. /**
  6833. * Calculates the cross product of the given vector with this instance.
  6834. *
  6835. * @param {Vector3} v - The vector to compute the cross product with.
  6836. * @return {Vector3} The result of the cross product.
  6837. */
  6838. cross( v ) {
  6839. return this.crossVectors( this, v );
  6840. }
  6841. /**
  6842. * Calculates the cross product of the given vectors and stores the result
  6843. * in this instance.
  6844. *
  6845. * @param {Vector3} a - The first vector.
  6846. * @param {Vector3} b - The second vector.
  6847. * @return {Vector3} A reference to this vector.
  6848. */
  6849. crossVectors( a, b ) {
  6850. const ax = a.x, ay = a.y, az = a.z;
  6851. const bx = b.x, by = b.y, bz = b.z;
  6852. this.x = ay * bz - az * by;
  6853. this.y = az * bx - ax * bz;
  6854. this.z = ax * by - ay * bx;
  6855. return this;
  6856. }
  6857. /**
  6858. * Projects this vector onto the given one.
  6859. *
  6860. * @param {Vector3} v - The vector to project to.
  6861. * @return {Vector3} A reference to this vector.
  6862. */
  6863. projectOnVector( v ) {
  6864. const denominator = v.lengthSq();
  6865. if ( denominator === 0 ) return this.set( 0, 0, 0 );
  6866. const scalar = v.dot( this ) / denominator;
  6867. return this.copy( v ).multiplyScalar( scalar );
  6868. }
  6869. /**
  6870. * Projects this vector onto a plane by subtracting this
  6871. * vector projected onto the plane's normal from this vector.
  6872. *
  6873. * @param {Vector3} planeNormal - The plane normal.
  6874. * @return {Vector3} A reference to this vector.
  6875. */
  6876. projectOnPlane( planeNormal ) {
  6877. _vector$c.copy( this ).projectOnVector( planeNormal );
  6878. return this.sub( _vector$c );
  6879. }
  6880. /**
  6881. * Reflects this vector off a plane orthogonal to the given normal vector.
  6882. *
  6883. * @param {Vector3} normal - The (normalized) normal vector.
  6884. * @return {Vector3} A reference to this vector.
  6885. */
  6886. reflect( normal ) {
  6887. return this.sub( _vector$c.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );
  6888. }
  6889. /**
  6890. * Returns the angle between the given vector and this instance in radians.
  6891. *
  6892. * @param {Vector3} v - The vector to compute the angle with.
  6893. * @return {number} The angle in radians.
  6894. */
  6895. angleTo( v ) {
  6896. const denominator = Math.sqrt( this.lengthSq() * v.lengthSq() );
  6897. if ( denominator === 0 ) return Math.PI / 2;
  6898. const theta = this.dot( v ) / denominator;
  6899. // clamp, to handle numerical problems
  6900. return Math.acos( clamp( theta, - 1, 1 ) );
  6901. }
  6902. /**
  6903. * Computes the distance from the given vector to this instance.
  6904. *
  6905. * @param {Vector3} v - The vector to compute the distance to.
  6906. * @return {number} The distance.
  6907. */
  6908. distanceTo( v ) {
  6909. return Math.sqrt( this.distanceToSquared( v ) );
  6910. }
  6911. /**
  6912. * Computes the squared distance from the given vector to this instance.
  6913. * If you are just comparing the distance with another distance, you should compare
  6914. * the distance squared instead as it is slightly more efficient to calculate.
  6915. *
  6916. * @param {Vector3} v - The vector to compute the squared distance to.
  6917. * @return {number} The squared distance.
  6918. */
  6919. distanceToSquared( v ) {
  6920. const dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z;
  6921. return dx * dx + dy * dy + dz * dz;
  6922. }
  6923. /**
  6924. * Computes the Manhattan distance from the given vector to this instance.
  6925. *
  6926. * @param {Vector3} v - The vector to compute the Manhattan distance to.
  6927. * @return {number} The Manhattan distance.
  6928. */
  6929. manhattanDistanceTo( v ) {
  6930. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z );
  6931. }
  6932. /**
  6933. * Sets the vector components from the given spherical coordinates.
  6934. *
  6935. * @param {Spherical} s - The spherical coordinates.
  6936. * @return {Vector3} A reference to this vector.
  6937. */
  6938. setFromSpherical( s ) {
  6939. return this.setFromSphericalCoords( s.radius, s.phi, s.theta );
  6940. }
  6941. /**
  6942. * Sets the vector components from the given spherical coordinates.
  6943. *
  6944. * @param {number} radius - The radius.
  6945. * @param {number} phi - The phi angle in radians.
  6946. * @param {number} theta - The theta angle in radians.
  6947. * @return {Vector3} A reference to this vector.
  6948. */
  6949. setFromSphericalCoords( radius, phi, theta ) {
  6950. const sinPhiRadius = Math.sin( phi ) * radius;
  6951. this.x = sinPhiRadius * Math.sin( theta );
  6952. this.y = Math.cos( phi ) * radius;
  6953. this.z = sinPhiRadius * Math.cos( theta );
  6954. return this;
  6955. }
  6956. /**
  6957. * Sets the vector components from the given cylindrical coordinates.
  6958. *
  6959. * @param {Cylindrical} c - The cylindrical coordinates.
  6960. * @return {Vector3} A reference to this vector.
  6961. */
  6962. setFromCylindrical( c ) {
  6963. return this.setFromCylindricalCoords( c.radius, c.theta, c.y );
  6964. }
  6965. /**
  6966. * Sets the vector components from the given cylindrical coordinates.
  6967. *
  6968. * @param {number} radius - The radius.
  6969. * @param {number} theta - The theta angle in radians.
  6970. * @param {number} y - The y value.
  6971. * @return {Vector3} A reference to this vector.
  6972. */
  6973. setFromCylindricalCoords( radius, theta, y ) {
  6974. this.x = radius * Math.sin( theta );
  6975. this.y = y;
  6976. this.z = radius * Math.cos( theta );
  6977. return this;
  6978. }
  6979. /**
  6980. * Sets the vector components to the position elements of the
  6981. * given transformation matrix.
  6982. *
  6983. * @param {Matrix4} m - The 4x4 matrix.
  6984. * @return {Vector3} A reference to this vector.
  6985. */
  6986. setFromMatrixPosition( m ) {
  6987. const e = m.elements;
  6988. this.x = e[ 12 ];
  6989. this.y = e[ 13 ];
  6990. this.z = e[ 14 ];
  6991. return this;
  6992. }
  6993. /**
  6994. * Sets the vector components to the scale elements of the
  6995. * given transformation matrix.
  6996. *
  6997. * @param {Matrix4} m - The 4x4 matrix.
  6998. * @return {Vector3} A reference to this vector.
  6999. */
  7000. setFromMatrixScale( m ) {
  7001. const sx = this.setFromMatrixColumn( m, 0 ).length();
  7002. const sy = this.setFromMatrixColumn( m, 1 ).length();
  7003. const sz = this.setFromMatrixColumn( m, 2 ).length();
  7004. this.x = sx;
  7005. this.y = sy;
  7006. this.z = sz;
  7007. return this;
  7008. }
  7009. /**
  7010. * Sets the vector components from the specified matrix column.
  7011. *
  7012. * @param {Matrix4} m - The 4x4 matrix.
  7013. * @param {number} index - The column index.
  7014. * @return {Vector3} A reference to this vector.
  7015. */
  7016. setFromMatrixColumn( m, index ) {
  7017. return this.fromArray( m.elements, index * 4 );
  7018. }
  7019. /**
  7020. * Sets the vector components from the specified matrix column.
  7021. *
  7022. * @param {Matrix3} m - The 3x3 matrix.
  7023. * @param {number} index - The column index.
  7024. * @return {Vector3} A reference to this vector.
  7025. */
  7026. setFromMatrix3Column( m, index ) {
  7027. return this.fromArray( m.elements, index * 3 );
  7028. }
  7029. /**
  7030. * Sets the vector components from the given Euler angles.
  7031. *
  7032. * @param {Euler} e - The Euler angles to set.
  7033. * @return {Vector3} A reference to this vector.
  7034. */
  7035. setFromEuler( e ) {
  7036. this.x = e._x;
  7037. this.y = e._y;
  7038. this.z = e._z;
  7039. return this;
  7040. }
  7041. /**
  7042. * Sets the vector components from the RGB components of the
  7043. * given color.
  7044. *
  7045. * @param {Color} c - The color to set.
  7046. * @return {Vector3} A reference to this vector.
  7047. */
  7048. setFromColor( c ) {
  7049. this.x = c.r;
  7050. this.y = c.g;
  7051. this.z = c.b;
  7052. return this;
  7053. }
  7054. /**
  7055. * Returns `true` if this vector is equal with the given one.
  7056. *
  7057. * @param {Vector3} v - The vector to test for equality.
  7058. * @return {boolean} Whether this vector is equal with the given one.
  7059. */
  7060. equals( v ) {
  7061. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
  7062. }
  7063. /**
  7064. * Sets this vector's x value to be `array[ offset ]`, y value to be `array[ offset + 1 ]`
  7065. * and z value to be `array[ offset + 2 ]`.
  7066. *
  7067. * @param {Array<number>} array - An array holding the vector component values.
  7068. * @param {number} [offset=0] - The offset into the array.
  7069. * @return {Vector3} A reference to this vector.
  7070. */
  7071. fromArray( array, offset = 0 ) {
  7072. this.x = array[ offset ];
  7073. this.y = array[ offset + 1 ];
  7074. this.z = array[ offset + 2 ];
  7075. return this;
  7076. }
  7077. /**
  7078. * Writes the components of this vector to the given array. If no array is provided,
  7079. * the method returns a new instance.
  7080. *
  7081. * @param {Array<number>} [array=[]] - The target array holding the vector components.
  7082. * @param {number} [offset=0] - Index of the first element in the array.
  7083. * @return {Array<number>} The vector components.
  7084. */
  7085. toArray( array = [], offset = 0 ) {
  7086. array[ offset ] = this.x;
  7087. array[ offset + 1 ] = this.y;
  7088. array[ offset + 2 ] = this.z;
  7089. return array;
  7090. }
  7091. /**
  7092. * Sets the components of this vector from the given buffer attribute.
  7093. *
  7094. * @param {BufferAttribute} attribute - The buffer attribute holding vector data.
  7095. * @param {number} index - The index into the attribute.
  7096. * @return {Vector3} A reference to this vector.
  7097. */
  7098. fromBufferAttribute( attribute, index ) {
  7099. this.x = attribute.getX( index );
  7100. this.y = attribute.getY( index );
  7101. this.z = attribute.getZ( index );
  7102. return this;
  7103. }
  7104. /**
  7105. * Sets each component of this vector to a pseudo-random value between `0` and
  7106. * `1`, excluding `1`.
  7107. *
  7108. * @return {Vector3} A reference to this vector.
  7109. */
  7110. random() {
  7111. this.x = Math.random();
  7112. this.y = Math.random();
  7113. this.z = Math.random();
  7114. return this;
  7115. }
  7116. /**
  7117. * Sets this vector to a uniformly random point on a unit sphere.
  7118. *
  7119. * @return {Vector3} A reference to this vector.
  7120. */
  7121. randomDirection() {
  7122. // https://mathworld.wolfram.com/SpherePointPicking.html
  7123. const theta = Math.random() * Math.PI * 2;
  7124. const u = Math.random() * 2 - 1;
  7125. const c = Math.sqrt( 1 - u * u );
  7126. this.x = c * Math.cos( theta );
  7127. this.y = u;
  7128. this.z = c * Math.sin( theta );
  7129. return this;
  7130. }
  7131. *[ Symbol.iterator ]() {
  7132. yield this.x;
  7133. yield this.y;
  7134. yield this.z;
  7135. }
  7136. }
  7137. const _vector$c = /*@__PURE__*/ new Vector3();
  7138. const _quaternion$4 = /*@__PURE__*/ new Quaternion();
  7139. /**
  7140. * Represents an axis-aligned bounding box (AABB) in 3D space.
  7141. */
  7142. class Box3 {
  7143. /**
  7144. * Constructs a new bounding box.
  7145. *
  7146. * @param {Vector3} [min=(Infinity,Infinity,Infinity)] - A vector representing the lower boundary of the box.
  7147. * @param {Vector3} [max=(-Infinity,-Infinity,-Infinity)] - A vector representing the upper boundary of the box.
  7148. */
  7149. constructor( min = new Vector3( + Infinity, + Infinity, + Infinity ), max = new Vector3( - Infinity, - Infinity, - Infinity ) ) {
  7150. /**
  7151. * This flag can be used for type testing.
  7152. *
  7153. * @type {boolean}
  7154. * @readonly
  7155. * @default true
  7156. */
  7157. this.isBox3 = true;
  7158. /**
  7159. * The lower boundary of the box.
  7160. *
  7161. * @type {Vector3}
  7162. */
  7163. this.min = min;
  7164. /**
  7165. * The upper boundary of the box.
  7166. *
  7167. * @type {Vector3}
  7168. */
  7169. this.max = max;
  7170. }
  7171. /**
  7172. * Sets the lower and upper boundaries of this box.
  7173. * Please note that this method only copies the values from the given objects.
  7174. *
  7175. * @param {Vector3} min - The lower boundary of the box.
  7176. * @param {Vector3} max - The upper boundary of the box.
  7177. * @return {Box3} A reference to this bounding box.
  7178. */
  7179. set( min, max ) {
  7180. this.min.copy( min );
  7181. this.max.copy( max );
  7182. return this;
  7183. }
  7184. /**
  7185. * Sets the upper and lower bounds of this box so it encloses the position data
  7186. * in the given array.
  7187. *
  7188. * @param {Array<number>} array - An array holding 3D position data.
  7189. * @return {Box3} A reference to this bounding box.
  7190. */
  7191. setFromArray( array ) {
  7192. this.makeEmpty();
  7193. for ( let i = 0, il = array.length; i < il; i += 3 ) {
  7194. this.expandByPoint( _vector$b.fromArray( array, i ) );
  7195. }
  7196. return this;
  7197. }
  7198. /**
  7199. * Sets the upper and lower bounds of this box so it encloses the position data
  7200. * in the given buffer attribute.
  7201. *
  7202. * @param {BufferAttribute} attribute - A buffer attribute holding 3D position data.
  7203. * @return {Box3} A reference to this bounding box.
  7204. */
  7205. setFromBufferAttribute( attribute ) {
  7206. this.makeEmpty();
  7207. for ( let i = 0, il = attribute.count; i < il; i ++ ) {
  7208. this.expandByPoint( _vector$b.fromBufferAttribute( attribute, i ) );
  7209. }
  7210. return this;
  7211. }
  7212. /**
  7213. * Sets the upper and lower bounds of this box so it encloses the position data
  7214. * in the given array.
  7215. *
  7216. * @param {Array<Vector3>} points - An array holding 3D position data as instances of {@link Vector3}.
  7217. * @return {Box3} A reference to this bounding box.
  7218. */
  7219. setFromPoints( points ) {
  7220. this.makeEmpty();
  7221. for ( let i = 0, il = points.length; i < il; i ++ ) {
  7222. this.expandByPoint( points[ i ] );
  7223. }
  7224. return this;
  7225. }
  7226. /**
  7227. * Centers this box on the given center vector and sets this box's width, height and
  7228. * depth to the given size values.
  7229. *
  7230. * @param {Vector3} center - The center of the box.
  7231. * @param {Vector3} size - The x, y and z dimensions of the box.
  7232. * @return {Box3} A reference to this bounding box.
  7233. */
  7234. setFromCenterAndSize( center, size ) {
  7235. const halfSize = _vector$b.copy( size ).multiplyScalar( 0.5 );
  7236. this.min.copy( center ).sub( halfSize );
  7237. this.max.copy( center ).add( halfSize );
  7238. return this;
  7239. }
  7240. /**
  7241. * Computes the world-axis-aligned bounding box for the given 3D object
  7242. * (including its children), accounting for the object's, and children's,
  7243. * world transforms. The function may result in a larger box than strictly necessary.
  7244. *
  7245. * @param {Object3D} object - The 3D object to compute the bounding box for.
  7246. * @param {boolean} [precise=false] - If set to `true`, the method computes the smallest
  7247. * world-axis-aligned bounding box at the expense of more computation.
  7248. * @return {Box3} A reference to this bounding box.
  7249. */
  7250. setFromObject( object, precise = false ) {
  7251. this.makeEmpty();
  7252. return this.expandByObject( object, precise );
  7253. }
  7254. /**
  7255. * Returns a new box with copied values from this instance.
  7256. *
  7257. * @return {Box3} A clone of this instance.
  7258. */
  7259. clone() {
  7260. return new this.constructor().copy( this );
  7261. }
  7262. /**
  7263. * Copies the values of the given box to this instance.
  7264. *
  7265. * @param {Box3} box - The box to copy.
  7266. * @return {Box3} A reference to this bounding box.
  7267. */
  7268. copy( box ) {
  7269. this.min.copy( box.min );
  7270. this.max.copy( box.max );
  7271. return this;
  7272. }
  7273. /**
  7274. * Makes this box empty which means in encloses a zero space in 3D.
  7275. *
  7276. * @return {Box3} A reference to this bounding box.
  7277. */
  7278. makeEmpty() {
  7279. this.min.x = this.min.y = this.min.z = + Infinity;
  7280. this.max.x = this.max.y = this.max.z = - Infinity;
  7281. return this;
  7282. }
  7283. /**
  7284. * Returns true if this box includes zero points within its bounds.
  7285. * Note that a box with equal lower and upper bounds still includes one
  7286. * point, the one both bounds share.
  7287. *
  7288. * @return {boolean} Whether this box is empty or not.
  7289. */
  7290. isEmpty() {
  7291. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  7292. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );
  7293. }
  7294. /**
  7295. * Returns the center point of this box.
  7296. *
  7297. * @param {Vector3} target - The target vector that is used to store the method's result.
  7298. * @return {Vector3} The center point.
  7299. */
  7300. getCenter( target ) {
  7301. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  7302. }
  7303. /**
  7304. * Returns the dimensions of this box.
  7305. *
  7306. * @param {Vector3} target - The target vector that is used to store the method's result.
  7307. * @return {Vector3} The size.
  7308. */
  7309. getSize( target ) {
  7310. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.subVectors( this.max, this.min );
  7311. }
  7312. /**
  7313. * Expands the boundaries of this box to include the given point.
  7314. *
  7315. * @param {Vector3} point - The point that should be included by the bounding box.
  7316. * @return {Box3} A reference to this bounding box.
  7317. */
  7318. expandByPoint( point ) {
  7319. this.min.min( point );
  7320. this.max.max( point );
  7321. return this;
  7322. }
  7323. /**
  7324. * Expands this box equilaterally by the given vector. The width of this
  7325. * box will be expanded by the x component of the vector in both
  7326. * directions. The height of this box will be expanded by the y component of
  7327. * the vector in both directions. The depth of this box will be
  7328. * expanded by the z component of the vector in both directions.
  7329. *
  7330. * @param {Vector3} vector - The vector that should expand the bounding box.
  7331. * @return {Box3} A reference to this bounding box.
  7332. */
  7333. expandByVector( vector ) {
  7334. this.min.sub( vector );
  7335. this.max.add( vector );
  7336. return this;
  7337. }
  7338. /**
  7339. * Expands each dimension of the box by the given scalar. If negative, the
  7340. * dimensions of the box will be contracted.
  7341. *
  7342. * @param {number} scalar - The scalar value that should expand the bounding box.
  7343. * @return {Box3} A reference to this bounding box.
  7344. */
  7345. expandByScalar( scalar ) {
  7346. this.min.addScalar( - scalar );
  7347. this.max.addScalar( scalar );
  7348. return this;
  7349. }
  7350. /**
  7351. * Expands the boundaries of this box to include the given 3D object and
  7352. * its children, accounting for the object's, and children's, world
  7353. * transforms. The function may result in a larger box than strictly
  7354. * necessary (unless the precise parameter is set to true).
  7355. *
  7356. * @param {Object3D} object - The 3D object that should expand the bounding box.
  7357. * @param {boolean} precise - If set to `true`, the method expands the bounding box
  7358. * as little as necessary at the expense of more computation.
  7359. * @return {Box3} A reference to this bounding box.
  7360. */
  7361. expandByObject( object, precise = false ) {
  7362. // Computes the world-axis-aligned bounding box of an object (including its children),
  7363. // accounting for both the object's, and children's, world transforms
  7364. object.updateWorldMatrix( false, false );
  7365. const geometry = object.geometry;
  7366. if ( geometry !== undefined ) {
  7367. const positionAttribute = geometry.getAttribute( 'position' );
  7368. // precise AABB computation based on vertex data requires at least a position attribute.
  7369. // instancing isn't supported so far and uses the normal (conservative) code path.
  7370. if ( precise === true && positionAttribute !== undefined && object.isInstancedMesh !== true ) {
  7371. for ( let i = 0, l = positionAttribute.count; i < l; i ++ ) {
  7372. if ( object.isMesh === true ) {
  7373. object.getVertexPosition( i, _vector$b );
  7374. } else {
  7375. _vector$b.fromBufferAttribute( positionAttribute, i );
  7376. }
  7377. _vector$b.applyMatrix4( object.matrixWorld );
  7378. this.expandByPoint( _vector$b );
  7379. }
  7380. } else {
  7381. if ( object.boundingBox !== undefined ) {
  7382. // object-level bounding box
  7383. if ( object.boundingBox === null ) {
  7384. object.computeBoundingBox();
  7385. }
  7386. _box$4.copy( object.boundingBox );
  7387. } else {
  7388. // geometry-level bounding box
  7389. if ( geometry.boundingBox === null ) {
  7390. geometry.computeBoundingBox();
  7391. }
  7392. _box$4.copy( geometry.boundingBox );
  7393. }
  7394. _box$4.applyMatrix4( object.matrixWorld );
  7395. this.union( _box$4 );
  7396. }
  7397. }
  7398. const children = object.children;
  7399. for ( let i = 0, l = children.length; i < l; i ++ ) {
  7400. this.expandByObject( children[ i ], precise );
  7401. }
  7402. return this;
  7403. }
  7404. /**
  7405. * Returns `true` if the given point lies within or on the boundaries of this box.
  7406. *
  7407. * @param {Vector3} point - The point to test.
  7408. * @return {boolean} Whether the bounding box contains the given point or not.
  7409. */
  7410. containsPoint( point ) {
  7411. return point.x >= this.min.x && point.x <= this.max.x &&
  7412. point.y >= this.min.y && point.y <= this.max.y &&
  7413. point.z >= this.min.z && point.z <= this.max.z;
  7414. }
  7415. /**
  7416. * Returns `true` if this bounding box includes the entirety of the given bounding box.
  7417. * If this box and the given one are identical, this function also returns `true`.
  7418. *
  7419. * @param {Box3} box - The bounding box to test.
  7420. * @return {boolean} Whether the bounding box contains the given bounding box or not.
  7421. */
  7422. containsBox( box ) {
  7423. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  7424. this.min.y <= box.min.y && box.max.y <= this.max.y &&
  7425. this.min.z <= box.min.z && box.max.z <= this.max.z;
  7426. }
  7427. /**
  7428. * Returns a point as a proportion of this box's width, height and depth.
  7429. *
  7430. * @param {Vector3} point - A point in 3D space.
  7431. * @param {Vector3} target - The target vector that is used to store the method's result.
  7432. * @return {Vector3} A point as a proportion of this box's width, height and depth.
  7433. */
  7434. getParameter( point, target ) {
  7435. // This can potentially have a divide by zero if the box
  7436. // has a size dimension of 0.
  7437. return target.set(
  7438. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  7439. ( point.y - this.min.y ) / ( this.max.y - this.min.y ),
  7440. ( point.z - this.min.z ) / ( this.max.z - this.min.z )
  7441. );
  7442. }
  7443. /**
  7444. * Returns `true` if the given bounding box intersects with this bounding box.
  7445. *
  7446. * @param {Box3} box - The bounding box to test.
  7447. * @return {boolean} Whether the given bounding box intersects with this bounding box.
  7448. */
  7449. intersectsBox( box ) {
  7450. // using 6 splitting planes to rule out intersections.
  7451. return box.max.x >= this.min.x && box.min.x <= this.max.x &&
  7452. box.max.y >= this.min.y && box.min.y <= this.max.y &&
  7453. box.max.z >= this.min.z && box.min.z <= this.max.z;
  7454. }
  7455. /**
  7456. * Returns `true` if the given bounding sphere intersects with this bounding box.
  7457. *
  7458. * @param {Sphere} sphere - The bounding sphere to test.
  7459. * @return {boolean} Whether the given bounding sphere intersects with this bounding box.
  7460. */
  7461. intersectsSphere( sphere ) {
  7462. // Find the point on the AABB closest to the sphere center.
  7463. this.clampPoint( sphere.center, _vector$b );
  7464. // If that point is inside the sphere, the AABB and sphere intersect.
  7465. return _vector$b.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius );
  7466. }
  7467. /**
  7468. * Returns `true` if the given plane intersects with this bounding box.
  7469. *
  7470. * @param {Plane} plane - The plane to test.
  7471. * @return {boolean} Whether the given plane intersects with this bounding box.
  7472. */
  7473. intersectsPlane( plane ) {
  7474. // We compute the minimum and maximum dot product values. If those values
  7475. // are on the same side (back or front) of the plane, then there is no intersection.
  7476. let min, max;
  7477. if ( plane.normal.x > 0 ) {
  7478. min = plane.normal.x * this.min.x;
  7479. max = plane.normal.x * this.max.x;
  7480. } else {
  7481. min = plane.normal.x * this.max.x;
  7482. max = plane.normal.x * this.min.x;
  7483. }
  7484. if ( plane.normal.y > 0 ) {
  7485. min += plane.normal.y * this.min.y;
  7486. max += plane.normal.y * this.max.y;
  7487. } else {
  7488. min += plane.normal.y * this.max.y;
  7489. max += plane.normal.y * this.min.y;
  7490. }
  7491. if ( plane.normal.z > 0 ) {
  7492. min += plane.normal.z * this.min.z;
  7493. max += plane.normal.z * this.max.z;
  7494. } else {
  7495. min += plane.normal.z * this.max.z;
  7496. max += plane.normal.z * this.min.z;
  7497. }
  7498. return ( min <= - plane.constant && max >= - plane.constant );
  7499. }
  7500. /**
  7501. * Returns `true` if the given triangle intersects with this bounding box.
  7502. *
  7503. * @param {Triangle} triangle - The triangle to test.
  7504. * @return {boolean} Whether the given triangle intersects with this bounding box.
  7505. */
  7506. intersectsTriangle( triangle ) {
  7507. if ( this.isEmpty() ) {
  7508. return false;
  7509. }
  7510. // compute box center and extents
  7511. this.getCenter( _center );
  7512. _extents.subVectors( this.max, _center );
  7513. // translate triangle to aabb origin
  7514. _v0$2.subVectors( triangle.a, _center );
  7515. _v1$7.subVectors( triangle.b, _center );
  7516. _v2$4.subVectors( triangle.c, _center );
  7517. // compute edge vectors for triangle
  7518. _f0.subVectors( _v1$7, _v0$2 );
  7519. _f1.subVectors( _v2$4, _v1$7 );
  7520. _f2.subVectors( _v0$2, _v2$4 );
  7521. // test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb
  7522. // 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
  7523. // axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned)
  7524. let axes = [
  7525. 0, - _f0.z, _f0.y, 0, - _f1.z, _f1.y, 0, - _f2.z, _f2.y,
  7526. _f0.z, 0, - _f0.x, _f1.z, 0, - _f1.x, _f2.z, 0, - _f2.x,
  7527. - _f0.y, _f0.x, 0, - _f1.y, _f1.x, 0, - _f2.y, _f2.x, 0
  7528. ];
  7529. if ( ! satForAxes( axes, _v0$2, _v1$7, _v2$4, _extents ) ) {
  7530. return false;
  7531. }
  7532. // test 3 face normals from the aabb
  7533. axes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ];
  7534. if ( ! satForAxes( axes, _v0$2, _v1$7, _v2$4, _extents ) ) {
  7535. return false;
  7536. }
  7537. // finally testing the face normal of the triangle
  7538. // use already existing triangle edge vectors here
  7539. _triangleNormal.crossVectors( _f0, _f1 );
  7540. axes = [ _triangleNormal.x, _triangleNormal.y, _triangleNormal.z ];
  7541. return satForAxes( axes, _v0$2, _v1$7, _v2$4, _extents );
  7542. }
  7543. /**
  7544. * Clamps the given point within the bounds of this box.
  7545. *
  7546. * @param {Vector3} point - The point to clamp.
  7547. * @param {Vector3} target - The target vector that is used to store the method's result.
  7548. * @return {Vector3} The clamped point.
  7549. */
  7550. clampPoint( point, target ) {
  7551. return target.copy( point ).clamp( this.min, this.max );
  7552. }
  7553. /**
  7554. * Returns the euclidean distance from any edge of this box to the specified point. If
  7555. * the given point lies inside of this box, the distance will be `0`.
  7556. *
  7557. * @param {Vector3} point - The point to compute the distance to.
  7558. * @return {number} The euclidean distance.
  7559. */
  7560. distanceToPoint( point ) {
  7561. return this.clampPoint( point, _vector$b ).distanceTo( point );
  7562. }
  7563. /**
  7564. * Returns a bounding sphere that encloses this bounding box.
  7565. *
  7566. * @param {Sphere} target - The target sphere that is used to store the method's result.
  7567. * @return {Sphere} The bounding sphere that encloses this bounding box.
  7568. */
  7569. getBoundingSphere( target ) {
  7570. if ( this.isEmpty() ) {
  7571. target.makeEmpty();
  7572. } else {
  7573. this.getCenter( target.center );
  7574. target.radius = this.getSize( _vector$b ).length() * 0.5;
  7575. }
  7576. return target;
  7577. }
  7578. /**
  7579. * Computes the intersection of this bounding box and the given one, setting the upper
  7580. * bound of this box to the lesser of the two boxes' upper bounds and the
  7581. * lower bound of this box to the greater of the two boxes' lower bounds. If
  7582. * there's no overlap, makes this box empty.
  7583. *
  7584. * @param {Box3} box - The bounding box to intersect with.
  7585. * @return {Box3} A reference to this bounding box.
  7586. */
  7587. intersect( box ) {
  7588. this.min.max( box.min );
  7589. this.max.min( box.max );
  7590. // 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.
  7591. if ( this.isEmpty() ) this.makeEmpty();
  7592. return this;
  7593. }
  7594. /**
  7595. * Computes the union of this box and another and the given one, setting the upper
  7596. * bound of this box to the greater of the two boxes' upper bounds and the
  7597. * lower bound of this box to the lesser of the two boxes' lower bounds.
  7598. *
  7599. * @param {Box3} box - The bounding box that will be unioned with this instance.
  7600. * @return {Box3} A reference to this bounding box.
  7601. */
  7602. union( box ) {
  7603. this.min.min( box.min );
  7604. this.max.max( box.max );
  7605. return this;
  7606. }
  7607. /**
  7608. * Transforms this bounding box by the given 4x4 transformation matrix.
  7609. *
  7610. * @param {Matrix4} matrix - The transformation matrix.
  7611. * @return {Box3} A reference to this bounding box.
  7612. */
  7613. applyMatrix4( matrix ) {
  7614. // transform of empty box is an empty box.
  7615. if ( this.isEmpty() ) return this;
  7616. // NOTE: I am using a binary pattern to specify all 2^3 combinations below
  7617. _points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000
  7618. _points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001
  7619. _points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010
  7620. _points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011
  7621. _points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100
  7622. _points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101
  7623. _points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110
  7624. _points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111
  7625. this.setFromPoints( _points );
  7626. return this;
  7627. }
  7628. /**
  7629. * Adds the given offset to both the upper and lower bounds of this bounding box,
  7630. * effectively moving it in 3D space.
  7631. *
  7632. * @param {Vector3} offset - The offset that should be used to translate the bounding box.
  7633. * @return {Box3} A reference to this bounding box.
  7634. */
  7635. translate( offset ) {
  7636. this.min.add( offset );
  7637. this.max.add( offset );
  7638. return this;
  7639. }
  7640. /**
  7641. * Returns `true` if this bounding box is equal with the given one.
  7642. *
  7643. * @param {Box3} box - The box to test for equality.
  7644. * @return {boolean} Whether this bounding box is equal with the given one.
  7645. */
  7646. equals( box ) {
  7647. return box.min.equals( this.min ) && box.max.equals( this.max );
  7648. }
  7649. }
  7650. const _points = [
  7651. /*@__PURE__*/ new Vector3(),
  7652. /*@__PURE__*/ new Vector3(),
  7653. /*@__PURE__*/ new Vector3(),
  7654. /*@__PURE__*/ new Vector3(),
  7655. /*@__PURE__*/ new Vector3(),
  7656. /*@__PURE__*/ new Vector3(),
  7657. /*@__PURE__*/ new Vector3(),
  7658. /*@__PURE__*/ new Vector3()
  7659. ];
  7660. const _vector$b = /*@__PURE__*/ new Vector3();
  7661. const _box$4 = /*@__PURE__*/ new Box3();
  7662. // triangle centered vertices
  7663. const _v0$2 = /*@__PURE__*/ new Vector3();
  7664. const _v1$7 = /*@__PURE__*/ new Vector3();
  7665. const _v2$4 = /*@__PURE__*/ new Vector3();
  7666. // triangle edge vectors
  7667. const _f0 = /*@__PURE__*/ new Vector3();
  7668. const _f1 = /*@__PURE__*/ new Vector3();
  7669. const _f2 = /*@__PURE__*/ new Vector3();
  7670. const _center = /*@__PURE__*/ new Vector3();
  7671. const _extents = /*@__PURE__*/ new Vector3();
  7672. const _triangleNormal = /*@__PURE__*/ new Vector3();
  7673. const _testAxis = /*@__PURE__*/ new Vector3();
  7674. function satForAxes( axes, v0, v1, v2, extents ) {
  7675. for ( let i = 0, j = axes.length - 3; i <= j; i += 3 ) {
  7676. _testAxis.fromArray( axes, i );
  7677. // project the aabb onto the separating axis
  7678. const r = extents.x * Math.abs( _testAxis.x ) + extents.y * Math.abs( _testAxis.y ) + extents.z * Math.abs( _testAxis.z );
  7679. // project all 3 vertices of the triangle onto the separating axis
  7680. const p0 = v0.dot( _testAxis );
  7681. const p1 = v1.dot( _testAxis );
  7682. const p2 = v2.dot( _testAxis );
  7683. // actual test, basically see if either of the most extreme of the triangle points intersects r
  7684. if ( Math.max( - Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) {
  7685. // points of the projected triangle are outside the projected half-length of the aabb
  7686. // the axis is separating and we can exit
  7687. return false;
  7688. }
  7689. }
  7690. return true;
  7691. }
  7692. const _box$3 = /*@__PURE__*/ new Box3();
  7693. const _v1$6 = /*@__PURE__*/ new Vector3();
  7694. const _v2$3 = /*@__PURE__*/ new Vector3();
  7695. /**
  7696. * An analytical 3D sphere defined by a center and radius. This class is mainly
  7697. * used as a Bounding Sphere for 3D objects.
  7698. */
  7699. class Sphere {
  7700. /**
  7701. * Constructs a new sphere.
  7702. *
  7703. * @param {Vector3} [center=(0,0,0)] - The center of the sphere
  7704. * @param {number} [radius=-1] - The radius of the sphere.
  7705. */
  7706. constructor( center = new Vector3(), radius = - 1 ) {
  7707. /**
  7708. * This flag can be used for type testing.
  7709. *
  7710. * @type {boolean}
  7711. * @readonly
  7712. * @default true
  7713. */
  7714. this.isSphere = true;
  7715. /**
  7716. * The center of the sphere
  7717. *
  7718. * @type {Vector3}
  7719. */
  7720. this.center = center;
  7721. /**
  7722. * The radius of the sphere.
  7723. *
  7724. * @type {number}
  7725. */
  7726. this.radius = radius;
  7727. }
  7728. /**
  7729. * Sets the sphere's components by copying the given values.
  7730. *
  7731. * @param {Vector3} center - The center.
  7732. * @param {number} radius - The radius.
  7733. * @return {Sphere} A reference to this sphere.
  7734. */
  7735. set( center, radius ) {
  7736. this.center.copy( center );
  7737. this.radius = radius;
  7738. return this;
  7739. }
  7740. /**
  7741. * Computes the minimum bounding sphere for list of points.
  7742. * If the optional center point is given, it is used as the sphere's
  7743. * center. Otherwise, the center of the axis-aligned bounding box
  7744. * encompassing the points is calculated.
  7745. *
  7746. * @param {Array<Vector3>} points - A list of points in 3D space.
  7747. * @param {Vector3} [optionalCenter] - The center of the sphere.
  7748. * @return {Sphere} A reference to this sphere.
  7749. */
  7750. setFromPoints( points, optionalCenter ) {
  7751. const center = this.center;
  7752. if ( optionalCenter !== undefined ) {
  7753. center.copy( optionalCenter );
  7754. } else {
  7755. _box$3.setFromPoints( points ).getCenter( center );
  7756. }
  7757. let maxRadiusSq = 0;
  7758. for ( let i = 0, il = points.length; i < il; i ++ ) {
  7759. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );
  7760. }
  7761. this.radius = Math.sqrt( maxRadiusSq );
  7762. return this;
  7763. }
  7764. /**
  7765. * Copies the values of the given sphere to this instance.
  7766. *
  7767. * @param {Sphere} sphere - The sphere to copy.
  7768. * @return {Sphere} A reference to this sphere.
  7769. */
  7770. copy( sphere ) {
  7771. this.center.copy( sphere.center );
  7772. this.radius = sphere.radius;
  7773. return this;
  7774. }
  7775. /**
  7776. * Returns `true` if the sphere is empty (the radius set to a negative number).
  7777. *
  7778. * Spheres with a radius of `0` contain only their center point and are not
  7779. * considered to be empty.
  7780. *
  7781. * @return {boolean} Whether this sphere is empty or not.
  7782. */
  7783. isEmpty() {
  7784. return ( this.radius < 0 );
  7785. }
  7786. /**
  7787. * Makes this sphere empty which means in encloses a zero space in 3D.
  7788. *
  7789. * @return {Sphere} A reference to this sphere.
  7790. */
  7791. makeEmpty() {
  7792. this.center.set( 0, 0, 0 );
  7793. this.radius = - 1;
  7794. return this;
  7795. }
  7796. /**
  7797. * Returns `true` if this sphere contains the given point inclusive of
  7798. * the surface of the sphere.
  7799. *
  7800. * @param {Vector3} point - The point to check.
  7801. * @return {boolean} Whether this sphere contains the given point or not.
  7802. */
  7803. containsPoint( point ) {
  7804. return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );
  7805. }
  7806. /**
  7807. * Returns the closest distance from the boundary of the sphere to the
  7808. * given point. If the sphere contains the point, the distance will
  7809. * be negative.
  7810. *
  7811. * @param {Vector3} point - The point to compute the distance to.
  7812. * @return {number} The distance to the point.
  7813. */
  7814. distanceToPoint( point ) {
  7815. return ( point.distanceTo( this.center ) - this.radius );
  7816. }
  7817. /**
  7818. * Returns `true` if this sphere intersects with the given one.
  7819. *
  7820. * @param {Sphere} sphere - The sphere to test.
  7821. * @return {boolean} Whether this sphere intersects with the given one or not.
  7822. */
  7823. intersectsSphere( sphere ) {
  7824. const radiusSum = this.radius + sphere.radius;
  7825. return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );
  7826. }
  7827. /**
  7828. * Returns `true` if this sphere intersects with the given box.
  7829. *
  7830. * @param {Box3} box - The box to test.
  7831. * @return {boolean} Whether this sphere intersects with the given box or not.
  7832. */
  7833. intersectsBox( box ) {
  7834. return box.intersectsSphere( this );
  7835. }
  7836. /**
  7837. * Returns `true` if this sphere intersects with the given plane.
  7838. *
  7839. * @param {Plane} plane - The plane to test.
  7840. * @return {boolean} Whether this sphere intersects with the given plane or not.
  7841. */
  7842. intersectsPlane( plane ) {
  7843. return Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius;
  7844. }
  7845. /**
  7846. * Clamps a point within the sphere. If the point is outside the sphere, it
  7847. * will clamp it to the closest point on the edge of the sphere. Points
  7848. * already inside the sphere will not be affected.
  7849. *
  7850. * @param {Vector3} point - The plane to clamp.
  7851. * @param {Vector3} target - The target vector that is used to store the method's result.
  7852. * @return {Vector3} The clamped point.
  7853. */
  7854. clampPoint( point, target ) {
  7855. const deltaLengthSq = this.center.distanceToSquared( point );
  7856. target.copy( point );
  7857. if ( deltaLengthSq > ( this.radius * this.radius ) ) {
  7858. target.sub( this.center ).normalize();
  7859. target.multiplyScalar( this.radius ).add( this.center );
  7860. }
  7861. return target;
  7862. }
  7863. /**
  7864. * Returns a bounding box that encloses this sphere.
  7865. *
  7866. * @param {Box3} target - The target box that is used to store the method's result.
  7867. * @return {Box3} The bounding box that encloses this sphere.
  7868. */
  7869. getBoundingBox( target ) {
  7870. if ( this.isEmpty() ) {
  7871. // Empty sphere produces empty bounding box
  7872. target.makeEmpty();
  7873. return target;
  7874. }
  7875. target.set( this.center, this.center );
  7876. target.expandByScalar( this.radius );
  7877. return target;
  7878. }
  7879. /**
  7880. * Transforms this sphere with the given 4x4 transformation matrix.
  7881. *
  7882. * @param {Matrix4} matrix - The transformation matrix.
  7883. * @return {Sphere} A reference to this sphere.
  7884. */
  7885. applyMatrix4( matrix ) {
  7886. this.center.applyMatrix4( matrix );
  7887. this.radius = this.radius * matrix.getMaxScaleOnAxis();
  7888. return this;
  7889. }
  7890. /**
  7891. * Translates the sphere's center by the given offset.
  7892. *
  7893. * @param {Vector3} offset - The offset.
  7894. * @return {Sphere} A reference to this sphere.
  7895. */
  7896. translate( offset ) {
  7897. this.center.add( offset );
  7898. return this;
  7899. }
  7900. /**
  7901. * Expands the boundaries of this sphere to include the given point.
  7902. *
  7903. * @param {Vector3} point - The point to include.
  7904. * @return {Sphere} A reference to this sphere.
  7905. */
  7906. expandByPoint( point ) {
  7907. if ( this.isEmpty() ) {
  7908. this.center.copy( point );
  7909. this.radius = 0;
  7910. return this;
  7911. }
  7912. _v1$6.subVectors( point, this.center );
  7913. const lengthSq = _v1$6.lengthSq();
  7914. if ( lengthSq > ( this.radius * this.radius ) ) {
  7915. // calculate the minimal sphere
  7916. const length = Math.sqrt( lengthSq );
  7917. const delta = ( length - this.radius ) * 0.5;
  7918. this.center.addScaledVector( _v1$6, delta / length );
  7919. this.radius += delta;
  7920. }
  7921. return this;
  7922. }
  7923. /**
  7924. * Expands this sphere to enclose both the original sphere and the given sphere.
  7925. *
  7926. * @param {Sphere} sphere - The sphere to include.
  7927. * @return {Sphere} A reference to this sphere.
  7928. */
  7929. union( sphere ) {
  7930. if ( sphere.isEmpty() ) {
  7931. return this;
  7932. }
  7933. if ( this.isEmpty() ) {
  7934. this.copy( sphere );
  7935. return this;
  7936. }
  7937. if ( this.center.equals( sphere.center ) === true ) {
  7938. this.radius = Math.max( this.radius, sphere.radius );
  7939. } else {
  7940. _v2$3.subVectors( sphere.center, this.center ).setLength( sphere.radius );
  7941. this.expandByPoint( _v1$6.copy( sphere.center ).add( _v2$3 ) );
  7942. this.expandByPoint( _v1$6.copy( sphere.center ).sub( _v2$3 ) );
  7943. }
  7944. return this;
  7945. }
  7946. /**
  7947. * Returns `true` if this sphere is equal with the given one.
  7948. *
  7949. * @param {Sphere} sphere - The sphere to test for equality.
  7950. * @return {boolean} Whether this bounding sphere is equal with the given one.
  7951. */
  7952. equals( sphere ) {
  7953. return sphere.center.equals( this.center ) && ( sphere.radius === this.radius );
  7954. }
  7955. /**
  7956. * Returns a new sphere with copied values from this instance.
  7957. *
  7958. * @return {Sphere} A clone of this instance.
  7959. */
  7960. clone() {
  7961. return new this.constructor().copy( this );
  7962. }
  7963. }
  7964. const _vector$a = /*@__PURE__*/ new Vector3();
  7965. const _segCenter = /*@__PURE__*/ new Vector3();
  7966. const _segDir = /*@__PURE__*/ new Vector3();
  7967. const _diff = /*@__PURE__*/ new Vector3();
  7968. const _edge1 = /*@__PURE__*/ new Vector3();
  7969. const _edge2 = /*@__PURE__*/ new Vector3();
  7970. const _normal$1 = /*@__PURE__*/ new Vector3();
  7971. /**
  7972. * A ray that emits from an origin in a certain direction. The class is used by
  7973. * {@link Raycaster} to assist with raycasting. Raycasting is used for
  7974. * mouse picking (working out what objects in the 3D space the mouse is over)
  7975. * amongst other things.
  7976. */
  7977. class Ray {
  7978. /**
  7979. * Constructs a new ray.
  7980. *
  7981. * @param {Vector3} [origin=(0,0,0)] - The origin of the ray.
  7982. * @param {Vector3} [direction=(0,0,-1)] - The (normalized) direction of the ray.
  7983. */
  7984. constructor( origin = new Vector3(), direction = new Vector3( 0, 0, - 1 ) ) {
  7985. /**
  7986. * The origin of the ray.
  7987. *
  7988. * @type {Vector3}
  7989. */
  7990. this.origin = origin;
  7991. /**
  7992. * The (normalized) direction of the ray.
  7993. *
  7994. * @type {Vector3}
  7995. */
  7996. this.direction = direction;
  7997. }
  7998. /**
  7999. * Sets the ray's components by copying the given values.
  8000. *
  8001. * @param {Vector3} origin - The origin.
  8002. * @param {Vector3} direction - The direction.
  8003. * @return {Ray} A reference to this ray.
  8004. */
  8005. set( origin, direction ) {
  8006. this.origin.copy( origin );
  8007. this.direction.copy( direction );
  8008. return this;
  8009. }
  8010. /**
  8011. * Copies the values of the given ray to this instance.
  8012. *
  8013. * @param {Ray} ray - The ray to copy.
  8014. * @return {Ray} A reference to this ray.
  8015. */
  8016. copy( ray ) {
  8017. this.origin.copy( ray.origin );
  8018. this.direction.copy( ray.direction );
  8019. return this;
  8020. }
  8021. /**
  8022. * Returns a vector that is located at a given distance along this ray.
  8023. *
  8024. * @param {number} t - The distance along the ray to retrieve a position for.
  8025. * @param {Vector3} target - The target vector that is used to store the method's result.
  8026. * @return {Vector3} A position on the ray.
  8027. */
  8028. at( t, target ) {
  8029. return target.copy( this.origin ).addScaledVector( this.direction, t );
  8030. }
  8031. /**
  8032. * Adjusts the direction of the ray to point at the given vector in world space.
  8033. *
  8034. * @param {Vector3} v - The target position.
  8035. * @return {Ray} A reference to this ray.
  8036. */
  8037. lookAt( v ) {
  8038. this.direction.copy( v ).sub( this.origin ).normalize();
  8039. return this;
  8040. }
  8041. /**
  8042. * Shift the origin of this ray along its direction by the given distance.
  8043. *
  8044. * @param {number} t - The distance along the ray to interpolate.
  8045. * @return {Ray} A reference to this ray.
  8046. */
  8047. recast( t ) {
  8048. this.origin.copy( this.at( t, _vector$a ) );
  8049. return this;
  8050. }
  8051. /**
  8052. * Returns the point along this ray that is closest to the given point.
  8053. *
  8054. * @param {Vector3} point - A point in 3D space to get the closet location on the ray for.
  8055. * @param {Vector3} target - The target vector that is used to store the method's result.
  8056. * @return {Vector3} The closest point on this ray.
  8057. */
  8058. closestPointToPoint( point, target ) {
  8059. target.subVectors( point, this.origin );
  8060. const directionDistance = target.dot( this.direction );
  8061. if ( directionDistance < 0 ) {
  8062. return target.copy( this.origin );
  8063. }
  8064. return target.copy( this.origin ).addScaledVector( this.direction, directionDistance );
  8065. }
  8066. /**
  8067. * Returns the distance of the closest approach between this ray and the given point.
  8068. *
  8069. * @param {Vector3} point - A point in 3D space to compute the distance to.
  8070. * @return {number} The distance.
  8071. */
  8072. distanceToPoint( point ) {
  8073. return Math.sqrt( this.distanceSqToPoint( point ) );
  8074. }
  8075. /**
  8076. * Returns the squared distance of the closest approach between this ray and the given point.
  8077. *
  8078. * @param {Vector3} point - A point in 3D space to compute the distance to.
  8079. * @return {number} The squared distance.
  8080. */
  8081. distanceSqToPoint( point ) {
  8082. const directionDistance = _vector$a.subVectors( point, this.origin ).dot( this.direction );
  8083. // point behind the ray
  8084. if ( directionDistance < 0 ) {
  8085. return this.origin.distanceToSquared( point );
  8086. }
  8087. _vector$a.copy( this.origin ).addScaledVector( this.direction, directionDistance );
  8088. return _vector$a.distanceToSquared( point );
  8089. }
  8090. /**
  8091. * Returns the squared distance between this ray and the given line segment.
  8092. *
  8093. * @param {Vector3} v0 - The start point of the line segment.
  8094. * @param {Vector3} v1 - The end point of the line segment.
  8095. * @param {Vector3} [optionalPointOnRay] - When provided, it receives the point on this ray that is closest to the segment.
  8096. * @param {Vector3} [optionalPointOnSegment] - When provided, it receives the point on the line segment that is closest to this ray.
  8097. * @return {number} The squared distance.
  8098. */
  8099. distanceSqToSegment( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {
  8100. // from https://github.com/pmjoniak/GeometricTools/blob/master/GTEngine/Include/Mathematics/GteDistRaySegment.h
  8101. // It returns the min distance between the ray and the segment
  8102. // defined by v0 and v1
  8103. // It can also set two optional targets :
  8104. // - The closest point on the ray
  8105. // - The closest point on the segment
  8106. _segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 );
  8107. _segDir.copy( v1 ).sub( v0 ).normalize();
  8108. _diff.copy( this.origin ).sub( _segCenter );
  8109. const segExtent = v0.distanceTo( v1 ) * 0.5;
  8110. const a01 = - this.direction.dot( _segDir );
  8111. const b0 = _diff.dot( this.direction );
  8112. const b1 = - _diff.dot( _segDir );
  8113. const c = _diff.lengthSq();
  8114. const det = Math.abs( 1 - a01 * a01 );
  8115. let s0, s1, sqrDist, extDet;
  8116. if ( det > 0 ) {
  8117. // The ray and segment are not parallel.
  8118. s0 = a01 * b1 - b0;
  8119. s1 = a01 * b0 - b1;
  8120. extDet = segExtent * det;
  8121. if ( s0 >= 0 ) {
  8122. if ( s1 >= - extDet ) {
  8123. if ( s1 <= extDet ) {
  8124. // region 0
  8125. // Minimum at interior points of ray and segment.
  8126. const invDet = 1 / det;
  8127. s0 *= invDet;
  8128. s1 *= invDet;
  8129. sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;
  8130. } else {
  8131. // region 1
  8132. s1 = segExtent;
  8133. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  8134. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  8135. }
  8136. } else {
  8137. // region 5
  8138. s1 = - segExtent;
  8139. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  8140. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  8141. }
  8142. } else {
  8143. if ( s1 <= - extDet ) {
  8144. // region 4
  8145. s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );
  8146. s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  8147. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  8148. } else if ( s1 <= extDet ) {
  8149. // region 3
  8150. s0 = 0;
  8151. s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );
  8152. sqrDist = s1 * ( s1 + 2 * b1 ) + c;
  8153. } else {
  8154. // region 2
  8155. s0 = Math.max( 0, - ( a01 * segExtent + b0 ) );
  8156. s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  8157. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  8158. }
  8159. }
  8160. } else {
  8161. // Ray and segment are parallel.
  8162. s1 = ( a01 > 0 ) ? - segExtent : segExtent;
  8163. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  8164. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  8165. }
  8166. if ( optionalPointOnRay ) {
  8167. optionalPointOnRay.copy( this.origin ).addScaledVector( this.direction, s0 );
  8168. }
  8169. if ( optionalPointOnSegment ) {
  8170. optionalPointOnSegment.copy( _segCenter ).addScaledVector( _segDir, s1 );
  8171. }
  8172. return sqrDist;
  8173. }
  8174. /**
  8175. * Intersects this ray with the given sphere, returning the intersection
  8176. * point or `null` if there is no intersection.
  8177. *
  8178. * @param {Sphere} sphere - The sphere to intersect.
  8179. * @param {Vector3} target - The target vector that is used to store the method's result.
  8180. * @return {?Vector3} The intersection point.
  8181. */
  8182. intersectSphere( sphere, target ) {
  8183. _vector$a.subVectors( sphere.center, this.origin );
  8184. const tca = _vector$a.dot( this.direction );
  8185. const d2 = _vector$a.dot( _vector$a ) - tca * tca;
  8186. const radius2 = sphere.radius * sphere.radius;
  8187. if ( d2 > radius2 ) return null;
  8188. const thc = Math.sqrt( radius2 - d2 );
  8189. // t0 = first intersect point - entrance on front of sphere
  8190. const t0 = tca - thc;
  8191. // t1 = second intersect point - exit point on back of sphere
  8192. const t1 = tca + thc;
  8193. // test to see if t1 is behind the ray - if so, return null
  8194. if ( t1 < 0 ) return null;
  8195. // test to see if t0 is behind the ray:
  8196. // if it is, the ray is inside the sphere, so return the second exit point scaled by t1,
  8197. // in order to always return an intersect point that is in front of the ray.
  8198. if ( t0 < 0 ) return this.at( t1, target );
  8199. // else t0 is in front of the ray, so return the first collision point scaled by t0
  8200. return this.at( t0, target );
  8201. }
  8202. /**
  8203. * Returns `true` if this ray intersects with the given sphere.
  8204. *
  8205. * @param {Sphere} sphere - The sphere to intersect.
  8206. * @return {boolean} Whether this ray intersects with the given sphere or not.
  8207. */
  8208. intersectsSphere( sphere ) {
  8209. return this.distanceSqToPoint( sphere.center ) <= ( sphere.radius * sphere.radius );
  8210. }
  8211. /**
  8212. * Computes the distance from the ray's origin to the given plane. Returns `null` if the ray
  8213. * does not intersect with the plane.
  8214. *
  8215. * @param {Plane} plane - The plane to compute the distance to.
  8216. * @return {?number} Whether this ray intersects with the given sphere or not.
  8217. */
  8218. distanceToPlane( plane ) {
  8219. const denominator = plane.normal.dot( this.direction );
  8220. if ( denominator === 0 ) {
  8221. // line is coplanar, return origin
  8222. if ( plane.distanceToPoint( this.origin ) === 0 ) {
  8223. return 0;
  8224. }
  8225. // Null is preferable to undefined since undefined means.... it is undefined
  8226. return null;
  8227. }
  8228. const t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;
  8229. // Return if the ray never intersects the plane
  8230. return t >= 0 ? t : null;
  8231. }
  8232. /**
  8233. * Intersects this ray with the given plane, returning the intersection
  8234. * point or `null` if there is no intersection.
  8235. *
  8236. * @param {Plane} plane - The plane to intersect.
  8237. * @param {Vector3} target - The target vector that is used to store the method's result.
  8238. * @return {?Vector3} The intersection point.
  8239. */
  8240. intersectPlane( plane, target ) {
  8241. const t = this.distanceToPlane( plane );
  8242. if ( t === null ) {
  8243. return null;
  8244. }
  8245. return this.at( t, target );
  8246. }
  8247. /**
  8248. * Returns `true` if this ray intersects with the given plane.
  8249. *
  8250. * @param {Plane} plane - The plane to intersect.
  8251. * @return {boolean} Whether this ray intersects with the given plane or not.
  8252. */
  8253. intersectsPlane( plane ) {
  8254. // check if the ray lies on the plane first
  8255. const distToPoint = plane.distanceToPoint( this.origin );
  8256. if ( distToPoint === 0 ) {
  8257. return true;
  8258. }
  8259. const denominator = plane.normal.dot( this.direction );
  8260. if ( denominator * distToPoint < 0 ) {
  8261. return true;
  8262. }
  8263. // ray origin is behind the plane (and is pointing behind it)
  8264. return false;
  8265. }
  8266. /**
  8267. * Intersects this ray with the given bounding box, returning the intersection
  8268. * point or `null` if there is no intersection.
  8269. *
  8270. * @param {Box3} box - The box to intersect.
  8271. * @param {Vector3} target - The target vector that is used to store the method's result.
  8272. * @return {?Vector3} The intersection point.
  8273. */
  8274. intersectBox( box, target ) {
  8275. let tmin, tmax, tymin, tymax, tzmin, tzmax;
  8276. const invdirx = 1 / this.direction.x,
  8277. invdiry = 1 / this.direction.y,
  8278. invdirz = 1 / this.direction.z;
  8279. const origin = this.origin;
  8280. if ( invdirx >= 0 ) {
  8281. tmin = ( box.min.x - origin.x ) * invdirx;
  8282. tmax = ( box.max.x - origin.x ) * invdirx;
  8283. } else {
  8284. tmin = ( box.max.x - origin.x ) * invdirx;
  8285. tmax = ( box.min.x - origin.x ) * invdirx;
  8286. }
  8287. if ( invdiry >= 0 ) {
  8288. tymin = ( box.min.y - origin.y ) * invdiry;
  8289. tymax = ( box.max.y - origin.y ) * invdiry;
  8290. } else {
  8291. tymin = ( box.max.y - origin.y ) * invdiry;
  8292. tymax = ( box.min.y - origin.y ) * invdiry;
  8293. }
  8294. if ( ( tmin > tymax ) || ( tymin > tmax ) ) return null;
  8295. if ( tymin > tmin || isNaN( tmin ) ) tmin = tymin;
  8296. if ( tymax < tmax || isNaN( tmax ) ) tmax = tymax;
  8297. if ( invdirz >= 0 ) {
  8298. tzmin = ( box.min.z - origin.z ) * invdirz;
  8299. tzmax = ( box.max.z - origin.z ) * invdirz;
  8300. } else {
  8301. tzmin = ( box.max.z - origin.z ) * invdirz;
  8302. tzmax = ( box.min.z - origin.z ) * invdirz;
  8303. }
  8304. if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null;
  8305. if ( tzmin > tmin || tmin !== tmin ) tmin = tzmin;
  8306. if ( tzmax < tmax || tmax !== tmax ) tmax = tzmax;
  8307. //return point closest to the ray (positive side)
  8308. if ( tmax < 0 ) return null;
  8309. return this.at( tmin >= 0 ? tmin : tmax, target );
  8310. }
  8311. /**
  8312. * Returns `true` if this ray intersects with the given box.
  8313. *
  8314. * @param {Box3} box - The box to intersect.
  8315. * @return {boolean} Whether this ray intersects with the given box or not.
  8316. */
  8317. intersectsBox( box ) {
  8318. return this.intersectBox( box, _vector$a ) !== null;
  8319. }
  8320. /**
  8321. * Intersects this ray with the given triangle, returning the intersection
  8322. * point or `null` if there is no intersection.
  8323. *
  8324. * @param {Vector3} a - The first vertex of the triangle.
  8325. * @param {Vector3} b - The second vertex of the triangle.
  8326. * @param {Vector3} c - The third vertex of the triangle.
  8327. * @param {boolean} backfaceCulling - Whether to use backface culling or not.
  8328. * @param {Vector3} target - The target vector that is used to store the method's result.
  8329. * @return {?Vector3} The intersection point.
  8330. */
  8331. intersectTriangle( a, b, c, backfaceCulling, target ) {
  8332. // Compute the offset origin, edges, and normal.
  8333. // from https://github.com/pmjoniak/GeometricTools/blob/master/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h
  8334. _edge1.subVectors( b, a );
  8335. _edge2.subVectors( c, a );
  8336. _normal$1.crossVectors( _edge1, _edge2 );
  8337. // Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,
  8338. // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by
  8339. // |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
  8340. // |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
  8341. // |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)
  8342. let DdN = this.direction.dot( _normal$1 );
  8343. let sign;
  8344. if ( DdN > 0 ) {
  8345. if ( backfaceCulling ) return null;
  8346. sign = 1;
  8347. } else if ( DdN < 0 ) {
  8348. sign = - 1;
  8349. DdN = - DdN;
  8350. } else {
  8351. return null;
  8352. }
  8353. _diff.subVectors( this.origin, a );
  8354. const DdQxE2 = sign * this.direction.dot( _edge2.crossVectors( _diff, _edge2 ) );
  8355. // b1 < 0, no intersection
  8356. if ( DdQxE2 < 0 ) {
  8357. return null;
  8358. }
  8359. const DdE1xQ = sign * this.direction.dot( _edge1.cross( _diff ) );
  8360. // b2 < 0, no intersection
  8361. if ( DdE1xQ < 0 ) {
  8362. return null;
  8363. }
  8364. // b1+b2 > 1, no intersection
  8365. if ( DdQxE2 + DdE1xQ > DdN ) {
  8366. return null;
  8367. }
  8368. // Line intersects triangle, check if ray does.
  8369. const QdN = - sign * _diff.dot( _normal$1 );
  8370. // t < 0, no intersection
  8371. if ( QdN < 0 ) {
  8372. return null;
  8373. }
  8374. // Ray intersects triangle.
  8375. return this.at( QdN / DdN, target );
  8376. }
  8377. /**
  8378. * Transforms this ray with the given 4x4 transformation matrix.
  8379. *
  8380. * @param {Matrix4} matrix4 - The transformation matrix.
  8381. * @return {Ray} A reference to this ray.
  8382. */
  8383. applyMatrix4( matrix4 ) {
  8384. this.origin.applyMatrix4( matrix4 );
  8385. this.direction.transformDirection( matrix4 );
  8386. return this;
  8387. }
  8388. /**
  8389. * Returns `true` if this ray is equal with the given one.
  8390. *
  8391. * @param {Ray} ray - The ray to test for equality.
  8392. * @return {boolean} Whether this ray is equal with the given one.
  8393. */
  8394. equals( ray ) {
  8395. return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );
  8396. }
  8397. /**
  8398. * Returns a new ray with copied values from this instance.
  8399. *
  8400. * @return {Ray} A clone of this instance.
  8401. */
  8402. clone() {
  8403. return new this.constructor().copy( this );
  8404. }
  8405. }
  8406. /**
  8407. * Represents a 4x4 matrix.
  8408. *
  8409. * The most common use of a 4x4 matrix in 3D computer graphics is as a transformation matrix.
  8410. * For an introduction to transformation matrices as used in WebGL, check out [this tutorial]{@link https://www.opengl-tutorial.org/beginners-tutorials/tutorial-3-matrices}
  8411. *
  8412. * This allows a 3D vector representing a point in 3D space to undergo
  8413. * transformations such as translation, rotation, shear, scale, reflection,
  8414. * orthogonal or perspective projection and so on, by being multiplied by the
  8415. * matrix. This is known as `applying` the matrix to the vector.
  8416. *
  8417. * A Note on Row-Major and Column-Major Ordering:
  8418. *
  8419. * The constructor and {@link Matrix3#set} method take arguments in
  8420. * [row-major]{@link https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order}
  8421. * order, while internally they are stored in the {@link Matrix3#elements} array in column-major order.
  8422. * This means that calling:
  8423. * ```js
  8424. * const m = new THREE.Matrix4();
  8425. * m.set( 11, 12, 13, 14,
  8426. * 21, 22, 23, 24,
  8427. * 31, 32, 33, 34,
  8428. * 41, 42, 43, 44 );
  8429. * ```
  8430. * will result in the elements array containing:
  8431. * ```js
  8432. * m.elements = [ 11, 21, 31, 41,
  8433. * 12, 22, 32, 42,
  8434. * 13, 23, 33, 43,
  8435. * 14, 24, 34, 44 ];
  8436. * ```
  8437. * and internally all calculations are performed using column-major ordering.
  8438. * However, as the actual ordering makes no difference mathematically and
  8439. * most people are used to thinking about matrices in row-major order, the
  8440. * three.js documentation shows matrices in row-major order. Just bear in
  8441. * mind that if you are reading the source code, you'll have to take the
  8442. * transpose of any matrices outlined here to make sense of the calculations.
  8443. */
  8444. class Matrix4 {
  8445. /**
  8446. * Constructs a new 4x4 matrix. The arguments are supposed to be
  8447. * in row-major order. If no arguments are provided, the constructor
  8448. * initializes the matrix as an identity matrix.
  8449. *
  8450. * @param {number} [n11] - 1-1 matrix element.
  8451. * @param {number} [n12] - 1-2 matrix element.
  8452. * @param {number} [n13] - 1-3 matrix element.
  8453. * @param {number} [n14] - 1-4 matrix element.
  8454. * @param {number} [n21] - 2-1 matrix element.
  8455. * @param {number} [n22] - 2-2 matrix element.
  8456. * @param {number} [n23] - 2-3 matrix element.
  8457. * @param {number} [n24] - 2-4 matrix element.
  8458. * @param {number} [n31] - 3-1 matrix element.
  8459. * @param {number} [n32] - 3-2 matrix element.
  8460. * @param {number} [n33] - 3-3 matrix element.
  8461. * @param {number} [n34] - 3-4 matrix element.
  8462. * @param {number} [n41] - 4-1 matrix element.
  8463. * @param {number} [n42] - 4-2 matrix element.
  8464. * @param {number} [n43] - 4-3 matrix element.
  8465. * @param {number} [n44] - 4-4 matrix element.
  8466. */
  8467. constructor( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  8468. /**
  8469. * This flag can be used for type testing.
  8470. *
  8471. * @type {boolean}
  8472. * @readonly
  8473. * @default true
  8474. */
  8475. Matrix4.prototype.isMatrix4 = true;
  8476. /**
  8477. * A column-major list of matrix values.
  8478. *
  8479. * @type {Array<number>}
  8480. */
  8481. this.elements = [
  8482. 1, 0, 0, 0,
  8483. 0, 1, 0, 0,
  8484. 0, 0, 1, 0,
  8485. 0, 0, 0, 1
  8486. ];
  8487. if ( n11 !== undefined ) {
  8488. this.set( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 );
  8489. }
  8490. }
  8491. /**
  8492. * Sets the elements of the matrix.The arguments are supposed to be
  8493. * in row-major order.
  8494. *
  8495. * @param {number} [n11] - 1-1 matrix element.
  8496. * @param {number} [n12] - 1-2 matrix element.
  8497. * @param {number} [n13] - 1-3 matrix element.
  8498. * @param {number} [n14] - 1-4 matrix element.
  8499. * @param {number} [n21] - 2-1 matrix element.
  8500. * @param {number} [n22] - 2-2 matrix element.
  8501. * @param {number} [n23] - 2-3 matrix element.
  8502. * @param {number} [n24] - 2-4 matrix element.
  8503. * @param {number} [n31] - 3-1 matrix element.
  8504. * @param {number} [n32] - 3-2 matrix element.
  8505. * @param {number} [n33] - 3-3 matrix element.
  8506. * @param {number} [n34] - 3-4 matrix element.
  8507. * @param {number} [n41] - 4-1 matrix element.
  8508. * @param {number} [n42] - 4-2 matrix element.
  8509. * @param {number} [n43] - 4-3 matrix element.
  8510. * @param {number} [n44] - 4-4 matrix element.
  8511. * @return {Matrix4} A reference to this matrix.
  8512. */
  8513. set( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  8514. const te = this.elements;
  8515. te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;
  8516. te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;
  8517. te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;
  8518. te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;
  8519. return this;
  8520. }
  8521. /**
  8522. * Sets this matrix to the 4x4 identity matrix.
  8523. *
  8524. * @return {Matrix4} A reference to this matrix.
  8525. */
  8526. identity() {
  8527. this.set(
  8528. 1, 0, 0, 0,
  8529. 0, 1, 0, 0,
  8530. 0, 0, 1, 0,
  8531. 0, 0, 0, 1
  8532. );
  8533. return this;
  8534. }
  8535. /**
  8536. * Returns a matrix with copied values from this instance.
  8537. *
  8538. * @return {Matrix4} A clone of this instance.
  8539. */
  8540. clone() {
  8541. return new Matrix4().fromArray( this.elements );
  8542. }
  8543. /**
  8544. * Copies the values of the given matrix to this instance.
  8545. *
  8546. * @param {Matrix4} m - The matrix to copy.
  8547. * @return {Matrix4} A reference to this matrix.
  8548. */
  8549. copy( m ) {
  8550. const te = this.elements;
  8551. const me = m.elements;
  8552. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ];
  8553. te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ];
  8554. te[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ];
  8555. te[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ];
  8556. return this;
  8557. }
  8558. /**
  8559. * Copies the translation component of the given matrix
  8560. * into this matrix's translation component.
  8561. *
  8562. * @param {Matrix4} m - The matrix to copy the translation component.
  8563. * @return {Matrix4} A reference to this matrix.
  8564. */
  8565. copyPosition( m ) {
  8566. const te = this.elements, me = m.elements;
  8567. te[ 12 ] = me[ 12 ];
  8568. te[ 13 ] = me[ 13 ];
  8569. te[ 14 ] = me[ 14 ];
  8570. return this;
  8571. }
  8572. /**
  8573. * Set the upper 3x3 elements of this matrix to the values of given 3x3 matrix.
  8574. *
  8575. * @param {Matrix3} m - The 3x3 matrix.
  8576. * @return {Matrix4} A reference to this matrix.
  8577. */
  8578. setFromMatrix3( m ) {
  8579. const me = m.elements;
  8580. this.set(
  8581. me[ 0 ], me[ 3 ], me[ 6 ], 0,
  8582. me[ 1 ], me[ 4 ], me[ 7 ], 0,
  8583. me[ 2 ], me[ 5 ], me[ 8 ], 0,
  8584. 0, 0, 0, 1
  8585. );
  8586. return this;
  8587. }
  8588. /**
  8589. * Extracts the basis of this matrix into the three axis vectors provided.
  8590. *
  8591. * @param {Vector3} xAxis - The basis's x axis.
  8592. * @param {Vector3} yAxis - The basis's y axis.
  8593. * @param {Vector3} zAxis - The basis's z axis.
  8594. * @return {Matrix4} A reference to this matrix.
  8595. */
  8596. extractBasis( xAxis, yAxis, zAxis ) {
  8597. xAxis.setFromMatrixColumn( this, 0 );
  8598. yAxis.setFromMatrixColumn( this, 1 );
  8599. zAxis.setFromMatrixColumn( this, 2 );
  8600. return this;
  8601. }
  8602. /**
  8603. * Sets the given basis vectors to this matrix.
  8604. *
  8605. * @param {Vector3} xAxis - The basis's x axis.
  8606. * @param {Vector3} yAxis - The basis's y axis.
  8607. * @param {Vector3} zAxis - The basis's z axis.
  8608. * @return {Matrix4} A reference to this matrix.
  8609. */
  8610. makeBasis( xAxis, yAxis, zAxis ) {
  8611. this.set(
  8612. xAxis.x, yAxis.x, zAxis.x, 0,
  8613. xAxis.y, yAxis.y, zAxis.y, 0,
  8614. xAxis.z, yAxis.z, zAxis.z, 0,
  8615. 0, 0, 0, 1
  8616. );
  8617. return this;
  8618. }
  8619. /**
  8620. * Extracts the rotation component of the given matrix
  8621. * into this matrix's rotation component.
  8622. *
  8623. * Note: This method does not support reflection matrices.
  8624. *
  8625. * @param {Matrix4} m - The matrix.
  8626. * @return {Matrix4} A reference to this matrix.
  8627. */
  8628. extractRotation( m ) {
  8629. const te = this.elements;
  8630. const me = m.elements;
  8631. const scaleX = 1 / _v1$5.setFromMatrixColumn( m, 0 ).length();
  8632. const scaleY = 1 / _v1$5.setFromMatrixColumn( m, 1 ).length();
  8633. const scaleZ = 1 / _v1$5.setFromMatrixColumn( m, 2 ).length();
  8634. te[ 0 ] = me[ 0 ] * scaleX;
  8635. te[ 1 ] = me[ 1 ] * scaleX;
  8636. te[ 2 ] = me[ 2 ] * scaleX;
  8637. te[ 3 ] = 0;
  8638. te[ 4 ] = me[ 4 ] * scaleY;
  8639. te[ 5 ] = me[ 5 ] * scaleY;
  8640. te[ 6 ] = me[ 6 ] * scaleY;
  8641. te[ 7 ] = 0;
  8642. te[ 8 ] = me[ 8 ] * scaleZ;
  8643. te[ 9 ] = me[ 9 ] * scaleZ;
  8644. te[ 10 ] = me[ 10 ] * scaleZ;
  8645. te[ 11 ] = 0;
  8646. te[ 12 ] = 0;
  8647. te[ 13 ] = 0;
  8648. te[ 14 ] = 0;
  8649. te[ 15 ] = 1;
  8650. return this;
  8651. }
  8652. /**
  8653. * Sets the rotation component (the upper left 3x3 matrix) of this matrix to
  8654. * the rotation specified by the given Euler angles. The rest of
  8655. * the matrix is set to the identity. Depending on the {@link Euler#order},
  8656. * there are six possible outcomes. See [this page]{@link https://en.wikipedia.org/wiki/Euler_angles#Rotation_matrix}
  8657. * for a complete list.
  8658. *
  8659. * @param {Euler} euler - The Euler angles.
  8660. * @return {Matrix4} A reference to this matrix.
  8661. */
  8662. makeRotationFromEuler( euler ) {
  8663. const te = this.elements;
  8664. const x = euler.x, y = euler.y, z = euler.z;
  8665. const a = Math.cos( x ), b = Math.sin( x );
  8666. const c = Math.cos( y ), d = Math.sin( y );
  8667. const e = Math.cos( z ), f = Math.sin( z );
  8668. if ( euler.order === 'XYZ' ) {
  8669. const ae = a * e, af = a * f, be = b * e, bf = b * f;
  8670. te[ 0 ] = c * e;
  8671. te[ 4 ] = - c * f;
  8672. te[ 8 ] = d;
  8673. te[ 1 ] = af + be * d;
  8674. te[ 5 ] = ae - bf * d;
  8675. te[ 9 ] = - b * c;
  8676. te[ 2 ] = bf - ae * d;
  8677. te[ 6 ] = be + af * d;
  8678. te[ 10 ] = a * c;
  8679. } else if ( euler.order === 'YXZ' ) {
  8680. const ce = c * e, cf = c * f, de = d * e, df = d * f;
  8681. te[ 0 ] = ce + df * b;
  8682. te[ 4 ] = de * b - cf;
  8683. te[ 8 ] = a * d;
  8684. te[ 1 ] = a * f;
  8685. te[ 5 ] = a * e;
  8686. te[ 9 ] = - b;
  8687. te[ 2 ] = cf * b - de;
  8688. te[ 6 ] = df + ce * b;
  8689. te[ 10 ] = a * c;
  8690. } else if ( euler.order === 'ZXY' ) {
  8691. const ce = c * e, cf = c * f, de = d * e, df = d * f;
  8692. te[ 0 ] = ce - df * b;
  8693. te[ 4 ] = - a * f;
  8694. te[ 8 ] = de + cf * b;
  8695. te[ 1 ] = cf + de * b;
  8696. te[ 5 ] = a * e;
  8697. te[ 9 ] = df - ce * b;
  8698. te[ 2 ] = - a * d;
  8699. te[ 6 ] = b;
  8700. te[ 10 ] = a * c;
  8701. } else if ( euler.order === 'ZYX' ) {
  8702. const ae = a * e, af = a * f, be = b * e, bf = b * f;
  8703. te[ 0 ] = c * e;
  8704. te[ 4 ] = be * d - af;
  8705. te[ 8 ] = ae * d + bf;
  8706. te[ 1 ] = c * f;
  8707. te[ 5 ] = bf * d + ae;
  8708. te[ 9 ] = af * d - be;
  8709. te[ 2 ] = - d;
  8710. te[ 6 ] = b * c;
  8711. te[ 10 ] = a * c;
  8712. } else if ( euler.order === 'YZX' ) {
  8713. const ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  8714. te[ 0 ] = c * e;
  8715. te[ 4 ] = bd - ac * f;
  8716. te[ 8 ] = bc * f + ad;
  8717. te[ 1 ] = f;
  8718. te[ 5 ] = a * e;
  8719. te[ 9 ] = - b * e;
  8720. te[ 2 ] = - d * e;
  8721. te[ 6 ] = ad * f + bc;
  8722. te[ 10 ] = ac - bd * f;
  8723. } else if ( euler.order === 'XZY' ) {
  8724. const ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  8725. te[ 0 ] = c * e;
  8726. te[ 4 ] = - f;
  8727. te[ 8 ] = d * e;
  8728. te[ 1 ] = ac * f + bd;
  8729. te[ 5 ] = a * e;
  8730. te[ 9 ] = ad * f - bc;
  8731. te[ 2 ] = bc * f - ad;
  8732. te[ 6 ] = b * e;
  8733. te[ 10 ] = bd * f + ac;
  8734. }
  8735. // bottom row
  8736. te[ 3 ] = 0;
  8737. te[ 7 ] = 0;
  8738. te[ 11 ] = 0;
  8739. // last column
  8740. te[ 12 ] = 0;
  8741. te[ 13 ] = 0;
  8742. te[ 14 ] = 0;
  8743. te[ 15 ] = 1;
  8744. return this;
  8745. }
  8746. /**
  8747. * Sets the rotation component of this matrix to the rotation specified by
  8748. * the given Quaternion as outlined [here]{@link https://en.wikipedia.org/wiki/Rotation_matrix#Quaternion}
  8749. * The rest of the matrix is set to the identity.
  8750. *
  8751. * @param {Quaternion} q - The Quaternion.
  8752. * @return {Matrix4} A reference to this matrix.
  8753. */
  8754. makeRotationFromQuaternion( q ) {
  8755. return this.compose( _zero, q, _one );
  8756. }
  8757. /**
  8758. * Sets the rotation component of the transformation matrix, looking from `eye` towards
  8759. * `target`, and oriented by the up-direction.
  8760. *
  8761. * @param {Vector3} eye - The eye vector.
  8762. * @param {Vector3} target - The target vector.
  8763. * @param {Vector3} up - The up vector.
  8764. * @return {Matrix4} A reference to this matrix.
  8765. */
  8766. lookAt( eye, target, up ) {
  8767. const te = this.elements;
  8768. _z.subVectors( eye, target );
  8769. if ( _z.lengthSq() === 0 ) {
  8770. // eye and target are in the same position
  8771. _z.z = 1;
  8772. }
  8773. _z.normalize();
  8774. _x.crossVectors( up, _z );
  8775. if ( _x.lengthSq() === 0 ) {
  8776. // up and z are parallel
  8777. if ( Math.abs( up.z ) === 1 ) {
  8778. _z.x += 0.0001;
  8779. } else {
  8780. _z.z += 0.0001;
  8781. }
  8782. _z.normalize();
  8783. _x.crossVectors( up, _z );
  8784. }
  8785. _x.normalize();
  8786. _y.crossVectors( _z, _x );
  8787. te[ 0 ] = _x.x; te[ 4 ] = _y.x; te[ 8 ] = _z.x;
  8788. te[ 1 ] = _x.y; te[ 5 ] = _y.y; te[ 9 ] = _z.y;
  8789. te[ 2 ] = _x.z; te[ 6 ] = _y.z; te[ 10 ] = _z.z;
  8790. return this;
  8791. }
  8792. /**
  8793. * Post-multiplies this matrix by the given 4x4 matrix.
  8794. *
  8795. * @param {Matrix4} m - The matrix to multiply with.
  8796. * @return {Matrix4} A reference to this matrix.
  8797. */
  8798. multiply( m ) {
  8799. return this.multiplyMatrices( this, m );
  8800. }
  8801. /**
  8802. * Pre-multiplies this matrix by the given 4x4 matrix.
  8803. *
  8804. * @param {Matrix4} m - The matrix to multiply with.
  8805. * @return {Matrix4} A reference to this matrix.
  8806. */
  8807. premultiply( m ) {
  8808. return this.multiplyMatrices( m, this );
  8809. }
  8810. /**
  8811. * Multiples the given 4x4 matrices and stores the result
  8812. * in this matrix.
  8813. *
  8814. * @param {Matrix4} a - The first matrix.
  8815. * @param {Matrix4} b - The second matrix.
  8816. * @return {Matrix4} A reference to this matrix.
  8817. */
  8818. multiplyMatrices( a, b ) {
  8819. const ae = a.elements;
  8820. const be = b.elements;
  8821. const te = this.elements;
  8822. const a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];
  8823. const a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];
  8824. const a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];
  8825. const a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];
  8826. const b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];
  8827. const b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];
  8828. const b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];
  8829. const b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];
  8830. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
  8831. te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
  8832. te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
  8833. te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
  8834. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
  8835. te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
  8836. te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
  8837. te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
  8838. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
  8839. te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
  8840. te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
  8841. te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
  8842. te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
  8843. te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
  8844. te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
  8845. te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
  8846. return this;
  8847. }
  8848. /**
  8849. * Multiplies every component of the matrix by the given scalar.
  8850. *
  8851. * @param {number} s - The scalar.
  8852. * @return {Matrix4} A reference to this matrix.
  8853. */
  8854. multiplyScalar( s ) {
  8855. const te = this.elements;
  8856. te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;
  8857. te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;
  8858. te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;
  8859. te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;
  8860. return this;
  8861. }
  8862. /**
  8863. * Computes and returns the determinant of this matrix.
  8864. *
  8865. * Based on the method outlined [here]{@link http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.html}.
  8866. *
  8867. * @return {number} The determinant.
  8868. */
  8869. determinant() {
  8870. const te = this.elements;
  8871. const n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];
  8872. const n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];
  8873. const n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];
  8874. const n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];
  8875. //TODO: make this more efficient
  8876. return (
  8877. n41 * (
  8878. + n14 * n23 * n32
  8879. - n13 * n24 * n32
  8880. - n14 * n22 * n33
  8881. + n12 * n24 * n33
  8882. + n13 * n22 * n34
  8883. - n12 * n23 * n34
  8884. ) +
  8885. n42 * (
  8886. + n11 * n23 * n34
  8887. - n11 * n24 * n33
  8888. + n14 * n21 * n33
  8889. - n13 * n21 * n34
  8890. + n13 * n24 * n31
  8891. - n14 * n23 * n31
  8892. ) +
  8893. n43 * (
  8894. + n11 * n24 * n32
  8895. - n11 * n22 * n34
  8896. - n14 * n21 * n32
  8897. + n12 * n21 * n34
  8898. + n14 * n22 * n31
  8899. - n12 * n24 * n31
  8900. ) +
  8901. n44 * (
  8902. - n13 * n22 * n31
  8903. - n11 * n23 * n32
  8904. + n11 * n22 * n33
  8905. + n13 * n21 * n32
  8906. - n12 * n21 * n33
  8907. + n12 * n23 * n31
  8908. )
  8909. );
  8910. }
  8911. /**
  8912. * Transposes this matrix in place.
  8913. *
  8914. * @return {Matrix4} A reference to this matrix.
  8915. */
  8916. transpose() {
  8917. const te = this.elements;
  8918. let tmp;
  8919. tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;
  8920. tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;
  8921. tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;
  8922. tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;
  8923. tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;
  8924. tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;
  8925. return this;
  8926. }
  8927. /**
  8928. * Sets the position component for this matrix from the given vector,
  8929. * without affecting the rest of the matrix.
  8930. *
  8931. * @param {number|Vector3} x - The x component of the vector or alternatively the vector object.
  8932. * @param {number} y - The y component of the vector.
  8933. * @param {number} z - The z component of the vector.
  8934. * @return {Matrix4} A reference to this matrix.
  8935. */
  8936. setPosition( x, y, z ) {
  8937. const te = this.elements;
  8938. if ( x.isVector3 ) {
  8939. te[ 12 ] = x.x;
  8940. te[ 13 ] = x.y;
  8941. te[ 14 ] = x.z;
  8942. } else {
  8943. te[ 12 ] = x;
  8944. te[ 13 ] = y;
  8945. te[ 14 ] = z;
  8946. }
  8947. return this;
  8948. }
  8949. /**
  8950. * Inverts this matrix, using the [analytic method]{@link https://en.wikipedia.org/wiki/Invertible_matrix#Analytic_solution}.
  8951. * You can not invert with a determinant of zero. If you attempt this, the method produces
  8952. * a zero matrix instead.
  8953. *
  8954. * @return {Matrix4} A reference to this matrix.
  8955. */
  8956. invert() {
  8957. // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
  8958. const te = this.elements,
  8959. n11 = te[ 0 ], n21 = te[ 1 ], n31 = te[ 2 ], n41 = te[ 3 ],
  8960. n12 = te[ 4 ], n22 = te[ 5 ], n32 = te[ 6 ], n42 = te[ 7 ],
  8961. n13 = te[ 8 ], n23 = te[ 9 ], n33 = te[ 10 ], n43 = te[ 11 ],
  8962. n14 = te[ 12 ], n24 = te[ 13 ], n34 = te[ 14 ], n44 = te[ 15 ],
  8963. t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44,
  8964. t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44,
  8965. t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44,
  8966. t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;
  8967. const det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;
  8968. if ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 );
  8969. const detInv = 1 / det;
  8970. te[ 0 ] = t11 * detInv;
  8971. te[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv;
  8972. te[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv;
  8973. te[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv;
  8974. te[ 4 ] = t12 * detInv;
  8975. te[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv;
  8976. te[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv;
  8977. te[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv;
  8978. te[ 8 ] = t13 * detInv;
  8979. te[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv;
  8980. te[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv;
  8981. te[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv;
  8982. te[ 12 ] = t14 * detInv;
  8983. te[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv;
  8984. te[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv;
  8985. te[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv;
  8986. return this;
  8987. }
  8988. /**
  8989. * Multiplies the columns of this matrix by the given vector.
  8990. *
  8991. * @param {Vector3} v - The scale vector.
  8992. * @return {Matrix4} A reference to this matrix.
  8993. */
  8994. scale( v ) {
  8995. const te = this.elements;
  8996. const x = v.x, y = v.y, z = v.z;
  8997. te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;
  8998. te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;
  8999. te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;
  9000. te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;
  9001. return this;
  9002. }
  9003. /**
  9004. * Gets the maximum scale value of the three axes.
  9005. *
  9006. * @return {number} The maximum scale.
  9007. */
  9008. getMaxScaleOnAxis() {
  9009. const te = this.elements;
  9010. const scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];
  9011. const scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];
  9012. const scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];
  9013. return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) );
  9014. }
  9015. /**
  9016. * Sets this matrix as a translation transform from the given vector.
  9017. *
  9018. * @param {number|Vector3} x - The amount to translate in the X axis or alternatively a translation vector.
  9019. * @param {number} y - The amount to translate in the Y axis.
  9020. * @param {number} z - The amount to translate in the z axis.
  9021. * @return {Matrix4} A reference to this matrix.
  9022. */
  9023. makeTranslation( x, y, z ) {
  9024. if ( x.isVector3 ) {
  9025. this.set(
  9026. 1, 0, 0, x.x,
  9027. 0, 1, 0, x.y,
  9028. 0, 0, 1, x.z,
  9029. 0, 0, 0, 1
  9030. );
  9031. } else {
  9032. this.set(
  9033. 1, 0, 0, x,
  9034. 0, 1, 0, y,
  9035. 0, 0, 1, z,
  9036. 0, 0, 0, 1
  9037. );
  9038. }
  9039. return this;
  9040. }
  9041. /**
  9042. * Sets this matrix as a rotational transformation around the X axis by
  9043. * the given angle.
  9044. *
  9045. * @param {number} theta - The rotation in radians.
  9046. * @return {Matrix4} A reference to this matrix.
  9047. */
  9048. makeRotationX( theta ) {
  9049. const c = Math.cos( theta ), s = Math.sin( theta );
  9050. this.set(
  9051. 1, 0, 0, 0,
  9052. 0, c, - s, 0,
  9053. 0, s, c, 0,
  9054. 0, 0, 0, 1
  9055. );
  9056. return this;
  9057. }
  9058. /**
  9059. * Sets this matrix as a rotational transformation around the Y axis by
  9060. * the given angle.
  9061. *
  9062. * @param {number} theta - The rotation in radians.
  9063. * @return {Matrix4} A reference to this matrix.
  9064. */
  9065. makeRotationY( theta ) {
  9066. const c = Math.cos( theta ), s = Math.sin( theta );
  9067. this.set(
  9068. c, 0, s, 0,
  9069. 0, 1, 0, 0,
  9070. - s, 0, c, 0,
  9071. 0, 0, 0, 1
  9072. );
  9073. return this;
  9074. }
  9075. /**
  9076. * Sets this matrix as a rotational transformation around the Z axis by
  9077. * the given angle.
  9078. *
  9079. * @param {number} theta - The rotation in radians.
  9080. * @return {Matrix4} A reference to this matrix.
  9081. */
  9082. makeRotationZ( theta ) {
  9083. const c = Math.cos( theta ), s = Math.sin( theta );
  9084. this.set(
  9085. c, - s, 0, 0,
  9086. s, c, 0, 0,
  9087. 0, 0, 1, 0,
  9088. 0, 0, 0, 1
  9089. );
  9090. return this;
  9091. }
  9092. /**
  9093. * Sets this matrix as a rotational transformation around the given axis by
  9094. * the given angle.
  9095. *
  9096. * This is a somewhat controversial but mathematically sound alternative to
  9097. * rotating via Quaternions. See the discussion [here]{@link https://www.gamedev.net/articles/programming/math-and-physics/do-we-really-need-quaternions-r1199}.
  9098. *
  9099. * @param {Vector3} axis - The normalized rotation axis.
  9100. * @param {number} angle - The rotation in radians.
  9101. * @return {Matrix4} A reference to this matrix.
  9102. */
  9103. makeRotationAxis( axis, angle ) {
  9104. // Based on http://www.gamedev.net/reference/articles/article1199.asp
  9105. const c = Math.cos( angle );
  9106. const s = Math.sin( angle );
  9107. const t = 1 - c;
  9108. const x = axis.x, y = axis.y, z = axis.z;
  9109. const tx = t * x, ty = t * y;
  9110. this.set(
  9111. tx * x + c, tx * y - s * z, tx * z + s * y, 0,
  9112. tx * y + s * z, ty * y + c, ty * z - s * x, 0,
  9113. tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
  9114. 0, 0, 0, 1
  9115. );
  9116. return this;
  9117. }
  9118. /**
  9119. * Sets this matrix as a scale transformation.
  9120. *
  9121. * @param {number} x - The amount to scale in the X axis.
  9122. * @param {number} y - The amount to scale in the Y axis.
  9123. * @param {number} z - The amount to scale in the Z axis.
  9124. * @return {Matrix4} A reference to this matrix.
  9125. */
  9126. makeScale( x, y, z ) {
  9127. this.set(
  9128. x, 0, 0, 0,
  9129. 0, y, 0, 0,
  9130. 0, 0, z, 0,
  9131. 0, 0, 0, 1
  9132. );
  9133. return this;
  9134. }
  9135. /**
  9136. * Sets this matrix as a shear transformation.
  9137. *
  9138. * @param {number} xy - The amount to shear X by Y.
  9139. * @param {number} xz - The amount to shear X by Z.
  9140. * @param {number} yx - The amount to shear Y by X.
  9141. * @param {number} yz - The amount to shear Y by Z.
  9142. * @param {number} zx - The amount to shear Z by X.
  9143. * @param {number} zy - The amount to shear Z by Y.
  9144. * @return {Matrix4} A reference to this matrix.
  9145. */
  9146. makeShear( xy, xz, yx, yz, zx, zy ) {
  9147. this.set(
  9148. 1, yx, zx, 0,
  9149. xy, 1, zy, 0,
  9150. xz, yz, 1, 0,
  9151. 0, 0, 0, 1
  9152. );
  9153. return this;
  9154. }
  9155. /**
  9156. * Sets this matrix to the transformation composed of the given position,
  9157. * rotation (Quaternion) and scale.
  9158. *
  9159. * @param {Vector3} position - The position vector.
  9160. * @param {Quaternion} quaternion - The rotation as a Quaternion.
  9161. * @param {Vector3} scale - The scale vector.
  9162. * @return {Matrix4} A reference to this matrix.
  9163. */
  9164. compose( position, quaternion, scale ) {
  9165. const te = this.elements;
  9166. const x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._w;
  9167. const x2 = x + x, y2 = y + y, z2 = z + z;
  9168. const xx = x * x2, xy = x * y2, xz = x * z2;
  9169. const yy = y * y2, yz = y * z2, zz = z * z2;
  9170. const wx = w * x2, wy = w * y2, wz = w * z2;
  9171. const sx = scale.x, sy = scale.y, sz = scale.z;
  9172. te[ 0 ] = ( 1 - ( yy + zz ) ) * sx;
  9173. te[ 1 ] = ( xy + wz ) * sx;
  9174. te[ 2 ] = ( xz - wy ) * sx;
  9175. te[ 3 ] = 0;
  9176. te[ 4 ] = ( xy - wz ) * sy;
  9177. te[ 5 ] = ( 1 - ( xx + zz ) ) * sy;
  9178. te[ 6 ] = ( yz + wx ) * sy;
  9179. te[ 7 ] = 0;
  9180. te[ 8 ] = ( xz + wy ) * sz;
  9181. te[ 9 ] = ( yz - wx ) * sz;
  9182. te[ 10 ] = ( 1 - ( xx + yy ) ) * sz;
  9183. te[ 11 ] = 0;
  9184. te[ 12 ] = position.x;
  9185. te[ 13 ] = position.y;
  9186. te[ 14 ] = position.z;
  9187. te[ 15 ] = 1;
  9188. return this;
  9189. }
  9190. /**
  9191. * Decomposes this matrix into its position, rotation and scale components
  9192. * and provides the result in the given objects.
  9193. *
  9194. * Note: Not all matrices are decomposable in this way. For example, if an
  9195. * object has a non-uniformly scaled parent, then the object's world matrix
  9196. * may not be decomposable, and this method may not be appropriate.
  9197. *
  9198. * @param {Vector3} position - The position vector.
  9199. * @param {Quaternion} quaternion - The rotation as a Quaternion.
  9200. * @param {Vector3} scale - The scale vector.
  9201. * @return {Matrix4} A reference to this matrix.
  9202. */
  9203. decompose( position, quaternion, scale ) {
  9204. const te = this.elements;
  9205. let sx = _v1$5.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();
  9206. const sy = _v1$5.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();
  9207. const sz = _v1$5.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();
  9208. // if determine is negative, we need to invert one scale
  9209. const det = this.determinant();
  9210. if ( det < 0 ) sx = - sx;
  9211. position.x = te[ 12 ];
  9212. position.y = te[ 13 ];
  9213. position.z = te[ 14 ];
  9214. // scale the rotation part
  9215. _m1$2.copy( this );
  9216. const invSX = 1 / sx;
  9217. const invSY = 1 / sy;
  9218. const invSZ = 1 / sz;
  9219. _m1$2.elements[ 0 ] *= invSX;
  9220. _m1$2.elements[ 1 ] *= invSX;
  9221. _m1$2.elements[ 2 ] *= invSX;
  9222. _m1$2.elements[ 4 ] *= invSY;
  9223. _m1$2.elements[ 5 ] *= invSY;
  9224. _m1$2.elements[ 6 ] *= invSY;
  9225. _m1$2.elements[ 8 ] *= invSZ;
  9226. _m1$2.elements[ 9 ] *= invSZ;
  9227. _m1$2.elements[ 10 ] *= invSZ;
  9228. quaternion.setFromRotationMatrix( _m1$2 );
  9229. scale.x = sx;
  9230. scale.y = sy;
  9231. scale.z = sz;
  9232. return this;
  9233. }
  9234. /**
  9235. * Creates a perspective projection matrix. This is used internally by
  9236. * {@link PerspectiveCamera#updateProjectionMatrix}.
  9237. * @param {number} left - Left boundary of the viewing frustum at the near plane.
  9238. * @param {number} right - Right boundary of the viewing frustum at the near plane.
  9239. * @param {number} top - Top boundary of the viewing frustum at the near plane.
  9240. * @param {number} bottom - Bottom boundary of the viewing frustum at the near plane.
  9241. * @param {number} near - The distance from the camera to the near plane.
  9242. * @param {number} far - The distance from the camera to the far plane.
  9243. * @param {(WebGLCoordinateSystem|WebGPUCoordinateSystem)} [coordinateSystem=WebGLCoordinateSystem] - The coordinate system.
  9244. * @return {Matrix4} A reference to this matrix.
  9245. */
  9246. makePerspective( left, right, top, bottom, near, far, coordinateSystem = WebGLCoordinateSystem ) {
  9247. const te = this.elements;
  9248. const x = 2 * near / ( right - left );
  9249. const y = 2 * near / ( top - bottom );
  9250. const a = ( right + left ) / ( right - left );
  9251. const b = ( top + bottom ) / ( top - bottom );
  9252. let c, d;
  9253. if ( coordinateSystem === WebGLCoordinateSystem ) {
  9254. c = - ( far + near ) / ( far - near );
  9255. d = ( - 2 * far * near ) / ( far - near );
  9256. } else if ( coordinateSystem === WebGPUCoordinateSystem ) {
  9257. c = - far / ( far - near );
  9258. d = ( - far * near ) / ( far - near );
  9259. } else {
  9260. throw new Error( 'THREE.Matrix4.makePerspective(): Invalid coordinate system: ' + coordinateSystem );
  9261. }
  9262. te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = a; te[ 12 ] = 0;
  9263. te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = b; te[ 13 ] = 0;
  9264. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d;
  9265. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = - 1; te[ 15 ] = 0;
  9266. return this;
  9267. }
  9268. /**
  9269. * Creates a orthographic projection matrix. This is used internally by
  9270. * {@link OrthographicCamera#updateProjectionMatrix}.
  9271. * @param {number} left - Left boundary of the viewing frustum at the near plane.
  9272. * @param {number} right - Right boundary of the viewing frustum at the near plane.
  9273. * @param {number} top - Top boundary of the viewing frustum at the near plane.
  9274. * @param {number} bottom - Bottom boundary of the viewing frustum at the near plane.
  9275. * @param {number} near - The distance from the camera to the near plane.
  9276. * @param {number} far - The distance from the camera to the far plane.
  9277. * @param {(WebGLCoordinateSystem|WebGPUCoordinateSystem)} [coordinateSystem=WebGLCoordinateSystem] - The coordinate system.
  9278. * @return {Matrix4} A reference to this matrix.
  9279. */
  9280. makeOrthographic( left, right, top, bottom, near, far, coordinateSystem = WebGLCoordinateSystem ) {
  9281. const te = this.elements;
  9282. const w = 1.0 / ( right - left );
  9283. const h = 1.0 / ( top - bottom );
  9284. const p = 1.0 / ( far - near );
  9285. const x = ( right + left ) * w;
  9286. const y = ( top + bottom ) * h;
  9287. let z, zInv;
  9288. if ( coordinateSystem === WebGLCoordinateSystem ) {
  9289. z = ( far + near ) * p;
  9290. zInv = - 2 * p;
  9291. } else if ( coordinateSystem === WebGPUCoordinateSystem ) {
  9292. z = near * p;
  9293. zInv = - 1 * p;
  9294. } else {
  9295. throw new Error( 'THREE.Matrix4.makeOrthographic(): Invalid coordinate system: ' + coordinateSystem );
  9296. }
  9297. te[ 0 ] = 2 * w; te[ 4 ] = 0; te[ 8 ] = 0; te[ 12 ] = - x;
  9298. te[ 1 ] = 0; te[ 5 ] = 2 * h; te[ 9 ] = 0; te[ 13 ] = - y;
  9299. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = zInv; te[ 14 ] = - z;
  9300. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; te[ 15 ] = 1;
  9301. return this;
  9302. }
  9303. /**
  9304. * Returns `true` if this matrix is equal with the given one.
  9305. *
  9306. * @param {Matrix4} matrix - The matrix to test for equality.
  9307. * @return {boolean} Whether this matrix is equal with the given one.
  9308. */
  9309. equals( matrix ) {
  9310. const te = this.elements;
  9311. const me = matrix.elements;
  9312. for ( let i = 0; i < 16; i ++ ) {
  9313. if ( te[ i ] !== me[ i ] ) return false;
  9314. }
  9315. return true;
  9316. }
  9317. /**
  9318. * Sets the elements of the matrix from the given array.
  9319. *
  9320. * @param {Array<number>} array - The matrix elements in column-major order.
  9321. * @param {number} [offset=0] - Index of the first element in the array.
  9322. * @return {Matrix4} A reference to this matrix.
  9323. */
  9324. fromArray( array, offset = 0 ) {
  9325. for ( let i = 0; i < 16; i ++ ) {
  9326. this.elements[ i ] = array[ i + offset ];
  9327. }
  9328. return this;
  9329. }
  9330. /**
  9331. * Writes the elements of this matrix to the given array. If no array is provided,
  9332. * the method returns a new instance.
  9333. *
  9334. * @param {Array<number>} [array=[]] - The target array holding the matrix elements in column-major order.
  9335. * @param {number} [offset=0] - Index of the first element in the array.
  9336. * @return {Array<number>} The matrix elements in column-major order.
  9337. */
  9338. toArray( array = [], offset = 0 ) {
  9339. const te = this.elements;
  9340. array[ offset ] = te[ 0 ];
  9341. array[ offset + 1 ] = te[ 1 ];
  9342. array[ offset + 2 ] = te[ 2 ];
  9343. array[ offset + 3 ] = te[ 3 ];
  9344. array[ offset + 4 ] = te[ 4 ];
  9345. array[ offset + 5 ] = te[ 5 ];
  9346. array[ offset + 6 ] = te[ 6 ];
  9347. array[ offset + 7 ] = te[ 7 ];
  9348. array[ offset + 8 ] = te[ 8 ];
  9349. array[ offset + 9 ] = te[ 9 ];
  9350. array[ offset + 10 ] = te[ 10 ];
  9351. array[ offset + 11 ] = te[ 11 ];
  9352. array[ offset + 12 ] = te[ 12 ];
  9353. array[ offset + 13 ] = te[ 13 ];
  9354. array[ offset + 14 ] = te[ 14 ];
  9355. array[ offset + 15 ] = te[ 15 ];
  9356. return array;
  9357. }
  9358. }
  9359. const _v1$5 = /*@__PURE__*/ new Vector3();
  9360. const _m1$2 = /*@__PURE__*/ new Matrix4();
  9361. const _zero = /*@__PURE__*/ new Vector3( 0, 0, 0 );
  9362. const _one = /*@__PURE__*/ new Vector3( 1, 1, 1 );
  9363. const _x = /*@__PURE__*/ new Vector3();
  9364. const _y = /*@__PURE__*/ new Vector3();
  9365. const _z = /*@__PURE__*/ new Vector3();
  9366. const _matrix$2 = /*@__PURE__*/ new Matrix4();
  9367. const _quaternion$3 = /*@__PURE__*/ new Quaternion();
  9368. /**
  9369. * A class representing Euler angles.
  9370. *
  9371. * Euler angles describe a rotational transformation by rotating an object on
  9372. * its various axes in specified amounts per axis, and a specified axis
  9373. * order.
  9374. *
  9375. * Iterating through an instance will yield its components (x, y, z,
  9376. * order) in the corresponding order.
  9377. *
  9378. * ```js
  9379. * const a = new THREE.Euler( 0, 1, 1.57, 'XYZ' );
  9380. * const b = new THREE.Vector3( 1, 0, 1 );
  9381. * b.applyEuler(a);
  9382. * ```
  9383. */
  9384. class Euler {
  9385. /**
  9386. * Constructs a new euler instance.
  9387. *
  9388. * @param {number} [x=0] - The angle of the x axis in radians.
  9389. * @param {number} [y=0] - The angle of the y axis in radians.
  9390. * @param {number} [z=0] - The angle of the z axis in radians.
  9391. * @param {string} [order=Euler.DEFAULT_ORDER] - A string representing the order that the rotations are applied.
  9392. */
  9393. constructor( x = 0, y = 0, z = 0, order = Euler.DEFAULT_ORDER ) {
  9394. /**
  9395. * This flag can be used for type testing.
  9396. *
  9397. * @type {boolean}
  9398. * @readonly
  9399. * @default true
  9400. */
  9401. this.isEuler = true;
  9402. this._x = x;
  9403. this._y = y;
  9404. this._z = z;
  9405. this._order = order;
  9406. }
  9407. /**
  9408. * The angle of the x axis in radians.
  9409. *
  9410. * @type {number}
  9411. * @default 0
  9412. */
  9413. get x() {
  9414. return this._x;
  9415. }
  9416. set x( value ) {
  9417. this._x = value;
  9418. this._onChangeCallback();
  9419. }
  9420. /**
  9421. * The angle of the y axis in radians.
  9422. *
  9423. * @type {number}
  9424. * @default 0
  9425. */
  9426. get y() {
  9427. return this._y;
  9428. }
  9429. set y( value ) {
  9430. this._y = value;
  9431. this._onChangeCallback();
  9432. }
  9433. /**
  9434. * The angle of the z axis in radians.
  9435. *
  9436. * @type {number}
  9437. * @default 0
  9438. */
  9439. get z() {
  9440. return this._z;
  9441. }
  9442. set z( value ) {
  9443. this._z = value;
  9444. this._onChangeCallback();
  9445. }
  9446. /**
  9447. * A string representing the order that the rotations are applied.
  9448. *
  9449. * @type {string}
  9450. * @default 'XYZ'
  9451. */
  9452. get order() {
  9453. return this._order;
  9454. }
  9455. set order( value ) {
  9456. this._order = value;
  9457. this._onChangeCallback();
  9458. }
  9459. /**
  9460. * Sets the Euler components.
  9461. *
  9462. * @param {number} x - The angle of the x axis in radians.
  9463. * @param {number} y - The angle of the y axis in radians.
  9464. * @param {number} z - The angle of the z axis in radians.
  9465. * @param {string} [order] - A string representing the order that the rotations are applied.
  9466. * @return {Euler} A reference to this Euler instance.
  9467. */
  9468. set( x, y, z, order = this._order ) {
  9469. this._x = x;
  9470. this._y = y;
  9471. this._z = z;
  9472. this._order = order;
  9473. this._onChangeCallback();
  9474. return this;
  9475. }
  9476. /**
  9477. * Returns a new Euler instance with copied values from this instance.
  9478. *
  9479. * @return {Euler} A clone of this instance.
  9480. */
  9481. clone() {
  9482. return new this.constructor( this._x, this._y, this._z, this._order );
  9483. }
  9484. /**
  9485. * Copies the values of the given Euler instance to this instance.
  9486. *
  9487. * @param {Euler} euler - The Euler instance to copy.
  9488. * @return {Euler} A reference to this Euler instance.
  9489. */
  9490. copy( euler ) {
  9491. this._x = euler._x;
  9492. this._y = euler._y;
  9493. this._z = euler._z;
  9494. this._order = euler._order;
  9495. this._onChangeCallback();
  9496. return this;
  9497. }
  9498. /**
  9499. * Sets the angles of this Euler instance from a pure rotation matrix.
  9500. *
  9501. * @param {Matrix4} m - A 4x4 matrix of which the upper 3x3 of matrix is a pure rotation matrix (i.e. unscaled).
  9502. * @param {string} [order] - A string representing the order that the rotations are applied.
  9503. * @param {boolean} [update=true] - Whether the internal `onChange` callback should be executed or not.
  9504. * @return {Euler} A reference to this Euler instance.
  9505. */
  9506. setFromRotationMatrix( m, order = this._order, update = true ) {
  9507. const te = m.elements;
  9508. const m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];
  9509. const m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];
  9510. const m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  9511. switch ( order ) {
  9512. case 'XYZ':
  9513. this._y = Math.asin( clamp( m13, - 1, 1 ) );
  9514. if ( Math.abs( m13 ) < 0.9999999 ) {
  9515. this._x = Math.atan2( - m23, m33 );
  9516. this._z = Math.atan2( - m12, m11 );
  9517. } else {
  9518. this._x = Math.atan2( m32, m22 );
  9519. this._z = 0;
  9520. }
  9521. break;
  9522. case 'YXZ':
  9523. this._x = Math.asin( - clamp( m23, - 1, 1 ) );
  9524. if ( Math.abs( m23 ) < 0.9999999 ) {
  9525. this._y = Math.atan2( m13, m33 );
  9526. this._z = Math.atan2( m21, m22 );
  9527. } else {
  9528. this._y = Math.atan2( - m31, m11 );
  9529. this._z = 0;
  9530. }
  9531. break;
  9532. case 'ZXY':
  9533. this._x = Math.asin( clamp( m32, - 1, 1 ) );
  9534. if ( Math.abs( m32 ) < 0.9999999 ) {
  9535. this._y = Math.atan2( - m31, m33 );
  9536. this._z = Math.atan2( - m12, m22 );
  9537. } else {
  9538. this._y = 0;
  9539. this._z = Math.atan2( m21, m11 );
  9540. }
  9541. break;
  9542. case 'ZYX':
  9543. this._y = Math.asin( - clamp( m31, - 1, 1 ) );
  9544. if ( Math.abs( m31 ) < 0.9999999 ) {
  9545. this._x = Math.atan2( m32, m33 );
  9546. this._z = Math.atan2( m21, m11 );
  9547. } else {
  9548. this._x = 0;
  9549. this._z = Math.atan2( - m12, m22 );
  9550. }
  9551. break;
  9552. case 'YZX':
  9553. this._z = Math.asin( clamp( m21, - 1, 1 ) );
  9554. if ( Math.abs( m21 ) < 0.9999999 ) {
  9555. this._x = Math.atan2( - m23, m22 );
  9556. this._y = Math.atan2( - m31, m11 );
  9557. } else {
  9558. this._x = 0;
  9559. this._y = Math.atan2( m13, m33 );
  9560. }
  9561. break;
  9562. case 'XZY':
  9563. this._z = Math.asin( - clamp( m12, - 1, 1 ) );
  9564. if ( Math.abs( m12 ) < 0.9999999 ) {
  9565. this._x = Math.atan2( m32, m22 );
  9566. this._y = Math.atan2( m13, m11 );
  9567. } else {
  9568. this._x = Math.atan2( - m23, m33 );
  9569. this._y = 0;
  9570. }
  9571. break;
  9572. default:
  9573. console.warn( 'THREE.Euler: .setFromRotationMatrix() encountered an unknown order: ' + order );
  9574. }
  9575. this._order = order;
  9576. if ( update === true ) this._onChangeCallback();
  9577. return this;
  9578. }
  9579. /**
  9580. * Sets the angles of this Euler instance from a normalized quaternion.
  9581. *
  9582. * @param {Quaternion} q - A normalized Quaternion.
  9583. * @param {string} [order] - A string representing the order that the rotations are applied.
  9584. * @param {boolean} [update=true] - Whether the internal `onChange` callback should be executed or not.
  9585. * @return {Euler} A reference to this Euler instance.
  9586. */
  9587. setFromQuaternion( q, order, update ) {
  9588. _matrix$2.makeRotationFromQuaternion( q );
  9589. return this.setFromRotationMatrix( _matrix$2, order, update );
  9590. }
  9591. /**
  9592. * Sets the angles of this Euler instance from the given vector.
  9593. *
  9594. * @param {Vector3} v - The vector.
  9595. * @param {string} [order] - A string representing the order that the rotations are applied.
  9596. * @return {Euler} A reference to this Euler instance.
  9597. */
  9598. setFromVector3( v, order = this._order ) {
  9599. return this.set( v.x, v.y, v.z, order );
  9600. }
  9601. /**
  9602. * Resets the euler angle with a new order by creating a quaternion from this
  9603. * euler angle and then setting this euler angle with the quaternion and the
  9604. * new order.
  9605. *
  9606. * Warning: This discards revolution information.
  9607. *
  9608. * @param {string} [newOrder] - A string representing the new order that the rotations are applied.
  9609. * @return {Euler} A reference to this Euler instance.
  9610. */
  9611. reorder( newOrder ) {
  9612. _quaternion$3.setFromEuler( this );
  9613. return this.setFromQuaternion( _quaternion$3, newOrder );
  9614. }
  9615. /**
  9616. * Returns `true` if this Euler instance is equal with the given one.
  9617. *
  9618. * @param {Euler} euler - The Euler instance to test for equality.
  9619. * @return {boolean} Whether this Euler instance is equal with the given one.
  9620. */
  9621. equals( euler ) {
  9622. return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );
  9623. }
  9624. /**
  9625. * Sets this Euler instance's components to values from the given array. The first three
  9626. * entries of the array are assign to the x,y and z components. An optional fourth entry
  9627. * defines the Euler order.
  9628. *
  9629. * @param {Array<number,number,number,?string>} array - An array holding the Euler component values.
  9630. * @return {Euler} A reference to this Euler instance.
  9631. */
  9632. fromArray( array ) {
  9633. this._x = array[ 0 ];
  9634. this._y = array[ 1 ];
  9635. this._z = array[ 2 ];
  9636. if ( array[ 3 ] !== undefined ) this._order = array[ 3 ];
  9637. this._onChangeCallback();
  9638. return this;
  9639. }
  9640. /**
  9641. * Writes the components of this Euler instance to the given array. If no array is provided,
  9642. * the method returns a new instance.
  9643. *
  9644. * @param {Array<number,number,number,string>} [array=[]] - The target array holding the Euler components.
  9645. * @param {number} [offset=0] - Index of the first element in the array.
  9646. * @return {Array<number,number,number,string>} The Euler components.
  9647. */
  9648. toArray( array = [], offset = 0 ) {
  9649. array[ offset ] = this._x;
  9650. array[ offset + 1 ] = this._y;
  9651. array[ offset + 2 ] = this._z;
  9652. array[ offset + 3 ] = this._order;
  9653. return array;
  9654. }
  9655. _onChange( callback ) {
  9656. this._onChangeCallback = callback;
  9657. return this;
  9658. }
  9659. _onChangeCallback() {}
  9660. *[ Symbol.iterator ]() {
  9661. yield this._x;
  9662. yield this._y;
  9663. yield this._z;
  9664. yield this._order;
  9665. }
  9666. }
  9667. /**
  9668. * The default Euler angle order.
  9669. *
  9670. * @static
  9671. * @type {string}
  9672. * @default 'XYZ'
  9673. */
  9674. Euler.DEFAULT_ORDER = 'XYZ';
  9675. /**
  9676. * A layers object assigns an 3D object to 1 or more of 32
  9677. * layers numbered `0` to `31` - internally the layers are stored as a
  9678. * bit mask], and by default all 3D objects are a member of layer `0`.
  9679. *
  9680. * This can be used to control visibility - an object must share a layer with
  9681. * a camera to be visible when that camera's view is
  9682. * rendered.
  9683. *
  9684. * All classes that inherit from {@link Object3D} have an `layers` property which
  9685. * is an instance of this class.
  9686. */
  9687. class Layers {
  9688. /**
  9689. * Constructs a new layers instance, with membership
  9690. * initially set to layer `0`.
  9691. */
  9692. constructor() {
  9693. /**
  9694. * A bit mask storing which of the 32 layers this layers object is currently
  9695. * a member of.
  9696. *
  9697. * @type {number}
  9698. */
  9699. this.mask = 1 | 0;
  9700. }
  9701. /**
  9702. * Sets membership to the given layer, and remove membership all other layers.
  9703. *
  9704. * @param {number} layer - The layer to set.
  9705. */
  9706. set( layer ) {
  9707. this.mask = ( 1 << layer | 0 ) >>> 0;
  9708. }
  9709. /**
  9710. * Adds membership of the given layer.
  9711. *
  9712. * @param {number} layer - The layer to enable.
  9713. */
  9714. enable( layer ) {
  9715. this.mask |= 1 << layer | 0;
  9716. }
  9717. /**
  9718. * Adds membership to all layers.
  9719. */
  9720. enableAll() {
  9721. this.mask = 0xffffffff | 0;
  9722. }
  9723. /**
  9724. * Toggles the membership of the given layer.
  9725. *
  9726. * @param {number} layer - The layer to toggle.
  9727. */
  9728. toggle( layer ) {
  9729. this.mask ^= 1 << layer | 0;
  9730. }
  9731. /**
  9732. * Removes membership of the given layer.
  9733. *
  9734. * @param {number} layer - The layer to enable.
  9735. */
  9736. disable( layer ) {
  9737. this.mask &= ~ ( 1 << layer | 0 );
  9738. }
  9739. /**
  9740. * Removes the membership from all layers.
  9741. */
  9742. disableAll() {
  9743. this.mask = 0;
  9744. }
  9745. /**
  9746. * Returns `true` if this and the given layers object have at least one
  9747. * layer in common.
  9748. *
  9749. * @param {Layers} layers - The layers to test.
  9750. * @return {boolean } Whether this and the given layers object have at least one layer in common or not.
  9751. */
  9752. test( layers ) {
  9753. return ( this.mask & layers.mask ) !== 0;
  9754. }
  9755. /**
  9756. * Returns `true` if the given layer is enabled.
  9757. *
  9758. * @param {number} layer - The layer to test.
  9759. * @return {boolean } Whether the given layer is enabled or not.
  9760. */
  9761. isEnabled( layer ) {
  9762. return ( this.mask & ( 1 << layer | 0 ) ) !== 0;
  9763. }
  9764. }
  9765. let _object3DId = 0;
  9766. const _v1$4 = /*@__PURE__*/ new Vector3();
  9767. const _q1 = /*@__PURE__*/ new Quaternion();
  9768. const _m1$1 = /*@__PURE__*/ new Matrix4();
  9769. const _target = /*@__PURE__*/ new Vector3();
  9770. const _position$3 = /*@__PURE__*/ new Vector3();
  9771. const _scale$2 = /*@__PURE__*/ new Vector3();
  9772. const _quaternion$2 = /*@__PURE__*/ new Quaternion();
  9773. const _xAxis = /*@__PURE__*/ new Vector3( 1, 0, 0 );
  9774. const _yAxis = /*@__PURE__*/ new Vector3( 0, 1, 0 );
  9775. const _zAxis = /*@__PURE__*/ new Vector3( 0, 0, 1 );
  9776. /**
  9777. * Fires when the object has been added to its parent object.
  9778. *
  9779. * @event Object3D#added
  9780. * @type {Object}
  9781. */
  9782. const _addedEvent = { type: 'added' };
  9783. /**
  9784. * Fires when the object has been removed from its parent object.
  9785. *
  9786. * @event Object3D#removed
  9787. * @type {Object}
  9788. */
  9789. const _removedEvent = { type: 'removed' };
  9790. /**
  9791. * Fires when a new child object has been added.
  9792. *
  9793. * @event Object3D#childadded
  9794. * @type {Object}
  9795. */
  9796. const _childaddedEvent = { type: 'childadded', child: null };
  9797. /**
  9798. * Fires when a new child object has been added.
  9799. *
  9800. * @event Object3D#childremoved
  9801. * @type {Object}
  9802. */
  9803. const _childremovedEvent = { type: 'childremoved', child: null };
  9804. /**
  9805. * This is the base class for most objects in three.js and provides a set of
  9806. * properties and methods for manipulating objects in 3D space.
  9807. *
  9808. * @augments EventDispatcher
  9809. */
  9810. class Object3D extends EventDispatcher {
  9811. /**
  9812. * Constructs a new 3D object.
  9813. */
  9814. constructor() {
  9815. super();
  9816. /**
  9817. * This flag can be used for type testing.
  9818. *
  9819. * @type {boolean}
  9820. * @readonly
  9821. * @default true
  9822. */
  9823. this.isObject3D = true;
  9824. /**
  9825. * The ID of the 3D object.
  9826. *
  9827. * @name Object3D#id
  9828. * @type {number}
  9829. * @readonly
  9830. */
  9831. Object.defineProperty( this, 'id', { value: _object3DId ++ } );
  9832. /**
  9833. * The UUID of the 3D object.
  9834. *
  9835. * @type {string}
  9836. * @readonly
  9837. */
  9838. this.uuid = generateUUID();
  9839. /**
  9840. * The name of the 3D object.
  9841. *
  9842. * @type {string}
  9843. */
  9844. this.name = '';
  9845. /**
  9846. * The type property is used for detecting the object type
  9847. * in context of serialization/deserialization.
  9848. *
  9849. * @type {string}
  9850. * @readonly
  9851. */
  9852. this.type = 'Object3D';
  9853. /**
  9854. * A reference to the parent object.
  9855. *
  9856. * @type {?Object3D}
  9857. * @default null
  9858. */
  9859. this.parent = null;
  9860. /**
  9861. * An array holding the child 3D objects of this instance.
  9862. *
  9863. * @type {Array<Object3D>}
  9864. */
  9865. this.children = [];
  9866. /**
  9867. * Defines the `up` direction of the 3D object which influences
  9868. * the orientation via methods like {@link Object3D#lookAt}.
  9869. *
  9870. * The default values for all 3D objects is defined by `Object3D.DEFAULT_UP`.
  9871. *
  9872. * @type {Vector3}
  9873. */
  9874. this.up = Object3D.DEFAULT_UP.clone();
  9875. const position = new Vector3();
  9876. const rotation = new Euler();
  9877. const quaternion = new Quaternion();
  9878. const scale = new Vector3( 1, 1, 1 );
  9879. function onRotationChange() {
  9880. quaternion.setFromEuler( rotation, false );
  9881. }
  9882. function onQuaternionChange() {
  9883. rotation.setFromQuaternion( quaternion, undefined, false );
  9884. }
  9885. rotation._onChange( onRotationChange );
  9886. quaternion._onChange( onQuaternionChange );
  9887. Object.defineProperties( this, {
  9888. /**
  9889. * Represents the object's local position.
  9890. *
  9891. * @name Object3D#position
  9892. * @type {Vector3}
  9893. * @default (0,0,0)
  9894. */
  9895. position: {
  9896. configurable: true,
  9897. enumerable: true,
  9898. value: position
  9899. },
  9900. /**
  9901. * Represents the object's local rotation as Euler angles, in radians.
  9902. *
  9903. * @name Object3D#rotation
  9904. * @type {Euler}
  9905. * @default (0,0,0)
  9906. */
  9907. rotation: {
  9908. configurable: true,
  9909. enumerable: true,
  9910. value: rotation
  9911. },
  9912. /**
  9913. * Represents the object's local rotation as Quaternions.
  9914. *
  9915. * @name Object3D#quaternion
  9916. * @type {Quaternion}
  9917. */
  9918. quaternion: {
  9919. configurable: true,
  9920. enumerable: true,
  9921. value: quaternion
  9922. },
  9923. /**
  9924. * Represents the object's local scale.
  9925. *
  9926. * @name Object3D#scale
  9927. * @type {Vector3}
  9928. * @default (1,1,1)
  9929. */
  9930. scale: {
  9931. configurable: true,
  9932. enumerable: true,
  9933. value: scale
  9934. },
  9935. /**
  9936. * Represents the object's model-view matrix.
  9937. *
  9938. * @name Object3D#modelViewMatrix
  9939. * @type {Matrix4}
  9940. */
  9941. modelViewMatrix: {
  9942. value: new Matrix4()
  9943. },
  9944. /**
  9945. * Represents the object's normal matrix.
  9946. *
  9947. * @name Object3D#normalMatrix
  9948. * @type {Matrix3}
  9949. */
  9950. normalMatrix: {
  9951. value: new Matrix3()
  9952. }
  9953. } );
  9954. /**
  9955. * Represents the object's transformation matrix in local space.
  9956. *
  9957. * @type {Matrix4}
  9958. */
  9959. this.matrix = new Matrix4();
  9960. /**
  9961. * Represents the object's transformation matrix in world space.
  9962. * If the 3D object has no parent, then it's identical to the local transformation matrix
  9963. *
  9964. * @type {Matrix4}
  9965. */
  9966. this.matrixWorld = new Matrix4();
  9967. /**
  9968. * When set to `true`, the engine automatically computes the local matrix from position,
  9969. * rotation and scale every frame.
  9970. *
  9971. * The default values for all 3D objects is defined by `Object3D.DEFAULT_MATRIX_AUTO_UPDATE`.
  9972. *
  9973. * @type {boolean}
  9974. * @default true
  9975. */
  9976. this.matrixAutoUpdate = Object3D.DEFAULT_MATRIX_AUTO_UPDATE;
  9977. /**
  9978. * When set to `true`, the engine automatically computes the world matrix from the current local
  9979. * matrix and the object's transformation hierarchy.
  9980. *
  9981. * The default values for all 3D objects is defined by `Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE`.
  9982. *
  9983. * @type {boolean}
  9984. * @default true
  9985. */
  9986. this.matrixWorldAutoUpdate = Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE; // checked by the renderer
  9987. /**
  9988. * When set to `true`, it calculates the world matrix in that frame and resets this property
  9989. * to `false`.
  9990. *
  9991. * @type {boolean}
  9992. * @default false
  9993. */
  9994. this.matrixWorldNeedsUpdate = false;
  9995. /**
  9996. * The layer membership of the 3D object. The 3D object is only visible if it has
  9997. * at least one layer in common with the camera in use. This property can also be
  9998. * used to filter out unwanted objects in ray-intersection tests when using {@link Raycaster}.
  9999. *
  10000. * @type {Layers}
  10001. */
  10002. this.layers = new Layers();
  10003. /**
  10004. * When set to `true`, the 3D object gets rendered.
  10005. *
  10006. * @type {boolean}
  10007. * @default true
  10008. */
  10009. this.visible = true;
  10010. /**
  10011. * When set to `true`, the 3D object gets rendered into shadow maps.
  10012. *
  10013. * @type {boolean}
  10014. * @default false
  10015. */
  10016. this.castShadow = false;
  10017. /**
  10018. * When set to `true`, the 3D object is affected by shadows in the scene.
  10019. *
  10020. * @type {boolean}
  10021. * @default false
  10022. */
  10023. this.receiveShadow = false;
  10024. /**
  10025. * When set to `true`, the 3D object is honored by view frustum culling.
  10026. *
  10027. * @type {boolean}
  10028. * @default true
  10029. */
  10030. this.frustumCulled = true;
  10031. /**
  10032. * This value allows the default rendering order of scene graph objects to be
  10033. * overridden although opaque and transparent objects remain sorted independently.
  10034. * When this property is set for an instance of {@link Group},all descendants
  10035. * objects will be sorted and rendered together. Sorting is from lowest to highest
  10036. * render order.
  10037. *
  10038. * @type {number}
  10039. * @default 0
  10040. */
  10041. this.renderOrder = 0;
  10042. /**
  10043. * An array holding the animation clips of the 3D object.
  10044. *
  10045. * @type {Array<AnimationClip>}
  10046. */
  10047. this.animations = [];
  10048. /**
  10049. * Custom depth material to be used when rendering to the depth map. Can only be used
  10050. * in context of meshes. When shadow-casting with a {@link DirectionalLight} or {@link SpotLight},
  10051. * if you are modifying vertex positions in the vertex shader you must specify a custom depth
  10052. * material for proper shadows.
  10053. *
  10054. * Only relevant in context of {@link WebGLRenderer}.
  10055. *
  10056. * @type {(Material|undefined)}
  10057. * @default undefined
  10058. */
  10059. this.customDepthMaterial = undefined;
  10060. /**
  10061. * Same as {@link Object3D#customDepthMaterial}, but used with {@link PointLight}.
  10062. *
  10063. * Only relevant in context of {@link WebGLRenderer}.
  10064. *
  10065. * @type {(Material|undefined)}
  10066. * @default undefined
  10067. */
  10068. this.customDistanceMaterial = undefined;
  10069. /**
  10070. * An object that can be used to store custom data about the 3D object. It
  10071. * should not hold references to functions as these will not be cloned.
  10072. *
  10073. * @type {Object}
  10074. */
  10075. this.userData = {};
  10076. }
  10077. /**
  10078. * A callback that is executed immediately before a 3D object is rendered to a shadow map.
  10079. *
  10080. * @param {Renderer|WebGLRenderer} renderer - The renderer.
  10081. * @param {Object3D} object - The 3D object.
  10082. * @param {Camera} camera - The camera that is used to render the scene.
  10083. * @param {Camera} shadowCamera - The shadow camera.
  10084. * @param {BufferGeometry} geometry - The 3D object's geometry.
  10085. * @param {Material} depthMaterial - The depth material.
  10086. * @param {Object} group - The geometry group data.
  10087. */
  10088. onBeforeShadow( /* renderer, object, camera, shadowCamera, geometry, depthMaterial, group */ ) {}
  10089. /**
  10090. * A callback that is executed immediately after a 3D object is rendered to a shadow map.
  10091. *
  10092. * @param {Renderer|WebGLRenderer} renderer - The renderer.
  10093. * @param {Object3D} object - The 3D object.
  10094. * @param {Camera} camera - The camera that is used to render the scene.
  10095. * @param {Camera} shadowCamera - The shadow camera.
  10096. * @param {BufferGeometry} geometry - The 3D object's geometry.
  10097. * @param {Material} depthMaterial - The depth material.
  10098. * @param {Object} group - The geometry group data.
  10099. */
  10100. onAfterShadow( /* renderer, object, camera, shadowCamera, geometry, depthMaterial, group */ ) {}
  10101. /**
  10102. * A callback that is executed immediately before a 3D object is rendered.
  10103. *
  10104. * @param {Renderer|WebGLRenderer} renderer - The renderer.
  10105. * @param {Object3D} object - The 3D object.
  10106. * @param {Camera} camera - The camera that is used to render the scene.
  10107. * @param {BufferGeometry} geometry - The 3D object's geometry.
  10108. * @param {Material} material - The 3D object's material.
  10109. * @param {Object} group - The geometry group data.
  10110. */
  10111. onBeforeRender( /* renderer, scene, camera, geometry, material, group */ ) {}
  10112. /**
  10113. * A callback that is executed immediately after a 3D object is rendered.
  10114. *
  10115. * @param {Renderer|WebGLRenderer} renderer - The renderer.
  10116. * @param {Object3D} object - The 3D object.
  10117. * @param {Camera} camera - The camera that is used to render the scene.
  10118. * @param {BufferGeometry} geometry - The 3D object's geometry.
  10119. * @param {Material} material - The 3D object's material.
  10120. * @param {Object} group - The geometry group data.
  10121. */
  10122. onAfterRender( /* renderer, scene, camera, geometry, material, group */ ) {}
  10123. /**
  10124. * Applies the given transformation matrix to the object and updates the object's position,
  10125. * rotation and scale.
  10126. *
  10127. * @param {Matrix4} matrix - The transformation matrix.
  10128. */
  10129. applyMatrix4( matrix ) {
  10130. if ( this.matrixAutoUpdate ) this.updateMatrix();
  10131. this.matrix.premultiply( matrix );
  10132. this.matrix.decompose( this.position, this.quaternion, this.scale );
  10133. }
  10134. /**
  10135. * Applies a rotation represented by given the quaternion to the 3D object.
  10136. *
  10137. * @param {Quaternion} q - The quaternion.
  10138. * @return {Object3D} A reference to this instance.
  10139. */
  10140. applyQuaternion( q ) {
  10141. this.quaternion.premultiply( q );
  10142. return this;
  10143. }
  10144. /**
  10145. * Sets the given rotation represented as an axis/angle couple to the 3D object.
  10146. *
  10147. * @param {Vector3} axis - The (normalized) axis vector.
  10148. * @param {number} angle - The angle in radians.
  10149. */
  10150. setRotationFromAxisAngle( axis, angle ) {
  10151. // assumes axis is normalized
  10152. this.quaternion.setFromAxisAngle( axis, angle );
  10153. }
  10154. /**
  10155. * Sets the given rotation represented as Euler angles to the 3D object.
  10156. *
  10157. * @param {Euler} euler - The Euler angles.
  10158. */
  10159. setRotationFromEuler( euler ) {
  10160. this.quaternion.setFromEuler( euler, true );
  10161. }
  10162. /**
  10163. * Sets the given rotation represented as rotation matrix to the 3D object.
  10164. *
  10165. * @param {Matrix4} m - Although a 4x4 matrix is expected, the upper 3x3 portion must be
  10166. * a pure rotation matrix (i.e, unscaled).
  10167. */
  10168. setRotationFromMatrix( m ) {
  10169. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  10170. this.quaternion.setFromRotationMatrix( m );
  10171. }
  10172. /**
  10173. * Sets the given rotation represented as a Quaternion to the 3D object.
  10174. *
  10175. * @param {Quaternion} q - The Quaternion
  10176. */
  10177. setRotationFromQuaternion( q ) {
  10178. // assumes q is normalized
  10179. this.quaternion.copy( q );
  10180. }
  10181. /**
  10182. * Rotates the 3D object along an axis in local space.
  10183. *
  10184. * @param {Vector3} axis - The (normalized) axis vector.
  10185. * @param {number} angle - The angle in radians.
  10186. * @return {Object3D} A reference to this instance.
  10187. */
  10188. rotateOnAxis( axis, angle ) {
  10189. // rotate object on axis in object space
  10190. // axis is assumed to be normalized
  10191. _q1.setFromAxisAngle( axis, angle );
  10192. this.quaternion.multiply( _q1 );
  10193. return this;
  10194. }
  10195. /**
  10196. * Rotates the 3D object along an axis in world space.
  10197. *
  10198. * @param {Vector3} axis - The (normalized) axis vector.
  10199. * @param {number} angle - The angle in radians.
  10200. * @return {Object3D} A reference to this instance.
  10201. */
  10202. rotateOnWorldAxis( axis, angle ) {
  10203. // rotate object on axis in world space
  10204. // axis is assumed to be normalized
  10205. // method assumes no rotated parent
  10206. _q1.setFromAxisAngle( axis, angle );
  10207. this.quaternion.premultiply( _q1 );
  10208. return this;
  10209. }
  10210. /**
  10211. * Rotates the 3D object around its X axis in local space.
  10212. *
  10213. * @param {number} angle - The angle in radians.
  10214. * @return {Object3D} A reference to this instance.
  10215. */
  10216. rotateX( angle ) {
  10217. return this.rotateOnAxis( _xAxis, angle );
  10218. }
  10219. /**
  10220. * Rotates the 3D object around its Y axis in local space.
  10221. *
  10222. * @param {number} angle - The angle in radians.
  10223. * @return {Object3D} A reference to this instance.
  10224. */
  10225. rotateY( angle ) {
  10226. return this.rotateOnAxis( _yAxis, angle );
  10227. }
  10228. /**
  10229. * Rotates the 3D object around its Z axis in local space.
  10230. *
  10231. * @param {number} angle - The angle in radians.
  10232. * @return {Object3D} A reference to this instance.
  10233. */
  10234. rotateZ( angle ) {
  10235. return this.rotateOnAxis( _zAxis, angle );
  10236. }
  10237. /**
  10238. * Translate the 3D object by a distance along the given axis in local space.
  10239. *
  10240. * @param {Vector3} axis - The (normalized) axis vector.
  10241. * @param {number} distance - The distance in world units.
  10242. * @return {Object3D} A reference to this instance.
  10243. */
  10244. translateOnAxis( axis, distance ) {
  10245. // translate object by distance along axis in object space
  10246. // axis is assumed to be normalized
  10247. _v1$4.copy( axis ).applyQuaternion( this.quaternion );
  10248. this.position.add( _v1$4.multiplyScalar( distance ) );
  10249. return this;
  10250. }
  10251. /**
  10252. * Translate the 3D object by a distance along its X-axis in local space.
  10253. *
  10254. * @param {number} distance - The distance in world units.
  10255. * @return {Object3D} A reference to this instance.
  10256. */
  10257. translateX( distance ) {
  10258. return this.translateOnAxis( _xAxis, distance );
  10259. }
  10260. /**
  10261. * Translate the 3D object by a distance along its Y-axis in local space.
  10262. *
  10263. * @param {number} distance - The distance in world units.
  10264. * @return {Object3D} A reference to this instance.
  10265. */
  10266. translateY( distance ) {
  10267. return this.translateOnAxis( _yAxis, distance );
  10268. }
  10269. /**
  10270. * Translate the 3D object by a distance along its Z-axis in local space.
  10271. *
  10272. * @param {number} distance - The distance in world units.
  10273. * @return {Object3D} A reference to this instance.
  10274. */
  10275. translateZ( distance ) {
  10276. return this.translateOnAxis( _zAxis, distance );
  10277. }
  10278. /**
  10279. * Converts the given vector from this 3D object's local space to world space.
  10280. *
  10281. * @param {Vector3} vector - The vector to convert.
  10282. * @return {Vector3} The converted vector.
  10283. */
  10284. localToWorld( vector ) {
  10285. this.updateWorldMatrix( true, false );
  10286. return vector.applyMatrix4( this.matrixWorld );
  10287. }
  10288. /**
  10289. * Converts the given vector from this 3D object's word space to local space.
  10290. *
  10291. * @param {Vector3} vector - The vector to convert.
  10292. * @return {Vector3} The converted vector.
  10293. */
  10294. worldToLocal( vector ) {
  10295. this.updateWorldMatrix( true, false );
  10296. return vector.applyMatrix4( _m1$1.copy( this.matrixWorld ).invert() );
  10297. }
  10298. /**
  10299. * Rotates the object to face a point in world space.
  10300. *
  10301. * This method does not support objects having non-uniformly-scaled parent(s).
  10302. *
  10303. * @param {number|Vector3} x - The x coordinate in world space. Alternatively, a vector representing a position in world space
  10304. * @param {number} [y] - The y coordinate in world space.
  10305. * @param {number} [z] - The z coordinate in world space.
  10306. */
  10307. lookAt( x, y, z ) {
  10308. // This method does not support objects having non-uniformly-scaled parent(s)
  10309. if ( x.isVector3 ) {
  10310. _target.copy( x );
  10311. } else {
  10312. _target.set( x, y, z );
  10313. }
  10314. const parent = this.parent;
  10315. this.updateWorldMatrix( true, false );
  10316. _position$3.setFromMatrixPosition( this.matrixWorld );
  10317. if ( this.isCamera || this.isLight ) {
  10318. _m1$1.lookAt( _position$3, _target, this.up );
  10319. } else {
  10320. _m1$1.lookAt( _target, _position$3, this.up );
  10321. }
  10322. this.quaternion.setFromRotationMatrix( _m1$1 );
  10323. if ( parent ) {
  10324. _m1$1.extractRotation( parent.matrixWorld );
  10325. _q1.setFromRotationMatrix( _m1$1 );
  10326. this.quaternion.premultiply( _q1.invert() );
  10327. }
  10328. }
  10329. /**
  10330. * Adds the given 3D object as a child to this 3D object. An arbitrary number of
  10331. * objects may be added. Any current parent on an object passed in here will be
  10332. * removed, since an object can have at most one parent.
  10333. *
  10334. * @fires Object3D#added
  10335. * @fires Object3D#childadded
  10336. * @param {Object3D} object - The 3D object to add.
  10337. * @return {Object3D} A reference to this instance.
  10338. */
  10339. add( object ) {
  10340. if ( arguments.length > 1 ) {
  10341. for ( let i = 0; i < arguments.length; i ++ ) {
  10342. this.add( arguments[ i ] );
  10343. }
  10344. return this;
  10345. }
  10346. if ( object === this ) {
  10347. console.error( 'THREE.Object3D.add: object can\'t be added as a child of itself.', object );
  10348. return this;
  10349. }
  10350. if ( object && object.isObject3D ) {
  10351. object.removeFromParent();
  10352. object.parent = this;
  10353. this.children.push( object );
  10354. object.dispatchEvent( _addedEvent );
  10355. _childaddedEvent.child = object;
  10356. this.dispatchEvent( _childaddedEvent );
  10357. _childaddedEvent.child = null;
  10358. } else {
  10359. console.error( 'THREE.Object3D.add: object not an instance of THREE.Object3D.', object );
  10360. }
  10361. return this;
  10362. }
  10363. /**
  10364. * Removes the given 3D object as child from this 3D object.
  10365. * An arbitrary number of objects may be removed.
  10366. *
  10367. * @fires Object3D#removed
  10368. * @fires Object3D#childremoved
  10369. * @param {Object3D} object - The 3D object to remove.
  10370. * @return {Object3D} A reference to this instance.
  10371. */
  10372. remove( object ) {
  10373. if ( arguments.length > 1 ) {
  10374. for ( let i = 0; i < arguments.length; i ++ ) {
  10375. this.remove( arguments[ i ] );
  10376. }
  10377. return this;
  10378. }
  10379. const index = this.children.indexOf( object );
  10380. if ( index !== - 1 ) {
  10381. object.parent = null;
  10382. this.children.splice( index, 1 );
  10383. object.dispatchEvent( _removedEvent );
  10384. _childremovedEvent.child = object;
  10385. this.dispatchEvent( _childremovedEvent );
  10386. _childremovedEvent.child = null;
  10387. }
  10388. return this;
  10389. }
  10390. /**
  10391. * Removes this 3D object from its current parent.
  10392. *
  10393. * @fires Object3D#removed
  10394. * @fires Object3D#childremoved
  10395. * @return {Object3D} A reference to this instance.
  10396. */
  10397. removeFromParent() {
  10398. const parent = this.parent;
  10399. if ( parent !== null ) {
  10400. parent.remove( this );
  10401. }
  10402. return this;
  10403. }
  10404. /**
  10405. * Removes all child objects.
  10406. *
  10407. * @fires Object3D#removed
  10408. * @fires Object3D#childremoved
  10409. * @return {Object3D} A reference to this instance.
  10410. */
  10411. clear() {
  10412. return this.remove( ... this.children );
  10413. }
  10414. /**
  10415. * Adds the given 3D object as a child of this 3D object, while maintaining the object's world
  10416. * transform. This method does not support scene graphs having non-uniformly-scaled nodes(s).
  10417. *
  10418. * @fires Object3D#added
  10419. * @fires Object3D#childadded
  10420. * @param {Object3D} object - The 3D object to attach.
  10421. * @return {Object3D} A reference to this instance.
  10422. */
  10423. attach( object ) {
  10424. // adds object as a child of this, while maintaining the object's world transform
  10425. // Note: This method does not support scene graphs having non-uniformly-scaled nodes(s)
  10426. this.updateWorldMatrix( true, false );
  10427. _m1$1.copy( this.matrixWorld ).invert();
  10428. if ( object.parent !== null ) {
  10429. object.parent.updateWorldMatrix( true, false );
  10430. _m1$1.multiply( object.parent.matrixWorld );
  10431. }
  10432. object.applyMatrix4( _m1$1 );
  10433. object.removeFromParent();
  10434. object.parent = this;
  10435. this.children.push( object );
  10436. object.updateWorldMatrix( false, true );
  10437. object.dispatchEvent( _addedEvent );
  10438. _childaddedEvent.child = object;
  10439. this.dispatchEvent( _childaddedEvent );
  10440. _childaddedEvent.child = null;
  10441. return this;
  10442. }
  10443. /**
  10444. * Searches through the 3D object and its children, starting with the 3D object
  10445. * itself, and returns the first with a matching ID.
  10446. *
  10447. * @param {number} id - The id.
  10448. * @return {Object3D|undefined} The found 3D object. Returns `undefined` if no 3D object has been found.
  10449. */
  10450. getObjectById( id ) {
  10451. return this.getObjectByProperty( 'id', id );
  10452. }
  10453. /**
  10454. * Searches through the 3D object and its children, starting with the 3D object
  10455. * itself, and returns the first with a matching name.
  10456. *
  10457. * @param {string} name - The name.
  10458. * @return {Object3D|undefined} The found 3D object. Returns `undefined` if no 3D object has been found.
  10459. */
  10460. getObjectByName( name ) {
  10461. return this.getObjectByProperty( 'name', name );
  10462. }
  10463. /**
  10464. * Searches through the 3D object and its children, starting with the 3D object
  10465. * itself, and returns the first with a matching property value.
  10466. *
  10467. * @param {string} name - The name of the property.
  10468. * @param {any} value - The value.
  10469. * @return {Object3D|undefined} The found 3D object. Returns `undefined` if no 3D object has been found.
  10470. */
  10471. getObjectByProperty( name, value ) {
  10472. if ( this[ name ] === value ) return this;
  10473. for ( let i = 0, l = this.children.length; i < l; i ++ ) {
  10474. const child = this.children[ i ];
  10475. const object = child.getObjectByProperty( name, value );
  10476. if ( object !== undefined ) {
  10477. return object;
  10478. }
  10479. }
  10480. return undefined;
  10481. }
  10482. /**
  10483. * Searches through the 3D object and its children, starting with the 3D object
  10484. * itself, and returns all 3D objects with a matching property value.
  10485. *
  10486. * @param {string} name - The name of the property.
  10487. * @param {any} value - The value.
  10488. * @param {Array<Object3D>} result - The method stores the result in this array.
  10489. * @return {Array<Object3D>} The found 3D objects.
  10490. */
  10491. getObjectsByProperty( name, value, result = [] ) {
  10492. if ( this[ name ] === value ) result.push( this );
  10493. const children = this.children;
  10494. for ( let i = 0, l = children.length; i < l; i ++ ) {
  10495. children[ i ].getObjectsByProperty( name, value, result );
  10496. }
  10497. return result;
  10498. }
  10499. /**
  10500. * Returns a vector representing the position of the 3D object in world space.
  10501. *
  10502. * @param {Vector3} target - The target vector the result is stored to.
  10503. * @return {Vector3} The 3D object's position in world space.
  10504. */
  10505. getWorldPosition( target ) {
  10506. this.updateWorldMatrix( true, false );
  10507. return target.setFromMatrixPosition( this.matrixWorld );
  10508. }
  10509. /**
  10510. * Returns a Quaternion representing the position of the 3D object in world space.
  10511. *
  10512. * @param {Quaternion} target - The target Quaternion the result is stored to.
  10513. * @return {Quaternion} The 3D object's rotation in world space.
  10514. */
  10515. getWorldQuaternion( target ) {
  10516. this.updateWorldMatrix( true, false );
  10517. this.matrixWorld.decompose( _position$3, target, _scale$2 );
  10518. return target;
  10519. }
  10520. /**
  10521. * Returns a vector representing the scale of the 3D object in world space.
  10522. *
  10523. * @param {Vector3} target - The target vector the result is stored to.
  10524. * @return {Vector3} The 3D object's scale in world space.
  10525. */
  10526. getWorldScale( target ) {
  10527. this.updateWorldMatrix( true, false );
  10528. this.matrixWorld.decompose( _position$3, _quaternion$2, target );
  10529. return target;
  10530. }
  10531. /**
  10532. * Returns a vector representing the ("look") direction of the 3D object in world space.
  10533. *
  10534. * @param {Vector3} target - The target vector the result is stored to.
  10535. * @return {Vector3} The 3D object's direction in world space.
  10536. */
  10537. getWorldDirection( target ) {
  10538. this.updateWorldMatrix( true, false );
  10539. const e = this.matrixWorld.elements;
  10540. return target.set( e[ 8 ], e[ 9 ], e[ 10 ] ).normalize();
  10541. }
  10542. /**
  10543. * Abstract method to get intersections between a casted ray and this
  10544. * 3D object. Renderable 3D objects such as {@link Mesh}, {@link Line} or {@link Points}
  10545. * implement this method in order to use raycasting.
  10546. *
  10547. * @abstract
  10548. * @param {Raycaster} raycaster - The raycaster.
  10549. * @param {Array<Object>} intersects - An array holding the result of the method.
  10550. */
  10551. raycast( /* raycaster, intersects */ ) {}
  10552. /**
  10553. * Executes the callback on this 3D object and all descendants.
  10554. *
  10555. * Note: Modifying the scene graph inside the callback is discouraged.
  10556. *
  10557. * @param {Function} callback - A callback function that allows to process the current 3D object.
  10558. */
  10559. traverse( callback ) {
  10560. callback( this );
  10561. const children = this.children;
  10562. for ( let i = 0, l = children.length; i < l; i ++ ) {
  10563. children[ i ].traverse( callback );
  10564. }
  10565. }
  10566. /**
  10567. * Like {@link Object3D#traverse}, but the callback will only be executed for visible 3D objects.
  10568. * Descendants of invisible 3D objects are not traversed.
  10569. *
  10570. * Note: Modifying the scene graph inside the callback is discouraged.
  10571. *
  10572. * @param {Function} callback - A callback function that allows to process the current 3D object.
  10573. */
  10574. traverseVisible( callback ) {
  10575. if ( this.visible === false ) return;
  10576. callback( this );
  10577. const children = this.children;
  10578. for ( let i = 0, l = children.length; i < l; i ++ ) {
  10579. children[ i ].traverseVisible( callback );
  10580. }
  10581. }
  10582. /**
  10583. * Like {@link Object3D#traverse}, but the callback will only be executed for all ancestors.
  10584. *
  10585. * Note: Modifying the scene graph inside the callback is discouraged.
  10586. *
  10587. * @param {Function} callback - A callback function that allows to process the current 3D object.
  10588. */
  10589. traverseAncestors( callback ) {
  10590. const parent = this.parent;
  10591. if ( parent !== null ) {
  10592. callback( parent );
  10593. parent.traverseAncestors( callback );
  10594. }
  10595. }
  10596. /**
  10597. * Updates the transformation matrix in local space by computing it from the current
  10598. * position, rotation and scale values.
  10599. */
  10600. updateMatrix() {
  10601. this.matrix.compose( this.position, this.quaternion, this.scale );
  10602. this.matrixWorldNeedsUpdate = true;
  10603. }
  10604. /**
  10605. * Updates the transformation matrix in world space of this 3D objects and its descendants.
  10606. *
  10607. * To ensure correct results, this method also recomputes the 3D object's transformation matrix in
  10608. * local space. The computation of the local and world matrix can be controlled with the
  10609. * {@link Object3D#matrixAutoUpdate} and {@link Object3D#matrixWorldAutoUpdate} flags which are both
  10610. * `true` by default. Set these flags to `false` if you need more control over the update matrix process.
  10611. *
  10612. * @param {boolean} [force=false] - When set to `true`, a recomputation of world matrices is forced even
  10613. * when {@link Object3D#matrixWorldAutoUpdate} is set to `false`.
  10614. */
  10615. updateMatrixWorld( force ) {
  10616. if ( this.matrixAutoUpdate ) this.updateMatrix();
  10617. if ( this.matrixWorldNeedsUpdate || force ) {
  10618. if ( this.matrixWorldAutoUpdate === true ) {
  10619. if ( this.parent === null ) {
  10620. this.matrixWorld.copy( this.matrix );
  10621. } else {
  10622. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  10623. }
  10624. }
  10625. this.matrixWorldNeedsUpdate = false;
  10626. force = true;
  10627. }
  10628. // make sure descendants are updated if required
  10629. const children = this.children;
  10630. for ( let i = 0, l = children.length; i < l; i ++ ) {
  10631. const child = children[ i ];
  10632. child.updateMatrixWorld( force );
  10633. }
  10634. }
  10635. /**
  10636. * An alternative version of {@link Object3D#updateMatrixWorld} with more control over the
  10637. * update of ancestor and descendant nodes.
  10638. *
  10639. * @param {boolean} [updateParents=false] Whether ancestor nodes should be updated or not.
  10640. * @param {boolean} [updateChildren=false] Whether descendant nodes should be updated or not.
  10641. */
  10642. updateWorldMatrix( updateParents, updateChildren ) {
  10643. const parent = this.parent;
  10644. if ( updateParents === true && parent !== null ) {
  10645. parent.updateWorldMatrix( true, false );
  10646. }
  10647. if ( this.matrixAutoUpdate ) this.updateMatrix();
  10648. if ( this.matrixWorldAutoUpdate === true ) {
  10649. if ( this.parent === null ) {
  10650. this.matrixWorld.copy( this.matrix );
  10651. } else {
  10652. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  10653. }
  10654. }
  10655. // make sure descendants are updated
  10656. if ( updateChildren === true ) {
  10657. const children = this.children;
  10658. for ( let i = 0, l = children.length; i < l; i ++ ) {
  10659. const child = children[ i ];
  10660. child.updateWorldMatrix( false, true );
  10661. }
  10662. }
  10663. }
  10664. /**
  10665. * Serializes the 3D object into JSON.
  10666. *
  10667. * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  10668. * @return {Object} A JSON object representing the serialized 3D object.
  10669. * @see {@link ObjectLoader#parse}
  10670. */
  10671. toJSON( meta ) {
  10672. // meta is a string when called from JSON.stringify
  10673. const isRootObject = ( meta === undefined || typeof meta === 'string' );
  10674. const output = {};
  10675. // meta is a hash used to collect geometries, materials.
  10676. // not providing it implies that this is the root object
  10677. // being serialized.
  10678. if ( isRootObject ) {
  10679. // initialize meta obj
  10680. meta = {
  10681. geometries: {},
  10682. materials: {},
  10683. textures: {},
  10684. images: {},
  10685. shapes: {},
  10686. skeletons: {},
  10687. animations: {},
  10688. nodes: {}
  10689. };
  10690. output.metadata = {
  10691. version: 4.6,
  10692. type: 'Object',
  10693. generator: 'Object3D.toJSON'
  10694. };
  10695. }
  10696. // standard Object3D serialization
  10697. const object = {};
  10698. object.uuid = this.uuid;
  10699. object.type = this.type;
  10700. if ( this.name !== '' ) object.name = this.name;
  10701. if ( this.castShadow === true ) object.castShadow = true;
  10702. if ( this.receiveShadow === true ) object.receiveShadow = true;
  10703. if ( this.visible === false ) object.visible = false;
  10704. if ( this.frustumCulled === false ) object.frustumCulled = false;
  10705. if ( this.renderOrder !== 0 ) object.renderOrder = this.renderOrder;
  10706. if ( Object.keys( this.userData ).length > 0 ) object.userData = this.userData;
  10707. object.layers = this.layers.mask;
  10708. object.matrix = this.matrix.toArray();
  10709. object.up = this.up.toArray();
  10710. if ( this.matrixAutoUpdate === false ) object.matrixAutoUpdate = false;
  10711. // object specific properties
  10712. if ( this.isInstancedMesh ) {
  10713. object.type = 'InstancedMesh';
  10714. object.count = this.count;
  10715. object.instanceMatrix = this.instanceMatrix.toJSON();
  10716. if ( this.instanceColor !== null ) object.instanceColor = this.instanceColor.toJSON();
  10717. }
  10718. if ( this.isBatchedMesh ) {
  10719. object.type = 'BatchedMesh';
  10720. object.perObjectFrustumCulled = this.perObjectFrustumCulled;
  10721. object.sortObjects = this.sortObjects;
  10722. object.drawRanges = this._drawRanges;
  10723. object.reservedRanges = this._reservedRanges;
  10724. object.visibility = this._visibility;
  10725. object.active = this._active;
  10726. object.bounds = this._bounds.map( bound => ( {
  10727. boxInitialized: bound.boxInitialized,
  10728. boxMin: bound.box.min.toArray(),
  10729. boxMax: bound.box.max.toArray(),
  10730. sphereInitialized: bound.sphereInitialized,
  10731. sphereRadius: bound.sphere.radius,
  10732. sphereCenter: bound.sphere.center.toArray()
  10733. } ) );
  10734. object.maxInstanceCount = this._maxInstanceCount;
  10735. object.maxVertexCount = this._maxVertexCount;
  10736. object.maxIndexCount = this._maxIndexCount;
  10737. object.geometryInitialized = this._geometryInitialized;
  10738. object.geometryCount = this._geometryCount;
  10739. object.matricesTexture = this._matricesTexture.toJSON( meta );
  10740. if ( this._colorsTexture !== null ) object.colorsTexture = this._colorsTexture.toJSON( meta );
  10741. if ( this.boundingSphere !== null ) {
  10742. object.boundingSphere = {
  10743. center: object.boundingSphere.center.toArray(),
  10744. radius: object.boundingSphere.radius
  10745. };
  10746. }
  10747. if ( this.boundingBox !== null ) {
  10748. object.boundingBox = {
  10749. min: object.boundingBox.min.toArray(),
  10750. max: object.boundingBox.max.toArray()
  10751. };
  10752. }
  10753. }
  10754. //
  10755. function serialize( library, element ) {
  10756. if ( library[ element.uuid ] === undefined ) {
  10757. library[ element.uuid ] = element.toJSON( meta );
  10758. }
  10759. return element.uuid;
  10760. }
  10761. if ( this.isScene ) {
  10762. if ( this.background ) {
  10763. if ( this.background.isColor ) {
  10764. object.background = this.background.toJSON();
  10765. } else if ( this.background.isTexture ) {
  10766. object.background = this.background.toJSON( meta ).uuid;
  10767. }
  10768. }
  10769. if ( this.environment && this.environment.isTexture && this.environment.isRenderTargetTexture !== true ) {
  10770. object.environment = this.environment.toJSON( meta ).uuid;
  10771. }
  10772. } else if ( this.isMesh || this.isLine || this.isPoints ) {
  10773. object.geometry = serialize( meta.geometries, this.geometry );
  10774. const parameters = this.geometry.parameters;
  10775. if ( parameters !== undefined && parameters.shapes !== undefined ) {
  10776. const shapes = parameters.shapes;
  10777. if ( Array.isArray( shapes ) ) {
  10778. for ( let i = 0, l = shapes.length; i < l; i ++ ) {
  10779. const shape = shapes[ i ];
  10780. serialize( meta.shapes, shape );
  10781. }
  10782. } else {
  10783. serialize( meta.shapes, shapes );
  10784. }
  10785. }
  10786. }
  10787. if ( this.isSkinnedMesh ) {
  10788. object.bindMode = this.bindMode;
  10789. object.bindMatrix = this.bindMatrix.toArray();
  10790. if ( this.skeleton !== undefined ) {
  10791. serialize( meta.skeletons, this.skeleton );
  10792. object.skeleton = this.skeleton.uuid;
  10793. }
  10794. }
  10795. if ( this.material !== undefined ) {
  10796. if ( Array.isArray( this.material ) ) {
  10797. const uuids = [];
  10798. for ( let i = 0, l = this.material.length; i < l; i ++ ) {
  10799. uuids.push( serialize( meta.materials, this.material[ i ] ) );
  10800. }
  10801. object.material = uuids;
  10802. } else {
  10803. object.material = serialize( meta.materials, this.material );
  10804. }
  10805. }
  10806. //
  10807. if ( this.children.length > 0 ) {
  10808. object.children = [];
  10809. for ( let i = 0; i < this.children.length; i ++ ) {
  10810. object.children.push( this.children[ i ].toJSON( meta ).object );
  10811. }
  10812. }
  10813. //
  10814. if ( this.animations.length > 0 ) {
  10815. object.animations = [];
  10816. for ( let i = 0; i < this.animations.length; i ++ ) {
  10817. const animation = this.animations[ i ];
  10818. object.animations.push( serialize( meta.animations, animation ) );
  10819. }
  10820. }
  10821. if ( isRootObject ) {
  10822. const geometries = extractFromCache( meta.geometries );
  10823. const materials = extractFromCache( meta.materials );
  10824. const textures = extractFromCache( meta.textures );
  10825. const images = extractFromCache( meta.images );
  10826. const shapes = extractFromCache( meta.shapes );
  10827. const skeletons = extractFromCache( meta.skeletons );
  10828. const animations = extractFromCache( meta.animations );
  10829. const nodes = extractFromCache( meta.nodes );
  10830. if ( geometries.length > 0 ) output.geometries = geometries;
  10831. if ( materials.length > 0 ) output.materials = materials;
  10832. if ( textures.length > 0 ) output.textures = textures;
  10833. if ( images.length > 0 ) output.images = images;
  10834. if ( shapes.length > 0 ) output.shapes = shapes;
  10835. if ( skeletons.length > 0 ) output.skeletons = skeletons;
  10836. if ( animations.length > 0 ) output.animations = animations;
  10837. if ( nodes.length > 0 ) output.nodes = nodes;
  10838. }
  10839. output.object = object;
  10840. return output;
  10841. // extract data from the cache hash
  10842. // remove metadata on each item
  10843. // and return as array
  10844. function extractFromCache( cache ) {
  10845. const values = [];
  10846. for ( const key in cache ) {
  10847. const data = cache[ key ];
  10848. delete data.metadata;
  10849. values.push( data );
  10850. }
  10851. return values;
  10852. }
  10853. }
  10854. /**
  10855. * Returns a new 3D object with copied values from this instance.
  10856. *
  10857. * @param {boolean} [recursive=true] - When set to `true`, descendants of the 3D object are also cloned.
  10858. * @return {Object3D} A clone of this instance.
  10859. */
  10860. clone( recursive ) {
  10861. return new this.constructor().copy( this, recursive );
  10862. }
  10863. /**
  10864. * Copies the values of the given 3D object to this instance.
  10865. *
  10866. * @param {Object3D} source - The 3D object to copy.
  10867. * @param {boolean} [recursive=true] - When set to `true`, descendants of the 3D object are cloned.
  10868. * @return {Object3D} A reference to this instance.
  10869. */
  10870. copy( source, recursive = true ) {
  10871. this.name = source.name;
  10872. this.up.copy( source.up );
  10873. this.position.copy( source.position );
  10874. this.rotation.order = source.rotation.order;
  10875. this.quaternion.copy( source.quaternion );
  10876. this.scale.copy( source.scale );
  10877. this.matrix.copy( source.matrix );
  10878. this.matrixWorld.copy( source.matrixWorld );
  10879. this.matrixAutoUpdate = source.matrixAutoUpdate;
  10880. this.matrixWorldAutoUpdate = source.matrixWorldAutoUpdate;
  10881. this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;
  10882. this.layers.mask = source.layers.mask;
  10883. this.visible = source.visible;
  10884. this.castShadow = source.castShadow;
  10885. this.receiveShadow = source.receiveShadow;
  10886. this.frustumCulled = source.frustumCulled;
  10887. this.renderOrder = source.renderOrder;
  10888. this.animations = source.animations.slice();
  10889. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  10890. if ( recursive === true ) {
  10891. for ( let i = 0; i < source.children.length; i ++ ) {
  10892. const child = source.children[ i ];
  10893. this.add( child.clone() );
  10894. }
  10895. }
  10896. return this;
  10897. }
  10898. }
  10899. /**
  10900. * The default up direction for objects, also used as the default
  10901. * position for {@link DirectionalLight} and {@link HemisphereLight}.
  10902. *
  10903. * @static
  10904. * @type {Vector3}
  10905. * @default (0,1,0)
  10906. */
  10907. Object3D.DEFAULT_UP = /*@__PURE__*/ new Vector3( 0, 1, 0 );
  10908. /**
  10909. * The default setting for {@link Object3D#matrixAutoUpdate} for
  10910. * newly created 3D objects.
  10911. *
  10912. * @static
  10913. * @type {boolean}
  10914. * @default true
  10915. */
  10916. Object3D.DEFAULT_MATRIX_AUTO_UPDATE = true;
  10917. /**
  10918. * The default setting for {@link Object3D#matrixWorldAutoUpdate} for
  10919. * newly created 3D objects.
  10920. *
  10921. * @static
  10922. * @type {boolean}
  10923. * @default true
  10924. */
  10925. Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE = true;
  10926. const _v0$1 = /*@__PURE__*/ new Vector3();
  10927. const _v1$3 = /*@__PURE__*/ new Vector3();
  10928. const _v2$2 = /*@__PURE__*/ new Vector3();
  10929. const _v3$2 = /*@__PURE__*/ new Vector3();
  10930. const _vab = /*@__PURE__*/ new Vector3();
  10931. const _vac = /*@__PURE__*/ new Vector3();
  10932. const _vbc = /*@__PURE__*/ new Vector3();
  10933. const _vap = /*@__PURE__*/ new Vector3();
  10934. const _vbp = /*@__PURE__*/ new Vector3();
  10935. const _vcp = /*@__PURE__*/ new Vector3();
  10936. const _v40 = /*@__PURE__*/ new Vector4();
  10937. const _v41 = /*@__PURE__*/ new Vector4();
  10938. const _v42 = /*@__PURE__*/ new Vector4();
  10939. /**
  10940. * A geometric triangle as defined by three vectors representing its three corners.
  10941. */
  10942. class Triangle {
  10943. /**
  10944. * Constructs a new triangle.
  10945. *
  10946. * @param {Vector3} [a=(0,0,0)] - The first corner of the triangle.
  10947. * @param {Vector3} [b=(0,0,0)] - The second corner of the triangle.
  10948. * @param {Vector3} [c=(0,0,0)] - The third corner of the triangle.
  10949. */
  10950. constructor( a = new Vector3(), b = new Vector3(), c = new Vector3() ) {
  10951. /**
  10952. * The first corner of the triangle.
  10953. *
  10954. * @type {Vector3}
  10955. */
  10956. this.a = a;
  10957. /**
  10958. * The second corner of the triangle.
  10959. *
  10960. * @type {Vector3}
  10961. */
  10962. this.b = b;
  10963. /**
  10964. * The third corner of the triangle.
  10965. *
  10966. * @type {Vector3}
  10967. */
  10968. this.c = c;
  10969. }
  10970. /**
  10971. * Computes the normal vector of a triangle.
  10972. *
  10973. * @param {Vector3} a - The first corner of the triangle.
  10974. * @param {Vector3} b - The second corner of the triangle.
  10975. * @param {Vector3} c - The third corner of the triangle.
  10976. * @param {Vector3} target - The target vector that is used to store the method's result.
  10977. * @return {Vector3} The triangle's normal.
  10978. */
  10979. static getNormal( a, b, c, target ) {
  10980. target.subVectors( c, b );
  10981. _v0$1.subVectors( a, b );
  10982. target.cross( _v0$1 );
  10983. const targetLengthSq = target.lengthSq();
  10984. if ( targetLengthSq > 0 ) {
  10985. return target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) );
  10986. }
  10987. return target.set( 0, 0, 0 );
  10988. }
  10989. /**
  10990. * Computes a barycentric coordinates from the given vector.
  10991. * Returns `null` if the triangle is degenerate.
  10992. *
  10993. * @param {Vector3} point - A point in 3D space.
  10994. * @param {Vector3} a - The first corner of the triangle.
  10995. * @param {Vector3} b - The second corner of the triangle.
  10996. * @param {Vector3} c - The third corner of the triangle.
  10997. * @param {Vector3} target - The target vector that is used to store the method's result.
  10998. * @return {?Vector3} The barycentric coordinates for the given point
  10999. */
  11000. static getBarycoord( point, a, b, c, target ) {
  11001. // based on: http://www.blackpawn.com/texts/pointinpoly/default.html
  11002. _v0$1.subVectors( c, a );
  11003. _v1$3.subVectors( b, a );
  11004. _v2$2.subVectors( point, a );
  11005. const dot00 = _v0$1.dot( _v0$1 );
  11006. const dot01 = _v0$1.dot( _v1$3 );
  11007. const dot02 = _v0$1.dot( _v2$2 );
  11008. const dot11 = _v1$3.dot( _v1$3 );
  11009. const dot12 = _v1$3.dot( _v2$2 );
  11010. const denom = ( dot00 * dot11 - dot01 * dot01 );
  11011. // collinear or singular triangle
  11012. if ( denom === 0 ) {
  11013. target.set( 0, 0, 0 );
  11014. return null;
  11015. }
  11016. const invDenom = 1 / denom;
  11017. const u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
  11018. const v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
  11019. // barycentric coordinates must always sum to 1
  11020. return target.set( 1 - u - v, v, u );
  11021. }
  11022. /**
  11023. * Returns `true` if the given point, when projected onto the plane of the
  11024. * triangle, lies within the triangle.
  11025. *
  11026. * @param {Vector3} point - The point in 3D space to test.
  11027. * @param {Vector3} a - The first corner of the triangle.
  11028. * @param {Vector3} b - The second corner of the triangle.
  11029. * @param {Vector3} c - The third corner of the triangle.
  11030. * @return {boolean} Whether the given point, when projected onto the plane of the
  11031. * triangle, lies within the triangle or not.
  11032. */
  11033. static containsPoint( point, a, b, c ) {
  11034. // if the triangle is degenerate then we can't contain a point
  11035. if ( this.getBarycoord( point, a, b, c, _v3$2 ) === null ) {
  11036. return false;
  11037. }
  11038. return ( _v3$2.x >= 0 ) && ( _v3$2.y >= 0 ) && ( ( _v3$2.x + _v3$2.y ) <= 1 );
  11039. }
  11040. /**
  11041. * Computes the value barycentrically interpolated for the given point on the
  11042. * triangle. Returns `null` if the triangle is degenerate.
  11043. *
  11044. * @param {Vector3} point - Position of interpolated point.
  11045. * @param {Vector3} p1 - The first corner of the triangle.
  11046. * @param {Vector3} p2 - The second corner of the triangle.
  11047. * @param {Vector3} p3 - The third corner of the triangle.
  11048. * @param {Vector3} v1 - Value to interpolate of first vertex.
  11049. * @param {Vector3} v2 - Value to interpolate of second vertex.
  11050. * @param {Vector3} v3 - Value to interpolate of third vertex.
  11051. * @param {Vector3} target - The target vector that is used to store the method's result.
  11052. * @return {?Vector3} The interpolated value.
  11053. */
  11054. static getInterpolation( point, p1, p2, p3, v1, v2, v3, target ) {
  11055. if ( this.getBarycoord( point, p1, p2, p3, _v3$2 ) === null ) {
  11056. target.x = 0;
  11057. target.y = 0;
  11058. if ( 'z' in target ) target.z = 0;
  11059. if ( 'w' in target ) target.w = 0;
  11060. return null;
  11061. }
  11062. target.setScalar( 0 );
  11063. target.addScaledVector( v1, _v3$2.x );
  11064. target.addScaledVector( v2, _v3$2.y );
  11065. target.addScaledVector( v3, _v3$2.z );
  11066. return target;
  11067. }
  11068. /**
  11069. * Computes the value barycentrically interpolated for the given attribute and indices.
  11070. *
  11071. * @param {BufferAttribute} attr - The attribute to interpolate.
  11072. * @param {number} i1 - Index of first vertex.
  11073. * @param {number} i2 - Index of second vertex.
  11074. * @param {number} i3 - Index of third vertex.
  11075. * @param {Vector3} barycoord - The barycoordinate value to use to interpolate.
  11076. * @param {Vector3} target - The target vector that is used to store the method's result.
  11077. * @return {Vector3} The interpolated attribute value.
  11078. */
  11079. static getInterpolatedAttribute( attr, i1, i2, i3, barycoord, target ) {
  11080. _v40.setScalar( 0 );
  11081. _v41.setScalar( 0 );
  11082. _v42.setScalar( 0 );
  11083. _v40.fromBufferAttribute( attr, i1 );
  11084. _v41.fromBufferAttribute( attr, i2 );
  11085. _v42.fromBufferAttribute( attr, i3 );
  11086. target.setScalar( 0 );
  11087. target.addScaledVector( _v40, barycoord.x );
  11088. target.addScaledVector( _v41, barycoord.y );
  11089. target.addScaledVector( _v42, barycoord.z );
  11090. return target;
  11091. }
  11092. /**
  11093. * Returns `true` if the triangle is oriented towards the given direction.
  11094. *
  11095. * @param {Vector3} a - The first corner of the triangle.
  11096. * @param {Vector3} b - The second corner of the triangle.
  11097. * @param {Vector3} c - The third corner of the triangle.
  11098. * @param {Vector3} direction - The (normalized) direction vector.
  11099. * @return {boolean} Whether the triangle is oriented towards the given direction or not.
  11100. */
  11101. static isFrontFacing( a, b, c, direction ) {
  11102. _v0$1.subVectors( c, b );
  11103. _v1$3.subVectors( a, b );
  11104. // strictly front facing
  11105. return ( _v0$1.cross( _v1$3 ).dot( direction ) < 0 ) ? true : false;
  11106. }
  11107. /**
  11108. * Sets the triangle's vertices by copying the given values.
  11109. *
  11110. * @param {Vector3} a - The first corner of the triangle.
  11111. * @param {Vector3} b - The second corner of the triangle.
  11112. * @param {Vector3} c - The third corner of the triangle.
  11113. * @return {Triangle} A reference to this triangle.
  11114. */
  11115. set( a, b, c ) {
  11116. this.a.copy( a );
  11117. this.b.copy( b );
  11118. this.c.copy( c );
  11119. return this;
  11120. }
  11121. /**
  11122. * Sets the triangle's vertices by copying the given array values.
  11123. *
  11124. * @param {Array<Vector3>} points - An array with 3D points.
  11125. * @param {number} i0 - The array index representing the first corner of the triangle.
  11126. * @param {number} i1 - The array index representing the second corner of the triangle.
  11127. * @param {number} i2 - The array index representing the third corner of the triangle.
  11128. * @return {Triangle} A reference to this triangle.
  11129. */
  11130. setFromPointsAndIndices( points, i0, i1, i2 ) {
  11131. this.a.copy( points[ i0 ] );
  11132. this.b.copy( points[ i1 ] );
  11133. this.c.copy( points[ i2 ] );
  11134. return this;
  11135. }
  11136. /**
  11137. * Sets the triangle's vertices by copying the given attribute values.
  11138. *
  11139. * @param {BufferAttribute} attribute - A buffer attribute with 3D points data.
  11140. * @param {number} i0 - The attribute index representing the first corner of the triangle.
  11141. * @param {number} i1 - The attribute index representing the second corner of the triangle.
  11142. * @param {number} i2 - The attribute index representing the third corner of the triangle.
  11143. * @return {Triangle} A reference to this triangle.
  11144. */
  11145. setFromAttributeAndIndices( attribute, i0, i1, i2 ) {
  11146. this.a.fromBufferAttribute( attribute, i0 );
  11147. this.b.fromBufferAttribute( attribute, i1 );
  11148. this.c.fromBufferAttribute( attribute, i2 );
  11149. return this;
  11150. }
  11151. /**
  11152. * Returns a new triangle with copied values from this instance.
  11153. *
  11154. * @return {Triangle} A clone of this instance.
  11155. */
  11156. clone() {
  11157. return new this.constructor().copy( this );
  11158. }
  11159. /**
  11160. * Copies the values of the given triangle to this instance.
  11161. *
  11162. * @param {Triangle} triangle - The triangle to copy.
  11163. * @return {Triangle} A reference to this triangle.
  11164. */
  11165. copy( triangle ) {
  11166. this.a.copy( triangle.a );
  11167. this.b.copy( triangle.b );
  11168. this.c.copy( triangle.c );
  11169. return this;
  11170. }
  11171. /**
  11172. * Computes the area of the triangle.
  11173. *
  11174. * @return {number} The triangle's area.
  11175. */
  11176. getArea() {
  11177. _v0$1.subVectors( this.c, this.b );
  11178. _v1$3.subVectors( this.a, this.b );
  11179. return _v0$1.cross( _v1$3 ).length() * 0.5;
  11180. }
  11181. /**
  11182. * Computes the midpoint of the triangle.
  11183. *
  11184. * @param {Vector3} target - The target vector that is used to store the method's result.
  11185. * @return {Vector3} The triangle's midpoint.
  11186. */
  11187. getMidpoint( target ) {
  11188. return target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );
  11189. }
  11190. /**
  11191. * Computes the normal of the triangle.
  11192. *
  11193. * @param {Vector3} target - The target vector that is used to store the method's result.
  11194. * @return {Vector3} The triangle's normal.
  11195. */
  11196. getNormal( target ) {
  11197. return Triangle.getNormal( this.a, this.b, this.c, target );
  11198. }
  11199. /**
  11200. * Computes a plane the triangle lies within.
  11201. *
  11202. * @param {Plane} target - The target vector that is used to store the method's result.
  11203. * @return {Plane} The plane the triangle lies within.
  11204. */
  11205. getPlane( target ) {
  11206. return target.setFromCoplanarPoints( this.a, this.b, this.c );
  11207. }
  11208. /**
  11209. * Computes a barycentric coordinates from the given vector.
  11210. * Returns `null` if the triangle is degenerate.
  11211. *
  11212. * @param {Vector3} point - A point in 3D space.
  11213. * @param {Vector3} target - The target vector that is used to store the method's result.
  11214. * @return {?Vector3} The barycentric coordinates for the given point
  11215. */
  11216. getBarycoord( point, target ) {
  11217. return Triangle.getBarycoord( point, this.a, this.b, this.c, target );
  11218. }
  11219. /**
  11220. * Computes the value barycentrically interpolated for the given point on the
  11221. * triangle. Returns `null` if the triangle is degenerate.
  11222. *
  11223. * @param {Vector3} point - Position of interpolated point.
  11224. * @param {Vector3} v1 - Value to interpolate of first vertex.
  11225. * @param {Vector3} v2 - Value to interpolate of second vertex.
  11226. * @param {Vector3} v3 - Value to interpolate of third vertex.
  11227. * @param {Vector3} target - The target vector that is used to store the method's result.
  11228. * @return {?Vector3} The interpolated value.
  11229. */
  11230. getInterpolation( point, v1, v2, v3, target ) {
  11231. return Triangle.getInterpolation( point, this.a, this.b, this.c, v1, v2, v3, target );
  11232. }
  11233. /**
  11234. * Returns `true` if the given point, when projected onto the plane of the
  11235. * triangle, lies within the triangle.
  11236. *
  11237. * @param {Vector3} point - The point in 3D space to test.
  11238. * @return {boolean} Whether the given point, when projected onto the plane of the
  11239. * triangle, lies within the triangle or not.
  11240. */
  11241. containsPoint( point ) {
  11242. return Triangle.containsPoint( point, this.a, this.b, this.c );
  11243. }
  11244. /**
  11245. * Returns `true` if the triangle is oriented towards the given direction.
  11246. *
  11247. * @param {Vector3} direction - The (normalized) direction vector.
  11248. * @return {boolean} Whether the triangle is oriented towards the given direction or not.
  11249. */
  11250. isFrontFacing( direction ) {
  11251. return Triangle.isFrontFacing( this.a, this.b, this.c, direction );
  11252. }
  11253. /**
  11254. * Returns `true` if this triangle intersects with the given box.
  11255. *
  11256. * @param {Box3} box - The box to intersect.
  11257. * @return {boolean} Whether this triangle intersects with the given box or not.
  11258. */
  11259. intersectsBox( box ) {
  11260. return box.intersectsTriangle( this );
  11261. }
  11262. /**
  11263. * Returns the closest point on the triangle to the given point.
  11264. *
  11265. * @param {Vector3} p - The point to compute the closest point for.
  11266. * @param {Vector3} target - The target vector that is used to store the method's result.
  11267. * @return {Vector3} The closest point on the triangle.
  11268. */
  11269. closestPointToPoint( p, target ) {
  11270. const a = this.a, b = this.b, c = this.c;
  11271. let v, w;
  11272. // algorithm thanks to Real-Time Collision Detection by Christer Ericson,
  11273. // published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc.,
  11274. // under the accompanying license; see chapter 5.1.5 for detailed explanation.
  11275. // basically, we're distinguishing which of the voronoi regions of the triangle
  11276. // the point lies in with the minimum amount of redundant computation.
  11277. _vab.subVectors( b, a );
  11278. _vac.subVectors( c, a );
  11279. _vap.subVectors( p, a );
  11280. const d1 = _vab.dot( _vap );
  11281. const d2 = _vac.dot( _vap );
  11282. if ( d1 <= 0 && d2 <= 0 ) {
  11283. // vertex region of A; barycentric coords (1, 0, 0)
  11284. return target.copy( a );
  11285. }
  11286. _vbp.subVectors( p, b );
  11287. const d3 = _vab.dot( _vbp );
  11288. const d4 = _vac.dot( _vbp );
  11289. if ( d3 >= 0 && d4 <= d3 ) {
  11290. // vertex region of B; barycentric coords (0, 1, 0)
  11291. return target.copy( b );
  11292. }
  11293. const vc = d1 * d4 - d3 * d2;
  11294. if ( vc <= 0 && d1 >= 0 && d3 <= 0 ) {
  11295. v = d1 / ( d1 - d3 );
  11296. // edge region of AB; barycentric coords (1-v, v, 0)
  11297. return target.copy( a ).addScaledVector( _vab, v );
  11298. }
  11299. _vcp.subVectors( p, c );
  11300. const d5 = _vab.dot( _vcp );
  11301. const d6 = _vac.dot( _vcp );
  11302. if ( d6 >= 0 && d5 <= d6 ) {
  11303. // vertex region of C; barycentric coords (0, 0, 1)
  11304. return target.copy( c );
  11305. }
  11306. const vb = d5 * d2 - d1 * d6;
  11307. if ( vb <= 0 && d2 >= 0 && d6 <= 0 ) {
  11308. w = d2 / ( d2 - d6 );
  11309. // edge region of AC; barycentric coords (1-w, 0, w)
  11310. return target.copy( a ).addScaledVector( _vac, w );
  11311. }
  11312. const va = d3 * d6 - d5 * d4;
  11313. if ( va <= 0 && ( d4 - d3 ) >= 0 && ( d5 - d6 ) >= 0 ) {
  11314. _vbc.subVectors( c, b );
  11315. w = ( d4 - d3 ) / ( ( d4 - d3 ) + ( d5 - d6 ) );
  11316. // edge region of BC; barycentric coords (0, 1-w, w)
  11317. return target.copy( b ).addScaledVector( _vbc, w ); // edge region of BC
  11318. }
  11319. // face region
  11320. const denom = 1 / ( va + vb + vc );
  11321. // u = va * denom
  11322. v = vb * denom;
  11323. w = vc * denom;
  11324. return target.copy( a ).addScaledVector( _vab, v ).addScaledVector( _vac, w );
  11325. }
  11326. /**
  11327. * Returns `true` if this triangle is equal with the given one.
  11328. *
  11329. * @param {Triangle} triangle - The triangle to test for equality.
  11330. * @return {boolean} Whether this triangle is equal with the given one.
  11331. */
  11332. equals( triangle ) {
  11333. return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );
  11334. }
  11335. }
  11336. const _colorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,
  11337. 'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,
  11338. 'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,
  11339. 'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,
  11340. 'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,
  11341. 'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,
  11342. 'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,
  11343. 'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,
  11344. 'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,
  11345. 'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,
  11346. 'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,
  11347. 'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,
  11348. 'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,
  11349. 'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,
  11350. 'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,
  11351. 'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,
  11352. 'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,
  11353. 'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,
  11354. 'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,
  11355. 'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'rebeccapurple': 0x663399, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,
  11356. 'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,
  11357. 'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,
  11358. 'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,
  11359. 'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };
  11360. const _hslA = { h: 0, s: 0, l: 0 };
  11361. const _hslB = { h: 0, s: 0, l: 0 };
  11362. function hue2rgb( p, q, t ) {
  11363. if ( t < 0 ) t += 1;
  11364. if ( t > 1 ) t -= 1;
  11365. if ( t < 1 / 6 ) return p + ( q - p ) * 6 * t;
  11366. if ( t < 1 / 2 ) return q;
  11367. if ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t );
  11368. return p;
  11369. }
  11370. /**
  11371. * A Color instance is represented by RGB components in the linear <i>working
  11372. * color space</i>, which defaults to `LinearSRGBColorSpace`. Inputs
  11373. * conventionally using `SRGBColorSpace` (such as hexadecimals and CSS
  11374. * strings) are converted to the working color space automatically.
  11375. *
  11376. * ```js
  11377. * // converted automatically from SRGBColorSpace to LinearSRGBColorSpace
  11378. * const color = new THREE.Color().setHex( 0x112233 );
  11379. * ```
  11380. * Source color spaces may be specified explicitly, to ensure correct conversions.
  11381. * ```js
  11382. * // assumed already LinearSRGBColorSpace; no conversion
  11383. * const color = new THREE.Color().setRGB( 0.5, 0.5, 0.5 );
  11384. *
  11385. * // converted explicitly from SRGBColorSpace to LinearSRGBColorSpace
  11386. * const color = new THREE.Color().setRGB( 0.5, 0.5, 0.5, SRGBColorSpace );
  11387. * ```
  11388. * If THREE.ColorManagement is disabled, no conversions occur. For details,
  11389. * see <i>Color management</i>. Iterating through a Color instance will yield
  11390. * its components (r, g, b) in the corresponding order. A Color can be initialised
  11391. * in any of the following ways:
  11392. * ```js
  11393. * //empty constructor - will default white
  11394. * const color1 = new THREE.Color();
  11395. *
  11396. * //Hexadecimal color (recommended)
  11397. * const color2 = new THREE.Color( 0xff0000 );
  11398. *
  11399. * //RGB string
  11400. * const color3 = new THREE.Color("rgb(255, 0, 0)");
  11401. * const color4 = new THREE.Color("rgb(100%, 0%, 0%)");
  11402. *
  11403. * //X11 color name - all 140 color names are supported.
  11404. * //Note the lack of CamelCase in the name
  11405. * const color5 = new THREE.Color( 'skyblue' );
  11406. * //HSL string
  11407. * const color6 = new THREE.Color("hsl(0, 100%, 50%)");
  11408. *
  11409. * //Separate RGB values between 0 and 1
  11410. * const color7 = new THREE.Color( 1, 0, 0 );
  11411. * ```
  11412. */
  11413. class Color {
  11414. /**
  11415. * Constructs a new color.
  11416. *
  11417. * Note that standard method of specifying color in three.js is with a hexadecimal triplet,
  11418. * and that method is used throughout the rest of the documentation.
  11419. *
  11420. * @param {(number|string|Color)} [r] - The red component of the color. If `g` and `b` are
  11421. * not provided, it can be hexadecimal triplet, a CSS-style string or another `Color` instance.
  11422. * @param {number} [g] - The green component.
  11423. * @param {number} [b] - The blue component.
  11424. */
  11425. constructor( r, g, b ) {
  11426. /**
  11427. * This flag can be used for type testing.
  11428. *
  11429. * @type {boolean}
  11430. * @readonly
  11431. * @default true
  11432. */
  11433. this.isColor = true;
  11434. /**
  11435. * The red component.
  11436. *
  11437. * @type {number}
  11438. * @default 1
  11439. */
  11440. this.r = 1;
  11441. /**
  11442. * The green component.
  11443. *
  11444. * @type {number}
  11445. * @default 1
  11446. */
  11447. this.g = 1;
  11448. /**
  11449. * The blue component.
  11450. *
  11451. * @type {number}
  11452. * @default 1
  11453. */
  11454. this.b = 1;
  11455. return this.set( r, g, b );
  11456. }
  11457. /**
  11458. * Sets the colors's components from the given values.
  11459. *
  11460. * @param {(number|string|Color)} [r] - The red component of the color. If `g` and `b` are
  11461. * not provided, it can be hexadecimal triplet, a CSS-style string or another `Color` instance.
  11462. * @param {number} [g] - The green component.
  11463. * @param {number} [b] - The blue component.
  11464. * @return {Color} A reference to this color.
  11465. */
  11466. set( r, g, b ) {
  11467. if ( g === undefined && b === undefined ) {
  11468. // r is THREE.Color, hex or string
  11469. const value = r;
  11470. if ( value && value.isColor ) {
  11471. this.copy( value );
  11472. } else if ( typeof value === 'number' ) {
  11473. this.setHex( value );
  11474. } else if ( typeof value === 'string' ) {
  11475. this.setStyle( value );
  11476. }
  11477. } else {
  11478. this.setRGB( r, g, b );
  11479. }
  11480. return this;
  11481. }
  11482. /**
  11483. * Sets the colors's components to the given scalar value.
  11484. *
  11485. * @param {number} scalar - The scalar value.
  11486. * @return {Color} A reference to this color.
  11487. */
  11488. setScalar( scalar ) {
  11489. this.r = scalar;
  11490. this.g = scalar;
  11491. this.b = scalar;
  11492. return this;
  11493. }
  11494. /**
  11495. * Sets this color from a hexadecimal value.
  11496. *
  11497. * @param {number} hex - The hexadecimal value.
  11498. * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  11499. * @return {Color} A reference to this color.
  11500. */
  11501. setHex( hex, colorSpace = SRGBColorSpace ) {
  11502. hex = Math.floor( hex );
  11503. this.r = ( hex >> 16 & 255 ) / 255;
  11504. this.g = ( hex >> 8 & 255 ) / 255;
  11505. this.b = ( hex & 255 ) / 255;
  11506. ColorManagement.toWorkingColorSpace( this, colorSpace );
  11507. return this;
  11508. }
  11509. /**
  11510. * Sets this color from RGB values.
  11511. *
  11512. * @param {number} r - Red channel value between `0.0` and `1.0`.
  11513. * @param {number} g - Green channel value between `0.0` and `1.0`.
  11514. * @param {number} b - Blue channel value between `0.0` and `1.0`.
  11515. * @param {string} [colorSpace=ColorManagement.workingColorSpace] - The color space.
  11516. * @return {Color} A reference to this color.
  11517. */
  11518. setRGB( r, g, b, colorSpace = ColorManagement.workingColorSpace ) {
  11519. this.r = r;
  11520. this.g = g;
  11521. this.b = b;
  11522. ColorManagement.toWorkingColorSpace( this, colorSpace );
  11523. return this;
  11524. }
  11525. /**
  11526. * Sets this color from RGB values.
  11527. *
  11528. * @param {number} h - Hue value between `0.0` and `1.0`.
  11529. * @param {number} s - Saturation value between `0.0` and `1.0`.
  11530. * @param {number} l - Lightness value between `0.0` and `1.0`.
  11531. * @param {string} [colorSpace=ColorManagement.workingColorSpace] - The color space.
  11532. * @return {Color} A reference to this color.
  11533. */
  11534. setHSL( h, s, l, colorSpace = ColorManagement.workingColorSpace ) {
  11535. // h,s,l ranges are in 0.0 - 1.0
  11536. h = euclideanModulo( h, 1 );
  11537. s = clamp( s, 0, 1 );
  11538. l = clamp( l, 0, 1 );
  11539. if ( s === 0 ) {
  11540. this.r = this.g = this.b = l;
  11541. } else {
  11542. const p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );
  11543. const q = ( 2 * l ) - p;
  11544. this.r = hue2rgb( q, p, h + 1 / 3 );
  11545. this.g = hue2rgb( q, p, h );
  11546. this.b = hue2rgb( q, p, h - 1 / 3 );
  11547. }
  11548. ColorManagement.toWorkingColorSpace( this, colorSpace );
  11549. return this;
  11550. }
  11551. /**
  11552. * Sets this color from a CSS-style string. For example, `rgb(250, 0,0)`,
  11553. * `rgb(100%, 0%, 0%)`, `hsl(0, 100%, 50%)`, `#ff0000`, `#f00`, or `red` ( or
  11554. * any [X11 color name]{@link https://en.wikipedia.org/wiki/X11_color_names#Color_name_chart} -
  11555. * all 140 color names are supported).
  11556. *
  11557. * @param {string} style - Color as a CSS-style string.
  11558. * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  11559. * @return {Color} A reference to this color.
  11560. */
  11561. setStyle( style, colorSpace = SRGBColorSpace ) {
  11562. function handleAlpha( string ) {
  11563. if ( string === undefined ) return;
  11564. if ( parseFloat( string ) < 1 ) {
  11565. console.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' );
  11566. }
  11567. }
  11568. let m;
  11569. if ( m = /^(\w+)\(([^\)]*)\)/.exec( style ) ) {
  11570. // rgb / hsl
  11571. let color;
  11572. const name = m[ 1 ];
  11573. const components = m[ 2 ];
  11574. switch ( name ) {
  11575. case 'rgb':
  11576. case 'rgba':
  11577. if ( color = /^\s*(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) {
  11578. // rgb(255,0,0) rgba(255,0,0,0.5)
  11579. handleAlpha( color[ 4 ] );
  11580. return this.setRGB(
  11581. Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255,
  11582. Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255,
  11583. Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255,
  11584. colorSpace
  11585. );
  11586. }
  11587. if ( color = /^\s*(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) {
  11588. // rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)
  11589. handleAlpha( color[ 4 ] );
  11590. return this.setRGB(
  11591. Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100,
  11592. Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100,
  11593. Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100,
  11594. colorSpace
  11595. );
  11596. }
  11597. break;
  11598. case 'hsl':
  11599. case 'hsla':
  11600. if ( color = /^\s*(\d*\.?\d+)\s*,\s*(\d*\.?\d+)\%\s*,\s*(\d*\.?\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) {
  11601. // hsl(120,50%,50%) hsla(120,50%,50%,0.5)
  11602. handleAlpha( color[ 4 ] );
  11603. return this.setHSL(
  11604. parseFloat( color[ 1 ] ) / 360,
  11605. parseFloat( color[ 2 ] ) / 100,
  11606. parseFloat( color[ 3 ] ) / 100,
  11607. colorSpace
  11608. );
  11609. }
  11610. break;
  11611. default:
  11612. console.warn( 'THREE.Color: Unknown color model ' + style );
  11613. }
  11614. } else if ( m = /^\#([A-Fa-f\d]+)$/.exec( style ) ) {
  11615. // hex color
  11616. const hex = m[ 1 ];
  11617. const size = hex.length;
  11618. if ( size === 3 ) {
  11619. // #ff0
  11620. return this.setRGB(
  11621. parseInt( hex.charAt( 0 ), 16 ) / 15,
  11622. parseInt( hex.charAt( 1 ), 16 ) / 15,
  11623. parseInt( hex.charAt( 2 ), 16 ) / 15,
  11624. colorSpace
  11625. );
  11626. } else if ( size === 6 ) {
  11627. // #ff0000
  11628. return this.setHex( parseInt( hex, 16 ), colorSpace );
  11629. } else {
  11630. console.warn( 'THREE.Color: Invalid hex color ' + style );
  11631. }
  11632. } else if ( style && style.length > 0 ) {
  11633. return this.setColorName( style, colorSpace );
  11634. }
  11635. return this;
  11636. }
  11637. /**
  11638. * Sets this color from a color name. Faster than {@link Color#setStyle} if
  11639. * you don't need the other CSS-style formats.
  11640. *
  11641. * For convenience, the list of names is exposed in `Color.NAMES` as a hash.
  11642. * ```js
  11643. * Color.NAMES.aliceblue // returns 0xF0F8FF
  11644. * ```
  11645. *
  11646. * @param {string} style - The color name.
  11647. * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  11648. * @return {Color} A reference to this color.
  11649. */
  11650. setColorName( style, colorSpace = SRGBColorSpace ) {
  11651. // color keywords
  11652. const hex = _colorKeywords[ style.toLowerCase() ];
  11653. if ( hex !== undefined ) {
  11654. // red
  11655. this.setHex( hex, colorSpace );
  11656. } else {
  11657. // unknown color
  11658. console.warn( 'THREE.Color: Unknown color ' + style );
  11659. }
  11660. return this;
  11661. }
  11662. /**
  11663. * Returns a new color with copied values from this instance.
  11664. *
  11665. * @return {Color} A clone of this instance.
  11666. */
  11667. clone() {
  11668. return new this.constructor( this.r, this.g, this.b );
  11669. }
  11670. /**
  11671. * Copies the values of the given color to this instance.
  11672. *
  11673. * @param {Color} color - The color to copy.
  11674. * @return {Color} A reference to this color.
  11675. */
  11676. copy( color ) {
  11677. this.r = color.r;
  11678. this.g = color.g;
  11679. this.b = color.b;
  11680. return this;
  11681. }
  11682. /**
  11683. * Copies the given color into this color, and then converts this color from
  11684. * `SRGBColorSpace` to `LinearSRGBColorSpace`.
  11685. *
  11686. * @param {Color} color - The color to copy/convert.
  11687. * @return {Color} A reference to this color.
  11688. */
  11689. copySRGBToLinear( color ) {
  11690. this.r = SRGBToLinear( color.r );
  11691. this.g = SRGBToLinear( color.g );
  11692. this.b = SRGBToLinear( color.b );
  11693. return this;
  11694. }
  11695. /**
  11696. * Copies the given color into this color, and then converts this color from
  11697. * `LinearSRGBColorSpace` to `SRGBColorSpace`.
  11698. *
  11699. * @param {Color} color - The color to copy/convert.
  11700. * @return {Color} A reference to this color.
  11701. */
  11702. copyLinearToSRGB( color ) {
  11703. this.r = LinearToSRGB( color.r );
  11704. this.g = LinearToSRGB( color.g );
  11705. this.b = LinearToSRGB( color.b );
  11706. return this;
  11707. }
  11708. /**
  11709. * Converts this color from `SRGBColorSpace` to `LinearSRGBColorSpace`.
  11710. *
  11711. * @return {Color} A reference to this color.
  11712. */
  11713. convertSRGBToLinear() {
  11714. this.copySRGBToLinear( this );
  11715. return this;
  11716. }
  11717. /**
  11718. * Converts this color from `LinearSRGBColorSpace` to `SRGBColorSpace`.
  11719. *
  11720. * @return {Color} A reference to this color.
  11721. */
  11722. convertLinearToSRGB() {
  11723. this.copyLinearToSRGB( this );
  11724. return this;
  11725. }
  11726. /**
  11727. * Returns the hexadecimal value of this color.
  11728. *
  11729. * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  11730. * @return {number} The hexadecimal value.
  11731. */
  11732. getHex( colorSpace = SRGBColorSpace ) {
  11733. ColorManagement.fromWorkingColorSpace( _color.copy( this ), colorSpace );
  11734. 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 ) );
  11735. }
  11736. /**
  11737. * Returns the hexadecimal value of this color as a string (for example, 'FFFFFF').
  11738. *
  11739. * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  11740. * @return {string} The hexadecimal value as a string.
  11741. */
  11742. getHexString( colorSpace = SRGBColorSpace ) {
  11743. return ( '000000' + this.getHex( colorSpace ).toString( 16 ) ).slice( - 6 );
  11744. }
  11745. /**
  11746. * Converts the colors RGB values into the HSL format and stores them into the
  11747. * given target object.
  11748. *
  11749. * @param {{h:number,s:number,l:number}} target - The target object that is used to store the method's result.
  11750. * @param {string} [colorSpace=ColorManagement.workingColorSpace] - The color space.
  11751. * @return {{h:number,s:number,l:number}} The HSL representation of this color.
  11752. */
  11753. getHSL( target, colorSpace = ColorManagement.workingColorSpace ) {
  11754. // h,s,l ranges are in 0.0 - 1.0
  11755. ColorManagement.fromWorkingColorSpace( _color.copy( this ), colorSpace );
  11756. const r = _color.r, g = _color.g, b = _color.b;
  11757. const max = Math.max( r, g, b );
  11758. const min = Math.min( r, g, b );
  11759. let hue, saturation;
  11760. const lightness = ( min + max ) / 2.0;
  11761. if ( min === max ) {
  11762. hue = 0;
  11763. saturation = 0;
  11764. } else {
  11765. const delta = max - min;
  11766. saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );
  11767. switch ( max ) {
  11768. case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;
  11769. case g: hue = ( b - r ) / delta + 2; break;
  11770. case b: hue = ( r - g ) / delta + 4; break;
  11771. }
  11772. hue /= 6;
  11773. }
  11774. target.h = hue;
  11775. target.s = saturation;
  11776. target.l = lightness;
  11777. return target;
  11778. }
  11779. /**
  11780. * Returns the RGB values of this color and stores them into the given target object.
  11781. *
  11782. * @param {Color} target - The target color that is used to store the method's result.
  11783. * @param {string} [colorSpace=ColorManagement.workingColorSpace] - The color space.
  11784. * @return {Color} The RGB representation of this color.
  11785. */
  11786. getRGB( target, colorSpace = ColorManagement.workingColorSpace ) {
  11787. ColorManagement.fromWorkingColorSpace( _color.copy( this ), colorSpace );
  11788. target.r = _color.r;
  11789. target.g = _color.g;
  11790. target.b = _color.b;
  11791. return target;
  11792. }
  11793. /**
  11794. * Returns the value of this color as a CSS style string. Example: `rgb(255,0,0)`.
  11795. *
  11796. * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  11797. * @return {string} The CSS representation of this color.
  11798. */
  11799. getStyle( colorSpace = SRGBColorSpace ) {
  11800. ColorManagement.fromWorkingColorSpace( _color.copy( this ), colorSpace );
  11801. const r = _color.r, g = _color.g, b = _color.b;
  11802. if ( colorSpace !== SRGBColorSpace ) {
  11803. // Requires CSS Color Module Level 4 (https://www.w3.org/TR/css-color-4/).
  11804. return `color(${ colorSpace } ${ r.toFixed( 3 ) } ${ g.toFixed( 3 ) } ${ b.toFixed( 3 ) })`;
  11805. }
  11806. return `rgb(${ Math.round( r * 255 ) },${ Math.round( g * 255 ) },${ Math.round( b * 255 ) })`;
  11807. }
  11808. /**
  11809. * Adds the given HSL values to this color's values.
  11810. * Internally, this converts the color's RGB values to HSL, adds HSL
  11811. * and then converts the color back to RGB.
  11812. *
  11813. * @param {number} h - Hue value between `0.0` and `1.0`.
  11814. * @param {number} s - Saturation value between `0.0` and `1.0`.
  11815. * @param {number} l - Lightness value between `0.0` and `1.0`.
  11816. * @return {Color} A reference to this color.
  11817. */
  11818. offsetHSL( h, s, l ) {
  11819. this.getHSL( _hslA );
  11820. return this.setHSL( _hslA.h + h, _hslA.s + s, _hslA.l + l );
  11821. }
  11822. /**
  11823. * Adds the RGB values of the given color to the RGB values of this color.
  11824. *
  11825. * @param {Color} color - The color to add.
  11826. * @return {Color} A reference to this color.
  11827. */
  11828. add( color ) {
  11829. this.r += color.r;
  11830. this.g += color.g;
  11831. this.b += color.b;
  11832. return this;
  11833. }
  11834. /**
  11835. * Adds the RGB values of the given colors and stores the result in this instance.
  11836. *
  11837. * @param {Color} color1 - The first color.
  11838. * @param {Color} color2 - The second color.
  11839. * @return {Color} A reference to this color.
  11840. */
  11841. addColors( color1, color2 ) {
  11842. this.r = color1.r + color2.r;
  11843. this.g = color1.g + color2.g;
  11844. this.b = color1.b + color2.b;
  11845. return this;
  11846. }
  11847. /**
  11848. * Adds the given scalar value to the RGB values of this color.
  11849. *
  11850. * @param {number} s - The scalar to add.
  11851. * @return {Color} A reference to this color.
  11852. */
  11853. addScalar( s ) {
  11854. this.r += s;
  11855. this.g += s;
  11856. this.b += s;
  11857. return this;
  11858. }
  11859. /**
  11860. * Subtracts the RGB values of the given color from the RGB values of this color.
  11861. *
  11862. * @param {Color} color - The color to subtract.
  11863. * @return {Color} A reference to this color.
  11864. */
  11865. sub( color ) {
  11866. this.r = Math.max( 0, this.r - color.r );
  11867. this.g = Math.max( 0, this.g - color.g );
  11868. this.b = Math.max( 0, this.b - color.b );
  11869. return this;
  11870. }
  11871. /**
  11872. * Multiplies the RGB values of the given color with the RGB values of this color.
  11873. *
  11874. * @param {Color} color - The color to multiply.
  11875. * @return {Color} A reference to this color.
  11876. */
  11877. multiply( color ) {
  11878. this.r *= color.r;
  11879. this.g *= color.g;
  11880. this.b *= color.b;
  11881. return this;
  11882. }
  11883. /**
  11884. * Multiplies the given scalar value with the RGB values of this color.
  11885. *
  11886. * @param {number} s - The scalar to multiply.
  11887. * @return {Color} A reference to this color.
  11888. */
  11889. multiplyScalar( s ) {
  11890. this.r *= s;
  11891. this.g *= s;
  11892. this.b *= s;
  11893. return this;
  11894. }
  11895. /**
  11896. * Linearly interpolates this color's RGB values toward the RGB values of the
  11897. * given color. The alpha argument can be thought of as the ratio between
  11898. * the two colors, where `0.0` is this color and `1.0` is the first argument.
  11899. *
  11900. * @param {Color} color - The color to converge on.
  11901. * @param {number} alpha - The interpolation factor in the closed interval `[0,1]`.
  11902. * @return {Color} A reference to this color.
  11903. */
  11904. lerp( color, alpha ) {
  11905. this.r += ( color.r - this.r ) * alpha;
  11906. this.g += ( color.g - this.g ) * alpha;
  11907. this.b += ( color.b - this.b ) * alpha;
  11908. return this;
  11909. }
  11910. /**
  11911. * Linearly interpolates between the given colors and stores the result in this instance.
  11912. * The alpha argument can be thought of as the ratio between the two colors, where `0.0`
  11913. * is the first and `1.0` is the second color.
  11914. *
  11915. * @param {Color} color1 - The first color.
  11916. * @param {Color} color2 - The second color.
  11917. * @param {number} alpha - The interpolation factor in the closed interval `[0,1]`.
  11918. * @return {Color} A reference to this color.
  11919. */
  11920. lerpColors( color1, color2, alpha ) {
  11921. this.r = color1.r + ( color2.r - color1.r ) * alpha;
  11922. this.g = color1.g + ( color2.g - color1.g ) * alpha;
  11923. this.b = color1.b + ( color2.b - color1.b ) * alpha;
  11924. return this;
  11925. }
  11926. /**
  11927. * Linearly interpolates this color's HSL values toward the HSL values of the
  11928. * given color. It differs from {@link Color#lerp} by not interpolating straight
  11929. * from one color to the other, but instead going through all the hues in between
  11930. * those two colors. The alpha argument can be thought of as the ratio between
  11931. * the two colors, where 0.0 is this color and 1.0 is the first argument.
  11932. *
  11933. * @param {Color} color - The color to converge on.
  11934. * @param {number} alpha - The interpolation factor in the closed interval `[0,1]`.
  11935. * @return {Color} A reference to this color.
  11936. */
  11937. lerpHSL( color, alpha ) {
  11938. this.getHSL( _hslA );
  11939. color.getHSL( _hslB );
  11940. const h = lerp( _hslA.h, _hslB.h, alpha );
  11941. const s = lerp( _hslA.s, _hslB.s, alpha );
  11942. const l = lerp( _hslA.l, _hslB.l, alpha );
  11943. this.setHSL( h, s, l );
  11944. return this;
  11945. }
  11946. /**
  11947. * Sets the color's RGB components from the given 3D vector.
  11948. *
  11949. * @param {Vector3} v - The vector to set.
  11950. * @return {Color} A reference to this color.
  11951. */
  11952. setFromVector3( v ) {
  11953. this.r = v.x;
  11954. this.g = v.y;
  11955. this.b = v.z;
  11956. return this;
  11957. }
  11958. /**
  11959. * Transforms this color with the given 3x3 matrix.
  11960. *
  11961. * @param {Matrix3} m - The matrix.
  11962. * @return {Color} A reference to this color.
  11963. */
  11964. applyMatrix3( m ) {
  11965. const r = this.r, g = this.g, b = this.b;
  11966. const e = m.elements;
  11967. this.r = e[ 0 ] * r + e[ 3 ] * g + e[ 6 ] * b;
  11968. this.g = e[ 1 ] * r + e[ 4 ] * g + e[ 7 ] * b;
  11969. this.b = e[ 2 ] * r + e[ 5 ] * g + e[ 8 ] * b;
  11970. return this;
  11971. }
  11972. /**
  11973. * Returns `true` if this color is equal with the given one.
  11974. *
  11975. * @param {Color} c - The color to test for equality.
  11976. * @return {boolean} Whether this bounding color is equal with the given one.
  11977. */
  11978. equals( c ) {
  11979. return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );
  11980. }
  11981. /**
  11982. * Sets this color's RGB components from the given array.
  11983. *
  11984. * @param {Array<number>} array - An array holding the RGB values.
  11985. * @param {number} [offset=0] - The offset into the array.
  11986. * @return {Color} A reference to this color.
  11987. */
  11988. fromArray( array, offset = 0 ) {
  11989. this.r = array[ offset ];
  11990. this.g = array[ offset + 1 ];
  11991. this.b = array[ offset + 2 ];
  11992. return this;
  11993. }
  11994. /**
  11995. * Writes the RGB components of this color to the given array. If no array is provided,
  11996. * the method returns a new instance.
  11997. *
  11998. * @param {Array<number>} [array=[]] - The target array holding the color components.
  11999. * @param {number} [offset=0] - Index of the first element in the array.
  12000. * @return {Array<number>} The color components.
  12001. */
  12002. toArray( array = [], offset = 0 ) {
  12003. array[ offset ] = this.r;
  12004. array[ offset + 1 ] = this.g;
  12005. array[ offset + 2 ] = this.b;
  12006. return array;
  12007. }
  12008. /**
  12009. * Sets the components of this color from the given buffer attribute.
  12010. *
  12011. * @param {BufferAttribute} attribute - The buffer attribute holding color data.
  12012. * @param {number} index - The index into the attribute.
  12013. * @return {Color} A reference to this color.
  12014. */
  12015. fromBufferAttribute( attribute, index ) {
  12016. this.r = attribute.getX( index );
  12017. this.g = attribute.getY( index );
  12018. this.b = attribute.getZ( index );
  12019. return this;
  12020. }
  12021. /**
  12022. * This methods defines the serialization result of this class. Returns the color
  12023. * as a hexadecimal value.
  12024. *
  12025. * @return {number} The hexadecimal value.
  12026. */
  12027. toJSON() {
  12028. return this.getHex();
  12029. }
  12030. *[ Symbol.iterator ]() {
  12031. yield this.r;
  12032. yield this.g;
  12033. yield this.b;
  12034. }
  12035. }
  12036. const _color = /*@__PURE__*/ new Color();
  12037. /**
  12038. * A dictionary with X11 color names.
  12039. *
  12040. * Note that multiple words such as Dark Orange become the string 'darkorange'.
  12041. *
  12042. * @static
  12043. * @type {Object}
  12044. */
  12045. Color.NAMES = _colorKeywords;
  12046. let _materialId = 0;
  12047. /**
  12048. * Abstract base class for materials.
  12049. *
  12050. * Materials define the appearance of renderable 3D objects.
  12051. *
  12052. * @abstract
  12053. * @augments EventDispatcher
  12054. */
  12055. class Material extends EventDispatcher {
  12056. /**
  12057. * Constructs a new material.
  12058. */
  12059. constructor() {
  12060. super();
  12061. /**
  12062. * This flag can be used for type testing.
  12063. *
  12064. * @type {boolean}
  12065. * @readonly
  12066. * @default true
  12067. */
  12068. this.isMaterial = true;
  12069. /**
  12070. * The ID of the material.
  12071. *
  12072. * @name Material#id
  12073. * @type {number}
  12074. * @readonly
  12075. */
  12076. Object.defineProperty( this, 'id', { value: _materialId ++ } );
  12077. /**
  12078. * The UUID of the material.
  12079. *
  12080. * @type {string}
  12081. * @readonly
  12082. */
  12083. this.uuid = generateUUID();
  12084. /**
  12085. * The name of the material.
  12086. *
  12087. * @type {string}
  12088. */
  12089. this.name = '';
  12090. /**
  12091. * The type property is used for detecting the object type
  12092. * in context of serialization/deserialization.
  12093. *
  12094. * @type {string}
  12095. * @readonly
  12096. */
  12097. this.type = 'Material';
  12098. /**
  12099. * Defines the blending type of the material.
  12100. *
  12101. * It must be set to `CustomBlending` if custom blending properties like
  12102. * {@link Material#blendSrc}, {@link Material#blendDst} or {@link Material#blendEquation}
  12103. * should have any effect.
  12104. *
  12105. * @type {(NoBlending|NormalBlending|AdditiveBlending|SubtractiveBlending|MultiplyBlending|CustomBlending)}
  12106. * @default NormalBlending
  12107. */
  12108. this.blending = NormalBlending;
  12109. /**
  12110. * Defines which side of faces will be rendered - front, back or both.
  12111. *
  12112. * @type {(FrontSide|BackSide|DoubleSide)}
  12113. * @default FrontSide
  12114. */
  12115. this.side = FrontSide;
  12116. /**
  12117. * If set to `true`, vertex colors should be used.
  12118. *
  12119. * The engine supports RGB and RGBA vertex colors depending on whether a three (RGB) or
  12120. * four (RGBA) component color buffer attribute is used.
  12121. *
  12122. * @type {boolean}
  12123. * @default false
  12124. */
  12125. this.vertexColors = false;
  12126. /**
  12127. * Defines how transparent the material is.
  12128. * A value of `0.0` indicates fully transparent, `1.0` is fully opaque.
  12129. *
  12130. * If the {@link Material#transparent} is not set to `true`,
  12131. * the material will remain fully opaque and this value will only affect its color.
  12132. *
  12133. * @type {number}
  12134. * @default 1
  12135. */
  12136. this.opacity = 1;
  12137. /**
  12138. * Defines whether this material is transparent. This has an effect on
  12139. * rendering as transparent objects need special treatment and are rendered
  12140. * after non-transparent objects.
  12141. *
  12142. * When set to true, the extent to which the material is transparent is
  12143. * controlled by {@link Material#opacity}.
  12144. *
  12145. * @type {boolean}
  12146. * @default false
  12147. */
  12148. this.transparent = false;
  12149. /**
  12150. * Enables alpha hashed transparency, an alternative to {@link Material#transparent} or
  12151. * {@link Material#alphaTest}. The material will not be rendered if opacity is lower than
  12152. * a random threshold. Randomization introduces some grain or noise, but approximates alpha
  12153. * blending without the associated problems of sorting. Using TAA can reduce the resulting noise.
  12154. *
  12155. * @type {boolean}
  12156. * @default false
  12157. */
  12158. this.alphaHash = false;
  12159. /**
  12160. * Defines the blending source factor.
  12161. *
  12162. * @type {(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)}
  12163. * @default SrcAlphaFactor
  12164. */
  12165. this.blendSrc = SrcAlphaFactor;
  12166. /**
  12167. * Defines the blending destination factor.
  12168. *
  12169. * @type {(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)}
  12170. * @default OneMinusSrcAlphaFactor
  12171. */
  12172. this.blendDst = OneMinusSrcAlphaFactor;
  12173. /**
  12174. * Defines the blending equation.
  12175. *
  12176. * @type {(AddEquation|SubtractEquation|ReverseSubtractEquation|MinEquation|MaxEquation)}
  12177. * @default OneMinusSrcAlphaFactor
  12178. */
  12179. this.blendEquation = AddEquation;
  12180. /**
  12181. * Defines the blending source alpha factor.
  12182. *
  12183. * @type {?(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)}
  12184. * @default null
  12185. */
  12186. this.blendSrcAlpha = null;
  12187. /**
  12188. * Defines the blending destination alpha factor.
  12189. *
  12190. * @type {?(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)}
  12191. * @default null
  12192. */
  12193. this.blendDstAlpha = null;
  12194. /**
  12195. * Defines the blending equation of the alpha channel.
  12196. *
  12197. * @type {(AddEquation|SubtractEquation|ReverseSubtractEquation|MinEquation|MaxEquation)}
  12198. * @default OneMinusSrcAlphaFactor
  12199. */
  12200. this.blendEquationAlpha = null;
  12201. /**
  12202. * Represents the RGB values of the constant blend color.
  12203. *
  12204. * This property has only an effect when using custom blending with `ConstantColor` or `OneMinusConstantColor`.
  12205. *
  12206. * @type {Color}
  12207. * @default (0,0,0)
  12208. */
  12209. this.blendColor = new Color( 0, 0, 0 );
  12210. /**
  12211. * Represents the alpha value of the constant blend color.
  12212. *
  12213. * This property has only an effect when using custom blending with `ConstantAlpha` or `OneMinusConstantAlpha`.
  12214. *
  12215. * @type {number}
  12216. * @default 0
  12217. */
  12218. this.blendAlpha = 0;
  12219. /**
  12220. * Defines the depth function.
  12221. *
  12222. * @type {(NeverDepth|AlwaysDepth|LessDepth|LessEqualDepth|EqualDepth|GreaterEqualDepth|GreaterDepth|NotEqualDepth)}
  12223. * @default LessEqualDepth
  12224. */
  12225. this.depthFunc = LessEqualDepth;
  12226. /**
  12227. * Whether to have depth test enabled when rendering this material.
  12228. * When the depth test is disabled, the depth write will also be implicitly disabled.
  12229. *
  12230. * @type {boolean}
  12231. * @default true
  12232. */
  12233. this.depthTest = true;
  12234. /**
  12235. * Whether rendering this material has any effect on the depth buffer.
  12236. *
  12237. * When drawing 2D overlays it can be useful to disable the depth writing in
  12238. * order to layer several things together without creating z-index artifacts.
  12239. *
  12240. * @type {boolean}
  12241. * @default true
  12242. */
  12243. this.depthWrite = true;
  12244. /**
  12245. * The bit mask to use when writing to the stencil buffer.
  12246. *
  12247. * @type {number}
  12248. * @default 0xff
  12249. */
  12250. this.stencilWriteMask = 0xff;
  12251. /**
  12252. * The stencil comparison function to use.
  12253. *
  12254. * @type {NeverStencilFunc|LessStencilFunc|EqualStencilFunc|LessEqualStencilFunc|GreaterStencilFunc|NotEqualStencilFunc|GreaterEqualStencilFunc|AlwaysStencilFunc}
  12255. * @default AlwaysStencilFunc
  12256. */
  12257. this.stencilFunc = AlwaysStencilFunc;
  12258. /**
  12259. * The value to use when performing stencil comparisons or stencil operations.
  12260. *
  12261. * @type {number}
  12262. * @default 0
  12263. */
  12264. this.stencilRef = 0;
  12265. /**
  12266. * The bit mask to use when comparing against the stencil buffer.
  12267. *
  12268. * @type {number}
  12269. * @default 0xff
  12270. */
  12271. this.stencilFuncMask = 0xff;
  12272. /**
  12273. * Which stencil operation to perform when the comparison function returns `false`.
  12274. *
  12275. * @type {ZeroStencilOp|KeepStencilOp|ReplaceStencilOp|IncrementStencilOp|DecrementStencilOp|IncrementWrapStencilOp|DecrementWrapStencilOp|InvertStencilOp}
  12276. * @default KeepStencilOp
  12277. */
  12278. this.stencilFail = KeepStencilOp;
  12279. /**
  12280. * Which stencil operation to perform when the comparison function returns
  12281. * `true` but the depth test fails.
  12282. *
  12283. * @type {ZeroStencilOp|KeepStencilOp|ReplaceStencilOp|IncrementStencilOp|DecrementStencilOp|IncrementWrapStencilOp|DecrementWrapStencilOp|InvertStencilOp}
  12284. * @default KeepStencilOp
  12285. */
  12286. this.stencilZFail = KeepStencilOp;
  12287. /**
  12288. * Which stencil operation to perform when the comparison function returns
  12289. * `true` and the depth test passes.
  12290. *
  12291. * @type {ZeroStencilOp|KeepStencilOp|ReplaceStencilOp|IncrementStencilOp|DecrementStencilOp|IncrementWrapStencilOp|DecrementWrapStencilOp|InvertStencilOp}
  12292. * @default KeepStencilOp
  12293. */
  12294. this.stencilZPass = KeepStencilOp;
  12295. /**
  12296. * Whether stencil operations are performed against the stencil buffer. In
  12297. * order to perform writes or comparisons against the stencil buffer this
  12298. * value must be `true`.
  12299. *
  12300. * @type {boolean}
  12301. * @default false
  12302. */
  12303. this.stencilWrite = false;
  12304. /**
  12305. * User-defined clipping planes specified as THREE.Plane objects in world
  12306. * space. These planes apply to the objects this material is attached to.
  12307. * Points in space whose signed distance to the plane is negative are clipped
  12308. * (not rendered). This requires {@link WebGLRenderer#localClippingEnabled} to
  12309. * be `true`.
  12310. *
  12311. * @type {?Array<Plane>}
  12312. * @default null
  12313. */
  12314. this.clippingPlanes = null;
  12315. /**
  12316. * Changes the behavior of clipping planes so that only their intersection is
  12317. * clipped, rather than their union.
  12318. *
  12319. * @type {boolean}
  12320. * @default false
  12321. */
  12322. this.clipIntersection = false;
  12323. /**
  12324. * Defines whether to clip shadows according to the clipping planes specified
  12325. * on this material.
  12326. *
  12327. * @type {boolean}
  12328. * @default false
  12329. */
  12330. this.clipShadows = false;
  12331. /**
  12332. * Defines which side of faces cast shadows. If `null`, the side casting shadows
  12333. * is determined as follows:
  12334. *
  12335. * - When {@link Material#side} is set to `FrontSide`, the back side cast shadows.
  12336. * - When {@link Material#side} is set to `BackSide`, the front side cast shadows.
  12337. * - When {@link Material#side} is set to `DoubleSide`, both sides cast shadows.
  12338. *
  12339. * @type {?(FrontSide|BackSide|DoubleSide)}
  12340. * @default null
  12341. */
  12342. this.shadowSide = null;
  12343. /**
  12344. * Whether to render the material's color.
  12345. *
  12346. * This can be used in conjunction with {@link Object3D#renderOder} to create invisible
  12347. * objects that occlude other objects.
  12348. *
  12349. * @type {boolean}
  12350. * @default true
  12351. */
  12352. this.colorWrite = true;
  12353. /**
  12354. * Override the renderer's default precision for this material.
  12355. *
  12356. * @type {?('highp'|'mediump'|'lowp')}
  12357. * @default null
  12358. */
  12359. this.precision = null;
  12360. /**
  12361. * Whether to use polygon offset or not. When enabled, each fragment's depth value will
  12362. * be offset after it is interpolated from the depth values of the appropriate vertices.
  12363. * The offset is added before the depth test is performed and before the value is written
  12364. * into the depth buffer.
  12365. *
  12366. * Can be useful for rendering hidden-line images, for applying decals to surfaces, and for
  12367. * rendering solids with highlighted edges.
  12368. *
  12369. * @type {boolean}
  12370. * @default false
  12371. */
  12372. this.polygonOffset = false;
  12373. /**
  12374. * Specifies a scale factor that is used to create a variable depth offset for each polygon.
  12375. *
  12376. * @type {number}
  12377. * @default 0
  12378. */
  12379. this.polygonOffsetFactor = 0;
  12380. /**
  12381. * Is multiplied by an implementation-specific value to create a constant depth offset.
  12382. *
  12383. * @type {number}
  12384. * @default 0
  12385. */
  12386. this.polygonOffsetUnits = 0;
  12387. /**
  12388. * Whether to apply dithering to the color to remove the appearance of banding.
  12389. *
  12390. * @type {boolean}
  12391. * @default false
  12392. */
  12393. this.dithering = false;
  12394. /**
  12395. * Whether alpha to coverage should be enabled or not. Can only be used with MSAA-enabled contexts
  12396. * (meaning when the renderer was created with *antialias* parameter set to `true`). Enabling this
  12397. * will smooth aliasing on clip plane edges and alphaTest-clipped edges.
  12398. *
  12399. * @type {boolean}
  12400. * @default false
  12401. */
  12402. this.alphaToCoverage = false;
  12403. /**
  12404. * Whether to premultiply the alpha (transparency) value.
  12405. *
  12406. * @type {boolean}
  12407. * @default false
  12408. */
  12409. this.premultipliedAlpha = false;
  12410. /**
  12411. * Whether double-sided, transparent objects should be rendered with a single pass or not.
  12412. *
  12413. * The engine renders double-sided, transparent objects with two draw calls (back faces first,
  12414. * then front faces) to mitigate transparency artifacts. There are scenarios however where this
  12415. * approach produces no quality gains but still doubles draw calls e.g. when rendering flat
  12416. * vegetation like grass sprites. In these cases, set the `forceSinglePass` flag to `true` to
  12417. * disable the two pass rendering to avoid performance issues.
  12418. *
  12419. * @type {boolean}
  12420. * @default false
  12421. */
  12422. this.forceSinglePass = false;
  12423. /**
  12424. * Whether it's possible to override the material with {@link Scene#overrideMaterial} or not.
  12425. *
  12426. * @type {boolean}
  12427. * @default true
  12428. */
  12429. this.allowOverride = true;
  12430. /**
  12431. * Defines whether 3D objects using this material are visible.
  12432. *
  12433. * @type {boolean}
  12434. * @default true
  12435. */
  12436. this.visible = true;
  12437. /**
  12438. * Defines whether this material is tone mapped according to the renderer's tone mapping setting.
  12439. *
  12440. * It is ignored when rendering to a render target or using post processing or when using
  12441. * `WebGPURenderer`. In all these cases, all materials are honored by tone mapping.
  12442. *
  12443. * @type {boolean}
  12444. * @default true
  12445. */
  12446. this.toneMapped = true;
  12447. /**
  12448. * An object that can be used to store custom data about the Material. It
  12449. * should not hold references to functions as these will not be cloned.
  12450. *
  12451. * @type {Object}
  12452. */
  12453. this.userData = {};
  12454. /**
  12455. * This starts at `0` and counts how many times {@link Material#needsUpdate} is set to `true`.
  12456. *
  12457. * @type {number}
  12458. * @readonly
  12459. * @default 0
  12460. */
  12461. this.version = 0;
  12462. this._alphaTest = 0;
  12463. }
  12464. /**
  12465. * Sets the alpha value to be used when running an alpha test. The material
  12466. * will not be rendered if the opacity is lower than this value.
  12467. *
  12468. * @type {number}
  12469. * @readonly
  12470. * @default 0
  12471. */
  12472. get alphaTest() {
  12473. return this._alphaTest;
  12474. }
  12475. set alphaTest( value ) {
  12476. if ( this._alphaTest > 0 !== value > 0 ) {
  12477. this.version ++;
  12478. }
  12479. this._alphaTest = value;
  12480. }
  12481. /**
  12482. * An optional callback that is executed immediately before the material is used to render a 3D object.
  12483. *
  12484. * This method can only be used when rendering with {@link WebGLRenderer}.
  12485. *
  12486. * @param {WebGLRenderer} renderer - The renderer.
  12487. * @param {Scene} scene - The scene.
  12488. * @param {Camera} camera - The camera that is used to render the scene.
  12489. * @param {BufferGeometry} geometry - The 3D object's geometry.
  12490. * @param {Object3D} object - The 3D object.
  12491. * @param {Object} group - The geometry group data.
  12492. */
  12493. onBeforeRender( /* renderer, scene, camera, geometry, object, group */ ) {}
  12494. /**
  12495. * An optional callback that is executed immediately before the shader
  12496. * program is compiled. This function is called with the shader source code
  12497. * as a parameter. Useful for the modification of built-in materials.
  12498. *
  12499. * This method can only be used when rendering with {@link WebGLRenderer}. The
  12500. * recommended approach when customizing materials is to use `WebGPURenderer` with the new
  12501. * Node Material system and [TSL]{@link https://github.com/mrdoob/three.js/wiki/Three.js-Shading-Language}.
  12502. *
  12503. * @param {{vertexShader:string,fragmentShader:string,uniforms:Object}} shaderobject - The object holds the uniforms and the vertex and fragment shader source.
  12504. * @param {WebGLRenderer} renderer - A reference to the renderer.
  12505. */
  12506. onBeforeCompile( /* shaderobject, renderer */ ) {}
  12507. /**
  12508. * In case {@link Material#onBeforeCompile} is used, this callback can be used to identify
  12509. * values of settings used in `onBeforeCompile()`, so three.js can reuse a cached
  12510. * shader or recompile the shader for this material as needed.
  12511. *
  12512. * This method can only be used when rendering with {@link WebGLRenderer}.
  12513. *
  12514. * @return {string} The custom program cache key.
  12515. */
  12516. customProgramCacheKey() {
  12517. return this.onBeforeCompile.toString();
  12518. }
  12519. /**
  12520. * This method can be used to set default values from parameter objects.
  12521. * It is a generic implementation so it can be used with different types
  12522. * of materials.
  12523. *
  12524. * @param {Object} [values] - The material values to set.
  12525. */
  12526. setValues( values ) {
  12527. if ( values === undefined ) return;
  12528. for ( const key in values ) {
  12529. const newValue = values[ key ];
  12530. if ( newValue === undefined ) {
  12531. console.warn( `THREE.Material: parameter '${ key }' has value of undefined.` );
  12532. continue;
  12533. }
  12534. const currentValue = this[ key ];
  12535. if ( currentValue === undefined ) {
  12536. console.warn( `THREE.Material: '${ key }' is not a property of THREE.${ this.type }.` );
  12537. continue;
  12538. }
  12539. if ( currentValue && currentValue.isColor ) {
  12540. currentValue.set( newValue );
  12541. } else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) {
  12542. currentValue.copy( newValue );
  12543. } else {
  12544. this[ key ] = newValue;
  12545. }
  12546. }
  12547. }
  12548. /**
  12549. * Serializes the material into JSON.
  12550. *
  12551. * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  12552. * @return {Object} A JSON object representing the serialized material.
  12553. * @see {@link ObjectLoader#parse}
  12554. */
  12555. toJSON( meta ) {
  12556. const isRootObject = ( meta === undefined || typeof meta === 'string' );
  12557. if ( isRootObject ) {
  12558. meta = {
  12559. textures: {},
  12560. images: {}
  12561. };
  12562. }
  12563. const data = {
  12564. metadata: {
  12565. version: 4.6,
  12566. type: 'Material',
  12567. generator: 'Material.toJSON'
  12568. }
  12569. };
  12570. // standard Material serialization
  12571. data.uuid = this.uuid;
  12572. data.type = this.type;
  12573. if ( this.name !== '' ) data.name = this.name;
  12574. if ( this.color && this.color.isColor ) data.color = this.color.getHex();
  12575. if ( this.roughness !== undefined ) data.roughness = this.roughness;
  12576. if ( this.metalness !== undefined ) data.metalness = this.metalness;
  12577. if ( this.sheen !== undefined ) data.sheen = this.sheen;
  12578. if ( this.sheenColor && this.sheenColor.isColor ) data.sheenColor = this.sheenColor.getHex();
  12579. if ( this.sheenRoughness !== undefined ) data.sheenRoughness = this.sheenRoughness;
  12580. if ( this.emissive && this.emissive.isColor ) data.emissive = this.emissive.getHex();
  12581. if ( this.emissiveIntensity !== undefined && this.emissiveIntensity !== 1 ) data.emissiveIntensity = this.emissiveIntensity;
  12582. if ( this.specular && this.specular.isColor ) data.specular = this.specular.getHex();
  12583. if ( this.specularIntensity !== undefined ) data.specularIntensity = this.specularIntensity;
  12584. if ( this.specularColor && this.specularColor.isColor ) data.specularColor = this.specularColor.getHex();
  12585. if ( this.shininess !== undefined ) data.shininess = this.shininess;
  12586. if ( this.clearcoat !== undefined ) data.clearcoat = this.clearcoat;
  12587. if ( this.clearcoatRoughness !== undefined ) data.clearcoatRoughness = this.clearcoatRoughness;
  12588. if ( this.clearcoatMap && this.clearcoatMap.isTexture ) {
  12589. data.clearcoatMap = this.clearcoatMap.toJSON( meta ).uuid;
  12590. }
  12591. if ( this.clearcoatRoughnessMap && this.clearcoatRoughnessMap.isTexture ) {
  12592. data.clearcoatRoughnessMap = this.clearcoatRoughnessMap.toJSON( meta ).uuid;
  12593. }
  12594. if ( this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture ) {
  12595. data.clearcoatNormalMap = this.clearcoatNormalMap.toJSON( meta ).uuid;
  12596. data.clearcoatNormalScale = this.clearcoatNormalScale.toArray();
  12597. }
  12598. if ( this.dispersion !== undefined ) data.dispersion = this.dispersion;
  12599. if ( this.iridescence !== undefined ) data.iridescence = this.iridescence;
  12600. if ( this.iridescenceIOR !== undefined ) data.iridescenceIOR = this.iridescenceIOR;
  12601. if ( this.iridescenceThicknessRange !== undefined ) data.iridescenceThicknessRange = this.iridescenceThicknessRange;
  12602. if ( this.iridescenceMap && this.iridescenceMap.isTexture ) {
  12603. data.iridescenceMap = this.iridescenceMap.toJSON( meta ).uuid;
  12604. }
  12605. if ( this.iridescenceThicknessMap && this.iridescenceThicknessMap.isTexture ) {
  12606. data.iridescenceThicknessMap = this.iridescenceThicknessMap.toJSON( meta ).uuid;
  12607. }
  12608. if ( this.anisotropy !== undefined ) data.anisotropy = this.anisotropy;
  12609. if ( this.anisotropyRotation !== undefined ) data.anisotropyRotation = this.anisotropyRotation;
  12610. if ( this.anisotropyMap && this.anisotropyMap.isTexture ) {
  12611. data.anisotropyMap = this.anisotropyMap.toJSON( meta ).uuid;
  12612. }
  12613. if ( this.map && this.map.isTexture ) data.map = this.map.toJSON( meta ).uuid;
  12614. if ( this.matcap && this.matcap.isTexture ) data.matcap = this.matcap.toJSON( meta ).uuid;
  12615. if ( this.alphaMap && this.alphaMap.isTexture ) data.alphaMap = this.alphaMap.toJSON( meta ).uuid;
  12616. if ( this.lightMap && this.lightMap.isTexture ) {
  12617. data.lightMap = this.lightMap.toJSON( meta ).uuid;
  12618. data.lightMapIntensity = this.lightMapIntensity;
  12619. }
  12620. if ( this.aoMap && this.aoMap.isTexture ) {
  12621. data.aoMap = this.aoMap.toJSON( meta ).uuid;
  12622. data.aoMapIntensity = this.aoMapIntensity;
  12623. }
  12624. if ( this.bumpMap && this.bumpMap.isTexture ) {
  12625. data.bumpMap = this.bumpMap.toJSON( meta ).uuid;
  12626. data.bumpScale = this.bumpScale;
  12627. }
  12628. if ( this.normalMap && this.normalMap.isTexture ) {
  12629. data.normalMap = this.normalMap.toJSON( meta ).uuid;
  12630. data.normalMapType = this.normalMapType;
  12631. data.normalScale = this.normalScale.toArray();
  12632. }
  12633. if ( this.displacementMap && this.displacementMap.isTexture ) {
  12634. data.displacementMap = this.displacementMap.toJSON( meta ).uuid;
  12635. data.displacementScale = this.displacementScale;
  12636. data.displacementBias = this.displacementBias;
  12637. }
  12638. if ( this.roughnessMap && this.roughnessMap.isTexture ) data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid;
  12639. if ( this.metalnessMap && this.metalnessMap.isTexture ) data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid;
  12640. if ( this.emissiveMap && this.emissiveMap.isTexture ) data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid;
  12641. if ( this.specularMap && this.specularMap.isTexture ) data.specularMap = this.specularMap.toJSON( meta ).uuid;
  12642. if ( this.specularIntensityMap && this.specularIntensityMap.isTexture ) data.specularIntensityMap = this.specularIntensityMap.toJSON( meta ).uuid;
  12643. if ( this.specularColorMap && this.specularColorMap.isTexture ) data.specularColorMap = this.specularColorMap.toJSON( meta ).uuid;
  12644. if ( this.envMap && this.envMap.isTexture ) {
  12645. data.envMap = this.envMap.toJSON( meta ).uuid;
  12646. if ( this.combine !== undefined ) data.combine = this.combine;
  12647. }
  12648. if ( this.envMapRotation !== undefined ) data.envMapRotation = this.envMapRotation.toArray();
  12649. if ( this.envMapIntensity !== undefined ) data.envMapIntensity = this.envMapIntensity;
  12650. if ( this.reflectivity !== undefined ) data.reflectivity = this.reflectivity;
  12651. if ( this.refractionRatio !== undefined ) data.refractionRatio = this.refractionRatio;
  12652. if ( this.gradientMap && this.gradientMap.isTexture ) {
  12653. data.gradientMap = this.gradientMap.toJSON( meta ).uuid;
  12654. }
  12655. if ( this.transmission !== undefined ) data.transmission = this.transmission;
  12656. if ( this.transmissionMap && this.transmissionMap.isTexture ) data.transmissionMap = this.transmissionMap.toJSON( meta ).uuid;
  12657. if ( this.thickness !== undefined ) data.thickness = this.thickness;
  12658. if ( this.thicknessMap && this.thicknessMap.isTexture ) data.thicknessMap = this.thicknessMap.toJSON( meta ).uuid;
  12659. if ( this.attenuationDistance !== undefined && this.attenuationDistance !== Infinity ) data.attenuationDistance = this.attenuationDistance;
  12660. if ( this.attenuationColor !== undefined ) data.attenuationColor = this.attenuationColor.getHex();
  12661. if ( this.size !== undefined ) data.size = this.size;
  12662. if ( this.shadowSide !== null ) data.shadowSide = this.shadowSide;
  12663. if ( this.sizeAttenuation !== undefined ) data.sizeAttenuation = this.sizeAttenuation;
  12664. if ( this.blending !== NormalBlending ) data.blending = this.blending;
  12665. if ( this.side !== FrontSide ) data.side = this.side;
  12666. if ( this.vertexColors === true ) data.vertexColors = true;
  12667. if ( this.opacity < 1 ) data.opacity = this.opacity;
  12668. if ( this.transparent === true ) data.transparent = true;
  12669. if ( this.blendSrc !== SrcAlphaFactor ) data.blendSrc = this.blendSrc;
  12670. if ( this.blendDst !== OneMinusSrcAlphaFactor ) data.blendDst = this.blendDst;
  12671. if ( this.blendEquation !== AddEquation ) data.blendEquation = this.blendEquation;
  12672. if ( this.blendSrcAlpha !== null ) data.blendSrcAlpha = this.blendSrcAlpha;
  12673. if ( this.blendDstAlpha !== null ) data.blendDstAlpha = this.blendDstAlpha;
  12674. if ( this.blendEquationAlpha !== null ) data.blendEquationAlpha = this.blendEquationAlpha;
  12675. if ( this.blendColor && this.blendColor.isColor ) data.blendColor = this.blendColor.getHex();
  12676. if ( this.blendAlpha !== 0 ) data.blendAlpha = this.blendAlpha;
  12677. if ( this.depthFunc !== LessEqualDepth ) data.depthFunc = this.depthFunc;
  12678. if ( this.depthTest === false ) data.depthTest = this.depthTest;
  12679. if ( this.depthWrite === false ) data.depthWrite = this.depthWrite;
  12680. if ( this.colorWrite === false ) data.colorWrite = this.colorWrite;
  12681. if ( this.stencilWriteMask !== 0xff ) data.stencilWriteMask = this.stencilWriteMask;
  12682. if ( this.stencilFunc !== AlwaysStencilFunc ) data.stencilFunc = this.stencilFunc;
  12683. if ( this.stencilRef !== 0 ) data.stencilRef = this.stencilRef;
  12684. if ( this.stencilFuncMask !== 0xff ) data.stencilFuncMask = this.stencilFuncMask;
  12685. if ( this.stencilFail !== KeepStencilOp ) data.stencilFail = this.stencilFail;
  12686. if ( this.stencilZFail !== KeepStencilOp ) data.stencilZFail = this.stencilZFail;
  12687. if ( this.stencilZPass !== KeepStencilOp ) data.stencilZPass = this.stencilZPass;
  12688. if ( this.stencilWrite === true ) data.stencilWrite = this.stencilWrite;
  12689. // rotation (SpriteMaterial)
  12690. if ( this.rotation !== undefined && this.rotation !== 0 ) data.rotation = this.rotation;
  12691. if ( this.polygonOffset === true ) data.polygonOffset = true;
  12692. if ( this.polygonOffsetFactor !== 0 ) data.polygonOffsetFactor = this.polygonOffsetFactor;
  12693. if ( this.polygonOffsetUnits !== 0 ) data.polygonOffsetUnits = this.polygonOffsetUnits;
  12694. if ( this.linewidth !== undefined && this.linewidth !== 1 ) data.linewidth = this.linewidth;
  12695. if ( this.dashSize !== undefined ) data.dashSize = this.dashSize;
  12696. if ( this.gapSize !== undefined ) data.gapSize = this.gapSize;
  12697. if ( this.scale !== undefined ) data.scale = this.scale;
  12698. if ( this.dithering === true ) data.dithering = true;
  12699. if ( this.alphaTest > 0 ) data.alphaTest = this.alphaTest;
  12700. if ( this.alphaHash === true ) data.alphaHash = true;
  12701. if ( this.alphaToCoverage === true ) data.alphaToCoverage = true;
  12702. if ( this.premultipliedAlpha === true ) data.premultipliedAlpha = true;
  12703. if ( this.forceSinglePass === true ) data.forceSinglePass = true;
  12704. if ( this.wireframe === true ) data.wireframe = true;
  12705. if ( this.wireframeLinewidth > 1 ) data.wireframeLinewidth = this.wireframeLinewidth;
  12706. if ( this.wireframeLinecap !== 'round' ) data.wireframeLinecap = this.wireframeLinecap;
  12707. if ( this.wireframeLinejoin !== 'round' ) data.wireframeLinejoin = this.wireframeLinejoin;
  12708. if ( this.flatShading === true ) data.flatShading = true;
  12709. if ( this.visible === false ) data.visible = false;
  12710. if ( this.toneMapped === false ) data.toneMapped = false;
  12711. if ( this.fog === false ) data.fog = false;
  12712. if ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData;
  12713. // TODO: Copied from Object3D.toJSON
  12714. function extractFromCache( cache ) {
  12715. const values = [];
  12716. for ( const key in cache ) {
  12717. const data = cache[ key ];
  12718. delete data.metadata;
  12719. values.push( data );
  12720. }
  12721. return values;
  12722. }
  12723. if ( isRootObject ) {
  12724. const textures = extractFromCache( meta.textures );
  12725. const images = extractFromCache( meta.images );
  12726. if ( textures.length > 0 ) data.textures = textures;
  12727. if ( images.length > 0 ) data.images = images;
  12728. }
  12729. return data;
  12730. }
  12731. /**
  12732. * Returns a new material with copied values from this instance.
  12733. *
  12734. * @return {Material} A clone of this instance.
  12735. */
  12736. clone() {
  12737. return new this.constructor().copy( this );
  12738. }
  12739. /**
  12740. * Copies the values of the given material to this instance.
  12741. *
  12742. * @param {Material} source - The material to copy.
  12743. * @return {Material} A reference to this instance.
  12744. */
  12745. copy( source ) {
  12746. this.name = source.name;
  12747. this.blending = source.blending;
  12748. this.side = source.side;
  12749. this.vertexColors = source.vertexColors;
  12750. this.opacity = source.opacity;
  12751. this.transparent = source.transparent;
  12752. this.blendSrc = source.blendSrc;
  12753. this.blendDst = source.blendDst;
  12754. this.blendEquation = source.blendEquation;
  12755. this.blendSrcAlpha = source.blendSrcAlpha;
  12756. this.blendDstAlpha = source.blendDstAlpha;
  12757. this.blendEquationAlpha = source.blendEquationAlpha;
  12758. this.blendColor.copy( source.blendColor );
  12759. this.blendAlpha = source.blendAlpha;
  12760. this.depthFunc = source.depthFunc;
  12761. this.depthTest = source.depthTest;
  12762. this.depthWrite = source.depthWrite;
  12763. this.stencilWriteMask = source.stencilWriteMask;
  12764. this.stencilFunc = source.stencilFunc;
  12765. this.stencilRef = source.stencilRef;
  12766. this.stencilFuncMask = source.stencilFuncMask;
  12767. this.stencilFail = source.stencilFail;
  12768. this.stencilZFail = source.stencilZFail;
  12769. this.stencilZPass = source.stencilZPass;
  12770. this.stencilWrite = source.stencilWrite;
  12771. const srcPlanes = source.clippingPlanes;
  12772. let dstPlanes = null;
  12773. if ( srcPlanes !== null ) {
  12774. const n = srcPlanes.length;
  12775. dstPlanes = new Array( n );
  12776. for ( let i = 0; i !== n; ++ i ) {
  12777. dstPlanes[ i ] = srcPlanes[ i ].clone();
  12778. }
  12779. }
  12780. this.clippingPlanes = dstPlanes;
  12781. this.clipIntersection = source.clipIntersection;
  12782. this.clipShadows = source.clipShadows;
  12783. this.shadowSide = source.shadowSide;
  12784. this.colorWrite = source.colorWrite;
  12785. this.precision = source.precision;
  12786. this.polygonOffset = source.polygonOffset;
  12787. this.polygonOffsetFactor = source.polygonOffsetFactor;
  12788. this.polygonOffsetUnits = source.polygonOffsetUnits;
  12789. this.dithering = source.dithering;
  12790. this.alphaTest = source.alphaTest;
  12791. this.alphaHash = source.alphaHash;
  12792. this.alphaToCoverage = source.alphaToCoverage;
  12793. this.premultipliedAlpha = source.premultipliedAlpha;
  12794. this.forceSinglePass = source.forceSinglePass;
  12795. this.visible = source.visible;
  12796. this.toneMapped = source.toneMapped;
  12797. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  12798. return this;
  12799. }
  12800. /**
  12801. * Frees the GPU-related resources allocated by this instance. Call this
  12802. * method whenever this instance is no longer used in your app.
  12803. *
  12804. * @fires Material#dispose
  12805. */
  12806. dispose() {
  12807. /**
  12808. * Fires when the material has been disposed of.
  12809. *
  12810. * @event Material#dispose
  12811. * @type {Object}
  12812. */
  12813. this.dispatchEvent( { type: 'dispose' } );
  12814. }
  12815. /**
  12816. * Setting this property to `true` indicates the engine the material
  12817. * needs to be recompiled.
  12818. *
  12819. * @type {boolean}
  12820. * @default false
  12821. * @param {boolean} value
  12822. */
  12823. set needsUpdate( value ) {
  12824. if ( value === true ) this.version ++;
  12825. }
  12826. onBuild( /* shaderobject, renderer */ ) {
  12827. console.warn( 'Material: onBuild() has been removed.' ); // @deprecated, r166
  12828. }
  12829. }
  12830. /**
  12831. * A material for drawing geometries in a simple shaded (flat or wireframe) way.
  12832. *
  12833. * This material is not affected by lights.
  12834. *
  12835. * @augments Material
  12836. */
  12837. class MeshBasicMaterial extends Material {
  12838. /**
  12839. * Constructs a new mesh basic material.
  12840. *
  12841. * @param {Object} [parameters] - An object with one or more properties
  12842. * defining the material's appearance. Any property of the material
  12843. * (including any property from inherited materials) can be passed
  12844. * in here. Color values can be passed any type of value accepted
  12845. * by {@link Color#set}.
  12846. */
  12847. constructor( parameters ) {
  12848. super();
  12849. /**
  12850. * This flag can be used for type testing.
  12851. *
  12852. * @type {boolean}
  12853. * @readonly
  12854. * @default true
  12855. */
  12856. this.isMeshBasicMaterial = true;
  12857. this.type = 'MeshBasicMaterial';
  12858. /**
  12859. * Color of the material.
  12860. *
  12861. * @type {Color}
  12862. * @default (1,1,1)
  12863. */
  12864. this.color = new Color( 0xffffff ); // emissive
  12865. /**
  12866. * The color map. May optionally include an alpha channel, typically combined
  12867. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  12868. * color is modulated by the diffuse `color`.
  12869. *
  12870. * @type {?Texture}
  12871. * @default null
  12872. */
  12873. this.map = null;
  12874. /**
  12875. * The light map. Requires a second set of UVs.
  12876. *
  12877. * @type {?Texture}
  12878. * @default null
  12879. */
  12880. this.lightMap = null;
  12881. /**
  12882. * Intensity of the baked light.
  12883. *
  12884. * @type {number}
  12885. * @default 1
  12886. */
  12887. this.lightMapIntensity = 1.0;
  12888. /**
  12889. * The red channel of this texture is used as the ambient occlusion map.
  12890. * Requires a second set of UVs.
  12891. *
  12892. * @type {?Texture}
  12893. * @default null
  12894. */
  12895. this.aoMap = null;
  12896. /**
  12897. * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0`
  12898. * disables ambient occlusion. Where intensity is `1` and the AO map's
  12899. * red channel is also `1`, ambient light is fully occluded on a surface.
  12900. *
  12901. * @type {number}
  12902. * @default 1
  12903. */
  12904. this.aoMapIntensity = 1.0;
  12905. /**
  12906. * Specular map used by the material.
  12907. *
  12908. * @type {?Texture}
  12909. * @default null
  12910. */
  12911. this.specularMap = null;
  12912. /**
  12913. * The alpha map is a grayscale texture that controls the opacity across the
  12914. * surface (black: fully transparent; white: fully opaque).
  12915. *
  12916. * Only the color of the texture is used, ignoring the alpha channel if one
  12917. * exists. For RGB and RGBA textures, the renderer will use the green channel
  12918. * when sampling this texture due to the extra bit of precision provided for
  12919. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  12920. * luminance/alpha textures will also still work as expected.
  12921. *
  12922. * @type {?Texture}
  12923. * @default null
  12924. */
  12925. this.alphaMap = null;
  12926. /**
  12927. * The environment map.
  12928. *
  12929. * @type {?Texture}
  12930. * @default null
  12931. */
  12932. this.envMap = null;
  12933. /**
  12934. * The rotation of the environment map in radians.
  12935. *
  12936. * @type {Euler}
  12937. * @default (0,0,0)
  12938. */
  12939. this.envMapRotation = new Euler();
  12940. /**
  12941. * How to combine the result of the surface's color with the environment map, if any.
  12942. *
  12943. * When set to `MixOperation`, the {@link MeshBasicMaterial#reflectivity} is used to
  12944. * blend between the two colors.
  12945. *
  12946. * @type {(MultiplyOperation|MixOperation|AddOperation)}
  12947. * @default MultiplyOperation
  12948. */
  12949. this.combine = MultiplyOperation;
  12950. /**
  12951. * How much the environment map affects the surface.
  12952. * The valid range is between `0` (no reflections) and `1` (full reflections).
  12953. *
  12954. * @type {number}
  12955. * @default 1
  12956. */
  12957. this.reflectivity = 1;
  12958. /**
  12959. * The index of refraction (IOR) of air (approximately 1) divided by the
  12960. * index of refraction of the material. It is used with environment mapping
  12961. * modes {@link CubeRefractionMapping} and {@link EquirectangularRefractionMapping}.
  12962. * The refraction ratio should not exceed `1`.
  12963. *
  12964. * @type {number}
  12965. * @default 0.98
  12966. */
  12967. this.refractionRatio = 0.98;
  12968. /**
  12969. * Renders the geometry as a wireframe.
  12970. *
  12971. * @type {boolean}
  12972. * @default false
  12973. */
  12974. this.wireframe = false;
  12975. /**
  12976. * Controls the thickness of the wireframe.
  12977. *
  12978. * Can only be used with {@link SVGRenderer}.
  12979. *
  12980. * @type {number}
  12981. * @default 1
  12982. */
  12983. this.wireframeLinewidth = 1;
  12984. /**
  12985. * Defines appearance of wireframe ends.
  12986. *
  12987. * Can only be used with {@link SVGRenderer}.
  12988. *
  12989. * @type {('round'|'bevel'|'miter')}
  12990. * @default 'round'
  12991. */
  12992. this.wireframeLinecap = 'round';
  12993. /**
  12994. * Defines appearance of wireframe joints.
  12995. *
  12996. * Can only be used with {@link SVGRenderer}.
  12997. *
  12998. * @type {('round'|'bevel'|'miter')}
  12999. * @default 'round'
  13000. */
  13001. this.wireframeLinejoin = 'round';
  13002. /**
  13003. * Whether the material is affected by fog or not.
  13004. *
  13005. * @type {boolean}
  13006. * @default true
  13007. */
  13008. this.fog = true;
  13009. this.setValues( parameters );
  13010. }
  13011. copy( source ) {
  13012. super.copy( source );
  13013. this.color.copy( source.color );
  13014. this.map = source.map;
  13015. this.lightMap = source.lightMap;
  13016. this.lightMapIntensity = source.lightMapIntensity;
  13017. this.aoMap = source.aoMap;
  13018. this.aoMapIntensity = source.aoMapIntensity;
  13019. this.specularMap = source.specularMap;
  13020. this.alphaMap = source.alphaMap;
  13021. this.envMap = source.envMap;
  13022. this.envMapRotation.copy( source.envMapRotation );
  13023. this.combine = source.combine;
  13024. this.reflectivity = source.reflectivity;
  13025. this.refractionRatio = source.refractionRatio;
  13026. this.wireframe = source.wireframe;
  13027. this.wireframeLinewidth = source.wireframeLinewidth;
  13028. this.wireframeLinecap = source.wireframeLinecap;
  13029. this.wireframeLinejoin = source.wireframeLinejoin;
  13030. this.fog = source.fog;
  13031. return this;
  13032. }
  13033. }
  13034. // Fast Half Float Conversions, http://www.fox-toolkit.org/ftp/fasthalffloatconversion.pdf
  13035. const _tables = /*@__PURE__*/ _generateTables();
  13036. function _generateTables() {
  13037. // float32 to float16 helpers
  13038. const buffer = new ArrayBuffer( 4 );
  13039. const floatView = new Float32Array( buffer );
  13040. const uint32View = new Uint32Array( buffer );
  13041. const baseTable = new Uint32Array( 512 );
  13042. const shiftTable = new Uint32Array( 512 );
  13043. for ( let i = 0; i < 256; ++ i ) {
  13044. const e = i - 127;
  13045. // very small number (0, -0)
  13046. if ( e < - 27 ) {
  13047. baseTable[ i ] = 0x0000;
  13048. baseTable[ i | 0x100 ] = 0x8000;
  13049. shiftTable[ i ] = 24;
  13050. shiftTable[ i | 0x100 ] = 24;
  13051. // small number (denorm)
  13052. } else if ( e < - 14 ) {
  13053. baseTable[ i ] = 0x0400 >> ( - e - 14 );
  13054. baseTable[ i | 0x100 ] = ( 0x0400 >> ( - e - 14 ) ) | 0x8000;
  13055. shiftTable[ i ] = - e - 1;
  13056. shiftTable[ i | 0x100 ] = - e - 1;
  13057. // normal number
  13058. } else if ( e <= 15 ) {
  13059. baseTable[ i ] = ( e + 15 ) << 10;
  13060. baseTable[ i | 0x100 ] = ( ( e + 15 ) << 10 ) | 0x8000;
  13061. shiftTable[ i ] = 13;
  13062. shiftTable[ i | 0x100 ] = 13;
  13063. // large number (Infinity, -Infinity)
  13064. } else if ( e < 128 ) {
  13065. baseTable[ i ] = 0x7c00;
  13066. baseTable[ i | 0x100 ] = 0xfc00;
  13067. shiftTable[ i ] = 24;
  13068. shiftTable[ i | 0x100 ] = 24;
  13069. // stay (NaN, Infinity, -Infinity)
  13070. } else {
  13071. baseTable[ i ] = 0x7c00;
  13072. baseTable[ i | 0x100 ] = 0xfc00;
  13073. shiftTable[ i ] = 13;
  13074. shiftTable[ i | 0x100 ] = 13;
  13075. }
  13076. }
  13077. // float16 to float32 helpers
  13078. const mantissaTable = new Uint32Array( 2048 );
  13079. const exponentTable = new Uint32Array( 64 );
  13080. const offsetTable = new Uint32Array( 64 );
  13081. for ( let i = 1; i < 1024; ++ i ) {
  13082. let m = i << 13; // zero pad mantissa bits
  13083. let e = 0; // zero exponent
  13084. // normalized
  13085. while ( ( m & 0x00800000 ) === 0 ) {
  13086. m <<= 1;
  13087. e -= 0x00800000; // decrement exponent
  13088. }
  13089. m &= ~ 0x00800000; // clear leading 1 bit
  13090. e += 0x38800000; // adjust bias
  13091. mantissaTable[ i ] = m | e;
  13092. }
  13093. for ( let i = 1024; i < 2048; ++ i ) {
  13094. mantissaTable[ i ] = 0x38000000 + ( ( i - 1024 ) << 13 );
  13095. }
  13096. for ( let i = 1; i < 31; ++ i ) {
  13097. exponentTable[ i ] = i << 23;
  13098. }
  13099. exponentTable[ 31 ] = 0x47800000;
  13100. exponentTable[ 32 ] = 0x80000000;
  13101. for ( let i = 33; i < 63; ++ i ) {
  13102. exponentTable[ i ] = 0x80000000 + ( ( i - 32 ) << 23 );
  13103. }
  13104. exponentTable[ 63 ] = 0xc7800000;
  13105. for ( let i = 1; i < 64; ++ i ) {
  13106. if ( i !== 32 ) {
  13107. offsetTable[ i ] = 1024;
  13108. }
  13109. }
  13110. return {
  13111. floatView: floatView,
  13112. uint32View: uint32View,
  13113. baseTable: baseTable,
  13114. shiftTable: shiftTable,
  13115. mantissaTable: mantissaTable,
  13116. exponentTable: exponentTable,
  13117. offsetTable: offsetTable
  13118. };
  13119. }
  13120. /**
  13121. * Returns a half precision floating point value (FP16) from the given single
  13122. * precision floating point value (FP32).
  13123. *
  13124. * @param {number} val - A single precision floating point value.
  13125. * @return {number} The FP16 value.
  13126. */
  13127. function toHalfFloat( val ) {
  13128. if ( Math.abs( val ) > 65504 ) console.warn( 'THREE.DataUtils.toHalfFloat(): Value out of range.' );
  13129. val = clamp( val, - 65504, 65504 );
  13130. _tables.floatView[ 0 ] = val;
  13131. const f = _tables.uint32View[ 0 ];
  13132. const e = ( f >> 23 ) & 0x1ff;
  13133. return _tables.baseTable[ e ] + ( ( f & 0x007fffff ) >> _tables.shiftTable[ e ] );
  13134. }
  13135. /**
  13136. * Returns a single precision floating point value (FP32) from the given half
  13137. * precision floating point value (FP16).
  13138. *
  13139. * @param {number} val - A half precision floating point value.
  13140. * @return {number} The FP32 value.
  13141. */
  13142. function fromHalfFloat( val ) {
  13143. const m = val >> 10;
  13144. _tables.uint32View[ 0 ] = _tables.mantissaTable[ _tables.offsetTable[ m ] + ( val & 0x3ff ) ] + _tables.exponentTable[ m ];
  13145. return _tables.floatView[ 0 ];
  13146. }
  13147. /**
  13148. * A class containing utility functions for data.
  13149. *
  13150. * @hideconstructor
  13151. */
  13152. class DataUtils {
  13153. /**
  13154. * Returns a half precision floating point value (FP16) from the given single
  13155. * precision floating point value (FP32).
  13156. *
  13157. * @param {number} val - A single precision floating point value.
  13158. * @return {number} The FP16 value.
  13159. */
  13160. static toHalfFloat( val ) {
  13161. return toHalfFloat( val );
  13162. }
  13163. /**
  13164. * Returns a single precision floating point value (FP32) from the given half
  13165. * precision floating point value (FP16).
  13166. *
  13167. * @param {number} val - A half precision floating point value.
  13168. * @return {number} The FP32 value.
  13169. */
  13170. static fromHalfFloat( val ) {
  13171. return fromHalfFloat( val );
  13172. }
  13173. }
  13174. const _vector$9 = /*@__PURE__*/ new Vector3();
  13175. const _vector2$1 = /*@__PURE__*/ new Vector2();
  13176. let _id$2 = 0;
  13177. /**
  13178. * This class stores data for an attribute (such as vertex positions, face
  13179. * indices, normals, colors, UVs, and any custom attributes ) associated with
  13180. * a geometry, which allows for more efficient passing of data to the GPU.
  13181. *
  13182. * When working with vector-like data, the `fromBufferAttribute( attribute, index )`
  13183. * helper methods on vector and color class might be helpful. E.g. {@link Vector3#fromBufferAttribute}.
  13184. */
  13185. class BufferAttribute {
  13186. /**
  13187. * Constructs a new buffer attribute.
  13188. *
  13189. * @param {TypedArray} array - The array holding the attribute data.
  13190. * @param {number} itemSize - The item size.
  13191. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13192. */
  13193. constructor( array, itemSize, normalized = false ) {
  13194. if ( Array.isArray( array ) ) {
  13195. throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
  13196. }
  13197. /**
  13198. * This flag can be used for type testing.
  13199. *
  13200. * @type {boolean}
  13201. * @readonly
  13202. * @default true
  13203. */
  13204. this.isBufferAttribute = true;
  13205. /**
  13206. * The ID of the buffer attribute.
  13207. *
  13208. * @name BufferAttribute#id
  13209. * @type {number}
  13210. * @readonly
  13211. */
  13212. Object.defineProperty( this, 'id', { value: _id$2 ++ } );
  13213. /**
  13214. * The name of the buffer attribute.
  13215. *
  13216. * @type {string}
  13217. */
  13218. this.name = '';
  13219. /**
  13220. * The array holding the attribute data. It should have `itemSize * numVertices`
  13221. * elements, where `numVertices` is the number of vertices in the associated geometry.
  13222. *
  13223. * @type {TypedArray}
  13224. */
  13225. this.array = array;
  13226. /**
  13227. * The number of values of the array that should be associated with a particular vertex.
  13228. * For instance, if this attribute is storing a 3-component vector (such as a position,
  13229. * normal, or color), then the value should be `3`.
  13230. *
  13231. * @type {number}
  13232. */
  13233. this.itemSize = itemSize;
  13234. /**
  13235. * Represents the number of items this buffer attribute stores. It is internally computed
  13236. * by dividing the `array` length by the `itemSize`.
  13237. *
  13238. * @type {number}
  13239. * @readonly
  13240. */
  13241. this.count = array !== undefined ? array.length / itemSize : 0;
  13242. /**
  13243. * Applies to integer data only. Indicates how the underlying data in the buffer maps to
  13244. * the values in the GLSL code. For instance, if `array` is an instance of `UInt16Array`,
  13245. * and `normalized` is `true`, the values `0 -+65535` in the array data will be mapped to
  13246. * `0.0f - +1.0f` in the GLSL attribute. If `normalized` is `false`, the values will be converted
  13247. * to floats unmodified, i.e. `65535` becomes `65535.0f`.
  13248. *
  13249. * @type {boolean}
  13250. */
  13251. this.normalized = normalized;
  13252. /**
  13253. * Defines the intended usage pattern of the data store for optimization purposes.
  13254. *
  13255. * Note: After the initial use of a buffer, its usage cannot be changed. Instead,
  13256. * instantiate a new one and set the desired usage before the next render.
  13257. *
  13258. * @type {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)}
  13259. * @default StaticDrawUsage
  13260. */
  13261. this.usage = StaticDrawUsage;
  13262. /**
  13263. * This can be used to only update some components of stored vectors (for example, just the
  13264. * component related to color). Use the `addUpdateRange()` function to add ranges to this array.
  13265. *
  13266. * @type {Array<Object>}
  13267. */
  13268. this.updateRanges = [];
  13269. /**
  13270. * Configures the bound GPU type for use in shaders.
  13271. *
  13272. * Note: this only has an effect for integer arrays and is not configurable for float arrays.
  13273. * For lower precision float types, use `Float16BufferAttribute`.
  13274. *
  13275. * @type {(FloatType|IntType)}
  13276. * @default FloatType
  13277. */
  13278. this.gpuType = FloatType;
  13279. /**
  13280. * A version number, incremented every time the `needsUpdate` is set to `true`.
  13281. *
  13282. * @type {number}
  13283. */
  13284. this.version = 0;
  13285. }
  13286. /**
  13287. * A callback function that is executed after the renderer has transferred the attribute
  13288. * array data to the GPU.
  13289. */
  13290. onUploadCallback() {}
  13291. /**
  13292. * Flag to indicate that this attribute has changed and should be re-sent to
  13293. * the GPU. Set this to `true` when you modify the value of the array.
  13294. *
  13295. * @type {number}
  13296. * @default false
  13297. * @param {boolean} value
  13298. */
  13299. set needsUpdate( value ) {
  13300. if ( value === true ) this.version ++;
  13301. }
  13302. /**
  13303. * Sets the usage of this buffer attribute.
  13304. *
  13305. * @param {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)} value - The usage to set.
  13306. * @return {BufferAttribute} A reference to this buffer attribute.
  13307. */
  13308. setUsage( value ) {
  13309. this.usage = value;
  13310. return this;
  13311. }
  13312. /**
  13313. * Adds a range of data in the data array to be updated on the GPU.
  13314. *
  13315. * @param {number} start - Position at which to start update.
  13316. * @param {number} count - The number of components to update.
  13317. */
  13318. addUpdateRange( start, count ) {
  13319. this.updateRanges.push( { start, count } );
  13320. }
  13321. /**
  13322. * Clears the update ranges.
  13323. */
  13324. clearUpdateRanges() {
  13325. this.updateRanges.length = 0;
  13326. }
  13327. /**
  13328. * Copies the values of the given buffer attribute to this instance.
  13329. *
  13330. * @param {BufferAttribute} source - The buffer attribute to copy.
  13331. * @return {BufferAttribute} A reference to this instance.
  13332. */
  13333. copy( source ) {
  13334. this.name = source.name;
  13335. this.array = new source.array.constructor( source.array );
  13336. this.itemSize = source.itemSize;
  13337. this.count = source.count;
  13338. this.normalized = source.normalized;
  13339. this.usage = source.usage;
  13340. this.gpuType = source.gpuType;
  13341. return this;
  13342. }
  13343. /**
  13344. * Copies a vector from the given buffer attribute to this one. The start
  13345. * and destination position in the attribute buffers are represented by the
  13346. * given indices.
  13347. *
  13348. * @param {number} index1 - The destination index into this buffer attribute.
  13349. * @param {BufferAttribute} attribute - The buffer attribute to copy from.
  13350. * @param {number} index2 - The source index into the given buffer attribute.
  13351. * @return {BufferAttribute} A reference to this instance.
  13352. */
  13353. copyAt( index1, attribute, index2 ) {
  13354. index1 *= this.itemSize;
  13355. index2 *= attribute.itemSize;
  13356. for ( let i = 0, l = this.itemSize; i < l; i ++ ) {
  13357. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  13358. }
  13359. return this;
  13360. }
  13361. /**
  13362. * Copies the given array data into this buffer attribute.
  13363. *
  13364. * @param {(TypedArray|Array)} array - The array to copy.
  13365. * @return {BufferAttribute} A reference to this instance.
  13366. */
  13367. copyArray( array ) {
  13368. this.array.set( array );
  13369. return this;
  13370. }
  13371. /**
  13372. * Applies the given 3x3 matrix to the given attribute. Works with
  13373. * item size `2` and `3`.
  13374. *
  13375. * @param {Matrix3} m - The matrix to apply.
  13376. * @return {BufferAttribute} A reference to this instance.
  13377. */
  13378. applyMatrix3( m ) {
  13379. if ( this.itemSize === 2 ) {
  13380. for ( let i = 0, l = this.count; i < l; i ++ ) {
  13381. _vector2$1.fromBufferAttribute( this, i );
  13382. _vector2$1.applyMatrix3( m );
  13383. this.setXY( i, _vector2$1.x, _vector2$1.y );
  13384. }
  13385. } else if ( this.itemSize === 3 ) {
  13386. for ( let i = 0, l = this.count; i < l; i ++ ) {
  13387. _vector$9.fromBufferAttribute( this, i );
  13388. _vector$9.applyMatrix3( m );
  13389. this.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );
  13390. }
  13391. }
  13392. return this;
  13393. }
  13394. /**
  13395. * Applies the given 4x4 matrix to the given attribute. Only works with
  13396. * item size `3`.
  13397. *
  13398. * @param {Matrix4} m - The matrix to apply.
  13399. * @return {BufferAttribute} A reference to this instance.
  13400. */
  13401. applyMatrix4( m ) {
  13402. for ( let i = 0, l = this.count; i < l; i ++ ) {
  13403. _vector$9.fromBufferAttribute( this, i );
  13404. _vector$9.applyMatrix4( m );
  13405. this.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );
  13406. }
  13407. return this;
  13408. }
  13409. /**
  13410. * Applies the given 3x3 normal matrix to the given attribute. Only works with
  13411. * item size `3`.
  13412. *
  13413. * @param {Matrix3} m - The normal matrix to apply.
  13414. * @return {BufferAttribute} A reference to this instance.
  13415. */
  13416. applyNormalMatrix( m ) {
  13417. for ( let i = 0, l = this.count; i < l; i ++ ) {
  13418. _vector$9.fromBufferAttribute( this, i );
  13419. _vector$9.applyNormalMatrix( m );
  13420. this.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );
  13421. }
  13422. return this;
  13423. }
  13424. /**
  13425. * Applies the given 4x4 matrix to the given attribute. Only works with
  13426. * item size `3` and with direction vectors.
  13427. *
  13428. * @param {Matrix4} m - The matrix to apply.
  13429. * @return {BufferAttribute} A reference to this instance.
  13430. */
  13431. transformDirection( m ) {
  13432. for ( let i = 0, l = this.count; i < l; i ++ ) {
  13433. _vector$9.fromBufferAttribute( this, i );
  13434. _vector$9.transformDirection( m );
  13435. this.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );
  13436. }
  13437. return this;
  13438. }
  13439. /**
  13440. * Sets the given array data in the buffer attribute.
  13441. *
  13442. * @param {(TypedArray|Array)} value - The array data to set.
  13443. * @param {number} [offset=0] - The offset in this buffer attribute's array.
  13444. * @return {BufferAttribute} A reference to this instance.
  13445. */
  13446. set( value, offset = 0 ) {
  13447. // Matching BufferAttribute constructor, do not normalize the array.
  13448. this.array.set( value, offset );
  13449. return this;
  13450. }
  13451. /**
  13452. * Returns the given component of the vector at the given index.
  13453. *
  13454. * @param {number} index - The index into the buffer attribute.
  13455. * @param {number} component - The component index.
  13456. * @return {number} The returned value.
  13457. */
  13458. getComponent( index, component ) {
  13459. let value = this.array[ index * this.itemSize + component ];
  13460. if ( this.normalized ) value = denormalize( value, this.array );
  13461. return value;
  13462. }
  13463. /**
  13464. * Sets the given value to the given component of the vector at the given index.
  13465. *
  13466. * @param {number} index - The index into the buffer attribute.
  13467. * @param {number} component - The component index.
  13468. * @param {number} value - The value to set.
  13469. * @return {BufferAttribute} A reference to this instance.
  13470. */
  13471. setComponent( index, component, value ) {
  13472. if ( this.normalized ) value = normalize( value, this.array );
  13473. this.array[ index * this.itemSize + component ] = value;
  13474. return this;
  13475. }
  13476. /**
  13477. * Returns the x component of the vector at the given index.
  13478. *
  13479. * @param {number} index - The index into the buffer attribute.
  13480. * @return {number} The x component.
  13481. */
  13482. getX( index ) {
  13483. let x = this.array[ index * this.itemSize ];
  13484. if ( this.normalized ) x = denormalize( x, this.array );
  13485. return x;
  13486. }
  13487. /**
  13488. * Sets the x component of the vector at the given index.
  13489. *
  13490. * @param {number} index - The index into the buffer attribute.
  13491. * @param {number} x - The value to set.
  13492. * @return {BufferAttribute} A reference to this instance.
  13493. */
  13494. setX( index, x ) {
  13495. if ( this.normalized ) x = normalize( x, this.array );
  13496. this.array[ index * this.itemSize ] = x;
  13497. return this;
  13498. }
  13499. /**
  13500. * Returns the y component of the vector at the given index.
  13501. *
  13502. * @param {number} index - The index into the buffer attribute.
  13503. * @return {number} The y component.
  13504. */
  13505. getY( index ) {
  13506. let y = this.array[ index * this.itemSize + 1 ];
  13507. if ( this.normalized ) y = denormalize( y, this.array );
  13508. return y;
  13509. }
  13510. /**
  13511. * Sets the y component of the vector at the given index.
  13512. *
  13513. * @param {number} index - The index into the buffer attribute.
  13514. * @param {number} y - The value to set.
  13515. * @return {BufferAttribute} A reference to this instance.
  13516. */
  13517. setY( index, y ) {
  13518. if ( this.normalized ) y = normalize( y, this.array );
  13519. this.array[ index * this.itemSize + 1 ] = y;
  13520. return this;
  13521. }
  13522. /**
  13523. * Returns the z component of the vector at the given index.
  13524. *
  13525. * @param {number} index - The index into the buffer attribute.
  13526. * @return {number} The z component.
  13527. */
  13528. getZ( index ) {
  13529. let z = this.array[ index * this.itemSize + 2 ];
  13530. if ( this.normalized ) z = denormalize( z, this.array );
  13531. return z;
  13532. }
  13533. /**
  13534. * Sets the z component of the vector at the given index.
  13535. *
  13536. * @param {number} index - The index into the buffer attribute.
  13537. * @param {number} z - The value to set.
  13538. * @return {BufferAttribute} A reference to this instance.
  13539. */
  13540. setZ( index, z ) {
  13541. if ( this.normalized ) z = normalize( z, this.array );
  13542. this.array[ index * this.itemSize + 2 ] = z;
  13543. return this;
  13544. }
  13545. /**
  13546. * Returns the w component of the vector at the given index.
  13547. *
  13548. * @param {number} index - The index into the buffer attribute.
  13549. * @return {number} The w component.
  13550. */
  13551. getW( index ) {
  13552. let w = this.array[ index * this.itemSize + 3 ];
  13553. if ( this.normalized ) w = denormalize( w, this.array );
  13554. return w;
  13555. }
  13556. /**
  13557. * Sets the w component of the vector at the given index.
  13558. *
  13559. * @param {number} index - The index into the buffer attribute.
  13560. * @param {number} w - The value to set.
  13561. * @return {BufferAttribute} A reference to this instance.
  13562. */
  13563. setW( index, w ) {
  13564. if ( this.normalized ) w = normalize( w, this.array );
  13565. this.array[ index * this.itemSize + 3 ] = w;
  13566. return this;
  13567. }
  13568. /**
  13569. * Sets the x and y component of the vector at the given index.
  13570. *
  13571. * @param {number} index - The index into the buffer attribute.
  13572. * @param {number} x - The value for the x component to set.
  13573. * @param {number} y - The value for the y component to set.
  13574. * @return {BufferAttribute} A reference to this instance.
  13575. */
  13576. setXY( index, x, y ) {
  13577. index *= this.itemSize;
  13578. if ( this.normalized ) {
  13579. x = normalize( x, this.array );
  13580. y = normalize( y, this.array );
  13581. }
  13582. this.array[ index + 0 ] = x;
  13583. this.array[ index + 1 ] = y;
  13584. return this;
  13585. }
  13586. /**
  13587. * Sets the x, y and z component of the vector at the given index.
  13588. *
  13589. * @param {number} index - The index into the buffer attribute.
  13590. * @param {number} x - The value for the x component to set.
  13591. * @param {number} y - The value for the y component to set.
  13592. * @param {number} z - The value for the z component to set.
  13593. * @return {BufferAttribute} A reference to this instance.
  13594. */
  13595. setXYZ( index, x, y, z ) {
  13596. index *= this.itemSize;
  13597. if ( this.normalized ) {
  13598. x = normalize( x, this.array );
  13599. y = normalize( y, this.array );
  13600. z = normalize( z, this.array );
  13601. }
  13602. this.array[ index + 0 ] = x;
  13603. this.array[ index + 1 ] = y;
  13604. this.array[ index + 2 ] = z;
  13605. return this;
  13606. }
  13607. /**
  13608. * Sets the x, y, z and w component of the vector at the given index.
  13609. *
  13610. * @param {number} index - The index into the buffer attribute.
  13611. * @param {number} x - The value for the x component to set.
  13612. * @param {number} y - The value for the y component to set.
  13613. * @param {number} z - The value for the z component to set.
  13614. * @param {number} w - The value for the w component to set.
  13615. * @return {BufferAttribute} A reference to this instance.
  13616. */
  13617. setXYZW( index, x, y, z, w ) {
  13618. index *= this.itemSize;
  13619. if ( this.normalized ) {
  13620. x = normalize( x, this.array );
  13621. y = normalize( y, this.array );
  13622. z = normalize( z, this.array );
  13623. w = normalize( w, this.array );
  13624. }
  13625. this.array[ index + 0 ] = x;
  13626. this.array[ index + 1 ] = y;
  13627. this.array[ index + 2 ] = z;
  13628. this.array[ index + 3 ] = w;
  13629. return this;
  13630. }
  13631. /**
  13632. * Sets the given callback function that is executed after the Renderer has transferred
  13633. * the attribute array data to the GPU. Can be used to perform clean-up operations after
  13634. * the upload when attribute data are not needed anymore on the CPU side.
  13635. *
  13636. * @param {Function} callback - The `onUpload()` callback.
  13637. * @return {BufferAttribute} A reference to this instance.
  13638. */
  13639. onUpload( callback ) {
  13640. this.onUploadCallback = callback;
  13641. return this;
  13642. }
  13643. /**
  13644. * Returns a new buffer attribute with copied values from this instance.
  13645. *
  13646. * @return {BufferAttribute} A clone of this instance.
  13647. */
  13648. clone() {
  13649. return new this.constructor( this.array, this.itemSize ).copy( this );
  13650. }
  13651. /**
  13652. * Serializes the buffer attribute into JSON.
  13653. *
  13654. * @return {Object} A JSON object representing the serialized buffer attribute.
  13655. */
  13656. toJSON() {
  13657. const data = {
  13658. itemSize: this.itemSize,
  13659. type: this.array.constructor.name,
  13660. array: Array.from( this.array ),
  13661. normalized: this.normalized
  13662. };
  13663. if ( this.name !== '' ) data.name = this.name;
  13664. if ( this.usage !== StaticDrawUsage ) data.usage = this.usage;
  13665. return data;
  13666. }
  13667. }
  13668. /**
  13669. * Convenient class that can be used when creating a `Int8` buffer attribute with
  13670. * a plain `Array` instance.
  13671. *
  13672. * @augments BufferAttribute
  13673. */
  13674. class Int8BufferAttribute extends BufferAttribute {
  13675. /**
  13676. * Constructs a new buffer attribute.
  13677. *
  13678. * @param {(Array<number>|Int8Array)} array - The array holding the attribute data.
  13679. * @param {number} itemSize - The item size.
  13680. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13681. */
  13682. constructor( array, itemSize, normalized ) {
  13683. super( new Int8Array( array ), itemSize, normalized );
  13684. }
  13685. }
  13686. /**
  13687. * Convenient class that can be used when creating a `UInt8` buffer attribute with
  13688. * a plain `Array` instance.
  13689. *
  13690. * @augments BufferAttribute
  13691. */
  13692. class Uint8BufferAttribute extends BufferAttribute {
  13693. /**
  13694. * Constructs a new buffer attribute.
  13695. *
  13696. * @param {(Array<number>|Uint8Array)} array - The array holding the attribute data.
  13697. * @param {number} itemSize - The item size.
  13698. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13699. */
  13700. constructor( array, itemSize, normalized ) {
  13701. super( new Uint8Array( array ), itemSize, normalized );
  13702. }
  13703. }
  13704. /**
  13705. * Convenient class that can be used when creating a `UInt8Clamped` buffer attribute with
  13706. * a plain `Array` instance.
  13707. *
  13708. * @augments BufferAttribute
  13709. */
  13710. class Uint8ClampedBufferAttribute extends BufferAttribute {
  13711. /**
  13712. * Constructs a new buffer attribute.
  13713. *
  13714. * @param {(Array<number>|Uint8ClampedArray)} array - The array holding the attribute data.
  13715. * @param {number} itemSize - The item size.
  13716. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13717. */
  13718. constructor( array, itemSize, normalized ) {
  13719. super( new Uint8ClampedArray( array ), itemSize, normalized );
  13720. }
  13721. }
  13722. /**
  13723. * Convenient class that can be used when creating a `Int16` buffer attribute with
  13724. * a plain `Array` instance.
  13725. *
  13726. * @augments BufferAttribute
  13727. */
  13728. class Int16BufferAttribute extends BufferAttribute {
  13729. /**
  13730. * Constructs a new buffer attribute.
  13731. *
  13732. * @param {(Array<number>|Int16Array)} array - The array holding the attribute data.
  13733. * @param {number} itemSize - The item size.
  13734. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13735. */
  13736. constructor( array, itemSize, normalized ) {
  13737. super( new Int16Array( array ), itemSize, normalized );
  13738. }
  13739. }
  13740. /**
  13741. * Convenient class that can be used when creating a `UInt16` buffer attribute with
  13742. * a plain `Array` instance.
  13743. *
  13744. * @augments BufferAttribute
  13745. */
  13746. class Uint16BufferAttribute extends BufferAttribute {
  13747. /**
  13748. * Constructs a new buffer attribute.
  13749. *
  13750. * @param {(Array<number>|Uint16Array)} array - The array holding the attribute data.
  13751. * @param {number} itemSize - The item size.
  13752. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13753. */
  13754. constructor( array, itemSize, normalized ) {
  13755. super( new Uint16Array( array ), itemSize, normalized );
  13756. }
  13757. }
  13758. /**
  13759. * Convenient class that can be used when creating a `Int32` buffer attribute with
  13760. * a plain `Array` instance.
  13761. *
  13762. * @augments BufferAttribute
  13763. */
  13764. class Int32BufferAttribute extends BufferAttribute {
  13765. /**
  13766. * Constructs a new buffer attribute.
  13767. *
  13768. * @param {(Array<number>|Int32Array)} array - The array holding the attribute data.
  13769. * @param {number} itemSize - The item size.
  13770. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13771. */
  13772. constructor( array, itemSize, normalized ) {
  13773. super( new Int32Array( array ), itemSize, normalized );
  13774. }
  13775. }
  13776. /**
  13777. * Convenient class that can be used when creating a `UInt32` buffer attribute with
  13778. * a plain `Array` instance.
  13779. *
  13780. * @augments BufferAttribute
  13781. */
  13782. class Uint32BufferAttribute extends BufferAttribute {
  13783. /**
  13784. * Constructs a new buffer attribute.
  13785. *
  13786. * @param {(Array<number>|Uint32Array)} array - The array holding the attribute data.
  13787. * @param {number} itemSize - The item size.
  13788. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13789. */
  13790. constructor( array, itemSize, normalized ) {
  13791. super( new Uint32Array( array ), itemSize, normalized );
  13792. }
  13793. }
  13794. /**
  13795. * Convenient class that can be used when creating a `Float16` buffer attribute with
  13796. * a plain `Array` instance.
  13797. *
  13798. * This class automatically converts to to and from FP16 since `Float16Array` is not
  13799. * natively supported in JavaScript.
  13800. *
  13801. * @augments BufferAttribute
  13802. */
  13803. class Float16BufferAttribute extends BufferAttribute {
  13804. /**
  13805. * Constructs a new buffer attribute.
  13806. *
  13807. * @param {(Array<number>|Uint16Array)} array - The array holding the attribute data.
  13808. * @param {number} itemSize - The item size.
  13809. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13810. */
  13811. constructor( array, itemSize, normalized ) {
  13812. super( new Uint16Array( array ), itemSize, normalized );
  13813. this.isFloat16BufferAttribute = true;
  13814. }
  13815. getX( index ) {
  13816. let x = fromHalfFloat( this.array[ index * this.itemSize ] );
  13817. if ( this.normalized ) x = denormalize( x, this.array );
  13818. return x;
  13819. }
  13820. setX( index, x ) {
  13821. if ( this.normalized ) x = normalize( x, this.array );
  13822. this.array[ index * this.itemSize ] = toHalfFloat( x );
  13823. return this;
  13824. }
  13825. getY( index ) {
  13826. let y = fromHalfFloat( this.array[ index * this.itemSize + 1 ] );
  13827. if ( this.normalized ) y = denormalize( y, this.array );
  13828. return y;
  13829. }
  13830. setY( index, y ) {
  13831. if ( this.normalized ) y = normalize( y, this.array );
  13832. this.array[ index * this.itemSize + 1 ] = toHalfFloat( y );
  13833. return this;
  13834. }
  13835. getZ( index ) {
  13836. let z = fromHalfFloat( this.array[ index * this.itemSize + 2 ] );
  13837. if ( this.normalized ) z = denormalize( z, this.array );
  13838. return z;
  13839. }
  13840. setZ( index, z ) {
  13841. if ( this.normalized ) z = normalize( z, this.array );
  13842. this.array[ index * this.itemSize + 2 ] = toHalfFloat( z );
  13843. return this;
  13844. }
  13845. getW( index ) {
  13846. let w = fromHalfFloat( this.array[ index * this.itemSize + 3 ] );
  13847. if ( this.normalized ) w = denormalize( w, this.array );
  13848. return w;
  13849. }
  13850. setW( index, w ) {
  13851. if ( this.normalized ) w = normalize( w, this.array );
  13852. this.array[ index * this.itemSize + 3 ] = toHalfFloat( w );
  13853. return this;
  13854. }
  13855. setXY( index, x, y ) {
  13856. index *= this.itemSize;
  13857. if ( this.normalized ) {
  13858. x = normalize( x, this.array );
  13859. y = normalize( y, this.array );
  13860. }
  13861. this.array[ index + 0 ] = toHalfFloat( x );
  13862. this.array[ index + 1 ] = toHalfFloat( y );
  13863. return this;
  13864. }
  13865. setXYZ( index, x, y, z ) {
  13866. index *= this.itemSize;
  13867. if ( this.normalized ) {
  13868. x = normalize( x, this.array );
  13869. y = normalize( y, this.array );
  13870. z = normalize( z, this.array );
  13871. }
  13872. this.array[ index + 0 ] = toHalfFloat( x );
  13873. this.array[ index + 1 ] = toHalfFloat( y );
  13874. this.array[ index + 2 ] = toHalfFloat( z );
  13875. return this;
  13876. }
  13877. setXYZW( index, x, y, z, w ) {
  13878. index *= this.itemSize;
  13879. if ( this.normalized ) {
  13880. x = normalize( x, this.array );
  13881. y = normalize( y, this.array );
  13882. z = normalize( z, this.array );
  13883. w = normalize( w, this.array );
  13884. }
  13885. this.array[ index + 0 ] = toHalfFloat( x );
  13886. this.array[ index + 1 ] = toHalfFloat( y );
  13887. this.array[ index + 2 ] = toHalfFloat( z );
  13888. this.array[ index + 3 ] = toHalfFloat( w );
  13889. return this;
  13890. }
  13891. }
  13892. /**
  13893. * Convenient class that can be used when creating a `Float32` buffer attribute with
  13894. * a plain `Array` instance.
  13895. *
  13896. * @augments BufferAttribute
  13897. */
  13898. class Float32BufferAttribute extends BufferAttribute {
  13899. /**
  13900. * Constructs a new buffer attribute.
  13901. *
  13902. * @param {(Array<number>|Float32Array)} array - The array holding the attribute data.
  13903. * @param {number} itemSize - The item size.
  13904. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13905. */
  13906. constructor( array, itemSize, normalized ) {
  13907. super( new Float32Array( array ), itemSize, normalized );
  13908. }
  13909. }
  13910. let _id$1 = 0;
  13911. const _m1 = /*@__PURE__*/ new Matrix4();
  13912. const _obj = /*@__PURE__*/ new Object3D();
  13913. const _offset = /*@__PURE__*/ new Vector3();
  13914. const _box$2 = /*@__PURE__*/ new Box3();
  13915. const _boxMorphTargets = /*@__PURE__*/ new Box3();
  13916. const _vector$8 = /*@__PURE__*/ new Vector3();
  13917. /**
  13918. * A representation of mesh, line, or point geometry. Includes vertex
  13919. * positions, face indices, normals, colors, UVs, and custom attributes
  13920. * within buffers, reducing the cost of passing all this data to the GPU.
  13921. *
  13922. * ```js
  13923. * const geometry = new THREE.BufferGeometry();
  13924. * // create a simple square shape. We duplicate the top left and bottom right
  13925. * // vertices because each vertex needs to appear once per triangle.
  13926. * const vertices = new Float32Array( [
  13927. * -1.0, -1.0, 1.0, // v0
  13928. * 1.0, -1.0, 1.0, // v1
  13929. * 1.0, 1.0, 1.0, // v2
  13930. *
  13931. * 1.0, 1.0, 1.0, // v3
  13932. * -1.0, 1.0, 1.0, // v4
  13933. * -1.0, -1.0, 1.0 // v5
  13934. * ] );
  13935. * // itemSize = 3 because there are 3 values (components) per vertex
  13936. * geometry.setAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) );
  13937. * const material = new THREE.MeshBasicMaterial( { color: 0xff0000 } );
  13938. * const mesh = new THREE.Mesh( geometry, material );
  13939. * ```
  13940. *
  13941. * @augments EventDispatcher
  13942. */
  13943. class BufferGeometry extends EventDispatcher {
  13944. /**
  13945. * Constructs a new geometry.
  13946. */
  13947. constructor() {
  13948. super();
  13949. /**
  13950. * This flag can be used for type testing.
  13951. *
  13952. * @type {boolean}
  13953. * @readonly
  13954. * @default true
  13955. */
  13956. this.isBufferGeometry = true;
  13957. /**
  13958. * The ID of the geometry.
  13959. *
  13960. * @name BufferGeometry#id
  13961. * @type {number}
  13962. * @readonly
  13963. */
  13964. Object.defineProperty( this, 'id', { value: _id$1 ++ } );
  13965. /**
  13966. * The UUID of the geometry.
  13967. *
  13968. * @type {string}
  13969. * @readonly
  13970. */
  13971. this.uuid = generateUUID();
  13972. /**
  13973. * The name of the geometry.
  13974. *
  13975. * @type {string}
  13976. */
  13977. this.name = '';
  13978. this.type = 'BufferGeometry';
  13979. /**
  13980. * Allows for vertices to be re-used across multiple triangles; this is
  13981. * called using "indexed triangles". Each triangle is associated with the
  13982. * indices of three vertices. This attribute therefore stores the index of
  13983. * each vertex for each triangular face. If this attribute is not set, the
  13984. * renderer assumes that each three contiguous positions represent a single triangle.
  13985. *
  13986. * @type {?BufferAttribute}
  13987. * @default null
  13988. */
  13989. this.index = null;
  13990. /**
  13991. * A (storage) buffer attribute which was generated with a compute shader and
  13992. * now defines indirect draw calls.
  13993. *
  13994. * Can only be used with {@link WebGPURenderer} and a WebGPU backend.
  13995. *
  13996. * @type {?BufferAttribute}
  13997. * @default null
  13998. */
  13999. this.indirect = null;
  14000. /**
  14001. * This dictionary has as id the name of the attribute to be set and as value
  14002. * the buffer attribute to set it to. Rather than accessing this property directly,
  14003. * use `setAttribute()` and `getAttribute()` to access attributes of this geometry.
  14004. *
  14005. * @type {Object<string,(BufferAttribute|InterleavedBufferAttribute)>}
  14006. */
  14007. this.attributes = {};
  14008. /**
  14009. * This dictionary holds the morph targets of the geometry.
  14010. *
  14011. * Note: Once the geometry has been rendered, the morph attribute data cannot
  14012. * be changed. You will have to call `dispose()?, and create a new geometry instance.
  14013. *
  14014. * @type {Object}
  14015. */
  14016. this.morphAttributes = {};
  14017. /**
  14018. * Used to control the morph target behavior; when set to `true`, the morph
  14019. * target data is treated as relative offsets, rather than as absolute
  14020. * positions/normals.
  14021. *
  14022. * @type {boolean}
  14023. * @default false
  14024. */
  14025. this.morphTargetsRelative = false;
  14026. /**
  14027. * Split the geometry into groups, each of which will be rendered in a
  14028. * separate draw call. This allows an array of materials to be used with the geometry.
  14029. *
  14030. * Use `addGroup()` and `clearGroups()` to edit groups, rather than modifying this array directly.
  14031. *
  14032. * Every vertex and index must belong to exactly one group — groups must not share vertices or
  14033. * indices, and must not leave vertices or indices unused.
  14034. *
  14035. * @type {Array<Object>}
  14036. */
  14037. this.groups = [];
  14038. /**
  14039. * Bounding box for the geometry which can be calculated with `computeBoundingBox()`.
  14040. *
  14041. * @type {Box3}
  14042. * @default null
  14043. */
  14044. this.boundingBox = null;
  14045. /**
  14046. * Bounding sphere for the geometry which can be calculated with `computeBoundingSphere()`.
  14047. *
  14048. * @type {Sphere}
  14049. * @default null
  14050. */
  14051. this.boundingSphere = null;
  14052. /**
  14053. * Determines the part of the geometry to render. This should not be set directly,
  14054. * instead use `setDrawRange()`.
  14055. *
  14056. * @type {{start:number,count:number}}
  14057. */
  14058. this.drawRange = { start: 0, count: Infinity };
  14059. /**
  14060. * An object that can be used to store custom data about the geometry.
  14061. * It should not hold references to functions as these will not be cloned.
  14062. *
  14063. * @type {Object}
  14064. */
  14065. this.userData = {};
  14066. }
  14067. /**
  14068. * Returns the index of this geometry.
  14069. *
  14070. * @return {?BufferAttribute} The index. Returns `null` if no index is defined.
  14071. */
  14072. getIndex() {
  14073. return this.index;
  14074. }
  14075. /**
  14076. * Sets the given index to this geometry.
  14077. *
  14078. * @param {Array<number>|BufferAttribute} index - The index to set.
  14079. * @return {BufferGeometry} A reference to this instance.
  14080. */
  14081. setIndex( index ) {
  14082. if ( Array.isArray( index ) ) {
  14083. this.index = new ( arrayNeedsUint32( index ) ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 );
  14084. } else {
  14085. this.index = index;
  14086. }
  14087. return this;
  14088. }
  14089. /**
  14090. * Sets the given indirect attribute to this geometry.
  14091. *
  14092. * @param {BufferAttribute} indirect - The attribute holding indirect draw calls.
  14093. * @return {BufferGeometry} A reference to this instance.
  14094. */
  14095. setIndirect( indirect ) {
  14096. this.indirect = indirect;
  14097. return this;
  14098. }
  14099. /**
  14100. * Returns the indirect attribute of this geometry.
  14101. *
  14102. * @return {?BufferAttribute} The indirect attribute. Returns `null` if no indirect attribute is defined.
  14103. */
  14104. getIndirect() {
  14105. return this.indirect;
  14106. }
  14107. /**
  14108. * Returns the buffer attribute for the given name.
  14109. *
  14110. * @param {string} name - The attribute name.
  14111. * @return {BufferAttribute|InterleavedBufferAttribute|undefined} The buffer attribute.
  14112. * Returns `undefined` if not attribute has been found.
  14113. */
  14114. getAttribute( name ) {
  14115. return this.attributes[ name ];
  14116. }
  14117. /**
  14118. * Sets the given attribute for the given name.
  14119. *
  14120. * @param {string} name - The attribute name.
  14121. * @param {BufferAttribute|InterleavedBufferAttribute} attribute - The attribute to set.
  14122. * @return {BufferGeometry} A reference to this instance.
  14123. */
  14124. setAttribute( name, attribute ) {
  14125. this.attributes[ name ] = attribute;
  14126. return this;
  14127. }
  14128. /**
  14129. * Deletes the attribute for the given name.
  14130. *
  14131. * @param {string} name - The attribute name to delete.
  14132. * @return {BufferGeometry} A reference to this instance.
  14133. */
  14134. deleteAttribute( name ) {
  14135. delete this.attributes[ name ];
  14136. return this;
  14137. }
  14138. /**
  14139. * Returns `true` if this geometry has an attribute for the given name.
  14140. *
  14141. * @param {string} name - The attribute name.
  14142. * @return {boolean} Whether this geometry has an attribute for the given name or not.
  14143. */
  14144. hasAttribute( name ) {
  14145. return this.attributes[ name ] !== undefined;
  14146. }
  14147. /**
  14148. * Adds a group to this geometry.
  14149. *
  14150. * @param {number} start - The first element in this draw call. That is the first
  14151. * vertex for non-indexed geometry, otherwise the first triangle index.
  14152. * @param {number} count - Specifies how many vertices (or indices) are part of this group.
  14153. * @param {number} [materialIndex=0] - The material array index to use.
  14154. */
  14155. addGroup( start, count, materialIndex = 0 ) {
  14156. this.groups.push( {
  14157. start: start,
  14158. count: count,
  14159. materialIndex: materialIndex
  14160. } );
  14161. }
  14162. /**
  14163. * Clears all groups.
  14164. */
  14165. clearGroups() {
  14166. this.groups = [];
  14167. }
  14168. /**
  14169. * Sets the draw range for this geometry.
  14170. *
  14171. * @param {number} start - The first vertex for non-indexed geometry, otherwise the first triangle index.
  14172. * @param {number} count - For non-indexed BufferGeometry, `count` is the number of vertices to render.
  14173. * For indexed BufferGeometry, `count` is the number of indices to render.
  14174. */
  14175. setDrawRange( start, count ) {
  14176. this.drawRange.start = start;
  14177. this.drawRange.count = count;
  14178. }
  14179. /**
  14180. * Applies the given 4x4 transformation matrix to the geometry.
  14181. *
  14182. * @param {Matrix4} matrix - The matrix to apply.
  14183. * @return {BufferGeometry} A reference to this instance.
  14184. */
  14185. applyMatrix4( matrix ) {
  14186. const position = this.attributes.position;
  14187. if ( position !== undefined ) {
  14188. position.applyMatrix4( matrix );
  14189. position.needsUpdate = true;
  14190. }
  14191. const normal = this.attributes.normal;
  14192. if ( normal !== undefined ) {
  14193. const normalMatrix = new Matrix3().getNormalMatrix( matrix );
  14194. normal.applyNormalMatrix( normalMatrix );
  14195. normal.needsUpdate = true;
  14196. }
  14197. const tangent = this.attributes.tangent;
  14198. if ( tangent !== undefined ) {
  14199. tangent.transformDirection( matrix );
  14200. tangent.needsUpdate = true;
  14201. }
  14202. if ( this.boundingBox !== null ) {
  14203. this.computeBoundingBox();
  14204. }
  14205. if ( this.boundingSphere !== null ) {
  14206. this.computeBoundingSphere();
  14207. }
  14208. return this;
  14209. }
  14210. /**
  14211. * Applies the rotation represented by the Quaternion to the geometry.
  14212. *
  14213. * @param {Quaternion} q - The Quaternion to apply.
  14214. * @return {BufferGeometry} A reference to this instance.
  14215. */
  14216. applyQuaternion( q ) {
  14217. _m1.makeRotationFromQuaternion( q );
  14218. this.applyMatrix4( _m1 );
  14219. return this;
  14220. }
  14221. /**
  14222. * Rotates the geometry about the X axis. This is typically done as a one time
  14223. * operation, and not during a loop. Use {@link Object3D#rotation} for typical
  14224. * real-time mesh rotation.
  14225. *
  14226. * @param {number} angle - The angle in radians.
  14227. * @return {BufferGeometry} A reference to this instance.
  14228. */
  14229. rotateX( angle ) {
  14230. // rotate geometry around world x-axis
  14231. _m1.makeRotationX( angle );
  14232. this.applyMatrix4( _m1 );
  14233. return this;
  14234. }
  14235. /**
  14236. * Rotates the geometry about the Y axis. This is typically done as a one time
  14237. * operation, and not during a loop. Use {@link Object3D#rotation} for typical
  14238. * real-time mesh rotation.
  14239. *
  14240. * @param {number} angle - The angle in radians.
  14241. * @return {BufferGeometry} A reference to this instance.
  14242. */
  14243. rotateY( angle ) {
  14244. // rotate geometry around world y-axis
  14245. _m1.makeRotationY( angle );
  14246. this.applyMatrix4( _m1 );
  14247. return this;
  14248. }
  14249. /**
  14250. * Rotates the geometry about the Z axis. This is typically done as a one time
  14251. * operation, and not during a loop. Use {@link Object3D#rotation} for typical
  14252. * real-time mesh rotation.
  14253. *
  14254. * @param {number} angle - The angle in radians.
  14255. * @return {BufferGeometry} A reference to this instance.
  14256. */
  14257. rotateZ( angle ) {
  14258. // rotate geometry around world z-axis
  14259. _m1.makeRotationZ( angle );
  14260. this.applyMatrix4( _m1 );
  14261. return this;
  14262. }
  14263. /**
  14264. * Translates the geometry. This is typically done as a one time
  14265. * operation, and not during a loop. Use {@link Object3D#position} for typical
  14266. * real-time mesh rotation.
  14267. *
  14268. * @param {number} x - The x offset.
  14269. * @param {number} y - The y offset.
  14270. * @param {number} z - The z offset.
  14271. * @return {BufferGeometry} A reference to this instance.
  14272. */
  14273. translate( x, y, z ) {
  14274. // translate geometry
  14275. _m1.makeTranslation( x, y, z );
  14276. this.applyMatrix4( _m1 );
  14277. return this;
  14278. }
  14279. /**
  14280. * Scales the geometry. This is typically done as a one time
  14281. * operation, and not during a loop. Use {@link Object3D#scale} for typical
  14282. * real-time mesh rotation.
  14283. *
  14284. * @param {number} x - The x scale.
  14285. * @param {number} y - The y scale.
  14286. * @param {number} z - The z scale.
  14287. * @return {BufferGeometry} A reference to this instance.
  14288. */
  14289. scale( x, y, z ) {
  14290. // scale geometry
  14291. _m1.makeScale( x, y, z );
  14292. this.applyMatrix4( _m1 );
  14293. return this;
  14294. }
  14295. /**
  14296. * Rotates the geometry to face a point in 3D space. This is typically done as a one time
  14297. * operation, and not during a loop. Use {@link Object3D#lookAt} for typical
  14298. * real-time mesh rotation.
  14299. *
  14300. * @param {Vector3} vector - The target point.
  14301. * @return {BufferGeometry} A reference to this instance.
  14302. */
  14303. lookAt( vector ) {
  14304. _obj.lookAt( vector );
  14305. _obj.updateMatrix();
  14306. this.applyMatrix4( _obj.matrix );
  14307. return this;
  14308. }
  14309. /**
  14310. * Center the geometry based on its bounding box.
  14311. *
  14312. * @return {BufferGeometry} A reference to this instance.
  14313. */
  14314. center() {
  14315. this.computeBoundingBox();
  14316. this.boundingBox.getCenter( _offset ).negate();
  14317. this.translate( _offset.x, _offset.y, _offset.z );
  14318. return this;
  14319. }
  14320. /**
  14321. * Defines a geometry by creating a `position` attribute based on the given array of points. The array
  14322. * can hold 2D or 3D vectors. When using two-dimensional data, the `z` coordinate for all vertices is
  14323. * set to `0`.
  14324. *
  14325. * If the method is used with an existing `position` attribute, the vertex data are overwritten with the
  14326. * data from the array. The length of the array must match the vertex count.
  14327. *
  14328. * @param {Array<Vector2>|Array<Vector3>} points - The points.
  14329. * @return {BufferGeometry} A reference to this instance.
  14330. */
  14331. setFromPoints( points ) {
  14332. const positionAttribute = this.getAttribute( 'position' );
  14333. if ( positionAttribute === undefined ) {
  14334. const position = [];
  14335. for ( let i = 0, l = points.length; i < l; i ++ ) {
  14336. const point = points[ i ];
  14337. position.push( point.x, point.y, point.z || 0 );
  14338. }
  14339. this.setAttribute( 'position', new Float32BufferAttribute( position, 3 ) );
  14340. } else {
  14341. const l = Math.min( points.length, positionAttribute.count ); // make sure data do not exceed buffer size
  14342. for ( let i = 0; i < l; i ++ ) {
  14343. const point = points[ i ];
  14344. positionAttribute.setXYZ( i, point.x, point.y, point.z || 0 );
  14345. }
  14346. if ( points.length > positionAttribute.count ) {
  14347. console.warn( 'THREE.BufferGeometry: Buffer size too small for points data. Use .dispose() and create a new geometry.' );
  14348. }
  14349. positionAttribute.needsUpdate = true;
  14350. }
  14351. return this;
  14352. }
  14353. /**
  14354. * Computes the bounding box of the geometry, and updates the `boundingBox` member.
  14355. * The bounding box is not computed by the engine; it must be computed by your app.
  14356. * You may need to recompute the bounding box if the geometry vertices are modified.
  14357. */
  14358. computeBoundingBox() {
  14359. if ( this.boundingBox === null ) {
  14360. this.boundingBox = new Box3();
  14361. }
  14362. const position = this.attributes.position;
  14363. const morphAttributesPosition = this.morphAttributes.position;
  14364. if ( position && position.isGLBufferAttribute ) {
  14365. console.error( 'THREE.BufferGeometry.computeBoundingBox(): GLBufferAttribute requires a manual bounding box.', this );
  14366. this.boundingBox.set(
  14367. new Vector3( - Infinity, - Infinity, - Infinity ),
  14368. new Vector3( + Infinity, + Infinity, + Infinity )
  14369. );
  14370. return;
  14371. }
  14372. if ( position !== undefined ) {
  14373. this.boundingBox.setFromBufferAttribute( position );
  14374. // process morph attributes if present
  14375. if ( morphAttributesPosition ) {
  14376. for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  14377. const morphAttribute = morphAttributesPosition[ i ];
  14378. _box$2.setFromBufferAttribute( morphAttribute );
  14379. if ( this.morphTargetsRelative ) {
  14380. _vector$8.addVectors( this.boundingBox.min, _box$2.min );
  14381. this.boundingBox.expandByPoint( _vector$8 );
  14382. _vector$8.addVectors( this.boundingBox.max, _box$2.max );
  14383. this.boundingBox.expandByPoint( _vector$8 );
  14384. } else {
  14385. this.boundingBox.expandByPoint( _box$2.min );
  14386. this.boundingBox.expandByPoint( _box$2.max );
  14387. }
  14388. }
  14389. }
  14390. } else {
  14391. this.boundingBox.makeEmpty();
  14392. }
  14393. if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {
  14394. console.error( 'THREE.BufferGeometry.computeBoundingBox(): Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this );
  14395. }
  14396. }
  14397. /**
  14398. * Computes the bounding sphere of the geometry, and updates the `boundingSphere` member.
  14399. * The engine automatically computes the bounding sphere when it is needed, e.g., for ray casting or view frustum culling.
  14400. * You may need to recompute the bounding sphere if the geometry vertices are modified.
  14401. */
  14402. computeBoundingSphere() {
  14403. if ( this.boundingSphere === null ) {
  14404. this.boundingSphere = new Sphere();
  14405. }
  14406. const position = this.attributes.position;
  14407. const morphAttributesPosition = this.morphAttributes.position;
  14408. if ( position && position.isGLBufferAttribute ) {
  14409. console.error( 'THREE.BufferGeometry.computeBoundingSphere(): GLBufferAttribute requires a manual bounding sphere.', this );
  14410. this.boundingSphere.set( new Vector3(), Infinity );
  14411. return;
  14412. }
  14413. if ( position ) {
  14414. // first, find the center of the bounding sphere
  14415. const center = this.boundingSphere.center;
  14416. _box$2.setFromBufferAttribute( position );
  14417. // process morph attributes if present
  14418. if ( morphAttributesPosition ) {
  14419. for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  14420. const morphAttribute = morphAttributesPosition[ i ];
  14421. _boxMorphTargets.setFromBufferAttribute( morphAttribute );
  14422. if ( this.morphTargetsRelative ) {
  14423. _vector$8.addVectors( _box$2.min, _boxMorphTargets.min );
  14424. _box$2.expandByPoint( _vector$8 );
  14425. _vector$8.addVectors( _box$2.max, _boxMorphTargets.max );
  14426. _box$2.expandByPoint( _vector$8 );
  14427. } else {
  14428. _box$2.expandByPoint( _boxMorphTargets.min );
  14429. _box$2.expandByPoint( _boxMorphTargets.max );
  14430. }
  14431. }
  14432. }
  14433. _box$2.getCenter( center );
  14434. // second, try to find a boundingSphere with a radius smaller than the
  14435. // boundingSphere of the boundingBox: sqrt(3) smaller in the best case
  14436. let maxRadiusSq = 0;
  14437. for ( let i = 0, il = position.count; i < il; i ++ ) {
  14438. _vector$8.fromBufferAttribute( position, i );
  14439. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$8 ) );
  14440. }
  14441. // process morph attributes if present
  14442. if ( morphAttributesPosition ) {
  14443. for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  14444. const morphAttribute = morphAttributesPosition[ i ];
  14445. const morphTargetsRelative = this.morphTargetsRelative;
  14446. for ( let j = 0, jl = morphAttribute.count; j < jl; j ++ ) {
  14447. _vector$8.fromBufferAttribute( morphAttribute, j );
  14448. if ( morphTargetsRelative ) {
  14449. _offset.fromBufferAttribute( position, j );
  14450. _vector$8.add( _offset );
  14451. }
  14452. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$8 ) );
  14453. }
  14454. }
  14455. }
  14456. this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
  14457. if ( isNaN( this.boundingSphere.radius ) ) {
  14458. console.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this );
  14459. }
  14460. }
  14461. }
  14462. /**
  14463. * Calculates and adds a tangent attribute to this geometry.
  14464. *
  14465. * The computation is only supported for indexed geometries and if position, normal, and uv attributes
  14466. * are defined. When using a tangent space normal map, prefer the MikkTSpace algorithm provided by
  14467. * {@link BufferGeometryUtils#computeMikkTSpaceTangents} instead.
  14468. */
  14469. computeTangents() {
  14470. const index = this.index;
  14471. const attributes = this.attributes;
  14472. // based on http://www.terathon.com/code/tangent.html
  14473. // (per vertex tangents)
  14474. if ( index === null ||
  14475. attributes.position === undefined ||
  14476. attributes.normal === undefined ||
  14477. attributes.uv === undefined ) {
  14478. console.error( 'THREE.BufferGeometry: .computeTangents() failed. Missing required attributes (index, position, normal or uv)' );
  14479. return;
  14480. }
  14481. const positionAttribute = attributes.position;
  14482. const normalAttribute = attributes.normal;
  14483. const uvAttribute = attributes.uv;
  14484. if ( this.hasAttribute( 'tangent' ) === false ) {
  14485. this.setAttribute( 'tangent', new BufferAttribute( new Float32Array( 4 * positionAttribute.count ), 4 ) );
  14486. }
  14487. const tangentAttribute = this.getAttribute( 'tangent' );
  14488. const tan1 = [], tan2 = [];
  14489. for ( let i = 0; i < positionAttribute.count; i ++ ) {
  14490. tan1[ i ] = new Vector3();
  14491. tan2[ i ] = new Vector3();
  14492. }
  14493. const vA = new Vector3(),
  14494. vB = new Vector3(),
  14495. vC = new Vector3(),
  14496. uvA = new Vector2(),
  14497. uvB = new Vector2(),
  14498. uvC = new Vector2(),
  14499. sdir = new Vector3(),
  14500. tdir = new Vector3();
  14501. function handleTriangle( a, b, c ) {
  14502. vA.fromBufferAttribute( positionAttribute, a );
  14503. vB.fromBufferAttribute( positionAttribute, b );
  14504. vC.fromBufferAttribute( positionAttribute, c );
  14505. uvA.fromBufferAttribute( uvAttribute, a );
  14506. uvB.fromBufferAttribute( uvAttribute, b );
  14507. uvC.fromBufferAttribute( uvAttribute, c );
  14508. vB.sub( vA );
  14509. vC.sub( vA );
  14510. uvB.sub( uvA );
  14511. uvC.sub( uvA );
  14512. const r = 1.0 / ( uvB.x * uvC.y - uvC.x * uvB.y );
  14513. // silently ignore degenerate uv triangles having coincident or colinear vertices
  14514. if ( ! isFinite( r ) ) return;
  14515. sdir.copy( vB ).multiplyScalar( uvC.y ).addScaledVector( vC, - uvB.y ).multiplyScalar( r );
  14516. tdir.copy( vC ).multiplyScalar( uvB.x ).addScaledVector( vB, - uvC.x ).multiplyScalar( r );
  14517. tan1[ a ].add( sdir );
  14518. tan1[ b ].add( sdir );
  14519. tan1[ c ].add( sdir );
  14520. tan2[ a ].add( tdir );
  14521. tan2[ b ].add( tdir );
  14522. tan2[ c ].add( tdir );
  14523. }
  14524. let groups = this.groups;
  14525. if ( groups.length === 0 ) {
  14526. groups = [ {
  14527. start: 0,
  14528. count: index.count
  14529. } ];
  14530. }
  14531. for ( let i = 0, il = groups.length; i < il; ++ i ) {
  14532. const group = groups[ i ];
  14533. const start = group.start;
  14534. const count = group.count;
  14535. for ( let j = start, jl = start + count; j < jl; j += 3 ) {
  14536. handleTriangle(
  14537. index.getX( j + 0 ),
  14538. index.getX( j + 1 ),
  14539. index.getX( j + 2 )
  14540. );
  14541. }
  14542. }
  14543. const tmp = new Vector3(), tmp2 = new Vector3();
  14544. const n = new Vector3(), n2 = new Vector3();
  14545. function handleVertex( v ) {
  14546. n.fromBufferAttribute( normalAttribute, v );
  14547. n2.copy( n );
  14548. const t = tan1[ v ];
  14549. // Gram-Schmidt orthogonalize
  14550. tmp.copy( t );
  14551. tmp.sub( n.multiplyScalar( n.dot( t ) ) ).normalize();
  14552. // Calculate handedness
  14553. tmp2.crossVectors( n2, t );
  14554. const test = tmp2.dot( tan2[ v ] );
  14555. const w = ( test < 0.0 ) ? - 1.0 : 1.0;
  14556. tangentAttribute.setXYZW( v, tmp.x, tmp.y, tmp.z, w );
  14557. }
  14558. for ( let i = 0, il = groups.length; i < il; ++ i ) {
  14559. const group = groups[ i ];
  14560. const start = group.start;
  14561. const count = group.count;
  14562. for ( let j = start, jl = start + count; j < jl; j += 3 ) {
  14563. handleVertex( index.getX( j + 0 ) );
  14564. handleVertex( index.getX( j + 1 ) );
  14565. handleVertex( index.getX( j + 2 ) );
  14566. }
  14567. }
  14568. }
  14569. /**
  14570. * Computes vertex normals for the given vertex data. For indexed geometries, the method sets
  14571. * each vertex normal to be the average of the face normals of the faces that share that vertex.
  14572. * For non-indexed geometries, vertices are not shared, and the method sets each vertex normal
  14573. * to be the same as the face normal.
  14574. */
  14575. computeVertexNormals() {
  14576. const index = this.index;
  14577. const positionAttribute = this.getAttribute( 'position' );
  14578. if ( positionAttribute !== undefined ) {
  14579. let normalAttribute = this.getAttribute( 'normal' );
  14580. if ( normalAttribute === undefined ) {
  14581. normalAttribute = new BufferAttribute( new Float32Array( positionAttribute.count * 3 ), 3 );
  14582. this.setAttribute( 'normal', normalAttribute );
  14583. } else {
  14584. // reset existing normals to zero
  14585. for ( let i = 0, il = normalAttribute.count; i < il; i ++ ) {
  14586. normalAttribute.setXYZ( i, 0, 0, 0 );
  14587. }
  14588. }
  14589. const pA = new Vector3(), pB = new Vector3(), pC = new Vector3();
  14590. const nA = new Vector3(), nB = new Vector3(), nC = new Vector3();
  14591. const cb = new Vector3(), ab = new Vector3();
  14592. // indexed elements
  14593. if ( index ) {
  14594. for ( let i = 0, il = index.count; i < il; i += 3 ) {
  14595. const vA = index.getX( i + 0 );
  14596. const vB = index.getX( i + 1 );
  14597. const vC = index.getX( i + 2 );
  14598. pA.fromBufferAttribute( positionAttribute, vA );
  14599. pB.fromBufferAttribute( positionAttribute, vB );
  14600. pC.fromBufferAttribute( positionAttribute, vC );
  14601. cb.subVectors( pC, pB );
  14602. ab.subVectors( pA, pB );
  14603. cb.cross( ab );
  14604. nA.fromBufferAttribute( normalAttribute, vA );
  14605. nB.fromBufferAttribute( normalAttribute, vB );
  14606. nC.fromBufferAttribute( normalAttribute, vC );
  14607. nA.add( cb );
  14608. nB.add( cb );
  14609. nC.add( cb );
  14610. normalAttribute.setXYZ( vA, nA.x, nA.y, nA.z );
  14611. normalAttribute.setXYZ( vB, nB.x, nB.y, nB.z );
  14612. normalAttribute.setXYZ( vC, nC.x, nC.y, nC.z );
  14613. }
  14614. } else {
  14615. // non-indexed elements (unconnected triangle soup)
  14616. for ( let i = 0, il = positionAttribute.count; i < il; i += 3 ) {
  14617. pA.fromBufferAttribute( positionAttribute, i + 0 );
  14618. pB.fromBufferAttribute( positionAttribute, i + 1 );
  14619. pC.fromBufferAttribute( positionAttribute, i + 2 );
  14620. cb.subVectors( pC, pB );
  14621. ab.subVectors( pA, pB );
  14622. cb.cross( ab );
  14623. normalAttribute.setXYZ( i + 0, cb.x, cb.y, cb.z );
  14624. normalAttribute.setXYZ( i + 1, cb.x, cb.y, cb.z );
  14625. normalAttribute.setXYZ( i + 2, cb.x, cb.y, cb.z );
  14626. }
  14627. }
  14628. this.normalizeNormals();
  14629. normalAttribute.needsUpdate = true;
  14630. }
  14631. }
  14632. /**
  14633. * Ensures every normal vector in a geometry will have a magnitude of `1`. This will
  14634. * correct lighting on the geometry surfaces.
  14635. */
  14636. normalizeNormals() {
  14637. const normals = this.attributes.normal;
  14638. for ( let i = 0, il = normals.count; i < il; i ++ ) {
  14639. _vector$8.fromBufferAttribute( normals, i );
  14640. _vector$8.normalize();
  14641. normals.setXYZ( i, _vector$8.x, _vector$8.y, _vector$8.z );
  14642. }
  14643. }
  14644. /**
  14645. * Return a new non-index version of this indexed geometry. If the geometry
  14646. * is already non-indexed, the method is a NOOP.
  14647. *
  14648. * @return {BufferGeometry} The non-indexed version of this indexed geometry.
  14649. */
  14650. toNonIndexed() {
  14651. function convertBufferAttribute( attribute, indices ) {
  14652. const array = attribute.array;
  14653. const itemSize = attribute.itemSize;
  14654. const normalized = attribute.normalized;
  14655. const array2 = new array.constructor( indices.length * itemSize );
  14656. let index = 0, index2 = 0;
  14657. for ( let i = 0, l = indices.length; i < l; i ++ ) {
  14658. if ( attribute.isInterleavedBufferAttribute ) {
  14659. index = indices[ i ] * attribute.data.stride + attribute.offset;
  14660. } else {
  14661. index = indices[ i ] * itemSize;
  14662. }
  14663. for ( let j = 0; j < itemSize; j ++ ) {
  14664. array2[ index2 ++ ] = array[ index ++ ];
  14665. }
  14666. }
  14667. return new BufferAttribute( array2, itemSize, normalized );
  14668. }
  14669. //
  14670. if ( this.index === null ) {
  14671. console.warn( 'THREE.BufferGeometry.toNonIndexed(): BufferGeometry is already non-indexed.' );
  14672. return this;
  14673. }
  14674. const geometry2 = new BufferGeometry();
  14675. const indices = this.index.array;
  14676. const attributes = this.attributes;
  14677. // attributes
  14678. for ( const name in attributes ) {
  14679. const attribute = attributes[ name ];
  14680. const newAttribute = convertBufferAttribute( attribute, indices );
  14681. geometry2.setAttribute( name, newAttribute );
  14682. }
  14683. // morph attributes
  14684. const morphAttributes = this.morphAttributes;
  14685. for ( const name in morphAttributes ) {
  14686. const morphArray = [];
  14687. const morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
  14688. for ( let i = 0, il = morphAttribute.length; i < il; i ++ ) {
  14689. const attribute = morphAttribute[ i ];
  14690. const newAttribute = convertBufferAttribute( attribute, indices );
  14691. morphArray.push( newAttribute );
  14692. }
  14693. geometry2.morphAttributes[ name ] = morphArray;
  14694. }
  14695. geometry2.morphTargetsRelative = this.morphTargetsRelative;
  14696. // groups
  14697. const groups = this.groups;
  14698. for ( let i = 0, l = groups.length; i < l; i ++ ) {
  14699. const group = groups[ i ];
  14700. geometry2.addGroup( group.start, group.count, group.materialIndex );
  14701. }
  14702. return geometry2;
  14703. }
  14704. /**
  14705. * Serializes the geometry into JSON.
  14706. *
  14707. * @return {Object} A JSON object representing the serialized geometry.
  14708. */
  14709. toJSON() {
  14710. const data = {
  14711. metadata: {
  14712. version: 4.6,
  14713. type: 'BufferGeometry',
  14714. generator: 'BufferGeometry.toJSON'
  14715. }
  14716. };
  14717. // standard BufferGeometry serialization
  14718. data.uuid = this.uuid;
  14719. data.type = this.type;
  14720. if ( this.name !== '' ) data.name = this.name;
  14721. if ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData;
  14722. if ( this.parameters !== undefined ) {
  14723. const parameters = this.parameters;
  14724. for ( const key in parameters ) {
  14725. if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];
  14726. }
  14727. return data;
  14728. }
  14729. // for simplicity the code assumes attributes are not shared across geometries, see #15811
  14730. data.data = { attributes: {} };
  14731. const index = this.index;
  14732. if ( index !== null ) {
  14733. data.data.index = {
  14734. type: index.array.constructor.name,
  14735. array: Array.prototype.slice.call( index.array )
  14736. };
  14737. }
  14738. const attributes = this.attributes;
  14739. for ( const key in attributes ) {
  14740. const attribute = attributes[ key ];
  14741. data.data.attributes[ key ] = attribute.toJSON( data.data );
  14742. }
  14743. const morphAttributes = {};
  14744. let hasMorphAttributes = false;
  14745. for ( const key in this.morphAttributes ) {
  14746. const attributeArray = this.morphAttributes[ key ];
  14747. const array = [];
  14748. for ( let i = 0, il = attributeArray.length; i < il; i ++ ) {
  14749. const attribute = attributeArray[ i ];
  14750. array.push( attribute.toJSON( data.data ) );
  14751. }
  14752. if ( array.length > 0 ) {
  14753. morphAttributes[ key ] = array;
  14754. hasMorphAttributes = true;
  14755. }
  14756. }
  14757. if ( hasMorphAttributes ) {
  14758. data.data.morphAttributes = morphAttributes;
  14759. data.data.morphTargetsRelative = this.morphTargetsRelative;
  14760. }
  14761. const groups = this.groups;
  14762. if ( groups.length > 0 ) {
  14763. data.data.groups = JSON.parse( JSON.stringify( groups ) );
  14764. }
  14765. const boundingSphere = this.boundingSphere;
  14766. if ( boundingSphere !== null ) {
  14767. data.data.boundingSphere = {
  14768. center: boundingSphere.center.toArray(),
  14769. radius: boundingSphere.radius
  14770. };
  14771. }
  14772. return data;
  14773. }
  14774. /**
  14775. * Returns a new geometry with copied values from this instance.
  14776. *
  14777. * @return {BufferGeometry} A clone of this instance.
  14778. */
  14779. clone() {
  14780. return new this.constructor().copy( this );
  14781. }
  14782. /**
  14783. * Copies the values of the given geometry to this instance.
  14784. *
  14785. * @param {BufferGeometry} source - The geometry to copy.
  14786. * @return {BufferGeometry} A reference to this instance.
  14787. */
  14788. copy( source ) {
  14789. // reset
  14790. this.index = null;
  14791. this.attributes = {};
  14792. this.morphAttributes = {};
  14793. this.groups = [];
  14794. this.boundingBox = null;
  14795. this.boundingSphere = null;
  14796. // used for storing cloned, shared data
  14797. const data = {};
  14798. // name
  14799. this.name = source.name;
  14800. // index
  14801. const index = source.index;
  14802. if ( index !== null ) {
  14803. this.setIndex( index.clone() );
  14804. }
  14805. // attributes
  14806. const attributes = source.attributes;
  14807. for ( const name in attributes ) {
  14808. const attribute = attributes[ name ];
  14809. this.setAttribute( name, attribute.clone( data ) );
  14810. }
  14811. // morph attributes
  14812. const morphAttributes = source.morphAttributes;
  14813. for ( const name in morphAttributes ) {
  14814. const array = [];
  14815. const morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
  14816. for ( let i = 0, l = morphAttribute.length; i < l; i ++ ) {
  14817. array.push( morphAttribute[ i ].clone( data ) );
  14818. }
  14819. this.morphAttributes[ name ] = array;
  14820. }
  14821. this.morphTargetsRelative = source.morphTargetsRelative;
  14822. // groups
  14823. const groups = source.groups;
  14824. for ( let i = 0, l = groups.length; i < l; i ++ ) {
  14825. const group = groups[ i ];
  14826. this.addGroup( group.start, group.count, group.materialIndex );
  14827. }
  14828. // bounding box
  14829. const boundingBox = source.boundingBox;
  14830. if ( boundingBox !== null ) {
  14831. this.boundingBox = boundingBox.clone();
  14832. }
  14833. // bounding sphere
  14834. const boundingSphere = source.boundingSphere;
  14835. if ( boundingSphere !== null ) {
  14836. this.boundingSphere = boundingSphere.clone();
  14837. }
  14838. // draw range
  14839. this.drawRange.start = source.drawRange.start;
  14840. this.drawRange.count = source.drawRange.count;
  14841. // user data
  14842. this.userData = source.userData;
  14843. return this;
  14844. }
  14845. /**
  14846. * Frees the GPU-related resources allocated by this instance. Call this
  14847. * method whenever this instance is no longer used in your app.
  14848. *
  14849. * @fires BufferGeometry#dispose
  14850. */
  14851. dispose() {
  14852. this.dispatchEvent( { type: 'dispose' } );
  14853. }
  14854. }
  14855. const _inverseMatrix$3 = /*@__PURE__*/ new Matrix4();
  14856. const _ray$3 = /*@__PURE__*/ new Ray();
  14857. const _sphere$6 = /*@__PURE__*/ new Sphere();
  14858. const _sphereHitAt = /*@__PURE__*/ new Vector3();
  14859. const _vA$1 = /*@__PURE__*/ new Vector3();
  14860. const _vB$1 = /*@__PURE__*/ new Vector3();
  14861. const _vC$1 = /*@__PURE__*/ new Vector3();
  14862. const _tempA = /*@__PURE__*/ new Vector3();
  14863. const _morphA = /*@__PURE__*/ new Vector3();
  14864. const _intersectionPoint = /*@__PURE__*/ new Vector3();
  14865. const _intersectionPointWorld = /*@__PURE__*/ new Vector3();
  14866. /**
  14867. * Class representing triangular polygon mesh based objects.
  14868. *
  14869. * ```js
  14870. * const geometry = new THREE.BoxGeometry( 1, 1, 1 );
  14871. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  14872. * const mesh = new THREE.Mesh( geometry, material );
  14873. * scene.add( mesh );
  14874. * ```
  14875. *
  14876. * @augments Object3D
  14877. */
  14878. class Mesh extends Object3D {
  14879. /**
  14880. * Constructs a new mesh.
  14881. *
  14882. * @param {BufferGeometry} [geometry] - The mesh geometry.
  14883. * @param {Material|Array<Material>} [material] - The mesh material.
  14884. */
  14885. constructor( geometry = new BufferGeometry(), material = new MeshBasicMaterial() ) {
  14886. super();
  14887. /**
  14888. * This flag can be used for type testing.
  14889. *
  14890. * @type {boolean}
  14891. * @readonly
  14892. * @default true
  14893. */
  14894. this.isMesh = true;
  14895. this.type = 'Mesh';
  14896. /**
  14897. * The mesh geometry.
  14898. *
  14899. * @type {BufferGeometry}
  14900. */
  14901. this.geometry = geometry;
  14902. /**
  14903. * The mesh material.
  14904. *
  14905. * @type {Material|Array<Material>}
  14906. * @default MeshBasicMaterial
  14907. */
  14908. this.material = material;
  14909. /**
  14910. * A dictionary representing the morph targets in the geometry. The key is the
  14911. * morph targets name, the value its attribute index. This member is `undefined`
  14912. * by default and only set when morph targets are detected in the geometry.
  14913. *
  14914. * @type {Object<String,number>|undefined}
  14915. * @default undefined
  14916. */
  14917. this.morphTargetDictionary = undefined;
  14918. /**
  14919. * An array of weights typically in the range `[0,1]` that specify how much of the morph
  14920. * is applied. This member is `undefined` by default and only set when morph targets are
  14921. * detected in the geometry.
  14922. *
  14923. * @type {Array<number>|undefined}
  14924. * @default undefined
  14925. */
  14926. this.morphTargetInfluences = undefined;
  14927. this.updateMorphTargets();
  14928. }
  14929. copy( source, recursive ) {
  14930. super.copy( source, recursive );
  14931. if ( source.morphTargetInfluences !== undefined ) {
  14932. this.morphTargetInfluences = source.morphTargetInfluences.slice();
  14933. }
  14934. if ( source.morphTargetDictionary !== undefined ) {
  14935. this.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary );
  14936. }
  14937. this.material = Array.isArray( source.material ) ? source.material.slice() : source.material;
  14938. this.geometry = source.geometry;
  14939. return this;
  14940. }
  14941. /**
  14942. * Sets the values of {@link Mesh#morphTargetDictionary} and {@link Mesh#morphTargetInfluences}
  14943. * to make sure existing morph targets can influence this 3D object.
  14944. */
  14945. updateMorphTargets() {
  14946. const geometry = this.geometry;
  14947. const morphAttributes = geometry.morphAttributes;
  14948. const keys = Object.keys( morphAttributes );
  14949. if ( keys.length > 0 ) {
  14950. const morphAttribute = morphAttributes[ keys[ 0 ] ];
  14951. if ( morphAttribute !== undefined ) {
  14952. this.morphTargetInfluences = [];
  14953. this.morphTargetDictionary = {};
  14954. for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  14955. const name = morphAttribute[ m ].name || String( m );
  14956. this.morphTargetInfluences.push( 0 );
  14957. this.morphTargetDictionary[ name ] = m;
  14958. }
  14959. }
  14960. }
  14961. }
  14962. /**
  14963. * Returns the local-space position of the vertex at the given index, taking into
  14964. * account the current animation state of both morph targets and skinning.
  14965. *
  14966. * @param {number} index - The vertex index.
  14967. * @param {Vector3} target - The target object that is used to store the method's result.
  14968. * @return {Vector3} The vertex position in local space.
  14969. */
  14970. getVertexPosition( index, target ) {
  14971. const geometry = this.geometry;
  14972. const position = geometry.attributes.position;
  14973. const morphPosition = geometry.morphAttributes.position;
  14974. const morphTargetsRelative = geometry.morphTargetsRelative;
  14975. target.fromBufferAttribute( position, index );
  14976. const morphInfluences = this.morphTargetInfluences;
  14977. if ( morphPosition && morphInfluences ) {
  14978. _morphA.set( 0, 0, 0 );
  14979. for ( let i = 0, il = morphPosition.length; i < il; i ++ ) {
  14980. const influence = morphInfluences[ i ];
  14981. const morphAttribute = morphPosition[ i ];
  14982. if ( influence === 0 ) continue;
  14983. _tempA.fromBufferAttribute( morphAttribute, index );
  14984. if ( morphTargetsRelative ) {
  14985. _morphA.addScaledVector( _tempA, influence );
  14986. } else {
  14987. _morphA.addScaledVector( _tempA.sub( target ), influence );
  14988. }
  14989. }
  14990. target.add( _morphA );
  14991. }
  14992. return target;
  14993. }
  14994. /**
  14995. * Computes intersection points between a casted ray and this line.
  14996. *
  14997. * @param {Raycaster} raycaster - The raycaster.
  14998. * @param {Array<Object>} intersects - The target array that holds the intersection points.
  14999. */
  15000. raycast( raycaster, intersects ) {
  15001. const geometry = this.geometry;
  15002. const material = this.material;
  15003. const matrixWorld = this.matrixWorld;
  15004. if ( material === undefined ) return;
  15005. // test with bounding sphere in world space
  15006. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  15007. _sphere$6.copy( geometry.boundingSphere );
  15008. _sphere$6.applyMatrix4( matrixWorld );
  15009. // check distance from ray origin to bounding sphere
  15010. _ray$3.copy( raycaster.ray ).recast( raycaster.near );
  15011. if ( _sphere$6.containsPoint( _ray$3.origin ) === false ) {
  15012. if ( _ray$3.intersectSphere( _sphere$6, _sphereHitAt ) === null ) return;
  15013. if ( _ray$3.origin.distanceToSquared( _sphereHitAt ) > ( raycaster.far - raycaster.near ) ** 2 ) return;
  15014. }
  15015. // convert ray to local space of mesh
  15016. _inverseMatrix$3.copy( matrixWorld ).invert();
  15017. _ray$3.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$3 );
  15018. // test with bounding box in local space
  15019. if ( geometry.boundingBox !== null ) {
  15020. if ( _ray$3.intersectsBox( geometry.boundingBox ) === false ) return;
  15021. }
  15022. // test for intersections with geometry
  15023. this._computeIntersections( raycaster, intersects, _ray$3 );
  15024. }
  15025. _computeIntersections( raycaster, intersects, rayLocalSpace ) {
  15026. let intersection;
  15027. const geometry = this.geometry;
  15028. const material = this.material;
  15029. const index = geometry.index;
  15030. const position = geometry.attributes.position;
  15031. const uv = geometry.attributes.uv;
  15032. const uv1 = geometry.attributes.uv1;
  15033. const normal = geometry.attributes.normal;
  15034. const groups = geometry.groups;
  15035. const drawRange = geometry.drawRange;
  15036. if ( index !== null ) {
  15037. // indexed buffer geometry
  15038. if ( Array.isArray( material ) ) {
  15039. for ( let i = 0, il = groups.length; i < il; i ++ ) {
  15040. const group = groups[ i ];
  15041. const groupMaterial = material[ group.materialIndex ];
  15042. const start = Math.max( group.start, drawRange.start );
  15043. const end = Math.min( index.count, Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ) );
  15044. for ( let j = start, jl = end; j < jl; j += 3 ) {
  15045. const a = index.getX( j );
  15046. const b = index.getX( j + 1 );
  15047. const c = index.getX( j + 2 );
  15048. intersection = checkGeometryIntersection( this, groupMaterial, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );
  15049. if ( intersection ) {
  15050. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics
  15051. intersection.face.materialIndex = group.materialIndex;
  15052. intersects.push( intersection );
  15053. }
  15054. }
  15055. }
  15056. } else {
  15057. const start = Math.max( 0, drawRange.start );
  15058. const end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
  15059. for ( let i = start, il = end; i < il; i += 3 ) {
  15060. const a = index.getX( i );
  15061. const b = index.getX( i + 1 );
  15062. const c = index.getX( i + 2 );
  15063. intersection = checkGeometryIntersection( this, material, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );
  15064. if ( intersection ) {
  15065. intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indexed buffer semantics
  15066. intersects.push( intersection );
  15067. }
  15068. }
  15069. }
  15070. } else if ( position !== undefined ) {
  15071. // non-indexed buffer geometry
  15072. if ( Array.isArray( material ) ) {
  15073. for ( let i = 0, il = groups.length; i < il; i ++ ) {
  15074. const group = groups[ i ];
  15075. const groupMaterial = material[ group.materialIndex ];
  15076. const start = Math.max( group.start, drawRange.start );
  15077. const end = Math.min( position.count, Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ) );
  15078. for ( let j = start, jl = end; j < jl; j += 3 ) {
  15079. const a = j;
  15080. const b = j + 1;
  15081. const c = j + 2;
  15082. intersection = checkGeometryIntersection( this, groupMaterial, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );
  15083. if ( intersection ) {
  15084. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in non-indexed buffer semantics
  15085. intersection.face.materialIndex = group.materialIndex;
  15086. intersects.push( intersection );
  15087. }
  15088. }
  15089. }
  15090. } else {
  15091. const start = Math.max( 0, drawRange.start );
  15092. const end = Math.min( position.count, ( drawRange.start + drawRange.count ) );
  15093. for ( let i = start, il = end; i < il; i += 3 ) {
  15094. const a = i;
  15095. const b = i + 1;
  15096. const c = i + 2;
  15097. intersection = checkGeometryIntersection( this, material, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );
  15098. if ( intersection ) {
  15099. intersection.faceIndex = Math.floor( i / 3 ); // triangle number in non-indexed buffer semantics
  15100. intersects.push( intersection );
  15101. }
  15102. }
  15103. }
  15104. }
  15105. }
  15106. }
  15107. function checkIntersection$1( object, material, raycaster, ray, pA, pB, pC, point ) {
  15108. let intersect;
  15109. if ( material.side === BackSide ) {
  15110. intersect = ray.intersectTriangle( pC, pB, pA, true, point );
  15111. } else {
  15112. intersect = ray.intersectTriangle( pA, pB, pC, ( material.side === FrontSide ), point );
  15113. }
  15114. if ( intersect === null ) return null;
  15115. _intersectionPointWorld.copy( point );
  15116. _intersectionPointWorld.applyMatrix4( object.matrixWorld );
  15117. const distance = raycaster.ray.origin.distanceTo( _intersectionPointWorld );
  15118. if ( distance < raycaster.near || distance > raycaster.far ) return null;
  15119. return {
  15120. distance: distance,
  15121. point: _intersectionPointWorld.clone(),
  15122. object: object
  15123. };
  15124. }
  15125. function checkGeometryIntersection( object, material, raycaster, ray, uv, uv1, normal, a, b, c ) {
  15126. object.getVertexPosition( a, _vA$1 );
  15127. object.getVertexPosition( b, _vB$1 );
  15128. object.getVertexPosition( c, _vC$1 );
  15129. const intersection = checkIntersection$1( object, material, raycaster, ray, _vA$1, _vB$1, _vC$1, _intersectionPoint );
  15130. if ( intersection ) {
  15131. const barycoord = new Vector3();
  15132. Triangle.getBarycoord( _intersectionPoint, _vA$1, _vB$1, _vC$1, barycoord );
  15133. if ( uv ) {
  15134. intersection.uv = Triangle.getInterpolatedAttribute( uv, a, b, c, barycoord, new Vector2() );
  15135. }
  15136. if ( uv1 ) {
  15137. intersection.uv1 = Triangle.getInterpolatedAttribute( uv1, a, b, c, barycoord, new Vector2() );
  15138. }
  15139. if ( normal ) {
  15140. intersection.normal = Triangle.getInterpolatedAttribute( normal, a, b, c, barycoord, new Vector3() );
  15141. if ( intersection.normal.dot( ray.direction ) > 0 ) {
  15142. intersection.normal.multiplyScalar( - 1 );
  15143. }
  15144. }
  15145. const face = {
  15146. a: a,
  15147. b: b,
  15148. c: c,
  15149. normal: new Vector3(),
  15150. materialIndex: 0
  15151. };
  15152. Triangle.getNormal( _vA$1, _vB$1, _vC$1, face.normal );
  15153. intersection.face = face;
  15154. intersection.barycoord = barycoord;
  15155. }
  15156. return intersection;
  15157. }
  15158. /**
  15159. * A geometry class for a rectangular cuboid with a given width, height, and depth.
  15160. * On creation, the cuboid is centred on the origin, with each edge parallel to one
  15161. * of the axes.
  15162. *
  15163. * ```js
  15164. * const geometry = new THREE.BoxGeometry( 1, 1, 1 );
  15165. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
  15166. * const cube = new THREE.Mesh( geometry, material );
  15167. * scene.add( cube );
  15168. * ```
  15169. *
  15170. * @augments BufferGeometry
  15171. */
  15172. class BoxGeometry extends BufferGeometry {
  15173. /**
  15174. * Constructs a new box geometry.
  15175. *
  15176. * @param {number} [width=1] - The width. That is, the length of the edges parallel to the X axis.
  15177. * @param {number} [height=1] - The height. That is, the length of the edges parallel to the Y axis.
  15178. * @param {number} [depth=1] - The depth. That is, the length of the edges parallel to the Z axis.
  15179. * @param {number} [widthSegments=1] - Number of segmented rectangular faces along the width of the sides.
  15180. * @param {number} [heightSegments=1] - Number of segmented rectangular faces along the height of the sides.
  15181. * @param {number} [depthSegments=1] - Number of segmented rectangular faces along the depth of the sides.
  15182. */
  15183. constructor( width = 1, height = 1, depth = 1, widthSegments = 1, heightSegments = 1, depthSegments = 1 ) {
  15184. super();
  15185. this.type = 'BoxGeometry';
  15186. /**
  15187. * Holds the constructor parameters that have been
  15188. * used to generate the geometry. Any modification
  15189. * after instantiation does not change the geometry.
  15190. *
  15191. * @type {Object}
  15192. */
  15193. this.parameters = {
  15194. width: width,
  15195. height: height,
  15196. depth: depth,
  15197. widthSegments: widthSegments,
  15198. heightSegments: heightSegments,
  15199. depthSegments: depthSegments
  15200. };
  15201. const scope = this;
  15202. // segments
  15203. widthSegments = Math.floor( widthSegments );
  15204. heightSegments = Math.floor( heightSegments );
  15205. depthSegments = Math.floor( depthSegments );
  15206. // buffers
  15207. const indices = [];
  15208. const vertices = [];
  15209. const normals = [];
  15210. const uvs = [];
  15211. // helper variables
  15212. let numberOfVertices = 0;
  15213. let groupStart = 0;
  15214. // build each side of the box geometry
  15215. buildPlane( 'z', 'y', 'x', - 1, - 1, depth, height, width, depthSegments, heightSegments, 0 ); // px
  15216. buildPlane( 'z', 'y', 'x', 1, - 1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx
  15217. buildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py
  15218. buildPlane( 'x', 'z', 'y', 1, - 1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny
  15219. buildPlane( 'x', 'y', 'z', 1, - 1, width, height, depth, widthSegments, heightSegments, 4 ); // pz
  15220. buildPlane( 'x', 'y', 'z', - 1, - 1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz
  15221. // build geometry
  15222. this.setIndex( indices );
  15223. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  15224. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  15225. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  15226. function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) {
  15227. const segmentWidth = width / gridX;
  15228. const segmentHeight = height / gridY;
  15229. const widthHalf = width / 2;
  15230. const heightHalf = height / 2;
  15231. const depthHalf = depth / 2;
  15232. const gridX1 = gridX + 1;
  15233. const gridY1 = gridY + 1;
  15234. let vertexCounter = 0;
  15235. let groupCount = 0;
  15236. const vector = new Vector3();
  15237. // generate vertices, normals and uvs
  15238. for ( let iy = 0; iy < gridY1; iy ++ ) {
  15239. const y = iy * segmentHeight - heightHalf;
  15240. for ( let ix = 0; ix < gridX1; ix ++ ) {
  15241. const x = ix * segmentWidth - widthHalf;
  15242. // set values to correct vector component
  15243. vector[ u ] = x * udir;
  15244. vector[ v ] = y * vdir;
  15245. vector[ w ] = depthHalf;
  15246. // now apply vector to vertex buffer
  15247. vertices.push( vector.x, vector.y, vector.z );
  15248. // set values to correct vector component
  15249. vector[ u ] = 0;
  15250. vector[ v ] = 0;
  15251. vector[ w ] = depth > 0 ? 1 : - 1;
  15252. // now apply vector to normal buffer
  15253. normals.push( vector.x, vector.y, vector.z );
  15254. // uvs
  15255. uvs.push( ix / gridX );
  15256. uvs.push( 1 - ( iy / gridY ) );
  15257. // counters
  15258. vertexCounter += 1;
  15259. }
  15260. }
  15261. // indices
  15262. // 1. you need three indices to draw a single face
  15263. // 2. a single segment consists of two faces
  15264. // 3. so we need to generate six (2*3) indices per segment
  15265. for ( let iy = 0; iy < gridY; iy ++ ) {
  15266. for ( let ix = 0; ix < gridX; ix ++ ) {
  15267. const a = numberOfVertices + ix + gridX1 * iy;
  15268. const b = numberOfVertices + ix + gridX1 * ( iy + 1 );
  15269. const c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 );
  15270. const d = numberOfVertices + ( ix + 1 ) + gridX1 * iy;
  15271. // faces
  15272. indices.push( a, b, d );
  15273. indices.push( b, c, d );
  15274. // increase counter
  15275. groupCount += 6;
  15276. }
  15277. }
  15278. // add a group to the geometry. this will ensure multi material support
  15279. scope.addGroup( groupStart, groupCount, materialIndex );
  15280. // calculate new start value for groups
  15281. groupStart += groupCount;
  15282. // update total number of vertices
  15283. numberOfVertices += vertexCounter;
  15284. }
  15285. }
  15286. copy( source ) {
  15287. super.copy( source );
  15288. this.parameters = Object.assign( {}, source.parameters );
  15289. return this;
  15290. }
  15291. /**
  15292. * Factory method for creating an instance of this class from the given
  15293. * JSON object.
  15294. *
  15295. * @param {Object} data - A JSON object representing the serialized geometry.
  15296. * @return {BoxGeometry} A new instance.
  15297. */
  15298. static fromJSON( data ) {
  15299. return new BoxGeometry( data.width, data.height, data.depth, data.widthSegments, data.heightSegments, data.depthSegments );
  15300. }
  15301. }
  15302. // Uniform Utilities
  15303. function cloneUniforms( src ) {
  15304. const dst = {};
  15305. for ( const u in src ) {
  15306. dst[ u ] = {};
  15307. for ( const p in src[ u ] ) {
  15308. const property = src[ u ][ p ];
  15309. if ( property && ( property.isColor ||
  15310. property.isMatrix3 || property.isMatrix4 ||
  15311. property.isVector2 || property.isVector3 || property.isVector4 ||
  15312. property.isTexture || property.isQuaternion ) ) {
  15313. if ( property.isRenderTargetTexture ) {
  15314. console.warn( 'UniformsUtils: Textures of render targets cannot be cloned via cloneUniforms() or mergeUniforms().' );
  15315. dst[ u ][ p ] = null;
  15316. } else {
  15317. dst[ u ][ p ] = property.clone();
  15318. }
  15319. } else if ( Array.isArray( property ) ) {
  15320. dst[ u ][ p ] = property.slice();
  15321. } else {
  15322. dst[ u ][ p ] = property;
  15323. }
  15324. }
  15325. }
  15326. return dst;
  15327. }
  15328. function mergeUniforms( uniforms ) {
  15329. const merged = {};
  15330. for ( let u = 0; u < uniforms.length; u ++ ) {
  15331. const tmp = cloneUniforms( uniforms[ u ] );
  15332. for ( const p in tmp ) {
  15333. merged[ p ] = tmp[ p ];
  15334. }
  15335. }
  15336. return merged;
  15337. }
  15338. function cloneUniformsGroups( src ) {
  15339. const dst = [];
  15340. for ( let u = 0; u < src.length; u ++ ) {
  15341. dst.push( src[ u ].clone() );
  15342. }
  15343. return dst;
  15344. }
  15345. function getUnlitUniformColorSpace( renderer ) {
  15346. const currentRenderTarget = renderer.getRenderTarget();
  15347. if ( currentRenderTarget === null ) {
  15348. // https://github.com/mrdoob/three.js/pull/23937#issuecomment-1111067398
  15349. return renderer.outputColorSpace;
  15350. }
  15351. // https://github.com/mrdoob/three.js/issues/27868
  15352. if ( currentRenderTarget.isXRRenderTarget === true ) {
  15353. return currentRenderTarget.texture.colorSpace;
  15354. }
  15355. return ColorManagement.workingColorSpace;
  15356. }
  15357. // Legacy
  15358. const UniformsUtils = { clone: cloneUniforms, merge: mergeUniforms };
  15359. var default_vertex = "void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}";
  15360. var default_fragment = "void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}";
  15361. /**
  15362. * A material rendered with custom shaders. A shader is a small program written in GLSL.
  15363. * that runs on the GPU. You may want to use a custom shader if you need to implement an
  15364. * effect not included with any of the built-in materials.
  15365. *
  15366. * There are the following notes to bear in mind when using a `ShaderMaterial`:
  15367. *
  15368. * - `ShaderMaterial` can only be used with {@link WebGLRenderer}.
  15369. * - Built in attributes and uniforms are passed to the shaders along with your code. If
  15370. * you don't want that, use {@link RawShaderMaterial} instead.
  15371. * - You can use the directive `#pragma unroll_loop_start` and `#pragma unroll_loop_end`
  15372. * in order to unroll a `for` loop in GLSL by the shader preprocessor. The directive has
  15373. * to be placed right above the loop. The loop formatting has to correspond to a defined standard.
  15374. * - The loop has to be [normalized]{@link https://en.wikipedia.org/wiki/Normalized_loop}.
  15375. * - The loop variable has to be *i*.
  15376. * - The value `UNROLLED_LOOP_INDEX` will be replaced with the explicitly
  15377. * value of *i* for the given iteration and can be used in preprocessor
  15378. * statements.
  15379. *
  15380. * ```js
  15381. * const material = new THREE.ShaderMaterial( {
  15382. * uniforms: {
  15383. * time: { value: 1.0 },
  15384. * resolution: { value: new THREE.Vector2() }
  15385. * },
  15386. * vertexShader: document.getElementById( 'vertexShader' ).textContent,
  15387. * fragmentShader: document.getElementById( 'fragmentShader' ).textContent
  15388. * } );
  15389. * ```
  15390. *
  15391. * @augments Material
  15392. */
  15393. class ShaderMaterial extends Material {
  15394. /**
  15395. * Constructs a new shader material.
  15396. *
  15397. * @param {Object} [parameters] - An object with one or more properties
  15398. * defining the material's appearance. Any property of the material
  15399. * (including any property from inherited materials) can be passed
  15400. * in here. Color values can be passed any type of value accepted
  15401. * by {@link Color#set}.
  15402. */
  15403. constructor( parameters ) {
  15404. super();
  15405. /**
  15406. * This flag can be used for type testing.
  15407. *
  15408. * @type {boolean}
  15409. * @readonly
  15410. * @default true
  15411. */
  15412. this.isShaderMaterial = true;
  15413. this.type = 'ShaderMaterial';
  15414. /**
  15415. * Defines custom constants using `#define` directives within the GLSL code
  15416. * for both the vertex shader and the fragment shader; each key/value pair
  15417. * yields another directive.
  15418. * ```js
  15419. * defines: {
  15420. * FOO: 15,
  15421. * BAR: true
  15422. * }
  15423. * ```
  15424. * Yields the lines:
  15425. * ```
  15426. * #define FOO 15
  15427. * #define BAR true
  15428. * ```
  15429. *
  15430. * @type {Object}
  15431. */
  15432. this.defines = {};
  15433. /**
  15434. * An object of the form:
  15435. * ```js
  15436. * {
  15437. * "uniform1": { value: 1.0 },
  15438. * "uniform2": { value: 2 }
  15439. * }
  15440. * ```
  15441. * specifying the uniforms to be passed to the shader code; keys are uniform
  15442. * names, values are definitions of the form
  15443. * ```
  15444. * {
  15445. * value: 1.0
  15446. * }
  15447. * ```
  15448. * where `value` is the value of the uniform. Names must match the name of
  15449. * the uniform, as defined in the GLSL code. Note that uniforms are refreshed
  15450. * on every frame, so updating the value of the uniform will immediately
  15451. * update the value available to the GLSL code.
  15452. *
  15453. * @type {Object}
  15454. */
  15455. this.uniforms = {};
  15456. /**
  15457. * An array holding uniforms groups for configuring UBOs.
  15458. *
  15459. * @type {Array<UniformsGroup>}
  15460. */
  15461. this.uniformsGroups = [];
  15462. /**
  15463. * Vertex shader GLSL code. This is the actual code for the shader.
  15464. *
  15465. * @type {string}
  15466. */
  15467. this.vertexShader = default_vertex;
  15468. /**
  15469. * Fragment shader GLSL code. This is the actual code for the shader.
  15470. *
  15471. * @type {string}
  15472. */
  15473. this.fragmentShader = default_fragment;
  15474. /**
  15475. * Controls line thickness or lines.
  15476. *
  15477. * WebGL and WebGPU ignore this setting and always render line primitives with a
  15478. * width of one pixel.
  15479. *
  15480. * @type {number}
  15481. * @default 1
  15482. */
  15483. this.linewidth = 1;
  15484. /**
  15485. * Renders the geometry as a wireframe.
  15486. *
  15487. * @type {boolean}
  15488. * @default false
  15489. */
  15490. this.wireframe = false;
  15491. /**
  15492. * Controls the thickness of the wireframe.
  15493. *
  15494. * WebGL and WebGPU ignore this property and always render
  15495. * 1 pixel wide lines.
  15496. *
  15497. * @type {number}
  15498. * @default 1
  15499. */
  15500. this.wireframeLinewidth = 1;
  15501. /**
  15502. * Define whether the material color is affected by global fog settings; `true`
  15503. * to pass fog uniforms to the shader.
  15504. *
  15505. * @type {boolean}
  15506. * @default false
  15507. */
  15508. this.fog = false;
  15509. /**
  15510. * Defines whether this material uses lighting; `true` to pass uniform data
  15511. * related to lighting to this shader.
  15512. *
  15513. * @type {boolean}
  15514. * @default false
  15515. */
  15516. this.lights = false;
  15517. /**
  15518. * Defines whether this material supports clipping; `true` to let the renderer
  15519. * pass the clippingPlanes uniform.
  15520. *
  15521. * @type {boolean}
  15522. * @default false
  15523. */
  15524. this.clipping = false;
  15525. /**
  15526. * Overwritten and set to `true` by default.
  15527. *
  15528. * @type {boolean}
  15529. * @default true
  15530. */
  15531. this.forceSinglePass = true;
  15532. /**
  15533. * This object allows to enable certain WebGL 2 extensions.
  15534. *
  15535. * - clipCullDistance: set to `true` to use vertex shader clipping
  15536. * - multiDraw: set to `true` to use vertex shader multi_draw / enable gl_DrawID
  15537. *
  15538. * @type {{clipCullDistance:false,multiDraw:false}}
  15539. */
  15540. this.extensions = {
  15541. clipCullDistance: false, // set to use vertex shader clipping
  15542. multiDraw: false // set to use vertex shader multi_draw / enable gl_DrawID
  15543. };
  15544. /**
  15545. * When the rendered geometry doesn't include these attributes but the
  15546. * material does, these default values will be passed to the shaders. This
  15547. * avoids errors when buffer data is missing.
  15548. *
  15549. * - color: [ 1, 1, 1 ]
  15550. * - uv: [ 0, 0 ]
  15551. * - uv1: [ 0, 0 ]
  15552. *
  15553. * @type {Object}
  15554. */
  15555. this.defaultAttributeValues = {
  15556. 'color': [ 1, 1, 1 ],
  15557. 'uv': [ 0, 0 ],
  15558. 'uv1': [ 0, 0 ]
  15559. };
  15560. /**
  15561. * If set, this calls [gl.bindAttribLocation]{@link https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/bindAttribLocation}
  15562. * to bind a generic vertex index to an attribute variable.
  15563. *
  15564. * @type {string|undefined}
  15565. * @default undefined
  15566. */
  15567. this.index0AttributeName = undefined;
  15568. /**
  15569. * Can be used to force a uniform update while changing uniforms in
  15570. * {@link Object3D#onBeforeRender}.
  15571. *
  15572. * @type {boolean}
  15573. * @default false
  15574. */
  15575. this.uniformsNeedUpdate = false;
  15576. /**
  15577. * Defines the GLSL version of custom shader code.
  15578. *
  15579. * @type {?(GLSL1|GLSL3)}
  15580. * @default null
  15581. */
  15582. this.glslVersion = null;
  15583. if ( parameters !== undefined ) {
  15584. this.setValues( parameters );
  15585. }
  15586. }
  15587. copy( source ) {
  15588. super.copy( source );
  15589. this.fragmentShader = source.fragmentShader;
  15590. this.vertexShader = source.vertexShader;
  15591. this.uniforms = cloneUniforms( source.uniforms );
  15592. this.uniformsGroups = cloneUniformsGroups( source.uniformsGroups );
  15593. this.defines = Object.assign( {}, source.defines );
  15594. this.wireframe = source.wireframe;
  15595. this.wireframeLinewidth = source.wireframeLinewidth;
  15596. this.fog = source.fog;
  15597. this.lights = source.lights;
  15598. this.clipping = source.clipping;
  15599. this.extensions = Object.assign( {}, source.extensions );
  15600. this.glslVersion = source.glslVersion;
  15601. return this;
  15602. }
  15603. toJSON( meta ) {
  15604. const data = super.toJSON( meta );
  15605. data.glslVersion = this.glslVersion;
  15606. data.uniforms = {};
  15607. for ( const name in this.uniforms ) {
  15608. const uniform = this.uniforms[ name ];
  15609. const value = uniform.value;
  15610. if ( value && value.isTexture ) {
  15611. data.uniforms[ name ] = {
  15612. type: 't',
  15613. value: value.toJSON( meta ).uuid
  15614. };
  15615. } else if ( value && value.isColor ) {
  15616. data.uniforms[ name ] = {
  15617. type: 'c',
  15618. value: value.getHex()
  15619. };
  15620. } else if ( value && value.isVector2 ) {
  15621. data.uniforms[ name ] = {
  15622. type: 'v2',
  15623. value: value.toArray()
  15624. };
  15625. } else if ( value && value.isVector3 ) {
  15626. data.uniforms[ name ] = {
  15627. type: 'v3',
  15628. value: value.toArray()
  15629. };
  15630. } else if ( value && value.isVector4 ) {
  15631. data.uniforms[ name ] = {
  15632. type: 'v4',
  15633. value: value.toArray()
  15634. };
  15635. } else if ( value && value.isMatrix3 ) {
  15636. data.uniforms[ name ] = {
  15637. type: 'm3',
  15638. value: value.toArray()
  15639. };
  15640. } else if ( value && value.isMatrix4 ) {
  15641. data.uniforms[ name ] = {
  15642. type: 'm4',
  15643. value: value.toArray()
  15644. };
  15645. } else {
  15646. data.uniforms[ name ] = {
  15647. value: value
  15648. };
  15649. // note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far
  15650. }
  15651. }
  15652. if ( Object.keys( this.defines ).length > 0 ) data.defines = this.defines;
  15653. data.vertexShader = this.vertexShader;
  15654. data.fragmentShader = this.fragmentShader;
  15655. data.lights = this.lights;
  15656. data.clipping = this.clipping;
  15657. const extensions = {};
  15658. for ( const key in this.extensions ) {
  15659. if ( this.extensions[ key ] === true ) extensions[ key ] = true;
  15660. }
  15661. if ( Object.keys( extensions ).length > 0 ) data.extensions = extensions;
  15662. return data;
  15663. }
  15664. }
  15665. /**
  15666. * Abstract base class for cameras. This class should always be inherited
  15667. * when you build a new camera.
  15668. *
  15669. * @abstract
  15670. * @augments Object3D
  15671. */
  15672. class Camera extends Object3D {
  15673. /**
  15674. * Constructs a new camera.
  15675. */
  15676. constructor() {
  15677. super();
  15678. /**
  15679. * This flag can be used for type testing.
  15680. *
  15681. * @type {boolean}
  15682. * @readonly
  15683. * @default true
  15684. */
  15685. this.isCamera = true;
  15686. this.type = 'Camera';
  15687. /**
  15688. * The inverse of the camera's world matrix.
  15689. *
  15690. * @type {Matrix4}
  15691. */
  15692. this.matrixWorldInverse = new Matrix4();
  15693. /**
  15694. * The camera's projection matrix.
  15695. *
  15696. * @type {Matrix4}
  15697. */
  15698. this.projectionMatrix = new Matrix4();
  15699. /**
  15700. * The inverse of the camera's projection matrix.
  15701. *
  15702. * @type {Matrix4}
  15703. */
  15704. this.projectionMatrixInverse = new Matrix4();
  15705. /**
  15706. * The coordinate system in which the camera is used.
  15707. *
  15708. * @type {(WebGLCoordinateSystem|WebGPUCoordinateSystem)}
  15709. */
  15710. this.coordinateSystem = WebGLCoordinateSystem;
  15711. }
  15712. copy( source, recursive ) {
  15713. super.copy( source, recursive );
  15714. this.matrixWorldInverse.copy( source.matrixWorldInverse );
  15715. this.projectionMatrix.copy( source.projectionMatrix );
  15716. this.projectionMatrixInverse.copy( source.projectionMatrixInverse );
  15717. this.coordinateSystem = source.coordinateSystem;
  15718. return this;
  15719. }
  15720. /**
  15721. * Returns a vector representing the ("look") direction of the 3D object in world space.
  15722. *
  15723. * This method is overwritten since cameras have a different forward vector compared to other
  15724. * 3D objects. A camera looks down its local, negative z-axis by default.
  15725. *
  15726. * @param {Vector3} target - The target vector the result is stored to.
  15727. * @return {Vector3} The 3D object's direction in world space.
  15728. */
  15729. getWorldDirection( target ) {
  15730. return super.getWorldDirection( target ).negate();
  15731. }
  15732. updateMatrixWorld( force ) {
  15733. super.updateMatrixWorld( force );
  15734. this.matrixWorldInverse.copy( this.matrixWorld ).invert();
  15735. }
  15736. updateWorldMatrix( updateParents, updateChildren ) {
  15737. super.updateWorldMatrix( updateParents, updateChildren );
  15738. this.matrixWorldInverse.copy( this.matrixWorld ).invert();
  15739. }
  15740. clone() {
  15741. return new this.constructor().copy( this );
  15742. }
  15743. }
  15744. const _v3$1 = /*@__PURE__*/ new Vector3();
  15745. const _minTarget = /*@__PURE__*/ new Vector2();
  15746. const _maxTarget = /*@__PURE__*/ new Vector2();
  15747. /**
  15748. * Camera that uses [perspective projection]{@link https://en.wikipedia.org/wiki/Perspective_(graphical)}.
  15749. *
  15750. * This projection mode is designed to mimic the way the human eye sees. It
  15751. * is the most common projection mode used for rendering a 3D scene.
  15752. *
  15753. * ```js
  15754. * const camera = new THREE.PerspectiveCamera( 45, width / height, 1, 1000 );
  15755. * scene.add( camera );
  15756. * ```
  15757. *
  15758. * @augments Camera
  15759. */
  15760. class PerspectiveCamera extends Camera {
  15761. /**
  15762. * Constructs a new perspective camera.
  15763. *
  15764. * @param {number} [fov=50] - The vertical field of view.
  15765. * @param {number} [aspect=1] - The aspect ratio.
  15766. * @param {number} [near=0.1] - The camera's near plane.
  15767. * @param {number} [far=2000] - The camera's far plane.
  15768. */
  15769. constructor( fov = 50, aspect = 1, near = 0.1, far = 2000 ) {
  15770. super();
  15771. /**
  15772. * This flag can be used for type testing.
  15773. *
  15774. * @type {boolean}
  15775. * @readonly
  15776. * @default true
  15777. */
  15778. this.isPerspectiveCamera = true;
  15779. this.type = 'PerspectiveCamera';
  15780. /**
  15781. * The vertical field of view, from bottom to top of view,
  15782. * in degrees.
  15783. *
  15784. * @type {number}
  15785. * @default 50
  15786. */
  15787. this.fov = fov;
  15788. /**
  15789. * The zoom factor of the camera.
  15790. *
  15791. * @type {number}
  15792. * @default 1
  15793. */
  15794. this.zoom = 1;
  15795. /**
  15796. * The camera's near plane. The valid range is greater than `0`
  15797. * and less than the current value of {@link PerspectiveCamera#far}.
  15798. *
  15799. * Note that, unlike for the {@link OrthographicCamera}, `0` is <em>not</em> a
  15800. * valid value for a perspective camera's near plane.
  15801. *
  15802. * @type {number}
  15803. * @default 0.1
  15804. */
  15805. this.near = near;
  15806. /**
  15807. * The camera's far plane. Must be greater than the
  15808. * current value of {@link PerspectiveCamera#near}.
  15809. *
  15810. * @type {number}
  15811. * @default 2000
  15812. */
  15813. this.far = far;
  15814. /**
  15815. * Object distance used for stereoscopy and depth-of-field effects. This
  15816. * parameter does not influence the projection matrix unless a
  15817. * {@link StereoCamera} is being used.
  15818. *
  15819. * @type {number}
  15820. * @default 10
  15821. */
  15822. this.focus = 10;
  15823. /**
  15824. * The aspect ratio, usually the canvas width / canvas height.
  15825. *
  15826. * @type {number}
  15827. * @default 1
  15828. */
  15829. this.aspect = aspect;
  15830. /**
  15831. * Represents the frustum window specification. This property should not be edited
  15832. * directly but via {@link PerspectiveCamera#setViewOffset} and {@link PerspectiveCamera#clearViewOffset}.
  15833. *
  15834. * @type {?Object}
  15835. * @default null
  15836. */
  15837. this.view = null;
  15838. /**
  15839. * Film size used for the larger axis. Default is `35` (millimeters). This
  15840. * parameter does not influence the projection matrix unless {@link PerspectiveCamera#filmOffset}
  15841. * is set to a nonzero value.
  15842. *
  15843. * @type {number}
  15844. * @default 35
  15845. */
  15846. this.filmGauge = 35;
  15847. /**
  15848. * Horizontal off-center offset in the same unit as {@link PerspectiveCamera#filmGauge}.
  15849. *
  15850. * @type {number}
  15851. * @default 0
  15852. */
  15853. this.filmOffset = 0;
  15854. this.updateProjectionMatrix();
  15855. }
  15856. copy( source, recursive ) {
  15857. super.copy( source, recursive );
  15858. this.fov = source.fov;
  15859. this.zoom = source.zoom;
  15860. this.near = source.near;
  15861. this.far = source.far;
  15862. this.focus = source.focus;
  15863. this.aspect = source.aspect;
  15864. this.view = source.view === null ? null : Object.assign( {}, source.view );
  15865. this.filmGauge = source.filmGauge;
  15866. this.filmOffset = source.filmOffset;
  15867. return this;
  15868. }
  15869. /**
  15870. * Sets the FOV by focal length in respect to the current {@link PerspectiveCamera#filmGauge}.
  15871. *
  15872. * The default film gauge is 35, so that the focal length can be specified for
  15873. * a 35mm (full frame) camera.
  15874. *
  15875. * @param {number} focalLength - Values for focal length and film gauge must have the same unit.
  15876. */
  15877. setFocalLength( focalLength ) {
  15878. /** see {@link http://www.bobatkins.com/photography/technical/field_of_view.html} */
  15879. const vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;
  15880. this.fov = RAD2DEG * 2 * Math.atan( vExtentSlope );
  15881. this.updateProjectionMatrix();
  15882. }
  15883. /**
  15884. * Returns the focal length from the current {@link PerspectiveCamera#fov} and
  15885. * {@link PerspectiveCamera#filmGauge}.
  15886. *
  15887. * @return {number} The computed focal length.
  15888. */
  15889. getFocalLength() {
  15890. const vExtentSlope = Math.tan( DEG2RAD * 0.5 * this.fov );
  15891. return 0.5 * this.getFilmHeight() / vExtentSlope;
  15892. }
  15893. /**
  15894. * Returns the current vertical field of view angle in degrees considering {@link PerspectiveCamera#zoom}.
  15895. *
  15896. * @return {number} The effective FOV.
  15897. */
  15898. getEffectiveFOV() {
  15899. return RAD2DEG * 2 * Math.atan(
  15900. Math.tan( DEG2RAD * 0.5 * this.fov ) / this.zoom );
  15901. }
  15902. /**
  15903. * Returns the width of the image on the film. If {@link PerspectiveCamera#aspect} is greater than or
  15904. * equal to one (landscape format), the result equals {@link PerspectiveCamera#filmGauge}.
  15905. *
  15906. * @return {number} The film width.
  15907. */
  15908. getFilmWidth() {
  15909. // film not completely covered in portrait format (aspect < 1)
  15910. return this.filmGauge * Math.min( this.aspect, 1 );
  15911. }
  15912. /**
  15913. * Returns the height of the image on the film. If {@link PerspectiveCamera#aspect} is greater than or
  15914. * equal to one (landscape format), the result equals {@link PerspectiveCamera#filmGauge}.
  15915. *
  15916. * @return {number} The film width.
  15917. */
  15918. getFilmHeight() {
  15919. // film not completely covered in landscape format (aspect > 1)
  15920. return this.filmGauge / Math.max( this.aspect, 1 );
  15921. }
  15922. /**
  15923. * Computes the 2D bounds of the camera's viewable rectangle at a given distance along the viewing direction.
  15924. * Sets `minTarget` and `maxTarget` to the coordinates of the lower-left and upper-right corners of the view rectangle.
  15925. *
  15926. * @param {number} distance - The viewing distance.
  15927. * @param {Vector2} minTarget - The lower-left corner of the view rectangle is written into this vector.
  15928. * @param {Vector2} maxTarget - The upper-right corner of the view rectangle is written into this vector.
  15929. */
  15930. getViewBounds( distance, minTarget, maxTarget ) {
  15931. _v3$1.set( - 1, - 1, 0.5 ).applyMatrix4( this.projectionMatrixInverse );
  15932. minTarget.set( _v3$1.x, _v3$1.y ).multiplyScalar( - distance / _v3$1.z );
  15933. _v3$1.set( 1, 1, 0.5 ).applyMatrix4( this.projectionMatrixInverse );
  15934. maxTarget.set( _v3$1.x, _v3$1.y ).multiplyScalar( - distance / _v3$1.z );
  15935. }
  15936. /**
  15937. * Computes the width and height of the camera's viewable rectangle at a given distance along the viewing direction.
  15938. *
  15939. * @param {number} distance - The viewing distance.
  15940. * @param {Vector2} target - The target vector that is used to store result where x is width and y is height.
  15941. * @returns {Vector2} The view size.
  15942. */
  15943. getViewSize( distance, target ) {
  15944. this.getViewBounds( distance, _minTarget, _maxTarget );
  15945. return target.subVectors( _maxTarget, _minTarget );
  15946. }
  15947. /**
  15948. * Sets an offset in a larger frustum. This is useful for multi-window or
  15949. * multi-monitor/multi-machine setups.
  15950. *
  15951. * For example, if you have 3x2 monitors and each monitor is 1920x1080 and
  15952. * the monitors are in grid like this
  15953. *```
  15954. * +---+---+---+
  15955. * | A | B | C |
  15956. * +---+---+---+
  15957. * | D | E | F |
  15958. * +---+---+---+
  15959. *```
  15960. * then for each monitor you would call it like this:
  15961. *```js
  15962. * const w = 1920;
  15963. * const h = 1080;
  15964. * const fullWidth = w * 3;
  15965. * const fullHeight = h * 2;
  15966. *
  15967. * // --A--
  15968. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
  15969. * // --B--
  15970. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
  15971. * // --C--
  15972. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
  15973. * // --D--
  15974. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
  15975. * // --E--
  15976. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
  15977. * // --F--
  15978. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
  15979. * ```
  15980. *
  15981. * Note there is no reason monitors have to be the same size or in a grid.
  15982. *
  15983. * @param {number} fullWidth - The full width of multiview setup.
  15984. * @param {number} fullHeight - The full height of multiview setup.
  15985. * @param {number} x - The horizontal offset of the subcamera.
  15986. * @param {number} y - The vertical offset of the subcamera.
  15987. * @param {number} width - The width of subcamera.
  15988. * @param {number} height - The height of subcamera.
  15989. */
  15990. setViewOffset( fullWidth, fullHeight, x, y, width, height ) {
  15991. this.aspect = fullWidth / fullHeight;
  15992. if ( this.view === null ) {
  15993. this.view = {
  15994. enabled: true,
  15995. fullWidth: 1,
  15996. fullHeight: 1,
  15997. offsetX: 0,
  15998. offsetY: 0,
  15999. width: 1,
  16000. height: 1
  16001. };
  16002. }
  16003. this.view.enabled = true;
  16004. this.view.fullWidth = fullWidth;
  16005. this.view.fullHeight = fullHeight;
  16006. this.view.offsetX = x;
  16007. this.view.offsetY = y;
  16008. this.view.width = width;
  16009. this.view.height = height;
  16010. this.updateProjectionMatrix();
  16011. }
  16012. /**
  16013. * Removes the view offset from the projection matrix.
  16014. */
  16015. clearViewOffset() {
  16016. if ( this.view !== null ) {
  16017. this.view.enabled = false;
  16018. }
  16019. this.updateProjectionMatrix();
  16020. }
  16021. /**
  16022. * Updates the camera's projection matrix. Must be called after any change of
  16023. * camera properties.
  16024. */
  16025. updateProjectionMatrix() {
  16026. const near = this.near;
  16027. let top = near * Math.tan( DEG2RAD * 0.5 * this.fov ) / this.zoom;
  16028. let height = 2 * top;
  16029. let width = this.aspect * height;
  16030. let left = - 0.5 * width;
  16031. const view = this.view;
  16032. if ( this.view !== null && this.view.enabled ) {
  16033. const fullWidth = view.fullWidth,
  16034. fullHeight = view.fullHeight;
  16035. left += view.offsetX * width / fullWidth;
  16036. top -= view.offsetY * height / fullHeight;
  16037. width *= view.width / fullWidth;
  16038. height *= view.height / fullHeight;
  16039. }
  16040. const skew = this.filmOffset;
  16041. if ( skew !== 0 ) left += near * skew / this.getFilmWidth();
  16042. this.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far, this.coordinateSystem );
  16043. this.projectionMatrixInverse.copy( this.projectionMatrix ).invert();
  16044. }
  16045. toJSON( meta ) {
  16046. const data = super.toJSON( meta );
  16047. data.object.fov = this.fov;
  16048. data.object.zoom = this.zoom;
  16049. data.object.near = this.near;
  16050. data.object.far = this.far;
  16051. data.object.focus = this.focus;
  16052. data.object.aspect = this.aspect;
  16053. if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );
  16054. data.object.filmGauge = this.filmGauge;
  16055. data.object.filmOffset = this.filmOffset;
  16056. return data;
  16057. }
  16058. }
  16059. const fov = - 90; // negative fov is not an error
  16060. const aspect = 1;
  16061. /**
  16062. * A special type of camera that is positioned in 3D space to render its surroundings into a
  16063. * cube render target. The render target can then be used as an environment map for rendering
  16064. * realtime reflections in your scene.
  16065. *
  16066. * ```js
  16067. * // Create cube render target
  16068. * const cubeRenderTarget = new THREE.WebGLCubeRenderTarget( 256, { generateMipmaps: true, minFilter: THREE.LinearMipmapLinearFilter } );
  16069. *
  16070. * // Create cube camera
  16071. * const cubeCamera = new THREE.CubeCamera( 1, 100000, cubeRenderTarget );
  16072. * scene.add( cubeCamera );
  16073. *
  16074. * // Create car
  16075. * const chromeMaterial = new THREE.MeshLambertMaterial( { color: 0xffffff, envMap: cubeRenderTarget.texture } );
  16076. * const car = new THREE.Mesh( carGeometry, chromeMaterial );
  16077. * scene.add( car );
  16078. *
  16079. * // Update the render target cube
  16080. * car.visible = false;
  16081. * cubeCamera.position.copy( car.position );
  16082. * cubeCamera.update( renderer, scene );
  16083. *
  16084. * // Render the scene
  16085. * car.visible = true;
  16086. * renderer.render( scene, camera );
  16087. * ```
  16088. *
  16089. * @augments Object3D
  16090. */
  16091. class CubeCamera extends Object3D {
  16092. /**
  16093. * Constructs a new cube camera.
  16094. *
  16095. * @param {number} near - The camera's near plane.
  16096. * @param {number} far - The camera's far plane.
  16097. * @param {WebGLCubeRenderTarget} renderTarget - The cube render target.
  16098. */
  16099. constructor( near, far, renderTarget ) {
  16100. super();
  16101. this.type = 'CubeCamera';
  16102. /**
  16103. * A reference to the cube render target.
  16104. *
  16105. * @type {WebGLCubeRenderTarget}
  16106. */
  16107. this.renderTarget = renderTarget;
  16108. /**
  16109. * The current active coordinate system.
  16110. *
  16111. * @type {?(WebGLCoordinateSystem|WebGPUCoordinateSystem)}
  16112. * @default null
  16113. */
  16114. this.coordinateSystem = null;
  16115. /**
  16116. * The current active mipmap level
  16117. *
  16118. * @type {number}
  16119. * @default 0
  16120. */
  16121. this.activeMipmapLevel = 0;
  16122. const cameraPX = new PerspectiveCamera( fov, aspect, near, far );
  16123. cameraPX.layers = this.layers;
  16124. this.add( cameraPX );
  16125. const cameraNX = new PerspectiveCamera( fov, aspect, near, far );
  16126. cameraNX.layers = this.layers;
  16127. this.add( cameraNX );
  16128. const cameraPY = new PerspectiveCamera( fov, aspect, near, far );
  16129. cameraPY.layers = this.layers;
  16130. this.add( cameraPY );
  16131. const cameraNY = new PerspectiveCamera( fov, aspect, near, far );
  16132. cameraNY.layers = this.layers;
  16133. this.add( cameraNY );
  16134. const cameraPZ = new PerspectiveCamera( fov, aspect, near, far );
  16135. cameraPZ.layers = this.layers;
  16136. this.add( cameraPZ );
  16137. const cameraNZ = new PerspectiveCamera( fov, aspect, near, far );
  16138. cameraNZ.layers = this.layers;
  16139. this.add( cameraNZ );
  16140. }
  16141. /**
  16142. * Must be called when the coordinate system of the cube camera is changed.
  16143. */
  16144. updateCoordinateSystem() {
  16145. const coordinateSystem = this.coordinateSystem;
  16146. const cameras = this.children.concat();
  16147. const [ cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ ] = cameras;
  16148. for ( const camera of cameras ) this.remove( camera );
  16149. if ( coordinateSystem === WebGLCoordinateSystem ) {
  16150. cameraPX.up.set( 0, 1, 0 );
  16151. cameraPX.lookAt( 1, 0, 0 );
  16152. cameraNX.up.set( 0, 1, 0 );
  16153. cameraNX.lookAt( - 1, 0, 0 );
  16154. cameraPY.up.set( 0, 0, - 1 );
  16155. cameraPY.lookAt( 0, 1, 0 );
  16156. cameraNY.up.set( 0, 0, 1 );
  16157. cameraNY.lookAt( 0, - 1, 0 );
  16158. cameraPZ.up.set( 0, 1, 0 );
  16159. cameraPZ.lookAt( 0, 0, 1 );
  16160. cameraNZ.up.set( 0, 1, 0 );
  16161. cameraNZ.lookAt( 0, 0, - 1 );
  16162. } else if ( coordinateSystem === WebGPUCoordinateSystem ) {
  16163. cameraPX.up.set( 0, - 1, 0 );
  16164. cameraPX.lookAt( - 1, 0, 0 );
  16165. cameraNX.up.set( 0, - 1, 0 );
  16166. cameraNX.lookAt( 1, 0, 0 );
  16167. cameraPY.up.set( 0, 0, 1 );
  16168. cameraPY.lookAt( 0, 1, 0 );
  16169. cameraNY.up.set( 0, 0, - 1 );
  16170. cameraNY.lookAt( 0, - 1, 0 );
  16171. cameraPZ.up.set( 0, - 1, 0 );
  16172. cameraPZ.lookAt( 0, 0, 1 );
  16173. cameraNZ.up.set( 0, - 1, 0 );
  16174. cameraNZ.lookAt( 0, 0, - 1 );
  16175. } else {
  16176. throw new Error( 'THREE.CubeCamera.updateCoordinateSystem(): Invalid coordinate system: ' + coordinateSystem );
  16177. }
  16178. for ( const camera of cameras ) {
  16179. this.add( camera );
  16180. camera.updateMatrixWorld();
  16181. }
  16182. }
  16183. /**
  16184. * Calling this method will render the given scene with the given renderer
  16185. * into the cube render target of the camera.
  16186. *
  16187. * @param {(Renderer|WebGLRenderer)} renderer - The renderer.
  16188. * @param {Scene} scene - The scene to render.
  16189. */
  16190. update( renderer, scene ) {
  16191. if ( this.parent === null ) this.updateMatrixWorld();
  16192. const { renderTarget, activeMipmapLevel } = this;
  16193. if ( this.coordinateSystem !== renderer.coordinateSystem ) {
  16194. this.coordinateSystem = renderer.coordinateSystem;
  16195. this.updateCoordinateSystem();
  16196. }
  16197. const [ cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ ] = this.children;
  16198. const currentRenderTarget = renderer.getRenderTarget();
  16199. const currentActiveCubeFace = renderer.getActiveCubeFace();
  16200. const currentActiveMipmapLevel = renderer.getActiveMipmapLevel();
  16201. const currentXrEnabled = renderer.xr.enabled;
  16202. renderer.xr.enabled = false;
  16203. const generateMipmaps = renderTarget.texture.generateMipmaps;
  16204. renderTarget.texture.generateMipmaps = false;
  16205. renderer.setRenderTarget( renderTarget, 0, activeMipmapLevel );
  16206. renderer.render( scene, cameraPX );
  16207. renderer.setRenderTarget( renderTarget, 1, activeMipmapLevel );
  16208. renderer.render( scene, cameraNX );
  16209. renderer.setRenderTarget( renderTarget, 2, activeMipmapLevel );
  16210. renderer.render( scene, cameraPY );
  16211. renderer.setRenderTarget( renderTarget, 3, activeMipmapLevel );
  16212. renderer.render( scene, cameraNY );
  16213. renderer.setRenderTarget( renderTarget, 4, activeMipmapLevel );
  16214. renderer.render( scene, cameraPZ );
  16215. // mipmaps are generated during the last call of render()
  16216. // at this point, all sides of the cube render target are defined
  16217. renderTarget.texture.generateMipmaps = generateMipmaps;
  16218. renderer.setRenderTarget( renderTarget, 5, activeMipmapLevel );
  16219. renderer.render( scene, cameraNZ );
  16220. renderer.setRenderTarget( currentRenderTarget, currentActiveCubeFace, currentActiveMipmapLevel );
  16221. renderer.xr.enabled = currentXrEnabled;
  16222. renderTarget.texture.needsPMREMUpdate = true;
  16223. }
  16224. }
  16225. /**
  16226. * Creates a cube texture made up of six images.
  16227. *
  16228. * ```js
  16229. * const loader = new THREE.CubeTextureLoader();
  16230. * loader.setPath( 'textures/cube/pisa/' );
  16231. *
  16232. * const textureCube = loader.load( [
  16233. * 'px.png', 'nx.png', 'py.png', 'ny.png', 'pz.png', 'nz.png'
  16234. * ] );
  16235. *
  16236. * const material = new THREE.MeshBasicMaterial( { color: 0xffffff, envMap: textureCube } );
  16237. * ```
  16238. *
  16239. * @augments Texture
  16240. */
  16241. class CubeTexture extends Texture {
  16242. /**
  16243. * Constructs a new cube texture.
  16244. *
  16245. * @param {Array<Image>} [images=[]] - An array holding a image for each side of a cube.
  16246. * @param {number} [mapping=CubeReflectionMapping] - The texture mapping.
  16247. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  16248. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  16249. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  16250. * @param {number} [minFilter=LinearMipmapLinearFilter] - The min filter value.
  16251. * @param {number} [format=RGBAFormat] - The texture format.
  16252. * @param {number} [type=UnsignedByteType] - The texture type.
  16253. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  16254. * @param {string} [colorSpace=NoColorSpace] - The color space value.
  16255. */
  16256. constructor( images = [], mapping = CubeReflectionMapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace ) {
  16257. super( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace );
  16258. /**
  16259. * This flag can be used for type testing.
  16260. *
  16261. * @type {boolean}
  16262. * @readonly
  16263. * @default true
  16264. */
  16265. this.isCubeTexture = true;
  16266. /**
  16267. * If set to `true`, the texture is flipped along the vertical axis when
  16268. * uploaded to the GPU.
  16269. *
  16270. * Overwritten and set to `false` by default.
  16271. *
  16272. * @type {boolean}
  16273. * @default false
  16274. */
  16275. this.flipY = false;
  16276. }
  16277. /**
  16278. * Alias for {@link CubeTexture#image}.
  16279. *
  16280. * @type {Array<Image>}
  16281. */
  16282. get images() {
  16283. return this.image;
  16284. }
  16285. set images( value ) {
  16286. this.image = value;
  16287. }
  16288. }
  16289. /**
  16290. * A cube render target used in context of {@link WebGLRenderer}.
  16291. *
  16292. * @augments WebGLRenderTarget
  16293. */
  16294. class WebGLCubeRenderTarget extends WebGLRenderTarget {
  16295. /**
  16296. * Constructs a new cube render target.
  16297. *
  16298. * @param {number} [size=1] - The size of the render target.
  16299. * @param {RenderTarget~Options} [options] - The configuration object.
  16300. */
  16301. constructor( size = 1, options = {} ) {
  16302. super( size, size, options );
  16303. /**
  16304. * This flag can be used for type testing.
  16305. *
  16306. * @type {boolean}
  16307. * @readonly
  16308. * @default true
  16309. */
  16310. this.isWebGLCubeRenderTarget = true;
  16311. const image = { width: size, height: size, depth: 1 };
  16312. const images = [ image, image, image, image, image, image ];
  16313. /**
  16314. * Overwritten with a different texture type.
  16315. *
  16316. * @type {DataArrayTexture}
  16317. */
  16318. this.texture = new CubeTexture( images, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.colorSpace );
  16319. // By convention -- likely based on the RenderMan spec from the 1990's -- cube maps are specified by WebGL (and three.js)
  16320. // in a coordinate system in which positive-x is to the right when looking up the positive-z axis -- in other words,
  16321. // in a left-handed coordinate system. By continuing this convention, preexisting cube maps continued to render correctly.
  16322. // three.js uses a right-handed coordinate system. So environment maps used in three.js appear to have px and nx swapped
  16323. // and the flag isRenderTargetTexture controls this conversion. The flip is not required when using WebGLCubeRenderTarget.texture
  16324. // as a cube texture (this is detected when isRenderTargetTexture is set to true for cube textures).
  16325. this.texture.isRenderTargetTexture = true;
  16326. this.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false;
  16327. this.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter;
  16328. }
  16329. /**
  16330. * Converts the given equirectangular texture to a cube map.
  16331. *
  16332. * @param {WebGLRenderer} renderer - The renderer.
  16333. * @param {Texture} texture - The equirectangular texture.
  16334. * @return {WebGLCubeRenderTarget} A reference to this cube render target.
  16335. */
  16336. fromEquirectangularTexture( renderer, texture ) {
  16337. this.texture.type = texture.type;
  16338. this.texture.colorSpace = texture.colorSpace;
  16339. this.texture.generateMipmaps = texture.generateMipmaps;
  16340. this.texture.minFilter = texture.minFilter;
  16341. this.texture.magFilter = texture.magFilter;
  16342. const shader = {
  16343. uniforms: {
  16344. tEquirect: { value: null },
  16345. },
  16346. vertexShader: /* glsl */`
  16347. varying vec3 vWorldDirection;
  16348. vec3 transformDirection( in vec3 dir, in mat4 matrix ) {
  16349. return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );
  16350. }
  16351. void main() {
  16352. vWorldDirection = transformDirection( position, modelMatrix );
  16353. #include <begin_vertex>
  16354. #include <project_vertex>
  16355. }
  16356. `,
  16357. fragmentShader: /* glsl */`
  16358. uniform sampler2D tEquirect;
  16359. varying vec3 vWorldDirection;
  16360. #include <common>
  16361. void main() {
  16362. vec3 direction = normalize( vWorldDirection );
  16363. vec2 sampleUV = equirectUv( direction );
  16364. gl_FragColor = texture2D( tEquirect, sampleUV );
  16365. }
  16366. `
  16367. };
  16368. const geometry = new BoxGeometry( 5, 5, 5 );
  16369. const material = new ShaderMaterial( {
  16370. name: 'CubemapFromEquirect',
  16371. uniforms: cloneUniforms( shader.uniforms ),
  16372. vertexShader: shader.vertexShader,
  16373. fragmentShader: shader.fragmentShader,
  16374. side: BackSide,
  16375. blending: NoBlending
  16376. } );
  16377. material.uniforms.tEquirect.value = texture;
  16378. const mesh = new Mesh( geometry, material );
  16379. const currentMinFilter = texture.minFilter;
  16380. // Avoid blurred poles
  16381. if ( texture.minFilter === LinearMipmapLinearFilter ) texture.minFilter = LinearFilter;
  16382. const camera = new CubeCamera( 1, 10, this );
  16383. camera.update( renderer, mesh );
  16384. texture.minFilter = currentMinFilter;
  16385. mesh.geometry.dispose();
  16386. mesh.material.dispose();
  16387. return this;
  16388. }
  16389. /**
  16390. * Clears this cube render target.
  16391. *
  16392. * @param {WebGLRenderer} renderer - The renderer.
  16393. * @param {boolean} [color=true] - Whether the color buffer should be cleared or not.
  16394. * @param {boolean} [depth=true] - Whether the depth buffer should be cleared or not.
  16395. * @param {boolean} [stencil=true] - Whether the stencil buffer should be cleared or not.
  16396. */
  16397. clear( renderer, color = true, depth = true, stencil = true ) {
  16398. const currentRenderTarget = renderer.getRenderTarget();
  16399. for ( let i = 0; i < 6; i ++ ) {
  16400. renderer.setRenderTarget( this, i );
  16401. renderer.clear( color, depth, stencil );
  16402. }
  16403. renderer.setRenderTarget( currentRenderTarget );
  16404. }
  16405. }
  16406. /**
  16407. * This is almost identical to an {@link Object3D}. Its purpose is to
  16408. * make working with groups of objects syntactically clearer.
  16409. *
  16410. * ```js
  16411. * // Create a group and add the two cubes.
  16412. * // These cubes can now be rotated / scaled etc as a group.
  16413. * const group = new THREE.Group();
  16414. *
  16415. * group.add( meshA );
  16416. * group.add( meshB );
  16417. *
  16418. * scene.add( group );
  16419. * ```
  16420. *
  16421. * @augments Object3D
  16422. */
  16423. class Group extends Object3D {
  16424. constructor() {
  16425. super();
  16426. /**
  16427. * This flag can be used for type testing.
  16428. *
  16429. * @type {boolean}
  16430. * @readonly
  16431. * @default true
  16432. */
  16433. this.isGroup = true;
  16434. this.type = 'Group';
  16435. }
  16436. }
  16437. const _moveEvent = { type: 'move' };
  16438. /**
  16439. * Class for representing a XR controller with its
  16440. * different coordinate systems.
  16441. *
  16442. * @private
  16443. */
  16444. class WebXRController {
  16445. /**
  16446. * Constructs a new XR controller.
  16447. */
  16448. constructor() {
  16449. /**
  16450. * A group representing the target ray space
  16451. * of the XR controller.
  16452. *
  16453. * @private
  16454. * @type {?Group}
  16455. * @default null
  16456. */
  16457. this._targetRay = null;
  16458. /**
  16459. * A group representing the grip space
  16460. * of the XR controller.
  16461. *
  16462. * @private
  16463. * @type {?Group}
  16464. * @default null
  16465. */
  16466. this._grip = null;
  16467. /**
  16468. * A group representing the hand space
  16469. * of the XR controller.
  16470. *
  16471. * @private
  16472. * @type {?Group}
  16473. * @default null
  16474. */
  16475. this._hand = null;
  16476. }
  16477. /**
  16478. * Returns a group representing the hand space of the XR controller.
  16479. *
  16480. * @return {Group} A group representing the hand space of the XR controller.
  16481. */
  16482. getHandSpace() {
  16483. if ( this._hand === null ) {
  16484. this._hand = new Group();
  16485. this._hand.matrixAutoUpdate = false;
  16486. this._hand.visible = false;
  16487. this._hand.joints = {};
  16488. this._hand.inputState = { pinching: false };
  16489. }
  16490. return this._hand;
  16491. }
  16492. /**
  16493. * Returns a group representing the target ray space of the XR controller.
  16494. *
  16495. * @return {Group} A group representing the target ray space of the XR controller.
  16496. */
  16497. getTargetRaySpace() {
  16498. if ( this._targetRay === null ) {
  16499. this._targetRay = new Group();
  16500. this._targetRay.matrixAutoUpdate = false;
  16501. this._targetRay.visible = false;
  16502. this._targetRay.hasLinearVelocity = false;
  16503. this._targetRay.linearVelocity = new Vector3();
  16504. this._targetRay.hasAngularVelocity = false;
  16505. this._targetRay.angularVelocity = new Vector3();
  16506. }
  16507. return this._targetRay;
  16508. }
  16509. /**
  16510. * Returns a group representing the grip space of the XR controller.
  16511. *
  16512. * @return {Group} A group representing the grip space of the XR controller.
  16513. */
  16514. getGripSpace() {
  16515. if ( this._grip === null ) {
  16516. this._grip = new Group();
  16517. this._grip.matrixAutoUpdate = false;
  16518. this._grip.visible = false;
  16519. this._grip.hasLinearVelocity = false;
  16520. this._grip.linearVelocity = new Vector3();
  16521. this._grip.hasAngularVelocity = false;
  16522. this._grip.angularVelocity = new Vector3();
  16523. }
  16524. return this._grip;
  16525. }
  16526. /**
  16527. * Dispatches the given event to the groups representing
  16528. * the different coordinate spaces of the XR controller.
  16529. *
  16530. * @param {Object} event - The event to dispatch.
  16531. * @return {WebXRController} A reference to this instance.
  16532. */
  16533. dispatchEvent( event ) {
  16534. if ( this._targetRay !== null ) {
  16535. this._targetRay.dispatchEvent( event );
  16536. }
  16537. if ( this._grip !== null ) {
  16538. this._grip.dispatchEvent( event );
  16539. }
  16540. if ( this._hand !== null ) {
  16541. this._hand.dispatchEvent( event );
  16542. }
  16543. return this;
  16544. }
  16545. /**
  16546. * Connects the controller with the given XR input source.
  16547. *
  16548. * @param {XRInputSource} inputSource - The input source.
  16549. * @return {WebXRController} A reference to this instance.
  16550. */
  16551. connect( inputSource ) {
  16552. if ( inputSource && inputSource.hand ) {
  16553. const hand = this._hand;
  16554. if ( hand ) {
  16555. for ( const inputjoint of inputSource.hand.values() ) {
  16556. // Initialize hand with joints when connected
  16557. this._getHandJoint( hand, inputjoint );
  16558. }
  16559. }
  16560. }
  16561. this.dispatchEvent( { type: 'connected', data: inputSource } );
  16562. return this;
  16563. }
  16564. /**
  16565. * Disconnects the controller from the given XR input source.
  16566. *
  16567. * @param {XRInputSource} inputSource - The input source.
  16568. * @return {WebXRController} A reference to this instance.
  16569. */
  16570. disconnect( inputSource ) {
  16571. this.dispatchEvent( { type: 'disconnected', data: inputSource } );
  16572. if ( this._targetRay !== null ) {
  16573. this._targetRay.visible = false;
  16574. }
  16575. if ( this._grip !== null ) {
  16576. this._grip.visible = false;
  16577. }
  16578. if ( this._hand !== null ) {
  16579. this._hand.visible = false;
  16580. }
  16581. return this;
  16582. }
  16583. /**
  16584. * Updates the controller with the given input source, XR frame and reference space.
  16585. * This updates the transformations of the groups that represent the different
  16586. * coordinate systems of the controller.
  16587. *
  16588. * @param {XRInputSource} inputSource - The input source.
  16589. * @param {XRFrame} frame - The XR frame.
  16590. * @param {XRReferenceSpace} referenceSpace - The reference space.
  16591. * @return {WebXRController} A reference to this instance.
  16592. */
  16593. update( inputSource, frame, referenceSpace ) {
  16594. let inputPose = null;
  16595. let gripPose = null;
  16596. let handPose = null;
  16597. const targetRay = this._targetRay;
  16598. const grip = this._grip;
  16599. const hand = this._hand;
  16600. if ( inputSource && frame.session.visibilityState !== 'visible-blurred' ) {
  16601. if ( hand && inputSource.hand ) {
  16602. handPose = true;
  16603. for ( const inputjoint of inputSource.hand.values() ) {
  16604. // Update the joints groups with the XRJoint poses
  16605. const jointPose = frame.getJointPose( inputjoint, referenceSpace );
  16606. // The transform of this joint will be updated with the joint pose on each frame
  16607. const joint = this._getHandJoint( hand, inputjoint );
  16608. if ( jointPose !== null ) {
  16609. joint.matrix.fromArray( jointPose.transform.matrix );
  16610. joint.matrix.decompose( joint.position, joint.rotation, joint.scale );
  16611. joint.matrixWorldNeedsUpdate = true;
  16612. joint.jointRadius = jointPose.radius;
  16613. }
  16614. joint.visible = jointPose !== null;
  16615. }
  16616. // Custom events
  16617. // Check pinchz
  16618. const indexTip = hand.joints[ 'index-finger-tip' ];
  16619. const thumbTip = hand.joints[ 'thumb-tip' ];
  16620. const distance = indexTip.position.distanceTo( thumbTip.position );
  16621. const distanceToPinch = 0.02;
  16622. const threshold = 0.005;
  16623. if ( hand.inputState.pinching && distance > distanceToPinch + threshold ) {
  16624. hand.inputState.pinching = false;
  16625. this.dispatchEvent( {
  16626. type: 'pinchend',
  16627. handedness: inputSource.handedness,
  16628. target: this
  16629. } );
  16630. } else if ( ! hand.inputState.pinching && distance <= distanceToPinch - threshold ) {
  16631. hand.inputState.pinching = true;
  16632. this.dispatchEvent( {
  16633. type: 'pinchstart',
  16634. handedness: inputSource.handedness,
  16635. target: this
  16636. } );
  16637. }
  16638. } else {
  16639. if ( grip !== null && inputSource.gripSpace ) {
  16640. gripPose = frame.getPose( inputSource.gripSpace, referenceSpace );
  16641. if ( gripPose !== null ) {
  16642. grip.matrix.fromArray( gripPose.transform.matrix );
  16643. grip.matrix.decompose( grip.position, grip.rotation, grip.scale );
  16644. grip.matrixWorldNeedsUpdate = true;
  16645. if ( gripPose.linearVelocity ) {
  16646. grip.hasLinearVelocity = true;
  16647. grip.linearVelocity.copy( gripPose.linearVelocity );
  16648. } else {
  16649. grip.hasLinearVelocity = false;
  16650. }
  16651. if ( gripPose.angularVelocity ) {
  16652. grip.hasAngularVelocity = true;
  16653. grip.angularVelocity.copy( gripPose.angularVelocity );
  16654. } else {
  16655. grip.hasAngularVelocity = false;
  16656. }
  16657. }
  16658. }
  16659. }
  16660. if ( targetRay !== null ) {
  16661. inputPose = frame.getPose( inputSource.targetRaySpace, referenceSpace );
  16662. // Some runtimes (namely Vive Cosmos with Vive OpenXR Runtime) have only grip space and ray space is equal to it
  16663. if ( inputPose === null && gripPose !== null ) {
  16664. inputPose = gripPose;
  16665. }
  16666. if ( inputPose !== null ) {
  16667. targetRay.matrix.fromArray( inputPose.transform.matrix );
  16668. targetRay.matrix.decompose( targetRay.position, targetRay.rotation, targetRay.scale );
  16669. targetRay.matrixWorldNeedsUpdate = true;
  16670. if ( inputPose.linearVelocity ) {
  16671. targetRay.hasLinearVelocity = true;
  16672. targetRay.linearVelocity.copy( inputPose.linearVelocity );
  16673. } else {
  16674. targetRay.hasLinearVelocity = false;
  16675. }
  16676. if ( inputPose.angularVelocity ) {
  16677. targetRay.hasAngularVelocity = true;
  16678. targetRay.angularVelocity.copy( inputPose.angularVelocity );
  16679. } else {
  16680. targetRay.hasAngularVelocity = false;
  16681. }
  16682. this.dispatchEvent( _moveEvent );
  16683. }
  16684. }
  16685. }
  16686. if ( targetRay !== null ) {
  16687. targetRay.visible = ( inputPose !== null );
  16688. }
  16689. if ( grip !== null ) {
  16690. grip.visible = ( gripPose !== null );
  16691. }
  16692. if ( hand !== null ) {
  16693. hand.visible = ( handPose !== null );
  16694. }
  16695. return this;
  16696. }
  16697. /**
  16698. * Returns a group representing the hand joint for the given input joint.
  16699. *
  16700. * @private
  16701. * @param {Group} hand - The group representing the hand space.
  16702. * @param {XRHandJoint} inputjoint - The XR frame.
  16703. * @return {Group} A group representing the hand joint for the given input joint.
  16704. */
  16705. _getHandJoint( hand, inputjoint ) {
  16706. if ( hand.joints[ inputjoint.jointName ] === undefined ) {
  16707. const joint = new Group();
  16708. joint.matrixAutoUpdate = false;
  16709. joint.visible = false;
  16710. hand.joints[ inputjoint.jointName ] = joint;
  16711. hand.add( joint );
  16712. }
  16713. return hand.joints[ inputjoint.jointName ];
  16714. }
  16715. }
  16716. /**
  16717. * This class can be used to define an exponential squared fog,
  16718. * which gives a clear view near the camera and a faster than exponentially
  16719. * densening fog farther from the camera.
  16720. *
  16721. * ```js
  16722. * const scene = new THREE.Scene();
  16723. * scene.fog = new THREE.FogExp2( 0xcccccc, 0.002 );
  16724. * ```
  16725. */
  16726. class FogExp2 {
  16727. /**
  16728. * Constructs a new fog.
  16729. *
  16730. * @param {number|Color} color - The fog's color.
  16731. * @param {number} [density=0.00025] - Defines how fast the fog will grow dense.
  16732. */
  16733. constructor( color, density = 0.00025 ) {
  16734. /**
  16735. * This flag can be used for type testing.
  16736. *
  16737. * @type {boolean}
  16738. * @readonly
  16739. * @default true
  16740. */
  16741. this.isFogExp2 = true;
  16742. /**
  16743. * The name of the fog.
  16744. *
  16745. * @type {string}
  16746. */
  16747. this.name = '';
  16748. /**
  16749. * The fog's color.
  16750. *
  16751. * @type {Color}
  16752. */
  16753. this.color = new Color( color );
  16754. /**
  16755. * Defines how fast the fog will grow dense.
  16756. *
  16757. * @type {number}
  16758. * @default 0.00025
  16759. */
  16760. this.density = density;
  16761. }
  16762. /**
  16763. * Returns a new fog with copied values from this instance.
  16764. *
  16765. * @return {FogExp2} A clone of this instance.
  16766. */
  16767. clone() {
  16768. return new FogExp2( this.color, this.density );
  16769. }
  16770. /**
  16771. * Serializes the fog into JSON.
  16772. *
  16773. * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  16774. * @return {Object} A JSON object representing the serialized fog
  16775. */
  16776. toJSON( /* meta */ ) {
  16777. return {
  16778. type: 'FogExp2',
  16779. name: this.name,
  16780. color: this.color.getHex(),
  16781. density: this.density
  16782. };
  16783. }
  16784. }
  16785. /**
  16786. * This class can be used to define a linear fog that grows linearly denser
  16787. * with the distance.
  16788. *
  16789. * ```js
  16790. * const scene = new THREE.Scene();
  16791. * scene.fog = new THREE.Fog( 0xcccccc, 10, 15 );
  16792. * ```
  16793. */
  16794. class Fog {
  16795. /**
  16796. * Constructs a new fog.
  16797. *
  16798. * @param {number|Color} color - The fog's color.
  16799. * @param {number} [near=1] - The minimum distance to start applying fog.
  16800. * @param {number} [far=1000] - The maximum distance at which fog stops being calculated and applied.
  16801. */
  16802. constructor( color, near = 1, far = 1000 ) {
  16803. /**
  16804. * This flag can be used for type testing.
  16805. *
  16806. * @type {boolean}
  16807. * @readonly
  16808. * @default true
  16809. */
  16810. this.isFog = true;
  16811. /**
  16812. * The name of the fog.
  16813. *
  16814. * @type {string}
  16815. */
  16816. this.name = '';
  16817. /**
  16818. * The fog's color.
  16819. *
  16820. * @type {Color}
  16821. */
  16822. this.color = new Color( color );
  16823. /**
  16824. * The minimum distance to start applying fog. Objects that are less than
  16825. * `near` units from the active camera won't be affected by fog.
  16826. *
  16827. * @type {number}
  16828. * @default 1
  16829. */
  16830. this.near = near;
  16831. /**
  16832. * The maximum distance at which fog stops being calculated and applied.
  16833. * Objects that are more than `far` units away from the active camera won't
  16834. * be affected by fog.
  16835. *
  16836. * @type {number}
  16837. * @default 1000
  16838. */
  16839. this.far = far;
  16840. }
  16841. /**
  16842. * Returns a new fog with copied values from this instance.
  16843. *
  16844. * @return {Fog} A clone of this instance.
  16845. */
  16846. clone() {
  16847. return new Fog( this.color, this.near, this.far );
  16848. }
  16849. /**
  16850. * Serializes the fog into JSON.
  16851. *
  16852. * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  16853. * @return {Object} A JSON object representing the serialized fog
  16854. */
  16855. toJSON( /* meta */ ) {
  16856. return {
  16857. type: 'Fog',
  16858. name: this.name,
  16859. color: this.color.getHex(),
  16860. near: this.near,
  16861. far: this.far
  16862. };
  16863. }
  16864. }
  16865. /**
  16866. * Scenes allow you to set up what is to be rendered and where by three.js.
  16867. * This is where you place 3D objects like meshes, lines or lights.
  16868. *
  16869. * @augments Object3D
  16870. */
  16871. class Scene extends Object3D {
  16872. /**
  16873. * Constructs a new scene.
  16874. */
  16875. constructor() {
  16876. super();
  16877. /**
  16878. * This flag can be used for type testing.
  16879. *
  16880. * @type {boolean}
  16881. * @readonly
  16882. * @default true
  16883. */
  16884. this.isScene = true;
  16885. this.type = 'Scene';
  16886. /**
  16887. * Defines the background of the scene. Valid inputs are:
  16888. *
  16889. * - A color for defining a uniform colored background.
  16890. * - A texture for defining a (flat) textured background.
  16891. * - Cube textures or equirectangular textures for defining a skybox.
  16892. *
  16893. * @type {?(Color|Texture)}
  16894. * @default null
  16895. */
  16896. this.background = null;
  16897. /**
  16898. * Sets the environment map for all physical materials in the scene. However,
  16899. * it's not possible to overwrite an existing texture assigned to the `envMap`
  16900. * material property.
  16901. *
  16902. * @type {?Texture}
  16903. * @default null
  16904. */
  16905. this.environment = null;
  16906. /**
  16907. * A fog instance defining the type of fog that affects everything
  16908. * rendered in the scene.
  16909. *
  16910. * @type {?(Fog|FogExp2)}
  16911. * @default null
  16912. */
  16913. this.fog = null;
  16914. /**
  16915. * Sets the blurriness of the background. Only influences environment maps
  16916. * assigned to {@link Scene#background}. Valid input is a float between `0`
  16917. * and `1`.
  16918. *
  16919. * @type {number}
  16920. * @default 0
  16921. */
  16922. this.backgroundBlurriness = 0;
  16923. /**
  16924. * Attenuates the color of the background. Only applies to background textures.
  16925. *
  16926. * @type {number}
  16927. * @default 1
  16928. */
  16929. this.backgroundIntensity = 1;
  16930. /**
  16931. * The rotation of the background in radians. Only influences environment maps
  16932. * assigned to {@link Scene#background}.
  16933. *
  16934. * @type {Euler}
  16935. * @default (0,0,0)
  16936. */
  16937. this.backgroundRotation = new Euler();
  16938. /**
  16939. * Attenuates the color of the environment. Only influences environment maps
  16940. * assigned to {@link Scene#environment}.
  16941. *
  16942. * @type {number}
  16943. * @default 1
  16944. */
  16945. this.environmentIntensity = 1;
  16946. /**
  16947. * The rotation of the environment map in radians. Only influences physical materials
  16948. * in the scene when {@link Scene#environment} is used.
  16949. *
  16950. * @type {Euler}
  16951. * @default (0,0,0)
  16952. */
  16953. this.environmentRotation = new Euler();
  16954. /**
  16955. * Forces everything in the scene to be rendered with the defined material. It is possible
  16956. * to exclude materials from override by setting {@link Material#allowOverride} to `false`.
  16957. *
  16958. * @type {?Material}
  16959. * @default null
  16960. */
  16961. this.overrideMaterial = null;
  16962. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  16963. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) );
  16964. }
  16965. }
  16966. copy( source, recursive ) {
  16967. super.copy( source, recursive );
  16968. if ( source.background !== null ) this.background = source.background.clone();
  16969. if ( source.environment !== null ) this.environment = source.environment.clone();
  16970. if ( source.fog !== null ) this.fog = source.fog.clone();
  16971. this.backgroundBlurriness = source.backgroundBlurriness;
  16972. this.backgroundIntensity = source.backgroundIntensity;
  16973. this.backgroundRotation.copy( source.backgroundRotation );
  16974. this.environmentIntensity = source.environmentIntensity;
  16975. this.environmentRotation.copy( source.environmentRotation );
  16976. if ( source.overrideMaterial !== null ) this.overrideMaterial = source.overrideMaterial.clone();
  16977. this.matrixAutoUpdate = source.matrixAutoUpdate;
  16978. return this;
  16979. }
  16980. toJSON( meta ) {
  16981. const data = super.toJSON( meta );
  16982. if ( this.fog !== null ) data.object.fog = this.fog.toJSON();
  16983. if ( this.backgroundBlurriness > 0 ) data.object.backgroundBlurriness = this.backgroundBlurriness;
  16984. if ( this.backgroundIntensity !== 1 ) data.object.backgroundIntensity = this.backgroundIntensity;
  16985. data.object.backgroundRotation = this.backgroundRotation.toArray();
  16986. if ( this.environmentIntensity !== 1 ) data.object.environmentIntensity = this.environmentIntensity;
  16987. data.object.environmentRotation = this.environmentRotation.toArray();
  16988. return data;
  16989. }
  16990. }
  16991. /**
  16992. * "Interleaved" means that multiple attributes, possibly of different types,
  16993. * (e.g., position, normal, uv, color) are packed into a single array buffer.
  16994. *
  16995. * An introduction into interleaved arrays can be found here: [Interleaved array basics]{@link https://blog.tojicode.com/2011/05/interleaved-array-basics.html}
  16996. */
  16997. class InterleavedBuffer {
  16998. /**
  16999. * Constructs a new interleaved buffer.
  17000. *
  17001. * @param {TypedArray} array - A typed array with a shared buffer storing attribute data.
  17002. * @param {number} stride - The number of typed-array elements per vertex.
  17003. */
  17004. constructor( array, stride ) {
  17005. /**
  17006. * This flag can be used for type testing.
  17007. *
  17008. * @type {boolean}
  17009. * @readonly
  17010. * @default true
  17011. */
  17012. this.isInterleavedBuffer = true;
  17013. /**
  17014. * A typed array with a shared buffer storing attribute data.
  17015. *
  17016. * @type {TypedArray}
  17017. */
  17018. this.array = array;
  17019. /**
  17020. * The number of typed-array elements per vertex.
  17021. *
  17022. * @type {number}
  17023. */
  17024. this.stride = stride;
  17025. /**
  17026. * The total number of elements in the array
  17027. *
  17028. * @type {number}
  17029. * @readonly
  17030. */
  17031. this.count = array !== undefined ? array.length / stride : 0;
  17032. /**
  17033. * Defines the intended usage pattern of the data store for optimization purposes.
  17034. *
  17035. * Note: After the initial use of a buffer, its usage cannot be changed. Instead,
  17036. * instantiate a new one and set the desired usage before the next render.
  17037. *
  17038. * @type {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)}
  17039. * @default StaticDrawUsage
  17040. */
  17041. this.usage = StaticDrawUsage;
  17042. /**
  17043. * This can be used to only update some components of stored vectors (for example, just the
  17044. * component related to color). Use the `addUpdateRange()` function to add ranges to this array.
  17045. *
  17046. * @type {Array<Object>}
  17047. */
  17048. this.updateRanges = [];
  17049. /**
  17050. * A version number, incremented every time the `needsUpdate` is set to `true`.
  17051. *
  17052. * @type {number}
  17053. */
  17054. this.version = 0;
  17055. /**
  17056. * The UUID of the interleaved buffer.
  17057. *
  17058. * @type {string}
  17059. * @readonly
  17060. */
  17061. this.uuid = generateUUID();
  17062. }
  17063. /**
  17064. * A callback function that is executed after the renderer has transferred the attribute array
  17065. * data to the GPU.
  17066. */
  17067. onUploadCallback() {}
  17068. /**
  17069. * Flag to indicate that this attribute has changed and should be re-sent to
  17070. * the GPU. Set this to `true` when you modify the value of the array.
  17071. *
  17072. * @type {number}
  17073. * @default false
  17074. * @param {boolean} value
  17075. */
  17076. set needsUpdate( value ) {
  17077. if ( value === true ) this.version ++;
  17078. }
  17079. /**
  17080. * Sets the usage of this interleaved buffer.
  17081. *
  17082. * @param {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)} value - The usage to set.
  17083. * @return {InterleavedBuffer} A reference to this interleaved buffer.
  17084. */
  17085. setUsage( value ) {
  17086. this.usage = value;
  17087. return this;
  17088. }
  17089. /**
  17090. * Adds a range of data in the data array to be updated on the GPU.
  17091. *
  17092. * @param {number} start - Position at which to start update.
  17093. * @param {number} count - The number of components to update.
  17094. */
  17095. addUpdateRange( start, count ) {
  17096. this.updateRanges.push( { start, count } );
  17097. }
  17098. /**
  17099. * Clears the update ranges.
  17100. */
  17101. clearUpdateRanges() {
  17102. this.updateRanges.length = 0;
  17103. }
  17104. /**
  17105. * Copies the values of the given interleaved buffer to this instance.
  17106. *
  17107. * @param {InterleavedBuffer} source - The interleaved buffer to copy.
  17108. * @return {InterleavedBuffer} A reference to this instance.
  17109. */
  17110. copy( source ) {
  17111. this.array = new source.array.constructor( source.array );
  17112. this.count = source.count;
  17113. this.stride = source.stride;
  17114. this.usage = source.usage;
  17115. return this;
  17116. }
  17117. /**
  17118. * Copies a vector from the given interleaved buffer to this one. The start
  17119. * and destination position in the attribute buffers are represented by the
  17120. * given indices.
  17121. *
  17122. * @param {number} index1 - The destination index into this interleaved buffer.
  17123. * @param {InterleavedBuffer} interleavedBuffer - The interleaved buffer to copy from.
  17124. * @param {number} index2 - The source index into the given interleaved buffer.
  17125. * @return {InterleavedBuffer} A reference to this instance.
  17126. */
  17127. copyAt( index1, interleavedBuffer, index2 ) {
  17128. index1 *= this.stride;
  17129. index2 *= interleavedBuffer.stride;
  17130. for ( let i = 0, l = this.stride; i < l; i ++ ) {
  17131. this.array[ index1 + i ] = interleavedBuffer.array[ index2 + i ];
  17132. }
  17133. return this;
  17134. }
  17135. /**
  17136. * Sets the given array data in the interleaved buffer.
  17137. *
  17138. * @param {(TypedArray|Array)} value - The array data to set.
  17139. * @param {number} [offset=0] - The offset in this interleaved buffer's array.
  17140. * @return {InterleavedBuffer} A reference to this instance.
  17141. */
  17142. set( value, offset = 0 ) {
  17143. this.array.set( value, offset );
  17144. return this;
  17145. }
  17146. /**
  17147. * Returns a new interleaved buffer with copied values from this instance.
  17148. *
  17149. * @param {Object} [data] - An object with shared array buffers that allows to retain shared structures.
  17150. * @return {InterleavedBuffer} A clone of this instance.
  17151. */
  17152. clone( data ) {
  17153. if ( data.arrayBuffers === undefined ) {
  17154. data.arrayBuffers = {};
  17155. }
  17156. if ( this.array.buffer._uuid === undefined ) {
  17157. this.array.buffer._uuid = generateUUID();
  17158. }
  17159. if ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {
  17160. data.arrayBuffers[ this.array.buffer._uuid ] = this.array.slice( 0 ).buffer;
  17161. }
  17162. const array = new this.array.constructor( data.arrayBuffers[ this.array.buffer._uuid ] );
  17163. const ib = new this.constructor( array, this.stride );
  17164. ib.setUsage( this.usage );
  17165. return ib;
  17166. }
  17167. /**
  17168. * Sets the given callback function that is executed after the Renderer has transferred
  17169. * the array data to the GPU. Can be used to perform clean-up operations after
  17170. * the upload when data are not needed anymore on the CPU side.
  17171. *
  17172. * @param {Function} callback - The `onUpload()` callback.
  17173. * @return {InterleavedBuffer} A reference to this instance.
  17174. */
  17175. onUpload( callback ) {
  17176. this.onUploadCallback = callback;
  17177. return this;
  17178. }
  17179. /**
  17180. * Serializes the interleaved buffer into JSON.
  17181. *
  17182. * @param {Object} [data] - An optional value holding meta information about the serialization.
  17183. * @return {Object} A JSON object representing the serialized interleaved buffer.
  17184. */
  17185. toJSON( data ) {
  17186. if ( data.arrayBuffers === undefined ) {
  17187. data.arrayBuffers = {};
  17188. }
  17189. // generate UUID for array buffer if necessary
  17190. if ( this.array.buffer._uuid === undefined ) {
  17191. this.array.buffer._uuid = generateUUID();
  17192. }
  17193. if ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {
  17194. data.arrayBuffers[ this.array.buffer._uuid ] = Array.from( new Uint32Array( this.array.buffer ) );
  17195. }
  17196. //
  17197. return {
  17198. uuid: this.uuid,
  17199. buffer: this.array.buffer._uuid,
  17200. type: this.array.constructor.name,
  17201. stride: this.stride
  17202. };
  17203. }
  17204. }
  17205. const _vector$7 = /*@__PURE__*/ new Vector3();
  17206. /**
  17207. * An alternative version of a buffer attribute with interleaved data. Interleaved
  17208. * attributes share a common interleaved data storage ({@link InterleavedBuffer}) and refer with
  17209. * different offsets into the buffer.
  17210. */
  17211. class InterleavedBufferAttribute {
  17212. /**
  17213. * Constructs a new interleaved buffer attribute.
  17214. *
  17215. * @param {InterleavedBuffer} interleavedBuffer - The buffer holding the interleaved data.
  17216. * @param {number} itemSize - The item size.
  17217. * @param {number} offset - The attribute offset into the buffer.
  17218. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  17219. */
  17220. constructor( interleavedBuffer, itemSize, offset, normalized = false ) {
  17221. /**
  17222. * This flag can be used for type testing.
  17223. *
  17224. * @type {boolean}
  17225. * @readonly
  17226. * @default true
  17227. */
  17228. this.isInterleavedBufferAttribute = true;
  17229. /**
  17230. * The name of the buffer attribute.
  17231. *
  17232. * @type {string}
  17233. */
  17234. this.name = '';
  17235. /**
  17236. * The buffer holding the interleaved data.
  17237. *
  17238. * @type {InterleavedBuffer}
  17239. */
  17240. this.data = interleavedBuffer;
  17241. /**
  17242. * The item size, see {@link BufferAttribute#itemSize}.
  17243. *
  17244. * @type {number}
  17245. */
  17246. this.itemSize = itemSize;
  17247. /**
  17248. * The attribute offset into the buffer.
  17249. *
  17250. * @type {number}
  17251. */
  17252. this.offset = offset;
  17253. /**
  17254. * Whether the data are normalized or not, see {@link BufferAttribute#normalized}
  17255. *
  17256. * @type {InterleavedBuffer}
  17257. */
  17258. this.normalized = normalized;
  17259. }
  17260. /**
  17261. * The item count of this buffer attribute.
  17262. *
  17263. * @type {number}
  17264. * @readonly
  17265. */
  17266. get count() {
  17267. return this.data.count;
  17268. }
  17269. /**
  17270. * The array holding the interleaved buffer attribute data.
  17271. *
  17272. * @type {TypedArray}
  17273. */
  17274. get array() {
  17275. return this.data.array;
  17276. }
  17277. /**
  17278. * Flag to indicate that this attribute has changed and should be re-sent to
  17279. * the GPU. Set this to `true` when you modify the value of the array.
  17280. *
  17281. * @type {number}
  17282. * @default false
  17283. * @param {boolean} value
  17284. */
  17285. set needsUpdate( value ) {
  17286. this.data.needsUpdate = value;
  17287. }
  17288. /**
  17289. * Applies the given 4x4 matrix to the given attribute. Only works with
  17290. * item size `3`.
  17291. *
  17292. * @param {Matrix4} m - The matrix to apply.
  17293. * @return {InterleavedBufferAttribute} A reference to this instance.
  17294. */
  17295. applyMatrix4( m ) {
  17296. for ( let i = 0, l = this.data.count; i < l; i ++ ) {
  17297. _vector$7.fromBufferAttribute( this, i );
  17298. _vector$7.applyMatrix4( m );
  17299. this.setXYZ( i, _vector$7.x, _vector$7.y, _vector$7.z );
  17300. }
  17301. return this;
  17302. }
  17303. /**
  17304. * Applies the given 3x3 normal matrix to the given attribute. Only works with
  17305. * item size `3`.
  17306. *
  17307. * @param {Matrix3} m - The normal matrix to apply.
  17308. * @return {InterleavedBufferAttribute} A reference to this instance.
  17309. */
  17310. applyNormalMatrix( m ) {
  17311. for ( let i = 0, l = this.count; i < l; i ++ ) {
  17312. _vector$7.fromBufferAttribute( this, i );
  17313. _vector$7.applyNormalMatrix( m );
  17314. this.setXYZ( i, _vector$7.x, _vector$7.y, _vector$7.z );
  17315. }
  17316. return this;
  17317. }
  17318. /**
  17319. * Applies the given 4x4 matrix to the given attribute. Only works with
  17320. * item size `3` and with direction vectors.
  17321. *
  17322. * @param {Matrix4} m - The matrix to apply.
  17323. * @return {InterleavedBufferAttribute} A reference to this instance.
  17324. */
  17325. transformDirection( m ) {
  17326. for ( let i = 0, l = this.count; i < l; i ++ ) {
  17327. _vector$7.fromBufferAttribute( this, i );
  17328. _vector$7.transformDirection( m );
  17329. this.setXYZ( i, _vector$7.x, _vector$7.y, _vector$7.z );
  17330. }
  17331. return this;
  17332. }
  17333. /**
  17334. * Returns the given component of the vector at the given index.
  17335. *
  17336. * @param {number} index - The index into the buffer attribute.
  17337. * @param {number} component - The component index.
  17338. * @return {number} The returned value.
  17339. */
  17340. getComponent( index, component ) {
  17341. let value = this.array[ index * this.data.stride + this.offset + component ];
  17342. if ( this.normalized ) value = denormalize( value, this.array );
  17343. return value;
  17344. }
  17345. /**
  17346. * Sets the given value to the given component of the vector at the given index.
  17347. *
  17348. * @param {number} index - The index into the buffer attribute.
  17349. * @param {number} component - The component index.
  17350. * @param {number} value - The value to set.
  17351. * @return {InterleavedBufferAttribute} A reference to this instance.
  17352. */
  17353. setComponent( index, component, value ) {
  17354. if ( this.normalized ) value = normalize( value, this.array );
  17355. this.data.array[ index * this.data.stride + this.offset + component ] = value;
  17356. return this;
  17357. }
  17358. /**
  17359. * Sets the x component of the vector at the given index.
  17360. *
  17361. * @param {number} index - The index into the buffer attribute.
  17362. * @param {number} x - The value to set.
  17363. * @return {InterleavedBufferAttribute} A reference to this instance.
  17364. */
  17365. setX( index, x ) {
  17366. if ( this.normalized ) x = normalize( x, this.array );
  17367. this.data.array[ index * this.data.stride + this.offset ] = x;
  17368. return this;
  17369. }
  17370. /**
  17371. * Sets the y component of the vector at the given index.
  17372. *
  17373. * @param {number} index - The index into the buffer attribute.
  17374. * @param {number} y - The value to set.
  17375. * @return {InterleavedBufferAttribute} A reference to this instance.
  17376. */
  17377. setY( index, y ) {
  17378. if ( this.normalized ) y = normalize( y, this.array );
  17379. this.data.array[ index * this.data.stride + this.offset + 1 ] = y;
  17380. return this;
  17381. }
  17382. /**
  17383. * Sets the z component of the vector at the given index.
  17384. *
  17385. * @param {number} index - The index into the buffer attribute.
  17386. * @param {number} z - The value to set.
  17387. * @return {InterleavedBufferAttribute} A reference to this instance.
  17388. */
  17389. setZ( index, z ) {
  17390. if ( this.normalized ) z = normalize( z, this.array );
  17391. this.data.array[ index * this.data.stride + this.offset + 2 ] = z;
  17392. return this;
  17393. }
  17394. /**
  17395. * Sets the w component of the vector at the given index.
  17396. *
  17397. * @param {number} index - The index into the buffer attribute.
  17398. * @param {number} w - The value to set.
  17399. * @return {InterleavedBufferAttribute} A reference to this instance.
  17400. */
  17401. setW( index, w ) {
  17402. if ( this.normalized ) w = normalize( w, this.array );
  17403. this.data.array[ index * this.data.stride + this.offset + 3 ] = w;
  17404. return this;
  17405. }
  17406. /**
  17407. * Returns the x component of the vector at the given index.
  17408. *
  17409. * @param {number} index - The index into the buffer attribute.
  17410. * @return {number} The x component.
  17411. */
  17412. getX( index ) {
  17413. let x = this.data.array[ index * this.data.stride + this.offset ];
  17414. if ( this.normalized ) x = denormalize( x, this.array );
  17415. return x;
  17416. }
  17417. /**
  17418. * Returns the y component of the vector at the given index.
  17419. *
  17420. * @param {number} index - The index into the buffer attribute.
  17421. * @return {number} The y component.
  17422. */
  17423. getY( index ) {
  17424. let y = this.data.array[ index * this.data.stride + this.offset + 1 ];
  17425. if ( this.normalized ) y = denormalize( y, this.array );
  17426. return y;
  17427. }
  17428. /**
  17429. * Returns the z component of the vector at the given index.
  17430. *
  17431. * @param {number} index - The index into the buffer attribute.
  17432. * @return {number} The z component.
  17433. */
  17434. getZ( index ) {
  17435. let z = this.data.array[ index * this.data.stride + this.offset + 2 ];
  17436. if ( this.normalized ) z = denormalize( z, this.array );
  17437. return z;
  17438. }
  17439. /**
  17440. * Returns the w component of the vector at the given index.
  17441. *
  17442. * @param {number} index - The index into the buffer attribute.
  17443. * @return {number} The w component.
  17444. */
  17445. getW( index ) {
  17446. let w = this.data.array[ index * this.data.stride + this.offset + 3 ];
  17447. if ( this.normalized ) w = denormalize( w, this.array );
  17448. return w;
  17449. }
  17450. /**
  17451. * Sets the x and y component of the vector at the given index.
  17452. *
  17453. * @param {number} index - The index into the buffer attribute.
  17454. * @param {number} x - The value for the x component to set.
  17455. * @param {number} y - The value for the y component to set.
  17456. * @return {InterleavedBufferAttribute} A reference to this instance.
  17457. */
  17458. setXY( index, x, y ) {
  17459. index = index * this.data.stride + this.offset;
  17460. if ( this.normalized ) {
  17461. x = normalize( x, this.array );
  17462. y = normalize( y, this.array );
  17463. }
  17464. this.data.array[ index + 0 ] = x;
  17465. this.data.array[ index + 1 ] = y;
  17466. return this;
  17467. }
  17468. /**
  17469. * Sets the x, y and z component of the vector at the given index.
  17470. *
  17471. * @param {number} index - The index into the buffer attribute.
  17472. * @param {number} x - The value for the x component to set.
  17473. * @param {number} y - The value for the y component to set.
  17474. * @param {number} z - The value for the z component to set.
  17475. * @return {InterleavedBufferAttribute} A reference to this instance.
  17476. */
  17477. setXYZ( index, x, y, z ) {
  17478. index = index * this.data.stride + this.offset;
  17479. if ( this.normalized ) {
  17480. x = normalize( x, this.array );
  17481. y = normalize( y, this.array );
  17482. z = normalize( z, this.array );
  17483. }
  17484. this.data.array[ index + 0 ] = x;
  17485. this.data.array[ index + 1 ] = y;
  17486. this.data.array[ index + 2 ] = z;
  17487. return this;
  17488. }
  17489. /**
  17490. * Sets the x, y, z and w component of the vector at the given index.
  17491. *
  17492. * @param {number} index - The index into the buffer attribute.
  17493. * @param {number} x - The value for the x component to set.
  17494. * @param {number} y - The value for the y component to set.
  17495. * @param {number} z - The value for the z component to set.
  17496. * @param {number} w - The value for the w component to set.
  17497. * @return {InterleavedBufferAttribute} A reference to this instance.
  17498. */
  17499. setXYZW( index, x, y, z, w ) {
  17500. index = index * this.data.stride + this.offset;
  17501. if ( this.normalized ) {
  17502. x = normalize( x, this.array );
  17503. y = normalize( y, this.array );
  17504. z = normalize( z, this.array );
  17505. w = normalize( w, this.array );
  17506. }
  17507. this.data.array[ index + 0 ] = x;
  17508. this.data.array[ index + 1 ] = y;
  17509. this.data.array[ index + 2 ] = z;
  17510. this.data.array[ index + 3 ] = w;
  17511. return this;
  17512. }
  17513. /**
  17514. * Returns a new buffer attribute with copied values from this instance.
  17515. *
  17516. * If no parameter is provided, cloning an interleaved buffer attribute will de-interleave buffer data.
  17517. *
  17518. * @param {Object} [data] - An object with interleaved buffers that allows to retain the interleaved property.
  17519. * @return {BufferAttribute|InterleavedBufferAttribute} A clone of this instance.
  17520. */
  17521. clone( data ) {
  17522. if ( data === undefined ) {
  17523. console.log( 'THREE.InterleavedBufferAttribute.clone(): Cloning an interleaved buffer attribute will de-interleave buffer data.' );
  17524. const array = [];
  17525. for ( let i = 0; i < this.count; i ++ ) {
  17526. const index = i * this.data.stride + this.offset;
  17527. for ( let j = 0; j < this.itemSize; j ++ ) {
  17528. array.push( this.data.array[ index + j ] );
  17529. }
  17530. }
  17531. return new BufferAttribute( new this.array.constructor( array ), this.itemSize, this.normalized );
  17532. } else {
  17533. if ( data.interleavedBuffers === undefined ) {
  17534. data.interleavedBuffers = {};
  17535. }
  17536. if ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {
  17537. data.interleavedBuffers[ this.data.uuid ] = this.data.clone( data );
  17538. }
  17539. return new InterleavedBufferAttribute( data.interleavedBuffers[ this.data.uuid ], this.itemSize, this.offset, this.normalized );
  17540. }
  17541. }
  17542. /**
  17543. * Serializes the buffer attribute into JSON.
  17544. *
  17545. * If no parameter is provided, cloning an interleaved buffer attribute will de-interleave buffer data.
  17546. *
  17547. * @param {Object} [data] - An optional value holding meta information about the serialization.
  17548. * @return {Object} A JSON object representing the serialized buffer attribute.
  17549. */
  17550. toJSON( data ) {
  17551. if ( data === undefined ) {
  17552. console.log( 'THREE.InterleavedBufferAttribute.toJSON(): Serializing an interleaved buffer attribute will de-interleave buffer data.' );
  17553. const array = [];
  17554. for ( let i = 0; i < this.count; i ++ ) {
  17555. const index = i * this.data.stride + this.offset;
  17556. for ( let j = 0; j < this.itemSize; j ++ ) {
  17557. array.push( this.data.array[ index + j ] );
  17558. }
  17559. }
  17560. // de-interleave data and save it as an ordinary buffer attribute for now
  17561. return {
  17562. itemSize: this.itemSize,
  17563. type: this.array.constructor.name,
  17564. array: array,
  17565. normalized: this.normalized
  17566. };
  17567. } else {
  17568. // save as true interleaved attribute
  17569. if ( data.interleavedBuffers === undefined ) {
  17570. data.interleavedBuffers = {};
  17571. }
  17572. if ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {
  17573. data.interleavedBuffers[ this.data.uuid ] = this.data.toJSON( data );
  17574. }
  17575. return {
  17576. isInterleavedBufferAttribute: true,
  17577. itemSize: this.itemSize,
  17578. data: this.data.uuid,
  17579. offset: this.offset,
  17580. normalized: this.normalized
  17581. };
  17582. }
  17583. }
  17584. }
  17585. /**
  17586. * A material for rendering instances of {@link Sprite}.
  17587. *
  17588. * ```js
  17589. * const map = new THREE.TextureLoader().load( 'textures/sprite.png' );
  17590. * const material = new THREE.SpriteMaterial( { map: map, color: 0xffffff } );
  17591. *
  17592. * const sprite = new THREE.Sprite( material );
  17593. * sprite.scale.set(200, 200, 1)
  17594. * scene.add( sprite );
  17595. * ```
  17596. *
  17597. * @augments Material
  17598. */
  17599. class SpriteMaterial extends Material {
  17600. /**
  17601. * Constructs a new sprite material.
  17602. *
  17603. * @param {Object} [parameters] - An object with one or more properties
  17604. * defining the material's appearance. Any property of the material
  17605. * (including any property from inherited materials) can be passed
  17606. * in here. Color values can be passed any type of value accepted
  17607. * by {@link Color#set}.
  17608. */
  17609. constructor( parameters ) {
  17610. super();
  17611. /**
  17612. * This flag can be used for type testing.
  17613. *
  17614. * @type {boolean}
  17615. * @readonly
  17616. * @default true
  17617. */
  17618. this.isSpriteMaterial = true;
  17619. this.type = 'SpriteMaterial';
  17620. /**
  17621. * Color of the material.
  17622. *
  17623. * @type {Color}
  17624. * @default (1,1,1)
  17625. */
  17626. this.color = new Color( 0xffffff );
  17627. /**
  17628. * The color map. May optionally include an alpha channel, typically combined
  17629. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  17630. * color is modulated by the diffuse `color`.
  17631. *
  17632. * @type {?Texture}
  17633. * @default null
  17634. */
  17635. this.map = null;
  17636. /**
  17637. * The alpha map is a grayscale texture that controls the opacity across the
  17638. * surface (black: fully transparent; white: fully opaque).
  17639. *
  17640. * Only the color of the texture is used, ignoring the alpha channel if one
  17641. * exists. For RGB and RGBA textures, the renderer will use the green channel
  17642. * when sampling this texture due to the extra bit of precision provided for
  17643. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  17644. * luminance/alpha textures will also still work as expected.
  17645. *
  17646. * @type {?Texture}
  17647. * @default null
  17648. */
  17649. this.alphaMap = null;
  17650. /**
  17651. * The rotation of the sprite in radians.
  17652. *
  17653. * @type {number}
  17654. * @default 0
  17655. */
  17656. this.rotation = 0;
  17657. /**
  17658. * Specifies whether size of the sprite is attenuated by the camera depth (perspective camera only).
  17659. *
  17660. * @type {boolean}
  17661. * @default true
  17662. */
  17663. this.sizeAttenuation = true;
  17664. /**
  17665. * Overwritten since sprite materials are transparent
  17666. * by default.
  17667. *
  17668. * @type {boolean}
  17669. * @default true
  17670. */
  17671. this.transparent = true;
  17672. /**
  17673. * Whether the material is affected by fog or not.
  17674. *
  17675. * @type {boolean}
  17676. * @default true
  17677. */
  17678. this.fog = true;
  17679. this.setValues( parameters );
  17680. }
  17681. copy( source ) {
  17682. super.copy( source );
  17683. this.color.copy( source.color );
  17684. this.map = source.map;
  17685. this.alphaMap = source.alphaMap;
  17686. this.rotation = source.rotation;
  17687. this.sizeAttenuation = source.sizeAttenuation;
  17688. this.fog = source.fog;
  17689. return this;
  17690. }
  17691. }
  17692. let _geometry;
  17693. const _intersectPoint = /*@__PURE__*/ new Vector3();
  17694. const _worldScale = /*@__PURE__*/ new Vector3();
  17695. const _mvPosition = /*@__PURE__*/ new Vector3();
  17696. const _alignedPosition = /*@__PURE__*/ new Vector2();
  17697. const _rotatedPosition = /*@__PURE__*/ new Vector2();
  17698. const _viewWorldMatrix = /*@__PURE__*/ new Matrix4();
  17699. const _vA = /*@__PURE__*/ new Vector3();
  17700. const _vB = /*@__PURE__*/ new Vector3();
  17701. const _vC = /*@__PURE__*/ new Vector3();
  17702. const _uvA = /*@__PURE__*/ new Vector2();
  17703. const _uvB = /*@__PURE__*/ new Vector2();
  17704. const _uvC = /*@__PURE__*/ new Vector2();
  17705. /**
  17706. * A sprite is a plane that always faces towards the camera, generally with a
  17707. * partially transparent texture applied.
  17708. *
  17709. * Sprites do not cast shadows, setting {@link Object3D#castShadow} to `true` will
  17710. * have no effect.
  17711. *
  17712. * ```js
  17713. * const map = new THREE.TextureLoader().load( 'sprite.png' );
  17714. * const material = new THREE.SpriteMaterial( { map: map } );
  17715. *
  17716. * const sprite = new THREE.Sprite( material );
  17717. * scene.add( sprite );
  17718. * ```
  17719. *
  17720. * @augments Object3D
  17721. */
  17722. class Sprite extends Object3D {
  17723. /**
  17724. * Constructs a new sprite.
  17725. *
  17726. * @param {SpriteMaterial} [material] - The sprite material.
  17727. */
  17728. constructor( material = new SpriteMaterial() ) {
  17729. super();
  17730. /**
  17731. * This flag can be used for type testing.
  17732. *
  17733. * @type {boolean}
  17734. * @readonly
  17735. * @default true
  17736. */
  17737. this.isSprite = true;
  17738. this.type = 'Sprite';
  17739. if ( _geometry === undefined ) {
  17740. _geometry = new BufferGeometry();
  17741. const float32Array = new Float32Array( [
  17742. - 0.5, - 0.5, 0, 0, 0,
  17743. 0.5, - 0.5, 0, 1, 0,
  17744. 0.5, 0.5, 0, 1, 1,
  17745. - 0.5, 0.5, 0, 0, 1
  17746. ] );
  17747. const interleavedBuffer = new InterleavedBuffer( float32Array, 5 );
  17748. _geometry.setIndex( [ 0, 1, 2, 0, 2, 3 ] );
  17749. _geometry.setAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) );
  17750. _geometry.setAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) );
  17751. }
  17752. /**
  17753. * The sprite geometry.
  17754. *
  17755. * @type {BufferGeometry}
  17756. */
  17757. this.geometry = _geometry;
  17758. /**
  17759. * The sprite material.
  17760. *
  17761. * @type {SpriteMaterial}
  17762. */
  17763. this.material = material;
  17764. /**
  17765. * The sprite's anchor point, and the point around which the sprite rotates.
  17766. * A value of `(0.5, 0.5)` corresponds to the midpoint of the sprite. A value
  17767. * of `(0, 0)` corresponds to the lower left corner of the sprite.
  17768. *
  17769. * @type {Vector2}
  17770. * @default (0.5,0.5)
  17771. */
  17772. this.center = new Vector2( 0.5, 0.5 );
  17773. }
  17774. /**
  17775. * Computes intersection points between a casted ray and this sprite.
  17776. *
  17777. * @param {Raycaster} raycaster - The raycaster.
  17778. * @param {Array<Object>} intersects - The target array that holds the intersection points.
  17779. */
  17780. raycast( raycaster, intersects ) {
  17781. if ( raycaster.camera === null ) {
  17782. console.error( 'THREE.Sprite: "Raycaster.camera" needs to be set in order to raycast against sprites.' );
  17783. }
  17784. _worldScale.setFromMatrixScale( this.matrixWorld );
  17785. _viewWorldMatrix.copy( raycaster.camera.matrixWorld );
  17786. this.modelViewMatrix.multiplyMatrices( raycaster.camera.matrixWorldInverse, this.matrixWorld );
  17787. _mvPosition.setFromMatrixPosition( this.modelViewMatrix );
  17788. if ( raycaster.camera.isPerspectiveCamera && this.material.sizeAttenuation === false ) {
  17789. _worldScale.multiplyScalar( - _mvPosition.z );
  17790. }
  17791. const rotation = this.material.rotation;
  17792. let sin, cos;
  17793. if ( rotation !== 0 ) {
  17794. cos = Math.cos( rotation );
  17795. sin = Math.sin( rotation );
  17796. }
  17797. const center = this.center;
  17798. transformVertex( _vA.set( - 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  17799. transformVertex( _vB.set( 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  17800. transformVertex( _vC.set( 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  17801. _uvA.set( 0, 0 );
  17802. _uvB.set( 1, 0 );
  17803. _uvC.set( 1, 1 );
  17804. // check first triangle
  17805. let intersect = raycaster.ray.intersectTriangle( _vA, _vB, _vC, false, _intersectPoint );
  17806. if ( intersect === null ) {
  17807. // check second triangle
  17808. transformVertex( _vB.set( - 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  17809. _uvB.set( 0, 1 );
  17810. intersect = raycaster.ray.intersectTriangle( _vA, _vC, _vB, false, _intersectPoint );
  17811. if ( intersect === null ) {
  17812. return;
  17813. }
  17814. }
  17815. const distance = raycaster.ray.origin.distanceTo( _intersectPoint );
  17816. if ( distance < raycaster.near || distance > raycaster.far ) return;
  17817. intersects.push( {
  17818. distance: distance,
  17819. point: _intersectPoint.clone(),
  17820. uv: Triangle.getInterpolation( _intersectPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() ),
  17821. face: null,
  17822. object: this
  17823. } );
  17824. }
  17825. copy( source, recursive ) {
  17826. super.copy( source, recursive );
  17827. if ( source.center !== undefined ) this.center.copy( source.center );
  17828. this.material = source.material;
  17829. return this;
  17830. }
  17831. }
  17832. function transformVertex( vertexPosition, mvPosition, center, scale, sin, cos ) {
  17833. // compute position in camera space
  17834. _alignedPosition.subVectors( vertexPosition, center ).addScalar( 0.5 ).multiply( scale );
  17835. // to check if rotation is not zero
  17836. if ( sin !== undefined ) {
  17837. _rotatedPosition.x = ( cos * _alignedPosition.x ) - ( sin * _alignedPosition.y );
  17838. _rotatedPosition.y = ( sin * _alignedPosition.x ) + ( cos * _alignedPosition.y );
  17839. } else {
  17840. _rotatedPosition.copy( _alignedPosition );
  17841. }
  17842. vertexPosition.copy( mvPosition );
  17843. vertexPosition.x += _rotatedPosition.x;
  17844. vertexPosition.y += _rotatedPosition.y;
  17845. // transform to world space
  17846. vertexPosition.applyMatrix4( _viewWorldMatrix );
  17847. }
  17848. const _v1$2 = /*@__PURE__*/ new Vector3();
  17849. const _v2$1 = /*@__PURE__*/ new Vector3();
  17850. /**
  17851. * A component for providing a basic Level of Detail (LOD) mechanism.
  17852. *
  17853. * Every LOD level is associated with an object, and rendering can be switched
  17854. * between them at the distances specified. Typically you would create, say,
  17855. * three meshes, one for far away (low detail), one for mid range (medium
  17856. * detail) and one for close up (high detail).
  17857. *
  17858. * ```js
  17859. * const lod = new THREE.LOD();
  17860. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  17861. *
  17862. * //Create spheres with 3 levels of detail and create new LOD levels for them
  17863. * for( let i = 0; i < 3; i++ ) {
  17864. *
  17865. * const geometry = new THREE.IcosahedronGeometry( 10, 3 - i );
  17866. * const mesh = new THREE.Mesh( geometry, material );
  17867. * lod.addLevel( mesh, i * 75 );
  17868. *
  17869. * }
  17870. *
  17871. * scene.add( lod );
  17872. * ```
  17873. *
  17874. * @augments Object3D
  17875. */
  17876. class LOD extends Object3D {
  17877. /**
  17878. * Constructs a new LOD.
  17879. */
  17880. constructor() {
  17881. super();
  17882. /**
  17883. * This flag can be used for type testing.
  17884. *
  17885. * @type {boolean}
  17886. * @readonly
  17887. * @default true
  17888. */
  17889. this.isLOD = true;
  17890. /**
  17891. * The current LOD index.
  17892. *
  17893. * @private
  17894. * @type {number}
  17895. * @default 0
  17896. */
  17897. this._currentLevel = 0;
  17898. this.type = 'LOD';
  17899. Object.defineProperties( this, {
  17900. /**
  17901. * This array holds the LOD levels.
  17902. *
  17903. * @name LOD#levels
  17904. * @type {Array<{object:Object3D,distance:number,hysteresis:number}>}
  17905. */
  17906. levels: {
  17907. enumerable: true,
  17908. value: []
  17909. }
  17910. } );
  17911. /**
  17912. * Whether the LOD object is updated automatically by the renderer per frame
  17913. * or not. If set to `false`, you have to call {@link LOD#update} in the
  17914. * render loop by yourself.
  17915. *
  17916. * @type {boolean}
  17917. * @default true
  17918. */
  17919. this.autoUpdate = true;
  17920. }
  17921. copy( source ) {
  17922. super.copy( source, false );
  17923. const levels = source.levels;
  17924. for ( let i = 0, l = levels.length; i < l; i ++ ) {
  17925. const level = levels[ i ];
  17926. this.addLevel( level.object.clone(), level.distance, level.hysteresis );
  17927. }
  17928. this.autoUpdate = source.autoUpdate;
  17929. return this;
  17930. }
  17931. /**
  17932. * Adds a mesh that will display at a certain distance and greater. Typically
  17933. * the further away the distance, the lower the detail on the mesh.
  17934. *
  17935. * @param {Object3D} object - The 3D object to display at this level.
  17936. * @param {number} [distance=0] - The distance at which to display this level of detail.
  17937. * @param {number} [hysteresis=0] - Threshold used to avoid flickering at LOD boundaries, as a fraction of distance.
  17938. * @return {LOD} A reference to this instance.
  17939. */
  17940. addLevel( object, distance = 0, hysteresis = 0 ) {
  17941. distance = Math.abs( distance );
  17942. const levels = this.levels;
  17943. let l;
  17944. for ( l = 0; l < levels.length; l ++ ) {
  17945. if ( distance < levels[ l ].distance ) {
  17946. break;
  17947. }
  17948. }
  17949. levels.splice( l, 0, { distance: distance, hysteresis: hysteresis, object: object } );
  17950. this.add( object );
  17951. return this;
  17952. }
  17953. /**
  17954. * Removes an existing level, based on the distance from the camera.
  17955. * Returns `true` when the level has been removed. Otherwise `false`.
  17956. *
  17957. * @param {number} distance - Distance of the level to remove.
  17958. * @return {boolean} Whether the level has been removed or not.
  17959. */
  17960. removeLevel( distance ) {
  17961. const levels = this.levels;
  17962. for ( let i = 0; i < levels.length; i ++ ) {
  17963. if ( levels[ i ].distance === distance ) {
  17964. const removedElements = levels.splice( i, 1 );
  17965. this.remove( removedElements[ 0 ].object );
  17966. return true;
  17967. }
  17968. }
  17969. return false;
  17970. }
  17971. /**
  17972. * Returns the currently active LOD level index.
  17973. *
  17974. * @return {number} The current active LOD level index.
  17975. */
  17976. getCurrentLevel() {
  17977. return this._currentLevel;
  17978. }
  17979. /**
  17980. * Returns a reference to the first 3D object that is greater than
  17981. * the given distance.
  17982. *
  17983. * @param {number} distance - The LOD distance.
  17984. * @return {Object3D|null} The found 3D object. `null` if no 3D object has been found.
  17985. */
  17986. getObjectForDistance( distance ) {
  17987. const levels = this.levels;
  17988. if ( levels.length > 0 ) {
  17989. let i, l;
  17990. for ( i = 1, l = levels.length; i < l; i ++ ) {
  17991. let levelDistance = levels[ i ].distance;
  17992. if ( levels[ i ].object.visible ) {
  17993. levelDistance -= levelDistance * levels[ i ].hysteresis;
  17994. }
  17995. if ( distance < levelDistance ) {
  17996. break;
  17997. }
  17998. }
  17999. return levels[ i - 1 ].object;
  18000. }
  18001. return null;
  18002. }
  18003. /**
  18004. * Computes intersection points between a casted ray and this LOD.
  18005. *
  18006. * @param {Raycaster} raycaster - The raycaster.
  18007. * @param {Array<Object>} intersects - The target array that holds the intersection points.
  18008. */
  18009. raycast( raycaster, intersects ) {
  18010. const levels = this.levels;
  18011. if ( levels.length > 0 ) {
  18012. _v1$2.setFromMatrixPosition( this.matrixWorld );
  18013. const distance = raycaster.ray.origin.distanceTo( _v1$2 );
  18014. this.getObjectForDistance( distance ).raycast( raycaster, intersects );
  18015. }
  18016. }
  18017. /**
  18018. * Updates the LOD by computing which LOD level should be visible according
  18019. * to the current distance of the given camera.
  18020. *
  18021. * @param {Camera} camera - The camera the scene is rendered with.
  18022. */
  18023. update( camera ) {
  18024. const levels = this.levels;
  18025. if ( levels.length > 1 ) {
  18026. _v1$2.setFromMatrixPosition( camera.matrixWorld );
  18027. _v2$1.setFromMatrixPosition( this.matrixWorld );
  18028. const distance = _v1$2.distanceTo( _v2$1 ) / camera.zoom;
  18029. levels[ 0 ].object.visible = true;
  18030. let i, l;
  18031. for ( i = 1, l = levels.length; i < l; i ++ ) {
  18032. let levelDistance = levels[ i ].distance;
  18033. if ( levels[ i ].object.visible ) {
  18034. levelDistance -= levelDistance * levels[ i ].hysteresis;
  18035. }
  18036. if ( distance >= levelDistance ) {
  18037. levels[ i - 1 ].object.visible = false;
  18038. levels[ i ].object.visible = true;
  18039. } else {
  18040. break;
  18041. }
  18042. }
  18043. this._currentLevel = i - 1;
  18044. for ( ; i < l; i ++ ) {
  18045. levels[ i ].object.visible = false;
  18046. }
  18047. }
  18048. }
  18049. toJSON( meta ) {
  18050. const data = super.toJSON( meta );
  18051. if ( this.autoUpdate === false ) data.object.autoUpdate = false;
  18052. data.object.levels = [];
  18053. const levels = this.levels;
  18054. for ( let i = 0, l = levels.length; i < l; i ++ ) {
  18055. const level = levels[ i ];
  18056. data.object.levels.push( {
  18057. object: level.object.uuid,
  18058. distance: level.distance,
  18059. hysteresis: level.hysteresis
  18060. } );
  18061. }
  18062. return data;
  18063. }
  18064. }
  18065. const _basePosition = /*@__PURE__*/ new Vector3();
  18066. const _skinIndex = /*@__PURE__*/ new Vector4();
  18067. const _skinWeight = /*@__PURE__*/ new Vector4();
  18068. const _vector3 = /*@__PURE__*/ new Vector3();
  18069. const _matrix4 = /*@__PURE__*/ new Matrix4();
  18070. const _vertex = /*@__PURE__*/ new Vector3();
  18071. const _sphere$5 = /*@__PURE__*/ new Sphere();
  18072. const _inverseMatrix$2 = /*@__PURE__*/ new Matrix4();
  18073. const _ray$2 = /*@__PURE__*/ new Ray();
  18074. /**
  18075. * A mesh that has a {@link Skeleton} that can then be used to animate the
  18076. * vertices of the geometry with skinning/skeleton animation.
  18077. *
  18078. * Next to a valid skeleton, the skinned mesh requires skin indices and weights
  18079. * as buffer attributes in its geometry. These attribute define which bones affect a single
  18080. * vertex to a certain extend.
  18081. *
  18082. * Typically skinned meshes are not created manually but loaders like {@link GLTFLoader}
  18083. * or {@link FBXLoader } import respective models.
  18084. *
  18085. * @augments Mesh
  18086. */
  18087. class SkinnedMesh extends Mesh {
  18088. /**
  18089. * Constructs a new skinned mesh.
  18090. *
  18091. * @param {BufferGeometry} [geometry] - The mesh geometry.
  18092. * @param {Material|Array<Material>} [material] - The mesh material.
  18093. */
  18094. constructor( geometry, material ) {
  18095. super( geometry, material );
  18096. /**
  18097. * This flag can be used for type testing.
  18098. *
  18099. * @type {boolean}
  18100. * @readonly
  18101. * @default true
  18102. */
  18103. this.isSkinnedMesh = true;
  18104. this.type = 'SkinnedMesh';
  18105. /**
  18106. * `AttachedBindMode` means the skinned mesh shares the same world space as the skeleton.
  18107. * This is not true when using `DetachedBindMode` which is useful when sharing a skeleton
  18108. * across multiple skinned meshes.
  18109. *
  18110. * @type {(AttachedBindMode|DetachedBindMode)}
  18111. * @default AttachedBindMode
  18112. */
  18113. this.bindMode = AttachedBindMode;
  18114. /**
  18115. * The base matrix that is used for the bound bone transforms.
  18116. *
  18117. * @type {Matrix4}
  18118. */
  18119. this.bindMatrix = new Matrix4();
  18120. /**
  18121. * The base matrix that is used for resetting the bound bone transforms.
  18122. *
  18123. * @type {Matrix4}
  18124. */
  18125. this.bindMatrixInverse = new Matrix4();
  18126. /**
  18127. * The bounding box of the skinned mesh. Can be computed via {@link SkinnedMesh#computeBoundingBox}.
  18128. *
  18129. * @type {?Box3}
  18130. * @default null
  18131. */
  18132. this.boundingBox = null;
  18133. /**
  18134. * The bounding sphere of the skinned mesh. Can be computed via {@link SkinnedMesh#computeBoundingSphere}.
  18135. *
  18136. * @type {?Sphere}
  18137. * @default null
  18138. */
  18139. this.boundingSphere = null;
  18140. }
  18141. /**
  18142. * Computes the bounding box of the skinned mesh, and updates {@link SkinnedMesh#boundingBox}.
  18143. * The bounding box is not automatically computed by the engine; this method must be called by your app.
  18144. * If the skinned mesh is animated, the bounding box should be recomputed per frame in order to reflect
  18145. * the current animation state.
  18146. */
  18147. computeBoundingBox() {
  18148. const geometry = this.geometry;
  18149. if ( this.boundingBox === null ) {
  18150. this.boundingBox = new Box3();
  18151. }
  18152. this.boundingBox.makeEmpty();
  18153. const positionAttribute = geometry.getAttribute( 'position' );
  18154. for ( let i = 0; i < positionAttribute.count; i ++ ) {
  18155. this.getVertexPosition( i, _vertex );
  18156. this.boundingBox.expandByPoint( _vertex );
  18157. }
  18158. }
  18159. /**
  18160. * Computes the bounding sphere of the skinned mesh, and updates {@link SkinnedMesh#boundingSphere}.
  18161. * The bounding sphere is automatically computed by the engine once when it is needed, e.g., for ray casting
  18162. * and view frustum culling. If the skinned mesh is animated, the bounding sphere should be recomputed
  18163. * per frame in order to reflect the current animation state.
  18164. */
  18165. computeBoundingSphere() {
  18166. const geometry = this.geometry;
  18167. if ( this.boundingSphere === null ) {
  18168. this.boundingSphere = new Sphere();
  18169. }
  18170. this.boundingSphere.makeEmpty();
  18171. const positionAttribute = geometry.getAttribute( 'position' );
  18172. for ( let i = 0; i < positionAttribute.count; i ++ ) {
  18173. this.getVertexPosition( i, _vertex );
  18174. this.boundingSphere.expandByPoint( _vertex );
  18175. }
  18176. }
  18177. copy( source, recursive ) {
  18178. super.copy( source, recursive );
  18179. this.bindMode = source.bindMode;
  18180. this.bindMatrix.copy( source.bindMatrix );
  18181. this.bindMatrixInverse.copy( source.bindMatrixInverse );
  18182. this.skeleton = source.skeleton;
  18183. if ( source.boundingBox !== null ) this.boundingBox = source.boundingBox.clone();
  18184. if ( source.boundingSphere !== null ) this.boundingSphere = source.boundingSphere.clone();
  18185. return this;
  18186. }
  18187. raycast( raycaster, intersects ) {
  18188. const material = this.material;
  18189. const matrixWorld = this.matrixWorld;
  18190. if ( material === undefined ) return;
  18191. // test with bounding sphere in world space
  18192. if ( this.boundingSphere === null ) this.computeBoundingSphere();
  18193. _sphere$5.copy( this.boundingSphere );
  18194. _sphere$5.applyMatrix4( matrixWorld );
  18195. if ( raycaster.ray.intersectsSphere( _sphere$5 ) === false ) return;
  18196. // convert ray to local space of skinned mesh
  18197. _inverseMatrix$2.copy( matrixWorld ).invert();
  18198. _ray$2.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$2 );
  18199. // test with bounding box in local space
  18200. if ( this.boundingBox !== null ) {
  18201. if ( _ray$2.intersectsBox( this.boundingBox ) === false ) return;
  18202. }
  18203. // test for intersections with geometry
  18204. this._computeIntersections( raycaster, intersects, _ray$2 );
  18205. }
  18206. getVertexPosition( index, target ) {
  18207. super.getVertexPosition( index, target );
  18208. this.applyBoneTransform( index, target );
  18209. return target;
  18210. }
  18211. /**
  18212. * Binds the given skeleton to the skinned mesh.
  18213. *
  18214. * @param {Skeleton} skeleton - The skeleton to bind.
  18215. * @param {Matrix4} [bindMatrix] - The bind matrix. If no bind matrix is provided,
  18216. * the skinned mesh's world matrix will be used instead.
  18217. */
  18218. bind( skeleton, bindMatrix ) {
  18219. this.skeleton = skeleton;
  18220. if ( bindMatrix === undefined ) {
  18221. this.updateMatrixWorld( true );
  18222. this.skeleton.calculateInverses();
  18223. bindMatrix = this.matrixWorld;
  18224. }
  18225. this.bindMatrix.copy( bindMatrix );
  18226. this.bindMatrixInverse.copy( bindMatrix ).invert();
  18227. }
  18228. /**
  18229. * This method sets the skinned mesh in the rest pose).
  18230. */
  18231. pose() {
  18232. this.skeleton.pose();
  18233. }
  18234. /**
  18235. * Normalizes the skin weights which are defined as a buffer attribute
  18236. * in the skinned mesh's geometry.
  18237. */
  18238. normalizeSkinWeights() {
  18239. const vector = new Vector4();
  18240. const skinWeight = this.geometry.attributes.skinWeight;
  18241. for ( let i = 0, l = skinWeight.count; i < l; i ++ ) {
  18242. vector.fromBufferAttribute( skinWeight, i );
  18243. const scale = 1.0 / vector.manhattanLength();
  18244. if ( scale !== Infinity ) {
  18245. vector.multiplyScalar( scale );
  18246. } else {
  18247. vector.set( 1, 0, 0, 0 ); // do something reasonable
  18248. }
  18249. skinWeight.setXYZW( i, vector.x, vector.y, vector.z, vector.w );
  18250. }
  18251. }
  18252. updateMatrixWorld( force ) {
  18253. super.updateMatrixWorld( force );
  18254. if ( this.bindMode === AttachedBindMode ) {
  18255. this.bindMatrixInverse.copy( this.matrixWorld ).invert();
  18256. } else if ( this.bindMode === DetachedBindMode ) {
  18257. this.bindMatrixInverse.copy( this.bindMatrix ).invert();
  18258. } else {
  18259. console.warn( 'THREE.SkinnedMesh: Unrecognized bindMode: ' + this.bindMode );
  18260. }
  18261. }
  18262. /**
  18263. * Applies the bone transform associated with the given index to the given
  18264. * vertex position. Returns the updated vector.
  18265. *
  18266. * @param {number} index - The vertex index.
  18267. * @param {Vector3} target - The target object that is used to store the method's result.
  18268. * the skinned mesh's world matrix will be used instead.
  18269. * @return {Vector3} The updated vertex position.
  18270. */
  18271. applyBoneTransform( index, target ) {
  18272. const skeleton = this.skeleton;
  18273. const geometry = this.geometry;
  18274. _skinIndex.fromBufferAttribute( geometry.attributes.skinIndex, index );
  18275. _skinWeight.fromBufferAttribute( geometry.attributes.skinWeight, index );
  18276. _basePosition.copy( target ).applyMatrix4( this.bindMatrix );
  18277. target.set( 0, 0, 0 );
  18278. for ( let i = 0; i < 4; i ++ ) {
  18279. const weight = _skinWeight.getComponent( i );
  18280. if ( weight !== 0 ) {
  18281. const boneIndex = _skinIndex.getComponent( i );
  18282. _matrix4.multiplyMatrices( skeleton.bones[ boneIndex ].matrixWorld, skeleton.boneInverses[ boneIndex ] );
  18283. target.addScaledVector( _vector3.copy( _basePosition ).applyMatrix4( _matrix4 ), weight );
  18284. }
  18285. }
  18286. return target.applyMatrix4( this.bindMatrixInverse );
  18287. }
  18288. }
  18289. /**
  18290. * A bone which is part of a {@link Skeleton}. The skeleton in turn is used by
  18291. * the {@link SkinnedMesh}.
  18292. *
  18293. * ```js
  18294. * const root = new THREE.Bone();
  18295. * const child = new THREE.Bone();
  18296. *
  18297. * root.add( child );
  18298. * child.position.y = 5;
  18299. * ```
  18300. *
  18301. * @augments Object3D
  18302. */
  18303. class Bone extends Object3D {
  18304. /**
  18305. * Constructs a new bone.
  18306. */
  18307. constructor() {
  18308. super();
  18309. /**
  18310. * This flag can be used for type testing.
  18311. *
  18312. * @type {boolean}
  18313. * @readonly
  18314. * @default true
  18315. */
  18316. this.isBone = true;
  18317. this.type = 'Bone';
  18318. }
  18319. }
  18320. /**
  18321. * Creates a texture directly from raw buffer data.
  18322. *
  18323. * The interpretation of the data depends on type and format: If the type is
  18324. * `UnsignedByteType`, a `Uint8Array` will be useful for addressing the
  18325. * texel data. If the format is `RGBAFormat`, data needs four values for
  18326. * one texel; Red, Green, Blue and Alpha (typically the opacity).
  18327. *
  18328. * @augments Texture
  18329. */
  18330. class DataTexture extends Texture {
  18331. /**
  18332. * Constructs a new data texture.
  18333. *
  18334. * @param {?TypedArray} [data=null] - The buffer data.
  18335. * @param {number} [width=1] - The width of the texture.
  18336. * @param {number} [height=1] - The height of the texture.
  18337. * @param {number} [format=RGBAFormat] - The texture format.
  18338. * @param {number} [type=UnsignedByteType] - The texture type.
  18339. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  18340. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  18341. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  18342. * @param {number} [magFilter=NearestFilter] - The mag filter value.
  18343. * @param {number} [minFilter=NearestFilter] - The min filter value.
  18344. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  18345. * @param {string} [colorSpace=NoColorSpace] - The color space.
  18346. */
  18347. constructor( data = null, width = 1, height = 1, format, type, mapping, wrapS, wrapT, magFilter = NearestFilter, minFilter = NearestFilter, anisotropy, colorSpace ) {
  18348. super( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace );
  18349. /**
  18350. * This flag can be used for type testing.
  18351. *
  18352. * @type {boolean}
  18353. * @readonly
  18354. * @default true
  18355. */
  18356. this.isDataTexture = true;
  18357. /**
  18358. * The image definition of a data texture.
  18359. *
  18360. * @type {{data:TypedArray,width:number,height:number}}
  18361. */
  18362. this.image = { data: data, width: width, height: height };
  18363. /**
  18364. * Whether to generate mipmaps (if possible) for a texture.
  18365. *
  18366. * Overwritten and set to `false` by default.
  18367. *
  18368. * @type {boolean}
  18369. * @default false
  18370. */
  18371. this.generateMipmaps = false;
  18372. /**
  18373. * If set to `true`, the texture is flipped along the vertical axis when
  18374. * uploaded to the GPU.
  18375. *
  18376. * Overwritten and set to `false` by default.
  18377. *
  18378. * @type {boolean}
  18379. * @default false
  18380. */
  18381. this.flipY = false;
  18382. /**
  18383. * Specifies the alignment requirements for the start of each pixel row in memory.
  18384. *
  18385. * Overwritten and set to `1` by default.
  18386. *
  18387. * @type {boolean}
  18388. * @default 1
  18389. */
  18390. this.unpackAlignment = 1;
  18391. }
  18392. }
  18393. const _offsetMatrix = /*@__PURE__*/ new Matrix4();
  18394. const _identityMatrix = /*@__PURE__*/ new Matrix4();
  18395. /**
  18396. * Class for representing the armatures in `three.js`. The skeleton
  18397. * is defined by a hierarchy of bones.
  18398. *
  18399. * ```js
  18400. * const bones = [];
  18401. *
  18402. * const shoulder = new THREE.Bone();
  18403. * const elbow = new THREE.Bone();
  18404. * const hand = new THREE.Bone();
  18405. *
  18406. * shoulder.add( elbow );
  18407. * elbow.add( hand );
  18408. *
  18409. * bones.push( shoulder , elbow, hand);
  18410. *
  18411. * shoulder.position.y = -5;
  18412. * elbow.position.y = 0;
  18413. * hand.position.y = 5;
  18414. *
  18415. * const armSkeleton = new THREE.Skeleton( bones );
  18416. * ```
  18417. */
  18418. class Skeleton {
  18419. /**
  18420. * Constructs a new skeleton.
  18421. *
  18422. * @param {Array<Bone>} [bones] - An array of bones.
  18423. * @param {Array<Matrix4>} [boneInverses] - An array of bone inverse matrices.
  18424. * If not provided, these matrices will be computed automatically via {@link Skeleton#calculateInverses}.
  18425. */
  18426. constructor( bones = [], boneInverses = [] ) {
  18427. this.uuid = generateUUID();
  18428. /**
  18429. * An array of bones defining the skeleton.
  18430. *
  18431. * @type {Array<Bone>}
  18432. */
  18433. this.bones = bones.slice( 0 );
  18434. /**
  18435. * An array of bone inverse matrices.
  18436. *
  18437. * @type {Array<Matrix4>}
  18438. */
  18439. this.boneInverses = boneInverses;
  18440. /**
  18441. * An array buffer holding the bone data.
  18442. * Input data for {@link Skeleton#boneTexture}.
  18443. *
  18444. * @type {?Float32Array}
  18445. * @default null
  18446. */
  18447. this.boneMatrices = null;
  18448. /**
  18449. * A texture holding the bone data for use
  18450. * in the vertex shader.
  18451. *
  18452. * @type {?DataTexture}
  18453. * @default null
  18454. */
  18455. this.boneTexture = null;
  18456. this.init();
  18457. }
  18458. /**
  18459. * Initializes the skeleton. This method gets automatically called by the constructor
  18460. * but depending on how the skeleton is created it might be necessary to call this method
  18461. * manually.
  18462. */
  18463. init() {
  18464. const bones = this.bones;
  18465. const boneInverses = this.boneInverses;
  18466. this.boneMatrices = new Float32Array( bones.length * 16 );
  18467. // calculate inverse bone matrices if necessary
  18468. if ( boneInverses.length === 0 ) {
  18469. this.calculateInverses();
  18470. } else {
  18471. // handle special case
  18472. if ( bones.length !== boneInverses.length ) {
  18473. console.warn( 'THREE.Skeleton: Number of inverse bone matrices does not match amount of bones.' );
  18474. this.boneInverses = [];
  18475. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  18476. this.boneInverses.push( new Matrix4() );
  18477. }
  18478. }
  18479. }
  18480. }
  18481. /**
  18482. * Computes the bone inverse matrices. This method resets {@link Skeleton#boneInverses}
  18483. * and fills it with new matrices.
  18484. */
  18485. calculateInverses() {
  18486. this.boneInverses.length = 0;
  18487. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  18488. const inverse = new Matrix4();
  18489. if ( this.bones[ i ] ) {
  18490. inverse.copy( this.bones[ i ].matrixWorld ).invert();
  18491. }
  18492. this.boneInverses.push( inverse );
  18493. }
  18494. }
  18495. /**
  18496. * Resets the skeleton to the base pose.
  18497. */
  18498. pose() {
  18499. // recover the bind-time world matrices
  18500. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  18501. const bone = this.bones[ i ];
  18502. if ( bone ) {
  18503. bone.matrixWorld.copy( this.boneInverses[ i ] ).invert();
  18504. }
  18505. }
  18506. // compute the local matrices, positions, rotations and scales
  18507. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  18508. const bone = this.bones[ i ];
  18509. if ( bone ) {
  18510. if ( bone.parent && bone.parent.isBone ) {
  18511. bone.matrix.copy( bone.parent.matrixWorld ).invert();
  18512. bone.matrix.multiply( bone.matrixWorld );
  18513. } else {
  18514. bone.matrix.copy( bone.matrixWorld );
  18515. }
  18516. bone.matrix.decompose( bone.position, bone.quaternion, bone.scale );
  18517. }
  18518. }
  18519. }
  18520. /**
  18521. * Resets the skeleton to the base pose.
  18522. */
  18523. update() {
  18524. const bones = this.bones;
  18525. const boneInverses = this.boneInverses;
  18526. const boneMatrices = this.boneMatrices;
  18527. const boneTexture = this.boneTexture;
  18528. // flatten bone matrices to array
  18529. for ( let i = 0, il = bones.length; i < il; i ++ ) {
  18530. // compute the offset between the current and the original transform
  18531. const matrix = bones[ i ] ? bones[ i ].matrixWorld : _identityMatrix;
  18532. _offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] );
  18533. _offsetMatrix.toArray( boneMatrices, i * 16 );
  18534. }
  18535. if ( boneTexture !== null ) {
  18536. boneTexture.needsUpdate = true;
  18537. }
  18538. }
  18539. /**
  18540. * Returns a new skeleton with copied values from this instance.
  18541. *
  18542. * @return {Skeleton} A clone of this instance.
  18543. */
  18544. clone() {
  18545. return new Skeleton( this.bones, this.boneInverses );
  18546. }
  18547. /**
  18548. * Computes a data texture for passing bone data to the vertex shader.
  18549. *
  18550. * @return {Skeleton} A reference of this instance.
  18551. */
  18552. computeBoneTexture() {
  18553. // layout (1 matrix = 4 pixels)
  18554. // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
  18555. // with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8)
  18556. // 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16)
  18557. // 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32)
  18558. // 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)
  18559. let size = Math.sqrt( this.bones.length * 4 ); // 4 pixels needed for 1 matrix
  18560. size = Math.ceil( size / 4 ) * 4;
  18561. size = Math.max( size, 4 );
  18562. const boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
  18563. boneMatrices.set( this.boneMatrices ); // copy current values
  18564. const boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );
  18565. boneTexture.needsUpdate = true;
  18566. this.boneMatrices = boneMatrices;
  18567. this.boneTexture = boneTexture;
  18568. return this;
  18569. }
  18570. /**
  18571. * Searches through the skeleton's bone array and returns the first with a
  18572. * matching name.
  18573. *
  18574. * @param {string} name - The name of the bone.
  18575. * @return {Bone|undefined} The found bone. `undefined` if no bone has been found.
  18576. */
  18577. getBoneByName( name ) {
  18578. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  18579. const bone = this.bones[ i ];
  18580. if ( bone.name === name ) {
  18581. return bone;
  18582. }
  18583. }
  18584. return undefined;
  18585. }
  18586. /**
  18587. * Frees the GPU-related resources allocated by this instance. Call this
  18588. * method whenever this instance is no longer used in your app.
  18589. */
  18590. dispose( ) {
  18591. if ( this.boneTexture !== null ) {
  18592. this.boneTexture.dispose();
  18593. this.boneTexture = null;
  18594. }
  18595. }
  18596. /**
  18597. * Setups the skeleton by the given JSON and bones.
  18598. *
  18599. * @param {Object} json - The skeleton as serialized JSON.
  18600. * @param {Object<string, Bone>} bones - An array of bones.
  18601. * @return {Skeleton} A reference of this instance.
  18602. */
  18603. fromJSON( json, bones ) {
  18604. this.uuid = json.uuid;
  18605. for ( let i = 0, l = json.bones.length; i < l; i ++ ) {
  18606. const uuid = json.bones[ i ];
  18607. let bone = bones[ uuid ];
  18608. if ( bone === undefined ) {
  18609. console.warn( 'THREE.Skeleton: No bone found with UUID:', uuid );
  18610. bone = new Bone();
  18611. }
  18612. this.bones.push( bone );
  18613. this.boneInverses.push( new Matrix4().fromArray( json.boneInverses[ i ] ) );
  18614. }
  18615. this.init();
  18616. return this;
  18617. }
  18618. /**
  18619. * Serializes the skeleton into JSON.
  18620. *
  18621. * @return {Object} A JSON object representing the serialized skeleton.
  18622. * @see {@link ObjectLoader#parse}
  18623. */
  18624. toJSON() {
  18625. const data = {
  18626. metadata: {
  18627. version: 4.6,
  18628. type: 'Skeleton',
  18629. generator: 'Skeleton.toJSON'
  18630. },
  18631. bones: [],
  18632. boneInverses: []
  18633. };
  18634. data.uuid = this.uuid;
  18635. const bones = this.bones;
  18636. const boneInverses = this.boneInverses;
  18637. for ( let i = 0, l = bones.length; i < l; i ++ ) {
  18638. const bone = bones[ i ];
  18639. data.bones.push( bone.uuid );
  18640. const boneInverse = boneInverses[ i ];
  18641. data.boneInverses.push( boneInverse.toArray() );
  18642. }
  18643. return data;
  18644. }
  18645. }
  18646. /**
  18647. * An instanced version of a buffer attribute.
  18648. *
  18649. * @augments BufferAttribute
  18650. */
  18651. class InstancedBufferAttribute extends BufferAttribute {
  18652. /**
  18653. * Constructs a new instanced buffer attribute.
  18654. *
  18655. * @param {TypedArray} array - The array holding the attribute data.
  18656. * @param {number} itemSize - The item size.
  18657. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  18658. * @param {number} [meshPerAttribute=1] - How often a value of this buffer attribute should be repeated.
  18659. */
  18660. constructor( array, itemSize, normalized, meshPerAttribute = 1 ) {
  18661. super( array, itemSize, normalized );
  18662. /**
  18663. * This flag can be used for type testing.
  18664. *
  18665. * @type {boolean}
  18666. * @readonly
  18667. * @default true
  18668. */
  18669. this.isInstancedBufferAttribute = true;
  18670. /**
  18671. * Defines how often a value of this buffer attribute should be repeated. A
  18672. * value of one means that each value of the instanced attribute is used for
  18673. * a single instance. A value of two means that each value is used for two
  18674. * consecutive instances (and so on).
  18675. *
  18676. * @type {number}
  18677. * @default 1
  18678. */
  18679. this.meshPerAttribute = meshPerAttribute;
  18680. }
  18681. copy( source ) {
  18682. super.copy( source );
  18683. this.meshPerAttribute = source.meshPerAttribute;
  18684. return this;
  18685. }
  18686. toJSON() {
  18687. const data = super.toJSON();
  18688. data.meshPerAttribute = this.meshPerAttribute;
  18689. data.isInstancedBufferAttribute = true;
  18690. return data;
  18691. }
  18692. }
  18693. const _instanceLocalMatrix = /*@__PURE__*/ new Matrix4();
  18694. const _instanceWorldMatrix = /*@__PURE__*/ new Matrix4();
  18695. const _instanceIntersects = [];
  18696. const _box3 = /*@__PURE__*/ new Box3();
  18697. const _identity = /*@__PURE__*/ new Matrix4();
  18698. const _mesh$1 = /*@__PURE__*/ new Mesh();
  18699. const _sphere$4 = /*@__PURE__*/ new Sphere();
  18700. /**
  18701. * A special version of a mesh with instanced rendering support. Use
  18702. * this class if you have to render a large number of objects with the same
  18703. * geometry and material(s) but with different world transformations. The usage
  18704. * of 'InstancedMesh' will help you to reduce the number of draw calls and thus
  18705. * improve the overall rendering performance in your application.
  18706. *
  18707. * @augments Mesh
  18708. */
  18709. class InstancedMesh extends Mesh {
  18710. /**
  18711. * Constructs a new instanced mesh.
  18712. *
  18713. * @param {BufferGeometry} [geometry] - The mesh geometry.
  18714. * @param {Material|Array<Material>} [material] - The mesh material.
  18715. * @param {number} count - The number of instances.
  18716. */
  18717. constructor( geometry, material, count ) {
  18718. super( geometry, material );
  18719. /**
  18720. * This flag can be used for type testing.
  18721. *
  18722. * @type {boolean}
  18723. * @readonly
  18724. * @default true
  18725. */
  18726. this.isInstancedMesh = true;
  18727. /**
  18728. * Represents the local transformation of all instances. You have to set its
  18729. * {@link BufferAttribute#needsUpdate} flag to true if you modify instanced data
  18730. * via {@link InstancedMesh#setMatrixAt}.
  18731. *
  18732. * @type {InstancedBufferAttribute}
  18733. */
  18734. this.instanceMatrix = new InstancedBufferAttribute( new Float32Array( count * 16 ), 16 );
  18735. /**
  18736. * Represents the color of all instances. You have to set its
  18737. * {@link BufferAttribute#needsUpdate} flag to true if you modify instanced data
  18738. * via {@link InstancedMesh#setColorAt}.
  18739. *
  18740. * @type {?InstancedBufferAttribute}
  18741. * @default null
  18742. */
  18743. this.instanceColor = null;
  18744. /**
  18745. * Represents the morph target weights of all instances. You have to set its
  18746. * {@link Texture#needsUpdate} flag to true if you modify instanced data
  18747. * via {@link InstancedMesh#setMorphAt}.
  18748. *
  18749. * @type {?DataTexture}
  18750. * @default null
  18751. */
  18752. this.morphTexture = null;
  18753. /**
  18754. * The number of instances.
  18755. *
  18756. * @type {number}
  18757. */
  18758. this.count = count;
  18759. /**
  18760. * The bounding box of the instanced mesh. Can be computed via {@link InstancedMesh#computeBoundingBox}.
  18761. *
  18762. * @type {?Box3}
  18763. * @default null
  18764. */
  18765. this.boundingBox = null;
  18766. /**
  18767. * The bounding sphere of the instanced mesh. Can be computed via {@link InstancedMesh#computeBoundingSphere}.
  18768. *
  18769. * @type {?Sphere}
  18770. * @default null
  18771. */
  18772. this.boundingSphere = null;
  18773. for ( let i = 0; i < count; i ++ ) {
  18774. this.setMatrixAt( i, _identity );
  18775. }
  18776. }
  18777. /**
  18778. * Computes the bounding box of the instanced mesh, and updates {@link InstancedMesh#boundingBox}.
  18779. * The bounding box is not automatically computed by the engine; this method must be called by your app.
  18780. * You may need to recompute the bounding box if an instance is transformed via {@link InstancedMesh#setMatrixAt}.
  18781. */
  18782. computeBoundingBox() {
  18783. const geometry = this.geometry;
  18784. const count = this.count;
  18785. if ( this.boundingBox === null ) {
  18786. this.boundingBox = new Box3();
  18787. }
  18788. if ( geometry.boundingBox === null ) {
  18789. geometry.computeBoundingBox();
  18790. }
  18791. this.boundingBox.makeEmpty();
  18792. for ( let i = 0; i < count; i ++ ) {
  18793. this.getMatrixAt( i, _instanceLocalMatrix );
  18794. _box3.copy( geometry.boundingBox ).applyMatrix4( _instanceLocalMatrix );
  18795. this.boundingBox.union( _box3 );
  18796. }
  18797. }
  18798. /**
  18799. * Computes the bounding sphere of the instanced mesh, and updates {@link InstancedMesh#boundingSphere}
  18800. * The engine automatically computes the bounding sphere when it is needed, e.g., for ray casting or view frustum culling.
  18801. * You may need to recompute the bounding sphere if an instance is transformed via {@link InstancedMesh#setMatrixAt}.
  18802. */
  18803. computeBoundingSphere() {
  18804. const geometry = this.geometry;
  18805. const count = this.count;
  18806. if ( this.boundingSphere === null ) {
  18807. this.boundingSphere = new Sphere();
  18808. }
  18809. if ( geometry.boundingSphere === null ) {
  18810. geometry.computeBoundingSphere();
  18811. }
  18812. this.boundingSphere.makeEmpty();
  18813. for ( let i = 0; i < count; i ++ ) {
  18814. this.getMatrixAt( i, _instanceLocalMatrix );
  18815. _sphere$4.copy( geometry.boundingSphere ).applyMatrix4( _instanceLocalMatrix );
  18816. this.boundingSphere.union( _sphere$4 );
  18817. }
  18818. }
  18819. copy( source, recursive ) {
  18820. super.copy( source, recursive );
  18821. this.instanceMatrix.copy( source.instanceMatrix );
  18822. if ( source.morphTexture !== null ) this.morphTexture = source.morphTexture.clone();
  18823. if ( source.instanceColor !== null ) this.instanceColor = source.instanceColor.clone();
  18824. this.count = source.count;
  18825. if ( source.boundingBox !== null ) this.boundingBox = source.boundingBox.clone();
  18826. if ( source.boundingSphere !== null ) this.boundingSphere = source.boundingSphere.clone();
  18827. return this;
  18828. }
  18829. /**
  18830. * Gets the color of the defined instance.
  18831. *
  18832. * @param {number} index - The instance index.
  18833. * @param {Color} color - The target object that is used to store the method's result.
  18834. */
  18835. getColorAt( index, color ) {
  18836. color.fromArray( this.instanceColor.array, index * 3 );
  18837. }
  18838. /**
  18839. * Gets the local transformation matrix of the defined instance.
  18840. *
  18841. * @param {number} index - The instance index.
  18842. * @param {Matrix4} matrix - The target object that is used to store the method's result.
  18843. */
  18844. getMatrixAt( index, matrix ) {
  18845. matrix.fromArray( this.instanceMatrix.array, index * 16 );
  18846. }
  18847. /**
  18848. * Gets the morph target weights of the defined instance.
  18849. *
  18850. * @param {number} index - The instance index.
  18851. * @param {Mesh} object - The target object that is used to store the method's result.
  18852. */
  18853. getMorphAt( index, object ) {
  18854. const objectInfluences = object.morphTargetInfluences;
  18855. const array = this.morphTexture.source.data.data;
  18856. const len = objectInfluences.length + 1; // All influences + the baseInfluenceSum
  18857. const dataIndex = index * len + 1; // Skip the baseInfluenceSum at the beginning
  18858. for ( let i = 0; i < objectInfluences.length; i ++ ) {
  18859. objectInfluences[ i ] = array[ dataIndex + i ];
  18860. }
  18861. }
  18862. raycast( raycaster, intersects ) {
  18863. const matrixWorld = this.matrixWorld;
  18864. const raycastTimes = this.count;
  18865. _mesh$1.geometry = this.geometry;
  18866. _mesh$1.material = this.material;
  18867. if ( _mesh$1.material === undefined ) return;
  18868. // test with bounding sphere first
  18869. if ( this.boundingSphere === null ) this.computeBoundingSphere();
  18870. _sphere$4.copy( this.boundingSphere );
  18871. _sphere$4.applyMatrix4( matrixWorld );
  18872. if ( raycaster.ray.intersectsSphere( _sphere$4 ) === false ) return;
  18873. // now test each instance
  18874. for ( let instanceId = 0; instanceId < raycastTimes; instanceId ++ ) {
  18875. // calculate the world matrix for each instance
  18876. this.getMatrixAt( instanceId, _instanceLocalMatrix );
  18877. _instanceWorldMatrix.multiplyMatrices( matrixWorld, _instanceLocalMatrix );
  18878. // the mesh represents this single instance
  18879. _mesh$1.matrixWorld = _instanceWorldMatrix;
  18880. _mesh$1.raycast( raycaster, _instanceIntersects );
  18881. // process the result of raycast
  18882. for ( let i = 0, l = _instanceIntersects.length; i < l; i ++ ) {
  18883. const intersect = _instanceIntersects[ i ];
  18884. intersect.instanceId = instanceId;
  18885. intersect.object = this;
  18886. intersects.push( intersect );
  18887. }
  18888. _instanceIntersects.length = 0;
  18889. }
  18890. }
  18891. /**
  18892. * Sets the given color to the defined instance. Make sure you set the `needsUpdate` flag of
  18893. * {@link InstancedMesh#instanceColor} to `true` after updating all the colors.
  18894. *
  18895. * @param {number} index - The instance index.
  18896. * @param {Color} color - The instance color.
  18897. */
  18898. setColorAt( index, color ) {
  18899. if ( this.instanceColor === null ) {
  18900. this.instanceColor = new InstancedBufferAttribute( new Float32Array( this.instanceMatrix.count * 3 ).fill( 1 ), 3 );
  18901. }
  18902. color.toArray( this.instanceColor.array, index * 3 );
  18903. }
  18904. /**
  18905. * Sets the given local transformation matrix to the defined instance. Make sure you set the `needsUpdate` flag of
  18906. * {@link InstancedMesh#instanceMatrix} to `true` after updating all the colors.
  18907. *
  18908. * @param {number} index - The instance index.
  18909. * @param {Matrix4} matrix - The the local transformation.
  18910. */
  18911. setMatrixAt( index, matrix ) {
  18912. matrix.toArray( this.instanceMatrix.array, index * 16 );
  18913. }
  18914. /**
  18915. * Sets the morph target weights to the defined instance. Make sure you set the `needsUpdate` flag of
  18916. * {@link InstancedMesh#morphTexture} to `true` after updating all the influences.
  18917. *
  18918. * @param {number} index - The instance index.
  18919. * @param {Mesh} object - A mesh which `morphTargetInfluences` property containing the morph target weights
  18920. * of a single instance.
  18921. */
  18922. setMorphAt( index, object ) {
  18923. const objectInfluences = object.morphTargetInfluences;
  18924. const len = objectInfluences.length + 1; // morphBaseInfluence + all influences
  18925. if ( this.morphTexture === null ) {
  18926. this.morphTexture = new DataTexture( new Float32Array( len * this.count ), len, this.count, RedFormat, FloatType );
  18927. }
  18928. const array = this.morphTexture.source.data.data;
  18929. let morphInfluencesSum = 0;
  18930. for ( let i = 0; i < objectInfluences.length; i ++ ) {
  18931. morphInfluencesSum += objectInfluences[ i ];
  18932. }
  18933. const morphBaseInfluence = this.geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum;
  18934. const dataIndex = len * index;
  18935. array[ dataIndex ] = morphBaseInfluence;
  18936. array.set( objectInfluences, dataIndex + 1 );
  18937. }
  18938. updateMorphTargets() {
  18939. }
  18940. /**
  18941. * Frees the GPU-related resources allocated by this instance. Call this
  18942. * method whenever this instance is no longer used in your app.
  18943. */
  18944. dispose() {
  18945. this.dispatchEvent( { type: 'dispose' } );
  18946. if ( this.morphTexture !== null ) {
  18947. this.morphTexture.dispose();
  18948. this.morphTexture = null;
  18949. }
  18950. }
  18951. }
  18952. const _vector1 = /*@__PURE__*/ new Vector3();
  18953. const _vector2 = /*@__PURE__*/ new Vector3();
  18954. const _normalMatrix = /*@__PURE__*/ new Matrix3();
  18955. /**
  18956. * A two dimensional surface that extends infinitely in 3D space, represented
  18957. * in [Hessian normal form]{@link http://mathworld.wolfram.com/HessianNormalForm.html}
  18958. * by a unit length normal vector and a constant.
  18959. */
  18960. class Plane {
  18961. /**
  18962. * Constructs a new plane.
  18963. *
  18964. * @param {Vector3} [normal=(1,0,0)] - A unit length vector defining the normal of the plane.
  18965. * @param {number} [constant=0] - The signed distance from the origin to the plane.
  18966. */
  18967. constructor( normal = new Vector3( 1, 0, 0 ), constant = 0 ) {
  18968. /**
  18969. * This flag can be used for type testing.
  18970. *
  18971. * @type {boolean}
  18972. * @readonly
  18973. * @default true
  18974. */
  18975. this.isPlane = true;
  18976. /**
  18977. * A unit length vector defining the normal of the plane.
  18978. *
  18979. * @type {Vector3}
  18980. */
  18981. this.normal = normal;
  18982. /**
  18983. * The signed distance from the origin to the plane.
  18984. *
  18985. * @type {number}
  18986. * @default 0
  18987. */
  18988. this.constant = constant;
  18989. }
  18990. /**
  18991. * Sets the plane components by copying the given values.
  18992. *
  18993. * @param {Vector3} normal - The normal.
  18994. * @param {number} constant - The constant.
  18995. * @return {Plane} A reference to this plane.
  18996. */
  18997. set( normal, constant ) {
  18998. this.normal.copy( normal );
  18999. this.constant = constant;
  19000. return this;
  19001. }
  19002. /**
  19003. * Sets the plane components by defining `x`, `y`, `z` as the
  19004. * plane normal and `w` as the constant.
  19005. *
  19006. * @param {number} x - The value for the normal's x component.
  19007. * @param {number} y - The value for the normal's y component.
  19008. * @param {number} z - The value for the normal's z component.
  19009. * @param {number} w - The constant value.
  19010. * @return {Plane} A reference to this plane.
  19011. */
  19012. setComponents( x, y, z, w ) {
  19013. this.normal.set( x, y, z );
  19014. this.constant = w;
  19015. return this;
  19016. }
  19017. /**
  19018. * Sets the plane from the given normal and coplanar point (that is a point
  19019. * that lies onto the plane).
  19020. *
  19021. * @param {Vector3} normal - The normal.
  19022. * @param {Vector3} point - A coplanar point.
  19023. * @return {Plane} A reference to this plane.
  19024. */
  19025. setFromNormalAndCoplanarPoint( normal, point ) {
  19026. this.normal.copy( normal );
  19027. this.constant = - point.dot( this.normal );
  19028. return this;
  19029. }
  19030. /**
  19031. * Sets the plane from three coplanar points. The winding order is
  19032. * assumed to be counter-clockwise, and determines the direction of
  19033. * the plane normal.
  19034. *
  19035. * @param {Vector3} a - The first coplanar point.
  19036. * @param {Vector3} b - The second coplanar point.
  19037. * @param {Vector3} c - The third coplanar point.
  19038. * @return {Plane} A reference to this plane.
  19039. */
  19040. setFromCoplanarPoints( a, b, c ) {
  19041. const normal = _vector1.subVectors( c, b ).cross( _vector2.subVectors( a, b ) ).normalize();
  19042. // Q: should an error be thrown if normal is zero (e.g. degenerate plane)?
  19043. this.setFromNormalAndCoplanarPoint( normal, a );
  19044. return this;
  19045. }
  19046. /**
  19047. * Copies the values of the given plane to this instance.
  19048. *
  19049. * @param {Plane} plane - The plane to copy.
  19050. * @return {Plane} A reference to this plane.
  19051. */
  19052. copy( plane ) {
  19053. this.normal.copy( plane.normal );
  19054. this.constant = plane.constant;
  19055. return this;
  19056. }
  19057. /**
  19058. * Normalizes the plane normal and adjusts the constant accordingly.
  19059. *
  19060. * @return {Plane} A reference to this plane.
  19061. */
  19062. normalize() {
  19063. // Note: will lead to a divide by zero if the plane is invalid.
  19064. const inverseNormalLength = 1.0 / this.normal.length();
  19065. this.normal.multiplyScalar( inverseNormalLength );
  19066. this.constant *= inverseNormalLength;
  19067. return this;
  19068. }
  19069. /**
  19070. * Negates both the plane normal and the constant.
  19071. *
  19072. * @return {Plane} A reference to this plane.
  19073. */
  19074. negate() {
  19075. this.constant *= - 1;
  19076. this.normal.negate();
  19077. return this;
  19078. }
  19079. /**
  19080. * Returns the signed distance from the given point to this plane.
  19081. *
  19082. * @param {Vector3} point - The point to compute the distance for.
  19083. * @return {number} The signed distance.
  19084. */
  19085. distanceToPoint( point ) {
  19086. return this.normal.dot( point ) + this.constant;
  19087. }
  19088. /**
  19089. * Returns the signed distance from the given sphere to this plane.
  19090. *
  19091. * @param {Sphere} sphere - The sphere to compute the distance for.
  19092. * @return {number} The signed distance.
  19093. */
  19094. distanceToSphere( sphere ) {
  19095. return this.distanceToPoint( sphere.center ) - sphere.radius;
  19096. }
  19097. /**
  19098. * Projects a the given point onto the plane.
  19099. *
  19100. * @param {Vector3} point - The point to project.
  19101. * @param {Vector3} target - The target vector that is used to store the method's result.
  19102. * @return {Vector3} The projected point on the plane.
  19103. */
  19104. projectPoint( point, target ) {
  19105. return target.copy( point ).addScaledVector( this.normal, - this.distanceToPoint( point ) );
  19106. }
  19107. /**
  19108. * Returns the intersection point of the passed line and the plane. Returns
  19109. * `null` if the line does not intersect. Returns the line's starting point if
  19110. * the line is coplanar with the plane.
  19111. *
  19112. * @param {Line3} line - The line to compute the intersection for.
  19113. * @param {Vector3} target - The target vector that is used to store the method's result.
  19114. * @return {?Vector3} The intersection point.
  19115. */
  19116. intersectLine( line, target ) {
  19117. const direction = line.delta( _vector1 );
  19118. const denominator = this.normal.dot( direction );
  19119. if ( denominator === 0 ) {
  19120. // line is coplanar, return origin
  19121. if ( this.distanceToPoint( line.start ) === 0 ) {
  19122. return target.copy( line.start );
  19123. }
  19124. // Unsure if this is the correct method to handle this case.
  19125. return null;
  19126. }
  19127. const t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;
  19128. if ( t < 0 || t > 1 ) {
  19129. return null;
  19130. }
  19131. return target.copy( line.start ).addScaledVector( direction, t );
  19132. }
  19133. /**
  19134. * Returns `true` if the given line segment intersects with (passes through) the plane.
  19135. *
  19136. * @param {Line3} line - The line to test.
  19137. * @return {boolean} Whether the given line segment intersects with the plane or not.
  19138. */
  19139. intersectsLine( line ) {
  19140. // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.
  19141. const startSign = this.distanceToPoint( line.start );
  19142. const endSign = this.distanceToPoint( line.end );
  19143. return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );
  19144. }
  19145. /**
  19146. * Returns `true` if the given bounding box intersects with the plane.
  19147. *
  19148. * @param {Box3} box - The bounding box to test.
  19149. * @return {boolean} Whether the given bounding box intersects with the plane or not.
  19150. */
  19151. intersectsBox( box ) {
  19152. return box.intersectsPlane( this );
  19153. }
  19154. /**
  19155. * Returns `true` if the given bounding sphere intersects with the plane.
  19156. *
  19157. * @param {Sphere} sphere - The bounding sphere to test.
  19158. * @return {boolean} Whether the given bounding sphere intersects with the plane or not.
  19159. */
  19160. intersectsSphere( sphere ) {
  19161. return sphere.intersectsPlane( this );
  19162. }
  19163. /**
  19164. * Returns a coplanar vector to the plane, by calculating the
  19165. * projection of the normal at the origin onto the plane.
  19166. *
  19167. * @param {Vector3} target - The target vector that is used to store the method's result.
  19168. * @return {Vector3} The coplanar point.
  19169. */
  19170. coplanarPoint( target ) {
  19171. return target.copy( this.normal ).multiplyScalar( - this.constant );
  19172. }
  19173. /**
  19174. * Apply a 4x4 matrix to the plane. The matrix must be an affine, homogeneous transform.
  19175. *
  19176. * The optional normal matrix can be pre-computed like so:
  19177. * ```js
  19178. * const optionalNormalMatrix = new THREE.Matrix3().getNormalMatrix( matrix );
  19179. * ```
  19180. *
  19181. * @param {Matrix4} matrix - The transformation matrix.
  19182. * @param {Matrix4} [optionalNormalMatrix] - A pre-computed normal matrix.
  19183. * @return {Plane} A reference to this plane.
  19184. */
  19185. applyMatrix4( matrix, optionalNormalMatrix ) {
  19186. const normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix( matrix );
  19187. const referencePoint = this.coplanarPoint( _vector1 ).applyMatrix4( matrix );
  19188. const normal = this.normal.applyMatrix3( normalMatrix ).normalize();
  19189. this.constant = - referencePoint.dot( normal );
  19190. return this;
  19191. }
  19192. /**
  19193. * Translates the plane by the distance defined by the given offset vector.
  19194. * Note that this only affects the plane constant and will not affect the normal vector.
  19195. *
  19196. * @param {Vector3} offset - The offset vector.
  19197. * @return {Plane} A reference to this plane.
  19198. */
  19199. translate( offset ) {
  19200. this.constant -= offset.dot( this.normal );
  19201. return this;
  19202. }
  19203. /**
  19204. * Returns `true` if this plane is equal with the given one.
  19205. *
  19206. * @param {Plane} plane - The plane to test for equality.
  19207. * @return {boolean} Whether this plane is equal with the given one.
  19208. */
  19209. equals( plane ) {
  19210. return plane.normal.equals( this.normal ) && ( plane.constant === this.constant );
  19211. }
  19212. /**
  19213. * Returns a new plane with copied values from this instance.
  19214. *
  19215. * @return {Plane} A clone of this instance.
  19216. */
  19217. clone() {
  19218. return new this.constructor().copy( this );
  19219. }
  19220. }
  19221. const _sphere$3 = /*@__PURE__*/ new Sphere();
  19222. const _vector$6 = /*@__PURE__*/ new Vector3();
  19223. /**
  19224. * Frustums are used to determine what is inside the camera's field of view.
  19225. * They help speed up the rendering process - objects which lie outside a camera's
  19226. * frustum can safely be excluded from rendering.
  19227. *
  19228. * This class is mainly intended for use internally by a renderer.
  19229. */
  19230. class Frustum {
  19231. /**
  19232. * Constructs a new frustum.
  19233. *
  19234. * @param {Plane} [p0] - The first plane that encloses the frustum.
  19235. * @param {Plane} [p1] - The second plane that encloses the frustum.
  19236. * @param {Plane} [p2] - The third plane that encloses the frustum.
  19237. * @param {Plane} [p3] - The fourth plane that encloses the frustum.
  19238. * @param {Plane} [p4] - The fifth plane that encloses the frustum.
  19239. * @param {Plane} [p5] - The sixth plane that encloses the frustum.
  19240. */
  19241. constructor( p0 = new Plane(), p1 = new Plane(), p2 = new Plane(), p3 = new Plane(), p4 = new Plane(), p5 = new Plane() ) {
  19242. /**
  19243. * This array holds the planes that enclose the frustum.
  19244. *
  19245. * @type {Array<Plane>}
  19246. */
  19247. this.planes = [ p0, p1, p2, p3, p4, p5 ];
  19248. }
  19249. /**
  19250. * Sets the frustum planes by copying the given planes.
  19251. *
  19252. * @param {Plane} [p0] - The first plane that encloses the frustum.
  19253. * @param {Plane} [p1] - The second plane that encloses the frustum.
  19254. * @param {Plane} [p2] - The third plane that encloses the frustum.
  19255. * @param {Plane} [p3] - The fourth plane that encloses the frustum.
  19256. * @param {Plane} [p4] - The fifth plane that encloses the frustum.
  19257. * @param {Plane} [p5] - The sixth plane that encloses the frustum.
  19258. * @return {Frustum} A reference to this frustum.
  19259. */
  19260. set( p0, p1, p2, p3, p4, p5 ) {
  19261. const planes = this.planes;
  19262. planes[ 0 ].copy( p0 );
  19263. planes[ 1 ].copy( p1 );
  19264. planes[ 2 ].copy( p2 );
  19265. planes[ 3 ].copy( p3 );
  19266. planes[ 4 ].copy( p4 );
  19267. planes[ 5 ].copy( p5 );
  19268. return this;
  19269. }
  19270. /**
  19271. * Copies the values of the given frustum to this instance.
  19272. *
  19273. * @param {Frustum} frustum - The frustum to copy.
  19274. * @return {Frustum} A reference to this frustum.
  19275. */
  19276. copy( frustum ) {
  19277. const planes = this.planes;
  19278. for ( let i = 0; i < 6; i ++ ) {
  19279. planes[ i ].copy( frustum.planes[ i ] );
  19280. }
  19281. return this;
  19282. }
  19283. /**
  19284. * Sets the frustum planes from the given projection matrix.
  19285. *
  19286. * @param {Matrix4} m - The projection matrix.
  19287. * @param {(WebGLCoordinateSystem|WebGPUCoordinateSystem)} coordinateSystem - The coordinate system.
  19288. * @return {Frustum} A reference to this frustum.
  19289. */
  19290. setFromProjectionMatrix( m, coordinateSystem = WebGLCoordinateSystem ) {
  19291. const planes = this.planes;
  19292. const me = m.elements;
  19293. const me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];
  19294. const me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];
  19295. const me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];
  19296. const me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];
  19297. planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();
  19298. planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();
  19299. planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();
  19300. planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();
  19301. planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize();
  19302. if ( coordinateSystem === WebGLCoordinateSystem ) {
  19303. planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize();
  19304. } else if ( coordinateSystem === WebGPUCoordinateSystem ) {
  19305. planes[ 5 ].setComponents( me2, me6, me10, me14 ).normalize();
  19306. } else {
  19307. throw new Error( 'THREE.Frustum.setFromProjectionMatrix(): Invalid coordinate system: ' + coordinateSystem );
  19308. }
  19309. return this;
  19310. }
  19311. /**
  19312. * Returns `true` if the 3D object's bounding sphere is intersecting this frustum.
  19313. *
  19314. * Note that the 3D object must have a geometry so that the bounding sphere can be calculated.
  19315. *
  19316. * @param {Object3D} object - The 3D object to test.
  19317. * @return {boolean} Whether the 3D object's bounding sphere is intersecting this frustum or not.
  19318. */
  19319. intersectsObject( object ) {
  19320. if ( object.boundingSphere !== undefined ) {
  19321. if ( object.boundingSphere === null ) object.computeBoundingSphere();
  19322. _sphere$3.copy( object.boundingSphere ).applyMatrix4( object.matrixWorld );
  19323. } else {
  19324. const geometry = object.geometry;
  19325. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  19326. _sphere$3.copy( geometry.boundingSphere ).applyMatrix4( object.matrixWorld );
  19327. }
  19328. return this.intersectsSphere( _sphere$3 );
  19329. }
  19330. /**
  19331. * Returns `true` if the given sprite is intersecting this frustum.
  19332. *
  19333. * @param {Sprite} sprite - The sprite to test.
  19334. * @return {boolean} Whether the sprite is intersecting this frustum or not.
  19335. */
  19336. intersectsSprite( sprite ) {
  19337. _sphere$3.center.set( 0, 0, 0 );
  19338. _sphere$3.radius = 0.7071067811865476;
  19339. _sphere$3.applyMatrix4( sprite.matrixWorld );
  19340. return this.intersectsSphere( _sphere$3 );
  19341. }
  19342. /**
  19343. * Returns `true` if the given bounding sphere is intersecting this frustum.
  19344. *
  19345. * @param {Sphere} sphere - The bounding sphere to test.
  19346. * @return {boolean} Whether the bounding sphere is intersecting this frustum or not.
  19347. */
  19348. intersectsSphere( sphere ) {
  19349. const planes = this.planes;
  19350. const center = sphere.center;
  19351. const negRadius = - sphere.radius;
  19352. for ( let i = 0; i < 6; i ++ ) {
  19353. const distance = planes[ i ].distanceToPoint( center );
  19354. if ( distance < negRadius ) {
  19355. return false;
  19356. }
  19357. }
  19358. return true;
  19359. }
  19360. /**
  19361. * Returns `true` if the given bounding box is intersecting this frustum.
  19362. *
  19363. * @param {Box3} box - The bounding box to test.
  19364. * @return {boolean} Whether the bounding box is intersecting this frustum or not.
  19365. */
  19366. intersectsBox( box ) {
  19367. const planes = this.planes;
  19368. for ( let i = 0; i < 6; i ++ ) {
  19369. const plane = planes[ i ];
  19370. // corner at max distance
  19371. _vector$6.x = plane.normal.x > 0 ? box.max.x : box.min.x;
  19372. _vector$6.y = plane.normal.y > 0 ? box.max.y : box.min.y;
  19373. _vector$6.z = plane.normal.z > 0 ? box.max.z : box.min.z;
  19374. if ( plane.distanceToPoint( _vector$6 ) < 0 ) {
  19375. return false;
  19376. }
  19377. }
  19378. return true;
  19379. }
  19380. /**
  19381. * Returns `true` if the given point lies within the frustum.
  19382. *
  19383. * @param {Vector3} point - The point to test.
  19384. * @return {boolean} Whether the point lies within this frustum or not.
  19385. */
  19386. containsPoint( point ) {
  19387. const planes = this.planes;
  19388. for ( let i = 0; i < 6; i ++ ) {
  19389. if ( planes[ i ].distanceToPoint( point ) < 0 ) {
  19390. return false;
  19391. }
  19392. }
  19393. return true;
  19394. }
  19395. /**
  19396. * Returns a new frustum with copied values from this instance.
  19397. *
  19398. * @return {Frustum} A clone of this instance.
  19399. */
  19400. clone() {
  19401. return new this.constructor().copy( this );
  19402. }
  19403. }
  19404. function ascIdSort( a, b ) {
  19405. return a - b;
  19406. }
  19407. function sortOpaque( a, b ) {
  19408. return a.z - b.z;
  19409. }
  19410. function sortTransparent( a, b ) {
  19411. return b.z - a.z;
  19412. }
  19413. class MultiDrawRenderList {
  19414. constructor() {
  19415. this.index = 0;
  19416. this.pool = [];
  19417. this.list = [];
  19418. }
  19419. push( start, count, z, index ) {
  19420. const pool = this.pool;
  19421. const list = this.list;
  19422. if ( this.index >= pool.length ) {
  19423. pool.push( {
  19424. start: - 1,
  19425. count: - 1,
  19426. z: - 1,
  19427. index: - 1,
  19428. } );
  19429. }
  19430. const item = pool[ this.index ];
  19431. list.push( item );
  19432. this.index ++;
  19433. item.start = start;
  19434. item.count = count;
  19435. item.z = z;
  19436. item.index = index;
  19437. }
  19438. reset() {
  19439. this.list.length = 0;
  19440. this.index = 0;
  19441. }
  19442. }
  19443. const _matrix$1 = /*@__PURE__*/ new Matrix4();
  19444. const _whiteColor = /*@__PURE__*/ new Color( 1, 1, 1 );
  19445. const _frustum = /*@__PURE__*/ new Frustum();
  19446. const _box$1 = /*@__PURE__*/ new Box3();
  19447. const _sphere$2 = /*@__PURE__*/ new Sphere();
  19448. const _vector$5 = /*@__PURE__*/ new Vector3();
  19449. const _forward = /*@__PURE__*/ new Vector3();
  19450. const _temp = /*@__PURE__*/ new Vector3();
  19451. const _renderList = /*@__PURE__*/ new MultiDrawRenderList();
  19452. const _mesh = /*@__PURE__*/ new Mesh();
  19453. const _batchIntersects = [];
  19454. // copies data from attribute "src" into "target" starting at "targetOffset"
  19455. function copyAttributeData( src, target, targetOffset = 0 ) {
  19456. const itemSize = target.itemSize;
  19457. if ( src.isInterleavedBufferAttribute || src.array.constructor !== target.array.constructor ) {
  19458. // use the component getters and setters if the array data cannot
  19459. // be copied directly
  19460. const vertexCount = src.count;
  19461. for ( let i = 0; i < vertexCount; i ++ ) {
  19462. for ( let c = 0; c < itemSize; c ++ ) {
  19463. target.setComponent( i + targetOffset, c, src.getComponent( i, c ) );
  19464. }
  19465. }
  19466. } else {
  19467. // faster copy approach using typed array set function
  19468. target.array.set( src.array, targetOffset * itemSize );
  19469. }
  19470. target.needsUpdate = true;
  19471. }
  19472. // safely copies array contents to a potentially smaller array
  19473. function copyArrayContents( src, target ) {
  19474. if ( src.constructor !== target.constructor ) {
  19475. // if arrays are of a different type (eg due to index size increasing) then data must be per-element copied
  19476. const len = Math.min( src.length, target.length );
  19477. for ( let i = 0; i < len; i ++ ) {
  19478. target[ i ] = src[ i ];
  19479. }
  19480. } else {
  19481. // if the arrays use the same data layout we can use a fast block copy
  19482. const len = Math.min( src.length, target.length );
  19483. target.set( new src.constructor( src.buffer, 0, len ) );
  19484. }
  19485. }
  19486. /**
  19487. * A special version of a mesh with multi draw batch rendering support. Use
  19488. * this class if you have to render a large number of objects with the same
  19489. * material but with different geometries or world transformations. The usage of
  19490. * `BatchedMesh` will help you to reduce the number of draw calls and thus improve the overall
  19491. * rendering performance in your application.
  19492. *
  19493. * ```js
  19494. * const box = new THREE.BoxGeometry( 1, 1, 1 );
  19495. * const sphere = new THREE.SphereGeometry( 1, 12, 12 );
  19496. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
  19497. *
  19498. * // initialize and add geometries into the batched mesh
  19499. * const batchedMesh = new BatchedMesh( 10, 5000, 10000, material );
  19500. * const boxGeometryId = batchedMesh.addGeometry( box );
  19501. * const sphereGeometryId = batchedMesh.addGeometry( sphere );
  19502. *
  19503. * // create instances of those geometries
  19504. * const boxInstancedId1 = batchedMesh.addInstance( boxGeometryId );
  19505. * const boxInstancedId2 = batchedMesh.addInstance( boxGeometryId );
  19506. *
  19507. * const sphereInstancedId1 = batchedMesh.addInstance( sphereGeometryId );
  19508. * const sphereInstancedId2 = batchedMesh.addInstance( sphereGeometryId );
  19509. *
  19510. * // position the geometries
  19511. * batchedMesh.setMatrixAt( boxInstancedId1, boxMatrix1 );
  19512. * batchedMesh.setMatrixAt( boxInstancedId2, boxMatrix2 );
  19513. *
  19514. * batchedMesh.setMatrixAt( sphereInstancedId1, sphereMatrix1 );
  19515. * batchedMesh.setMatrixAt( sphereInstancedId2, sphereMatrix2 );
  19516. *
  19517. * scene.add( batchedMesh );
  19518. * ```
  19519. *
  19520. * @augments Mesh
  19521. */
  19522. class BatchedMesh extends Mesh {
  19523. /**
  19524. * Constructs a new batched mesh.
  19525. *
  19526. * @param {number} maxInstanceCount - The maximum number of individual instances planned to be added and rendered.
  19527. * @param {number} maxVertexCount - The maximum number of vertices to be used by all unique geometries.
  19528. * @param {number} [maxIndexCount=maxVertexCount*2] - The maximum number of indices to be used by all unique geometries
  19529. * @param {Material|Array<Material>} [material] - The mesh material.
  19530. */
  19531. constructor( maxInstanceCount, maxVertexCount, maxIndexCount = maxVertexCount * 2, material ) {
  19532. super( new BufferGeometry(), material );
  19533. /**
  19534. * This flag can be used for type testing.
  19535. *
  19536. * @type {boolean}
  19537. * @readonly
  19538. * @default true
  19539. */
  19540. this.isBatchedMesh = true;
  19541. /**
  19542. * When set ot `true`, the individual objects of a batch are frustum culled.
  19543. *
  19544. * @type {boolean}
  19545. * @default true
  19546. */
  19547. this.perObjectFrustumCulled = true;
  19548. /**
  19549. * When set to `true`, the individual objects of a batch are sorted to improve overdraw-related artifacts.
  19550. * If the material is marked as "transparent" objects are rendered back to front and if not then they are
  19551. * rendered front to back.
  19552. *
  19553. * @type {boolean}
  19554. * @default true
  19555. */
  19556. this.sortObjects = true;
  19557. /**
  19558. * The bounding box of the batched mesh. Can be computed via {@link BatchedMesh#computeBoundingBox}.
  19559. *
  19560. * @type {?Box3}
  19561. * @default null
  19562. */
  19563. this.boundingBox = null;
  19564. /**
  19565. * The bounding sphere of the batched mesh. Can be computed via {@link BatchedMesh#computeBoundingSphere}.
  19566. *
  19567. * @type {?Sphere}
  19568. * @default null
  19569. */
  19570. this.boundingSphere = null;
  19571. /**
  19572. * Takes a sort a function that is run before render. The function takes a list of instances to
  19573. * sort and a camera. The objects in the list include a "z" field to perform a depth-ordered
  19574. * sort with.
  19575. *
  19576. * @type {?Function}
  19577. * @default null
  19578. */
  19579. this.customSort = null;
  19580. // stores visible, active, and geometry id per instance and reserved buffer ranges for geometries
  19581. this._instanceInfo = [];
  19582. this._geometryInfo = [];
  19583. // instance, geometry ids that have been set as inactive, and are available to be overwritten
  19584. this._availableInstanceIds = [];
  19585. this._availableGeometryIds = [];
  19586. // used to track where the next point is that geometry should be inserted
  19587. this._nextIndexStart = 0;
  19588. this._nextVertexStart = 0;
  19589. this._geometryCount = 0;
  19590. // flags
  19591. this._visibilityChanged = true;
  19592. this._geometryInitialized = false;
  19593. // cached user options
  19594. this._maxInstanceCount = maxInstanceCount;
  19595. this._maxVertexCount = maxVertexCount;
  19596. this._maxIndexCount = maxIndexCount;
  19597. // buffers for multi draw
  19598. this._multiDrawCounts = new Int32Array( maxInstanceCount );
  19599. this._multiDrawStarts = new Int32Array( maxInstanceCount );
  19600. this._multiDrawCount = 0;
  19601. this._multiDrawInstances = null;
  19602. // Local matrix per geometry by using data texture
  19603. this._matricesTexture = null;
  19604. this._indirectTexture = null;
  19605. this._colorsTexture = null;
  19606. this._initMatricesTexture();
  19607. this._initIndirectTexture();
  19608. }
  19609. /**
  19610. * The maximum number of individual instances that can be stored in the batch.
  19611. *
  19612. * @type {number}
  19613. * @readonly
  19614. */
  19615. get maxInstanceCount() {
  19616. return this._maxInstanceCount;
  19617. }
  19618. /**
  19619. * The instance count.
  19620. *
  19621. * @type {number}
  19622. * @readonly
  19623. */
  19624. get instanceCount() {
  19625. return this._instanceInfo.length - this._availableInstanceIds.length;
  19626. }
  19627. /**
  19628. * The number of unused vertices.
  19629. *
  19630. * @type {number}
  19631. * @readonly
  19632. */
  19633. get unusedVertexCount() {
  19634. return this._maxVertexCount - this._nextVertexStart;
  19635. }
  19636. /**
  19637. * The number of unused indices.
  19638. *
  19639. * @type {number}
  19640. * @readonly
  19641. */
  19642. get unusedIndexCount() {
  19643. return this._maxIndexCount - this._nextIndexStart;
  19644. }
  19645. _initMatricesTexture() {
  19646. // layout (1 matrix = 4 pixels)
  19647. // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
  19648. // with 8x8 pixel texture max 16 matrices * 4 pixels = (8 * 8)
  19649. // 16x16 pixel texture max 64 matrices * 4 pixels = (16 * 16)
  19650. // 32x32 pixel texture max 256 matrices * 4 pixels = (32 * 32)
  19651. // 64x64 pixel texture max 1024 matrices * 4 pixels = (64 * 64)
  19652. let size = Math.sqrt( this._maxInstanceCount * 4 ); // 4 pixels needed for 1 matrix
  19653. size = Math.ceil( size / 4 ) * 4;
  19654. size = Math.max( size, 4 );
  19655. const matricesArray = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
  19656. const matricesTexture = new DataTexture( matricesArray, size, size, RGBAFormat, FloatType );
  19657. this._matricesTexture = matricesTexture;
  19658. }
  19659. _initIndirectTexture() {
  19660. let size = Math.sqrt( this._maxInstanceCount );
  19661. size = Math.ceil( size );
  19662. const indirectArray = new Uint32Array( size * size );
  19663. const indirectTexture = new DataTexture( indirectArray, size, size, RedIntegerFormat, UnsignedIntType );
  19664. this._indirectTexture = indirectTexture;
  19665. }
  19666. _initColorsTexture() {
  19667. let size = Math.sqrt( this._maxInstanceCount );
  19668. size = Math.ceil( size );
  19669. // 4 floats per RGBA pixel initialized to white
  19670. const colorsArray = new Float32Array( size * size * 4 ).fill( 1 );
  19671. const colorsTexture = new DataTexture( colorsArray, size, size, RGBAFormat, FloatType );
  19672. colorsTexture.colorSpace = ColorManagement.workingColorSpace;
  19673. this._colorsTexture = colorsTexture;
  19674. }
  19675. _initializeGeometry( reference ) {
  19676. const geometry = this.geometry;
  19677. const maxVertexCount = this._maxVertexCount;
  19678. const maxIndexCount = this._maxIndexCount;
  19679. if ( this._geometryInitialized === false ) {
  19680. for ( const attributeName in reference.attributes ) {
  19681. const srcAttribute = reference.getAttribute( attributeName );
  19682. const { array, itemSize, normalized } = srcAttribute;
  19683. const dstArray = new array.constructor( maxVertexCount * itemSize );
  19684. const dstAttribute = new BufferAttribute( dstArray, itemSize, normalized );
  19685. geometry.setAttribute( attributeName, dstAttribute );
  19686. }
  19687. if ( reference.getIndex() !== null ) {
  19688. // Reserve last u16 index for primitive restart.
  19689. const indexArray = maxVertexCount > 65535
  19690. ? new Uint32Array( maxIndexCount )
  19691. : new Uint16Array( maxIndexCount );
  19692. geometry.setIndex( new BufferAttribute( indexArray, 1 ) );
  19693. }
  19694. this._geometryInitialized = true;
  19695. }
  19696. }
  19697. // Make sure the geometry is compatible with the existing combined geometry attributes
  19698. _validateGeometry( geometry ) {
  19699. // check to ensure the geometries are using consistent attributes and indices
  19700. const batchGeometry = this.geometry;
  19701. if ( Boolean( geometry.getIndex() ) !== Boolean( batchGeometry.getIndex() ) ) {
  19702. throw new Error( 'THREE.BatchedMesh: All geometries must consistently have "index".' );
  19703. }
  19704. for ( const attributeName in batchGeometry.attributes ) {
  19705. if ( ! geometry.hasAttribute( attributeName ) ) {
  19706. throw new Error( `THREE.BatchedMesh: Added geometry missing "${ attributeName }". All geometries must have consistent attributes.` );
  19707. }
  19708. const srcAttribute = geometry.getAttribute( attributeName );
  19709. const dstAttribute = batchGeometry.getAttribute( attributeName );
  19710. if ( srcAttribute.itemSize !== dstAttribute.itemSize || srcAttribute.normalized !== dstAttribute.normalized ) {
  19711. throw new Error( 'THREE.BatchedMesh: All attributes must have a consistent itemSize and normalized value.' );
  19712. }
  19713. }
  19714. }
  19715. /**
  19716. * Validates the instance defined by the given ID.
  19717. *
  19718. * @param {number} instanceId - The the instance to validate.
  19719. */
  19720. validateInstanceId( instanceId ) {
  19721. const instanceInfo = this._instanceInfo;
  19722. if ( instanceId < 0 || instanceId >= instanceInfo.length || instanceInfo[ instanceId ].active === false ) {
  19723. throw new Error( `THREE.BatchedMesh: Invalid instanceId ${instanceId}. Instance is either out of range or has been deleted.` );
  19724. }
  19725. }
  19726. /**
  19727. * Validates the geometry defined by the given ID.
  19728. *
  19729. * @param {number} geometryId - The the geometry to validate.
  19730. */
  19731. validateGeometryId( geometryId ) {
  19732. const geometryInfoList = this._geometryInfo;
  19733. if ( geometryId < 0 || geometryId >= geometryInfoList.length || geometryInfoList[ geometryId ].active === false ) {
  19734. throw new Error( `THREE.BatchedMesh: Invalid geometryId ${geometryId}. Geometry is either out of range or has been deleted.` );
  19735. }
  19736. }
  19737. /**
  19738. * Takes a sort a function that is run before render. The function takes a list of instances to
  19739. * sort and a camera. The objects in the list include a "z" field to perform a depth-ordered sort with.
  19740. *
  19741. * @param {Function} func - The custom sort function.
  19742. * @return {BatchedMesh} A reference to this batched mesh.
  19743. */
  19744. setCustomSort( func ) {
  19745. this.customSort = func;
  19746. return this;
  19747. }
  19748. /**
  19749. * Computes the bounding box, updating {@link BatchedMesh#boundingBox}.
  19750. * Bounding boxes aren't computed by default. They need to be explicitly computed,
  19751. * otherwise they are `null`.
  19752. */
  19753. computeBoundingBox() {
  19754. if ( this.boundingBox === null ) {
  19755. this.boundingBox = new Box3();
  19756. }
  19757. const boundingBox = this.boundingBox;
  19758. const instanceInfo = this._instanceInfo;
  19759. boundingBox.makeEmpty();
  19760. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  19761. if ( instanceInfo[ i ].active === false ) continue;
  19762. const geometryId = instanceInfo[ i ].geometryIndex;
  19763. this.getMatrixAt( i, _matrix$1 );
  19764. this.getBoundingBoxAt( geometryId, _box$1 ).applyMatrix4( _matrix$1 );
  19765. boundingBox.union( _box$1 );
  19766. }
  19767. }
  19768. /**
  19769. * Computes the bounding sphere, updating {@link BatchedMesh#boundingSphere}.
  19770. * Bounding spheres aren't computed by default. They need to be explicitly computed,
  19771. * otherwise they are `null`.
  19772. */
  19773. computeBoundingSphere() {
  19774. if ( this.boundingSphere === null ) {
  19775. this.boundingSphere = new Sphere();
  19776. }
  19777. const boundingSphere = this.boundingSphere;
  19778. const instanceInfo = this._instanceInfo;
  19779. boundingSphere.makeEmpty();
  19780. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  19781. if ( instanceInfo[ i ].active === false ) continue;
  19782. const geometryId = instanceInfo[ i ].geometryIndex;
  19783. this.getMatrixAt( i, _matrix$1 );
  19784. this.getBoundingSphereAt( geometryId, _sphere$2 ).applyMatrix4( _matrix$1 );
  19785. boundingSphere.union( _sphere$2 );
  19786. }
  19787. }
  19788. /**
  19789. * Adds a new instance to the batch using the geometry of the given ID and returns
  19790. * a new id referring to the new instance to be used by other functions.
  19791. *
  19792. * @param {number} geometryId - The ID of a previously added geometry via {@link BatchedMesh#addGeometry}.
  19793. * @return {number} The instance ID.
  19794. */
  19795. addInstance( geometryId ) {
  19796. const atCapacity = this._instanceInfo.length >= this.maxInstanceCount;
  19797. // ensure we're not over geometry
  19798. if ( atCapacity && this._availableInstanceIds.length === 0 ) {
  19799. throw new Error( 'THREE.BatchedMesh: Maximum item count reached.' );
  19800. }
  19801. const instanceInfo = {
  19802. visible: true,
  19803. active: true,
  19804. geometryIndex: geometryId,
  19805. };
  19806. let drawId = null;
  19807. // Prioritize using previously freed instance ids
  19808. if ( this._availableInstanceIds.length > 0 ) {
  19809. this._availableInstanceIds.sort( ascIdSort );
  19810. drawId = this._availableInstanceIds.shift();
  19811. this._instanceInfo[ drawId ] = instanceInfo;
  19812. } else {
  19813. drawId = this._instanceInfo.length;
  19814. this._instanceInfo.push( instanceInfo );
  19815. }
  19816. const matricesTexture = this._matricesTexture;
  19817. _matrix$1.identity().toArray( matricesTexture.image.data, drawId * 16 );
  19818. matricesTexture.needsUpdate = true;
  19819. const colorsTexture = this._colorsTexture;
  19820. if ( colorsTexture ) {
  19821. _whiteColor.toArray( colorsTexture.image.data, drawId * 4 );
  19822. colorsTexture.needsUpdate = true;
  19823. }
  19824. this._visibilityChanged = true;
  19825. return drawId;
  19826. }
  19827. /**
  19828. * Adds the given geometry to the batch and returns the associated
  19829. * geometry id referring to it to be used in other functions.
  19830. *
  19831. * @param {BufferGeometry} geometry - The geometry to add.
  19832. * @param {number} [reservedVertexCount=-1] - Optional parameter specifying the amount of
  19833. * vertex buffer space to reserve for the added geometry. This is necessary if it is planned
  19834. * to set a new geometry at this index at a later time that is larger than the original geometry.
  19835. * Defaults to the length of the given geometry vertex buffer.
  19836. * @param {number} [reservedIndexCount=-1] - Optional parameter specifying the amount of index
  19837. * buffer space to reserve for the added geometry. This is necessary if it is planned to set a
  19838. * new geometry at this index at a later time that is larger than the original geometry. Defaults to
  19839. * the length of the given geometry index buffer.
  19840. * @return {number} The geometry ID.
  19841. */
  19842. addGeometry( geometry, reservedVertexCount = - 1, reservedIndexCount = - 1 ) {
  19843. this._initializeGeometry( geometry );
  19844. this._validateGeometry( geometry );
  19845. const geometryInfo = {
  19846. // geometry information
  19847. vertexStart: - 1,
  19848. vertexCount: - 1,
  19849. reservedVertexCount: - 1,
  19850. indexStart: - 1,
  19851. indexCount: - 1,
  19852. reservedIndexCount: - 1,
  19853. // draw range information
  19854. start: - 1,
  19855. count: - 1,
  19856. // state
  19857. boundingBox: null,
  19858. boundingSphere: null,
  19859. active: true,
  19860. };
  19861. const geometryInfoList = this._geometryInfo;
  19862. geometryInfo.vertexStart = this._nextVertexStart;
  19863. geometryInfo.reservedVertexCount = reservedVertexCount === - 1 ? geometry.getAttribute( 'position' ).count : reservedVertexCount;
  19864. const index = geometry.getIndex();
  19865. const hasIndex = index !== null;
  19866. if ( hasIndex ) {
  19867. geometryInfo.indexStart = this._nextIndexStart;
  19868. geometryInfo.reservedIndexCount = reservedIndexCount === - 1 ? index.count : reservedIndexCount;
  19869. }
  19870. if (
  19871. geometryInfo.indexStart !== - 1 &&
  19872. geometryInfo.indexStart + geometryInfo.reservedIndexCount > this._maxIndexCount ||
  19873. geometryInfo.vertexStart + geometryInfo.reservedVertexCount > this._maxVertexCount
  19874. ) {
  19875. throw new Error( 'THREE.BatchedMesh: Reserved space request exceeds the maximum buffer size.' );
  19876. }
  19877. // update id
  19878. let geometryId;
  19879. if ( this._availableGeometryIds.length > 0 ) {
  19880. this._availableGeometryIds.sort( ascIdSort );
  19881. geometryId = this._availableGeometryIds.shift();
  19882. geometryInfoList[ geometryId ] = geometryInfo;
  19883. } else {
  19884. geometryId = this._geometryCount;
  19885. this._geometryCount ++;
  19886. geometryInfoList.push( geometryInfo );
  19887. }
  19888. // update the geometry
  19889. this.setGeometryAt( geometryId, geometry );
  19890. // increment the next geometry position
  19891. this._nextIndexStart = geometryInfo.indexStart + geometryInfo.reservedIndexCount;
  19892. this._nextVertexStart = geometryInfo.vertexStart + geometryInfo.reservedVertexCount;
  19893. return geometryId;
  19894. }
  19895. /**
  19896. * Replaces the geometry at the given ID with the provided geometry. Throws an error if there
  19897. * is not enough space reserved for geometry. Calling this will change all instances that are
  19898. * rendering that geometry.
  19899. *
  19900. * @param {number} geometryId - The ID of the geometry that should be replaced with the given geometry.
  19901. * @param {BufferGeometry} geometry - The new geometry.
  19902. * @return {number} The geometry ID.
  19903. */
  19904. setGeometryAt( geometryId, geometry ) {
  19905. if ( geometryId >= this._geometryCount ) {
  19906. throw new Error( 'THREE.BatchedMesh: Maximum geometry count reached.' );
  19907. }
  19908. this._validateGeometry( geometry );
  19909. const batchGeometry = this.geometry;
  19910. const hasIndex = batchGeometry.getIndex() !== null;
  19911. const dstIndex = batchGeometry.getIndex();
  19912. const srcIndex = geometry.getIndex();
  19913. const geometryInfo = this._geometryInfo[ geometryId ];
  19914. if (
  19915. hasIndex &&
  19916. srcIndex.count > geometryInfo.reservedIndexCount ||
  19917. geometry.attributes.position.count > geometryInfo.reservedVertexCount
  19918. ) {
  19919. throw new Error( 'THREE.BatchedMesh: Reserved space not large enough for provided geometry.' );
  19920. }
  19921. // copy geometry buffer data over
  19922. const vertexStart = geometryInfo.vertexStart;
  19923. const reservedVertexCount = geometryInfo.reservedVertexCount;
  19924. geometryInfo.vertexCount = geometry.getAttribute( 'position' ).count;
  19925. for ( const attributeName in batchGeometry.attributes ) {
  19926. // copy attribute data
  19927. const srcAttribute = geometry.getAttribute( attributeName );
  19928. const dstAttribute = batchGeometry.getAttribute( attributeName );
  19929. copyAttributeData( srcAttribute, dstAttribute, vertexStart );
  19930. // fill the rest in with zeroes
  19931. const itemSize = srcAttribute.itemSize;
  19932. for ( let i = srcAttribute.count, l = reservedVertexCount; i < l; i ++ ) {
  19933. const index = vertexStart + i;
  19934. for ( let c = 0; c < itemSize; c ++ ) {
  19935. dstAttribute.setComponent( index, c, 0 );
  19936. }
  19937. }
  19938. dstAttribute.needsUpdate = true;
  19939. dstAttribute.addUpdateRange( vertexStart * itemSize, reservedVertexCount * itemSize );
  19940. }
  19941. // copy index
  19942. if ( hasIndex ) {
  19943. const indexStart = geometryInfo.indexStart;
  19944. const reservedIndexCount = geometryInfo.reservedIndexCount;
  19945. geometryInfo.indexCount = geometry.getIndex().count;
  19946. // copy index data over
  19947. for ( let i = 0; i < srcIndex.count; i ++ ) {
  19948. dstIndex.setX( indexStart + i, vertexStart + srcIndex.getX( i ) );
  19949. }
  19950. // fill the rest in with zeroes
  19951. for ( let i = srcIndex.count, l = reservedIndexCount; i < l; i ++ ) {
  19952. dstIndex.setX( indexStart + i, vertexStart );
  19953. }
  19954. dstIndex.needsUpdate = true;
  19955. dstIndex.addUpdateRange( indexStart, geometryInfo.reservedIndexCount );
  19956. }
  19957. // update the draw range
  19958. geometryInfo.start = hasIndex ? geometryInfo.indexStart : geometryInfo.vertexStart;
  19959. geometryInfo.count = hasIndex ? geometryInfo.indexCount : geometryInfo.vertexCount;
  19960. // store the bounding boxes
  19961. geometryInfo.boundingBox = null;
  19962. if ( geometry.boundingBox !== null ) {
  19963. geometryInfo.boundingBox = geometry.boundingBox.clone();
  19964. }
  19965. geometryInfo.boundingSphere = null;
  19966. if ( geometry.boundingSphere !== null ) {
  19967. geometryInfo.boundingSphere = geometry.boundingSphere.clone();
  19968. }
  19969. this._visibilityChanged = true;
  19970. return geometryId;
  19971. }
  19972. /**
  19973. * Deletes the geometry defined by the given ID from this batch. Any instances referencing
  19974. * this geometry will also be removed as a side effect.
  19975. *
  19976. * @param {number} geometryId - The ID of the geometry to remove from the batch.
  19977. * @return {BatchedMesh} A reference to this batched mesh.
  19978. */
  19979. deleteGeometry( geometryId ) {
  19980. const geometryInfoList = this._geometryInfo;
  19981. if ( geometryId >= geometryInfoList.length || geometryInfoList[ geometryId ].active === false ) {
  19982. return this;
  19983. }
  19984. // delete any instances associated with this geometry
  19985. const instanceInfo = this._instanceInfo;
  19986. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  19987. if ( instanceInfo[ i ].active && instanceInfo[ i ].geometryIndex === geometryId ) {
  19988. this.deleteInstance( i );
  19989. }
  19990. }
  19991. geometryInfoList[ geometryId ].active = false;
  19992. this._availableGeometryIds.push( geometryId );
  19993. this._visibilityChanged = true;
  19994. return this;
  19995. }
  19996. /**
  19997. * Deletes an existing instance from the batch using the given ID.
  19998. *
  19999. * @param {number} instanceId - The ID of the instance to remove from the batch.
  20000. * @return {BatchedMesh} A reference to this batched mesh.
  20001. */
  20002. deleteInstance( instanceId ) {
  20003. this.validateInstanceId( instanceId );
  20004. this._instanceInfo[ instanceId ].active = false;
  20005. this._availableInstanceIds.push( instanceId );
  20006. this._visibilityChanged = true;
  20007. return this;
  20008. }
  20009. /**
  20010. * Repacks the sub geometries in [name] to remove any unused space remaining from
  20011. * previously deleted geometry, freeing up space to add new geometry.
  20012. *
  20013. * @param {number} instanceId - The ID of the instance to remove from the batch.
  20014. * @return {BatchedMesh} A reference to this batched mesh.
  20015. */
  20016. optimize() {
  20017. // track the next indices to copy data to
  20018. let nextVertexStart = 0;
  20019. let nextIndexStart = 0;
  20020. // Iterate over all geometry ranges in order sorted from earliest in the geometry buffer to latest
  20021. // in the geometry buffer. Because draw range objects can be reused there is no guarantee of their order.
  20022. const geometryInfoList = this._geometryInfo;
  20023. const indices = geometryInfoList
  20024. .map( ( e, i ) => i )
  20025. .sort( ( a, b ) => {
  20026. return geometryInfoList[ a ].vertexStart - geometryInfoList[ b ].vertexStart;
  20027. } );
  20028. const geometry = this.geometry;
  20029. for ( let i = 0, l = geometryInfoList.length; i < l; i ++ ) {
  20030. // if a geometry range is inactive then don't copy anything
  20031. const index = indices[ i ];
  20032. const geometryInfo = geometryInfoList[ index ];
  20033. if ( geometryInfo.active === false ) {
  20034. continue;
  20035. }
  20036. // if a geometry contains an index buffer then shift it, as well
  20037. if ( geometry.index !== null ) {
  20038. if ( geometryInfo.indexStart !== nextIndexStart ) {
  20039. const { indexStart, vertexStart, reservedIndexCount } = geometryInfo;
  20040. const index = geometry.index;
  20041. const array = index.array;
  20042. // shift the index pointers based on how the vertex data will shift
  20043. // adjusting the index must happen first so the original vertex start value is available
  20044. const elementDelta = nextVertexStart - vertexStart;
  20045. for ( let j = indexStart; j < indexStart + reservedIndexCount; j ++ ) {
  20046. array[ j ] = array[ j ] + elementDelta;
  20047. }
  20048. index.array.copyWithin( nextIndexStart, indexStart, indexStart + reservedIndexCount );
  20049. index.addUpdateRange( nextIndexStart, reservedIndexCount );
  20050. geometryInfo.indexStart = nextIndexStart;
  20051. }
  20052. nextIndexStart += geometryInfo.reservedIndexCount;
  20053. }
  20054. // if a geometry needs to be moved then copy attribute data to overwrite unused space
  20055. if ( geometryInfo.vertexStart !== nextVertexStart ) {
  20056. const { vertexStart, reservedVertexCount } = geometryInfo;
  20057. const attributes = geometry.attributes;
  20058. for ( const key in attributes ) {
  20059. const attribute = attributes[ key ];
  20060. const { array, itemSize } = attribute;
  20061. array.copyWithin( nextVertexStart * itemSize, vertexStart * itemSize, ( vertexStart + reservedVertexCount ) * itemSize );
  20062. attribute.addUpdateRange( nextVertexStart * itemSize, reservedVertexCount * itemSize );
  20063. }
  20064. geometryInfo.vertexStart = nextVertexStart;
  20065. }
  20066. nextVertexStart += geometryInfo.reservedVertexCount;
  20067. geometryInfo.start = geometry.index ? geometryInfo.indexStart : geometryInfo.vertexStart;
  20068. // step the next geometry points to the shifted position
  20069. this._nextIndexStart = geometry.index ? geometryInfo.indexStart + geometryInfo.reservedIndexCount : 0;
  20070. this._nextVertexStart = geometryInfo.vertexStart + geometryInfo.reservedVertexCount;
  20071. }
  20072. return this;
  20073. }
  20074. /**
  20075. * Returns the bounding box for the given geometry.
  20076. *
  20077. * @param {number} geometryId - The ID of the geometry to return the bounding box for.
  20078. * @param {Box3} target - The target object that is used to store the method's result.
  20079. * @return {Box3|null} The geometry's bounding box. Returns `null` if no geometry has been found for the given ID.
  20080. */
  20081. getBoundingBoxAt( geometryId, target ) {
  20082. if ( geometryId >= this._geometryCount ) {
  20083. return null;
  20084. }
  20085. // compute bounding box
  20086. const geometry = this.geometry;
  20087. const geometryInfo = this._geometryInfo[ geometryId ];
  20088. if ( geometryInfo.boundingBox === null ) {
  20089. const box = new Box3();
  20090. const index = geometry.index;
  20091. const position = geometry.attributes.position;
  20092. for ( let i = geometryInfo.start, l = geometryInfo.start + geometryInfo.count; i < l; i ++ ) {
  20093. let iv = i;
  20094. if ( index ) {
  20095. iv = index.getX( iv );
  20096. }
  20097. box.expandByPoint( _vector$5.fromBufferAttribute( position, iv ) );
  20098. }
  20099. geometryInfo.boundingBox = box;
  20100. }
  20101. target.copy( geometryInfo.boundingBox );
  20102. return target;
  20103. }
  20104. /**
  20105. * Returns the bounding sphere for the given geometry.
  20106. *
  20107. * @param {number} geometryId - The ID of the geometry to return the bounding sphere for.
  20108. * @param {Sphere} target - The target object that is used to store the method's result.
  20109. * @return {Sphere|null} The geometry's bounding sphere. Returns `null` if no geometry has been found for the given ID.
  20110. */
  20111. getBoundingSphereAt( geometryId, target ) {
  20112. if ( geometryId >= this._geometryCount ) {
  20113. return null;
  20114. }
  20115. // compute bounding sphere
  20116. const geometry = this.geometry;
  20117. const geometryInfo = this._geometryInfo[ geometryId ];
  20118. if ( geometryInfo.boundingSphere === null ) {
  20119. const sphere = new Sphere();
  20120. this.getBoundingBoxAt( geometryId, _box$1 );
  20121. _box$1.getCenter( sphere.center );
  20122. const index = geometry.index;
  20123. const position = geometry.attributes.position;
  20124. let maxRadiusSq = 0;
  20125. for ( let i = geometryInfo.start, l = geometryInfo.start + geometryInfo.count; i < l; i ++ ) {
  20126. let iv = i;
  20127. if ( index ) {
  20128. iv = index.getX( iv );
  20129. }
  20130. _vector$5.fromBufferAttribute( position, iv );
  20131. maxRadiusSq = Math.max( maxRadiusSq, sphere.center.distanceToSquared( _vector$5 ) );
  20132. }
  20133. sphere.radius = Math.sqrt( maxRadiusSq );
  20134. geometryInfo.boundingSphere = sphere;
  20135. }
  20136. target.copy( geometryInfo.boundingSphere );
  20137. return target;
  20138. }
  20139. /**
  20140. * Sets the given local transformation matrix to the defined instance.
  20141. * Negatively scaled matrices are not supported.
  20142. *
  20143. * @param {number} instanceId - The ID of an instance to set the matrix of.
  20144. * @param {Matrix4} matrix - A 4x4 matrix representing the local transformation of a single instance.
  20145. * @return {BatchedMesh} A reference to this batched mesh.
  20146. */
  20147. setMatrixAt( instanceId, matrix ) {
  20148. this.validateInstanceId( instanceId );
  20149. const matricesTexture = this._matricesTexture;
  20150. const matricesArray = this._matricesTexture.image.data;
  20151. matrix.toArray( matricesArray, instanceId * 16 );
  20152. matricesTexture.needsUpdate = true;
  20153. return this;
  20154. }
  20155. /**
  20156. * Returns the local transformation matrix of the defined instance.
  20157. *
  20158. * @param {number} instanceId - The ID of an instance to get the matrix of.
  20159. * @param {Matrix4} matrix - The target object that is used to store the method's result.
  20160. * @return {Matrix4} The instance's local transformation matrix.
  20161. */
  20162. getMatrixAt( instanceId, matrix ) {
  20163. this.validateInstanceId( instanceId );
  20164. return matrix.fromArray( this._matricesTexture.image.data, instanceId * 16 );
  20165. }
  20166. /**
  20167. * Sets the given color to the defined instance.
  20168. *
  20169. * @param {number} instanceId - The ID of an instance to set the color of.
  20170. * @param {Color} color - The color to set the instance to.
  20171. * @return {BatchedMesh} A reference to this batched mesh.
  20172. */
  20173. setColorAt( instanceId, color ) {
  20174. this.validateInstanceId( instanceId );
  20175. if ( this._colorsTexture === null ) {
  20176. this._initColorsTexture();
  20177. }
  20178. color.toArray( this._colorsTexture.image.data, instanceId * 4 );
  20179. this._colorsTexture.needsUpdate = true;
  20180. return this;
  20181. }
  20182. /**
  20183. * Returns the color of the defined instance.
  20184. *
  20185. * @param {number} instanceId - The ID of an instance to get the color of.
  20186. * @param {Color} color - The target object that is used to store the method's result.
  20187. * @return {Color} The instance's color.
  20188. */
  20189. getColorAt( instanceId, color ) {
  20190. this.validateInstanceId( instanceId );
  20191. return color.fromArray( this._colorsTexture.image.data, instanceId * 4 );
  20192. }
  20193. /**
  20194. * Sets the visibility of the instance.
  20195. *
  20196. * @param {number} instanceId - The id of the instance to set the visibility of.
  20197. * @param {boolean} visible - Whether the instance is visible or not.
  20198. * @return {BatchedMesh} A reference to this batched mesh.
  20199. */
  20200. setVisibleAt( instanceId, visible ) {
  20201. this.validateInstanceId( instanceId );
  20202. if ( this._instanceInfo[ instanceId ].visible === visible ) {
  20203. return this;
  20204. }
  20205. this._instanceInfo[ instanceId ].visible = visible;
  20206. this._visibilityChanged = true;
  20207. return this;
  20208. }
  20209. /**
  20210. * Returns the visibility state of the defined instance.
  20211. *
  20212. * @param {number} instanceId - The ID of an instance to get the visibility state of.
  20213. * @return {boolean} Whether the instance is visible or not.
  20214. */
  20215. getVisibleAt( instanceId ) {
  20216. this.validateInstanceId( instanceId );
  20217. return this._instanceInfo[ instanceId ].visible;
  20218. }
  20219. /**
  20220. * Sets the geometry ID of the instance at the given index.
  20221. *
  20222. * @param {number} instanceId - The ID of the instance to set the geometry ID of.
  20223. * @param {number} geometryId - The geometry ID to be use by the instance.
  20224. * @return {BatchedMesh} A reference to this batched mesh.
  20225. */
  20226. setGeometryIdAt( instanceId, geometryId ) {
  20227. this.validateInstanceId( instanceId );
  20228. this.validateGeometryId( geometryId );
  20229. this._instanceInfo[ instanceId ].geometryIndex = geometryId;
  20230. return this;
  20231. }
  20232. /**
  20233. * Returns the geometry ID of the defined instance.
  20234. *
  20235. * @param {number} instanceId - The ID of an instance to get the geometry ID of.
  20236. * @return {number} The instance's geometry ID.
  20237. */
  20238. getGeometryIdAt( instanceId ) {
  20239. this.validateInstanceId( instanceId );
  20240. return this._instanceInfo[ instanceId ].geometryIndex;
  20241. }
  20242. /**
  20243. * Get the range representing the subset of triangles related to the attached geometry,
  20244. * indicating the starting offset and count, or `null` if invalid.
  20245. *
  20246. * @param {number} geometryId - The id of the geometry to get the range of.
  20247. * @param {Object} [target] - The target object that is used to store the method's result.
  20248. * @return {{
  20249. * vertexStart:number,vertexCount:number,reservedVertexCount:number,
  20250. * indexStart:number,indexCount:number,reservedIndexCount:number,
  20251. * start:number,count:number
  20252. * }} The result object with range data.
  20253. */
  20254. getGeometryRangeAt( geometryId, target = {} ) {
  20255. this.validateGeometryId( geometryId );
  20256. const geometryInfo = this._geometryInfo[ geometryId ];
  20257. target.vertexStart = geometryInfo.vertexStart;
  20258. target.vertexCount = geometryInfo.vertexCount;
  20259. target.reservedVertexCount = geometryInfo.reservedVertexCount;
  20260. target.indexStart = geometryInfo.indexStart;
  20261. target.indexCount = geometryInfo.indexCount;
  20262. target.reservedIndexCount = geometryInfo.reservedIndexCount;
  20263. target.start = geometryInfo.start;
  20264. target.count = geometryInfo.count;
  20265. return target;
  20266. }
  20267. /**
  20268. * Resizes the necessary buffers to support the provided number of instances.
  20269. * If the provided arguments shrink the number of instances but there are not enough
  20270. * unused Ids at the end of the list then an error is thrown.
  20271. *
  20272. * @param {number} maxInstanceCount - The max number of individual instances that can be added and rendered by the batch.
  20273. */
  20274. setInstanceCount( maxInstanceCount ) {
  20275. // shrink the available instances as much as possible
  20276. const availableInstanceIds = this._availableInstanceIds;
  20277. const instanceInfo = this._instanceInfo;
  20278. availableInstanceIds.sort( ascIdSort );
  20279. while ( availableInstanceIds[ availableInstanceIds.length - 1 ] === instanceInfo.length ) {
  20280. instanceInfo.pop();
  20281. availableInstanceIds.pop();
  20282. }
  20283. // throw an error if it can't be shrunk to the desired size
  20284. if ( maxInstanceCount < instanceInfo.length ) {
  20285. throw new Error( `BatchedMesh: Instance ids outside the range ${ maxInstanceCount } are being used. Cannot shrink instance count.` );
  20286. }
  20287. // copy the multi draw counts
  20288. const multiDrawCounts = new Int32Array( maxInstanceCount );
  20289. const multiDrawStarts = new Int32Array( maxInstanceCount );
  20290. copyArrayContents( this._multiDrawCounts, multiDrawCounts );
  20291. copyArrayContents( this._multiDrawStarts, multiDrawStarts );
  20292. this._multiDrawCounts = multiDrawCounts;
  20293. this._multiDrawStarts = multiDrawStarts;
  20294. this._maxInstanceCount = maxInstanceCount;
  20295. // update texture data for instance sampling
  20296. const indirectTexture = this._indirectTexture;
  20297. const matricesTexture = this._matricesTexture;
  20298. const colorsTexture = this._colorsTexture;
  20299. indirectTexture.dispose();
  20300. this._initIndirectTexture();
  20301. copyArrayContents( indirectTexture.image.data, this._indirectTexture.image.data );
  20302. matricesTexture.dispose();
  20303. this._initMatricesTexture();
  20304. copyArrayContents( matricesTexture.image.data, this._matricesTexture.image.data );
  20305. if ( colorsTexture ) {
  20306. colorsTexture.dispose();
  20307. this._initColorsTexture();
  20308. copyArrayContents( colorsTexture.image.data, this._colorsTexture.image.data );
  20309. }
  20310. }
  20311. /**
  20312. * Resizes the available space in the batch's vertex and index buffer attributes to the provided sizes.
  20313. * If the provided arguments shrink the geometry buffers but there is not enough unused space at the
  20314. * end of the geometry attributes then an error is thrown.
  20315. *
  20316. * @param {number} maxVertexCount - The maximum number of vertices to be used by all unique geometries to resize to.
  20317. * @param {number} maxIndexCount - The maximum number of indices to be used by all unique geometries to resize to.
  20318. */
  20319. setGeometrySize( maxVertexCount, maxIndexCount ) {
  20320. // Check if we can shrink to the requested vertex attribute size
  20321. const validRanges = [ ...this._geometryInfo ].filter( info => info.active );
  20322. const requiredVertexLength = Math.max( ...validRanges.map( range => range.vertexStart + range.reservedVertexCount ) );
  20323. if ( requiredVertexLength > maxVertexCount ) {
  20324. throw new Error( `BatchedMesh: Geometry vertex values are being used outside the range ${ maxIndexCount }. Cannot shrink further.` );
  20325. }
  20326. // Check if we can shrink to the requested index attribute size
  20327. if ( this.geometry.index ) {
  20328. const requiredIndexLength = Math.max( ...validRanges.map( range => range.indexStart + range.reservedIndexCount ) );
  20329. if ( requiredIndexLength > maxIndexCount ) {
  20330. throw new Error( `BatchedMesh: Geometry index values are being used outside the range ${ maxIndexCount }. Cannot shrink further.` );
  20331. }
  20332. }
  20333. //
  20334. // dispose of the previous geometry
  20335. const oldGeometry = this.geometry;
  20336. oldGeometry.dispose();
  20337. // recreate the geometry needed based on the previous variant
  20338. this._maxVertexCount = maxVertexCount;
  20339. this._maxIndexCount = maxIndexCount;
  20340. if ( this._geometryInitialized ) {
  20341. this._geometryInitialized = false;
  20342. this.geometry = new BufferGeometry();
  20343. this._initializeGeometry( oldGeometry );
  20344. }
  20345. // copy data from the previous geometry
  20346. const geometry = this.geometry;
  20347. if ( oldGeometry.index ) {
  20348. copyArrayContents( oldGeometry.index.array, geometry.index.array );
  20349. }
  20350. for ( const key in oldGeometry.attributes ) {
  20351. copyArrayContents( oldGeometry.attributes[ key ].array, geometry.attributes[ key ].array );
  20352. }
  20353. }
  20354. raycast( raycaster, intersects ) {
  20355. const instanceInfo = this._instanceInfo;
  20356. const geometryInfoList = this._geometryInfo;
  20357. const matrixWorld = this.matrixWorld;
  20358. const batchGeometry = this.geometry;
  20359. // iterate over each geometry
  20360. _mesh.material = this.material;
  20361. _mesh.geometry.index = batchGeometry.index;
  20362. _mesh.geometry.attributes = batchGeometry.attributes;
  20363. if ( _mesh.geometry.boundingBox === null ) {
  20364. _mesh.geometry.boundingBox = new Box3();
  20365. }
  20366. if ( _mesh.geometry.boundingSphere === null ) {
  20367. _mesh.geometry.boundingSphere = new Sphere();
  20368. }
  20369. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  20370. if ( ! instanceInfo[ i ].visible || ! instanceInfo[ i ].active ) {
  20371. continue;
  20372. }
  20373. const geometryId = instanceInfo[ i ].geometryIndex;
  20374. const geometryInfo = geometryInfoList[ geometryId ];
  20375. _mesh.geometry.setDrawRange( geometryInfo.start, geometryInfo.count );
  20376. // get the intersects
  20377. this.getMatrixAt( i, _mesh.matrixWorld ).premultiply( matrixWorld );
  20378. this.getBoundingBoxAt( geometryId, _mesh.geometry.boundingBox );
  20379. this.getBoundingSphereAt( geometryId, _mesh.geometry.boundingSphere );
  20380. _mesh.raycast( raycaster, _batchIntersects );
  20381. // add batch id to the intersects
  20382. for ( let j = 0, l = _batchIntersects.length; j < l; j ++ ) {
  20383. const intersect = _batchIntersects[ j ];
  20384. intersect.object = this;
  20385. intersect.batchId = i;
  20386. intersects.push( intersect );
  20387. }
  20388. _batchIntersects.length = 0;
  20389. }
  20390. _mesh.material = null;
  20391. _mesh.geometry.index = null;
  20392. _mesh.geometry.attributes = {};
  20393. _mesh.geometry.setDrawRange( 0, Infinity );
  20394. }
  20395. copy( source ) {
  20396. super.copy( source );
  20397. this.geometry = source.geometry.clone();
  20398. this.perObjectFrustumCulled = source.perObjectFrustumCulled;
  20399. this.sortObjects = source.sortObjects;
  20400. this.boundingBox = source.boundingBox !== null ? source.boundingBox.clone() : null;
  20401. this.boundingSphere = source.boundingSphere !== null ? source.boundingSphere.clone() : null;
  20402. this._geometryInfo = source._geometryInfo.map( info => ( {
  20403. ...info,
  20404. boundingBox: info.boundingBox !== null ? info.boundingBox.clone() : null,
  20405. boundingSphere: info.boundingSphere !== null ? info.boundingSphere.clone() : null,
  20406. } ) );
  20407. this._instanceInfo = source._instanceInfo.map( info => ( { ...info } ) );
  20408. this._maxInstanceCount = source._maxInstanceCount;
  20409. this._maxVertexCount = source._maxVertexCount;
  20410. this._maxIndexCount = source._maxIndexCount;
  20411. this._geometryInitialized = source._geometryInitialized;
  20412. this._geometryCount = source._geometryCount;
  20413. this._multiDrawCounts = source._multiDrawCounts.slice();
  20414. this._multiDrawStarts = source._multiDrawStarts.slice();
  20415. this._matricesTexture = source._matricesTexture.clone();
  20416. this._matricesTexture.image.data = this._matricesTexture.image.data.slice();
  20417. if ( this._colorsTexture !== null ) {
  20418. this._colorsTexture = source._colorsTexture.clone();
  20419. this._colorsTexture.image.data = this._colorsTexture.image.data.slice();
  20420. }
  20421. return this;
  20422. }
  20423. /**
  20424. * Frees the GPU-related resources allocated by this instance. Call this
  20425. * method whenever this instance is no longer used in your app.
  20426. */
  20427. dispose() {
  20428. // Assuming the geometry is not shared with other meshes
  20429. this.geometry.dispose();
  20430. this._matricesTexture.dispose();
  20431. this._matricesTexture = null;
  20432. this._indirectTexture.dispose();
  20433. this._indirectTexture = null;
  20434. if ( this._colorsTexture !== null ) {
  20435. this._colorsTexture.dispose();
  20436. this._colorsTexture = null;
  20437. }
  20438. }
  20439. onBeforeRender( renderer, scene, camera, geometry, material/*, _group*/ ) {
  20440. // if visibility has not changed and frustum culling and object sorting is not required
  20441. // then skip iterating over all items
  20442. if ( ! this._visibilityChanged && ! this.perObjectFrustumCulled && ! this.sortObjects ) {
  20443. return;
  20444. }
  20445. // the indexed version of the multi draw function requires specifying the start
  20446. // offset in bytes.
  20447. const index = geometry.getIndex();
  20448. const bytesPerElement = index === null ? 1 : index.array.BYTES_PER_ELEMENT;
  20449. const instanceInfo = this._instanceInfo;
  20450. const multiDrawStarts = this._multiDrawStarts;
  20451. const multiDrawCounts = this._multiDrawCounts;
  20452. const geometryInfoList = this._geometryInfo;
  20453. const perObjectFrustumCulled = this.perObjectFrustumCulled;
  20454. const indirectTexture = this._indirectTexture;
  20455. const indirectArray = indirectTexture.image.data;
  20456. // prepare the frustum in the local frame
  20457. if ( perObjectFrustumCulled ) {
  20458. _matrix$1
  20459. .multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse )
  20460. .multiply( this.matrixWorld );
  20461. _frustum.setFromProjectionMatrix(
  20462. _matrix$1,
  20463. renderer.coordinateSystem
  20464. );
  20465. }
  20466. let multiDrawCount = 0;
  20467. if ( this.sortObjects ) {
  20468. // get the camera position in the local frame
  20469. _matrix$1.copy( this.matrixWorld ).invert();
  20470. _vector$5.setFromMatrixPosition( camera.matrixWorld ).applyMatrix4( _matrix$1 );
  20471. _forward.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld ).transformDirection( _matrix$1 );
  20472. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  20473. if ( instanceInfo[ i ].visible && instanceInfo[ i ].active ) {
  20474. const geometryId = instanceInfo[ i ].geometryIndex;
  20475. // get the bounds in world space
  20476. this.getMatrixAt( i, _matrix$1 );
  20477. this.getBoundingSphereAt( geometryId, _sphere$2 ).applyMatrix4( _matrix$1 );
  20478. // determine whether the batched geometry is within the frustum
  20479. let culled = false;
  20480. if ( perObjectFrustumCulled ) {
  20481. culled = ! _frustum.intersectsSphere( _sphere$2 );
  20482. }
  20483. if ( ! culled ) {
  20484. // get the distance from camera used for sorting
  20485. const geometryInfo = geometryInfoList[ geometryId ];
  20486. const z = _temp.subVectors( _sphere$2.center, _vector$5 ).dot( _forward );
  20487. _renderList.push( geometryInfo.start, geometryInfo.count, z, i );
  20488. }
  20489. }
  20490. }
  20491. // Sort the draw ranges and prep for rendering
  20492. const list = _renderList.list;
  20493. const customSort = this.customSort;
  20494. if ( customSort === null ) {
  20495. list.sort( material.transparent ? sortTransparent : sortOpaque );
  20496. } else {
  20497. customSort.call( this, list, camera );
  20498. }
  20499. for ( let i = 0, l = list.length; i < l; i ++ ) {
  20500. const item = list[ i ];
  20501. multiDrawStarts[ multiDrawCount ] = item.start * bytesPerElement;
  20502. multiDrawCounts[ multiDrawCount ] = item.count;
  20503. indirectArray[ multiDrawCount ] = item.index;
  20504. multiDrawCount ++;
  20505. }
  20506. _renderList.reset();
  20507. } else {
  20508. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  20509. if ( instanceInfo[ i ].visible && instanceInfo[ i ].active ) {
  20510. const geometryId = instanceInfo[ i ].geometryIndex;
  20511. // determine whether the batched geometry is within the frustum
  20512. let culled = false;
  20513. if ( perObjectFrustumCulled ) {
  20514. // get the bounds in world space
  20515. this.getMatrixAt( i, _matrix$1 );
  20516. this.getBoundingSphereAt( geometryId, _sphere$2 ).applyMatrix4( _matrix$1 );
  20517. culled = ! _frustum.intersectsSphere( _sphere$2 );
  20518. }
  20519. if ( ! culled ) {
  20520. const geometryInfo = geometryInfoList[ geometryId ];
  20521. multiDrawStarts[ multiDrawCount ] = geometryInfo.start * bytesPerElement;
  20522. multiDrawCounts[ multiDrawCount ] = geometryInfo.count;
  20523. indirectArray[ multiDrawCount ] = i;
  20524. multiDrawCount ++;
  20525. }
  20526. }
  20527. }
  20528. }
  20529. indirectTexture.needsUpdate = true;
  20530. this._multiDrawCount = multiDrawCount;
  20531. this._visibilityChanged = false;
  20532. }
  20533. onBeforeShadow( renderer, object, camera, shadowCamera, geometry, depthMaterial/* , group */ ) {
  20534. this.onBeforeRender( renderer, null, shadowCamera, geometry, depthMaterial );
  20535. }
  20536. }
  20537. /**
  20538. * A material for rendering line primitives.
  20539. *
  20540. * Materials define the appearance of renderable 3D objects.
  20541. *
  20542. * ```js
  20543. * const material = new THREE.LineBasicMaterial( { color: 0xffffff } );
  20544. * ```
  20545. *
  20546. * @augments Material
  20547. */
  20548. class LineBasicMaterial extends Material {
  20549. /**
  20550. * Constructs a new line basic material.
  20551. *
  20552. * @param {Object} [parameters] - An object with one or more properties
  20553. * defining the material's appearance. Any property of the material
  20554. * (including any property from inherited materials) can be passed
  20555. * in here. Color values can be passed any type of value accepted
  20556. * by {@link Color#set}.
  20557. */
  20558. constructor( parameters ) {
  20559. super();
  20560. /**
  20561. * This flag can be used for type testing.
  20562. *
  20563. * @type {boolean}
  20564. * @readonly
  20565. * @default true
  20566. */
  20567. this.isLineBasicMaterial = true;
  20568. this.type = 'LineBasicMaterial';
  20569. /**
  20570. * Color of the material.
  20571. *
  20572. * @type {Color}
  20573. * @default (1,1,1)
  20574. */
  20575. this.color = new Color( 0xffffff );
  20576. /**
  20577. * Sets the color of the lines using data from a texture. The texture map
  20578. * color is modulated by the diffuse `color`.
  20579. *
  20580. * @type {?Texture}
  20581. * @default null
  20582. */
  20583. this.map = null;
  20584. /**
  20585. * Controls line thickness or lines.
  20586. *
  20587. * Can only be used with {@link SVGRenderer}. WebGL and WebGPU
  20588. * ignore this setting and always render line primitives with a
  20589. * width of one pixel.
  20590. *
  20591. * @type {number}
  20592. * @default 1
  20593. */
  20594. this.linewidth = 1;
  20595. /**
  20596. * Defines appearance of line ends.
  20597. *
  20598. * Can only be used with {@link SVGRenderer}.
  20599. *
  20600. * @type {('butt'|'round'|'square')}
  20601. * @default 'round'
  20602. */
  20603. this.linecap = 'round';
  20604. /**
  20605. * Defines appearance of line joints.
  20606. *
  20607. * Can only be used with {@link SVGRenderer}.
  20608. *
  20609. * @type {('round'|'bevel'|'miter')}
  20610. * @default 'round'
  20611. */
  20612. this.linejoin = 'round';
  20613. /**
  20614. * Whether the material is affected by fog or not.
  20615. *
  20616. * @type {boolean}
  20617. * @default true
  20618. */
  20619. this.fog = true;
  20620. this.setValues( parameters );
  20621. }
  20622. copy( source ) {
  20623. super.copy( source );
  20624. this.color.copy( source.color );
  20625. this.map = source.map;
  20626. this.linewidth = source.linewidth;
  20627. this.linecap = source.linecap;
  20628. this.linejoin = source.linejoin;
  20629. this.fog = source.fog;
  20630. return this;
  20631. }
  20632. }
  20633. const _vStart = /*@__PURE__*/ new Vector3();
  20634. const _vEnd = /*@__PURE__*/ new Vector3();
  20635. const _inverseMatrix$1 = /*@__PURE__*/ new Matrix4();
  20636. const _ray$1 = /*@__PURE__*/ new Ray();
  20637. const _sphere$1 = /*@__PURE__*/ new Sphere();
  20638. const _intersectPointOnRay = /*@__PURE__*/ new Vector3();
  20639. const _intersectPointOnSegment = /*@__PURE__*/ new Vector3();
  20640. /**
  20641. * A continuous line. The line are rendered by connecting consecutive
  20642. * vertices with straight lines.
  20643. *
  20644. * ```js
  20645. * const material = new THREE.LineBasicMaterial( { color: 0x0000ff } );
  20646. *
  20647. * const points = [];
  20648. * points.push( new THREE.Vector3( - 10, 0, 0 ) );
  20649. * points.push( new THREE.Vector3( 0, 10, 0 ) );
  20650. * points.push( new THREE.Vector3( 10, 0, 0 ) );
  20651. *
  20652. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  20653. *
  20654. * const line = new THREE.Line( geometry, material );
  20655. * scene.add( line );
  20656. * ```
  20657. *
  20658. * @augments Object3D
  20659. */
  20660. class Line extends Object3D {
  20661. /**
  20662. * Constructs a new line.
  20663. *
  20664. * @param {BufferGeometry} [geometry] - The line geometry.
  20665. * @param {Material|Array<Material>} [material] - The line material.
  20666. */
  20667. constructor( geometry = new BufferGeometry(), material = new LineBasicMaterial() ) {
  20668. super();
  20669. /**
  20670. * This flag can be used for type testing.
  20671. *
  20672. * @type {boolean}
  20673. * @readonly
  20674. * @default true
  20675. */
  20676. this.isLine = true;
  20677. this.type = 'Line';
  20678. /**
  20679. * The line geometry.
  20680. *
  20681. * @type {BufferGeometry}
  20682. */
  20683. this.geometry = geometry;
  20684. /**
  20685. * The line material.
  20686. *
  20687. * @type {Material|Array<Material>}
  20688. * @default LineBasicMaterial
  20689. */
  20690. this.material = material;
  20691. /**
  20692. * A dictionary representing the morph targets in the geometry. The key is the
  20693. * morph targets name, the value its attribute index. This member is `undefined`
  20694. * by default and only set when morph targets are detected in the geometry.
  20695. *
  20696. * @type {Object<String,number>|undefined}
  20697. * @default undefined
  20698. */
  20699. this.morphTargetDictionary = undefined;
  20700. /**
  20701. * An array of weights typically in the range `[0,1]` that specify how much of the morph
  20702. * is applied. This member is `undefined` by default and only set when morph targets are
  20703. * detected in the geometry.
  20704. *
  20705. * @type {Array<number>|undefined}
  20706. * @default undefined
  20707. */
  20708. this.morphTargetInfluences = undefined;
  20709. this.updateMorphTargets();
  20710. }
  20711. copy( source, recursive ) {
  20712. super.copy( source, recursive );
  20713. this.material = Array.isArray( source.material ) ? source.material.slice() : source.material;
  20714. this.geometry = source.geometry;
  20715. return this;
  20716. }
  20717. /**
  20718. * Computes an array of distance values which are necessary for rendering dashed lines.
  20719. * For each vertex in the geometry, the method calculates the cumulative length from the
  20720. * current point to the very beginning of the line.
  20721. *
  20722. * @return {Line} A reference to this line.
  20723. */
  20724. computeLineDistances() {
  20725. const geometry = this.geometry;
  20726. // we assume non-indexed geometry
  20727. if ( geometry.index === null ) {
  20728. const positionAttribute = geometry.attributes.position;
  20729. const lineDistances = [ 0 ];
  20730. for ( let i = 1, l = positionAttribute.count; i < l; i ++ ) {
  20731. _vStart.fromBufferAttribute( positionAttribute, i - 1 );
  20732. _vEnd.fromBufferAttribute( positionAttribute, i );
  20733. lineDistances[ i ] = lineDistances[ i - 1 ];
  20734. lineDistances[ i ] += _vStart.distanceTo( _vEnd );
  20735. }
  20736. geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  20737. } else {
  20738. console.warn( 'THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  20739. }
  20740. return this;
  20741. }
  20742. /**
  20743. * Computes intersection points between a casted ray and this line.
  20744. *
  20745. * @param {Raycaster} raycaster - The raycaster.
  20746. * @param {Array<Object>} intersects - The target array that holds the intersection points.
  20747. */
  20748. raycast( raycaster, intersects ) {
  20749. const geometry = this.geometry;
  20750. const matrixWorld = this.matrixWorld;
  20751. const threshold = raycaster.params.Line.threshold;
  20752. const drawRange = geometry.drawRange;
  20753. // Checking boundingSphere distance to ray
  20754. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  20755. _sphere$1.copy( geometry.boundingSphere );
  20756. _sphere$1.applyMatrix4( matrixWorld );
  20757. _sphere$1.radius += threshold;
  20758. if ( raycaster.ray.intersectsSphere( _sphere$1 ) === false ) return;
  20759. //
  20760. _inverseMatrix$1.copy( matrixWorld ).invert();
  20761. _ray$1.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$1 );
  20762. const localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  20763. const localThresholdSq = localThreshold * localThreshold;
  20764. const step = this.isLineSegments ? 2 : 1;
  20765. const index = geometry.index;
  20766. const attributes = geometry.attributes;
  20767. const positionAttribute = attributes.position;
  20768. if ( index !== null ) {
  20769. const start = Math.max( 0, drawRange.start );
  20770. const end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
  20771. for ( let i = start, l = end - 1; i < l; i += step ) {
  20772. const a = index.getX( i );
  20773. const b = index.getX( i + 1 );
  20774. const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, a, b, i );
  20775. if ( intersect ) {
  20776. intersects.push( intersect );
  20777. }
  20778. }
  20779. if ( this.isLineLoop ) {
  20780. const a = index.getX( end - 1 );
  20781. const b = index.getX( start );
  20782. const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, a, b, end - 1 );
  20783. if ( intersect ) {
  20784. intersects.push( intersect );
  20785. }
  20786. }
  20787. } else {
  20788. const start = Math.max( 0, drawRange.start );
  20789. const end = Math.min( positionAttribute.count, ( drawRange.start + drawRange.count ) );
  20790. for ( let i = start, l = end - 1; i < l; i += step ) {
  20791. const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, i, i + 1, i );
  20792. if ( intersect ) {
  20793. intersects.push( intersect );
  20794. }
  20795. }
  20796. if ( this.isLineLoop ) {
  20797. const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, end - 1, start, end - 1 );
  20798. if ( intersect ) {
  20799. intersects.push( intersect );
  20800. }
  20801. }
  20802. }
  20803. }
  20804. /**
  20805. * Sets the values of {@link Line#morphTargetDictionary} and {@link Line#morphTargetInfluences}
  20806. * to make sure existing morph targets can influence this 3D object.
  20807. */
  20808. updateMorphTargets() {
  20809. const geometry = this.geometry;
  20810. const morphAttributes = geometry.morphAttributes;
  20811. const keys = Object.keys( morphAttributes );
  20812. if ( keys.length > 0 ) {
  20813. const morphAttribute = morphAttributes[ keys[ 0 ] ];
  20814. if ( morphAttribute !== undefined ) {
  20815. this.morphTargetInfluences = [];
  20816. this.morphTargetDictionary = {};
  20817. for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  20818. const name = morphAttribute[ m ].name || String( m );
  20819. this.morphTargetInfluences.push( 0 );
  20820. this.morphTargetDictionary[ name ] = m;
  20821. }
  20822. }
  20823. }
  20824. }
  20825. }
  20826. function checkIntersection( object, raycaster, ray, thresholdSq, a, b, i ) {
  20827. const positionAttribute = object.geometry.attributes.position;
  20828. _vStart.fromBufferAttribute( positionAttribute, a );
  20829. _vEnd.fromBufferAttribute( positionAttribute, b );
  20830. const distSq = ray.distanceSqToSegment( _vStart, _vEnd, _intersectPointOnRay, _intersectPointOnSegment );
  20831. if ( distSq > thresholdSq ) return;
  20832. _intersectPointOnRay.applyMatrix4( object.matrixWorld ); // Move back to world space for distance calculation
  20833. const distance = raycaster.ray.origin.distanceTo( _intersectPointOnRay );
  20834. if ( distance < raycaster.near || distance > raycaster.far ) return;
  20835. return {
  20836. distance: distance,
  20837. // What do we want? intersection point on the ray or on the segment??
  20838. // point: raycaster.ray.at( distance ),
  20839. point: _intersectPointOnSegment.clone().applyMatrix4( object.matrixWorld ),
  20840. index: i,
  20841. face: null,
  20842. faceIndex: null,
  20843. barycoord: null,
  20844. object: object
  20845. };
  20846. }
  20847. const _start = /*@__PURE__*/ new Vector3();
  20848. const _end = /*@__PURE__*/ new Vector3();
  20849. /**
  20850. * A series of lines drawn between pairs of vertices.
  20851. *
  20852. * @augments Line
  20853. */
  20854. class LineSegments extends Line {
  20855. /**
  20856. * Constructs a new line segments.
  20857. *
  20858. * @param {BufferGeometry} [geometry] - The line geometry.
  20859. * @param {Material|Array<Material>} [material] - The line material.
  20860. */
  20861. constructor( geometry, material ) {
  20862. super( geometry, material );
  20863. /**
  20864. * This flag can be used for type testing.
  20865. *
  20866. * @type {boolean}
  20867. * @readonly
  20868. * @default true
  20869. */
  20870. this.isLineSegments = true;
  20871. this.type = 'LineSegments';
  20872. }
  20873. computeLineDistances() {
  20874. const geometry = this.geometry;
  20875. // we assume non-indexed geometry
  20876. if ( geometry.index === null ) {
  20877. const positionAttribute = geometry.attributes.position;
  20878. const lineDistances = [];
  20879. for ( let i = 0, l = positionAttribute.count; i < l; i += 2 ) {
  20880. _start.fromBufferAttribute( positionAttribute, i );
  20881. _end.fromBufferAttribute( positionAttribute, i + 1 );
  20882. lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
  20883. lineDistances[ i + 1 ] = lineDistances[ i ] + _start.distanceTo( _end );
  20884. }
  20885. geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  20886. } else {
  20887. console.warn( 'THREE.LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  20888. }
  20889. return this;
  20890. }
  20891. }
  20892. /**
  20893. * A continuous line. This is nearly the same as {@link Line} the only difference
  20894. * is that the last vertex is connected with the first vertex in order to close
  20895. * the line to form a loop.
  20896. *
  20897. * @augments Line
  20898. */
  20899. class LineLoop extends Line {
  20900. /**
  20901. * Constructs a new line loop.
  20902. *
  20903. * @param {BufferGeometry} [geometry] - The line geometry.
  20904. * @param {Material|Array<Material>} [material] - The line material.
  20905. */
  20906. constructor( geometry, material ) {
  20907. super( geometry, material );
  20908. /**
  20909. * This flag can be used for type testing.
  20910. *
  20911. * @type {boolean}
  20912. * @readonly
  20913. * @default true
  20914. */
  20915. this.isLineLoop = true;
  20916. this.type = 'LineLoop';
  20917. }
  20918. }
  20919. /**
  20920. * A material for rendering point primitives.
  20921. *
  20922. * Materials define the appearance of renderable 3D objects.
  20923. *
  20924. * ```js
  20925. * const vertices = [];
  20926. *
  20927. * for ( let i = 0; i < 10000; i ++ ) {
  20928. * const x = THREE.MathUtils.randFloatSpread( 2000 );
  20929. * const y = THREE.MathUtils.randFloatSpread( 2000 );
  20930. * const z = THREE.MathUtils.randFloatSpread( 2000 );
  20931. *
  20932. * vertices.push( x, y, z );
  20933. * }
  20934. *
  20935. * const geometry = new THREE.BufferGeometry();
  20936. * geometry.setAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) );
  20937. * const material = new THREE.PointsMaterial( { color: 0x888888 } );
  20938. * const points = new THREE.Points( geometry, material );
  20939. * scene.add( points );
  20940. * ```
  20941. *
  20942. * @augments Material
  20943. */
  20944. class PointsMaterial extends Material {
  20945. /**
  20946. * Constructs a new points material.
  20947. *
  20948. * @param {Object} [parameters] - An object with one or more properties
  20949. * defining the material's appearance. Any property of the material
  20950. * (including any property from inherited materials) can be passed
  20951. * in here. Color values can be passed any type of value accepted
  20952. * by {@link Color#set}.
  20953. */
  20954. constructor( parameters ) {
  20955. super();
  20956. /**
  20957. * This flag can be used for type testing.
  20958. *
  20959. * @type {boolean}
  20960. * @readonly
  20961. * @default true
  20962. */
  20963. this.isPointsMaterial = true;
  20964. this.type = 'PointsMaterial';
  20965. /**
  20966. * Color of the material.
  20967. *
  20968. * @type {Color}
  20969. * @default (1,1,1)
  20970. */
  20971. this.color = new Color( 0xffffff );
  20972. /**
  20973. * The color map. May optionally include an alpha channel, typically combined
  20974. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  20975. * color is modulated by the diffuse `color`.
  20976. *
  20977. * @type {?Texture}
  20978. * @default null
  20979. */
  20980. this.map = null;
  20981. /**
  20982. * The alpha map is a grayscale texture that controls the opacity across the
  20983. * surface (black: fully transparent; white: fully opaque).
  20984. *
  20985. * Only the color of the texture is used, ignoring the alpha channel if one
  20986. * exists. For RGB and RGBA textures, the renderer will use the green channel
  20987. * when sampling this texture due to the extra bit of precision provided for
  20988. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  20989. * luminance/alpha textures will also still work as expected.
  20990. *
  20991. * @type {?Texture}
  20992. * @default null
  20993. */
  20994. this.alphaMap = null;
  20995. /**
  20996. * Defines the size of the points in pixels.
  20997. *
  20998. * Might be capped if the value exceeds hardware dependent parameters like [gl.ALIASED_POINT_SIZE_RANGE]{@link https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getParamete}.
  20999. *
  21000. * @type {number}
  21001. * @default 1
  21002. */
  21003. this.size = 1;
  21004. /**
  21005. * Specifies whether size of individual points is attenuated by the camera depth (perspective camera only).
  21006. *
  21007. * @type {boolean}
  21008. * @default true
  21009. */
  21010. this.sizeAttenuation = true;
  21011. /**
  21012. * Whether the material is affected by fog or not.
  21013. *
  21014. * @type {boolean}
  21015. * @default true
  21016. */
  21017. this.fog = true;
  21018. this.setValues( parameters );
  21019. }
  21020. copy( source ) {
  21021. super.copy( source );
  21022. this.color.copy( source.color );
  21023. this.map = source.map;
  21024. this.alphaMap = source.alphaMap;
  21025. this.size = source.size;
  21026. this.sizeAttenuation = source.sizeAttenuation;
  21027. this.fog = source.fog;
  21028. return this;
  21029. }
  21030. }
  21031. const _inverseMatrix = /*@__PURE__*/ new Matrix4();
  21032. const _ray = /*@__PURE__*/ new Ray();
  21033. const _sphere = /*@__PURE__*/ new Sphere();
  21034. const _position$2 = /*@__PURE__*/ new Vector3();
  21035. /**
  21036. * A class for displaying points or point clouds.
  21037. *
  21038. * @augments Object3D
  21039. */
  21040. class Points extends Object3D {
  21041. /**
  21042. * Constructs a new point cloud.
  21043. *
  21044. * @param {BufferGeometry} [geometry] - The points geometry.
  21045. * @param {Material|Array<Material>} [material] - The points material.
  21046. */
  21047. constructor( geometry = new BufferGeometry(), material = new PointsMaterial() ) {
  21048. super();
  21049. /**
  21050. * This flag can be used for type testing.
  21051. *
  21052. * @type {boolean}
  21053. * @readonly
  21054. * @default true
  21055. */
  21056. this.isPoints = true;
  21057. this.type = 'Points';
  21058. /**
  21059. * The points geometry.
  21060. *
  21061. * @type {BufferGeometry}
  21062. */
  21063. this.geometry = geometry;
  21064. /**
  21065. * The line material.
  21066. *
  21067. * @type {Material|Array<Material>}
  21068. * @default PointsMaterial
  21069. */
  21070. this.material = material;
  21071. /**
  21072. * A dictionary representing the morph targets in the geometry. The key is the
  21073. * morph targets name, the value its attribute index. This member is `undefined`
  21074. * by default and only set when morph targets are detected in the geometry.
  21075. *
  21076. * @type {Object<String,number>|undefined}
  21077. * @default undefined
  21078. */
  21079. this.morphTargetDictionary = undefined;
  21080. /**
  21081. * An array of weights typically in the range `[0,1]` that specify how much of the morph
  21082. * is applied. This member is `undefined` by default and only set when morph targets are
  21083. * detected in the geometry.
  21084. *
  21085. * @type {Array<number>|undefined}
  21086. * @default undefined
  21087. */
  21088. this.morphTargetInfluences = undefined;
  21089. this.updateMorphTargets();
  21090. }
  21091. copy( source, recursive ) {
  21092. super.copy( source, recursive );
  21093. this.material = Array.isArray( source.material ) ? source.material.slice() : source.material;
  21094. this.geometry = source.geometry;
  21095. return this;
  21096. }
  21097. /**
  21098. * Computes intersection points between a casted ray and this point cloud.
  21099. *
  21100. * @param {Raycaster} raycaster - The raycaster.
  21101. * @param {Array<Object>} intersects - The target array that holds the intersection points.
  21102. */
  21103. raycast( raycaster, intersects ) {
  21104. const geometry = this.geometry;
  21105. const matrixWorld = this.matrixWorld;
  21106. const threshold = raycaster.params.Points.threshold;
  21107. const drawRange = geometry.drawRange;
  21108. // Checking boundingSphere distance to ray
  21109. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  21110. _sphere.copy( geometry.boundingSphere );
  21111. _sphere.applyMatrix4( matrixWorld );
  21112. _sphere.radius += threshold;
  21113. if ( raycaster.ray.intersectsSphere( _sphere ) === false ) return;
  21114. //
  21115. _inverseMatrix.copy( matrixWorld ).invert();
  21116. _ray.copy( raycaster.ray ).applyMatrix4( _inverseMatrix );
  21117. const localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  21118. const localThresholdSq = localThreshold * localThreshold;
  21119. const index = geometry.index;
  21120. const attributes = geometry.attributes;
  21121. const positionAttribute = attributes.position;
  21122. if ( index !== null ) {
  21123. const start = Math.max( 0, drawRange.start );
  21124. const end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
  21125. for ( let i = start, il = end; i < il; i ++ ) {
  21126. const a = index.getX( i );
  21127. _position$2.fromBufferAttribute( positionAttribute, a );
  21128. testPoint( _position$2, a, localThresholdSq, matrixWorld, raycaster, intersects, this );
  21129. }
  21130. } else {
  21131. const start = Math.max( 0, drawRange.start );
  21132. const end = Math.min( positionAttribute.count, ( drawRange.start + drawRange.count ) );
  21133. for ( let i = start, l = end; i < l; i ++ ) {
  21134. _position$2.fromBufferAttribute( positionAttribute, i );
  21135. testPoint( _position$2, i, localThresholdSq, matrixWorld, raycaster, intersects, this );
  21136. }
  21137. }
  21138. }
  21139. /**
  21140. * Sets the values of {@link Points#morphTargetDictionary} and {@link Points#morphTargetInfluences}
  21141. * to make sure existing morph targets can influence this 3D object.
  21142. */
  21143. updateMorphTargets() {
  21144. const geometry = this.geometry;
  21145. const morphAttributes = geometry.morphAttributes;
  21146. const keys = Object.keys( morphAttributes );
  21147. if ( keys.length > 0 ) {
  21148. const morphAttribute = morphAttributes[ keys[ 0 ] ];
  21149. if ( morphAttribute !== undefined ) {
  21150. this.morphTargetInfluences = [];
  21151. this.morphTargetDictionary = {};
  21152. for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  21153. const name = morphAttribute[ m ].name || String( m );
  21154. this.morphTargetInfluences.push( 0 );
  21155. this.morphTargetDictionary[ name ] = m;
  21156. }
  21157. }
  21158. }
  21159. }
  21160. }
  21161. function testPoint( point, index, localThresholdSq, matrixWorld, raycaster, intersects, object ) {
  21162. const rayPointDistanceSq = _ray.distanceSqToPoint( point );
  21163. if ( rayPointDistanceSq < localThresholdSq ) {
  21164. const intersectPoint = new Vector3();
  21165. _ray.closestPointToPoint( point, intersectPoint );
  21166. intersectPoint.applyMatrix4( matrixWorld );
  21167. const distance = raycaster.ray.origin.distanceTo( intersectPoint );
  21168. if ( distance < raycaster.near || distance > raycaster.far ) return;
  21169. intersects.push( {
  21170. distance: distance,
  21171. distanceToRay: Math.sqrt( rayPointDistanceSq ),
  21172. point: intersectPoint,
  21173. index: index,
  21174. face: null,
  21175. faceIndex: null,
  21176. barycoord: null,
  21177. object: object
  21178. } );
  21179. }
  21180. }
  21181. /**
  21182. * A texture for use with a video.
  21183. *
  21184. * ```js
  21185. * // assuming you have created a HTML video element with id="video"
  21186. * const video = document.getElementById( 'video' );
  21187. * const texture = new THREE.VideoTexture( video );
  21188. * ```
  21189. *
  21190. * Note: After the initial use of a texture, its dimensions, format, and type
  21191. * cannot be changed. Instead, call {@link Texture#dispose} on the texture and instantiate a new one.
  21192. *
  21193. * @augments Texture
  21194. */
  21195. class VideoTexture extends Texture {
  21196. /**
  21197. * Constructs a new video texture.
  21198. *
  21199. * @param {Video} video - The video element to use as a data source for the texture.
  21200. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  21201. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  21202. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  21203. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  21204. * @param {number} [minFilter=LinearFilter] - The min filter value.
  21205. * @param {number} [format=RGBAFormat] - The texture format.
  21206. * @param {number} [type=UnsignedByteType] - The texture type.
  21207. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  21208. */
  21209. constructor( video, mapping, wrapS, wrapT, magFilter = LinearFilter, minFilter = LinearFilter, format, type, anisotropy ) {
  21210. super( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  21211. /**
  21212. * This flag can be used for type testing.
  21213. *
  21214. * @type {boolean}
  21215. * @readonly
  21216. * @default true
  21217. */
  21218. this.isVideoTexture = true;
  21219. /**
  21220. * Whether to generate mipmaps (if possible) for a texture.
  21221. *
  21222. * Overwritten and set to `false` by default.
  21223. *
  21224. * @type {boolean}
  21225. * @default false
  21226. */
  21227. this.generateMipmaps = false;
  21228. const scope = this;
  21229. function updateVideo() {
  21230. scope.needsUpdate = true;
  21231. video.requestVideoFrameCallback( updateVideo );
  21232. }
  21233. if ( 'requestVideoFrameCallback' in video ) {
  21234. video.requestVideoFrameCallback( updateVideo );
  21235. }
  21236. }
  21237. clone() {
  21238. return new this.constructor( this.image ).copy( this );
  21239. }
  21240. /**
  21241. * This method is called automatically by the renderer and sets {@link Texture#needsUpdate}
  21242. * to `true` every time a new frame is available.
  21243. *
  21244. * Only relevant if `requestVideoFrameCallback` is not supported in the browser.
  21245. */
  21246. update() {
  21247. const video = this.image;
  21248. const hasVideoFrameCallback = 'requestVideoFrameCallback' in video;
  21249. if ( hasVideoFrameCallback === false && video.readyState >= video.HAVE_CURRENT_DATA ) {
  21250. this.needsUpdate = true;
  21251. }
  21252. }
  21253. }
  21254. /**
  21255. * This class can be used as an alternative way to define video data. Instead of using
  21256. * an instance of `HTMLVideoElement` like with `VideoTexture`, `VideoFrameTexture` expects each frame is
  21257. * defined manually via {@link VideoFrameTexture#setFrame}. A typical use case for this module is when
  21258. * video frames are decoded with the WebCodecs API.
  21259. *
  21260. * ```js
  21261. * const texture = new THREE.VideoFrameTexture();
  21262. * texture.setFrame( frame );
  21263. * ```
  21264. *
  21265. * @augments VideoTexture
  21266. */
  21267. class VideoFrameTexture extends VideoTexture {
  21268. /**
  21269. * Constructs a new video frame texture.
  21270. *
  21271. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  21272. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  21273. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  21274. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  21275. * @param {number} [minFilter=LinearFilter] - The min filter value.
  21276. * @param {number} [format=RGBAFormat] - The texture format.
  21277. * @param {number} [type=UnsignedByteType] - The texture type.
  21278. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  21279. */
  21280. constructor( mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  21281. super( {}, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  21282. /**
  21283. * This flag can be used for type testing.
  21284. *
  21285. * @type {boolean}
  21286. * @readonly
  21287. * @default true
  21288. */
  21289. this.isVideoFrameTexture = true;
  21290. }
  21291. /**
  21292. * This method overwritten with an empty implementation since
  21293. * this type of texture is updated via `setFrame()`.
  21294. */
  21295. update() {}
  21296. clone() {
  21297. return new this.constructor().copy( this ); // restoring Texture.clone()
  21298. }
  21299. /**
  21300. * Sets the current frame of the video. This will automatically update the texture
  21301. * so the data can be used for rendering.
  21302. *
  21303. * @param {VideoFrame} frame - The video frame.
  21304. */
  21305. setFrame( frame ) {
  21306. this.image = frame;
  21307. this.needsUpdate = true;
  21308. }
  21309. }
  21310. /**
  21311. * This class can only be used in combination with `copyFramebufferToTexture()` methods
  21312. * of renderers. It extracts the contents of the current bound framebuffer and provides it
  21313. * as a texture for further usage.
  21314. *
  21315. * ```js
  21316. * const pixelRatio = window.devicePixelRatio;
  21317. * const textureSize = 128 * pixelRatio;
  21318. *
  21319. * const frameTexture = new FramebufferTexture( textureSize, textureSize );
  21320. *
  21321. * // calculate start position for copying part of the frame data
  21322. * const vector = new Vector2();
  21323. * vector.x = ( window.innerWidth * pixelRatio / 2 ) - ( textureSize / 2 );
  21324. * vector.y = ( window.innerHeight * pixelRatio / 2 ) - ( textureSize / 2 );
  21325. *
  21326. * renderer.render( scene, camera );
  21327. *
  21328. * // copy part of the rendered frame into the framebuffer texture
  21329. * renderer.copyFramebufferToTexture( frameTexture, vector );
  21330. * ```
  21331. *
  21332. * @augments Texture
  21333. */
  21334. class FramebufferTexture extends Texture {
  21335. /**
  21336. * Constructs a new framebuffer texture.
  21337. *
  21338. * @param {number} width - The width of the texture.
  21339. * @param {number} height - The height of the texture.
  21340. */
  21341. constructor( width, height ) {
  21342. super( { width, height } );
  21343. /**
  21344. * This flag can be used for type testing.
  21345. *
  21346. * @type {boolean}
  21347. * @readonly
  21348. * @default true
  21349. */
  21350. this.isFramebufferTexture = true;
  21351. /**
  21352. * How the texture is sampled when a texel covers more than one pixel.
  21353. *
  21354. * Overwritten and set to `NearestFilter` by default to disable filtering.
  21355. *
  21356. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  21357. * @default NearestFilter
  21358. */
  21359. this.magFilter = NearestFilter;
  21360. /**
  21361. * How the texture is sampled when a texel covers less than one pixel.
  21362. *
  21363. * Overwritten and set to `NearestFilter` by default to disable filtering.
  21364. *
  21365. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  21366. * @default NearestFilter
  21367. */
  21368. this.minFilter = NearestFilter;
  21369. /**
  21370. * Whether to generate mipmaps (if possible) for a texture.
  21371. *
  21372. * Overwritten and set to `false` by default.
  21373. *
  21374. * @type {boolean}
  21375. * @default false
  21376. */
  21377. this.generateMipmaps = false;
  21378. this.needsUpdate = true;
  21379. }
  21380. }
  21381. /**
  21382. * Creates a texture based on data in compressed form.
  21383. *
  21384. * These texture are usually loaded with {@link CompressedTextureLoader}.
  21385. *
  21386. * @augments Texture
  21387. */
  21388. class CompressedTexture extends Texture {
  21389. /**
  21390. * Constructs a new compressed texture.
  21391. *
  21392. * @param {Array<Object>} mipmaps - This array holds for all mipmaps (including the bases mip)
  21393. * the data and dimensions.
  21394. * @param {number} width - The width of the texture.
  21395. * @param {number} height - The height of the texture.
  21396. * @param {number} [format=RGBAFormat] - The texture format.
  21397. * @param {number} [type=UnsignedByteType] - The texture type.
  21398. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  21399. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  21400. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  21401. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  21402. * @param {number} [minFilter=LinearMipmapLinearFilter] - The min filter value.
  21403. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  21404. * @param {string} [colorSpace=NoColorSpace] - The color space.
  21405. */
  21406. constructor( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, colorSpace ) {
  21407. super( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace );
  21408. /**
  21409. * This flag can be used for type testing.
  21410. *
  21411. * @type {boolean}
  21412. * @readonly
  21413. * @default true
  21414. */
  21415. this.isCompressedTexture = true;
  21416. /**
  21417. * The image property of a compressed texture just defines its dimensions.
  21418. *
  21419. * @type {{width:number,height:number}}
  21420. */
  21421. this.image = { width: width, height: height };
  21422. /**
  21423. * This array holds for all mipmaps (including the bases mip) the data and dimensions.
  21424. *
  21425. * @type {Array<Object>}
  21426. */
  21427. this.mipmaps = mipmaps;
  21428. /**
  21429. * If set to `true`, the texture is flipped along the vertical axis when
  21430. * uploaded to the GPU.
  21431. *
  21432. * Overwritten and set to `false` by default since it is not possible to
  21433. * flip compressed textures.
  21434. *
  21435. * @type {boolean}
  21436. * @default false
  21437. * @readonly
  21438. */
  21439. this.flipY = false;
  21440. /**
  21441. * Whether to generate mipmaps (if possible) for a texture.
  21442. *
  21443. * Overwritten and set to `false` by default since it is not
  21444. * possible to generate mipmaps for compressed data. Mipmaps
  21445. * must be embedded in the compressed texture file.
  21446. *
  21447. * @type {boolean}
  21448. * @default false
  21449. * @readonly
  21450. */
  21451. this.generateMipmaps = false;
  21452. }
  21453. }
  21454. /**
  21455. * Creates a texture 2D array based on data in compressed form.
  21456. *
  21457. * These texture are usually loaded with {@link CompressedTextureLoader}.
  21458. *
  21459. * @augments CompressedTexture
  21460. */
  21461. class CompressedArrayTexture extends CompressedTexture {
  21462. /**
  21463. * Constructs a new compressed array texture.
  21464. *
  21465. * @param {Array<Object>} mipmaps - This array holds for all mipmaps (including the bases mip)
  21466. * the data and dimensions.
  21467. * @param {number} width - The width of the texture.
  21468. * @param {number} height - The height of the texture.
  21469. * @param {number} depth - The depth of the texture.
  21470. * @param {number} [format=RGBAFormat] - The min filter value.
  21471. * @param {number} [type=UnsignedByteType] - The min filter value.
  21472. */
  21473. constructor( mipmaps, width, height, depth, format, type ) {
  21474. super( mipmaps, width, height, format, type );
  21475. /**
  21476. * This flag can be used for type testing.
  21477. *
  21478. * @type {boolean}
  21479. * @readonly
  21480. * @default true
  21481. */
  21482. this.isCompressedArrayTexture = true;
  21483. /**
  21484. * The image property of a compressed texture just defines its dimensions.
  21485. *
  21486. * @name CompressedArrayTexture#image
  21487. * @type {{width:number,height:number,depth:number}}
  21488. */
  21489. this.image.depth = depth;
  21490. /**
  21491. * This defines how the texture is wrapped in the depth and corresponds to
  21492. * *W* in UVW mapping.
  21493. *
  21494. * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}
  21495. * @default ClampToEdgeWrapping
  21496. */
  21497. this.wrapR = ClampToEdgeWrapping;
  21498. /**
  21499. * A set of all layers which need to be updated in the texture.
  21500. *
  21501. * @type {Set<number>}
  21502. */
  21503. this.layerUpdates = new Set();
  21504. }
  21505. /**
  21506. * Describes that a specific layer of the texture needs to be updated.
  21507. * Normally when {@link Texture#needsUpdate} is set to `true`, the
  21508. * entire compressed texture array is sent to the GPU. Marking specific
  21509. * layers will only transmit subsets of all mipmaps associated with a
  21510. * specific depth in the array which is often much more performant.
  21511. *
  21512. * @param {number} layerIndex - The layer index that should be updated.
  21513. */
  21514. addLayerUpdate( layerIndex ) {
  21515. this.layerUpdates.add( layerIndex );
  21516. }
  21517. /**
  21518. * Resets the layer updates registry.
  21519. */
  21520. clearLayerUpdates() {
  21521. this.layerUpdates.clear();
  21522. }
  21523. }
  21524. /**
  21525. * Creates a cube texture based on data in compressed form.
  21526. *
  21527. * These texture are usually loaded with {@link CompressedTextureLoader}.
  21528. *
  21529. * @augments CompressedTexture
  21530. */
  21531. class CompressedCubeTexture extends CompressedTexture {
  21532. /**
  21533. * Constructs a new compressed texture.
  21534. *
  21535. * @param {Array<CompressedTexture>} images - An array of compressed textures.
  21536. * @param {number} [format=RGBAFormat] - The texture format.
  21537. * @param {number} [type=UnsignedByteType] - The texture type.
  21538. */
  21539. constructor( images, format, type ) {
  21540. super( undefined, images[ 0 ].width, images[ 0 ].height, format, type, CubeReflectionMapping );
  21541. /**
  21542. * This flag can be used for type testing.
  21543. *
  21544. * @type {boolean}
  21545. * @readonly
  21546. * @default true
  21547. */
  21548. this.isCompressedCubeTexture = true;
  21549. /**
  21550. * This flag can be used for type testing.
  21551. *
  21552. * @type {boolean}
  21553. * @readonly
  21554. * @default true
  21555. */
  21556. this.isCubeTexture = true;
  21557. this.image = images;
  21558. }
  21559. }
  21560. /**
  21561. * Creates a texture from a canvas element.
  21562. *
  21563. * This is almost the same as the base texture class, except that it sets {@link Texture#needsUpdate}
  21564. * to `true` immediately since a canvas can directly be used for rendering.
  21565. *
  21566. * @augments Texture
  21567. */
  21568. class CanvasTexture extends Texture {
  21569. /**
  21570. * Constructs a new texture.
  21571. *
  21572. * @param {HTMLCanvasElement} [canvas] - The HTML canvas element.
  21573. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  21574. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  21575. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  21576. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  21577. * @param {number} [minFilter=LinearMipmapLinearFilter] - The min filter value.
  21578. * @param {number} [format=RGBAFormat] - The texture format.
  21579. * @param {number} [type=UnsignedByteType] - The texture type.
  21580. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  21581. */
  21582. constructor( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  21583. super( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  21584. /**
  21585. * This flag can be used for type testing.
  21586. *
  21587. * @type {boolean}
  21588. * @readonly
  21589. * @default true
  21590. */
  21591. this.isCanvasTexture = true;
  21592. this.needsUpdate = true;
  21593. }
  21594. }
  21595. /**
  21596. * This class can be used to automatically save the depth information of a
  21597. * rendering into a texture.
  21598. *
  21599. * @augments Texture
  21600. */
  21601. class DepthTexture extends Texture {
  21602. /**
  21603. * Constructs a new depth texture.
  21604. *
  21605. * @param {number} width - The width of the texture.
  21606. * @param {number} height - The height of the texture.
  21607. * @param {number} [type=UnsignedIntType] - The texture type.
  21608. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  21609. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  21610. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  21611. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  21612. * @param {number} [minFilter=LinearFilter] - The min filter value.
  21613. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  21614. * @param {number} [format=DepthFormat] - The texture format.
  21615. */
  21616. constructor( width, height, type = UnsignedIntType, mapping, wrapS, wrapT, magFilter = NearestFilter, minFilter = NearestFilter, anisotropy, format = DepthFormat ) {
  21617. if ( format !== DepthFormat && format !== DepthStencilFormat ) {
  21618. throw new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' );
  21619. }
  21620. super( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  21621. /**
  21622. * This flag can be used for type testing.
  21623. *
  21624. * @type {boolean}
  21625. * @readonly
  21626. * @default true
  21627. */
  21628. this.isDepthTexture = true;
  21629. /**
  21630. * The image property of a depth texture just defines its dimensions.
  21631. *
  21632. * @type {{width:number,height:number}}
  21633. */
  21634. this.image = { width: width, height: height };
  21635. /**
  21636. * If set to `true`, the texture is flipped along the vertical axis when
  21637. * uploaded to the GPU.
  21638. *
  21639. * Overwritten and set to `false` by default.
  21640. *
  21641. * @type {boolean}
  21642. * @default false
  21643. */
  21644. this.flipY = false;
  21645. /**
  21646. * Whether to generate mipmaps (if possible) for a texture.
  21647. *
  21648. * Overwritten and set to `false` by default.
  21649. *
  21650. * @type {boolean}
  21651. * @default false
  21652. */
  21653. this.generateMipmaps = false;
  21654. /**
  21655. * The depth compare function.
  21656. *
  21657. * @type {?(NeverCompare|LessCompare|EqualCompare|LessEqualCompare|GreaterCompare|NotEqualCompare|GreaterEqualCompare|AlwaysCompare)}
  21658. * @default null
  21659. */
  21660. this.compareFunction = null;
  21661. }
  21662. copy( source ) {
  21663. super.copy( source );
  21664. this.source = new Source( Object.assign( {}, source.image ) ); // see #30540
  21665. this.compareFunction = source.compareFunction;
  21666. return this;
  21667. }
  21668. toJSON( meta ) {
  21669. const data = super.toJSON( meta );
  21670. if ( this.compareFunction !== null ) data.compareFunction = this.compareFunction;
  21671. return data;
  21672. }
  21673. }
  21674. /**
  21675. * An abstract base class for creating an analytic curve object that contains methods
  21676. * for interpolation.
  21677. *
  21678. * @abstract
  21679. */
  21680. class Curve {
  21681. /**
  21682. * Constructs a new curve.
  21683. */
  21684. constructor() {
  21685. /**
  21686. * The type property is used for detecting the object type
  21687. * in context of serialization/deserialization.
  21688. *
  21689. * @type {string}
  21690. * @readonly
  21691. */
  21692. this.type = 'Curve';
  21693. /**
  21694. * This value determines the amount of divisions when calculating the
  21695. * cumulative segment lengths of a curve via {@link Curve#getLengths}. To ensure
  21696. * precision when using methods like {@link Curve#getSpacedPoints}, it is
  21697. * recommended to increase the value of this property if the curve is very large.
  21698. *
  21699. * @type {number}
  21700. * @default 200
  21701. */
  21702. this.arcLengthDivisions = 200;
  21703. /**
  21704. * Must be set to `true` if the curve parameters have changed.
  21705. *
  21706. * @type {boolean}
  21707. * @default false
  21708. */
  21709. this.needsUpdate = false;
  21710. /**
  21711. * An internal cache that holds precomputed curve length values.
  21712. *
  21713. * @private
  21714. * @type {?Array<number>}
  21715. * @default null
  21716. */
  21717. this.cacheArcLengths = null;
  21718. }
  21719. /**
  21720. * This method returns a vector in 2D or 3D space (depending on the curve definition)
  21721. * for the given interpolation factor.
  21722. *
  21723. * @abstract
  21724. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  21725. * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
  21726. * @return {(Vector2|Vector3)} The position on the curve. It can be a 2D or 3D vector depending on the curve definition.
  21727. */
  21728. getPoint( /* t, optionalTarget */ ) {
  21729. console.warn( 'THREE.Curve: .getPoint() not implemented.' );
  21730. }
  21731. /**
  21732. * This method returns a vector in 2D or 3D space (depending on the curve definition)
  21733. * for the given interpolation factor. Unlike {@link Curve#getPoint}, this method honors the length
  21734. * of the curve which equidistant samples.
  21735. *
  21736. * @param {number} u - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  21737. * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
  21738. * @return {(Vector2|Vector3)} The position on the curve. It can be a 2D or 3D vector depending on the curve definition.
  21739. */
  21740. getPointAt( u, optionalTarget ) {
  21741. const t = this.getUtoTmapping( u );
  21742. return this.getPoint( t, optionalTarget );
  21743. }
  21744. /**
  21745. * This method samples the curve via {@link Curve#getPoint} and returns an array of points representing
  21746. * the curve shape.
  21747. *
  21748. * @param {number} [divisions=5] - The number of divisions.
  21749. * @return {Array<(Vector2|Vector3)>} An array holding the sampled curve values. The number of points is `divisions + 1`.
  21750. */
  21751. getPoints( divisions = 5 ) {
  21752. const points = [];
  21753. for ( let d = 0; d <= divisions; d ++ ) {
  21754. points.push( this.getPoint( d / divisions ) );
  21755. }
  21756. return points;
  21757. }
  21758. // Get sequence of points using getPointAt( u )
  21759. /**
  21760. * This method samples the curve via {@link Curve#getPointAt} and returns an array of points representing
  21761. * the curve shape. Unlike {@link Curve#getPoints}, this method returns equi-spaced points across the entire
  21762. * curve.
  21763. *
  21764. * @param {number} [divisions=5] - The number of divisions.
  21765. * @return {Array<(Vector2|Vector3)>} An array holding the sampled curve values. The number of points is `divisions + 1`.
  21766. */
  21767. getSpacedPoints( divisions = 5 ) {
  21768. const points = [];
  21769. for ( let d = 0; d <= divisions; d ++ ) {
  21770. points.push( this.getPointAt( d / divisions ) );
  21771. }
  21772. return points;
  21773. }
  21774. /**
  21775. * Returns the total arc length of the curve.
  21776. *
  21777. * @return {number} The length of the curve.
  21778. */
  21779. getLength() {
  21780. const lengths = this.getLengths();
  21781. return lengths[ lengths.length - 1 ];
  21782. }
  21783. /**
  21784. * Returns an array of cumulative segment lengths of the curve.
  21785. *
  21786. * @param {number} [divisions=this.arcLengthDivisions] - The number of divisions.
  21787. * @return {Array<number>} An array holding the cumulative segment lengths.
  21788. */
  21789. getLengths( divisions = this.arcLengthDivisions ) {
  21790. if ( this.cacheArcLengths &&
  21791. ( this.cacheArcLengths.length === divisions + 1 ) &&
  21792. ! this.needsUpdate ) {
  21793. return this.cacheArcLengths;
  21794. }
  21795. this.needsUpdate = false;
  21796. const cache = [];
  21797. let current, last = this.getPoint( 0 );
  21798. let sum = 0;
  21799. cache.push( 0 );
  21800. for ( let p = 1; p <= divisions; p ++ ) {
  21801. current = this.getPoint( p / divisions );
  21802. sum += current.distanceTo( last );
  21803. cache.push( sum );
  21804. last = current;
  21805. }
  21806. this.cacheArcLengths = cache;
  21807. return cache; // { sums: cache, sum: sum }; Sum is in the last element.
  21808. }
  21809. /**
  21810. * Update the cumulative segment distance cache. The method must be called
  21811. * every time curve parameters are changed. If an updated curve is part of a
  21812. * composed curve like {@link CurvePath}, this method must be called on the
  21813. * composed curve, too.
  21814. */
  21815. updateArcLengths() {
  21816. this.needsUpdate = true;
  21817. this.getLengths();
  21818. }
  21819. /**
  21820. * Given an interpolation factor in the range `[0,1]`, this method returns an updated
  21821. * interpolation factor in the same range that can be ued to sample equidistant points
  21822. * from a curve.
  21823. *
  21824. * @param {number} u - The interpolation factor.
  21825. * @param {?number} distance - An optional distance on the curve.
  21826. * @return {number} The updated interpolation factor.
  21827. */
  21828. getUtoTmapping( u, distance = null ) {
  21829. const arcLengths = this.getLengths();
  21830. let i = 0;
  21831. const il = arcLengths.length;
  21832. let targetArcLength; // The targeted u distance value to get
  21833. if ( distance ) {
  21834. targetArcLength = distance;
  21835. } else {
  21836. targetArcLength = u * arcLengths[ il - 1 ];
  21837. }
  21838. // binary search for the index with largest value smaller than target u distance
  21839. let low = 0, high = il - 1, comparison;
  21840. while ( low <= high ) {
  21841. 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
  21842. comparison = arcLengths[ i ] - targetArcLength;
  21843. if ( comparison < 0 ) {
  21844. low = i + 1;
  21845. } else if ( comparison > 0 ) {
  21846. high = i - 1;
  21847. } else {
  21848. high = i;
  21849. break;
  21850. // DONE
  21851. }
  21852. }
  21853. i = high;
  21854. if ( arcLengths[ i ] === targetArcLength ) {
  21855. return i / ( il - 1 );
  21856. }
  21857. // we could get finer grain at lengths, or use simple interpolation between two points
  21858. const lengthBefore = arcLengths[ i ];
  21859. const lengthAfter = arcLengths[ i + 1 ];
  21860. const segmentLength = lengthAfter - lengthBefore;
  21861. // determine where we are between the 'before' and 'after' points
  21862. const segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;
  21863. // add that fractional amount to t
  21864. const t = ( i + segmentFraction ) / ( il - 1 );
  21865. return t;
  21866. }
  21867. /**
  21868. * Returns a unit vector tangent for the given interpolation factor.
  21869. * If the derived curve does not implement its tangent derivation,
  21870. * two points a small delta apart will be used to find its gradient
  21871. * which seems to give a reasonable approximation.
  21872. *
  21873. * @param {number} t - The interpolation factor.
  21874. * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
  21875. * @return {(Vector2|Vector3)} The tangent vector.
  21876. */
  21877. getTangent( t, optionalTarget ) {
  21878. const delta = 0.0001;
  21879. let t1 = t - delta;
  21880. let t2 = t + delta;
  21881. // Capping in case of danger
  21882. if ( t1 < 0 ) t1 = 0;
  21883. if ( t2 > 1 ) t2 = 1;
  21884. const pt1 = this.getPoint( t1 );
  21885. const pt2 = this.getPoint( t2 );
  21886. const tangent = optionalTarget || ( ( pt1.isVector2 ) ? new Vector2() : new Vector3() );
  21887. tangent.copy( pt2 ).sub( pt1 ).normalize();
  21888. return tangent;
  21889. }
  21890. /**
  21891. * Same as {@link Curve#getTangent} but with equidistant samples.
  21892. *
  21893. * @param {number} u - The interpolation factor.
  21894. * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
  21895. * @return {(Vector2|Vector3)} The tangent vector.
  21896. * @see {@link Curve#getPointAt}
  21897. */
  21898. getTangentAt( u, optionalTarget ) {
  21899. const t = this.getUtoTmapping( u );
  21900. return this.getTangent( t, optionalTarget );
  21901. }
  21902. /**
  21903. * Generates the Frenet Frames. Requires a curve definition in 3D space. Used
  21904. * in geometries like {@link TubeGeometry} or {@link ExtrudeGeometry}.
  21905. *
  21906. * @param {number} segments - The number of segments.
  21907. * @param {boolean} [closed=false] - Whether the curve is closed or not.
  21908. * @return {{tangents: Array<Vector3>, normals: Array<Vector3>, binormals: Array<Vector3>}} The Frenet Frames.
  21909. */
  21910. computeFrenetFrames( segments, closed = false ) {
  21911. // see http://www.cs.indiana.edu/pub/techreports/TR425.pdf
  21912. const normal = new Vector3();
  21913. const tangents = [];
  21914. const normals = [];
  21915. const binormals = [];
  21916. const vec = new Vector3();
  21917. const mat = new Matrix4();
  21918. // compute the tangent vectors for each segment on the curve
  21919. for ( let i = 0; i <= segments; i ++ ) {
  21920. const u = i / segments;
  21921. tangents[ i ] = this.getTangentAt( u, new Vector3() );
  21922. }
  21923. // select an initial normal vector perpendicular to the first tangent vector,
  21924. // and in the direction of the minimum tangent xyz component
  21925. normals[ 0 ] = new Vector3();
  21926. binormals[ 0 ] = new Vector3();
  21927. let min = Number.MAX_VALUE;
  21928. const tx = Math.abs( tangents[ 0 ].x );
  21929. const ty = Math.abs( tangents[ 0 ].y );
  21930. const tz = Math.abs( tangents[ 0 ].z );
  21931. if ( tx <= min ) {
  21932. min = tx;
  21933. normal.set( 1, 0, 0 );
  21934. }
  21935. if ( ty <= min ) {
  21936. min = ty;
  21937. normal.set( 0, 1, 0 );
  21938. }
  21939. if ( tz <= min ) {
  21940. normal.set( 0, 0, 1 );
  21941. }
  21942. vec.crossVectors( tangents[ 0 ], normal ).normalize();
  21943. normals[ 0 ].crossVectors( tangents[ 0 ], vec );
  21944. binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );
  21945. // compute the slowly-varying normal and binormal vectors for each segment on the curve
  21946. for ( let i = 1; i <= segments; i ++ ) {
  21947. normals[ i ] = normals[ i - 1 ].clone();
  21948. binormals[ i ] = binormals[ i - 1 ].clone();
  21949. vec.crossVectors( tangents[ i - 1 ], tangents[ i ] );
  21950. if ( vec.length() > Number.EPSILON ) {
  21951. vec.normalize();
  21952. const theta = Math.acos( clamp( tangents[ i - 1 ].dot( tangents[ i ] ), - 1, 1 ) ); // clamp for floating pt errors
  21953. normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );
  21954. }
  21955. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  21956. }
  21957. // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same
  21958. if ( closed === true ) {
  21959. let theta = Math.acos( clamp( normals[ 0 ].dot( normals[ segments ] ), - 1, 1 ) );
  21960. theta /= segments;
  21961. if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) {
  21962. theta = - theta;
  21963. }
  21964. for ( let i = 1; i <= segments; i ++ ) {
  21965. // twist a little...
  21966. normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );
  21967. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  21968. }
  21969. }
  21970. return {
  21971. tangents: tangents,
  21972. normals: normals,
  21973. binormals: binormals
  21974. };
  21975. }
  21976. /**
  21977. * Returns a new curve with copied values from this instance.
  21978. *
  21979. * @return {Curve} A clone of this instance.
  21980. */
  21981. clone() {
  21982. return new this.constructor().copy( this );
  21983. }
  21984. /**
  21985. * Copies the values of the given curve to this instance.
  21986. *
  21987. * @param {Curve} source - The curve to copy.
  21988. * @return {Curve} A reference to this curve.
  21989. */
  21990. copy( source ) {
  21991. this.arcLengthDivisions = source.arcLengthDivisions;
  21992. return this;
  21993. }
  21994. /**
  21995. * Serializes the curve into JSON.
  21996. *
  21997. * @return {Object} A JSON object representing the serialized curve.
  21998. * @see {@link ObjectLoader#parse}
  21999. */
  22000. toJSON() {
  22001. const data = {
  22002. metadata: {
  22003. version: 4.6,
  22004. type: 'Curve',
  22005. generator: 'Curve.toJSON'
  22006. }
  22007. };
  22008. data.arcLengthDivisions = this.arcLengthDivisions;
  22009. data.type = this.type;
  22010. return data;
  22011. }
  22012. /**
  22013. * Deserializes the curve from the given JSON.
  22014. *
  22015. * @param {Object} json - The JSON holding the serialized curve.
  22016. * @return {Curve} A reference to this curve.
  22017. */
  22018. fromJSON( json ) {
  22019. this.arcLengthDivisions = json.arcLengthDivisions;
  22020. return this;
  22021. }
  22022. }
  22023. /**
  22024. * A curve representing an ellipse.
  22025. *
  22026. * ```js
  22027. * const curve = new THREE.EllipseCurve(
  22028. * 0, 0,
  22029. * 10, 10,
  22030. * 0, 2 * Math.PI,
  22031. * false,
  22032. * 0
  22033. * );
  22034. *
  22035. * const points = curve.getPoints( 50 );
  22036. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  22037. *
  22038. * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
  22039. *
  22040. * // Create the final object to add to the scene
  22041. * const ellipse = new THREE.Line( geometry, material );
  22042. * ```
  22043. *
  22044. * @augments Curve
  22045. */
  22046. class EllipseCurve extends Curve {
  22047. /**
  22048. * Constructs a new ellipse curve.
  22049. *
  22050. * @param {number} [aX=0] - The X center of the ellipse.
  22051. * @param {number} [aY=0] - The Y center of the ellipse.
  22052. * @param {number} [xRadius=1] - The radius of the ellipse in the x direction.
  22053. * @param {number} [yRadius=1] - The radius of the ellipse in the y direction.
  22054. * @param {number} [aStartAngle=0] - The start angle of the curve in radians starting from the positive X axis.
  22055. * @param {number} [aEndAngle=Math.PI*2] - The end angle of the curve in radians starting from the positive X axis.
  22056. * @param {boolean} [aClockwise=false] - Whether the ellipse is drawn clockwise or not.
  22057. * @param {number} [aRotation=0] - The rotation angle of the ellipse in radians, counterclockwise from the positive X axis.
  22058. */
  22059. constructor( aX = 0, aY = 0, xRadius = 1, yRadius = 1, aStartAngle = 0, aEndAngle = Math.PI * 2, aClockwise = false, aRotation = 0 ) {
  22060. super();
  22061. /**
  22062. * This flag can be used for type testing.
  22063. *
  22064. * @type {boolean}
  22065. * @readonly
  22066. * @default true
  22067. */
  22068. this.isEllipseCurve = true;
  22069. this.type = 'EllipseCurve';
  22070. /**
  22071. * The X center of the ellipse.
  22072. *
  22073. * @type {number}
  22074. * @default 0
  22075. */
  22076. this.aX = aX;
  22077. /**
  22078. * The Y center of the ellipse.
  22079. *
  22080. * @type {number}
  22081. * @default 0
  22082. */
  22083. this.aY = aY;
  22084. /**
  22085. * The radius of the ellipse in the x direction.
  22086. * Setting the this value equal to the {@link EllipseCurve#yRadius} will result in a circle.
  22087. *
  22088. * @type {number}
  22089. * @default 1
  22090. */
  22091. this.xRadius = xRadius;
  22092. /**
  22093. * The radius of the ellipse in the y direction.
  22094. * Setting the this value equal to the {@link EllipseCurve#xRadius} will result in a circle.
  22095. *
  22096. * @type {number}
  22097. * @default 1
  22098. */
  22099. this.yRadius = yRadius;
  22100. /**
  22101. * The start angle of the curve in radians starting from the positive X axis.
  22102. *
  22103. * @type {number}
  22104. * @default 0
  22105. */
  22106. this.aStartAngle = aStartAngle;
  22107. /**
  22108. * The end angle of the curve in radians starting from the positive X axis.
  22109. *
  22110. * @type {number}
  22111. * @default Math.PI*2
  22112. */
  22113. this.aEndAngle = aEndAngle;
  22114. /**
  22115. * Whether the ellipse is drawn clockwise or not.
  22116. *
  22117. * @type {boolean}
  22118. * @default false
  22119. */
  22120. this.aClockwise = aClockwise;
  22121. /**
  22122. * The rotation angle of the ellipse in radians, counterclockwise from the positive X axis.
  22123. *
  22124. * @type {number}
  22125. * @default 0
  22126. */
  22127. this.aRotation = aRotation;
  22128. }
  22129. /**
  22130. * Returns a point on the curve.
  22131. *
  22132. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  22133. * @param {Vector2} [optionalTarget] - The optional target vector the result is written to.
  22134. * @return {Vector2} The position on the curve.
  22135. */
  22136. getPoint( t, optionalTarget = new Vector2() ) {
  22137. const point = optionalTarget;
  22138. const twoPi = Math.PI * 2;
  22139. let deltaAngle = this.aEndAngle - this.aStartAngle;
  22140. const samePoints = Math.abs( deltaAngle ) < Number.EPSILON;
  22141. // ensures that deltaAngle is 0 .. 2 PI
  22142. while ( deltaAngle < 0 ) deltaAngle += twoPi;
  22143. while ( deltaAngle > twoPi ) deltaAngle -= twoPi;
  22144. if ( deltaAngle < Number.EPSILON ) {
  22145. if ( samePoints ) {
  22146. deltaAngle = 0;
  22147. } else {
  22148. deltaAngle = twoPi;
  22149. }
  22150. }
  22151. if ( this.aClockwise === true && ! samePoints ) {
  22152. if ( deltaAngle === twoPi ) {
  22153. deltaAngle = - twoPi;
  22154. } else {
  22155. deltaAngle = deltaAngle - twoPi;
  22156. }
  22157. }
  22158. const angle = this.aStartAngle + t * deltaAngle;
  22159. let x = this.aX + this.xRadius * Math.cos( angle );
  22160. let y = this.aY + this.yRadius * Math.sin( angle );
  22161. if ( this.aRotation !== 0 ) {
  22162. const cos = Math.cos( this.aRotation );
  22163. const sin = Math.sin( this.aRotation );
  22164. const tx = x - this.aX;
  22165. const ty = y - this.aY;
  22166. // Rotate the point about the center of the ellipse.
  22167. x = tx * cos - ty * sin + this.aX;
  22168. y = tx * sin + ty * cos + this.aY;
  22169. }
  22170. return point.set( x, y );
  22171. }
  22172. copy( source ) {
  22173. super.copy( source );
  22174. this.aX = source.aX;
  22175. this.aY = source.aY;
  22176. this.xRadius = source.xRadius;
  22177. this.yRadius = source.yRadius;
  22178. this.aStartAngle = source.aStartAngle;
  22179. this.aEndAngle = source.aEndAngle;
  22180. this.aClockwise = source.aClockwise;
  22181. this.aRotation = source.aRotation;
  22182. return this;
  22183. }
  22184. toJSON() {
  22185. const data = super.toJSON();
  22186. data.aX = this.aX;
  22187. data.aY = this.aY;
  22188. data.xRadius = this.xRadius;
  22189. data.yRadius = this.yRadius;
  22190. data.aStartAngle = this.aStartAngle;
  22191. data.aEndAngle = this.aEndAngle;
  22192. data.aClockwise = this.aClockwise;
  22193. data.aRotation = this.aRotation;
  22194. return data;
  22195. }
  22196. fromJSON( json ) {
  22197. super.fromJSON( json );
  22198. this.aX = json.aX;
  22199. this.aY = json.aY;
  22200. this.xRadius = json.xRadius;
  22201. this.yRadius = json.yRadius;
  22202. this.aStartAngle = json.aStartAngle;
  22203. this.aEndAngle = json.aEndAngle;
  22204. this.aClockwise = json.aClockwise;
  22205. this.aRotation = json.aRotation;
  22206. return this;
  22207. }
  22208. }
  22209. /**
  22210. * A curve representing an arc.
  22211. *
  22212. * @augments EllipseCurve
  22213. */
  22214. class ArcCurve extends EllipseCurve {
  22215. /**
  22216. * Constructs a new arc curve.
  22217. *
  22218. * @param {number} [aX=0] - The X center of the ellipse.
  22219. * @param {number} [aY=0] - The Y center of the ellipse.
  22220. * @param {number} [aRadius=1] - The radius of the ellipse in the x direction.
  22221. * @param {number} [aStartAngle=0] - The start angle of the curve in radians starting from the positive X axis.
  22222. * @param {number} [aEndAngle=Math.PI*2] - The end angle of the curve in radians starting from the positive X axis.
  22223. * @param {boolean} [aClockwise=false] - Whether the ellipse is drawn clockwise or not.
  22224. */
  22225. constructor( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  22226. super( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  22227. /**
  22228. * This flag can be used for type testing.
  22229. *
  22230. * @type {boolean}
  22231. * @readonly
  22232. * @default true
  22233. */
  22234. this.isArcCurve = true;
  22235. this.type = 'ArcCurve';
  22236. }
  22237. }
  22238. function CubicPoly() {
  22239. /**
  22240. * Centripetal CatmullRom Curve - which is useful for avoiding
  22241. * cusps and self-intersections in non-uniform catmull rom curves.
  22242. * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf
  22243. *
  22244. * curve.type accepts centripetal(default), chordal and catmullrom
  22245. * curve.tension is used for catmullrom which defaults to 0.5
  22246. */
  22247. /*
  22248. Based on an optimized c++ solution in
  22249. - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/
  22250. - http://ideone.com/NoEbVM
  22251. This CubicPoly class could be used for reusing some variables and calculations,
  22252. but for three.js curve use, it could be possible inlined and flatten into a single function call
  22253. which can be placed in CurveUtils.
  22254. */
  22255. let c0 = 0, c1 = 0, c2 = 0, c3 = 0;
  22256. /*
  22257. * Compute coefficients for a cubic polynomial
  22258. * p(s) = c0 + c1*s + c2*s^2 + c3*s^3
  22259. * such that
  22260. * p(0) = x0, p(1) = x1
  22261. * and
  22262. * p'(0) = t0, p'(1) = t1.
  22263. */
  22264. function init( x0, x1, t0, t1 ) {
  22265. c0 = x0;
  22266. c1 = t0;
  22267. c2 = - 3 * x0 + 3 * x1 - 2 * t0 - t1;
  22268. c3 = 2 * x0 - 2 * x1 + t0 + t1;
  22269. }
  22270. return {
  22271. initCatmullRom: function ( x0, x1, x2, x3, tension ) {
  22272. init( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) );
  22273. },
  22274. initNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) {
  22275. // compute tangents when parameterized in [t1,t2]
  22276. let t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1;
  22277. let t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2;
  22278. // rescale tangents for parametrization in [0,1]
  22279. t1 *= dt1;
  22280. t2 *= dt1;
  22281. init( x1, x2, t1, t2 );
  22282. },
  22283. calc: function ( t ) {
  22284. const t2 = t * t;
  22285. const t3 = t2 * t;
  22286. return c0 + c1 * t + c2 * t2 + c3 * t3;
  22287. }
  22288. };
  22289. }
  22290. //
  22291. const tmp = /*@__PURE__*/ new Vector3();
  22292. const px = /*@__PURE__*/ new CubicPoly();
  22293. const py = /*@__PURE__*/ new CubicPoly();
  22294. const pz = /*@__PURE__*/ new CubicPoly();
  22295. /**
  22296. * A curve representing a Catmull-Rom spline.
  22297. *
  22298. * ```js
  22299. * //Create a closed wavey loop
  22300. * const curve = new THREE.CatmullRomCurve3( [
  22301. * new THREE.Vector3( -10, 0, 10 ),
  22302. * new THREE.Vector3( -5, 5, 5 ),
  22303. * new THREE.Vector3( 0, 0, 0 ),
  22304. * new THREE.Vector3( 5, -5, 5 ),
  22305. * new THREE.Vector3( 10, 0, 10 )
  22306. * ] );
  22307. *
  22308. * const points = curve.getPoints( 50 );
  22309. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  22310. *
  22311. * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
  22312. *
  22313. * // Create the final object to add to the scene
  22314. * const curveObject = new THREE.Line( geometry, material );
  22315. * ```
  22316. *
  22317. * @augments Curve
  22318. */
  22319. class CatmullRomCurve3 extends Curve {
  22320. /**
  22321. * Constructs a new Catmull-Rom curve.
  22322. *
  22323. * @param {Array<Vector3>} [points] - An array of 3D points defining the curve.
  22324. * @param {boolean} [closed=false] - Whether the curve is closed or not.
  22325. * @param {('centripetal'|'chordal'|'catmullrom')} [curveType='centripetal'] - The curve type.
  22326. * @param {number} [tension=0.5] - Tension of the curve.
  22327. */
  22328. constructor( points = [], closed = false, curveType = 'centripetal', tension = 0.5 ) {
  22329. super();
  22330. /**
  22331. * This flag can be used for type testing.
  22332. *
  22333. * @type {boolean}
  22334. * @readonly
  22335. * @default true
  22336. */
  22337. this.isCatmullRomCurve3 = true;
  22338. this.type = 'CatmullRomCurve3';
  22339. /**
  22340. * An array of 3D points defining the curve.
  22341. *
  22342. * @type {Array<Vector3>}
  22343. */
  22344. this.points = points;
  22345. /**
  22346. * Whether the curve is closed or not.
  22347. *
  22348. * @type {boolean}
  22349. * @default false
  22350. */
  22351. this.closed = closed;
  22352. /**
  22353. * The curve type.
  22354. *
  22355. * @type {('centripetal'|'chordal'|'catmullrom')}
  22356. * @default 'centripetal'
  22357. */
  22358. this.curveType = curveType;
  22359. /**
  22360. * Tension of the curve.
  22361. *
  22362. * @type {number}
  22363. * @default 0.5
  22364. */
  22365. this.tension = tension;
  22366. }
  22367. /**
  22368. * Returns a point on the curve.
  22369. *
  22370. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  22371. * @param {Vector3} [optionalTarget] - The optional target vector the result is written to.
  22372. * @return {Vector3} The position on the curve.
  22373. */
  22374. getPoint( t, optionalTarget = new Vector3() ) {
  22375. const point = optionalTarget;
  22376. const points = this.points;
  22377. const l = points.length;
  22378. const p = ( l - ( this.closed ? 0 : 1 ) ) * t;
  22379. let intPoint = Math.floor( p );
  22380. let weight = p - intPoint;
  22381. if ( this.closed ) {
  22382. intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / l ) + 1 ) * l;
  22383. } else if ( weight === 0 && intPoint === l - 1 ) {
  22384. intPoint = l - 2;
  22385. weight = 1;
  22386. }
  22387. let p0, p3; // 4 points (p1 & p2 defined below)
  22388. if ( this.closed || intPoint > 0 ) {
  22389. p0 = points[ ( intPoint - 1 ) % l ];
  22390. } else {
  22391. // extrapolate first point
  22392. tmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] );
  22393. p0 = tmp;
  22394. }
  22395. const p1 = points[ intPoint % l ];
  22396. const p2 = points[ ( intPoint + 1 ) % l ];
  22397. if ( this.closed || intPoint + 2 < l ) {
  22398. p3 = points[ ( intPoint + 2 ) % l ];
  22399. } else {
  22400. // extrapolate last point
  22401. tmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] );
  22402. p3 = tmp;
  22403. }
  22404. if ( this.curveType === 'centripetal' || this.curveType === 'chordal' ) {
  22405. // init Centripetal / Chordal Catmull-Rom
  22406. const pow = this.curveType === 'chordal' ? 0.5 : 0.25;
  22407. let dt0 = Math.pow( p0.distanceToSquared( p1 ), pow );
  22408. let dt1 = Math.pow( p1.distanceToSquared( p2 ), pow );
  22409. let dt2 = Math.pow( p2.distanceToSquared( p3 ), pow );
  22410. // safety check for repeated points
  22411. if ( dt1 < 1e-4 ) dt1 = 1.0;
  22412. if ( dt0 < 1e-4 ) dt0 = dt1;
  22413. if ( dt2 < 1e-4 ) dt2 = dt1;
  22414. px.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 );
  22415. py.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 );
  22416. pz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 );
  22417. } else if ( this.curveType === 'catmullrom' ) {
  22418. px.initCatmullRom( p0.x, p1.x, p2.x, p3.x, this.tension );
  22419. py.initCatmullRom( p0.y, p1.y, p2.y, p3.y, this.tension );
  22420. pz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, this.tension );
  22421. }
  22422. point.set(
  22423. px.calc( weight ),
  22424. py.calc( weight ),
  22425. pz.calc( weight )
  22426. );
  22427. return point;
  22428. }
  22429. copy( source ) {
  22430. super.copy( source );
  22431. this.points = [];
  22432. for ( let i = 0, l = source.points.length; i < l; i ++ ) {
  22433. const point = source.points[ i ];
  22434. this.points.push( point.clone() );
  22435. }
  22436. this.closed = source.closed;
  22437. this.curveType = source.curveType;
  22438. this.tension = source.tension;
  22439. return this;
  22440. }
  22441. toJSON() {
  22442. const data = super.toJSON();
  22443. data.points = [];
  22444. for ( let i = 0, l = this.points.length; i < l; i ++ ) {
  22445. const point = this.points[ i ];
  22446. data.points.push( point.toArray() );
  22447. }
  22448. data.closed = this.closed;
  22449. data.curveType = this.curveType;
  22450. data.tension = this.tension;
  22451. return data;
  22452. }
  22453. fromJSON( json ) {
  22454. super.fromJSON( json );
  22455. this.points = [];
  22456. for ( let i = 0, l = json.points.length; i < l; i ++ ) {
  22457. const point = json.points[ i ];
  22458. this.points.push( new Vector3().fromArray( point ) );
  22459. }
  22460. this.closed = json.closed;
  22461. this.curveType = json.curveType;
  22462. this.tension = json.tension;
  22463. return this;
  22464. }
  22465. }
  22466. // Bezier Curves formulas obtained from: https://en.wikipedia.org/wiki/B%C3%A9zier_curve
  22467. /**
  22468. * Computes a point on a Catmull-Rom spline.
  22469. *
  22470. * @param {number} t - The interpolation factor.
  22471. * @param {number} p0 - The first control point.
  22472. * @param {number} p1 - The second control point.
  22473. * @param {number} p2 - The third control point.
  22474. * @param {number} p3 - The fourth control point.
  22475. * @return {number} The calculated point on a Catmull-Rom spline.
  22476. */
  22477. function CatmullRom( t, p0, p1, p2, p3 ) {
  22478. const v0 = ( p2 - p0 ) * 0.5;
  22479. const v1 = ( p3 - p1 ) * 0.5;
  22480. const t2 = t * t;
  22481. const t3 = t * t2;
  22482. return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;
  22483. }
  22484. //
  22485. function QuadraticBezierP0( t, p ) {
  22486. const k = 1 - t;
  22487. return k * k * p;
  22488. }
  22489. function QuadraticBezierP1( t, p ) {
  22490. return 2 * ( 1 - t ) * t * p;
  22491. }
  22492. function QuadraticBezierP2( t, p ) {
  22493. return t * t * p;
  22494. }
  22495. /**
  22496. * Computes a point on a Quadratic Bezier curve.
  22497. *
  22498. * @param {number} t - The interpolation factor.
  22499. * @param {number} p0 - The first control point.
  22500. * @param {number} p1 - The second control point.
  22501. * @param {number} p2 - The third control point.
  22502. * @return {number} The calculated point on a Quadratic Bezier curve.
  22503. */
  22504. function QuadraticBezier( t, p0, p1, p2 ) {
  22505. return QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) +
  22506. QuadraticBezierP2( t, p2 );
  22507. }
  22508. //
  22509. function CubicBezierP0( t, p ) {
  22510. const k = 1 - t;
  22511. return k * k * k * p;
  22512. }
  22513. function CubicBezierP1( t, p ) {
  22514. const k = 1 - t;
  22515. return 3 * k * k * t * p;
  22516. }
  22517. function CubicBezierP2( t, p ) {
  22518. return 3 * ( 1 - t ) * t * t * p;
  22519. }
  22520. function CubicBezierP3( t, p ) {
  22521. return t * t * t * p;
  22522. }
  22523. /**
  22524. * Computes a point on a Cubic Bezier curve.
  22525. *
  22526. * @param {number} t - The interpolation factor.
  22527. * @param {number} p0 - The first control point.
  22528. * @param {number} p1 - The second control point.
  22529. * @param {number} p2 - The third control point.
  22530. * @param {number} p3 - The fourth control point.
  22531. * @return {number} The calculated point on a Cubic Bezier curve.
  22532. */
  22533. function CubicBezier( t, p0, p1, p2, p3 ) {
  22534. return CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) +
  22535. CubicBezierP3( t, p3 );
  22536. }
  22537. /**
  22538. * A curve representing a 2D Cubic Bezier curve.
  22539. *
  22540. * ```js
  22541. * const curve = new THREE.CubicBezierCurve(
  22542. * new THREE.Vector2( - 0, 0 ),
  22543. * new THREE.Vector2( - 5, 15 ),
  22544. * new THREE.Vector2( 20, 15 ),
  22545. * new THREE.Vector2( 10, 0 )
  22546. * );
  22547. *
  22548. * const points = curve.getPoints( 50 );
  22549. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  22550. *
  22551. * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
  22552. *
  22553. * // Create the final object to add to the scene
  22554. * const curveObject = new THREE.Line( geometry, material );
  22555. * ```
  22556. *
  22557. * @augments Curve
  22558. */
  22559. class CubicBezierCurve extends Curve {
  22560. /**
  22561. * Constructs a new Cubic Bezier curve.
  22562. *
  22563. * @param {Vector2} [v0] - The start point.
  22564. * @param {Vector2} [v1] - The first control point.
  22565. * @param {Vector2} [v2] - The second control point.
  22566. * @param {Vector2} [v3] - The end point.
  22567. */
  22568. constructor( v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2(), v3 = new Vector2() ) {
  22569. super();
  22570. /**
  22571. * This flag can be used for type testing.
  22572. *
  22573. * @type {boolean}
  22574. * @readonly
  22575. * @default true
  22576. */
  22577. this.isCubicBezierCurve = true;
  22578. this.type = 'CubicBezierCurve';
  22579. /**
  22580. * The start point.
  22581. *
  22582. * @type {Vector2}
  22583. */
  22584. this.v0 = v0;
  22585. /**
  22586. * The first control point.
  22587. *
  22588. * @type {Vector2}
  22589. */
  22590. this.v1 = v1;
  22591. /**
  22592. * The second control point.
  22593. *
  22594. * @type {Vector2}
  22595. */
  22596. this.v2 = v2;
  22597. /**
  22598. * The end point.
  22599. *
  22600. * @type {Vector2}
  22601. */
  22602. this.v3 = v3;
  22603. }
  22604. /**
  22605. * Returns a point on the curve.
  22606. *
  22607. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  22608. * @param {Vector2} [optionalTarget] - The optional target vector the result is written to.
  22609. * @return {Vector2} The position on the curve.
  22610. */
  22611. getPoint( t, optionalTarget = new Vector2() ) {
  22612. const point = optionalTarget;
  22613. const v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  22614. point.set(
  22615. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  22616. CubicBezier( t, v0.y, v1.y, v2.y, v3.y )
  22617. );
  22618. return point;
  22619. }
  22620. copy( source ) {
  22621. super.copy( source );
  22622. this.v0.copy( source.v0 );
  22623. this.v1.copy( source.v1 );
  22624. this.v2.copy( source.v2 );
  22625. this.v3.copy( source.v3 );
  22626. return this;
  22627. }
  22628. toJSON() {
  22629. const data = super.toJSON();
  22630. data.v0 = this.v0.toArray();
  22631. data.v1 = this.v1.toArray();
  22632. data.v2 = this.v2.toArray();
  22633. data.v3 = this.v3.toArray();
  22634. return data;
  22635. }
  22636. fromJSON( json ) {
  22637. super.fromJSON( json );
  22638. this.v0.fromArray( json.v0 );
  22639. this.v1.fromArray( json.v1 );
  22640. this.v2.fromArray( json.v2 );
  22641. this.v3.fromArray( json.v3 );
  22642. return this;
  22643. }
  22644. }
  22645. /**
  22646. * A curve representing a 3D Cubic Bezier curve.
  22647. *
  22648. * @augments Curve
  22649. */
  22650. class CubicBezierCurve3 extends Curve {
  22651. /**
  22652. * Constructs a new Cubic Bezier curve.
  22653. *
  22654. * @param {Vector3} [v0] - The start point.
  22655. * @param {Vector3} [v1] - The first control point.
  22656. * @param {Vector3} [v2] - The second control point.
  22657. * @param {Vector3} [v3] - The end point.
  22658. */
  22659. constructor( v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3(), v3 = new Vector3() ) {
  22660. super();
  22661. /**
  22662. * This flag can be used for type testing.
  22663. *
  22664. * @type {boolean}
  22665. * @readonly
  22666. * @default true
  22667. */
  22668. this.isCubicBezierCurve3 = true;
  22669. this.type = 'CubicBezierCurve3';
  22670. /**
  22671. * The start point.
  22672. *
  22673. * @type {Vector3}
  22674. */
  22675. this.v0 = v0;
  22676. /**
  22677. * The first control point.
  22678. *
  22679. * @type {Vector3}
  22680. */
  22681. this.v1 = v1;
  22682. /**
  22683. * The second control point.
  22684. *
  22685. * @type {Vector3}
  22686. */
  22687. this.v2 = v2;
  22688. /**
  22689. * The end point.
  22690. *
  22691. * @type {Vector3}
  22692. */
  22693. this.v3 = v3;
  22694. }
  22695. /**
  22696. * Returns a point on the curve.
  22697. *
  22698. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  22699. * @param {Vector3} [optionalTarget] - The optional target vector the result is written to.
  22700. * @return {Vector3} The position on the curve.
  22701. */
  22702. getPoint( t, optionalTarget = new Vector3() ) {
  22703. const point = optionalTarget;
  22704. const v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  22705. point.set(
  22706. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  22707. CubicBezier( t, v0.y, v1.y, v2.y, v3.y ),
  22708. CubicBezier( t, v0.z, v1.z, v2.z, v3.z )
  22709. );
  22710. return point;
  22711. }
  22712. copy( source ) {
  22713. super.copy( source );
  22714. this.v0.copy( source.v0 );
  22715. this.v1.copy( source.v1 );
  22716. this.v2.copy( source.v2 );
  22717. this.v3.copy( source.v3 );
  22718. return this;
  22719. }
  22720. toJSON() {
  22721. const data = super.toJSON();
  22722. data.v0 = this.v0.toArray();
  22723. data.v1 = this.v1.toArray();
  22724. data.v2 = this.v2.toArray();
  22725. data.v3 = this.v3.toArray();
  22726. return data;
  22727. }
  22728. fromJSON( json ) {
  22729. super.fromJSON( json );
  22730. this.v0.fromArray( json.v0 );
  22731. this.v1.fromArray( json.v1 );
  22732. this.v2.fromArray( json.v2 );
  22733. this.v3.fromArray( json.v3 );
  22734. return this;
  22735. }
  22736. }
  22737. /**
  22738. * A curve representing a 2D line segment.
  22739. *
  22740. * @augments Curve
  22741. */
  22742. class LineCurve extends Curve {
  22743. /**
  22744. * Constructs a new line curve.
  22745. *
  22746. * @param {Vector2} [v1] - The start point.
  22747. * @param {Vector2} [v2] - The end point.
  22748. */
  22749. constructor( v1 = new Vector2(), v2 = new Vector2() ) {
  22750. super();
  22751. /**
  22752. * This flag can be used for type testing.
  22753. *
  22754. * @type {boolean}
  22755. * @readonly
  22756. * @default true
  22757. */
  22758. this.isLineCurve = true;
  22759. this.type = 'LineCurve';
  22760. /**
  22761. * The start point.
  22762. *
  22763. * @type {Vector2}
  22764. */
  22765. this.v1 = v1;
  22766. /**
  22767. * The end point.
  22768. *
  22769. * @type {Vector2}
  22770. */
  22771. this.v2 = v2;
  22772. }
  22773. /**
  22774. * Returns a point on the line.
  22775. *
  22776. * @param {number} t - A interpolation factor representing a position on the line. Must be in the range `[0,1]`.
  22777. * @param {Vector2} [optionalTarget] - The optional target vector the result is written to.
  22778. * @return {Vector2} The position on the line.
  22779. */
  22780. getPoint( t, optionalTarget = new Vector2() ) {
  22781. const point = optionalTarget;
  22782. if ( t === 1 ) {
  22783. point.copy( this.v2 );
  22784. } else {
  22785. point.copy( this.v2 ).sub( this.v1 );
  22786. point.multiplyScalar( t ).add( this.v1 );
  22787. }
  22788. return point;
  22789. }
  22790. // Line curve is linear, so we can overwrite default getPointAt
  22791. getPointAt( u, optionalTarget ) {
  22792. return this.getPoint( u, optionalTarget );
  22793. }
  22794. getTangent( t, optionalTarget = new Vector2() ) {
  22795. return optionalTarget.subVectors( this.v2, this.v1 ).normalize();
  22796. }
  22797. getTangentAt( u, optionalTarget ) {
  22798. return this.getTangent( u, optionalTarget );
  22799. }
  22800. copy( source ) {
  22801. super.copy( source );
  22802. this.v1.copy( source.v1 );
  22803. this.v2.copy( source.v2 );
  22804. return this;
  22805. }
  22806. toJSON() {
  22807. const data = super.toJSON();
  22808. data.v1 = this.v1.toArray();
  22809. data.v2 = this.v2.toArray();
  22810. return data;
  22811. }
  22812. fromJSON( json ) {
  22813. super.fromJSON( json );
  22814. this.v1.fromArray( json.v1 );
  22815. this.v2.fromArray( json.v2 );
  22816. return this;
  22817. }
  22818. }
  22819. /**
  22820. * A curve representing a 3D line segment.
  22821. *
  22822. * @augments Curve
  22823. */
  22824. class LineCurve3 extends Curve {
  22825. /**
  22826. * Constructs a new line curve.
  22827. *
  22828. * @param {Vector3} [v1] - The start point.
  22829. * @param {Vector3} [v2] - The end point.
  22830. */
  22831. constructor( v1 = new Vector3(), v2 = new Vector3() ) {
  22832. super();
  22833. /**
  22834. * This flag can be used for type testing.
  22835. *
  22836. * @type {boolean}
  22837. * @readonly
  22838. * @default true
  22839. */
  22840. this.isLineCurve3 = true;
  22841. this.type = 'LineCurve3';
  22842. /**
  22843. * The start point.
  22844. *
  22845. * @type {Vector3}
  22846. */
  22847. this.v1 = v1;
  22848. /**
  22849. * The end point.
  22850. *
  22851. * @type {Vector2}
  22852. */
  22853. this.v2 = v2;
  22854. }
  22855. /**
  22856. * Returns a point on the line.
  22857. *
  22858. * @param {number} t - A interpolation factor representing a position on the line. Must be in the range `[0,1]`.
  22859. * @param {Vector3} [optionalTarget] - The optional target vector the result is written to.
  22860. * @return {Vector3} The position on the line.
  22861. */
  22862. getPoint( t, optionalTarget = new Vector3() ) {
  22863. const point = optionalTarget;
  22864. if ( t === 1 ) {
  22865. point.copy( this.v2 );
  22866. } else {
  22867. point.copy( this.v2 ).sub( this.v1 );
  22868. point.multiplyScalar( t ).add( this.v1 );
  22869. }
  22870. return point;
  22871. }
  22872. // Line curve is linear, so we can overwrite default getPointAt
  22873. getPointAt( u, optionalTarget ) {
  22874. return this.getPoint( u, optionalTarget );
  22875. }
  22876. getTangent( t, optionalTarget = new Vector3() ) {
  22877. return optionalTarget.subVectors( this.v2, this.v1 ).normalize();
  22878. }
  22879. getTangentAt( u, optionalTarget ) {
  22880. return this.getTangent( u, optionalTarget );
  22881. }
  22882. copy( source ) {
  22883. super.copy( source );
  22884. this.v1.copy( source.v1 );
  22885. this.v2.copy( source.v2 );
  22886. return this;
  22887. }
  22888. toJSON() {
  22889. const data = super.toJSON();
  22890. data.v1 = this.v1.toArray();
  22891. data.v2 = this.v2.toArray();
  22892. return data;
  22893. }
  22894. fromJSON( json ) {
  22895. super.fromJSON( json );
  22896. this.v1.fromArray( json.v1 );
  22897. this.v2.fromArray( json.v2 );
  22898. return this;
  22899. }
  22900. }
  22901. /**
  22902. * A curve representing a 2D Quadratic Bezier curve.
  22903. *
  22904. * ```js
  22905. * const curve = new THREE.QuadraticBezierCurve(
  22906. * new THREE.Vector2( - 10, 0 ),
  22907. * new THREE.Vector2( 20, 15 ),
  22908. * new THREE.Vector2( 10, 0 )
  22909. * )
  22910. *
  22911. * const points = curve.getPoints( 50 );
  22912. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  22913. *
  22914. * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
  22915. *
  22916. * // Create the final object to add to the scene
  22917. * const curveObject = new THREE.Line( geometry, material );
  22918. * ```
  22919. *
  22920. * @augments Curve
  22921. */
  22922. class QuadraticBezierCurve extends Curve {
  22923. /**
  22924. * Constructs a new Quadratic Bezier curve.
  22925. *
  22926. * @param {Vector2} [v0] - The start point.
  22927. * @param {Vector2} [v1] - The control point.
  22928. * @param {Vector2} [v2] - The end point.
  22929. */
  22930. constructor( v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2() ) {
  22931. super();
  22932. /**
  22933. * This flag can be used for type testing.
  22934. *
  22935. * @type {boolean}
  22936. * @readonly
  22937. * @default true
  22938. */
  22939. this.isQuadraticBezierCurve = true;
  22940. this.type = 'QuadraticBezierCurve';
  22941. /**
  22942. * The start point.
  22943. *
  22944. * @type {Vector2}
  22945. */
  22946. this.v0 = v0;
  22947. /**
  22948. * The control point.
  22949. *
  22950. * @type {Vector2}
  22951. */
  22952. this.v1 = v1;
  22953. /**
  22954. * The end point.
  22955. *
  22956. * @type {Vector2}
  22957. */
  22958. this.v2 = v2;
  22959. }
  22960. /**
  22961. * Returns a point on the curve.
  22962. *
  22963. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  22964. * @param {Vector2} [optionalTarget] - The optional target vector the result is written to.
  22965. * @return {Vector2} The position on the curve.
  22966. */
  22967. getPoint( t, optionalTarget = new Vector2() ) {
  22968. const point = optionalTarget;
  22969. const v0 = this.v0, v1 = this.v1, v2 = this.v2;
  22970. point.set(
  22971. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  22972. QuadraticBezier( t, v0.y, v1.y, v2.y )
  22973. );
  22974. return point;
  22975. }
  22976. copy( source ) {
  22977. super.copy( source );
  22978. this.v0.copy( source.v0 );
  22979. this.v1.copy( source.v1 );
  22980. this.v2.copy( source.v2 );
  22981. return this;
  22982. }
  22983. toJSON() {
  22984. const data = super.toJSON();
  22985. data.v0 = this.v0.toArray();
  22986. data.v1 = this.v1.toArray();
  22987. data.v2 = this.v2.toArray();
  22988. return data;
  22989. }
  22990. fromJSON( json ) {
  22991. super.fromJSON( json );
  22992. this.v0.fromArray( json.v0 );
  22993. this.v1.fromArray( json.v1 );
  22994. this.v2.fromArray( json.v2 );
  22995. return this;
  22996. }
  22997. }
  22998. /**
  22999. * A curve representing a 3D Quadratic Bezier curve.
  23000. *
  23001. * @augments Curve
  23002. */
  23003. class QuadraticBezierCurve3 extends Curve {
  23004. /**
  23005. * Constructs a new Quadratic Bezier curve.
  23006. *
  23007. * @param {Vector3} [v0] - The start point.
  23008. * @param {Vector3} [v1] - The control point.
  23009. * @param {Vector3} [v2] - The end point.
  23010. */
  23011. constructor( v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3() ) {
  23012. super();
  23013. /**
  23014. * This flag can be used for type testing.
  23015. *
  23016. * @type {boolean}
  23017. * @readonly
  23018. * @default true
  23019. */
  23020. this.isQuadraticBezierCurve3 = true;
  23021. this.type = 'QuadraticBezierCurve3';
  23022. /**
  23023. * The start point.
  23024. *
  23025. * @type {Vector3}
  23026. */
  23027. this.v0 = v0;
  23028. /**
  23029. * The control point.
  23030. *
  23031. * @type {Vector3}
  23032. */
  23033. this.v1 = v1;
  23034. /**
  23035. * The end point.
  23036. *
  23037. * @type {Vector3}
  23038. */
  23039. this.v2 = v2;
  23040. }
  23041. /**
  23042. * Returns a point on the curve.
  23043. *
  23044. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  23045. * @param {Vector3} [optionalTarget] - The optional target vector the result is written to.
  23046. * @return {Vector3} The position on the curve.
  23047. */
  23048. getPoint( t, optionalTarget = new Vector3() ) {
  23049. const point = optionalTarget;
  23050. const v0 = this.v0, v1 = this.v1, v2 = this.v2;
  23051. point.set(
  23052. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  23053. QuadraticBezier( t, v0.y, v1.y, v2.y ),
  23054. QuadraticBezier( t, v0.z, v1.z, v2.z )
  23055. );
  23056. return point;
  23057. }
  23058. copy( source ) {
  23059. super.copy( source );
  23060. this.v0.copy( source.v0 );
  23061. this.v1.copy( source.v1 );
  23062. this.v2.copy( source.v2 );
  23063. return this;
  23064. }
  23065. toJSON() {
  23066. const data = super.toJSON();
  23067. data.v0 = this.v0.toArray();
  23068. data.v1 = this.v1.toArray();
  23069. data.v2 = this.v2.toArray();
  23070. return data;
  23071. }
  23072. fromJSON( json ) {
  23073. super.fromJSON( json );
  23074. this.v0.fromArray( json.v0 );
  23075. this.v1.fromArray( json.v1 );
  23076. this.v2.fromArray( json.v2 );
  23077. return this;
  23078. }
  23079. }
  23080. /**
  23081. * A curve representing a 2D spline curve.
  23082. *
  23083. * ```js
  23084. * // Create a sine-like wave
  23085. * const curve = new THREE.SplineCurve( [
  23086. * new THREE.Vector2( -10, 0 ),
  23087. * new THREE.Vector2( -5, 5 ),
  23088. * new THREE.Vector2( 0, 0 ),
  23089. * new THREE.Vector2( 5, -5 ),
  23090. * new THREE.Vector2( 10, 0 )
  23091. * ] );
  23092. *
  23093. * const points = curve.getPoints( 50 );
  23094. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  23095. *
  23096. * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
  23097. *
  23098. * // Create the final object to add to the scene
  23099. * const splineObject = new THREE.Line( geometry, material );
  23100. * ```
  23101. *
  23102. * @augments Curve
  23103. */
  23104. class SplineCurve extends Curve {
  23105. /**
  23106. * Constructs a new 2D spline curve.
  23107. *
  23108. * @param {Array<Vector2>} [points] - An array of 2D points defining the curve.
  23109. */
  23110. constructor( points = [] ) {
  23111. super();
  23112. /**
  23113. * This flag can be used for type testing.
  23114. *
  23115. * @type {boolean}
  23116. * @readonly
  23117. * @default true
  23118. */
  23119. this.isSplineCurve = true;
  23120. this.type = 'SplineCurve';
  23121. /**
  23122. * An array of 2D points defining the curve.
  23123. *
  23124. * @type {Array<Vector2>}
  23125. */
  23126. this.points = points;
  23127. }
  23128. /**
  23129. * Returns a point on the curve.
  23130. *
  23131. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  23132. * @param {Vector2} [optionalTarget] - The optional target vector the result is written to.
  23133. * @return {Vector2} The position on the curve.
  23134. */
  23135. getPoint( t, optionalTarget = new Vector2() ) {
  23136. const point = optionalTarget;
  23137. const points = this.points;
  23138. const p = ( points.length - 1 ) * t;
  23139. const intPoint = Math.floor( p );
  23140. const weight = p - intPoint;
  23141. const p0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ];
  23142. const p1 = points[ intPoint ];
  23143. const p2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];
  23144. const p3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];
  23145. point.set(
  23146. CatmullRom( weight, p0.x, p1.x, p2.x, p3.x ),
  23147. CatmullRom( weight, p0.y, p1.y, p2.y, p3.y )
  23148. );
  23149. return point;
  23150. }
  23151. copy( source ) {
  23152. super.copy( source );
  23153. this.points = [];
  23154. for ( let i = 0, l = source.points.length; i < l; i ++ ) {
  23155. const point = source.points[ i ];
  23156. this.points.push( point.clone() );
  23157. }
  23158. return this;
  23159. }
  23160. toJSON() {
  23161. const data = super.toJSON();
  23162. data.points = [];
  23163. for ( let i = 0, l = this.points.length; i < l; i ++ ) {
  23164. const point = this.points[ i ];
  23165. data.points.push( point.toArray() );
  23166. }
  23167. return data;
  23168. }
  23169. fromJSON( json ) {
  23170. super.fromJSON( json );
  23171. this.points = [];
  23172. for ( let i = 0, l = json.points.length; i < l; i ++ ) {
  23173. const point = json.points[ i ];
  23174. this.points.push( new Vector2().fromArray( point ) );
  23175. }
  23176. return this;
  23177. }
  23178. }
  23179. var Curves = /*#__PURE__*/Object.freeze({
  23180. __proto__: null,
  23181. ArcCurve: ArcCurve,
  23182. CatmullRomCurve3: CatmullRomCurve3,
  23183. CubicBezierCurve: CubicBezierCurve,
  23184. CubicBezierCurve3: CubicBezierCurve3,
  23185. EllipseCurve: EllipseCurve,
  23186. LineCurve: LineCurve,
  23187. LineCurve3: LineCurve3,
  23188. QuadraticBezierCurve: QuadraticBezierCurve,
  23189. QuadraticBezierCurve3: QuadraticBezierCurve3,
  23190. SplineCurve: SplineCurve
  23191. });
  23192. /**
  23193. * A base class extending {@link Curve}. `CurvePath` is simply an
  23194. * array of connected curves, but retains the API of a curve.
  23195. *
  23196. * @augments Curve
  23197. */
  23198. class CurvePath extends Curve {
  23199. /**
  23200. * Constructs a new curve path.
  23201. */
  23202. constructor() {
  23203. super();
  23204. this.type = 'CurvePath';
  23205. /**
  23206. * An array of curves defining the
  23207. * path.
  23208. *
  23209. * @type {Array<Curve>}
  23210. */
  23211. this.curves = [];
  23212. /**
  23213. * Whether the path should automatically be closed
  23214. * by a line curve.
  23215. *
  23216. * @type {boolean}
  23217. * @default false
  23218. */
  23219. this.autoClose = false;
  23220. }
  23221. /**
  23222. * Adds a curve to this curve path.
  23223. *
  23224. * @param {Curve} curve - The curve to add.
  23225. */
  23226. add( curve ) {
  23227. this.curves.push( curve );
  23228. }
  23229. /**
  23230. * Adds a line curve to close the path.
  23231. *
  23232. * @return {CurvePath} A reference to this curve path.
  23233. */
  23234. closePath() {
  23235. // Add a line curve if start and end of lines are not connected
  23236. const startPoint = this.curves[ 0 ].getPoint( 0 );
  23237. const endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 );
  23238. if ( ! startPoint.equals( endPoint ) ) {
  23239. const lineType = ( startPoint.isVector2 === true ) ? 'LineCurve' : 'LineCurve3';
  23240. this.curves.push( new Curves[ lineType ]( endPoint, startPoint ) );
  23241. }
  23242. return this;
  23243. }
  23244. /**
  23245. * This method returns a vector in 2D or 3D space (depending on the curve definitions)
  23246. * for the given interpolation factor.
  23247. *
  23248. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  23249. * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
  23250. * @return {?(Vector2|Vector3)} The position on the curve. It can be a 2D or 3D vector depending on the curve definition.
  23251. */
  23252. getPoint( t, optionalTarget ) {
  23253. // To get accurate point with reference to
  23254. // entire path distance at time t,
  23255. // following has to be done:
  23256. // 1. Length of each sub path have to be known
  23257. // 2. Locate and identify type of curve
  23258. // 3. Get t for the curve
  23259. // 4. Return curve.getPointAt(t')
  23260. const d = t * this.getLength();
  23261. const curveLengths = this.getCurveLengths();
  23262. let i = 0;
  23263. // To think about boundaries points.
  23264. while ( i < curveLengths.length ) {
  23265. if ( curveLengths[ i ] >= d ) {
  23266. const diff = curveLengths[ i ] - d;
  23267. const curve = this.curves[ i ];
  23268. const segmentLength = curve.getLength();
  23269. const u = segmentLength === 0 ? 0 : 1 - diff / segmentLength;
  23270. return curve.getPointAt( u, optionalTarget );
  23271. }
  23272. i ++;
  23273. }
  23274. return null;
  23275. // loop where sum != 0, sum > d , sum+1 <d
  23276. }
  23277. getLength() {
  23278. // We cannot use the default THREE.Curve getPoint() with getLength() because in
  23279. // THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath
  23280. // getPoint() depends on getLength
  23281. const lens = this.getCurveLengths();
  23282. return lens[ lens.length - 1 ];
  23283. }
  23284. updateArcLengths() {
  23285. // cacheLengths must be recalculated.
  23286. this.needsUpdate = true;
  23287. this.cacheLengths = null;
  23288. this.getCurveLengths();
  23289. }
  23290. /**
  23291. * Returns list of cumulative curve lengths of the defined curves.
  23292. *
  23293. * @return {Array<number>} The curve lengths.
  23294. */
  23295. getCurveLengths() {
  23296. // Compute lengths and cache them
  23297. // We cannot overwrite getLengths() because UtoT mapping uses it.
  23298. // We use cache values if curves and cache array are same length
  23299. if ( this.cacheLengths && this.cacheLengths.length === this.curves.length ) {
  23300. return this.cacheLengths;
  23301. }
  23302. // Get length of sub-curve
  23303. // Push sums into cached array
  23304. const lengths = [];
  23305. let sums = 0;
  23306. for ( let i = 0, l = this.curves.length; i < l; i ++ ) {
  23307. sums += this.curves[ i ].getLength();
  23308. lengths.push( sums );
  23309. }
  23310. this.cacheLengths = lengths;
  23311. return lengths;
  23312. }
  23313. getSpacedPoints( divisions = 40 ) {
  23314. const points = [];
  23315. for ( let i = 0; i <= divisions; i ++ ) {
  23316. points.push( this.getPoint( i / divisions ) );
  23317. }
  23318. if ( this.autoClose ) {
  23319. points.push( points[ 0 ] );
  23320. }
  23321. return points;
  23322. }
  23323. getPoints( divisions = 12 ) {
  23324. const points = [];
  23325. let last;
  23326. for ( let i = 0, curves = this.curves; i < curves.length; i ++ ) {
  23327. const curve = curves[ i ];
  23328. const resolution = curve.isEllipseCurve ? divisions * 2
  23329. : ( curve.isLineCurve || curve.isLineCurve3 ) ? 1
  23330. : curve.isSplineCurve ? divisions * curve.points.length
  23331. : divisions;
  23332. const pts = curve.getPoints( resolution );
  23333. for ( let j = 0; j < pts.length; j ++ ) {
  23334. const point = pts[ j ];
  23335. if ( last && last.equals( point ) ) continue; // ensures no consecutive points are duplicates
  23336. points.push( point );
  23337. last = point;
  23338. }
  23339. }
  23340. if ( this.autoClose && points.length > 1 && ! points[ points.length - 1 ].equals( points[ 0 ] ) ) {
  23341. points.push( points[ 0 ] );
  23342. }
  23343. return points;
  23344. }
  23345. copy( source ) {
  23346. super.copy( source );
  23347. this.curves = [];
  23348. for ( let i = 0, l = source.curves.length; i < l; i ++ ) {
  23349. const curve = source.curves[ i ];
  23350. this.curves.push( curve.clone() );
  23351. }
  23352. this.autoClose = source.autoClose;
  23353. return this;
  23354. }
  23355. toJSON() {
  23356. const data = super.toJSON();
  23357. data.autoClose = this.autoClose;
  23358. data.curves = [];
  23359. for ( let i = 0, l = this.curves.length; i < l; i ++ ) {
  23360. const curve = this.curves[ i ];
  23361. data.curves.push( curve.toJSON() );
  23362. }
  23363. return data;
  23364. }
  23365. fromJSON( json ) {
  23366. super.fromJSON( json );
  23367. this.autoClose = json.autoClose;
  23368. this.curves = [];
  23369. for ( let i = 0, l = json.curves.length; i < l; i ++ ) {
  23370. const curve = json.curves[ i ];
  23371. this.curves.push( new Curves[ curve.type ]().fromJSON( curve ) );
  23372. }
  23373. return this;
  23374. }
  23375. }
  23376. /**
  23377. * A 2D path representation. The class provides methods for creating paths
  23378. * and contours of 2D shapes similar to the 2D Canvas API.
  23379. *
  23380. * ```js
  23381. * const path = new THREE.Path();
  23382. *
  23383. * path.lineTo( 0, 0.8 );
  23384. * path.quadraticCurveTo( 0, 1, 0.2, 1 );
  23385. * path.lineTo( 1, 1 );
  23386. *
  23387. * const points = path.getPoints();
  23388. *
  23389. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  23390. * const material = new THREE.LineBasicMaterial( { color: 0xffffff } );
  23391. *
  23392. * const line = new THREE.Line( geometry, material );
  23393. * scene.add( line );
  23394. * ```
  23395. *
  23396. * @augments CurvePath
  23397. */
  23398. class Path extends CurvePath {
  23399. /**
  23400. * Constructs a new path.
  23401. *
  23402. * @param {Array<Vector2>} [points] - An array of 2D points defining the path.
  23403. */
  23404. constructor( points ) {
  23405. super();
  23406. this.type = 'Path';
  23407. /**
  23408. * The current offset of the path. Any new curve added will start here.
  23409. *
  23410. * @type {Vector2}
  23411. */
  23412. this.currentPoint = new Vector2();
  23413. if ( points ) {
  23414. this.setFromPoints( points );
  23415. }
  23416. }
  23417. /**
  23418. * Creates a path from the given list of points. The points are added
  23419. * to the path as instances of {@link LineCurve}.
  23420. *
  23421. * @param {Array<Vector2>} points - An array of 2D points.
  23422. * @return {Path} A reference to this path.
  23423. */
  23424. setFromPoints( points ) {
  23425. this.moveTo( points[ 0 ].x, points[ 0 ].y );
  23426. for ( let i = 1, l = points.length; i < l; i ++ ) {
  23427. this.lineTo( points[ i ].x, points[ i ].y );
  23428. }
  23429. return this;
  23430. }
  23431. /**
  23432. * Moves {@link Path#currentPoint} to the given point.
  23433. *
  23434. * @param {number} x - The x coordinate.
  23435. * @param {number} y - The y coordinate.
  23436. * @return {Path} A reference to this path.
  23437. */
  23438. moveTo( x, y ) {
  23439. this.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying?
  23440. return this;
  23441. }
  23442. /**
  23443. * Adds an instance of {@link LineCurve} to the path by connecting
  23444. * the current point with the given one.
  23445. *
  23446. * @param {number} x - The x coordinate of the end point.
  23447. * @param {number} y - The y coordinate of the end point.
  23448. * @return {Path} A reference to this path.
  23449. */
  23450. lineTo( x, y ) {
  23451. const curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) );
  23452. this.curves.push( curve );
  23453. this.currentPoint.set( x, y );
  23454. return this;
  23455. }
  23456. /**
  23457. * Adds an instance of {@link QuadraticBezierCurve} to the path by connecting
  23458. * the current point with the given one.
  23459. *
  23460. * @param {number} aCPx - The x coordinate of the control point.
  23461. * @param {number} aCPy - The y coordinate of the control point.
  23462. * @param {number} aX - The x coordinate of the end point.
  23463. * @param {number} aY - The y coordinate of the end point.
  23464. * @return {Path} A reference to this path.
  23465. */
  23466. quadraticCurveTo( aCPx, aCPy, aX, aY ) {
  23467. const curve = new QuadraticBezierCurve(
  23468. this.currentPoint.clone(),
  23469. new Vector2( aCPx, aCPy ),
  23470. new Vector2( aX, aY )
  23471. );
  23472. this.curves.push( curve );
  23473. this.currentPoint.set( aX, aY );
  23474. return this;
  23475. }
  23476. /**
  23477. * Adds an instance of {@link CubicBezierCurve} to the path by connecting
  23478. * the current point with the given one.
  23479. *
  23480. * @param {number} aCP1x - The x coordinate of the first control point.
  23481. * @param {number} aCP1y - The y coordinate of the first control point.
  23482. * @param {number} aCP2x - The x coordinate of the second control point.
  23483. * @param {number} aCP2y - The y coordinate of the second control point.
  23484. * @param {number} aX - The x coordinate of the end point.
  23485. * @param {number} aY - The y coordinate of the end point.
  23486. * @return {Path} A reference to this path.
  23487. */
  23488. bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  23489. const curve = new CubicBezierCurve(
  23490. this.currentPoint.clone(),
  23491. new Vector2( aCP1x, aCP1y ),
  23492. new Vector2( aCP2x, aCP2y ),
  23493. new Vector2( aX, aY )
  23494. );
  23495. this.curves.push( curve );
  23496. this.currentPoint.set( aX, aY );
  23497. return this;
  23498. }
  23499. /**
  23500. * Adds an instance of {@link SplineCurve} to the path by connecting
  23501. * the current point with the given list of points.
  23502. *
  23503. * @param {Array<Vector2>} pts - An array of points in 2D space.
  23504. * @return {Path} A reference to this path.
  23505. */
  23506. splineThru( pts ) {
  23507. const npts = [ this.currentPoint.clone() ].concat( pts );
  23508. const curve = new SplineCurve( npts );
  23509. this.curves.push( curve );
  23510. this.currentPoint.copy( pts[ pts.length - 1 ] );
  23511. return this;
  23512. }
  23513. /**
  23514. * Adds an arc as an instance of {@link EllipseCurve} to the path, positioned relative
  23515. * to the current point.
  23516. *
  23517. * @param {number} aX - The x coordinate of the center of the arc offsetted from the previous curve.
  23518. * @param {number} aY - The y coordinate of the center of the arc offsetted from the previous curve.
  23519. * @param {number} aRadius - The radius of the arc.
  23520. * @param {number} aStartAngle - The start angle in radians.
  23521. * @param {number} aEndAngle - The end angle in radians.
  23522. * @param {boolean} [aClockwise=false] - Whether to sweep the arc clockwise or not.
  23523. * @return {Path} A reference to this path.
  23524. */
  23525. arc( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  23526. const x0 = this.currentPoint.x;
  23527. const y0 = this.currentPoint.y;
  23528. this.absarc( aX + x0, aY + y0, aRadius,
  23529. aStartAngle, aEndAngle, aClockwise );
  23530. return this;
  23531. }
  23532. /**
  23533. * Adds an absolutely positioned arc as an instance of {@link EllipseCurve} to the path.
  23534. *
  23535. * @param {number} aX - The x coordinate of the center of the arc.
  23536. * @param {number} aY - The y coordinate of the center of the arc.
  23537. * @param {number} aRadius - The radius of the arc.
  23538. * @param {number} aStartAngle - The start angle in radians.
  23539. * @param {number} aEndAngle - The end angle in radians.
  23540. * @param {boolean} [aClockwise=false] - Whether to sweep the arc clockwise or not.
  23541. * @return {Path} A reference to this path.
  23542. */
  23543. absarc( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  23544. this.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  23545. return this;
  23546. }
  23547. /**
  23548. * Adds an ellipse as an instance of {@link EllipseCurve} to the path, positioned relative
  23549. * to the current point
  23550. *
  23551. * @param {number} aX - The x coordinate of the center of the ellipse offsetted from the previous curve.
  23552. * @param {number} aY - The y coordinate of the center of the ellipse offsetted from the previous curve.
  23553. * @param {number} xRadius - The radius of the ellipse in the x axis.
  23554. * @param {number} yRadius - The radius of the ellipse in the y axis.
  23555. * @param {number} aStartAngle - The start angle in radians.
  23556. * @param {number} aEndAngle - The end angle in radians.
  23557. * @param {boolean} [aClockwise=false] - Whether to sweep the ellipse clockwise or not.
  23558. * @param {number} [aRotation=0] - The rotation angle of the ellipse in radians, counterclockwise from the positive X axis.
  23559. * @return {Path} A reference to this path.
  23560. */
  23561. ellipse( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  23562. const x0 = this.currentPoint.x;
  23563. const y0 = this.currentPoint.y;
  23564. this.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  23565. return this;
  23566. }
  23567. /**
  23568. * Adds an absolutely positioned ellipse as an instance of {@link EllipseCurve} to the path.
  23569. *
  23570. * @param {number} aX - The x coordinate of the absolute center of the ellipse.
  23571. * @param {number} aY - The y coordinate of the absolute center of the ellipse.
  23572. * @param {number} xRadius - The radius of the ellipse in the x axis.
  23573. * @param {number} yRadius - The radius of the ellipse in the y axis.
  23574. * @param {number} aStartAngle - The start angle in radians.
  23575. * @param {number} aEndAngle - The end angle in radians.
  23576. * @param {boolean} [aClockwise=false] - Whether to sweep the ellipse clockwise or not.
  23577. * @param {number} [aRotation=0] - The rotation angle of the ellipse in radians, counterclockwise from the positive X axis.
  23578. * @return {Path} A reference to this path.
  23579. */
  23580. absellipse( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  23581. const curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  23582. if ( this.curves.length > 0 ) {
  23583. // if a previous curve is present, attempt to join
  23584. const firstPoint = curve.getPoint( 0 );
  23585. if ( ! firstPoint.equals( this.currentPoint ) ) {
  23586. this.lineTo( firstPoint.x, firstPoint.y );
  23587. }
  23588. }
  23589. this.curves.push( curve );
  23590. const lastPoint = curve.getPoint( 1 );
  23591. this.currentPoint.copy( lastPoint );
  23592. return this;
  23593. }
  23594. copy( source ) {
  23595. super.copy( source );
  23596. this.currentPoint.copy( source.currentPoint );
  23597. return this;
  23598. }
  23599. toJSON() {
  23600. const data = super.toJSON();
  23601. data.currentPoint = this.currentPoint.toArray();
  23602. return data;
  23603. }
  23604. fromJSON( json ) {
  23605. super.fromJSON( json );
  23606. this.currentPoint.fromArray( json.currentPoint );
  23607. return this;
  23608. }
  23609. }
  23610. /**
  23611. * Creates meshes with axial symmetry like vases. The lathe rotates around the Y axis.
  23612. *
  23613. * ```js
  23614. * const points = [];
  23615. * for ( let i = 0; i < 10; i ++ ) {
  23616. * points.push( new THREE.Vector2( Math.sin( i * 0.2 ) * 10 + 5, ( i - 5 ) * 2 ) );
  23617. * }
  23618. * const geometry = new THREE.LatheGeometry( points );
  23619. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  23620. * const lathe = new THREE.Mesh( geometry, material );
  23621. * scene.add( lathe );
  23622. * ```
  23623. *
  23624. * @augments BufferGeometry
  23625. */
  23626. class LatheGeometry extends BufferGeometry {
  23627. /**
  23628. * Constructs a new lathe geometry.
  23629. *
  23630. * @param {Array<Vector2|Vector3>} [points] - An array of points in 2D space. The x-coordinate of each point
  23631. * must be greater than zero.
  23632. * @param {number} [segments=12] - The number of circumference segments to generate.
  23633. * @param {number} [phiStart=0] - The starting angle in radians.
  23634. * @param {number} [phiLength=Math.PI*2] - The radian (0 to 2PI) range of the lathed section 2PI is a
  23635. * closed lathe, less than 2PI is a portion.
  23636. */
  23637. 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 ) {
  23638. super();
  23639. this.type = 'LatheGeometry';
  23640. /**
  23641. * Holds the constructor parameters that have been
  23642. * used to generate the geometry. Any modification
  23643. * after instantiation does not change the geometry.
  23644. *
  23645. * @type {Object}
  23646. */
  23647. this.parameters = {
  23648. points: points,
  23649. segments: segments,
  23650. phiStart: phiStart,
  23651. phiLength: phiLength
  23652. };
  23653. segments = Math.floor( segments );
  23654. // clamp phiLength so it's in range of [ 0, 2PI ]
  23655. phiLength = clamp( phiLength, 0, Math.PI * 2 );
  23656. // buffers
  23657. const indices = [];
  23658. const vertices = [];
  23659. const uvs = [];
  23660. const initNormals = [];
  23661. const normals = [];
  23662. // helper variables
  23663. const inverseSegments = 1.0 / segments;
  23664. const vertex = new Vector3();
  23665. const uv = new Vector2();
  23666. const normal = new Vector3();
  23667. const curNormal = new Vector3();
  23668. const prevNormal = new Vector3();
  23669. let dx = 0;
  23670. let dy = 0;
  23671. // pre-compute normals for initial "meridian"
  23672. for ( let j = 0; j <= ( points.length - 1 ); j ++ ) {
  23673. switch ( j ) {
  23674. case 0: // special handling for 1st vertex on path
  23675. dx = points[ j + 1 ].x - points[ j ].x;
  23676. dy = points[ j + 1 ].y - points[ j ].y;
  23677. normal.x = dy * 1.0;
  23678. normal.y = - dx;
  23679. normal.z = dy * 0.0;
  23680. prevNormal.copy( normal );
  23681. normal.normalize();
  23682. initNormals.push( normal.x, normal.y, normal.z );
  23683. break;
  23684. case ( points.length - 1 ): // special handling for last Vertex on path
  23685. initNormals.push( prevNormal.x, prevNormal.y, prevNormal.z );
  23686. break;
  23687. default: // default handling for all vertices in between
  23688. dx = points[ j + 1 ].x - points[ j ].x;
  23689. dy = points[ j + 1 ].y - points[ j ].y;
  23690. normal.x = dy * 1.0;
  23691. normal.y = - dx;
  23692. normal.z = dy * 0.0;
  23693. curNormal.copy( normal );
  23694. normal.x += prevNormal.x;
  23695. normal.y += prevNormal.y;
  23696. normal.z += prevNormal.z;
  23697. normal.normalize();
  23698. initNormals.push( normal.x, normal.y, normal.z );
  23699. prevNormal.copy( curNormal );
  23700. }
  23701. }
  23702. // generate vertices, uvs and normals
  23703. for ( let i = 0; i <= segments; i ++ ) {
  23704. const phi = phiStart + i * inverseSegments * phiLength;
  23705. const sin = Math.sin( phi );
  23706. const cos = Math.cos( phi );
  23707. for ( let j = 0; j <= ( points.length - 1 ); j ++ ) {
  23708. // vertex
  23709. vertex.x = points[ j ].x * sin;
  23710. vertex.y = points[ j ].y;
  23711. vertex.z = points[ j ].x * cos;
  23712. vertices.push( vertex.x, vertex.y, vertex.z );
  23713. // uv
  23714. uv.x = i / segments;
  23715. uv.y = j / ( points.length - 1 );
  23716. uvs.push( uv.x, uv.y );
  23717. // normal
  23718. const x = initNormals[ 3 * j + 0 ] * sin;
  23719. const y = initNormals[ 3 * j + 1 ];
  23720. const z = initNormals[ 3 * j + 0 ] * cos;
  23721. normals.push( x, y, z );
  23722. }
  23723. }
  23724. // indices
  23725. for ( let i = 0; i < segments; i ++ ) {
  23726. for ( let j = 0; j < ( points.length - 1 ); j ++ ) {
  23727. const base = j + i * points.length;
  23728. const a = base;
  23729. const b = base + points.length;
  23730. const c = base + points.length + 1;
  23731. const d = base + 1;
  23732. // faces
  23733. indices.push( a, b, d );
  23734. indices.push( c, d, b );
  23735. }
  23736. }
  23737. // build geometry
  23738. this.setIndex( indices );
  23739. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  23740. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  23741. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  23742. }
  23743. copy( source ) {
  23744. super.copy( source );
  23745. this.parameters = Object.assign( {}, source.parameters );
  23746. return this;
  23747. }
  23748. /**
  23749. * Factory method for creating an instance of this class from the given
  23750. * JSON object.
  23751. *
  23752. * @param {Object} data - A JSON object representing the serialized geometry.
  23753. * @return {LatheGeometry} A new instance.
  23754. */
  23755. static fromJSON( data ) {
  23756. return new LatheGeometry( data.points, data.segments, data.phiStart, data.phiLength );
  23757. }
  23758. }
  23759. /**
  23760. * A geometry class for a capsule with given radii and height. It is constructed using a lathe.
  23761. *
  23762. * ```js
  23763. * const geometry = new THREE.CapsuleGeometry( 1, 1, 4, 8 );
  23764. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
  23765. * const capsule = new THREE.Mesh( geometry, material );
  23766. * scene.add( capsule );
  23767. * ```
  23768. *
  23769. * @augments LatheGeometry
  23770. */
  23771. class CapsuleGeometry extends LatheGeometry {
  23772. /**
  23773. * Constructs a new capsule geometry.
  23774. *
  23775. * @param {number} [radius=1] - Radius of the capsule.
  23776. * @param {number} [length=1] - Length of the middle section.
  23777. * @param {number} [capSegments=4] - Number of curve segments used to build the caps.
  23778. * @param {number} [radialSegments=8] - Number of segmented faces around the circumference of the capsule.
  23779. */
  23780. constructor( radius = 1, length = 1, capSegments = 4, radialSegments = 8 ) {
  23781. const path = new Path();
  23782. path.absarc( 0, - length / 2, radius, Math.PI * 1.5, 0 );
  23783. path.absarc( 0, length / 2, radius, 0, Math.PI * 0.5 );
  23784. super( path.getPoints( capSegments ), radialSegments );
  23785. this.type = 'CapsuleGeometry';
  23786. /**
  23787. * Holds the constructor parameters that have been
  23788. * used to generate the geometry. Any modification
  23789. * after instantiation does not change the geometry.
  23790. *
  23791. * @type {Object}
  23792. */
  23793. this.parameters = {
  23794. radius: radius,
  23795. length: length,
  23796. capSegments: capSegments,
  23797. radialSegments: radialSegments,
  23798. };
  23799. }
  23800. /**
  23801. * Factory method for creating an instance of this class from the given
  23802. * JSON object.
  23803. *
  23804. * @param {Object} data - A JSON object representing the serialized geometry.
  23805. * @return {CapsuleGeometry} A new instance.
  23806. */
  23807. static fromJSON( data ) {
  23808. return new CapsuleGeometry( data.radius, data.length, data.capSegments, data.radialSegments );
  23809. }
  23810. }
  23811. /**
  23812. * A simple shape of Euclidean geometry. It is constructed from a
  23813. * number of triangular segments that are oriented around a central point and
  23814. * extend as far out as a given radius. It is built counter-clockwise from a
  23815. * start angle and a given central angle. It can also be used to create
  23816. * regular polygons, where the number of segments determines the number of
  23817. * sides.
  23818. *
  23819. * ```js
  23820. * const geometry = new THREE.CircleGeometry( 5, 32 );
  23821. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  23822. * const circle = new THREE.Mesh( geometry, material );
  23823. * scene.add( circle )
  23824. * ```
  23825. *
  23826. * @augments BufferGeometry
  23827. */
  23828. class CircleGeometry extends BufferGeometry {
  23829. /**
  23830. * Constructs a new circle geometry.
  23831. *
  23832. * @param {number} [radius=1] - Radius of the circle.
  23833. * @param {number} [segments=32] - Number of segments (triangles), minimum = `3`.
  23834. * @param {number} [thetaStart=0] - Start angle for first segment in radians.
  23835. * @param {number} [thetaLength=Math.PI*2] - The central angle, often called theta,
  23836. * of the circular sector in radians. The default value results in a complete circle.
  23837. */
  23838. constructor( radius = 1, segments = 32, thetaStart = 0, thetaLength = Math.PI * 2 ) {
  23839. super();
  23840. this.type = 'CircleGeometry';
  23841. /**
  23842. * Holds the constructor parameters that have been
  23843. * used to generate the geometry. Any modification
  23844. * after instantiation does not change the geometry.
  23845. *
  23846. * @type {Object}
  23847. */
  23848. this.parameters = {
  23849. radius: radius,
  23850. segments: segments,
  23851. thetaStart: thetaStart,
  23852. thetaLength: thetaLength
  23853. };
  23854. segments = Math.max( 3, segments );
  23855. // buffers
  23856. const indices = [];
  23857. const vertices = [];
  23858. const normals = [];
  23859. const uvs = [];
  23860. // helper variables
  23861. const vertex = new Vector3();
  23862. const uv = new Vector2();
  23863. // center point
  23864. vertices.push( 0, 0, 0 );
  23865. normals.push( 0, 0, 1 );
  23866. uvs.push( 0.5, 0.5 );
  23867. for ( let s = 0, i = 3; s <= segments; s ++, i += 3 ) {
  23868. const segment = thetaStart + s / segments * thetaLength;
  23869. // vertex
  23870. vertex.x = radius * Math.cos( segment );
  23871. vertex.y = radius * Math.sin( segment );
  23872. vertices.push( vertex.x, vertex.y, vertex.z );
  23873. // normal
  23874. normals.push( 0, 0, 1 );
  23875. // uvs
  23876. uv.x = ( vertices[ i ] / radius + 1 ) / 2;
  23877. uv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2;
  23878. uvs.push( uv.x, uv.y );
  23879. }
  23880. // indices
  23881. for ( let i = 1; i <= segments; i ++ ) {
  23882. indices.push( i, i + 1, 0 );
  23883. }
  23884. // build geometry
  23885. this.setIndex( indices );
  23886. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  23887. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  23888. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  23889. }
  23890. copy( source ) {
  23891. super.copy( source );
  23892. this.parameters = Object.assign( {}, source.parameters );
  23893. return this;
  23894. }
  23895. /**
  23896. * Factory method for creating an instance of this class from the given
  23897. * JSON object.
  23898. *
  23899. * @param {Object} data - A JSON object representing the serialized geometry.
  23900. * @return {CircleGeometry} A new instance.
  23901. */
  23902. static fromJSON( data ) {
  23903. return new CircleGeometry( data.radius, data.segments, data.thetaStart, data.thetaLength );
  23904. }
  23905. }
  23906. /**
  23907. * A geometry class for representing a cylinder.
  23908. *
  23909. * ```js
  23910. * const geometry = new THREE.CylinderGeometry( 5, 5, 20, 32 );
  23911. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  23912. * const cylinder = new THREE.Mesh( geometry, material );
  23913. * scene.add( cylinder );
  23914. * ```
  23915. *
  23916. * @augments BufferGeometry
  23917. */
  23918. class CylinderGeometry extends BufferGeometry {
  23919. /**
  23920. * Constructs a new cylinder geometry.
  23921. *
  23922. * @param {number} [radiusTop=1] - Radius of the cylinder at the top.
  23923. * @param {number} [radiusBottom=1] - Radius of the cylinder at the bottom.
  23924. * @param {number} [height=1] - Height of the cylinder.
  23925. * @param {number} [radialSegments=32] - Number of segmented faces around the circumference of the cylinder.
  23926. * @param {number} [heightSegments=1] - Number of rows of faces along the height of the cylinder.
  23927. * @param {boolean} [openEnded=false] - Whether the base of the cylinder is open or capped.
  23928. * @param {number} [thetaStart=0] - Start angle for first segment, in radians.
  23929. * @param {number} [thetaLength=Math.PI*2] - The central angle, often called theta, of the circular sector, in radians.
  23930. * The default value results in a complete cylinder.
  23931. */
  23932. constructor( radiusTop = 1, radiusBottom = 1, height = 1, radialSegments = 32, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2 ) {
  23933. super();
  23934. this.type = 'CylinderGeometry';
  23935. /**
  23936. * Holds the constructor parameters that have been
  23937. * used to generate the geometry. Any modification
  23938. * after instantiation does not change the geometry.
  23939. *
  23940. * @type {Object}
  23941. */
  23942. this.parameters = {
  23943. radiusTop: radiusTop,
  23944. radiusBottom: radiusBottom,
  23945. height: height,
  23946. radialSegments: radialSegments,
  23947. heightSegments: heightSegments,
  23948. openEnded: openEnded,
  23949. thetaStart: thetaStart,
  23950. thetaLength: thetaLength
  23951. };
  23952. const scope = this;
  23953. radialSegments = Math.floor( radialSegments );
  23954. heightSegments = Math.floor( heightSegments );
  23955. // buffers
  23956. const indices = [];
  23957. const vertices = [];
  23958. const normals = [];
  23959. const uvs = [];
  23960. // helper variables
  23961. let index = 0;
  23962. const indexArray = [];
  23963. const halfHeight = height / 2;
  23964. let groupStart = 0;
  23965. // generate geometry
  23966. generateTorso();
  23967. if ( openEnded === false ) {
  23968. if ( radiusTop > 0 ) generateCap( true );
  23969. if ( radiusBottom > 0 ) generateCap( false );
  23970. }
  23971. // build geometry
  23972. this.setIndex( indices );
  23973. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  23974. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  23975. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  23976. function generateTorso() {
  23977. const normal = new Vector3();
  23978. const vertex = new Vector3();
  23979. let groupCount = 0;
  23980. // this will be used to calculate the normal
  23981. const slope = ( radiusBottom - radiusTop ) / height;
  23982. // generate vertices, normals and uvs
  23983. for ( let y = 0; y <= heightSegments; y ++ ) {
  23984. const indexRow = [];
  23985. const v = y / heightSegments;
  23986. // calculate the radius of the current row
  23987. const radius = v * ( radiusBottom - radiusTop ) + radiusTop;
  23988. for ( let x = 0; x <= radialSegments; x ++ ) {
  23989. const u = x / radialSegments;
  23990. const theta = u * thetaLength + thetaStart;
  23991. const sinTheta = Math.sin( theta );
  23992. const cosTheta = Math.cos( theta );
  23993. // vertex
  23994. vertex.x = radius * sinTheta;
  23995. vertex.y = - v * height + halfHeight;
  23996. vertex.z = radius * cosTheta;
  23997. vertices.push( vertex.x, vertex.y, vertex.z );
  23998. // normal
  23999. normal.set( sinTheta, slope, cosTheta ).normalize();
  24000. normals.push( normal.x, normal.y, normal.z );
  24001. // uv
  24002. uvs.push( u, 1 - v );
  24003. // save index of vertex in respective row
  24004. indexRow.push( index ++ );
  24005. }
  24006. // now save vertices of the row in our index array
  24007. indexArray.push( indexRow );
  24008. }
  24009. // generate indices
  24010. for ( let x = 0; x < radialSegments; x ++ ) {
  24011. for ( let y = 0; y < heightSegments; y ++ ) {
  24012. // we use the index array to access the correct indices
  24013. const a = indexArray[ y ][ x ];
  24014. const b = indexArray[ y + 1 ][ x ];
  24015. const c = indexArray[ y + 1 ][ x + 1 ];
  24016. const d = indexArray[ y ][ x + 1 ];
  24017. // faces
  24018. if ( radiusTop > 0 || y !== 0 ) {
  24019. indices.push( a, b, d );
  24020. groupCount += 3;
  24021. }
  24022. if ( radiusBottom > 0 || y !== heightSegments - 1 ) {
  24023. indices.push( b, c, d );
  24024. groupCount += 3;
  24025. }
  24026. }
  24027. }
  24028. // add a group to the geometry. this will ensure multi material support
  24029. scope.addGroup( groupStart, groupCount, 0 );
  24030. // calculate new start value for groups
  24031. groupStart += groupCount;
  24032. }
  24033. function generateCap( top ) {
  24034. // save the index of the first center vertex
  24035. const centerIndexStart = index;
  24036. const uv = new Vector2();
  24037. const vertex = new Vector3();
  24038. let groupCount = 0;
  24039. const radius = ( top === true ) ? radiusTop : radiusBottom;
  24040. const sign = ( top === true ) ? 1 : - 1;
  24041. // first we generate the center vertex data of the cap.
  24042. // because the geometry needs one set of uvs per face,
  24043. // we must generate a center vertex per face/segment
  24044. for ( let x = 1; x <= radialSegments; x ++ ) {
  24045. // vertex
  24046. vertices.push( 0, halfHeight * sign, 0 );
  24047. // normal
  24048. normals.push( 0, sign, 0 );
  24049. // uv
  24050. uvs.push( 0.5, 0.5 );
  24051. // increase index
  24052. index ++;
  24053. }
  24054. // save the index of the last center vertex
  24055. const centerIndexEnd = index;
  24056. // now we generate the surrounding vertices, normals and uvs
  24057. for ( let x = 0; x <= radialSegments; x ++ ) {
  24058. const u = x / radialSegments;
  24059. const theta = u * thetaLength + thetaStart;
  24060. const cosTheta = Math.cos( theta );
  24061. const sinTheta = Math.sin( theta );
  24062. // vertex
  24063. vertex.x = radius * sinTheta;
  24064. vertex.y = halfHeight * sign;
  24065. vertex.z = radius * cosTheta;
  24066. vertices.push( vertex.x, vertex.y, vertex.z );
  24067. // normal
  24068. normals.push( 0, sign, 0 );
  24069. // uv
  24070. uv.x = ( cosTheta * 0.5 ) + 0.5;
  24071. uv.y = ( sinTheta * 0.5 * sign ) + 0.5;
  24072. uvs.push( uv.x, uv.y );
  24073. // increase index
  24074. index ++;
  24075. }
  24076. // generate indices
  24077. for ( let x = 0; x < radialSegments; x ++ ) {
  24078. const c = centerIndexStart + x;
  24079. const i = centerIndexEnd + x;
  24080. if ( top === true ) {
  24081. // face top
  24082. indices.push( i, i + 1, c );
  24083. } else {
  24084. // face bottom
  24085. indices.push( i + 1, i, c );
  24086. }
  24087. groupCount += 3;
  24088. }
  24089. // add a group to the geometry. this will ensure multi material support
  24090. scope.addGroup( groupStart, groupCount, top === true ? 1 : 2 );
  24091. // calculate new start value for groups
  24092. groupStart += groupCount;
  24093. }
  24094. }
  24095. copy( source ) {
  24096. super.copy( source );
  24097. this.parameters = Object.assign( {}, source.parameters );
  24098. return this;
  24099. }
  24100. /**
  24101. * Factory method for creating an instance of this class from the given
  24102. * JSON object.
  24103. *
  24104. * @param {Object} data - A JSON object representing the serialized geometry.
  24105. * @return {CylinderGeometry} A new instance.
  24106. */
  24107. static fromJSON( data ) {
  24108. return new CylinderGeometry( data.radiusTop, data.radiusBottom, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength );
  24109. }
  24110. }
  24111. /**
  24112. * A geometry class for representing a cone.
  24113. *
  24114. * ```js
  24115. * const geometry = new THREE.ConeGeometry( 5, 20, 32 );
  24116. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  24117. * const cone = new THREE.Mesh(geometry, material );
  24118. * scene.add( cone );
  24119. * ```
  24120. *
  24121. * @augments CylinderGeometry
  24122. */
  24123. class ConeGeometry extends CylinderGeometry {
  24124. /**
  24125. * Constructs a new cone geometry.
  24126. *
  24127. * @param {number} [radius=1] - Radius of the cone base.
  24128. * @param {number} [height=1] - Height of the cone.
  24129. * @param {number} [radialSegments=32] - Number of segmented faces around the circumference of the cone.
  24130. * @param {number} [heightSegments=1] - Number of rows of faces along the height of the cone.
  24131. * @param {boolean} [openEnded=false] - Whether the base of the cone is open or capped.
  24132. * @param {number} [thetaStart=0] - Start angle for first segment, in radians.
  24133. * @param {number} [thetaLength=Math.PI*2] - The central angle, often called theta, of the circular sector, in radians.
  24134. * The default value results in a complete cone.
  24135. */
  24136. constructor( radius = 1, height = 1, radialSegments = 32, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2 ) {
  24137. super( 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
  24138. this.type = 'ConeGeometry';
  24139. /**
  24140. * Holds the constructor parameters that have been
  24141. * used to generate the geometry. Any modification
  24142. * after instantiation does not change the geometry.
  24143. *
  24144. * @type {Object}
  24145. */
  24146. this.parameters = {
  24147. radius: radius,
  24148. height: height,
  24149. radialSegments: radialSegments,
  24150. heightSegments: heightSegments,
  24151. openEnded: openEnded,
  24152. thetaStart: thetaStart,
  24153. thetaLength: thetaLength
  24154. };
  24155. }
  24156. /**
  24157. * Factory method for creating an instance of this class from the given
  24158. * JSON object.
  24159. *
  24160. * @param {Object} data - A JSON object representing the serialized geometry.
  24161. * @return {ConeGeometry} A new instance.
  24162. */
  24163. static fromJSON( data ) {
  24164. return new ConeGeometry( data.radius, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength );
  24165. }
  24166. }
  24167. /**
  24168. * A polyhedron is a solid in three dimensions with flat faces. This class
  24169. * will take an array of vertices, project them onto a sphere, and then
  24170. * divide them up to the desired level of detail.
  24171. *
  24172. * @augments BufferGeometry
  24173. */
  24174. class PolyhedronGeometry extends BufferGeometry {
  24175. /**
  24176. * Constructs a new polyhedron geometry.
  24177. *
  24178. * @param {Array<number>} [vertices] - A flat array of vertices describing the base shape.
  24179. * @param {Array<number>} [indices] - A flat array of indices describing the base shape.
  24180. * @param {number} [radius=1] - The radius of the shape.
  24181. * @param {number} [detail=0] - How many levels to subdivide the geometry. The more detail, the smoother the shape.
  24182. */
  24183. constructor( vertices = [], indices = [], radius = 1, detail = 0 ) {
  24184. super();
  24185. this.type = 'PolyhedronGeometry';
  24186. /**
  24187. * Holds the constructor parameters that have been
  24188. * used to generate the geometry. Any modification
  24189. * after instantiation does not change the geometry.
  24190. *
  24191. * @type {Object}
  24192. */
  24193. this.parameters = {
  24194. vertices: vertices,
  24195. indices: indices,
  24196. radius: radius,
  24197. detail: detail
  24198. };
  24199. // default buffer data
  24200. const vertexBuffer = [];
  24201. const uvBuffer = [];
  24202. // the subdivision creates the vertex buffer data
  24203. subdivide( detail );
  24204. // all vertices should lie on a conceptual sphere with a given radius
  24205. applyRadius( radius );
  24206. // finally, create the uv data
  24207. generateUVs();
  24208. // build non-indexed geometry
  24209. this.setAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) );
  24210. this.setAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) );
  24211. this.setAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) );
  24212. if ( detail === 0 ) {
  24213. this.computeVertexNormals(); // flat normals
  24214. } else {
  24215. this.normalizeNormals(); // smooth normals
  24216. }
  24217. // helper functions
  24218. function subdivide( detail ) {
  24219. const a = new Vector3();
  24220. const b = new Vector3();
  24221. const c = new Vector3();
  24222. // iterate over all faces and apply a subdivision with the given detail value
  24223. for ( let i = 0; i < indices.length; i += 3 ) {
  24224. // get the vertices of the face
  24225. getVertexByIndex( indices[ i + 0 ], a );
  24226. getVertexByIndex( indices[ i + 1 ], b );
  24227. getVertexByIndex( indices[ i + 2 ], c );
  24228. // perform subdivision
  24229. subdivideFace( a, b, c, detail );
  24230. }
  24231. }
  24232. function subdivideFace( a, b, c, detail ) {
  24233. const cols = detail + 1;
  24234. // we use this multidimensional array as a data structure for creating the subdivision
  24235. const v = [];
  24236. // construct all of the vertices for this subdivision
  24237. for ( let i = 0; i <= cols; i ++ ) {
  24238. v[ i ] = [];
  24239. const aj = a.clone().lerp( c, i / cols );
  24240. const bj = b.clone().lerp( c, i / cols );
  24241. const rows = cols - i;
  24242. for ( let j = 0; j <= rows; j ++ ) {
  24243. if ( j === 0 && i === cols ) {
  24244. v[ i ][ j ] = aj;
  24245. } else {
  24246. v[ i ][ j ] = aj.clone().lerp( bj, j / rows );
  24247. }
  24248. }
  24249. }
  24250. // construct all of the faces
  24251. for ( let i = 0; i < cols; i ++ ) {
  24252. for ( let j = 0; j < 2 * ( cols - i ) - 1; j ++ ) {
  24253. const k = Math.floor( j / 2 );
  24254. if ( j % 2 === 0 ) {
  24255. pushVertex( v[ i ][ k + 1 ] );
  24256. pushVertex( v[ i + 1 ][ k ] );
  24257. pushVertex( v[ i ][ k ] );
  24258. } else {
  24259. pushVertex( v[ i ][ k + 1 ] );
  24260. pushVertex( v[ i + 1 ][ k + 1 ] );
  24261. pushVertex( v[ i + 1 ][ k ] );
  24262. }
  24263. }
  24264. }
  24265. }
  24266. function applyRadius( radius ) {
  24267. const vertex = new Vector3();
  24268. // iterate over the entire buffer and apply the radius to each vertex
  24269. for ( let i = 0; i < vertexBuffer.length; i += 3 ) {
  24270. vertex.x = vertexBuffer[ i + 0 ];
  24271. vertex.y = vertexBuffer[ i + 1 ];
  24272. vertex.z = vertexBuffer[ i + 2 ];
  24273. vertex.normalize().multiplyScalar( radius );
  24274. vertexBuffer[ i + 0 ] = vertex.x;
  24275. vertexBuffer[ i + 1 ] = vertex.y;
  24276. vertexBuffer[ i + 2 ] = vertex.z;
  24277. }
  24278. }
  24279. function generateUVs() {
  24280. const vertex = new Vector3();
  24281. for ( let i = 0; i < vertexBuffer.length; i += 3 ) {
  24282. vertex.x = vertexBuffer[ i + 0 ];
  24283. vertex.y = vertexBuffer[ i + 1 ];
  24284. vertex.z = vertexBuffer[ i + 2 ];
  24285. const u = azimuth( vertex ) / 2 / Math.PI + 0.5;
  24286. const v = inclination( vertex ) / Math.PI + 0.5;
  24287. uvBuffer.push( u, 1 - v );
  24288. }
  24289. correctUVs();
  24290. correctSeam();
  24291. }
  24292. function correctSeam() {
  24293. // handle case when face straddles the seam, see #3269
  24294. for ( let i = 0; i < uvBuffer.length; i += 6 ) {
  24295. // uv data of a single face
  24296. const x0 = uvBuffer[ i + 0 ];
  24297. const x1 = uvBuffer[ i + 2 ];
  24298. const x2 = uvBuffer[ i + 4 ];
  24299. const max = Math.max( x0, x1, x2 );
  24300. const min = Math.min( x0, x1, x2 );
  24301. // 0.9 is somewhat arbitrary
  24302. if ( max > 0.9 && min < 0.1 ) {
  24303. if ( x0 < 0.2 ) uvBuffer[ i + 0 ] += 1;
  24304. if ( x1 < 0.2 ) uvBuffer[ i + 2 ] += 1;
  24305. if ( x2 < 0.2 ) uvBuffer[ i + 4 ] += 1;
  24306. }
  24307. }
  24308. }
  24309. function pushVertex( vertex ) {
  24310. vertexBuffer.push( vertex.x, vertex.y, vertex.z );
  24311. }
  24312. function getVertexByIndex( index, vertex ) {
  24313. const stride = index * 3;
  24314. vertex.x = vertices[ stride + 0 ];
  24315. vertex.y = vertices[ stride + 1 ];
  24316. vertex.z = vertices[ stride + 2 ];
  24317. }
  24318. function correctUVs() {
  24319. const a = new Vector3();
  24320. const b = new Vector3();
  24321. const c = new Vector3();
  24322. const centroid = new Vector3();
  24323. const uvA = new Vector2();
  24324. const uvB = new Vector2();
  24325. const uvC = new Vector2();
  24326. for ( let i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6 ) {
  24327. a.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] );
  24328. b.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] );
  24329. c.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] );
  24330. uvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] );
  24331. uvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] );
  24332. uvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] );
  24333. centroid.copy( a ).add( b ).add( c ).divideScalar( 3 );
  24334. const azi = azimuth( centroid );
  24335. correctUV( uvA, j + 0, a, azi );
  24336. correctUV( uvB, j + 2, b, azi );
  24337. correctUV( uvC, j + 4, c, azi );
  24338. }
  24339. }
  24340. function correctUV( uv, stride, vector, azimuth ) {
  24341. if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) {
  24342. uvBuffer[ stride ] = uv.x - 1;
  24343. }
  24344. if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) {
  24345. uvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5;
  24346. }
  24347. }
  24348. // Angle around the Y axis, counter-clockwise when looking from above.
  24349. function azimuth( vector ) {
  24350. return Math.atan2( vector.z, - vector.x );
  24351. }
  24352. // Angle above the XZ plane.
  24353. function inclination( vector ) {
  24354. return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );
  24355. }
  24356. }
  24357. copy( source ) {
  24358. super.copy( source );
  24359. this.parameters = Object.assign( {}, source.parameters );
  24360. return this;
  24361. }
  24362. /**
  24363. * Factory method for creating an instance of this class from the given
  24364. * JSON object.
  24365. *
  24366. * @param {Object} data - A JSON object representing the serialized geometry.
  24367. * @return {PolyhedronGeometry} A new instance.
  24368. */
  24369. static fromJSON( data ) {
  24370. return new PolyhedronGeometry( data.vertices, data.indices, data.radius, data.details );
  24371. }
  24372. }
  24373. /**
  24374. * A geometry class for representing a dodecahedron.
  24375. *
  24376. * ```js
  24377. * const geometry = new THREE.DodecahedronGeometry();
  24378. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  24379. * const dodecahedron = new THREE.Mesh( geometry, material );
  24380. * scene.add( dodecahedron );
  24381. * ```
  24382. *
  24383. * @augments PolyhedronGeometry
  24384. */
  24385. class DodecahedronGeometry extends PolyhedronGeometry {
  24386. /**
  24387. * Constructs a new dodecahedron geometry.
  24388. *
  24389. * @param {number} [radius=1] - Radius of the dodecahedron.
  24390. * @param {number} [detail=0] - Setting this to a value greater than `0` adds vertices making it no longer a dodecahedron.
  24391. */
  24392. constructor( radius = 1, detail = 0 ) {
  24393. const t = ( 1 + Math.sqrt( 5 ) ) / 2;
  24394. const r = 1 / t;
  24395. const vertices = [
  24396. // (±1, ±1, ±1)
  24397. - 1, - 1, - 1, - 1, - 1, 1,
  24398. - 1, 1, - 1, - 1, 1, 1,
  24399. 1, - 1, - 1, 1, - 1, 1,
  24400. 1, 1, - 1, 1, 1, 1,
  24401. // (0, ±1/φ, ±φ)
  24402. 0, - r, - t, 0, - r, t,
  24403. 0, r, - t, 0, r, t,
  24404. // (±1/φ, ±φ, 0)
  24405. - r, - t, 0, - r, t, 0,
  24406. r, - t, 0, r, t, 0,
  24407. // (±φ, 0, ±1/φ)
  24408. - t, 0, - r, t, 0, - r,
  24409. - t, 0, r, t, 0, r
  24410. ];
  24411. const indices = [
  24412. 3, 11, 7, 3, 7, 15, 3, 15, 13,
  24413. 7, 19, 17, 7, 17, 6, 7, 6, 15,
  24414. 17, 4, 8, 17, 8, 10, 17, 10, 6,
  24415. 8, 0, 16, 8, 16, 2, 8, 2, 10,
  24416. 0, 12, 1, 0, 1, 18, 0, 18, 16,
  24417. 6, 10, 2, 6, 2, 13, 6, 13, 15,
  24418. 2, 16, 18, 2, 18, 3, 2, 3, 13,
  24419. 18, 1, 9, 18, 9, 11, 18, 11, 3,
  24420. 4, 14, 12, 4, 12, 0, 4, 0, 8,
  24421. 11, 9, 5, 11, 5, 19, 11, 19, 7,
  24422. 19, 5, 14, 19, 14, 4, 19, 4, 17,
  24423. 1, 12, 14, 1, 14, 5, 1, 5, 9
  24424. ];
  24425. super( vertices, indices, radius, detail );
  24426. this.type = 'DodecahedronGeometry';
  24427. /**
  24428. * Holds the constructor parameters that have been
  24429. * used to generate the geometry. Any modification
  24430. * after instantiation does not change the geometry.
  24431. *
  24432. * @type {Object}
  24433. */
  24434. this.parameters = {
  24435. radius: radius,
  24436. detail: detail
  24437. };
  24438. }
  24439. /**
  24440. * Factory method for creating an instance of this class from the given
  24441. * JSON object.
  24442. *
  24443. * @param {Object} data - A JSON object representing the serialized geometry.
  24444. * @return {DodecahedronGeometry} A new instance.
  24445. */
  24446. static fromJSON( data ) {
  24447. return new DodecahedronGeometry( data.radius, data.detail );
  24448. }
  24449. }
  24450. const _v0 = /*@__PURE__*/ new Vector3();
  24451. const _v1$1 = /*@__PURE__*/ new Vector3();
  24452. const _normal = /*@__PURE__*/ new Vector3();
  24453. const _triangle = /*@__PURE__*/ new Triangle();
  24454. /**
  24455. * Can be used as a helper object to view the edges of a geometry.
  24456. *
  24457. * ```js
  24458. * const geometry = new THREE.BoxGeometry();
  24459. * const edges = new THREE.EdgesGeometry( geometry );
  24460. * const line = new THREE.LineSegments( edges );
  24461. * scene.add( line );
  24462. * ```
  24463. *
  24464. * Note: It is not yet possible to serialize/deserialize instances of this class.
  24465. *
  24466. * @augments BufferGeometry
  24467. */
  24468. class EdgesGeometry extends BufferGeometry {
  24469. /**
  24470. * Constructs a new edges geometry.
  24471. *
  24472. * @param {?BufferGeometry} [geometry=null] - The geometry.
  24473. * @param {number} [thresholdAngle=1] - An edge is only rendered if the angle (in degrees)
  24474. * between the face normals of the adjoining faces exceeds this value.
  24475. */
  24476. constructor( geometry = null, thresholdAngle = 1 ) {
  24477. super();
  24478. this.type = 'EdgesGeometry';
  24479. /**
  24480. * Holds the constructor parameters that have been
  24481. * used to generate the geometry. Any modification
  24482. * after instantiation does not change the geometry.
  24483. *
  24484. * @type {Object}
  24485. */
  24486. this.parameters = {
  24487. geometry: geometry,
  24488. thresholdAngle: thresholdAngle
  24489. };
  24490. if ( geometry !== null ) {
  24491. const precisionPoints = 4;
  24492. const precision = Math.pow( 10, precisionPoints );
  24493. const thresholdDot = Math.cos( DEG2RAD * thresholdAngle );
  24494. const indexAttr = geometry.getIndex();
  24495. const positionAttr = geometry.getAttribute( 'position' );
  24496. const indexCount = indexAttr ? indexAttr.count : positionAttr.count;
  24497. const indexArr = [ 0, 0, 0 ];
  24498. const vertKeys = [ 'a', 'b', 'c' ];
  24499. const hashes = new Array( 3 );
  24500. const edgeData = {};
  24501. const vertices = [];
  24502. for ( let i = 0; i < indexCount; i += 3 ) {
  24503. if ( indexAttr ) {
  24504. indexArr[ 0 ] = indexAttr.getX( i );
  24505. indexArr[ 1 ] = indexAttr.getX( i + 1 );
  24506. indexArr[ 2 ] = indexAttr.getX( i + 2 );
  24507. } else {
  24508. indexArr[ 0 ] = i;
  24509. indexArr[ 1 ] = i + 1;
  24510. indexArr[ 2 ] = i + 2;
  24511. }
  24512. const { a, b, c } = _triangle;
  24513. a.fromBufferAttribute( positionAttr, indexArr[ 0 ] );
  24514. b.fromBufferAttribute( positionAttr, indexArr[ 1 ] );
  24515. c.fromBufferAttribute( positionAttr, indexArr[ 2 ] );
  24516. _triangle.getNormal( _normal );
  24517. // create hashes for the edge from the vertices
  24518. hashes[ 0 ] = `${ Math.round( a.x * precision ) },${ Math.round( a.y * precision ) },${ Math.round( a.z * precision ) }`;
  24519. hashes[ 1 ] = `${ Math.round( b.x * precision ) },${ Math.round( b.y * precision ) },${ Math.round( b.z * precision ) }`;
  24520. hashes[ 2 ] = `${ Math.round( c.x * precision ) },${ Math.round( c.y * precision ) },${ Math.round( c.z * precision ) }`;
  24521. // skip degenerate triangles
  24522. if ( hashes[ 0 ] === hashes[ 1 ] || hashes[ 1 ] === hashes[ 2 ] || hashes[ 2 ] === hashes[ 0 ] ) {
  24523. continue;
  24524. }
  24525. // iterate over every edge
  24526. for ( let j = 0; j < 3; j ++ ) {
  24527. // get the first and next vertex making up the edge
  24528. const jNext = ( j + 1 ) % 3;
  24529. const vecHash0 = hashes[ j ];
  24530. const vecHash1 = hashes[ jNext ];
  24531. const v0 = _triangle[ vertKeys[ j ] ];
  24532. const v1 = _triangle[ vertKeys[ jNext ] ];
  24533. const hash = `${ vecHash0 }_${ vecHash1 }`;
  24534. const reverseHash = `${ vecHash1 }_${ vecHash0 }`;
  24535. if ( reverseHash in edgeData && edgeData[ reverseHash ] ) {
  24536. // if we found a sibling edge add it into the vertex array if
  24537. // it meets the angle threshold and delete the edge from the map.
  24538. if ( _normal.dot( edgeData[ reverseHash ].normal ) <= thresholdDot ) {
  24539. vertices.push( v0.x, v0.y, v0.z );
  24540. vertices.push( v1.x, v1.y, v1.z );
  24541. }
  24542. edgeData[ reverseHash ] = null;
  24543. } else if ( ! ( hash in edgeData ) ) {
  24544. // if we've already got an edge here then skip adding a new one
  24545. edgeData[ hash ] = {
  24546. index0: indexArr[ j ],
  24547. index1: indexArr[ jNext ],
  24548. normal: _normal.clone(),
  24549. };
  24550. }
  24551. }
  24552. }
  24553. // iterate over all remaining, unmatched edges and add them to the vertex array
  24554. for ( const key in edgeData ) {
  24555. if ( edgeData[ key ] ) {
  24556. const { index0, index1 } = edgeData[ key ];
  24557. _v0.fromBufferAttribute( positionAttr, index0 );
  24558. _v1$1.fromBufferAttribute( positionAttr, index1 );
  24559. vertices.push( _v0.x, _v0.y, _v0.z );
  24560. vertices.push( _v1$1.x, _v1$1.y, _v1$1.z );
  24561. }
  24562. }
  24563. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  24564. }
  24565. }
  24566. copy( source ) {
  24567. super.copy( source );
  24568. this.parameters = Object.assign( {}, source.parameters );
  24569. return this;
  24570. }
  24571. }
  24572. /**
  24573. * Defines an arbitrary 2d shape plane using paths with optional holes. It
  24574. * can be used with {@link ExtrudeGeometry}, {@link ShapeGeometry}, to get
  24575. * points, or to get triangulated faces.
  24576. *
  24577. * ```js
  24578. * const heartShape = new THREE.Shape();
  24579. *
  24580. * heartShape.moveTo( 25, 25 );
  24581. * heartShape.bezierCurveTo( 25, 25, 20, 0, 0, 0 );
  24582. * heartShape.bezierCurveTo( - 30, 0, - 30, 35, - 30, 35 );
  24583. * heartShape.bezierCurveTo( - 30, 55, - 10, 77, 25, 95 );
  24584. * heartShape.bezierCurveTo( 60, 77, 80, 55, 80, 35 );
  24585. * heartShape.bezierCurveTo( 80, 35, 80, 0, 50, 0 );
  24586. * heartShape.bezierCurveTo( 35, 0, 25, 25, 25, 25 );
  24587. *
  24588. * const extrudeSettings = {
  24589. * depth: 8,
  24590. * bevelEnabled: true,
  24591. * bevelSegments: 2,
  24592. * steps: 2,
  24593. * bevelSize: 1,
  24594. * bevelThickness: 1
  24595. * };
  24596. *
  24597. * const geometry = new THREE.ExtrudeGeometry( heartShape, extrudeSettings );
  24598. * const mesh = new THREE.Mesh( geometry, new THREE.MeshBasicMaterial() );
  24599. * ```
  24600. *
  24601. * @augments Path
  24602. */
  24603. class Shape extends Path {
  24604. /**
  24605. * Constructs a new shape.
  24606. *
  24607. * @param {Array<Vector2>} [points] - An array of 2D points defining the shape.
  24608. */
  24609. constructor( points ) {
  24610. super( points );
  24611. /**
  24612. * The UUID of the shape.
  24613. *
  24614. * @type {string}
  24615. * @readonly
  24616. */
  24617. this.uuid = generateUUID();
  24618. this.type = 'Shape';
  24619. /**
  24620. * Defines the holes in the shape. Hole definitions must use the
  24621. * opposite winding order (CW/CCW) than the outer shape.
  24622. *
  24623. * @type {Array<Path>}
  24624. * @readonly
  24625. */
  24626. this.holes = [];
  24627. }
  24628. /**
  24629. * Returns an array representing each contour of the holes
  24630. * as a list of 2D points.
  24631. *
  24632. * @param {number} divisions - The fineness of the result.
  24633. * @return {Array<Array<Vector2>>} The holes as a series of 2D points.
  24634. */
  24635. getPointsHoles( divisions ) {
  24636. const holesPts = [];
  24637. for ( let i = 0, l = this.holes.length; i < l; i ++ ) {
  24638. holesPts[ i ] = this.holes[ i ].getPoints( divisions );
  24639. }
  24640. return holesPts;
  24641. }
  24642. // get points of shape and holes (keypoints based on segments parameter)
  24643. /**
  24644. * Returns an object that holds contour data for the shape and its holes as
  24645. * arrays of 2D points.
  24646. *
  24647. * @param {number} divisions - The fineness of the result.
  24648. * @return {{shape:Array<Vector2>,holes:Array<Array<Vector2>>}} An object with contour data.
  24649. */
  24650. extractPoints( divisions ) {
  24651. return {
  24652. shape: this.getPoints( divisions ),
  24653. holes: this.getPointsHoles( divisions )
  24654. };
  24655. }
  24656. copy( source ) {
  24657. super.copy( source );
  24658. this.holes = [];
  24659. for ( let i = 0, l = source.holes.length; i < l; i ++ ) {
  24660. const hole = source.holes[ i ];
  24661. this.holes.push( hole.clone() );
  24662. }
  24663. return this;
  24664. }
  24665. toJSON() {
  24666. const data = super.toJSON();
  24667. data.uuid = this.uuid;
  24668. data.holes = [];
  24669. for ( let i = 0, l = this.holes.length; i < l; i ++ ) {
  24670. const hole = this.holes[ i ];
  24671. data.holes.push( hole.toJSON() );
  24672. }
  24673. return data;
  24674. }
  24675. fromJSON( json ) {
  24676. super.fromJSON( json );
  24677. this.uuid = json.uuid;
  24678. this.holes = [];
  24679. for ( let i = 0, l = json.holes.length; i < l; i ++ ) {
  24680. const hole = json.holes[ i ];
  24681. this.holes.push( new Path().fromJSON( hole ) );
  24682. }
  24683. return this;
  24684. }
  24685. }
  24686. /* eslint-disable */
  24687. // copy of mapbox/earcut version 3.0.1
  24688. // https://github.com/mapbox/earcut/tree/v3.0.1
  24689. function earcut(data, holeIndices, dim = 2) {
  24690. const hasHoles = holeIndices && holeIndices.length;
  24691. const outerLen = hasHoles ? holeIndices[0] * dim : data.length;
  24692. let outerNode = linkedList(data, 0, outerLen, dim, true);
  24693. const triangles = [];
  24694. if (!outerNode || outerNode.next === outerNode.prev) return triangles;
  24695. let minX, minY, invSize;
  24696. if (hasHoles) outerNode = eliminateHoles(data, holeIndices, outerNode, dim);
  24697. // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox
  24698. if (data.length > 80 * dim) {
  24699. minX = Infinity;
  24700. minY = Infinity;
  24701. let maxX = -Infinity;
  24702. let maxY = -Infinity;
  24703. for (let i = dim; i < outerLen; i += dim) {
  24704. const x = data[i];
  24705. const y = data[i + 1];
  24706. if (x < minX) minX = x;
  24707. if (y < minY) minY = y;
  24708. if (x > maxX) maxX = x;
  24709. if (y > maxY) maxY = y;
  24710. }
  24711. // minX, minY and invSize are later used to transform coords into integers for z-order calculation
  24712. invSize = Math.max(maxX - minX, maxY - minY);
  24713. invSize = invSize !== 0 ? 32767 / invSize : 0;
  24714. }
  24715. earcutLinked(outerNode, triangles, dim, minX, minY, invSize, 0);
  24716. return triangles;
  24717. }
  24718. // create a circular doubly linked list from polygon points in the specified winding order
  24719. function linkedList(data, start, end, dim, clockwise) {
  24720. let last;
  24721. if (clockwise === (signedArea(data, start, end, dim) > 0)) {
  24722. for (let i = start; i < end; i += dim) last = insertNode(i / dim | 0, data[i], data[i + 1], last);
  24723. } else {
  24724. for (let i = end - dim; i >= start; i -= dim) last = insertNode(i / dim | 0, data[i], data[i + 1], last);
  24725. }
  24726. if (last && equals(last, last.next)) {
  24727. removeNode(last);
  24728. last = last.next;
  24729. }
  24730. return last;
  24731. }
  24732. // eliminate colinear or duplicate points
  24733. function filterPoints(start, end) {
  24734. if (!start) return start;
  24735. if (!end) end = start;
  24736. let p = start,
  24737. again;
  24738. do {
  24739. again = false;
  24740. if (!p.steiner && (equals(p, p.next) || area(p.prev, p, p.next) === 0)) {
  24741. removeNode(p);
  24742. p = end = p.prev;
  24743. if (p === p.next) break;
  24744. again = true;
  24745. } else {
  24746. p = p.next;
  24747. }
  24748. } while (again || p !== end);
  24749. return end;
  24750. }
  24751. // main ear slicing loop which triangulates a polygon (given as a linked list)
  24752. function earcutLinked(ear, triangles, dim, minX, minY, invSize, pass) {
  24753. if (!ear) return;
  24754. // interlink polygon nodes in z-order
  24755. if (!pass && invSize) indexCurve(ear, minX, minY, invSize);
  24756. let stop = ear;
  24757. // iterate through ears, slicing them one by one
  24758. while (ear.prev !== ear.next) {
  24759. const prev = ear.prev;
  24760. const next = ear.next;
  24761. if (invSize ? isEarHashed(ear, minX, minY, invSize) : isEar(ear)) {
  24762. triangles.push(prev.i, ear.i, next.i); // cut off the triangle
  24763. removeNode(ear);
  24764. // skipping the next vertex leads to less sliver triangles
  24765. ear = next.next;
  24766. stop = next.next;
  24767. continue;
  24768. }
  24769. ear = next;
  24770. // if we looped through the whole remaining polygon and can't find any more ears
  24771. if (ear === stop) {
  24772. // try filtering points and slicing again
  24773. if (!pass) {
  24774. earcutLinked(filterPoints(ear), triangles, dim, minX, minY, invSize, 1);
  24775. // if this didn't work, try curing all small self-intersections locally
  24776. } else if (pass === 1) {
  24777. ear = cureLocalIntersections(filterPoints(ear), triangles);
  24778. earcutLinked(ear, triangles, dim, minX, minY, invSize, 2);
  24779. // as a last resort, try splitting the remaining polygon into two
  24780. } else if (pass === 2) {
  24781. splitEarcut(ear, triangles, dim, minX, minY, invSize);
  24782. }
  24783. break;
  24784. }
  24785. }
  24786. }
  24787. // check whether a polygon node forms a valid ear with adjacent nodes
  24788. function isEar(ear) {
  24789. const a = ear.prev,
  24790. b = ear,
  24791. c = ear.next;
  24792. if (area(a, b, c) >= 0) return false; // reflex, can't be an ear
  24793. // now make sure we don't have other points inside the potential ear
  24794. const ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y;
  24795. // triangle bbox
  24796. const x0 = Math.min(ax, bx, cx),
  24797. y0 = Math.min(ay, by, cy),
  24798. x1 = Math.max(ax, bx, cx),
  24799. y1 = Math.max(ay, by, cy);
  24800. let p = c.next;
  24801. while (p !== a) {
  24802. if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 &&
  24803. pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, p.x, p.y) &&
  24804. area(p.prev, p, p.next) >= 0) return false;
  24805. p = p.next;
  24806. }
  24807. return true;
  24808. }
  24809. function isEarHashed(ear, minX, minY, invSize) {
  24810. const a = ear.prev,
  24811. b = ear,
  24812. c = ear.next;
  24813. if (area(a, b, c) >= 0) return false; // reflex, can't be an ear
  24814. const ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y;
  24815. // triangle bbox
  24816. const x0 = Math.min(ax, bx, cx),
  24817. y0 = Math.min(ay, by, cy),
  24818. x1 = Math.max(ax, bx, cx),
  24819. y1 = Math.max(ay, by, cy);
  24820. // z-order range for the current triangle bbox;
  24821. const minZ = zOrder(x0, y0, minX, minY, invSize),
  24822. maxZ = zOrder(x1, y1, minX, minY, invSize);
  24823. let p = ear.prevZ,
  24824. n = ear.nextZ;
  24825. // look for points inside the triangle in both directions
  24826. while (p && p.z >= minZ && n && n.z <= maxZ) {
  24827. if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c &&
  24828. pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, p.x, p.y) && area(p.prev, p, p.next) >= 0) return false;
  24829. p = p.prevZ;
  24830. if (n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c &&
  24831. pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, n.x, n.y) && area(n.prev, n, n.next) >= 0) return false;
  24832. n = n.nextZ;
  24833. }
  24834. // look for remaining points in decreasing z-order
  24835. while (p && p.z >= minZ) {
  24836. if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c &&
  24837. pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, p.x, p.y) && area(p.prev, p, p.next) >= 0) return false;
  24838. p = p.prevZ;
  24839. }
  24840. // look for remaining points in increasing z-order
  24841. while (n && n.z <= maxZ) {
  24842. if (n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c &&
  24843. pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, n.x, n.y) && area(n.prev, n, n.next) >= 0) return false;
  24844. n = n.nextZ;
  24845. }
  24846. return true;
  24847. }
  24848. // go through all polygon nodes and cure small local self-intersections
  24849. function cureLocalIntersections(start, triangles) {
  24850. let p = start;
  24851. do {
  24852. const a = p.prev,
  24853. b = p.next.next;
  24854. if (!equals(a, b) && intersects(a, p, p.next, b) && locallyInside(a, b) && locallyInside(b, a)) {
  24855. triangles.push(a.i, p.i, b.i);
  24856. // remove two nodes involved
  24857. removeNode(p);
  24858. removeNode(p.next);
  24859. p = start = b;
  24860. }
  24861. p = p.next;
  24862. } while (p !== start);
  24863. return filterPoints(p);
  24864. }
  24865. // try splitting polygon into two and triangulate them independently
  24866. function splitEarcut(start, triangles, dim, minX, minY, invSize) {
  24867. // look for a valid diagonal that divides the polygon into two
  24868. let a = start;
  24869. do {
  24870. let b = a.next.next;
  24871. while (b !== a.prev) {
  24872. if (a.i !== b.i && isValidDiagonal(a, b)) {
  24873. // split the polygon in two by the diagonal
  24874. let c = splitPolygon(a, b);
  24875. // filter colinear points around the cuts
  24876. a = filterPoints(a, a.next);
  24877. c = filterPoints(c, c.next);
  24878. // run earcut on each half
  24879. earcutLinked(a, triangles, dim, minX, minY, invSize, 0);
  24880. earcutLinked(c, triangles, dim, minX, minY, invSize, 0);
  24881. return;
  24882. }
  24883. b = b.next;
  24884. }
  24885. a = a.next;
  24886. } while (a !== start);
  24887. }
  24888. // link every hole into the outer loop, producing a single-ring polygon without holes
  24889. function eliminateHoles(data, holeIndices, outerNode, dim) {
  24890. const queue = [];
  24891. for (let i = 0, len = holeIndices.length; i < len; i++) {
  24892. const start = holeIndices[i] * dim;
  24893. const end = i < len - 1 ? holeIndices[i + 1] * dim : data.length;
  24894. const list = linkedList(data, start, end, dim, false);
  24895. if (list === list.next) list.steiner = true;
  24896. queue.push(getLeftmost(list));
  24897. }
  24898. queue.sort(compareXYSlope);
  24899. // process holes from left to right
  24900. for (let i = 0; i < queue.length; i++) {
  24901. outerNode = eliminateHole(queue[i], outerNode);
  24902. }
  24903. return outerNode;
  24904. }
  24905. function compareXYSlope(a, b) {
  24906. let result = a.x - b.x;
  24907. // when the left-most point of 2 holes meet at a vertex, sort the holes counterclockwise so that when we find
  24908. // the bridge to the outer shell is always the point that they meet at.
  24909. if (result === 0) {
  24910. result = a.y - b.y;
  24911. if (result === 0) {
  24912. const aSlope = (a.next.y - a.y) / (a.next.x - a.x);
  24913. const bSlope = (b.next.y - b.y) / (b.next.x - b.x);
  24914. result = aSlope - bSlope;
  24915. }
  24916. }
  24917. return result;
  24918. }
  24919. // find a bridge between vertices that connects hole with an outer ring and and link it
  24920. function eliminateHole(hole, outerNode) {
  24921. const bridge = findHoleBridge(hole, outerNode);
  24922. if (!bridge) {
  24923. return outerNode;
  24924. }
  24925. const bridgeReverse = splitPolygon(bridge, hole);
  24926. // filter collinear points around the cuts
  24927. filterPoints(bridgeReverse, bridgeReverse.next);
  24928. return filterPoints(bridge, bridge.next);
  24929. }
  24930. // David Eberly's algorithm for finding a bridge between hole and outer polygon
  24931. function findHoleBridge(hole, outerNode) {
  24932. let p = outerNode;
  24933. const hx = hole.x;
  24934. const hy = hole.y;
  24935. let qx = -Infinity;
  24936. let m;
  24937. // find a segment intersected by a ray from the hole's leftmost point to the left;
  24938. // segment's endpoint with lesser x will be potential connection point
  24939. // unless they intersect at a vertex, then choose the vertex
  24940. if (equals(hole, p)) return p;
  24941. do {
  24942. if (equals(hole, p.next)) return p.next;
  24943. else if (hy <= p.y && hy >= p.next.y && p.next.y !== p.y) {
  24944. const x = p.x + (hy - p.y) * (p.next.x - p.x) / (p.next.y - p.y);
  24945. if (x <= hx && x > qx) {
  24946. qx = x;
  24947. m = p.x < p.next.x ? p : p.next;
  24948. if (x === hx) return m; // hole touches outer segment; pick leftmost endpoint
  24949. }
  24950. }
  24951. p = p.next;
  24952. } while (p !== outerNode);
  24953. if (!m) return null;
  24954. // look for points inside the triangle of hole point, segment intersection and endpoint;
  24955. // if there are no points found, we have a valid connection;
  24956. // otherwise choose the point of the minimum angle with the ray as connection point
  24957. const stop = m;
  24958. const mx = m.x;
  24959. const my = m.y;
  24960. let tanMin = Infinity;
  24961. p = m;
  24962. do {
  24963. if (hx >= p.x && p.x >= mx && hx !== p.x &&
  24964. pointInTriangle(hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y)) {
  24965. const tan = Math.abs(hy - p.y) / (hx - p.x); // tangential
  24966. if (locallyInside(p, hole) &&
  24967. (tan < tanMin || (tan === tanMin && (p.x > m.x || (p.x === m.x && sectorContainsSector(m, p)))))) {
  24968. m = p;
  24969. tanMin = tan;
  24970. }
  24971. }
  24972. p = p.next;
  24973. } while (p !== stop);
  24974. return m;
  24975. }
  24976. // whether sector in vertex m contains sector in vertex p in the same coordinates
  24977. function sectorContainsSector(m, p) {
  24978. return area(m.prev, m, p.prev) < 0 && area(p.next, m, m.next) < 0;
  24979. }
  24980. // interlink polygon nodes in z-order
  24981. function indexCurve(start, minX, minY, invSize) {
  24982. let p = start;
  24983. do {
  24984. if (p.z === 0) p.z = zOrder(p.x, p.y, minX, minY, invSize);
  24985. p.prevZ = p.prev;
  24986. p.nextZ = p.next;
  24987. p = p.next;
  24988. } while (p !== start);
  24989. p.prevZ.nextZ = null;
  24990. p.prevZ = null;
  24991. sortLinked(p);
  24992. }
  24993. // Simon Tatham's linked list merge sort algorithm
  24994. // http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html
  24995. function sortLinked(list) {
  24996. let numMerges;
  24997. let inSize = 1;
  24998. do {
  24999. let p = list;
  25000. let e;
  25001. list = null;
  25002. let tail = null;
  25003. numMerges = 0;
  25004. while (p) {
  25005. numMerges++;
  25006. let q = p;
  25007. let pSize = 0;
  25008. for (let i = 0; i < inSize; i++) {
  25009. pSize++;
  25010. q = q.nextZ;
  25011. if (!q) break;
  25012. }
  25013. let qSize = inSize;
  25014. while (pSize > 0 || (qSize > 0 && q)) {
  25015. if (pSize !== 0 && (qSize === 0 || !q || p.z <= q.z)) {
  25016. e = p;
  25017. p = p.nextZ;
  25018. pSize--;
  25019. } else {
  25020. e = q;
  25021. q = q.nextZ;
  25022. qSize--;
  25023. }
  25024. if (tail) tail.nextZ = e;
  25025. else list = e;
  25026. e.prevZ = tail;
  25027. tail = e;
  25028. }
  25029. p = q;
  25030. }
  25031. tail.nextZ = null;
  25032. inSize *= 2;
  25033. } while (numMerges > 1);
  25034. return list;
  25035. }
  25036. // z-order of a point given coords and inverse of the longer side of data bbox
  25037. function zOrder(x, y, minX, minY, invSize) {
  25038. // coords are transformed into non-negative 15-bit integer range
  25039. x = (x - minX) * invSize | 0;
  25040. y = (y - minY) * invSize | 0;
  25041. x = (x | (x << 8)) & 0x00FF00FF;
  25042. x = (x | (x << 4)) & 0x0F0F0F0F;
  25043. x = (x | (x << 2)) & 0x33333333;
  25044. x = (x | (x << 1)) & 0x55555555;
  25045. y = (y | (y << 8)) & 0x00FF00FF;
  25046. y = (y | (y << 4)) & 0x0F0F0F0F;
  25047. y = (y | (y << 2)) & 0x33333333;
  25048. y = (y | (y << 1)) & 0x55555555;
  25049. return x | (y << 1);
  25050. }
  25051. // find the leftmost node of a polygon ring
  25052. function getLeftmost(start) {
  25053. let p = start,
  25054. leftmost = start;
  25055. do {
  25056. if (p.x < leftmost.x || (p.x === leftmost.x && p.y < leftmost.y)) leftmost = p;
  25057. p = p.next;
  25058. } while (p !== start);
  25059. return leftmost;
  25060. }
  25061. // check if a point lies within a convex triangle
  25062. function pointInTriangle(ax, ay, bx, by, cx, cy, px, py) {
  25063. return (cx - px) * (ay - py) >= (ax - px) * (cy - py) &&
  25064. (ax - px) * (by - py) >= (bx - px) * (ay - py) &&
  25065. (bx - px) * (cy - py) >= (cx - px) * (by - py);
  25066. }
  25067. // check if a point lies within a convex triangle but false if its equal to the first point of the triangle
  25068. function pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, px, py) {
  25069. return !(ax === px && ay === py) && pointInTriangle(ax, ay, bx, by, cx, cy, px, py);
  25070. }
  25071. // check if a diagonal between two polygon nodes is valid (lies in polygon interior)
  25072. function isValidDiagonal(a, b) {
  25073. return a.next.i !== b.i && a.prev.i !== b.i && !intersectsPolygon(a, b) && // dones't intersect other edges
  25074. (locallyInside(a, b) && locallyInside(b, a) && middleInside(a, b) && // locally visible
  25075. (area(a.prev, a, b.prev) || area(a, b.prev, b)) || // does not create opposite-facing sectors
  25076. equals(a, b) && area(a.prev, a, a.next) > 0 && area(b.prev, b, b.next) > 0); // special zero-length case
  25077. }
  25078. // signed area of a triangle
  25079. function area(p, q, r) {
  25080. return (q.y - p.y) * (r.x - q.x) - (q.x - p.x) * (r.y - q.y);
  25081. }
  25082. // check if two points are equal
  25083. function equals(p1, p2) {
  25084. return p1.x === p2.x && p1.y === p2.y;
  25085. }
  25086. // check if two segments intersect
  25087. function intersects(p1, q1, p2, q2) {
  25088. const o1 = sign(area(p1, q1, p2));
  25089. const o2 = sign(area(p1, q1, q2));
  25090. const o3 = sign(area(p2, q2, p1));
  25091. const o4 = sign(area(p2, q2, q1));
  25092. if (o1 !== o2 && o3 !== o4) return true; // general case
  25093. if (o1 === 0 && onSegment(p1, p2, q1)) return true; // p1, q1 and p2 are collinear and p2 lies on p1q1
  25094. if (o2 === 0 && onSegment(p1, q2, q1)) return true; // p1, q1 and q2 are collinear and q2 lies on p1q1
  25095. if (o3 === 0 && onSegment(p2, p1, q2)) return true; // p2, q2 and p1 are collinear and p1 lies on p2q2
  25096. if (o4 === 0 && onSegment(p2, q1, q2)) return true; // p2, q2 and q1 are collinear and q1 lies on p2q2
  25097. return false;
  25098. }
  25099. // for collinear points p, q, r, check if point q lies on segment pr
  25100. function onSegment(p, q, r) {
  25101. 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);
  25102. }
  25103. function sign(num) {
  25104. return num > 0 ? 1 : num < 0 ? -1 : 0;
  25105. }
  25106. // check if a polygon diagonal intersects any polygon segments
  25107. function intersectsPolygon(a, b) {
  25108. let p = a;
  25109. do {
  25110. if (p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&
  25111. intersects(p, p.next, a, b)) return true;
  25112. p = p.next;
  25113. } while (p !== a);
  25114. return false;
  25115. }
  25116. // check if a polygon diagonal is locally inside the polygon
  25117. function locallyInside(a, b) {
  25118. return area(a.prev, a, a.next) < 0 ?
  25119. area(a, b, a.next) >= 0 && area(a, a.prev, b) >= 0 :
  25120. area(a, b, a.prev) < 0 || area(a, a.next, b) < 0;
  25121. }
  25122. // check if the middle point of a polygon diagonal is inside the polygon
  25123. function middleInside(a, b) {
  25124. let p = a;
  25125. let inside = false;
  25126. const px = (a.x + b.x) / 2;
  25127. const py = (a.y + b.y) / 2;
  25128. do {
  25129. if (((p.y > py) !== (p.next.y > py)) && p.next.y !== p.y &&
  25130. (px < (p.next.x - p.x) * (py - p.y) / (p.next.y - p.y) + p.x))
  25131. inside = !inside;
  25132. p = p.next;
  25133. } while (p !== a);
  25134. return inside;
  25135. }
  25136. // link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;
  25137. // if one belongs to the outer ring and another to a hole, it merges it into a single ring
  25138. function splitPolygon(a, b) {
  25139. const a2 = createNode(a.i, a.x, a.y),
  25140. b2 = createNode(b.i, b.x, b.y),
  25141. an = a.next,
  25142. bp = b.prev;
  25143. a.next = b;
  25144. b.prev = a;
  25145. a2.next = an;
  25146. an.prev = a2;
  25147. b2.next = a2;
  25148. a2.prev = b2;
  25149. bp.next = b2;
  25150. b2.prev = bp;
  25151. return b2;
  25152. }
  25153. // create a node and optionally link it with previous one (in a circular doubly linked list)
  25154. function insertNode(i, x, y, last) {
  25155. const p = createNode(i, x, y);
  25156. if (!last) {
  25157. p.prev = p;
  25158. p.next = p;
  25159. } else {
  25160. p.next = last.next;
  25161. p.prev = last;
  25162. last.next.prev = p;
  25163. last.next = p;
  25164. }
  25165. return p;
  25166. }
  25167. function removeNode(p) {
  25168. p.next.prev = p.prev;
  25169. p.prev.next = p.next;
  25170. if (p.prevZ) p.prevZ.nextZ = p.nextZ;
  25171. if (p.nextZ) p.nextZ.prevZ = p.prevZ;
  25172. }
  25173. function createNode(i, x, y) {
  25174. return {
  25175. i, // vertex index in coordinates array
  25176. x, y, // vertex coordinates
  25177. prev: null, // previous and next vertex nodes in a polygon ring
  25178. next: null,
  25179. z: 0, // z-order curve value
  25180. prevZ: null, // previous and next nodes in z-order
  25181. nextZ: null,
  25182. steiner: false // indicates whether this is a steiner point
  25183. };
  25184. }
  25185. function signedArea(data, start, end, dim) {
  25186. let sum = 0;
  25187. for (let i = start, j = end - dim; i < end; i += dim) {
  25188. sum += (data[j] - data[i]) * (data[i + 1] + data[j + 1]);
  25189. j = i;
  25190. }
  25191. return sum;
  25192. }
  25193. class Earcut {
  25194. /**
  25195. * Triangulates the given shape definition by returning an array of triangles.
  25196. *
  25197. * @param {Array<number>} data - An array with 2D points.
  25198. * @param {Array<number>} holeIndices - An array with indices defining holes.
  25199. * @param {number} [dim=2] - The number of coordinates per vertex in the input array.
  25200. * @return {Array<number>} An array representing the triangulated faces. Each face is defined by three consecutive numbers
  25201. * representing vertex indices.
  25202. */
  25203. static triangulate( data, holeIndices, dim = 2 ) {
  25204. return earcut( data, holeIndices, dim );
  25205. }
  25206. }
  25207. /**
  25208. * A class containing utility functions for shapes.
  25209. *
  25210. * @hideconstructor
  25211. */
  25212. class ShapeUtils {
  25213. /**
  25214. * Calculate area of a ( 2D ) contour polygon.
  25215. *
  25216. * @param {Array<Vector2>} contour - An array of 2D points.
  25217. * @return {number} The area.
  25218. */
  25219. static area( contour ) {
  25220. const n = contour.length;
  25221. let a = 0.0;
  25222. for ( let p = n - 1, q = 0; q < n; p = q ++ ) {
  25223. a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;
  25224. }
  25225. return a * 0.5;
  25226. }
  25227. /**
  25228. * Returns `true` if the given contour uses a clockwise winding order.
  25229. *
  25230. * @param {Array<Vector2>} pts - An array of 2D points defining a polygon.
  25231. * @return {boolean} Whether the given contour uses a clockwise winding order or not.
  25232. */
  25233. static isClockWise( pts ) {
  25234. return ShapeUtils.area( pts ) < 0;
  25235. }
  25236. /**
  25237. * Triangulates the given shape definition.
  25238. *
  25239. * @param {Array<Vector2>} contour - An array of 2D points defining the contour.
  25240. * @param {Array<Array<Vector2>>} holes - An array that holds arrays of 2D points defining the holes.
  25241. * @return {Array<Array<number>>} An array that holds for each face definition an array with three indices.
  25242. */
  25243. static triangulateShape( contour, holes ) {
  25244. const vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ]
  25245. const holeIndices = []; // array of hole indices
  25246. const faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ]
  25247. removeDupEndPts( contour );
  25248. addContour( vertices, contour );
  25249. //
  25250. let holeIndex = contour.length;
  25251. holes.forEach( removeDupEndPts );
  25252. for ( let i = 0; i < holes.length; i ++ ) {
  25253. holeIndices.push( holeIndex );
  25254. holeIndex += holes[ i ].length;
  25255. addContour( vertices, holes[ i ] );
  25256. }
  25257. //
  25258. const triangles = Earcut.triangulate( vertices, holeIndices );
  25259. //
  25260. for ( let i = 0; i < triangles.length; i += 3 ) {
  25261. faces.push( triangles.slice( i, i + 3 ) );
  25262. }
  25263. return faces;
  25264. }
  25265. }
  25266. function removeDupEndPts( points ) {
  25267. const l = points.length;
  25268. if ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) {
  25269. points.pop();
  25270. }
  25271. }
  25272. function addContour( vertices, contour ) {
  25273. for ( let i = 0; i < contour.length; i ++ ) {
  25274. vertices.push( contour[ i ].x );
  25275. vertices.push( contour[ i ].y );
  25276. }
  25277. }
  25278. /**
  25279. * Creates extruded geometry from a path shape.
  25280. *
  25281. * ```js
  25282. * const length = 12, width = 8;
  25283. *
  25284. * const shape = new THREE.Shape();
  25285. * shape.moveTo( 0,0 );
  25286. * shape.lineTo( 0, width );
  25287. * shape.lineTo( length, width );
  25288. * shape.lineTo( length, 0 );
  25289. * shape.lineTo( 0, 0 );
  25290. *
  25291. * const geometry = new THREE.ExtrudeGeometry( shape );
  25292. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
  25293. * const mesh = new THREE.Mesh( geometry, material ) ;
  25294. * scene.add( mesh );
  25295. * ```
  25296. *
  25297. * @augments BufferGeometry
  25298. */
  25299. class ExtrudeGeometry extends BufferGeometry {
  25300. /**
  25301. * Constructs a new extrude geometry.
  25302. *
  25303. * @param {Shape|Array<Shape>} [shapes] - A shape or an array of shapes.
  25304. * @param {ExtrudeGeometry~Options} [options] - The extrude settings.
  25305. */
  25306. 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 = {} ) {
  25307. super();
  25308. this.type = 'ExtrudeGeometry';
  25309. /**
  25310. * Holds the constructor parameters that have been
  25311. * used to generate the geometry. Any modification
  25312. * after instantiation does not change the geometry.
  25313. *
  25314. * @type {Object}
  25315. */
  25316. this.parameters = {
  25317. shapes: shapes,
  25318. options: options
  25319. };
  25320. shapes = Array.isArray( shapes ) ? shapes : [ shapes ];
  25321. const scope = this;
  25322. const verticesArray = [];
  25323. const uvArray = [];
  25324. for ( let i = 0, l = shapes.length; i < l; i ++ ) {
  25325. const shape = shapes[ i ];
  25326. addShape( shape );
  25327. }
  25328. // build geometry
  25329. this.setAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) );
  25330. this.setAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) );
  25331. this.computeVertexNormals();
  25332. // functions
  25333. function addShape( shape ) {
  25334. const placeholder = [];
  25335. // options
  25336. const curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
  25337. const steps = options.steps !== undefined ? options.steps : 1;
  25338. const depth = options.depth !== undefined ? options.depth : 1;
  25339. let bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true;
  25340. let bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 0.2;
  25341. let bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 0.1;
  25342. let bevelOffset = options.bevelOffset !== undefined ? options.bevelOffset : 0;
  25343. let bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;
  25344. const extrudePath = options.extrudePath;
  25345. const uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator;
  25346. //
  25347. let extrudePts, extrudeByPath = false;
  25348. let splineTube, binormal, normal, position2;
  25349. if ( extrudePath ) {
  25350. extrudePts = extrudePath.getSpacedPoints( steps );
  25351. extrudeByPath = true;
  25352. bevelEnabled = false; // bevels not supported for path extrusion
  25353. // SETUP TNB variables
  25354. // TODO1 - have a .isClosed in spline?
  25355. splineTube = extrudePath.computeFrenetFrames( steps, false );
  25356. // console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
  25357. binormal = new Vector3();
  25358. normal = new Vector3();
  25359. position2 = new Vector3();
  25360. }
  25361. // Safeguards if bevels are not enabled
  25362. if ( ! bevelEnabled ) {
  25363. bevelSegments = 0;
  25364. bevelThickness = 0;
  25365. bevelSize = 0;
  25366. bevelOffset = 0;
  25367. }
  25368. // Variables initialization
  25369. const shapePoints = shape.extractPoints( curveSegments );
  25370. let vertices = shapePoints.shape;
  25371. const holes = shapePoints.holes;
  25372. const reverse = ! ShapeUtils.isClockWise( vertices );
  25373. if ( reverse ) {
  25374. vertices = vertices.reverse();
  25375. // Maybe we should also check if holes are in the opposite direction, just to be safe ...
  25376. for ( let h = 0, hl = holes.length; h < hl; h ++ ) {
  25377. const ahole = holes[ h ];
  25378. if ( ShapeUtils.isClockWise( ahole ) ) {
  25379. holes[ h ] = ahole.reverse();
  25380. }
  25381. }
  25382. }
  25383. const faces = ShapeUtils.triangulateShape( vertices, holes );
  25384. /* Vertices */
  25385. const contour = vertices; // vertices has all points but contour has only points of circumference
  25386. for ( let h = 0, hl = holes.length; h < hl; h ++ ) {
  25387. const ahole = holes[ h ];
  25388. vertices = vertices.concat( ahole );
  25389. }
  25390. function scalePt2( pt, vec, size ) {
  25391. if ( ! vec ) console.error( 'THREE.ExtrudeGeometry: vec does not exist' );
  25392. return pt.clone().addScaledVector( vec, size );
  25393. }
  25394. const vlen = vertices.length, flen = faces.length;
  25395. // Find directions for point movement
  25396. function getBevelVec( inPt, inPrev, inNext ) {
  25397. // computes for inPt the corresponding point inPt' on a new contour
  25398. // shifted by 1 unit (length of normalized vector) to the left
  25399. // if we walk along contour clockwise, this new contour is outside the old one
  25400. //
  25401. // inPt' is the intersection of the two lines parallel to the two
  25402. // adjacent edges of inPt at a distance of 1 unit on the left side.
  25403. let v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt
  25404. // good reading for geometry algorithms (here: line-line intersection)
  25405. // http://geomalgorithms.com/a05-_intersect-1.html
  25406. const v_prev_x = inPt.x - inPrev.x,
  25407. v_prev_y = inPt.y - inPrev.y;
  25408. const v_next_x = inNext.x - inPt.x,
  25409. v_next_y = inNext.y - inPt.y;
  25410. const v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );
  25411. // check for collinear edges
  25412. const collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  25413. if ( Math.abs( collinear0 ) > Number.EPSILON ) {
  25414. // not collinear
  25415. // length of vectors for normalizing
  25416. const v_prev_len = Math.sqrt( v_prev_lensq );
  25417. const v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );
  25418. // shift adjacent points by unit vectors to the left
  25419. const ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );
  25420. const ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );
  25421. const ptNextShift_x = ( inNext.x - v_next_y / v_next_len );
  25422. const ptNextShift_y = ( inNext.y + v_next_x / v_next_len );
  25423. // scaling factor for v_prev to intersection point
  25424. const sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -
  25425. ( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /
  25426. ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  25427. // vector from inPt to intersection point
  25428. v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );
  25429. v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );
  25430. // Don't normalize!, otherwise sharp corners become ugly
  25431. // but prevent crazy spikes
  25432. const v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y );
  25433. if ( v_trans_lensq <= 2 ) {
  25434. return new Vector2( v_trans_x, v_trans_y );
  25435. } else {
  25436. shrink_by = Math.sqrt( v_trans_lensq / 2 );
  25437. }
  25438. } else {
  25439. // handle special case of collinear edges
  25440. let direction_eq = false; // assumes: opposite
  25441. if ( v_prev_x > Number.EPSILON ) {
  25442. if ( v_next_x > Number.EPSILON ) {
  25443. direction_eq = true;
  25444. }
  25445. } else {
  25446. if ( v_prev_x < - Number.EPSILON ) {
  25447. if ( v_next_x < - Number.EPSILON ) {
  25448. direction_eq = true;
  25449. }
  25450. } else {
  25451. if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) {
  25452. direction_eq = true;
  25453. }
  25454. }
  25455. }
  25456. if ( direction_eq ) {
  25457. // console.log("Warning: lines are a straight sequence");
  25458. v_trans_x = - v_prev_y;
  25459. v_trans_y = v_prev_x;
  25460. shrink_by = Math.sqrt( v_prev_lensq );
  25461. } else {
  25462. // console.log("Warning: lines are a straight spike");
  25463. v_trans_x = v_prev_x;
  25464. v_trans_y = v_prev_y;
  25465. shrink_by = Math.sqrt( v_prev_lensq / 2 );
  25466. }
  25467. }
  25468. return new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );
  25469. }
  25470. const contourMovements = [];
  25471. for ( let i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  25472. if ( j === il ) j = 0;
  25473. if ( k === il ) k = 0;
  25474. // (j)---(i)---(k)
  25475. // console.log('i,j,k', i, j , k)
  25476. contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] );
  25477. }
  25478. const holesMovements = [];
  25479. let oneHoleMovements, verticesMovements = contourMovements.concat();
  25480. for ( let h = 0, hl = holes.length; h < hl; h ++ ) {
  25481. const ahole = holes[ h ];
  25482. oneHoleMovements = [];
  25483. for ( let i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  25484. if ( j === il ) j = 0;
  25485. if ( k === il ) k = 0;
  25486. // (j)---(i)---(k)
  25487. oneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );
  25488. }
  25489. holesMovements.push( oneHoleMovements );
  25490. verticesMovements = verticesMovements.concat( oneHoleMovements );
  25491. }
  25492. // Loop bevelSegments, 1 for the front, 1 for the back
  25493. for ( let b = 0; b < bevelSegments; b ++ ) {
  25494. //for ( b = bevelSegments; b > 0; b -- ) {
  25495. const t = b / bevelSegments;
  25496. const z = bevelThickness * Math.cos( t * Math.PI / 2 );
  25497. const bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
  25498. // contract shape
  25499. for ( let i = 0, il = contour.length; i < il; i ++ ) {
  25500. const vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  25501. v( vert.x, vert.y, - z );
  25502. }
  25503. // expand holes
  25504. for ( let h = 0, hl = holes.length; h < hl; h ++ ) {
  25505. const ahole = holes[ h ];
  25506. oneHoleMovements = holesMovements[ h ];
  25507. for ( let i = 0, il = ahole.length; i < il; i ++ ) {
  25508. const vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  25509. v( vert.x, vert.y, - z );
  25510. }
  25511. }
  25512. }
  25513. const bs = bevelSize + bevelOffset;
  25514. // Back facing vertices
  25515. for ( let i = 0; i < vlen; i ++ ) {
  25516. const vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  25517. if ( ! extrudeByPath ) {
  25518. v( vert.x, vert.y, 0 );
  25519. } else {
  25520. // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
  25521. normal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x );
  25522. binormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y );
  25523. position2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal );
  25524. v( position2.x, position2.y, position2.z );
  25525. }
  25526. }
  25527. // Add stepped vertices...
  25528. // Including front facing vertices
  25529. for ( let s = 1; s <= steps; s ++ ) {
  25530. for ( let i = 0; i < vlen; i ++ ) {
  25531. const vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  25532. if ( ! extrudeByPath ) {
  25533. v( vert.x, vert.y, depth / steps * s );
  25534. } else {
  25535. // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );
  25536. normal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x );
  25537. binormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y );
  25538. position2.copy( extrudePts[ s ] ).add( normal ).add( binormal );
  25539. v( position2.x, position2.y, position2.z );
  25540. }
  25541. }
  25542. }
  25543. // Add bevel segments planes
  25544. //for ( b = 1; b <= bevelSegments; b ++ ) {
  25545. for ( let b = bevelSegments - 1; b >= 0; b -- ) {
  25546. const t = b / bevelSegments;
  25547. const z = bevelThickness * Math.cos( t * Math.PI / 2 );
  25548. const bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
  25549. // contract shape
  25550. for ( let i = 0, il = contour.length; i < il; i ++ ) {
  25551. const vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  25552. v( vert.x, vert.y, depth + z );
  25553. }
  25554. // expand holes
  25555. for ( let h = 0, hl = holes.length; h < hl; h ++ ) {
  25556. const ahole = holes[ h ];
  25557. oneHoleMovements = holesMovements[ h ];
  25558. for ( let i = 0, il = ahole.length; i < il; i ++ ) {
  25559. const vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  25560. if ( ! extrudeByPath ) {
  25561. v( vert.x, vert.y, depth + z );
  25562. } else {
  25563. v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );
  25564. }
  25565. }
  25566. }
  25567. }
  25568. /* Faces */
  25569. // Top and bottom faces
  25570. buildLidFaces();
  25571. // Sides faces
  25572. buildSideFaces();
  25573. ///// Internal functions
  25574. function buildLidFaces() {
  25575. const start = verticesArray.length / 3;
  25576. if ( bevelEnabled ) {
  25577. let layer = 0; // steps + 1
  25578. let offset = vlen * layer;
  25579. // Bottom faces
  25580. for ( let i = 0; i < flen; i ++ ) {
  25581. const face = faces[ i ];
  25582. f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset );
  25583. }
  25584. layer = steps + bevelSegments * 2;
  25585. offset = vlen * layer;
  25586. // Top faces
  25587. for ( let i = 0; i < flen; i ++ ) {
  25588. const face = faces[ i ];
  25589. f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset );
  25590. }
  25591. } else {
  25592. // Bottom faces
  25593. for ( let i = 0; i < flen; i ++ ) {
  25594. const face = faces[ i ];
  25595. f3( face[ 2 ], face[ 1 ], face[ 0 ] );
  25596. }
  25597. // Top faces
  25598. for ( let i = 0; i < flen; i ++ ) {
  25599. const face = faces[ i ];
  25600. f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps );
  25601. }
  25602. }
  25603. scope.addGroup( start, verticesArray.length / 3 - start, 0 );
  25604. }
  25605. // Create faces for the z-sides of the shape
  25606. function buildSideFaces() {
  25607. const start = verticesArray.length / 3;
  25608. let layeroffset = 0;
  25609. sidewalls( contour, layeroffset );
  25610. layeroffset += contour.length;
  25611. for ( let h = 0, hl = holes.length; h < hl; h ++ ) {
  25612. const ahole = holes[ h ];
  25613. sidewalls( ahole, layeroffset );
  25614. //, true
  25615. layeroffset += ahole.length;
  25616. }
  25617. scope.addGroup( start, verticesArray.length / 3 - start, 1 );
  25618. }
  25619. function sidewalls( contour, layeroffset ) {
  25620. let i = contour.length;
  25621. while ( -- i >= 0 ) {
  25622. const j = i;
  25623. let k = i - 1;
  25624. if ( k < 0 ) k = contour.length - 1;
  25625. //console.log('b', i,j, i-1, k,vertices.length);
  25626. for ( let s = 0, sl = ( steps + bevelSegments * 2 ); s < sl; s ++ ) {
  25627. const slen1 = vlen * s;
  25628. const slen2 = vlen * ( s + 1 );
  25629. const a = layeroffset + j + slen1,
  25630. b = layeroffset + k + slen1,
  25631. c = layeroffset + k + slen2,
  25632. d = layeroffset + j + slen2;
  25633. f4( a, b, c, d );
  25634. }
  25635. }
  25636. }
  25637. function v( x, y, z ) {
  25638. placeholder.push( x );
  25639. placeholder.push( y );
  25640. placeholder.push( z );
  25641. }
  25642. function f3( a, b, c ) {
  25643. addVertex( a );
  25644. addVertex( b );
  25645. addVertex( c );
  25646. const nextIndex = verticesArray.length / 3;
  25647. const uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  25648. addUV( uvs[ 0 ] );
  25649. addUV( uvs[ 1 ] );
  25650. addUV( uvs[ 2 ] );
  25651. }
  25652. function f4( a, b, c, d ) {
  25653. addVertex( a );
  25654. addVertex( b );
  25655. addVertex( d );
  25656. addVertex( b );
  25657. addVertex( c );
  25658. addVertex( d );
  25659. const nextIndex = verticesArray.length / 3;
  25660. const uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  25661. addUV( uvs[ 0 ] );
  25662. addUV( uvs[ 1 ] );
  25663. addUV( uvs[ 3 ] );
  25664. addUV( uvs[ 1 ] );
  25665. addUV( uvs[ 2 ] );
  25666. addUV( uvs[ 3 ] );
  25667. }
  25668. function addVertex( index ) {
  25669. verticesArray.push( placeholder[ index * 3 + 0 ] );
  25670. verticesArray.push( placeholder[ index * 3 + 1 ] );
  25671. verticesArray.push( placeholder[ index * 3 + 2 ] );
  25672. }
  25673. function addUV( vector2 ) {
  25674. uvArray.push( vector2.x );
  25675. uvArray.push( vector2.y );
  25676. }
  25677. }
  25678. }
  25679. copy( source ) {
  25680. super.copy( source );
  25681. this.parameters = Object.assign( {}, source.parameters );
  25682. return this;
  25683. }
  25684. toJSON() {
  25685. const data = super.toJSON();
  25686. const shapes = this.parameters.shapes;
  25687. const options = this.parameters.options;
  25688. return toJSON$1( shapes, options, data );
  25689. }
  25690. /**
  25691. * Factory method for creating an instance of this class from the given
  25692. * JSON object.
  25693. *
  25694. * @param {Object} data - A JSON object representing the serialized geometry.
  25695. * @param {Array<Shape>} shapes - An array of shapes.
  25696. * @return {ExtrudeGeometry} A new instance.
  25697. */
  25698. static fromJSON( data, shapes ) {
  25699. const geometryShapes = [];
  25700. for ( let j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  25701. const shape = shapes[ data.shapes[ j ] ];
  25702. geometryShapes.push( shape );
  25703. }
  25704. const extrudePath = data.options.extrudePath;
  25705. if ( extrudePath !== undefined ) {
  25706. data.options.extrudePath = new Curves[ extrudePath.type ]().fromJSON( extrudePath );
  25707. }
  25708. return new ExtrudeGeometry( geometryShapes, data.options );
  25709. }
  25710. }
  25711. const WorldUVGenerator = {
  25712. generateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) {
  25713. const a_x = vertices[ indexA * 3 ];
  25714. const a_y = vertices[ indexA * 3 + 1 ];
  25715. const b_x = vertices[ indexB * 3 ];
  25716. const b_y = vertices[ indexB * 3 + 1 ];
  25717. const c_x = vertices[ indexC * 3 ];
  25718. const c_y = vertices[ indexC * 3 + 1 ];
  25719. return [
  25720. new Vector2( a_x, a_y ),
  25721. new Vector2( b_x, b_y ),
  25722. new Vector2( c_x, c_y )
  25723. ];
  25724. },
  25725. generateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) {
  25726. const a_x = vertices[ indexA * 3 ];
  25727. const a_y = vertices[ indexA * 3 + 1 ];
  25728. const a_z = vertices[ indexA * 3 + 2 ];
  25729. const b_x = vertices[ indexB * 3 ];
  25730. const b_y = vertices[ indexB * 3 + 1 ];
  25731. const b_z = vertices[ indexB * 3 + 2 ];
  25732. const c_x = vertices[ indexC * 3 ];
  25733. const c_y = vertices[ indexC * 3 + 1 ];
  25734. const c_z = vertices[ indexC * 3 + 2 ];
  25735. const d_x = vertices[ indexD * 3 ];
  25736. const d_y = vertices[ indexD * 3 + 1 ];
  25737. const d_z = vertices[ indexD * 3 + 2 ];
  25738. if ( Math.abs( a_y - b_y ) < Math.abs( a_x - b_x ) ) {
  25739. return [
  25740. new Vector2( a_x, 1 - a_z ),
  25741. new Vector2( b_x, 1 - b_z ),
  25742. new Vector2( c_x, 1 - c_z ),
  25743. new Vector2( d_x, 1 - d_z )
  25744. ];
  25745. } else {
  25746. return [
  25747. new Vector2( a_y, 1 - a_z ),
  25748. new Vector2( b_y, 1 - b_z ),
  25749. new Vector2( c_y, 1 - c_z ),
  25750. new Vector2( d_y, 1 - d_z )
  25751. ];
  25752. }
  25753. }
  25754. };
  25755. function toJSON$1( shapes, options, data ) {
  25756. data.shapes = [];
  25757. if ( Array.isArray( shapes ) ) {
  25758. for ( let i = 0, l = shapes.length; i < l; i ++ ) {
  25759. const shape = shapes[ i ];
  25760. data.shapes.push( shape.uuid );
  25761. }
  25762. } else {
  25763. data.shapes.push( shapes.uuid );
  25764. }
  25765. data.options = Object.assign( {}, options );
  25766. if ( options.extrudePath !== undefined ) data.options.extrudePath = options.extrudePath.toJSON();
  25767. return data;
  25768. }
  25769. /**
  25770. * A geometry class for representing an icosahedron.
  25771. *
  25772. * ```js
  25773. * const geometry = new THREE.IcosahedronGeometry();
  25774. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  25775. * const icosahedron = new THREE.Mesh( geometry, material );
  25776. * scene.add( icosahedron );
  25777. * ```
  25778. *
  25779. * @augments PolyhedronGeometry
  25780. */
  25781. class IcosahedronGeometry extends PolyhedronGeometry {
  25782. /**
  25783. * Constructs a new icosahedron geometry.
  25784. *
  25785. * @param {number} [radius=1] - Radius of the icosahedron.
  25786. * @param {number} [detail=0] - Setting this to a value greater than `0` adds vertices making it no longer a icosahedron.
  25787. */
  25788. constructor( radius = 1, detail = 0 ) {
  25789. const t = ( 1 + Math.sqrt( 5 ) ) / 2;
  25790. const vertices = [
  25791. - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t, 0,
  25792. 0, - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t,
  25793. t, 0, - 1, t, 0, 1, - t, 0, - 1, - t, 0, 1
  25794. ];
  25795. const indices = [
  25796. 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11,
  25797. 1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8,
  25798. 3, 9, 4, 3, 4, 2, 3, 2, 6, 3, 6, 8, 3, 8, 9,
  25799. 4, 9, 5, 2, 4, 11, 6, 2, 10, 8, 6, 7, 9, 8, 1
  25800. ];
  25801. super( vertices, indices, radius, detail );
  25802. this.type = 'IcosahedronGeometry';
  25803. /**
  25804. * Holds the constructor parameters that have been
  25805. * used to generate the geometry. Any modification
  25806. * after instantiation does not change the geometry.
  25807. *
  25808. * @type {Object}
  25809. */
  25810. this.parameters = {
  25811. radius: radius,
  25812. detail: detail
  25813. };
  25814. }
  25815. /**
  25816. * Factory method for creating an instance of this class from the given
  25817. * JSON object.
  25818. *
  25819. * @param {Object} data - A JSON object representing the serialized geometry.
  25820. * @return {IcosahedronGeometry} A new instance.
  25821. */
  25822. static fromJSON( data ) {
  25823. return new IcosahedronGeometry( data.radius, data.detail );
  25824. }
  25825. }
  25826. /**
  25827. * A geometry class for representing an octahedron.
  25828. *
  25829. * ```js
  25830. * const geometry = new THREE.OctahedronGeometry();
  25831. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  25832. * const octahedron = new THREE.Mesh( geometry, material );
  25833. * scene.add( octahedron );
  25834. * ```
  25835. *
  25836. * @augments PolyhedronGeometry
  25837. */
  25838. class OctahedronGeometry extends PolyhedronGeometry {
  25839. /**
  25840. * Constructs a new octahedron geometry.
  25841. *
  25842. * @param {number} [radius=1] - Radius of the octahedron.
  25843. * @param {number} [detail=0] - Setting this to a value greater than `0` adds vertices making it no longer a octahedron.
  25844. */
  25845. constructor( radius = 1, detail = 0 ) {
  25846. const vertices = [
  25847. 1, 0, 0, - 1, 0, 0, 0, 1, 0,
  25848. 0, - 1, 0, 0, 0, 1, 0, 0, - 1
  25849. ];
  25850. const indices = [
  25851. 0, 2, 4, 0, 4, 3, 0, 3, 5,
  25852. 0, 5, 2, 1, 2, 5, 1, 5, 3,
  25853. 1, 3, 4, 1, 4, 2
  25854. ];
  25855. super( vertices, indices, radius, detail );
  25856. this.type = 'OctahedronGeometry';
  25857. /**
  25858. * Holds the constructor parameters that have been
  25859. * used to generate the geometry. Any modification
  25860. * after instantiation does not change the geometry.
  25861. *
  25862. * @type {Object}
  25863. */
  25864. this.parameters = {
  25865. radius: radius,
  25866. detail: detail
  25867. };
  25868. }
  25869. /**
  25870. * Factory method for creating an instance of this class from the given
  25871. * JSON object.
  25872. *
  25873. * @param {Object} data - A JSON object representing the serialized geometry.
  25874. * @return {OctahedronGeometry} A new instance.
  25875. */
  25876. static fromJSON( data ) {
  25877. return new OctahedronGeometry( data.radius, data.detail );
  25878. }
  25879. }
  25880. /**
  25881. * A geometry class for representing a plane.
  25882. *
  25883. * ```js
  25884. * const geometry = new THREE.PlaneGeometry( 1, 1 );
  25885. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00, side: THREE.DoubleSide } );
  25886. * const plane = new THREE.Mesh( geometry, material );
  25887. * scene.add( plane );
  25888. * ```
  25889. *
  25890. * @augments BufferGeometry
  25891. */
  25892. class PlaneGeometry extends BufferGeometry {
  25893. /**
  25894. * Constructs a new plane geometry.
  25895. *
  25896. * @param {number} [width=1] - The width along the X axis.
  25897. * @param {number} [height=1] - The height along the Y axis
  25898. * @param {number} [widthSegments=1] - The number of segments along the X axis.
  25899. * @param {number} [heightSegments=1] - The number of segments along the Y axis.
  25900. */
  25901. constructor( width = 1, height = 1, widthSegments = 1, heightSegments = 1 ) {
  25902. super();
  25903. this.type = 'PlaneGeometry';
  25904. /**
  25905. * Holds the constructor parameters that have been
  25906. * used to generate the geometry. Any modification
  25907. * after instantiation does not change the geometry.
  25908. *
  25909. * @type {Object}
  25910. */
  25911. this.parameters = {
  25912. width: width,
  25913. height: height,
  25914. widthSegments: widthSegments,
  25915. heightSegments: heightSegments
  25916. };
  25917. const width_half = width / 2;
  25918. const height_half = height / 2;
  25919. const gridX = Math.floor( widthSegments );
  25920. const gridY = Math.floor( heightSegments );
  25921. const gridX1 = gridX + 1;
  25922. const gridY1 = gridY + 1;
  25923. const segment_width = width / gridX;
  25924. const segment_height = height / gridY;
  25925. //
  25926. const indices = [];
  25927. const vertices = [];
  25928. const normals = [];
  25929. const uvs = [];
  25930. for ( let iy = 0; iy < gridY1; iy ++ ) {
  25931. const y = iy * segment_height - height_half;
  25932. for ( let ix = 0; ix < gridX1; ix ++ ) {
  25933. const x = ix * segment_width - width_half;
  25934. vertices.push( x, - y, 0 );
  25935. normals.push( 0, 0, 1 );
  25936. uvs.push( ix / gridX );
  25937. uvs.push( 1 - ( iy / gridY ) );
  25938. }
  25939. }
  25940. for ( let iy = 0; iy < gridY; iy ++ ) {
  25941. for ( let ix = 0; ix < gridX; ix ++ ) {
  25942. const a = ix + gridX1 * iy;
  25943. const b = ix + gridX1 * ( iy + 1 );
  25944. const c = ( ix + 1 ) + gridX1 * ( iy + 1 );
  25945. const d = ( ix + 1 ) + gridX1 * iy;
  25946. indices.push( a, b, d );
  25947. indices.push( b, c, d );
  25948. }
  25949. }
  25950. this.setIndex( indices );
  25951. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  25952. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  25953. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  25954. }
  25955. copy( source ) {
  25956. super.copy( source );
  25957. this.parameters = Object.assign( {}, source.parameters );
  25958. return this;
  25959. }
  25960. /**
  25961. * Factory method for creating an instance of this class from the given
  25962. * JSON object.
  25963. *
  25964. * @param {Object} data - A JSON object representing the serialized geometry.
  25965. * @return {PlaneGeometry} A new instance.
  25966. */
  25967. static fromJSON( data ) {
  25968. return new PlaneGeometry( data.width, data.height, data.widthSegments, data.heightSegments );
  25969. }
  25970. }
  25971. /**
  25972. * A class for generating a two-dimensional ring geometry.
  25973. *
  25974. * ```js
  25975. * const geometry = new THREE.RingGeometry( 1, 5, 32 );
  25976. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00, side: THREE.DoubleSide } );
  25977. * const mesh = new THREE.Mesh( geometry, material );
  25978. * scene.add( mesh );
  25979. * ```
  25980. *
  25981. * @augments BufferGeometry
  25982. */
  25983. class RingGeometry extends BufferGeometry {
  25984. /**
  25985. * Constructs a new ring geometry.
  25986. *
  25987. * @param {number} [innerRadius=0.5] - The inner radius of the ring.
  25988. * @param {number} [outerRadius=1] - The outer radius of the ring.
  25989. * @param {number} [thetaSegments=32] - Number of segments. A higher number means the ring will be more round. Minimum is `3`.
  25990. * @param {number} [phiSegments=1] - Number of segments per ring segment. Minimum is `1`.
  25991. * @param {number} [thetaStart=0] - Starting angle in radians.
  25992. * @param {number} [thetaLength=Math.PI*2] - Central angle in radians.
  25993. */
  25994. constructor( innerRadius = 0.5, outerRadius = 1, thetaSegments = 32, phiSegments = 1, thetaStart = 0, thetaLength = Math.PI * 2 ) {
  25995. super();
  25996. this.type = 'RingGeometry';
  25997. /**
  25998. * Holds the constructor parameters that have been
  25999. * used to generate the geometry. Any modification
  26000. * after instantiation does not change the geometry.
  26001. *
  26002. * @type {Object}
  26003. */
  26004. this.parameters = {
  26005. innerRadius: innerRadius,
  26006. outerRadius: outerRadius,
  26007. thetaSegments: thetaSegments,
  26008. phiSegments: phiSegments,
  26009. thetaStart: thetaStart,
  26010. thetaLength: thetaLength
  26011. };
  26012. thetaSegments = Math.max( 3, thetaSegments );
  26013. phiSegments = Math.max( 1, phiSegments );
  26014. // buffers
  26015. const indices = [];
  26016. const vertices = [];
  26017. const normals = [];
  26018. const uvs = [];
  26019. // some helper variables
  26020. let radius = innerRadius;
  26021. const radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );
  26022. const vertex = new Vector3();
  26023. const uv = new Vector2();
  26024. // generate vertices, normals and uvs
  26025. for ( let j = 0; j <= phiSegments; j ++ ) {
  26026. for ( let i = 0; i <= thetaSegments; i ++ ) {
  26027. // values are generate from the inside of the ring to the outside
  26028. const segment = thetaStart + i / thetaSegments * thetaLength;
  26029. // vertex
  26030. vertex.x = radius * Math.cos( segment );
  26031. vertex.y = radius * Math.sin( segment );
  26032. vertices.push( vertex.x, vertex.y, vertex.z );
  26033. // normal
  26034. normals.push( 0, 0, 1 );
  26035. // uv
  26036. uv.x = ( vertex.x / outerRadius + 1 ) / 2;
  26037. uv.y = ( vertex.y / outerRadius + 1 ) / 2;
  26038. uvs.push( uv.x, uv.y );
  26039. }
  26040. // increase the radius for next row of vertices
  26041. radius += radiusStep;
  26042. }
  26043. // indices
  26044. for ( let j = 0; j < phiSegments; j ++ ) {
  26045. const thetaSegmentLevel = j * ( thetaSegments + 1 );
  26046. for ( let i = 0; i < thetaSegments; i ++ ) {
  26047. const segment = i + thetaSegmentLevel;
  26048. const a = segment;
  26049. const b = segment + thetaSegments + 1;
  26050. const c = segment + thetaSegments + 2;
  26051. const d = segment + 1;
  26052. // faces
  26053. indices.push( a, b, d );
  26054. indices.push( b, c, d );
  26055. }
  26056. }
  26057. // build geometry
  26058. this.setIndex( indices );
  26059. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26060. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  26061. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  26062. }
  26063. copy( source ) {
  26064. super.copy( source );
  26065. this.parameters = Object.assign( {}, source.parameters );
  26066. return this;
  26067. }
  26068. /**
  26069. * Factory method for creating an instance of this class from the given
  26070. * JSON object.
  26071. *
  26072. * @param {Object} data - A JSON object representing the serialized geometry.
  26073. * @return {RingGeometry} A new instance.
  26074. */
  26075. static fromJSON( data ) {
  26076. return new RingGeometry( data.innerRadius, data.outerRadius, data.thetaSegments, data.phiSegments, data.thetaStart, data.thetaLength );
  26077. }
  26078. }
  26079. /**
  26080. * Creates an one-sided polygonal geometry from one or more path shapes.
  26081. *
  26082. * ```js
  26083. * const arcShape = new THREE.Shape()
  26084. * .moveTo( 5, 1 )
  26085. * .absarc( 1, 1, 4, 0, Math.PI * 2, false );
  26086. *
  26087. * const geometry = new THREE.ShapeGeometry( arcShape );
  26088. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00, side: THREE.DoubleSide } );
  26089. * const mesh = new THREE.Mesh( geometry, material ) ;
  26090. * scene.add( mesh );
  26091. * ```
  26092. *
  26093. * @augments BufferGeometry
  26094. */
  26095. class ShapeGeometry extends BufferGeometry {
  26096. /**
  26097. * Constructs a new shape geometry.
  26098. *
  26099. * @param {Shape|Array<Shape>} [shapes] - A shape or an array of shapes.
  26100. * @param {number} [curveSegments=12] - Number of segments per shape.
  26101. */
  26102. constructor( shapes = new Shape( [ new Vector2( 0, 0.5 ), new Vector2( - 0.5, - 0.5 ), new Vector2( 0.5, - 0.5 ) ] ), curveSegments = 12 ) {
  26103. super();
  26104. this.type = 'ShapeGeometry';
  26105. /**
  26106. * Holds the constructor parameters that have been
  26107. * used to generate the geometry. Any modification
  26108. * after instantiation does not change the geometry.
  26109. *
  26110. * @type {Object}
  26111. */
  26112. this.parameters = {
  26113. shapes: shapes,
  26114. curveSegments: curveSegments
  26115. };
  26116. // buffers
  26117. const indices = [];
  26118. const vertices = [];
  26119. const normals = [];
  26120. const uvs = [];
  26121. // helper variables
  26122. let groupStart = 0;
  26123. let groupCount = 0;
  26124. // allow single and array values for "shapes" parameter
  26125. if ( Array.isArray( shapes ) === false ) {
  26126. addShape( shapes );
  26127. } else {
  26128. for ( let i = 0; i < shapes.length; i ++ ) {
  26129. addShape( shapes[ i ] );
  26130. this.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support
  26131. groupStart += groupCount;
  26132. groupCount = 0;
  26133. }
  26134. }
  26135. // build geometry
  26136. this.setIndex( indices );
  26137. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26138. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  26139. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  26140. // helper functions
  26141. function addShape( shape ) {
  26142. const indexOffset = vertices.length / 3;
  26143. const points = shape.extractPoints( curveSegments );
  26144. let shapeVertices = points.shape;
  26145. const shapeHoles = points.holes;
  26146. // check direction of vertices
  26147. if ( ShapeUtils.isClockWise( shapeVertices ) === false ) {
  26148. shapeVertices = shapeVertices.reverse();
  26149. }
  26150. for ( let i = 0, l = shapeHoles.length; i < l; i ++ ) {
  26151. const shapeHole = shapeHoles[ i ];
  26152. if ( ShapeUtils.isClockWise( shapeHole ) === true ) {
  26153. shapeHoles[ i ] = shapeHole.reverse();
  26154. }
  26155. }
  26156. const faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles );
  26157. // join vertices of inner and outer paths to a single array
  26158. for ( let i = 0, l = shapeHoles.length; i < l; i ++ ) {
  26159. const shapeHole = shapeHoles[ i ];
  26160. shapeVertices = shapeVertices.concat( shapeHole );
  26161. }
  26162. // vertices, normals, uvs
  26163. for ( let i = 0, l = shapeVertices.length; i < l; i ++ ) {
  26164. const vertex = shapeVertices[ i ];
  26165. vertices.push( vertex.x, vertex.y, 0 );
  26166. normals.push( 0, 0, 1 );
  26167. uvs.push( vertex.x, vertex.y ); // world uvs
  26168. }
  26169. // indices
  26170. for ( let i = 0, l = faces.length; i < l; i ++ ) {
  26171. const face = faces[ i ];
  26172. const a = face[ 0 ] + indexOffset;
  26173. const b = face[ 1 ] + indexOffset;
  26174. const c = face[ 2 ] + indexOffset;
  26175. indices.push( a, b, c );
  26176. groupCount += 3;
  26177. }
  26178. }
  26179. }
  26180. copy( source ) {
  26181. super.copy( source );
  26182. this.parameters = Object.assign( {}, source.parameters );
  26183. return this;
  26184. }
  26185. toJSON() {
  26186. const data = super.toJSON();
  26187. const shapes = this.parameters.shapes;
  26188. return toJSON( shapes, data );
  26189. }
  26190. /**
  26191. * Factory method for creating an instance of this class from the given
  26192. * JSON object.
  26193. *
  26194. * @param {Object} data - A JSON object representing the serialized geometry.
  26195. * @param {Array<Shape>} shapes - An array of shapes.
  26196. * @return {ShapeGeometry} A new instance.
  26197. */
  26198. static fromJSON( data, shapes ) {
  26199. const geometryShapes = [];
  26200. for ( let j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  26201. const shape = shapes[ data.shapes[ j ] ];
  26202. geometryShapes.push( shape );
  26203. }
  26204. return new ShapeGeometry( geometryShapes, data.curveSegments );
  26205. }
  26206. }
  26207. function toJSON( shapes, data ) {
  26208. data.shapes = [];
  26209. if ( Array.isArray( shapes ) ) {
  26210. for ( let i = 0, l = shapes.length; i < l; i ++ ) {
  26211. const shape = shapes[ i ];
  26212. data.shapes.push( shape.uuid );
  26213. }
  26214. } else {
  26215. data.shapes.push( shapes.uuid );
  26216. }
  26217. return data;
  26218. }
  26219. /**
  26220. * A class for generating a sphere geometry.
  26221. *
  26222. * ```js
  26223. * const geometry = new THREE.SphereGeometry( 15, 32, 16 );
  26224. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  26225. * const sphere = new THREE.Mesh( geometry, material );
  26226. * scene.add( sphere );
  26227. * ```
  26228. *
  26229. * @augments BufferGeometry
  26230. */
  26231. class SphereGeometry extends BufferGeometry {
  26232. /**
  26233. * Constructs a new sphere geometry.
  26234. *
  26235. * @param {number} [radius=1] - The sphere radius.
  26236. * @param {number} [widthSegments=32] - The number of horizontal segments. Minimum value is `3`.
  26237. * @param {number} [heightSegments=16] - The number of vertical segments. Minimum value is `2`.
  26238. * @param {number} [phiStart=0] - The horizontal starting angle in radians.
  26239. * @param {number} [phiLength=Math.PI*2] - The horizontal sweep angle size.
  26240. * @param {number} [thetaStart=0] - The vertical starting angle in radians.
  26241. * @param {number} [thetaLength=Math.PI] - The vertical sweep angle size.
  26242. */
  26243. constructor( radius = 1, widthSegments = 32, heightSegments = 16, phiStart = 0, phiLength = Math.PI * 2, thetaStart = 0, thetaLength = Math.PI ) {
  26244. super();
  26245. this.type = 'SphereGeometry';
  26246. /**
  26247. * Holds the constructor parameters that have been
  26248. * used to generate the geometry. Any modification
  26249. * after instantiation does not change the geometry.
  26250. *
  26251. * @type {Object}
  26252. */
  26253. this.parameters = {
  26254. radius: radius,
  26255. widthSegments: widthSegments,
  26256. heightSegments: heightSegments,
  26257. phiStart: phiStart,
  26258. phiLength: phiLength,
  26259. thetaStart: thetaStart,
  26260. thetaLength: thetaLength
  26261. };
  26262. widthSegments = Math.max( 3, Math.floor( widthSegments ) );
  26263. heightSegments = Math.max( 2, Math.floor( heightSegments ) );
  26264. const thetaEnd = Math.min( thetaStart + thetaLength, Math.PI );
  26265. let index = 0;
  26266. const grid = [];
  26267. const vertex = new Vector3();
  26268. const normal = new Vector3();
  26269. // buffers
  26270. const indices = [];
  26271. const vertices = [];
  26272. const normals = [];
  26273. const uvs = [];
  26274. // generate vertices, normals and uvs
  26275. for ( let iy = 0; iy <= heightSegments; iy ++ ) {
  26276. const verticesRow = [];
  26277. const v = iy / heightSegments;
  26278. // special case for the poles
  26279. let uOffset = 0;
  26280. if ( iy === 0 && thetaStart === 0 ) {
  26281. uOffset = 0.5 / widthSegments;
  26282. } else if ( iy === heightSegments && thetaEnd === Math.PI ) {
  26283. uOffset = - 0.5 / widthSegments;
  26284. }
  26285. for ( let ix = 0; ix <= widthSegments; ix ++ ) {
  26286. const u = ix / widthSegments;
  26287. // vertex
  26288. vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  26289. vertex.y = radius * Math.cos( thetaStart + v * thetaLength );
  26290. vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  26291. vertices.push( vertex.x, vertex.y, vertex.z );
  26292. // normal
  26293. normal.copy( vertex ).normalize();
  26294. normals.push( normal.x, normal.y, normal.z );
  26295. // uv
  26296. uvs.push( u + uOffset, 1 - v );
  26297. verticesRow.push( index ++ );
  26298. }
  26299. grid.push( verticesRow );
  26300. }
  26301. // indices
  26302. for ( let iy = 0; iy < heightSegments; iy ++ ) {
  26303. for ( let ix = 0; ix < widthSegments; ix ++ ) {
  26304. const a = grid[ iy ][ ix + 1 ];
  26305. const b = grid[ iy ][ ix ];
  26306. const c = grid[ iy + 1 ][ ix ];
  26307. const d = grid[ iy + 1 ][ ix + 1 ];
  26308. if ( iy !== 0 || thetaStart > 0 ) indices.push( a, b, d );
  26309. if ( iy !== heightSegments - 1 || thetaEnd < Math.PI ) indices.push( b, c, d );
  26310. }
  26311. }
  26312. // build geometry
  26313. this.setIndex( indices );
  26314. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26315. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  26316. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  26317. }
  26318. copy( source ) {
  26319. super.copy( source );
  26320. this.parameters = Object.assign( {}, source.parameters );
  26321. return this;
  26322. }
  26323. /**
  26324. * Factory method for creating an instance of this class from the given
  26325. * JSON object.
  26326. *
  26327. * @param {Object} data - A JSON object representing the serialized geometry.
  26328. * @return {SphereGeometry} A new instance.
  26329. */
  26330. static fromJSON( data ) {
  26331. return new SphereGeometry( data.radius, data.widthSegments, data.heightSegments, data.phiStart, data.phiLength, data.thetaStart, data.thetaLength );
  26332. }
  26333. }
  26334. /**
  26335. * A geometry class for representing an tetrahedron.
  26336. *
  26337. * ```js
  26338. * const geometry = new THREE.TetrahedronGeometry();
  26339. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  26340. * const tetrahedron = new THREE.Mesh( geometry, material );
  26341. * scene.add( tetrahedron );
  26342. * ```
  26343. *
  26344. * @augments PolyhedronGeometry
  26345. */
  26346. class TetrahedronGeometry extends PolyhedronGeometry {
  26347. /**
  26348. * Constructs a new tetrahedron geometry.
  26349. *
  26350. * @param {number} [radius=1] - Radius of the tetrahedron.
  26351. * @param {number} [detail=0] - Setting this to a value greater than `0` adds vertices making it no longer a tetrahedron.
  26352. */
  26353. constructor( radius = 1, detail = 0 ) {
  26354. const vertices = [
  26355. 1, 1, 1, - 1, - 1, 1, - 1, 1, - 1, 1, - 1, - 1
  26356. ];
  26357. const indices = [
  26358. 2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1
  26359. ];
  26360. super( vertices, indices, radius, detail );
  26361. this.type = 'TetrahedronGeometry';
  26362. /**
  26363. * Holds the constructor parameters that have been
  26364. * used to generate the geometry. Any modification
  26365. * after instantiation does not change the geometry.
  26366. *
  26367. * @type {Object}
  26368. */
  26369. this.parameters = {
  26370. radius: radius,
  26371. detail: detail
  26372. };
  26373. }
  26374. /**
  26375. * Factory method for creating an instance of this class from the given
  26376. * JSON object.
  26377. *
  26378. * @param {Object} data - A JSON object representing the serialized geometry.
  26379. * @return {TetrahedronGeometry} A new instance.
  26380. */
  26381. static fromJSON( data ) {
  26382. return new TetrahedronGeometry( data.radius, data.detail );
  26383. }
  26384. }
  26385. /**
  26386. * A geometry class for representing an torus.
  26387. *
  26388. * ```js
  26389. * const geometry = new THREE.TorusGeometry( 10, 3, 16, 100 );
  26390. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  26391. * const torus = new THREE.Mesh( geometry, material );
  26392. * scene.add( torus );
  26393. * ```
  26394. *
  26395. * @augments BufferGeometry
  26396. */
  26397. class TorusGeometry extends BufferGeometry {
  26398. /**
  26399. * Constructs a new torus geometry.
  26400. *
  26401. * @param {number} [radius=1] - Radius of the torus, from the center of the torus to the center of the tube.
  26402. * @param {number} [tube=0.4] - Radius of the tube. Must be smaller than `radius`.
  26403. * @param {number} [radialSegments=12] - The number of radial segments.
  26404. * @param {number} [tubularSegments=48] - The number of tubular segments.
  26405. * @param {number} [arc=Math.PI*2] - Central angle in radians.
  26406. */
  26407. constructor( radius = 1, tube = 0.4, radialSegments = 12, tubularSegments = 48, arc = Math.PI * 2 ) {
  26408. super();
  26409. this.type = 'TorusGeometry';
  26410. /**
  26411. * Holds the constructor parameters that have been
  26412. * used to generate the geometry. Any modification
  26413. * after instantiation does not change the geometry.
  26414. *
  26415. * @type {Object}
  26416. */
  26417. this.parameters = {
  26418. radius: radius,
  26419. tube: tube,
  26420. radialSegments: radialSegments,
  26421. tubularSegments: tubularSegments,
  26422. arc: arc
  26423. };
  26424. radialSegments = Math.floor( radialSegments );
  26425. tubularSegments = Math.floor( tubularSegments );
  26426. // buffers
  26427. const indices = [];
  26428. const vertices = [];
  26429. const normals = [];
  26430. const uvs = [];
  26431. // helper variables
  26432. const center = new Vector3();
  26433. const vertex = new Vector3();
  26434. const normal = new Vector3();
  26435. // generate vertices, normals and uvs
  26436. for ( let j = 0; j <= radialSegments; j ++ ) {
  26437. for ( let i = 0; i <= tubularSegments; i ++ ) {
  26438. const u = i / tubularSegments * arc;
  26439. const v = j / radialSegments * Math.PI * 2;
  26440. // vertex
  26441. vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );
  26442. vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );
  26443. vertex.z = tube * Math.sin( v );
  26444. vertices.push( vertex.x, vertex.y, vertex.z );
  26445. // normal
  26446. center.x = radius * Math.cos( u );
  26447. center.y = radius * Math.sin( u );
  26448. normal.subVectors( vertex, center ).normalize();
  26449. normals.push( normal.x, normal.y, normal.z );
  26450. // uv
  26451. uvs.push( i / tubularSegments );
  26452. uvs.push( j / radialSegments );
  26453. }
  26454. }
  26455. // generate indices
  26456. for ( let j = 1; j <= radialSegments; j ++ ) {
  26457. for ( let i = 1; i <= tubularSegments; i ++ ) {
  26458. // indices
  26459. const a = ( tubularSegments + 1 ) * j + i - 1;
  26460. const b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1;
  26461. const c = ( tubularSegments + 1 ) * ( j - 1 ) + i;
  26462. const d = ( tubularSegments + 1 ) * j + i;
  26463. // faces
  26464. indices.push( a, b, d );
  26465. indices.push( b, c, d );
  26466. }
  26467. }
  26468. // build geometry
  26469. this.setIndex( indices );
  26470. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26471. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  26472. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  26473. }
  26474. copy( source ) {
  26475. super.copy( source );
  26476. this.parameters = Object.assign( {}, source.parameters );
  26477. return this;
  26478. }
  26479. /**
  26480. * Factory method for creating an instance of this class from the given
  26481. * JSON object.
  26482. *
  26483. * @param {Object} data - A JSON object representing the serialized geometry.
  26484. * @return {TorusGeometry} A new instance.
  26485. */
  26486. static fromJSON( data ) {
  26487. return new TorusGeometry( data.radius, data.tube, data.radialSegments, data.tubularSegments, data.arc );
  26488. }
  26489. }
  26490. /**
  26491. * Creates a torus knot, the particular shape of which is defined by a pair
  26492. * of coprime integers, p and q. If p and q are not coprime, the result will
  26493. * be a torus link.
  26494. *
  26495. * ```js
  26496. * const geometry = new THREE.TorusKnotGeometry( 10, 3, 100, 16 );
  26497. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  26498. * const torusKnot = new THREE.Mesh( geometry, material );
  26499. * scene.add( torusKnot );
  26500. * ```
  26501. *
  26502. * @augments BufferGeometry
  26503. */
  26504. class TorusKnotGeometry extends BufferGeometry {
  26505. /**
  26506. * Constructs a new torus knot geometry.
  26507. *
  26508. * @param {number} [radius=1] - Radius of the torus knot.
  26509. * @param {number} [tube=0.4] - Radius of the tube.
  26510. * @param {number} [tubularSegments=64] - The number of tubular segments.
  26511. * @param {number} [radialSegments=8] - The number of radial segments.
  26512. * @param {number} [p=2] - This value determines, how many times the geometry winds around its axis of rotational symmetry.
  26513. * @param {number} [q=3] - This value determines, how many times the geometry winds around a circle in the interior of the torus.
  26514. */
  26515. constructor( radius = 1, tube = 0.4, tubularSegments = 64, radialSegments = 8, p = 2, q = 3 ) {
  26516. super();
  26517. this.type = 'TorusKnotGeometry';
  26518. /**
  26519. * Holds the constructor parameters that have been
  26520. * used to generate the geometry. Any modification
  26521. * after instantiation does not change the geometry.
  26522. *
  26523. * @type {Object}
  26524. */
  26525. this.parameters = {
  26526. radius: radius,
  26527. tube: tube,
  26528. tubularSegments: tubularSegments,
  26529. radialSegments: radialSegments,
  26530. p: p,
  26531. q: q
  26532. };
  26533. tubularSegments = Math.floor( tubularSegments );
  26534. radialSegments = Math.floor( radialSegments );
  26535. // buffers
  26536. const indices = [];
  26537. const vertices = [];
  26538. const normals = [];
  26539. const uvs = [];
  26540. // helper variables
  26541. const vertex = new Vector3();
  26542. const normal = new Vector3();
  26543. const P1 = new Vector3();
  26544. const P2 = new Vector3();
  26545. const B = new Vector3();
  26546. const T = new Vector3();
  26547. const N = new Vector3();
  26548. // generate vertices, normals and uvs
  26549. for ( let i = 0; i <= tubularSegments; ++ i ) {
  26550. // the radian "u" is used to calculate the position on the torus curve of the current tubular segment
  26551. const u = i / tubularSegments * p * Math.PI * 2;
  26552. // now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead.
  26553. // these points are used to create a special "coordinate space", which is necessary to calculate the correct vertex positions
  26554. calculatePositionOnCurve( u, p, q, radius, P1 );
  26555. calculatePositionOnCurve( u + 0.01, p, q, radius, P2 );
  26556. // calculate orthonormal basis
  26557. T.subVectors( P2, P1 );
  26558. N.addVectors( P2, P1 );
  26559. B.crossVectors( T, N );
  26560. N.crossVectors( B, T );
  26561. // normalize B, N. T can be ignored, we don't use it
  26562. B.normalize();
  26563. N.normalize();
  26564. for ( let j = 0; j <= radialSegments; ++ j ) {
  26565. // now calculate the vertices. they are nothing more than an extrusion of the torus curve.
  26566. // because we extrude a shape in the xy-plane, there is no need to calculate a z-value.
  26567. const v = j / radialSegments * Math.PI * 2;
  26568. const cx = - tube * Math.cos( v );
  26569. const cy = tube * Math.sin( v );
  26570. // now calculate the final vertex position.
  26571. // first we orient the extrusion with our basis vectors, then we add it to the current position on the curve
  26572. vertex.x = P1.x + ( cx * N.x + cy * B.x );
  26573. vertex.y = P1.y + ( cx * N.y + cy * B.y );
  26574. vertex.z = P1.z + ( cx * N.z + cy * B.z );
  26575. vertices.push( vertex.x, vertex.y, vertex.z );
  26576. // normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal)
  26577. normal.subVectors( vertex, P1 ).normalize();
  26578. normals.push( normal.x, normal.y, normal.z );
  26579. // uv
  26580. uvs.push( i / tubularSegments );
  26581. uvs.push( j / radialSegments );
  26582. }
  26583. }
  26584. // generate indices
  26585. for ( let j = 1; j <= tubularSegments; j ++ ) {
  26586. for ( let i = 1; i <= radialSegments; i ++ ) {
  26587. // indices
  26588. const a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  26589. const b = ( radialSegments + 1 ) * j + ( i - 1 );
  26590. const c = ( radialSegments + 1 ) * j + i;
  26591. const d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  26592. // faces
  26593. indices.push( a, b, d );
  26594. indices.push( b, c, d );
  26595. }
  26596. }
  26597. // build geometry
  26598. this.setIndex( indices );
  26599. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26600. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  26601. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  26602. // this function calculates the current position on the torus curve
  26603. function calculatePositionOnCurve( u, p, q, radius, position ) {
  26604. const cu = Math.cos( u );
  26605. const su = Math.sin( u );
  26606. const quOverP = q / p * u;
  26607. const cs = Math.cos( quOverP );
  26608. position.x = radius * ( 2 + cs ) * 0.5 * cu;
  26609. position.y = radius * ( 2 + cs ) * su * 0.5;
  26610. position.z = radius * Math.sin( quOverP ) * 0.5;
  26611. }
  26612. }
  26613. copy( source ) {
  26614. super.copy( source );
  26615. this.parameters = Object.assign( {}, source.parameters );
  26616. return this;
  26617. }
  26618. /**
  26619. * Factory method for creating an instance of this class from the given
  26620. * JSON object.
  26621. *
  26622. * @param {Object} data - A JSON object representing the serialized geometry.
  26623. * @return {TorusKnotGeometry} A new instance.
  26624. */
  26625. static fromJSON( data ) {
  26626. return new TorusKnotGeometry( data.radius, data.tube, data.tubularSegments, data.radialSegments, data.p, data.q );
  26627. }
  26628. }
  26629. /**
  26630. * Creates a tube that extrudes along a 3D curve.
  26631. *
  26632. * ```js
  26633. * class CustomSinCurve extends THREE.Curve {
  26634. *
  26635. * getPoint( t, optionalTarget = new THREE.Vector3() ) {
  26636. *
  26637. * const tx = t * 3 - 1.5;
  26638. * const ty = Math.sin( 2 * Math.PI * t );
  26639. * const tz = 0;
  26640. *
  26641. * return optionalTarget.set( tx, ty, tz );
  26642. * }
  26643. *
  26644. * }
  26645. *
  26646. * const path = new CustomSinCurve( 10 );
  26647. * const geometry = new THREE.TubeGeometry( path, 20, 2, 8, false );
  26648. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
  26649. * const mesh = new THREE.Mesh( geometry, material );
  26650. * scene.add( mesh );
  26651. * ```
  26652. *
  26653. * @augments BufferGeometry
  26654. */
  26655. class TubeGeometry extends BufferGeometry {
  26656. /**
  26657. * Constructs a new tube geometry.
  26658. *
  26659. * @param {Curve} [path=QuadraticBezierCurve3] - A 3D curve defining the path of the tube.
  26660. * @param {number} [tubularSegments=64] - The number of segments that make up the tube.
  26661. * @param {number} [radius=1] -The radius of the tube.
  26662. * @param {number} [radialSegments=8] - The number of segments that make up the cross-section.
  26663. * @param {boolean} [closed=false] - Whether the tube is closed or not.
  26664. */
  26665. 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 ) {
  26666. super();
  26667. this.type = 'TubeGeometry';
  26668. /**
  26669. * Holds the constructor parameters that have been
  26670. * used to generate the geometry. Any modification
  26671. * after instantiation does not change the geometry.
  26672. *
  26673. * @type {Object}
  26674. */
  26675. this.parameters = {
  26676. path: path,
  26677. tubularSegments: tubularSegments,
  26678. radius: radius,
  26679. radialSegments: radialSegments,
  26680. closed: closed
  26681. };
  26682. const frames = path.computeFrenetFrames( tubularSegments, closed );
  26683. // expose internals
  26684. this.tangents = frames.tangents;
  26685. this.normals = frames.normals;
  26686. this.binormals = frames.binormals;
  26687. // helper variables
  26688. const vertex = new Vector3();
  26689. const normal = new Vector3();
  26690. const uv = new Vector2();
  26691. let P = new Vector3();
  26692. // buffer
  26693. const vertices = [];
  26694. const normals = [];
  26695. const uvs = [];
  26696. const indices = [];
  26697. // create buffer data
  26698. generateBufferData();
  26699. // build geometry
  26700. this.setIndex( indices );
  26701. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26702. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  26703. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  26704. // functions
  26705. function generateBufferData() {
  26706. for ( let i = 0; i < tubularSegments; i ++ ) {
  26707. generateSegment( i );
  26708. }
  26709. // if the geometry is not closed, generate the last row of vertices and normals
  26710. // at the regular position on the given path
  26711. //
  26712. // if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ)
  26713. generateSegment( ( closed === false ) ? tubularSegments : 0 );
  26714. // uvs are generated in a separate function.
  26715. // this makes it easy compute correct values for closed geometries
  26716. generateUVs();
  26717. // finally create faces
  26718. generateIndices();
  26719. }
  26720. function generateSegment( i ) {
  26721. // we use getPointAt to sample evenly distributed points from the given path
  26722. P = path.getPointAt( i / tubularSegments, P );
  26723. // retrieve corresponding normal and binormal
  26724. const N = frames.normals[ i ];
  26725. const B = frames.binormals[ i ];
  26726. // generate normals and vertices for the current segment
  26727. for ( let j = 0; j <= radialSegments; j ++ ) {
  26728. const v = j / radialSegments * Math.PI * 2;
  26729. const sin = Math.sin( v );
  26730. const cos = - Math.cos( v );
  26731. // normal
  26732. normal.x = ( cos * N.x + sin * B.x );
  26733. normal.y = ( cos * N.y + sin * B.y );
  26734. normal.z = ( cos * N.z + sin * B.z );
  26735. normal.normalize();
  26736. normals.push( normal.x, normal.y, normal.z );
  26737. // vertex
  26738. vertex.x = P.x + radius * normal.x;
  26739. vertex.y = P.y + radius * normal.y;
  26740. vertex.z = P.z + radius * normal.z;
  26741. vertices.push( vertex.x, vertex.y, vertex.z );
  26742. }
  26743. }
  26744. function generateIndices() {
  26745. for ( let j = 1; j <= tubularSegments; j ++ ) {
  26746. for ( let i = 1; i <= radialSegments; i ++ ) {
  26747. const a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  26748. const b = ( radialSegments + 1 ) * j + ( i - 1 );
  26749. const c = ( radialSegments + 1 ) * j + i;
  26750. const d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  26751. // faces
  26752. indices.push( a, b, d );
  26753. indices.push( b, c, d );
  26754. }
  26755. }
  26756. }
  26757. function generateUVs() {
  26758. for ( let i = 0; i <= tubularSegments; i ++ ) {
  26759. for ( let j = 0; j <= radialSegments; j ++ ) {
  26760. uv.x = i / tubularSegments;
  26761. uv.y = j / radialSegments;
  26762. uvs.push( uv.x, uv.y );
  26763. }
  26764. }
  26765. }
  26766. }
  26767. copy( source ) {
  26768. super.copy( source );
  26769. this.parameters = Object.assign( {}, source.parameters );
  26770. return this;
  26771. }
  26772. toJSON() {
  26773. const data = super.toJSON();
  26774. data.path = this.parameters.path.toJSON();
  26775. return data;
  26776. }
  26777. /**
  26778. * Factory method for creating an instance of this class from the given
  26779. * JSON object.
  26780. *
  26781. * @param {Object} data - A JSON object representing the serialized geometry.
  26782. * @return {TubeGeometry} A new instance.
  26783. */
  26784. static fromJSON( data ) {
  26785. // This only works for built-in curves (e.g. CatmullRomCurve3).
  26786. // User defined curves or instances of CurvePath will not be deserialized.
  26787. return new TubeGeometry(
  26788. new Curves[ data.path.type ]().fromJSON( data.path ),
  26789. data.tubularSegments,
  26790. data.radius,
  26791. data.radialSegments,
  26792. data.closed
  26793. );
  26794. }
  26795. }
  26796. /**
  26797. * Can be used as a helper object to visualize a geometry as a wireframe.
  26798. *
  26799. * ```js
  26800. * const geometry = new THREE.SphereGeometry();
  26801. *
  26802. * const wireframe = new THREE.WireframeGeometry( geometry );
  26803. *
  26804. * const line = new THREE.LineSegments( wireframe );
  26805. * line.material.depthWrite = false;
  26806. * line.material.opacity = 0.25;
  26807. * line.material.transparent = true;
  26808. *
  26809. * scene.add( line );
  26810. * ```
  26811. *
  26812. * Note: It is not yet possible to serialize/deserialize instances of this class.
  26813. *
  26814. * @augments BufferGeometry
  26815. */
  26816. class WireframeGeometry extends BufferGeometry {
  26817. /**
  26818. * Constructs a new wireframe geometry.
  26819. *
  26820. * @param {?BufferGeometry} [geometry=null] - The geometry.
  26821. */
  26822. constructor( geometry = null ) {
  26823. super();
  26824. this.type = 'WireframeGeometry';
  26825. /**
  26826. * Holds the constructor parameters that have been
  26827. * used to generate the geometry. Any modification
  26828. * after instantiation does not change the geometry.
  26829. *
  26830. * @type {Object}
  26831. */
  26832. this.parameters = {
  26833. geometry: geometry
  26834. };
  26835. if ( geometry !== null ) {
  26836. // buffer
  26837. const vertices = [];
  26838. const edges = new Set();
  26839. // helper variables
  26840. const start = new Vector3();
  26841. const end = new Vector3();
  26842. if ( geometry.index !== null ) {
  26843. // indexed BufferGeometry
  26844. const position = geometry.attributes.position;
  26845. const indices = geometry.index;
  26846. let groups = geometry.groups;
  26847. if ( groups.length === 0 ) {
  26848. groups = [ { start: 0, count: indices.count, materialIndex: 0 } ];
  26849. }
  26850. // create a data structure that contains all edges without duplicates
  26851. for ( let o = 0, ol = groups.length; o < ol; ++ o ) {
  26852. const group = groups[ o ];
  26853. const groupStart = group.start;
  26854. const groupCount = group.count;
  26855. for ( let i = groupStart, l = ( groupStart + groupCount ); i < l; i += 3 ) {
  26856. for ( let j = 0; j < 3; j ++ ) {
  26857. const index1 = indices.getX( i + j );
  26858. const index2 = indices.getX( i + ( j + 1 ) % 3 );
  26859. start.fromBufferAttribute( position, index1 );
  26860. end.fromBufferAttribute( position, index2 );
  26861. if ( isUniqueEdge( start, end, edges ) === true ) {
  26862. vertices.push( start.x, start.y, start.z );
  26863. vertices.push( end.x, end.y, end.z );
  26864. }
  26865. }
  26866. }
  26867. }
  26868. } else {
  26869. // non-indexed BufferGeometry
  26870. const position = geometry.attributes.position;
  26871. for ( let i = 0, l = ( position.count / 3 ); i < l; i ++ ) {
  26872. for ( let j = 0; j < 3; j ++ ) {
  26873. // three edges per triangle, an edge is represented as (index1, index2)
  26874. // e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)
  26875. const index1 = 3 * i + j;
  26876. const index2 = 3 * i + ( ( j + 1 ) % 3 );
  26877. start.fromBufferAttribute( position, index1 );
  26878. end.fromBufferAttribute( position, index2 );
  26879. if ( isUniqueEdge( start, end, edges ) === true ) {
  26880. vertices.push( start.x, start.y, start.z );
  26881. vertices.push( end.x, end.y, end.z );
  26882. }
  26883. }
  26884. }
  26885. }
  26886. // build geometry
  26887. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26888. }
  26889. }
  26890. copy( source ) {
  26891. super.copy( source );
  26892. this.parameters = Object.assign( {}, source.parameters );
  26893. return this;
  26894. }
  26895. }
  26896. function isUniqueEdge( start, end, edges ) {
  26897. const hash1 = `${start.x},${start.y},${start.z}-${end.x},${end.y},${end.z}`;
  26898. const hash2 = `${end.x},${end.y},${end.z}-${start.x},${start.y},${start.z}`; // coincident edge
  26899. if ( edges.has( hash1 ) === true || edges.has( hash2 ) === true ) {
  26900. return false;
  26901. } else {
  26902. edges.add( hash1 );
  26903. edges.add( hash2 );
  26904. return true;
  26905. }
  26906. }
  26907. var Geometries = /*#__PURE__*/Object.freeze({
  26908. __proto__: null,
  26909. BoxGeometry: BoxGeometry,
  26910. CapsuleGeometry: CapsuleGeometry,
  26911. CircleGeometry: CircleGeometry,
  26912. ConeGeometry: ConeGeometry,
  26913. CylinderGeometry: CylinderGeometry,
  26914. DodecahedronGeometry: DodecahedronGeometry,
  26915. EdgesGeometry: EdgesGeometry,
  26916. ExtrudeGeometry: ExtrudeGeometry,
  26917. IcosahedronGeometry: IcosahedronGeometry,
  26918. LatheGeometry: LatheGeometry,
  26919. OctahedronGeometry: OctahedronGeometry,
  26920. PlaneGeometry: PlaneGeometry,
  26921. PolyhedronGeometry: PolyhedronGeometry,
  26922. RingGeometry: RingGeometry,
  26923. ShapeGeometry: ShapeGeometry,
  26924. SphereGeometry: SphereGeometry,
  26925. TetrahedronGeometry: TetrahedronGeometry,
  26926. TorusGeometry: TorusGeometry,
  26927. TorusKnotGeometry: TorusKnotGeometry,
  26928. TubeGeometry: TubeGeometry,
  26929. WireframeGeometry: WireframeGeometry
  26930. });
  26931. /**
  26932. * This material can receive shadows, but otherwise is completely transparent.
  26933. *
  26934. * ```js
  26935. * const geometry = new THREE.PlaneGeometry( 2000, 2000 );
  26936. * geometry.rotateX( - Math.PI / 2 );
  26937. *
  26938. * const material = new THREE.ShadowMaterial();
  26939. * material.opacity = 0.2;
  26940. *
  26941. * const plane = new THREE.Mesh( geometry, material );
  26942. * plane.position.y = -200;
  26943. * plane.receiveShadow = true;
  26944. * scene.add( plane );
  26945. * ```
  26946. *
  26947. * @augments Material
  26948. */
  26949. class ShadowMaterial extends Material {
  26950. /**
  26951. * Constructs a new shadow material.
  26952. *
  26953. * @param {Object} [parameters] - An object with one or more properties
  26954. * defining the material's appearance. Any property of the material
  26955. * (including any property from inherited materials) can be passed
  26956. * in here. Color values can be passed any type of value accepted
  26957. * by {@link Color#set}.
  26958. */
  26959. constructor( parameters ) {
  26960. super();
  26961. /**
  26962. * This flag can be used for type testing.
  26963. *
  26964. * @type {boolean}
  26965. * @readonly
  26966. * @default true
  26967. */
  26968. this.isShadowMaterial = true;
  26969. this.type = 'ShadowMaterial';
  26970. /**
  26971. * Color of the material.
  26972. *
  26973. * @type {Color}
  26974. * @default (0,0,0)
  26975. */
  26976. this.color = new Color( 0x000000 );
  26977. /**
  26978. * Overwritten since shadow materials are transparent
  26979. * by default.
  26980. *
  26981. * @type {boolean}
  26982. * @default true
  26983. */
  26984. this.transparent = true;
  26985. /**
  26986. * Whether the material is affected by fog or not.
  26987. *
  26988. * @type {boolean}
  26989. * @default true
  26990. */
  26991. this.fog = true;
  26992. this.setValues( parameters );
  26993. }
  26994. copy( source ) {
  26995. super.copy( source );
  26996. this.color.copy( source.color );
  26997. this.fog = source.fog;
  26998. return this;
  26999. }
  27000. }
  27001. /**
  27002. * This class works just like {@link ShaderMaterial}, except that definitions
  27003. * of built-in uniforms and attributes are not automatically prepended to the
  27004. * GLSL shader code.
  27005. *
  27006. * `RawShaderMaterial` can only be used with {@link WebGLRenderer}.
  27007. *
  27008. * @augments ShaderMaterial
  27009. */
  27010. class RawShaderMaterial extends ShaderMaterial {
  27011. /**
  27012. * Constructs a new raw shader material.
  27013. *
  27014. * @param {Object} [parameters] - An object with one or more properties
  27015. * defining the material's appearance. Any property of the material
  27016. * (including any property from inherited materials) can be passed
  27017. * in here. Color values can be passed any type of value accepted
  27018. * by {@link Color#set}.
  27019. */
  27020. constructor( parameters ) {
  27021. super( parameters );
  27022. /**
  27023. * This flag can be used for type testing.
  27024. *
  27025. * @type {boolean}
  27026. * @readonly
  27027. * @default true
  27028. */
  27029. this.isRawShaderMaterial = true;
  27030. this.type = 'RawShaderMaterial';
  27031. }
  27032. }
  27033. /**
  27034. * A standard physically based material, using Metallic-Roughness workflow.
  27035. *
  27036. * Physically based rendering (PBR) has recently become the standard in many
  27037. * 3D applications, such as [Unity]{@link https://blogs.unity3d.com/2014/10/29/physically-based-shading-in-unity-5-a-primer/},
  27038. * [Unreal]{@link https://docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/PhysicallyBased/} and
  27039. * [3D Studio Max]{@link http://area.autodesk.com/blogs/the-3ds-max-blog/what039s-new-for-rendering-in-3ds-max-2017}.
  27040. *
  27041. * This approach differs from older approaches in that instead of using
  27042. * approximations for the way in which light interacts with a surface, a
  27043. * physically correct model is used. The idea is that, instead of tweaking
  27044. * materials to look good under specific lighting, a material can be created
  27045. * that will react 'correctly' under all lighting scenarios.
  27046. *
  27047. * In practice this gives a more accurate and realistic looking result than
  27048. * the {@link MeshLambertMaterial} or {@link MeshPhongMaterial}, at the cost of
  27049. * being somewhat more computationally expensive. `MeshStandardMaterial` uses per-fragment
  27050. * shading.
  27051. *
  27052. * Note that for best results you should always specify an environment map when using this material.
  27053. *
  27054. * For a non-technical introduction to the concept of PBR and how to set up a
  27055. * PBR material, check out these articles by the people at [marmoset]{@link https://www.marmoset.co}:
  27056. *
  27057. * - [Basic Theory of Physically Based Rendering]{@link https://www.marmoset.co/posts/basic-theory-of-physically-based-rendering/}
  27058. * - [Physically Based Rendering and You Can Too]{@link https://www.marmoset.co/posts/physically-based-rendering-and-you-can-too/}
  27059. *
  27060. * Technical details of the approach used in three.js (and most other PBR systems) can be found is this
  27061. * [paper from Disney]{@link https://media.disneyanimation.com/uploads/production/publication_asset/48/asset/s2012_pbs_disney_brdf_notes_v3.pdf}
  27062. * (pdf), by Brent Burley.
  27063. *
  27064. * @augments Material
  27065. */
  27066. class MeshStandardMaterial extends Material {
  27067. /**
  27068. * Constructs a new mesh standard material.
  27069. *
  27070. * @param {Object} [parameters] - An object with one or more properties
  27071. * defining the material's appearance. Any property of the material
  27072. * (including any property from inherited materials) can be passed
  27073. * in here. Color values can be passed any type of value accepted
  27074. * by {@link Color#set}.
  27075. */
  27076. constructor( parameters ) {
  27077. super();
  27078. /**
  27079. * This flag can be used for type testing.
  27080. *
  27081. * @type {boolean}
  27082. * @readonly
  27083. * @default true
  27084. */
  27085. this.isMeshStandardMaterial = true;
  27086. this.type = 'MeshStandardMaterial';
  27087. this.defines = { 'STANDARD': '' };
  27088. /**
  27089. * Color of the material.
  27090. *
  27091. * @type {Color}
  27092. * @default (1,1,1)
  27093. */
  27094. this.color = new Color( 0xffffff ); // diffuse
  27095. /**
  27096. * How rough the material appears. `0.0` means a smooth mirror reflection, `1.0`
  27097. * means fully diffuse. If `roughnessMap` is also provided,
  27098. * both values are multiplied.
  27099. *
  27100. * @type {number}
  27101. * @default 1
  27102. */
  27103. this.roughness = 1.0;
  27104. /**
  27105. * How much the material is like a metal. Non-metallic materials such as wood
  27106. * or stone use `0.0`, metallic use `1.0`, with nothing (usually) in between.
  27107. * A value between `0.0` and `1.0` could be used for a rusty metal look.
  27108. * If `metalnessMap` is also provided, both values are multiplied.
  27109. *
  27110. * @type {number}
  27111. * @default 0
  27112. */
  27113. this.metalness = 0.0;
  27114. /**
  27115. * The color map. May optionally include an alpha channel, typically combined
  27116. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  27117. * color is modulated by the diffuse `color`.
  27118. *
  27119. * @type {?Texture}
  27120. * @default null
  27121. */
  27122. this.map = null;
  27123. /**
  27124. * The light map. Requires a second set of UVs.
  27125. *
  27126. * @type {?Texture}
  27127. * @default null
  27128. */
  27129. this.lightMap = null;
  27130. /**
  27131. * Intensity of the baked light.
  27132. *
  27133. * @type {number}
  27134. * @default 1
  27135. */
  27136. this.lightMapIntensity = 1.0;
  27137. /**
  27138. * The red channel of this texture is used as the ambient occlusion map.
  27139. * Requires a second set of UVs.
  27140. *
  27141. * @type {?Texture}
  27142. * @default null
  27143. */
  27144. this.aoMap = null;
  27145. /**
  27146. * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0`
  27147. * disables ambient occlusion. Where intensity is `1` and the AO map's
  27148. * red channel is also `1`, ambient light is fully occluded on a surface.
  27149. *
  27150. * @type {number}
  27151. * @default 1
  27152. */
  27153. this.aoMapIntensity = 1.0;
  27154. /**
  27155. * Emissive (light) color of the material, essentially a solid color
  27156. * unaffected by other lighting.
  27157. *
  27158. * @type {Color}
  27159. * @default (0,0,0)
  27160. */
  27161. this.emissive = new Color( 0x000000 );
  27162. /**
  27163. * Intensity of the emissive light. Modulates the emissive color.
  27164. *
  27165. * @type {number}
  27166. * @default 1
  27167. */
  27168. this.emissiveIntensity = 1.0;
  27169. /**
  27170. * Set emissive (glow) map. The emissive map color is modulated by the
  27171. * emissive color and the emissive intensity. If you have an emissive map,
  27172. * be sure to set the emissive color to something other than black.
  27173. *
  27174. * @type {?Texture}
  27175. * @default null
  27176. */
  27177. this.emissiveMap = null;
  27178. /**
  27179. * The texture to create a bump map. The black and white values map to the
  27180. * perceived depth in relation to the lights. Bump doesn't actually affect
  27181. * the geometry of the object, only the lighting. If a normal map is defined
  27182. * this will be ignored.
  27183. *
  27184. * @type {?Texture}
  27185. * @default null
  27186. */
  27187. this.bumpMap = null;
  27188. /**
  27189. * How much the bump map affects the material. Typical range is `[0,1]`.
  27190. *
  27191. * @type {number}
  27192. * @default 1
  27193. */
  27194. this.bumpScale = 1;
  27195. /**
  27196. * The texture to create a normal map. The RGB values affect the surface
  27197. * normal for each pixel fragment and change the way the color is lit. Normal
  27198. * maps do not change the actual shape of the surface, only the lighting. In
  27199. * case the material has a normal map authored using the left handed
  27200. * convention, the `y` component of `normalScale` should be negated to compensate
  27201. * for the different handedness.
  27202. *
  27203. * @type {?Texture}
  27204. * @default null
  27205. */
  27206. this.normalMap = null;
  27207. /**
  27208. * The type of normal map.
  27209. *
  27210. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  27211. * @default TangentSpaceNormalMap
  27212. */
  27213. this.normalMapType = TangentSpaceNormalMap;
  27214. /**
  27215. * How much the normal map affects the material. Typical value range is `[0,1]`.
  27216. *
  27217. * @type {Vector2}
  27218. * @default (1,1)
  27219. */
  27220. this.normalScale = new Vector2( 1, 1 );
  27221. /**
  27222. * The displacement map affects the position of the mesh's vertices. Unlike
  27223. * other maps which only affect the light and shade of the material the
  27224. * displaced vertices can cast shadows, block other objects, and otherwise
  27225. * act as real geometry. The displacement texture is an image where the value
  27226. * of each pixel (white being the highest) is mapped against, and
  27227. * repositions, the vertices of the mesh.
  27228. *
  27229. * @type {?Texture}
  27230. * @default null
  27231. */
  27232. this.displacementMap = null;
  27233. /**
  27234. * How much the displacement map affects the mesh (where black is no
  27235. * displacement, and white is maximum displacement). Without a displacement
  27236. * map set, this value is not applied.
  27237. *
  27238. * @type {number}
  27239. * @default 0
  27240. */
  27241. this.displacementScale = 1;
  27242. /**
  27243. * The offset of the displacement map's values on the mesh's vertices.
  27244. * The bias is added to the scaled sample of the displacement map.
  27245. * Without a displacement map set, this value is not applied.
  27246. *
  27247. * @type {number}
  27248. * @default 0
  27249. */
  27250. this.displacementBias = 0;
  27251. /**
  27252. * The green channel of this texture is used to alter the roughness of the
  27253. * material.
  27254. *
  27255. * @type {?Texture}
  27256. * @default null
  27257. */
  27258. this.roughnessMap = null;
  27259. /**
  27260. * The blue channel of this texture is used to alter the metalness of the
  27261. * material.
  27262. *
  27263. * @type {?Texture}
  27264. * @default null
  27265. */
  27266. this.metalnessMap = null;
  27267. /**
  27268. * The alpha map is a grayscale texture that controls the opacity across the
  27269. * surface (black: fully transparent; white: fully opaque).
  27270. *
  27271. * Only the color of the texture is used, ignoring the alpha channel if one
  27272. * exists. For RGB and RGBA textures, the renderer will use the green channel
  27273. * when sampling this texture due to the extra bit of precision provided for
  27274. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  27275. * luminance/alpha textures will also still work as expected.
  27276. *
  27277. * @type {?Texture}
  27278. * @default null
  27279. */
  27280. this.alphaMap = null;
  27281. /**
  27282. * The environment map. To ensure a physically correct rendering, environment maps
  27283. * are internally pre-processed with {@link PMREMGenerator}.
  27284. *
  27285. * @type {?Texture}
  27286. * @default null
  27287. */
  27288. this.envMap = null;
  27289. /**
  27290. * The rotation of the environment map in radians.
  27291. *
  27292. * @type {Euler}
  27293. * @default (0,0,0)
  27294. */
  27295. this.envMapRotation = new Euler();
  27296. /**
  27297. * Scales the effect of the environment map by multiplying its color.
  27298. *
  27299. * @type {number}
  27300. * @default 1
  27301. */
  27302. this.envMapIntensity = 1.0;
  27303. /**
  27304. * Renders the geometry as a wireframe.
  27305. *
  27306. * @type {boolean}
  27307. * @default false
  27308. */
  27309. this.wireframe = false;
  27310. /**
  27311. * Controls the thickness of the wireframe.
  27312. *
  27313. * Can only be used with {@link SVGRenderer}.
  27314. *
  27315. * @type {number}
  27316. * @default 1
  27317. */
  27318. this.wireframeLinewidth = 1;
  27319. /**
  27320. * Defines appearance of wireframe ends.
  27321. *
  27322. * Can only be used with {@link SVGRenderer}.
  27323. *
  27324. * @type {('round'|'bevel'|'miter')}
  27325. * @default 'round'
  27326. */
  27327. this.wireframeLinecap = 'round';
  27328. /**
  27329. * Defines appearance of wireframe joints.
  27330. *
  27331. * Can only be used with {@link SVGRenderer}.
  27332. *
  27333. * @type {('round'|'bevel'|'miter')}
  27334. * @default 'round'
  27335. */
  27336. this.wireframeLinejoin = 'round';
  27337. /**
  27338. * Whether the material is rendered with flat shading or not.
  27339. *
  27340. * @type {boolean}
  27341. * @default false
  27342. */
  27343. this.flatShading = false;
  27344. /**
  27345. * Whether the material is affected by fog or not.
  27346. *
  27347. * @type {boolean}
  27348. * @default true
  27349. */
  27350. this.fog = true;
  27351. this.setValues( parameters );
  27352. }
  27353. copy( source ) {
  27354. super.copy( source );
  27355. this.defines = { 'STANDARD': '' };
  27356. this.color.copy( source.color );
  27357. this.roughness = source.roughness;
  27358. this.metalness = source.metalness;
  27359. this.map = source.map;
  27360. this.lightMap = source.lightMap;
  27361. this.lightMapIntensity = source.lightMapIntensity;
  27362. this.aoMap = source.aoMap;
  27363. this.aoMapIntensity = source.aoMapIntensity;
  27364. this.emissive.copy( source.emissive );
  27365. this.emissiveMap = source.emissiveMap;
  27366. this.emissiveIntensity = source.emissiveIntensity;
  27367. this.bumpMap = source.bumpMap;
  27368. this.bumpScale = source.bumpScale;
  27369. this.normalMap = source.normalMap;
  27370. this.normalMapType = source.normalMapType;
  27371. this.normalScale.copy( source.normalScale );
  27372. this.displacementMap = source.displacementMap;
  27373. this.displacementScale = source.displacementScale;
  27374. this.displacementBias = source.displacementBias;
  27375. this.roughnessMap = source.roughnessMap;
  27376. this.metalnessMap = source.metalnessMap;
  27377. this.alphaMap = source.alphaMap;
  27378. this.envMap = source.envMap;
  27379. this.envMapRotation.copy( source.envMapRotation );
  27380. this.envMapIntensity = source.envMapIntensity;
  27381. this.wireframe = source.wireframe;
  27382. this.wireframeLinewidth = source.wireframeLinewidth;
  27383. this.wireframeLinecap = source.wireframeLinecap;
  27384. this.wireframeLinejoin = source.wireframeLinejoin;
  27385. this.flatShading = source.flatShading;
  27386. this.fog = source.fog;
  27387. return this;
  27388. }
  27389. }
  27390. /**
  27391. * An extension of the {@link MeshStandardMaterial}, providing more advanced
  27392. * physically-based rendering properties:
  27393. *
  27394. * - Anisotropy: Ability to represent the anisotropic property of materials
  27395. * as observable with brushed metals.
  27396. * - Clearcoat: Some materials — like car paints, carbon fiber, and wet surfaces — require
  27397. * a clear, reflective layer on top of another layer that may be irregular or rough.
  27398. * Clearcoat approximates this effect, without the need for a separate transparent surface.
  27399. * - Iridescence: Allows to render the effect where hue varies depending on the viewing
  27400. * angle and illumination angle. This can be seen on soap bubbles, oil films, or on the
  27401. * wings of many insects.
  27402. * - Physically-based transparency: One limitation of {@link Material#opacity} is that highly
  27403. * transparent materials are less reflective. Physically-based transmission provides a more
  27404. * realistic option for thin, transparent surfaces like glass.
  27405. * - Advanced reflectivity: More flexible reflectivity for non-metallic materials.
  27406. * - Sheen: Can be used for representing cloth and fabric materials.
  27407. *
  27408. * As a result of these complex shading features, `MeshPhysicalMaterial` has a
  27409. * higher performance cost, per pixel, than other three.js materials. Most
  27410. * effects are disabled by default, and add cost as they are enabled. For
  27411. * best results, always specify an environment map when using this material.
  27412. *
  27413. * @augments MeshStandardMaterial
  27414. */
  27415. class MeshPhysicalMaterial extends MeshStandardMaterial {
  27416. /**
  27417. * Constructs a new mesh physical material.
  27418. *
  27419. * @param {Object} [parameters] - An object with one or more properties
  27420. * defining the material's appearance. Any property of the material
  27421. * (including any property from inherited materials) can be passed
  27422. * in here. Color values can be passed any type of value accepted
  27423. * by {@link Color#set}.
  27424. */
  27425. constructor( parameters ) {
  27426. super();
  27427. /**
  27428. * This flag can be used for type testing.
  27429. *
  27430. * @type {boolean}
  27431. * @readonly
  27432. * @default true
  27433. */
  27434. this.isMeshPhysicalMaterial = true;
  27435. this.defines = {
  27436. 'STANDARD': '',
  27437. 'PHYSICAL': ''
  27438. };
  27439. this.type = 'MeshPhysicalMaterial';
  27440. /**
  27441. * The rotation of the anisotropy in tangent, bitangent space, measured in radians
  27442. * counter-clockwise from the tangent. When `anisotropyMap` is present, this
  27443. * property provides additional rotation to the vectors in the texture.
  27444. *
  27445. * @type {number}
  27446. * @default 1
  27447. */
  27448. this.anisotropyRotation = 0;
  27449. /**
  27450. * Red and green channels represent the anisotropy direction in `[-1, 1]` tangent,
  27451. * bitangent space, to be rotated by `anisotropyRotation`. The blue channel
  27452. * contains strength as `[0, 1]` to be multiplied by `anisotropy`.
  27453. *
  27454. * @type {?Texture}
  27455. * @default null
  27456. */
  27457. this.anisotropyMap = null;
  27458. /**
  27459. * The red channel of this texture is multiplied against `clearcoat`,
  27460. * for per-pixel control over a coating's intensity.
  27461. *
  27462. * @type {?Texture}
  27463. * @default null
  27464. */
  27465. this.clearcoatMap = null;
  27466. /**
  27467. * Roughness of the clear coat layer, from `0.0` to `1.0`.
  27468. *
  27469. * @type {number}
  27470. * @default 0
  27471. */
  27472. this.clearcoatRoughness = 0.0;
  27473. /**
  27474. * The green channel of this texture is multiplied against
  27475. * `clearcoatRoughness`, for per-pixel control over a coating's roughness.
  27476. *
  27477. * @type {?Texture}
  27478. * @default null
  27479. */
  27480. this.clearcoatRoughnessMap = null;
  27481. /**
  27482. * How much `clearcoatNormalMap` affects the clear coat layer, from
  27483. * `(0,0)` to `(1,1)`.
  27484. *
  27485. * @type {Vector2}
  27486. * @default (1,1)
  27487. */
  27488. this.clearcoatNormalScale = new Vector2( 1, 1 );
  27489. /**
  27490. * Can be used to enable independent normals for the clear coat layer.
  27491. *
  27492. * @type {?Texture}
  27493. * @default null
  27494. */
  27495. this.clearcoatNormalMap = null;
  27496. /**
  27497. * Index-of-refraction for non-metallic materials, from `1.0` to `2.333`.
  27498. *
  27499. * @type {number}
  27500. * @default 1.5
  27501. */
  27502. this.ior = 1.5;
  27503. /**
  27504. * Degree of reflectivity, from `0.0` to `1.0`. Default is `0.5`, which
  27505. * corresponds to an index-of-refraction of `1.5`.
  27506. *
  27507. * This models the reflectivity of non-metallic materials. It has no effect
  27508. * when `metalness` is `1.0`
  27509. *
  27510. * @name MeshPhysicalMaterial#reflectivity
  27511. * @type {number}
  27512. * @default 0.5
  27513. */
  27514. Object.defineProperty( this, 'reflectivity', {
  27515. get: function () {
  27516. return ( clamp( 2.5 * ( this.ior - 1 ) / ( this.ior + 1 ), 0, 1 ) );
  27517. },
  27518. set: function ( reflectivity ) {
  27519. this.ior = ( 1 + 0.4 * reflectivity ) / ( 1 - 0.4 * reflectivity );
  27520. }
  27521. } );
  27522. /**
  27523. * The red channel of this texture is multiplied against `iridescence`, for per-pixel
  27524. * control over iridescence.
  27525. *
  27526. * @type {?Texture}
  27527. * @default null
  27528. */
  27529. this.iridescenceMap = null;
  27530. /**
  27531. * Strength of the iridescence RGB color shift effect, represented by an index-of-refraction.
  27532. * Between `1.0` to `2.333`.
  27533. *
  27534. * @type {number}
  27535. * @default 1.3
  27536. */
  27537. this.iridescenceIOR = 1.3;
  27538. /**
  27539. *Array of exactly 2 elements, specifying minimum and maximum thickness of the iridescence layer.
  27540. Thickness of iridescence layer has an equivalent effect of the one `thickness` has on `ior`.
  27541. *
  27542. * @type {Array<number,number>}
  27543. * @default [100,400]
  27544. */
  27545. this.iridescenceThicknessRange = [ 100, 400 ];
  27546. /**
  27547. * A texture that defines the thickness of the iridescence layer, stored in the green channel.
  27548. * Minimum and maximum values of thickness are defined by `iridescenceThicknessRange` array:
  27549. * - `0.0` in the green channel will result in thickness equal to first element of the array.
  27550. * - `1.0` in the green channel will result in thickness equal to second element of the array.
  27551. * - Values in-between will linearly interpolate between the elements of the array.
  27552. *
  27553. * @type {?Texture}
  27554. * @default null
  27555. */
  27556. this.iridescenceThicknessMap = null;
  27557. /**
  27558. * The sheen tint.
  27559. *
  27560. * @type {Color}
  27561. * @default (0,0,0)
  27562. */
  27563. this.sheenColor = new Color( 0x000000 );
  27564. /**
  27565. * The RGB channels of this texture are multiplied against `sheenColor`, for per-pixel control
  27566. * over sheen tint.
  27567. *
  27568. * @type {?Texture}
  27569. * @default null
  27570. */
  27571. this.sheenColorMap = null;
  27572. /**
  27573. * Roughness of the sheen layer, from `0.0` to `1.0`.
  27574. *
  27575. * @type {number}
  27576. * @default 1
  27577. */
  27578. this.sheenRoughness = 1.0;
  27579. /**
  27580. * The alpha channel of this texture is multiplied against `sheenRoughness`, for per-pixel control
  27581. * over sheen roughness.
  27582. *
  27583. * @type {?Texture}
  27584. * @default null
  27585. */
  27586. this.sheenRoughnessMap = null;
  27587. /**
  27588. * The red channel of this texture is multiplied against `transmission`, for per-pixel control over
  27589. * optical transparency.
  27590. *
  27591. * @type {?Texture}
  27592. * @default null
  27593. */
  27594. this.transmissionMap = null;
  27595. /**
  27596. * The thickness of the volume beneath the surface. The value is given in the
  27597. * coordinate space of the mesh. If the value is `0` the material is
  27598. * thin-walled. Otherwise the material is a volume boundary.
  27599. *
  27600. * @type {number}
  27601. * @default 0
  27602. */
  27603. this.thickness = 0;
  27604. /**
  27605. * A texture that defines the thickness, stored in the green channel. This will
  27606. * be multiplied by `thickness`.
  27607. *
  27608. * @type {?Texture}
  27609. * @default null
  27610. */
  27611. this.thicknessMap = null;
  27612. /**
  27613. * Density of the medium given as the average distance that light travels in
  27614. * the medium before interacting with a particle. The value is given in world
  27615. * space units, and must be greater than zero.
  27616. *
  27617. * @type {number}
  27618. * @default Infinity
  27619. */
  27620. this.attenuationDistance = Infinity;
  27621. /**
  27622. * The color that white light turns into due to absorption when reaching the
  27623. * attenuation distance.
  27624. *
  27625. * @type {Color}
  27626. * @default (1,1,1)
  27627. */
  27628. this.attenuationColor = new Color( 1, 1, 1 );
  27629. /**
  27630. * A float that scales the amount of specular reflection for non-metals only.
  27631. * When set to zero, the model is effectively Lambertian. From `0.0` to `1.0`.
  27632. *
  27633. * @type {number}
  27634. * @default 1
  27635. */
  27636. this.specularIntensity = 1.0;
  27637. /**
  27638. * The alpha channel of this texture is multiplied against `specularIntensity`,
  27639. * for per-pixel control over specular intensity.
  27640. *
  27641. * @type {?Texture}
  27642. * @default null
  27643. */
  27644. this.specularIntensityMap = null;
  27645. /**
  27646. * Tints the specular reflection at normal incidence for non-metals only.
  27647. *
  27648. * @type {Color}
  27649. * @default (1,1,1)
  27650. */
  27651. this.specularColor = new Color( 1, 1, 1 );
  27652. /**
  27653. * The RGB channels of this texture are multiplied against `specularColor`,
  27654. * for per-pixel control over specular color.
  27655. *
  27656. * @type {?Texture}
  27657. * @default null
  27658. */
  27659. this.specularColorMap = null;
  27660. this._anisotropy = 0;
  27661. this._clearcoat = 0;
  27662. this._dispersion = 0;
  27663. this._iridescence = 0;
  27664. this._sheen = 0.0;
  27665. this._transmission = 0;
  27666. this.setValues( parameters );
  27667. }
  27668. /**
  27669. * The anisotropy strength.
  27670. *
  27671. * @type {number}
  27672. * @default 0
  27673. */
  27674. get anisotropy() {
  27675. return this._anisotropy;
  27676. }
  27677. set anisotropy( value ) {
  27678. if ( this._anisotropy > 0 !== value > 0 ) {
  27679. this.version ++;
  27680. }
  27681. this._anisotropy = value;
  27682. }
  27683. /**
  27684. * Represents the intensity of the clear coat layer, from `0.0` to `1.0`. Use
  27685. * clear coat related properties to enable multilayer materials that have a
  27686. * thin translucent layer over the base layer.
  27687. *
  27688. * @type {number}
  27689. * @default 0
  27690. */
  27691. get clearcoat() {
  27692. return this._clearcoat;
  27693. }
  27694. set clearcoat( value ) {
  27695. if ( this._clearcoat > 0 !== value > 0 ) {
  27696. this.version ++;
  27697. }
  27698. this._clearcoat = value;
  27699. }
  27700. /**
  27701. * The intensity of the iridescence layer, simulating RGB color shift based on the angle between
  27702. * the surface and the viewer, from `0.0` to `1.0`.
  27703. *
  27704. * @type {number}
  27705. * @default 0
  27706. */
  27707. get iridescence() {
  27708. return this._iridescence;
  27709. }
  27710. set iridescence( value ) {
  27711. if ( this._iridescence > 0 !== value > 0 ) {
  27712. this.version ++;
  27713. }
  27714. this._iridescence = value;
  27715. }
  27716. /**
  27717. * Defines the strength of the angular separation of colors (chromatic aberration) transmitting
  27718. * through a relatively clear volume. Any value zero or larger is valid, the typical range of
  27719. * realistic values is `[0, 1]`. This property can be only be used with transmissive objects.
  27720. *
  27721. * @type {number}
  27722. * @default 0
  27723. */
  27724. get dispersion() {
  27725. return this._dispersion;
  27726. }
  27727. set dispersion( value ) {
  27728. if ( this._dispersion > 0 !== value > 0 ) {
  27729. this.version ++;
  27730. }
  27731. this._dispersion = value;
  27732. }
  27733. /**
  27734. * The intensity of the sheen layer, from `0.0` to `1.0`.
  27735. *
  27736. * @type {number}
  27737. * @default 0
  27738. */
  27739. get sheen() {
  27740. return this._sheen;
  27741. }
  27742. set sheen( value ) {
  27743. if ( this._sheen > 0 !== value > 0 ) {
  27744. this.version ++;
  27745. }
  27746. this._sheen = value;
  27747. }
  27748. /**
  27749. * Degree of transmission (or optical transparency), from `0.0` to `1.0`.
  27750. *
  27751. * Thin, transparent or semitransparent, plastic or glass materials remain
  27752. * largely reflective even if they are fully transmissive. The transmission
  27753. * property can be used to model these materials.
  27754. *
  27755. * When transmission is non-zero, `opacity` should be set to `1`.
  27756. *
  27757. * @type {number}
  27758. * @default 0
  27759. */
  27760. get transmission() {
  27761. return this._transmission;
  27762. }
  27763. set transmission( value ) {
  27764. if ( this._transmission > 0 !== value > 0 ) {
  27765. this.version ++;
  27766. }
  27767. this._transmission = value;
  27768. }
  27769. copy( source ) {
  27770. super.copy( source );
  27771. this.defines = {
  27772. 'STANDARD': '',
  27773. 'PHYSICAL': ''
  27774. };
  27775. this.anisotropy = source.anisotropy;
  27776. this.anisotropyRotation = source.anisotropyRotation;
  27777. this.anisotropyMap = source.anisotropyMap;
  27778. this.clearcoat = source.clearcoat;
  27779. this.clearcoatMap = source.clearcoatMap;
  27780. this.clearcoatRoughness = source.clearcoatRoughness;
  27781. this.clearcoatRoughnessMap = source.clearcoatRoughnessMap;
  27782. this.clearcoatNormalMap = source.clearcoatNormalMap;
  27783. this.clearcoatNormalScale.copy( source.clearcoatNormalScale );
  27784. this.dispersion = source.dispersion;
  27785. this.ior = source.ior;
  27786. this.iridescence = source.iridescence;
  27787. this.iridescenceMap = source.iridescenceMap;
  27788. this.iridescenceIOR = source.iridescenceIOR;
  27789. this.iridescenceThicknessRange = [ ...source.iridescenceThicknessRange ];
  27790. this.iridescenceThicknessMap = source.iridescenceThicknessMap;
  27791. this.sheen = source.sheen;
  27792. this.sheenColor.copy( source.sheenColor );
  27793. this.sheenColorMap = source.sheenColorMap;
  27794. this.sheenRoughness = source.sheenRoughness;
  27795. this.sheenRoughnessMap = source.sheenRoughnessMap;
  27796. this.transmission = source.transmission;
  27797. this.transmissionMap = source.transmissionMap;
  27798. this.thickness = source.thickness;
  27799. this.thicknessMap = source.thicknessMap;
  27800. this.attenuationDistance = source.attenuationDistance;
  27801. this.attenuationColor.copy( source.attenuationColor );
  27802. this.specularIntensity = source.specularIntensity;
  27803. this.specularIntensityMap = source.specularIntensityMap;
  27804. this.specularColor.copy( source.specularColor );
  27805. this.specularColorMap = source.specularColorMap;
  27806. return this;
  27807. }
  27808. }
  27809. /**
  27810. * A material for shiny surfaces with specular highlights.
  27811. *
  27812. * The material uses a non-physically based [Blinn-Phong]{@link https://en.wikipedia.org/wiki/Blinn-Phong_shading_model}
  27813. * model for calculating reflectance. Unlike the Lambertian model used in the
  27814. * {@link MeshLambertMaterial} this can simulate shiny surfaces with specular
  27815. * highlights (such as varnished wood). `MeshPhongMaterial` uses per-fragment shading.
  27816. *
  27817. * Performance will generally be greater when using this material over the
  27818. * {@link MeshStandardMaterial} or {@link MeshPhysicalMaterial}, at the cost of
  27819. * some graphical accuracy.
  27820. *
  27821. * @augments Material
  27822. */
  27823. class MeshPhongMaterial extends Material {
  27824. /**
  27825. * Constructs a new mesh phong material.
  27826. *
  27827. * @param {Object} [parameters] - An object with one or more properties
  27828. * defining the material's appearance. Any property of the material
  27829. * (including any property from inherited materials) can be passed
  27830. * in here. Color values can be passed any type of value accepted
  27831. * by {@link Color#set}.
  27832. */
  27833. constructor( parameters ) {
  27834. super();
  27835. /**
  27836. * This flag can be used for type testing.
  27837. *
  27838. * @type {boolean}
  27839. * @readonly
  27840. * @default true
  27841. */
  27842. this.isMeshPhongMaterial = true;
  27843. this.type = 'MeshPhongMaterial';
  27844. /**
  27845. * Color of the material.
  27846. *
  27847. * @type {Color}
  27848. * @default (1,1,1)
  27849. */
  27850. this.color = new Color( 0xffffff ); // diffuse
  27851. /**
  27852. * Specular color of the material. The default color is set to `0x111111` (very dark grey)
  27853. *
  27854. * This defines how shiny the material is and the color of its shine.
  27855. *
  27856. * @type {Color}
  27857. */
  27858. this.specular = new Color( 0x111111 );
  27859. /**
  27860. * How shiny the specular highlight is; a higher value gives a sharper highlight.
  27861. *
  27862. * @type {number}
  27863. * @default 30
  27864. */
  27865. this.shininess = 30;
  27866. /**
  27867. * The color map. May optionally include an alpha channel, typically combined
  27868. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  27869. * color is modulated by the diffuse `color`.
  27870. *
  27871. * @type {?Texture}
  27872. * @default null
  27873. */
  27874. this.map = null;
  27875. /**
  27876. * The light map. Requires a second set of UVs.
  27877. *
  27878. * @type {?Texture}
  27879. * @default null
  27880. */
  27881. this.lightMap = null;
  27882. /**
  27883. * Intensity of the baked light.
  27884. *
  27885. * @type {number}
  27886. * @default 1
  27887. */
  27888. this.lightMapIntensity = 1.0;
  27889. /**
  27890. * The red channel of this texture is used as the ambient occlusion map.
  27891. * Requires a second set of UVs.
  27892. *
  27893. * @type {?Texture}
  27894. * @default null
  27895. */
  27896. this.aoMap = null;
  27897. /**
  27898. * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0`
  27899. * disables ambient occlusion. Where intensity is `1` and the AO map's
  27900. * red channel is also `1`, ambient light is fully occluded on a surface.
  27901. *
  27902. * @type {number}
  27903. * @default 1
  27904. */
  27905. this.aoMapIntensity = 1.0;
  27906. /**
  27907. * Emissive (light) color of the material, essentially a solid color
  27908. * unaffected by other lighting.
  27909. *
  27910. * @type {Color}
  27911. * @default (0,0,0)
  27912. */
  27913. this.emissive = new Color( 0x000000 );
  27914. /**
  27915. * Intensity of the emissive light. Modulates the emissive color.
  27916. *
  27917. * @type {number}
  27918. * @default 1
  27919. */
  27920. this.emissiveIntensity = 1.0;
  27921. /**
  27922. * Set emissive (glow) map. The emissive map color is modulated by the
  27923. * emissive color and the emissive intensity. If you have an emissive map,
  27924. * be sure to set the emissive color to something other than black.
  27925. *
  27926. * @type {?Texture}
  27927. * @default null
  27928. */
  27929. this.emissiveMap = null;
  27930. /**
  27931. * The texture to create a bump map. The black and white values map to the
  27932. * perceived depth in relation to the lights. Bump doesn't actually affect
  27933. * the geometry of the object, only the lighting. If a normal map is defined
  27934. * this will be ignored.
  27935. *
  27936. * @type {?Texture}
  27937. * @default null
  27938. */
  27939. this.bumpMap = null;
  27940. /**
  27941. * How much the bump map affects the material. Typical range is `[0,1]`.
  27942. *
  27943. * @type {number}
  27944. * @default 1
  27945. */
  27946. this.bumpScale = 1;
  27947. /**
  27948. * The texture to create a normal map. The RGB values affect the surface
  27949. * normal for each pixel fragment and change the way the color is lit. Normal
  27950. * maps do not change the actual shape of the surface, only the lighting. In
  27951. * case the material has a normal map authored using the left handed
  27952. * convention, the `y` component of `normalScale` should be negated to compensate
  27953. * for the different handedness.
  27954. *
  27955. * @type {?Texture}
  27956. * @default null
  27957. */
  27958. this.normalMap = null;
  27959. /**
  27960. * The type of normal map.
  27961. *
  27962. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  27963. * @default TangentSpaceNormalMap
  27964. */
  27965. this.normalMapType = TangentSpaceNormalMap;
  27966. /**
  27967. * How much the normal map affects the material. Typical value range is `[0,1]`.
  27968. *
  27969. * @type {Vector2}
  27970. * @default (1,1)
  27971. */
  27972. this.normalScale = new Vector2( 1, 1 );
  27973. /**
  27974. * The displacement map affects the position of the mesh's vertices. Unlike
  27975. * other maps which only affect the light and shade of the material the
  27976. * displaced vertices can cast shadows, block other objects, and otherwise
  27977. * act as real geometry. The displacement texture is an image where the value
  27978. * of each pixel (white being the highest) is mapped against, and
  27979. * repositions, the vertices of the mesh.
  27980. *
  27981. * @type {?Texture}
  27982. * @default null
  27983. */
  27984. this.displacementMap = null;
  27985. /**
  27986. * How much the displacement map affects the mesh (where black is no
  27987. * displacement, and white is maximum displacement). Without a displacement
  27988. * map set, this value is not applied.
  27989. *
  27990. * @type {number}
  27991. * @default 0
  27992. */
  27993. this.displacementScale = 1;
  27994. /**
  27995. * The offset of the displacement map's values on the mesh's vertices.
  27996. * The bias is added to the scaled sample of the displacement map.
  27997. * Without a displacement map set, this value is not applied.
  27998. *
  27999. * @type {number}
  28000. * @default 0
  28001. */
  28002. this.displacementBias = 0;
  28003. /**
  28004. * The specular map value affects both how much the specular surface
  28005. * highlight contributes and how much of the environment map affects the
  28006. * surface.
  28007. *
  28008. * @type {?Texture}
  28009. * @default null
  28010. */
  28011. this.specularMap = null;
  28012. /**
  28013. * The alpha map is a grayscale texture that controls the opacity across the
  28014. * surface (black: fully transparent; white: fully opaque).
  28015. *
  28016. * Only the color of the texture is used, ignoring the alpha channel if one
  28017. * exists. For RGB and RGBA textures, the renderer will use the green channel
  28018. * when sampling this texture due to the extra bit of precision provided for
  28019. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  28020. * luminance/alpha textures will also still work as expected.
  28021. *
  28022. * @type {?Texture}
  28023. * @default null
  28024. */
  28025. this.alphaMap = null;
  28026. /**
  28027. * The environment map.
  28028. *
  28029. * @type {?Texture}
  28030. * @default null
  28031. */
  28032. this.envMap = null;
  28033. /**
  28034. * The rotation of the environment map in radians.
  28035. *
  28036. * @type {Euler}
  28037. * @default (0,0,0)
  28038. */
  28039. this.envMapRotation = new Euler();
  28040. /**
  28041. * How to combine the result of the surface's color with the environment map, if any.
  28042. *
  28043. * When set to `MixOperation`, the {@link MeshBasicMaterial#reflectivity} is used to
  28044. * blend between the two colors.
  28045. *
  28046. * @type {(MultiplyOperation|MixOperation|AddOperation)}
  28047. * @default MultiplyOperation
  28048. */
  28049. this.combine = MultiplyOperation;
  28050. /**
  28051. * How much the environment map affects the surface.
  28052. * The valid range is between `0` (no reflections) and `1` (full reflections).
  28053. *
  28054. * @type {number}
  28055. * @default 1
  28056. */
  28057. this.reflectivity = 1;
  28058. /**
  28059. * The index of refraction (IOR) of air (approximately 1) divided by the
  28060. * index of refraction of the material. It is used with environment mapping
  28061. * modes {@link CubeRefractionMapping} and {@link EquirectangularRefractionMapping}.
  28062. * The refraction ratio should not exceed `1`.
  28063. *
  28064. * @type {number}
  28065. * @default 0.98
  28066. */
  28067. this.refractionRatio = 0.98;
  28068. /**
  28069. * Renders the geometry as a wireframe.
  28070. *
  28071. * @type {boolean}
  28072. * @default false
  28073. */
  28074. this.wireframe = false;
  28075. /**
  28076. * Controls the thickness of the wireframe.
  28077. *
  28078. * Can only be used with {@link SVGRenderer}.
  28079. *
  28080. * @type {number}
  28081. * @default 1
  28082. */
  28083. this.wireframeLinewidth = 1;
  28084. /**
  28085. * Defines appearance of wireframe ends.
  28086. *
  28087. * Can only be used with {@link SVGRenderer}.
  28088. *
  28089. * @type {('round'|'bevel'|'miter')}
  28090. * @default 'round'
  28091. */
  28092. this.wireframeLinecap = 'round';
  28093. /**
  28094. * Defines appearance of wireframe joints.
  28095. *
  28096. * Can only be used with {@link SVGRenderer}.
  28097. *
  28098. * @type {('round'|'bevel'|'miter')}
  28099. * @default 'round'
  28100. */
  28101. this.wireframeLinejoin = 'round';
  28102. /**
  28103. * Whether the material is rendered with flat shading or not.
  28104. *
  28105. * @type {boolean}
  28106. * @default false
  28107. */
  28108. this.flatShading = false;
  28109. /**
  28110. * Whether the material is affected by fog or not.
  28111. *
  28112. * @type {boolean}
  28113. * @default true
  28114. */
  28115. this.fog = true;
  28116. this.setValues( parameters );
  28117. }
  28118. copy( source ) {
  28119. super.copy( source );
  28120. this.color.copy( source.color );
  28121. this.specular.copy( source.specular );
  28122. this.shininess = source.shininess;
  28123. this.map = source.map;
  28124. this.lightMap = source.lightMap;
  28125. this.lightMapIntensity = source.lightMapIntensity;
  28126. this.aoMap = source.aoMap;
  28127. this.aoMapIntensity = source.aoMapIntensity;
  28128. this.emissive.copy( source.emissive );
  28129. this.emissiveMap = source.emissiveMap;
  28130. this.emissiveIntensity = source.emissiveIntensity;
  28131. this.bumpMap = source.bumpMap;
  28132. this.bumpScale = source.bumpScale;
  28133. this.normalMap = source.normalMap;
  28134. this.normalMapType = source.normalMapType;
  28135. this.normalScale.copy( source.normalScale );
  28136. this.displacementMap = source.displacementMap;
  28137. this.displacementScale = source.displacementScale;
  28138. this.displacementBias = source.displacementBias;
  28139. this.specularMap = source.specularMap;
  28140. this.alphaMap = source.alphaMap;
  28141. this.envMap = source.envMap;
  28142. this.envMapRotation.copy( source.envMapRotation );
  28143. this.combine = source.combine;
  28144. this.reflectivity = source.reflectivity;
  28145. this.refractionRatio = source.refractionRatio;
  28146. this.wireframe = source.wireframe;
  28147. this.wireframeLinewidth = source.wireframeLinewidth;
  28148. this.wireframeLinecap = source.wireframeLinecap;
  28149. this.wireframeLinejoin = source.wireframeLinejoin;
  28150. this.flatShading = source.flatShading;
  28151. this.fog = source.fog;
  28152. return this;
  28153. }
  28154. }
  28155. /**
  28156. * A material implementing toon shading.
  28157. *
  28158. * @augments Material
  28159. */
  28160. class MeshToonMaterial extends Material {
  28161. /**
  28162. * Constructs a new mesh toon material.
  28163. *
  28164. * @param {Object} [parameters] - An object with one or more properties
  28165. * defining the material's appearance. Any property of the material
  28166. * (including any property from inherited materials) can be passed
  28167. * in here. Color values can be passed any type of value accepted
  28168. * by {@link Color#set}.
  28169. */
  28170. constructor( parameters ) {
  28171. super();
  28172. /**
  28173. * This flag can be used for type testing.
  28174. *
  28175. * @type {boolean}
  28176. * @readonly
  28177. * @default true
  28178. */
  28179. this.isMeshToonMaterial = true;
  28180. this.defines = { 'TOON': '' };
  28181. this.type = 'MeshToonMaterial';
  28182. /**
  28183. * Color of the material.
  28184. *
  28185. * @type {Color}
  28186. * @default (1,1,1)
  28187. */
  28188. this.color = new Color( 0xffffff );
  28189. /**
  28190. * The color map. May optionally include an alpha channel, typically combined
  28191. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  28192. * color is modulated by the diffuse `color`.
  28193. *
  28194. * @type {?Texture}
  28195. * @default null
  28196. */
  28197. this.map = null;
  28198. /**
  28199. * Gradient map for toon shading. It's required to set
  28200. * {@link Texture#minFilter} and {@link Texture#magFilter} to {@linkNearestFilter}
  28201. * when using this type of texture.
  28202. *
  28203. * @type {?Texture}
  28204. * @default null
  28205. */
  28206. this.gradientMap = null;
  28207. /**
  28208. * The light map. Requires a second set of UVs.
  28209. *
  28210. * @type {?Texture}
  28211. * @default null
  28212. */
  28213. this.lightMap = null;
  28214. /**
  28215. * Intensity of the baked light.
  28216. *
  28217. * @type {number}
  28218. * @default 1
  28219. */
  28220. this.lightMapIntensity = 1.0;
  28221. /**
  28222. * The red channel of this texture is used as the ambient occlusion map.
  28223. * Requires a second set of UVs.
  28224. *
  28225. * @type {?Texture}
  28226. * @default null
  28227. */
  28228. this.aoMap = null;
  28229. /**
  28230. * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0`
  28231. * disables ambient occlusion. Where intensity is `1` and the AO map's
  28232. * red channel is also `1`, ambient light is fully occluded on a surface.
  28233. *
  28234. * @type {number}
  28235. * @default 1
  28236. */
  28237. this.aoMapIntensity = 1.0;
  28238. /**
  28239. * Emissive (light) color of the material, essentially a solid color
  28240. * unaffected by other lighting.
  28241. *
  28242. * @type {Color}
  28243. * @default (0,0,0)
  28244. */
  28245. this.emissive = new Color( 0x000000 );
  28246. /**
  28247. * Intensity of the emissive light. Modulates the emissive color.
  28248. *
  28249. * @type {number}
  28250. * @default 1
  28251. */
  28252. this.emissiveIntensity = 1.0;
  28253. /**
  28254. * Set emissive (glow) map. The emissive map color is modulated by the
  28255. * emissive color and the emissive intensity. If you have an emissive map,
  28256. * be sure to set the emissive color to something other than black.
  28257. *
  28258. * @type {?Texture}
  28259. * @default null
  28260. */
  28261. this.emissiveMap = null;
  28262. /**
  28263. * The texture to create a bump map. The black and white values map to the
  28264. * perceived depth in relation to the lights. Bump doesn't actually affect
  28265. * the geometry of the object, only the lighting. If a normal map is defined
  28266. * this will be ignored.
  28267. *
  28268. * @type {?Texture}
  28269. * @default null
  28270. */
  28271. this.bumpMap = null;
  28272. /**
  28273. * How much the bump map affects the material. Typical range is `[0,1]`.
  28274. *
  28275. * @type {number}
  28276. * @default 1
  28277. */
  28278. this.bumpScale = 1;
  28279. /**
  28280. * The texture to create a normal map. The RGB values affect the surface
  28281. * normal for each pixel fragment and change the way the color is lit. Normal
  28282. * maps do not change the actual shape of the surface, only the lighting. In
  28283. * case the material has a normal map authored using the left handed
  28284. * convention, the `y` component of `normalScale` should be negated to compensate
  28285. * for the different handedness.
  28286. *
  28287. * @type {?Texture}
  28288. * @default null
  28289. */
  28290. this.normalMap = null;
  28291. /**
  28292. * The type of normal map.
  28293. *
  28294. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  28295. * @default TangentSpaceNormalMap
  28296. */
  28297. this.normalMapType = TangentSpaceNormalMap;
  28298. /**
  28299. * How much the normal map affects the material. Typical value range is `[0,1]`.
  28300. *
  28301. * @type {Vector2}
  28302. * @default (1,1)
  28303. */
  28304. this.normalScale = new Vector2( 1, 1 );
  28305. /**
  28306. * The displacement map affects the position of the mesh's vertices. Unlike
  28307. * other maps which only affect the light and shade of the material the
  28308. * displaced vertices can cast shadows, block other objects, and otherwise
  28309. * act as real geometry. The displacement texture is an image where the value
  28310. * of each pixel (white being the highest) is mapped against, and
  28311. * repositions, the vertices of the mesh.
  28312. *
  28313. * @type {?Texture}
  28314. * @default null
  28315. */
  28316. this.displacementMap = null;
  28317. /**
  28318. * How much the displacement map affects the mesh (where black is no
  28319. * displacement, and white is maximum displacement). Without a displacement
  28320. * map set, this value is not applied.
  28321. *
  28322. * @type {number}
  28323. * @default 0
  28324. */
  28325. this.displacementScale = 1;
  28326. /**
  28327. * The offset of the displacement map's values on the mesh's vertices.
  28328. * The bias is added to the scaled sample of the displacement map.
  28329. * Without a displacement map set, this value is not applied.
  28330. *
  28331. * @type {number}
  28332. * @default 0
  28333. */
  28334. this.displacementBias = 0;
  28335. /**
  28336. * The alpha map is a grayscale texture that controls the opacity across the
  28337. * surface (black: fully transparent; white: fully opaque).
  28338. *
  28339. * Only the color of the texture is used, ignoring the alpha channel if one
  28340. * exists. For RGB and RGBA textures, the renderer will use the green channel
  28341. * when sampling this texture due to the extra bit of precision provided for
  28342. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  28343. * luminance/alpha textures will also still work as expected.
  28344. *
  28345. * @type {?Texture}
  28346. * @default null
  28347. */
  28348. this.alphaMap = null;
  28349. /**
  28350. * Renders the geometry as a wireframe.
  28351. *
  28352. * @type {boolean}
  28353. * @default false
  28354. */
  28355. this.wireframe = false;
  28356. /**
  28357. * Controls the thickness of the wireframe.
  28358. *
  28359. * Can only be used with {@link SVGRenderer}.
  28360. *
  28361. * @type {number}
  28362. * @default 1
  28363. */
  28364. this.wireframeLinewidth = 1;
  28365. /**
  28366. * Defines appearance of wireframe ends.
  28367. *
  28368. * Can only be used with {@link SVGRenderer}.
  28369. *
  28370. * @type {('round'|'bevel'|'miter')}
  28371. * @default 'round'
  28372. */
  28373. this.wireframeLinecap = 'round';
  28374. /**
  28375. * Defines appearance of wireframe joints.
  28376. *
  28377. * Can only be used with {@link SVGRenderer}.
  28378. *
  28379. * @type {('round'|'bevel'|'miter')}
  28380. * @default 'round'
  28381. */
  28382. this.wireframeLinejoin = 'round';
  28383. /**
  28384. * Whether the material is affected by fog or not.
  28385. *
  28386. * @type {boolean}
  28387. * @default true
  28388. */
  28389. this.fog = true;
  28390. this.setValues( parameters );
  28391. }
  28392. copy( source ) {
  28393. super.copy( source );
  28394. this.color.copy( source.color );
  28395. this.map = source.map;
  28396. this.gradientMap = source.gradientMap;
  28397. this.lightMap = source.lightMap;
  28398. this.lightMapIntensity = source.lightMapIntensity;
  28399. this.aoMap = source.aoMap;
  28400. this.aoMapIntensity = source.aoMapIntensity;
  28401. this.emissive.copy( source.emissive );
  28402. this.emissiveMap = source.emissiveMap;
  28403. this.emissiveIntensity = source.emissiveIntensity;
  28404. this.bumpMap = source.bumpMap;
  28405. this.bumpScale = source.bumpScale;
  28406. this.normalMap = source.normalMap;
  28407. this.normalMapType = source.normalMapType;
  28408. this.normalScale.copy( source.normalScale );
  28409. this.displacementMap = source.displacementMap;
  28410. this.displacementScale = source.displacementScale;
  28411. this.displacementBias = source.displacementBias;
  28412. this.alphaMap = source.alphaMap;
  28413. this.wireframe = source.wireframe;
  28414. this.wireframeLinewidth = source.wireframeLinewidth;
  28415. this.wireframeLinecap = source.wireframeLinecap;
  28416. this.wireframeLinejoin = source.wireframeLinejoin;
  28417. this.fog = source.fog;
  28418. return this;
  28419. }
  28420. }
  28421. /**
  28422. * A material that maps the normal vectors to RGB colors.
  28423. *
  28424. * @augments Material
  28425. */
  28426. class MeshNormalMaterial extends Material {
  28427. /**
  28428. * Constructs a new mesh normal material.
  28429. *
  28430. * @param {Object} [parameters] - An object with one or more properties
  28431. * defining the material's appearance. Any property of the material
  28432. * (including any property from inherited materials) can be passed
  28433. * in here. Color values can be passed any type of value accepted
  28434. * by {@link Color#set}.
  28435. */
  28436. constructor( parameters ) {
  28437. super();
  28438. /**
  28439. * This flag can be used for type testing.
  28440. *
  28441. * @type {boolean}
  28442. * @readonly
  28443. * @default true
  28444. */
  28445. this.isMeshNormalMaterial = true;
  28446. this.type = 'MeshNormalMaterial';
  28447. /**
  28448. * The texture to create a bump map. The black and white values map to the
  28449. * perceived depth in relation to the lights. Bump doesn't actually affect
  28450. * the geometry of the object, only the lighting. If a normal map is defined
  28451. * this will be ignored.
  28452. *
  28453. * @type {?Texture}
  28454. * @default null
  28455. */
  28456. this.bumpMap = null;
  28457. /**
  28458. * How much the bump map affects the material. Typical range is `[0,1]`.
  28459. *
  28460. * @type {number}
  28461. * @default 1
  28462. */
  28463. this.bumpScale = 1;
  28464. /**
  28465. * The texture to create a normal map. The RGB values affect the surface
  28466. * normal for each pixel fragment and change the way the color is lit. Normal
  28467. * maps do not change the actual shape of the surface, only the lighting. In
  28468. * case the material has a normal map authored using the left handed
  28469. * convention, the `y` component of `normalScale` should be negated to compensate
  28470. * for the different handedness.
  28471. *
  28472. * @type {?Texture}
  28473. * @default null
  28474. */
  28475. this.normalMap = null;
  28476. /**
  28477. * The type of normal map.
  28478. *
  28479. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  28480. * @default TangentSpaceNormalMap
  28481. */
  28482. this.normalMapType = TangentSpaceNormalMap;
  28483. /**
  28484. * How much the normal map affects the material. Typical value range is `[0,1]`.
  28485. *
  28486. * @type {Vector2}
  28487. * @default (1,1)
  28488. */
  28489. this.normalScale = new Vector2( 1, 1 );
  28490. /**
  28491. * The displacement map affects the position of the mesh's vertices. Unlike
  28492. * other maps which only affect the light and shade of the material the
  28493. * displaced vertices can cast shadows, block other objects, and otherwise
  28494. * act as real geometry. The displacement texture is an image where the value
  28495. * of each pixel (white being the highest) is mapped against, and
  28496. * repositions, the vertices of the mesh.
  28497. *
  28498. * @type {?Texture}
  28499. * @default null
  28500. */
  28501. this.displacementMap = null;
  28502. /**
  28503. * How much the displacement map affects the mesh (where black is no
  28504. * displacement, and white is maximum displacement). Without a displacement
  28505. * map set, this value is not applied.
  28506. *
  28507. * @type {number}
  28508. * @default 0
  28509. */
  28510. this.displacementScale = 1;
  28511. /**
  28512. * The offset of the displacement map's values on the mesh's vertices.
  28513. * The bias is added to the scaled sample of the displacement map.
  28514. * Without a displacement map set, this value is not applied.
  28515. *
  28516. * @type {number}
  28517. * @default 0
  28518. */
  28519. this.displacementBias = 0;
  28520. /**
  28521. * Renders the geometry as a wireframe.
  28522. *
  28523. * @type {boolean}
  28524. * @default false
  28525. */
  28526. this.wireframe = false;
  28527. /**
  28528. * Controls the thickness of the wireframe.
  28529. *
  28530. * WebGL and WebGPU ignore this property and always render
  28531. * 1 pixel wide lines.
  28532. *
  28533. * @type {number}
  28534. * @default 1
  28535. */
  28536. this.wireframeLinewidth = 1;
  28537. /**
  28538. * Whether the material is rendered with flat shading or not.
  28539. *
  28540. * @type {boolean}
  28541. * @default false
  28542. */
  28543. this.flatShading = false;
  28544. this.setValues( parameters );
  28545. }
  28546. copy( source ) {
  28547. super.copy( source );
  28548. this.bumpMap = source.bumpMap;
  28549. this.bumpScale = source.bumpScale;
  28550. this.normalMap = source.normalMap;
  28551. this.normalMapType = source.normalMapType;
  28552. this.normalScale.copy( source.normalScale );
  28553. this.displacementMap = source.displacementMap;
  28554. this.displacementScale = source.displacementScale;
  28555. this.displacementBias = source.displacementBias;
  28556. this.wireframe = source.wireframe;
  28557. this.wireframeLinewidth = source.wireframeLinewidth;
  28558. this.flatShading = source.flatShading;
  28559. return this;
  28560. }
  28561. }
  28562. /**
  28563. * A material for non-shiny surfaces, without specular highlights.
  28564. *
  28565. * The material uses a non-physically based [Lambertian]{@link https://en.wikipedia.org/wiki/Lambertian_reflectance}
  28566. * model for calculating reflectance. This can simulate some surfaces (such
  28567. * as untreated wood or stone) well, but cannot simulate shiny surfaces with
  28568. * specular highlights (such as varnished wood). `MeshLambertMaterial` uses per-fragment
  28569. * shading.
  28570. *
  28571. * Due to the simplicity of the reflectance and illumination models,
  28572. * performance will be greater when using this material over the
  28573. * {@link MeshPhongMaterial}, {@link MeshStandardMaterial} or
  28574. * {@link MeshPhysicalMaterial}, at the cost of some graphical accuracy.
  28575. *
  28576. * @augments Material
  28577. */
  28578. class MeshLambertMaterial extends Material {
  28579. /**
  28580. * Constructs a new mesh lambert material.
  28581. *
  28582. * @param {Object} [parameters] - An object with one or more properties
  28583. * defining the material's appearance. Any property of the material
  28584. * (including any property from inherited materials) can be passed
  28585. * in here. Color values can be passed any type of value accepted
  28586. * by {@link Color#set}.
  28587. */
  28588. constructor( parameters ) {
  28589. super();
  28590. /**
  28591. * This flag can be used for type testing.
  28592. *
  28593. * @type {boolean}
  28594. * @readonly
  28595. * @default true
  28596. */
  28597. this.isMeshLambertMaterial = true;
  28598. this.type = 'MeshLambertMaterial';
  28599. /**
  28600. * Color of the material.
  28601. *
  28602. * @type {Color}
  28603. * @default (1,1,1)
  28604. */
  28605. this.color = new Color( 0xffffff ); // diffuse
  28606. /**
  28607. * The color map. May optionally include an alpha channel, typically combined
  28608. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  28609. * color is modulated by the diffuse `color`.
  28610. *
  28611. * @type {?Texture}
  28612. * @default null
  28613. */
  28614. this.map = null;
  28615. /**
  28616. * The light map. Requires a second set of UVs.
  28617. *
  28618. * @type {?Texture}
  28619. * @default null
  28620. */
  28621. this.lightMap = null;
  28622. /**
  28623. * Intensity of the baked light.
  28624. *
  28625. * @type {number}
  28626. * @default 1
  28627. */
  28628. this.lightMapIntensity = 1.0;
  28629. /**
  28630. * The red channel of this texture is used as the ambient occlusion map.
  28631. * Requires a second set of UVs.
  28632. *
  28633. * @type {?Texture}
  28634. * @default null
  28635. */
  28636. this.aoMap = null;
  28637. /**
  28638. * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0`
  28639. * disables ambient occlusion. Where intensity is `1` and the AO map's
  28640. * red channel is also `1`, ambient light is fully occluded on a surface.
  28641. *
  28642. * @type {number}
  28643. * @default 1
  28644. */
  28645. this.aoMapIntensity = 1.0;
  28646. /**
  28647. * Emissive (light) color of the material, essentially a solid color
  28648. * unaffected by other lighting.
  28649. *
  28650. * @type {Color}
  28651. * @default (0,0,0)
  28652. */
  28653. this.emissive = new Color( 0x000000 );
  28654. /**
  28655. * Intensity of the emissive light. Modulates the emissive color.
  28656. *
  28657. * @type {number}
  28658. * @default 1
  28659. */
  28660. this.emissiveIntensity = 1.0;
  28661. /**
  28662. * Set emissive (glow) map. The emissive map color is modulated by the
  28663. * emissive color and the emissive intensity. If you have an emissive map,
  28664. * be sure to set the emissive color to something other than black.
  28665. *
  28666. * @type {?Texture}
  28667. * @default null
  28668. */
  28669. this.emissiveMap = null;
  28670. /**
  28671. * The texture to create a bump map. The black and white values map to the
  28672. * perceived depth in relation to the lights. Bump doesn't actually affect
  28673. * the geometry of the object, only the lighting. If a normal map is defined
  28674. * this will be ignored.
  28675. *
  28676. * @type {?Texture}
  28677. * @default null
  28678. */
  28679. this.bumpMap = null;
  28680. /**
  28681. * How much the bump map affects the material. Typical range is `[0,1]`.
  28682. *
  28683. * @type {number}
  28684. * @default 1
  28685. */
  28686. this.bumpScale = 1;
  28687. /**
  28688. * The texture to create a normal map. The RGB values affect the surface
  28689. * normal for each pixel fragment and change the way the color is lit. Normal
  28690. * maps do not change the actual shape of the surface, only the lighting. In
  28691. * case the material has a normal map authored using the left handed
  28692. * convention, the `y` component of `normalScale` should be negated to compensate
  28693. * for the different handedness.
  28694. *
  28695. * @type {?Texture}
  28696. * @default null
  28697. */
  28698. this.normalMap = null;
  28699. /**
  28700. * The type of normal map.
  28701. *
  28702. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  28703. * @default TangentSpaceNormalMap
  28704. */
  28705. this.normalMapType = TangentSpaceNormalMap;
  28706. /**
  28707. * How much the normal map affects the material. Typical value range is `[0,1]`.
  28708. *
  28709. * @type {Vector2}
  28710. * @default (1,1)
  28711. */
  28712. this.normalScale = new Vector2( 1, 1 );
  28713. /**
  28714. * The displacement map affects the position of the mesh's vertices. Unlike
  28715. * other maps which only affect the light and shade of the material the
  28716. * displaced vertices can cast shadows, block other objects, and otherwise
  28717. * act as real geometry. The displacement texture is an image where the value
  28718. * of each pixel (white being the highest) is mapped against, and
  28719. * repositions, the vertices of the mesh.
  28720. *
  28721. * @type {?Texture}
  28722. * @default null
  28723. */
  28724. this.displacementMap = null;
  28725. /**
  28726. * How much the displacement map affects the mesh (where black is no
  28727. * displacement, and white is maximum displacement). Without a displacement
  28728. * map set, this value is not applied.
  28729. *
  28730. * @type {number}
  28731. * @default 0
  28732. */
  28733. this.displacementScale = 1;
  28734. /**
  28735. * The offset of the displacement map's values on the mesh's vertices.
  28736. * The bias is added to the scaled sample of the displacement map.
  28737. * Without a displacement map set, this value is not applied.
  28738. *
  28739. * @type {number}
  28740. * @default 0
  28741. */
  28742. this.displacementBias = 0;
  28743. /**
  28744. * Specular map used by the material.
  28745. *
  28746. * @type {?Texture}
  28747. * @default null
  28748. */
  28749. this.specularMap = null;
  28750. /**
  28751. * The alpha map is a grayscale texture that controls the opacity across the
  28752. * surface (black: fully transparent; white: fully opaque).
  28753. *
  28754. * Only the color of the texture is used, ignoring the alpha channel if one
  28755. * exists. For RGB and RGBA textures, the renderer will use the green channel
  28756. * when sampling this texture due to the extra bit of precision provided for
  28757. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  28758. * luminance/alpha textures will also still work as expected.
  28759. *
  28760. * @type {?Texture}
  28761. * @default null
  28762. */
  28763. this.alphaMap = null;
  28764. /**
  28765. * The environment map.
  28766. *
  28767. * @type {?Texture}
  28768. * @default null
  28769. */
  28770. this.envMap = null;
  28771. /**
  28772. * The rotation of the environment map in radians.
  28773. *
  28774. * @type {Euler}
  28775. * @default (0,0,0)
  28776. */
  28777. this.envMapRotation = new Euler();
  28778. /**
  28779. * How to combine the result of the surface's color with the environment map, if any.
  28780. *
  28781. * When set to `MixOperation`, the {@link MeshBasicMaterial#reflectivity} is used to
  28782. * blend between the two colors.
  28783. *
  28784. * @type {(MultiplyOperation|MixOperation|AddOperation)}
  28785. * @default MultiplyOperation
  28786. */
  28787. this.combine = MultiplyOperation;
  28788. /**
  28789. * How much the environment map affects the surface.
  28790. * The valid range is between `0` (no reflections) and `1` (full reflections).
  28791. *
  28792. * @type {number}
  28793. * @default 1
  28794. */
  28795. this.reflectivity = 1;
  28796. /**
  28797. * The index of refraction (IOR) of air (approximately 1) divided by the
  28798. * index of refraction of the material. It is used with environment mapping
  28799. * modes {@link CubeRefractionMapping} and {@link EquirectangularRefractionMapping}.
  28800. * The refraction ratio should not exceed `1`.
  28801. *
  28802. * @type {number}
  28803. * @default 0.98
  28804. */
  28805. this.refractionRatio = 0.98;
  28806. /**
  28807. * Renders the geometry as a wireframe.
  28808. *
  28809. * @type {boolean}
  28810. * @default false
  28811. */
  28812. this.wireframe = false;
  28813. /**
  28814. * Controls the thickness of the wireframe.
  28815. *
  28816. * Can only be used with {@link SVGRenderer}.
  28817. *
  28818. * @type {number}
  28819. * @default 1
  28820. */
  28821. this.wireframeLinewidth = 1;
  28822. /**
  28823. * Defines appearance of wireframe ends.
  28824. *
  28825. * Can only be used with {@link SVGRenderer}.
  28826. *
  28827. * @type {('round'|'bevel'|'miter')}
  28828. * @default 'round'
  28829. */
  28830. this.wireframeLinecap = 'round';
  28831. /**
  28832. * Defines appearance of wireframe joints.
  28833. *
  28834. * Can only be used with {@link SVGRenderer}.
  28835. *
  28836. * @type {('round'|'bevel'|'miter')}
  28837. * @default 'round'
  28838. */
  28839. this.wireframeLinejoin = 'round';
  28840. /**
  28841. * Whether the material is rendered with flat shading or not.
  28842. *
  28843. * @type {boolean}
  28844. * @default false
  28845. */
  28846. this.flatShading = false;
  28847. /**
  28848. * Whether the material is affected by fog or not.
  28849. *
  28850. * @type {boolean}
  28851. * @default true
  28852. */
  28853. this.fog = true;
  28854. this.setValues( parameters );
  28855. }
  28856. copy( source ) {
  28857. super.copy( source );
  28858. this.color.copy( source.color );
  28859. this.map = source.map;
  28860. this.lightMap = source.lightMap;
  28861. this.lightMapIntensity = source.lightMapIntensity;
  28862. this.aoMap = source.aoMap;
  28863. this.aoMapIntensity = source.aoMapIntensity;
  28864. this.emissive.copy( source.emissive );
  28865. this.emissiveMap = source.emissiveMap;
  28866. this.emissiveIntensity = source.emissiveIntensity;
  28867. this.bumpMap = source.bumpMap;
  28868. this.bumpScale = source.bumpScale;
  28869. this.normalMap = source.normalMap;
  28870. this.normalMapType = source.normalMapType;
  28871. this.normalScale.copy( source.normalScale );
  28872. this.displacementMap = source.displacementMap;
  28873. this.displacementScale = source.displacementScale;
  28874. this.displacementBias = source.displacementBias;
  28875. this.specularMap = source.specularMap;
  28876. this.alphaMap = source.alphaMap;
  28877. this.envMap = source.envMap;
  28878. this.envMapRotation.copy( source.envMapRotation );
  28879. this.combine = source.combine;
  28880. this.reflectivity = source.reflectivity;
  28881. this.refractionRatio = source.refractionRatio;
  28882. this.wireframe = source.wireframe;
  28883. this.wireframeLinewidth = source.wireframeLinewidth;
  28884. this.wireframeLinecap = source.wireframeLinecap;
  28885. this.wireframeLinejoin = source.wireframeLinejoin;
  28886. this.flatShading = source.flatShading;
  28887. this.fog = source.fog;
  28888. return this;
  28889. }
  28890. }
  28891. /**
  28892. * A material for drawing geometry by depth. Depth is based off of the camera
  28893. * near and far plane. White is nearest, black is farthest.
  28894. *
  28895. * @augments Material
  28896. */
  28897. class MeshDepthMaterial extends Material {
  28898. /**
  28899. * Constructs a new mesh depth material.
  28900. *
  28901. * @param {Object} [parameters] - An object with one or more properties
  28902. * defining the material's appearance. Any property of the material
  28903. * (including any property from inherited materials) can be passed
  28904. * in here. Color values can be passed any type of value accepted
  28905. * by {@link Color#set}.
  28906. */
  28907. constructor( parameters ) {
  28908. super();
  28909. /**
  28910. * This flag can be used for type testing.
  28911. *
  28912. * @type {boolean}
  28913. * @readonly
  28914. * @default true
  28915. */
  28916. this.isMeshDepthMaterial = true;
  28917. this.type = 'MeshDepthMaterial';
  28918. /**
  28919. * Type for depth packing.
  28920. *
  28921. * @type {(BasicDepthPacking|RGBADepthPacking|RGBDepthPacking|RGDepthPacking)}
  28922. * @default BasicDepthPacking
  28923. */
  28924. this.depthPacking = BasicDepthPacking;
  28925. /**
  28926. * The color map. May optionally include an alpha channel, typically combined
  28927. * with {@link Material#transparent} or {@link Material#alphaTest}.
  28928. *
  28929. * @type {?Texture}
  28930. * @default null
  28931. */
  28932. this.map = null;
  28933. /**
  28934. * The alpha map is a grayscale texture that controls the opacity across the
  28935. * surface (black: fully transparent; white: fully opaque).
  28936. *
  28937. * Only the color of the texture is used, ignoring the alpha channel if one
  28938. * exists. For RGB and RGBA textures, the renderer will use the green channel
  28939. * when sampling this texture due to the extra bit of precision provided for
  28940. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  28941. * luminance/alpha textures will also still work as expected.
  28942. *
  28943. * @type {?Texture}
  28944. * @default null
  28945. */
  28946. this.alphaMap = null;
  28947. /**
  28948. * The displacement map affects the position of the mesh's vertices. Unlike
  28949. * other maps which only affect the light and shade of the material the
  28950. * displaced vertices can cast shadows, block other objects, and otherwise
  28951. * act as real geometry. The displacement texture is an image where the value
  28952. * of each pixel (white being the highest) is mapped against, and
  28953. * repositions, the vertices of the mesh.
  28954. *
  28955. * @type {?Texture}
  28956. * @default null
  28957. */
  28958. this.displacementMap = null;
  28959. /**
  28960. * How much the displacement map affects the mesh (where black is no
  28961. * displacement, and white is maximum displacement). Without a displacement
  28962. * map set, this value is not applied.
  28963. *
  28964. * @type {number}
  28965. * @default 0
  28966. */
  28967. this.displacementScale = 1;
  28968. /**
  28969. * The offset of the displacement map's values on the mesh's vertices.
  28970. * The bias is added to the scaled sample of the displacement map.
  28971. * Without a displacement map set, this value is not applied.
  28972. *
  28973. * @type {number}
  28974. * @default 0
  28975. */
  28976. this.displacementBias = 0;
  28977. /**
  28978. * Renders the geometry as a wireframe.
  28979. *
  28980. * @type {boolean}
  28981. * @default false
  28982. */
  28983. this.wireframe = false;
  28984. /**
  28985. * Controls the thickness of the wireframe.
  28986. *
  28987. * WebGL and WebGPU ignore this property and always render
  28988. * 1 pixel wide lines.
  28989. *
  28990. * @type {number}
  28991. * @default 1
  28992. */
  28993. this.wireframeLinewidth = 1;
  28994. this.setValues( parameters );
  28995. }
  28996. copy( source ) {
  28997. super.copy( source );
  28998. this.depthPacking = source.depthPacking;
  28999. this.map = source.map;
  29000. this.alphaMap = source.alphaMap;
  29001. this.displacementMap = source.displacementMap;
  29002. this.displacementScale = source.displacementScale;
  29003. this.displacementBias = source.displacementBias;
  29004. this.wireframe = source.wireframe;
  29005. this.wireframeLinewidth = source.wireframeLinewidth;
  29006. return this;
  29007. }
  29008. }
  29009. /**
  29010. * A material used internally for implementing shadow mapping with
  29011. * point lights.
  29012. *
  29013. * Can also be used to customize the shadow casting of an object by assigning
  29014. * an instance of `MeshDistanceMaterial` to {@link Object3D#customDistanceMaterial}.
  29015. * The following examples demonstrates this approach in order to ensure
  29016. * transparent parts of objects do no cast shadows.
  29017. *
  29018. * @augments Material
  29019. */
  29020. class MeshDistanceMaterial extends Material {
  29021. /**
  29022. * Constructs a new mesh distance material.
  29023. *
  29024. * @param {Object} [parameters] - An object with one or more properties
  29025. * defining the material's appearance. Any property of the material
  29026. * (including any property from inherited materials) can be passed
  29027. * in here. Color values can be passed any type of value accepted
  29028. * by {@link Color#set}.
  29029. */
  29030. constructor( parameters ) {
  29031. super();
  29032. /**
  29033. * This flag can be used for type testing.
  29034. *
  29035. * @type {boolean}
  29036. * @readonly
  29037. * @default true
  29038. */
  29039. this.isMeshDistanceMaterial = true;
  29040. this.type = 'MeshDistanceMaterial';
  29041. /**
  29042. * The color map. May optionally include an alpha channel, typically combined
  29043. * with {@link Material#transparent} or {@link Material#alphaTest}.
  29044. *
  29045. * @type {?Texture}
  29046. * @default null
  29047. */
  29048. this.map = null;
  29049. /**
  29050. * The alpha map is a grayscale texture that controls the opacity across the
  29051. * surface (black: fully transparent; white: fully opaque).
  29052. *
  29053. * Only the color of the texture is used, ignoring the alpha channel if one
  29054. * exists. For RGB and RGBA textures, the renderer will use the green channel
  29055. * when sampling this texture due to the extra bit of precision provided for
  29056. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  29057. * luminance/alpha textures will also still work as expected.
  29058. *
  29059. * @type {?Texture}
  29060. * @default null
  29061. */
  29062. this.alphaMap = null;
  29063. /**
  29064. * The displacement map affects the position of the mesh's vertices. Unlike
  29065. * other maps which only affect the light and shade of the material the
  29066. * displaced vertices can cast shadows, block other objects, and otherwise
  29067. * act as real geometry. The displacement texture is an image where the value
  29068. * of each pixel (white being the highest) is mapped against, and
  29069. * repositions, the vertices of the mesh.
  29070. *
  29071. * @type {?Texture}
  29072. * @default null
  29073. */
  29074. this.displacementMap = null;
  29075. /**
  29076. * How much the displacement map affects the mesh (where black is no
  29077. * displacement, and white is maximum displacement). Without a displacement
  29078. * map set, this value is not applied.
  29079. *
  29080. * @type {number}
  29081. * @default 0
  29082. */
  29083. this.displacementScale = 1;
  29084. /**
  29085. * The offset of the displacement map's values on the mesh's vertices.
  29086. * The bias is added to the scaled sample of the displacement map.
  29087. * Without a displacement map set, this value is not applied.
  29088. *
  29089. * @type {number}
  29090. * @default 0
  29091. */
  29092. this.displacementBias = 0;
  29093. this.setValues( parameters );
  29094. }
  29095. copy( source ) {
  29096. super.copy( source );
  29097. this.map = source.map;
  29098. this.alphaMap = source.alphaMap;
  29099. this.displacementMap = source.displacementMap;
  29100. this.displacementScale = source.displacementScale;
  29101. this.displacementBias = source.displacementBias;
  29102. return this;
  29103. }
  29104. }
  29105. /**
  29106. * This material is defined by a MatCap (or Lit Sphere) texture, which encodes the
  29107. * material color and shading.
  29108. *
  29109. * `MeshMatcapMaterial` does not respond to lights since the matcap image file encodes
  29110. * baked lighting. It will cast a shadow onto an object that receives shadows
  29111. * (and shadow clipping works), but it will not self-shadow or receive
  29112. * shadows.
  29113. *
  29114. * @augments Material
  29115. */
  29116. class MeshMatcapMaterial extends Material {
  29117. /**
  29118. * Constructs a new mesh matcap material.
  29119. *
  29120. * @param {Object} [parameters] - An object with one or more properties
  29121. * defining the material's appearance. Any property of the material
  29122. * (including any property from inherited materials) can be passed
  29123. * in here. Color values can be passed any type of value accepted
  29124. * by {@link Color#set}.
  29125. */
  29126. constructor( parameters ) {
  29127. super();
  29128. /**
  29129. * This flag can be used for type testing.
  29130. *
  29131. * @type {boolean}
  29132. * @readonly
  29133. * @default true
  29134. */
  29135. this.isMeshMatcapMaterial = true;
  29136. this.defines = { 'MATCAP': '' };
  29137. this.type = 'MeshMatcapMaterial';
  29138. /**
  29139. * Color of the material.
  29140. *
  29141. * @type {Color}
  29142. * @default (1,1,1)
  29143. */
  29144. this.color = new Color( 0xffffff ); // diffuse
  29145. /**
  29146. * The matcap map.
  29147. *
  29148. * @type {?Texture}
  29149. * @default null
  29150. */
  29151. this.matcap = null;
  29152. /**
  29153. * The color map. May optionally include an alpha channel, typically combined
  29154. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  29155. * color is modulated by the diffuse `color`.
  29156. *
  29157. * @type {?Texture}
  29158. * @default null
  29159. */
  29160. this.map = null;
  29161. /**
  29162. * The texture to create a bump map. The black and white values map to the
  29163. * perceived depth in relation to the lights. Bump doesn't actually affect
  29164. * the geometry of the object, only the lighting. If a normal map is defined
  29165. * this will be ignored.
  29166. *
  29167. * @type {?Texture}
  29168. * @default null
  29169. */
  29170. this.bumpMap = null;
  29171. /**
  29172. * How much the bump map affects the material. Typical range is `[0,1]`.
  29173. *
  29174. * @type {number}
  29175. * @default 1
  29176. */
  29177. this.bumpScale = 1;
  29178. /**
  29179. * The texture to create a normal map. The RGB values affect the surface
  29180. * normal for each pixel fragment and change the way the color is lit. Normal
  29181. * maps do not change the actual shape of the surface, only the lighting. In
  29182. * case the material has a normal map authored using the left handed
  29183. * convention, the `y` component of `normalScale` should be negated to compensate
  29184. * for the different handedness.
  29185. *
  29186. * @type {?Texture}
  29187. * @default null
  29188. */
  29189. this.normalMap = null;
  29190. /**
  29191. * The type of normal map.
  29192. *
  29193. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  29194. * @default TangentSpaceNormalMap
  29195. */
  29196. this.normalMapType = TangentSpaceNormalMap;
  29197. /**
  29198. * How much the normal map affects the material. Typical value range is `[0,1]`.
  29199. *
  29200. * @type {Vector2}
  29201. * @default (1,1)
  29202. */
  29203. this.normalScale = new Vector2( 1, 1 );
  29204. /**
  29205. * The displacement map affects the position of the mesh's vertices. Unlike
  29206. * other maps which only affect the light and shade of the material the
  29207. * displaced vertices can cast shadows, block other objects, and otherwise
  29208. * act as real geometry. The displacement texture is an image where the value
  29209. * of each pixel (white being the highest) is mapped against, and
  29210. * repositions, the vertices of the mesh.
  29211. *
  29212. * @type {?Texture}
  29213. * @default null
  29214. */
  29215. this.displacementMap = null;
  29216. /**
  29217. * How much the displacement map affects the mesh (where black is no
  29218. * displacement, and white is maximum displacement). Without a displacement
  29219. * map set, this value is not applied.
  29220. *
  29221. * @type {number}
  29222. * @default 0
  29223. */
  29224. this.displacementScale = 1;
  29225. /**
  29226. * The offset of the displacement map's values on the mesh's vertices.
  29227. * The bias is added to the scaled sample of the displacement map.
  29228. * Without a displacement map set, this value is not applied.
  29229. *
  29230. * @type {number}
  29231. * @default 0
  29232. */
  29233. this.displacementBias = 0;
  29234. /**
  29235. * The alpha map is a grayscale texture that controls the opacity across the
  29236. * surface (black: fully transparent; white: fully opaque).
  29237. *
  29238. * Only the color of the texture is used, ignoring the alpha channel if one
  29239. * exists. For RGB and RGBA textures, the renderer will use the green channel
  29240. * when sampling this texture due to the extra bit of precision provided for
  29241. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  29242. * luminance/alpha textures will also still work as expected.
  29243. *
  29244. * @type {?Texture}
  29245. * @default null
  29246. */
  29247. this.alphaMap = null;
  29248. /**
  29249. * Whether the material is rendered with flat shading or not.
  29250. *
  29251. * @type {boolean}
  29252. * @default false
  29253. */
  29254. this.flatShading = false;
  29255. /**
  29256. * Whether the material is affected by fog or not.
  29257. *
  29258. * @type {boolean}
  29259. * @default true
  29260. */
  29261. this.fog = true;
  29262. this.setValues( parameters );
  29263. }
  29264. copy( source ) {
  29265. super.copy( source );
  29266. this.defines = { 'MATCAP': '' };
  29267. this.color.copy( source.color );
  29268. this.matcap = source.matcap;
  29269. this.map = source.map;
  29270. this.bumpMap = source.bumpMap;
  29271. this.bumpScale = source.bumpScale;
  29272. this.normalMap = source.normalMap;
  29273. this.normalMapType = source.normalMapType;
  29274. this.normalScale.copy( source.normalScale );
  29275. this.displacementMap = source.displacementMap;
  29276. this.displacementScale = source.displacementScale;
  29277. this.displacementBias = source.displacementBias;
  29278. this.alphaMap = source.alphaMap;
  29279. this.flatShading = source.flatShading;
  29280. this.fog = source.fog;
  29281. return this;
  29282. }
  29283. }
  29284. /**
  29285. * A material for rendering line primitives.
  29286. *
  29287. * Materials define the appearance of renderable 3D objects.
  29288. *
  29289. * ```js
  29290. * const material = new THREE.LineDashedMaterial( {
  29291. * color: 0xffffff,
  29292. * scale: 1,
  29293. * dashSize: 3,
  29294. * gapSize: 1,
  29295. * } );
  29296. * ```
  29297. *
  29298. * @augments LineBasicMaterial
  29299. */
  29300. class LineDashedMaterial extends LineBasicMaterial {
  29301. /**
  29302. * Constructs a new line dashed 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.isLineDashedMaterial = true;
  29320. this.type = 'LineDashedMaterial';
  29321. /**
  29322. * The scale of the dashed part of a line.
  29323. *
  29324. * @type {number}
  29325. * @default 1
  29326. */
  29327. this.scale = 1;
  29328. /**
  29329. * The size of the dash. This is both the gap with the stroke.
  29330. *
  29331. * @type {number}
  29332. * @default 3
  29333. */
  29334. this.dashSize = 3;
  29335. /**
  29336. * The size of the gap.
  29337. *
  29338. * @type {number}
  29339. * @default 1
  29340. */
  29341. this.gapSize = 1;
  29342. this.setValues( parameters );
  29343. }
  29344. copy( source ) {
  29345. super.copy( source );
  29346. this.scale = source.scale;
  29347. this.dashSize = source.dashSize;
  29348. this.gapSize = source.gapSize;
  29349. return this;
  29350. }
  29351. }
  29352. /**
  29353. * Converts an array to a specific type.
  29354. *
  29355. * @param {TypedArray|Array} array - The array to convert.
  29356. * @param {TypedArray.constructor} type - The constructor of a typed array that defines the new type.
  29357. * @return {TypedArray} The converted array.
  29358. */
  29359. function convertArray( array, type ) {
  29360. if ( ! array || array.constructor === type ) return array;
  29361. if ( typeof type.BYTES_PER_ELEMENT === 'number' ) {
  29362. return new type( array ); // create typed array
  29363. }
  29364. return Array.prototype.slice.call( array ); // create Array
  29365. }
  29366. /**
  29367. * Returns `true` if the given object is a typed array.
  29368. *
  29369. * @param {any} object - The object to check.
  29370. * @return {boolean} Whether the given object is a typed array.
  29371. */
  29372. function isTypedArray( object ) {
  29373. return ArrayBuffer.isView( object ) && ! ( object instanceof DataView );
  29374. }
  29375. /**
  29376. * Returns an array by which times and values can be sorted.
  29377. *
  29378. * @param {Array<number>} times - The keyframe time values.
  29379. * @return {Array<number>} The array.
  29380. */
  29381. function getKeyframeOrder( times ) {
  29382. function compareTime( i, j ) {
  29383. return times[ i ] - times[ j ];
  29384. }
  29385. const n = times.length;
  29386. const result = new Array( n );
  29387. for ( let i = 0; i !== n; ++ i ) result[ i ] = i;
  29388. result.sort( compareTime );
  29389. return result;
  29390. }
  29391. /**
  29392. * Sorts the given array by the previously computed order via `getKeyframeOrder()`.
  29393. *
  29394. * @param {Array<number>} values - The values to sort.
  29395. * @param {number} stride - The stride.
  29396. * @param {Array<number>} order - The sort order.
  29397. * @return {Array<number>} The sorted values.
  29398. */
  29399. function sortedArray( values, stride, order ) {
  29400. const nValues = values.length;
  29401. const result = new values.constructor( nValues );
  29402. for ( let i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) {
  29403. const srcOffset = order[ i ] * stride;
  29404. for ( let j = 0; j !== stride; ++ j ) {
  29405. result[ dstOffset ++ ] = values[ srcOffset + j ];
  29406. }
  29407. }
  29408. return result;
  29409. }
  29410. /**
  29411. * Used for parsing AOS keyframe formats.
  29412. *
  29413. * @param {Array<number>} jsonKeys - A list of JSON keyframes.
  29414. * @param {Array<number>} times - This array will be filled with keyframe times by this function.
  29415. * @param {Array<number>} values - This array will be filled with keyframe values by this function.
  29416. * @param {string} valuePropertyName - The name of the property to use.
  29417. */
  29418. function flattenJSON( jsonKeys, times, values, valuePropertyName ) {
  29419. let i = 1, key = jsonKeys[ 0 ];
  29420. while ( key !== undefined && key[ valuePropertyName ] === undefined ) {
  29421. key = jsonKeys[ i ++ ];
  29422. }
  29423. if ( key === undefined ) return; // no data
  29424. let value = key[ valuePropertyName ];
  29425. if ( value === undefined ) return; // no data
  29426. if ( Array.isArray( value ) ) {
  29427. do {
  29428. value = key[ valuePropertyName ];
  29429. if ( value !== undefined ) {
  29430. times.push( key.time );
  29431. values.push( ...value ); // push all elements
  29432. }
  29433. key = jsonKeys[ i ++ ];
  29434. } while ( key !== undefined );
  29435. } else if ( value.toArray !== undefined ) {
  29436. // ...assume THREE.Math-ish
  29437. do {
  29438. value = key[ valuePropertyName ];
  29439. if ( value !== undefined ) {
  29440. times.push( key.time );
  29441. value.toArray( values, values.length );
  29442. }
  29443. key = jsonKeys[ i ++ ];
  29444. } while ( key !== undefined );
  29445. } else {
  29446. // otherwise push as-is
  29447. do {
  29448. value = key[ valuePropertyName ];
  29449. if ( value !== undefined ) {
  29450. times.push( key.time );
  29451. values.push( value );
  29452. }
  29453. key = jsonKeys[ i ++ ];
  29454. } while ( key !== undefined );
  29455. }
  29456. }
  29457. /**
  29458. * Creates a new clip, containing only the segment of the original clip between the given frames.
  29459. *
  29460. * @param {AnimationClip} sourceClip - The values to sort.
  29461. * @param {string} name - The name of the clip.
  29462. * @param {number} startFrame - The start frame.
  29463. * @param {number} endFrame - The end frame.
  29464. * @param {number} [fps=30] - The FPS.
  29465. * @return {AnimationClip} The new sub clip.
  29466. */
  29467. function subclip( sourceClip, name, startFrame, endFrame, fps = 30 ) {
  29468. const clip = sourceClip.clone();
  29469. clip.name = name;
  29470. const tracks = [];
  29471. for ( let i = 0; i < clip.tracks.length; ++ i ) {
  29472. const track = clip.tracks[ i ];
  29473. const valueSize = track.getValueSize();
  29474. const times = [];
  29475. const values = [];
  29476. for ( let j = 0; j < track.times.length; ++ j ) {
  29477. const frame = track.times[ j ] * fps;
  29478. if ( frame < startFrame || frame >= endFrame ) continue;
  29479. times.push( track.times[ j ] );
  29480. for ( let k = 0; k < valueSize; ++ k ) {
  29481. values.push( track.values[ j * valueSize + k ] );
  29482. }
  29483. }
  29484. if ( times.length === 0 ) continue;
  29485. track.times = convertArray( times, track.times.constructor );
  29486. track.values = convertArray( values, track.values.constructor );
  29487. tracks.push( track );
  29488. }
  29489. clip.tracks = tracks;
  29490. // find minimum .times value across all tracks in the trimmed clip
  29491. let minStartTime = Infinity;
  29492. for ( let i = 0; i < clip.tracks.length; ++ i ) {
  29493. if ( minStartTime > clip.tracks[ i ].times[ 0 ] ) {
  29494. minStartTime = clip.tracks[ i ].times[ 0 ];
  29495. }
  29496. }
  29497. // shift all tracks such that clip begins at t=0
  29498. for ( let i = 0; i < clip.tracks.length; ++ i ) {
  29499. clip.tracks[ i ].shift( - 1 * minStartTime );
  29500. }
  29501. clip.resetDuration();
  29502. return clip;
  29503. }
  29504. /**
  29505. * Converts the keyframes of the given animation clip to an additive format.
  29506. *
  29507. * @param {AnimationClip} targetClip - The clip to make additive.
  29508. * @param {number} [referenceFrame=0] - The reference frame.
  29509. * @param {AnimationClip} [referenceClip=targetClip] - The reference clip.
  29510. * @param {number} [fps=30] - The FPS.
  29511. * @return {AnimationClip} The updated clip which is now additive.
  29512. */
  29513. function makeClipAdditive( targetClip, referenceFrame = 0, referenceClip = targetClip, fps = 30 ) {
  29514. if ( fps <= 0 ) fps = 30;
  29515. const numTracks = referenceClip.tracks.length;
  29516. const referenceTime = referenceFrame / fps;
  29517. // Make each track's values relative to the values at the reference frame
  29518. for ( let i = 0; i < numTracks; ++ i ) {
  29519. const referenceTrack = referenceClip.tracks[ i ];
  29520. const referenceTrackType = referenceTrack.ValueTypeName;
  29521. // Skip this track if it's non-numeric
  29522. if ( referenceTrackType === 'bool' || referenceTrackType === 'string' ) continue;
  29523. // Find the track in the target clip whose name and type matches the reference track
  29524. const targetTrack = targetClip.tracks.find( function ( track ) {
  29525. return track.name === referenceTrack.name
  29526. && track.ValueTypeName === referenceTrackType;
  29527. } );
  29528. if ( targetTrack === undefined ) continue;
  29529. let referenceOffset = 0;
  29530. const referenceValueSize = referenceTrack.getValueSize();
  29531. if ( referenceTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) {
  29532. referenceOffset = referenceValueSize / 3;
  29533. }
  29534. let targetOffset = 0;
  29535. const targetValueSize = targetTrack.getValueSize();
  29536. if ( targetTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) {
  29537. targetOffset = targetValueSize / 3;
  29538. }
  29539. const lastIndex = referenceTrack.times.length - 1;
  29540. let referenceValue;
  29541. // Find the value to subtract out of the track
  29542. if ( referenceTime <= referenceTrack.times[ 0 ] ) {
  29543. // Reference frame is earlier than the first keyframe, so just use the first keyframe
  29544. const startIndex = referenceOffset;
  29545. const endIndex = referenceValueSize - referenceOffset;
  29546. referenceValue = referenceTrack.values.slice( startIndex, endIndex );
  29547. } else if ( referenceTime >= referenceTrack.times[ lastIndex ] ) {
  29548. // Reference frame is after the last keyframe, so just use the last keyframe
  29549. const startIndex = lastIndex * referenceValueSize + referenceOffset;
  29550. const endIndex = startIndex + referenceValueSize - referenceOffset;
  29551. referenceValue = referenceTrack.values.slice( startIndex, endIndex );
  29552. } else {
  29553. // Interpolate to the reference value
  29554. const interpolant = referenceTrack.createInterpolant();
  29555. const startIndex = referenceOffset;
  29556. const endIndex = referenceValueSize - referenceOffset;
  29557. interpolant.evaluate( referenceTime );
  29558. referenceValue = interpolant.resultBuffer.slice( startIndex, endIndex );
  29559. }
  29560. // Conjugate the quaternion
  29561. if ( referenceTrackType === 'quaternion' ) {
  29562. const referenceQuat = new Quaternion().fromArray( referenceValue ).normalize().conjugate();
  29563. referenceQuat.toArray( referenceValue );
  29564. }
  29565. // Subtract the reference value from all of the track values
  29566. const numTimes = targetTrack.times.length;
  29567. for ( let j = 0; j < numTimes; ++ j ) {
  29568. const valueStart = j * targetValueSize + targetOffset;
  29569. if ( referenceTrackType === 'quaternion' ) {
  29570. // Multiply the conjugate for quaternion track types
  29571. Quaternion.multiplyQuaternionsFlat(
  29572. targetTrack.values,
  29573. valueStart,
  29574. referenceValue,
  29575. 0,
  29576. targetTrack.values,
  29577. valueStart
  29578. );
  29579. } else {
  29580. const valueEnd = targetValueSize - targetOffset * 2;
  29581. // Subtract each value for all other numeric track types
  29582. for ( let k = 0; k < valueEnd; ++ k ) {
  29583. targetTrack.values[ valueStart + k ] -= referenceValue[ k ];
  29584. }
  29585. }
  29586. }
  29587. }
  29588. targetClip.blendMode = AdditiveAnimationBlendMode;
  29589. return targetClip;
  29590. }
  29591. /**
  29592. * A class with various methods to assist with animations.
  29593. *
  29594. * @hideconstructor
  29595. */
  29596. class AnimationUtils {
  29597. /**
  29598. * Converts an array to a specific type
  29599. *
  29600. * @static
  29601. * @param {TypedArray|Array} array - The array to convert.
  29602. * @param {TypedArray.constructor} type - The constructor of a type array.
  29603. * @return {TypedArray} The converted array
  29604. */
  29605. static convertArray( array, type ) {
  29606. return convertArray( array, type );
  29607. }
  29608. /**
  29609. * Returns `true` if the given object is a typed array.
  29610. *
  29611. * @static
  29612. * @param {any} object - The object to check.
  29613. * @return {boolean} Whether the given object is a typed array.
  29614. */
  29615. static isTypedArray( object ) {
  29616. return isTypedArray( object );
  29617. }
  29618. /**
  29619. * Returns an array by which times and values can be sorted.
  29620. *
  29621. * @static
  29622. * @param {Array<number>} times - The keyframe time values.
  29623. * @return {Array<number>} The array.
  29624. */
  29625. static getKeyframeOrder( times ) {
  29626. return getKeyframeOrder( times );
  29627. }
  29628. /**
  29629. * Sorts the given array by the previously computed order via `getKeyframeOrder()`.
  29630. *
  29631. * @static
  29632. * @param {Array<number>} values - The values to sort.
  29633. * @param {number} stride - The stride.
  29634. * @param {Array<number>} order - The sort order.
  29635. * @return {Array<number>} The sorted values.
  29636. */
  29637. static sortedArray( values, stride, order ) {
  29638. return sortedArray( values, stride, order );
  29639. }
  29640. /**
  29641. * Used for parsing AOS keyframe formats.
  29642. *
  29643. * @static
  29644. * @param {Array<number>} jsonKeys - A list of JSON keyframes.
  29645. * @param {Array<number>} times - This array will be filled with keyframe times by this method.
  29646. * @param {Array<number>} values - This array will be filled with keyframe values by this method.
  29647. * @param {string} valuePropertyName - The name of the property to use.
  29648. */
  29649. static flattenJSON( jsonKeys, times, values, valuePropertyName ) {
  29650. flattenJSON( jsonKeys, times, values, valuePropertyName );
  29651. }
  29652. /**
  29653. * Creates a new clip, containing only the segment of the original clip between the given frames.
  29654. *
  29655. * @static
  29656. * @param {AnimationClip} sourceClip - The values to sort.
  29657. * @param {string} name - The name of the clip.
  29658. * @param {number} startFrame - The start frame.
  29659. * @param {number} endFrame - The end frame.
  29660. * @param {number} [fps=30] - The FPS.
  29661. * @return {AnimationClip} The new sub clip.
  29662. */
  29663. static subclip( sourceClip, name, startFrame, endFrame, fps = 30 ) {
  29664. return subclip( sourceClip, name, startFrame, endFrame, fps );
  29665. }
  29666. /**
  29667. * Converts the keyframes of the given animation clip to an additive format.
  29668. *
  29669. * @static
  29670. * @param {AnimationClip} targetClip - The clip to make additive.
  29671. * @param {number} [referenceFrame=0] - The reference frame.
  29672. * @param {AnimationClip} [referenceClip=targetClip] - The reference clip.
  29673. * @param {number} [fps=30] - The FPS.
  29674. * @return {AnimationClip} The updated clip which is now additive.
  29675. */
  29676. static makeClipAdditive( targetClip, referenceFrame = 0, referenceClip = targetClip, fps = 30 ) {
  29677. return makeClipAdditive( targetClip, referenceFrame, referenceClip, fps );
  29678. }
  29679. }
  29680. /**
  29681. * Abstract base class of interpolants over parametric samples.
  29682. *
  29683. * The parameter domain is one dimensional, typically the time or a path
  29684. * along a curve defined by the data.
  29685. *
  29686. * The sample values can have any dimensionality and derived classes may
  29687. * apply special interpretations to the data.
  29688. *
  29689. * This class provides the interval seek in a Template Method, deferring
  29690. * the actual interpolation to derived classes.
  29691. *
  29692. * Time complexity is O(1) for linear access crossing at most two points
  29693. * and O(log N) for random access, where N is the number of positions.
  29694. *
  29695. * References: {@link http://www.oodesign.com/template-method-pattern.html}
  29696. *
  29697. * @abstract
  29698. */
  29699. class Interpolant {
  29700. /**
  29701. * Constructs a new interpolant.
  29702. *
  29703. * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.
  29704. * @param {TypedArray} sampleValues - The sample values.
  29705. * @param {number} sampleSize - The sample size
  29706. * @param {TypedArray} [resultBuffer] - The result buffer.
  29707. */
  29708. constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  29709. /**
  29710. * The parameter positions.
  29711. *
  29712. * @type {TypedArray}
  29713. */
  29714. this.parameterPositions = parameterPositions;
  29715. /**
  29716. * A cache index.
  29717. *
  29718. * @private
  29719. * @type {number}
  29720. * @default 0
  29721. */
  29722. this._cachedIndex = 0;
  29723. /**
  29724. * The result buffer.
  29725. *
  29726. * @type {TypedArray}
  29727. */
  29728. this.resultBuffer = resultBuffer !== undefined ? resultBuffer : new sampleValues.constructor( sampleSize );
  29729. /**
  29730. * The sample values.
  29731. *
  29732. * @type {TypedArray}
  29733. */
  29734. this.sampleValues = sampleValues;
  29735. /**
  29736. * The value size.
  29737. *
  29738. * @type {TypedArray}
  29739. */
  29740. this.valueSize = sampleSize;
  29741. /**
  29742. * The interpolation settings.
  29743. *
  29744. * @type {?Object}
  29745. * @default null
  29746. */
  29747. this.settings = null;
  29748. /**
  29749. * The default settings object.
  29750. *
  29751. * @type {Object}
  29752. */
  29753. this.DefaultSettings_ = {};
  29754. }
  29755. /**
  29756. * Evaluate the interpolant at position `t`.
  29757. *
  29758. * @param {number} t - The interpolation factor.
  29759. * @return {TypedArray} The result buffer.
  29760. */
  29761. evaluate( t ) {
  29762. const pp = this.parameterPositions;
  29763. let i1 = this._cachedIndex,
  29764. t1 = pp[ i1 ],
  29765. t0 = pp[ i1 - 1 ];
  29766. validate_interval: {
  29767. seek: {
  29768. let right;
  29769. linear_scan: {
  29770. //- See http://jsperf.com/comparison-to-undefined/3
  29771. //- slower code:
  29772. //-
  29773. //- if ( t >= t1 || t1 === undefined ) {
  29774. forward_scan: if ( ! ( t < t1 ) ) {
  29775. for ( let giveUpAt = i1 + 2; ; ) {
  29776. if ( t1 === undefined ) {
  29777. if ( t < t0 ) break forward_scan;
  29778. // after end
  29779. i1 = pp.length;
  29780. this._cachedIndex = i1;
  29781. return this.copySampleValue_( i1 - 1 );
  29782. }
  29783. if ( i1 === giveUpAt ) break; // this loop
  29784. t0 = t1;
  29785. t1 = pp[ ++ i1 ];
  29786. if ( t < t1 ) {
  29787. // we have arrived at the sought interval
  29788. break seek;
  29789. }
  29790. }
  29791. // prepare binary search on the right side of the index
  29792. right = pp.length;
  29793. break linear_scan;
  29794. }
  29795. //- slower code:
  29796. //- if ( t < t0 || t0 === undefined ) {
  29797. if ( ! ( t >= t0 ) ) {
  29798. // looping?
  29799. const t1global = pp[ 1 ];
  29800. if ( t < t1global ) {
  29801. i1 = 2; // + 1, using the scan for the details
  29802. t0 = t1global;
  29803. }
  29804. // linear reverse scan
  29805. for ( let giveUpAt = i1 - 2; ; ) {
  29806. if ( t0 === undefined ) {
  29807. // before start
  29808. this._cachedIndex = 0;
  29809. return this.copySampleValue_( 0 );
  29810. }
  29811. if ( i1 === giveUpAt ) break; // this loop
  29812. t1 = t0;
  29813. t0 = pp[ -- i1 - 1 ];
  29814. if ( t >= t0 ) {
  29815. // we have arrived at the sought interval
  29816. break seek;
  29817. }
  29818. }
  29819. // prepare binary search on the left side of the index
  29820. right = i1;
  29821. i1 = 0;
  29822. break linear_scan;
  29823. }
  29824. // the interval is valid
  29825. break validate_interval;
  29826. } // linear scan
  29827. // binary search
  29828. while ( i1 < right ) {
  29829. const mid = ( i1 + right ) >>> 1;
  29830. if ( t < pp[ mid ] ) {
  29831. right = mid;
  29832. } else {
  29833. i1 = mid + 1;
  29834. }
  29835. }
  29836. t1 = pp[ i1 ];
  29837. t0 = pp[ i1 - 1 ];
  29838. // check boundary cases, again
  29839. if ( t0 === undefined ) {
  29840. this._cachedIndex = 0;
  29841. return this.copySampleValue_( 0 );
  29842. }
  29843. if ( t1 === undefined ) {
  29844. i1 = pp.length;
  29845. this._cachedIndex = i1;
  29846. return this.copySampleValue_( i1 - 1 );
  29847. }
  29848. } // seek
  29849. this._cachedIndex = i1;
  29850. this.intervalChanged_( i1, t0, t1 );
  29851. } // validate_interval
  29852. return this.interpolate_( i1, t0, t, t1 );
  29853. }
  29854. /**
  29855. * Returns the interpolation settings.
  29856. *
  29857. * @return {Object} The interpolation settings.
  29858. */
  29859. getSettings_() {
  29860. return this.settings || this.DefaultSettings_;
  29861. }
  29862. /**
  29863. * Copies a sample value to the result buffer.
  29864. *
  29865. * @param {number} index - An index into the sample value buffer.
  29866. * @return {TypedArray} The result buffer.
  29867. */
  29868. copySampleValue_( index ) {
  29869. // copies a sample value to the result buffer
  29870. const result = this.resultBuffer,
  29871. values = this.sampleValues,
  29872. stride = this.valueSize,
  29873. offset = index * stride;
  29874. for ( let i = 0; i !== stride; ++ i ) {
  29875. result[ i ] = values[ offset + i ];
  29876. }
  29877. return result;
  29878. }
  29879. /**
  29880. * Copies a sample value to the result buffer.
  29881. *
  29882. * @abstract
  29883. * @param {number} i1 - An index into the sample value buffer.
  29884. * @param {number} t0 - The previous interpolation factor.
  29885. * @param {number} t - The current interpolation factor.
  29886. * @param {number} t1 - The next interpolation factor.
  29887. * @return {TypedArray} The result buffer.
  29888. */
  29889. interpolate_( /* i1, t0, t, t1 */ ) {
  29890. throw new Error( 'call to abstract method' );
  29891. // implementations shall return this.resultBuffer
  29892. }
  29893. /**
  29894. * Optional method that is executed when the interval has changed.
  29895. *
  29896. * @param {number} i1 - An index into the sample value buffer.
  29897. * @param {number} t0 - The previous interpolation factor.
  29898. * @param {number} t - The current interpolation factor.
  29899. */
  29900. intervalChanged_( /* i1, t0, t1 */ ) {
  29901. // empty
  29902. }
  29903. }
  29904. /**
  29905. * Fast and simple cubic spline interpolant.
  29906. *
  29907. * It was derived from a Hermitian construction setting the first derivative
  29908. * at each sample position to the linear slope between neighboring positions
  29909. * over their parameter interval.
  29910. *
  29911. * @augments Interpolant
  29912. */
  29913. class CubicInterpolant extends Interpolant {
  29914. /**
  29915. * Constructs a new cubic interpolant.
  29916. *
  29917. * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.
  29918. * @param {TypedArray} sampleValues - The sample values.
  29919. * @param {number} sampleSize - The sample size
  29920. * @param {TypedArray} [resultBuffer] - The result buffer.
  29921. */
  29922. constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  29923. super( parameterPositions, sampleValues, sampleSize, resultBuffer );
  29924. this._weightPrev = - 0;
  29925. this._offsetPrev = - 0;
  29926. this._weightNext = - 0;
  29927. this._offsetNext = - 0;
  29928. this.DefaultSettings_ = {
  29929. endingStart: ZeroCurvatureEnding,
  29930. endingEnd: ZeroCurvatureEnding
  29931. };
  29932. }
  29933. intervalChanged_( i1, t0, t1 ) {
  29934. const pp = this.parameterPositions;
  29935. let iPrev = i1 - 2,
  29936. iNext = i1 + 1,
  29937. tPrev = pp[ iPrev ],
  29938. tNext = pp[ iNext ];
  29939. if ( tPrev === undefined ) {
  29940. switch ( this.getSettings_().endingStart ) {
  29941. case ZeroSlopeEnding:
  29942. // f'(t0) = 0
  29943. iPrev = i1;
  29944. tPrev = 2 * t0 - t1;
  29945. break;
  29946. case WrapAroundEnding:
  29947. // use the other end of the curve
  29948. iPrev = pp.length - 2;
  29949. tPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ];
  29950. break;
  29951. default: // ZeroCurvatureEnding
  29952. // f''(t0) = 0 a.k.a. Natural Spline
  29953. iPrev = i1;
  29954. tPrev = t1;
  29955. }
  29956. }
  29957. if ( tNext === undefined ) {
  29958. switch ( this.getSettings_().endingEnd ) {
  29959. case ZeroSlopeEnding:
  29960. // f'(tN) = 0
  29961. iNext = i1;
  29962. tNext = 2 * t1 - t0;
  29963. break;
  29964. case WrapAroundEnding:
  29965. // use the other end of the curve
  29966. iNext = 1;
  29967. tNext = t1 + pp[ 1 ] - pp[ 0 ];
  29968. break;
  29969. default: // ZeroCurvatureEnding
  29970. // f''(tN) = 0, a.k.a. Natural Spline
  29971. iNext = i1 - 1;
  29972. tNext = t0;
  29973. }
  29974. }
  29975. const halfDt = ( t1 - t0 ) * 0.5,
  29976. stride = this.valueSize;
  29977. this._weightPrev = halfDt / ( t0 - tPrev );
  29978. this._weightNext = halfDt / ( tNext - t1 );
  29979. this._offsetPrev = iPrev * stride;
  29980. this._offsetNext = iNext * stride;
  29981. }
  29982. interpolate_( i1, t0, t, t1 ) {
  29983. const result = this.resultBuffer,
  29984. values = this.sampleValues,
  29985. stride = this.valueSize,
  29986. o1 = i1 * stride, o0 = o1 - stride,
  29987. oP = this._offsetPrev, oN = this._offsetNext,
  29988. wP = this._weightPrev, wN = this._weightNext,
  29989. p = ( t - t0 ) / ( t1 - t0 ),
  29990. pp = p * p,
  29991. ppp = pp * p;
  29992. // evaluate polynomials
  29993. const sP = - wP * ppp + 2 * wP * pp - wP * p;
  29994. const s0 = ( 1 + wP ) * ppp + ( - 1.5 - 2 * wP ) * pp + ( - 0.5 + wP ) * p + 1;
  29995. const s1 = ( - 1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p;
  29996. const sN = wN * ppp - wN * pp;
  29997. // combine data linearly
  29998. for ( let i = 0; i !== stride; ++ i ) {
  29999. result[ i ] =
  30000. sP * values[ oP + i ] +
  30001. s0 * values[ o0 + i ] +
  30002. s1 * values[ o1 + i ] +
  30003. sN * values[ oN + i ];
  30004. }
  30005. return result;
  30006. }
  30007. }
  30008. /**
  30009. * A basic linear interpolant.
  30010. *
  30011. * @augments Interpolant
  30012. */
  30013. class LinearInterpolant extends Interpolant {
  30014. /**
  30015. * Constructs a new linear interpolant.
  30016. *
  30017. * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.
  30018. * @param {TypedArray} sampleValues - The sample values.
  30019. * @param {number} sampleSize - The sample size
  30020. * @param {TypedArray} [resultBuffer] - The result buffer.
  30021. */
  30022. constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  30023. super( parameterPositions, sampleValues, sampleSize, resultBuffer );
  30024. }
  30025. interpolate_( i1, t0, t, t1 ) {
  30026. const result = this.resultBuffer,
  30027. values = this.sampleValues,
  30028. stride = this.valueSize,
  30029. offset1 = i1 * stride,
  30030. offset0 = offset1 - stride,
  30031. weight1 = ( t - t0 ) / ( t1 - t0 ),
  30032. weight0 = 1 - weight1;
  30033. for ( let i = 0; i !== stride; ++ i ) {
  30034. result[ i ] =
  30035. values[ offset0 + i ] * weight0 +
  30036. values[ offset1 + i ] * weight1;
  30037. }
  30038. return result;
  30039. }
  30040. }
  30041. /**
  30042. * Interpolant that evaluates to the sample value at the position preceding
  30043. * the parameter.
  30044. *
  30045. * @augments Interpolant
  30046. */
  30047. class DiscreteInterpolant extends Interpolant {
  30048. /**
  30049. * Constructs a new discrete interpolant.
  30050. *
  30051. * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.
  30052. * @param {TypedArray} sampleValues - The sample values.
  30053. * @param {number} sampleSize - The sample size
  30054. * @param {TypedArray} [resultBuffer] - The result buffer.
  30055. */
  30056. constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  30057. super( parameterPositions, sampleValues, sampleSize, resultBuffer );
  30058. }
  30059. interpolate_( i1 /*, t0, t, t1 */ ) {
  30060. return this.copySampleValue_( i1 - 1 );
  30061. }
  30062. }
  30063. /**
  30064. * Represents s a timed sequence of keyframes, which are composed of lists of
  30065. * times and related values, and which are used to animate a specific property
  30066. * of an object.
  30067. */
  30068. class KeyframeTrack {
  30069. /**
  30070. * Constructs a new keyframe track.
  30071. *
  30072. * @param {string} name - The keyframe track's name.
  30073. * @param {Array<number>} times - A list of keyframe times.
  30074. * @param {Array<number>} values - A list of keyframe values.
  30075. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.
  30076. */
  30077. constructor( name, times, values, interpolation ) {
  30078. if ( name === undefined ) throw new Error( 'THREE.KeyframeTrack: track name is undefined' );
  30079. if ( times === undefined || times.length === 0 ) throw new Error( 'THREE.KeyframeTrack: no keyframes in track named ' + name );
  30080. /**
  30081. * The track's name can refer to morph targets or bones or
  30082. * possibly other values within an animated object. See {@link PropertyBinding#parseTrackName}
  30083. * for the forms of strings that can be parsed for property binding.
  30084. *
  30085. * @type {string}
  30086. */
  30087. this.name = name;
  30088. /**
  30089. * The keyframe times.
  30090. *
  30091. * @type {Float32Array}
  30092. */
  30093. this.times = convertArray( times, this.TimeBufferType );
  30094. /**
  30095. * The keyframe values.
  30096. *
  30097. * @type {Float32Array}
  30098. */
  30099. this.values = convertArray( values, this.ValueBufferType );
  30100. this.setInterpolation( interpolation || this.DefaultInterpolation );
  30101. }
  30102. /**
  30103. * Converts the keyframe track to JSON.
  30104. *
  30105. * @static
  30106. * @param {KeyframeTrack} track - The keyframe track to serialize.
  30107. * @return {Object} The serialized keyframe track as JSON.
  30108. */
  30109. static toJSON( track ) {
  30110. const trackType = track.constructor;
  30111. let json;
  30112. // derived classes can define a static toJSON method
  30113. if ( trackType.toJSON !== this.toJSON ) {
  30114. json = trackType.toJSON( track );
  30115. } else {
  30116. // by default, we assume the data can be serialized as-is
  30117. json = {
  30118. 'name': track.name,
  30119. 'times': convertArray( track.times, Array ),
  30120. 'values': convertArray( track.values, Array )
  30121. };
  30122. const interpolation = track.getInterpolation();
  30123. if ( interpolation !== track.DefaultInterpolation ) {
  30124. json.interpolation = interpolation;
  30125. }
  30126. }
  30127. json.type = track.ValueTypeName; // mandatory
  30128. return json;
  30129. }
  30130. /**
  30131. * Factory method for creating a new discrete interpolant.
  30132. *
  30133. * @static
  30134. * @param {TypedArray} [result] - The result buffer.
  30135. * @return {DiscreteInterpolant} The new interpolant.
  30136. */
  30137. InterpolantFactoryMethodDiscrete( result ) {
  30138. return new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result );
  30139. }
  30140. /**
  30141. * Factory method for creating a new linear interpolant.
  30142. *
  30143. * @static
  30144. * @param {TypedArray} [result] - The result buffer.
  30145. * @return {LinearInterpolant} The new interpolant.
  30146. */
  30147. InterpolantFactoryMethodLinear( result ) {
  30148. return new LinearInterpolant( this.times, this.values, this.getValueSize(), result );
  30149. }
  30150. /**
  30151. * Factory method for creating a new smooth interpolant.
  30152. *
  30153. * @static
  30154. * @param {TypedArray} [result] - The result buffer.
  30155. * @return {CubicInterpolant} The new interpolant.
  30156. */
  30157. InterpolantFactoryMethodSmooth( result ) {
  30158. return new CubicInterpolant( this.times, this.values, this.getValueSize(), result );
  30159. }
  30160. /**
  30161. * Defines the interpolation factor method for this keyframe track.
  30162. *
  30163. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} interpolation - The interpolation type.
  30164. * @return {KeyframeTrack} A reference to this keyframe track.
  30165. */
  30166. setInterpolation( interpolation ) {
  30167. let factoryMethod;
  30168. switch ( interpolation ) {
  30169. case InterpolateDiscrete:
  30170. factoryMethod = this.InterpolantFactoryMethodDiscrete;
  30171. break;
  30172. case InterpolateLinear:
  30173. factoryMethod = this.InterpolantFactoryMethodLinear;
  30174. break;
  30175. case InterpolateSmooth:
  30176. factoryMethod = this.InterpolantFactoryMethodSmooth;
  30177. break;
  30178. }
  30179. if ( factoryMethod === undefined ) {
  30180. const message = 'unsupported interpolation for ' +
  30181. this.ValueTypeName + ' keyframe track named ' + this.name;
  30182. if ( this.createInterpolant === undefined ) {
  30183. // fall back to default, unless the default itself is messed up
  30184. if ( interpolation !== this.DefaultInterpolation ) {
  30185. this.setInterpolation( this.DefaultInterpolation );
  30186. } else {
  30187. throw new Error( message ); // fatal, in this case
  30188. }
  30189. }
  30190. console.warn( 'THREE.KeyframeTrack:', message );
  30191. return this;
  30192. }
  30193. this.createInterpolant = factoryMethod;
  30194. return this;
  30195. }
  30196. /**
  30197. * Returns the current interpolation type.
  30198. *
  30199. * @return {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} The interpolation type.
  30200. */
  30201. getInterpolation() {
  30202. switch ( this.createInterpolant ) {
  30203. case this.InterpolantFactoryMethodDiscrete:
  30204. return InterpolateDiscrete;
  30205. case this.InterpolantFactoryMethodLinear:
  30206. return InterpolateLinear;
  30207. case this.InterpolantFactoryMethodSmooth:
  30208. return InterpolateSmooth;
  30209. }
  30210. }
  30211. /**
  30212. * Returns the value size.
  30213. *
  30214. * @return {number} The value size.
  30215. */
  30216. getValueSize() {
  30217. return this.values.length / this.times.length;
  30218. }
  30219. /**
  30220. * Moves all keyframes either forward or backward in time.
  30221. *
  30222. * @param {number} timeOffset - The offset to move the time values.
  30223. * @return {KeyframeTrack} A reference to this keyframe track.
  30224. */
  30225. shift( timeOffset ) {
  30226. if ( timeOffset !== 0.0 ) {
  30227. const times = this.times;
  30228. for ( let i = 0, n = times.length; i !== n; ++ i ) {
  30229. times[ i ] += timeOffset;
  30230. }
  30231. }
  30232. return this;
  30233. }
  30234. /**
  30235. * Scale all keyframe times by a factor (useful for frame - seconds conversions).
  30236. *
  30237. * @param {number} timeScale - The time scale.
  30238. * @return {KeyframeTrack} A reference to this keyframe track.
  30239. */
  30240. scale( timeScale ) {
  30241. if ( timeScale !== 1.0 ) {
  30242. const times = this.times;
  30243. for ( let i = 0, n = times.length; i !== n; ++ i ) {
  30244. times[ i ] *= timeScale;
  30245. }
  30246. }
  30247. return this;
  30248. }
  30249. /**
  30250. * Removes keyframes before and after animation without changing any values within the defined time range.
  30251. *
  30252. * Note: The method does not shift around keys to the start of the track time, because for interpolated
  30253. * keys this will change their values
  30254. *
  30255. * @param {number} startTime - The start time.
  30256. * @param {number} endTime - The end time.
  30257. * @return {KeyframeTrack} A reference to this keyframe track.
  30258. */
  30259. trim( startTime, endTime ) {
  30260. const times = this.times,
  30261. nKeys = times.length;
  30262. let from = 0,
  30263. to = nKeys - 1;
  30264. while ( from !== nKeys && times[ from ] < startTime ) {
  30265. ++ from;
  30266. }
  30267. while ( to !== - 1 && times[ to ] > endTime ) {
  30268. -- to;
  30269. }
  30270. ++ to; // inclusive -> exclusive bound
  30271. if ( from !== 0 || to !== nKeys ) {
  30272. // empty tracks are forbidden, so keep at least one keyframe
  30273. if ( from >= to ) {
  30274. to = Math.max( to, 1 );
  30275. from = to - 1;
  30276. }
  30277. const stride = this.getValueSize();
  30278. this.times = times.slice( from, to );
  30279. this.values = this.values.slice( from * stride, to * stride );
  30280. }
  30281. return this;
  30282. }
  30283. /**
  30284. * Performs minimal validation on the keyframe track. Returns `true` if the values
  30285. * are valid.
  30286. *
  30287. * @return {boolean} Whether the keyframes are valid or not.
  30288. */
  30289. validate() {
  30290. let valid = true;
  30291. const valueSize = this.getValueSize();
  30292. if ( valueSize - Math.floor( valueSize ) !== 0 ) {
  30293. console.error( 'THREE.KeyframeTrack: Invalid value size in track.', this );
  30294. valid = false;
  30295. }
  30296. const times = this.times,
  30297. values = this.values,
  30298. nKeys = times.length;
  30299. if ( nKeys === 0 ) {
  30300. console.error( 'THREE.KeyframeTrack: Track is empty.', this );
  30301. valid = false;
  30302. }
  30303. let prevTime = null;
  30304. for ( let i = 0; i !== nKeys; i ++ ) {
  30305. const currTime = times[ i ];
  30306. if ( typeof currTime === 'number' && isNaN( currTime ) ) {
  30307. console.error( 'THREE.KeyframeTrack: Time is not a valid number.', this, i, currTime );
  30308. valid = false;
  30309. break;
  30310. }
  30311. if ( prevTime !== null && prevTime > currTime ) {
  30312. console.error( 'THREE.KeyframeTrack: Out of order keys.', this, i, currTime, prevTime );
  30313. valid = false;
  30314. break;
  30315. }
  30316. prevTime = currTime;
  30317. }
  30318. if ( values !== undefined ) {
  30319. if ( isTypedArray( values ) ) {
  30320. for ( let i = 0, n = values.length; i !== n; ++ i ) {
  30321. const value = values[ i ];
  30322. if ( isNaN( value ) ) {
  30323. console.error( 'THREE.KeyframeTrack: Value is not a valid number.', this, i, value );
  30324. valid = false;
  30325. break;
  30326. }
  30327. }
  30328. }
  30329. }
  30330. return valid;
  30331. }
  30332. /**
  30333. * Optimizes this keyframe track by removing equivalent sequential keys (which are
  30334. * common in morph target sequences).
  30335. *
  30336. * @return {AnimationClip} A reference to this animation clip.
  30337. */
  30338. optimize() {
  30339. // (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0)
  30340. // times or values may be shared with other tracks, so overwriting is unsafe
  30341. const times = this.times.slice(),
  30342. values = this.values.slice(),
  30343. stride = this.getValueSize(),
  30344. smoothInterpolation = this.getInterpolation() === InterpolateSmooth,
  30345. lastIndex = times.length - 1;
  30346. let writeIndex = 1;
  30347. for ( let i = 1; i < lastIndex; ++ i ) {
  30348. let keep = false;
  30349. const time = times[ i ];
  30350. const timeNext = times[ i + 1 ];
  30351. // remove adjacent keyframes scheduled at the same time
  30352. if ( time !== timeNext && ( i !== 1 || time !== times[ 0 ] ) ) {
  30353. if ( ! smoothInterpolation ) {
  30354. // remove unnecessary keyframes same as their neighbors
  30355. const offset = i * stride,
  30356. offsetP = offset - stride,
  30357. offsetN = offset + stride;
  30358. for ( let j = 0; j !== stride; ++ j ) {
  30359. const value = values[ offset + j ];
  30360. if ( value !== values[ offsetP + j ] ||
  30361. value !== values[ offsetN + j ] ) {
  30362. keep = true;
  30363. break;
  30364. }
  30365. }
  30366. } else {
  30367. keep = true;
  30368. }
  30369. }
  30370. // in-place compaction
  30371. if ( keep ) {
  30372. if ( i !== writeIndex ) {
  30373. times[ writeIndex ] = times[ i ];
  30374. const readOffset = i * stride,
  30375. writeOffset = writeIndex * stride;
  30376. for ( let j = 0; j !== stride; ++ j ) {
  30377. values[ writeOffset + j ] = values[ readOffset + j ];
  30378. }
  30379. }
  30380. ++ writeIndex;
  30381. }
  30382. }
  30383. // flush last keyframe (compaction looks ahead)
  30384. if ( lastIndex > 0 ) {
  30385. times[ writeIndex ] = times[ lastIndex ];
  30386. for ( let readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++ j ) {
  30387. values[ writeOffset + j ] = values[ readOffset + j ];
  30388. }
  30389. ++ writeIndex;
  30390. }
  30391. if ( writeIndex !== times.length ) {
  30392. this.times = times.slice( 0, writeIndex );
  30393. this.values = values.slice( 0, writeIndex * stride );
  30394. } else {
  30395. this.times = times;
  30396. this.values = values;
  30397. }
  30398. return this;
  30399. }
  30400. /**
  30401. * Returns a new keyframe track with copied values from this instance.
  30402. *
  30403. * @return {KeyframeTrack} A clone of this instance.
  30404. */
  30405. clone() {
  30406. const times = this.times.slice();
  30407. const values = this.values.slice();
  30408. const TypedKeyframeTrack = this.constructor;
  30409. const track = new TypedKeyframeTrack( this.name, times, values );
  30410. // Interpolant argument to constructor is not saved, so copy the factory method directly.
  30411. track.createInterpolant = this.createInterpolant;
  30412. return track;
  30413. }
  30414. }
  30415. /**
  30416. * The value type name.
  30417. *
  30418. * @type {String}
  30419. * @default ''
  30420. */
  30421. KeyframeTrack.prototype.ValueTypeName = '';
  30422. /**
  30423. * The time buffer type of this keyframe track.
  30424. *
  30425. * @type {TypedArray|Array}
  30426. * @default Float32Array.constructor
  30427. */
  30428. KeyframeTrack.prototype.TimeBufferType = Float32Array;
  30429. /**
  30430. * The value buffer type of this keyframe track.
  30431. *
  30432. * @type {TypedArray|Array}
  30433. * @default Float32Array.constructor
  30434. */
  30435. KeyframeTrack.prototype.ValueBufferType = Float32Array;
  30436. /**
  30437. * The default interpolation type of this keyframe track.
  30438. *
  30439. * @type {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)}
  30440. * @default InterpolateLinear
  30441. */
  30442. KeyframeTrack.prototype.DefaultInterpolation = InterpolateLinear;
  30443. /**
  30444. * A track for boolean keyframe values.
  30445. *
  30446. * @augments KeyframeTrack
  30447. */
  30448. class BooleanKeyframeTrack extends KeyframeTrack {
  30449. /**
  30450. * Constructs a new boolean keyframe track.
  30451. *
  30452. * This keyframe track type has no `interpolation` parameter because the
  30453. * interpolation is always discrete.
  30454. *
  30455. * @param {string} name - The keyframe track's name.
  30456. * @param {Array<number>} times - A list of keyframe times.
  30457. * @param {Array<number>} values - A list of keyframe values.
  30458. */
  30459. constructor( name, times, values ) {
  30460. super( name, times, values );
  30461. }
  30462. }
  30463. /**
  30464. * The value type name.
  30465. *
  30466. * @type {String}
  30467. * @default 'bool'
  30468. */
  30469. BooleanKeyframeTrack.prototype.ValueTypeName = 'bool';
  30470. /**
  30471. * The value buffer type of this keyframe track.
  30472. *
  30473. * @type {TypedArray|Array}
  30474. * @default Array.constructor
  30475. */
  30476. BooleanKeyframeTrack.prototype.ValueBufferType = Array;
  30477. /**
  30478. * The default interpolation type of this keyframe track.
  30479. *
  30480. * @type {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)}
  30481. * @default InterpolateDiscrete
  30482. */
  30483. BooleanKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete;
  30484. BooleanKeyframeTrack.prototype.InterpolantFactoryMethodLinear = undefined;
  30485. BooleanKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;
  30486. /**
  30487. * A track for color keyframe values.
  30488. *
  30489. * @augments KeyframeTrack
  30490. */
  30491. class ColorKeyframeTrack extends KeyframeTrack {
  30492. /**
  30493. * Constructs a new color keyframe track.
  30494. *
  30495. * @param {string} name - The keyframe track's name.
  30496. * @param {Array<number>} times - A list of keyframe times.
  30497. * @param {Array<number>} values - A list of keyframe values.
  30498. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.
  30499. */
  30500. constructor( name, times, values, interpolation ) {
  30501. super( name, times, values, interpolation );
  30502. }
  30503. }
  30504. /**
  30505. * The value type name.
  30506. *
  30507. * @type {String}
  30508. * @default 'color'
  30509. */
  30510. ColorKeyframeTrack.prototype.ValueTypeName = 'color';
  30511. /**
  30512. * A track for numeric keyframe values.
  30513. *
  30514. * @augments KeyframeTrack
  30515. */
  30516. class NumberKeyframeTrack extends KeyframeTrack {
  30517. /**
  30518. * Constructs a new number keyframe track.
  30519. *
  30520. * @param {string} name - The keyframe track's name.
  30521. * @param {Array<number>} times - A list of keyframe times.
  30522. * @param {Array<number>} values - A list of keyframe values.
  30523. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.
  30524. */
  30525. constructor( name, times, values, interpolation ) {
  30526. super( name, times, values, interpolation );
  30527. }
  30528. }
  30529. /**
  30530. * The value type name.
  30531. *
  30532. * @type {String}
  30533. * @default 'number'
  30534. */
  30535. NumberKeyframeTrack.prototype.ValueTypeName = 'number';
  30536. /**
  30537. * Spherical linear unit quaternion interpolant.
  30538. *
  30539. * @augments Interpolant
  30540. */
  30541. class QuaternionLinearInterpolant extends Interpolant {
  30542. /**
  30543. * Constructs a new SLERP interpolant.
  30544. *
  30545. * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.
  30546. * @param {TypedArray} sampleValues - The sample values.
  30547. * @param {number} sampleSize - The sample size
  30548. * @param {TypedArray} [resultBuffer] - The result buffer.
  30549. */
  30550. constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  30551. super( parameterPositions, sampleValues, sampleSize, resultBuffer );
  30552. }
  30553. interpolate_( i1, t0, t, t1 ) {
  30554. const result = this.resultBuffer,
  30555. values = this.sampleValues,
  30556. stride = this.valueSize,
  30557. alpha = ( t - t0 ) / ( t1 - t0 );
  30558. let offset = i1 * stride;
  30559. for ( let end = offset + stride; offset !== end; offset += 4 ) {
  30560. Quaternion.slerpFlat( result, 0, values, offset - stride, values, offset, alpha );
  30561. }
  30562. return result;
  30563. }
  30564. }
  30565. /**
  30566. * A track for Quaternion keyframe values.
  30567. *
  30568. * @augments KeyframeTrack
  30569. */
  30570. class QuaternionKeyframeTrack extends KeyframeTrack {
  30571. /**
  30572. * Constructs a new Quaternion keyframe track.
  30573. *
  30574. * @param {string} name - The keyframe track's name.
  30575. * @param {Array<number>} times - A list of keyframe times.
  30576. * @param {Array<number>} values - A list of keyframe values.
  30577. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.
  30578. */
  30579. constructor( name, times, values, interpolation ) {
  30580. super( name, times, values, interpolation );
  30581. }
  30582. /**
  30583. * Overwritten so the method returns Quaternion based interpolant.
  30584. *
  30585. * @static
  30586. * @param {TypedArray} [result] - The result buffer.
  30587. * @return {QuaternionLinearInterpolant} The new interpolant.
  30588. */
  30589. InterpolantFactoryMethodLinear( result ) {
  30590. return new QuaternionLinearInterpolant( this.times, this.values, this.getValueSize(), result );
  30591. }
  30592. }
  30593. /**
  30594. * The value type name.
  30595. *
  30596. * @type {String}
  30597. * @default 'quaternion'
  30598. */
  30599. QuaternionKeyframeTrack.prototype.ValueTypeName = 'quaternion';
  30600. // ValueBufferType is inherited
  30601. // DefaultInterpolation is inherited;
  30602. QuaternionKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;
  30603. /**
  30604. * A track for string keyframe values.
  30605. *
  30606. * @augments KeyframeTrack
  30607. */
  30608. class StringKeyframeTrack extends KeyframeTrack {
  30609. /**
  30610. * Constructs a new string keyframe track.
  30611. *
  30612. * This keyframe track type has no `interpolation` parameter because the
  30613. * interpolation is always discrete.
  30614. *
  30615. * @param {string} name - The keyframe track's name.
  30616. * @param {Array<number>} times - A list of keyframe times.
  30617. * @param {Array<number>} values - A list of keyframe values.
  30618. */
  30619. constructor( name, times, values ) {
  30620. super( name, times, values );
  30621. }
  30622. }
  30623. /**
  30624. * The value type name.
  30625. *
  30626. * @type {String}
  30627. * @default 'string'
  30628. */
  30629. StringKeyframeTrack.prototype.ValueTypeName = 'string';
  30630. /**
  30631. * The value buffer type of this keyframe track.
  30632. *
  30633. * @type {TypedArray|Array}
  30634. * @default Array.constructor
  30635. */
  30636. StringKeyframeTrack.prototype.ValueBufferType = Array;
  30637. /**
  30638. * The default interpolation type of this keyframe track.
  30639. *
  30640. * @type {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)}
  30641. * @default InterpolateDiscrete
  30642. */
  30643. StringKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete;
  30644. StringKeyframeTrack.prototype.InterpolantFactoryMethodLinear = undefined;
  30645. StringKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;
  30646. /**
  30647. * A track for vector keyframe values.
  30648. *
  30649. * @augments KeyframeTrack
  30650. */
  30651. class VectorKeyframeTrack extends KeyframeTrack {
  30652. /**
  30653. * Constructs a new vector keyframe track.
  30654. *
  30655. * @param {string} name - The keyframe track's name.
  30656. * @param {Array<number>} times - A list of keyframe times.
  30657. * @param {Array<number>} values - A list of keyframe values.
  30658. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.
  30659. */
  30660. constructor( name, times, values, interpolation ) {
  30661. super( name, times, values, interpolation );
  30662. }
  30663. }
  30664. /**
  30665. * The value type name.
  30666. *
  30667. * @type {String}
  30668. * @default 'vector'
  30669. */
  30670. VectorKeyframeTrack.prototype.ValueTypeName = 'vector';
  30671. /**
  30672. * A reusable set of keyframe tracks which represent an animation.
  30673. */
  30674. class AnimationClip {
  30675. /**
  30676. * Constructs a new animation clip.
  30677. *
  30678. * Note: Instead of instantiating an AnimationClip directly with the constructor, you can
  30679. * use the static interface of this class for creating clips. In most cases though, animation clips
  30680. * will automatically be created by loaders when importing animated 3D assets.
  30681. *
  30682. * @param {string} [name=''] - The clip's name.
  30683. * @param {number} [duration=-1] - The clip's duration in seconds. If a negative value is passed,
  30684. * the duration will be calculated from the passed keyframes.
  30685. * @param {Array<KeyframeTrack>} tracks - An array of keyframe tracks.
  30686. * @param {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)} [blendMode=NormalAnimationBlendMode] - Defines how the animation
  30687. * is blended/combined when two or more animations are simultaneously played.
  30688. */
  30689. constructor( name = '', duration = - 1, tracks = [], blendMode = NormalAnimationBlendMode ) {
  30690. /**
  30691. * The clip's name.
  30692. *
  30693. * @type {string}
  30694. */
  30695. this.name = name;
  30696. /**
  30697. * An array of keyframe tracks.
  30698. *
  30699. * @type {Array<KeyframeTrack>}
  30700. */
  30701. this.tracks = tracks;
  30702. /**
  30703. * The clip's duration in seconds.
  30704. *
  30705. * @type {number}
  30706. */
  30707. this.duration = duration;
  30708. /**
  30709. * Defines how the animation is blended/combined when two or more animations
  30710. * are simultaneously played.
  30711. *
  30712. * @type {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)}
  30713. */
  30714. this.blendMode = blendMode;
  30715. /**
  30716. * The UUID of the animation clip.
  30717. *
  30718. * @type {string}
  30719. * @readonly
  30720. */
  30721. this.uuid = generateUUID();
  30722. // this means it should figure out its duration by scanning the tracks
  30723. if ( this.duration < 0 ) {
  30724. this.resetDuration();
  30725. }
  30726. }
  30727. /**
  30728. * Factory method for creating an animation clip from the given JSON.
  30729. *
  30730. * @static
  30731. * @param {Object} json - The serialized animation clip.
  30732. * @return {AnimationClip} The new animation clip.
  30733. */
  30734. static parse( json ) {
  30735. const tracks = [],
  30736. jsonTracks = json.tracks,
  30737. frameTime = 1.0 / ( json.fps || 1.0 );
  30738. for ( let i = 0, n = jsonTracks.length; i !== n; ++ i ) {
  30739. tracks.push( parseKeyframeTrack( jsonTracks[ i ] ).scale( frameTime ) );
  30740. }
  30741. const clip = new this( json.name, json.duration, tracks, json.blendMode );
  30742. clip.uuid = json.uuid;
  30743. return clip;
  30744. }
  30745. /**
  30746. * Serializes the given animation clip into JSON.
  30747. *
  30748. * @static
  30749. * @param {AnimationClip} clip - The animation clip to serialize.
  30750. * @return {Object} The JSON object.
  30751. */
  30752. static toJSON( clip ) {
  30753. const tracks = [],
  30754. clipTracks = clip.tracks;
  30755. const json = {
  30756. 'name': clip.name,
  30757. 'duration': clip.duration,
  30758. 'tracks': tracks,
  30759. 'uuid': clip.uuid,
  30760. 'blendMode': clip.blendMode
  30761. };
  30762. for ( let i = 0, n = clipTracks.length; i !== n; ++ i ) {
  30763. tracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) );
  30764. }
  30765. return json;
  30766. }
  30767. /**
  30768. * Returns a new animation clip from the passed morph targets array of a
  30769. * geometry, taking a name and the number of frames per second.
  30770. *
  30771. * Note: The fps parameter is required, but the animation speed can be
  30772. * overridden via {@link AnimationAction#setDuration}.
  30773. *
  30774. * @static
  30775. * @param {string} name - The name of the animation clip.
  30776. * @param {Array<Object>} morphTargetSequence - A sequence of morph targets.
  30777. * @param {number} fps - The Frames-Per-Second value.
  30778. * @param {boolean} noLoop - Whether the clip should be no loop or not.
  30779. * @return {AnimationClip} The new animation clip.
  30780. */
  30781. static CreateFromMorphTargetSequence( name, morphTargetSequence, fps, noLoop ) {
  30782. const numMorphTargets = morphTargetSequence.length;
  30783. const tracks = [];
  30784. for ( let i = 0; i < numMorphTargets; i ++ ) {
  30785. let times = [];
  30786. let values = [];
  30787. times.push(
  30788. ( i + numMorphTargets - 1 ) % numMorphTargets,
  30789. i,
  30790. ( i + 1 ) % numMorphTargets );
  30791. values.push( 0, 1, 0 );
  30792. const order = getKeyframeOrder( times );
  30793. times = sortedArray( times, 1, order );
  30794. values = sortedArray( values, 1, order );
  30795. // if there is a key at the first frame, duplicate it as the
  30796. // last frame as well for perfect loop.
  30797. if ( ! noLoop && times[ 0 ] === 0 ) {
  30798. times.push( numMorphTargets );
  30799. values.push( values[ 0 ] );
  30800. }
  30801. tracks.push(
  30802. new NumberKeyframeTrack(
  30803. '.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']',
  30804. times, values
  30805. ).scale( 1.0 / fps ) );
  30806. }
  30807. return new this( name, - 1, tracks );
  30808. }
  30809. /**
  30810. * Searches for an animation clip by name, taking as its first parameter
  30811. * either an array of clips, or a mesh or geometry that contains an
  30812. * array named "animations" property.
  30813. *
  30814. * @static
  30815. * @param {(Array<AnimationClip>|Object3D)} objectOrClipArray - The array or object to search through.
  30816. * @param {string} name - The name to search for.
  30817. * @return {?AnimationClip} The found animation clip. Returns `null` if no clip has been found.
  30818. */
  30819. static findByName( objectOrClipArray, name ) {
  30820. let clipArray = objectOrClipArray;
  30821. if ( ! Array.isArray( objectOrClipArray ) ) {
  30822. const o = objectOrClipArray;
  30823. clipArray = o.geometry && o.geometry.animations || o.animations;
  30824. }
  30825. for ( let i = 0; i < clipArray.length; i ++ ) {
  30826. if ( clipArray[ i ].name === name ) {
  30827. return clipArray[ i ];
  30828. }
  30829. }
  30830. return null;
  30831. }
  30832. /**
  30833. * Returns an array of new AnimationClips created from the morph target
  30834. * sequences of a geometry, trying to sort morph target names into
  30835. * animation-group-based patterns like "Walk_001, Walk_002, Run_001, Run_002...".
  30836. *
  30837. * See {@link MD2Loader#parse} as an example for how the method should be used.
  30838. *
  30839. * @static
  30840. * @param {Array<Object>} morphTargets - A sequence of morph targets.
  30841. * @param {number} fps - The Frames-Per-Second value.
  30842. * @param {boolean} noLoop - Whether the clip should be no loop or not.
  30843. * @return {Array<AnimationClip>} An array of new animation clips.
  30844. */
  30845. static CreateClipsFromMorphTargetSequences( morphTargets, fps, noLoop ) {
  30846. const animationToMorphTargets = {};
  30847. // tested with https://regex101.com/ on trick sequences
  30848. // such flamingo_flyA_003, flamingo_run1_003, crdeath0059
  30849. const pattern = /^([\w-]*?)([\d]+)$/;
  30850. // sort morph target names into animation groups based
  30851. // patterns like Walk_001, Walk_002, Run_001, Run_002
  30852. for ( let i = 0, il = morphTargets.length; i < il; i ++ ) {
  30853. const morphTarget = morphTargets[ i ];
  30854. const parts = morphTarget.name.match( pattern );
  30855. if ( parts && parts.length > 1 ) {
  30856. const name = parts[ 1 ];
  30857. let animationMorphTargets = animationToMorphTargets[ name ];
  30858. if ( ! animationMorphTargets ) {
  30859. animationToMorphTargets[ name ] = animationMorphTargets = [];
  30860. }
  30861. animationMorphTargets.push( morphTarget );
  30862. }
  30863. }
  30864. const clips = [];
  30865. for ( const name in animationToMorphTargets ) {
  30866. clips.push( this.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) );
  30867. }
  30868. return clips;
  30869. }
  30870. /**
  30871. * Parses the `animation.hierarchy` format and returns a new animation clip.
  30872. *
  30873. * @static
  30874. * @deprecated since r175.
  30875. * @param {Object} animation - A serialized animation clip as JSON.
  30876. * @param {Array<Bones>} bones - An array of bones.
  30877. * @return {?AnimationClip} The new animation clip.
  30878. */
  30879. static parseAnimation( animation, bones ) {
  30880. console.warn( 'THREE.AnimationClip: parseAnimation() is deprecated and will be removed with r185' );
  30881. if ( ! animation ) {
  30882. console.error( 'THREE.AnimationClip: No animation in JSONLoader data.' );
  30883. return null;
  30884. }
  30885. const addNonemptyTrack = function ( trackType, trackName, animationKeys, propertyName, destTracks ) {
  30886. // only return track if there are actually keys.
  30887. if ( animationKeys.length !== 0 ) {
  30888. const times = [];
  30889. const values = [];
  30890. flattenJSON( animationKeys, times, values, propertyName );
  30891. // empty keys are filtered out, so check again
  30892. if ( times.length !== 0 ) {
  30893. destTracks.push( new trackType( trackName, times, values ) );
  30894. }
  30895. }
  30896. };
  30897. const tracks = [];
  30898. const clipName = animation.name || 'default';
  30899. const fps = animation.fps || 30;
  30900. const blendMode = animation.blendMode;
  30901. // automatic length determination in AnimationClip.
  30902. let duration = animation.length || - 1;
  30903. const hierarchyTracks = animation.hierarchy || [];
  30904. for ( let h = 0; h < hierarchyTracks.length; h ++ ) {
  30905. const animationKeys = hierarchyTracks[ h ].keys;
  30906. // skip empty tracks
  30907. if ( ! animationKeys || animationKeys.length === 0 ) continue;
  30908. // process morph targets
  30909. if ( animationKeys[ 0 ].morphTargets ) {
  30910. // figure out all morph targets used in this track
  30911. const morphTargetNames = {};
  30912. let k;
  30913. for ( k = 0; k < animationKeys.length; k ++ ) {
  30914. if ( animationKeys[ k ].morphTargets ) {
  30915. for ( let m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) {
  30916. morphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = - 1;
  30917. }
  30918. }
  30919. }
  30920. // create a track for each morph target with all zero
  30921. // morphTargetInfluences except for the keys in which
  30922. // the morphTarget is named.
  30923. for ( const morphTargetName in morphTargetNames ) {
  30924. const times = [];
  30925. const values = [];
  30926. for ( let m = 0; m !== animationKeys[ k ].morphTargets.length; ++ m ) {
  30927. const animationKey = animationKeys[ k ];
  30928. times.push( animationKey.time );
  30929. values.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 );
  30930. }
  30931. tracks.push( new NumberKeyframeTrack( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) );
  30932. }
  30933. duration = morphTargetNames.length * fps;
  30934. } else {
  30935. // ...assume skeletal animation
  30936. const boneName = '.bones[' + bones[ h ].name + ']';
  30937. addNonemptyTrack(
  30938. VectorKeyframeTrack, boneName + '.position',
  30939. animationKeys, 'pos', tracks );
  30940. addNonemptyTrack(
  30941. QuaternionKeyframeTrack, boneName + '.quaternion',
  30942. animationKeys, 'rot', tracks );
  30943. addNonemptyTrack(
  30944. VectorKeyframeTrack, boneName + '.scale',
  30945. animationKeys, 'scl', tracks );
  30946. }
  30947. }
  30948. if ( tracks.length === 0 ) {
  30949. return null;
  30950. }
  30951. const clip = new this( clipName, duration, tracks, blendMode );
  30952. return clip;
  30953. }
  30954. /**
  30955. * Sets the duration of this clip to the duration of its longest keyframe track.
  30956. *
  30957. * @return {AnimationClip} A reference to this animation clip.
  30958. */
  30959. resetDuration() {
  30960. const tracks = this.tracks;
  30961. let duration = 0;
  30962. for ( let i = 0, n = tracks.length; i !== n; ++ i ) {
  30963. const track = this.tracks[ i ];
  30964. duration = Math.max( duration, track.times[ track.times.length - 1 ] );
  30965. }
  30966. this.duration = duration;
  30967. return this;
  30968. }
  30969. /**
  30970. * Trims all tracks to the clip's duration.
  30971. *
  30972. * @return {AnimationClip} A reference to this animation clip.
  30973. */
  30974. trim() {
  30975. for ( let i = 0; i < this.tracks.length; i ++ ) {
  30976. this.tracks[ i ].trim( 0, this.duration );
  30977. }
  30978. return this;
  30979. }
  30980. /**
  30981. * Performs minimal validation on each track in the clip. Returns `true` if all
  30982. * tracks are valid.
  30983. *
  30984. * @return {boolean} Whether the clip's keyframes are valid or not.
  30985. */
  30986. validate() {
  30987. let valid = true;
  30988. for ( let i = 0; i < this.tracks.length; i ++ ) {
  30989. valid = valid && this.tracks[ i ].validate();
  30990. }
  30991. return valid;
  30992. }
  30993. /**
  30994. * Optimizes each track by removing equivalent sequential keys (which are
  30995. * common in morph target sequences).
  30996. *
  30997. * @return {AnimationClip} A reference to this animation clip.
  30998. */
  30999. optimize() {
  31000. for ( let i = 0; i < this.tracks.length; i ++ ) {
  31001. this.tracks[ i ].optimize();
  31002. }
  31003. return this;
  31004. }
  31005. /**
  31006. * Returns a new animation clip with copied values from this instance.
  31007. *
  31008. * @return {AnimationClip} A clone of this instance.
  31009. */
  31010. clone() {
  31011. const tracks = [];
  31012. for ( let i = 0; i < this.tracks.length; i ++ ) {
  31013. tracks.push( this.tracks[ i ].clone() );
  31014. }
  31015. return new this.constructor( this.name, this.duration, tracks, this.blendMode );
  31016. }
  31017. /**
  31018. * Serializes this animation clip into JSON.
  31019. *
  31020. * @return {Object} The JSON object.
  31021. */
  31022. toJSON() {
  31023. return this.constructor.toJSON( this );
  31024. }
  31025. }
  31026. function getTrackTypeForValueTypeName( typeName ) {
  31027. switch ( typeName.toLowerCase() ) {
  31028. case 'scalar':
  31029. case 'double':
  31030. case 'float':
  31031. case 'number':
  31032. case 'integer':
  31033. return NumberKeyframeTrack;
  31034. case 'vector':
  31035. case 'vector2':
  31036. case 'vector3':
  31037. case 'vector4':
  31038. return VectorKeyframeTrack;
  31039. case 'color':
  31040. return ColorKeyframeTrack;
  31041. case 'quaternion':
  31042. return QuaternionKeyframeTrack;
  31043. case 'bool':
  31044. case 'boolean':
  31045. return BooleanKeyframeTrack;
  31046. case 'string':
  31047. return StringKeyframeTrack;
  31048. }
  31049. throw new Error( 'THREE.KeyframeTrack: Unsupported typeName: ' + typeName );
  31050. }
  31051. function parseKeyframeTrack( json ) {
  31052. if ( json.type === undefined ) {
  31053. throw new Error( 'THREE.KeyframeTrack: track type undefined, can not parse' );
  31054. }
  31055. const trackType = getTrackTypeForValueTypeName( json.type );
  31056. if ( json.times === undefined ) {
  31057. const times = [], values = [];
  31058. flattenJSON( json.keys, times, values, 'value' );
  31059. json.times = times;
  31060. json.values = values;
  31061. }
  31062. // derived classes can define a static parse method
  31063. if ( trackType.parse !== undefined ) {
  31064. return trackType.parse( json );
  31065. } else {
  31066. // by default, we assume a constructor compatible with the base
  31067. return new trackType( json.name, json.times, json.values, json.interpolation );
  31068. }
  31069. }
  31070. /**
  31071. * @class
  31072. * @classdesc A simple caching system, used internally by {@link FileLoader}.
  31073. * To enable caching across all loaders that use {@link FileLoader}, add `THREE.Cache.enabled = true.` once in your app.
  31074. * @hideconstructor
  31075. */
  31076. const Cache = {
  31077. /**
  31078. * Whether caching is enabled or not.
  31079. *
  31080. * @static
  31081. * @type {boolean}
  31082. * @default false
  31083. */
  31084. enabled: false,
  31085. /**
  31086. * A dictionary that holds cached files.
  31087. *
  31088. * @static
  31089. * @type {Object<string,Object>}
  31090. */
  31091. files: {},
  31092. /**
  31093. * Adds a cache entry with a key to reference the file. If this key already
  31094. * holds a file, it is overwritten.
  31095. *
  31096. * @static
  31097. * @param {string} key - The key to reference the cached file.
  31098. * @param {Object} file - The file to be cached.
  31099. */
  31100. add: function ( key, file ) {
  31101. if ( this.enabled === false ) return;
  31102. // console.log( 'THREE.Cache', 'Adding key:', key );
  31103. this.files[ key ] = file;
  31104. },
  31105. /**
  31106. * Gets the cached value for the given key.
  31107. *
  31108. * @static
  31109. * @param {string} key - The key to reference the cached file.
  31110. * @return {Object|undefined} The cached file. If the key does not exist `undefined` is returned.
  31111. */
  31112. get: function ( key ) {
  31113. if ( this.enabled === false ) return;
  31114. // console.log( 'THREE.Cache', 'Checking key:', key );
  31115. return this.files[ key ];
  31116. },
  31117. /**
  31118. * Removes the cached file associated with the given key.
  31119. *
  31120. * @static
  31121. * @param {string} key - The key to reference the cached file.
  31122. */
  31123. remove: function ( key ) {
  31124. delete this.files[ key ];
  31125. },
  31126. /**
  31127. * Remove all values from the cache.
  31128. *
  31129. * @static
  31130. */
  31131. clear: function () {
  31132. this.files = {};
  31133. }
  31134. };
  31135. /**
  31136. * Handles and keeps track of loaded and pending data. A default global
  31137. * instance of this class is created and used by loaders if not supplied
  31138. * manually.
  31139. *
  31140. * In general that should be sufficient, however there are times when it can
  31141. * be useful to have separate loaders - for example if you want to show
  31142. * separate loading bars for objects and textures.
  31143. *
  31144. * ```js
  31145. * const manager = new THREE.LoadingManager();
  31146. * manager.onLoad = () => console.log( 'Loading complete!' );
  31147. *
  31148. * const loader1 = new OBJLoader( manager );
  31149. * const loader2 = new ColladaLoader( manager );
  31150. * ```
  31151. */
  31152. class LoadingManager {
  31153. /**
  31154. * Constructs a new loading manager.
  31155. *
  31156. * @param {Function} [onLoad] - Executes when all items have been loaded.
  31157. * @param {Function} [onProgress] - Executes when single items have been loaded.
  31158. * @param {Function} [onError] - Executes when an error occurs.
  31159. */
  31160. constructor( onLoad, onProgress, onError ) {
  31161. const scope = this;
  31162. let isLoading = false;
  31163. let itemsLoaded = 0;
  31164. let itemsTotal = 0;
  31165. let urlModifier = undefined;
  31166. const handlers = [];
  31167. // Refer to #5689 for the reason why we don't set .onStart
  31168. // in the constructor
  31169. /**
  31170. * Executes when an item starts loading.
  31171. *
  31172. * @type {Function|undefined}
  31173. * @default undefined
  31174. */
  31175. this.onStart = undefined;
  31176. /**
  31177. * Executes when all items have been loaded.
  31178. *
  31179. * @type {Function|undefined}
  31180. * @default undefined
  31181. */
  31182. this.onLoad = onLoad;
  31183. /**
  31184. * Executes when single items have been loaded.
  31185. *
  31186. * @type {Function|undefined}
  31187. * @default undefined
  31188. */
  31189. this.onProgress = onProgress;
  31190. /**
  31191. * Executes when an error occurs.
  31192. *
  31193. * @type {Function|undefined}
  31194. * @default undefined
  31195. */
  31196. this.onError = onError;
  31197. /**
  31198. * This should be called by any loader using the manager when the loader
  31199. * starts loading an item.
  31200. *
  31201. * @param {string} url - The URL to load.
  31202. */
  31203. this.itemStart = function ( url ) {
  31204. itemsTotal ++;
  31205. if ( isLoading === false ) {
  31206. if ( scope.onStart !== undefined ) {
  31207. scope.onStart( url, itemsLoaded, itemsTotal );
  31208. }
  31209. }
  31210. isLoading = true;
  31211. };
  31212. /**
  31213. * This should be called by any loader using the manager when the loader
  31214. * ended loading an item.
  31215. *
  31216. * @param {string} url - The URL of the loaded item.
  31217. */
  31218. this.itemEnd = function ( url ) {
  31219. itemsLoaded ++;
  31220. if ( scope.onProgress !== undefined ) {
  31221. scope.onProgress( url, itemsLoaded, itemsTotal );
  31222. }
  31223. if ( itemsLoaded === itemsTotal ) {
  31224. isLoading = false;
  31225. if ( scope.onLoad !== undefined ) {
  31226. scope.onLoad();
  31227. }
  31228. }
  31229. };
  31230. /**
  31231. * This should be called by any loader using the manager when the loader
  31232. * encounters an error when loading an item.
  31233. *
  31234. * @param {string} url - The URL of the item that produces an error.
  31235. */
  31236. this.itemError = function ( url ) {
  31237. if ( scope.onError !== undefined ) {
  31238. scope.onError( url );
  31239. }
  31240. };
  31241. /**
  31242. * Given a URL, uses the URL modifier callback (if any) and returns a
  31243. * resolved URL. If no URL modifier is set, returns the original URL.
  31244. *
  31245. * @param {string} url - The URL to load.
  31246. * @return {string} The resolved URL.
  31247. */
  31248. this.resolveURL = function ( url ) {
  31249. if ( urlModifier ) {
  31250. return urlModifier( url );
  31251. }
  31252. return url;
  31253. };
  31254. /**
  31255. * If provided, the callback will be passed each resource URL before a
  31256. * request is sent. The callback may return the original URL, or a new URL to
  31257. * override loading behavior. This behavior can be used to load assets from
  31258. * .ZIP files, drag-and-drop APIs, and Data URIs.
  31259. *
  31260. * ```js
  31261. * const blobs = {'fish.gltf': blob1, 'diffuse.png': blob2, 'normal.png': blob3};
  31262. *
  31263. * const manager = new THREE.LoadingManager();
  31264. *
  31265. * // Initialize loading manager with URL callback.
  31266. * const objectURLs = [];
  31267. * manager.setURLModifier( ( url ) => {
  31268. *
  31269. * url = URL.createObjectURL( blobs[ url ] );
  31270. * objectURLs.push( url );
  31271. * return url;
  31272. *
  31273. * } );
  31274. *
  31275. * // Load as usual, then revoke the blob URLs.
  31276. * const loader = new GLTFLoader( manager );
  31277. * loader.load( 'fish.gltf', (gltf) => {
  31278. *
  31279. * scene.add( gltf.scene );
  31280. * objectURLs.forEach( ( url ) => URL.revokeObjectURL( url ) );
  31281. *
  31282. * } );
  31283. * ```
  31284. *
  31285. * @param {function(string):string} transform - URL modifier callback. Called with an URL and must return a resolved URL.
  31286. * @return {LoadingManager} A reference to this loading manager.
  31287. */
  31288. this.setURLModifier = function ( transform ) {
  31289. urlModifier = transform;
  31290. return this;
  31291. };
  31292. /**
  31293. * Registers a loader with the given regular expression. Can be used to
  31294. * define what loader should be used in order to load specific files. A
  31295. * typical use case is to overwrite the default loader for textures.
  31296. *
  31297. * ```js
  31298. * // add handler for TGA textures
  31299. * manager.addHandler( /\.tga$/i, new TGALoader() );
  31300. * ```
  31301. *
  31302. * @param {string} regex - A regular expression.
  31303. * @param {Loader} loader - A loader that should handle matched cases.
  31304. * @return {LoadingManager} A reference to this loading manager.
  31305. */
  31306. this.addHandler = function ( regex, loader ) {
  31307. handlers.push( regex, loader );
  31308. return this;
  31309. };
  31310. /**
  31311. * Removes the loader for the given regular expression.
  31312. *
  31313. * @param {string} regex - A regular expression.
  31314. * @return {LoadingManager} A reference to this loading manager.
  31315. */
  31316. this.removeHandler = function ( regex ) {
  31317. const index = handlers.indexOf( regex );
  31318. if ( index !== - 1 ) {
  31319. handlers.splice( index, 2 );
  31320. }
  31321. return this;
  31322. };
  31323. /**
  31324. * Can be used to retrieve the registered loader for the given file path.
  31325. *
  31326. * @param {string} file - The file path.
  31327. * @return {?Loader} The registered loader. Returns `null` if no loader was found.
  31328. */
  31329. this.getHandler = function ( file ) {
  31330. for ( let i = 0, l = handlers.length; i < l; i += 2 ) {
  31331. const regex = handlers[ i ];
  31332. const loader = handlers[ i + 1 ];
  31333. if ( regex.global ) regex.lastIndex = 0; // see #17920
  31334. if ( regex.test( file ) ) {
  31335. return loader;
  31336. }
  31337. }
  31338. return null;
  31339. };
  31340. }
  31341. }
  31342. /**
  31343. * The global default loading manager.
  31344. *
  31345. * @constant
  31346. * @type {LoadingManager}
  31347. */
  31348. const DefaultLoadingManager = /*@__PURE__*/ new LoadingManager();
  31349. /**
  31350. * Abstract base class for loaders.
  31351. *
  31352. * @abstract
  31353. */
  31354. class Loader {
  31355. /**
  31356. * Constructs a new loader.
  31357. *
  31358. * @param {LoadingManager} [manager] - The loading manager.
  31359. */
  31360. constructor( manager ) {
  31361. /**
  31362. * The loading manager.
  31363. *
  31364. * @type {LoadingManager}
  31365. * @default DefaultLoadingManager
  31366. */
  31367. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  31368. /**
  31369. * The crossOrigin string to implement CORS for loading the url from a
  31370. * different domain that allows CORS.
  31371. *
  31372. * @type {string}
  31373. * @default 'anonymous'
  31374. */
  31375. this.crossOrigin = 'anonymous';
  31376. /**
  31377. * Whether the XMLHttpRequest uses credentials.
  31378. *
  31379. * @type {boolean}
  31380. * @default false
  31381. */
  31382. this.withCredentials = false;
  31383. /**
  31384. * The base path from which the asset will be loaded.
  31385. *
  31386. * @type {string}
  31387. */
  31388. this.path = '';
  31389. /**
  31390. * The base path from which additional resources like textures will be loaded.
  31391. *
  31392. * @type {string}
  31393. */
  31394. this.resourcePath = '';
  31395. /**
  31396. * The [request header]{@link https://developer.mozilla.org/en-US/docs/Glossary/Request_header}
  31397. * used in HTTP request.
  31398. *
  31399. * @type {Object<string, any>}
  31400. */
  31401. this.requestHeader = {};
  31402. }
  31403. /**
  31404. * This method needs to be implemented by all concrete loaders. It holds the
  31405. * logic for loading assets from the backend.
  31406. *
  31407. * @param {string} url - The path/URL of the file to be loaded.
  31408. * @param {Function} onLoad - Executed when the loading process has been finished.
  31409. * @param {onProgressCallback} [onProgress] - Executed while the loading is in progress.
  31410. * @param {onErrorCallback} [onError] - Executed when errors occur.
  31411. */
  31412. load( /* url, onLoad, onProgress, onError */ ) {}
  31413. /**
  31414. * A async version of {@link Loader#load}.
  31415. *
  31416. * @param {string} url - The path/URL of the file to be loaded.
  31417. * @param {onProgressCallback} [onProgress] - Executed while the loading is in progress.
  31418. * @return {Promise} A Promise that resolves when the asset has been loaded.
  31419. */
  31420. loadAsync( url, onProgress ) {
  31421. const scope = this;
  31422. return new Promise( function ( resolve, reject ) {
  31423. scope.load( url, resolve, onProgress, reject );
  31424. } );
  31425. }
  31426. /**
  31427. * This method needs to be implemented by all concrete loaders. It holds the
  31428. * logic for parsing the asset into three.js entities.
  31429. *
  31430. * @param {any} data - The data to parse.
  31431. */
  31432. parse( /* data */ ) {}
  31433. /**
  31434. * Sets the `crossOrigin` String to implement CORS for loading the URL
  31435. * from a different domain that allows CORS.
  31436. *
  31437. * @param {string} crossOrigin - The `crossOrigin` value.
  31438. * @return {Loader} A reference to this instance.
  31439. */
  31440. setCrossOrigin( crossOrigin ) {
  31441. this.crossOrigin = crossOrigin;
  31442. return this;
  31443. }
  31444. /**
  31445. * Whether the XMLHttpRequest uses credentials such as cookies, authorization
  31446. * headers or TLS client certificates, see [XMLHttpRequest.withCredentials]{@link https://developer.mozilla.org/en-US/docs/Web/API/XMLHttpRequest/withCredentials}.
  31447. *
  31448. * Note: This setting has no effect if you are loading files locally or from the same domain.
  31449. *
  31450. * @param {boolean} value - The `withCredentials` value.
  31451. * @return {Loader} A reference to this instance.
  31452. */
  31453. setWithCredentials( value ) {
  31454. this.withCredentials = value;
  31455. return this;
  31456. }
  31457. /**
  31458. * Sets the base path for the asset.
  31459. *
  31460. * @param {string} path - The base path.
  31461. * @return {Loader} A reference to this instance.
  31462. */
  31463. setPath( path ) {
  31464. this.path = path;
  31465. return this;
  31466. }
  31467. /**
  31468. * Sets the base path for dependent resources like textures.
  31469. *
  31470. * @param {string} resourcePath - The resource path.
  31471. * @return {Loader} A reference to this instance.
  31472. */
  31473. setResourcePath( resourcePath ) {
  31474. this.resourcePath = resourcePath;
  31475. return this;
  31476. }
  31477. /**
  31478. * Sets the given request header.
  31479. *
  31480. * @param {Object} requestHeader - A [request header]{@link https://developer.mozilla.org/en-US/docs/Glossary/Request_header}
  31481. * for configuring the HTTP request.
  31482. * @return {Loader} A reference to this instance.
  31483. */
  31484. setRequestHeader( requestHeader ) {
  31485. this.requestHeader = requestHeader;
  31486. return this;
  31487. }
  31488. }
  31489. /**
  31490. * Callback for onProgress in loaders.
  31491. *
  31492. * @callback onProgressCallback
  31493. * @param {ProgressEvent} event - An instance of `ProgressEvent` that represents the current loading status.
  31494. */
  31495. /**
  31496. * Callback for onError in loaders.
  31497. *
  31498. * @callback onErrorCallback
  31499. * @param {Error} error - The error which occurred during the loading process.
  31500. */
  31501. /**
  31502. * The default material name that is used by loaders
  31503. * when creating materials for loaded 3D objects.
  31504. *
  31505. * Note: Not all loaders might honor this setting.
  31506. *
  31507. * @static
  31508. * @type {string}
  31509. * @default '__DEFAULT'
  31510. */
  31511. Loader.DEFAULT_MATERIAL_NAME = '__DEFAULT';
  31512. const loading = {};
  31513. class HttpError extends Error {
  31514. constructor( message, response ) {
  31515. super( message );
  31516. this.response = response;
  31517. }
  31518. }
  31519. /**
  31520. * A low level class for loading resources with the Fetch API, used internally by
  31521. * most loaders. It can also be used directly to load any file type that does
  31522. * not have a loader.
  31523. *
  31524. * This loader supports caching. If you want to use it, add `THREE.Cache.enabled = true;`
  31525. * once to your application.
  31526. *
  31527. * ```js
  31528. * const loader = new THREE.FileLoader();
  31529. * const data = await loader.loadAsync( 'example.txt' );
  31530. * ```
  31531. *
  31532. * @augments Loader
  31533. */
  31534. class FileLoader extends Loader {
  31535. /**
  31536. * Constructs a new file loader.
  31537. *
  31538. * @param {LoadingManager} [manager] - The loading manager.
  31539. */
  31540. constructor( manager ) {
  31541. super( manager );
  31542. /**
  31543. * The expected mime type.
  31544. *
  31545. * @type {string}
  31546. */
  31547. this.mimeType = '';
  31548. /**
  31549. * The expected response type.
  31550. *
  31551. * @type {('arraybuffer'|'blob'|'document'|'json'|'')}
  31552. * @default ''
  31553. */
  31554. this.responseType = '';
  31555. }
  31556. /**
  31557. * Starts loading from the given URL and pass the loaded response to the `onLoad()` callback.
  31558. *
  31559. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  31560. * @param {function(any)} onLoad - Executed when the loading process has been finished.
  31561. * @param {onProgressCallback} [onProgress] - Executed while the loading is in progress.
  31562. * @param {onErrorCallback} [onError] - Executed when errors occur.
  31563. * @return {any|undefined} The cached resource if available.
  31564. */
  31565. load( url, onLoad, onProgress, onError ) {
  31566. if ( url === undefined ) url = '';
  31567. if ( this.path !== undefined ) url = this.path + url;
  31568. url = this.manager.resolveURL( url );
  31569. const cached = Cache.get( url );
  31570. if ( cached !== undefined ) {
  31571. this.manager.itemStart( url );
  31572. setTimeout( () => {
  31573. if ( onLoad ) onLoad( cached );
  31574. this.manager.itemEnd( url );
  31575. }, 0 );
  31576. return cached;
  31577. }
  31578. // Check if request is duplicate
  31579. if ( loading[ url ] !== undefined ) {
  31580. loading[ url ].push( {
  31581. onLoad: onLoad,
  31582. onProgress: onProgress,
  31583. onError: onError
  31584. } );
  31585. return;
  31586. }
  31587. // Initialise array for duplicate requests
  31588. loading[ url ] = [];
  31589. loading[ url ].push( {
  31590. onLoad: onLoad,
  31591. onProgress: onProgress,
  31592. onError: onError,
  31593. } );
  31594. // create request
  31595. const req = new Request( url, {
  31596. headers: new Headers( this.requestHeader ),
  31597. credentials: this.withCredentials ? 'include' : 'same-origin',
  31598. // An abort controller could be added within a future PR
  31599. } );
  31600. // record states ( avoid data race )
  31601. const mimeType = this.mimeType;
  31602. const responseType = this.responseType;
  31603. // start the fetch
  31604. fetch( req )
  31605. .then( response => {
  31606. if ( response.status === 200 || response.status === 0 ) {
  31607. // Some browsers return HTTP Status 0 when using non-http protocol
  31608. // e.g. 'file://' or 'data://'. Handle as success.
  31609. if ( response.status === 0 ) {
  31610. console.warn( 'THREE.FileLoader: HTTP Status 0 received.' );
  31611. }
  31612. // Workaround: Checking if response.body === undefined for Alipay browser #23548
  31613. if ( typeof ReadableStream === 'undefined' || response.body === undefined || response.body.getReader === undefined ) {
  31614. return response;
  31615. }
  31616. const callbacks = loading[ url ];
  31617. const reader = response.body.getReader();
  31618. // Nginx needs X-File-Size check
  31619. // https://serverfault.com/questions/482875/why-does-nginx-remove-content-length-header-for-chunked-content
  31620. const contentLength = response.headers.get( 'X-File-Size' ) || response.headers.get( 'Content-Length' );
  31621. const total = contentLength ? parseInt( contentLength ) : 0;
  31622. const lengthComputable = total !== 0;
  31623. let loaded = 0;
  31624. // periodically read data into the new stream tracking while download progress
  31625. const stream = new ReadableStream( {
  31626. start( controller ) {
  31627. readData();
  31628. function readData() {
  31629. reader.read().then( ( { done, value } ) => {
  31630. if ( done ) {
  31631. controller.close();
  31632. } else {
  31633. loaded += value.byteLength;
  31634. const event = new ProgressEvent( 'progress', { lengthComputable, loaded, total } );
  31635. for ( let i = 0, il = callbacks.length; i < il; i ++ ) {
  31636. const callback = callbacks[ i ];
  31637. if ( callback.onProgress ) callback.onProgress( event );
  31638. }
  31639. controller.enqueue( value );
  31640. readData();
  31641. }
  31642. }, ( e ) => {
  31643. controller.error( e );
  31644. } );
  31645. }
  31646. }
  31647. } );
  31648. return new Response( stream );
  31649. } else {
  31650. throw new HttpError( `fetch for "${response.url}" responded with ${response.status}: ${response.statusText}`, response );
  31651. }
  31652. } )
  31653. .then( response => {
  31654. switch ( responseType ) {
  31655. case 'arraybuffer':
  31656. return response.arrayBuffer();
  31657. case 'blob':
  31658. return response.blob();
  31659. case 'document':
  31660. return response.text()
  31661. .then( text => {
  31662. const parser = new DOMParser();
  31663. return parser.parseFromString( text, mimeType );
  31664. } );
  31665. case 'json':
  31666. return response.json();
  31667. default:
  31668. if ( mimeType === '' ) {
  31669. return response.text();
  31670. } else {
  31671. // sniff encoding
  31672. const re = /charset="?([^;"\s]*)"?/i;
  31673. const exec = re.exec( mimeType );
  31674. const label = exec && exec[ 1 ] ? exec[ 1 ].toLowerCase() : undefined;
  31675. const decoder = new TextDecoder( label );
  31676. return response.arrayBuffer().then( ab => decoder.decode( ab ) );
  31677. }
  31678. }
  31679. } )
  31680. .then( data => {
  31681. // Add to cache only on HTTP success, so that we do not cache
  31682. // error response bodies as proper responses to requests.
  31683. Cache.add( url, data );
  31684. const callbacks = loading[ url ];
  31685. delete loading[ url ];
  31686. for ( let i = 0, il = callbacks.length; i < il; i ++ ) {
  31687. const callback = callbacks[ i ];
  31688. if ( callback.onLoad ) callback.onLoad( data );
  31689. }
  31690. } )
  31691. .catch( err => {
  31692. // Abort errors and other errors are handled the same
  31693. const callbacks = loading[ url ];
  31694. if ( callbacks === undefined ) {
  31695. // When onLoad was called and url was deleted in `loading`
  31696. this.manager.itemError( url );
  31697. throw err;
  31698. }
  31699. delete loading[ url ];
  31700. for ( let i = 0, il = callbacks.length; i < il; i ++ ) {
  31701. const callback = callbacks[ i ];
  31702. if ( callback.onError ) callback.onError( err );
  31703. }
  31704. this.manager.itemError( url );
  31705. } )
  31706. .finally( () => {
  31707. this.manager.itemEnd( url );
  31708. } );
  31709. this.manager.itemStart( url );
  31710. }
  31711. /**
  31712. * Sets the expected response type.
  31713. *
  31714. * @param {('arraybuffer'|'blob'|'document'|'json'|'')} value - The response type.
  31715. * @return {FileLoader} A reference to this file loader.
  31716. */
  31717. setResponseType( value ) {
  31718. this.responseType = value;
  31719. return this;
  31720. }
  31721. /**
  31722. * Sets the expected mime type of the loaded file.
  31723. *
  31724. * @param {string} value - The mime type.
  31725. * @return {FileLoader} A reference to this file loader.
  31726. */
  31727. setMimeType( value ) {
  31728. this.mimeType = value;
  31729. return this;
  31730. }
  31731. }
  31732. /**
  31733. * Class for loading animation clips in the JSON format. The files are internally
  31734. * loaded via {@link FileLoader}.
  31735. *
  31736. * ```js
  31737. * const loader = new THREE.AnimationLoader();
  31738. * const animations = await loader.loadAsync( 'animations/animation.js' );
  31739. * ```
  31740. *
  31741. * @augments Loader
  31742. */
  31743. class AnimationLoader extends Loader {
  31744. /**
  31745. * Constructs a new animation loader.
  31746. *
  31747. * @param {LoadingManager} [manager] - The loading manager.
  31748. */
  31749. constructor( manager ) {
  31750. super( manager );
  31751. }
  31752. /**
  31753. * Starts loading from the given URL and pass the loaded animations as an array
  31754. * holding instances of {@link AnimationClip} to the `onLoad()` callback.
  31755. *
  31756. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  31757. * @param {function(Array<AnimationClip>)} onLoad - Executed when the loading process has been finished.
  31758. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  31759. * @param {onErrorCallback} onError - Executed when errors occur.
  31760. */
  31761. load( url, onLoad, onProgress, onError ) {
  31762. const scope = this;
  31763. const loader = new FileLoader( this.manager );
  31764. loader.setPath( this.path );
  31765. loader.setRequestHeader( this.requestHeader );
  31766. loader.setWithCredentials( this.withCredentials );
  31767. loader.load( url, function ( text ) {
  31768. try {
  31769. onLoad( scope.parse( JSON.parse( text ) ) );
  31770. } catch ( e ) {
  31771. if ( onError ) {
  31772. onError( e );
  31773. } else {
  31774. console.error( e );
  31775. }
  31776. scope.manager.itemError( url );
  31777. }
  31778. }, onProgress, onError );
  31779. }
  31780. /**
  31781. * Parses the given JSON object and returns an array of animation clips.
  31782. *
  31783. * @param {Object} json - The serialized animation clips.
  31784. * @return {Array<AnimationClip>} The parsed animation clips.
  31785. */
  31786. parse( json ) {
  31787. const animations = [];
  31788. for ( let i = 0; i < json.length; i ++ ) {
  31789. const clip = AnimationClip.parse( json[ i ] );
  31790. animations.push( clip );
  31791. }
  31792. return animations;
  31793. }
  31794. }
  31795. /**
  31796. * Abstract base class for loading compressed texture formats S3TC, ASTC or ETC.
  31797. * Textures are internally loaded via {@link FileLoader}.
  31798. *
  31799. * Derived classes have to implement the `parse()` method which holds the parsing
  31800. * for the respective format.
  31801. *
  31802. * @abstract
  31803. * @augments Loader
  31804. */
  31805. class CompressedTextureLoader extends Loader {
  31806. /**
  31807. * Constructs a new compressed texture loader.
  31808. *
  31809. * @param {LoadingManager} [manager] - The loading manager.
  31810. */
  31811. constructor( manager ) {
  31812. super( manager );
  31813. }
  31814. /**
  31815. * Starts loading from the given URL and passes the loaded compressed texture
  31816. * to the `onLoad()` callback. The method also returns a new texture object which can
  31817. * directly be used for material creation. If you do it this way, the texture
  31818. * may pop up in your scene once the respective loading process is finished.
  31819. *
  31820. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  31821. * @param {function(CompressedTexture)} onLoad - Executed when the loading process has been finished.
  31822. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  31823. * @param {onErrorCallback} onError - Executed when errors occur.
  31824. * @return {CompressedTexture} The compressed texture.
  31825. */
  31826. load( url, onLoad, onProgress, onError ) {
  31827. const scope = this;
  31828. const images = [];
  31829. const texture = new CompressedTexture();
  31830. const loader = new FileLoader( this.manager );
  31831. loader.setPath( this.path );
  31832. loader.setResponseType( 'arraybuffer' );
  31833. loader.setRequestHeader( this.requestHeader );
  31834. loader.setWithCredentials( scope.withCredentials );
  31835. let loaded = 0;
  31836. function loadTexture( i ) {
  31837. loader.load( url[ i ], function ( buffer ) {
  31838. const texDatas = scope.parse( buffer, true );
  31839. images[ i ] = {
  31840. width: texDatas.width,
  31841. height: texDatas.height,
  31842. format: texDatas.format,
  31843. mipmaps: texDatas.mipmaps
  31844. };
  31845. loaded += 1;
  31846. if ( loaded === 6 ) {
  31847. if ( texDatas.mipmapCount === 1 ) texture.minFilter = LinearFilter;
  31848. texture.image = images;
  31849. texture.format = texDatas.format;
  31850. texture.needsUpdate = true;
  31851. if ( onLoad ) onLoad( texture );
  31852. }
  31853. }, onProgress, onError );
  31854. }
  31855. if ( Array.isArray( url ) ) {
  31856. for ( let i = 0, il = url.length; i < il; ++ i ) {
  31857. loadTexture( i );
  31858. }
  31859. } else {
  31860. // compressed cubemap texture stored in a single DDS file
  31861. loader.load( url, function ( buffer ) {
  31862. const texDatas = scope.parse( buffer, true );
  31863. if ( texDatas.isCubemap ) {
  31864. const faces = texDatas.mipmaps.length / texDatas.mipmapCount;
  31865. for ( let f = 0; f < faces; f ++ ) {
  31866. images[ f ] = { mipmaps: [] };
  31867. for ( let i = 0; i < texDatas.mipmapCount; i ++ ) {
  31868. images[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] );
  31869. images[ f ].format = texDatas.format;
  31870. images[ f ].width = texDatas.width;
  31871. images[ f ].height = texDatas.height;
  31872. }
  31873. }
  31874. texture.image = images;
  31875. } else {
  31876. texture.image.width = texDatas.width;
  31877. texture.image.height = texDatas.height;
  31878. texture.mipmaps = texDatas.mipmaps;
  31879. }
  31880. if ( texDatas.mipmapCount === 1 ) {
  31881. texture.minFilter = LinearFilter;
  31882. }
  31883. texture.format = texDatas.format;
  31884. texture.needsUpdate = true;
  31885. if ( onLoad ) onLoad( texture );
  31886. }, onProgress, onError );
  31887. }
  31888. return texture;
  31889. }
  31890. }
  31891. /**
  31892. * A loader for loading images. The class loads images with the HTML `Image` API.
  31893. *
  31894. * ```js
  31895. * const loader = new THREE.ImageLoader();
  31896. * const image = await loader.loadAsync( 'image.png' );
  31897. * ```
  31898. * Please note that `ImageLoader` has dropped support for progress
  31899. * events in `r84`. For an `ImageLoader` that supports progress events, see
  31900. * [this thread]{@link https://github.com/mrdoob/three.js/issues/10439#issuecomment-275785639}.
  31901. *
  31902. * @augments Loader
  31903. */
  31904. class ImageLoader extends Loader {
  31905. /**
  31906. * Constructs a new image loader.
  31907. *
  31908. * @param {LoadingManager} [manager] - The loading manager.
  31909. */
  31910. constructor( manager ) {
  31911. super( manager );
  31912. }
  31913. /**
  31914. * Starts loading from the given URL and passes the loaded image
  31915. * to the `onLoad()` callback. The method also returns a new `Image` object which can
  31916. * directly be used for texture creation. If you do it this way, the texture
  31917. * may pop up in your scene once the respective loading process is finished.
  31918. *
  31919. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  31920. * @param {function(Image)} onLoad - Executed when the loading process has been finished.
  31921. * @param {onProgressCallback} onProgress - Unsupported in this loader.
  31922. * @param {onErrorCallback} onError - Executed when errors occur.
  31923. * @return {Image} The image.
  31924. */
  31925. load( url, onLoad, onProgress, onError ) {
  31926. if ( this.path !== undefined ) url = this.path + url;
  31927. url = this.manager.resolveURL( url );
  31928. const scope = this;
  31929. const cached = Cache.get( url );
  31930. if ( cached !== undefined ) {
  31931. scope.manager.itemStart( url );
  31932. setTimeout( function () {
  31933. if ( onLoad ) onLoad( cached );
  31934. scope.manager.itemEnd( url );
  31935. }, 0 );
  31936. return cached;
  31937. }
  31938. const image = createElementNS( 'img' );
  31939. function onImageLoad() {
  31940. removeEventListeners();
  31941. Cache.add( url, this );
  31942. if ( onLoad ) onLoad( this );
  31943. scope.manager.itemEnd( url );
  31944. }
  31945. function onImageError( event ) {
  31946. removeEventListeners();
  31947. if ( onError ) onError( event );
  31948. scope.manager.itemError( url );
  31949. scope.manager.itemEnd( url );
  31950. }
  31951. function removeEventListeners() {
  31952. image.removeEventListener( 'load', onImageLoad, false );
  31953. image.removeEventListener( 'error', onImageError, false );
  31954. }
  31955. image.addEventListener( 'load', onImageLoad, false );
  31956. image.addEventListener( 'error', onImageError, false );
  31957. if ( url.slice( 0, 5 ) !== 'data:' ) {
  31958. if ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin;
  31959. }
  31960. scope.manager.itemStart( url );
  31961. image.src = url;
  31962. return image;
  31963. }
  31964. }
  31965. /**
  31966. * Class for loading cube textures. Images are internally loaded via {@link ImageLoader}.
  31967. *
  31968. * The loader returns an instance of {@link CubeTexture} and expects the cube map to
  31969. * be defined as six separate images representing the sides of a cube. Other cube map definitions
  31970. * like vertical and horizontal cross, column and row layouts are not supported.
  31971. *
  31972. * Note that, by convention, cube maps are specified in a coordinate system
  31973. * in which positive-x is to the right when looking up the positive-z axis --
  31974. * in other words, using a left-handed coordinate system. Since three.js uses
  31975. * a right-handed coordinate system, environment maps used in three.js will
  31976. * have pos-x and neg-x swapped.
  31977. *
  31978. * The loaded cube texture is in sRGB color space. Meaning {@link Texture#colorSpace}
  31979. * is set to `SRGBColorSpace` by default.
  31980. *
  31981. * ```js
  31982. * const loader = new THREE.CubeTextureLoader().setPath( 'textures/cubeMaps/' );
  31983. * const cubeTexture = await loader.loadAsync( [
  31984. * 'px.png', 'nx.png', 'py.png', 'ny.png', 'pz.png', 'nz.png'
  31985. * ] );
  31986. * scene.background = cubeTexture;
  31987. * ```
  31988. *
  31989. * @augments Loader
  31990. */
  31991. class CubeTextureLoader extends Loader {
  31992. /**
  31993. * Constructs a new cube texture loader.
  31994. *
  31995. * @param {LoadingManager} [manager] - The loading manager.
  31996. */
  31997. constructor( manager ) {
  31998. super( manager );
  31999. }
  32000. /**
  32001. * Starts loading from the given URL and pass the fully loaded cube texture
  32002. * to the `onLoad()` callback. The method also returns a new cube texture object which can
  32003. * directly be used for material creation. If you do it this way, the cube texture
  32004. * may pop up in your scene once the respective loading process is finished.
  32005. *
  32006. * @param {Array<string>} urls - Array of 6 URLs to images, one for each side of the
  32007. * cube texture. The urls should be specified in the following order: pos-x,
  32008. * neg-x, pos-y, neg-y, pos-z, neg-z. An array of data URIs are allowed as well.
  32009. * @param {function(CubeTexture)} onLoad - Executed when the loading process has been finished.
  32010. * @param {onProgressCallback} onProgress - Unsupported in this loader.
  32011. * @param {onErrorCallback} onError - Executed when errors occur.
  32012. * @return {CubeTexture} The cube texture.
  32013. */
  32014. load( urls, onLoad, onProgress, onError ) {
  32015. const texture = new CubeTexture();
  32016. texture.colorSpace = SRGBColorSpace;
  32017. const loader = new ImageLoader( this.manager );
  32018. loader.setCrossOrigin( this.crossOrigin );
  32019. loader.setPath( this.path );
  32020. let loaded = 0;
  32021. function loadTexture( i ) {
  32022. loader.load( urls[ i ], function ( image ) {
  32023. texture.images[ i ] = image;
  32024. loaded ++;
  32025. if ( loaded === 6 ) {
  32026. texture.needsUpdate = true;
  32027. if ( onLoad ) onLoad( texture );
  32028. }
  32029. }, undefined, onError );
  32030. }
  32031. for ( let i = 0; i < urls.length; ++ i ) {
  32032. loadTexture( i );
  32033. }
  32034. return texture;
  32035. }
  32036. }
  32037. /**
  32038. * Abstract base class for loading binary texture formats RGBE, EXR or TGA.
  32039. * Textures are internally loaded via {@link FileLoader}.
  32040. *
  32041. * Derived classes have to implement the `parse()` method which holds the parsing
  32042. * for the respective format.
  32043. *
  32044. * @abstract
  32045. * @augments Loader
  32046. */
  32047. class DataTextureLoader extends Loader {
  32048. /**
  32049. * Constructs a new data texture loader.
  32050. *
  32051. * @param {LoadingManager} [manager] - The loading manager.
  32052. */
  32053. constructor( manager ) {
  32054. super( manager );
  32055. }
  32056. /**
  32057. * Starts loading from the given URL and passes the loaded data texture
  32058. * to the `onLoad()` callback. The method also returns a new texture object which can
  32059. * directly be used for material creation. If you do it this way, the texture
  32060. * may pop up in your scene once the respective loading process is finished.
  32061. *
  32062. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  32063. * @param {function(DataTexture)} onLoad - Executed when the loading process has been finished.
  32064. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  32065. * @param {onErrorCallback} onError - Executed when errors occur.
  32066. * @return {DataTexture} The data texture.
  32067. */
  32068. load( url, onLoad, onProgress, onError ) {
  32069. const scope = this;
  32070. const texture = new DataTexture();
  32071. const loader = new FileLoader( this.manager );
  32072. loader.setResponseType( 'arraybuffer' );
  32073. loader.setRequestHeader( this.requestHeader );
  32074. loader.setPath( this.path );
  32075. loader.setWithCredentials( scope.withCredentials );
  32076. loader.load( url, function ( buffer ) {
  32077. let texData;
  32078. try {
  32079. texData = scope.parse( buffer );
  32080. } catch ( error ) {
  32081. if ( onError !== undefined ) {
  32082. onError( error );
  32083. } else {
  32084. console.error( error );
  32085. return;
  32086. }
  32087. }
  32088. if ( texData.image !== undefined ) {
  32089. texture.image = texData.image;
  32090. } else if ( texData.data !== undefined ) {
  32091. texture.image.width = texData.width;
  32092. texture.image.height = texData.height;
  32093. texture.image.data = texData.data;
  32094. }
  32095. texture.wrapS = texData.wrapS !== undefined ? texData.wrapS : ClampToEdgeWrapping;
  32096. texture.wrapT = texData.wrapT !== undefined ? texData.wrapT : ClampToEdgeWrapping;
  32097. texture.magFilter = texData.magFilter !== undefined ? texData.magFilter : LinearFilter;
  32098. texture.minFilter = texData.minFilter !== undefined ? texData.minFilter : LinearFilter;
  32099. texture.anisotropy = texData.anisotropy !== undefined ? texData.anisotropy : 1;
  32100. if ( texData.colorSpace !== undefined ) {
  32101. texture.colorSpace = texData.colorSpace;
  32102. }
  32103. if ( texData.flipY !== undefined ) {
  32104. texture.flipY = texData.flipY;
  32105. }
  32106. if ( texData.format !== undefined ) {
  32107. texture.format = texData.format;
  32108. }
  32109. if ( texData.type !== undefined ) {
  32110. texture.type = texData.type;
  32111. }
  32112. if ( texData.mipmaps !== undefined ) {
  32113. texture.mipmaps = texData.mipmaps;
  32114. texture.minFilter = LinearMipmapLinearFilter; // presumably...
  32115. }
  32116. if ( texData.mipmapCount === 1 ) {
  32117. texture.minFilter = LinearFilter;
  32118. }
  32119. if ( texData.generateMipmaps !== undefined ) {
  32120. texture.generateMipmaps = texData.generateMipmaps;
  32121. }
  32122. texture.needsUpdate = true;
  32123. if ( onLoad ) onLoad( texture, texData );
  32124. }, onProgress, onError );
  32125. return texture;
  32126. }
  32127. }
  32128. /**
  32129. * Class for loading textures. Images are internally
  32130. * loaded via {@link ImageLoader}.
  32131. *
  32132. * ```js
  32133. * const loader = new THREE.TextureLoader();
  32134. * const texture = await loader.loadAsync( 'textures/land_ocean_ice_cloud_2048.jpg' );
  32135. *
  32136. * const material = new THREE.MeshBasicMaterial( { map:texture } );
  32137. * ```
  32138. * Please note that `TextureLoader` has dropped support for progress
  32139. * events in `r84`. For a `TextureLoader` that supports progress events, see
  32140. * [this thread]{@link https://github.com/mrdoob/three.js/issues/10439#issuecomment-293260145}.
  32141. *
  32142. * @augments Loader
  32143. */
  32144. class TextureLoader extends Loader {
  32145. /**
  32146. * Constructs a new texture loader.
  32147. *
  32148. * @param {LoadingManager} [manager] - The loading manager.
  32149. */
  32150. constructor( manager ) {
  32151. super( manager );
  32152. }
  32153. /**
  32154. * Starts loading from the given URL and pass the fully loaded texture
  32155. * to the `onLoad()` callback. The method also returns a new texture object which can
  32156. * directly be used for material creation. If you do it this way, the texture
  32157. * may pop up in your scene once the respective loading process is finished.
  32158. *
  32159. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  32160. * @param {function(Texture)} onLoad - Executed when the loading process has been finished.
  32161. * @param {onProgressCallback} onProgress - Unsupported in this loader.
  32162. * @param {onErrorCallback} onError - Executed when errors occur.
  32163. * @return {Texture} The texture.
  32164. */
  32165. load( url, onLoad, onProgress, onError ) {
  32166. const texture = new Texture();
  32167. const loader = new ImageLoader( this.manager );
  32168. loader.setCrossOrigin( this.crossOrigin );
  32169. loader.setPath( this.path );
  32170. loader.load( url, function ( image ) {
  32171. texture.image = image;
  32172. texture.needsUpdate = true;
  32173. if ( onLoad !== undefined ) {
  32174. onLoad( texture );
  32175. }
  32176. }, onProgress, onError );
  32177. return texture;
  32178. }
  32179. }
  32180. /**
  32181. * Abstract base class for lights - all other light types inherit the
  32182. * properties and methods described here.
  32183. *
  32184. * @abstract
  32185. * @augments Object3D
  32186. */
  32187. class Light extends Object3D {
  32188. /**
  32189. * Constructs a new light.
  32190. *
  32191. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  32192. * @param {number} [intensity=1] - The light's strength/intensity.
  32193. */
  32194. constructor( color, intensity = 1 ) {
  32195. super();
  32196. /**
  32197. * This flag can be used for type testing.
  32198. *
  32199. * @type {boolean}
  32200. * @readonly
  32201. * @default true
  32202. */
  32203. this.isLight = true;
  32204. this.type = 'Light';
  32205. /**
  32206. * The light's color.
  32207. *
  32208. * @type {Color}
  32209. */
  32210. this.color = new Color( color );
  32211. /**
  32212. * The light's intensity.
  32213. *
  32214. * @type {number}
  32215. * @default 1
  32216. */
  32217. this.intensity = intensity;
  32218. }
  32219. /**
  32220. * Frees the GPU-related resources allocated by this instance. Call this
  32221. * method whenever this instance is no longer used in your app.
  32222. */
  32223. dispose() {
  32224. // Empty here in base class; some subclasses override.
  32225. }
  32226. copy( source, recursive ) {
  32227. super.copy( source, recursive );
  32228. this.color.copy( source.color );
  32229. this.intensity = source.intensity;
  32230. return this;
  32231. }
  32232. toJSON( meta ) {
  32233. const data = super.toJSON( meta );
  32234. data.object.color = this.color.getHex();
  32235. data.object.intensity = this.intensity;
  32236. if ( this.groundColor !== undefined ) data.object.groundColor = this.groundColor.getHex();
  32237. if ( this.distance !== undefined ) data.object.distance = this.distance;
  32238. if ( this.angle !== undefined ) data.object.angle = this.angle;
  32239. if ( this.decay !== undefined ) data.object.decay = this.decay;
  32240. if ( this.penumbra !== undefined ) data.object.penumbra = this.penumbra;
  32241. if ( this.shadow !== undefined ) data.object.shadow = this.shadow.toJSON();
  32242. if ( this.target !== undefined ) data.object.target = this.target.uuid;
  32243. return data;
  32244. }
  32245. }
  32246. /**
  32247. * A light source positioned directly above the scene, with color fading from
  32248. * the sky color to the ground color.
  32249. *
  32250. * This light cannot be used to cast shadows.
  32251. *
  32252. * ```js
  32253. * const light = new THREE.HemisphereLight( 0xffffbb, 0x080820, 1 );
  32254. * scene.add( light );
  32255. * ```
  32256. *
  32257. * @augments Light
  32258. */
  32259. class HemisphereLight extends Light {
  32260. /**
  32261. * Constructs a new hemisphere light.
  32262. *
  32263. * @param {(number|Color|string)} [skyColor=0xffffff] - The light's sky color.
  32264. * @param {(number|Color|string)} [groundColor=0xffffff] - The light's ground color.
  32265. * @param {number} [intensity=1] - The light's strength/intensity.
  32266. */
  32267. constructor( skyColor, groundColor, intensity ) {
  32268. super( skyColor, intensity );
  32269. /**
  32270. * This flag can be used for type testing.
  32271. *
  32272. * @type {boolean}
  32273. * @readonly
  32274. * @default true
  32275. */
  32276. this.isHemisphereLight = true;
  32277. this.type = 'HemisphereLight';
  32278. this.position.copy( Object3D.DEFAULT_UP );
  32279. this.updateMatrix();
  32280. /**
  32281. * The light's ground color.
  32282. *
  32283. * @type {Color}
  32284. */
  32285. this.groundColor = new Color( groundColor );
  32286. }
  32287. copy( source, recursive ) {
  32288. super.copy( source, recursive );
  32289. this.groundColor.copy( source.groundColor );
  32290. return this;
  32291. }
  32292. }
  32293. const _projScreenMatrix$1 = /*@__PURE__*/ new Matrix4();
  32294. const _lightPositionWorld$1 = /*@__PURE__*/ new Vector3();
  32295. const _lookTarget$1 = /*@__PURE__*/ new Vector3();
  32296. /**
  32297. * Abstract base class for light shadow classes. These classes
  32298. * represent the shadow configuration for different light types.
  32299. *
  32300. * @abstract
  32301. */
  32302. class LightShadow {
  32303. /**
  32304. * Constructs a new light shadow.
  32305. *
  32306. * @param {Camera} camera - The light's view of the world.
  32307. */
  32308. constructor( camera ) {
  32309. /**
  32310. * The light's view of the world.
  32311. *
  32312. * @type {Camera}
  32313. */
  32314. this.camera = camera;
  32315. /**
  32316. * The intensity of the shadow. The default is `1`.
  32317. * Valid values are in the range `[0, 1]`.
  32318. *
  32319. * @type {number}
  32320. * @default 1
  32321. */
  32322. this.intensity = 1;
  32323. /**
  32324. * Shadow map bias, how much to add or subtract from the normalized depth
  32325. * when deciding whether a surface is in shadow.
  32326. *
  32327. * The default is `0`. Very tiny adjustments here (in the order of `0.0001`)
  32328. * may help reduce artifacts in shadows.
  32329. *
  32330. * @type {number}
  32331. * @default 0
  32332. */
  32333. this.bias = 0;
  32334. /**
  32335. * Defines how much the position used to query the shadow map is offset along
  32336. * the object normal. The default is `0`. Increasing this value can be used to
  32337. * reduce shadow acne especially in large scenes where light shines onto
  32338. * geometry at a shallow angle. The cost is that shadows may appear distorted.
  32339. *
  32340. * @type {number}
  32341. * @default 0
  32342. */
  32343. this.normalBias = 0;
  32344. /**
  32345. * Setting this to values greater than 1 will blur the edges of the shadow.
  32346. * High values will cause unwanted banding effects in the shadows - a greater
  32347. * map size will allow for a higher value to be used here before these effects
  32348. * become visible.
  32349. *
  32350. * The property has no effect when the shadow map type is `PCFSoftShadowMap` and
  32351. * and it is recommended to increase softness by decreasing the shadow map size instead.
  32352. *
  32353. * The property has no effect when the shadow map type is `BasicShadowMap`.
  32354. *
  32355. * @type {number}
  32356. * @default 1
  32357. */
  32358. this.radius = 1;
  32359. /**
  32360. * The amount of samples to use when blurring a VSM shadow map.
  32361. *
  32362. * @type {number}
  32363. * @default 8
  32364. */
  32365. this.blurSamples = 8;
  32366. /**
  32367. * Defines the width and height of the shadow map. Higher values give better quality
  32368. * shadows at the cost of computation time. Values must be powers of two.
  32369. *
  32370. * @type {Vector2}
  32371. * @default (512,512)
  32372. */
  32373. this.mapSize = new Vector2( 512, 512 );
  32374. /**
  32375. * The depth map generated using the internal camera; a location beyond a
  32376. * pixel's depth is in shadow. Computed internally during rendering.
  32377. *
  32378. * @type {?RenderTarget}
  32379. * @default null
  32380. */
  32381. this.map = null;
  32382. /**
  32383. * The distribution map generated using the internal camera; an occlusion is
  32384. * calculated based on the distribution of depths. Computed internally during
  32385. * rendering.
  32386. *
  32387. * @type {?RenderTarget}
  32388. * @default null
  32389. */
  32390. this.mapPass = null;
  32391. /**
  32392. * Model to shadow camera space, to compute location and depth in shadow map.
  32393. * This is computed internally during rendering.
  32394. *
  32395. * @type {Matrix4}
  32396. */
  32397. this.matrix = new Matrix4();
  32398. /**
  32399. * Enables automatic updates of the light's shadow. If you do not require dynamic
  32400. * lighting / shadows, you may set this to `false`.
  32401. *
  32402. * @type {boolean}
  32403. * @default true
  32404. */
  32405. this.autoUpdate = true;
  32406. /**
  32407. * When set to `true`, shadow maps will be updated in the next `render` call.
  32408. * If you have set {@link LightShadow#autoUpdate} to `false`, you will need to
  32409. * set this property to `true` and then make a render call to update the light's shadow.
  32410. *
  32411. * @type {boolean}
  32412. * @default false
  32413. */
  32414. this.needsUpdate = false;
  32415. this._frustum = new Frustum();
  32416. this._frameExtents = new Vector2( 1, 1 );
  32417. this._viewportCount = 1;
  32418. this._viewports = [
  32419. new Vector4( 0, 0, 1, 1 )
  32420. ];
  32421. }
  32422. /**
  32423. * Used internally by the renderer to get the number of viewports that need
  32424. * to be rendered for this shadow.
  32425. *
  32426. * @return {number} The viewport count.
  32427. */
  32428. getViewportCount() {
  32429. return this._viewportCount;
  32430. }
  32431. /**
  32432. * Gets the shadow cameras frustum. Used internally by the renderer to cull objects.
  32433. *
  32434. * @return {Frustum} The shadow camera frustum.
  32435. */
  32436. getFrustum() {
  32437. return this._frustum;
  32438. }
  32439. /**
  32440. * Update the matrices for the camera and shadow, used internally by the renderer.
  32441. *
  32442. * @param {Light} light - The light for which the shadow is being rendered.
  32443. */
  32444. updateMatrices( light ) {
  32445. const shadowCamera = this.camera;
  32446. const shadowMatrix = this.matrix;
  32447. _lightPositionWorld$1.setFromMatrixPosition( light.matrixWorld );
  32448. shadowCamera.position.copy( _lightPositionWorld$1 );
  32449. _lookTarget$1.setFromMatrixPosition( light.target.matrixWorld );
  32450. shadowCamera.lookAt( _lookTarget$1 );
  32451. shadowCamera.updateMatrixWorld();
  32452. _projScreenMatrix$1.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
  32453. this._frustum.setFromProjectionMatrix( _projScreenMatrix$1 );
  32454. shadowMatrix.set(
  32455. 0.5, 0.0, 0.0, 0.5,
  32456. 0.0, 0.5, 0.0, 0.5,
  32457. 0.0, 0.0, 0.5, 0.5,
  32458. 0.0, 0.0, 0.0, 1.0
  32459. );
  32460. shadowMatrix.multiply( _projScreenMatrix$1 );
  32461. }
  32462. /**
  32463. * Returns a viewport definition for the given viewport index.
  32464. *
  32465. * @param {number} viewportIndex - The viewport index.
  32466. * @return {Vector4} The viewport.
  32467. */
  32468. getViewport( viewportIndex ) {
  32469. return this._viewports[ viewportIndex ];
  32470. }
  32471. /**
  32472. * Returns the frame extends.
  32473. *
  32474. * @return {Vector2} The frame extends.
  32475. */
  32476. getFrameExtents() {
  32477. return this._frameExtents;
  32478. }
  32479. /**
  32480. * Frees the GPU-related resources allocated by this instance. Call this
  32481. * method whenever this instance is no longer used in your app.
  32482. */
  32483. dispose() {
  32484. if ( this.map ) {
  32485. this.map.dispose();
  32486. }
  32487. if ( this.mapPass ) {
  32488. this.mapPass.dispose();
  32489. }
  32490. }
  32491. /**
  32492. * Copies the values of the given light shadow instance to this instance.
  32493. *
  32494. * @param {LightShadow} source - The light shadow to copy.
  32495. * @return {LightShadow} A reference to this light shadow instance.
  32496. */
  32497. copy( source ) {
  32498. this.camera = source.camera.clone();
  32499. this.intensity = source.intensity;
  32500. this.bias = source.bias;
  32501. this.radius = source.radius;
  32502. this.mapSize.copy( source.mapSize );
  32503. return this;
  32504. }
  32505. /**
  32506. * Returns a new light shadow instance with copied values from this instance.
  32507. *
  32508. * @return {LightShadow} A clone of this instance.
  32509. */
  32510. clone() {
  32511. return new this.constructor().copy( this );
  32512. }
  32513. /**
  32514. * Serializes the light shadow into JSON.
  32515. *
  32516. * @return {Object} A JSON object representing the serialized light shadow.
  32517. * @see {@link ObjectLoader#parse}
  32518. */
  32519. toJSON() {
  32520. const object = {};
  32521. if ( this.intensity !== 1 ) object.intensity = this.intensity;
  32522. if ( this.bias !== 0 ) object.bias = this.bias;
  32523. if ( this.normalBias !== 0 ) object.normalBias = this.normalBias;
  32524. if ( this.radius !== 1 ) object.radius = this.radius;
  32525. if ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) object.mapSize = this.mapSize.toArray();
  32526. object.camera = this.camera.toJSON( false ).object;
  32527. delete object.camera.matrix;
  32528. return object;
  32529. }
  32530. }
  32531. /**
  32532. * Represents the shadow configuration of directional lights.
  32533. *
  32534. * @augments LightShadow
  32535. */
  32536. class SpotLightShadow extends LightShadow {
  32537. /**
  32538. * Constructs a new spot light shadow.
  32539. */
  32540. constructor() {
  32541. super( new PerspectiveCamera( 50, 1, 0.5, 500 ) );
  32542. /**
  32543. * This flag can be used for type testing.
  32544. *
  32545. * @type {boolean}
  32546. * @readonly
  32547. * @default true
  32548. */
  32549. this.isSpotLightShadow = true;
  32550. /**
  32551. * Used to focus the shadow camera. The camera's field of view is set as a
  32552. * percentage of the spotlight's field-of-view. Range is `[0, 1]`.
  32553. *
  32554. * @type {number}
  32555. * @default 1
  32556. */
  32557. this.focus = 1;
  32558. }
  32559. updateMatrices( light ) {
  32560. const camera = this.camera;
  32561. const fov = RAD2DEG * 2 * light.angle * this.focus;
  32562. const aspect = this.mapSize.width / this.mapSize.height;
  32563. const far = light.distance || camera.far;
  32564. if ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) {
  32565. camera.fov = fov;
  32566. camera.aspect = aspect;
  32567. camera.far = far;
  32568. camera.updateProjectionMatrix();
  32569. }
  32570. super.updateMatrices( light );
  32571. }
  32572. copy( source ) {
  32573. super.copy( source );
  32574. this.focus = source.focus;
  32575. return this;
  32576. }
  32577. }
  32578. /**
  32579. * This light gets emitted from a single point in one direction, along a cone
  32580. * that increases in size the further from the light it gets.
  32581. *
  32582. * This light can cast shadows - see the {@link SpotLightShadow} for details.
  32583. *
  32584. * ```js
  32585. * // white spotlight shining from the side, modulated by a texture
  32586. * const spotLight = new THREE.SpotLight( 0xffffff );
  32587. * spotLight.position.set( 100, 1000, 100 );
  32588. * spotLight.map = new THREE.TextureLoader().load( url );
  32589. *
  32590. * spotLight.castShadow = true;
  32591. * spotLight.shadow.mapSize.width = 1024;
  32592. * spotLight.shadow.mapSize.height = 1024;
  32593. * spotLight.shadow.camera.near = 500;
  32594. * spotLight.shadow.camera.far = 4000;
  32595. * spotLight.shadow.camera.fov = 30;s
  32596. * ```
  32597. *
  32598. * @augments Light
  32599. */
  32600. class SpotLight extends Light {
  32601. /**
  32602. * Constructs a new spot light.
  32603. *
  32604. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  32605. * @param {number} [intensity=1] - The light's strength/intensity measured in candela (cd).
  32606. * @param {number} [distance=0] - Maximum range of the light. `0` means no limit.
  32607. * @param {number} [angle=Math.PI/3] - Maximum angle of light dispersion from its direction whose upper bound is `Math.PI/2`.
  32608. * @param {number} [penumbra=0] - Percent of the spotlight cone that is attenuated due to penumbra. Value range is `[0,1]`.
  32609. * @param {number} [decay=2] - The amount the light dims along the distance of the light.
  32610. */
  32611. constructor( color, intensity, distance = 0, angle = Math.PI / 3, penumbra = 0, decay = 2 ) {
  32612. super( color, intensity );
  32613. /**
  32614. * This flag can be used for type testing.
  32615. *
  32616. * @type {boolean}
  32617. * @readonly
  32618. * @default true
  32619. */
  32620. this.isSpotLight = true;
  32621. this.type = 'SpotLight';
  32622. this.position.copy( Object3D.DEFAULT_UP );
  32623. this.updateMatrix();
  32624. /**
  32625. * The spot light points from its position to the
  32626. * target's position.
  32627. *
  32628. * For the target's position to be changed to anything other
  32629. * than the default, it must be added to the scene.
  32630. *
  32631. * It is also possible to set the target to be another 3D object
  32632. * in the scene. The light will now track the target object.
  32633. *
  32634. * @type {Object3D}
  32635. */
  32636. this.target = new Object3D();
  32637. /**
  32638. * Maximum range of the light. `0` means no limit.
  32639. *
  32640. * @type {number}
  32641. * @default 0
  32642. */
  32643. this.distance = distance;
  32644. /**
  32645. * Maximum angle of light dispersion from its direction whose upper bound is `Math.PI/2`.
  32646. *
  32647. * @type {number}
  32648. * @default Math.PI/3
  32649. */
  32650. this.angle = angle;
  32651. /**
  32652. * Percent of the spotlight cone that is attenuated due to penumbra.
  32653. * Value range is `[0,1]`.
  32654. *
  32655. * @type {number}
  32656. * @default 0
  32657. */
  32658. this.penumbra = penumbra;
  32659. /**
  32660. * The amount the light dims along the distance of the light. In context of
  32661. * physically-correct rendering the default value should not be changed.
  32662. *
  32663. * @type {number}
  32664. * @default 2
  32665. */
  32666. this.decay = decay;
  32667. /**
  32668. * A texture used to modulate the color of the light. The spot light
  32669. * color is mixed with the RGB value of this texture, with a ratio
  32670. * corresponding to its alpha value. The cookie-like masking effect is
  32671. * reproduced using pixel values (0, 0, 0, 1-cookie_value).
  32672. *
  32673. * *Warning*: This property is disabled if {@link Object3D#castShadow} is set to `false`.
  32674. *
  32675. * @type {?Texture}
  32676. * @default null
  32677. */
  32678. this.map = null;
  32679. /**
  32680. * This property holds the light's shadow configuration.
  32681. *
  32682. * @type {SpotLightShadow}
  32683. */
  32684. this.shadow = new SpotLightShadow();
  32685. }
  32686. /**
  32687. * The light's power. Power is the luminous power of the light measured in lumens (lm).
  32688. * Changing the power will also change the light's intensity.
  32689. *
  32690. * @type {number}
  32691. */
  32692. get power() {
  32693. // compute the light's luminous power (in lumens) from its intensity (in candela)
  32694. // by convention for a spotlight, luminous power (lm) = π * luminous intensity (cd)
  32695. return this.intensity * Math.PI;
  32696. }
  32697. set power( power ) {
  32698. // set the light's intensity (in candela) from the desired luminous power (in lumens)
  32699. this.intensity = power / Math.PI;
  32700. }
  32701. dispose() {
  32702. this.shadow.dispose();
  32703. }
  32704. copy( source, recursive ) {
  32705. super.copy( source, recursive );
  32706. this.distance = source.distance;
  32707. this.angle = source.angle;
  32708. this.penumbra = source.penumbra;
  32709. this.decay = source.decay;
  32710. this.target = source.target.clone();
  32711. this.shadow = source.shadow.clone();
  32712. return this;
  32713. }
  32714. }
  32715. const _projScreenMatrix = /*@__PURE__*/ new Matrix4();
  32716. const _lightPositionWorld = /*@__PURE__*/ new Vector3();
  32717. const _lookTarget = /*@__PURE__*/ new Vector3();
  32718. /**
  32719. * Represents the shadow configuration of point lights.
  32720. *
  32721. * @augments LightShadow
  32722. */
  32723. class PointLightShadow extends LightShadow {
  32724. /**
  32725. * Constructs a new point light shadow.
  32726. */
  32727. constructor() {
  32728. super( new PerspectiveCamera( 90, 1, 0.5, 500 ) );
  32729. /**
  32730. * This flag can be used for type testing.
  32731. *
  32732. * @type {boolean}
  32733. * @readonly
  32734. * @default true
  32735. */
  32736. this.isPointLightShadow = true;
  32737. this._frameExtents = new Vector2( 4, 2 );
  32738. this._viewportCount = 6;
  32739. this._viewports = [
  32740. // These viewports map a cube-map onto a 2D texture with the
  32741. // following orientation:
  32742. //
  32743. // xzXZ
  32744. // y Y
  32745. //
  32746. // X - Positive x direction
  32747. // x - Negative x direction
  32748. // Y - Positive y direction
  32749. // y - Negative y direction
  32750. // Z - Positive z direction
  32751. // z - Negative z direction
  32752. // positive X
  32753. new Vector4( 2, 1, 1, 1 ),
  32754. // negative X
  32755. new Vector4( 0, 1, 1, 1 ),
  32756. // positive Z
  32757. new Vector4( 3, 1, 1, 1 ),
  32758. // negative Z
  32759. new Vector4( 1, 1, 1, 1 ),
  32760. // positive Y
  32761. new Vector4( 3, 0, 1, 1 ),
  32762. // negative Y
  32763. new Vector4( 1, 0, 1, 1 )
  32764. ];
  32765. this._cubeDirections = [
  32766. new Vector3( 1, 0, 0 ), new Vector3( - 1, 0, 0 ), new Vector3( 0, 0, 1 ),
  32767. new Vector3( 0, 0, - 1 ), new Vector3( 0, 1, 0 ), new Vector3( 0, - 1, 0 )
  32768. ];
  32769. this._cubeUps = [
  32770. new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ),
  32771. new Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ), new Vector3( 0, 0, - 1 )
  32772. ];
  32773. }
  32774. /**
  32775. * Update the matrices for the camera and shadow, used internally by the renderer.
  32776. *
  32777. * @param {Light} light - The light for which the shadow is being rendered.
  32778. * @param {number} [viewportIndex=0] - The viewport index.
  32779. */
  32780. updateMatrices( light, viewportIndex = 0 ) {
  32781. const camera = this.camera;
  32782. const shadowMatrix = this.matrix;
  32783. const far = light.distance || camera.far;
  32784. if ( far !== camera.far ) {
  32785. camera.far = far;
  32786. camera.updateProjectionMatrix();
  32787. }
  32788. _lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
  32789. camera.position.copy( _lightPositionWorld );
  32790. _lookTarget.copy( camera.position );
  32791. _lookTarget.add( this._cubeDirections[ viewportIndex ] );
  32792. camera.up.copy( this._cubeUps[ viewportIndex ] );
  32793. camera.lookAt( _lookTarget );
  32794. camera.updateMatrixWorld();
  32795. shadowMatrix.makeTranslation( - _lightPositionWorld.x, - _lightPositionWorld.y, - _lightPositionWorld.z );
  32796. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  32797. this._frustum.setFromProjectionMatrix( _projScreenMatrix );
  32798. }
  32799. }
  32800. /**
  32801. * A light that gets emitted from a single point in all directions. A common
  32802. * use case for this is to replicate the light emitted from a bare
  32803. * lightbulb.
  32804. *
  32805. * This light can cast shadows - see the {@link PointLightShadow} for details.
  32806. *
  32807. * ```js
  32808. * const light = new THREE.PointLight( 0xff0000, 1, 100 );
  32809. * light.position.set( 50, 50, 50 );
  32810. * scene.add( light );
  32811. * ```
  32812. *
  32813. * @augments Light
  32814. */
  32815. class PointLight extends Light {
  32816. /**
  32817. * Constructs a new point light.
  32818. *
  32819. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  32820. * @param {number} [intensity=1] - The light's strength/intensity measured in candela (cd).
  32821. * @param {number} [distance=0] - Maximum range of the light. `0` means no limit.
  32822. * @param {number} [decay=2] - The amount the light dims along the distance of the light.
  32823. */
  32824. constructor( color, intensity, distance = 0, decay = 2 ) {
  32825. super( color, intensity );
  32826. /**
  32827. * This flag can be used for type testing.
  32828. *
  32829. * @type {boolean}
  32830. * @readonly
  32831. * @default true
  32832. */
  32833. this.isPointLight = true;
  32834. this.type = 'PointLight';
  32835. /**
  32836. * When distance is zero, light will attenuate according to inverse-square
  32837. * law to infinite distance. When distance is non-zero, light will attenuate
  32838. * according to inverse-square law until near the distance cutoff, where it
  32839. * will then attenuate quickly and smoothly to 0. Inherently, cutoffs are not
  32840. * physically correct.
  32841. *
  32842. * @type {number}
  32843. * @default 0
  32844. */
  32845. this.distance = distance;
  32846. /**
  32847. * The amount the light dims along the distance of the light. In context of
  32848. * physically-correct rendering the default value should not be changed.
  32849. *
  32850. * @type {number}
  32851. * @default 2
  32852. */
  32853. this.decay = decay;
  32854. /**
  32855. * This property holds the light's shadow configuration.
  32856. *
  32857. * @type {PointLightShadow}
  32858. */
  32859. this.shadow = new PointLightShadow();
  32860. }
  32861. /**
  32862. * The light's power. Power is the luminous power of the light measured in lumens (lm).
  32863. * Changing the power will also change the light's intensity.
  32864. *
  32865. * @type {number}
  32866. */
  32867. get power() {
  32868. // compute the light's luminous power (in lumens) from its intensity (in candela)
  32869. // for an isotropic light source, luminous power (lm) = 4 π luminous intensity (cd)
  32870. return this.intensity * 4 * Math.PI;
  32871. }
  32872. set power( power ) {
  32873. // set the light's intensity (in candela) from the desired luminous power (in lumens)
  32874. this.intensity = power / ( 4 * Math.PI );
  32875. }
  32876. dispose() {
  32877. this.shadow.dispose();
  32878. }
  32879. copy( source, recursive ) {
  32880. super.copy( source, recursive );
  32881. this.distance = source.distance;
  32882. this.decay = source.decay;
  32883. this.shadow = source.shadow.clone();
  32884. return this;
  32885. }
  32886. }
  32887. /**
  32888. * Camera that uses [orthographic projection]{@link https://en.wikipedia.org/wiki/Orthographic_projection}.
  32889. *
  32890. * In this projection mode, an object's size in the rendered image stays
  32891. * constant regardless of its distance from the camera. This can be useful
  32892. * for rendering 2D scenes and UI elements, amongst other things.
  32893. *
  32894. * ```js
  32895. * const camera = new THREE.OrthographicCamera( width / - 2, width / 2, height / 2, height / - 2, 1, 1000 );
  32896. * scene.add( camera );
  32897. * ```
  32898. *
  32899. * @augments Camera
  32900. */
  32901. class OrthographicCamera extends Camera {
  32902. /**
  32903. * Constructs a new orthographic camera.
  32904. *
  32905. * @param {number} [left=-1] - The left plane of the camera's frustum.
  32906. * @param {number} [right=1] - The right plane of the camera's frustum.
  32907. * @param {number} [top=1] - The top plane of the camera's frustum.
  32908. * @param {number} [bottom=-1] - The bottom plane of the camera's frustum.
  32909. * @param {number} [near=0.1] - The camera's near plane.
  32910. * @param {number} [far=2000] - The camera's far plane.
  32911. */
  32912. constructor( left = - 1, right = 1, top = 1, bottom = - 1, near = 0.1, far = 2000 ) {
  32913. super();
  32914. /**
  32915. * This flag can be used for type testing.
  32916. *
  32917. * @type {boolean}
  32918. * @readonly
  32919. * @default true
  32920. */
  32921. this.isOrthographicCamera = true;
  32922. this.type = 'OrthographicCamera';
  32923. /**
  32924. * The zoom factor of the camera.
  32925. *
  32926. * @type {number}
  32927. * @default 1
  32928. */
  32929. this.zoom = 1;
  32930. /**
  32931. * Represents the frustum window specification. This property should not be edited
  32932. * directly but via {@link PerspectiveCamera#setViewOffset} and {@link PerspectiveCamera#clearViewOffset}.
  32933. *
  32934. * @type {?Object}
  32935. * @default null
  32936. */
  32937. this.view = null;
  32938. /**
  32939. * The left plane of the camera's frustum.
  32940. *
  32941. * @type {number}
  32942. * @default -1
  32943. */
  32944. this.left = left;
  32945. /**
  32946. * The right plane of the camera's frustum.
  32947. *
  32948. * @type {number}
  32949. * @default 1
  32950. */
  32951. this.right = right;
  32952. /**
  32953. * The top plane of the camera's frustum.
  32954. *
  32955. * @type {number}
  32956. * @default 1
  32957. */
  32958. this.top = top;
  32959. /**
  32960. * The bottom plane of the camera's frustum.
  32961. *
  32962. * @type {number}
  32963. * @default -1
  32964. */
  32965. this.bottom = bottom;
  32966. /**
  32967. * The camera's near plane. The valid range is greater than `0`
  32968. * and less than the current value of {@link OrthographicCamera#far}.
  32969. *
  32970. * Note that, unlike for the {@link PerspectiveCamera}, `0` is a
  32971. * valid value for an orthographic camera's near plane.
  32972. *
  32973. * @type {number}
  32974. * @default 0.1
  32975. */
  32976. this.near = near;
  32977. /**
  32978. * The camera's far plane. Must be greater than the
  32979. * current value of {@link OrthographicCamera#near}.
  32980. *
  32981. * @type {number}
  32982. * @default 2000
  32983. */
  32984. this.far = far;
  32985. this.updateProjectionMatrix();
  32986. }
  32987. copy( source, recursive ) {
  32988. super.copy( source, recursive );
  32989. this.left = source.left;
  32990. this.right = source.right;
  32991. this.top = source.top;
  32992. this.bottom = source.bottom;
  32993. this.near = source.near;
  32994. this.far = source.far;
  32995. this.zoom = source.zoom;
  32996. this.view = source.view === null ? null : Object.assign( {}, source.view );
  32997. return this;
  32998. }
  32999. /**
  33000. * Sets an offset in a larger frustum. This is useful for multi-window or
  33001. * multi-monitor/multi-machine setups.
  33002. *
  33003. * @param {number} fullWidth - The full width of multiview setup.
  33004. * @param {number} fullHeight - The full height of multiview setup.
  33005. * @param {number} x - The horizontal offset of the subcamera.
  33006. * @param {number} y - The vertical offset of the subcamera.
  33007. * @param {number} width - The width of subcamera.
  33008. * @param {number} height - The height of subcamera.
  33009. * @see {@link PerspectiveCamera#setViewOffset}
  33010. */
  33011. setViewOffset( fullWidth, fullHeight, x, y, width, height ) {
  33012. if ( this.view === null ) {
  33013. this.view = {
  33014. enabled: true,
  33015. fullWidth: 1,
  33016. fullHeight: 1,
  33017. offsetX: 0,
  33018. offsetY: 0,
  33019. width: 1,
  33020. height: 1
  33021. };
  33022. }
  33023. this.view.enabled = true;
  33024. this.view.fullWidth = fullWidth;
  33025. this.view.fullHeight = fullHeight;
  33026. this.view.offsetX = x;
  33027. this.view.offsetY = y;
  33028. this.view.width = width;
  33029. this.view.height = height;
  33030. this.updateProjectionMatrix();
  33031. }
  33032. /**
  33033. * Removes the view offset from the projection matrix.
  33034. */
  33035. clearViewOffset() {
  33036. if ( this.view !== null ) {
  33037. this.view.enabled = false;
  33038. }
  33039. this.updateProjectionMatrix();
  33040. }
  33041. /**
  33042. * Updates the camera's projection matrix. Must be called after any change of
  33043. * camera properties.
  33044. */
  33045. updateProjectionMatrix() {
  33046. const dx = ( this.right - this.left ) / ( 2 * this.zoom );
  33047. const dy = ( this.top - this.bottom ) / ( 2 * this.zoom );
  33048. const cx = ( this.right + this.left ) / 2;
  33049. const cy = ( this.top + this.bottom ) / 2;
  33050. let left = cx - dx;
  33051. let right = cx + dx;
  33052. let top = cy + dy;
  33053. let bottom = cy - dy;
  33054. if ( this.view !== null && this.view.enabled ) {
  33055. const scaleW = ( this.right - this.left ) / this.view.fullWidth / this.zoom;
  33056. const scaleH = ( this.top - this.bottom ) / this.view.fullHeight / this.zoom;
  33057. left += scaleW * this.view.offsetX;
  33058. right = left + scaleW * this.view.width;
  33059. top -= scaleH * this.view.offsetY;
  33060. bottom = top - scaleH * this.view.height;
  33061. }
  33062. this.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far, this.coordinateSystem );
  33063. this.projectionMatrixInverse.copy( this.projectionMatrix ).invert();
  33064. }
  33065. toJSON( meta ) {
  33066. const data = super.toJSON( meta );
  33067. data.object.zoom = this.zoom;
  33068. data.object.left = this.left;
  33069. data.object.right = this.right;
  33070. data.object.top = this.top;
  33071. data.object.bottom = this.bottom;
  33072. data.object.near = this.near;
  33073. data.object.far = this.far;
  33074. if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );
  33075. return data;
  33076. }
  33077. }
  33078. /**
  33079. * Represents the shadow configuration of directional lights.
  33080. *
  33081. * @augments LightShadow
  33082. */
  33083. class DirectionalLightShadow extends LightShadow {
  33084. /**
  33085. * Constructs a new directional light shadow.
  33086. */
  33087. constructor() {
  33088. super( new OrthographicCamera( - 5, 5, 5, - 5, 0.5, 500 ) );
  33089. /**
  33090. * This flag can be used for type testing.
  33091. *
  33092. * @type {boolean}
  33093. * @readonly
  33094. * @default true
  33095. */
  33096. this.isDirectionalLightShadow = true;
  33097. }
  33098. }
  33099. /**
  33100. * A light that gets emitted in a specific direction. This light will behave
  33101. * as though it is infinitely far away and the rays produced from it are all
  33102. * parallel. The common use case for this is to simulate daylight; the sun is
  33103. * far enough away that its position can be considered to be infinite, and
  33104. * all light rays coming from it are parallel.
  33105. *
  33106. * A common point of confusion for directional lights is that setting the
  33107. * rotation has no effect. This is because three.js's DirectionalLight is the
  33108. * equivalent to what is often called a 'Target Direct Light' in other
  33109. * applications.
  33110. *
  33111. * This means that its direction is calculated as pointing from the light's
  33112. * {@link Object3D#position} to the {@link DirectionalLight#target} position
  33113. * (as opposed to a 'Free Direct Light' that just has a rotation
  33114. * component).
  33115. *
  33116. * This light can cast shadows - see the {@link DirectionalLightShadow} for details.
  33117. *
  33118. * ```js
  33119. * // White directional light at half intensity shining from the top.
  33120. * const directionalLight = new THREE.DirectionalLight( 0xffffff, 0.5 );
  33121. * scene.add( directionalLight );
  33122. * ```
  33123. *
  33124. * @augments Light
  33125. */
  33126. class DirectionalLight extends Light {
  33127. /**
  33128. * Constructs a new directional light.
  33129. *
  33130. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  33131. * @param {number} [intensity=1] - The light's strength/intensity.
  33132. */
  33133. constructor( color, intensity ) {
  33134. super( color, intensity );
  33135. /**
  33136. * This flag can be used for type testing.
  33137. *
  33138. * @type {boolean}
  33139. * @readonly
  33140. * @default true
  33141. */
  33142. this.isDirectionalLight = true;
  33143. this.type = 'DirectionalLight';
  33144. this.position.copy( Object3D.DEFAULT_UP );
  33145. this.updateMatrix();
  33146. /**
  33147. * The directional light points from its position to the
  33148. * target's position.
  33149. *
  33150. * For the target's position to be changed to anything other
  33151. * than the default, it must be added to the scene.
  33152. *
  33153. * It is also possible to set the target to be another 3D object
  33154. * in the scene. The light will now track the target object.
  33155. *
  33156. * @type {Object3D}
  33157. */
  33158. this.target = new Object3D();
  33159. /**
  33160. * This property holds the light's shadow configuration.
  33161. *
  33162. * @type {DirectionalLightShadow}
  33163. */
  33164. this.shadow = new DirectionalLightShadow();
  33165. }
  33166. dispose() {
  33167. this.shadow.dispose();
  33168. }
  33169. copy( source ) {
  33170. super.copy( source );
  33171. this.target = source.target.clone();
  33172. this.shadow = source.shadow.clone();
  33173. return this;
  33174. }
  33175. }
  33176. /**
  33177. * This light globally illuminates all objects in the scene equally.
  33178. *
  33179. * It cannot be used to cast shadows as it does not have a direction.
  33180. *
  33181. * ```js
  33182. * const light = new THREE.AmbientLight( 0x404040 ); // soft white light
  33183. * scene.add( light );
  33184. * ```
  33185. *
  33186. * @augments Light
  33187. */
  33188. class AmbientLight extends Light {
  33189. /**
  33190. * Constructs a new ambient light.
  33191. *
  33192. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  33193. * @param {number} [intensity=1] - The light's strength/intensity.
  33194. */
  33195. constructor( color, intensity ) {
  33196. super( color, intensity );
  33197. /**
  33198. * This flag can be used for type testing.
  33199. *
  33200. * @type {boolean}
  33201. * @readonly
  33202. * @default true
  33203. */
  33204. this.isAmbientLight = true;
  33205. this.type = 'AmbientLight';
  33206. }
  33207. }
  33208. /**
  33209. * This class emits light uniformly across the face a rectangular plane.
  33210. * This light type can be used to simulate light sources such as bright
  33211. * windows or strip lighting.
  33212. *
  33213. * Important Notes:
  33214. *
  33215. * - There is no shadow support.
  33216. * - Only PBR materials are supported.
  33217. * - You have to include `RectAreaLightUniformsLib` (`WebGLRenderer`) or `RectAreaLightTexturesLib` (`WebGPURenderer`)
  33218. * into your app and init the uniforms/textures.
  33219. *
  33220. * ```js
  33221. * RectAreaLightUniformsLib.init(); // only relevant for WebGLRenderer
  33222. * THREE.RectAreaLightNode.setLTC( RectAreaLightTexturesLib.init() ); // only relevant for WebGPURenderer
  33223. *
  33224. * const intensity = 1; const width = 10; const height = 10;
  33225. * const rectLight = new THREE.RectAreaLight( 0xffffff, intensity, width, height );
  33226. * rectLight.position.set( 5, 5, 0 );
  33227. * rectLight.lookAt( 0, 0, 0 );
  33228. * scene.add( rectLight )
  33229. * ```
  33230. *
  33231. * @augments Light
  33232. */
  33233. class RectAreaLight extends Light {
  33234. /**
  33235. * Constructs a new area light.
  33236. *
  33237. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  33238. * @param {number} [intensity=1] - The light's strength/intensity.
  33239. * @param {number} [width=10] - The width of the light.
  33240. * @param {number} [height=10] - The height of the light.
  33241. */
  33242. constructor( color, intensity, width = 10, height = 10 ) {
  33243. super( color, intensity );
  33244. /**
  33245. * This flag can be used for type testing.
  33246. *
  33247. * @type {boolean}
  33248. * @readonly
  33249. * @default true
  33250. */
  33251. this.isRectAreaLight = true;
  33252. this.type = 'RectAreaLight';
  33253. /**
  33254. * The width of the light.
  33255. *
  33256. * @type {number}
  33257. * @default 10
  33258. */
  33259. this.width = width;
  33260. /**
  33261. * The height of the light.
  33262. *
  33263. * @type {number}
  33264. * @default 10
  33265. */
  33266. this.height = height;
  33267. }
  33268. /**
  33269. * The light's power. Power is the luminous power of the light measured in lumens (lm).
  33270. * Changing the power will also change the light's intensity.
  33271. *
  33272. * @type {number}
  33273. */
  33274. get power() {
  33275. // compute the light's luminous power (in lumens) from its intensity (in nits)
  33276. return this.intensity * this.width * this.height * Math.PI;
  33277. }
  33278. set power( power ) {
  33279. // set the light's intensity (in nits) from the desired luminous power (in lumens)
  33280. this.intensity = power / ( this.width * this.height * Math.PI );
  33281. }
  33282. copy( source ) {
  33283. super.copy( source );
  33284. this.width = source.width;
  33285. this.height = source.height;
  33286. return this;
  33287. }
  33288. toJSON( meta ) {
  33289. const data = super.toJSON( meta );
  33290. data.object.width = this.width;
  33291. data.object.height = this.height;
  33292. return data;
  33293. }
  33294. }
  33295. /**
  33296. * Represents a third-order spherical harmonics (SH). Light probes use this class
  33297. * to encode lighting information.
  33298. *
  33299. * - Primary reference: {@link https://graphics.stanford.edu/papers/envmap/envmap.pdf}
  33300. * - Secondary reference: {@link https://www.ppsloan.org/publications/StupidSH36.pdf}
  33301. */
  33302. class SphericalHarmonics3 {
  33303. /**
  33304. * Constructs a new spherical harmonics.
  33305. */
  33306. constructor() {
  33307. /**
  33308. * This flag can be used for type testing.
  33309. *
  33310. * @type {boolean}
  33311. * @readonly
  33312. * @default true
  33313. */
  33314. this.isSphericalHarmonics3 = true;
  33315. /**
  33316. * An array holding the (9) SH coefficients.
  33317. *
  33318. * @type {Array<Vector3>}
  33319. */
  33320. this.coefficients = [];
  33321. for ( let i = 0; i < 9; i ++ ) {
  33322. this.coefficients.push( new Vector3() );
  33323. }
  33324. }
  33325. /**
  33326. * Sets the given SH coefficients to this instance by copying
  33327. * the values.
  33328. *
  33329. * @param {Array<Vector3>} coefficients - The SH coefficients.
  33330. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  33331. */
  33332. set( coefficients ) {
  33333. for ( let i = 0; i < 9; i ++ ) {
  33334. this.coefficients[ i ].copy( coefficients[ i ] );
  33335. }
  33336. return this;
  33337. }
  33338. /**
  33339. * Sets all SH coefficients to `0`.
  33340. *
  33341. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  33342. */
  33343. zero() {
  33344. for ( let i = 0; i < 9; i ++ ) {
  33345. this.coefficients[ i ].set( 0, 0, 0 );
  33346. }
  33347. return this;
  33348. }
  33349. /**
  33350. * Returns the radiance in the direction of the given normal.
  33351. *
  33352. * @param {Vector3} normal - The normal vector (assumed to be unit length)
  33353. * @param {Vector3} target - The target vector that is used to store the method's result.
  33354. * @return {Vector3} The radiance.
  33355. */
  33356. getAt( normal, target ) {
  33357. // normal is assumed to be unit length
  33358. const x = normal.x, y = normal.y, z = normal.z;
  33359. const coeff = this.coefficients;
  33360. // band 0
  33361. target.copy( coeff[ 0 ] ).multiplyScalar( 0.282095 );
  33362. // band 1
  33363. target.addScaledVector( coeff[ 1 ], 0.488603 * y );
  33364. target.addScaledVector( coeff[ 2 ], 0.488603 * z );
  33365. target.addScaledVector( coeff[ 3 ], 0.488603 * x );
  33366. // band 2
  33367. target.addScaledVector( coeff[ 4 ], 1.092548 * ( x * y ) );
  33368. target.addScaledVector( coeff[ 5 ], 1.092548 * ( y * z ) );
  33369. target.addScaledVector( coeff[ 6 ], 0.315392 * ( 3.0 * z * z - 1.0 ) );
  33370. target.addScaledVector( coeff[ 7 ], 1.092548 * ( x * z ) );
  33371. target.addScaledVector( coeff[ 8 ], 0.546274 * ( x * x - y * y ) );
  33372. return target;
  33373. }
  33374. /**
  33375. * Returns the irradiance (radiance convolved with cosine lobe) in the
  33376. * direction of the given normal.
  33377. *
  33378. * @param {Vector3} normal - The normal vector (assumed to be unit length)
  33379. * @param {Vector3} target - The target vector that is used to store the method's result.
  33380. * @return {Vector3} The irradiance.
  33381. */
  33382. getIrradianceAt( normal, target ) {
  33383. // normal is assumed to be unit length
  33384. const x = normal.x, y = normal.y, z = normal.z;
  33385. const coeff = this.coefficients;
  33386. // band 0
  33387. target.copy( coeff[ 0 ] ).multiplyScalar( 0.886227 ); // π * 0.282095
  33388. // band 1
  33389. target.addScaledVector( coeff[ 1 ], 2.0 * 0.511664 * y ); // ( 2 * π / 3 ) * 0.488603
  33390. target.addScaledVector( coeff[ 2 ], 2.0 * 0.511664 * z );
  33391. target.addScaledVector( coeff[ 3 ], 2.0 * 0.511664 * x );
  33392. // band 2
  33393. target.addScaledVector( coeff[ 4 ], 2.0 * 0.429043 * x * y ); // ( π / 4 ) * 1.092548
  33394. target.addScaledVector( coeff[ 5 ], 2.0 * 0.429043 * y * z );
  33395. target.addScaledVector( coeff[ 6 ], 0.743125 * z * z - 0.247708 ); // ( π / 4 ) * 0.315392 * 3
  33396. target.addScaledVector( coeff[ 7 ], 2.0 * 0.429043 * x * z );
  33397. target.addScaledVector( coeff[ 8 ], 0.429043 * ( x * x - y * y ) ); // ( π / 4 ) * 0.546274
  33398. return target;
  33399. }
  33400. /**
  33401. * Adds the given SH to this instance.
  33402. *
  33403. * @param {SphericalHarmonics3} sh - The SH to add.
  33404. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  33405. */
  33406. add( sh ) {
  33407. for ( let i = 0; i < 9; i ++ ) {
  33408. this.coefficients[ i ].add( sh.coefficients[ i ] );
  33409. }
  33410. return this;
  33411. }
  33412. /**
  33413. * A convenience method for performing {@link SphericalHarmonics3#add} and
  33414. * {@link SphericalHarmonics3#scale} at once.
  33415. *
  33416. * @param {SphericalHarmonics3} sh - The SH to add.
  33417. * @param {number} s - The scale factor.
  33418. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  33419. */
  33420. addScaledSH( sh, s ) {
  33421. for ( let i = 0; i < 9; i ++ ) {
  33422. this.coefficients[ i ].addScaledVector( sh.coefficients[ i ], s );
  33423. }
  33424. return this;
  33425. }
  33426. /**
  33427. * Scales this SH by the given scale factor.
  33428. *
  33429. * @param {number} s - The scale factor.
  33430. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  33431. */
  33432. scale( s ) {
  33433. for ( let i = 0; i < 9; i ++ ) {
  33434. this.coefficients[ i ].multiplyScalar( s );
  33435. }
  33436. return this;
  33437. }
  33438. /**
  33439. * Linear interpolates between the given SH and this instance by the given
  33440. * alpha factor.
  33441. *
  33442. * @param {SphericalHarmonics3} sh - The SH to interpolate with.
  33443. * @param {number} alpha - The alpha factor.
  33444. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  33445. */
  33446. lerp( sh, alpha ) {
  33447. for ( let i = 0; i < 9; i ++ ) {
  33448. this.coefficients[ i ].lerp( sh.coefficients[ i ], alpha );
  33449. }
  33450. return this;
  33451. }
  33452. /**
  33453. * Returns `true` if this spherical harmonics is equal with the given one.
  33454. *
  33455. * @param {SphericalHarmonics3} sh - The spherical harmonics to test for equality.
  33456. * @return {boolean} Whether this spherical harmonics is equal with the given one.
  33457. */
  33458. equals( sh ) {
  33459. for ( let i = 0; i < 9; i ++ ) {
  33460. if ( ! this.coefficients[ i ].equals( sh.coefficients[ i ] ) ) {
  33461. return false;
  33462. }
  33463. }
  33464. return true;
  33465. }
  33466. /**
  33467. * Copies the values of the given spherical harmonics to this instance.
  33468. *
  33469. * @param {SphericalHarmonics3} sh - The spherical harmonics to copy.
  33470. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  33471. */
  33472. copy( sh ) {
  33473. return this.set( sh.coefficients );
  33474. }
  33475. /**
  33476. * Returns a new spherical harmonics with copied values from this instance.
  33477. *
  33478. * @return {SphericalHarmonics3} A clone of this instance.
  33479. */
  33480. clone() {
  33481. return new this.constructor().copy( this );
  33482. }
  33483. /**
  33484. * Sets the SH coefficients of this instance from the given array.
  33485. *
  33486. * @param {Array<number>} array - An array holding the SH coefficients.
  33487. * @param {number} [offset=0] - The array offset where to start copying.
  33488. * @return {SphericalHarmonics3} A clone of this instance.
  33489. */
  33490. fromArray( array, offset = 0 ) {
  33491. const coefficients = this.coefficients;
  33492. for ( let i = 0; i < 9; i ++ ) {
  33493. coefficients[ i ].fromArray( array, offset + ( i * 3 ) );
  33494. }
  33495. return this;
  33496. }
  33497. /**
  33498. * Returns an array with the SH coefficients, or copies them into the provided
  33499. * array. The coefficients are represented as numbers.
  33500. *
  33501. * @param {Array<number>} [array=[]] - The target array.
  33502. * @param {number} [offset=0] - The array offset where to start copying.
  33503. * @return {Array<number>} An array with flat SH coefficients.
  33504. */
  33505. toArray( array = [], offset = 0 ) {
  33506. const coefficients = this.coefficients;
  33507. for ( let i = 0; i < 9; i ++ ) {
  33508. coefficients[ i ].toArray( array, offset + ( i * 3 ) );
  33509. }
  33510. return array;
  33511. }
  33512. /**
  33513. * Computes the SH basis for the given normal vector.
  33514. *
  33515. * @param {Vector3} normal - The normal.
  33516. * @param {Array<number>} shBasis - The target array holding the SH basis.
  33517. */
  33518. static getBasisAt( normal, shBasis ) {
  33519. // normal is assumed to be unit length
  33520. const x = normal.x, y = normal.y, z = normal.z;
  33521. // band 0
  33522. shBasis[ 0 ] = 0.282095;
  33523. // band 1
  33524. shBasis[ 1 ] = 0.488603 * y;
  33525. shBasis[ 2 ] = 0.488603 * z;
  33526. shBasis[ 3 ] = 0.488603 * x;
  33527. // band 2
  33528. shBasis[ 4 ] = 1.092548 * x * y;
  33529. shBasis[ 5 ] = 1.092548 * y * z;
  33530. shBasis[ 6 ] = 0.315392 * ( 3 * z * z - 1 );
  33531. shBasis[ 7 ] = 1.092548 * x * z;
  33532. shBasis[ 8 ] = 0.546274 * ( x * x - y * y );
  33533. }
  33534. }
  33535. /**
  33536. * Light probes are an alternative way of adding light to a 3D scene. Unlike
  33537. * classical light sources (e.g. directional, point or spot lights), light
  33538. * probes do not emit light. Instead they store information about light
  33539. * passing through 3D space. During rendering, the light that hits a 3D
  33540. * object is approximated by using the data from the light probe.
  33541. *
  33542. * Light probes are usually created from (radiance) environment maps. The
  33543. * class {@link LightProbeGenerator} can be used to create light probes from
  33544. * cube textures or render targets. However, light estimation data could also
  33545. * be provided in other forms e.g. by WebXR. This enables the rendering of
  33546. * augmented reality content that reacts to real world lighting.
  33547. *
  33548. * The current probe implementation in three.js supports so-called diffuse
  33549. * light probes. This type of light probe is functionally equivalent to an
  33550. * irradiance environment map.
  33551. *
  33552. * @augments Light
  33553. */
  33554. class LightProbe extends Light {
  33555. /**
  33556. * Constructs a new light probe.
  33557. *
  33558. * @param {SphericalHarmonics3} sh - The spherical harmonics which represents encoded lighting information.
  33559. * @param {number} [intensity=1] - The light's strength/intensity.
  33560. */
  33561. constructor( sh = new SphericalHarmonics3(), intensity = 1 ) {
  33562. super( undefined, intensity );
  33563. /**
  33564. * This flag can be used for type testing.
  33565. *
  33566. * @type {boolean}
  33567. * @readonly
  33568. * @default true
  33569. */
  33570. this.isLightProbe = true;
  33571. /**
  33572. * A light probe uses spherical harmonics to encode lighting information.
  33573. *
  33574. * @type {SphericalHarmonics3}
  33575. */
  33576. this.sh = sh;
  33577. }
  33578. copy( source ) {
  33579. super.copy( source );
  33580. this.sh.copy( source.sh );
  33581. return this;
  33582. }
  33583. /**
  33584. * Deserializes the light prove from the given JSON.
  33585. *
  33586. * @param {Object} json - The JSON holding the serialized light probe.
  33587. * @return {LightProbe} A reference to this light probe.
  33588. */
  33589. fromJSON( json ) {
  33590. this.intensity = json.intensity; // TODO: Move this bit to Light.fromJSON();
  33591. this.sh.fromArray( json.sh );
  33592. return this;
  33593. }
  33594. toJSON( meta ) {
  33595. const data = super.toJSON( meta );
  33596. data.object.sh = this.sh.toArray();
  33597. return data;
  33598. }
  33599. }
  33600. /**
  33601. * Class for loading geometries. The files are internally
  33602. * loaded via {@link FileLoader}.
  33603. *
  33604. * ```js
  33605. * const loader = new THREE.MaterialLoader();
  33606. * const material = await loader.loadAsync( 'material.json' );
  33607. * ```
  33608. * This loader does not support node materials. Use {@link NodeMaterialLoader} instead.
  33609. *
  33610. * @augments Loader
  33611. */
  33612. class MaterialLoader extends Loader {
  33613. /**
  33614. * Constructs a new material loader.
  33615. *
  33616. * @param {LoadingManager} [manager] - The loading manager.
  33617. */
  33618. constructor( manager ) {
  33619. super( manager );
  33620. /**
  33621. * A dictionary holding textures used by the material.
  33622. *
  33623. * @type {Object<string,Texture>}
  33624. */
  33625. this.textures = {};
  33626. }
  33627. /**
  33628. * Starts loading from the given URL and pass the loaded material to the `onLoad()` callback.
  33629. *
  33630. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  33631. * @param {function(Material)} onLoad - Executed when the loading process has been finished.
  33632. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  33633. * @param {onErrorCallback} onError - Executed when errors occur.
  33634. */
  33635. load( url, onLoad, onProgress, onError ) {
  33636. const scope = this;
  33637. const loader = new FileLoader( scope.manager );
  33638. loader.setPath( scope.path );
  33639. loader.setRequestHeader( scope.requestHeader );
  33640. loader.setWithCredentials( scope.withCredentials );
  33641. loader.load( url, function ( text ) {
  33642. try {
  33643. onLoad( scope.parse( JSON.parse( text ) ) );
  33644. } catch ( e ) {
  33645. if ( onError ) {
  33646. onError( e );
  33647. } else {
  33648. console.error( e );
  33649. }
  33650. scope.manager.itemError( url );
  33651. }
  33652. }, onProgress, onError );
  33653. }
  33654. /**
  33655. * Parses the given JSON object and returns a material.
  33656. *
  33657. * @param {Object} json - The serialized material.
  33658. * @return {Material} The parsed material.
  33659. */
  33660. parse( json ) {
  33661. const textures = this.textures;
  33662. function getTexture( name ) {
  33663. if ( textures[ name ] === undefined ) {
  33664. console.warn( 'THREE.MaterialLoader: Undefined texture', name );
  33665. }
  33666. return textures[ name ];
  33667. }
  33668. const material = this.createMaterialFromType( json.type );
  33669. if ( json.uuid !== undefined ) material.uuid = json.uuid;
  33670. if ( json.name !== undefined ) material.name = json.name;
  33671. if ( json.color !== undefined && material.color !== undefined ) material.color.setHex( json.color );
  33672. if ( json.roughness !== undefined ) material.roughness = json.roughness;
  33673. if ( json.metalness !== undefined ) material.metalness = json.metalness;
  33674. if ( json.sheen !== undefined ) material.sheen = json.sheen;
  33675. if ( json.sheenColor !== undefined ) material.sheenColor = new Color().setHex( json.sheenColor );
  33676. if ( json.sheenRoughness !== undefined ) material.sheenRoughness = json.sheenRoughness;
  33677. if ( json.emissive !== undefined && material.emissive !== undefined ) material.emissive.setHex( json.emissive );
  33678. if ( json.specular !== undefined && material.specular !== undefined ) material.specular.setHex( json.specular );
  33679. if ( json.specularIntensity !== undefined ) material.specularIntensity = json.specularIntensity;
  33680. if ( json.specularColor !== undefined && material.specularColor !== undefined ) material.specularColor.setHex( json.specularColor );
  33681. if ( json.shininess !== undefined ) material.shininess = json.shininess;
  33682. if ( json.clearcoat !== undefined ) material.clearcoat = json.clearcoat;
  33683. if ( json.clearcoatRoughness !== undefined ) material.clearcoatRoughness = json.clearcoatRoughness;
  33684. if ( json.dispersion !== undefined ) material.dispersion = json.dispersion;
  33685. if ( json.iridescence !== undefined ) material.iridescence = json.iridescence;
  33686. if ( json.iridescenceIOR !== undefined ) material.iridescenceIOR = json.iridescenceIOR;
  33687. if ( json.iridescenceThicknessRange !== undefined ) material.iridescenceThicknessRange = json.iridescenceThicknessRange;
  33688. if ( json.transmission !== undefined ) material.transmission = json.transmission;
  33689. if ( json.thickness !== undefined ) material.thickness = json.thickness;
  33690. if ( json.attenuationDistance !== undefined ) material.attenuationDistance = json.attenuationDistance;
  33691. if ( json.attenuationColor !== undefined && material.attenuationColor !== undefined ) material.attenuationColor.setHex( json.attenuationColor );
  33692. if ( json.anisotropy !== undefined ) material.anisotropy = json.anisotropy;
  33693. if ( json.anisotropyRotation !== undefined ) material.anisotropyRotation = json.anisotropyRotation;
  33694. if ( json.fog !== undefined ) material.fog = json.fog;
  33695. if ( json.flatShading !== undefined ) material.flatShading = json.flatShading;
  33696. if ( json.blending !== undefined ) material.blending = json.blending;
  33697. if ( json.combine !== undefined ) material.combine = json.combine;
  33698. if ( json.side !== undefined ) material.side = json.side;
  33699. if ( json.shadowSide !== undefined ) material.shadowSide = json.shadowSide;
  33700. if ( json.opacity !== undefined ) material.opacity = json.opacity;
  33701. if ( json.transparent !== undefined ) material.transparent = json.transparent;
  33702. if ( json.alphaTest !== undefined ) material.alphaTest = json.alphaTest;
  33703. if ( json.alphaHash !== undefined ) material.alphaHash = json.alphaHash;
  33704. if ( json.depthFunc !== undefined ) material.depthFunc = json.depthFunc;
  33705. if ( json.depthTest !== undefined ) material.depthTest = json.depthTest;
  33706. if ( json.depthWrite !== undefined ) material.depthWrite = json.depthWrite;
  33707. if ( json.colorWrite !== undefined ) material.colorWrite = json.colorWrite;
  33708. if ( json.blendSrc !== undefined ) material.blendSrc = json.blendSrc;
  33709. if ( json.blendDst !== undefined ) material.blendDst = json.blendDst;
  33710. if ( json.blendEquation !== undefined ) material.blendEquation = json.blendEquation;
  33711. if ( json.blendSrcAlpha !== undefined ) material.blendSrcAlpha = json.blendSrcAlpha;
  33712. if ( json.blendDstAlpha !== undefined ) material.blendDstAlpha = json.blendDstAlpha;
  33713. if ( json.blendEquationAlpha !== undefined ) material.blendEquationAlpha = json.blendEquationAlpha;
  33714. if ( json.blendColor !== undefined && material.blendColor !== undefined ) material.blendColor.setHex( json.blendColor );
  33715. if ( json.blendAlpha !== undefined ) material.blendAlpha = json.blendAlpha;
  33716. if ( json.stencilWriteMask !== undefined ) material.stencilWriteMask = json.stencilWriteMask;
  33717. if ( json.stencilFunc !== undefined ) material.stencilFunc = json.stencilFunc;
  33718. if ( json.stencilRef !== undefined ) material.stencilRef = json.stencilRef;
  33719. if ( json.stencilFuncMask !== undefined ) material.stencilFuncMask = json.stencilFuncMask;
  33720. if ( json.stencilFail !== undefined ) material.stencilFail = json.stencilFail;
  33721. if ( json.stencilZFail !== undefined ) material.stencilZFail = json.stencilZFail;
  33722. if ( json.stencilZPass !== undefined ) material.stencilZPass = json.stencilZPass;
  33723. if ( json.stencilWrite !== undefined ) material.stencilWrite = json.stencilWrite;
  33724. if ( json.wireframe !== undefined ) material.wireframe = json.wireframe;
  33725. if ( json.wireframeLinewidth !== undefined ) material.wireframeLinewidth = json.wireframeLinewidth;
  33726. if ( json.wireframeLinecap !== undefined ) material.wireframeLinecap = json.wireframeLinecap;
  33727. if ( json.wireframeLinejoin !== undefined ) material.wireframeLinejoin = json.wireframeLinejoin;
  33728. if ( json.rotation !== undefined ) material.rotation = json.rotation;
  33729. if ( json.linewidth !== undefined ) material.linewidth = json.linewidth;
  33730. if ( json.dashSize !== undefined ) material.dashSize = json.dashSize;
  33731. if ( json.gapSize !== undefined ) material.gapSize = json.gapSize;
  33732. if ( json.scale !== undefined ) material.scale = json.scale;
  33733. if ( json.polygonOffset !== undefined ) material.polygonOffset = json.polygonOffset;
  33734. if ( json.polygonOffsetFactor !== undefined ) material.polygonOffsetFactor = json.polygonOffsetFactor;
  33735. if ( json.polygonOffsetUnits !== undefined ) material.polygonOffsetUnits = json.polygonOffsetUnits;
  33736. if ( json.dithering !== undefined ) material.dithering = json.dithering;
  33737. if ( json.alphaToCoverage !== undefined ) material.alphaToCoverage = json.alphaToCoverage;
  33738. if ( json.premultipliedAlpha !== undefined ) material.premultipliedAlpha = json.premultipliedAlpha;
  33739. if ( json.forceSinglePass !== undefined ) material.forceSinglePass = json.forceSinglePass;
  33740. if ( json.visible !== undefined ) material.visible = json.visible;
  33741. if ( json.toneMapped !== undefined ) material.toneMapped = json.toneMapped;
  33742. if ( json.userData !== undefined ) material.userData = json.userData;
  33743. if ( json.vertexColors !== undefined ) {
  33744. if ( typeof json.vertexColors === 'number' ) {
  33745. material.vertexColors = ( json.vertexColors > 0 ) ? true : false;
  33746. } else {
  33747. material.vertexColors = json.vertexColors;
  33748. }
  33749. }
  33750. // Shader Material
  33751. if ( json.uniforms !== undefined ) {
  33752. for ( const name in json.uniforms ) {
  33753. const uniform = json.uniforms[ name ];
  33754. material.uniforms[ name ] = {};
  33755. switch ( uniform.type ) {
  33756. case 't':
  33757. material.uniforms[ name ].value = getTexture( uniform.value );
  33758. break;
  33759. case 'c':
  33760. material.uniforms[ name ].value = new Color().setHex( uniform.value );
  33761. break;
  33762. case 'v2':
  33763. material.uniforms[ name ].value = new Vector2().fromArray( uniform.value );
  33764. break;
  33765. case 'v3':
  33766. material.uniforms[ name ].value = new Vector3().fromArray( uniform.value );
  33767. break;
  33768. case 'v4':
  33769. material.uniforms[ name ].value = new Vector4().fromArray( uniform.value );
  33770. break;
  33771. case 'm3':
  33772. material.uniforms[ name ].value = new Matrix3().fromArray( uniform.value );
  33773. break;
  33774. case 'm4':
  33775. material.uniforms[ name ].value = new Matrix4().fromArray( uniform.value );
  33776. break;
  33777. default:
  33778. material.uniforms[ name ].value = uniform.value;
  33779. }
  33780. }
  33781. }
  33782. if ( json.defines !== undefined ) material.defines = json.defines;
  33783. if ( json.vertexShader !== undefined ) material.vertexShader = json.vertexShader;
  33784. if ( json.fragmentShader !== undefined ) material.fragmentShader = json.fragmentShader;
  33785. if ( json.glslVersion !== undefined ) material.glslVersion = json.glslVersion;
  33786. if ( json.extensions !== undefined ) {
  33787. for ( const key in json.extensions ) {
  33788. material.extensions[ key ] = json.extensions[ key ];
  33789. }
  33790. }
  33791. if ( json.lights !== undefined ) material.lights = json.lights;
  33792. if ( json.clipping !== undefined ) material.clipping = json.clipping;
  33793. // for PointsMaterial
  33794. if ( json.size !== undefined ) material.size = json.size;
  33795. if ( json.sizeAttenuation !== undefined ) material.sizeAttenuation = json.sizeAttenuation;
  33796. // maps
  33797. if ( json.map !== undefined ) material.map = getTexture( json.map );
  33798. if ( json.matcap !== undefined ) material.matcap = getTexture( json.matcap );
  33799. if ( json.alphaMap !== undefined ) material.alphaMap = getTexture( json.alphaMap );
  33800. if ( json.bumpMap !== undefined ) material.bumpMap = getTexture( json.bumpMap );
  33801. if ( json.bumpScale !== undefined ) material.bumpScale = json.bumpScale;
  33802. if ( json.normalMap !== undefined ) material.normalMap = getTexture( json.normalMap );
  33803. if ( json.normalMapType !== undefined ) material.normalMapType = json.normalMapType;
  33804. if ( json.normalScale !== undefined ) {
  33805. let normalScale = json.normalScale;
  33806. if ( Array.isArray( normalScale ) === false ) {
  33807. // Blender exporter used to export a scalar. See #7459
  33808. normalScale = [ normalScale, normalScale ];
  33809. }
  33810. material.normalScale = new Vector2().fromArray( normalScale );
  33811. }
  33812. if ( json.displacementMap !== undefined ) material.displacementMap = getTexture( json.displacementMap );
  33813. if ( json.displacementScale !== undefined ) material.displacementScale = json.displacementScale;
  33814. if ( json.displacementBias !== undefined ) material.displacementBias = json.displacementBias;
  33815. if ( json.roughnessMap !== undefined ) material.roughnessMap = getTexture( json.roughnessMap );
  33816. if ( json.metalnessMap !== undefined ) material.metalnessMap = getTexture( json.metalnessMap );
  33817. if ( json.emissiveMap !== undefined ) material.emissiveMap = getTexture( json.emissiveMap );
  33818. if ( json.emissiveIntensity !== undefined ) material.emissiveIntensity = json.emissiveIntensity;
  33819. if ( json.specularMap !== undefined ) material.specularMap = getTexture( json.specularMap );
  33820. if ( json.specularIntensityMap !== undefined ) material.specularIntensityMap = getTexture( json.specularIntensityMap );
  33821. if ( json.specularColorMap !== undefined ) material.specularColorMap = getTexture( json.specularColorMap );
  33822. if ( json.envMap !== undefined ) material.envMap = getTexture( json.envMap );
  33823. if ( json.envMapRotation !== undefined ) material.envMapRotation.fromArray( json.envMapRotation );
  33824. if ( json.envMapIntensity !== undefined ) material.envMapIntensity = json.envMapIntensity;
  33825. if ( json.reflectivity !== undefined ) material.reflectivity = json.reflectivity;
  33826. if ( json.refractionRatio !== undefined ) material.refractionRatio = json.refractionRatio;
  33827. if ( json.lightMap !== undefined ) material.lightMap = getTexture( json.lightMap );
  33828. if ( json.lightMapIntensity !== undefined ) material.lightMapIntensity = json.lightMapIntensity;
  33829. if ( json.aoMap !== undefined ) material.aoMap = getTexture( json.aoMap );
  33830. if ( json.aoMapIntensity !== undefined ) material.aoMapIntensity = json.aoMapIntensity;
  33831. if ( json.gradientMap !== undefined ) material.gradientMap = getTexture( json.gradientMap );
  33832. if ( json.clearcoatMap !== undefined ) material.clearcoatMap = getTexture( json.clearcoatMap );
  33833. if ( json.clearcoatRoughnessMap !== undefined ) material.clearcoatRoughnessMap = getTexture( json.clearcoatRoughnessMap );
  33834. if ( json.clearcoatNormalMap !== undefined ) material.clearcoatNormalMap = getTexture( json.clearcoatNormalMap );
  33835. if ( json.clearcoatNormalScale !== undefined ) material.clearcoatNormalScale = new Vector2().fromArray( json.clearcoatNormalScale );
  33836. if ( json.iridescenceMap !== undefined ) material.iridescenceMap = getTexture( json.iridescenceMap );
  33837. if ( json.iridescenceThicknessMap !== undefined ) material.iridescenceThicknessMap = getTexture( json.iridescenceThicknessMap );
  33838. if ( json.transmissionMap !== undefined ) material.transmissionMap = getTexture( json.transmissionMap );
  33839. if ( json.thicknessMap !== undefined ) material.thicknessMap = getTexture( json.thicknessMap );
  33840. if ( json.anisotropyMap !== undefined ) material.anisotropyMap = getTexture( json.anisotropyMap );
  33841. if ( json.sheenColorMap !== undefined ) material.sheenColorMap = getTexture( json.sheenColorMap );
  33842. if ( json.sheenRoughnessMap !== undefined ) material.sheenRoughnessMap = getTexture( json.sheenRoughnessMap );
  33843. return material;
  33844. }
  33845. /**
  33846. * Textures are not embedded in the material JSON so they have
  33847. * to be injected before the loading process starts.
  33848. *
  33849. * @param {Object} value - A dictionary holding textures for material properties.
  33850. * @return {MaterialLoader} A reference to this material loader.
  33851. */
  33852. setTextures( value ) {
  33853. this.textures = value;
  33854. return this;
  33855. }
  33856. /**
  33857. * Creates a material for the given type.
  33858. *
  33859. * @param {string} type - The material type.
  33860. * @return {Material} The new material.
  33861. */
  33862. createMaterialFromType( type ) {
  33863. return MaterialLoader.createMaterialFromType( type );
  33864. }
  33865. /**
  33866. * Creates a material for the given type.
  33867. *
  33868. * @static
  33869. * @param {string} type - The material type.
  33870. * @return {Material} The new material.
  33871. */
  33872. static createMaterialFromType( type ) {
  33873. const materialLib = {
  33874. ShadowMaterial,
  33875. SpriteMaterial,
  33876. RawShaderMaterial,
  33877. ShaderMaterial,
  33878. PointsMaterial,
  33879. MeshPhysicalMaterial,
  33880. MeshStandardMaterial,
  33881. MeshPhongMaterial,
  33882. MeshToonMaterial,
  33883. MeshNormalMaterial,
  33884. MeshLambertMaterial,
  33885. MeshDepthMaterial,
  33886. MeshDistanceMaterial,
  33887. MeshBasicMaterial,
  33888. MeshMatcapMaterial,
  33889. LineDashedMaterial,
  33890. LineBasicMaterial,
  33891. Material
  33892. };
  33893. return new materialLib[ type ]();
  33894. }
  33895. }
  33896. /**
  33897. * A class with loader utility functions.
  33898. */
  33899. class LoaderUtils {
  33900. /**
  33901. * Extracts the base URL from the given URL.
  33902. *
  33903. * @param {string} url -The URL to extract the base URL from.
  33904. * @return {string} The extracted base URL.
  33905. */
  33906. static extractUrlBase( url ) {
  33907. const index = url.lastIndexOf( '/' );
  33908. if ( index === - 1 ) return './';
  33909. return url.slice( 0, index + 1 );
  33910. }
  33911. /**
  33912. * Resolves relative URLs against the given path. Absolute paths, data urls,
  33913. * and blob URLs will be returned as is. Invalid URLs will return an empty
  33914. * string.
  33915. *
  33916. * @param {string} url -The URL to resolve.
  33917. * @param {string} path - The base path for relative URLs to be resolved against.
  33918. * @return {string} The resolved URL.
  33919. */
  33920. static resolveURL( url, path ) {
  33921. // Invalid URL
  33922. if ( typeof url !== 'string' || url === '' ) return '';
  33923. // Host Relative URL
  33924. if ( /^https?:\/\//i.test( path ) && /^\//.test( url ) ) {
  33925. path = path.replace( /(^https?:\/\/[^\/]+).*/i, '$1' );
  33926. }
  33927. // Absolute URL http://,https://,//
  33928. if ( /^(https?:)?\/\//i.test( url ) ) return url;
  33929. // Data URI
  33930. if ( /^data:.*,.*$/i.test( url ) ) return url;
  33931. // Blob URL
  33932. if ( /^blob:.*$/i.test( url ) ) return url;
  33933. // Relative URL
  33934. return path + url;
  33935. }
  33936. }
  33937. /**
  33938. * An instanced version of a geometry.
  33939. */
  33940. class InstancedBufferGeometry extends BufferGeometry {
  33941. /**
  33942. * Constructs a new instanced buffer geometry.
  33943. */
  33944. constructor() {
  33945. super();
  33946. /**
  33947. * This flag can be used for type testing.
  33948. *
  33949. * @type {boolean}
  33950. * @readonly
  33951. * @default true
  33952. */
  33953. this.isInstancedBufferGeometry = true;
  33954. this.type = 'InstancedBufferGeometry';
  33955. /**
  33956. * The instance count.
  33957. *
  33958. * @type {number}
  33959. * @default Infinity
  33960. */
  33961. this.instanceCount = Infinity;
  33962. }
  33963. copy( source ) {
  33964. super.copy( source );
  33965. this.instanceCount = source.instanceCount;
  33966. return this;
  33967. }
  33968. toJSON() {
  33969. const data = super.toJSON();
  33970. data.instanceCount = this.instanceCount;
  33971. data.isInstancedBufferGeometry = true;
  33972. return data;
  33973. }
  33974. }
  33975. /**
  33976. * Class for loading geometries. The files are internally
  33977. * loaded via {@link FileLoader}.
  33978. *
  33979. * ```js
  33980. * const loader = new THREE.BufferGeometryLoader();
  33981. * const geometry = await loader.loadAsync( 'models/json/pressure.json' );
  33982. *
  33983. * const material = new THREE.MeshBasicMaterial( { color: 0xF5F5F5 } );
  33984. * const object = new THREE.Mesh( geometry, material );
  33985. * scene.add( object );
  33986. * ```
  33987. *
  33988. * @augments Loader
  33989. */
  33990. class BufferGeometryLoader extends Loader {
  33991. /**
  33992. * Constructs a new geometry loader.
  33993. *
  33994. * @param {LoadingManager} [manager] - The loading manager.
  33995. */
  33996. constructor( manager ) {
  33997. super( manager );
  33998. }
  33999. /**
  34000. * Starts loading from the given URL and pass the loaded geometry to the `onLoad()` callback.
  34001. *
  34002. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  34003. * @param {function(BufferGeometry)} onLoad - Executed when the loading process has been finished.
  34004. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  34005. * @param {onErrorCallback} onError - Executed when errors occur.
  34006. */
  34007. load( url, onLoad, onProgress, onError ) {
  34008. const scope = this;
  34009. const loader = new FileLoader( scope.manager );
  34010. loader.setPath( scope.path );
  34011. loader.setRequestHeader( scope.requestHeader );
  34012. loader.setWithCredentials( scope.withCredentials );
  34013. loader.load( url, function ( text ) {
  34014. try {
  34015. onLoad( scope.parse( JSON.parse( text ) ) );
  34016. } catch ( e ) {
  34017. if ( onError ) {
  34018. onError( e );
  34019. } else {
  34020. console.error( e );
  34021. }
  34022. scope.manager.itemError( url );
  34023. }
  34024. }, onProgress, onError );
  34025. }
  34026. /**
  34027. * Parses the given JSON object and returns a geometry.
  34028. *
  34029. * @param {Object} json - The serialized geometry.
  34030. * @return {BufferGeometry} The parsed geometry.
  34031. */
  34032. parse( json ) {
  34033. const interleavedBufferMap = {};
  34034. const arrayBufferMap = {};
  34035. function getInterleavedBuffer( json, uuid ) {
  34036. if ( interleavedBufferMap[ uuid ] !== undefined ) return interleavedBufferMap[ uuid ];
  34037. const interleavedBuffers = json.interleavedBuffers;
  34038. const interleavedBuffer = interleavedBuffers[ uuid ];
  34039. const buffer = getArrayBuffer( json, interleavedBuffer.buffer );
  34040. const array = getTypedArray( interleavedBuffer.type, buffer );
  34041. const ib = new InterleavedBuffer( array, interleavedBuffer.stride );
  34042. ib.uuid = interleavedBuffer.uuid;
  34043. interleavedBufferMap[ uuid ] = ib;
  34044. return ib;
  34045. }
  34046. function getArrayBuffer( json, uuid ) {
  34047. if ( arrayBufferMap[ uuid ] !== undefined ) return arrayBufferMap[ uuid ];
  34048. const arrayBuffers = json.arrayBuffers;
  34049. const arrayBuffer = arrayBuffers[ uuid ];
  34050. const ab = new Uint32Array( arrayBuffer ).buffer;
  34051. arrayBufferMap[ uuid ] = ab;
  34052. return ab;
  34053. }
  34054. const geometry = json.isInstancedBufferGeometry ? new InstancedBufferGeometry() : new BufferGeometry();
  34055. const index = json.data.index;
  34056. if ( index !== undefined ) {
  34057. const typedArray = getTypedArray( index.type, index.array );
  34058. geometry.setIndex( new BufferAttribute( typedArray, 1 ) );
  34059. }
  34060. const attributes = json.data.attributes;
  34061. for ( const key in attributes ) {
  34062. const attribute = attributes[ key ];
  34063. let bufferAttribute;
  34064. if ( attribute.isInterleavedBufferAttribute ) {
  34065. const interleavedBuffer = getInterleavedBuffer( json.data, attribute.data );
  34066. bufferAttribute = new InterleavedBufferAttribute( interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized );
  34067. } else {
  34068. const typedArray = getTypedArray( attribute.type, attribute.array );
  34069. const bufferAttributeConstr = attribute.isInstancedBufferAttribute ? InstancedBufferAttribute : BufferAttribute;
  34070. bufferAttribute = new bufferAttributeConstr( typedArray, attribute.itemSize, attribute.normalized );
  34071. }
  34072. if ( attribute.name !== undefined ) bufferAttribute.name = attribute.name;
  34073. if ( attribute.usage !== undefined ) bufferAttribute.setUsage( attribute.usage );
  34074. geometry.setAttribute( key, bufferAttribute );
  34075. }
  34076. const morphAttributes = json.data.morphAttributes;
  34077. if ( morphAttributes ) {
  34078. for ( const key in morphAttributes ) {
  34079. const attributeArray = morphAttributes[ key ];
  34080. const array = [];
  34081. for ( let i = 0, il = attributeArray.length; i < il; i ++ ) {
  34082. const attribute = attributeArray[ i ];
  34083. let bufferAttribute;
  34084. if ( attribute.isInterleavedBufferAttribute ) {
  34085. const interleavedBuffer = getInterleavedBuffer( json.data, attribute.data );
  34086. bufferAttribute = new InterleavedBufferAttribute( interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized );
  34087. } else {
  34088. const typedArray = getTypedArray( attribute.type, attribute.array );
  34089. bufferAttribute = new BufferAttribute( typedArray, attribute.itemSize, attribute.normalized );
  34090. }
  34091. if ( attribute.name !== undefined ) bufferAttribute.name = attribute.name;
  34092. array.push( bufferAttribute );
  34093. }
  34094. geometry.morphAttributes[ key ] = array;
  34095. }
  34096. }
  34097. const morphTargetsRelative = json.data.morphTargetsRelative;
  34098. if ( morphTargetsRelative ) {
  34099. geometry.morphTargetsRelative = true;
  34100. }
  34101. const groups = json.data.groups || json.data.drawcalls || json.data.offsets;
  34102. if ( groups !== undefined ) {
  34103. for ( let i = 0, n = groups.length; i !== n; ++ i ) {
  34104. const group = groups[ i ];
  34105. geometry.addGroup( group.start, group.count, group.materialIndex );
  34106. }
  34107. }
  34108. const boundingSphere = json.data.boundingSphere;
  34109. if ( boundingSphere !== undefined ) {
  34110. const center = new Vector3();
  34111. if ( boundingSphere.center !== undefined ) {
  34112. center.fromArray( boundingSphere.center );
  34113. }
  34114. geometry.boundingSphere = new Sphere( center, boundingSphere.radius );
  34115. }
  34116. if ( json.name ) geometry.name = json.name;
  34117. if ( json.userData ) geometry.userData = json.userData;
  34118. return geometry;
  34119. }
  34120. }
  34121. /**
  34122. * A loader for loading a JSON resource in the [JSON Object/Scene format]{@link https://github.com/mrdoob/three.js/wiki/JSON-Object-Scene-format-4}.
  34123. * The files are internally loaded via {@link FileLoader}.
  34124. *
  34125. * ```js
  34126. * const loader = new THREE.ObjectLoader();
  34127. * const obj = await loader.loadAsync( 'models/json/example.json' );
  34128. * scene.add( obj );
  34129. *
  34130. * // Alternatively, to parse a previously loaded JSON structure
  34131. * const object = await loader.parseAsync( a_json_object );
  34132. * scene.add( object );
  34133. * ```
  34134. *
  34135. * @augments Loader
  34136. */
  34137. class ObjectLoader extends Loader {
  34138. /**
  34139. * Constructs a new object loader.
  34140. *
  34141. * @param {LoadingManager} [manager] - The loading manager.
  34142. */
  34143. constructor( manager ) {
  34144. super( manager );
  34145. }
  34146. /**
  34147. * Starts loading from the given URL and pass the loaded 3D object to the `onLoad()` callback.
  34148. *
  34149. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  34150. * @param {function(Object3D)} onLoad - Executed when the loading process has been finished.
  34151. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  34152. * @param {onErrorCallback} onError - Executed when errors occur.
  34153. */
  34154. load( url, onLoad, onProgress, onError ) {
  34155. const scope = this;
  34156. const path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path;
  34157. this.resourcePath = this.resourcePath || path;
  34158. const loader = new FileLoader( this.manager );
  34159. loader.setPath( this.path );
  34160. loader.setRequestHeader( this.requestHeader );
  34161. loader.setWithCredentials( this.withCredentials );
  34162. loader.load( url, function ( text ) {
  34163. let json = null;
  34164. try {
  34165. json = JSON.parse( text );
  34166. } catch ( error ) {
  34167. if ( onError !== undefined ) onError( error );
  34168. console.error( 'THREE:ObjectLoader: Can\'t parse ' + url + '.', error.message );
  34169. return;
  34170. }
  34171. const metadata = json.metadata;
  34172. if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {
  34173. if ( onError !== undefined ) onError( new Error( 'THREE.ObjectLoader: Can\'t load ' + url ) );
  34174. console.error( 'THREE.ObjectLoader: Can\'t load ' + url );
  34175. return;
  34176. }
  34177. scope.parse( json, onLoad );
  34178. }, onProgress, onError );
  34179. }
  34180. /**
  34181. * Async version of {@link ObjectLoader#load}.
  34182. *
  34183. * @async
  34184. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  34185. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  34186. * @return {Promise<Object3D>} A Promise that resolves with the loaded 3D object.
  34187. */
  34188. async loadAsync( url, onProgress ) {
  34189. const scope = this;
  34190. const path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path;
  34191. this.resourcePath = this.resourcePath || path;
  34192. const loader = new FileLoader( this.manager );
  34193. loader.setPath( this.path );
  34194. loader.setRequestHeader( this.requestHeader );
  34195. loader.setWithCredentials( this.withCredentials );
  34196. const text = await loader.loadAsync( url, onProgress );
  34197. const json = JSON.parse( text );
  34198. const metadata = json.metadata;
  34199. if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {
  34200. throw new Error( 'THREE.ObjectLoader: Can\'t load ' + url );
  34201. }
  34202. return await scope.parseAsync( json );
  34203. }
  34204. /**
  34205. * Parses the given JSON. This is used internally by {@link ObjectLoader#load}
  34206. * but can also be used directly to parse a previously loaded JSON structure.
  34207. *
  34208. * @param {Object} json - The serialized 3D object.
  34209. * @param {onLoad} onLoad - Executed when all resources (e.g. textures) have been fully loaded.
  34210. * @return {Object3D} The parsed 3D object.
  34211. */
  34212. parse( json, onLoad ) {
  34213. const animations = this.parseAnimations( json.animations );
  34214. const shapes = this.parseShapes( json.shapes );
  34215. const geometries = this.parseGeometries( json.geometries, shapes );
  34216. const images = this.parseImages( json.images, function () {
  34217. if ( onLoad !== undefined ) onLoad( object );
  34218. } );
  34219. const textures = this.parseTextures( json.textures, images );
  34220. const materials = this.parseMaterials( json.materials, textures );
  34221. const object = this.parseObject( json.object, geometries, materials, textures, animations );
  34222. const skeletons = this.parseSkeletons( json.skeletons, object );
  34223. this.bindSkeletons( object, skeletons );
  34224. this.bindLightTargets( object );
  34225. //
  34226. if ( onLoad !== undefined ) {
  34227. let hasImages = false;
  34228. for ( const uuid in images ) {
  34229. if ( images[ uuid ].data instanceof HTMLImageElement ) {
  34230. hasImages = true;
  34231. break;
  34232. }
  34233. }
  34234. if ( hasImages === false ) onLoad( object );
  34235. }
  34236. return object;
  34237. }
  34238. /**
  34239. * Async version of {@link ObjectLoader#parse}.
  34240. *
  34241. * @param {Object} json - The serialized 3D object.
  34242. * @return {Promise<Object3D>} A Promise that resolves with the parsed 3D object.
  34243. */
  34244. async parseAsync( json ) {
  34245. const animations = this.parseAnimations( json.animations );
  34246. const shapes = this.parseShapes( json.shapes );
  34247. const geometries = this.parseGeometries( json.geometries, shapes );
  34248. const images = await this.parseImagesAsync( json.images );
  34249. const textures = this.parseTextures( json.textures, images );
  34250. const materials = this.parseMaterials( json.materials, textures );
  34251. const object = this.parseObject( json.object, geometries, materials, textures, animations );
  34252. const skeletons = this.parseSkeletons( json.skeletons, object );
  34253. this.bindSkeletons( object, skeletons );
  34254. this.bindLightTargets( object );
  34255. return object;
  34256. }
  34257. // internals
  34258. parseShapes( json ) {
  34259. const shapes = {};
  34260. if ( json !== undefined ) {
  34261. for ( let i = 0, l = json.length; i < l; i ++ ) {
  34262. const shape = new Shape().fromJSON( json[ i ] );
  34263. shapes[ shape.uuid ] = shape;
  34264. }
  34265. }
  34266. return shapes;
  34267. }
  34268. parseSkeletons( json, object ) {
  34269. const skeletons = {};
  34270. const bones = {};
  34271. // generate bone lookup table
  34272. object.traverse( function ( child ) {
  34273. if ( child.isBone ) bones[ child.uuid ] = child;
  34274. } );
  34275. // create skeletons
  34276. if ( json !== undefined ) {
  34277. for ( let i = 0, l = json.length; i < l; i ++ ) {
  34278. const skeleton = new Skeleton().fromJSON( json[ i ], bones );
  34279. skeletons[ skeleton.uuid ] = skeleton;
  34280. }
  34281. }
  34282. return skeletons;
  34283. }
  34284. parseGeometries( json, shapes ) {
  34285. const geometries = {};
  34286. if ( json !== undefined ) {
  34287. const bufferGeometryLoader = new BufferGeometryLoader();
  34288. for ( let i = 0, l = json.length; i < l; i ++ ) {
  34289. let geometry;
  34290. const data = json[ i ];
  34291. switch ( data.type ) {
  34292. case 'BufferGeometry':
  34293. case 'InstancedBufferGeometry':
  34294. geometry = bufferGeometryLoader.parse( data );
  34295. break;
  34296. default:
  34297. if ( data.type in Geometries ) {
  34298. geometry = Geometries[ data.type ].fromJSON( data, shapes );
  34299. } else {
  34300. console.warn( `THREE.ObjectLoader: Unsupported geometry type "${ data.type }"` );
  34301. }
  34302. }
  34303. geometry.uuid = data.uuid;
  34304. if ( data.name !== undefined ) geometry.name = data.name;
  34305. if ( data.userData !== undefined ) geometry.userData = data.userData;
  34306. geometries[ data.uuid ] = geometry;
  34307. }
  34308. }
  34309. return geometries;
  34310. }
  34311. parseMaterials( json, textures ) {
  34312. const cache = {}; // MultiMaterial
  34313. const materials = {};
  34314. if ( json !== undefined ) {
  34315. const loader = new MaterialLoader();
  34316. loader.setTextures( textures );
  34317. for ( let i = 0, l = json.length; i < l; i ++ ) {
  34318. const data = json[ i ];
  34319. if ( cache[ data.uuid ] === undefined ) {
  34320. cache[ data.uuid ] = loader.parse( data );
  34321. }
  34322. materials[ data.uuid ] = cache[ data.uuid ];
  34323. }
  34324. }
  34325. return materials;
  34326. }
  34327. parseAnimations( json ) {
  34328. const animations = {};
  34329. if ( json !== undefined ) {
  34330. for ( let i = 0; i < json.length; i ++ ) {
  34331. const data = json[ i ];
  34332. const clip = AnimationClip.parse( data );
  34333. animations[ clip.uuid ] = clip;
  34334. }
  34335. }
  34336. return animations;
  34337. }
  34338. parseImages( json, onLoad ) {
  34339. const scope = this;
  34340. const images = {};
  34341. let loader;
  34342. function loadImage( url ) {
  34343. scope.manager.itemStart( url );
  34344. return loader.load( url, function () {
  34345. scope.manager.itemEnd( url );
  34346. }, undefined, function () {
  34347. scope.manager.itemError( url );
  34348. scope.manager.itemEnd( url );
  34349. } );
  34350. }
  34351. function deserializeImage( image ) {
  34352. if ( typeof image === 'string' ) {
  34353. const url = image;
  34354. const path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( url ) ? url : scope.resourcePath + url;
  34355. return loadImage( path );
  34356. } else {
  34357. if ( image.data ) {
  34358. return {
  34359. data: getTypedArray( image.type, image.data ),
  34360. width: image.width,
  34361. height: image.height
  34362. };
  34363. } else {
  34364. return null;
  34365. }
  34366. }
  34367. }
  34368. if ( json !== undefined && json.length > 0 ) {
  34369. const manager = new LoadingManager( onLoad );
  34370. loader = new ImageLoader( manager );
  34371. loader.setCrossOrigin( this.crossOrigin );
  34372. for ( let i = 0, il = json.length; i < il; i ++ ) {
  34373. const image = json[ i ];
  34374. const url = image.url;
  34375. if ( Array.isArray( url ) ) {
  34376. // load array of images e.g CubeTexture
  34377. const imageArray = [];
  34378. for ( let j = 0, jl = url.length; j < jl; j ++ ) {
  34379. const currentUrl = url[ j ];
  34380. const deserializedImage = deserializeImage( currentUrl );
  34381. if ( deserializedImage !== null ) {
  34382. if ( deserializedImage instanceof HTMLImageElement ) {
  34383. imageArray.push( deserializedImage );
  34384. } else {
  34385. // special case: handle array of data textures for cube textures
  34386. imageArray.push( new DataTexture( deserializedImage.data, deserializedImage.width, deserializedImage.height ) );
  34387. }
  34388. }
  34389. }
  34390. images[ image.uuid ] = new Source( imageArray );
  34391. } else {
  34392. // load single image
  34393. const deserializedImage = deserializeImage( image.url );
  34394. images[ image.uuid ] = new Source( deserializedImage );
  34395. }
  34396. }
  34397. }
  34398. return images;
  34399. }
  34400. async parseImagesAsync( json ) {
  34401. const scope = this;
  34402. const images = {};
  34403. let loader;
  34404. async function deserializeImage( image ) {
  34405. if ( typeof image === 'string' ) {
  34406. const url = image;
  34407. const path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( url ) ? url : scope.resourcePath + url;
  34408. return await loader.loadAsync( path );
  34409. } else {
  34410. if ( image.data ) {
  34411. return {
  34412. data: getTypedArray( image.type, image.data ),
  34413. width: image.width,
  34414. height: image.height
  34415. };
  34416. } else {
  34417. return null;
  34418. }
  34419. }
  34420. }
  34421. if ( json !== undefined && json.length > 0 ) {
  34422. loader = new ImageLoader( this.manager );
  34423. loader.setCrossOrigin( this.crossOrigin );
  34424. for ( let i = 0, il = json.length; i < il; i ++ ) {
  34425. const image = json[ i ];
  34426. const url = image.url;
  34427. if ( Array.isArray( url ) ) {
  34428. // load array of images e.g CubeTexture
  34429. const imageArray = [];
  34430. for ( let j = 0, jl = url.length; j < jl; j ++ ) {
  34431. const currentUrl = url[ j ];
  34432. const deserializedImage = await deserializeImage( currentUrl );
  34433. if ( deserializedImage !== null ) {
  34434. if ( deserializedImage instanceof HTMLImageElement ) {
  34435. imageArray.push( deserializedImage );
  34436. } else {
  34437. // special case: handle array of data textures for cube textures
  34438. imageArray.push( new DataTexture( deserializedImage.data, deserializedImage.width, deserializedImage.height ) );
  34439. }
  34440. }
  34441. }
  34442. images[ image.uuid ] = new Source( imageArray );
  34443. } else {
  34444. // load single image
  34445. const deserializedImage = await deserializeImage( image.url );
  34446. images[ image.uuid ] = new Source( deserializedImage );
  34447. }
  34448. }
  34449. }
  34450. return images;
  34451. }
  34452. parseTextures( json, images ) {
  34453. function parseConstant( value, type ) {
  34454. if ( typeof value === 'number' ) return value;
  34455. console.warn( 'THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value );
  34456. return type[ value ];
  34457. }
  34458. const textures = {};
  34459. if ( json !== undefined ) {
  34460. for ( let i = 0, l = json.length; i < l; i ++ ) {
  34461. const data = json[ i ];
  34462. if ( data.image === undefined ) {
  34463. console.warn( 'THREE.ObjectLoader: No "image" specified for', data.uuid );
  34464. }
  34465. if ( images[ data.image ] === undefined ) {
  34466. console.warn( 'THREE.ObjectLoader: Undefined image', data.image );
  34467. }
  34468. const source = images[ data.image ];
  34469. const image = source.data;
  34470. let texture;
  34471. if ( Array.isArray( image ) ) {
  34472. texture = new CubeTexture();
  34473. if ( image.length === 6 ) texture.needsUpdate = true;
  34474. } else {
  34475. if ( image && image.data ) {
  34476. texture = new DataTexture();
  34477. } else {
  34478. texture = new Texture();
  34479. }
  34480. if ( image ) texture.needsUpdate = true; // textures can have undefined image data
  34481. }
  34482. texture.source = source;
  34483. texture.uuid = data.uuid;
  34484. if ( data.name !== undefined ) texture.name = data.name;
  34485. if ( data.mapping !== undefined ) texture.mapping = parseConstant( data.mapping, TEXTURE_MAPPING );
  34486. if ( data.channel !== undefined ) texture.channel = data.channel;
  34487. if ( data.offset !== undefined ) texture.offset.fromArray( data.offset );
  34488. if ( data.repeat !== undefined ) texture.repeat.fromArray( data.repeat );
  34489. if ( data.center !== undefined ) texture.center.fromArray( data.center );
  34490. if ( data.rotation !== undefined ) texture.rotation = data.rotation;
  34491. if ( data.wrap !== undefined ) {
  34492. texture.wrapS = parseConstant( data.wrap[ 0 ], TEXTURE_WRAPPING );
  34493. texture.wrapT = parseConstant( data.wrap[ 1 ], TEXTURE_WRAPPING );
  34494. }
  34495. if ( data.format !== undefined ) texture.format = data.format;
  34496. if ( data.internalFormat !== undefined ) texture.internalFormat = data.internalFormat;
  34497. if ( data.type !== undefined ) texture.type = data.type;
  34498. if ( data.colorSpace !== undefined ) texture.colorSpace = data.colorSpace;
  34499. if ( data.minFilter !== undefined ) texture.minFilter = parseConstant( data.minFilter, TEXTURE_FILTER );
  34500. if ( data.magFilter !== undefined ) texture.magFilter = parseConstant( data.magFilter, TEXTURE_FILTER );
  34501. if ( data.anisotropy !== undefined ) texture.anisotropy = data.anisotropy;
  34502. if ( data.flipY !== undefined ) texture.flipY = data.flipY;
  34503. if ( data.generateMipmaps !== undefined ) texture.generateMipmaps = data.generateMipmaps;
  34504. if ( data.premultiplyAlpha !== undefined ) texture.premultiplyAlpha = data.premultiplyAlpha;
  34505. if ( data.unpackAlignment !== undefined ) texture.unpackAlignment = data.unpackAlignment;
  34506. if ( data.compareFunction !== undefined ) texture.compareFunction = data.compareFunction;
  34507. if ( data.userData !== undefined ) texture.userData = data.userData;
  34508. textures[ data.uuid ] = texture;
  34509. }
  34510. }
  34511. return textures;
  34512. }
  34513. parseObject( data, geometries, materials, textures, animations ) {
  34514. let object;
  34515. function getGeometry( name ) {
  34516. if ( geometries[ name ] === undefined ) {
  34517. console.warn( 'THREE.ObjectLoader: Undefined geometry', name );
  34518. }
  34519. return geometries[ name ];
  34520. }
  34521. function getMaterial( name ) {
  34522. if ( name === undefined ) return undefined;
  34523. if ( Array.isArray( name ) ) {
  34524. const array = [];
  34525. for ( let i = 0, l = name.length; i < l; i ++ ) {
  34526. const uuid = name[ i ];
  34527. if ( materials[ uuid ] === undefined ) {
  34528. console.warn( 'THREE.ObjectLoader: Undefined material', uuid );
  34529. }
  34530. array.push( materials[ uuid ] );
  34531. }
  34532. return array;
  34533. }
  34534. if ( materials[ name ] === undefined ) {
  34535. console.warn( 'THREE.ObjectLoader: Undefined material', name );
  34536. }
  34537. return materials[ name ];
  34538. }
  34539. function getTexture( uuid ) {
  34540. if ( textures[ uuid ] === undefined ) {
  34541. console.warn( 'THREE.ObjectLoader: Undefined texture', uuid );
  34542. }
  34543. return textures[ uuid ];
  34544. }
  34545. let geometry, material;
  34546. switch ( data.type ) {
  34547. case 'Scene':
  34548. object = new Scene();
  34549. if ( data.background !== undefined ) {
  34550. if ( Number.isInteger( data.background ) ) {
  34551. object.background = new Color( data.background );
  34552. } else {
  34553. object.background = getTexture( data.background );
  34554. }
  34555. }
  34556. if ( data.environment !== undefined ) {
  34557. object.environment = getTexture( data.environment );
  34558. }
  34559. if ( data.fog !== undefined ) {
  34560. if ( data.fog.type === 'Fog' ) {
  34561. object.fog = new Fog( data.fog.color, data.fog.near, data.fog.far );
  34562. } else if ( data.fog.type === 'FogExp2' ) {
  34563. object.fog = new FogExp2( data.fog.color, data.fog.density );
  34564. }
  34565. if ( data.fog.name !== '' ) {
  34566. object.fog.name = data.fog.name;
  34567. }
  34568. }
  34569. if ( data.backgroundBlurriness !== undefined ) object.backgroundBlurriness = data.backgroundBlurriness;
  34570. if ( data.backgroundIntensity !== undefined ) object.backgroundIntensity = data.backgroundIntensity;
  34571. if ( data.backgroundRotation !== undefined ) object.backgroundRotation.fromArray( data.backgroundRotation );
  34572. if ( data.environmentIntensity !== undefined ) object.environmentIntensity = data.environmentIntensity;
  34573. if ( data.environmentRotation !== undefined ) object.environmentRotation.fromArray( data.environmentRotation );
  34574. break;
  34575. case 'PerspectiveCamera':
  34576. object = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far );
  34577. if ( data.focus !== undefined ) object.focus = data.focus;
  34578. if ( data.zoom !== undefined ) object.zoom = data.zoom;
  34579. if ( data.filmGauge !== undefined ) object.filmGauge = data.filmGauge;
  34580. if ( data.filmOffset !== undefined ) object.filmOffset = data.filmOffset;
  34581. if ( data.view !== undefined ) object.view = Object.assign( {}, data.view );
  34582. break;
  34583. case 'OrthographicCamera':
  34584. object = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );
  34585. if ( data.zoom !== undefined ) object.zoom = data.zoom;
  34586. if ( data.view !== undefined ) object.view = Object.assign( {}, data.view );
  34587. break;
  34588. case 'AmbientLight':
  34589. object = new AmbientLight( data.color, data.intensity );
  34590. break;
  34591. case 'DirectionalLight':
  34592. object = new DirectionalLight( data.color, data.intensity );
  34593. object.target = data.target || '';
  34594. break;
  34595. case 'PointLight':
  34596. object = new PointLight( data.color, data.intensity, data.distance, data.decay );
  34597. break;
  34598. case 'RectAreaLight':
  34599. object = new RectAreaLight( data.color, data.intensity, data.width, data.height );
  34600. break;
  34601. case 'SpotLight':
  34602. object = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay );
  34603. object.target = data.target || '';
  34604. break;
  34605. case 'HemisphereLight':
  34606. object = new HemisphereLight( data.color, data.groundColor, data.intensity );
  34607. break;
  34608. case 'LightProbe':
  34609. object = new LightProbe().fromJSON( data );
  34610. break;
  34611. case 'SkinnedMesh':
  34612. geometry = getGeometry( data.geometry );
  34613. material = getMaterial( data.material );
  34614. object = new SkinnedMesh( geometry, material );
  34615. if ( data.bindMode !== undefined ) object.bindMode = data.bindMode;
  34616. if ( data.bindMatrix !== undefined ) object.bindMatrix.fromArray( data.bindMatrix );
  34617. if ( data.skeleton !== undefined ) object.skeleton = data.skeleton;
  34618. break;
  34619. case 'Mesh':
  34620. geometry = getGeometry( data.geometry );
  34621. material = getMaterial( data.material );
  34622. object = new Mesh( geometry, material );
  34623. break;
  34624. case 'InstancedMesh':
  34625. geometry = getGeometry( data.geometry );
  34626. material = getMaterial( data.material );
  34627. const count = data.count;
  34628. const instanceMatrix = data.instanceMatrix;
  34629. const instanceColor = data.instanceColor;
  34630. object = new InstancedMesh( geometry, material, count );
  34631. object.instanceMatrix = new InstancedBufferAttribute( new Float32Array( instanceMatrix.array ), 16 );
  34632. if ( instanceColor !== undefined ) object.instanceColor = new InstancedBufferAttribute( new Float32Array( instanceColor.array ), instanceColor.itemSize );
  34633. break;
  34634. case 'BatchedMesh':
  34635. geometry = getGeometry( data.geometry );
  34636. material = getMaterial( data.material );
  34637. object = new BatchedMesh( data.maxInstanceCount, data.maxVertexCount, data.maxIndexCount, material );
  34638. object.geometry = geometry;
  34639. object.perObjectFrustumCulled = data.perObjectFrustumCulled;
  34640. object.sortObjects = data.sortObjects;
  34641. object._drawRanges = data.drawRanges;
  34642. object._reservedRanges = data.reservedRanges;
  34643. object._visibility = data.visibility;
  34644. object._active = data.active;
  34645. object._bounds = data.bounds.map( bound => {
  34646. const box = new Box3();
  34647. box.min.fromArray( bound.boxMin );
  34648. box.max.fromArray( bound.boxMax );
  34649. const sphere = new Sphere();
  34650. sphere.radius = bound.sphereRadius;
  34651. sphere.center.fromArray( bound.sphereCenter );
  34652. return {
  34653. boxInitialized: bound.boxInitialized,
  34654. box: box,
  34655. sphereInitialized: bound.sphereInitialized,
  34656. sphere: sphere
  34657. };
  34658. } );
  34659. object._maxInstanceCount = data.maxInstanceCount;
  34660. object._maxVertexCount = data.maxVertexCount;
  34661. object._maxIndexCount = data.maxIndexCount;
  34662. object._geometryInitialized = data.geometryInitialized;
  34663. object._geometryCount = data.geometryCount;
  34664. object._matricesTexture = getTexture( data.matricesTexture.uuid );
  34665. if ( data.colorsTexture !== undefined ) object._colorsTexture = getTexture( data.colorsTexture.uuid );
  34666. break;
  34667. case 'LOD':
  34668. object = new LOD();
  34669. break;
  34670. case 'Line':
  34671. object = new Line( getGeometry( data.geometry ), getMaterial( data.material ) );
  34672. break;
  34673. case 'LineLoop':
  34674. object = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) );
  34675. break;
  34676. case 'LineSegments':
  34677. object = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) );
  34678. break;
  34679. case 'PointCloud':
  34680. case 'Points':
  34681. object = new Points( getGeometry( data.geometry ), getMaterial( data.material ) );
  34682. break;
  34683. case 'Sprite':
  34684. object = new Sprite( getMaterial( data.material ) );
  34685. break;
  34686. case 'Group':
  34687. object = new Group();
  34688. break;
  34689. case 'Bone':
  34690. object = new Bone();
  34691. break;
  34692. default:
  34693. object = new Object3D();
  34694. }
  34695. object.uuid = data.uuid;
  34696. if ( data.name !== undefined ) object.name = data.name;
  34697. if ( data.matrix !== undefined ) {
  34698. object.matrix.fromArray( data.matrix );
  34699. if ( data.matrixAutoUpdate !== undefined ) object.matrixAutoUpdate = data.matrixAutoUpdate;
  34700. if ( object.matrixAutoUpdate ) object.matrix.decompose( object.position, object.quaternion, object.scale );
  34701. } else {
  34702. if ( data.position !== undefined ) object.position.fromArray( data.position );
  34703. if ( data.rotation !== undefined ) object.rotation.fromArray( data.rotation );
  34704. if ( data.quaternion !== undefined ) object.quaternion.fromArray( data.quaternion );
  34705. if ( data.scale !== undefined ) object.scale.fromArray( data.scale );
  34706. }
  34707. if ( data.up !== undefined ) object.up.fromArray( data.up );
  34708. if ( data.castShadow !== undefined ) object.castShadow = data.castShadow;
  34709. if ( data.receiveShadow !== undefined ) object.receiveShadow = data.receiveShadow;
  34710. if ( data.shadow ) {
  34711. if ( data.shadow.intensity !== undefined ) object.shadow.intensity = data.shadow.intensity;
  34712. if ( data.shadow.bias !== undefined ) object.shadow.bias = data.shadow.bias;
  34713. if ( data.shadow.normalBias !== undefined ) object.shadow.normalBias = data.shadow.normalBias;
  34714. if ( data.shadow.radius !== undefined ) object.shadow.radius = data.shadow.radius;
  34715. if ( data.shadow.mapSize !== undefined ) object.shadow.mapSize.fromArray( data.shadow.mapSize );
  34716. if ( data.shadow.camera !== undefined ) object.shadow.camera = this.parseObject( data.shadow.camera );
  34717. }
  34718. if ( data.visible !== undefined ) object.visible = data.visible;
  34719. if ( data.frustumCulled !== undefined ) object.frustumCulled = data.frustumCulled;
  34720. if ( data.renderOrder !== undefined ) object.renderOrder = data.renderOrder;
  34721. if ( data.userData !== undefined ) object.userData = data.userData;
  34722. if ( data.layers !== undefined ) object.layers.mask = data.layers;
  34723. if ( data.children !== undefined ) {
  34724. const children = data.children;
  34725. for ( let i = 0; i < children.length; i ++ ) {
  34726. object.add( this.parseObject( children[ i ], geometries, materials, textures, animations ) );
  34727. }
  34728. }
  34729. if ( data.animations !== undefined ) {
  34730. const objectAnimations = data.animations;
  34731. for ( let i = 0; i < objectAnimations.length; i ++ ) {
  34732. const uuid = objectAnimations[ i ];
  34733. object.animations.push( animations[ uuid ] );
  34734. }
  34735. }
  34736. if ( data.type === 'LOD' ) {
  34737. if ( data.autoUpdate !== undefined ) object.autoUpdate = data.autoUpdate;
  34738. const levels = data.levels;
  34739. for ( let l = 0; l < levels.length; l ++ ) {
  34740. const level = levels[ l ];
  34741. const child = object.getObjectByProperty( 'uuid', level.object );
  34742. if ( child !== undefined ) {
  34743. object.addLevel( child, level.distance, level.hysteresis );
  34744. }
  34745. }
  34746. }
  34747. return object;
  34748. }
  34749. bindSkeletons( object, skeletons ) {
  34750. if ( Object.keys( skeletons ).length === 0 ) return;
  34751. object.traverse( function ( child ) {
  34752. if ( child.isSkinnedMesh === true && child.skeleton !== undefined ) {
  34753. const skeleton = skeletons[ child.skeleton ];
  34754. if ( skeleton === undefined ) {
  34755. console.warn( 'THREE.ObjectLoader: No skeleton found with UUID:', child.skeleton );
  34756. } else {
  34757. child.bind( skeleton, child.bindMatrix );
  34758. }
  34759. }
  34760. } );
  34761. }
  34762. bindLightTargets( object ) {
  34763. object.traverse( function ( child ) {
  34764. if ( child.isDirectionalLight || child.isSpotLight ) {
  34765. const uuid = child.target;
  34766. const target = object.getObjectByProperty( 'uuid', uuid );
  34767. if ( target !== undefined ) {
  34768. child.target = target;
  34769. } else {
  34770. child.target = new Object3D();
  34771. }
  34772. }
  34773. } );
  34774. }
  34775. }
  34776. const TEXTURE_MAPPING = {
  34777. UVMapping: UVMapping,
  34778. CubeReflectionMapping: CubeReflectionMapping,
  34779. CubeRefractionMapping: CubeRefractionMapping,
  34780. EquirectangularReflectionMapping: EquirectangularReflectionMapping,
  34781. EquirectangularRefractionMapping: EquirectangularRefractionMapping,
  34782. CubeUVReflectionMapping: CubeUVReflectionMapping
  34783. };
  34784. const TEXTURE_WRAPPING = {
  34785. RepeatWrapping: RepeatWrapping,
  34786. ClampToEdgeWrapping: ClampToEdgeWrapping,
  34787. MirroredRepeatWrapping: MirroredRepeatWrapping
  34788. };
  34789. const TEXTURE_FILTER = {
  34790. NearestFilter: NearestFilter,
  34791. NearestMipmapNearestFilter: NearestMipmapNearestFilter,
  34792. NearestMipmapLinearFilter: NearestMipmapLinearFilter,
  34793. LinearFilter: LinearFilter,
  34794. LinearMipmapNearestFilter: LinearMipmapNearestFilter,
  34795. LinearMipmapLinearFilter: LinearMipmapLinearFilter
  34796. };
  34797. /**
  34798. * A loader for loading images as an [ImageBitmap]{@link https://developer.mozilla.org/en-US/docs/Web/API/ImageBitmap}.
  34799. * An `ImageBitmap` provides an asynchronous and resource efficient pathway to prepare
  34800. * textures for rendering.
  34801. *
  34802. * Note that {@link Texture#flipY} and {@link Texture#premultiplyAlpha} are ignored with image bitmaps.
  34803. * They needs these configuration on bitmap creation unlike regular images need them on uploading to GPU.
  34804. *
  34805. * You need to set the equivalent options via {@link ImageBitmapLoader#setOptions} instead.
  34806. *
  34807. * Also note that unlike {@link FileLoader}, this loader does not avoid multiple concurrent requests to the same URL.
  34808. *
  34809. * ```js
  34810. * const loader = new THREE.ImageBitmapLoader();
  34811. * loader.setOptions( { imageOrientation: 'flipY' } ); // set options if needed
  34812. * const imageBitmap = await loader.loadAsync( 'image.png' );
  34813. *
  34814. * const texture = new THREE.Texture( imageBitmap );
  34815. * texture.needsUpdate = true;
  34816. * ```
  34817. *
  34818. * @augments Loader
  34819. */
  34820. class ImageBitmapLoader extends Loader {
  34821. /**
  34822. * Constructs a new image bitmap loader.
  34823. *
  34824. * @param {LoadingManager} [manager] - The loading manager.
  34825. */
  34826. constructor( manager ) {
  34827. super( manager );
  34828. /**
  34829. * This flag can be used for type testing.
  34830. *
  34831. * @type {boolean}
  34832. * @readonly
  34833. * @default true
  34834. */
  34835. this.isImageBitmapLoader = true;
  34836. if ( typeof createImageBitmap === 'undefined' ) {
  34837. console.warn( 'THREE.ImageBitmapLoader: createImageBitmap() not supported.' );
  34838. }
  34839. if ( typeof fetch === 'undefined' ) {
  34840. console.warn( 'THREE.ImageBitmapLoader: fetch() not supported.' );
  34841. }
  34842. /**
  34843. * Represents the loader options.
  34844. *
  34845. * @type {Object}
  34846. * @default {premultiplyAlpha:'none'}
  34847. */
  34848. this.options = { premultiplyAlpha: 'none' };
  34849. }
  34850. /**
  34851. * Sets the given loader options. The structure of the object must match the `options` parameter of
  34852. * [createImageBitmap]{@link https://developer.mozilla.org/en-US/docs/Web/API/Window/createImageBitmap}.
  34853. *
  34854. * @param {Object} options - The loader options to set.
  34855. * @return {ImageBitmapLoader} A reference to this image bitmap loader.
  34856. */
  34857. setOptions( options ) {
  34858. this.options = options;
  34859. return this;
  34860. }
  34861. /**
  34862. * Starts loading from the given URL and pass the loaded image bitmap to the `onLoad()` callback.
  34863. *
  34864. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  34865. * @param {function(ImageBitmap)} onLoad - Executed when the loading process has been finished.
  34866. * @param {onProgressCallback} onProgress - Unsupported in this loader.
  34867. * @param {onErrorCallback} onError - Executed when errors occur.
  34868. * @return {ImageBitmap|undefined} The image bitmap.
  34869. */
  34870. load( url, onLoad, onProgress, onError ) {
  34871. if ( url === undefined ) url = '';
  34872. if ( this.path !== undefined ) url = this.path + url;
  34873. url = this.manager.resolveURL( url );
  34874. const scope = this;
  34875. const cached = Cache.get( url );
  34876. if ( cached !== undefined ) {
  34877. scope.manager.itemStart( url );
  34878. // If cached is a promise, wait for it to resolve
  34879. if ( cached.then ) {
  34880. cached.then( imageBitmap => {
  34881. if ( onLoad ) onLoad( imageBitmap );
  34882. scope.manager.itemEnd( url );
  34883. } ).catch( e => {
  34884. if ( onError ) onError( e );
  34885. } );
  34886. return;
  34887. }
  34888. // If cached is not a promise (i.e., it's already an imageBitmap)
  34889. setTimeout( function () {
  34890. if ( onLoad ) onLoad( cached );
  34891. scope.manager.itemEnd( url );
  34892. }, 0 );
  34893. return cached;
  34894. }
  34895. const fetchOptions = {};
  34896. fetchOptions.credentials = ( this.crossOrigin === 'anonymous' ) ? 'same-origin' : 'include';
  34897. fetchOptions.headers = this.requestHeader;
  34898. const promise = fetch( url, fetchOptions ).then( function ( res ) {
  34899. return res.blob();
  34900. } ).then( function ( blob ) {
  34901. return createImageBitmap( blob, Object.assign( scope.options, { colorSpaceConversion: 'none' } ) );
  34902. } ).then( function ( imageBitmap ) {
  34903. Cache.add( url, imageBitmap );
  34904. if ( onLoad ) onLoad( imageBitmap );
  34905. scope.manager.itemEnd( url );
  34906. return imageBitmap;
  34907. } ).catch( function ( e ) {
  34908. if ( onError ) onError( e );
  34909. Cache.remove( url );
  34910. scope.manager.itemError( url );
  34911. scope.manager.itemEnd( url );
  34912. } );
  34913. Cache.add( url, promise );
  34914. scope.manager.itemStart( url );
  34915. }
  34916. }
  34917. let _context;
  34918. /**
  34919. * Manages the global audio context in the engine.
  34920. *
  34921. * @hideconstructor
  34922. */
  34923. class AudioContext {
  34924. /**
  34925. * Returns the global native audio context.
  34926. *
  34927. * @return {AudioContext} The native audio context.
  34928. */
  34929. static getContext() {
  34930. if ( _context === undefined ) {
  34931. _context = new ( window.AudioContext || window.webkitAudioContext )();
  34932. }
  34933. return _context;
  34934. }
  34935. /**
  34936. * Allows to set the global native audio context from outside.
  34937. *
  34938. * @param {AudioContext} value - The native context to set.
  34939. */
  34940. static setContext( value ) {
  34941. _context = value;
  34942. }
  34943. }
  34944. /**
  34945. * Class for loading audio buffers. Audios are internally
  34946. * loaded via {@link FileLoader}.
  34947. *
  34948. * ```js
  34949. * const audioListener = new THREE.AudioListener();
  34950. * const ambientSound = new THREE.Audio( audioListener );
  34951. *
  34952. * const loader = new THREE.AudioLoader();
  34953. * const audioBuffer = await loader.loadAsync( 'audio/ambient_ocean.ogg' );
  34954. *
  34955. * ambientSound.setBuffer( audioBuffer );
  34956. * ambientSound.play();
  34957. * ```
  34958. *
  34959. * @augments Loader
  34960. */
  34961. class AudioLoader extends Loader {
  34962. /**
  34963. * Constructs a new audio loader.
  34964. *
  34965. * @param {LoadingManager} [manager] - The loading manager.
  34966. */
  34967. constructor( manager ) {
  34968. super( manager );
  34969. }
  34970. /**
  34971. * Starts loading from the given URL and passes the loaded audio buffer
  34972. * to the `onLoad()` callback.
  34973. *
  34974. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  34975. * @param {function(AudioBuffer)} onLoad - Executed when the loading process has been finished.
  34976. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  34977. * @param {onErrorCallback} onError - Executed when errors occur.
  34978. */
  34979. load( url, onLoad, onProgress, onError ) {
  34980. const scope = this;
  34981. const loader = new FileLoader( this.manager );
  34982. loader.setResponseType( 'arraybuffer' );
  34983. loader.setPath( this.path );
  34984. loader.setRequestHeader( this.requestHeader );
  34985. loader.setWithCredentials( this.withCredentials );
  34986. loader.load( url, function ( buffer ) {
  34987. try {
  34988. // Create a copy of the buffer. The `decodeAudioData` method
  34989. // detaches the buffer when complete, preventing reuse.
  34990. const bufferCopy = buffer.slice( 0 );
  34991. const context = AudioContext.getContext();
  34992. context.decodeAudioData( bufferCopy, function ( audioBuffer ) {
  34993. onLoad( audioBuffer );
  34994. } ).catch( handleError );
  34995. } catch ( e ) {
  34996. handleError( e );
  34997. }
  34998. }, onProgress, onError );
  34999. function handleError( e ) {
  35000. if ( onError ) {
  35001. onError( e );
  35002. } else {
  35003. console.error( e );
  35004. }
  35005. scope.manager.itemError( url );
  35006. }
  35007. }
  35008. }
  35009. const _eyeRight = /*@__PURE__*/ new Matrix4();
  35010. const _eyeLeft = /*@__PURE__*/ new Matrix4();
  35011. const _projectionMatrix = /*@__PURE__*/ new Matrix4();
  35012. /**
  35013. * A special type of camera that uses two perspective cameras with
  35014. * stereoscopic projection. Can be used for rendering stereo effects
  35015. * like [3D Anaglyph]{@link https://en.wikipedia.org/wiki/Anaglyph_3D} or
  35016. * [Parallax Barrier]{@link https://en.wikipedia.org/wiki/parallax_barrier}.
  35017. */
  35018. class StereoCamera {
  35019. /**
  35020. * Constructs a new stereo camera.
  35021. */
  35022. constructor() {
  35023. /**
  35024. * The type property is used for detecting the object type
  35025. * in context of serialization/deserialization.
  35026. *
  35027. * @type {string}
  35028. * @readonly
  35029. */
  35030. this.type = 'StereoCamera';
  35031. /**
  35032. * The aspect.
  35033. *
  35034. * @type {number}
  35035. * @default 1
  35036. */
  35037. this.aspect = 1;
  35038. /**
  35039. * The eye separation which represents the distance
  35040. * between the left and right camera.
  35041. *
  35042. * @type {number}
  35043. * @default 0.064
  35044. */
  35045. this.eyeSep = 0.064;
  35046. /**
  35047. * The camera representing the left eye. This is added to layer `1` so objects to be
  35048. * rendered by the left camera must also be added to this layer.
  35049. *
  35050. * @type {PerspectiveCamera}
  35051. */
  35052. this.cameraL = new PerspectiveCamera();
  35053. this.cameraL.layers.enable( 1 );
  35054. this.cameraL.matrixAutoUpdate = false;
  35055. /**
  35056. * The camera representing the right eye. This is added to layer `2` so objects to be
  35057. * rendered by the right camera must also be added to this layer.
  35058. *
  35059. * @type {PerspectiveCamera}
  35060. */
  35061. this.cameraR = new PerspectiveCamera();
  35062. this.cameraR.layers.enable( 2 );
  35063. this.cameraR.matrixAutoUpdate = false;
  35064. this._cache = {
  35065. focus: null,
  35066. fov: null,
  35067. aspect: null,
  35068. near: null,
  35069. far: null,
  35070. zoom: null,
  35071. eyeSep: null
  35072. };
  35073. }
  35074. /**
  35075. * Updates the stereo camera based on the given perspective camera.
  35076. *
  35077. * @param {PerspectiveCamera} camera - The perspective camera.
  35078. */
  35079. update( camera ) {
  35080. const cache = this._cache;
  35081. const needsUpdate = cache.focus !== camera.focus || cache.fov !== camera.fov ||
  35082. cache.aspect !== camera.aspect * this.aspect || cache.near !== camera.near ||
  35083. cache.far !== camera.far || cache.zoom !== camera.zoom || cache.eyeSep !== this.eyeSep;
  35084. if ( needsUpdate ) {
  35085. cache.focus = camera.focus;
  35086. cache.fov = camera.fov;
  35087. cache.aspect = camera.aspect * this.aspect;
  35088. cache.near = camera.near;
  35089. cache.far = camera.far;
  35090. cache.zoom = camera.zoom;
  35091. cache.eyeSep = this.eyeSep;
  35092. // Off-axis stereoscopic effect based on
  35093. // http://paulbourke.net/stereographics/stereorender/
  35094. _projectionMatrix.copy( camera.projectionMatrix );
  35095. const eyeSepHalf = cache.eyeSep / 2;
  35096. const eyeSepOnProjection = eyeSepHalf * cache.near / cache.focus;
  35097. const ymax = ( cache.near * Math.tan( DEG2RAD * cache.fov * 0.5 ) ) / cache.zoom;
  35098. let xmin, xmax;
  35099. // translate xOffset
  35100. _eyeLeft.elements[ 12 ] = - eyeSepHalf;
  35101. _eyeRight.elements[ 12 ] = eyeSepHalf;
  35102. // for left eye
  35103. xmin = - ymax * cache.aspect + eyeSepOnProjection;
  35104. xmax = ymax * cache.aspect + eyeSepOnProjection;
  35105. _projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  35106. _projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  35107. this.cameraL.projectionMatrix.copy( _projectionMatrix );
  35108. // for right eye
  35109. xmin = - ymax * cache.aspect - eyeSepOnProjection;
  35110. xmax = ymax * cache.aspect - eyeSepOnProjection;
  35111. _projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  35112. _projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  35113. this.cameraR.projectionMatrix.copy( _projectionMatrix );
  35114. }
  35115. this.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeLeft );
  35116. this.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeRight );
  35117. }
  35118. }
  35119. /**
  35120. * This type of camera can be used in order to efficiently render a scene with a
  35121. * predefined set of cameras. This is an important performance aspect for
  35122. * rendering VR scenes.
  35123. *
  35124. * An instance of `ArrayCamera` always has an array of sub cameras. It's mandatory
  35125. * to define for each sub camera the `viewport` property which determines the
  35126. * part of the viewport that is rendered with this camera.
  35127. *
  35128. * @augments PerspectiveCamera
  35129. */
  35130. class ArrayCamera extends PerspectiveCamera {
  35131. /**
  35132. * Constructs a new array camera.
  35133. *
  35134. * @param {Array<PerspectiveCamera>} [array=[]] - An array of perspective sub cameras.
  35135. */
  35136. constructor( array = [] ) {
  35137. super();
  35138. /**
  35139. * This flag can be used for type testing.
  35140. *
  35141. * @type {boolean}
  35142. * @readonly
  35143. * @default true
  35144. */
  35145. this.isArrayCamera = true;
  35146. /**
  35147. * An array of perspective sub cameras.
  35148. *
  35149. * @type {Array<PerspectiveCamera>}
  35150. */
  35151. this.cameras = array;
  35152. this.index = 0;
  35153. }
  35154. }
  35155. /**
  35156. * Class for keeping track of time.
  35157. */
  35158. class Clock {
  35159. /**
  35160. * Constructs a new clock.
  35161. *
  35162. * @param {boolean} [autoStart=true] - Whether to automatically start the clock when
  35163. * `getDelta()` is called for the first time.
  35164. */
  35165. constructor( autoStart = true ) {
  35166. /**
  35167. * If set to `true`, the clock starts automatically when `getDelta()` is called
  35168. * for the first time.
  35169. *
  35170. * @type {boolean}
  35171. * @default true
  35172. */
  35173. this.autoStart = autoStart;
  35174. /**
  35175. * Holds the time at which the clock's `start()` method was last called.
  35176. *
  35177. * @type {number}
  35178. * @default 0
  35179. */
  35180. this.startTime = 0;
  35181. /**
  35182. * Holds the time at which the clock's `start()`, `getElapsedTime()` or
  35183. * `getDelta()` methods were last called.
  35184. *
  35185. * @type {number}
  35186. * @default 0
  35187. */
  35188. this.oldTime = 0;
  35189. /**
  35190. * Keeps track of the total time that the clock has been running.
  35191. *
  35192. * @type {number}
  35193. * @default 0
  35194. */
  35195. this.elapsedTime = 0;
  35196. /**
  35197. * Whether the clock is running or not.
  35198. *
  35199. * @type {boolean}
  35200. * @default true
  35201. */
  35202. this.running = false;
  35203. }
  35204. /**
  35205. * Starts the clock. When `autoStart` is set to `true`, the method is automatically
  35206. * called by the class.
  35207. */
  35208. start() {
  35209. this.startTime = now();
  35210. this.oldTime = this.startTime;
  35211. this.elapsedTime = 0;
  35212. this.running = true;
  35213. }
  35214. /**
  35215. * Stops the clock.
  35216. */
  35217. stop() {
  35218. this.getElapsedTime();
  35219. this.running = false;
  35220. this.autoStart = false;
  35221. }
  35222. /**
  35223. * Returns the elapsed time in seconds.
  35224. *
  35225. * @return {number} The elapsed time.
  35226. */
  35227. getElapsedTime() {
  35228. this.getDelta();
  35229. return this.elapsedTime;
  35230. }
  35231. /**
  35232. * Returns the delta time in seconds.
  35233. *
  35234. * @return {number} The delta time.
  35235. */
  35236. getDelta() {
  35237. let diff = 0;
  35238. if ( this.autoStart && ! this.running ) {
  35239. this.start();
  35240. return 0;
  35241. }
  35242. if ( this.running ) {
  35243. const newTime = now();
  35244. diff = ( newTime - this.oldTime ) / 1000;
  35245. this.oldTime = newTime;
  35246. this.elapsedTime += diff;
  35247. }
  35248. return diff;
  35249. }
  35250. }
  35251. function now() {
  35252. return performance.now();
  35253. }
  35254. const _position$1 = /*@__PURE__*/ new Vector3();
  35255. const _quaternion$1 = /*@__PURE__*/ new Quaternion();
  35256. const _scale$1 = /*@__PURE__*/ new Vector3();
  35257. const _orientation$1 = /*@__PURE__*/ new Vector3();
  35258. /**
  35259. * The class represents a virtual listener of the all positional and non-positional audio effects
  35260. * in the scene. A three.js application usually creates a single listener. It is a mandatory
  35261. * constructor parameter for audios entities like {@link Audio} and {@link PositionalAudio}.
  35262. *
  35263. * In most cases, the listener object is a child of the camera. So the 3D transformation of the
  35264. * camera represents the 3D transformation of the listener.
  35265. *
  35266. * @augments Object3D
  35267. */
  35268. class AudioListener extends Object3D {
  35269. /**
  35270. * Constructs a new audio listener.
  35271. */
  35272. constructor() {
  35273. super();
  35274. this.type = 'AudioListener';
  35275. /**
  35276. * The native audio context.
  35277. *
  35278. * @type {AudioContext}
  35279. * @readonly
  35280. */
  35281. this.context = AudioContext.getContext();
  35282. /**
  35283. * The gain node used for volume control.
  35284. *
  35285. * @type {GainNode}
  35286. * @readonly
  35287. */
  35288. this.gain = this.context.createGain();
  35289. this.gain.connect( this.context.destination );
  35290. /**
  35291. * An optional filter.
  35292. *
  35293. * Defined via {@link AudioListener#setFilter}.
  35294. *
  35295. * @type {?AudioNode}
  35296. * @default null
  35297. * @readonly
  35298. */
  35299. this.filter = null;
  35300. /**
  35301. * Time delta values required for `linearRampToValueAtTime()` usage.
  35302. *
  35303. * @type {number}
  35304. * @default 0
  35305. * @readonly
  35306. */
  35307. this.timeDelta = 0;
  35308. // private
  35309. this._clock = new Clock();
  35310. }
  35311. /**
  35312. * Returns the listener's input node.
  35313. *
  35314. * This method is used by other audio nodes to connect to this listener.
  35315. *
  35316. * @return {GainNode} The input node.
  35317. */
  35318. getInput() {
  35319. return this.gain;
  35320. }
  35321. /**
  35322. * Removes the current filter from this listener.
  35323. *
  35324. * @return {AudioListener} A reference to this listener.
  35325. */
  35326. removeFilter() {
  35327. if ( this.filter !== null ) {
  35328. this.gain.disconnect( this.filter );
  35329. this.filter.disconnect( this.context.destination );
  35330. this.gain.connect( this.context.destination );
  35331. this.filter = null;
  35332. }
  35333. return this;
  35334. }
  35335. /**
  35336. * Returns the current set filter.
  35337. *
  35338. * @return {?AudioNode} The filter.
  35339. */
  35340. getFilter() {
  35341. return this.filter;
  35342. }
  35343. /**
  35344. * Sets the given filter to this listener.
  35345. *
  35346. * @param {AudioNode} value - The filter to set.
  35347. * @return {AudioListener} A reference to this listener.
  35348. */
  35349. setFilter( value ) {
  35350. if ( this.filter !== null ) {
  35351. this.gain.disconnect( this.filter );
  35352. this.filter.disconnect( this.context.destination );
  35353. } else {
  35354. this.gain.disconnect( this.context.destination );
  35355. }
  35356. this.filter = value;
  35357. this.gain.connect( this.filter );
  35358. this.filter.connect( this.context.destination );
  35359. return this;
  35360. }
  35361. /**
  35362. * Returns the applications master volume.
  35363. *
  35364. * @return {number} The master volume.
  35365. */
  35366. getMasterVolume() {
  35367. return this.gain.gain.value;
  35368. }
  35369. /**
  35370. * Sets the applications master volume. This volume setting affects
  35371. * all audio nodes in the scene.
  35372. *
  35373. * @param {number} value - The master volume to set.
  35374. * @return {AudioListener} A reference to this listener.
  35375. */
  35376. setMasterVolume( value ) {
  35377. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  35378. return this;
  35379. }
  35380. updateMatrixWorld( force ) {
  35381. super.updateMatrixWorld( force );
  35382. const listener = this.context.listener;
  35383. const up = this.up;
  35384. this.timeDelta = this._clock.getDelta();
  35385. this.matrixWorld.decompose( _position$1, _quaternion$1, _scale$1 );
  35386. _orientation$1.set( 0, 0, - 1 ).applyQuaternion( _quaternion$1 );
  35387. if ( listener.positionX ) {
  35388. // code path for Chrome (see #14393)
  35389. const endTime = this.context.currentTime + this.timeDelta;
  35390. listener.positionX.linearRampToValueAtTime( _position$1.x, endTime );
  35391. listener.positionY.linearRampToValueAtTime( _position$1.y, endTime );
  35392. listener.positionZ.linearRampToValueAtTime( _position$1.z, endTime );
  35393. listener.forwardX.linearRampToValueAtTime( _orientation$1.x, endTime );
  35394. listener.forwardY.linearRampToValueAtTime( _orientation$1.y, endTime );
  35395. listener.forwardZ.linearRampToValueAtTime( _orientation$1.z, endTime );
  35396. listener.upX.linearRampToValueAtTime( up.x, endTime );
  35397. listener.upY.linearRampToValueAtTime( up.y, endTime );
  35398. listener.upZ.linearRampToValueAtTime( up.z, endTime );
  35399. } else {
  35400. listener.setPosition( _position$1.x, _position$1.y, _position$1.z );
  35401. listener.setOrientation( _orientation$1.x, _orientation$1.y, _orientation$1.z, up.x, up.y, up.z );
  35402. }
  35403. }
  35404. }
  35405. /**
  35406. * Represents a non-positional ( global ) audio object.
  35407. *
  35408. * This and related audio modules make use of the [Web Audio API]{@link https://www.w3.org/TR/webaudio-1.1/}.
  35409. *
  35410. * ```js
  35411. * // create an AudioListener and add it to the camera
  35412. * const listener = new THREE.AudioListener();
  35413. * camera.add( listener );
  35414. *
  35415. * // create a global audio source
  35416. * const sound = new THREE.Audio( listener );
  35417. *
  35418. * // load a sound and set it as the Audio object's buffer
  35419. * const audioLoader = new THREE.AudioLoader();
  35420. * audioLoader.load( 'sounds/ambient.ogg', function( buffer ) {
  35421. * sound.setBuffer( buffer );
  35422. * sound.setLoop( true );
  35423. * sound.setVolume( 0.5 );
  35424. * sound.play();
  35425. * });
  35426. * ```
  35427. *
  35428. * @augments Object3D
  35429. */
  35430. class Audio extends Object3D {
  35431. /**
  35432. * Constructs a new audio.
  35433. *
  35434. * @param {AudioListener} listener - The global audio listener.
  35435. */
  35436. constructor( listener ) {
  35437. super();
  35438. this.type = 'Audio';
  35439. /**
  35440. * The global audio listener.
  35441. *
  35442. * @type {AudioListener}
  35443. * @readonly
  35444. */
  35445. this.listener = listener;
  35446. /**
  35447. * The audio context.
  35448. *
  35449. * @type {AudioContext}
  35450. * @readonly
  35451. */
  35452. this.context = listener.context;
  35453. /**
  35454. * The gain node used for volume control.
  35455. *
  35456. * @type {GainNode}
  35457. * @readonly
  35458. */
  35459. this.gain = this.context.createGain();
  35460. this.gain.connect( listener.getInput() );
  35461. /**
  35462. * Whether to start playback automatically or not.
  35463. *
  35464. * @type {boolean}
  35465. * @default false
  35466. */
  35467. this.autoplay = false;
  35468. /**
  35469. * A reference to an audio buffer.
  35470. *
  35471. * Defined via {@link Audio#setBuffer}.
  35472. *
  35473. * @type {?AudioBuffer}
  35474. * @default null
  35475. * @readonly
  35476. */
  35477. this.buffer = null;
  35478. /**
  35479. * Modify pitch, measured in cents. +/- 100 is a semitone.
  35480. * +/- 1200 is an octave.
  35481. *
  35482. * Defined via {@link Audio#setDetune}.
  35483. *
  35484. * @type {number}
  35485. * @default 0
  35486. * @readonly
  35487. */
  35488. this.detune = 0;
  35489. /**
  35490. * Whether the audio should loop or not.
  35491. *
  35492. * Defined via {@link Audio#setLoop}.
  35493. *
  35494. * @type {boolean}
  35495. * @default false
  35496. * @readonly
  35497. */
  35498. this.loop = false;
  35499. /**
  35500. * Defines where in the audio buffer the replay should
  35501. * start, in seconds.
  35502. *
  35503. * @type {number}
  35504. * @default 0
  35505. */
  35506. this.loopStart = 0;
  35507. /**
  35508. * Defines where in the audio buffer the replay should
  35509. * stop, in seconds.
  35510. *
  35511. * @type {number}
  35512. * @default 0
  35513. */
  35514. this.loopEnd = 0;
  35515. /**
  35516. * An offset to the time within the audio buffer the playback
  35517. * should begin, in seconds.
  35518. *
  35519. * @type {number}
  35520. * @default 0
  35521. */
  35522. this.offset = 0;
  35523. /**
  35524. * Overrides the default duration of the audio.
  35525. *
  35526. * @type {undefined|number}
  35527. * @default undefined
  35528. */
  35529. this.duration = undefined;
  35530. /**
  35531. * The playback speed.
  35532. *
  35533. * Defined via {@link Audio#setPlaybackRate}.
  35534. *
  35535. * @type {number}
  35536. * @readonly
  35537. * @default 1
  35538. */
  35539. this.playbackRate = 1;
  35540. /**
  35541. * Indicates whether the audio is playing or not.
  35542. *
  35543. * This flag will be automatically set when using {@link Audio#play},
  35544. * {@link Audio#pause}, {@link Audio#stop}.
  35545. *
  35546. * @type {boolean}
  35547. * @readonly
  35548. * @default false
  35549. */
  35550. this.isPlaying = false;
  35551. /**
  35552. * Indicates whether the audio playback can be controlled
  35553. * with method like {@link Audio#play} or {@link Audio#pause}.
  35554. *
  35555. * This flag will be automatically set when audio sources are
  35556. * defined.
  35557. *
  35558. * @type {boolean}
  35559. * @readonly
  35560. * @default true
  35561. */
  35562. this.hasPlaybackControl = true;
  35563. /**
  35564. * Holds a reference to the current audio source.
  35565. *
  35566. * The property is automatically by one of the `set*()` methods.
  35567. *
  35568. * @type {?AudioNode}
  35569. * @readonly
  35570. * @default null
  35571. */
  35572. this.source = null;
  35573. /**
  35574. * Defines the source type.
  35575. *
  35576. * The property is automatically by one of the `set*()` methods.
  35577. *
  35578. * @type {('empty'|'audioNode'|'mediaNode'|'mediaStreamNode'|'buffer')}
  35579. * @readonly
  35580. * @default 'empty'
  35581. */
  35582. this.sourceType = 'empty';
  35583. this._startedAt = 0;
  35584. this._progress = 0;
  35585. this._connected = false;
  35586. /**
  35587. * Can be used to apply a variety of low-order filters to create
  35588. * more complex sound effects e.g. via `BiquadFilterNode`.
  35589. *
  35590. * The property is automatically set by {@link Audio#setFilters}.
  35591. *
  35592. * @type {Array<AudioNode>}
  35593. * @readonly
  35594. */
  35595. this.filters = [];
  35596. }
  35597. /**
  35598. * Returns the output audio node.
  35599. *
  35600. * @return {GainNode} The output node.
  35601. */
  35602. getOutput() {
  35603. return this.gain;
  35604. }
  35605. /**
  35606. * Sets the given audio node as the source of this instance.
  35607. *
  35608. * {@link Audio#sourceType} is set to `audioNode` and {@link Audio#hasPlaybackControl} to `false`.
  35609. *
  35610. * @param {AudioNode} audioNode - The audio node like an instance of `OscillatorNode`.
  35611. * @return {Audio} A reference to this instance.
  35612. */
  35613. setNodeSource( audioNode ) {
  35614. this.hasPlaybackControl = false;
  35615. this.sourceType = 'audioNode';
  35616. this.source = audioNode;
  35617. this.connect();
  35618. return this;
  35619. }
  35620. /**
  35621. * Sets the given media element as the source of this instance.
  35622. *
  35623. * {@link Audio#sourceType} is set to `mediaNode` and {@link Audio#hasPlaybackControl} to `false`.
  35624. *
  35625. * @param {HTMLMediaElement} mediaElement - The media element.
  35626. * @return {Audio} A reference to this instance.
  35627. */
  35628. setMediaElementSource( mediaElement ) {
  35629. this.hasPlaybackControl = false;
  35630. this.sourceType = 'mediaNode';
  35631. this.source = this.context.createMediaElementSource( mediaElement );
  35632. this.connect();
  35633. return this;
  35634. }
  35635. /**
  35636. * Sets the given media stream as the source of this instance.
  35637. *
  35638. * {@link Audio#sourceType} is set to `mediaStreamNode` and {@link Audio#hasPlaybackControl} to `false`.
  35639. *
  35640. * @param {MediaStream} mediaStream - The media stream.
  35641. * @return {Audio} A reference to this instance.
  35642. */
  35643. setMediaStreamSource( mediaStream ) {
  35644. this.hasPlaybackControl = false;
  35645. this.sourceType = 'mediaStreamNode';
  35646. this.source = this.context.createMediaStreamSource( mediaStream );
  35647. this.connect();
  35648. return this;
  35649. }
  35650. /**
  35651. * Sets the given audio buffer as the source of this instance.
  35652. *
  35653. * {@link Audio#sourceType} is set to `buffer` and {@link Audio#hasPlaybackControl} to `true`.
  35654. *
  35655. * @param {AudioBuffer} audioBuffer - The audio buffer.
  35656. * @return {Audio} A reference to this instance.
  35657. */
  35658. setBuffer( audioBuffer ) {
  35659. this.buffer = audioBuffer;
  35660. this.sourceType = 'buffer';
  35661. if ( this.autoplay ) this.play();
  35662. return this;
  35663. }
  35664. /**
  35665. * Starts the playback of the audio.
  35666. *
  35667. * Can only be used with compatible audio sources that allow playback control.
  35668. *
  35669. * @param {number} [delay=0] - The delay, in seconds, at which the audio should start playing.
  35670. * @return {Audio|undefined} A reference to this instance.
  35671. */
  35672. play( delay = 0 ) {
  35673. if ( this.isPlaying === true ) {
  35674. console.warn( 'THREE.Audio: Audio is already playing.' );
  35675. return;
  35676. }
  35677. if ( this.hasPlaybackControl === false ) {
  35678. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  35679. return;
  35680. }
  35681. this._startedAt = this.context.currentTime + delay;
  35682. const source = this.context.createBufferSource();
  35683. source.buffer = this.buffer;
  35684. source.loop = this.loop;
  35685. source.loopStart = this.loopStart;
  35686. source.loopEnd = this.loopEnd;
  35687. source.onended = this.onEnded.bind( this );
  35688. source.start( this._startedAt, this._progress + this.offset, this.duration );
  35689. this.isPlaying = true;
  35690. this.source = source;
  35691. this.setDetune( this.detune );
  35692. this.setPlaybackRate( this.playbackRate );
  35693. return this.connect();
  35694. }
  35695. /**
  35696. * Pauses the playback of the audio.
  35697. *
  35698. * Can only be used with compatible audio sources that allow playback control.
  35699. *
  35700. * @return {Audio|undefined} A reference to this instance.
  35701. */
  35702. pause() {
  35703. if ( this.hasPlaybackControl === false ) {
  35704. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  35705. return;
  35706. }
  35707. if ( this.isPlaying === true ) {
  35708. // update current progress
  35709. this._progress += Math.max( this.context.currentTime - this._startedAt, 0 ) * this.playbackRate;
  35710. if ( this.loop === true ) {
  35711. // ensure _progress does not exceed duration with looped audios
  35712. this._progress = this._progress % ( this.duration || this.buffer.duration );
  35713. }
  35714. this.source.stop();
  35715. this.source.onended = null;
  35716. this.isPlaying = false;
  35717. }
  35718. return this;
  35719. }
  35720. /**
  35721. * Stops the playback of the audio.
  35722. *
  35723. * Can only be used with compatible audio sources that allow playback control.
  35724. *
  35725. * @param {number} [delay=0] - The delay, in seconds, at which the audio should stop playing.
  35726. * @return {Audio|undefined} A reference to this instance.
  35727. */
  35728. stop( delay = 0 ) {
  35729. if ( this.hasPlaybackControl === false ) {
  35730. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  35731. return;
  35732. }
  35733. this._progress = 0;
  35734. if ( this.source !== null ) {
  35735. this.source.stop( this.context.currentTime + delay );
  35736. this.source.onended = null;
  35737. }
  35738. this.isPlaying = false;
  35739. return this;
  35740. }
  35741. /**
  35742. * Connects to the audio source. This is used internally on
  35743. * initialisation and when setting / removing filters.
  35744. *
  35745. * @return {Audio} A reference to this instance.
  35746. */
  35747. connect() {
  35748. if ( this.filters.length > 0 ) {
  35749. this.source.connect( this.filters[ 0 ] );
  35750. for ( let i = 1, l = this.filters.length; i < l; i ++ ) {
  35751. this.filters[ i - 1 ].connect( this.filters[ i ] );
  35752. }
  35753. this.filters[ this.filters.length - 1 ].connect( this.getOutput() );
  35754. } else {
  35755. this.source.connect( this.getOutput() );
  35756. }
  35757. this._connected = true;
  35758. return this;
  35759. }
  35760. /**
  35761. * Disconnects to the audio source. This is used internally on
  35762. * initialisation and when setting / removing filters.
  35763. *
  35764. * @return {Audio|undefined} A reference to this instance.
  35765. */
  35766. disconnect() {
  35767. if ( this._connected === false ) {
  35768. return;
  35769. }
  35770. if ( this.filters.length > 0 ) {
  35771. this.source.disconnect( this.filters[ 0 ] );
  35772. for ( let i = 1, l = this.filters.length; i < l; i ++ ) {
  35773. this.filters[ i - 1 ].disconnect( this.filters[ i ] );
  35774. }
  35775. this.filters[ this.filters.length - 1 ].disconnect( this.getOutput() );
  35776. } else {
  35777. this.source.disconnect( this.getOutput() );
  35778. }
  35779. this._connected = false;
  35780. return this;
  35781. }
  35782. /**
  35783. * Returns the current set filters.
  35784. *
  35785. * @return {Array<AudioNode>} The list of filters.
  35786. */
  35787. getFilters() {
  35788. return this.filters;
  35789. }
  35790. /**
  35791. * Sets an array of filters and connects them with the audio source.
  35792. *
  35793. * @param {Array<AudioNode>} [value] - A list of filters.
  35794. * @return {Audio} A reference to this instance.
  35795. */
  35796. setFilters( value ) {
  35797. if ( ! value ) value = [];
  35798. if ( this._connected === true ) {
  35799. this.disconnect();
  35800. this.filters = value.slice();
  35801. this.connect();
  35802. } else {
  35803. this.filters = value.slice();
  35804. }
  35805. return this;
  35806. }
  35807. /**
  35808. * Defines the detuning of oscillation in cents.
  35809. *
  35810. * @param {number} value - The detuning of oscillation in cents.
  35811. * @return {Audio} A reference to this instance.
  35812. */
  35813. setDetune( value ) {
  35814. this.detune = value;
  35815. if ( this.isPlaying === true && this.source.detune !== undefined ) {
  35816. this.source.detune.setTargetAtTime( this.detune, this.context.currentTime, 0.01 );
  35817. }
  35818. return this;
  35819. }
  35820. /**
  35821. * Returns the detuning of oscillation in cents.
  35822. *
  35823. * @return {number} The detuning of oscillation in cents.
  35824. */
  35825. getDetune() {
  35826. return this.detune;
  35827. }
  35828. /**
  35829. * Returns the first filter in the list of filters.
  35830. *
  35831. * @return {AudioNode|undefined} The first filter in the list of filters.
  35832. */
  35833. getFilter() {
  35834. return this.getFilters()[ 0 ];
  35835. }
  35836. /**
  35837. * Applies a single filter node to the audio.
  35838. *
  35839. * @param {AudioNode} [filter] - The filter to set.
  35840. * @return {Audio} A reference to this instance.
  35841. */
  35842. setFilter( filter ) {
  35843. return this.setFilters( filter ? [ filter ] : [] );
  35844. }
  35845. /**
  35846. * Sets the playback rate.
  35847. *
  35848. * Can only be used with compatible audio sources that allow playback control.
  35849. *
  35850. * @param {number} [value] - The playback rate to set.
  35851. * @return {Audio|undefined} A reference to this instance.
  35852. */
  35853. setPlaybackRate( value ) {
  35854. if ( this.hasPlaybackControl === false ) {
  35855. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  35856. return;
  35857. }
  35858. this.playbackRate = value;
  35859. if ( this.isPlaying === true ) {
  35860. this.source.playbackRate.setTargetAtTime( this.playbackRate, this.context.currentTime, 0.01 );
  35861. }
  35862. return this;
  35863. }
  35864. /**
  35865. * Returns the current playback rate.
  35866. * @return {number} The playback rate.
  35867. */
  35868. getPlaybackRate() {
  35869. return this.playbackRate;
  35870. }
  35871. /**
  35872. * Automatically called when playback finished.
  35873. */
  35874. onEnded() {
  35875. this.isPlaying = false;
  35876. this._progress = 0;
  35877. }
  35878. /**
  35879. * Returns the loop flag.
  35880. *
  35881. * Can only be used with compatible audio sources that allow playback control.
  35882. *
  35883. * @return {boolean} Whether the audio should loop or not.
  35884. */
  35885. getLoop() {
  35886. if ( this.hasPlaybackControl === false ) {
  35887. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  35888. return false;
  35889. }
  35890. return this.loop;
  35891. }
  35892. /**
  35893. * Sets the loop flag.
  35894. *
  35895. * Can only be used with compatible audio sources that allow playback control.
  35896. *
  35897. * @param {boolean} value - Whether the audio should loop or not.
  35898. * @return {Audio|undefined} A reference to this instance.
  35899. */
  35900. setLoop( value ) {
  35901. if ( this.hasPlaybackControl === false ) {
  35902. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  35903. return;
  35904. }
  35905. this.loop = value;
  35906. if ( this.isPlaying === true ) {
  35907. this.source.loop = this.loop;
  35908. }
  35909. return this;
  35910. }
  35911. /**
  35912. * Sets the loop start value which defines where in the audio buffer the replay should
  35913. * start, in seconds.
  35914. *
  35915. * @param {number} value - The loop start value.
  35916. * @return {Audio} A reference to this instance.
  35917. */
  35918. setLoopStart( value ) {
  35919. this.loopStart = value;
  35920. return this;
  35921. }
  35922. /**
  35923. * Sets the loop end value which defines where in the audio buffer the replay should
  35924. * stop, in seconds.
  35925. *
  35926. * @param {number} value - The loop end value.
  35927. * @return {Audio} A reference to this instance.
  35928. */
  35929. setLoopEnd( value ) {
  35930. this.loopEnd = value;
  35931. return this;
  35932. }
  35933. /**
  35934. * Returns the volume.
  35935. *
  35936. * @return {number} The volume.
  35937. */
  35938. getVolume() {
  35939. return this.gain.gain.value;
  35940. }
  35941. /**
  35942. * Sets the volume.
  35943. *
  35944. * @param {number} value - The volume to set.
  35945. * @return {Audio} A reference to this instance.
  35946. */
  35947. setVolume( value ) {
  35948. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  35949. return this;
  35950. }
  35951. copy( source, recursive ) {
  35952. super.copy( source, recursive );
  35953. if ( source.sourceType !== 'buffer' ) {
  35954. console.warn( 'THREE.Audio: Audio source type cannot be copied.' );
  35955. return this;
  35956. }
  35957. this.autoplay = source.autoplay;
  35958. this.buffer = source.buffer;
  35959. this.detune = source.detune;
  35960. this.loop = source.loop;
  35961. this.loopStart = source.loopStart;
  35962. this.loopEnd = source.loopEnd;
  35963. this.offset = source.offset;
  35964. this.duration = source.duration;
  35965. this.playbackRate = source.playbackRate;
  35966. this.hasPlaybackControl = source.hasPlaybackControl;
  35967. this.sourceType = source.sourceType;
  35968. this.filters = source.filters.slice();
  35969. return this;
  35970. }
  35971. clone( recursive ) {
  35972. return new this.constructor( this.listener ).copy( this, recursive );
  35973. }
  35974. }
  35975. const _position = /*@__PURE__*/ new Vector3();
  35976. const _quaternion = /*@__PURE__*/ new Quaternion();
  35977. const _scale = /*@__PURE__*/ new Vector3();
  35978. const _orientation = /*@__PURE__*/ new Vector3();
  35979. /**
  35980. * Represents a positional audio object.
  35981. *
  35982. * ```js
  35983. * // create an AudioListener and add it to the camera
  35984. * const listener = new THREE.AudioListener();
  35985. * camera.add( listener );
  35986. *
  35987. * // create the PositionalAudio object (passing in the listener)
  35988. * const sound = new THREE.PositionalAudio( listener );
  35989. *
  35990. * // load a sound and set it as the PositionalAudio object's buffer
  35991. * const audioLoader = new THREE.AudioLoader();
  35992. * audioLoader.load( 'sounds/song.ogg', function( buffer ) {
  35993. * sound.setBuffer( buffer );
  35994. * sound.setRefDistance( 20 );
  35995. * sound.play();
  35996. * });
  35997. *
  35998. * // create an object for the sound to play from
  35999. * const sphere = new THREE.SphereGeometry( 20, 32, 16 );
  36000. * const material = new THREE.MeshPhongMaterial( { color: 0xff2200 } );
  36001. * const mesh = new THREE.Mesh( sphere, material );
  36002. * scene.add( mesh );
  36003. *
  36004. * // finally add the sound to the mesh
  36005. * mesh.add( sound );
  36006. *
  36007. * @augments Audio
  36008. */
  36009. class PositionalAudio extends Audio {
  36010. /**
  36011. * Constructs a positional audio.
  36012. *
  36013. * @param {AudioListener} listener - The global audio listener.
  36014. */
  36015. constructor( listener ) {
  36016. super( listener );
  36017. /**
  36018. * The panner node represents the location, direction, and behavior of an audio
  36019. * source in 3D space.
  36020. *
  36021. * @type {PannerNode}
  36022. * @readonly
  36023. */
  36024. this.panner = this.context.createPanner();
  36025. this.panner.panningModel = 'HRTF';
  36026. this.panner.connect( this.gain );
  36027. }
  36028. connect() {
  36029. super.connect();
  36030. this.panner.connect( this.gain );
  36031. return this;
  36032. }
  36033. disconnect() {
  36034. super.disconnect();
  36035. this.panner.disconnect( this.gain );
  36036. return this;
  36037. }
  36038. getOutput() {
  36039. return this.panner;
  36040. }
  36041. /**
  36042. * Returns the current reference distance.
  36043. *
  36044. * @return {number} The reference distance.
  36045. */
  36046. getRefDistance() {
  36047. return this.panner.refDistance;
  36048. }
  36049. /**
  36050. * Defines the reference distance for reducing volume as the audio source moves
  36051. * further from the listener – i.e. the distance at which the volume reduction
  36052. * starts taking effect.
  36053. *
  36054. * @param {number} value - The reference distance to set.
  36055. * @return {PositionalAudio} A reference to this instance.
  36056. */
  36057. setRefDistance( value ) {
  36058. this.panner.refDistance = value;
  36059. return this;
  36060. }
  36061. /**
  36062. * Returns the current rolloff factor.
  36063. *
  36064. * @return {number} The rolloff factor.
  36065. */
  36066. getRolloffFactor() {
  36067. return this.panner.rolloffFactor;
  36068. }
  36069. /**
  36070. * Defines how quickly the volume is reduced as the source moves away from the listener.
  36071. *
  36072. * @param {number} value - The rolloff factor.
  36073. * @return {PositionalAudio} A reference to this instance.
  36074. */
  36075. setRolloffFactor( value ) {
  36076. this.panner.rolloffFactor = value;
  36077. return this;
  36078. }
  36079. /**
  36080. * Returns the current distance model.
  36081. *
  36082. * @return {('linear'|'inverse'|'exponential')} The distance model.
  36083. */
  36084. getDistanceModel() {
  36085. return this.panner.distanceModel;
  36086. }
  36087. /**
  36088. * Defines which algorithm to use to reduce the volume of the audio source
  36089. * as it moves away from the listener.
  36090. *
  36091. * Read [the spec]{@link https://www.w3.org/TR/webaudio-1.1/#enumdef-distancemodeltype}
  36092. * for more details.
  36093. *
  36094. * @param {('linear'|'inverse'|'exponential')} value - The distance model to set.
  36095. * @return {PositionalAudio} A reference to this instance.
  36096. */
  36097. setDistanceModel( value ) {
  36098. this.panner.distanceModel = value;
  36099. return this;
  36100. }
  36101. /**
  36102. * Returns the current max distance.
  36103. *
  36104. * @return {number} The max distance.
  36105. */
  36106. getMaxDistance() {
  36107. return this.panner.maxDistance;
  36108. }
  36109. /**
  36110. * Defines the maximum distance between the audio source and the listener,
  36111. * after which the volume is not reduced any further.
  36112. *
  36113. * This value is used only by the `linear` distance model.
  36114. *
  36115. * @param {number} value - The max distance.
  36116. * @return {PositionalAudio} A reference to this instance.
  36117. */
  36118. setMaxDistance( value ) {
  36119. this.panner.maxDistance = value;
  36120. return this;
  36121. }
  36122. /**
  36123. * Sets the directional cone in which the audio can be listened.
  36124. *
  36125. * @param {number} coneInnerAngle - An angle, in degrees, of a cone inside of which there will be no volume reduction.
  36126. * @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.
  36127. * @param {number} coneOuterGain - The amount of volume reduction outside the cone defined by the `coneOuterAngle`. When set to `0`, no sound can be heard.
  36128. * @return {PositionalAudio} A reference to this instance.
  36129. */
  36130. setDirectionalCone( coneInnerAngle, coneOuterAngle, coneOuterGain ) {
  36131. this.panner.coneInnerAngle = coneInnerAngle;
  36132. this.panner.coneOuterAngle = coneOuterAngle;
  36133. this.panner.coneOuterGain = coneOuterGain;
  36134. return this;
  36135. }
  36136. updateMatrixWorld( force ) {
  36137. super.updateMatrixWorld( force );
  36138. if ( this.hasPlaybackControl === true && this.isPlaying === false ) return;
  36139. this.matrixWorld.decompose( _position, _quaternion, _scale );
  36140. _orientation.set( 0, 0, 1 ).applyQuaternion( _quaternion );
  36141. const panner = this.panner;
  36142. if ( panner.positionX ) {
  36143. // code path for Chrome and Firefox (see #14393)
  36144. const endTime = this.context.currentTime + this.listener.timeDelta;
  36145. panner.positionX.linearRampToValueAtTime( _position.x, endTime );
  36146. panner.positionY.linearRampToValueAtTime( _position.y, endTime );
  36147. panner.positionZ.linearRampToValueAtTime( _position.z, endTime );
  36148. panner.orientationX.linearRampToValueAtTime( _orientation.x, endTime );
  36149. panner.orientationY.linearRampToValueAtTime( _orientation.y, endTime );
  36150. panner.orientationZ.linearRampToValueAtTime( _orientation.z, endTime );
  36151. } else {
  36152. panner.setPosition( _position.x, _position.y, _position.z );
  36153. panner.setOrientation( _orientation.x, _orientation.y, _orientation.z );
  36154. }
  36155. }
  36156. }
  36157. /**
  36158. * This class can be used to analyse audio data.
  36159. *
  36160. * ```js
  36161. * // create an AudioListener and add it to the camera
  36162. * const listener = new THREE.AudioListener();
  36163. * camera.add( listener );
  36164. *
  36165. * // create an Audio source
  36166. * const sound = new THREE.Audio( listener );
  36167. *
  36168. * // load a sound and set it as the Audio object's buffer
  36169. * const audioLoader = new THREE.AudioLoader();
  36170. * audioLoader.load( 'sounds/ambient.ogg', function( buffer ) {
  36171. * sound.setBuffer( buffer );
  36172. * sound.setLoop(true);
  36173. * sound.setVolume(0.5);
  36174. * sound.play();
  36175. * });
  36176. *
  36177. * // create an AudioAnalyser, passing in the sound and desired fftSize
  36178. * const analyser = new THREE.AudioAnalyser( sound, 32 );
  36179. *
  36180. * // get the average frequency of the sound
  36181. * const data = analyser.getAverageFrequency();
  36182. * ```
  36183. */
  36184. class AudioAnalyser {
  36185. /**
  36186. * Constructs a new audio analyzer.
  36187. *
  36188. * @param {Audio} audio - The audio to analyze.
  36189. * @param {number} [fftSize=2048] - The window size in samples that is used when performing a Fast Fourier Transform (FFT) to get frequency domain data.
  36190. */
  36191. constructor( audio, fftSize = 2048 ) {
  36192. /**
  36193. * The global audio listener.
  36194. *
  36195. * @type {AnalyserNode}
  36196. */
  36197. this.analyser = audio.context.createAnalyser();
  36198. this.analyser.fftSize = fftSize;
  36199. /**
  36200. * Holds the analyzed data.
  36201. *
  36202. * @type {Uint8Array}
  36203. */
  36204. this.data = new Uint8Array( this.analyser.frequencyBinCount );
  36205. audio.getOutput().connect( this.analyser );
  36206. }
  36207. /**
  36208. * Returns an array with frequency data of the audio.
  36209. *
  36210. * Each item in the array represents the decibel value for a specific frequency.
  36211. * The frequencies are spread linearly from 0 to 1/2 of the sample rate.
  36212. * For example, for 48000 sample rate, the last item of the array will represent
  36213. * the decibel value for 24000 Hz.
  36214. *
  36215. * @return {Uint8Array} The frequency data.
  36216. */
  36217. getFrequencyData() {
  36218. this.analyser.getByteFrequencyData( this.data );
  36219. return this.data;
  36220. }
  36221. /**
  36222. * Returns the average of the frequencies returned by {@link AudioAnalyser#getFrequencyData}.
  36223. *
  36224. * @return {number} The average frequency.
  36225. */
  36226. getAverageFrequency() {
  36227. let value = 0;
  36228. const data = this.getFrequencyData();
  36229. for ( let i = 0; i < data.length; i ++ ) {
  36230. value += data[ i ];
  36231. }
  36232. return value / data.length;
  36233. }
  36234. }
  36235. /**
  36236. * Buffered scene graph property that allows weighted accumulation; used internally.
  36237. */
  36238. class PropertyMixer {
  36239. /**
  36240. * Constructs a new property mixer.
  36241. *
  36242. * @param {PropertyBinding} binding - The property binding.
  36243. * @param {string} typeName - The keyframe track type name.
  36244. * @param {number} valueSize - The keyframe track value size.
  36245. */
  36246. constructor( binding, typeName, valueSize ) {
  36247. /**
  36248. * The property binding.
  36249. *
  36250. * @type {PropertyBinding}
  36251. */
  36252. this.binding = binding;
  36253. /**
  36254. * The keyframe track value size.
  36255. *
  36256. * @type {number}
  36257. */
  36258. this.valueSize = valueSize;
  36259. let mixFunction,
  36260. mixFunctionAdditive,
  36261. setIdentity;
  36262. // buffer layout: [ incoming | accu0 | accu1 | orig | addAccu | (optional work) ]
  36263. //
  36264. // interpolators can use .buffer as their .result
  36265. // the data then goes to 'incoming'
  36266. //
  36267. // 'accu0' and 'accu1' are used frame-interleaved for
  36268. // the cumulative result and are compared to detect
  36269. // changes
  36270. //
  36271. // 'orig' stores the original state of the property
  36272. //
  36273. // 'add' is used for additive cumulative results
  36274. //
  36275. // 'work' is optional and is only present for quaternion types. It is used
  36276. // to store intermediate quaternion multiplication results
  36277. switch ( typeName ) {
  36278. case 'quaternion':
  36279. mixFunction = this._slerp;
  36280. mixFunctionAdditive = this._slerpAdditive;
  36281. setIdentity = this._setAdditiveIdentityQuaternion;
  36282. this.buffer = new Float64Array( valueSize * 6 );
  36283. this._workIndex = 5;
  36284. break;
  36285. case 'string':
  36286. case 'bool':
  36287. mixFunction = this._select;
  36288. // Use the regular mix function and for additive on these types,
  36289. // additive is not relevant for non-numeric types
  36290. mixFunctionAdditive = this._select;
  36291. setIdentity = this._setAdditiveIdentityOther;
  36292. this.buffer = new Array( valueSize * 5 );
  36293. break;
  36294. default:
  36295. mixFunction = this._lerp;
  36296. mixFunctionAdditive = this._lerpAdditive;
  36297. setIdentity = this._setAdditiveIdentityNumeric;
  36298. this.buffer = new Float64Array( valueSize * 5 );
  36299. }
  36300. this._mixBufferRegion = mixFunction;
  36301. this._mixBufferRegionAdditive = mixFunctionAdditive;
  36302. this._setIdentity = setIdentity;
  36303. this._origIndex = 3;
  36304. this._addIndex = 4;
  36305. /**
  36306. * TODO
  36307. *
  36308. * @type {number}
  36309. * @default 0
  36310. */
  36311. this.cumulativeWeight = 0;
  36312. /**
  36313. * TODO
  36314. *
  36315. * @type {number}
  36316. * @default 0
  36317. */
  36318. this.cumulativeWeightAdditive = 0;
  36319. /**
  36320. * TODO
  36321. *
  36322. * @type {number}
  36323. * @default 0
  36324. */
  36325. this.useCount = 0;
  36326. /**
  36327. * TODO
  36328. *
  36329. * @type {number}
  36330. * @default 0
  36331. */
  36332. this.referenceCount = 0;
  36333. }
  36334. /**
  36335. * Accumulates data in the `incoming` region into `accu<i>`.
  36336. *
  36337. * @param {number} accuIndex - The accumulation index.
  36338. * @param {number} weight - The weight.
  36339. */
  36340. accumulate( accuIndex, weight ) {
  36341. // note: happily accumulating nothing when weight = 0, the caller knows
  36342. // the weight and shouldn't have made the call in the first place
  36343. const buffer = this.buffer,
  36344. stride = this.valueSize,
  36345. offset = accuIndex * stride + stride;
  36346. let currentWeight = this.cumulativeWeight;
  36347. if ( currentWeight === 0 ) {
  36348. // accuN := incoming * weight
  36349. for ( let i = 0; i !== stride; ++ i ) {
  36350. buffer[ offset + i ] = buffer[ i ];
  36351. }
  36352. currentWeight = weight;
  36353. } else {
  36354. // accuN := accuN + incoming * weight
  36355. currentWeight += weight;
  36356. const mix = weight / currentWeight;
  36357. this._mixBufferRegion( buffer, offset, 0, mix, stride );
  36358. }
  36359. this.cumulativeWeight = currentWeight;
  36360. }
  36361. /**
  36362. * Accumulates data in the `incoming` region into `add`.
  36363. *
  36364. * @param {number} weight - The weight.
  36365. */
  36366. accumulateAdditive( weight ) {
  36367. const buffer = this.buffer,
  36368. stride = this.valueSize,
  36369. offset = stride * this._addIndex;
  36370. if ( this.cumulativeWeightAdditive === 0 ) {
  36371. // add = identity
  36372. this._setIdentity();
  36373. }
  36374. // add := add + incoming * weight
  36375. this._mixBufferRegionAdditive( buffer, offset, 0, weight, stride );
  36376. this.cumulativeWeightAdditive += weight;
  36377. }
  36378. /**
  36379. * Applies the state of `accu<i>` to the binding when accus differ.
  36380. *
  36381. * @param {number} accuIndex - The accumulation index.
  36382. */
  36383. apply( accuIndex ) {
  36384. const stride = this.valueSize,
  36385. buffer = this.buffer,
  36386. offset = accuIndex * stride + stride,
  36387. weight = this.cumulativeWeight,
  36388. weightAdditive = this.cumulativeWeightAdditive,
  36389. binding = this.binding;
  36390. this.cumulativeWeight = 0;
  36391. this.cumulativeWeightAdditive = 0;
  36392. if ( weight < 1 ) {
  36393. // accuN := accuN + original * ( 1 - cumulativeWeight )
  36394. const originalValueOffset = stride * this._origIndex;
  36395. this._mixBufferRegion(
  36396. buffer, offset, originalValueOffset, 1 - weight, stride );
  36397. }
  36398. if ( weightAdditive > 0 ) {
  36399. // accuN := accuN + additive accuN
  36400. this._mixBufferRegionAdditive( buffer, offset, this._addIndex * stride, 1, stride );
  36401. }
  36402. for ( let i = stride, e = stride + stride; i !== e; ++ i ) {
  36403. if ( buffer[ i ] !== buffer[ i + stride ] ) {
  36404. // value has changed -> update scene graph
  36405. binding.setValue( buffer, offset );
  36406. break;
  36407. }
  36408. }
  36409. }
  36410. /**
  36411. * Remembers the state of the bound property and copy it to both accus.
  36412. */
  36413. saveOriginalState() {
  36414. const binding = this.binding;
  36415. const buffer = this.buffer,
  36416. stride = this.valueSize,
  36417. originalValueOffset = stride * this._origIndex;
  36418. binding.getValue( buffer, originalValueOffset );
  36419. // accu[0..1] := orig -- initially detect changes against the original
  36420. for ( let i = stride, e = originalValueOffset; i !== e; ++ i ) {
  36421. buffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ];
  36422. }
  36423. // Add to identity for additive
  36424. this._setIdentity();
  36425. this.cumulativeWeight = 0;
  36426. this.cumulativeWeightAdditive = 0;
  36427. }
  36428. /**
  36429. * Applies the state previously taken via {@link PropertyMixer#saveOriginalState} to the binding.
  36430. */
  36431. restoreOriginalState() {
  36432. const originalValueOffset = this.valueSize * 3;
  36433. this.binding.setValue( this.buffer, originalValueOffset );
  36434. }
  36435. // internals
  36436. _setAdditiveIdentityNumeric() {
  36437. const startIndex = this._addIndex * this.valueSize;
  36438. const endIndex = startIndex + this.valueSize;
  36439. for ( let i = startIndex; i < endIndex; i ++ ) {
  36440. this.buffer[ i ] = 0;
  36441. }
  36442. }
  36443. _setAdditiveIdentityQuaternion() {
  36444. this._setAdditiveIdentityNumeric();
  36445. this.buffer[ this._addIndex * this.valueSize + 3 ] = 1;
  36446. }
  36447. _setAdditiveIdentityOther() {
  36448. const startIndex = this._origIndex * this.valueSize;
  36449. const targetIndex = this._addIndex * this.valueSize;
  36450. for ( let i = 0; i < this.valueSize; i ++ ) {
  36451. this.buffer[ targetIndex + i ] = this.buffer[ startIndex + i ];
  36452. }
  36453. }
  36454. // mix functions
  36455. _select( buffer, dstOffset, srcOffset, t, stride ) {
  36456. if ( t >= 0.5 ) {
  36457. for ( let i = 0; i !== stride; ++ i ) {
  36458. buffer[ dstOffset + i ] = buffer[ srcOffset + i ];
  36459. }
  36460. }
  36461. }
  36462. _slerp( buffer, dstOffset, srcOffset, t ) {
  36463. Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t );
  36464. }
  36465. _slerpAdditive( buffer, dstOffset, srcOffset, t, stride ) {
  36466. const workOffset = this._workIndex * stride;
  36467. // Store result in intermediate buffer offset
  36468. Quaternion.multiplyQuaternionsFlat( buffer, workOffset, buffer, dstOffset, buffer, srcOffset );
  36469. // Slerp to the intermediate result
  36470. Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, workOffset, t );
  36471. }
  36472. _lerp( buffer, dstOffset, srcOffset, t, stride ) {
  36473. const s = 1 - t;
  36474. for ( let i = 0; i !== stride; ++ i ) {
  36475. const j = dstOffset + i;
  36476. buffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t;
  36477. }
  36478. }
  36479. _lerpAdditive( buffer, dstOffset, srcOffset, t, stride ) {
  36480. for ( let i = 0; i !== stride; ++ i ) {
  36481. const j = dstOffset + i;
  36482. buffer[ j ] = buffer[ j ] + buffer[ srcOffset + i ] * t;
  36483. }
  36484. }
  36485. }
  36486. // Characters [].:/ are reserved for track binding syntax.
  36487. const _RESERVED_CHARS_RE = '\\[\\]\\.:\\/';
  36488. const _reservedRe = new RegExp( '[' + _RESERVED_CHARS_RE + ']', 'g' );
  36489. // Attempts to allow node names from any language. ES5's `\w` regexp matches
  36490. // only latin characters, and the unicode \p{L} is not yet supported. So
  36491. // instead, we exclude reserved characters and match everything else.
  36492. const _wordChar = '[^' + _RESERVED_CHARS_RE + ']';
  36493. const _wordCharOrDot = '[^' + _RESERVED_CHARS_RE.replace( '\\.', '' ) + ']';
  36494. // Parent directories, delimited by '/' or ':'. Currently unused, but must
  36495. // be matched to parse the rest of the track name.
  36496. const _directoryRe = /*@__PURE__*/ /((?:WC+[\/:])*)/.source.replace( 'WC', _wordChar );
  36497. // Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'.
  36498. const _nodeRe = /*@__PURE__*/ /(WCOD+)?/.source.replace( 'WCOD', _wordCharOrDot );
  36499. // Object on target node, and accessor. May not contain reserved
  36500. // characters. Accessor may contain any character except closing bracket.
  36501. const _objectRe = /*@__PURE__*/ /(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace( 'WC', _wordChar );
  36502. // Property and accessor. May not contain reserved characters. Accessor may
  36503. // contain any non-bracket characters.
  36504. const _propertyRe = /*@__PURE__*/ /\.(WC+)(?:\[(.+)\])?/.source.replace( 'WC', _wordChar );
  36505. const _trackRe = new RegExp( ''
  36506. + '^'
  36507. + _directoryRe
  36508. + _nodeRe
  36509. + _objectRe
  36510. + _propertyRe
  36511. + '$'
  36512. );
  36513. const _supportedObjectNames = [ 'material', 'materials', 'bones', 'map' ];
  36514. class Composite {
  36515. constructor( targetGroup, path, optionalParsedPath ) {
  36516. const parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path );
  36517. this._targetGroup = targetGroup;
  36518. this._bindings = targetGroup.subscribe_( path, parsedPath );
  36519. }
  36520. getValue( array, offset ) {
  36521. this.bind(); // bind all binding
  36522. const firstValidIndex = this._targetGroup.nCachedObjects_,
  36523. binding = this._bindings[ firstValidIndex ];
  36524. // and only call .getValue on the first
  36525. if ( binding !== undefined ) binding.getValue( array, offset );
  36526. }
  36527. setValue( array, offset ) {
  36528. const bindings = this._bindings;
  36529. for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  36530. bindings[ i ].setValue( array, offset );
  36531. }
  36532. }
  36533. bind() {
  36534. const bindings = this._bindings;
  36535. for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  36536. bindings[ i ].bind();
  36537. }
  36538. }
  36539. unbind() {
  36540. const bindings = this._bindings;
  36541. for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  36542. bindings[ i ].unbind();
  36543. }
  36544. }
  36545. }
  36546. // Note: This class uses a State pattern on a per-method basis:
  36547. // 'bind' sets 'this.getValue' / 'setValue' and shadows the
  36548. // prototype version of these methods with one that represents
  36549. // the bound state. When the property is not found, the methods
  36550. // become no-ops.
  36551. /**
  36552. * This holds a reference to a real property in the scene graph; used internally.
  36553. */
  36554. class PropertyBinding {
  36555. /**
  36556. * Constructs a new property binding.
  36557. *
  36558. * @param {Object} rootNode - The root node.
  36559. * @param {string} path - The path.
  36560. * @param {?Object} [parsedPath] - The parsed path.
  36561. */
  36562. constructor( rootNode, path, parsedPath ) {
  36563. /**
  36564. * The object path to the animated property.
  36565. *
  36566. * @type {string}
  36567. */
  36568. this.path = path;
  36569. /**
  36570. * An object holding information about the path.
  36571. *
  36572. * @type {Object}
  36573. */
  36574. this.parsedPath = parsedPath || PropertyBinding.parseTrackName( path );
  36575. /**
  36576. * The object owns the animated property.
  36577. *
  36578. * @type {?Object}
  36579. */
  36580. this.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName );
  36581. /**
  36582. * The root node.
  36583. *
  36584. * @type {Object3D|Skeleton}
  36585. */
  36586. this.rootNode = rootNode;
  36587. // initial state of these methods that calls 'bind'
  36588. this.getValue = this._getValue_unbound;
  36589. this.setValue = this._setValue_unbound;
  36590. }
  36591. /**
  36592. * Factory method for creating a property binding from the given parameters.
  36593. *
  36594. * @static
  36595. * @param {Object} root - The root node.
  36596. * @param {string} path - The path.
  36597. * @param {?Object} [parsedPath] - The parsed path.
  36598. * @return {PropertyBinding|Composite} The created property binding or composite.
  36599. */
  36600. static create( root, path, parsedPath ) {
  36601. if ( ! ( root && root.isAnimationObjectGroup ) ) {
  36602. return new PropertyBinding( root, path, parsedPath );
  36603. } else {
  36604. return new PropertyBinding.Composite( root, path, parsedPath );
  36605. }
  36606. }
  36607. /**
  36608. * Replaces spaces with underscores and removes unsupported characters from
  36609. * node names, to ensure compatibility with parseTrackName().
  36610. *
  36611. * @param {string} name - Node name to be sanitized.
  36612. * @return {string} The sanitized node name.
  36613. */
  36614. static sanitizeNodeName( name ) {
  36615. return name.replace( /\s/g, '_' ).replace( _reservedRe, '' );
  36616. }
  36617. /**
  36618. * Parses the given track name (an object path to an animated property) and
  36619. * returns an object with information about the path. Matches strings in the following forms:
  36620. *
  36621. * - nodeName.property
  36622. * - nodeName.property[accessor]
  36623. * - nodeName.material.property[accessor]
  36624. * - uuid.property[accessor]
  36625. * - uuid.objectName[objectIndex].propertyName[propertyIndex]
  36626. * - parentName/nodeName.property
  36627. * - parentName/parentName/nodeName.property[index]
  36628. * - .bone[Armature.DEF_cog].position
  36629. * - scene:helium_balloon_model:helium_balloon_model.position
  36630. *
  36631. * @static
  36632. * @param {string} trackName - The track name to parse.
  36633. * @return {Object} The parsed track name as an object.
  36634. */
  36635. static parseTrackName( trackName ) {
  36636. const matches = _trackRe.exec( trackName );
  36637. if ( matches === null ) {
  36638. throw new Error( 'PropertyBinding: Cannot parse trackName: ' + trackName );
  36639. }
  36640. const results = {
  36641. // directoryName: matches[ 1 ], // (tschw) currently unused
  36642. nodeName: matches[ 2 ],
  36643. objectName: matches[ 3 ],
  36644. objectIndex: matches[ 4 ],
  36645. propertyName: matches[ 5 ], // required
  36646. propertyIndex: matches[ 6 ]
  36647. };
  36648. const lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' );
  36649. if ( lastDot !== undefined && lastDot !== - 1 ) {
  36650. const objectName = results.nodeName.substring( lastDot + 1 );
  36651. // Object names must be checked against an allowlist. Otherwise, there
  36652. // is no way to parse 'foo.bar.baz': 'baz' must be a property, but
  36653. // 'bar' could be the objectName, or part of a nodeName (which can
  36654. // include '.' characters).
  36655. if ( _supportedObjectNames.indexOf( objectName ) !== - 1 ) {
  36656. results.nodeName = results.nodeName.substring( 0, lastDot );
  36657. results.objectName = objectName;
  36658. }
  36659. }
  36660. if ( results.propertyName === null || results.propertyName.length === 0 ) {
  36661. throw new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName );
  36662. }
  36663. return results;
  36664. }
  36665. /**
  36666. * Searches for a node in the hierarchy of the given root object by the given
  36667. * node name.
  36668. *
  36669. * @static
  36670. * @param {Object} root - The root object.
  36671. * @param {string|number} nodeName - The name of the node.
  36672. * @return {?Object} The found node. Returns `null` if no object was found.
  36673. */
  36674. static findNode( root, nodeName ) {
  36675. if ( nodeName === undefined || nodeName === '' || nodeName === '.' || nodeName === - 1 || nodeName === root.name || nodeName === root.uuid ) {
  36676. return root;
  36677. }
  36678. // search into skeleton bones.
  36679. if ( root.skeleton ) {
  36680. const bone = root.skeleton.getBoneByName( nodeName );
  36681. if ( bone !== undefined ) {
  36682. return bone;
  36683. }
  36684. }
  36685. // search into node subtree.
  36686. if ( root.children ) {
  36687. const searchNodeSubtree = function ( children ) {
  36688. for ( let i = 0; i < children.length; i ++ ) {
  36689. const childNode = children[ i ];
  36690. if ( childNode.name === nodeName || childNode.uuid === nodeName ) {
  36691. return childNode;
  36692. }
  36693. const result = searchNodeSubtree( childNode.children );
  36694. if ( result ) return result;
  36695. }
  36696. return null;
  36697. };
  36698. const subTreeNode = searchNodeSubtree( root.children );
  36699. if ( subTreeNode ) {
  36700. return subTreeNode;
  36701. }
  36702. }
  36703. return null;
  36704. }
  36705. // these are used to "bind" a nonexistent property
  36706. _getValue_unavailable() {}
  36707. _setValue_unavailable() {}
  36708. // Getters
  36709. _getValue_direct( buffer, offset ) {
  36710. buffer[ offset ] = this.targetObject[ this.propertyName ];
  36711. }
  36712. _getValue_array( buffer, offset ) {
  36713. const source = this.resolvedProperty;
  36714. for ( let i = 0, n = source.length; i !== n; ++ i ) {
  36715. buffer[ offset ++ ] = source[ i ];
  36716. }
  36717. }
  36718. _getValue_arrayElement( buffer, offset ) {
  36719. buffer[ offset ] = this.resolvedProperty[ this.propertyIndex ];
  36720. }
  36721. _getValue_toArray( buffer, offset ) {
  36722. this.resolvedProperty.toArray( buffer, offset );
  36723. }
  36724. // Direct
  36725. _setValue_direct( buffer, offset ) {
  36726. this.targetObject[ this.propertyName ] = buffer[ offset ];
  36727. }
  36728. _setValue_direct_setNeedsUpdate( buffer, offset ) {
  36729. this.targetObject[ this.propertyName ] = buffer[ offset ];
  36730. this.targetObject.needsUpdate = true;
  36731. }
  36732. _setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) {
  36733. this.targetObject[ this.propertyName ] = buffer[ offset ];
  36734. this.targetObject.matrixWorldNeedsUpdate = true;
  36735. }
  36736. // EntireArray
  36737. _setValue_array( buffer, offset ) {
  36738. const dest = this.resolvedProperty;
  36739. for ( let i = 0, n = dest.length; i !== n; ++ i ) {
  36740. dest[ i ] = buffer[ offset ++ ];
  36741. }
  36742. }
  36743. _setValue_array_setNeedsUpdate( buffer, offset ) {
  36744. const dest = this.resolvedProperty;
  36745. for ( let i = 0, n = dest.length; i !== n; ++ i ) {
  36746. dest[ i ] = buffer[ offset ++ ];
  36747. }
  36748. this.targetObject.needsUpdate = true;
  36749. }
  36750. _setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) {
  36751. const dest = this.resolvedProperty;
  36752. for ( let i = 0, n = dest.length; i !== n; ++ i ) {
  36753. dest[ i ] = buffer[ offset ++ ];
  36754. }
  36755. this.targetObject.matrixWorldNeedsUpdate = true;
  36756. }
  36757. // ArrayElement
  36758. _setValue_arrayElement( buffer, offset ) {
  36759. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  36760. }
  36761. _setValue_arrayElement_setNeedsUpdate( buffer, offset ) {
  36762. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  36763. this.targetObject.needsUpdate = true;
  36764. }
  36765. _setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) {
  36766. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  36767. this.targetObject.matrixWorldNeedsUpdate = true;
  36768. }
  36769. // HasToFromArray
  36770. _setValue_fromArray( buffer, offset ) {
  36771. this.resolvedProperty.fromArray( buffer, offset );
  36772. }
  36773. _setValue_fromArray_setNeedsUpdate( buffer, offset ) {
  36774. this.resolvedProperty.fromArray( buffer, offset );
  36775. this.targetObject.needsUpdate = true;
  36776. }
  36777. _setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) {
  36778. this.resolvedProperty.fromArray( buffer, offset );
  36779. this.targetObject.matrixWorldNeedsUpdate = true;
  36780. }
  36781. _getValue_unbound( targetArray, offset ) {
  36782. this.bind();
  36783. this.getValue( targetArray, offset );
  36784. }
  36785. _setValue_unbound( sourceArray, offset ) {
  36786. this.bind();
  36787. this.setValue( sourceArray, offset );
  36788. }
  36789. /**
  36790. * Creates a getter / setter pair for the property tracked by this binding.
  36791. */
  36792. bind() {
  36793. let targetObject = this.node;
  36794. const parsedPath = this.parsedPath;
  36795. const objectName = parsedPath.objectName;
  36796. const propertyName = parsedPath.propertyName;
  36797. let propertyIndex = parsedPath.propertyIndex;
  36798. if ( ! targetObject ) {
  36799. targetObject = PropertyBinding.findNode( this.rootNode, parsedPath.nodeName );
  36800. this.node = targetObject;
  36801. }
  36802. // set fail state so we can just 'return' on error
  36803. this.getValue = this._getValue_unavailable;
  36804. this.setValue = this._setValue_unavailable;
  36805. // ensure there is a value node
  36806. if ( ! targetObject ) {
  36807. console.warn( 'THREE.PropertyBinding: No target node found for track: ' + this.path + '.' );
  36808. return;
  36809. }
  36810. if ( objectName ) {
  36811. let objectIndex = parsedPath.objectIndex;
  36812. // special cases were we need to reach deeper into the hierarchy to get the face materials....
  36813. switch ( objectName ) {
  36814. case 'materials':
  36815. if ( ! targetObject.material ) {
  36816. console.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this );
  36817. return;
  36818. }
  36819. if ( ! targetObject.material.materials ) {
  36820. console.error( 'THREE.PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this );
  36821. return;
  36822. }
  36823. targetObject = targetObject.material.materials;
  36824. break;
  36825. case 'bones':
  36826. if ( ! targetObject.skeleton ) {
  36827. console.error( 'THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton.', this );
  36828. return;
  36829. }
  36830. // potential future optimization: skip this if propertyIndex is already an integer
  36831. // and convert the integer string to a true integer.
  36832. targetObject = targetObject.skeleton.bones;
  36833. // support resolving morphTarget names into indices.
  36834. for ( let i = 0; i < targetObject.length; i ++ ) {
  36835. if ( targetObject[ i ].name === objectIndex ) {
  36836. objectIndex = i;
  36837. break;
  36838. }
  36839. }
  36840. break;
  36841. case 'map':
  36842. if ( 'map' in targetObject ) {
  36843. targetObject = targetObject.map;
  36844. break;
  36845. }
  36846. if ( ! targetObject.material ) {
  36847. console.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this );
  36848. return;
  36849. }
  36850. if ( ! targetObject.material.map ) {
  36851. console.error( 'THREE.PropertyBinding: Can not bind to material.map as node.material does not have a map.', this );
  36852. return;
  36853. }
  36854. targetObject = targetObject.material.map;
  36855. break;
  36856. default:
  36857. if ( targetObject[ objectName ] === undefined ) {
  36858. console.error( 'THREE.PropertyBinding: Can not bind to objectName of node undefined.', this );
  36859. return;
  36860. }
  36861. targetObject = targetObject[ objectName ];
  36862. }
  36863. if ( objectIndex !== undefined ) {
  36864. if ( targetObject[ objectIndex ] === undefined ) {
  36865. console.error( 'THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject );
  36866. return;
  36867. }
  36868. targetObject = targetObject[ objectIndex ];
  36869. }
  36870. }
  36871. // resolve property
  36872. const nodeProperty = targetObject[ propertyName ];
  36873. if ( nodeProperty === undefined ) {
  36874. const nodeName = parsedPath.nodeName;
  36875. console.error( 'THREE.PropertyBinding: Trying to update property for track: ' + nodeName +
  36876. '.' + propertyName + ' but it wasn\'t found.', targetObject );
  36877. return;
  36878. }
  36879. // determine versioning scheme
  36880. let versioning = this.Versioning.None;
  36881. this.targetObject = targetObject;
  36882. if ( targetObject.isMaterial === true ) {
  36883. versioning = this.Versioning.NeedsUpdate;
  36884. } else if ( targetObject.isObject3D === true ) {
  36885. versioning = this.Versioning.MatrixWorldNeedsUpdate;
  36886. }
  36887. // determine how the property gets bound
  36888. let bindingType = this.BindingType.Direct;
  36889. if ( propertyIndex !== undefined ) {
  36890. // access a sub element of the property array (only primitives are supported right now)
  36891. if ( propertyName === 'morphTargetInfluences' ) {
  36892. // potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.
  36893. // support resolving morphTarget names into indices.
  36894. if ( ! targetObject.geometry ) {
  36895. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this );
  36896. return;
  36897. }
  36898. if ( ! targetObject.geometry.morphAttributes ) {
  36899. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this );
  36900. return;
  36901. }
  36902. if ( targetObject.morphTargetDictionary[ propertyIndex ] !== undefined ) {
  36903. propertyIndex = targetObject.morphTargetDictionary[ propertyIndex ];
  36904. }
  36905. }
  36906. bindingType = this.BindingType.ArrayElement;
  36907. this.resolvedProperty = nodeProperty;
  36908. this.propertyIndex = propertyIndex;
  36909. } else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) {
  36910. // must use copy for Object3D.Euler/Quaternion
  36911. bindingType = this.BindingType.HasFromToArray;
  36912. this.resolvedProperty = nodeProperty;
  36913. } else if ( Array.isArray( nodeProperty ) ) {
  36914. bindingType = this.BindingType.EntireArray;
  36915. this.resolvedProperty = nodeProperty;
  36916. } else {
  36917. this.propertyName = propertyName;
  36918. }
  36919. // select getter / setter
  36920. this.getValue = this.GetterByBindingType[ bindingType ];
  36921. this.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ];
  36922. }
  36923. /**
  36924. * Unbinds the property.
  36925. */
  36926. unbind() {
  36927. this.node = null;
  36928. // back to the prototype version of getValue / setValue
  36929. // note: avoiding to mutate the shape of 'this' via 'delete'
  36930. this.getValue = this._getValue_unbound;
  36931. this.setValue = this._setValue_unbound;
  36932. }
  36933. }
  36934. PropertyBinding.Composite = Composite;
  36935. PropertyBinding.prototype.BindingType = {
  36936. Direct: 0,
  36937. EntireArray: 1,
  36938. ArrayElement: 2,
  36939. HasFromToArray: 3
  36940. };
  36941. PropertyBinding.prototype.Versioning = {
  36942. None: 0,
  36943. NeedsUpdate: 1,
  36944. MatrixWorldNeedsUpdate: 2
  36945. };
  36946. PropertyBinding.prototype.GetterByBindingType = [
  36947. PropertyBinding.prototype._getValue_direct,
  36948. PropertyBinding.prototype._getValue_array,
  36949. PropertyBinding.prototype._getValue_arrayElement,
  36950. PropertyBinding.prototype._getValue_toArray,
  36951. ];
  36952. PropertyBinding.prototype.SetterByBindingTypeAndVersioning = [
  36953. [
  36954. // Direct
  36955. PropertyBinding.prototype._setValue_direct,
  36956. PropertyBinding.prototype._setValue_direct_setNeedsUpdate,
  36957. PropertyBinding.prototype._setValue_direct_setMatrixWorldNeedsUpdate,
  36958. ], [
  36959. // EntireArray
  36960. PropertyBinding.prototype._setValue_array,
  36961. PropertyBinding.prototype._setValue_array_setNeedsUpdate,
  36962. PropertyBinding.prototype._setValue_array_setMatrixWorldNeedsUpdate,
  36963. ], [
  36964. // ArrayElement
  36965. PropertyBinding.prototype._setValue_arrayElement,
  36966. PropertyBinding.prototype._setValue_arrayElement_setNeedsUpdate,
  36967. PropertyBinding.prototype._setValue_arrayElement_setMatrixWorldNeedsUpdate,
  36968. ], [
  36969. // HasToFromArray
  36970. PropertyBinding.prototype._setValue_fromArray,
  36971. PropertyBinding.prototype._setValue_fromArray_setNeedsUpdate,
  36972. PropertyBinding.prototype._setValue_fromArray_setMatrixWorldNeedsUpdate,
  36973. ]
  36974. ];
  36975. /**
  36976. * A group of objects that receives a shared animation state.
  36977. *
  36978. * Usage:
  36979. *
  36980. * - Add objects you would otherwise pass as 'root' to the
  36981. * constructor or the .clipAction method of AnimationMixer.
  36982. * - Instead pass this object as 'root'.
  36983. * - You can also add and remove objects later when the mixer is running.
  36984. *
  36985. * Note:
  36986. *
  36987. * - Objects of this class appear as one object to the mixer,
  36988. * so cache control of the individual objects must be done on the group.
  36989. *
  36990. * Limitation:
  36991. *
  36992. * - The animated properties must be compatible among the all objects in the group.
  36993. * - A single property can either be controlled through a target group or directly, but not both.
  36994. */
  36995. class AnimationObjectGroup {
  36996. /**
  36997. * Constructs a new animation group.
  36998. *
  36999. * @param {...Object3D} arguments - An arbitrary number of 3D objects that share the same animation state.
  37000. */
  37001. constructor() {
  37002. /**
  37003. * This flag can be used for type testing.
  37004. *
  37005. * @type {boolean}
  37006. * @readonly
  37007. * @default true
  37008. */
  37009. this.isAnimationObjectGroup = true;
  37010. /**
  37011. * The UUID of the 3D object.
  37012. *
  37013. * @type {string}
  37014. * @readonly
  37015. */
  37016. this.uuid = generateUUID();
  37017. // cached objects followed by the active ones
  37018. this._objects = Array.prototype.slice.call( arguments );
  37019. this.nCachedObjects_ = 0; // threshold
  37020. // note: read by PropertyBinding.Composite
  37021. const indices = {};
  37022. this._indicesByUUID = indices; // for bookkeeping
  37023. for ( let i = 0, n = arguments.length; i !== n; ++ i ) {
  37024. indices[ arguments[ i ].uuid ] = i;
  37025. }
  37026. this._paths = []; // inside: string
  37027. this._parsedPaths = []; // inside: { we don't care, here }
  37028. this._bindings = []; // inside: Array< PropertyBinding >
  37029. this._bindingsIndicesByPath = {}; // inside: indices in these arrays
  37030. const scope = this;
  37031. this.stats = {
  37032. objects: {
  37033. get total() {
  37034. return scope._objects.length;
  37035. },
  37036. get inUse() {
  37037. return this.total - scope.nCachedObjects_;
  37038. }
  37039. },
  37040. get bindingsPerObject() {
  37041. return scope._bindings.length;
  37042. }
  37043. };
  37044. }
  37045. /**
  37046. * Adds an arbitrary number of objects to this animation group.
  37047. *
  37048. * @param {...Object3D} arguments - The 3D objects to add.
  37049. */
  37050. add() {
  37051. const objects = this._objects,
  37052. indicesByUUID = this._indicesByUUID,
  37053. paths = this._paths,
  37054. parsedPaths = this._parsedPaths,
  37055. bindings = this._bindings,
  37056. nBindings = bindings.length;
  37057. let knownObject = undefined,
  37058. nObjects = objects.length,
  37059. nCachedObjects = this.nCachedObjects_;
  37060. for ( let i = 0, n = arguments.length; i !== n; ++ i ) {
  37061. const object = arguments[ i ],
  37062. uuid = object.uuid;
  37063. let index = indicesByUUID[ uuid ];
  37064. if ( index === undefined ) {
  37065. // unknown object -> add it to the ACTIVE region
  37066. index = nObjects ++;
  37067. indicesByUUID[ uuid ] = index;
  37068. objects.push( object );
  37069. // accounting is done, now do the same for all bindings
  37070. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  37071. bindings[ j ].push( new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ) );
  37072. }
  37073. } else if ( index < nCachedObjects ) {
  37074. knownObject = objects[ index ];
  37075. // move existing object to the ACTIVE region
  37076. const firstActiveIndex = -- nCachedObjects,
  37077. lastCachedObject = objects[ firstActiveIndex ];
  37078. indicesByUUID[ lastCachedObject.uuid ] = index;
  37079. objects[ index ] = lastCachedObject;
  37080. indicesByUUID[ uuid ] = firstActiveIndex;
  37081. objects[ firstActiveIndex ] = object;
  37082. // accounting is done, now do the same for all bindings
  37083. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  37084. const bindingsForPath = bindings[ j ],
  37085. lastCached = bindingsForPath[ firstActiveIndex ];
  37086. let binding = bindingsForPath[ index ];
  37087. bindingsForPath[ index ] = lastCached;
  37088. if ( binding === undefined ) {
  37089. // since we do not bother to create new bindings
  37090. // for objects that are cached, the binding may
  37091. // or may not exist
  37092. binding = new PropertyBinding( object, paths[ j ], parsedPaths[ j ] );
  37093. }
  37094. bindingsForPath[ firstActiveIndex ] = binding;
  37095. }
  37096. } else if ( objects[ index ] !== knownObject ) {
  37097. console.error( 'THREE.AnimationObjectGroup: Different objects with the same UUID ' +
  37098. 'detected. Clean the caches or recreate your infrastructure when reloading scenes.' );
  37099. } // else the object is already where we want it to be
  37100. } // for arguments
  37101. this.nCachedObjects_ = nCachedObjects;
  37102. }
  37103. /**
  37104. * Removes an arbitrary number of objects to this animation group
  37105. *
  37106. * @param {...Object3D} arguments - The 3D objects to remove.
  37107. */
  37108. remove() {
  37109. const objects = this._objects,
  37110. indicesByUUID = this._indicesByUUID,
  37111. bindings = this._bindings,
  37112. nBindings = bindings.length;
  37113. let nCachedObjects = this.nCachedObjects_;
  37114. for ( let i = 0, n = arguments.length; i !== n; ++ i ) {
  37115. const object = arguments[ i ],
  37116. uuid = object.uuid,
  37117. index = indicesByUUID[ uuid ];
  37118. if ( index !== undefined && index >= nCachedObjects ) {
  37119. // move existing object into the CACHED region
  37120. const lastCachedIndex = nCachedObjects ++,
  37121. firstActiveObject = objects[ lastCachedIndex ];
  37122. indicesByUUID[ firstActiveObject.uuid ] = index;
  37123. objects[ index ] = firstActiveObject;
  37124. indicesByUUID[ uuid ] = lastCachedIndex;
  37125. objects[ lastCachedIndex ] = object;
  37126. // accounting is done, now do the same for all bindings
  37127. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  37128. const bindingsForPath = bindings[ j ],
  37129. firstActive = bindingsForPath[ lastCachedIndex ],
  37130. binding = bindingsForPath[ index ];
  37131. bindingsForPath[ index ] = firstActive;
  37132. bindingsForPath[ lastCachedIndex ] = binding;
  37133. }
  37134. }
  37135. } // for arguments
  37136. this.nCachedObjects_ = nCachedObjects;
  37137. }
  37138. /**
  37139. * Deallocates all memory resources for the passed 3D objects of this animation group.
  37140. *
  37141. * @param {...Object3D} arguments - The 3D objects to uncache.
  37142. */
  37143. uncache() {
  37144. const objects = this._objects,
  37145. indicesByUUID = this._indicesByUUID,
  37146. bindings = this._bindings,
  37147. nBindings = bindings.length;
  37148. let nCachedObjects = this.nCachedObjects_,
  37149. nObjects = objects.length;
  37150. for ( let i = 0, n = arguments.length; i !== n; ++ i ) {
  37151. const object = arguments[ i ],
  37152. uuid = object.uuid,
  37153. index = indicesByUUID[ uuid ];
  37154. if ( index !== undefined ) {
  37155. delete indicesByUUID[ uuid ];
  37156. if ( index < nCachedObjects ) {
  37157. // object is cached, shrink the CACHED region
  37158. const firstActiveIndex = -- nCachedObjects,
  37159. lastCachedObject = objects[ firstActiveIndex ],
  37160. lastIndex = -- nObjects,
  37161. lastObject = objects[ lastIndex ];
  37162. // last cached object takes this object's place
  37163. indicesByUUID[ lastCachedObject.uuid ] = index;
  37164. objects[ index ] = lastCachedObject;
  37165. // last object goes to the activated slot and pop
  37166. indicesByUUID[ lastObject.uuid ] = firstActiveIndex;
  37167. objects[ firstActiveIndex ] = lastObject;
  37168. objects.pop();
  37169. // accounting is done, now do the same for all bindings
  37170. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  37171. const bindingsForPath = bindings[ j ],
  37172. lastCached = bindingsForPath[ firstActiveIndex ],
  37173. last = bindingsForPath[ lastIndex ];
  37174. bindingsForPath[ index ] = lastCached;
  37175. bindingsForPath[ firstActiveIndex ] = last;
  37176. bindingsForPath.pop();
  37177. }
  37178. } else {
  37179. // object is active, just swap with the last and pop
  37180. const lastIndex = -- nObjects,
  37181. lastObject = objects[ lastIndex ];
  37182. if ( lastIndex > 0 ) {
  37183. indicesByUUID[ lastObject.uuid ] = index;
  37184. }
  37185. objects[ index ] = lastObject;
  37186. objects.pop();
  37187. // accounting is done, now do the same for all bindings
  37188. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  37189. const bindingsForPath = bindings[ j ];
  37190. bindingsForPath[ index ] = bindingsForPath[ lastIndex ];
  37191. bindingsForPath.pop();
  37192. }
  37193. } // cached or active
  37194. } // if object is known
  37195. } // for arguments
  37196. this.nCachedObjects_ = nCachedObjects;
  37197. }
  37198. // Internal interface used by befriended PropertyBinding.Composite:
  37199. subscribe_( path, parsedPath ) {
  37200. // returns an array of bindings for the given path that is changed
  37201. // according to the contained objects in the group
  37202. const indicesByPath = this._bindingsIndicesByPath;
  37203. let index = indicesByPath[ path ];
  37204. const bindings = this._bindings;
  37205. if ( index !== undefined ) return bindings[ index ];
  37206. const paths = this._paths,
  37207. parsedPaths = this._parsedPaths,
  37208. objects = this._objects,
  37209. nObjects = objects.length,
  37210. nCachedObjects = this.nCachedObjects_,
  37211. bindingsForPath = new Array( nObjects );
  37212. index = bindings.length;
  37213. indicesByPath[ path ] = index;
  37214. paths.push( path );
  37215. parsedPaths.push( parsedPath );
  37216. bindings.push( bindingsForPath );
  37217. for ( let i = nCachedObjects, n = objects.length; i !== n; ++ i ) {
  37218. const object = objects[ i ];
  37219. bindingsForPath[ i ] = new PropertyBinding( object, path, parsedPath );
  37220. }
  37221. return bindingsForPath;
  37222. }
  37223. unsubscribe_( path ) {
  37224. // tells the group to forget about a property path and no longer
  37225. // update the array previously obtained with 'subscribe_'
  37226. const indicesByPath = this._bindingsIndicesByPath,
  37227. index = indicesByPath[ path ];
  37228. if ( index !== undefined ) {
  37229. const paths = this._paths,
  37230. parsedPaths = this._parsedPaths,
  37231. bindings = this._bindings,
  37232. lastBindingsIndex = bindings.length - 1,
  37233. lastBindings = bindings[ lastBindingsIndex ],
  37234. lastBindingsPath = path[ lastBindingsIndex ];
  37235. indicesByPath[ lastBindingsPath ] = index;
  37236. bindings[ index ] = lastBindings;
  37237. bindings.pop();
  37238. parsedPaths[ index ] = parsedPaths[ lastBindingsIndex ];
  37239. parsedPaths.pop();
  37240. paths[ index ] = paths[ lastBindingsIndex ];
  37241. paths.pop();
  37242. }
  37243. }
  37244. }
  37245. /**
  37246. * An instance of `AnimationAction` schedules the playback of an animation which is
  37247. * stored in {@link AnimationClip}.
  37248. */
  37249. class AnimationAction {
  37250. /**
  37251. * Constructs a new animation action.
  37252. *
  37253. * @param {AnimationMixer} mixer - The mixer that is controlled by this action.
  37254. * @param {AnimationClip} clip - The animation clip that holds the actual keyframes.
  37255. * @param {?Object3D} [localRoot=null] - The root object on which this action is performed.
  37256. * @param {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)} [blendMode] - The blend mode.
  37257. */
  37258. constructor( mixer, clip, localRoot = null, blendMode = clip.blendMode ) {
  37259. this._mixer = mixer;
  37260. this._clip = clip;
  37261. this._localRoot = localRoot;
  37262. /**
  37263. * Defines how the animation is blended/combined when two or more animations
  37264. * are simultaneously played.
  37265. *
  37266. * @type {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)}
  37267. */
  37268. this.blendMode = blendMode;
  37269. const tracks = clip.tracks,
  37270. nTracks = tracks.length,
  37271. interpolants = new Array( nTracks );
  37272. const interpolantSettings = {
  37273. endingStart: ZeroCurvatureEnding,
  37274. endingEnd: ZeroCurvatureEnding
  37275. };
  37276. for ( let i = 0; i !== nTracks; ++ i ) {
  37277. const interpolant = tracks[ i ].createInterpolant( null );
  37278. interpolants[ i ] = interpolant;
  37279. interpolant.settings = interpolantSettings;
  37280. }
  37281. this._interpolantSettings = interpolantSettings;
  37282. this._interpolants = interpolants; // bound by the mixer
  37283. // inside: PropertyMixer (managed by the mixer)
  37284. this._propertyBindings = new Array( nTracks );
  37285. this._cacheIndex = null; // for the memory manager
  37286. this._byClipCacheIndex = null; // for the memory manager
  37287. this._timeScaleInterpolant = null;
  37288. this._weightInterpolant = null;
  37289. /**
  37290. * The loop mode, set via {@link AnimationAction#setLoop}.
  37291. *
  37292. * @type {(LoopRepeat|LoopOnce|LoopPingPong)}
  37293. * @default LoopRepeat
  37294. */
  37295. this.loop = LoopRepeat;
  37296. this._loopCount = - 1;
  37297. // global mixer time when the action is to be started
  37298. // it's set back to 'null' upon start of the action
  37299. this._startTime = null;
  37300. /**
  37301. * The local time of this action (in seconds, starting with `0`).
  37302. *
  37303. * The value gets clamped or wrapped to `[0,clip.duration]` (according to the
  37304. * loop state).
  37305. *
  37306. * @type {number}
  37307. * @default Infinity
  37308. */
  37309. this.time = 0;
  37310. /**
  37311. * Scaling factor for the {@link AnimationAction#time}. A value of `0` causes the
  37312. * animation to pause. Negative values cause the animation to play backwards.
  37313. *
  37314. * @type {number}
  37315. * @default 1
  37316. */
  37317. this.timeScale = 1;
  37318. this._effectiveTimeScale = 1;
  37319. /**
  37320. * The degree of influence of this action (in the interval `[0, 1]`). Values
  37321. * between `0` (no impact) and `1` (full impact) can be used to blend between
  37322. * several actions.
  37323. *
  37324. * @type {number}
  37325. * @default 1
  37326. */
  37327. this.weight = 1;
  37328. this._effectiveWeight = 1;
  37329. /**
  37330. * The number of repetitions of the performed clip over the course of this action.
  37331. * Can be set via {@link AnimationAction#setLoop}.
  37332. *
  37333. * Setting this number has no effect if {@link AnimationAction#loop} is set to
  37334. * `THREE:LoopOnce`.
  37335. *
  37336. * @type {number}
  37337. * @default Infinity
  37338. */
  37339. this.repetitions = Infinity;
  37340. /**
  37341. * If set to `true`, the playback of the action is paused.
  37342. *
  37343. * @type {boolean}
  37344. * @default false
  37345. */
  37346. this.paused = false;
  37347. /**
  37348. * If set to `false`, the action is disabled so it has no impact.
  37349. *
  37350. * When the action is re-enabled, the animation continues from its current
  37351. * time (setting `enabled` to `false` doesn't reset the action).
  37352. *
  37353. * @type {boolean}
  37354. * @default true
  37355. */
  37356. this.enabled = true;
  37357. /**
  37358. * If set to true the animation will automatically be paused on its last frame.
  37359. *
  37360. * If set to false, {@link AnimationAction#enabled} will automatically be switched
  37361. * to `false` when the last loop of the action has finished, so that this action has
  37362. * no further impact.
  37363. *
  37364. * Note: This member has no impact if the action is interrupted (it
  37365. * has only an effect if its last loop has really finished).
  37366. *
  37367. * @type {boolean}
  37368. * @default false
  37369. */
  37370. this.clampWhenFinished = false;
  37371. /**
  37372. * Enables smooth interpolation without separate clips for start, loop and end.
  37373. *
  37374. * @type {boolean}
  37375. * @default true
  37376. */
  37377. this.zeroSlopeAtStart = true;
  37378. /**
  37379. * Enables smooth interpolation without separate clips for start, loop and end.
  37380. *
  37381. * @type {boolean}
  37382. * @default true
  37383. */
  37384. this.zeroSlopeAtEnd = true;
  37385. }
  37386. /**
  37387. * Starts the playback of the animation.
  37388. *
  37389. * @return {AnimationAction} A reference to this animation action.
  37390. */
  37391. play() {
  37392. this._mixer._activateAction( this );
  37393. return this;
  37394. }
  37395. /**
  37396. * Stops the playback of the animation.
  37397. *
  37398. * @return {AnimationAction} A reference to this animation action.
  37399. */
  37400. stop() {
  37401. this._mixer._deactivateAction( this );
  37402. return this.reset();
  37403. }
  37404. /**
  37405. * Resets the playback of the animation.
  37406. *
  37407. * @return {AnimationAction} A reference to this animation action.
  37408. */
  37409. reset() {
  37410. this.paused = false;
  37411. this.enabled = true;
  37412. this.time = 0; // restart clip
  37413. this._loopCount = - 1;// forget previous loops
  37414. this._startTime = null;// forget scheduling
  37415. return this.stopFading().stopWarping();
  37416. }
  37417. /**
  37418. * Returns `true` if the animation is running.
  37419. *
  37420. * @return {boolean} Whether the animation is running or not.
  37421. */
  37422. isRunning() {
  37423. return this.enabled && ! this.paused && this.timeScale !== 0 &&
  37424. this._startTime === null && this._mixer._isActiveAction( this );
  37425. }
  37426. /**
  37427. * Returns `true` when {@link AnimationAction#play} has been called.
  37428. *
  37429. * @return {boolean} Whether the animation is scheduled or not.
  37430. */
  37431. isScheduled() {
  37432. return this._mixer._isActiveAction( this );
  37433. }
  37434. /**
  37435. * Defines the time when the animation should start.
  37436. *
  37437. * @param {number} time - The start time in seconds.
  37438. * @return {AnimationAction} A reference to this animation action.
  37439. */
  37440. startAt( time ) {
  37441. this._startTime = time;
  37442. return this;
  37443. }
  37444. /**
  37445. * Configures the loop settings for this action.
  37446. *
  37447. * @param {(LoopRepeat|LoopOnce|LoopPingPong)} mode - The loop mode.
  37448. * @param {number} repetitions - The number of repetitions.
  37449. * @return {AnimationAction} A reference to this animation action.
  37450. */
  37451. setLoop( mode, repetitions ) {
  37452. this.loop = mode;
  37453. this.repetitions = repetitions;
  37454. return this;
  37455. }
  37456. /**
  37457. * Sets the effective weight of this action.
  37458. *
  37459. * An action has no effect and thus an effective weight of zero when the
  37460. * action is disabled.
  37461. *
  37462. * @param {number} weight - The weight to set.
  37463. * @return {AnimationAction} A reference to this animation action.
  37464. */
  37465. setEffectiveWeight( weight ) {
  37466. this.weight = weight;
  37467. // note: same logic as when updated at runtime
  37468. this._effectiveWeight = this.enabled ? weight : 0;
  37469. return this.stopFading();
  37470. }
  37471. /**
  37472. * Returns the effective weight of this action.
  37473. *
  37474. * @return {number} The effective weight.
  37475. */
  37476. getEffectiveWeight() {
  37477. return this._effectiveWeight;
  37478. }
  37479. /**
  37480. * Fades the animation in by increasing its weight gradually from `0` to `1`,
  37481. * within the passed time interval.
  37482. *
  37483. * @param {number} duration - The duration of the fade.
  37484. * @return {AnimationAction} A reference to this animation action.
  37485. */
  37486. fadeIn( duration ) {
  37487. return this._scheduleFading( duration, 0, 1 );
  37488. }
  37489. /**
  37490. * Fades the animation out by decreasing its weight gradually from `1` to `0`,
  37491. * within the passed time interval.
  37492. *
  37493. * @param {number} duration - The duration of the fade.
  37494. * @return {AnimationAction} A reference to this animation action.
  37495. */
  37496. fadeOut( duration ) {
  37497. return this._scheduleFading( duration, 1, 0 );
  37498. }
  37499. /**
  37500. * Causes this action to fade in and the given action to fade out,
  37501. * within the passed time interval.
  37502. *
  37503. * @param {AnimationAction} fadeOutAction - The animation action to fade out.
  37504. * @param {number} duration - The duration of the fade.
  37505. * @param {boolean} [warp=false] - Whether warping should be used or not.
  37506. * @return {AnimationAction} A reference to this animation action.
  37507. */
  37508. crossFadeFrom( fadeOutAction, duration, warp = false ) {
  37509. fadeOutAction.fadeOut( duration );
  37510. this.fadeIn( duration );
  37511. if ( warp === true ) {
  37512. const fadeInDuration = this._clip.duration,
  37513. fadeOutDuration = fadeOutAction._clip.duration,
  37514. startEndRatio = fadeOutDuration / fadeInDuration,
  37515. endStartRatio = fadeInDuration / fadeOutDuration;
  37516. fadeOutAction.warp( 1.0, startEndRatio, duration );
  37517. this.warp( endStartRatio, 1.0, duration );
  37518. }
  37519. return this;
  37520. }
  37521. /**
  37522. * Causes this action to fade out and the given action to fade in,
  37523. * within the passed time interval.
  37524. *
  37525. * @param {AnimationAction} fadeInAction - The animation action to fade in.
  37526. * @param {number} duration - The duration of the fade.
  37527. * @param {boolean} [warp=false] - Whether warping should be used or not.
  37528. * @return {AnimationAction} A reference to this animation action.
  37529. */
  37530. crossFadeTo( fadeInAction, duration, warp = false ) {
  37531. return fadeInAction.crossFadeFrom( this, duration, warp );
  37532. }
  37533. /**
  37534. * Stops any fading which is applied to this action.
  37535. *
  37536. * @return {AnimationAction} A reference to this animation action.
  37537. */
  37538. stopFading() {
  37539. const weightInterpolant = this._weightInterpolant;
  37540. if ( weightInterpolant !== null ) {
  37541. this._weightInterpolant = null;
  37542. this._mixer._takeBackControlInterpolant( weightInterpolant );
  37543. }
  37544. return this;
  37545. }
  37546. /**
  37547. * Sets the effective time scale of this action.
  37548. *
  37549. * An action has no effect and thus an effective time scale of zero when the
  37550. * action is paused.
  37551. *
  37552. * @param {number} timeScale - The time scale to set.
  37553. * @return {AnimationAction} A reference to this animation action.
  37554. */
  37555. setEffectiveTimeScale( timeScale ) {
  37556. this.timeScale = timeScale;
  37557. this._effectiveTimeScale = this.paused ? 0 : timeScale;
  37558. return this.stopWarping();
  37559. }
  37560. /**
  37561. * Returns the effective time scale of this action.
  37562. *
  37563. * @return {number} The effective time scale.
  37564. */
  37565. getEffectiveTimeScale() {
  37566. return this._effectiveTimeScale;
  37567. }
  37568. /**
  37569. * Sets the duration for a single loop of this action.
  37570. *
  37571. * @param {number} duration - The duration to set.
  37572. * @return {AnimationAction} A reference to this animation action.
  37573. */
  37574. setDuration( duration ) {
  37575. this.timeScale = this._clip.duration / duration;
  37576. return this.stopWarping();
  37577. }
  37578. /**
  37579. * Synchronizes this action with the passed other action.
  37580. *
  37581. * @param {AnimationAction} action - The action to sync with.
  37582. * @return {AnimationAction} A reference to this animation action.
  37583. */
  37584. syncWith( action ) {
  37585. this.time = action.time;
  37586. this.timeScale = action.timeScale;
  37587. return this.stopWarping();
  37588. }
  37589. /**
  37590. * Decelerates this animation's speed to `0` within the passed time interval.
  37591. *
  37592. * @param {number} duration - The duration.
  37593. * @return {AnimationAction} A reference to this animation action.
  37594. */
  37595. halt( duration ) {
  37596. return this.warp( this._effectiveTimeScale, 0, duration );
  37597. }
  37598. /**
  37599. * Changes the playback speed, within the passed time interval, by modifying
  37600. * {@link AnimationAction#timeScale} gradually from `startTimeScale` to
  37601. * `endTimeScale`.
  37602. *
  37603. * @param {number} startTimeScale - The start time scale.
  37604. * @param {number} endTimeScale - The end time scale.
  37605. * @param {number} duration - The duration.
  37606. * @return {AnimationAction} A reference to this animation action.
  37607. */
  37608. warp( startTimeScale, endTimeScale, duration ) {
  37609. const mixer = this._mixer,
  37610. now = mixer.time,
  37611. timeScale = this.timeScale;
  37612. let interpolant = this._timeScaleInterpolant;
  37613. if ( interpolant === null ) {
  37614. interpolant = mixer._lendControlInterpolant();
  37615. this._timeScaleInterpolant = interpolant;
  37616. }
  37617. const times = interpolant.parameterPositions,
  37618. values = interpolant.sampleValues;
  37619. times[ 0 ] = now;
  37620. times[ 1 ] = now + duration;
  37621. values[ 0 ] = startTimeScale / timeScale;
  37622. values[ 1 ] = endTimeScale / timeScale;
  37623. return this;
  37624. }
  37625. /**
  37626. * Stops any scheduled warping which is applied to this action.
  37627. *
  37628. * @return {AnimationAction} A reference to this animation action.
  37629. */
  37630. stopWarping() {
  37631. const timeScaleInterpolant = this._timeScaleInterpolant;
  37632. if ( timeScaleInterpolant !== null ) {
  37633. this._timeScaleInterpolant = null;
  37634. this._mixer._takeBackControlInterpolant( timeScaleInterpolant );
  37635. }
  37636. return this;
  37637. }
  37638. /**
  37639. * Returns the animation mixer of this animation action.
  37640. *
  37641. * @return {AnimationMixer} The animation mixer.
  37642. */
  37643. getMixer() {
  37644. return this._mixer;
  37645. }
  37646. /**
  37647. * Returns the animation clip of this animation action.
  37648. *
  37649. * @return {AnimationClip} The animation clip.
  37650. */
  37651. getClip() {
  37652. return this._clip;
  37653. }
  37654. /**
  37655. * Returns the root object of this animation action.
  37656. *
  37657. * @return {Object3D} The root object.
  37658. */
  37659. getRoot() {
  37660. return this._localRoot || this._mixer._root;
  37661. }
  37662. // Interna
  37663. _update( time, deltaTime, timeDirection, accuIndex ) {
  37664. // called by the mixer
  37665. if ( ! this.enabled ) {
  37666. // call ._updateWeight() to update ._effectiveWeight
  37667. this._updateWeight( time );
  37668. return;
  37669. }
  37670. const startTime = this._startTime;
  37671. if ( startTime !== null ) {
  37672. // check for scheduled start of action
  37673. const timeRunning = ( time - startTime ) * timeDirection;
  37674. if ( timeRunning < 0 || timeDirection === 0 ) {
  37675. deltaTime = 0;
  37676. } else {
  37677. this._startTime = null; // unschedule
  37678. deltaTime = timeDirection * timeRunning;
  37679. }
  37680. }
  37681. // apply time scale and advance time
  37682. deltaTime *= this._updateTimeScale( time );
  37683. const clipTime = this._updateTime( deltaTime );
  37684. // note: _updateTime may disable the action resulting in
  37685. // an effective weight of 0
  37686. const weight = this._updateWeight( time );
  37687. if ( weight > 0 ) {
  37688. const interpolants = this._interpolants;
  37689. const propertyMixers = this._propertyBindings;
  37690. switch ( this.blendMode ) {
  37691. case AdditiveAnimationBlendMode:
  37692. for ( let j = 0, m = interpolants.length; j !== m; ++ j ) {
  37693. interpolants[ j ].evaluate( clipTime );
  37694. propertyMixers[ j ].accumulateAdditive( weight );
  37695. }
  37696. break;
  37697. case NormalAnimationBlendMode:
  37698. default:
  37699. for ( let j = 0, m = interpolants.length; j !== m; ++ j ) {
  37700. interpolants[ j ].evaluate( clipTime );
  37701. propertyMixers[ j ].accumulate( accuIndex, weight );
  37702. }
  37703. }
  37704. }
  37705. }
  37706. _updateWeight( time ) {
  37707. let weight = 0;
  37708. if ( this.enabled ) {
  37709. weight = this.weight;
  37710. const interpolant = this._weightInterpolant;
  37711. if ( interpolant !== null ) {
  37712. const interpolantValue = interpolant.evaluate( time )[ 0 ];
  37713. weight *= interpolantValue;
  37714. if ( time > interpolant.parameterPositions[ 1 ] ) {
  37715. this.stopFading();
  37716. if ( interpolantValue === 0 ) {
  37717. // faded out, disable
  37718. this.enabled = false;
  37719. }
  37720. }
  37721. }
  37722. }
  37723. this._effectiveWeight = weight;
  37724. return weight;
  37725. }
  37726. _updateTimeScale( time ) {
  37727. let timeScale = 0;
  37728. if ( ! this.paused ) {
  37729. timeScale = this.timeScale;
  37730. const interpolant = this._timeScaleInterpolant;
  37731. if ( interpolant !== null ) {
  37732. const interpolantValue = interpolant.evaluate( time )[ 0 ];
  37733. timeScale *= interpolantValue;
  37734. if ( time > interpolant.parameterPositions[ 1 ] ) {
  37735. this.stopWarping();
  37736. if ( timeScale === 0 ) {
  37737. // motion has halted, pause
  37738. this.paused = true;
  37739. } else {
  37740. // warp done - apply final time scale
  37741. this.timeScale = timeScale;
  37742. }
  37743. }
  37744. }
  37745. }
  37746. this._effectiveTimeScale = timeScale;
  37747. return timeScale;
  37748. }
  37749. _updateTime( deltaTime ) {
  37750. const duration = this._clip.duration;
  37751. const loop = this.loop;
  37752. let time = this.time + deltaTime;
  37753. let loopCount = this._loopCount;
  37754. const pingPong = ( loop === LoopPingPong );
  37755. if ( deltaTime === 0 ) {
  37756. if ( loopCount === - 1 ) return time;
  37757. return ( pingPong && ( loopCount & 1 ) === 1 ) ? duration - time : time;
  37758. }
  37759. if ( loop === LoopOnce ) {
  37760. if ( loopCount === - 1 ) {
  37761. // just started
  37762. this._loopCount = 0;
  37763. this._setEndings( true, true, false );
  37764. }
  37765. handle_stop: {
  37766. if ( time >= duration ) {
  37767. time = duration;
  37768. } else if ( time < 0 ) {
  37769. time = 0;
  37770. } else {
  37771. this.time = time;
  37772. break handle_stop;
  37773. }
  37774. if ( this.clampWhenFinished ) this.paused = true;
  37775. else this.enabled = false;
  37776. this.time = time;
  37777. this._mixer.dispatchEvent( {
  37778. type: 'finished', action: this,
  37779. direction: deltaTime < 0 ? - 1 : 1
  37780. } );
  37781. }
  37782. } else { // repetitive Repeat or PingPong
  37783. if ( loopCount === - 1 ) {
  37784. // just started
  37785. if ( deltaTime >= 0 ) {
  37786. loopCount = 0;
  37787. this._setEndings( true, this.repetitions === 0, pingPong );
  37788. } else {
  37789. // when looping in reverse direction, the initial
  37790. // transition through zero counts as a repetition,
  37791. // so leave loopCount at -1
  37792. this._setEndings( this.repetitions === 0, true, pingPong );
  37793. }
  37794. }
  37795. if ( time >= duration || time < 0 ) {
  37796. // wrap around
  37797. const loopDelta = Math.floor( time / duration ); // signed
  37798. time -= duration * loopDelta;
  37799. loopCount += Math.abs( loopDelta );
  37800. const pending = this.repetitions - loopCount;
  37801. if ( pending <= 0 ) {
  37802. // have to stop (switch state, clamp time, fire event)
  37803. if ( this.clampWhenFinished ) this.paused = true;
  37804. else this.enabled = false;
  37805. time = deltaTime > 0 ? duration : 0;
  37806. this.time = time;
  37807. this._mixer.dispatchEvent( {
  37808. type: 'finished', action: this,
  37809. direction: deltaTime > 0 ? 1 : - 1
  37810. } );
  37811. } else {
  37812. // keep running
  37813. if ( pending === 1 ) {
  37814. // entering the last round
  37815. const atStart = deltaTime < 0;
  37816. this._setEndings( atStart, ! atStart, pingPong );
  37817. } else {
  37818. this._setEndings( false, false, pingPong );
  37819. }
  37820. this._loopCount = loopCount;
  37821. this.time = time;
  37822. this._mixer.dispatchEvent( {
  37823. type: 'loop', action: this, loopDelta: loopDelta
  37824. } );
  37825. }
  37826. } else {
  37827. this.time = time;
  37828. }
  37829. if ( pingPong && ( loopCount & 1 ) === 1 ) {
  37830. // invert time for the "pong round"
  37831. return duration - time;
  37832. }
  37833. }
  37834. return time;
  37835. }
  37836. _setEndings( atStart, atEnd, pingPong ) {
  37837. const settings = this._interpolantSettings;
  37838. if ( pingPong ) {
  37839. settings.endingStart = ZeroSlopeEnding;
  37840. settings.endingEnd = ZeroSlopeEnding;
  37841. } else {
  37842. // assuming for LoopOnce atStart == atEnd == true
  37843. if ( atStart ) {
  37844. settings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding;
  37845. } else {
  37846. settings.endingStart = WrapAroundEnding;
  37847. }
  37848. if ( atEnd ) {
  37849. settings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding;
  37850. } else {
  37851. settings.endingEnd = WrapAroundEnding;
  37852. }
  37853. }
  37854. }
  37855. _scheduleFading( duration, weightNow, weightThen ) {
  37856. const mixer = this._mixer, now = mixer.time;
  37857. let interpolant = this._weightInterpolant;
  37858. if ( interpolant === null ) {
  37859. interpolant = mixer._lendControlInterpolant();
  37860. this._weightInterpolant = interpolant;
  37861. }
  37862. const times = interpolant.parameterPositions,
  37863. values = interpolant.sampleValues;
  37864. times[ 0 ] = now;
  37865. values[ 0 ] = weightNow;
  37866. times[ 1 ] = now + duration;
  37867. values[ 1 ] = weightThen;
  37868. return this;
  37869. }
  37870. }
  37871. const _controlInterpolantsResultBuffer = new Float32Array( 1 );
  37872. /**
  37873. * `AnimationMixer` is a player for animations on a particular object in
  37874. * the scene. When multiple objects in the scene are animated independently,
  37875. * one `AnimationMixer` may be used for each object.
  37876. */
  37877. class AnimationMixer extends EventDispatcher {
  37878. /**
  37879. * Constructs a new animation mixer.
  37880. *
  37881. * @param {Object3D} root - The object whose animations shall be played by this mixer.
  37882. */
  37883. constructor( root ) {
  37884. super();
  37885. this._root = root;
  37886. this._initMemoryManager();
  37887. this._accuIndex = 0;
  37888. /**
  37889. * The global mixer time (in seconds; starting with `0` on the mixer's creation).
  37890. *
  37891. * @type {number}
  37892. * @default 0
  37893. */
  37894. this.time = 0;
  37895. /**
  37896. * A scaling factor for the global time.
  37897. *
  37898. * Note: Setting this member to `0` and later back to `1` is a
  37899. * possibility to pause/unpause all actions that are controlled by this
  37900. * mixer.
  37901. *
  37902. * @type {number}
  37903. * @default 1
  37904. */
  37905. this.timeScale = 1.0;
  37906. }
  37907. _bindAction( action, prototypeAction ) {
  37908. const root = action._localRoot || this._root,
  37909. tracks = action._clip.tracks,
  37910. nTracks = tracks.length,
  37911. bindings = action._propertyBindings,
  37912. interpolants = action._interpolants,
  37913. rootUuid = root.uuid,
  37914. bindingsByRoot = this._bindingsByRootAndName;
  37915. let bindingsByName = bindingsByRoot[ rootUuid ];
  37916. if ( bindingsByName === undefined ) {
  37917. bindingsByName = {};
  37918. bindingsByRoot[ rootUuid ] = bindingsByName;
  37919. }
  37920. for ( let i = 0; i !== nTracks; ++ i ) {
  37921. const track = tracks[ i ],
  37922. trackName = track.name;
  37923. let binding = bindingsByName[ trackName ];
  37924. if ( binding !== undefined ) {
  37925. ++ binding.referenceCount;
  37926. bindings[ i ] = binding;
  37927. } else {
  37928. binding = bindings[ i ];
  37929. if ( binding !== undefined ) {
  37930. // existing binding, make sure the cache knows
  37931. if ( binding._cacheIndex === null ) {
  37932. ++ binding.referenceCount;
  37933. this._addInactiveBinding( binding, rootUuid, trackName );
  37934. }
  37935. continue;
  37936. }
  37937. const path = prototypeAction && prototypeAction.
  37938. _propertyBindings[ i ].binding.parsedPath;
  37939. binding = new PropertyMixer(
  37940. PropertyBinding.create( root, trackName, path ),
  37941. track.ValueTypeName, track.getValueSize() );
  37942. ++ binding.referenceCount;
  37943. this._addInactiveBinding( binding, rootUuid, trackName );
  37944. bindings[ i ] = binding;
  37945. }
  37946. interpolants[ i ].resultBuffer = binding.buffer;
  37947. }
  37948. }
  37949. _activateAction( action ) {
  37950. if ( ! this._isActiveAction( action ) ) {
  37951. if ( action._cacheIndex === null ) {
  37952. // this action has been forgotten by the cache, but the user
  37953. // appears to be still using it -> rebind
  37954. const rootUuid = ( action._localRoot || this._root ).uuid,
  37955. clipUuid = action._clip.uuid,
  37956. actionsForClip = this._actionsByClip[ clipUuid ];
  37957. this._bindAction( action,
  37958. actionsForClip && actionsForClip.knownActions[ 0 ] );
  37959. this._addInactiveAction( action, clipUuid, rootUuid );
  37960. }
  37961. const bindings = action._propertyBindings;
  37962. // increment reference counts / sort out state
  37963. for ( let i = 0, n = bindings.length; i !== n; ++ i ) {
  37964. const binding = bindings[ i ];
  37965. if ( binding.useCount ++ === 0 ) {
  37966. this._lendBinding( binding );
  37967. binding.saveOriginalState();
  37968. }
  37969. }
  37970. this._lendAction( action );
  37971. }
  37972. }
  37973. _deactivateAction( action ) {
  37974. if ( this._isActiveAction( action ) ) {
  37975. const bindings = action._propertyBindings;
  37976. // decrement reference counts / sort out state
  37977. for ( let i = 0, n = bindings.length; i !== n; ++ i ) {
  37978. const binding = bindings[ i ];
  37979. if ( -- binding.useCount === 0 ) {
  37980. binding.restoreOriginalState();
  37981. this._takeBackBinding( binding );
  37982. }
  37983. }
  37984. this._takeBackAction( action );
  37985. }
  37986. }
  37987. // Memory manager
  37988. _initMemoryManager() {
  37989. this._actions = []; // 'nActiveActions' followed by inactive ones
  37990. this._nActiveActions = 0;
  37991. this._actionsByClip = {};
  37992. // inside:
  37993. // {
  37994. // knownActions: Array< AnimationAction > - used as prototypes
  37995. // actionByRoot: AnimationAction - lookup
  37996. // }
  37997. this._bindings = []; // 'nActiveBindings' followed by inactive ones
  37998. this._nActiveBindings = 0;
  37999. this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer >
  38000. this._controlInterpolants = []; // same game as above
  38001. this._nActiveControlInterpolants = 0;
  38002. const scope = this;
  38003. this.stats = {
  38004. actions: {
  38005. get total() {
  38006. return scope._actions.length;
  38007. },
  38008. get inUse() {
  38009. return scope._nActiveActions;
  38010. }
  38011. },
  38012. bindings: {
  38013. get total() {
  38014. return scope._bindings.length;
  38015. },
  38016. get inUse() {
  38017. return scope._nActiveBindings;
  38018. }
  38019. },
  38020. controlInterpolants: {
  38021. get total() {
  38022. return scope._controlInterpolants.length;
  38023. },
  38024. get inUse() {
  38025. return scope._nActiveControlInterpolants;
  38026. }
  38027. }
  38028. };
  38029. }
  38030. // Memory management for AnimationAction objects
  38031. _isActiveAction( action ) {
  38032. const index = action._cacheIndex;
  38033. return index !== null && index < this._nActiveActions;
  38034. }
  38035. _addInactiveAction( action, clipUuid, rootUuid ) {
  38036. const actions = this._actions,
  38037. actionsByClip = this._actionsByClip;
  38038. let actionsForClip = actionsByClip[ clipUuid ];
  38039. if ( actionsForClip === undefined ) {
  38040. actionsForClip = {
  38041. knownActions: [ action ],
  38042. actionByRoot: {}
  38043. };
  38044. action._byClipCacheIndex = 0;
  38045. actionsByClip[ clipUuid ] = actionsForClip;
  38046. } else {
  38047. const knownActions = actionsForClip.knownActions;
  38048. action._byClipCacheIndex = knownActions.length;
  38049. knownActions.push( action );
  38050. }
  38051. action._cacheIndex = actions.length;
  38052. actions.push( action );
  38053. actionsForClip.actionByRoot[ rootUuid ] = action;
  38054. }
  38055. _removeInactiveAction( action ) {
  38056. const actions = this._actions,
  38057. lastInactiveAction = actions[ actions.length - 1 ],
  38058. cacheIndex = action._cacheIndex;
  38059. lastInactiveAction._cacheIndex = cacheIndex;
  38060. actions[ cacheIndex ] = lastInactiveAction;
  38061. actions.pop();
  38062. action._cacheIndex = null;
  38063. const clipUuid = action._clip.uuid,
  38064. actionsByClip = this._actionsByClip,
  38065. actionsForClip = actionsByClip[ clipUuid ],
  38066. knownActionsForClip = actionsForClip.knownActions,
  38067. lastKnownAction =
  38068. knownActionsForClip[ knownActionsForClip.length - 1 ],
  38069. byClipCacheIndex = action._byClipCacheIndex;
  38070. lastKnownAction._byClipCacheIndex = byClipCacheIndex;
  38071. knownActionsForClip[ byClipCacheIndex ] = lastKnownAction;
  38072. knownActionsForClip.pop();
  38073. action._byClipCacheIndex = null;
  38074. const actionByRoot = actionsForClip.actionByRoot,
  38075. rootUuid = ( action._localRoot || this._root ).uuid;
  38076. delete actionByRoot[ rootUuid ];
  38077. if ( knownActionsForClip.length === 0 ) {
  38078. delete actionsByClip[ clipUuid ];
  38079. }
  38080. this._removeInactiveBindingsForAction( action );
  38081. }
  38082. _removeInactiveBindingsForAction( action ) {
  38083. const bindings = action._propertyBindings;
  38084. for ( let i = 0, n = bindings.length; i !== n; ++ i ) {
  38085. const binding = bindings[ i ];
  38086. if ( -- binding.referenceCount === 0 ) {
  38087. this._removeInactiveBinding( binding );
  38088. }
  38089. }
  38090. }
  38091. _lendAction( action ) {
  38092. // [ active actions | inactive actions ]
  38093. // [ active actions >| inactive actions ]
  38094. // s a
  38095. // <-swap->
  38096. // a s
  38097. const actions = this._actions,
  38098. prevIndex = action._cacheIndex,
  38099. lastActiveIndex = this._nActiveActions ++,
  38100. firstInactiveAction = actions[ lastActiveIndex ];
  38101. action._cacheIndex = lastActiveIndex;
  38102. actions[ lastActiveIndex ] = action;
  38103. firstInactiveAction._cacheIndex = prevIndex;
  38104. actions[ prevIndex ] = firstInactiveAction;
  38105. }
  38106. _takeBackAction( action ) {
  38107. // [ active actions | inactive actions ]
  38108. // [ active actions |< inactive actions ]
  38109. // a s
  38110. // <-swap->
  38111. // s a
  38112. const actions = this._actions,
  38113. prevIndex = action._cacheIndex,
  38114. firstInactiveIndex = -- this._nActiveActions,
  38115. lastActiveAction = actions[ firstInactiveIndex ];
  38116. action._cacheIndex = firstInactiveIndex;
  38117. actions[ firstInactiveIndex ] = action;
  38118. lastActiveAction._cacheIndex = prevIndex;
  38119. actions[ prevIndex ] = lastActiveAction;
  38120. }
  38121. // Memory management for PropertyMixer objects
  38122. _addInactiveBinding( binding, rootUuid, trackName ) {
  38123. const bindingsByRoot = this._bindingsByRootAndName,
  38124. bindings = this._bindings;
  38125. let bindingByName = bindingsByRoot[ rootUuid ];
  38126. if ( bindingByName === undefined ) {
  38127. bindingByName = {};
  38128. bindingsByRoot[ rootUuid ] = bindingByName;
  38129. }
  38130. bindingByName[ trackName ] = binding;
  38131. binding._cacheIndex = bindings.length;
  38132. bindings.push( binding );
  38133. }
  38134. _removeInactiveBinding( binding ) {
  38135. const bindings = this._bindings,
  38136. propBinding = binding.binding,
  38137. rootUuid = propBinding.rootNode.uuid,
  38138. trackName = propBinding.path,
  38139. bindingsByRoot = this._bindingsByRootAndName,
  38140. bindingByName = bindingsByRoot[ rootUuid ],
  38141. lastInactiveBinding = bindings[ bindings.length - 1 ],
  38142. cacheIndex = binding._cacheIndex;
  38143. lastInactiveBinding._cacheIndex = cacheIndex;
  38144. bindings[ cacheIndex ] = lastInactiveBinding;
  38145. bindings.pop();
  38146. delete bindingByName[ trackName ];
  38147. if ( Object.keys( bindingByName ).length === 0 ) {
  38148. delete bindingsByRoot[ rootUuid ];
  38149. }
  38150. }
  38151. _lendBinding( binding ) {
  38152. const bindings = this._bindings,
  38153. prevIndex = binding._cacheIndex,
  38154. lastActiveIndex = this._nActiveBindings ++,
  38155. firstInactiveBinding = bindings[ lastActiveIndex ];
  38156. binding._cacheIndex = lastActiveIndex;
  38157. bindings[ lastActiveIndex ] = binding;
  38158. firstInactiveBinding._cacheIndex = prevIndex;
  38159. bindings[ prevIndex ] = firstInactiveBinding;
  38160. }
  38161. _takeBackBinding( binding ) {
  38162. const bindings = this._bindings,
  38163. prevIndex = binding._cacheIndex,
  38164. firstInactiveIndex = -- this._nActiveBindings,
  38165. lastActiveBinding = bindings[ firstInactiveIndex ];
  38166. binding._cacheIndex = firstInactiveIndex;
  38167. bindings[ firstInactiveIndex ] = binding;
  38168. lastActiveBinding._cacheIndex = prevIndex;
  38169. bindings[ prevIndex ] = lastActiveBinding;
  38170. }
  38171. // Memory management of Interpolants for weight and time scale
  38172. _lendControlInterpolant() {
  38173. const interpolants = this._controlInterpolants,
  38174. lastActiveIndex = this._nActiveControlInterpolants ++;
  38175. let interpolant = interpolants[ lastActiveIndex ];
  38176. if ( interpolant === undefined ) {
  38177. interpolant = new LinearInterpolant(
  38178. new Float32Array( 2 ), new Float32Array( 2 ),
  38179. 1, _controlInterpolantsResultBuffer );
  38180. interpolant.__cacheIndex = lastActiveIndex;
  38181. interpolants[ lastActiveIndex ] = interpolant;
  38182. }
  38183. return interpolant;
  38184. }
  38185. _takeBackControlInterpolant( interpolant ) {
  38186. const interpolants = this._controlInterpolants,
  38187. prevIndex = interpolant.__cacheIndex,
  38188. firstInactiveIndex = -- this._nActiveControlInterpolants,
  38189. lastActiveInterpolant = interpolants[ firstInactiveIndex ];
  38190. interpolant.__cacheIndex = firstInactiveIndex;
  38191. interpolants[ firstInactiveIndex ] = interpolant;
  38192. lastActiveInterpolant.__cacheIndex = prevIndex;
  38193. interpolants[ prevIndex ] = lastActiveInterpolant;
  38194. }
  38195. /**
  38196. * Returns an instance of {@link AnimationAction} for the passed clip.
  38197. *
  38198. * If an action fitting the clip and root parameters doesn't yet exist, it
  38199. * will be created by this method. Calling this method several times with the
  38200. * same clip and root parameters always returns the same action.
  38201. *
  38202. * @param {AnimationClip|string} clip - An animation clip or alternatively the name of the animation clip.
  38203. * @param {Object3D} [optionalRoot] - An alternative root object.
  38204. * @param {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)} [blendMode] - The blend mode.
  38205. * @return {?AnimationAction} The animation action.
  38206. */
  38207. clipAction( clip, optionalRoot, blendMode ) {
  38208. const root = optionalRoot || this._root,
  38209. rootUuid = root.uuid;
  38210. let clipObject = typeof clip === 'string' ? AnimationClip.findByName( root, clip ) : clip;
  38211. const clipUuid = clipObject !== null ? clipObject.uuid : clip;
  38212. const actionsForClip = this._actionsByClip[ clipUuid ];
  38213. let prototypeAction = null;
  38214. if ( blendMode === undefined ) {
  38215. if ( clipObject !== null ) {
  38216. blendMode = clipObject.blendMode;
  38217. } else {
  38218. blendMode = NormalAnimationBlendMode;
  38219. }
  38220. }
  38221. if ( actionsForClip !== undefined ) {
  38222. const existingAction = actionsForClip.actionByRoot[ rootUuid ];
  38223. if ( existingAction !== undefined && existingAction.blendMode === blendMode ) {
  38224. return existingAction;
  38225. }
  38226. // we know the clip, so we don't have to parse all
  38227. // the bindings again but can just copy
  38228. prototypeAction = actionsForClip.knownActions[ 0 ];
  38229. // also, take the clip from the prototype action
  38230. if ( clipObject === null )
  38231. clipObject = prototypeAction._clip;
  38232. }
  38233. // clip must be known when specified via string
  38234. if ( clipObject === null ) return null;
  38235. // allocate all resources required to run it
  38236. const newAction = new AnimationAction( this, clipObject, optionalRoot, blendMode );
  38237. this._bindAction( newAction, prototypeAction );
  38238. // and make the action known to the memory manager
  38239. this._addInactiveAction( newAction, clipUuid, rootUuid );
  38240. return newAction;
  38241. }
  38242. /**
  38243. * Returns an existing animation action for the passed clip.
  38244. *
  38245. * @param {AnimationClip|string} clip - An animation clip or alternatively the name of the animation clip.
  38246. * @param {Object3D} [optionalRoot] - An alternative root object.
  38247. * @return {?AnimationAction} The animation action. Returns `null` if no action was found.
  38248. */
  38249. existingAction( clip, optionalRoot ) {
  38250. const root = optionalRoot || this._root,
  38251. rootUuid = root.uuid,
  38252. clipObject = typeof clip === 'string' ?
  38253. AnimationClip.findByName( root, clip ) : clip,
  38254. clipUuid = clipObject ? clipObject.uuid : clip,
  38255. actionsForClip = this._actionsByClip[ clipUuid ];
  38256. if ( actionsForClip !== undefined ) {
  38257. return actionsForClip.actionByRoot[ rootUuid ] || null;
  38258. }
  38259. return null;
  38260. }
  38261. /**
  38262. * Deactivates all previously scheduled actions on this mixer.
  38263. *
  38264. * @return {AnimationMixer} A reference to thi animation mixer.
  38265. */
  38266. stopAllAction() {
  38267. const actions = this._actions,
  38268. nActions = this._nActiveActions;
  38269. for ( let i = nActions - 1; i >= 0; -- i ) {
  38270. actions[ i ].stop();
  38271. }
  38272. return this;
  38273. }
  38274. /**
  38275. * Advances the global mixer time and updates the animation.
  38276. *
  38277. * This is usually done in the render loop by passing the delta
  38278. * time from {@link Clock} or {@link Timer}.
  38279. *
  38280. * @param {number} deltaTime - The delta time in seconds.
  38281. * @return {AnimationMixer} A reference to thi animation mixer.
  38282. */
  38283. update( deltaTime ) {
  38284. deltaTime *= this.timeScale;
  38285. const actions = this._actions,
  38286. nActions = this._nActiveActions,
  38287. time = this.time += deltaTime,
  38288. timeDirection = Math.sign( deltaTime ),
  38289. accuIndex = this._accuIndex ^= 1;
  38290. // run active actions
  38291. for ( let i = 0; i !== nActions; ++ i ) {
  38292. const action = actions[ i ];
  38293. action._update( time, deltaTime, timeDirection, accuIndex );
  38294. }
  38295. // update scene graph
  38296. const bindings = this._bindings,
  38297. nBindings = this._nActiveBindings;
  38298. for ( let i = 0; i !== nBindings; ++ i ) {
  38299. bindings[ i ].apply( accuIndex );
  38300. }
  38301. return this;
  38302. }
  38303. /**
  38304. * Sets the global mixer to a specific time and updates the animation accordingly.
  38305. *
  38306. * This is useful when you need to jump to an exact time in an animation. The
  38307. * input parameter will be scaled by {@link AnimationMixer#timeScale}
  38308. *
  38309. * @param {number} time - The time to set in seconds.
  38310. * @return {AnimationMixer} A reference to thi animation mixer.
  38311. */
  38312. setTime( time ) {
  38313. this.time = 0; // Zero out time attribute for AnimationMixer object;
  38314. for ( let i = 0; i < this._actions.length; i ++ ) {
  38315. this._actions[ i ].time = 0; // Zero out time attribute for all associated AnimationAction objects.
  38316. }
  38317. return this.update( time ); // Update used to set exact time. Returns "this" AnimationMixer object.
  38318. }
  38319. /**
  38320. * Returns this mixer's root object.
  38321. *
  38322. * @return {Object3D} The mixer's root object.
  38323. */
  38324. getRoot() {
  38325. return this._root;
  38326. }
  38327. /**
  38328. * Deallocates all memory resources for a clip. Before using this method make
  38329. * sure to call {@link AnimationAction#stop} for all related actions.
  38330. *
  38331. * @param {AnimationClip} clip - The clip to uncache.
  38332. */
  38333. uncacheClip( clip ) {
  38334. const actions = this._actions,
  38335. clipUuid = clip.uuid,
  38336. actionsByClip = this._actionsByClip,
  38337. actionsForClip = actionsByClip[ clipUuid ];
  38338. if ( actionsForClip !== undefined ) {
  38339. // note: just calling _removeInactiveAction would mess up the
  38340. // iteration state and also require updating the state we can
  38341. // just throw away
  38342. const actionsToRemove = actionsForClip.knownActions;
  38343. for ( let i = 0, n = actionsToRemove.length; i !== n; ++ i ) {
  38344. const action = actionsToRemove[ i ];
  38345. this._deactivateAction( action );
  38346. const cacheIndex = action._cacheIndex,
  38347. lastInactiveAction = actions[ actions.length - 1 ];
  38348. action._cacheIndex = null;
  38349. action._byClipCacheIndex = null;
  38350. lastInactiveAction._cacheIndex = cacheIndex;
  38351. actions[ cacheIndex ] = lastInactiveAction;
  38352. actions.pop();
  38353. this._removeInactiveBindingsForAction( action );
  38354. }
  38355. delete actionsByClip[ clipUuid ];
  38356. }
  38357. }
  38358. /**
  38359. * Deallocates all memory resources for a root object. Before using this
  38360. * method make sure to call {@link AnimationAction#stop} for all related
  38361. * actions or alternatively {@link AnimationMixer#stopAllAction} when the
  38362. * mixer operates on a single root.
  38363. *
  38364. * @param {Object3D} root - The root object to uncache.
  38365. */
  38366. uncacheRoot( root ) {
  38367. const rootUuid = root.uuid,
  38368. actionsByClip = this._actionsByClip;
  38369. for ( const clipUuid in actionsByClip ) {
  38370. const actionByRoot = actionsByClip[ clipUuid ].actionByRoot,
  38371. action = actionByRoot[ rootUuid ];
  38372. if ( action !== undefined ) {
  38373. this._deactivateAction( action );
  38374. this._removeInactiveAction( action );
  38375. }
  38376. }
  38377. const bindingsByRoot = this._bindingsByRootAndName,
  38378. bindingByName = bindingsByRoot[ rootUuid ];
  38379. if ( bindingByName !== undefined ) {
  38380. for ( const trackName in bindingByName ) {
  38381. const binding = bindingByName[ trackName ];
  38382. binding.restoreOriginalState();
  38383. this._removeInactiveBinding( binding );
  38384. }
  38385. }
  38386. }
  38387. /**
  38388. * Deallocates all memory resources for an action. The action is identified by the
  38389. * given clip and an optional root object. Before using this method make
  38390. * sure to call {@link AnimationAction#stop} to deactivate the action.
  38391. *
  38392. * @param {AnimationClip|string} clip - An animation clip or alternatively the name of the animation clip.
  38393. * @param {Object3D} [optionalRoot] - An alternative root object.
  38394. */
  38395. uncacheAction( clip, optionalRoot ) {
  38396. const action = this.existingAction( clip, optionalRoot );
  38397. if ( action !== null ) {
  38398. this._deactivateAction( action );
  38399. this._removeInactiveAction( action );
  38400. }
  38401. }
  38402. }
  38403. /**
  38404. * Represents a 3D render target.
  38405. *
  38406. * @augments RenderTarget
  38407. */
  38408. class RenderTarget3D extends RenderTarget {
  38409. /**
  38410. * Constructs a new 3D render target.
  38411. *
  38412. * @param {number} [width=1] - The width of the render target.
  38413. * @param {number} [height=1] - The height of the render target.
  38414. * @param {number} [depth=1] - The height of the render target.
  38415. * @param {RenderTarget~Options} [options] - The configuration object.
  38416. */
  38417. constructor( width = 1, height = 1, depth = 1, options = {} ) {
  38418. super( width, height, options );
  38419. /**
  38420. * This flag can be used for type testing.
  38421. *
  38422. * @type {boolean}
  38423. * @readonly
  38424. * @default true
  38425. */
  38426. this.isRenderTarget3D = true;
  38427. this.depth = depth;
  38428. /**
  38429. * Overwritten with a different texture type.
  38430. *
  38431. * @type {Data3DTexture}
  38432. */
  38433. this.texture = new Data3DTexture( null, width, height, depth );
  38434. this.texture.isRenderTargetTexture = true;
  38435. }
  38436. }
  38437. /**
  38438. * Represents an array render target.
  38439. *
  38440. * @augments RenderTarget
  38441. */
  38442. class RenderTargetArray extends RenderTarget {
  38443. /**
  38444. * Constructs a new 3D render target.
  38445. *
  38446. * @param {number} [width=1] - The width of the render target.
  38447. * @param {number} [height=1] - The height of the render target.
  38448. * @param {number} [depth=1] - The height of the render target.
  38449. * @param {RenderTarget~Options} [options] - The configuration object.
  38450. */
  38451. constructor( width = 1, height = 1, depth = 1, options = {} ) {
  38452. super( width, height, options );
  38453. this.isRenderTargetArray = true;
  38454. this.depth = depth;
  38455. /**
  38456. * Overwritten with a different texture type.
  38457. *
  38458. * @type {DataArrayTexture}
  38459. */
  38460. this.texture = new DataArrayTexture( null, width, height, depth );
  38461. this.texture.isRenderTargetTexture = true;
  38462. }
  38463. }
  38464. /**
  38465. * Represents a uniform which is a global shader variable. They are passed to shader programs.
  38466. *
  38467. * When declaring a uniform of a {@link ShaderMaterial}, it is declared by value or by object.
  38468. * ```js
  38469. * uniforms: {
  38470. * time: { value: 1.0 },
  38471. * resolution: new Uniform( new Vector2() )
  38472. * };
  38473. * ```
  38474. * Since this class can only be used in context of {@link ShaderMaterial}, it is only supported
  38475. * in {@link WebGLRenderer}.
  38476. */
  38477. class Uniform {
  38478. /**
  38479. * Constructs a new uniform.
  38480. *
  38481. * @param {any} value - The uniform value.
  38482. */
  38483. constructor( value ) {
  38484. /**
  38485. * The uniform value.
  38486. *
  38487. * @type {any}
  38488. */
  38489. this.value = value;
  38490. }
  38491. /**
  38492. * Returns a new uniform with copied values from this instance.
  38493. * If the value has a `clone()` method, the value is cloned as well.
  38494. *
  38495. * @return {Uniform} A clone of this instance.
  38496. */
  38497. clone() {
  38498. return new Uniform( this.value.clone === undefined ? this.value : this.value.clone() );
  38499. }
  38500. }
  38501. let _id = 0;
  38502. /**
  38503. * A class for managing multiple uniforms in a single group. The renderer will process
  38504. * such a definition as a single UBO.
  38505. *
  38506. * Since this class can only be used in context of {@link ShaderMaterial}, it is only supported
  38507. * in {@link WebGLRenderer}.
  38508. *
  38509. * @augments EventDispatcher
  38510. */
  38511. class UniformsGroup extends EventDispatcher {
  38512. /**
  38513. * Constructs a new uniforms group.
  38514. */
  38515. constructor() {
  38516. super();
  38517. /**
  38518. * This flag can be used for type testing.
  38519. *
  38520. * @type {boolean}
  38521. * @readonly
  38522. * @default true
  38523. */
  38524. this.isUniformsGroup = true;
  38525. /**
  38526. * The ID of the 3D object.
  38527. *
  38528. * @name UniformsGroup#id
  38529. * @type {number}
  38530. * @readonly
  38531. */
  38532. Object.defineProperty( this, 'id', { value: _id ++ } );
  38533. /**
  38534. * The name of the uniforms group.
  38535. *
  38536. * @type {string}
  38537. */
  38538. this.name = '';
  38539. /**
  38540. * The buffer usage.
  38541. *
  38542. * @type {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)}
  38543. * @default StaticDrawUsage
  38544. */
  38545. this.usage = StaticDrawUsage;
  38546. /**
  38547. * An array holding the uniforms.
  38548. *
  38549. * @type {Array<Uniform>}
  38550. */
  38551. this.uniforms = [];
  38552. }
  38553. /**
  38554. * Adds the given uniform to this uniforms group.
  38555. *
  38556. * @param {Uniform} uniform - The uniform to add.
  38557. * @return {UniformsGroup} A reference to this uniforms group.
  38558. */
  38559. add( uniform ) {
  38560. this.uniforms.push( uniform );
  38561. return this;
  38562. }
  38563. /**
  38564. * Removes the given uniform from this uniforms group.
  38565. *
  38566. * @param {Uniform} uniform - The uniform to remove.
  38567. * @return {UniformsGroup} A reference to this uniforms group.
  38568. */
  38569. remove( uniform ) {
  38570. const index = this.uniforms.indexOf( uniform );
  38571. if ( index !== - 1 ) this.uniforms.splice( index, 1 );
  38572. return this;
  38573. }
  38574. /**
  38575. * Sets the name of this uniforms group.
  38576. *
  38577. * @param {string} name - The name to set.
  38578. * @return {UniformsGroup} A reference to this uniforms group.
  38579. */
  38580. setName( name ) {
  38581. this.name = name;
  38582. return this;
  38583. }
  38584. /**
  38585. * Sets the usage of this uniforms group.
  38586. *
  38587. * @param {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)} value - The usage to set.
  38588. * @return {UniformsGroup} A reference to this uniforms group.
  38589. */
  38590. setUsage( value ) {
  38591. this.usage = value;
  38592. return this;
  38593. }
  38594. /**
  38595. * Frees the GPU-related resources allocated by this instance. Call this
  38596. * method whenever this instance is no longer used in your app.
  38597. *
  38598. * @fires Texture#dispose
  38599. */
  38600. dispose() {
  38601. this.dispatchEvent( { type: 'dispose' } );
  38602. }
  38603. /**
  38604. * Copies the values of the given uniforms group to this instance.
  38605. *
  38606. * @param {UniformsGroup} source - The uniforms group to copy.
  38607. * @return {UniformsGroup} A reference to this uniforms group.
  38608. */
  38609. copy( source ) {
  38610. this.name = source.name;
  38611. this.usage = source.usage;
  38612. const uniformsSource = source.uniforms;
  38613. this.uniforms.length = 0;
  38614. for ( let i = 0, l = uniformsSource.length; i < l; i ++ ) {
  38615. const uniforms = Array.isArray( uniformsSource[ i ] ) ? uniformsSource[ i ] : [ uniformsSource[ i ] ];
  38616. for ( let j = 0; j < uniforms.length; j ++ ) {
  38617. this.uniforms.push( uniforms[ j ].clone() );
  38618. }
  38619. }
  38620. return this;
  38621. }
  38622. /**
  38623. * Returns a new uniforms group with copied values from this instance.
  38624. *
  38625. * @return {UniformsGroup} A clone of this instance.
  38626. */
  38627. clone() {
  38628. return new this.constructor().copy( this );
  38629. }
  38630. }
  38631. /**
  38632. * An instanced version of an interleaved buffer.
  38633. *
  38634. * @augments InterleavedBuffer
  38635. */
  38636. class InstancedInterleavedBuffer extends InterleavedBuffer {
  38637. /**
  38638. * Constructs a new instanced interleaved buffer.
  38639. *
  38640. * @param {TypedArray} array - A typed array with a shared buffer storing attribute data.
  38641. * @param {number} stride - The number of typed-array elements per vertex.
  38642. * @param {number} [meshPerAttribute=1] - Defines how often a value of this interleaved buffer should be repeated.
  38643. */
  38644. constructor( array, stride, meshPerAttribute = 1 ) {
  38645. super( array, stride );
  38646. /**
  38647. * This flag can be used for type testing.
  38648. *
  38649. * @type {boolean}
  38650. * @readonly
  38651. * @default true
  38652. */
  38653. this.isInstancedInterleavedBuffer = true;
  38654. /**
  38655. * Defines how often a value of this buffer attribute should be repeated,
  38656. * see {@link InstancedBufferAttribute#meshPerAttribute}.
  38657. *
  38658. * @type {number}
  38659. * @default 1
  38660. */
  38661. this.meshPerAttribute = meshPerAttribute;
  38662. }
  38663. copy( source ) {
  38664. super.copy( source );
  38665. this.meshPerAttribute = source.meshPerAttribute;
  38666. return this;
  38667. }
  38668. clone( data ) {
  38669. const ib = super.clone( data );
  38670. ib.meshPerAttribute = this.meshPerAttribute;
  38671. return ib;
  38672. }
  38673. toJSON( data ) {
  38674. const json = super.toJSON( data );
  38675. json.isInstancedInterleavedBuffer = true;
  38676. json.meshPerAttribute = this.meshPerAttribute;
  38677. return json;
  38678. }
  38679. }
  38680. /**
  38681. * An alternative version of a buffer attribute with more control over the VBO.
  38682. *
  38683. * The renderer does not construct a VBO for this kind of attribute. Instead, it uses
  38684. * whatever VBO is passed in constructor and can later be altered via the `buffer` property.
  38685. *
  38686. * The most common use case for this class is when some kind of GPGPU calculation interferes
  38687. * or even produces the VBOs in question.
  38688. *
  38689. * Notice that this class can only be used with {@link WebGLRenderer}.
  38690. */
  38691. class GLBufferAttribute {
  38692. /**
  38693. * Constructs a new GL buffer attribute.
  38694. *
  38695. * @param {WebGLBuffer} buffer - The native WebGL buffer.
  38696. * @param {number} type - The native data type (e.g. `gl.FLOAT`).
  38697. * @param {number} itemSize - The item size.
  38698. * @param {number} elementSize - The corresponding size (in bytes) for the given `type` parameter.
  38699. * @param {number} count - The expected number of vertices in VBO.
  38700. */
  38701. constructor( buffer, type, itemSize, elementSize, count ) {
  38702. /**
  38703. * This flag can be used for type testing.
  38704. *
  38705. * @type {boolean}
  38706. * @readonly
  38707. * @default true
  38708. */
  38709. this.isGLBufferAttribute = true;
  38710. /**
  38711. * The name of the buffer attribute.
  38712. *
  38713. * @type {string}
  38714. */
  38715. this.name = '';
  38716. /**
  38717. * The native WebGL buffer.
  38718. *
  38719. * @type {WebGLBuffer}
  38720. */
  38721. this.buffer = buffer;
  38722. /**
  38723. * The native data type.
  38724. *
  38725. * @type {number}
  38726. */
  38727. this.type = type;
  38728. /**
  38729. * The item size, see {@link BufferAttribute#itemSize}.
  38730. *
  38731. * @type {number}
  38732. */
  38733. this.itemSize = itemSize;
  38734. /**
  38735. * The corresponding size (in bytes) for the given `type` parameter.
  38736. *
  38737. * @type {number}
  38738. */
  38739. this.elementSize = elementSize;
  38740. /**
  38741. * The expected number of vertices in VBO.
  38742. *
  38743. * @type {number}
  38744. */
  38745. this.count = count;
  38746. /**
  38747. * A version number, incremented every time the `needsUpdate` is set to `true`.
  38748. *
  38749. * @type {number}
  38750. */
  38751. this.version = 0;
  38752. }
  38753. /**
  38754. * Flag to indicate that this attribute has changed and should be re-sent to
  38755. * the GPU. Set this to `true` when you modify the value of the array.
  38756. *
  38757. * @type {number}
  38758. * @default false
  38759. * @param {boolean} value
  38760. */
  38761. set needsUpdate( value ) {
  38762. if ( value === true ) this.version ++;
  38763. }
  38764. /**
  38765. * Sets the given native WebGL buffer.
  38766. *
  38767. * @param {WebGLBuffer} buffer - The buffer to set.
  38768. * @return {BufferAttribute} A reference to this instance.
  38769. */
  38770. setBuffer( buffer ) {
  38771. this.buffer = buffer;
  38772. return this;
  38773. }
  38774. /**
  38775. * Sets the given native data type and element size.
  38776. *
  38777. * @param {number} type - The native data type (e.g. `gl.FLOAT`).
  38778. * @param {number} elementSize - The corresponding size (in bytes) for the given `type` parameter.
  38779. * @return {BufferAttribute} A reference to this instance.
  38780. */
  38781. setType( type, elementSize ) {
  38782. this.type = type;
  38783. this.elementSize = elementSize;
  38784. return this;
  38785. }
  38786. /**
  38787. * Sets the item size.
  38788. *
  38789. * @param {number} itemSize - The item size.
  38790. * @return {BufferAttribute} A reference to this instance.
  38791. */
  38792. setItemSize( itemSize ) {
  38793. this.itemSize = itemSize;
  38794. return this;
  38795. }
  38796. /**
  38797. * Sets the count (the expected number of vertices in VBO).
  38798. *
  38799. * @param {number} count - The count.
  38800. * @return {BufferAttribute} A reference to this instance.
  38801. */
  38802. setCount( count ) {
  38803. this.count = count;
  38804. return this;
  38805. }
  38806. }
  38807. const _matrix = /*@__PURE__*/ new Matrix4();
  38808. /**
  38809. * This class is designed to assist with raycasting. Raycasting is used for
  38810. * mouse picking (working out what objects in the 3d space the mouse is over)
  38811. * amongst other things.
  38812. */
  38813. class Raycaster {
  38814. /**
  38815. * Constructs a new raycaster.
  38816. *
  38817. * @param {Vector3} origin - The origin vector where the ray casts from.
  38818. * @param {Vector3} direction - The (normalized) direction vector that gives direction to the ray.
  38819. * @param {number} [near=0] - All results returned are further away than near. Near can't be negative.
  38820. * @param {number} [far=Infinity] - All results returned are closer than far. Far can't be lower than near.
  38821. */
  38822. constructor( origin, direction, near = 0, far = Infinity ) {
  38823. /**
  38824. * The ray used for raycasting.
  38825. *
  38826. * @type {Ray}
  38827. */
  38828. this.ray = new Ray( origin, direction );
  38829. /**
  38830. * All results returned are further away than near. Near can't be negative.
  38831. *
  38832. * @type {number}
  38833. * @default 0
  38834. */
  38835. this.near = near;
  38836. /**
  38837. * All results returned are further away than near. Near can't be negative.
  38838. *
  38839. * @type {number}
  38840. * @default Infinity
  38841. */
  38842. this.far = far;
  38843. /**
  38844. * The camera to use when raycasting against view-dependent objects such as
  38845. * billboarded objects like sprites. This field can be set manually or
  38846. * is set when calling `setFromCamera()`.
  38847. *
  38848. * @type {?Camera}
  38849. * @default null
  38850. */
  38851. this.camera = null;
  38852. /**
  38853. * Allows to selectively ignore 3D objects when performing intersection tests.
  38854. * The following code example ensures that only 3D objects on layer `1` will be
  38855. * honored by raycaster.
  38856. * ```js
  38857. * raycaster.layers.set( 1 );
  38858. * object.layers.enable( 1 );
  38859. * ```
  38860. *
  38861. * @type {Layers}
  38862. */
  38863. this.layers = new Layers();
  38864. /**
  38865. * A parameter object that configures the raycasting. It has the structure:
  38866. *
  38867. * ```
  38868. * {
  38869. * Mesh: {},
  38870. * Line: { threshold: 1 },
  38871. * LOD: {},
  38872. * Points: { threshold: 1 },
  38873. * Sprite: {}
  38874. * }
  38875. * ```
  38876. * Where `threshold` is the precision of the raycaster when intersecting objects, in world units.
  38877. *
  38878. * @type {Object}
  38879. */
  38880. this.params = {
  38881. Mesh: {},
  38882. Line: { threshold: 1 },
  38883. LOD: {},
  38884. Points: { threshold: 1 },
  38885. Sprite: {}
  38886. };
  38887. }
  38888. /**
  38889. * Updates the ray with a new origin and direction by copying the values from the arguments.
  38890. *
  38891. * @param {Vector3} origin - The origin vector where the ray casts from.
  38892. * @param {Vector3} direction - The (normalized) direction vector that gives direction to the ray.
  38893. */
  38894. set( origin, direction ) {
  38895. // direction is assumed to be normalized (for accurate distance calculations)
  38896. this.ray.set( origin, direction );
  38897. }
  38898. /**
  38899. * Uses the given coordinates and camera to compute a new origin and direction for the internal ray.
  38900. *
  38901. * @param {Vector2} coords - 2D coordinates of the mouse, in normalized device coordinates (NDC).
  38902. * X and Y components should be between `-1` and `1`.
  38903. * @param {Camera} camera - The camera from which the ray should originate.
  38904. */
  38905. setFromCamera( coords, camera ) {
  38906. if ( camera.isPerspectiveCamera ) {
  38907. this.ray.origin.setFromMatrixPosition( camera.matrixWorld );
  38908. this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize();
  38909. this.camera = camera;
  38910. } else if ( camera.isOrthographicCamera ) {
  38911. this.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera
  38912. this.ray.direction.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld );
  38913. this.camera = camera;
  38914. } else {
  38915. console.error( 'THREE.Raycaster: Unsupported camera type: ' + camera.type );
  38916. }
  38917. }
  38918. /**
  38919. * Uses the given WebXR controller to compute a new origin and direction for the internal ray.
  38920. *
  38921. * @param {WebXRController} controller - The controller to copy the position and direction from.
  38922. * @return {Raycaster} A reference to this raycaster.
  38923. */
  38924. setFromXRController( controller ) {
  38925. _matrix.identity().extractRotation( controller.matrixWorld );
  38926. this.ray.origin.setFromMatrixPosition( controller.matrixWorld );
  38927. this.ray.direction.set( 0, 0, - 1 ).applyMatrix4( _matrix );
  38928. return this;
  38929. }
  38930. /**
  38931. * The intersection point of a raycaster intersection test.
  38932. * @typedef {Object} Raycaster~Intersection
  38933. * @property {number} distance - The distance from the ray's origin to the intersection point.
  38934. * @property {number} distanceToRay - Some 3D objects e.g. {@link Points} provide the distance of the
  38935. * intersection to the nearest point on the ray. For other objects it will be `undefined`.
  38936. * @property {Vector3} point - The intersection point, in world coordinates.
  38937. * @property {Object} face - The face that has been intersected.
  38938. * @property {number} faceIndex - The face index.
  38939. * @property {Object3D} object - The 3D object that has been intersected.
  38940. * @property {Vector2} uv - U,V coordinates at point of intersection.
  38941. * @property {Vector2} uv1 - Second set of U,V coordinates at point of intersection.
  38942. * @property {Vector3} uv1 - Interpolated normal vector at point of intersection.
  38943. * @property {number} instanceId - The index number of the instance where the ray
  38944. * intersects the {@link InstancedMesh}.
  38945. */
  38946. /**
  38947. * Checks all intersection between the ray and the object with or without the
  38948. * descendants. Intersections are returned sorted by distance, closest first.
  38949. *
  38950. * `Raycaster` delegates to the `raycast()` method of the passed 3D object, when
  38951. * evaluating whether the ray intersects the object or not. This allows meshes to respond
  38952. * differently to ray casting than lines or points.
  38953. *
  38954. * Note that for meshes, faces must be pointed towards the origin of the ray in order
  38955. * to be detected; intersections of the ray passing through the back of a face will not
  38956. * be detected. To raycast against both faces of an object, you'll want to set {@link Material#side}
  38957. * to `THREE.DoubleSide`.
  38958. *
  38959. * @param {Object3D} object - The 3D object to check for intersection with the ray.
  38960. * @param {boolean} [recursive=true] - If set to `true`, it also checks all descendants.
  38961. * Otherwise it only checks intersection with the object.
  38962. * @param {Array<Raycaster~Intersection>} [intersects=[]] The target array that holds the result of the method.
  38963. * @return {Array<Raycaster~Intersection>} An array holding the intersection points.
  38964. */
  38965. intersectObject( object, recursive = true, intersects = [] ) {
  38966. intersect( object, this, intersects, recursive );
  38967. intersects.sort( ascSort );
  38968. return intersects;
  38969. }
  38970. /**
  38971. * Checks all intersection between the ray and the objects with or without
  38972. * the descendants. Intersections are returned sorted by distance, closest first.
  38973. *
  38974. * @param {Array<Object3D>} objects - The 3D objects to check for intersection with the ray.
  38975. * @param {boolean} [recursive=true] - If set to `true`, it also checks all descendants.
  38976. * Otherwise it only checks intersection with the object.
  38977. * @param {Array<Raycaster~Intersection>} [intersects=[]] The target array that holds the result of the method.
  38978. * @return {Array<Raycaster~Intersection>} An array holding the intersection points.
  38979. */
  38980. intersectObjects( objects, recursive = true, intersects = [] ) {
  38981. for ( let i = 0, l = objects.length; i < l; i ++ ) {
  38982. intersect( objects[ i ], this, intersects, recursive );
  38983. }
  38984. intersects.sort( ascSort );
  38985. return intersects;
  38986. }
  38987. }
  38988. function ascSort( a, b ) {
  38989. return a.distance - b.distance;
  38990. }
  38991. function intersect( object, raycaster, intersects, recursive ) {
  38992. let propagate = true;
  38993. if ( object.layers.test( raycaster.layers ) ) {
  38994. const result = object.raycast( raycaster, intersects );
  38995. if ( result === false ) propagate = false;
  38996. }
  38997. if ( propagate === true && recursive === true ) {
  38998. const children = object.children;
  38999. for ( let i = 0, l = children.length; i < l; i ++ ) {
  39000. intersect( children[ i ], raycaster, intersects, true );
  39001. }
  39002. }
  39003. }
  39004. /**
  39005. * This class can be used to represent points in 3D space as
  39006. * [Spherical coordinates]{@link https://en.wikipedia.org/wiki/Spherical_coordinate_system}.
  39007. */
  39008. class Spherical {
  39009. /**
  39010. * Constructs a new spherical.
  39011. *
  39012. * @param {number} [radius=1] - The radius, or the Euclidean distance (straight-line distance) from the point to the origin.
  39013. * @param {number} [phi=0] - The polar angle in radians from the y (up) axis.
  39014. * @param {number} [theta=0] - The equator/azimuthal angle in radians around the y (up) axis.
  39015. */
  39016. constructor( radius = 1, phi = 0, theta = 0 ) {
  39017. /**
  39018. * The radius, or the Euclidean distance (straight-line distance) from the point to the origin.
  39019. *
  39020. * @type {number}
  39021. * @default 1
  39022. */
  39023. this.radius = radius;
  39024. /**
  39025. * The polar angle in radians from the y (up) axis.
  39026. *
  39027. * @type {number}
  39028. * @default 0
  39029. */
  39030. this.phi = phi;
  39031. /**
  39032. * The equator/azimuthal angle in radians around the y (up) axis.
  39033. *
  39034. * @type {number}
  39035. * @default 0
  39036. */
  39037. this.theta = theta;
  39038. }
  39039. /**
  39040. * Sets the spherical components by copying the given values.
  39041. *
  39042. * @param {number} radius - The radius.
  39043. * @param {number} phi - The polar angle.
  39044. * @param {number} theta - The azimuthal angle.
  39045. * @return {Spherical} A reference to this spherical.
  39046. */
  39047. set( radius, phi, theta ) {
  39048. this.radius = radius;
  39049. this.phi = phi;
  39050. this.theta = theta;
  39051. return this;
  39052. }
  39053. /**
  39054. * Copies the values of the given spherical to this instance.
  39055. *
  39056. * @param {Spherical} other - The spherical to copy.
  39057. * @return {Spherical} A reference to this spherical.
  39058. */
  39059. copy( other ) {
  39060. this.radius = other.radius;
  39061. this.phi = other.phi;
  39062. this.theta = other.theta;
  39063. return this;
  39064. }
  39065. /**
  39066. * Restricts the polar angle [page:.phi phi] to be between `0.000001` and pi -
  39067. * `0.000001`.
  39068. *
  39069. * @return {Spherical} A reference to this spherical.
  39070. */
  39071. makeSafe() {
  39072. const EPS = 0.000001;
  39073. this.phi = clamp( this.phi, EPS, Math.PI - EPS );
  39074. return this;
  39075. }
  39076. /**
  39077. * Sets the spherical components from the given vector which is assumed to hold
  39078. * Cartesian coordinates.
  39079. *
  39080. * @param {Vector3} v - The vector to set.
  39081. * @return {Spherical} A reference to this spherical.
  39082. */
  39083. setFromVector3( v ) {
  39084. return this.setFromCartesianCoords( v.x, v.y, v.z );
  39085. }
  39086. /**
  39087. * Sets the spherical components from the given Cartesian coordinates.
  39088. *
  39089. * @param {number} x - The x value.
  39090. * @param {number} y - The x value.
  39091. * @param {number} z - The x value.
  39092. * @return {Spherical} A reference to this spherical.
  39093. */
  39094. setFromCartesianCoords( x, y, z ) {
  39095. this.radius = Math.sqrt( x * x + y * y + z * z );
  39096. if ( this.radius === 0 ) {
  39097. this.theta = 0;
  39098. this.phi = 0;
  39099. } else {
  39100. this.theta = Math.atan2( x, z );
  39101. this.phi = Math.acos( clamp( y / this.radius, - 1, 1 ) );
  39102. }
  39103. return this;
  39104. }
  39105. /**
  39106. * Returns a new spherical with copied values from this instance.
  39107. *
  39108. * @return {Spherical} A clone of this instance.
  39109. */
  39110. clone() {
  39111. return new this.constructor().copy( this );
  39112. }
  39113. }
  39114. /**
  39115. * This class can be used to represent points in 3D space as
  39116. * [Cylindrical coordinates]{@link https://en.wikipedia.org/wiki/Cylindrical_coordinate_system}.
  39117. */
  39118. class Cylindrical {
  39119. /**
  39120. * Constructs a new cylindrical.
  39121. *
  39122. * @param {number} [radius=1] - The distance from the origin to a point in the x-z plane.
  39123. * @param {number} [theta=0] - A counterclockwise angle in the x-z plane measured in radians from the positive z-axis.
  39124. * @param {number} [y=0] - The height above the x-z plane.
  39125. */
  39126. constructor( radius = 1, theta = 0, y = 0 ) {
  39127. /**
  39128. * The distance from the origin to a point in the x-z plane.
  39129. *
  39130. * @type {number}
  39131. * @default 1
  39132. */
  39133. this.radius = radius;
  39134. /**
  39135. * A counterclockwise angle in the x-z plane measured in radians from the positive z-axis.
  39136. *
  39137. * @type {number}
  39138. * @default 0
  39139. */
  39140. this.theta = theta;
  39141. /**
  39142. * The height above the x-z plane.
  39143. *
  39144. * @type {number}
  39145. * @default 0
  39146. */
  39147. this.y = y;
  39148. }
  39149. /**
  39150. * Sets the cylindrical components by copying the given values.
  39151. *
  39152. * @param {number} radius - The radius.
  39153. * @param {number} theta - The theta angle.
  39154. * @param {number} y - The height value.
  39155. * @return {Cylindrical} A reference to this cylindrical.
  39156. */
  39157. set( radius, theta, y ) {
  39158. this.radius = radius;
  39159. this.theta = theta;
  39160. this.y = y;
  39161. return this;
  39162. }
  39163. /**
  39164. * Copies the values of the given cylindrical to this instance.
  39165. *
  39166. * @param {Cylindrical} other - The cylindrical to copy.
  39167. * @return {Cylindrical} A reference to this cylindrical.
  39168. */
  39169. copy( other ) {
  39170. this.radius = other.radius;
  39171. this.theta = other.theta;
  39172. this.y = other.y;
  39173. return this;
  39174. }
  39175. /**
  39176. * Sets the cylindrical components from the given vector which is assumed to hold
  39177. * Cartesian coordinates.
  39178. *
  39179. * @param {Vector3} v - The vector to set.
  39180. * @return {Cylindrical} A reference to this cylindrical.
  39181. */
  39182. setFromVector3( v ) {
  39183. return this.setFromCartesianCoords( v.x, v.y, v.z );
  39184. }
  39185. /**
  39186. * Sets the cylindrical components from the given Cartesian coordinates.
  39187. *
  39188. * @param {number} x - The x value.
  39189. * @param {number} y - The x value.
  39190. * @param {number} z - The x value.
  39191. * @return {Cylindrical} A reference to this cylindrical.
  39192. */
  39193. setFromCartesianCoords( x, y, z ) {
  39194. this.radius = Math.sqrt( x * x + z * z );
  39195. this.theta = Math.atan2( x, z );
  39196. this.y = y;
  39197. return this;
  39198. }
  39199. /**
  39200. * Returns a new cylindrical with copied values from this instance.
  39201. *
  39202. * @return {Cylindrical} A clone of this instance.
  39203. */
  39204. clone() {
  39205. return new this.constructor().copy( this );
  39206. }
  39207. }
  39208. /**
  39209. * Represents a 2x2 matrix.
  39210. *
  39211. * A Note on Row-Major and Column-Major Ordering:
  39212. *
  39213. * The constructor and {@link Matrix2#set} method take arguments in
  39214. * [row-major]{@link https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order}
  39215. * order, while internally they are stored in the {@link Matrix2#elements} array in column-major order.
  39216. * This means that calling:
  39217. * ```js
  39218. * const m = new THREE.Matrix2();
  39219. * m.set( 11, 12,
  39220. * 21, 22 );
  39221. * ```
  39222. * will result in the elements array containing:
  39223. * ```js
  39224. * m.elements = [ 11, 21,
  39225. * 12, 22 ];
  39226. * ```
  39227. * and internally all calculations are performed using column-major ordering.
  39228. * However, as the actual ordering makes no difference mathematically and
  39229. * most people are used to thinking about matrices in row-major order, the
  39230. * three.js documentation shows matrices in row-major order. Just bear in
  39231. * mind that if you are reading the source code, you'll have to take the
  39232. * transpose of any matrices outlined here to make sense of the calculations.
  39233. */
  39234. class Matrix2 {
  39235. /**
  39236. * Constructs a new 2x2 matrix. The arguments are supposed to be
  39237. * in row-major order. If no arguments are provided, the constructor
  39238. * initializes the matrix as an identity matrix.
  39239. *
  39240. * @param {number} [n11] - 1-1 matrix element.
  39241. * @param {number} [n12] - 1-2 matrix element.
  39242. * @param {number} [n21] - 2-1 matrix element.
  39243. * @param {number} [n22] - 2-2 matrix element.
  39244. */
  39245. constructor( n11, n12, n21, n22 ) {
  39246. /**
  39247. * This flag can be used for type testing.
  39248. *
  39249. * @type {boolean}
  39250. * @readonly
  39251. * @default true
  39252. */
  39253. Matrix2.prototype.isMatrix2 = true;
  39254. /**
  39255. * A column-major list of matrix values.
  39256. *
  39257. * @type {Array<number>}
  39258. */
  39259. this.elements = [
  39260. 1, 0,
  39261. 0, 1,
  39262. ];
  39263. if ( n11 !== undefined ) {
  39264. this.set( n11, n12, n21, n22 );
  39265. }
  39266. }
  39267. /**
  39268. * Sets this matrix to the 2x2 identity matrix.
  39269. *
  39270. * @return {Matrix2} A reference to this matrix.
  39271. */
  39272. identity() {
  39273. this.set(
  39274. 1, 0,
  39275. 0, 1,
  39276. );
  39277. return this;
  39278. }
  39279. /**
  39280. * Sets the elements of the matrix from the given array.
  39281. *
  39282. * @param {Array<number>} array - The matrix elements in column-major order.
  39283. * @param {number} [offset=0] - Index of the first element in the array.
  39284. * @return {Matrix2} A reference to this matrix.
  39285. */
  39286. fromArray( array, offset = 0 ) {
  39287. for ( let i = 0; i < 4; i ++ ) {
  39288. this.elements[ i ] = array[ i + offset ];
  39289. }
  39290. return this;
  39291. }
  39292. /**
  39293. * Sets the elements of the matrix.The arguments are supposed to be
  39294. * in row-major order.
  39295. *
  39296. * @param {number} n11 - 1-1 matrix element.
  39297. * @param {number} n12 - 1-2 matrix element.
  39298. * @param {number} n21 - 2-1 matrix element.
  39299. * @param {number} n22 - 2-2 matrix element.
  39300. * @return {Matrix2} A reference to this matrix.
  39301. */
  39302. set( n11, n12, n21, n22 ) {
  39303. const te = this.elements;
  39304. te[ 0 ] = n11; te[ 2 ] = n12;
  39305. te[ 1 ] = n21; te[ 3 ] = n22;
  39306. return this;
  39307. }
  39308. }
  39309. const _vector$4 = /*@__PURE__*/ new Vector2();
  39310. /**
  39311. * Represents an axis-aligned bounding box (AABB) in 2D space.
  39312. */
  39313. class Box2 {
  39314. /**
  39315. * Constructs a new bounding box.
  39316. *
  39317. * @param {Vector2} [min=(Infinity,Infinity)] - A vector representing the lower boundary of the box.
  39318. * @param {Vector2} [max=(-Infinity,-Infinity)] - A vector representing the upper boundary of the box.
  39319. */
  39320. constructor( min = new Vector2( + Infinity, + Infinity ), max = new Vector2( - Infinity, - Infinity ) ) {
  39321. /**
  39322. * This flag can be used for type testing.
  39323. *
  39324. * @type {boolean}
  39325. * @readonly
  39326. * @default true
  39327. */
  39328. this.isBox2 = true;
  39329. /**
  39330. * The lower boundary of the box.
  39331. *
  39332. * @type {Vector2}
  39333. */
  39334. this.min = min;
  39335. /**
  39336. * The upper boundary of the box.
  39337. *
  39338. * @type {Vector2}
  39339. */
  39340. this.max = max;
  39341. }
  39342. /**
  39343. * Sets the lower and upper boundaries of this box.
  39344. * Please note that this method only copies the values from the given objects.
  39345. *
  39346. * @param {Vector2} min - The lower boundary of the box.
  39347. * @param {Vector2} max - The upper boundary of the box.
  39348. * @return {Box2} A reference to this bounding box.
  39349. */
  39350. set( min, max ) {
  39351. this.min.copy( min );
  39352. this.max.copy( max );
  39353. return this;
  39354. }
  39355. /**
  39356. * Sets the upper and lower bounds of this box so it encloses the position data
  39357. * in the given array.
  39358. *
  39359. * @param {Array<Vector2>} points - An array holding 2D position data as instances of {@link Vector2}.
  39360. * @return {Box2} A reference to this bounding box.
  39361. */
  39362. setFromPoints( points ) {
  39363. this.makeEmpty();
  39364. for ( let i = 0, il = points.length; i < il; i ++ ) {
  39365. this.expandByPoint( points[ i ] );
  39366. }
  39367. return this;
  39368. }
  39369. /**
  39370. * Centers this box on the given center vector and sets this box's width, height and
  39371. * depth to the given size values.
  39372. *
  39373. * @param {Vector2} center - The center of the box.
  39374. * @param {Vector2} size - The x and y dimensions of the box.
  39375. * @return {Box2} A reference to this bounding box.
  39376. */
  39377. setFromCenterAndSize( center, size ) {
  39378. const halfSize = _vector$4.copy( size ).multiplyScalar( 0.5 );
  39379. this.min.copy( center ).sub( halfSize );
  39380. this.max.copy( center ).add( halfSize );
  39381. return this;
  39382. }
  39383. /**
  39384. * Returns a new box with copied values from this instance.
  39385. *
  39386. * @return {Box2} A clone of this instance.
  39387. */
  39388. clone() {
  39389. return new this.constructor().copy( this );
  39390. }
  39391. /**
  39392. * Copies the values of the given box to this instance.
  39393. *
  39394. * @param {Box2} box - The box to copy.
  39395. * @return {Box2} A reference to this bounding box.
  39396. */
  39397. copy( box ) {
  39398. this.min.copy( box.min );
  39399. this.max.copy( box.max );
  39400. return this;
  39401. }
  39402. /**
  39403. * Makes this box empty which means in encloses a zero space in 2D.
  39404. *
  39405. * @return {Box2} A reference to this bounding box.
  39406. */
  39407. makeEmpty() {
  39408. this.min.x = this.min.y = + Infinity;
  39409. this.max.x = this.max.y = - Infinity;
  39410. return this;
  39411. }
  39412. /**
  39413. * Returns true if this box includes zero points within its bounds.
  39414. * Note that a box with equal lower and upper bounds still includes one
  39415. * point, the one both bounds share.
  39416. *
  39417. * @return {boolean} Whether this box is empty or not.
  39418. */
  39419. isEmpty() {
  39420. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  39421. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );
  39422. }
  39423. /**
  39424. * Returns the center point of this box.
  39425. *
  39426. * @param {Vector2} target - The target vector that is used to store the method's result.
  39427. * @return {Vector2} The center point.
  39428. */
  39429. getCenter( target ) {
  39430. return this.isEmpty() ? target.set( 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  39431. }
  39432. /**
  39433. * Returns the dimensions of this box.
  39434. *
  39435. * @param {Vector2} target - The target vector that is used to store the method's result.
  39436. * @return {Vector2} The size.
  39437. */
  39438. getSize( target ) {
  39439. return this.isEmpty() ? target.set( 0, 0 ) : target.subVectors( this.max, this.min );
  39440. }
  39441. /**
  39442. * Expands the boundaries of this box to include the given point.
  39443. *
  39444. * @param {Vector2} point - The point that should be included by the bounding box.
  39445. * @return {Box2} A reference to this bounding box.
  39446. */
  39447. expandByPoint( point ) {
  39448. this.min.min( point );
  39449. this.max.max( point );
  39450. return this;
  39451. }
  39452. /**
  39453. * Expands this box equilaterally by the given vector. The width of this
  39454. * box will be expanded by the x component of the vector in both
  39455. * directions. The height of this box will be expanded by the y component of
  39456. * the vector in both directions.
  39457. *
  39458. * @param {Vector2} vector - The vector that should expand the bounding box.
  39459. * @return {Box2} A reference to this bounding box.
  39460. */
  39461. expandByVector( vector ) {
  39462. this.min.sub( vector );
  39463. this.max.add( vector );
  39464. return this;
  39465. }
  39466. /**
  39467. * Expands each dimension of the box by the given scalar. If negative, the
  39468. * dimensions of the box will be contracted.
  39469. *
  39470. * @param {number} scalar - The scalar value that should expand the bounding box.
  39471. * @return {Box2} A reference to this bounding box.
  39472. */
  39473. expandByScalar( scalar ) {
  39474. this.min.addScalar( - scalar );
  39475. this.max.addScalar( scalar );
  39476. return this;
  39477. }
  39478. /**
  39479. * Returns `true` if the given point lies within or on the boundaries of this box.
  39480. *
  39481. * @param {Vector2} point - The point to test.
  39482. * @return {boolean} Whether the bounding box contains the given point or not.
  39483. */
  39484. containsPoint( point ) {
  39485. return point.x >= this.min.x && point.x <= this.max.x &&
  39486. point.y >= this.min.y && point.y <= this.max.y;
  39487. }
  39488. /**
  39489. * Returns `true` if this bounding box includes the entirety of the given bounding box.
  39490. * If this box and the given one are identical, this function also returns `true`.
  39491. *
  39492. * @param {Box2} box - The bounding box to test.
  39493. * @return {boolean} Whether the bounding box contains the given bounding box or not.
  39494. */
  39495. containsBox( box ) {
  39496. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  39497. this.min.y <= box.min.y && box.max.y <= this.max.y;
  39498. }
  39499. /**
  39500. * Returns a point as a proportion of this box's width and height.
  39501. *
  39502. * @param {Vector2} point - A point in 2D space.
  39503. * @param {Vector2} target - The target vector that is used to store the method's result.
  39504. * @return {Vector2} A point as a proportion of this box's width and height.
  39505. */
  39506. getParameter( point, target ) {
  39507. // This can potentially have a divide by zero if the box
  39508. // has a size dimension of 0.
  39509. return target.set(
  39510. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  39511. ( point.y - this.min.y ) / ( this.max.y - this.min.y )
  39512. );
  39513. }
  39514. /**
  39515. * Returns `true` if the given bounding box intersects with this bounding box.
  39516. *
  39517. * @param {Box2} box - The bounding box to test.
  39518. * @return {boolean} Whether the given bounding box intersects with this bounding box.
  39519. */
  39520. intersectsBox( box ) {
  39521. // using 4 splitting planes to rule out intersections
  39522. return box.max.x >= this.min.x && box.min.x <= this.max.x &&
  39523. box.max.y >= this.min.y && box.min.y <= this.max.y;
  39524. }
  39525. /**
  39526. * Clamps the given point within the bounds of this box.
  39527. *
  39528. * @param {Vector2} point - The point to clamp.
  39529. * @param {Vector2} target - The target vector that is used to store the method's result.
  39530. * @return {Vector2} The clamped point.
  39531. */
  39532. clampPoint( point, target ) {
  39533. return target.copy( point ).clamp( this.min, this.max );
  39534. }
  39535. /**
  39536. * Returns the euclidean distance from any edge of this box to the specified point. If
  39537. * the given point lies inside of this box, the distance will be `0`.
  39538. *
  39539. * @param {Vector2} point - The point to compute the distance to.
  39540. * @return {number} The euclidean distance.
  39541. */
  39542. distanceToPoint( point ) {
  39543. return this.clampPoint( point, _vector$4 ).distanceTo( point );
  39544. }
  39545. /**
  39546. * Computes the intersection of this bounding box and the given one, setting the upper
  39547. * bound of this box to the lesser of the two boxes' upper bounds and the
  39548. * lower bound of this box to the greater of the two boxes' lower bounds. If
  39549. * there's no overlap, makes this box empty.
  39550. *
  39551. * @param {Box2} box - The bounding box to intersect with.
  39552. * @return {Box2} A reference to this bounding box.
  39553. */
  39554. intersect( box ) {
  39555. this.min.max( box.min );
  39556. this.max.min( box.max );
  39557. if ( this.isEmpty() ) this.makeEmpty();
  39558. return this;
  39559. }
  39560. /**
  39561. * Computes the union of this box and another and the given one, setting the upper
  39562. * bound of this box to the greater of the two boxes' upper bounds and the
  39563. * lower bound of this box to the lesser of the two boxes' lower bounds.
  39564. *
  39565. * @param {Box2} box - The bounding box that will be unioned with this instance.
  39566. * @return {Box2} A reference to this bounding box.
  39567. */
  39568. union( box ) {
  39569. this.min.min( box.min );
  39570. this.max.max( box.max );
  39571. return this;
  39572. }
  39573. /**
  39574. * Adds the given offset to both the upper and lower bounds of this bounding box,
  39575. * effectively moving it in 2D space.
  39576. *
  39577. * @param {Vector2} offset - The offset that should be used to translate the bounding box.
  39578. * @return {Box2} A reference to this bounding box.
  39579. */
  39580. translate( offset ) {
  39581. this.min.add( offset );
  39582. this.max.add( offset );
  39583. return this;
  39584. }
  39585. /**
  39586. * Returns `true` if this bounding box is equal with the given one.
  39587. *
  39588. * @param {Box2} box - The box to test for equality.
  39589. * @return {boolean} Whether this bounding box is equal with the given one.
  39590. */
  39591. equals( box ) {
  39592. return box.min.equals( this.min ) && box.max.equals( this.max );
  39593. }
  39594. }
  39595. const _startP = /*@__PURE__*/ new Vector3();
  39596. const _startEnd = /*@__PURE__*/ new Vector3();
  39597. /**
  39598. * An analytical line segment in 3D space represented by a start and end point.
  39599. */
  39600. class Line3 {
  39601. /**
  39602. * Constructs a new line segment.
  39603. *
  39604. * @param {Vector3} [start=(0,0,0)] - Start of the line segment.
  39605. * @param {Vector3} [end=(0,0,0)] - End of the line segment.
  39606. */
  39607. constructor( start = new Vector3(), end = new Vector3() ) {
  39608. /**
  39609. * Start of the line segment.
  39610. *
  39611. * @type {Vector3}
  39612. */
  39613. this.start = start;
  39614. /**
  39615. * End of the line segment.
  39616. *
  39617. * @type {Vector3}
  39618. */
  39619. this.end = end;
  39620. }
  39621. /**
  39622. * Sets the start and end values by copying the given vectors.
  39623. *
  39624. * @param {Vector3} start - The start point.
  39625. * @param {Vector3} end - The end point.
  39626. * @return {Line3} A reference to this line segment.
  39627. */
  39628. set( start, end ) {
  39629. this.start.copy( start );
  39630. this.end.copy( end );
  39631. return this;
  39632. }
  39633. /**
  39634. * Copies the values of the given line segment to this instance.
  39635. *
  39636. * @param {Line3} line - The line segment to copy.
  39637. * @return {Line3} A reference to this line segment.
  39638. */
  39639. copy( line ) {
  39640. this.start.copy( line.start );
  39641. this.end.copy( line.end );
  39642. return this;
  39643. }
  39644. /**
  39645. * Returns the center of the line segment.
  39646. *
  39647. * @param {Vector3} target - The target vector that is used to store the method's result.
  39648. * @return {Vector3} The center point.
  39649. */
  39650. getCenter( target ) {
  39651. return target.addVectors( this.start, this.end ).multiplyScalar( 0.5 );
  39652. }
  39653. /**
  39654. * Returns the delta vector of the line segment's start and end point.
  39655. *
  39656. * @param {Vector3} target - The target vector that is used to store the method's result.
  39657. * @return {Vector3} The delta vector.
  39658. */
  39659. delta( target ) {
  39660. return target.subVectors( this.end, this.start );
  39661. }
  39662. /**
  39663. * Returns the squared Euclidean distance between the line' start and end point.
  39664. *
  39665. * @return {number} The squared Euclidean distance.
  39666. */
  39667. distanceSq() {
  39668. return this.start.distanceToSquared( this.end );
  39669. }
  39670. /**
  39671. * Returns the Euclidean distance between the line' start and end point.
  39672. *
  39673. * @return {number} The Euclidean distance.
  39674. */
  39675. distance() {
  39676. return this.start.distanceTo( this.end );
  39677. }
  39678. /**
  39679. * Returns a vector at a certain position along the line segment.
  39680. *
  39681. * @param {number} t - A value between `[0,1]` to represent a position along the line segment.
  39682. * @param {Vector3} target - The target vector that is used to store the method's result.
  39683. * @return {Vector3} The delta vector.
  39684. */
  39685. at( t, target ) {
  39686. return this.delta( target ).multiplyScalar( t ).add( this.start );
  39687. }
  39688. /**
  39689. * Returns a point parameter based on the closest point as projected on the line segment.
  39690. *
  39691. * @param {Vector3} point - The point for which to return a point parameter.
  39692. * @param {boolean} clampToLine - Whether to clamp the result to the range `[0,1]` or not.
  39693. * @return {number} The point parameter.
  39694. */
  39695. closestPointToPointParameter( point, clampToLine ) {
  39696. _startP.subVectors( point, this.start );
  39697. _startEnd.subVectors( this.end, this.start );
  39698. const startEnd2 = _startEnd.dot( _startEnd );
  39699. const startEnd_startP = _startEnd.dot( _startP );
  39700. let t = startEnd_startP / startEnd2;
  39701. if ( clampToLine ) {
  39702. t = clamp( t, 0, 1 );
  39703. }
  39704. return t;
  39705. }
  39706. /**
  39707. * Returns the closets point on the line for a given point.
  39708. *
  39709. * @param {Vector3} point - The point to compute the closest point on the line for.
  39710. * @param {boolean} clampToLine - Whether to clamp the result to the range `[0,1]` or not.
  39711. * @param {Vector3} target - The target vector that is used to store the method's result.
  39712. * @return {Vector3} The closest point on the line.
  39713. */
  39714. closestPointToPoint( point, clampToLine, target ) {
  39715. const t = this.closestPointToPointParameter( point, clampToLine );
  39716. return this.delta( target ).multiplyScalar( t ).add( this.start );
  39717. }
  39718. /**
  39719. * Applies a 4x4 transformation matrix to this line segment.
  39720. *
  39721. * @param {Matrix4} matrix - The transformation matrix.
  39722. * @return {Line3} A reference to this line segment.
  39723. */
  39724. applyMatrix4( matrix ) {
  39725. this.start.applyMatrix4( matrix );
  39726. this.end.applyMatrix4( matrix );
  39727. return this;
  39728. }
  39729. /**
  39730. * Returns `true` if this line segment is equal with the given one.
  39731. *
  39732. * @param {Line3} line - The line segment to test for equality.
  39733. * @return {boolean} Whether this line segment is equal with the given one.
  39734. */
  39735. equals( line ) {
  39736. return line.start.equals( this.start ) && line.end.equals( this.end );
  39737. }
  39738. /**
  39739. * Returns a new line segment with copied values from this instance.
  39740. *
  39741. * @return {Line3} A clone of this instance.
  39742. */
  39743. clone() {
  39744. return new this.constructor().copy( this );
  39745. }
  39746. }
  39747. const _vector$3 = /*@__PURE__*/ new Vector3();
  39748. /**
  39749. * This displays a cone shaped helper object for a {@link SpotLight}.
  39750. *
  39751. * ```js
  39752. * const spotLight = new THREE.SpotLight( 0xffffff );
  39753. * spotLight.position.set( 10, 10, 10 );
  39754. * scene.add( spotLight );
  39755. *
  39756. * const spotLightHelper = new THREE.SpotLightHelper( spotLight );
  39757. * scene.add( spotLightHelper );
  39758. * ```
  39759. *
  39760. * @augments Object3D
  39761. */
  39762. class SpotLightHelper extends Object3D {
  39763. /**
  39764. * Constructs a new spot light helper.
  39765. *
  39766. * @param {HemisphereLight} light - The light to be visualized.
  39767. * @param {number|Color|string} [color] - The helper's color. If not set, the helper will take
  39768. * the color of the light.
  39769. */
  39770. constructor( light, color ) {
  39771. super();
  39772. /**
  39773. * The light being visualized.
  39774. *
  39775. * @type {SpotLight}
  39776. */
  39777. this.light = light;
  39778. this.matrixAutoUpdate = false;
  39779. /**
  39780. * The color parameter passed in the constructor.
  39781. * If not set, the helper will take the color of the light.
  39782. *
  39783. * @type {number|Color|string}
  39784. */
  39785. this.color = color;
  39786. this.type = 'SpotLightHelper';
  39787. const geometry = new BufferGeometry();
  39788. const positions = [
  39789. 0, 0, 0, 0, 0, 1,
  39790. 0, 0, 0, 1, 0, 1,
  39791. 0, 0, 0, - 1, 0, 1,
  39792. 0, 0, 0, 0, 1, 1,
  39793. 0, 0, 0, 0, - 1, 1
  39794. ];
  39795. for ( let i = 0, j = 1, l = 32; i < l; i ++, j ++ ) {
  39796. const p1 = ( i / l ) * Math.PI * 2;
  39797. const p2 = ( j / l ) * Math.PI * 2;
  39798. positions.push(
  39799. Math.cos( p1 ), Math.sin( p1 ), 1,
  39800. Math.cos( p2 ), Math.sin( p2 ), 1
  39801. );
  39802. }
  39803. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  39804. const material = new LineBasicMaterial( { fog: false, toneMapped: false } );
  39805. this.cone = new LineSegments( geometry, material );
  39806. this.add( this.cone );
  39807. this.update();
  39808. }
  39809. /**
  39810. * Frees the GPU-related resources allocated by this instance. Call this
  39811. * method whenever this instance is no longer used in your app.
  39812. */
  39813. dispose() {
  39814. this.cone.geometry.dispose();
  39815. this.cone.material.dispose();
  39816. }
  39817. /**
  39818. * Updates the helper to match the position and direction of the
  39819. * light being visualized.
  39820. */
  39821. update() {
  39822. this.light.updateWorldMatrix( true, false );
  39823. this.light.target.updateWorldMatrix( true, false );
  39824. // update the local matrix based on the parent and light target transforms
  39825. if ( this.parent ) {
  39826. this.parent.updateWorldMatrix( true );
  39827. this.matrix
  39828. .copy( this.parent.matrixWorld )
  39829. .invert()
  39830. .multiply( this.light.matrixWorld );
  39831. } else {
  39832. this.matrix.copy( this.light.matrixWorld );
  39833. }
  39834. this.matrixWorld.copy( this.light.matrixWorld );
  39835. const coneLength = this.light.distance ? this.light.distance : 1000;
  39836. const coneWidth = coneLength * Math.tan( this.light.angle );
  39837. this.cone.scale.set( coneWidth, coneWidth, coneLength );
  39838. _vector$3.setFromMatrixPosition( this.light.target.matrixWorld );
  39839. this.cone.lookAt( _vector$3 );
  39840. if ( this.color !== undefined ) {
  39841. this.cone.material.color.set( this.color );
  39842. } else {
  39843. this.cone.material.color.copy( this.light.color );
  39844. }
  39845. }
  39846. }
  39847. const _vector$2 = /*@__PURE__*/ new Vector3();
  39848. const _boneMatrix = /*@__PURE__*/ new Matrix4();
  39849. const _matrixWorldInv = /*@__PURE__*/ new Matrix4();
  39850. /**
  39851. * A helper object to assist with visualizing a {@link Skeleton}.
  39852. *
  39853. * ```js
  39854. * const helper = new THREE.SkeletonHelper( skinnedMesh );
  39855. * scene.add( helper );
  39856. * ```
  39857. *
  39858. * @augments LineSegments
  39859. */
  39860. class SkeletonHelper extends LineSegments {
  39861. /**
  39862. * Constructs a new hemisphere light helper.
  39863. *
  39864. * @param {Object3D} object - Usually an instance of {@link SkinnedMesh}. However, any 3D object
  39865. * can be used if it represents a hierarchy of bones (see {@link Bone}).
  39866. */
  39867. constructor( object ) {
  39868. const bones = getBoneList( object );
  39869. const geometry = new BufferGeometry();
  39870. const vertices = [];
  39871. const colors = [];
  39872. const color1 = new Color( 0, 0, 1 );
  39873. const color2 = new Color( 0, 1, 0 );
  39874. for ( let i = 0; i < bones.length; i ++ ) {
  39875. const bone = bones[ i ];
  39876. if ( bone.parent && bone.parent.isBone ) {
  39877. vertices.push( 0, 0, 0 );
  39878. vertices.push( 0, 0, 0 );
  39879. colors.push( color1.r, color1.g, color1.b );
  39880. colors.push( color2.r, color2.g, color2.b );
  39881. }
  39882. }
  39883. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  39884. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  39885. const material = new LineBasicMaterial( { vertexColors: true, depthTest: false, depthWrite: false, toneMapped: false, transparent: true } );
  39886. super( geometry, material );
  39887. /**
  39888. * This flag can be used for type testing.
  39889. *
  39890. * @type {boolean}
  39891. * @readonly
  39892. * @default true
  39893. */
  39894. this.isSkeletonHelper = true;
  39895. this.type = 'SkeletonHelper';
  39896. /**
  39897. * The object being visualized.
  39898. *
  39899. * @type {Object3D}
  39900. */
  39901. this.root = object;
  39902. /**
  39903. * he list of bones that the helper visualizes.
  39904. *
  39905. * @type {Array<Bone>}
  39906. */
  39907. this.bones = bones;
  39908. this.matrix = object.matrixWorld;
  39909. this.matrixAutoUpdate = false;
  39910. }
  39911. updateMatrixWorld( force ) {
  39912. const bones = this.bones;
  39913. const geometry = this.geometry;
  39914. const position = geometry.getAttribute( 'position' );
  39915. _matrixWorldInv.copy( this.root.matrixWorld ).invert();
  39916. for ( let i = 0, j = 0; i < bones.length; i ++ ) {
  39917. const bone = bones[ i ];
  39918. if ( bone.parent && bone.parent.isBone ) {
  39919. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.matrixWorld );
  39920. _vector$2.setFromMatrixPosition( _boneMatrix );
  39921. position.setXYZ( j, _vector$2.x, _vector$2.y, _vector$2.z );
  39922. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.parent.matrixWorld );
  39923. _vector$2.setFromMatrixPosition( _boneMatrix );
  39924. position.setXYZ( j + 1, _vector$2.x, _vector$2.y, _vector$2.z );
  39925. j += 2;
  39926. }
  39927. }
  39928. geometry.getAttribute( 'position' ).needsUpdate = true;
  39929. super.updateMatrixWorld( force );
  39930. }
  39931. /**
  39932. * Frees the GPU-related resources allocated by this instance. Call this
  39933. * method whenever this instance is no longer used in your app.
  39934. */
  39935. dispose() {
  39936. this.geometry.dispose();
  39937. this.material.dispose();
  39938. }
  39939. }
  39940. function getBoneList( object ) {
  39941. const boneList = [];
  39942. if ( object.isBone === true ) {
  39943. boneList.push( object );
  39944. }
  39945. for ( let i = 0; i < object.children.length; i ++ ) {
  39946. boneList.push( ...getBoneList( object.children[ i ] ) );
  39947. }
  39948. return boneList;
  39949. }
  39950. /**
  39951. * This displays a helper object consisting of a spherical mesh for
  39952. * visualizing an instance of {@link PointLight}.
  39953. *
  39954. * ```js
  39955. * const pointLight = new THREE.PointLight( 0xff0000, 1, 100 );
  39956. * pointLight.position.set( 10, 10, 10 );
  39957. * scene.add( pointLight );
  39958. *
  39959. * const sphereSize = 1;
  39960. * const pointLightHelper = new THREE.PointLightHelper( pointLight, sphereSize );
  39961. * scene.add( pointLightHelper );
  39962. * ```
  39963. *
  39964. * @augments Mesh
  39965. */
  39966. class PointLightHelper extends Mesh {
  39967. /**
  39968. * Constructs a new point light helper.
  39969. *
  39970. * @param {PointLight} light - The light to be visualized.
  39971. * @param {number} [sphereSize=1] - The size of the sphere helper.
  39972. * @param {number|Color|string} [color] - The helper's color. If not set, the helper will take
  39973. * the color of the light.
  39974. */
  39975. constructor( light, sphereSize, color ) {
  39976. const geometry = new SphereGeometry( sphereSize, 4, 2 );
  39977. const material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );
  39978. super( geometry, material );
  39979. /**
  39980. * The light being visualized.
  39981. *
  39982. * @type {HemisphereLight}
  39983. */
  39984. this.light = light;
  39985. /**
  39986. * The color parameter passed in the constructor.
  39987. * If not set, the helper will take the color of the light.
  39988. *
  39989. * @type {number|Color|string}
  39990. */
  39991. this.color = color;
  39992. this.type = 'PointLightHelper';
  39993. this.matrix = this.light.matrixWorld;
  39994. this.matrixAutoUpdate = false;
  39995. this.update();
  39996. /*
  39997. // TODO: delete this comment?
  39998. const distanceGeometry = new THREE.IcosahedronGeometry( 1, 2 );
  39999. const distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );
  40000. this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
  40001. this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );
  40002. const d = light.distance;
  40003. if ( d === 0.0 ) {
  40004. this.lightDistance.visible = false;
  40005. } else {
  40006. this.lightDistance.scale.set( d, d, d );
  40007. }
  40008. this.add( this.lightDistance );
  40009. */
  40010. }
  40011. /**
  40012. * Frees the GPU-related resources allocated by this instance. Call this
  40013. * method whenever this instance is no longer used in your app.
  40014. */
  40015. dispose() {
  40016. this.geometry.dispose();
  40017. this.material.dispose();
  40018. }
  40019. /**
  40020. * Updates the helper to match the position of the
  40021. * light being visualized.
  40022. */
  40023. update() {
  40024. this.light.updateWorldMatrix( true, false );
  40025. if ( this.color !== undefined ) {
  40026. this.material.color.set( this.color );
  40027. } else {
  40028. this.material.color.copy( this.light.color );
  40029. }
  40030. /*
  40031. const d = this.light.distance;
  40032. if ( d === 0.0 ) {
  40033. this.lightDistance.visible = false;
  40034. } else {
  40035. this.lightDistance.visible = true;
  40036. this.lightDistance.scale.set( d, d, d );
  40037. }
  40038. */
  40039. }
  40040. }
  40041. const _vector$1 = /*@__PURE__*/ new Vector3();
  40042. const _color1 = /*@__PURE__*/ new Color();
  40043. const _color2 = /*@__PURE__*/ new Color();
  40044. /**
  40045. * Creates a visual aid consisting of a spherical mesh for a
  40046. * given {@link HemisphereLight}.
  40047. *
  40048. * ```js
  40049. * const light = new THREE.HemisphereLight( 0xffffbb, 0x080820, 1 );
  40050. * const helper = new THREE.HemisphereLightHelper( light, 5 );
  40051. * scene.add( helper );
  40052. * ```
  40053. *
  40054. * @augments Object3D
  40055. */
  40056. class HemisphereLightHelper extends Object3D {
  40057. /**
  40058. * Constructs a new hemisphere light helper.
  40059. *
  40060. * @param {HemisphereLight} light - The light to be visualized.
  40061. * @param {number} [size=1] - The size of the mesh used to visualize the light.
  40062. * @param {number|Color|string} [color] - The helper's color. If not set, the helper will take
  40063. * the color of the light.
  40064. */
  40065. constructor( light, size, color ) {
  40066. super();
  40067. /**
  40068. * The light being visualized.
  40069. *
  40070. * @type {HemisphereLight}
  40071. */
  40072. this.light = light;
  40073. this.matrix = light.matrixWorld;
  40074. this.matrixAutoUpdate = false;
  40075. /**
  40076. * The color parameter passed in the constructor.
  40077. * If not set, the helper will take the color of the light.
  40078. *
  40079. * @type {number|Color|string}
  40080. */
  40081. this.color = color;
  40082. this.type = 'HemisphereLightHelper';
  40083. const geometry = new OctahedronGeometry( size );
  40084. geometry.rotateY( Math.PI * 0.5 );
  40085. this.material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );
  40086. if ( this.color === undefined ) this.material.vertexColors = true;
  40087. const position = geometry.getAttribute( 'position' );
  40088. const colors = new Float32Array( position.count * 3 );
  40089. geometry.setAttribute( 'color', new BufferAttribute( colors, 3 ) );
  40090. this.add( new Mesh( geometry, this.material ) );
  40091. this.update();
  40092. }
  40093. /**
  40094. * Frees the GPU-related resources allocated by this instance. Call this
  40095. * method whenever this instance is no longer used in your app.
  40096. */
  40097. dispose() {
  40098. this.children[ 0 ].geometry.dispose();
  40099. this.children[ 0 ].material.dispose();
  40100. }
  40101. /**
  40102. * Updates the helper to match the position and direction of the
  40103. * light being visualized.
  40104. */
  40105. update() {
  40106. const mesh = this.children[ 0 ];
  40107. if ( this.color !== undefined ) {
  40108. this.material.color.set( this.color );
  40109. } else {
  40110. const colors = mesh.geometry.getAttribute( 'color' );
  40111. _color1.copy( this.light.color );
  40112. _color2.copy( this.light.groundColor );
  40113. for ( let i = 0, l = colors.count; i < l; i ++ ) {
  40114. const color = ( i < ( l / 2 ) ) ? _color1 : _color2;
  40115. colors.setXYZ( i, color.r, color.g, color.b );
  40116. }
  40117. colors.needsUpdate = true;
  40118. }
  40119. this.light.updateWorldMatrix( true, false );
  40120. mesh.lookAt( _vector$1.setFromMatrixPosition( this.light.matrixWorld ).negate() );
  40121. }
  40122. }
  40123. /**
  40124. * The helper is an object to define grids. Grids are two-dimensional
  40125. * arrays of lines.
  40126. *
  40127. * ```js
  40128. * const size = 10;
  40129. * const divisions = 10;
  40130. *
  40131. * const gridHelper = new THREE.GridHelper( size, divisions );
  40132. * scene.add( gridHelper );
  40133. * ```
  40134. *
  40135. * @augments LineSegments
  40136. */
  40137. class GridHelper extends LineSegments {
  40138. /**
  40139. * Constructs a new grid helper.
  40140. *
  40141. * @param {number} [size=10] - The size of the grid.
  40142. * @param {number} [divisions=10] - The number of divisions across the grid.
  40143. * @param {number|Color|string} [color1=0x444444] - The color of the center line.
  40144. * @param {number|Color|string} [color2=0x888888] - The color of the lines of the grid.
  40145. */
  40146. constructor( size = 10, divisions = 10, color1 = 0x444444, color2 = 0x888888 ) {
  40147. color1 = new Color( color1 );
  40148. color2 = new Color( color2 );
  40149. const center = divisions / 2;
  40150. const step = size / divisions;
  40151. const halfSize = size / 2;
  40152. const vertices = [], colors = [];
  40153. for ( let i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) {
  40154. vertices.push( - halfSize, 0, k, halfSize, 0, k );
  40155. vertices.push( k, 0, - halfSize, k, 0, halfSize );
  40156. const color = i === center ? color1 : color2;
  40157. color.toArray( colors, j ); j += 3;
  40158. color.toArray( colors, j ); j += 3;
  40159. color.toArray( colors, j ); j += 3;
  40160. color.toArray( colors, j ); j += 3;
  40161. }
  40162. const geometry = new BufferGeometry();
  40163. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  40164. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  40165. const material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
  40166. super( geometry, material );
  40167. this.type = 'GridHelper';
  40168. }
  40169. /**
  40170. * Frees the GPU-related resources allocated by this instance. Call this
  40171. * method whenever this instance is no longer used in your app.
  40172. */
  40173. dispose() {
  40174. this.geometry.dispose();
  40175. this.material.dispose();
  40176. }
  40177. }
  40178. /**
  40179. * This helper is an object to define polar grids. Grids are
  40180. * two-dimensional arrays of lines.
  40181. *
  40182. * ```js
  40183. * const radius = 10;
  40184. * const sectors = 16;
  40185. * const rings = 8;
  40186. * const divisions = 64;
  40187. *
  40188. * const helper = new THREE.PolarGridHelper( radius, sectors, rings, divisions );
  40189. * scene.add( helper );
  40190. * ```
  40191. *
  40192. * @augments LineSegments
  40193. */
  40194. class PolarGridHelper extends LineSegments {
  40195. /**
  40196. * Constructs a new polar grid helper.
  40197. *
  40198. * @param {number} [radius=10] - The radius of the polar grid. This can be any positive number.
  40199. * @param {number} [sectors=16] - The number of sectors the grid will be divided into. This can be any positive integer.
  40200. * @param {number} [rings=16] - The number of rings. This can be any positive integer.
  40201. * @param {number} [divisions=64] - The number of line segments used for each circle. This can be any positive integer.
  40202. * @param {number|Color|string} [color1=0x444444] - The first color used for grid elements.
  40203. * @param {number|Color|string} [color2=0x888888] - The second color used for grid elements.
  40204. */
  40205. constructor( radius = 10, sectors = 16, rings = 8, divisions = 64, color1 = 0x444444, color2 = 0x888888 ) {
  40206. color1 = new Color( color1 );
  40207. color2 = new Color( color2 );
  40208. const vertices = [];
  40209. const colors = [];
  40210. // create the sectors
  40211. if ( sectors > 1 ) {
  40212. for ( let i = 0; i < sectors; i ++ ) {
  40213. const v = ( i / sectors ) * ( Math.PI * 2 );
  40214. const x = Math.sin( v ) * radius;
  40215. const z = Math.cos( v ) * radius;
  40216. vertices.push( 0, 0, 0 );
  40217. vertices.push( x, 0, z );
  40218. const color = ( i & 1 ) ? color1 : color2;
  40219. colors.push( color.r, color.g, color.b );
  40220. colors.push( color.r, color.g, color.b );
  40221. }
  40222. }
  40223. // create the rings
  40224. for ( let i = 0; i < rings; i ++ ) {
  40225. const color = ( i & 1 ) ? color1 : color2;
  40226. const r = radius - ( radius / rings * i );
  40227. for ( let j = 0; j < divisions; j ++ ) {
  40228. // first vertex
  40229. let v = ( j / divisions ) * ( Math.PI * 2 );
  40230. let x = Math.sin( v ) * r;
  40231. let z = Math.cos( v ) * r;
  40232. vertices.push( x, 0, z );
  40233. colors.push( color.r, color.g, color.b );
  40234. // second vertex
  40235. v = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 );
  40236. x = Math.sin( v ) * r;
  40237. z = Math.cos( v ) * r;
  40238. vertices.push( x, 0, z );
  40239. colors.push( color.r, color.g, color.b );
  40240. }
  40241. }
  40242. const geometry = new BufferGeometry();
  40243. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  40244. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  40245. const material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
  40246. super( geometry, material );
  40247. this.type = 'PolarGridHelper';
  40248. }
  40249. /**
  40250. * Frees the GPU-related resources allocated by this instance. Call this
  40251. * method whenever this instance is no longer used in your app.
  40252. */
  40253. dispose() {
  40254. this.geometry.dispose();
  40255. this.material.dispose();
  40256. }
  40257. }
  40258. const _v1 = /*@__PURE__*/ new Vector3();
  40259. const _v2 = /*@__PURE__*/ new Vector3();
  40260. const _v3 = /*@__PURE__*/ new Vector3();
  40261. /**
  40262. * Helper object to assist with visualizing a {@link DirectionalLight}'s
  40263. * effect on the scene. This consists of plane and a line representing the
  40264. * light's position and direction.
  40265. *
  40266. * ```js
  40267. * const light = new THREE.DirectionalLight( 0xFFFFFF );
  40268. * scene.add( light );
  40269. *
  40270. * const helper = new THREE.DirectionalLightHelper( light, 5 );
  40271. * scene.add( helper );
  40272. * ```
  40273. *
  40274. * @augments Object3D
  40275. */
  40276. class DirectionalLightHelper extends Object3D {
  40277. /**
  40278. * Constructs a new directional light helper.
  40279. *
  40280. * @param {DirectionalLight} light - The light to be visualized.
  40281. * @param {number} [size=1] - The dimensions of the plane.
  40282. * @param {number|Color|string} [color] - The helper's color. If not set, the helper will take
  40283. * the color of the light.
  40284. */
  40285. constructor( light, size, color ) {
  40286. super();
  40287. /**
  40288. * The light being visualized.
  40289. *
  40290. * @type {DirectionalLight}
  40291. */
  40292. this.light = light;
  40293. this.matrix = light.matrixWorld;
  40294. this.matrixAutoUpdate = false;
  40295. /**
  40296. * The color parameter passed in the constructor.
  40297. * If not set, the helper will take the color of the light.
  40298. *
  40299. * @type {number|Color|string}
  40300. */
  40301. this.color = color;
  40302. this.type = 'DirectionalLightHelper';
  40303. if ( size === undefined ) size = 1;
  40304. let geometry = new BufferGeometry();
  40305. geometry.setAttribute( 'position', new Float32BufferAttribute( [
  40306. - size, size, 0,
  40307. size, size, 0,
  40308. size, - size, 0,
  40309. - size, - size, 0,
  40310. - size, size, 0
  40311. ], 3 ) );
  40312. const material = new LineBasicMaterial( { fog: false, toneMapped: false } );
  40313. /**
  40314. * Contains the line showing the location of the directional light.
  40315. *
  40316. * @type {Line}
  40317. */
  40318. this.lightPlane = new Line( geometry, material );
  40319. this.add( this.lightPlane );
  40320. geometry = new BufferGeometry();
  40321. geometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) );
  40322. /**
  40323. * Represents the target line of the directional light.
  40324. *
  40325. * @type {Line}
  40326. */
  40327. this.targetLine = new Line( geometry, material );
  40328. this.add( this.targetLine );
  40329. this.update();
  40330. }
  40331. /**
  40332. * Frees the GPU-related resources allocated by this instance. Call this
  40333. * method whenever this instance is no longer used in your app.
  40334. */
  40335. dispose() {
  40336. this.lightPlane.geometry.dispose();
  40337. this.lightPlane.material.dispose();
  40338. this.targetLine.geometry.dispose();
  40339. this.targetLine.material.dispose();
  40340. }
  40341. /**
  40342. * Updates the helper to match the position and direction of the
  40343. * light being visualized.
  40344. */
  40345. update() {
  40346. this.light.updateWorldMatrix( true, false );
  40347. this.light.target.updateWorldMatrix( true, false );
  40348. _v1.setFromMatrixPosition( this.light.matrixWorld );
  40349. _v2.setFromMatrixPosition( this.light.target.matrixWorld );
  40350. _v3.subVectors( _v2, _v1 );
  40351. this.lightPlane.lookAt( _v2 );
  40352. if ( this.color !== undefined ) {
  40353. this.lightPlane.material.color.set( this.color );
  40354. this.targetLine.material.color.set( this.color );
  40355. } else {
  40356. this.lightPlane.material.color.copy( this.light.color );
  40357. this.targetLine.material.color.copy( this.light.color );
  40358. }
  40359. this.targetLine.lookAt( _v2 );
  40360. this.targetLine.scale.z = _v3.length();
  40361. }
  40362. }
  40363. const _vector = /*@__PURE__*/ new Vector3();
  40364. const _camera = /*@__PURE__*/ new Camera();
  40365. /**
  40366. * This helps with visualizing what a camera contains in its frustum. It
  40367. * visualizes the frustum of a camera using a line segments.
  40368. *
  40369. * Based on frustum visualization in [lightgl.js shadowmap example]{@link https://github.com/evanw/lightgl.js/blob/master/tests/shadowmap.html}.
  40370. *
  40371. * `CameraHelper` must be a child of the scene.
  40372. *
  40373. * ```js
  40374. * const camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 );
  40375. * const helper = new THREE.CameraHelper( camera );
  40376. * scene.add( helper );
  40377. * ```
  40378. *
  40379. * @augments LineSegments
  40380. */
  40381. class CameraHelper extends LineSegments {
  40382. /**
  40383. * Constructs a new arrow helper.
  40384. *
  40385. * @param {Camera} camera - The camera to visualize.
  40386. */
  40387. constructor( camera ) {
  40388. const geometry = new BufferGeometry();
  40389. const material = new LineBasicMaterial( { color: 0xffffff, vertexColors: true, toneMapped: false } );
  40390. const vertices = [];
  40391. const colors = [];
  40392. const pointMap = {};
  40393. // near
  40394. addLine( 'n1', 'n2' );
  40395. addLine( 'n2', 'n4' );
  40396. addLine( 'n4', 'n3' );
  40397. addLine( 'n3', 'n1' );
  40398. // far
  40399. addLine( 'f1', 'f2' );
  40400. addLine( 'f2', 'f4' );
  40401. addLine( 'f4', 'f3' );
  40402. addLine( 'f3', 'f1' );
  40403. // sides
  40404. addLine( 'n1', 'f1' );
  40405. addLine( 'n2', 'f2' );
  40406. addLine( 'n3', 'f3' );
  40407. addLine( 'n4', 'f4' );
  40408. // cone
  40409. addLine( 'p', 'n1' );
  40410. addLine( 'p', 'n2' );
  40411. addLine( 'p', 'n3' );
  40412. addLine( 'p', 'n4' );
  40413. // up
  40414. addLine( 'u1', 'u2' );
  40415. addLine( 'u2', 'u3' );
  40416. addLine( 'u3', 'u1' );
  40417. // target
  40418. addLine( 'c', 't' );
  40419. addLine( 'p', 'c' );
  40420. // cross
  40421. addLine( 'cn1', 'cn2' );
  40422. addLine( 'cn3', 'cn4' );
  40423. addLine( 'cf1', 'cf2' );
  40424. addLine( 'cf3', 'cf4' );
  40425. function addLine( a, b ) {
  40426. addPoint( a );
  40427. addPoint( b );
  40428. }
  40429. function addPoint( id ) {
  40430. vertices.push( 0, 0, 0 );
  40431. colors.push( 0, 0, 0 );
  40432. if ( pointMap[ id ] === undefined ) {
  40433. pointMap[ id ] = [];
  40434. }
  40435. pointMap[ id ].push( ( vertices.length / 3 ) - 1 );
  40436. }
  40437. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  40438. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  40439. super( geometry, material );
  40440. this.type = 'CameraHelper';
  40441. /**
  40442. * The camera being visualized.
  40443. *
  40444. * @type {Camera}
  40445. */
  40446. this.camera = camera;
  40447. if ( this.camera.updateProjectionMatrix ) this.camera.updateProjectionMatrix();
  40448. this.matrix = camera.matrixWorld;
  40449. this.matrixAutoUpdate = false;
  40450. /**
  40451. * This contains the points used to visualize the camera.
  40452. *
  40453. * @type {Object<string,Array<number>>}
  40454. */
  40455. this.pointMap = pointMap;
  40456. this.update();
  40457. // colors
  40458. const colorFrustum = new Color( 0xffaa00 );
  40459. const colorCone = new Color( 0xff0000 );
  40460. const colorUp = new Color( 0x00aaff );
  40461. const colorTarget = new Color( 0xffffff );
  40462. const colorCross = new Color( 0x333333 );
  40463. this.setColors( colorFrustum, colorCone, colorUp, colorTarget, colorCross );
  40464. }
  40465. /**
  40466. * Defines the colors of the helper.
  40467. *
  40468. * @param {Color} frustum - The frustum line color.
  40469. * @param {Color} cone - The cone line color.
  40470. * @param {Color} up - The up line color.
  40471. * @param {Color} target - The target line color.
  40472. * @param {Color} cross - The cross line color.
  40473. */
  40474. setColors( frustum, cone, up, target, cross ) {
  40475. const geometry = this.geometry;
  40476. const colorAttribute = geometry.getAttribute( 'color' );
  40477. // near
  40478. colorAttribute.setXYZ( 0, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 1, frustum.r, frustum.g, frustum.b ); // n1, n2
  40479. colorAttribute.setXYZ( 2, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 3, frustum.r, frustum.g, frustum.b ); // n2, n4
  40480. colorAttribute.setXYZ( 4, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 5, frustum.r, frustum.g, frustum.b ); // n4, n3
  40481. colorAttribute.setXYZ( 6, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 7, frustum.r, frustum.g, frustum.b ); // n3, n1
  40482. // far
  40483. colorAttribute.setXYZ( 8, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 9, frustum.r, frustum.g, frustum.b ); // f1, f2
  40484. colorAttribute.setXYZ( 10, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 11, frustum.r, frustum.g, frustum.b ); // f2, f4
  40485. colorAttribute.setXYZ( 12, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 13, frustum.r, frustum.g, frustum.b ); // f4, f3
  40486. colorAttribute.setXYZ( 14, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 15, frustum.r, frustum.g, frustum.b ); // f3, f1
  40487. // sides
  40488. colorAttribute.setXYZ( 16, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 17, frustum.r, frustum.g, frustum.b ); // n1, f1
  40489. colorAttribute.setXYZ( 18, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 19, frustum.r, frustum.g, frustum.b ); // n2, f2
  40490. colorAttribute.setXYZ( 20, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 21, frustum.r, frustum.g, frustum.b ); // n3, f3
  40491. colorAttribute.setXYZ( 22, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 23, frustum.r, frustum.g, frustum.b ); // n4, f4
  40492. // cone
  40493. colorAttribute.setXYZ( 24, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 25, cone.r, cone.g, cone.b ); // p, n1
  40494. colorAttribute.setXYZ( 26, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 27, cone.r, cone.g, cone.b ); // p, n2
  40495. colorAttribute.setXYZ( 28, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 29, cone.r, cone.g, cone.b ); // p, n3
  40496. colorAttribute.setXYZ( 30, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 31, cone.r, cone.g, cone.b ); // p, n4
  40497. // up
  40498. colorAttribute.setXYZ( 32, up.r, up.g, up.b ); colorAttribute.setXYZ( 33, up.r, up.g, up.b ); // u1, u2
  40499. colorAttribute.setXYZ( 34, up.r, up.g, up.b ); colorAttribute.setXYZ( 35, up.r, up.g, up.b ); // u2, u3
  40500. colorAttribute.setXYZ( 36, up.r, up.g, up.b ); colorAttribute.setXYZ( 37, up.r, up.g, up.b ); // u3, u1
  40501. // target
  40502. colorAttribute.setXYZ( 38, target.r, target.g, target.b ); colorAttribute.setXYZ( 39, target.r, target.g, target.b ); // c, t
  40503. colorAttribute.setXYZ( 40, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 41, cross.r, cross.g, cross.b ); // p, c
  40504. // cross
  40505. colorAttribute.setXYZ( 42, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 43, cross.r, cross.g, cross.b ); // cn1, cn2
  40506. colorAttribute.setXYZ( 44, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 45, cross.r, cross.g, cross.b ); // cn3, cn4
  40507. colorAttribute.setXYZ( 46, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 47, cross.r, cross.g, cross.b ); // cf1, cf2
  40508. colorAttribute.setXYZ( 48, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 49, cross.r, cross.g, cross.b ); // cf3, cf4
  40509. colorAttribute.needsUpdate = true;
  40510. }
  40511. /**
  40512. * Updates the helper based on the projection matrix of the camera.
  40513. */
  40514. update() {
  40515. const geometry = this.geometry;
  40516. const pointMap = this.pointMap;
  40517. const w = 1, h = 1;
  40518. // we need just camera projection matrix inverse
  40519. // world matrix must be identity
  40520. _camera.projectionMatrixInverse.copy( this.camera.projectionMatrixInverse );
  40521. // Adjust z values based on coordinate system
  40522. const nearZ = this.camera.coordinateSystem === WebGLCoordinateSystem ? - 1 : 0;
  40523. // center / target
  40524. setPoint( 'c', pointMap, geometry, _camera, 0, 0, nearZ );
  40525. setPoint( 't', pointMap, geometry, _camera, 0, 0, 1 );
  40526. // near
  40527. setPoint( 'n1', pointMap, geometry, _camera, - w, - h, nearZ );
  40528. setPoint( 'n2', pointMap, geometry, _camera, w, - h, nearZ );
  40529. setPoint( 'n3', pointMap, geometry, _camera, - w, h, nearZ );
  40530. setPoint( 'n4', pointMap, geometry, _camera, w, h, nearZ );
  40531. // far
  40532. setPoint( 'f1', pointMap, geometry, _camera, - w, - h, 1 );
  40533. setPoint( 'f2', pointMap, geometry, _camera, w, - h, 1 );
  40534. setPoint( 'f3', pointMap, geometry, _camera, - w, h, 1 );
  40535. setPoint( 'f4', pointMap, geometry, _camera, w, h, 1 );
  40536. // up
  40537. setPoint( 'u1', pointMap, geometry, _camera, w * 0.7, h * 1.1, nearZ );
  40538. setPoint( 'u2', pointMap, geometry, _camera, - w * 0.7, h * 1.1, nearZ );
  40539. setPoint( 'u3', pointMap, geometry, _camera, 0, h * 2, nearZ );
  40540. // cross
  40541. setPoint( 'cf1', pointMap, geometry, _camera, - w, 0, 1 );
  40542. setPoint( 'cf2', pointMap, geometry, _camera, w, 0, 1 );
  40543. setPoint( 'cf3', pointMap, geometry, _camera, 0, - h, 1 );
  40544. setPoint( 'cf4', pointMap, geometry, _camera, 0, h, 1 );
  40545. setPoint( 'cn1', pointMap, geometry, _camera, - w, 0, nearZ );
  40546. setPoint( 'cn2', pointMap, geometry, _camera, w, 0, nearZ );
  40547. setPoint( 'cn3', pointMap, geometry, _camera, 0, - h, nearZ );
  40548. setPoint( 'cn4', pointMap, geometry, _camera, 0, h, nearZ );
  40549. geometry.getAttribute( 'position' ).needsUpdate = true;
  40550. }
  40551. /**
  40552. * Frees the GPU-related resources allocated by this instance. Call this
  40553. * method whenever this instance is no longer used in your app.
  40554. */
  40555. dispose() {
  40556. this.geometry.dispose();
  40557. this.material.dispose();
  40558. }
  40559. }
  40560. function setPoint( point, pointMap, geometry, camera, x, y, z ) {
  40561. _vector.set( x, y, z ).unproject( camera );
  40562. const points = pointMap[ point ];
  40563. if ( points !== undefined ) {
  40564. const position = geometry.getAttribute( 'position' );
  40565. for ( let i = 0, l = points.length; i < l; i ++ ) {
  40566. position.setXYZ( points[ i ], _vector.x, _vector.y, _vector.z );
  40567. }
  40568. }
  40569. }
  40570. const _box = /*@__PURE__*/ new Box3();
  40571. /**
  40572. * Helper object to graphically show the world-axis-aligned bounding box
  40573. * around an object. The actual bounding box is handled with {@link Box3},
  40574. * this is just a visual helper for debugging. It can be automatically
  40575. * resized with {@link BoxHelper#update} when the object it's created from
  40576. * is transformed. Note that the object must have a geometry for this to work,
  40577. * so it won't work with sprites.
  40578. *
  40579. * ```js
  40580. * const sphere = new THREE.SphereGeometry();
  40581. * const object = new THREE.Mesh( sphere, new THREE.MeshBasicMaterial( 0xff0000 ) );
  40582. * const box = new THREE.BoxHelper( object, 0xffff00 );
  40583. * scene.add( box );
  40584. * ```
  40585. *
  40586. * @augments LineSegments
  40587. */
  40588. class BoxHelper extends LineSegments {
  40589. /**
  40590. * Constructs a new box helper.
  40591. *
  40592. * @param {Object3D} [object] - The 3D object to show the world-axis-aligned bounding box.
  40593. * @param {number|Color|string} [color=0xffff00] - The box's color.
  40594. */
  40595. constructor( object, color = 0xffff00 ) {
  40596. 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 ] );
  40597. const positions = new Float32Array( 8 * 3 );
  40598. const geometry = new BufferGeometry();
  40599. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  40600. geometry.setAttribute( 'position', new BufferAttribute( positions, 3 ) );
  40601. super( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  40602. /**
  40603. * The 3D object being visualized.
  40604. *
  40605. * @type {Object3D}
  40606. */
  40607. this.object = object;
  40608. this.type = 'BoxHelper';
  40609. this.matrixAutoUpdate = false;
  40610. this.update();
  40611. }
  40612. /**
  40613. * Updates the helper's geometry to match the dimensions of the object,
  40614. * including any children.
  40615. */
  40616. update() {
  40617. if ( this.object !== undefined ) {
  40618. _box.setFromObject( this.object );
  40619. }
  40620. if ( _box.isEmpty() ) return;
  40621. const min = _box.min;
  40622. const max = _box.max;
  40623. /*
  40624. 5____4
  40625. 1/___0/|
  40626. | 6__|_7
  40627. 2/___3/
  40628. 0: max.x, max.y, max.z
  40629. 1: min.x, max.y, max.z
  40630. 2: min.x, min.y, max.z
  40631. 3: max.x, min.y, max.z
  40632. 4: max.x, max.y, min.z
  40633. 5: min.x, max.y, min.z
  40634. 6: min.x, min.y, min.z
  40635. 7: max.x, min.y, min.z
  40636. */
  40637. const position = this.geometry.attributes.position;
  40638. const array = position.array;
  40639. array[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z;
  40640. array[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z;
  40641. array[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z;
  40642. array[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z;
  40643. array[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z;
  40644. array[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z;
  40645. array[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z;
  40646. array[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z;
  40647. position.needsUpdate = true;
  40648. this.geometry.computeBoundingSphere();
  40649. }
  40650. /**
  40651. * Updates the wireframe box for the passed object.
  40652. *
  40653. * @param {Object3D} object - The 3D object to create the helper for.
  40654. * @return {BoxHelper} A reference to this instance.
  40655. */
  40656. setFromObject( object ) {
  40657. this.object = object;
  40658. this.update();
  40659. return this;
  40660. }
  40661. copy( source, recursive ) {
  40662. super.copy( source, recursive );
  40663. this.object = source.object;
  40664. return this;
  40665. }
  40666. /**
  40667. * Frees the GPU-related resources allocated by this instance. Call this
  40668. * method whenever this instance is no longer used in your app.
  40669. */
  40670. dispose() {
  40671. this.geometry.dispose();
  40672. this.material.dispose();
  40673. }
  40674. }
  40675. /**
  40676. * A helper object to visualize an instance of {@link Box3}.
  40677. *
  40678. * ```js
  40679. * const box = new THREE.Box3();
  40680. * box.setFromCenterAndSize( new THREE.Vector3( 1, 1, 1 ), new THREE.Vector3( 2, 1, 3 ) );
  40681. *
  40682. * const helper = new THREE.Box3Helper( box, 0xffff00 );
  40683. * scene.add( helper )
  40684. * ```
  40685. *
  40686. * @augments LineSegments
  40687. */
  40688. class Box3Helper extends LineSegments {
  40689. /**
  40690. * Constructs a new box3 helper.
  40691. *
  40692. * @param {Box3} box - The box to visualize.
  40693. * @param {number|Color|string} [color=0xffff00] - The box's color.
  40694. */
  40695. constructor( box, color = 0xffff00 ) {
  40696. 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 ] );
  40697. 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 ];
  40698. const geometry = new BufferGeometry();
  40699. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  40700. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  40701. super( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  40702. /**
  40703. * The box being visualized.
  40704. *
  40705. * @type {Box3}
  40706. */
  40707. this.box = box;
  40708. this.type = 'Box3Helper';
  40709. this.geometry.computeBoundingSphere();
  40710. }
  40711. updateMatrixWorld( force ) {
  40712. const box = this.box;
  40713. if ( box.isEmpty() ) return;
  40714. box.getCenter( this.position );
  40715. box.getSize( this.scale );
  40716. this.scale.multiplyScalar( 0.5 );
  40717. super.updateMatrixWorld( force );
  40718. }
  40719. /**
  40720. * Frees the GPU-related resources allocated by this instance. Call this
  40721. * method whenever this instance is no longer used in your app.
  40722. */
  40723. dispose() {
  40724. this.geometry.dispose();
  40725. this.material.dispose();
  40726. }
  40727. }
  40728. /**
  40729. * A helper object to visualize an instance of {@link Plane}.
  40730. *
  40731. * ```js
  40732. * const plane = new THREE.Plane( new THREE.Vector3( 1, 1, 0.2 ), 3 );
  40733. * const helper = new THREE.PlaneHelper( plane, 1, 0xffff00 );
  40734. * scene.add( helper );
  40735. * ```
  40736. *
  40737. * @augments Line
  40738. */
  40739. class PlaneHelper extends Line {
  40740. /**
  40741. * Constructs a new plane helper.
  40742. *
  40743. * @param {Plane} plane - The plane to be visualized.
  40744. * @param {number} [size=1] - The side length of plane helper.
  40745. * @param {number|Color|string} [hex=0xffff00] - The helper's color.
  40746. */
  40747. constructor( plane, size = 1, hex = 0xffff00 ) {
  40748. const color = hex;
  40749. 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 ];
  40750. const geometry = new BufferGeometry();
  40751. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  40752. geometry.computeBoundingSphere();
  40753. super( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  40754. this.type = 'PlaneHelper';
  40755. /**
  40756. * The plane being visualized.
  40757. *
  40758. * @type {Plane}
  40759. */
  40760. this.plane = plane;
  40761. /**
  40762. * The side length of plane helper.
  40763. *
  40764. * @type {number}
  40765. * @default 1
  40766. */
  40767. this.size = size;
  40768. const positions2 = [ 1, 1, 0, - 1, 1, 0, - 1, - 1, 0, 1, 1, 0, - 1, - 1, 0, 1, - 1, 0 ];
  40769. const geometry2 = new BufferGeometry();
  40770. geometry2.setAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );
  40771. geometry2.computeBoundingSphere();
  40772. this.add( new Mesh( geometry2, new MeshBasicMaterial( { color: color, opacity: 0.2, transparent: true, depthWrite: false, toneMapped: false } ) ) );
  40773. }
  40774. updateMatrixWorld( force ) {
  40775. this.position.set( 0, 0, 0 );
  40776. this.scale.set( 0.5 * this.size, 0.5 * this.size, 1 );
  40777. this.lookAt( this.plane.normal );
  40778. this.translateZ( - this.plane.constant );
  40779. super.updateMatrixWorld( force );
  40780. }
  40781. /**
  40782. * Updates the helper to match the position and direction of the
  40783. * light being visualized.
  40784. */
  40785. dispose() {
  40786. this.geometry.dispose();
  40787. this.material.dispose();
  40788. this.children[ 0 ].geometry.dispose();
  40789. this.children[ 0 ].material.dispose();
  40790. }
  40791. }
  40792. const _axis = /*@__PURE__*/ new Vector3();
  40793. let _lineGeometry, _coneGeometry;
  40794. /**
  40795. * An 3D arrow object for visualizing directions.
  40796. *
  40797. * ```js
  40798. * const dir = new THREE.Vector3( 1, 2, 0 );
  40799. *
  40800. * //normalize the direction vector (convert to vector of length 1)
  40801. * dir.normalize();
  40802. *
  40803. * const origin = new THREE.Vector3( 0, 0, 0 );
  40804. * const length = 1;
  40805. * const hex = 0xffff00;
  40806. *
  40807. * const arrowHelper = new THREE.ArrowHelper( dir, origin, length, hex );
  40808. * scene.add( arrowHelper );
  40809. * ```
  40810. *
  40811. * @augments Object3D
  40812. */
  40813. class ArrowHelper extends Object3D {
  40814. /**
  40815. * Constructs a new arrow helper.
  40816. *
  40817. * @param {Vector3} [dir=(0, 0, 1)] - The (normalized) direction vector.
  40818. * @param {Vector3} [origin=(0, 0, 0)] - Point at which the arrow starts.
  40819. * @param {number} [length=1] - Length of the arrow in world units.
  40820. * @param {(number|Color|string)} [color=0xffff00] - Color of the arrow.
  40821. * @param {number} [headLength=length*0.2] - The length of the head of the arrow.
  40822. * @param {number} [headWidth=headLength*0.2] - The width of the head of the arrow.
  40823. */
  40824. 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 ) {
  40825. super();
  40826. this.type = 'ArrowHelper';
  40827. if ( _lineGeometry === undefined ) {
  40828. _lineGeometry = new BufferGeometry();
  40829. _lineGeometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) );
  40830. _coneGeometry = new CylinderGeometry( 0, 0.5, 1, 5, 1 );
  40831. _coneGeometry.translate( 0, - 0.5, 0 );
  40832. }
  40833. this.position.copy( origin );
  40834. /**
  40835. * The line part of the arrow helper.
  40836. *
  40837. * @type {Line}
  40838. */
  40839. this.line = new Line( _lineGeometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  40840. this.line.matrixAutoUpdate = false;
  40841. this.add( this.line );
  40842. /**
  40843. * The cone part of the arrow helper.
  40844. *
  40845. * @type {Mesh}
  40846. */
  40847. this.cone = new Mesh( _coneGeometry, new MeshBasicMaterial( { color: color, toneMapped: false } ) );
  40848. this.cone.matrixAutoUpdate = false;
  40849. this.add( this.cone );
  40850. this.setDirection( dir );
  40851. this.setLength( length, headLength, headWidth );
  40852. }
  40853. /**
  40854. * Sets the direction of the helper.
  40855. *
  40856. * @param {Vector3} dir - The normalized direction vector.
  40857. */
  40858. setDirection( dir ) {
  40859. // dir is assumed to be normalized
  40860. if ( dir.y > 0.99999 ) {
  40861. this.quaternion.set( 0, 0, 0, 1 );
  40862. } else if ( dir.y < - 0.99999 ) {
  40863. this.quaternion.set( 1, 0, 0, 0 );
  40864. } else {
  40865. _axis.set( dir.z, 0, - dir.x ).normalize();
  40866. const radians = Math.acos( dir.y );
  40867. this.quaternion.setFromAxisAngle( _axis, radians );
  40868. }
  40869. }
  40870. /**
  40871. * Sets the length of the helper.
  40872. *
  40873. * @param {number} length - Length of the arrow in world units.
  40874. * @param {number} [headLength=length*0.2] - The length of the head of the arrow.
  40875. * @param {number} [headWidth=headLength*0.2] - The width of the head of the arrow.
  40876. */
  40877. setLength( length, headLength = length * 0.2, headWidth = headLength * 0.2 ) {
  40878. this.line.scale.set( 1, Math.max( 0.0001, length - headLength ), 1 ); // see #17458
  40879. this.line.updateMatrix();
  40880. this.cone.scale.set( headWidth, headLength, headWidth );
  40881. this.cone.position.y = length;
  40882. this.cone.updateMatrix();
  40883. }
  40884. /**
  40885. * Sets the color of the helper.
  40886. *
  40887. * @param {number|Color|string} color - The color to set.
  40888. */
  40889. setColor( color ) {
  40890. this.line.material.color.set( color );
  40891. this.cone.material.color.set( color );
  40892. }
  40893. copy( source ) {
  40894. super.copy( source, false );
  40895. this.line.copy( source.line );
  40896. this.cone.copy( source.cone );
  40897. return this;
  40898. }
  40899. /**
  40900. * Frees the GPU-related resources allocated by this instance. Call this
  40901. * method whenever this instance is no longer used in your app.
  40902. */
  40903. dispose() {
  40904. this.line.geometry.dispose();
  40905. this.line.material.dispose();
  40906. this.cone.geometry.dispose();
  40907. this.cone.material.dispose();
  40908. }
  40909. }
  40910. /**
  40911. * An axis object to visualize the 3 axes in a simple way.
  40912. * The X axis is red. The Y axis is green. The Z axis is blue.
  40913. *
  40914. * ```js
  40915. * const axesHelper = new THREE.AxesHelper( 5 );
  40916. * scene.add( axesHelper );
  40917. * ```
  40918. *
  40919. * @augments LineSegments
  40920. */
  40921. class AxesHelper extends LineSegments {
  40922. /**
  40923. * Constructs a new axes helper.
  40924. *
  40925. * @param {number} [size=1] - Size of the lines representing the axes.
  40926. */
  40927. constructor( size = 1 ) {
  40928. const vertices = [
  40929. 0, 0, 0, size, 0, 0,
  40930. 0, 0, 0, 0, size, 0,
  40931. 0, 0, 0, 0, 0, size
  40932. ];
  40933. const colors = [
  40934. 1, 0, 0, 1, 0.6, 0,
  40935. 0, 1, 0, 0.6, 1, 0,
  40936. 0, 0, 1, 0, 0.6, 1
  40937. ];
  40938. const geometry = new BufferGeometry();
  40939. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  40940. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  40941. const material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
  40942. super( geometry, material );
  40943. this.type = 'AxesHelper';
  40944. }
  40945. /**
  40946. * Defines the colors of the axes helper.
  40947. *
  40948. * @param {number|Color|string} xAxisColor - The color for the x axis.
  40949. * @param {number|Color|string} yAxisColor - The color for the y axis.
  40950. * @param {number|Color|string} zAxisColor - The color for the z axis.
  40951. * @return {AxesHelper} A reference to this axes helper.
  40952. */
  40953. setColors( xAxisColor, yAxisColor, zAxisColor ) {
  40954. const color = new Color();
  40955. const array = this.geometry.attributes.color.array;
  40956. color.set( xAxisColor );
  40957. color.toArray( array, 0 );
  40958. color.toArray( array, 3 );
  40959. color.set( yAxisColor );
  40960. color.toArray( array, 6 );
  40961. color.toArray( array, 9 );
  40962. color.set( zAxisColor );
  40963. color.toArray( array, 12 );
  40964. color.toArray( array, 15 );
  40965. this.geometry.attributes.color.needsUpdate = true;
  40966. return this;
  40967. }
  40968. /**
  40969. * Frees the GPU-related resources allocated by this instance. Call this
  40970. * method whenever this instance is no longer used in your app.
  40971. */
  40972. dispose() {
  40973. this.geometry.dispose();
  40974. this.material.dispose();
  40975. }
  40976. }
  40977. /**
  40978. * This class is used to convert a series of paths to an array of
  40979. * shapes. It is specifically used in context of fonts and SVG.
  40980. */
  40981. class ShapePath {
  40982. /**
  40983. * Constructs a new shape path.
  40984. */
  40985. constructor() {
  40986. this.type = 'ShapePath';
  40987. /**
  40988. * The color of the shape.
  40989. *
  40990. * @type {Color}
  40991. */
  40992. this.color = new Color();
  40993. /**
  40994. * The paths that have been generated for this shape.
  40995. *
  40996. * @type {Array<Path>}
  40997. * @default null
  40998. */
  40999. this.subPaths = [];
  41000. /**
  41001. * The current path that is being generated.
  41002. *
  41003. * @type {?Path}
  41004. * @default null
  41005. */
  41006. this.currentPath = null;
  41007. }
  41008. /**
  41009. * Creates a new path and moves it current point to the given one.
  41010. *
  41011. * @param {number} x - The x coordinate.
  41012. * @param {number} y - The y coordinate.
  41013. * @return {ShapePath} A reference to this shape path.
  41014. */
  41015. moveTo( x, y ) {
  41016. this.currentPath = new Path();
  41017. this.subPaths.push( this.currentPath );
  41018. this.currentPath.moveTo( x, y );
  41019. return this;
  41020. }
  41021. /**
  41022. * Adds an instance of {@link LineCurve} to the path by connecting
  41023. * the current point with the given one.
  41024. *
  41025. * @param {number} x - The x coordinate of the end point.
  41026. * @param {number} y - The y coordinate of the end point.
  41027. * @return {ShapePath} A reference to this shape path.
  41028. */
  41029. lineTo( x, y ) {
  41030. this.currentPath.lineTo( x, y );
  41031. return this;
  41032. }
  41033. /**
  41034. * Adds an instance of {@link QuadraticBezierCurve} to the path by connecting
  41035. * the current point with the given one.
  41036. *
  41037. * @param {number} aCPx - The x coordinate of the control point.
  41038. * @param {number} aCPy - The y coordinate of the control point.
  41039. * @param {number} aX - The x coordinate of the end point.
  41040. * @param {number} aY - The y coordinate of the end point.
  41041. * @return {ShapePath} A reference to this shape path.
  41042. */
  41043. quadraticCurveTo( aCPx, aCPy, aX, aY ) {
  41044. this.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY );
  41045. return this;
  41046. }
  41047. /**
  41048. * Adds an instance of {@link CubicBezierCurve} to the path by connecting
  41049. * the current point with the given one.
  41050. *
  41051. * @param {number} aCP1x - The x coordinate of the first control point.
  41052. * @param {number} aCP1y - The y coordinate of the first control point.
  41053. * @param {number} aCP2x - The x coordinate of the second control point.
  41054. * @param {number} aCP2y - The y coordinate of the second control point.
  41055. * @param {number} aX - The x coordinate of the end point.
  41056. * @param {number} aY - The y coordinate of the end point.
  41057. * @return {ShapePath} A reference to this shape path.
  41058. */
  41059. bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  41060. this.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY );
  41061. return this;
  41062. }
  41063. /**
  41064. * Adds an instance of {@link SplineCurve} to the path by connecting
  41065. * the current point with the given list of points.
  41066. *
  41067. * @param {Array<Vector2>} pts - An array of points in 2D space.
  41068. * @return {ShapePath} A reference to this shape path.
  41069. */
  41070. splineThru( pts ) {
  41071. this.currentPath.splineThru( pts );
  41072. return this;
  41073. }
  41074. /**
  41075. * Converts the paths into an array of shapes.
  41076. *
  41077. * @param {boolean} isCCW - By default solid shapes are defined clockwise (CW) and holes are defined counterclockwise (CCW).
  41078. * If this flag is set to `true`, then those are flipped.
  41079. * @return {Array<Shape>} An array of shapes.
  41080. */
  41081. toShapes( isCCW ) {
  41082. function toShapesNoHoles( inSubpaths ) {
  41083. const shapes = [];
  41084. for ( let i = 0, l = inSubpaths.length; i < l; i ++ ) {
  41085. const tmpPath = inSubpaths[ i ];
  41086. const tmpShape = new Shape();
  41087. tmpShape.curves = tmpPath.curves;
  41088. shapes.push( tmpShape );
  41089. }
  41090. return shapes;
  41091. }
  41092. function isPointInsidePolygon( inPt, inPolygon ) {
  41093. const polyLen = inPolygon.length;
  41094. // inPt on polygon contour => immediate success or
  41095. // toggling of inside/outside at every single! intersection point of an edge
  41096. // with the horizontal line through inPt, left of inPt
  41097. // not counting lowerY endpoints of edges and whole edges on that line
  41098. let inside = false;
  41099. for ( let p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) {
  41100. let edgeLowPt = inPolygon[ p ];
  41101. let edgeHighPt = inPolygon[ q ];
  41102. let edgeDx = edgeHighPt.x - edgeLowPt.x;
  41103. let edgeDy = edgeHighPt.y - edgeLowPt.y;
  41104. if ( Math.abs( edgeDy ) > Number.EPSILON ) {
  41105. // not parallel
  41106. if ( edgeDy < 0 ) {
  41107. edgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx;
  41108. edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy;
  41109. }
  41110. if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) continue;
  41111. if ( inPt.y === edgeLowPt.y ) {
  41112. if ( inPt.x === edgeLowPt.x ) return true; // inPt is on contour ?
  41113. // continue; // no intersection or edgeLowPt => doesn't count !!!
  41114. } else {
  41115. const perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y );
  41116. if ( perpEdge === 0 ) return true; // inPt is on contour ?
  41117. if ( perpEdge < 0 ) continue;
  41118. inside = ! inside; // true intersection left of inPt
  41119. }
  41120. } else {
  41121. // parallel or collinear
  41122. if ( inPt.y !== edgeLowPt.y ) continue; // parallel
  41123. // edge lies on the same horizontal line as inPt
  41124. if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||
  41125. ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) ) return true; // inPt: Point on contour !
  41126. // continue;
  41127. }
  41128. }
  41129. return inside;
  41130. }
  41131. const isClockWise = ShapeUtils.isClockWise;
  41132. const subPaths = this.subPaths;
  41133. if ( subPaths.length === 0 ) return [];
  41134. let solid, tmpPath, tmpShape;
  41135. const shapes = [];
  41136. if ( subPaths.length === 1 ) {
  41137. tmpPath = subPaths[ 0 ];
  41138. tmpShape = new Shape();
  41139. tmpShape.curves = tmpPath.curves;
  41140. shapes.push( tmpShape );
  41141. return shapes;
  41142. }
  41143. let holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() );
  41144. holesFirst = isCCW ? ! holesFirst : holesFirst;
  41145. // console.log("Holes first", holesFirst);
  41146. const betterShapeHoles = [];
  41147. const newShapes = [];
  41148. let newShapeHoles = [];
  41149. let mainIdx = 0;
  41150. let tmpPoints;
  41151. newShapes[ mainIdx ] = undefined;
  41152. newShapeHoles[ mainIdx ] = [];
  41153. for ( let i = 0, l = subPaths.length; i < l; i ++ ) {
  41154. tmpPath = subPaths[ i ];
  41155. tmpPoints = tmpPath.getPoints();
  41156. solid = isClockWise( tmpPoints );
  41157. solid = isCCW ? ! solid : solid;
  41158. if ( solid ) {
  41159. if ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) ) mainIdx ++;
  41160. newShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints };
  41161. newShapes[ mainIdx ].s.curves = tmpPath.curves;
  41162. if ( holesFirst ) mainIdx ++;
  41163. newShapeHoles[ mainIdx ] = [];
  41164. //console.log('cw', i);
  41165. } else {
  41166. newShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } );
  41167. //console.log('ccw', i);
  41168. }
  41169. }
  41170. // only Holes? -> probably all Shapes with wrong orientation
  41171. if ( ! newShapes[ 0 ] ) return toShapesNoHoles( subPaths );
  41172. if ( newShapes.length > 1 ) {
  41173. let ambiguous = false;
  41174. let toChange = 0;
  41175. for ( let sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  41176. betterShapeHoles[ sIdx ] = [];
  41177. }
  41178. for ( let sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  41179. const sho = newShapeHoles[ sIdx ];
  41180. for ( let hIdx = 0; hIdx < sho.length; hIdx ++ ) {
  41181. const ho = sho[ hIdx ];
  41182. let hole_unassigned = true;
  41183. for ( let s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) {
  41184. if ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) {
  41185. if ( sIdx !== s2Idx ) toChange ++;
  41186. if ( hole_unassigned ) {
  41187. hole_unassigned = false;
  41188. betterShapeHoles[ s2Idx ].push( ho );
  41189. } else {
  41190. ambiguous = true;
  41191. }
  41192. }
  41193. }
  41194. if ( hole_unassigned ) {
  41195. betterShapeHoles[ sIdx ].push( ho );
  41196. }
  41197. }
  41198. }
  41199. if ( toChange > 0 && ambiguous === false ) {
  41200. newShapeHoles = betterShapeHoles;
  41201. }
  41202. }
  41203. let tmpHoles;
  41204. for ( let i = 0, il = newShapes.length; i < il; i ++ ) {
  41205. tmpShape = newShapes[ i ].s;
  41206. shapes.push( tmpShape );
  41207. tmpHoles = newShapeHoles[ i ];
  41208. for ( let j = 0, jl = tmpHoles.length; j < jl; j ++ ) {
  41209. tmpShape.holes.push( tmpHoles[ j ].h );
  41210. }
  41211. }
  41212. //console.log("shape", shapes);
  41213. return shapes;
  41214. }
  41215. }
  41216. /**
  41217. * Abstract base class for controls.
  41218. *
  41219. * @abstract
  41220. * @augments EventDispatcher
  41221. */
  41222. class Controls extends EventDispatcher {
  41223. /**
  41224. * Constructs a new controls instance.
  41225. *
  41226. * @param {Object3D} object - The object that is managed by the controls.
  41227. * @param {?HTMLDOMElement} domElement - The HTML element used for event listeners.
  41228. */
  41229. constructor( object, domElement = null ) {
  41230. super();
  41231. /**
  41232. * The object that is managed by the controls.
  41233. *
  41234. * @type {Object3D}
  41235. */
  41236. this.object = object;
  41237. /**
  41238. * The HTML element used for event listeners.
  41239. *
  41240. * @type {?HTMLDOMElement}
  41241. * @default null
  41242. */
  41243. this.domElement = domElement;
  41244. /**
  41245. * Whether the controls responds to user input or not.
  41246. *
  41247. * @type {boolean}
  41248. * @default true
  41249. */
  41250. this.enabled = true;
  41251. /**
  41252. * The internal state of the controls.
  41253. *
  41254. * @type {number}
  41255. * @default -1
  41256. */
  41257. this.state = - 1;
  41258. /**
  41259. * This object defines the keyboard input of the controls.
  41260. *
  41261. * @type {Object}
  41262. */
  41263. this.keys = {};
  41264. /**
  41265. * This object defines what type of actions are assigned to the available mouse buttons.
  41266. * It depends on the control implementation what kind of mouse buttons and actions are supported.
  41267. *
  41268. * @type {{LEFT: ?number, MIDDLE: ?number, RIGHT: ?number}}
  41269. */
  41270. this.mouseButtons = { LEFT: null, MIDDLE: null, RIGHT: null };
  41271. /**
  41272. * This object defines what type of actions are assigned to what kind of touch interaction.
  41273. * It depends on the control implementation what kind of touch interaction and actions are supported.
  41274. *
  41275. * @type {{ONE: ?number, TWO: ?number}}
  41276. */
  41277. this.touches = { ONE: null, TWO: null };
  41278. }
  41279. /**
  41280. * Connects the controls to the DOM. This method has so called "side effects" since
  41281. * it adds the module's event listeners to the DOM.
  41282. *
  41283. * @param {HTMLDOMElement} element - The DOM element to connect to.
  41284. */
  41285. connect( element ) {
  41286. if ( element === undefined ) {
  41287. console.warn( 'THREE.Controls: connect() now requires an element.' );
  41288. return;
  41289. }
  41290. if ( this.domElement !== null ) this.disconnect();
  41291. this.domElement = element;
  41292. }
  41293. /**
  41294. * Disconnects the controls from the DOM.
  41295. */
  41296. disconnect() {}
  41297. /**
  41298. * Call this method if you no longer want use to the controls. It frees all internal
  41299. * resources and removes all event listeners.
  41300. */
  41301. dispose() {}
  41302. /**
  41303. * Controls should implement this method if they have to update their internal state
  41304. * per simulation step.
  41305. *
  41306. * @param {number} [delta] - The time delta in seconds.
  41307. */
  41308. update( /* delta */ ) {}
  41309. }
  41310. /**
  41311. * Scales the texture as large as possible within its surface without cropping
  41312. * or stretching the texture. The method preserves the original aspect ratio of
  41313. * the texture. Akin to CSS `object-fit: contain`
  41314. *
  41315. * @param {Texture} texture - The texture.
  41316. * @param {number} aspect - The texture's aspect ratio.
  41317. * @return {Texture} The updated texture.
  41318. */
  41319. function contain( texture, aspect ) {
  41320. const imageAspect = ( texture.image && texture.image.width ) ? texture.image.width / texture.image.height : 1;
  41321. if ( imageAspect > aspect ) {
  41322. texture.repeat.x = 1;
  41323. texture.repeat.y = imageAspect / aspect;
  41324. texture.offset.x = 0;
  41325. texture.offset.y = ( 1 - texture.repeat.y ) / 2;
  41326. } else {
  41327. texture.repeat.x = aspect / imageAspect;
  41328. texture.repeat.y = 1;
  41329. texture.offset.x = ( 1 - texture.repeat.x ) / 2;
  41330. texture.offset.y = 0;
  41331. }
  41332. return texture;
  41333. }
  41334. /**
  41335. * Scales the texture to the smallest possible size to fill the surface, leaving
  41336. * no empty space. The method preserves the original aspect ratio of the texture.
  41337. * Akin to CSS `object-fit: cover`.
  41338. *
  41339. * @param {Texture} texture - The texture.
  41340. * @param {number} aspect - The texture's aspect ratio.
  41341. * @return {Texture} The updated texture.
  41342. */
  41343. function cover( texture, aspect ) {
  41344. const imageAspect = ( texture.image && texture.image.width ) ? texture.image.width / texture.image.height : 1;
  41345. if ( imageAspect > aspect ) {
  41346. texture.repeat.x = aspect / imageAspect;
  41347. texture.repeat.y = 1;
  41348. texture.offset.x = ( 1 - texture.repeat.x ) / 2;
  41349. texture.offset.y = 0;
  41350. } else {
  41351. texture.repeat.x = 1;
  41352. texture.repeat.y = imageAspect / aspect;
  41353. texture.offset.x = 0;
  41354. texture.offset.y = ( 1 - texture.repeat.y ) / 2;
  41355. }
  41356. return texture;
  41357. }
  41358. /**
  41359. * Configures the texture to the default transformation. Akin to CSS `object-fit: fill`.
  41360. *
  41361. * @param {Texture} texture - The texture.
  41362. * @return {Texture} The updated texture.
  41363. */
  41364. function fill( texture ) {
  41365. texture.repeat.x = 1;
  41366. texture.repeat.y = 1;
  41367. texture.offset.x = 0;
  41368. texture.offset.y = 0;
  41369. return texture;
  41370. }
  41371. /**
  41372. * Determines how many bytes must be used to represent the texture.
  41373. *
  41374. * @param {number} width - The width of the texture.
  41375. * @param {number} height - The height of the texture.
  41376. * @param {number} format - The texture's format.
  41377. * @param {number} type - The texture's type.
  41378. * @return {number} The byte length.
  41379. */
  41380. function getByteLength( width, height, format, type ) {
  41381. const typeByteLength = getTextureTypeByteLength( type );
  41382. switch ( format ) {
  41383. // https://registry.khronos.org/OpenGL-Refpages/es3.0/html/glTexImage2D.xhtml
  41384. case AlphaFormat:
  41385. return width * height;
  41386. case LuminanceFormat:
  41387. return width * height;
  41388. case LuminanceAlphaFormat:
  41389. return width * height * 2;
  41390. case RedFormat:
  41391. return ( ( width * height ) / typeByteLength.components ) * typeByteLength.byteLength;
  41392. case RedIntegerFormat:
  41393. return ( ( width * height ) / typeByteLength.components ) * typeByteLength.byteLength;
  41394. case RGFormat:
  41395. return ( ( width * height * 2 ) / typeByteLength.components ) * typeByteLength.byteLength;
  41396. case RGIntegerFormat:
  41397. return ( ( width * height * 2 ) / typeByteLength.components ) * typeByteLength.byteLength;
  41398. case RGBFormat:
  41399. return ( ( width * height * 3 ) / typeByteLength.components ) * typeByteLength.byteLength;
  41400. case RGBAFormat:
  41401. return ( ( width * height * 4 ) / typeByteLength.components ) * typeByteLength.byteLength;
  41402. case RGBAIntegerFormat:
  41403. return ( ( width * height * 4 ) / typeByteLength.components ) * typeByteLength.byteLength;
  41404. // https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_s3tc_srgb/
  41405. case RGB_S3TC_DXT1_Format:
  41406. case RGBA_S3TC_DXT1_Format:
  41407. return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 8;
  41408. case RGBA_S3TC_DXT3_Format:
  41409. case RGBA_S3TC_DXT5_Format:
  41410. return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 16;
  41411. // https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_pvrtc/
  41412. case RGB_PVRTC_2BPPV1_Format:
  41413. case RGBA_PVRTC_2BPPV1_Format:
  41414. return ( Math.max( width, 16 ) * Math.max( height, 8 ) ) / 4;
  41415. case RGB_PVRTC_4BPPV1_Format:
  41416. case RGBA_PVRTC_4BPPV1_Format:
  41417. return ( Math.max( width, 8 ) * Math.max( height, 8 ) ) / 2;
  41418. // https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_etc/
  41419. case RGB_ETC1_Format:
  41420. case RGB_ETC2_Format:
  41421. return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 8;
  41422. case RGBA_ETC2_EAC_Format:
  41423. return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 16;
  41424. // https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_astc/
  41425. case RGBA_ASTC_4x4_Format:
  41426. return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 16;
  41427. case RGBA_ASTC_5x4_Format:
  41428. return Math.floor( ( width + 4 ) / 5 ) * Math.floor( ( height + 3 ) / 4 ) * 16;
  41429. case RGBA_ASTC_5x5_Format:
  41430. return Math.floor( ( width + 4 ) / 5 ) * Math.floor( ( height + 4 ) / 5 ) * 16;
  41431. case RGBA_ASTC_6x5_Format:
  41432. return Math.floor( ( width + 5 ) / 6 ) * Math.floor( ( height + 4 ) / 5 ) * 16;
  41433. case RGBA_ASTC_6x6_Format:
  41434. return Math.floor( ( width + 5 ) / 6 ) * Math.floor( ( height + 5 ) / 6 ) * 16;
  41435. case RGBA_ASTC_8x5_Format:
  41436. return Math.floor( ( width + 7 ) / 8 ) * Math.floor( ( height + 4 ) / 5 ) * 16;
  41437. case RGBA_ASTC_8x6_Format:
  41438. return Math.floor( ( width + 7 ) / 8 ) * Math.floor( ( height + 5 ) / 6 ) * 16;
  41439. case RGBA_ASTC_8x8_Format:
  41440. return Math.floor( ( width + 7 ) / 8 ) * Math.floor( ( height + 7 ) / 8 ) * 16;
  41441. case RGBA_ASTC_10x5_Format:
  41442. return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 4 ) / 5 ) * 16;
  41443. case RGBA_ASTC_10x6_Format:
  41444. return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 5 ) / 6 ) * 16;
  41445. case RGBA_ASTC_10x8_Format:
  41446. return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 7 ) / 8 ) * 16;
  41447. case RGBA_ASTC_10x10_Format:
  41448. return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 9 ) / 10 ) * 16;
  41449. case RGBA_ASTC_12x10_Format:
  41450. return Math.floor( ( width + 11 ) / 12 ) * Math.floor( ( height + 9 ) / 10 ) * 16;
  41451. case RGBA_ASTC_12x12_Format:
  41452. return Math.floor( ( width + 11 ) / 12 ) * Math.floor( ( height + 11 ) / 12 ) * 16;
  41453. // https://registry.khronos.org/webgl/extensions/EXT_texture_compression_bptc/
  41454. case RGBA_BPTC_Format:
  41455. case RGB_BPTC_SIGNED_Format:
  41456. case RGB_BPTC_UNSIGNED_Format:
  41457. return Math.ceil( width / 4 ) * Math.ceil( height / 4 ) * 16;
  41458. // https://registry.khronos.org/webgl/extensions/EXT_texture_compression_rgtc/
  41459. case RED_RGTC1_Format:
  41460. case SIGNED_RED_RGTC1_Format:
  41461. return Math.ceil( width / 4 ) * Math.ceil( height / 4 ) * 8;
  41462. case RED_GREEN_RGTC2_Format:
  41463. case SIGNED_RED_GREEN_RGTC2_Format:
  41464. return Math.ceil( width / 4 ) * Math.ceil( height / 4 ) * 16;
  41465. }
  41466. throw new Error(
  41467. `Unable to determine texture byte length for ${format} format.`,
  41468. );
  41469. }
  41470. function getTextureTypeByteLength( type ) {
  41471. switch ( type ) {
  41472. case UnsignedByteType:
  41473. case ByteType:
  41474. return { byteLength: 1, components: 1 };
  41475. case UnsignedShortType:
  41476. case ShortType:
  41477. case HalfFloatType:
  41478. return { byteLength: 2, components: 1 };
  41479. case UnsignedShort4444Type:
  41480. case UnsignedShort5551Type:
  41481. return { byteLength: 2, components: 4 };
  41482. case UnsignedIntType:
  41483. case IntType:
  41484. case FloatType:
  41485. return { byteLength: 4, components: 1 };
  41486. case UnsignedInt5999Type:
  41487. return { byteLength: 4, components: 3 };
  41488. }
  41489. throw new Error( `Unknown texture type ${type}.` );
  41490. }
  41491. /**
  41492. * A class containing utility functions for textures.
  41493. *
  41494. * @hideconstructor
  41495. */
  41496. class TextureUtils {
  41497. /**
  41498. * Scales the texture as large as possible within its surface without cropping
  41499. * or stretching the texture. The method preserves the original aspect ratio of
  41500. * the texture. Akin to CSS `object-fit: contain`
  41501. *
  41502. * @param {Texture} texture - The texture.
  41503. * @param {number} aspect - The texture's aspect ratio.
  41504. * @return {Texture} The updated texture.
  41505. */
  41506. static contain( texture, aspect ) {
  41507. return contain( texture, aspect );
  41508. }
  41509. /**
  41510. * Scales the texture to the smallest possible size to fill the surface, leaving
  41511. * no empty space. The method preserves the original aspect ratio of the texture.
  41512. * Akin to CSS `object-fit: cover`.
  41513. *
  41514. * @param {Texture} texture - The texture.
  41515. * @param {number} aspect - The texture's aspect ratio.
  41516. * @return {Texture} The updated texture.
  41517. */
  41518. static cover( texture, aspect ) {
  41519. return cover( texture, aspect );
  41520. }
  41521. /**
  41522. * Configures the texture to the default transformation. Akin to CSS `object-fit: fill`.
  41523. *
  41524. * @param {Texture} texture - The texture.
  41525. * @return {Texture} The updated texture.
  41526. */
  41527. static fill( texture ) {
  41528. return fill( texture );
  41529. }
  41530. /**
  41531. * Determines how many bytes must be used to represent the texture.
  41532. *
  41533. * @param {number} width - The width of the texture.
  41534. * @param {number} height - The height of the texture.
  41535. * @param {number} format - The texture's format.
  41536. * @param {number} type - The texture's type.
  41537. * @return {number} The byte length.
  41538. */
  41539. static getByteLength( width, height, format, type ) {
  41540. return getByteLength( width, height, format, type );
  41541. }
  41542. }
  41543. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  41544. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'register', { detail: {
  41545. revision: REVISION,
  41546. } } ) );
  41547. }
  41548. if ( typeof window !== 'undefined' ) {
  41549. if ( window.__THREE__ ) {
  41550. console.warn( 'WARNING: Multiple instances of Three.js being imported.' );
  41551. } else {
  41552. window.__THREE__ = REVISION;
  41553. }
  41554. }
  41555. export { ACESFilmicToneMapping, AddEquation, AddOperation, AdditiveAnimationBlendMode, AdditiveBlending, AgXToneMapping, AlphaFormat, AlwaysCompare, AlwaysDepth, AlwaysStencilFunc, AmbientLight, AnimationAction, AnimationClip, AnimationLoader, AnimationMixer, AnimationObjectGroup, AnimationUtils, ArcCurve, ArrayCamera, ArrowHelper, AttachedBindMode, Audio, AudioAnalyser, AudioContext, AudioListener, AudioLoader, AxesHelper, BackSide, BasicDepthPacking, BasicShadowMap, BatchedMesh, Bone, BooleanKeyframeTrack, Box2, Box3, Box3Helper, BoxGeometry, BoxHelper, BufferAttribute, BufferGeometry, BufferGeometryLoader, ByteType, Cache, Camera, CameraHelper, CanvasTexture, CapsuleGeometry, CatmullRomCurve3, CineonToneMapping, CircleGeometry, ClampToEdgeWrapping, Clock, Color, ColorKeyframeTrack, ColorManagement, CompressedArrayTexture, CompressedCubeTexture, CompressedTexture, CompressedTextureLoader, ConeGeometry, ConstantAlphaFactor, ConstantColorFactor, Controls, CubeCamera, CubeReflectionMapping, CubeRefractionMapping, CubeTexture, CubeTextureLoader, CubeUVReflectionMapping, CubicBezierCurve, CubicBezierCurve3, CubicInterpolant, CullFaceBack, CullFaceFront, CullFaceFrontBack, CullFaceNone, Curve, CurvePath, CustomBlending, CustomToneMapping, CylinderGeometry, Cylindrical, Data3DTexture, DataArrayTexture, DataTexture, DataTextureLoader, DataUtils, DecrementStencilOp, DecrementWrapStencilOp, DefaultLoadingManager, DepthFormat, DepthStencilFormat, DepthTexture, DetachedBindMode, DirectionalLight, DirectionalLightHelper, DiscreteInterpolant, DodecahedronGeometry, DoubleSide, DstAlphaFactor, DstColorFactor, DynamicCopyUsage, DynamicDrawUsage, DynamicReadUsage, EdgesGeometry, EllipseCurve, EqualCompare, EqualDepth, EqualStencilFunc, EquirectangularReflectionMapping, EquirectangularRefractionMapping, Euler, EventDispatcher, ExtrudeGeometry, FileLoader, Float16BufferAttribute, Float32BufferAttribute, FloatType, Fog, FogExp2, FramebufferTexture, FrontSide, Frustum, 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, 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, LuminanceAlphaFormat, LuminanceFormat, 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, RenderTargetArray, RepeatWrapping, ReplaceStencilOp, ReverseSubtractEquation, RingGeometry, SIGNED_RED_GREEN_RGTC2_Format, SIGNED_RED_RGTC1_Format, SRGBColorSpace, SRGBTransfer, Scene, ShaderMaterial, ShadowMaterial, Shape, ShapeGeometry, ShapePath, ShapeUtils, ShortType, Skeleton, SkeletonHelper, SkinnedMesh, Source, Sphere, SphereGeometry, Spherical, SphericalHarmonics3, SplineCurve, SpotLight, SpotLightHelper, Sprite, SpriteMaterial, SrcAlphaFactor, SrcAlphaSaturateFactor, SrcColorFactor, StaticCopyUsage, StaticDrawUsage, StaticReadUsage, StereoCamera, StreamCopyUsage, StreamDrawUsage, StreamReadUsage, StringKeyframeTrack, SubtractEquation, SubtractiveBlending, TOUCH, TangentSpaceNormalMap, TetrahedronGeometry, Texture, TextureLoader, TextureUtils, TimestampQuery, TorusGeometry, TorusKnotGeometry, Triangle, TriangleFanDrawMode, TriangleStripDrawMode, TrianglesDrawMode, TubeGeometry, UVMapping, Uint16BufferAttribute, Uint32BufferAttribute, Uint8BufferAttribute, Uint8ClampedBufferAttribute, Uniform, UniformsGroup, UniformsUtils, UnsignedByteType, UnsignedInt248Type, UnsignedInt5999Type, UnsignedIntType, UnsignedShort4444Type, UnsignedShort5551Type, UnsignedShortType, VSMShadowMap, Vector2, Vector3, Vector4, VectorKeyframeTrack, VideoFrameTexture, VideoTexture, WebGL3DRenderTarget, WebGLArrayRenderTarget, WebGLCoordinateSystem, WebGLCubeRenderTarget, WebGLRenderTarget, WebGPUCoordinateSystem, WebXRController, WireframeGeometry, WrapAroundEnding, ZeroCurvatureEnding, ZeroFactor, ZeroSlopeEnding, ZeroStencilOp, arrayNeedsUint32, cloneUniforms, createCanvasElement, createElementNS, getByteLength, getUnlitUniformColorSpace, mergeUniforms, probeAsync, toNormalizedProjectionMatrix, toReversedProjectionMatrix, warnOnce };
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