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|
- /**
- * @license
- * Copyright 2010-2025 Three.js Authors
- * SPDX-License-Identifier: MIT
- */
- const REVISION = '183dev';
- /**
- * Represents mouse buttons and interaction types in context of controls.
- *
- * @type {ConstantsMouse}
- * @constant
- */
- const MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2, ROTATE: 0, DOLLY: 1, PAN: 2 };
- /**
- * Represents touch interaction types in context of controls.
- *
- * @type {ConstantsTouch}
- * @constant
- */
- const TOUCH = { ROTATE: 0, PAN: 1, DOLLY_PAN: 2, DOLLY_ROTATE: 3 };
- /**
- * Disables face culling.
- *
- * @type {number}
- * @constant
- */
- const CullFaceNone = 0;
- /**
- * Culls back faces.
- *
- * @type {number}
- * @constant
- */
- const CullFaceBack = 1;
- /**
- * Culls front faces.
- *
- * @type {number}
- * @constant
- */
- const CullFaceFront = 2;
- /**
- * Culls both front and back faces.
- *
- * @type {number}
- * @constant
- */
- const CullFaceFrontBack = 3;
- /**
- * Gives unfiltered shadow maps - fastest, but lowest quality.
- *
- * @type {number}
- * @constant
- */
- const BasicShadowMap = 0;
- /**
- * Filters shadow maps using the Percentage-Closer Filtering (PCF) algorithm.
- *
- * @type {number}
- * @constant
- */
- const PCFShadowMap = 1;
- /**
- * Filters shadow maps using the Percentage-Closer Filtering (PCF) algorithm with
- * better soft shadows especially when using low-resolution shadow maps.
- *
- * @type {number}
- * @constant
- */
- const PCFSoftShadowMap = 2;
- /**
- * Filters shadow maps using the Variance Shadow Map (VSM) algorithm.
- * When using VSMShadowMap all shadow receivers will also cast shadows.
- *
- * @type {number}
- * @constant
- */
- const VSMShadowMap = 3;
- /**
- * Only front faces are rendered.
- *
- * @type {number}
- * @constant
- */
- const FrontSide = 0;
- /**
- * Only back faces are rendered.
- *
- * @type {number}
- * @constant
- */
- const BackSide = 1;
- /**
- * Both front and back faces are rendered.
- *
- * @type {number}
- * @constant
- */
- const DoubleSide = 2;
- /**
- * No blending is performed which effectively disables
- * alpha transparency.
- *
- * @type {number}
- * @constant
- */
- const NoBlending = 0;
- /**
- * The default blending.
- *
- * @type {number}
- * @constant
- */
- const NormalBlending = 1;
- /**
- * Represents additive blending.
- *
- * @type {number}
- * @constant
- */
- const AdditiveBlending = 2;
- /**
- * Represents subtractive blending.
- *
- * @type {number}
- * @constant
- */
- const SubtractiveBlending = 3;
- /**
- * Represents multiply blending.
- *
- * @type {number}
- * @constant
- */
- const MultiplyBlending = 4;
- /**
- * Represents custom blending.
- *
- * @type {number}
- * @constant
- */
- const CustomBlending = 5;
- /**
- * Represents material blending.
- *
- * @type {number}
- * @constant
- */
- const MaterialBlending = 6;
- /**
- * A `source + destination` blending equation.
- *
- * @type {number}
- * @constant
- */
- const AddEquation = 100;
- /**
- * A `source - destination` blending equation.
- *
- * @type {number}
- * @constant
- */
- const SubtractEquation = 101;
- /**
- * A `destination - source` blending equation.
- *
- * @type {number}
- * @constant
- */
- const ReverseSubtractEquation = 102;
- /**
- * A blend equation that uses the minimum of source and destination.
- *
- * @type {number}
- * @constant
- */
- const MinEquation = 103;
- /**
- * A blend equation that uses the maximum of source and destination.
- *
- * @type {number}
- * @constant
- */
- const MaxEquation = 104;
- /**
- * Multiplies all colors by `0`.
- *
- * @type {number}
- * @constant
- */
- const ZeroFactor = 200;
- /**
- * Multiplies all colors by `1`.
- *
- * @type {number}
- * @constant
- */
- const OneFactor = 201;
- /**
- * Multiplies all colors by the source colors.
- *
- * @type {number}
- * @constant
- */
- const SrcColorFactor = 202;
- /**
- * Multiplies all colors by `1` minus each source color.
- *
- * @type {number}
- * @constant
- */
- const OneMinusSrcColorFactor = 203;
- /**
- * Multiplies all colors by the source alpha value.
- *
- * @type {number}
- * @constant
- */
- const SrcAlphaFactor = 204;
- /**
- * Multiplies all colors by 1 minus the source alpha value.
- *
- * @type {number}
- * @constant
- */
- const OneMinusSrcAlphaFactor = 205;
- /**
- * Multiplies all colors by the destination alpha value.
- *
- * @type {number}
- * @constant
- */
- const DstAlphaFactor = 206;
- /**
- * Multiplies all colors by `1` minus the destination alpha value.
- *
- * @type {number}
- * @constant
- */
- const OneMinusDstAlphaFactor = 207;
- /**
- * Multiplies all colors by the destination color.
- *
- * @type {number}
- * @constant
- */
- const DstColorFactor = 208;
- /**
- * Multiplies all colors by `1` minus each destination color.
- *
- * @type {number}
- * @constant
- */
- const OneMinusDstColorFactor = 209;
- /**
- * Multiplies the RGB colors by the smaller of either the source alpha
- * value or the value of `1` minus the destination alpha value. The alpha
- * value is multiplied by `1`.
- *
- * @type {number}
- * @constant
- */
- const SrcAlphaSaturateFactor = 210;
- /**
- * Multiplies all colors by a constant color.
- *
- * @type {number}
- * @constant
- */
- const ConstantColorFactor = 211;
- /**
- * Multiplies all colors by `1` minus a constant color.
- *
- * @type {number}
- * @constant
- */
- const OneMinusConstantColorFactor = 212;
- /**
- * Multiplies all colors by a constant alpha value.
- *
- * @type {number}
- * @constant
- */
- const ConstantAlphaFactor = 213;
- /**
- * Multiplies all colors by 1 minus a constant alpha value.
- *
- * @type {number}
- * @constant
- */
- const OneMinusConstantAlphaFactor = 214;
- /**
- * Never pass.
- *
- * @type {number}
- * @constant
- */
- const NeverDepth = 0;
- /**
- * Always pass.
- *
- * @type {number}
- * @constant
- */
- const AlwaysDepth = 1;
- /**
- * Pass if the incoming value is less than the depth buffer value.
- *
- * @type {number}
- * @constant
- */
- const LessDepth = 2;
- /**
- * Pass if the incoming value is less than or equal to the depth buffer value.
- *
- * @type {number}
- * @constant
- */
- const LessEqualDepth = 3;
- /**
- * Pass if the incoming value equals the depth buffer value.
- *
- * @type {number}
- * @constant
- */
- const EqualDepth = 4;
- /**
- * Pass if the incoming value is greater than or equal to the depth buffer value.
- *
- * @type {number}
- * @constant
- */
- const GreaterEqualDepth = 5;
- /**
- * Pass if the incoming value is greater than the depth buffer value.
- *
- * @type {number}
- * @constant
- */
- const GreaterDepth = 6;
- /**
- * Pass if the incoming value is not equal to the depth buffer value.
- *
- * @type {number}
- * @constant
- */
- const NotEqualDepth = 7;
- /**
- * Multiplies the environment map color with the surface color.
- *
- * @type {number}
- * @constant
- */
- const MultiplyOperation = 0;
- /**
- * Uses reflectivity to blend between the two colors.
- *
- * @type {number}
- * @constant
- */
- const MixOperation = 1;
- /**
- * Adds the two colors.
- *
- * @type {number}
- * @constant
- */
- const AddOperation = 2;
- /**
- * No tone mapping is applied.
- *
- * @type {number}
- * @constant
- */
- const NoToneMapping = 0;
- /**
- * Linear tone mapping.
- *
- * @type {number}
- * @constant
- */
- const LinearToneMapping = 1;
- /**
- * Reinhard tone mapping.
- *
- * @type {number}
- * @constant
- */
- const ReinhardToneMapping = 2;
- /**
- * Cineon tone mapping.
- *
- * @type {number}
- * @constant
- */
- const CineonToneMapping = 3;
- /**
- * ACES Filmic tone mapping.
- *
- * @type {number}
- * @constant
- */
- const ACESFilmicToneMapping = 4;
- /**
- * Custom tone mapping.
- *
- * Expects a custom implementation by modifying shader code of the material's fragment shader.
- *
- * @type {number}
- * @constant
- */
- const CustomToneMapping = 5;
- /**
- * AgX tone mapping.
- *
- * @type {number}
- * @constant
- */
- const AgXToneMapping = 6;
- /**
- * Neutral tone mapping.
- *
- * Implementation based on the Khronos 3D Commerce Group standard tone mapping.
- *
- * @type {number}
- * @constant
- */
- const NeutralToneMapping = 7;
- /**
- * The skinned mesh shares the same world space as the skeleton.
- *
- * @type {string}
- * @constant
- */
- const AttachedBindMode = 'attached';
- /**
- * The skinned mesh does not share the same world space as the skeleton.
- * This is useful when a skeleton is shared across multiple skinned meshes.
- *
- * @type {string}
- * @constant
- */
- const DetachedBindMode = 'detached';
- /**
- * Maps textures using the geometry's UV coordinates.
- *
- * @type {number}
- * @constant
- */
- const UVMapping = 300;
- /**
- * Reflection mapping for cube textures.
- *
- * @type {number}
- * @constant
- */
- const CubeReflectionMapping = 301;
- /**
- * Refraction mapping for cube textures.
- *
- * @type {number}
- * @constant
- */
- const CubeRefractionMapping = 302;
- /**
- * Reflection mapping for equirectangular textures.
- *
- * @type {number}
- * @constant
- */
- const EquirectangularReflectionMapping = 303;
- /**
- * Refraction mapping for equirectangular textures.
- *
- * @type {number}
- * @constant
- */
- const EquirectangularRefractionMapping = 304;
- /**
- * Reflection mapping for PMREM textures.
- *
- * @type {number}
- * @constant
- */
- const CubeUVReflectionMapping = 306;
- /**
- * The texture will simply repeat to infinity.
- *
- * @type {number}
- * @constant
- */
- const RepeatWrapping = 1000;
- /**
- * The last pixel of the texture stretches to the edge of the mesh.
- *
- * @type {number}
- * @constant
- */
- const ClampToEdgeWrapping = 1001;
- /**
- * The texture will repeats to infinity, mirroring on each repeat.
- *
- * @type {number}
- * @constant
- */
- const MirroredRepeatWrapping = 1002;
- /**
- * Returns the value of the texture element that is nearest (in Manhattan distance)
- * to the specified texture coordinates.
- *
- * @type {number}
- * @constant
- */
- const NearestFilter = 1003;
- /**
- * Chooses the mipmap that most closely matches the size of the pixel being textured
- * and uses the `NearestFilter` criterion (the texel nearest to the center of the pixel)
- * to produce a texture value.
- *
- * @type {number}
- * @constant
- */
- const NearestMipmapNearestFilter = 1004;
- const NearestMipMapNearestFilter = 1004; // legacy
- /**
- * Chooses the two mipmaps that most closely match the size of the pixel being textured and
- * uses the `NearestFilter` criterion to produce a texture value from each mipmap.
- * The final texture value is a weighted average of those two values.
- *
- * @type {number}
- * @constant
- */
- const NearestMipmapLinearFilter = 1005;
- const NearestMipMapLinearFilter = 1005; // legacy
- /**
- * Returns the weighted average of the four texture elements that are closest to the specified
- * texture coordinates, and can include items wrapped or repeated from other parts of a texture,
- * depending on the values of `wrapS` and `wrapT`, and on the exact mapping.
- *
- * @type {number}
- * @constant
- */
- const LinearFilter = 1006;
- /**
- * Chooses the mipmap that most closely matches the size of the pixel being textured and uses
- * the `LinearFilter` criterion (a weighted average of the four texels that are closest to the
- * center of the pixel) to produce a texture value.
- *
- * @type {number}
- * @constant
- */
- const LinearMipmapNearestFilter = 1007;
- const LinearMipMapNearestFilter = 1007; // legacy
- /**
- * Chooses the two mipmaps that most closely match the size of the pixel being textured and uses
- * the `LinearFilter` criterion to produce a texture value from each mipmap. The final texture value
- * is a weighted average of those two values.
- *
- * @type {number}
- * @constant
- */
- const LinearMipmapLinearFilter = 1008;
- const LinearMipMapLinearFilter = 1008; // legacy
- /**
- * An unsigned byte data type for textures.
- *
- * @type {number}
- * @constant
- */
- const UnsignedByteType = 1009;
- /**
- * A byte data type for textures.
- *
- * @type {number}
- * @constant
- */
- const ByteType = 1010;
- /**
- * A short data type for textures.
- *
- * @type {number}
- * @constant
- */
- const ShortType = 1011;
- /**
- * An unsigned short data type for textures.
- *
- * @type {number}
- * @constant
- */
- const UnsignedShortType = 1012;
- /**
- * An int data type for textures.
- *
- * @type {number}
- * @constant
- */
- const IntType = 1013;
- /**
- * An unsigned int data type for textures.
- *
- * @type {number}
- * @constant
- */
- const UnsignedIntType = 1014;
- /**
- * A float data type for textures.
- *
- * @type {number}
- * @constant
- */
- const FloatType = 1015;
- /**
- * A half float data type for textures.
- *
- * @type {number}
- * @constant
- */
- const HalfFloatType = 1016;
- /**
- * An unsigned short 4_4_4_4 (packed) data type for textures.
- *
- * @type {number}
- * @constant
- */
- const UnsignedShort4444Type = 1017;
- /**
- * An unsigned short 5_5_5_1 (packed) data type for textures.
- *
- * @type {number}
- * @constant
- */
- const UnsignedShort5551Type = 1018;
- /**
- * An unsigned int 24_8 data type for textures.
- *
- * @type {number}
- * @constant
- */
- const UnsignedInt248Type = 1020;
- /**
- * An unsigned int 5_9_9_9 (packed) data type for textures.
- *
- * @type {number}
- * @constant
- */
- const UnsignedInt5999Type = 35902;
- /**
- * An unsigned int 10_11_11 (packed) data type for textures.
- *
- * @type {number}
- * @constant
- */
- const UnsignedInt101111Type = 35899;
- /**
- * Discards the red, green and blue components and reads just the alpha component.
- *
- * @type {number}
- * @constant
- */
- const AlphaFormat = 1021;
- /**
- * Discards the alpha component and reads the red, green and blue component.
- *
- * @type {number}
- * @constant
- */
- const RGBFormat = 1022;
- /**
- * Reads the red, green, blue and alpha components.
- *
- * @type {number}
- * @constant
- */
- const RGBAFormat = 1023;
- /**
- * Reads each element as a single depth value, converts it to floating point, and clamps to the range `[0,1]`.
- *
- * @type {number}
- * @constant
- */
- const DepthFormat = 1026;
- /**
- * Reads each element is a pair of depth and stencil values. The depth component of the pair is interpreted as
- * in `DepthFormat`. The stencil component is interpreted based on the depth + stencil internal format.
- *
- * @type {number}
- * @constant
- */
- const DepthStencilFormat = 1027;
- /**
- * Discards the green, blue and alpha components and reads just the red component.
- *
- * @type {number}
- * @constant
- */
- const RedFormat = 1028;
- /**
- * Discards the green, blue and alpha components and reads just the red component. The texels are read as integers instead of floating point.
- *
- * @type {number}
- * @constant
- */
- const RedIntegerFormat = 1029;
- /**
- * Discards the alpha, and blue components and reads the red, and green components.
- *
- * @type {number}
- * @constant
- */
- const RGFormat = 1030;
- /**
- * Discards the alpha, and blue components and reads the red, and green components. The texels are read as integers instead of floating point.
- *
- * @type {number}
- * @constant
- */
- const RGIntegerFormat = 1031;
- /**
- * Discards the alpha component and reads the red, green and blue component. The texels are read as integers instead of floating point.
- *
- * @type {number}
- * @constant
- */
- const RGBIntegerFormat = 1032;
- /**
- * Reads the red, green, blue and alpha components. The texels are read as integers instead of floating point.
- *
- * @type {number}
- * @constant
- */
- const RGBAIntegerFormat = 1033;
- /**
- * A DXT1-compressed image in an RGB image format.
- *
- * @type {number}
- * @constant
- */
- const RGB_S3TC_DXT1_Format = 33776;
- /**
- * A DXT1-compressed image in an RGB image format with a simple on/off alpha value.
- *
- * @type {number}
- * @constant
- */
- const RGBA_S3TC_DXT1_Format = 33777;
- /**
- * A DXT3-compressed image in an RGBA image format. Compared to a 32-bit RGBA texture, it offers 4:1 compression.
- *
- * @type {number}
- * @constant
- */
- const RGBA_S3TC_DXT3_Format = 33778;
- /**
- * A DXT5-compressed image in an RGBA image format. It also provides a 4:1 compression, but differs to the DXT3
- * compression in how the alpha compression is done.
- *
- * @type {number}
- * @constant
- */
- const RGBA_S3TC_DXT5_Format = 33779;
- /**
- * PVRTC RGB compression in 4-bit mode. One block for each 4×4 pixels.
- *
- * @type {number}
- * @constant
- */
- const RGB_PVRTC_4BPPV1_Format = 35840;
- /**
- * PVRTC RGB compression in 2-bit mode. One block for each 8×4 pixels.
- *
- * @type {number}
- * @constant
- */
- const RGB_PVRTC_2BPPV1_Format = 35841;
- /**
- * PVRTC RGBA compression in 4-bit mode. One block for each 4×4 pixels.
- *
- * @type {number}
- * @constant
- */
- const RGBA_PVRTC_4BPPV1_Format = 35842;
- /**
- * PVRTC RGBA compression in 2-bit mode. One block for each 8×4 pixels.
- *
- * @type {number}
- * @constant
- */
- const RGBA_PVRTC_2BPPV1_Format = 35843;
- /**
- * ETC1 RGB format.
- *
- * @type {number}
- * @constant
- */
- const RGB_ETC1_Format = 36196;
- /**
- * ETC2 RGB format.
- *
- * @type {number}
- * @constant
- */
- const RGB_ETC2_Format = 37492;
- /**
- * ETC2 RGBA format.
- *
- * @type {number}
- * @constant
- */
- const RGBA_ETC2_EAC_Format = 37496;
- /**
- * EAC R11 UNORM format.
- *
- * @type {number}
- * @constant
- */
- const R11_EAC_Format = 37488; // 0x9270
- /**
- * EAC R11 SNORM format.
- *
- * @type {number}
- * @constant
- */
- const SIGNED_R11_EAC_Format = 37489; // 0x9271
- /**
- * EAC RG11 UNORM format.
- *
- * @type {number}
- * @constant
- */
- const RG11_EAC_Format = 37490; // 0x9272
- /**
- * EAC RG11 SNORM format.
- *
- * @type {number}
- * @constant
- */
- const SIGNED_RG11_EAC_Format = 37491; // 0x9273
- /**
- * ASTC RGBA 4x4 format.
- *
- * @type {number}
- * @constant
- */
- const RGBA_ASTC_4x4_Format = 37808;
- /**
- * ASTC RGBA 5x4 format.
- *
- * @type {number}
- * @constant
- */
- const RGBA_ASTC_5x4_Format = 37809;
- /**
- * ASTC RGBA 5x5 format.
- *
- * @type {number}
- * @constant
- */
- const RGBA_ASTC_5x5_Format = 37810;
- /**
- * ASTC RGBA 6x5 format.
- *
- * @type {number}
- * @constant
- */
- const RGBA_ASTC_6x5_Format = 37811;
- /**
- * ASTC RGBA 6x6 format.
- *
- * @type {number}
- * @constant
- */
- const RGBA_ASTC_6x6_Format = 37812;
- /**
- * ASTC RGBA 8x5 format.
- *
- * @type {number}
- * @constant
- */
- const RGBA_ASTC_8x5_Format = 37813;
- /**
- * ASTC RGBA 8x6 format.
- *
- * @type {number}
- * @constant
- */
- const RGBA_ASTC_8x6_Format = 37814;
- /**
- * ASTC RGBA 8x8 format.
- *
- * @type {number}
- * @constant
- */
- const RGBA_ASTC_8x8_Format = 37815;
- /**
- * ASTC RGBA 10x5 format.
- *
- * @type {number}
- * @constant
- */
- const RGBA_ASTC_10x5_Format = 37816;
- /**
- * ASTC RGBA 10x6 format.
- *
- * @type {number}
- * @constant
- */
- const RGBA_ASTC_10x6_Format = 37817;
- /**
- * ASTC RGBA 10x8 format.
- *
- * @type {number}
- * @constant
- */
- const RGBA_ASTC_10x8_Format = 37818;
- /**
- * ASTC RGBA 10x10 format.
- *
- * @type {number}
- * @constant
- */
- const RGBA_ASTC_10x10_Format = 37819;
- /**
- * ASTC RGBA 12x10 format.
- *
- * @type {number}
- * @constant
- */
- const RGBA_ASTC_12x10_Format = 37820;
- /**
- * ASTC RGBA 12x12 format.
- *
- * @type {number}
- * @constant
- */
- const RGBA_ASTC_12x12_Format = 37821;
- /**
- * BPTC RGBA format.
- *
- * @type {number}
- * @constant
- */
- const RGBA_BPTC_Format = 36492;
- /**
- * BPTC Signed RGB format.
- *
- * @type {number}
- * @constant
- */
- const RGB_BPTC_SIGNED_Format = 36494;
- /**
- * BPTC Unsigned RGB format.
- *
- * @type {number}
- * @constant
- */
- const RGB_BPTC_UNSIGNED_Format = 36495;
- /**
- * RGTC1 Red format.
- *
- * @type {number}
- * @constant
- */
- const RED_RGTC1_Format = 36283;
- /**
- * RGTC1 Signed Red format.
- *
- * @type {number}
- * @constant
- */
- const SIGNED_RED_RGTC1_Format = 36284;
- /**
- * RGTC2 Red Green format.
- *
- * @type {number}
- * @constant
- */
- const RED_GREEN_RGTC2_Format = 36285;
- /**
- * RGTC2 Signed Red Green format.
- *
- * @type {number}
- * @constant
- */
- const SIGNED_RED_GREEN_RGTC2_Format = 36286;
- /**
- * Animations are played once.
- *
- * @type {number}
- * @constant
- */
- const LoopOnce = 2200;
- /**
- * Animations are played with a chosen number of repetitions, each time jumping from
- * the end of the clip directly to its beginning.
- *
- * @type {number}
- * @constant
- */
- const LoopRepeat = 2201;
- /**
- * Animations are played with a chosen number of repetitions, alternately playing forward
- * and backward.
- *
- * @type {number}
- * @constant
- */
- const LoopPingPong = 2202;
- /**
- * Discrete interpolation mode for keyframe tracks.
- *
- * @type {number}
- * @constant
- */
- const InterpolateDiscrete = 2300;
- /**
- * Linear interpolation mode for keyframe tracks.
- *
- * @type {number}
- * @constant
- */
- const InterpolateLinear = 2301;
- /**
- * Smooth interpolation mode for keyframe tracks.
- *
- * @type {number}
- * @constant
- */
- const InterpolateSmooth = 2302;
- /**
- * Zero curvature ending for animations.
- *
- * @type {number}
- * @constant
- */
- const ZeroCurvatureEnding = 2400;
- /**
- * Zero slope ending for animations.
- *
- * @type {number}
- * @constant
- */
- const ZeroSlopeEnding = 2401;
- /**
- * Wrap around ending for animations.
- *
- * @type {number}
- * @constant
- */
- const WrapAroundEnding = 2402;
- /**
- * Default animation blend mode.
- *
- * @type {number}
- * @constant
- */
- const NormalAnimationBlendMode = 2500;
- /**
- * Additive animation blend mode. Can be used to layer motions on top of
- * each other to build complex performances from smaller re-usable assets.
- *
- * @type {number}
- * @constant
- */
- const AdditiveAnimationBlendMode = 2501;
- /**
- * For every three vertices draw a single triangle.
- *
- * @type {number}
- * @constant
- */
- const TrianglesDrawMode = 0;
- /**
- * For each vertex draw a triangle from the last three vertices.
- *
- * @type {number}
- * @constant
- */
- const TriangleStripDrawMode = 1;
- /**
- * For each vertex draw a triangle from the first vertex and the last two vertices.
- *
- * @type {number}
- * @constant
- */
- const TriangleFanDrawMode = 2;
- /**
- * The depth value is inverted (1.0 - z) for visualization purposes.
- *
- * @type {number}
- * @constant
- */
- const BasicDepthPacking = 3200;
- /**
- * The depth value is packed into 32 bit RGBA.
- *
- * @type {number}
- * @constant
- */
- const RGBADepthPacking = 3201;
- /**
- * The depth value is packed into 24 bit RGB.
- *
- * @type {number}
- * @constant
- */
- const RGBDepthPacking = 3202;
- /**
- * The depth value is packed into 16 bit RG.
- *
- * @type {number}
- * @constant
- */
- const RGDepthPacking = 3203;
- /**
- * Normal information is relative to the underlying surface.
- *
- * @type {number}
- * @constant
- */
- const TangentSpaceNormalMap = 0;
- /**
- * Normal information is relative to the object orientation.
- *
- * @type {number}
- * @constant
- */
- const ObjectSpaceNormalMap = 1;
- // Color space string identifiers, matching CSS Color Module Level 4 and WebGPU names where available.
- /**
- * No color space.
- *
- * @type {string}
- * @constant
- */
- const NoColorSpace = '';
- /**
- * sRGB color space.
- *
- * @type {string}
- * @constant
- */
- const SRGBColorSpace = 'srgb';
- /**
- * sRGB-linear color space.
- *
- * @type {string}
- * @constant
- */
- const LinearSRGBColorSpace = 'srgb-linear';
- /**
- * Linear transfer function.
- *
- * @type {string}
- * @constant
- */
- const LinearTransfer = 'linear';
- /**
- * sRGB transfer function.
- *
- * @type {string}
- * @constant
- */
- const SRGBTransfer = 'srgb';
- /**
- * No normal map packing.
- *
- * @type {string}
- * @constant
- */
- const NoNormalPacking = '';
- /**
- * Normal RG packing.
- *
- * @type {string}
- * @constant
- */
- const NormalRGPacking = 'rg';
- /**
- * Normal GA packing.
- *
- * @type {string}
- * @constant
- */
- const NormalGAPacking = 'ga';
- /**
- * Sets the stencil buffer value to `0`.
- *
- * @type {number}
- * @constant
- */
- const ZeroStencilOp = 0;
- /**
- * Keeps the current value.
- *
- * @type {number}
- * @constant
- */
- const KeepStencilOp = 7680;
- /**
- * Sets the stencil buffer value to the specified reference value.
- *
- * @type {number}
- * @constant
- */
- const ReplaceStencilOp = 7681;
- /**
- * Increments the current stencil buffer value. Clamps to the maximum representable unsigned value.
- *
- * @type {number}
- * @constant
- */
- const IncrementStencilOp = 7682;
- /**
- * Decrements the current stencil buffer value. Clamps to `0`.
- *
- * @type {number}
- * @constant
- */
- const DecrementStencilOp = 7683;
- /**
- * Increments the current stencil buffer value. Wraps stencil buffer value to zero when incrementing
- * the maximum representable unsigned value.
- *
- * @type {number}
- * @constant
- */
- const IncrementWrapStencilOp = 34055;
- /**
- * Decrements the current stencil buffer value. Wraps stencil buffer value to the maximum representable
- * unsigned value when decrementing a stencil buffer value of `0`.
- *
- * @type {number}
- * @constant
- */
- const DecrementWrapStencilOp = 34056;
- /**
- * Inverts the current stencil buffer value bitwise.
- *
- * @type {number}
- * @constant
- */
- const InvertStencilOp = 5386;
- /**
- * Will never return true.
- *
- * @type {number}
- * @constant
- */
- const NeverStencilFunc = 512;
- /**
- * Will return true if the stencil reference value is less than the current stencil value.
- *
- * @type {number}
- * @constant
- */
- const LessStencilFunc = 513;
- /**
- * Will return true if the stencil reference value is equal to the current stencil value.
- *
- * @type {number}
- * @constant
- */
- const EqualStencilFunc = 514;
- /**
- * Will return true if the stencil reference value is less than or equal to the current stencil value.
- *
- * @type {number}
- * @constant
- */
- const LessEqualStencilFunc = 515;
- /**
- * Will return true if the stencil reference value is greater than the current stencil value.
- *
- * @type {number}
- * @constant
- */
- const GreaterStencilFunc = 516;
- /**
- * Will return true if the stencil reference value is not equal to the current stencil value.
- *
- * @type {number}
- * @constant
- */
- const NotEqualStencilFunc = 517;
- /**
- * Will return true if the stencil reference value is greater than or equal to the current stencil value.
- *
- * @type {number}
- * @constant
- */
- const GreaterEqualStencilFunc = 518;
- /**
- * Will always return true.
- *
- * @type {number}
- * @constant
- */
- const AlwaysStencilFunc = 519;
- /**
- * Never pass.
- *
- * @type {number}
- * @constant
- */
- const NeverCompare = 512;
- /**
- * Pass if the incoming value is less than the texture value.
- *
- * @type {number}
- * @constant
- */
- const LessCompare = 513;
- /**
- * Pass if the incoming value equals the texture value.
- *
- * @type {number}
- * @constant
- */
- const EqualCompare = 514;
- /**
- * Pass if the incoming value is less than or equal to the texture value.
- *
- * @type {number}
- * @constant
- */
- const LessEqualCompare = 515;
- /**
- * Pass if the incoming value is greater than the texture value.
- *
- * @type {number}
- * @constant
- */
- const GreaterCompare = 516;
- /**
- * Pass if the incoming value is not equal to the texture value.
- *
- * @type {number}
- * @constant
- */
- const NotEqualCompare = 517;
- /**
- * Pass if the incoming value is greater than or equal to the texture value.
- *
- * @type {number}
- * @constant
- */
- const GreaterEqualCompare = 518;
- /**
- * Always pass.
- *
- * @type {number}
- * @constant
- */
- const AlwaysCompare = 519;
- /**
- * The contents are intended to be specified once by the application, and used many
- * times as the source for drawing and image specification commands.
- *
- * @type {number}
- * @constant
- */
- const StaticDrawUsage = 35044;
- /**
- * The contents are intended to be respecified repeatedly by the application, and
- * used many times as the source for drawing and image specification commands.
- *
- * @type {number}
- * @constant
- */
- const DynamicDrawUsage = 35048;
- /**
- * The contents are intended to be specified once by the application, and used at most
- * a few times as the source for drawing and image specification commands.
- *
- * @type {number}
- * @constant
- */
- const StreamDrawUsage = 35040;
- /**
- * The contents are intended to be specified once by reading data from the 3D API, and queried
- * many times by the application.
- *
- * @type {number}
- * @constant
- */
- const StaticReadUsage = 35045;
- /**
- * The contents are intended to be respecified repeatedly by reading data from the 3D API, and queried
- * many times by the application.
- *
- * @type {number}
- * @constant
- */
- const DynamicReadUsage = 35049;
- /**
- * The contents are intended to be specified once by reading data from the 3D API, and queried at most
- * a few times by the application
- *
- * @type {number}
- * @constant
- */
- const StreamReadUsage = 35041;
- /**
- * The contents are intended to be specified once by reading data from the 3D API, and used many times as
- * the source for WebGL drawing and image specification commands.
- *
- * @type {number}
- * @constant
- */
- const StaticCopyUsage = 35046;
- /**
- * The contents are intended to be respecified repeatedly by reading data from the 3D API, and used many times
- * as the source for WebGL drawing and image specification commands.
- *
- * @type {number}
- * @constant
- */
- const DynamicCopyUsage = 35050;
- /**
- * The contents are intended to be specified once by reading data from the 3D API, and used at most a few times
- * as the source for WebGL drawing and image specification commands.
- *
- * @type {number}
- * @constant
- */
- const StreamCopyUsage = 35042;
- /**
- * GLSL 1 shader code.
- *
- * @type {string}
- * @constant
- */
- const GLSL1 = '100';
- /**
- * GLSL 3 shader code.
- *
- * @type {string}
- * @constant
- */
- const GLSL3 = '300 es';
- /**
- * WebGL coordinate system.
- *
- * @type {number}
- * @constant
- */
- const WebGLCoordinateSystem = 2000;
- /**
- * WebGPU coordinate system.
- *
- * @type {number}
- * @constant
- */
- const WebGPUCoordinateSystem = 2001;
- /**
- * Represents the different timestamp query types.
- *
- * @type {ConstantsTimestampQuery}
- * @constant
- */
- const TimestampQuery = {
- COMPUTE: 'compute',
- RENDER: 'render'
- };
- /**
- * Represents mouse buttons and interaction types in context of controls.
- *
- * @type {ConstantsInterpolationSamplingType}
- * @constant
- */
- const InterpolationSamplingType = {
- PERSPECTIVE: 'perspective',
- LINEAR: 'linear',
- FLAT: 'flat'
- };
- /**
- * Represents the different interpolation sampling modes.
- *
- * @type {ConstantsInterpolationSamplingMode}
- * @constant
- */
- const InterpolationSamplingMode = {
- NORMAL: 'normal',
- CENTROID: 'centroid',
- SAMPLE: 'sample',
- FIRST: 'first',
- EITHER: 'either'
- };
- /**
- * Compatibility flags for features that may not be supported across all platforms.
- *
- * @type {Object}
- * @constant
- */
- const Compatibility = {
- TEXTURE_COMPARE: 'depthTextureCompare'
- };
- /**
- * This type represents mouse buttons and interaction types in context of controls.
- *
- * @typedef {Object} ConstantsMouse
- * @property {number} MIDDLE - The left mouse button.
- * @property {number} LEFT - The middle mouse button.
- * @property {number} RIGHT - The right mouse button.
- * @property {number} ROTATE - A rotate interaction.
- * @property {number} DOLLY - A dolly interaction.
- * @property {number} PAN - A pan interaction.
- **/
- /**
- * This type represents touch interaction types in context of controls.
- *
- * @typedef {Object} ConstantsTouch
- * @property {number} ROTATE - A rotate interaction.
- * @property {number} PAN - A pan interaction.
- * @property {number} DOLLY_PAN - The dolly-pan interaction.
- * @property {number} DOLLY_ROTATE - A dolly-rotate interaction.
- **/
- /**
- * This type represents the different timestamp query types.
- *
- * @typedef {Object} ConstantsTimestampQuery
- * @property {string} COMPUTE - A `compute` timestamp query.
- * @property {string} RENDER - A `render` timestamp query.
- **/
- /**
- * Represents the different interpolation sampling types.
- *
- * @typedef {Object} ConstantsInterpolationSamplingType
- * @property {string} PERSPECTIVE - Perspective-correct interpolation.
- * @property {string} LINEAR - Linear interpolation.
- * @property {string} FLAT - Flat interpolation.
- */
- /**
- * Represents the different interpolation sampling modes.
- *
- * @typedef {Object} ConstantsInterpolationSamplingMode
- * @property {string} NORMAL - Normal sampling mode.
- * @property {string} CENTROID - Centroid sampling mode.
- * @property {string} SAMPLE - Sample-specific sampling mode.
- * @property {string} FIRST - Flat interpolation using the first vertex.
- * @property {string} EITHER - Flat interpolation using either vertex.
- */
- function arrayNeedsUint32( array ) {
- // assumes larger values usually on last
- for ( let i = array.length - 1; i >= 0; -- i ) {
- if ( array[ i ] >= 65535 ) return true; // account for PRIMITIVE_RESTART_FIXED_INDEX, #24565
- }
- return false;
- }
- const TYPED_ARRAYS = {
- Int8Array: Int8Array,
- Uint8Array: Uint8Array,
- Uint8ClampedArray: Uint8ClampedArray,
- Int16Array: Int16Array,
- Uint16Array: Uint16Array,
- Int32Array: Int32Array,
- Uint32Array: Uint32Array,
- Float32Array: Float32Array,
- Float64Array: Float64Array
- };
- function getTypedArray( type, buffer ) {
- return new TYPED_ARRAYS[ type ]( buffer );
- }
- /**
- * Returns `true` if the given object is a typed array.
- *
- * @param {any} array - The object to check.
- * @return {boolean} Whether the given object is a typed array.
- */
- function isTypedArray( array ) {
- return ArrayBuffer.isView( array ) && ! ( array instanceof DataView );
- }
- function createElementNS( name ) {
- return document.createElementNS( 'http://www.w3.org/1999/xhtml', name );
- }
- function createCanvasElement() {
- const canvas = createElementNS( 'canvas' );
- canvas.style.display = 'block';
- return canvas;
- }
- const _cache = {};
- let _setConsoleFunction = null;
- function setConsoleFunction( fn ) {
- _setConsoleFunction = fn;
- }
- function getConsoleFunction() {
- return _setConsoleFunction;
- }
- function log( ...params ) {
- const message = 'THREE.' + params.shift();
- if ( _setConsoleFunction ) {
- _setConsoleFunction( 'log', message, ...params );
- } else {
- console.log( message, ...params );
- }
- }
- function warn( ...params ) {
- const message = 'THREE.' + params.shift();
- if ( _setConsoleFunction ) {
- _setConsoleFunction( 'warn', message, ...params );
- } else {
- console.warn( message, ...params );
- }
- }
- function error( ...params ) {
- const message = 'THREE.' + params.shift();
- if ( _setConsoleFunction ) {
- _setConsoleFunction( 'error', message, ...params );
- } else {
- console.error( message, ...params );
- }
- }
- function warnOnce( ...params ) {
- const message = params.join( ' ' );
- if ( message in _cache ) return;
- _cache[ message ] = true;
- warn( ...params );
- }
- function probeAsync( gl, sync, interval ) {
- return new Promise( function ( resolve, reject ) {
- function probe() {
- switch ( gl.clientWaitSync( sync, gl.SYNC_FLUSH_COMMANDS_BIT, 0 ) ) {
- case gl.WAIT_FAILED:
- reject();
- break;
- case gl.TIMEOUT_EXPIRED:
- setTimeout( probe, interval );
- break;
- default:
- resolve();
- }
- }
- setTimeout( probe, interval );
- } );
- }
- /**
- * This modules allows to dispatch event objects on custom JavaScript objects.
- *
- * Main repository: [eventdispatcher.js](https://github.com/mrdoob/eventdispatcher.js/)
- *
- * Code Example:
- * ```js
- * class Car extends EventDispatcher {
- * start() {
- * this.dispatchEvent( { type: 'start', message: 'vroom vroom!' } );
- * }
- *};
- *
- * // Using events with the custom object
- * const car = new Car();
- * car.addEventListener( 'start', function ( event ) {
- * alert( event.message );
- * } );
- *
- * car.start();
- * ```
- */
- class EventDispatcher {
- /**
- * Adds the given event listener to the given event type.
- *
- * @param {string} type - The type of event to listen to.
- * @param {Function} listener - The function that gets called when the event is fired.
- */
- addEventListener( type, listener ) {
- if ( this._listeners === undefined ) this._listeners = {};
- const listeners = this._listeners;
- if ( listeners[ type ] === undefined ) {
- listeners[ type ] = [];
- }
- if ( listeners[ type ].indexOf( listener ) === -1 ) {
- listeners[ type ].push( listener );
- }
- }
- /**
- * Returns `true` if the given event listener has been added to the given event type.
- *
- * @param {string} type - The type of event.
- * @param {Function} listener - The listener to check.
- * @return {boolean} Whether the given event listener has been added to the given event type.
- */
- hasEventListener( type, listener ) {
- const listeners = this._listeners;
- if ( listeners === undefined ) return false;
- return listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== -1;
- }
- /**
- * Removes the given event listener from the given event type.
- *
- * @param {string} type - The type of event.
- * @param {Function} listener - The listener to remove.
- */
- removeEventListener( type, listener ) {
- const listeners = this._listeners;
- if ( listeners === undefined ) return;
- const listenerArray = listeners[ type ];
- if ( listenerArray !== undefined ) {
- const index = listenerArray.indexOf( listener );
- if ( index !== -1 ) {
- listenerArray.splice( index, 1 );
- }
- }
- }
- /**
- * Dispatches an event object.
- *
- * @param {Object} event - The event that gets fired.
- */
- dispatchEvent( event ) {
- const listeners = this._listeners;
- if ( listeners === undefined ) return;
- const listenerArray = listeners[ event.type ];
- if ( listenerArray !== undefined ) {
- event.target = this;
- // Make a copy, in case listeners are removed while iterating.
- const array = listenerArray.slice( 0 );
- for ( let i = 0, l = array.length; i < l; i ++ ) {
- array[ i ].call( this, event );
- }
- event.target = null;
- }
- }
- }
- 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' ];
- let _seed = 1234567;
- const DEG2RAD = Math.PI / 180;
- const RAD2DEG = 180 / Math.PI;
- /**
- * Generate a [UUID](https://en.wikipedia.org/wiki/Universally_unique_identifier)
- * (universally unique identifier).
- *
- * @return {string} The UUID.
- */
- function generateUUID() {
- // http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136
- const d0 = Math.random() * 0xffffffff | 0;
- const d1 = Math.random() * 0xffffffff | 0;
- const d2 = Math.random() * 0xffffffff | 0;
- const d3 = Math.random() * 0xffffffff | 0;
- const uuid = _lut[ d0 & 0xff ] + _lut[ d0 >> 8 & 0xff ] + _lut[ d0 >> 16 & 0xff ] + _lut[ d0 >> 24 & 0xff ] + '-' +
- _lut[ d1 & 0xff ] + _lut[ d1 >> 8 & 0xff ] + '-' + _lut[ d1 >> 16 & 0x0f | 0x40 ] + _lut[ d1 >> 24 & 0xff ] + '-' +
- _lut[ d2 & 0x3f | 0x80 ] + _lut[ d2 >> 8 & 0xff ] + '-' + _lut[ d2 >> 16 & 0xff ] + _lut[ d2 >> 24 & 0xff ] +
- _lut[ d3 & 0xff ] + _lut[ d3 >> 8 & 0xff ] + _lut[ d3 >> 16 & 0xff ] + _lut[ d3 >> 24 & 0xff ];
- // .toLowerCase() here flattens concatenated strings to save heap memory space.
- return uuid.toLowerCase();
- }
- /**
- * Clamps the given value between min and max.
- *
- * @param {number} value - The value to clamp.
- * @param {number} min - The min value.
- * @param {number} max - The max value.
- * @return {number} The clamped value.
- */
- function clamp( value, min, max ) {
- return Math.max( min, Math.min( max, value ) );
- }
- /**
- * Computes the Euclidean modulo of the given parameters that
- * is `( ( n % m ) + m ) % m`.
- *
- * @param {number} n - The first parameter.
- * @param {number} m - The second parameter.
- * @return {number} The Euclidean modulo.
- */
- function euclideanModulo( n, m ) {
- // https://en.wikipedia.org/wiki/Modulo_operation
- return ( ( n % m ) + m ) % m;
- }
- /**
- * Performs a linear mapping from range `<a1, a2>` to range `<b1, b2>`
- * for the given value.
- *
- * @param {number} x - The value to be mapped.
- * @param {number} a1 - Minimum value for range A.
- * @param {number} a2 - Maximum value for range A.
- * @param {number} b1 - Minimum value for range B.
- * @param {number} b2 - Maximum value for range B.
- * @return {number} The mapped value.
- */
- function mapLinear( x, a1, a2, b1, b2 ) {
- return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
- }
- /**
- * Returns the percentage in the closed interval `[0, 1]` of the given value
- * between the start and end point.
- *
- * @param {number} x - The start point
- * @param {number} y - The end point.
- * @param {number} value - A value between start and end.
- * @return {number} The interpolation factor.
- */
- function inverseLerp( x, y, value ) {
- // https://www.gamedev.net/tutorials/programming/general-and-gameplay-programming/inverse-lerp-a-super-useful-yet-often-overlooked-function-r5230/
- if ( x !== y ) {
- return ( value - x ) / ( y - x );
- } else {
- return 0;
- }
- }
- /**
- * Returns a value linearly interpolated from two known points based on the given interval -
- * `t = 0` will return `x` and `t = 1` will return `y`.
- *
- * @param {number} x - The start point
- * @param {number} y - The end point.
- * @param {number} t - The interpolation factor in the closed interval `[0, 1]`.
- * @return {number} The interpolated value.
- */
- function lerp( x, y, t ) {
- return ( 1 - t ) * x + t * y;
- }
- /**
- * Smoothly interpolate a number from `x` to `y` in a spring-like manner using a delta
- * time to maintain frame rate independent movement. For details, see
- * [Frame rate independent damping using lerp](http://www.rorydriscoll.com/2016/03/07/frame-rate-independent-damping-using-lerp/).
- *
- * @param {number} x - The current point.
- * @param {number} y - The target point.
- * @param {number} lambda - A higher lambda value will make the movement more sudden,
- * and a lower value will make the movement more gradual.
- * @param {number} dt - Delta time in seconds.
- * @return {number} The interpolated value.
- */
- function damp( x, y, lambda, dt ) {
- return lerp( x, y, 1 - Math.exp( - lambda * dt ) );
- }
- /**
- * Returns a value that alternates between `0` and the given `length` parameter.
- *
- * @param {number} x - The value to pingpong.
- * @param {number} [length=1] - The positive value the function will pingpong to.
- * @return {number} The alternated value.
- */
- function pingpong( x, length = 1 ) {
- // https://www.desmos.com/calculator/vcsjnyz7x4
- return length - Math.abs( euclideanModulo( x, length * 2 ) - length );
- }
- /**
- * Returns a value in the range `[0,1]` that represents the percentage that `x` has
- * moved between `min` and `max`, but smoothed or slowed down the closer `x` is to
- * the `min` and `max`.
- *
- * See [Smoothstep](http://en.wikipedia.org/wiki/Smoothstep) for more details.
- *
- * @param {number} x - The value to evaluate based on its position between min and max.
- * @param {number} min - The min value. Any x value below min will be `0`.
- * @param {number} max - The max value. Any x value above max will be `1`.
- * @return {number} The alternated value.
- */
- function smoothstep( x, min, max ) {
- if ( x <= min ) return 0;
- if ( x >= max ) return 1;
- x = ( x - min ) / ( max - min );
- return x * x * ( 3 - 2 * x );
- }
- /**
- * A [variation on smoothstep](https://en.wikipedia.org/wiki/Smoothstep#Variations)
- * that has zero 1st and 2nd order derivatives at x=0 and x=1.
- *
- * @param {number} x - The value to evaluate based on its position between min and max.
- * @param {number} min - The min value. Any x value below min will be `0`.
- * @param {number} max - The max value. Any x value above max will be `1`.
- * @return {number} The alternated value.
- */
- function smootherstep( x, min, max ) {
- if ( x <= min ) return 0;
- if ( x >= max ) return 1;
- x = ( x - min ) / ( max - min );
- return x * x * x * ( x * ( x * 6 - 15 ) + 10 );
- }
- /**
- * Returns a random integer from `<low, high>` interval.
- *
- * @param {number} low - The lower value boundary.
- * @param {number} high - The upper value boundary
- * @return {number} A random integer.
- */
- function randInt( low, high ) {
- return low + Math.floor( Math.random() * ( high - low + 1 ) );
- }
- /**
- * Returns a random float from `<low, high>` interval.
- *
- * @param {number} low - The lower value boundary.
- * @param {number} high - The upper value boundary
- * @return {number} A random float.
- */
- function randFloat( low, high ) {
- return low + Math.random() * ( high - low );
- }
- /**
- * Returns a random integer from `<-range/2, range/2>` interval.
- *
- * @param {number} range - Defines the value range.
- * @return {number} A random float.
- */
- function randFloatSpread( range ) {
- return range * ( 0.5 - Math.random() );
- }
- /**
- * Returns a deterministic pseudo-random float in the interval `[0, 1]`.
- *
- * @param {number} [s] - The integer seed.
- * @return {number} A random float.
- */
- function seededRandom( s ) {
- if ( s !== undefined ) _seed = s;
- // Mulberry32 generator
- let t = _seed += 0x6D2B79F5;
- t = Math.imul( t ^ t >>> 15, t | 1 );
- t ^= t + Math.imul( t ^ t >>> 7, t | 61 );
- return ( ( t ^ t >>> 14 ) >>> 0 ) / 4294967296;
- }
- /**
- * Converts degrees to radians.
- *
- * @param {number} degrees - A value in degrees.
- * @return {number} The converted value in radians.
- */
- function degToRad( degrees ) {
- return degrees * DEG2RAD;
- }
- /**
- * Converts radians to degrees.
- *
- * @param {number} radians - A value in radians.
- * @return {number} The converted value in degrees.
- */
- function radToDeg( radians ) {
- return radians * RAD2DEG;
- }
- /**
- * Returns `true` if the given number is a power of two.
- *
- * @param {number} value - The value to check.
- * @return {boolean} Whether the given number is a power of two or not.
- */
- function isPowerOfTwo( value ) {
- return ( value & ( value - 1 ) ) === 0 && value !== 0;
- }
- /**
- * Returns the smallest power of two that is greater than or equal to the given number.
- *
- * @param {number} value - The value to find a POT for.
- * @return {number} The smallest power of two that is greater than or equal to the given number.
- */
- function ceilPowerOfTwo( value ) {
- return Math.pow( 2, Math.ceil( Math.log( value ) / Math.LN2 ) );
- }
- /**
- * Returns the largest power of two that is less than or equal to the given number.
- *
- * @param {number} value - The value to find a POT for.
- * @return {number} The largest power of two that is less than or equal to the given number.
- */
- function floorPowerOfTwo( value ) {
- return Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) );
- }
- /**
- * Sets the given quaternion from the [Intrinsic Proper Euler Angles](https://en.wikipedia.org/wiki/Euler_angles)
- * defined by the given angles and order.
- *
- * Rotations are applied to the axes in the order specified by order:
- * rotation by angle `a` is applied first, then by angle `b`, then by angle `c`.
- *
- * @param {Quaternion} q - The quaternion to set.
- * @param {number} a - The rotation applied to the first axis, in radians.
- * @param {number} b - The rotation applied to the second axis, in radians.
- * @param {number} c - The rotation applied to the third axis, in radians.
- * @param {('XYX'|'XZX'|'YXY'|'YZY'|'ZXZ'|'ZYZ')} order - A string specifying the axes order.
- */
- function setQuaternionFromProperEuler( q, a, b, c, order ) {
- const cos = Math.cos;
- const sin = Math.sin;
- const c2 = cos( b / 2 );
- const s2 = sin( b / 2 );
- const c13 = cos( ( a + c ) / 2 );
- const s13 = sin( ( a + c ) / 2 );
- const c1_3 = cos( ( a - c ) / 2 );
- const s1_3 = sin( ( a - c ) / 2 );
- const c3_1 = cos( ( c - a ) / 2 );
- const s3_1 = sin( ( c - a ) / 2 );
- switch ( order ) {
- case 'XYX':
- q.set( c2 * s13, s2 * c1_3, s2 * s1_3, c2 * c13 );
- break;
- case 'YZY':
- q.set( s2 * s1_3, c2 * s13, s2 * c1_3, c2 * c13 );
- break;
- case 'ZXZ':
- q.set( s2 * c1_3, s2 * s1_3, c2 * s13, c2 * c13 );
- break;
- case 'XZX':
- q.set( c2 * s13, s2 * s3_1, s2 * c3_1, c2 * c13 );
- break;
- case 'YXY':
- q.set( s2 * c3_1, c2 * s13, s2 * s3_1, c2 * c13 );
- break;
- case 'ZYZ':
- q.set( s2 * s3_1, s2 * c3_1, c2 * s13, c2 * c13 );
- break;
- default:
- warn( 'MathUtils: .setQuaternionFromProperEuler() encountered an unknown order: ' + order );
- }
- }
- /**
- * Denormalizes the given value according to the given typed array.
- *
- * @param {number} value - The value to denormalize.
- * @param {TypedArray} array - The typed array that defines the data type of the value.
- * @return {number} The denormalize (float) value in the range `[0,1]`.
- */
- function denormalize( value, array ) {
- switch ( array.constructor ) {
- case Float32Array:
- return value;
- case Uint32Array:
- return value / 4294967295.0;
- case Uint16Array:
- return value / 65535.0;
- case Uint8Array:
- return value / 255.0;
- case Int32Array:
- return Math.max( value / 2147483647.0, -1 );
- case Int16Array:
- return Math.max( value / 32767.0, -1 );
- case Int8Array:
- return Math.max( value / 127.0, -1 );
- default:
- throw new Error( 'Invalid component type.' );
- }
- }
- /**
- * Normalizes the given value according to the given typed array.
- *
- * @param {number} value - The float value in the range `[0,1]` to normalize.
- * @param {TypedArray} array - The typed array that defines the data type of the value.
- * @return {number} The normalize value.
- */
- function normalize( value, array ) {
- switch ( array.constructor ) {
- case Float32Array:
- return value;
- case Uint32Array:
- return Math.round( value * 4294967295.0 );
- case Uint16Array:
- return Math.round( value * 65535.0 );
- case Uint8Array:
- return Math.round( value * 255.0 );
- case Int32Array:
- return Math.round( value * 2147483647.0 );
- case Int16Array:
- return Math.round( value * 32767.0 );
- case Int8Array:
- return Math.round( value * 127.0 );
- default:
- throw new Error( 'Invalid component type.' );
- }
- }
- /**
- * @class
- * @classdesc A collection of math utility functions.
- * @hideconstructor
- */
- const MathUtils = {
- DEG2RAD: DEG2RAD,
- RAD2DEG: RAD2DEG,
- /**
- * Generate a [UUID](https://en.wikipedia.org/wiki/Universally_unique_identifier)
- * (universally unique identifier).
- *
- * @static
- * @method
- * @return {string} The UUID.
- */
- generateUUID: generateUUID,
- /**
- * Clamps the given value between min and max.
- *
- * @static
- * @method
- * @param {number} value - The value to clamp.
- * @param {number} min - The min value.
- * @param {number} max - The max value.
- * @return {number} The clamped value.
- */
- clamp: clamp,
- /**
- * Computes the Euclidean modulo of the given parameters that
- * is `( ( n % m ) + m ) % m`.
- *
- * @static
- * @method
- * @param {number} n - The first parameter.
- * @param {number} m - The second parameter.
- * @return {number} The Euclidean modulo.
- */
- euclideanModulo: euclideanModulo,
- /**
- * Performs a linear mapping from range `<a1, a2>` to range `<b1, b2>`
- * for the given value.
- *
- * @static
- * @method
- * @param {number} x - The value to be mapped.
- * @param {number} a1 - Minimum value for range A.
- * @param {number} a2 - Maximum value for range A.
- * @param {number} b1 - Minimum value for range B.
- * @param {number} b2 - Maximum value for range B.
- * @return {number} The mapped value.
- */
- mapLinear: mapLinear,
- /**
- * Returns the percentage in the closed interval `[0, 1]` of the given value
- * between the start and end point.
- *
- * @static
- * @method
- * @param {number} x - The start point
- * @param {number} y - The end point.
- * @param {number} value - A value between start and end.
- * @return {number} The interpolation factor.
- */
- inverseLerp: inverseLerp,
- /**
- * Returns a value linearly interpolated from two known points based on the given interval -
- * `t = 0` will return `x` and `t = 1` will return `y`.
- *
- * @static
- * @method
- * @param {number} x - The start point
- * @param {number} y - The end point.
- * @param {number} t - The interpolation factor in the closed interval `[0, 1]`.
- * @return {number} The interpolated value.
- */
- lerp: lerp,
- /**
- * Smoothly interpolate a number from `x` to `y` in a spring-like manner using a delta
- * time to maintain frame rate independent movement. For details, see
- * [Frame rate independent damping using lerp](http://www.rorydriscoll.com/2016/03/07/frame-rate-independent-damping-using-lerp/).
- *
- * @static
- * @method
- * @param {number} x - The current point.
- * @param {number} y - The target point.
- * @param {number} lambda - A higher lambda value will make the movement more sudden,
- * and a lower value will make the movement more gradual.
- * @param {number} dt - Delta time in seconds.
- * @return {number} The interpolated value.
- */
- damp: damp,
- /**
- * Returns a value that alternates between `0` and the given `length` parameter.
- *
- * @static
- * @method
- * @param {number} x - The value to pingpong.
- * @param {number} [length=1] - The positive value the function will pingpong to.
- * @return {number} The alternated value.
- */
- pingpong: pingpong,
- /**
- * Returns a value in the range `[0,1]` that represents the percentage that `x` has
- * moved between `min` and `max`, but smoothed or slowed down the closer `x` is to
- * the `min` and `max`.
- *
- * See [Smoothstep](http://en.wikipedia.org/wiki/Smoothstep) for more details.
- *
- * @static
- * @method
- * @param {number} x - The value to evaluate based on its position between min and max.
- * @param {number} min - The min value. Any x value below min will be `0`.
- * @param {number} max - The max value. Any x value above max will be `1`.
- * @return {number} The alternated value.
- */
- smoothstep: smoothstep,
- /**
- * A [variation on smoothstep](https://en.wikipedia.org/wiki/Smoothstep#Variations)
- * that has zero 1st and 2nd order derivatives at x=0 and x=1.
- *
- * @static
- * @method
- * @param {number} x - The value to evaluate based on its position between min and max.
- * @param {number} min - The min value. Any x value below min will be `0`.
- * @param {number} max - The max value. Any x value above max will be `1`.
- * @return {number} The alternated value.
- */
- smootherstep: smootherstep,
- /**
- * Returns a random integer from `<low, high>` interval.
- *
- * @static
- * @method
- * @param {number} low - The lower value boundary.
- * @param {number} high - The upper value boundary
- * @return {number} A random integer.
- */
- randInt: randInt,
- /**
- * Returns a random float from `<low, high>` interval.
- *
- * @static
- * @method
- * @param {number} low - The lower value boundary.
- * @param {number} high - The upper value boundary
- * @return {number} A random float.
- */
- randFloat: randFloat,
- /**
- * Returns a random integer from `<-range/2, range/2>` interval.
- *
- * @static
- * @method
- * @param {number} range - Defines the value range.
- * @return {number} A random float.
- */
- randFloatSpread: randFloatSpread,
- /**
- * Returns a deterministic pseudo-random float in the interval `[0, 1]`.
- *
- * @static
- * @method
- * @param {number} [s] - The integer seed.
- * @return {number} A random float.
- */
- seededRandom: seededRandom,
- /**
- * Converts degrees to radians.
- *
- * @static
- * @method
- * @param {number} degrees - A value in degrees.
- * @return {number} The converted value in radians.
- */
- degToRad: degToRad,
- /**
- * Converts radians to degrees.
- *
- * @static
- * @method
- * @param {number} radians - A value in radians.
- * @return {number} The converted value in degrees.
- */
- radToDeg: radToDeg,
- /**
- * Returns `true` if the given number is a power of two.
- *
- * @static
- * @method
- * @param {number} value - The value to check.
- * @return {boolean} Whether the given number is a power of two or not.
- */
- isPowerOfTwo: isPowerOfTwo,
- /**
- * Returns the smallest power of two that is greater than or equal to the given number.
- *
- * @static
- * @method
- * @param {number} value - The value to find a POT for.
- * @return {number} The smallest power of two that is greater than or equal to the given number.
- */
- ceilPowerOfTwo: ceilPowerOfTwo,
- /**
- * Returns the largest power of two that is less than or equal to the given number.
- *
- * @static
- * @method
- * @param {number} value - The value to find a POT for.
- * @return {number} The largest power of two that is less than or equal to the given number.
- */
- floorPowerOfTwo: floorPowerOfTwo,
- /**
- * Sets the given quaternion from the [Intrinsic Proper Euler Angles](https://en.wikipedia.org/wiki/Euler_angles)
- * defined by the given angles and order.
- *
- * Rotations are applied to the axes in the order specified by order:
- * rotation by angle `a` is applied first, then by angle `b`, then by angle `c`.
- *
- * @static
- * @method
- * @param {Quaternion} q - The quaternion to set.
- * @param {number} a - The rotation applied to the first axis, in radians.
- * @param {number} b - The rotation applied to the second axis, in radians.
- * @param {number} c - The rotation applied to the third axis, in radians.
- * @param {('XYX'|'XZX'|'YXY'|'YZY'|'ZXZ'|'ZYZ')} order - A string specifying the axes order.
- */
- setQuaternionFromProperEuler: setQuaternionFromProperEuler,
- /**
- * Normalizes the given value according to the given typed array.
- *
- * @static
- * @method
- * @param {number} value - The float value in the range `[0,1]` to normalize.
- * @param {TypedArray} array - The typed array that defines the data type of the value.
- * @return {number} The normalize value.
- */
- normalize: normalize,
- /**
- * Denormalizes the given value according to the given typed array.
- *
- * @static
- * @method
- * @param {number} value - The value to denormalize.
- * @param {TypedArray} array - The typed array that defines the data type of the value.
- * @return {number} The denormalize (float) value in the range `[0,1]`.
- */
- denormalize: denormalize
- };
- /**
- * Class representing a 2D vector. A 2D vector is an ordered pair of numbers
- * (labeled x and y), which can be used to represent a number of things, such as:
- *
- * - A point in 2D space (i.e. a position on a plane).
- * - A direction and length across a plane. In three.js the length will
- * always be the Euclidean distance(straight-line distance) from `(0, 0)` to `(x, y)`
- * and the direction is also measured from `(0, 0)` towards `(x, y)`.
- * - Any arbitrary ordered pair of numbers.
- *
- * There are other things a 2D vector can be used to represent, such as
- * momentum vectors, complex numbers and so on, however these are the most
- * common uses in three.js.
- *
- * Iterating through a vector instance will yield its components `(x, y)` in
- * the corresponding order.
- * ```js
- * const a = new THREE.Vector2( 0, 1 );
- *
- * //no arguments; will be initialised to (0, 0)
- * const b = new THREE.Vector2( );
- *
- * const d = a.distanceTo( b );
- * ```
- */
- class Vector2 {
- /**
- * Constructs a new 2D vector.
- *
- * @param {number} [x=0] - The x value of this vector.
- * @param {number} [y=0] - The y value of this vector.
- */
- constructor( x = 0, y = 0 ) {
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- Vector2.prototype.isVector2 = true;
- /**
- * The x value of this vector.
- *
- * @type {number}
- */
- this.x = x;
- /**
- * The y value of this vector.
- *
- * @type {number}
- */
- this.y = y;
- }
- /**
- * Alias for {@link Vector2#x}.
- *
- * @type {number}
- */
- get width() {
- return this.x;
- }
- set width( value ) {
- this.x = value;
- }
- /**
- * Alias for {@link Vector2#y}.
- *
- * @type {number}
- */
- get height() {
- return this.y;
- }
- set height( value ) {
- this.y = value;
- }
- /**
- * Sets the vector components.
- *
- * @param {number} x - The value of the x component.
- * @param {number} y - The value of the y component.
- * @return {Vector2} A reference to this vector.
- */
- set( x, y ) {
- this.x = x;
- this.y = y;
- return this;
- }
- /**
- * Sets the vector components to the same value.
- *
- * @param {number} scalar - The value to set for all vector components.
- * @return {Vector2} A reference to this vector.
- */
- setScalar( scalar ) {
- this.x = scalar;
- this.y = scalar;
- return this;
- }
- /**
- * Sets the vector's x component to the given value
- *
- * @param {number} x - The value to set.
- * @return {Vector2} A reference to this vector.
- */
- setX( x ) {
- this.x = x;
- return this;
- }
- /**
- * Sets the vector's y component to the given value
- *
- * @param {number} y - The value to set.
- * @return {Vector2} A reference to this vector.
- */
- setY( y ) {
- this.y = y;
- return this;
- }
- /**
- * Allows to set a vector component with an index.
- *
- * @param {number} index - The component index. `0` equals to x, `1` equals to y.
- * @param {number} value - The value to set.
- * @return {Vector2} A reference to this vector.
- */
- setComponent( index, value ) {
- switch ( index ) {
- case 0: this.x = value; break;
- case 1: this.y = value; break;
- default: throw new Error( 'index is out of range: ' + index );
- }
- return this;
- }
- /**
- * Returns the value of the vector component which matches the given index.
- *
- * @param {number} index - The component index. `0` equals to x, `1` equals to y.
- * @return {number} A vector component value.
- */
- getComponent( index ) {
- switch ( index ) {
- case 0: return this.x;
- case 1: return this.y;
- default: throw new Error( 'index is out of range: ' + index );
- }
- }
- /**
- * Returns a new vector with copied values from this instance.
- *
- * @return {Vector2} A clone of this instance.
- */
- clone() {
- return new this.constructor( this.x, this.y );
- }
- /**
- * Copies the values of the given vector to this instance.
- *
- * @param {Vector2} v - The vector to copy.
- * @return {Vector2} A reference to this vector.
- */
- copy( v ) {
- this.x = v.x;
- this.y = v.y;
- return this;
- }
- /**
- * Adds the given vector to this instance.
- *
- * @param {Vector2} v - The vector to add.
- * @return {Vector2} A reference to this vector.
- */
- add( v ) {
- this.x += v.x;
- this.y += v.y;
- return this;
- }
- /**
- * Adds the given scalar value to all components of this instance.
- *
- * @param {number} s - The scalar to add.
- * @return {Vector2} A reference to this vector.
- */
- addScalar( s ) {
- this.x += s;
- this.y += s;
- return this;
- }
- /**
- * Adds the given vectors and stores the result in this instance.
- *
- * @param {Vector2} a - The first vector.
- * @param {Vector2} b - The second vector.
- * @return {Vector2} A reference to this vector.
- */
- addVectors( a, b ) {
- this.x = a.x + b.x;
- this.y = a.y + b.y;
- return this;
- }
- /**
- * Adds the given vector scaled by the given factor to this instance.
- *
- * @param {Vector2} v - The vector.
- * @param {number} s - The factor that scales `v`.
- * @return {Vector2} A reference to this vector.
- */
- addScaledVector( v, s ) {
- this.x += v.x * s;
- this.y += v.y * s;
- return this;
- }
- /**
- * Subtracts the given vector from this instance.
- *
- * @param {Vector2} v - The vector to subtract.
- * @return {Vector2} A reference to this vector.
- */
- sub( v ) {
- this.x -= v.x;
- this.y -= v.y;
- return this;
- }
- /**
- * Subtracts the given scalar value from all components of this instance.
- *
- * @param {number} s - The scalar to subtract.
- * @return {Vector2} A reference to this vector.
- */
- subScalar( s ) {
- this.x -= s;
- this.y -= s;
- return this;
- }
- /**
- * Subtracts the given vectors and stores the result in this instance.
- *
- * @param {Vector2} a - The first vector.
- * @param {Vector2} b - The second vector.
- * @return {Vector2} A reference to this vector.
- */
- subVectors( a, b ) {
- this.x = a.x - b.x;
- this.y = a.y - b.y;
- return this;
- }
- /**
- * Multiplies the given vector with this instance.
- *
- * @param {Vector2} v - The vector to multiply.
- * @return {Vector2} A reference to this vector.
- */
- multiply( v ) {
- this.x *= v.x;
- this.y *= v.y;
- return this;
- }
- /**
- * Multiplies the given scalar value with all components of this instance.
- *
- * @param {number} scalar - The scalar to multiply.
- * @return {Vector2} A reference to this vector.
- */
- multiplyScalar( scalar ) {
- this.x *= scalar;
- this.y *= scalar;
- return this;
- }
- /**
- * Divides this instance by the given vector.
- *
- * @param {Vector2} v - The vector to divide.
- * @return {Vector2} A reference to this vector.
- */
- divide( v ) {
- this.x /= v.x;
- this.y /= v.y;
- return this;
- }
- /**
- * Divides this vector by the given scalar.
- *
- * @param {number} scalar - The scalar to divide.
- * @return {Vector2} A reference to this vector.
- */
- divideScalar( scalar ) {
- return this.multiplyScalar( 1 / scalar );
- }
- /**
- * Multiplies this vector (with an implicit 1 as the 3rd component) by
- * the given 3x3 matrix.
- *
- * @param {Matrix3} m - The matrix to apply.
- * @return {Vector2} A reference to this vector.
- */
- applyMatrix3( m ) {
- const x = this.x, y = this.y;
- const e = m.elements;
- this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ];
- this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ];
- return this;
- }
- /**
- * If this vector's x or y value is greater than the given vector's x or y
- * value, replace that value with the corresponding min value.
- *
- * @param {Vector2} v - The vector.
- * @return {Vector2} A reference to this vector.
- */
- min( v ) {
- this.x = Math.min( this.x, v.x );
- this.y = Math.min( this.y, v.y );
- return this;
- }
- /**
- * If this vector's x or y value is less than the given vector's x or y
- * value, replace that value with the corresponding max value.
- *
- * @param {Vector2} v - The vector.
- * @return {Vector2} A reference to this vector.
- */
- max( v ) {
- this.x = Math.max( this.x, v.x );
- this.y = Math.max( this.y, v.y );
- return this;
- }
- /**
- * If this vector's x or y value is greater than the max vector's x or y
- * value, it is replaced by the corresponding value.
- * If this vector's x or y value is less than the min vector's x or y value,
- * it is replaced by the corresponding value.
- *
- * @param {Vector2} min - The minimum x and y values.
- * @param {Vector2} max - The maximum x and y values in the desired range.
- * @return {Vector2} A reference to this vector.
- */
- clamp( min, max ) {
- // assumes min < max, componentwise
- this.x = clamp( this.x, min.x, max.x );
- this.y = clamp( this.y, min.y, max.y );
- return this;
- }
- /**
- * If this vector's x or y values are greater than the max value, they are
- * replaced by the max value.
- * If this vector's x or y values are less than the min value, they are
- * replaced by the min value.
- *
- * @param {number} minVal - The minimum value the components will be clamped to.
- * @param {number} maxVal - The maximum value the components will be clamped to.
- * @return {Vector2} A reference to this vector.
- */
- clampScalar( minVal, maxVal ) {
- this.x = clamp( this.x, minVal, maxVal );
- this.y = clamp( this.y, minVal, maxVal );
- return this;
- }
- /**
- * If this vector's length is greater than the max value, it is replaced by
- * the max value.
- * If this vector's length is less than the min value, it is replaced by the
- * min value.
- *
- * @param {number} min - The minimum value the vector length will be clamped to.
- * @param {number} max - The maximum value the vector length will be clamped to.
- * @return {Vector2} A reference to this vector.
- */
- clampLength( min, max ) {
- const length = this.length();
- return this.divideScalar( length || 1 ).multiplyScalar( clamp( length, min, max ) );
- }
- /**
- * The components of this vector are rounded down to the nearest integer value.
- *
- * @return {Vector2} A reference to this vector.
- */
- floor() {
- this.x = Math.floor( this.x );
- this.y = Math.floor( this.y );
- return this;
- }
- /**
- * The components of this vector are rounded up to the nearest integer value.
- *
- * @return {Vector2} A reference to this vector.
- */
- ceil() {
- this.x = Math.ceil( this.x );
- this.y = Math.ceil( this.y );
- return this;
- }
- /**
- * The components of this vector are rounded to the nearest integer value
- *
- * @return {Vector2} A reference to this vector.
- */
- round() {
- this.x = Math.round( this.x );
- this.y = Math.round( this.y );
- return this;
- }
- /**
- * The components of this vector are rounded towards zero (up if negative,
- * down if positive) to an integer value.
- *
- * @return {Vector2} A reference to this vector.
- */
- roundToZero() {
- this.x = Math.trunc( this.x );
- this.y = Math.trunc( this.y );
- return this;
- }
- /**
- * Inverts this vector - i.e. sets x = -x and y = -y.
- *
- * @return {Vector2} A reference to this vector.
- */
- negate() {
- this.x = - this.x;
- this.y = - this.y;
- return this;
- }
- /**
- * Calculates the dot product of the given vector with this instance.
- *
- * @param {Vector2} v - The vector to compute the dot product with.
- * @return {number} The result of the dot product.
- */
- dot( v ) {
- return this.x * v.x + this.y * v.y;
- }
- /**
- * Calculates the cross product of the given vector with this instance.
- *
- * @param {Vector2} v - The vector to compute the cross product with.
- * @return {number} The result of the cross product.
- */
- cross( v ) {
- return this.x * v.y - this.y * v.x;
- }
- /**
- * Computes the square of the Euclidean length (straight-line length) from
- * (0, 0) to (x, y). If you are comparing the lengths of vectors, you should
- * compare the length squared instead as it is slightly more efficient to calculate.
- *
- * @return {number} The square length of this vector.
- */
- lengthSq() {
- return this.x * this.x + this.y * this.y;
- }
- /**
- * Computes the Euclidean length (straight-line length) from (0, 0) to (x, y).
- *
- * @return {number} The length of this vector.
- */
- length() {
- return Math.sqrt( this.x * this.x + this.y * this.y );
- }
- /**
- * Computes the Manhattan length of this vector.
- *
- * @return {number} The length of this vector.
- */
- manhattanLength() {
- return Math.abs( this.x ) + Math.abs( this.y );
- }
- /**
- * Converts this vector to a unit vector - that is, sets it equal to a vector
- * with the same direction as this one, but with a vector length of `1`.
- *
- * @return {Vector2} A reference to this vector.
- */
- normalize() {
- return this.divideScalar( this.length() || 1 );
- }
- /**
- * Computes the angle in radians of this vector with respect to the positive x-axis.
- *
- * @return {number} The angle in radians.
- */
- angle() {
- const angle = Math.atan2( - this.y, - this.x ) + Math.PI;
- return angle;
- }
- /**
- * Returns the angle between the given vector and this instance in radians.
- *
- * @param {Vector2} v - The vector to compute the angle with.
- * @return {number} The angle in radians.
- */
- angleTo( v ) {
- const denominator = Math.sqrt( this.lengthSq() * v.lengthSq() );
- if ( denominator === 0 ) return Math.PI / 2;
- const theta = this.dot( v ) / denominator;
- // clamp, to handle numerical problems
- return Math.acos( clamp( theta, -1, 1 ) );
- }
- /**
- * Computes the distance from the given vector to this instance.
- *
- * @param {Vector2} v - The vector to compute the distance to.
- * @return {number} The distance.
- */
- distanceTo( v ) {
- return Math.sqrt( this.distanceToSquared( v ) );
- }
- /**
- * Computes the squared distance from the given vector to this instance.
- * If you are just comparing the distance with another distance, you should compare
- * the distance squared instead as it is slightly more efficient to calculate.
- *
- * @param {Vector2} v - The vector to compute the squared distance to.
- * @return {number} The squared distance.
- */
- distanceToSquared( v ) {
- const dx = this.x - v.x, dy = this.y - v.y;
- return dx * dx + dy * dy;
- }
- /**
- * Computes the Manhattan distance from the given vector to this instance.
- *
- * @param {Vector2} v - The vector to compute the Manhattan distance to.
- * @return {number} The Manhattan distance.
- */
- manhattanDistanceTo( v ) {
- return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y );
- }
- /**
- * Sets this vector to a vector with the same direction as this one, but
- * with the specified length.
- *
- * @param {number} length - The new length of this vector.
- * @return {Vector2} A reference to this vector.
- */
- setLength( length ) {
- return this.normalize().multiplyScalar( length );
- }
- /**
- * Linearly interpolates between the given vector and this instance, where
- * alpha is the percent distance along the line - alpha = 0 will be this
- * vector, and alpha = 1 will be the given one.
- *
- * @param {Vector2} v - The vector to interpolate towards.
- * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
- * @return {Vector2} A reference to this vector.
- */
- lerp( v, alpha ) {
- this.x += ( v.x - this.x ) * alpha;
- this.y += ( v.y - this.y ) * alpha;
- return this;
- }
- /**
- * Linearly interpolates between the given vectors, where alpha is the percent
- * distance along the line - alpha = 0 will be first vector, and alpha = 1 will
- * be the second one. The result is stored in this instance.
- *
- * @param {Vector2} v1 - The first vector.
- * @param {Vector2} v2 - The second vector.
- * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
- * @return {Vector2} A reference to this vector.
- */
- lerpVectors( v1, v2, alpha ) {
- this.x = v1.x + ( v2.x - v1.x ) * alpha;
- this.y = v1.y + ( v2.y - v1.y ) * alpha;
- return this;
- }
- /**
- * Returns `true` if this vector is equal with the given one.
- *
- * @param {Vector2} v - The vector to test for equality.
- * @return {boolean} Whether this vector is equal with the given one.
- */
- equals( v ) {
- return ( ( v.x === this.x ) && ( v.y === this.y ) );
- }
- /**
- * Sets this vector's x value to be `array[ offset ]` and y
- * value to be `array[ offset + 1 ]`.
- *
- * @param {Array<number>} array - An array holding the vector component values.
- * @param {number} [offset=0] - The offset into the array.
- * @return {Vector2} A reference to this vector.
- */
- fromArray( array, offset = 0 ) {
- this.x = array[ offset ];
- this.y = array[ offset + 1 ];
- return this;
- }
- /**
- * Writes the components of this vector to the given array. If no array is provided,
- * the method returns a new instance.
- *
- * @param {Array<number>} [array=[]] - The target array holding the vector components.
- * @param {number} [offset=0] - Index of the first element in the array.
- * @return {Array<number>} The vector components.
- */
- toArray( array = [], offset = 0 ) {
- array[ offset ] = this.x;
- array[ offset + 1 ] = this.y;
- return array;
- }
- /**
- * Sets the components of this vector from the given buffer attribute.
- *
- * @param {BufferAttribute} attribute - The buffer attribute holding vector data.
- * @param {number} index - The index into the attribute.
- * @return {Vector2} A reference to this vector.
- */
- fromBufferAttribute( attribute, index ) {
- this.x = attribute.getX( index );
- this.y = attribute.getY( index );
- return this;
- }
- /**
- * Rotates this vector around the given center by the given angle.
- *
- * @param {Vector2} center - The point around which to rotate.
- * @param {number} angle - The angle to rotate, in radians.
- * @return {Vector2} A reference to this vector.
- */
- rotateAround( center, angle ) {
- const c = Math.cos( angle ), s = Math.sin( angle );
- const x = this.x - center.x;
- const y = this.y - center.y;
- this.x = x * c - y * s + center.x;
- this.y = x * s + y * c + center.y;
- return this;
- }
- /**
- * Sets each component of this vector to a pseudo-random value between `0` and
- * `1`, excluding `1`.
- *
- * @return {Vector2} A reference to this vector.
- */
- random() {
- this.x = Math.random();
- this.y = Math.random();
- return this;
- }
- *[ Symbol.iterator ]() {
- yield this.x;
- yield this.y;
- }
- }
- /**
- * Class for representing a Quaternion. Quaternions are used in three.js to represent rotations.
- *
- * Iterating through a vector instance will yield its components `(x, y, z, w)` in
- * the corresponding order.
- *
- * Note that three.js expects Quaternions to be normalized.
- * ```js
- * const quaternion = new THREE.Quaternion();
- * quaternion.setFromAxisAngle( new THREE.Vector3( 0, 1, 0 ), Math.PI / 2 );
- *
- * const vector = new THREE.Vector3( 1, 0, 0 );
- * vector.applyQuaternion( quaternion );
- * ```
- */
- class Quaternion {
- /**
- * Constructs a new quaternion.
- *
- * @param {number} [x=0] - The x value of this quaternion.
- * @param {number} [y=0] - The y value of this quaternion.
- * @param {number} [z=0] - The z value of this quaternion.
- * @param {number} [w=1] - The w value of this quaternion.
- */
- constructor( x = 0, y = 0, z = 0, w = 1 ) {
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isQuaternion = true;
- this._x = x;
- this._y = y;
- this._z = z;
- this._w = w;
- }
- /**
- * Interpolates between two quaternions via SLERP. This implementation assumes the
- * quaternion data are managed in flat arrays.
- *
- * @param {Array<number>} dst - The destination array.
- * @param {number} dstOffset - An offset into the destination array.
- * @param {Array<number>} src0 - The source array of the first quaternion.
- * @param {number} srcOffset0 - An offset into the first source array.
- * @param {Array<number>} src1 - The source array of the second quaternion.
- * @param {number} srcOffset1 - An offset into the second source array.
- * @param {number} t - The interpolation factor. A value in the range `[0,1]` will interpolate. A value outside the range `[0,1]` will extrapolate.
- * @see {@link Quaternion#slerp}
- */
- static slerpFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) {
- let x0 = src0[ srcOffset0 + 0 ],
- y0 = src0[ srcOffset0 + 1 ],
- z0 = src0[ srcOffset0 + 2 ],
- w0 = src0[ srcOffset0 + 3 ];
- let x1 = src1[ srcOffset1 + 0 ],
- y1 = src1[ srcOffset1 + 1 ],
- z1 = src1[ srcOffset1 + 2 ],
- w1 = src1[ srcOffset1 + 3 ];
- if ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) {
- let dot = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1;
- if ( dot < 0 ) {
- x1 = - x1;
- y1 = - y1;
- z1 = - z1;
- w1 = - w1;
- dot = - dot;
- }
- let s = 1 - t;
- if ( dot < 0.9995 ) {
- // slerp
- const theta = Math.acos( dot );
- const sin = Math.sin( theta );
- s = Math.sin( s * theta ) / sin;
- t = Math.sin( t * theta ) / sin;
- x0 = x0 * s + x1 * t;
- y0 = y0 * s + y1 * t;
- z0 = z0 * s + z1 * t;
- w0 = w0 * s + w1 * t;
- } else {
- // for small angles, lerp then normalize
- x0 = x0 * s + x1 * t;
- y0 = y0 * s + y1 * t;
- z0 = z0 * s + z1 * t;
- w0 = w0 * s + w1 * t;
- const f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 );
- x0 *= f;
- y0 *= f;
- z0 *= f;
- w0 *= f;
- }
- }
- dst[ dstOffset ] = x0;
- dst[ dstOffset + 1 ] = y0;
- dst[ dstOffset + 2 ] = z0;
- dst[ dstOffset + 3 ] = w0;
- }
- /**
- * Multiplies two quaternions. This implementation assumes the quaternion data are managed
- * in flat arrays.
- *
- * @param {Array<number>} dst - The destination array.
- * @param {number} dstOffset - An offset into the destination array.
- * @param {Array<number>} src0 - The source array of the first quaternion.
- * @param {number} srcOffset0 - An offset into the first source array.
- * @param {Array<number>} src1 - The source array of the second quaternion.
- * @param {number} srcOffset1 - An offset into the second source array.
- * @return {Array<number>} The destination array.
- * @see {@link Quaternion#multiplyQuaternions}.
- */
- static multiplyQuaternionsFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1 ) {
- const x0 = src0[ srcOffset0 ];
- const y0 = src0[ srcOffset0 + 1 ];
- const z0 = src0[ srcOffset0 + 2 ];
- const w0 = src0[ srcOffset0 + 3 ];
- const x1 = src1[ srcOffset1 ];
- const y1 = src1[ srcOffset1 + 1 ];
- const z1 = src1[ srcOffset1 + 2 ];
- const w1 = src1[ srcOffset1 + 3 ];
- dst[ dstOffset ] = x0 * w1 + w0 * x1 + y0 * z1 - z0 * y1;
- dst[ dstOffset + 1 ] = y0 * w1 + w0 * y1 + z0 * x1 - x0 * z1;
- dst[ dstOffset + 2 ] = z0 * w1 + w0 * z1 + x0 * y1 - y0 * x1;
- dst[ dstOffset + 3 ] = w0 * w1 - x0 * x1 - y0 * y1 - z0 * z1;
- return dst;
- }
- /**
- * The x value of this quaternion.
- *
- * @type {number}
- * @default 0
- */
- get x() {
- return this._x;
- }
- set x( value ) {
- this._x = value;
- this._onChangeCallback();
- }
- /**
- * The y value of this quaternion.
- *
- * @type {number}
- * @default 0
- */
- get y() {
- return this._y;
- }
- set y( value ) {
- this._y = value;
- this._onChangeCallback();
- }
- /**
- * The z value of this quaternion.
- *
- * @type {number}
- * @default 0
- */
- get z() {
- return this._z;
- }
- set z( value ) {
- this._z = value;
- this._onChangeCallback();
- }
- /**
- * The w value of this quaternion.
- *
- * @type {number}
- * @default 1
- */
- get w() {
- return this._w;
- }
- set w( value ) {
- this._w = value;
- this._onChangeCallback();
- }
- /**
- * Sets the quaternion components.
- *
- * @param {number} x - The x value of this quaternion.
- * @param {number} y - The y value of this quaternion.
- * @param {number} z - The z value of this quaternion.
- * @param {number} w - The w value of this quaternion.
- * @return {Quaternion} A reference to this quaternion.
- */
- set( x, y, z, w ) {
- this._x = x;
- this._y = y;
- this._z = z;
- this._w = w;
- this._onChangeCallback();
- return this;
- }
- /**
- * Returns a new quaternion with copied values from this instance.
- *
- * @return {Quaternion} A clone of this instance.
- */
- clone() {
- return new this.constructor( this._x, this._y, this._z, this._w );
- }
- /**
- * Copies the values of the given quaternion to this instance.
- *
- * @param {Quaternion} quaternion - The quaternion to copy.
- * @return {Quaternion} A reference to this quaternion.
- */
- copy( quaternion ) {
- this._x = quaternion.x;
- this._y = quaternion.y;
- this._z = quaternion.z;
- this._w = quaternion.w;
- this._onChangeCallback();
- return this;
- }
- /**
- * Sets this quaternion from the rotation specified by the given
- * Euler angles.
- *
- * @param {Euler} euler - The Euler angles.
- * @param {boolean} [update=true] - Whether the internal `onChange` callback should be executed or not.
- * @return {Quaternion} A reference to this quaternion.
- */
- setFromEuler( euler, update = true ) {
- const x = euler._x, y = euler._y, z = euler._z, order = euler._order;
- // http://www.mathworks.com/matlabcentral/fileexchange/
- // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
- // content/SpinCalc.m
- const cos = Math.cos;
- const sin = Math.sin;
- const c1 = cos( x / 2 );
- const c2 = cos( y / 2 );
- const c3 = cos( z / 2 );
- const s1 = sin( x / 2 );
- const s2 = sin( y / 2 );
- const s3 = sin( z / 2 );
- switch ( order ) {
- case 'XYZ':
- this._x = s1 * c2 * c3 + c1 * s2 * s3;
- this._y = c1 * s2 * c3 - s1 * c2 * s3;
- this._z = c1 * c2 * s3 + s1 * s2 * c3;
- this._w = c1 * c2 * c3 - s1 * s2 * s3;
- break;
- case 'YXZ':
- this._x = s1 * c2 * c3 + c1 * s2 * s3;
- this._y = c1 * s2 * c3 - s1 * c2 * s3;
- this._z = c1 * c2 * s3 - s1 * s2 * c3;
- this._w = c1 * c2 * c3 + s1 * s2 * s3;
- break;
- case 'ZXY':
- this._x = s1 * c2 * c3 - c1 * s2 * s3;
- this._y = c1 * s2 * c3 + s1 * c2 * s3;
- this._z = c1 * c2 * s3 + s1 * s2 * c3;
- this._w = c1 * c2 * c3 - s1 * s2 * s3;
- break;
- case 'ZYX':
- this._x = s1 * c2 * c3 - c1 * s2 * s3;
- this._y = c1 * s2 * c3 + s1 * c2 * s3;
- this._z = c1 * c2 * s3 - s1 * s2 * c3;
- this._w = c1 * c2 * c3 + s1 * s2 * s3;
- break;
- case 'YZX':
- this._x = s1 * c2 * c3 + c1 * s2 * s3;
- this._y = c1 * s2 * c3 + s1 * c2 * s3;
- this._z = c1 * c2 * s3 - s1 * s2 * c3;
- this._w = c1 * c2 * c3 - s1 * s2 * s3;
- break;
- case 'XZY':
- this._x = s1 * c2 * c3 - c1 * s2 * s3;
- this._y = c1 * s2 * c3 - s1 * c2 * s3;
- this._z = c1 * c2 * s3 + s1 * s2 * c3;
- this._w = c1 * c2 * c3 + s1 * s2 * s3;
- break;
- default:
- warn( 'Quaternion: .setFromEuler() encountered an unknown order: ' + order );
- }
- if ( update === true ) this._onChangeCallback();
- return this;
- }
- /**
- * Sets this quaternion from the given axis and angle.
- *
- * @param {Vector3} axis - The normalized axis.
- * @param {number} angle - The angle in radians.
- * @return {Quaternion} A reference to this quaternion.
- */
- setFromAxisAngle( axis, angle ) {
- // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
- const halfAngle = angle / 2, s = Math.sin( halfAngle );
- this._x = axis.x * s;
- this._y = axis.y * s;
- this._z = axis.z * s;
- this._w = Math.cos( halfAngle );
- this._onChangeCallback();
- return this;
- }
- /**
- * Sets this quaternion from the given rotation matrix.
- *
- * @param {Matrix4} m - A 4x4 matrix of which the upper 3x3 of matrix is a pure rotation matrix (i.e. unscaled).
- * @return {Quaternion} A reference to this quaternion.
- */
- setFromRotationMatrix( m ) {
- // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
- // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
- const te = m.elements,
- m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
- m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
- m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ],
- trace = m11 + m22 + m33;
- if ( trace > 0 ) {
- const s = 0.5 / Math.sqrt( trace + 1.0 );
- this._w = 0.25 / s;
- this._x = ( m32 - m23 ) * s;
- this._y = ( m13 - m31 ) * s;
- this._z = ( m21 - m12 ) * s;
- } else if ( m11 > m22 && m11 > m33 ) {
- const s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );
- this._w = ( m32 - m23 ) / s;
- this._x = 0.25 * s;
- this._y = ( m12 + m21 ) / s;
- this._z = ( m13 + m31 ) / s;
- } else if ( m22 > m33 ) {
- const s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );
- this._w = ( m13 - m31 ) / s;
- this._x = ( m12 + m21 ) / s;
- this._y = 0.25 * s;
- this._z = ( m23 + m32 ) / s;
- } else {
- const s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );
- this._w = ( m21 - m12 ) / s;
- this._x = ( m13 + m31 ) / s;
- this._y = ( m23 + m32 ) / s;
- this._z = 0.25 * s;
- }
- this._onChangeCallback();
- return this;
- }
- /**
- * Sets this quaternion to the rotation required to rotate the direction vector
- * `vFrom` to the direction vector `vTo`.
- *
- * @param {Vector3} vFrom - The first (normalized) direction vector.
- * @param {Vector3} vTo - The second (normalized) direction vector.
- * @return {Quaternion} A reference to this quaternion.
- */
- setFromUnitVectors( vFrom, vTo ) {
- // assumes direction vectors vFrom and vTo are normalized
- let r = vFrom.dot( vTo ) + 1;
- if ( r < 1e-8 ) { // the epsilon value has been discussed in #31286
- // vFrom and vTo point in opposite directions
- r = 0;
- if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {
- this._x = - vFrom.y;
- this._y = vFrom.x;
- this._z = 0;
- this._w = r;
- } else {
- this._x = 0;
- this._y = - vFrom.z;
- this._z = vFrom.y;
- this._w = r;
- }
- } else {
- // crossVectors( vFrom, vTo ); // inlined to avoid cyclic dependency on Vector3
- this._x = vFrom.y * vTo.z - vFrom.z * vTo.y;
- this._y = vFrom.z * vTo.x - vFrom.x * vTo.z;
- this._z = vFrom.x * vTo.y - vFrom.y * vTo.x;
- this._w = r;
- }
- return this.normalize();
- }
- /**
- * Returns the angle between this quaternion and the given one in radians.
- *
- * @param {Quaternion} q - The quaternion to compute the angle with.
- * @return {number} The angle in radians.
- */
- angleTo( q ) {
- return 2 * Math.acos( Math.abs( clamp( this.dot( q ), -1, 1 ) ) );
- }
- /**
- * Rotates this quaternion by a given angular step to the given quaternion.
- * The method ensures that the final quaternion will not overshoot `q`.
- *
- * @param {Quaternion} q - The target quaternion.
- * @param {number} step - The angular step in radians.
- * @return {Quaternion} A reference to this quaternion.
- */
- rotateTowards( q, step ) {
- const angle = this.angleTo( q );
- if ( angle === 0 ) return this;
- const t = Math.min( 1, step / angle );
- this.slerp( q, t );
- return this;
- }
- /**
- * Sets this quaternion to the identity quaternion; that is, to the
- * quaternion that represents "no rotation".
- *
- * @return {Quaternion} A reference to this quaternion.
- */
- identity() {
- return this.set( 0, 0, 0, 1 );
- }
- /**
- * Inverts this quaternion via {@link Quaternion#conjugate}. The
- * quaternion is assumed to have unit length.
- *
- * @return {Quaternion} A reference to this quaternion.
- */
- invert() {
- return this.conjugate();
- }
- /**
- * Returns the rotational conjugate of this quaternion. The conjugate of a
- * quaternion represents the same rotation in the opposite direction about
- * the rotational axis.
- *
- * @return {Quaternion} A reference to this quaternion.
- */
- conjugate() {
- this._x *= -1;
- this._y *= -1;
- this._z *= -1;
- this._onChangeCallback();
- return this;
- }
- /**
- * Calculates the dot product of this quaternion and the given one.
- *
- * @param {Quaternion} v - The quaternion to compute the dot product with.
- * @return {number} The result of the dot product.
- */
- dot( v ) {
- return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;
- }
- /**
- * Computes the squared Euclidean length (straight-line length) of this quaternion,
- * considered as a 4 dimensional vector. This can be useful if you are comparing the
- * lengths of two quaternions, as this is a slightly more efficient calculation than
- * {@link Quaternion#length}.
- *
- * @return {number} The squared Euclidean length.
- */
- lengthSq() {
- return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;
- }
- /**
- * Computes the Euclidean length (straight-line length) of this quaternion,
- * considered as a 4 dimensional vector.
- *
- * @return {number} The Euclidean length.
- */
- length() {
- return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );
- }
- /**
- * Normalizes this quaternion - that is, calculated the quaternion that performs
- * the same rotation as this one, but has a length equal to `1`.
- *
- * @return {Quaternion} A reference to this quaternion.
- */
- normalize() {
- let l = this.length();
- if ( l === 0 ) {
- this._x = 0;
- this._y = 0;
- this._z = 0;
- this._w = 1;
- } else {
- l = 1 / l;
- this._x = this._x * l;
- this._y = this._y * l;
- this._z = this._z * l;
- this._w = this._w * l;
- }
- this._onChangeCallback();
- return this;
- }
- /**
- * Multiplies this quaternion by the given one.
- *
- * @param {Quaternion} q - The quaternion.
- * @return {Quaternion} A reference to this quaternion.
- */
- multiply( q ) {
- return this.multiplyQuaternions( this, q );
- }
- /**
- * Pre-multiplies this quaternion by the given one.
- *
- * @param {Quaternion} q - The quaternion.
- * @return {Quaternion} A reference to this quaternion.
- */
- premultiply( q ) {
- return this.multiplyQuaternions( q, this );
- }
- /**
- * Multiplies the given quaternions and stores the result in this instance.
- *
- * @param {Quaternion} a - The first quaternion.
- * @param {Quaternion} b - The second quaternion.
- * @return {Quaternion} A reference to this quaternion.
- */
- multiplyQuaternions( a, b ) {
- // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
- const qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;
- const qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;
- this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
- this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
- this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
- this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
- this._onChangeCallback();
- return this;
- }
- /**
- * Performs a spherical linear interpolation between this quaternion and the target quaternion.
- *
- * @param {Quaternion} qb - The target quaternion.
- * @param {number} t - The interpolation factor. A value in the range `[0,1]` will interpolate. A value outside the range `[0,1]` will extrapolate.
- * @return {Quaternion} A reference to this quaternion.
- */
- slerp( qb, t ) {
- let x = qb._x, y = qb._y, z = qb._z, w = qb._w;
- let dot = this.dot( qb );
- if ( dot < 0 ) {
- x = - x;
- y = - y;
- z = - z;
- w = - w;
- dot = - dot;
- }
- let s = 1 - t;
- if ( dot < 0.9995 ) {
- // slerp
- const theta = Math.acos( dot );
- const sin = Math.sin( theta );
- s = Math.sin( s * theta ) / sin;
- t = Math.sin( t * theta ) / sin;
- this._x = this._x * s + x * t;
- this._y = this._y * s + y * t;
- this._z = this._z * s + z * t;
- this._w = this._w * s + w * t;
- this._onChangeCallback();
- } else {
- // for small angles, lerp then normalize
- this._x = this._x * s + x * t;
- this._y = this._y * s + y * t;
- this._z = this._z * s + z * t;
- this._w = this._w * s + w * t;
- this.normalize(); // normalize calls _onChangeCallback()
- }
- return this;
- }
- /**
- * Performs a spherical linear interpolation between the given quaternions
- * and stores the result in this quaternion.
- *
- * @param {Quaternion} qa - The source quaternion.
- * @param {Quaternion} qb - The target quaternion.
- * @param {number} t - The interpolation factor in the closed interval `[0, 1]`.
- * @return {Quaternion} A reference to this quaternion.
- */
- slerpQuaternions( qa, qb, t ) {
- return this.copy( qa ).slerp( qb, t );
- }
- /**
- * Sets this quaternion to a uniformly random, normalized quaternion.
- *
- * @return {Quaternion} A reference to this quaternion.
- */
- random() {
- // Ken Shoemake
- // Uniform random rotations
- // D. Kirk, editor, Graphics Gems III, pages 124-132. Academic Press, New York, 1992.
- const theta1 = 2 * Math.PI * Math.random();
- const theta2 = 2 * Math.PI * Math.random();
- const x0 = Math.random();
- const r1 = Math.sqrt( 1 - x0 );
- const r2 = Math.sqrt( x0 );
- return this.set(
- r1 * Math.sin( theta1 ),
- r1 * Math.cos( theta1 ),
- r2 * Math.sin( theta2 ),
- r2 * Math.cos( theta2 ),
- );
- }
- /**
- * Returns `true` if this quaternion is equal with the given one.
- *
- * @param {Quaternion} quaternion - The quaternion to test for equality.
- * @return {boolean} Whether this quaternion is equal with the given one.
- */
- equals( quaternion ) {
- return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );
- }
- /**
- * Sets this quaternion's components from the given array.
- *
- * @param {Array<number>} array - An array holding the quaternion component values.
- * @param {number} [offset=0] - The offset into the array.
- * @return {Quaternion} A reference to this quaternion.
- */
- fromArray( array, offset = 0 ) {
- this._x = array[ offset ];
- this._y = array[ offset + 1 ];
- this._z = array[ offset + 2 ];
- this._w = array[ offset + 3 ];
- this._onChangeCallback();
- return this;
- }
- /**
- * Writes the components of this quaternion to the given array. If no array is provided,
- * the method returns a new instance.
- *
- * @param {Array<number>} [array=[]] - The target array holding the quaternion components.
- * @param {number} [offset=0] - Index of the first element in the array.
- * @return {Array<number>} The quaternion components.
- */
- toArray( array = [], offset = 0 ) {
- array[ offset ] = this._x;
- array[ offset + 1 ] = this._y;
- array[ offset + 2 ] = this._z;
- array[ offset + 3 ] = this._w;
- return array;
- }
- /**
- * Sets the components of this quaternion from the given buffer attribute.
- *
- * @param {BufferAttribute} attribute - The buffer attribute holding quaternion data.
- * @param {number} index - The index into the attribute.
- * @return {Quaternion} A reference to this quaternion.
- */
- fromBufferAttribute( attribute, index ) {
- this._x = attribute.getX( index );
- this._y = attribute.getY( index );
- this._z = attribute.getZ( index );
- this._w = attribute.getW( index );
- this._onChangeCallback();
- return this;
- }
- /**
- * This methods defines the serialization result of this class. Returns the
- * numerical elements of this quaternion in an array of format `[x, y, z, w]`.
- *
- * @return {Array<number>} The serialized quaternion.
- */
- toJSON() {
- return this.toArray();
- }
- _onChange( callback ) {
- this._onChangeCallback = callback;
- return this;
- }
- _onChangeCallback() {}
- *[ Symbol.iterator ]() {
- yield this._x;
- yield this._y;
- yield this._z;
- yield this._w;
- }
- }
- /**
- * Class representing a 3D vector. A 3D vector is an ordered triplet of numbers
- * (labeled x, y and z), which can be used to represent a number of things, such as:
- *
- * - A point in 3D space.
- * - A direction and length in 3D space. In three.js the length will
- * always be the Euclidean distance(straight-line distance) from `(0, 0, 0)` to `(x, y, z)`
- * and the direction is also measured from `(0, 0, 0)` towards `(x, y, z)`.
- * - Any arbitrary ordered triplet of numbers.
- *
- * There are other things a 3D vector can be used to represent, such as
- * momentum vectors and so on, however these are the most
- * common uses in three.js.
- *
- * Iterating through a vector instance will yield its components `(x, y, z)` in
- * the corresponding order.
- * ```js
- * const a = new THREE.Vector3( 0, 1, 0 );
- *
- * //no arguments; will be initialised to (0, 0, 0)
- * const b = new THREE.Vector3( );
- *
- * const d = a.distanceTo( b );
- * ```
- */
- class Vector3 {
- /**
- * Constructs a new 3D vector.
- *
- * @param {number} [x=0] - The x value of this vector.
- * @param {number} [y=0] - The y value of this vector.
- * @param {number} [z=0] - The z value of this vector.
- */
- constructor( x = 0, y = 0, z = 0 ) {
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- Vector3.prototype.isVector3 = true;
- /**
- * The x value of this vector.
- *
- * @type {number}
- */
- this.x = x;
- /**
- * The y value of this vector.
- *
- * @type {number}
- */
- this.y = y;
- /**
- * The z value of this vector.
- *
- * @type {number}
- */
- this.z = z;
- }
- /**
- * Sets the vector components.
- *
- * @param {number} x - The value of the x component.
- * @param {number} y - The value of the y component.
- * @param {number} z - The value of the z component.
- * @return {Vector3} A reference to this vector.
- */
- set( x, y, z ) {
- if ( z === undefined ) z = this.z; // sprite.scale.set(x,y)
- this.x = x;
- this.y = y;
- this.z = z;
- return this;
- }
- /**
- * Sets the vector components to the same value.
- *
- * @param {number} scalar - The value to set for all vector components.
- * @return {Vector3} A reference to this vector.
- */
- setScalar( scalar ) {
- this.x = scalar;
- this.y = scalar;
- this.z = scalar;
- return this;
- }
- /**
- * Sets the vector's x component to the given value.
- *
- * @param {number} x - The value to set.
- * @return {Vector3} A reference to this vector.
- */
- setX( x ) {
- this.x = x;
- return this;
- }
- /**
- * Sets the vector's y component to the given value.
- *
- * @param {number} y - The value to set.
- * @return {Vector3} A reference to this vector.
- */
- setY( y ) {
- this.y = y;
- return this;
- }
- /**
- * Sets the vector's z component to the given value.
- *
- * @param {number} z - The value to set.
- * @return {Vector3} A reference to this vector.
- */
- setZ( z ) {
- this.z = z;
- return this;
- }
- /**
- * Allows to set a vector component with an index.
- *
- * @param {number} index - The component index. `0` equals to x, `1` equals to y, `2` equals to z.
- * @param {number} value - The value to set.
- * @return {Vector3} A reference to this vector.
- */
- setComponent( index, value ) {
- switch ( index ) {
- case 0: this.x = value; break;
- case 1: this.y = value; break;
- case 2: this.z = value; break;
- default: throw new Error( 'index is out of range: ' + index );
- }
- return this;
- }
- /**
- * Returns the value of the vector component which matches the given index.
- *
- * @param {number} index - The component index. `0` equals to x, `1` equals to y, `2` equals to z.
- * @return {number} A vector component value.
- */
- getComponent( index ) {
- switch ( index ) {
- case 0: return this.x;
- case 1: return this.y;
- case 2: return this.z;
- default: throw new Error( 'index is out of range: ' + index );
- }
- }
- /**
- * Returns a new vector with copied values from this instance.
- *
- * @return {Vector3} A clone of this instance.
- */
- clone() {
- return new this.constructor( this.x, this.y, this.z );
- }
- /**
- * Copies the values of the given vector to this instance.
- *
- * @param {Vector3} v - The vector to copy.
- * @return {Vector3} A reference to this vector.
- */
- copy( v ) {
- this.x = v.x;
- this.y = v.y;
- this.z = v.z;
- return this;
- }
- /**
- * Adds the given vector to this instance.
- *
- * @param {Vector3} v - The vector to add.
- * @return {Vector3} A reference to this vector.
- */
- add( v ) {
- this.x += v.x;
- this.y += v.y;
- this.z += v.z;
- return this;
- }
- /**
- * Adds the given scalar value to all components of this instance.
- *
- * @param {number} s - The scalar to add.
- * @return {Vector3} A reference to this vector.
- */
- addScalar( s ) {
- this.x += s;
- this.y += s;
- this.z += s;
- return this;
- }
- /**
- * Adds the given vectors and stores the result in this instance.
- *
- * @param {Vector3} a - The first vector.
- * @param {Vector3} b - The second vector.
- * @return {Vector3} A reference to this vector.
- */
- addVectors( a, b ) {
- this.x = a.x + b.x;
- this.y = a.y + b.y;
- this.z = a.z + b.z;
- return this;
- }
- /**
- * Adds the given vector scaled by the given factor to this instance.
- *
- * @param {Vector3|Vector4} v - The vector.
- * @param {number} s - The factor that scales `v`.
- * @return {Vector3} A reference to this vector.
- */
- addScaledVector( v, s ) {
- this.x += v.x * s;
- this.y += v.y * s;
- this.z += v.z * s;
- return this;
- }
- /**
- * Subtracts the given vector from this instance.
- *
- * @param {Vector3} v - The vector to subtract.
- * @return {Vector3} A reference to this vector.
- */
- sub( v ) {
- this.x -= v.x;
- this.y -= v.y;
- this.z -= v.z;
- return this;
- }
- /**
- * Subtracts the given scalar value from all components of this instance.
- *
- * @param {number} s - The scalar to subtract.
- * @return {Vector3} A reference to this vector.
- */
- subScalar( s ) {
- this.x -= s;
- this.y -= s;
- this.z -= s;
- return this;
- }
- /**
- * Subtracts the given vectors and stores the result in this instance.
- *
- * @param {Vector3} a - The first vector.
- * @param {Vector3} b - The second vector.
- * @return {Vector3} A reference to this vector.
- */
- subVectors( a, b ) {
- this.x = a.x - b.x;
- this.y = a.y - b.y;
- this.z = a.z - b.z;
- return this;
- }
- /**
- * Multiplies the given vector with this instance.
- *
- * @param {Vector3} v - The vector to multiply.
- * @return {Vector3} A reference to this vector.
- */
- multiply( v ) {
- this.x *= v.x;
- this.y *= v.y;
- this.z *= v.z;
- return this;
- }
- /**
- * Multiplies the given scalar value with all components of this instance.
- *
- * @param {number} scalar - The scalar to multiply.
- * @return {Vector3} A reference to this vector.
- */
- multiplyScalar( scalar ) {
- this.x *= scalar;
- this.y *= scalar;
- this.z *= scalar;
- return this;
- }
- /**
- * Multiplies the given vectors and stores the result in this instance.
- *
- * @param {Vector3} a - The first vector.
- * @param {Vector3} b - The second vector.
- * @return {Vector3} A reference to this vector.
- */
- multiplyVectors( a, b ) {
- this.x = a.x * b.x;
- this.y = a.y * b.y;
- this.z = a.z * b.z;
- return this;
- }
- /**
- * Applies the given Euler rotation to this vector.
- *
- * @param {Euler} euler - The Euler angles.
- * @return {Vector3} A reference to this vector.
- */
- applyEuler( euler ) {
- return this.applyQuaternion( _quaternion$4.setFromEuler( euler ) );
- }
- /**
- * Applies a rotation specified by an axis and an angle to this vector.
- *
- * @param {Vector3} axis - A normalized vector representing the rotation axis.
- * @param {number} angle - The angle in radians.
- * @return {Vector3} A reference to this vector.
- */
- applyAxisAngle( axis, angle ) {
- return this.applyQuaternion( _quaternion$4.setFromAxisAngle( axis, angle ) );
- }
- /**
- * Multiplies this vector with the given 3x3 matrix.
- *
- * @param {Matrix3} m - The 3x3 matrix.
- * @return {Vector3} A reference to this vector.
- */
- applyMatrix3( m ) {
- const x = this.x, y = this.y, z = this.z;
- const e = m.elements;
- this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;
- this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;
- this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;
- return this;
- }
- /**
- * Multiplies this vector by the given normal matrix and normalizes
- * the result.
- *
- * @param {Matrix3} m - The normal matrix.
- * @return {Vector3} A reference to this vector.
- */
- applyNormalMatrix( m ) {
- return this.applyMatrix3( m ).normalize();
- }
- /**
- * Multiplies this vector (with an implicit 1 in the 4th dimension) by m, and
- * divides by perspective.
- *
- * @param {Matrix4} m - The matrix to apply.
- * @return {Vector3} A reference to this vector.
- */
- applyMatrix4( m ) {
- const x = this.x, y = this.y, z = this.z;
- const e = m.elements;
- const w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] );
- this.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * w;
- this.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * w;
- this.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * w;
- return this;
- }
- /**
- * Applies the given Quaternion to this vector.
- *
- * @param {Quaternion} q - The Quaternion.
- * @return {Vector3} A reference to this vector.
- */
- applyQuaternion( q ) {
- // quaternion q is assumed to have unit length
- const vx = this.x, vy = this.y, vz = this.z;
- const qx = q.x, qy = q.y, qz = q.z, qw = q.w;
- // t = 2 * cross( q.xyz, v );
- const tx = 2 * ( qy * vz - qz * vy );
- const ty = 2 * ( qz * vx - qx * vz );
- const tz = 2 * ( qx * vy - qy * vx );
- // v + q.w * t + cross( q.xyz, t );
- this.x = vx + qw * tx + qy * tz - qz * ty;
- this.y = vy + qw * ty + qz * tx - qx * tz;
- this.z = vz + qw * tz + qx * ty - qy * tx;
- return this;
- }
- /**
- * Projects this vector from world space into the camera's normalized
- * device coordinate (NDC) space.
- *
- * @param {Camera} camera - The camera.
- * @return {Vector3} A reference to this vector.
- */
- project( camera ) {
- return this.applyMatrix4( camera.matrixWorldInverse ).applyMatrix4( camera.projectionMatrix );
- }
- /**
- * Unprojects this vector from the camera's normalized device coordinate (NDC)
- * space into world space.
- *
- * @param {Camera} camera - The camera.
- * @return {Vector3} A reference to this vector.
- */
- unproject( camera ) {
- return this.applyMatrix4( camera.projectionMatrixInverse ).applyMatrix4( camera.matrixWorld );
- }
- /**
- * Transforms the direction of this vector by a matrix (the upper left 3 x 3
- * subset of the given 4x4 matrix and then normalizes the result.
- *
- * @param {Matrix4} m - The matrix.
- * @return {Vector3} A reference to this vector.
- */
- transformDirection( m ) {
- // input: THREE.Matrix4 affine matrix
- // vector interpreted as a direction
- const x = this.x, y = this.y, z = this.z;
- const e = m.elements;
- this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;
- this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;
- this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;
- return this.normalize();
- }
- /**
- * Divides this instance by the given vector.
- *
- * @param {Vector3} v - The vector to divide.
- * @return {Vector3} A reference to this vector.
- */
- divide( v ) {
- this.x /= v.x;
- this.y /= v.y;
- this.z /= v.z;
- return this;
- }
- /**
- * Divides this vector by the given scalar.
- *
- * @param {number} scalar - The scalar to divide.
- * @return {Vector3} A reference to this vector.
- */
- divideScalar( scalar ) {
- return this.multiplyScalar( 1 / scalar );
- }
- /**
- * If this vector's x, y or z value is greater than the given vector's x, y or z
- * value, replace that value with the corresponding min value.
- *
- * @param {Vector3} v - The vector.
- * @return {Vector3} A reference to this vector.
- */
- min( v ) {
- this.x = Math.min( this.x, v.x );
- this.y = Math.min( this.y, v.y );
- this.z = Math.min( this.z, v.z );
- return this;
- }
- /**
- * If this vector's x, y or z value is less than the given vector's x, y or z
- * value, replace that value with the corresponding max value.
- *
- * @param {Vector3} v - The vector.
- * @return {Vector3} A reference to this vector.
- */
- max( v ) {
- this.x = Math.max( this.x, v.x );
- this.y = Math.max( this.y, v.y );
- this.z = Math.max( this.z, v.z );
- return this;
- }
- /**
- * If this vector's x, y or z value is greater than the max vector's x, y or z
- * value, it is replaced by the corresponding value.
- * If this vector's x, y or z value is less than the min vector's x, y or z value,
- * it is replaced by the corresponding value.
- *
- * @param {Vector3} min - The minimum x, y and z values.
- * @param {Vector3} max - The maximum x, y and z values in the desired range.
- * @return {Vector3} A reference to this vector.
- */
- clamp( min, max ) {
- // assumes min < max, componentwise
- this.x = clamp( this.x, min.x, max.x );
- this.y = clamp( this.y, min.y, max.y );
- this.z = clamp( this.z, min.z, max.z );
- return this;
- }
- /**
- * If this vector's x, y or z values are greater than the max value, they are
- * replaced by the max value.
- * If this vector's x, y or z values are less than the min value, they are
- * replaced by the min value.
- *
- * @param {number} minVal - The minimum value the components will be clamped to.
- * @param {number} maxVal - The maximum value the components will be clamped to.
- * @return {Vector3} A reference to this vector.
- */
- clampScalar( minVal, maxVal ) {
- this.x = clamp( this.x, minVal, maxVal );
- this.y = clamp( this.y, minVal, maxVal );
- this.z = clamp( this.z, minVal, maxVal );
- return this;
- }
- /**
- * If this vector's length is greater than the max value, it is replaced by
- * the max value.
- * If this vector's length is less than the min value, it is replaced by the
- * min value.
- *
- * @param {number} min - The minimum value the vector length will be clamped to.
- * @param {number} max - The maximum value the vector length will be clamped to.
- * @return {Vector3} A reference to this vector.
- */
- clampLength( min, max ) {
- const length = this.length();
- return this.divideScalar( length || 1 ).multiplyScalar( clamp( length, min, max ) );
- }
- /**
- * The components of this vector are rounded down to the nearest integer value.
- *
- * @return {Vector3} A reference to this vector.
- */
- floor() {
- this.x = Math.floor( this.x );
- this.y = Math.floor( this.y );
- this.z = Math.floor( this.z );
- return this;
- }
- /**
- * The components of this vector are rounded up to the nearest integer value.
- *
- * @return {Vector3} A reference to this vector.
- */
- ceil() {
- this.x = Math.ceil( this.x );
- this.y = Math.ceil( this.y );
- this.z = Math.ceil( this.z );
- return this;
- }
- /**
- * The components of this vector are rounded to the nearest integer value
- *
- * @return {Vector3} A reference to this vector.
- */
- round() {
- this.x = Math.round( this.x );
- this.y = Math.round( this.y );
- this.z = Math.round( this.z );
- return this;
- }
- /**
- * The components of this vector are rounded towards zero (up if negative,
- * down if positive) to an integer value.
- *
- * @return {Vector3} A reference to this vector.
- */
- roundToZero() {
- this.x = Math.trunc( this.x );
- this.y = Math.trunc( this.y );
- this.z = Math.trunc( this.z );
- return this;
- }
- /**
- * Inverts this vector - i.e. sets x = -x, y = -y and z = -z.
- *
- * @return {Vector3} A reference to this vector.
- */
- negate() {
- this.x = - this.x;
- this.y = - this.y;
- this.z = - this.z;
- return this;
- }
- /**
- * Calculates the dot product of the given vector with this instance.
- *
- * @param {Vector3} v - The vector to compute the dot product with.
- * @return {number} The result of the dot product.
- */
- dot( v ) {
- return this.x * v.x + this.y * v.y + this.z * v.z;
- }
- /**
- * Computes the square of the Euclidean length (straight-line length) from
- * (0, 0, 0) to (x, y, z). If you are comparing the lengths of vectors, you should
- * compare the length squared instead as it is slightly more efficient to calculate.
- *
- * @return {number} The square length of this vector.
- */
- lengthSq() {
- return this.x * this.x + this.y * this.y + this.z * this.z;
- }
- /**
- * Computes the Euclidean length (straight-line length) from (0, 0, 0) to (x, y, z).
- *
- * @return {number} The length of this vector.
- */
- length() {
- return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );
- }
- /**
- * Computes the Manhattan length of this vector.
- *
- * @return {number} The length of this vector.
- */
- manhattanLength() {
- return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
- }
- /**
- * Converts this vector to a unit vector - that is, sets it equal to a vector
- * with the same direction as this one, but with a vector length of `1`.
- *
- * @return {Vector3} A reference to this vector.
- */
- normalize() {
- return this.divideScalar( this.length() || 1 );
- }
- /**
- * Sets this vector to a vector with the same direction as this one, but
- * with the specified length.
- *
- * @param {number} length - The new length of this vector.
- * @return {Vector3} A reference to this vector.
- */
- setLength( length ) {
- return this.normalize().multiplyScalar( length );
- }
- /**
- * Linearly interpolates between the given vector and this instance, where
- * alpha is the percent distance along the line - alpha = 0 will be this
- * vector, and alpha = 1 will be the given one.
- *
- * @param {Vector3} v - The vector to interpolate towards.
- * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
- * @return {Vector3} A reference to this vector.
- */
- lerp( v, alpha ) {
- this.x += ( v.x - this.x ) * alpha;
- this.y += ( v.y - this.y ) * alpha;
- this.z += ( v.z - this.z ) * alpha;
- return this;
- }
- /**
- * Linearly interpolates between the given vectors, where alpha is the percent
- * distance along the line - alpha = 0 will be first vector, and alpha = 1 will
- * be the second one. The result is stored in this instance.
- *
- * @param {Vector3} v1 - The first vector.
- * @param {Vector3} v2 - The second vector.
- * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
- * @return {Vector3} A reference to this vector.
- */
- lerpVectors( v1, v2, alpha ) {
- this.x = v1.x + ( v2.x - v1.x ) * alpha;
- this.y = v1.y + ( v2.y - v1.y ) * alpha;
- this.z = v1.z + ( v2.z - v1.z ) * alpha;
- return this;
- }
- /**
- * Calculates the cross product of the given vector with this instance.
- *
- * @param {Vector3} v - The vector to compute the cross product with.
- * @return {Vector3} The result of the cross product.
- */
- cross( v ) {
- return this.crossVectors( this, v );
- }
- /**
- * Calculates the cross product of the given vectors and stores the result
- * in this instance.
- *
- * @param {Vector3} a - The first vector.
- * @param {Vector3} b - The second vector.
- * @return {Vector3} A reference to this vector.
- */
- crossVectors( a, b ) {
- const ax = a.x, ay = a.y, az = a.z;
- const bx = b.x, by = b.y, bz = b.z;
- this.x = ay * bz - az * by;
- this.y = az * bx - ax * bz;
- this.z = ax * by - ay * bx;
- return this;
- }
- /**
- * Projects this vector onto the given one.
- *
- * @param {Vector3} v - The vector to project to.
- * @return {Vector3} A reference to this vector.
- */
- projectOnVector( v ) {
- const denominator = v.lengthSq();
- if ( denominator === 0 ) return this.set( 0, 0, 0 );
- const scalar = v.dot( this ) / denominator;
- return this.copy( v ).multiplyScalar( scalar );
- }
- /**
- * Projects this vector onto a plane by subtracting this
- * vector projected onto the plane's normal from this vector.
- *
- * @param {Vector3} planeNormal - The plane normal.
- * @return {Vector3} A reference to this vector.
- */
- projectOnPlane( planeNormal ) {
- _vector$c.copy( this ).projectOnVector( planeNormal );
- return this.sub( _vector$c );
- }
- /**
- * Reflects this vector off a plane orthogonal to the given normal vector.
- *
- * @param {Vector3} normal - The (normalized) normal vector.
- * @return {Vector3} A reference to this vector.
- */
- reflect( normal ) {
- return this.sub( _vector$c.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );
- }
- /**
- * Returns the angle between the given vector and this instance in radians.
- *
- * @param {Vector3} v - The vector to compute the angle with.
- * @return {number} The angle in radians.
- */
- angleTo( v ) {
- const denominator = Math.sqrt( this.lengthSq() * v.lengthSq() );
- if ( denominator === 0 ) return Math.PI / 2;
- const theta = this.dot( v ) / denominator;
- // clamp, to handle numerical problems
- return Math.acos( clamp( theta, -1, 1 ) );
- }
- /**
- * Computes the distance from the given vector to this instance.
- *
- * @param {Vector3} v - The vector to compute the distance to.
- * @return {number} The distance.
- */
- distanceTo( v ) {
- return Math.sqrt( this.distanceToSquared( v ) );
- }
- /**
- * Computes the squared distance from the given vector to this instance.
- * If you are just comparing the distance with another distance, you should compare
- * the distance squared instead as it is slightly more efficient to calculate.
- *
- * @param {Vector3} v - The vector to compute the squared distance to.
- * @return {number} The squared distance.
- */
- distanceToSquared( v ) {
- const dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z;
- return dx * dx + dy * dy + dz * dz;
- }
- /**
- * Computes the Manhattan distance from the given vector to this instance.
- *
- * @param {Vector3} v - The vector to compute the Manhattan distance to.
- * @return {number} The Manhattan distance.
- */
- manhattanDistanceTo( v ) {
- return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z );
- }
- /**
- * Sets the vector components from the given spherical coordinates.
- *
- * @param {Spherical} s - The spherical coordinates.
- * @return {Vector3} A reference to this vector.
- */
- setFromSpherical( s ) {
- return this.setFromSphericalCoords( s.radius, s.phi, s.theta );
- }
- /**
- * Sets the vector components from the given spherical coordinates.
- *
- * @param {number} radius - The radius.
- * @param {number} phi - The phi angle in radians.
- * @param {number} theta - The theta angle in radians.
- * @return {Vector3} A reference to this vector.
- */
- setFromSphericalCoords( radius, phi, theta ) {
- const sinPhiRadius = Math.sin( phi ) * radius;
- this.x = sinPhiRadius * Math.sin( theta );
- this.y = Math.cos( phi ) * radius;
- this.z = sinPhiRadius * Math.cos( theta );
- return this;
- }
- /**
- * Sets the vector components from the given cylindrical coordinates.
- *
- * @param {Cylindrical} c - The cylindrical coordinates.
- * @return {Vector3} A reference to this vector.
- */
- setFromCylindrical( c ) {
- return this.setFromCylindricalCoords( c.radius, c.theta, c.y );
- }
- /**
- * Sets the vector components from the given cylindrical coordinates.
- *
- * @param {number} radius - The radius.
- * @param {number} theta - The theta angle in radians.
- * @param {number} y - The y value.
- * @return {Vector3} A reference to this vector.
- */
- setFromCylindricalCoords( radius, theta, y ) {
- this.x = radius * Math.sin( theta );
- this.y = y;
- this.z = radius * Math.cos( theta );
- return this;
- }
- /**
- * Sets the vector components to the position elements of the
- * given transformation matrix.
- *
- * @param {Matrix4} m - The 4x4 matrix.
- * @return {Vector3} A reference to this vector.
- */
- setFromMatrixPosition( m ) {
- const e = m.elements;
- this.x = e[ 12 ];
- this.y = e[ 13 ];
- this.z = e[ 14 ];
- return this;
- }
- /**
- * Sets the vector components to the scale elements of the
- * given transformation matrix.
- *
- * @param {Matrix4} m - The 4x4 matrix.
- * @return {Vector3} A reference to this vector.
- */
- setFromMatrixScale( m ) {
- const sx = this.setFromMatrixColumn( m, 0 ).length();
- const sy = this.setFromMatrixColumn( m, 1 ).length();
- const sz = this.setFromMatrixColumn( m, 2 ).length();
- this.x = sx;
- this.y = sy;
- this.z = sz;
- return this;
- }
- /**
- * Sets the vector components from the specified matrix column.
- *
- * @param {Matrix4} m - The 4x4 matrix.
- * @param {number} index - The column index.
- * @return {Vector3} A reference to this vector.
- */
- setFromMatrixColumn( m, index ) {
- return this.fromArray( m.elements, index * 4 );
- }
- /**
- * Sets the vector components from the specified matrix column.
- *
- * @param {Matrix3} m - The 3x3 matrix.
- * @param {number} index - The column index.
- * @return {Vector3} A reference to this vector.
- */
- setFromMatrix3Column( m, index ) {
- return this.fromArray( m.elements, index * 3 );
- }
- /**
- * Sets the vector components from the given Euler angles.
- *
- * @param {Euler} e - The Euler angles to set.
- * @return {Vector3} A reference to this vector.
- */
- setFromEuler( e ) {
- this.x = e._x;
- this.y = e._y;
- this.z = e._z;
- return this;
- }
- /**
- * Sets the vector components from the RGB components of the
- * given color.
- *
- * @param {Color} c - The color to set.
- * @return {Vector3} A reference to this vector.
- */
- setFromColor( c ) {
- this.x = c.r;
- this.y = c.g;
- this.z = c.b;
- return this;
- }
- /**
- * Returns `true` if this vector is equal with the given one.
- *
- * @param {Vector3} v - The vector to test for equality.
- * @return {boolean} Whether this vector is equal with the given one.
- */
- equals( v ) {
- return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
- }
- /**
- * Sets this vector's x value to be `array[ offset ]`, y value to be `array[ offset + 1 ]`
- * and z value to be `array[ offset + 2 ]`.
- *
- * @param {Array<number>} array - An array holding the vector component values.
- * @param {number} [offset=0] - The offset into the array.
- * @return {Vector3} A reference to this vector.
- */
- fromArray( array, offset = 0 ) {
- this.x = array[ offset ];
- this.y = array[ offset + 1 ];
- this.z = array[ offset + 2 ];
- return this;
- }
- /**
- * Writes the components of this vector to the given array. If no array is provided,
- * the method returns a new instance.
- *
- * @param {Array<number>} [array=[]] - The target array holding the vector components.
- * @param {number} [offset=0] - Index of the first element in the array.
- * @return {Array<number>} The vector components.
- */
- toArray( array = [], offset = 0 ) {
- array[ offset ] = this.x;
- array[ offset + 1 ] = this.y;
- array[ offset + 2 ] = this.z;
- return array;
- }
- /**
- * Sets the components of this vector from the given buffer attribute.
- *
- * @param {BufferAttribute} attribute - The buffer attribute holding vector data.
- * @param {number} index - The index into the attribute.
- * @return {Vector3} A reference to this vector.
- */
- fromBufferAttribute( attribute, index ) {
- this.x = attribute.getX( index );
- this.y = attribute.getY( index );
- this.z = attribute.getZ( index );
- return this;
- }
- /**
- * Sets each component of this vector to a pseudo-random value between `0` and
- * `1`, excluding `1`.
- *
- * @return {Vector3} A reference to this vector.
- */
- random() {
- this.x = Math.random();
- this.y = Math.random();
- this.z = Math.random();
- return this;
- }
- /**
- * Sets this vector to a uniformly random point on a unit sphere.
- *
- * @return {Vector3} A reference to this vector.
- */
- randomDirection() {
- // https://mathworld.wolfram.com/SpherePointPicking.html
- const theta = Math.random() * Math.PI * 2;
- const u = Math.random() * 2 - 1;
- const c = Math.sqrt( 1 - u * u );
- this.x = c * Math.cos( theta );
- this.y = u;
- this.z = c * Math.sin( theta );
- return this;
- }
- *[ Symbol.iterator ]() {
- yield this.x;
- yield this.y;
- yield this.z;
- }
- }
- const _vector$c = /*@__PURE__*/ new Vector3();
- const _quaternion$4 = /*@__PURE__*/ new Quaternion();
- /**
- * Represents a 3x3 matrix.
- *
- * A Note on Row-Major and Column-Major Ordering:
- *
- * The constructor and {@link Matrix3#set} method take arguments in
- * [row-major](https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order)
- * order, while internally they are stored in the {@link Matrix3#elements} array in column-major order.
- * This means that calling:
- * ```js
- * const m = new THREE.Matrix();
- * m.set( 11, 12, 13,
- * 21, 22, 23,
- * 31, 32, 33 );
- * ```
- * will result in the elements array containing:
- * ```js
- * m.elements = [ 11, 21, 31,
- * 12, 22, 32,
- * 13, 23, 33 ];
- * ```
- * and internally all calculations are performed using column-major ordering.
- * However, as the actual ordering makes no difference mathematically and
- * most people are used to thinking about matrices in row-major order, the
- * three.js documentation shows matrices in row-major order. Just bear in
- * mind that if you are reading the source code, you'll have to take the
- * transpose of any matrices outlined here to make sense of the calculations.
- */
- class Matrix3 {
- /**
- * Constructs a new 3x3 matrix. The arguments are supposed to be
- * in row-major order. If no arguments are provided, the constructor
- * initializes the matrix as an identity matrix.
- *
- * @param {number} [n11] - 1-1 matrix element.
- * @param {number} [n12] - 1-2 matrix element.
- * @param {number} [n13] - 1-3 matrix element.
- * @param {number} [n21] - 2-1 matrix element.
- * @param {number} [n22] - 2-2 matrix element.
- * @param {number} [n23] - 2-3 matrix element.
- * @param {number} [n31] - 3-1 matrix element.
- * @param {number} [n32] - 3-2 matrix element.
- * @param {number} [n33] - 3-3 matrix element.
- */
- constructor( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- Matrix3.prototype.isMatrix3 = true;
- /**
- * A column-major list of matrix values.
- *
- * @type {Array<number>}
- */
- this.elements = [
- 1, 0, 0,
- 0, 1, 0,
- 0, 0, 1
- ];
- if ( n11 !== undefined ) {
- this.set( n11, n12, n13, n21, n22, n23, n31, n32, n33 );
- }
- }
- /**
- * Sets the elements of the matrix.The arguments are supposed to be
- * in row-major order.
- *
- * @param {number} [n11] - 1-1 matrix element.
- * @param {number} [n12] - 1-2 matrix element.
- * @param {number} [n13] - 1-3 matrix element.
- * @param {number} [n21] - 2-1 matrix element.
- * @param {number} [n22] - 2-2 matrix element.
- * @param {number} [n23] - 2-3 matrix element.
- * @param {number} [n31] - 3-1 matrix element.
- * @param {number} [n32] - 3-2 matrix element.
- * @param {number} [n33] - 3-3 matrix element.
- * @return {Matrix3} A reference to this matrix.
- */
- set( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
- const te = this.elements;
- te[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31;
- te[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32;
- te[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33;
- return this;
- }
- /**
- * Sets this matrix to the 3x3 identity matrix.
- *
- * @return {Matrix3} A reference to this matrix.
- */
- identity() {
- this.set(
- 1, 0, 0,
- 0, 1, 0,
- 0, 0, 1
- );
- return this;
- }
- /**
- * Copies the values of the given matrix to this instance.
- *
- * @param {Matrix3} m - The matrix to copy.
- * @return {Matrix3} A reference to this matrix.
- */
- copy( m ) {
- const te = this.elements;
- const me = m.elements;
- te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ];
- te[ 3 ] = me[ 3 ]; te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ];
- te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; te[ 8 ] = me[ 8 ];
- return this;
- }
- /**
- * Extracts the basis of this matrix into the three axis vectors provided.
- *
- * @param {Vector3} xAxis - The basis's x axis.
- * @param {Vector3} yAxis - The basis's y axis.
- * @param {Vector3} zAxis - The basis's z axis.
- * @return {Matrix3} A reference to this matrix.
- */
- extractBasis( xAxis, yAxis, zAxis ) {
- xAxis.setFromMatrix3Column( this, 0 );
- yAxis.setFromMatrix3Column( this, 1 );
- zAxis.setFromMatrix3Column( this, 2 );
- return this;
- }
- /**
- * Set this matrix to the upper 3x3 matrix of the given 4x4 matrix.
- *
- * @param {Matrix4} m - The 4x4 matrix.
- * @return {Matrix3} A reference to this matrix.
- */
- setFromMatrix4( m ) {
- const me = m.elements;
- this.set(
- me[ 0 ], me[ 4 ], me[ 8 ],
- me[ 1 ], me[ 5 ], me[ 9 ],
- me[ 2 ], me[ 6 ], me[ 10 ]
- );
- return this;
- }
- /**
- * Post-multiplies this matrix by the given 3x3 matrix.
- *
- * @param {Matrix3} m - The matrix to multiply with.
- * @return {Matrix3} A reference to this matrix.
- */
- multiply( m ) {
- return this.multiplyMatrices( this, m );
- }
- /**
- * Pre-multiplies this matrix by the given 3x3 matrix.
- *
- * @param {Matrix3} m - The matrix to multiply with.
- * @return {Matrix3} A reference to this matrix.
- */
- premultiply( m ) {
- return this.multiplyMatrices( m, this );
- }
- /**
- * Multiples the given 3x3 matrices and stores the result
- * in this matrix.
- *
- * @param {Matrix3} a - The first matrix.
- * @param {Matrix3} b - The second matrix.
- * @return {Matrix3} A reference to this matrix.
- */
- multiplyMatrices( a, b ) {
- const ae = a.elements;
- const be = b.elements;
- const te = this.elements;
- const a11 = ae[ 0 ], a12 = ae[ 3 ], a13 = ae[ 6 ];
- const a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ];
- const a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ];
- const b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ];
- const b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ];
- const b31 = be[ 2 ], b32 = be[ 5 ], b33 = be[ 8 ];
- te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31;
- te[ 3 ] = a11 * b12 + a12 * b22 + a13 * b32;
- te[ 6 ] = a11 * b13 + a12 * b23 + a13 * b33;
- te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31;
- te[ 4 ] = a21 * b12 + a22 * b22 + a23 * b32;
- te[ 7 ] = a21 * b13 + a22 * b23 + a23 * b33;
- te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31;
- te[ 5 ] = a31 * b12 + a32 * b22 + a33 * b32;
- te[ 8 ] = a31 * b13 + a32 * b23 + a33 * b33;
- return this;
- }
- /**
- * Multiplies every component of the matrix by the given scalar.
- *
- * @param {number} s - The scalar.
- * @return {Matrix3} A reference to this matrix.
- */
- multiplyScalar( s ) {
- const te = this.elements;
- te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s;
- te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s;
- te[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s;
- return this;
- }
- /**
- * Computes and returns the determinant of this matrix.
- *
- * @return {number} The determinant.
- */
- determinant() {
- const te = this.elements;
- const a = te[ 0 ], b = te[ 1 ], c = te[ 2 ],
- d = te[ 3 ], e = te[ 4 ], f = te[ 5 ],
- g = te[ 6 ], h = te[ 7 ], i = te[ 8 ];
- return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;
- }
- /**
- * Inverts this matrix, using the [analytic method](https://en.wikipedia.org/wiki/Invertible_matrix#Analytic_solution).
- * You can not invert with a determinant of zero. If you attempt this, the method produces
- * a zero matrix instead.
- *
- * @return {Matrix3} A reference to this matrix.
- */
- invert() {
- const te = this.elements,
- n11 = te[ 0 ], n21 = te[ 1 ], n31 = te[ 2 ],
- n12 = te[ 3 ], n22 = te[ 4 ], n32 = te[ 5 ],
- n13 = te[ 6 ], n23 = te[ 7 ], n33 = te[ 8 ],
- t11 = n33 * n22 - n32 * n23,
- t12 = n32 * n13 - n33 * n12,
- t13 = n23 * n12 - n22 * n13,
- det = n11 * t11 + n21 * t12 + n31 * t13;
- if ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0 );
- const detInv = 1 / det;
- te[ 0 ] = t11 * detInv;
- te[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv;
- te[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv;
- te[ 3 ] = t12 * detInv;
- te[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv;
- te[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv;
- te[ 6 ] = t13 * detInv;
- te[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv;
- te[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv;
- return this;
- }
- /**
- * Transposes this matrix in place.
- *
- * @return {Matrix3} A reference to this matrix.
- */
- transpose() {
- let tmp;
- const m = this.elements;
- tmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp;
- tmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp;
- tmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp;
- return this;
- }
- /**
- * Computes the normal matrix which is the inverse transpose of the upper
- * left 3x3 portion of the given 4x4 matrix.
- *
- * @param {Matrix4} matrix4 - The 4x4 matrix.
- * @return {Matrix3} A reference to this matrix.
- */
- getNormalMatrix( matrix4 ) {
- return this.setFromMatrix4( matrix4 ).invert().transpose();
- }
- /**
- * Transposes this matrix into the supplied array, and returns itself unchanged.
- *
- * @param {Array<number>} r - An array to store the transposed matrix elements.
- * @return {Matrix3} A reference to this matrix.
- */
- transposeIntoArray( r ) {
- const m = this.elements;
- r[ 0 ] = m[ 0 ];
- r[ 1 ] = m[ 3 ];
- r[ 2 ] = m[ 6 ];
- r[ 3 ] = m[ 1 ];
- r[ 4 ] = m[ 4 ];
- r[ 5 ] = m[ 7 ];
- r[ 6 ] = m[ 2 ];
- r[ 7 ] = m[ 5 ];
- r[ 8 ] = m[ 8 ];
- return this;
- }
- /**
- * Sets the UV transform matrix from offset, repeat, rotation, and center.
- *
- * @param {number} tx - Offset x.
- * @param {number} ty - Offset y.
- * @param {number} sx - Repeat x.
- * @param {number} sy - Repeat y.
- * @param {number} rotation - Rotation, in radians. Positive values rotate counterclockwise.
- * @param {number} cx - Center x of rotation.
- * @param {number} cy - Center y of rotation
- * @return {Matrix3} A reference to this matrix.
- */
- setUvTransform( tx, ty, sx, sy, rotation, cx, cy ) {
- const c = Math.cos( rotation );
- const s = Math.sin( rotation );
- this.set(
- sx * c, sx * s, - sx * ( c * cx + s * cy ) + cx + tx,
- - sy * s, sy * c, - sy * ( - s * cx + c * cy ) + cy + ty,
- 0, 0, 1
- );
- return this;
- }
- /**
- * Scales this matrix with the given scalar values.
- *
- * @param {number} sx - The amount to scale in the X axis.
- * @param {number} sy - The amount to scale in the Y axis.
- * @return {Matrix3} A reference to this matrix.
- */
- scale( sx, sy ) {
- this.premultiply( _m3.makeScale( sx, sy ) );
- return this;
- }
- /**
- * Rotates this matrix by the given angle.
- *
- * @param {number} theta - The rotation in radians.
- * @return {Matrix3} A reference to this matrix.
- */
- rotate( theta ) {
- this.premultiply( _m3.makeRotation( - theta ) );
- return this;
- }
- /**
- * Translates this matrix by the given scalar values.
- *
- * @param {number} tx - The amount to translate in the X axis.
- * @param {number} ty - The amount to translate in the Y axis.
- * @return {Matrix3} A reference to this matrix.
- */
- translate( tx, ty ) {
- this.premultiply( _m3.makeTranslation( tx, ty ) );
- return this;
- }
- // for 2D Transforms
- /**
- * Sets this matrix as a 2D translation transform.
- *
- * @param {number|Vector2} x - The amount to translate in the X axis or alternatively a translation vector.
- * @param {number} y - The amount to translate in the Y axis.
- * @return {Matrix3} A reference to this matrix.
- */
- makeTranslation( x, y ) {
- if ( x.isVector2 ) {
- this.set(
- 1, 0, x.x,
- 0, 1, x.y,
- 0, 0, 1
- );
- } else {
- this.set(
- 1, 0, x,
- 0, 1, y,
- 0, 0, 1
- );
- }
- return this;
- }
- /**
- * Sets this matrix as a 2D rotational transformation.
- *
- * @param {number} theta - The rotation in radians.
- * @return {Matrix3} A reference to this matrix.
- */
- makeRotation( theta ) {
- // counterclockwise
- const c = Math.cos( theta );
- const s = Math.sin( theta );
- this.set(
- c, - s, 0,
- s, c, 0,
- 0, 0, 1
- );
- return this;
- }
- /**
- * Sets this matrix as a 2D scale transform.
- *
- * @param {number} x - The amount to scale in the X axis.
- * @param {number} y - The amount to scale in the Y axis.
- * @return {Matrix3} A reference to this matrix.
- */
- makeScale( x, y ) {
- this.set(
- x, 0, 0,
- 0, y, 0,
- 0, 0, 1
- );
- return this;
- }
- /**
- * Returns `true` if this matrix is equal with the given one.
- *
- * @param {Matrix3} matrix - The matrix to test for equality.
- * @return {boolean} Whether this matrix is equal with the given one.
- */
- equals( matrix ) {
- const te = this.elements;
- const me = matrix.elements;
- for ( let i = 0; i < 9; i ++ ) {
- if ( te[ i ] !== me[ i ] ) return false;
- }
- return true;
- }
- /**
- * Sets the elements of the matrix from the given array.
- *
- * @param {Array<number>} array - The matrix elements in column-major order.
- * @param {number} [offset=0] - Index of the first element in the array.
- * @return {Matrix3} A reference to this matrix.
- */
- fromArray( array, offset = 0 ) {
- for ( let i = 0; i < 9; i ++ ) {
- this.elements[ i ] = array[ i + offset ];
- }
- return this;
- }
- /**
- * Writes the elements of this matrix to the given array. If no array is provided,
- * the method returns a new instance.
- *
- * @param {Array<number>} [array=[]] - The target array holding the matrix elements in column-major order.
- * @param {number} [offset=0] - Index of the first element in the array.
- * @return {Array<number>} The matrix elements in column-major order.
- */
- toArray( array = [], offset = 0 ) {
- const te = this.elements;
- array[ offset ] = te[ 0 ];
- array[ offset + 1 ] = te[ 1 ];
- array[ offset + 2 ] = te[ 2 ];
- array[ offset + 3 ] = te[ 3 ];
- array[ offset + 4 ] = te[ 4 ];
- array[ offset + 5 ] = te[ 5 ];
- array[ offset + 6 ] = te[ 6 ];
- array[ offset + 7 ] = te[ 7 ];
- array[ offset + 8 ] = te[ 8 ];
- return array;
- }
- /**
- * Returns a matrix with copied values from this instance.
- *
- * @return {Matrix3} A clone of this instance.
- */
- clone() {
- return new this.constructor().fromArray( this.elements );
- }
- }
- const _m3 = /*@__PURE__*/ new Matrix3();
- const LINEAR_REC709_TO_XYZ = /*@__PURE__*/ new Matrix3().set(
- 0.4123908, 0.3575843, 0.1804808,
- 0.2126390, 0.7151687, 0.0721923,
- 0.0193308, 0.1191948, 0.9505322
- );
- const XYZ_TO_LINEAR_REC709 = /*@__PURE__*/ new Matrix3().set(
- 3.2409699, -1.5373832, -0.4986108,
- -0.9692436, 1.8759675, 0.0415551,
- 0.0556301, -0.203977, 1.0569715
- );
- function createColorManagement() {
- const ColorManagement = {
- enabled: true,
- workingColorSpace: LinearSRGBColorSpace,
- /**
- * Implementations of supported color spaces.
- *
- * Required:
- * - primaries: chromaticity coordinates [ rx ry gx gy bx by ]
- * - whitePoint: reference white [ x y ]
- * - transfer: transfer function (pre-defined)
- * - toXYZ: Matrix3 RGB to XYZ transform
- * - fromXYZ: Matrix3 XYZ to RGB transform
- * - luminanceCoefficients: RGB luminance coefficients
- *
- * Optional:
- * - outputColorSpaceConfig: { drawingBufferColorSpace: ColorSpace, toneMappingMode: 'extended' | 'standard' }
- * - workingColorSpaceConfig: { unpackColorSpace: ColorSpace }
- *
- * Reference:
- * - https://www.russellcottrell.com/photo/matrixCalculator.htm
- */
- spaces: {},
- convert: function ( color, sourceColorSpace, targetColorSpace ) {
- if ( this.enabled === false || sourceColorSpace === targetColorSpace || ! sourceColorSpace || ! targetColorSpace ) {
- return color;
- }
- if ( this.spaces[ sourceColorSpace ].transfer === SRGBTransfer ) {
- color.r = SRGBToLinear( color.r );
- color.g = SRGBToLinear( color.g );
- color.b = SRGBToLinear( color.b );
- }
- if ( this.spaces[ sourceColorSpace ].primaries !== this.spaces[ targetColorSpace ].primaries ) {
- color.applyMatrix3( this.spaces[ sourceColorSpace ].toXYZ );
- color.applyMatrix3( this.spaces[ targetColorSpace ].fromXYZ );
- }
- if ( this.spaces[ targetColorSpace ].transfer === SRGBTransfer ) {
- color.r = LinearToSRGB( color.r );
- color.g = LinearToSRGB( color.g );
- color.b = LinearToSRGB( color.b );
- }
- return color;
- },
- workingToColorSpace: function ( color, targetColorSpace ) {
- return this.convert( color, this.workingColorSpace, targetColorSpace );
- },
- colorSpaceToWorking: function ( color, sourceColorSpace ) {
- return this.convert( color, sourceColorSpace, this.workingColorSpace );
- },
- getPrimaries: function ( colorSpace ) {
- return this.spaces[ colorSpace ].primaries;
- },
- getTransfer: function ( colorSpace ) {
- if ( colorSpace === NoColorSpace ) return LinearTransfer;
- return this.spaces[ colorSpace ].transfer;
- },
- getToneMappingMode: function ( colorSpace ) {
- return this.spaces[ colorSpace ].outputColorSpaceConfig.toneMappingMode || 'standard';
- },
- getLuminanceCoefficients: function ( target, colorSpace = this.workingColorSpace ) {
- return target.fromArray( this.spaces[ colorSpace ].luminanceCoefficients );
- },
- define: function ( colorSpaces ) {
- Object.assign( this.spaces, colorSpaces );
- },
- // Internal APIs
- _getMatrix: function ( targetMatrix, sourceColorSpace, targetColorSpace ) {
- return targetMatrix
- .copy( this.spaces[ sourceColorSpace ].toXYZ )
- .multiply( this.spaces[ targetColorSpace ].fromXYZ );
- },
- _getDrawingBufferColorSpace: function ( colorSpace ) {
- return this.spaces[ colorSpace ].outputColorSpaceConfig.drawingBufferColorSpace;
- },
- _getUnpackColorSpace: function ( colorSpace = this.workingColorSpace ) {
- return this.spaces[ colorSpace ].workingColorSpaceConfig.unpackColorSpace;
- },
- // Deprecated
- fromWorkingColorSpace: function ( color, targetColorSpace ) {
- warnOnce( 'ColorManagement: .fromWorkingColorSpace() has been renamed to .workingToColorSpace().' ); // @deprecated, r177
- return ColorManagement.workingToColorSpace( color, targetColorSpace );
- },
- toWorkingColorSpace: function ( color, sourceColorSpace ) {
- warnOnce( 'ColorManagement: .toWorkingColorSpace() has been renamed to .colorSpaceToWorking().' ); // @deprecated, r177
- return ColorManagement.colorSpaceToWorking( color, sourceColorSpace );
- },
- };
- /******************************************************************************
- * sRGB definitions
- */
- const REC709_PRIMARIES = [ 0.640, 0.330, 0.300, 0.600, 0.150, 0.060 ];
- const REC709_LUMINANCE_COEFFICIENTS = [ 0.2126, 0.7152, 0.0722 ];
- const D65 = [ 0.3127, 0.3290 ];
- ColorManagement.define( {
- [ LinearSRGBColorSpace ]: {
- primaries: REC709_PRIMARIES,
- whitePoint: D65,
- transfer: LinearTransfer,
- toXYZ: LINEAR_REC709_TO_XYZ,
- fromXYZ: XYZ_TO_LINEAR_REC709,
- luminanceCoefficients: REC709_LUMINANCE_COEFFICIENTS,
- workingColorSpaceConfig: { unpackColorSpace: SRGBColorSpace },
- outputColorSpaceConfig: { drawingBufferColorSpace: SRGBColorSpace }
- },
- [ SRGBColorSpace ]: {
- primaries: REC709_PRIMARIES,
- whitePoint: D65,
- transfer: SRGBTransfer,
- toXYZ: LINEAR_REC709_TO_XYZ,
- fromXYZ: XYZ_TO_LINEAR_REC709,
- luminanceCoefficients: REC709_LUMINANCE_COEFFICIENTS,
- outputColorSpaceConfig: { drawingBufferColorSpace: SRGBColorSpace }
- },
- } );
- return ColorManagement;
- }
- const ColorManagement = /*@__PURE__*/ createColorManagement();
- function SRGBToLinear( c ) {
- return ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 );
- }
- function LinearToSRGB( c ) {
- return ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055;
- }
- let _canvas;
- /**
- * A class containing utility functions for images.
- *
- * @hideconstructor
- */
- class ImageUtils {
- /**
- * Returns a data URI containing a representation of the given image.
- *
- * @param {(HTMLImageElement|HTMLCanvasElement)} image - The image object.
- * @param {string} [type='image/png'] - Indicates the image format.
- * @return {string} The data URI.
- */
- static getDataURL( image, type = 'image/png' ) {
- if ( /^data:/i.test( image.src ) ) {
- return image.src;
- }
- if ( typeof HTMLCanvasElement === 'undefined' ) {
- return image.src;
- }
- let canvas;
- if ( image instanceof HTMLCanvasElement ) {
- canvas = image;
- } else {
- if ( _canvas === undefined ) _canvas = createElementNS( 'canvas' );
- _canvas.width = image.width;
- _canvas.height = image.height;
- const context = _canvas.getContext( '2d' );
- if ( image instanceof ImageData ) {
- context.putImageData( image, 0, 0 );
- } else {
- context.drawImage( image, 0, 0, image.width, image.height );
- }
- canvas = _canvas;
- }
- return canvas.toDataURL( type );
- }
- /**
- * Converts the given sRGB image data to linear color space.
- *
- * @param {(HTMLImageElement|HTMLCanvasElement|ImageBitmap|Object)} image - The image object.
- * @return {HTMLCanvasElement|Object} The converted image.
- */
- static sRGBToLinear( image ) {
- if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||
- ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||
- ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {
- const canvas = createElementNS( 'canvas' );
- canvas.width = image.width;
- canvas.height = image.height;
- const context = canvas.getContext( '2d' );
- context.drawImage( image, 0, 0, image.width, image.height );
- const imageData = context.getImageData( 0, 0, image.width, image.height );
- const data = imageData.data;
- for ( let i = 0; i < data.length; i ++ ) {
- data[ i ] = SRGBToLinear( data[ i ] / 255 ) * 255;
- }
- context.putImageData( imageData, 0, 0 );
- return canvas;
- } else if ( image.data ) {
- const data = image.data.slice( 0 );
- for ( let i = 0; i < data.length; i ++ ) {
- if ( data instanceof Uint8Array || data instanceof Uint8ClampedArray ) {
- data[ i ] = Math.floor( SRGBToLinear( data[ i ] / 255 ) * 255 );
- } else {
- // assuming float
- data[ i ] = SRGBToLinear( data[ i ] );
- }
- }
- return {
- data: data,
- width: image.width,
- height: image.height
- };
- } else {
- warn( 'ImageUtils.sRGBToLinear(): Unsupported image type. No color space conversion applied.' );
- return image;
- }
- }
- }
- let _sourceId = 0;
- /**
- * Represents the data source of a texture.
- *
- * The main purpose of this class is to decouple the data definition from the texture
- * definition so the same data can be used with multiple texture instances.
- */
- class Source {
- /**
- * Constructs a new video texture.
- *
- * @param {any} [data=null] - The data definition of a texture.
- */
- constructor( data = null ) {
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isSource = true;
- /**
- * The ID of the source.
- *
- * @name Source#id
- * @type {number}
- * @readonly
- */
- Object.defineProperty( this, 'id', { value: _sourceId ++ } );
- /**
- * The UUID of the source.
- *
- * @type {string}
- * @readonly
- */
- this.uuid = generateUUID();
- /**
- * The data definition of a texture.
- *
- * @type {any}
- */
- this.data = data;
- /**
- * This property is only relevant when {@link Source#needsUpdate} is set to `true` and
- * provides more control on how texture data should be processed. When `dataReady` is set
- * to `false`, the engine performs the memory allocation (if necessary) but does not transfer
- * the data into the GPU memory.
- *
- * @type {boolean}
- * @default true
- */
- this.dataReady = true;
- /**
- * This starts at `0` and counts how many times {@link Source#needsUpdate} is set to `true`.
- *
- * @type {number}
- * @readonly
- * @default 0
- */
- this.version = 0;
- }
- /**
- * Returns the dimensions of the source into the given target vector.
- *
- * @param {(Vector2|Vector3)} target - The target object the result is written into.
- * @return {(Vector2|Vector3)} The dimensions of the source.
- */
- getSize( target ) {
- const data = this.data;
- if ( ( typeof HTMLVideoElement !== 'undefined' ) && ( data instanceof HTMLVideoElement ) ) {
- target.set( data.videoWidth, data.videoHeight, 0 );
- } else if ( ( typeof VideoFrame !== 'undefined' ) && ( data instanceof VideoFrame ) ) {
- target.set( data.displayHeight, data.displayWidth, 0 );
- } else if ( data !== null ) {
- target.set( data.width, data.height, data.depth || 0 );
- } else {
- target.set( 0, 0, 0 );
- }
- return target;
- }
- /**
- * When the property is set to `true`, the engine allocates the memory
- * for the texture (if necessary) and triggers the actual texture upload
- * to the GPU next time the source is used.
- *
- * @type {boolean}
- * @default false
- * @param {boolean} value
- */
- set needsUpdate( value ) {
- if ( value === true ) this.version ++;
- }
- /**
- * Serializes the source into JSON.
- *
- * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
- * @return {Object} A JSON object representing the serialized source.
- * @see {@link ObjectLoader#parse}
- */
- toJSON( meta ) {
- const isRootObject = ( meta === undefined || typeof meta === 'string' );
- if ( ! isRootObject && meta.images[ this.uuid ] !== undefined ) {
- return meta.images[ this.uuid ];
- }
- const output = {
- uuid: this.uuid,
- url: ''
- };
- const data = this.data;
- if ( data !== null ) {
- let url;
- if ( Array.isArray( data ) ) {
- // cube texture
- url = [];
- for ( let i = 0, l = data.length; i < l; i ++ ) {
- if ( data[ i ].isDataTexture ) {
- url.push( serializeImage( data[ i ].image ) );
- } else {
- url.push( serializeImage( data[ i ] ) );
- }
- }
- } else {
- // texture
- url = serializeImage( data );
- }
- output.url = url;
- }
- if ( ! isRootObject ) {
- meta.images[ this.uuid ] = output;
- }
- return output;
- }
- }
- function serializeImage( image ) {
- if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||
- ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||
- ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {
- // default images
- return ImageUtils.getDataURL( image );
- } else {
- if ( image.data ) {
- // images of DataTexture
- return {
- data: Array.from( image.data ),
- width: image.width,
- height: image.height,
- type: image.data.constructor.name
- };
- } else {
- warn( 'Texture: Unable to serialize Texture.' );
- return {};
- }
- }
- }
- let _textureId = 0;
- const _tempVec3 = /*@__PURE__*/ new Vector3();
- /**
- * Base class for all textures.
- *
- * Note: After the initial use of a texture, its dimensions, format, and type
- * cannot be changed. Instead, call {@link Texture#dispose} on the texture and instantiate a new one.
- *
- * @augments EventDispatcher
- */
- class Texture extends EventDispatcher {
- /**
- * Constructs a new texture.
- *
- * @param {?Object} [image=Texture.DEFAULT_IMAGE] - The image holding the texture data.
- * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
- * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
- * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
- * @param {number} [magFilter=LinearFilter] - The mag filter value.
- * @param {number} [minFilter=LinearMipmapLinearFilter] - The min filter value.
- * @param {number} [format=RGBAFormat] - The texture format.
- * @param {number} [type=UnsignedByteType] - The texture type.
- * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
- * @param {string} [colorSpace=NoColorSpace] - The color space.
- */
- 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 ) {
- super();
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isTexture = true;
- /**
- * The ID of the texture.
- *
- * @name Texture#id
- * @type {number}
- * @readonly
- */
- Object.defineProperty( this, 'id', { value: _textureId ++ } );
- /**
- * The UUID of the texture.
- *
- * @type {string}
- * @readonly
- */
- this.uuid = generateUUID();
- /**
- * The name of the texture.
- *
- * @type {string}
- */
- this.name = '';
- /**
- * The data definition of a texture. A reference to the data source can be
- * shared across textures. This is often useful in context of spritesheets
- * where multiple textures render the same data but with different texture
- * transformations.
- *
- * @type {Source}
- */
- this.source = new Source( image );
- /**
- * An array holding user-defined mipmaps.
- *
- * @type {Array<Object>}
- */
- this.mipmaps = [];
- /**
- * How the texture is applied to the object. The value `UVMapping`
- * is the default, where texture or uv coordinates are used to apply the map.
- *
- * @type {(UVMapping|CubeReflectionMapping|CubeRefractionMapping|EquirectangularReflectionMapping|EquirectangularRefractionMapping|CubeUVReflectionMapping)}
- * @default UVMapping
- */
- this.mapping = mapping;
- /**
- * Lets you select the uv attribute to map the texture to. `0` for `uv`,
- * `1` for `uv1`, `2` for `uv2` and `3` for `uv3`.
- *
- * @type {number}
- * @default 0
- */
- this.channel = 0;
- /**
- * This defines how the texture is wrapped horizontally and corresponds to
- * *U* in UV mapping.
- *
- * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}
- * @default ClampToEdgeWrapping
- */
- this.wrapS = wrapS;
- /**
- * This defines how the texture is wrapped horizontally and corresponds to
- * *V* in UV mapping.
- *
- * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}
- * @default ClampToEdgeWrapping
- */
- this.wrapT = wrapT;
- /**
- * How the texture is sampled when a texel covers more than one pixel.
- *
- * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
- * @default LinearFilter
- */
- this.magFilter = magFilter;
- /**
- * How the texture is sampled when a texel covers less than one pixel.
- *
- * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
- * @default LinearMipmapLinearFilter
- */
- this.minFilter = minFilter;
- /**
- * The number of samples taken along the axis through the pixel that has the
- * highest density of texels. By default, this value is `1`. A higher value
- * gives a less blurry result than a basic mipmap, at the cost of more
- * texture samples being used.
- *
- * @type {number}
- * @default Texture.DEFAULT_ANISOTROPY
- */
- this.anisotropy = anisotropy;
- /**
- * The format of the texture.
- *
- * @type {number}
- * @default RGBAFormat
- */
- this.format = format;
- /**
- * The default internal format is derived from {@link Texture#format} and {@link Texture#type} and
- * defines how the texture data is going to be stored on the GPU.
- *
- * This property allows to overwrite the default format.
- *
- * @type {?string}
- * @default null
- */
- this.internalFormat = null;
- /**
- * The data type of the texture.
- *
- * @type {number}
- * @default UnsignedByteType
- */
- this.type = type;
- /**
- * How much a single repetition of the texture is offset from the beginning,
- * in each direction U and V. Typical range is `0.0` to `1.0`.
- *
- * @type {Vector2}
- * @default (0,0)
- */
- this.offset = new Vector2( 0, 0 );
- /**
- * How many times the texture is repeated across the surface, in each
- * direction U and V. If repeat is set greater than `1` in either direction,
- * the corresponding wrap parameter should also be set to `RepeatWrapping`
- * or `MirroredRepeatWrapping` to achieve the desired tiling effect.
- *
- * @type {Vector2}
- * @default (1,1)
- */
- this.repeat = new Vector2( 1, 1 );
- /**
- * The point around which rotation occurs. A value of `(0.5, 0.5)` corresponds
- * to the center of the texture. Default is `(0, 0)`, the lower left.
- *
- * @type {Vector2}
- * @default (0,0)
- */
- this.center = new Vector2( 0, 0 );
- /**
- * How much the texture is rotated around the center point, in radians.
- * Positive values are counter-clockwise.
- *
- * @type {number}
- * @default 0
- */
- this.rotation = 0;
- /**
- * Whether to update the texture's uv-transformation {@link Texture#matrix}
- * from the properties {@link Texture#offset}, {@link Texture#repeat},
- * {@link Texture#rotation}, and {@link Texture#center}.
- *
- * Set this to `false` if you are specifying the uv-transform matrix directly.
- *
- * @type {boolean}
- * @default true
- */
- this.matrixAutoUpdate = true;
- /**
- * The uv-transformation matrix of the texture.
- *
- * @type {Matrix3}
- */
- this.matrix = new Matrix3();
- /**
- * Whether to generate mipmaps (if possible) for a texture.
- *
- * Set this to `false` if you are creating mipmaps manually.
- *
- * @type {boolean}
- * @default true
- */
- this.generateMipmaps = true;
- /**
- * If set to `true`, the alpha channel, if present, is multiplied into the
- * color channels when the texture is uploaded to the GPU.
- *
- * Note that this property has no effect when using `ImageBitmap`. You need to
- * configure premultiply alpha on bitmap creation instead.
- *
- * @type {boolean}
- * @default false
- */
- this.premultiplyAlpha = false;
- /**
- * If set to `true`, the texture is flipped along the vertical axis when
- * uploaded to the GPU.
- *
- * Note that this property has no effect when using `ImageBitmap`. You need to
- * configure the flip on bitmap creation instead.
- *
- * @type {boolean}
- * @default true
- */
- this.flipY = true;
- /**
- * Specifies the alignment requirements for the start of each pixel row in memory.
- * The allowable values are `1` (byte-alignment), `2` (rows aligned to even-numbered bytes),
- * `4` (word-alignment), and `8` (rows start on double-word boundaries).
- *
- * @type {number}
- * @default 4
- */
- this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)
- /**
- * Textures containing color data should be annotated with `SRGBColorSpace` or `LinearSRGBColorSpace`.
- *
- * @type {string}
- * @default NoColorSpace
- */
- this.colorSpace = colorSpace;
- /**
- * An object that can be used to store custom data about the texture. It
- * should not hold references to functions as these will not be cloned.
- *
- * @type {Object}
- */
- this.userData = {};
- /**
- * This can be used to only update a subregion or specific rows of the texture (for example, just the
- * first 3 rows). Use the `addUpdateRange()` function to add ranges to this array.
- *
- * @type {Array<Object>}
- */
- this.updateRanges = [];
- /**
- * This starts at `0` and counts how many times {@link Texture#needsUpdate} is set to `true`.
- *
- * @type {number}
- * @readonly
- * @default 0
- */
- this.version = 0;
- /**
- * A callback function, called when the texture is updated (e.g., when
- * {@link Texture#needsUpdate} has been set to true and then the texture is used).
- *
- * @type {?Function}
- * @default null
- */
- this.onUpdate = null;
- /**
- * An optional back reference to the textures render target.
- *
- * @type {?(RenderTarget|WebGLRenderTarget)}
- * @default null
- */
- this.renderTarget = null;
- /**
- * Indicates whether a texture belongs to a render target or not.
- *
- * @type {boolean}
- * @readonly
- * @default false
- */
- this.isRenderTargetTexture = false;
- /**
- * Indicates if a texture should be handled like a texture array.
- *
- * @type {boolean}
- * @readonly
- * @default false
- */
- this.isArrayTexture = image && image.depth && image.depth > 1 ? true : false;
- /**
- * Indicates whether this texture should be processed by `PMREMGenerator` or not
- * (only relevant for render target textures).
- *
- * @type {number}
- * @readonly
- * @default 0
- */
- this.pmremVersion = 0;
- }
- /**
- * The width of the texture in pixels.
- */
- get width() {
- return this.source.getSize( _tempVec3 ).x;
- }
- /**
- * The height of the texture in pixels.
- */
- get height() {
- return this.source.getSize( _tempVec3 ).y;
- }
- /**
- * The depth of the texture in pixels.
- */
- get depth() {
- return this.source.getSize( _tempVec3 ).z;
- }
- /**
- * The image object holding the texture data.
- *
- * @type {?Object}
- */
- get image() {
- return this.source.data;
- }
- set image( value = null ) {
- this.source.data = value;
- }
- /**
- * Updates the texture transformation matrix from the from the properties {@link Texture#offset},
- * {@link Texture#repeat}, {@link Texture#rotation}, and {@link Texture#center}.
- */
- updateMatrix() {
- this.matrix.setUvTransform( this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y );
- }
- /**
- * Adds a range of data in the data texture to be updated on the GPU.
- *
- * @param {number} start - Position at which to start update.
- * @param {number} count - The number of components to update.
- */
- addUpdateRange( start, count ) {
- this.updateRanges.push( { start, count } );
- }
- /**
- * Clears the update ranges.
- */
- clearUpdateRanges() {
- this.updateRanges.length = 0;
- }
- /**
- * Returns a new texture with copied values from this instance.
- *
- * @return {Texture} A clone of this instance.
- */
- clone() {
- return new this.constructor().copy( this );
- }
- /**
- * Copies the values of the given texture to this instance.
- *
- * @param {Texture} source - The texture to copy.
- * @return {Texture} A reference to this instance.
- */
- copy( source ) {
- this.name = source.name;
- this.source = source.source;
- this.mipmaps = source.mipmaps.slice( 0 );
- this.mapping = source.mapping;
- this.channel = source.channel;
- this.wrapS = source.wrapS;
- this.wrapT = source.wrapT;
- this.magFilter = source.magFilter;
- this.minFilter = source.minFilter;
- this.anisotropy = source.anisotropy;
- this.format = source.format;
- this.internalFormat = source.internalFormat;
- this.type = source.type;
- this.offset.copy( source.offset );
- this.repeat.copy( source.repeat );
- this.center.copy( source.center );
- this.rotation = source.rotation;
- this.matrixAutoUpdate = source.matrixAutoUpdate;
- this.matrix.copy( source.matrix );
- this.generateMipmaps = source.generateMipmaps;
- this.premultiplyAlpha = source.premultiplyAlpha;
- this.flipY = source.flipY;
- this.unpackAlignment = source.unpackAlignment;
- this.colorSpace = source.colorSpace;
- this.renderTarget = source.renderTarget;
- this.isRenderTargetTexture = source.isRenderTargetTexture;
- this.isArrayTexture = source.isArrayTexture;
- this.userData = JSON.parse( JSON.stringify( source.userData ) );
- this.needsUpdate = true;
- return this;
- }
- /**
- * Sets this texture's properties based on `values`.
- * @param {Object} values - A container with texture parameters.
- */
- setValues( values ) {
- for ( const key in values ) {
- const newValue = values[ key ];
- if ( newValue === undefined ) {
- warn( `Texture.setValues(): parameter '${ key }' has value of undefined.` );
- continue;
- }
- const currentValue = this[ key ];
- if ( currentValue === undefined ) {
- warn( `Texture.setValues(): property '${ key }' does not exist.` );
- continue;
- }
- if ( ( currentValue && newValue ) && ( currentValue.isVector2 && newValue.isVector2 ) ) {
- currentValue.copy( newValue );
- } else if ( ( currentValue && newValue ) && ( currentValue.isVector3 && newValue.isVector3 ) ) {
- currentValue.copy( newValue );
- } else if ( ( currentValue && newValue ) && ( currentValue.isMatrix3 && newValue.isMatrix3 ) ) {
- currentValue.copy( newValue );
- } else {
- this[ key ] = newValue;
- }
- }
- }
- /**
- * Serializes the texture into JSON.
- *
- * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
- * @return {Object} A JSON object representing the serialized texture.
- * @see {@link ObjectLoader#parse}
- */
- toJSON( meta ) {
- const isRootObject = ( meta === undefined || typeof meta === 'string' );
- if ( ! isRootObject && meta.textures[ this.uuid ] !== undefined ) {
- return meta.textures[ this.uuid ];
- }
- const output = {
- metadata: {
- version: 4.7,
- type: 'Texture',
- generator: 'Texture.toJSON'
- },
- uuid: this.uuid,
- name: this.name,
- image: this.source.toJSON( meta ).uuid,
- mapping: this.mapping,
- channel: this.channel,
- repeat: [ this.repeat.x, this.repeat.y ],
- offset: [ this.offset.x, this.offset.y ],
- center: [ this.center.x, this.center.y ],
- rotation: this.rotation,
- wrap: [ this.wrapS, this.wrapT ],
- format: this.format,
- internalFormat: this.internalFormat,
- type: this.type,
- colorSpace: this.colorSpace,
- minFilter: this.minFilter,
- magFilter: this.magFilter,
- anisotropy: this.anisotropy,
- flipY: this.flipY,
- generateMipmaps: this.generateMipmaps,
- premultiplyAlpha: this.premultiplyAlpha,
- unpackAlignment: this.unpackAlignment
- };
- if ( Object.keys( this.userData ).length > 0 ) output.userData = this.userData;
- if ( ! isRootObject ) {
- meta.textures[ this.uuid ] = output;
- }
- return output;
- }
- /**
- * Frees the GPU-related resources allocated by this instance. Call this
- * method whenever this instance is no longer used in your app.
- *
- * @fires Texture#dispose
- */
- dispose() {
- /**
- * Fires when the texture has been disposed of.
- *
- * @event Texture#dispose
- * @type {Object}
- */
- this.dispatchEvent( { type: 'dispose' } );
- }
- /**
- * Transforms the given uv vector with the textures uv transformation matrix.
- *
- * @param {Vector2} uv - The uv vector.
- * @return {Vector2} The transformed uv vector.
- */
- transformUv( uv ) {
- if ( this.mapping !== UVMapping ) return uv;
- uv.applyMatrix3( this.matrix );
- if ( uv.x < 0 || uv.x > 1 ) {
- switch ( this.wrapS ) {
- case RepeatWrapping:
- uv.x = uv.x - Math.floor( uv.x );
- break;
- case ClampToEdgeWrapping:
- uv.x = uv.x < 0 ? 0 : 1;
- break;
- case MirroredRepeatWrapping:
- if ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) {
- uv.x = Math.ceil( uv.x ) - uv.x;
- } else {
- uv.x = uv.x - Math.floor( uv.x );
- }
- break;
- }
- }
- if ( uv.y < 0 || uv.y > 1 ) {
- switch ( this.wrapT ) {
- case RepeatWrapping:
- uv.y = uv.y - Math.floor( uv.y );
- break;
- case ClampToEdgeWrapping:
- uv.y = uv.y < 0 ? 0 : 1;
- break;
- case MirroredRepeatWrapping:
- if ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) {
- uv.y = Math.ceil( uv.y ) - uv.y;
- } else {
- uv.y = uv.y - Math.floor( uv.y );
- }
- break;
- }
- }
- if ( this.flipY ) {
- uv.y = 1 - uv.y;
- }
- return uv;
- }
- /**
- * Setting this property to `true` indicates the engine the texture
- * must be updated in the next render. This triggers a texture upload
- * to the GPU and ensures correct texture parameter configuration.
- *
- * @type {boolean}
- * @default false
- * @param {boolean} value
- */
- set needsUpdate( value ) {
- if ( value === true ) {
- this.version ++;
- this.source.needsUpdate = true;
- }
- }
- /**
- * Setting this property to `true` indicates the engine the PMREM
- * must be regenerated.
- *
- * @type {boolean}
- * @default false
- * @param {boolean} value
- */
- set needsPMREMUpdate( value ) {
- if ( value === true ) {
- this.pmremVersion ++;
- }
- }
- }
- /**
- * The default image for all textures.
- *
- * @static
- * @type {?Image}
- * @default null
- */
- Texture.DEFAULT_IMAGE = null;
- /**
- * The default mapping for all textures.
- *
- * @static
- * @type {number}
- * @default UVMapping
- */
- Texture.DEFAULT_MAPPING = UVMapping;
- /**
- * The default anisotropy value for all textures.
- *
- * @static
- * @type {number}
- * @default 1
- */
- Texture.DEFAULT_ANISOTROPY = 1;
- /**
- * Class representing a 4D vector. A 4D vector is an ordered quadruplet of numbers
- * (labeled x, y, z and w), which can be used to represent a number of things, such as:
- *
- * - A point in 4D space.
- * - A direction and length in 4D space. In three.js the length will
- * always be the Euclidean distance(straight-line distance) from `(0, 0, 0, 0)` to `(x, y, z, w)`
- * and the direction is also measured from `(0, 0, 0, 0)` towards `(x, y, z, w)`.
- * - Any arbitrary ordered quadruplet of numbers.
- *
- * There are other things a 4D vector can be used to represent, however these
- * are the most common uses in *three.js*.
- *
- * Iterating through a vector instance will yield its components `(x, y, z, w)` in
- * the corresponding order.
- * ```js
- * const a = new THREE.Vector4( 0, 1, 0, 0 );
- *
- * //no arguments; will be initialised to (0, 0, 0, 1)
- * const b = new THREE.Vector4( );
- *
- * const d = a.dot( b );
- * ```
- */
- class Vector4 {
- /**
- * Constructs a new 4D vector.
- *
- * @param {number} [x=0] - The x value of this vector.
- * @param {number} [y=0] - The y value of this vector.
- * @param {number} [z=0] - The z value of this vector.
- * @param {number} [w=1] - The w value of this vector.
- */
- constructor( x = 0, y = 0, z = 0, w = 1 ) {
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- Vector4.prototype.isVector4 = true;
- /**
- * The x value of this vector.
- *
- * @type {number}
- */
- this.x = x;
- /**
- * The y value of this vector.
- *
- * @type {number}
- */
- this.y = y;
- /**
- * The z value of this vector.
- *
- * @type {number}
- */
- this.z = z;
- /**
- * The w value of this vector.
- *
- * @type {number}
- */
- this.w = w;
- }
- /**
- * Alias for {@link Vector4#z}.
- *
- * @type {number}
- */
- get width() {
- return this.z;
- }
- set width( value ) {
- this.z = value;
- }
- /**
- * Alias for {@link Vector4#w}.
- *
- * @type {number}
- */
- get height() {
- return this.w;
- }
- set height( value ) {
- this.w = value;
- }
- /**
- * Sets the vector components.
- *
- * @param {number} x - The value of the x component.
- * @param {number} y - The value of the y component.
- * @param {number} z - The value of the z component.
- * @param {number} w - The value of the w component.
- * @return {Vector4} A reference to this vector.
- */
- set( x, y, z, w ) {
- this.x = x;
- this.y = y;
- this.z = z;
- this.w = w;
- return this;
- }
- /**
- * Sets the vector components to the same value.
- *
- * @param {number} scalar - The value to set for all vector components.
- * @return {Vector4} A reference to this vector.
- */
- setScalar( scalar ) {
- this.x = scalar;
- this.y = scalar;
- this.z = scalar;
- this.w = scalar;
- return this;
- }
- /**
- * Sets the vector's x component to the given value
- *
- * @param {number} x - The value to set.
- * @return {Vector4} A reference to this vector.
- */
- setX( x ) {
- this.x = x;
- return this;
- }
- /**
- * Sets the vector's y component to the given value
- *
- * @param {number} y - The value to set.
- * @return {Vector4} A reference to this vector.
- */
- setY( y ) {
- this.y = y;
- return this;
- }
- /**
- * Sets the vector's z component to the given value
- *
- * @param {number} z - The value to set.
- * @return {Vector4} A reference to this vector.
- */
- setZ( z ) {
- this.z = z;
- return this;
- }
- /**
- * Sets the vector's w component to the given value
- *
- * @param {number} w - The value to set.
- * @return {Vector4} A reference to this vector.
- */
- setW( w ) {
- this.w = w;
- return this;
- }
- /**
- * Allows to set a vector component with an index.
- *
- * @param {number} index - The component index. `0` equals to x, `1` equals to y,
- * `2` equals to z, `3` equals to w.
- * @param {number} value - The value to set.
- * @return {Vector4} A reference to this vector.
- */
- setComponent( index, value ) {
- switch ( index ) {
- case 0: this.x = value; break;
- case 1: this.y = value; break;
- case 2: this.z = value; break;
- case 3: this.w = value; break;
- default: throw new Error( 'index is out of range: ' + index );
- }
- return this;
- }
- /**
- * Returns the value of the vector component which matches the given index.
- *
- * @param {number} index - The component index. `0` equals to x, `1` equals to y,
- * `2` equals to z, `3` equals to w.
- * @return {number} A vector component value.
- */
- getComponent( index ) {
- switch ( index ) {
- case 0: return this.x;
- case 1: return this.y;
- case 2: return this.z;
- case 3: return this.w;
- default: throw new Error( 'index is out of range: ' + index );
- }
- }
- /**
- * Returns a new vector with copied values from this instance.
- *
- * @return {Vector4} A clone of this instance.
- */
- clone() {
- return new this.constructor( this.x, this.y, this.z, this.w );
- }
- /**
- * Copies the values of the given vector to this instance.
- *
- * @param {Vector3|Vector4} v - The vector to copy.
- * @return {Vector4} A reference to this vector.
- */
- copy( v ) {
- this.x = v.x;
- this.y = v.y;
- this.z = v.z;
- this.w = ( v.w !== undefined ) ? v.w : 1;
- return this;
- }
- /**
- * Adds the given vector to this instance.
- *
- * @param {Vector4} v - The vector to add.
- * @return {Vector4} A reference to this vector.
- */
- add( v ) {
- this.x += v.x;
- this.y += v.y;
- this.z += v.z;
- this.w += v.w;
- return this;
- }
- /**
- * Adds the given scalar value to all components of this instance.
- *
- * @param {number} s - The scalar to add.
- * @return {Vector4} A reference to this vector.
- */
- addScalar( s ) {
- this.x += s;
- this.y += s;
- this.z += s;
- this.w += s;
- return this;
- }
- /**
- * Adds the given vectors and stores the result in this instance.
- *
- * @param {Vector4} a - The first vector.
- * @param {Vector4} b - The second vector.
- * @return {Vector4} A reference to this vector.
- */
- addVectors( a, b ) {
- this.x = a.x + b.x;
- this.y = a.y + b.y;
- this.z = a.z + b.z;
- this.w = a.w + b.w;
- return this;
- }
- /**
- * Adds the given vector scaled by the given factor to this instance.
- *
- * @param {Vector4} v - The vector.
- * @param {number} s - The factor that scales `v`.
- * @return {Vector4} A reference to this vector.
- */
- addScaledVector( v, s ) {
- this.x += v.x * s;
- this.y += v.y * s;
- this.z += v.z * s;
- this.w += v.w * s;
- return this;
- }
- /**
- * Subtracts the given vector from this instance.
- *
- * @param {Vector4} v - The vector to subtract.
- * @return {Vector4} A reference to this vector.
- */
- sub( v ) {
- this.x -= v.x;
- this.y -= v.y;
- this.z -= v.z;
- this.w -= v.w;
- return this;
- }
- /**
- * Subtracts the given scalar value from all components of this instance.
- *
- * @param {number} s - The scalar to subtract.
- * @return {Vector4} A reference to this vector.
- */
- subScalar( s ) {
- this.x -= s;
- this.y -= s;
- this.z -= s;
- this.w -= s;
- return this;
- }
- /**
- * Subtracts the given vectors and stores the result in this instance.
- *
- * @param {Vector4} a - The first vector.
- * @param {Vector4} b - The second vector.
- * @return {Vector4} A reference to this vector.
- */
- subVectors( a, b ) {
- this.x = a.x - b.x;
- this.y = a.y - b.y;
- this.z = a.z - b.z;
- this.w = a.w - b.w;
- return this;
- }
- /**
- * Multiplies the given vector with this instance.
- *
- * @param {Vector4} v - The vector to multiply.
- * @return {Vector4} A reference to this vector.
- */
- multiply( v ) {
- this.x *= v.x;
- this.y *= v.y;
- this.z *= v.z;
- this.w *= v.w;
- return this;
- }
- /**
- * Multiplies the given scalar value with all components of this instance.
- *
- * @param {number} scalar - The scalar to multiply.
- * @return {Vector4} A reference to this vector.
- */
- multiplyScalar( scalar ) {
- this.x *= scalar;
- this.y *= scalar;
- this.z *= scalar;
- this.w *= scalar;
- return this;
- }
- /**
- * Multiplies this vector with the given 4x4 matrix.
- *
- * @param {Matrix4} m - The 4x4 matrix.
- * @return {Vector4} A reference to this vector.
- */
- applyMatrix4( m ) {
- const x = this.x, y = this.y, z = this.z, w = this.w;
- const e = m.elements;
- this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;
- this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;
- this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;
- this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;
- return this;
- }
- /**
- * Divides this instance by the given vector.
- *
- * @param {Vector4} v - The vector to divide.
- * @return {Vector4} A reference to this vector.
- */
- divide( v ) {
- this.x /= v.x;
- this.y /= v.y;
- this.z /= v.z;
- this.w /= v.w;
- return this;
- }
- /**
- * Divides this vector by the given scalar.
- *
- * @param {number} scalar - The scalar to divide.
- * @return {Vector4} A reference to this vector.
- */
- divideScalar( scalar ) {
- return this.multiplyScalar( 1 / scalar );
- }
- /**
- * Sets the x, y and z components of this
- * vector to the quaternion's axis and w to the angle.
- *
- * @param {Quaternion} q - The Quaternion to set.
- * @return {Vector4} A reference to this vector.
- */
- setAxisAngleFromQuaternion( q ) {
- // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
- // q is assumed to be normalized
- this.w = 2 * Math.acos( q.w );
- const s = Math.sqrt( 1 - q.w * q.w );
- if ( s < 0.0001 ) {
- this.x = 1;
- this.y = 0;
- this.z = 0;
- } else {
- this.x = q.x / s;
- this.y = q.y / s;
- this.z = q.z / s;
- }
- return this;
- }
- /**
- * Sets the x, y and z components of this
- * vector to the axis of rotation and w to the angle.
- *
- * @param {Matrix4} m - A 4x4 matrix of which the upper left 3x3 matrix is a pure rotation matrix.
- * @return {Vector4} A reference to this vector.
- */
- setAxisAngleFromRotationMatrix( m ) {
- // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
- // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
- let angle, x, y, z; // variables for result
- const epsilon = 0.01, // margin to allow for rounding errors
- epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees
- te = m.elements,
- m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
- m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
- m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
- if ( ( Math.abs( m12 - m21 ) < epsilon ) &&
- ( Math.abs( m13 - m31 ) < epsilon ) &&
- ( Math.abs( m23 - m32 ) < epsilon ) ) {
- // singularity found
- // first check for identity matrix which must have +1 for all terms
- // in leading diagonal and zero in other terms
- if ( ( Math.abs( m12 + m21 ) < epsilon2 ) &&
- ( Math.abs( m13 + m31 ) < epsilon2 ) &&
- ( Math.abs( m23 + m32 ) < epsilon2 ) &&
- ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {
- // this singularity is identity matrix so angle = 0
- this.set( 1, 0, 0, 0 );
- return this; // zero angle, arbitrary axis
- }
- // otherwise this singularity is angle = 180
- angle = Math.PI;
- const xx = ( m11 + 1 ) / 2;
- const yy = ( m22 + 1 ) / 2;
- const zz = ( m33 + 1 ) / 2;
- const xy = ( m12 + m21 ) / 4;
- const xz = ( m13 + m31 ) / 4;
- const yz = ( m23 + m32 ) / 4;
- if ( ( xx > yy ) && ( xx > zz ) ) {
- // m11 is the largest diagonal term
- if ( xx < epsilon ) {
- x = 0;
- y = 0.707106781;
- z = 0.707106781;
- } else {
- x = Math.sqrt( xx );
- y = xy / x;
- z = xz / x;
- }
- } else if ( yy > zz ) {
- // m22 is the largest diagonal term
- if ( yy < epsilon ) {
- x = 0.707106781;
- y = 0;
- z = 0.707106781;
- } else {
- y = Math.sqrt( yy );
- x = xy / y;
- z = yz / y;
- }
- } else {
- // m33 is the largest diagonal term so base result on this
- if ( zz < epsilon ) {
- x = 0.707106781;
- y = 0.707106781;
- z = 0;
- } else {
- z = Math.sqrt( zz );
- x = xz / z;
- y = yz / z;
- }
- }
- this.set( x, y, z, angle );
- return this; // return 180 deg rotation
- }
- // as we have reached here there are no singularities so we can handle normally
- let s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) +
- ( m13 - m31 ) * ( m13 - m31 ) +
- ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize
- if ( Math.abs( s ) < 0.001 ) s = 1;
- // prevent divide by zero, should not happen if matrix is orthogonal and should be
- // caught by singularity test above, but I've left it in just in case
- this.x = ( m32 - m23 ) / s;
- this.y = ( m13 - m31 ) / s;
- this.z = ( m21 - m12 ) / s;
- this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );
- return this;
- }
- /**
- * Sets the vector components to the position elements of the
- * given transformation matrix.
- *
- * @param {Matrix4} m - The 4x4 matrix.
- * @return {Vector4} A reference to this vector.
- */
- setFromMatrixPosition( m ) {
- const e = m.elements;
- this.x = e[ 12 ];
- this.y = e[ 13 ];
- this.z = e[ 14 ];
- this.w = e[ 15 ];
- return this;
- }
- /**
- * If this vector's x, y, z or w value is greater than the given vector's x, y, z or w
- * value, replace that value with the corresponding min value.
- *
- * @param {Vector4} v - The vector.
- * @return {Vector4} A reference to this vector.
- */
- min( v ) {
- this.x = Math.min( this.x, v.x );
- this.y = Math.min( this.y, v.y );
- this.z = Math.min( this.z, v.z );
- this.w = Math.min( this.w, v.w );
- return this;
- }
- /**
- * If this vector's x, y, z or w value is less than the given vector's x, y, z or w
- * value, replace that value with the corresponding max value.
- *
- * @param {Vector4} v - The vector.
- * @return {Vector4} A reference to this vector.
- */
- max( v ) {
- this.x = Math.max( this.x, v.x );
- this.y = Math.max( this.y, v.y );
- this.z = Math.max( this.z, v.z );
- this.w = Math.max( this.w, v.w );
- return this;
- }
- /**
- * If this vector's x, y, z or w value is greater than the max vector's x, y, z or w
- * value, it is replaced by the corresponding value.
- * If this vector's x, y, z or w value is less than the min vector's x, y, z or w value,
- * it is replaced by the corresponding value.
- *
- * @param {Vector4} min - The minimum x, y and z values.
- * @param {Vector4} max - The maximum x, y and z values in the desired range.
- * @return {Vector4} A reference to this vector.
- */
- clamp( min, max ) {
- // assumes min < max, componentwise
- this.x = clamp( this.x, min.x, max.x );
- this.y = clamp( this.y, min.y, max.y );
- this.z = clamp( this.z, min.z, max.z );
- this.w = clamp( this.w, min.w, max.w );
- return this;
- }
- /**
- * If this vector's x, y, z or w values are greater than the max value, they are
- * replaced by the max value.
- * If this vector's x, y, z or w values are less than the min value, they are
- * replaced by the min value.
- *
- * @param {number} minVal - The minimum value the components will be clamped to.
- * @param {number} maxVal - The maximum value the components will be clamped to.
- * @return {Vector4} A reference to this vector.
- */
- clampScalar( minVal, maxVal ) {
- this.x = clamp( this.x, minVal, maxVal );
- this.y = clamp( this.y, minVal, maxVal );
- this.z = clamp( this.z, minVal, maxVal );
- this.w = clamp( this.w, minVal, maxVal );
- return this;
- }
- /**
- * If this vector's length is greater than the max value, it is replaced by
- * the max value.
- * If this vector's length is less than the min value, it is replaced by the
- * min value.
- *
- * @param {number} min - The minimum value the vector length will be clamped to.
- * @param {number} max - The maximum value the vector length will be clamped to.
- * @return {Vector4} A reference to this vector.
- */
- clampLength( min, max ) {
- const length = this.length();
- return this.divideScalar( length || 1 ).multiplyScalar( clamp( length, min, max ) );
- }
- /**
- * The components of this vector are rounded down to the nearest integer value.
- *
- * @return {Vector4} A reference to this vector.
- */
- floor() {
- this.x = Math.floor( this.x );
- this.y = Math.floor( this.y );
- this.z = Math.floor( this.z );
- this.w = Math.floor( this.w );
- return this;
- }
- /**
- * The components of this vector are rounded up to the nearest integer value.
- *
- * @return {Vector4} A reference to this vector.
- */
- ceil() {
- this.x = Math.ceil( this.x );
- this.y = Math.ceil( this.y );
- this.z = Math.ceil( this.z );
- this.w = Math.ceil( this.w );
- return this;
- }
- /**
- * The components of this vector are rounded to the nearest integer value
- *
- * @return {Vector4} A reference to this vector.
- */
- round() {
- this.x = Math.round( this.x );
- this.y = Math.round( this.y );
- this.z = Math.round( this.z );
- this.w = Math.round( this.w );
- return this;
- }
- /**
- * The components of this vector are rounded towards zero (up if negative,
- * down if positive) to an integer value.
- *
- * @return {Vector4} A reference to this vector.
- */
- roundToZero() {
- this.x = Math.trunc( this.x );
- this.y = Math.trunc( this.y );
- this.z = Math.trunc( this.z );
- this.w = Math.trunc( this.w );
- return this;
- }
- /**
- * Inverts this vector - i.e. sets x = -x, y = -y, z = -z, w = -w.
- *
- * @return {Vector4} A reference to this vector.
- */
- negate() {
- this.x = - this.x;
- this.y = - this.y;
- this.z = - this.z;
- this.w = - this.w;
- return this;
- }
- /**
- * Calculates the dot product of the given vector with this instance.
- *
- * @param {Vector4} v - The vector to compute the dot product with.
- * @return {number} The result of the dot product.
- */
- dot( v ) {
- return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
- }
- /**
- * Computes the square of the Euclidean length (straight-line length) from
- * (0, 0, 0, 0) to (x, y, z, w). If you are comparing the lengths of vectors, you should
- * compare the length squared instead as it is slightly more efficient to calculate.
- *
- * @return {number} The square length of this vector.
- */
- lengthSq() {
- return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
- }
- /**
- * Computes the Euclidean length (straight-line length) from (0, 0, 0, 0) to (x, y, z, w).
- *
- * @return {number} The length of this vector.
- */
- length() {
- return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
- }
- /**
- * Computes the Manhattan length of this vector.
- *
- * @return {number} The length of this vector.
- */
- manhattanLength() {
- return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );
- }
- /**
- * Converts this vector to a unit vector - that is, sets it equal to a vector
- * with the same direction as this one, but with a vector length of `1`.
- *
- * @return {Vector4} A reference to this vector.
- */
- normalize() {
- return this.divideScalar( this.length() || 1 );
- }
- /**
- * Sets this vector to a vector with the same direction as this one, but
- * with the specified length.
- *
- * @param {number} length - The new length of this vector.
- * @return {Vector4} A reference to this vector.
- */
- setLength( length ) {
- return this.normalize().multiplyScalar( length );
- }
- /**
- * Linearly interpolates between the given vector and this instance, where
- * alpha is the percent distance along the line - alpha = 0 will be this
- * vector, and alpha = 1 will be the given one.
- *
- * @param {Vector4} v - The vector to interpolate towards.
- * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
- * @return {Vector4} A reference to this vector.
- */
- lerp( v, alpha ) {
- this.x += ( v.x - this.x ) * alpha;
- this.y += ( v.y - this.y ) * alpha;
- this.z += ( v.z - this.z ) * alpha;
- this.w += ( v.w - this.w ) * alpha;
- return this;
- }
- /**
- * Linearly interpolates between the given vectors, where alpha is the percent
- * distance along the line - alpha = 0 will be first vector, and alpha = 1 will
- * be the second one. The result is stored in this instance.
- *
- * @param {Vector4} v1 - The first vector.
- * @param {Vector4} v2 - The second vector.
- * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
- * @return {Vector4} A reference to this vector.
- */
- lerpVectors( v1, v2, alpha ) {
- this.x = v1.x + ( v2.x - v1.x ) * alpha;
- this.y = v1.y + ( v2.y - v1.y ) * alpha;
- this.z = v1.z + ( v2.z - v1.z ) * alpha;
- this.w = v1.w + ( v2.w - v1.w ) * alpha;
- return this;
- }
- /**
- * Returns `true` if this vector is equal with the given one.
- *
- * @param {Vector4} v - The vector to test for equality.
- * @return {boolean} Whether this vector is equal with the given one.
- */
- equals( v ) {
- return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );
- }
- /**
- * Sets this vector's x value to be `array[ offset ]`, y value to be `array[ offset + 1 ]`,
- * z value to be `array[ offset + 2 ]`, w value to be `array[ offset + 3 ]`.
- *
- * @param {Array<number>} array - An array holding the vector component values.
- * @param {number} [offset=0] - The offset into the array.
- * @return {Vector4} A reference to this vector.
- */
- fromArray( array, offset = 0 ) {
- this.x = array[ offset ];
- this.y = array[ offset + 1 ];
- this.z = array[ offset + 2 ];
- this.w = array[ offset + 3 ];
- return this;
- }
- /**
- * Writes the components of this vector to the given array. If no array is provided,
- * the method returns a new instance.
- *
- * @param {Array<number>} [array=[]] - The target array holding the vector components.
- * @param {number} [offset=0] - Index of the first element in the array.
- * @return {Array<number>} The vector components.
- */
- toArray( array = [], offset = 0 ) {
- array[ offset ] = this.x;
- array[ offset + 1 ] = this.y;
- array[ offset + 2 ] = this.z;
- array[ offset + 3 ] = this.w;
- return array;
- }
- /**
- * Sets the components of this vector from the given buffer attribute.
- *
- * @param {BufferAttribute} attribute - The buffer attribute holding vector data.
- * @param {number} index - The index into the attribute.
- * @return {Vector4} A reference to this vector.
- */
- fromBufferAttribute( attribute, index ) {
- this.x = attribute.getX( index );
- this.y = attribute.getY( index );
- this.z = attribute.getZ( index );
- this.w = attribute.getW( index );
- return this;
- }
- /**
- * Sets each component of this vector to a pseudo-random value between `0` and
- * `1`, excluding `1`.
- *
- * @return {Vector4} A reference to this vector.
- */
- random() {
- this.x = Math.random();
- this.y = Math.random();
- this.z = Math.random();
- this.w = Math.random();
- return this;
- }
- *[ Symbol.iterator ]() {
- yield this.x;
- yield this.y;
- yield this.z;
- yield this.w;
- }
- }
- /**
- * A render target is a buffer where the video card draws pixels for a scene
- * that is being rendered in the background. It is used in different effects,
- * such as applying postprocessing to a rendered image before displaying it
- * on the screen.
- *
- * @augments EventDispatcher
- */
- class RenderTarget extends EventDispatcher {
- /**
- * Render target options.
- *
- * @typedef {Object} RenderTarget~Options
- * @property {boolean} [generateMipmaps=false] - Whether to generate mipmaps or not.
- * @property {number} [magFilter=LinearFilter] - The mag filter.
- * @property {number} [minFilter=LinearFilter] - The min filter.
- * @property {number} [format=RGBAFormat] - The texture format.
- * @property {number} [type=UnsignedByteType] - The texture type.
- * @property {?string} [internalFormat=null] - The texture's internal format.
- * @property {number} [wrapS=ClampToEdgeWrapping] - The texture's uv wrapping mode.
- * @property {number} [wrapT=ClampToEdgeWrapping] - The texture's uv wrapping mode.
- * @property {number} [anisotropy=1] - The texture's anisotropy value.
- * @property {string} [colorSpace=NoColorSpace] - The texture's color space.
- * @property {boolean} [depthBuffer=true] - Whether to allocate a depth buffer or not.
- * @property {boolean} [stencilBuffer=false] - Whether to allocate a stencil buffer or not.
- * @property {boolean} [resolveDepthBuffer=true] - Whether to resolve the depth buffer or not.
- * @property {boolean} [resolveStencilBuffer=true] - Whether to resolve the stencil buffer or not.
- * @property {?Texture} [depthTexture=null] - Reference to a depth texture.
- * @property {number} [samples=0] - The MSAA samples count.
- * @property {number} [count=1] - Defines the number of color attachments . Must be at least `1`.
- * @property {number} [depth=1] - The texture depth.
- * @property {boolean} [multiview=false] - Whether this target is used for multiview rendering.
- */
- /**
- * Constructs a new render target.
- *
- * @param {number} [width=1] - The width of the render target.
- * @param {number} [height=1] - The height of the render target.
- * @param {RenderTarget~Options} [options] - The configuration object.
- */
- constructor( width = 1, height = 1, options = {} ) {
- super();
- options = Object.assign( {
- generateMipmaps: false,
- internalFormat: null,
- minFilter: LinearFilter,
- depthBuffer: true,
- stencilBuffer: false,
- resolveDepthBuffer: true,
- resolveStencilBuffer: true,
- depthTexture: null,
- samples: 0,
- count: 1,
- depth: 1,
- multiview: false
- }, options );
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isRenderTarget = true;
- /**
- * The width of the render target.
- *
- * @type {number}
- * @default 1
- */
- this.width = width;
- /**
- * The height of the render target.
- *
- * @type {number}
- * @default 1
- */
- this.height = height;
- /**
- * The depth of the render target.
- *
- * @type {number}
- * @default 1
- */
- this.depth = options.depth;
- /**
- * A rectangular area inside the render target's viewport. Fragments that are
- * outside the area will be discarded.
- *
- * @type {Vector4}
- * @default (0,0,width,height)
- */
- this.scissor = new Vector4( 0, 0, width, height );
- /**
- * Indicates whether the scissor test should be enabled when rendering into
- * this render target or not.
- *
- * @type {boolean}
- * @default false
- */
- this.scissorTest = false;
- /**
- * A rectangular area representing the render target's viewport.
- *
- * @type {Vector4}
- * @default (0,0,width,height)
- */
- this.viewport = new Vector4( 0, 0, width, height );
- const image = { width: width, height: height, depth: options.depth };
- const texture = new Texture( image );
- /**
- * An array of textures. Each color attachment is represented as a separate texture.
- * Has at least a single entry for the default color attachment.
- *
- * @type {Array<Texture>}
- */
- this.textures = [];
- const count = options.count;
- for ( let i = 0; i < count; i ++ ) {
- this.textures[ i ] = texture.clone();
- this.textures[ i ].isRenderTargetTexture = true;
- this.textures[ i ].renderTarget = this;
- }
- this._setTextureOptions( options );
- /**
- * Whether to allocate a depth buffer or not.
- *
- * @type {boolean}
- * @default true
- */
- this.depthBuffer = options.depthBuffer;
- /**
- * Whether to allocate a stencil buffer or not.
- *
- * @type {boolean}
- * @default false
- */
- this.stencilBuffer = options.stencilBuffer;
- /**
- * Whether to resolve the depth buffer or not.
- *
- * @type {boolean}
- * @default true
- */
- this.resolveDepthBuffer = options.resolveDepthBuffer;
- /**
- * Whether to resolve the stencil buffer or not.
- *
- * @type {boolean}
- * @default true
- */
- this.resolveStencilBuffer = options.resolveStencilBuffer;
- this._depthTexture = null;
- this.depthTexture = options.depthTexture;
- /**
- * The number of MSAA samples.
- *
- * A value of `0` disables MSAA.
- *
- * @type {number}
- * @default 0
- */
- this.samples = options.samples;
- /**
- * Whether to this target is used in multiview rendering.
- *
- * @type {boolean}
- * @default false
- */
- this.multiview = options.multiview;
- }
- _setTextureOptions( options = {} ) {
- const values = {
- minFilter: LinearFilter,
- generateMipmaps: false,
- flipY: false,
- internalFormat: null
- };
- if ( options.mapping !== undefined ) values.mapping = options.mapping;
- if ( options.wrapS !== undefined ) values.wrapS = options.wrapS;
- if ( options.wrapT !== undefined ) values.wrapT = options.wrapT;
- if ( options.wrapR !== undefined ) values.wrapR = options.wrapR;
- if ( options.magFilter !== undefined ) values.magFilter = options.magFilter;
- if ( options.minFilter !== undefined ) values.minFilter = options.minFilter;
- if ( options.format !== undefined ) values.format = options.format;
- if ( options.type !== undefined ) values.type = options.type;
- if ( options.anisotropy !== undefined ) values.anisotropy = options.anisotropy;
- if ( options.colorSpace !== undefined ) values.colorSpace = options.colorSpace;
- if ( options.flipY !== undefined ) values.flipY = options.flipY;
- if ( options.generateMipmaps !== undefined ) values.generateMipmaps = options.generateMipmaps;
- if ( options.internalFormat !== undefined ) values.internalFormat = options.internalFormat;
- for ( let i = 0; i < this.textures.length; i ++ ) {
- const texture = this.textures[ i ];
- texture.setValues( values );
- }
- }
- /**
- * The texture representing the default color attachment.
- *
- * @type {Texture}
- */
- get texture() {
- return this.textures[ 0 ];
- }
- set texture( value ) {
- this.textures[ 0 ] = value;
- }
- set depthTexture( current ) {
- if ( this._depthTexture !== null ) this._depthTexture.renderTarget = null;
- if ( current !== null ) current.renderTarget = this;
- this._depthTexture = current;
- }
- /**
- * Instead of saving the depth in a renderbuffer, a texture
- * can be used instead which is useful for further processing
- * e.g. in context of post-processing.
- *
- * @type {?DepthTexture}
- * @default null
- */
- get depthTexture() {
- return this._depthTexture;
- }
- /**
- * Sets the size of this render target.
- *
- * @param {number} width - The width.
- * @param {number} height - The height.
- * @param {number} [depth=1] - The depth.
- */
- setSize( width, height, depth = 1 ) {
- if ( this.width !== width || this.height !== height || this.depth !== depth ) {
- this.width = width;
- this.height = height;
- this.depth = depth;
- for ( let i = 0, il = this.textures.length; i < il; i ++ ) {
- this.textures[ i ].image.width = width;
- this.textures[ i ].image.height = height;
- this.textures[ i ].image.depth = depth;
- if ( this.textures[ i ].isData3DTexture !== true ) { // Fix for #31693
- // TODO: Reconsider setting isArrayTexture flag here and in the ctor of Texture.
- // Maybe a method `isArrayTexture()` or just a getter could replace a flag since
- // both are evaluated on each call?
- this.textures[ i ].isArrayTexture = this.textures[ i ].image.depth > 1;
- }
- }
- this.dispose();
- }
- this.viewport.set( 0, 0, width, height );
- this.scissor.set( 0, 0, width, height );
- }
- /**
- * Returns a new render target with copied values from this instance.
- *
- * @return {RenderTarget} A clone of this instance.
- */
- clone() {
- return new this.constructor().copy( this );
- }
- /**
- * Copies the settings of the given render target. This is a structural copy so
- * no resources are shared between render targets after the copy. That includes
- * all MRT textures and the depth texture.
- *
- * @param {RenderTarget} source - The render target to copy.
- * @return {RenderTarget} A reference to this instance.
- */
- copy( source ) {
- this.width = source.width;
- this.height = source.height;
- this.depth = source.depth;
- this.scissor.copy( source.scissor );
- this.scissorTest = source.scissorTest;
- this.viewport.copy( source.viewport );
- this.textures.length = 0;
- for ( let i = 0, il = source.textures.length; i < il; i ++ ) {
- this.textures[ i ] = source.textures[ i ].clone();
- this.textures[ i ].isRenderTargetTexture = true;
- this.textures[ i ].renderTarget = this;
- // ensure image object is not shared, see #20328
- const image = Object.assign( {}, source.textures[ i ].image );
- this.textures[ i ].source = new Source( image );
- }
- this.depthBuffer = source.depthBuffer;
- this.stencilBuffer = source.stencilBuffer;
- this.resolveDepthBuffer = source.resolveDepthBuffer;
- this.resolveStencilBuffer = source.resolveStencilBuffer;
- if ( source.depthTexture !== null ) this.depthTexture = source.depthTexture.clone();
- this.samples = source.samples;
- return this;
- }
- /**
- * Frees the GPU-related resources allocated by this instance. Call this
- * method whenever this instance is no longer used in your app.
- *
- * @fires RenderTarget#dispose
- */
- dispose() {
- this.dispatchEvent( { type: 'dispose' } );
- }
- }
- /**
- * A render target used in context of {@link WebGLRenderer}.
- *
- * @augments RenderTarget
- */
- class WebGLRenderTarget extends RenderTarget {
- /**
- * Constructs a new 3D render target.
- *
- * @param {number} [width=1] - The width of the render target.
- * @param {number} [height=1] - The height of the render target.
- * @param {RenderTarget~Options} [options] - The configuration object.
- */
- constructor( width = 1, height = 1, options = {} ) {
- super( width, height, options );
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isWebGLRenderTarget = true;
- }
- }
- /**
- * Creates an array of textures directly from raw buffer data.
- *
- * @augments Texture
- */
- class DataArrayTexture extends Texture {
- /**
- * Constructs a new data array texture.
- *
- * @param {?TypedArray} [data=null] - The buffer data.
- * @param {number} [width=1] - The width of the texture.
- * @param {number} [height=1] - The height of the texture.
- * @param {number} [depth=1] - The depth of the texture.
- */
- constructor( data = null, width = 1, height = 1, depth = 1 ) {
- super( null );
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isDataArrayTexture = true;
- /**
- * The image definition of a data texture.
- *
- * @type {{data:TypedArray,width:number,height:number,depth:number}}
- */
- this.image = { data, width, height, depth };
- /**
- * How the texture is sampled when a texel covers more than one pixel.
- *
- * Overwritten and set to `NearestFilter` by default.
- *
- * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
- * @default NearestFilter
- */
- this.magFilter = NearestFilter;
- /**
- * How the texture is sampled when a texel covers less than one pixel.
- *
- * Overwritten and set to `NearestFilter` by default.
- *
- * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
- * @default NearestFilter
- */
- this.minFilter = NearestFilter;
- /**
- * This defines how the texture is wrapped in the depth and corresponds to
- * *W* in UVW mapping.
- *
- * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}
- * @default ClampToEdgeWrapping
- */
- this.wrapR = ClampToEdgeWrapping;
- /**
- * Whether to generate mipmaps (if possible) for a texture.
- *
- * Overwritten and set to `false` by default.
- *
- * @type {boolean}
- * @default false
- */
- this.generateMipmaps = false;
- /**
- * If set to `true`, the texture is flipped along the vertical axis when
- * uploaded to the GPU.
- *
- * Overwritten and set to `false` by default.
- *
- * @type {boolean}
- * @default false
- */
- this.flipY = false;
- /**
- * Specifies the alignment requirements for the start of each pixel row in memory.
- *
- * Overwritten and set to `1` by default.
- *
- * @type {boolean}
- * @default 1
- */
- this.unpackAlignment = 1;
- /**
- * A set of all layers which need to be updated in the texture.
- *
- * @type {Set<number>}
- */
- this.layerUpdates = new Set();
- }
- /**
- * Describes that a specific layer of the texture needs to be updated.
- * Normally when {@link Texture#needsUpdate} is set to `true`, the
- * entire data texture array is sent to the GPU. Marking specific
- * layers will only transmit subsets of all mipmaps associated with a
- * specific depth in the array which is often much more performant.
- *
- * @param {number} layerIndex - The layer index that should be updated.
- */
- addLayerUpdate( layerIndex ) {
- this.layerUpdates.add( layerIndex );
- }
- /**
- * Resets the layer updates registry.
- */
- clearLayerUpdates() {
- this.layerUpdates.clear();
- }
- }
- /**
- * An array render target used in context of {@link WebGLRenderer}.
- *
- * @augments WebGLRenderTarget
- */
- class WebGLArrayRenderTarget extends WebGLRenderTarget {
- /**
- * Constructs a new array render target.
- *
- * @param {number} [width=1] - The width of the render target.
- * @param {number} [height=1] - The height of the render target.
- * @param {number} [depth=1] - The height of the render target.
- * @param {RenderTarget~Options} [options] - The configuration object.
- */
- constructor( width = 1, height = 1, depth = 1, options = {} ) {
- super( width, height, options );
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isWebGLArrayRenderTarget = true;
- this.depth = depth;
- /**
- * Overwritten with a different texture type.
- *
- * @type {DataArrayTexture}
- */
- this.texture = new DataArrayTexture( null, width, height, depth );
- this._setTextureOptions( options );
- this.texture.isRenderTargetTexture = true;
- }
- }
- /**
- * Creates a three-dimensional texture from raw data, with parameters to
- * divide it into width, height, and depth.
- *
- * @augments Texture
- */
- class Data3DTexture extends Texture {
- /**
- * Constructs a new data array texture.
- *
- * @param {?TypedArray} [data=null] - The buffer data.
- * @param {number} [width=1] - The width of the texture.
- * @param {number} [height=1] - The height of the texture.
- * @param {number} [depth=1] - The depth of the texture.
- */
- constructor( data = null, width = 1, height = 1, depth = 1 ) {
- // We're going to add .setXXX() methods for setting properties later.
- // Users can still set in Data3DTexture directly.
- //
- // const texture = new THREE.Data3DTexture( data, width, height, depth );
- // texture.anisotropy = 16;
- //
- // See #14839
- super( null );
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isData3DTexture = true;
- /**
- * The image definition of a data texture.
- *
- * @type {{data:TypedArray,width:number,height:number,depth:number}}
- */
- this.image = { data, width, height, depth };
- /**
- * How the texture is sampled when a texel covers more than one pixel.
- *
- * Overwritten and set to `NearestFilter` by default.
- *
- * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
- * @default NearestFilter
- */
- this.magFilter = NearestFilter;
- /**
- * How the texture is sampled when a texel covers less than one pixel.
- *
- * Overwritten and set to `NearestFilter` by default.
- *
- * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
- * @default NearestFilter
- */
- this.minFilter = NearestFilter;
- /**
- * This defines how the texture is wrapped in the depth and corresponds to
- * *W* in UVW mapping.
- *
- * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}
- * @default ClampToEdgeWrapping
- */
- this.wrapR = ClampToEdgeWrapping;
- /**
- * Whether to generate mipmaps (if possible) for a texture.
- *
- * Overwritten and set to `false` by default.
- *
- * @type {boolean}
- * @default false
- */
- this.generateMipmaps = false;
- /**
- * If set to `true`, the texture is flipped along the vertical axis when
- * uploaded to the GPU.
- *
- * Overwritten and set to `false` by default.
- *
- * @type {boolean}
- * @default false
- */
- this.flipY = false;
- /**
- * Specifies the alignment requirements for the start of each pixel row in memory.
- *
- * Overwritten and set to `1` by default.
- *
- * @type {boolean}
- * @default 1
- */
- this.unpackAlignment = 1;
- }
- }
- /**
- * A 3D render target used in context of {@link WebGLRenderer}.
- *
- * @augments WebGLRenderTarget
- */
- class WebGL3DRenderTarget extends WebGLRenderTarget {
- /**
- * Constructs a new 3D render target.
- *
- * @param {number} [width=1] - The width of the render target.
- * @param {number} [height=1] - The height of the render target.
- * @param {number} [depth=1] - The height of the render target.
- * @param {RenderTarget~Options} [options] - The configuration object.
- */
- constructor( width = 1, height = 1, depth = 1, options = {} ) {
- super( width, height, options );
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isWebGL3DRenderTarget = true;
- this.depth = depth;
- /**
- * Overwritten with a different texture type.
- *
- * @type {Data3DTexture}
- */
- this.texture = new Data3DTexture( null, width, height, depth );
- this._setTextureOptions( options );
- this.texture.isRenderTargetTexture = true;
- }
- }
- /**
- * Represents an axis-aligned bounding box (AABB) in 3D space.
- */
- class Box3 {
- /**
- * Constructs a new bounding box.
- *
- * @param {Vector3} [min=(Infinity,Infinity,Infinity)] - A vector representing the lower boundary of the box.
- * @param {Vector3} [max=(-Infinity,-Infinity,-Infinity)] - A vector representing the upper boundary of the box.
- */
- constructor( min = new Vector3( + Infinity, + Infinity, + Infinity ), max = new Vector3( - Infinity, - Infinity, - Infinity ) ) {
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isBox3 = true;
- /**
- * The lower boundary of the box.
- *
- * @type {Vector3}
- */
- this.min = min;
- /**
- * The upper boundary of the box.
- *
- * @type {Vector3}
- */
- this.max = max;
- }
- /**
- * Sets the lower and upper boundaries of this box.
- * Please note that this method only copies the values from the given objects.
- *
- * @param {Vector3} min - The lower boundary of the box.
- * @param {Vector3} max - The upper boundary of the box.
- * @return {Box3} A reference to this bounding box.
- */
- set( min, max ) {
- this.min.copy( min );
- this.max.copy( max );
- return this;
- }
- /**
- * Sets the upper and lower bounds of this box so it encloses the position data
- * in the given array.
- *
- * @param {Array<number>} array - An array holding 3D position data.
- * @return {Box3} A reference to this bounding box.
- */
- setFromArray( array ) {
- this.makeEmpty();
- for ( let i = 0, il = array.length; i < il; i += 3 ) {
- this.expandByPoint( _vector$b.fromArray( array, i ) );
- }
- return this;
- }
- /**
- * Sets the upper and lower bounds of this box so it encloses the position data
- * in the given buffer attribute.
- *
- * @param {BufferAttribute} attribute - A buffer attribute holding 3D position data.
- * @return {Box3} A reference to this bounding box.
- */
- setFromBufferAttribute( attribute ) {
- this.makeEmpty();
- for ( let i = 0, il = attribute.count; i < il; i ++ ) {
- this.expandByPoint( _vector$b.fromBufferAttribute( attribute, i ) );
- }
- return this;
- }
- /**
- * Sets the upper and lower bounds of this box so it encloses the position data
- * in the given array.
- *
- * @param {Array<Vector3>} points - An array holding 3D position data as instances of {@link Vector3}.
- * @return {Box3} A reference to this bounding box.
- */
- setFromPoints( points ) {
- this.makeEmpty();
- for ( let i = 0, il = points.length; i < il; i ++ ) {
- this.expandByPoint( points[ i ] );
- }
- return this;
- }
- /**
- * Centers this box on the given center vector and sets this box's width, height and
- * depth to the given size values.
- *
- * @param {Vector3} center - The center of the box.
- * @param {Vector3} size - The x, y and z dimensions of the box.
- * @return {Box3} A reference to this bounding box.
- */
- setFromCenterAndSize( center, size ) {
- const halfSize = _vector$b.copy( size ).multiplyScalar( 0.5 );
- this.min.copy( center ).sub( halfSize );
- this.max.copy( center ).add( halfSize );
- return this;
- }
- /**
- * Computes the world-axis-aligned bounding box for the given 3D object
- * (including its children), accounting for the object's, and children's,
- * world transforms. The function may result in a larger box than strictly necessary.
- *
- * @param {Object3D} object - The 3D object to compute the bounding box for.
- * @param {boolean} [precise=false] - If set to `true`, the method computes the smallest
- * world-axis-aligned bounding box at the expense of more computation.
- * @return {Box3} A reference to this bounding box.
- */
- setFromObject( object, precise = false ) {
- this.makeEmpty();
- return this.expandByObject( object, precise );
- }
- /**
- * Returns a new box with copied values from this instance.
- *
- * @return {Box3} A clone of this instance.
- */
- clone() {
- return new this.constructor().copy( this );
- }
- /**
- * Copies the values of the given box to this instance.
- *
- * @param {Box3} box - The box to copy.
- * @return {Box3} A reference to this bounding box.
- */
- copy( box ) {
- this.min.copy( box.min );
- this.max.copy( box.max );
- return this;
- }
- /**
- * Makes this box empty which means in encloses a zero space in 3D.
- *
- * @return {Box3} A reference to this bounding box.
- */
- makeEmpty() {
- this.min.x = this.min.y = this.min.z = + Infinity;
- this.max.x = this.max.y = this.max.z = - Infinity;
- return this;
- }
- /**
- * Returns true if this box includes zero points within its bounds.
- * Note that a box with equal lower and upper bounds still includes one
- * point, the one both bounds share.
- *
- * @return {boolean} Whether this box is empty or not.
- */
- isEmpty() {
- // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
- return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );
- }
- /**
- * Returns the center point of this box.
- *
- * @param {Vector3} target - The target vector that is used to store the method's result.
- * @return {Vector3} The center point.
- */
- getCenter( target ) {
- return this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
- }
- /**
- * Returns the dimensions of this box.
- *
- * @param {Vector3} target - The target vector that is used to store the method's result.
- * @return {Vector3} The size.
- */
- getSize( target ) {
- return this.isEmpty() ? target.set( 0, 0, 0 ) : target.subVectors( this.max, this.min );
- }
- /**
- * Expands the boundaries of this box to include the given point.
- *
- * @param {Vector3} point - The point that should be included by the bounding box.
- * @return {Box3} A reference to this bounding box.
- */
- expandByPoint( point ) {
- this.min.min( point );
- this.max.max( point );
- return this;
- }
- /**
- * Expands this box equilaterally by the given vector. The width of this
- * box will be expanded by the x component of the vector in both
- * directions. The height of this box will be expanded by the y component of
- * the vector in both directions. The depth of this box will be
- * expanded by the z component of the vector in both directions.
- *
- * @param {Vector3} vector - The vector that should expand the bounding box.
- * @return {Box3} A reference to this bounding box.
- */
- expandByVector( vector ) {
- this.min.sub( vector );
- this.max.add( vector );
- return this;
- }
- /**
- * Expands each dimension of the box by the given scalar. If negative, the
- * dimensions of the box will be contracted.
- *
- * @param {number} scalar - The scalar value that should expand the bounding box.
- * @return {Box3} A reference to this bounding box.
- */
- expandByScalar( scalar ) {
- this.min.addScalar( - scalar );
- this.max.addScalar( scalar );
- return this;
- }
- /**
- * Expands the boundaries of this box to include the given 3D object and
- * its children, accounting for the object's, and children's, world
- * transforms. The function may result in a larger box than strictly
- * necessary (unless the precise parameter is set to true).
- *
- * @param {Object3D} object - The 3D object that should expand the bounding box.
- * @param {boolean} precise - If set to `true`, the method expands the bounding box
- * as little as necessary at the expense of more computation.
- * @return {Box3} A reference to this bounding box.
- */
- expandByObject( object, precise = false ) {
- // Computes the world-axis-aligned bounding box of an object (including its children),
- // accounting for both the object's, and children's, world transforms
- object.updateWorldMatrix( false, false );
- const geometry = object.geometry;
- if ( geometry !== undefined ) {
- const positionAttribute = geometry.getAttribute( 'position' );
- // precise AABB computation based on vertex data requires at least a position attribute.
- // instancing isn't supported so far and uses the normal (conservative) code path.
- if ( precise === true && positionAttribute !== undefined && object.isInstancedMesh !== true ) {
- for ( let i = 0, l = positionAttribute.count; i < l; i ++ ) {
- if ( object.isMesh === true ) {
- object.getVertexPosition( i, _vector$b );
- } else {
- _vector$b.fromBufferAttribute( positionAttribute, i );
- }
- _vector$b.applyMatrix4( object.matrixWorld );
- this.expandByPoint( _vector$b );
- }
- } else {
- if ( object.boundingBox !== undefined ) {
- // object-level bounding box
- if ( object.boundingBox === null ) {
- object.computeBoundingBox();
- }
- _box$4.copy( object.boundingBox );
- } else {
- // geometry-level bounding box
- if ( geometry.boundingBox === null ) {
- geometry.computeBoundingBox();
- }
- _box$4.copy( geometry.boundingBox );
- }
- _box$4.applyMatrix4( object.matrixWorld );
- this.union( _box$4 );
- }
- }
- const children = object.children;
- for ( let i = 0, l = children.length; i < l; i ++ ) {
- this.expandByObject( children[ i ], precise );
- }
- return this;
- }
- /**
- * Returns `true` if the given point lies within or on the boundaries of this box.
- *
- * @param {Vector3} point - The point to test.
- * @return {boolean} Whether the bounding box contains the given point or not.
- */
- containsPoint( point ) {
- return point.x >= this.min.x && point.x <= this.max.x &&
- point.y >= this.min.y && point.y <= this.max.y &&
- point.z >= this.min.z && point.z <= this.max.z;
- }
- /**
- * Returns `true` if this bounding box includes the entirety of the given bounding box.
- * If this box and the given one are identical, this function also returns `true`.
- *
- * @param {Box3} box - The bounding box to test.
- * @return {boolean} Whether the bounding box contains the given bounding box or not.
- */
- containsBox( box ) {
- return this.min.x <= box.min.x && box.max.x <= this.max.x &&
- this.min.y <= box.min.y && box.max.y <= this.max.y &&
- this.min.z <= box.min.z && box.max.z <= this.max.z;
- }
- /**
- * Returns a point as a proportion of this box's width, height and depth.
- *
- * @param {Vector3} point - A point in 3D space.
- * @param {Vector3} target - The target vector that is used to store the method's result.
- * @return {Vector3} A point as a proportion of this box's width, height and depth.
- */
- getParameter( point, target ) {
- // This can potentially have a divide by zero if the box
- // has a size dimension of 0.
- return target.set(
- ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
- ( point.y - this.min.y ) / ( this.max.y - this.min.y ),
- ( point.z - this.min.z ) / ( this.max.z - this.min.z )
- );
- }
- /**
- * Returns `true` if the given bounding box intersects with this bounding box.
- *
- * @param {Box3} box - The bounding box to test.
- * @return {boolean} Whether the given bounding box intersects with this bounding box.
- */
- intersectsBox( box ) {
- // using 6 splitting planes to rule out intersections.
- return box.max.x >= this.min.x && box.min.x <= this.max.x &&
- box.max.y >= this.min.y && box.min.y <= this.max.y &&
- box.max.z >= this.min.z && box.min.z <= this.max.z;
- }
- /**
- * Returns `true` if the given bounding sphere intersects with this bounding box.
- *
- * @param {Sphere} sphere - The bounding sphere to test.
- * @return {boolean} Whether the given bounding sphere intersects with this bounding box.
- */
- intersectsSphere( sphere ) {
- // Find the point on the AABB closest to the sphere center.
- this.clampPoint( sphere.center, _vector$b );
- // If that point is inside the sphere, the AABB and sphere intersect.
- return _vector$b.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius );
- }
- /**
- * Returns `true` if the given plane intersects with this bounding box.
- *
- * @param {Plane} plane - The plane to test.
- * @return {boolean} Whether the given plane intersects with this bounding box.
- */
- intersectsPlane( plane ) {
- // We compute the minimum and maximum dot product values. If those values
- // are on the same side (back or front) of the plane, then there is no intersection.
- let min, max;
- if ( plane.normal.x > 0 ) {
- min = plane.normal.x * this.min.x;
- max = plane.normal.x * this.max.x;
- } else {
- min = plane.normal.x * this.max.x;
- max = plane.normal.x * this.min.x;
- }
- if ( plane.normal.y > 0 ) {
- min += plane.normal.y * this.min.y;
- max += plane.normal.y * this.max.y;
- } else {
- min += plane.normal.y * this.max.y;
- max += plane.normal.y * this.min.y;
- }
- if ( plane.normal.z > 0 ) {
- min += plane.normal.z * this.min.z;
- max += plane.normal.z * this.max.z;
- } else {
- min += plane.normal.z * this.max.z;
- max += plane.normal.z * this.min.z;
- }
- return ( min <= - plane.constant && max >= - plane.constant );
- }
- /**
- * Returns `true` if the given triangle intersects with this bounding box.
- *
- * @param {Triangle} triangle - The triangle to test.
- * @return {boolean} Whether the given triangle intersects with this bounding box.
- */
- intersectsTriangle( triangle ) {
- if ( this.isEmpty() ) {
- return false;
- }
- // compute box center and extents
- this.getCenter( _center );
- _extents.subVectors( this.max, _center );
- // translate triangle to aabb origin
- _v0$2.subVectors( triangle.a, _center );
- _v1$7.subVectors( triangle.b, _center );
- _v2$4.subVectors( triangle.c, _center );
- // compute edge vectors for triangle
- _f0.subVectors( _v1$7, _v0$2 );
- _f1.subVectors( _v2$4, _v1$7 );
- _f2.subVectors( _v0$2, _v2$4 );
- // test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb
- // 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
- // axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned)
- let axes = [
- 0, - _f0.z, _f0.y, 0, - _f1.z, _f1.y, 0, - _f2.z, _f2.y,
- _f0.z, 0, - _f0.x, _f1.z, 0, - _f1.x, _f2.z, 0, - _f2.x,
- - _f0.y, _f0.x, 0, - _f1.y, _f1.x, 0, - _f2.y, _f2.x, 0
- ];
- if ( ! satForAxes( axes, _v0$2, _v1$7, _v2$4, _extents ) ) {
- return false;
- }
- // test 3 face normals from the aabb
- axes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ];
- if ( ! satForAxes( axes, _v0$2, _v1$7, _v2$4, _extents ) ) {
- return false;
- }
- // finally testing the face normal of the triangle
- // use already existing triangle edge vectors here
- _triangleNormal.crossVectors( _f0, _f1 );
- axes = [ _triangleNormal.x, _triangleNormal.y, _triangleNormal.z ];
- return satForAxes( axes, _v0$2, _v1$7, _v2$4, _extents );
- }
- /**
- * Clamps the given point within the bounds of this box.
- *
- * @param {Vector3} point - The point to clamp.
- * @param {Vector3} target - The target vector that is used to store the method's result.
- * @return {Vector3} The clamped point.
- */
- clampPoint( point, target ) {
- return target.copy( point ).clamp( this.min, this.max );
- }
- /**
- * Returns the euclidean distance from any edge of this box to the specified point. If
- * the given point lies inside of this box, the distance will be `0`.
- *
- * @param {Vector3} point - The point to compute the distance to.
- * @return {number} The euclidean distance.
- */
- distanceToPoint( point ) {
- return this.clampPoint( point, _vector$b ).distanceTo( point );
- }
- /**
- * Returns a bounding sphere that encloses this bounding box.
- *
- * @param {Sphere} target - The target sphere that is used to store the method's result.
- * @return {Sphere} The bounding sphere that encloses this bounding box.
- */
- getBoundingSphere( target ) {
- if ( this.isEmpty() ) {
- target.makeEmpty();
- } else {
- this.getCenter( target.center );
- target.radius = this.getSize( _vector$b ).length() * 0.5;
- }
- return target;
- }
- /**
- * Computes the intersection of this bounding box and the given one, setting the upper
- * bound of this box to the lesser of the two boxes' upper bounds and the
- * lower bound of this box to the greater of the two boxes' lower bounds. If
- * there's no overlap, makes this box empty.
- *
- * @param {Box3} box - The bounding box to intersect with.
- * @return {Box3} A reference to this bounding box.
- */
- intersect( box ) {
- this.min.max( box.min );
- this.max.min( box.max );
- // 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.
- if ( this.isEmpty() ) this.makeEmpty();
- return this;
- }
- /**
- * Computes the union of this box and another and the given one, setting the upper
- * bound of this box to the greater of the two boxes' upper bounds and the
- * lower bound of this box to the lesser of the two boxes' lower bounds.
- *
- * @param {Box3} box - The bounding box that will be unioned with this instance.
- * @return {Box3} A reference to this bounding box.
- */
- union( box ) {
- this.min.min( box.min );
- this.max.max( box.max );
- return this;
- }
- /**
- * Transforms this bounding box by the given 4x4 transformation matrix.
- *
- * @param {Matrix4} matrix - The transformation matrix.
- * @return {Box3} A reference to this bounding box.
- */
- applyMatrix4( matrix ) {
- // transform of empty box is an empty box.
- if ( this.isEmpty() ) return this;
- // NOTE: I am using a binary pattern to specify all 2^3 combinations below
- _points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000
- _points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001
- _points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010
- _points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011
- _points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100
- _points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101
- _points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110
- _points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111
- this.setFromPoints( _points );
- return this;
- }
- /**
- * Adds the given offset to both the upper and lower bounds of this bounding box,
- * effectively moving it in 3D space.
- *
- * @param {Vector3} offset - The offset that should be used to translate the bounding box.
- * @return {Box3} A reference to this bounding box.
- */
- translate( offset ) {
- this.min.add( offset );
- this.max.add( offset );
- return this;
- }
- /**
- * Returns `true` if this bounding box is equal with the given one.
- *
- * @param {Box3} box - The box to test for equality.
- * @return {boolean} Whether this bounding box is equal with the given one.
- */
- equals( box ) {
- return box.min.equals( this.min ) && box.max.equals( this.max );
- }
- /**
- * Returns a serialized structure of the bounding box.
- *
- * @return {Object} Serialized structure with fields representing the object state.
- */
- toJSON() {
- return {
- min: this.min.toArray(),
- max: this.max.toArray()
- };
- }
- /**
- * Returns a serialized structure of the bounding box.
- *
- * @param {Object} json - The serialized json to set the box from.
- * @return {Box3} A reference to this bounding box.
- */
- fromJSON( json ) {
- this.min.fromArray( json.min );
- this.max.fromArray( json.max );
- return this;
- }
- }
- const _points = [
- /*@__PURE__*/ new Vector3(),
- /*@__PURE__*/ new Vector3(),
- /*@__PURE__*/ new Vector3(),
- /*@__PURE__*/ new Vector3(),
- /*@__PURE__*/ new Vector3(),
- /*@__PURE__*/ new Vector3(),
- /*@__PURE__*/ new Vector3(),
- /*@__PURE__*/ new Vector3()
- ];
- const _vector$b = /*@__PURE__*/ new Vector3();
- const _box$4 = /*@__PURE__*/ new Box3();
- // triangle centered vertices
- const _v0$2 = /*@__PURE__*/ new Vector3();
- const _v1$7 = /*@__PURE__*/ new Vector3();
- const _v2$4 = /*@__PURE__*/ new Vector3();
- // triangle edge vectors
- const _f0 = /*@__PURE__*/ new Vector3();
- const _f1 = /*@__PURE__*/ new Vector3();
- const _f2 = /*@__PURE__*/ new Vector3();
- const _center = /*@__PURE__*/ new Vector3();
- const _extents = /*@__PURE__*/ new Vector3();
- const _triangleNormal = /*@__PURE__*/ new Vector3();
- const _testAxis = /*@__PURE__*/ new Vector3();
- function satForAxes( axes, v0, v1, v2, extents ) {
- for ( let i = 0, j = axes.length - 3; i <= j; i += 3 ) {
- _testAxis.fromArray( axes, i );
- // project the aabb onto the separating axis
- const r = extents.x * Math.abs( _testAxis.x ) + extents.y * Math.abs( _testAxis.y ) + extents.z * Math.abs( _testAxis.z );
- // project all 3 vertices of the triangle onto the separating axis
- const p0 = v0.dot( _testAxis );
- const p1 = v1.dot( _testAxis );
- const p2 = v2.dot( _testAxis );
- // actual test, basically see if either of the most extreme of the triangle points intersects r
- if ( Math.max( - Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) {
- // points of the projected triangle are outside the projected half-length of the aabb
- // the axis is separating and we can exit
- return false;
- }
- }
- return true;
- }
- const _box$3 = /*@__PURE__*/ new Box3();
- const _v1$6 = /*@__PURE__*/ new Vector3();
- const _v2$3 = /*@__PURE__*/ new Vector3();
- /**
- * An analytical 3D sphere defined by a center and radius. This class is mainly
- * used as a Bounding Sphere for 3D objects.
- */
- class Sphere {
- /**
- * Constructs a new sphere.
- *
- * @param {Vector3} [center=(0,0,0)] - The center of the sphere
- * @param {number} [radius=-1] - The radius of the sphere.
- */
- constructor( center = new Vector3(), radius = -1 ) {
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isSphere = true;
- /**
- * The center of the sphere
- *
- * @type {Vector3}
- */
- this.center = center;
- /**
- * The radius of the sphere.
- *
- * @type {number}
- */
- this.radius = radius;
- }
- /**
- * Sets the sphere's components by copying the given values.
- *
- * @param {Vector3} center - The center.
- * @param {number} radius - The radius.
- * @return {Sphere} A reference to this sphere.
- */
- set( center, radius ) {
- this.center.copy( center );
- this.radius = radius;
- return this;
- }
- /**
- * Computes the minimum bounding sphere for list of points.
- * If the optional center point is given, it is used as the sphere's
- * center. Otherwise, the center of the axis-aligned bounding box
- * encompassing the points is calculated.
- *
- * @param {Array<Vector3>} points - A list of points in 3D space.
- * @param {Vector3} [optionalCenter] - The center of the sphere.
- * @return {Sphere} A reference to this sphere.
- */
- setFromPoints( points, optionalCenter ) {
- const center = this.center;
- if ( optionalCenter !== undefined ) {
- center.copy( optionalCenter );
- } else {
- _box$3.setFromPoints( points ).getCenter( center );
- }
- let maxRadiusSq = 0;
- for ( let i = 0, il = points.length; i < il; i ++ ) {
- maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );
- }
- this.radius = Math.sqrt( maxRadiusSq );
- return this;
- }
- /**
- * Copies the values of the given sphere to this instance.
- *
- * @param {Sphere} sphere - The sphere to copy.
- * @return {Sphere} A reference to this sphere.
- */
- copy( sphere ) {
- this.center.copy( sphere.center );
- this.radius = sphere.radius;
- return this;
- }
- /**
- * Returns `true` if the sphere is empty (the radius set to a negative number).
- *
- * Spheres with a radius of `0` contain only their center point and are not
- * considered to be empty.
- *
- * @return {boolean} Whether this sphere is empty or not.
- */
- isEmpty() {
- return ( this.radius < 0 );
- }
- /**
- * Makes this sphere empty which means in encloses a zero space in 3D.
- *
- * @return {Sphere} A reference to this sphere.
- */
- makeEmpty() {
- this.center.set( 0, 0, 0 );
- this.radius = -1;
- return this;
- }
- /**
- * Returns `true` if this sphere contains the given point inclusive of
- * the surface of the sphere.
- *
- * @param {Vector3} point - The point to check.
- * @return {boolean} Whether this sphere contains the given point or not.
- */
- containsPoint( point ) {
- return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );
- }
- /**
- * Returns the closest distance from the boundary of the sphere to the
- * given point. If the sphere contains the point, the distance will
- * be negative.
- *
- * @param {Vector3} point - The point to compute the distance to.
- * @return {number} The distance to the point.
- */
- distanceToPoint( point ) {
- return ( point.distanceTo( this.center ) - this.radius );
- }
- /**
- * Returns `true` if this sphere intersects with the given one.
- *
- * @param {Sphere} sphere - The sphere to test.
- * @return {boolean} Whether this sphere intersects with the given one or not.
- */
- intersectsSphere( sphere ) {
- const radiusSum = this.radius + sphere.radius;
- return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );
- }
- /**
- * Returns `true` if this sphere intersects with the given box.
- *
- * @param {Box3} box - The box to test.
- * @return {boolean} Whether this sphere intersects with the given box or not.
- */
- intersectsBox( box ) {
- return box.intersectsSphere( this );
- }
- /**
- * Returns `true` if this sphere intersects with the given plane.
- *
- * @param {Plane} plane - The plane to test.
- * @return {boolean} Whether this sphere intersects with the given plane or not.
- */
- intersectsPlane( plane ) {
- return Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius;
- }
- /**
- * Clamps a point within the sphere. If the point is outside the sphere, it
- * will clamp it to the closest point on the edge of the sphere. Points
- * already inside the sphere will not be affected.
- *
- * @param {Vector3} point - The plane to clamp.
- * @param {Vector3} target - The target vector that is used to store the method's result.
- * @return {Vector3} The clamped point.
- */
- clampPoint( point, target ) {
- const deltaLengthSq = this.center.distanceToSquared( point );
- target.copy( point );
- if ( deltaLengthSq > ( this.radius * this.radius ) ) {
- target.sub( this.center ).normalize();
- target.multiplyScalar( this.radius ).add( this.center );
- }
- return target;
- }
- /**
- * Returns a bounding box that encloses this sphere.
- *
- * @param {Box3} target - The target box that is used to store the method's result.
- * @return {Box3} The bounding box that encloses this sphere.
- */
- getBoundingBox( target ) {
- if ( this.isEmpty() ) {
- // Empty sphere produces empty bounding box
- target.makeEmpty();
- return target;
- }
- target.set( this.center, this.center );
- target.expandByScalar( this.radius );
- return target;
- }
- /**
- * Transforms this sphere with the given 4x4 transformation matrix.
- *
- * @param {Matrix4} matrix - The transformation matrix.
- * @return {Sphere} A reference to this sphere.
- */
- applyMatrix4( matrix ) {
- this.center.applyMatrix4( matrix );
- this.radius = this.radius * matrix.getMaxScaleOnAxis();
- return this;
- }
- /**
- * Translates the sphere's center by the given offset.
- *
- * @param {Vector3} offset - The offset.
- * @return {Sphere} A reference to this sphere.
- */
- translate( offset ) {
- this.center.add( offset );
- return this;
- }
- /**
- * Expands the boundaries of this sphere to include the given point.
- *
- * @param {Vector3} point - The point to include.
- * @return {Sphere} A reference to this sphere.
- */
- expandByPoint( point ) {
- if ( this.isEmpty() ) {
- this.center.copy( point );
- this.radius = 0;
- return this;
- }
- _v1$6.subVectors( point, this.center );
- const lengthSq = _v1$6.lengthSq();
- if ( lengthSq > ( this.radius * this.radius ) ) {
- // calculate the minimal sphere
- const length = Math.sqrt( lengthSq );
- const delta = ( length - this.radius ) * 0.5;
- this.center.addScaledVector( _v1$6, delta / length );
- this.radius += delta;
- }
- return this;
- }
- /**
- * Expands this sphere to enclose both the original sphere and the given sphere.
- *
- * @param {Sphere} sphere - The sphere to include.
- * @return {Sphere} A reference to this sphere.
- */
- union( sphere ) {
- if ( sphere.isEmpty() ) {
- return this;
- }
- if ( this.isEmpty() ) {
- this.copy( sphere );
- return this;
- }
- if ( this.center.equals( sphere.center ) === true ) {
- this.radius = Math.max( this.radius, sphere.radius );
- } else {
- _v2$3.subVectors( sphere.center, this.center ).setLength( sphere.radius );
- this.expandByPoint( _v1$6.copy( sphere.center ).add( _v2$3 ) );
- this.expandByPoint( _v1$6.copy( sphere.center ).sub( _v2$3 ) );
- }
- return this;
- }
- /**
- * Returns `true` if this sphere is equal with the given one.
- *
- * @param {Sphere} sphere - The sphere to test for equality.
- * @return {boolean} Whether this bounding sphere is equal with the given one.
- */
- equals( sphere ) {
- return sphere.center.equals( this.center ) && ( sphere.radius === this.radius );
- }
- /**
- * Returns a new sphere with copied values from this instance.
- *
- * @return {Sphere} A clone of this instance.
- */
- clone() {
- return new this.constructor().copy( this );
- }
- /**
- * Returns a serialized structure of the bounding sphere.
- *
- * @return {Object} Serialized structure with fields representing the object state.
- */
- toJSON() {
- return {
- radius: this.radius,
- center: this.center.toArray()
- };
- }
- /**
- * Returns a serialized structure of the bounding sphere.
- *
- * @param {Object} json - The serialized json to set the sphere from.
- * @return {Sphere} A reference to this bounding sphere.
- */
- fromJSON( json ) {
- this.radius = json.radius;
- this.center.fromArray( json.center );
- return this;
- }
- }
- const _vector$a = /*@__PURE__*/ new Vector3();
- const _segCenter = /*@__PURE__*/ new Vector3();
- const _segDir = /*@__PURE__*/ new Vector3();
- const _diff = /*@__PURE__*/ new Vector3();
- const _edge1 = /*@__PURE__*/ new Vector3();
- const _edge2 = /*@__PURE__*/ new Vector3();
- const _normal$1 = /*@__PURE__*/ new Vector3();
- /**
- * A ray that emits from an origin in a certain direction. The class is used by
- * {@link Raycaster} to assist with raycasting. Raycasting is used for
- * mouse picking (working out what objects in the 3D space the mouse is over)
- * amongst other things.
- */
- class Ray {
- /**
- * Constructs a new ray.
- *
- * @param {Vector3} [origin=(0,0,0)] - The origin of the ray.
- * @param {Vector3} [direction=(0,0,-1)] - The (normalized) direction of the ray.
- */
- constructor( origin = new Vector3(), direction = new Vector3( 0, 0, -1 ) ) {
- /**
- * The origin of the ray.
- *
- * @type {Vector3}
- */
- this.origin = origin;
- /**
- * The (normalized) direction of the ray.
- *
- * @type {Vector3}
- */
- this.direction = direction;
- }
- /**
- * Sets the ray's components by copying the given values.
- *
- * @param {Vector3} origin - The origin.
- * @param {Vector3} direction - The direction.
- * @return {Ray} A reference to this ray.
- */
- set( origin, direction ) {
- this.origin.copy( origin );
- this.direction.copy( direction );
- return this;
- }
- /**
- * Copies the values of the given ray to this instance.
- *
- * @param {Ray} ray - The ray to copy.
- * @return {Ray} A reference to this ray.
- */
- copy( ray ) {
- this.origin.copy( ray.origin );
- this.direction.copy( ray.direction );
- return this;
- }
- /**
- * Returns a vector that is located at a given distance along this ray.
- *
- * @param {number} t - The distance along the ray to retrieve a position for.
- * @param {Vector3} target - The target vector that is used to store the method's result.
- * @return {Vector3} A position on the ray.
- */
- at( t, target ) {
- return target.copy( this.origin ).addScaledVector( this.direction, t );
- }
- /**
- * Adjusts the direction of the ray to point at the given vector in world space.
- *
- * @param {Vector3} v - The target position.
- * @return {Ray} A reference to this ray.
- */
- lookAt( v ) {
- this.direction.copy( v ).sub( this.origin ).normalize();
- return this;
- }
- /**
- * Shift the origin of this ray along its direction by the given distance.
- *
- * @param {number} t - The distance along the ray to interpolate.
- * @return {Ray} A reference to this ray.
- */
- recast( t ) {
- this.origin.copy( this.at( t, _vector$a ) );
- return this;
- }
- /**
- * Returns the point along this ray that is closest to the given point.
- *
- * @param {Vector3} point - A point in 3D space to get the closet location on the ray for.
- * @param {Vector3} target - The target vector that is used to store the method's result.
- * @return {Vector3} The closest point on this ray.
- */
- closestPointToPoint( point, target ) {
- target.subVectors( point, this.origin );
- const directionDistance = target.dot( this.direction );
- if ( directionDistance < 0 ) {
- return target.copy( this.origin );
- }
- return target.copy( this.origin ).addScaledVector( this.direction, directionDistance );
- }
- /**
- * Returns the distance of the closest approach between this ray and the given point.
- *
- * @param {Vector3} point - A point in 3D space to compute the distance to.
- * @return {number} The distance.
- */
- distanceToPoint( point ) {
- return Math.sqrt( this.distanceSqToPoint( point ) );
- }
- /**
- * Returns the squared distance of the closest approach between this ray and the given point.
- *
- * @param {Vector3} point - A point in 3D space to compute the distance to.
- * @return {number} The squared distance.
- */
- distanceSqToPoint( point ) {
- const directionDistance = _vector$a.subVectors( point, this.origin ).dot( this.direction );
- // point behind the ray
- if ( directionDistance < 0 ) {
- return this.origin.distanceToSquared( point );
- }
- _vector$a.copy( this.origin ).addScaledVector( this.direction, directionDistance );
- return _vector$a.distanceToSquared( point );
- }
- /**
- * Returns the squared distance between this ray and the given line segment.
- *
- * @param {Vector3} v0 - The start point of the line segment.
- * @param {Vector3} v1 - The end point of the line segment.
- * @param {Vector3} [optionalPointOnRay] - When provided, it receives the point on this ray that is closest to the segment.
- * @param {Vector3} [optionalPointOnSegment] - When provided, it receives the point on the line segment that is closest to this ray.
- * @return {number} The squared distance.
- */
- distanceSqToSegment( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {
- // from https://github.com/pmjoniak/GeometricTools/blob/master/GTEngine/Include/Mathematics/GteDistRaySegment.h
- // It returns the min distance between the ray and the segment
- // defined by v0 and v1
- // It can also set two optional targets :
- // - The closest point on the ray
- // - The closest point on the segment
- _segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 );
- _segDir.copy( v1 ).sub( v0 ).normalize();
- _diff.copy( this.origin ).sub( _segCenter );
- const segExtent = v0.distanceTo( v1 ) * 0.5;
- const a01 = - this.direction.dot( _segDir );
- const b0 = _diff.dot( this.direction );
- const b1 = - _diff.dot( _segDir );
- const c = _diff.lengthSq();
- const det = Math.abs( 1 - a01 * a01 );
- let s0, s1, sqrDist, extDet;
- if ( det > 0 ) {
- // The ray and segment are not parallel.
- s0 = a01 * b1 - b0;
- s1 = a01 * b0 - b1;
- extDet = segExtent * det;
- if ( s0 >= 0 ) {
- if ( s1 >= - extDet ) {
- if ( s1 <= extDet ) {
- // region 0
- // Minimum at interior points of ray and segment.
- const invDet = 1 / det;
- s0 *= invDet;
- s1 *= invDet;
- sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;
- } else {
- // region 1
- s1 = segExtent;
- s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
- sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
- }
- } else {
- // region 5
- s1 = - segExtent;
- s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
- sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
- }
- } else {
- if ( s1 <= - extDet ) {
- // region 4
- s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );
- s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
- sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
- } else if ( s1 <= extDet ) {
- // region 3
- s0 = 0;
- s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );
- sqrDist = s1 * ( s1 + 2 * b1 ) + c;
- } else {
- // region 2
- s0 = Math.max( 0, - ( a01 * segExtent + b0 ) );
- s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
- sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
- }
- }
- } else {
- // Ray and segment are parallel.
- s1 = ( a01 > 0 ) ? - segExtent : segExtent;
- s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
- sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
- }
- if ( optionalPointOnRay ) {
- optionalPointOnRay.copy( this.origin ).addScaledVector( this.direction, s0 );
- }
- if ( optionalPointOnSegment ) {
- optionalPointOnSegment.copy( _segCenter ).addScaledVector( _segDir, s1 );
- }
- return sqrDist;
- }
- /**
- * Intersects this ray with the given sphere, returning the intersection
- * point or `null` if there is no intersection.
- *
- * @param {Sphere} sphere - The sphere to intersect.
- * @param {Vector3} target - The target vector that is used to store the method's result.
- * @return {?Vector3} The intersection point.
- */
- intersectSphere( sphere, target ) {
- _vector$a.subVectors( sphere.center, this.origin );
- const tca = _vector$a.dot( this.direction );
- const d2 = _vector$a.dot( _vector$a ) - tca * tca;
- const radius2 = sphere.radius * sphere.radius;
- if ( d2 > radius2 ) return null;
- const thc = Math.sqrt( radius2 - d2 );
- // t0 = first intersect point - entrance on front of sphere
- const t0 = tca - thc;
- // t1 = second intersect point - exit point on back of sphere
- const t1 = tca + thc;
- // test to see if t1 is behind the ray - if so, return null
- if ( t1 < 0 ) return null;
- // test to see if t0 is behind the ray:
- // if it is, the ray is inside the sphere, so return the second exit point scaled by t1,
- // in order to always return an intersect point that is in front of the ray.
- if ( t0 < 0 ) return this.at( t1, target );
- // else t0 is in front of the ray, so return the first collision point scaled by t0
- return this.at( t0, target );
- }
- /**
- * Returns `true` if this ray intersects with the given sphere.
- *
- * @param {Sphere} sphere - The sphere to intersect.
- * @return {boolean} Whether this ray intersects with the given sphere or not.
- */
- intersectsSphere( sphere ) {
- if ( sphere.radius < 0 ) return false; // handle empty spheres, see #31187
- return this.distanceSqToPoint( sphere.center ) <= ( sphere.radius * sphere.radius );
- }
- /**
- * Computes the distance from the ray's origin to the given plane. Returns `null` if the ray
- * does not intersect with the plane.
- *
- * @param {Plane} plane - The plane to compute the distance to.
- * @return {?number} Whether this ray intersects with the given sphere or not.
- */
- distanceToPlane( plane ) {
- const denominator = plane.normal.dot( this.direction );
- if ( denominator === 0 ) {
- // line is coplanar, return origin
- if ( plane.distanceToPoint( this.origin ) === 0 ) {
- return 0;
- }
- // Null is preferable to undefined since undefined means.... it is undefined
- return null;
- }
- const t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;
- // Return if the ray never intersects the plane
- return t >= 0 ? t : null;
- }
- /**
- * Intersects this ray with the given plane, returning the intersection
- * point or `null` if there is no intersection.
- *
- * @param {Plane} plane - The plane to intersect.
- * @param {Vector3} target - The target vector that is used to store the method's result.
- * @return {?Vector3} The intersection point.
- */
- intersectPlane( plane, target ) {
- const t = this.distanceToPlane( plane );
- if ( t === null ) {
- return null;
- }
- return this.at( t, target );
- }
- /**
- * Returns `true` if this ray intersects with the given plane.
- *
- * @param {Plane} plane - The plane to intersect.
- * @return {boolean} Whether this ray intersects with the given plane or not.
- */
- intersectsPlane( plane ) {
- // check if the ray lies on the plane first
- const distToPoint = plane.distanceToPoint( this.origin );
- if ( distToPoint === 0 ) {
- return true;
- }
- const denominator = plane.normal.dot( this.direction );
- if ( denominator * distToPoint < 0 ) {
- return true;
- }
- // ray origin is behind the plane (and is pointing behind it)
- return false;
- }
- /**
- * Intersects this ray with the given bounding box, returning the intersection
- * point or `null` if there is no intersection.
- *
- * @param {Box3} box - The box to intersect.
- * @param {Vector3} target - The target vector that is used to store the method's result.
- * @return {?Vector3} The intersection point.
- */
- intersectBox( box, target ) {
- let tmin, tmax, tymin, tymax, tzmin, tzmax;
- const invdirx = 1 / this.direction.x,
- invdiry = 1 / this.direction.y,
- invdirz = 1 / this.direction.z;
- const origin = this.origin;
- if ( invdirx >= 0 ) {
- tmin = ( box.min.x - origin.x ) * invdirx;
- tmax = ( box.max.x - origin.x ) * invdirx;
- } else {
- tmin = ( box.max.x - origin.x ) * invdirx;
- tmax = ( box.min.x - origin.x ) * invdirx;
- }
- if ( invdiry >= 0 ) {
- tymin = ( box.min.y - origin.y ) * invdiry;
- tymax = ( box.max.y - origin.y ) * invdiry;
- } else {
- tymin = ( box.max.y - origin.y ) * invdiry;
- tymax = ( box.min.y - origin.y ) * invdiry;
- }
- if ( ( tmin > tymax ) || ( tymin > tmax ) ) return null;
- if ( tymin > tmin || isNaN( tmin ) ) tmin = tymin;
- if ( tymax < tmax || isNaN( tmax ) ) tmax = tymax;
- if ( invdirz >= 0 ) {
- tzmin = ( box.min.z - origin.z ) * invdirz;
- tzmax = ( box.max.z - origin.z ) * invdirz;
- } else {
- tzmin = ( box.max.z - origin.z ) * invdirz;
- tzmax = ( box.min.z - origin.z ) * invdirz;
- }
- if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null;
- if ( tzmin > tmin || tmin !== tmin ) tmin = tzmin;
- if ( tzmax < tmax || tmax !== tmax ) tmax = tzmax;
- //return point closest to the ray (positive side)
- if ( tmax < 0 ) return null;
- return this.at( tmin >= 0 ? tmin : tmax, target );
- }
- /**
- * Returns `true` if this ray intersects with the given box.
- *
- * @param {Box3} box - The box to intersect.
- * @return {boolean} Whether this ray intersects with the given box or not.
- */
- intersectsBox( box ) {
- return this.intersectBox( box, _vector$a ) !== null;
- }
- /**
- * Intersects this ray with the given triangle, returning the intersection
- * point or `null` if there is no intersection.
- *
- * @param {Vector3} a - The first vertex of the triangle.
- * @param {Vector3} b - The second vertex of the triangle.
- * @param {Vector3} c - The third vertex of the triangle.
- * @param {boolean} backfaceCulling - Whether to use backface culling or not.
- * @param {Vector3} target - The target vector that is used to store the method's result.
- * @return {?Vector3} The intersection point.
- */
- intersectTriangle( a, b, c, backfaceCulling, target ) {
- // Compute the offset origin, edges, and normal.
- // from https://github.com/pmjoniak/GeometricTools/blob/master/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h
- _edge1.subVectors( b, a );
- _edge2.subVectors( c, a );
- _normal$1.crossVectors( _edge1, _edge2 );
- // Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,
- // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by
- // |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
- // |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
- // |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)
- let DdN = this.direction.dot( _normal$1 );
- let sign;
- if ( DdN > 0 ) {
- if ( backfaceCulling ) return null;
- sign = 1;
- } else if ( DdN < 0 ) {
- sign = -1;
- DdN = - DdN;
- } else {
- return null;
- }
- _diff.subVectors( this.origin, a );
- const DdQxE2 = sign * this.direction.dot( _edge2.crossVectors( _diff, _edge2 ) );
- // b1 < 0, no intersection
- if ( DdQxE2 < 0 ) {
- return null;
- }
- const DdE1xQ = sign * this.direction.dot( _edge1.cross( _diff ) );
- // b2 < 0, no intersection
- if ( DdE1xQ < 0 ) {
- return null;
- }
- // b1+b2 > 1, no intersection
- if ( DdQxE2 + DdE1xQ > DdN ) {
- return null;
- }
- // Line intersects triangle, check if ray does.
- const QdN = - sign * _diff.dot( _normal$1 );
- // t < 0, no intersection
- if ( QdN < 0 ) {
- return null;
- }
- // Ray intersects triangle.
- return this.at( QdN / DdN, target );
- }
- /**
- * Transforms this ray with the given 4x4 transformation matrix.
- *
- * @param {Matrix4} matrix4 - The transformation matrix.
- * @return {Ray} A reference to this ray.
- */
- applyMatrix4( matrix4 ) {
- this.origin.applyMatrix4( matrix4 );
- this.direction.transformDirection( matrix4 );
- return this;
- }
- /**
- * Returns `true` if this ray is equal with the given one.
- *
- * @param {Ray} ray - The ray to test for equality.
- * @return {boolean} Whether this ray is equal with the given one.
- */
- equals( ray ) {
- return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );
- }
- /**
- * Returns a new ray with copied values from this instance.
- *
- * @return {Ray} A clone of this instance.
- */
- clone() {
- return new this.constructor().copy( this );
- }
- }
- /**
- * Represents a 4x4 matrix.
- *
- * The most common use of a 4x4 matrix in 3D computer graphics is as a transformation matrix.
- * For an introduction to transformation matrices as used in WebGL, check out [this tutorial](https://www.opengl-tutorial.org/beginners-tutorials/tutorial-3-matrices)
- *
- * This allows a 3D vector representing a point in 3D space to undergo
- * transformations such as translation, rotation, shear, scale, reflection,
- * orthogonal or perspective projection and so on, by being multiplied by the
- * matrix. This is known as `applying` the matrix to the vector.
- *
- * A Note on Row-Major and Column-Major Ordering:
- *
- * The constructor and {@link Matrix3#set} method take arguments in
- * [row-major](https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order)
- * order, while internally they are stored in the {@link Matrix3#elements} array in column-major order.
- * This means that calling:
- * ```js
- * const m = new THREE.Matrix4();
- * m.set( 11, 12, 13, 14,
- * 21, 22, 23, 24,
- * 31, 32, 33, 34,
- * 41, 42, 43, 44 );
- * ```
- * will result in the elements array containing:
- * ```js
- * m.elements = [ 11, 21, 31, 41,
- * 12, 22, 32, 42,
- * 13, 23, 33, 43,
- * 14, 24, 34, 44 ];
- * ```
- * and internally all calculations are performed using column-major ordering.
- * However, as the actual ordering makes no difference mathematically and
- * most people are used to thinking about matrices in row-major order, the
- * three.js documentation shows matrices in row-major order. Just bear in
- * mind that if you are reading the source code, you'll have to take the
- * transpose of any matrices outlined here to make sense of the calculations.
- */
- class Matrix4 {
- /**
- * Constructs a new 4x4 matrix. The arguments are supposed to be
- * in row-major order. If no arguments are provided, the constructor
- * initializes the matrix as an identity matrix.
- *
- * @param {number} [n11] - 1-1 matrix element.
- * @param {number} [n12] - 1-2 matrix element.
- * @param {number} [n13] - 1-3 matrix element.
- * @param {number} [n14] - 1-4 matrix element.
- * @param {number} [n21] - 2-1 matrix element.
- * @param {number} [n22] - 2-2 matrix element.
- * @param {number} [n23] - 2-3 matrix element.
- * @param {number} [n24] - 2-4 matrix element.
- * @param {number} [n31] - 3-1 matrix element.
- * @param {number} [n32] - 3-2 matrix element.
- * @param {number} [n33] - 3-3 matrix element.
- * @param {number} [n34] - 3-4 matrix element.
- * @param {number} [n41] - 4-1 matrix element.
- * @param {number} [n42] - 4-2 matrix element.
- * @param {number} [n43] - 4-3 matrix element.
- * @param {number} [n44] - 4-4 matrix element.
- */
- constructor( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- Matrix4.prototype.isMatrix4 = true;
- /**
- * A column-major list of matrix values.
- *
- * @type {Array<number>}
- */
- this.elements = [
- 1, 0, 0, 0,
- 0, 1, 0, 0,
- 0, 0, 1, 0,
- 0, 0, 0, 1
- ];
- if ( n11 !== undefined ) {
- this.set( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 );
- }
- }
- /**
- * Sets the elements of the matrix.The arguments are supposed to be
- * in row-major order.
- *
- * @param {number} [n11] - 1-1 matrix element.
- * @param {number} [n12] - 1-2 matrix element.
- * @param {number} [n13] - 1-3 matrix element.
- * @param {number} [n14] - 1-4 matrix element.
- * @param {number} [n21] - 2-1 matrix element.
- * @param {number} [n22] - 2-2 matrix element.
- * @param {number} [n23] - 2-3 matrix element.
- * @param {number} [n24] - 2-4 matrix element.
- * @param {number} [n31] - 3-1 matrix element.
- * @param {number} [n32] - 3-2 matrix element.
- * @param {number} [n33] - 3-3 matrix element.
- * @param {number} [n34] - 3-4 matrix element.
- * @param {number} [n41] - 4-1 matrix element.
- * @param {number} [n42] - 4-2 matrix element.
- * @param {number} [n43] - 4-3 matrix element.
- * @param {number} [n44] - 4-4 matrix element.
- * @return {Matrix4} A reference to this matrix.
- */
- set( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
- const te = this.elements;
- te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;
- te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;
- te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;
- te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;
- return this;
- }
- /**
- * Sets this matrix to the 4x4 identity matrix.
- *
- * @return {Matrix4} A reference to this matrix.
- */
- identity() {
- this.set(
- 1, 0, 0, 0,
- 0, 1, 0, 0,
- 0, 0, 1, 0,
- 0, 0, 0, 1
- );
- return this;
- }
- /**
- * Returns a matrix with copied values from this instance.
- *
- * @return {Matrix4} A clone of this instance.
- */
- clone() {
- return new Matrix4().fromArray( this.elements );
- }
- /**
- * Copies the values of the given matrix to this instance.
- *
- * @param {Matrix4} m - The matrix to copy.
- * @return {Matrix4} A reference to this matrix.
- */
- copy( m ) {
- const te = this.elements;
- const me = m.elements;
- te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ];
- te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ];
- te[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ];
- te[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ];
- return this;
- }
- /**
- * Copies the translation component of the given matrix
- * into this matrix's translation component.
- *
- * @param {Matrix4} m - The matrix to copy the translation component.
- * @return {Matrix4} A reference to this matrix.
- */
- copyPosition( m ) {
- const te = this.elements, me = m.elements;
- te[ 12 ] = me[ 12 ];
- te[ 13 ] = me[ 13 ];
- te[ 14 ] = me[ 14 ];
- return this;
- }
- /**
- * Set the upper 3x3 elements of this matrix to the values of given 3x3 matrix.
- *
- * @param {Matrix3} m - The 3x3 matrix.
- * @return {Matrix4} A reference to this matrix.
- */
- setFromMatrix3( m ) {
- const me = m.elements;
- this.set(
- me[ 0 ], me[ 3 ], me[ 6 ], 0,
- me[ 1 ], me[ 4 ], me[ 7 ], 0,
- me[ 2 ], me[ 5 ], me[ 8 ], 0,
- 0, 0, 0, 1
- );
- return this;
- }
- /**
- * Extracts the basis of this matrix into the three axis vectors provided.
- *
- * @param {Vector3} xAxis - The basis's x axis.
- * @param {Vector3} yAxis - The basis's y axis.
- * @param {Vector3} zAxis - The basis's z axis.
- * @return {Matrix4} A reference to this matrix.
- */
- extractBasis( xAxis, yAxis, zAxis ) {
- if ( this.determinant() === 0 ) {
- xAxis.set( 1, 0, 0 );
- yAxis.set( 0, 1, 0 );
- zAxis.set( 0, 0, 1 );
- return this;
- }
- xAxis.setFromMatrixColumn( this, 0 );
- yAxis.setFromMatrixColumn( this, 1 );
- zAxis.setFromMatrixColumn( this, 2 );
- return this;
- }
- /**
- * Sets the given basis vectors to this matrix.
- *
- * @param {Vector3} xAxis - The basis's x axis.
- * @param {Vector3} yAxis - The basis's y axis.
- * @param {Vector3} zAxis - The basis's z axis.
- * @return {Matrix4} A reference to this matrix.
- */
- makeBasis( xAxis, yAxis, zAxis ) {
- this.set(
- xAxis.x, yAxis.x, zAxis.x, 0,
- xAxis.y, yAxis.y, zAxis.y, 0,
- xAxis.z, yAxis.z, zAxis.z, 0,
- 0, 0, 0, 1
- );
- return this;
- }
- /**
- * Extracts the rotation component of the given matrix
- * into this matrix's rotation component.
- *
- * Note: This method does not support reflection matrices.
- *
- * @param {Matrix4} m - The matrix.
- * @return {Matrix4} A reference to this matrix.
- */
- extractRotation( m ) {
- if ( m.determinant() === 0 ) {
- return this.identity();
- }
- const te = this.elements;
- const me = m.elements;
- const scaleX = 1 / _v1$5.setFromMatrixColumn( m, 0 ).length();
- const scaleY = 1 / _v1$5.setFromMatrixColumn( m, 1 ).length();
- const scaleZ = 1 / _v1$5.setFromMatrixColumn( m, 2 ).length();
- te[ 0 ] = me[ 0 ] * scaleX;
- te[ 1 ] = me[ 1 ] * scaleX;
- te[ 2 ] = me[ 2 ] * scaleX;
- te[ 3 ] = 0;
- te[ 4 ] = me[ 4 ] * scaleY;
- te[ 5 ] = me[ 5 ] * scaleY;
- te[ 6 ] = me[ 6 ] * scaleY;
- te[ 7 ] = 0;
- te[ 8 ] = me[ 8 ] * scaleZ;
- te[ 9 ] = me[ 9 ] * scaleZ;
- te[ 10 ] = me[ 10 ] * scaleZ;
- te[ 11 ] = 0;
- te[ 12 ] = 0;
- te[ 13 ] = 0;
- te[ 14 ] = 0;
- te[ 15 ] = 1;
- return this;
- }
- /**
- * Sets the rotation component (the upper left 3x3 matrix) of this matrix to
- * the rotation specified by the given Euler angles. The rest of
- * the matrix is set to the identity. Depending on the {@link Euler#order},
- * there are six possible outcomes. See [this page](https://en.wikipedia.org/wiki/Euler_angles#Rotation_matrix)
- * for a complete list.
- *
- * @param {Euler} euler - The Euler angles.
- * @return {Matrix4} A reference to this matrix.
- */
- makeRotationFromEuler( euler ) {
- const te = this.elements;
- const x = euler.x, y = euler.y, z = euler.z;
- const a = Math.cos( x ), b = Math.sin( x );
- const c = Math.cos( y ), d = Math.sin( y );
- const e = Math.cos( z ), f = Math.sin( z );
- if ( euler.order === 'XYZ' ) {
- const ae = a * e, af = a * f, be = b * e, bf = b * f;
- te[ 0 ] = c * e;
- te[ 4 ] = - c * f;
- te[ 8 ] = d;
- te[ 1 ] = af + be * d;
- te[ 5 ] = ae - bf * d;
- te[ 9 ] = - b * c;
- te[ 2 ] = bf - ae * d;
- te[ 6 ] = be + af * d;
- te[ 10 ] = a * c;
- } else if ( euler.order === 'YXZ' ) {
- const ce = c * e, cf = c * f, de = d * e, df = d * f;
- te[ 0 ] = ce + df * b;
- te[ 4 ] = de * b - cf;
- te[ 8 ] = a * d;
- te[ 1 ] = a * f;
- te[ 5 ] = a * e;
- te[ 9 ] = - b;
- te[ 2 ] = cf * b - de;
- te[ 6 ] = df + ce * b;
- te[ 10 ] = a * c;
- } else if ( euler.order === 'ZXY' ) {
- const ce = c * e, cf = c * f, de = d * e, df = d * f;
- te[ 0 ] = ce - df * b;
- te[ 4 ] = - a * f;
- te[ 8 ] = de + cf * b;
- te[ 1 ] = cf + de * b;
- te[ 5 ] = a * e;
- te[ 9 ] = df - ce * b;
- te[ 2 ] = - a * d;
- te[ 6 ] = b;
- te[ 10 ] = a * c;
- } else if ( euler.order === 'ZYX' ) {
- const ae = a * e, af = a * f, be = b * e, bf = b * f;
- te[ 0 ] = c * e;
- te[ 4 ] = be * d - af;
- te[ 8 ] = ae * d + bf;
- te[ 1 ] = c * f;
- te[ 5 ] = bf * d + ae;
- te[ 9 ] = af * d - be;
- te[ 2 ] = - d;
- te[ 6 ] = b * c;
- te[ 10 ] = a * c;
- } else if ( euler.order === 'YZX' ) {
- const ac = a * c, ad = a * d, bc = b * c, bd = b * d;
- te[ 0 ] = c * e;
- te[ 4 ] = bd - ac * f;
- te[ 8 ] = bc * f + ad;
- te[ 1 ] = f;
- te[ 5 ] = a * e;
- te[ 9 ] = - b * e;
- te[ 2 ] = - d * e;
- te[ 6 ] = ad * f + bc;
- te[ 10 ] = ac - bd * f;
- } else if ( euler.order === 'XZY' ) {
- const ac = a * c, ad = a * d, bc = b * c, bd = b * d;
- te[ 0 ] = c * e;
- te[ 4 ] = - f;
- te[ 8 ] = d * e;
- te[ 1 ] = ac * f + bd;
- te[ 5 ] = a * e;
- te[ 9 ] = ad * f - bc;
- te[ 2 ] = bc * f - ad;
- te[ 6 ] = b * e;
- te[ 10 ] = bd * f + ac;
- }
- // bottom row
- te[ 3 ] = 0;
- te[ 7 ] = 0;
- te[ 11 ] = 0;
- // last column
- te[ 12 ] = 0;
- te[ 13 ] = 0;
- te[ 14 ] = 0;
- te[ 15 ] = 1;
- return this;
- }
- /**
- * Sets the rotation component of this matrix to the rotation specified by
- * the given Quaternion as outlined [here](https://en.wikipedia.org/wiki/Rotation_matrix#Quaternion)
- * The rest of the matrix is set to the identity.
- *
- * @param {Quaternion} q - The Quaternion.
- * @return {Matrix4} A reference to this matrix.
- */
- makeRotationFromQuaternion( q ) {
- return this.compose( _zero, q, _one );
- }
- /**
- * Sets the rotation component of the transformation matrix, looking from `eye` towards
- * `target`, and oriented by the up-direction.
- *
- * @param {Vector3} eye - The eye vector.
- * @param {Vector3} target - The target vector.
- * @param {Vector3} up - The up vector.
- * @return {Matrix4} A reference to this matrix.
- */
- lookAt( eye, target, up ) {
- const te = this.elements;
- _z.subVectors( eye, target );
- if ( _z.lengthSq() === 0 ) {
- // eye and target are in the same position
- _z.z = 1;
- }
- _z.normalize();
- _x.crossVectors( up, _z );
- if ( _x.lengthSq() === 0 ) {
- // up and z are parallel
- if ( Math.abs( up.z ) === 1 ) {
- _z.x += 0.0001;
- } else {
- _z.z += 0.0001;
- }
- _z.normalize();
- _x.crossVectors( up, _z );
- }
- _x.normalize();
- _y.crossVectors( _z, _x );
- te[ 0 ] = _x.x; te[ 4 ] = _y.x; te[ 8 ] = _z.x;
- te[ 1 ] = _x.y; te[ 5 ] = _y.y; te[ 9 ] = _z.y;
- te[ 2 ] = _x.z; te[ 6 ] = _y.z; te[ 10 ] = _z.z;
- return this;
- }
- /**
- * Post-multiplies this matrix by the given 4x4 matrix.
- *
- * @param {Matrix4} m - The matrix to multiply with.
- * @return {Matrix4} A reference to this matrix.
- */
- multiply( m ) {
- return this.multiplyMatrices( this, m );
- }
- /**
- * Pre-multiplies this matrix by the given 4x4 matrix.
- *
- * @param {Matrix4} m - The matrix to multiply with.
- * @return {Matrix4} A reference to this matrix.
- */
- premultiply( m ) {
- return this.multiplyMatrices( m, this );
- }
- /**
- * Multiples the given 4x4 matrices and stores the result
- * in this matrix.
- *
- * @param {Matrix4} a - The first matrix.
- * @param {Matrix4} b - The second matrix.
- * @return {Matrix4} A reference to this matrix.
- */
- multiplyMatrices( a, b ) {
- const ae = a.elements;
- const be = b.elements;
- const te = this.elements;
- const a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];
- const a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];
- const a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];
- const a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];
- const b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];
- const b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];
- const b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];
- const b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];
- te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
- te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
- te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
- te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
- te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
- te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
- te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
- te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
- te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
- te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
- te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
- te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
- te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
- te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
- te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
- te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
- return this;
- }
- /**
- * Multiplies every component of the matrix by the given scalar.
- *
- * @param {number} s - The scalar.
- * @return {Matrix4} A reference to this matrix.
- */
- multiplyScalar( s ) {
- const te = this.elements;
- te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;
- te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;
- te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;
- te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;
- return this;
- }
- /**
- * Computes and returns the determinant of this matrix.
- *
- * Based on the method outlined [here](http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.html).
- *
- * @return {number} The determinant.
- */
- determinant() {
- const te = this.elements;
- const n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];
- const n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];
- const n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];
- const n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];
- const t11 = n23 * n34 - n24 * n33;
- const t12 = n22 * n34 - n24 * n32;
- const t13 = n22 * n33 - n23 * n32;
- const t21 = n21 * n34 - n24 * n31;
- const t22 = n21 * n33 - n23 * n31;
- const t23 = n21 * n32 - n22 * n31;
- return n11 * ( n42 * t11 - n43 * t12 + n44 * t13 ) -
- n12 * ( n41 * t11 - n43 * t21 + n44 * t22 ) +
- n13 * ( n41 * t12 - n42 * t21 + n44 * t23 ) -
- n14 * ( n41 * t13 - n42 * t22 + n43 * t23 );
- }
- /**
- * Transposes this matrix in place.
- *
- * @return {Matrix4} A reference to this matrix.
- */
- transpose() {
- const te = this.elements;
- let tmp;
- tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;
- tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;
- tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;
- tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;
- tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;
- tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;
- return this;
- }
- /**
- * Sets the position component for this matrix from the given vector,
- * without affecting the rest of the matrix.
- *
- * @param {number|Vector3} x - The x component of the vector or alternatively the vector object.
- * @param {number} y - The y component of the vector.
- * @param {number} z - The z component of the vector.
- * @return {Matrix4} A reference to this matrix.
- */
- setPosition( x, y, z ) {
- const te = this.elements;
- if ( x.isVector3 ) {
- te[ 12 ] = x.x;
- te[ 13 ] = x.y;
- te[ 14 ] = x.z;
- } else {
- te[ 12 ] = x;
- te[ 13 ] = y;
- te[ 14 ] = z;
- }
- return this;
- }
- /**
- * Inverts this matrix, using the [analytic method](https://en.wikipedia.org/wiki/Invertible_matrix#Analytic_solution).
- * You can not invert with a determinant of zero. If you attempt this, the method produces
- * a zero matrix instead.
- *
- * @return {Matrix4} A reference to this matrix.
- */
- invert() {
- // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
- const te = this.elements,
- n11 = te[ 0 ], n21 = te[ 1 ], n31 = te[ 2 ], n41 = te[ 3 ],
- n12 = te[ 4 ], n22 = te[ 5 ], n32 = te[ 6 ], n42 = te[ 7 ],
- n13 = te[ 8 ], n23 = te[ 9 ], n33 = te[ 10 ], n43 = te[ 11 ],
- n14 = te[ 12 ], n24 = te[ 13 ], n34 = te[ 14 ], n44 = te[ 15 ],
- t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44,
- t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44,
- t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44,
- t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;
- const det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;
- if ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 );
- const detInv = 1 / det;
- te[ 0 ] = t11 * detInv;
- te[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv;
- te[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv;
- te[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv;
- te[ 4 ] = t12 * detInv;
- te[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv;
- te[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv;
- te[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv;
- te[ 8 ] = t13 * detInv;
- te[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv;
- te[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv;
- te[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv;
- te[ 12 ] = t14 * detInv;
- te[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv;
- te[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv;
- te[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv;
- return this;
- }
- /**
- * Multiplies the columns of this matrix by the given vector.
- *
- * @param {Vector3} v - The scale vector.
- * @return {Matrix4} A reference to this matrix.
- */
- scale( v ) {
- const te = this.elements;
- const x = v.x, y = v.y, z = v.z;
- te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;
- te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;
- te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;
- te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;
- return this;
- }
- /**
- * Gets the maximum scale value of the three axes.
- *
- * @return {number} The maximum scale.
- */
- getMaxScaleOnAxis() {
- const te = this.elements;
- const scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];
- const scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];
- const scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];
- return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) );
- }
- /**
- * Sets this matrix as a translation transform from the given vector.
- *
- * @param {number|Vector3} x - The amount to translate in the X axis or alternatively a translation vector.
- * @param {number} y - The amount to translate in the Y axis.
- * @param {number} z - The amount to translate in the z axis.
- * @return {Matrix4} A reference to this matrix.
- */
- makeTranslation( x, y, z ) {
- if ( x.isVector3 ) {
- this.set(
- 1, 0, 0, x.x,
- 0, 1, 0, x.y,
- 0, 0, 1, x.z,
- 0, 0, 0, 1
- );
- } else {
- this.set(
- 1, 0, 0, x,
- 0, 1, 0, y,
- 0, 0, 1, z,
- 0, 0, 0, 1
- );
- }
- return this;
- }
- /**
- * Sets this matrix as a rotational transformation around the X axis by
- * the given angle.
- *
- * @param {number} theta - The rotation in radians.
- * @return {Matrix4} A reference to this matrix.
- */
- makeRotationX( theta ) {
- const c = Math.cos( theta ), s = Math.sin( theta );
- this.set(
- 1, 0, 0, 0,
- 0, c, - s, 0,
- 0, s, c, 0,
- 0, 0, 0, 1
- );
- return this;
- }
- /**
- * Sets this matrix as a rotational transformation around the Y axis by
- * the given angle.
- *
- * @param {number} theta - The rotation in radians.
- * @return {Matrix4} A reference to this matrix.
- */
- makeRotationY( theta ) {
- const c = Math.cos( theta ), s = Math.sin( theta );
- this.set(
- c, 0, s, 0,
- 0, 1, 0, 0,
- - s, 0, c, 0,
- 0, 0, 0, 1
- );
- return this;
- }
- /**
- * Sets this matrix as a rotational transformation around the Z axis by
- * the given angle.
- *
- * @param {number} theta - The rotation in radians.
- * @return {Matrix4} A reference to this matrix.
- */
- makeRotationZ( theta ) {
- const c = Math.cos( theta ), s = Math.sin( theta );
- this.set(
- c, - s, 0, 0,
- s, c, 0, 0,
- 0, 0, 1, 0,
- 0, 0, 0, 1
- );
- return this;
- }
- /**
- * Sets this matrix as a rotational transformation around the given axis by
- * the given angle.
- *
- * This is a somewhat controversial but mathematically sound alternative to
- * rotating via Quaternions. See the discussion [here](https://www.gamedev.net/articles/programming/math-and-physics/do-we-really-need-quaternions-r1199).
- *
- * @param {Vector3} axis - The normalized rotation axis.
- * @param {number} angle - The rotation in radians.
- * @return {Matrix4} A reference to this matrix.
- */
- makeRotationAxis( axis, angle ) {
- // Based on http://www.gamedev.net/reference/articles/article1199.asp
- const c = Math.cos( angle );
- const s = Math.sin( angle );
- const t = 1 - c;
- const x = axis.x, y = axis.y, z = axis.z;
- const tx = t * x, ty = t * y;
- this.set(
- tx * x + c, tx * y - s * z, tx * z + s * y, 0,
- tx * y + s * z, ty * y + c, ty * z - s * x, 0,
- tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
- 0, 0, 0, 1
- );
- return this;
- }
- /**
- * Sets this matrix as a scale transformation.
- *
- * @param {number} x - The amount to scale in the X axis.
- * @param {number} y - The amount to scale in the Y axis.
- * @param {number} z - The amount to scale in the Z axis.
- * @return {Matrix4} A reference to this matrix.
- */
- makeScale( x, y, z ) {
- this.set(
- x, 0, 0, 0,
- 0, y, 0, 0,
- 0, 0, z, 0,
- 0, 0, 0, 1
- );
- return this;
- }
- /**
- * Sets this matrix as a shear transformation.
- *
- * @param {number} xy - The amount to shear X by Y.
- * @param {number} xz - The amount to shear X by Z.
- * @param {number} yx - The amount to shear Y by X.
- * @param {number} yz - The amount to shear Y by Z.
- * @param {number} zx - The amount to shear Z by X.
- * @param {number} zy - The amount to shear Z by Y.
- * @return {Matrix4} A reference to this matrix.
- */
- makeShear( xy, xz, yx, yz, zx, zy ) {
- this.set(
- 1, yx, zx, 0,
- xy, 1, zy, 0,
- xz, yz, 1, 0,
- 0, 0, 0, 1
- );
- return this;
- }
- /**
- * Sets this matrix to the transformation composed of the given position,
- * rotation (Quaternion) and scale.
- *
- * @param {Vector3} position - The position vector.
- * @param {Quaternion} quaternion - The rotation as a Quaternion.
- * @param {Vector3} scale - The scale vector.
- * @return {Matrix4} A reference to this matrix.
- */
- compose( position, quaternion, scale ) {
- const te = this.elements;
- const x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._w;
- const x2 = x + x, y2 = y + y, z2 = z + z;
- const xx = x * x2, xy = x * y2, xz = x * z2;
- const yy = y * y2, yz = y * z2, zz = z * z2;
- const wx = w * x2, wy = w * y2, wz = w * z2;
- const sx = scale.x, sy = scale.y, sz = scale.z;
- te[ 0 ] = ( 1 - ( yy + zz ) ) * sx;
- te[ 1 ] = ( xy + wz ) * sx;
- te[ 2 ] = ( xz - wy ) * sx;
- te[ 3 ] = 0;
- te[ 4 ] = ( xy - wz ) * sy;
- te[ 5 ] = ( 1 - ( xx + zz ) ) * sy;
- te[ 6 ] = ( yz + wx ) * sy;
- te[ 7 ] = 0;
- te[ 8 ] = ( xz + wy ) * sz;
- te[ 9 ] = ( yz - wx ) * sz;
- te[ 10 ] = ( 1 - ( xx + yy ) ) * sz;
- te[ 11 ] = 0;
- te[ 12 ] = position.x;
- te[ 13 ] = position.y;
- te[ 14 ] = position.z;
- te[ 15 ] = 1;
- return this;
- }
- /**
- * Decomposes this matrix into its position, rotation and scale components
- * and provides the result in the given objects.
- *
- * Note: Not all matrices are decomposable in this way. For example, if an
- * object has a non-uniformly scaled parent, then the object's world matrix
- * may not be decomposable, and this method may not be appropriate.
- *
- * @param {Vector3} position - The position vector.
- * @param {Quaternion} quaternion - The rotation as a Quaternion.
- * @param {Vector3} scale - The scale vector.
- * @return {Matrix4} A reference to this matrix.
- */
- decompose( position, quaternion, scale ) {
- const te = this.elements;
- position.x = te[ 12 ];
- position.y = te[ 13 ];
- position.z = te[ 14 ];
- if ( this.determinant() === 0 ) {
- scale.set( 1, 1, 1 );
- quaternion.identity();
- return this;
- }
- let sx = _v1$5.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();
- const sy = _v1$5.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();
- const sz = _v1$5.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();
- // if determine is negative, we need to invert one scale
- const det = this.determinant();
- if ( det < 0 ) sx = - sx;
- // scale the rotation part
- _m1$2.copy( this );
- const invSX = 1 / sx;
- const invSY = 1 / sy;
- const invSZ = 1 / sz;
- _m1$2.elements[ 0 ] *= invSX;
- _m1$2.elements[ 1 ] *= invSX;
- _m1$2.elements[ 2 ] *= invSX;
- _m1$2.elements[ 4 ] *= invSY;
- _m1$2.elements[ 5 ] *= invSY;
- _m1$2.elements[ 6 ] *= invSY;
- _m1$2.elements[ 8 ] *= invSZ;
- _m1$2.elements[ 9 ] *= invSZ;
- _m1$2.elements[ 10 ] *= invSZ;
- quaternion.setFromRotationMatrix( _m1$2 );
- scale.x = sx;
- scale.y = sy;
- scale.z = sz;
- return this;
- }
- /**
- * Creates a perspective projection matrix. This is used internally by
- * {@link PerspectiveCamera#updateProjectionMatrix}.
- * @param {number} left - Left boundary of the viewing frustum at the near plane.
- * @param {number} right - Right boundary of the viewing frustum at the near plane.
- * @param {number} top - Top boundary of the viewing frustum at the near plane.
- * @param {number} bottom - Bottom boundary of the viewing frustum at the near plane.
- * @param {number} near - The distance from the camera to the near plane.
- * @param {number} far - The distance from the camera to the far plane.
- * @param {(WebGLCoordinateSystem|WebGPUCoordinateSystem)} [coordinateSystem=WebGLCoordinateSystem] - The coordinate system.
- * @param {boolean} [reversedDepth=false] - Whether to use a reversed depth.
- * @return {Matrix4} A reference to this matrix.
- */
- makePerspective( left, right, top, bottom, near, far, coordinateSystem = WebGLCoordinateSystem, reversedDepth = false ) {
- const te = this.elements;
- const x = 2 * near / ( right - left );
- const y = 2 * near / ( top - bottom );
- const a = ( right + left ) / ( right - left );
- const b = ( top + bottom ) / ( top - bottom );
- let c, d;
- if ( reversedDepth ) {
- c = near / ( far - near );
- d = ( far * near ) / ( far - near );
- } else {
- if ( coordinateSystem === WebGLCoordinateSystem ) {
- c = - ( far + near ) / ( far - near );
- d = ( -2 * far * near ) / ( far - near );
- } else if ( coordinateSystem === WebGPUCoordinateSystem ) {
- c = - far / ( far - near );
- d = ( - far * near ) / ( far - near );
- } else {
- throw new Error( 'THREE.Matrix4.makePerspective(): Invalid coordinate system: ' + coordinateSystem );
- }
- }
- te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = a; te[ 12 ] = 0;
- te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = b; te[ 13 ] = 0;
- te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d;
- te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = -1; te[ 15 ] = 0;
- return this;
- }
- /**
- * Creates a orthographic projection matrix. This is used internally by
- * {@link OrthographicCamera#updateProjectionMatrix}.
- * @param {number} left - Left boundary of the viewing frustum at the near plane.
- * @param {number} right - Right boundary of the viewing frustum at the near plane.
- * @param {number} top - Top boundary of the viewing frustum at the near plane.
- * @param {number} bottom - Bottom boundary of the viewing frustum at the near plane.
- * @param {number} near - The distance from the camera to the near plane.
- * @param {number} far - The distance from the camera to the far plane.
- * @param {(WebGLCoordinateSystem|WebGPUCoordinateSystem)} [coordinateSystem=WebGLCoordinateSystem] - The coordinate system.
- * @param {boolean} [reversedDepth=false] - Whether to use a reversed depth.
- * @return {Matrix4} A reference to this matrix.
- */
- makeOrthographic( left, right, top, bottom, near, far, coordinateSystem = WebGLCoordinateSystem, reversedDepth = false ) {
- const te = this.elements;
- const x = 2 / ( right - left );
- const y = 2 / ( top - bottom );
- const a = - ( right + left ) / ( right - left );
- const b = - ( top + bottom ) / ( top - bottom );
- let c, d;
- if ( reversedDepth ) {
- c = 1 / ( far - near );
- d = far / ( far - near );
- } else {
- if ( coordinateSystem === WebGLCoordinateSystem ) {
- c = -2 / ( far - near );
- d = - ( far + near ) / ( far - near );
- } else if ( coordinateSystem === WebGPUCoordinateSystem ) {
- c = -1 / ( far - near );
- d = - near / ( far - near );
- } else {
- throw new Error( 'THREE.Matrix4.makeOrthographic(): Invalid coordinate system: ' + coordinateSystem );
- }
- }
- te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = 0; te[ 12 ] = a;
- te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = 0; te[ 13 ] = b;
- te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d;
- te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; te[ 15 ] = 1;
- return this;
- }
- /**
- * Returns `true` if this matrix is equal with the given one.
- *
- * @param {Matrix4} matrix - The matrix to test for equality.
- * @return {boolean} Whether this matrix is equal with the given one.
- */
- equals( matrix ) {
- const te = this.elements;
- const me = matrix.elements;
- for ( let i = 0; i < 16; i ++ ) {
- if ( te[ i ] !== me[ i ] ) return false;
- }
- return true;
- }
- /**
- * Sets the elements of the matrix from the given array.
- *
- * @param {Array<number>} array - The matrix elements in column-major order.
- * @param {number} [offset=0] - Index of the first element in the array.
- * @return {Matrix4} A reference to this matrix.
- */
- fromArray( array, offset = 0 ) {
- for ( let i = 0; i < 16; i ++ ) {
- this.elements[ i ] = array[ i + offset ];
- }
- return this;
- }
- /**
- * Writes the elements of this matrix to the given array. If no array is provided,
- * the method returns a new instance.
- *
- * @param {Array<number>} [array=[]] - The target array holding the matrix elements in column-major order.
- * @param {number} [offset=0] - Index of the first element in the array.
- * @return {Array<number>} The matrix elements in column-major order.
- */
- toArray( array = [], offset = 0 ) {
- const te = this.elements;
- array[ offset ] = te[ 0 ];
- array[ offset + 1 ] = te[ 1 ];
- array[ offset + 2 ] = te[ 2 ];
- array[ offset + 3 ] = te[ 3 ];
- array[ offset + 4 ] = te[ 4 ];
- array[ offset + 5 ] = te[ 5 ];
- array[ offset + 6 ] = te[ 6 ];
- array[ offset + 7 ] = te[ 7 ];
- array[ offset + 8 ] = te[ 8 ];
- array[ offset + 9 ] = te[ 9 ];
- array[ offset + 10 ] = te[ 10 ];
- array[ offset + 11 ] = te[ 11 ];
- array[ offset + 12 ] = te[ 12 ];
- array[ offset + 13 ] = te[ 13 ];
- array[ offset + 14 ] = te[ 14 ];
- array[ offset + 15 ] = te[ 15 ];
- return array;
- }
- }
- const _v1$5 = /*@__PURE__*/ new Vector3();
- const _m1$2 = /*@__PURE__*/ new Matrix4();
- const _zero = /*@__PURE__*/ new Vector3( 0, 0, 0 );
- const _one = /*@__PURE__*/ new Vector3( 1, 1, 1 );
- const _x = /*@__PURE__*/ new Vector3();
- const _y = /*@__PURE__*/ new Vector3();
- const _z = /*@__PURE__*/ new Vector3();
- const _matrix$2 = /*@__PURE__*/ new Matrix4();
- const _quaternion$3 = /*@__PURE__*/ new Quaternion();
- /**
- * A class representing Euler angles.
- *
- * Euler angles describe a rotational transformation by rotating an object on
- * its various axes in specified amounts per axis, and a specified axis
- * order.
- *
- * Iterating through an instance will yield its components (x, y, z,
- * order) in the corresponding order.
- *
- * ```js
- * const a = new THREE.Euler( 0, 1, 1.57, 'XYZ' );
- * const b = new THREE.Vector3( 1, 0, 1 );
- * b.applyEuler(a);
- * ```
- */
- class Euler {
- /**
- * Constructs a new euler instance.
- *
- * @param {number} [x=0] - The angle of the x axis in radians.
- * @param {number} [y=0] - The angle of the y axis in radians.
- * @param {number} [z=0] - The angle of the z axis in radians.
- * @param {string} [order=Euler.DEFAULT_ORDER] - A string representing the order that the rotations are applied.
- */
- constructor( x = 0, y = 0, z = 0, order = Euler.DEFAULT_ORDER ) {
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isEuler = true;
- this._x = x;
- this._y = y;
- this._z = z;
- this._order = order;
- }
- /**
- * The angle of the x axis in radians.
- *
- * @type {number}
- * @default 0
- */
- get x() {
- return this._x;
- }
- set x( value ) {
- this._x = value;
- this._onChangeCallback();
- }
- /**
- * The angle of the y axis in radians.
- *
- * @type {number}
- * @default 0
- */
- get y() {
- return this._y;
- }
- set y( value ) {
- this._y = value;
- this._onChangeCallback();
- }
- /**
- * The angle of the z axis in radians.
- *
- * @type {number}
- * @default 0
- */
- get z() {
- return this._z;
- }
- set z( value ) {
- this._z = value;
- this._onChangeCallback();
- }
- /**
- * A string representing the order that the rotations are applied.
- *
- * @type {string}
- * @default 'XYZ'
- */
- get order() {
- return this._order;
- }
- set order( value ) {
- this._order = value;
- this._onChangeCallback();
- }
- /**
- * Sets the Euler components.
- *
- * @param {number} x - The angle of the x axis in radians.
- * @param {number} y - The angle of the y axis in radians.
- * @param {number} z - The angle of the z axis in radians.
- * @param {string} [order] - A string representing the order that the rotations are applied.
- * @return {Euler} A reference to this Euler instance.
- */
- set( x, y, z, order = this._order ) {
- this._x = x;
- this._y = y;
- this._z = z;
- this._order = order;
- this._onChangeCallback();
- return this;
- }
- /**
- * Returns a new Euler instance with copied values from this instance.
- *
- * @return {Euler} A clone of this instance.
- */
- clone() {
- return new this.constructor( this._x, this._y, this._z, this._order );
- }
- /**
- * Copies the values of the given Euler instance to this instance.
- *
- * @param {Euler} euler - The Euler instance to copy.
- * @return {Euler} A reference to this Euler instance.
- */
- copy( euler ) {
- this._x = euler._x;
- this._y = euler._y;
- this._z = euler._z;
- this._order = euler._order;
- this._onChangeCallback();
- return this;
- }
- /**
- * Sets the angles of this Euler instance from a pure rotation matrix.
- *
- * @param {Matrix4} m - A 4x4 matrix of which the upper 3x3 of matrix is a pure rotation matrix (i.e. unscaled).
- * @param {string} [order] - A string representing the order that the rotations are applied.
- * @param {boolean} [update=true] - Whether the internal `onChange` callback should be executed or not.
- * @return {Euler} A reference to this Euler instance.
- */
- setFromRotationMatrix( m, order = this._order, update = true ) {
- const te = m.elements;
- const m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];
- const m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];
- const m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
- switch ( order ) {
- case 'XYZ':
- this._y = Math.asin( clamp( m13, -1, 1 ) );
- if ( Math.abs( m13 ) < 0.9999999 ) {
- this._x = Math.atan2( - m23, m33 );
- this._z = Math.atan2( - m12, m11 );
- } else {
- this._x = Math.atan2( m32, m22 );
- this._z = 0;
- }
- break;
- case 'YXZ':
- this._x = Math.asin( - clamp( m23, -1, 1 ) );
- if ( Math.abs( m23 ) < 0.9999999 ) {
- this._y = Math.atan2( m13, m33 );
- this._z = Math.atan2( m21, m22 );
- } else {
- this._y = Math.atan2( - m31, m11 );
- this._z = 0;
- }
- break;
- case 'ZXY':
- this._x = Math.asin( clamp( m32, -1, 1 ) );
- if ( Math.abs( m32 ) < 0.9999999 ) {
- this._y = Math.atan2( - m31, m33 );
- this._z = Math.atan2( - m12, m22 );
- } else {
- this._y = 0;
- this._z = Math.atan2( m21, m11 );
- }
- break;
- case 'ZYX':
- this._y = Math.asin( - clamp( m31, -1, 1 ) );
- if ( Math.abs( m31 ) < 0.9999999 ) {
- this._x = Math.atan2( m32, m33 );
- this._z = Math.atan2( m21, m11 );
- } else {
- this._x = 0;
- this._z = Math.atan2( - m12, m22 );
- }
- break;
- case 'YZX':
- this._z = Math.asin( clamp( m21, -1, 1 ) );
- if ( Math.abs( m21 ) < 0.9999999 ) {
- this._x = Math.atan2( - m23, m22 );
- this._y = Math.atan2( - m31, m11 );
- } else {
- this._x = 0;
- this._y = Math.atan2( m13, m33 );
- }
- break;
- case 'XZY':
- this._z = Math.asin( - clamp( m12, -1, 1 ) );
- if ( Math.abs( m12 ) < 0.9999999 ) {
- this._x = Math.atan2( m32, m22 );
- this._y = Math.atan2( m13, m11 );
- } else {
- this._x = Math.atan2( - m23, m33 );
- this._y = 0;
- }
- break;
- default:
- warn( 'Euler: .setFromRotationMatrix() encountered an unknown order: ' + order );
- }
- this._order = order;
- if ( update === true ) this._onChangeCallback();
- return this;
- }
- /**
- * Sets the angles of this Euler instance from a normalized quaternion.
- *
- * @param {Quaternion} q - A normalized Quaternion.
- * @param {string} [order] - A string representing the order that the rotations are applied.
- * @param {boolean} [update=true] - Whether the internal `onChange` callback should be executed or not.
- * @return {Euler} A reference to this Euler instance.
- */
- setFromQuaternion( q, order, update ) {
- _matrix$2.makeRotationFromQuaternion( q );
- return this.setFromRotationMatrix( _matrix$2, order, update );
- }
- /**
- * Sets the angles of this Euler instance from the given vector.
- *
- * @param {Vector3} v - The vector.
- * @param {string} [order] - A string representing the order that the rotations are applied.
- * @return {Euler} A reference to this Euler instance.
- */
- setFromVector3( v, order = this._order ) {
- return this.set( v.x, v.y, v.z, order );
- }
- /**
- * Resets the euler angle with a new order by creating a quaternion from this
- * euler angle and then setting this euler angle with the quaternion and the
- * new order.
- *
- * Warning: This discards revolution information.
- *
- * @param {string} [newOrder] - A string representing the new order that the rotations are applied.
- * @return {Euler} A reference to this Euler instance.
- */
- reorder( newOrder ) {
- _quaternion$3.setFromEuler( this );
- return this.setFromQuaternion( _quaternion$3, newOrder );
- }
- /**
- * Returns `true` if this Euler instance is equal with the given one.
- *
- * @param {Euler} euler - The Euler instance to test for equality.
- * @return {boolean} Whether this Euler instance is equal with the given one.
- */
- equals( euler ) {
- return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );
- }
- /**
- * Sets this Euler instance's components to values from the given array. The first three
- * entries of the array are assign to the x,y and z components. An optional fourth entry
- * defines the Euler order.
- *
- * @param {Array<number,number,number,?string>} array - An array holding the Euler component values.
- * @return {Euler} A reference to this Euler instance.
- */
- fromArray( array ) {
- this._x = array[ 0 ];
- this._y = array[ 1 ];
- this._z = array[ 2 ];
- if ( array[ 3 ] !== undefined ) this._order = array[ 3 ];
- this._onChangeCallback();
- return this;
- }
- /**
- * Writes the components of this Euler instance to the given array. If no array is provided,
- * the method returns a new instance.
- *
- * @param {Array<number,number,number,string>} [array=[]] - The target array holding the Euler components.
- * @param {number} [offset=0] - Index of the first element in the array.
- * @return {Array<number,number,number,string>} The Euler components.
- */
- toArray( array = [], offset = 0 ) {
- array[ offset ] = this._x;
- array[ offset + 1 ] = this._y;
- array[ offset + 2 ] = this._z;
- array[ offset + 3 ] = this._order;
- return array;
- }
- _onChange( callback ) {
- this._onChangeCallback = callback;
- return this;
- }
- _onChangeCallback() {}
- *[ Symbol.iterator ]() {
- yield this._x;
- yield this._y;
- yield this._z;
- yield this._order;
- }
- }
- /**
- * The default Euler angle order.
- *
- * @static
- * @type {string}
- * @default 'XYZ'
- */
- Euler.DEFAULT_ORDER = 'XYZ';
- /**
- * A layers object assigns an 3D object to 1 or more of 32
- * layers numbered `0` to `31` - internally the layers are stored as a
- * bit mask], and by default all 3D objects are a member of layer `0`.
- *
- * This can be used to control visibility - an object must share a layer with
- * a camera to be visible when that camera's view is
- * rendered.
- *
- * All classes that inherit from {@link Object3D} have an `layers` property which
- * is an instance of this class.
- */
- class Layers {
- /**
- * Constructs a new layers instance, with membership
- * initially set to layer `0`.
- */
- constructor() {
- /**
- * A bit mask storing which of the 32 layers this layers object is currently
- * a member of.
- *
- * @type {number}
- */
- this.mask = 1 | 0;
- }
- /**
- * Sets membership to the given layer, and remove membership all other layers.
- *
- * @param {number} layer - The layer to set.
- */
- set( layer ) {
- this.mask = ( 1 << layer | 0 ) >>> 0;
- }
- /**
- * Adds membership of the given layer.
- *
- * @param {number} layer - The layer to enable.
- */
- enable( layer ) {
- this.mask |= 1 << layer | 0;
- }
- /**
- * Adds membership to all layers.
- */
- enableAll() {
- this.mask = 0xffffffff | 0;
- }
- /**
- * Toggles the membership of the given layer.
- *
- * @param {number} layer - The layer to toggle.
- */
- toggle( layer ) {
- this.mask ^= 1 << layer | 0;
- }
- /**
- * Removes membership of the given layer.
- *
- * @param {number} layer - The layer to enable.
- */
- disable( layer ) {
- this.mask &= ~ ( 1 << layer | 0 );
- }
- /**
- * Removes the membership from all layers.
- */
- disableAll() {
- this.mask = 0;
- }
- /**
- * Returns `true` if this and the given layers object have at least one
- * layer in common.
- *
- * @param {Layers} layers - The layers to test.
- * @return {boolean } Whether this and the given layers object have at least one layer in common or not.
- */
- test( layers ) {
- return ( this.mask & layers.mask ) !== 0;
- }
- /**
- * Returns `true` if the given layer is enabled.
- *
- * @param {number} layer - The layer to test.
- * @return {boolean } Whether the given layer is enabled or not.
- */
- isEnabled( layer ) {
- return ( this.mask & ( 1 << layer | 0 ) ) !== 0;
- }
- }
- let _object3DId = 0;
- const _v1$4 = /*@__PURE__*/ new Vector3();
- const _q1 = /*@__PURE__*/ new Quaternion();
- const _m1$1 = /*@__PURE__*/ new Matrix4();
- const _target = /*@__PURE__*/ new Vector3();
- const _position$3 = /*@__PURE__*/ new Vector3();
- const _scale$2 = /*@__PURE__*/ new Vector3();
- const _quaternion$2 = /*@__PURE__*/ new Quaternion();
- const _xAxis = /*@__PURE__*/ new Vector3( 1, 0, 0 );
- const _yAxis = /*@__PURE__*/ new Vector3( 0, 1, 0 );
- const _zAxis = /*@__PURE__*/ new Vector3( 0, 0, 1 );
- /**
- * Fires when the object has been added to its parent object.
- *
- * @event Object3D#added
- * @type {Object}
- */
- const _addedEvent = { type: 'added' };
- /**
- * Fires when the object has been removed from its parent object.
- *
- * @event Object3D#removed
- * @type {Object}
- */
- const _removedEvent = { type: 'removed' };
- /**
- * Fires when a new child object has been added.
- *
- * @event Object3D#childadded
- * @type {Object}
- */
- const _childaddedEvent = { type: 'childadded', child: null };
- /**
- * Fires when a child object has been removed.
- *
- * @event Object3D#childremoved
- * @type {Object}
- */
- const _childremovedEvent = { type: 'childremoved', child: null };
- /**
- * This is the base class for most objects in three.js and provides a set of
- * properties and methods for manipulating objects in 3D space.
- *
- * @augments EventDispatcher
- */
- class Object3D extends EventDispatcher {
- /**
- * Constructs a new 3D object.
- */
- constructor() {
- super();
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isObject3D = true;
- /**
- * The ID of the 3D object.
- *
- * @name Object3D#id
- * @type {number}
- * @readonly
- */
- Object.defineProperty( this, 'id', { value: _object3DId ++ } );
- /**
- * The UUID of the 3D object.
- *
- * @type {string}
- * @readonly
- */
- this.uuid = generateUUID();
- /**
- * The name of the 3D object.
- *
- * @type {string}
- */
- this.name = '';
- /**
- * The type property is used for detecting the object type
- * in context of serialization/deserialization.
- *
- * @type {string}
- * @readonly
- */
- this.type = 'Object3D';
- /**
- * A reference to the parent object.
- *
- * @type {?Object3D}
- * @default null
- */
- this.parent = null;
- /**
- * An array holding the child 3D objects of this instance.
- *
- * @type {Array<Object3D>}
- */
- this.children = [];
- /**
- * Defines the `up` direction of the 3D object which influences
- * the orientation via methods like {@link Object3D#lookAt}.
- *
- * The default values for all 3D objects is defined by `Object3D.DEFAULT_UP`.
- *
- * @type {Vector3}
- */
- this.up = Object3D.DEFAULT_UP.clone();
- const position = new Vector3();
- const rotation = new Euler();
- const quaternion = new Quaternion();
- const scale = new Vector3( 1, 1, 1 );
- function onRotationChange() {
- quaternion.setFromEuler( rotation, false );
- }
- function onQuaternionChange() {
- rotation.setFromQuaternion( quaternion, undefined, false );
- }
- rotation._onChange( onRotationChange );
- quaternion._onChange( onQuaternionChange );
- Object.defineProperties( this, {
- /**
- * Represents the object's local position.
- *
- * @name Object3D#position
- * @type {Vector3}
- * @default (0,0,0)
- */
- position: {
- configurable: true,
- enumerable: true,
- value: position
- },
- /**
- * Represents the object's local rotation as Euler angles, in radians.
- *
- * @name Object3D#rotation
- * @type {Euler}
- * @default (0,0,0)
- */
- rotation: {
- configurable: true,
- enumerable: true,
- value: rotation
- },
- /**
- * Represents the object's local rotation as Quaternions.
- *
- * @name Object3D#quaternion
- * @type {Quaternion}
- */
- quaternion: {
- configurable: true,
- enumerable: true,
- value: quaternion
- },
- /**
- * Represents the object's local scale.
- *
- * @name Object3D#scale
- * @type {Vector3}
- * @default (1,1,1)
- */
- scale: {
- configurable: true,
- enumerable: true,
- value: scale
- },
- /**
- * Represents the object's model-view matrix.
- *
- * @name Object3D#modelViewMatrix
- * @type {Matrix4}
- */
- modelViewMatrix: {
- value: new Matrix4()
- },
- /**
- * Represents the object's normal matrix.
- *
- * @name Object3D#normalMatrix
- * @type {Matrix3}
- */
- normalMatrix: {
- value: new Matrix3()
- }
- } );
- /**
- * Represents the object's transformation matrix in local space.
- *
- * @type {Matrix4}
- */
- this.matrix = new Matrix4();
- /**
- * Represents the object's transformation matrix in world space.
- * If the 3D object has no parent, then it's identical to the local transformation matrix
- *
- * @type {Matrix4}
- */
- this.matrixWorld = new Matrix4();
- /**
- * When set to `true`, the engine automatically computes the local matrix from position,
- * rotation and scale every frame.
- *
- * The default values for all 3D objects is defined by `Object3D.DEFAULT_MATRIX_AUTO_UPDATE`.
- *
- * @type {boolean}
- * @default true
- */
- this.matrixAutoUpdate = Object3D.DEFAULT_MATRIX_AUTO_UPDATE;
- /**
- * When set to `true`, the engine automatically computes the world matrix from the current local
- * matrix and the object's transformation hierarchy.
- *
- * The default values for all 3D objects is defined by `Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE`.
- *
- * @type {boolean}
- * @default true
- */
- this.matrixWorldAutoUpdate = Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE; // checked by the renderer
- /**
- * When set to `true`, it calculates the world matrix in that frame and resets this property
- * to `false`.
- *
- * @type {boolean}
- * @default false
- */
- this.matrixWorldNeedsUpdate = false;
- /**
- * The layer membership of the 3D object. The 3D object is only visible if it has
- * at least one layer in common with the camera in use. This property can also be
- * used to filter out unwanted objects in ray-intersection tests when using {@link Raycaster}.
- *
- * @type {Layers}
- */
- this.layers = new Layers();
- /**
- * When set to `true`, the 3D object gets rendered.
- *
- * @type {boolean}
- * @default true
- */
- this.visible = true;
- /**
- * When set to `true`, the 3D object gets rendered into shadow maps.
- *
- * @type {boolean}
- * @default false
- */
- this.castShadow = false;
- /**
- * When set to `true`, the 3D object is affected by shadows in the scene.
- *
- * @type {boolean}
- * @default false
- */
- this.receiveShadow = false;
- /**
- * When set to `true`, the 3D object is honored by view frustum culling.
- *
- * @type {boolean}
- * @default true
- */
- this.frustumCulled = true;
- /**
- * This value allows the default rendering order of scene graph objects to be
- * overridden although opaque and transparent objects remain sorted independently.
- * When this property is set for an instance of {@link Group},all descendants
- * objects will be sorted and rendered together. Sorting is from lowest to highest
- * render order.
- *
- * @type {number}
- * @default 0
- */
- this.renderOrder = 0;
- /**
- * An array holding the animation clips of the 3D object.
- *
- * @type {Array<AnimationClip>}
- */
- this.animations = [];
- /**
- * Custom depth material to be used when rendering to the depth map. Can only be used
- * in context of meshes. When shadow-casting with a {@link DirectionalLight} or {@link SpotLight},
- * if you are modifying vertex positions in the vertex shader you must specify a custom depth
- * material for proper shadows.
- *
- * Only relevant in context of {@link WebGLRenderer}.
- *
- * @type {(Material|undefined)}
- * @default undefined
- */
- this.customDepthMaterial = undefined;
- /**
- * Same as {@link Object3D#customDepthMaterial}, but used with {@link PointLight}.
- *
- * Only relevant in context of {@link WebGLRenderer}.
- *
- * @type {(Material|undefined)}
- * @default undefined
- */
- this.customDistanceMaterial = undefined;
- /**
- * An object that can be used to store custom data about the 3D object. It
- * should not hold references to functions as these will not be cloned.
- *
- * @type {Object}
- */
- this.userData = {};
- }
- /**
- * A callback that is executed immediately before a 3D object is rendered to a shadow map.
- *
- * @param {Renderer|WebGLRenderer} renderer - The renderer.
- * @param {Object3D} object - The 3D object.
- * @param {Camera} camera - The camera that is used to render the scene.
- * @param {Camera} shadowCamera - The shadow camera.
- * @param {BufferGeometry} geometry - The 3D object's geometry.
- * @param {Material} depthMaterial - The depth material.
- * @param {Object} group - The geometry group data.
- */
- onBeforeShadow( /* renderer, object, camera, shadowCamera, geometry, depthMaterial, group */ ) {}
- /**
- * A callback that is executed immediately after a 3D object is rendered to a shadow map.
- *
- * @param {Renderer|WebGLRenderer} renderer - The renderer.
- * @param {Object3D} object - The 3D object.
- * @param {Camera} camera - The camera that is used to render the scene.
- * @param {Camera} shadowCamera - The shadow camera.
- * @param {BufferGeometry} geometry - The 3D object's geometry.
- * @param {Material} depthMaterial - The depth material.
- * @param {Object} group - The geometry group data.
- */
- onAfterShadow( /* renderer, object, camera, shadowCamera, geometry, depthMaterial, group */ ) {}
- /**
- * A callback that is executed immediately before a 3D object is rendered.
- *
- * @param {Renderer|WebGLRenderer} renderer - The renderer.
- * @param {Object3D} object - The 3D object.
- * @param {Camera} camera - The camera that is used to render the scene.
- * @param {BufferGeometry} geometry - The 3D object's geometry.
- * @param {Material} material - The 3D object's material.
- * @param {Object} group - The geometry group data.
- */
- onBeforeRender( /* renderer, scene, camera, geometry, material, group */ ) {}
- /**
- * A callback that is executed immediately after a 3D object is rendered.
- *
- * @param {Renderer|WebGLRenderer} renderer - The renderer.
- * @param {Object3D} object - The 3D object.
- * @param {Camera} camera - The camera that is used to render the scene.
- * @param {BufferGeometry} geometry - The 3D object's geometry.
- * @param {Material} material - The 3D object's material.
- * @param {Object} group - The geometry group data.
- */
- onAfterRender( /* renderer, scene, camera, geometry, material, group */ ) {}
- /**
- * Applies the given transformation matrix to the object and updates the object's position,
- * rotation and scale.
- *
- * @param {Matrix4} matrix - The transformation matrix.
- */
- applyMatrix4( matrix ) {
- if ( this.matrixAutoUpdate ) this.updateMatrix();
- this.matrix.premultiply( matrix );
- this.matrix.decompose( this.position, this.quaternion, this.scale );
- }
- /**
- * Applies a rotation represented by given the quaternion to the 3D object.
- *
- * @param {Quaternion} q - The quaternion.
- * @return {Object3D} A reference to this instance.
- */
- applyQuaternion( q ) {
- this.quaternion.premultiply( q );
- return this;
- }
- /**
- * Sets the given rotation represented as an axis/angle couple to the 3D object.
- *
- * @param {Vector3} axis - The (normalized) axis vector.
- * @param {number} angle - The angle in radians.
- */
- setRotationFromAxisAngle( axis, angle ) {
- // assumes axis is normalized
- this.quaternion.setFromAxisAngle( axis, angle );
- }
- /**
- * Sets the given rotation represented as Euler angles to the 3D object.
- *
- * @param {Euler} euler - The Euler angles.
- */
- setRotationFromEuler( euler ) {
- this.quaternion.setFromEuler( euler, true );
- }
- /**
- * Sets the given rotation represented as rotation matrix to the 3D object.
- *
- * @param {Matrix4} m - Although a 4x4 matrix is expected, the upper 3x3 portion must be
- * a pure rotation matrix (i.e, unscaled).
- */
- setRotationFromMatrix( m ) {
- // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
- this.quaternion.setFromRotationMatrix( m );
- }
- /**
- * Sets the given rotation represented as a Quaternion to the 3D object.
- *
- * @param {Quaternion} q - The Quaternion
- */
- setRotationFromQuaternion( q ) {
- // assumes q is normalized
- this.quaternion.copy( q );
- }
- /**
- * Rotates the 3D object along an axis in local space.
- *
- * @param {Vector3} axis - The (normalized) axis vector.
- * @param {number} angle - The angle in radians.
- * @return {Object3D} A reference to this instance.
- */
- rotateOnAxis( axis, angle ) {
- // rotate object on axis in object space
- // axis is assumed to be normalized
- _q1.setFromAxisAngle( axis, angle );
- this.quaternion.multiply( _q1 );
- return this;
- }
- /**
- * Rotates the 3D object along an axis in world space.
- *
- * @param {Vector3} axis - The (normalized) axis vector.
- * @param {number} angle - The angle in radians.
- * @return {Object3D} A reference to this instance.
- */
- rotateOnWorldAxis( axis, angle ) {
- // rotate object on axis in world space
- // axis is assumed to be normalized
- // method assumes no rotated parent
- _q1.setFromAxisAngle( axis, angle );
- this.quaternion.premultiply( _q1 );
- return this;
- }
- /**
- * Rotates the 3D object around its X axis in local space.
- *
- * @param {number} angle - The angle in radians.
- * @return {Object3D} A reference to this instance.
- */
- rotateX( angle ) {
- return this.rotateOnAxis( _xAxis, angle );
- }
- /**
- * Rotates the 3D object around its Y axis in local space.
- *
- * @param {number} angle - The angle in radians.
- * @return {Object3D} A reference to this instance.
- */
- rotateY( angle ) {
- return this.rotateOnAxis( _yAxis, angle );
- }
- /**
- * Rotates the 3D object around its Z axis in local space.
- *
- * @param {number} angle - The angle in radians.
- * @return {Object3D} A reference to this instance.
- */
- rotateZ( angle ) {
- return this.rotateOnAxis( _zAxis, angle );
- }
- /**
- * Translate the 3D object by a distance along the given axis in local space.
- *
- * @param {Vector3} axis - The (normalized) axis vector.
- * @param {number} distance - The distance in world units.
- * @return {Object3D} A reference to this instance.
- */
- translateOnAxis( axis, distance ) {
- // translate object by distance along axis in object space
- // axis is assumed to be normalized
- _v1$4.copy( axis ).applyQuaternion( this.quaternion );
- this.position.add( _v1$4.multiplyScalar( distance ) );
- return this;
- }
- /**
- * Translate the 3D object by a distance along its X-axis in local space.
- *
- * @param {number} distance - The distance in world units.
- * @return {Object3D} A reference to this instance.
- */
- translateX( distance ) {
- return this.translateOnAxis( _xAxis, distance );
- }
- /**
- * Translate the 3D object by a distance along its Y-axis in local space.
- *
- * @param {number} distance - The distance in world units.
- * @return {Object3D} A reference to this instance.
- */
- translateY( distance ) {
- return this.translateOnAxis( _yAxis, distance );
- }
- /**
- * Translate the 3D object by a distance along its Z-axis in local space.
- *
- * @param {number} distance - The distance in world units.
- * @return {Object3D} A reference to this instance.
- */
- translateZ( distance ) {
- return this.translateOnAxis( _zAxis, distance );
- }
- /**
- * Converts the given vector from this 3D object's local space to world space.
- *
- * @param {Vector3} vector - The vector to convert.
- * @return {Vector3} The converted vector.
- */
- localToWorld( vector ) {
- this.updateWorldMatrix( true, false );
- return vector.applyMatrix4( this.matrixWorld );
- }
- /**
- * Converts the given vector from this 3D object's word space to local space.
- *
- * @param {Vector3} vector - The vector to convert.
- * @return {Vector3} The converted vector.
- */
- worldToLocal( vector ) {
- this.updateWorldMatrix( true, false );
- return vector.applyMatrix4( _m1$1.copy( this.matrixWorld ).invert() );
- }
- /**
- * Rotates the object to face a point in world space.
- *
- * This method does not support objects having non-uniformly-scaled parent(s).
- *
- * @param {number|Vector3} x - The x coordinate in world space. Alternatively, a vector representing a position in world space
- * @param {number} [y] - The y coordinate in world space.
- * @param {number} [z] - The z coordinate in world space.
- */
- lookAt( x, y, z ) {
- // This method does not support objects having non-uniformly-scaled parent(s)
- if ( x.isVector3 ) {
- _target.copy( x );
- } else {
- _target.set( x, y, z );
- }
- const parent = this.parent;
- this.updateWorldMatrix( true, false );
- _position$3.setFromMatrixPosition( this.matrixWorld );
- if ( this.isCamera || this.isLight ) {
- _m1$1.lookAt( _position$3, _target, this.up );
- } else {
- _m1$1.lookAt( _target, _position$3, this.up );
- }
- this.quaternion.setFromRotationMatrix( _m1$1 );
- if ( parent ) {
- _m1$1.extractRotation( parent.matrixWorld );
- _q1.setFromRotationMatrix( _m1$1 );
- this.quaternion.premultiply( _q1.invert() );
- }
- }
- /**
- * Adds the given 3D object as a child to this 3D object. An arbitrary number of
- * objects may be added. Any current parent on an object passed in here will be
- * removed, since an object can have at most one parent.
- *
- * @fires Object3D#added
- * @fires Object3D#childadded
- * @param {Object3D} object - The 3D object to add.
- * @return {Object3D} A reference to this instance.
- */
- add( object ) {
- if ( arguments.length > 1 ) {
- for ( let i = 0; i < arguments.length; i ++ ) {
- this.add( arguments[ i ] );
- }
- return this;
- }
- if ( object === this ) {
- error( 'Object3D.add: object can\'t be added as a child of itself.', object );
- return this;
- }
- if ( object && object.isObject3D ) {
- object.removeFromParent();
- object.parent = this;
- this.children.push( object );
- object.dispatchEvent( _addedEvent );
- _childaddedEvent.child = object;
- this.dispatchEvent( _childaddedEvent );
- _childaddedEvent.child = null;
- } else {
- error( 'Object3D.add: object not an instance of THREE.Object3D.', object );
- }
- return this;
- }
- /**
- * Removes the given 3D object as child from this 3D object.
- * An arbitrary number of objects may be removed.
- *
- * @fires Object3D#removed
- * @fires Object3D#childremoved
- * @param {Object3D} object - The 3D object to remove.
- * @return {Object3D} A reference to this instance.
- */
- remove( object ) {
- if ( arguments.length > 1 ) {
- for ( let i = 0; i < arguments.length; i ++ ) {
- this.remove( arguments[ i ] );
- }
- return this;
- }
- const index = this.children.indexOf( object );
- if ( index !== -1 ) {
- object.parent = null;
- this.children.splice( index, 1 );
- object.dispatchEvent( _removedEvent );
- _childremovedEvent.child = object;
- this.dispatchEvent( _childremovedEvent );
- _childremovedEvent.child = null;
- }
- return this;
- }
- /**
- * Removes this 3D object from its current parent.
- *
- * @fires Object3D#removed
- * @fires Object3D#childremoved
- * @return {Object3D} A reference to this instance.
- */
- removeFromParent() {
- const parent = this.parent;
- if ( parent !== null ) {
- parent.remove( this );
- }
- return this;
- }
- /**
- * Removes all child objects.
- *
- * @fires Object3D#removed
- * @fires Object3D#childremoved
- * @return {Object3D} A reference to this instance.
- */
- clear() {
- return this.remove( ... this.children );
- }
- /**
- * Adds the given 3D object as a child of this 3D object, while maintaining the object's world
- * transform. This method does not support scene graphs having non-uniformly-scaled nodes(s).
- *
- * @fires Object3D#added
- * @fires Object3D#childadded
- * @param {Object3D} object - The 3D object to attach.
- * @return {Object3D} A reference to this instance.
- */
- attach( object ) {
- // adds object as a child of this, while maintaining the object's world transform
- // Note: This method does not support scene graphs having non-uniformly-scaled nodes(s)
- this.updateWorldMatrix( true, false );
- _m1$1.copy( this.matrixWorld ).invert();
- if ( object.parent !== null ) {
- object.parent.updateWorldMatrix( true, false );
- _m1$1.multiply( object.parent.matrixWorld );
- }
- object.applyMatrix4( _m1$1 );
- object.removeFromParent();
- object.parent = this;
- this.children.push( object );
- object.updateWorldMatrix( false, true );
- object.dispatchEvent( _addedEvent );
- _childaddedEvent.child = object;
- this.dispatchEvent( _childaddedEvent );
- _childaddedEvent.child = null;
- return this;
- }
- /**
- * Searches through the 3D object and its children, starting with the 3D object
- * itself, and returns the first with a matching ID.
- *
- * @param {number} id - The id.
- * @return {Object3D|undefined} The found 3D object. Returns `undefined` if no 3D object has been found.
- */
- getObjectById( id ) {
- return this.getObjectByProperty( 'id', id );
- }
- /**
- * Searches through the 3D object and its children, starting with the 3D object
- * itself, and returns the first with a matching name.
- *
- * @param {string} name - The name.
- * @return {Object3D|undefined} The found 3D object. Returns `undefined` if no 3D object has been found.
- */
- getObjectByName( name ) {
- return this.getObjectByProperty( 'name', name );
- }
- /**
- * Searches through the 3D object and its children, starting with the 3D object
- * itself, and returns the first with a matching property value.
- *
- * @param {string} name - The name of the property.
- * @param {any} value - The value.
- * @return {Object3D|undefined} The found 3D object. Returns `undefined` if no 3D object has been found.
- */
- getObjectByProperty( name, value ) {
- if ( this[ name ] === value ) return this;
- for ( let i = 0, l = this.children.length; i < l; i ++ ) {
- const child = this.children[ i ];
- const object = child.getObjectByProperty( name, value );
- if ( object !== undefined ) {
- return object;
- }
- }
- return undefined;
- }
- /**
- * Searches through the 3D object and its children, starting with the 3D object
- * itself, and returns all 3D objects with a matching property value.
- *
- * @param {string} name - The name of the property.
- * @param {any} value - The value.
- * @param {Array<Object3D>} result - The method stores the result in this array.
- * @return {Array<Object3D>} The found 3D objects.
- */
- getObjectsByProperty( name, value, result = [] ) {
- if ( this[ name ] === value ) result.push( this );
- const children = this.children;
- for ( let i = 0, l = children.length; i < l; i ++ ) {
- children[ i ].getObjectsByProperty( name, value, result );
- }
- return result;
- }
- /**
- * Returns a vector representing the position of the 3D object in world space.
- *
- * @param {Vector3} target - The target vector the result is stored to.
- * @return {Vector3} The 3D object's position in world space.
- */
- getWorldPosition( target ) {
- this.updateWorldMatrix( true, false );
- return target.setFromMatrixPosition( this.matrixWorld );
- }
- /**
- * Returns a Quaternion representing the position of the 3D object in world space.
- *
- * @param {Quaternion} target - The target Quaternion the result is stored to.
- * @return {Quaternion} The 3D object's rotation in world space.
- */
- getWorldQuaternion( target ) {
- this.updateWorldMatrix( true, false );
- this.matrixWorld.decompose( _position$3, target, _scale$2 );
- return target;
- }
- /**
- * Returns a vector representing the scale of the 3D object in world space.
- *
- * @param {Vector3} target - The target vector the result is stored to.
- * @return {Vector3} The 3D object's scale in world space.
- */
- getWorldScale( target ) {
- this.updateWorldMatrix( true, false );
- this.matrixWorld.decompose( _position$3, _quaternion$2, target );
- return target;
- }
- /**
- * Returns a vector representing the ("look") direction of the 3D object in world space.
- *
- * @param {Vector3} target - The target vector the result is stored to.
- * @return {Vector3} The 3D object's direction in world space.
- */
- getWorldDirection( target ) {
- this.updateWorldMatrix( true, false );
- const e = this.matrixWorld.elements;
- return target.set( e[ 8 ], e[ 9 ], e[ 10 ] ).normalize();
- }
- /**
- * Abstract method to get intersections between a casted ray and this
- * 3D object. Renderable 3D objects such as {@link Mesh}, {@link Line} or {@link Points}
- * implement this method in order to use raycasting.
- *
- * @abstract
- * @param {Raycaster} raycaster - The raycaster.
- * @param {Array<Object>} intersects - An array holding the result of the method.
- */
- raycast( /* raycaster, intersects */ ) {}
- /**
- * Executes the callback on this 3D object and all descendants.
- *
- * Note: Modifying the scene graph inside the callback is discouraged.
- *
- * @param {Function} callback - A callback function that allows to process the current 3D object.
- */
- traverse( callback ) {
- callback( this );
- const children = this.children;
- for ( let i = 0, l = children.length; i < l; i ++ ) {
- children[ i ].traverse( callback );
- }
- }
- /**
- * Like {@link Object3D#traverse}, but the callback will only be executed for visible 3D objects.
- * Descendants of invisible 3D objects are not traversed.
- *
- * Note: Modifying the scene graph inside the callback is discouraged.
- *
- * @param {Function} callback - A callback function that allows to process the current 3D object.
- */
- traverseVisible( callback ) {
- if ( this.visible === false ) return;
- callback( this );
- const children = this.children;
- for ( let i = 0, l = children.length; i < l; i ++ ) {
- children[ i ].traverseVisible( callback );
- }
- }
- /**
- * Like {@link Object3D#traverse}, but the callback will only be executed for all ancestors.
- *
- * Note: Modifying the scene graph inside the callback is discouraged.
- *
- * @param {Function} callback - A callback function that allows to process the current 3D object.
- */
- traverseAncestors( callback ) {
- const parent = this.parent;
- if ( parent !== null ) {
- callback( parent );
- parent.traverseAncestors( callback );
- }
- }
- /**
- * Updates the transformation matrix in local space by computing it from the current
- * position, rotation and scale values.
- */
- updateMatrix() {
- this.matrix.compose( this.position, this.quaternion, this.scale );
- this.matrixWorldNeedsUpdate = true;
- }
- /**
- * Updates the transformation matrix in world space of this 3D objects and its descendants.
- *
- * To ensure correct results, this method also recomputes the 3D object's transformation matrix in
- * local space. The computation of the local and world matrix can be controlled with the
- * {@link Object3D#matrixAutoUpdate} and {@link Object3D#matrixWorldAutoUpdate} flags which are both
- * `true` by default. Set these flags to `false` if you need more control over the update matrix process.
- *
- * @param {boolean} [force=false] - When set to `true`, a recomputation of world matrices is forced even
- * when {@link Object3D#matrixWorldAutoUpdate} is set to `false`.
- */
- updateMatrixWorld( force ) {
- if ( this.matrixAutoUpdate ) this.updateMatrix();
- if ( this.matrixWorldNeedsUpdate || force ) {
- if ( this.matrixWorldAutoUpdate === true ) {
- if ( this.parent === null ) {
- this.matrixWorld.copy( this.matrix );
- } else {
- this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
- }
- }
- this.matrixWorldNeedsUpdate = false;
- force = true;
- }
- // make sure descendants are updated if required
- const children = this.children;
- for ( let i = 0, l = children.length; i < l; i ++ ) {
- const child = children[ i ];
- child.updateMatrixWorld( force );
- }
- }
- /**
- * An alternative version of {@link Object3D#updateMatrixWorld} with more control over the
- * update of ancestor and descendant nodes.
- *
- * @param {boolean} [updateParents=false] Whether ancestor nodes should be updated or not.
- * @param {boolean} [updateChildren=false] Whether descendant nodes should be updated or not.
- */
- updateWorldMatrix( updateParents, updateChildren ) {
- const parent = this.parent;
- if ( updateParents === true && parent !== null ) {
- parent.updateWorldMatrix( true, false );
- }
- if ( this.matrixAutoUpdate ) this.updateMatrix();
- if ( this.matrixWorldAutoUpdate === true ) {
- if ( this.parent === null ) {
- this.matrixWorld.copy( this.matrix );
- } else {
- this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
- }
- }
- // make sure descendants are updated
- if ( updateChildren === true ) {
- const children = this.children;
- for ( let i = 0, l = children.length; i < l; i ++ ) {
- const child = children[ i ];
- child.updateWorldMatrix( false, true );
- }
- }
- }
- /**
- * Serializes the 3D object into JSON.
- *
- * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
- * @return {Object} A JSON object representing the serialized 3D object.
- * @see {@link ObjectLoader#parse}
- */
- toJSON( meta ) {
- // meta is a string when called from JSON.stringify
- const isRootObject = ( meta === undefined || typeof meta === 'string' );
- const output = {};
- // meta is a hash used to collect geometries, materials.
- // not providing it implies that this is the root object
- // being serialized.
- if ( isRootObject ) {
- // initialize meta obj
- meta = {
- geometries: {},
- materials: {},
- textures: {},
- images: {},
- shapes: {},
- skeletons: {},
- animations: {},
- nodes: {}
- };
- output.metadata = {
- version: 4.7,
- type: 'Object',
- generator: 'Object3D.toJSON'
- };
- }
- // standard Object3D serialization
- const object = {};
- object.uuid = this.uuid;
- object.type = this.type;
- if ( this.name !== '' ) object.name = this.name;
- if ( this.castShadow === true ) object.castShadow = true;
- if ( this.receiveShadow === true ) object.receiveShadow = true;
- if ( this.visible === false ) object.visible = false;
- if ( this.frustumCulled === false ) object.frustumCulled = false;
- if ( this.renderOrder !== 0 ) object.renderOrder = this.renderOrder;
- if ( Object.keys( this.userData ).length > 0 ) object.userData = this.userData;
- object.layers = this.layers.mask;
- object.matrix = this.matrix.toArray();
- object.up = this.up.toArray();
- if ( this.matrixAutoUpdate === false ) object.matrixAutoUpdate = false;
- // object specific properties
- if ( this.isInstancedMesh ) {
- object.type = 'InstancedMesh';
- object.count = this.count;
- object.instanceMatrix = this.instanceMatrix.toJSON();
- if ( this.instanceColor !== null ) object.instanceColor = this.instanceColor.toJSON();
- }
- if ( this.isBatchedMesh ) {
- object.type = 'BatchedMesh';
- object.perObjectFrustumCulled = this.perObjectFrustumCulled;
- object.sortObjects = this.sortObjects;
- object.drawRanges = this._drawRanges;
- object.reservedRanges = this._reservedRanges;
- object.geometryInfo = this._geometryInfo.map( info => ( {
- ...info,
- boundingBox: info.boundingBox ? info.boundingBox.toJSON() : undefined,
- boundingSphere: info.boundingSphere ? info.boundingSphere.toJSON() : undefined
- } ) );
- object.instanceInfo = this._instanceInfo.map( info => ( { ...info } ) );
- object.availableInstanceIds = this._availableInstanceIds.slice();
- object.availableGeometryIds = this._availableGeometryIds.slice();
- object.nextIndexStart = this._nextIndexStart;
- object.nextVertexStart = this._nextVertexStart;
- object.geometryCount = this._geometryCount;
- object.maxInstanceCount = this._maxInstanceCount;
- object.maxVertexCount = this._maxVertexCount;
- object.maxIndexCount = this._maxIndexCount;
- object.geometryInitialized = this._geometryInitialized;
- object.matricesTexture = this._matricesTexture.toJSON( meta );
- object.indirectTexture = this._indirectTexture.toJSON( meta );
- if ( this._colorsTexture !== null ) {
- object.colorsTexture = this._colorsTexture.toJSON( meta );
- }
- if ( this.boundingSphere !== null ) {
- object.boundingSphere = this.boundingSphere.toJSON();
- }
- if ( this.boundingBox !== null ) {
- object.boundingBox = this.boundingBox.toJSON();
- }
- }
- //
- function serialize( library, element ) {
- if ( library[ element.uuid ] === undefined ) {
- library[ element.uuid ] = element.toJSON( meta );
- }
- return element.uuid;
- }
- if ( this.isScene ) {
- if ( this.background ) {
- if ( this.background.isColor ) {
- object.background = this.background.toJSON();
- } else if ( this.background.isTexture ) {
- object.background = this.background.toJSON( meta ).uuid;
- }
- }
- if ( this.environment && this.environment.isTexture && this.environment.isRenderTargetTexture !== true ) {
- object.environment = this.environment.toJSON( meta ).uuid;
- }
- } else if ( this.isMesh || this.isLine || this.isPoints ) {
- object.geometry = serialize( meta.geometries, this.geometry );
- const parameters = this.geometry.parameters;
- if ( parameters !== undefined && parameters.shapes !== undefined ) {
- const shapes = parameters.shapes;
- if ( Array.isArray( shapes ) ) {
- for ( let i = 0, l = shapes.length; i < l; i ++ ) {
- const shape = shapes[ i ];
- serialize( meta.shapes, shape );
- }
- } else {
- serialize( meta.shapes, shapes );
- }
- }
- }
- if ( this.isSkinnedMesh ) {
- object.bindMode = this.bindMode;
- object.bindMatrix = this.bindMatrix.toArray();
- if ( this.skeleton !== undefined ) {
- serialize( meta.skeletons, this.skeleton );
- object.skeleton = this.skeleton.uuid;
- }
- }
- if ( this.material !== undefined ) {
- if ( Array.isArray( this.material ) ) {
- const uuids = [];
- for ( let i = 0, l = this.material.length; i < l; i ++ ) {
- uuids.push( serialize( meta.materials, this.material[ i ] ) );
- }
- object.material = uuids;
- } else {
- object.material = serialize( meta.materials, this.material );
- }
- }
- //
- if ( this.children.length > 0 ) {
- object.children = [];
- for ( let i = 0; i < this.children.length; i ++ ) {
- object.children.push( this.children[ i ].toJSON( meta ).object );
- }
- }
- //
- if ( this.animations.length > 0 ) {
- object.animations = [];
- for ( let i = 0; i < this.animations.length; i ++ ) {
- const animation = this.animations[ i ];
- object.animations.push( serialize( meta.animations, animation ) );
- }
- }
- if ( isRootObject ) {
- const geometries = extractFromCache( meta.geometries );
- const materials = extractFromCache( meta.materials );
- const textures = extractFromCache( meta.textures );
- const images = extractFromCache( meta.images );
- const shapes = extractFromCache( meta.shapes );
- const skeletons = extractFromCache( meta.skeletons );
- const animations = extractFromCache( meta.animations );
- const nodes = extractFromCache( meta.nodes );
- if ( geometries.length > 0 ) output.geometries = geometries;
- if ( materials.length > 0 ) output.materials = materials;
- if ( textures.length > 0 ) output.textures = textures;
- if ( images.length > 0 ) output.images = images;
- if ( shapes.length > 0 ) output.shapes = shapes;
- if ( skeletons.length > 0 ) output.skeletons = skeletons;
- if ( animations.length > 0 ) output.animations = animations;
- if ( nodes.length > 0 ) output.nodes = nodes;
- }
- output.object = object;
- return output;
- // extract data from the cache hash
- // remove metadata on each item
- // and return as array
- function extractFromCache( cache ) {
- const values = [];
- for ( const key in cache ) {
- const data = cache[ key ];
- delete data.metadata;
- values.push( data );
- }
- return values;
- }
- }
- /**
- * Returns a new 3D object with copied values from this instance.
- *
- * @param {boolean} [recursive=true] - When set to `true`, descendants of the 3D object are also cloned.
- * @return {Object3D} A clone of this instance.
- */
- clone( recursive ) {
- return new this.constructor().copy( this, recursive );
- }
- /**
- * Copies the values of the given 3D object to this instance.
- *
- * @param {Object3D} source - The 3D object to copy.
- * @param {boolean} [recursive=true] - When set to `true`, descendants of the 3D object are cloned.
- * @return {Object3D} A reference to this instance.
- */
- copy( source, recursive = true ) {
- this.name = source.name;
- this.up.copy( source.up );
- this.position.copy( source.position );
- this.rotation.order = source.rotation.order;
- this.quaternion.copy( source.quaternion );
- this.scale.copy( source.scale );
- this.matrix.copy( source.matrix );
- this.matrixWorld.copy( source.matrixWorld );
- this.matrixAutoUpdate = source.matrixAutoUpdate;
- this.matrixWorldAutoUpdate = source.matrixWorldAutoUpdate;
- this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;
- this.layers.mask = source.layers.mask;
- this.visible = source.visible;
- this.castShadow = source.castShadow;
- this.receiveShadow = source.receiveShadow;
- this.frustumCulled = source.frustumCulled;
- this.renderOrder = source.renderOrder;
- this.animations = source.animations.slice();
- this.userData = JSON.parse( JSON.stringify( source.userData ) );
- if ( recursive === true ) {
- for ( let i = 0; i < source.children.length; i ++ ) {
- const child = source.children[ i ];
- this.add( child.clone() );
- }
- }
- return this;
- }
- }
- /**
- * The default up direction for objects, also used as the default
- * position for {@link DirectionalLight} and {@link HemisphereLight}.
- *
- * @static
- * @type {Vector3}
- * @default (0,1,0)
- */
- Object3D.DEFAULT_UP = /*@__PURE__*/ new Vector3( 0, 1, 0 );
- /**
- * The default setting for {@link Object3D#matrixAutoUpdate} for
- * newly created 3D objects.
- *
- * @static
- * @type {boolean}
- * @default true
- */
- Object3D.DEFAULT_MATRIX_AUTO_UPDATE = true;
- /**
- * The default setting for {@link Object3D#matrixWorldAutoUpdate} for
- * newly created 3D objects.
- *
- * @static
- * @type {boolean}
- * @default true
- */
- Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE = true;
- const _v0$1 = /*@__PURE__*/ new Vector3();
- const _v1$3 = /*@__PURE__*/ new Vector3();
- const _v2$2 = /*@__PURE__*/ new Vector3();
- const _v3$2 = /*@__PURE__*/ new Vector3();
- const _vab = /*@__PURE__*/ new Vector3();
- const _vac = /*@__PURE__*/ new Vector3();
- const _vbc = /*@__PURE__*/ new Vector3();
- const _vap = /*@__PURE__*/ new Vector3();
- const _vbp = /*@__PURE__*/ new Vector3();
- const _vcp = /*@__PURE__*/ new Vector3();
- const _v40 = /*@__PURE__*/ new Vector4();
- const _v41 = /*@__PURE__*/ new Vector4();
- const _v42 = /*@__PURE__*/ new Vector4();
- /**
- * A geometric triangle as defined by three vectors representing its three corners.
- */
- class Triangle {
- /**
- * Constructs a new triangle.
- *
- * @param {Vector3} [a=(0,0,0)] - The first corner of the triangle.
- * @param {Vector3} [b=(0,0,0)] - The second corner of the triangle.
- * @param {Vector3} [c=(0,0,0)] - The third corner of the triangle.
- */
- constructor( a = new Vector3(), b = new Vector3(), c = new Vector3() ) {
- /**
- * The first corner of the triangle.
- *
- * @type {Vector3}
- */
- this.a = a;
- /**
- * The second corner of the triangle.
- *
- * @type {Vector3}
- */
- this.b = b;
- /**
- * The third corner of the triangle.
- *
- * @type {Vector3}
- */
- this.c = c;
- }
- /**
- * Computes the normal vector of a triangle.
- *
- * @param {Vector3} a - The first corner of the triangle.
- * @param {Vector3} b - The second corner of the triangle.
- * @param {Vector3} c - The third corner of the triangle.
- * @param {Vector3} target - The target vector that is used to store the method's result.
- * @return {Vector3} The triangle's normal.
- */
- static getNormal( a, b, c, target ) {
- target.subVectors( c, b );
- _v0$1.subVectors( a, b );
- target.cross( _v0$1 );
- const targetLengthSq = target.lengthSq();
- if ( targetLengthSq > 0 ) {
- return target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) );
- }
- return target.set( 0, 0, 0 );
- }
- /**
- * Computes a barycentric coordinates from the given vector.
- * Returns `null` if the triangle is degenerate.
- *
- * @param {Vector3} point - A point in 3D space.
- * @param {Vector3} a - The first corner of the triangle.
- * @param {Vector3} b - The second corner of the triangle.
- * @param {Vector3} c - The third corner of the triangle.
- * @param {Vector3} target - The target vector that is used to store the method's result.
- * @return {?Vector3} The barycentric coordinates for the given point
- */
- static getBarycoord( point, a, b, c, target ) {
- // based on: http://www.blackpawn.com/texts/pointinpoly/default.html
- _v0$1.subVectors( c, a );
- _v1$3.subVectors( b, a );
- _v2$2.subVectors( point, a );
- const dot00 = _v0$1.dot( _v0$1 );
- const dot01 = _v0$1.dot( _v1$3 );
- const dot02 = _v0$1.dot( _v2$2 );
- const dot11 = _v1$3.dot( _v1$3 );
- const dot12 = _v1$3.dot( _v2$2 );
- const denom = ( dot00 * dot11 - dot01 * dot01 );
- // collinear or singular triangle
- if ( denom === 0 ) {
- target.set( 0, 0, 0 );
- return null;
- }
- const invDenom = 1 / denom;
- const u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
- const v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
- // barycentric coordinates must always sum to 1
- return target.set( 1 - u - v, v, u );
- }
- /**
- * Returns `true` if the given point, when projected onto the plane of the
- * triangle, lies within the triangle.
- *
- * @param {Vector3} point - The point in 3D space to test.
- * @param {Vector3} a - The first corner of the triangle.
- * @param {Vector3} b - The second corner of the triangle.
- * @param {Vector3} c - The third corner of the triangle.
- * @return {boolean} Whether the given point, when projected onto the plane of the
- * triangle, lies within the triangle or not.
- */
- static containsPoint( point, a, b, c ) {
- // if the triangle is degenerate then we can't contain a point
- if ( this.getBarycoord( point, a, b, c, _v3$2 ) === null ) {
- return false;
- }
- return ( _v3$2.x >= 0 ) && ( _v3$2.y >= 0 ) && ( ( _v3$2.x + _v3$2.y ) <= 1 );
- }
- /**
- * Computes the value barycentrically interpolated for the given point on the
- * triangle. Returns `null` if the triangle is degenerate.
- *
- * @param {Vector3} point - Position of interpolated point.
- * @param {Vector3} p1 - The first corner of the triangle.
- * @param {Vector3} p2 - The second corner of the triangle.
- * @param {Vector3} p3 - The third corner of the triangle.
- * @param {Vector3} v1 - Value to interpolate of first vertex.
- * @param {Vector3} v2 - Value to interpolate of second vertex.
- * @param {Vector3} v3 - Value to interpolate of third vertex.
- * @param {Vector3} target - The target vector that is used to store the method's result.
- * @return {?Vector3} The interpolated value.
- */
- static getInterpolation( point, p1, p2, p3, v1, v2, v3, target ) {
- if ( this.getBarycoord( point, p1, p2, p3, _v3$2 ) === null ) {
- target.x = 0;
- target.y = 0;
- if ( 'z' in target ) target.z = 0;
- if ( 'w' in target ) target.w = 0;
- return null;
- }
- target.setScalar( 0 );
- target.addScaledVector( v1, _v3$2.x );
- target.addScaledVector( v2, _v3$2.y );
- target.addScaledVector( v3, _v3$2.z );
- return target;
- }
- /**
- * Computes the value barycentrically interpolated for the given attribute and indices.
- *
- * @param {BufferAttribute} attr - The attribute to interpolate.
- * @param {number} i1 - Index of first vertex.
- * @param {number} i2 - Index of second vertex.
- * @param {number} i3 - Index of third vertex.
- * @param {Vector3} barycoord - The barycoordinate value to use to interpolate.
- * @param {Vector3} target - The target vector that is used to store the method's result.
- * @return {Vector3} The interpolated attribute value.
- */
- static getInterpolatedAttribute( attr, i1, i2, i3, barycoord, target ) {
- _v40.setScalar( 0 );
- _v41.setScalar( 0 );
- _v42.setScalar( 0 );
- _v40.fromBufferAttribute( attr, i1 );
- _v41.fromBufferAttribute( attr, i2 );
- _v42.fromBufferAttribute( attr, i3 );
- target.setScalar( 0 );
- target.addScaledVector( _v40, barycoord.x );
- target.addScaledVector( _v41, barycoord.y );
- target.addScaledVector( _v42, barycoord.z );
- return target;
- }
- /**
- * Returns `true` if the triangle is oriented towards the given direction.
- *
- * @param {Vector3} a - The first corner of the triangle.
- * @param {Vector3} b - The second corner of the triangle.
- * @param {Vector3} c - The third corner of the triangle.
- * @param {Vector3} direction - The (normalized) direction vector.
- * @return {boolean} Whether the triangle is oriented towards the given direction or not.
- */
- static isFrontFacing( a, b, c, direction ) {
- _v0$1.subVectors( c, b );
- _v1$3.subVectors( a, b );
- // strictly front facing
- return ( _v0$1.cross( _v1$3 ).dot( direction ) < 0 ) ? true : false;
- }
- /**
- * Sets the triangle's vertices by copying the given values.
- *
- * @param {Vector3} a - The first corner of the triangle.
- * @param {Vector3} b - The second corner of the triangle.
- * @param {Vector3} c - The third corner of the triangle.
- * @return {Triangle} A reference to this triangle.
- */
- set( a, b, c ) {
- this.a.copy( a );
- this.b.copy( b );
- this.c.copy( c );
- return this;
- }
- /**
- * Sets the triangle's vertices by copying the given array values.
- *
- * @param {Array<Vector3>} points - An array with 3D points.
- * @param {number} i0 - The array index representing the first corner of the triangle.
- * @param {number} i1 - The array index representing the second corner of the triangle.
- * @param {number} i2 - The array index representing the third corner of the triangle.
- * @return {Triangle} A reference to this triangle.
- */
- setFromPointsAndIndices( points, i0, i1, i2 ) {
- this.a.copy( points[ i0 ] );
- this.b.copy( points[ i1 ] );
- this.c.copy( points[ i2 ] );
- return this;
- }
- /**
- * Sets the triangle's vertices by copying the given attribute values.
- *
- * @param {BufferAttribute} attribute - A buffer attribute with 3D points data.
- * @param {number} i0 - The attribute index representing the first corner of the triangle.
- * @param {number} i1 - The attribute index representing the second corner of the triangle.
- * @param {number} i2 - The attribute index representing the third corner of the triangle.
- * @return {Triangle} A reference to this triangle.
- */
- setFromAttributeAndIndices( attribute, i0, i1, i2 ) {
- this.a.fromBufferAttribute( attribute, i0 );
- this.b.fromBufferAttribute( attribute, i1 );
- this.c.fromBufferAttribute( attribute, i2 );
- return this;
- }
- /**
- * Returns a new triangle with copied values from this instance.
- *
- * @return {Triangle} A clone of this instance.
- */
- clone() {
- return new this.constructor().copy( this );
- }
- /**
- * Copies the values of the given triangle to this instance.
- *
- * @param {Triangle} triangle - The triangle to copy.
- * @return {Triangle} A reference to this triangle.
- */
- copy( triangle ) {
- this.a.copy( triangle.a );
- this.b.copy( triangle.b );
- this.c.copy( triangle.c );
- return this;
- }
- /**
- * Computes the area of the triangle.
- *
- * @return {number} The triangle's area.
- */
- getArea() {
- _v0$1.subVectors( this.c, this.b );
- _v1$3.subVectors( this.a, this.b );
- return _v0$1.cross( _v1$3 ).length() * 0.5;
- }
- /**
- * Computes the midpoint of the triangle.
- *
- * @param {Vector3} target - The target vector that is used to store the method's result.
- * @return {Vector3} The triangle's midpoint.
- */
- getMidpoint( target ) {
- return target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );
- }
- /**
- * Computes the normal of the triangle.
- *
- * @param {Vector3} target - The target vector that is used to store the method's result.
- * @return {Vector3} The triangle's normal.
- */
- getNormal( target ) {
- return Triangle.getNormal( this.a, this.b, this.c, target );
- }
- /**
- * Computes a plane the triangle lies within.
- *
- * @param {Plane} target - The target vector that is used to store the method's result.
- * @return {Plane} The plane the triangle lies within.
- */
- getPlane( target ) {
- return target.setFromCoplanarPoints( this.a, this.b, this.c );
- }
- /**
- * Computes a barycentric coordinates from the given vector.
- * Returns `null` if the triangle is degenerate.
- *
- * @param {Vector3} point - A point in 3D space.
- * @param {Vector3} target - The target vector that is used to store the method's result.
- * @return {?Vector3} The barycentric coordinates for the given point
- */
- getBarycoord( point, target ) {
- return Triangle.getBarycoord( point, this.a, this.b, this.c, target );
- }
- /**
- * Computes the value barycentrically interpolated for the given point on the
- * triangle. Returns `null` if the triangle is degenerate.
- *
- * @param {Vector3} point - Position of interpolated point.
- * @param {Vector3} v1 - Value to interpolate of first vertex.
- * @param {Vector3} v2 - Value to interpolate of second vertex.
- * @param {Vector3} v3 - Value to interpolate of third vertex.
- * @param {Vector3} target - The target vector that is used to store the method's result.
- * @return {?Vector3} The interpolated value.
- */
- getInterpolation( point, v1, v2, v3, target ) {
- return Triangle.getInterpolation( point, this.a, this.b, this.c, v1, v2, v3, target );
- }
- /**
- * Returns `true` if the given point, when projected onto the plane of the
- * triangle, lies within the triangle.
- *
- * @param {Vector3} point - The point in 3D space to test.
- * @return {boolean} Whether the given point, when projected onto the plane of the
- * triangle, lies within the triangle or not.
- */
- containsPoint( point ) {
- return Triangle.containsPoint( point, this.a, this.b, this.c );
- }
- /**
- * Returns `true` if the triangle is oriented towards the given direction.
- *
- * @param {Vector3} direction - The (normalized) direction vector.
- * @return {boolean} Whether the triangle is oriented towards the given direction or not.
- */
- isFrontFacing( direction ) {
- return Triangle.isFrontFacing( this.a, this.b, this.c, direction );
- }
- /**
- * Returns `true` if this triangle intersects with the given box.
- *
- * @param {Box3} box - The box to intersect.
- * @return {boolean} Whether this triangle intersects with the given box or not.
- */
- intersectsBox( box ) {
- return box.intersectsTriangle( this );
- }
- /**
- * Returns the closest point on the triangle to the given point.
- *
- * @param {Vector3} p - The point to compute the closest point for.
- * @param {Vector3} target - The target vector that is used to store the method's result.
- * @return {Vector3} The closest point on the triangle.
- */
- closestPointToPoint( p, target ) {
- const a = this.a, b = this.b, c = this.c;
- let v, w;
- // algorithm thanks to Real-Time Collision Detection by Christer Ericson,
- // published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc.,
- // under the accompanying license; see chapter 5.1.5 for detailed explanation.
- // basically, we're distinguishing which of the voronoi regions of the triangle
- // the point lies in with the minimum amount of redundant computation.
- _vab.subVectors( b, a );
- _vac.subVectors( c, a );
- _vap.subVectors( p, a );
- const d1 = _vab.dot( _vap );
- const d2 = _vac.dot( _vap );
- if ( d1 <= 0 && d2 <= 0 ) {
- // vertex region of A; barycentric coords (1, 0, 0)
- return target.copy( a );
- }
- _vbp.subVectors( p, b );
- const d3 = _vab.dot( _vbp );
- const d4 = _vac.dot( _vbp );
- if ( d3 >= 0 && d4 <= d3 ) {
- // vertex region of B; barycentric coords (0, 1, 0)
- return target.copy( b );
- }
- const vc = d1 * d4 - d3 * d2;
- if ( vc <= 0 && d1 >= 0 && d3 <= 0 ) {
- v = d1 / ( d1 - d3 );
- // edge region of AB; barycentric coords (1-v, v, 0)
- return target.copy( a ).addScaledVector( _vab, v );
- }
- _vcp.subVectors( p, c );
- const d5 = _vab.dot( _vcp );
- const d6 = _vac.dot( _vcp );
- if ( d6 >= 0 && d5 <= d6 ) {
- // vertex region of C; barycentric coords (0, 0, 1)
- return target.copy( c );
- }
- const vb = d5 * d2 - d1 * d6;
- if ( vb <= 0 && d2 >= 0 && d6 <= 0 ) {
- w = d2 / ( d2 - d6 );
- // edge region of AC; barycentric coords (1-w, 0, w)
- return target.copy( a ).addScaledVector( _vac, w );
- }
- const va = d3 * d6 - d5 * d4;
- if ( va <= 0 && ( d4 - d3 ) >= 0 && ( d5 - d6 ) >= 0 ) {
- _vbc.subVectors( c, b );
- w = ( d4 - d3 ) / ( ( d4 - d3 ) + ( d5 - d6 ) );
- // edge region of BC; barycentric coords (0, 1-w, w)
- return target.copy( b ).addScaledVector( _vbc, w ); // edge region of BC
- }
- // face region
- const denom = 1 / ( va + vb + vc );
- // u = va * denom
- v = vb * denom;
- w = vc * denom;
- return target.copy( a ).addScaledVector( _vab, v ).addScaledVector( _vac, w );
- }
- /**
- * Returns `true` if this triangle is equal with the given one.
- *
- * @param {Triangle} triangle - The triangle to test for equality.
- * @return {boolean} Whether this triangle is equal with the given one.
- */
- equals( triangle ) {
- return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );
- }
- }
- const _colorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,
- 'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,
- 'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,
- 'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,
- 'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,
- 'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,
- 'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,
- 'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,
- 'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,
- 'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,
- 'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,
- 'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,
- 'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,
- 'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,
- 'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,
- 'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,
- 'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,
- 'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,
- 'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,
- 'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'rebeccapurple': 0x663399, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,
- 'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,
- 'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,
- 'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,
- 'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };
- const _hslA = { h: 0, s: 0, l: 0 };
- const _hslB = { h: 0, s: 0, l: 0 };
- function hue2rgb( p, q, t ) {
- if ( t < 0 ) t += 1;
- if ( t > 1 ) t -= 1;
- if ( t < 1 / 6 ) return p + ( q - p ) * 6 * t;
- if ( t < 1 / 2 ) return q;
- if ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t );
- return p;
- }
- /**
- * A Color instance is represented by RGB components in the linear <i>working
- * color space</i>, which defaults to `LinearSRGBColorSpace`. Inputs
- * conventionally using `SRGBColorSpace` (such as hexadecimals and CSS
- * strings) are converted to the working color space automatically.
- *
- * ```js
- * // converted automatically from SRGBColorSpace to LinearSRGBColorSpace
- * const color = new THREE.Color().setHex( 0x112233 );
- * ```
- * Source color spaces may be specified explicitly, to ensure correct conversions.
- * ```js
- * // assumed already LinearSRGBColorSpace; no conversion
- * const color = new THREE.Color().setRGB( 0.5, 0.5, 0.5 );
- *
- * // converted explicitly from SRGBColorSpace to LinearSRGBColorSpace
- * const color = new THREE.Color().setRGB( 0.5, 0.5, 0.5, SRGBColorSpace );
- * ```
- * If THREE.ColorManagement is disabled, no conversions occur. For details,
- * see <i>Color management</i>. Iterating through a Color instance will yield
- * its components (r, g, b) in the corresponding order. A Color can be initialised
- * in any of the following ways:
- * ```js
- * //empty constructor - will default white
- * const color1 = new THREE.Color();
- *
- * //Hexadecimal color (recommended)
- * const color2 = new THREE.Color( 0xff0000 );
- *
- * //RGB string
- * const color3 = new THREE.Color("rgb(255, 0, 0)");
- * const color4 = new THREE.Color("rgb(100%, 0%, 0%)");
- *
- * //X11 color name - all 140 color names are supported.
- * //Note the lack of CamelCase in the name
- * const color5 = new THREE.Color( 'skyblue' );
- * //HSL string
- * const color6 = new THREE.Color("hsl(0, 100%, 50%)");
- *
- * //Separate RGB values between 0 and 1
- * const color7 = new THREE.Color( 1, 0, 0 );
- * ```
- */
- class Color {
- /**
- * Constructs a new color.
- *
- * Note that standard method of specifying color in three.js is with a hexadecimal triplet,
- * and that method is used throughout the rest of the documentation.
- *
- * @param {(number|string|Color)} [r] - The red component of the color. If `g` and `b` are
- * not provided, it can be hexadecimal triplet, a CSS-style string or another `Color` instance.
- * @param {number} [g] - The green component.
- * @param {number} [b] - The blue component.
- */
- constructor( r, g, b ) {
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isColor = true;
- /**
- * The red component.
- *
- * @type {number}
- * @default 1
- */
- this.r = 1;
- /**
- * The green component.
- *
- * @type {number}
- * @default 1
- */
- this.g = 1;
- /**
- * The blue component.
- *
- * @type {number}
- * @default 1
- */
- this.b = 1;
- return this.set( r, g, b );
- }
- /**
- * Sets the colors's components from the given values.
- *
- * @param {(number|string|Color)} [r] - The red component of the color. If `g` and `b` are
- * not provided, it can be hexadecimal triplet, a CSS-style string or another `Color` instance.
- * @param {number} [g] - The green component.
- * @param {number} [b] - The blue component.
- * @return {Color} A reference to this color.
- */
- set( r, g, b ) {
- if ( g === undefined && b === undefined ) {
- // r is THREE.Color, hex or string
- const value = r;
- if ( value && value.isColor ) {
- this.copy( value );
- } else if ( typeof value === 'number' ) {
- this.setHex( value );
- } else if ( typeof value === 'string' ) {
- this.setStyle( value );
- }
- } else {
- this.setRGB( r, g, b );
- }
- return this;
- }
- /**
- * Sets the colors's components to the given scalar value.
- *
- * @param {number} scalar - The scalar value.
- * @return {Color} A reference to this color.
- */
- setScalar( scalar ) {
- this.r = scalar;
- this.g = scalar;
- this.b = scalar;
- return this;
- }
- /**
- * Sets this color from a hexadecimal value.
- *
- * @param {number} hex - The hexadecimal value.
- * @param {string} [colorSpace=SRGBColorSpace] - The color space.
- * @return {Color} A reference to this color.
- */
- setHex( hex, colorSpace = SRGBColorSpace ) {
- hex = Math.floor( hex );
- this.r = ( hex >> 16 & 255 ) / 255;
- this.g = ( hex >> 8 & 255 ) / 255;
- this.b = ( hex & 255 ) / 255;
- ColorManagement.colorSpaceToWorking( this, colorSpace );
- return this;
- }
- /**
- * Sets this color from RGB values.
- *
- * @param {number} r - Red channel value between `0.0` and `1.0`.
- * @param {number} g - Green channel value between `0.0` and `1.0`.
- * @param {number} b - Blue channel value between `0.0` and `1.0`.
- * @param {string} [colorSpace=ColorManagement.workingColorSpace] - The color space.
- * @return {Color} A reference to this color.
- */
- setRGB( r, g, b, colorSpace = ColorManagement.workingColorSpace ) {
- this.r = r;
- this.g = g;
- this.b = b;
- ColorManagement.colorSpaceToWorking( this, colorSpace );
- return this;
- }
- /**
- * Sets this color from RGB values.
- *
- * @param {number} h - Hue value between `0.0` and `1.0`.
- * @param {number} s - Saturation value between `0.0` and `1.0`.
- * @param {number} l - Lightness value between `0.0` and `1.0`.
- * @param {string} [colorSpace=ColorManagement.workingColorSpace] - The color space.
- * @return {Color} A reference to this color.
- */
- setHSL( h, s, l, colorSpace = ColorManagement.workingColorSpace ) {
- // h,s,l ranges are in 0.0 - 1.0
- h = euclideanModulo( h, 1 );
- s = clamp( s, 0, 1 );
- l = clamp( l, 0, 1 );
- if ( s === 0 ) {
- this.r = this.g = this.b = l;
- } else {
- const p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );
- const q = ( 2 * l ) - p;
- this.r = hue2rgb( q, p, h + 1 / 3 );
- this.g = hue2rgb( q, p, h );
- this.b = hue2rgb( q, p, h - 1 / 3 );
- }
- ColorManagement.colorSpaceToWorking( this, colorSpace );
- return this;
- }
- /**
- * Sets this color from a CSS-style string. For example, `rgb(250, 0,0)`,
- * `rgb(100%, 0%, 0%)`, `hsl(0, 100%, 50%)`, `#ff0000`, `#f00`, or `red` ( or
- * any [X11 color name](https://en.wikipedia.org/wiki/X11_color_names#Color_name_chart) -
- * all 140 color names are supported).
- *
- * @param {string} style - Color as a CSS-style string.
- * @param {string} [colorSpace=SRGBColorSpace] - The color space.
- * @return {Color} A reference to this color.
- */
- setStyle( style, colorSpace = SRGBColorSpace ) {
- function handleAlpha( string ) {
- if ( string === undefined ) return;
- if ( parseFloat( string ) < 1 ) {
- warn( 'Color: Alpha component of ' + style + ' will be ignored.' );
- }
- }
- let m;
- if ( m = /^(\w+)\(([^\)]*)\)/.exec( style ) ) {
- // rgb / hsl
- let color;
- const name = m[ 1 ];
- const components = m[ 2 ];
- switch ( name ) {
- case 'rgb':
- case 'rgba':
- if ( color = /^\s*(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) {
- // rgb(255,0,0) rgba(255,0,0,0.5)
- handleAlpha( color[ 4 ] );
- return this.setRGB(
- Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255,
- Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255,
- Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255,
- colorSpace
- );
- }
- if ( color = /^\s*(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) {
- // rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)
- handleAlpha( color[ 4 ] );
- return this.setRGB(
- Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100,
- Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100,
- Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100,
- colorSpace
- );
- }
- break;
- case 'hsl':
- case 'hsla':
- if ( color = /^\s*(\d*\.?\d+)\s*,\s*(\d*\.?\d+)\%\s*,\s*(\d*\.?\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) {
- // hsl(120,50%,50%) hsla(120,50%,50%,0.5)
- handleAlpha( color[ 4 ] );
- return this.setHSL(
- parseFloat( color[ 1 ] ) / 360,
- parseFloat( color[ 2 ] ) / 100,
- parseFloat( color[ 3 ] ) / 100,
- colorSpace
- );
- }
- break;
- default:
- warn( 'Color: Unknown color model ' + style );
- }
- } else if ( m = /^\#([A-Fa-f\d]+)$/.exec( style ) ) {
- // hex color
- const hex = m[ 1 ];
- const size = hex.length;
- if ( size === 3 ) {
- // #ff0
- return this.setRGB(
- parseInt( hex.charAt( 0 ), 16 ) / 15,
- parseInt( hex.charAt( 1 ), 16 ) / 15,
- parseInt( hex.charAt( 2 ), 16 ) / 15,
- colorSpace
- );
- } else if ( size === 6 ) {
- // #ff0000
- return this.setHex( parseInt( hex, 16 ), colorSpace );
- } else {
- warn( 'Color: Invalid hex color ' + style );
- }
- } else if ( style && style.length > 0 ) {
- return this.setColorName( style, colorSpace );
- }
- return this;
- }
- /**
- * Sets this color from a color name. Faster than {@link Color#setStyle} if
- * you don't need the other CSS-style formats.
- *
- * For convenience, the list of names is exposed in `Color.NAMES` as a hash.
- * ```js
- * Color.NAMES.aliceblue // returns 0xF0F8FF
- * ```
- *
- * @param {string} style - The color name.
- * @param {string} [colorSpace=SRGBColorSpace] - The color space.
- * @return {Color} A reference to this color.
- */
- setColorName( style, colorSpace = SRGBColorSpace ) {
- // color keywords
- const hex = _colorKeywords[ style.toLowerCase() ];
- if ( hex !== undefined ) {
- // red
- this.setHex( hex, colorSpace );
- } else {
- // unknown color
- warn( 'Color: Unknown color ' + style );
- }
- return this;
- }
- /**
- * Returns a new color with copied values from this instance.
- *
- * @return {Color} A clone of this instance.
- */
- clone() {
- return new this.constructor( this.r, this.g, this.b );
- }
- /**
- * Copies the values of the given color to this instance.
- *
- * @param {Color} color - The color to copy.
- * @return {Color} A reference to this color.
- */
- copy( color ) {
- this.r = color.r;
- this.g = color.g;
- this.b = color.b;
- return this;
- }
- /**
- * Copies the given color into this color, and then converts this color from
- * `SRGBColorSpace` to `LinearSRGBColorSpace`.
- *
- * @param {Color} color - The color to copy/convert.
- * @return {Color} A reference to this color.
- */
- copySRGBToLinear( color ) {
- this.r = SRGBToLinear( color.r );
- this.g = SRGBToLinear( color.g );
- this.b = SRGBToLinear( color.b );
- return this;
- }
- /**
- * Copies the given color into this color, and then converts this color from
- * `LinearSRGBColorSpace` to `SRGBColorSpace`.
- *
- * @param {Color} color - The color to copy/convert.
- * @return {Color} A reference to this color.
- */
- copyLinearToSRGB( color ) {
- this.r = LinearToSRGB( color.r );
- this.g = LinearToSRGB( color.g );
- this.b = LinearToSRGB( color.b );
- return this;
- }
- /**
- * Converts this color from `SRGBColorSpace` to `LinearSRGBColorSpace`.
- *
- * @return {Color} A reference to this color.
- */
- convertSRGBToLinear() {
- this.copySRGBToLinear( this );
- return this;
- }
- /**
- * Converts this color from `LinearSRGBColorSpace` to `SRGBColorSpace`.
- *
- * @return {Color} A reference to this color.
- */
- convertLinearToSRGB() {
- this.copyLinearToSRGB( this );
- return this;
- }
- /**
- * Returns the hexadecimal value of this color.
- *
- * @param {string} [colorSpace=SRGBColorSpace] - The color space.
- * @return {number} The hexadecimal value.
- */
- getHex( colorSpace = SRGBColorSpace ) {
- ColorManagement.workingToColorSpace( _color.copy( this ), colorSpace );
- 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 ) );
- }
- /**
- * Returns the hexadecimal value of this color as a string (for example, 'FFFFFF').
- *
- * @param {string} [colorSpace=SRGBColorSpace] - The color space.
- * @return {string} The hexadecimal value as a string.
- */
- getHexString( colorSpace = SRGBColorSpace ) {
- return ( '000000' + this.getHex( colorSpace ).toString( 16 ) ).slice( -6 );
- }
- /**
- * Converts the colors RGB values into the HSL format and stores them into the
- * given target object.
- *
- * @param {{h:number,s:number,l:number}} target - The target object that is used to store the method's result.
- * @param {string} [colorSpace=ColorManagement.workingColorSpace] - The color space.
- * @return {{h:number,s:number,l:number}} The HSL representation of this color.
- */
- getHSL( target, colorSpace = ColorManagement.workingColorSpace ) {
- // h,s,l ranges are in 0.0 - 1.0
- ColorManagement.workingToColorSpace( _color.copy( this ), colorSpace );
- const r = _color.r, g = _color.g, b = _color.b;
- const max = Math.max( r, g, b );
- const min = Math.min( r, g, b );
- let hue, saturation;
- const lightness = ( min + max ) / 2.0;
- if ( min === max ) {
- hue = 0;
- saturation = 0;
- } else {
- const delta = max - min;
- saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );
- switch ( max ) {
- case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;
- case g: hue = ( b - r ) / delta + 2; break;
- case b: hue = ( r - g ) / delta + 4; break;
- }
- hue /= 6;
- }
- target.h = hue;
- target.s = saturation;
- target.l = lightness;
- return target;
- }
- /**
- * Returns the RGB values of this color and stores them into the given target object.
- *
- * @param {Color} target - The target color that is used to store the method's result.
- * @param {string} [colorSpace=ColorManagement.workingColorSpace] - The color space.
- * @return {Color} The RGB representation of this color.
- */
- getRGB( target, colorSpace = ColorManagement.workingColorSpace ) {
- ColorManagement.workingToColorSpace( _color.copy( this ), colorSpace );
- target.r = _color.r;
- target.g = _color.g;
- target.b = _color.b;
- return target;
- }
- /**
- * Returns the value of this color as a CSS style string. Example: `rgb(255,0,0)`.
- *
- * @param {string} [colorSpace=SRGBColorSpace] - The color space.
- * @return {string} The CSS representation of this color.
- */
- getStyle( colorSpace = SRGBColorSpace ) {
- ColorManagement.workingToColorSpace( _color.copy( this ), colorSpace );
- const r = _color.r, g = _color.g, b = _color.b;
- if ( colorSpace !== SRGBColorSpace ) {
- // Requires CSS Color Module Level 4 (https://www.w3.org/TR/css-color-4/).
- return `color(${ colorSpace } ${ r.toFixed( 3 ) } ${ g.toFixed( 3 ) } ${ b.toFixed( 3 ) })`;
- }
- return `rgb(${ Math.round( r * 255 ) },${ Math.round( g * 255 ) },${ Math.round( b * 255 ) })`;
- }
- /**
- * Adds the given HSL values to this color's values.
- * Internally, this converts the color's RGB values to HSL, adds HSL
- * and then converts the color back to RGB.
- *
- * @param {number} h - Hue value between `0.0` and `1.0`.
- * @param {number} s - Saturation value between `0.0` and `1.0`.
- * @param {number} l - Lightness value between `0.0` and `1.0`.
- * @return {Color} A reference to this color.
- */
- offsetHSL( h, s, l ) {
- this.getHSL( _hslA );
- return this.setHSL( _hslA.h + h, _hslA.s + s, _hslA.l + l );
- }
- /**
- * Adds the RGB values of the given color to the RGB values of this color.
- *
- * @param {Color} color - The color to add.
- * @return {Color} A reference to this color.
- */
- add( color ) {
- this.r += color.r;
- this.g += color.g;
- this.b += color.b;
- return this;
- }
- /**
- * Adds the RGB values of the given colors and stores the result in this instance.
- *
- * @param {Color} color1 - The first color.
- * @param {Color} color2 - The second color.
- * @return {Color} A reference to this color.
- */
- addColors( color1, color2 ) {
- this.r = color1.r + color2.r;
- this.g = color1.g + color2.g;
- this.b = color1.b + color2.b;
- return this;
- }
- /**
- * Adds the given scalar value to the RGB values of this color.
- *
- * @param {number} s - The scalar to add.
- * @return {Color} A reference to this color.
- */
- addScalar( s ) {
- this.r += s;
- this.g += s;
- this.b += s;
- return this;
- }
- /**
- * Subtracts the RGB values of the given color from the RGB values of this color.
- *
- * @param {Color} color - The color to subtract.
- * @return {Color} A reference to this color.
- */
- sub( color ) {
- this.r = Math.max( 0, this.r - color.r );
- this.g = Math.max( 0, this.g - color.g );
- this.b = Math.max( 0, this.b - color.b );
- return this;
- }
- /**
- * Multiplies the RGB values of the given color with the RGB values of this color.
- *
- * @param {Color} color - The color to multiply.
- * @return {Color} A reference to this color.
- */
- multiply( color ) {
- this.r *= color.r;
- this.g *= color.g;
- this.b *= color.b;
- return this;
- }
- /**
- * Multiplies the given scalar value with the RGB values of this color.
- *
- * @param {number} s - The scalar to multiply.
- * @return {Color} A reference to this color.
- */
- multiplyScalar( s ) {
- this.r *= s;
- this.g *= s;
- this.b *= s;
- return this;
- }
- /**
- * Linearly interpolates this color's RGB values toward the RGB values of the
- * given color. The alpha argument can be thought of as the ratio between
- * the two colors, where `0.0` is this color and `1.0` is the first argument.
- *
- * @param {Color} color - The color to converge on.
- * @param {number} alpha - The interpolation factor in the closed interval `[0,1]`.
- * @return {Color} A reference to this color.
- */
- lerp( color, alpha ) {
- this.r += ( color.r - this.r ) * alpha;
- this.g += ( color.g - this.g ) * alpha;
- this.b += ( color.b - this.b ) * alpha;
- return this;
- }
- /**
- * Linearly interpolates between the given colors and stores the result in this instance.
- * The alpha argument can be thought of as the ratio between the two colors, where `0.0`
- * is the first and `1.0` is the second color.
- *
- * @param {Color} color1 - The first color.
- * @param {Color} color2 - The second color.
- * @param {number} alpha - The interpolation factor in the closed interval `[0,1]`.
- * @return {Color} A reference to this color.
- */
- lerpColors( color1, color2, alpha ) {
- this.r = color1.r + ( color2.r - color1.r ) * alpha;
- this.g = color1.g + ( color2.g - color1.g ) * alpha;
- this.b = color1.b + ( color2.b - color1.b ) * alpha;
- return this;
- }
- /**
- * Linearly interpolates this color's HSL values toward the HSL values of the
- * given color. It differs from {@link Color#lerp} by not interpolating straight
- * from one color to the other, but instead going through all the hues in between
- * those two colors. The alpha argument can be thought of as the ratio between
- * the two colors, where 0.0 is this color and 1.0 is the first argument.
- *
- * @param {Color} color - The color to converge on.
- * @param {number} alpha - The interpolation factor in the closed interval `[0,1]`.
- * @return {Color} A reference to this color.
- */
- lerpHSL( color, alpha ) {
- this.getHSL( _hslA );
- color.getHSL( _hslB );
- const h = lerp( _hslA.h, _hslB.h, alpha );
- const s = lerp( _hslA.s, _hslB.s, alpha );
- const l = lerp( _hslA.l, _hslB.l, alpha );
- this.setHSL( h, s, l );
- return this;
- }
- /**
- * Sets the color's RGB components from the given 3D vector.
- *
- * @param {Vector3} v - The vector to set.
- * @return {Color} A reference to this color.
- */
- setFromVector3( v ) {
- this.r = v.x;
- this.g = v.y;
- this.b = v.z;
- return this;
- }
- /**
- * Transforms this color with the given 3x3 matrix.
- *
- * @param {Matrix3} m - The matrix.
- * @return {Color} A reference to this color.
- */
- applyMatrix3( m ) {
- const r = this.r, g = this.g, b = this.b;
- const e = m.elements;
- this.r = e[ 0 ] * r + e[ 3 ] * g + e[ 6 ] * b;
- this.g = e[ 1 ] * r + e[ 4 ] * g + e[ 7 ] * b;
- this.b = e[ 2 ] * r + e[ 5 ] * g + e[ 8 ] * b;
- return this;
- }
- /**
- * Returns `true` if this color is equal with the given one.
- *
- * @param {Color} c - The color to test for equality.
- * @return {boolean} Whether this bounding color is equal with the given one.
- */
- equals( c ) {
- return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );
- }
- /**
- * Sets this color's RGB components from the given array.
- *
- * @param {Array<number>} array - An array holding the RGB values.
- * @param {number} [offset=0] - The offset into the array.
- * @return {Color} A reference to this color.
- */
- fromArray( array, offset = 0 ) {
- this.r = array[ offset ];
- this.g = array[ offset + 1 ];
- this.b = array[ offset + 2 ];
- return this;
- }
- /**
- * Writes the RGB components of this color to the given array. If no array is provided,
- * the method returns a new instance.
- *
- * @param {Array<number>} [array=[]] - The target array holding the color components.
- * @param {number} [offset=0] - Index of the first element in the array.
- * @return {Array<number>} The color components.
- */
- toArray( array = [], offset = 0 ) {
- array[ offset ] = this.r;
- array[ offset + 1 ] = this.g;
- array[ offset + 2 ] = this.b;
- return array;
- }
- /**
- * Sets the components of this color from the given buffer attribute.
- *
- * @param {BufferAttribute} attribute - The buffer attribute holding color data.
- * @param {number} index - The index into the attribute.
- * @return {Color} A reference to this color.
- */
- fromBufferAttribute( attribute, index ) {
- this.r = attribute.getX( index );
- this.g = attribute.getY( index );
- this.b = attribute.getZ( index );
- return this;
- }
- /**
- * This methods defines the serialization result of this class. Returns the color
- * as a hexadecimal value.
- *
- * @return {number} The hexadecimal value.
- */
- toJSON() {
- return this.getHex();
- }
- *[ Symbol.iterator ]() {
- yield this.r;
- yield this.g;
- yield this.b;
- }
- }
- const _color = /*@__PURE__*/ new Color();
- /**
- * A dictionary with X11 color names.
- *
- * Note that multiple words such as Dark Orange become the string 'darkorange'.
- *
- * @static
- * @type {Object}
- */
- Color.NAMES = _colorKeywords;
- let _materialId = 0;
- /**
- * Abstract base class for materials.
- *
- * Materials define the appearance of renderable 3D objects.
- *
- * @abstract
- * @augments EventDispatcher
- */
- class Material extends EventDispatcher {
- /**
- * Constructs a new material.
- */
- constructor() {
- super();
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isMaterial = true;
- /**
- * The ID of the material.
- *
- * @name Material#id
- * @type {number}
- * @readonly
- */
- Object.defineProperty( this, 'id', { value: _materialId ++ } );
- /**
- * The UUID of the material.
- *
- * @type {string}
- * @readonly
- */
- this.uuid = generateUUID();
- /**
- * The name of the material.
- *
- * @type {string}
- */
- this.name = '';
- /**
- * The type property is used for detecting the object type
- * in context of serialization/deserialization.
- *
- * @type {string}
- * @readonly
- */
- this.type = 'Material';
- /**
- * Defines the blending type of the material.
- *
- * It must be set to `CustomBlending` if custom blending properties like
- * {@link Material#blendSrc}, {@link Material#blendDst} or {@link Material#blendEquation}
- * should have any effect.
- *
- * @type {(NoBlending|NormalBlending|AdditiveBlending|SubtractiveBlending|MultiplyBlending|CustomBlending)}
- * @default NormalBlending
- */
- this.blending = NormalBlending;
- /**
- * Defines which side of faces will be rendered - front, back or both.
- *
- * @type {(FrontSide|BackSide|DoubleSide)}
- * @default FrontSide
- */
- this.side = FrontSide;
- /**
- * If set to `true`, vertex colors should be used.
- *
- * The engine supports RGB and RGBA vertex colors depending on whether a three (RGB) or
- * four (RGBA) component color buffer attribute is used.
- *
- * @type {boolean}
- * @default false
- */
- this.vertexColors = false;
- /**
- * Defines how transparent the material is.
- * A value of `0.0` indicates fully transparent, `1.0` is fully opaque.
- *
- * If the {@link Material#transparent} is not set to `true`,
- * the material will remain fully opaque and this value will only affect its color.
- *
- * @type {number}
- * @default 1
- */
- this.opacity = 1;
- /**
- * Defines whether this material is transparent. This has an effect on
- * rendering as transparent objects need special treatment and are rendered
- * after non-transparent objects.
- *
- * When set to true, the extent to which the material is transparent is
- * controlled by {@link Material#opacity}.
- *
- * @type {boolean}
- * @default false
- */
- this.transparent = false;
- /**
- * Enables alpha hashed transparency, an alternative to {@link Material#transparent} or
- * {@link Material#alphaTest}. The material will not be rendered if opacity is lower than
- * a random threshold. Randomization introduces some grain or noise, but approximates alpha
- * blending without the associated problems of sorting. Using TAA can reduce the resulting noise.
- *
- * @type {boolean}
- * @default false
- */
- this.alphaHash = false;
- /**
- * Defines the blending source factor.
- *
- * @type {(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)}
- * @default SrcAlphaFactor
- */
- this.blendSrc = SrcAlphaFactor;
- /**
- * Defines the blending destination factor.
- *
- * @type {(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)}
- * @default OneMinusSrcAlphaFactor
- */
- this.blendDst = OneMinusSrcAlphaFactor;
- /**
- * Defines the blending equation.
- *
- * @type {(AddEquation|SubtractEquation|ReverseSubtractEquation|MinEquation|MaxEquation)}
- * @default AddEquation
- */
- this.blendEquation = AddEquation;
- /**
- * Defines the blending source alpha factor.
- *
- * @type {?(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)}
- * @default null
- */
- this.blendSrcAlpha = null;
- /**
- * Defines the blending destination alpha factor.
- *
- * @type {?(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)}
- * @default null
- */
- this.blendDstAlpha = null;
- /**
- * Defines the blending equation of the alpha channel.
- *
- * @type {?(AddEquation|SubtractEquation|ReverseSubtractEquation|MinEquation|MaxEquation)}
- * @default null
- */
- this.blendEquationAlpha = null;
- /**
- * Represents the RGB values of the constant blend color.
- *
- * This property has only an effect when using custom blending with `ConstantColor` or `OneMinusConstantColor`.
- *
- * @type {Color}
- * @default (0,0,0)
- */
- this.blendColor = new Color( 0, 0, 0 );
- /**
- * Represents the alpha value of the constant blend color.
- *
- * This property has only an effect when using custom blending with `ConstantAlpha` or `OneMinusConstantAlpha`.
- *
- * @type {number}
- * @default 0
- */
- this.blendAlpha = 0;
- /**
- * Defines the depth function.
- *
- * @type {(NeverDepth|AlwaysDepth|LessDepth|LessEqualDepth|EqualDepth|GreaterEqualDepth|GreaterDepth|NotEqualDepth)}
- * @default LessEqualDepth
- */
- this.depthFunc = LessEqualDepth;
- /**
- * Whether to have depth test enabled when rendering this material.
- * When the depth test is disabled, the depth write will also be implicitly disabled.
- *
- * @type {boolean}
- * @default true
- */
- this.depthTest = true;
- /**
- * Whether rendering this material has any effect on the depth buffer.
- *
- * When drawing 2D overlays it can be useful to disable the depth writing in
- * order to layer several things together without creating z-index artifacts.
- *
- * @type {boolean}
- * @default true
- */
- this.depthWrite = true;
- /**
- * The bit mask to use when writing to the stencil buffer.
- *
- * @type {number}
- * @default 0xff
- */
- this.stencilWriteMask = 0xff;
- /**
- * The stencil comparison function to use.
- *
- * @type {NeverStencilFunc|LessStencilFunc|EqualStencilFunc|LessEqualStencilFunc|GreaterStencilFunc|NotEqualStencilFunc|GreaterEqualStencilFunc|AlwaysStencilFunc}
- * @default AlwaysStencilFunc
- */
- this.stencilFunc = AlwaysStencilFunc;
- /**
- * The value to use when performing stencil comparisons or stencil operations.
- *
- * @type {number}
- * @default 0
- */
- this.stencilRef = 0;
- /**
- * The bit mask to use when comparing against the stencil buffer.
- *
- * @type {number}
- * @default 0xff
- */
- this.stencilFuncMask = 0xff;
- /**
- * Which stencil operation to perform when the comparison function returns `false`.
- *
- * @type {ZeroStencilOp|KeepStencilOp|ReplaceStencilOp|IncrementStencilOp|DecrementStencilOp|IncrementWrapStencilOp|DecrementWrapStencilOp|InvertStencilOp}
- * @default KeepStencilOp
- */
- this.stencilFail = KeepStencilOp;
- /**
- * Which stencil operation to perform when the comparison function returns
- * `true` but the depth test fails.
- *
- * @type {ZeroStencilOp|KeepStencilOp|ReplaceStencilOp|IncrementStencilOp|DecrementStencilOp|IncrementWrapStencilOp|DecrementWrapStencilOp|InvertStencilOp}
- * @default KeepStencilOp
- */
- this.stencilZFail = KeepStencilOp;
- /**
- * Which stencil operation to perform when the comparison function returns
- * `true` and the depth test passes.
- *
- * @type {ZeroStencilOp|KeepStencilOp|ReplaceStencilOp|IncrementStencilOp|DecrementStencilOp|IncrementWrapStencilOp|DecrementWrapStencilOp|InvertStencilOp}
- * @default KeepStencilOp
- */
- this.stencilZPass = KeepStencilOp;
- /**
- * Whether stencil operations are performed against the stencil buffer. In
- * order to perform writes or comparisons against the stencil buffer this
- * value must be `true`.
- *
- * @type {boolean}
- * @default false
- */
- this.stencilWrite = false;
- /**
- * User-defined clipping planes specified as THREE.Plane objects in world
- * space. These planes apply to the objects this material is attached to.
- * Points in space whose signed distance to the plane is negative are clipped
- * (not rendered). This requires {@link WebGLRenderer#localClippingEnabled} to
- * be `true`.
- *
- * @type {?Array<Plane>}
- * @default null
- */
- this.clippingPlanes = null;
- /**
- * Changes the behavior of clipping planes so that only their intersection is
- * clipped, rather than their union.
- *
- * @type {boolean}
- * @default false
- */
- this.clipIntersection = false;
- /**
- * Defines whether to clip shadows according to the clipping planes specified
- * on this material.
- *
- * @type {boolean}
- * @default false
- */
- this.clipShadows = false;
- /**
- * Defines which side of faces cast shadows. If `null`, the side casting shadows
- * is determined as follows:
- *
- * - When {@link Material#side} is set to `FrontSide`, the back side cast shadows.
- * - When {@link Material#side} is set to `BackSide`, the front side cast shadows.
- * - When {@link Material#side} is set to `DoubleSide`, both sides cast shadows.
- *
- * @type {?(FrontSide|BackSide|DoubleSide)}
- * @default null
- */
- this.shadowSide = null;
- /**
- * Whether to render the material's color.
- *
- * This can be used in conjunction with {@link Object3D#renderOder} to create invisible
- * objects that occlude other objects.
- *
- * @type {boolean}
- * @default true
- */
- this.colorWrite = true;
- /**
- * Override the renderer's default precision for this material.
- *
- * @type {?('highp'|'mediump'|'lowp')}
- * @default null
- */
- this.precision = null;
- /**
- * Whether to use polygon offset or not. When enabled, each fragment's depth value will
- * be offset after it is interpolated from the depth values of the appropriate vertices.
- * The offset is added before the depth test is performed and before the value is written
- * into the depth buffer.
- *
- * Can be useful for rendering hidden-line images, for applying decals to surfaces, and for
- * rendering solids with highlighted edges.
- *
- * @type {boolean}
- * @default false
- */
- this.polygonOffset = false;
- /**
- * Specifies a scale factor that is used to create a variable depth offset for each polygon.
- *
- * @type {number}
- * @default 0
- */
- this.polygonOffsetFactor = 0;
- /**
- * Is multiplied by an implementation-specific value to create a constant depth offset.
- *
- * @type {number}
- * @default 0
- */
- this.polygonOffsetUnits = 0;
- /**
- * Whether to apply dithering to the color to remove the appearance of banding.
- *
- * @type {boolean}
- * @default false
- */
- this.dithering = false;
- /**
- * Whether alpha to coverage should be enabled or not. Can only be used with MSAA-enabled contexts
- * (meaning when the renderer was created with *antialias* parameter set to `true`). Enabling this
- * will smooth aliasing on clip plane edges and alphaTest-clipped edges.
- *
- * @type {boolean}
- * @default false
- */
- this.alphaToCoverage = false;
- /**
- * Whether to premultiply the alpha (transparency) value.
- *
- * @type {boolean}
- * @default false
- */
- this.premultipliedAlpha = false;
- /**
- * Whether double-sided, transparent objects should be rendered with a single pass or not.
- *
- * The engine renders double-sided, transparent objects with two draw calls (back faces first,
- * then front faces) to mitigate transparency artifacts. There are scenarios however where this
- * approach produces no quality gains but still doubles draw calls e.g. when rendering flat
- * vegetation like grass sprites. In these cases, set the `forceSinglePass` flag to `true` to
- * disable the two pass rendering to avoid performance issues.
- *
- * @type {boolean}
- * @default false
- */
- this.forceSinglePass = false;
- /**
- * Whether it's possible to override the material with {@link Scene#overrideMaterial} or not.
- *
- * @type {boolean}
- * @default true
- */
- this.allowOverride = true;
- /**
- * Defines whether 3D objects using this material are visible.
- *
- * @type {boolean}
- * @default true
- */
- this.visible = true;
- /**
- * Defines whether this material is tone mapped according to the renderer's tone mapping setting.
- *
- * It is ignored when rendering to a render target or using post processing or when using
- * `WebGPURenderer`. In all these cases, all materials are honored by tone mapping.
- *
- * @type {boolean}
- * @default true
- */
- this.toneMapped = true;
- /**
- * An object that can be used to store custom data about the Material. It
- * should not hold references to functions as these will not be cloned.
- *
- * @type {Object}
- */
- this.userData = {};
- /**
- * This starts at `0` and counts how many times {@link Material#needsUpdate} is set to `true`.
- *
- * @type {number}
- * @readonly
- * @default 0
- */
- this.version = 0;
- this._alphaTest = 0;
- }
- /**
- * Sets the alpha value to be used when running an alpha test. The material
- * will not be rendered if the opacity is lower than this value.
- *
- * @type {number}
- * @readonly
- * @default 0
- */
- get alphaTest() {
- return this._alphaTest;
- }
- set alphaTest( value ) {
- if ( this._alphaTest > 0 !== value > 0 ) {
- this.version ++;
- }
- this._alphaTest = value;
- }
- /**
- * An optional callback that is executed immediately before the material is used to render a 3D object.
- *
- * This method can only be used when rendering with {@link WebGLRenderer}.
- *
- * @param {WebGLRenderer} renderer - The renderer.
- * @param {Scene} scene - The scene.
- * @param {Camera} camera - The camera that is used to render the scene.
- * @param {BufferGeometry} geometry - The 3D object's geometry.
- * @param {Object3D} object - The 3D object.
- * @param {Object} group - The geometry group data.
- */
- onBeforeRender( /* renderer, scene, camera, geometry, object, group */ ) {}
- /**
- * An optional callback that is executed immediately before the shader
- * program is compiled. This function is called with the shader source code
- * as a parameter. Useful for the modification of built-in materials.
- *
- * This method can only be used when rendering with {@link WebGLRenderer}. The
- * recommended approach when customizing materials is to use `WebGPURenderer` with the new
- * Node Material system and [TSL](https://github.com/mrdoob/three.js/wiki/Three.js-Shading-Language).
- *
- * @param {{vertexShader:string,fragmentShader:string,uniforms:Object}} shaderobject - The object holds the uniforms and the vertex and fragment shader source.
- * @param {WebGLRenderer} renderer - A reference to the renderer.
- */
- onBeforeCompile( /* shaderobject, renderer */ ) {}
- /**
- * In case {@link Material#onBeforeCompile} is used, this callback can be used to identify
- * values of settings used in `onBeforeCompile()`, so three.js can reuse a cached
- * shader or recompile the shader for this material as needed.
- *
- * This method can only be used when rendering with {@link WebGLRenderer}.
- *
- * @return {string} The custom program cache key.
- */
- customProgramCacheKey() {
- return this.onBeforeCompile.toString();
- }
- /**
- * This method can be used to set default values from parameter objects.
- * It is a generic implementation so it can be used with different types
- * of materials.
- *
- * @param {Object} [values] - The material values to set.
- */
- setValues( values ) {
- if ( values === undefined ) return;
- for ( const key in values ) {
- const newValue = values[ key ];
- if ( newValue === undefined ) {
- warn( `Material: parameter '${ key }' has value of undefined.` );
- continue;
- }
- const currentValue = this[ key ];
- if ( currentValue === undefined ) {
- warn( `Material: '${ key }' is not a property of THREE.${ this.type }.` );
- continue;
- }
- if ( currentValue && currentValue.isColor ) {
- currentValue.set( newValue );
- } else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) {
- currentValue.copy( newValue );
- } else {
- this[ key ] = newValue;
- }
- }
- }
- /**
- * Serializes the material into JSON.
- *
- * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
- * @return {Object} A JSON object representing the serialized material.
- * @see {@link ObjectLoader#parse}
- */
- toJSON( meta ) {
- const isRootObject = ( meta === undefined || typeof meta === 'string' );
- if ( isRootObject ) {
- meta = {
- textures: {},
- images: {}
- };
- }
- const data = {
- metadata: {
- version: 4.7,
- type: 'Material',
- generator: 'Material.toJSON'
- }
- };
- // standard Material serialization
- data.uuid = this.uuid;
- data.type = this.type;
- if ( this.name !== '' ) data.name = this.name;
- if ( this.color && this.color.isColor ) data.color = this.color.getHex();
- if ( this.roughness !== undefined ) data.roughness = this.roughness;
- if ( this.metalness !== undefined ) data.metalness = this.metalness;
- if ( this.sheen !== undefined ) data.sheen = this.sheen;
- if ( this.sheenColor && this.sheenColor.isColor ) data.sheenColor = this.sheenColor.getHex();
- if ( this.sheenRoughness !== undefined ) data.sheenRoughness = this.sheenRoughness;
- if ( this.emissive && this.emissive.isColor ) data.emissive = this.emissive.getHex();
- if ( this.emissiveIntensity !== undefined && this.emissiveIntensity !== 1 ) data.emissiveIntensity = this.emissiveIntensity;
- if ( this.specular && this.specular.isColor ) data.specular = this.specular.getHex();
- if ( this.specularIntensity !== undefined ) data.specularIntensity = this.specularIntensity;
- if ( this.specularColor && this.specularColor.isColor ) data.specularColor = this.specularColor.getHex();
- if ( this.shininess !== undefined ) data.shininess = this.shininess;
- if ( this.clearcoat !== undefined ) data.clearcoat = this.clearcoat;
- if ( this.clearcoatRoughness !== undefined ) data.clearcoatRoughness = this.clearcoatRoughness;
- if ( this.clearcoatMap && this.clearcoatMap.isTexture ) {
- data.clearcoatMap = this.clearcoatMap.toJSON( meta ).uuid;
- }
- if ( this.clearcoatRoughnessMap && this.clearcoatRoughnessMap.isTexture ) {
- data.clearcoatRoughnessMap = this.clearcoatRoughnessMap.toJSON( meta ).uuid;
- }
- if ( this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture ) {
- data.clearcoatNormalMap = this.clearcoatNormalMap.toJSON( meta ).uuid;
- data.clearcoatNormalScale = this.clearcoatNormalScale.toArray();
- }
- if ( this.sheenColorMap && this.sheenColorMap.isTexture ) {
- data.sheenColorMap = this.sheenColorMap.toJSON( meta ).uuid;
- }
- if ( this.sheenRoughnessMap && this.sheenRoughnessMap.isTexture ) {
- data.sheenRoughnessMap = this.sheenRoughnessMap.toJSON( meta ).uuid;
- }
- if ( this.dispersion !== undefined ) data.dispersion = this.dispersion;
- if ( this.iridescence !== undefined ) data.iridescence = this.iridescence;
- if ( this.iridescenceIOR !== undefined ) data.iridescenceIOR = this.iridescenceIOR;
- if ( this.iridescenceThicknessRange !== undefined ) data.iridescenceThicknessRange = this.iridescenceThicknessRange;
- if ( this.iridescenceMap && this.iridescenceMap.isTexture ) {
- data.iridescenceMap = this.iridescenceMap.toJSON( meta ).uuid;
- }
- if ( this.iridescenceThicknessMap && this.iridescenceThicknessMap.isTexture ) {
- data.iridescenceThicknessMap = this.iridescenceThicknessMap.toJSON( meta ).uuid;
- }
- if ( this.anisotropy !== undefined ) data.anisotropy = this.anisotropy;
- if ( this.anisotropyRotation !== undefined ) data.anisotropyRotation = this.anisotropyRotation;
- if ( this.anisotropyMap && this.anisotropyMap.isTexture ) {
- data.anisotropyMap = this.anisotropyMap.toJSON( meta ).uuid;
- }
- if ( this.map && this.map.isTexture ) data.map = this.map.toJSON( meta ).uuid;
- if ( this.matcap && this.matcap.isTexture ) data.matcap = this.matcap.toJSON( meta ).uuid;
- if ( this.alphaMap && this.alphaMap.isTexture ) data.alphaMap = this.alphaMap.toJSON( meta ).uuid;
- if ( this.lightMap && this.lightMap.isTexture ) {
- data.lightMap = this.lightMap.toJSON( meta ).uuid;
- data.lightMapIntensity = this.lightMapIntensity;
- }
- if ( this.aoMap && this.aoMap.isTexture ) {
- data.aoMap = this.aoMap.toJSON( meta ).uuid;
- data.aoMapIntensity = this.aoMapIntensity;
- }
- if ( this.bumpMap && this.bumpMap.isTexture ) {
- data.bumpMap = this.bumpMap.toJSON( meta ).uuid;
- data.bumpScale = this.bumpScale;
- }
- if ( this.normalMap && this.normalMap.isTexture ) {
- data.normalMap = this.normalMap.toJSON( meta ).uuid;
- data.normalMapType = this.normalMapType;
- data.normalScale = this.normalScale.toArray();
- }
- if ( this.displacementMap && this.displacementMap.isTexture ) {
- data.displacementMap = this.displacementMap.toJSON( meta ).uuid;
- data.displacementScale = this.displacementScale;
- data.displacementBias = this.displacementBias;
- }
- if ( this.roughnessMap && this.roughnessMap.isTexture ) data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid;
- if ( this.metalnessMap && this.metalnessMap.isTexture ) data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid;
- if ( this.emissiveMap && this.emissiveMap.isTexture ) data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid;
- if ( this.specularMap && this.specularMap.isTexture ) data.specularMap = this.specularMap.toJSON( meta ).uuid;
- if ( this.specularIntensityMap && this.specularIntensityMap.isTexture ) data.specularIntensityMap = this.specularIntensityMap.toJSON( meta ).uuid;
- if ( this.specularColorMap && this.specularColorMap.isTexture ) data.specularColorMap = this.specularColorMap.toJSON( meta ).uuid;
- if ( this.envMap && this.envMap.isTexture ) {
- data.envMap = this.envMap.toJSON( meta ).uuid;
- if ( this.combine !== undefined ) data.combine = this.combine;
- }
- if ( this.envMapRotation !== undefined ) data.envMapRotation = this.envMapRotation.toArray();
- if ( this.envMapIntensity !== undefined ) data.envMapIntensity = this.envMapIntensity;
- if ( this.reflectivity !== undefined ) data.reflectivity = this.reflectivity;
- if ( this.refractionRatio !== undefined ) data.refractionRatio = this.refractionRatio;
- if ( this.gradientMap && this.gradientMap.isTexture ) {
- data.gradientMap = this.gradientMap.toJSON( meta ).uuid;
- }
- if ( this.transmission !== undefined ) data.transmission = this.transmission;
- if ( this.transmissionMap && this.transmissionMap.isTexture ) data.transmissionMap = this.transmissionMap.toJSON( meta ).uuid;
- if ( this.thickness !== undefined ) data.thickness = this.thickness;
- if ( this.thicknessMap && this.thicknessMap.isTexture ) data.thicknessMap = this.thicknessMap.toJSON( meta ).uuid;
- if ( this.attenuationDistance !== undefined && this.attenuationDistance !== Infinity ) data.attenuationDistance = this.attenuationDistance;
- if ( this.attenuationColor !== undefined ) data.attenuationColor = this.attenuationColor.getHex();
- if ( this.size !== undefined ) data.size = this.size;
- if ( this.shadowSide !== null ) data.shadowSide = this.shadowSide;
- if ( this.sizeAttenuation !== undefined ) data.sizeAttenuation = this.sizeAttenuation;
- if ( this.blending !== NormalBlending ) data.blending = this.blending;
- if ( this.side !== FrontSide ) data.side = this.side;
- if ( this.vertexColors === true ) data.vertexColors = true;
- if ( this.opacity < 1 ) data.opacity = this.opacity;
- if ( this.transparent === true ) data.transparent = true;
- if ( this.blendSrc !== SrcAlphaFactor ) data.blendSrc = this.blendSrc;
- if ( this.blendDst !== OneMinusSrcAlphaFactor ) data.blendDst = this.blendDst;
- if ( this.blendEquation !== AddEquation ) data.blendEquation = this.blendEquation;
- if ( this.blendSrcAlpha !== null ) data.blendSrcAlpha = this.blendSrcAlpha;
- if ( this.blendDstAlpha !== null ) data.blendDstAlpha = this.blendDstAlpha;
- if ( this.blendEquationAlpha !== null ) data.blendEquationAlpha = this.blendEquationAlpha;
- if ( this.blendColor && this.blendColor.isColor ) data.blendColor = this.blendColor.getHex();
- if ( this.blendAlpha !== 0 ) data.blendAlpha = this.blendAlpha;
- if ( this.depthFunc !== LessEqualDepth ) data.depthFunc = this.depthFunc;
- if ( this.depthTest === false ) data.depthTest = this.depthTest;
- if ( this.depthWrite === false ) data.depthWrite = this.depthWrite;
- if ( this.colorWrite === false ) data.colorWrite = this.colorWrite;
- if ( this.stencilWriteMask !== 0xff ) data.stencilWriteMask = this.stencilWriteMask;
- if ( this.stencilFunc !== AlwaysStencilFunc ) data.stencilFunc = this.stencilFunc;
- if ( this.stencilRef !== 0 ) data.stencilRef = this.stencilRef;
- if ( this.stencilFuncMask !== 0xff ) data.stencilFuncMask = this.stencilFuncMask;
- if ( this.stencilFail !== KeepStencilOp ) data.stencilFail = this.stencilFail;
- if ( this.stencilZFail !== KeepStencilOp ) data.stencilZFail = this.stencilZFail;
- if ( this.stencilZPass !== KeepStencilOp ) data.stencilZPass = this.stencilZPass;
- if ( this.stencilWrite === true ) data.stencilWrite = this.stencilWrite;
- // rotation (SpriteMaterial)
- if ( this.rotation !== undefined && this.rotation !== 0 ) data.rotation = this.rotation;
- if ( this.polygonOffset === true ) data.polygonOffset = true;
- if ( this.polygonOffsetFactor !== 0 ) data.polygonOffsetFactor = this.polygonOffsetFactor;
- if ( this.polygonOffsetUnits !== 0 ) data.polygonOffsetUnits = this.polygonOffsetUnits;
- if ( this.linewidth !== undefined && this.linewidth !== 1 ) data.linewidth = this.linewidth;
- if ( this.dashSize !== undefined ) data.dashSize = this.dashSize;
- if ( this.gapSize !== undefined ) data.gapSize = this.gapSize;
- if ( this.scale !== undefined ) data.scale = this.scale;
- if ( this.dithering === true ) data.dithering = true;
- if ( this.alphaTest > 0 ) data.alphaTest = this.alphaTest;
- if ( this.alphaHash === true ) data.alphaHash = true;
- if ( this.alphaToCoverage === true ) data.alphaToCoverage = true;
- if ( this.premultipliedAlpha === true ) data.premultipliedAlpha = true;
- if ( this.forceSinglePass === true ) data.forceSinglePass = true;
- if ( this.allowOverride === false ) data.allowOverride = false;
- if ( this.wireframe === true ) data.wireframe = true;
- if ( this.wireframeLinewidth > 1 ) data.wireframeLinewidth = this.wireframeLinewidth;
- if ( this.wireframeLinecap !== 'round' ) data.wireframeLinecap = this.wireframeLinecap;
- if ( this.wireframeLinejoin !== 'round' ) data.wireframeLinejoin = this.wireframeLinejoin;
- if ( this.flatShading === true ) data.flatShading = true;
- if ( this.visible === false ) data.visible = false;
- if ( this.toneMapped === false ) data.toneMapped = false;
- if ( this.fog === false ) data.fog = false;
- if ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData;
- // TODO: Copied from Object3D.toJSON
- function extractFromCache( cache ) {
- const values = [];
- for ( const key in cache ) {
- const data = cache[ key ];
- delete data.metadata;
- values.push( data );
- }
- return values;
- }
- if ( isRootObject ) {
- const textures = extractFromCache( meta.textures );
- const images = extractFromCache( meta.images );
- if ( textures.length > 0 ) data.textures = textures;
- if ( images.length > 0 ) data.images = images;
- }
- return data;
- }
- /**
- * Returns a new material with copied values from this instance.
- *
- * @return {Material} A clone of this instance.
- */
- clone() {
- return new this.constructor().copy( this );
- }
- /**
- * Copies the values of the given material to this instance.
- *
- * @param {Material} source - The material to copy.
- * @return {Material} A reference to this instance.
- */
- copy( source ) {
- this.name = source.name;
- this.blending = source.blending;
- this.side = source.side;
- this.vertexColors = source.vertexColors;
- this.opacity = source.opacity;
- this.transparent = source.transparent;
- this.blendSrc = source.blendSrc;
- this.blendDst = source.blendDst;
- this.blendEquation = source.blendEquation;
- this.blendSrcAlpha = source.blendSrcAlpha;
- this.blendDstAlpha = source.blendDstAlpha;
- this.blendEquationAlpha = source.blendEquationAlpha;
- this.blendColor.copy( source.blendColor );
- this.blendAlpha = source.blendAlpha;
- this.depthFunc = source.depthFunc;
- this.depthTest = source.depthTest;
- this.depthWrite = source.depthWrite;
- this.stencilWriteMask = source.stencilWriteMask;
- this.stencilFunc = source.stencilFunc;
- this.stencilRef = source.stencilRef;
- this.stencilFuncMask = source.stencilFuncMask;
- this.stencilFail = source.stencilFail;
- this.stencilZFail = source.stencilZFail;
- this.stencilZPass = source.stencilZPass;
- this.stencilWrite = source.stencilWrite;
- const srcPlanes = source.clippingPlanes;
- let dstPlanes = null;
- if ( srcPlanes !== null ) {
- const n = srcPlanes.length;
- dstPlanes = new Array( n );
- for ( let i = 0; i !== n; ++ i ) {
- dstPlanes[ i ] = srcPlanes[ i ].clone();
- }
- }
- this.clippingPlanes = dstPlanes;
- this.clipIntersection = source.clipIntersection;
- this.clipShadows = source.clipShadows;
- this.shadowSide = source.shadowSide;
- this.colorWrite = source.colorWrite;
- this.precision = source.precision;
- this.polygonOffset = source.polygonOffset;
- this.polygonOffsetFactor = source.polygonOffsetFactor;
- this.polygonOffsetUnits = source.polygonOffsetUnits;
- this.dithering = source.dithering;
- this.alphaTest = source.alphaTest;
- this.alphaHash = source.alphaHash;
- this.alphaToCoverage = source.alphaToCoverage;
- this.premultipliedAlpha = source.premultipliedAlpha;
- this.forceSinglePass = source.forceSinglePass;
- this.allowOverride = source.allowOverride;
- this.visible = source.visible;
- this.toneMapped = source.toneMapped;
- this.userData = JSON.parse( JSON.stringify( source.userData ) );
- return this;
- }
- /**
- * Frees the GPU-related resources allocated by this instance. Call this
- * method whenever this instance is no longer used in your app.
- *
- * @fires Material#dispose
- */
- dispose() {
- /**
- * Fires when the material has been disposed of.
- *
- * @event Material#dispose
- * @type {Object}
- */
- this.dispatchEvent( { type: 'dispose' } );
- }
- /**
- * Setting this property to `true` indicates the engine the material
- * needs to be recompiled.
- *
- * @type {boolean}
- * @default false
- * @param {boolean} value
- */
- set needsUpdate( value ) {
- if ( value === true ) this.version ++;
- }
- }
- /**
- * A material for drawing geometries in a simple shaded (flat or wireframe) way.
- *
- * This material is not affected by lights.
- *
- * @augments Material
- * @demo scenes/material-browser.html#MeshBasicMaterial
- */
- class MeshBasicMaterial extends Material {
- /**
- * Constructs a new mesh basic material.
- *
- * @param {Object} [parameters] - An object with one or more properties
- * defining the material's appearance. Any property of the material
- * (including any property from inherited materials) can be passed
- * in here. Color values can be passed any type of value accepted
- * by {@link Color#set}.
- */
- constructor( parameters ) {
- super();
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isMeshBasicMaterial = true;
- this.type = 'MeshBasicMaterial';
- /**
- * Color of the material.
- *
- * @type {Color}
- * @default (1,1,1)
- */
- this.color = new Color( 0xffffff ); // diffuse
- /**
- * The color map. May optionally include an alpha channel, typically combined
- * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
- * color is modulated by the diffuse `color`.
- *
- * @type {?Texture}
- * @default null
- */
- this.map = null;
- /**
- * The light map. Requires a second set of UVs.
- *
- * @type {?Texture}
- * @default null
- */
- this.lightMap = null;
- /**
- * Intensity of the baked light.
- *
- * @type {number}
- * @default 1
- */
- this.lightMapIntensity = 1.0;
- /**
- * The red channel of this texture is used as the ambient occlusion map.
- * Requires a second set of UVs.
- *
- * @type {?Texture}
- * @default null
- */
- this.aoMap = null;
- /**
- * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0`
- * disables ambient occlusion. Where intensity is `1` and the AO map's
- * red channel is also `1`, ambient light is fully occluded on a surface.
- *
- * @type {number}
- * @default 1
- */
- this.aoMapIntensity = 1.0;
- /**
- * Specular map used by the material.
- *
- * @type {?Texture}
- * @default null
- */
- this.specularMap = null;
- /**
- * The alpha map is a grayscale texture that controls the opacity across the
- * surface (black: fully transparent; white: fully opaque).
- *
- * Only the color of the texture is used, ignoring the alpha channel if one
- * exists. For RGB and RGBA textures, the renderer will use the green channel
- * when sampling this texture due to the extra bit of precision provided for
- * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
- * luminance/alpha textures will also still work as expected.
- *
- * @type {?Texture}
- * @default null
- */
- this.alphaMap = null;
- /**
- * The environment map.
- *
- * @type {?Texture}
- * @default null
- */
- this.envMap = null;
- /**
- * The rotation of the environment map in radians.
- *
- * @type {Euler}
- * @default (0,0,0)
- */
- this.envMapRotation = new Euler();
- /**
- * How to combine the result of the surface's color with the environment map, if any.
- *
- * When set to `MixOperation`, the {@link MeshBasicMaterial#reflectivity} is used to
- * blend between the two colors.
- *
- * @type {(MultiplyOperation|MixOperation|AddOperation)}
- * @default MultiplyOperation
- */
- this.combine = MultiplyOperation;
- /**
- * How much the environment map affects the surface.
- * The valid range is between `0` (no reflections) and `1` (full reflections).
- *
- * @type {number}
- * @default 1
- */
- this.reflectivity = 1;
- /**
- * The index of refraction (IOR) of air (approximately 1) divided by the
- * index of refraction of the material. It is used with environment mapping
- * modes {@link CubeRefractionMapping} and {@link EquirectangularRefractionMapping}.
- * The refraction ratio should not exceed `1`.
- *
- * @type {number}
- * @default 0.98
- */
- this.refractionRatio = 0.98;
- /**
- * Renders the geometry as a wireframe.
- *
- * @type {boolean}
- * @default false
- */
- this.wireframe = false;
- /**
- * Controls the thickness of the wireframe.
- *
- * Can only be used with {@link SVGRenderer}.
- *
- * @type {number}
- * @default 1
- */
- this.wireframeLinewidth = 1;
- /**
- * Defines appearance of wireframe ends.
- *
- * Can only be used with {@link SVGRenderer}.
- *
- * @type {('round'|'bevel'|'miter')}
- * @default 'round'
- */
- this.wireframeLinecap = 'round';
- /**
- * Defines appearance of wireframe joints.
- *
- * Can only be used with {@link SVGRenderer}.
- *
- * @type {('round'|'bevel'|'miter')}
- * @default 'round'
- */
- this.wireframeLinejoin = 'round';
- /**
- * Whether the material is affected by fog or not.
- *
- * @type {boolean}
- * @default true
- */
- this.fog = true;
- this.setValues( parameters );
- }
- copy( source ) {
- super.copy( source );
- this.color.copy( source.color );
- this.map = source.map;
- this.lightMap = source.lightMap;
- this.lightMapIntensity = source.lightMapIntensity;
- this.aoMap = source.aoMap;
- this.aoMapIntensity = source.aoMapIntensity;
- this.specularMap = source.specularMap;
- this.alphaMap = source.alphaMap;
- this.envMap = source.envMap;
- this.envMapRotation.copy( source.envMapRotation );
- this.combine = source.combine;
- this.reflectivity = source.reflectivity;
- this.refractionRatio = source.refractionRatio;
- this.wireframe = source.wireframe;
- this.wireframeLinewidth = source.wireframeLinewidth;
- this.wireframeLinecap = source.wireframeLinecap;
- this.wireframeLinejoin = source.wireframeLinejoin;
- this.fog = source.fog;
- return this;
- }
- }
- // Fast Half Float Conversions, http://www.fox-toolkit.org/ftp/fasthalffloatconversion.pdf
- const _tables = /*@__PURE__*/ _generateTables();
- function _generateTables() {
- // float32 to float16 helpers
- const buffer = new ArrayBuffer( 4 );
- const floatView = new Float32Array( buffer );
- const uint32View = new Uint32Array( buffer );
- const baseTable = new Uint32Array( 512 );
- const shiftTable = new Uint32Array( 512 );
- for ( let i = 0; i < 256; ++ i ) {
- const e = i - 127;
- // very small number (0, -0)
- if ( e < -27 ) {
- baseTable[ i ] = 0x0000;
- baseTable[ i | 0x100 ] = 0x8000;
- shiftTable[ i ] = 24;
- shiftTable[ i | 0x100 ] = 24;
- // small number (denorm)
- } else if ( e < -14 ) {
- baseTable[ i ] = 0x0400 >> ( - e - 14 );
- baseTable[ i | 0x100 ] = ( 0x0400 >> ( - e - 14 ) ) | 0x8000;
- shiftTable[ i ] = - e - 1;
- shiftTable[ i | 0x100 ] = - e - 1;
- // normal number
- } else if ( e <= 15 ) {
- baseTable[ i ] = ( e + 15 ) << 10;
- baseTable[ i | 0x100 ] = ( ( e + 15 ) << 10 ) | 0x8000;
- shiftTable[ i ] = 13;
- shiftTable[ i | 0x100 ] = 13;
- // large number (Infinity, -Infinity)
- } else if ( e < 128 ) {
- baseTable[ i ] = 0x7c00;
- baseTable[ i | 0x100 ] = 0xfc00;
- shiftTable[ i ] = 24;
- shiftTable[ i | 0x100 ] = 24;
- // stay (NaN, Infinity, -Infinity)
- } else {
- baseTable[ i ] = 0x7c00;
- baseTable[ i | 0x100 ] = 0xfc00;
- shiftTable[ i ] = 13;
- shiftTable[ i | 0x100 ] = 13;
- }
- }
- // float16 to float32 helpers
- const mantissaTable = new Uint32Array( 2048 );
- const exponentTable = new Uint32Array( 64 );
- const offsetTable = new Uint32Array( 64 );
- for ( let i = 1; i < 1024; ++ i ) {
- let m = i << 13; // zero pad mantissa bits
- let e = 0; // zero exponent
- // normalized
- while ( ( m & 0x00800000 ) === 0 ) {
- m <<= 1;
- e -= 0x00800000; // decrement exponent
- }
- m &= -8388609; // clear leading 1 bit
- e += 0x38800000; // adjust bias
- mantissaTable[ i ] = m | e;
- }
- for ( let i = 1024; i < 2048; ++ i ) {
- mantissaTable[ i ] = 0x38000000 + ( ( i - 1024 ) << 13 );
- }
- for ( let i = 1; i < 31; ++ i ) {
- exponentTable[ i ] = i << 23;
- }
- exponentTable[ 31 ] = 0x47800000;
- exponentTable[ 32 ] = 0x80000000;
- for ( let i = 33; i < 63; ++ i ) {
- exponentTable[ i ] = 0x80000000 + ( ( i - 32 ) << 23 );
- }
- exponentTable[ 63 ] = 0xc7800000;
- for ( let i = 1; i < 64; ++ i ) {
- if ( i !== 32 ) {
- offsetTable[ i ] = 1024;
- }
- }
- return {
- floatView: floatView,
- uint32View: uint32View,
- baseTable: baseTable,
- shiftTable: shiftTable,
- mantissaTable: mantissaTable,
- exponentTable: exponentTable,
- offsetTable: offsetTable
- };
- }
- /**
- * Returns a half precision floating point value (FP16) from the given single
- * precision floating point value (FP32).
- *
- * @param {number} val - A single precision floating point value.
- * @return {number} The FP16 value.
- */
- function toHalfFloat( val ) {
- if ( Math.abs( val ) > 65504 ) warn( 'DataUtils.toHalfFloat(): Value out of range.' );
- val = clamp( val, -65504, 65504 );
- _tables.floatView[ 0 ] = val;
- const f = _tables.uint32View[ 0 ];
- const e = ( f >> 23 ) & 0x1ff;
- return _tables.baseTable[ e ] + ( ( f & 0x007fffff ) >> _tables.shiftTable[ e ] );
- }
- /**
- * Returns a single precision floating point value (FP32) from the given half
- * precision floating point value (FP16).
- *
- * @param {number} val - A half precision floating point value.
- * @return {number} The FP32 value.
- */
- function fromHalfFloat( val ) {
- const m = val >> 10;
- _tables.uint32View[ 0 ] = _tables.mantissaTable[ _tables.offsetTable[ m ] + ( val & 0x3ff ) ] + _tables.exponentTable[ m ];
- return _tables.floatView[ 0 ];
- }
- /**
- * A class containing utility functions for data.
- *
- * @hideconstructor
- */
- class DataUtils {
- /**
- * Returns a half precision floating point value (FP16) from the given single
- * precision floating point value (FP32).
- *
- * @param {number} val - A single precision floating point value.
- * @return {number} The FP16 value.
- */
- static toHalfFloat( val ) {
- return toHalfFloat( val );
- }
- /**
- * Returns a single precision floating point value (FP32) from the given half
- * precision floating point value (FP16).
- *
- * @param {number} val - A half precision floating point value.
- * @return {number} The FP32 value.
- */
- static fromHalfFloat( val ) {
- return fromHalfFloat( val );
- }
- }
- const _vector$9 = /*@__PURE__*/ new Vector3();
- const _vector2$1 = /*@__PURE__*/ new Vector2();
- let _id$2 = 0;
- /**
- * This class stores data for an attribute (such as vertex positions, face
- * indices, normals, colors, UVs, and any custom attributes ) associated with
- * a geometry, which allows for more efficient passing of data to the GPU.
- *
- * When working with vector-like data, the `fromBufferAttribute( attribute, index )`
- * helper methods on vector and color class might be helpful. E.g. {@link Vector3#fromBufferAttribute}.
- */
- class BufferAttribute {
- /**
- * Constructs a new buffer attribute.
- *
- * @param {TypedArray} array - The array holding the attribute data.
- * @param {number} itemSize - The item size.
- * @param {boolean} [normalized=false] - Whether the data are normalized or not.
- */
- constructor( array, itemSize, normalized = false ) {
- if ( Array.isArray( array ) ) {
- throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
- }
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isBufferAttribute = true;
- /**
- * The ID of the buffer attribute.
- *
- * @name BufferAttribute#id
- * @type {number}
- * @readonly
- */
- Object.defineProperty( this, 'id', { value: _id$2 ++ } );
- /**
- * The name of the buffer attribute.
- *
- * @type {string}
- */
- this.name = '';
- /**
- * The array holding the attribute data. It should have `itemSize * numVertices`
- * elements, where `numVertices` is the number of vertices in the associated geometry.
- *
- * @type {TypedArray}
- */
- this.array = array;
- /**
- * The number of values of the array that should be associated with a particular vertex.
- * For instance, if this attribute is storing a 3-component vector (such as a position,
- * normal, or color), then the value should be `3`.
- *
- * @type {number}
- */
- this.itemSize = itemSize;
- /**
- * Represents the number of items this buffer attribute stores. It is internally computed
- * by dividing the `array` length by the `itemSize`.
- *
- * @type {number}
- * @readonly
- */
- this.count = array !== undefined ? array.length / itemSize : 0;
- /**
- * Applies to integer data only. Indicates how the underlying data in the buffer maps to
- * the values in the GLSL code. For instance, if `array` is an instance of `UInt16Array`,
- * and `normalized` is `true`, the values `0 - +65535` in the array data will be mapped to
- * `0.0f - +1.0f` in the GLSL attribute. If `normalized` is `false`, the values will be converted
- * to floats unmodified, i.e. `65535` becomes `65535.0f`.
- *
- * @type {boolean}
- */
- this.normalized = normalized;
- /**
- * Defines the intended usage pattern of the data store for optimization purposes.
- *
- * Note: After the initial use of a buffer, its usage cannot be changed. Instead,
- * instantiate a new one and set the desired usage before the next render.
- *
- * @type {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)}
- * @default StaticDrawUsage
- */
- this.usage = StaticDrawUsage;
- /**
- * This can be used to only update some components of stored vectors (for example, just the
- * component related to color). Use the `addUpdateRange()` function to add ranges to this array.
- *
- * @type {Array<Object>}
- */
- this.updateRanges = [];
- /**
- * Configures the bound GPU type for use in shaders.
- *
- * Note: this only has an effect for integer arrays and is not configurable for float arrays.
- * For lower precision float types, use `Float16BufferAttribute`.
- *
- * @type {(FloatType|IntType)}
- * @default FloatType
- */
- this.gpuType = FloatType;
- /**
- * A version number, incremented every time the `needsUpdate` is set to `true`.
- *
- * @type {number}
- */
- this.version = 0;
- }
- /**
- * A callback function that is executed after the renderer has transferred the attribute
- * array data to the GPU.
- */
- onUploadCallback() {}
- /**
- * Flag to indicate that this attribute has changed and should be re-sent to
- * the GPU. Set this to `true` when you modify the value of the array.
- *
- * @type {number}
- * @default false
- * @param {boolean} value
- */
- set needsUpdate( value ) {
- if ( value === true ) this.version ++;
- }
- /**
- * Sets the usage of this buffer attribute.
- *
- * @param {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)} value - The usage to set.
- * @return {BufferAttribute} A reference to this buffer attribute.
- */
- setUsage( value ) {
- this.usage = value;
- return this;
- }
- /**
- * Adds a range of data in the data array to be updated on the GPU.
- *
- * @param {number} start - Position at which to start update.
- * @param {number} count - The number of components to update.
- */
- addUpdateRange( start, count ) {
- this.updateRanges.push( { start, count } );
- }
- /**
- * Clears the update ranges.
- */
- clearUpdateRanges() {
- this.updateRanges.length = 0;
- }
- /**
- * Copies the values of the given buffer attribute to this instance.
- *
- * @param {BufferAttribute} source - The buffer attribute to copy.
- * @return {BufferAttribute} A reference to this instance.
- */
- copy( source ) {
- this.name = source.name;
- this.array = new source.array.constructor( source.array );
- this.itemSize = source.itemSize;
- this.count = source.count;
- this.normalized = source.normalized;
- this.usage = source.usage;
- this.gpuType = source.gpuType;
- return this;
- }
- /**
- * Copies a vector from the given buffer attribute to this one. The start
- * and destination position in the attribute buffers are represented by the
- * given indices.
- *
- * @param {number} index1 - The destination index into this buffer attribute.
- * @param {BufferAttribute} attribute - The buffer attribute to copy from.
- * @param {number} index2 - The source index into the given buffer attribute.
- * @return {BufferAttribute} A reference to this instance.
- */
- copyAt( index1, attribute, index2 ) {
- index1 *= this.itemSize;
- index2 *= attribute.itemSize;
- for ( let i = 0, l = this.itemSize; i < l; i ++ ) {
- this.array[ index1 + i ] = attribute.array[ index2 + i ];
- }
- return this;
- }
- /**
- * Copies the given array data into this buffer attribute.
- *
- * @param {(TypedArray|Array)} array - The array to copy.
- * @return {BufferAttribute} A reference to this instance.
- */
- copyArray( array ) {
- this.array.set( array );
- return this;
- }
- /**
- * Applies the given 3x3 matrix to the given attribute. Works with
- * item size `2` and `3`.
- *
- * @param {Matrix3} m - The matrix to apply.
- * @return {BufferAttribute} A reference to this instance.
- */
- applyMatrix3( m ) {
- if ( this.itemSize === 2 ) {
- for ( let i = 0, l = this.count; i < l; i ++ ) {
- _vector2$1.fromBufferAttribute( this, i );
- _vector2$1.applyMatrix3( m );
- this.setXY( i, _vector2$1.x, _vector2$1.y );
- }
- } else if ( this.itemSize === 3 ) {
- for ( let i = 0, l = this.count; i < l; i ++ ) {
- _vector$9.fromBufferAttribute( this, i );
- _vector$9.applyMatrix3( m );
- this.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );
- }
- }
- return this;
- }
- /**
- * Applies the given 4x4 matrix to the given attribute. Only works with
- * item size `3`.
- *
- * @param {Matrix4} m - The matrix to apply.
- * @return {BufferAttribute} A reference to this instance.
- */
- applyMatrix4( m ) {
- for ( let i = 0, l = this.count; i < l; i ++ ) {
- _vector$9.fromBufferAttribute( this, i );
- _vector$9.applyMatrix4( m );
- this.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );
- }
- return this;
- }
- /**
- * Applies the given 3x3 normal matrix to the given attribute. Only works with
- * item size `3`.
- *
- * @param {Matrix3} m - The normal matrix to apply.
- * @return {BufferAttribute} A reference to this instance.
- */
- applyNormalMatrix( m ) {
- for ( let i = 0, l = this.count; i < l; i ++ ) {
- _vector$9.fromBufferAttribute( this, i );
- _vector$9.applyNormalMatrix( m );
- this.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );
- }
- return this;
- }
- /**
- * Applies the given 4x4 matrix to the given attribute. Only works with
- * item size `3` and with direction vectors.
- *
- * @param {Matrix4} m - The matrix to apply.
- * @return {BufferAttribute} A reference to this instance.
- */
- transformDirection( m ) {
- for ( let i = 0, l = this.count; i < l; i ++ ) {
- _vector$9.fromBufferAttribute( this, i );
- _vector$9.transformDirection( m );
- this.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );
- }
- return this;
- }
- /**
- * Sets the given array data in the buffer attribute.
- *
- * @param {(TypedArray|Array)} value - The array data to set.
- * @param {number} [offset=0] - The offset in this buffer attribute's array.
- * @return {BufferAttribute} A reference to this instance.
- */
- set( value, offset = 0 ) {
- // Matching BufferAttribute constructor, do not normalize the array.
- this.array.set( value, offset );
- return this;
- }
- /**
- * Returns the given component of the vector at the given index.
- *
- * @param {number} index - The index into the buffer attribute.
- * @param {number} component - The component index.
- * @return {number} The returned value.
- */
- getComponent( index, component ) {
- let value = this.array[ index * this.itemSize + component ];
- if ( this.normalized ) value = denormalize( value, this.array );
- return value;
- }
- /**
- * Sets the given value to the given component of the vector at the given index.
- *
- * @param {number} index - The index into the buffer attribute.
- * @param {number} component - The component index.
- * @param {number} value - The value to set.
- * @return {BufferAttribute} A reference to this instance.
- */
- setComponent( index, component, value ) {
- if ( this.normalized ) value = normalize( value, this.array );
- this.array[ index * this.itemSize + component ] = value;
- return this;
- }
- /**
- * Returns the x component of the vector at the given index.
- *
- * @param {number} index - The index into the buffer attribute.
- * @return {number} The x component.
- */
- getX( index ) {
- let x = this.array[ index * this.itemSize ];
- if ( this.normalized ) x = denormalize( x, this.array );
- return x;
- }
- /**
- * Sets the x component of the vector at the given index.
- *
- * @param {number} index - The index into the buffer attribute.
- * @param {number} x - The value to set.
- * @return {BufferAttribute} A reference to this instance.
- */
- setX( index, x ) {
- if ( this.normalized ) x = normalize( x, this.array );
- this.array[ index * this.itemSize ] = x;
- return this;
- }
- /**
- * Returns the y component of the vector at the given index.
- *
- * @param {number} index - The index into the buffer attribute.
- * @return {number} The y component.
- */
- getY( index ) {
- let y = this.array[ index * this.itemSize + 1 ];
- if ( this.normalized ) y = denormalize( y, this.array );
- return y;
- }
- /**
- * Sets the y component of the vector at the given index.
- *
- * @param {number} index - The index into the buffer attribute.
- * @param {number} y - The value to set.
- * @return {BufferAttribute} A reference to this instance.
- */
- setY( index, y ) {
- if ( this.normalized ) y = normalize( y, this.array );
- this.array[ index * this.itemSize + 1 ] = y;
- return this;
- }
- /**
- * Returns the z component of the vector at the given index.
- *
- * @param {number} index - The index into the buffer attribute.
- * @return {number} The z component.
- */
- getZ( index ) {
- let z = this.array[ index * this.itemSize + 2 ];
- if ( this.normalized ) z = denormalize( z, this.array );
- return z;
- }
- /**
- * Sets the z component of the vector at the given index.
- *
- * @param {number} index - The index into the buffer attribute.
- * @param {number} z - The value to set.
- * @return {BufferAttribute} A reference to this instance.
- */
- setZ( index, z ) {
- if ( this.normalized ) z = normalize( z, this.array );
- this.array[ index * this.itemSize + 2 ] = z;
- return this;
- }
- /**
- * Returns the w component of the vector at the given index.
- *
- * @param {number} index - The index into the buffer attribute.
- * @return {number} The w component.
- */
- getW( index ) {
- let w = this.array[ index * this.itemSize + 3 ];
- if ( this.normalized ) w = denormalize( w, this.array );
- return w;
- }
- /**
- * Sets the w component of the vector at the given index.
- *
- * @param {number} index - The index into the buffer attribute.
- * @param {number} w - The value to set.
- * @return {BufferAttribute} A reference to this instance.
- */
- setW( index, w ) {
- if ( this.normalized ) w = normalize( w, this.array );
- this.array[ index * this.itemSize + 3 ] = w;
- return this;
- }
- /**
- * Sets the x and y component of the vector at the given index.
- *
- * @param {number} index - The index into the buffer attribute.
- * @param {number} x - The value for the x component to set.
- * @param {number} y - The value for the y component to set.
- * @return {BufferAttribute} A reference to this instance.
- */
- setXY( index, x, y ) {
- index *= this.itemSize;
- if ( this.normalized ) {
- x = normalize( x, this.array );
- y = normalize( y, this.array );
- }
- this.array[ index + 0 ] = x;
- this.array[ index + 1 ] = y;
- return this;
- }
- /**
- * Sets the x, y and z component of the vector at the given index.
- *
- * @param {number} index - The index into the buffer attribute.
- * @param {number} x - The value for the x component to set.
- * @param {number} y - The value for the y component to set.
- * @param {number} z - The value for the z component to set.
- * @return {BufferAttribute} A reference to this instance.
- */
- setXYZ( index, x, y, z ) {
- index *= this.itemSize;
- if ( this.normalized ) {
- x = normalize( x, this.array );
- y = normalize( y, this.array );
- z = normalize( z, this.array );
- }
- this.array[ index + 0 ] = x;
- this.array[ index + 1 ] = y;
- this.array[ index + 2 ] = z;
- return this;
- }
- /**
- * Sets the x, y, z and w component of the vector at the given index.
- *
- * @param {number} index - The index into the buffer attribute.
- * @param {number} x - The value for the x component to set.
- * @param {number} y - The value for the y component to set.
- * @param {number} z - The value for the z component to set.
- * @param {number} w - The value for the w component to set.
- * @return {BufferAttribute} A reference to this instance.
- */
- setXYZW( index, x, y, z, w ) {
- index *= this.itemSize;
- if ( this.normalized ) {
- x = normalize( x, this.array );
- y = normalize( y, this.array );
- z = normalize( z, this.array );
- w = normalize( w, this.array );
- }
- this.array[ index + 0 ] = x;
- this.array[ index + 1 ] = y;
- this.array[ index + 2 ] = z;
- this.array[ index + 3 ] = w;
- return this;
- }
- /**
- * Sets the given callback function that is executed after the Renderer has transferred
- * the attribute array data to the GPU. Can be used to perform clean-up operations after
- * the upload when attribute data are not needed anymore on the CPU side.
- *
- * @param {Function} callback - The `onUpload()` callback.
- * @return {BufferAttribute} A reference to this instance.
- */
- onUpload( callback ) {
- this.onUploadCallback = callback;
- return this;
- }
- /**
- * Returns a new buffer attribute with copied values from this instance.
- *
- * @return {BufferAttribute} A clone of this instance.
- */
- clone() {
- return new this.constructor( this.array, this.itemSize ).copy( this );
- }
- /**
- * Serializes the buffer attribute into JSON.
- *
- * @return {Object} A JSON object representing the serialized buffer attribute.
- */
- toJSON() {
- const data = {
- itemSize: this.itemSize,
- type: this.array.constructor.name,
- array: Array.from( this.array ),
- normalized: this.normalized
- };
- if ( this.name !== '' ) data.name = this.name;
- if ( this.usage !== StaticDrawUsage ) data.usage = this.usage;
- return data;
- }
- }
- /**
- * Convenient class that can be used when creating a `Int8` buffer attribute with
- * a plain `Array` instance.
- *
- * @augments BufferAttribute
- */
- class Int8BufferAttribute extends BufferAttribute {
- /**
- * Constructs a new buffer attribute.
- *
- * @param {(Array<number>|Int8Array)} array - The array holding the attribute data.
- * @param {number} itemSize - The item size.
- * @param {boolean} [normalized=false] - Whether the data are normalized or not.
- */
- constructor( array, itemSize, normalized ) {
- super( new Int8Array( array ), itemSize, normalized );
- }
- }
- /**
- * Convenient class that can be used when creating a `UInt8` buffer attribute with
- * a plain `Array` instance.
- *
- * @augments BufferAttribute
- */
- class Uint8BufferAttribute extends BufferAttribute {
- /**
- * Constructs a new buffer attribute.
- *
- * @param {(Array<number>|Uint8Array)} array - The array holding the attribute data.
- * @param {number} itemSize - The item size.
- * @param {boolean} [normalized=false] - Whether the data are normalized or not.
- */
- constructor( array, itemSize, normalized ) {
- super( new Uint8Array( array ), itemSize, normalized );
- }
- }
- /**
- * Convenient class that can be used when creating a `UInt8Clamped` buffer attribute with
- * a plain `Array` instance.
- *
- * @augments BufferAttribute
- */
- class Uint8ClampedBufferAttribute extends BufferAttribute {
- /**
- * Constructs a new buffer attribute.
- *
- * @param {(Array<number>|Uint8ClampedArray)} array - The array holding the attribute data.
- * @param {number} itemSize - The item size.
- * @param {boolean} [normalized=false] - Whether the data are normalized or not.
- */
- constructor( array, itemSize, normalized ) {
- super( new Uint8ClampedArray( array ), itemSize, normalized );
- }
- }
- /**
- * Convenient class that can be used when creating a `Int16` buffer attribute with
- * a plain `Array` instance.
- *
- * @augments BufferAttribute
- */
- class Int16BufferAttribute extends BufferAttribute {
- /**
- * Constructs a new buffer attribute.
- *
- * @param {(Array<number>|Int16Array)} array - The array holding the attribute data.
- * @param {number} itemSize - The item size.
- * @param {boolean} [normalized=false] - Whether the data are normalized or not.
- */
- constructor( array, itemSize, normalized ) {
- super( new Int16Array( array ), itemSize, normalized );
- }
- }
- /**
- * Convenient class that can be used when creating a `UInt16` buffer attribute with
- * a plain `Array` instance.
- *
- * @augments BufferAttribute
- */
- class Uint16BufferAttribute extends BufferAttribute {
- /**
- * Constructs a new buffer attribute.
- *
- * @param {(Array<number>|Uint16Array)} array - The array holding the attribute data.
- * @param {number} itemSize - The item size.
- * @param {boolean} [normalized=false] - Whether the data are normalized or not.
- */
- constructor( array, itemSize, normalized ) {
- super( new Uint16Array( array ), itemSize, normalized );
- }
- }
- /**
- * Convenient class that can be used when creating a `Int32` buffer attribute with
- * a plain `Array` instance.
- *
- * @augments BufferAttribute
- */
- class Int32BufferAttribute extends BufferAttribute {
- /**
- * Constructs a new buffer attribute.
- *
- * @param {(Array<number>|Int32Array)} array - The array holding the attribute data.
- * @param {number} itemSize - The item size.
- * @param {boolean} [normalized=false] - Whether the data are normalized or not.
- */
- constructor( array, itemSize, normalized ) {
- super( new Int32Array( array ), itemSize, normalized );
- }
- }
- /**
- * Convenient class that can be used when creating a `UInt32` buffer attribute with
- * a plain `Array` instance.
- *
- * @augments BufferAttribute
- */
- class Uint32BufferAttribute extends BufferAttribute {
- /**
- * Constructs a new buffer attribute.
- *
- * @param {(Array<number>|Uint32Array)} array - The array holding the attribute data.
- * @param {number} itemSize - The item size.
- * @param {boolean} [normalized=false] - Whether the data are normalized or not.
- */
- constructor( array, itemSize, normalized ) {
- super( new Uint32Array( array ), itemSize, normalized );
- }
- }
- /**
- * Convenient class that can be used when creating a `Float16` buffer attribute with
- * a plain `Array` instance.
- *
- * This class automatically converts to and from FP16 via `Uint16Array` since `Float16Array`
- * browser support is still problematic.
- *
- * @augments BufferAttribute
- */
- class Float16BufferAttribute extends BufferAttribute {
- /**
- * Constructs a new buffer attribute.
- *
- * @param {(Array<number>|Uint16Array)} array - The array holding the attribute data.
- * @param {number} itemSize - The item size.
- * @param {boolean} [normalized=false] - Whether the data are normalized or not.
- */
- constructor( array, itemSize, normalized ) {
- super( new Uint16Array( array ), itemSize, normalized );
- this.isFloat16BufferAttribute = true;
- }
- getX( index ) {
- let x = fromHalfFloat( this.array[ index * this.itemSize ] );
- if ( this.normalized ) x = denormalize( x, this.array );
- return x;
- }
- setX( index, x ) {
- if ( this.normalized ) x = normalize( x, this.array );
- this.array[ index * this.itemSize ] = toHalfFloat( x );
- return this;
- }
- getY( index ) {
- let y = fromHalfFloat( this.array[ index * this.itemSize + 1 ] );
- if ( this.normalized ) y = denormalize( y, this.array );
- return y;
- }
- setY( index, y ) {
- if ( this.normalized ) y = normalize( y, this.array );
- this.array[ index * this.itemSize + 1 ] = toHalfFloat( y );
- return this;
- }
- getZ( index ) {
- let z = fromHalfFloat( this.array[ index * this.itemSize + 2 ] );
- if ( this.normalized ) z = denormalize( z, this.array );
- return z;
- }
- setZ( index, z ) {
- if ( this.normalized ) z = normalize( z, this.array );
- this.array[ index * this.itemSize + 2 ] = toHalfFloat( z );
- return this;
- }
- getW( index ) {
- let w = fromHalfFloat( this.array[ index * this.itemSize + 3 ] );
- if ( this.normalized ) w = denormalize( w, this.array );
- return w;
- }
- setW( index, w ) {
- if ( this.normalized ) w = normalize( w, this.array );
- this.array[ index * this.itemSize + 3 ] = toHalfFloat( w );
- return this;
- }
- setXY( index, x, y ) {
- index *= this.itemSize;
- if ( this.normalized ) {
- x = normalize( x, this.array );
- y = normalize( y, this.array );
- }
- this.array[ index + 0 ] = toHalfFloat( x );
- this.array[ index + 1 ] = toHalfFloat( y );
- return this;
- }
- setXYZ( index, x, y, z ) {
- index *= this.itemSize;
- if ( this.normalized ) {
- x = normalize( x, this.array );
- y = normalize( y, this.array );
- z = normalize( z, this.array );
- }
- this.array[ index + 0 ] = toHalfFloat( x );
- this.array[ index + 1 ] = toHalfFloat( y );
- this.array[ index + 2 ] = toHalfFloat( z );
- return this;
- }
- setXYZW( index, x, y, z, w ) {
- index *= this.itemSize;
- if ( this.normalized ) {
- x = normalize( x, this.array );
- y = normalize( y, this.array );
- z = normalize( z, this.array );
- w = normalize( w, this.array );
- }
- this.array[ index + 0 ] = toHalfFloat( x );
- this.array[ index + 1 ] = toHalfFloat( y );
- this.array[ index + 2 ] = toHalfFloat( z );
- this.array[ index + 3 ] = toHalfFloat( w );
- return this;
- }
- }
- /**
- * Convenient class that can be used when creating a `Float32` buffer attribute with
- * a plain `Array` instance.
- *
- * @augments BufferAttribute
- */
- class Float32BufferAttribute extends BufferAttribute {
- /**
- * Constructs a new buffer attribute.
- *
- * @param {(Array<number>|Float32Array)} array - The array holding the attribute data.
- * @param {number} itemSize - The item size.
- * @param {boolean} [normalized=false] - Whether the data are normalized or not.
- */
- constructor( array, itemSize, normalized ) {
- super( new Float32Array( array ), itemSize, normalized );
- }
- }
- let _id$1 = 0;
- const _m1 = /*@__PURE__*/ new Matrix4();
- const _obj = /*@__PURE__*/ new Object3D();
- const _offset = /*@__PURE__*/ new Vector3();
- const _box$2 = /*@__PURE__*/ new Box3();
- const _boxMorphTargets = /*@__PURE__*/ new Box3();
- const _vector$8 = /*@__PURE__*/ new Vector3();
- /**
- * A representation of mesh, line, or point geometry. Includes vertex
- * positions, face indices, normals, colors, UVs, and custom attributes
- * within buffers, reducing the cost of passing all this data to the GPU.
- *
- * ```js
- * const geometry = new THREE.BufferGeometry();
- * // create a simple square shape. We duplicate the top left and bottom right
- * // vertices because each vertex needs to appear once per triangle.
- * const vertices = new Float32Array( [
- * -1.0, -1.0, 1.0, // v0
- * 1.0, -1.0, 1.0, // v1
- * 1.0, 1.0, 1.0, // v2
- *
- * 1.0, 1.0, 1.0, // v3
- * -1.0, 1.0, 1.0, // v4
- * -1.0, -1.0, 1.0 // v5
- * ] );
- * // itemSize = 3 because there are 3 values (components) per vertex
- * geometry.setAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) );
- * const material = new THREE.MeshBasicMaterial( { color: 0xff0000 } );
- * const mesh = new THREE.Mesh( geometry, material );
- * ```
- *
- * @augments EventDispatcher
- */
- class BufferGeometry extends EventDispatcher {
- /**
- * Constructs a new geometry.
- */
- constructor() {
- super();
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isBufferGeometry = true;
- /**
- * The ID of the geometry.
- *
- * @name BufferGeometry#id
- * @type {number}
- * @readonly
- */
- Object.defineProperty( this, 'id', { value: _id$1 ++ } );
- /**
- * The UUID of the geometry.
- *
- * @type {string}
- * @readonly
- */
- this.uuid = generateUUID();
- /**
- * The name of the geometry.
- *
- * @type {string}
- */
- this.name = '';
- this.type = 'BufferGeometry';
- /**
- * Allows for vertices to be re-used across multiple triangles; this is
- * called using "indexed triangles". Each triangle is associated with the
- * indices of three vertices. This attribute therefore stores the index of
- * each vertex for each triangular face. If this attribute is not set, the
- * renderer assumes that each three contiguous positions represent a single triangle.
- *
- * @type {?BufferAttribute}
- * @default null
- */
- this.index = null;
- /**
- * A (storage) buffer attribute which was generated with a compute shader and
- * now defines indirect draw calls.
- *
- * Can only be used with {@link WebGPURenderer} and a WebGPU backend.
- *
- * @type {?BufferAttribute}
- * @default null
- */
- this.indirect = null;
- /**
- * The offset, in bytes, into the indirect drawing buffer where the value data begins. If an array is provided, multiple indirect draw calls will be made for each offset.
- *
- * Can only be used with {@link WebGPURenderer} and a WebGPU backend.
- *
- * @type {number|Array<number>}
- * @default 0
- */
- this.indirectOffset = 0;
- /**
- * This dictionary has as id the name of the attribute to be set and as value
- * the buffer attribute to set it to. Rather than accessing this property directly,
- * use `setAttribute()` and `getAttribute()` to access attributes of this geometry.
- *
- * @type {Object<string,(BufferAttribute|InterleavedBufferAttribute)>}
- */
- this.attributes = {};
- /**
- * This dictionary holds the morph targets of the geometry.
- *
- * Note: Once the geometry has been rendered, the morph attribute data cannot
- * be changed. You will have to call `dispose()`, and create a new geometry instance.
- *
- * @type {Object}
- */
- this.morphAttributes = {};
- /**
- * Used to control the morph target behavior; when set to `true`, the morph
- * target data is treated as relative offsets, rather than as absolute
- * positions/normals.
- *
- * @type {boolean}
- * @default false
- */
- this.morphTargetsRelative = false;
- /**
- * Split the geometry into groups, each of which will be rendered in a
- * separate draw call. This allows an array of materials to be used with the geometry.
- *
- * Use `addGroup()` and `clearGroups()` to edit groups, rather than modifying this array directly.
- *
- * Every vertex and index must belong to exactly one group — groups must not share vertices or
- * indices, and must not leave vertices or indices unused.
- *
- * @type {Array<Object>}
- */
- this.groups = [];
- /**
- * Bounding box for the geometry which can be calculated with `computeBoundingBox()`.
- *
- * @type {?Box3}
- * @default null
- */
- this.boundingBox = null;
- /**
- * Bounding sphere for the geometry which can be calculated with `computeBoundingSphere()`.
- *
- * @type {?Sphere}
- * @default null
- */
- this.boundingSphere = null;
- /**
- * Determines the part of the geometry to render. This should not be set directly,
- * instead use `setDrawRange()`.
- *
- * @type {{start:number,count:number}}
- */
- this.drawRange = { start: 0, count: Infinity };
- /**
- * An object that can be used to store custom data about the geometry.
- * It should not hold references to functions as these will not be cloned.
- *
- * @type {Object}
- */
- this.userData = {};
- }
- /**
- * Returns the index of this geometry.
- *
- * @return {?BufferAttribute} The index. Returns `null` if no index is defined.
- */
- getIndex() {
- return this.index;
- }
- /**
- * Sets the given index to this geometry.
- *
- * @param {Array<number>|BufferAttribute} index - The index to set.
- * @return {BufferGeometry} A reference to this instance.
- */
- setIndex( index ) {
- if ( Array.isArray( index ) ) {
- this.index = new ( arrayNeedsUint32( index ) ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 );
- } else {
- this.index = index;
- }
- return this;
- }
- /**
- * Sets the given indirect attribute to this geometry.
- *
- * @param {BufferAttribute} indirect - The attribute holding indirect draw calls.
- * @param {number|Array<number>} [indirectOffset=0] - The offset, in bytes, into the indirect drawing buffer where the value data begins. If an array is provided, multiple indirect draw calls will be made for each offset.
- * @return {BufferGeometry} A reference to this instance.
- */
- setIndirect( indirect, indirectOffset = 0 ) {
- this.indirect = indirect;
- this.indirectOffset = indirectOffset;
- return this;
- }
- /**
- * Returns the indirect attribute of this geometry.
- *
- * @return {?BufferAttribute} The indirect attribute. Returns `null` if no indirect attribute is defined.
- */
- getIndirect() {
- return this.indirect;
- }
- /**
- * Returns the buffer attribute for the given name.
- *
- * @param {string} name - The attribute name.
- * @return {BufferAttribute|InterleavedBufferAttribute|undefined} The buffer attribute.
- * Returns `undefined` if not attribute has been found.
- */
- getAttribute( name ) {
- return this.attributes[ name ];
- }
- /**
- * Sets the given attribute for the given name.
- *
- * @param {string} name - The attribute name.
- * @param {BufferAttribute|InterleavedBufferAttribute} attribute - The attribute to set.
- * @return {BufferGeometry} A reference to this instance.
- */
- setAttribute( name, attribute ) {
- this.attributes[ name ] = attribute;
- return this;
- }
- /**
- * Deletes the attribute for the given name.
- *
- * @param {string} name - The attribute name to delete.
- * @return {BufferGeometry} A reference to this instance.
- */
- deleteAttribute( name ) {
- delete this.attributes[ name ];
- return this;
- }
- /**
- * Returns `true` if this geometry has an attribute for the given name.
- *
- * @param {string} name - The attribute name.
- * @return {boolean} Whether this geometry has an attribute for the given name or not.
- */
- hasAttribute( name ) {
- return this.attributes[ name ] !== undefined;
- }
- /**
- * Adds a group to this geometry.
- *
- * @param {number} start - The first element in this draw call. That is the first
- * vertex for non-indexed geometry, otherwise the first triangle index.
- * @param {number} count - Specifies how many vertices (or indices) are part of this group.
- * @param {number} [materialIndex=0] - The material array index to use.
- */
- addGroup( start, count, materialIndex = 0 ) {
- this.groups.push( {
- start: start,
- count: count,
- materialIndex: materialIndex
- } );
- }
- /**
- * Clears all groups.
- */
- clearGroups() {
- this.groups = [];
- }
- /**
- * Sets the draw range for this geometry.
- *
- * @param {number} start - The first vertex for non-indexed geometry, otherwise the first triangle index.
- * @param {number} count - For non-indexed BufferGeometry, `count` is the number of vertices to render.
- * For indexed BufferGeometry, `count` is the number of indices to render.
- */
- setDrawRange( start, count ) {
- this.drawRange.start = start;
- this.drawRange.count = count;
- }
- /**
- * Applies the given 4x4 transformation matrix to the geometry.
- *
- * @param {Matrix4} matrix - The matrix to apply.
- * @return {BufferGeometry} A reference to this instance.
- */
- applyMatrix4( matrix ) {
- const position = this.attributes.position;
- if ( position !== undefined ) {
- position.applyMatrix4( matrix );
- position.needsUpdate = true;
- }
- const normal = this.attributes.normal;
- if ( normal !== undefined ) {
- const normalMatrix = new Matrix3().getNormalMatrix( matrix );
- normal.applyNormalMatrix( normalMatrix );
- normal.needsUpdate = true;
- }
- const tangent = this.attributes.tangent;
- if ( tangent !== undefined ) {
- tangent.transformDirection( matrix );
- tangent.needsUpdate = true;
- }
- if ( this.boundingBox !== null ) {
- this.computeBoundingBox();
- }
- if ( this.boundingSphere !== null ) {
- this.computeBoundingSphere();
- }
- return this;
- }
- /**
- * Applies the rotation represented by the Quaternion to the geometry.
- *
- * @param {Quaternion} q - The Quaternion to apply.
- * @return {BufferGeometry} A reference to this instance.
- */
- applyQuaternion( q ) {
- _m1.makeRotationFromQuaternion( q );
- this.applyMatrix4( _m1 );
- return this;
- }
- /**
- * Rotates the geometry about the X axis. This is typically done as a one time
- * operation, and not during a loop. Use {@link Object3D#rotation} for typical
- * real-time mesh rotation.
- *
- * @param {number} angle - The angle in radians.
- * @return {BufferGeometry} A reference to this instance.
- */
- rotateX( angle ) {
- // rotate geometry around world x-axis
- _m1.makeRotationX( angle );
- this.applyMatrix4( _m1 );
- return this;
- }
- /**
- * Rotates the geometry about the Y axis. This is typically done as a one time
- * operation, and not during a loop. Use {@link Object3D#rotation} for typical
- * real-time mesh rotation.
- *
- * @param {number} angle - The angle in radians.
- * @return {BufferGeometry} A reference to this instance.
- */
- rotateY( angle ) {
- // rotate geometry around world y-axis
- _m1.makeRotationY( angle );
- this.applyMatrix4( _m1 );
- return this;
- }
- /**
- * Rotates the geometry about the Z axis. This is typically done as a one time
- * operation, and not during a loop. Use {@link Object3D#rotation} for typical
- * real-time mesh rotation.
- *
- * @param {number} angle - The angle in radians.
- * @return {BufferGeometry} A reference to this instance.
- */
- rotateZ( angle ) {
- // rotate geometry around world z-axis
- _m1.makeRotationZ( angle );
- this.applyMatrix4( _m1 );
- return this;
- }
- /**
- * Translates the geometry. This is typically done as a one time
- * operation, and not during a loop. Use {@link Object3D#position} for typical
- * real-time mesh rotation.
- *
- * @param {number} x - The x offset.
- * @param {number} y - The y offset.
- * @param {number} z - The z offset.
- * @return {BufferGeometry} A reference to this instance.
- */
- translate( x, y, z ) {
- // translate geometry
- _m1.makeTranslation( x, y, z );
- this.applyMatrix4( _m1 );
- return this;
- }
- /**
- * Scales the geometry. This is typically done as a one time
- * operation, and not during a loop. Use {@link Object3D#scale} for typical
- * real-time mesh rotation.
- *
- * @param {number} x - The x scale.
- * @param {number} y - The y scale.
- * @param {number} z - The z scale.
- * @return {BufferGeometry} A reference to this instance.
- */
- scale( x, y, z ) {
- // scale geometry
- _m1.makeScale( x, y, z );
- this.applyMatrix4( _m1 );
- return this;
- }
- /**
- * Rotates the geometry to face a point in 3D space. This is typically done as a one time
- * operation, and not during a loop. Use {@link Object3D#lookAt} for typical
- * real-time mesh rotation.
- *
- * @param {Vector3} vector - The target point.
- * @return {BufferGeometry} A reference to this instance.
- */
- lookAt( vector ) {
- _obj.lookAt( vector );
- _obj.updateMatrix();
- this.applyMatrix4( _obj.matrix );
- return this;
- }
- /**
- * Center the geometry based on its bounding box.
- *
- * @return {BufferGeometry} A reference to this instance.
- */
- center() {
- this.computeBoundingBox();
- this.boundingBox.getCenter( _offset ).negate();
- this.translate( _offset.x, _offset.y, _offset.z );
- return this;
- }
- /**
- * Defines a geometry by creating a `position` attribute based on the given array of points. The array
- * can hold 2D or 3D vectors. When using two-dimensional data, the `z` coordinate for all vertices is
- * set to `0`.
- *
- * If the method is used with an existing `position` attribute, the vertex data are overwritten with the
- * data from the array. The length of the array must match the vertex count.
- *
- * @param {Array<Vector2>|Array<Vector3>} points - The points.
- * @return {BufferGeometry} A reference to this instance.
- */
- setFromPoints( points ) {
- const positionAttribute = this.getAttribute( 'position' );
- if ( positionAttribute === undefined ) {
- const position = [];
- for ( let i = 0, l = points.length; i < l; i ++ ) {
- const point = points[ i ];
- position.push( point.x, point.y, point.z || 0 );
- }
- this.setAttribute( 'position', new Float32BufferAttribute( position, 3 ) );
- } else {
- const l = Math.min( points.length, positionAttribute.count ); // make sure data do not exceed buffer size
- for ( let i = 0; i < l; i ++ ) {
- const point = points[ i ];
- positionAttribute.setXYZ( i, point.x, point.y, point.z || 0 );
- }
- if ( points.length > positionAttribute.count ) {
- warn( 'BufferGeometry: Buffer size too small for points data. Use .dispose() and create a new geometry.' );
- }
- positionAttribute.needsUpdate = true;
- }
- return this;
- }
- /**
- * Computes the bounding box of the geometry, and updates the `boundingBox` member.
- * The bounding box is not computed by the engine; it must be computed by your app.
- * You may need to recompute the bounding box if the geometry vertices are modified.
- */
- computeBoundingBox() {
- if ( this.boundingBox === null ) {
- this.boundingBox = new Box3();
- }
- const position = this.attributes.position;
- const morphAttributesPosition = this.morphAttributes.position;
- if ( position && position.isGLBufferAttribute ) {
- error( 'BufferGeometry.computeBoundingBox(): GLBufferAttribute requires a manual bounding box.', this );
- this.boundingBox.set(
- new Vector3( - Infinity, - Infinity, - Infinity ),
- new Vector3( + Infinity, + Infinity, + Infinity )
- );
- return;
- }
- if ( position !== undefined ) {
- this.boundingBox.setFromBufferAttribute( position );
- // process morph attributes if present
- if ( morphAttributesPosition ) {
- for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
- const morphAttribute = morphAttributesPosition[ i ];
- _box$2.setFromBufferAttribute( morphAttribute );
- if ( this.morphTargetsRelative ) {
- _vector$8.addVectors( this.boundingBox.min, _box$2.min );
- this.boundingBox.expandByPoint( _vector$8 );
- _vector$8.addVectors( this.boundingBox.max, _box$2.max );
- this.boundingBox.expandByPoint( _vector$8 );
- } else {
- this.boundingBox.expandByPoint( _box$2.min );
- this.boundingBox.expandByPoint( _box$2.max );
- }
- }
- }
- } else {
- this.boundingBox.makeEmpty();
- }
- if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {
- error( 'BufferGeometry.computeBoundingBox(): Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this );
- }
- }
- /**
- * Computes the bounding sphere of the geometry, and updates the `boundingSphere` member.
- * The engine automatically computes the bounding sphere when it is needed, e.g., for ray casting or view frustum culling.
- * You may need to recompute the bounding sphere if the geometry vertices are modified.
- */
- computeBoundingSphere() {
- if ( this.boundingSphere === null ) {
- this.boundingSphere = new Sphere();
- }
- const position = this.attributes.position;
- const morphAttributesPosition = this.morphAttributes.position;
- if ( position && position.isGLBufferAttribute ) {
- error( 'BufferGeometry.computeBoundingSphere(): GLBufferAttribute requires a manual bounding sphere.', this );
- this.boundingSphere.set( new Vector3(), Infinity );
- return;
- }
- if ( position ) {
- // first, find the center of the bounding sphere
- const center = this.boundingSphere.center;
- _box$2.setFromBufferAttribute( position );
- // process morph attributes if present
- if ( morphAttributesPosition ) {
- for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
- const morphAttribute = morphAttributesPosition[ i ];
- _boxMorphTargets.setFromBufferAttribute( morphAttribute );
- if ( this.morphTargetsRelative ) {
- _vector$8.addVectors( _box$2.min, _boxMorphTargets.min );
- _box$2.expandByPoint( _vector$8 );
- _vector$8.addVectors( _box$2.max, _boxMorphTargets.max );
- _box$2.expandByPoint( _vector$8 );
- } else {
- _box$2.expandByPoint( _boxMorphTargets.min );
- _box$2.expandByPoint( _boxMorphTargets.max );
- }
- }
- }
- _box$2.getCenter( center );
- // second, try to find a boundingSphere with a radius smaller than the
- // boundingSphere of the boundingBox: sqrt(3) smaller in the best case
- let maxRadiusSq = 0;
- for ( let i = 0, il = position.count; i < il; i ++ ) {
- _vector$8.fromBufferAttribute( position, i );
- maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$8 ) );
- }
- // process morph attributes if present
- if ( morphAttributesPosition ) {
- for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
- const morphAttribute = morphAttributesPosition[ i ];
- const morphTargetsRelative = this.morphTargetsRelative;
- for ( let j = 0, jl = morphAttribute.count; j < jl; j ++ ) {
- _vector$8.fromBufferAttribute( morphAttribute, j );
- if ( morphTargetsRelative ) {
- _offset.fromBufferAttribute( position, j );
- _vector$8.add( _offset );
- }
- maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$8 ) );
- }
- }
- }
- this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
- if ( isNaN( this.boundingSphere.radius ) ) {
- error( 'BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this );
- }
- }
- }
- /**
- * Calculates and adds a tangent attribute to this geometry.
- *
- * The computation is only supported for indexed geometries and if position, normal, and uv attributes
- * are defined. When using a tangent space normal map, prefer the MikkTSpace algorithm provided by
- * {@link BufferGeometryUtils#computeMikkTSpaceTangents} instead.
- */
- computeTangents() {
- const index = this.index;
- const attributes = this.attributes;
- // based on http://www.terathon.com/code/tangent.html
- // (per vertex tangents)
- if ( index === null ||
- attributes.position === undefined ||
- attributes.normal === undefined ||
- attributes.uv === undefined ) {
- error( 'BufferGeometry: .computeTangents() failed. Missing required attributes (index, position, normal or uv)' );
- return;
- }
- const positionAttribute = attributes.position;
- const normalAttribute = attributes.normal;
- const uvAttribute = attributes.uv;
- if ( this.hasAttribute( 'tangent' ) === false ) {
- this.setAttribute( 'tangent', new BufferAttribute( new Float32Array( 4 * positionAttribute.count ), 4 ) );
- }
- const tangentAttribute = this.getAttribute( 'tangent' );
- const tan1 = [], tan2 = [];
- for ( let i = 0; i < positionAttribute.count; i ++ ) {
- tan1[ i ] = new Vector3();
- tan2[ i ] = new Vector3();
- }
- const vA = new Vector3(),
- vB = new Vector3(),
- vC = new Vector3(),
- uvA = new Vector2(),
- uvB = new Vector2(),
- uvC = new Vector2(),
- sdir = new Vector3(),
- tdir = new Vector3();
- function handleTriangle( a, b, c ) {
- vA.fromBufferAttribute( positionAttribute, a );
- vB.fromBufferAttribute( positionAttribute, b );
- vC.fromBufferAttribute( positionAttribute, c );
- uvA.fromBufferAttribute( uvAttribute, a );
- uvB.fromBufferAttribute( uvAttribute, b );
- uvC.fromBufferAttribute( uvAttribute, c );
- vB.sub( vA );
- vC.sub( vA );
- uvB.sub( uvA );
- uvC.sub( uvA );
- const r = 1.0 / ( uvB.x * uvC.y - uvC.x * uvB.y );
- // silently ignore degenerate uv triangles having coincident or colinear vertices
- if ( ! isFinite( r ) ) return;
- sdir.copy( vB ).multiplyScalar( uvC.y ).addScaledVector( vC, - uvB.y ).multiplyScalar( r );
- tdir.copy( vC ).multiplyScalar( uvB.x ).addScaledVector( vB, - uvC.x ).multiplyScalar( r );
- tan1[ a ].add( sdir );
- tan1[ b ].add( sdir );
- tan1[ c ].add( sdir );
- tan2[ a ].add( tdir );
- tan2[ b ].add( tdir );
- tan2[ c ].add( tdir );
- }
- let groups = this.groups;
- if ( groups.length === 0 ) {
- groups = [ {
- start: 0,
- count: index.count
- } ];
- }
- for ( let i = 0, il = groups.length; i < il; ++ i ) {
- const group = groups[ i ];
- const start = group.start;
- const count = group.count;
- for ( let j = start, jl = start + count; j < jl; j += 3 ) {
- handleTriangle(
- index.getX( j + 0 ),
- index.getX( j + 1 ),
- index.getX( j + 2 )
- );
- }
- }
- const tmp = new Vector3(), tmp2 = new Vector3();
- const n = new Vector3(), n2 = new Vector3();
- function handleVertex( v ) {
- n.fromBufferAttribute( normalAttribute, v );
- n2.copy( n );
- const t = tan1[ v ];
- // Gram-Schmidt orthogonalize
- tmp.copy( t );
- tmp.sub( n.multiplyScalar( n.dot( t ) ) ).normalize();
- // Calculate handedness
- tmp2.crossVectors( n2, t );
- const test = tmp2.dot( tan2[ v ] );
- const w = ( test < 0.0 ) ? -1 : 1.0;
- tangentAttribute.setXYZW( v, tmp.x, tmp.y, tmp.z, w );
- }
- for ( let i = 0, il = groups.length; i < il; ++ i ) {
- const group = groups[ i ];
- const start = group.start;
- const count = group.count;
- for ( let j = start, jl = start + count; j < jl; j += 3 ) {
- handleVertex( index.getX( j + 0 ) );
- handleVertex( index.getX( j + 1 ) );
- handleVertex( index.getX( j + 2 ) );
- }
- }
- }
- /**
- * Computes vertex normals for the given vertex data. For indexed geometries, the method sets
- * each vertex normal to be the average of the face normals of the faces that share that vertex.
- * For non-indexed geometries, vertices are not shared, and the method sets each vertex normal
- * to be the same as the face normal.
- */
- computeVertexNormals() {
- const index = this.index;
- const positionAttribute = this.getAttribute( 'position' );
- if ( positionAttribute !== undefined ) {
- let normalAttribute = this.getAttribute( 'normal' );
- if ( normalAttribute === undefined ) {
- normalAttribute = new BufferAttribute( new Float32Array( positionAttribute.count * 3 ), 3 );
- this.setAttribute( 'normal', normalAttribute );
- } else {
- // reset existing normals to zero
- for ( let i = 0, il = normalAttribute.count; i < il; i ++ ) {
- normalAttribute.setXYZ( i, 0, 0, 0 );
- }
- }
- const pA = new Vector3(), pB = new Vector3(), pC = new Vector3();
- const nA = new Vector3(), nB = new Vector3(), nC = new Vector3();
- const cb = new Vector3(), ab = new Vector3();
- // indexed elements
- if ( index ) {
- for ( let i = 0, il = index.count; i < il; i += 3 ) {
- const vA = index.getX( i + 0 );
- const vB = index.getX( i + 1 );
- const vC = index.getX( i + 2 );
- pA.fromBufferAttribute( positionAttribute, vA );
- pB.fromBufferAttribute( positionAttribute, vB );
- pC.fromBufferAttribute( positionAttribute, vC );
- cb.subVectors( pC, pB );
- ab.subVectors( pA, pB );
- cb.cross( ab );
- nA.fromBufferAttribute( normalAttribute, vA );
- nB.fromBufferAttribute( normalAttribute, vB );
- nC.fromBufferAttribute( normalAttribute, vC );
- nA.add( cb );
- nB.add( cb );
- nC.add( cb );
- normalAttribute.setXYZ( vA, nA.x, nA.y, nA.z );
- normalAttribute.setXYZ( vB, nB.x, nB.y, nB.z );
- normalAttribute.setXYZ( vC, nC.x, nC.y, nC.z );
- }
- } else {
- // non-indexed elements (unconnected triangle soup)
- for ( let i = 0, il = positionAttribute.count; i < il; i += 3 ) {
- pA.fromBufferAttribute( positionAttribute, i + 0 );
- pB.fromBufferAttribute( positionAttribute, i + 1 );
- pC.fromBufferAttribute( positionAttribute, i + 2 );
- cb.subVectors( pC, pB );
- ab.subVectors( pA, pB );
- cb.cross( ab );
- normalAttribute.setXYZ( i + 0, cb.x, cb.y, cb.z );
- normalAttribute.setXYZ( i + 1, cb.x, cb.y, cb.z );
- normalAttribute.setXYZ( i + 2, cb.x, cb.y, cb.z );
- }
- }
- this.normalizeNormals();
- normalAttribute.needsUpdate = true;
- }
- }
- /**
- * Ensures every normal vector in a geometry will have a magnitude of `1`. This will
- * correct lighting on the geometry surfaces.
- */
- normalizeNormals() {
- const normals = this.attributes.normal;
- for ( let i = 0, il = normals.count; i < il; i ++ ) {
- _vector$8.fromBufferAttribute( normals, i );
- _vector$8.normalize();
- normals.setXYZ( i, _vector$8.x, _vector$8.y, _vector$8.z );
- }
- }
- /**
- * Return a new non-index version of this indexed geometry. If the geometry
- * is already non-indexed, the method is a NOOP.
- *
- * @return {BufferGeometry} The non-indexed version of this indexed geometry.
- */
- toNonIndexed() {
- function convertBufferAttribute( attribute, indices ) {
- const array = attribute.array;
- const itemSize = attribute.itemSize;
- const normalized = attribute.normalized;
- const array2 = new array.constructor( indices.length * itemSize );
- let index = 0, index2 = 0;
- for ( let i = 0, l = indices.length; i < l; i ++ ) {
- if ( attribute.isInterleavedBufferAttribute ) {
- index = indices[ i ] * attribute.data.stride + attribute.offset;
- } else {
- index = indices[ i ] * itemSize;
- }
- for ( let j = 0; j < itemSize; j ++ ) {
- array2[ index2 ++ ] = array[ index ++ ];
- }
- }
- return new BufferAttribute( array2, itemSize, normalized );
- }
- //
- if ( this.index === null ) {
- warn( 'BufferGeometry.toNonIndexed(): BufferGeometry is already non-indexed.' );
- return this;
- }
- const geometry2 = new BufferGeometry();
- const indices = this.index.array;
- const attributes = this.attributes;
- // attributes
- for ( const name in attributes ) {
- const attribute = attributes[ name ];
- const newAttribute = convertBufferAttribute( attribute, indices );
- geometry2.setAttribute( name, newAttribute );
- }
- // morph attributes
- const morphAttributes = this.morphAttributes;
- for ( const name in morphAttributes ) {
- const morphArray = [];
- const morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
- for ( let i = 0, il = morphAttribute.length; i < il; i ++ ) {
- const attribute = morphAttribute[ i ];
- const newAttribute = convertBufferAttribute( attribute, indices );
- morphArray.push( newAttribute );
- }
- geometry2.morphAttributes[ name ] = morphArray;
- }
- geometry2.morphTargetsRelative = this.morphTargetsRelative;
- // groups
- const groups = this.groups;
- for ( let i = 0, l = groups.length; i < l; i ++ ) {
- const group = groups[ i ];
- geometry2.addGroup( group.start, group.count, group.materialIndex );
- }
- return geometry2;
- }
- /**
- * Serializes the geometry into JSON.
- *
- * @return {Object} A JSON object representing the serialized geometry.
- */
- toJSON() {
- const data = {
- metadata: {
- version: 4.7,
- type: 'BufferGeometry',
- generator: 'BufferGeometry.toJSON'
- }
- };
- // standard BufferGeometry serialization
- data.uuid = this.uuid;
- data.type = this.type;
- if ( this.name !== '' ) data.name = this.name;
- if ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData;
- if ( this.parameters !== undefined ) {
- const parameters = this.parameters;
- for ( const key in parameters ) {
- if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];
- }
- return data;
- }
- // for simplicity the code assumes attributes are not shared across geometries, see #15811
- data.data = { attributes: {} };
- const index = this.index;
- if ( index !== null ) {
- data.data.index = {
- type: index.array.constructor.name,
- array: Array.prototype.slice.call( index.array )
- };
- }
- const attributes = this.attributes;
- for ( const key in attributes ) {
- const attribute = attributes[ key ];
- data.data.attributes[ key ] = attribute.toJSON( data.data );
- }
- const morphAttributes = {};
- let hasMorphAttributes = false;
- for ( const key in this.morphAttributes ) {
- const attributeArray = this.morphAttributes[ key ];
- const array = [];
- for ( let i = 0, il = attributeArray.length; i < il; i ++ ) {
- const attribute = attributeArray[ i ];
- array.push( attribute.toJSON( data.data ) );
- }
- if ( array.length > 0 ) {
- morphAttributes[ key ] = array;
- hasMorphAttributes = true;
- }
- }
- if ( hasMorphAttributes ) {
- data.data.morphAttributes = morphAttributes;
- data.data.morphTargetsRelative = this.morphTargetsRelative;
- }
- const groups = this.groups;
- if ( groups.length > 0 ) {
- data.data.groups = JSON.parse( JSON.stringify( groups ) );
- }
- const boundingSphere = this.boundingSphere;
- if ( boundingSphere !== null ) {
- data.data.boundingSphere = boundingSphere.toJSON();
- }
- return data;
- }
- /**
- * Returns a new geometry with copied values from this instance.
- *
- * @return {BufferGeometry} A clone of this instance.
- */
- clone() {
- return new this.constructor().copy( this );
- }
- /**
- * Copies the values of the given geometry to this instance.
- *
- * @param {BufferGeometry} source - The geometry to copy.
- * @return {BufferGeometry} A reference to this instance.
- */
- copy( source ) {
- // reset
- this.index = null;
- this.attributes = {};
- this.morphAttributes = {};
- this.groups = [];
- this.boundingBox = null;
- this.boundingSphere = null;
- // used for storing cloned, shared data
- const data = {};
- // name
- this.name = source.name;
- // index
- const index = source.index;
- if ( index !== null ) {
- this.setIndex( index.clone() );
- }
- // attributes
- const attributes = source.attributes;
- for ( const name in attributes ) {
- const attribute = attributes[ name ];
- this.setAttribute( name, attribute.clone( data ) );
- }
- // morph attributes
- const morphAttributes = source.morphAttributes;
- for ( const name in morphAttributes ) {
- const array = [];
- const morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
- for ( let i = 0, l = morphAttribute.length; i < l; i ++ ) {
- array.push( morphAttribute[ i ].clone( data ) );
- }
- this.morphAttributes[ name ] = array;
- }
- this.morphTargetsRelative = source.morphTargetsRelative;
- // groups
- const groups = source.groups;
- for ( let i = 0, l = groups.length; i < l; i ++ ) {
- const group = groups[ i ];
- this.addGroup( group.start, group.count, group.materialIndex );
- }
- // bounding box
- const boundingBox = source.boundingBox;
- if ( boundingBox !== null ) {
- this.boundingBox = boundingBox.clone();
- }
- // bounding sphere
- const boundingSphere = source.boundingSphere;
- if ( boundingSphere !== null ) {
- this.boundingSphere = boundingSphere.clone();
- }
- // draw range
- this.drawRange.start = source.drawRange.start;
- this.drawRange.count = source.drawRange.count;
- // user data
- this.userData = source.userData;
- return this;
- }
- /**
- * Frees the GPU-related resources allocated by this instance. Call this
- * method whenever this instance is no longer used in your app.
- *
- * @fires BufferGeometry#dispose
- */
- dispose() {
- this.dispatchEvent( { type: 'dispose' } );
- }
- }
- const _inverseMatrix$3 = /*@__PURE__*/ new Matrix4();
- const _ray$3 = /*@__PURE__*/ new Ray();
- const _sphere$6 = /*@__PURE__*/ new Sphere();
- const _sphereHitAt = /*@__PURE__*/ new Vector3();
- const _vA$1 = /*@__PURE__*/ new Vector3();
- const _vB$1 = /*@__PURE__*/ new Vector3();
- const _vC$1 = /*@__PURE__*/ new Vector3();
- const _tempA = /*@__PURE__*/ new Vector3();
- const _morphA = /*@__PURE__*/ new Vector3();
- const _intersectionPoint = /*@__PURE__*/ new Vector3();
- const _intersectionPointWorld = /*@__PURE__*/ new Vector3();
- /**
- * Class representing triangular polygon mesh based objects.
- *
- * ```js
- * const geometry = new THREE.BoxGeometry( 1, 1, 1 );
- * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
- * const mesh = new THREE.Mesh( geometry, material );
- * scene.add( mesh );
- * ```
- *
- * @augments Object3D
- */
- class Mesh extends Object3D {
- /**
- * Constructs a new mesh.
- *
- * @param {BufferGeometry} [geometry] - The mesh geometry.
- * @param {Material|Array<Material>} [material] - The mesh material.
- */
- constructor( geometry = new BufferGeometry(), material = new MeshBasicMaterial() ) {
- super();
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isMesh = true;
- this.type = 'Mesh';
- /**
- * The mesh geometry.
- *
- * @type {BufferGeometry}
- */
- this.geometry = geometry;
- /**
- * The mesh material.
- *
- * @type {Material|Array<Material>}
- * @default MeshBasicMaterial
- */
- this.material = material;
- /**
- * A dictionary representing the morph targets in the geometry. The key is the
- * morph targets name, the value its attribute index. This member is `undefined`
- * by default and only set when morph targets are detected in the geometry.
- *
- * @type {Object<string,number>|undefined}
- * @default undefined
- */
- this.morphTargetDictionary = undefined;
- /**
- * An array of weights typically in the range `[0,1]` that specify how much of the morph
- * is applied. This member is `undefined` by default and only set when morph targets are
- * detected in the geometry.
- *
- * @type {Array<number>|undefined}
- * @default undefined
- */
- this.morphTargetInfluences = undefined;
- /**
- * The number of instances of this mesh.
- * Can only be used with {@link WebGPURenderer}.
- *
- * @type {number}
- * @default 1
- */
- this.count = 1;
- this.updateMorphTargets();
- }
- copy( source, recursive ) {
- super.copy( source, recursive );
- if ( source.morphTargetInfluences !== undefined ) {
- this.morphTargetInfluences = source.morphTargetInfluences.slice();
- }
- if ( source.morphTargetDictionary !== undefined ) {
- this.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary );
- }
- this.material = Array.isArray( source.material ) ? source.material.slice() : source.material;
- this.geometry = source.geometry;
- return this;
- }
- /**
- * Sets the values of {@link Mesh#morphTargetDictionary} and {@link Mesh#morphTargetInfluences}
- * to make sure existing morph targets can influence this 3D object.
- */
- updateMorphTargets() {
- const geometry = this.geometry;
- const morphAttributes = geometry.morphAttributes;
- const keys = Object.keys( morphAttributes );
- if ( keys.length > 0 ) {
- const morphAttribute = morphAttributes[ keys[ 0 ] ];
- if ( morphAttribute !== undefined ) {
- this.morphTargetInfluences = [];
- this.morphTargetDictionary = {};
- for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
- const name = morphAttribute[ m ].name || String( m );
- this.morphTargetInfluences.push( 0 );
- this.morphTargetDictionary[ name ] = m;
- }
- }
- }
- }
- /**
- * Returns the local-space position of the vertex at the given index, taking into
- * account the current animation state of both morph targets and skinning.
- *
- * @param {number} index - The vertex index.
- * @param {Vector3} target - The target object that is used to store the method's result.
- * @return {Vector3} The vertex position in local space.
- */
- getVertexPosition( index, target ) {
- const geometry = this.geometry;
- const position = geometry.attributes.position;
- const morphPosition = geometry.morphAttributes.position;
- const morphTargetsRelative = geometry.morphTargetsRelative;
- target.fromBufferAttribute( position, index );
- const morphInfluences = this.morphTargetInfluences;
- if ( morphPosition && morphInfluences ) {
- _morphA.set( 0, 0, 0 );
- for ( let i = 0, il = morphPosition.length; i < il; i ++ ) {
- const influence = morphInfluences[ i ];
- const morphAttribute = morphPosition[ i ];
- if ( influence === 0 ) continue;
- _tempA.fromBufferAttribute( morphAttribute, index );
- if ( morphTargetsRelative ) {
- _morphA.addScaledVector( _tempA, influence );
- } else {
- _morphA.addScaledVector( _tempA.sub( target ), influence );
- }
- }
- target.add( _morphA );
- }
- return target;
- }
- /**
- * Computes intersection points between a casted ray and this line.
- *
- * @param {Raycaster} raycaster - The raycaster.
- * @param {Array<Object>} intersects - The target array that holds the intersection points.
- */
- raycast( raycaster, intersects ) {
- const geometry = this.geometry;
- const material = this.material;
- const matrixWorld = this.matrixWorld;
- if ( material === undefined ) return;
- // test with bounding sphere in world space
- if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
- _sphere$6.copy( geometry.boundingSphere );
- _sphere$6.applyMatrix4( matrixWorld );
- // check distance from ray origin to bounding sphere
- _ray$3.copy( raycaster.ray ).recast( raycaster.near );
- if ( _sphere$6.containsPoint( _ray$3.origin ) === false ) {
- if ( _ray$3.intersectSphere( _sphere$6, _sphereHitAt ) === null ) return;
- if ( _ray$3.origin.distanceToSquared( _sphereHitAt ) > ( raycaster.far - raycaster.near ) ** 2 ) return;
- }
- // convert ray to local space of mesh
- _inverseMatrix$3.copy( matrixWorld ).invert();
- _ray$3.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$3 );
- // test with bounding box in local space
- if ( geometry.boundingBox !== null ) {
- if ( _ray$3.intersectsBox( geometry.boundingBox ) === false ) return;
- }
- // test for intersections with geometry
- this._computeIntersections( raycaster, intersects, _ray$3 );
- }
- _computeIntersections( raycaster, intersects, rayLocalSpace ) {
- let intersection;
- const geometry = this.geometry;
- const material = this.material;
- const index = geometry.index;
- const position = geometry.attributes.position;
- const uv = geometry.attributes.uv;
- const uv1 = geometry.attributes.uv1;
- const normal = geometry.attributes.normal;
- const groups = geometry.groups;
- const drawRange = geometry.drawRange;
- if ( index !== null ) {
- // indexed buffer geometry
- if ( Array.isArray( material ) ) {
- for ( let i = 0, il = groups.length; i < il; i ++ ) {
- const group = groups[ i ];
- const groupMaterial = material[ group.materialIndex ];
- const start = Math.max( group.start, drawRange.start );
- const end = Math.min( index.count, Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ) );
- for ( let j = start, jl = end; j < jl; j += 3 ) {
- const a = index.getX( j );
- const b = index.getX( j + 1 );
- const c = index.getX( j + 2 );
- intersection = checkGeometryIntersection( this, groupMaterial, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );
- if ( intersection ) {
- intersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics
- intersection.face.materialIndex = group.materialIndex;
- intersects.push( intersection );
- }
- }
- }
- } else {
- const start = Math.max( 0, drawRange.start );
- const end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
- for ( let i = start, il = end; i < il; i += 3 ) {
- const a = index.getX( i );
- const b = index.getX( i + 1 );
- const c = index.getX( i + 2 );
- intersection = checkGeometryIntersection( this, material, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );
- if ( intersection ) {
- intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indexed buffer semantics
- intersects.push( intersection );
- }
- }
- }
- } else if ( position !== undefined ) {
- // non-indexed buffer geometry
- if ( Array.isArray( material ) ) {
- for ( let i = 0, il = groups.length; i < il; i ++ ) {
- const group = groups[ i ];
- const groupMaterial = material[ group.materialIndex ];
- const start = Math.max( group.start, drawRange.start );
- const end = Math.min( position.count, Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ) );
- for ( let j = start, jl = end; j < jl; j += 3 ) {
- const a = j;
- const b = j + 1;
- const c = j + 2;
- intersection = checkGeometryIntersection( this, groupMaterial, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );
- if ( intersection ) {
- intersection.faceIndex = Math.floor( j / 3 ); // triangle number in non-indexed buffer semantics
- intersection.face.materialIndex = group.materialIndex;
- intersects.push( intersection );
- }
- }
- }
- } else {
- const start = Math.max( 0, drawRange.start );
- const end = Math.min( position.count, ( drawRange.start + drawRange.count ) );
- for ( let i = start, il = end; i < il; i += 3 ) {
- const a = i;
- const b = i + 1;
- const c = i + 2;
- intersection = checkGeometryIntersection( this, material, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );
- if ( intersection ) {
- intersection.faceIndex = Math.floor( i / 3 ); // triangle number in non-indexed buffer semantics
- intersects.push( intersection );
- }
- }
- }
- }
- }
- }
- function checkIntersection$1( object, material, raycaster, ray, pA, pB, pC, point ) {
- let intersect;
- if ( material.side === BackSide ) {
- intersect = ray.intersectTriangle( pC, pB, pA, true, point );
- } else {
- intersect = ray.intersectTriangle( pA, pB, pC, ( material.side === FrontSide ), point );
- }
- if ( intersect === null ) return null;
- _intersectionPointWorld.copy( point );
- _intersectionPointWorld.applyMatrix4( object.matrixWorld );
- const distance = raycaster.ray.origin.distanceTo( _intersectionPointWorld );
- if ( distance < raycaster.near || distance > raycaster.far ) return null;
- return {
- distance: distance,
- point: _intersectionPointWorld.clone(),
- object: object
- };
- }
- function checkGeometryIntersection( object, material, raycaster, ray, uv, uv1, normal, a, b, c ) {
- object.getVertexPosition( a, _vA$1 );
- object.getVertexPosition( b, _vB$1 );
- object.getVertexPosition( c, _vC$1 );
- const intersection = checkIntersection$1( object, material, raycaster, ray, _vA$1, _vB$1, _vC$1, _intersectionPoint );
- if ( intersection ) {
- const barycoord = new Vector3();
- Triangle.getBarycoord( _intersectionPoint, _vA$1, _vB$1, _vC$1, barycoord );
- if ( uv ) {
- intersection.uv = Triangle.getInterpolatedAttribute( uv, a, b, c, barycoord, new Vector2() );
- }
- if ( uv1 ) {
- intersection.uv1 = Triangle.getInterpolatedAttribute( uv1, a, b, c, barycoord, new Vector2() );
- }
- if ( normal ) {
- intersection.normal = Triangle.getInterpolatedAttribute( normal, a, b, c, barycoord, new Vector3() );
- if ( intersection.normal.dot( ray.direction ) > 0 ) {
- intersection.normal.multiplyScalar( -1 );
- }
- }
- const face = {
- a: a,
- b: b,
- c: c,
- normal: new Vector3(),
- materialIndex: 0
- };
- Triangle.getNormal( _vA$1, _vB$1, _vC$1, face.normal );
- intersection.face = face;
- intersection.barycoord = barycoord;
- }
- return intersection;
- }
- /**
- * A geometry class for a rectangular cuboid with a given width, height, and depth.
- * On creation, the cuboid is centred on the origin, with each edge parallel to one
- * of the axes.
- *
- * ```js
- * const geometry = new THREE.BoxGeometry( 1, 1, 1 );
- * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
- * const cube = new THREE.Mesh( geometry, material );
- * scene.add( cube );
- * ```
- *
- * @augments BufferGeometry
- * @demo scenes/geometry-browser.html#BoxGeometry
- */
- class BoxGeometry extends BufferGeometry {
- /**
- * Constructs a new box geometry.
- *
- * @param {number} [width=1] - The width. That is, the length of the edges parallel to the X axis.
- * @param {number} [height=1] - The height. That is, the length of the edges parallel to the Y axis.
- * @param {number} [depth=1] - The depth. That is, the length of the edges parallel to the Z axis.
- * @param {number} [widthSegments=1] - Number of segmented rectangular faces along the width of the sides.
- * @param {number} [heightSegments=1] - Number of segmented rectangular faces along the height of the sides.
- * @param {number} [depthSegments=1] - Number of segmented rectangular faces along the depth of the sides.
- */
- constructor( width = 1, height = 1, depth = 1, widthSegments = 1, heightSegments = 1, depthSegments = 1 ) {
- super();
- this.type = 'BoxGeometry';
- /**
- * Holds the constructor parameters that have been
- * used to generate the geometry. Any modification
- * after instantiation does not change the geometry.
- *
- * @type {Object}
- */
- this.parameters = {
- width: width,
- height: height,
- depth: depth,
- widthSegments: widthSegments,
- heightSegments: heightSegments,
- depthSegments: depthSegments
- };
- const scope = this;
- // segments
- widthSegments = Math.floor( widthSegments );
- heightSegments = Math.floor( heightSegments );
- depthSegments = Math.floor( depthSegments );
- // buffers
- const indices = [];
- const vertices = [];
- const normals = [];
- const uvs = [];
- // helper variables
- let numberOfVertices = 0;
- let groupStart = 0;
- // build each side of the box geometry
- buildPlane( 'z', 'y', 'x', -1, -1, depth, height, width, depthSegments, heightSegments, 0 ); // px
- buildPlane( 'z', 'y', 'x', 1, -1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx
- buildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py
- buildPlane( 'x', 'z', 'y', 1, -1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny
- buildPlane( 'x', 'y', 'z', 1, -1, width, height, depth, widthSegments, heightSegments, 4 ); // pz
- buildPlane( 'x', 'y', 'z', -1, -1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz
- // build geometry
- this.setIndex( indices );
- this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
- this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
- this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
- function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) {
- const segmentWidth = width / gridX;
- const segmentHeight = height / gridY;
- const widthHalf = width / 2;
- const heightHalf = height / 2;
- const depthHalf = depth / 2;
- const gridX1 = gridX + 1;
- const gridY1 = gridY + 1;
- let vertexCounter = 0;
- let groupCount = 0;
- const vector = new Vector3();
- // generate vertices, normals and uvs
- for ( let iy = 0; iy < gridY1; iy ++ ) {
- const y = iy * segmentHeight - heightHalf;
- for ( let ix = 0; ix < gridX1; ix ++ ) {
- const x = ix * segmentWidth - widthHalf;
- // set values to correct vector component
- vector[ u ] = x * udir;
- vector[ v ] = y * vdir;
- vector[ w ] = depthHalf;
- // now apply vector to vertex buffer
- vertices.push( vector.x, vector.y, vector.z );
- // set values to correct vector component
- vector[ u ] = 0;
- vector[ v ] = 0;
- vector[ w ] = depth > 0 ? 1 : -1;
- // now apply vector to normal buffer
- normals.push( vector.x, vector.y, vector.z );
- // uvs
- uvs.push( ix / gridX );
- uvs.push( 1 - ( iy / gridY ) );
- // counters
- vertexCounter += 1;
- }
- }
- // indices
- // 1. you need three indices to draw a single face
- // 2. a single segment consists of two faces
- // 3. so we need to generate six (2*3) indices per segment
- for ( let iy = 0; iy < gridY; iy ++ ) {
- for ( let ix = 0; ix < gridX; ix ++ ) {
- const a = numberOfVertices + ix + gridX1 * iy;
- const b = numberOfVertices + ix + gridX1 * ( iy + 1 );
- const c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 );
- const d = numberOfVertices + ( ix + 1 ) + gridX1 * iy;
- // faces
- indices.push( a, b, d );
- indices.push( b, c, d );
- // increase counter
- groupCount += 6;
- }
- }
- // add a group to the geometry. this will ensure multi material support
- scope.addGroup( groupStart, groupCount, materialIndex );
- // calculate new start value for groups
- groupStart += groupCount;
- // update total number of vertices
- numberOfVertices += vertexCounter;
- }
- }
- copy( source ) {
- super.copy( source );
- this.parameters = Object.assign( {}, source.parameters );
- return this;
- }
- /**
- * Factory method for creating an instance of this class from the given
- * JSON object.
- *
- * @param {Object} data - A JSON object representing the serialized geometry.
- * @return {BoxGeometry} A new instance.
- */
- static fromJSON( data ) {
- return new BoxGeometry( data.width, data.height, data.depth, data.widthSegments, data.heightSegments, data.depthSegments );
- }
- }
- /**
- * Provides utility functions for managing uniforms.
- *
- * @module UniformsUtils
- */
- /**
- * Clones the given uniform definitions by performing a deep-copy. That means
- * if the value of a uniform refers to an object like a Vector3 or Texture,
- * the cloned uniform will refer to a new object reference.
- *
- * @param {Object} src - An object representing uniform definitions.
- * @return {Object} The cloned uniforms.
- */
- function cloneUniforms( src ) {
- const dst = {};
- for ( const u in src ) {
- dst[ u ] = {};
- for ( const p in src[ u ] ) {
- const property = src[ u ][ p ];
- if ( property && ( property.isColor ||
- property.isMatrix3 || property.isMatrix4 ||
- property.isVector2 || property.isVector3 || property.isVector4 ||
- property.isTexture || property.isQuaternion ) ) {
- if ( property.isRenderTargetTexture ) {
- warn( 'UniformsUtils: Textures of render targets cannot be cloned via cloneUniforms() or mergeUniforms().' );
- dst[ u ][ p ] = null;
- } else {
- dst[ u ][ p ] = property.clone();
- }
- } else if ( Array.isArray( property ) ) {
- dst[ u ][ p ] = property.slice();
- } else {
- dst[ u ][ p ] = property;
- }
- }
- }
- return dst;
- }
- /**
- * Merges the given uniform definitions into a single object. Since the
- * method internally uses cloneUniforms(), it performs a deep-copy when
- * producing the merged uniform definitions.
- *
- * @param {Array} uniforms - An array of objects containing uniform definitions.
- * @return {Object} The merged uniforms.
- */
- function mergeUniforms( uniforms ) {
- const merged = {};
- for ( let u = 0; u < uniforms.length; u ++ ) {
- const tmp = cloneUniforms( uniforms[ u ] );
- for ( const p in tmp ) {
- merged[ p ] = tmp[ p ];
- }
- }
- return merged;
- }
- function cloneUniformsGroups( src ) {
- const dst = [];
- for ( let u = 0; u < src.length; u ++ ) {
- dst.push( src[ u ].clone() );
- }
- return dst;
- }
- function getUnlitUniformColorSpace( renderer ) {
- const currentRenderTarget = renderer.getRenderTarget();
- if ( currentRenderTarget === null ) {
- // https://github.com/mrdoob/three.js/pull/23937#issuecomment-1111067398
- return renderer.outputColorSpace;
- }
- // https://github.com/mrdoob/three.js/issues/27868
- if ( currentRenderTarget.isXRRenderTarget === true ) {
- return currentRenderTarget.texture.colorSpace;
- }
- return ColorManagement.workingColorSpace;
- }
- // Legacy
- const UniformsUtils = { clone: cloneUniforms, merge: mergeUniforms };
- var default_vertex = "void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}";
- var default_fragment = "void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}";
- /**
- * A material rendered with custom shaders. A shader is a small program written in GLSL.
- * that runs on the GPU. You may want to use a custom shader if you need to implement an
- * effect not included with any of the built-in materials.
- *
- * There are the following notes to bear in mind when using a `ShaderMaterial`:
- *
- * - `ShaderMaterial` can only be used with {@link WebGLRenderer}.
- * - Built in attributes and uniforms are passed to the shaders along with your code. If
- * you don't want that, use {@link RawShaderMaterial} instead.
- * - You can use the directive `#pragma unroll_loop_start` and `#pragma unroll_loop_end`
- * in order to unroll a `for` loop in GLSL by the shader preprocessor. The directive has
- * to be placed right above the loop. The loop formatting has to correspond to a defined standard.
- * - The loop has to be [normalized](https://en.wikipedia.org/wiki/Normalized_loop).
- * - The loop variable has to be *i*.
- * - The value `UNROLLED_LOOP_INDEX` will be replaced with the explicitly
- * value of *i* for the given iteration and can be used in preprocessor
- * statements.
- *
- * ```js
- * const material = new THREE.ShaderMaterial( {
- * uniforms: {
- * time: { value: 1.0 },
- * resolution: { value: new THREE.Vector2() }
- * },
- * vertexShader: document.getElementById( 'vertexShader' ).textContent,
- * fragmentShader: document.getElementById( 'fragmentShader' ).textContent
- * } );
- * ```
- *
- * @augments Material
- */
- class ShaderMaterial extends Material {
- /**
- * Constructs a new shader material.
- *
- * @param {Object} [parameters] - An object with one or more properties
- * defining the material's appearance. Any property of the material
- * (including any property from inherited materials) can be passed
- * in here. Color values can be passed any type of value accepted
- * by {@link Color#set}.
- */
- constructor( parameters ) {
- super();
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isShaderMaterial = true;
- this.type = 'ShaderMaterial';
- /**
- * Defines custom constants using `#define` directives within the GLSL code
- * for both the vertex shader and the fragment shader; each key/value pair
- * yields another directive.
- * ```js
- * defines: {
- * FOO: 15,
- * BAR: true
- * }
- * ```
- * Yields the lines:
- * ```
- * #define FOO 15
- * #define BAR true
- * ```
- *
- * @type {Object}
- */
- this.defines = {};
- /**
- * An object of the form:
- * ```js
- * {
- * "uniform1": { value: 1.0 },
- * "uniform2": { value: 2 }
- * }
- * ```
- * specifying the uniforms to be passed to the shader code; keys are uniform
- * names, values are definitions of the form
- * ```
- * {
- * value: 1.0
- * }
- * ```
- * where `value` is the value of the uniform. Names must match the name of
- * the uniform, as defined in the GLSL code. Note that uniforms are refreshed
- * on every frame, so updating the value of the uniform will immediately
- * update the value available to the GLSL code.
- *
- * @type {Object}
- */
- this.uniforms = {};
- /**
- * An array holding uniforms groups for configuring UBOs.
- *
- * @type {Array<UniformsGroup>}
- */
- this.uniformsGroups = [];
- /**
- * Vertex shader GLSL code. This is the actual code for the shader.
- *
- * @type {string}
- */
- this.vertexShader = default_vertex;
- /**
- * Fragment shader GLSL code. This is the actual code for the shader.
- *
- * @type {string}
- */
- this.fragmentShader = default_fragment;
- /**
- * Controls line thickness or lines.
- *
- * WebGL and WebGPU ignore this setting and always render line primitives with a
- * width of one pixel.
- *
- * @type {number}
- * @default 1
- */
- this.linewidth = 1;
- /**
- * Renders the geometry as a wireframe.
- *
- * @type {boolean}
- * @default false
- */
- this.wireframe = false;
- /**
- * Controls the thickness of the wireframe.
- *
- * WebGL and WebGPU ignore this property and always render
- * 1 pixel wide lines.
- *
- * @type {number}
- * @default 1
- */
- this.wireframeLinewidth = 1;
- /**
- * Defines whether the material color is affected by global fog settings; `true`
- * to pass fog uniforms to the shader.
- *
- * Setting this property to `true` requires the definition of fog uniforms. It is
- * recommended to use `UniformsUtils.merge()` to combine the custom shader uniforms
- * with predefined fog uniforms.
- *
- * ```js
- * const material = new ShaderMaterial( {
- * uniforms: UniformsUtils.merge( [ UniformsLib[ 'fog' ], shaderUniforms ] );
- * vertexShader: vertexShader,
- * fragmentShader: fragmentShader,
- * fog: true
- * } );
- * ```
- *
- * @type {boolean}
- * @default false
- */
- this.fog = false;
- /**
- * Defines whether this material uses lighting; `true` to pass uniform data
- * related to lighting to this shader.
- *
- * @type {boolean}
- * @default false
- */
- this.lights = false;
- /**
- * Defines whether this material supports clipping; `true` to let the renderer
- * pass the clippingPlanes uniform.
- *
- * @type {boolean}
- * @default false
- */
- this.clipping = false;
- /**
- * Overwritten and set to `true` by default.
- *
- * @type {boolean}
- * @default true
- */
- this.forceSinglePass = true;
- /**
- * This object allows to enable certain WebGL 2 extensions.
- *
- * - clipCullDistance: set to `true` to use vertex shader clipping
- * - multiDraw: set to `true` to use vertex shader multi_draw / enable gl_DrawID
- *
- * @type {{clipCullDistance:false,multiDraw:false}}
- */
- this.extensions = {
- clipCullDistance: false, // set to use vertex shader clipping
- multiDraw: false // set to use vertex shader multi_draw / enable gl_DrawID
- };
- /**
- * When the rendered geometry doesn't include these attributes but the
- * material does, these default values will be passed to the shaders. This
- * avoids errors when buffer data is missing.
- *
- * - color: [ 1, 1, 1 ]
- * - uv: [ 0, 0 ]
- * - uv1: [ 0, 0 ]
- *
- * @type {Object}
- */
- this.defaultAttributeValues = {
- 'color': [ 1, 1, 1 ],
- 'uv': [ 0, 0 ],
- 'uv1': [ 0, 0 ]
- };
- /**
- * If set, this calls [gl.bindAttribLocation](https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/bindAttribLocation)
- * to bind a generic vertex index to an attribute variable.
- *
- * @type {string|undefined}
- * @default undefined
- */
- this.index0AttributeName = undefined;
- /**
- * Can be used to force a uniform update while changing uniforms in
- * {@link Object3D#onBeforeRender}.
- *
- * @type {boolean}
- * @default false
- */
- this.uniformsNeedUpdate = false;
- /**
- * Defines the GLSL version of custom shader code.
- *
- * @type {?(GLSL1|GLSL3)}
- * @default null
- */
- this.glslVersion = null;
- if ( parameters !== undefined ) {
- this.setValues( parameters );
- }
- }
- copy( source ) {
- super.copy( source );
- this.fragmentShader = source.fragmentShader;
- this.vertexShader = source.vertexShader;
- this.uniforms = cloneUniforms( source.uniforms );
- this.uniformsGroups = cloneUniformsGroups( source.uniformsGroups );
- this.defines = Object.assign( {}, source.defines );
- this.wireframe = source.wireframe;
- this.wireframeLinewidth = source.wireframeLinewidth;
- this.fog = source.fog;
- this.lights = source.lights;
- this.clipping = source.clipping;
- this.extensions = Object.assign( {}, source.extensions );
- this.glslVersion = source.glslVersion;
- this.defaultAttributeValues = Object.assign( {}, source.defaultAttributeValues );
- this.index0AttributeName = source.index0AttributeName;
- this.uniformsNeedUpdate = source.uniformsNeedUpdate;
- return this;
- }
- toJSON( meta ) {
- const data = super.toJSON( meta );
- data.glslVersion = this.glslVersion;
- data.uniforms = {};
- for ( const name in this.uniforms ) {
- const uniform = this.uniforms[ name ];
- const value = uniform.value;
- if ( value && value.isTexture ) {
- data.uniforms[ name ] = {
- type: 't',
- value: value.toJSON( meta ).uuid
- };
- } else if ( value && value.isColor ) {
- data.uniforms[ name ] = {
- type: 'c',
- value: value.getHex()
- };
- } else if ( value && value.isVector2 ) {
- data.uniforms[ name ] = {
- type: 'v2',
- value: value.toArray()
- };
- } else if ( value && value.isVector3 ) {
- data.uniforms[ name ] = {
- type: 'v3',
- value: value.toArray()
- };
- } else if ( value && value.isVector4 ) {
- data.uniforms[ name ] = {
- type: 'v4',
- value: value.toArray()
- };
- } else if ( value && value.isMatrix3 ) {
- data.uniforms[ name ] = {
- type: 'm3',
- value: value.toArray()
- };
- } else if ( value && value.isMatrix4 ) {
- data.uniforms[ name ] = {
- type: 'm4',
- value: value.toArray()
- };
- } else {
- data.uniforms[ name ] = {
- value: value
- };
- // note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far
- }
- }
- if ( Object.keys( this.defines ).length > 0 ) data.defines = this.defines;
- data.vertexShader = this.vertexShader;
- data.fragmentShader = this.fragmentShader;
- data.lights = this.lights;
- data.clipping = this.clipping;
- const extensions = {};
- for ( const key in this.extensions ) {
- if ( this.extensions[ key ] === true ) extensions[ key ] = true;
- }
- if ( Object.keys( extensions ).length > 0 ) data.extensions = extensions;
- return data;
- }
- }
- /**
- * Abstract base class for cameras. This class should always be inherited
- * when you build a new camera.
- *
- * @abstract
- * @augments Object3D
- */
- class Camera extends Object3D {
- /**
- * Constructs a new camera.
- */
- constructor() {
- super();
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isCamera = true;
- this.type = 'Camera';
- /**
- * The inverse of the camera's world matrix.
- *
- * @type {Matrix4}
- */
- this.matrixWorldInverse = new Matrix4();
- /**
- * The camera's projection matrix.
- *
- * @type {Matrix4}
- */
- this.projectionMatrix = new Matrix4();
- /**
- * The inverse of the camera's projection matrix.
- *
- * @type {Matrix4}
- */
- this.projectionMatrixInverse = new Matrix4();
- /**
- * The coordinate system in which the camera is used.
- *
- * @type {(WebGLCoordinateSystem|WebGPUCoordinateSystem)}
- */
- this.coordinateSystem = WebGLCoordinateSystem;
- this._reversedDepth = false;
- }
- /**
- * The flag that indicates whether the camera uses a reversed depth buffer.
- *
- * @type {boolean}
- * @default false
- */
- get reversedDepth() {
- return this._reversedDepth;
- }
- copy( source, recursive ) {
- super.copy( source, recursive );
- this.matrixWorldInverse.copy( source.matrixWorldInverse );
- this.projectionMatrix.copy( source.projectionMatrix );
- this.projectionMatrixInverse.copy( source.projectionMatrixInverse );
- this.coordinateSystem = source.coordinateSystem;
- return this;
- }
- /**
- * Returns a vector representing the ("look") direction of the 3D object in world space.
- *
- * This method is overwritten since cameras have a different forward vector compared to other
- * 3D objects. A camera looks down its local, negative z-axis by default.
- *
- * @param {Vector3} target - The target vector the result is stored to.
- * @return {Vector3} The 3D object's direction in world space.
- */
- getWorldDirection( target ) {
- return super.getWorldDirection( target ).negate();
- }
- updateMatrixWorld( force ) {
- super.updateMatrixWorld( force );
- this.matrixWorldInverse.copy( this.matrixWorld ).invert();
- }
- updateWorldMatrix( updateParents, updateChildren ) {
- super.updateWorldMatrix( updateParents, updateChildren );
- this.matrixWorldInverse.copy( this.matrixWorld ).invert();
- }
- clone() {
- return new this.constructor().copy( this );
- }
- }
- const _v3$1 = /*@__PURE__*/ new Vector3();
- const _minTarget = /*@__PURE__*/ new Vector2();
- const _maxTarget = /*@__PURE__*/ new Vector2();
- /**
- * Camera that uses [perspective projection](https://en.wikipedia.org/wiki/Perspective_(graphical)).
- *
- * This projection mode is designed to mimic the way the human eye sees. It
- * is the most common projection mode used for rendering a 3D scene.
- *
- * ```js
- * const camera = new THREE.PerspectiveCamera( 45, width / height, 1, 1000 );
- * scene.add( camera );
- * ```
- *
- * @augments Camera
- */
- class PerspectiveCamera extends Camera {
- /**
- * Constructs a new perspective camera.
- *
- * @param {number} [fov=50] - The vertical field of view.
- * @param {number} [aspect=1] - The aspect ratio.
- * @param {number} [near=0.1] - The camera's near plane.
- * @param {number} [far=2000] - The camera's far plane.
- */
- constructor( fov = 50, aspect = 1, near = 0.1, far = 2000 ) {
- super();
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isPerspectiveCamera = true;
- this.type = 'PerspectiveCamera';
- /**
- * The vertical field of view, from bottom to top of view,
- * in degrees.
- *
- * @type {number}
- * @default 50
- */
- this.fov = fov;
- /**
- * The zoom factor of the camera.
- *
- * @type {number}
- * @default 1
- */
- this.zoom = 1;
- /**
- * The camera's near plane. The valid range is greater than `0`
- * and less than the current value of {@link PerspectiveCamera#far}.
- *
- * Note that, unlike for the {@link OrthographicCamera}, `0` is <em>not</em> a
- * valid value for a perspective camera's near plane.
- *
- * @type {number}
- * @default 0.1
- */
- this.near = near;
- /**
- * The camera's far plane. Must be greater than the
- * current value of {@link PerspectiveCamera#near}.
- *
- * @type {number}
- * @default 2000
- */
- this.far = far;
- /**
- * Object distance used for stereoscopy and depth-of-field effects. This
- * parameter does not influence the projection matrix unless a
- * {@link StereoCamera} is being used.
- *
- * @type {number}
- * @default 10
- */
- this.focus = 10;
- /**
- * The aspect ratio, usually the canvas width / canvas height.
- *
- * @type {number}
- * @default 1
- */
- this.aspect = aspect;
- /**
- * Represents the frustum window specification. This property should not be edited
- * directly but via {@link PerspectiveCamera#setViewOffset} and {@link PerspectiveCamera#clearViewOffset}.
- *
- * @type {?Object}
- * @default null
- */
- this.view = null;
- /**
- * Film size used for the larger axis. Default is `35` (millimeters). This
- * parameter does not influence the projection matrix unless {@link PerspectiveCamera#filmOffset}
- * is set to a nonzero value.
- *
- * @type {number}
- * @default 35
- */
- this.filmGauge = 35;
- /**
- * Horizontal off-center offset in the same unit as {@link PerspectiveCamera#filmGauge}.
- *
- * @type {number}
- * @default 0
- */
- this.filmOffset = 0;
- this.updateProjectionMatrix();
- }
- copy( source, recursive ) {
- super.copy( source, recursive );
- this.fov = source.fov;
- this.zoom = source.zoom;
- this.near = source.near;
- this.far = source.far;
- this.focus = source.focus;
- this.aspect = source.aspect;
- this.view = source.view === null ? null : Object.assign( {}, source.view );
- this.filmGauge = source.filmGauge;
- this.filmOffset = source.filmOffset;
- return this;
- }
- /**
- * Sets the FOV by focal length in respect to the current {@link PerspectiveCamera#filmGauge}.
- *
- * The default film gauge is 35, so that the focal length can be specified for
- * a 35mm (full frame) camera.
- *
- * @param {number} focalLength - Values for focal length and film gauge must have the same unit.
- */
- setFocalLength( focalLength ) {
- /** see {@link http://www.bobatkins.com/photography/technical/field_of_view.html} */
- const vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;
- this.fov = RAD2DEG * 2 * Math.atan( vExtentSlope );
- this.updateProjectionMatrix();
- }
- /**
- * Returns the focal length from the current {@link PerspectiveCamera#fov} and
- * {@link PerspectiveCamera#filmGauge}.
- *
- * @return {number} The computed focal length.
- */
- getFocalLength() {
- const vExtentSlope = Math.tan( DEG2RAD * 0.5 * this.fov );
- return 0.5 * this.getFilmHeight() / vExtentSlope;
- }
- /**
- * Returns the current vertical field of view angle in degrees considering {@link PerspectiveCamera#zoom}.
- *
- * @return {number} The effective FOV.
- */
- getEffectiveFOV() {
- return RAD2DEG * 2 * Math.atan(
- Math.tan( DEG2RAD * 0.5 * this.fov ) / this.zoom );
- }
- /**
- * Returns the width of the image on the film. If {@link PerspectiveCamera#aspect} is greater than or
- * equal to one (landscape format), the result equals {@link PerspectiveCamera#filmGauge}.
- *
- * @return {number} The film width.
- */
- getFilmWidth() {
- // film not completely covered in portrait format (aspect < 1)
- return this.filmGauge * Math.min( this.aspect, 1 );
- }
- /**
- * Returns the height of the image on the film. If {@link PerspectiveCamera#aspect} is greater than or
- * equal to one (landscape format), the result equals {@link PerspectiveCamera#filmGauge}.
- *
- * @return {number} The film width.
- */
- getFilmHeight() {
- // film not completely covered in landscape format (aspect > 1)
- return this.filmGauge / Math.max( this.aspect, 1 );
- }
- /**
- * Computes the 2D bounds of the camera's viewable rectangle at a given distance along the viewing direction.
- * Sets `minTarget` and `maxTarget` to the coordinates of the lower-left and upper-right corners of the view rectangle.
- *
- * @param {number} distance - The viewing distance.
- * @param {Vector2} minTarget - The lower-left corner of the view rectangle is written into this vector.
- * @param {Vector2} maxTarget - The upper-right corner of the view rectangle is written into this vector.
- */
- getViewBounds( distance, minTarget, maxTarget ) {
- _v3$1.set( -1, -1, 0.5 ).applyMatrix4( this.projectionMatrixInverse );
- minTarget.set( _v3$1.x, _v3$1.y ).multiplyScalar( - distance / _v3$1.z );
- _v3$1.set( 1, 1, 0.5 ).applyMatrix4( this.projectionMatrixInverse );
- maxTarget.set( _v3$1.x, _v3$1.y ).multiplyScalar( - distance / _v3$1.z );
- }
- /**
- * Computes the width and height of the camera's viewable rectangle at a given distance along the viewing direction.
- *
- * @param {number} distance - The viewing distance.
- * @param {Vector2} target - The target vector that is used to store result where x is width and y is height.
- * @returns {Vector2} The view size.
- */
- getViewSize( distance, target ) {
- this.getViewBounds( distance, _minTarget, _maxTarget );
- return target.subVectors( _maxTarget, _minTarget );
- }
- /**
- * Sets an offset in a larger frustum. This is useful for multi-window or
- * multi-monitor/multi-machine setups.
- *
- * For example, if you have 3x2 monitors and each monitor is 1920x1080 and
- * the monitors are in grid like this
- *```
- * +---+---+---+
- * | A | B | C |
- * +---+---+---+
- * | D | E | F |
- * +---+---+---+
- *```
- * then for each monitor you would call it like this:
- *```js
- * const w = 1920;
- * const h = 1080;
- * const fullWidth = w * 3;
- * const fullHeight = h * 2;
- *
- * // --A--
- * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
- * // --B--
- * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
- * // --C--
- * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
- * // --D--
- * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
- * // --E--
- * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
- * // --F--
- * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
- * ```
- *
- * Note there is no reason monitors have to be the same size or in a grid.
- *
- * @param {number} fullWidth - The full width of multiview setup.
- * @param {number} fullHeight - The full height of multiview setup.
- * @param {number} x - The horizontal offset of the subcamera.
- * @param {number} y - The vertical offset of the subcamera.
- * @param {number} width - The width of subcamera.
- * @param {number} height - The height of subcamera.
- */
- setViewOffset( fullWidth, fullHeight, x, y, width, height ) {
- this.aspect = fullWidth / fullHeight;
- if ( this.view === null ) {
- this.view = {
- enabled: true,
- fullWidth: 1,
- fullHeight: 1,
- offsetX: 0,
- offsetY: 0,
- width: 1,
- height: 1
- };
- }
- this.view.enabled = true;
- this.view.fullWidth = fullWidth;
- this.view.fullHeight = fullHeight;
- this.view.offsetX = x;
- this.view.offsetY = y;
- this.view.width = width;
- this.view.height = height;
- this.updateProjectionMatrix();
- }
- /**
- * Removes the view offset from the projection matrix.
- */
- clearViewOffset() {
- if ( this.view !== null ) {
- this.view.enabled = false;
- }
- this.updateProjectionMatrix();
- }
- /**
- * Updates the camera's projection matrix. Must be called after any change of
- * camera properties.
- */
- updateProjectionMatrix() {
- const near = this.near;
- let top = near * Math.tan( DEG2RAD * 0.5 * this.fov ) / this.zoom;
- let height = 2 * top;
- let width = this.aspect * height;
- let left = -0.5 * width;
- const view = this.view;
- if ( this.view !== null && this.view.enabled ) {
- const fullWidth = view.fullWidth,
- fullHeight = view.fullHeight;
- left += view.offsetX * width / fullWidth;
- top -= view.offsetY * height / fullHeight;
- width *= view.width / fullWidth;
- height *= view.height / fullHeight;
- }
- const skew = this.filmOffset;
- if ( skew !== 0 ) left += near * skew / this.getFilmWidth();
- this.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far, this.coordinateSystem, this.reversedDepth );
- this.projectionMatrixInverse.copy( this.projectionMatrix ).invert();
- }
- toJSON( meta ) {
- const data = super.toJSON( meta );
- data.object.fov = this.fov;
- data.object.zoom = this.zoom;
- data.object.near = this.near;
- data.object.far = this.far;
- data.object.focus = this.focus;
- data.object.aspect = this.aspect;
- if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );
- data.object.filmGauge = this.filmGauge;
- data.object.filmOffset = this.filmOffset;
- return data;
- }
- }
- const fov = -90; // negative fov is not an error
- const aspect = 1;
- /**
- * A special type of camera that is positioned in 3D space to render its surroundings into a
- * cube render target. The render target can then be used as an environment map for rendering
- * realtime reflections in your scene.
- *
- * ```js
- * // Create cube render target
- * const cubeRenderTarget = new THREE.WebGLCubeRenderTarget( 256, { generateMipmaps: true, minFilter: THREE.LinearMipmapLinearFilter } );
- *
- * // Create cube camera
- * const cubeCamera = new THREE.CubeCamera( 1, 100000, cubeRenderTarget );
- * scene.add( cubeCamera );
- *
- * // Create car
- * const chromeMaterial = new THREE.MeshLambertMaterial( { color: 0xffffff, envMap: cubeRenderTarget.texture } );
- * const car = new THREE.Mesh( carGeometry, chromeMaterial );
- * scene.add( car );
- *
- * // Update the render target cube
- * car.visible = false;
- * cubeCamera.position.copy( car.position );
- * cubeCamera.update( renderer, scene );
- *
- * // Render the scene
- * car.visible = true;
- * renderer.render( scene, camera );
- * ```
- *
- * @augments Object3D
- */
- class CubeCamera extends Object3D {
- /**
- * Constructs a new cube camera.
- *
- * @param {number} near - The camera's near plane.
- * @param {number} far - The camera's far plane.
- * @param {WebGLCubeRenderTarget} renderTarget - The cube render target.
- */
- constructor( near, far, renderTarget ) {
- super();
- this.type = 'CubeCamera';
- /**
- * A reference to the cube render target.
- *
- * @type {WebGLCubeRenderTarget}
- */
- this.renderTarget = renderTarget;
- /**
- * The current active coordinate system.
- *
- * @type {?(WebGLCoordinateSystem|WebGPUCoordinateSystem)}
- * @default null
- */
- this.coordinateSystem = null;
- /**
- * The current active mipmap level
- *
- * @type {number}
- * @default 0
- */
- this.activeMipmapLevel = 0;
- const cameraPX = new PerspectiveCamera( fov, aspect, near, far );
- cameraPX.layers = this.layers;
- this.add( cameraPX );
- const cameraNX = new PerspectiveCamera( fov, aspect, near, far );
- cameraNX.layers = this.layers;
- this.add( cameraNX );
- const cameraPY = new PerspectiveCamera( fov, aspect, near, far );
- cameraPY.layers = this.layers;
- this.add( cameraPY );
- const cameraNY = new PerspectiveCamera( fov, aspect, near, far );
- cameraNY.layers = this.layers;
- this.add( cameraNY );
- const cameraPZ = new PerspectiveCamera( fov, aspect, near, far );
- cameraPZ.layers = this.layers;
- this.add( cameraPZ );
- const cameraNZ = new PerspectiveCamera( fov, aspect, near, far );
- cameraNZ.layers = this.layers;
- this.add( cameraNZ );
- }
- /**
- * Must be called when the coordinate system of the cube camera is changed.
- */
- updateCoordinateSystem() {
- const coordinateSystem = this.coordinateSystem;
- const cameras = this.children.concat();
- const [ cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ ] = cameras;
- for ( const camera of cameras ) this.remove( camera );
- if ( coordinateSystem === WebGLCoordinateSystem ) {
- cameraPX.up.set( 0, 1, 0 );
- cameraPX.lookAt( 1, 0, 0 );
- cameraNX.up.set( 0, 1, 0 );
- cameraNX.lookAt( -1, 0, 0 );
- cameraPY.up.set( 0, 0, -1 );
- cameraPY.lookAt( 0, 1, 0 );
- cameraNY.up.set( 0, 0, 1 );
- cameraNY.lookAt( 0, -1, 0 );
- cameraPZ.up.set( 0, 1, 0 );
- cameraPZ.lookAt( 0, 0, 1 );
- cameraNZ.up.set( 0, 1, 0 );
- cameraNZ.lookAt( 0, 0, -1 );
- } else if ( coordinateSystem === WebGPUCoordinateSystem ) {
- cameraPX.up.set( 0, -1, 0 );
- cameraPX.lookAt( -1, 0, 0 );
- cameraNX.up.set( 0, -1, 0 );
- cameraNX.lookAt( 1, 0, 0 );
- cameraPY.up.set( 0, 0, 1 );
- cameraPY.lookAt( 0, 1, 0 );
- cameraNY.up.set( 0, 0, -1 );
- cameraNY.lookAt( 0, -1, 0 );
- cameraPZ.up.set( 0, -1, 0 );
- cameraPZ.lookAt( 0, 0, 1 );
- cameraNZ.up.set( 0, -1, 0 );
- cameraNZ.lookAt( 0, 0, -1 );
- } else {
- throw new Error( 'THREE.CubeCamera.updateCoordinateSystem(): Invalid coordinate system: ' + coordinateSystem );
- }
- for ( const camera of cameras ) {
- this.add( camera );
- camera.updateMatrixWorld();
- }
- }
- /**
- * Calling this method will render the given scene with the given renderer
- * into the cube render target of the camera.
- *
- * @param {(Renderer|WebGLRenderer)} renderer - The renderer.
- * @param {Scene} scene - The scene to render.
- */
- update( renderer, scene ) {
- if ( this.parent === null ) this.updateMatrixWorld();
- const { renderTarget, activeMipmapLevel } = this;
- if ( this.coordinateSystem !== renderer.coordinateSystem ) {
- this.coordinateSystem = renderer.coordinateSystem;
- this.updateCoordinateSystem();
- }
- const [ cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ ] = this.children;
- const currentRenderTarget = renderer.getRenderTarget();
- const currentActiveCubeFace = renderer.getActiveCubeFace();
- const currentActiveMipmapLevel = renderer.getActiveMipmapLevel();
- const currentXrEnabled = renderer.xr.enabled;
- renderer.xr.enabled = false;
- const generateMipmaps = renderTarget.texture.generateMipmaps;
- renderTarget.texture.generateMipmaps = false;
- renderer.setRenderTarget( renderTarget, 0, activeMipmapLevel );
- renderer.render( scene, cameraPX );
- renderer.setRenderTarget( renderTarget, 1, activeMipmapLevel );
- renderer.render( scene, cameraNX );
- renderer.setRenderTarget( renderTarget, 2, activeMipmapLevel );
- renderer.render( scene, cameraPY );
- renderer.setRenderTarget( renderTarget, 3, activeMipmapLevel );
- renderer.render( scene, cameraNY );
- renderer.setRenderTarget( renderTarget, 4, activeMipmapLevel );
- renderer.render( scene, cameraPZ );
- // mipmaps are generated during the last call of render()
- // at this point, all sides of the cube render target are defined
- renderTarget.texture.generateMipmaps = generateMipmaps;
- renderer.setRenderTarget( renderTarget, 5, activeMipmapLevel );
- renderer.render( scene, cameraNZ );
- renderer.setRenderTarget( currentRenderTarget, currentActiveCubeFace, currentActiveMipmapLevel );
- renderer.xr.enabled = currentXrEnabled;
- renderTarget.texture.needsPMREMUpdate = true;
- }
- }
- /**
- * Creates a cube texture made up of six images.
- *
- * ```js
- * const loader = new THREE.CubeTextureLoader();
- * loader.setPath( 'textures/cube/pisa/' );
- *
- * const textureCube = loader.load( [
- * 'px.png', 'nx.png', 'py.png', 'ny.png', 'pz.png', 'nz.png'
- * ] );
- *
- * const material = new THREE.MeshBasicMaterial( { color: 0xffffff, envMap: textureCube } );
- * ```
- *
- * @augments Texture
- */
- class CubeTexture extends Texture {
- /**
- * Constructs a new cube texture.
- *
- * @param {Array<Image>} [images=[]] - An array holding a image for each side of a cube.
- * @param {number} [mapping=CubeReflectionMapping] - The texture mapping.
- * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
- * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
- * @param {number} [magFilter=LinearFilter] - The mag filter value.
- * @param {number} [minFilter=LinearMipmapLinearFilter] - The min filter value.
- * @param {number} [format=RGBAFormat] - The texture format.
- * @param {number} [type=UnsignedByteType] - The texture type.
- * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
- * @param {string} [colorSpace=NoColorSpace] - The color space value.
- */
- constructor( images = [], mapping = CubeReflectionMapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace ) {
- super( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace );
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isCubeTexture = true;
- /**
- * If set to `true`, the texture is flipped along the vertical axis when
- * uploaded to the GPU.
- *
- * Overwritten and set to `false` by default.
- *
- * @type {boolean}
- * @default false
- */
- this.flipY = false;
- }
- /**
- * Alias for {@link CubeTexture#image}.
- *
- * @type {Array<Image>}
- */
- get images() {
- return this.image;
- }
- set images( value ) {
- this.image = value;
- }
- }
- /**
- * A cube render target used in context of {@link WebGLRenderer}.
- *
- * @augments WebGLRenderTarget
- */
- class WebGLCubeRenderTarget extends WebGLRenderTarget {
- /**
- * Constructs a new cube render target.
- *
- * @param {number} [size=1] - The size of the render target.
- * @param {RenderTarget~Options} [options] - The configuration object.
- */
- constructor( size = 1, options = {} ) {
- super( size, size, options );
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isWebGLCubeRenderTarget = true;
- const image = { width: size, height: size, depth: 1 };
- const images = [ image, image, image, image, image, image ];
- /**
- * Overwritten with a different texture type.
- *
- * @type {DataArrayTexture}
- */
- this.texture = new CubeTexture( images );
- this._setTextureOptions( options );
- // By convention -- likely based on the RenderMan spec from the 1990's -- cube maps are specified by WebGL (and three.js)
- // in a coordinate system in which positive-x is to the right when looking up the positive-z axis -- in other words,
- // in a left-handed coordinate system. By continuing this convention, preexisting cube maps continued to render correctly.
- // three.js uses a right-handed coordinate system. So environment maps used in three.js appear to have px and nx swapped
- // and the flag isRenderTargetTexture controls this conversion. The flip is not required when using WebGLCubeRenderTarget.texture
- // as a cube texture (this is detected when isRenderTargetTexture is set to true for cube textures).
- this.texture.isRenderTargetTexture = true;
- }
- /**
- * Converts the given equirectangular texture to a cube map.
- *
- * @param {WebGLRenderer} renderer - The renderer.
- * @param {Texture} texture - The equirectangular texture.
- * @return {WebGLCubeRenderTarget} A reference to this cube render target.
- */
- fromEquirectangularTexture( renderer, texture ) {
- this.texture.type = texture.type;
- this.texture.colorSpace = texture.colorSpace;
- this.texture.generateMipmaps = texture.generateMipmaps;
- this.texture.minFilter = texture.minFilter;
- this.texture.magFilter = texture.magFilter;
- const shader = {
- uniforms: {
- tEquirect: { value: null },
- },
- vertexShader: /* glsl */`
- varying vec3 vWorldDirection;
- vec3 transformDirection( in vec3 dir, in mat4 matrix ) {
- return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );
- }
- void main() {
- vWorldDirection = transformDirection( position, modelMatrix );
- #include <begin_vertex>
- #include <project_vertex>
- }
- `,
- fragmentShader: /* glsl */`
- uniform sampler2D tEquirect;
- varying vec3 vWorldDirection;
- #include <common>
- void main() {
- vec3 direction = normalize( vWorldDirection );
- vec2 sampleUV = equirectUv( direction );
- gl_FragColor = texture2D( tEquirect, sampleUV );
- }
- `
- };
- const geometry = new BoxGeometry( 5, 5, 5 );
- const material = new ShaderMaterial( {
- name: 'CubemapFromEquirect',
- uniforms: cloneUniforms( shader.uniforms ),
- vertexShader: shader.vertexShader,
- fragmentShader: shader.fragmentShader,
- side: BackSide,
- blending: NoBlending
- } );
- material.uniforms.tEquirect.value = texture;
- const mesh = new Mesh( geometry, material );
- const currentMinFilter = texture.minFilter;
- // Avoid blurred poles
- if ( texture.minFilter === LinearMipmapLinearFilter ) texture.minFilter = LinearFilter;
- const camera = new CubeCamera( 1, 10, this );
- camera.update( renderer, mesh );
- texture.minFilter = currentMinFilter;
- mesh.geometry.dispose();
- mesh.material.dispose();
- return this;
- }
- /**
- * Clears this cube render target.
- *
- * @param {WebGLRenderer} renderer - The renderer.
- * @param {boolean} [color=true] - Whether the color buffer should be cleared or not.
- * @param {boolean} [depth=true] - Whether the depth buffer should be cleared or not.
- * @param {boolean} [stencil=true] - Whether the stencil buffer should be cleared or not.
- */
- clear( renderer, color = true, depth = true, stencil = true ) {
- const currentRenderTarget = renderer.getRenderTarget();
- for ( let i = 0; i < 6; i ++ ) {
- renderer.setRenderTarget( this, i );
- renderer.clear( color, depth, stencil );
- }
- renderer.setRenderTarget( currentRenderTarget );
- }
- }
- /**
- * This is almost identical to an {@link Object3D}. Its purpose is to
- * make working with groups of objects syntactically clearer.
- *
- * ```js
- * // Create a group and add the two cubes.
- * // These cubes can now be rotated / scaled etc as a group.
- * const group = new THREE.Group();
- *
- * group.add( meshA );
- * group.add( meshB );
- *
- * scene.add( group );
- * ```
- *
- * @augments Object3D
- */
- class Group extends Object3D {
- constructor() {
- super();
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isGroup = true;
- this.type = 'Group';
- }
- }
- const _moveEvent = { type: 'move' };
- /**
- * Class for representing a XR controller with its
- * different coordinate systems.
- *
- * @private
- */
- class WebXRController {
- /**
- * Constructs a new XR controller.
- */
- constructor() {
- /**
- * A group representing the target ray space
- * of the XR controller.
- *
- * @private
- * @type {?Group}
- * @default null
- */
- this._targetRay = null;
- /**
- * A group representing the grip space
- * of the XR controller.
- *
- * @private
- * @type {?Group}
- * @default null
- */
- this._grip = null;
- /**
- * A group representing the hand space
- * of the XR controller.
- *
- * @private
- * @type {?Group}
- * @default null
- */
- this._hand = null;
- }
- /**
- * Returns a group representing the hand space of the XR controller.
- *
- * @return {Group} A group representing the hand space of the XR controller.
- */
- getHandSpace() {
- if ( this._hand === null ) {
- this._hand = new Group();
- this._hand.matrixAutoUpdate = false;
- this._hand.visible = false;
- this._hand.joints = {};
- this._hand.inputState = { pinching: false };
- }
- return this._hand;
- }
- /**
- * Returns a group representing the target ray space of the XR controller.
- *
- * @return {Group} A group representing the target ray space of the XR controller.
- */
- getTargetRaySpace() {
- if ( this._targetRay === null ) {
- this._targetRay = new Group();
- this._targetRay.matrixAutoUpdate = false;
- this._targetRay.visible = false;
- this._targetRay.hasLinearVelocity = false;
- this._targetRay.linearVelocity = new Vector3();
- this._targetRay.hasAngularVelocity = false;
- this._targetRay.angularVelocity = new Vector3();
- }
- return this._targetRay;
- }
- /**
- * Returns a group representing the grip space of the XR controller.
- *
- * @return {Group} A group representing the grip space of the XR controller.
- */
- getGripSpace() {
- if ( this._grip === null ) {
- this._grip = new Group();
- this._grip.matrixAutoUpdate = false;
- this._grip.visible = false;
- this._grip.hasLinearVelocity = false;
- this._grip.linearVelocity = new Vector3();
- this._grip.hasAngularVelocity = false;
- this._grip.angularVelocity = new Vector3();
- }
- return this._grip;
- }
- /**
- * Dispatches the given event to the groups representing
- * the different coordinate spaces of the XR controller.
- *
- * @param {Object} event - The event to dispatch.
- * @return {WebXRController} A reference to this instance.
- */
- dispatchEvent( event ) {
- if ( this._targetRay !== null ) {
- this._targetRay.dispatchEvent( event );
- }
- if ( this._grip !== null ) {
- this._grip.dispatchEvent( event );
- }
- if ( this._hand !== null ) {
- this._hand.dispatchEvent( event );
- }
- return this;
- }
- /**
- * Connects the controller with the given XR input source.
- *
- * @param {XRInputSource} inputSource - The input source.
- * @return {WebXRController} A reference to this instance.
- */
- connect( inputSource ) {
- if ( inputSource && inputSource.hand ) {
- const hand = this._hand;
- if ( hand ) {
- for ( const inputjoint of inputSource.hand.values() ) {
- // Initialize hand with joints when connected
- this._getHandJoint( hand, inputjoint );
- }
- }
- }
- this.dispatchEvent( { type: 'connected', data: inputSource } );
- return this;
- }
- /**
- * Disconnects the controller from the given XR input source.
- *
- * @param {XRInputSource} inputSource - The input source.
- * @return {WebXRController} A reference to this instance.
- */
- disconnect( inputSource ) {
- this.dispatchEvent( { type: 'disconnected', data: inputSource } );
- if ( this._targetRay !== null ) {
- this._targetRay.visible = false;
- }
- if ( this._grip !== null ) {
- this._grip.visible = false;
- }
- if ( this._hand !== null ) {
- this._hand.visible = false;
- }
- return this;
- }
- /**
- * Updates the controller with the given input source, XR frame and reference space.
- * This updates the transformations of the groups that represent the different
- * coordinate systems of the controller.
- *
- * @param {XRInputSource} inputSource - The input source.
- * @param {XRFrame} frame - The XR frame.
- * @param {XRReferenceSpace} referenceSpace - The reference space.
- * @return {WebXRController} A reference to this instance.
- */
- update( inputSource, frame, referenceSpace ) {
- let inputPose = null;
- let gripPose = null;
- let handPose = null;
- const targetRay = this._targetRay;
- const grip = this._grip;
- const hand = this._hand;
- if ( inputSource && frame.session.visibilityState !== 'visible-blurred' ) {
- if ( hand && inputSource.hand ) {
- handPose = true;
- for ( const inputjoint of inputSource.hand.values() ) {
- // Update the joints groups with the XRJoint poses
- const jointPose = frame.getJointPose( inputjoint, referenceSpace );
- // The transform of this joint will be updated with the joint pose on each frame
- const joint = this._getHandJoint( hand, inputjoint );
- if ( jointPose !== null ) {
- joint.matrix.fromArray( jointPose.transform.matrix );
- joint.matrix.decompose( joint.position, joint.rotation, joint.scale );
- joint.matrixWorldNeedsUpdate = true;
- joint.jointRadius = jointPose.radius;
- }
- joint.visible = jointPose !== null;
- }
- // Custom events
- // Check pinchz
- const indexTip = hand.joints[ 'index-finger-tip' ];
- const thumbTip = hand.joints[ 'thumb-tip' ];
- const distance = indexTip.position.distanceTo( thumbTip.position );
- const distanceToPinch = 0.02;
- const threshold = 0.005;
- if ( hand.inputState.pinching && distance > distanceToPinch + threshold ) {
- hand.inputState.pinching = false;
- this.dispatchEvent( {
- type: 'pinchend',
- handedness: inputSource.handedness,
- target: this
- } );
- } else if ( ! hand.inputState.pinching && distance <= distanceToPinch - threshold ) {
- hand.inputState.pinching = true;
- this.dispatchEvent( {
- type: 'pinchstart',
- handedness: inputSource.handedness,
- target: this
- } );
- }
- } else {
- if ( grip !== null && inputSource.gripSpace ) {
- gripPose = frame.getPose( inputSource.gripSpace, referenceSpace );
- if ( gripPose !== null ) {
- grip.matrix.fromArray( gripPose.transform.matrix );
- grip.matrix.decompose( grip.position, grip.rotation, grip.scale );
- grip.matrixWorldNeedsUpdate = true;
- if ( gripPose.linearVelocity ) {
- grip.hasLinearVelocity = true;
- grip.linearVelocity.copy( gripPose.linearVelocity );
- } else {
- grip.hasLinearVelocity = false;
- }
- if ( gripPose.angularVelocity ) {
- grip.hasAngularVelocity = true;
- grip.angularVelocity.copy( gripPose.angularVelocity );
- } else {
- grip.hasAngularVelocity = false;
- }
- }
- }
- }
- if ( targetRay !== null ) {
- inputPose = frame.getPose( inputSource.targetRaySpace, referenceSpace );
- // Some runtimes (namely Vive Cosmos with Vive OpenXR Runtime) have only grip space and ray space is equal to it
- if ( inputPose === null && gripPose !== null ) {
- inputPose = gripPose;
- }
- if ( inputPose !== null ) {
- targetRay.matrix.fromArray( inputPose.transform.matrix );
- targetRay.matrix.decompose( targetRay.position, targetRay.rotation, targetRay.scale );
- targetRay.matrixWorldNeedsUpdate = true;
- if ( inputPose.linearVelocity ) {
- targetRay.hasLinearVelocity = true;
- targetRay.linearVelocity.copy( inputPose.linearVelocity );
- } else {
- targetRay.hasLinearVelocity = false;
- }
- if ( inputPose.angularVelocity ) {
- targetRay.hasAngularVelocity = true;
- targetRay.angularVelocity.copy( inputPose.angularVelocity );
- } else {
- targetRay.hasAngularVelocity = false;
- }
- this.dispatchEvent( _moveEvent );
- }
- }
- }
- if ( targetRay !== null ) {
- targetRay.visible = ( inputPose !== null );
- }
- if ( grip !== null ) {
- grip.visible = ( gripPose !== null );
- }
- if ( hand !== null ) {
- hand.visible = ( handPose !== null );
- }
- return this;
- }
- /**
- * Returns a group representing the hand joint for the given input joint.
- *
- * @private
- * @param {Group} hand - The group representing the hand space.
- * @param {XRJointSpace} inputjoint - The hand joint data.
- * @return {Group} A group representing the hand joint for the given input joint.
- */
- _getHandJoint( hand, inputjoint ) {
- if ( hand.joints[ inputjoint.jointName ] === undefined ) {
- const joint = new Group();
- joint.matrixAutoUpdate = false;
- joint.visible = false;
- hand.joints[ inputjoint.jointName ] = joint;
- hand.add( joint );
- }
- return hand.joints[ inputjoint.jointName ];
- }
- }
- /**
- * This class can be used to define an exponential squared fog,
- * which gives a clear view near the camera and a faster than exponentially
- * densening fog farther from the camera.
- *
- * ```js
- * const scene = new THREE.Scene();
- * scene.fog = new THREE.FogExp2( 0xcccccc, 0.002 );
- * ```
- */
- class FogExp2 {
- /**
- * Constructs a new fog.
- *
- * @param {number|Color} color - The fog's color.
- * @param {number} [density=0.00025] - Defines how fast the fog will grow dense.
- */
- constructor( color, density = 0.00025 ) {
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isFogExp2 = true;
- /**
- * The name of the fog.
- *
- * @type {string}
- */
- this.name = '';
- /**
- * The fog's color.
- *
- * @type {Color}
- */
- this.color = new Color( color );
- /**
- * Defines how fast the fog will grow dense.
- *
- * @type {number}
- * @default 0.00025
- */
- this.density = density;
- }
- /**
- * Returns a new fog with copied values from this instance.
- *
- * @return {FogExp2} A clone of this instance.
- */
- clone() {
- return new FogExp2( this.color, this.density );
- }
- /**
- * Serializes the fog into JSON.
- *
- * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
- * @return {Object} A JSON object representing the serialized fog
- */
- toJSON( /* meta */ ) {
- return {
- type: 'FogExp2',
- name: this.name,
- color: this.color.getHex(),
- density: this.density
- };
- }
- }
- /**
- * This class can be used to define a linear fog that grows linearly denser
- * with the distance.
- *
- * ```js
- * const scene = new THREE.Scene();
- * scene.fog = new THREE.Fog( 0xcccccc, 10, 15 );
- * ```
- */
- class Fog {
- /**
- * Constructs a new fog.
- *
- * @param {number|Color} color - The fog's color.
- * @param {number} [near=1] - The minimum distance to start applying fog.
- * @param {number} [far=1000] - The maximum distance at which fog stops being calculated and applied.
- */
- constructor( color, near = 1, far = 1000 ) {
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isFog = true;
- /**
- * The name of the fog.
- *
- * @type {string}
- */
- this.name = '';
- /**
- * The fog's color.
- *
- * @type {Color}
- */
- this.color = new Color( color );
- /**
- * The minimum distance to start applying fog. Objects that are less than
- * `near` units from the active camera won't be affected by fog.
- *
- * @type {number}
- * @default 1
- */
- this.near = near;
- /**
- * The maximum distance at which fog stops being calculated and applied.
- * Objects that are more than `far` units away from the active camera won't
- * be affected by fog.
- *
- * @type {number}
- * @default 1000
- */
- this.far = far;
- }
- /**
- * Returns a new fog with copied values from this instance.
- *
- * @return {Fog} A clone of this instance.
- */
- clone() {
- return new Fog( this.color, this.near, this.far );
- }
- /**
- * Serializes the fog into JSON.
- *
- * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
- * @return {Object} A JSON object representing the serialized fog
- */
- toJSON( /* meta */ ) {
- return {
- type: 'Fog',
- name: this.name,
- color: this.color.getHex(),
- near: this.near,
- far: this.far
- };
- }
- }
- /**
- * Scenes allow you to set up what is to be rendered and where by three.js.
- * This is where you place 3D objects like meshes, lines or lights.
- *
- * @augments Object3D
- */
- class Scene extends Object3D {
- /**
- * Constructs a new scene.
- */
- constructor() {
- super();
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isScene = true;
- this.type = 'Scene';
- /**
- * Defines the background of the scene. Valid inputs are:
- *
- * - A color for defining a uniform colored background.
- * - A texture for defining a (flat) textured background.
- * - Cube textures or equirectangular textures for defining a skybox.
- *
- * @type {?(Color|Texture)}
- * @default null
- */
- this.background = null;
- /**
- * Sets the environment map for all physical materials in the scene. However,
- * it's not possible to overwrite an existing texture assigned to the `envMap`
- * material property.
- *
- * @type {?Texture}
- * @default null
- */
- this.environment = null;
- /**
- * A fog instance defining the type of fog that affects everything
- * rendered in the scene.
- *
- * @type {?(Fog|FogExp2)}
- * @default null
- */
- this.fog = null;
- /**
- * Sets the blurriness of the background. Only influences environment maps
- * assigned to {@link Scene#background}. Valid input is a float between `0`
- * and `1`.
- *
- * @type {number}
- * @default 0
- */
- this.backgroundBlurriness = 0;
- /**
- * Attenuates the color of the background. Only applies to background textures.
- *
- * @type {number}
- * @default 1
- */
- this.backgroundIntensity = 1;
- /**
- * The rotation of the background in radians. Only influences environment maps
- * assigned to {@link Scene#background}.
- *
- * @type {Euler}
- * @default (0,0,0)
- */
- this.backgroundRotation = new Euler();
- /**
- * Attenuates the color of the environment. Only influences environment maps
- * assigned to {@link Scene#environment}.
- *
- * @type {number}
- * @default 1
- */
- this.environmentIntensity = 1;
- /**
- * The rotation of the environment map in radians. Only influences physical materials
- * in the scene when {@link Scene#environment} is used.
- *
- * @type {Euler}
- * @default (0,0,0)
- */
- this.environmentRotation = new Euler();
- /**
- * Forces everything in the scene to be rendered with the defined material. It is possible
- * to exclude materials from override by setting {@link Material#allowOverride} to `false`.
- *
- * @type {?Material}
- * @default null
- */
- this.overrideMaterial = null;
- if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
- __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) );
- }
- }
- copy( source, recursive ) {
- super.copy( source, recursive );
- if ( source.background !== null ) this.background = source.background.clone();
- if ( source.environment !== null ) this.environment = source.environment.clone();
- if ( source.fog !== null ) this.fog = source.fog.clone();
- this.backgroundBlurriness = source.backgroundBlurriness;
- this.backgroundIntensity = source.backgroundIntensity;
- this.backgroundRotation.copy( source.backgroundRotation );
- this.environmentIntensity = source.environmentIntensity;
- this.environmentRotation.copy( source.environmentRotation );
- if ( source.overrideMaterial !== null ) this.overrideMaterial = source.overrideMaterial.clone();
- this.matrixAutoUpdate = source.matrixAutoUpdate;
- return this;
- }
- toJSON( meta ) {
- const data = super.toJSON( meta );
- if ( this.fog !== null ) data.object.fog = this.fog.toJSON();
- if ( this.backgroundBlurriness > 0 ) data.object.backgroundBlurriness = this.backgroundBlurriness;
- if ( this.backgroundIntensity !== 1 ) data.object.backgroundIntensity = this.backgroundIntensity;
- data.object.backgroundRotation = this.backgroundRotation.toArray();
- if ( this.environmentIntensity !== 1 ) data.object.environmentIntensity = this.environmentIntensity;
- data.object.environmentRotation = this.environmentRotation.toArray();
- return data;
- }
- }
- /**
- * "Interleaved" means that multiple attributes, possibly of different types,
- * (e.g., position, normal, uv, color) are packed into a single array buffer.
- *
- * An introduction into interleaved arrays can be found here: [Interleaved array basics](https://blog.tojicode.com/2011/05/interleaved-array-basics.html)
- */
- class InterleavedBuffer {
- /**
- * Constructs a new interleaved buffer.
- *
- * @param {TypedArray} array - A typed array with a shared buffer storing attribute data.
- * @param {number} stride - The number of typed-array elements per vertex.
- */
- constructor( array, stride ) {
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isInterleavedBuffer = true;
- /**
- * A typed array with a shared buffer storing attribute data.
- *
- * @type {TypedArray}
- */
- this.array = array;
- /**
- * The number of typed-array elements per vertex.
- *
- * @type {number}
- */
- this.stride = stride;
- /**
- * The total number of elements in the array
- *
- * @type {number}
- * @readonly
- */
- this.count = array !== undefined ? array.length / stride : 0;
- /**
- * Defines the intended usage pattern of the data store for optimization purposes.
- *
- * Note: After the initial use of a buffer, its usage cannot be changed. Instead,
- * instantiate a new one and set the desired usage before the next render.
- *
- * @type {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)}
- * @default StaticDrawUsage
- */
- this.usage = StaticDrawUsage;
- /**
- * This can be used to only update some components of stored vectors (for example, just the
- * component related to color). Use the `addUpdateRange()` function to add ranges to this array.
- *
- * @type {Array<Object>}
- */
- this.updateRanges = [];
- /**
- * A version number, incremented every time the `needsUpdate` is set to `true`.
- *
- * @type {number}
- */
- this.version = 0;
- /**
- * The UUID of the interleaved buffer.
- *
- * @type {string}
- * @readonly
- */
- this.uuid = generateUUID();
- }
- /**
- * A callback function that is executed after the renderer has transferred the attribute array
- * data to the GPU.
- */
- onUploadCallback() {}
- /**
- * Flag to indicate that this attribute has changed and should be re-sent to
- * the GPU. Set this to `true` when you modify the value of the array.
- *
- * @type {number}
- * @default false
- * @param {boolean} value
- */
- set needsUpdate( value ) {
- if ( value === true ) this.version ++;
- }
- /**
- * Sets the usage of this interleaved buffer.
- *
- * @param {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)} value - The usage to set.
- * @return {InterleavedBuffer} A reference to this interleaved buffer.
- */
- setUsage( value ) {
- this.usage = value;
- return this;
- }
- /**
- * Adds a range of data in the data array to be updated on the GPU.
- *
- * @param {number} start - Position at which to start update.
- * @param {number} count - The number of components to update.
- */
- addUpdateRange( start, count ) {
- this.updateRanges.push( { start, count } );
- }
- /**
- * Clears the update ranges.
- */
- clearUpdateRanges() {
- this.updateRanges.length = 0;
- }
- /**
- * Copies the values of the given interleaved buffer to this instance.
- *
- * @param {InterleavedBuffer} source - The interleaved buffer to copy.
- * @return {InterleavedBuffer} A reference to this instance.
- */
- copy( source ) {
- this.array = new source.array.constructor( source.array );
- this.count = source.count;
- this.stride = source.stride;
- this.usage = source.usage;
- return this;
- }
- /**
- * Copies a vector from the given interleaved buffer to this one. The start
- * and destination position in the attribute buffers are represented by the
- * given indices.
- *
- * @param {number} index1 - The destination index into this interleaved buffer.
- * @param {InterleavedBuffer} interleavedBuffer - The interleaved buffer to copy from.
- * @param {number} index2 - The source index into the given interleaved buffer.
- * @return {InterleavedBuffer} A reference to this instance.
- */
- copyAt( index1, interleavedBuffer, index2 ) {
- index1 *= this.stride;
- index2 *= interleavedBuffer.stride;
- for ( let i = 0, l = this.stride; i < l; i ++ ) {
- this.array[ index1 + i ] = interleavedBuffer.array[ index2 + i ];
- }
- return this;
- }
- /**
- * Sets the given array data in the interleaved buffer.
- *
- * @param {(TypedArray|Array)} value - The array data to set.
- * @param {number} [offset=0] - The offset in this interleaved buffer's array.
- * @return {InterleavedBuffer} A reference to this instance.
- */
- set( value, offset = 0 ) {
- this.array.set( value, offset );
- return this;
- }
- /**
- * Returns a new interleaved buffer with copied values from this instance.
- *
- * @param {Object} [data] - An object with shared array buffers that allows to retain shared structures.
- * @return {InterleavedBuffer} A clone of this instance.
- */
- clone( data ) {
- if ( data.arrayBuffers === undefined ) {
- data.arrayBuffers = {};
- }
- if ( this.array.buffer._uuid === undefined ) {
- this.array.buffer._uuid = generateUUID();
- }
- if ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {
- data.arrayBuffers[ this.array.buffer._uuid ] = this.array.slice( 0 ).buffer;
- }
- const array = new this.array.constructor( data.arrayBuffers[ this.array.buffer._uuid ] );
- const ib = new this.constructor( array, this.stride );
- ib.setUsage( this.usage );
- return ib;
- }
- /**
- * Sets the given callback function that is executed after the Renderer has transferred
- * the array data to the GPU. Can be used to perform clean-up operations after
- * the upload when data are not needed anymore on the CPU side.
- *
- * @param {Function} callback - The `onUpload()` callback.
- * @return {InterleavedBuffer} A reference to this instance.
- */
- onUpload( callback ) {
- this.onUploadCallback = callback;
- return this;
- }
- /**
- * Serializes the interleaved buffer into JSON.
- *
- * @param {Object} [data] - An optional value holding meta information about the serialization.
- * @return {Object} A JSON object representing the serialized interleaved buffer.
- */
- toJSON( data ) {
- if ( data.arrayBuffers === undefined ) {
- data.arrayBuffers = {};
- }
- // generate UUID for array buffer if necessary
- if ( this.array.buffer._uuid === undefined ) {
- this.array.buffer._uuid = generateUUID();
- }
- if ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {
- data.arrayBuffers[ this.array.buffer._uuid ] = Array.from( new Uint32Array( this.array.buffer ) );
- }
- //
- return {
- uuid: this.uuid,
- buffer: this.array.buffer._uuid,
- type: this.array.constructor.name,
- stride: this.stride
- };
- }
- }
- const _vector$7 = /*@__PURE__*/ new Vector3();
- /**
- * An alternative version of a buffer attribute with interleaved data. Interleaved
- * attributes share a common interleaved data storage ({@link InterleavedBuffer}) and refer with
- * different offsets into the buffer.
- */
- class InterleavedBufferAttribute {
- /**
- * Constructs a new interleaved buffer attribute.
- *
- * @param {InterleavedBuffer} interleavedBuffer - The buffer holding the interleaved data.
- * @param {number} itemSize - The item size.
- * @param {number} offset - The attribute offset into the buffer.
- * @param {boolean} [normalized=false] - Whether the data are normalized or not.
- */
- constructor( interleavedBuffer, itemSize, offset, normalized = false ) {
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isInterleavedBufferAttribute = true;
- /**
- * The name of the buffer attribute.
- *
- * @type {string}
- */
- this.name = '';
- /**
- * The buffer holding the interleaved data.
- *
- * @type {InterleavedBuffer}
- */
- this.data = interleavedBuffer;
- /**
- * The item size, see {@link BufferAttribute#itemSize}.
- *
- * @type {number}
- */
- this.itemSize = itemSize;
- /**
- * The attribute offset into the buffer.
- *
- * @type {number}
- */
- this.offset = offset;
- /**
- * Whether the data are normalized or not, see {@link BufferAttribute#normalized}
- *
- * @type {InterleavedBuffer}
- */
- this.normalized = normalized;
- }
- /**
- * The item count of this buffer attribute.
- *
- * @type {number}
- * @readonly
- */
- get count() {
- return this.data.count;
- }
- /**
- * The array holding the interleaved buffer attribute data.
- *
- * @type {TypedArray}
- */
- get array() {
- return this.data.array;
- }
- /**
- * Flag to indicate that this attribute has changed and should be re-sent to
- * the GPU. Set this to `true` when you modify the value of the array.
- *
- * @type {number}
- * @default false
- * @param {boolean} value
- */
- set needsUpdate( value ) {
- this.data.needsUpdate = value;
- }
- /**
- * Applies the given 4x4 matrix to the given attribute. Only works with
- * item size `3`.
- *
- * @param {Matrix4} m - The matrix to apply.
- * @return {InterleavedBufferAttribute} A reference to this instance.
- */
- applyMatrix4( m ) {
- for ( let i = 0, l = this.data.count; i < l; i ++ ) {
- _vector$7.fromBufferAttribute( this, i );
- _vector$7.applyMatrix4( m );
- this.setXYZ( i, _vector$7.x, _vector$7.y, _vector$7.z );
- }
- return this;
- }
- /**
- * Applies the given 3x3 normal matrix to the given attribute. Only works with
- * item size `3`.
- *
- * @param {Matrix3} m - The normal matrix to apply.
- * @return {InterleavedBufferAttribute} A reference to this instance.
- */
- applyNormalMatrix( m ) {
- for ( let i = 0, l = this.count; i < l; i ++ ) {
- _vector$7.fromBufferAttribute( this, i );
- _vector$7.applyNormalMatrix( m );
- this.setXYZ( i, _vector$7.x, _vector$7.y, _vector$7.z );
- }
- return this;
- }
- /**
- * Applies the given 4x4 matrix to the given attribute. Only works with
- * item size `3` and with direction vectors.
- *
- * @param {Matrix4} m - The matrix to apply.
- * @return {InterleavedBufferAttribute} A reference to this instance.
- */
- transformDirection( m ) {
- for ( let i = 0, l = this.count; i < l; i ++ ) {
- _vector$7.fromBufferAttribute( this, i );
- _vector$7.transformDirection( m );
- this.setXYZ( i, _vector$7.x, _vector$7.y, _vector$7.z );
- }
- return this;
- }
- /**
- * Returns the given component of the vector at the given index.
- *
- * @param {number} index - The index into the buffer attribute.
- * @param {number} component - The component index.
- * @return {number} The returned value.
- */
- getComponent( index, component ) {
- let value = this.array[ index * this.data.stride + this.offset + component ];
- if ( this.normalized ) value = denormalize( value, this.array );
- return value;
- }
- /**
- * Sets the given value to the given component of the vector at the given index.
- *
- * @param {number} index - The index into the buffer attribute.
- * @param {number} component - The component index.
- * @param {number} value - The value to set.
- * @return {InterleavedBufferAttribute} A reference to this instance.
- */
- setComponent( index, component, value ) {
- if ( this.normalized ) value = normalize( value, this.array );
- this.data.array[ index * this.data.stride + this.offset + component ] = value;
- return this;
- }
- /**
- * Sets the x component of the vector at the given index.
- *
- * @param {number} index - The index into the buffer attribute.
- * @param {number} x - The value to set.
- * @return {InterleavedBufferAttribute} A reference to this instance.
- */
- setX( index, x ) {
- if ( this.normalized ) x = normalize( x, this.array );
- this.data.array[ index * this.data.stride + this.offset ] = x;
- return this;
- }
- /**
- * Sets the y component of the vector at the given index.
- *
- * @param {number} index - The index into the buffer attribute.
- * @param {number} y - The value to set.
- * @return {InterleavedBufferAttribute} A reference to this instance.
- */
- setY( index, y ) {
- if ( this.normalized ) y = normalize( y, this.array );
- this.data.array[ index * this.data.stride + this.offset + 1 ] = y;
- return this;
- }
- /**
- * Sets the z component of the vector at the given index.
- *
- * @param {number} index - The index into the buffer attribute.
- * @param {number} z - The value to set.
- * @return {InterleavedBufferAttribute} A reference to this instance.
- */
- setZ( index, z ) {
- if ( this.normalized ) z = normalize( z, this.array );
- this.data.array[ index * this.data.stride + this.offset + 2 ] = z;
- return this;
- }
- /**
- * Sets the w component of the vector at the given index.
- *
- * @param {number} index - The index into the buffer attribute.
- * @param {number} w - The value to set.
- * @return {InterleavedBufferAttribute} A reference to this instance.
- */
- setW( index, w ) {
- if ( this.normalized ) w = normalize( w, this.array );
- this.data.array[ index * this.data.stride + this.offset + 3 ] = w;
- return this;
- }
- /**
- * Returns the x component of the vector at the given index.
- *
- * @param {number} index - The index into the buffer attribute.
- * @return {number} The x component.
- */
- getX( index ) {
- let x = this.data.array[ index * this.data.stride + this.offset ];
- if ( this.normalized ) x = denormalize( x, this.array );
- return x;
- }
- /**
- * Returns the y component of the vector at the given index.
- *
- * @param {number} index - The index into the buffer attribute.
- * @return {number} The y component.
- */
- getY( index ) {
- let y = this.data.array[ index * this.data.stride + this.offset + 1 ];
- if ( this.normalized ) y = denormalize( y, this.array );
- return y;
- }
- /**
- * Returns the z component of the vector at the given index.
- *
- * @param {number} index - The index into the buffer attribute.
- * @return {number} The z component.
- */
- getZ( index ) {
- let z = this.data.array[ index * this.data.stride + this.offset + 2 ];
- if ( this.normalized ) z = denormalize( z, this.array );
- return z;
- }
- /**
- * Returns the w component of the vector at the given index.
- *
- * @param {number} index - The index into the buffer attribute.
- * @return {number} The w component.
- */
- getW( index ) {
- let w = this.data.array[ index * this.data.stride + this.offset + 3 ];
- if ( this.normalized ) w = denormalize( w, this.array );
- return w;
- }
- /**
- * Sets the x and y component of the vector at the given index.
- *
- * @param {number} index - The index into the buffer attribute.
- * @param {number} x - The value for the x component to set.
- * @param {number} y - The value for the y component to set.
- * @return {InterleavedBufferAttribute} A reference to this instance.
- */
- setXY( index, x, y ) {
- index = index * this.data.stride + this.offset;
- if ( this.normalized ) {
- x = normalize( x, this.array );
- y = normalize( y, this.array );
- }
- this.data.array[ index + 0 ] = x;
- this.data.array[ index + 1 ] = y;
- return this;
- }
- /**
- * Sets the x, y and z component of the vector at the given index.
- *
- * @param {number} index - The index into the buffer attribute.
- * @param {number} x - The value for the x component to set.
- * @param {number} y - The value for the y component to set.
- * @param {number} z - The value for the z component to set.
- * @return {InterleavedBufferAttribute} A reference to this instance.
- */
- setXYZ( index, x, y, z ) {
- index = index * this.data.stride + this.offset;
- if ( this.normalized ) {
- x = normalize( x, this.array );
- y = normalize( y, this.array );
- z = normalize( z, this.array );
- }
- this.data.array[ index + 0 ] = x;
- this.data.array[ index + 1 ] = y;
- this.data.array[ index + 2 ] = z;
- return this;
- }
- /**
- * Sets the x, y, z and w component of the vector at the given index.
- *
- * @param {number} index - The index into the buffer attribute.
- * @param {number} x - The value for the x component to set.
- * @param {number} y - The value for the y component to set.
- * @param {number} z - The value for the z component to set.
- * @param {number} w - The value for the w component to set.
- * @return {InterleavedBufferAttribute} A reference to this instance.
- */
- setXYZW( index, x, y, z, w ) {
- index = index * this.data.stride + this.offset;
- if ( this.normalized ) {
- x = normalize( x, this.array );
- y = normalize( y, this.array );
- z = normalize( z, this.array );
- w = normalize( w, this.array );
- }
- this.data.array[ index + 0 ] = x;
- this.data.array[ index + 1 ] = y;
- this.data.array[ index + 2 ] = z;
- this.data.array[ index + 3 ] = w;
- return this;
- }
- /**
- * Returns a new buffer attribute with copied values from this instance.
- *
- * If no parameter is provided, cloning an interleaved buffer attribute will de-interleave buffer data.
- *
- * @param {Object} [data] - An object with interleaved buffers that allows to retain the interleaved property.
- * @return {BufferAttribute|InterleavedBufferAttribute} A clone of this instance.
- */
- clone( data ) {
- if ( data === undefined ) {
- log( 'InterleavedBufferAttribute.clone(): Cloning an interleaved buffer attribute will de-interleave buffer data.' );
- const array = [];
- for ( let i = 0; i < this.count; i ++ ) {
- const index = i * this.data.stride + this.offset;
- for ( let j = 0; j < this.itemSize; j ++ ) {
- array.push( this.data.array[ index + j ] );
- }
- }
- return new BufferAttribute( new this.array.constructor( array ), this.itemSize, this.normalized );
- } else {
- if ( data.interleavedBuffers === undefined ) {
- data.interleavedBuffers = {};
- }
- if ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {
- data.interleavedBuffers[ this.data.uuid ] = this.data.clone( data );
- }
- return new InterleavedBufferAttribute( data.interleavedBuffers[ this.data.uuid ], this.itemSize, this.offset, this.normalized );
- }
- }
- /**
- * Serializes the buffer attribute into JSON.
- *
- * If no parameter is provided, cloning an interleaved buffer attribute will de-interleave buffer data.
- *
- * @param {Object} [data] - An optional value holding meta information about the serialization.
- * @return {Object} A JSON object representing the serialized buffer attribute.
- */
- toJSON( data ) {
- if ( data === undefined ) {
- log( 'InterleavedBufferAttribute.toJSON(): Serializing an interleaved buffer attribute will de-interleave buffer data.' );
- const array = [];
- for ( let i = 0; i < this.count; i ++ ) {
- const index = i * this.data.stride + this.offset;
- for ( let j = 0; j < this.itemSize; j ++ ) {
- array.push( this.data.array[ index + j ] );
- }
- }
- // de-interleave data and save it as an ordinary buffer attribute for now
- return {
- itemSize: this.itemSize,
- type: this.array.constructor.name,
- array: array,
- normalized: this.normalized
- };
- } else {
- // save as true interleaved attribute
- if ( data.interleavedBuffers === undefined ) {
- data.interleavedBuffers = {};
- }
- if ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {
- data.interleavedBuffers[ this.data.uuid ] = this.data.toJSON( data );
- }
- return {
- isInterleavedBufferAttribute: true,
- itemSize: this.itemSize,
- data: this.data.uuid,
- offset: this.offset,
- normalized: this.normalized
- };
- }
- }
- }
- /**
- * A material for rendering instances of {@link Sprite}.
- *
- * ```js
- * const map = new THREE.TextureLoader().load( 'textures/sprite.png' );
- * const material = new THREE.SpriteMaterial( { map: map, color: 0xffffff } );
- *
- * const sprite = new THREE.Sprite( material );
- * sprite.scale.set(200, 200, 1)
- * scene.add( sprite );
- * ```
- *
- * @augments Material
- */
- class SpriteMaterial extends Material {
- /**
- * Constructs a new sprite material.
- *
- * @param {Object} [parameters] - An object with one or more properties
- * defining the material's appearance. Any property of the material
- * (including any property from inherited materials) can be passed
- * in here. Color values can be passed any type of value accepted
- * by {@link Color#set}.
- */
- constructor( parameters ) {
- super();
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isSpriteMaterial = true;
- this.type = 'SpriteMaterial';
- /**
- * Color of the material.
- *
- * @type {Color}
- * @default (1,1,1)
- */
- this.color = new Color( 0xffffff );
- /**
- * The color map. May optionally include an alpha channel, typically combined
- * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
- * color is modulated by the diffuse `color`.
- *
- * @type {?Texture}
- * @default null
- */
- this.map = null;
- /**
- * The alpha map is a grayscale texture that controls the opacity across the
- * surface (black: fully transparent; white: fully opaque).
- *
- * Only the color of the texture is used, ignoring the alpha channel if one
- * exists. For RGB and RGBA textures, the renderer will use the green channel
- * when sampling this texture due to the extra bit of precision provided for
- * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
- * luminance/alpha textures will also still work as expected.
- *
- * @type {?Texture}
- * @default null
- */
- this.alphaMap = null;
- /**
- * The rotation of the sprite in radians.
- *
- * @type {number}
- * @default 0
- */
- this.rotation = 0;
- /**
- * Specifies whether size of the sprite is attenuated by the camera depth (perspective camera only).
- *
- * @type {boolean}
- * @default true
- */
- this.sizeAttenuation = true;
- /**
- * Overwritten since sprite materials are transparent
- * by default.
- *
- * @type {boolean}
- * @default true
- */
- this.transparent = true;
- /**
- * Whether the material is affected by fog or not.
- *
- * @type {boolean}
- * @default true
- */
- this.fog = true;
- this.setValues( parameters );
- }
- copy( source ) {
- super.copy( source );
- this.color.copy( source.color );
- this.map = source.map;
- this.alphaMap = source.alphaMap;
- this.rotation = source.rotation;
- this.sizeAttenuation = source.sizeAttenuation;
- this.fog = source.fog;
- return this;
- }
- }
- let _geometry;
- const _intersectPoint = /*@__PURE__*/ new Vector3();
- const _worldScale = /*@__PURE__*/ new Vector3();
- const _mvPosition = /*@__PURE__*/ new Vector3();
- const _alignedPosition = /*@__PURE__*/ new Vector2();
- const _rotatedPosition = /*@__PURE__*/ new Vector2();
- const _viewWorldMatrix = /*@__PURE__*/ new Matrix4();
- const _vA = /*@__PURE__*/ new Vector3();
- const _vB = /*@__PURE__*/ new Vector3();
- const _vC = /*@__PURE__*/ new Vector3();
- const _uvA = /*@__PURE__*/ new Vector2();
- const _uvB = /*@__PURE__*/ new Vector2();
- const _uvC = /*@__PURE__*/ new Vector2();
- /**
- * A sprite is a plane that always faces towards the camera, generally with a
- * partially transparent texture applied.
- *
- * Sprites do not cast shadows, setting {@link Object3D#castShadow} to `true` will
- * have no effect.
- *
- * ```js
- * const map = new THREE.TextureLoader().load( 'sprite.png' );
- * const material = new THREE.SpriteMaterial( { map: map } );
- *
- * const sprite = new THREE.Sprite( material );
- * scene.add( sprite );
- * ```
- *
- * @augments Object3D
- */
- class Sprite extends Object3D {
- /**
- * Constructs a new sprite.
- *
- * @param {(SpriteMaterial|SpriteNodeMaterial)} [material] - The sprite material.
- */
- constructor( material = new SpriteMaterial() ) {
- super();
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isSprite = true;
- this.type = 'Sprite';
- if ( _geometry === undefined ) {
- _geometry = new BufferGeometry();
- const float32Array = new Float32Array( [
- -0.5, -0.5, 0, 0, 0,
- 0.5, -0.5, 0, 1, 0,
- 0.5, 0.5, 0, 1, 1,
- -0.5, 0.5, 0, 0, 1
- ] );
- const interleavedBuffer = new InterleavedBuffer( float32Array, 5 );
- _geometry.setIndex( [ 0, 1, 2, 0, 2, 3 ] );
- _geometry.setAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) );
- _geometry.setAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) );
- }
- /**
- * The sprite geometry.
- *
- * @type {BufferGeometry}
- */
- this.geometry = _geometry;
- /**
- * The sprite material.
- *
- * @type {(SpriteMaterial|SpriteNodeMaterial)}
- */
- this.material = material;
- /**
- * The sprite's anchor point, and the point around which the sprite rotates.
- * A value of `(0.5, 0.5)` corresponds to the midpoint of the sprite. A value
- * of `(0, 0)` corresponds to the lower left corner of the sprite.
- *
- * @type {Vector2}
- * @default (0.5,0.5)
- */
- this.center = new Vector2( 0.5, 0.5 );
- /**
- * The number of instances of this sprite.
- * Can only be used with {@link WebGPURenderer}.
- *
- * @type {number}
- * @default 1
- */
- this.count = 1;
- }
- /**
- * Computes intersection points between a casted ray and this sprite.
- *
- * @param {Raycaster} raycaster - The raycaster.
- * @param {Array<Object>} intersects - The target array that holds the intersection points.
- */
- raycast( raycaster, intersects ) {
- if ( raycaster.camera === null ) {
- error( 'Sprite: "Raycaster.camera" needs to be set in order to raycast against sprites.' );
- }
- _worldScale.setFromMatrixScale( this.matrixWorld );
- _viewWorldMatrix.copy( raycaster.camera.matrixWorld );
- this.modelViewMatrix.multiplyMatrices( raycaster.camera.matrixWorldInverse, this.matrixWorld );
- _mvPosition.setFromMatrixPosition( this.modelViewMatrix );
- if ( raycaster.camera.isPerspectiveCamera && this.material.sizeAttenuation === false ) {
- _worldScale.multiplyScalar( - _mvPosition.z );
- }
- const rotation = this.material.rotation;
- let sin, cos;
- if ( rotation !== 0 ) {
- cos = Math.cos( rotation );
- sin = Math.sin( rotation );
- }
- const center = this.center;
- transformVertex( _vA.set( -0.5, -0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
- transformVertex( _vB.set( 0.5, -0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
- transformVertex( _vC.set( 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
- _uvA.set( 0, 0 );
- _uvB.set( 1, 0 );
- _uvC.set( 1, 1 );
- // check first triangle
- let intersect = raycaster.ray.intersectTriangle( _vA, _vB, _vC, false, _intersectPoint );
- if ( intersect === null ) {
- // check second triangle
- transformVertex( _vB.set( -0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
- _uvB.set( 0, 1 );
- intersect = raycaster.ray.intersectTriangle( _vA, _vC, _vB, false, _intersectPoint );
- if ( intersect === null ) {
- return;
- }
- }
- const distance = raycaster.ray.origin.distanceTo( _intersectPoint );
- if ( distance < raycaster.near || distance > raycaster.far ) return;
- intersects.push( {
- distance: distance,
- point: _intersectPoint.clone(),
- uv: Triangle.getInterpolation( _intersectPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() ),
- face: null,
- object: this
- } );
- }
- copy( source, recursive ) {
- super.copy( source, recursive );
- if ( source.center !== undefined ) this.center.copy( source.center );
- this.material = source.material;
- return this;
- }
- }
- function transformVertex( vertexPosition, mvPosition, center, scale, sin, cos ) {
- // compute position in camera space
- _alignedPosition.subVectors( vertexPosition, center ).addScalar( 0.5 ).multiply( scale );
- // to check if rotation is not zero
- if ( sin !== undefined ) {
- _rotatedPosition.x = ( cos * _alignedPosition.x ) - ( sin * _alignedPosition.y );
- _rotatedPosition.y = ( sin * _alignedPosition.x ) + ( cos * _alignedPosition.y );
- } else {
- _rotatedPosition.copy( _alignedPosition );
- }
- vertexPosition.copy( mvPosition );
- vertexPosition.x += _rotatedPosition.x;
- vertexPosition.y += _rotatedPosition.y;
- // transform to world space
- vertexPosition.applyMatrix4( _viewWorldMatrix );
- }
- const _v1$2 = /*@__PURE__*/ new Vector3();
- const _v2$1 = /*@__PURE__*/ new Vector3();
- /**
- * A component for providing a basic Level of Detail (LOD) mechanism.
- *
- * Every LOD level is associated with an object, and rendering can be switched
- * between them at the distances specified. Typically you would create, say,
- * three meshes, one for far away (low detail), one for mid range (medium
- * detail) and one for close up (high detail).
- *
- * ```js
- * const lod = new THREE.LOD();
- * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
- *
- * //Create spheres with 3 levels of detail and create new LOD levels for them
- * for( let i = 0; i < 3; i++ ) {
- *
- * const geometry = new THREE.IcosahedronGeometry( 10, 3 - i );
- * const mesh = new THREE.Mesh( geometry, material );
- * lod.addLevel( mesh, i * 75 );
- *
- * }
- *
- * scene.add( lod );
- * ```
- *
- * @augments Object3D
- */
- class LOD extends Object3D {
- /**
- * Constructs a new LOD.
- */
- constructor() {
- super();
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isLOD = true;
- /**
- * The current LOD index.
- *
- * @private
- * @type {number}
- * @default 0
- */
- this._currentLevel = 0;
- this.type = 'LOD';
- Object.defineProperties( this, {
- /**
- * This array holds the LOD levels.
- *
- * @name LOD#levels
- * @type {Array<{object:Object3D,distance:number,hysteresis:number}>}
- */
- levels: {
- enumerable: true,
- value: []
- }
- } );
- /**
- * Whether the LOD object is updated automatically by the renderer per frame
- * or not. If set to `false`, you have to call {@link LOD#update} in the
- * render loop by yourself.
- *
- * @type {boolean}
- * @default true
- */
- this.autoUpdate = true;
- }
- copy( source ) {
- super.copy( source, false );
- const levels = source.levels;
- for ( let i = 0, l = levels.length; i < l; i ++ ) {
- const level = levels[ i ];
- this.addLevel( level.object.clone(), level.distance, level.hysteresis );
- }
- this.autoUpdate = source.autoUpdate;
- return this;
- }
- /**
- * Adds a mesh that will display at a certain distance and greater. Typically
- * the further away the distance, the lower the detail on the mesh.
- *
- * @param {Object3D} object - The 3D object to display at this level.
- * @param {number} [distance=0] - The distance at which to display this level of detail.
- * @param {number} [hysteresis=0] - Threshold used to avoid flickering at LOD boundaries, as a fraction of distance.
- * @return {LOD} A reference to this instance.
- */
- addLevel( object, distance = 0, hysteresis = 0 ) {
- distance = Math.abs( distance );
- const levels = this.levels;
- let l;
- for ( l = 0; l < levels.length; l ++ ) {
- if ( distance < levels[ l ].distance ) {
- break;
- }
- }
- levels.splice( l, 0, { distance: distance, hysteresis: hysteresis, object: object } );
- this.add( object );
- return this;
- }
- /**
- * Removes an existing level, based on the distance from the camera.
- * Returns `true` when the level has been removed. Otherwise `false`.
- *
- * @param {number} distance - Distance of the level to remove.
- * @return {boolean} Whether the level has been removed or not.
- */
- removeLevel( distance ) {
- const levels = this.levels;
- for ( let i = 0; i < levels.length; i ++ ) {
- if ( levels[ i ].distance === distance ) {
- const removedElements = levels.splice( i, 1 );
- this.remove( removedElements[ 0 ].object );
- return true;
- }
- }
- return false;
- }
- /**
- * Returns the currently active LOD level index.
- *
- * @return {number} The current active LOD level index.
- */
- getCurrentLevel() {
- return this._currentLevel;
- }
- /**
- * Returns a reference to the first 3D object that is greater than
- * the given distance.
- *
- * @param {number} distance - The LOD distance.
- * @return {?Object3D} The found 3D object. `null` if no 3D object has been found.
- */
- getObjectForDistance( distance ) {
- const levels = this.levels;
- if ( levels.length > 0 ) {
- let i, l;
- for ( i = 1, l = levels.length; i < l; i ++ ) {
- let levelDistance = levels[ i ].distance;
- if ( levels[ i ].object.visible ) {
- levelDistance -= levelDistance * levels[ i ].hysteresis;
- }
- if ( distance < levelDistance ) {
- break;
- }
- }
- return levels[ i - 1 ].object;
- }
- return null;
- }
- /**
- * Computes intersection points between a casted ray and this LOD.
- *
- * @param {Raycaster} raycaster - The raycaster.
- * @param {Array<Object>} intersects - The target array that holds the intersection points.
- */
- raycast( raycaster, intersects ) {
- const levels = this.levels;
- if ( levels.length > 0 ) {
- _v1$2.setFromMatrixPosition( this.matrixWorld );
- const distance = raycaster.ray.origin.distanceTo( _v1$2 );
- this.getObjectForDistance( distance ).raycast( raycaster, intersects );
- }
- }
- /**
- * Updates the LOD by computing which LOD level should be visible according
- * to the current distance of the given camera.
- *
- * @param {Camera} camera - The camera the scene is rendered with.
- */
- update( camera ) {
- const levels = this.levels;
- if ( levels.length > 1 ) {
- _v1$2.setFromMatrixPosition( camera.matrixWorld );
- _v2$1.setFromMatrixPosition( this.matrixWorld );
- const distance = _v1$2.distanceTo( _v2$1 ) / camera.zoom;
- levels[ 0 ].object.visible = true;
- let i, l;
- for ( i = 1, l = levels.length; i < l; i ++ ) {
- let levelDistance = levels[ i ].distance;
- if ( levels[ i ].object.visible ) {
- levelDistance -= levelDistance * levels[ i ].hysteresis;
- }
- if ( distance >= levelDistance ) {
- levels[ i - 1 ].object.visible = false;
- levels[ i ].object.visible = true;
- } else {
- break;
- }
- }
- this._currentLevel = i - 1;
- for ( ; i < l; i ++ ) {
- levels[ i ].object.visible = false;
- }
- }
- }
- toJSON( meta ) {
- const data = super.toJSON( meta );
- if ( this.autoUpdate === false ) data.object.autoUpdate = false;
- data.object.levels = [];
- const levels = this.levels;
- for ( let i = 0, l = levels.length; i < l; i ++ ) {
- const level = levels[ i ];
- data.object.levels.push( {
- object: level.object.uuid,
- distance: level.distance,
- hysteresis: level.hysteresis
- } );
- }
- return data;
- }
- }
- const _basePosition = /*@__PURE__*/ new Vector3();
- const _skinIndex = /*@__PURE__*/ new Vector4();
- const _skinWeight = /*@__PURE__*/ new Vector4();
- const _vector3 = /*@__PURE__*/ new Vector3();
- const _matrix4 = /*@__PURE__*/ new Matrix4();
- const _vertex = /*@__PURE__*/ new Vector3();
- const _sphere$5 = /*@__PURE__*/ new Sphere();
- const _inverseMatrix$2 = /*@__PURE__*/ new Matrix4();
- const _ray$2 = /*@__PURE__*/ new Ray();
- /**
- * A mesh that has a {@link Skeleton} that can then be used to animate the
- * vertices of the geometry with skinning/skeleton animation.
- *
- * Next to a valid skeleton, the skinned mesh requires skin indices and weights
- * as buffer attributes in its geometry. These attribute define which bones affect a single
- * vertex to a certain extend.
- *
- * Typically skinned meshes are not created manually but loaders like {@link GLTFLoader}
- * or {@link FBXLoader } import respective models.
- *
- * @augments Mesh
- * @demo scenes/bones-browser.html
- */
- class SkinnedMesh extends Mesh {
- /**
- * Constructs a new skinned mesh.
- *
- * @param {BufferGeometry} [geometry] - The mesh geometry.
- * @param {Material|Array<Material>} [material] - The mesh material.
- */
- constructor( geometry, material ) {
- super( geometry, material );
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isSkinnedMesh = true;
- this.type = 'SkinnedMesh';
- /**
- * `AttachedBindMode` means the skinned mesh shares the same world space as the skeleton.
- * This is not true when using `DetachedBindMode` which is useful when sharing a skeleton
- * across multiple skinned meshes.
- *
- * @type {(AttachedBindMode|DetachedBindMode)}
- * @default AttachedBindMode
- */
- this.bindMode = AttachedBindMode;
- /**
- * The base matrix that is used for the bound bone transforms.
- *
- * @type {Matrix4}
- */
- this.bindMatrix = new Matrix4();
- /**
- * The base matrix that is used for resetting the bound bone transforms.
- *
- * @type {Matrix4}
- */
- this.bindMatrixInverse = new Matrix4();
- /**
- * The bounding box of the skinned mesh. Can be computed via {@link SkinnedMesh#computeBoundingBox}.
- *
- * @type {?Box3}
- * @default null
- */
- this.boundingBox = null;
- /**
- * The bounding sphere of the skinned mesh. Can be computed via {@link SkinnedMesh#computeBoundingSphere}.
- *
- * @type {?Sphere}
- * @default null
- */
- this.boundingSphere = null;
- }
- /**
- * Computes the bounding box of the skinned mesh, and updates {@link SkinnedMesh#boundingBox}.
- * The bounding box is not automatically computed by the engine; this method must be called by your app.
- * If the skinned mesh is animated, the bounding box should be recomputed per frame in order to reflect
- * the current animation state.
- */
- computeBoundingBox() {
- const geometry = this.geometry;
- if ( this.boundingBox === null ) {
- this.boundingBox = new Box3();
- }
- this.boundingBox.makeEmpty();
- const positionAttribute = geometry.getAttribute( 'position' );
- for ( let i = 0; i < positionAttribute.count; i ++ ) {
- this.getVertexPosition( i, _vertex );
- this.boundingBox.expandByPoint( _vertex );
- }
- }
- /**
- * Computes the bounding sphere of the skinned mesh, and updates {@link SkinnedMesh#boundingSphere}.
- * The bounding sphere is automatically computed by the engine once when it is needed, e.g., for ray casting
- * and view frustum culling. If the skinned mesh is animated, the bounding sphere should be recomputed
- * per frame in order to reflect the current animation state.
- */
- computeBoundingSphere() {
- const geometry = this.geometry;
- if ( this.boundingSphere === null ) {
- this.boundingSphere = new Sphere();
- }
- this.boundingSphere.makeEmpty();
- const positionAttribute = geometry.getAttribute( 'position' );
- for ( let i = 0; i < positionAttribute.count; i ++ ) {
- this.getVertexPosition( i, _vertex );
- this.boundingSphere.expandByPoint( _vertex );
- }
- }
- copy( source, recursive ) {
- super.copy( source, recursive );
- this.bindMode = source.bindMode;
- this.bindMatrix.copy( source.bindMatrix );
- this.bindMatrixInverse.copy( source.bindMatrixInverse );
- this.skeleton = source.skeleton;
- if ( source.boundingBox !== null ) this.boundingBox = source.boundingBox.clone();
- if ( source.boundingSphere !== null ) this.boundingSphere = source.boundingSphere.clone();
- return this;
- }
- raycast( raycaster, intersects ) {
- const material = this.material;
- const matrixWorld = this.matrixWorld;
- if ( material === undefined ) return;
- // test with bounding sphere in world space
- if ( this.boundingSphere === null ) this.computeBoundingSphere();
- _sphere$5.copy( this.boundingSphere );
- _sphere$5.applyMatrix4( matrixWorld );
- if ( raycaster.ray.intersectsSphere( _sphere$5 ) === false ) return;
- // convert ray to local space of skinned mesh
- _inverseMatrix$2.copy( matrixWorld ).invert();
- _ray$2.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$2 );
- // test with bounding box in local space
- if ( this.boundingBox !== null ) {
- if ( _ray$2.intersectsBox( this.boundingBox ) === false ) return;
- }
- // test for intersections with geometry
- this._computeIntersections( raycaster, intersects, _ray$2 );
- }
- getVertexPosition( index, target ) {
- super.getVertexPosition( index, target );
- this.applyBoneTransform( index, target );
- return target;
- }
- /**
- * Binds the given skeleton to the skinned mesh.
- *
- * @param {Skeleton} skeleton - The skeleton to bind.
- * @param {Matrix4} [bindMatrix] - The bind matrix. If no bind matrix is provided,
- * the skinned mesh's world matrix will be used instead.
- */
- bind( skeleton, bindMatrix ) {
- this.skeleton = skeleton;
- if ( bindMatrix === undefined ) {
- this.updateMatrixWorld( true );
- this.skeleton.calculateInverses();
- bindMatrix = this.matrixWorld;
- }
- this.bindMatrix.copy( bindMatrix );
- this.bindMatrixInverse.copy( bindMatrix ).invert();
- }
- /**
- * This method sets the skinned mesh in the rest pose).
- */
- pose() {
- this.skeleton.pose();
- }
- /**
- * Normalizes the skin weights which are defined as a buffer attribute
- * in the skinned mesh's geometry.
- */
- normalizeSkinWeights() {
- const vector = new Vector4();
- const skinWeight = this.geometry.attributes.skinWeight;
- for ( let i = 0, l = skinWeight.count; i < l; i ++ ) {
- vector.fromBufferAttribute( skinWeight, i );
- const scale = 1.0 / vector.manhattanLength();
- if ( scale !== Infinity ) {
- vector.multiplyScalar( scale );
- } else {
- vector.set( 1, 0, 0, 0 ); // do something reasonable
- }
- skinWeight.setXYZW( i, vector.x, vector.y, vector.z, vector.w );
- }
- }
- updateMatrixWorld( force ) {
- super.updateMatrixWorld( force );
- if ( this.bindMode === AttachedBindMode ) {
- this.bindMatrixInverse.copy( this.matrixWorld ).invert();
- } else if ( this.bindMode === DetachedBindMode ) {
- this.bindMatrixInverse.copy( this.bindMatrix ).invert();
- } else {
- warn( 'SkinnedMesh: Unrecognized bindMode: ' + this.bindMode );
- }
- }
- /**
- * Applies the bone transform associated with the given index to the given
- * vertex position. Returns the updated vector.
- *
- * @param {number} index - The vertex index.
- * @param {Vector3} target - The target object that is used to store the method's result.
- * the skinned mesh's world matrix will be used instead.
- * @return {Vector3} The updated vertex position.
- */
- applyBoneTransform( index, target ) {
- const skeleton = this.skeleton;
- const geometry = this.geometry;
- _skinIndex.fromBufferAttribute( geometry.attributes.skinIndex, index );
- _skinWeight.fromBufferAttribute( geometry.attributes.skinWeight, index );
- _basePosition.copy( target ).applyMatrix4( this.bindMatrix );
- target.set( 0, 0, 0 );
- for ( let i = 0; i < 4; i ++ ) {
- const weight = _skinWeight.getComponent( i );
- if ( weight !== 0 ) {
- const boneIndex = _skinIndex.getComponent( i );
- _matrix4.multiplyMatrices( skeleton.bones[ boneIndex ].matrixWorld, skeleton.boneInverses[ boneIndex ] );
- target.addScaledVector( _vector3.copy( _basePosition ).applyMatrix4( _matrix4 ), weight );
- }
- }
- return target.applyMatrix4( this.bindMatrixInverse );
- }
- }
- /**
- * A bone which is part of a {@link Skeleton}. The skeleton in turn is used by
- * the {@link SkinnedMesh}.
- *
- * ```js
- * const root = new THREE.Bone();
- * const child = new THREE.Bone();
- *
- * root.add( child );
- * child.position.y = 5;
- * ```
- *
- * @augments Object3D
- */
- class Bone extends Object3D {
- /**
- * Constructs a new bone.
- */
- constructor() {
- super();
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isBone = true;
- this.type = 'Bone';
- }
- }
- /**
- * Creates a texture directly from raw buffer data.
- *
- * The interpretation of the data depends on type and format: If the type is
- * `UnsignedByteType`, a `Uint8Array` will be useful for addressing the
- * texel data. If the format is `RGBAFormat`, data needs four values for
- * one texel; Red, Green, Blue and Alpha (typically the opacity).
- *
- * @augments Texture
- */
- class DataTexture extends Texture {
- /**
- * Constructs a new data texture.
- *
- * @param {?TypedArray} [data=null] - The buffer data.
- * @param {number} [width=1] - The width of the texture.
- * @param {number} [height=1] - The height of the texture.
- * @param {number} [format=RGBAFormat] - The texture format.
- * @param {number} [type=UnsignedByteType] - The texture type.
- * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
- * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
- * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
- * @param {number} [magFilter=NearestFilter] - The mag filter value.
- * @param {number} [minFilter=NearestFilter] - The min filter value.
- * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
- * @param {string} [colorSpace=NoColorSpace] - The color space.
- */
- constructor( data = null, width = 1, height = 1, format, type, mapping, wrapS, wrapT, magFilter = NearestFilter, minFilter = NearestFilter, anisotropy, colorSpace ) {
- super( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace );
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isDataTexture = true;
- /**
- * The image definition of a data texture.
- *
- * @type {{data:TypedArray,width:number,height:number}}
- */
- this.image = { data: data, width: width, height: height };
- /**
- * Whether to generate mipmaps (if possible) for a texture.
- *
- * Overwritten and set to `false` by default.
- *
- * @type {boolean}
- * @default false
- */
- this.generateMipmaps = false;
- /**
- * If set to `true`, the texture is flipped along the vertical axis when
- * uploaded to the GPU.
- *
- * Overwritten and set to `false` by default.
- *
- * @type {boolean}
- * @default false
- */
- this.flipY = false;
- /**
- * Specifies the alignment requirements for the start of each pixel row in memory.
- *
- * Overwritten and set to `1` by default.
- *
- * @type {boolean}
- * @default 1
- */
- this.unpackAlignment = 1;
- }
- }
- const _offsetMatrix = /*@__PURE__*/ new Matrix4();
- const _identityMatrix = /*@__PURE__*/ new Matrix4();
- /**
- * Class for representing the armatures in `three.js`. The skeleton
- * is defined by a hierarchy of bones.
- *
- * ```js
- * const bones = [];
- *
- * const shoulder = new THREE.Bone();
- * const elbow = new THREE.Bone();
- * const hand = new THREE.Bone();
- *
- * shoulder.add( elbow );
- * elbow.add( hand );
- *
- * bones.push( shoulder , elbow, hand);
- *
- * shoulder.position.y = -5;
- * elbow.position.y = 0;
- * hand.position.y = 5;
- *
- * const armSkeleton = new THREE.Skeleton( bones );
- * ```
- */
- class Skeleton {
- /**
- * Constructs a new skeleton.
- *
- * @param {Array<Bone>} [bones] - An array of bones.
- * @param {Array<Matrix4>} [boneInverses] - An array of bone inverse matrices.
- * If not provided, these matrices will be computed automatically via {@link Skeleton#calculateInverses}.
- */
- constructor( bones = [], boneInverses = [] ) {
- this.uuid = generateUUID();
- /**
- * An array of bones defining the skeleton.
- *
- * @type {Array<Bone>}
- */
- this.bones = bones.slice( 0 );
- /**
- * An array of bone inverse matrices.
- *
- * @type {Array<Matrix4>}
- */
- this.boneInverses = boneInverses;
- /**
- * An array buffer holding the bone data.
- * Input data for {@link Skeleton#boneTexture}.
- *
- * @type {?Float32Array}
- * @default null
- */
- this.boneMatrices = null;
- /**
- * An array buffer holding the bone data of the previous frame.
- * Required for computing velocity. Maintained in {@link SkinningNode}.
- *
- * @type {?Float32Array}
- * @default null
- */
- this.previousBoneMatrices = null;
- /**
- * A texture holding the bone data for use
- * in the vertex shader.
- *
- * @type {?DataTexture}
- * @default null
- */
- this.boneTexture = null;
- this.init();
- }
- /**
- * Initializes the skeleton. This method gets automatically called by the constructor
- * but depending on how the skeleton is created it might be necessary to call this method
- * manually.
- */
- init() {
- const bones = this.bones;
- const boneInverses = this.boneInverses;
- this.boneMatrices = new Float32Array( bones.length * 16 );
- // calculate inverse bone matrices if necessary
- if ( boneInverses.length === 0 ) {
- this.calculateInverses();
- } else {
- // handle special case
- if ( bones.length !== boneInverses.length ) {
- warn( 'Skeleton: Number of inverse bone matrices does not match amount of bones.' );
- this.boneInverses = [];
- for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
- this.boneInverses.push( new Matrix4() );
- }
- }
- }
- }
- /**
- * Computes the bone inverse matrices. This method resets {@link Skeleton#boneInverses}
- * and fills it with new matrices.
- */
- calculateInverses() {
- this.boneInverses.length = 0;
- for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
- const inverse = new Matrix4();
- if ( this.bones[ i ] ) {
- inverse.copy( this.bones[ i ].matrixWorld ).invert();
- }
- this.boneInverses.push( inverse );
- }
- }
- /**
- * Resets the skeleton to the base pose.
- */
- pose() {
- // recover the bind-time world matrices
- for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
- const bone = this.bones[ i ];
- if ( bone ) {
- bone.matrixWorld.copy( this.boneInverses[ i ] ).invert();
- }
- }
- // compute the local matrices, positions, rotations and scales
- for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
- const bone = this.bones[ i ];
- if ( bone ) {
- if ( bone.parent && bone.parent.isBone ) {
- bone.matrix.copy( bone.parent.matrixWorld ).invert();
- bone.matrix.multiply( bone.matrixWorld );
- } else {
- bone.matrix.copy( bone.matrixWorld );
- }
- bone.matrix.decompose( bone.position, bone.quaternion, bone.scale );
- }
- }
- }
- /**
- * Resets the skeleton to the base pose.
- */
- update() {
- const bones = this.bones;
- const boneInverses = this.boneInverses;
- const boneMatrices = this.boneMatrices;
- const boneTexture = this.boneTexture;
- // flatten bone matrices to array
- for ( let i = 0, il = bones.length; i < il; i ++ ) {
- // compute the offset between the current and the original transform
- const matrix = bones[ i ] ? bones[ i ].matrixWorld : _identityMatrix;
- _offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] );
- _offsetMatrix.toArray( boneMatrices, i * 16 );
- }
- if ( boneTexture !== null ) {
- boneTexture.needsUpdate = true;
- }
- }
- /**
- * Returns a new skeleton with copied values from this instance.
- *
- * @return {Skeleton} A clone of this instance.
- */
- clone() {
- return new Skeleton( this.bones, this.boneInverses );
- }
- /**
- * Computes a data texture for passing bone data to the vertex shader.
- *
- * @return {Skeleton} A reference of this instance.
- */
- computeBoneTexture() {
- // layout (1 matrix = 4 pixels)
- // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
- // with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8)
- // 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16)
- // 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32)
- // 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)
- let size = Math.sqrt( this.bones.length * 4 ); // 4 pixels needed for 1 matrix
- size = Math.ceil( size / 4 ) * 4;
- size = Math.max( size, 4 );
- const boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
- boneMatrices.set( this.boneMatrices ); // copy current values
- const boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );
- boneTexture.needsUpdate = true;
- this.boneMatrices = boneMatrices;
- this.boneTexture = boneTexture;
- return this;
- }
- /**
- * Searches through the skeleton's bone array and returns the first with a
- * matching name.
- *
- * @param {string} name - The name of the bone.
- * @return {Bone|undefined} The found bone. `undefined` if no bone has been found.
- */
- getBoneByName( name ) {
- for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
- const bone = this.bones[ i ];
- if ( bone.name === name ) {
- return bone;
- }
- }
- return undefined;
- }
- /**
- * Frees the GPU-related resources allocated by this instance. Call this
- * method whenever this instance is no longer used in your app.
- */
- dispose( ) {
- if ( this.boneTexture !== null ) {
- this.boneTexture.dispose();
- this.boneTexture = null;
- }
- }
- /**
- * Setups the skeleton by the given JSON and bones.
- *
- * @param {Object} json - The skeleton as serialized JSON.
- * @param {Object<string, Bone>} bones - An array of bones.
- * @return {Skeleton} A reference of this instance.
- */
- fromJSON( json, bones ) {
- this.uuid = json.uuid;
- for ( let i = 0, l = json.bones.length; i < l; i ++ ) {
- const uuid = json.bones[ i ];
- let bone = bones[ uuid ];
- if ( bone === undefined ) {
- warn( 'Skeleton: No bone found with UUID:', uuid );
- bone = new Bone();
- }
- this.bones.push( bone );
- this.boneInverses.push( new Matrix4().fromArray( json.boneInverses[ i ] ) );
- }
- this.init();
- return this;
- }
- /**
- * Serializes the skeleton into JSON.
- *
- * @return {Object} A JSON object representing the serialized skeleton.
- * @see {@link ObjectLoader#parse}
- */
- toJSON() {
- const data = {
- metadata: {
- version: 4.7,
- type: 'Skeleton',
- generator: 'Skeleton.toJSON'
- },
- bones: [],
- boneInverses: []
- };
- data.uuid = this.uuid;
- const bones = this.bones;
- const boneInverses = this.boneInverses;
- for ( let i = 0, l = bones.length; i < l; i ++ ) {
- const bone = bones[ i ];
- data.bones.push( bone.uuid );
- const boneInverse = boneInverses[ i ];
- data.boneInverses.push( boneInverse.toArray() );
- }
- return data;
- }
- }
- /**
- * An instanced version of a buffer attribute.
- *
- * @augments BufferAttribute
- */
- class InstancedBufferAttribute extends BufferAttribute {
- /**
- * Constructs a new instanced buffer attribute.
- *
- * @param {TypedArray} array - The array holding the attribute data.
- * @param {number} itemSize - The item size.
- * @param {boolean} [normalized=false] - Whether the data are normalized or not.
- * @param {number} [meshPerAttribute=1] - How often a value of this buffer attribute should be repeated.
- */
- constructor( array, itemSize, normalized, meshPerAttribute = 1 ) {
- super( array, itemSize, normalized );
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isInstancedBufferAttribute = true;
- /**
- * Defines how often a value of this buffer attribute should be repeated. A
- * value of one means that each value of the instanced attribute is used for
- * a single instance. A value of two means that each value is used for two
- * consecutive instances (and so on).
- *
- * @type {number}
- * @default 1
- */
- this.meshPerAttribute = meshPerAttribute;
- }
- copy( source ) {
- super.copy( source );
- this.meshPerAttribute = source.meshPerAttribute;
- return this;
- }
- toJSON() {
- const data = super.toJSON();
- data.meshPerAttribute = this.meshPerAttribute;
- data.isInstancedBufferAttribute = true;
- return data;
- }
- }
- const _instanceLocalMatrix = /*@__PURE__*/ new Matrix4();
- const _instanceWorldMatrix = /*@__PURE__*/ new Matrix4();
- const _instanceIntersects = [];
- const _box3 = /*@__PURE__*/ new Box3();
- const _identity = /*@__PURE__*/ new Matrix4();
- const _mesh$1 = /*@__PURE__*/ new Mesh();
- const _sphere$4 = /*@__PURE__*/ new Sphere();
- /**
- * A special version of a mesh with instanced rendering support. Use
- * this class if you have to render a large number of objects with the same
- * geometry and material(s) but with different world transformations. The usage
- * of 'InstancedMesh' will help you to reduce the number of draw calls and thus
- * improve the overall rendering performance in your application.
- *
- * @augments Mesh
- */
- class InstancedMesh extends Mesh {
- /**
- * Constructs a new instanced mesh.
- *
- * @param {BufferGeometry} [geometry] - The mesh geometry.
- * @param {Material|Array<Material>} [material] - The mesh material.
- * @param {number} count - The number of instances.
- */
- constructor( geometry, material, count ) {
- super( geometry, material );
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isInstancedMesh = true;
- /**
- * Represents the local transformation of all instances. You have to set its
- * {@link BufferAttribute#needsUpdate} flag to true if you modify instanced data
- * via {@link InstancedMesh#setMatrixAt}.
- *
- * @type {InstancedBufferAttribute}
- */
- this.instanceMatrix = new InstancedBufferAttribute( new Float32Array( count * 16 ), 16 );
- /**
- * Represents the local transformation of all instances of the previous frame.
- * Required for computing velocity. Maintained in {@link InstanceNode}.
- *
- * @type {?InstancedBufferAttribute}
- * @default null
- */
- this.previousInstanceMatrix = null;
- /**
- * Represents the color of all instances. You have to set its
- * {@link BufferAttribute#needsUpdate} flag to true if you modify instanced data
- * via {@link InstancedMesh#setColorAt}.
- *
- * @type {?InstancedBufferAttribute}
- * @default null
- */
- this.instanceColor = null;
- /**
- * Represents the morph target weights of all instances. You have to set its
- * {@link Texture#needsUpdate} flag to true if you modify instanced data
- * via {@link InstancedMesh#setMorphAt}.
- *
- * @type {?DataTexture}
- * @default null
- */
- this.morphTexture = null;
- /**
- * The number of instances.
- *
- * @type {number}
- */
- this.count = count;
- /**
- * The bounding box of the instanced mesh. Can be computed via {@link InstancedMesh#computeBoundingBox}.
- *
- * @type {?Box3}
- * @default null
- */
- this.boundingBox = null;
- /**
- * The bounding sphere of the instanced mesh. Can be computed via {@link InstancedMesh#computeBoundingSphere}.
- *
- * @type {?Sphere}
- * @default null
- */
- this.boundingSphere = null;
- for ( let i = 0; i < count; i ++ ) {
- this.setMatrixAt( i, _identity );
- }
- }
- /**
- * Computes the bounding box of the instanced mesh, and updates {@link InstancedMesh#boundingBox}.
- * The bounding box is not automatically computed by the engine; this method must be called by your app.
- * You may need to recompute the bounding box if an instance is transformed via {@link InstancedMesh#setMatrixAt}.
- */
- computeBoundingBox() {
- const geometry = this.geometry;
- const count = this.count;
- if ( this.boundingBox === null ) {
- this.boundingBox = new Box3();
- }
- if ( geometry.boundingBox === null ) {
- geometry.computeBoundingBox();
- }
- this.boundingBox.makeEmpty();
- for ( let i = 0; i < count; i ++ ) {
- this.getMatrixAt( i, _instanceLocalMatrix );
- _box3.copy( geometry.boundingBox ).applyMatrix4( _instanceLocalMatrix );
- this.boundingBox.union( _box3 );
- }
- }
- /**
- * Computes the bounding sphere of the instanced mesh, and updates {@link InstancedMesh#boundingSphere}
- * The engine automatically computes the bounding sphere when it is needed, e.g., for ray casting or view frustum culling.
- * You may need to recompute the bounding sphere if an instance is transformed via {@link InstancedMesh#setMatrixAt}.
- */
- computeBoundingSphere() {
- const geometry = this.geometry;
- const count = this.count;
- if ( this.boundingSphere === null ) {
- this.boundingSphere = new Sphere();
- }
- if ( geometry.boundingSphere === null ) {
- geometry.computeBoundingSphere();
- }
- this.boundingSphere.makeEmpty();
- for ( let i = 0; i < count; i ++ ) {
- this.getMatrixAt( i, _instanceLocalMatrix );
- _sphere$4.copy( geometry.boundingSphere ).applyMatrix4( _instanceLocalMatrix );
- this.boundingSphere.union( _sphere$4 );
- }
- }
- copy( source, recursive ) {
- super.copy( source, recursive );
- this.instanceMatrix.copy( source.instanceMatrix );
- if ( source.previousInstanceMatrix !== null ) this.previousInstanceMatrix = source.previousInstanceMatrix.clone();
- if ( source.morphTexture !== null ) this.morphTexture = source.morphTexture.clone();
- if ( source.instanceColor !== null ) this.instanceColor = source.instanceColor.clone();
- this.count = source.count;
- if ( source.boundingBox !== null ) this.boundingBox = source.boundingBox.clone();
- if ( source.boundingSphere !== null ) this.boundingSphere = source.boundingSphere.clone();
- return this;
- }
- /**
- * Gets the color of the defined instance.
- *
- * @param {number} index - The instance index.
- * @param {Color} color - The target object that is used to store the method's result.
- */
- getColorAt( index, color ) {
- color.fromArray( this.instanceColor.array, index * 3 );
- }
- /**
- * Gets the local transformation matrix of the defined instance.
- *
- * @param {number} index - The instance index.
- * @param {Matrix4} matrix - The target object that is used to store the method's result.
- */
- getMatrixAt( index, matrix ) {
- matrix.fromArray( this.instanceMatrix.array, index * 16 );
- }
- /**
- * Gets the morph target weights of the defined instance.
- *
- * @param {number} index - The instance index.
- * @param {Mesh} object - The target object that is used to store the method's result.
- */
- getMorphAt( index, object ) {
- const objectInfluences = object.morphTargetInfluences;
- const array = this.morphTexture.source.data.data;
- const len = objectInfluences.length + 1; // All influences + the baseInfluenceSum
- const dataIndex = index * len + 1; // Skip the baseInfluenceSum at the beginning
- for ( let i = 0; i < objectInfluences.length; i ++ ) {
- objectInfluences[ i ] = array[ dataIndex + i ];
- }
- }
- raycast( raycaster, intersects ) {
- const matrixWorld = this.matrixWorld;
- const raycastTimes = this.count;
- _mesh$1.geometry = this.geometry;
- _mesh$1.material = this.material;
- if ( _mesh$1.material === undefined ) return;
- // test with bounding sphere first
- if ( this.boundingSphere === null ) this.computeBoundingSphere();
- _sphere$4.copy( this.boundingSphere );
- _sphere$4.applyMatrix4( matrixWorld );
- if ( raycaster.ray.intersectsSphere( _sphere$4 ) === false ) return;
- // now test each instance
- for ( let instanceId = 0; instanceId < raycastTimes; instanceId ++ ) {
- // calculate the world matrix for each instance
- this.getMatrixAt( instanceId, _instanceLocalMatrix );
- _instanceWorldMatrix.multiplyMatrices( matrixWorld, _instanceLocalMatrix );
- // the mesh represents this single instance
- _mesh$1.matrixWorld = _instanceWorldMatrix;
- _mesh$1.raycast( raycaster, _instanceIntersects );
- // process the result of raycast
- for ( let i = 0, l = _instanceIntersects.length; i < l; i ++ ) {
- const intersect = _instanceIntersects[ i ];
- intersect.instanceId = instanceId;
- intersect.object = this;
- intersects.push( intersect );
- }
- _instanceIntersects.length = 0;
- }
- }
- /**
- * Sets the given color to the defined instance. Make sure you set the `needsUpdate` flag of
- * {@link InstancedMesh#instanceColor} to `true` after updating all the colors.
- *
- * @param {number} index - The instance index.
- * @param {Color} color - The instance color.
- */
- setColorAt( index, color ) {
- if ( this.instanceColor === null ) {
- this.instanceColor = new InstancedBufferAttribute( new Float32Array( this.instanceMatrix.count * 3 ).fill( 1 ), 3 );
- }
- color.toArray( this.instanceColor.array, index * 3 );
- }
- /**
- * Sets the given local transformation matrix to the defined instance. Make sure you set the `needsUpdate` flag of
- * {@link InstancedMesh#instanceMatrix} to `true` after updating all the colors.
- *
- * @param {number} index - The instance index.
- * @param {Matrix4} matrix - The local transformation.
- */
- setMatrixAt( index, matrix ) {
- matrix.toArray( this.instanceMatrix.array, index * 16 );
- }
- /**
- * Sets the morph target weights to the defined instance. Make sure you set the `needsUpdate` flag of
- * {@link InstancedMesh#morphTexture} to `true` after updating all the influences.
- *
- * @param {number} index - The instance index.
- * @param {Mesh} object - A mesh which `morphTargetInfluences` property containing the morph target weights
- * of a single instance.
- */
- setMorphAt( index, object ) {
- const objectInfluences = object.morphTargetInfluences;
- const len = objectInfluences.length + 1; // morphBaseInfluence + all influences
- if ( this.morphTexture === null ) {
- this.morphTexture = new DataTexture( new Float32Array( len * this.count ), len, this.count, RedFormat, FloatType );
- }
- const array = this.morphTexture.source.data.data;
- let morphInfluencesSum = 0;
- for ( let i = 0; i < objectInfluences.length; i ++ ) {
- morphInfluencesSum += objectInfluences[ i ];
- }
- const morphBaseInfluence = this.geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum;
- const dataIndex = len * index;
- array[ dataIndex ] = morphBaseInfluence;
- array.set( objectInfluences, dataIndex + 1 );
- }
- updateMorphTargets() {
- }
- /**
- * Frees the GPU-related resources allocated by this instance. Call this
- * method whenever this instance is no longer used in your app.
- */
- dispose() {
- this.dispatchEvent( { type: 'dispose' } );
- if ( this.morphTexture !== null ) {
- this.morphTexture.dispose();
- this.morphTexture = null;
- }
- }
- }
- const _vector1 = /*@__PURE__*/ new Vector3();
- const _vector2 = /*@__PURE__*/ new Vector3();
- const _normalMatrix = /*@__PURE__*/ new Matrix3();
- /**
- * A two dimensional surface that extends infinitely in 3D space, represented
- * in [Hessian normal form](http://mathworld.wolfram.com/HessianNormalForm.html)
- * by a unit length normal vector and a constant.
- */
- class Plane {
- /**
- * Constructs a new plane.
- *
- * @param {Vector3} [normal=(1,0,0)] - A unit length vector defining the normal of the plane.
- * @param {number} [constant=0] - The signed distance from the origin to the plane.
- */
- constructor( normal = new Vector3( 1, 0, 0 ), constant = 0 ) {
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isPlane = true;
- /**
- * A unit length vector defining the normal of the plane.
- *
- * @type {Vector3}
- */
- this.normal = normal;
- /**
- * The signed distance from the origin to the plane.
- *
- * @type {number}
- * @default 0
- */
- this.constant = constant;
- }
- /**
- * Sets the plane components by copying the given values.
- *
- * @param {Vector3} normal - The normal.
- * @param {number} constant - The constant.
- * @return {Plane} A reference to this plane.
- */
- set( normal, constant ) {
- this.normal.copy( normal );
- this.constant = constant;
- return this;
- }
- /**
- * Sets the plane components by defining `x`, `y`, `z` as the
- * plane normal and `w` as the constant.
- *
- * @param {number} x - The value for the normal's x component.
- * @param {number} y - The value for the normal's y component.
- * @param {number} z - The value for the normal's z component.
- * @param {number} w - The constant value.
- * @return {Plane} A reference to this plane.
- */
- setComponents( x, y, z, w ) {
- this.normal.set( x, y, z );
- this.constant = w;
- return this;
- }
- /**
- * Sets the plane from the given normal and coplanar point (that is a point
- * that lies onto the plane).
- *
- * @param {Vector3} normal - The normal.
- * @param {Vector3} point - A coplanar point.
- * @return {Plane} A reference to this plane.
- */
- setFromNormalAndCoplanarPoint( normal, point ) {
- this.normal.copy( normal );
- this.constant = - point.dot( this.normal );
- return this;
- }
- /**
- * Sets the plane from three coplanar points. The winding order is
- * assumed to be counter-clockwise, and determines the direction of
- * the plane normal.
- *
- * @param {Vector3} a - The first coplanar point.
- * @param {Vector3} b - The second coplanar point.
- * @param {Vector3} c - The third coplanar point.
- * @return {Plane} A reference to this plane.
- */
- setFromCoplanarPoints( a, b, c ) {
- const normal = _vector1.subVectors( c, b ).cross( _vector2.subVectors( a, b ) ).normalize();
- // Q: should an error be thrown if normal is zero (e.g. degenerate plane)?
- this.setFromNormalAndCoplanarPoint( normal, a );
- return this;
- }
- /**
- * Copies the values of the given plane to this instance.
- *
- * @param {Plane} plane - The plane to copy.
- * @return {Plane} A reference to this plane.
- */
- copy( plane ) {
- this.normal.copy( plane.normal );
- this.constant = plane.constant;
- return this;
- }
- /**
- * Normalizes the plane normal and adjusts the constant accordingly.
- *
- * @return {Plane} A reference to this plane.
- */
- normalize() {
- // Note: will lead to a divide by zero if the plane is invalid.
- const inverseNormalLength = 1.0 / this.normal.length();
- this.normal.multiplyScalar( inverseNormalLength );
- this.constant *= inverseNormalLength;
- return this;
- }
- /**
- * Negates both the plane normal and the constant.
- *
- * @return {Plane} A reference to this plane.
- */
- negate() {
- this.constant *= -1;
- this.normal.negate();
- return this;
- }
- /**
- * Returns the signed distance from the given point to this plane.
- *
- * @param {Vector3} point - The point to compute the distance for.
- * @return {number} The signed distance.
- */
- distanceToPoint( point ) {
- return this.normal.dot( point ) + this.constant;
- }
- /**
- * Returns the signed distance from the given sphere to this plane.
- *
- * @param {Sphere} sphere - The sphere to compute the distance for.
- * @return {number} The signed distance.
- */
- distanceToSphere( sphere ) {
- return this.distanceToPoint( sphere.center ) - sphere.radius;
- }
- /**
- * Projects a the given point onto the plane.
- *
- * @param {Vector3} point - The point to project.
- * @param {Vector3} target - The target vector that is used to store the method's result.
- * @return {Vector3} The projected point on the plane.
- */
- projectPoint( point, target ) {
- return target.copy( point ).addScaledVector( this.normal, - this.distanceToPoint( point ) );
- }
- /**
- * Returns the intersection point of the passed line and the plane. Returns
- * `null` if the line does not intersect. Returns the line's starting point if
- * the line is coplanar with the plane.
- *
- * @param {Line3} line - The line to compute the intersection for.
- * @param {Vector3} target - The target vector that is used to store the method's result.
- * @return {?Vector3} The intersection point.
- */
- intersectLine( line, target ) {
- const direction = line.delta( _vector1 );
- const denominator = this.normal.dot( direction );
- if ( denominator === 0 ) {
- // line is coplanar, return origin
- if ( this.distanceToPoint( line.start ) === 0 ) {
- return target.copy( line.start );
- }
- // Unsure if this is the correct method to handle this case.
- return null;
- }
- const t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;
- if ( t < 0 || t > 1 ) {
- return null;
- }
- return target.copy( line.start ).addScaledVector( direction, t );
- }
- /**
- * Returns `true` if the given line segment intersects with (passes through) the plane.
- *
- * @param {Line3} line - The line to test.
- * @return {boolean} Whether the given line segment intersects with the plane or not.
- */
- intersectsLine( line ) {
- // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.
- const startSign = this.distanceToPoint( line.start );
- const endSign = this.distanceToPoint( line.end );
- return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );
- }
- /**
- * Returns `true` if the given bounding box intersects with the plane.
- *
- * @param {Box3} box - The bounding box to test.
- * @return {boolean} Whether the given bounding box intersects with the plane or not.
- */
- intersectsBox( box ) {
- return box.intersectsPlane( this );
- }
- /**
- * Returns `true` if the given bounding sphere intersects with the plane.
- *
- * @param {Sphere} sphere - The bounding sphere to test.
- * @return {boolean} Whether the given bounding sphere intersects with the plane or not.
- */
- intersectsSphere( sphere ) {
- return sphere.intersectsPlane( this );
- }
- /**
- * Returns a coplanar vector to the plane, by calculating the
- * projection of the normal at the origin onto the plane.
- *
- * @param {Vector3} target - The target vector that is used to store the method's result.
- * @return {Vector3} The coplanar point.
- */
- coplanarPoint( target ) {
- return target.copy( this.normal ).multiplyScalar( - this.constant );
- }
- /**
- * Apply a 4x4 matrix to the plane. The matrix must be an affine, homogeneous transform.
- *
- * The optional normal matrix can be pre-computed like so:
- * ```js
- * const optionalNormalMatrix = new THREE.Matrix3().getNormalMatrix( matrix );
- * ```
- *
- * @param {Matrix4} matrix - The transformation matrix.
- * @param {Matrix4} [optionalNormalMatrix] - A pre-computed normal matrix.
- * @return {Plane} A reference to this plane.
- */
- applyMatrix4( matrix, optionalNormalMatrix ) {
- const normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix( matrix );
- const referencePoint = this.coplanarPoint( _vector1 ).applyMatrix4( matrix );
- const normal = this.normal.applyMatrix3( normalMatrix ).normalize();
- this.constant = - referencePoint.dot( normal );
- return this;
- }
- /**
- * Translates the plane by the distance defined by the given offset vector.
- * Note that this only affects the plane constant and will not affect the normal vector.
- *
- * @param {Vector3} offset - The offset vector.
- * @return {Plane} A reference to this plane.
- */
- translate( offset ) {
- this.constant -= offset.dot( this.normal );
- return this;
- }
- /**
- * Returns `true` if this plane is equal with the given one.
- *
- * @param {Plane} plane - The plane to test for equality.
- * @return {boolean} Whether this plane is equal with the given one.
- */
- equals( plane ) {
- return plane.normal.equals( this.normal ) && ( plane.constant === this.constant );
- }
- /**
- * Returns a new plane with copied values from this instance.
- *
- * @return {Plane} A clone of this instance.
- */
- clone() {
- return new this.constructor().copy( this );
- }
- }
- const _sphere$3 = /*@__PURE__*/ new Sphere();
- const _defaultSpriteCenter = /*@__PURE__*/ new Vector2( 0.5, 0.5 );
- const _vector$6 = /*@__PURE__*/ new Vector3();
- /**
- * Frustums are used to determine what is inside the camera's field of view.
- * They help speed up the rendering process - objects which lie outside a camera's
- * frustum can safely be excluded from rendering.
- *
- * This class is mainly intended for use internally by a renderer.
- */
- class Frustum {
- /**
- * Constructs a new frustum.
- *
- * @param {Plane} [p0] - The first plane that encloses the frustum.
- * @param {Plane} [p1] - The second plane that encloses the frustum.
- * @param {Plane} [p2] - The third plane that encloses the frustum.
- * @param {Plane} [p3] - The fourth plane that encloses the frustum.
- * @param {Plane} [p4] - The fifth plane that encloses the frustum.
- * @param {Plane} [p5] - The sixth plane that encloses the frustum.
- */
- constructor( p0 = new Plane(), p1 = new Plane(), p2 = new Plane(), p3 = new Plane(), p4 = new Plane(), p5 = new Plane() ) {
- /**
- * This array holds the planes that enclose the frustum.
- *
- * @type {Array<Plane>}
- */
- this.planes = [ p0, p1, p2, p3, p4, p5 ];
- }
- /**
- * Sets the frustum planes by copying the given planes.
- *
- * @param {Plane} [p0] - The first plane that encloses the frustum.
- * @param {Plane} [p1] - The second plane that encloses the frustum.
- * @param {Plane} [p2] - The third plane that encloses the frustum.
- * @param {Plane} [p3] - The fourth plane that encloses the frustum.
- * @param {Plane} [p4] - The fifth plane that encloses the frustum.
- * @param {Plane} [p5] - The sixth plane that encloses the frustum.
- * @return {Frustum} A reference to this frustum.
- */
- set( p0, p1, p2, p3, p4, p5 ) {
- const planes = this.planes;
- planes[ 0 ].copy( p0 );
- planes[ 1 ].copy( p1 );
- planes[ 2 ].copy( p2 );
- planes[ 3 ].copy( p3 );
- planes[ 4 ].copy( p4 );
- planes[ 5 ].copy( p5 );
- return this;
- }
- /**
- * Copies the values of the given frustum to this instance.
- *
- * @param {Frustum} frustum - The frustum to copy.
- * @return {Frustum} A reference to this frustum.
- */
- copy( frustum ) {
- const planes = this.planes;
- for ( let i = 0; i < 6; i ++ ) {
- planes[ i ].copy( frustum.planes[ i ] );
- }
- return this;
- }
- /**
- * Sets the frustum planes from the given projection matrix.
- *
- * @param {Matrix4} m - The projection matrix.
- * @param {(WebGLCoordinateSystem|WebGPUCoordinateSystem)} coordinateSystem - The coordinate system.
- * @param {boolean} [reversedDepth=false] - Whether to use a reversed depth.
- * @return {Frustum} A reference to this frustum.
- */
- setFromProjectionMatrix( m, coordinateSystem = WebGLCoordinateSystem, reversedDepth = false ) {
- const planes = this.planes;
- const me = m.elements;
- const me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];
- const me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];
- const me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];
- const me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];
- planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();
- planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();
- planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();
- planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();
- if ( reversedDepth ) {
- planes[ 4 ].setComponents( me2, me6, me10, me14 ).normalize(); // far
- planes[ 5 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize(); // near
- } else {
- planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize(); // far
- if ( coordinateSystem === WebGLCoordinateSystem ) {
- planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize(); // near
- } else if ( coordinateSystem === WebGPUCoordinateSystem ) {
- planes[ 5 ].setComponents( me2, me6, me10, me14 ).normalize(); // near
- } else {
- throw new Error( 'THREE.Frustum.setFromProjectionMatrix(): Invalid coordinate system: ' + coordinateSystem );
- }
- }
- return this;
- }
- /**
- * Returns `true` if the 3D object's bounding sphere is intersecting this frustum.
- *
- * Note that the 3D object must have a geometry so that the bounding sphere can be calculated.
- *
- * @param {Object3D} object - The 3D object to test.
- * @return {boolean} Whether the 3D object's bounding sphere is intersecting this frustum or not.
- */
- intersectsObject( object ) {
- if ( object.boundingSphere !== undefined ) {
- if ( object.boundingSphere === null ) object.computeBoundingSphere();
- _sphere$3.copy( object.boundingSphere ).applyMatrix4( object.matrixWorld );
- } else {
- const geometry = object.geometry;
- if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
- _sphere$3.copy( geometry.boundingSphere ).applyMatrix4( object.matrixWorld );
- }
- return this.intersectsSphere( _sphere$3 );
- }
- /**
- * Returns `true` if the given sprite is intersecting this frustum.
- *
- * @param {Sprite} sprite - The sprite to test.
- * @return {boolean} Whether the sprite is intersecting this frustum or not.
- */
- intersectsSprite( sprite ) {
- _sphere$3.center.set( 0, 0, 0 );
- const offset = _defaultSpriteCenter.distanceTo( sprite.center );
- _sphere$3.radius = 0.7071067811865476 + offset;
- _sphere$3.applyMatrix4( sprite.matrixWorld );
- return this.intersectsSphere( _sphere$3 );
- }
- /**
- * Returns `true` if the given bounding sphere is intersecting this frustum.
- *
- * @param {Sphere} sphere - The bounding sphere to test.
- * @return {boolean} Whether the bounding sphere is intersecting this frustum or not.
- */
- intersectsSphere( sphere ) {
- const planes = this.planes;
- const center = sphere.center;
- const negRadius = - sphere.radius;
- for ( let i = 0; i < 6; i ++ ) {
- const distance = planes[ i ].distanceToPoint( center );
- if ( distance < negRadius ) {
- return false;
- }
- }
- return true;
- }
- /**
- * Returns `true` if the given bounding box is intersecting this frustum.
- *
- * @param {Box3} box - The bounding box to test.
- * @return {boolean} Whether the bounding box is intersecting this frustum or not.
- */
- intersectsBox( box ) {
- const planes = this.planes;
- for ( let i = 0; i < 6; i ++ ) {
- const plane = planes[ i ];
- // corner at max distance
- _vector$6.x = plane.normal.x > 0 ? box.max.x : box.min.x;
- _vector$6.y = plane.normal.y > 0 ? box.max.y : box.min.y;
- _vector$6.z = plane.normal.z > 0 ? box.max.z : box.min.z;
- if ( plane.distanceToPoint( _vector$6 ) < 0 ) {
- return false;
- }
- }
- return true;
- }
- /**
- * Returns `true` if the given point lies within the frustum.
- *
- * @param {Vector3} point - The point to test.
- * @return {boolean} Whether the point lies within this frustum or not.
- */
- containsPoint( point ) {
- const planes = this.planes;
- for ( let i = 0; i < 6; i ++ ) {
- if ( planes[ i ].distanceToPoint( point ) < 0 ) {
- return false;
- }
- }
- return true;
- }
- /**
- * Returns a new frustum with copied values from this instance.
- *
- * @return {Frustum} A clone of this instance.
- */
- clone() {
- return new this.constructor().copy( this );
- }
- }
- const _projScreenMatrix$1 = /*@__PURE__*/ new Matrix4();
- const _frustum$1 = /*@__PURE__*/ new Frustum();
- /**
- * FrustumArray is used to determine if an object is visible in at least one camera
- * from an array of cameras. This is particularly useful for multi-view renderers.
- */
- class FrustumArray {
- /**
- * Constructs a new frustum array.
- *
- */
- constructor() {
- /**
- * The coordinate system to use.
- *
- * @type {WebGLCoordinateSystem|WebGPUCoordinateSystem}
- * @default WebGLCoordinateSystem
- */
- this.coordinateSystem = WebGLCoordinateSystem;
- }
- /**
- * Returns `true` if the 3D object's bounding sphere is intersecting any frustum
- * from the camera array.
- *
- * @param {Object3D} object - The 3D object to test.
- * @param {Object} cameraArray - An object with a cameras property containing an array of cameras.
- * @return {boolean} Whether the 3D object is visible in any camera.
- */
- intersectsObject( object, cameraArray ) {
- if ( ! cameraArray.isArrayCamera || cameraArray.cameras.length === 0 ) {
- return false;
- }
- for ( let i = 0; i < cameraArray.cameras.length; i ++ ) {
- const camera = cameraArray.cameras[ i ];
- _projScreenMatrix$1.multiplyMatrices(
- camera.projectionMatrix,
- camera.matrixWorldInverse
- );
- _frustum$1.setFromProjectionMatrix(
- _projScreenMatrix$1,
- camera.coordinateSystem,
- camera.reversedDepth
- );
- if ( _frustum$1.intersectsObject( object ) ) {
- return true; // Object is visible in at least one camera
- }
- }
- return false; // Not visible in any camera
- }
- /**
- * Returns `true` if the given sprite is intersecting any frustum
- * from the camera array.
- *
- * @param {Sprite} sprite - The sprite to test.
- * @param {Object} cameraArray - An object with a cameras property containing an array of cameras.
- * @return {boolean} Whether the sprite is visible in any camera.
- */
- intersectsSprite( sprite, cameraArray ) {
- if ( ! cameraArray || ! cameraArray.cameras || cameraArray.cameras.length === 0 ) {
- return false;
- }
- for ( let i = 0; i < cameraArray.cameras.length; i ++ ) {
- const camera = cameraArray.cameras[ i ];
- _projScreenMatrix$1.multiplyMatrices(
- camera.projectionMatrix,
- camera.matrixWorldInverse
- );
- _frustum$1.setFromProjectionMatrix(
- _projScreenMatrix$1,
- camera.coordinateSystem,
- camera.reversedDepth
- );
- if ( _frustum$1.intersectsSprite( sprite ) ) {
- return true; // Sprite is visible in at least one camera
- }
- }
- return false; // Not visible in any camera
- }
- /**
- * Returns `true` if the given bounding sphere is intersecting any frustum
- * from the camera array.
- *
- * @param {Sphere} sphere - The bounding sphere to test.
- * @param {Object} cameraArray - An object with a cameras property containing an array of cameras.
- * @return {boolean} Whether the sphere is visible in any camera.
- */
- intersectsSphere( sphere, cameraArray ) {
- if ( ! cameraArray || ! cameraArray.cameras || cameraArray.cameras.length === 0 ) {
- return false;
- }
- for ( let i = 0; i < cameraArray.cameras.length; i ++ ) {
- const camera = cameraArray.cameras[ i ];
- _projScreenMatrix$1.multiplyMatrices(
- camera.projectionMatrix,
- camera.matrixWorldInverse
- );
- _frustum$1.setFromProjectionMatrix(
- _projScreenMatrix$1,
- camera.coordinateSystem,
- camera.reversedDepth
- );
- if ( _frustum$1.intersectsSphere( sphere ) ) {
- return true; // Sphere is visible in at least one camera
- }
- }
- return false; // Not visible in any camera
- }
- /**
- * Returns `true` if the given bounding box is intersecting any frustum
- * from the camera array.
- *
- * @param {Box3} box - The bounding box to test.
- * @param {Object} cameraArray - An object with a cameras property containing an array of cameras.
- * @return {boolean} Whether the box is visible in any camera.
- */
- intersectsBox( box, cameraArray ) {
- if ( ! cameraArray || ! cameraArray.cameras || cameraArray.cameras.length === 0 ) {
- return false;
- }
- for ( let i = 0; i < cameraArray.cameras.length; i ++ ) {
- const camera = cameraArray.cameras[ i ];
- _projScreenMatrix$1.multiplyMatrices(
- camera.projectionMatrix,
- camera.matrixWorldInverse
- );
- _frustum$1.setFromProjectionMatrix(
- _projScreenMatrix$1,
- camera.coordinateSystem,
- camera.reversedDepth
- );
- if ( _frustum$1.intersectsBox( box ) ) {
- return true; // Box is visible in at least one camera
- }
- }
- return false; // Not visible in any camera
- }
- /**
- * Returns `true` if the given point lies within any frustum
- * from the camera array.
- *
- * @param {Vector3} point - The point to test.
- * @param {Object} cameraArray - An object with a cameras property containing an array of cameras.
- * @return {boolean} Whether the point is visible in any camera.
- */
- containsPoint( point, cameraArray ) {
- if ( ! cameraArray || ! cameraArray.cameras || cameraArray.cameras.length === 0 ) {
- return false;
- }
- for ( let i = 0; i < cameraArray.cameras.length; i ++ ) {
- const camera = cameraArray.cameras[ i ];
- _projScreenMatrix$1.multiplyMatrices(
- camera.projectionMatrix,
- camera.matrixWorldInverse
- );
- _frustum$1.setFromProjectionMatrix(
- _projScreenMatrix$1,
- camera.coordinateSystem,
- camera.reversedDepth
- );
- if ( _frustum$1.containsPoint( point ) ) {
- return true; // Point is visible in at least one camera
- }
- }
- return false; // Not visible in any camera
- }
- /**
- * Returns a new frustum array with copied values from this instance.
- *
- * @return {FrustumArray} A clone of this instance.
- */
- clone() {
- return new FrustumArray();
- }
- }
- function ascIdSort( a, b ) {
- return a - b;
- }
- function sortOpaque( a, b ) {
- return a.z - b.z;
- }
- function sortTransparent( a, b ) {
- return b.z - a.z;
- }
- class MultiDrawRenderList {
- constructor() {
- this.index = 0;
- this.pool = [];
- this.list = [];
- }
- push( start, count, z, index ) {
- const pool = this.pool;
- const list = this.list;
- if ( this.index >= pool.length ) {
- pool.push( {
- start: -1,
- count: -1,
- z: -1,
- index: -1,
- } );
- }
- const item = pool[ this.index ];
- list.push( item );
- this.index ++;
- item.start = start;
- item.count = count;
- item.z = z;
- item.index = index;
- }
- reset() {
- this.list.length = 0;
- this.index = 0;
- }
- }
- const _matrix$1 = /*@__PURE__*/ new Matrix4();
- const _whiteColor = /*@__PURE__*/ new Color( 1, 1, 1 );
- const _frustum = /*@__PURE__*/ new Frustum();
- const _frustumArray = /*@__PURE__*/ new FrustumArray();
- const _box$1 = /*@__PURE__*/ new Box3();
- const _sphere$2 = /*@__PURE__*/ new Sphere();
- const _vector$5 = /*@__PURE__*/ new Vector3();
- const _forward$1 = /*@__PURE__*/ new Vector3();
- const _temp = /*@__PURE__*/ new Vector3();
- const _renderList = /*@__PURE__*/ new MultiDrawRenderList();
- const _mesh = /*@__PURE__*/ new Mesh();
- const _batchIntersects = [];
- // copies data from attribute "src" into "target" starting at "targetOffset"
- function copyAttributeData( src, target, targetOffset = 0 ) {
- const itemSize = target.itemSize;
- if ( src.isInterleavedBufferAttribute || src.array.constructor !== target.array.constructor ) {
- // use the component getters and setters if the array data cannot
- // be copied directly
- const vertexCount = src.count;
- for ( let i = 0; i < vertexCount; i ++ ) {
- for ( let c = 0; c < itemSize; c ++ ) {
- target.setComponent( i + targetOffset, c, src.getComponent( i, c ) );
- }
- }
- } else {
- // faster copy approach using typed array set function
- target.array.set( src.array, targetOffset * itemSize );
- }
- target.needsUpdate = true;
- }
- // safely copies array contents to a potentially smaller array
- function copyArrayContents( src, target ) {
- if ( src.constructor !== target.constructor ) {
- // if arrays are of a different type (eg due to index size increasing) then data must be per-element copied
- const len = Math.min( src.length, target.length );
- for ( let i = 0; i < len; i ++ ) {
- target[ i ] = src[ i ];
- }
- } else {
- // if the arrays use the same data layout we can use a fast block copy
- const len = Math.min( src.length, target.length );
- target.set( new src.constructor( src.buffer, 0, len ) );
- }
- }
- /**
- * A special version of a mesh with multi draw batch rendering support. Use
- * this class if you have to render a large number of objects with the same
- * material but with different geometries or world transformations. The usage of
- * `BatchedMesh` will help you to reduce the number of draw calls and thus improve the overall
- * rendering performance in your application.
- *
- * ```js
- * const box = new THREE.BoxGeometry( 1, 1, 1 );
- * const sphere = new THREE.SphereGeometry( 1, 12, 12 );
- * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
- *
- * // initialize and add geometries into the batched mesh
- * const batchedMesh = new BatchedMesh( 10, 5000, 10000, material );
- * const boxGeometryId = batchedMesh.addGeometry( box );
- * const sphereGeometryId = batchedMesh.addGeometry( sphere );
- *
- * // create instances of those geometries
- * const boxInstancedId1 = batchedMesh.addInstance( boxGeometryId );
- * const boxInstancedId2 = batchedMesh.addInstance( boxGeometryId );
- *
- * const sphereInstancedId1 = batchedMesh.addInstance( sphereGeometryId );
- * const sphereInstancedId2 = batchedMesh.addInstance( sphereGeometryId );
- *
- * // position the geometries
- * batchedMesh.setMatrixAt( boxInstancedId1, boxMatrix1 );
- * batchedMesh.setMatrixAt( boxInstancedId2, boxMatrix2 );
- *
- * batchedMesh.setMatrixAt( sphereInstancedId1, sphereMatrix1 );
- * batchedMesh.setMatrixAt( sphereInstancedId2, sphereMatrix2 );
- *
- * scene.add( batchedMesh );
- * ```
- *
- * @augments Mesh
- */
- class BatchedMesh extends Mesh {
- /**
- * Constructs a new batched mesh.
- *
- * @param {number} maxInstanceCount - The maximum number of individual instances planned to be added and rendered.
- * @param {number} maxVertexCount - The maximum number of vertices to be used by all unique geometries.
- * @param {number} [maxIndexCount=maxVertexCount*2] - The maximum number of indices to be used by all unique geometries
- * @param {Material|Array<Material>} [material] - The mesh material.
- */
- constructor( maxInstanceCount, maxVertexCount, maxIndexCount = maxVertexCount * 2, material ) {
- super( new BufferGeometry(), material );
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isBatchedMesh = true;
- /**
- * When set ot `true`, the individual objects of a batch are frustum culled.
- *
- * @type {boolean}
- * @default true
- */
- this.perObjectFrustumCulled = true;
- /**
- * When set to `true`, the individual objects of a batch are sorted to improve overdraw-related artifacts.
- * If the material is marked as "transparent" objects are rendered back to front and if not then they are
- * rendered front to back.
- *
- * @type {boolean}
- * @default true
- */
- this.sortObjects = true;
- /**
- * The bounding box of the batched mesh. Can be computed via {@link BatchedMesh#computeBoundingBox}.
- *
- * @type {?Box3}
- * @default null
- */
- this.boundingBox = null;
- /**
- * The bounding sphere of the batched mesh. Can be computed via {@link BatchedMesh#computeBoundingSphere}.
- *
- * @type {?Sphere}
- * @default null
- */
- this.boundingSphere = null;
- /**
- * Takes a sort a function that is run before render. The function takes a list of instances to
- * sort and a camera. The objects in the list include a "z" field to perform a depth-ordered
- * sort with.
- *
- * @type {?Function}
- * @default null
- */
- this.customSort = null;
- // stores visible, active, and geometry id per instance and reserved buffer ranges for geometries
- this._instanceInfo = [];
- this._geometryInfo = [];
- // instance, geometry ids that have been set as inactive, and are available to be overwritten
- this._availableInstanceIds = [];
- this._availableGeometryIds = [];
- // used to track where the next point is that geometry should be inserted
- this._nextIndexStart = 0;
- this._nextVertexStart = 0;
- this._geometryCount = 0;
- // flags
- this._visibilityChanged = true;
- this._geometryInitialized = false;
- // cached user options
- this._maxInstanceCount = maxInstanceCount;
- this._maxVertexCount = maxVertexCount;
- this._maxIndexCount = maxIndexCount;
- // buffers for multi draw
- this._multiDrawCounts = new Int32Array( maxInstanceCount );
- this._multiDrawStarts = new Int32Array( maxInstanceCount );
- this._multiDrawCount = 0;
- this._multiDrawInstances = null;
- // Local matrix per geometry by using data texture
- this._matricesTexture = null;
- this._indirectTexture = null;
- this._colorsTexture = null;
- this._initMatricesTexture();
- this._initIndirectTexture();
- }
- /**
- * The maximum number of individual instances that can be stored in the batch.
- *
- * @type {number}
- * @readonly
- */
- get maxInstanceCount() {
- return this._maxInstanceCount;
- }
- /**
- * The instance count.
- *
- * @type {number}
- * @readonly
- */
- get instanceCount() {
- return this._instanceInfo.length - this._availableInstanceIds.length;
- }
- /**
- * The number of unused vertices.
- *
- * @type {number}
- * @readonly
- */
- get unusedVertexCount() {
- return this._maxVertexCount - this._nextVertexStart;
- }
- /**
- * The number of unused indices.
- *
- * @type {number}
- * @readonly
- */
- get unusedIndexCount() {
- return this._maxIndexCount - this._nextIndexStart;
- }
- _initMatricesTexture() {
- // layout (1 matrix = 4 pixels)
- // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
- // with 8x8 pixel texture max 16 matrices * 4 pixels = (8 * 8)
- // 16x16 pixel texture max 64 matrices * 4 pixels = (16 * 16)
- // 32x32 pixel texture max 256 matrices * 4 pixels = (32 * 32)
- // 64x64 pixel texture max 1024 matrices * 4 pixels = (64 * 64)
- let size = Math.sqrt( this._maxInstanceCount * 4 ); // 4 pixels needed for 1 matrix
- size = Math.ceil( size / 4 ) * 4;
- size = Math.max( size, 4 );
- const matricesArray = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
- const matricesTexture = new DataTexture( matricesArray, size, size, RGBAFormat, FloatType );
- this._matricesTexture = matricesTexture;
- }
- _initIndirectTexture() {
- let size = Math.sqrt( this._maxInstanceCount );
- size = Math.ceil( size );
- const indirectArray = new Uint32Array( size * size );
- const indirectTexture = new DataTexture( indirectArray, size, size, RedIntegerFormat, UnsignedIntType );
- this._indirectTexture = indirectTexture;
- }
- _initColorsTexture() {
- let size = Math.sqrt( this._maxInstanceCount );
- size = Math.ceil( size );
- // 4 floats per RGBA pixel initialized to white
- const colorsArray = new Float32Array( size * size * 4 ).fill( 1 );
- const colorsTexture = new DataTexture( colorsArray, size, size, RGBAFormat, FloatType );
- colorsTexture.colorSpace = ColorManagement.workingColorSpace;
- this._colorsTexture = colorsTexture;
- }
- _initializeGeometry( reference ) {
- const geometry = this.geometry;
- const maxVertexCount = this._maxVertexCount;
- const maxIndexCount = this._maxIndexCount;
- if ( this._geometryInitialized === false ) {
- for ( const attributeName in reference.attributes ) {
- const srcAttribute = reference.getAttribute( attributeName );
- const { array, itemSize, normalized } = srcAttribute;
- const dstArray = new array.constructor( maxVertexCount * itemSize );
- const dstAttribute = new BufferAttribute( dstArray, itemSize, normalized );
- geometry.setAttribute( attributeName, dstAttribute );
- }
- if ( reference.getIndex() !== null ) {
- // Reserve last u16 index for primitive restart.
- const indexArray = maxVertexCount > 65535
- ? new Uint32Array( maxIndexCount )
- : new Uint16Array( maxIndexCount );
- geometry.setIndex( new BufferAttribute( indexArray, 1 ) );
- }
- this._geometryInitialized = true;
- }
- }
- // Make sure the geometry is compatible with the existing combined geometry attributes
- _validateGeometry( geometry ) {
- // check to ensure the geometries are using consistent attributes and indices
- const batchGeometry = this.geometry;
- if ( Boolean( geometry.getIndex() ) !== Boolean( batchGeometry.getIndex() ) ) {
- throw new Error( 'THREE.BatchedMesh: All geometries must consistently have "index".' );
- }
- for ( const attributeName in batchGeometry.attributes ) {
- if ( ! geometry.hasAttribute( attributeName ) ) {
- throw new Error( `THREE.BatchedMesh: Added geometry missing "${ attributeName }". All geometries must have consistent attributes.` );
- }
- const srcAttribute = geometry.getAttribute( attributeName );
- const dstAttribute = batchGeometry.getAttribute( attributeName );
- if ( srcAttribute.itemSize !== dstAttribute.itemSize || srcAttribute.normalized !== dstAttribute.normalized ) {
- throw new Error( 'THREE.BatchedMesh: All attributes must have a consistent itemSize and normalized value.' );
- }
- }
- }
- /**
- * Validates the instance defined by the given ID.
- *
- * @param {number} instanceId - The instance to validate.
- */
- validateInstanceId( instanceId ) {
- const instanceInfo = this._instanceInfo;
- if ( instanceId < 0 || instanceId >= instanceInfo.length || instanceInfo[ instanceId ].active === false ) {
- throw new Error( `THREE.BatchedMesh: Invalid instanceId ${instanceId}. Instance is either out of range or has been deleted.` );
- }
- }
- /**
- * Validates the geometry defined by the given ID.
- *
- * @param {number} geometryId - The geometry to validate.
- */
- validateGeometryId( geometryId ) {
- const geometryInfoList = this._geometryInfo;
- if ( geometryId < 0 || geometryId >= geometryInfoList.length || geometryInfoList[ geometryId ].active === false ) {
- throw new Error( `THREE.BatchedMesh: Invalid geometryId ${geometryId}. Geometry is either out of range or has been deleted.` );
- }
- }
- /**
- * Takes a sort a function that is run before render. The function takes a list of instances to
- * sort and a camera. The objects in the list include a "z" field to perform a depth-ordered sort with.
- *
- * @param {Function} func - The custom sort function.
- * @return {BatchedMesh} A reference to this batched mesh.
- */
- setCustomSort( func ) {
- this.customSort = func;
- return this;
- }
- /**
- * Computes the bounding box, updating {@link BatchedMesh#boundingBox}.
- * Bounding boxes aren't computed by default. They need to be explicitly computed,
- * otherwise they are `null`.
- */
- computeBoundingBox() {
- if ( this.boundingBox === null ) {
- this.boundingBox = new Box3();
- }
- const boundingBox = this.boundingBox;
- const instanceInfo = this._instanceInfo;
- boundingBox.makeEmpty();
- for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
- if ( instanceInfo[ i ].active === false ) continue;
- const geometryId = instanceInfo[ i ].geometryIndex;
- this.getMatrixAt( i, _matrix$1 );
- this.getBoundingBoxAt( geometryId, _box$1 ).applyMatrix4( _matrix$1 );
- boundingBox.union( _box$1 );
- }
- }
- /**
- * Computes the bounding sphere, updating {@link BatchedMesh#boundingSphere}.
- * Bounding spheres aren't computed by default. They need to be explicitly computed,
- * otherwise they are `null`.
- */
- computeBoundingSphere() {
- if ( this.boundingSphere === null ) {
- this.boundingSphere = new Sphere();
- }
- const boundingSphere = this.boundingSphere;
- const instanceInfo = this._instanceInfo;
- boundingSphere.makeEmpty();
- for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
- if ( instanceInfo[ i ].active === false ) continue;
- const geometryId = instanceInfo[ i ].geometryIndex;
- this.getMatrixAt( i, _matrix$1 );
- this.getBoundingSphereAt( geometryId, _sphere$2 ).applyMatrix4( _matrix$1 );
- boundingSphere.union( _sphere$2 );
- }
- }
- /**
- * Adds a new instance to the batch using the geometry of the given ID and returns
- * a new id referring to the new instance to be used by other functions.
- *
- * @param {number} geometryId - The ID of a previously added geometry via {@link BatchedMesh#addGeometry}.
- * @return {number} The instance ID.
- */
- addInstance( geometryId ) {
- const atCapacity = this._instanceInfo.length >= this.maxInstanceCount;
- // ensure we're not over geometry
- if ( atCapacity && this._availableInstanceIds.length === 0 ) {
- throw new Error( 'THREE.BatchedMesh: Maximum item count reached.' );
- }
- const instanceInfo = {
- visible: true,
- active: true,
- geometryIndex: geometryId,
- };
- let drawId = null;
- // Prioritize using previously freed instance ids
- if ( this._availableInstanceIds.length > 0 ) {
- this._availableInstanceIds.sort( ascIdSort );
- drawId = this._availableInstanceIds.shift();
- this._instanceInfo[ drawId ] = instanceInfo;
- } else {
- drawId = this._instanceInfo.length;
- this._instanceInfo.push( instanceInfo );
- }
- const matricesTexture = this._matricesTexture;
- _matrix$1.identity().toArray( matricesTexture.image.data, drawId * 16 );
- matricesTexture.needsUpdate = true;
- const colorsTexture = this._colorsTexture;
- if ( colorsTexture ) {
- _whiteColor.toArray( colorsTexture.image.data, drawId * 4 );
- colorsTexture.needsUpdate = true;
- }
- this._visibilityChanged = true;
- return drawId;
- }
- /**
- * Adds the given geometry to the batch and returns the associated
- * geometry id referring to it to be used in other functions.
- *
- * @param {BufferGeometry} geometry - The geometry to add.
- * @param {number} [reservedVertexCount=-1] - Optional parameter specifying the amount of
- * vertex buffer space to reserve for the added geometry. This is necessary if it is planned
- * to set a new geometry at this index at a later time that is larger than the original geometry.
- * Defaults to the length of the given geometry vertex buffer.
- * @param {number} [reservedIndexCount=-1] - Optional parameter specifying the amount of index
- * buffer space to reserve for the added geometry. This is necessary if it is planned to set a
- * new geometry at this index at a later time that is larger than the original geometry. Defaults to
- * the length of the given geometry index buffer.
- * @return {number} The geometry ID.
- */
- addGeometry( geometry, reservedVertexCount = -1, reservedIndexCount = -1 ) {
- this._initializeGeometry( geometry );
- this._validateGeometry( geometry );
- const geometryInfo = {
- // geometry information
- vertexStart: -1,
- vertexCount: -1,
- reservedVertexCount: -1,
- indexStart: -1,
- indexCount: -1,
- reservedIndexCount: -1,
- // draw range information
- start: -1,
- count: -1,
- // state
- boundingBox: null,
- boundingSphere: null,
- active: true,
- };
- const geometryInfoList = this._geometryInfo;
- geometryInfo.vertexStart = this._nextVertexStart;
- geometryInfo.reservedVertexCount = reservedVertexCount === -1 ? geometry.getAttribute( 'position' ).count : reservedVertexCount;
- const index = geometry.getIndex();
- const hasIndex = index !== null;
- if ( hasIndex ) {
- geometryInfo.indexStart = this._nextIndexStart;
- geometryInfo.reservedIndexCount = reservedIndexCount === -1 ? index.count : reservedIndexCount;
- }
- if (
- geometryInfo.indexStart !== -1 &&
- geometryInfo.indexStart + geometryInfo.reservedIndexCount > this._maxIndexCount ||
- geometryInfo.vertexStart + geometryInfo.reservedVertexCount > this._maxVertexCount
- ) {
- throw new Error( 'THREE.BatchedMesh: Reserved space request exceeds the maximum buffer size.' );
- }
- // update id
- let geometryId;
- if ( this._availableGeometryIds.length > 0 ) {
- this._availableGeometryIds.sort( ascIdSort );
- geometryId = this._availableGeometryIds.shift();
- geometryInfoList[ geometryId ] = geometryInfo;
- } else {
- geometryId = this._geometryCount;
- this._geometryCount ++;
- geometryInfoList.push( geometryInfo );
- }
- // update the geometry
- this.setGeometryAt( geometryId, geometry );
- // increment the next geometry position
- this._nextIndexStart = geometryInfo.indexStart + geometryInfo.reservedIndexCount;
- this._nextVertexStart = geometryInfo.vertexStart + geometryInfo.reservedVertexCount;
- return geometryId;
- }
- /**
- * Replaces the geometry at the given ID with the provided geometry. Throws an error if there
- * is not enough space reserved for geometry. Calling this will change all instances that are
- * rendering that geometry.
- *
- * @param {number} geometryId - The ID of the geometry that should be replaced with the given geometry.
- * @param {BufferGeometry} geometry - The new geometry.
- * @return {number} The geometry ID.
- */
- setGeometryAt( geometryId, geometry ) {
- if ( geometryId >= this._geometryCount ) {
- throw new Error( 'THREE.BatchedMesh: Maximum geometry count reached.' );
- }
- this._validateGeometry( geometry );
- const batchGeometry = this.geometry;
- const hasIndex = batchGeometry.getIndex() !== null;
- const dstIndex = batchGeometry.getIndex();
- const srcIndex = geometry.getIndex();
- const geometryInfo = this._geometryInfo[ geometryId ];
- if (
- hasIndex &&
- srcIndex.count > geometryInfo.reservedIndexCount ||
- geometry.attributes.position.count > geometryInfo.reservedVertexCount
- ) {
- throw new Error( 'THREE.BatchedMesh: Reserved space not large enough for provided geometry.' );
- }
- // copy geometry buffer data over
- const vertexStart = geometryInfo.vertexStart;
- const reservedVertexCount = geometryInfo.reservedVertexCount;
- geometryInfo.vertexCount = geometry.getAttribute( 'position' ).count;
- for ( const attributeName in batchGeometry.attributes ) {
- // copy attribute data
- const srcAttribute = geometry.getAttribute( attributeName );
- const dstAttribute = batchGeometry.getAttribute( attributeName );
- copyAttributeData( srcAttribute, dstAttribute, vertexStart );
- // fill the rest in with zeroes
- const itemSize = srcAttribute.itemSize;
- for ( let i = srcAttribute.count, l = reservedVertexCount; i < l; i ++ ) {
- const index = vertexStart + i;
- for ( let c = 0; c < itemSize; c ++ ) {
- dstAttribute.setComponent( index, c, 0 );
- }
- }
- dstAttribute.needsUpdate = true;
- dstAttribute.addUpdateRange( vertexStart * itemSize, reservedVertexCount * itemSize );
- }
- // copy index
- if ( hasIndex ) {
- const indexStart = geometryInfo.indexStart;
- const reservedIndexCount = geometryInfo.reservedIndexCount;
- geometryInfo.indexCount = geometry.getIndex().count;
- // copy index data over
- for ( let i = 0; i < srcIndex.count; i ++ ) {
- dstIndex.setX( indexStart + i, vertexStart + srcIndex.getX( i ) );
- }
- // fill the rest in with zeroes
- for ( let i = srcIndex.count, l = reservedIndexCount; i < l; i ++ ) {
- dstIndex.setX( indexStart + i, vertexStart );
- }
- dstIndex.needsUpdate = true;
- dstIndex.addUpdateRange( indexStart, geometryInfo.reservedIndexCount );
- }
- // update the draw range
- geometryInfo.start = hasIndex ? geometryInfo.indexStart : geometryInfo.vertexStart;
- geometryInfo.count = hasIndex ? geometryInfo.indexCount : geometryInfo.vertexCount;
- // store the bounding boxes
- geometryInfo.boundingBox = null;
- if ( geometry.boundingBox !== null ) {
- geometryInfo.boundingBox = geometry.boundingBox.clone();
- }
- geometryInfo.boundingSphere = null;
- if ( geometry.boundingSphere !== null ) {
- geometryInfo.boundingSphere = geometry.boundingSphere.clone();
- }
- this._visibilityChanged = true;
- return geometryId;
- }
- /**
- * Deletes the geometry defined by the given ID from this batch. Any instances referencing
- * this geometry will also be removed as a side effect.
- *
- * @param {number} geometryId - The ID of the geometry to remove from the batch.
- * @return {BatchedMesh} A reference to this batched mesh.
- */
- deleteGeometry( geometryId ) {
- const geometryInfoList = this._geometryInfo;
- if ( geometryId >= geometryInfoList.length || geometryInfoList[ geometryId ].active === false ) {
- return this;
- }
- // delete any instances associated with this geometry
- const instanceInfo = this._instanceInfo;
- for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
- if ( instanceInfo[ i ].active && instanceInfo[ i ].geometryIndex === geometryId ) {
- this.deleteInstance( i );
- }
- }
- geometryInfoList[ geometryId ].active = false;
- this._availableGeometryIds.push( geometryId );
- this._visibilityChanged = true;
- return this;
- }
- /**
- * Deletes an existing instance from the batch using the given ID.
- *
- * @param {number} instanceId - The ID of the instance to remove from the batch.
- * @return {BatchedMesh} A reference to this batched mesh.
- */
- deleteInstance( instanceId ) {
- this.validateInstanceId( instanceId );
- this._instanceInfo[ instanceId ].active = false;
- this._availableInstanceIds.push( instanceId );
- this._visibilityChanged = true;
- return this;
- }
- /**
- * Repacks the sub geometries in BatchedMesh to remove any unused space remaining from
- * previously deleted geometry, freeing up space to add new geometry.
- *
- * @return {BatchedMesh} A reference to this batched mesh.
- */
- optimize() {
- // track the next indices to copy data to
- let nextVertexStart = 0;
- let nextIndexStart = 0;
- // Iterate over all geometry ranges in order sorted from earliest in the geometry buffer to latest
- // in the geometry buffer. Because draw range objects can be reused there is no guarantee of their order.
- const geometryInfoList = this._geometryInfo;
- const indices = geometryInfoList
- .map( ( e, i ) => i )
- .sort( ( a, b ) => {
- return geometryInfoList[ a ].vertexStart - geometryInfoList[ b ].vertexStart;
- } );
- const geometry = this.geometry;
- for ( let i = 0, l = geometryInfoList.length; i < l; i ++ ) {
- // if a geometry range is inactive then don't copy anything
- const index = indices[ i ];
- const geometryInfo = geometryInfoList[ index ];
- if ( geometryInfo.active === false ) {
- continue;
- }
- // if a geometry contains an index buffer then shift it, as well
- if ( geometry.index !== null ) {
- if ( geometryInfo.indexStart !== nextIndexStart ) {
- const { indexStart, vertexStart, reservedIndexCount } = geometryInfo;
- const index = geometry.index;
- const array = index.array;
- // shift the index pointers based on how the vertex data will shift
- // adjusting the index must happen first so the original vertex start value is available
- const elementDelta = nextVertexStart - vertexStart;
- for ( let j = indexStart; j < indexStart + reservedIndexCount; j ++ ) {
- array[ j ] = array[ j ] + elementDelta;
- }
- index.array.copyWithin( nextIndexStart, indexStart, indexStart + reservedIndexCount );
- index.addUpdateRange( nextIndexStart, reservedIndexCount );
- index.needsUpdate = true;
- geometryInfo.indexStart = nextIndexStart;
- }
- nextIndexStart += geometryInfo.reservedIndexCount;
- }
- // if a geometry needs to be moved then copy attribute data to overwrite unused space
- if ( geometryInfo.vertexStart !== nextVertexStart ) {
- const { vertexStart, reservedVertexCount } = geometryInfo;
- const attributes = geometry.attributes;
- for ( const key in attributes ) {
- const attribute = attributes[ key ];
- const { array, itemSize } = attribute;
- array.copyWithin( nextVertexStart * itemSize, vertexStart * itemSize, ( vertexStart + reservedVertexCount ) * itemSize );
- attribute.addUpdateRange( nextVertexStart * itemSize, reservedVertexCount * itemSize );
- attribute.needsUpdate = true;
- }
- geometryInfo.vertexStart = nextVertexStart;
- }
- nextVertexStart += geometryInfo.reservedVertexCount;
- geometryInfo.start = geometry.index ? geometryInfo.indexStart : geometryInfo.vertexStart;
- // step the next geometry points to the shifted position
- this._nextIndexStart = geometry.index ? geometryInfo.indexStart + geometryInfo.reservedIndexCount : 0;
- this._nextVertexStart = geometryInfo.vertexStart + geometryInfo.reservedVertexCount;
- }
- this._visibilityChanged = true;
- return this;
- }
- /**
- * Returns the bounding box for the given geometry.
- *
- * @param {number} geometryId - The ID of the geometry to return the bounding box for.
- * @param {Box3} target - The target object that is used to store the method's result.
- * @return {?Box3} The geometry's bounding box. Returns `null` if no geometry has been found for the given ID.
- */
- getBoundingBoxAt( geometryId, target ) {
- if ( geometryId >= this._geometryCount ) {
- return null;
- }
- // compute bounding box
- const geometry = this.geometry;
- const geometryInfo = this._geometryInfo[ geometryId ];
- if ( geometryInfo.boundingBox === null ) {
- const box = new Box3();
- const index = geometry.index;
- const position = geometry.attributes.position;
- for ( let i = geometryInfo.start, l = geometryInfo.start + geometryInfo.count; i < l; i ++ ) {
- let iv = i;
- if ( index ) {
- iv = index.getX( iv );
- }
- box.expandByPoint( _vector$5.fromBufferAttribute( position, iv ) );
- }
- geometryInfo.boundingBox = box;
- }
- target.copy( geometryInfo.boundingBox );
- return target;
- }
- /**
- * Returns the bounding sphere for the given geometry.
- *
- * @param {number} geometryId - The ID of the geometry to return the bounding sphere for.
- * @param {Sphere} target - The target object that is used to store the method's result.
- * @return {?Sphere} The geometry's bounding sphere. Returns `null` if no geometry has been found for the given ID.
- */
- getBoundingSphereAt( geometryId, target ) {
- if ( geometryId >= this._geometryCount ) {
- return null;
- }
- // compute bounding sphere
- const geometry = this.geometry;
- const geometryInfo = this._geometryInfo[ geometryId ];
- if ( geometryInfo.boundingSphere === null ) {
- const sphere = new Sphere();
- this.getBoundingBoxAt( geometryId, _box$1 );
- _box$1.getCenter( sphere.center );
- const index = geometry.index;
- const position = geometry.attributes.position;
- let maxRadiusSq = 0;
- for ( let i = geometryInfo.start, l = geometryInfo.start + geometryInfo.count; i < l; i ++ ) {
- let iv = i;
- if ( index ) {
- iv = index.getX( iv );
- }
- _vector$5.fromBufferAttribute( position, iv );
- maxRadiusSq = Math.max( maxRadiusSq, sphere.center.distanceToSquared( _vector$5 ) );
- }
- sphere.radius = Math.sqrt( maxRadiusSq );
- geometryInfo.boundingSphere = sphere;
- }
- target.copy( geometryInfo.boundingSphere );
- return target;
- }
- /**
- * Sets the given local transformation matrix to the defined instance.
- * Negatively scaled matrices are not supported.
- *
- * @param {number} instanceId - The ID of an instance to set the matrix of.
- * @param {Matrix4} matrix - A 4x4 matrix representing the local transformation of a single instance.
- * @return {BatchedMesh} A reference to this batched mesh.
- */
- setMatrixAt( instanceId, matrix ) {
- this.validateInstanceId( instanceId );
- const matricesTexture = this._matricesTexture;
- const matricesArray = this._matricesTexture.image.data;
- matrix.toArray( matricesArray, instanceId * 16 );
- matricesTexture.needsUpdate = true;
- return this;
- }
- /**
- * Returns the local transformation matrix of the defined instance.
- *
- * @param {number} instanceId - The ID of an instance to get the matrix of.
- * @param {Matrix4} matrix - The target object that is used to store the method's result.
- * @return {Matrix4} The instance's local transformation matrix.
- */
- getMatrixAt( instanceId, matrix ) {
- this.validateInstanceId( instanceId );
- return matrix.fromArray( this._matricesTexture.image.data, instanceId * 16 );
- }
- /**
- * Sets the given color to the defined instance.
- *
- * @param {number} instanceId - The ID of an instance to set the color of.
- * @param {Color} color - The color to set the instance to.
- * @return {BatchedMesh} A reference to this batched mesh.
- */
- setColorAt( instanceId, color ) {
- this.validateInstanceId( instanceId );
- if ( this._colorsTexture === null ) {
- this._initColorsTexture();
- }
- color.toArray( this._colorsTexture.image.data, instanceId * 4 );
- this._colorsTexture.needsUpdate = true;
- return this;
- }
- /**
- * Returns the color of the defined instance.
- *
- * @param {number} instanceId - The ID of an instance to get the color of.
- * @param {Color} color - The target object that is used to store the method's result.
- * @return {Color} The instance's color.
- */
- getColorAt( instanceId, color ) {
- this.validateInstanceId( instanceId );
- return color.fromArray( this._colorsTexture.image.data, instanceId * 4 );
- }
- /**
- * Sets the visibility of the instance.
- *
- * @param {number} instanceId - The id of the instance to set the visibility of.
- * @param {boolean} visible - Whether the instance is visible or not.
- * @return {BatchedMesh} A reference to this batched mesh.
- */
- setVisibleAt( instanceId, visible ) {
- this.validateInstanceId( instanceId );
- if ( this._instanceInfo[ instanceId ].visible === visible ) {
- return this;
- }
- this._instanceInfo[ instanceId ].visible = visible;
- this._visibilityChanged = true;
- return this;
- }
- /**
- * Returns the visibility state of the defined instance.
- *
- * @param {number} instanceId - The ID of an instance to get the visibility state of.
- * @return {boolean} Whether the instance is visible or not.
- */
- getVisibleAt( instanceId ) {
- this.validateInstanceId( instanceId );
- return this._instanceInfo[ instanceId ].visible;
- }
- /**
- * Sets the geometry ID of the instance at the given index.
- *
- * @param {number} instanceId - The ID of the instance to set the geometry ID of.
- * @param {number} geometryId - The geometry ID to be use by the instance.
- * @return {BatchedMesh} A reference to this batched mesh.
- */
- setGeometryIdAt( instanceId, geometryId ) {
- this.validateInstanceId( instanceId );
- this.validateGeometryId( geometryId );
- this._instanceInfo[ instanceId ].geometryIndex = geometryId;
- return this;
- }
- /**
- * Returns the geometry ID of the defined instance.
- *
- * @param {number} instanceId - The ID of an instance to get the geometry ID of.
- * @return {number} The instance's geometry ID.
- */
- getGeometryIdAt( instanceId ) {
- this.validateInstanceId( instanceId );
- return this._instanceInfo[ instanceId ].geometryIndex;
- }
- /**
- * Get the range representing the subset of triangles related to the attached geometry,
- * indicating the starting offset and count, or `null` if invalid.
- *
- * @param {number} geometryId - The id of the geometry to get the range of.
- * @param {Object} [target] - The target object that is used to store the method's result.
- * @return {{
- * vertexStart:number,vertexCount:number,reservedVertexCount:number,
- * indexStart:number,indexCount:number,reservedIndexCount:number,
- * start:number,count:number
- * }} The result object with range data.
- */
- getGeometryRangeAt( geometryId, target = {} ) {
- this.validateGeometryId( geometryId );
- const geometryInfo = this._geometryInfo[ geometryId ];
- target.vertexStart = geometryInfo.vertexStart;
- target.vertexCount = geometryInfo.vertexCount;
- target.reservedVertexCount = geometryInfo.reservedVertexCount;
- target.indexStart = geometryInfo.indexStart;
- target.indexCount = geometryInfo.indexCount;
- target.reservedIndexCount = geometryInfo.reservedIndexCount;
- target.start = geometryInfo.start;
- target.count = geometryInfo.count;
- return target;
- }
- /**
- * Resizes the necessary buffers to support the provided number of instances.
- * If the provided arguments shrink the number of instances but there are not enough
- * unused Ids at the end of the list then an error is thrown.
- *
- * @param {number} maxInstanceCount - The max number of individual instances that can be added and rendered by the batch.
- */
- setInstanceCount( maxInstanceCount ) {
- // shrink the available instances as much as possible
- const availableInstanceIds = this._availableInstanceIds;
- const instanceInfo = this._instanceInfo;
- availableInstanceIds.sort( ascIdSort );
- while ( availableInstanceIds[ availableInstanceIds.length - 1 ] === instanceInfo.length - 1 ) {
- instanceInfo.pop();
- availableInstanceIds.pop();
- }
- // throw an error if it can't be shrunk to the desired size
- if ( maxInstanceCount < instanceInfo.length ) {
- throw new Error( `BatchedMesh: Instance ids outside the range ${ maxInstanceCount } are being used. Cannot shrink instance count.` );
- }
- // copy the multi draw counts
- const multiDrawCounts = new Int32Array( maxInstanceCount );
- const multiDrawStarts = new Int32Array( maxInstanceCount );
- copyArrayContents( this._multiDrawCounts, multiDrawCounts );
- copyArrayContents( this._multiDrawStarts, multiDrawStarts );
- this._multiDrawCounts = multiDrawCounts;
- this._multiDrawStarts = multiDrawStarts;
- this._maxInstanceCount = maxInstanceCount;
- // update texture data for instance sampling
- const indirectTexture = this._indirectTexture;
- const matricesTexture = this._matricesTexture;
- const colorsTexture = this._colorsTexture;
- indirectTexture.dispose();
- this._initIndirectTexture();
- copyArrayContents( indirectTexture.image.data, this._indirectTexture.image.data );
- matricesTexture.dispose();
- this._initMatricesTexture();
- copyArrayContents( matricesTexture.image.data, this._matricesTexture.image.data );
- if ( colorsTexture ) {
- colorsTexture.dispose();
- this._initColorsTexture();
- copyArrayContents( colorsTexture.image.data, this._colorsTexture.image.data );
- }
- }
- /**
- * Resizes the available space in the batch's vertex and index buffer attributes to the provided sizes.
- * If the provided arguments shrink the geometry buffers but there is not enough unused space at the
- * end of the geometry attributes then an error is thrown.
- *
- * @param {number} maxVertexCount - The maximum number of vertices to be used by all unique geometries to resize to.
- * @param {number} maxIndexCount - The maximum number of indices to be used by all unique geometries to resize to.
- */
- setGeometrySize( maxVertexCount, maxIndexCount ) {
- // Check if we can shrink to the requested vertex attribute size
- const validRanges = [ ...this._geometryInfo ].filter( info => info.active );
- const requiredVertexLength = Math.max( ...validRanges.map( range => range.vertexStart + range.reservedVertexCount ) );
- if ( requiredVertexLength > maxVertexCount ) {
- throw new Error( `BatchedMesh: Geometry vertex values are being used outside the range ${ maxIndexCount }. Cannot shrink further.` );
- }
- // Check if we can shrink to the requested index attribute size
- if ( this.geometry.index ) {
- const requiredIndexLength = Math.max( ...validRanges.map( range => range.indexStart + range.reservedIndexCount ) );
- if ( requiredIndexLength > maxIndexCount ) {
- throw new Error( `BatchedMesh: Geometry index values are being used outside the range ${ maxIndexCount }. Cannot shrink further.` );
- }
- }
- //
- // dispose of the previous geometry
- const oldGeometry = this.geometry;
- oldGeometry.dispose();
- // recreate the geometry needed based on the previous variant
- this._maxVertexCount = maxVertexCount;
- this._maxIndexCount = maxIndexCount;
- if ( this._geometryInitialized ) {
- this._geometryInitialized = false;
- this.geometry = new BufferGeometry();
- this._initializeGeometry( oldGeometry );
- }
- // copy data from the previous geometry
- const geometry = this.geometry;
- if ( oldGeometry.index ) {
- copyArrayContents( oldGeometry.index.array, geometry.index.array );
- }
- for ( const key in oldGeometry.attributes ) {
- copyArrayContents( oldGeometry.attributes[ key ].array, geometry.attributes[ key ].array );
- }
- }
- raycast( raycaster, intersects ) {
- const instanceInfo = this._instanceInfo;
- const geometryInfoList = this._geometryInfo;
- const matrixWorld = this.matrixWorld;
- const batchGeometry = this.geometry;
- // iterate over each geometry
- _mesh.material = this.material;
- _mesh.geometry.index = batchGeometry.index;
- _mesh.geometry.attributes = batchGeometry.attributes;
- if ( _mesh.geometry.boundingBox === null ) {
- _mesh.geometry.boundingBox = new Box3();
- }
- if ( _mesh.geometry.boundingSphere === null ) {
- _mesh.geometry.boundingSphere = new Sphere();
- }
- for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
- if ( ! instanceInfo[ i ].visible || ! instanceInfo[ i ].active ) {
- continue;
- }
- const geometryId = instanceInfo[ i ].geometryIndex;
- const geometryInfo = geometryInfoList[ geometryId ];
- _mesh.geometry.setDrawRange( geometryInfo.start, geometryInfo.count );
- // get the intersects
- this.getMatrixAt( i, _mesh.matrixWorld ).premultiply( matrixWorld );
- this.getBoundingBoxAt( geometryId, _mesh.geometry.boundingBox );
- this.getBoundingSphereAt( geometryId, _mesh.geometry.boundingSphere );
- _mesh.raycast( raycaster, _batchIntersects );
- // add batch id to the intersects
- for ( let j = 0, l = _batchIntersects.length; j < l; j ++ ) {
- const intersect = _batchIntersects[ j ];
- intersect.object = this;
- intersect.batchId = i;
- intersects.push( intersect );
- }
- _batchIntersects.length = 0;
- }
- _mesh.material = null;
- _mesh.geometry.index = null;
- _mesh.geometry.attributes = {};
- _mesh.geometry.setDrawRange( 0, Infinity );
- }
- copy( source ) {
- super.copy( source );
- this.geometry = source.geometry.clone();
- this.perObjectFrustumCulled = source.perObjectFrustumCulled;
- this.sortObjects = source.sortObjects;
- this.boundingBox = source.boundingBox !== null ? source.boundingBox.clone() : null;
- this.boundingSphere = source.boundingSphere !== null ? source.boundingSphere.clone() : null;
- this._geometryInfo = source._geometryInfo.map( info => ( {
- ...info,
- boundingBox: info.boundingBox !== null ? info.boundingBox.clone() : null,
- boundingSphere: info.boundingSphere !== null ? info.boundingSphere.clone() : null,
- } ) );
- this._instanceInfo = source._instanceInfo.map( info => ( { ...info } ) );
- this._availableInstanceIds = source._availableInstanceIds.slice();
- this._availableGeometryIds = source._availableGeometryIds.slice();
- this._nextIndexStart = source._nextIndexStart;
- this._nextVertexStart = source._nextVertexStart;
- this._geometryCount = source._geometryCount;
- this._maxInstanceCount = source._maxInstanceCount;
- this._maxVertexCount = source._maxVertexCount;
- this._maxIndexCount = source._maxIndexCount;
- this._geometryInitialized = source._geometryInitialized;
- this._multiDrawCounts = source._multiDrawCounts.slice();
- this._multiDrawStarts = source._multiDrawStarts.slice();
- this._indirectTexture = source._indirectTexture.clone();
- this._indirectTexture.image.data = this._indirectTexture.image.data.slice();
- this._matricesTexture = source._matricesTexture.clone();
- this._matricesTexture.image.data = this._matricesTexture.image.data.slice();
- if ( this._colorsTexture !== null ) {
- this._colorsTexture = source._colorsTexture.clone();
- this._colorsTexture.image.data = this._colorsTexture.image.data.slice();
- }
- return this;
- }
- /**
- * Frees the GPU-related resources allocated by this instance. Call this
- * method whenever this instance is no longer used in your app.
- */
- dispose() {
- // Assuming the geometry is not shared with other meshes
- this.geometry.dispose();
- this._matricesTexture.dispose();
- this._matricesTexture = null;
- this._indirectTexture.dispose();
- this._indirectTexture = null;
- if ( this._colorsTexture !== null ) {
- this._colorsTexture.dispose();
- this._colorsTexture = null;
- }
- }
- onBeforeRender( renderer, scene, camera, geometry, material/*, _group*/ ) {
- // if visibility has not changed and frustum culling and object sorting is not required
- // then skip iterating over all items
- if ( ! this._visibilityChanged && ! this.perObjectFrustumCulled && ! this.sortObjects ) {
- return;
- }
- // the indexed version of the multi draw function requires specifying the start
- // offset in bytes.
- const index = geometry.getIndex();
- const bytesPerElement = index === null ? 1 : index.array.BYTES_PER_ELEMENT;
- const instanceInfo = this._instanceInfo;
- const multiDrawStarts = this._multiDrawStarts;
- const multiDrawCounts = this._multiDrawCounts;
- const geometryInfoList = this._geometryInfo;
- const perObjectFrustumCulled = this.perObjectFrustumCulled;
- const indirectTexture = this._indirectTexture;
- const indirectArray = indirectTexture.image.data;
- const frustum = camera.isArrayCamera ? _frustumArray : _frustum;
- // prepare the frustum in the local frame
- if ( perObjectFrustumCulled && ! camera.isArrayCamera ) {
- _matrix$1
- .multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse )
- .multiply( this.matrixWorld );
- _frustum.setFromProjectionMatrix(
- _matrix$1,
- camera.coordinateSystem,
- camera.reversedDepth
- );
- }
- let multiDrawCount = 0;
- if ( this.sortObjects ) {
- // get the camera position in the local frame
- _matrix$1.copy( this.matrixWorld ).invert();
- _vector$5.setFromMatrixPosition( camera.matrixWorld ).applyMatrix4( _matrix$1 );
- _forward$1.set( 0, 0, -1 ).transformDirection( camera.matrixWorld ).transformDirection( _matrix$1 );
- for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
- if ( instanceInfo[ i ].visible && instanceInfo[ i ].active ) {
- const geometryId = instanceInfo[ i ].geometryIndex;
- // get the bounds in world space
- this.getMatrixAt( i, _matrix$1 );
- this.getBoundingSphereAt( geometryId, _sphere$2 ).applyMatrix4( _matrix$1 );
- // determine whether the batched geometry is within the frustum
- let culled = false;
- if ( perObjectFrustumCulled ) {
- culled = ! frustum.intersectsSphere( _sphere$2, camera );
- }
- if ( ! culled ) {
- // get the distance from camera used for sorting
- const geometryInfo = geometryInfoList[ geometryId ];
- const z = _temp.subVectors( _sphere$2.center, _vector$5 ).dot( _forward$1 );
- _renderList.push( geometryInfo.start, geometryInfo.count, z, i );
- }
- }
- }
- // Sort the draw ranges and prep for rendering
- const list = _renderList.list;
- const customSort = this.customSort;
- if ( customSort === null ) {
- list.sort( material.transparent ? sortTransparent : sortOpaque );
- } else {
- customSort.call( this, list, camera );
- }
- for ( let i = 0, l = list.length; i < l; i ++ ) {
- const item = list[ i ];
- multiDrawStarts[ multiDrawCount ] = item.start * bytesPerElement;
- multiDrawCounts[ multiDrawCount ] = item.count;
- indirectArray[ multiDrawCount ] = item.index;
- multiDrawCount ++;
- }
- _renderList.reset();
- } else {
- for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
- if ( instanceInfo[ i ].visible && instanceInfo[ i ].active ) {
- const geometryId = instanceInfo[ i ].geometryIndex;
- // determine whether the batched geometry is within the frustum
- let culled = false;
- if ( perObjectFrustumCulled ) {
- // get the bounds in world space
- this.getMatrixAt( i, _matrix$1 );
- this.getBoundingSphereAt( geometryId, _sphere$2 ).applyMatrix4( _matrix$1 );
- culled = ! frustum.intersectsSphere( _sphere$2, camera );
- }
- if ( ! culled ) {
- const geometryInfo = geometryInfoList[ geometryId ];
- multiDrawStarts[ multiDrawCount ] = geometryInfo.start * bytesPerElement;
- multiDrawCounts[ multiDrawCount ] = geometryInfo.count;
- indirectArray[ multiDrawCount ] = i;
- multiDrawCount ++;
- }
- }
- }
- }
- indirectTexture.needsUpdate = true;
- this._multiDrawCount = multiDrawCount;
- this._visibilityChanged = false;
- }
- onBeforeShadow( renderer, object, camera, shadowCamera, geometry, depthMaterial/* , group */ ) {
- this.onBeforeRender( renderer, null, shadowCamera, geometry, depthMaterial );
- }
- }
- /**
- * A material for rendering line primitives.
- *
- * Materials define the appearance of renderable 3D objects.
- *
- * ```js
- * const material = new THREE.LineBasicMaterial( { color: 0xffffff } );
- * ```
- *
- * @augments Material
- */
- class LineBasicMaterial extends Material {
- /**
- * Constructs a new line basic material.
- *
- * @param {Object} [parameters] - An object with one or more properties
- * defining the material's appearance. Any property of the material
- * (including any property from inherited materials) can be passed
- * in here. Color values can be passed any type of value accepted
- * by {@link Color#set}.
- */
- constructor( parameters ) {
- super();
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isLineBasicMaterial = true;
- this.type = 'LineBasicMaterial';
- /**
- * Color of the material.
- *
- * @type {Color}
- * @default (1,1,1)
- */
- this.color = new Color( 0xffffff );
- /**
- * Sets the color of the lines using data from a texture. The texture map
- * color is modulated by the diffuse `color`.
- *
- * @type {?Texture}
- * @default null
- */
- this.map = null;
- /**
- * Controls line thickness or lines.
- *
- * Can only be used with {@link SVGRenderer}. WebGL and WebGPU
- * ignore this setting and always render line primitives with a
- * width of one pixel.
- *
- * @type {number}
- * @default 1
- */
- this.linewidth = 1;
- /**
- * Defines appearance of line ends.
- *
- * Can only be used with {@link SVGRenderer}.
- *
- * @type {('butt'|'round'|'square')}
- * @default 'round'
- */
- this.linecap = 'round';
- /**
- * Defines appearance of line joints.
- *
- * Can only be used with {@link SVGRenderer}.
- *
- * @type {('round'|'bevel'|'miter')}
- * @default 'round'
- */
- this.linejoin = 'round';
- /**
- * Whether the material is affected by fog or not.
- *
- * @type {boolean}
- * @default true
- */
- this.fog = true;
- this.setValues( parameters );
- }
- copy( source ) {
- super.copy( source );
- this.color.copy( source.color );
- this.map = source.map;
- this.linewidth = source.linewidth;
- this.linecap = source.linecap;
- this.linejoin = source.linejoin;
- this.fog = source.fog;
- return this;
- }
- }
- const _vStart = /*@__PURE__*/ new Vector3();
- const _vEnd = /*@__PURE__*/ new Vector3();
- const _inverseMatrix$1 = /*@__PURE__*/ new Matrix4();
- const _ray$1 = /*@__PURE__*/ new Ray();
- const _sphere$1 = /*@__PURE__*/ new Sphere();
- const _intersectPointOnRay = /*@__PURE__*/ new Vector3();
- const _intersectPointOnSegment = /*@__PURE__*/ new Vector3();
- /**
- * A continuous line. The line are rendered by connecting consecutive
- * vertices with straight lines.
- *
- * ```js
- * const material = new THREE.LineBasicMaterial( { color: 0x0000ff } );
- *
- * const points = [];
- * points.push( new THREE.Vector3( - 10, 0, 0 ) );
- * points.push( new THREE.Vector3( 0, 10, 0 ) );
- * points.push( new THREE.Vector3( 10, 0, 0 ) );
- *
- * const geometry = new THREE.BufferGeometry().setFromPoints( points );
- *
- * const line = new THREE.Line( geometry, material );
- * scene.add( line );
- * ```
- *
- * @augments Object3D
- */
- class Line extends Object3D {
- /**
- * Constructs a new line.
- *
- * @param {BufferGeometry} [geometry] - The line geometry.
- * @param {Material|Array<Material>} [material] - The line material.
- */
- constructor( geometry = new BufferGeometry(), material = new LineBasicMaterial() ) {
- super();
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isLine = true;
- this.type = 'Line';
- /**
- * The line geometry.
- *
- * @type {BufferGeometry}
- */
- this.geometry = geometry;
- /**
- * The line material.
- *
- * @type {Material|Array<Material>}
- * @default LineBasicMaterial
- */
- this.material = material;
- /**
- * A dictionary representing the morph targets in the geometry. The key is the
- * morph targets name, the value its attribute index. This member is `undefined`
- * by default and only set when morph targets are detected in the geometry.
- *
- * @type {Object<string,number>|undefined}
- * @default undefined
- */
- this.morphTargetDictionary = undefined;
- /**
- * An array of weights typically in the range `[0,1]` that specify how much of the morph
- * is applied. This member is `undefined` by default and only set when morph targets are
- * detected in the geometry.
- *
- * @type {Array<number>|undefined}
- * @default undefined
- */
- this.morphTargetInfluences = undefined;
- this.updateMorphTargets();
- }
- copy( source, recursive ) {
- super.copy( source, recursive );
- this.material = Array.isArray( source.material ) ? source.material.slice() : source.material;
- this.geometry = source.geometry;
- return this;
- }
- /**
- * Computes an array of distance values which are necessary for rendering dashed lines.
- * For each vertex in the geometry, the method calculates the cumulative length from the
- * current point to the very beginning of the line.
- *
- * @return {Line} A reference to this line.
- */
- computeLineDistances() {
- const geometry = this.geometry;
- // we assume non-indexed geometry
- if ( geometry.index === null ) {
- const positionAttribute = geometry.attributes.position;
- const lineDistances = [ 0 ];
- for ( let i = 1, l = positionAttribute.count; i < l; i ++ ) {
- _vStart.fromBufferAttribute( positionAttribute, i - 1 );
- _vEnd.fromBufferAttribute( positionAttribute, i );
- lineDistances[ i ] = lineDistances[ i - 1 ];
- lineDistances[ i ] += _vStart.distanceTo( _vEnd );
- }
- geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
- } else {
- warn( 'Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
- }
- return this;
- }
- /**
- * Computes intersection points between a casted ray and this line.
- *
- * @param {Raycaster} raycaster - The raycaster.
- * @param {Array<Object>} intersects - The target array that holds the intersection points.
- */
- raycast( raycaster, intersects ) {
- const geometry = this.geometry;
- const matrixWorld = this.matrixWorld;
- const threshold = raycaster.params.Line.threshold;
- const drawRange = geometry.drawRange;
- // Checking boundingSphere distance to ray
- if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
- _sphere$1.copy( geometry.boundingSphere );
- _sphere$1.applyMatrix4( matrixWorld );
- _sphere$1.radius += threshold;
- if ( raycaster.ray.intersectsSphere( _sphere$1 ) === false ) return;
- //
- _inverseMatrix$1.copy( matrixWorld ).invert();
- _ray$1.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$1 );
- const localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
- const localThresholdSq = localThreshold * localThreshold;
- const step = this.isLineSegments ? 2 : 1;
- const index = geometry.index;
- const attributes = geometry.attributes;
- const positionAttribute = attributes.position;
- if ( index !== null ) {
- const start = Math.max( 0, drawRange.start );
- const end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
- for ( let i = start, l = end - 1; i < l; i += step ) {
- const a = index.getX( i );
- const b = index.getX( i + 1 );
- const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, a, b, i );
- if ( intersect ) {
- intersects.push( intersect );
- }
- }
- if ( this.isLineLoop ) {
- const a = index.getX( end - 1 );
- const b = index.getX( start );
- const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, a, b, end - 1 );
- if ( intersect ) {
- intersects.push( intersect );
- }
- }
- } else {
- const start = Math.max( 0, drawRange.start );
- const end = Math.min( positionAttribute.count, ( drawRange.start + drawRange.count ) );
- for ( let i = start, l = end - 1; i < l; i += step ) {
- const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, i, i + 1, i );
- if ( intersect ) {
- intersects.push( intersect );
- }
- }
- if ( this.isLineLoop ) {
- const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, end - 1, start, end - 1 );
- if ( intersect ) {
- intersects.push( intersect );
- }
- }
- }
- }
- /**
- * Sets the values of {@link Line#morphTargetDictionary} and {@link Line#morphTargetInfluences}
- * to make sure existing morph targets can influence this 3D object.
- */
- updateMorphTargets() {
- const geometry = this.geometry;
- const morphAttributes = geometry.morphAttributes;
- const keys = Object.keys( morphAttributes );
- if ( keys.length > 0 ) {
- const morphAttribute = morphAttributes[ keys[ 0 ] ];
- if ( morphAttribute !== undefined ) {
- this.morphTargetInfluences = [];
- this.morphTargetDictionary = {};
- for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
- const name = morphAttribute[ m ].name || String( m );
- this.morphTargetInfluences.push( 0 );
- this.morphTargetDictionary[ name ] = m;
- }
- }
- }
- }
- }
- function checkIntersection( object, raycaster, ray, thresholdSq, a, b, i ) {
- const positionAttribute = object.geometry.attributes.position;
- _vStart.fromBufferAttribute( positionAttribute, a );
- _vEnd.fromBufferAttribute( positionAttribute, b );
- const distSq = ray.distanceSqToSegment( _vStart, _vEnd, _intersectPointOnRay, _intersectPointOnSegment );
- if ( distSq > thresholdSq ) return;
- _intersectPointOnRay.applyMatrix4( object.matrixWorld ); // Move back to world space for distance calculation
- const distance = raycaster.ray.origin.distanceTo( _intersectPointOnRay );
- if ( distance < raycaster.near || distance > raycaster.far ) return;
- return {
- distance: distance,
- // What do we want? intersection point on the ray or on the segment??
- // point: raycaster.ray.at( distance ),
- point: _intersectPointOnSegment.clone().applyMatrix4( object.matrixWorld ),
- index: i,
- face: null,
- faceIndex: null,
- barycoord: null,
- object: object
- };
- }
- const _start = /*@__PURE__*/ new Vector3();
- const _end = /*@__PURE__*/ new Vector3();
- /**
- * A series of lines drawn between pairs of vertices.
- *
- * @augments Line
- */
- class LineSegments extends Line {
- /**
- * Constructs a new line segments.
- *
- * @param {BufferGeometry} [geometry] - The line geometry.
- * @param {Material|Array<Material>} [material] - The line material.
- */
- constructor( geometry, material ) {
- super( geometry, material );
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isLineSegments = true;
- this.type = 'LineSegments';
- }
- computeLineDistances() {
- const geometry = this.geometry;
- // we assume non-indexed geometry
- if ( geometry.index === null ) {
- const positionAttribute = geometry.attributes.position;
- const lineDistances = [];
- for ( let i = 0, l = positionAttribute.count; i < l; i += 2 ) {
- _start.fromBufferAttribute( positionAttribute, i );
- _end.fromBufferAttribute( positionAttribute, i + 1 );
- lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
- lineDistances[ i + 1 ] = lineDistances[ i ] + _start.distanceTo( _end );
- }
- geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
- } else {
- warn( 'LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
- }
- return this;
- }
- }
- /**
- * A continuous line. This is nearly the same as {@link Line} the only difference
- * is that the last vertex is connected with the first vertex in order to close
- * the line to form a loop.
- *
- * @augments Line
- */
- class LineLoop extends Line {
- /**
- * Constructs a new line loop.
- *
- * @param {BufferGeometry} [geometry] - The line geometry.
- * @param {Material|Array<Material>} [material] - The line material.
- */
- constructor( geometry, material ) {
- super( geometry, material );
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isLineLoop = true;
- this.type = 'LineLoop';
- }
- }
- /**
- * A material for rendering point primitives.
- *
- * Materials define the appearance of renderable 3D objects.
- *
- * ```js
- * const vertices = [];
- *
- * for ( let i = 0; i < 10000; i ++ ) {
- * const x = THREE.MathUtils.randFloatSpread( 2000 );
- * const y = THREE.MathUtils.randFloatSpread( 2000 );
- * const z = THREE.MathUtils.randFloatSpread( 2000 );
- *
- * vertices.push( x, y, z );
- * }
- *
- * const geometry = new THREE.BufferGeometry();
- * geometry.setAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) );
- * const material = new THREE.PointsMaterial( { color: 0x888888 } );
- * const points = new THREE.Points( geometry, material );
- * scene.add( points );
- * ```
- *
- * @augments Material
- */
- class PointsMaterial extends Material {
- /**
- * Constructs a new points material.
- *
- * @param {Object} [parameters] - An object with one or more properties
- * defining the material's appearance. Any property of the material
- * (including any property from inherited materials) can be passed
- * in here. Color values can be passed any type of value accepted
- * by {@link Color#set}.
- */
- constructor( parameters ) {
- super();
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isPointsMaterial = true;
- this.type = 'PointsMaterial';
- /**
- * Color of the material.
- *
- * @type {Color}
- * @default (1,1,1)
- */
- this.color = new Color( 0xffffff );
- /**
- * The color map. May optionally include an alpha channel, typically combined
- * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
- * color is modulated by the diffuse `color`.
- *
- * @type {?Texture}
- * @default null
- */
- this.map = null;
- /**
- * The alpha map is a grayscale texture that controls the opacity across the
- * surface (black: fully transparent; white: fully opaque).
- *
- * Only the color of the texture is used, ignoring the alpha channel if one
- * exists. For RGB and RGBA textures, the renderer will use the green channel
- * when sampling this texture due to the extra bit of precision provided for
- * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
- * luminance/alpha textures will also still work as expected.
- *
- * @type {?Texture}
- * @default null
- */
- this.alphaMap = null;
- /**
- * Defines the size of the points in pixels.
- *
- * Might be capped if the value exceeds hardware dependent parameters like [gl.ALIASED_POINT_SIZE_RANGE](https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getParamete).
- *
- * @type {number}
- * @default 1
- */
- this.size = 1;
- /**
- * Specifies whether size of individual points is attenuated by the camera depth (perspective camera only).
- *
- * @type {boolean}
- * @default true
- */
- this.sizeAttenuation = true;
- /**
- * Whether the material is affected by fog or not.
- *
- * @type {boolean}
- * @default true
- */
- this.fog = true;
- this.setValues( parameters );
- }
- copy( source ) {
- super.copy( source );
- this.color.copy( source.color );
- this.map = source.map;
- this.alphaMap = source.alphaMap;
- this.size = source.size;
- this.sizeAttenuation = source.sizeAttenuation;
- this.fog = source.fog;
- return this;
- }
- }
- const _inverseMatrix = /*@__PURE__*/ new Matrix4();
- const _ray = /*@__PURE__*/ new Ray();
- const _sphere = /*@__PURE__*/ new Sphere();
- const _position$2 = /*@__PURE__*/ new Vector3();
- /**
- * A class for displaying points or point clouds.
- *
- * @augments Object3D
- */
- class Points extends Object3D {
- /**
- * Constructs a new point cloud.
- *
- * @param {BufferGeometry} [geometry] - The points geometry.
- * @param {Material|Array<Material>} [material] - The points material.
- */
- constructor( geometry = new BufferGeometry(), material = new PointsMaterial() ) {
- super();
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isPoints = true;
- this.type = 'Points';
- /**
- * The points geometry.
- *
- * @type {BufferGeometry}
- */
- this.geometry = geometry;
- /**
- * The line material.
- *
- * @type {Material|Array<Material>}
- * @default PointsMaterial
- */
- this.material = material;
- /**
- * A dictionary representing the morph targets in the geometry. The key is the
- * morph targets name, the value its attribute index. This member is `undefined`
- * by default and only set when morph targets are detected in the geometry.
- *
- * @type {Object<string,number>|undefined}
- * @default undefined
- */
- this.morphTargetDictionary = undefined;
- /**
- * An array of weights typically in the range `[0,1]` that specify how much of the morph
- * is applied. This member is `undefined` by default and only set when morph targets are
- * detected in the geometry.
- *
- * @type {Array<number>|undefined}
- * @default undefined
- */
- this.morphTargetInfluences = undefined;
- this.updateMorphTargets();
- }
- copy( source, recursive ) {
- super.copy( source, recursive );
- this.material = Array.isArray( source.material ) ? source.material.slice() : source.material;
- this.geometry = source.geometry;
- return this;
- }
- /**
- * Computes intersection points between a casted ray and this point cloud.
- *
- * @param {Raycaster} raycaster - The raycaster.
- * @param {Array<Object>} intersects - The target array that holds the intersection points.
- */
- raycast( raycaster, intersects ) {
- const geometry = this.geometry;
- const matrixWorld = this.matrixWorld;
- const threshold = raycaster.params.Points.threshold;
- const drawRange = geometry.drawRange;
- // Checking boundingSphere distance to ray
- if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
- _sphere.copy( geometry.boundingSphere );
- _sphere.applyMatrix4( matrixWorld );
- _sphere.radius += threshold;
- if ( raycaster.ray.intersectsSphere( _sphere ) === false ) return;
- //
- _inverseMatrix.copy( matrixWorld ).invert();
- _ray.copy( raycaster.ray ).applyMatrix4( _inverseMatrix );
- const localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
- const localThresholdSq = localThreshold * localThreshold;
- const index = geometry.index;
- const attributes = geometry.attributes;
- const positionAttribute = attributes.position;
- if ( index !== null ) {
- const start = Math.max( 0, drawRange.start );
- const end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
- for ( let i = start, il = end; i < il; i ++ ) {
- const a = index.getX( i );
- _position$2.fromBufferAttribute( positionAttribute, a );
- testPoint( _position$2, a, localThresholdSq, matrixWorld, raycaster, intersects, this );
- }
- } else {
- const start = Math.max( 0, drawRange.start );
- const end = Math.min( positionAttribute.count, ( drawRange.start + drawRange.count ) );
- for ( let i = start, l = end; i < l; i ++ ) {
- _position$2.fromBufferAttribute( positionAttribute, i );
- testPoint( _position$2, i, localThresholdSq, matrixWorld, raycaster, intersects, this );
- }
- }
- }
- /**
- * Sets the values of {@link Points#morphTargetDictionary} and {@link Points#morphTargetInfluences}
- * to make sure existing morph targets can influence this 3D object.
- */
- updateMorphTargets() {
- const geometry = this.geometry;
- const morphAttributes = geometry.morphAttributes;
- const keys = Object.keys( morphAttributes );
- if ( keys.length > 0 ) {
- const morphAttribute = morphAttributes[ keys[ 0 ] ];
- if ( morphAttribute !== undefined ) {
- this.morphTargetInfluences = [];
- this.morphTargetDictionary = {};
- for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
- const name = morphAttribute[ m ].name || String( m );
- this.morphTargetInfluences.push( 0 );
- this.morphTargetDictionary[ name ] = m;
- }
- }
- }
- }
- }
- function testPoint( point, index, localThresholdSq, matrixWorld, raycaster, intersects, object ) {
- const rayPointDistanceSq = _ray.distanceSqToPoint( point );
- if ( rayPointDistanceSq < localThresholdSq ) {
- const intersectPoint = new Vector3();
- _ray.closestPointToPoint( point, intersectPoint );
- intersectPoint.applyMatrix4( matrixWorld );
- const distance = raycaster.ray.origin.distanceTo( intersectPoint );
- if ( distance < raycaster.near || distance > raycaster.far ) return;
- intersects.push( {
- distance: distance,
- distanceToRay: Math.sqrt( rayPointDistanceSq ),
- point: intersectPoint,
- index: index,
- face: null,
- faceIndex: null,
- barycoord: null,
- object: object
- } );
- }
- }
- /**
- * A texture for use with a video.
- *
- * ```js
- * // assuming you have created a HTML video element with id="video"
- * const video = document.getElementById( 'video' );
- * const texture = new THREE.VideoTexture( video );
- * ```
- *
- * Note: When using video textures with {@link WebGPURenderer}, {@link Texture#colorSpace} must be
- * set to THREE.SRGBColorSpace.
- *
- * Note: After the initial use of a texture, its dimensions, format, and type
- * cannot be changed. Instead, call {@link Texture#dispose} on the texture and instantiate a new one.
- *
- * @augments Texture
- */
- class VideoTexture extends Texture {
- /**
- * Constructs a new video texture.
- *
- * @param {HTMLVideoElement} video - The video element to use as a data source for the texture.
- * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
- * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
- * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
- * @param {number} [magFilter=LinearFilter] - The mag filter value.
- * @param {number} [minFilter=LinearFilter] - The min filter value.
- * @param {number} [format=RGBAFormat] - The texture format.
- * @param {number} [type=UnsignedByteType] - The texture type.
- * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
- */
- constructor( video, mapping, wrapS, wrapT, magFilter = LinearFilter, minFilter = LinearFilter, format, type, anisotropy ) {
- super( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isVideoTexture = true;
- /**
- * Whether to generate mipmaps (if possible) for a texture.
- *
- * Overwritten and set to `false` by default.
- *
- * @type {boolean}
- * @default false
- */
- this.generateMipmaps = false;
- /**
- * The video frame request callback identifier, which is a positive integer.
- *
- * Value of 0 represents no scheduled rVFC.
- *
- * @private
- * @type {number}
- */
- this._requestVideoFrameCallbackId = 0;
- const scope = this;
- function updateVideo() {
- scope.needsUpdate = true;
- scope._requestVideoFrameCallbackId = video.requestVideoFrameCallback( updateVideo );
- }
- if ( 'requestVideoFrameCallback' in video ) {
- this._requestVideoFrameCallbackId = video.requestVideoFrameCallback( updateVideo );
- }
- }
- clone() {
- return new this.constructor( this.image ).copy( this );
- }
- /**
- * This method is called automatically by the renderer and sets {@link Texture#needsUpdate}
- * to `true` every time a new frame is available.
- *
- * Only relevant if `requestVideoFrameCallback` is not supported in the browser.
- */
- update() {
- const video = this.image;
- const hasVideoFrameCallback = 'requestVideoFrameCallback' in video;
- if ( hasVideoFrameCallback === false && video.readyState >= video.HAVE_CURRENT_DATA ) {
- this.needsUpdate = true;
- }
- }
- dispose() {
- if ( this._requestVideoFrameCallbackId !== 0 ) {
- this.source.data.cancelVideoFrameCallback( this._requestVideoFrameCallbackId );
- this._requestVideoFrameCallbackId = 0;
- }
- super.dispose();
- }
- }
- /**
- * This class can be used as an alternative way to define video data. Instead of using
- * an instance of `HTMLVideoElement` like with `VideoTexture`, `VideoFrameTexture` expects each frame is
- * defined manually via {@link VideoFrameTexture#setFrame}. A typical use case for this module is when
- * video frames are decoded with the WebCodecs API.
- *
- * ```js
- * const texture = new THREE.VideoFrameTexture();
- * texture.setFrame( frame );
- * ```
- *
- * @augments VideoTexture
- */
- class VideoFrameTexture extends VideoTexture {
- /**
- * Constructs a new video frame texture.
- *
- * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
- * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
- * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
- * @param {number} [magFilter=LinearFilter] - The mag filter value.
- * @param {number} [minFilter=LinearFilter] - The min filter value.
- * @param {number} [format=RGBAFormat] - The texture format.
- * @param {number} [type=UnsignedByteType] - The texture type.
- * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
- */
- constructor( mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
- super( {}, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isVideoFrameTexture = true;
- }
- /**
- * This method overwritten with an empty implementation since
- * this type of texture is updated via `setFrame()`.
- */
- update() {}
- clone() {
- return new this.constructor().copy( this ); // restoring Texture.clone()
- }
- /**
- * Sets the current frame of the video. This will automatically update the texture
- * so the data can be used for rendering.
- *
- * @param {VideoFrame} frame - The video frame.
- */
- setFrame( frame ) {
- this.image = frame;
- this.needsUpdate = true;
- }
- }
- /**
- * This class can only be used in combination with `copyFramebufferToTexture()` methods
- * of renderers. It extracts the contents of the current bound framebuffer and provides it
- * as a texture for further usage.
- *
- * ```js
- * const pixelRatio = window.devicePixelRatio;
- * const textureSize = 128 * pixelRatio;
- *
- * const frameTexture = new FramebufferTexture( textureSize, textureSize );
- *
- * // calculate start position for copying part of the frame data
- * const vector = new Vector2();
- * vector.x = ( window.innerWidth * pixelRatio / 2 ) - ( textureSize / 2 );
- * vector.y = ( window.innerHeight * pixelRatio / 2 ) - ( textureSize / 2 );
- *
- * renderer.render( scene, camera );
- *
- * // copy part of the rendered frame into the framebuffer texture
- * renderer.copyFramebufferToTexture( frameTexture, vector );
- * ```
- *
- * @augments Texture
- */
- class FramebufferTexture extends Texture {
- /**
- * Constructs a new framebuffer texture.
- *
- * @param {number} [width] - The width of the texture.
- * @param {number} [height] - The height of the texture.
- */
- constructor( width, height ) {
- super( { width, height } );
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isFramebufferTexture = true;
- /**
- * How the texture is sampled when a texel covers more than one pixel.
- *
- * Overwritten and set to `NearestFilter` by default to disable filtering.
- *
- * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
- * @default NearestFilter
- */
- this.magFilter = NearestFilter;
- /**
- * How the texture is sampled when a texel covers less than one pixel.
- *
- * Overwritten and set to `NearestFilter` by default to disable filtering.
- *
- * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
- * @default NearestFilter
- */
- this.minFilter = NearestFilter;
- /**
- * Whether to generate mipmaps (if possible) for a texture.
- *
- * Overwritten and set to `false` by default.
- *
- * @type {boolean}
- * @default false
- */
- this.generateMipmaps = false;
- this.needsUpdate = true;
- }
- }
- /**
- * Creates a texture based on data in compressed form.
- *
- * These texture are usually loaded with {@link CompressedTextureLoader}.
- *
- * @augments Texture
- */
- class CompressedTexture extends Texture {
- /**
- * Constructs a new compressed texture.
- *
- * @param {Array<Object>} mipmaps - This array holds for all mipmaps (including the bases mip)
- * the data and dimensions.
- * @param {number} width - The width of the texture.
- * @param {number} height - The height of the texture.
- * @param {number} [format=RGBAFormat] - The texture format.
- * @param {number} [type=UnsignedByteType] - The texture type.
- * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
- * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
- * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
- * @param {number} [magFilter=LinearFilter] - The mag filter value.
- * @param {number} [minFilter=LinearMipmapLinearFilter] - The min filter value.
- * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
- * @param {string} [colorSpace=NoColorSpace] - The color space.
- */
- constructor( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, colorSpace ) {
- super( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace );
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isCompressedTexture = true;
- /**
- * The image property of a compressed texture just defines its dimensions.
- *
- * @type {{width:number,height:number}}
- */
- this.image = { width: width, height: height };
- /**
- * This array holds for all mipmaps (including the bases mip) the data and dimensions.
- *
- * @type {Array<Object>}
- */
- this.mipmaps = mipmaps;
- /**
- * If set to `true`, the texture is flipped along the vertical axis when
- * uploaded to the GPU.
- *
- * Overwritten and set to `false` by default since it is not possible to
- * flip compressed textures.
- *
- * @type {boolean}
- * @default false
- * @readonly
- */
- this.flipY = false;
- /**
- * Whether to generate mipmaps (if possible) for a texture.
- *
- * Overwritten and set to `false` by default since it is not
- * possible to generate mipmaps for compressed data. Mipmaps
- * must be embedded in the compressed texture file.
- *
- * @type {boolean}
- * @default false
- * @readonly
- */
- this.generateMipmaps = false;
- }
- }
- /**
- * Creates a texture 2D array based on data in compressed form.
- *
- * These texture are usually loaded with {@link CompressedTextureLoader}.
- *
- * @augments CompressedTexture
- */
- class CompressedArrayTexture extends CompressedTexture {
- /**
- * Constructs a new compressed array texture.
- *
- * @param {Array<Object>} mipmaps - This array holds for all mipmaps (including the bases mip)
- * the data and dimensions.
- * @param {number} width - The width of the texture.
- * @param {number} height - The height of the texture.
- * @param {number} depth - The depth of the texture.
- * @param {number} [format=RGBAFormat] - The min filter value.
- * @param {number} [type=UnsignedByteType] - The min filter value.
- */
- constructor( mipmaps, width, height, depth, format, type ) {
- super( mipmaps, width, height, format, type );
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isCompressedArrayTexture = true;
- /**
- * The image property of a compressed texture just defines its dimensions.
- *
- * @name CompressedArrayTexture#image
- * @type {{width:number,height:number,depth:number}}
- */
- this.image.depth = depth;
- /**
- * This defines how the texture is wrapped in the depth and corresponds to
- * *W* in UVW mapping.
- *
- * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}
- * @default ClampToEdgeWrapping
- */
- this.wrapR = ClampToEdgeWrapping;
- /**
- * A set of all layers which need to be updated in the texture.
- *
- * @type {Set<number>}
- */
- this.layerUpdates = new Set();
- }
- /**
- * Describes that a specific layer of the texture needs to be updated.
- * Normally when {@link Texture#needsUpdate} is set to `true`, the
- * entire compressed texture array is sent to the GPU. Marking specific
- * layers will only transmit subsets of all mipmaps associated with a
- * specific depth in the array which is often much more performant.
- *
- * @param {number} layerIndex - The layer index that should be updated.
- */
- addLayerUpdate( layerIndex ) {
- this.layerUpdates.add( layerIndex );
- }
- /**
- * Resets the layer updates registry.
- */
- clearLayerUpdates() {
- this.layerUpdates.clear();
- }
- }
- /**
- * Creates a cube texture based on data in compressed form.
- *
- * These texture are usually loaded with {@link CompressedTextureLoader}.
- *
- * @augments CompressedTexture
- */
- class CompressedCubeTexture extends CompressedTexture {
- /**
- * Constructs a new compressed texture.
- *
- * @param {Array<CompressedTexture>} images - An array of compressed textures.
- * @param {number} [format=RGBAFormat] - The texture format.
- * @param {number} [type=UnsignedByteType] - The texture type.
- */
- constructor( images, format, type ) {
- super( undefined, images[ 0 ].width, images[ 0 ].height, format, type, CubeReflectionMapping );
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isCompressedCubeTexture = true;
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isCubeTexture = true;
- this.image = images;
- }
- }
- /**
- * Creates a texture from a canvas element.
- *
- * This is almost the same as the base texture class, except that it sets {@link Texture#needsUpdate}
- * to `true` immediately since a canvas can directly be used for rendering.
- *
- * @augments Texture
- */
- class CanvasTexture extends Texture {
- /**
- * Constructs a new texture.
- *
- * @param {HTMLCanvasElement} [canvas] - The HTML canvas element.
- * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
- * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
- * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
- * @param {number} [magFilter=LinearFilter] - The mag filter value.
- * @param {number} [minFilter=LinearMipmapLinearFilter] - The min filter value.
- * @param {number} [format=RGBAFormat] - The texture format.
- * @param {number} [type=UnsignedByteType] - The texture type.
- * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
- */
- constructor( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
- super( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isCanvasTexture = true;
- this.needsUpdate = true;
- }
- }
- /**
- * This class can be used to automatically save the depth information of a
- * rendering into a texture.
- *
- * @augments Texture
- */
- class DepthTexture extends Texture {
- /**
- * Constructs a new depth texture.
- *
- * @param {number} width - The width of the texture.
- * @param {number} height - The height of the texture.
- * @param {number} [type=UnsignedIntType] - The texture type.
- * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
- * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
- * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
- * @param {number} [magFilter=LinearFilter] - The mag filter value.
- * @param {number} [minFilter=LinearFilter] - The min filter value.
- * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
- * @param {number} [format=DepthFormat] - The texture format.
- * @param {number} [depth=1] - The depth of the texture.
- */
- constructor( width, height, type = UnsignedIntType, mapping, wrapS, wrapT, magFilter = NearestFilter, minFilter = NearestFilter, anisotropy, format = DepthFormat, depth = 1 ) {
- if ( format !== DepthFormat && format !== DepthStencilFormat ) {
- throw new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' );
- }
- const image = { width: width, height: height, depth: depth };
- super( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isDepthTexture = true;
- /**
- * If set to `true`, the texture is flipped along the vertical axis when
- * uploaded to the GPU.
- *
- * Overwritten and set to `false` by default.
- *
- * @type {boolean}
- * @default false
- */
- this.flipY = false;
- /**
- * Whether to generate mipmaps (if possible) for a texture.
- *
- * Overwritten and set to `false` by default.
- *
- * @type {boolean}
- * @default false
- */
- this.generateMipmaps = false;
- /**
- * Code corresponding to the depth compare function.
- *
- * @type {?(NeverCompare|LessCompare|EqualCompare|LessEqualCompare|GreaterCompare|NotEqualCompare|GreaterEqualCompare|AlwaysCompare)}
- * @default null
- */
- this.compareFunction = null;
- }
- copy( source ) {
- super.copy( source );
- this.source = new Source( Object.assign( {}, source.image ) ); // see #30540
- this.compareFunction = source.compareFunction;
- return this;
- }
- toJSON( meta ) {
- const data = super.toJSON( meta );
- if ( this.compareFunction !== null ) data.compareFunction = this.compareFunction;
- return data;
- }
- }
- /**
- * This class can be used to automatically save the depth information of a
- * cube rendering into a cube texture with depth format. Used for PointLight shadows.
- *
- * @augments DepthTexture
- */
- class CubeDepthTexture extends DepthTexture {
- /**
- * Constructs a new cube depth texture.
- *
- * @param {number} size - The size (width and height) of each cube face.
- * @param {number} [type=UnsignedIntType] - The texture type.
- * @param {number} [mapping=CubeReflectionMapping] - The texture mapping.
- * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
- * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
- * @param {number} [magFilter=NearestFilter] - The mag filter value.
- * @param {number} [minFilter=NearestFilter] - The min filter value.
- * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
- * @param {number} [format=DepthFormat] - The texture format.
- */
- constructor( size, type = UnsignedIntType, mapping = CubeReflectionMapping, wrapS, wrapT, magFilter = NearestFilter, minFilter = NearestFilter, anisotropy, format = DepthFormat ) {
- // Create 6 identical image descriptors for the cube faces
- const image = { width: size, height: size, depth: 1 };
- const images = [ image, image, image, image, image, image ];
- // Call DepthTexture constructor with width, height
- super( size, size, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format );
- // Replace the single image with the array of 6 images
- this.image = images;
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isCubeDepthTexture = true;
- /**
- * Set to true for cube texture handling in WebGLTextures.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isCubeTexture = true;
- }
- /**
- * Alias for {@link CubeDepthTexture#image}.
- *
- * @type {Array<Image>}
- */
- get images() {
- return this.image;
- }
- set images( value ) {
- this.image = value;
- }
- }
- /**
- * Represents a texture created externally with the same renderer context.
- *
- * This may be a texture from a protected media stream, device camera feed,
- * or other data feeds like a depth sensor.
- *
- * Note that this class is only supported in {@link WebGLRenderer}, and in
- * the {@link WebGPURenderer} WebGPU backend.
- *
- * @augments Texture
- */
- class ExternalTexture extends Texture {
- /**
- * Creates a new raw texture.
- *
- * @param {?(WebGLTexture|GPUTexture)} [sourceTexture=null] - The external texture.
- */
- constructor( sourceTexture = null ) {
- super();
- /**
- * The external source texture.
- *
- * @type {?(WebGLTexture|GPUTexture)}
- * @default null
- */
- this.sourceTexture = sourceTexture;
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isExternalTexture = true;
- }
- copy( source ) {
- super.copy( source );
- this.sourceTexture = source.sourceTexture;
- return this;
- }
- }
- /**
- * A geometry class for representing a capsule.
- *
- * ```js
- * const geometry = new THREE.CapsuleGeometry( 1, 1, 4, 8, 1 );
- * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
- * const capsule = new THREE.Mesh( geometry, material );
- * scene.add( capsule );
- * ```
- *
- * @augments BufferGeometry
- * @demo scenes/geometry-browser.html#CapsuleGeometry
- */
- class CapsuleGeometry extends BufferGeometry {
- /**
- * Constructs a new capsule geometry.
- *
- * @param {number} [radius=1] - Radius of the capsule.
- * @param {number} [height=1] - Height of the middle section.
- * @param {number} [capSegments=4] - Number of curve segments used to build each cap.
- * @param {number} [radialSegments=8] - Number of segmented faces around the circumference of the capsule. Must be an integer >= 3.
- * @param {number} [heightSegments=1] - Number of rows of faces along the height of the middle section. Must be an integer >= 1.
- */
- constructor( radius = 1, height = 1, capSegments = 4, radialSegments = 8, heightSegments = 1 ) {
- super();
- this.type = 'CapsuleGeometry';
- /**
- * Holds the constructor parameters that have been
- * used to generate the geometry. Any modification
- * after instantiation does not change the geometry.
- *
- * @type {Object}
- */
- this.parameters = {
- radius: radius,
- height: height,
- capSegments: capSegments,
- radialSegments: radialSegments,
- heightSegments: heightSegments,
- };
- height = Math.max( 0, height );
- capSegments = Math.max( 1, Math.floor( capSegments ) );
- radialSegments = Math.max( 3, Math.floor( radialSegments ) );
- heightSegments = Math.max( 1, Math.floor( heightSegments ) );
- // buffers
- const indices = [];
- const vertices = [];
- const normals = [];
- const uvs = [];
- // helper variables
- const halfHeight = height / 2;
- const capArcLength = ( Math.PI / 2 ) * radius;
- const cylinderPartLength = height;
- const totalArcLength = 2 * capArcLength + cylinderPartLength;
- const numVerticalSegments = capSegments * 2 + heightSegments;
- const verticesPerRow = radialSegments + 1;
- const normal = new Vector3();
- const vertex = new Vector3();
- // generate vertices, normals, and uvs
- for ( let iy = 0; iy <= numVerticalSegments; iy ++ ) {
- let currentArcLength = 0;
- let profileY = 0;
- let profileRadius = 0;
- let normalYComponent = 0;
- if ( iy <= capSegments ) {
- // bottom cap
- const segmentProgress = iy / capSegments;
- const angle = ( segmentProgress * Math.PI ) / 2;
- profileY = - halfHeight - radius * Math.cos( angle );
- profileRadius = radius * Math.sin( angle );
- normalYComponent = - radius * Math.cos( angle );
- currentArcLength = segmentProgress * capArcLength;
- } else if ( iy <= capSegments + heightSegments ) {
- // middle section
- const segmentProgress = ( iy - capSegments ) / heightSegments;
- profileY = - halfHeight + segmentProgress * height;
- profileRadius = radius;
- normalYComponent = 0;
- currentArcLength = capArcLength + segmentProgress * cylinderPartLength;
- } else {
- // top cap
- const segmentProgress =
- ( iy - capSegments - heightSegments ) / capSegments;
- const angle = ( segmentProgress * Math.PI ) / 2;
- profileY = halfHeight + radius * Math.sin( angle );
- profileRadius = radius * Math.cos( angle );
- normalYComponent = radius * Math.sin( angle );
- currentArcLength =
- capArcLength + cylinderPartLength + segmentProgress * capArcLength;
- }
- const v = Math.max( 0, Math.min( 1, currentArcLength / totalArcLength ) );
- // special case for the poles
- let uOffset = 0;
- if ( iy === 0 ) {
- uOffset = 0.5 / radialSegments;
- } else if ( iy === numVerticalSegments ) {
- uOffset = -0.5 / radialSegments;
- }
- for ( let ix = 0; ix <= radialSegments; ix ++ ) {
- const u = ix / radialSegments;
- const theta = u * Math.PI * 2;
- const sinTheta = Math.sin( theta );
- const cosTheta = Math.cos( theta );
- // vertex
- vertex.x = - profileRadius * cosTheta;
- vertex.y = profileY;
- vertex.z = profileRadius * sinTheta;
- vertices.push( vertex.x, vertex.y, vertex.z );
- // normal
- normal.set(
- - profileRadius * cosTheta,
- normalYComponent,
- profileRadius * sinTheta
- );
- normal.normalize();
- normals.push( normal.x, normal.y, normal.z );
- // uv
- uvs.push( u + uOffset, v );
- }
- if ( iy > 0 ) {
- const prevIndexRow = ( iy - 1 ) * verticesPerRow;
- for ( let ix = 0; ix < radialSegments; ix ++ ) {
- const i1 = prevIndexRow + ix;
- const i2 = prevIndexRow + ix + 1;
- const i3 = iy * verticesPerRow + ix;
- const i4 = iy * verticesPerRow + ix + 1;
- indices.push( i1, i2, i3 );
- indices.push( i2, i4, i3 );
- }
- }
- }
- // build geometry
- this.setIndex( indices );
- this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
- this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
- this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
- }
- copy( source ) {
- super.copy( source );
- this.parameters = Object.assign( {}, source.parameters );
- return this;
- }
- /**
- * Factory method for creating an instance of this class from the given
- * JSON object.
- *
- * @param {Object} data - A JSON object representing the serialized geometry.
- * @return {CapsuleGeometry} A new instance.
- */
- static fromJSON( data ) {
- return new CapsuleGeometry( data.radius, data.height, data.capSegments, data.radialSegments, data.heightSegments );
- }
- }
- /**
- * A simple shape of Euclidean geometry. It is constructed from a
- * number of triangular segments that are oriented around a central point and
- * extend as far out as a given radius. It is built counter-clockwise from a
- * start angle and a given central angle. It can also be used to create
- * regular polygons, where the number of segments determines the number of
- * sides.
- *
- * ```js
- * const geometry = new THREE.CircleGeometry( 5, 32 );
- * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
- * const circle = new THREE.Mesh( geometry, material );
- * scene.add( circle )
- * ```
- *
- * @augments BufferGeometry
- * @demo scenes/geometry-browser.html#CircleGeometry
- */
- class CircleGeometry extends BufferGeometry {
- /**
- * Constructs a new circle geometry.
- *
- * @param {number} [radius=1] - Radius of the circle.
- * @param {number} [segments=32] - Number of segments (triangles), minimum = `3`.
- * @param {number} [thetaStart=0] - Start angle for first segment in radians.
- * @param {number} [thetaLength=Math.PI*2] - The central angle, often called theta,
- * of the circular sector in radians. The default value results in a complete circle.
- */
- constructor( radius = 1, segments = 32, thetaStart = 0, thetaLength = Math.PI * 2 ) {
- super();
- this.type = 'CircleGeometry';
- /**
- * Holds the constructor parameters that have been
- * used to generate the geometry. Any modification
- * after instantiation does not change the geometry.
- *
- * @type {Object}
- */
- this.parameters = {
- radius: radius,
- segments: segments,
- thetaStart: thetaStart,
- thetaLength: thetaLength
- };
- segments = Math.max( 3, segments );
- // buffers
- const indices = [];
- const vertices = [];
- const normals = [];
- const uvs = [];
- // helper variables
- const vertex = new Vector3();
- const uv = new Vector2();
- // center point
- vertices.push( 0, 0, 0 );
- normals.push( 0, 0, 1 );
- uvs.push( 0.5, 0.5 );
- for ( let s = 0, i = 3; s <= segments; s ++, i += 3 ) {
- const segment = thetaStart + s / segments * thetaLength;
- // vertex
- vertex.x = radius * Math.cos( segment );
- vertex.y = radius * Math.sin( segment );
- vertices.push( vertex.x, vertex.y, vertex.z );
- // normal
- normals.push( 0, 0, 1 );
- // uvs
- uv.x = ( vertices[ i ] / radius + 1 ) / 2;
- uv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2;
- uvs.push( uv.x, uv.y );
- }
- // indices
- for ( let i = 1; i <= segments; i ++ ) {
- indices.push( i, i + 1, 0 );
- }
- // build geometry
- this.setIndex( indices );
- this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
- this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
- this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
- }
- copy( source ) {
- super.copy( source );
- this.parameters = Object.assign( {}, source.parameters );
- return this;
- }
- /**
- * Factory method for creating an instance of this class from the given
- * JSON object.
- *
- * @param {Object} data - A JSON object representing the serialized geometry.
- * @return {CircleGeometry} A new instance.
- */
- static fromJSON( data ) {
- return new CircleGeometry( data.radius, data.segments, data.thetaStart, data.thetaLength );
- }
- }
- /**
- * A geometry class for representing a cylinder.
- *
- * ```js
- * const geometry = new THREE.CylinderGeometry( 5, 5, 20, 32 );
- * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
- * const cylinder = new THREE.Mesh( geometry, material );
- * scene.add( cylinder );
- * ```
- *
- * @augments BufferGeometry
- * @demo scenes/geometry-browser.html#CylinderGeometry
- */
- class CylinderGeometry extends BufferGeometry {
- /**
- * Constructs a new cylinder geometry.
- *
- * @param {number} [radiusTop=1] - Radius of the cylinder at the top.
- * @param {number} [radiusBottom=1] - Radius of the cylinder at the bottom.
- * @param {number} [height=1] - Height of the cylinder.
- * @param {number} [radialSegments=32] - Number of segmented faces around the circumference of the cylinder.
- * @param {number} [heightSegments=1] - Number of rows of faces along the height of the cylinder.
- * @param {boolean} [openEnded=false] - Whether the base of the cylinder is open or capped.
- * @param {number} [thetaStart=0] - Start angle for first segment, in radians.
- * @param {number} [thetaLength=Math.PI*2] - The central angle, often called theta, of the circular sector, in radians.
- * The default value results in a complete cylinder.
- */
- constructor( radiusTop = 1, radiusBottom = 1, height = 1, radialSegments = 32, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2 ) {
- super();
- this.type = 'CylinderGeometry';
- /**
- * Holds the constructor parameters that have been
- * used to generate the geometry. Any modification
- * after instantiation does not change the geometry.
- *
- * @type {Object}
- */
- this.parameters = {
- radiusTop: radiusTop,
- radiusBottom: radiusBottom,
- height: height,
- radialSegments: radialSegments,
- heightSegments: heightSegments,
- openEnded: openEnded,
- thetaStart: thetaStart,
- thetaLength: thetaLength
- };
- const scope = this;
- radialSegments = Math.floor( radialSegments );
- heightSegments = Math.floor( heightSegments );
- // buffers
- const indices = [];
- const vertices = [];
- const normals = [];
- const uvs = [];
- // helper variables
- let index = 0;
- const indexArray = [];
- const halfHeight = height / 2;
- let groupStart = 0;
- // generate geometry
- generateTorso();
- if ( openEnded === false ) {
- if ( radiusTop > 0 ) generateCap( true );
- if ( radiusBottom > 0 ) generateCap( false );
- }
- // build geometry
- this.setIndex( indices );
- this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
- this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
- this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
- function generateTorso() {
- const normal = new Vector3();
- const vertex = new Vector3();
- let groupCount = 0;
- // this will be used to calculate the normal
- const slope = ( radiusBottom - radiusTop ) / height;
- // generate vertices, normals and uvs
- for ( let y = 0; y <= heightSegments; y ++ ) {
- const indexRow = [];
- const v = y / heightSegments;
- // calculate the radius of the current row
- const radius = v * ( radiusBottom - radiusTop ) + radiusTop;
- for ( let x = 0; x <= radialSegments; x ++ ) {
- const u = x / radialSegments;
- const theta = u * thetaLength + thetaStart;
- const sinTheta = Math.sin( theta );
- const cosTheta = Math.cos( theta );
- // vertex
- vertex.x = radius * sinTheta;
- vertex.y = - v * height + halfHeight;
- vertex.z = radius * cosTheta;
- vertices.push( vertex.x, vertex.y, vertex.z );
- // normal
- normal.set( sinTheta, slope, cosTheta ).normalize();
- normals.push( normal.x, normal.y, normal.z );
- // uv
- uvs.push( u, 1 - v );
- // save index of vertex in respective row
- indexRow.push( index ++ );
- }
- // now save vertices of the row in our index array
- indexArray.push( indexRow );
- }
- // generate indices
- for ( let x = 0; x < radialSegments; x ++ ) {
- for ( let y = 0; y < heightSegments; y ++ ) {
- // we use the index array to access the correct indices
- const a = indexArray[ y ][ x ];
- const b = indexArray[ y + 1 ][ x ];
- const c = indexArray[ y + 1 ][ x + 1 ];
- const d = indexArray[ y ][ x + 1 ];
- // faces
- if ( radiusTop > 0 || y !== 0 ) {
- indices.push( a, b, d );
- groupCount += 3;
- }
- if ( radiusBottom > 0 || y !== heightSegments - 1 ) {
- indices.push( b, c, d );
- groupCount += 3;
- }
- }
- }
- // add a group to the geometry. this will ensure multi material support
- scope.addGroup( groupStart, groupCount, 0 );
- // calculate new start value for groups
- groupStart += groupCount;
- }
- function generateCap( top ) {
- // save the index of the first center vertex
- const centerIndexStart = index;
- const uv = new Vector2();
- const vertex = new Vector3();
- let groupCount = 0;
- const radius = ( top === true ) ? radiusTop : radiusBottom;
- const sign = ( top === true ) ? 1 : -1;
- // first we generate the center vertex data of the cap.
- // because the geometry needs one set of uvs per face,
- // we must generate a center vertex per face/segment
- for ( let x = 1; x <= radialSegments; x ++ ) {
- // vertex
- vertices.push( 0, halfHeight * sign, 0 );
- // normal
- normals.push( 0, sign, 0 );
- // uv
- uvs.push( 0.5, 0.5 );
- // increase index
- index ++;
- }
- // save the index of the last center vertex
- const centerIndexEnd = index;
- // now we generate the surrounding vertices, normals and uvs
- for ( let x = 0; x <= radialSegments; x ++ ) {
- const u = x / radialSegments;
- const theta = u * thetaLength + thetaStart;
- const cosTheta = Math.cos( theta );
- const sinTheta = Math.sin( theta );
- // vertex
- vertex.x = radius * sinTheta;
- vertex.y = halfHeight * sign;
- vertex.z = radius * cosTheta;
- vertices.push( vertex.x, vertex.y, vertex.z );
- // normal
- normals.push( 0, sign, 0 );
- // uv
- uv.x = ( cosTheta * 0.5 ) + 0.5;
- uv.y = ( sinTheta * 0.5 * sign ) + 0.5;
- uvs.push( uv.x, uv.y );
- // increase index
- index ++;
- }
- // generate indices
- for ( let x = 0; x < radialSegments; x ++ ) {
- const c = centerIndexStart + x;
- const i = centerIndexEnd + x;
- if ( top === true ) {
- // face top
- indices.push( i, i + 1, c );
- } else {
- // face bottom
- indices.push( i + 1, i, c );
- }
- groupCount += 3;
- }
- // add a group to the geometry. this will ensure multi material support
- scope.addGroup( groupStart, groupCount, top === true ? 1 : 2 );
- // calculate new start value for groups
- groupStart += groupCount;
- }
- }
- copy( source ) {
- super.copy( source );
- this.parameters = Object.assign( {}, source.parameters );
- return this;
- }
- /**
- * Factory method for creating an instance of this class from the given
- * JSON object.
- *
- * @param {Object} data - A JSON object representing the serialized geometry.
- * @return {CylinderGeometry} A new instance.
- */
- static fromJSON( data ) {
- return new CylinderGeometry( data.radiusTop, data.radiusBottom, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength );
- }
- }
- /**
- * A geometry class for representing a cone.
- *
- * ```js
- * const geometry = new THREE.ConeGeometry( 5, 20, 32 );
- * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
- * const cone = new THREE.Mesh(geometry, material );
- * scene.add( cone );
- * ```
- *
- * @augments CylinderGeometry
- * @demo scenes/geometry-browser.html#ConeGeometry
- */
- class ConeGeometry extends CylinderGeometry {
- /**
- * Constructs a new cone geometry.
- *
- * @param {number} [radius=1] - Radius of the cone base.
- * @param {number} [height=1] - Height of the cone.
- * @param {number} [radialSegments=32] - Number of segmented faces around the circumference of the cone.
- * @param {number} [heightSegments=1] - Number of rows of faces along the height of the cone.
- * @param {boolean} [openEnded=false] - Whether the base of the cone is open or capped.
- * @param {number} [thetaStart=0] - Start angle for first segment, in radians.
- * @param {number} [thetaLength=Math.PI*2] - The central angle, often called theta, of the circular sector, in radians.
- * The default value results in a complete cone.
- */
- constructor( radius = 1, height = 1, radialSegments = 32, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2 ) {
- super( 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
- this.type = 'ConeGeometry';
- /**
- * Holds the constructor parameters that have been
- * used to generate the geometry. Any modification
- * after instantiation does not change the geometry.
- *
- * @type {Object}
- */
- this.parameters = {
- radius: radius,
- height: height,
- radialSegments: radialSegments,
- heightSegments: heightSegments,
- openEnded: openEnded,
- thetaStart: thetaStart,
- thetaLength: thetaLength
- };
- }
- /**
- * Factory method for creating an instance of this class from the given
- * JSON object.
- *
- * @param {Object} data - A JSON object representing the serialized geometry.
- * @return {ConeGeometry} A new instance.
- */
- static fromJSON( data ) {
- return new ConeGeometry( data.radius, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength );
- }
- }
- /**
- * A polyhedron is a solid in three dimensions with flat faces. This class
- * will take an array of vertices, project them onto a sphere, and then
- * divide them up to the desired level of detail.
- *
- * @augments BufferGeometry
- */
- class PolyhedronGeometry extends BufferGeometry {
- /**
- * Constructs a new polyhedron geometry.
- *
- * @param {Array<number>} [vertices] - A flat array of vertices describing the base shape.
- * @param {Array<number>} [indices] - A flat array of indices describing the base shape.
- * @param {number} [radius=1] - The radius of the shape.
- * @param {number} [detail=0] - How many levels to subdivide the geometry. The more detail, the smoother the shape.
- */
- constructor( vertices = [], indices = [], radius = 1, detail = 0 ) {
- super();
- this.type = 'PolyhedronGeometry';
- /**
- * Holds the constructor parameters that have been
- * used to generate the geometry. Any modification
- * after instantiation does not change the geometry.
- *
- * @type {Object}
- */
- this.parameters = {
- vertices: vertices,
- indices: indices,
- radius: radius,
- detail: detail
- };
- // default buffer data
- const vertexBuffer = [];
- const uvBuffer = [];
- // the subdivision creates the vertex buffer data
- subdivide( detail );
- // all vertices should lie on a conceptual sphere with a given radius
- applyRadius( radius );
- // finally, create the uv data
- generateUVs();
- // build non-indexed geometry
- this.setAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) );
- this.setAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) );
- this.setAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) );
- if ( detail === 0 ) {
- this.computeVertexNormals(); // flat normals
- } else {
- this.normalizeNormals(); // smooth normals
- }
- // helper functions
- function subdivide( detail ) {
- const a = new Vector3();
- const b = new Vector3();
- const c = new Vector3();
- // iterate over all faces and apply a subdivision with the given detail value
- for ( let i = 0; i < indices.length; i += 3 ) {
- // get the vertices of the face
- getVertexByIndex( indices[ i + 0 ], a );
- getVertexByIndex( indices[ i + 1 ], b );
- getVertexByIndex( indices[ i + 2 ], c );
- // perform subdivision
- subdivideFace( a, b, c, detail );
- }
- }
- function subdivideFace( a, b, c, detail ) {
- const cols = detail + 1;
- // we use this multidimensional array as a data structure for creating the subdivision
- const v = [];
- // construct all of the vertices for this subdivision
- for ( let i = 0; i <= cols; i ++ ) {
- v[ i ] = [];
- const aj = a.clone().lerp( c, i / cols );
- const bj = b.clone().lerp( c, i / cols );
- const rows = cols - i;
- for ( let j = 0; j <= rows; j ++ ) {
- if ( j === 0 && i === cols ) {
- v[ i ][ j ] = aj;
- } else {
- v[ i ][ j ] = aj.clone().lerp( bj, j / rows );
- }
- }
- }
- // construct all of the faces
- for ( let i = 0; i < cols; i ++ ) {
- for ( let j = 0; j < 2 * ( cols - i ) - 1; j ++ ) {
- const k = Math.floor( j / 2 );
- if ( j % 2 === 0 ) {
- pushVertex( v[ i ][ k + 1 ] );
- pushVertex( v[ i + 1 ][ k ] );
- pushVertex( v[ i ][ k ] );
- } else {
- pushVertex( v[ i ][ k + 1 ] );
- pushVertex( v[ i + 1 ][ k + 1 ] );
- pushVertex( v[ i + 1 ][ k ] );
- }
- }
- }
- }
- function applyRadius( radius ) {
- const vertex = new Vector3();
- // iterate over the entire buffer and apply the radius to each vertex
- for ( let i = 0; i < vertexBuffer.length; i += 3 ) {
- vertex.x = vertexBuffer[ i + 0 ];
- vertex.y = vertexBuffer[ i + 1 ];
- vertex.z = vertexBuffer[ i + 2 ];
- vertex.normalize().multiplyScalar( radius );
- vertexBuffer[ i + 0 ] = vertex.x;
- vertexBuffer[ i + 1 ] = vertex.y;
- vertexBuffer[ i + 2 ] = vertex.z;
- }
- }
- function generateUVs() {
- const vertex = new Vector3();
- for ( let i = 0; i < vertexBuffer.length; i += 3 ) {
- vertex.x = vertexBuffer[ i + 0 ];
- vertex.y = vertexBuffer[ i + 1 ];
- vertex.z = vertexBuffer[ i + 2 ];
- const u = azimuth( vertex ) / 2 / Math.PI + 0.5;
- const v = inclination( vertex ) / Math.PI + 0.5;
- uvBuffer.push( u, 1 - v );
- }
- correctUVs();
- correctSeam();
- }
- function correctSeam() {
- // handle case when face straddles the seam, see #3269
- for ( let i = 0; i < uvBuffer.length; i += 6 ) {
- // uv data of a single face
- const x0 = uvBuffer[ i + 0 ];
- const x1 = uvBuffer[ i + 2 ];
- const x2 = uvBuffer[ i + 4 ];
- const max = Math.max( x0, x1, x2 );
- const min = Math.min( x0, x1, x2 );
- // 0.9 is somewhat arbitrary
- if ( max > 0.9 && min < 0.1 ) {
- if ( x0 < 0.2 ) uvBuffer[ i + 0 ] += 1;
- if ( x1 < 0.2 ) uvBuffer[ i + 2 ] += 1;
- if ( x2 < 0.2 ) uvBuffer[ i + 4 ] += 1;
- }
- }
- }
- function pushVertex( vertex ) {
- vertexBuffer.push( vertex.x, vertex.y, vertex.z );
- }
- function getVertexByIndex( index, vertex ) {
- const stride = index * 3;
- vertex.x = vertices[ stride + 0 ];
- vertex.y = vertices[ stride + 1 ];
- vertex.z = vertices[ stride + 2 ];
- }
- function correctUVs() {
- const a = new Vector3();
- const b = new Vector3();
- const c = new Vector3();
- const centroid = new Vector3();
- const uvA = new Vector2();
- const uvB = new Vector2();
- const uvC = new Vector2();
- for ( let i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6 ) {
- a.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] );
- b.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] );
- c.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] );
- uvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] );
- uvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] );
- uvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] );
- centroid.copy( a ).add( b ).add( c ).divideScalar( 3 );
- const azi = azimuth( centroid );
- correctUV( uvA, j + 0, a, azi );
- correctUV( uvB, j + 2, b, azi );
- correctUV( uvC, j + 4, c, azi );
- }
- }
- function correctUV( uv, stride, vector, azimuth ) {
- if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) {
- uvBuffer[ stride ] = uv.x - 1;
- }
- if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) {
- uvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5;
- }
- }
- // Angle around the Y axis, counter-clockwise when looking from above.
- function azimuth( vector ) {
- return Math.atan2( vector.z, - vector.x );
- }
- // Angle above the XZ plane.
- function inclination( vector ) {
- return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );
- }
- }
- copy( source ) {
- super.copy( source );
- this.parameters = Object.assign( {}, source.parameters );
- return this;
- }
- /**
- * Factory method for creating an instance of this class from the given
- * JSON object.
- *
- * @param {Object} data - A JSON object representing the serialized geometry.
- * @return {PolyhedronGeometry} A new instance.
- */
- static fromJSON( data ) {
- return new PolyhedronGeometry( data.vertices, data.indices, data.radius, data.detail );
- }
- }
- /**
- * A geometry class for representing a dodecahedron.
- *
- * ```js
- * const geometry = new THREE.DodecahedronGeometry();
- * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
- * const dodecahedron = new THREE.Mesh( geometry, material );
- * scene.add( dodecahedron );
- * ```
- *
- * @augments PolyhedronGeometry
- * @demo scenes/geometry-browser.html#DodecahedronGeometry
- */
- class DodecahedronGeometry extends PolyhedronGeometry {
- /**
- * Constructs a new dodecahedron geometry.
- *
- * @param {number} [radius=1] - Radius of the dodecahedron.
- * @param {number} [detail=0] - Setting this to a value greater than `0` adds vertices making it no longer a dodecahedron.
- */
- constructor( radius = 1, detail = 0 ) {
- const t = ( 1 + Math.sqrt( 5 ) ) / 2;
- const r = 1 / t;
- const vertices = [
- // (±1, ±1, ±1)
- -1, -1, -1, -1, -1, 1,
- -1, 1, -1, -1, 1, 1,
- 1, -1, -1, 1, -1, 1,
- 1, 1, -1, 1, 1, 1,
- // (0, ±1/φ, ±φ)
- 0, - r, - t, 0, - r, t,
- 0, r, - t, 0, r, t,
- // (±1/φ, ±φ, 0)
- - r, - t, 0, - r, t, 0,
- r, - t, 0, r, t, 0,
- // (±φ, 0, ±1/φ)
- - t, 0, - r, t, 0, - r,
- - t, 0, r, t, 0, r
- ];
- const indices = [
- 3, 11, 7, 3, 7, 15, 3, 15, 13,
- 7, 19, 17, 7, 17, 6, 7, 6, 15,
- 17, 4, 8, 17, 8, 10, 17, 10, 6,
- 8, 0, 16, 8, 16, 2, 8, 2, 10,
- 0, 12, 1, 0, 1, 18, 0, 18, 16,
- 6, 10, 2, 6, 2, 13, 6, 13, 15,
- 2, 16, 18, 2, 18, 3, 2, 3, 13,
- 18, 1, 9, 18, 9, 11, 18, 11, 3,
- 4, 14, 12, 4, 12, 0, 4, 0, 8,
- 11, 9, 5, 11, 5, 19, 11, 19, 7,
- 19, 5, 14, 19, 14, 4, 19, 4, 17,
- 1, 12, 14, 1, 14, 5, 1, 5, 9
- ];
- super( vertices, indices, radius, detail );
- this.type = 'DodecahedronGeometry';
- /**
- * Holds the constructor parameters that have been
- * used to generate the geometry. Any modification
- * after instantiation does not change the geometry.
- *
- * @type {Object}
- */
- this.parameters = {
- radius: radius,
- detail: detail
- };
- }
- /**
- * Factory method for creating an instance of this class from the given
- * JSON object.
- *
- * @param {Object} data - A JSON object representing the serialized geometry.
- * @return {DodecahedronGeometry} A new instance.
- */
- static fromJSON( data ) {
- return new DodecahedronGeometry( data.radius, data.detail );
- }
- }
- const _v0 = /*@__PURE__*/ new Vector3();
- const _v1$1 = /*@__PURE__*/ new Vector3();
- const _normal = /*@__PURE__*/ new Vector3();
- const _triangle = /*@__PURE__*/ new Triangle();
- /**
- * Can be used as a helper object to view the edges of a geometry.
- *
- * ```js
- * const geometry = new THREE.BoxGeometry();
- * const edges = new THREE.EdgesGeometry( geometry );
- * const line = new THREE.LineSegments( edges );
- * scene.add( line );
- * ```
- *
- * Note: It is not yet possible to serialize/deserialize instances of this class.
- *
- * @augments BufferGeometry
- */
- class EdgesGeometry extends BufferGeometry {
- /**
- * Constructs a new edges geometry.
- *
- * @param {?BufferGeometry} [geometry=null] - The geometry.
- * @param {number} [thresholdAngle=1] - An edge is only rendered if the angle (in degrees)
- * between the face normals of the adjoining faces exceeds this value.
- */
- constructor( geometry = null, thresholdAngle = 1 ) {
- super();
- this.type = 'EdgesGeometry';
- /**
- * Holds the constructor parameters that have been
- * used to generate the geometry. Any modification
- * after instantiation does not change the geometry.
- *
- * @type {Object}
- */
- this.parameters = {
- geometry: geometry,
- thresholdAngle: thresholdAngle
- };
- if ( geometry !== null ) {
- const precisionPoints = 4;
- const precision = Math.pow( 10, precisionPoints );
- const thresholdDot = Math.cos( DEG2RAD * thresholdAngle );
- const indexAttr = geometry.getIndex();
- const positionAttr = geometry.getAttribute( 'position' );
- const indexCount = indexAttr ? indexAttr.count : positionAttr.count;
- const indexArr = [ 0, 0, 0 ];
- const vertKeys = [ 'a', 'b', 'c' ];
- const hashes = new Array( 3 );
- const edgeData = {};
- const vertices = [];
- for ( let i = 0; i < indexCount; i += 3 ) {
- if ( indexAttr ) {
- indexArr[ 0 ] = indexAttr.getX( i );
- indexArr[ 1 ] = indexAttr.getX( i + 1 );
- indexArr[ 2 ] = indexAttr.getX( i + 2 );
- } else {
- indexArr[ 0 ] = i;
- indexArr[ 1 ] = i + 1;
- indexArr[ 2 ] = i + 2;
- }
- const { a, b, c } = _triangle;
- a.fromBufferAttribute( positionAttr, indexArr[ 0 ] );
- b.fromBufferAttribute( positionAttr, indexArr[ 1 ] );
- c.fromBufferAttribute( positionAttr, indexArr[ 2 ] );
- _triangle.getNormal( _normal );
- // create hashes for the edge from the vertices
- hashes[ 0 ] = `${ Math.round( a.x * precision ) },${ Math.round( a.y * precision ) },${ Math.round( a.z * precision ) }`;
- hashes[ 1 ] = `${ Math.round( b.x * precision ) },${ Math.round( b.y * precision ) },${ Math.round( b.z * precision ) }`;
- hashes[ 2 ] = `${ Math.round( c.x * precision ) },${ Math.round( c.y * precision ) },${ Math.round( c.z * precision ) }`;
- // skip degenerate triangles
- if ( hashes[ 0 ] === hashes[ 1 ] || hashes[ 1 ] === hashes[ 2 ] || hashes[ 2 ] === hashes[ 0 ] ) {
- continue;
- }
- // iterate over every edge
- for ( let j = 0; j < 3; j ++ ) {
- // get the first and next vertex making up the edge
- const jNext = ( j + 1 ) % 3;
- const vecHash0 = hashes[ j ];
- const vecHash1 = hashes[ jNext ];
- const v0 = _triangle[ vertKeys[ j ] ];
- const v1 = _triangle[ vertKeys[ jNext ] ];
- const hash = `${ vecHash0 }_${ vecHash1 }`;
- const reverseHash = `${ vecHash1 }_${ vecHash0 }`;
- if ( reverseHash in edgeData && edgeData[ reverseHash ] ) {
- // if we found a sibling edge add it into the vertex array if
- // it meets the angle threshold and delete the edge from the map.
- if ( _normal.dot( edgeData[ reverseHash ].normal ) <= thresholdDot ) {
- vertices.push( v0.x, v0.y, v0.z );
- vertices.push( v1.x, v1.y, v1.z );
- }
- edgeData[ reverseHash ] = null;
- } else if ( ! ( hash in edgeData ) ) {
- // if we've already got an edge here then skip adding a new one
- edgeData[ hash ] = {
- index0: indexArr[ j ],
- index1: indexArr[ jNext ],
- normal: _normal.clone(),
- };
- }
- }
- }
- // iterate over all remaining, unmatched edges and add them to the vertex array
- for ( const key in edgeData ) {
- if ( edgeData[ key ] ) {
- const { index0, index1 } = edgeData[ key ];
- _v0.fromBufferAttribute( positionAttr, index0 );
- _v1$1.fromBufferAttribute( positionAttr, index1 );
- vertices.push( _v0.x, _v0.y, _v0.z );
- vertices.push( _v1$1.x, _v1$1.y, _v1$1.z );
- }
- }
- this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
- }
- }
- copy( source ) {
- super.copy( source );
- this.parameters = Object.assign( {}, source.parameters );
- return this;
- }
- }
- /**
- * An abstract base class for creating an analytic curve object that contains methods
- * for interpolation.
- *
- * @abstract
- */
- class Curve {
- /**
- * Constructs a new curve.
- */
- constructor() {
- /**
- * The type property is used for detecting the object type
- * in context of serialization/deserialization.
- *
- * @type {string}
- * @readonly
- */
- this.type = 'Curve';
- /**
- * This value determines the amount of divisions when calculating the
- * cumulative segment lengths of a curve via {@link Curve#getLengths}. To ensure
- * precision when using methods like {@link Curve#getSpacedPoints}, it is
- * recommended to increase the value of this property if the curve is very large.
- *
- * @type {number}
- * @default 200
- */
- this.arcLengthDivisions = 200;
- /**
- * Must be set to `true` if the curve parameters have changed.
- *
- * @type {boolean}
- * @default false
- */
- this.needsUpdate = false;
- /**
- * An internal cache that holds precomputed curve length values.
- *
- * @private
- * @type {?Array<number>}
- * @default null
- */
- this.cacheArcLengths = null;
- }
- /**
- * This method returns a vector in 2D or 3D space (depending on the curve definition)
- * for the given interpolation factor.
- *
- * @abstract
- * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
- * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
- * @return {(Vector2|Vector3)} The position on the curve. It can be a 2D or 3D vector depending on the curve definition.
- */
- getPoint( /* t, optionalTarget */ ) {
- warn( 'Curve: .getPoint() not implemented.' );
- }
- /**
- * This method returns a vector in 2D or 3D space (depending on the curve definition)
- * for the given interpolation factor. Unlike {@link Curve#getPoint}, this method honors the length
- * of the curve which equidistant samples.
- *
- * @param {number} u - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
- * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
- * @return {(Vector2|Vector3)} The position on the curve. It can be a 2D or 3D vector depending on the curve definition.
- */
- getPointAt( u, optionalTarget ) {
- const t = this.getUtoTmapping( u );
- return this.getPoint( t, optionalTarget );
- }
- /**
- * This method samples the curve via {@link Curve#getPoint} and returns an array of points representing
- * the curve shape.
- *
- * @param {number} [divisions=5] - The number of divisions.
- * @return {Array<(Vector2|Vector3)>} An array holding the sampled curve values. The number of points is `divisions + 1`.
- */
- getPoints( divisions = 5 ) {
- const points = [];
- for ( let d = 0; d <= divisions; d ++ ) {
- points.push( this.getPoint( d / divisions ) );
- }
- return points;
- }
- // Get sequence of points using getPointAt( u )
- /**
- * This method samples the curve via {@link Curve#getPointAt} and returns an array of points representing
- * the curve shape. Unlike {@link Curve#getPoints}, this method returns equi-spaced points across the entire
- * curve.
- *
- * @param {number} [divisions=5] - The number of divisions.
- * @return {Array<(Vector2|Vector3)>} An array holding the sampled curve values. The number of points is `divisions + 1`.
- */
- getSpacedPoints( divisions = 5 ) {
- const points = [];
- for ( let d = 0; d <= divisions; d ++ ) {
- points.push( this.getPointAt( d / divisions ) );
- }
- return points;
- }
- /**
- * Returns the total arc length of the curve.
- *
- * @return {number} The length of the curve.
- */
- getLength() {
- const lengths = this.getLengths();
- return lengths[ lengths.length - 1 ];
- }
- /**
- * Returns an array of cumulative segment lengths of the curve.
- *
- * @param {number} [divisions=this.arcLengthDivisions] - The number of divisions.
- * @return {Array<number>} An array holding the cumulative segment lengths.
- */
- getLengths( divisions = this.arcLengthDivisions ) {
- if ( this.cacheArcLengths &&
- ( this.cacheArcLengths.length === divisions + 1 ) &&
- ! this.needsUpdate ) {
- return this.cacheArcLengths;
- }
- this.needsUpdate = false;
- const cache = [];
- let current, last = this.getPoint( 0 );
- let sum = 0;
- cache.push( 0 );
- for ( let p = 1; p <= divisions; p ++ ) {
- current = this.getPoint( p / divisions );
- sum += current.distanceTo( last );
- cache.push( sum );
- last = current;
- }
- this.cacheArcLengths = cache;
- return cache; // { sums: cache, sum: sum }; Sum is in the last element.
- }
- /**
- * Update the cumulative segment distance cache. The method must be called
- * every time curve parameters are changed. If an updated curve is part of a
- * composed curve like {@link CurvePath}, this method must be called on the
- * composed curve, too.
- */
- updateArcLengths() {
- this.needsUpdate = true;
- this.getLengths();
- }
- /**
- * Given an interpolation factor in the range `[0,1]`, this method returns an updated
- * interpolation factor in the same range that can be ued to sample equidistant points
- * from a curve.
- *
- * @param {number} u - The interpolation factor.
- * @param {?number} distance - An optional distance on the curve.
- * @return {number} The updated interpolation factor.
- */
- getUtoTmapping( u, distance = null ) {
- const arcLengths = this.getLengths();
- let i = 0;
- const il = arcLengths.length;
- let targetArcLength; // The targeted u distance value to get
- if ( distance ) {
- targetArcLength = distance;
- } else {
- targetArcLength = u * arcLengths[ il - 1 ];
- }
- // binary search for the index with largest value smaller than target u distance
- let low = 0, high = il - 1, comparison;
- while ( low <= high ) {
- 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
- comparison = arcLengths[ i ] - targetArcLength;
- if ( comparison < 0 ) {
- low = i + 1;
- } else if ( comparison > 0 ) {
- high = i - 1;
- } else {
- high = i;
- break;
- // DONE
- }
- }
- i = high;
- if ( arcLengths[ i ] === targetArcLength ) {
- return i / ( il - 1 );
- }
- // we could get finer grain at lengths, or use simple interpolation between two points
- const lengthBefore = arcLengths[ i ];
- const lengthAfter = arcLengths[ i + 1 ];
- const segmentLength = lengthAfter - lengthBefore;
- // determine where we are between the 'before' and 'after' points
- const segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;
- // add that fractional amount to t
- const t = ( i + segmentFraction ) / ( il - 1 );
- return t;
- }
- /**
- * Returns a unit vector tangent for the given interpolation factor.
- * If the derived curve does not implement its tangent derivation,
- * two points a small delta apart will be used to find its gradient
- * which seems to give a reasonable approximation.
- *
- * @param {number} t - The interpolation factor.
- * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
- * @return {(Vector2|Vector3)} The tangent vector.
- */
- getTangent( t, optionalTarget ) {
- const delta = 0.0001;
- let t1 = t - delta;
- let t2 = t + delta;
- // Capping in case of danger
- if ( t1 < 0 ) t1 = 0;
- if ( t2 > 1 ) t2 = 1;
- const pt1 = this.getPoint( t1 );
- const pt2 = this.getPoint( t2 );
- const tangent = optionalTarget || ( ( pt1.isVector2 ) ? new Vector2() : new Vector3() );
- tangent.copy( pt2 ).sub( pt1 ).normalize();
- return tangent;
- }
- /**
- * Same as {@link Curve#getTangent} but with equidistant samples.
- *
- * @param {number} u - The interpolation factor.
- * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
- * @return {(Vector2|Vector3)} The tangent vector.
- * @see {@link Curve#getPointAt}
- */
- getTangentAt( u, optionalTarget ) {
- const t = this.getUtoTmapping( u );
- return this.getTangent( t, optionalTarget );
- }
- /**
- * Generates the Frenet Frames. Requires a curve definition in 3D space. Used
- * in geometries like {@link TubeGeometry} or {@link ExtrudeGeometry}.
- *
- * @param {number} segments - The number of segments.
- * @param {boolean} [closed=false] - Whether the curve is closed or not.
- * @return {{tangents: Array<Vector3>, normals: Array<Vector3>, binormals: Array<Vector3>}} The Frenet Frames.
- */
- computeFrenetFrames( segments, closed = false ) {
- // see http://www.cs.indiana.edu/pub/techreports/TR425.pdf
- const normal = new Vector3();
- const tangents = [];
- const normals = [];
- const binormals = [];
- const vec = new Vector3();
- const mat = new Matrix4();
- // compute the tangent vectors for each segment on the curve
- for ( let i = 0; i <= segments; i ++ ) {
- const u = i / segments;
- tangents[ i ] = this.getTangentAt( u, new Vector3() );
- }
- // select an initial normal vector perpendicular to the first tangent vector,
- // and in the direction of the minimum tangent xyz component
- normals[ 0 ] = new Vector3();
- binormals[ 0 ] = new Vector3();
- let min = Number.MAX_VALUE;
- const tx = Math.abs( tangents[ 0 ].x );
- const ty = Math.abs( tangents[ 0 ].y );
- const tz = Math.abs( tangents[ 0 ].z );
- if ( tx <= min ) {
- min = tx;
- normal.set( 1, 0, 0 );
- }
- if ( ty <= min ) {
- min = ty;
- normal.set( 0, 1, 0 );
- }
- if ( tz <= min ) {
- normal.set( 0, 0, 1 );
- }
- vec.crossVectors( tangents[ 0 ], normal ).normalize();
- normals[ 0 ].crossVectors( tangents[ 0 ], vec );
- binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );
- // compute the slowly-varying normal and binormal vectors for each segment on the curve
- for ( let i = 1; i <= segments; i ++ ) {
- normals[ i ] = normals[ i - 1 ].clone();
- binormals[ i ] = binormals[ i - 1 ].clone();
- vec.crossVectors( tangents[ i - 1 ], tangents[ i ] );
- if ( vec.length() > Number.EPSILON ) {
- vec.normalize();
- const theta = Math.acos( clamp( tangents[ i - 1 ].dot( tangents[ i ] ), -1, 1 ) ); // clamp for floating pt errors
- normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );
- }
- binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
- }
- // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same
- if ( closed === true ) {
- let theta = Math.acos( clamp( normals[ 0 ].dot( normals[ segments ] ), -1, 1 ) );
- theta /= segments;
- if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) {
- theta = - theta;
- }
- for ( let i = 1; i <= segments; i ++ ) {
- // twist a little...
- normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );
- binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
- }
- }
- return {
- tangents: tangents,
- normals: normals,
- binormals: binormals
- };
- }
- /**
- * Returns a new curve with copied values from this instance.
- *
- * @return {Curve} A clone of this instance.
- */
- clone() {
- return new this.constructor().copy( this );
- }
- /**
- * Copies the values of the given curve to this instance.
- *
- * @param {Curve} source - The curve to copy.
- * @return {Curve} A reference to this curve.
- */
- copy( source ) {
- this.arcLengthDivisions = source.arcLengthDivisions;
- return this;
- }
- /**
- * Serializes the curve into JSON.
- *
- * @return {Object} A JSON object representing the serialized curve.
- * @see {@link ObjectLoader#parse}
- */
- toJSON() {
- const data = {
- metadata: {
- version: 4.7,
- type: 'Curve',
- generator: 'Curve.toJSON'
- }
- };
- data.arcLengthDivisions = this.arcLengthDivisions;
- data.type = this.type;
- return data;
- }
- /**
- * Deserializes the curve from the given JSON.
- *
- * @param {Object} json - The JSON holding the serialized curve.
- * @return {Curve} A reference to this curve.
- */
- fromJSON( json ) {
- this.arcLengthDivisions = json.arcLengthDivisions;
- return this;
- }
- }
- /**
- * A curve representing an ellipse.
- *
- * ```js
- * const curve = new THREE.EllipseCurve(
- * 0, 0,
- * 10, 10,
- * 0, 2 * Math.PI,
- * false,
- * 0
- * );
- *
- * const points = curve.getPoints( 50 );
- * const geometry = new THREE.BufferGeometry().setFromPoints( points );
- *
- * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
- *
- * // Create the final object to add to the scene
- * const ellipse = new THREE.Line( geometry, material );
- * ```
- *
- * @augments Curve
- */
- class EllipseCurve extends Curve {
- /**
- * Constructs a new ellipse curve.
- *
- * @param {number} [aX=0] - The X center of the ellipse.
- * @param {number} [aY=0] - The Y center of the ellipse.
- * @param {number} [xRadius=1] - The radius of the ellipse in the x direction.
- * @param {number} [yRadius=1] - The radius of the ellipse in the y direction.
- * @param {number} [aStartAngle=0] - The start angle of the curve in radians starting from the positive X axis.
- * @param {number} [aEndAngle=Math.PI*2] - The end angle of the curve in radians starting from the positive X axis.
- * @param {boolean} [aClockwise=false] - Whether the ellipse is drawn clockwise or not.
- * @param {number} [aRotation=0] - The rotation angle of the ellipse in radians, counterclockwise from the positive X axis.
- */
- constructor( aX = 0, aY = 0, xRadius = 1, yRadius = 1, aStartAngle = 0, aEndAngle = Math.PI * 2, aClockwise = false, aRotation = 0 ) {
- super();
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isEllipseCurve = true;
- this.type = 'EllipseCurve';
- /**
- * The X center of the ellipse.
- *
- * @type {number}
- * @default 0
- */
- this.aX = aX;
- /**
- * The Y center of the ellipse.
- *
- * @type {number}
- * @default 0
- */
- this.aY = aY;
- /**
- * The radius of the ellipse in the x direction.
- * Setting the this value equal to the {@link EllipseCurve#yRadius} will result in a circle.
- *
- * @type {number}
- * @default 1
- */
- this.xRadius = xRadius;
- /**
- * The radius of the ellipse in the y direction.
- * Setting the this value equal to the {@link EllipseCurve#xRadius} will result in a circle.
- *
- * @type {number}
- * @default 1
- */
- this.yRadius = yRadius;
- /**
- * The start angle of the curve in radians starting from the positive X axis.
- *
- * @type {number}
- * @default 0
- */
- this.aStartAngle = aStartAngle;
- /**
- * The end angle of the curve in radians starting from the positive X axis.
- *
- * @type {number}
- * @default Math.PI*2
- */
- this.aEndAngle = aEndAngle;
- /**
- * Whether the ellipse is drawn clockwise or not.
- *
- * @type {boolean}
- * @default false
- */
- this.aClockwise = aClockwise;
- /**
- * The rotation angle of the ellipse in radians, counterclockwise from the positive X axis.
- *
- * @type {number}
- * @default 0
- */
- this.aRotation = aRotation;
- }
- /**
- * Returns a point on the curve.
- *
- * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
- * @param {Vector2} [optionalTarget] - The optional target vector the result is written to.
- * @return {Vector2} The position on the curve.
- */
- getPoint( t, optionalTarget = new Vector2() ) {
- const point = optionalTarget;
- const twoPi = Math.PI * 2;
- let deltaAngle = this.aEndAngle - this.aStartAngle;
- const samePoints = Math.abs( deltaAngle ) < Number.EPSILON;
- // ensures that deltaAngle is 0 .. 2 PI
- while ( deltaAngle < 0 ) deltaAngle += twoPi;
- while ( deltaAngle > twoPi ) deltaAngle -= twoPi;
- if ( deltaAngle < Number.EPSILON ) {
- if ( samePoints ) {
- deltaAngle = 0;
- } else {
- deltaAngle = twoPi;
- }
- }
- if ( this.aClockwise === true && ! samePoints ) {
- if ( deltaAngle === twoPi ) {
- deltaAngle = - twoPi;
- } else {
- deltaAngle = deltaAngle - twoPi;
- }
- }
- const angle = this.aStartAngle + t * deltaAngle;
- let x = this.aX + this.xRadius * Math.cos( angle );
- let y = this.aY + this.yRadius * Math.sin( angle );
- if ( this.aRotation !== 0 ) {
- const cos = Math.cos( this.aRotation );
- const sin = Math.sin( this.aRotation );
- const tx = x - this.aX;
- const ty = y - this.aY;
- // Rotate the point about the center of the ellipse.
- x = tx * cos - ty * sin + this.aX;
- y = tx * sin + ty * cos + this.aY;
- }
- return point.set( x, y );
- }
- copy( source ) {
- super.copy( source );
- this.aX = source.aX;
- this.aY = source.aY;
- this.xRadius = source.xRadius;
- this.yRadius = source.yRadius;
- this.aStartAngle = source.aStartAngle;
- this.aEndAngle = source.aEndAngle;
- this.aClockwise = source.aClockwise;
- this.aRotation = source.aRotation;
- return this;
- }
- toJSON() {
- const data = super.toJSON();
- data.aX = this.aX;
- data.aY = this.aY;
- data.xRadius = this.xRadius;
- data.yRadius = this.yRadius;
- data.aStartAngle = this.aStartAngle;
- data.aEndAngle = this.aEndAngle;
- data.aClockwise = this.aClockwise;
- data.aRotation = this.aRotation;
- return data;
- }
- fromJSON( json ) {
- super.fromJSON( json );
- this.aX = json.aX;
- this.aY = json.aY;
- this.xRadius = json.xRadius;
- this.yRadius = json.yRadius;
- this.aStartAngle = json.aStartAngle;
- this.aEndAngle = json.aEndAngle;
- this.aClockwise = json.aClockwise;
- this.aRotation = json.aRotation;
- return this;
- }
- }
- /**
- * A curve representing an arc.
- *
- * @augments EllipseCurve
- */
- class ArcCurve extends EllipseCurve {
- /**
- * Constructs a new arc curve.
- *
- * @param {number} [aX=0] - The X center of the ellipse.
- * @param {number} [aY=0] - The Y center of the ellipse.
- * @param {number} [aRadius=1] - The radius of the ellipse in the x direction.
- * @param {number} [aStartAngle=0] - The start angle of the curve in radians starting from the positive X axis.
- * @param {number} [aEndAngle=Math.PI*2] - The end angle of the curve in radians starting from the positive X axis.
- * @param {boolean} [aClockwise=false] - Whether the ellipse is drawn clockwise or not.
- */
- constructor( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
- super( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isArcCurve = true;
- this.type = 'ArcCurve';
- }
- }
- function CubicPoly() {
- /**
- * Centripetal CatmullRom Curve - which is useful for avoiding
- * cusps and self-intersections in non-uniform catmull rom curves.
- * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf
- *
- * curve.type accepts centripetal(default), chordal and catmullrom
- * curve.tension is used for catmullrom which defaults to 0.5
- */
- /*
- Based on an optimized c++ solution in
- - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/
- - http://ideone.com/NoEbVM
- This CubicPoly class could be used for reusing some variables and calculations,
- but for three.js curve use, it could be possible inlined and flatten into a single function call
- which can be placed in CurveUtils.
- */
- let c0 = 0, c1 = 0, c2 = 0, c3 = 0;
- /*
- * Compute coefficients for a cubic polynomial
- * p(s) = c0 + c1*s + c2*s^2 + c3*s^3
- * such that
- * p(0) = x0, p(1) = x1
- * and
- * p'(0) = t0, p'(1) = t1.
- */
- function init( x0, x1, t0, t1 ) {
- c0 = x0;
- c1 = t0;
- c2 = -3 * x0 + 3 * x1 - 2 * t0 - t1;
- c3 = 2 * x0 - 2 * x1 + t0 + t1;
- }
- return {
- initCatmullRom: function ( x0, x1, x2, x3, tension ) {
- init( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) );
- },
- initNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) {
- // compute tangents when parameterized in [t1,t2]
- let t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1;
- let t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2;
- // rescale tangents for parametrization in [0,1]
- t1 *= dt1;
- t2 *= dt1;
- init( x1, x2, t1, t2 );
- },
- calc: function ( t ) {
- const t2 = t * t;
- const t3 = t2 * t;
- return c0 + c1 * t + c2 * t2 + c3 * t3;
- }
- };
- }
- //
- const tmp = /*@__PURE__*/ new Vector3();
- const px = /*@__PURE__*/ new CubicPoly();
- const py = /*@__PURE__*/ new CubicPoly();
- const pz = /*@__PURE__*/ new CubicPoly();
- /**
- * A curve representing a Catmull-Rom spline.
- *
- * ```js
- * //Create a closed wavey loop
- * const curve = new THREE.CatmullRomCurve3( [
- * new THREE.Vector3( -10, 0, 10 ),
- * new THREE.Vector3( -5, 5, 5 ),
- * new THREE.Vector3( 0, 0, 0 ),
- * new THREE.Vector3( 5, -5, 5 ),
- * new THREE.Vector3( 10, 0, 10 )
- * ] );
- *
- * const points = curve.getPoints( 50 );
- * const geometry = new THREE.BufferGeometry().setFromPoints( points );
- *
- * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
- *
- * // Create the final object to add to the scene
- * const curveObject = new THREE.Line( geometry, material );
- * ```
- *
- * @augments Curve
- */
- class CatmullRomCurve3 extends Curve {
- /**
- * Constructs a new Catmull-Rom curve.
- *
- * @param {Array<Vector3>} [points] - An array of 3D points defining the curve.
- * @param {boolean} [closed=false] - Whether the curve is closed or not.
- * @param {('centripetal'|'chordal'|'catmullrom')} [curveType='centripetal'] - The curve type.
- * @param {number} [tension=0.5] - Tension of the curve.
- */
- constructor( points = [], closed = false, curveType = 'centripetal', tension = 0.5 ) {
- super();
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isCatmullRomCurve3 = true;
- this.type = 'CatmullRomCurve3';
- /**
- * An array of 3D points defining the curve.
- *
- * @type {Array<Vector3>}
- */
- this.points = points;
- /**
- * Whether the curve is closed or not.
- *
- * @type {boolean}
- * @default false
- */
- this.closed = closed;
- /**
- * The curve type.
- *
- * @type {('centripetal'|'chordal'|'catmullrom')}
- * @default 'centripetal'
- */
- this.curveType = curveType;
- /**
- * Tension of the curve.
- *
- * @type {number}
- * @default 0.5
- */
- this.tension = tension;
- }
- /**
- * Returns a point on the curve.
- *
- * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
- * @param {Vector3} [optionalTarget] - The optional target vector the result is written to.
- * @return {Vector3} The position on the curve.
- */
- getPoint( t, optionalTarget = new Vector3() ) {
- const point = optionalTarget;
- const points = this.points;
- const l = points.length;
- const p = ( l - ( this.closed ? 0 : 1 ) ) * t;
- let intPoint = Math.floor( p );
- let weight = p - intPoint;
- if ( this.closed ) {
- intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / l ) + 1 ) * l;
- } else if ( weight === 0 && intPoint === l - 1 ) {
- intPoint = l - 2;
- weight = 1;
- }
- let p0, p3; // 4 points (p1 & p2 defined below)
- if ( this.closed || intPoint > 0 ) {
- p0 = points[ ( intPoint - 1 ) % l ];
- } else {
- // extrapolate first point
- tmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] );
- p0 = tmp;
- }
- const p1 = points[ intPoint % l ];
- const p2 = points[ ( intPoint + 1 ) % l ];
- if ( this.closed || intPoint + 2 < l ) {
- p3 = points[ ( intPoint + 2 ) % l ];
- } else {
- // extrapolate last point
- tmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] );
- p3 = tmp;
- }
- if ( this.curveType === 'centripetal' || this.curveType === 'chordal' ) {
- // init Centripetal / Chordal Catmull-Rom
- const pow = this.curveType === 'chordal' ? 0.5 : 0.25;
- let dt0 = Math.pow( p0.distanceToSquared( p1 ), pow );
- let dt1 = Math.pow( p1.distanceToSquared( p2 ), pow );
- let dt2 = Math.pow( p2.distanceToSquared( p3 ), pow );
- // safety check for repeated points
- if ( dt1 < 1e-4 ) dt1 = 1.0;
- if ( dt0 < 1e-4 ) dt0 = dt1;
- if ( dt2 < 1e-4 ) dt2 = dt1;
- px.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 );
- py.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 );
- pz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 );
- } else if ( this.curveType === 'catmullrom' ) {
- px.initCatmullRom( p0.x, p1.x, p2.x, p3.x, this.tension );
- py.initCatmullRom( p0.y, p1.y, p2.y, p3.y, this.tension );
- pz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, this.tension );
- }
- point.set(
- px.calc( weight ),
- py.calc( weight ),
- pz.calc( weight )
- );
- return point;
- }
- copy( source ) {
- super.copy( source );
- this.points = [];
- for ( let i = 0, l = source.points.length; i < l; i ++ ) {
- const point = source.points[ i ];
- this.points.push( point.clone() );
- }
- this.closed = source.closed;
- this.curveType = source.curveType;
- this.tension = source.tension;
- return this;
- }
- toJSON() {
- const data = super.toJSON();
- data.points = [];
- for ( let i = 0, l = this.points.length; i < l; i ++ ) {
- const point = this.points[ i ];
- data.points.push( point.toArray() );
- }
- data.closed = this.closed;
- data.curveType = this.curveType;
- data.tension = this.tension;
- return data;
- }
- fromJSON( json ) {
- super.fromJSON( json );
- this.points = [];
- for ( let i = 0, l = json.points.length; i < l; i ++ ) {
- const point = json.points[ i ];
- this.points.push( new Vector3().fromArray( point ) );
- }
- this.closed = json.closed;
- this.curveType = json.curveType;
- this.tension = json.tension;
- return this;
- }
- }
- /**
- * Interpolations contains spline and Bézier functions internally used by concrete curve classes.
- *
- * Bezier Curves formulas obtained from: https://en.wikipedia.org/wiki/B%C3%A9zier_curve
- *
- * @module Interpolations
- */
- /**
- * Computes a point on a Catmull-Rom spline.
- *
- * @param {number} t - The interpolation factor.
- * @param {number} p0 - The first control point.
- * @param {number} p1 - The second control point.
- * @param {number} p2 - The third control point.
- * @param {number} p3 - The fourth control point.
- * @return {number} The calculated point on a Catmull-Rom spline.
- */
- function CatmullRom( t, p0, p1, p2, p3 ) {
- const v0 = ( p2 - p0 ) * 0.5;
- const v1 = ( p3 - p1 ) * 0.5;
- const t2 = t * t;
- const t3 = t * t2;
- return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( -3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;
- }
- //
- function QuadraticBezierP0( t, p ) {
- const k = 1 - t;
- return k * k * p;
- }
- function QuadraticBezierP1( t, p ) {
- return 2 * ( 1 - t ) * t * p;
- }
- function QuadraticBezierP2( t, p ) {
- return t * t * p;
- }
- /**
- * Computes a point on a Quadratic Bezier curve.
- *
- * @param {number} t - The interpolation factor.
- * @param {number} p0 - The first control point.
- * @param {number} p1 - The second control point.
- * @param {number} p2 - The third control point.
- * @return {number} The calculated point on a Quadratic Bezier curve.
- */
- function QuadraticBezier( t, p0, p1, p2 ) {
- return QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) +
- QuadraticBezierP2( t, p2 );
- }
- //
- function CubicBezierP0( t, p ) {
- const k = 1 - t;
- return k * k * k * p;
- }
- function CubicBezierP1( t, p ) {
- const k = 1 - t;
- return 3 * k * k * t * p;
- }
- function CubicBezierP2( t, p ) {
- return 3 * ( 1 - t ) * t * t * p;
- }
- function CubicBezierP3( t, p ) {
- return t * t * t * p;
- }
- /**
- * Computes a point on a Cubic Bezier curve.
- *
- * @param {number} t - The interpolation factor.
- * @param {number} p0 - The first control point.
- * @param {number} p1 - The second control point.
- * @param {number} p2 - The third control point.
- * @param {number} p3 - The fourth control point.
- * @return {number} The calculated point on a Cubic Bezier curve.
- */
- function CubicBezier( t, p0, p1, p2, p3 ) {
- return CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) +
- CubicBezierP3( t, p3 );
- }
- /**
- * A curve representing a 2D Cubic Bezier curve.
- *
- * ```js
- * const curve = new THREE.CubicBezierCurve(
- * new THREE.Vector2( - 0, 0 ),
- * new THREE.Vector2( - 5, 15 ),
- * new THREE.Vector2( 20, 15 ),
- * new THREE.Vector2( 10, 0 )
- * );
- *
- * const points = curve.getPoints( 50 );
- * const geometry = new THREE.BufferGeometry().setFromPoints( points );
- *
- * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
- *
- * // Create the final object to add to the scene
- * const curveObject = new THREE.Line( geometry, material );
- * ```
- *
- * @augments Curve
- */
- class CubicBezierCurve extends Curve {
- /**
- * Constructs a new Cubic Bezier curve.
- *
- * @param {Vector2} [v0] - The start point.
- * @param {Vector2} [v1] - The first control point.
- * @param {Vector2} [v2] - The second control point.
- * @param {Vector2} [v3] - The end point.
- */
- constructor( v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2(), v3 = new Vector2() ) {
- super();
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isCubicBezierCurve = true;
- this.type = 'CubicBezierCurve';
- /**
- * The start point.
- *
- * @type {Vector2}
- */
- this.v0 = v0;
- /**
- * The first control point.
- *
- * @type {Vector2}
- */
- this.v1 = v1;
- /**
- * The second control point.
- *
- * @type {Vector2}
- */
- this.v2 = v2;
- /**
- * The end point.
- *
- * @type {Vector2}
- */
- this.v3 = v3;
- }
- /**
- * Returns a point on the curve.
- *
- * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
- * @param {Vector2} [optionalTarget] - The optional target vector the result is written to.
- * @return {Vector2} The position on the curve.
- */
- getPoint( t, optionalTarget = new Vector2() ) {
- const point = optionalTarget;
- const v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
- point.set(
- CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
- CubicBezier( t, v0.y, v1.y, v2.y, v3.y )
- );
- return point;
- }
- copy( source ) {
- super.copy( source );
- this.v0.copy( source.v0 );
- this.v1.copy( source.v1 );
- this.v2.copy( source.v2 );
- this.v3.copy( source.v3 );
- return this;
- }
- toJSON() {
- const data = super.toJSON();
- data.v0 = this.v0.toArray();
- data.v1 = this.v1.toArray();
- data.v2 = this.v2.toArray();
- data.v3 = this.v3.toArray();
- return data;
- }
- fromJSON( json ) {
- super.fromJSON( json );
- this.v0.fromArray( json.v0 );
- this.v1.fromArray( json.v1 );
- this.v2.fromArray( json.v2 );
- this.v3.fromArray( json.v3 );
- return this;
- }
- }
- /**
- * A curve representing a 3D Cubic Bezier curve.
- *
- * @augments Curve
- */
- class CubicBezierCurve3 extends Curve {
- /**
- * Constructs a new Cubic Bezier curve.
- *
- * @param {Vector3} [v0] - The start point.
- * @param {Vector3} [v1] - The first control point.
- * @param {Vector3} [v2] - The second control point.
- * @param {Vector3} [v3] - The end point.
- */
- constructor( v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3(), v3 = new Vector3() ) {
- super();
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isCubicBezierCurve3 = true;
- this.type = 'CubicBezierCurve3';
- /**
- * The start point.
- *
- * @type {Vector3}
- */
- this.v0 = v0;
- /**
- * The first control point.
- *
- * @type {Vector3}
- */
- this.v1 = v1;
- /**
- * The second control point.
- *
- * @type {Vector3}
- */
- this.v2 = v2;
- /**
- * The end point.
- *
- * @type {Vector3}
- */
- this.v3 = v3;
- }
- /**
- * Returns a point on the curve.
- *
- * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
- * @param {Vector3} [optionalTarget] - The optional target vector the result is written to.
- * @return {Vector3} The position on the curve.
- */
- getPoint( t, optionalTarget = new Vector3() ) {
- const point = optionalTarget;
- const v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
- point.set(
- CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
- CubicBezier( t, v0.y, v1.y, v2.y, v3.y ),
- CubicBezier( t, v0.z, v1.z, v2.z, v3.z )
- );
- return point;
- }
- copy( source ) {
- super.copy( source );
- this.v0.copy( source.v0 );
- this.v1.copy( source.v1 );
- this.v2.copy( source.v2 );
- this.v3.copy( source.v3 );
- return this;
- }
- toJSON() {
- const data = super.toJSON();
- data.v0 = this.v0.toArray();
- data.v1 = this.v1.toArray();
- data.v2 = this.v2.toArray();
- data.v3 = this.v3.toArray();
- return data;
- }
- fromJSON( json ) {
- super.fromJSON( json );
- this.v0.fromArray( json.v0 );
- this.v1.fromArray( json.v1 );
- this.v2.fromArray( json.v2 );
- this.v3.fromArray( json.v3 );
- return this;
- }
- }
- /**
- * A curve representing a 2D line segment.
- *
- * @augments Curve
- */
- class LineCurve extends Curve {
- /**
- * Constructs a new line curve.
- *
- * @param {Vector2} [v1] - The start point.
- * @param {Vector2} [v2] - The end point.
- */
- constructor( v1 = new Vector2(), v2 = new Vector2() ) {
- super();
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isLineCurve = true;
- this.type = 'LineCurve';
- /**
- * The start point.
- *
- * @type {Vector2}
- */
- this.v1 = v1;
- /**
- * The end point.
- *
- * @type {Vector2}
- */
- this.v2 = v2;
- }
- /**
- * Returns a point on the line.
- *
- * @param {number} t - A interpolation factor representing a position on the line. Must be in the range `[0,1]`.
- * @param {Vector2} [optionalTarget] - The optional target vector the result is written to.
- * @return {Vector2} The position on the line.
- */
- getPoint( t, optionalTarget = new Vector2() ) {
- const point = optionalTarget;
- if ( t === 1 ) {
- point.copy( this.v2 );
- } else {
- point.copy( this.v2 ).sub( this.v1 );
- point.multiplyScalar( t ).add( this.v1 );
- }
- return point;
- }
- // Line curve is linear, so we can overwrite default getPointAt
- getPointAt( u, optionalTarget ) {
- return this.getPoint( u, optionalTarget );
- }
- getTangent( t, optionalTarget = new Vector2() ) {
- return optionalTarget.subVectors( this.v2, this.v1 ).normalize();
- }
- getTangentAt( u, optionalTarget ) {
- return this.getTangent( u, optionalTarget );
- }
- copy( source ) {
- super.copy( source );
- this.v1.copy( source.v1 );
- this.v2.copy( source.v2 );
- return this;
- }
- toJSON() {
- const data = super.toJSON();
- data.v1 = this.v1.toArray();
- data.v2 = this.v2.toArray();
- return data;
- }
- fromJSON( json ) {
- super.fromJSON( json );
- this.v1.fromArray( json.v1 );
- this.v2.fromArray( json.v2 );
- return this;
- }
- }
- /**
- * A curve representing a 3D line segment.
- *
- * @augments Curve
- */
- class LineCurve3 extends Curve {
- /**
- * Constructs a new line curve.
- *
- * @param {Vector3} [v1] - The start point.
- * @param {Vector3} [v2] - The end point.
- */
- constructor( v1 = new Vector3(), v2 = new Vector3() ) {
- super();
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isLineCurve3 = true;
- this.type = 'LineCurve3';
- /**
- * The start point.
- *
- * @type {Vector3}
- */
- this.v1 = v1;
- /**
- * The end point.
- *
- * @type {Vector2}
- */
- this.v2 = v2;
- }
- /**
- * Returns a point on the line.
- *
- * @param {number} t - A interpolation factor representing a position on the line. Must be in the range `[0,1]`.
- * @param {Vector3} [optionalTarget] - The optional target vector the result is written to.
- * @return {Vector3} The position on the line.
- */
- getPoint( t, optionalTarget = new Vector3() ) {
- const point = optionalTarget;
- if ( t === 1 ) {
- point.copy( this.v2 );
- } else {
- point.copy( this.v2 ).sub( this.v1 );
- point.multiplyScalar( t ).add( this.v1 );
- }
- return point;
- }
- // Line curve is linear, so we can overwrite default getPointAt
- getPointAt( u, optionalTarget ) {
- return this.getPoint( u, optionalTarget );
- }
- getTangent( t, optionalTarget = new Vector3() ) {
- return optionalTarget.subVectors( this.v2, this.v1 ).normalize();
- }
- getTangentAt( u, optionalTarget ) {
- return this.getTangent( u, optionalTarget );
- }
- copy( source ) {
- super.copy( source );
- this.v1.copy( source.v1 );
- this.v2.copy( source.v2 );
- return this;
- }
- toJSON() {
- const data = super.toJSON();
- data.v1 = this.v1.toArray();
- data.v2 = this.v2.toArray();
- return data;
- }
- fromJSON( json ) {
- super.fromJSON( json );
- this.v1.fromArray( json.v1 );
- this.v2.fromArray( json.v2 );
- return this;
- }
- }
- /**
- * A curve representing a 2D Quadratic Bezier curve.
- *
- * ```js
- * const curve = new THREE.QuadraticBezierCurve(
- * new THREE.Vector2( - 10, 0 ),
- * new THREE.Vector2( 20, 15 ),
- * new THREE.Vector2( 10, 0 )
- * )
- *
- * const points = curve.getPoints( 50 );
- * const geometry = new THREE.BufferGeometry().setFromPoints( points );
- *
- * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
- *
- * // Create the final object to add to the scene
- * const curveObject = new THREE.Line( geometry, material );
- * ```
- *
- * @augments Curve
- */
- class QuadraticBezierCurve extends Curve {
- /**
- * Constructs a new Quadratic Bezier curve.
- *
- * @param {Vector2} [v0] - The start point.
- * @param {Vector2} [v1] - The control point.
- * @param {Vector2} [v2] - The end point.
- */
- constructor( v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2() ) {
- super();
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isQuadraticBezierCurve = true;
- this.type = 'QuadraticBezierCurve';
- /**
- * The start point.
- *
- * @type {Vector2}
- */
- this.v0 = v0;
- /**
- * The control point.
- *
- * @type {Vector2}
- */
- this.v1 = v1;
- /**
- * The end point.
- *
- * @type {Vector2}
- */
- this.v2 = v2;
- }
- /**
- * Returns a point on the curve.
- *
- * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
- * @param {Vector2} [optionalTarget] - The optional target vector the result is written to.
- * @return {Vector2} The position on the curve.
- */
- getPoint( t, optionalTarget = new Vector2() ) {
- const point = optionalTarget;
- const v0 = this.v0, v1 = this.v1, v2 = this.v2;
- point.set(
- QuadraticBezier( t, v0.x, v1.x, v2.x ),
- QuadraticBezier( t, v0.y, v1.y, v2.y )
- );
- return point;
- }
- copy( source ) {
- super.copy( source );
- this.v0.copy( source.v0 );
- this.v1.copy( source.v1 );
- this.v2.copy( source.v2 );
- return this;
- }
- toJSON() {
- const data = super.toJSON();
- data.v0 = this.v0.toArray();
- data.v1 = this.v1.toArray();
- data.v2 = this.v2.toArray();
- return data;
- }
- fromJSON( json ) {
- super.fromJSON( json );
- this.v0.fromArray( json.v0 );
- this.v1.fromArray( json.v1 );
- this.v2.fromArray( json.v2 );
- return this;
- }
- }
- /**
- * A curve representing a 3D Quadratic Bezier curve.
- *
- * @augments Curve
- */
- class QuadraticBezierCurve3 extends Curve {
- /**
- * Constructs a new Quadratic Bezier curve.
- *
- * @param {Vector3} [v0] - The start point.
- * @param {Vector3} [v1] - The control point.
- * @param {Vector3} [v2] - The end point.
- */
- constructor( v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3() ) {
- super();
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isQuadraticBezierCurve3 = true;
- this.type = 'QuadraticBezierCurve3';
- /**
- * The start point.
- *
- * @type {Vector3}
- */
- this.v0 = v0;
- /**
- * The control point.
- *
- * @type {Vector3}
- */
- this.v1 = v1;
- /**
- * The end point.
- *
- * @type {Vector3}
- */
- this.v2 = v2;
- }
- /**
- * Returns a point on the curve.
- *
- * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
- * @param {Vector3} [optionalTarget] - The optional target vector the result is written to.
- * @return {Vector3} The position on the curve.
- */
- getPoint( t, optionalTarget = new Vector3() ) {
- const point = optionalTarget;
- const v0 = this.v0, v1 = this.v1, v2 = this.v2;
- point.set(
- QuadraticBezier( t, v0.x, v1.x, v2.x ),
- QuadraticBezier( t, v0.y, v1.y, v2.y ),
- QuadraticBezier( t, v0.z, v1.z, v2.z )
- );
- return point;
- }
- copy( source ) {
- super.copy( source );
- this.v0.copy( source.v0 );
- this.v1.copy( source.v1 );
- this.v2.copy( source.v2 );
- return this;
- }
- toJSON() {
- const data = super.toJSON();
- data.v0 = this.v0.toArray();
- data.v1 = this.v1.toArray();
- data.v2 = this.v2.toArray();
- return data;
- }
- fromJSON( json ) {
- super.fromJSON( json );
- this.v0.fromArray( json.v0 );
- this.v1.fromArray( json.v1 );
- this.v2.fromArray( json.v2 );
- return this;
- }
- }
- /**
- * A curve representing a 2D spline curve.
- *
- * ```js
- * // Create a sine-like wave
- * const curve = new THREE.SplineCurve( [
- * new THREE.Vector2( -10, 0 ),
- * new THREE.Vector2( -5, 5 ),
- * new THREE.Vector2( 0, 0 ),
- * new THREE.Vector2( 5, -5 ),
- * new THREE.Vector2( 10, 0 )
- * ] );
- *
- * const points = curve.getPoints( 50 );
- * const geometry = new THREE.BufferGeometry().setFromPoints( points );
- *
- * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
- *
- * // Create the final object to add to the scene
- * const splineObject = new THREE.Line( geometry, material );
- * ```
- *
- * @augments Curve
- */
- class SplineCurve extends Curve {
- /**
- * Constructs a new 2D spline curve.
- *
- * @param {Array<Vector2>} [points] - An array of 2D points defining the curve.
- */
- constructor( points = [] ) {
- super();
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isSplineCurve = true;
- this.type = 'SplineCurve';
- /**
- * An array of 2D points defining the curve.
- *
- * @type {Array<Vector2>}
- */
- this.points = points;
- }
- /**
- * Returns a point on the curve.
- *
- * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
- * @param {Vector2} [optionalTarget] - The optional target vector the result is written to.
- * @return {Vector2} The position on the curve.
- */
- getPoint( t, optionalTarget = new Vector2() ) {
- const point = optionalTarget;
- const points = this.points;
- const p = ( points.length - 1 ) * t;
- const intPoint = Math.floor( p );
- const weight = p - intPoint;
- const p0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ];
- const p1 = points[ intPoint ];
- const p2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];
- const p3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];
- point.set(
- CatmullRom( weight, p0.x, p1.x, p2.x, p3.x ),
- CatmullRom( weight, p0.y, p1.y, p2.y, p3.y )
- );
- return point;
- }
- copy( source ) {
- super.copy( source );
- this.points = [];
- for ( let i = 0, l = source.points.length; i < l; i ++ ) {
- const point = source.points[ i ];
- this.points.push( point.clone() );
- }
- return this;
- }
- toJSON() {
- const data = super.toJSON();
- data.points = [];
- for ( let i = 0, l = this.points.length; i < l; i ++ ) {
- const point = this.points[ i ];
- data.points.push( point.toArray() );
- }
- return data;
- }
- fromJSON( json ) {
- super.fromJSON( json );
- this.points = [];
- for ( let i = 0, l = json.points.length; i < l; i ++ ) {
- const point = json.points[ i ];
- this.points.push( new Vector2().fromArray( point ) );
- }
- return this;
- }
- }
- var Curves = /*#__PURE__*/Object.freeze({
- __proto__: null,
- ArcCurve: ArcCurve,
- CatmullRomCurve3: CatmullRomCurve3,
- CubicBezierCurve: CubicBezierCurve,
- CubicBezierCurve3: CubicBezierCurve3,
- EllipseCurve: EllipseCurve,
- LineCurve: LineCurve,
- LineCurve3: LineCurve3,
- QuadraticBezierCurve: QuadraticBezierCurve,
- QuadraticBezierCurve3: QuadraticBezierCurve3,
- SplineCurve: SplineCurve
- });
- /**
- * A base class extending {@link Curve}. `CurvePath` is simply an
- * array of connected curves, but retains the API of a curve.
- *
- * @augments Curve
- */
- class CurvePath extends Curve {
- /**
- * Constructs a new curve path.
- */
- constructor() {
- super();
- this.type = 'CurvePath';
- /**
- * An array of curves defining the
- * path.
- *
- * @type {Array<Curve>}
- */
- this.curves = [];
- /**
- * Whether the path should automatically be closed
- * by a line curve.
- *
- * @type {boolean}
- * @default false
- */
- this.autoClose = false;
- }
- /**
- * Adds a curve to this curve path.
- *
- * @param {Curve} curve - The curve to add.
- */
- add( curve ) {
- this.curves.push( curve );
- }
- /**
- * Adds a line curve to close the path.
- *
- * @return {CurvePath} A reference to this curve path.
- */
- closePath() {
- // Add a line curve if start and end of lines are not connected
- const startPoint = this.curves[ 0 ].getPoint( 0 );
- const endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 );
- if ( ! startPoint.equals( endPoint ) ) {
- const lineType = ( startPoint.isVector2 === true ) ? 'LineCurve' : 'LineCurve3';
- this.curves.push( new Curves[ lineType ]( endPoint, startPoint ) );
- }
- return this;
- }
- /**
- * This method returns a vector in 2D or 3D space (depending on the curve definitions)
- * for the given interpolation factor.
- *
- * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
- * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
- * @return {?(Vector2|Vector3)} The position on the curve. It can be a 2D or 3D vector depending on the curve definition.
- */
- getPoint( t, optionalTarget ) {
- // To get accurate point with reference to
- // entire path distance at time t,
- // following has to be done:
- // 1. Length of each sub path have to be known
- // 2. Locate and identify type of curve
- // 3. Get t for the curve
- // 4. Return curve.getPointAt(t')
- const d = t * this.getLength();
- const curveLengths = this.getCurveLengths();
- let i = 0;
- // To think about boundaries points.
- while ( i < curveLengths.length ) {
- if ( curveLengths[ i ] >= d ) {
- const diff = curveLengths[ i ] - d;
- const curve = this.curves[ i ];
- const segmentLength = curve.getLength();
- const u = segmentLength === 0 ? 0 : 1 - diff / segmentLength;
- return curve.getPointAt( u, optionalTarget );
- }
- i ++;
- }
- return null;
- // loop where sum != 0, sum > d , sum+1 <d
- }
- getLength() {
- // We cannot use the default THREE.Curve getPoint() with getLength() because in
- // THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath
- // getPoint() depends on getLength
- const lens = this.getCurveLengths();
- return lens[ lens.length - 1 ];
- }
- updateArcLengths() {
- // cacheLengths must be recalculated.
- this.needsUpdate = true;
- this.cacheLengths = null;
- this.getCurveLengths();
- }
- /**
- * Returns list of cumulative curve lengths of the defined curves.
- *
- * @return {Array<number>} The curve lengths.
- */
- getCurveLengths() {
- // Compute lengths and cache them
- // We cannot overwrite getLengths() because UtoT mapping uses it.
- // We use cache values if curves and cache array are same length
- if ( this.cacheLengths && this.cacheLengths.length === this.curves.length ) {
- return this.cacheLengths;
- }
- // Get length of sub-curve
- // Push sums into cached array
- const lengths = [];
- let sums = 0;
- for ( let i = 0, l = this.curves.length; i < l; i ++ ) {
- sums += this.curves[ i ].getLength();
- lengths.push( sums );
- }
- this.cacheLengths = lengths;
- return lengths;
- }
- getSpacedPoints( divisions = 40 ) {
- const points = [];
- for ( let i = 0; i <= divisions; i ++ ) {
- points.push( this.getPoint( i / divisions ) );
- }
- if ( this.autoClose ) {
- points.push( points[ 0 ] );
- }
- return points;
- }
- getPoints( divisions = 12 ) {
- const points = [];
- let last;
- for ( let i = 0, curves = this.curves; i < curves.length; i ++ ) {
- const curve = curves[ i ];
- const resolution = curve.isEllipseCurve ? divisions * 2
- : ( curve.isLineCurve || curve.isLineCurve3 ) ? 1
- : curve.isSplineCurve ? divisions * curve.points.length
- : divisions;
- const pts = curve.getPoints( resolution );
- for ( let j = 0; j < pts.length; j ++ ) {
- const point = pts[ j ];
- if ( last && last.equals( point ) ) continue; // ensures no consecutive points are duplicates
- points.push( point );
- last = point;
- }
- }
- if ( this.autoClose && points.length > 1 && ! points[ points.length - 1 ].equals( points[ 0 ] ) ) {
- points.push( points[ 0 ] );
- }
- return points;
- }
- copy( source ) {
- super.copy( source );
- this.curves = [];
- for ( let i = 0, l = source.curves.length; i < l; i ++ ) {
- const curve = source.curves[ i ];
- this.curves.push( curve.clone() );
- }
- this.autoClose = source.autoClose;
- return this;
- }
- toJSON() {
- const data = super.toJSON();
- data.autoClose = this.autoClose;
- data.curves = [];
- for ( let i = 0, l = this.curves.length; i < l; i ++ ) {
- const curve = this.curves[ i ];
- data.curves.push( curve.toJSON() );
- }
- return data;
- }
- fromJSON( json ) {
- super.fromJSON( json );
- this.autoClose = json.autoClose;
- this.curves = [];
- for ( let i = 0, l = json.curves.length; i < l; i ++ ) {
- const curve = json.curves[ i ];
- this.curves.push( new Curves[ curve.type ]().fromJSON( curve ) );
- }
- return this;
- }
- }
- /**
- * A 2D path representation. The class provides methods for creating paths
- * and contours of 2D shapes similar to the 2D Canvas API.
- *
- * ```js
- * const path = new THREE.Path();
- *
- * path.lineTo( 0, 0.8 );
- * path.quadraticCurveTo( 0, 1, 0.2, 1 );
- * path.lineTo( 1, 1 );
- *
- * const points = path.getPoints();
- *
- * const geometry = new THREE.BufferGeometry().setFromPoints( points );
- * const material = new THREE.LineBasicMaterial( { color: 0xffffff } );
- *
- * const line = new THREE.Line( geometry, material );
- * scene.add( line );
- * ```
- *
- * @augments CurvePath
- */
- class Path extends CurvePath {
- /**
- * Constructs a new path.
- *
- * @param {Array<Vector2>} [points] - An array of 2D points defining the path.
- */
- constructor( points ) {
- super();
- this.type = 'Path';
- /**
- * The current offset of the path. Any new curve added will start here.
- *
- * @type {Vector2}
- */
- this.currentPoint = new Vector2();
- if ( points ) {
- this.setFromPoints( points );
- }
- }
- /**
- * Creates a path from the given list of points. The points are added
- * to the path as instances of {@link LineCurve}.
- *
- * @param {Array<Vector2>} points - An array of 2D points.
- * @return {Path} A reference to this path.
- */
- setFromPoints( points ) {
- this.moveTo( points[ 0 ].x, points[ 0 ].y );
- for ( let i = 1, l = points.length; i < l; i ++ ) {
- this.lineTo( points[ i ].x, points[ i ].y );
- }
- return this;
- }
- /**
- * Moves {@link Path#currentPoint} to the given point.
- *
- * @param {number} x - The x coordinate.
- * @param {number} y - The y coordinate.
- * @return {Path} A reference to this path.
- */
- moveTo( x, y ) {
- this.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying?
- return this;
- }
- /**
- * Adds an instance of {@link LineCurve} to the path by connecting
- * the current point with the given one.
- *
- * @param {number} x - The x coordinate of the end point.
- * @param {number} y - The y coordinate of the end point.
- * @return {Path} A reference to this path.
- */
- lineTo( x, y ) {
- const curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) );
- this.curves.push( curve );
- this.currentPoint.set( x, y );
- return this;
- }
- /**
- * Adds an instance of {@link QuadraticBezierCurve} to the path by connecting
- * the current point with the given one.
- *
- * @param {number} aCPx - The x coordinate of the control point.
- * @param {number} aCPy - The y coordinate of the control point.
- * @param {number} aX - The x coordinate of the end point.
- * @param {number} aY - The y coordinate of the end point.
- * @return {Path} A reference to this path.
- */
- quadraticCurveTo( aCPx, aCPy, aX, aY ) {
- const curve = new QuadraticBezierCurve(
- this.currentPoint.clone(),
- new Vector2( aCPx, aCPy ),
- new Vector2( aX, aY )
- );
- this.curves.push( curve );
- this.currentPoint.set( aX, aY );
- return this;
- }
- /**
- * Adds an instance of {@link CubicBezierCurve} to the path by connecting
- * the current point with the given one.
- *
- * @param {number} aCP1x - The x coordinate of the first control point.
- * @param {number} aCP1y - The y coordinate of the first control point.
- * @param {number} aCP2x - The x coordinate of the second control point.
- * @param {number} aCP2y - The y coordinate of the second control point.
- * @param {number} aX - The x coordinate of the end point.
- * @param {number} aY - The y coordinate of the end point.
- * @return {Path} A reference to this path.
- */
- bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
- const curve = new CubicBezierCurve(
- this.currentPoint.clone(),
- new Vector2( aCP1x, aCP1y ),
- new Vector2( aCP2x, aCP2y ),
- new Vector2( aX, aY )
- );
- this.curves.push( curve );
- this.currentPoint.set( aX, aY );
- return this;
- }
- /**
- * Adds an instance of {@link SplineCurve} to the path by connecting
- * the current point with the given list of points.
- *
- * @param {Array<Vector2>} pts - An array of points in 2D space.
- * @return {Path} A reference to this path.
- */
- splineThru( pts ) {
- const npts = [ this.currentPoint.clone() ].concat( pts );
- const curve = new SplineCurve( npts );
- this.curves.push( curve );
- this.currentPoint.copy( pts[ pts.length - 1 ] );
- return this;
- }
- /**
- * Adds an arc as an instance of {@link EllipseCurve} to the path, positioned relative
- * to the current point.
- *
- * @param {number} [aX=0] - The x coordinate of the center of the arc offsetted from the previous curve.
- * @param {number} [aY=0] - The y coordinate of the center of the arc offsetted from the previous curve.
- * @param {number} [aRadius=1] - The radius of the arc.
- * @param {number} [aStartAngle=0] - The start angle in radians.
- * @param {number} [aEndAngle=Math.PI*2] - The end angle in radians.
- * @param {boolean} [aClockwise=false] - Whether to sweep the arc clockwise or not.
- * @return {Path} A reference to this path.
- */
- arc( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
- const x0 = this.currentPoint.x;
- const y0 = this.currentPoint.y;
- this.absarc( aX + x0, aY + y0, aRadius,
- aStartAngle, aEndAngle, aClockwise );
- return this;
- }
- /**
- * Adds an absolutely positioned arc as an instance of {@link EllipseCurve} to the path.
- *
- * @param {number} [aX=0] - The x coordinate of the center of the arc.
- * @param {number} [aY=0] - The y coordinate of the center of the arc.
- * @param {number} [aRadius=1] - The radius of the arc.
- * @param {number} [aStartAngle=0] - The start angle in radians.
- * @param {number} [aEndAngle=Math.PI*2] - The end angle in radians.
- * @param {boolean} [aClockwise=false] - Whether to sweep the arc clockwise or not.
- * @return {Path} A reference to this path.
- */
- absarc( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
- this.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
- return this;
- }
- /**
- * Adds an ellipse as an instance of {@link EllipseCurve} to the path, positioned relative
- * to the current point
- *
- * @param {number} [aX=0] - The x coordinate of the center of the ellipse offsetted from the previous curve.
- * @param {number} [aY=0] - The y coordinate of the center of the ellipse offsetted from the previous curve.
- * @param {number} [xRadius=1] - The radius of the ellipse in the x axis.
- * @param {number} [yRadius=1] - The radius of the ellipse in the y axis.
- * @param {number} [aStartAngle=0] - The start angle in radians.
- * @param {number} [aEndAngle=Math.PI*2] - The end angle in radians.
- * @param {boolean} [aClockwise=false] - Whether to sweep the ellipse clockwise or not.
- * @param {number} [aRotation=0] - The rotation angle of the ellipse in radians, counterclockwise from the positive X axis.
- * @return {Path} A reference to this path.
- */
- ellipse( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
- const x0 = this.currentPoint.x;
- const y0 = this.currentPoint.y;
- this.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
- return this;
- }
- /**
- * Adds an absolutely positioned ellipse as an instance of {@link EllipseCurve} to the path.
- *
- * @param {number} [aX=0] - The x coordinate of the absolute center of the ellipse.
- * @param {number} [aY=0] - The y coordinate of the absolute center of the ellipse.
- * @param {number} [xRadius=1] - The radius of the ellipse in the x axis.
- * @param {number} [yRadius=1] - The radius of the ellipse in the y axis.
- * @param {number} [aStartAngle=0] - The start angle in radians.
- * @param {number} [aEndAngle=Math.PI*2] - The end angle in radians.
- * @param {boolean} [aClockwise=false] - Whether to sweep the ellipse clockwise or not.
- * @param {number} [aRotation=0] - The rotation angle of the ellipse in radians, counterclockwise from the positive X axis.
- * @return {Path} A reference to this path.
- */
- absellipse( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
- const curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
- if ( this.curves.length > 0 ) {
- // if a previous curve is present, attempt to join
- const firstPoint = curve.getPoint( 0 );
- if ( ! firstPoint.equals( this.currentPoint ) ) {
- this.lineTo( firstPoint.x, firstPoint.y );
- }
- }
- this.curves.push( curve );
- const lastPoint = curve.getPoint( 1 );
- this.currentPoint.copy( lastPoint );
- return this;
- }
- copy( source ) {
- super.copy( source );
- this.currentPoint.copy( source.currentPoint );
- return this;
- }
- toJSON() {
- const data = super.toJSON();
- data.currentPoint = this.currentPoint.toArray();
- return data;
- }
- fromJSON( json ) {
- super.fromJSON( json );
- this.currentPoint.fromArray( json.currentPoint );
- return this;
- }
- }
- /**
- * Defines an arbitrary 2d shape plane using paths with optional holes. It
- * can be used with {@link ExtrudeGeometry}, {@link ShapeGeometry}, to get
- * points, or to get triangulated faces.
- *
- * ```js
- * const heartShape = new THREE.Shape();
- *
- * heartShape.moveTo( 25, 25 );
- * heartShape.bezierCurveTo( 25, 25, 20, 0, 0, 0 );
- * heartShape.bezierCurveTo( - 30, 0, - 30, 35, - 30, 35 );
- * heartShape.bezierCurveTo( - 30, 55, - 10, 77, 25, 95 );
- * heartShape.bezierCurveTo( 60, 77, 80, 55, 80, 35 );
- * heartShape.bezierCurveTo( 80, 35, 80, 0, 50, 0 );
- * heartShape.bezierCurveTo( 35, 0, 25, 25, 25, 25 );
- *
- * const extrudeSettings = {
- * depth: 8,
- * bevelEnabled: true,
- * bevelSegments: 2,
- * steps: 2,
- * bevelSize: 1,
- * bevelThickness: 1
- * };
- *
- * const geometry = new THREE.ExtrudeGeometry( heartShape, extrudeSettings );
- * const mesh = new THREE.Mesh( geometry, new THREE.MeshBasicMaterial() );
- * ```
- *
- * @augments Path
- */
- class Shape extends Path {
- /**
- * Constructs a new shape.
- *
- * @param {Array<Vector2>} [points] - An array of 2D points defining the shape.
- */
- constructor( points ) {
- super( points );
- /**
- * The UUID of the shape.
- *
- * @type {string}
- * @readonly
- */
- this.uuid = generateUUID();
- this.type = 'Shape';
- /**
- * Defines the holes in the shape. Hole definitions must use the
- * opposite winding order (CW/CCW) than the outer shape.
- *
- * @type {Array<Path>}
- * @readonly
- */
- this.holes = [];
- }
- /**
- * Returns an array representing each contour of the holes
- * as a list of 2D points.
- *
- * @param {number} divisions - The fineness of the result.
- * @return {Array<Array<Vector2>>} The holes as a series of 2D points.
- */
- getPointsHoles( divisions ) {
- const holesPts = [];
- for ( let i = 0, l = this.holes.length; i < l; i ++ ) {
- holesPts[ i ] = this.holes[ i ].getPoints( divisions );
- }
- return holesPts;
- }
- // get points of shape and holes (keypoints based on segments parameter)
- /**
- * Returns an object that holds contour data for the shape and its holes as
- * arrays of 2D points.
- *
- * @param {number} divisions - The fineness of the result.
- * @return {{shape:Array<Vector2>,holes:Array<Array<Vector2>>}} An object with contour data.
- */
- extractPoints( divisions ) {
- return {
- shape: this.getPoints( divisions ),
- holes: this.getPointsHoles( divisions )
- };
- }
- copy( source ) {
- super.copy( source );
- this.holes = [];
- for ( let i = 0, l = source.holes.length; i < l; i ++ ) {
- const hole = source.holes[ i ];
- this.holes.push( hole.clone() );
- }
- return this;
- }
- toJSON() {
- const data = super.toJSON();
- data.uuid = this.uuid;
- data.holes = [];
- for ( let i = 0, l = this.holes.length; i < l; i ++ ) {
- const hole = this.holes[ i ];
- data.holes.push( hole.toJSON() );
- }
- return data;
- }
- fromJSON( json ) {
- super.fromJSON( json );
- this.uuid = json.uuid;
- this.holes = [];
- for ( let i = 0, l = json.holes.length; i < l; i ++ ) {
- const hole = json.holes[ i ];
- this.holes.push( new Path().fromJSON( hole ) );
- }
- return this;
- }
- }
- /* eslint-disable */
- // copy of mapbox/earcut version 3.0.2
- // https://github.com/mapbox/earcut/tree/v3.0.2
- function earcut(data, holeIndices, dim = 2) {
- const hasHoles = holeIndices && holeIndices.length;
- const outerLen = hasHoles ? holeIndices[0] * dim : data.length;
- let outerNode = linkedList(data, 0, outerLen, dim, true);
- const triangles = [];
- if (!outerNode || outerNode.next === outerNode.prev) return triangles;
- let minX, minY, invSize;
- if (hasHoles) outerNode = eliminateHoles(data, holeIndices, outerNode, dim);
- // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox
- if (data.length > 80 * dim) {
- minX = data[0];
- minY = data[1];
- let maxX = minX;
- let maxY = minY;
- for (let i = dim; i < outerLen; i += dim) {
- const x = data[i];
- const y = data[i + 1];
- if (x < minX) minX = x;
- if (y < minY) minY = y;
- if (x > maxX) maxX = x;
- if (y > maxY) maxY = y;
- }
- // minX, minY and invSize are later used to transform coords into integers for z-order calculation
- invSize = Math.max(maxX - minX, maxY - minY);
- invSize = invSize !== 0 ? 32767 / invSize : 0;
- }
- earcutLinked(outerNode, triangles, dim, minX, minY, invSize, 0);
- return triangles;
- }
- // create a circular doubly linked list from polygon points in the specified winding order
- function linkedList(data, start, end, dim, clockwise) {
- let last;
- if (clockwise === (signedArea(data, start, end, dim) > 0)) {
- for (let i = start; i < end; i += dim) last = insertNode(i / dim | 0, data[i], data[i + 1], last);
- } else {
- for (let i = end - dim; i >= start; i -= dim) last = insertNode(i / dim | 0, data[i], data[i + 1], last);
- }
- if (last && equals(last, last.next)) {
- removeNode(last);
- last = last.next;
- }
- return last;
- }
- // eliminate colinear or duplicate points
- function filterPoints(start, end) {
- if (!start) return start;
- if (!end) end = start;
- let p = start,
- again;
- do {
- again = false;
- if (!p.steiner && (equals(p, p.next) || area(p.prev, p, p.next) === 0)) {
- removeNode(p);
- p = end = p.prev;
- if (p === p.next) break;
- again = true;
- } else {
- p = p.next;
- }
- } while (again || p !== end);
- return end;
- }
- // main ear slicing loop which triangulates a polygon (given as a linked list)
- function earcutLinked(ear, triangles, dim, minX, minY, invSize, pass) {
- if (!ear) return;
- // interlink polygon nodes in z-order
- if (!pass && invSize) indexCurve(ear, minX, minY, invSize);
- let stop = ear;
- // iterate through ears, slicing them one by one
- while (ear.prev !== ear.next) {
- const prev = ear.prev;
- const next = ear.next;
- if (invSize ? isEarHashed(ear, minX, minY, invSize) : isEar(ear)) {
- triangles.push(prev.i, ear.i, next.i); // cut off the triangle
- removeNode(ear);
- // skipping the next vertex leads to less sliver triangles
- ear = next.next;
- stop = next.next;
- continue;
- }
- ear = next;
- // if we looped through the whole remaining polygon and can't find any more ears
- if (ear === stop) {
- // try filtering points and slicing again
- if (!pass) {
- earcutLinked(filterPoints(ear), triangles, dim, minX, minY, invSize, 1);
- // if this didn't work, try curing all small self-intersections locally
- } else if (pass === 1) {
- ear = cureLocalIntersections(filterPoints(ear), triangles);
- earcutLinked(ear, triangles, dim, minX, minY, invSize, 2);
- // as a last resort, try splitting the remaining polygon into two
- } else if (pass === 2) {
- splitEarcut(ear, triangles, dim, minX, minY, invSize);
- }
- break;
- }
- }
- }
- // check whether a polygon node forms a valid ear with adjacent nodes
- function isEar(ear) {
- const a = ear.prev,
- b = ear,
- c = ear.next;
- if (area(a, b, c) >= 0) return false; // reflex, can't be an ear
- // now make sure we don't have other points inside the potential ear
- const ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y;
- // triangle bbox
- const x0 = Math.min(ax, bx, cx),
- y0 = Math.min(ay, by, cy),
- x1 = Math.max(ax, bx, cx),
- y1 = Math.max(ay, by, cy);
- let p = c.next;
- while (p !== a) {
- if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 &&
- pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, p.x, p.y) &&
- area(p.prev, p, p.next) >= 0) return false;
- p = p.next;
- }
- return true;
- }
- function isEarHashed(ear, minX, minY, invSize) {
- const a = ear.prev,
- b = ear,
- c = ear.next;
- if (area(a, b, c) >= 0) return false; // reflex, can't be an ear
- const ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y;
- // triangle bbox
- const x0 = Math.min(ax, bx, cx),
- y0 = Math.min(ay, by, cy),
- x1 = Math.max(ax, bx, cx),
- y1 = Math.max(ay, by, cy);
- // z-order range for the current triangle bbox;
- const minZ = zOrder(x0, y0, minX, minY, invSize),
- maxZ = zOrder(x1, y1, minX, minY, invSize);
- let p = ear.prevZ,
- n = ear.nextZ;
- // look for points inside the triangle in both directions
- while (p && p.z >= minZ && n && n.z <= maxZ) {
- if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c &&
- pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, p.x, p.y) && area(p.prev, p, p.next) >= 0) return false;
- p = p.prevZ;
- if (n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c &&
- pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, n.x, n.y) && area(n.prev, n, n.next) >= 0) return false;
- n = n.nextZ;
- }
- // look for remaining points in decreasing z-order
- while (p && p.z >= minZ) {
- if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c &&
- pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, p.x, p.y) && area(p.prev, p, p.next) >= 0) return false;
- p = p.prevZ;
- }
- // look for remaining points in increasing z-order
- while (n && n.z <= maxZ) {
- if (n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c &&
- pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, n.x, n.y) && area(n.prev, n, n.next) >= 0) return false;
- n = n.nextZ;
- }
- return true;
- }
- // go through all polygon nodes and cure small local self-intersections
- function cureLocalIntersections(start, triangles) {
- let p = start;
- do {
- const a = p.prev,
- b = p.next.next;
- if (!equals(a, b) && intersects(a, p, p.next, b) && locallyInside(a, b) && locallyInside(b, a)) {
- triangles.push(a.i, p.i, b.i);
- // remove two nodes involved
- removeNode(p);
- removeNode(p.next);
- p = start = b;
- }
- p = p.next;
- } while (p !== start);
- return filterPoints(p);
- }
- // try splitting polygon into two and triangulate them independently
- function splitEarcut(start, triangles, dim, minX, minY, invSize) {
- // look for a valid diagonal that divides the polygon into two
- let a = start;
- do {
- let b = a.next.next;
- while (b !== a.prev) {
- if (a.i !== b.i && isValidDiagonal(a, b)) {
- // split the polygon in two by the diagonal
- let c = splitPolygon(a, b);
- // filter colinear points around the cuts
- a = filterPoints(a, a.next);
- c = filterPoints(c, c.next);
- // run earcut on each half
- earcutLinked(a, triangles, dim, minX, minY, invSize, 0);
- earcutLinked(c, triangles, dim, minX, minY, invSize, 0);
- return;
- }
- b = b.next;
- }
- a = a.next;
- } while (a !== start);
- }
- // link every hole into the outer loop, producing a single-ring polygon without holes
- function eliminateHoles(data, holeIndices, outerNode, dim) {
- const queue = [];
- for (let i = 0, len = holeIndices.length; i < len; i++) {
- const start = holeIndices[i] * dim;
- const end = i < len - 1 ? holeIndices[i + 1] * dim : data.length;
- const list = linkedList(data, start, end, dim, false);
- if (list === list.next) list.steiner = true;
- queue.push(getLeftmost(list));
- }
- queue.sort(compareXYSlope);
- // process holes from left to right
- for (let i = 0; i < queue.length; i++) {
- outerNode = eliminateHole(queue[i], outerNode);
- }
- return outerNode;
- }
- function compareXYSlope(a, b) {
- let result = a.x - b.x;
- // when the left-most point of 2 holes meet at a vertex, sort the holes counterclockwise so that when we find
- // the bridge to the outer shell is always the point that they meet at.
- if (result === 0) {
- result = a.y - b.y;
- if (result === 0) {
- const aSlope = (a.next.y - a.y) / (a.next.x - a.x);
- const bSlope = (b.next.y - b.y) / (b.next.x - b.x);
- result = aSlope - bSlope;
- }
- }
- return result;
- }
- // find a bridge between vertices that connects hole with an outer ring and link it
- function eliminateHole(hole, outerNode) {
- const bridge = findHoleBridge(hole, outerNode);
- if (!bridge) {
- return outerNode;
- }
- const bridgeReverse = splitPolygon(bridge, hole);
- // filter collinear points around the cuts
- filterPoints(bridgeReverse, bridgeReverse.next);
- return filterPoints(bridge, bridge.next);
- }
- // David Eberly's algorithm for finding a bridge between hole and outer polygon
- function findHoleBridge(hole, outerNode) {
- let p = outerNode;
- const hx = hole.x;
- const hy = hole.y;
- let qx = -Infinity;
- let m;
- // find a segment intersected by a ray from the hole's leftmost point to the left;
- // segment's endpoint with lesser x will be potential connection point
- // unless they intersect at a vertex, then choose the vertex
- if (equals(hole, p)) return p;
- do {
- if (equals(hole, p.next)) return p.next;
- else if (hy <= p.y && hy >= p.next.y && p.next.y !== p.y) {
- const x = p.x + (hy - p.y) * (p.next.x - p.x) / (p.next.y - p.y);
- if (x <= hx && x > qx) {
- qx = x;
- m = p.x < p.next.x ? p : p.next;
- if (x === hx) return m; // hole touches outer segment; pick leftmost endpoint
- }
- }
- p = p.next;
- } while (p !== outerNode);
- if (!m) return null;
- // look for points inside the triangle of hole point, segment intersection and endpoint;
- // if there are no points found, we have a valid connection;
- // otherwise choose the point of the minimum angle with the ray as connection point
- const stop = m;
- const mx = m.x;
- const my = m.y;
- let tanMin = Infinity;
- p = m;
- do {
- if (hx >= p.x && p.x >= mx && hx !== p.x &&
- pointInTriangle(hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y)) {
- const tan = Math.abs(hy - p.y) / (hx - p.x); // tangential
- if (locallyInside(p, hole) &&
- (tan < tanMin || (tan === tanMin && (p.x > m.x || (p.x === m.x && sectorContainsSector(m, p)))))) {
- m = p;
- tanMin = tan;
- }
- }
- p = p.next;
- } while (p !== stop);
- return m;
- }
- // whether sector in vertex m contains sector in vertex p in the same coordinates
- function sectorContainsSector(m, p) {
- return area(m.prev, m, p.prev) < 0 && area(p.next, m, m.next) < 0;
- }
- // interlink polygon nodes in z-order
- function indexCurve(start, minX, minY, invSize) {
- let p = start;
- do {
- if (p.z === 0) p.z = zOrder(p.x, p.y, minX, minY, invSize);
- p.prevZ = p.prev;
- p.nextZ = p.next;
- p = p.next;
- } while (p !== start);
- p.prevZ.nextZ = null;
- p.prevZ = null;
- sortLinked(p);
- }
- // Simon Tatham's linked list merge sort algorithm
- // http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html
- function sortLinked(list) {
- let numMerges;
- let inSize = 1;
- do {
- let p = list;
- let e;
- list = null;
- let tail = null;
- numMerges = 0;
- while (p) {
- numMerges++;
- let q = p;
- let pSize = 0;
- for (let i = 0; i < inSize; i++) {
- pSize++;
- q = q.nextZ;
- if (!q) break;
- }
- let qSize = inSize;
- while (pSize > 0 || (qSize > 0 && q)) {
- if (pSize !== 0 && (qSize === 0 || !q || p.z <= q.z)) {
- e = p;
- p = p.nextZ;
- pSize--;
- } else {
- e = q;
- q = q.nextZ;
- qSize--;
- }
- if (tail) tail.nextZ = e;
- else list = e;
- e.prevZ = tail;
- tail = e;
- }
- p = q;
- }
- tail.nextZ = null;
- inSize *= 2;
- } while (numMerges > 1);
- return list;
- }
- // z-order of a point given coords and inverse of the longer side of data bbox
- function zOrder(x, y, minX, minY, invSize) {
- // coords are transformed into non-negative 15-bit integer range
- x = (x - minX) * invSize | 0;
- y = (y - minY) * invSize | 0;
- x = (x | (x << 8)) & 0x00FF00FF;
- x = (x | (x << 4)) & 0x0F0F0F0F;
- x = (x | (x << 2)) & 0x33333333;
- x = (x | (x << 1)) & 0x55555555;
- y = (y | (y << 8)) & 0x00FF00FF;
- y = (y | (y << 4)) & 0x0F0F0F0F;
- y = (y | (y << 2)) & 0x33333333;
- y = (y | (y << 1)) & 0x55555555;
- return x | (y << 1);
- }
- // find the leftmost node of a polygon ring
- function getLeftmost(start) {
- let p = start,
- leftmost = start;
- do {
- if (p.x < leftmost.x || (p.x === leftmost.x && p.y < leftmost.y)) leftmost = p;
- p = p.next;
- } while (p !== start);
- return leftmost;
- }
- // check if a point lies within a convex triangle
- function pointInTriangle(ax, ay, bx, by, cx, cy, px, py) {
- return (cx - px) * (ay - py) >= (ax - px) * (cy - py) &&
- (ax - px) * (by - py) >= (bx - px) * (ay - py) &&
- (bx - px) * (cy - py) >= (cx - px) * (by - py);
- }
- // check if a point lies within a convex triangle but false if its equal to the first point of the triangle
- function pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, px, py) {
- return !(ax === px && ay === py) && pointInTriangle(ax, ay, bx, by, cx, cy, px, py);
- }
- // check if a diagonal between two polygon nodes is valid (lies in polygon interior)
- function isValidDiagonal(a, b) {
- return a.next.i !== b.i && a.prev.i !== b.i && !intersectsPolygon(a, b) && // doesn't intersect other edges
- (locallyInside(a, b) && locallyInside(b, a) && middleInside(a, b) && // locally visible
- (area(a.prev, a, b.prev) || area(a, b.prev, b)) || // does not create opposite-facing sectors
- equals(a, b) && area(a.prev, a, a.next) > 0 && area(b.prev, b, b.next) > 0); // special zero-length case
- }
- // signed area of a triangle
- function area(p, q, r) {
- return (q.y - p.y) * (r.x - q.x) - (q.x - p.x) * (r.y - q.y);
- }
- // check if two points are equal
- function equals(p1, p2) {
- return p1.x === p2.x && p1.y === p2.y;
- }
- // check if two segments intersect
- function intersects(p1, q1, p2, q2) {
- const o1 = sign(area(p1, q1, p2));
- const o2 = sign(area(p1, q1, q2));
- const o3 = sign(area(p2, q2, p1));
- const o4 = sign(area(p2, q2, q1));
- if (o1 !== o2 && o3 !== o4) return true; // general case
- if (o1 === 0 && onSegment(p1, p2, q1)) return true; // p1, q1 and p2 are collinear and p2 lies on p1q1
- if (o2 === 0 && onSegment(p1, q2, q1)) return true; // p1, q1 and q2 are collinear and q2 lies on p1q1
- if (o3 === 0 && onSegment(p2, p1, q2)) return true; // p2, q2 and p1 are collinear and p1 lies on p2q2
- if (o4 === 0 && onSegment(p2, q1, q2)) return true; // p2, q2 and q1 are collinear and q1 lies on p2q2
- return false;
- }
- // for collinear points p, q, r, check if point q lies on segment pr
- function onSegment(p, q, r) {
- 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);
- }
- function sign(num) {
- return num > 0 ? 1 : num < 0 ? -1 : 0;
- }
- // check if a polygon diagonal intersects any polygon segments
- function intersectsPolygon(a, b) {
- let p = a;
- do {
- if (p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&
- intersects(p, p.next, a, b)) return true;
- p = p.next;
- } while (p !== a);
- return false;
- }
- // check if a polygon diagonal is locally inside the polygon
- function locallyInside(a, b) {
- return area(a.prev, a, a.next) < 0 ?
- area(a, b, a.next) >= 0 && area(a, a.prev, b) >= 0 :
- area(a, b, a.prev) < 0 || area(a, a.next, b) < 0;
- }
- // check if the middle point of a polygon diagonal is inside the polygon
- function middleInside(a, b) {
- let p = a;
- let inside = false;
- const px = (a.x + b.x) / 2;
- const py = (a.y + b.y) / 2;
- do {
- if (((p.y > py) !== (p.next.y > py)) && p.next.y !== p.y &&
- (px < (p.next.x - p.x) * (py - p.y) / (p.next.y - p.y) + p.x))
- inside = !inside;
- p = p.next;
- } while (p !== a);
- return inside;
- }
- // link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;
- // if one belongs to the outer ring and another to a hole, it merges it into a single ring
- function splitPolygon(a, b) {
- const a2 = createNode(a.i, a.x, a.y),
- b2 = createNode(b.i, b.x, b.y),
- an = a.next,
- bp = b.prev;
- a.next = b;
- b.prev = a;
- a2.next = an;
- an.prev = a2;
- b2.next = a2;
- a2.prev = b2;
- bp.next = b2;
- b2.prev = bp;
- return b2;
- }
- // create a node and optionally link it with previous one (in a circular doubly linked list)
- function insertNode(i, x, y, last) {
- const p = createNode(i, x, y);
- if (!last) {
- p.prev = p;
- p.next = p;
- } else {
- p.next = last.next;
- p.prev = last;
- last.next.prev = p;
- last.next = p;
- }
- return p;
- }
- function removeNode(p) {
- p.next.prev = p.prev;
- p.prev.next = p.next;
- if (p.prevZ) p.prevZ.nextZ = p.nextZ;
- if (p.nextZ) p.nextZ.prevZ = p.prevZ;
- }
- function createNode(i, x, y) {
- return {
- i, // vertex index in coordinates array
- x, y, // vertex coordinates
- prev: null, // previous and next vertex nodes in a polygon ring
- next: null,
- z: 0, // z-order curve value
- prevZ: null, // previous and next nodes in z-order
- nextZ: null,
- steiner: false // indicates whether this is a steiner point
- };
- }
- function signedArea(data, start, end, dim) {
- let sum = 0;
- for (let i = start, j = end - dim; i < end; i += dim) {
- sum += (data[j] - data[i]) * (data[i + 1] + data[j + 1]);
- j = i;
- }
- return sum;
- }
- /**
- * An implementation of the earcut polygon triangulation algorithm.
- * The code is a port of [mapbox/earcut](https://github.com/mapbox/earcut).
- *
- * @see https://github.com/mapbox/earcut
- */
- class Earcut {
- /**
- * Triangulates the given shape definition by returning an array of triangles.
- *
- * @param {Array<number>} data - An array with 2D points.
- * @param {Array<number>} holeIndices - An array with indices defining holes.
- * @param {number} [dim=2] - The number of coordinates per vertex in the input array.
- * @return {Array<number>} An array representing the triangulated faces. Each face is defined by three consecutive numbers
- * representing vertex indices.
- */
- static triangulate( data, holeIndices, dim = 2 ) {
- return earcut( data, holeIndices, dim );
- }
- }
- /**
- * A class containing utility functions for shapes.
- *
- * @hideconstructor
- */
- class ShapeUtils {
- /**
- * Calculate area of a ( 2D ) contour polygon.
- *
- * @param {Array<Vector2>} contour - An array of 2D points.
- * @return {number} The area.
- */
- static area( contour ) {
- const n = contour.length;
- let a = 0.0;
- for ( let p = n - 1, q = 0; q < n; p = q ++ ) {
- a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;
- }
- return a * 0.5;
- }
- /**
- * Returns `true` if the given contour uses a clockwise winding order.
- *
- * @param {Array<Vector2>} pts - An array of 2D points defining a polygon.
- * @return {boolean} Whether the given contour uses a clockwise winding order or not.
- */
- static isClockWise( pts ) {
- return ShapeUtils.area( pts ) < 0;
- }
- /**
- * Triangulates the given shape definition.
- *
- * @param {Array<Vector2>} contour - An array of 2D points defining the contour.
- * @param {Array<Array<Vector2>>} holes - An array that holds arrays of 2D points defining the holes.
- * @return {Array<Array<number>>} An array that holds for each face definition an array with three indices.
- */
- static triangulateShape( contour, holes ) {
- const vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ]
- const holeIndices = []; // array of hole indices
- const faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ]
- removeDupEndPts( contour );
- addContour( vertices, contour );
- //
- let holeIndex = contour.length;
- holes.forEach( removeDupEndPts );
- for ( let i = 0; i < holes.length; i ++ ) {
- holeIndices.push( holeIndex );
- holeIndex += holes[ i ].length;
- addContour( vertices, holes[ i ] );
- }
- //
- const triangles = Earcut.triangulate( vertices, holeIndices );
- //
- for ( let i = 0; i < triangles.length; i += 3 ) {
- faces.push( triangles.slice( i, i + 3 ) );
- }
- return faces;
- }
- }
- function removeDupEndPts( points ) {
- const l = points.length;
- if ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) {
- points.pop();
- }
- }
- function addContour( vertices, contour ) {
- for ( let i = 0; i < contour.length; i ++ ) {
- vertices.push( contour[ i ].x );
- vertices.push( contour[ i ].y );
- }
- }
- /**
- * Creates extruded geometry from a path shape.
- *
- * ```js
- * const length = 12, width = 8;
- *
- * const shape = new THREE.Shape();
- * shape.moveTo( 0,0 );
- * shape.lineTo( 0, width );
- * shape.lineTo( length, width );
- * shape.lineTo( length, 0 );
- * shape.lineTo( 0, 0 );
- *
- * const geometry = new THREE.ExtrudeGeometry( shape );
- * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
- * const mesh = new THREE.Mesh( geometry, material ) ;
- * scene.add( mesh );
- * ```
- *
- * @augments BufferGeometry
- * @demo scenes/geometry-browser.html#ExtrudeGeometry
- */
- class ExtrudeGeometry extends BufferGeometry {
- /**
- * Constructs a new extrude geometry.
- *
- * @param {Shape|Array<Shape>} [shapes] - A shape or an array of shapes.
- * @param {ExtrudeGeometry~Options} [options] - The extrude settings.
- */
- 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 = {} ) {
- super();
- this.type = 'ExtrudeGeometry';
- /**
- * Holds the constructor parameters that have been
- * used to generate the geometry. Any modification
- * after instantiation does not change the geometry.
- *
- * @type {Object}
- */
- this.parameters = {
- shapes: shapes,
- options: options
- };
- shapes = Array.isArray( shapes ) ? shapes : [ shapes ];
- const scope = this;
- const verticesArray = [];
- const uvArray = [];
- for ( let i = 0, l = shapes.length; i < l; i ++ ) {
- const shape = shapes[ i ];
- addShape( shape );
- }
- // build geometry
- this.setAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) );
- this.setAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) );
- this.computeVertexNormals();
- // functions
- function addShape( shape ) {
- const placeholder = [];
- // options
- const curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
- const steps = options.steps !== undefined ? options.steps : 1;
- const depth = options.depth !== undefined ? options.depth : 1;
- let bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true;
- let bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 0.2;
- let bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 0.1;
- let bevelOffset = options.bevelOffset !== undefined ? options.bevelOffset : 0;
- let bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;
- const extrudePath = options.extrudePath;
- const uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator;
- //
- let extrudePts, extrudeByPath = false;
- let splineTube, binormal, normal, position2;
- if ( extrudePath ) {
- extrudePts = extrudePath.getSpacedPoints( steps );
- extrudeByPath = true;
- bevelEnabled = false; // bevels not supported for path extrusion
- // SETUP TNB variables
- const isClosed = extrudePath.isCatmullRomCurve3 ? extrudePath.closed : false;
- splineTube = extrudePath.computeFrenetFrames( steps, isClosed );
- // log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
- binormal = new Vector3();
- normal = new Vector3();
- position2 = new Vector3();
- }
- // Safeguards if bevels are not enabled
- if ( ! bevelEnabled ) {
- bevelSegments = 0;
- bevelThickness = 0;
- bevelSize = 0;
- bevelOffset = 0;
- }
- // Variables initialization
- const shapePoints = shape.extractPoints( curveSegments );
- let vertices = shapePoints.shape;
- const holes = shapePoints.holes;
- const reverse = ! ShapeUtils.isClockWise( vertices );
- if ( reverse ) {
- vertices = vertices.reverse();
- // Maybe we should also check if holes are in the opposite direction, just to be safe ...
- for ( let h = 0, hl = holes.length; h < hl; h ++ ) {
- const ahole = holes[ h ];
- if ( ShapeUtils.isClockWise( ahole ) ) {
- holes[ h ] = ahole.reverse();
- }
- }
- }
- /**Merges index-adjacent points that are within a threshold distance of each other. Array is modified in-place. Threshold distance is empirical, and scaled based on the magnitude of point coordinates.
- * @param {Array<Vector2>} points
- */
- function mergeOverlappingPoints( points ) {
- const THRESHOLD = 1e-10;
- const THRESHOLD_SQ = THRESHOLD * THRESHOLD;
- let prevPos = points[ 0 ];
- for ( let i = 1; i <= points.length; i ++ ) {
- const currentIndex = i % points.length;
- const currentPos = points[ currentIndex ];
- const dx = currentPos.x - prevPos.x;
- const dy = currentPos.y - prevPos.y;
- const distSq = dx * dx + dy * dy;
- const scalingFactorSqrt = Math.max(
- Math.abs( currentPos.x ),
- Math.abs( currentPos.y ),
- Math.abs( prevPos.x ),
- Math.abs( prevPos.y )
- );
- const thresholdSqScaled = THRESHOLD_SQ * scalingFactorSqrt * scalingFactorSqrt;
- if ( distSq <= thresholdSqScaled ) {
- points.splice( currentIndex, 1 );
- i --;
- continue;
- }
- prevPos = currentPos;
- }
- }
- mergeOverlappingPoints( vertices );
- holes.forEach( mergeOverlappingPoints );
- const numHoles = holes.length;
- /* Vertices */
- const contour = vertices; // vertices has all points but contour has only points of circumference
- for ( let h = 0; h < numHoles; h ++ ) {
- const ahole = holes[ h ];
- vertices = vertices.concat( ahole );
- }
- function scalePt2( pt, vec, size ) {
- if ( ! vec ) error( 'ExtrudeGeometry: vec does not exist' );
- return pt.clone().addScaledVector( vec, size );
- }
- const vlen = vertices.length;
- // Find directions for point movement
- function getBevelVec( inPt, inPrev, inNext ) {
- // computes for inPt the corresponding point inPt' on a new contour
- // shifted by 1 unit (length of normalized vector) to the left
- // if we walk along contour clockwise, this new contour is outside the old one
- //
- // inPt' is the intersection of the two lines parallel to the two
- // adjacent edges of inPt at a distance of 1 unit on the left side.
- let v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt
- // good reading for geometry algorithms (here: line-line intersection)
- // http://geomalgorithms.com/a05-_intersect-1.html
- const v_prev_x = inPt.x - inPrev.x,
- v_prev_y = inPt.y - inPrev.y;
- const v_next_x = inNext.x - inPt.x,
- v_next_y = inNext.y - inPt.y;
- const v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );
- // check for collinear edges
- const collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );
- if ( Math.abs( collinear0 ) > Number.EPSILON ) {
- // not collinear
- // length of vectors for normalizing
- const v_prev_len = Math.sqrt( v_prev_lensq );
- const v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );
- // shift adjacent points by unit vectors to the left
- const ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );
- const ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );
- const ptNextShift_x = ( inNext.x - v_next_y / v_next_len );
- const ptNextShift_y = ( inNext.y + v_next_x / v_next_len );
- // scaling factor for v_prev to intersection point
- const sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -
- ( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /
- ( v_prev_x * v_next_y - v_prev_y * v_next_x );
- // vector from inPt to intersection point
- v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );
- v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );
- // Don't normalize!, otherwise sharp corners become ugly
- // but prevent crazy spikes
- const v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y );
- if ( v_trans_lensq <= 2 ) {
- return new Vector2( v_trans_x, v_trans_y );
- } else {
- shrink_by = Math.sqrt( v_trans_lensq / 2 );
- }
- } else {
- // handle special case of collinear edges
- let direction_eq = false; // assumes: opposite
- if ( v_prev_x > Number.EPSILON ) {
- if ( v_next_x > Number.EPSILON ) {
- direction_eq = true;
- }
- } else {
- if ( v_prev_x < - Number.EPSILON ) {
- if ( v_next_x < - Number.EPSILON ) {
- direction_eq = true;
- }
- } else {
- if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) {
- direction_eq = true;
- }
- }
- }
- if ( direction_eq ) {
- // log("Warning: lines are a straight sequence");
- v_trans_x = - v_prev_y;
- v_trans_y = v_prev_x;
- shrink_by = Math.sqrt( v_prev_lensq );
- } else {
- // log("Warning: lines are a straight spike");
- v_trans_x = v_prev_x;
- v_trans_y = v_prev_y;
- shrink_by = Math.sqrt( v_prev_lensq / 2 );
- }
- }
- return new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );
- }
- const contourMovements = [];
- for ( let i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
- if ( j === il ) j = 0;
- if ( k === il ) k = 0;
- // (j)---(i)---(k)
- // log('i,j,k', i, j , k)
- contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] );
- }
- const holesMovements = [];
- let oneHoleMovements, verticesMovements = contourMovements.concat();
- for ( let h = 0, hl = numHoles; h < hl; h ++ ) {
- const ahole = holes[ h ];
- oneHoleMovements = [];
- for ( let i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
- if ( j === il ) j = 0;
- if ( k === il ) k = 0;
- // (j)---(i)---(k)
- oneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );
- }
- holesMovements.push( oneHoleMovements );
- verticesMovements = verticesMovements.concat( oneHoleMovements );
- }
- let faces;
- if ( bevelSegments === 0 ) {
- faces = ShapeUtils.triangulateShape( contour, holes );
- } else {
- const contractedContourVertices = [];
- const expandedHoleVertices = [];
- // Loop bevelSegments, 1 for the front, 1 for the back
- for ( let b = 0; b < bevelSegments; b ++ ) {
- //for ( b = bevelSegments; b > 0; b -- ) {
- const t = b / bevelSegments;
- const z = bevelThickness * Math.cos( t * Math.PI / 2 );
- const bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
- // contract shape
- for ( let i = 0, il = contour.length; i < il; i ++ ) {
- const vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
- v( vert.x, vert.y, - z );
- if ( t === 0 ) contractedContourVertices.push( vert );
- }
- // expand holes
- for ( let h = 0, hl = numHoles; h < hl; h ++ ) {
- const ahole = holes[ h ];
- oneHoleMovements = holesMovements[ h ];
- const oneHoleVertices = [];
- for ( let i = 0, il = ahole.length; i < il; i ++ ) {
- const vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
- v( vert.x, vert.y, - z );
- if ( t === 0 ) oneHoleVertices.push( vert );
- }
- if ( t === 0 ) expandedHoleVertices.push( oneHoleVertices );
- }
- }
- faces = ShapeUtils.triangulateShape( contractedContourVertices, expandedHoleVertices );
- }
- const flen = faces.length;
- const bs = bevelSize + bevelOffset;
- // Back facing vertices
- for ( let i = 0; i < vlen; i ++ ) {
- const vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
- if ( ! extrudeByPath ) {
- v( vert.x, vert.y, 0 );
- } else {
- // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
- normal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x );
- binormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y );
- position2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal );
- v( position2.x, position2.y, position2.z );
- }
- }
- // Add stepped vertices...
- // Including front facing vertices
- for ( let s = 1; s <= steps; s ++ ) {
- for ( let i = 0; i < vlen; i ++ ) {
- const vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
- if ( ! extrudeByPath ) {
- v( vert.x, vert.y, depth / steps * s );
- } else {
- // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );
- normal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x );
- binormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y );
- position2.copy( extrudePts[ s ] ).add( normal ).add( binormal );
- v( position2.x, position2.y, position2.z );
- }
- }
- }
- // Add bevel segments planes
- //for ( b = 1; b <= bevelSegments; b ++ ) {
- for ( let b = bevelSegments - 1; b >= 0; b -- ) {
- const t = b / bevelSegments;
- const z = bevelThickness * Math.cos( t * Math.PI / 2 );
- const bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
- // contract shape
- for ( let i = 0, il = contour.length; i < il; i ++ ) {
- const vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
- v( vert.x, vert.y, depth + z );
- }
- // expand holes
- for ( let h = 0, hl = holes.length; h < hl; h ++ ) {
- const ahole = holes[ h ];
- oneHoleMovements = holesMovements[ h ];
- for ( let i = 0, il = ahole.length; i < il; i ++ ) {
- const vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
- if ( ! extrudeByPath ) {
- v( vert.x, vert.y, depth + z );
- } else {
- v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );
- }
- }
- }
- }
- /* Faces */
- // Top and bottom faces
- buildLidFaces();
- // Sides faces
- buildSideFaces();
- ///// Internal functions
- function buildLidFaces() {
- const start = verticesArray.length / 3;
- if ( bevelEnabled ) {
- let layer = 0; // steps + 1
- let offset = vlen * layer;
- // Bottom faces
- for ( let i = 0; i < flen; i ++ ) {
- const face = faces[ i ];
- f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset );
- }
- layer = steps + bevelSegments * 2;
- offset = vlen * layer;
- // Top faces
- for ( let i = 0; i < flen; i ++ ) {
- const face = faces[ i ];
- f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset );
- }
- } else {
- // Bottom faces
- for ( let i = 0; i < flen; i ++ ) {
- const face = faces[ i ];
- f3( face[ 2 ], face[ 1 ], face[ 0 ] );
- }
- // Top faces
- for ( let i = 0; i < flen; i ++ ) {
- const face = faces[ i ];
- f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps );
- }
- }
- scope.addGroup( start, verticesArray.length / 3 - start, 0 );
- }
- // Create faces for the z-sides of the shape
- function buildSideFaces() {
- const start = verticesArray.length / 3;
- let layeroffset = 0;
- sidewalls( contour, layeroffset );
- layeroffset += contour.length;
- for ( let h = 0, hl = holes.length; h < hl; h ++ ) {
- const ahole = holes[ h ];
- sidewalls( ahole, layeroffset );
- //, true
- layeroffset += ahole.length;
- }
- scope.addGroup( start, verticesArray.length / 3 - start, 1 );
- }
- function sidewalls( contour, layeroffset ) {
- let i = contour.length;
- while ( -- i >= 0 ) {
- const j = i;
- let k = i - 1;
- if ( k < 0 ) k = contour.length - 1;
- //log('b', i,j, i-1, k,vertices.length);
- for ( let s = 0, sl = ( steps + bevelSegments * 2 ); s < sl; s ++ ) {
- const slen1 = vlen * s;
- const slen2 = vlen * ( s + 1 );
- const a = layeroffset + j + slen1,
- b = layeroffset + k + slen1,
- c = layeroffset + k + slen2,
- d = layeroffset + j + slen2;
- f4( a, b, c, d );
- }
- }
- }
- function v( x, y, z ) {
- placeholder.push( x );
- placeholder.push( y );
- placeholder.push( z );
- }
- function f3( a, b, c ) {
- addVertex( a );
- addVertex( b );
- addVertex( c );
- const nextIndex = verticesArray.length / 3;
- const uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
- addUV( uvs[ 0 ] );
- addUV( uvs[ 1 ] );
- addUV( uvs[ 2 ] );
- }
- function f4( a, b, c, d ) {
- addVertex( a );
- addVertex( b );
- addVertex( d );
- addVertex( b );
- addVertex( c );
- addVertex( d );
- const nextIndex = verticesArray.length / 3;
- const uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
- addUV( uvs[ 0 ] );
- addUV( uvs[ 1 ] );
- addUV( uvs[ 3 ] );
- addUV( uvs[ 1 ] );
- addUV( uvs[ 2 ] );
- addUV( uvs[ 3 ] );
- }
- function addVertex( index ) {
- verticesArray.push( placeholder[ index * 3 + 0 ] );
- verticesArray.push( placeholder[ index * 3 + 1 ] );
- verticesArray.push( placeholder[ index * 3 + 2 ] );
- }
- function addUV( vector2 ) {
- uvArray.push( vector2.x );
- uvArray.push( vector2.y );
- }
- }
- }
- copy( source ) {
- super.copy( source );
- this.parameters = Object.assign( {}, source.parameters );
- return this;
- }
- toJSON() {
- const data = super.toJSON();
- const shapes = this.parameters.shapes;
- const options = this.parameters.options;
- return toJSON$1( shapes, options, data );
- }
- /**
- * Factory method for creating an instance of this class from the given
- * JSON object.
- *
- * @param {Object} data - A JSON object representing the serialized geometry.
- * @param {Array<Shape>} shapes - An array of shapes.
- * @return {ExtrudeGeometry} A new instance.
- */
- static fromJSON( data, shapes ) {
- const geometryShapes = [];
- for ( let j = 0, jl = data.shapes.length; j < jl; j ++ ) {
- const shape = shapes[ data.shapes[ j ] ];
- geometryShapes.push( shape );
- }
- const extrudePath = data.options.extrudePath;
- if ( extrudePath !== undefined ) {
- data.options.extrudePath = new Curves[ extrudePath.type ]().fromJSON( extrudePath );
- }
- return new ExtrudeGeometry( geometryShapes, data.options );
- }
- }
- const WorldUVGenerator = {
- generateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) {
- const a_x = vertices[ indexA * 3 ];
- const a_y = vertices[ indexA * 3 + 1 ];
- const b_x = vertices[ indexB * 3 ];
- const b_y = vertices[ indexB * 3 + 1 ];
- const c_x = vertices[ indexC * 3 ];
- const c_y = vertices[ indexC * 3 + 1 ];
- return [
- new Vector2( a_x, a_y ),
- new Vector2( b_x, b_y ),
- new Vector2( c_x, c_y )
- ];
- },
- generateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) {
- const a_x = vertices[ indexA * 3 ];
- const a_y = vertices[ indexA * 3 + 1 ];
- const a_z = vertices[ indexA * 3 + 2 ];
- const b_x = vertices[ indexB * 3 ];
- const b_y = vertices[ indexB * 3 + 1 ];
- const b_z = vertices[ indexB * 3 + 2 ];
- const c_x = vertices[ indexC * 3 ];
- const c_y = vertices[ indexC * 3 + 1 ];
- const c_z = vertices[ indexC * 3 + 2 ];
- const d_x = vertices[ indexD * 3 ];
- const d_y = vertices[ indexD * 3 + 1 ];
- const d_z = vertices[ indexD * 3 + 2 ];
- if ( Math.abs( a_y - b_y ) < Math.abs( a_x - b_x ) ) {
- return [
- new Vector2( a_x, 1 - a_z ),
- new Vector2( b_x, 1 - b_z ),
- new Vector2( c_x, 1 - c_z ),
- new Vector2( d_x, 1 - d_z )
- ];
- } else {
- return [
- new Vector2( a_y, 1 - a_z ),
- new Vector2( b_y, 1 - b_z ),
- new Vector2( c_y, 1 - c_z ),
- new Vector2( d_y, 1 - d_z )
- ];
- }
- }
- };
- function toJSON$1( shapes, options, data ) {
- data.shapes = [];
- if ( Array.isArray( shapes ) ) {
- for ( let i = 0, l = shapes.length; i < l; i ++ ) {
- const shape = shapes[ i ];
- data.shapes.push( shape.uuid );
- }
- } else {
- data.shapes.push( shapes.uuid );
- }
- data.options = Object.assign( {}, options );
- if ( options.extrudePath !== undefined ) data.options.extrudePath = options.extrudePath.toJSON();
- return data;
- }
- /**
- * A geometry class for representing an icosahedron.
- *
- * ```js
- * const geometry = new THREE.IcosahedronGeometry();
- * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
- * const icosahedron = new THREE.Mesh( geometry, material );
- * scene.add( icosahedron );
- * ```
- *
- * @augments PolyhedronGeometry
- * @demo scenes/geometry-browser.html#IcosahedronGeometry
- */
- class IcosahedronGeometry extends PolyhedronGeometry {
- /**
- * Constructs a new icosahedron geometry.
- *
- * @param {number} [radius=1] - Radius of the icosahedron.
- * @param {number} [detail=0] - Setting this to a value greater than `0` adds vertices making it no longer a icosahedron.
- */
- constructor( radius = 1, detail = 0 ) {
- const t = ( 1 + Math.sqrt( 5 ) ) / 2;
- const vertices = [
- -1, t, 0, 1, t, 0, -1, - t, 0, 1, - t, 0,
- 0, -1, t, 0, 1, t, 0, -1, - t, 0, 1, - t,
- t, 0, -1, t, 0, 1, - t, 0, -1, - t, 0, 1
- ];
- const indices = [
- 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11,
- 1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8,
- 3, 9, 4, 3, 4, 2, 3, 2, 6, 3, 6, 8, 3, 8, 9,
- 4, 9, 5, 2, 4, 11, 6, 2, 10, 8, 6, 7, 9, 8, 1
- ];
- super( vertices, indices, radius, detail );
- this.type = 'IcosahedronGeometry';
- /**
- * Holds the constructor parameters that have been
- * used to generate the geometry. Any modification
- * after instantiation does not change the geometry.
- *
- * @type {Object}
- */
- this.parameters = {
- radius: radius,
- detail: detail
- };
- }
- /**
- * Factory method for creating an instance of this class from the given
- * JSON object.
- *
- * @param {Object} data - A JSON object representing the serialized geometry.
- * @return {IcosahedronGeometry} A new instance.
- */
- static fromJSON( data ) {
- return new IcosahedronGeometry( data.radius, data.detail );
- }
- }
- /**
- * Creates meshes with axial symmetry like vases. The lathe rotates around the Y axis.
- *
- * ```js
- * const points = [];
- * for ( let i = 0; i < 10; i ++ ) {
- * points.push( new THREE.Vector2( Math.sin( i * 0.2 ) * 10 + 5, ( i - 5 ) * 2 ) );
- * }
- * const geometry = new THREE.LatheGeometry( points );
- * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
- * const lathe = new THREE.Mesh( geometry, material );
- * scene.add( lathe );
- * ```
- *
- * @augments BufferGeometry
- * @demo scenes/geometry-browser.html#LatheGeometry
- */
- class LatheGeometry extends BufferGeometry {
- /**
- * Constructs a new lathe geometry.
- *
- * @param {Array<Vector2|Vector3>} [points] - An array of points in 2D space. The x-coordinate of each point
- * must be greater than zero.
- * @param {number} [segments=12] - The number of circumference segments to generate.
- * @param {number} [phiStart=0] - The starting angle in radians.
- * @param {number} [phiLength=Math.PI*2] - The radian (0 to 2PI) range of the lathed section 2PI is a
- * closed lathe, less than 2PI is a portion.
- */
- 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 ) {
- super();
- this.type = 'LatheGeometry';
- /**
- * Holds the constructor parameters that have been
- * used to generate the geometry. Any modification
- * after instantiation does not change the geometry.
- *
- * @type {Object}
- */
- this.parameters = {
- points: points,
- segments: segments,
- phiStart: phiStart,
- phiLength: phiLength
- };
- segments = Math.floor( segments );
- // clamp phiLength so it's in range of [ 0, 2PI ]
- phiLength = clamp( phiLength, 0, Math.PI * 2 );
- // buffers
- const indices = [];
- const vertices = [];
- const uvs = [];
- const initNormals = [];
- const normals = [];
- // helper variables
- const inverseSegments = 1.0 / segments;
- const vertex = new Vector3();
- const uv = new Vector2();
- const normal = new Vector3();
- const curNormal = new Vector3();
- const prevNormal = new Vector3();
- let dx = 0;
- let dy = 0;
- // pre-compute normals for initial "meridian"
- for ( let j = 0; j <= ( points.length - 1 ); j ++ ) {
- switch ( j ) {
- case 0: // special handling for 1st vertex on path
- dx = points[ j + 1 ].x - points[ j ].x;
- dy = points[ j + 1 ].y - points[ j ].y;
- normal.x = dy * 1.0;
- normal.y = - dx;
- normal.z = dy * 0.0;
- prevNormal.copy( normal );
- normal.normalize();
- initNormals.push( normal.x, normal.y, normal.z );
- break;
- case ( points.length - 1 ): // special handling for last Vertex on path
- initNormals.push( prevNormal.x, prevNormal.y, prevNormal.z );
- break;
- default: // default handling for all vertices in between
- dx = points[ j + 1 ].x - points[ j ].x;
- dy = points[ j + 1 ].y - points[ j ].y;
- normal.x = dy * 1.0;
- normal.y = - dx;
- normal.z = dy * 0.0;
- curNormal.copy( normal );
- normal.x += prevNormal.x;
- normal.y += prevNormal.y;
- normal.z += prevNormal.z;
- normal.normalize();
- initNormals.push( normal.x, normal.y, normal.z );
- prevNormal.copy( curNormal );
- }
- }
- // generate vertices, uvs and normals
- for ( let i = 0; i <= segments; i ++ ) {
- const phi = phiStart + i * inverseSegments * phiLength;
- const sin = Math.sin( phi );
- const cos = Math.cos( phi );
- for ( let j = 0; j <= ( points.length - 1 ); j ++ ) {
- // vertex
- vertex.x = points[ j ].x * sin;
- vertex.y = points[ j ].y;
- vertex.z = points[ j ].x * cos;
- vertices.push( vertex.x, vertex.y, vertex.z );
- // uv
- uv.x = i / segments;
- uv.y = j / ( points.length - 1 );
- uvs.push( uv.x, uv.y );
- // normal
- const x = initNormals[ 3 * j + 0 ] * sin;
- const y = initNormals[ 3 * j + 1 ];
- const z = initNormals[ 3 * j + 0 ] * cos;
- normals.push( x, y, z );
- }
- }
- // indices
- for ( let i = 0; i < segments; i ++ ) {
- for ( let j = 0; j < ( points.length - 1 ); j ++ ) {
- const base = j + i * points.length;
- const a = base;
- const b = base + points.length;
- const c = base + points.length + 1;
- const d = base + 1;
- // faces
- indices.push( a, b, d );
- indices.push( c, d, b );
- }
- }
- // build geometry
- this.setIndex( indices );
- this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
- this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
- this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
- }
- copy( source ) {
- super.copy( source );
- this.parameters = Object.assign( {}, source.parameters );
- return this;
- }
- /**
- * Factory method for creating an instance of this class from the given
- * JSON object.
- *
- * @param {Object} data - A JSON object representing the serialized geometry.
- * @return {LatheGeometry} A new instance.
- */
- static fromJSON( data ) {
- return new LatheGeometry( data.points, data.segments, data.phiStart, data.phiLength );
- }
- }
- /**
- * A geometry class for representing an octahedron.
- *
- * ```js
- * const geometry = new THREE.OctahedronGeometry();
- * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
- * const octahedron = new THREE.Mesh( geometry, material );
- * scene.add( octahedron );
- * ```
- *
- * @augments PolyhedronGeometry
- * @demo scenes/geometry-browser.html#OctahedronGeometry
- */
- class OctahedronGeometry extends PolyhedronGeometry {
- /**
- * Constructs a new octahedron geometry.
- *
- * @param {number} [radius=1] - Radius of the octahedron.
- * @param {number} [detail=0] - Setting this to a value greater than `0` adds vertices making it no longer a octahedron.
- */
- constructor( radius = 1, detail = 0 ) {
- const vertices = [
- 1, 0, 0, -1, 0, 0, 0, 1, 0,
- 0, -1, 0, 0, 0, 1, 0, 0, -1
- ];
- const indices = [
- 0, 2, 4, 0, 4, 3, 0, 3, 5,
- 0, 5, 2, 1, 2, 5, 1, 5, 3,
- 1, 3, 4, 1, 4, 2
- ];
- super( vertices, indices, radius, detail );
- this.type = 'OctahedronGeometry';
- /**
- * Holds the constructor parameters that have been
- * used to generate the geometry. Any modification
- * after instantiation does not change the geometry.
- *
- * @type {Object}
- */
- this.parameters = {
- radius: radius,
- detail: detail
- };
- }
- /**
- * Factory method for creating an instance of this class from the given
- * JSON object.
- *
- * @param {Object} data - A JSON object representing the serialized geometry.
- * @return {OctahedronGeometry} A new instance.
- */
- static fromJSON( data ) {
- return new OctahedronGeometry( data.radius, data.detail );
- }
- }
- /**
- * A geometry class for representing a plane.
- *
- * ```js
- * const geometry = new THREE.PlaneGeometry( 1, 1 );
- * const material = new THREE.MeshBasicMaterial( { color: 0xffff00, side: THREE.DoubleSide } );
- * const plane = new THREE.Mesh( geometry, material );
- * scene.add( plane );
- * ```
- *
- * @augments BufferGeometry
- * @demo scenes/geometry-browser.html#PlaneGeometry
- */
- class PlaneGeometry extends BufferGeometry {
- /**
- * Constructs a new plane geometry.
- *
- * @param {number} [width=1] - The width along the X axis.
- * @param {number} [height=1] - The height along the Y axis
- * @param {number} [widthSegments=1] - The number of segments along the X axis.
- * @param {number} [heightSegments=1] - The number of segments along the Y axis.
- */
- constructor( width = 1, height = 1, widthSegments = 1, heightSegments = 1 ) {
- super();
- this.type = 'PlaneGeometry';
- /**
- * Holds the constructor parameters that have been
- * used to generate the geometry. Any modification
- * after instantiation does not change the geometry.
- *
- * @type {Object}
- */
- this.parameters = {
- width: width,
- height: height,
- widthSegments: widthSegments,
- heightSegments: heightSegments
- };
- const width_half = width / 2;
- const height_half = height / 2;
- const gridX = Math.floor( widthSegments );
- const gridY = Math.floor( heightSegments );
- const gridX1 = gridX + 1;
- const gridY1 = gridY + 1;
- const segment_width = width / gridX;
- const segment_height = height / gridY;
- //
- const indices = [];
- const vertices = [];
- const normals = [];
- const uvs = [];
- for ( let iy = 0; iy < gridY1; iy ++ ) {
- const y = iy * segment_height - height_half;
- for ( let ix = 0; ix < gridX1; ix ++ ) {
- const x = ix * segment_width - width_half;
- vertices.push( x, - y, 0 );
- normals.push( 0, 0, 1 );
- uvs.push( ix / gridX );
- uvs.push( 1 - ( iy / gridY ) );
- }
- }
- for ( let iy = 0; iy < gridY; iy ++ ) {
- for ( let ix = 0; ix < gridX; ix ++ ) {
- const a = ix + gridX1 * iy;
- const b = ix + gridX1 * ( iy + 1 );
- const c = ( ix + 1 ) + gridX1 * ( iy + 1 );
- const d = ( ix + 1 ) + gridX1 * iy;
- indices.push( a, b, d );
- indices.push( b, c, d );
- }
- }
- this.setIndex( indices );
- this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
- this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
- this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
- }
- copy( source ) {
- super.copy( source );
- this.parameters = Object.assign( {}, source.parameters );
- return this;
- }
- /**
- * Factory method for creating an instance of this class from the given
- * JSON object.
- *
- * @param {Object} data - A JSON object representing the serialized geometry.
- * @return {PlaneGeometry} A new instance.
- */
- static fromJSON( data ) {
- return new PlaneGeometry( data.width, data.height, data.widthSegments, data.heightSegments );
- }
- }
- /**
- * A class for generating a two-dimensional ring geometry.
- *
- * ```js
- * const geometry = new THREE.RingGeometry( 1, 5, 32 );
- * const material = new THREE.MeshBasicMaterial( { color: 0xffff00, side: THREE.DoubleSide } );
- * const mesh = new THREE.Mesh( geometry, material );
- * scene.add( mesh );
- * ```
- *
- * @augments BufferGeometry
- * @demo scenes/geometry-browser.html#RingGeometry
- */
- class RingGeometry extends BufferGeometry {
- /**
- * Constructs a new ring geometry.
- *
- * @param {number} [innerRadius=0.5] - The inner radius of the ring.
- * @param {number} [outerRadius=1] - The outer radius of the ring.
- * @param {number} [thetaSegments=32] - Number of segments. A higher number means the ring will be more round. Minimum is `3`.
- * @param {number} [phiSegments=1] - Number of segments per ring segment. Minimum is `1`.
- * @param {number} [thetaStart=0] - Starting angle in radians.
- * @param {number} [thetaLength=Math.PI*2] - Central angle in radians.
- */
- constructor( innerRadius = 0.5, outerRadius = 1, thetaSegments = 32, phiSegments = 1, thetaStart = 0, thetaLength = Math.PI * 2 ) {
- super();
- this.type = 'RingGeometry';
- /**
- * Holds the constructor parameters that have been
- * used to generate the geometry. Any modification
- * after instantiation does not change the geometry.
- *
- * @type {Object}
- */
- this.parameters = {
- innerRadius: innerRadius,
- outerRadius: outerRadius,
- thetaSegments: thetaSegments,
- phiSegments: phiSegments,
- thetaStart: thetaStart,
- thetaLength: thetaLength
- };
- thetaSegments = Math.max( 3, thetaSegments );
- phiSegments = Math.max( 1, phiSegments );
- // buffers
- const indices = [];
- const vertices = [];
- const normals = [];
- const uvs = [];
- // some helper variables
- let radius = innerRadius;
- const radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );
- const vertex = new Vector3();
- const uv = new Vector2();
- // generate vertices, normals and uvs
- for ( let j = 0; j <= phiSegments; j ++ ) {
- for ( let i = 0; i <= thetaSegments; i ++ ) {
- // values are generate from the inside of the ring to the outside
- const segment = thetaStart + i / thetaSegments * thetaLength;
- // vertex
- vertex.x = radius * Math.cos( segment );
- vertex.y = radius * Math.sin( segment );
- vertices.push( vertex.x, vertex.y, vertex.z );
- // normal
- normals.push( 0, 0, 1 );
- // uv
- uv.x = ( vertex.x / outerRadius + 1 ) / 2;
- uv.y = ( vertex.y / outerRadius + 1 ) / 2;
- uvs.push( uv.x, uv.y );
- }
- // increase the radius for next row of vertices
- radius += radiusStep;
- }
- // indices
- for ( let j = 0; j < phiSegments; j ++ ) {
- const thetaSegmentLevel = j * ( thetaSegments + 1 );
- for ( let i = 0; i < thetaSegments; i ++ ) {
- const segment = i + thetaSegmentLevel;
- const a = segment;
- const b = segment + thetaSegments + 1;
- const c = segment + thetaSegments + 2;
- const d = segment + 1;
- // faces
- indices.push( a, b, d );
- indices.push( b, c, d );
- }
- }
- // build geometry
- this.setIndex( indices );
- this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
- this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
- this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
- }
- copy( source ) {
- super.copy( source );
- this.parameters = Object.assign( {}, source.parameters );
- return this;
- }
- /**
- * Factory method for creating an instance of this class from the given
- * JSON object.
- *
- * @param {Object} data - A JSON object representing the serialized geometry.
- * @return {RingGeometry} A new instance.
- */
- static fromJSON( data ) {
- return new RingGeometry( data.innerRadius, data.outerRadius, data.thetaSegments, data.phiSegments, data.thetaStart, data.thetaLength );
- }
- }
- /**
- * Creates an one-sided polygonal geometry from one or more path shapes.
- *
- * ```js
- * const arcShape = new THREE.Shape()
- * .moveTo( 5, 1 )
- * .absarc( 1, 1, 4, 0, Math.PI * 2, false );
- *
- * const geometry = new THREE.ShapeGeometry( arcShape );
- * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00, side: THREE.DoubleSide } );
- * const mesh = new THREE.Mesh( geometry, material ) ;
- * scene.add( mesh );
- * ```
- *
- * @augments BufferGeometry
- * @demo scenes/geometry-browser.html#ShapeGeometry
- */
- class ShapeGeometry extends BufferGeometry {
- /**
- * Constructs a new shape geometry.
- *
- * @param {Shape|Array<Shape>} [shapes] - A shape or an array of shapes.
- * @param {number} [curveSegments=12] - Number of segments per shape.
- */
- constructor( shapes = new Shape( [ new Vector2( 0, 0.5 ), new Vector2( -0.5, -0.5 ), new Vector2( 0.5, -0.5 ) ] ), curveSegments = 12 ) {
- super();
- this.type = 'ShapeGeometry';
- /**
- * Holds the constructor parameters that have been
- * used to generate the geometry. Any modification
- * after instantiation does not change the geometry.
- *
- * @type {Object}
- */
- this.parameters = {
- shapes: shapes,
- curveSegments: curveSegments
- };
- // buffers
- const indices = [];
- const vertices = [];
- const normals = [];
- const uvs = [];
- // helper variables
- let groupStart = 0;
- let groupCount = 0;
- // allow single and array values for "shapes" parameter
- if ( Array.isArray( shapes ) === false ) {
- addShape( shapes );
- } else {
- for ( let i = 0; i < shapes.length; i ++ ) {
- addShape( shapes[ i ] );
- this.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support
- groupStart += groupCount;
- groupCount = 0;
- }
- }
- // build geometry
- this.setIndex( indices );
- this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
- this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
- this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
- // helper functions
- function addShape( shape ) {
- const indexOffset = vertices.length / 3;
- const points = shape.extractPoints( curveSegments );
- let shapeVertices = points.shape;
- const shapeHoles = points.holes;
- // check direction of vertices
- if ( ShapeUtils.isClockWise( shapeVertices ) === false ) {
- shapeVertices = shapeVertices.reverse();
- }
- for ( let i = 0, l = shapeHoles.length; i < l; i ++ ) {
- const shapeHole = shapeHoles[ i ];
- if ( ShapeUtils.isClockWise( shapeHole ) === true ) {
- shapeHoles[ i ] = shapeHole.reverse();
- }
- }
- const faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles );
- // join vertices of inner and outer paths to a single array
- for ( let i = 0, l = shapeHoles.length; i < l; i ++ ) {
- const shapeHole = shapeHoles[ i ];
- shapeVertices = shapeVertices.concat( shapeHole );
- }
- // vertices, normals, uvs
- for ( let i = 0, l = shapeVertices.length; i < l; i ++ ) {
- const vertex = shapeVertices[ i ];
- vertices.push( vertex.x, vertex.y, 0 );
- normals.push( 0, 0, 1 );
- uvs.push( vertex.x, vertex.y ); // world uvs
- }
- // indices
- for ( let i = 0, l = faces.length; i < l; i ++ ) {
- const face = faces[ i ];
- const a = face[ 0 ] + indexOffset;
- const b = face[ 1 ] + indexOffset;
- const c = face[ 2 ] + indexOffset;
- indices.push( a, b, c );
- groupCount += 3;
- }
- }
- }
- copy( source ) {
- super.copy( source );
- this.parameters = Object.assign( {}, source.parameters );
- return this;
- }
- toJSON() {
- const data = super.toJSON();
- const shapes = this.parameters.shapes;
- return toJSON( shapes, data );
- }
- /**
- * Factory method for creating an instance of this class from the given
- * JSON object.
- *
- * @param {Object} data - A JSON object representing the serialized geometry.
- * @param {Array<Shape>} shapes - An array of shapes.
- * @return {ShapeGeometry} A new instance.
- */
- static fromJSON( data, shapes ) {
- const geometryShapes = [];
- for ( let j = 0, jl = data.shapes.length; j < jl; j ++ ) {
- const shape = shapes[ data.shapes[ j ] ];
- geometryShapes.push( shape );
- }
- return new ShapeGeometry( geometryShapes, data.curveSegments );
- }
- }
- function toJSON( shapes, data ) {
- data.shapes = [];
- if ( Array.isArray( shapes ) ) {
- for ( let i = 0, l = shapes.length; i < l; i ++ ) {
- const shape = shapes[ i ];
- data.shapes.push( shape.uuid );
- }
- } else {
- data.shapes.push( shapes.uuid );
- }
- return data;
- }
- /**
- * A class for generating a sphere geometry.
- *
- * ```js
- * const geometry = new THREE.SphereGeometry( 15, 32, 16 );
- * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
- * const sphere = new THREE.Mesh( geometry, material );
- * scene.add( sphere );
- * ```
- *
- * @augments BufferGeometry
- * @demo scenes/geometry-browser.html#SphereGeometry
- */
- class SphereGeometry extends BufferGeometry {
- /**
- * Constructs a new sphere geometry.
- *
- * @param {number} [radius=1] - The sphere radius.
- * @param {number} [widthSegments=32] - The number of horizontal segments. Minimum value is `3`.
- * @param {number} [heightSegments=16] - The number of vertical segments. Minimum value is `2`.
- * @param {number} [phiStart=0] - The horizontal starting angle in radians.
- * @param {number} [phiLength=Math.PI*2] - The horizontal sweep angle size.
- * @param {number} [thetaStart=0] - The vertical starting angle in radians.
- * @param {number} [thetaLength=Math.PI] - The vertical sweep angle size.
- */
- constructor( radius = 1, widthSegments = 32, heightSegments = 16, phiStart = 0, phiLength = Math.PI * 2, thetaStart = 0, thetaLength = Math.PI ) {
- super();
- this.type = 'SphereGeometry';
- /**
- * Holds the constructor parameters that have been
- * used to generate the geometry. Any modification
- * after instantiation does not change the geometry.
- *
- * @type {Object}
- */
- this.parameters = {
- radius: radius,
- widthSegments: widthSegments,
- heightSegments: heightSegments,
- phiStart: phiStart,
- phiLength: phiLength,
- thetaStart: thetaStart,
- thetaLength: thetaLength
- };
- widthSegments = Math.max( 3, Math.floor( widthSegments ) );
- heightSegments = Math.max( 2, Math.floor( heightSegments ) );
- const thetaEnd = Math.min( thetaStart + thetaLength, Math.PI );
- let index = 0;
- const grid = [];
- const vertex = new Vector3();
- const normal = new Vector3();
- // buffers
- const indices = [];
- const vertices = [];
- const normals = [];
- const uvs = [];
- // generate vertices, normals and uvs
- for ( let iy = 0; iy <= heightSegments; iy ++ ) {
- const verticesRow = [];
- const v = iy / heightSegments;
- // special case for the poles
- let uOffset = 0;
- if ( iy === 0 && thetaStart === 0 ) {
- uOffset = 0.5 / widthSegments;
- } else if ( iy === heightSegments && thetaEnd === Math.PI ) {
- uOffset = -0.5 / widthSegments;
- }
- for ( let ix = 0; ix <= widthSegments; ix ++ ) {
- const u = ix / widthSegments;
- // vertex
- vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
- vertex.y = radius * Math.cos( thetaStart + v * thetaLength );
- vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
- vertices.push( vertex.x, vertex.y, vertex.z );
- // normal
- normal.copy( vertex ).normalize();
- normals.push( normal.x, normal.y, normal.z );
- // uv
- uvs.push( u + uOffset, 1 - v );
- verticesRow.push( index ++ );
- }
- grid.push( verticesRow );
- }
- // indices
- for ( let iy = 0; iy < heightSegments; iy ++ ) {
- for ( let ix = 0; ix < widthSegments; ix ++ ) {
- const a = grid[ iy ][ ix + 1 ];
- const b = grid[ iy ][ ix ];
- const c = grid[ iy + 1 ][ ix ];
- const d = grid[ iy + 1 ][ ix + 1 ];
- if ( iy !== 0 || thetaStart > 0 ) indices.push( a, b, d );
- if ( iy !== heightSegments - 1 || thetaEnd < Math.PI ) indices.push( b, c, d );
- }
- }
- // build geometry
- this.setIndex( indices );
- this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
- this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
- this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
- }
- copy( source ) {
- super.copy( source );
- this.parameters = Object.assign( {}, source.parameters );
- return this;
- }
- /**
- * Factory method for creating an instance of this class from the given
- * JSON object.
- *
- * @param {Object} data - A JSON object representing the serialized geometry.
- * @return {SphereGeometry} A new instance.
- */
- static fromJSON( data ) {
- return new SphereGeometry( data.radius, data.widthSegments, data.heightSegments, data.phiStart, data.phiLength, data.thetaStart, data.thetaLength );
- }
- }
- /**
- * A geometry class for representing an tetrahedron.
- *
- * ```js
- * const geometry = new THREE.TetrahedronGeometry();
- * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
- * const tetrahedron = new THREE.Mesh( geometry, material );
- * scene.add( tetrahedron );
- * ```
- *
- * @augments PolyhedronGeometry
- * @demo scenes/geometry-browser.html#TetrahedronGeometry
- */
- class TetrahedronGeometry extends PolyhedronGeometry {
- /**
- * Constructs a new tetrahedron geometry.
- *
- * @param {number} [radius=1] - Radius of the tetrahedron.
- * @param {number} [detail=0] - Setting this to a value greater than `0` adds vertices making it no longer a tetrahedron.
- */
- constructor( radius = 1, detail = 0 ) {
- const vertices = [
- 1, 1, 1, -1, -1, 1, -1, 1, -1, 1, -1, -1
- ];
- const indices = [
- 2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1
- ];
- super( vertices, indices, radius, detail );
- this.type = 'TetrahedronGeometry';
- /**
- * Holds the constructor parameters that have been
- * used to generate the geometry. Any modification
- * after instantiation does not change the geometry.
- *
- * @type {Object}
- */
- this.parameters = {
- radius: radius,
- detail: detail
- };
- }
- /**
- * Factory method for creating an instance of this class from the given
- * JSON object.
- *
- * @param {Object} data - A JSON object representing the serialized geometry.
- * @return {TetrahedronGeometry} A new instance.
- */
- static fromJSON( data ) {
- return new TetrahedronGeometry( data.radius, data.detail );
- }
- }
- /**
- * A geometry class for representing an torus.
- *
- * ```js
- * const geometry = new THREE.TorusGeometry( 10, 3, 16, 100 );
- * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
- * const torus = new THREE.Mesh( geometry, material );
- * scene.add( torus );
- * ```
- *
- * @augments BufferGeometry
- * @demo scenes/geometry-browser.html#TorusGeometry
- */
- class TorusGeometry extends BufferGeometry {
- /**
- * Constructs a new torus geometry.
- *
- * @param {number} [radius=1] - Radius of the torus, from the center of the torus to the center of the tube.
- * @param {number} [tube=0.4] - Radius of the tube. Must be smaller than `radius`.
- * @param {number} [radialSegments=12] - The number of radial segments.
- * @param {number} [tubularSegments=48] - The number of tubular segments.
- * @param {number} [arc=Math.PI*2] - Central angle in radians.
- */
- constructor( radius = 1, tube = 0.4, radialSegments = 12, tubularSegments = 48, arc = Math.PI * 2 ) {
- super();
- this.type = 'TorusGeometry';
- /**
- * Holds the constructor parameters that have been
- * used to generate the geometry. Any modification
- * after instantiation does not change the geometry.
- *
- * @type {Object}
- */
- this.parameters = {
- radius: radius,
- tube: tube,
- radialSegments: radialSegments,
- tubularSegments: tubularSegments,
- arc: arc
- };
- radialSegments = Math.floor( radialSegments );
- tubularSegments = Math.floor( tubularSegments );
- // buffers
- const indices = [];
- const vertices = [];
- const normals = [];
- const uvs = [];
- // helper variables
- const center = new Vector3();
- const vertex = new Vector3();
- const normal = new Vector3();
- // generate vertices, normals and uvs
- for ( let j = 0; j <= radialSegments; j ++ ) {
- for ( let i = 0; i <= tubularSegments; i ++ ) {
- const u = i / tubularSegments * arc;
- const v = j / radialSegments * Math.PI * 2;
- // vertex
- vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );
- vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );
- vertex.z = tube * Math.sin( v );
- vertices.push( vertex.x, vertex.y, vertex.z );
- // normal
- center.x = radius * Math.cos( u );
- center.y = radius * Math.sin( u );
- normal.subVectors( vertex, center ).normalize();
- normals.push( normal.x, normal.y, normal.z );
- // uv
- uvs.push( i / tubularSegments );
- uvs.push( j / radialSegments );
- }
- }
- // generate indices
- for ( let j = 1; j <= radialSegments; j ++ ) {
- for ( let i = 1; i <= tubularSegments; i ++ ) {
- // indices
- const a = ( tubularSegments + 1 ) * j + i - 1;
- const b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1;
- const c = ( tubularSegments + 1 ) * ( j - 1 ) + i;
- const d = ( tubularSegments + 1 ) * j + i;
- // faces
- indices.push( a, b, d );
- indices.push( b, c, d );
- }
- }
- // build geometry
- this.setIndex( indices );
- this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
- this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
- this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
- }
- copy( source ) {
- super.copy( source );
- this.parameters = Object.assign( {}, source.parameters );
- return this;
- }
- /**
- * Factory method for creating an instance of this class from the given
- * JSON object.
- *
- * @param {Object} data - A JSON object representing the serialized geometry.
- * @return {TorusGeometry} A new instance.
- */
- static fromJSON( data ) {
- return new TorusGeometry( data.radius, data.tube, data.radialSegments, data.tubularSegments, data.arc );
- }
- }
- /**
- * Creates a torus knot, the particular shape of which is defined by a pair
- * of coprime integers, p and q. If p and q are not coprime, the result will
- * be a torus link.
- *
- * ```js
- * const geometry = new THREE.TorusKnotGeometry( 10, 3, 100, 16 );
- * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
- * const torusKnot = new THREE.Mesh( geometry, material );
- * scene.add( torusKnot );
- * ```
- *
- * @augments BufferGeometry
- * @demo scenes/geometry-browser.html#TorusKnotGeometry
- */
- class TorusKnotGeometry extends BufferGeometry {
- /**
- * Constructs a new torus knot geometry.
- *
- * @param {number} [radius=1] - Radius of the torus knot.
- * @param {number} [tube=0.4] - Radius of the tube.
- * @param {number} [tubularSegments=64] - The number of tubular segments.
- * @param {number} [radialSegments=8] - The number of radial segments.
- * @param {number} [p=2] - This value determines, how many times the geometry winds around its axis of rotational symmetry.
- * @param {number} [q=3] - This value determines, how many times the geometry winds around a circle in the interior of the torus.
- */
- constructor( radius = 1, tube = 0.4, tubularSegments = 64, radialSegments = 8, p = 2, q = 3 ) {
- super();
- this.type = 'TorusKnotGeometry';
- /**
- * Holds the constructor parameters that have been
- * used to generate the geometry. Any modification
- * after instantiation does not change the geometry.
- *
- * @type {Object}
- */
- this.parameters = {
- radius: radius,
- tube: tube,
- tubularSegments: tubularSegments,
- radialSegments: radialSegments,
- p: p,
- q: q
- };
- tubularSegments = Math.floor( tubularSegments );
- radialSegments = Math.floor( radialSegments );
- // buffers
- const indices = [];
- const vertices = [];
- const normals = [];
- const uvs = [];
- // helper variables
- const vertex = new Vector3();
- const normal = new Vector3();
- const P1 = new Vector3();
- const P2 = new Vector3();
- const B = new Vector3();
- const T = new Vector3();
- const N = new Vector3();
- // generate vertices, normals and uvs
- for ( let i = 0; i <= tubularSegments; ++ i ) {
- // the radian "u" is used to calculate the position on the torus curve of the current tubular segment
- const u = i / tubularSegments * p * Math.PI * 2;
- // now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead.
- // these points are used to create a special "coordinate space", which is necessary to calculate the correct vertex positions
- calculatePositionOnCurve( u, p, q, radius, P1 );
- calculatePositionOnCurve( u + 0.01, p, q, radius, P2 );
- // calculate orthonormal basis
- T.subVectors( P2, P1 );
- N.addVectors( P2, P1 );
- B.crossVectors( T, N );
- N.crossVectors( B, T );
- // normalize B, N. T can be ignored, we don't use it
- B.normalize();
- N.normalize();
- for ( let j = 0; j <= radialSegments; ++ j ) {
- // now calculate the vertices. they are nothing more than an extrusion of the torus curve.
- // because we extrude a shape in the xy-plane, there is no need to calculate a z-value.
- const v = j / radialSegments * Math.PI * 2;
- const cx = - tube * Math.cos( v );
- const cy = tube * Math.sin( v );
- // now calculate the final vertex position.
- // first we orient the extrusion with our basis vectors, then we add it to the current position on the curve
- vertex.x = P1.x + ( cx * N.x + cy * B.x );
- vertex.y = P1.y + ( cx * N.y + cy * B.y );
- vertex.z = P1.z + ( cx * N.z + cy * B.z );
- vertices.push( vertex.x, vertex.y, vertex.z );
- // normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal)
- normal.subVectors( vertex, P1 ).normalize();
- normals.push( normal.x, normal.y, normal.z );
- // uv
- uvs.push( i / tubularSegments );
- uvs.push( j / radialSegments );
- }
- }
- // generate indices
- for ( let j = 1; j <= tubularSegments; j ++ ) {
- for ( let i = 1; i <= radialSegments; i ++ ) {
- // indices
- const a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
- const b = ( radialSegments + 1 ) * j + ( i - 1 );
- const c = ( radialSegments + 1 ) * j + i;
- const d = ( radialSegments + 1 ) * ( j - 1 ) + i;
- // faces
- indices.push( a, b, d );
- indices.push( b, c, d );
- }
- }
- // build geometry
- this.setIndex( indices );
- this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
- this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
- this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
- // this function calculates the current position on the torus curve
- function calculatePositionOnCurve( u, p, q, radius, position ) {
- const cu = Math.cos( u );
- const su = Math.sin( u );
- const quOverP = q / p * u;
- const cs = Math.cos( quOverP );
- position.x = radius * ( 2 + cs ) * 0.5 * cu;
- position.y = radius * ( 2 + cs ) * su * 0.5;
- position.z = radius * Math.sin( quOverP ) * 0.5;
- }
- }
- copy( source ) {
- super.copy( source );
- this.parameters = Object.assign( {}, source.parameters );
- return this;
- }
- /**
- * Factory method for creating an instance of this class from the given
- * JSON object.
- *
- * @param {Object} data - A JSON object representing the serialized geometry.
- * @return {TorusKnotGeometry} A new instance.
- */
- static fromJSON( data ) {
- return new TorusKnotGeometry( data.radius, data.tube, data.tubularSegments, data.radialSegments, data.p, data.q );
- }
- }
- /**
- * Creates a tube that extrudes along a 3D curve.
- *
- * ```js
- * class CustomSinCurve extends THREE.Curve {
- *
- * getPoint( t, optionalTarget = new THREE.Vector3() ) {
- *
- * const tx = t * 3 - 1.5;
- * const ty = Math.sin( 2 * Math.PI * t );
- * const tz = 0;
- *
- * return optionalTarget.set( tx, ty, tz );
- * }
- *
- * }
- *
- * const path = new CustomSinCurve( 10 );
- * const geometry = new THREE.TubeGeometry( path, 20, 2, 8, false );
- * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
- * const mesh = new THREE.Mesh( geometry, material );
- * scene.add( mesh );
- * ```
- *
- * @augments BufferGeometry
- * @demo scenes/geometry-browser.html#TubeGeometry
- */
- class TubeGeometry extends BufferGeometry {
- /**
- * Constructs a new tube geometry.
- *
- * @param {Curve} [path=QuadraticBezierCurve3] - A 3D curve defining the path of the tube.
- * @param {number} [tubularSegments=64] - The number of segments that make up the tube.
- * @param {number} [radius=1] -The radius of the tube.
- * @param {number} [radialSegments=8] - The number of segments that make up the cross-section.
- * @param {boolean} [closed=false] - Whether the tube is closed or not.
- */
- 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 ) {
- super();
- this.type = 'TubeGeometry';
- /**
- * Holds the constructor parameters that have been
- * used to generate the geometry. Any modification
- * after instantiation does not change the geometry.
- *
- * @type {Object}
- */
- this.parameters = {
- path: path,
- tubularSegments: tubularSegments,
- radius: radius,
- radialSegments: radialSegments,
- closed: closed
- };
- const frames = path.computeFrenetFrames( tubularSegments, closed );
- // expose internals
- this.tangents = frames.tangents;
- this.normals = frames.normals;
- this.binormals = frames.binormals;
- // helper variables
- const vertex = new Vector3();
- const normal = new Vector3();
- const uv = new Vector2();
- let P = new Vector3();
- // buffer
- const vertices = [];
- const normals = [];
- const uvs = [];
- const indices = [];
- // create buffer data
- generateBufferData();
- // build geometry
- this.setIndex( indices );
- this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
- this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
- this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
- // functions
- function generateBufferData() {
- for ( let i = 0; i < tubularSegments; i ++ ) {
- generateSegment( i );
- }
- // if the geometry is not closed, generate the last row of vertices and normals
- // at the regular position on the given path
- //
- // if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ)
- generateSegment( ( closed === false ) ? tubularSegments : 0 );
- // uvs are generated in a separate function.
- // this makes it easy compute correct values for closed geometries
- generateUVs();
- // finally create faces
- generateIndices();
- }
- function generateSegment( i ) {
- // we use getPointAt to sample evenly distributed points from the given path
- P = path.getPointAt( i / tubularSegments, P );
- // retrieve corresponding normal and binormal
- const N = frames.normals[ i ];
- const B = frames.binormals[ i ];
- // generate normals and vertices for the current segment
- for ( let j = 0; j <= radialSegments; j ++ ) {
- const v = j / radialSegments * Math.PI * 2;
- const sin = Math.sin( v );
- const cos = - Math.cos( v );
- // normal
- normal.x = ( cos * N.x + sin * B.x );
- normal.y = ( cos * N.y + sin * B.y );
- normal.z = ( cos * N.z + sin * B.z );
- normal.normalize();
- normals.push( normal.x, normal.y, normal.z );
- // vertex
- vertex.x = P.x + radius * normal.x;
- vertex.y = P.y + radius * normal.y;
- vertex.z = P.z + radius * normal.z;
- vertices.push( vertex.x, vertex.y, vertex.z );
- }
- }
- function generateIndices() {
- for ( let j = 1; j <= tubularSegments; j ++ ) {
- for ( let i = 1; i <= radialSegments; i ++ ) {
- const a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
- const b = ( radialSegments + 1 ) * j + ( i - 1 );
- const c = ( radialSegments + 1 ) * j + i;
- const d = ( radialSegments + 1 ) * ( j - 1 ) + i;
- // faces
- indices.push( a, b, d );
- indices.push( b, c, d );
- }
- }
- }
- function generateUVs() {
- for ( let i = 0; i <= tubularSegments; i ++ ) {
- for ( let j = 0; j <= radialSegments; j ++ ) {
- uv.x = i / tubularSegments;
- uv.y = j / radialSegments;
- uvs.push( uv.x, uv.y );
- }
- }
- }
- }
- copy( source ) {
- super.copy( source );
- this.parameters = Object.assign( {}, source.parameters );
- return this;
- }
- toJSON() {
- const data = super.toJSON();
- data.path = this.parameters.path.toJSON();
- return data;
- }
- /**
- * Factory method for creating an instance of this class from the given
- * JSON object.
- *
- * @param {Object} data - A JSON object representing the serialized geometry.
- * @return {TubeGeometry} A new instance.
- */
- static fromJSON( data ) {
- // This only works for built-in curves (e.g. CatmullRomCurve3).
- // User defined curves or instances of CurvePath will not be deserialized.
- return new TubeGeometry(
- new Curves[ data.path.type ]().fromJSON( data.path ),
- data.tubularSegments,
- data.radius,
- data.radialSegments,
- data.closed
- );
- }
- }
- /**
- * Can be used as a helper object to visualize a geometry as a wireframe.
- *
- * ```js
- * const geometry = new THREE.SphereGeometry();
- *
- * const wireframe = new THREE.WireframeGeometry( geometry );
- *
- * const line = new THREE.LineSegments( wireframe );
- * line.material.depthWrite = false;
- * line.material.opacity = 0.25;
- * line.material.transparent = true;
- *
- * scene.add( line );
- * ```
- *
- * Note: It is not yet possible to serialize/deserialize instances of this class.
- *
- * @augments BufferGeometry
- */
- class WireframeGeometry extends BufferGeometry {
- /**
- * Constructs a new wireframe geometry.
- *
- * @param {?BufferGeometry} [geometry=null] - The geometry.
- */
- constructor( geometry = null ) {
- super();
- this.type = 'WireframeGeometry';
- /**
- * Holds the constructor parameters that have been
- * used to generate the geometry. Any modification
- * after instantiation does not change the geometry.
- *
- * @type {Object}
- */
- this.parameters = {
- geometry: geometry
- };
- if ( geometry !== null ) {
- // buffer
- const vertices = [];
- const edges = new Set();
- // helper variables
- const start = new Vector3();
- const end = new Vector3();
- if ( geometry.index !== null ) {
- // indexed BufferGeometry
- const position = geometry.attributes.position;
- const indices = geometry.index;
- let groups = geometry.groups;
- if ( groups.length === 0 ) {
- groups = [ { start: 0, count: indices.count, materialIndex: 0 } ];
- }
- // create a data structure that contains all edges without duplicates
- for ( let o = 0, ol = groups.length; o < ol; ++ o ) {
- const group = groups[ o ];
- const groupStart = group.start;
- const groupCount = group.count;
- for ( let i = groupStart, l = ( groupStart + groupCount ); i < l; i += 3 ) {
- for ( let j = 0; j < 3; j ++ ) {
- const index1 = indices.getX( i + j );
- const index2 = indices.getX( i + ( j + 1 ) % 3 );
- start.fromBufferAttribute( position, index1 );
- end.fromBufferAttribute( position, index2 );
- if ( isUniqueEdge( start, end, edges ) === true ) {
- vertices.push( start.x, start.y, start.z );
- vertices.push( end.x, end.y, end.z );
- }
- }
- }
- }
- } else {
- // non-indexed BufferGeometry
- const position = geometry.attributes.position;
- for ( let i = 0, l = ( position.count / 3 ); i < l; i ++ ) {
- for ( let j = 0; j < 3; j ++ ) {
- // three edges per triangle, an edge is represented as (index1, index2)
- // e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)
- const index1 = 3 * i + j;
- const index2 = 3 * i + ( ( j + 1 ) % 3 );
- start.fromBufferAttribute( position, index1 );
- end.fromBufferAttribute( position, index2 );
- if ( isUniqueEdge( start, end, edges ) === true ) {
- vertices.push( start.x, start.y, start.z );
- vertices.push( end.x, end.y, end.z );
- }
- }
- }
- }
- // build geometry
- this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
- }
- }
- copy( source ) {
- super.copy( source );
- this.parameters = Object.assign( {}, source.parameters );
- return this;
- }
- }
- function isUniqueEdge( start, end, edges ) {
- const hash1 = `${start.x},${start.y},${start.z}-${end.x},${end.y},${end.z}`;
- const hash2 = `${end.x},${end.y},${end.z}-${start.x},${start.y},${start.z}`; // coincident edge
- if ( edges.has( hash1 ) === true || edges.has( hash2 ) === true ) {
- return false;
- } else {
- edges.add( hash1 );
- edges.add( hash2 );
- return true;
- }
- }
- var Geometries = /*#__PURE__*/Object.freeze({
- __proto__: null,
- BoxGeometry: BoxGeometry,
- CapsuleGeometry: CapsuleGeometry,
- CircleGeometry: CircleGeometry,
- ConeGeometry: ConeGeometry,
- CylinderGeometry: CylinderGeometry,
- DodecahedronGeometry: DodecahedronGeometry,
- EdgesGeometry: EdgesGeometry,
- ExtrudeGeometry: ExtrudeGeometry,
- IcosahedronGeometry: IcosahedronGeometry,
- LatheGeometry: LatheGeometry,
- OctahedronGeometry: OctahedronGeometry,
- PlaneGeometry: PlaneGeometry,
- PolyhedronGeometry: PolyhedronGeometry,
- RingGeometry: RingGeometry,
- ShapeGeometry: ShapeGeometry,
- SphereGeometry: SphereGeometry,
- TetrahedronGeometry: TetrahedronGeometry,
- TorusGeometry: TorusGeometry,
- TorusKnotGeometry: TorusKnotGeometry,
- TubeGeometry: TubeGeometry,
- WireframeGeometry: WireframeGeometry
- });
- /**
- * This material can receive shadows, but otherwise is completely transparent.
- *
- * ```js
- * const geometry = new THREE.PlaneGeometry( 2000, 2000 );
- * geometry.rotateX( - Math.PI / 2 );
- *
- * const material = new THREE.ShadowMaterial();
- * material.opacity = 0.2;
- *
- * const plane = new THREE.Mesh( geometry, material );
- * plane.position.y = -200;
- * plane.receiveShadow = true;
- * scene.add( plane );
- * ```
- *
- * @augments Material
- */
- class ShadowMaterial extends Material {
- /**
- * Constructs a new shadow material.
- *
- * @param {Object} [parameters] - An object with one or more properties
- * defining the material's appearance. Any property of the material
- * (including any property from inherited materials) can be passed
- * in here. Color values can be passed any type of value accepted
- * by {@link Color#set}.
- */
- constructor( parameters ) {
- super();
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isShadowMaterial = true;
- this.type = 'ShadowMaterial';
- /**
- * Color of the material.
- *
- * @type {Color}
- * @default (0,0,0)
- */
- this.color = new Color( 0x000000 );
- /**
- * Overwritten since shadow materials are transparent
- * by default.
- *
- * @type {boolean}
- * @default true
- */
- this.transparent = true;
- /**
- * Whether the material is affected by fog or not.
- *
- * @type {boolean}
- * @default true
- */
- this.fog = true;
- this.setValues( parameters );
- }
- copy( source ) {
- super.copy( source );
- this.color.copy( source.color );
- this.fog = source.fog;
- return this;
- }
- }
- /**
- * This class works just like {@link ShaderMaterial}, except that definitions
- * of built-in uniforms and attributes are not automatically prepended to the
- * GLSL shader code.
- *
- * `RawShaderMaterial` can only be used with {@link WebGLRenderer}.
- *
- * @augments ShaderMaterial
- */
- class RawShaderMaterial extends ShaderMaterial {
- /**
- * Constructs a new raw shader material.
- *
- * @param {Object} [parameters] - An object with one or more properties
- * defining the material's appearance. Any property of the material
- * (including any property from inherited materials) can be passed
- * in here. Color values can be passed any type of value accepted
- * by {@link Color#set}.
- */
- constructor( parameters ) {
- super( parameters );
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isRawShaderMaterial = true;
- this.type = 'RawShaderMaterial';
- }
- }
- /**
- * A standard physically based material, using Metallic-Roughness workflow.
- *
- * Physically based rendering (PBR) has recently become the standard in many
- * 3D applications, such as [Unity](https://blogs.unity3d.com/2014/10/29/physically-based-shading-in-unity-5-a-primer/),
- * [Unreal](https://docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/PhysicallyBased/) and
- * [3D Studio Max](http://area.autodesk.com/blogs/the-3ds-max-blog/what039s-new-for-rendering-in-3ds-max-2017).
- *
- * This approach differs from older approaches in that instead of using
- * approximations for the way in which light interacts with a surface, a
- * physically correct model is used. The idea is that, instead of tweaking
- * materials to look good under specific lighting, a material can be created
- * that will react 'correctly' under all lighting scenarios.
- *
- * In practice this gives a more accurate and realistic looking result than
- * the {@link MeshLambertMaterial} or {@link MeshPhongMaterial}, at the cost of
- * being somewhat more computationally expensive. `MeshStandardMaterial` uses per-fragment
- * shading.
- *
- * Note that for best results you should always specify an environment map when using this material.
- *
- * For a non-technical introduction to the concept of PBR and how to set up a
- * PBR material, check out these articles by the people at [marmoset](https://www.marmoset.co):
- *
- * - [Basic Theory of Physically Based Rendering](https://www.marmoset.co/posts/basic-theory-of-physically-based-rendering/)
- * - [Physically Based Rendering and You Can Too](https://www.marmoset.co/posts/physically-based-rendering-and-you-can-too/)
- *
- * Technical details of the approach used in three.js (and most other PBR systems) can be found is this
- * [paper from Disney](https://media.disneyanimation.com/uploads/production/publication_asset/48/asset/s2012_pbs_disney_brdf_notes_v3.pdf)
- * (pdf), by Brent Burley.
- *
- * @augments Material
- * @demo scenes/material-browser.html#MeshStandardMaterial
- */
- class MeshStandardMaterial extends Material {
- /**
- * Constructs a new mesh standard material.
- *
- * @param {Object} [parameters] - An object with one or more properties
- * defining the material's appearance. Any property of the material
- * (including any property from inherited materials) can be passed
- * in here. Color values can be passed any type of value accepted
- * by {@link Color#set}.
- */
- constructor( parameters ) {
- super();
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isMeshStandardMaterial = true;
- this.type = 'MeshStandardMaterial';
- this.defines = { 'STANDARD': '' };
- /**
- * Color of the material.
- *
- * @type {Color}
- * @default (1,1,1)
- */
- this.color = new Color( 0xffffff ); // diffuse
- /**
- * How rough the material appears. `0.0` means a smooth mirror reflection, `1.0`
- * means fully diffuse. If `roughnessMap` is also provided,
- * both values are multiplied.
- *
- * @type {number}
- * @default 1
- */
- this.roughness = 1.0;
- /**
- * How much the material is like a metal. Non-metallic materials such as wood
- * or stone use `0.0`, metallic use `1.0`, with nothing (usually) in between.
- * A value between `0.0` and `1.0` could be used for a rusty metal look.
- * If `metalnessMap` is also provided, both values are multiplied.
- *
- * @type {number}
- * @default 0
- */
- this.metalness = 0.0;
- /**
- * The color map. May optionally include an alpha channel, typically combined
- * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
- * color is modulated by the diffuse `color`.
- *
- * @type {?Texture}
- * @default null
- */
- this.map = null;
- /**
- * The light map. Requires a second set of UVs.
- *
- * @type {?Texture}
- * @default null
- */
- this.lightMap = null;
- /**
- * Intensity of the baked light.
- *
- * @type {number}
- * @default 1
- */
- this.lightMapIntensity = 1.0;
- /**
- * The red channel of this texture is used as the ambient occlusion map.
- * Requires a second set of UVs.
- *
- * @type {?Texture}
- * @default null
- */
- this.aoMap = null;
- /**
- * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0`
- * disables ambient occlusion. Where intensity is `1` and the AO map's
- * red channel is also `1`, ambient light is fully occluded on a surface.
- *
- * @type {number}
- * @default 1
- */
- this.aoMapIntensity = 1.0;
- /**
- * Emissive (light) color of the material, essentially a solid color
- * unaffected by other lighting.
- *
- * @type {Color}
- * @default (0,0,0)
- */
- this.emissive = new Color( 0x000000 );
- /**
- * Intensity of the emissive light. Modulates the emissive color.
- *
- * @type {number}
- * @default 1
- */
- this.emissiveIntensity = 1.0;
- /**
- * Set emissive (glow) map. The emissive map color is modulated by the
- * emissive color and the emissive intensity. If you have an emissive map,
- * be sure to set the emissive color to something other than black.
- *
- * @type {?Texture}
- * @default null
- */
- this.emissiveMap = null;
- /**
- * The texture to create a bump map. The black and white values map to the
- * perceived depth in relation to the lights. Bump doesn't actually affect
- * the geometry of the object, only the lighting. If a normal map is defined
- * this will be ignored.
- *
- * @type {?Texture}
- * @default null
- */
- this.bumpMap = null;
- /**
- * How much the bump map affects the material. Typical range is `[0,1]`.
- *
- * @type {number}
- * @default 1
- */
- this.bumpScale = 1;
- /**
- * The texture to create a normal map. The RGB values affect the surface
- * normal for each pixel fragment and change the way the color is lit. Normal
- * maps do not change the actual shape of the surface, only the lighting. In
- * case the material has a normal map authored using the left handed
- * convention, the `y` component of `normalScale` should be negated to compensate
- * for the different handedness.
- *
- * @type {?Texture}
- * @default null
- */
- this.normalMap = null;
- /**
- * The type of normal map.
- *
- * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
- * @default TangentSpaceNormalMap
- */
- this.normalMapType = TangentSpaceNormalMap;
- /**
- * How much the normal map affects the material. Typical value range is `[0,1]`.
- *
- * @type {Vector2}
- * @default (1,1)
- */
- this.normalScale = new Vector2( 1, 1 );
- /**
- * The displacement map affects the position of the mesh's vertices. Unlike
- * other maps which only affect the light and shade of the material the
- * displaced vertices can cast shadows, block other objects, and otherwise
- * act as real geometry. The displacement texture is an image where the value
- * of each pixel (white being the highest) is mapped against, and
- * repositions, the vertices of the mesh.
- *
- * @type {?Texture}
- * @default null
- */
- this.displacementMap = null;
- /**
- * How much the displacement map affects the mesh (where black is no
- * displacement, and white is maximum displacement). Without a displacement
- * map set, this value is not applied.
- *
- * @type {number}
- * @default 0
- */
- this.displacementScale = 1;
- /**
- * The offset of the displacement map's values on the mesh's vertices.
- * The bias is added to the scaled sample of the displacement map.
- * Without a displacement map set, this value is not applied.
- *
- * @type {number}
- * @default 0
- */
- this.displacementBias = 0;
- /**
- * The green channel of this texture is used to alter the roughness of the
- * material.
- *
- * @type {?Texture}
- * @default null
- */
- this.roughnessMap = null;
- /**
- * The blue channel of this texture is used to alter the metalness of the
- * material.
- *
- * @type {?Texture}
- * @default null
- */
- this.metalnessMap = null;
- /**
- * The alpha map is a grayscale texture that controls the opacity across the
- * surface (black: fully transparent; white: fully opaque).
- *
- * Only the color of the texture is used, ignoring the alpha channel if one
- * exists. For RGB and RGBA textures, the renderer will use the green channel
- * when sampling this texture due to the extra bit of precision provided for
- * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
- * luminance/alpha textures will also still work as expected.
- *
- * @type {?Texture}
- * @default null
- */
- this.alphaMap = null;
- /**
- * The environment map. To ensure a physically correct rendering, environment maps
- * are internally pre-processed with {@link PMREMGenerator}.
- *
- * @type {?Texture}
- * @default null
- */
- this.envMap = null;
- /**
- * The rotation of the environment map in radians.
- *
- * @type {Euler}
- * @default (0,0,0)
- */
- this.envMapRotation = new Euler();
- /**
- * Scales the effect of the environment map by multiplying its color.
- *
- * @type {number}
- * @default 1
- */
- this.envMapIntensity = 1.0;
- /**
- * Renders the geometry as a wireframe.
- *
- * @type {boolean}
- * @default false
- */
- this.wireframe = false;
- /**
- * Controls the thickness of the wireframe.
- *
- * Can only be used with {@link SVGRenderer}.
- *
- * @type {number}
- * @default 1
- */
- this.wireframeLinewidth = 1;
- /**
- * Defines appearance of wireframe ends.
- *
- * Can only be used with {@link SVGRenderer}.
- *
- * @type {('round'|'bevel'|'miter')}
- * @default 'round'
- */
- this.wireframeLinecap = 'round';
- /**
- * Defines appearance of wireframe joints.
- *
- * Can only be used with {@link SVGRenderer}.
- *
- * @type {('round'|'bevel'|'miter')}
- * @default 'round'
- */
- this.wireframeLinejoin = 'round';
- /**
- * Whether the material is rendered with flat shading or not.
- *
- * @type {boolean}
- * @default false
- */
- this.flatShading = false;
- /**
- * Whether the material is affected by fog or not.
- *
- * @type {boolean}
- * @default true
- */
- this.fog = true;
- this.setValues( parameters );
- }
- copy( source ) {
- super.copy( source );
- this.defines = { 'STANDARD': '' };
- this.color.copy( source.color );
- this.roughness = source.roughness;
- this.metalness = source.metalness;
- this.map = source.map;
- this.lightMap = source.lightMap;
- this.lightMapIntensity = source.lightMapIntensity;
- this.aoMap = source.aoMap;
- this.aoMapIntensity = source.aoMapIntensity;
- this.emissive.copy( source.emissive );
- this.emissiveMap = source.emissiveMap;
- this.emissiveIntensity = source.emissiveIntensity;
- this.bumpMap = source.bumpMap;
- this.bumpScale = source.bumpScale;
- this.normalMap = source.normalMap;
- this.normalMapType = source.normalMapType;
- this.normalScale.copy( source.normalScale );
- this.displacementMap = source.displacementMap;
- this.displacementScale = source.displacementScale;
- this.displacementBias = source.displacementBias;
- this.roughnessMap = source.roughnessMap;
- this.metalnessMap = source.metalnessMap;
- this.alphaMap = source.alphaMap;
- this.envMap = source.envMap;
- this.envMapRotation.copy( source.envMapRotation );
- this.envMapIntensity = source.envMapIntensity;
- this.wireframe = source.wireframe;
- this.wireframeLinewidth = source.wireframeLinewidth;
- this.wireframeLinecap = source.wireframeLinecap;
- this.wireframeLinejoin = source.wireframeLinejoin;
- this.flatShading = source.flatShading;
- this.fog = source.fog;
- return this;
- }
- }
- /**
- * An extension of the {@link MeshStandardMaterial}, providing more advanced
- * physically-based rendering properties:
- *
- * - Anisotropy: Ability to represent the anisotropic property of materials
- * as observable with brushed metals.
- * - Clearcoat: Some materials — like car paints, carbon fiber, and wet surfaces — require
- * a clear, reflective layer on top of another layer that may be irregular or rough.
- * Clearcoat approximates this effect, without the need for a separate transparent surface.
- * - Iridescence: Allows to render the effect where hue varies depending on the viewing
- * angle and illumination angle. This can be seen on soap bubbles, oil films, or on the
- * wings of many insects.
- * - Physically-based transparency: One limitation of {@link Material#opacity} is that highly
- * transparent materials are less reflective. Physically-based transmission provides a more
- * realistic option for thin, transparent surfaces like glass.
- * - Advanced reflectivity: More flexible reflectivity for non-metallic materials.
- * - Sheen: Can be used for representing cloth and fabric materials.
- *
- * As a result of these complex shading features, `MeshPhysicalMaterial` has a
- * higher performance cost, per pixel, than other three.js materials. Most
- * effects are disabled by default, and add cost as they are enabled. For
- * best results, always specify an environment map when using this material.
- *
- * @augments MeshStandardMaterial
- * @demo scenes/material-browser.html#MeshPhysicalMaterial
- */
- class MeshPhysicalMaterial extends MeshStandardMaterial {
- /**
- * Constructs a new mesh physical material.
- *
- * @param {Object} [parameters] - An object with one or more properties
- * defining the material's appearance. Any property of the material
- * (including any property from inherited materials) can be passed
- * in here. Color values can be passed any type of value accepted
- * by {@link Color#set}.
- */
- constructor( parameters ) {
- super();
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isMeshPhysicalMaterial = true;
- this.defines = {
- 'STANDARD': '',
- 'PHYSICAL': ''
- };
- this.type = 'MeshPhysicalMaterial';
- /**
- * The rotation of the anisotropy in tangent, bitangent space, measured in radians
- * counter-clockwise from the tangent. When `anisotropyMap` is present, this
- * property provides additional rotation to the vectors in the texture.
- *
- * @type {number}
- * @default 1
- */
- this.anisotropyRotation = 0;
- /**
- * Red and green channels represent the anisotropy direction in `[-1, 1]` tangent,
- * bitangent space, to be rotated by `anisotropyRotation`. The blue channel
- * contains strength as `[0, 1]` to be multiplied by `anisotropy`.
- *
- * @type {?Texture}
- * @default null
- */
- this.anisotropyMap = null;
- /**
- * The red channel of this texture is multiplied against `clearcoat`,
- * for per-pixel control over a coating's intensity.
- *
- * @type {?Texture}
- * @default null
- */
- this.clearcoatMap = null;
- /**
- * Roughness of the clear coat layer, from `0.0` to `1.0`.
- *
- * @type {number}
- * @default 0
- */
- this.clearcoatRoughness = 0.0;
- /**
- * The green channel of this texture is multiplied against
- * `clearcoatRoughness`, for per-pixel control over a coating's roughness.
- *
- * @type {?Texture}
- * @default null
- */
- this.clearcoatRoughnessMap = null;
- /**
- * How much `clearcoatNormalMap` affects the clear coat layer, from
- * `(0,0)` to `(1,1)`.
- *
- * @type {Vector2}
- * @default (1,1)
- */
- this.clearcoatNormalScale = new Vector2( 1, 1 );
- /**
- * Can be used to enable independent normals for the clear coat layer.
- *
- * @type {?Texture}
- * @default null
- */
- this.clearcoatNormalMap = null;
- /**
- * Index-of-refraction for non-metallic materials, from `1.0` to `2.333`.
- *
- * @type {number}
- * @default 1.5
- */
- this.ior = 1.5;
- /**
- * Degree of reflectivity, from `0.0` to `1.0`. Default is `0.5`, which
- * corresponds to an index-of-refraction of `1.5`.
- *
- * This models the reflectivity of non-metallic materials. It has no effect
- * when `metalness` is `1.0`
- *
- * @name MeshPhysicalMaterial#reflectivity
- * @type {number}
- * @default 0.5
- */
- Object.defineProperty( this, 'reflectivity', {
- get: function () {
- return ( clamp( 2.5 * ( this.ior - 1 ) / ( this.ior + 1 ), 0, 1 ) );
- },
- set: function ( reflectivity ) {
- this.ior = ( 1 + 0.4 * reflectivity ) / ( 1 - 0.4 * reflectivity );
- }
- } );
- /**
- * The red channel of this texture is multiplied against `iridescence`, for per-pixel
- * control over iridescence.
- *
- * @type {?Texture}
- * @default null
- */
- this.iridescenceMap = null;
- /**
- * Strength of the iridescence RGB color shift effect, represented by an index-of-refraction.
- * Between `1.0` to `2.333`.
- *
- * @type {number}
- * @default 1.3
- */
- this.iridescenceIOR = 1.3;
- /**
- *Array of exactly 2 elements, specifying minimum and maximum thickness of the iridescence layer.
- Thickness of iridescence layer has an equivalent effect of the one `thickness` has on `ior`.
- *
- * @type {Array<number,number>}
- * @default [100,400]
- */
- this.iridescenceThicknessRange = [ 100, 400 ];
- /**
- * A texture that defines the thickness of the iridescence layer, stored in the green channel.
- * Minimum and maximum values of thickness are defined by `iridescenceThicknessRange` array:
- * - `0.0` in the green channel will result in thickness equal to first element of the array.
- * - `1.0` in the green channel will result in thickness equal to second element of the array.
- * - Values in-between will linearly interpolate between the elements of the array.
- *
- * @type {?Texture}
- * @default null
- */
- this.iridescenceThicknessMap = null;
- /**
- * The sheen tint.
- *
- * @type {Color}
- * @default (0,0,0)
- */
- this.sheenColor = new Color( 0x000000 );
- /**
- * The RGB channels of this texture are multiplied against `sheenColor`, for per-pixel control
- * over sheen tint.
- *
- * @type {?Texture}
- * @default null
- */
- this.sheenColorMap = null;
- /**
- * Roughness of the sheen layer, from `0.0` to `1.0`.
- *
- * @type {number}
- * @default 1
- */
- this.sheenRoughness = 1.0;
- /**
- * The alpha channel of this texture is multiplied against `sheenRoughness`, for per-pixel control
- * over sheen roughness.
- *
- * @type {?Texture}
- * @default null
- */
- this.sheenRoughnessMap = null;
- /**
- * The red channel of this texture is multiplied against `transmission`, for per-pixel control over
- * optical transparency.
- *
- * @type {?Texture}
- * @default null
- */
- this.transmissionMap = null;
- /**
- * The thickness of the volume beneath the surface. The value is given in the
- * coordinate space of the mesh. If the value is `0` the material is
- * thin-walled. Otherwise the material is a volume boundary.
- *
- * @type {number}
- * @default 0
- */
- this.thickness = 0;
- /**
- * A texture that defines the thickness, stored in the green channel. This will
- * be multiplied by `thickness`.
- *
- * @type {?Texture}
- * @default null
- */
- this.thicknessMap = null;
- /**
- * Density of the medium given as the average distance that light travels in
- * the medium before interacting with a particle. The value is given in world
- * space units, and must be greater than zero.
- *
- * @type {number}
- * @default Infinity
- */
- this.attenuationDistance = Infinity;
- /**
- * The color that white light turns into due to absorption when reaching the
- * attenuation distance.
- *
- * @type {Color}
- * @default (1,1,1)
- */
- this.attenuationColor = new Color( 1, 1, 1 );
- /**
- * A float that scales the amount of specular reflection for non-metals only.
- * When set to zero, the model is effectively Lambertian. From `0.0` to `1.0`.
- *
- * @type {number}
- * @default 1
- */
- this.specularIntensity = 1.0;
- /**
- * The alpha channel of this texture is multiplied against `specularIntensity`,
- * for per-pixel control over specular intensity.
- *
- * @type {?Texture}
- * @default null
- */
- this.specularIntensityMap = null;
- /**
- * Tints the specular reflection at normal incidence for non-metals only.
- *
- * @type {Color}
- * @default (1,1,1)
- */
- this.specularColor = new Color( 1, 1, 1 );
- /**
- * The RGB channels of this texture are multiplied against `specularColor`,
- * for per-pixel control over specular color.
- *
- * @type {?Texture}
- * @default null
- */
- this.specularColorMap = null;
- this._anisotropy = 0;
- this._clearcoat = 0;
- this._dispersion = 0;
- this._iridescence = 0;
- this._sheen = 0.0;
- this._transmission = 0;
- this.setValues( parameters );
- }
- /**
- * The anisotropy strength, from `0.0` to `1.0`.
- *
- * @type {number}
- * @default 0
- */
- get anisotropy() {
- return this._anisotropy;
- }
- set anisotropy( value ) {
- if ( this._anisotropy > 0 !== value > 0 ) {
- this.version ++;
- }
- this._anisotropy = value;
- }
- /**
- * Represents the intensity of the clear coat layer, from `0.0` to `1.0`. Use
- * clear coat related properties to enable multilayer materials that have a
- * thin translucent layer over the base layer.
- *
- * @type {number}
- * @default 0
- */
- get clearcoat() {
- return this._clearcoat;
- }
- set clearcoat( value ) {
- if ( this._clearcoat > 0 !== value > 0 ) {
- this.version ++;
- }
- this._clearcoat = value;
- }
- /**
- * The intensity of the iridescence layer, simulating RGB color shift based on the angle between
- * the surface and the viewer, from `0.0` to `1.0`.
- *
- * @type {number}
- * @default 0
- */
- get iridescence() {
- return this._iridescence;
- }
- set iridescence( value ) {
- if ( this._iridescence > 0 !== value > 0 ) {
- this.version ++;
- }
- this._iridescence = value;
- }
- /**
- * Defines the strength of the angular separation of colors (chromatic aberration) transmitting
- * through a relatively clear volume. Any value zero or larger is valid, the typical range of
- * realistic values is `[0, 1]`. This property can be only be used with transmissive objects.
- *
- * @type {number}
- * @default 0
- */
- get dispersion() {
- return this._dispersion;
- }
- set dispersion( value ) {
- if ( this._dispersion > 0 !== value > 0 ) {
- this.version ++;
- }
- this._dispersion = value;
- }
- /**
- * The intensity of the sheen layer, from `0.0` to `1.0`.
- *
- * @type {number}
- * @default 0
- */
- get sheen() {
- return this._sheen;
- }
- set sheen( value ) {
- if ( this._sheen > 0 !== value > 0 ) {
- this.version ++;
- }
- this._sheen = value;
- }
- /**
- * Degree of transmission (or optical transparency), from `0.0` to `1.0`.
- *
- * Thin, transparent or semitransparent, plastic or glass materials remain
- * largely reflective even if they are fully transmissive. The transmission
- * property can be used to model these materials.
- *
- * When transmission is non-zero, `opacity` should be set to `1`.
- *
- * @type {number}
- * @default 0
- */
- get transmission() {
- return this._transmission;
- }
- set transmission( value ) {
- if ( this._transmission > 0 !== value > 0 ) {
- this.version ++;
- }
- this._transmission = value;
- }
- copy( source ) {
- super.copy( source );
- this.defines = {
- 'STANDARD': '',
- 'PHYSICAL': ''
- };
- this.anisotropy = source.anisotropy;
- this.anisotropyRotation = source.anisotropyRotation;
- this.anisotropyMap = source.anisotropyMap;
- this.clearcoat = source.clearcoat;
- this.clearcoatMap = source.clearcoatMap;
- this.clearcoatRoughness = source.clearcoatRoughness;
- this.clearcoatRoughnessMap = source.clearcoatRoughnessMap;
- this.clearcoatNormalMap = source.clearcoatNormalMap;
- this.clearcoatNormalScale.copy( source.clearcoatNormalScale );
- this.dispersion = source.dispersion;
- this.ior = source.ior;
- this.iridescence = source.iridescence;
- this.iridescenceMap = source.iridescenceMap;
- this.iridescenceIOR = source.iridescenceIOR;
- this.iridescenceThicknessRange = [ ...source.iridescenceThicknessRange ];
- this.iridescenceThicknessMap = source.iridescenceThicknessMap;
- this.sheen = source.sheen;
- this.sheenColor.copy( source.sheenColor );
- this.sheenColorMap = source.sheenColorMap;
- this.sheenRoughness = source.sheenRoughness;
- this.sheenRoughnessMap = source.sheenRoughnessMap;
- this.transmission = source.transmission;
- this.transmissionMap = source.transmissionMap;
- this.thickness = source.thickness;
- this.thicknessMap = source.thicknessMap;
- this.attenuationDistance = source.attenuationDistance;
- this.attenuationColor.copy( source.attenuationColor );
- this.specularIntensity = source.specularIntensity;
- this.specularIntensityMap = source.specularIntensityMap;
- this.specularColor.copy( source.specularColor );
- this.specularColorMap = source.specularColorMap;
- return this;
- }
- }
- /**
- * A material for shiny surfaces with specular highlights.
- *
- * The material uses a non-physically based [Blinn-Phong](https://en.wikipedia.org/wiki/Blinn-Phong_shading_model)
- * model for calculating reflectance. Unlike the Lambertian model used in the
- * {@link MeshLambertMaterial} this can simulate shiny surfaces with specular
- * highlights (such as varnished wood). `MeshPhongMaterial` uses per-fragment shading.
- *
- * Performance will generally be greater when using this material over the
- * {@link MeshStandardMaterial} or {@link MeshPhysicalMaterial}, at the cost of
- * some graphical accuracy.
- *
- * @augments Material
- * @demo scenes/material-browser.html#MeshPhongMaterial
- */
- class MeshPhongMaterial extends Material {
- /**
- * Constructs a new mesh phong material.
- *
- * @param {Object} [parameters] - An object with one or more properties
- * defining the material's appearance. Any property of the material
- * (including any property from inherited materials) can be passed
- * in here. Color values can be passed any type of value accepted
- * by {@link Color#set}.
- */
- constructor( parameters ) {
- super();
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isMeshPhongMaterial = true;
- this.type = 'MeshPhongMaterial';
- /**
- * Color of the material.
- *
- * @type {Color}
- * @default (1,1,1)
- */
- this.color = new Color( 0xffffff ); // diffuse
- /**
- * Specular color of the material. The default color is set to `0x111111` (very dark grey)
- *
- * This defines how shiny the material is and the color of its shine.
- *
- * @type {Color}
- */
- this.specular = new Color( 0x111111 );
- /**
- * How shiny the specular highlight is; a higher value gives a sharper highlight.
- *
- * @type {number}
- * @default 30
- */
- this.shininess = 30;
- /**
- * The color map. May optionally include an alpha channel, typically combined
- * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
- * color is modulated by the diffuse `color`.
- *
- * @type {?Texture}
- * @default null
- */
- this.map = null;
- /**
- * The light map. Requires a second set of UVs.
- *
- * @type {?Texture}
- * @default null
- */
- this.lightMap = null;
- /**
- * Intensity of the baked light.
- *
- * @type {number}
- * @default 1
- */
- this.lightMapIntensity = 1.0;
- /**
- * The red channel of this texture is used as the ambient occlusion map.
- * Requires a second set of UVs.
- *
- * @type {?Texture}
- * @default null
- */
- this.aoMap = null;
- /**
- * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0`
- * disables ambient occlusion. Where intensity is `1` and the AO map's
- * red channel is also `1`, ambient light is fully occluded on a surface.
- *
- * @type {number}
- * @default 1
- */
- this.aoMapIntensity = 1.0;
- /**
- * Emissive (light) color of the material, essentially a solid color
- * unaffected by other lighting.
- *
- * @type {Color}
- * @default (0,0,0)
- */
- this.emissive = new Color( 0x000000 );
- /**
- * Intensity of the emissive light. Modulates the emissive color.
- *
- * @type {number}
- * @default 1
- */
- this.emissiveIntensity = 1.0;
- /**
- * Set emissive (glow) map. The emissive map color is modulated by the
- * emissive color and the emissive intensity. If you have an emissive map,
- * be sure to set the emissive color to something other than black.
- *
- * @type {?Texture}
- * @default null
- */
- this.emissiveMap = null;
- /**
- * The texture to create a bump map. The black and white values map to the
- * perceived depth in relation to the lights. Bump doesn't actually affect
- * the geometry of the object, only the lighting. If a normal map is defined
- * this will be ignored.
- *
- * @type {?Texture}
- * @default null
- */
- this.bumpMap = null;
- /**
- * How much the bump map affects the material. Typical range is `[0,1]`.
- *
- * @type {number}
- * @default 1
- */
- this.bumpScale = 1;
- /**
- * The texture to create a normal map. The RGB values affect the surface
- * normal for each pixel fragment and change the way the color is lit. Normal
- * maps do not change the actual shape of the surface, only the lighting. In
- * case the material has a normal map authored using the left handed
- * convention, the `y` component of `normalScale` should be negated to compensate
- * for the different handedness.
- *
- * @type {?Texture}
- * @default null
- */
- this.normalMap = null;
- /**
- * The type of normal map.
- *
- * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
- * @default TangentSpaceNormalMap
- */
- this.normalMapType = TangentSpaceNormalMap;
- /**
- * How much the normal map affects the material. Typical value range is `[0,1]`.
- *
- * @type {Vector2}
- * @default (1,1)
- */
- this.normalScale = new Vector2( 1, 1 );
- /**
- * The displacement map affects the position of the mesh's vertices. Unlike
- * other maps which only affect the light and shade of the material the
- * displaced vertices can cast shadows, block other objects, and otherwise
- * act as real geometry. The displacement texture is an image where the value
- * of each pixel (white being the highest) is mapped against, and
- * repositions, the vertices of the mesh.
- *
- * @type {?Texture}
- * @default null
- */
- this.displacementMap = null;
- /**
- * How much the displacement map affects the mesh (where black is no
- * displacement, and white is maximum displacement). Without a displacement
- * map set, this value is not applied.
- *
- * @type {number}
- * @default 0
- */
- this.displacementScale = 1;
- /**
- * The offset of the displacement map's values on the mesh's vertices.
- * The bias is added to the scaled sample of the displacement map.
- * Without a displacement map set, this value is not applied.
- *
- * @type {number}
- * @default 0
- */
- this.displacementBias = 0;
- /**
- * The specular map value affects both how much the specular surface
- * highlight contributes and how much of the environment map affects the
- * surface.
- *
- * @type {?Texture}
- * @default null
- */
- this.specularMap = null;
- /**
- * The alpha map is a grayscale texture that controls the opacity across the
- * surface (black: fully transparent; white: fully opaque).
- *
- * Only the color of the texture is used, ignoring the alpha channel if one
- * exists. For RGB and RGBA textures, the renderer will use the green channel
- * when sampling this texture due to the extra bit of precision provided for
- * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
- * luminance/alpha textures will also still work as expected.
- *
- * @type {?Texture}
- * @default null
- */
- this.alphaMap = null;
- /**
- * The environment map.
- *
- * @type {?Texture}
- * @default null
- */
- this.envMap = null;
- /**
- * The rotation of the environment map in radians.
- *
- * @type {Euler}
- * @default (0,0,0)
- */
- this.envMapRotation = new Euler();
- /**
- * How to combine the result of the surface's color with the environment map, if any.
- *
- * When set to `MixOperation`, the {@link MeshBasicMaterial#reflectivity} is used to
- * blend between the two colors.
- *
- * @type {(MultiplyOperation|MixOperation|AddOperation)}
- * @default MultiplyOperation
- */
- this.combine = MultiplyOperation;
- /**
- * How much the environment map affects the surface.
- * The valid range is between `0` (no reflections) and `1` (full reflections).
- *
- * @type {number}
- * @default 1
- */
- this.reflectivity = 1;
- /**
- * The index of refraction (IOR) of air (approximately 1) divided by the
- * index of refraction of the material. It is used with environment mapping
- * modes {@link CubeRefractionMapping} and {@link EquirectangularRefractionMapping}.
- * The refraction ratio should not exceed `1`.
- *
- * @type {number}
- * @default 0.98
- */
- this.refractionRatio = 0.98;
- /**
- * Renders the geometry as a wireframe.
- *
- * @type {boolean}
- * @default false
- */
- this.wireframe = false;
- /**
- * Controls the thickness of the wireframe.
- *
- * Can only be used with {@link SVGRenderer}.
- *
- * @type {number}
- * @default 1
- */
- this.wireframeLinewidth = 1;
- /**
- * Defines appearance of wireframe ends.
- *
- * Can only be used with {@link SVGRenderer}.
- *
- * @type {('round'|'bevel'|'miter')}
- * @default 'round'
- */
- this.wireframeLinecap = 'round';
- /**
- * Defines appearance of wireframe joints.
- *
- * Can only be used with {@link SVGRenderer}.
- *
- * @type {('round'|'bevel'|'miter')}
- * @default 'round'
- */
- this.wireframeLinejoin = 'round';
- /**
- * Whether the material is rendered with flat shading or not.
- *
- * @type {boolean}
- * @default false
- */
- this.flatShading = false;
- /**
- * Whether the material is affected by fog or not.
- *
- * @type {boolean}
- * @default true
- */
- this.fog = true;
- this.setValues( parameters );
- }
- copy( source ) {
- super.copy( source );
- this.color.copy( source.color );
- this.specular.copy( source.specular );
- this.shininess = source.shininess;
- this.map = source.map;
- this.lightMap = source.lightMap;
- this.lightMapIntensity = source.lightMapIntensity;
- this.aoMap = source.aoMap;
- this.aoMapIntensity = source.aoMapIntensity;
- this.emissive.copy( source.emissive );
- this.emissiveMap = source.emissiveMap;
- this.emissiveIntensity = source.emissiveIntensity;
- this.bumpMap = source.bumpMap;
- this.bumpScale = source.bumpScale;
- this.normalMap = source.normalMap;
- this.normalMapType = source.normalMapType;
- this.normalScale.copy( source.normalScale );
- this.displacementMap = source.displacementMap;
- this.displacementScale = source.displacementScale;
- this.displacementBias = source.displacementBias;
- this.specularMap = source.specularMap;
- this.alphaMap = source.alphaMap;
- this.envMap = source.envMap;
- this.envMapRotation.copy( source.envMapRotation );
- this.combine = source.combine;
- this.reflectivity = source.reflectivity;
- this.refractionRatio = source.refractionRatio;
- this.wireframe = source.wireframe;
- this.wireframeLinewidth = source.wireframeLinewidth;
- this.wireframeLinecap = source.wireframeLinecap;
- this.wireframeLinejoin = source.wireframeLinejoin;
- this.flatShading = source.flatShading;
- this.fog = source.fog;
- return this;
- }
- }
- /**
- * A material implementing toon shading.
- *
- * @augments Material
- * @demo scenes/material-browser.html#MeshToonMaterial
- */
- class MeshToonMaterial extends Material {
- /**
- * Constructs a new mesh toon material.
- *
- * @param {Object} [parameters] - An object with one or more properties
- * defining the material's appearance. Any property of the material
- * (including any property from inherited materials) can be passed
- * in here. Color values can be passed any type of value accepted
- * by {@link Color#set}.
- */
- constructor( parameters ) {
- super();
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isMeshToonMaterial = true;
- this.defines = { 'TOON': '' };
- this.type = 'MeshToonMaterial';
- /**
- * Color of the material.
- *
- * @type {Color}
- * @default (1,1,1)
- */
- this.color = new Color( 0xffffff );
- /**
- * The color map. May optionally include an alpha channel, typically combined
- * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
- * color is modulated by the diffuse `color`.
- *
- * @type {?Texture}
- * @default null
- */
- this.map = null;
- /**
- * Gradient map for toon shading. It's required to set
- * {@link Texture#minFilter} and {@link Texture#magFilter} to {@linkNearestFilter}
- * when using this type of texture.
- *
- * @type {?Texture}
- * @default null
- */
- this.gradientMap = null;
- /**
- * The light map. Requires a second set of UVs.
- *
- * @type {?Texture}
- * @default null
- */
- this.lightMap = null;
- /**
- * Intensity of the baked light.
- *
- * @type {number}
- * @default 1
- */
- this.lightMapIntensity = 1.0;
- /**
- * The red channel of this texture is used as the ambient occlusion map.
- * Requires a second set of UVs.
- *
- * @type {?Texture}
- * @default null
- */
- this.aoMap = null;
- /**
- * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0`
- * disables ambient occlusion. Where intensity is `1` and the AO map's
- * red channel is also `1`, ambient light is fully occluded on a surface.
- *
- * @type {number}
- * @default 1
- */
- this.aoMapIntensity = 1.0;
- /**
- * Emissive (light) color of the material, essentially a solid color
- * unaffected by other lighting.
- *
- * @type {Color}
- * @default (0,0,0)
- */
- this.emissive = new Color( 0x000000 );
- /**
- * Intensity of the emissive light. Modulates the emissive color.
- *
- * @type {number}
- * @default 1
- */
- this.emissiveIntensity = 1.0;
- /**
- * Set emissive (glow) map. The emissive map color is modulated by the
- * emissive color and the emissive intensity. If you have an emissive map,
- * be sure to set the emissive color to something other than black.
- *
- * @type {?Texture}
- * @default null
- */
- this.emissiveMap = null;
- /**
- * The texture to create a bump map. The black and white values map to the
- * perceived depth in relation to the lights. Bump doesn't actually affect
- * the geometry of the object, only the lighting. If a normal map is defined
- * this will be ignored.
- *
- * @type {?Texture}
- * @default null
- */
- this.bumpMap = null;
- /**
- * How much the bump map affects the material. Typical range is `[0,1]`.
- *
- * @type {number}
- * @default 1
- */
- this.bumpScale = 1;
- /**
- * The texture to create a normal map. The RGB values affect the surface
- * normal for each pixel fragment and change the way the color is lit. Normal
- * maps do not change the actual shape of the surface, only the lighting. In
- * case the material has a normal map authored using the left handed
- * convention, the `y` component of `normalScale` should be negated to compensate
- * for the different handedness.
- *
- * @type {?Texture}
- * @default null
- */
- this.normalMap = null;
- /**
- * The type of normal map.
- *
- * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
- * @default TangentSpaceNormalMap
- */
- this.normalMapType = TangentSpaceNormalMap;
- /**
- * How much the normal map affects the material. Typical value range is `[0,1]`.
- *
- * @type {Vector2}
- * @default (1,1)
- */
- this.normalScale = new Vector2( 1, 1 );
- /**
- * The displacement map affects the position of the mesh's vertices. Unlike
- * other maps which only affect the light and shade of the material the
- * displaced vertices can cast shadows, block other objects, and otherwise
- * act as real geometry. The displacement texture is an image where the value
- * of each pixel (white being the highest) is mapped against, and
- * repositions, the vertices of the mesh.
- *
- * @type {?Texture}
- * @default null
- */
- this.displacementMap = null;
- /**
- * How much the displacement map affects the mesh (where black is no
- * displacement, and white is maximum displacement). Without a displacement
- * map set, this value is not applied.
- *
- * @type {number}
- * @default 0
- */
- this.displacementScale = 1;
- /**
- * The offset of the displacement map's values on the mesh's vertices.
- * The bias is added to the scaled sample of the displacement map.
- * Without a displacement map set, this value is not applied.
- *
- * @type {number}
- * @default 0
- */
- this.displacementBias = 0;
- /**
- * The alpha map is a grayscale texture that controls the opacity across the
- * surface (black: fully transparent; white: fully opaque).
- *
- * Only the color of the texture is used, ignoring the alpha channel if one
- * exists. For RGB and RGBA textures, the renderer will use the green channel
- * when sampling this texture due to the extra bit of precision provided for
- * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
- * luminance/alpha textures will also still work as expected.
- *
- * @type {?Texture}
- * @default null
- */
- this.alphaMap = null;
- /**
- * Renders the geometry as a wireframe.
- *
- * @type {boolean}
- * @default false
- */
- this.wireframe = false;
- /**
- * Controls the thickness of the wireframe.
- *
- * Can only be used with {@link SVGRenderer}.
- *
- * @type {number}
- * @default 1
- */
- this.wireframeLinewidth = 1;
- /**
- * Defines appearance of wireframe ends.
- *
- * Can only be used with {@link SVGRenderer}.
- *
- * @type {('round'|'bevel'|'miter')}
- * @default 'round'
- */
- this.wireframeLinecap = 'round';
- /**
- * Defines appearance of wireframe joints.
- *
- * Can only be used with {@link SVGRenderer}.
- *
- * @type {('round'|'bevel'|'miter')}
- * @default 'round'
- */
- this.wireframeLinejoin = 'round';
- /**
- * Whether the material is affected by fog or not.
- *
- * @type {boolean}
- * @default true
- */
- this.fog = true;
- this.setValues( parameters );
- }
- copy( source ) {
- super.copy( source );
- this.color.copy( source.color );
- this.map = source.map;
- this.gradientMap = source.gradientMap;
- this.lightMap = source.lightMap;
- this.lightMapIntensity = source.lightMapIntensity;
- this.aoMap = source.aoMap;
- this.aoMapIntensity = source.aoMapIntensity;
- this.emissive.copy( source.emissive );
- this.emissiveMap = source.emissiveMap;
- this.emissiveIntensity = source.emissiveIntensity;
- this.bumpMap = source.bumpMap;
- this.bumpScale = source.bumpScale;
- this.normalMap = source.normalMap;
- this.normalMapType = source.normalMapType;
- this.normalScale.copy( source.normalScale );
- this.displacementMap = source.displacementMap;
- this.displacementScale = source.displacementScale;
- this.displacementBias = source.displacementBias;
- this.alphaMap = source.alphaMap;
- this.wireframe = source.wireframe;
- this.wireframeLinewidth = source.wireframeLinewidth;
- this.wireframeLinecap = source.wireframeLinecap;
- this.wireframeLinejoin = source.wireframeLinejoin;
- this.fog = source.fog;
- return this;
- }
- }
- /**
- * A material that maps the normal vectors to RGB colors.
- *
- * @augments Material
- * @demo scenes/material-browser.html#MeshNormalMaterial
- */
- class MeshNormalMaterial extends Material {
- /**
- * Constructs a new mesh normal material.
- *
- * @param {Object} [parameters] - An object with one or more properties
- * defining the material's appearance. Any property of the material
- * (including any property from inherited materials) can be passed
- * in here. Color values can be passed any type of value accepted
- * by {@link Color#set}.
- */
- constructor( parameters ) {
- super();
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isMeshNormalMaterial = true;
- this.type = 'MeshNormalMaterial';
- /**
- * The texture to create a bump map. The black and white values map to the
- * perceived depth in relation to the lights. Bump doesn't actually affect
- * the geometry of the object, only the lighting. If a normal map is defined
- * this will be ignored.
- *
- * @type {?Texture}
- * @default null
- */
- this.bumpMap = null;
- /**
- * How much the bump map affects the material. Typical range is `[0,1]`.
- *
- * @type {number}
- * @default 1
- */
- this.bumpScale = 1;
- /**
- * The texture to create a normal map. The RGB values affect the surface
- * normal for each pixel fragment and change the way the color is lit. Normal
- * maps do not change the actual shape of the surface, only the lighting. In
- * case the material has a normal map authored using the left handed
- * convention, the `y` component of `normalScale` should be negated to compensate
- * for the different handedness.
- *
- * @type {?Texture}
- * @default null
- */
- this.normalMap = null;
- /**
- * The type of normal map.
- *
- * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
- * @default TangentSpaceNormalMap
- */
- this.normalMapType = TangentSpaceNormalMap;
- /**
- * How much the normal map affects the material. Typical value range is `[0,1]`.
- *
- * @type {Vector2}
- * @default (1,1)
- */
- this.normalScale = new Vector2( 1, 1 );
- /**
- * The displacement map affects the position of the mesh's vertices. Unlike
- * other maps which only affect the light and shade of the material the
- * displaced vertices can cast shadows, block other objects, and otherwise
- * act as real geometry. The displacement texture is an image where the value
- * of each pixel (white being the highest) is mapped against, and
- * repositions, the vertices of the mesh.
- *
- * @type {?Texture}
- * @default null
- */
- this.displacementMap = null;
- /**
- * How much the displacement map affects the mesh (where black is no
- * displacement, and white is maximum displacement). Without a displacement
- * map set, this value is not applied.
- *
- * @type {number}
- * @default 0
- */
- this.displacementScale = 1;
- /**
- * The offset of the displacement map's values on the mesh's vertices.
- * The bias is added to the scaled sample of the displacement map.
- * Without a displacement map set, this value is not applied.
- *
- * @type {number}
- * @default 0
- */
- this.displacementBias = 0;
- /**
- * Renders the geometry as a wireframe.
- *
- * @type {boolean}
- * @default false
- */
- this.wireframe = false;
- /**
- * Controls the thickness of the wireframe.
- *
- * WebGL and WebGPU ignore this property and always render
- * 1 pixel wide lines.
- *
- * @type {number}
- * @default 1
- */
- this.wireframeLinewidth = 1;
- /**
- * Whether the material is rendered with flat shading or not.
- *
- * @type {boolean}
- * @default false
- */
- this.flatShading = false;
- this.setValues( parameters );
- }
- copy( source ) {
- super.copy( source );
- this.bumpMap = source.bumpMap;
- this.bumpScale = source.bumpScale;
- this.normalMap = source.normalMap;
- this.normalMapType = source.normalMapType;
- this.normalScale.copy( source.normalScale );
- this.displacementMap = source.displacementMap;
- this.displacementScale = source.displacementScale;
- this.displacementBias = source.displacementBias;
- this.wireframe = source.wireframe;
- this.wireframeLinewidth = source.wireframeLinewidth;
- this.flatShading = source.flatShading;
- return this;
- }
- }
- /**
- * A material for non-shiny surfaces, without specular highlights.
- *
- * The material uses a non-physically based [Lambertian](https://en.wikipedia.org/wiki/Lambertian_reflectance)
- * model for calculating reflectance. This can simulate some surfaces (such
- * as untreated wood or stone) well, but cannot simulate shiny surfaces with
- * specular highlights (such as varnished wood). `MeshLambertMaterial` uses per-fragment
- * shading.
- *
- * Due to the simplicity of the reflectance and illumination models,
- * performance will be greater when using this material over the
- * {@link MeshPhongMaterial}, {@link MeshStandardMaterial} or
- * {@link MeshPhysicalMaterial}, at the cost of some graphical accuracy.
- *
- * @augments Material
- * @demo scenes/material-browser.html#MeshLambertMaterial
- */
- class MeshLambertMaterial extends Material {
- /**
- * Constructs a new mesh lambert material.
- *
- * @param {Object} [parameters] - An object with one or more properties
- * defining the material's appearance. Any property of the material
- * (including any property from inherited materials) can be passed
- * in here. Color values can be passed any type of value accepted
- * by {@link Color#set}.
- */
- constructor( parameters ) {
- super();
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isMeshLambertMaterial = true;
- this.type = 'MeshLambertMaterial';
- /**
- * Color of the material.
- *
- * @type {Color}
- * @default (1,1,1)
- */
- this.color = new Color( 0xffffff ); // diffuse
- /**
- * The color map. May optionally include an alpha channel, typically combined
- * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
- * color is modulated by the diffuse `color`.
- *
- * @type {?Texture}
- * @default null
- */
- this.map = null;
- /**
- * The light map. Requires a second set of UVs.
- *
- * @type {?Texture}
- * @default null
- */
- this.lightMap = null;
- /**
- * Intensity of the baked light.
- *
- * @type {number}
- * @default 1
- */
- this.lightMapIntensity = 1.0;
- /**
- * The red channel of this texture is used as the ambient occlusion map.
- * Requires a second set of UVs.
- *
- * @type {?Texture}
- * @default null
- */
- this.aoMap = null;
- /**
- * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0`
- * disables ambient occlusion. Where intensity is `1` and the AO map's
- * red channel is also `1`, ambient light is fully occluded on a surface.
- *
- * @type {number}
- * @default 1
- */
- this.aoMapIntensity = 1.0;
- /**
- * Emissive (light) color of the material, essentially a solid color
- * unaffected by other lighting.
- *
- * @type {Color}
- * @default (0,0,0)
- */
- this.emissive = new Color( 0x000000 );
- /**
- * Intensity of the emissive light. Modulates the emissive color.
- *
- * @type {number}
- * @default 1
- */
- this.emissiveIntensity = 1.0;
- /**
- * Set emissive (glow) map. The emissive map color is modulated by the
- * emissive color and the emissive intensity. If you have an emissive map,
- * be sure to set the emissive color to something other than black.
- *
- * @type {?Texture}
- * @default null
- */
- this.emissiveMap = null;
- /**
- * The texture to create a bump map. The black and white values map to the
- * perceived depth in relation to the lights. Bump doesn't actually affect
- * the geometry of the object, only the lighting. If a normal map is defined
- * this will be ignored.
- *
- * @type {?Texture}
- * @default null
- */
- this.bumpMap = null;
- /**
- * How much the bump map affects the material. Typical range is `[0,1]`.
- *
- * @type {number}
- * @default 1
- */
- this.bumpScale = 1;
- /**
- * The texture to create a normal map. The RGB values affect the surface
- * normal for each pixel fragment and change the way the color is lit. Normal
- * maps do not change the actual shape of the surface, only the lighting. In
- * case the material has a normal map authored using the left handed
- * convention, the `y` component of `normalScale` should be negated to compensate
- * for the different handedness.
- *
- * @type {?Texture}
- * @default null
- */
- this.normalMap = null;
- /**
- * The type of normal map.
- *
- * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
- * @default TangentSpaceNormalMap
- */
- this.normalMapType = TangentSpaceNormalMap;
- /**
- * How much the normal map affects the material. Typical value range is `[0,1]`.
- *
- * @type {Vector2}
- * @default (1,1)
- */
- this.normalScale = new Vector2( 1, 1 );
- /**
- * The displacement map affects the position of the mesh's vertices. Unlike
- * other maps which only affect the light and shade of the material the
- * displaced vertices can cast shadows, block other objects, and otherwise
- * act as real geometry. The displacement texture is an image where the value
- * of each pixel (white being the highest) is mapped against, and
- * repositions, the vertices of the mesh.
- *
- * @type {?Texture}
- * @default null
- */
- this.displacementMap = null;
- /**
- * How much the displacement map affects the mesh (where black is no
- * displacement, and white is maximum displacement). Without a displacement
- * map set, this value is not applied.
- *
- * @type {number}
- * @default 0
- */
- this.displacementScale = 1;
- /**
- * The offset of the displacement map's values on the mesh's vertices.
- * The bias is added to the scaled sample of the displacement map.
- * Without a displacement map set, this value is not applied.
- *
- * @type {number}
- * @default 0
- */
- this.displacementBias = 0;
- /**
- * Specular map used by the material.
- *
- * @type {?Texture}
- * @default null
- */
- this.specularMap = null;
- /**
- * The alpha map is a grayscale texture that controls the opacity across the
- * surface (black: fully transparent; white: fully opaque).
- *
- * Only the color of the texture is used, ignoring the alpha channel if one
- * exists. For RGB and RGBA textures, the renderer will use the green channel
- * when sampling this texture due to the extra bit of precision provided for
- * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
- * luminance/alpha textures will also still work as expected.
- *
- * @type {?Texture}
- * @default null
- */
- this.alphaMap = null;
- /**
- * The environment map.
- *
- * @type {?Texture}
- * @default null
- */
- this.envMap = null;
- /**
- * The rotation of the environment map in radians.
- *
- * @type {Euler}
- * @default (0,0,0)
- */
- this.envMapRotation = new Euler();
- /**
- * How to combine the result of the surface's color with the environment map, if any.
- *
- * When set to `MixOperation`, the {@link MeshBasicMaterial#reflectivity} is used to
- * blend between the two colors.
- *
- * @type {(MultiplyOperation|MixOperation|AddOperation)}
- * @default MultiplyOperation
- */
- this.combine = MultiplyOperation;
- /**
- * How much the environment map affects the surface.
- * The valid range is between `0` (no reflections) and `1` (full reflections).
- *
- * @type {number}
- * @default 1
- */
- this.reflectivity = 1;
- /**
- * The index of refraction (IOR) of air (approximately 1) divided by the
- * index of refraction of the material. It is used with environment mapping
- * modes {@link CubeRefractionMapping} and {@link EquirectangularRefractionMapping}.
- * The refraction ratio should not exceed `1`.
- *
- * @type {number}
- * @default 0.98
- */
- this.refractionRatio = 0.98;
- /**
- * Renders the geometry as a wireframe.
- *
- * @type {boolean}
- * @default false
- */
- this.wireframe = false;
- /**
- * Controls the thickness of the wireframe.
- *
- * Can only be used with {@link SVGRenderer}.
- *
- * @type {number}
- * @default 1
- */
- this.wireframeLinewidth = 1;
- /**
- * Defines appearance of wireframe ends.
- *
- * Can only be used with {@link SVGRenderer}.
- *
- * @type {('round'|'bevel'|'miter')}
- * @default 'round'
- */
- this.wireframeLinecap = 'round';
- /**
- * Defines appearance of wireframe joints.
- *
- * Can only be used with {@link SVGRenderer}.
- *
- * @type {('round'|'bevel'|'miter')}
- * @default 'round'
- */
- this.wireframeLinejoin = 'round';
- /**
- * Whether the material is rendered with flat shading or not.
- *
- * @type {boolean}
- * @default false
- */
- this.flatShading = false;
- /**
- * Whether the material is affected by fog or not.
- *
- * @type {boolean}
- * @default true
- */
- this.fog = true;
- this.setValues( parameters );
- }
- copy( source ) {
- super.copy( source );
- this.color.copy( source.color );
- this.map = source.map;
- this.lightMap = source.lightMap;
- this.lightMapIntensity = source.lightMapIntensity;
- this.aoMap = source.aoMap;
- this.aoMapIntensity = source.aoMapIntensity;
- this.emissive.copy( source.emissive );
- this.emissiveMap = source.emissiveMap;
- this.emissiveIntensity = source.emissiveIntensity;
- this.bumpMap = source.bumpMap;
- this.bumpScale = source.bumpScale;
- this.normalMap = source.normalMap;
- this.normalMapType = source.normalMapType;
- this.normalScale.copy( source.normalScale );
- this.displacementMap = source.displacementMap;
- this.displacementScale = source.displacementScale;
- this.displacementBias = source.displacementBias;
- this.specularMap = source.specularMap;
- this.alphaMap = source.alphaMap;
- this.envMap = source.envMap;
- this.envMapRotation.copy( source.envMapRotation );
- this.combine = source.combine;
- this.reflectivity = source.reflectivity;
- this.refractionRatio = source.refractionRatio;
- this.wireframe = source.wireframe;
- this.wireframeLinewidth = source.wireframeLinewidth;
- this.wireframeLinecap = source.wireframeLinecap;
- this.wireframeLinejoin = source.wireframeLinejoin;
- this.flatShading = source.flatShading;
- this.fog = source.fog;
- return this;
- }
- }
- /**
- * A material for drawing geometry by depth. Depth is based off of the camera
- * near and far plane. White is nearest, black is farthest.
- *
- * @augments Material
- * @demo scenes/material-browser.html#MeshDepthMaterial
- */
- class MeshDepthMaterial extends Material {
- /**
- * Constructs a new mesh depth material.
- *
- * @param {Object} [parameters] - An object with one or more properties
- * defining the material's appearance. Any property of the material
- * (including any property from inherited materials) can be passed
- * in here. Color values can be passed any type of value accepted
- * by {@link Color#set}.
- */
- constructor( parameters ) {
- super();
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isMeshDepthMaterial = true;
- this.type = 'MeshDepthMaterial';
- /**
- * Type for depth packing.
- *
- * @type {(BasicDepthPacking|RGBADepthPacking|RGBDepthPacking|RGDepthPacking)}
- * @default BasicDepthPacking
- */
- this.depthPacking = BasicDepthPacking;
- /**
- * The color map. May optionally include an alpha channel, typically combined
- * with {@link Material#transparent} or {@link Material#alphaTest}.
- *
- * @type {?Texture}
- * @default null
- */
- this.map = null;
- /**
- * The alpha map is a grayscale texture that controls the opacity across the
- * surface (black: fully transparent; white: fully opaque).
- *
- * Only the color of the texture is used, ignoring the alpha channel if one
- * exists. For RGB and RGBA textures, the renderer will use the green channel
- * when sampling this texture due to the extra bit of precision provided for
- * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
- * luminance/alpha textures will also still work as expected.
- *
- * @type {?Texture}
- * @default null
- */
- this.alphaMap = null;
- /**
- * The displacement map affects the position of the mesh's vertices. Unlike
- * other maps which only affect the light and shade of the material the
- * displaced vertices can cast shadows, block other objects, and otherwise
- * act as real geometry. The displacement texture is an image where the value
- * of each pixel (white being the highest) is mapped against, and
- * repositions, the vertices of the mesh.
- *
- * @type {?Texture}
- * @default null
- */
- this.displacementMap = null;
- /**
- * How much the displacement map affects the mesh (where black is no
- * displacement, and white is maximum displacement). Without a displacement
- * map set, this value is not applied.
- *
- * @type {number}
- * @default 0
- */
- this.displacementScale = 1;
- /**
- * The offset of the displacement map's values on the mesh's vertices.
- * The bias is added to the scaled sample of the displacement map.
- * Without a displacement map set, this value is not applied.
- *
- * @type {number}
- * @default 0
- */
- this.displacementBias = 0;
- /**
- * Renders the geometry as a wireframe.
- *
- * @type {boolean}
- * @default false
- */
- this.wireframe = false;
- /**
- * Controls the thickness of the wireframe.
- *
- * WebGL and WebGPU ignore this property and always render
- * 1 pixel wide lines.
- *
- * @type {number}
- * @default 1
- */
- this.wireframeLinewidth = 1;
- this.setValues( parameters );
- }
- copy( source ) {
- super.copy( source );
- this.depthPacking = source.depthPacking;
- this.map = source.map;
- this.alphaMap = source.alphaMap;
- this.displacementMap = source.displacementMap;
- this.displacementScale = source.displacementScale;
- this.displacementBias = source.displacementBias;
- this.wireframe = source.wireframe;
- this.wireframeLinewidth = source.wireframeLinewidth;
- return this;
- }
- }
- /**
- * A material used internally for implementing shadow mapping with
- * point lights.
- *
- * Can also be used to customize the shadow casting of an object by assigning
- * an instance of `MeshDistanceMaterial` to {@link Object3D#customDistanceMaterial}.
- * The following examples demonstrates this approach in order to ensure
- * transparent parts of objects do not cast shadows.
- *
- * @augments Material
- */
- class MeshDistanceMaterial extends Material {
- /**
- * Constructs a new mesh distance material.
- *
- * @param {Object} [parameters] - An object with one or more properties
- * defining the material's appearance. Any property of the material
- * (including any property from inherited materials) can be passed
- * in here. Color values can be passed any type of value accepted
- * by {@link Color#set}.
- */
- constructor( parameters ) {
- super();
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isMeshDistanceMaterial = true;
- this.type = 'MeshDistanceMaterial';
- /**
- * The color map. May optionally include an alpha channel, typically combined
- * with {@link Material#transparent} or {@link Material#alphaTest}.
- *
- * @type {?Texture}
- * @default null
- */
- this.map = null;
- /**
- * The alpha map is a grayscale texture that controls the opacity across the
- * surface (black: fully transparent; white: fully opaque).
- *
- * Only the color of the texture is used, ignoring the alpha channel if one
- * exists. For RGB and RGBA textures, the renderer will use the green channel
- * when sampling this texture due to the extra bit of precision provided for
- * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
- * luminance/alpha textures will also still work as expected.
- *
- * @type {?Texture}
- * @default null
- */
- this.alphaMap = null;
- /**
- * The displacement map affects the position of the mesh's vertices. Unlike
- * other maps which only affect the light and shade of the material the
- * displaced vertices can cast shadows, block other objects, and otherwise
- * act as real geometry. The displacement texture is an image where the value
- * of each pixel (white being the highest) is mapped against, and
- * repositions, the vertices of the mesh.
- *
- * @type {?Texture}
- * @default null
- */
- this.displacementMap = null;
- /**
- * How much the displacement map affects the mesh (where black is no
- * displacement, and white is maximum displacement). Without a displacement
- * map set, this value is not applied.
- *
- * @type {number}
- * @default 0
- */
- this.displacementScale = 1;
- /**
- * The offset of the displacement map's values on the mesh's vertices.
- * The bias is added to the scaled sample of the displacement map.
- * Without a displacement map set, this value is not applied.
- *
- * @type {number}
- * @default 0
- */
- this.displacementBias = 0;
- this.setValues( parameters );
- }
- copy( source ) {
- super.copy( source );
- this.map = source.map;
- this.alphaMap = source.alphaMap;
- this.displacementMap = source.displacementMap;
- this.displacementScale = source.displacementScale;
- this.displacementBias = source.displacementBias;
- return this;
- }
- }
- /**
- * This material is defined by a MatCap (or Lit Sphere) texture, which encodes the
- * material color and shading.
- *
- * `MeshMatcapMaterial` does not respond to lights since the matcap image file encodes
- * baked lighting. It will cast a shadow onto an object that receives shadows
- * (and shadow clipping works), but it will not self-shadow or receive
- * shadows.
- *
- * @augments Material
- * @demo scenes/material-browser.html#MeshMatcapMaterial
- */
- class MeshMatcapMaterial extends Material {
- /**
- * Constructs a new mesh matcap material.
- *
- * @param {Object} [parameters] - An object with one or more properties
- * defining the material's appearance. Any property of the material
- * (including any property from inherited materials) can be passed
- * in here. Color values can be passed any type of value accepted
- * by {@link Color#set}.
- */
- constructor( parameters ) {
- super();
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isMeshMatcapMaterial = true;
- this.defines = { 'MATCAP': '' };
- this.type = 'MeshMatcapMaterial';
- /**
- * Color of the material.
- *
- * @type {Color}
- * @default (1,1,1)
- */
- this.color = new Color( 0xffffff ); // diffuse
- /**
- * The matcap map.
- *
- * @type {?Texture}
- * @default null
- */
- this.matcap = null;
- /**
- * The color map. May optionally include an alpha channel, typically combined
- * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
- * color is modulated by the diffuse `color`.
- *
- * @type {?Texture}
- * @default null
- */
- this.map = null;
- /**
- * The texture to create a bump map. The black and white values map to the
- * perceived depth in relation to the lights. Bump doesn't actually affect
- * the geometry of the object, only the lighting. If a normal map is defined
- * this will be ignored.
- *
- * @type {?Texture}
- * @default null
- */
- this.bumpMap = null;
- /**
- * How much the bump map affects the material. Typical range is `[0,1]`.
- *
- * @type {number}
- * @default 1
- */
- this.bumpScale = 1;
- /**
- * The texture to create a normal map. The RGB values affect the surface
- * normal for each pixel fragment and change the way the color is lit. Normal
- * maps do not change the actual shape of the surface, only the lighting. In
- * case the material has a normal map authored using the left handed
- * convention, the `y` component of `normalScale` should be negated to compensate
- * for the different handedness.
- *
- * @type {?Texture}
- * @default null
- */
- this.normalMap = null;
- /**
- * The type of normal map.
- *
- * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
- * @default TangentSpaceNormalMap
- */
- this.normalMapType = TangentSpaceNormalMap;
- /**
- * How much the normal map affects the material. Typical value range is `[0,1]`.
- *
- * @type {Vector2}
- * @default (1,1)
- */
- this.normalScale = new Vector2( 1, 1 );
- /**
- * The displacement map affects the position of the mesh's vertices. Unlike
- * other maps which only affect the light and shade of the material the
- * displaced vertices can cast shadows, block other objects, and otherwise
- * act as real geometry. The displacement texture is an image where the value
- * of each pixel (white being the highest) is mapped against, and
- * repositions, the vertices of the mesh.
- *
- * @type {?Texture}
- * @default null
- */
- this.displacementMap = null;
- /**
- * How much the displacement map affects the mesh (where black is no
- * displacement, and white is maximum displacement). Without a displacement
- * map set, this value is not applied.
- *
- * @type {number}
- * @default 0
- */
- this.displacementScale = 1;
- /**
- * The offset of the displacement map's values on the mesh's vertices.
- * The bias is added to the scaled sample of the displacement map.
- * Without a displacement map set, this value is not applied.
- *
- * @type {number}
- * @default 0
- */
- this.displacementBias = 0;
- /**
- * The alpha map is a grayscale texture that controls the opacity across the
- * surface (black: fully transparent; white: fully opaque).
- *
- * Only the color of the texture is used, ignoring the alpha channel if one
- * exists. For RGB and RGBA textures, the renderer will use the green channel
- * when sampling this texture due to the extra bit of precision provided for
- * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
- * luminance/alpha textures will also still work as expected.
- *
- * @type {?Texture}
- * @default null
- */
- this.alphaMap = null;
- /**
- * Renders the geometry as a wireframe.
- *
- * @type {boolean}
- * @default false
- */
- this.wireframe = false;
- /**
- * Controls the thickness of the wireframe.
- *
- * Can only be used with {@link SVGRenderer}.
- *
- * @type {number}
- * @default 1
- */
- this.wireframeLinewidth = 1;
- /**
- * Whether the material is rendered with flat shading or not.
- *
- * @type {boolean}
- * @default false
- */
- this.flatShading = false;
- /**
- * Whether the material is affected by fog or not.
- *
- * @type {boolean}
- * @default true
- */
- this.fog = true;
- this.setValues( parameters );
- }
- copy( source ) {
- super.copy( source );
- this.defines = { 'MATCAP': '' };
- this.color.copy( source.color );
- this.matcap = source.matcap;
- this.map = source.map;
- this.bumpMap = source.bumpMap;
- this.bumpScale = source.bumpScale;
- this.normalMap = source.normalMap;
- this.normalMapType = source.normalMapType;
- this.normalScale.copy( source.normalScale );
- this.displacementMap = source.displacementMap;
- this.displacementScale = source.displacementScale;
- this.displacementBias = source.displacementBias;
- this.alphaMap = source.alphaMap;
- this.wireframe = source.wireframe;
- this.wireframeLinewidth = source.wireframeLinewidth;
- this.flatShading = source.flatShading;
- this.fog = source.fog;
- return this;
- }
- }
- /**
- * A material for rendering line primitives.
- *
- * Materials define the appearance of renderable 3D objects.
- *
- * ```js
- * const material = new THREE.LineDashedMaterial( {
- * color: 0xffffff,
- * scale: 1,
- * dashSize: 3,
- * gapSize: 1,
- * } );
- * ```
- *
- * @augments LineBasicMaterial
- */
- class LineDashedMaterial extends LineBasicMaterial {
- /**
- * Constructs a new line dashed material.
- *
- * @param {Object} [parameters] - An object with one or more properties
- * defining the material's appearance. Any property of the material
- * (including any property from inherited materials) can be passed
- * in here. Color values can be passed any type of value accepted
- * by {@link Color#set}.
- */
- constructor( parameters ) {
- super();
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isLineDashedMaterial = true;
- this.type = 'LineDashedMaterial';
- /**
- * The scale of the dashed part of a line.
- *
- * @type {number}
- * @default 1
- */
- this.scale = 1;
- /**
- * The size of the dash. This is both the gap with the stroke.
- *
- * @type {number}
- * @default 3
- */
- this.dashSize = 3;
- /**
- * The size of the gap.
- *
- * @type {number}
- * @default 1
- */
- this.gapSize = 1;
- this.setValues( parameters );
- }
- copy( source ) {
- super.copy( source );
- this.scale = source.scale;
- this.dashSize = source.dashSize;
- this.gapSize = source.gapSize;
- return this;
- }
- }
- /**
- * Converts an array to a specific type.
- *
- * @param {TypedArray|Array} array - The array to convert.
- * @param {TypedArray.constructor} type - The constructor of a typed array that defines the new type.
- * @return {TypedArray} The converted array.
- */
- function convertArray( array, type ) {
- if ( ! array || array.constructor === type ) return array;
- if ( typeof type.BYTES_PER_ELEMENT === 'number' ) {
- return new type( array ); // create typed array
- }
- return Array.prototype.slice.call( array ); // create Array
- }
- /**
- * Returns an array by which times and values can be sorted.
- *
- * @param {Array<number>} times - The keyframe time values.
- * @return {Array<number>} The array.
- */
- function getKeyframeOrder( times ) {
- function compareTime( i, j ) {
- return times[ i ] - times[ j ];
- }
- const n = times.length;
- const result = new Array( n );
- for ( let i = 0; i !== n; ++ i ) result[ i ] = i;
- result.sort( compareTime );
- return result;
- }
- /**
- * Sorts the given array by the previously computed order via `getKeyframeOrder()`.
- *
- * @param {Array<number>} values - The values to sort.
- * @param {number} stride - The stride.
- * @param {Array<number>} order - The sort order.
- * @return {Array<number>} The sorted values.
- */
- function sortedArray( values, stride, order ) {
- const nValues = values.length;
- const result = new values.constructor( nValues );
- for ( let i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) {
- const srcOffset = order[ i ] * stride;
- for ( let j = 0; j !== stride; ++ j ) {
- result[ dstOffset ++ ] = values[ srcOffset + j ];
- }
- }
- return result;
- }
- /**
- * Used for parsing AOS keyframe formats.
- *
- * @param {Array<number>} jsonKeys - A list of JSON keyframes.
- * @param {Array<number>} times - This array will be filled with keyframe times by this function.
- * @param {Array<number>} values - This array will be filled with keyframe values by this function.
- * @param {string} valuePropertyName - The name of the property to use.
- */
- function flattenJSON( jsonKeys, times, values, valuePropertyName ) {
- let i = 1, key = jsonKeys[ 0 ];
- while ( key !== undefined && key[ valuePropertyName ] === undefined ) {
- key = jsonKeys[ i ++ ];
- }
- if ( key === undefined ) return; // no data
- let value = key[ valuePropertyName ];
- if ( value === undefined ) return; // no data
- if ( Array.isArray( value ) ) {
- do {
- value = key[ valuePropertyName ];
- if ( value !== undefined ) {
- times.push( key.time );
- values.push( ...value ); // push all elements
- }
- key = jsonKeys[ i ++ ];
- } while ( key !== undefined );
- } else if ( value.toArray !== undefined ) {
- // ...assume THREE.Math-ish
- do {
- value = key[ valuePropertyName ];
- if ( value !== undefined ) {
- times.push( key.time );
- value.toArray( values, values.length );
- }
- key = jsonKeys[ i ++ ];
- } while ( key !== undefined );
- } else {
- // otherwise push as-is
- do {
- value = key[ valuePropertyName ];
- if ( value !== undefined ) {
- times.push( key.time );
- values.push( value );
- }
- key = jsonKeys[ i ++ ];
- } while ( key !== undefined );
- }
- }
- /**
- * Creates a new clip, containing only the segment of the original clip between the given frames.
- *
- * @param {AnimationClip} sourceClip - The values to sort.
- * @param {string} name - The name of the clip.
- * @param {number} startFrame - The start frame.
- * @param {number} endFrame - The end frame.
- * @param {number} [fps=30] - The FPS.
- * @return {AnimationClip} The new sub clip.
- */
- function subclip( sourceClip, name, startFrame, endFrame, fps = 30 ) {
- const clip = sourceClip.clone();
- clip.name = name;
- const tracks = [];
- for ( let i = 0; i < clip.tracks.length; ++ i ) {
- const track = clip.tracks[ i ];
- const valueSize = track.getValueSize();
- const times = [];
- const values = [];
- for ( let j = 0; j < track.times.length; ++ j ) {
- const frame = track.times[ j ] * fps;
- if ( frame < startFrame || frame >= endFrame ) continue;
- times.push( track.times[ j ] );
- for ( let k = 0; k < valueSize; ++ k ) {
- values.push( track.values[ j * valueSize + k ] );
- }
- }
- if ( times.length === 0 ) continue;
- track.times = convertArray( times, track.times.constructor );
- track.values = convertArray( values, track.values.constructor );
- tracks.push( track );
- }
- clip.tracks = tracks;
- // find minimum .times value across all tracks in the trimmed clip
- let minStartTime = Infinity;
- for ( let i = 0; i < clip.tracks.length; ++ i ) {
- if ( minStartTime > clip.tracks[ i ].times[ 0 ] ) {
- minStartTime = clip.tracks[ i ].times[ 0 ];
- }
- }
- // shift all tracks such that clip begins at t=0
- for ( let i = 0; i < clip.tracks.length; ++ i ) {
- clip.tracks[ i ].shift( -1 * minStartTime );
- }
- clip.resetDuration();
- return clip;
- }
- /**
- * Converts the keyframes of the given animation clip to an additive format.
- *
- * @param {AnimationClip} targetClip - The clip to make additive.
- * @param {number} [referenceFrame=0] - The reference frame.
- * @param {AnimationClip} [referenceClip=targetClip] - The reference clip.
- * @param {number} [fps=30] - The FPS.
- * @return {AnimationClip} The updated clip which is now additive.
- */
- function makeClipAdditive( targetClip, referenceFrame = 0, referenceClip = targetClip, fps = 30 ) {
- if ( fps <= 0 ) fps = 30;
- const numTracks = referenceClip.tracks.length;
- const referenceTime = referenceFrame / fps;
- // Make each track's values relative to the values at the reference frame
- for ( let i = 0; i < numTracks; ++ i ) {
- const referenceTrack = referenceClip.tracks[ i ];
- const referenceTrackType = referenceTrack.ValueTypeName;
- // Skip this track if it's non-numeric
- if ( referenceTrackType === 'bool' || referenceTrackType === 'string' ) continue;
- // Find the track in the target clip whose name and type matches the reference track
- const targetTrack = targetClip.tracks.find( function ( track ) {
- return track.name === referenceTrack.name
- && track.ValueTypeName === referenceTrackType;
- } );
- if ( targetTrack === undefined ) continue;
- let referenceOffset = 0;
- const referenceValueSize = referenceTrack.getValueSize();
- if ( referenceTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) {
- referenceOffset = referenceValueSize / 3;
- }
- let targetOffset = 0;
- const targetValueSize = targetTrack.getValueSize();
- if ( targetTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) {
- targetOffset = targetValueSize / 3;
- }
- const lastIndex = referenceTrack.times.length - 1;
- let referenceValue;
- // Find the value to subtract out of the track
- if ( referenceTime <= referenceTrack.times[ 0 ] ) {
- // Reference frame is earlier than the first keyframe, so just use the first keyframe
- const startIndex = referenceOffset;
- const endIndex = referenceValueSize - referenceOffset;
- referenceValue = referenceTrack.values.slice( startIndex, endIndex );
- } else if ( referenceTime >= referenceTrack.times[ lastIndex ] ) {
- // Reference frame is after the last keyframe, so just use the last keyframe
- const startIndex = lastIndex * referenceValueSize + referenceOffset;
- const endIndex = startIndex + referenceValueSize - referenceOffset;
- referenceValue = referenceTrack.values.slice( startIndex, endIndex );
- } else {
- // Interpolate to the reference value
- const interpolant = referenceTrack.createInterpolant();
- const startIndex = referenceOffset;
- const endIndex = referenceValueSize - referenceOffset;
- interpolant.evaluate( referenceTime );
- referenceValue = interpolant.resultBuffer.slice( startIndex, endIndex );
- }
- // Conjugate the quaternion
- if ( referenceTrackType === 'quaternion' ) {
- const referenceQuat = new Quaternion().fromArray( referenceValue ).normalize().conjugate();
- referenceQuat.toArray( referenceValue );
- }
- // Subtract the reference value from all of the track values
- const numTimes = targetTrack.times.length;
- for ( let j = 0; j < numTimes; ++ j ) {
- const valueStart = j * targetValueSize + targetOffset;
- if ( referenceTrackType === 'quaternion' ) {
- // Multiply the conjugate for quaternion track types
- Quaternion.multiplyQuaternionsFlat(
- targetTrack.values,
- valueStart,
- referenceValue,
- 0,
- targetTrack.values,
- valueStart
- );
- } else {
- const valueEnd = targetValueSize - targetOffset * 2;
- // Subtract each value for all other numeric track types
- for ( let k = 0; k < valueEnd; ++ k ) {
- targetTrack.values[ valueStart + k ] -= referenceValue[ k ];
- }
- }
- }
- }
- targetClip.blendMode = AdditiveAnimationBlendMode;
- return targetClip;
- }
- /**
- * A class with various methods to assist with animations.
- *
- * @hideconstructor
- */
- class AnimationUtils {
- /**
- * Converts an array to a specific type
- *
- * @static
- * @param {TypedArray|Array} array - The array to convert.
- * @param {TypedArray.constructor} type - The constructor of a type array.
- * @return {TypedArray} The converted array
- */
- static convertArray( array, type ) {
- return convertArray( array, type );
- }
- /**
- * Returns `true` if the given object is a typed array.
- *
- * @static
- * @param {any} object - The object to check.
- * @return {boolean} Whether the given object is a typed array.
- */
- static isTypedArray( object ) {
- return isTypedArray( object );
- }
- /**
- * Returns an array by which times and values can be sorted.
- *
- * @static
- * @param {Array<number>} times - The keyframe time values.
- * @return {Array<number>} The array.
- */
- static getKeyframeOrder( times ) {
- return getKeyframeOrder( times );
- }
- /**
- * Sorts the given array by the previously computed order via `getKeyframeOrder()`.
- *
- * @static
- * @param {Array<number>} values - The values to sort.
- * @param {number} stride - The stride.
- * @param {Array<number>} order - The sort order.
- * @return {Array<number>} The sorted values.
- */
- static sortedArray( values, stride, order ) {
- return sortedArray( values, stride, order );
- }
- /**
- * Used for parsing AOS keyframe formats.
- *
- * @static
- * @param {Array<number>} jsonKeys - A list of JSON keyframes.
- * @param {Array<number>} times - This array will be filled with keyframe times by this method.
- * @param {Array<number>} values - This array will be filled with keyframe values by this method.
- * @param {string} valuePropertyName - The name of the property to use.
- */
- static flattenJSON( jsonKeys, times, values, valuePropertyName ) {
- flattenJSON( jsonKeys, times, values, valuePropertyName );
- }
- /**
- * Creates a new clip, containing only the segment of the original clip between the given frames.
- *
- * @static
- * @param {AnimationClip} sourceClip - The values to sort.
- * @param {string} name - The name of the clip.
- * @param {number} startFrame - The start frame.
- * @param {number} endFrame - The end frame.
- * @param {number} [fps=30] - The FPS.
- * @return {AnimationClip} The new sub clip.
- */
- static subclip( sourceClip, name, startFrame, endFrame, fps = 30 ) {
- return subclip( sourceClip, name, startFrame, endFrame, fps );
- }
- /**
- * Converts the keyframes of the given animation clip to an additive format.
- *
- * @static
- * @param {AnimationClip} targetClip - The clip to make additive.
- * @param {number} [referenceFrame=0] - The reference frame.
- * @param {AnimationClip} [referenceClip=targetClip] - The reference clip.
- * @param {number} [fps=30] - The FPS.
- * @return {AnimationClip} The updated clip which is now additive.
- */
- static makeClipAdditive( targetClip, referenceFrame = 0, referenceClip = targetClip, fps = 30 ) {
- return makeClipAdditive( targetClip, referenceFrame, referenceClip, fps );
- }
- }
- /**
- * Abstract base class of interpolants over parametric samples.
- *
- * The parameter domain is one dimensional, typically the time or a path
- * along a curve defined by the data.
- *
- * The sample values can have any dimensionality and derived classes may
- * apply special interpretations to the data.
- *
- * This class provides the interval seek in a Template Method, deferring
- * the actual interpolation to derived classes.
- *
- * Time complexity is O(1) for linear access crossing at most two points
- * and O(log N) for random access, where N is the number of positions.
- *
- * References: {@link http://www.oodesign.com/template-method-pattern.html}
- *
- * @abstract
- */
- class Interpolant {
- /**
- * Constructs a new interpolant.
- *
- * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.
- * @param {TypedArray} sampleValues - The sample values.
- * @param {number} sampleSize - The sample size
- * @param {TypedArray} [resultBuffer] - The result buffer.
- */
- constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
- /**
- * The parameter positions.
- *
- * @type {TypedArray}
- */
- this.parameterPositions = parameterPositions;
- /**
- * A cache index.
- *
- * @private
- * @type {number}
- * @default 0
- */
- this._cachedIndex = 0;
- /**
- * The result buffer.
- *
- * @type {TypedArray}
- */
- this.resultBuffer = resultBuffer !== undefined ? resultBuffer : new sampleValues.constructor( sampleSize );
- /**
- * The sample values.
- *
- * @type {TypedArray}
- */
- this.sampleValues = sampleValues;
- /**
- * The value size.
- *
- * @type {TypedArray}
- */
- this.valueSize = sampleSize;
- /**
- * The interpolation settings.
- *
- * @type {?Object}
- * @default null
- */
- this.settings = null;
- /**
- * The default settings object.
- *
- * @type {Object}
- */
- this.DefaultSettings_ = {};
- }
- /**
- * Evaluate the interpolant at position `t`.
- *
- * @param {number} t - The interpolation factor.
- * @return {TypedArray} The result buffer.
- */
- evaluate( t ) {
- const pp = this.parameterPositions;
- let i1 = this._cachedIndex,
- t1 = pp[ i1 ],
- t0 = pp[ i1 - 1 ];
- validate_interval: {
- seek: {
- let right;
- linear_scan: {
- //- See http://jsperf.com/comparison-to-undefined/3
- //- slower code:
- //-
- //- if ( t >= t1 || t1 === undefined ) {
- forward_scan: if ( ! ( t < t1 ) ) {
- for ( let giveUpAt = i1 + 2; ; ) {
- if ( t1 === undefined ) {
- if ( t < t0 ) break forward_scan;
- // after end
- i1 = pp.length;
- this._cachedIndex = i1;
- return this.copySampleValue_( i1 - 1 );
- }
- if ( i1 === giveUpAt ) break; // this loop
- t0 = t1;
- t1 = pp[ ++ i1 ];
- if ( t < t1 ) {
- // we have arrived at the sought interval
- break seek;
- }
- }
- // prepare binary search on the right side of the index
- right = pp.length;
- break linear_scan;
- }
- //- slower code:
- //- if ( t < t0 || t0 === undefined ) {
- if ( ! ( t >= t0 ) ) {
- // looping?
- const t1global = pp[ 1 ];
- if ( t < t1global ) {
- i1 = 2; // + 1, using the scan for the details
- t0 = t1global;
- }
- // linear reverse scan
- for ( let giveUpAt = i1 - 2; ; ) {
- if ( t0 === undefined ) {
- // before start
- this._cachedIndex = 0;
- return this.copySampleValue_( 0 );
- }
- if ( i1 === giveUpAt ) break; // this loop
- t1 = t0;
- t0 = pp[ -- i1 - 1 ];
- if ( t >= t0 ) {
- // we have arrived at the sought interval
- break seek;
- }
- }
- // prepare binary search on the left side of the index
- right = i1;
- i1 = 0;
- break linear_scan;
- }
- // the interval is valid
- break validate_interval;
- } // linear scan
- // binary search
- while ( i1 < right ) {
- const mid = ( i1 + right ) >>> 1;
- if ( t < pp[ mid ] ) {
- right = mid;
- } else {
- i1 = mid + 1;
- }
- }
- t1 = pp[ i1 ];
- t0 = pp[ i1 - 1 ];
- // check boundary cases, again
- if ( t0 === undefined ) {
- this._cachedIndex = 0;
- return this.copySampleValue_( 0 );
- }
- if ( t1 === undefined ) {
- i1 = pp.length;
- this._cachedIndex = i1;
- return this.copySampleValue_( i1 - 1 );
- }
- } // seek
- this._cachedIndex = i1;
- this.intervalChanged_( i1, t0, t1 );
- } // validate_interval
- return this.interpolate_( i1, t0, t, t1 );
- }
- /**
- * Returns the interpolation settings.
- *
- * @return {Object} The interpolation settings.
- */
- getSettings_() {
- return this.settings || this.DefaultSettings_;
- }
- /**
- * Copies a sample value to the result buffer.
- *
- * @param {number} index - An index into the sample value buffer.
- * @return {TypedArray} The result buffer.
- */
- copySampleValue_( index ) {
- // copies a sample value to the result buffer
- const result = this.resultBuffer,
- values = this.sampleValues,
- stride = this.valueSize,
- offset = index * stride;
- for ( let i = 0; i !== stride; ++ i ) {
- result[ i ] = values[ offset + i ];
- }
- return result;
- }
- /**
- * Copies a sample value to the result buffer.
- *
- * @abstract
- * @param {number} i1 - An index into the sample value buffer.
- * @param {number} t0 - The previous interpolation factor.
- * @param {number} t - The current interpolation factor.
- * @param {number} t1 - The next interpolation factor.
- * @return {TypedArray} The result buffer.
- */
- interpolate_( /* i1, t0, t, t1 */ ) {
- throw new Error( 'call to abstract method' );
- // implementations shall return this.resultBuffer
- }
- /**
- * Optional method that is executed when the interval has changed.
- *
- * @param {number} i1 - An index into the sample value buffer.
- * @param {number} t0 - The previous interpolation factor.
- * @param {number} t - The current interpolation factor.
- */
- intervalChanged_( /* i1, t0, t1 */ ) {
- // empty
- }
- }
- /**
- * Fast and simple cubic spline interpolant.
- *
- * It was derived from a Hermitian construction setting the first derivative
- * at each sample position to the linear slope between neighboring positions
- * over their parameter interval.
- *
- * @augments Interpolant
- */
- class CubicInterpolant extends Interpolant {
- /**
- * Constructs a new cubic interpolant.
- *
- * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.
- * @param {TypedArray} sampleValues - The sample values.
- * @param {number} sampleSize - The sample size
- * @param {TypedArray} [resultBuffer] - The result buffer.
- */
- constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
- super( parameterPositions, sampleValues, sampleSize, resultBuffer );
- this._weightPrev = -0;
- this._offsetPrev = -0;
- this._weightNext = -0;
- this._offsetNext = -0;
- this.DefaultSettings_ = {
- endingStart: ZeroCurvatureEnding,
- endingEnd: ZeroCurvatureEnding
- };
- }
- intervalChanged_( i1, t0, t1 ) {
- const pp = this.parameterPositions;
- let iPrev = i1 - 2,
- iNext = i1 + 1,
- tPrev = pp[ iPrev ],
- tNext = pp[ iNext ];
- if ( tPrev === undefined ) {
- switch ( this.getSettings_().endingStart ) {
- case ZeroSlopeEnding:
- // f'(t0) = 0
- iPrev = i1;
- tPrev = 2 * t0 - t1;
- break;
- case WrapAroundEnding:
- // use the other end of the curve
- iPrev = pp.length - 2;
- tPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ];
- break;
- default: // ZeroCurvatureEnding
- // f''(t0) = 0 a.k.a. Natural Spline
- iPrev = i1;
- tPrev = t1;
- }
- }
- if ( tNext === undefined ) {
- switch ( this.getSettings_().endingEnd ) {
- case ZeroSlopeEnding:
- // f'(tN) = 0
- iNext = i1;
- tNext = 2 * t1 - t0;
- break;
- case WrapAroundEnding:
- // use the other end of the curve
- iNext = 1;
- tNext = t1 + pp[ 1 ] - pp[ 0 ];
- break;
- default: // ZeroCurvatureEnding
- // f''(tN) = 0, a.k.a. Natural Spline
- iNext = i1 - 1;
- tNext = t0;
- }
- }
- const halfDt = ( t1 - t0 ) * 0.5,
- stride = this.valueSize;
- this._weightPrev = halfDt / ( t0 - tPrev );
- this._weightNext = halfDt / ( tNext - t1 );
- this._offsetPrev = iPrev * stride;
- this._offsetNext = iNext * stride;
- }
- interpolate_( i1, t0, t, t1 ) {
- const result = this.resultBuffer,
- values = this.sampleValues,
- stride = this.valueSize,
- o1 = i1 * stride, o0 = o1 - stride,
- oP = this._offsetPrev, oN = this._offsetNext,
- wP = this._weightPrev, wN = this._weightNext,
- p = ( t - t0 ) / ( t1 - t0 ),
- pp = p * p,
- ppp = pp * p;
- // evaluate polynomials
- const sP = - wP * ppp + 2 * wP * pp - wP * p;
- const s0 = ( 1 + wP ) * ppp + ( -1.5 - 2 * wP ) * pp + ( -0.5 + wP ) * p + 1;
- const s1 = ( -1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p;
- const sN = wN * ppp - wN * pp;
- // combine data linearly
- for ( let i = 0; i !== stride; ++ i ) {
- result[ i ] =
- sP * values[ oP + i ] +
- s0 * values[ o0 + i ] +
- s1 * values[ o1 + i ] +
- sN * values[ oN + i ];
- }
- return result;
- }
- }
- /**
- * A basic linear interpolant.
- *
- * @augments Interpolant
- */
- class LinearInterpolant extends Interpolant {
- /**
- * Constructs a new linear interpolant.
- *
- * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.
- * @param {TypedArray} sampleValues - The sample values.
- * @param {number} sampleSize - The sample size
- * @param {TypedArray} [resultBuffer] - The result buffer.
- */
- constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
- super( parameterPositions, sampleValues, sampleSize, resultBuffer );
- }
- interpolate_( i1, t0, t, t1 ) {
- const result = this.resultBuffer,
- values = this.sampleValues,
- stride = this.valueSize,
- offset1 = i1 * stride,
- offset0 = offset1 - stride,
- weight1 = ( t - t0 ) / ( t1 - t0 ),
- weight0 = 1 - weight1;
- for ( let i = 0; i !== stride; ++ i ) {
- result[ i ] =
- values[ offset0 + i ] * weight0 +
- values[ offset1 + i ] * weight1;
- }
- return result;
- }
- }
- /**
- * Interpolant that evaluates to the sample value at the position preceding
- * the parameter.
- *
- * @augments Interpolant
- */
- class DiscreteInterpolant extends Interpolant {
- /**
- * Constructs a new discrete interpolant.
- *
- * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.
- * @param {TypedArray} sampleValues - The sample values.
- * @param {number} sampleSize - The sample size
- * @param {TypedArray} [resultBuffer] - The result buffer.
- */
- constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
- super( parameterPositions, sampleValues, sampleSize, resultBuffer );
- }
- interpolate_( i1 /*, t0, t, t1 */ ) {
- return this.copySampleValue_( i1 - 1 );
- }
- }
- /**
- * Represents a timed sequence of keyframes, which are composed of lists of
- * times and related values, and which are used to animate a specific property
- * of an object.
- */
- class KeyframeTrack {
- /**
- * Constructs a new keyframe track.
- *
- * @param {string} name - The keyframe track's name.
- * @param {Array<number>} times - A list of keyframe times.
- * @param {Array<number|string|boolean>} values - A list of keyframe values.
- * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.
- */
- constructor( name, times, values, interpolation ) {
- if ( name === undefined ) throw new Error( 'THREE.KeyframeTrack: track name is undefined' );
- if ( times === undefined || times.length === 0 ) throw new Error( 'THREE.KeyframeTrack: no keyframes in track named ' + name );
- /**
- * The track's name can refer to morph targets or bones or
- * possibly other values within an animated object. See {@link PropertyBinding#parseTrackName}
- * for the forms of strings that can be parsed for property binding.
- *
- * @type {string}
- */
- this.name = name;
- /**
- * The keyframe times.
- *
- * @type {Float32Array}
- */
- this.times = convertArray( times, this.TimeBufferType );
- /**
- * The keyframe values.
- *
- * @type {Float32Array}
- */
- this.values = convertArray( values, this.ValueBufferType );
- this.setInterpolation( interpolation || this.DefaultInterpolation );
- }
- /**
- * Converts the keyframe track to JSON.
- *
- * @static
- * @param {KeyframeTrack} track - The keyframe track to serialize.
- * @return {Object} The serialized keyframe track as JSON.
- */
- static toJSON( track ) {
- const trackType = track.constructor;
- let json;
- // derived classes can define a static toJSON method
- if ( trackType.toJSON !== this.toJSON ) {
- json = trackType.toJSON( track );
- } else {
- // by default, we assume the data can be serialized as-is
- json = {
- 'name': track.name,
- 'times': convertArray( track.times, Array ),
- 'values': convertArray( track.values, Array )
- };
- const interpolation = track.getInterpolation();
- if ( interpolation !== track.DefaultInterpolation ) {
- json.interpolation = interpolation;
- }
- }
- json.type = track.ValueTypeName; // mandatory
- return json;
- }
- /**
- * Factory method for creating a new discrete interpolant.
- *
- * @static
- * @param {TypedArray} [result] - The result buffer.
- * @return {DiscreteInterpolant} The new interpolant.
- */
- InterpolantFactoryMethodDiscrete( result ) {
- return new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result );
- }
- /**
- * Factory method for creating a new linear interpolant.
- *
- * @static
- * @param {TypedArray} [result] - The result buffer.
- * @return {LinearInterpolant} The new interpolant.
- */
- InterpolantFactoryMethodLinear( result ) {
- return new LinearInterpolant( this.times, this.values, this.getValueSize(), result );
- }
- /**
- * Factory method for creating a new smooth interpolant.
- *
- * @static
- * @param {TypedArray} [result] - The result buffer.
- * @return {CubicInterpolant} The new interpolant.
- */
- InterpolantFactoryMethodSmooth( result ) {
- return new CubicInterpolant( this.times, this.values, this.getValueSize(), result );
- }
- /**
- * Defines the interpolation factor method for this keyframe track.
- *
- * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} interpolation - The interpolation type.
- * @return {KeyframeTrack} A reference to this keyframe track.
- */
- setInterpolation( interpolation ) {
- let factoryMethod;
- switch ( interpolation ) {
- case InterpolateDiscrete:
- factoryMethod = this.InterpolantFactoryMethodDiscrete;
- break;
- case InterpolateLinear:
- factoryMethod = this.InterpolantFactoryMethodLinear;
- break;
- case InterpolateSmooth:
- factoryMethod = this.InterpolantFactoryMethodSmooth;
- break;
- }
- if ( factoryMethod === undefined ) {
- const message = 'unsupported interpolation for ' +
- this.ValueTypeName + ' keyframe track named ' + this.name;
- if ( this.createInterpolant === undefined ) {
- // fall back to default, unless the default itself is messed up
- if ( interpolation !== this.DefaultInterpolation ) {
- this.setInterpolation( this.DefaultInterpolation );
- } else {
- throw new Error( message ); // fatal, in this case
- }
- }
- warn( 'KeyframeTrack:', message );
- return this;
- }
- this.createInterpolant = factoryMethod;
- return this;
- }
- /**
- * Returns the current interpolation type.
- *
- * @return {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} The interpolation type.
- */
- getInterpolation() {
- switch ( this.createInterpolant ) {
- case this.InterpolantFactoryMethodDiscrete:
- return InterpolateDiscrete;
- case this.InterpolantFactoryMethodLinear:
- return InterpolateLinear;
- case this.InterpolantFactoryMethodSmooth:
- return InterpolateSmooth;
- }
- }
- /**
- * Returns the value size.
- *
- * @return {number} The value size.
- */
- getValueSize() {
- return this.values.length / this.times.length;
- }
- /**
- * Moves all keyframes either forward or backward in time.
- *
- * @param {number} timeOffset - The offset to move the time values.
- * @return {KeyframeTrack} A reference to this keyframe track.
- */
- shift( timeOffset ) {
- if ( timeOffset !== 0.0 ) {
- const times = this.times;
- for ( let i = 0, n = times.length; i !== n; ++ i ) {
- times[ i ] += timeOffset;
- }
- }
- return this;
- }
- /**
- * Scale all keyframe times by a factor (useful for frame - seconds conversions).
- *
- * @param {number} timeScale - The time scale.
- * @return {KeyframeTrack} A reference to this keyframe track.
- */
- scale( timeScale ) {
- if ( timeScale !== 1.0 ) {
- const times = this.times;
- for ( let i = 0, n = times.length; i !== n; ++ i ) {
- times[ i ] *= timeScale;
- }
- }
- return this;
- }
- /**
- * Removes keyframes before and after animation without changing any values within the defined time range.
- *
- * Note: The method does not shift around keys to the start of the track time, because for interpolated
- * keys this will change their values
- *
- * @param {number} startTime - The start time.
- * @param {number} endTime - The end time.
- * @return {KeyframeTrack} A reference to this keyframe track.
- */
- trim( startTime, endTime ) {
- const times = this.times,
- nKeys = times.length;
- let from = 0,
- to = nKeys - 1;
- while ( from !== nKeys && times[ from ] < startTime ) {
- ++ from;
- }
- while ( to !== -1 && times[ to ] > endTime ) {
- -- to;
- }
- ++ to; // inclusive -> exclusive bound
- if ( from !== 0 || to !== nKeys ) {
- // empty tracks are forbidden, so keep at least one keyframe
- if ( from >= to ) {
- to = Math.max( to, 1 );
- from = to - 1;
- }
- const stride = this.getValueSize();
- this.times = times.slice( from, to );
- this.values = this.values.slice( from * stride, to * stride );
- }
- return this;
- }
- /**
- * Performs minimal validation on the keyframe track. Returns `true` if the values
- * are valid.
- *
- * @return {boolean} Whether the keyframes are valid or not.
- */
- validate() {
- let valid = true;
- const valueSize = this.getValueSize();
- if ( valueSize - Math.floor( valueSize ) !== 0 ) {
- error( 'KeyframeTrack: Invalid value size in track.', this );
- valid = false;
- }
- const times = this.times,
- values = this.values,
- nKeys = times.length;
- if ( nKeys === 0 ) {
- error( 'KeyframeTrack: Track is empty.', this );
- valid = false;
- }
- let prevTime = null;
- for ( let i = 0; i !== nKeys; i ++ ) {
- const currTime = times[ i ];
- if ( typeof currTime === 'number' && isNaN( currTime ) ) {
- error( 'KeyframeTrack: Time is not a valid number.', this, i, currTime );
- valid = false;
- break;
- }
- if ( prevTime !== null && prevTime > currTime ) {
- error( 'KeyframeTrack: Out of order keys.', this, i, currTime, prevTime );
- valid = false;
- break;
- }
- prevTime = currTime;
- }
- if ( values !== undefined ) {
- if ( isTypedArray( values ) ) {
- for ( let i = 0, n = values.length; i !== n; ++ i ) {
- const value = values[ i ];
- if ( isNaN( value ) ) {
- error( 'KeyframeTrack: Value is not a valid number.', this, i, value );
- valid = false;
- break;
- }
- }
- }
- }
- return valid;
- }
- /**
- * Optimizes this keyframe track by removing equivalent sequential keys (which are
- * common in morph target sequences).
- *
- * @return {KeyframeTrack} A reference to this keyframe track.
- */
- optimize() {
- // (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0)
- // times or values may be shared with other tracks, so overwriting is unsafe
- const times = this.times.slice(),
- values = this.values.slice(),
- stride = this.getValueSize(),
- smoothInterpolation = this.getInterpolation() === InterpolateSmooth,
- lastIndex = times.length - 1;
- let writeIndex = 1;
- for ( let i = 1; i < lastIndex; ++ i ) {
- let keep = false;
- const time = times[ i ];
- const timeNext = times[ i + 1 ];
- // remove adjacent keyframes scheduled at the same time
- if ( time !== timeNext && ( i !== 1 || time !== times[ 0 ] ) ) {
- if ( ! smoothInterpolation ) {
- // remove unnecessary keyframes same as their neighbors
- const offset = i * stride,
- offsetP = offset - stride,
- offsetN = offset + stride;
- for ( let j = 0; j !== stride; ++ j ) {
- const value = values[ offset + j ];
- if ( value !== values[ offsetP + j ] ||
- value !== values[ offsetN + j ] ) {
- keep = true;
- break;
- }
- }
- } else {
- keep = true;
- }
- }
- // in-place compaction
- if ( keep ) {
- if ( i !== writeIndex ) {
- times[ writeIndex ] = times[ i ];
- const readOffset = i * stride,
- writeOffset = writeIndex * stride;
- for ( let j = 0; j !== stride; ++ j ) {
- values[ writeOffset + j ] = values[ readOffset + j ];
- }
- }
- ++ writeIndex;
- }
- }
- // flush last keyframe (compaction looks ahead)
- if ( lastIndex > 0 ) {
- times[ writeIndex ] = times[ lastIndex ];
- for ( let readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++ j ) {
- values[ writeOffset + j ] = values[ readOffset + j ];
- }
- ++ writeIndex;
- }
- if ( writeIndex !== times.length ) {
- this.times = times.slice( 0, writeIndex );
- this.values = values.slice( 0, writeIndex * stride );
- } else {
- this.times = times;
- this.values = values;
- }
- return this;
- }
- /**
- * Returns a new keyframe track with copied values from this instance.
- *
- * @return {KeyframeTrack} A clone of this instance.
- */
- clone() {
- const times = this.times.slice();
- const values = this.values.slice();
- const TypedKeyframeTrack = this.constructor;
- const track = new TypedKeyframeTrack( this.name, times, values );
- // Interpolant argument to constructor is not saved, so copy the factory method directly.
- track.createInterpolant = this.createInterpolant;
- return track;
- }
- }
- /**
- * The value type name.
- *
- * @type {string}
- * @default ''
- */
- KeyframeTrack.prototype.ValueTypeName = '';
- /**
- * The time buffer type of this keyframe track.
- *
- * @type {TypedArray|Array}
- * @default Float32Array.constructor
- */
- KeyframeTrack.prototype.TimeBufferType = Float32Array;
- /**
- * The value buffer type of this keyframe track.
- *
- * @type {TypedArray|Array}
- * @default Float32Array.constructor
- */
- KeyframeTrack.prototype.ValueBufferType = Float32Array;
- /**
- * The default interpolation type of this keyframe track.
- *
- * @type {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)}
- * @default InterpolateLinear
- */
- KeyframeTrack.prototype.DefaultInterpolation = InterpolateLinear;
- /**
- * A track for boolean keyframe values.
- *
- * @augments KeyframeTrack
- */
- class BooleanKeyframeTrack extends KeyframeTrack {
- /**
- * Constructs a new boolean keyframe track.
- *
- * This keyframe track type has no `interpolation` parameter because the
- * interpolation is always discrete.
- *
- * @param {string} name - The keyframe track's name.
- * @param {Array<number>} times - A list of keyframe times.
- * @param {Array<boolean>} values - A list of keyframe values.
- */
- constructor( name, times, values ) {
- super( name, times, values );
- }
- }
- /**
- * The value type name.
- *
- * @type {string}
- * @default 'bool'
- */
- BooleanKeyframeTrack.prototype.ValueTypeName = 'bool';
- /**
- * The value buffer type of this keyframe track.
- *
- * @type {TypedArray|Array}
- * @default Array.constructor
- */
- BooleanKeyframeTrack.prototype.ValueBufferType = Array;
- /**
- * The default interpolation type of this keyframe track.
- *
- * @type {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)}
- * @default InterpolateDiscrete
- */
- BooleanKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete;
- BooleanKeyframeTrack.prototype.InterpolantFactoryMethodLinear = undefined;
- BooleanKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;
- /**
- * A track for color keyframe values.
- *
- * @augments KeyframeTrack
- */
- class ColorKeyframeTrack extends KeyframeTrack {
- /**
- * Constructs a new color keyframe track.
- *
- * @param {string} name - The keyframe track's name.
- * @param {Array<number>} times - A list of keyframe times.
- * @param {Array<number>} values - A list of keyframe values.
- * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.
- */
- constructor( name, times, values, interpolation ) {
- super( name, times, values, interpolation );
- }
- }
- /**
- * The value type name.
- *
- * @type {string}
- * @default 'color'
- */
- ColorKeyframeTrack.prototype.ValueTypeName = 'color';
- /**
- * A track for numeric keyframe values.
- *
- * @augments KeyframeTrack
- */
- class NumberKeyframeTrack extends KeyframeTrack {
- /**
- * Constructs a new number keyframe track.
- *
- * @param {string} name - The keyframe track's name.
- * @param {Array<number>} times - A list of keyframe times.
- * @param {Array<number>} values - A list of keyframe values.
- * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.
- */
- constructor( name, times, values, interpolation ) {
- super( name, times, values, interpolation );
- }
- }
- /**
- * The value type name.
- *
- * @type {string}
- * @default 'number'
- */
- NumberKeyframeTrack.prototype.ValueTypeName = 'number';
- /**
- * Spherical linear unit quaternion interpolant.
- *
- * @augments Interpolant
- */
- class QuaternionLinearInterpolant extends Interpolant {
- /**
- * Constructs a new SLERP interpolant.
- *
- * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.
- * @param {TypedArray} sampleValues - The sample values.
- * @param {number} sampleSize - The sample size
- * @param {TypedArray} [resultBuffer] - The result buffer.
- */
- constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
- super( parameterPositions, sampleValues, sampleSize, resultBuffer );
- }
- interpolate_( i1, t0, t, t1 ) {
- const result = this.resultBuffer,
- values = this.sampleValues,
- stride = this.valueSize,
- alpha = ( t - t0 ) / ( t1 - t0 );
- let offset = i1 * stride;
- for ( let end = offset + stride; offset !== end; offset += 4 ) {
- Quaternion.slerpFlat( result, 0, values, offset - stride, values, offset, alpha );
- }
- return result;
- }
- }
- /**
- * A track for Quaternion keyframe values.
- *
- * @augments KeyframeTrack
- */
- class QuaternionKeyframeTrack extends KeyframeTrack {
- /**
- * Constructs a new Quaternion keyframe track.
- *
- * @param {string} name - The keyframe track's name.
- * @param {Array<number>} times - A list of keyframe times.
- * @param {Array<number>} values - A list of keyframe values.
- * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.
- */
- constructor( name, times, values, interpolation ) {
- super( name, times, values, interpolation );
- }
- /**
- * Overwritten so the method returns Quaternion based interpolant.
- *
- * @static
- * @param {TypedArray} [result] - The result buffer.
- * @return {QuaternionLinearInterpolant} The new interpolant.
- */
- InterpolantFactoryMethodLinear( result ) {
- return new QuaternionLinearInterpolant( this.times, this.values, this.getValueSize(), result );
- }
- }
- /**
- * The value type name.
- *
- * @type {string}
- * @default 'quaternion'
- */
- QuaternionKeyframeTrack.prototype.ValueTypeName = 'quaternion';
- // ValueBufferType is inherited
- // DefaultInterpolation is inherited;
- QuaternionKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;
- /**
- * A track for string keyframe values.
- *
- * @augments KeyframeTrack
- */
- class StringKeyframeTrack extends KeyframeTrack {
- /**
- * Constructs a new string keyframe track.
- *
- * This keyframe track type has no `interpolation` parameter because the
- * interpolation is always discrete.
- *
- * @param {string} name - The keyframe track's name.
- * @param {Array<number>} times - A list of keyframe times.
- * @param {Array<string>} values - A list of keyframe values.
- */
- constructor( name, times, values ) {
- super( name, times, values );
- }
- }
- /**
- * The value type name.
- *
- * @type {string}
- * @default 'string'
- */
- StringKeyframeTrack.prototype.ValueTypeName = 'string';
- /**
- * The value buffer type of this keyframe track.
- *
- * @type {TypedArray|Array}
- * @default Array.constructor
- */
- StringKeyframeTrack.prototype.ValueBufferType = Array;
- /**
- * The default interpolation type of this keyframe track.
- *
- * @type {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)}
- * @default InterpolateDiscrete
- */
- StringKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete;
- StringKeyframeTrack.prototype.InterpolantFactoryMethodLinear = undefined;
- StringKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;
- /**
- * A track for vector keyframe values.
- *
- * @augments KeyframeTrack
- */
- class VectorKeyframeTrack extends KeyframeTrack {
- /**
- * Constructs a new vector keyframe track.
- *
- * @param {string} name - The keyframe track's name.
- * @param {Array<number>} times - A list of keyframe times.
- * @param {Array<number>} values - A list of keyframe values.
- * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.
- */
- constructor( name, times, values, interpolation ) {
- super( name, times, values, interpolation );
- }
- }
- /**
- * The value type name.
- *
- * @type {string}
- * @default 'vector'
- */
- VectorKeyframeTrack.prototype.ValueTypeName = 'vector';
- /**
- * A reusable set of keyframe tracks which represent an animation.
- */
- class AnimationClip {
- /**
- * Constructs a new animation clip.
- *
- * Note: Instead of instantiating an AnimationClip directly with the constructor, you can
- * use the static interface of this class for creating clips. In most cases though, animation clips
- * will automatically be created by loaders when importing animated 3D assets.
- *
- * @param {string} [name=''] - The clip's name.
- * @param {number} [duration=-1] - The clip's duration in seconds. If a negative value is passed,
- * the duration will be calculated from the passed keyframes.
- * @param {Array<KeyframeTrack>} tracks - An array of keyframe tracks.
- * @param {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)} [blendMode=NormalAnimationBlendMode] - Defines how the animation
- * is blended/combined when two or more animations are simultaneously played.
- */
- constructor( name = '', duration = -1, tracks = [], blendMode = NormalAnimationBlendMode ) {
- /**
- * The clip's name.
- *
- * @type {string}
- */
- this.name = name;
- /**
- * An array of keyframe tracks.
- *
- * @type {Array<KeyframeTrack>}
- */
- this.tracks = tracks;
- /**
- * The clip's duration in seconds.
- *
- * @type {number}
- */
- this.duration = duration;
- /**
- * Defines how the animation is blended/combined when two or more animations
- * are simultaneously played.
- *
- * @type {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)}
- */
- this.blendMode = blendMode;
- /**
- * The UUID of the animation clip.
- *
- * @type {string}
- * @readonly
- */
- this.uuid = generateUUID();
- /**
- * An object that can be used to store custom data about the animation clip.
- * It should not hold references to functions as these will not be cloned.
- *
- * @type {Object}
- */
- this.userData = {};
- // this means it should figure out its duration by scanning the tracks
- if ( this.duration < 0 ) {
- this.resetDuration();
- }
- }
- /**
- * Factory method for creating an animation clip from the given JSON.
- *
- * @static
- * @param {Object} json - The serialized animation clip.
- * @return {AnimationClip} The new animation clip.
- */
- static parse( json ) {
- const tracks = [],
- jsonTracks = json.tracks,
- frameTime = 1.0 / ( json.fps || 1.0 );
- for ( let i = 0, n = jsonTracks.length; i !== n; ++ i ) {
- tracks.push( parseKeyframeTrack( jsonTracks[ i ] ).scale( frameTime ) );
- }
- const clip = new this( json.name, json.duration, tracks, json.blendMode );
- clip.uuid = json.uuid;
- clip.userData = JSON.parse( json.userData || '{}' );
- return clip;
- }
- /**
- * Serializes the given animation clip into JSON.
- *
- * @static
- * @param {AnimationClip} clip - The animation clip to serialize.
- * @return {Object} The JSON object.
- */
- static toJSON( clip ) {
- const tracks = [],
- clipTracks = clip.tracks;
- const json = {
- 'name': clip.name,
- 'duration': clip.duration,
- 'tracks': tracks,
- 'uuid': clip.uuid,
- 'blendMode': clip.blendMode,
- 'userData': JSON.stringify( clip.userData ),
- };
- for ( let i = 0, n = clipTracks.length; i !== n; ++ i ) {
- tracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) );
- }
- return json;
- }
- /**
- * Returns a new animation clip from the passed morph targets array of a
- * geometry, taking a name and the number of frames per second.
- *
- * Note: The fps parameter is required, but the animation speed can be
- * overridden via {@link AnimationAction#setDuration}.
- *
- * @static
- * @param {string} name - The name of the animation clip.
- * @param {Array<Object>} morphTargetSequence - A sequence of morph targets.
- * @param {number} fps - The Frames-Per-Second value.
- * @param {boolean} noLoop - Whether the clip should be no loop or not.
- * @return {AnimationClip} The new animation clip.
- */
- static CreateFromMorphTargetSequence( name, morphTargetSequence, fps, noLoop ) {
- const numMorphTargets = morphTargetSequence.length;
- const tracks = [];
- for ( let i = 0; i < numMorphTargets; i ++ ) {
- let times = [];
- let values = [];
- times.push(
- ( i + numMorphTargets - 1 ) % numMorphTargets,
- i,
- ( i + 1 ) % numMorphTargets );
- values.push( 0, 1, 0 );
- const order = getKeyframeOrder( times );
- times = sortedArray( times, 1, order );
- values = sortedArray( values, 1, order );
- // if there is a key at the first frame, duplicate it as the
- // last frame as well for perfect loop.
- if ( ! noLoop && times[ 0 ] === 0 ) {
- times.push( numMorphTargets );
- values.push( values[ 0 ] );
- }
- tracks.push(
- new NumberKeyframeTrack(
- '.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']',
- times, values
- ).scale( 1.0 / fps ) );
- }
- return new this( name, -1, tracks );
- }
- /**
- * Searches for an animation clip by name, taking as its first parameter
- * either an array of clips, or a mesh or geometry that contains an
- * array named "animations" property.
- *
- * @static
- * @param {(Array<AnimationClip>|Object3D)} objectOrClipArray - The array or object to search through.
- * @param {string} name - The name to search for.
- * @return {?AnimationClip} The found animation clip. Returns `null` if no clip has been found.
- */
- static findByName( objectOrClipArray, name ) {
- let clipArray = objectOrClipArray;
- if ( ! Array.isArray( objectOrClipArray ) ) {
- const o = objectOrClipArray;
- clipArray = o.geometry && o.geometry.animations || o.animations;
- }
- for ( let i = 0; i < clipArray.length; i ++ ) {
- if ( clipArray[ i ].name === name ) {
- return clipArray[ i ];
- }
- }
- return null;
- }
- /**
- * Returns an array of new AnimationClips created from the morph target
- * sequences of a geometry, trying to sort morph target names into
- * animation-group-based patterns like "Walk_001, Walk_002, Run_001, Run_002...".
- *
- * See {@link MD2Loader#parse} as an example for how the method should be used.
- *
- * @static
- * @param {Array<Object>} morphTargets - A sequence of morph targets.
- * @param {number} fps - The Frames-Per-Second value.
- * @param {boolean} noLoop - Whether the clip should be no loop or not.
- * @return {Array<AnimationClip>} An array of new animation clips.
- */
- static CreateClipsFromMorphTargetSequences( morphTargets, fps, noLoop ) {
- const animationToMorphTargets = {};
- // tested with https://regex101.com/ on trick sequences
- // such flamingo_flyA_003, flamingo_run1_003, crdeath0059
- const pattern = /^([\w-]*?)([\d]+)$/;
- // sort morph target names into animation groups based
- // patterns like Walk_001, Walk_002, Run_001, Run_002
- for ( let i = 0, il = morphTargets.length; i < il; i ++ ) {
- const morphTarget = morphTargets[ i ];
- const parts = morphTarget.name.match( pattern );
- if ( parts && parts.length > 1 ) {
- const name = parts[ 1 ];
- let animationMorphTargets = animationToMorphTargets[ name ];
- if ( ! animationMorphTargets ) {
- animationToMorphTargets[ name ] = animationMorphTargets = [];
- }
- animationMorphTargets.push( morphTarget );
- }
- }
- const clips = [];
- for ( const name in animationToMorphTargets ) {
- clips.push( this.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) );
- }
- return clips;
- }
- /**
- * Parses the `animation.hierarchy` format and returns a new animation clip.
- *
- * @static
- * @deprecated since r175.
- * @param {Object} animation - A serialized animation clip as JSON.
- * @param {Array<Bone>} bones - An array of bones.
- * @return {?AnimationClip} The new animation clip.
- */
- static parseAnimation( animation, bones ) {
- warn( 'AnimationClip: parseAnimation() is deprecated and will be removed with r185' );
- if ( ! animation ) {
- error( 'AnimationClip: No animation in JSONLoader data.' );
- return null;
- }
- const addNonemptyTrack = function ( trackType, trackName, animationKeys, propertyName, destTracks ) {
- // only return track if there are actually keys.
- if ( animationKeys.length !== 0 ) {
- const times = [];
- const values = [];
- flattenJSON( animationKeys, times, values, propertyName );
- // empty keys are filtered out, so check again
- if ( times.length !== 0 ) {
- destTracks.push( new trackType( trackName, times, values ) );
- }
- }
- };
- const tracks = [];
- const clipName = animation.name || 'default';
- const fps = animation.fps || 30;
- const blendMode = animation.blendMode;
- // automatic length determination in AnimationClip.
- let duration = animation.length || -1;
- const hierarchyTracks = animation.hierarchy || [];
- for ( let h = 0; h < hierarchyTracks.length; h ++ ) {
- const animationKeys = hierarchyTracks[ h ].keys;
- // skip empty tracks
- if ( ! animationKeys || animationKeys.length === 0 ) continue;
- // process morph targets
- if ( animationKeys[ 0 ].morphTargets ) {
- // figure out all morph targets used in this track
- const morphTargetNames = {};
- let k;
- for ( k = 0; k < animationKeys.length; k ++ ) {
- if ( animationKeys[ k ].morphTargets ) {
- for ( let m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) {
- morphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = -1;
- }
- }
- }
- // create a track for each morph target with all zero
- // morphTargetInfluences except for the keys in which
- // the morphTarget is named.
- for ( const morphTargetName in morphTargetNames ) {
- const times = [];
- const values = [];
- for ( let m = 0; m !== animationKeys[ k ].morphTargets.length; ++ m ) {
- const animationKey = animationKeys[ k ];
- times.push( animationKey.time );
- values.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 );
- }
- tracks.push( new NumberKeyframeTrack( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) );
- }
- duration = morphTargetNames.length * fps;
- } else {
- // ...assume skeletal animation
- const boneName = '.bones[' + bones[ h ].name + ']';
- addNonemptyTrack(
- VectorKeyframeTrack, boneName + '.position',
- animationKeys, 'pos', tracks );
- addNonemptyTrack(
- QuaternionKeyframeTrack, boneName + '.quaternion',
- animationKeys, 'rot', tracks );
- addNonemptyTrack(
- VectorKeyframeTrack, boneName + '.scale',
- animationKeys, 'scl', tracks );
- }
- }
- if ( tracks.length === 0 ) {
- return null;
- }
- const clip = new this( clipName, duration, tracks, blendMode );
- return clip;
- }
- /**
- * Sets the duration of this clip to the duration of its longest keyframe track.
- *
- * @return {AnimationClip} A reference to this animation clip.
- */
- resetDuration() {
- const tracks = this.tracks;
- let duration = 0;
- for ( let i = 0, n = tracks.length; i !== n; ++ i ) {
- const track = this.tracks[ i ];
- duration = Math.max( duration, track.times[ track.times.length - 1 ] );
- }
- this.duration = duration;
- return this;
- }
- /**
- * Trims all tracks to the clip's duration.
- *
- * @return {AnimationClip} A reference to this animation clip.
- */
- trim() {
- for ( let i = 0; i < this.tracks.length; i ++ ) {
- this.tracks[ i ].trim( 0, this.duration );
- }
- return this;
- }
- /**
- * Performs minimal validation on each track in the clip. Returns `true` if all
- * tracks are valid.
- *
- * @return {boolean} Whether the clip's keyframes are valid or not.
- */
- validate() {
- let valid = true;
- for ( let i = 0; i < this.tracks.length; i ++ ) {
- valid = valid && this.tracks[ i ].validate();
- }
- return valid;
- }
- /**
- * Optimizes each track by removing equivalent sequential keys (which are
- * common in morph target sequences).
- *
- * @return {AnimationClip} A reference to this animation clip.
- */
- optimize() {
- for ( let i = 0; i < this.tracks.length; i ++ ) {
- this.tracks[ i ].optimize();
- }
- return this;
- }
- /**
- * Returns a new animation clip with copied values from this instance.
- *
- * @return {AnimationClip} A clone of this instance.
- */
- clone() {
- const tracks = [];
- for ( let i = 0; i < this.tracks.length; i ++ ) {
- tracks.push( this.tracks[ i ].clone() );
- }
- const clip = new this.constructor( this.name, this.duration, tracks, this.blendMode );
- clip.userData = JSON.parse( JSON.stringify( this.userData ) );
- return clip;
- }
- /**
- * Serializes this animation clip into JSON.
- *
- * @return {Object} The JSON object.
- */
- toJSON() {
- return this.constructor.toJSON( this );
- }
- }
- function getTrackTypeForValueTypeName( typeName ) {
- switch ( typeName.toLowerCase() ) {
- case 'scalar':
- case 'double':
- case 'float':
- case 'number':
- case 'integer':
- return NumberKeyframeTrack;
- case 'vector':
- case 'vector2':
- case 'vector3':
- case 'vector4':
- return VectorKeyframeTrack;
- case 'color':
- return ColorKeyframeTrack;
- case 'quaternion':
- return QuaternionKeyframeTrack;
- case 'bool':
- case 'boolean':
- return BooleanKeyframeTrack;
- case 'string':
- return StringKeyframeTrack;
- }
- throw new Error( 'THREE.KeyframeTrack: Unsupported typeName: ' + typeName );
- }
- function parseKeyframeTrack( json ) {
- if ( json.type === undefined ) {
- throw new Error( 'THREE.KeyframeTrack: track type undefined, can not parse' );
- }
- const trackType = getTrackTypeForValueTypeName( json.type );
- if ( json.times === undefined ) {
- const times = [], values = [];
- flattenJSON( json.keys, times, values, 'value' );
- json.times = times;
- json.values = values;
- }
- // derived classes can define a static parse method
- if ( trackType.parse !== undefined ) {
- return trackType.parse( json );
- } else {
- // by default, we assume a constructor compatible with the base
- return new trackType( json.name, json.times, json.values, json.interpolation );
- }
- }
- /**
- * @class
- * @classdesc A simple caching system, used internally by {@link FileLoader}.
- * To enable caching across all loaders that use {@link FileLoader}, add `THREE.Cache.enabled = true.` once in your app.
- * @hideconstructor
- */
- const Cache = {
- /**
- * Whether caching is enabled or not.
- *
- * @static
- * @type {boolean}
- * @default false
- */
- enabled: false,
- /**
- * A dictionary that holds cached files.
- *
- * @static
- * @type {Object<string,Object>}
- */
- files: {},
- /**
- * Adds a cache entry with a key to reference the file. If this key already
- * holds a file, it is overwritten.
- *
- * @static
- * @param {string} key - The key to reference the cached file.
- * @param {Object} file - The file to be cached.
- */
- add: function ( key, file ) {
- if ( this.enabled === false ) return;
- // log( 'Cache', 'Adding key:', key );
- this.files[ key ] = file;
- },
- /**
- * Gets the cached value for the given key.
- *
- * @static
- * @param {string} key - The key to reference the cached file.
- * @return {Object|undefined} The cached file. If the key does not exist `undefined` is returned.
- */
- get: function ( key ) {
- if ( this.enabled === false ) return;
- // log( 'Cache', 'Checking key:', key );
- return this.files[ key ];
- },
- /**
- * Removes the cached file associated with the given key.
- *
- * @static
- * @param {string} key - The key to reference the cached file.
- */
- remove: function ( key ) {
- delete this.files[ key ];
- },
- /**
- * Remove all values from the cache.
- *
- * @static
- */
- clear: function () {
- this.files = {};
- }
- };
- /**
- * Handles and keeps track of loaded and pending data. A default global
- * instance of this class is created and used by loaders if not supplied
- * manually.
- *
- * In general that should be sufficient, however there are times when it can
- * be useful to have separate loaders - for example if you want to show
- * separate loading bars for objects and textures.
- *
- * ```js
- * const manager = new THREE.LoadingManager();
- * manager.onLoad = () => console.log( 'Loading complete!' );
- *
- * const loader1 = new OBJLoader( manager );
- * const loader2 = new ColladaLoader( manager );
- * ```
- */
- class LoadingManager {
- /**
- * Constructs a new loading manager.
- *
- * @param {Function} [onLoad] - Executes when all items have been loaded.
- * @param {Function} [onProgress] - Executes when single items have been loaded.
- * @param {Function} [onError] - Executes when an error occurs.
- */
- constructor( onLoad, onProgress, onError ) {
- const scope = this;
- let isLoading = false;
- let itemsLoaded = 0;
- let itemsTotal = 0;
- let urlModifier = undefined;
- const handlers = [];
- // Refer to #5689 for the reason why we don't set .onStart
- // in the constructor
- /**
- * Executes when an item starts loading.
- *
- * @type {Function|undefined}
- * @default undefined
- */
- this.onStart = undefined;
- /**
- * Executes when all items have been loaded.
- *
- * @type {Function|undefined}
- * @default undefined
- */
- this.onLoad = onLoad;
- /**
- * Executes when single items have been loaded.
- *
- * @type {Function|undefined}
- * @default undefined
- */
- this.onProgress = onProgress;
- /**
- * Executes when an error occurs.
- *
- * @type {Function|undefined}
- * @default undefined
- */
- this.onError = onError;
- /**
- * Used for aborting ongoing requests in loaders using this manager.
- *
- * @private
- * @type {AbortController | null}
- */
- this._abortController = null;
- /**
- * This should be called by any loader using the manager when the loader
- * starts loading an item.
- *
- * @param {string} url - The URL to load.
- */
- this.itemStart = function ( url ) {
- itemsTotal ++;
- if ( isLoading === false ) {
- if ( scope.onStart !== undefined ) {
- scope.onStart( url, itemsLoaded, itemsTotal );
- }
- }
- isLoading = true;
- };
- /**
- * This should be called by any loader using the manager when the loader
- * ended loading an item.
- *
- * @param {string} url - The URL of the loaded item.
- */
- this.itemEnd = function ( url ) {
- itemsLoaded ++;
- if ( scope.onProgress !== undefined ) {
- scope.onProgress( url, itemsLoaded, itemsTotal );
- }
- if ( itemsLoaded === itemsTotal ) {
- isLoading = false;
- if ( scope.onLoad !== undefined ) {
- scope.onLoad();
- }
- }
- };
- /**
- * This should be called by any loader using the manager when the loader
- * encounters an error when loading an item.
- *
- * @param {string} url - The URL of the item that produces an error.
- */
- this.itemError = function ( url ) {
- if ( scope.onError !== undefined ) {
- scope.onError( url );
- }
- };
- /**
- * Given a URL, uses the URL modifier callback (if any) and returns a
- * resolved URL. If no URL modifier is set, returns the original URL.
- *
- * @param {string} url - The URL to load.
- * @return {string} The resolved URL.
- */
- this.resolveURL = function ( url ) {
- if ( urlModifier ) {
- return urlModifier( url );
- }
- return url;
- };
- /**
- * If provided, the callback will be passed each resource URL before a
- * request is sent. The callback may return the original URL, or a new URL to
- * override loading behavior. This behavior can be used to load assets from
- * .ZIP files, drag-and-drop APIs, and Data URIs.
- *
- * ```js
- * const blobs = {'fish.gltf': blob1, 'diffuse.png': blob2, 'normal.png': blob3};
- *
- * const manager = new THREE.LoadingManager();
- *
- * // Initialize loading manager with URL callback.
- * const objectURLs = [];
- * manager.setURLModifier( ( url ) => {
- *
- * url = URL.createObjectURL( blobs[ url ] );
- * objectURLs.push( url );
- * return url;
- *
- * } );
- *
- * // Load as usual, then revoke the blob URLs.
- * const loader = new GLTFLoader( manager );
- * loader.load( 'fish.gltf', (gltf) => {
- *
- * scene.add( gltf.scene );
- * objectURLs.forEach( ( url ) => URL.revokeObjectURL( url ) );
- *
- * } );
- * ```
- *
- * @param {function(string):string} transform - URL modifier callback. Called with an URL and must return a resolved URL.
- * @return {LoadingManager} A reference to this loading manager.
- */
- this.setURLModifier = function ( transform ) {
- urlModifier = transform;
- return this;
- };
- /**
- * Registers a loader with the given regular expression. Can be used to
- * define what loader should be used in order to load specific files. A
- * typical use case is to overwrite the default loader for textures.
- *
- * ```js
- * // add handler for TGA textures
- * manager.addHandler( /\.tga$/i, new TGALoader() );
- * ```
- *
- * @param {string} regex - A regular expression.
- * @param {Loader} loader - A loader that should handle matched cases.
- * @return {LoadingManager} A reference to this loading manager.
- */
- this.addHandler = function ( regex, loader ) {
- handlers.push( regex, loader );
- return this;
- };
- /**
- * Removes the loader for the given regular expression.
- *
- * @param {string} regex - A regular expression.
- * @return {LoadingManager} A reference to this loading manager.
- */
- this.removeHandler = function ( regex ) {
- const index = handlers.indexOf( regex );
- if ( index !== -1 ) {
- handlers.splice( index, 2 );
- }
- return this;
- };
- /**
- * Can be used to retrieve the registered loader for the given file path.
- *
- * @param {string} file - The file path.
- * @return {?Loader} The registered loader. Returns `null` if no loader was found.
- */
- this.getHandler = function ( file ) {
- for ( let i = 0, l = handlers.length; i < l; i += 2 ) {
- const regex = handlers[ i ];
- const loader = handlers[ i + 1 ];
- if ( regex.global ) regex.lastIndex = 0; // see #17920
- if ( regex.test( file ) ) {
- return loader;
- }
- }
- return null;
- };
- /**
- * Can be used to abort ongoing loading requests in loaders using this manager.
- * The abort only works if the loaders implement {@link Loader#abort} and `AbortSignal.any()`
- * is supported in the browser.
- *
- * @return {LoadingManager} A reference to this loading manager.
- */
- this.abort = function () {
- this.abortController.abort();
- this._abortController = null;
- return this;
- };
- }
- // TODO: Revert this back to a single member variable once this issue has been fixed
- // https://github.com/cloudflare/workerd/issues/3657
- /**
- * Used for aborting ongoing requests in loaders using this manager.
- *
- * @type {AbortController}
- */
- get abortController() {
- if ( ! this._abortController ) {
- this._abortController = new AbortController();
- }
- return this._abortController;
- }
- }
- /**
- * The global default loading manager.
- *
- * @constant
- * @type {LoadingManager}
- */
- const DefaultLoadingManager = /*@__PURE__*/ new LoadingManager();
- /**
- * Abstract base class for loaders.
- *
- * @abstract
- */
- class Loader {
- /**
- * Constructs a new loader.
- *
- * @param {LoadingManager} [manager] - The loading manager.
- */
- constructor( manager ) {
- /**
- * The loading manager.
- *
- * @type {LoadingManager}
- * @default DefaultLoadingManager
- */
- this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
- /**
- * The crossOrigin string to implement CORS for loading the url from a
- * different domain that allows CORS.
- *
- * @type {string}
- * @default 'anonymous'
- */
- this.crossOrigin = 'anonymous';
- /**
- * Whether the XMLHttpRequest uses credentials.
- *
- * @type {boolean}
- * @default false
- */
- this.withCredentials = false;
- /**
- * The base path from which the asset will be loaded.
- *
- * @type {string}
- */
- this.path = '';
- /**
- * The base path from which additional resources like textures will be loaded.
- *
- * @type {string}
- */
- this.resourcePath = '';
- /**
- * The [request header](https://developer.mozilla.org/en-US/docs/Glossary/Request_header)
- * used in HTTP request.
- *
- * @type {Object<string, any>}
- */
- this.requestHeader = {};
- if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
- __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) );
- }
- }
- /**
- * This method needs to be implemented by all concrete loaders. It holds the
- * logic for loading assets from the backend.
- *
- * @abstract
- * @param {string} url - The path/URL of the file to be loaded.
- * @param {Function} onLoad - Executed when the loading process has been finished.
- * @param {onProgressCallback} [onProgress] - Executed while the loading is in progress.
- * @param {onErrorCallback} [onError] - Executed when errors occur.
- */
- load( /* url, onLoad, onProgress, onError */ ) {}
- /**
- * A async version of {@link Loader#load}.
- *
- * @param {string} url - The path/URL of the file to be loaded.
- * @param {onProgressCallback} [onProgress] - Executed while the loading is in progress.
- * @return {Promise} A Promise that resolves when the asset has been loaded.
- */
- loadAsync( url, onProgress ) {
- const scope = this;
- return new Promise( function ( resolve, reject ) {
- scope.load( url, resolve, onProgress, reject );
- } );
- }
- /**
- * This method needs to be implemented by all concrete loaders. It holds the
- * logic for parsing the asset into three.js entities.
- *
- * @abstract
- * @param {any} data - The data to parse.
- */
- parse( /* data */ ) {}
- /**
- * Sets the `crossOrigin` String to implement CORS for loading the URL
- * from a different domain that allows CORS.
- *
- * @param {string} crossOrigin - The `crossOrigin` value.
- * @return {Loader} A reference to this instance.
- */
- setCrossOrigin( crossOrigin ) {
- this.crossOrigin = crossOrigin;
- return this;
- }
- /**
- * Whether the XMLHttpRequest uses credentials such as cookies, authorization
- * headers or TLS client certificates, see [XMLHttpRequest.withCredentials](https://developer.mozilla.org/en-US/docs/Web/API/XMLHttpRequest/withCredentials).
- *
- * Note: This setting has no effect if you are loading files locally or from the same domain.
- *
- * @param {boolean} value - The `withCredentials` value.
- * @return {Loader} A reference to this instance.
- */
- setWithCredentials( value ) {
- this.withCredentials = value;
- return this;
- }
- /**
- * Sets the base path for the asset.
- *
- * @param {string} path - The base path.
- * @return {Loader} A reference to this instance.
- */
- setPath( path ) {
- this.path = path;
- return this;
- }
- /**
- * Sets the base path for dependent resources like textures.
- *
- * @param {string} resourcePath - The resource path.
- * @return {Loader} A reference to this instance.
- */
- setResourcePath( resourcePath ) {
- this.resourcePath = resourcePath;
- return this;
- }
- /**
- * Sets the given request header.
- *
- * @param {Object} requestHeader - A [request header](https://developer.mozilla.org/en-US/docs/Glossary/Request_header)
- * for configuring the HTTP request.
- * @return {Loader} A reference to this instance.
- */
- setRequestHeader( requestHeader ) {
- this.requestHeader = requestHeader;
- return this;
- }
- /**
- * This method can be implemented in loaders for aborting ongoing requests.
- *
- * @abstract
- * @return {Loader} A reference to this instance.
- */
- abort() {
- return this;
- }
- }
- /**
- * Callback for onProgress in loaders.
- *
- * @callback onProgressCallback
- * @param {ProgressEvent} event - An instance of `ProgressEvent` that represents the current loading status.
- */
- /**
- * Callback for onError in loaders.
- *
- * @callback onErrorCallback
- * @param {Error} error - The error which occurred during the loading process.
- */
- /**
- * The default material name that is used by loaders
- * when creating materials for loaded 3D objects.
- *
- * Note: Not all loaders might honor this setting.
- *
- * @static
- * @type {string}
- * @default '__DEFAULT'
- */
- Loader.DEFAULT_MATERIAL_NAME = '__DEFAULT';
- const loading = {};
- class HttpError extends Error {
- constructor( message, response ) {
- super( message );
- this.response = response;
- }
- }
- /**
- * A low level class for loading resources with the Fetch API, used internally by
- * most loaders. It can also be used directly to load any file type that does
- * not have a loader.
- *
- * This loader supports caching. If you want to use it, add `THREE.Cache.enabled = true;`
- * once to your application.
- *
- * ```js
- * const loader = new THREE.FileLoader();
- * const data = await loader.loadAsync( 'example.txt' );
- * ```
- *
- * @augments Loader
- */
- class FileLoader extends Loader {
- /**
- * Constructs a new file loader.
- *
- * @param {LoadingManager} [manager] - The loading manager.
- */
- constructor( manager ) {
- super( manager );
- /**
- * The expected mime type. Valid values can be found
- * [here](hhttps://developer.mozilla.org/en-US/docs/Web/API/DOMParser/parseFromString#mimetype)
- *
- * @type {string}
- */
- this.mimeType = '';
- /**
- * The expected response type.
- *
- * @type {('arraybuffer'|'blob'|'document'|'json'|'')}
- * @default ''
- */
- this.responseType = '';
- /**
- * Used for aborting requests.
- *
- * @private
- * @type {AbortController}
- */
- this._abortController = new AbortController();
- }
- /**
- * Starts loading from the given URL and pass the loaded response to the `onLoad()` callback.
- *
- * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
- * @param {function(any)} onLoad - Executed when the loading process has been finished.
- * @param {onProgressCallback} [onProgress] - Executed while the loading is in progress.
- * @param {onErrorCallback} [onError] - Executed when errors occur.
- * @return {any|undefined} The cached resource if available.
- */
- load( url, onLoad, onProgress, onError ) {
- if ( url === undefined ) url = '';
- if ( this.path !== undefined ) url = this.path + url;
- url = this.manager.resolveURL( url );
- const cached = Cache.get( `file:${url}` );
- if ( cached !== undefined ) {
- this.manager.itemStart( url );
- setTimeout( () => {
- if ( onLoad ) onLoad( cached );
- this.manager.itemEnd( url );
- }, 0 );
- return cached;
- }
- // Check if request is duplicate
- if ( loading[ url ] !== undefined ) {
- loading[ url ].push( {
- onLoad: onLoad,
- onProgress: onProgress,
- onError: onError
- } );
- return;
- }
- // Initialise array for duplicate requests
- loading[ url ] = [];
- loading[ url ].push( {
- onLoad: onLoad,
- onProgress: onProgress,
- onError: onError,
- } );
- // create request
- const req = new Request( url, {
- headers: new Headers( this.requestHeader ),
- credentials: this.withCredentials ? 'include' : 'same-origin',
- signal: ( typeof AbortSignal.any === 'function' ) ? AbortSignal.any( [ this._abortController.signal, this.manager.abortController.signal ] ) : this._abortController.signal
- } );
- // record states ( avoid data race )
- const mimeType = this.mimeType;
- const responseType = this.responseType;
- // start the fetch
- fetch( req )
- .then( response => {
- if ( response.status === 200 || response.status === 0 ) {
- // Some browsers return HTTP Status 0 when using non-http protocol
- // e.g. 'file://' or 'data://'. Handle as success.
- if ( response.status === 0 ) {
- warn( 'FileLoader: HTTP Status 0 received.' );
- }
- // Workaround: Checking if response.body === undefined for Alipay browser #23548
- if ( typeof ReadableStream === 'undefined' || response.body === undefined || response.body.getReader === undefined ) {
- return response;
- }
- const callbacks = loading[ url ];
- const reader = response.body.getReader();
- // Nginx needs X-File-Size check
- // https://serverfault.com/questions/482875/why-does-nginx-remove-content-length-header-for-chunked-content
- const contentLength = response.headers.get( 'X-File-Size' ) || response.headers.get( 'Content-Length' );
- const total = contentLength ? parseInt( contentLength ) : 0;
- const lengthComputable = total !== 0;
- let loaded = 0;
- // periodically read data into the new stream tracking while download progress
- const stream = new ReadableStream( {
- start( controller ) {
- readData();
- function readData() {
- reader.read().then( ( { done, value } ) => {
- if ( done ) {
- controller.close();
- } else {
- loaded += value.byteLength;
- const event = new ProgressEvent( 'progress', { lengthComputable, loaded, total } );
- for ( let i = 0, il = callbacks.length; i < il; i ++ ) {
- const callback = callbacks[ i ];
- if ( callback.onProgress ) callback.onProgress( event );
- }
- controller.enqueue( value );
- readData();
- }
- }, ( e ) => {
- controller.error( e );
- } );
- }
- }
- } );
- return new Response( stream );
- } else {
- throw new HttpError( `fetch for "${response.url}" responded with ${response.status}: ${response.statusText}`, response );
- }
- } )
- .then( response => {
- switch ( responseType ) {
- case 'arraybuffer':
- return response.arrayBuffer();
- case 'blob':
- return response.blob();
- case 'document':
- return response.text()
- .then( text => {
- const parser = new DOMParser();
- return parser.parseFromString( text, mimeType );
- } );
- case 'json':
- return response.json();
- default:
- if ( mimeType === '' ) {
- return response.text();
- } else {
- // sniff encoding
- const re = /charset="?([^;"\s]*)"?/i;
- const exec = re.exec( mimeType );
- const label = exec && exec[ 1 ] ? exec[ 1 ].toLowerCase() : undefined;
- const decoder = new TextDecoder( label );
- return response.arrayBuffer().then( ab => decoder.decode( ab ) );
- }
- }
- } )
- .then( data => {
- // Add to cache only on HTTP success, so that we do not cache
- // error response bodies as proper responses to requests.
- Cache.add( `file:${url}`, data );
- const callbacks = loading[ url ];
- delete loading[ url ];
- for ( let i = 0, il = callbacks.length; i < il; i ++ ) {
- const callback = callbacks[ i ];
- if ( callback.onLoad ) callback.onLoad( data );
- }
- } )
- .catch( err => {
- // Abort errors and other errors are handled the same
- const callbacks = loading[ url ];
- if ( callbacks === undefined ) {
- // When onLoad was called and url was deleted in `loading`
- this.manager.itemError( url );
- throw err;
- }
- delete loading[ url ];
- for ( let i = 0, il = callbacks.length; i < il; i ++ ) {
- const callback = callbacks[ i ];
- if ( callback.onError ) callback.onError( err );
- }
- this.manager.itemError( url );
- } )
- .finally( () => {
- this.manager.itemEnd( url );
- } );
- this.manager.itemStart( url );
- }
- /**
- * Sets the expected response type.
- *
- * @param {('arraybuffer'|'blob'|'document'|'json'|'')} value - The response type.
- * @return {FileLoader} A reference to this file loader.
- */
- setResponseType( value ) {
- this.responseType = value;
- return this;
- }
- /**
- * Sets the expected mime type of the loaded file.
- *
- * @param {string} value - The mime type.
- * @return {FileLoader} A reference to this file loader.
- */
- setMimeType( value ) {
- this.mimeType = value;
- return this;
- }
- /**
- * Aborts ongoing fetch requests.
- *
- * @return {FileLoader} A reference to this instance.
- */
- abort() {
- this._abortController.abort();
- this._abortController = new AbortController();
- return this;
- }
- }
- /**
- * Class for loading animation clips in the JSON format. The files are internally
- * loaded via {@link FileLoader}.
- *
- * ```js
- * const loader = new THREE.AnimationLoader();
- * const animations = await loader.loadAsync( 'animations/animation.js' );
- * ```
- *
- * @augments Loader
- */
- class AnimationLoader extends Loader {
- /**
- * Constructs a new animation loader.
- *
- * @param {LoadingManager} [manager] - The loading manager.
- */
- constructor( manager ) {
- super( manager );
- }
- /**
- * Starts loading from the given URL and pass the loaded animations as an array
- * holding instances of {@link AnimationClip} to the `onLoad()` callback.
- *
- * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
- * @param {function(Array<AnimationClip>)} onLoad - Executed when the loading process has been finished.
- * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
- * @param {onErrorCallback} onError - Executed when errors occur.
- */
- load( url, onLoad, onProgress, onError ) {
- const scope = this;
- const loader = new FileLoader( this.manager );
- loader.setPath( this.path );
- loader.setRequestHeader( this.requestHeader );
- loader.setWithCredentials( this.withCredentials );
- loader.load( url, function ( text ) {
- try {
- onLoad( scope.parse( JSON.parse( text ) ) );
- } catch ( e ) {
- if ( onError ) {
- onError( e );
- } else {
- error( e );
- }
- scope.manager.itemError( url );
- }
- }, onProgress, onError );
- }
- /**
- * Parses the given JSON object and returns an array of animation clips.
- *
- * @param {Object} json - The serialized animation clips.
- * @return {Array<AnimationClip>} The parsed animation clips.
- */
- parse( json ) {
- const animations = [];
- for ( let i = 0; i < json.length; i ++ ) {
- const clip = AnimationClip.parse( json[ i ] );
- animations.push( clip );
- }
- return animations;
- }
- }
- /**
- * Abstract base class for loading compressed texture formats S3TC, ASTC or ETC.
- * Textures are internally loaded via {@link FileLoader}.
- *
- * Derived classes have to implement the `parse()` method which holds the parsing
- * for the respective format.
- *
- * @abstract
- * @augments Loader
- */
- class CompressedTextureLoader extends Loader {
- /**
- * Constructs a new compressed texture loader.
- *
- * @param {LoadingManager} [manager] - The loading manager.
- */
- constructor( manager ) {
- super( manager );
- }
- /**
- * Starts loading from the given URL and passes the loaded compressed texture
- * to the `onLoad()` callback. The method also returns a new texture object which can
- * directly be used for material creation. If you do it this way, the texture
- * may pop up in your scene once the respective loading process is finished.
- *
- * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
- * @param {function(CompressedTexture)} onLoad - Executed when the loading process has been finished.
- * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
- * @param {onErrorCallback} onError - Executed when errors occur.
- * @return {CompressedTexture} The compressed texture.
- */
- load( url, onLoad, onProgress, onError ) {
- const scope = this;
- const images = [];
- const texture = new CompressedTexture();
- const loader = new FileLoader( this.manager );
- loader.setPath( this.path );
- loader.setResponseType( 'arraybuffer' );
- loader.setRequestHeader( this.requestHeader );
- loader.setWithCredentials( scope.withCredentials );
- let loaded = 0;
- function loadTexture( i ) {
- loader.load( url[ i ], function ( buffer ) {
- const texDatas = scope.parse( buffer, true );
- images[ i ] = {
- width: texDatas.width,
- height: texDatas.height,
- format: texDatas.format,
- mipmaps: texDatas.mipmaps
- };
- loaded += 1;
- if ( loaded === 6 ) {
- if ( texDatas.mipmapCount === 1 ) texture.minFilter = LinearFilter;
- texture.image = images;
- texture.format = texDatas.format;
- texture.needsUpdate = true;
- if ( onLoad ) onLoad( texture );
- }
- }, onProgress, onError );
- }
- if ( Array.isArray( url ) ) {
- for ( let i = 0, il = url.length; i < il; ++ i ) {
- loadTexture( i );
- }
- } else {
- // compressed cubemap texture stored in a single DDS file
- loader.load( url, function ( buffer ) {
- const texDatas = scope.parse( buffer, true );
- if ( texDatas.isCubemap ) {
- const faces = texDatas.mipmaps.length / texDatas.mipmapCount;
- for ( let f = 0; f < faces; f ++ ) {
- images[ f ] = { mipmaps: [] };
- for ( let i = 0; i < texDatas.mipmapCount; i ++ ) {
- images[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] );
- images[ f ].format = texDatas.format;
- images[ f ].width = texDatas.width;
- images[ f ].height = texDatas.height;
- }
- }
- texture.image = images;
- } else {
- texture.image.width = texDatas.width;
- texture.image.height = texDatas.height;
- texture.mipmaps = texDatas.mipmaps;
- }
- if ( texDatas.mipmapCount === 1 ) {
- texture.minFilter = LinearFilter;
- }
- texture.format = texDatas.format;
- texture.needsUpdate = true;
- if ( onLoad ) onLoad( texture );
- }, onProgress, onError );
- }
- return texture;
- }
- }
- const _loading = new WeakMap();
- /**
- * A loader for loading images. The class loads images with the HTML `Image` API.
- *
- * ```js
- * const loader = new THREE.ImageLoader();
- * const image = await loader.loadAsync( 'image.png' );
- * ```
- * Please note that `ImageLoader` has dropped support for progress
- * events in `r84`. For an `ImageLoader` that supports progress events, see
- * [this thread](https://github.com/mrdoob/three.js/issues/10439#issuecomment-275785639).
- *
- * @augments Loader
- */
- class ImageLoader extends Loader {
- /**
- * Constructs a new image loader.
- *
- * @param {LoadingManager} [manager] - The loading manager.
- */
- constructor( manager ) {
- super( manager );
- }
- /**
- * Starts loading from the given URL and passes the loaded image
- * to the `onLoad()` callback. The method also returns a new `Image` object which can
- * directly be used for texture creation. If you do it this way, the texture
- * may pop up in your scene once the respective loading process is finished.
- *
- * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
- * @param {function(Image)} onLoad - Executed when the loading process has been finished.
- * @param {onProgressCallback} onProgress - Unsupported in this loader.
- * @param {onErrorCallback} onError - Executed when errors occur.
- * @return {Image} The image.
- */
- load( url, onLoad, onProgress, onError ) {
- if ( this.path !== undefined ) url = this.path + url;
- url = this.manager.resolveURL( url );
- const scope = this;
- const cached = Cache.get( `image:${url}` );
- if ( cached !== undefined ) {
- if ( cached.complete === true ) {
- scope.manager.itemStart( url );
- setTimeout( function () {
- if ( onLoad ) onLoad( cached );
- scope.manager.itemEnd( url );
- }, 0 );
- } else {
- let arr = _loading.get( cached );
- if ( arr === undefined ) {
- arr = [];
- _loading.set( cached, arr );
- }
- arr.push( { onLoad, onError } );
- }
- return cached;
- }
- const image = createElementNS( 'img' );
- function onImageLoad() {
- removeEventListeners();
- if ( onLoad ) onLoad( this );
- //
- const callbacks = _loading.get( this ) || [];
- for ( let i = 0; i < callbacks.length; i ++ ) {
- const callback = callbacks[ i ];
- if ( callback.onLoad ) callback.onLoad( this );
- }
- _loading.delete( this );
- scope.manager.itemEnd( url );
- }
- function onImageError( event ) {
- removeEventListeners();
- if ( onError ) onError( event );
- Cache.remove( `image:${url}` );
- //
- const callbacks = _loading.get( this ) || [];
- for ( let i = 0; i < callbacks.length; i ++ ) {
- const callback = callbacks[ i ];
- if ( callback.onError ) callback.onError( event );
- }
- _loading.delete( this );
- scope.manager.itemError( url );
- scope.manager.itemEnd( url );
- }
- function removeEventListeners() {
- image.removeEventListener( 'load', onImageLoad, false );
- image.removeEventListener( 'error', onImageError, false );
- }
- image.addEventListener( 'load', onImageLoad, false );
- image.addEventListener( 'error', onImageError, false );
- if ( url.slice( 0, 5 ) !== 'data:' ) {
- if ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin;
- }
- Cache.add( `image:${url}`, image );
- scope.manager.itemStart( url );
- image.src = url;
- return image;
- }
- }
- /**
- * Class for loading cube textures. Images are internally loaded via {@link ImageLoader}.
- *
- * The loader returns an instance of {@link CubeTexture} and expects the cube map to
- * be defined as six separate images representing the sides of a cube. Other cube map definitions
- * like vertical and horizontal cross, column and row layouts are not supported.
- *
- * Note that, by convention, cube maps are specified in a coordinate system
- * in which positive-x is to the right when looking up the positive-z axis --
- * in other words, using a left-handed coordinate system. Since three.js uses
- * a right-handed coordinate system, environment maps used in three.js will
- * have pos-x and neg-x swapped.
- *
- * The loaded cube texture is in sRGB color space. Meaning {@link Texture#colorSpace}
- * is set to `SRGBColorSpace` by default.
- *
- * ```js
- * const loader = new THREE.CubeTextureLoader().setPath( 'textures/cubeMaps/' );
- * const cubeTexture = await loader.loadAsync( [
- * 'px.png', 'nx.png', 'py.png', 'ny.png', 'pz.png', 'nz.png'
- * ] );
- * scene.background = cubeTexture;
- * ```
- *
- * @augments Loader
- */
- class CubeTextureLoader extends Loader {
- /**
- * Constructs a new cube texture loader.
- *
- * @param {LoadingManager} [manager] - The loading manager.
- */
- constructor( manager ) {
- super( manager );
- }
- /**
- * Starts loading from the given URL and pass the fully loaded cube texture
- * to the `onLoad()` callback. The method also returns a new cube texture object which can
- * directly be used for material creation. If you do it this way, the cube texture
- * may pop up in your scene once the respective loading process is finished.
- *
- * @param {Array<string>} urls - Array of 6 URLs to images, one for each side of the
- * cube texture. The urls should be specified in the following order: pos-x,
- * neg-x, pos-y, neg-y, pos-z, neg-z. An array of data URIs are allowed as well.
- * @param {function(CubeTexture)} onLoad - Executed when the loading process has been finished.
- * @param {onProgressCallback} onProgress - Unsupported in this loader.
- * @param {onErrorCallback} onError - Executed when errors occur.
- * @return {CubeTexture} The cube texture.
- */
- load( urls, onLoad, onProgress, onError ) {
- const texture = new CubeTexture();
- texture.colorSpace = SRGBColorSpace;
- const loader = new ImageLoader( this.manager );
- loader.setCrossOrigin( this.crossOrigin );
- loader.setPath( this.path );
- let loaded = 0;
- function loadTexture( i ) {
- loader.load( urls[ i ], function ( image ) {
- texture.images[ i ] = image;
- loaded ++;
- if ( loaded === 6 ) {
- texture.needsUpdate = true;
- if ( onLoad ) onLoad( texture );
- }
- }, undefined, onError );
- }
- for ( let i = 0; i < urls.length; ++ i ) {
- loadTexture( i );
- }
- return texture;
- }
- }
- /**
- * Abstract base class for loading binary texture formats RGBE, EXR or TGA.
- * Textures are internally loaded via {@link FileLoader}.
- *
- * Derived classes have to implement the `parse()` method which holds the parsing
- * for the respective format.
- *
- * @abstract
- * @augments Loader
- */
- class DataTextureLoader extends Loader {
- /**
- * Constructs a new data texture loader.
- *
- * @param {LoadingManager} [manager] - The loading manager.
- */
- constructor( manager ) {
- super( manager );
- }
- /**
- * Starts loading from the given URL and passes the loaded data texture
- * to the `onLoad()` callback. The method also returns a new texture object which can
- * directly be used for material creation. If you do it this way, the texture
- * may pop up in your scene once the respective loading process is finished.
- *
- * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
- * @param {function(DataTexture)} onLoad - Executed when the loading process has been finished.
- * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
- * @param {onErrorCallback} onError - Executed when errors occur.
- * @return {DataTexture} The data texture.
- */
- load( url, onLoad, onProgress, onError ) {
- const scope = this;
- const texture = new DataTexture();
- const loader = new FileLoader( this.manager );
- loader.setResponseType( 'arraybuffer' );
- loader.setRequestHeader( this.requestHeader );
- loader.setPath( this.path );
- loader.setWithCredentials( scope.withCredentials );
- loader.load( url, function ( buffer ) {
- let texData;
- try {
- texData = scope.parse( buffer );
- } catch ( error ) {
- if ( onError !== undefined ) {
- onError( error );
- } else {
- error( error );
- return;
- }
- }
- if ( texData.image !== undefined ) {
- texture.image = texData.image;
- } else if ( texData.data !== undefined ) {
- texture.image.width = texData.width;
- texture.image.height = texData.height;
- texture.image.data = texData.data;
- }
- texture.wrapS = texData.wrapS !== undefined ? texData.wrapS : ClampToEdgeWrapping;
- texture.wrapT = texData.wrapT !== undefined ? texData.wrapT : ClampToEdgeWrapping;
- texture.magFilter = texData.magFilter !== undefined ? texData.magFilter : LinearFilter;
- texture.minFilter = texData.minFilter !== undefined ? texData.minFilter : LinearFilter;
- texture.anisotropy = texData.anisotropy !== undefined ? texData.anisotropy : 1;
- if ( texData.colorSpace !== undefined ) {
- texture.colorSpace = texData.colorSpace;
- }
- if ( texData.flipY !== undefined ) {
- texture.flipY = texData.flipY;
- }
- if ( texData.format !== undefined ) {
- texture.format = texData.format;
- }
- if ( texData.type !== undefined ) {
- texture.type = texData.type;
- }
- if ( texData.mipmaps !== undefined ) {
- texture.mipmaps = texData.mipmaps;
- texture.minFilter = LinearMipmapLinearFilter; // presumably...
- }
- if ( texData.mipmapCount === 1 ) {
- texture.minFilter = LinearFilter;
- }
- if ( texData.generateMipmaps !== undefined ) {
- texture.generateMipmaps = texData.generateMipmaps;
- }
- texture.needsUpdate = true;
- if ( onLoad ) onLoad( texture, texData );
- }, onProgress, onError );
- return texture;
- }
- }
- /**
- * Class for loading textures. Images are internally
- * loaded via {@link ImageLoader}.
- *
- * ```js
- * const loader = new THREE.TextureLoader();
- * const texture = await loader.loadAsync( 'textures/land_ocean_ice_cloud_2048.jpg' );
- *
- * const material = new THREE.MeshBasicMaterial( { map:texture } );
- * ```
- * Please note that `TextureLoader` has dropped support for progress
- * events in `r84`. For a `TextureLoader` that supports progress events, see
- * [this thread](https://github.com/mrdoob/three.js/issues/10439#issuecomment-293260145).
- *
- * @augments Loader
- */
- class TextureLoader extends Loader {
- /**
- * Constructs a new texture loader.
- *
- * @param {LoadingManager} [manager] - The loading manager.
- */
- constructor( manager ) {
- super( manager );
- }
- /**
- * Starts loading from the given URL and pass the fully loaded texture
- * to the `onLoad()` callback. The method also returns a new texture object which can
- * directly be used for material creation. If you do it this way, the texture
- * may pop up in your scene once the respective loading process is finished.
- *
- * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
- * @param {function(Texture)} onLoad - Executed when the loading process has been finished.
- * @param {onProgressCallback} onProgress - Unsupported in this loader.
- * @param {onErrorCallback} onError - Executed when errors occur.
- * @return {Texture} The texture.
- */
- load( url, onLoad, onProgress, onError ) {
- const texture = new Texture();
- const loader = new ImageLoader( this.manager );
- loader.setCrossOrigin( this.crossOrigin );
- loader.setPath( this.path );
- loader.load( url, function ( image ) {
- texture.image = image;
- texture.needsUpdate = true;
- if ( onLoad !== undefined ) {
- onLoad( texture );
- }
- }, onProgress, onError );
- return texture;
- }
- }
- /**
- * Abstract base class for lights - all other light types inherit the
- * properties and methods described here.
- *
- * @abstract
- * @augments Object3D
- */
- class Light extends Object3D {
- /**
- * Constructs a new light.
- *
- * @param {(number|Color|string)} [color=0xffffff] - The light's color.
- * @param {number} [intensity=1] - The light's strength/intensity.
- */
- constructor( color, intensity = 1 ) {
- super();
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isLight = true;
- this.type = 'Light';
- /**
- * The light's color.
- *
- * @type {Color}
- */
- this.color = new Color( color );
- /**
- * The light's intensity.
- *
- * @type {number}
- * @default 1
- */
- this.intensity = intensity;
- }
- /**
- * Frees the GPU-related resources allocated by this instance. Call this
- * method whenever this instance is no longer used in your app.
- */
- dispose() {
- this.dispatchEvent( { type: 'dispose' } );
- }
- copy( source, recursive ) {
- super.copy( source, recursive );
- this.color.copy( source.color );
- this.intensity = source.intensity;
- return this;
- }
- toJSON( meta ) {
- const data = super.toJSON( meta );
- data.object.color = this.color.getHex();
- data.object.intensity = this.intensity;
- return data;
- }
- }
- /**
- * A light source positioned directly above the scene, with color fading from
- * the sky color to the ground color.
- *
- * This light cannot be used to cast shadows.
- *
- * ```js
- * const light = new THREE.HemisphereLight( 0xffffbb, 0x080820, 1 );
- * scene.add( light );
- * ```
- *
- * @augments Light
- */
- class HemisphereLight extends Light {
- /**
- * Constructs a new hemisphere light.
- *
- * @param {(number|Color|string)} [skyColor=0xffffff] - The light's sky color.
- * @param {(number|Color|string)} [groundColor=0xffffff] - The light's ground color.
- * @param {number} [intensity=1] - The light's strength/intensity.
- */
- constructor( skyColor, groundColor, intensity ) {
- super( skyColor, intensity );
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isHemisphereLight = true;
- this.type = 'HemisphereLight';
- this.position.copy( Object3D.DEFAULT_UP );
- this.updateMatrix();
- /**
- * The light's ground color.
- *
- * @type {Color}
- */
- this.groundColor = new Color( groundColor );
- }
- copy( source, recursive ) {
- super.copy( source, recursive );
- this.groundColor.copy( source.groundColor );
- return this;
- }
- toJSON( meta ) {
- const data = super.toJSON( meta );
- data.object.groundColor = this.groundColor.getHex();
- return data;
- }
- }
- const _projScreenMatrix = /*@__PURE__*/ new Matrix4();
- const _lightPositionWorld = /*@__PURE__*/ new Vector3();
- const _lookTarget = /*@__PURE__*/ new Vector3();
- /**
- * Abstract base class for light shadow classes. These classes
- * represent the shadow configuration for different light types.
- *
- * @abstract
- */
- class LightShadow {
- /**
- * Constructs a new light shadow.
- *
- * @param {Camera} camera - The light's view of the world.
- */
- constructor( camera ) {
- /**
- * The light's view of the world.
- *
- * @type {Camera}
- */
- this.camera = camera;
- /**
- * The intensity of the shadow. The default is `1`.
- * Valid values are in the range `[0, 1]`.
- *
- * @type {number}
- * @default 1
- */
- this.intensity = 1;
- /**
- * Shadow map bias, how much to add or subtract from the normalized depth
- * when deciding whether a surface is in shadow.
- *
- * The default is `0`. Very tiny adjustments here (in the order of `0.0001`)
- * may help reduce artifacts in shadows.
- *
- * @type {number}
- * @default 0
- */
- this.bias = 0;
- /**
- * Defines how much the position used to query the shadow map is offset along
- * the object normal. The default is `0`. Increasing this value can be used to
- * reduce shadow acne especially in large scenes where light shines onto
- * geometry at a shallow angle. The cost is that shadows may appear distorted.
- *
- * @type {number}
- * @default 0
- */
- this.normalBias = 0;
- /**
- * Setting this to values greater than 1 will blur the edges of the shadow.
- * High values will cause unwanted banding effects in the shadows - a greater
- * map size will allow for a higher value to be used here before these effects
- * become visible.
- *
- * The property has no effect when the shadow map type is `BasicShadowMap`.
- *
- * @type {number}
- * @default 1
- */
- this.radius = 1;
- /**
- * The amount of samples to use when blurring a VSM shadow map.
- *
- * @type {number}
- * @default 8
- */
- this.blurSamples = 8;
- /**
- * Defines the width and height of the shadow map. Higher values give better quality
- * shadows at the cost of computation time. Values must be powers of two.
- *
- * @type {Vector2}
- * @default (512,512)
- */
- this.mapSize = new Vector2( 512, 512 );
- /**
- * The type of shadow texture. The default is `UnsignedByteType`.
- *
- * @type {number}
- * @default UnsignedByteType
- */
- this.mapType = UnsignedByteType;
- /**
- * The depth map generated using the internal camera; a location beyond a
- * pixel's depth is in shadow. Computed internally during rendering.
- *
- * @type {?RenderTarget}
- * @default null
- */
- this.map = null;
- /**
- * The distribution map generated using the internal camera; an occlusion is
- * calculated based on the distribution of depths. Computed internally during
- * rendering.
- *
- * @type {?RenderTarget}
- * @default null
- */
- this.mapPass = null;
- /**
- * Model to shadow camera space, to compute location and depth in shadow map.
- * This is computed internally during rendering.
- *
- * @type {Matrix4}
- */
- this.matrix = new Matrix4();
- /**
- * Enables automatic updates of the light's shadow. If you do not require dynamic
- * lighting / shadows, you may set this to `false`.
- *
- * @type {boolean}
- * @default true
- */
- this.autoUpdate = true;
- /**
- * When set to `true`, shadow maps will be updated in the next `render` call.
- * If you have set {@link LightShadow#autoUpdate} to `false`, you will need to
- * set this property to `true` and then make a render call to update the light's shadow.
- *
- * @type {boolean}
- * @default false
- */
- this.needsUpdate = false;
- this._frustum = new Frustum();
- this._frameExtents = new Vector2( 1, 1 );
- this._viewportCount = 1;
- this._viewports = [
- new Vector4( 0, 0, 1, 1 )
- ];
- }
- /**
- * Used internally by the renderer to get the number of viewports that need
- * to be rendered for this shadow.
- *
- * @return {number} The viewport count.
- */
- getViewportCount() {
- return this._viewportCount;
- }
- /**
- * Gets the shadow cameras frustum. Used internally by the renderer to cull objects.
- *
- * @return {Frustum} The shadow camera frustum.
- */
- getFrustum() {
- return this._frustum;
- }
- /**
- * Update the matrices for the camera and shadow, used internally by the renderer.
- *
- * @param {Light} light - The light for which the shadow is being rendered.
- */
- updateMatrices( light ) {
- const shadowCamera = this.camera;
- const shadowMatrix = this.matrix;
- _lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
- shadowCamera.position.copy( _lightPositionWorld );
- _lookTarget.setFromMatrixPosition( light.target.matrixWorld );
- shadowCamera.lookAt( _lookTarget );
- shadowCamera.updateMatrixWorld();
- _projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
- this._frustum.setFromProjectionMatrix( _projScreenMatrix, shadowCamera.coordinateSystem, shadowCamera.reversedDepth );
- if ( shadowCamera.reversedDepth ) {
- shadowMatrix.set(
- 0.5, 0.0, 0.0, 0.5,
- 0.0, 0.5, 0.0, 0.5,
- 0.0, 0.0, 1.0, 0.0,
- 0.0, 0.0, 0.0, 1.0
- );
- } else {
- shadowMatrix.set(
- 0.5, 0.0, 0.0, 0.5,
- 0.0, 0.5, 0.0, 0.5,
- 0.0, 0.0, 0.5, 0.5,
- 0.0, 0.0, 0.0, 1.0
- );
- }
- shadowMatrix.multiply( _projScreenMatrix );
- }
- /**
- * Returns a viewport definition for the given viewport index.
- *
- * @param {number} viewportIndex - The viewport index.
- * @return {Vector4} The viewport.
- */
- getViewport( viewportIndex ) {
- return this._viewports[ viewportIndex ];
- }
- /**
- * Returns the frame extends.
- *
- * @return {Vector2} The frame extends.
- */
- getFrameExtents() {
- return this._frameExtents;
- }
- /**
- * Frees the GPU-related resources allocated by this instance. Call this
- * method whenever this instance is no longer used in your app.
- */
- dispose() {
- if ( this.map ) {
- this.map.dispose();
- }
- if ( this.mapPass ) {
- this.mapPass.dispose();
- }
- }
- /**
- * Copies the values of the given light shadow instance to this instance.
- *
- * @param {LightShadow} source - The light shadow to copy.
- * @return {LightShadow} A reference to this light shadow instance.
- */
- copy( source ) {
- this.camera = source.camera.clone();
- this.intensity = source.intensity;
- this.bias = source.bias;
- this.radius = source.radius;
- this.autoUpdate = source.autoUpdate;
- this.needsUpdate = source.needsUpdate;
- this.normalBias = source.normalBias;
- this.blurSamples = source.blurSamples;
- this.mapSize.copy( source.mapSize );
- return this;
- }
- /**
- * Returns a new light shadow instance with copied values from this instance.
- *
- * @return {LightShadow} A clone of this instance.
- */
- clone() {
- return new this.constructor().copy( this );
- }
- /**
- * Serializes the light shadow into JSON.
- *
- * @return {Object} A JSON object representing the serialized light shadow.
- * @see {@link ObjectLoader#parse}
- */
- toJSON() {
- const object = {};
- if ( this.intensity !== 1 ) object.intensity = this.intensity;
- if ( this.bias !== 0 ) object.bias = this.bias;
- if ( this.normalBias !== 0 ) object.normalBias = this.normalBias;
- if ( this.radius !== 1 ) object.radius = this.radius;
- if ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) object.mapSize = this.mapSize.toArray();
- object.camera = this.camera.toJSON( false ).object;
- delete object.camera.matrix;
- return object;
- }
- }
- /**
- * Represents the shadow configuration of directional lights.
- *
- * @augments LightShadow
- */
- class SpotLightShadow extends LightShadow {
- /**
- * Constructs a new spot light shadow.
- */
- constructor() {
- super( new PerspectiveCamera( 50, 1, 0.5, 500 ) );
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isSpotLightShadow = true;
- /**
- * Used to focus the shadow camera. The camera's field of view is set as a
- * percentage of the spotlight's field-of-view. Range is `[0, 1]`.
- *
- * @type {number}
- * @default 1
- */
- this.focus = 1;
- /**
- * Texture aspect ratio.
- *
- * @type {number}
- * @default 1
- */
- this.aspect = 1;
- }
- updateMatrices( light ) {
- const camera = this.camera;
- const fov = RAD2DEG * 2 * light.angle * this.focus;
- const aspect = ( this.mapSize.width / this.mapSize.height ) * this.aspect;
- const far = light.distance || camera.far;
- if ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) {
- camera.fov = fov;
- camera.aspect = aspect;
- camera.far = far;
- camera.updateProjectionMatrix();
- }
- super.updateMatrices( light );
- }
- copy( source ) {
- super.copy( source );
- this.focus = source.focus;
- return this;
- }
- }
- /**
- * This light gets emitted from a single point in one direction, along a cone
- * that increases in size the further from the light it gets.
- *
- * This light can cast shadows - see the {@link SpotLightShadow} for details.
- *
- * ```js
- * // white spotlight shining from the side, modulated by a texture
- * const spotLight = new THREE.SpotLight( 0xffffff );
- * spotLight.position.set( 100, 1000, 100 );
- * spotLight.map = new THREE.TextureLoader().load( url );
- *
- * spotLight.castShadow = true;
- * spotLight.shadow.mapSize.width = 1024;
- * spotLight.shadow.mapSize.height = 1024;
- * spotLight.shadow.camera.near = 500;
- * spotLight.shadow.camera.far = 4000;
- * spotLight.shadow.camera.fov = 30;s
- * ```
- *
- * @augments Light
- */
- class SpotLight extends Light {
- /**
- * Constructs a new spot light.
- *
- * @param {(number|Color|string)} [color=0xffffff] - The light's color.
- * @param {number} [intensity=1] - The light's strength/intensity measured in candela (cd).
- * @param {number} [distance=0] - Maximum range of the light. `0` means no limit.
- * @param {number} [angle=Math.PI/3] - Maximum angle of light dispersion from its direction whose upper bound is `Math.PI/2`.
- * @param {number} [penumbra=0] - Percent of the spotlight cone that is attenuated due to penumbra. Value range is `[0,1]`.
- * @param {number} [decay=2] - The amount the light dims along the distance of the light.
- */
- constructor( color, intensity, distance = 0, angle = Math.PI / 3, penumbra = 0, decay = 2 ) {
- super( color, intensity );
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isSpotLight = true;
- this.type = 'SpotLight';
- this.position.copy( Object3D.DEFAULT_UP );
- this.updateMatrix();
- /**
- * The spot light points from its position to the
- * target's position.
- *
- * For the target's position to be changed to anything other
- * than the default, it must be added to the scene.
- *
- * It is also possible to set the target to be another 3D object
- * in the scene. The light will now track the target object.
- *
- * @type {Object3D}
- */
- this.target = new Object3D();
- /**
- * Maximum range of the light. `0` means no limit.
- *
- * @type {number}
- * @default 0
- */
- this.distance = distance;
- /**
- * Maximum angle of light dispersion from its direction whose upper bound is `Math.PI/2`.
- *
- * @type {number}
- * @default Math.PI/3
- */
- this.angle = angle;
- /**
- * Percent of the spotlight cone that is attenuated due to penumbra.
- * Value range is `[0,1]`.
- *
- * @type {number}
- * @default 0
- */
- this.penumbra = penumbra;
- /**
- * The amount the light dims along the distance of the light. In context of
- * physically-correct rendering the default value should not be changed.
- *
- * @type {number}
- * @default 2
- */
- this.decay = decay;
- /**
- * A texture used to modulate the color of the light. The spot light
- * color is mixed with the RGB value of this texture, with a ratio
- * corresponding to its alpha value. The cookie-like masking effect is
- * reproduced using pixel values (0, 0, 0, 1-cookie_value).
- *
- * *Warning*: This property is disabled if {@link Object3D#castShadow} is set to `false`.
- *
- * @type {?Texture}
- * @default null
- */
- this.map = null;
- /**
- * This property holds the light's shadow configuration.
- *
- * @type {SpotLightShadow}
- */
- this.shadow = new SpotLightShadow();
- }
- /**
- * The light's power. Power is the luminous power of the light measured in lumens (lm).
- * Changing the power will also change the light's intensity.
- *
- * @type {number}
- */
- get power() {
- // compute the light's luminous power (in lumens) from its intensity (in candela)
- // by convention for a spotlight, luminous power (lm) = π * luminous intensity (cd)
- return this.intensity * Math.PI;
- }
- set power( power ) {
- // set the light's intensity (in candela) from the desired luminous power (in lumens)
- this.intensity = power / Math.PI;
- }
- dispose() {
- super.dispose();
- this.shadow.dispose();
- }
- copy( source, recursive ) {
- super.copy( source, recursive );
- this.distance = source.distance;
- this.angle = source.angle;
- this.penumbra = source.penumbra;
- this.decay = source.decay;
- this.target = source.target.clone();
- this.map = source.map;
- this.shadow = source.shadow.clone();
- return this;
- }
- toJSON( meta ) {
- const data = super.toJSON( meta );
- data.object.distance = this.distance;
- data.object.angle = this.angle;
- data.object.decay = this.decay;
- data.object.penumbra = this.penumbra;
- data.object.target = this.target.uuid;
- if ( this.map && this.map.isTexture ) data.object.map = this.map.toJSON( meta ).uuid;
- data.object.shadow = this.shadow.toJSON();
- return data;
- }
- }
- /**
- * Represents the shadow configuration of point lights.
- *
- * @augments LightShadow
- */
- class PointLightShadow extends LightShadow {
- /**
- * Constructs a new point light shadow.
- */
- constructor() {
- super( new PerspectiveCamera( 90, 1, 0.5, 500 ) );
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isPointLightShadow = true;
- }
- }
- /**
- * A light that gets emitted from a single point in all directions. A common
- * use case for this is to replicate the light emitted from a bare
- * lightbulb.
- *
- * This light can cast shadows - see the {@link PointLightShadow} for details.
- *
- * ```js
- * const light = new THREE.PointLight( 0xff0000, 1, 100 );
- * light.position.set( 50, 50, 50 );
- * scene.add( light );
- * ```
- *
- * @augments Light
- */
- class PointLight extends Light {
- /**
- * Constructs a new point light.
- *
- * @param {(number|Color|string)} [color=0xffffff] - The light's color.
- * @param {number} [intensity=1] - The light's strength/intensity measured in candela (cd).
- * @param {number} [distance=0] - Maximum range of the light. `0` means no limit.
- * @param {number} [decay=2] - The amount the light dims along the distance of the light.
- */
- constructor( color, intensity, distance = 0, decay = 2 ) {
- super( color, intensity );
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isPointLight = true;
- this.type = 'PointLight';
- /**
- * When distance is zero, light will attenuate according to inverse-square
- * law to infinite distance. When distance is non-zero, light will attenuate
- * according to inverse-square law until near the distance cutoff, where it
- * will then attenuate quickly and smoothly to 0. Inherently, cutoffs are not
- * physically correct.
- *
- * @type {number}
- * @default 0
- */
- this.distance = distance;
- /**
- * The amount the light dims along the distance of the light. In context of
- * physically-correct rendering the default value should not be changed.
- *
- * @type {number}
- * @default 2
- */
- this.decay = decay;
- /**
- * This property holds the light's shadow configuration.
- *
- * @type {PointLightShadow}
- */
- this.shadow = new PointLightShadow();
- }
- /**
- * The light's power. Power is the luminous power of the light measured in lumens (lm).
- * Changing the power will also change the light's intensity.
- *
- * @type {number}
- */
- get power() {
- // compute the light's luminous power (in lumens) from its intensity (in candela)
- // for an isotropic light source, luminous power (lm) = 4 π luminous intensity (cd)
- return this.intensity * 4 * Math.PI;
- }
- set power( power ) {
- // set the light's intensity (in candela) from the desired luminous power (in lumens)
- this.intensity = power / ( 4 * Math.PI );
- }
- dispose() {
- super.dispose();
- this.shadow.dispose();
- }
- copy( source, recursive ) {
- super.copy( source, recursive );
- this.distance = source.distance;
- this.decay = source.decay;
- this.shadow = source.shadow.clone();
- return this;
- }
- toJSON( meta ) {
- const data = super.toJSON( meta );
- data.object.distance = this.distance;
- data.object.decay = this.decay;
- data.object.shadow = this.shadow.toJSON();
- return data;
- }
- }
- /**
- * Camera that uses [orthographic projection](https://en.wikipedia.org/wiki/Orthographic_projection).
- *
- * In this projection mode, an object's size in the rendered image stays
- * constant regardless of its distance from the camera. This can be useful
- * for rendering 2D scenes and UI elements, amongst other things.
- *
- * ```js
- * const camera = new THREE.OrthographicCamera( width / - 2, width / 2, height / 2, height / - 2, 1, 1000 );
- * scene.add( camera );
- * ```
- *
- * @augments Camera
- */
- class OrthographicCamera extends Camera {
- /**
- * Constructs a new orthographic camera.
- *
- * @param {number} [left=-1] - The left plane of the camera's frustum.
- * @param {number} [right=1] - The right plane of the camera's frustum.
- * @param {number} [top=1] - The top plane of the camera's frustum.
- * @param {number} [bottom=-1] - The bottom plane of the camera's frustum.
- * @param {number} [near=0.1] - The camera's near plane.
- * @param {number} [far=2000] - The camera's far plane.
- */
- constructor( left = -1, right = 1, top = 1, bottom = -1, near = 0.1, far = 2000 ) {
- super();
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isOrthographicCamera = true;
- this.type = 'OrthographicCamera';
- /**
- * The zoom factor of the camera.
- *
- * @type {number}
- * @default 1
- */
- this.zoom = 1;
- /**
- * Represents the frustum window specification. This property should not be edited
- * directly but via {@link PerspectiveCamera#setViewOffset} and {@link PerspectiveCamera#clearViewOffset}.
- *
- * @type {?Object}
- * @default null
- */
- this.view = null;
- /**
- * The left plane of the camera's frustum.
- *
- * @type {number}
- * @default -1
- */
- this.left = left;
- /**
- * The right plane of the camera's frustum.
- *
- * @type {number}
- * @default 1
- */
- this.right = right;
- /**
- * The top plane of the camera's frustum.
- *
- * @type {number}
- * @default 1
- */
- this.top = top;
- /**
- * The bottom plane of the camera's frustum.
- *
- * @type {number}
- * @default -1
- */
- this.bottom = bottom;
- /**
- * The camera's near plane. The valid range is greater than `0`
- * and less than the current value of {@link OrthographicCamera#far}.
- *
- * Note that, unlike for the {@link PerspectiveCamera}, `0` is a
- * valid value for an orthographic camera's near plane.
- *
- * @type {number}
- * @default 0.1
- */
- this.near = near;
- /**
- * The camera's far plane. Must be greater than the
- * current value of {@link OrthographicCamera#near}.
- *
- * @type {number}
- * @default 2000
- */
- this.far = far;
- this.updateProjectionMatrix();
- }
- copy( source, recursive ) {
- super.copy( source, recursive );
- this.left = source.left;
- this.right = source.right;
- this.top = source.top;
- this.bottom = source.bottom;
- this.near = source.near;
- this.far = source.far;
- this.zoom = source.zoom;
- this.view = source.view === null ? null : Object.assign( {}, source.view );
- return this;
- }
- /**
- * Sets an offset in a larger frustum. This is useful for multi-window or
- * multi-monitor/multi-machine setups.
- *
- * @param {number} fullWidth - The full width of multiview setup.
- * @param {number} fullHeight - The full height of multiview setup.
- * @param {number} x - The horizontal offset of the subcamera.
- * @param {number} y - The vertical offset of the subcamera.
- * @param {number} width - The width of subcamera.
- * @param {number} height - The height of subcamera.
- * @see {@link PerspectiveCamera#setViewOffset}
- */
- setViewOffset( fullWidth, fullHeight, x, y, width, height ) {
- if ( this.view === null ) {
- this.view = {
- enabled: true,
- fullWidth: 1,
- fullHeight: 1,
- offsetX: 0,
- offsetY: 0,
- width: 1,
- height: 1
- };
- }
- this.view.enabled = true;
- this.view.fullWidth = fullWidth;
- this.view.fullHeight = fullHeight;
- this.view.offsetX = x;
- this.view.offsetY = y;
- this.view.width = width;
- this.view.height = height;
- this.updateProjectionMatrix();
- }
- /**
- * Removes the view offset from the projection matrix.
- */
- clearViewOffset() {
- if ( this.view !== null ) {
- this.view.enabled = false;
- }
- this.updateProjectionMatrix();
- }
- /**
- * Updates the camera's projection matrix. Must be called after any change of
- * camera properties.
- */
- updateProjectionMatrix() {
- const dx = ( this.right - this.left ) / ( 2 * this.zoom );
- const dy = ( this.top - this.bottom ) / ( 2 * this.zoom );
- const cx = ( this.right + this.left ) / 2;
- const cy = ( this.top + this.bottom ) / 2;
- let left = cx - dx;
- let right = cx + dx;
- let top = cy + dy;
- let bottom = cy - dy;
- if ( this.view !== null && this.view.enabled ) {
- const scaleW = ( this.right - this.left ) / this.view.fullWidth / this.zoom;
- const scaleH = ( this.top - this.bottom ) / this.view.fullHeight / this.zoom;
- left += scaleW * this.view.offsetX;
- right = left + scaleW * this.view.width;
- top -= scaleH * this.view.offsetY;
- bottom = top - scaleH * this.view.height;
- }
- this.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far, this.coordinateSystem, this.reversedDepth );
- this.projectionMatrixInverse.copy( this.projectionMatrix ).invert();
- }
- toJSON( meta ) {
- const data = super.toJSON( meta );
- data.object.zoom = this.zoom;
- data.object.left = this.left;
- data.object.right = this.right;
- data.object.top = this.top;
- data.object.bottom = this.bottom;
- data.object.near = this.near;
- data.object.far = this.far;
- if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );
- return data;
- }
- }
- /**
- * Represents the shadow configuration of directional lights.
- *
- * @augments LightShadow
- */
- class DirectionalLightShadow extends LightShadow {
- /**
- * Constructs a new directional light shadow.
- */
- constructor() {
- super( new OrthographicCamera( -5, 5, 5, -5, 0.5, 500 ) );
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isDirectionalLightShadow = true;
- }
- }
- /**
- * A light that gets emitted in a specific direction. This light will behave
- * as though it is infinitely far away and the rays produced from it are all
- * parallel. The common use case for this is to simulate daylight; the sun is
- * far enough away that its position can be considered to be infinite, and
- * all light rays coming from it are parallel.
- *
- * A common point of confusion for directional lights is that setting the
- * rotation has no effect. This is because three.js's DirectionalLight is the
- * equivalent to what is often called a 'Target Direct Light' in other
- * applications.
- *
- * This means that its direction is calculated as pointing from the light's
- * {@link Object3D#position} to the {@link DirectionalLight#target} position
- * (as opposed to a 'Free Direct Light' that just has a rotation
- * component).
- *
- * This light can cast shadows - see the {@link DirectionalLightShadow} for details.
- *
- * ```js
- * // White directional light at half intensity shining from the top.
- * const directionalLight = new THREE.DirectionalLight( 0xffffff, 0.5 );
- * scene.add( directionalLight );
- * ```
- *
- * @augments Light
- */
- class DirectionalLight extends Light {
- /**
- * Constructs a new directional light.
- *
- * @param {(number|Color|string)} [color=0xffffff] - The light's color.
- * @param {number} [intensity=1] - The light's strength/intensity.
- */
- constructor( color, intensity ) {
- super( color, intensity );
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isDirectionalLight = true;
- this.type = 'DirectionalLight';
- this.position.copy( Object3D.DEFAULT_UP );
- this.updateMatrix();
- /**
- * The directional light points from its position to the
- * target's position.
- *
- * For the target's position to be changed to anything other
- * than the default, it must be added to the scene.
- *
- * It is also possible to set the target to be another 3D object
- * in the scene. The light will now track the target object.
- *
- * @type {Object3D}
- */
- this.target = new Object3D();
- /**
- * This property holds the light's shadow configuration.
- *
- * @type {DirectionalLightShadow}
- */
- this.shadow = new DirectionalLightShadow();
- }
- dispose() {
- super.dispose();
- this.shadow.dispose();
- }
- copy( source ) {
- super.copy( source );
- this.target = source.target.clone();
- this.shadow = source.shadow.clone();
- return this;
- }
- toJSON( meta ) {
- const data = super.toJSON( meta );
- data.object.shadow = this.shadow.toJSON();
- data.object.target = this.target.uuid;
- return data;
- }
- }
- /**
- * This light globally illuminates all objects in the scene equally.
- *
- * It cannot be used to cast shadows as it does not have a direction.
- *
- * ```js
- * const light = new THREE.AmbientLight( 0x404040 ); // soft white light
- * scene.add( light );
- * ```
- *
- * @augments Light
- */
- class AmbientLight extends Light {
- /**
- * Constructs a new ambient light.
- *
- * @param {(number|Color|string)} [color=0xffffff] - The light's color.
- * @param {number} [intensity=1] - The light's strength/intensity.
- */
- constructor( color, intensity ) {
- super( color, intensity );
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isAmbientLight = true;
- this.type = 'AmbientLight';
- }
- }
- /**
- * This class emits light uniformly across the face a rectangular plane.
- * This light type can be used to simulate light sources such as bright
- * windows or strip lighting.
- *
- * Important Notes:
- *
- * - There is no shadow support.
- * - Only PBR materials are supported.
- * - You have to include `RectAreaLightUniformsLib` (`WebGLRenderer`) or `RectAreaLightTexturesLib` (`WebGPURenderer`)
- * into your app and init the uniforms/textures.
- *
- * ```js
- * RectAreaLightUniformsLib.init(); // only relevant for WebGLRenderer
- * THREE.RectAreaLightNode.setLTC( RectAreaLightTexturesLib.init() ); // only relevant for WebGPURenderer
- *
- * const intensity = 1; const width = 10; const height = 10;
- * const rectLight = new THREE.RectAreaLight( 0xffffff, intensity, width, height );
- * rectLight.position.set( 5, 5, 0 );
- * rectLight.lookAt( 0, 0, 0 );
- * scene.add( rectLight )
- * ```
- *
- * @augments Light
- */
- class RectAreaLight extends Light {
- /**
- * Constructs a new area light.
- *
- * @param {(number|Color|string)} [color=0xffffff] - The light's color.
- * @param {number} [intensity=1] - The light's strength/intensity.
- * @param {number} [width=10] - The width of the light.
- * @param {number} [height=10] - The height of the light.
- */
- constructor( color, intensity, width = 10, height = 10 ) {
- super( color, intensity );
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isRectAreaLight = true;
- this.type = 'RectAreaLight';
- /**
- * The width of the light.
- *
- * @type {number}
- * @default 10
- */
- this.width = width;
- /**
- * The height of the light.
- *
- * @type {number}
- * @default 10
- */
- this.height = height;
- }
- /**
- * The light's power. Power is the luminous power of the light measured in lumens (lm).
- * Changing the power will also change the light's intensity.
- *
- * @type {number}
- */
- get power() {
- // compute the light's luminous power (in lumens) from its intensity (in nits)
- return this.intensity * this.width * this.height * Math.PI;
- }
- set power( power ) {
- // set the light's intensity (in nits) from the desired luminous power (in lumens)
- this.intensity = power / ( this.width * this.height * Math.PI );
- }
- copy( source ) {
- super.copy( source );
- this.width = source.width;
- this.height = source.height;
- return this;
- }
- toJSON( meta ) {
- const data = super.toJSON( meta );
- data.object.width = this.width;
- data.object.height = this.height;
- return data;
- }
- }
- /**
- * Represents a third-order spherical harmonics (SH). Light probes use this class
- * to encode lighting information.
- *
- * - Primary reference: {@link https://graphics.stanford.edu/papers/envmap/envmap.pdf}
- * - Secondary reference: {@link https://www.ppsloan.org/publications/StupidSH36.pdf}
- */
- class SphericalHarmonics3 {
- /**
- * Constructs a new spherical harmonics.
- */
- constructor() {
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isSphericalHarmonics3 = true;
- /**
- * An array holding the (9) SH coefficients.
- *
- * @type {Array<Vector3>}
- */
- this.coefficients = [];
- for ( let i = 0; i < 9; i ++ ) {
- this.coefficients.push( new Vector3() );
- }
- }
- /**
- * Sets the given SH coefficients to this instance by copying
- * the values.
- *
- * @param {Array<Vector3>} coefficients - The SH coefficients.
- * @return {SphericalHarmonics3} A reference to this spherical harmonics.
- */
- set( coefficients ) {
- for ( let i = 0; i < 9; i ++ ) {
- this.coefficients[ i ].copy( coefficients[ i ] );
- }
- return this;
- }
- /**
- * Sets all SH coefficients to `0`.
- *
- * @return {SphericalHarmonics3} A reference to this spherical harmonics.
- */
- zero() {
- for ( let i = 0; i < 9; i ++ ) {
- this.coefficients[ i ].set( 0, 0, 0 );
- }
- return this;
- }
- /**
- * Returns the radiance in the direction of the given normal.
- *
- * @param {Vector3} normal - The normal vector (assumed to be unit length)
- * @param {Vector3} target - The target vector that is used to store the method's result.
- * @return {Vector3} The radiance.
- */
- getAt( normal, target ) {
- // normal is assumed to be unit length
- const x = normal.x, y = normal.y, z = normal.z;
- const coeff = this.coefficients;
- // band 0
- target.copy( coeff[ 0 ] ).multiplyScalar( 0.282095 );
- // band 1
- target.addScaledVector( coeff[ 1 ], 0.488603 * y );
- target.addScaledVector( coeff[ 2 ], 0.488603 * z );
- target.addScaledVector( coeff[ 3 ], 0.488603 * x );
- // band 2
- target.addScaledVector( coeff[ 4 ], 1.092548 * ( x * y ) );
- target.addScaledVector( coeff[ 5 ], 1.092548 * ( y * z ) );
- target.addScaledVector( coeff[ 6 ], 0.315392 * ( 3.0 * z * z - 1.0 ) );
- target.addScaledVector( coeff[ 7 ], 1.092548 * ( x * z ) );
- target.addScaledVector( coeff[ 8 ], 0.546274 * ( x * x - y * y ) );
- return target;
- }
- /**
- * Returns the irradiance (radiance convolved with cosine lobe) in the
- * direction of the given normal.
- *
- * @param {Vector3} normal - The normal vector (assumed to be unit length)
- * @param {Vector3} target - The target vector that is used to store the method's result.
- * @return {Vector3} The irradiance.
- */
- getIrradianceAt( normal, target ) {
- // normal is assumed to be unit length
- const x = normal.x, y = normal.y, z = normal.z;
- const coeff = this.coefficients;
- // band 0
- target.copy( coeff[ 0 ] ).multiplyScalar( 0.886227 ); // π * 0.282095
- // band 1
- target.addScaledVector( coeff[ 1 ], 2.0 * 0.511664 * y ); // ( 2 * π / 3 ) * 0.488603
- target.addScaledVector( coeff[ 2 ], 2.0 * 0.511664 * z );
- target.addScaledVector( coeff[ 3 ], 2.0 * 0.511664 * x );
- // band 2
- target.addScaledVector( coeff[ 4 ], 2.0 * 0.429043 * x * y ); // ( π / 4 ) * 1.092548
- target.addScaledVector( coeff[ 5 ], 2.0 * 0.429043 * y * z );
- target.addScaledVector( coeff[ 6 ], 0.743125 * z * z - 0.247708 ); // ( π / 4 ) * 0.315392 * 3
- target.addScaledVector( coeff[ 7 ], 2.0 * 0.429043 * x * z );
- target.addScaledVector( coeff[ 8 ], 0.429043 * ( x * x - y * y ) ); // ( π / 4 ) * 0.546274
- return target;
- }
- /**
- * Adds the given SH to this instance.
- *
- * @param {SphericalHarmonics3} sh - The SH to add.
- * @return {SphericalHarmonics3} A reference to this spherical harmonics.
- */
- add( sh ) {
- for ( let i = 0; i < 9; i ++ ) {
- this.coefficients[ i ].add( sh.coefficients[ i ] );
- }
- return this;
- }
- /**
- * A convenience method for performing {@link SphericalHarmonics3#add} and
- * {@link SphericalHarmonics3#scale} at once.
- *
- * @param {SphericalHarmonics3} sh - The SH to add.
- * @param {number} s - The scale factor.
- * @return {SphericalHarmonics3} A reference to this spherical harmonics.
- */
- addScaledSH( sh, s ) {
- for ( let i = 0; i < 9; i ++ ) {
- this.coefficients[ i ].addScaledVector( sh.coefficients[ i ], s );
- }
- return this;
- }
- /**
- * Scales this SH by the given scale factor.
- *
- * @param {number} s - The scale factor.
- * @return {SphericalHarmonics3} A reference to this spherical harmonics.
- */
- scale( s ) {
- for ( let i = 0; i < 9; i ++ ) {
- this.coefficients[ i ].multiplyScalar( s );
- }
- return this;
- }
- /**
- * Linear interpolates between the given SH and this instance by the given
- * alpha factor.
- *
- * @param {SphericalHarmonics3} sh - The SH to interpolate with.
- * @param {number} alpha - The alpha factor.
- * @return {SphericalHarmonics3} A reference to this spherical harmonics.
- */
- lerp( sh, alpha ) {
- for ( let i = 0; i < 9; i ++ ) {
- this.coefficients[ i ].lerp( sh.coefficients[ i ], alpha );
- }
- return this;
- }
- /**
- * Returns `true` if this spherical harmonics is equal with the given one.
- *
- * @param {SphericalHarmonics3} sh - The spherical harmonics to test for equality.
- * @return {boolean} Whether this spherical harmonics is equal with the given one.
- */
- equals( sh ) {
- for ( let i = 0; i < 9; i ++ ) {
- if ( ! this.coefficients[ i ].equals( sh.coefficients[ i ] ) ) {
- return false;
- }
- }
- return true;
- }
- /**
- * Copies the values of the given spherical harmonics to this instance.
- *
- * @param {SphericalHarmonics3} sh - The spherical harmonics to copy.
- * @return {SphericalHarmonics3} A reference to this spherical harmonics.
- */
- copy( sh ) {
- return this.set( sh.coefficients );
- }
- /**
- * Returns a new spherical harmonics with copied values from this instance.
- *
- * @return {SphericalHarmonics3} A clone of this instance.
- */
- clone() {
- return new this.constructor().copy( this );
- }
- /**
- * Sets the SH coefficients of this instance from the given array.
- *
- * @param {Array<number>} array - An array holding the SH coefficients.
- * @param {number} [offset=0] - The array offset where to start copying.
- * @return {SphericalHarmonics3} A clone of this instance.
- */
- fromArray( array, offset = 0 ) {
- const coefficients = this.coefficients;
- for ( let i = 0; i < 9; i ++ ) {
- coefficients[ i ].fromArray( array, offset + ( i * 3 ) );
- }
- return this;
- }
- /**
- * Returns an array with the SH coefficients, or copies them into the provided
- * array. The coefficients are represented as numbers.
- *
- * @param {Array<number>} [array=[]] - The target array.
- * @param {number} [offset=0] - The array offset where to start copying.
- * @return {Array<number>} An array with flat SH coefficients.
- */
- toArray( array = [], offset = 0 ) {
- const coefficients = this.coefficients;
- for ( let i = 0; i < 9; i ++ ) {
- coefficients[ i ].toArray( array, offset + ( i * 3 ) );
- }
- return array;
- }
- /**
- * Computes the SH basis for the given normal vector.
- *
- * @param {Vector3} normal - The normal.
- * @param {Array<number>} shBasis - The target array holding the SH basis.
- */
- static getBasisAt( normal, shBasis ) {
- // normal is assumed to be unit length
- const x = normal.x, y = normal.y, z = normal.z;
- // band 0
- shBasis[ 0 ] = 0.282095;
- // band 1
- shBasis[ 1 ] = 0.488603 * y;
- shBasis[ 2 ] = 0.488603 * z;
- shBasis[ 3 ] = 0.488603 * x;
- // band 2
- shBasis[ 4 ] = 1.092548 * x * y;
- shBasis[ 5 ] = 1.092548 * y * z;
- shBasis[ 6 ] = 0.315392 * ( 3 * z * z - 1 );
- shBasis[ 7 ] = 1.092548 * x * z;
- shBasis[ 8 ] = 0.546274 * ( x * x - y * y );
- }
- }
- /**
- * Light probes are an alternative way of adding light to a 3D scene. Unlike
- * classical light sources (e.g. directional, point or spot lights), light
- * probes do not emit light. Instead they store information about light
- * passing through 3D space. During rendering, the light that hits a 3D
- * object is approximated by using the data from the light probe.
- *
- * Light probes are usually created from (radiance) environment maps. The
- * class {@link LightProbeGenerator} can be used to create light probes from
- * cube textures or render targets. However, light estimation data could also
- * be provided in other forms e.g. by WebXR. This enables the rendering of
- * augmented reality content that reacts to real world lighting.
- *
- * The current probe implementation in three.js supports so-called diffuse
- * light probes. This type of light probe is functionally equivalent to an
- * irradiance environment map.
- *
- * @augments Light
- */
- class LightProbe extends Light {
- /**
- * Constructs a new light probe.
- *
- * @param {SphericalHarmonics3} sh - The spherical harmonics which represents encoded lighting information.
- * @param {number} [intensity=1] - The light's strength/intensity.
- */
- constructor( sh = new SphericalHarmonics3(), intensity = 1 ) {
- super( undefined, intensity );
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isLightProbe = true;
- /**
- * A light probe uses spherical harmonics to encode lighting information.
- *
- * @type {SphericalHarmonics3}
- */
- this.sh = sh;
- }
- copy( source ) {
- super.copy( source );
- this.sh.copy( source.sh );
- return this;
- }
- toJSON( meta ) {
- const data = super.toJSON( meta );
- data.object.sh = this.sh.toArray();
- return data;
- }
- }
- /**
- * Class for loading materials. The files are internally
- * loaded via {@link FileLoader}.
- *
- * ```js
- * const loader = new THREE.MaterialLoader();
- * const material = await loader.loadAsync( 'material.json' );
- * ```
- * This loader does not support node materials. Use {@link NodeMaterialLoader} instead.
- *
- * @augments Loader
- */
- class MaterialLoader extends Loader {
- /**
- * Constructs a new material loader.
- *
- * @param {LoadingManager} [manager] - The loading manager.
- */
- constructor( manager ) {
- super( manager );
- /**
- * A dictionary holding textures used by the material.
- *
- * @type {Object<string,Texture>}
- */
- this.textures = {};
- }
- /**
- * Starts loading from the given URL and pass the loaded material to the `onLoad()` callback.
- *
- * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
- * @param {function(Material)} onLoad - Executed when the loading process has been finished.
- * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
- * @param {onErrorCallback} onError - Executed when errors occur.
- */
- load( url, onLoad, onProgress, onError ) {
- const scope = this;
- const loader = new FileLoader( scope.manager );
- loader.setPath( scope.path );
- loader.setRequestHeader( scope.requestHeader );
- loader.setWithCredentials( scope.withCredentials );
- loader.load( url, function ( text ) {
- try {
- onLoad( scope.parse( JSON.parse( text ) ) );
- } catch ( e ) {
- if ( onError ) {
- onError( e );
- } else {
- error( e );
- }
- scope.manager.itemError( url );
- }
- }, onProgress, onError );
- }
- /**
- * Parses the given JSON object and returns a material.
- *
- * @param {Object} json - The serialized material.
- * @return {Material} The parsed material.
- */
- parse( json ) {
- const textures = this.textures;
- function getTexture( name ) {
- if ( textures[ name ] === undefined ) {
- warn( 'MaterialLoader: Undefined texture', name );
- }
- return textures[ name ];
- }
- const material = this.createMaterialFromType( json.type );
- if ( json.uuid !== undefined ) material.uuid = json.uuid;
- if ( json.name !== undefined ) material.name = json.name;
- if ( json.color !== undefined && material.color !== undefined ) material.color.setHex( json.color );
- if ( json.roughness !== undefined ) material.roughness = json.roughness;
- if ( json.metalness !== undefined ) material.metalness = json.metalness;
- if ( json.sheen !== undefined ) material.sheen = json.sheen;
- if ( json.sheenColor !== undefined ) material.sheenColor = new Color().setHex( json.sheenColor );
- if ( json.sheenRoughness !== undefined ) material.sheenRoughness = json.sheenRoughness;
- if ( json.emissive !== undefined && material.emissive !== undefined ) material.emissive.setHex( json.emissive );
- if ( json.specular !== undefined && material.specular !== undefined ) material.specular.setHex( json.specular );
- if ( json.specularIntensity !== undefined ) material.specularIntensity = json.specularIntensity;
- if ( json.specularColor !== undefined && material.specularColor !== undefined ) material.specularColor.setHex( json.specularColor );
- if ( json.shininess !== undefined ) material.shininess = json.shininess;
- if ( json.clearcoat !== undefined ) material.clearcoat = json.clearcoat;
- if ( json.clearcoatRoughness !== undefined ) material.clearcoatRoughness = json.clearcoatRoughness;
- if ( json.dispersion !== undefined ) material.dispersion = json.dispersion;
- if ( json.iridescence !== undefined ) material.iridescence = json.iridescence;
- if ( json.iridescenceIOR !== undefined ) material.iridescenceIOR = json.iridescenceIOR;
- if ( json.iridescenceThicknessRange !== undefined ) material.iridescenceThicknessRange = json.iridescenceThicknessRange;
- if ( json.transmission !== undefined ) material.transmission = json.transmission;
- if ( json.thickness !== undefined ) material.thickness = json.thickness;
- if ( json.attenuationDistance !== undefined ) material.attenuationDistance = json.attenuationDistance;
- if ( json.attenuationColor !== undefined && material.attenuationColor !== undefined ) material.attenuationColor.setHex( json.attenuationColor );
- if ( json.anisotropy !== undefined ) material.anisotropy = json.anisotropy;
- if ( json.anisotropyRotation !== undefined ) material.anisotropyRotation = json.anisotropyRotation;
- if ( json.fog !== undefined ) material.fog = json.fog;
- if ( json.flatShading !== undefined ) material.flatShading = json.flatShading;
- if ( json.blending !== undefined ) material.blending = json.blending;
- if ( json.combine !== undefined ) material.combine = json.combine;
- if ( json.side !== undefined ) material.side = json.side;
- if ( json.shadowSide !== undefined ) material.shadowSide = json.shadowSide;
- if ( json.opacity !== undefined ) material.opacity = json.opacity;
- if ( json.transparent !== undefined ) material.transparent = json.transparent;
- if ( json.alphaTest !== undefined ) material.alphaTest = json.alphaTest;
- if ( json.alphaHash !== undefined ) material.alphaHash = json.alphaHash;
- if ( json.depthFunc !== undefined ) material.depthFunc = json.depthFunc;
- if ( json.depthTest !== undefined ) material.depthTest = json.depthTest;
- if ( json.depthWrite !== undefined ) material.depthWrite = json.depthWrite;
- if ( json.colorWrite !== undefined ) material.colorWrite = json.colorWrite;
- if ( json.blendSrc !== undefined ) material.blendSrc = json.blendSrc;
- if ( json.blendDst !== undefined ) material.blendDst = json.blendDst;
- if ( json.blendEquation !== undefined ) material.blendEquation = json.blendEquation;
- if ( json.blendSrcAlpha !== undefined ) material.blendSrcAlpha = json.blendSrcAlpha;
- if ( json.blendDstAlpha !== undefined ) material.blendDstAlpha = json.blendDstAlpha;
- if ( json.blendEquationAlpha !== undefined ) material.blendEquationAlpha = json.blendEquationAlpha;
- if ( json.blendColor !== undefined && material.blendColor !== undefined ) material.blendColor.setHex( json.blendColor );
- if ( json.blendAlpha !== undefined ) material.blendAlpha = json.blendAlpha;
- if ( json.stencilWriteMask !== undefined ) material.stencilWriteMask = json.stencilWriteMask;
- if ( json.stencilFunc !== undefined ) material.stencilFunc = json.stencilFunc;
- if ( json.stencilRef !== undefined ) material.stencilRef = json.stencilRef;
- if ( json.stencilFuncMask !== undefined ) material.stencilFuncMask = json.stencilFuncMask;
- if ( json.stencilFail !== undefined ) material.stencilFail = json.stencilFail;
- if ( json.stencilZFail !== undefined ) material.stencilZFail = json.stencilZFail;
- if ( json.stencilZPass !== undefined ) material.stencilZPass = json.stencilZPass;
- if ( json.stencilWrite !== undefined ) material.stencilWrite = json.stencilWrite;
- if ( json.wireframe !== undefined ) material.wireframe = json.wireframe;
- if ( json.wireframeLinewidth !== undefined ) material.wireframeLinewidth = json.wireframeLinewidth;
- if ( json.wireframeLinecap !== undefined ) material.wireframeLinecap = json.wireframeLinecap;
- if ( json.wireframeLinejoin !== undefined ) material.wireframeLinejoin = json.wireframeLinejoin;
- if ( json.rotation !== undefined ) material.rotation = json.rotation;
- if ( json.linewidth !== undefined ) material.linewidth = json.linewidth;
- if ( json.dashSize !== undefined ) material.dashSize = json.dashSize;
- if ( json.gapSize !== undefined ) material.gapSize = json.gapSize;
- if ( json.scale !== undefined ) material.scale = json.scale;
- if ( json.polygonOffset !== undefined ) material.polygonOffset = json.polygonOffset;
- if ( json.polygonOffsetFactor !== undefined ) material.polygonOffsetFactor = json.polygonOffsetFactor;
- if ( json.polygonOffsetUnits !== undefined ) material.polygonOffsetUnits = json.polygonOffsetUnits;
- if ( json.dithering !== undefined ) material.dithering = json.dithering;
- if ( json.alphaToCoverage !== undefined ) material.alphaToCoverage = json.alphaToCoverage;
- if ( json.premultipliedAlpha !== undefined ) material.premultipliedAlpha = json.premultipliedAlpha;
- if ( json.forceSinglePass !== undefined ) material.forceSinglePass = json.forceSinglePass;
- if ( json.allowOverride !== undefined ) material.allowOverride = json.allowOverride;
- if ( json.visible !== undefined ) material.visible = json.visible;
- if ( json.toneMapped !== undefined ) material.toneMapped = json.toneMapped;
- if ( json.userData !== undefined ) material.userData = json.userData;
- if ( json.vertexColors !== undefined ) {
- if ( typeof json.vertexColors === 'number' ) {
- material.vertexColors = ( json.vertexColors > 0 ) ? true : false;
- } else {
- material.vertexColors = json.vertexColors;
- }
- }
- // Shader Material
- if ( json.uniforms !== undefined ) {
- for ( const name in json.uniforms ) {
- const uniform = json.uniforms[ name ];
- material.uniforms[ name ] = {};
- switch ( uniform.type ) {
- case 't':
- material.uniforms[ name ].value = getTexture( uniform.value );
- break;
- case 'c':
- material.uniforms[ name ].value = new Color().setHex( uniform.value );
- break;
- case 'v2':
- material.uniforms[ name ].value = new Vector2().fromArray( uniform.value );
- break;
- case 'v3':
- material.uniforms[ name ].value = new Vector3().fromArray( uniform.value );
- break;
- case 'v4':
- material.uniforms[ name ].value = new Vector4().fromArray( uniform.value );
- break;
- case 'm3':
- material.uniforms[ name ].value = new Matrix3().fromArray( uniform.value );
- break;
- case 'm4':
- material.uniforms[ name ].value = new Matrix4().fromArray( uniform.value );
- break;
- default:
- material.uniforms[ name ].value = uniform.value;
- }
- }
- }
- if ( json.defines !== undefined ) material.defines = json.defines;
- if ( json.vertexShader !== undefined ) material.vertexShader = json.vertexShader;
- if ( json.fragmentShader !== undefined ) material.fragmentShader = json.fragmentShader;
- if ( json.glslVersion !== undefined ) material.glslVersion = json.glslVersion;
- if ( json.extensions !== undefined ) {
- for ( const key in json.extensions ) {
- material.extensions[ key ] = json.extensions[ key ];
- }
- }
- if ( json.lights !== undefined ) material.lights = json.lights;
- if ( json.clipping !== undefined ) material.clipping = json.clipping;
- // for PointsMaterial
- if ( json.size !== undefined ) material.size = json.size;
- if ( json.sizeAttenuation !== undefined ) material.sizeAttenuation = json.sizeAttenuation;
- // maps
- if ( json.map !== undefined ) material.map = getTexture( json.map );
- if ( json.matcap !== undefined ) material.matcap = getTexture( json.matcap );
- if ( json.alphaMap !== undefined ) material.alphaMap = getTexture( json.alphaMap );
- if ( json.bumpMap !== undefined ) material.bumpMap = getTexture( json.bumpMap );
- if ( json.bumpScale !== undefined ) material.bumpScale = json.bumpScale;
- if ( json.normalMap !== undefined ) material.normalMap = getTexture( json.normalMap );
- if ( json.normalMapType !== undefined ) material.normalMapType = json.normalMapType;
- if ( json.normalScale !== undefined ) {
- let normalScale = json.normalScale;
- if ( Array.isArray( normalScale ) === false ) {
- // Blender exporter used to export a scalar. See #7459
- normalScale = [ normalScale, normalScale ];
- }
- material.normalScale = new Vector2().fromArray( normalScale );
- }
- if ( json.displacementMap !== undefined ) material.displacementMap = getTexture( json.displacementMap );
- if ( json.displacementScale !== undefined ) material.displacementScale = json.displacementScale;
- if ( json.displacementBias !== undefined ) material.displacementBias = json.displacementBias;
- if ( json.roughnessMap !== undefined ) material.roughnessMap = getTexture( json.roughnessMap );
- if ( json.metalnessMap !== undefined ) material.metalnessMap = getTexture( json.metalnessMap );
- if ( json.emissiveMap !== undefined ) material.emissiveMap = getTexture( json.emissiveMap );
- if ( json.emissiveIntensity !== undefined ) material.emissiveIntensity = json.emissiveIntensity;
- if ( json.specularMap !== undefined ) material.specularMap = getTexture( json.specularMap );
- if ( json.specularIntensityMap !== undefined ) material.specularIntensityMap = getTexture( json.specularIntensityMap );
- if ( json.specularColorMap !== undefined ) material.specularColorMap = getTexture( json.specularColorMap );
- if ( json.envMap !== undefined ) material.envMap = getTexture( json.envMap );
- if ( json.envMapRotation !== undefined ) material.envMapRotation.fromArray( json.envMapRotation );
- if ( json.envMapIntensity !== undefined ) material.envMapIntensity = json.envMapIntensity;
- if ( json.reflectivity !== undefined ) material.reflectivity = json.reflectivity;
- if ( json.refractionRatio !== undefined ) material.refractionRatio = json.refractionRatio;
- if ( json.lightMap !== undefined ) material.lightMap = getTexture( json.lightMap );
- if ( json.lightMapIntensity !== undefined ) material.lightMapIntensity = json.lightMapIntensity;
- if ( json.aoMap !== undefined ) material.aoMap = getTexture( json.aoMap );
- if ( json.aoMapIntensity !== undefined ) material.aoMapIntensity = json.aoMapIntensity;
- if ( json.gradientMap !== undefined ) material.gradientMap = getTexture( json.gradientMap );
- if ( json.clearcoatMap !== undefined ) material.clearcoatMap = getTexture( json.clearcoatMap );
- if ( json.clearcoatRoughnessMap !== undefined ) material.clearcoatRoughnessMap = getTexture( json.clearcoatRoughnessMap );
- if ( json.clearcoatNormalMap !== undefined ) material.clearcoatNormalMap = getTexture( json.clearcoatNormalMap );
- if ( json.clearcoatNormalScale !== undefined ) material.clearcoatNormalScale = new Vector2().fromArray( json.clearcoatNormalScale );
- if ( json.iridescenceMap !== undefined ) material.iridescenceMap = getTexture( json.iridescenceMap );
- if ( json.iridescenceThicknessMap !== undefined ) material.iridescenceThicknessMap = getTexture( json.iridescenceThicknessMap );
- if ( json.transmissionMap !== undefined ) material.transmissionMap = getTexture( json.transmissionMap );
- if ( json.thicknessMap !== undefined ) material.thicknessMap = getTexture( json.thicknessMap );
- if ( json.anisotropyMap !== undefined ) material.anisotropyMap = getTexture( json.anisotropyMap );
- if ( json.sheenColorMap !== undefined ) material.sheenColorMap = getTexture( json.sheenColorMap );
- if ( json.sheenRoughnessMap !== undefined ) material.sheenRoughnessMap = getTexture( json.sheenRoughnessMap );
- return material;
- }
- /**
- * Textures are not embedded in the material JSON so they have
- * to be injected before the loading process starts.
- *
- * @param {Object} value - A dictionary holding textures for material properties.
- * @return {MaterialLoader} A reference to this material loader.
- */
- setTextures( value ) {
- this.textures = value;
- return this;
- }
- /**
- * Creates a material for the given type.
- *
- * @param {string} type - The material type.
- * @return {Material} The new material.
- */
- createMaterialFromType( type ) {
- return MaterialLoader.createMaterialFromType( type );
- }
- /**
- * Creates a material for the given type.
- *
- * @static
- * @param {string} type - The material type.
- * @return {Material} The new material.
- */
- static createMaterialFromType( type ) {
- const materialLib = {
- ShadowMaterial,
- SpriteMaterial,
- RawShaderMaterial,
- ShaderMaterial,
- PointsMaterial,
- MeshPhysicalMaterial,
- MeshStandardMaterial,
- MeshPhongMaterial,
- MeshToonMaterial,
- MeshNormalMaterial,
- MeshLambertMaterial,
- MeshDepthMaterial,
- MeshDistanceMaterial,
- MeshBasicMaterial,
- MeshMatcapMaterial,
- LineDashedMaterial,
- LineBasicMaterial,
- Material
- };
- return new materialLib[ type ]();
- }
- }
- /**
- * A class with loader utility functions.
- */
- class LoaderUtils {
- /**
- * Extracts the base URL from the given URL.
- *
- * @param {string} url -The URL to extract the base URL from.
- * @return {string} The extracted base URL.
- */
- static extractUrlBase( url ) {
- const index = url.lastIndexOf( '/' );
- if ( index === -1 ) return './';
- return url.slice( 0, index + 1 );
- }
- /**
- * Resolves relative URLs against the given path. Absolute paths, data urls,
- * and blob URLs will be returned as is. Invalid URLs will return an empty
- * string.
- *
- * @param {string} url -The URL to resolve.
- * @param {string} path - The base path for relative URLs to be resolved against.
- * @return {string} The resolved URL.
- */
- static resolveURL( url, path ) {
- // Invalid URL
- if ( typeof url !== 'string' || url === '' ) return '';
- // Host Relative URL
- if ( /^https?:\/\//i.test( path ) && /^\//.test( url ) ) {
- path = path.replace( /(^https?:\/\/[^\/]+).*/i, '$1' );
- }
- // Absolute URL http://,https://,//
- if ( /^(https?:)?\/\//i.test( url ) ) return url;
- // Data URI
- if ( /^data:.*,.*$/i.test( url ) ) return url;
- // Blob URL
- if ( /^blob:.*$/i.test( url ) ) return url;
- // Relative URL
- return path + url;
- }
- }
- /**
- * An instanced version of a geometry.
- */
- class InstancedBufferGeometry extends BufferGeometry {
- /**
- * Constructs a new instanced buffer geometry.
- */
- constructor() {
- super();
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isInstancedBufferGeometry = true;
- this.type = 'InstancedBufferGeometry';
- /**
- * The instance count.
- *
- * @type {number}
- * @default Infinity
- */
- this.instanceCount = Infinity;
- }
- copy( source ) {
- super.copy( source );
- this.instanceCount = source.instanceCount;
- return this;
- }
- toJSON() {
- const data = super.toJSON();
- data.instanceCount = this.instanceCount;
- data.isInstancedBufferGeometry = true;
- return data;
- }
- }
- /**
- * Class for loading geometries. The files are internally
- * loaded via {@link FileLoader}.
- *
- * ```js
- * const loader = new THREE.BufferGeometryLoader();
- * const geometry = await loader.loadAsync( 'models/json/pressure.json' );
- *
- * const material = new THREE.MeshBasicMaterial( { color: 0xF5F5F5 } );
- * const object = new THREE.Mesh( geometry, material );
- * scene.add( object );
- * ```
- *
- * @augments Loader
- */
- class BufferGeometryLoader extends Loader {
- /**
- * Constructs a new geometry loader.
- *
- * @param {LoadingManager} [manager] - The loading manager.
- */
- constructor( manager ) {
- super( manager );
- }
- /**
- * Starts loading from the given URL and pass the loaded geometry to the `onLoad()` callback.
- *
- * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
- * @param {function(BufferGeometry)} onLoad - Executed when the loading process has been finished.
- * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
- * @param {onErrorCallback} onError - Executed when errors occur.
- */
- load( url, onLoad, onProgress, onError ) {
- const scope = this;
- const loader = new FileLoader( scope.manager );
- loader.setPath( scope.path );
- loader.setRequestHeader( scope.requestHeader );
- loader.setWithCredentials( scope.withCredentials );
- loader.load( url, function ( text ) {
- try {
- onLoad( scope.parse( JSON.parse( text ) ) );
- } catch ( e ) {
- if ( onError ) {
- onError( e );
- } else {
- error( e );
- }
- scope.manager.itemError( url );
- }
- }, onProgress, onError );
- }
- /**
- * Parses the given JSON object and returns a geometry.
- *
- * @param {Object} json - The serialized geometry.
- * @return {BufferGeometry} The parsed geometry.
- */
- parse( json ) {
- const interleavedBufferMap = {};
- const arrayBufferMap = {};
- function getInterleavedBuffer( json, uuid ) {
- if ( interleavedBufferMap[ uuid ] !== undefined ) return interleavedBufferMap[ uuid ];
- const interleavedBuffers = json.interleavedBuffers;
- const interleavedBuffer = interleavedBuffers[ uuid ];
- const buffer = getArrayBuffer( json, interleavedBuffer.buffer );
- const array = getTypedArray( interleavedBuffer.type, buffer );
- const ib = new InterleavedBuffer( array, interleavedBuffer.stride );
- ib.uuid = interleavedBuffer.uuid;
- interleavedBufferMap[ uuid ] = ib;
- return ib;
- }
- function getArrayBuffer( json, uuid ) {
- if ( arrayBufferMap[ uuid ] !== undefined ) return arrayBufferMap[ uuid ];
- const arrayBuffers = json.arrayBuffers;
- const arrayBuffer = arrayBuffers[ uuid ];
- const ab = new Uint32Array( arrayBuffer ).buffer;
- arrayBufferMap[ uuid ] = ab;
- return ab;
- }
- const geometry = json.isInstancedBufferGeometry ? new InstancedBufferGeometry() : new BufferGeometry();
- const index = json.data.index;
- if ( index !== undefined ) {
- const typedArray = getTypedArray( index.type, index.array );
- geometry.setIndex( new BufferAttribute( typedArray, 1 ) );
- }
- const attributes = json.data.attributes;
- for ( const key in attributes ) {
- const attribute = attributes[ key ];
- let bufferAttribute;
- if ( attribute.isInterleavedBufferAttribute ) {
- const interleavedBuffer = getInterleavedBuffer( json.data, attribute.data );
- bufferAttribute = new InterleavedBufferAttribute( interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized );
- } else {
- const typedArray = getTypedArray( attribute.type, attribute.array );
- const bufferAttributeConstr = attribute.isInstancedBufferAttribute ? InstancedBufferAttribute : BufferAttribute;
- bufferAttribute = new bufferAttributeConstr( typedArray, attribute.itemSize, attribute.normalized );
- }
- if ( attribute.name !== undefined ) bufferAttribute.name = attribute.name;
- if ( attribute.usage !== undefined ) bufferAttribute.setUsage( attribute.usage );
- geometry.setAttribute( key, bufferAttribute );
- }
- const morphAttributes = json.data.morphAttributes;
- if ( morphAttributes ) {
- for ( const key in morphAttributes ) {
- const attributeArray = morphAttributes[ key ];
- const array = [];
- for ( let i = 0, il = attributeArray.length; i < il; i ++ ) {
- const attribute = attributeArray[ i ];
- let bufferAttribute;
- if ( attribute.isInterleavedBufferAttribute ) {
- const interleavedBuffer = getInterleavedBuffer( json.data, attribute.data );
- bufferAttribute = new InterleavedBufferAttribute( interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized );
- } else {
- const typedArray = getTypedArray( attribute.type, attribute.array );
- bufferAttribute = new BufferAttribute( typedArray, attribute.itemSize, attribute.normalized );
- }
- if ( attribute.name !== undefined ) bufferAttribute.name = attribute.name;
- array.push( bufferAttribute );
- }
- geometry.morphAttributes[ key ] = array;
- }
- }
- const morphTargetsRelative = json.data.morphTargetsRelative;
- if ( morphTargetsRelative ) {
- geometry.morphTargetsRelative = true;
- }
- const groups = json.data.groups || json.data.drawcalls || json.data.offsets;
- if ( groups !== undefined ) {
- for ( let i = 0, n = groups.length; i !== n; ++ i ) {
- const group = groups[ i ];
- geometry.addGroup( group.start, group.count, group.materialIndex );
- }
- }
- const boundingSphere = json.data.boundingSphere;
- if ( boundingSphere !== undefined ) {
- geometry.boundingSphere = new Sphere().fromJSON( boundingSphere );
- }
- if ( json.name ) geometry.name = json.name;
- if ( json.userData ) geometry.userData = json.userData;
- return geometry;
- }
- }
- /**
- * A loader for loading a JSON resource in the [JSON Object/Scene format](https://github.com/mrdoob/three.js/wiki/JSON-Object-Scene-format-4).
- * The files are internally loaded via {@link FileLoader}.
- *
- * ```js
- * const loader = new THREE.ObjectLoader();
- * const obj = await loader.loadAsync( 'models/json/example.json' );
- * scene.add( obj );
- *
- * // Alternatively, to parse a previously loaded JSON structure
- * const object = await loader.parseAsync( a_json_object );
- * scene.add( object );
- * ```
- *
- * @augments Loader
- */
- class ObjectLoader extends Loader {
- /**
- * Constructs a new object loader.
- *
- * @param {LoadingManager} [manager] - The loading manager.
- */
- constructor( manager ) {
- super( manager );
- }
- /**
- * Starts loading from the given URL and pass the loaded 3D object to the `onLoad()` callback.
- *
- * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
- * @param {function(Object3D)} onLoad - Executed when the loading process has been finished.
- * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
- * @param {onErrorCallback} onError - Executed when errors occur.
- */
- load( url, onLoad, onProgress, onError ) {
- const scope = this;
- const path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path;
- this.resourcePath = this.resourcePath || path;
- const loader = new FileLoader( this.manager );
- loader.setPath( this.path );
- loader.setRequestHeader( this.requestHeader );
- loader.setWithCredentials( this.withCredentials );
- loader.load( url, function ( text ) {
- let json = null;
- try {
- json = JSON.parse( text );
- } catch ( error ) {
- if ( onError !== undefined ) onError( error );
- error( 'ObjectLoader: Can\'t parse ' + url + '.', error.message );
- return;
- }
- const metadata = json.metadata;
- if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {
- if ( onError !== undefined ) onError( new Error( 'THREE.ObjectLoader: Can\'t load ' + url ) );
- error( 'ObjectLoader: Can\'t load ' + url );
- return;
- }
- scope.parse( json, onLoad );
- }, onProgress, onError );
- }
- /**
- * Async version of {@link ObjectLoader#load}.
- *
- * @async
- * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
- * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
- * @return {Promise<Object3D>} A Promise that resolves with the loaded 3D object.
- */
- async loadAsync( url, onProgress ) {
- const scope = this;
- const path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path;
- this.resourcePath = this.resourcePath || path;
- const loader = new FileLoader( this.manager );
- loader.setPath( this.path );
- loader.setRequestHeader( this.requestHeader );
- loader.setWithCredentials( this.withCredentials );
- const text = await loader.loadAsync( url, onProgress );
- const json = JSON.parse( text );
- const metadata = json.metadata;
- if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {
- throw new Error( 'THREE.ObjectLoader: Can\'t load ' + url );
- }
- return await scope.parseAsync( json );
- }
- /**
- * Parses the given JSON. This is used internally by {@link ObjectLoader#load}
- * but can also be used directly to parse a previously loaded JSON structure.
- *
- * @param {Object} json - The serialized 3D object.
- * @param {onLoad} onLoad - Executed when all resources (e.g. textures) have been fully loaded.
- * @return {Object3D} The parsed 3D object.
- */
- parse( json, onLoad ) {
- const animations = this.parseAnimations( json.animations );
- const shapes = this.parseShapes( json.shapes );
- const geometries = this.parseGeometries( json.geometries, shapes );
- const images = this.parseImages( json.images, function () {
- if ( onLoad !== undefined ) onLoad( object );
- } );
- const textures = this.parseTextures( json.textures, images );
- const materials = this.parseMaterials( json.materials, textures );
- const object = this.parseObject( json.object, geometries, materials, textures, animations );
- const skeletons = this.parseSkeletons( json.skeletons, object );
- this.bindSkeletons( object, skeletons );
- this.bindLightTargets( object );
- //
- if ( onLoad !== undefined ) {
- let hasImages = false;
- for ( const uuid in images ) {
- if ( images[ uuid ].data instanceof HTMLImageElement ) {
- hasImages = true;
- break;
- }
- }
- if ( hasImages === false ) onLoad( object );
- }
- return object;
- }
- /**
- * Async version of {@link ObjectLoader#parse}.
- *
- * @param {Object} json - The serialized 3D object.
- * @return {Promise<Object3D>} A Promise that resolves with the parsed 3D object.
- */
- async parseAsync( json ) {
- const animations = this.parseAnimations( json.animations );
- const shapes = this.parseShapes( json.shapes );
- const geometries = this.parseGeometries( json.geometries, shapes );
- const images = await this.parseImagesAsync( json.images );
- const textures = this.parseTextures( json.textures, images );
- const materials = this.parseMaterials( json.materials, textures );
- const object = this.parseObject( json.object, geometries, materials, textures, animations );
- const skeletons = this.parseSkeletons( json.skeletons, object );
- this.bindSkeletons( object, skeletons );
- this.bindLightTargets( object );
- return object;
- }
- // internals
- parseShapes( json ) {
- const shapes = {};
- if ( json !== undefined ) {
- for ( let i = 0, l = json.length; i < l; i ++ ) {
- const shape = new Shape().fromJSON( json[ i ] );
- shapes[ shape.uuid ] = shape;
- }
- }
- return shapes;
- }
- parseSkeletons( json, object ) {
- const skeletons = {};
- const bones = {};
- // generate bone lookup table
- object.traverse( function ( child ) {
- if ( child.isBone ) bones[ child.uuid ] = child;
- } );
- // create skeletons
- if ( json !== undefined ) {
- for ( let i = 0, l = json.length; i < l; i ++ ) {
- const skeleton = new Skeleton().fromJSON( json[ i ], bones );
- skeletons[ skeleton.uuid ] = skeleton;
- }
- }
- return skeletons;
- }
- parseGeometries( json, shapes ) {
- const geometries = {};
- if ( json !== undefined ) {
- const bufferGeometryLoader = new BufferGeometryLoader();
- for ( let i = 0, l = json.length; i < l; i ++ ) {
- let geometry;
- const data = json[ i ];
- switch ( data.type ) {
- case 'BufferGeometry':
- case 'InstancedBufferGeometry':
- geometry = bufferGeometryLoader.parse( data );
- break;
- default:
- if ( data.type in Geometries ) {
- geometry = Geometries[ data.type ].fromJSON( data, shapes );
- } else {
- warn( `ObjectLoader: Unsupported geometry type "${ data.type }"` );
- }
- }
- geometry.uuid = data.uuid;
- if ( data.name !== undefined ) geometry.name = data.name;
- if ( data.userData !== undefined ) geometry.userData = data.userData;
- geometries[ data.uuid ] = geometry;
- }
- }
- return geometries;
- }
- parseMaterials( json, textures ) {
- const cache = {}; // MultiMaterial
- const materials = {};
- if ( json !== undefined ) {
- const loader = new MaterialLoader();
- loader.setTextures( textures );
- for ( let i = 0, l = json.length; i < l; i ++ ) {
- const data = json[ i ];
- if ( cache[ data.uuid ] === undefined ) {
- cache[ data.uuid ] = loader.parse( data );
- }
- materials[ data.uuid ] = cache[ data.uuid ];
- }
- }
- return materials;
- }
- parseAnimations( json ) {
- const animations = {};
- if ( json !== undefined ) {
- for ( let i = 0; i < json.length; i ++ ) {
- const data = json[ i ];
- const clip = AnimationClip.parse( data );
- animations[ clip.uuid ] = clip;
- }
- }
- return animations;
- }
- parseImages( json, onLoad ) {
- const scope = this;
- const images = {};
- let loader;
- function loadImage( url ) {
- scope.manager.itemStart( url );
- return loader.load( url, function () {
- scope.manager.itemEnd( url );
- }, undefined, function () {
- scope.manager.itemError( url );
- scope.manager.itemEnd( url );
- } );
- }
- function deserializeImage( image ) {
- if ( typeof image === 'string' ) {
- const url = image;
- const path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( url ) ? url : scope.resourcePath + url;
- return loadImage( path );
- } else {
- if ( image.data ) {
- return {
- data: getTypedArray( image.type, image.data ),
- width: image.width,
- height: image.height
- };
- } else {
- return null;
- }
- }
- }
- if ( json !== undefined && json.length > 0 ) {
- const manager = new LoadingManager( onLoad );
- loader = new ImageLoader( manager );
- loader.setCrossOrigin( this.crossOrigin );
- for ( let i = 0, il = json.length; i < il; i ++ ) {
- const image = json[ i ];
- const url = image.url;
- if ( Array.isArray( url ) ) {
- // load array of images e.g CubeTexture
- const imageArray = [];
- for ( let j = 0, jl = url.length; j < jl; j ++ ) {
- const currentUrl = url[ j ];
- const deserializedImage = deserializeImage( currentUrl );
- if ( deserializedImage !== null ) {
- if ( deserializedImage instanceof HTMLImageElement ) {
- imageArray.push( deserializedImage );
- } else {
- // special case: handle array of data textures for cube textures
- imageArray.push( new DataTexture( deserializedImage.data, deserializedImage.width, deserializedImage.height ) );
- }
- }
- }
- images[ image.uuid ] = new Source( imageArray );
- } else {
- // load single image
- const deserializedImage = deserializeImage( image.url );
- images[ image.uuid ] = new Source( deserializedImage );
- }
- }
- }
- return images;
- }
- async parseImagesAsync( json ) {
- const scope = this;
- const images = {};
- let loader;
- async function deserializeImage( image ) {
- if ( typeof image === 'string' ) {
- const url = image;
- const path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( url ) ? url : scope.resourcePath + url;
- return await loader.loadAsync( path );
- } else {
- if ( image.data ) {
- return {
- data: getTypedArray( image.type, image.data ),
- width: image.width,
- height: image.height
- };
- } else {
- return null;
- }
- }
- }
- if ( json !== undefined && json.length > 0 ) {
- loader = new ImageLoader( this.manager );
- loader.setCrossOrigin( this.crossOrigin );
- for ( let i = 0, il = json.length; i < il; i ++ ) {
- const image = json[ i ];
- const url = image.url;
- if ( Array.isArray( url ) ) {
- // load array of images e.g CubeTexture
- const imageArray = [];
- for ( let j = 0, jl = url.length; j < jl; j ++ ) {
- const currentUrl = url[ j ];
- const deserializedImage = await deserializeImage( currentUrl );
- if ( deserializedImage !== null ) {
- if ( deserializedImage instanceof HTMLImageElement ) {
- imageArray.push( deserializedImage );
- } else {
- // special case: handle array of data textures for cube textures
- imageArray.push( new DataTexture( deserializedImage.data, deserializedImage.width, deserializedImage.height ) );
- }
- }
- }
- images[ image.uuid ] = new Source( imageArray );
- } else {
- // load single image
- const deserializedImage = await deserializeImage( image.url );
- images[ image.uuid ] = new Source( deserializedImage );
- }
- }
- }
- return images;
- }
- parseTextures( json, images ) {
- function parseConstant( value, type ) {
- if ( typeof value === 'number' ) return value;
- warn( 'ObjectLoader.parseTexture: Constant should be in numeric form.', value );
- return type[ value ];
- }
- const textures = {};
- if ( json !== undefined ) {
- for ( let i = 0, l = json.length; i < l; i ++ ) {
- const data = json[ i ];
- if ( data.image === undefined ) {
- warn( 'ObjectLoader: No "image" specified for', data.uuid );
- }
- if ( images[ data.image ] === undefined ) {
- warn( 'ObjectLoader: Undefined image', data.image );
- }
- const source = images[ data.image ];
- const image = source.data;
- let texture;
- if ( Array.isArray( image ) ) {
- texture = new CubeTexture();
- if ( image.length === 6 ) texture.needsUpdate = true;
- } else {
- if ( image && image.data ) {
- texture = new DataTexture();
- } else {
- texture = new Texture();
- }
- if ( image ) texture.needsUpdate = true; // textures can have undefined image data
- }
- texture.source = source;
- texture.uuid = data.uuid;
- if ( data.name !== undefined ) texture.name = data.name;
- if ( data.mapping !== undefined ) texture.mapping = parseConstant( data.mapping, TEXTURE_MAPPING );
- if ( data.channel !== undefined ) texture.channel = data.channel;
- if ( data.offset !== undefined ) texture.offset.fromArray( data.offset );
- if ( data.repeat !== undefined ) texture.repeat.fromArray( data.repeat );
- if ( data.center !== undefined ) texture.center.fromArray( data.center );
- if ( data.rotation !== undefined ) texture.rotation = data.rotation;
- if ( data.wrap !== undefined ) {
- texture.wrapS = parseConstant( data.wrap[ 0 ], TEXTURE_WRAPPING );
- texture.wrapT = parseConstant( data.wrap[ 1 ], TEXTURE_WRAPPING );
- }
- if ( data.format !== undefined ) texture.format = data.format;
- if ( data.internalFormat !== undefined ) texture.internalFormat = data.internalFormat;
- if ( data.type !== undefined ) texture.type = data.type;
- if ( data.colorSpace !== undefined ) texture.colorSpace = data.colorSpace;
- if ( data.minFilter !== undefined ) texture.minFilter = parseConstant( data.minFilter, TEXTURE_FILTER );
- if ( data.magFilter !== undefined ) texture.magFilter = parseConstant( data.magFilter, TEXTURE_FILTER );
- if ( data.anisotropy !== undefined ) texture.anisotropy = data.anisotropy;
- if ( data.flipY !== undefined ) texture.flipY = data.flipY;
- if ( data.generateMipmaps !== undefined ) texture.generateMipmaps = data.generateMipmaps;
- if ( data.premultiplyAlpha !== undefined ) texture.premultiplyAlpha = data.premultiplyAlpha;
- if ( data.unpackAlignment !== undefined ) texture.unpackAlignment = data.unpackAlignment;
- if ( data.compareFunction !== undefined ) texture.compareFunction = data.compareFunction;
- if ( data.userData !== undefined ) texture.userData = data.userData;
- textures[ data.uuid ] = texture;
- }
- }
- return textures;
- }
- parseObject( data, geometries, materials, textures, animations ) {
- let object;
- function getGeometry( name ) {
- if ( geometries[ name ] === undefined ) {
- warn( 'ObjectLoader: Undefined geometry', name );
- }
- return geometries[ name ];
- }
- function getMaterial( name ) {
- if ( name === undefined ) return undefined;
- if ( Array.isArray( name ) ) {
- const array = [];
- for ( let i = 0, l = name.length; i < l; i ++ ) {
- const uuid = name[ i ];
- if ( materials[ uuid ] === undefined ) {
- warn( 'ObjectLoader: Undefined material', uuid );
- }
- array.push( materials[ uuid ] );
- }
- return array;
- }
- if ( materials[ name ] === undefined ) {
- warn( 'ObjectLoader: Undefined material', name );
- }
- return materials[ name ];
- }
- function getTexture( uuid ) {
- if ( textures[ uuid ] === undefined ) {
- warn( 'ObjectLoader: Undefined texture', uuid );
- }
- return textures[ uuid ];
- }
- let geometry, material;
- switch ( data.type ) {
- case 'Scene':
- object = new Scene();
- if ( data.background !== undefined ) {
- if ( Number.isInteger( data.background ) ) {
- object.background = new Color( data.background );
- } else {
- object.background = getTexture( data.background );
- }
- }
- if ( data.environment !== undefined ) {
- object.environment = getTexture( data.environment );
- }
- if ( data.fog !== undefined ) {
- if ( data.fog.type === 'Fog' ) {
- object.fog = new Fog( data.fog.color, data.fog.near, data.fog.far );
- } else if ( data.fog.type === 'FogExp2' ) {
- object.fog = new FogExp2( data.fog.color, data.fog.density );
- }
- if ( data.fog.name !== '' ) {
- object.fog.name = data.fog.name;
- }
- }
- if ( data.backgroundBlurriness !== undefined ) object.backgroundBlurriness = data.backgroundBlurriness;
- if ( data.backgroundIntensity !== undefined ) object.backgroundIntensity = data.backgroundIntensity;
- if ( data.backgroundRotation !== undefined ) object.backgroundRotation.fromArray( data.backgroundRotation );
- if ( data.environmentIntensity !== undefined ) object.environmentIntensity = data.environmentIntensity;
- if ( data.environmentRotation !== undefined ) object.environmentRotation.fromArray( data.environmentRotation );
- break;
- case 'PerspectiveCamera':
- object = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far );
- if ( data.focus !== undefined ) object.focus = data.focus;
- if ( data.zoom !== undefined ) object.zoom = data.zoom;
- if ( data.filmGauge !== undefined ) object.filmGauge = data.filmGauge;
- if ( data.filmOffset !== undefined ) object.filmOffset = data.filmOffset;
- if ( data.view !== undefined ) object.view = Object.assign( {}, data.view );
- break;
- case 'OrthographicCamera':
- object = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );
- if ( data.zoom !== undefined ) object.zoom = data.zoom;
- if ( data.view !== undefined ) object.view = Object.assign( {}, data.view );
- break;
- case 'AmbientLight':
- object = new AmbientLight( data.color, data.intensity );
- break;
- case 'DirectionalLight':
- object = new DirectionalLight( data.color, data.intensity );
- object.target = data.target || '';
- break;
- case 'PointLight':
- object = new PointLight( data.color, data.intensity, data.distance, data.decay );
- break;
- case 'RectAreaLight':
- object = new RectAreaLight( data.color, data.intensity, data.width, data.height );
- break;
- case 'SpotLight':
- object = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay );
- object.target = data.target || '';
- break;
- case 'HemisphereLight':
- object = new HemisphereLight( data.color, data.groundColor, data.intensity );
- break;
- case 'LightProbe':
- const sh = new SphericalHarmonics3().fromArray( data.sh );
- object = new LightProbe( sh, data.intensity );
- break;
- case 'SkinnedMesh':
- geometry = getGeometry( data.geometry );
- material = getMaterial( data.material );
- object = new SkinnedMesh( geometry, material );
- if ( data.bindMode !== undefined ) object.bindMode = data.bindMode;
- if ( data.bindMatrix !== undefined ) object.bindMatrix.fromArray( data.bindMatrix );
- if ( data.skeleton !== undefined ) object.skeleton = data.skeleton;
- break;
- case 'Mesh':
- geometry = getGeometry( data.geometry );
- material = getMaterial( data.material );
- object = new Mesh( geometry, material );
- break;
- case 'InstancedMesh':
- geometry = getGeometry( data.geometry );
- material = getMaterial( data.material );
- const count = data.count;
- const instanceMatrix = data.instanceMatrix;
- const instanceColor = data.instanceColor;
- object = new InstancedMesh( geometry, material, count );
- object.instanceMatrix = new InstancedBufferAttribute( new Float32Array( instanceMatrix.array ), 16 );
- if ( instanceColor !== undefined ) object.instanceColor = new InstancedBufferAttribute( new Float32Array( instanceColor.array ), instanceColor.itemSize );
- break;
- case 'BatchedMesh':
- geometry = getGeometry( data.geometry );
- material = getMaterial( data.material );
- object = new BatchedMesh( data.maxInstanceCount, data.maxVertexCount, data.maxIndexCount, material );
- object.geometry = geometry;
- object.perObjectFrustumCulled = data.perObjectFrustumCulled;
- object.sortObjects = data.sortObjects;
- object._drawRanges = data.drawRanges;
- object._reservedRanges = data.reservedRanges;
- object._geometryInfo = data.geometryInfo.map( info => {
- let box = null;
- let sphere = null;
- if ( info.boundingBox !== undefined ) {
- box = new Box3().fromJSON( info.boundingBox );
- }
- if ( info.boundingSphere !== undefined ) {
- sphere = new Sphere().fromJSON( info.boundingSphere );
- }
- return {
- ...info,
- boundingBox: box,
- boundingSphere: sphere
- };
- } );
- object._instanceInfo = data.instanceInfo;
- object._availableInstanceIds = data._availableInstanceIds;
- object._availableGeometryIds = data._availableGeometryIds;
- object._nextIndexStart = data.nextIndexStart;
- object._nextVertexStart = data.nextVertexStart;
- object._geometryCount = data.geometryCount;
- object._maxInstanceCount = data.maxInstanceCount;
- object._maxVertexCount = data.maxVertexCount;
- object._maxIndexCount = data.maxIndexCount;
- object._geometryInitialized = data.geometryInitialized;
- object._matricesTexture = getTexture( data.matricesTexture.uuid );
- object._indirectTexture = getTexture( data.indirectTexture.uuid );
- if ( data.colorsTexture !== undefined ) {
- object._colorsTexture = getTexture( data.colorsTexture.uuid );
- }
- if ( data.boundingSphere !== undefined ) {
- object.boundingSphere = new Sphere().fromJSON( data.boundingSphere );
- }
- if ( data.boundingBox !== undefined ) {
- object.boundingBox = new Box3().fromJSON( data.boundingBox );
- }
- break;
- case 'LOD':
- object = new LOD();
- break;
- case 'Line':
- object = new Line( getGeometry( data.geometry ), getMaterial( data.material ) );
- break;
- case 'LineLoop':
- object = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) );
- break;
- case 'LineSegments':
- object = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) );
- break;
- case 'PointCloud':
- case 'Points':
- object = new Points( getGeometry( data.geometry ), getMaterial( data.material ) );
- break;
- case 'Sprite':
- object = new Sprite( getMaterial( data.material ) );
- break;
- case 'Group':
- object = new Group();
- break;
- case 'Bone':
- object = new Bone();
- break;
- default:
- object = new Object3D();
- }
- object.uuid = data.uuid;
- if ( data.name !== undefined ) object.name = data.name;
- if ( data.matrix !== undefined ) {
- object.matrix.fromArray( data.matrix );
- if ( data.matrixAutoUpdate !== undefined ) object.matrixAutoUpdate = data.matrixAutoUpdate;
- if ( object.matrixAutoUpdate ) object.matrix.decompose( object.position, object.quaternion, object.scale );
- } else {
- if ( data.position !== undefined ) object.position.fromArray( data.position );
- if ( data.rotation !== undefined ) object.rotation.fromArray( data.rotation );
- if ( data.quaternion !== undefined ) object.quaternion.fromArray( data.quaternion );
- if ( data.scale !== undefined ) object.scale.fromArray( data.scale );
- }
- if ( data.up !== undefined ) object.up.fromArray( data.up );
- if ( data.castShadow !== undefined ) object.castShadow = data.castShadow;
- if ( data.receiveShadow !== undefined ) object.receiveShadow = data.receiveShadow;
- if ( data.shadow ) {
- if ( data.shadow.intensity !== undefined ) object.shadow.intensity = data.shadow.intensity;
- if ( data.shadow.bias !== undefined ) object.shadow.bias = data.shadow.bias;
- if ( data.shadow.normalBias !== undefined ) object.shadow.normalBias = data.shadow.normalBias;
- if ( data.shadow.radius !== undefined ) object.shadow.radius = data.shadow.radius;
- if ( data.shadow.mapSize !== undefined ) object.shadow.mapSize.fromArray( data.shadow.mapSize );
- if ( data.shadow.camera !== undefined ) object.shadow.camera = this.parseObject( data.shadow.camera );
- }
- if ( data.visible !== undefined ) object.visible = data.visible;
- if ( data.frustumCulled !== undefined ) object.frustumCulled = data.frustumCulled;
- if ( data.renderOrder !== undefined ) object.renderOrder = data.renderOrder;
- if ( data.userData !== undefined ) object.userData = data.userData;
- if ( data.layers !== undefined ) object.layers.mask = data.layers;
- if ( data.children !== undefined ) {
- const children = data.children;
- for ( let i = 0; i < children.length; i ++ ) {
- object.add( this.parseObject( children[ i ], geometries, materials, textures, animations ) );
- }
- }
- if ( data.animations !== undefined ) {
- const objectAnimations = data.animations;
- for ( let i = 0; i < objectAnimations.length; i ++ ) {
- const uuid = objectAnimations[ i ];
- object.animations.push( animations[ uuid ] );
- }
- }
- if ( data.type === 'LOD' ) {
- if ( data.autoUpdate !== undefined ) object.autoUpdate = data.autoUpdate;
- const levels = data.levels;
- for ( let l = 0; l < levels.length; l ++ ) {
- const level = levels[ l ];
- const child = object.getObjectByProperty( 'uuid', level.object );
- if ( child !== undefined ) {
- object.addLevel( child, level.distance, level.hysteresis );
- }
- }
- }
- return object;
- }
- bindSkeletons( object, skeletons ) {
- if ( Object.keys( skeletons ).length === 0 ) return;
- object.traverse( function ( child ) {
- if ( child.isSkinnedMesh === true && child.skeleton !== undefined ) {
- const skeleton = skeletons[ child.skeleton ];
- if ( skeleton === undefined ) {
- warn( 'ObjectLoader: No skeleton found with UUID:', child.skeleton );
- } else {
- child.bind( skeleton, child.bindMatrix );
- }
- }
- } );
- }
- bindLightTargets( object ) {
- object.traverse( function ( child ) {
- if ( child.isDirectionalLight || child.isSpotLight ) {
- const uuid = child.target;
- const target = object.getObjectByProperty( 'uuid', uuid );
- if ( target !== undefined ) {
- child.target = target;
- } else {
- child.target = new Object3D();
- }
- }
- } );
- }
- }
- const TEXTURE_MAPPING = {
- UVMapping: UVMapping,
- CubeReflectionMapping: CubeReflectionMapping,
- CubeRefractionMapping: CubeRefractionMapping,
- EquirectangularReflectionMapping: EquirectangularReflectionMapping,
- EquirectangularRefractionMapping: EquirectangularRefractionMapping,
- CubeUVReflectionMapping: CubeUVReflectionMapping
- };
- const TEXTURE_WRAPPING = {
- RepeatWrapping: RepeatWrapping,
- ClampToEdgeWrapping: ClampToEdgeWrapping,
- MirroredRepeatWrapping: MirroredRepeatWrapping
- };
- const TEXTURE_FILTER = {
- NearestFilter: NearestFilter,
- NearestMipmapNearestFilter: NearestMipmapNearestFilter,
- NearestMipmapLinearFilter: NearestMipmapLinearFilter,
- LinearFilter: LinearFilter,
- LinearMipmapNearestFilter: LinearMipmapNearestFilter,
- LinearMipmapLinearFilter: LinearMipmapLinearFilter
- };
- const _errorMap = new WeakMap();
- /**
- * A loader for loading images as an [ImageBitmap](https://developer.mozilla.org/en-US/docs/Web/API/ImageBitmap).
- * An `ImageBitmap` provides an asynchronous and resource efficient pathway to prepare
- * textures for rendering.
- *
- * Note that {@link Texture#flipY} and {@link Texture#premultiplyAlpha} are ignored with image bitmaps.
- * These options need to be configured via {@link ImageBitmapLoader#setOptions} prior to loading,
- * unlike regular images which can be configured on the Texture to set these options on GPU upload instead.
- *
- * To match the default behaviour of {@link Texture}, the following options are needed:
- *
- * ```js
- * { imageOrientation: 'flipY', premultiplyAlpha: 'none' }
- * ```
- *
- * Also note that unlike {@link FileLoader}, this loader will only avoid multiple concurrent requests to the same URL if {@link Cache} is enabled.
- *
- * ```js
- * const loader = new THREE.ImageBitmapLoader();
- * loader.setOptions( { imageOrientation: 'flipY' } ); // set options if needed
- * const imageBitmap = await loader.loadAsync( 'image.png' );
- *
- * const texture = new THREE.Texture( imageBitmap );
- * texture.needsUpdate = true;
- * ```
- *
- * @augments Loader
- */
- class ImageBitmapLoader extends Loader {
- /**
- * Constructs a new image bitmap loader.
- *
- * @param {LoadingManager} [manager] - The loading manager.
- */
- constructor( manager ) {
- super( manager );
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isImageBitmapLoader = true;
- if ( typeof createImageBitmap === 'undefined' ) {
- warn( 'ImageBitmapLoader: createImageBitmap() not supported.' );
- }
- if ( typeof fetch === 'undefined' ) {
- warn( 'ImageBitmapLoader: fetch() not supported.' );
- }
- /**
- * Represents the loader options.
- *
- * @type {Object}
- * @default {premultiplyAlpha:'none'}
- */
- this.options = { premultiplyAlpha: 'none' };
- /**
- * Used for aborting requests.
- *
- * @private
- * @type {AbortController}
- */
- this._abortController = new AbortController();
- }
- /**
- * Sets the given loader options. The structure of the object must match the `options` parameter of
- * [createImageBitmap](https://developer.mozilla.org/en-US/docs/Web/API/Window/createImageBitmap).
- *
- * @param {Object} options - The loader options to set.
- * @return {ImageBitmapLoader} A reference to this image bitmap loader.
- */
- setOptions( options ) {
- this.options = options;
- return this;
- }
- /**
- * Starts loading from the given URL and pass the loaded image bitmap to the `onLoad()` callback.
- *
- * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
- * @param {function(ImageBitmap)} onLoad - Executed when the loading process has been finished.
- * @param {onProgressCallback} onProgress - Unsupported in this loader.
- * @param {onErrorCallback} onError - Executed when errors occur.
- * @return {ImageBitmap|undefined} The image bitmap.
- */
- load( url, onLoad, onProgress, onError ) {
- if ( url === undefined ) url = '';
- if ( this.path !== undefined ) url = this.path + url;
- url = this.manager.resolveURL( url );
- const scope = this;
- const cached = Cache.get( `image-bitmap:${url}` );
- if ( cached !== undefined ) {
- scope.manager.itemStart( url );
- // If cached is a promise, wait for it to resolve
- if ( cached.then ) {
- cached.then( imageBitmap => {
- // check if there is an error for the cached promise
- if ( _errorMap.has( cached ) === true ) {
- if ( onError ) onError( _errorMap.get( cached ) );
- scope.manager.itemError( url );
- scope.manager.itemEnd( url );
- } else {
- if ( onLoad ) onLoad( imageBitmap );
- scope.manager.itemEnd( url );
- return imageBitmap;
- }
- } );
- return;
- }
- // If cached is not a promise (i.e., it's already an imageBitmap)
- setTimeout( function () {
- if ( onLoad ) onLoad( cached );
- scope.manager.itemEnd( url );
- }, 0 );
- return cached;
- }
- const fetchOptions = {};
- fetchOptions.credentials = ( this.crossOrigin === 'anonymous' ) ? 'same-origin' : 'include';
- fetchOptions.headers = this.requestHeader;
- fetchOptions.signal = ( typeof AbortSignal.any === 'function' ) ? AbortSignal.any( [ this._abortController.signal, this.manager.abortController.signal ] ) : this._abortController.signal;
- const promise = fetch( url, fetchOptions ).then( function ( res ) {
- return res.blob();
- } ).then( function ( blob ) {
- return createImageBitmap( blob, Object.assign( scope.options, { colorSpaceConversion: 'none' } ) );
- } ).then( function ( imageBitmap ) {
- Cache.add( `image-bitmap:${url}`, imageBitmap );
- if ( onLoad ) onLoad( imageBitmap );
- scope.manager.itemEnd( url );
- return imageBitmap;
- } ).catch( function ( e ) {
- if ( onError ) onError( e );
- _errorMap.set( promise, e );
- Cache.remove( `image-bitmap:${url}` );
- scope.manager.itemError( url );
- scope.manager.itemEnd( url );
- } );
- Cache.add( `image-bitmap:${url}`, promise );
- scope.manager.itemStart( url );
- }
- /**
- * Aborts ongoing fetch requests.
- *
- * @return {ImageBitmapLoader} A reference to this instance.
- */
- abort() {
- this._abortController.abort();
- this._abortController = new AbortController();
- return this;
- }
- }
- let _context;
- /**
- * Manages the global audio context in the engine.
- *
- * @hideconstructor
- */
- class AudioContext {
- /**
- * Returns the global native audio context.
- *
- * @return {AudioContext} The native audio context.
- */
- static getContext() {
- if ( _context === undefined ) {
- _context = new ( window.AudioContext || window.webkitAudioContext )();
- }
- return _context;
- }
- /**
- * Allows to set the global native audio context from outside.
- *
- * @param {AudioContext} value - The native context to set.
- */
- static setContext( value ) {
- _context = value;
- }
- }
- /**
- * Class for loading audio buffers. Audios are internally
- * loaded via {@link FileLoader}.
- *
- * ```js
- * const audioListener = new THREE.AudioListener();
- * const ambientSound = new THREE.Audio( audioListener );
- *
- * const loader = new THREE.AudioLoader();
- * const audioBuffer = await loader.loadAsync( 'audio/ambient_ocean.ogg' );
- *
- * ambientSound.setBuffer( audioBuffer );
- * ambientSound.play();
- * ```
- *
- * @augments Loader
- */
- class AudioLoader extends Loader {
- /**
- * Constructs a new audio loader.
- *
- * @param {LoadingManager} [manager] - The loading manager.
- */
- constructor( manager ) {
- super( manager );
- }
- /**
- * Starts loading from the given URL and passes the loaded audio buffer
- * to the `onLoad()` callback.
- *
- * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
- * @param {function(AudioBuffer)} onLoad - Executed when the loading process has been finished.
- * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
- * @param {onErrorCallback} onError - Executed when errors occur.
- */
- load( url, onLoad, onProgress, onError ) {
- const scope = this;
- const loader = new FileLoader( this.manager );
- loader.setResponseType( 'arraybuffer' );
- loader.setPath( this.path );
- loader.setRequestHeader( this.requestHeader );
- loader.setWithCredentials( this.withCredentials );
- loader.load( url, function ( buffer ) {
- try {
- // Create a copy of the buffer. The `decodeAudioData` method
- // detaches the buffer when complete, preventing reuse.
- const bufferCopy = buffer.slice( 0 );
- const context = AudioContext.getContext();
- context.decodeAudioData( bufferCopy, function ( audioBuffer ) {
- onLoad( audioBuffer );
- } ).catch( handleError );
- } catch ( e ) {
- handleError( e );
- }
- }, onProgress, onError );
- function handleError( e ) {
- if ( onError ) {
- onError( e );
- } else {
- error( e );
- }
- scope.manager.itemError( url );
- }
- }
- }
- const _eyeRight = /*@__PURE__*/ new Matrix4();
- const _eyeLeft = /*@__PURE__*/ new Matrix4();
- const _projectionMatrix = /*@__PURE__*/ new Matrix4();
- /**
- * A special type of camera that uses two perspective cameras with
- * stereoscopic projection. Can be used for rendering stereo effects
- * like [3D Anaglyph](https://en.wikipedia.org/wiki/Anaglyph_3D) or
- * [Parallax Barrier](https://en.wikipedia.org/wiki/parallax_barrier).
- */
- class StereoCamera {
- /**
- * Constructs a new stereo camera.
- */
- constructor() {
- /**
- * The type property is used for detecting the object type
- * in context of serialization/deserialization.
- *
- * @type {string}
- * @readonly
- */
- this.type = 'StereoCamera';
- /**
- * The aspect.
- *
- * @type {number}
- * @default 1
- */
- this.aspect = 1;
- /**
- * The eye separation which represents the distance
- * between the left and right camera.
- *
- * @type {number}
- * @default 0.064
- */
- this.eyeSep = 0.064;
- /**
- * The camera representing the left eye. This is added to layer `1` so objects to be
- * rendered by the left camera must also be added to this layer.
- *
- * @type {PerspectiveCamera}
- */
- this.cameraL = new PerspectiveCamera();
- this.cameraL.layers.enable( 1 );
- this.cameraL.matrixAutoUpdate = false;
- /**
- * The camera representing the right eye. This is added to layer `2` so objects to be
- * rendered by the right camera must also be added to this layer.
- *
- * @type {PerspectiveCamera}
- */
- this.cameraR = new PerspectiveCamera();
- this.cameraR.layers.enable( 2 );
- this.cameraR.matrixAutoUpdate = false;
- this._cache = {
- focus: null,
- fov: null,
- aspect: null,
- near: null,
- far: null,
- zoom: null,
- eyeSep: null
- };
- }
- /**
- * Updates the stereo camera based on the given perspective camera.
- *
- * @param {PerspectiveCamera} camera - The perspective camera.
- */
- update( camera ) {
- const cache = this._cache;
- const needsUpdate = cache.focus !== camera.focus || cache.fov !== camera.fov ||
- cache.aspect !== camera.aspect * this.aspect || cache.near !== camera.near ||
- cache.far !== camera.far || cache.zoom !== camera.zoom || cache.eyeSep !== this.eyeSep;
- if ( needsUpdate ) {
- cache.focus = camera.focus;
- cache.fov = camera.fov;
- cache.aspect = camera.aspect * this.aspect;
- cache.near = camera.near;
- cache.far = camera.far;
- cache.zoom = camera.zoom;
- cache.eyeSep = this.eyeSep;
- // Off-axis stereoscopic effect based on
- // http://paulbourke.net/stereographics/stereorender/
- _projectionMatrix.copy( camera.projectionMatrix );
- const eyeSepHalf = cache.eyeSep / 2;
- const eyeSepOnProjection = eyeSepHalf * cache.near / cache.focus;
- const ymax = ( cache.near * Math.tan( DEG2RAD * cache.fov * 0.5 ) ) / cache.zoom;
- let xmin, xmax;
- // translate xOffset
- _eyeLeft.elements[ 12 ] = - eyeSepHalf;
- _eyeRight.elements[ 12 ] = eyeSepHalf;
- // for left eye
- xmin = - ymax * cache.aspect + eyeSepOnProjection;
- xmax = ymax * cache.aspect + eyeSepOnProjection;
- _projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
- _projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
- this.cameraL.projectionMatrix.copy( _projectionMatrix );
- // for right eye
- xmin = - ymax * cache.aspect - eyeSepOnProjection;
- xmax = ymax * cache.aspect - eyeSepOnProjection;
- _projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
- _projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
- this.cameraR.projectionMatrix.copy( _projectionMatrix );
- }
- this.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeLeft );
- this.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeRight );
- }
- }
- /**
- * This type of camera can be used in order to efficiently render a scene with a
- * predefined set of cameras. This is an important performance aspect for
- * rendering VR scenes.
- *
- * An instance of `ArrayCamera` always has an array of sub cameras. It's mandatory
- * to define for each sub camera the `viewport` property which determines the
- * part of the viewport that is rendered with this camera.
- *
- * @augments PerspectiveCamera
- */
- class ArrayCamera extends PerspectiveCamera {
- /**
- * Constructs a new array camera.
- *
- * @param {Array<PerspectiveCamera>} [array=[]] - An array of perspective sub cameras.
- */
- constructor( array = [] ) {
- super();
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isArrayCamera = true;
- /**
- * Whether this camera is used with multiview rendering or not.
- *
- * @type {boolean}
- * @readonly
- * @default false
- */
- this.isMultiViewCamera = false;
- /**
- * An array of perspective sub cameras.
- *
- * @type {Array<PerspectiveCamera>}
- */
- this.cameras = array;
- }
- }
- /**
- * Class for keeping track of time.
- */
- class Clock {
- /**
- * Constructs a new clock.
- *
- * @param {boolean} [autoStart=true] - Whether to automatically start the clock when
- * `getDelta()` is called for the first time.
- */
- constructor( autoStart = true ) {
- /**
- * If set to `true`, the clock starts automatically when `getDelta()` is called
- * for the first time.
- *
- * @type {boolean}
- * @default true
- */
- this.autoStart = autoStart;
- /**
- * Holds the time at which the clock's `start()` method was last called.
- *
- * @type {number}
- * @default 0
- */
- this.startTime = 0;
- /**
- * Holds the time at which the clock's `start()`, `getElapsedTime()` or
- * `getDelta()` methods were last called.
- *
- * @type {number}
- * @default 0
- */
- this.oldTime = 0;
- /**
- * Keeps track of the total time that the clock has been running.
- *
- * @type {number}
- * @default 0
- */
- this.elapsedTime = 0;
- /**
- * Whether the clock is running or not.
- *
- * @type {boolean}
- * @default true
- */
- this.running = false;
- }
- /**
- * Starts the clock. When `autoStart` is set to `true`, the method is automatically
- * called by the class.
- */
- start() {
- this.startTime = performance.now();
- this.oldTime = this.startTime;
- this.elapsedTime = 0;
- this.running = true;
- }
- /**
- * Stops the clock.
- */
- stop() {
- this.getElapsedTime();
- this.running = false;
- this.autoStart = false;
- }
- /**
- * Returns the elapsed time in seconds.
- *
- * @return {number} The elapsed time.
- */
- getElapsedTime() {
- this.getDelta();
- return this.elapsedTime;
- }
- /**
- * Returns the delta time in seconds.
- *
- * @return {number} The delta time.
- */
- getDelta() {
- let diff = 0;
- if ( this.autoStart && ! this.running ) {
- this.start();
- return 0;
- }
- if ( this.running ) {
- const newTime = performance.now();
- diff = ( newTime - this.oldTime ) / 1000;
- this.oldTime = newTime;
- this.elapsedTime += diff;
- }
- return diff;
- }
- }
- const _position$1 = /*@__PURE__*/ new Vector3();
- const _quaternion$1 = /*@__PURE__*/ new Quaternion();
- const _scale$1 = /*@__PURE__*/ new Vector3();
- const _forward = /*@__PURE__*/ new Vector3();
- const _up = /*@__PURE__*/ new Vector3();
- /**
- * The class represents a virtual listener of the all positional and non-positional audio effects
- * in the scene. A three.js application usually creates a single listener. It is a mandatory
- * constructor parameter for audios entities like {@link Audio} and {@link PositionalAudio}.
- *
- * In most cases, the listener object is a child of the camera. So the 3D transformation of the
- * camera represents the 3D transformation of the listener.
- *
- * @augments Object3D
- */
- class AudioListener extends Object3D {
- /**
- * Constructs a new audio listener.
- */
- constructor() {
- super();
- this.type = 'AudioListener';
- /**
- * The native audio context.
- *
- * @type {AudioContext}
- * @readonly
- */
- this.context = AudioContext.getContext();
- /**
- * The gain node used for volume control.
- *
- * @type {GainNode}
- * @readonly
- */
- this.gain = this.context.createGain();
- this.gain.connect( this.context.destination );
- /**
- * An optional filter.
- *
- * Defined via {@link AudioListener#setFilter}.
- *
- * @type {?AudioNode}
- * @default null
- * @readonly
- */
- this.filter = null;
- /**
- * Time delta values required for `linearRampToValueAtTime()` usage.
- *
- * @type {number}
- * @default 0
- * @readonly
- */
- this.timeDelta = 0;
- // private
- this._clock = new Clock();
- }
- /**
- * Returns the listener's input node.
- *
- * This method is used by other audio nodes to connect to this listener.
- *
- * @return {GainNode} The input node.
- */
- getInput() {
- return this.gain;
- }
- /**
- * Removes the current filter from this listener.
- *
- * @return {AudioListener} A reference to this listener.
- */
- removeFilter() {
- if ( this.filter !== null ) {
- this.gain.disconnect( this.filter );
- this.filter.disconnect( this.context.destination );
- this.gain.connect( this.context.destination );
- this.filter = null;
- }
- return this;
- }
- /**
- * Returns the current set filter.
- *
- * @return {?AudioNode} The filter.
- */
- getFilter() {
- return this.filter;
- }
- /**
- * Sets the given filter to this listener.
- *
- * @param {AudioNode} value - The filter to set.
- * @return {AudioListener} A reference to this listener.
- */
- setFilter( value ) {
- if ( this.filter !== null ) {
- this.gain.disconnect( this.filter );
- this.filter.disconnect( this.context.destination );
- } else {
- this.gain.disconnect( this.context.destination );
- }
- this.filter = value;
- this.gain.connect( this.filter );
- this.filter.connect( this.context.destination );
- return this;
- }
- /**
- * Returns the applications master volume.
- *
- * @return {number} The master volume.
- */
- getMasterVolume() {
- return this.gain.gain.value;
- }
- /**
- * Sets the applications master volume. This volume setting affects
- * all audio nodes in the scene.
- *
- * @param {number} value - The master volume to set.
- * @return {AudioListener} A reference to this listener.
- */
- setMasterVolume( value ) {
- this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
- return this;
- }
- updateMatrixWorld( force ) {
- super.updateMatrixWorld( force );
- const listener = this.context.listener;
- this.timeDelta = this._clock.getDelta();
- this.matrixWorld.decompose( _position$1, _quaternion$1, _scale$1 );
- // the initial forward and up directions must be orthogonal
- _forward.set( 0, 0, -1 ).applyQuaternion( _quaternion$1 );
- _up.set( 0, 1, 0 ).applyQuaternion( _quaternion$1 );
- if ( listener.positionX ) {
- // code path for Chrome (see #14393)
- const endTime = this.context.currentTime + this.timeDelta;
- listener.positionX.linearRampToValueAtTime( _position$1.x, endTime );
- listener.positionY.linearRampToValueAtTime( _position$1.y, endTime );
- listener.positionZ.linearRampToValueAtTime( _position$1.z, endTime );
- listener.forwardX.linearRampToValueAtTime( _forward.x, endTime );
- listener.forwardY.linearRampToValueAtTime( _forward.y, endTime );
- listener.forwardZ.linearRampToValueAtTime( _forward.z, endTime );
- listener.upX.linearRampToValueAtTime( _up.x, endTime );
- listener.upY.linearRampToValueAtTime( _up.y, endTime );
- listener.upZ.linearRampToValueAtTime( _up.z, endTime );
- } else {
- listener.setPosition( _position$1.x, _position$1.y, _position$1.z );
- listener.setOrientation( _forward.x, _forward.y, _forward.z, _up.x, _up.y, _up.z );
- }
- }
- }
- /**
- * Represents a non-positional ( global ) audio object.
- *
- * This and related audio modules make use of the [Web Audio API](https://www.w3.org/TR/webaudio-1.1/).
- *
- * ```js
- * // create an AudioListener and add it to the camera
- * const listener = new THREE.AudioListener();
- * camera.add( listener );
- *
- * // create a global audio source
- * const sound = new THREE.Audio( listener );
- *
- * // load a sound and set it as the Audio object's buffer
- * const audioLoader = new THREE.AudioLoader();
- * audioLoader.load( 'sounds/ambient.ogg', function( buffer ) {
- * sound.setBuffer( buffer );
- * sound.setLoop( true );
- * sound.setVolume( 0.5 );
- * sound.play();
- * });
- * ```
- *
- * @augments Object3D
- */
- class Audio extends Object3D {
- /**
- * Constructs a new audio.
- *
- * @param {AudioListener} listener - The global audio listener.
- */
- constructor( listener ) {
- super();
- this.type = 'Audio';
- /**
- * The global audio listener.
- *
- * @type {AudioListener}
- * @readonly
- */
- this.listener = listener;
- /**
- * The audio context.
- *
- * @type {AudioContext}
- * @readonly
- */
- this.context = listener.context;
- /**
- * The gain node used for volume control.
- *
- * @type {GainNode}
- * @readonly
- */
- this.gain = this.context.createGain();
- this.gain.connect( listener.getInput() );
- /**
- * Whether to start playback automatically or not.
- *
- * @type {boolean}
- * @default false
- */
- this.autoplay = false;
- /**
- * A reference to an audio buffer.
- *
- * Defined via {@link Audio#setBuffer}.
- *
- * @type {?AudioBuffer}
- * @default null
- * @readonly
- */
- this.buffer = null;
- /**
- * Modify pitch, measured in cents. +/- 100 is a semitone.
- * +/- 1200 is an octave.
- *
- * Defined via {@link Audio#setDetune}.
- *
- * @type {number}
- * @default 0
- * @readonly
- */
- this.detune = 0;
- /**
- * Whether the audio should loop or not.
- *
- * Defined via {@link Audio#setLoop}.
- *
- * @type {boolean}
- * @default false
- * @readonly
- */
- this.loop = false;
- /**
- * Defines where in the audio buffer the replay should
- * start, in seconds.
- *
- * @type {number}
- * @default 0
- */
- this.loopStart = 0;
- /**
- * Defines where in the audio buffer the replay should
- * stop, in seconds.
- *
- * @type {number}
- * @default 0
- */
- this.loopEnd = 0;
- /**
- * An offset to the time within the audio buffer the playback
- * should begin, in seconds.
- *
- * @type {number}
- * @default 0
- */
- this.offset = 0;
- /**
- * Overrides the default duration of the audio.
- *
- * @type {undefined|number}
- * @default undefined
- */
- this.duration = undefined;
- /**
- * The playback speed.
- *
- * Defined via {@link Audio#setPlaybackRate}.
- *
- * @type {number}
- * @readonly
- * @default 1
- */
- this.playbackRate = 1;
- /**
- * Indicates whether the audio is playing or not.
- *
- * This flag will be automatically set when using {@link Audio#play},
- * {@link Audio#pause}, {@link Audio#stop}.
- *
- * @type {boolean}
- * @readonly
- * @default false
- */
- this.isPlaying = false;
- /**
- * Indicates whether the audio playback can be controlled
- * with method like {@link Audio#play} or {@link Audio#pause}.
- *
- * This flag will be automatically set when audio sources are
- * defined.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.hasPlaybackControl = true;
- /**
- * Holds a reference to the current audio source.
- *
- * The property is automatically by one of the `set*()` methods.
- *
- * @type {?AudioNode}
- * @readonly
- * @default null
- */
- this.source = null;
- /**
- * Defines the source type.
- *
- * The property is automatically set by one of the `set*()` methods.
- *
- * @type {('empty'|'audioNode'|'mediaNode'|'mediaStreamNode'|'buffer')}
- * @readonly
- * @default 'empty'
- */
- this.sourceType = 'empty';
- this._startedAt = 0;
- this._progress = 0;
- this._connected = false;
- /**
- * Can be used to apply a variety of low-order filters to create
- * more complex sound effects e.g. via `BiquadFilterNode`.
- *
- * The property is automatically set by {@link Audio#setFilters}.
- *
- * @type {Array<AudioNode>}
- * @readonly
- */
- this.filters = [];
- }
- /**
- * Returns the output audio node.
- *
- * @return {GainNode} The output node.
- */
- getOutput() {
- return this.gain;
- }
- /**
- * Sets the given audio node as the source of this instance.
- *
- * {@link Audio#sourceType} is set to `audioNode` and {@link Audio#hasPlaybackControl} to `false`.
- *
- * @param {AudioNode} audioNode - The audio node like an instance of `OscillatorNode`.
- * @return {Audio} A reference to this instance.
- */
- setNodeSource( audioNode ) {
- this.hasPlaybackControl = false;
- this.sourceType = 'audioNode';
- this.source = audioNode;
- this.connect();
- return this;
- }
- /**
- * Sets the given media element as the source of this instance.
- *
- * {@link Audio#sourceType} is set to `mediaNode` and {@link Audio#hasPlaybackControl} to `false`.
- *
- * @param {HTMLMediaElement} mediaElement - The media element.
- * @return {Audio} A reference to this instance.
- */
- setMediaElementSource( mediaElement ) {
- this.hasPlaybackControl = false;
- this.sourceType = 'mediaNode';
- this.source = this.context.createMediaElementSource( mediaElement );
- this.connect();
- return this;
- }
- /**
- * Sets the given media stream as the source of this instance.
- *
- * {@link Audio#sourceType} is set to `mediaStreamNode` and {@link Audio#hasPlaybackControl} to `false`.
- *
- * @param {MediaStream} mediaStream - The media stream.
- * @return {Audio} A reference to this instance.
- */
- setMediaStreamSource( mediaStream ) {
- this.hasPlaybackControl = false;
- this.sourceType = 'mediaStreamNode';
- this.source = this.context.createMediaStreamSource( mediaStream );
- this.connect();
- return this;
- }
- /**
- * Sets the given audio buffer as the source of this instance.
- *
- * {@link Audio#sourceType} is set to `buffer` and {@link Audio#hasPlaybackControl} to `true`.
- *
- * @param {AudioBuffer} audioBuffer - The audio buffer.
- * @return {Audio} A reference to this instance.
- */
- setBuffer( audioBuffer ) {
- this.buffer = audioBuffer;
- this.sourceType = 'buffer';
- if ( this.autoplay ) this.play();
- return this;
- }
- /**
- * Starts the playback of the audio.
- *
- * Can only be used with compatible audio sources that allow playback control.
- *
- * @param {number} [delay=0] - The delay, in seconds, at which the audio should start playing.
- * @return {Audio|undefined} A reference to this instance.
- */
- play( delay = 0 ) {
- if ( this.isPlaying === true ) {
- warn( 'Audio: Audio is already playing.' );
- return;
- }
- if ( this.hasPlaybackControl === false ) {
- warn( 'Audio: this Audio has no playback control.' );
- return;
- }
- this._startedAt = this.context.currentTime + delay;
- const source = this.context.createBufferSource();
- source.buffer = this.buffer;
- source.loop = this.loop;
- source.loopStart = this.loopStart;
- source.loopEnd = this.loopEnd;
- source.onended = this.onEnded.bind( this );
- source.start( this._startedAt, this._progress + this.offset, this.duration );
- this.isPlaying = true;
- this.source = source;
- this.setDetune( this.detune );
- this.setPlaybackRate( this.playbackRate );
- return this.connect();
- }
- /**
- * Pauses the playback of the audio.
- *
- * Can only be used with compatible audio sources that allow playback control.
- *
- * @return {Audio|undefined} A reference to this instance.
- */
- pause() {
- if ( this.hasPlaybackControl === false ) {
- warn( 'Audio: this Audio has no playback control.' );
- return;
- }
- if ( this.isPlaying === true ) {
- // update current progress
- this._progress += Math.max( this.context.currentTime - this._startedAt, 0 ) * this.playbackRate;
- if ( this.loop === true ) {
- // ensure _progress does not exceed duration with looped audios
- this._progress = this._progress % ( this.duration || this.buffer.duration );
- }
- this.source.stop();
- this.source.onended = null;
- this.isPlaying = false;
- }
- return this;
- }
- /**
- * Stops the playback of the audio.
- *
- * Can only be used with compatible audio sources that allow playback control.
- *
- * @param {number} [delay=0] - The delay, in seconds, at which the audio should stop playing.
- * @return {Audio|undefined} A reference to this instance.
- */
- stop( delay = 0 ) {
- if ( this.hasPlaybackControl === false ) {
- warn( 'Audio: this Audio has no playback control.' );
- return;
- }
- this._progress = 0;
- if ( this.source !== null ) {
- this.source.stop( this.context.currentTime + delay );
- this.source.onended = null;
- }
- this.isPlaying = false;
- return this;
- }
- /**
- * Connects to the audio source. This is used internally on
- * initialisation and when setting / removing filters.
- *
- * @return {Audio} A reference to this instance.
- */
- connect() {
- if ( this.filters.length > 0 ) {
- this.source.connect( this.filters[ 0 ] );
- for ( let i = 1, l = this.filters.length; i < l; i ++ ) {
- this.filters[ i - 1 ].connect( this.filters[ i ] );
- }
- this.filters[ this.filters.length - 1 ].connect( this.getOutput() );
- } else {
- this.source.connect( this.getOutput() );
- }
- this._connected = true;
- return this;
- }
- /**
- * Disconnects to the audio source. This is used internally on
- * initialisation and when setting / removing filters.
- *
- * @return {Audio|undefined} A reference to this instance.
- */
- disconnect() {
- if ( this._connected === false ) {
- return;
- }
- if ( this.filters.length > 0 ) {
- this.source.disconnect( this.filters[ 0 ] );
- for ( let i = 1, l = this.filters.length; i < l; i ++ ) {
- this.filters[ i - 1 ].disconnect( this.filters[ i ] );
- }
- this.filters[ this.filters.length - 1 ].disconnect( this.getOutput() );
- } else {
- this.source.disconnect( this.getOutput() );
- }
- this._connected = false;
- return this;
- }
- /**
- * Returns the current set filters.
- *
- * @return {Array<AudioNode>} The list of filters.
- */
- getFilters() {
- return this.filters;
- }
- /**
- * Sets an array of filters and connects them with the audio source.
- *
- * @param {Array<AudioNode>} [value] - A list of filters.
- * @return {Audio} A reference to this instance.
- */
- setFilters( value ) {
- if ( ! value ) value = [];
- if ( this._connected === true ) {
- this.disconnect();
- this.filters = value.slice();
- this.connect();
- } else {
- this.filters = value.slice();
- }
- return this;
- }
- /**
- * Defines the detuning of oscillation in cents.
- *
- * @param {number} value - The detuning of oscillation in cents.
- * @return {Audio} A reference to this instance.
- */
- setDetune( value ) {
- this.detune = value;
- if ( this.isPlaying === true && this.source.detune !== undefined ) {
- this.source.detune.setTargetAtTime( this.detune, this.context.currentTime, 0.01 );
- }
- return this;
- }
- /**
- * Returns the detuning of oscillation in cents.
- *
- * @return {number} The detuning of oscillation in cents.
- */
- getDetune() {
- return this.detune;
- }
- /**
- * Returns the first filter in the list of filters.
- *
- * @return {AudioNode|undefined} The first filter in the list of filters.
- */
- getFilter() {
- return this.getFilters()[ 0 ];
- }
- /**
- * Applies a single filter node to the audio.
- *
- * @param {AudioNode} [filter] - The filter to set.
- * @return {Audio} A reference to this instance.
- */
- setFilter( filter ) {
- return this.setFilters( filter ? [ filter ] : [] );
- }
- /**
- * Sets the playback rate.
- *
- * Can only be used with compatible audio sources that allow playback control.
- *
- * @param {number} [value] - The playback rate to set.
- * @return {Audio|undefined} A reference to this instance.
- */
- setPlaybackRate( value ) {
- if ( this.hasPlaybackControl === false ) {
- warn( 'Audio: this Audio has no playback control.' );
- return;
- }
- this.playbackRate = value;
- if ( this.isPlaying === true ) {
- this.source.playbackRate.setTargetAtTime( this.playbackRate, this.context.currentTime, 0.01 );
- }
- return this;
- }
- /**
- * Returns the current playback rate.
- * @return {number} The playback rate.
- */
- getPlaybackRate() {
- return this.playbackRate;
- }
- /**
- * Automatically called when playback finished.
- */
- onEnded() {
- this.isPlaying = false;
- this._progress = 0;
- }
- /**
- * Returns the loop flag.
- *
- * Can only be used with compatible audio sources that allow playback control.
- *
- * @return {boolean} Whether the audio should loop or not.
- */
- getLoop() {
- if ( this.hasPlaybackControl === false ) {
- warn( 'Audio: this Audio has no playback control.' );
- return false;
- }
- return this.loop;
- }
- /**
- * Sets the loop flag.
- *
- * Can only be used with compatible audio sources that allow playback control.
- *
- * @param {boolean} value - Whether the audio should loop or not.
- * @return {Audio|undefined} A reference to this instance.
- */
- setLoop( value ) {
- if ( this.hasPlaybackControl === false ) {
- warn( 'Audio: this Audio has no playback control.' );
- return;
- }
- this.loop = value;
- if ( this.isPlaying === true ) {
- this.source.loop = this.loop;
- }
- return this;
- }
- /**
- * Sets the loop start value which defines where in the audio buffer the replay should
- * start, in seconds.
- *
- * @param {number} value - The loop start value.
- * @return {Audio} A reference to this instance.
- */
- setLoopStart( value ) {
- this.loopStart = value;
- return this;
- }
- /**
- * Sets the loop end value which defines where in the audio buffer the replay should
- * stop, in seconds.
- *
- * @param {number} value - The loop end value.
- * @return {Audio} A reference to this instance.
- */
- setLoopEnd( value ) {
- this.loopEnd = value;
- return this;
- }
- /**
- * Returns the volume.
- *
- * @return {number} The volume.
- */
- getVolume() {
- return this.gain.gain.value;
- }
- /**
- * Sets the volume.
- *
- * @param {number} value - The volume to set.
- * @return {Audio} A reference to this instance.
- */
- setVolume( value ) {
- this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
- return this;
- }
- copy( source, recursive ) {
- super.copy( source, recursive );
- if ( source.sourceType !== 'buffer' ) {
- warn( 'Audio: Audio source type cannot be copied.' );
- return this;
- }
- this.autoplay = source.autoplay;
- this.buffer = source.buffer;
- this.detune = source.detune;
- this.loop = source.loop;
- this.loopStart = source.loopStart;
- this.loopEnd = source.loopEnd;
- this.offset = source.offset;
- this.duration = source.duration;
- this.playbackRate = source.playbackRate;
- this.hasPlaybackControl = source.hasPlaybackControl;
- this.sourceType = source.sourceType;
- this.filters = source.filters.slice();
- return this;
- }
- clone( recursive ) {
- return new this.constructor( this.listener ).copy( this, recursive );
- }
- }
- const _position = /*@__PURE__*/ new Vector3();
- const _quaternion = /*@__PURE__*/ new Quaternion();
- const _scale = /*@__PURE__*/ new Vector3();
- const _orientation = /*@__PURE__*/ new Vector3();
- /**
- * Represents a positional audio object.
- *
- * ```js
- * // create an AudioListener and add it to the camera
- * const listener = new THREE.AudioListener();
- * camera.add( listener );
- *
- * // create the PositionalAudio object (passing in the listener)
- * const sound = new THREE.PositionalAudio( listener );
- *
- * // load a sound and set it as the PositionalAudio object's buffer
- * const audioLoader = new THREE.AudioLoader();
- * audioLoader.load( 'sounds/song.ogg', function( buffer ) {
- * sound.setBuffer( buffer );
- * sound.setRefDistance( 20 );
- * sound.play();
- * });
- *
- * // create an object for the sound to play from
- * const sphere = new THREE.SphereGeometry( 20, 32, 16 );
- * const material = new THREE.MeshPhongMaterial( { color: 0xff2200 } );
- * const mesh = new THREE.Mesh( sphere, material );
- * scene.add( mesh );
- *
- * // finally add the sound to the mesh
- * mesh.add( sound );
- *
- * @augments Audio
- */
- class PositionalAudio extends Audio {
- /**
- * Constructs a positional audio.
- *
- * @param {AudioListener} listener - The global audio listener.
- */
- constructor( listener ) {
- super( listener );
- /**
- * The panner node represents the location, direction, and behavior of an audio
- * source in 3D space.
- *
- * @type {PannerNode}
- * @readonly
- */
- this.panner = this.context.createPanner();
- this.panner.panningModel = 'HRTF';
- this.panner.connect( this.gain );
- }
- connect() {
- super.connect();
- this.panner.connect( this.gain );
- return this;
- }
- disconnect() {
- super.disconnect();
- this.panner.disconnect( this.gain );
- return this;
- }
- getOutput() {
- return this.panner;
- }
- /**
- * Returns the current reference distance.
- *
- * @return {number} The reference distance.
- */
- getRefDistance() {
- return this.panner.refDistance;
- }
- /**
- * Defines the reference distance for reducing volume as the audio source moves
- * further from the listener – i.e. the distance at which the volume reduction
- * starts taking effect.
- *
- * @param {number} value - The reference distance to set.
- * @return {PositionalAudio} A reference to this instance.
- */
- setRefDistance( value ) {
- this.panner.refDistance = value;
- return this;
- }
- /**
- * Returns the current rolloff factor.
- *
- * @return {number} The rolloff factor.
- */
- getRolloffFactor() {
- return this.panner.rolloffFactor;
- }
- /**
- * Defines how quickly the volume is reduced as the source moves away from the listener.
- *
- * @param {number} value - The rolloff factor.
- * @return {PositionalAudio} A reference to this instance.
- */
- setRolloffFactor( value ) {
- this.panner.rolloffFactor = value;
- return this;
- }
- /**
- * Returns the current distance model.
- *
- * @return {('linear'|'inverse'|'exponential')} The distance model.
- */
- getDistanceModel() {
- return this.panner.distanceModel;
- }
- /**
- * Defines which algorithm to use to reduce the volume of the audio source
- * as it moves away from the listener.
- *
- * Read [the spec](https://www.w3.org/TR/webaudio-1.1/#enumdef-distancemodeltype)
- * for more details.
- *
- * @param {('linear'|'inverse'|'exponential')} value - The distance model to set.
- * @return {PositionalAudio} A reference to this instance.
- */
- setDistanceModel( value ) {
- this.panner.distanceModel = value;
- return this;
- }
- /**
- * Returns the current max distance.
- *
- * @return {number} The max distance.
- */
- getMaxDistance() {
- return this.panner.maxDistance;
- }
- /**
- * Defines the maximum distance between the audio source and the listener,
- * after which the volume is not reduced any further.
- *
- * This value is used only by the `linear` distance model.
- *
- * @param {number} value - The max distance.
- * @return {PositionalAudio} A reference to this instance.
- */
- setMaxDistance( value ) {
- this.panner.maxDistance = value;
- return this;
- }
- /**
- * Sets the directional cone in which the audio can be listened.
- *
- * @param {number} coneInnerAngle - An angle, in degrees, of a cone inside of which there will be no volume reduction.
- * @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.
- * @param {number} coneOuterGain - The amount of volume reduction outside the cone defined by the `coneOuterAngle`. When set to `0`, no sound can be heard.
- * @return {PositionalAudio} A reference to this instance.
- */
- setDirectionalCone( coneInnerAngle, coneOuterAngle, coneOuterGain ) {
- this.panner.coneInnerAngle = coneInnerAngle;
- this.panner.coneOuterAngle = coneOuterAngle;
- this.panner.coneOuterGain = coneOuterGain;
- return this;
- }
- updateMatrixWorld( force ) {
- super.updateMatrixWorld( force );
- if ( this.hasPlaybackControl === true && this.isPlaying === false ) return;
- this.matrixWorld.decompose( _position, _quaternion, _scale );
- _orientation.set( 0, 0, 1 ).applyQuaternion( _quaternion );
- const panner = this.panner;
- if ( panner.positionX ) {
- // code path for Chrome and Firefox (see #14393)
- const endTime = this.context.currentTime + this.listener.timeDelta;
- panner.positionX.linearRampToValueAtTime( _position.x, endTime );
- panner.positionY.linearRampToValueAtTime( _position.y, endTime );
- panner.positionZ.linearRampToValueAtTime( _position.z, endTime );
- panner.orientationX.linearRampToValueAtTime( _orientation.x, endTime );
- panner.orientationY.linearRampToValueAtTime( _orientation.y, endTime );
- panner.orientationZ.linearRampToValueAtTime( _orientation.z, endTime );
- } else {
- panner.setPosition( _position.x, _position.y, _position.z );
- panner.setOrientation( _orientation.x, _orientation.y, _orientation.z );
- }
- }
- }
- /**
- * This class can be used to analyse audio data.
- *
- * ```js
- * // create an AudioListener and add it to the camera
- * const listener = new THREE.AudioListener();
- * camera.add( listener );
- *
- * // create an Audio source
- * const sound = new THREE.Audio( listener );
- *
- * // load a sound and set it as the Audio object's buffer
- * const audioLoader = new THREE.AudioLoader();
- * audioLoader.load( 'sounds/ambient.ogg', function( buffer ) {
- * sound.setBuffer( buffer );
- * sound.setLoop(true);
- * sound.setVolume(0.5);
- * sound.play();
- * });
- *
- * // create an AudioAnalyser, passing in the sound and desired fftSize
- * const analyser = new THREE.AudioAnalyser( sound, 32 );
- *
- * // get the average frequency of the sound
- * const data = analyser.getAverageFrequency();
- * ```
- */
- class AudioAnalyser {
- /**
- * Constructs a new audio analyzer.
- *
- * @param {Audio} audio - The audio to analyze.
- * @param {number} [fftSize=2048] - The window size in samples that is used when performing a Fast Fourier Transform (FFT) to get frequency domain data.
- */
- constructor( audio, fftSize = 2048 ) {
- /**
- * The global audio listener.
- *
- * @type {AnalyserNode}
- */
- this.analyser = audio.context.createAnalyser();
- this.analyser.fftSize = fftSize;
- /**
- * Holds the analyzed data.
- *
- * @type {Uint8Array}
- */
- this.data = new Uint8Array( this.analyser.frequencyBinCount );
- audio.getOutput().connect( this.analyser );
- }
- /**
- * Returns an array with frequency data of the audio.
- *
- * Each item in the array represents the decibel value for a specific frequency.
- * The frequencies are spread linearly from 0 to 1/2 of the sample rate.
- * For example, for 48000 sample rate, the last item of the array will represent
- * the decibel value for 24000 Hz.
- *
- * @return {Uint8Array} The frequency data.
- */
- getFrequencyData() {
- this.analyser.getByteFrequencyData( this.data );
- return this.data;
- }
- /**
- * Returns the average of the frequencies returned by {@link AudioAnalyser#getFrequencyData}.
- *
- * @return {number} The average frequency.
- */
- getAverageFrequency() {
- let value = 0;
- const data = this.getFrequencyData();
- for ( let i = 0; i < data.length; i ++ ) {
- value += data[ i ];
- }
- return value / data.length;
- }
- }
- /**
- * Buffered scene graph property that allows weighted accumulation; used internally.
- */
- class PropertyMixer {
- /**
- * Constructs a new property mixer.
- *
- * @param {PropertyBinding} binding - The property binding.
- * @param {string} typeName - The keyframe track type name.
- * @param {number} valueSize - The keyframe track value size.
- */
- constructor( binding, typeName, valueSize ) {
- /**
- * The property binding.
- *
- * @type {PropertyBinding}
- */
- this.binding = binding;
- /**
- * The keyframe track value size.
- *
- * @type {number}
- */
- this.valueSize = valueSize;
- let mixFunction,
- mixFunctionAdditive,
- setIdentity;
- // buffer layout: [ incoming | accu0 | accu1 | orig | addAccu | (optional work) ]
- //
- // interpolators can use .buffer as their .result
- // the data then goes to 'incoming'
- //
- // 'accu0' and 'accu1' are used frame-interleaved for
- // the cumulative result and are compared to detect
- // changes
- //
- // 'orig' stores the original state of the property
- //
- // 'add' is used for additive cumulative results
- //
- // 'work' is optional and is only present for quaternion types. It is used
- // to store intermediate quaternion multiplication results
- switch ( typeName ) {
- case 'quaternion':
- mixFunction = this._slerp;
- mixFunctionAdditive = this._slerpAdditive;
- setIdentity = this._setAdditiveIdentityQuaternion;
- this.buffer = new Float64Array( valueSize * 6 );
- this._workIndex = 5;
- break;
- case 'string':
- case 'bool':
- mixFunction = this._select;
- // Use the regular mix function and for additive on these types,
- // additive is not relevant for non-numeric types
- mixFunctionAdditive = this._select;
- setIdentity = this._setAdditiveIdentityOther;
- this.buffer = new Array( valueSize * 5 );
- break;
- default:
- mixFunction = this._lerp;
- mixFunctionAdditive = this._lerpAdditive;
- setIdentity = this._setAdditiveIdentityNumeric;
- this.buffer = new Float64Array( valueSize * 5 );
- }
- this._mixBufferRegion = mixFunction;
- this._mixBufferRegionAdditive = mixFunctionAdditive;
- this._setIdentity = setIdentity;
- this._origIndex = 3;
- this._addIndex = 4;
- /**
- * TODO
- *
- * @type {number}
- * @default 0
- */
- this.cumulativeWeight = 0;
- /**
- * TODO
- *
- * @type {number}
- * @default 0
- */
- this.cumulativeWeightAdditive = 0;
- /**
- * TODO
- *
- * @type {number}
- * @default 0
- */
- this.useCount = 0;
- /**
- * TODO
- *
- * @type {number}
- * @default 0
- */
- this.referenceCount = 0;
- }
- /**
- * Accumulates data in the `incoming` region into `accu<i>`.
- *
- * @param {number} accuIndex - The accumulation index.
- * @param {number} weight - The weight.
- */
- accumulate( accuIndex, weight ) {
- // note: happily accumulating nothing when weight = 0, the caller knows
- // the weight and shouldn't have made the call in the first place
- const buffer = this.buffer,
- stride = this.valueSize,
- offset = accuIndex * stride + stride;
- let currentWeight = this.cumulativeWeight;
- if ( currentWeight === 0 ) {
- // accuN := incoming * weight
- for ( let i = 0; i !== stride; ++ i ) {
- buffer[ offset + i ] = buffer[ i ];
- }
- currentWeight = weight;
- } else {
- // accuN := accuN + incoming * weight
- currentWeight += weight;
- const mix = weight / currentWeight;
- this._mixBufferRegion( buffer, offset, 0, mix, stride );
- }
- this.cumulativeWeight = currentWeight;
- }
- /**
- * Accumulates data in the `incoming` region into `add`.
- *
- * @param {number} weight - The weight.
- */
- accumulateAdditive( weight ) {
- const buffer = this.buffer,
- stride = this.valueSize,
- offset = stride * this._addIndex;
- if ( this.cumulativeWeightAdditive === 0 ) {
- // add = identity
- this._setIdentity();
- }
- // add := add + incoming * weight
- this._mixBufferRegionAdditive( buffer, offset, 0, weight, stride );
- this.cumulativeWeightAdditive += weight;
- }
- /**
- * Applies the state of `accu<i>` to the binding when accus differ.
- *
- * @param {number} accuIndex - The accumulation index.
- */
- apply( accuIndex ) {
- const stride = this.valueSize,
- buffer = this.buffer,
- offset = accuIndex * stride + stride,
- weight = this.cumulativeWeight,
- weightAdditive = this.cumulativeWeightAdditive,
- binding = this.binding;
- this.cumulativeWeight = 0;
- this.cumulativeWeightAdditive = 0;
- if ( weight < 1 ) {
- // accuN := accuN + original * ( 1 - cumulativeWeight )
- const originalValueOffset = stride * this._origIndex;
- this._mixBufferRegion(
- buffer, offset, originalValueOffset, 1 - weight, stride );
- }
- if ( weightAdditive > 0 ) {
- // accuN := accuN + additive accuN
- this._mixBufferRegionAdditive( buffer, offset, this._addIndex * stride, 1, stride );
- }
- for ( let i = stride, e = stride + stride; i !== e; ++ i ) {
- if ( buffer[ i ] !== buffer[ i + stride ] ) {
- // value has changed -> update scene graph
- binding.setValue( buffer, offset );
- break;
- }
- }
- }
- /**
- * Remembers the state of the bound property and copy it to both accus.
- */
- saveOriginalState() {
- const binding = this.binding;
- const buffer = this.buffer,
- stride = this.valueSize,
- originalValueOffset = stride * this._origIndex;
- binding.getValue( buffer, originalValueOffset );
- // accu[0..1] := orig -- initially detect changes against the original
- for ( let i = stride, e = originalValueOffset; i !== e; ++ i ) {
- buffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ];
- }
- // Add to identity for additive
- this._setIdentity();
- this.cumulativeWeight = 0;
- this.cumulativeWeightAdditive = 0;
- }
- /**
- * Applies the state previously taken via {@link PropertyMixer#saveOriginalState} to the binding.
- */
- restoreOriginalState() {
- const originalValueOffset = this.valueSize * 3;
- this.binding.setValue( this.buffer, originalValueOffset );
- }
- // internals
- _setAdditiveIdentityNumeric() {
- const startIndex = this._addIndex * this.valueSize;
- const endIndex = startIndex + this.valueSize;
- for ( let i = startIndex; i < endIndex; i ++ ) {
- this.buffer[ i ] = 0;
- }
- }
- _setAdditiveIdentityQuaternion() {
- this._setAdditiveIdentityNumeric();
- this.buffer[ this._addIndex * this.valueSize + 3 ] = 1;
- }
- _setAdditiveIdentityOther() {
- const startIndex = this._origIndex * this.valueSize;
- const targetIndex = this._addIndex * this.valueSize;
- for ( let i = 0; i < this.valueSize; i ++ ) {
- this.buffer[ targetIndex + i ] = this.buffer[ startIndex + i ];
- }
- }
- // mix functions
- _select( buffer, dstOffset, srcOffset, t, stride ) {
- if ( t >= 0.5 ) {
- for ( let i = 0; i !== stride; ++ i ) {
- buffer[ dstOffset + i ] = buffer[ srcOffset + i ];
- }
- }
- }
- _slerp( buffer, dstOffset, srcOffset, t ) {
- Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t );
- }
- _slerpAdditive( buffer, dstOffset, srcOffset, t, stride ) {
- const workOffset = this._workIndex * stride;
- // Store result in intermediate buffer offset
- Quaternion.multiplyQuaternionsFlat( buffer, workOffset, buffer, dstOffset, buffer, srcOffset );
- // Slerp to the intermediate result
- Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, workOffset, t );
- }
- _lerp( buffer, dstOffset, srcOffset, t, stride ) {
- const s = 1 - t;
- for ( let i = 0; i !== stride; ++ i ) {
- const j = dstOffset + i;
- buffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t;
- }
- }
- _lerpAdditive( buffer, dstOffset, srcOffset, t, stride ) {
- for ( let i = 0; i !== stride; ++ i ) {
- const j = dstOffset + i;
- buffer[ j ] = buffer[ j ] + buffer[ srcOffset + i ] * t;
- }
- }
- }
- // Characters [].:/ are reserved for track binding syntax.
- const _RESERVED_CHARS_RE = '\\[\\]\\.:\\/';
- const _reservedRe = new RegExp( '[' + _RESERVED_CHARS_RE + ']', 'g' );
- // Attempts to allow node names from any language. ES5's `\w` regexp matches
- // only latin characters, and the unicode \p{L} is not yet supported. So
- // instead, we exclude reserved characters and match everything else.
- const _wordChar = '[^' + _RESERVED_CHARS_RE + ']';
- const _wordCharOrDot = '[^' + _RESERVED_CHARS_RE.replace( '\\.', '' ) + ']';
- // Parent directories, delimited by '/' or ':'. Currently unused, but must
- // be matched to parse the rest of the track name.
- const _directoryRe = /*@__PURE__*/ /((?:WC+[\/:])*)/.source.replace( 'WC', _wordChar );
- // Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'.
- const _nodeRe = /*@__PURE__*/ /(WCOD+)?/.source.replace( 'WCOD', _wordCharOrDot );
- // Object on target node, and accessor. May not contain reserved
- // characters. Accessor may contain any character except closing bracket.
- const _objectRe = /*@__PURE__*/ /(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace( 'WC', _wordChar );
- // Property and accessor. May not contain reserved characters. Accessor may
- // contain any non-bracket characters.
- const _propertyRe = /*@__PURE__*/ /\.(WC+)(?:\[(.+)\])?/.source.replace( 'WC', _wordChar );
- const _trackRe = new RegExp( ''
- + '^'
- + _directoryRe
- + _nodeRe
- + _objectRe
- + _propertyRe
- + '$'
- );
- const _supportedObjectNames = [ 'material', 'materials', 'bones', 'map' ];
- class Composite {
- constructor( targetGroup, path, optionalParsedPath ) {
- const parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path );
- this._targetGroup = targetGroup;
- this._bindings = targetGroup.subscribe_( path, parsedPath );
- }
- getValue( array, offset ) {
- this.bind(); // bind all binding
- const firstValidIndex = this._targetGroup.nCachedObjects_,
- binding = this._bindings[ firstValidIndex ];
- // and only call .getValue on the first
- if ( binding !== undefined ) binding.getValue( array, offset );
- }
- setValue( array, offset ) {
- const bindings = this._bindings;
- for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
- bindings[ i ].setValue( array, offset );
- }
- }
- bind() {
- const bindings = this._bindings;
- for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
- bindings[ i ].bind();
- }
- }
- unbind() {
- const bindings = this._bindings;
- for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
- bindings[ i ].unbind();
- }
- }
- }
- // Note: This class uses a State pattern on a per-method basis:
- // 'bind' sets 'this.getValue' / 'setValue' and shadows the
- // prototype version of these methods with one that represents
- // the bound state. When the property is not found, the methods
- // become no-ops.
- /**
- * This holds a reference to a real property in the scene graph; used internally.
- */
- class PropertyBinding {
- /**
- * Constructs a new property binding.
- *
- * @param {Object} rootNode - The root node.
- * @param {string} path - The path.
- * @param {?Object} [parsedPath] - The parsed path.
- */
- constructor( rootNode, path, parsedPath ) {
- /**
- * The object path to the animated property.
- *
- * @type {string}
- */
- this.path = path;
- /**
- * An object holding information about the path.
- *
- * @type {Object}
- */
- this.parsedPath = parsedPath || PropertyBinding.parseTrackName( path );
- /**
- * The object owns the animated property.
- *
- * @type {?Object}
- */
- this.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName );
- /**
- * The root node.
- *
- * @type {Object3D|Skeleton}
- */
- this.rootNode = rootNode;
- // initial state of these methods that calls 'bind'
- this.getValue = this._getValue_unbound;
- this.setValue = this._setValue_unbound;
- }
- /**
- * Factory method for creating a property binding from the given parameters.
- *
- * @static
- * @param {Object} root - The root node.
- * @param {string} path - The path.
- * @param {?Object} [parsedPath] - The parsed path.
- * @return {PropertyBinding|Composite} The created property binding or composite.
- */
- static create( root, path, parsedPath ) {
- if ( ! ( root && root.isAnimationObjectGroup ) ) {
- return new PropertyBinding( root, path, parsedPath );
- } else {
- return new PropertyBinding.Composite( root, path, parsedPath );
- }
- }
- /**
- * Replaces spaces with underscores and removes unsupported characters from
- * node names, to ensure compatibility with parseTrackName().
- *
- * @param {string} name - Node name to be sanitized.
- * @return {string} The sanitized node name.
- */
- static sanitizeNodeName( name ) {
- return name.replace( /\s/g, '_' ).replace( _reservedRe, '' );
- }
- /**
- * Parses the given track name (an object path to an animated property) and
- * returns an object with information about the path. Matches strings in the following forms:
- *
- * - nodeName.property
- * - nodeName.property[accessor]
- * - nodeName.material.property[accessor]
- * - uuid.property[accessor]
- * - uuid.objectName[objectIndex].propertyName[propertyIndex]
- * - parentName/nodeName.property
- * - parentName/parentName/nodeName.property[index]
- * - .bone[Armature.DEF_cog].position
- * - scene:helium_balloon_model:helium_balloon_model.position
- *
- * @static
- * @param {string} trackName - The track name to parse.
- * @return {Object} The parsed track name as an object.
- */
- static parseTrackName( trackName ) {
- const matches = _trackRe.exec( trackName );
- if ( matches === null ) {
- throw new Error( 'PropertyBinding: Cannot parse trackName: ' + trackName );
- }
- const results = {
- // directoryName: matches[ 1 ], // (tschw) currently unused
- nodeName: matches[ 2 ],
- objectName: matches[ 3 ],
- objectIndex: matches[ 4 ],
- propertyName: matches[ 5 ], // required
- propertyIndex: matches[ 6 ]
- };
- const lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' );
- if ( lastDot !== undefined && lastDot !== -1 ) {
- const objectName = results.nodeName.substring( lastDot + 1 );
- // Object names must be checked against an allowlist. Otherwise, there
- // is no way to parse 'foo.bar.baz': 'baz' must be a property, but
- // 'bar' could be the objectName, or part of a nodeName (which can
- // include '.' characters).
- if ( _supportedObjectNames.indexOf( objectName ) !== -1 ) {
- results.nodeName = results.nodeName.substring( 0, lastDot );
- results.objectName = objectName;
- }
- }
- if ( results.propertyName === null || results.propertyName.length === 0 ) {
- throw new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName );
- }
- return results;
- }
- /**
- * Searches for a node in the hierarchy of the given root object by the given
- * node name.
- *
- * @static
- * @param {Object} root - The root object.
- * @param {string|number} nodeName - The name of the node.
- * @return {?Object} The found node. Returns `null` if no object was found.
- */
- static findNode( root, nodeName ) {
- if ( nodeName === undefined || nodeName === '' || nodeName === '.' || nodeName === -1 || nodeName === root.name || nodeName === root.uuid ) {
- return root;
- }
- // search into skeleton bones.
- if ( root.skeleton ) {
- const bone = root.skeleton.getBoneByName( nodeName );
- if ( bone !== undefined ) {
- return bone;
- }
- }
- // search into node subtree.
- if ( root.children ) {
- const searchNodeSubtree = function ( children ) {
- for ( let i = 0; i < children.length; i ++ ) {
- const childNode = children[ i ];
- if ( childNode.name === nodeName || childNode.uuid === nodeName ) {
- return childNode;
- }
- const result = searchNodeSubtree( childNode.children );
- if ( result ) return result;
- }
- return null;
- };
- const subTreeNode = searchNodeSubtree( root.children );
- if ( subTreeNode ) {
- return subTreeNode;
- }
- }
- return null;
- }
- // these are used to "bind" a nonexistent property
- _getValue_unavailable() {}
- _setValue_unavailable() {}
- // Getters
- _getValue_direct( buffer, offset ) {
- buffer[ offset ] = this.targetObject[ this.propertyName ];
- }
- _getValue_array( buffer, offset ) {
- const source = this.resolvedProperty;
- for ( let i = 0, n = source.length; i !== n; ++ i ) {
- buffer[ offset ++ ] = source[ i ];
- }
- }
- _getValue_arrayElement( buffer, offset ) {
- buffer[ offset ] = this.resolvedProperty[ this.propertyIndex ];
- }
- _getValue_toArray( buffer, offset ) {
- this.resolvedProperty.toArray( buffer, offset );
- }
- // Direct
- _setValue_direct( buffer, offset ) {
- this.targetObject[ this.propertyName ] = buffer[ offset ];
- }
- _setValue_direct_setNeedsUpdate( buffer, offset ) {
- this.targetObject[ this.propertyName ] = buffer[ offset ];
- this.targetObject.needsUpdate = true;
- }
- _setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) {
- this.targetObject[ this.propertyName ] = buffer[ offset ];
- this.targetObject.matrixWorldNeedsUpdate = true;
- }
- // EntireArray
- _setValue_array( buffer, offset ) {
- const dest = this.resolvedProperty;
- for ( let i = 0, n = dest.length; i !== n; ++ i ) {
- dest[ i ] = buffer[ offset ++ ];
- }
- }
- _setValue_array_setNeedsUpdate( buffer, offset ) {
- const dest = this.resolvedProperty;
- for ( let i = 0, n = dest.length; i !== n; ++ i ) {
- dest[ i ] = buffer[ offset ++ ];
- }
- this.targetObject.needsUpdate = true;
- }
- _setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) {
- const dest = this.resolvedProperty;
- for ( let i = 0, n = dest.length; i !== n; ++ i ) {
- dest[ i ] = buffer[ offset ++ ];
- }
- this.targetObject.matrixWorldNeedsUpdate = true;
- }
- // ArrayElement
- _setValue_arrayElement( buffer, offset ) {
- this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
- }
- _setValue_arrayElement_setNeedsUpdate( buffer, offset ) {
- this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
- this.targetObject.needsUpdate = true;
- }
- _setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) {
- this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
- this.targetObject.matrixWorldNeedsUpdate = true;
- }
- // HasToFromArray
- _setValue_fromArray( buffer, offset ) {
- this.resolvedProperty.fromArray( buffer, offset );
- }
- _setValue_fromArray_setNeedsUpdate( buffer, offset ) {
- this.resolvedProperty.fromArray( buffer, offset );
- this.targetObject.needsUpdate = true;
- }
- _setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) {
- this.resolvedProperty.fromArray( buffer, offset );
- this.targetObject.matrixWorldNeedsUpdate = true;
- }
- _getValue_unbound( targetArray, offset ) {
- this.bind();
- this.getValue( targetArray, offset );
- }
- _setValue_unbound( sourceArray, offset ) {
- this.bind();
- this.setValue( sourceArray, offset );
- }
- /**
- * Creates a getter / setter pair for the property tracked by this binding.
- */
- bind() {
- let targetObject = this.node;
- const parsedPath = this.parsedPath;
- const objectName = parsedPath.objectName;
- const propertyName = parsedPath.propertyName;
- let propertyIndex = parsedPath.propertyIndex;
- if ( ! targetObject ) {
- targetObject = PropertyBinding.findNode( this.rootNode, parsedPath.nodeName );
- this.node = targetObject;
- }
- // set fail state so we can just 'return' on error
- this.getValue = this._getValue_unavailable;
- this.setValue = this._setValue_unavailable;
- // ensure there is a value node
- if ( ! targetObject ) {
- warn( 'PropertyBinding: No target node found for track: ' + this.path + '.' );
- return;
- }
- if ( objectName ) {
- let objectIndex = parsedPath.objectIndex;
- // special cases were we need to reach deeper into the hierarchy to get the face materials....
- switch ( objectName ) {
- case 'materials':
- if ( ! targetObject.material ) {
- error( 'PropertyBinding: Can not bind to material as node does not have a material.', this );
- return;
- }
- if ( ! targetObject.material.materials ) {
- error( 'PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this );
- return;
- }
- targetObject = targetObject.material.materials;
- break;
- case 'bones':
- if ( ! targetObject.skeleton ) {
- error( 'PropertyBinding: Can not bind to bones as node does not have a skeleton.', this );
- return;
- }
- // potential future optimization: skip this if propertyIndex is already an integer
- // and convert the integer string to a true integer.
- targetObject = targetObject.skeleton.bones;
- // support resolving morphTarget names into indices.
- for ( let i = 0; i < targetObject.length; i ++ ) {
- if ( targetObject[ i ].name === objectIndex ) {
- objectIndex = i;
- break;
- }
- }
- break;
- case 'map':
- if ( 'map' in targetObject ) {
- targetObject = targetObject.map;
- break;
- }
- if ( ! targetObject.material ) {
- error( 'PropertyBinding: Can not bind to material as node does not have a material.', this );
- return;
- }
- if ( ! targetObject.material.map ) {
- error( 'PropertyBinding: Can not bind to material.map as node.material does not have a map.', this );
- return;
- }
- targetObject = targetObject.material.map;
- break;
- default:
- if ( targetObject[ objectName ] === undefined ) {
- error( 'PropertyBinding: Can not bind to objectName of node undefined.', this );
- return;
- }
- targetObject = targetObject[ objectName ];
- }
- if ( objectIndex !== undefined ) {
- if ( targetObject[ objectIndex ] === undefined ) {
- error( 'PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject );
- return;
- }
- targetObject = targetObject[ objectIndex ];
- }
- }
- // resolve property
- const nodeProperty = targetObject[ propertyName ];
- if ( nodeProperty === undefined ) {
- const nodeName = parsedPath.nodeName;
- error( 'PropertyBinding: Trying to update property for track: ' + nodeName +
- '.' + propertyName + ' but it wasn\'t found.', targetObject );
- return;
- }
- // determine versioning scheme
- let versioning = this.Versioning.None;
- this.targetObject = targetObject;
- if ( targetObject.isMaterial === true ) {
- versioning = this.Versioning.NeedsUpdate;
- } else if ( targetObject.isObject3D === true ) {
- versioning = this.Versioning.MatrixWorldNeedsUpdate;
- }
- // determine how the property gets bound
- let bindingType = this.BindingType.Direct;
- if ( propertyIndex !== undefined ) {
- // access a sub element of the property array (only primitives are supported right now)
- if ( propertyName === 'morphTargetInfluences' ) {
- // potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.
- // support resolving morphTarget names into indices.
- if ( ! targetObject.geometry ) {
- error( 'PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this );
- return;
- }
- if ( ! targetObject.geometry.morphAttributes ) {
- error( 'PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this );
- return;
- }
- if ( targetObject.morphTargetDictionary[ propertyIndex ] !== undefined ) {
- propertyIndex = targetObject.morphTargetDictionary[ propertyIndex ];
- }
- }
- bindingType = this.BindingType.ArrayElement;
- this.resolvedProperty = nodeProperty;
- this.propertyIndex = propertyIndex;
- } else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) {
- // must use copy for Object3D.Euler/Quaternion
- bindingType = this.BindingType.HasFromToArray;
- this.resolvedProperty = nodeProperty;
- } else if ( Array.isArray( nodeProperty ) ) {
- bindingType = this.BindingType.EntireArray;
- this.resolvedProperty = nodeProperty;
- } else {
- this.propertyName = propertyName;
- }
- // select getter / setter
- this.getValue = this.GetterByBindingType[ bindingType ];
- this.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ];
- }
- /**
- * Unbinds the property.
- */
- unbind() {
- this.node = null;
- // back to the prototype version of getValue / setValue
- // note: avoiding to mutate the shape of 'this' via 'delete'
- this.getValue = this._getValue_unbound;
- this.setValue = this._setValue_unbound;
- }
- }
- PropertyBinding.Composite = Composite;
- PropertyBinding.prototype.BindingType = {
- Direct: 0,
- EntireArray: 1,
- ArrayElement: 2,
- HasFromToArray: 3
- };
- PropertyBinding.prototype.Versioning = {
- None: 0,
- NeedsUpdate: 1,
- MatrixWorldNeedsUpdate: 2
- };
- PropertyBinding.prototype.GetterByBindingType = [
- PropertyBinding.prototype._getValue_direct,
- PropertyBinding.prototype._getValue_array,
- PropertyBinding.prototype._getValue_arrayElement,
- PropertyBinding.prototype._getValue_toArray,
- ];
- PropertyBinding.prototype.SetterByBindingTypeAndVersioning = [
- [
- // Direct
- PropertyBinding.prototype._setValue_direct,
- PropertyBinding.prototype._setValue_direct_setNeedsUpdate,
- PropertyBinding.prototype._setValue_direct_setMatrixWorldNeedsUpdate,
- ], [
- // EntireArray
- PropertyBinding.prototype._setValue_array,
- PropertyBinding.prototype._setValue_array_setNeedsUpdate,
- PropertyBinding.prototype._setValue_array_setMatrixWorldNeedsUpdate,
- ], [
- // ArrayElement
- PropertyBinding.prototype._setValue_arrayElement,
- PropertyBinding.prototype._setValue_arrayElement_setNeedsUpdate,
- PropertyBinding.prototype._setValue_arrayElement_setMatrixWorldNeedsUpdate,
- ], [
- // HasToFromArray
- PropertyBinding.prototype._setValue_fromArray,
- PropertyBinding.prototype._setValue_fromArray_setNeedsUpdate,
- PropertyBinding.prototype._setValue_fromArray_setMatrixWorldNeedsUpdate,
- ]
- ];
- /**
- * A group of objects that receives a shared animation state.
- *
- * Usage:
- *
- * - Add objects you would otherwise pass as 'root' to the
- * constructor or the .clipAction method of AnimationMixer.
- * - Instead pass this object as 'root'.
- * - You can also add and remove objects later when the mixer is running.
- *
- * Note:
- *
- * - Objects of this class appear as one object to the mixer,
- * so cache control of the individual objects must be done on the group.
- *
- * Limitation:
- *
- * - The animated properties must be compatible among the all objects in the group.
- * - A single property can either be controlled through a target group or directly, but not both.
- */
- class AnimationObjectGroup {
- /**
- * Constructs a new animation group.
- *
- * @param {...Object3D} arguments - An arbitrary number of 3D objects that share the same animation state.
- */
- constructor() {
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isAnimationObjectGroup = true;
- /**
- * The UUID of the 3D object.
- *
- * @type {string}
- * @readonly
- */
- this.uuid = generateUUID();
- // cached objects followed by the active ones
- this._objects = Array.prototype.slice.call( arguments );
- this.nCachedObjects_ = 0; // threshold
- // note: read by PropertyBinding.Composite
- const indices = {};
- this._indicesByUUID = indices; // for bookkeeping
- for ( let i = 0, n = arguments.length; i !== n; ++ i ) {
- indices[ arguments[ i ].uuid ] = i;
- }
- this._paths = []; // inside: string
- this._parsedPaths = []; // inside: { we don't care, here }
- this._bindings = []; // inside: Array< PropertyBinding >
- this._bindingsIndicesByPath = {}; // inside: indices in these arrays
- const scope = this;
- this.stats = {
- objects: {
- get total() {
- return scope._objects.length;
- },
- get inUse() {
- return this.total - scope.nCachedObjects_;
- }
- },
- get bindingsPerObject() {
- return scope._bindings.length;
- }
- };
- }
- /**
- * Adds an arbitrary number of objects to this animation group.
- *
- * @param {...Object3D} arguments - The 3D objects to add.
- */
- add() {
- const objects = this._objects,
- indicesByUUID = this._indicesByUUID,
- paths = this._paths,
- parsedPaths = this._parsedPaths,
- bindings = this._bindings,
- nBindings = bindings.length;
- let knownObject = undefined,
- nObjects = objects.length,
- nCachedObjects = this.nCachedObjects_;
- for ( let i = 0, n = arguments.length; i !== n; ++ i ) {
- const object = arguments[ i ],
- uuid = object.uuid;
- let index = indicesByUUID[ uuid ];
- if ( index === undefined ) {
- // unknown object -> add it to the ACTIVE region
- index = nObjects ++;
- indicesByUUID[ uuid ] = index;
- objects.push( object );
- // accounting is done, now do the same for all bindings
- for ( let j = 0, m = nBindings; j !== m; ++ j ) {
- bindings[ j ].push( new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ) );
- }
- } else if ( index < nCachedObjects ) {
- knownObject = objects[ index ];
- // move existing object to the ACTIVE region
- const firstActiveIndex = -- nCachedObjects,
- lastCachedObject = objects[ firstActiveIndex ];
- indicesByUUID[ lastCachedObject.uuid ] = index;
- objects[ index ] = lastCachedObject;
- indicesByUUID[ uuid ] = firstActiveIndex;
- objects[ firstActiveIndex ] = object;
- // accounting is done, now do the same for all bindings
- for ( let j = 0, m = nBindings; j !== m; ++ j ) {
- const bindingsForPath = bindings[ j ],
- lastCached = bindingsForPath[ firstActiveIndex ];
- let binding = bindingsForPath[ index ];
- bindingsForPath[ index ] = lastCached;
- if ( binding === undefined ) {
- // since we do not bother to create new bindings
- // for objects that are cached, the binding may
- // or may not exist
- binding = new PropertyBinding( object, paths[ j ], parsedPaths[ j ] );
- }
- bindingsForPath[ firstActiveIndex ] = binding;
- }
- } else if ( objects[ index ] !== knownObject ) {
- error( 'AnimationObjectGroup: Different objects with the same UUID ' +
- 'detected. Clean the caches or recreate your infrastructure when reloading scenes.' );
- } // else the object is already where we want it to be
- } // for arguments
- this.nCachedObjects_ = nCachedObjects;
- }
- /**
- * Removes an arbitrary number of objects to this animation group
- *
- * @param {...Object3D} arguments - The 3D objects to remove.
- */
- remove() {
- const objects = this._objects,
- indicesByUUID = this._indicesByUUID,
- bindings = this._bindings,
- nBindings = bindings.length;
- let nCachedObjects = this.nCachedObjects_;
- for ( let i = 0, n = arguments.length; i !== n; ++ i ) {
- const object = arguments[ i ],
- uuid = object.uuid,
- index = indicesByUUID[ uuid ];
- if ( index !== undefined && index >= nCachedObjects ) {
- // move existing object into the CACHED region
- const lastCachedIndex = nCachedObjects ++,
- firstActiveObject = objects[ lastCachedIndex ];
- indicesByUUID[ firstActiveObject.uuid ] = index;
- objects[ index ] = firstActiveObject;
- indicesByUUID[ uuid ] = lastCachedIndex;
- objects[ lastCachedIndex ] = object;
- // accounting is done, now do the same for all bindings
- for ( let j = 0, m = nBindings; j !== m; ++ j ) {
- const bindingsForPath = bindings[ j ],
- firstActive = bindingsForPath[ lastCachedIndex ],
- binding = bindingsForPath[ index ];
- bindingsForPath[ index ] = firstActive;
- bindingsForPath[ lastCachedIndex ] = binding;
- }
- }
- } // for arguments
- this.nCachedObjects_ = nCachedObjects;
- }
- /**
- * Deallocates all memory resources for the passed 3D objects of this animation group.
- *
- * @param {...Object3D} arguments - The 3D objects to uncache.
- */
- uncache() {
- const objects = this._objects,
- indicesByUUID = this._indicesByUUID,
- bindings = this._bindings,
- nBindings = bindings.length;
- let nCachedObjects = this.nCachedObjects_,
- nObjects = objects.length;
- for ( let i = 0, n = arguments.length; i !== n; ++ i ) {
- const object = arguments[ i ],
- uuid = object.uuid,
- index = indicesByUUID[ uuid ];
- if ( index !== undefined ) {
- delete indicesByUUID[ uuid ];
- if ( index < nCachedObjects ) {
- // object is cached, shrink the CACHED region
- const firstActiveIndex = -- nCachedObjects,
- lastCachedObject = objects[ firstActiveIndex ],
- lastIndex = -- nObjects,
- lastObject = objects[ lastIndex ];
- // last cached object takes this object's place
- indicesByUUID[ lastCachedObject.uuid ] = index;
- objects[ index ] = lastCachedObject;
- // last object goes to the activated slot and pop
- indicesByUUID[ lastObject.uuid ] = firstActiveIndex;
- objects[ firstActiveIndex ] = lastObject;
- objects.pop();
- // accounting is done, now do the same for all bindings
- for ( let j = 0, m = nBindings; j !== m; ++ j ) {
- const bindingsForPath = bindings[ j ],
- lastCached = bindingsForPath[ firstActiveIndex ],
- last = bindingsForPath[ lastIndex ];
- bindingsForPath[ index ] = lastCached;
- bindingsForPath[ firstActiveIndex ] = last;
- bindingsForPath.pop();
- }
- } else {
- // object is active, just swap with the last and pop
- const lastIndex = -- nObjects,
- lastObject = objects[ lastIndex ];
- if ( lastIndex > 0 ) {
- indicesByUUID[ lastObject.uuid ] = index;
- }
- objects[ index ] = lastObject;
- objects.pop();
- // accounting is done, now do the same for all bindings
- for ( let j = 0, m = nBindings; j !== m; ++ j ) {
- const bindingsForPath = bindings[ j ];
- bindingsForPath[ index ] = bindingsForPath[ lastIndex ];
- bindingsForPath.pop();
- }
- } // cached or active
- } // if object is known
- } // for arguments
- this.nCachedObjects_ = nCachedObjects;
- }
- // Internal interface used by befriended PropertyBinding.Composite:
- subscribe_( path, parsedPath ) {
- // returns an array of bindings for the given path that is changed
- // according to the contained objects in the group
- const indicesByPath = this._bindingsIndicesByPath;
- let index = indicesByPath[ path ];
- const bindings = this._bindings;
- if ( index !== undefined ) return bindings[ index ];
- const paths = this._paths,
- parsedPaths = this._parsedPaths,
- objects = this._objects,
- nObjects = objects.length,
- nCachedObjects = this.nCachedObjects_,
- bindingsForPath = new Array( nObjects );
- index = bindings.length;
- indicesByPath[ path ] = index;
- paths.push( path );
- parsedPaths.push( parsedPath );
- bindings.push( bindingsForPath );
- for ( let i = nCachedObjects, n = objects.length; i !== n; ++ i ) {
- const object = objects[ i ];
- bindingsForPath[ i ] = new PropertyBinding( object, path, parsedPath );
- }
- return bindingsForPath;
- }
- unsubscribe_( path ) {
- // tells the group to forget about a property path and no longer
- // update the array previously obtained with 'subscribe_'
- const indicesByPath = this._bindingsIndicesByPath,
- index = indicesByPath[ path ];
- if ( index !== undefined ) {
- const paths = this._paths,
- parsedPaths = this._parsedPaths,
- bindings = this._bindings,
- lastBindingsIndex = bindings.length - 1,
- lastBindings = bindings[ lastBindingsIndex ],
- lastBindingsPath = path[ lastBindingsIndex ];
- indicesByPath[ lastBindingsPath ] = index;
- bindings[ index ] = lastBindings;
- bindings.pop();
- parsedPaths[ index ] = parsedPaths[ lastBindingsIndex ];
- parsedPaths.pop();
- paths[ index ] = paths[ lastBindingsIndex ];
- paths.pop();
- }
- }
- }
- /**
- * An instance of `AnimationAction` schedules the playback of an animation which is
- * stored in {@link AnimationClip}.
- */
- class AnimationAction {
- /**
- * Constructs a new animation action.
- *
- * @param {AnimationMixer} mixer - The mixer that is controlled by this action.
- * @param {AnimationClip} clip - The animation clip that holds the actual keyframes.
- * @param {?Object3D} [localRoot=null] - The root object on which this action is performed.
- * @param {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)} [blendMode] - The blend mode.
- */
- constructor( mixer, clip, localRoot = null, blendMode = clip.blendMode ) {
- this._mixer = mixer;
- this._clip = clip;
- this._localRoot = localRoot;
- /**
- * Defines how the animation is blended/combined when two or more animations
- * are simultaneously played.
- *
- * @type {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)}
- */
- this.blendMode = blendMode;
- const tracks = clip.tracks,
- nTracks = tracks.length,
- interpolants = new Array( nTracks );
- const interpolantSettings = {
- endingStart: ZeroCurvatureEnding,
- endingEnd: ZeroCurvatureEnding
- };
- for ( let i = 0; i !== nTracks; ++ i ) {
- const interpolant = tracks[ i ].createInterpolant( null );
- interpolants[ i ] = interpolant;
- interpolant.settings = interpolantSettings;
- }
- this._interpolantSettings = interpolantSettings;
- this._interpolants = interpolants; // bound by the mixer
- // inside: PropertyMixer (managed by the mixer)
- this._propertyBindings = new Array( nTracks );
- this._cacheIndex = null; // for the memory manager
- this._byClipCacheIndex = null; // for the memory manager
- this._timeScaleInterpolant = null;
- this._weightInterpolant = null;
- /**
- * The loop mode, set via {@link AnimationAction#setLoop}.
- *
- * @type {(LoopRepeat|LoopOnce|LoopPingPong)}
- * @default LoopRepeat
- */
- this.loop = LoopRepeat;
- this._loopCount = -1;
- // global mixer time when the action is to be started
- // it's set back to 'null' upon start of the action
- this._startTime = null;
- /**
- * The local time of this action (in seconds, starting with `0`).
- *
- * The value gets clamped or wrapped to `[0,clip.duration]` (according to the
- * loop state).
- *
- * @type {number}
- * @default Infinity
- */
- this.time = 0;
- /**
- * Scaling factor for the {@link AnimationAction#time}. A value of `0` causes the
- * animation to pause. Negative values cause the animation to play backwards.
- *
- * @type {number}
- * @default 1
- */
- this.timeScale = 1;
- this._effectiveTimeScale = 1;
- /**
- * The degree of influence of this action (in the interval `[0, 1]`). Values
- * between `0` (no impact) and `1` (full impact) can be used to blend between
- * several actions.
- *
- * @type {number}
- * @default 1
- */
- this.weight = 1;
- this._effectiveWeight = 1;
- /**
- * The number of repetitions of the performed clip over the course of this action.
- * Can be set via {@link AnimationAction#setLoop}.
- *
- * Setting this number has no effect if {@link AnimationAction#loop} is set to
- * `THREE:LoopOnce`.
- *
- * @type {number}
- * @default Infinity
- */
- this.repetitions = Infinity;
- /**
- * If set to `true`, the playback of the action is paused.
- *
- * @type {boolean}
- * @default false
- */
- this.paused = false;
- /**
- * If set to `false`, the action is disabled so it has no impact.
- *
- * When the action is re-enabled, the animation continues from its current
- * time (setting `enabled` to `false` doesn't reset the action).
- *
- * @type {boolean}
- * @default true
- */
- this.enabled = true;
- /**
- * If set to true the animation will automatically be paused on its last frame.
- *
- * If set to false, {@link AnimationAction#enabled} will automatically be switched
- * to `false` when the last loop of the action has finished, so that this action has
- * no further impact.
- *
- * Note: This member has no impact if the action is interrupted (it
- * has only an effect if its last loop has really finished).
- *
- * @type {boolean}
- * @default false
- */
- this.clampWhenFinished = false;
- /**
- * Enables smooth interpolation without separate clips for start, loop and end.
- *
- * @type {boolean}
- * @default true
- */
- this.zeroSlopeAtStart = true;
- /**
- * Enables smooth interpolation without separate clips for start, loop and end.
- *
- * @type {boolean}
- * @default true
- */
- this.zeroSlopeAtEnd = true;
- }
- /**
- * Starts the playback of the animation.
- *
- * @return {AnimationAction} A reference to this animation action.
- */
- play() {
- this._mixer._activateAction( this );
- return this;
- }
- /**
- * Stops the playback of the animation.
- *
- * @return {AnimationAction} A reference to this animation action.
- */
- stop() {
- this._mixer._deactivateAction( this );
- return this.reset();
- }
- /**
- * Resets the playback of the animation.
- *
- * @return {AnimationAction} A reference to this animation action.
- */
- reset() {
- this.paused = false;
- this.enabled = true;
- this.time = 0; // restart clip
- this._loopCount = -1;// forget previous loops
- this._startTime = null;// forget scheduling
- return this.stopFading().stopWarping();
- }
- /**
- * Returns `true` if the animation is running.
- *
- * @return {boolean} Whether the animation is running or not.
- */
- isRunning() {
- return this.enabled && ! this.paused && this.timeScale !== 0 &&
- this._startTime === null && this._mixer._isActiveAction( this );
- }
- /**
- * Returns `true` when {@link AnimationAction#play} has been called.
- *
- * @return {boolean} Whether the animation is scheduled or not.
- */
- isScheduled() {
- return this._mixer._isActiveAction( this );
- }
- /**
- * Defines the time when the animation should start.
- *
- * @param {number} time - The start time in seconds.
- * @return {AnimationAction} A reference to this animation action.
- */
- startAt( time ) {
- this._startTime = time;
- return this;
- }
- /**
- * Configures the loop settings for this action.
- *
- * @param {(LoopRepeat|LoopOnce|LoopPingPong)} mode - The loop mode.
- * @param {number} repetitions - The number of repetitions.
- * @return {AnimationAction} A reference to this animation action.
- */
- setLoop( mode, repetitions ) {
- this.loop = mode;
- this.repetitions = repetitions;
- return this;
- }
- /**
- * Sets the effective weight of this action.
- *
- * An action has no effect and thus an effective weight of zero when the
- * action is disabled.
- *
- * @param {number} weight - The weight to set.
- * @return {AnimationAction} A reference to this animation action.
- */
- setEffectiveWeight( weight ) {
- this.weight = weight;
- // note: same logic as when updated at runtime
- this._effectiveWeight = this.enabled ? weight : 0;
- return this.stopFading();
- }
- /**
- * Returns the effective weight of this action.
- *
- * @return {number} The effective weight.
- */
- getEffectiveWeight() {
- return this._effectiveWeight;
- }
- /**
- * Fades the animation in by increasing its weight gradually from `0` to `1`,
- * within the passed time interval.
- *
- * @param {number} duration - The duration of the fade.
- * @return {AnimationAction} A reference to this animation action.
- */
- fadeIn( duration ) {
- return this._scheduleFading( duration, 0, 1 );
- }
- /**
- * Fades the animation out by decreasing its weight gradually from `1` to `0`,
- * within the passed time interval.
- *
- * @param {number} duration - The duration of the fade.
- * @return {AnimationAction} A reference to this animation action.
- */
- fadeOut( duration ) {
- return this._scheduleFading( duration, 1, 0 );
- }
- /**
- * Causes this action to fade in and the given action to fade out,
- * within the passed time interval.
- *
- * @param {AnimationAction} fadeOutAction - The animation action to fade out.
- * @param {number} duration - The duration of the fade.
- * @param {boolean} [warp=false] - Whether warping should be used or not.
- * @return {AnimationAction} A reference to this animation action.
- */
- crossFadeFrom( fadeOutAction, duration, warp = false ) {
- fadeOutAction.fadeOut( duration );
- this.fadeIn( duration );
- if ( warp === true ) {
- const fadeInDuration = this._clip.duration,
- fadeOutDuration = fadeOutAction._clip.duration,
- startEndRatio = fadeOutDuration / fadeInDuration,
- endStartRatio = fadeInDuration / fadeOutDuration;
- fadeOutAction.warp( 1.0, startEndRatio, duration );
- this.warp( endStartRatio, 1.0, duration );
- }
- return this;
- }
- /**
- * Causes this action to fade out and the given action to fade in,
- * within the passed time interval.
- *
- * @param {AnimationAction} fadeInAction - The animation action to fade in.
- * @param {number} duration - The duration of the fade.
- * @param {boolean} [warp=false] - Whether warping should be used or not.
- * @return {AnimationAction} A reference to this animation action.
- */
- crossFadeTo( fadeInAction, duration, warp = false ) {
- return fadeInAction.crossFadeFrom( this, duration, warp );
- }
- /**
- * Stops any fading which is applied to this action.
- *
- * @return {AnimationAction} A reference to this animation action.
- */
- stopFading() {
- const weightInterpolant = this._weightInterpolant;
- if ( weightInterpolant !== null ) {
- this._weightInterpolant = null;
- this._mixer._takeBackControlInterpolant( weightInterpolant );
- }
- return this;
- }
- /**
- * Sets the effective time scale of this action.
- *
- * An action has no effect and thus an effective time scale of zero when the
- * action is paused.
- *
- * @param {number} timeScale - The time scale to set.
- * @return {AnimationAction} A reference to this animation action.
- */
- setEffectiveTimeScale( timeScale ) {
- this.timeScale = timeScale;
- this._effectiveTimeScale = this.paused ? 0 : timeScale;
- return this.stopWarping();
- }
- /**
- * Returns the effective time scale of this action.
- *
- * @return {number} The effective time scale.
- */
- getEffectiveTimeScale() {
- return this._effectiveTimeScale;
- }
- /**
- * Sets the duration for a single loop of this action.
- *
- * @param {number} duration - The duration to set.
- * @return {AnimationAction} A reference to this animation action.
- */
- setDuration( duration ) {
- this.timeScale = this._clip.duration / duration;
- return this.stopWarping();
- }
- /**
- * Synchronizes this action with the passed other action.
- *
- * @param {AnimationAction} action - The action to sync with.
- * @return {AnimationAction} A reference to this animation action.
- */
- syncWith( action ) {
- this.time = action.time;
- this.timeScale = action.timeScale;
- return this.stopWarping();
- }
- /**
- * Decelerates this animation's speed to `0` within the passed time interval.
- *
- * @param {number} duration - The duration.
- * @return {AnimationAction} A reference to this animation action.
- */
- halt( duration ) {
- return this.warp( this._effectiveTimeScale, 0, duration );
- }
- /**
- * Changes the playback speed, within the passed time interval, by modifying
- * {@link AnimationAction#timeScale} gradually from `startTimeScale` to
- * `endTimeScale`.
- *
- * @param {number} startTimeScale - The start time scale.
- * @param {number} endTimeScale - The end time scale.
- * @param {number} duration - The duration.
- * @return {AnimationAction} A reference to this animation action.
- */
- warp( startTimeScale, endTimeScale, duration ) {
- const mixer = this._mixer,
- now = mixer.time,
- timeScale = this.timeScale;
- let interpolant = this._timeScaleInterpolant;
- if ( interpolant === null ) {
- interpolant = mixer._lendControlInterpolant();
- this._timeScaleInterpolant = interpolant;
- }
- const times = interpolant.parameterPositions,
- values = interpolant.sampleValues;
- times[ 0 ] = now;
- times[ 1 ] = now + duration;
- values[ 0 ] = startTimeScale / timeScale;
- values[ 1 ] = endTimeScale / timeScale;
- return this;
- }
- /**
- * Stops any scheduled warping which is applied to this action.
- *
- * @return {AnimationAction} A reference to this animation action.
- */
- stopWarping() {
- const timeScaleInterpolant = this._timeScaleInterpolant;
- if ( timeScaleInterpolant !== null ) {
- this._timeScaleInterpolant = null;
- this._mixer._takeBackControlInterpolant( timeScaleInterpolant );
- }
- return this;
- }
- /**
- * Returns the animation mixer of this animation action.
- *
- * @return {AnimationMixer} The animation mixer.
- */
- getMixer() {
- return this._mixer;
- }
- /**
- * Returns the animation clip of this animation action.
- *
- * @return {AnimationClip} The animation clip.
- */
- getClip() {
- return this._clip;
- }
- /**
- * Returns the root object of this animation action.
- *
- * @return {Object3D} The root object.
- */
- getRoot() {
- return this._localRoot || this._mixer._root;
- }
- // Internal
- _update( time, deltaTime, timeDirection, accuIndex ) {
- // called by the mixer
- if ( ! this.enabled ) {
- // call ._updateWeight() to update ._effectiveWeight
- this._updateWeight( time );
- return;
- }
- const startTime = this._startTime;
- if ( startTime !== null ) {
- // check for scheduled start of action
- const timeRunning = ( time - startTime ) * timeDirection;
- if ( timeRunning < 0 || timeDirection === 0 ) {
- deltaTime = 0;
- } else {
- this._startTime = null; // unschedule
- deltaTime = timeDirection * timeRunning;
- }
- }
- // apply time scale and advance time
- deltaTime *= this._updateTimeScale( time );
- const clipTime = this._updateTime( deltaTime );
- // note: _updateTime may disable the action resulting in
- // an effective weight of 0
- const weight = this._updateWeight( time );
- if ( weight > 0 ) {
- const interpolants = this._interpolants;
- const propertyMixers = this._propertyBindings;
- switch ( this.blendMode ) {
- case AdditiveAnimationBlendMode:
- for ( let j = 0, m = interpolants.length; j !== m; ++ j ) {
- interpolants[ j ].evaluate( clipTime );
- propertyMixers[ j ].accumulateAdditive( weight );
- }
- break;
- case NormalAnimationBlendMode:
- default:
- for ( let j = 0, m = interpolants.length; j !== m; ++ j ) {
- interpolants[ j ].evaluate( clipTime );
- propertyMixers[ j ].accumulate( accuIndex, weight );
- }
- }
- }
- }
- _updateWeight( time ) {
- let weight = 0;
- if ( this.enabled ) {
- weight = this.weight;
- const interpolant = this._weightInterpolant;
- if ( interpolant !== null ) {
- const interpolantValue = interpolant.evaluate( time )[ 0 ];
- weight *= interpolantValue;
- if ( time > interpolant.parameterPositions[ 1 ] ) {
- this.stopFading();
- if ( interpolantValue === 0 ) {
- // faded out, disable
- this.enabled = false;
- }
- }
- }
- }
- this._effectiveWeight = weight;
- return weight;
- }
- _updateTimeScale( time ) {
- let timeScale = 0;
- if ( ! this.paused ) {
- timeScale = this.timeScale;
- const interpolant = this._timeScaleInterpolant;
- if ( interpolant !== null ) {
- const interpolantValue = interpolant.evaluate( time )[ 0 ];
- timeScale *= interpolantValue;
- if ( time > interpolant.parameterPositions[ 1 ] ) {
- this.stopWarping();
- if ( timeScale === 0 ) {
- // motion has halted, pause
- this.paused = true;
- } else {
- // warp done - apply final time scale
- this.timeScale = timeScale;
- }
- }
- }
- }
- this._effectiveTimeScale = timeScale;
- return timeScale;
- }
- _updateTime( deltaTime ) {
- const duration = this._clip.duration;
- const loop = this.loop;
- let time = this.time + deltaTime;
- let loopCount = this._loopCount;
- const pingPong = ( loop === LoopPingPong );
- if ( deltaTime === 0 ) {
- if ( loopCount === -1 ) return time;
- return ( pingPong && ( loopCount & 1 ) === 1 ) ? duration - time : time;
- }
- if ( loop === LoopOnce ) {
- if ( loopCount === -1 ) {
- // just started
- this._loopCount = 0;
- this._setEndings( true, true, false );
- }
- handle_stop: {
- if ( time >= duration ) {
- time = duration;
- } else if ( time < 0 ) {
- time = 0;
- } else {
- this.time = time;
- break handle_stop;
- }
- if ( this.clampWhenFinished ) this.paused = true;
- else this.enabled = false;
- this.time = time;
- this._mixer.dispatchEvent( {
- type: 'finished', action: this,
- direction: deltaTime < 0 ? -1 : 1
- } );
- }
- } else { // repetitive Repeat or PingPong
- if ( loopCount === -1 ) {
- // just started
- if ( deltaTime >= 0 ) {
- loopCount = 0;
- this._setEndings( true, this.repetitions === 0, pingPong );
- } else {
- // when looping in reverse direction, the initial
- // transition through zero counts as a repetition,
- // so leave loopCount at -1
- this._setEndings( this.repetitions === 0, true, pingPong );
- }
- }
- if ( time >= duration || time < 0 ) {
- // wrap around
- const loopDelta = Math.floor( time / duration ); // signed
- time -= duration * loopDelta;
- loopCount += Math.abs( loopDelta );
- const pending = this.repetitions - loopCount;
- if ( pending <= 0 ) {
- // have to stop (switch state, clamp time, fire event)
- if ( this.clampWhenFinished ) this.paused = true;
- else this.enabled = false;
- time = deltaTime > 0 ? duration : 0;
- this.time = time;
- this._mixer.dispatchEvent( {
- type: 'finished', action: this,
- direction: deltaTime > 0 ? 1 : -1
- } );
- } else {
- // keep running
- if ( pending === 1 ) {
- // entering the last round
- const atStart = deltaTime < 0;
- this._setEndings( atStart, ! atStart, pingPong );
- } else {
- this._setEndings( false, false, pingPong );
- }
- this._loopCount = loopCount;
- this.time = time;
- this._mixer.dispatchEvent( {
- type: 'loop', action: this, loopDelta: loopDelta
- } );
- }
- } else {
- this.time = time;
- }
- if ( pingPong && ( loopCount & 1 ) === 1 ) {
- // invert time for the "pong round"
- return duration - time;
- }
- }
- return time;
- }
- _setEndings( atStart, atEnd, pingPong ) {
- const settings = this._interpolantSettings;
- if ( pingPong ) {
- settings.endingStart = ZeroSlopeEnding;
- settings.endingEnd = ZeroSlopeEnding;
- } else {
- // assuming for LoopOnce atStart == atEnd == true
- if ( atStart ) {
- settings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding;
- } else {
- settings.endingStart = WrapAroundEnding;
- }
- if ( atEnd ) {
- settings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding;
- } else {
- settings.endingEnd = WrapAroundEnding;
- }
- }
- }
- _scheduleFading( duration, weightNow, weightThen ) {
- const mixer = this._mixer, now = mixer.time;
- let interpolant = this._weightInterpolant;
- if ( interpolant === null ) {
- interpolant = mixer._lendControlInterpolant();
- this._weightInterpolant = interpolant;
- }
- const times = interpolant.parameterPositions,
- values = interpolant.sampleValues;
- times[ 0 ] = now;
- values[ 0 ] = weightNow;
- times[ 1 ] = now + duration;
- values[ 1 ] = weightThen;
- return this;
- }
- }
- const _controlInterpolantsResultBuffer = new Float32Array( 1 );
- /**
- * `AnimationMixer` is a player for animations on a particular object in
- * the scene. When multiple objects in the scene are animated independently,
- * one `AnimationMixer` may be used for each object.
- */
- class AnimationMixer extends EventDispatcher {
- /**
- * Constructs a new animation mixer.
- *
- * @param {Object3D} root - The object whose animations shall be played by this mixer.
- */
- constructor( root ) {
- super();
- this._root = root;
- this._initMemoryManager();
- this._accuIndex = 0;
- /**
- * The global mixer time (in seconds; starting with `0` on the mixer's creation).
- *
- * @type {number}
- * @default 0
- */
- this.time = 0;
- /**
- * A scaling factor for the global time.
- *
- * Note: Setting this member to `0` and later back to `1` is a
- * possibility to pause/unpause all actions that are controlled by this
- * mixer.
- *
- * @type {number}
- * @default 1
- */
- this.timeScale = 1.0;
- if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
- __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) );
- }
- }
- _bindAction( action, prototypeAction ) {
- const root = action._localRoot || this._root,
- tracks = action._clip.tracks,
- nTracks = tracks.length,
- bindings = action._propertyBindings,
- interpolants = action._interpolants,
- rootUuid = root.uuid,
- bindingsByRoot = this._bindingsByRootAndName;
- let bindingsByName = bindingsByRoot[ rootUuid ];
- if ( bindingsByName === undefined ) {
- bindingsByName = {};
- bindingsByRoot[ rootUuid ] = bindingsByName;
- }
- for ( let i = 0; i !== nTracks; ++ i ) {
- const track = tracks[ i ],
- trackName = track.name;
- let binding = bindingsByName[ trackName ];
- if ( binding !== undefined ) {
- ++ binding.referenceCount;
- bindings[ i ] = binding;
- } else {
- binding = bindings[ i ];
- if ( binding !== undefined ) {
- // existing binding, make sure the cache knows
- if ( binding._cacheIndex === null ) {
- ++ binding.referenceCount;
- this._addInactiveBinding( binding, rootUuid, trackName );
- }
- continue;
- }
- const path = prototypeAction && prototypeAction.
- _propertyBindings[ i ].binding.parsedPath;
- binding = new PropertyMixer(
- PropertyBinding.create( root, trackName, path ),
- track.ValueTypeName, track.getValueSize() );
- ++ binding.referenceCount;
- this._addInactiveBinding( binding, rootUuid, trackName );
- bindings[ i ] = binding;
- }
- interpolants[ i ].resultBuffer = binding.buffer;
- }
- }
- _activateAction( action ) {
- if ( ! this._isActiveAction( action ) ) {
- if ( action._cacheIndex === null ) {
- // this action has been forgotten by the cache, but the user
- // appears to be still using it -> rebind
- const rootUuid = ( action._localRoot || this._root ).uuid,
- clipUuid = action._clip.uuid,
- actionsForClip = this._actionsByClip[ clipUuid ];
- this._bindAction( action,
- actionsForClip && actionsForClip.knownActions[ 0 ] );
- this._addInactiveAction( action, clipUuid, rootUuid );
- }
- const bindings = action._propertyBindings;
- // increment reference counts / sort out state
- for ( let i = 0, n = bindings.length; i !== n; ++ i ) {
- const binding = bindings[ i ];
- if ( binding.useCount ++ === 0 ) {
- this._lendBinding( binding );
- binding.saveOriginalState();
- }
- }
- this._lendAction( action );
- }
- }
- _deactivateAction( action ) {
- if ( this._isActiveAction( action ) ) {
- const bindings = action._propertyBindings;
- // decrement reference counts / sort out state
- for ( let i = 0, n = bindings.length; i !== n; ++ i ) {
- const binding = bindings[ i ];
- if ( -- binding.useCount === 0 ) {
- binding.restoreOriginalState();
- this._takeBackBinding( binding );
- }
- }
- this._takeBackAction( action );
- }
- }
- // Memory manager
- _initMemoryManager() {
- this._actions = []; // 'nActiveActions' followed by inactive ones
- this._nActiveActions = 0;
- this._actionsByClip = {};
- // inside:
- // {
- // knownActions: Array< AnimationAction > - used as prototypes
- // actionByRoot: AnimationAction - lookup
- // }
- this._bindings = []; // 'nActiveBindings' followed by inactive ones
- this._nActiveBindings = 0;
- this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer >
- this._controlInterpolants = []; // same game as above
- this._nActiveControlInterpolants = 0;
- const scope = this;
- this.stats = {
- actions: {
- get total() {
- return scope._actions.length;
- },
- get inUse() {
- return scope._nActiveActions;
- }
- },
- bindings: {
- get total() {
- return scope._bindings.length;
- },
- get inUse() {
- return scope._nActiveBindings;
- }
- },
- controlInterpolants: {
- get total() {
- return scope._controlInterpolants.length;
- },
- get inUse() {
- return scope._nActiveControlInterpolants;
- }
- }
- };
- }
- // Memory management for AnimationAction objects
- _isActiveAction( action ) {
- const index = action._cacheIndex;
- return index !== null && index < this._nActiveActions;
- }
- _addInactiveAction( action, clipUuid, rootUuid ) {
- const actions = this._actions,
- actionsByClip = this._actionsByClip;
- let actionsForClip = actionsByClip[ clipUuid ];
- if ( actionsForClip === undefined ) {
- actionsForClip = {
- knownActions: [ action ],
- actionByRoot: {}
- };
- action._byClipCacheIndex = 0;
- actionsByClip[ clipUuid ] = actionsForClip;
- } else {
- const knownActions = actionsForClip.knownActions;
- action._byClipCacheIndex = knownActions.length;
- knownActions.push( action );
- }
- action._cacheIndex = actions.length;
- actions.push( action );
- actionsForClip.actionByRoot[ rootUuid ] = action;
- }
- _removeInactiveAction( action ) {
- const actions = this._actions,
- lastInactiveAction = actions[ actions.length - 1 ],
- cacheIndex = action._cacheIndex;
- lastInactiveAction._cacheIndex = cacheIndex;
- actions[ cacheIndex ] = lastInactiveAction;
- actions.pop();
- action._cacheIndex = null;
- const clipUuid = action._clip.uuid,
- actionsByClip = this._actionsByClip,
- actionsForClip = actionsByClip[ clipUuid ],
- knownActionsForClip = actionsForClip.knownActions,
- lastKnownAction =
- knownActionsForClip[ knownActionsForClip.length - 1 ],
- byClipCacheIndex = action._byClipCacheIndex;
- lastKnownAction._byClipCacheIndex = byClipCacheIndex;
- knownActionsForClip[ byClipCacheIndex ] = lastKnownAction;
- knownActionsForClip.pop();
- action._byClipCacheIndex = null;
- const actionByRoot = actionsForClip.actionByRoot,
- rootUuid = ( action._localRoot || this._root ).uuid;
- delete actionByRoot[ rootUuid ];
- if ( knownActionsForClip.length === 0 ) {
- delete actionsByClip[ clipUuid ];
- }
- this._removeInactiveBindingsForAction( action );
- }
- _removeInactiveBindingsForAction( action ) {
- const bindings = action._propertyBindings;
- for ( let i = 0, n = bindings.length; i !== n; ++ i ) {
- const binding = bindings[ i ];
- if ( -- binding.referenceCount === 0 ) {
- this._removeInactiveBinding( binding );
- }
- }
- }
- _lendAction( action ) {
- // [ active actions | inactive actions ]
- // [ active actions >| inactive actions ]
- // s a
- // <-swap->
- // a s
- const actions = this._actions,
- prevIndex = action._cacheIndex,
- lastActiveIndex = this._nActiveActions ++,
- firstInactiveAction = actions[ lastActiveIndex ];
- action._cacheIndex = lastActiveIndex;
- actions[ lastActiveIndex ] = action;
- firstInactiveAction._cacheIndex = prevIndex;
- actions[ prevIndex ] = firstInactiveAction;
- }
- _takeBackAction( action ) {
- // [ active actions | inactive actions ]
- // [ active actions |< inactive actions ]
- // a s
- // <-swap->
- // s a
- const actions = this._actions,
- prevIndex = action._cacheIndex,
- firstInactiveIndex = -- this._nActiveActions,
- lastActiveAction = actions[ firstInactiveIndex ];
- action._cacheIndex = firstInactiveIndex;
- actions[ firstInactiveIndex ] = action;
- lastActiveAction._cacheIndex = prevIndex;
- actions[ prevIndex ] = lastActiveAction;
- }
- // Memory management for PropertyMixer objects
- _addInactiveBinding( binding, rootUuid, trackName ) {
- const bindingsByRoot = this._bindingsByRootAndName,
- bindings = this._bindings;
- let bindingByName = bindingsByRoot[ rootUuid ];
- if ( bindingByName === undefined ) {
- bindingByName = {};
- bindingsByRoot[ rootUuid ] = bindingByName;
- }
- bindingByName[ trackName ] = binding;
- binding._cacheIndex = bindings.length;
- bindings.push( binding );
- }
- _removeInactiveBinding( binding ) {
- const bindings = this._bindings,
- propBinding = binding.binding,
- rootUuid = propBinding.rootNode.uuid,
- trackName = propBinding.path,
- bindingsByRoot = this._bindingsByRootAndName,
- bindingByName = bindingsByRoot[ rootUuid ],
- lastInactiveBinding = bindings[ bindings.length - 1 ],
- cacheIndex = binding._cacheIndex;
- lastInactiveBinding._cacheIndex = cacheIndex;
- bindings[ cacheIndex ] = lastInactiveBinding;
- bindings.pop();
- delete bindingByName[ trackName ];
- if ( Object.keys( bindingByName ).length === 0 ) {
- delete bindingsByRoot[ rootUuid ];
- }
- }
- _lendBinding( binding ) {
- const bindings = this._bindings,
- prevIndex = binding._cacheIndex,
- lastActiveIndex = this._nActiveBindings ++,
- firstInactiveBinding = bindings[ lastActiveIndex ];
- binding._cacheIndex = lastActiveIndex;
- bindings[ lastActiveIndex ] = binding;
- firstInactiveBinding._cacheIndex = prevIndex;
- bindings[ prevIndex ] = firstInactiveBinding;
- }
- _takeBackBinding( binding ) {
- const bindings = this._bindings,
- prevIndex = binding._cacheIndex,
- firstInactiveIndex = -- this._nActiveBindings,
- lastActiveBinding = bindings[ firstInactiveIndex ];
- binding._cacheIndex = firstInactiveIndex;
- bindings[ firstInactiveIndex ] = binding;
- lastActiveBinding._cacheIndex = prevIndex;
- bindings[ prevIndex ] = lastActiveBinding;
- }
- // Memory management of Interpolants for weight and time scale
- _lendControlInterpolant() {
- const interpolants = this._controlInterpolants,
- lastActiveIndex = this._nActiveControlInterpolants ++;
- let interpolant = interpolants[ lastActiveIndex ];
- if ( interpolant === undefined ) {
- interpolant = new LinearInterpolant(
- new Float32Array( 2 ), new Float32Array( 2 ),
- 1, _controlInterpolantsResultBuffer );
- interpolant.__cacheIndex = lastActiveIndex;
- interpolants[ lastActiveIndex ] = interpolant;
- }
- return interpolant;
- }
- _takeBackControlInterpolant( interpolant ) {
- const interpolants = this._controlInterpolants,
- prevIndex = interpolant.__cacheIndex,
- firstInactiveIndex = -- this._nActiveControlInterpolants,
- lastActiveInterpolant = interpolants[ firstInactiveIndex ];
- interpolant.__cacheIndex = firstInactiveIndex;
- interpolants[ firstInactiveIndex ] = interpolant;
- lastActiveInterpolant.__cacheIndex = prevIndex;
- interpolants[ prevIndex ] = lastActiveInterpolant;
- }
- /**
- * Returns an instance of {@link AnimationAction} for the passed clip.
- *
- * If an action fitting the clip and root parameters doesn't yet exist, it
- * will be created by this method. Calling this method several times with the
- * same clip and root parameters always returns the same action.
- *
- * @param {AnimationClip|string} clip - An animation clip or alternatively the name of the animation clip.
- * @param {Object3D} [optionalRoot] - An alternative root object.
- * @param {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)} [blendMode] - The blend mode.
- * @return {?AnimationAction} The animation action.
- */
- clipAction( clip, optionalRoot, blendMode ) {
- const root = optionalRoot || this._root,
- rootUuid = root.uuid;
- let clipObject = typeof clip === 'string' ? AnimationClip.findByName( root, clip ) : clip;
- const clipUuid = clipObject !== null ? clipObject.uuid : clip;
- const actionsForClip = this._actionsByClip[ clipUuid ];
- let prototypeAction = null;
- if ( blendMode === undefined ) {
- if ( clipObject !== null ) {
- blendMode = clipObject.blendMode;
- } else {
- blendMode = NormalAnimationBlendMode;
- }
- }
- if ( actionsForClip !== undefined ) {
- const existingAction = actionsForClip.actionByRoot[ rootUuid ];
- if ( existingAction !== undefined && existingAction.blendMode === blendMode ) {
- return existingAction;
- }
- // we know the clip, so we don't have to parse all
- // the bindings again but can just copy
- prototypeAction = actionsForClip.knownActions[ 0 ];
- // also, take the clip from the prototype action
- if ( clipObject === null )
- clipObject = prototypeAction._clip;
- }
- // clip must be known when specified via string
- if ( clipObject === null ) return null;
- // allocate all resources required to run it
- const newAction = new AnimationAction( this, clipObject, optionalRoot, blendMode );
- this._bindAction( newAction, prototypeAction );
- // and make the action known to the memory manager
- this._addInactiveAction( newAction, clipUuid, rootUuid );
- return newAction;
- }
- /**
- * Returns an existing animation action for the passed clip.
- *
- * @param {AnimationClip|string} clip - An animation clip or alternatively the name of the animation clip.
- * @param {Object3D} [optionalRoot] - An alternative root object.
- * @return {?AnimationAction} The animation action. Returns `null` if no action was found.
- */
- existingAction( clip, optionalRoot ) {
- const root = optionalRoot || this._root,
- rootUuid = root.uuid,
- clipObject = typeof clip === 'string' ?
- AnimationClip.findByName( root, clip ) : clip,
- clipUuid = clipObject ? clipObject.uuid : clip,
- actionsForClip = this._actionsByClip[ clipUuid ];
- if ( actionsForClip !== undefined ) {
- return actionsForClip.actionByRoot[ rootUuid ] || null;
- }
- return null;
- }
- /**
- * Deactivates all previously scheduled actions on this mixer.
- *
- * @return {AnimationMixer} A reference to this animation mixer.
- */
- stopAllAction() {
- const actions = this._actions,
- nActions = this._nActiveActions;
- for ( let i = nActions - 1; i >= 0; -- i ) {
- actions[ i ].stop();
- }
- return this;
- }
- /**
- * Advances the global mixer time and updates the animation.
- *
- * This is usually done in the render loop by passing the delta
- * time from {@link Clock} or {@link Timer}.
- *
- * @param {number} deltaTime - The delta time in seconds.
- * @return {AnimationMixer} A reference to this animation mixer.
- */
- update( deltaTime ) {
- deltaTime *= this.timeScale;
- const actions = this._actions,
- nActions = this._nActiveActions,
- time = this.time += deltaTime,
- timeDirection = Math.sign( deltaTime ),
- accuIndex = this._accuIndex ^= 1;
- // run active actions
- for ( let i = 0; i !== nActions; ++ i ) {
- const action = actions[ i ];
- action._update( time, deltaTime, timeDirection, accuIndex );
- }
- // update scene graph
- const bindings = this._bindings,
- nBindings = this._nActiveBindings;
- for ( let i = 0; i !== nBindings; ++ i ) {
- bindings[ i ].apply( accuIndex );
- }
- return this;
- }
- /**
- * Sets the global mixer to a specific time and updates the animation accordingly.
- *
- * This is useful when you need to jump to an exact time in an animation. The
- * input parameter will be scaled by {@link AnimationMixer#timeScale}
- *
- * @param {number} time - The time to set in seconds.
- * @return {AnimationMixer} A reference to this animation mixer.
- */
- setTime( time ) {
- this.time = 0; // Zero out time attribute for AnimationMixer object;
- for ( let i = 0; i < this._actions.length; i ++ ) {
- this._actions[ i ].time = 0; // Zero out time attribute for all associated AnimationAction objects.
- }
- return this.update( time ); // Update used to set exact time. Returns "this" AnimationMixer object.
- }
- /**
- * Returns this mixer's root object.
- *
- * @return {Object3D} The mixer's root object.
- */
- getRoot() {
- return this._root;
- }
- /**
- * Deallocates all memory resources for a clip. Before using this method make
- * sure to call {@link AnimationAction#stop} for all related actions.
- *
- * @param {AnimationClip} clip - The clip to uncache.
- */
- uncacheClip( clip ) {
- const actions = this._actions,
- clipUuid = clip.uuid,
- actionsByClip = this._actionsByClip,
- actionsForClip = actionsByClip[ clipUuid ];
- if ( actionsForClip !== undefined ) {
- // note: just calling _removeInactiveAction would mess up the
- // iteration state and also require updating the state we can
- // just throw away
- const actionsToRemove = actionsForClip.knownActions;
- for ( let i = 0, n = actionsToRemove.length; i !== n; ++ i ) {
- const action = actionsToRemove[ i ];
- this._deactivateAction( action );
- const cacheIndex = action._cacheIndex,
- lastInactiveAction = actions[ actions.length - 1 ];
- action._cacheIndex = null;
- action._byClipCacheIndex = null;
- lastInactiveAction._cacheIndex = cacheIndex;
- actions[ cacheIndex ] = lastInactiveAction;
- actions.pop();
- this._removeInactiveBindingsForAction( action );
- }
- delete actionsByClip[ clipUuid ];
- }
- }
- /**
- * Deallocates all memory resources for a root object. Before using this
- * method make sure to call {@link AnimationAction#stop} for all related
- * actions or alternatively {@link AnimationMixer#stopAllAction} when the
- * mixer operates on a single root.
- *
- * @param {Object3D} root - The root object to uncache.
- */
- uncacheRoot( root ) {
- const rootUuid = root.uuid,
- actionsByClip = this._actionsByClip;
- for ( const clipUuid in actionsByClip ) {
- const actionByRoot = actionsByClip[ clipUuid ].actionByRoot,
- action = actionByRoot[ rootUuid ];
- if ( action !== undefined ) {
- this._deactivateAction( action );
- this._removeInactiveAction( action );
- }
- }
- const bindingsByRoot = this._bindingsByRootAndName,
- bindingByName = bindingsByRoot[ rootUuid ];
- if ( bindingByName !== undefined ) {
- for ( const trackName in bindingByName ) {
- const binding = bindingByName[ trackName ];
- binding.restoreOriginalState();
- this._removeInactiveBinding( binding );
- }
- }
- }
- /**
- * Deallocates all memory resources for an action. The action is identified by the
- * given clip and an optional root object. Before using this method make
- * sure to call {@link AnimationAction#stop} to deactivate the action.
- *
- * @param {AnimationClip|string} clip - An animation clip or alternatively the name of the animation clip.
- * @param {Object3D} [optionalRoot] - An alternative root object.
- */
- uncacheAction( clip, optionalRoot ) {
- const action = this.existingAction( clip, optionalRoot );
- if ( action !== null ) {
- this._deactivateAction( action );
- this._removeInactiveAction( action );
- }
- }
- }
- /**
- * Represents a 3D render target.
- *
- * @augments RenderTarget
- */
- class RenderTarget3D extends RenderTarget {
- /**
- * Constructs a new 3D render target.
- *
- * @param {number} [width=1] - The width of the render target.
- * @param {number} [height=1] - The height of the render target.
- * @param {number} [depth=1] - The height of the render target.
- * @param {RenderTarget~Options} [options] - The configuration object.
- */
- constructor( width = 1, height = 1, depth = 1, options = {} ) {
- super( width, height, options );
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isRenderTarget3D = true;
- this.depth = depth;
- /**
- * Overwritten with a different texture type.
- *
- * @type {Data3DTexture}
- */
- this.texture = new Data3DTexture( null, width, height, depth );
- this._setTextureOptions( options );
- this.texture.isRenderTargetTexture = true;
- }
- }
- /**
- * Represents a uniform which is a global shader variable. They are passed to shader programs.
- *
- * When declaring a uniform of a {@link ShaderMaterial}, it is declared by value or by object.
- * ```js
- * uniforms: {
- * time: { value: 1.0 },
- * resolution: new Uniform( new Vector2() )
- * };
- * ```
- * Since this class can only be used in context of {@link ShaderMaterial}, it is only supported
- * in {@link WebGLRenderer}.
- */
- class Uniform {
- /**
- * Constructs a new uniform.
- *
- * @param {any} value - The uniform value.
- */
- constructor( value ) {
- /**
- * The uniform value.
- *
- * @type {any}
- */
- this.value = value;
- }
- /**
- * Returns a new uniform with copied values from this instance.
- * If the value has a `clone()` method, the value is cloned as well.
- *
- * @return {Uniform} A clone of this instance.
- */
- clone() {
- return new Uniform( this.value.clone === undefined ? this.value : this.value.clone() );
- }
- }
- let _id = 0;
- /**
- * A class for managing multiple uniforms in a single group. The renderer will process
- * such a definition as a single UBO.
- *
- * Since this class can only be used in context of {@link ShaderMaterial}, it is only supported
- * in {@link WebGLRenderer}.
- *
- * @augments EventDispatcher
- */
- class UniformsGroup extends EventDispatcher {
- /**
- * Constructs a new uniforms group.
- */
- constructor() {
- super();
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isUniformsGroup = true;
- /**
- * The ID of the 3D object.
- *
- * @name UniformsGroup#id
- * @type {number}
- * @readonly
- */
- Object.defineProperty( this, 'id', { value: _id ++ } );
- /**
- * The name of the uniforms group.
- *
- * @type {string}
- */
- this.name = '';
- /**
- * The buffer usage.
- *
- * @type {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)}
- * @default StaticDrawUsage
- */
- this.usage = StaticDrawUsage;
- /**
- * An array holding the uniforms.
- *
- * @type {Array<Uniform>}
- */
- this.uniforms = [];
- }
- /**
- * Adds the given uniform to this uniforms group.
- *
- * @param {Uniform} uniform - The uniform to add.
- * @return {UniformsGroup} A reference to this uniforms group.
- */
- add( uniform ) {
- this.uniforms.push( uniform );
- return this;
- }
- /**
- * Removes the given uniform from this uniforms group.
- *
- * @param {Uniform} uniform - The uniform to remove.
- * @return {UniformsGroup} A reference to this uniforms group.
- */
- remove( uniform ) {
- const index = this.uniforms.indexOf( uniform );
- if ( index !== -1 ) this.uniforms.splice( index, 1 );
- return this;
- }
- /**
- * Sets the name of this uniforms group.
- *
- * @param {string} name - The name to set.
- * @return {UniformsGroup} A reference to this uniforms group.
- */
- setName( name ) {
- this.name = name;
- return this;
- }
- /**
- * Sets the usage of this uniforms group.
- *
- * @param {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)} value - The usage to set.
- * @return {UniformsGroup} A reference to this uniforms group.
- */
- setUsage( value ) {
- this.usage = value;
- return this;
- }
- /**
- * Frees the GPU-related resources allocated by this instance. Call this
- * method whenever this instance is no longer used in your app.
- *
- * @fires Texture#dispose
- */
- dispose() {
- this.dispatchEvent( { type: 'dispose' } );
- }
- /**
- * Copies the values of the given uniforms group to this instance.
- *
- * @param {UniformsGroup} source - The uniforms group to copy.
- * @return {UniformsGroup} A reference to this uniforms group.
- */
- copy( source ) {
- this.name = source.name;
- this.usage = source.usage;
- const uniformsSource = source.uniforms;
- this.uniforms.length = 0;
- for ( let i = 0, l = uniformsSource.length; i < l; i ++ ) {
- const uniforms = Array.isArray( uniformsSource[ i ] ) ? uniformsSource[ i ] : [ uniformsSource[ i ] ];
- for ( let j = 0; j < uniforms.length; j ++ ) {
- this.uniforms.push( uniforms[ j ].clone() );
- }
- }
- return this;
- }
- /**
- * Returns a new uniforms group with copied values from this instance.
- *
- * @return {UniformsGroup} A clone of this instance.
- */
- clone() {
- return new this.constructor().copy( this );
- }
- }
- /**
- * An instanced version of an interleaved buffer.
- *
- * @augments InterleavedBuffer
- */
- class InstancedInterleavedBuffer extends InterleavedBuffer {
- /**
- * Constructs a new instanced interleaved buffer.
- *
- * @param {TypedArray} array - A typed array with a shared buffer storing attribute data.
- * @param {number} stride - The number of typed-array elements per vertex.
- * @param {number} [meshPerAttribute=1] - Defines how often a value of this interleaved buffer should be repeated.
- */
- constructor( array, stride, meshPerAttribute = 1 ) {
- super( array, stride );
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isInstancedInterleavedBuffer = true;
- /**
- * Defines how often a value of this buffer attribute should be repeated,
- * see {@link InstancedBufferAttribute#meshPerAttribute}.
- *
- * @type {number}
- * @default 1
- */
- this.meshPerAttribute = meshPerAttribute;
- }
- copy( source ) {
- super.copy( source );
- this.meshPerAttribute = source.meshPerAttribute;
- return this;
- }
- clone( data ) {
- const ib = super.clone( data );
- ib.meshPerAttribute = this.meshPerAttribute;
- return ib;
- }
- toJSON( data ) {
- const json = super.toJSON( data );
- json.isInstancedInterleavedBuffer = true;
- json.meshPerAttribute = this.meshPerAttribute;
- return json;
- }
- }
- /**
- * An alternative version of a buffer attribute with more control over the VBO.
- *
- * The renderer does not construct a VBO for this kind of attribute. Instead, it uses
- * whatever VBO is passed in constructor and can later be altered via the `buffer` property.
- *
- * The most common use case for this class is when some kind of GPGPU calculation interferes
- * or even produces the VBOs in question.
- *
- * Notice that this class can only be used with {@link WebGLRenderer}.
- */
- class GLBufferAttribute {
- /**
- * Constructs a new GL buffer attribute.
- *
- * @param {WebGLBuffer} buffer - The native WebGL buffer.
- * @param {number} type - The native data type (e.g. `gl.FLOAT`).
- * @param {number} itemSize - The item size.
- * @param {number} elementSize - The corresponding size (in bytes) for the given `type` parameter.
- * @param {number} count - The expected number of vertices in VBO.
- * @param {boolean} [normalized=false] - Whether the data are normalized or not.
- */
- constructor( buffer, type, itemSize, elementSize, count, normalized = false ) {
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isGLBufferAttribute = true;
- /**
- * The name of the buffer attribute.
- *
- * @type {string}
- */
- this.name = '';
- /**
- * The native WebGL buffer.
- *
- * @type {WebGLBuffer}
- */
- this.buffer = buffer;
- /**
- * The native data type.
- *
- * @type {number}
- */
- this.type = type;
- /**
- * The item size, see {@link BufferAttribute#itemSize}.
- *
- * @type {number}
- */
- this.itemSize = itemSize;
- /**
- * The corresponding size (in bytes) for the given `type` parameter.
- *
- * @type {number}
- */
- this.elementSize = elementSize;
- /**
- * The expected number of vertices in VBO.
- *
- * @type {number}
- */
- this.count = count;
- /**
- * Applies to integer data only. Indicates how the underlying data in the buffer maps to
- * the values in the GLSL code. For instance, if `buffer` contains data of `gl.UNSIGNED_SHORT`,
- * and `normalized` is `true`, the values `0 - +65535` in the buffer data will be mapped to
- * `0.0f - +1.0f` in the GLSL attribute. If `normalized` is `false`, the values will be converted
- * to floats unmodified, i.e. `65535` becomes `65535.0f`.
- *
- * @type {boolean}
- */
- this.normalized = normalized;
- /**
- * A version number, incremented every time the `needsUpdate` is set to `true`.
- *
- * @type {number}
- */
- this.version = 0;
- }
- /**
- * Flag to indicate that this attribute has changed and should be re-sent to
- * the GPU. Set this to `true` when you modify the value of the array.
- *
- * @type {number}
- * @default false
- * @param {boolean} value
- */
- set needsUpdate( value ) {
- if ( value === true ) this.version ++;
- }
- /**
- * Sets the given native WebGL buffer.
- *
- * @param {WebGLBuffer} buffer - The buffer to set.
- * @return {BufferAttribute} A reference to this instance.
- */
- setBuffer( buffer ) {
- this.buffer = buffer;
- return this;
- }
- /**
- * Sets the given native data type and element size.
- *
- * @param {number} type - The native data type (e.g. `gl.FLOAT`).
- * @param {number} elementSize - The corresponding size (in bytes) for the given `type` parameter.
- * @return {BufferAttribute} A reference to this instance.
- */
- setType( type, elementSize ) {
- this.type = type;
- this.elementSize = elementSize;
- return this;
- }
- /**
- * Sets the item size.
- *
- * @param {number} itemSize - The item size.
- * @return {BufferAttribute} A reference to this instance.
- */
- setItemSize( itemSize ) {
- this.itemSize = itemSize;
- return this;
- }
- /**
- * Sets the count (the expected number of vertices in VBO).
- *
- * @param {number} count - The count.
- * @return {BufferAttribute} A reference to this instance.
- */
- setCount( count ) {
- this.count = count;
- return this;
- }
- }
- const _matrix = /*@__PURE__*/ new Matrix4();
- /**
- * This class is designed to assist with raycasting. Raycasting is used for
- * mouse picking (working out what objects in the 3d space the mouse is over)
- * amongst other things.
- */
- class Raycaster {
- /**
- * Constructs a new raycaster.
- *
- * @param {Vector3} origin - The origin vector where the ray casts from.
- * @param {Vector3} direction - The (normalized) direction vector that gives direction to the ray.
- * @param {number} [near=0] - All results returned are further away than near. Near can't be negative.
- * @param {number} [far=Infinity] - All results returned are closer than far. Far can't be lower than near.
- */
- constructor( origin, direction, near = 0, far = Infinity ) {
- /**
- * The ray used for raycasting.
- *
- * @type {Ray}
- */
- this.ray = new Ray( origin, direction );
- /**
- * All results returned are further away than near. Near can't be negative.
- *
- * @type {number}
- * @default 0
- */
- this.near = near;
- /**
- * All results returned are closer than far. Far can't be lower than near.
- *
- * @type {number}
- * @default Infinity
- */
- this.far = far;
- /**
- * The camera to use when raycasting against view-dependent objects such as
- * billboarded objects like sprites. This field can be set manually or
- * is set when calling `setFromCamera()`.
- *
- * @type {?Camera}
- * @default null
- */
- this.camera = null;
- /**
- * Allows to selectively ignore 3D objects when performing intersection tests.
- * The following code example ensures that only 3D objects on layer `1` will be
- * honored by raycaster.
- * ```js
- * raycaster.layers.set( 1 );
- * object.layers.enable( 1 );
- * ```
- *
- * @type {Layers}
- */
- this.layers = new Layers();
- /**
- * A parameter object that configures the raycasting. It has the structure:
- *
- * ```
- * {
- * Mesh: {},
- * Line: { threshold: 1 },
- * LOD: {},
- * Points: { threshold: 1 },
- * Sprite: {}
- * }
- * ```
- * Where `threshold` is the precision of the raycaster when intersecting objects, in world units.
- *
- * @type {Object}
- */
- this.params = {
- Mesh: {},
- Line: { threshold: 1 },
- LOD: {},
- Points: { threshold: 1 },
- Sprite: {}
- };
- }
- /**
- * Updates the ray with a new origin and direction by copying the values from the arguments.
- *
- * @param {Vector3} origin - The origin vector where the ray casts from.
- * @param {Vector3} direction - The (normalized) direction vector that gives direction to the ray.
- */
- set( origin, direction ) {
- // direction is assumed to be normalized (for accurate distance calculations)
- this.ray.set( origin, direction );
- }
- /**
- * Uses the given coordinates and camera to compute a new origin and direction for the internal ray.
- *
- * @param {Vector2} coords - 2D coordinates of the mouse, in normalized device coordinates (NDC).
- * X and Y components should be between `-1` and `1`.
- * @param {Camera} camera - The camera from which the ray should originate.
- */
- setFromCamera( coords, camera ) {
- if ( camera.isPerspectiveCamera ) {
- this.ray.origin.setFromMatrixPosition( camera.matrixWorld );
- this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize();
- this.camera = camera;
- } else if ( camera.isOrthographicCamera ) {
- this.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera
- this.ray.direction.set( 0, 0, -1 ).transformDirection( camera.matrixWorld );
- this.camera = camera;
- } else {
- error( 'Raycaster: Unsupported camera type: ' + camera.type );
- }
- }
- /**
- * Uses the given WebXR controller to compute a new origin and direction for the internal ray.
- *
- * @param {WebXRController} controller - The controller to copy the position and direction from.
- * @return {Raycaster} A reference to this raycaster.
- */
- setFromXRController( controller ) {
- _matrix.identity().extractRotation( controller.matrixWorld );
- this.ray.origin.setFromMatrixPosition( controller.matrixWorld );
- this.ray.direction.set( 0, 0, -1 ).applyMatrix4( _matrix );
- return this;
- }
- /**
- * The intersection point of a raycaster intersection test.
- * @typedef {Object} Raycaster~Intersection
- * @property {number} distance - The distance from the ray's origin to the intersection point.
- * @property {number} distanceToRay - Some 3D objects e.g. {@link Points} provide the distance of the
- * intersection to the nearest point on the ray. For other objects it will be `undefined`.
- * @property {Vector3} point - The intersection point, in world coordinates.
- * @property {Object} face - The face that has been intersected.
- * @property {number} faceIndex - The face index.
- * @property {Object3D} object - The 3D object that has been intersected.
- * @property {Vector2} uv - U,V coordinates at point of intersection.
- * @property {Vector2} uv1 - Second set of U,V coordinates at point of intersection.
- * @property {Vector3} normal - Interpolated normal vector at point of intersection.
- * @property {number} instanceId - The index number of the instance where the ray
- * intersects the {@link InstancedMesh}.
- */
- /**
- * Checks all intersection between the ray and the object with or without the
- * descendants. Intersections are returned sorted by distance, closest first.
- *
- * `Raycaster` delegates to the `raycast()` method of the passed 3D object, when
- * evaluating whether the ray intersects the object or not. This allows meshes to respond
- * differently to ray casting than lines or points.
- *
- * Note that for meshes, faces must be pointed towards the origin of the ray in order
- * to be detected; intersections of the ray passing through the back of a face will not
- * be detected. To raycast against both faces of an object, you'll want to set {@link Material#side}
- * to `THREE.DoubleSide`.
- *
- * @param {Object3D} object - The 3D object to check for intersection with the ray.
- * @param {boolean} [recursive=true] - If set to `true`, it also checks all descendants.
- * Otherwise it only checks intersection with the object.
- * @param {Array<Raycaster~Intersection>} [intersects=[]] The target array that holds the result of the method.
- * @return {Array<Raycaster~Intersection>} An array holding the intersection points.
- */
- intersectObject( object, recursive = true, intersects = [] ) {
- intersect( object, this, intersects, recursive );
- intersects.sort( ascSort );
- return intersects;
- }
- /**
- * Checks all intersection between the ray and the objects with or without
- * the descendants. Intersections are returned sorted by distance, closest first.
- *
- * @param {Array<Object3D>} objects - The 3D objects to check for intersection with the ray.
- * @param {boolean} [recursive=true] - If set to `true`, it also checks all descendants.
- * Otherwise it only checks intersection with the object.
- * @param {Array<Raycaster~Intersection>} [intersects=[]] The target array that holds the result of the method.
- * @return {Array<Raycaster~Intersection>} An array holding the intersection points.
- */
- intersectObjects( objects, recursive = true, intersects = [] ) {
- for ( let i = 0, l = objects.length; i < l; i ++ ) {
- intersect( objects[ i ], this, intersects, recursive );
- }
- intersects.sort( ascSort );
- return intersects;
- }
- }
- function ascSort( a, b ) {
- return a.distance - b.distance;
- }
- function intersect( object, raycaster, intersects, recursive ) {
- let propagate = true;
- if ( object.layers.test( raycaster.layers ) ) {
- const result = object.raycast( raycaster, intersects );
- if ( result === false ) propagate = false;
- }
- if ( propagate === true && recursive === true ) {
- const children = object.children;
- for ( let i = 0, l = children.length; i < l; i ++ ) {
- intersect( children[ i ], raycaster, intersects, true );
- }
- }
- }
- /**
- * This class is an alternative to {@link Clock} with a different API design and behavior.
- * The goal is to avoid the conceptual flaws that became apparent in `Clock` over time.
- *
- * - `Timer` has an `update()` method that updates its internal state. That makes it possible to
- * call `getDelta()` and `getElapsed()` multiple times per simulation step without getting different values.
- * - The class can make use of the Page Visibility API to avoid large time delta values when the app
- * is inactive (e.g. tab switched or browser hidden).
- *
- * ```js
- * const timer = new Timer();
- * timer.connect( document ); // use Page Visibility API
- * ```
- */
- class Timer {
- /**
- * Constructs a new timer.
- */
- constructor() {
- this._previousTime = 0;
- this._currentTime = 0;
- this._startTime = performance.now();
- this._delta = 0;
- this._elapsed = 0;
- this._timescale = 1;
- this._document = null;
- this._pageVisibilityHandler = null;
- }
- /**
- * Connect the timer to the given document.Calling this method is not mandatory to
- * use the timer but enables the usage of the Page Visibility API to avoid large time
- * delta values.
- *
- * @param {Document} document - The document.
- */
- connect( document ) {
- this._document = document;
- // use Page Visibility API to avoid large time delta values
- if ( document.hidden !== undefined ) {
- this._pageVisibilityHandler = handleVisibilityChange.bind( this );
- document.addEventListener( 'visibilitychange', this._pageVisibilityHandler, false );
- }
- }
- /**
- * Disconnects the timer from the DOM and also disables the usage of the Page Visibility API.
- */
- disconnect() {
- if ( this._pageVisibilityHandler !== null ) {
- this._document.removeEventListener( 'visibilitychange', this._pageVisibilityHandler );
- this._pageVisibilityHandler = null;
- }
- this._document = null;
- }
- /**
- * Returns the time delta in seconds.
- *
- * @return {number} The time delta in second.
- */
- getDelta() {
- return this._delta / 1000;
- }
- /**
- * Returns the elapsed time in seconds.
- *
- * @return {number} The elapsed time in second.
- */
- getElapsed() {
- return this._elapsed / 1000;
- }
- /**
- * Returns the timescale.
- *
- * @return {number} The timescale.
- */
- getTimescale() {
- return this._timescale;
- }
- /**
- * Sets the given timescale which scale the time delta computation
- * in `update()`.
- *
- * @param {number} timescale - The timescale to set.
- * @return {Timer} A reference to this timer.
- */
- setTimescale( timescale ) {
- this._timescale = timescale;
- return this;
- }
- /**
- * Resets the time computation for the current simulation step.
- *
- * @return {Timer} A reference to this timer.
- */
- reset() {
- this._currentTime = performance.now() - this._startTime;
- return this;
- }
- /**
- * Can be used to free all internal resources. Usually called when
- * the timer instance isn't required anymore.
- */
- dispose() {
- this.disconnect();
- }
- /**
- * Updates the internal state of the timer. This method should be called
- * once per simulation step and before you perform queries against the timer
- * (e.g. via `getDelta()`).
- *
- * @param {number} timestamp - The current time in milliseconds. Can be obtained
- * from the `requestAnimationFrame` callback argument. If not provided, the current
- * time will be determined with `performance.now`.
- * @return {Timer} A reference to this timer.
- */
- update( timestamp ) {
- if ( this._pageVisibilityHandler !== null && this._document.hidden === true ) {
- this._delta = 0;
- } else {
- this._previousTime = this._currentTime;
- this._currentTime = ( timestamp !== undefined ? timestamp : performance.now() ) - this._startTime;
- this._delta = ( this._currentTime - this._previousTime ) * this._timescale;
- this._elapsed += this._delta; // _elapsed is the accumulation of all previous deltas
- }
- return this;
- }
- }
- function handleVisibilityChange() {
- if ( this._document.hidden === false ) this.reset();
- }
- /**
- * This class can be used to represent points in 3D space as
- * [Spherical coordinates](https://en.wikipedia.org/wiki/Spherical_coordinate_system).
- */
- class Spherical {
- /**
- * Constructs a new spherical.
- *
- * @param {number} [radius=1] - The radius, or the Euclidean distance (straight-line distance) from the point to the origin.
- * @param {number} [phi=0] - The polar angle in radians from the y (up) axis.
- * @param {number} [theta=0] - The equator/azimuthal angle in radians around the y (up) axis.
- */
- constructor( radius = 1, phi = 0, theta = 0 ) {
- /**
- * The radius, or the Euclidean distance (straight-line distance) from the point to the origin.
- *
- * @type {number}
- * @default 1
- */
- this.radius = radius;
- /**
- * The polar angle in radians from the y (up) axis.
- *
- * @type {number}
- * @default 0
- */
- this.phi = phi;
- /**
- * The equator/azimuthal angle in radians around the y (up) axis.
- *
- * @type {number}
- * @default 0
- */
- this.theta = theta;
- }
- /**
- * Sets the spherical components by copying the given values.
- *
- * @param {number} radius - The radius.
- * @param {number} phi - The polar angle.
- * @param {number} theta - The azimuthal angle.
- * @return {Spherical} A reference to this spherical.
- */
- set( radius, phi, theta ) {
- this.radius = radius;
- this.phi = phi;
- this.theta = theta;
- return this;
- }
- /**
- * Copies the values of the given spherical to this instance.
- *
- * @param {Spherical} other - The spherical to copy.
- * @return {Spherical} A reference to this spherical.
- */
- copy( other ) {
- this.radius = other.radius;
- this.phi = other.phi;
- this.theta = other.theta;
- return this;
- }
- /**
- * Restricts the polar angle [page:.phi phi] to be between `0.000001` and pi -
- * `0.000001`.
- *
- * @return {Spherical} A reference to this spherical.
- */
- makeSafe() {
- const EPS = 0.000001;
- this.phi = clamp( this.phi, EPS, Math.PI - EPS );
- return this;
- }
- /**
- * Sets the spherical components from the given vector which is assumed to hold
- * Cartesian coordinates.
- *
- * @param {Vector3} v - The vector to set.
- * @return {Spherical} A reference to this spherical.
- */
- setFromVector3( v ) {
- return this.setFromCartesianCoords( v.x, v.y, v.z );
- }
- /**
- * Sets the spherical components from the given Cartesian coordinates.
- *
- * @param {number} x - The x value.
- * @param {number} y - The y value.
- * @param {number} z - The z value.
- * @return {Spherical} A reference to this spherical.
- */
- setFromCartesianCoords( x, y, z ) {
- this.radius = Math.sqrt( x * x + y * y + z * z );
- if ( this.radius === 0 ) {
- this.theta = 0;
- this.phi = 0;
- } else {
- this.theta = Math.atan2( x, z );
- this.phi = Math.acos( clamp( y / this.radius, -1, 1 ) );
- }
- return this;
- }
- /**
- * Returns a new spherical with copied values from this instance.
- *
- * @return {Spherical} A clone of this instance.
- */
- clone() {
- return new this.constructor().copy( this );
- }
- }
- /**
- * This class can be used to represent points in 3D space as
- * [Cylindrical coordinates](https://en.wikipedia.org/wiki/Cylindrical_coordinate_system).
- */
- class Cylindrical {
- /**
- * Constructs a new cylindrical.
- *
- * @param {number} [radius=1] - The distance from the origin to a point in the x-z plane.
- * @param {number} [theta=0] - A counterclockwise angle in the x-z plane measured in radians from the positive z-axis.
- * @param {number} [y=0] - The height above the x-z plane.
- */
- constructor( radius = 1, theta = 0, y = 0 ) {
- /**
- * The distance from the origin to a point in the x-z plane.
- *
- * @type {number}
- * @default 1
- */
- this.radius = radius;
- /**
- * A counterclockwise angle in the x-z plane measured in radians from the positive z-axis.
- *
- * @type {number}
- * @default 0
- */
- this.theta = theta;
- /**
- * The height above the x-z plane.
- *
- * @type {number}
- * @default 0
- */
- this.y = y;
- }
- /**
- * Sets the cylindrical components by copying the given values.
- *
- * @param {number} radius - The radius.
- * @param {number} theta - The theta angle.
- * @param {number} y - The height value.
- * @return {Cylindrical} A reference to this cylindrical.
- */
- set( radius, theta, y ) {
- this.radius = radius;
- this.theta = theta;
- this.y = y;
- return this;
- }
- /**
- * Copies the values of the given cylindrical to this instance.
- *
- * @param {Cylindrical} other - The cylindrical to copy.
- * @return {Cylindrical} A reference to this cylindrical.
- */
- copy( other ) {
- this.radius = other.radius;
- this.theta = other.theta;
- this.y = other.y;
- return this;
- }
- /**
- * Sets the cylindrical components from the given vector which is assumed to hold
- * Cartesian coordinates.
- *
- * @param {Vector3} v - The vector to set.
- * @return {Cylindrical} A reference to this cylindrical.
- */
- setFromVector3( v ) {
- return this.setFromCartesianCoords( v.x, v.y, v.z );
- }
- /**
- * Sets the cylindrical components from the given Cartesian coordinates.
- *
- * @param {number} x - The x value.
- * @param {number} y - The x value.
- * @param {number} z - The x value.
- * @return {Cylindrical} A reference to this cylindrical.
- */
- setFromCartesianCoords( x, y, z ) {
- this.radius = Math.sqrt( x * x + z * z );
- this.theta = Math.atan2( x, z );
- this.y = y;
- return this;
- }
- /**
- * Returns a new cylindrical with copied values from this instance.
- *
- * @return {Cylindrical} A clone of this instance.
- */
- clone() {
- return new this.constructor().copy( this );
- }
- }
- /**
- * Represents a 2x2 matrix.
- *
- * A Note on Row-Major and Column-Major Ordering:
- *
- * The constructor and {@link Matrix2#set} method take arguments in
- * [row-major](https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order)
- * order, while internally they are stored in the {@link Matrix2#elements} array in column-major order.
- * This means that calling:
- * ```js
- * const m = new THREE.Matrix2();
- * m.set( 11, 12,
- * 21, 22 );
- * ```
- * will result in the elements array containing:
- * ```js
- * m.elements = [ 11, 21,
- * 12, 22 ];
- * ```
- * and internally all calculations are performed using column-major ordering.
- * However, as the actual ordering makes no difference mathematically and
- * most people are used to thinking about matrices in row-major order, the
- * three.js documentation shows matrices in row-major order. Just bear in
- * mind that if you are reading the source code, you'll have to take the
- * transpose of any matrices outlined here to make sense of the calculations.
- */
- class Matrix2 {
- /**
- * Constructs a new 2x2 matrix. The arguments are supposed to be
- * in row-major order. If no arguments are provided, the constructor
- * initializes the matrix as an identity matrix.
- *
- * @param {number} [n11] - 1-1 matrix element.
- * @param {number} [n12] - 1-2 matrix element.
- * @param {number} [n21] - 2-1 matrix element.
- * @param {number} [n22] - 2-2 matrix element.
- */
- constructor( n11, n12, n21, n22 ) {
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- Matrix2.prototype.isMatrix2 = true;
- /**
- * A column-major list of matrix values.
- *
- * @type {Array<number>}
- */
- this.elements = [
- 1, 0,
- 0, 1,
- ];
- if ( n11 !== undefined ) {
- this.set( n11, n12, n21, n22 );
- }
- }
- /**
- * Sets this matrix to the 2x2 identity matrix.
- *
- * @return {Matrix2} A reference to this matrix.
- */
- identity() {
- this.set(
- 1, 0,
- 0, 1,
- );
- return this;
- }
- /**
- * Sets the elements of the matrix from the given array.
- *
- * @param {Array<number>} array - The matrix elements in column-major order.
- * @param {number} [offset=0] - Index of the first element in the array.
- * @return {Matrix2} A reference to this matrix.
- */
- fromArray( array, offset = 0 ) {
- for ( let i = 0; i < 4; i ++ ) {
- this.elements[ i ] = array[ i + offset ];
- }
- return this;
- }
- /**
- * Sets the elements of the matrix.The arguments are supposed to be
- * in row-major order.
- *
- * @param {number} n11 - 1-1 matrix element.
- * @param {number} n12 - 1-2 matrix element.
- * @param {number} n21 - 2-1 matrix element.
- * @param {number} n22 - 2-2 matrix element.
- * @return {Matrix2} A reference to this matrix.
- */
- set( n11, n12, n21, n22 ) {
- const te = this.elements;
- te[ 0 ] = n11; te[ 2 ] = n12;
- te[ 1 ] = n21; te[ 3 ] = n22;
- return this;
- }
- }
- const _vector$4 = /*@__PURE__*/ new Vector2();
- /**
- * Represents an axis-aligned bounding box (AABB) in 2D space.
- */
- class Box2 {
- /**
- * Constructs a new bounding box.
- *
- * @param {Vector2} [min=(Infinity,Infinity)] - A vector representing the lower boundary of the box.
- * @param {Vector2} [max=(-Infinity,-Infinity)] - A vector representing the upper boundary of the box.
- */
- constructor( min = new Vector2( + Infinity, + Infinity ), max = new Vector2( - Infinity, - Infinity ) ) {
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isBox2 = true;
- /**
- * The lower boundary of the box.
- *
- * @type {Vector2}
- */
- this.min = min;
- /**
- * The upper boundary of the box.
- *
- * @type {Vector2}
- */
- this.max = max;
- }
- /**
- * Sets the lower and upper boundaries of this box.
- * Please note that this method only copies the values from the given objects.
- *
- * @param {Vector2} min - The lower boundary of the box.
- * @param {Vector2} max - The upper boundary of the box.
- * @return {Box2} A reference to this bounding box.
- */
- set( min, max ) {
- this.min.copy( min );
- this.max.copy( max );
- return this;
- }
- /**
- * Sets the upper and lower bounds of this box so it encloses the position data
- * in the given array.
- *
- * @param {Array<Vector2>} points - An array holding 2D position data as instances of {@link Vector2}.
- * @return {Box2} A reference to this bounding box.
- */
- setFromPoints( points ) {
- this.makeEmpty();
- for ( let i = 0, il = points.length; i < il; i ++ ) {
- this.expandByPoint( points[ i ] );
- }
- return this;
- }
- /**
- * Centers this box on the given center vector and sets this box's width, height and
- * depth to the given size values.
- *
- * @param {Vector2} center - The center of the box.
- * @param {Vector2} size - The x and y dimensions of the box.
- * @return {Box2} A reference to this bounding box.
- */
- setFromCenterAndSize( center, size ) {
- const halfSize = _vector$4.copy( size ).multiplyScalar( 0.5 );
- this.min.copy( center ).sub( halfSize );
- this.max.copy( center ).add( halfSize );
- return this;
- }
- /**
- * Returns a new box with copied values from this instance.
- *
- * @return {Box2} A clone of this instance.
- */
- clone() {
- return new this.constructor().copy( this );
- }
- /**
- * Copies the values of the given box to this instance.
- *
- * @param {Box2} box - The box to copy.
- * @return {Box2} A reference to this bounding box.
- */
- copy( box ) {
- this.min.copy( box.min );
- this.max.copy( box.max );
- return this;
- }
- /**
- * Makes this box empty which means in encloses a zero space in 2D.
- *
- * @return {Box2} A reference to this bounding box.
- */
- makeEmpty() {
- this.min.x = this.min.y = + Infinity;
- this.max.x = this.max.y = - Infinity;
- return this;
- }
- /**
- * Returns true if this box includes zero points within its bounds.
- * Note that a box with equal lower and upper bounds still includes one
- * point, the one both bounds share.
- *
- * @return {boolean} Whether this box is empty or not.
- */
- isEmpty() {
- // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
- return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );
- }
- /**
- * Returns the center point of this box.
- *
- * @param {Vector2} target - The target vector that is used to store the method's result.
- * @return {Vector2} The center point.
- */
- getCenter( target ) {
- return this.isEmpty() ? target.set( 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
- }
- /**
- * Returns the dimensions of this box.
- *
- * @param {Vector2} target - The target vector that is used to store the method's result.
- * @return {Vector2} The size.
- */
- getSize( target ) {
- return this.isEmpty() ? target.set( 0, 0 ) : target.subVectors( this.max, this.min );
- }
- /**
- * Expands the boundaries of this box to include the given point.
- *
- * @param {Vector2} point - The point that should be included by the bounding box.
- * @return {Box2} A reference to this bounding box.
- */
- expandByPoint( point ) {
- this.min.min( point );
- this.max.max( point );
- return this;
- }
- /**
- * Expands this box equilaterally by the given vector. The width of this
- * box will be expanded by the x component of the vector in both
- * directions. The height of this box will be expanded by the y component of
- * the vector in both directions.
- *
- * @param {Vector2} vector - The vector that should expand the bounding box.
- * @return {Box2} A reference to this bounding box.
- */
- expandByVector( vector ) {
- this.min.sub( vector );
- this.max.add( vector );
- return this;
- }
- /**
- * Expands each dimension of the box by the given scalar. If negative, the
- * dimensions of the box will be contracted.
- *
- * @param {number} scalar - The scalar value that should expand the bounding box.
- * @return {Box2} A reference to this bounding box.
- */
- expandByScalar( scalar ) {
- this.min.addScalar( - scalar );
- this.max.addScalar( scalar );
- return this;
- }
- /**
- * Returns `true` if the given point lies within or on the boundaries of this box.
- *
- * @param {Vector2} point - The point to test.
- * @return {boolean} Whether the bounding box contains the given point or not.
- */
- containsPoint( point ) {
- return point.x >= this.min.x && point.x <= this.max.x &&
- point.y >= this.min.y && point.y <= this.max.y;
- }
- /**
- * Returns `true` if this bounding box includes the entirety of the given bounding box.
- * If this box and the given one are identical, this function also returns `true`.
- *
- * @param {Box2} box - The bounding box to test.
- * @return {boolean} Whether the bounding box contains the given bounding box or not.
- */
- containsBox( box ) {
- return this.min.x <= box.min.x && box.max.x <= this.max.x &&
- this.min.y <= box.min.y && box.max.y <= this.max.y;
- }
- /**
- * Returns a point as a proportion of this box's width and height.
- *
- * @param {Vector2} point - A point in 2D space.
- * @param {Vector2} target - The target vector that is used to store the method's result.
- * @return {Vector2} A point as a proportion of this box's width and height.
- */
- getParameter( point, target ) {
- // This can potentially have a divide by zero if the box
- // has a size dimension of 0.
- return target.set(
- ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
- ( point.y - this.min.y ) / ( this.max.y - this.min.y )
- );
- }
- /**
- * Returns `true` if the given bounding box intersects with this bounding box.
- *
- * @param {Box2} box - The bounding box to test.
- * @return {boolean} Whether the given bounding box intersects with this bounding box.
- */
- intersectsBox( box ) {
- // using 4 splitting planes to rule out intersections
- return box.max.x >= this.min.x && box.min.x <= this.max.x &&
- box.max.y >= this.min.y && box.min.y <= this.max.y;
- }
- /**
- * Clamps the given point within the bounds of this box.
- *
- * @param {Vector2} point - The point to clamp.
- * @param {Vector2} target - The target vector that is used to store the method's result.
- * @return {Vector2} The clamped point.
- */
- clampPoint( point, target ) {
- return target.copy( point ).clamp( this.min, this.max );
- }
- /**
- * Returns the euclidean distance from any edge of this box to the specified point. If
- * the given point lies inside of this box, the distance will be `0`.
- *
- * @param {Vector2} point - The point to compute the distance to.
- * @return {number} The euclidean distance.
- */
- distanceToPoint( point ) {
- return this.clampPoint( point, _vector$4 ).distanceTo( point );
- }
- /**
- * Computes the intersection of this bounding box and the given one, setting the upper
- * bound of this box to the lesser of the two boxes' upper bounds and the
- * lower bound of this box to the greater of the two boxes' lower bounds. If
- * there's no overlap, makes this box empty.
- *
- * @param {Box2} box - The bounding box to intersect with.
- * @return {Box2} A reference to this bounding box.
- */
- intersect( box ) {
- this.min.max( box.min );
- this.max.min( box.max );
- if ( this.isEmpty() ) this.makeEmpty();
- return this;
- }
- /**
- * Computes the union of this box and another and the given one, setting the upper
- * bound of this box to the greater of the two boxes' upper bounds and the
- * lower bound of this box to the lesser of the two boxes' lower bounds.
- *
- * @param {Box2} box - The bounding box that will be unioned with this instance.
- * @return {Box2} A reference to this bounding box.
- */
- union( box ) {
- this.min.min( box.min );
- this.max.max( box.max );
- return this;
- }
- /**
- * Adds the given offset to both the upper and lower bounds of this bounding box,
- * effectively moving it in 2D space.
- *
- * @param {Vector2} offset - The offset that should be used to translate the bounding box.
- * @return {Box2} A reference to this bounding box.
- */
- translate( offset ) {
- this.min.add( offset );
- this.max.add( offset );
- return this;
- }
- /**
- * Returns `true` if this bounding box is equal with the given one.
- *
- * @param {Box2} box - The box to test for equality.
- * @return {boolean} Whether this bounding box is equal with the given one.
- */
- equals( box ) {
- return box.min.equals( this.min ) && box.max.equals( this.max );
- }
- }
- const _startP = /*@__PURE__*/ new Vector3();
- const _startEnd = /*@__PURE__*/ new Vector3();
- const _d1 = /*@__PURE__*/ new Vector3();
- const _d2 = /*@__PURE__*/ new Vector3();
- const _r = /*@__PURE__*/ new Vector3();
- const _c1 = /*@__PURE__*/ new Vector3();
- const _c2 = /*@__PURE__*/ new Vector3();
- /**
- * An analytical line segment in 3D space represented by a start and end point.
- */
- class Line3 {
- /**
- * Constructs a new line segment.
- *
- * @param {Vector3} [start=(0,0,0)] - Start of the line segment.
- * @param {Vector3} [end=(0,0,0)] - End of the line segment.
- */
- constructor( start = new Vector3(), end = new Vector3() ) {
- /**
- * Start of the line segment.
- *
- * @type {Vector3}
- */
- this.start = start;
- /**
- * End of the line segment.
- *
- * @type {Vector3}
- */
- this.end = end;
- }
- /**
- * Sets the start and end values by copying the given vectors.
- *
- * @param {Vector3} start - The start point.
- * @param {Vector3} end - The end point.
- * @return {Line3} A reference to this line segment.
- */
- set( start, end ) {
- this.start.copy( start );
- this.end.copy( end );
- return this;
- }
- /**
- * Copies the values of the given line segment to this instance.
- *
- * @param {Line3} line - The line segment to copy.
- * @return {Line3} A reference to this line segment.
- */
- copy( line ) {
- this.start.copy( line.start );
- this.end.copy( line.end );
- return this;
- }
- /**
- * Returns the center of the line segment.
- *
- * @param {Vector3} target - The target vector that is used to store the method's result.
- * @return {Vector3} The center point.
- */
- getCenter( target ) {
- return target.addVectors( this.start, this.end ).multiplyScalar( 0.5 );
- }
- /**
- * Returns the delta vector of the line segment's start and end point.
- *
- * @param {Vector3} target - The target vector that is used to store the method's result.
- * @return {Vector3} The delta vector.
- */
- delta( target ) {
- return target.subVectors( this.end, this.start );
- }
- /**
- * Returns the squared Euclidean distance between the line' start and end point.
- *
- * @return {number} The squared Euclidean distance.
- */
- distanceSq() {
- return this.start.distanceToSquared( this.end );
- }
- /**
- * Returns the Euclidean distance between the line' start and end point.
- *
- * @return {number} The Euclidean distance.
- */
- distance() {
- return this.start.distanceTo( this.end );
- }
- /**
- * Returns a vector at a certain position along the line segment.
- *
- * @param {number} t - A value between `[0,1]` to represent a position along the line segment.
- * @param {Vector3} target - The target vector that is used to store the method's result.
- * @return {Vector3} The delta vector.
- */
- at( t, target ) {
- return this.delta( target ).multiplyScalar( t ).add( this.start );
- }
- /**
- * Returns a point parameter based on the closest point as projected on the line segment.
- *
- * @param {Vector3} point - The point for which to return a point parameter.
- * @param {boolean} clampToLine - Whether to clamp the result to the range `[0,1]` or not.
- * @return {number} The point parameter.
- */
- closestPointToPointParameter( point, clampToLine ) {
- _startP.subVectors( point, this.start );
- _startEnd.subVectors( this.end, this.start );
- const startEnd2 = _startEnd.dot( _startEnd );
- const startEnd_startP = _startEnd.dot( _startP );
- let t = startEnd_startP / startEnd2;
- if ( clampToLine ) {
- t = clamp( t, 0, 1 );
- }
- return t;
- }
- /**
- * Returns the closest point on the line for a given point.
- *
- * @param {Vector3} point - The point to compute the closest point on the line for.
- * @param {boolean} clampToLine - Whether to clamp the result to the range `[0,1]` or not.
- * @param {Vector3} target - The target vector that is used to store the method's result.
- * @return {Vector3} The closest point on the line.
- */
- closestPointToPoint( point, clampToLine, target ) {
- const t = this.closestPointToPointParameter( point, clampToLine );
- return this.delta( target ).multiplyScalar( t ).add( this.start );
- }
- /**
- * Returns the closest squared distance between this line segment and the given one.
- *
- * @param {Line3} line - The line segment to compute the closest squared distance to.
- * @param {Vector3} [c1] - The closest point on this line segment.
- * @param {Vector3} [c2] - The closest point on the given line segment.
- * @return {number} The squared distance between this line segment and the given one.
- */
- distanceSqToLine3( line, c1 = _c1, c2 = _c2 ) {
- // from Real-Time Collision Detection by Christer Ericson, chapter 5.1.9
- // Computes closest points C1 and C2 of S1(s)=P1+s*(Q1-P1) and
- // S2(t)=P2+t*(Q2-P2), returning s and t. Function result is squared
- // distance between between S1(s) and S2(t)
- const EPSILON = 1e-8 * 1e-8; // must be squared since we compare squared length
- let s, t;
- const p1 = this.start;
- const p2 = line.start;
- const q1 = this.end;
- const q2 = line.end;
- _d1.subVectors( q1, p1 ); // Direction vector of segment S1
- _d2.subVectors( q2, p2 ); // Direction vector of segment S2
- _r.subVectors( p1, p2 );
- const a = _d1.dot( _d1 ); // Squared length of segment S1, always nonnegative
- const e = _d2.dot( _d2 ); // Squared length of segment S2, always nonnegative
- const f = _d2.dot( _r );
- // Check if either or both segments degenerate into points
- if ( a <= EPSILON && e <= EPSILON ) {
- // Both segments degenerate into points
- c1.copy( p1 );
- c2.copy( p2 );
- c1.sub( c2 );
- return c1.dot( c1 );
- }
- if ( a <= EPSILON ) {
- // First segment degenerates into a point
- s = 0;
- t = f / e; // s = 0 => t = (b*s + f) / e = f / e
- t = clamp( t, 0, 1 );
- } else {
- const c = _d1.dot( _r );
- if ( e <= EPSILON ) {
- // Second segment degenerates into a point
- t = 0;
- s = clamp( - c / a, 0, 1 ); // t = 0 => s = (b*t - c) / a = -c / a
- } else {
- // The general nondegenerate case starts here
- const b = _d1.dot( _d2 );
- const denom = a * e - b * b; // Always nonnegative
- // If segments not parallel, compute closest point on L1 to L2 and
- // clamp to segment S1. Else pick arbitrary s (here 0)
- if ( denom !== 0 ) {
- s = clamp( ( b * f - c * e ) / denom, 0, 1 );
- } else {
- s = 0;
- }
- // Compute point on L2 closest to S1(s) using
- // t = Dot((P1 + D1*s) - P2,D2) / Dot(D2,D2) = (b*s + f) / e
- t = ( b * s + f ) / e;
- // If t in [0,1] done. Else clamp t, recompute s for the new value
- // of t using s = Dot((P2 + D2*t) - P1,D1) / Dot(D1,D1)= (t*b - c) / a
- // and clamp s to [0, 1]
- if ( t < 0 ) {
- t = 0.;
- s = clamp( - c / a, 0, 1 );
- } else if ( t > 1 ) {
- t = 1;
- s = clamp( ( b - c ) / a, 0, 1 );
- }
- }
- }
- c1.copy( p1 ).add( _d1.multiplyScalar( s ) );
- c2.copy( p2 ).add( _d2.multiplyScalar( t ) );
- c1.sub( c2 );
- return c1.dot( c1 );
- }
- /**
- * Applies a 4x4 transformation matrix to this line segment.
- *
- * @param {Matrix4} matrix - The transformation matrix.
- * @return {Line3} A reference to this line segment.
- */
- applyMatrix4( matrix ) {
- this.start.applyMatrix4( matrix );
- this.end.applyMatrix4( matrix );
- return this;
- }
- /**
- * Returns `true` if this line segment is equal with the given one.
- *
- * @param {Line3} line - The line segment to test for equality.
- * @return {boolean} Whether this line segment is equal with the given one.
- */
- equals( line ) {
- return line.start.equals( this.start ) && line.end.equals( this.end );
- }
- /**
- * Returns a new line segment with copied values from this instance.
- *
- * @return {Line3} A clone of this instance.
- */
- clone() {
- return new this.constructor().copy( this );
- }
- }
- const _vector$3 = /*@__PURE__*/ new Vector3();
- /**
- * This displays a cone shaped helper object for a {@link SpotLight}.
- *
- * ```js
- * const spotLight = new THREE.SpotLight( 0xffffff );
- * spotLight.position.set( 10, 10, 10 );
- * scene.add( spotLight );
- *
- * const spotLightHelper = new THREE.SpotLightHelper( spotLight );
- * scene.add( spotLightHelper );
- * ```
- *
- * @augments Object3D
- */
- class SpotLightHelper extends Object3D {
- /**
- * Constructs a new spot light helper.
- *
- * @param {HemisphereLight} light - The light to be visualized.
- * @param {number|Color|string} [color] - The helper's color. If not set, the helper will take
- * the color of the light.
- */
- constructor( light, color ) {
- super();
- /**
- * The light being visualized.
- *
- * @type {SpotLight}
- */
- this.light = light;
- this.matrixAutoUpdate = false;
- /**
- * The color parameter passed in the constructor.
- * If not set, the helper will take the color of the light.
- *
- * @type {number|Color|string}
- */
- this.color = color;
- this.type = 'SpotLightHelper';
- const geometry = new BufferGeometry();
- const positions = [
- 0, 0, 0, 0, 0, 1,
- 0, 0, 0, 1, 0, 1,
- 0, 0, 0, -1, 0, 1,
- 0, 0, 0, 0, 1, 1,
- 0, 0, 0, 0, -1, 1
- ];
- for ( let i = 0, j = 1, l = 32; i < l; i ++, j ++ ) {
- const p1 = ( i / l ) * Math.PI * 2;
- const p2 = ( j / l ) * Math.PI * 2;
- positions.push(
- Math.cos( p1 ), Math.sin( p1 ), 1,
- Math.cos( p2 ), Math.sin( p2 ), 1
- );
- }
- geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
- const material = new LineBasicMaterial( { fog: false, toneMapped: false } );
- this.cone = new LineSegments( geometry, material );
- this.add( this.cone );
- this.update();
- }
- /**
- * Frees the GPU-related resources allocated by this instance. Call this
- * method whenever this instance is no longer used in your app.
- */
- dispose() {
- this.cone.geometry.dispose();
- this.cone.material.dispose();
- }
- /**
- * Updates the helper to match the position and direction of the
- * light being visualized.
- */
- update() {
- this.light.updateWorldMatrix( true, false );
- this.light.target.updateWorldMatrix( true, false );
- // update the local matrix based on the parent and light target transforms
- if ( this.parent ) {
- this.parent.updateWorldMatrix( true );
- this.matrix
- .copy( this.parent.matrixWorld )
- .invert()
- .multiply( this.light.matrixWorld );
- } else {
- this.matrix.copy( this.light.matrixWorld );
- }
- this.matrixWorld.copy( this.light.matrixWorld );
- const coneLength = this.light.distance ? this.light.distance : 1000;
- const coneWidth = coneLength * Math.tan( this.light.angle );
- this.cone.scale.set( coneWidth, coneWidth, coneLength );
- _vector$3.setFromMatrixPosition( this.light.target.matrixWorld );
- this.cone.lookAt( _vector$3 );
- if ( this.color !== undefined ) {
- this.cone.material.color.set( this.color );
- } else {
- this.cone.material.color.copy( this.light.color );
- }
- }
- }
- const _vector$2 = /*@__PURE__*/ new Vector3();
- const _boneMatrix = /*@__PURE__*/ new Matrix4();
- const _matrixWorldInv = /*@__PURE__*/ new Matrix4();
- /**
- * A helper object to assist with visualizing a {@link Skeleton}.
- *
- * ```js
- * const helper = new THREE.SkeletonHelper( skinnedMesh );
- * scene.add( helper );
- * ```
- *
- * @augments LineSegments
- */
- class SkeletonHelper extends LineSegments {
- /**
- * Constructs a new skeleton helper.
- *
- * @param {Object3D} object - Usually an instance of {@link SkinnedMesh}. However, any 3D object
- * can be used if it represents a hierarchy of bones (see {@link Bone}).
- */
- constructor( object ) {
- const bones = getBoneList( object );
- const geometry = new BufferGeometry();
- const vertices = [];
- const colors = [];
- for ( let i = 0; i < bones.length; i ++ ) {
- const bone = bones[ i ];
- if ( bone.parent && bone.parent.isBone ) {
- vertices.push( 0, 0, 0 );
- vertices.push( 0, 0, 0 );
- colors.push( 0, 0, 0 );
- colors.push( 0, 0, 0 );
- }
- }
- geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
- geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
- const material = new LineBasicMaterial( { vertexColors: true, depthTest: false, depthWrite: false, toneMapped: false, transparent: true } );
- super( geometry, material );
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isSkeletonHelper = true;
- this.type = 'SkeletonHelper';
- /**
- * The object being visualized.
- *
- * @type {Object3D}
- */
- this.root = object;
- /**
- * The list of bones that the helper visualizes.
- *
- * @type {Array<Bone>}
- */
- this.bones = bones;
- this.matrix = object.matrixWorld;
- this.matrixAutoUpdate = false;
- // colors
- const color1 = new Color( 0x0000ff );
- const color2 = new Color( 0x00ff00 );
- this.setColors( color1, color2 );
- }
- updateMatrixWorld( force ) {
- const bones = this.bones;
- const geometry = this.geometry;
- const position = geometry.getAttribute( 'position' );
- _matrixWorldInv.copy( this.root.matrixWorld ).invert();
- for ( let i = 0, j = 0; i < bones.length; i ++ ) {
- const bone = bones[ i ];
- if ( bone.parent && bone.parent.isBone ) {
- _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.matrixWorld );
- _vector$2.setFromMatrixPosition( _boneMatrix );
- position.setXYZ( j, _vector$2.x, _vector$2.y, _vector$2.z );
- _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.parent.matrixWorld );
- _vector$2.setFromMatrixPosition( _boneMatrix );
- position.setXYZ( j + 1, _vector$2.x, _vector$2.y, _vector$2.z );
- j += 2;
- }
- }
- geometry.getAttribute( 'position' ).needsUpdate = true;
- super.updateMatrixWorld( force );
- }
- /**
- * Defines the colors of the helper.
- *
- * @param {Color} color1 - The first line color for each bone.
- * @param {Color} color2 - The second line color for each bone.
- * @return {SkeletonHelper} A reference to this helper.
- */
- setColors( color1, color2 ) {
- const geometry = this.geometry;
- const colorAttribute = geometry.getAttribute( 'color' );
- for ( let i = 0; i < colorAttribute.count; i += 2 ) {
- colorAttribute.setXYZ( i, color1.r, color1.g, color1.b );
- colorAttribute.setXYZ( i + 1, color2.r, color2.g, color2.b );
- }
- colorAttribute.needsUpdate = true;
- return this;
- }
- /**
- * Frees the GPU-related resources allocated by this instance. Call this
- * method whenever this instance is no longer used in your app.
- */
- dispose() {
- this.geometry.dispose();
- this.material.dispose();
- }
- }
- function getBoneList( object ) {
- const boneList = [];
- if ( object.isBone === true ) {
- boneList.push( object );
- }
- for ( let i = 0; i < object.children.length; i ++ ) {
- boneList.push( ...getBoneList( object.children[ i ] ) );
- }
- return boneList;
- }
- /**
- * This displays a helper object consisting of a spherical mesh for
- * visualizing an instance of {@link PointLight}.
- *
- * ```js
- * const pointLight = new THREE.PointLight( 0xff0000, 1, 100 );
- * pointLight.position.set( 10, 10, 10 );
- * scene.add( pointLight );
- *
- * const sphereSize = 1;
- * const pointLightHelper = new THREE.PointLightHelper( pointLight, sphereSize );
- * scene.add( pointLightHelper );
- * ```
- *
- * @augments Mesh
- */
- class PointLightHelper extends Mesh {
- /**
- * Constructs a new point light helper.
- *
- * @param {PointLight} light - The light to be visualized.
- * @param {number} [sphereSize=1] - The size of the sphere helper.
- * @param {number|Color|string} [color] - The helper's color. If not set, the helper will take
- * the color of the light.
- */
- constructor( light, sphereSize, color ) {
- const geometry = new SphereGeometry( sphereSize, 4, 2 );
- const material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );
- super( geometry, material );
- /**
- * The light being visualized.
- *
- * @type {PointLight}
- */
- this.light = light;
- /**
- * The color parameter passed in the constructor.
- * If not set, the helper will take the color of the light.
- *
- * @type {number|Color|string}
- */
- this.color = color;
- this.type = 'PointLightHelper';
- this.matrix = this.light.matrixWorld;
- this.matrixAutoUpdate = false;
- this.update();
- /*
- // TODO: delete this comment?
- const distanceGeometry = new THREE.IcosahedronGeometry( 1, 2 );
- const distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );
- this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
- this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );
- const d = light.distance;
- if ( d === 0.0 ) {
- this.lightDistance.visible = false;
- } else {
- this.lightDistance.scale.set( d, d, d );
- }
- this.add( this.lightDistance );
- */
- }
- /**
- * Frees the GPU-related resources allocated by this instance. Call this
- * method whenever this instance is no longer used in your app.
- */
- dispose() {
- this.geometry.dispose();
- this.material.dispose();
- }
- /**
- * Updates the helper to match the position of the
- * light being visualized.
- */
- update() {
- this.light.updateWorldMatrix( true, false );
- if ( this.color !== undefined ) {
- this.material.color.set( this.color );
- } else {
- this.material.color.copy( this.light.color );
- }
- /*
- const d = this.light.distance;
- if ( d === 0.0 ) {
- this.lightDistance.visible = false;
- } else {
- this.lightDistance.visible = true;
- this.lightDistance.scale.set( d, d, d );
- }
- */
- }
- }
- const _vector$1 = /*@__PURE__*/ new Vector3();
- const _color1 = /*@__PURE__*/ new Color();
- const _color2 = /*@__PURE__*/ new Color();
- /**
- * Creates a visual aid consisting of a spherical mesh for a
- * given {@link HemisphereLight}.
- *
- * ```js
- * const light = new THREE.HemisphereLight( 0xffffbb, 0x080820, 1 );
- * const helper = new THREE.HemisphereLightHelper( light, 5 );
- * scene.add( helper );
- * ```
- *
- * @augments Object3D
- */
- class HemisphereLightHelper extends Object3D {
- /**
- * Constructs a new hemisphere light helper.
- *
- * @param {HemisphereLight} light - The light to be visualized.
- * @param {number} [size=1] - The size of the mesh used to visualize the light.
- * @param {number|Color|string} [color] - The helper's color. If not set, the helper will take
- * the color of the light.
- */
- constructor( light, size, color ) {
- super();
- /**
- * The light being visualized.
- *
- * @type {HemisphereLight}
- */
- this.light = light;
- this.matrix = light.matrixWorld;
- this.matrixAutoUpdate = false;
- /**
- * The color parameter passed in the constructor.
- * If not set, the helper will take the color of the light.
- *
- * @type {number|Color|string}
- */
- this.color = color;
- this.type = 'HemisphereLightHelper';
- const geometry = new OctahedronGeometry( size );
- geometry.rotateY( Math.PI * 0.5 );
- this.material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );
- if ( this.color === undefined ) this.material.vertexColors = true;
- const position = geometry.getAttribute( 'position' );
- const colors = new Float32Array( position.count * 3 );
- geometry.setAttribute( 'color', new BufferAttribute( colors, 3 ) );
- this.add( new Mesh( geometry, this.material ) );
- this.update();
- }
- /**
- * Frees the GPU-related resources allocated by this instance. Call this
- * method whenever this instance is no longer used in your app.
- */
- dispose() {
- this.children[ 0 ].geometry.dispose();
- this.children[ 0 ].material.dispose();
- }
- /**
- * Updates the helper to match the position and direction of the
- * light being visualized.
- */
- update() {
- const mesh = this.children[ 0 ];
- if ( this.color !== undefined ) {
- this.material.color.set( this.color );
- } else {
- const colors = mesh.geometry.getAttribute( 'color' );
- _color1.copy( this.light.color );
- _color2.copy( this.light.groundColor );
- for ( let i = 0, l = colors.count; i < l; i ++ ) {
- const color = ( i < ( l / 2 ) ) ? _color1 : _color2;
- colors.setXYZ( i, color.r, color.g, color.b );
- }
- colors.needsUpdate = true;
- }
- this.light.updateWorldMatrix( true, false );
- mesh.lookAt( _vector$1.setFromMatrixPosition( this.light.matrixWorld ).negate() );
- }
- }
- /**
- * The helper is an object to define grids. Grids are two-dimensional
- * arrays of lines.
- *
- * ```js
- * const size = 10;
- * const divisions = 10;
- *
- * const gridHelper = new THREE.GridHelper( size, divisions );
- * scene.add( gridHelper );
- * ```
- *
- * @augments LineSegments
- */
- class GridHelper extends LineSegments {
- /**
- * Constructs a new grid helper.
- *
- * @param {number} [size=10] - The size of the grid.
- * @param {number} [divisions=10] - The number of divisions across the grid.
- * @param {number|Color|string} [color1=0x444444] - The color of the center line.
- * @param {number|Color|string} [color2=0x888888] - The color of the lines of the grid.
- */
- constructor( size = 10, divisions = 10, color1 = 0x444444, color2 = 0x888888 ) {
- color1 = new Color( color1 );
- color2 = new Color( color2 );
- const center = divisions / 2;
- const step = size / divisions;
- const halfSize = size / 2;
- const vertices = [], colors = [];
- for ( let i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) {
- vertices.push( - halfSize, 0, k, halfSize, 0, k );
- vertices.push( k, 0, - halfSize, k, 0, halfSize );
- const color = i === center ? color1 : color2;
- color.toArray( colors, j ); j += 3;
- color.toArray( colors, j ); j += 3;
- color.toArray( colors, j ); j += 3;
- color.toArray( colors, j ); j += 3;
- }
- const geometry = new BufferGeometry();
- geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
- geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
- const material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
- super( geometry, material );
- this.type = 'GridHelper';
- }
- /**
- * Frees the GPU-related resources allocated by this instance. Call this
- * method whenever this instance is no longer used in your app.
- */
- dispose() {
- this.geometry.dispose();
- this.material.dispose();
- }
- }
- /**
- * This helper is an object to define polar grids. Grids are
- * two-dimensional arrays of lines.
- *
- * ```js
- * const radius = 10;
- * const sectors = 16;
- * const rings = 8;
- * const divisions = 64;
- *
- * const helper = new THREE.PolarGridHelper( radius, sectors, rings, divisions );
- * scene.add( helper );
- * ```
- *
- * @augments LineSegments
- */
- class PolarGridHelper extends LineSegments {
- /**
- * Constructs a new polar grid helper.
- *
- * @param {number} [radius=10] - The radius of the polar grid. This can be any positive number.
- * @param {number} [sectors=16] - The number of sectors the grid will be divided into. This can be any positive integer.
- * @param {number} [rings=16] - The number of rings. This can be any positive integer.
- * @param {number} [divisions=64] - The number of line segments used for each circle. This can be any positive integer.
- * @param {number|Color|string} [color1=0x444444] - The first color used for grid elements.
- * @param {number|Color|string} [color2=0x888888] - The second color used for grid elements.
- */
- constructor( radius = 10, sectors = 16, rings = 8, divisions = 64, color1 = 0x444444, color2 = 0x888888 ) {
- color1 = new Color( color1 );
- color2 = new Color( color2 );
- const vertices = [];
- const colors = [];
- // create the sectors
- if ( sectors > 1 ) {
- for ( let i = 0; i < sectors; i ++ ) {
- const v = ( i / sectors ) * ( Math.PI * 2 );
- const x = Math.sin( v ) * radius;
- const z = Math.cos( v ) * radius;
- vertices.push( 0, 0, 0 );
- vertices.push( x, 0, z );
- const color = ( i & 1 ) ? color1 : color2;
- colors.push( color.r, color.g, color.b );
- colors.push( color.r, color.g, color.b );
- }
- }
- // create the rings
- for ( let i = 0; i < rings; i ++ ) {
- const color = ( i & 1 ) ? color1 : color2;
- const r = radius - ( radius / rings * i );
- for ( let j = 0; j < divisions; j ++ ) {
- // first vertex
- let v = ( j / divisions ) * ( Math.PI * 2 );
- let x = Math.sin( v ) * r;
- let z = Math.cos( v ) * r;
- vertices.push( x, 0, z );
- colors.push( color.r, color.g, color.b );
- // second vertex
- v = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 );
- x = Math.sin( v ) * r;
- z = Math.cos( v ) * r;
- vertices.push( x, 0, z );
- colors.push( color.r, color.g, color.b );
- }
- }
- const geometry = new BufferGeometry();
- geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
- geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
- const material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
- super( geometry, material );
- this.type = 'PolarGridHelper';
- }
- /**
- * Frees the GPU-related resources allocated by this instance. Call this
- * method whenever this instance is no longer used in your app.
- */
- dispose() {
- this.geometry.dispose();
- this.material.dispose();
- }
- }
- const _v1 = /*@__PURE__*/ new Vector3();
- const _v2 = /*@__PURE__*/ new Vector3();
- const _v3 = /*@__PURE__*/ new Vector3();
- /**
- * Helper object to assist with visualizing a {@link DirectionalLight}'s
- * effect on the scene. This consists of plane and a line representing the
- * light's position and direction.
- *
- * ```js
- * const light = new THREE.DirectionalLight( 0xFFFFFF );
- * scene.add( light );
- *
- * const helper = new THREE.DirectionalLightHelper( light, 5 );
- * scene.add( helper );
- * ```
- *
- * @augments Object3D
- */
- class DirectionalLightHelper extends Object3D {
- /**
- * Constructs a new directional light helper.
- *
- * @param {DirectionalLight} light - The light to be visualized.
- * @param {number} [size=1] - The dimensions of the plane.
- * @param {number|Color|string} [color] - The helper's color. If not set, the helper will take
- * the color of the light.
- */
- constructor( light, size, color ) {
- super();
- /**
- * The light being visualized.
- *
- * @type {DirectionalLight}
- */
- this.light = light;
- this.matrix = light.matrixWorld;
- this.matrixAutoUpdate = false;
- /**
- * The color parameter passed in the constructor.
- * If not set, the helper will take the color of the light.
- *
- * @type {number|Color|string}
- */
- this.color = color;
- this.type = 'DirectionalLightHelper';
- if ( size === undefined ) size = 1;
- let geometry = new BufferGeometry();
- geometry.setAttribute( 'position', new Float32BufferAttribute( [
- - size, size, 0,
- size, size, 0,
- size, - size, 0,
- - size, - size, 0,
- - size, size, 0
- ], 3 ) );
- const material = new LineBasicMaterial( { fog: false, toneMapped: false } );
- /**
- * Contains the line showing the location of the directional light.
- *
- * @type {Line}
- */
- this.lightPlane = new Line( geometry, material );
- this.add( this.lightPlane );
- geometry = new BufferGeometry();
- geometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) );
- /**
- * Represents the target line of the directional light.
- *
- * @type {Line}
- */
- this.targetLine = new Line( geometry, material );
- this.add( this.targetLine );
- this.update();
- }
- /**
- * Frees the GPU-related resources allocated by this instance. Call this
- * method whenever this instance is no longer used in your app.
- */
- dispose() {
- this.lightPlane.geometry.dispose();
- this.lightPlane.material.dispose();
- this.targetLine.geometry.dispose();
- this.targetLine.material.dispose();
- }
- /**
- * Updates the helper to match the position and direction of the
- * light being visualized.
- */
- update() {
- this.light.updateWorldMatrix( true, false );
- this.light.target.updateWorldMatrix( true, false );
- _v1.setFromMatrixPosition( this.light.matrixWorld );
- _v2.setFromMatrixPosition( this.light.target.matrixWorld );
- _v3.subVectors( _v2, _v1 );
- this.lightPlane.lookAt( _v2 );
- if ( this.color !== undefined ) {
- this.lightPlane.material.color.set( this.color );
- this.targetLine.material.color.set( this.color );
- } else {
- this.lightPlane.material.color.copy( this.light.color );
- this.targetLine.material.color.copy( this.light.color );
- }
- this.targetLine.lookAt( _v2 );
- this.targetLine.scale.z = _v3.length();
- }
- }
- const _vector = /*@__PURE__*/ new Vector3();
- const _camera = /*@__PURE__*/ new Camera();
- /**
- * This helps with visualizing what a camera contains in its frustum. It
- * visualizes the frustum of a camera using a line segments.
- *
- * Based on frustum visualization in [lightgl.js shadowmap example](https://github.com/evanw/lightgl.js/blob/master/tests/shadowmap.html).
- *
- * `CameraHelper` must be a child of the scene.
- *
- * ```js
- * const camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 );
- * const helper = new THREE.CameraHelper( camera );
- * scene.add( helper );
- * ```
- *
- * @augments LineSegments
- */
- class CameraHelper extends LineSegments {
- /**
- * Constructs a new arrow helper.
- *
- * @param {Camera} camera - The camera to visualize.
- */
- constructor( camera ) {
- const geometry = new BufferGeometry();
- const material = new LineBasicMaterial( { color: 0xffffff, vertexColors: true, toneMapped: false } );
- const vertices = [];
- const colors = [];
- const pointMap = {};
- // near
- addLine( 'n1', 'n2' );
- addLine( 'n2', 'n4' );
- addLine( 'n4', 'n3' );
- addLine( 'n3', 'n1' );
- // far
- addLine( 'f1', 'f2' );
- addLine( 'f2', 'f4' );
- addLine( 'f4', 'f3' );
- addLine( 'f3', 'f1' );
- // sides
- addLine( 'n1', 'f1' );
- addLine( 'n2', 'f2' );
- addLine( 'n3', 'f3' );
- addLine( 'n4', 'f4' );
- // cone
- addLine( 'p', 'n1' );
- addLine( 'p', 'n2' );
- addLine( 'p', 'n3' );
- addLine( 'p', 'n4' );
- // up
- addLine( 'u1', 'u2' );
- addLine( 'u2', 'u3' );
- addLine( 'u3', 'u1' );
- // target
- addLine( 'c', 't' );
- addLine( 'p', 'c' );
- // cross
- addLine( 'cn1', 'cn2' );
- addLine( 'cn3', 'cn4' );
- addLine( 'cf1', 'cf2' );
- addLine( 'cf3', 'cf4' );
- function addLine( a, b ) {
- addPoint( a );
- addPoint( b );
- }
- function addPoint( id ) {
- vertices.push( 0, 0, 0 );
- colors.push( 0, 0, 0 );
- if ( pointMap[ id ] === undefined ) {
- pointMap[ id ] = [];
- }
- pointMap[ id ].push( ( vertices.length / 3 ) - 1 );
- }
- geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
- geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
- super( geometry, material );
- this.type = 'CameraHelper';
- /**
- * The camera being visualized.
- *
- * @type {Camera}
- */
- this.camera = camera;
- if ( this.camera.updateProjectionMatrix ) this.camera.updateProjectionMatrix();
- this.matrix = camera.matrixWorld;
- this.matrixAutoUpdate = false;
- /**
- * This contains the points used to visualize the camera.
- *
- * @type {Object<string,Array<number>>}
- */
- this.pointMap = pointMap;
- this.update();
- // colors
- const colorFrustum = new Color( 0xffaa00 );
- const colorCone = new Color( 0xff0000 );
- const colorUp = new Color( 0x00aaff );
- const colorTarget = new Color( 0xffffff );
- const colorCross = new Color( 0x333333 );
- this.setColors( colorFrustum, colorCone, colorUp, colorTarget, colorCross );
- }
- /**
- * Defines the colors of the helper.
- *
- * @param {Color} frustum - The frustum line color.
- * @param {Color} cone - The cone line color.
- * @param {Color} up - The up line color.
- * @param {Color} target - The target line color.
- * @param {Color} cross - The cross line color.
- * @return {CameraHelper} A reference to this helper.
- */
- setColors( frustum, cone, up, target, cross ) {
- const geometry = this.geometry;
- const colorAttribute = geometry.getAttribute( 'color' );
- // near
- colorAttribute.setXYZ( 0, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 1, frustum.r, frustum.g, frustum.b ); // n1, n2
- colorAttribute.setXYZ( 2, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 3, frustum.r, frustum.g, frustum.b ); // n2, n4
- colorAttribute.setXYZ( 4, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 5, frustum.r, frustum.g, frustum.b ); // n4, n3
- colorAttribute.setXYZ( 6, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 7, frustum.r, frustum.g, frustum.b ); // n3, n1
- // far
- colorAttribute.setXYZ( 8, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 9, frustum.r, frustum.g, frustum.b ); // f1, f2
- colorAttribute.setXYZ( 10, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 11, frustum.r, frustum.g, frustum.b ); // f2, f4
- colorAttribute.setXYZ( 12, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 13, frustum.r, frustum.g, frustum.b ); // f4, f3
- colorAttribute.setXYZ( 14, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 15, frustum.r, frustum.g, frustum.b ); // f3, f1
- // sides
- colorAttribute.setXYZ( 16, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 17, frustum.r, frustum.g, frustum.b ); // n1, f1
- colorAttribute.setXYZ( 18, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 19, frustum.r, frustum.g, frustum.b ); // n2, f2
- colorAttribute.setXYZ( 20, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 21, frustum.r, frustum.g, frustum.b ); // n3, f3
- colorAttribute.setXYZ( 22, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 23, frustum.r, frustum.g, frustum.b ); // n4, f4
- // cone
- colorAttribute.setXYZ( 24, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 25, cone.r, cone.g, cone.b ); // p, n1
- colorAttribute.setXYZ( 26, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 27, cone.r, cone.g, cone.b ); // p, n2
- colorAttribute.setXYZ( 28, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 29, cone.r, cone.g, cone.b ); // p, n3
- colorAttribute.setXYZ( 30, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 31, cone.r, cone.g, cone.b ); // p, n4
- // up
- colorAttribute.setXYZ( 32, up.r, up.g, up.b ); colorAttribute.setXYZ( 33, up.r, up.g, up.b ); // u1, u2
- colorAttribute.setXYZ( 34, up.r, up.g, up.b ); colorAttribute.setXYZ( 35, up.r, up.g, up.b ); // u2, u3
- colorAttribute.setXYZ( 36, up.r, up.g, up.b ); colorAttribute.setXYZ( 37, up.r, up.g, up.b ); // u3, u1
- // target
- colorAttribute.setXYZ( 38, target.r, target.g, target.b ); colorAttribute.setXYZ( 39, target.r, target.g, target.b ); // c, t
- colorAttribute.setXYZ( 40, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 41, cross.r, cross.g, cross.b ); // p, c
- // cross
- colorAttribute.setXYZ( 42, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 43, cross.r, cross.g, cross.b ); // cn1, cn2
- colorAttribute.setXYZ( 44, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 45, cross.r, cross.g, cross.b ); // cn3, cn4
- colorAttribute.setXYZ( 46, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 47, cross.r, cross.g, cross.b ); // cf1, cf2
- colorAttribute.setXYZ( 48, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 49, cross.r, cross.g, cross.b ); // cf3, cf4
- colorAttribute.needsUpdate = true;
- return this;
- }
- /**
- * Updates the helper based on the projection matrix of the camera.
- */
- update() {
- const geometry = this.geometry;
- const pointMap = this.pointMap;
- const w = 1, h = 1;
- let nearZ, farZ;
- // we need just camera projection matrix inverse
- // world matrix must be identity
- _camera.projectionMatrixInverse.copy( this.camera.projectionMatrixInverse );
- // Adjust z values based on coordinate system
- if ( this.camera.reversedDepth === true ) {
- nearZ = 1;
- farZ = 0;
- } else {
- if ( this.camera.coordinateSystem === WebGLCoordinateSystem ) {
- nearZ = -1;
- farZ = 1;
- } else if ( this.camera.coordinateSystem === WebGPUCoordinateSystem ) {
- nearZ = 0;
- farZ = 1;
- } else {
- throw new Error( 'THREE.CameraHelper.update(): Invalid coordinate system: ' + this.camera.coordinateSystem );
- }
- }
- // center / target
- setPoint( 'c', pointMap, geometry, _camera, 0, 0, nearZ );
- setPoint( 't', pointMap, geometry, _camera, 0, 0, farZ );
- // near
- setPoint( 'n1', pointMap, geometry, _camera, - w, - h, nearZ );
- setPoint( 'n2', pointMap, geometry, _camera, w, - h, nearZ );
- setPoint( 'n3', pointMap, geometry, _camera, - w, h, nearZ );
- setPoint( 'n4', pointMap, geometry, _camera, w, h, nearZ );
- // far
- setPoint( 'f1', pointMap, geometry, _camera, - w, - h, farZ );
- setPoint( 'f2', pointMap, geometry, _camera, w, - h, farZ );
- setPoint( 'f3', pointMap, geometry, _camera, - w, h, farZ );
- setPoint( 'f4', pointMap, geometry, _camera, w, h, farZ );
- // up
- setPoint( 'u1', pointMap, geometry, _camera, w * 0.7, h * 1.1, nearZ );
- setPoint( 'u2', pointMap, geometry, _camera, - w * 0.7, h * 1.1, nearZ );
- setPoint( 'u3', pointMap, geometry, _camera, 0, h * 2, nearZ );
- // cross
- setPoint( 'cf1', pointMap, geometry, _camera, - w, 0, farZ );
- setPoint( 'cf2', pointMap, geometry, _camera, w, 0, farZ );
- setPoint( 'cf3', pointMap, geometry, _camera, 0, - h, farZ );
- setPoint( 'cf4', pointMap, geometry, _camera, 0, h, farZ );
- setPoint( 'cn1', pointMap, geometry, _camera, - w, 0, nearZ );
- setPoint( 'cn2', pointMap, geometry, _camera, w, 0, nearZ );
- setPoint( 'cn3', pointMap, geometry, _camera, 0, - h, nearZ );
- setPoint( 'cn4', pointMap, geometry, _camera, 0, h, nearZ );
- geometry.getAttribute( 'position' ).needsUpdate = true;
- }
- /**
- * Frees the GPU-related resources allocated by this instance. Call this
- * method whenever this instance is no longer used in your app.
- */
- dispose() {
- this.geometry.dispose();
- this.material.dispose();
- }
- }
- function setPoint( point, pointMap, geometry, camera, x, y, z ) {
- _vector.set( x, y, z ).unproject( camera );
- const points = pointMap[ point ];
- if ( points !== undefined ) {
- const position = geometry.getAttribute( 'position' );
- for ( let i = 0, l = points.length; i < l; i ++ ) {
- position.setXYZ( points[ i ], _vector.x, _vector.y, _vector.z );
- }
- }
- }
- const _box = /*@__PURE__*/ new Box3();
- /**
- * Helper object to graphically show the world-axis-aligned bounding box
- * around an object. The actual bounding box is handled with {@link Box3},
- * this is just a visual helper for debugging. It can be automatically
- * resized with {@link BoxHelper#update} when the object it's created from
- * is transformed. Note that the object must have a geometry for this to work,
- * so it won't work with sprites.
- *
- * ```js
- * const sphere = new THREE.SphereGeometry();
- * const object = new THREE.Mesh( sphere, new THREE.MeshBasicMaterial( 0xff0000 ) );
- * const box = new THREE.BoxHelper( object, 0xffff00 );
- * scene.add( box );
- * ```
- *
- * @augments LineSegments
- */
- class BoxHelper extends LineSegments {
- /**
- * Constructs a new box helper.
- *
- * @param {Object3D} [object] - The 3D object to show the world-axis-aligned bounding box.
- * @param {number|Color|string} [color=0xffff00] - The box's color.
- */
- constructor( object, color = 0xffff00 ) {
- 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 ] );
- const positions = new Float32Array( 8 * 3 );
- const geometry = new BufferGeometry();
- geometry.setIndex( new BufferAttribute( indices, 1 ) );
- geometry.setAttribute( 'position', new BufferAttribute( positions, 3 ) );
- super( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
- /**
- * The 3D object being visualized.
- *
- * @type {Object3D}
- */
- this.object = object;
- this.type = 'BoxHelper';
- this.matrixAutoUpdate = false;
- this.update();
- }
- /**
- * Updates the helper's geometry to match the dimensions of the object,
- * including any children.
- */
- update() {
- if ( this.object !== undefined ) {
- _box.setFromObject( this.object );
- }
- if ( _box.isEmpty() ) return;
- const min = _box.min;
- const max = _box.max;
- /*
- 5____4
- 1/___0/|
- | 6__|_7
- 2/___3/
- 0: max.x, max.y, max.z
- 1: min.x, max.y, max.z
- 2: min.x, min.y, max.z
- 3: max.x, min.y, max.z
- 4: max.x, max.y, min.z
- 5: min.x, max.y, min.z
- 6: min.x, min.y, min.z
- 7: max.x, min.y, min.z
- */
- const position = this.geometry.attributes.position;
- const array = position.array;
- array[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z;
- array[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z;
- array[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z;
- array[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z;
- array[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z;
- array[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z;
- array[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z;
- array[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z;
- position.needsUpdate = true;
- this.geometry.computeBoundingSphere();
- }
- /**
- * Updates the wireframe box for the passed object.
- *
- * @param {Object3D} object - The 3D object to create the helper for.
- * @return {BoxHelper} A reference to this instance.
- */
- setFromObject( object ) {
- this.object = object;
- this.update();
- return this;
- }
- copy( source, recursive ) {
- super.copy( source, recursive );
- this.object = source.object;
- return this;
- }
- /**
- * Frees the GPU-related resources allocated by this instance. Call this
- * method whenever this instance is no longer used in your app.
- */
- dispose() {
- this.geometry.dispose();
- this.material.dispose();
- }
- }
- /**
- * A helper object to visualize an instance of {@link Box3}.
- *
- * ```js
- * const box = new THREE.Box3();
- * box.setFromCenterAndSize( new THREE.Vector3( 1, 1, 1 ), new THREE.Vector3( 2, 1, 3 ) );
- *
- * const helper = new THREE.Box3Helper( box, 0xffff00 );
- * scene.add( helper )
- * ```
- *
- * @augments LineSegments
- */
- class Box3Helper extends LineSegments {
- /**
- * Constructs a new box3 helper.
- *
- * @param {Box3} box - The box to visualize.
- * @param {number|Color|string} [color=0xffff00] - The box's color.
- */
- constructor( box, color = 0xffff00 ) {
- 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 ] );
- 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 ];
- const geometry = new BufferGeometry();
- geometry.setIndex( new BufferAttribute( indices, 1 ) );
- geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
- super( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
- /**
- * The box being visualized.
- *
- * @type {Box3}
- */
- this.box = box;
- this.type = 'Box3Helper';
- this.geometry.computeBoundingSphere();
- }
- updateMatrixWorld( force ) {
- const box = this.box;
- if ( box.isEmpty() ) return;
- box.getCenter( this.position );
- box.getSize( this.scale );
- this.scale.multiplyScalar( 0.5 );
- super.updateMatrixWorld( force );
- }
- /**
- * Frees the GPU-related resources allocated by this instance. Call this
- * method whenever this instance is no longer used in your app.
- */
- dispose() {
- this.geometry.dispose();
- this.material.dispose();
- }
- }
- /**
- * A helper object to visualize an instance of {@link Plane}.
- *
- * ```js
- * const plane = new THREE.Plane( new THREE.Vector3( 1, 1, 0.2 ), 3 );
- * const helper = new THREE.PlaneHelper( plane, 1, 0xffff00 );
- * scene.add( helper );
- * ```
- *
- * @augments Line
- */
- class PlaneHelper extends Line {
- /**
- * Constructs a new plane helper.
- *
- * @param {Plane} plane - The plane to be visualized.
- * @param {number} [size=1] - The side length of plane helper.
- * @param {number|Color|string} [hex=0xffff00] - The helper's color.
- */
- constructor( plane, size = 1, hex = 0xffff00 ) {
- const color = hex;
- 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 ];
- const geometry = new BufferGeometry();
- geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
- geometry.computeBoundingSphere();
- super( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
- this.type = 'PlaneHelper';
- /**
- * The plane being visualized.
- *
- * @type {Plane}
- */
- this.plane = plane;
- /**
- * The side length of plane helper.
- *
- * @type {number}
- * @default 1
- */
- this.size = size;
- const positions2 = [ 1, 1, 0, -1, 1, 0, -1, -1, 0, 1, 1, 0, -1, -1, 0, 1, -1, 0 ];
- const geometry2 = new BufferGeometry();
- geometry2.setAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );
- geometry2.computeBoundingSphere();
- this.add( new Mesh( geometry2, new MeshBasicMaterial( { color: color, opacity: 0.2, transparent: true, depthWrite: false, toneMapped: false } ) ) );
- }
- updateMatrixWorld( force ) {
- this.position.set( 0, 0, 0 );
- this.scale.set( 0.5 * this.size, 0.5 * this.size, 1 );
- this.lookAt( this.plane.normal );
- this.translateZ( - this.plane.constant );
- super.updateMatrixWorld( force );
- }
- /**
- * Updates the helper to match the position and direction of the
- * light being visualized.
- */
- dispose() {
- this.geometry.dispose();
- this.material.dispose();
- this.children[ 0 ].geometry.dispose();
- this.children[ 0 ].material.dispose();
- }
- }
- const _axis = /*@__PURE__*/ new Vector3();
- let _lineGeometry, _coneGeometry;
- /**
- * An 3D arrow object for visualizing directions.
- *
- * ```js
- * const dir = new THREE.Vector3( 1, 2, 0 );
- *
- * //normalize the direction vector (convert to vector of length 1)
- * dir.normalize();
- *
- * const origin = new THREE.Vector3( 0, 0, 0 );
- * const length = 1;
- * const hex = 0xffff00;
- *
- * const arrowHelper = new THREE.ArrowHelper( dir, origin, length, hex );
- * scene.add( arrowHelper );
- * ```
- *
- * @augments Object3D
- */
- class ArrowHelper extends Object3D {
- /**
- * Constructs a new arrow helper.
- *
- * @param {Vector3} [dir=(0, 0, 1)] - The (normalized) direction vector.
- * @param {Vector3} [origin=(0, 0, 0)] - Point at which the arrow starts.
- * @param {number} [length=1] - Length of the arrow in world units.
- * @param {(number|Color|string)} [color=0xffff00] - Color of the arrow.
- * @param {number} [headLength=length*0.2] - The length of the head of the arrow.
- * @param {number} [headWidth=headLength*0.2] - The width of the head of the arrow.
- */
- 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 ) {
- super();
- this.type = 'ArrowHelper';
- if ( _lineGeometry === undefined ) {
- _lineGeometry = new BufferGeometry();
- _lineGeometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) );
- _coneGeometry = new ConeGeometry( 0.5, 1, 5, 1 );
- _coneGeometry.translate( 0, -0.5, 0 );
- }
- this.position.copy( origin );
- /**
- * The line part of the arrow helper.
- *
- * @type {Line}
- */
- this.line = new Line( _lineGeometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
- this.line.matrixAutoUpdate = false;
- this.add( this.line );
- /**
- * The cone part of the arrow helper.
- *
- * @type {Mesh}
- */
- this.cone = new Mesh( _coneGeometry, new MeshBasicMaterial( { color: color, toneMapped: false } ) );
- this.cone.matrixAutoUpdate = false;
- this.add( this.cone );
- this.setDirection( dir );
- this.setLength( length, headLength, headWidth );
- }
- /**
- * Sets the direction of the helper.
- *
- * @param {Vector3} dir - The normalized direction vector.
- */
- setDirection( dir ) {
- // dir is assumed to be normalized
- if ( dir.y > 0.99999 ) {
- this.quaternion.set( 0, 0, 0, 1 );
- } else if ( dir.y < -0.99999 ) {
- this.quaternion.set( 1, 0, 0, 0 );
- } else {
- _axis.set( dir.z, 0, - dir.x ).normalize();
- const radians = Math.acos( dir.y );
- this.quaternion.setFromAxisAngle( _axis, radians );
- }
- }
- /**
- * Sets the length of the helper.
- *
- * @param {number} length - Length of the arrow in world units.
- * @param {number} [headLength=length*0.2] - The length of the head of the arrow.
- * @param {number} [headWidth=headLength*0.2] - The width of the head of the arrow.
- */
- setLength( length, headLength = length * 0.2, headWidth = headLength * 0.2 ) {
- this.line.scale.set( 1, Math.max( 0.0001, length - headLength ), 1 ); // see #17458
- this.line.updateMatrix();
- this.cone.scale.set( headWidth, headLength, headWidth );
- this.cone.position.y = length;
- this.cone.updateMatrix();
- }
- /**
- * Sets the color of the helper.
- *
- * @param {number|Color|string} color - The color to set.
- */
- setColor( color ) {
- this.line.material.color.set( color );
- this.cone.material.color.set( color );
- }
- copy( source ) {
- super.copy( source, false );
- this.line.copy( source.line );
- this.cone.copy( source.cone );
- return this;
- }
- /**
- * Frees the GPU-related resources allocated by this instance. Call this
- * method whenever this instance is no longer used in your app.
- */
- dispose() {
- this.line.geometry.dispose();
- this.line.material.dispose();
- this.cone.geometry.dispose();
- this.cone.material.dispose();
- }
- }
- /**
- * An axis object to visualize the 3 axes in a simple way.
- * The X axis is red. The Y axis is green. The Z axis is blue.
- *
- * ```js
- * const axesHelper = new THREE.AxesHelper( 5 );
- * scene.add( axesHelper );
- * ```
- *
- * @augments LineSegments
- */
- class AxesHelper extends LineSegments {
- /**
- * Constructs a new axes helper.
- *
- * @param {number} [size=1] - Size of the lines representing the axes.
- */
- constructor( size = 1 ) {
- const vertices = [
- 0, 0, 0, size, 0, 0,
- 0, 0, 0, 0, size, 0,
- 0, 0, 0, 0, 0, size
- ];
- const colors = [
- 1, 0, 0, 1, 0.6, 0,
- 0, 1, 0, 0.6, 1, 0,
- 0, 0, 1, 0, 0.6, 1
- ];
- const geometry = new BufferGeometry();
- geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
- geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
- const material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
- super( geometry, material );
- this.type = 'AxesHelper';
- }
- /**
- * Defines the colors of the axes helper.
- *
- * @param {number|Color|string} xAxisColor - The color for the x axis.
- * @param {number|Color|string} yAxisColor - The color for the y axis.
- * @param {number|Color|string} zAxisColor - The color for the z axis.
- * @return {AxesHelper} A reference to this axes helper.
- */
- setColors( xAxisColor, yAxisColor, zAxisColor ) {
- const color = new Color();
- const array = this.geometry.attributes.color.array;
- color.set( xAxisColor );
- color.toArray( array, 0 );
- color.toArray( array, 3 );
- color.set( yAxisColor );
- color.toArray( array, 6 );
- color.toArray( array, 9 );
- color.set( zAxisColor );
- color.toArray( array, 12 );
- color.toArray( array, 15 );
- this.geometry.attributes.color.needsUpdate = true;
- return this;
- }
- /**
- * Frees the GPU-related resources allocated by this instance. Call this
- * method whenever this instance is no longer used in your app.
- */
- dispose() {
- this.geometry.dispose();
- this.material.dispose();
- }
- }
- /**
- * This class is used to convert a series of paths to an array of
- * shapes. It is specifically used in context of fonts and SVG.
- */
- class ShapePath {
- /**
- * Constructs a new shape path.
- */
- constructor() {
- this.type = 'ShapePath';
- /**
- * The color of the shape.
- *
- * @type {Color}
- */
- this.color = new Color();
- /**
- * The paths that have been generated for this shape.
- *
- * @type {Array<Path>}
- * @default null
- */
- this.subPaths = [];
- /**
- * The current path that is being generated.
- *
- * @type {?Path}
- * @default null
- */
- this.currentPath = null;
- }
- /**
- * Creates a new path and moves it current point to the given one.
- *
- * @param {number} x - The x coordinate.
- * @param {number} y - The y coordinate.
- * @return {ShapePath} A reference to this shape path.
- */
- moveTo( x, y ) {
- this.currentPath = new Path();
- this.subPaths.push( this.currentPath );
- this.currentPath.moveTo( x, y );
- return this;
- }
- /**
- * Adds an instance of {@link LineCurve} to the path by connecting
- * the current point with the given one.
- *
- * @param {number} x - The x coordinate of the end point.
- * @param {number} y - The y coordinate of the end point.
- * @return {ShapePath} A reference to this shape path.
- */
- lineTo( x, y ) {
- this.currentPath.lineTo( x, y );
- return this;
- }
- /**
- * Adds an instance of {@link QuadraticBezierCurve} to the path by connecting
- * the current point with the given one.
- *
- * @param {number} aCPx - The x coordinate of the control point.
- * @param {number} aCPy - The y coordinate of the control point.
- * @param {number} aX - The x coordinate of the end point.
- * @param {number} aY - The y coordinate of the end point.
- * @return {ShapePath} A reference to this shape path.
- */
- quadraticCurveTo( aCPx, aCPy, aX, aY ) {
- this.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY );
- return this;
- }
- /**
- * Adds an instance of {@link CubicBezierCurve} to the path by connecting
- * the current point with the given one.
- *
- * @param {number} aCP1x - The x coordinate of the first control point.
- * @param {number} aCP1y - The y coordinate of the first control point.
- * @param {number} aCP2x - The x coordinate of the second control point.
- * @param {number} aCP2y - The y coordinate of the second control point.
- * @param {number} aX - The x coordinate of the end point.
- * @param {number} aY - The y coordinate of the end point.
- * @return {ShapePath} A reference to this shape path.
- */
- bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
- this.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY );
- return this;
- }
- /**
- * Adds an instance of {@link SplineCurve} to the path by connecting
- * the current point with the given list of points.
- *
- * @param {Array<Vector2>} pts - An array of points in 2D space.
- * @return {ShapePath} A reference to this shape path.
- */
- splineThru( pts ) {
- this.currentPath.splineThru( pts );
- return this;
- }
- /**
- * Converts the paths into an array of shapes.
- *
- * @param {boolean} isCCW - By default solid shapes are defined clockwise (CW) and holes are defined counterclockwise (CCW).
- * If this flag is set to `true`, then those are flipped.
- * @return {Array<Shape>} An array of shapes.
- */
- toShapes( isCCW ) {
- function toShapesNoHoles( inSubpaths ) {
- const shapes = [];
- for ( let i = 0, l = inSubpaths.length; i < l; i ++ ) {
- const tmpPath = inSubpaths[ i ];
- const tmpShape = new Shape();
- tmpShape.curves = tmpPath.curves;
- shapes.push( tmpShape );
- }
- return shapes;
- }
- function isPointInsidePolygon( inPt, inPolygon ) {
- const polyLen = inPolygon.length;
- // inPt on polygon contour => immediate success or
- // toggling of inside/outside at every single! intersection point of an edge
- // with the horizontal line through inPt, left of inPt
- // not counting lowerY endpoints of edges and whole edges on that line
- let inside = false;
- for ( let p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) {
- let edgeLowPt = inPolygon[ p ];
- let edgeHighPt = inPolygon[ q ];
- let edgeDx = edgeHighPt.x - edgeLowPt.x;
- let edgeDy = edgeHighPt.y - edgeLowPt.y;
- if ( Math.abs( edgeDy ) > Number.EPSILON ) {
- // not parallel
- if ( edgeDy < 0 ) {
- edgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx;
- edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy;
- }
- if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) continue;
- if ( inPt.y === edgeLowPt.y ) {
- if ( inPt.x === edgeLowPt.x ) return true; // inPt is on contour ?
- // continue; // no intersection or edgeLowPt => doesn't count !!!
- } else {
- const perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y );
- if ( perpEdge === 0 ) return true; // inPt is on contour ?
- if ( perpEdge < 0 ) continue;
- inside = ! inside; // true intersection left of inPt
- }
- } else {
- // parallel or collinear
- if ( inPt.y !== edgeLowPt.y ) continue; // parallel
- // edge lies on the same horizontal line as inPt
- if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||
- ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) ) return true; // inPt: Point on contour !
- // continue;
- }
- }
- return inside;
- }
- const isClockWise = ShapeUtils.isClockWise;
- const subPaths = this.subPaths;
- if ( subPaths.length === 0 ) return [];
- let solid, tmpPath, tmpShape;
- const shapes = [];
- if ( subPaths.length === 1 ) {
- tmpPath = subPaths[ 0 ];
- tmpShape = new Shape();
- tmpShape.curves = tmpPath.curves;
- shapes.push( tmpShape );
- return shapes;
- }
- let holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() );
- holesFirst = isCCW ? ! holesFirst : holesFirst;
- // log("Holes first", holesFirst);
- const betterShapeHoles = [];
- const newShapes = [];
- let newShapeHoles = [];
- let mainIdx = 0;
- let tmpPoints;
- newShapes[ mainIdx ] = undefined;
- newShapeHoles[ mainIdx ] = [];
- for ( let i = 0, l = subPaths.length; i < l; i ++ ) {
- tmpPath = subPaths[ i ];
- tmpPoints = tmpPath.getPoints();
- solid = isClockWise( tmpPoints );
- solid = isCCW ? ! solid : solid;
- if ( solid ) {
- if ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) ) mainIdx ++;
- newShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints };
- newShapes[ mainIdx ].s.curves = tmpPath.curves;
- if ( holesFirst ) mainIdx ++;
- newShapeHoles[ mainIdx ] = [];
- //log('cw', i);
- } else {
- newShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } );
- //log('ccw', i);
- }
- }
- // only Holes? -> probably all Shapes with wrong orientation
- if ( ! newShapes[ 0 ] ) return toShapesNoHoles( subPaths );
- if ( newShapes.length > 1 ) {
- let ambiguous = false;
- let toChange = 0;
- for ( let sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
- betterShapeHoles[ sIdx ] = [];
- }
- for ( let sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
- const sho = newShapeHoles[ sIdx ];
- for ( let hIdx = 0; hIdx < sho.length; hIdx ++ ) {
- const ho = sho[ hIdx ];
- let hole_unassigned = true;
- for ( let s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) {
- if ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) {
- if ( sIdx !== s2Idx ) toChange ++;
- if ( hole_unassigned ) {
- hole_unassigned = false;
- betterShapeHoles[ s2Idx ].push( ho );
- } else {
- ambiguous = true;
- }
- }
- }
- if ( hole_unassigned ) {
- betterShapeHoles[ sIdx ].push( ho );
- }
- }
- }
- if ( toChange > 0 && ambiguous === false ) {
- newShapeHoles = betterShapeHoles;
- }
- }
- let tmpHoles;
- for ( let i = 0, il = newShapes.length; i < il; i ++ ) {
- tmpShape = newShapes[ i ].s;
- shapes.push( tmpShape );
- tmpHoles = newShapeHoles[ i ];
- for ( let j = 0, jl = tmpHoles.length; j < jl; j ++ ) {
- tmpShape.holes.push( tmpHoles[ j ].h );
- }
- }
- //log("shape", shapes);
- return shapes;
- }
- }
- /**
- * Abstract base class for controls.
- *
- * @abstract
- * @augments EventDispatcher
- */
- class Controls extends EventDispatcher {
- /**
- * Constructs a new controls instance.
- *
- * @param {Object3D} object - The object that is managed by the controls.
- * @param {?HTMLElement} domElement - The HTML element used for event listeners.
- */
- constructor( object, domElement = null ) {
- super();
- /**
- * The object that is managed by the controls.
- *
- * @type {Object3D}
- */
- this.object = object;
- /**
- * The HTML element used for event listeners.
- *
- * @type {?HTMLElement}
- * @default null
- */
- this.domElement = domElement;
- /**
- * Whether the controls responds to user input or not.
- *
- * @type {boolean}
- * @default true
- */
- this.enabled = true;
- /**
- * The internal state of the controls.
- *
- * @type {number}
- * @default -1
- */
- this.state = -1;
- /**
- * This object defines the keyboard input of the controls.
- *
- * @type {Object}
- */
- this.keys = {};
- /**
- * This object defines what type of actions are assigned to the available mouse buttons.
- * It depends on the control implementation what kind of mouse buttons and actions are supported.
- *
- * @type {{LEFT: ?number, MIDDLE: ?number, RIGHT: ?number}}
- */
- this.mouseButtons = { LEFT: null, MIDDLE: null, RIGHT: null };
- /**
- * This object defines what type of actions are assigned to what kind of touch interaction.
- * It depends on the control implementation what kind of touch interaction and actions are supported.
- *
- * @type {{ONE: ?number, TWO: ?number}}
- */
- this.touches = { ONE: null, TWO: null };
- }
- /**
- * Connects the controls to the DOM. This method has so called "side effects" since
- * it adds the module's event listeners to the DOM.
- *
- * @param {HTMLElement} element - The DOM element to connect to.
- */
- connect( element ) {
- if ( element === undefined ) {
- warn( 'Controls: connect() now requires an element.' ); // @deprecated, the warning can be removed with r185
- return;
- }
- if ( this.domElement !== null ) this.disconnect();
- this.domElement = element;
- }
- /**
- * Disconnects the controls from the DOM.
- */
- disconnect() {}
- /**
- * Call this method if you no longer want use to the controls. It frees all internal
- * resources and removes all event listeners.
- */
- dispose() {}
- /**
- * Controls should implement this method if they have to update their internal state
- * per simulation step.
- *
- * @param {number} [delta] - The time delta in seconds.
- */
- update( /* delta */ ) {}
- }
- /**
- * Scales the texture as large as possible within its surface without cropping
- * or stretching the texture. The method preserves the original aspect ratio of
- * the texture. Akin to CSS `object-fit: contain`
- *
- * @param {Texture} texture - The texture.
- * @param {number} aspect - The texture's aspect ratio.
- * @return {Texture} The updated texture.
- */
- function contain( texture, aspect ) {
- const imageAspect = ( texture.image && texture.image.width ) ? texture.image.width / texture.image.height : 1;
- if ( imageAspect > aspect ) {
- texture.repeat.x = 1;
- texture.repeat.y = imageAspect / aspect;
- texture.offset.x = 0;
- texture.offset.y = ( 1 - texture.repeat.y ) / 2;
- } else {
- texture.repeat.x = aspect / imageAspect;
- texture.repeat.y = 1;
- texture.offset.x = ( 1 - texture.repeat.x ) / 2;
- texture.offset.y = 0;
- }
- return texture;
- }
- /**
- * Scales the texture to the smallest possible size to fill the surface, leaving
- * no empty space. The method preserves the original aspect ratio of the texture.
- * Akin to CSS `object-fit: cover`.
- *
- * @param {Texture} texture - The texture.
- * @param {number} aspect - The texture's aspect ratio.
- * @return {Texture} The updated texture.
- */
- function cover( texture, aspect ) {
- const imageAspect = ( texture.image && texture.image.width ) ? texture.image.width / texture.image.height : 1;
- if ( imageAspect > aspect ) {
- texture.repeat.x = aspect / imageAspect;
- texture.repeat.y = 1;
- texture.offset.x = ( 1 - texture.repeat.x ) / 2;
- texture.offset.y = 0;
- } else {
- texture.repeat.x = 1;
- texture.repeat.y = imageAspect / aspect;
- texture.offset.x = 0;
- texture.offset.y = ( 1 - texture.repeat.y ) / 2;
- }
- return texture;
- }
- /**
- * Configures the texture to the default transformation. Akin to CSS `object-fit: fill`.
- *
- * @param {Texture} texture - The texture.
- * @return {Texture} The updated texture.
- */
- function fill( texture ) {
- texture.repeat.x = 1;
- texture.repeat.y = 1;
- texture.offset.x = 0;
- texture.offset.y = 0;
- return texture;
- }
- /**
- * Determines how many bytes must be used to represent the texture.
- *
- * @param {number} width - The width of the texture.
- * @param {number} height - The height of the texture.
- * @param {number} format - The texture's format.
- * @param {number} type - The texture's type.
- * @return {number} The byte length.
- */
- function getByteLength( width, height, format, type ) {
- const typeByteLength = getTextureTypeByteLength( type );
- switch ( format ) {
- // https://registry.khronos.org/OpenGL-Refpages/es3.0/html/glTexImage2D.xhtml
- case AlphaFormat:
- return width * height;
- case RedFormat:
- return ( ( width * height ) / typeByteLength.components ) * typeByteLength.byteLength;
- case RedIntegerFormat:
- return ( ( width * height ) / typeByteLength.components ) * typeByteLength.byteLength;
- case RGFormat:
- return ( ( width * height * 2 ) / typeByteLength.components ) * typeByteLength.byteLength;
- case RGIntegerFormat:
- return ( ( width * height * 2 ) / typeByteLength.components ) * typeByteLength.byteLength;
- case RGBFormat:
- return ( ( width * height * 3 ) / typeByteLength.components ) * typeByteLength.byteLength;
- case RGBAFormat:
- return ( ( width * height * 4 ) / typeByteLength.components ) * typeByteLength.byteLength;
- case RGBAIntegerFormat:
- return ( ( width * height * 4 ) / typeByteLength.components ) * typeByteLength.byteLength;
- // https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_s3tc_srgb/
- case RGB_S3TC_DXT1_Format:
- case RGBA_S3TC_DXT1_Format:
- return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 8;
- case RGBA_S3TC_DXT3_Format:
- case RGBA_S3TC_DXT5_Format:
- return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 16;
- // https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_pvrtc/
- case RGB_PVRTC_2BPPV1_Format:
- case RGBA_PVRTC_2BPPV1_Format:
- return ( Math.max( width, 16 ) * Math.max( height, 8 ) ) / 4;
- case RGB_PVRTC_4BPPV1_Format:
- case RGBA_PVRTC_4BPPV1_Format:
- return ( Math.max( width, 8 ) * Math.max( height, 8 ) ) / 2;
- // https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_etc/
- case RGB_ETC1_Format:
- case RGB_ETC2_Format:
- case R11_EAC_Format:
- case SIGNED_R11_EAC_Format:
- return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 8;
- case RGBA_ETC2_EAC_Format:
- case RG11_EAC_Format:
- case SIGNED_RG11_EAC_Format:
- return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 16;
- // https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_astc/
- case RGBA_ASTC_4x4_Format:
- return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 16;
- case RGBA_ASTC_5x4_Format:
- return Math.floor( ( width + 4 ) / 5 ) * Math.floor( ( height + 3 ) / 4 ) * 16;
- case RGBA_ASTC_5x5_Format:
- return Math.floor( ( width + 4 ) / 5 ) * Math.floor( ( height + 4 ) / 5 ) * 16;
- case RGBA_ASTC_6x5_Format:
- return Math.floor( ( width + 5 ) / 6 ) * Math.floor( ( height + 4 ) / 5 ) * 16;
- case RGBA_ASTC_6x6_Format:
- return Math.floor( ( width + 5 ) / 6 ) * Math.floor( ( height + 5 ) / 6 ) * 16;
- case RGBA_ASTC_8x5_Format:
- return Math.floor( ( width + 7 ) / 8 ) * Math.floor( ( height + 4 ) / 5 ) * 16;
- case RGBA_ASTC_8x6_Format:
- return Math.floor( ( width + 7 ) / 8 ) * Math.floor( ( height + 5 ) / 6 ) * 16;
- case RGBA_ASTC_8x8_Format:
- return Math.floor( ( width + 7 ) / 8 ) * Math.floor( ( height + 7 ) / 8 ) * 16;
- case RGBA_ASTC_10x5_Format:
- return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 4 ) / 5 ) * 16;
- case RGBA_ASTC_10x6_Format:
- return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 5 ) / 6 ) * 16;
- case RGBA_ASTC_10x8_Format:
- return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 7 ) / 8 ) * 16;
- case RGBA_ASTC_10x10_Format:
- return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 9 ) / 10 ) * 16;
- case RGBA_ASTC_12x10_Format:
- return Math.floor( ( width + 11 ) / 12 ) * Math.floor( ( height + 9 ) / 10 ) * 16;
- case RGBA_ASTC_12x12_Format:
- return Math.floor( ( width + 11 ) / 12 ) * Math.floor( ( height + 11 ) / 12 ) * 16;
- // https://registry.khronos.org/webgl/extensions/EXT_texture_compression_bptc/
- case RGBA_BPTC_Format:
- case RGB_BPTC_SIGNED_Format:
- case RGB_BPTC_UNSIGNED_Format:
- return Math.ceil( width / 4 ) * Math.ceil( height / 4 ) * 16;
- // https://registry.khronos.org/webgl/extensions/EXT_texture_compression_rgtc/
- case RED_RGTC1_Format:
- case SIGNED_RED_RGTC1_Format:
- return Math.ceil( width / 4 ) * Math.ceil( height / 4 ) * 8;
- case RED_GREEN_RGTC2_Format:
- case SIGNED_RED_GREEN_RGTC2_Format:
- return Math.ceil( width / 4 ) * Math.ceil( height / 4 ) * 16;
- }
- throw new Error(
- `Unable to determine texture byte length for ${format} format.`,
- );
- }
- function getTextureTypeByteLength( type ) {
- switch ( type ) {
- case UnsignedByteType:
- case ByteType:
- return { byteLength: 1, components: 1 };
- case UnsignedShortType:
- case ShortType:
- case HalfFloatType:
- return { byteLength: 2, components: 1 };
- case UnsignedShort4444Type:
- case UnsignedShort5551Type:
- return { byteLength: 2, components: 4 };
- case UnsignedIntType:
- case IntType:
- case FloatType:
- return { byteLength: 4, components: 1 };
- case UnsignedInt5999Type:
- case UnsignedInt101111Type:
- return { byteLength: 4, components: 3 };
- }
- throw new Error( `Unknown texture type ${type}.` );
- }
- /**
- * A class containing utility functions for textures.
- *
- * @hideconstructor
- */
- class TextureUtils {
- /**
- * Scales the texture as large as possible within its surface without cropping
- * or stretching the texture. The method preserves the original aspect ratio of
- * the texture. Akin to CSS `object-fit: contain`
- *
- * @param {Texture} texture - The texture.
- * @param {number} aspect - The texture's aspect ratio.
- * @return {Texture} The updated texture.
- */
- static contain( texture, aspect ) {
- return contain( texture, aspect );
- }
- /**
- * Scales the texture to the smallest possible size to fill the surface, leaving
- * no empty space. The method preserves the original aspect ratio of the texture.
- * Akin to CSS `object-fit: cover`.
- *
- * @param {Texture} texture - The texture.
- * @param {number} aspect - The texture's aspect ratio.
- * @return {Texture} The updated texture.
- */
- static cover( texture, aspect ) {
- return cover( texture, aspect );
- }
- /**
- * Configures the texture to the default transformation. Akin to CSS `object-fit: fill`.
- *
- * @param {Texture} texture - The texture.
- * @return {Texture} The updated texture.
- */
- static fill( texture ) {
- return fill( texture );
- }
- /**
- * Determines how many bytes must be used to represent the texture.
- *
- * @param {number} width - The width of the texture.
- * @param {number} height - The height of the texture.
- * @param {number} format - The texture's format.
- * @param {number} type - The texture's type.
- * @return {number} The byte length.
- */
- static getByteLength( width, height, format, type ) {
- return getByteLength( width, height, format, type );
- }
- }
- if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
- __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'register', { detail: {
- revision: REVISION,
- } } ) );
- }
- if ( typeof window !== 'undefined' ) {
- if ( window.__THREE__ ) {
- warn( 'WARNING: Multiple instances of Three.js being imported.' );
- } else {
- window.__THREE__ = REVISION;
- }
- }
- 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, Compatibility, CompressedArrayTexture, CompressedCubeTexture, CompressedTexture, CompressedTextureLoader, ConeGeometry, ConstantAlphaFactor, ConstantColorFactor, Controls, CubeCamera, CubeDepthTexture, CubeReflectionMapping, CubeRefractionMapping, CubeTexture, CubeTextureLoader, CubeUVReflectionMapping, CubicBezierCurve, CubicBezierCurve3, CubicInterpolant, CullFaceBack, CullFaceFront, CullFaceFrontBack, CullFaceNone, Curve, CurvePath, CustomBlending, CustomToneMapping, CylinderGeometry, Cylindrical, Data3DTexture, DataArrayTexture, DataTexture, DataTextureLoader, DataUtils, DecrementStencilOp, DecrementWrapStencilOp, DefaultLoadingManager, DepthFormat, DepthStencilFormat, DepthTexture, DetachedBindMode, DirectionalLight, DirectionalLightHelper, DiscreteInterpolant, DodecahedronGeometry, DoubleSide, DstAlphaFactor, DstColorFactor, DynamicCopyUsage, DynamicDrawUsage, DynamicReadUsage, EdgesGeometry, EllipseCurve, EqualCompare, EqualDepth, EqualStencilFunc, EquirectangularReflectionMapping, EquirectangularRefractionMapping, Euler, EventDispatcher, ExternalTexture, ExtrudeGeometry, FileLoader, Float16BufferAttribute, Float32BufferAttribute, FloatType, Fog, FogExp2, FramebufferTexture, FrontSide, Frustum, FrustumArray, GLBufferAttribute, GLSL1, GLSL3, GreaterCompare, GreaterDepth, GreaterEqualCompare, GreaterEqualDepth, GreaterEqualStencilFunc, GreaterStencilFunc, GridHelper, Group, HalfFloatType, HemisphereLight, HemisphereLightHelper, IcosahedronGeometry, ImageBitmapLoader, ImageLoader, ImageUtils, IncrementStencilOp, IncrementWrapStencilOp, InstancedBufferAttribute, InstancedBufferGeometry, InstancedInterleavedBuffer, InstancedMesh, Int16BufferAttribute, Int32BufferAttribute, Int8BufferAttribute, IntType, InterleavedBuffer, InterleavedBufferAttribute, Interpolant, InterpolateDiscrete, InterpolateLinear, InterpolateSmooth, InterpolationSamplingMode, InterpolationSamplingType, InvertStencilOp, KeepStencilOp, KeyframeTrack, LOD, LatheGeometry, Layers, LessCompare, LessDepth, LessEqualCompare, LessEqualDepth, LessEqualStencilFunc, LessStencilFunc, Light, LightProbe, Line, Line3, LineBasicMaterial, LineCurve, LineCurve3, LineDashedMaterial, LineLoop, LineSegments, LinearFilter, LinearInterpolant, LinearMipMapLinearFilter, LinearMipMapNearestFilter, LinearMipmapLinearFilter, LinearMipmapNearestFilter, LinearSRGBColorSpace, LinearToneMapping, LinearTransfer, Loader, LoaderUtils, LoadingManager, LoopOnce, LoopPingPong, LoopRepeat, MOUSE, Material, MaterialBlending, MaterialLoader, MathUtils, Matrix2, Matrix3, Matrix4, MaxEquation, Mesh, MeshBasicMaterial, MeshDepthMaterial, MeshDistanceMaterial, MeshLambertMaterial, MeshMatcapMaterial, MeshNormalMaterial, MeshPhongMaterial, MeshPhysicalMaterial, MeshStandardMaterial, MeshToonMaterial, MinEquation, MirroredRepeatWrapping, MixOperation, MultiplyBlending, MultiplyOperation, NearestFilter, NearestMipMapLinearFilter, NearestMipMapNearestFilter, NearestMipmapLinearFilter, NearestMipmapNearestFilter, NeutralToneMapping, NeverCompare, NeverDepth, NeverStencilFunc, NoBlending, NoColorSpace, NoNormalPacking, NoToneMapping, NormalAnimationBlendMode, NormalBlending, NormalGAPacking, NormalRGPacking, NotEqualCompare, NotEqualDepth, NotEqualStencilFunc, NumberKeyframeTrack, Object3D, ObjectLoader, ObjectSpaceNormalMap, OctahedronGeometry, OneFactor, OneMinusConstantAlphaFactor, OneMinusConstantColorFactor, OneMinusDstAlphaFactor, OneMinusDstColorFactor, OneMinusSrcAlphaFactor, OneMinusSrcColorFactor, OrthographicCamera, PCFShadowMap, PCFSoftShadowMap, Path, PerspectiveCamera, Plane, PlaneGeometry, PlaneHelper, PointLight, PointLightHelper, Points, PointsMaterial, PolarGridHelper, PolyhedronGeometry, PositionalAudio, PropertyBinding, PropertyMixer, QuadraticBezierCurve, QuadraticBezierCurve3, Quaternion, QuaternionKeyframeTrack, QuaternionLinearInterpolant, R11_EAC_Format, RAD2DEG, RED_GREEN_RGTC2_Format, RED_RGTC1_Format, REVISION, RG11_EAC_Format, RGBADepthPacking, RGBAFormat, RGBAIntegerFormat, RGBA_ASTC_10x10_Format, RGBA_ASTC_10x5_Format, RGBA_ASTC_10x6_Format, RGBA_ASTC_10x8_Format, RGBA_ASTC_12x10_Format, RGBA_ASTC_12x12_Format, RGBA_ASTC_4x4_Format, RGBA_ASTC_5x4_Format, RGBA_ASTC_5x5_Format, RGBA_ASTC_6x5_Format, RGBA_ASTC_6x6_Format, RGBA_ASTC_8x5_Format, RGBA_ASTC_8x6_Format, RGBA_ASTC_8x8_Format, RGBA_BPTC_Format, RGBA_ETC2_EAC_Format, RGBA_PVRTC_2BPPV1_Format, RGBA_PVRTC_4BPPV1_Format, RGBA_S3TC_DXT1_Format, RGBA_S3TC_DXT3_Format, RGBA_S3TC_DXT5_Format, RGBDepthPacking, RGBFormat, RGBIntegerFormat, RGB_BPTC_SIGNED_Format, RGB_BPTC_UNSIGNED_Format, RGB_ETC1_Format, RGB_ETC2_Format, RGB_PVRTC_2BPPV1_Format, RGB_PVRTC_4BPPV1_Format, RGB_S3TC_DXT1_Format, RGDepthPacking, RGFormat, RGIntegerFormat, RawShaderMaterial, Ray, Raycaster, RectAreaLight, RedFormat, RedIntegerFormat, ReinhardToneMapping, RenderTarget, RenderTarget3D, RepeatWrapping, ReplaceStencilOp, ReverseSubtractEquation, RingGeometry, SIGNED_R11_EAC_Format, SIGNED_RED_GREEN_RGTC2_Format, SIGNED_RED_RGTC1_Format, SIGNED_RG11_EAC_Format, SRGBColorSpace, SRGBTransfer, Scene, ShaderMaterial, ShadowMaterial, Shape, ShapeGeometry, ShapePath, ShapeUtils, ShortType, Skeleton, SkeletonHelper, SkinnedMesh, Source, Sphere, SphereGeometry, Spherical, SphericalHarmonics3, SplineCurve, SpotLight, SpotLightHelper, Sprite, SpriteMaterial, SrcAlphaFactor, SrcAlphaSaturateFactor, SrcColorFactor, StaticCopyUsage, StaticDrawUsage, StaticReadUsage, StereoCamera, StreamCopyUsage, StreamDrawUsage, StreamReadUsage, StringKeyframeTrack, SubtractEquation, SubtractiveBlending, TOUCH, TangentSpaceNormalMap, TetrahedronGeometry, Texture, TextureLoader, TextureUtils, Timer, TimestampQuery, TorusGeometry, TorusKnotGeometry, Triangle, TriangleFanDrawMode, TriangleStripDrawMode, TrianglesDrawMode, TubeGeometry, UVMapping, Uint16BufferAttribute, Uint32BufferAttribute, Uint8BufferAttribute, Uint8ClampedBufferAttribute, Uniform, UniformsGroup, UniformsUtils, UnsignedByteType, UnsignedInt101111Type, UnsignedInt248Type, UnsignedInt5999Type, UnsignedIntType, UnsignedShort4444Type, UnsignedShort5551Type, UnsignedShortType, VSMShadowMap, Vector2, Vector3, Vector4, VectorKeyframeTrack, VideoFrameTexture, VideoTexture, WebGL3DRenderTarget, WebGLArrayRenderTarget, WebGLCoordinateSystem, WebGLCubeRenderTarget, WebGLRenderTarget, WebGPUCoordinateSystem, WebXRController, WireframeGeometry, WrapAroundEnding, ZeroCurvatureEnding, ZeroFactor, ZeroSlopeEnding, ZeroStencilOp, arrayNeedsUint32, cloneUniforms, createCanvasElement, createElementNS, error, getByteLength, getConsoleFunction, getUnlitUniformColorSpace, isTypedArray, log, mergeUniforms, probeAsync, setConsoleFunction, warn, warnOnce };
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