three.core.js 1.3 MB

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  1. /**
  2. * @license
  3. * Copyright 2010-2025 Three.js Authors
  4. * SPDX-License-Identifier: MIT
  5. */
  6. const REVISION = '181dev';
  7. /**
  8. * Represents mouse buttons and interaction types in context of controls.
  9. *
  10. * @type {ConstantsMouse}
  11. * @constant
  12. */
  13. const MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2, ROTATE: 0, DOLLY: 1, PAN: 2 };
  14. /**
  15. * Represents touch interaction types in context of controls.
  16. *
  17. * @type {ConstantsTouch}
  18. * @constant
  19. */
  20. const TOUCH = { ROTATE: 0, PAN: 1, DOLLY_PAN: 2, DOLLY_ROTATE: 3 };
  21. /**
  22. * Disables face culling.
  23. *
  24. * @type {number}
  25. * @constant
  26. */
  27. const CullFaceNone = 0;
  28. /**
  29. * Culls back faces.
  30. *
  31. * @type {number}
  32. * @constant
  33. */
  34. const CullFaceBack = 1;
  35. /**
  36. * Culls front faces.
  37. *
  38. * @type {number}
  39. * @constant
  40. */
  41. const CullFaceFront = 2;
  42. /**
  43. * Culls both front and back faces.
  44. *
  45. * @type {number}
  46. * @constant
  47. */
  48. const CullFaceFrontBack = 3;
  49. /**
  50. * Gives unfiltered shadow maps - fastest, but lowest quality.
  51. *
  52. * @type {number}
  53. * @constant
  54. */
  55. const BasicShadowMap = 0;
  56. /**
  57. * Filters shadow maps using the Percentage-Closer Filtering (PCF) algorithm.
  58. *
  59. * @type {number}
  60. * @constant
  61. */
  62. const PCFShadowMap = 1;
  63. /**
  64. * Filters shadow maps using the Percentage-Closer Filtering (PCF) algorithm with
  65. * better soft shadows especially when using low-resolution shadow maps.
  66. *
  67. * @type {number}
  68. * @constant
  69. */
  70. const PCFSoftShadowMap = 2;
  71. /**
  72. * Filters shadow maps using the Variance Shadow Map (VSM) algorithm.
  73. * When using VSMShadowMap all shadow receivers will also cast shadows.
  74. *
  75. * @type {number}
  76. * @constant
  77. */
  78. const VSMShadowMap = 3;
  79. /**
  80. * Only front faces are rendered.
  81. *
  82. * @type {number}
  83. * @constant
  84. */
  85. const FrontSide = 0;
  86. /**
  87. * Only back faces are rendered.
  88. *
  89. * @type {number}
  90. * @constant
  91. */
  92. const BackSide = 1;
  93. /**
  94. * Both front and back faces are rendered.
  95. *
  96. * @type {number}
  97. * @constant
  98. */
  99. const DoubleSide = 2;
  100. /**
  101. * No blending is performed which effectively disables
  102. * alpha transparency.
  103. *
  104. * @type {number}
  105. * @constant
  106. */
  107. const NoBlending = 0;
  108. /**
  109. * The default blending.
  110. *
  111. * @type {number}
  112. * @constant
  113. */
  114. const NormalBlending = 1;
  115. /**
  116. * Represents additive blending.
  117. *
  118. * @type {number}
  119. * @constant
  120. */
  121. const AdditiveBlending = 2;
  122. /**
  123. * Represents subtractive blending.
  124. *
  125. * @type {number}
  126. * @constant
  127. */
  128. const SubtractiveBlending = 3;
  129. /**
  130. * Represents multiply blending.
  131. *
  132. * @type {number}
  133. * @constant
  134. */
  135. const MultiplyBlending = 4;
  136. /**
  137. * Represents custom blending.
  138. *
  139. * @type {number}
  140. * @constant
  141. */
  142. const CustomBlending = 5;
  143. /**
  144. * A `source + destination` blending equation.
  145. *
  146. * @type {number}
  147. * @constant
  148. */
  149. const AddEquation = 100;
  150. /**
  151. * A `source - destination` blending equation.
  152. *
  153. * @type {number}
  154. * @constant
  155. */
  156. const SubtractEquation = 101;
  157. /**
  158. * A `destination - source` blending equation.
  159. *
  160. * @type {number}
  161. * @constant
  162. */
  163. const ReverseSubtractEquation = 102;
  164. /**
  165. * A blend equation that uses the minimum of source and destination.
  166. *
  167. * @type {number}
  168. * @constant
  169. */
  170. const MinEquation = 103;
  171. /**
  172. * A blend equation that uses the maximum of source and destination.
  173. *
  174. * @type {number}
  175. * @constant
  176. */
  177. const MaxEquation = 104;
  178. /**
  179. * Multiplies all colors by `0`.
  180. *
  181. * @type {number}
  182. * @constant
  183. */
  184. const ZeroFactor = 200;
  185. /**
  186. * Multiplies all colors by `1`.
  187. *
  188. * @type {number}
  189. * @constant
  190. */
  191. const OneFactor = 201;
  192. /**
  193. * Multiplies all colors by the source colors.
  194. *
  195. * @type {number}
  196. * @constant
  197. */
  198. const SrcColorFactor = 202;
  199. /**
  200. * Multiplies all colors by `1` minus each source color.
  201. *
  202. * @type {number}
  203. * @constant
  204. */
  205. const OneMinusSrcColorFactor = 203;
  206. /**
  207. * Multiplies all colors by the source alpha value.
  208. *
  209. * @type {number}
  210. * @constant
  211. */
  212. const SrcAlphaFactor = 204;
  213. /**
  214. * Multiplies all colors by 1 minus the source alpha value.
  215. *
  216. * @type {number}
  217. * @constant
  218. */
  219. const OneMinusSrcAlphaFactor = 205;
  220. /**
  221. * Multiplies all colors by the destination alpha value.
  222. *
  223. * @type {number}
  224. * @constant
  225. */
  226. const DstAlphaFactor = 206;
  227. /**
  228. * Multiplies all colors by `1` minus the destination alpha value.
  229. *
  230. * @type {number}
  231. * @constant
  232. */
  233. const OneMinusDstAlphaFactor = 207;
  234. /**
  235. * Multiplies all colors by the destination color.
  236. *
  237. * @type {number}
  238. * @constant
  239. */
  240. const DstColorFactor = 208;
  241. /**
  242. * Multiplies all colors by `1` minus each destination color.
  243. *
  244. * @type {number}
  245. * @constant
  246. */
  247. const OneMinusDstColorFactor = 209;
  248. /**
  249. * Multiplies the RGB colors by the smaller of either the source alpha
  250. * value or the value of `1` minus the destination alpha value. The alpha
  251. * value is multiplied by `1`.
  252. *
  253. * @type {number}
  254. * @constant
  255. */
  256. const SrcAlphaSaturateFactor = 210;
  257. /**
  258. * Multiplies all colors by a constant color.
  259. *
  260. * @type {number}
  261. * @constant
  262. */
  263. const ConstantColorFactor = 211;
  264. /**
  265. * Multiplies all colors by `1` minus a constant color.
  266. *
  267. * @type {number}
  268. * @constant
  269. */
  270. const OneMinusConstantColorFactor = 212;
  271. /**
  272. * Multiplies all colors by a constant alpha value.
  273. *
  274. * @type {number}
  275. * @constant
  276. */
  277. const ConstantAlphaFactor = 213;
  278. /**
  279. * Multiplies all colors by 1 minus a constant alpha value.
  280. *
  281. * @type {number}
  282. * @constant
  283. */
  284. const OneMinusConstantAlphaFactor = 214;
  285. /**
  286. * Never pass.
  287. *
  288. * @type {number}
  289. * @constant
  290. */
  291. const NeverDepth = 0;
  292. /**
  293. * Always pass.
  294. *
  295. * @type {number}
  296. * @constant
  297. */
  298. const AlwaysDepth = 1;
  299. /**
  300. * Pass if the incoming value is less than the depth buffer value.
  301. *
  302. * @type {number}
  303. * @constant
  304. */
  305. const LessDepth = 2;
  306. /**
  307. * Pass if the incoming value is less than or equal to the depth buffer value.
  308. *
  309. * @type {number}
  310. * @constant
  311. */
  312. const LessEqualDepth = 3;
  313. /**
  314. * Pass if the incoming value equals the depth buffer value.
  315. *
  316. * @type {number}
  317. * @constant
  318. */
  319. const EqualDepth = 4;
  320. /**
  321. * Pass if the incoming value is greater than or equal to the depth buffer value.
  322. *
  323. * @type {number}
  324. * @constant
  325. */
  326. const GreaterEqualDepth = 5;
  327. /**
  328. * Pass if the incoming value is greater than the depth buffer value.
  329. *
  330. * @type {number}
  331. * @constant
  332. */
  333. const GreaterDepth = 6;
  334. /**
  335. * Pass if the incoming value is not equal to the depth buffer value.
  336. *
  337. * @type {number}
  338. * @constant
  339. */
  340. const NotEqualDepth = 7;
  341. /**
  342. * Multiplies the environment map color with the surface color.
  343. *
  344. * @type {number}
  345. * @constant
  346. */
  347. const MultiplyOperation = 0;
  348. /**
  349. * Uses reflectivity to blend between the two colors.
  350. *
  351. * @type {number}
  352. * @constant
  353. */
  354. const MixOperation = 1;
  355. /**
  356. * Adds the two colors.
  357. *
  358. * @type {number}
  359. * @constant
  360. */
  361. const AddOperation = 2;
  362. /**
  363. * No tone mapping is applied.
  364. *
  365. * @type {number}
  366. * @constant
  367. */
  368. const NoToneMapping = 0;
  369. /**
  370. * Linear tone mapping.
  371. *
  372. * @type {number}
  373. * @constant
  374. */
  375. const LinearToneMapping = 1;
  376. /**
  377. * Reinhard tone mapping.
  378. *
  379. * @type {number}
  380. * @constant
  381. */
  382. const ReinhardToneMapping = 2;
  383. /**
  384. * Cineon tone mapping.
  385. *
  386. * @type {number}
  387. * @constant
  388. */
  389. const CineonToneMapping = 3;
  390. /**
  391. * ACES Filmic tone mapping.
  392. *
  393. * @type {number}
  394. * @constant
  395. */
  396. const ACESFilmicToneMapping = 4;
  397. /**
  398. * Custom tone mapping.
  399. *
  400. * Expects a custom implementation by modifying shader code of the material's fragment shader.
  401. *
  402. * @type {number}
  403. * @constant
  404. */
  405. const CustomToneMapping = 5;
  406. /**
  407. * AgX tone mapping.
  408. *
  409. * @type {number}
  410. * @constant
  411. */
  412. const AgXToneMapping = 6;
  413. /**
  414. * Neutral tone mapping.
  415. *
  416. * Implementation based on the Khronos 3D Commerce Group standard tone mapping.
  417. *
  418. * @type {number}
  419. * @constant
  420. */
  421. const NeutralToneMapping = 7;
  422. /**
  423. * The skinned mesh shares the same world space as the skeleton.
  424. *
  425. * @type {string}
  426. * @constant
  427. */
  428. const AttachedBindMode = 'attached';
  429. /**
  430. * The skinned mesh does not share the same world space as the skeleton.
  431. * This is useful when a skeleton is shared across multiple skinned meshes.
  432. *
  433. * @type {string}
  434. * @constant
  435. */
  436. const DetachedBindMode = 'detached';
  437. /**
  438. * Maps textures using the geometry's UV coordinates.
  439. *
  440. * @type {number}
  441. * @constant
  442. */
  443. const UVMapping = 300;
  444. /**
  445. * Reflection mapping for cube textures.
  446. *
  447. * @type {number}
  448. * @constant
  449. */
  450. const CubeReflectionMapping = 301;
  451. /**
  452. * Refraction mapping for cube textures.
  453. *
  454. * @type {number}
  455. * @constant
  456. */
  457. const CubeRefractionMapping = 302;
  458. /**
  459. * Reflection mapping for equirectangular textures.
  460. *
  461. * @type {number}
  462. * @constant
  463. */
  464. const EquirectangularReflectionMapping = 303;
  465. /**
  466. * Refraction mapping for equirectangular textures.
  467. *
  468. * @type {number}
  469. * @constant
  470. */
  471. const EquirectangularRefractionMapping = 304;
  472. /**
  473. * Reflection mapping for PMREM textures.
  474. *
  475. * @type {number}
  476. * @constant
  477. */
  478. const CubeUVReflectionMapping = 306;
  479. /**
  480. * The texture will simply repeat to infinity.
  481. *
  482. * @type {number}
  483. * @constant
  484. */
  485. const RepeatWrapping = 1000;
  486. /**
  487. * The last pixel of the texture stretches to the edge of the mesh.
  488. *
  489. * @type {number}
  490. * @constant
  491. */
  492. const ClampToEdgeWrapping = 1001;
  493. /**
  494. * The texture will repeats to infinity, mirroring on each repeat.
  495. *
  496. * @type {number}
  497. * @constant
  498. */
  499. const MirroredRepeatWrapping = 1002;
  500. /**
  501. * Returns the value of the texture element that is nearest (in Manhattan distance)
  502. * to the specified texture coordinates.
  503. *
  504. * @type {number}
  505. * @constant
  506. */
  507. const NearestFilter = 1003;
  508. /**
  509. * Chooses the mipmap that most closely matches the size of the pixel being textured
  510. * and uses the `NearestFilter` criterion (the texel nearest to the center of the pixel)
  511. * to produce a texture value.
  512. *
  513. * @type {number}
  514. * @constant
  515. */
  516. const NearestMipmapNearestFilter = 1004;
  517. const NearestMipMapNearestFilter = 1004; // legacy
  518. /**
  519. * Chooses the two mipmaps that most closely match the size of the pixel being textured and
  520. * uses the `NearestFilter` criterion to produce a texture value from each mipmap.
  521. * The final texture value is a weighted average of those two values.
  522. *
  523. * @type {number}
  524. * @constant
  525. */
  526. const NearestMipmapLinearFilter = 1005;
  527. const NearestMipMapLinearFilter = 1005; // legacy
  528. /**
  529. * Returns the weighted average of the four texture elements that are closest to the specified
  530. * texture coordinates, and can include items wrapped or repeated from other parts of a texture,
  531. * depending on the values of `wrapS` and `wrapT`, and on the exact mapping.
  532. *
  533. * @type {number}
  534. * @constant
  535. */
  536. const LinearFilter = 1006;
  537. /**
  538. * Chooses the mipmap that most closely matches the size of the pixel being textured and uses
  539. * the `LinearFilter` criterion (a weighted average of the four texels that are closest to the
  540. * center of the pixel) to produce a texture value.
  541. *
  542. * @type {number}
  543. * @constant
  544. */
  545. const LinearMipmapNearestFilter = 1007;
  546. const LinearMipMapNearestFilter = 1007; // legacy
  547. /**
  548. * Chooses the two mipmaps that most closely match the size of the pixel being textured and uses
  549. * the `LinearFilter` criterion to produce a texture value from each mipmap. The final texture value
  550. * is a weighted average of those two values.
  551. *
  552. * @type {number}
  553. * @constant
  554. */
  555. const LinearMipmapLinearFilter = 1008;
  556. const LinearMipMapLinearFilter = 1008; // legacy
  557. /**
  558. * An unsigned byte data type for textures.
  559. *
  560. * @type {number}
  561. * @constant
  562. */
  563. const UnsignedByteType = 1009;
  564. /**
  565. * A byte data type for textures.
  566. *
  567. * @type {number}
  568. * @constant
  569. */
  570. const ByteType = 1010;
  571. /**
  572. * A short data type for textures.
  573. *
  574. * @type {number}
  575. * @constant
  576. */
  577. const ShortType = 1011;
  578. /**
  579. * An unsigned short data type for textures.
  580. *
  581. * @type {number}
  582. * @constant
  583. */
  584. const UnsignedShortType = 1012;
  585. /**
  586. * An int data type for textures.
  587. *
  588. * @type {number}
  589. * @constant
  590. */
  591. const IntType = 1013;
  592. /**
  593. * An unsigned int data type for textures.
  594. *
  595. * @type {number}
  596. * @constant
  597. */
  598. const UnsignedIntType = 1014;
  599. /**
  600. * A float data type for textures.
  601. *
  602. * @type {number}
  603. * @constant
  604. */
  605. const FloatType = 1015;
  606. /**
  607. * A half float data type for textures.
  608. *
  609. * @type {number}
  610. * @constant
  611. */
  612. const HalfFloatType = 1016;
  613. /**
  614. * An unsigned short 4_4_4_4 (packed) data type for textures.
  615. *
  616. * @type {number}
  617. * @constant
  618. */
  619. const UnsignedShort4444Type = 1017;
  620. /**
  621. * An unsigned short 5_5_5_1 (packed) data type for textures.
  622. *
  623. * @type {number}
  624. * @constant
  625. */
  626. const UnsignedShort5551Type = 1018;
  627. /**
  628. * An unsigned int 24_8 data type for textures.
  629. *
  630. * @type {number}
  631. * @constant
  632. */
  633. const UnsignedInt248Type = 1020;
  634. /**
  635. * An unsigned int 5_9_9_9 (packed) data type for textures.
  636. *
  637. * @type {number}
  638. * @constant
  639. */
  640. const UnsignedInt5999Type = 35902;
  641. /**
  642. * An unsigned int 10_11_11 (packed) data type for textures.
  643. *
  644. * @type {number}
  645. * @constant
  646. */
  647. const UnsignedInt101111Type = 35899;
  648. /**
  649. * Discards the red, green and blue components and reads just the alpha component.
  650. *
  651. * @type {number}
  652. * @constant
  653. */
  654. const AlphaFormat = 1021;
  655. /**
  656. * Discards the alpha component and reads the red, green and blue component.
  657. *
  658. * @type {number}
  659. * @constant
  660. */
  661. const RGBFormat = 1022;
  662. /**
  663. * Reads the red, green, blue and alpha components.
  664. *
  665. * @type {number}
  666. * @constant
  667. */
  668. const RGBAFormat = 1023;
  669. /**
  670. * Reads each element as a single depth value, converts it to floating point, and clamps to the range `[0,1]`.
  671. *
  672. * @type {number}
  673. * @constant
  674. */
  675. const DepthFormat = 1026;
  676. /**
  677. * Reads each element is a pair of depth and stencil values. The depth component of the pair is interpreted as
  678. * in `DepthFormat`. The stencil component is interpreted based on the depth + stencil internal format.
  679. *
  680. * @type {number}
  681. * @constant
  682. */
  683. const DepthStencilFormat = 1027;
  684. /**
  685. * Discards the green, blue and alpha components and reads just the red component.
  686. *
  687. * @type {number}
  688. * @constant
  689. */
  690. const RedFormat = 1028;
  691. /**
  692. * Discards the green, blue and alpha components and reads just the red component. The texels are read as integers instead of floating point.
  693. *
  694. * @type {number}
  695. * @constant
  696. */
  697. const RedIntegerFormat = 1029;
  698. /**
  699. * Discards the alpha, and blue components and reads the red, and green components.
  700. *
  701. * @type {number}
  702. * @constant
  703. */
  704. const RGFormat = 1030;
  705. /**
  706. * Discards the alpha, and blue components and reads the red, and green components. The texels are read as integers instead of floating point.
  707. *
  708. * @type {number}
  709. * @constant
  710. */
  711. const RGIntegerFormat = 1031;
  712. /**
  713. * Discards the alpha component and reads the red, green and blue component. The texels are read as integers instead of floating point.
  714. *
  715. * @type {number}
  716. * @constant
  717. */
  718. const RGBIntegerFormat = 1032;
  719. /**
  720. * Reads the red, green, blue and alpha components. The texels are read as integers instead of floating point.
  721. *
  722. * @type {number}
  723. * @constant
  724. */
  725. const RGBAIntegerFormat = 1033;
  726. /**
  727. * A DXT1-compressed image in an RGB image format.
  728. *
  729. * @type {number}
  730. * @constant
  731. */
  732. const RGB_S3TC_DXT1_Format = 33776;
  733. /**
  734. * A DXT1-compressed image in an RGB image format with a simple on/off alpha value.
  735. *
  736. * @type {number}
  737. * @constant
  738. */
  739. const RGBA_S3TC_DXT1_Format = 33777;
  740. /**
  741. * A DXT3-compressed image in an RGBA image format. Compared to a 32-bit RGBA texture, it offers 4:1 compression.
  742. *
  743. * @type {number}
  744. * @constant
  745. */
  746. const RGBA_S3TC_DXT3_Format = 33778;
  747. /**
  748. * A DXT5-compressed image in an RGBA image format. It also provides a 4:1 compression, but differs to the DXT3
  749. * compression in how the alpha compression is done.
  750. *
  751. * @type {number}
  752. * @constant
  753. */
  754. const RGBA_S3TC_DXT5_Format = 33779;
  755. /**
  756. * PVRTC RGB compression in 4-bit mode. One block for each 4×4 pixels.
  757. *
  758. * @type {number}
  759. * @constant
  760. */
  761. const RGB_PVRTC_4BPPV1_Format = 35840;
  762. /**
  763. * PVRTC RGB compression in 2-bit mode. One block for each 8×4 pixels.
  764. *
  765. * @type {number}
  766. * @constant
  767. */
  768. const RGB_PVRTC_2BPPV1_Format = 35841;
  769. /**
  770. * PVRTC RGBA compression in 4-bit mode. One block for each 4×4 pixels.
  771. *
  772. * @type {number}
  773. * @constant
  774. */
  775. const RGBA_PVRTC_4BPPV1_Format = 35842;
  776. /**
  777. * PVRTC RGBA compression in 2-bit mode. One block for each 8×4 pixels.
  778. *
  779. * @type {number}
  780. * @constant
  781. */
  782. const RGBA_PVRTC_2BPPV1_Format = 35843;
  783. /**
  784. * ETC1 RGB format.
  785. *
  786. * @type {number}
  787. * @constant
  788. */
  789. const RGB_ETC1_Format = 36196;
  790. /**
  791. * ETC2 RGB format.
  792. *
  793. * @type {number}
  794. * @constant
  795. */
  796. const RGB_ETC2_Format = 37492;
  797. /**
  798. * ETC2 RGBA format.
  799. *
  800. * @type {number}
  801. * @constant
  802. */
  803. const RGBA_ETC2_EAC_Format = 37496;
  804. /**
  805. * ASTC RGBA 4x4 format.
  806. *
  807. * @type {number}
  808. * @constant
  809. */
  810. const RGBA_ASTC_4x4_Format = 37808;
  811. /**
  812. * ASTC RGBA 5x4 format.
  813. *
  814. * @type {number}
  815. * @constant
  816. */
  817. const RGBA_ASTC_5x4_Format = 37809;
  818. /**
  819. * ASTC RGBA 5x5 format.
  820. *
  821. * @type {number}
  822. * @constant
  823. */
  824. const RGBA_ASTC_5x5_Format = 37810;
  825. /**
  826. * ASTC RGBA 6x5 format.
  827. *
  828. * @type {number}
  829. * @constant
  830. */
  831. const RGBA_ASTC_6x5_Format = 37811;
  832. /**
  833. * ASTC RGBA 6x6 format.
  834. *
  835. * @type {number}
  836. * @constant
  837. */
  838. const RGBA_ASTC_6x6_Format = 37812;
  839. /**
  840. * ASTC RGBA 8x5 format.
  841. *
  842. * @type {number}
  843. * @constant
  844. */
  845. const RGBA_ASTC_8x5_Format = 37813;
  846. /**
  847. * ASTC RGBA 8x6 format.
  848. *
  849. * @type {number}
  850. * @constant
  851. */
  852. const RGBA_ASTC_8x6_Format = 37814;
  853. /**
  854. * ASTC RGBA 8x8 format.
  855. *
  856. * @type {number}
  857. * @constant
  858. */
  859. const RGBA_ASTC_8x8_Format = 37815;
  860. /**
  861. * ASTC RGBA 10x5 format.
  862. *
  863. * @type {number}
  864. * @constant
  865. */
  866. const RGBA_ASTC_10x5_Format = 37816;
  867. /**
  868. * ASTC RGBA 10x6 format.
  869. *
  870. * @type {number}
  871. * @constant
  872. */
  873. const RGBA_ASTC_10x6_Format = 37817;
  874. /**
  875. * ASTC RGBA 10x8 format.
  876. *
  877. * @type {number}
  878. * @constant
  879. */
  880. const RGBA_ASTC_10x8_Format = 37818;
  881. /**
  882. * ASTC RGBA 10x10 format.
  883. *
  884. * @type {number}
  885. * @constant
  886. */
  887. const RGBA_ASTC_10x10_Format = 37819;
  888. /**
  889. * ASTC RGBA 12x10 format.
  890. *
  891. * @type {number}
  892. * @constant
  893. */
  894. const RGBA_ASTC_12x10_Format = 37820;
  895. /**
  896. * ASTC RGBA 12x12 format.
  897. *
  898. * @type {number}
  899. * @constant
  900. */
  901. const RGBA_ASTC_12x12_Format = 37821;
  902. /**
  903. * BPTC RGBA format.
  904. *
  905. * @type {number}
  906. * @constant
  907. */
  908. const RGBA_BPTC_Format = 36492;
  909. /**
  910. * BPTC Signed RGB format.
  911. *
  912. * @type {number}
  913. * @constant
  914. */
  915. const RGB_BPTC_SIGNED_Format = 36494;
  916. /**
  917. * BPTC Unsigned RGB format.
  918. *
  919. * @type {number}
  920. * @constant
  921. */
  922. const RGB_BPTC_UNSIGNED_Format = 36495;
  923. /**
  924. * RGTC1 Red format.
  925. *
  926. * @type {number}
  927. * @constant
  928. */
  929. const RED_RGTC1_Format = 36283;
  930. /**
  931. * RGTC1 Signed Red format.
  932. *
  933. * @type {number}
  934. * @constant
  935. */
  936. const SIGNED_RED_RGTC1_Format = 36284;
  937. /**
  938. * RGTC2 Red Green format.
  939. *
  940. * @type {number}
  941. * @constant
  942. */
  943. const RED_GREEN_RGTC2_Format = 36285;
  944. /**
  945. * RGTC2 Signed Red Green format.
  946. *
  947. * @type {number}
  948. * @constant
  949. */
  950. const SIGNED_RED_GREEN_RGTC2_Format = 36286;
  951. /**
  952. * Animations are played once.
  953. *
  954. * @type {number}
  955. * @constant
  956. */
  957. const LoopOnce = 2200;
  958. /**
  959. * Animations are played with a chosen number of repetitions, each time jumping from
  960. * the end of the clip directly to its beginning.
  961. *
  962. * @type {number}
  963. * @constant
  964. */
  965. const LoopRepeat = 2201;
  966. /**
  967. * Animations are played with a chosen number of repetitions, alternately playing forward
  968. * and backward.
  969. *
  970. * @type {number}
  971. * @constant
  972. */
  973. const LoopPingPong = 2202;
  974. /**
  975. * Discrete interpolation mode for keyframe tracks.
  976. *
  977. * @type {number}
  978. * @constant
  979. */
  980. const InterpolateDiscrete = 2300;
  981. /**
  982. * Linear interpolation mode for keyframe tracks.
  983. *
  984. * @type {number}
  985. * @constant
  986. */
  987. const InterpolateLinear = 2301;
  988. /**
  989. * Smooth interpolation mode for keyframe tracks.
  990. *
  991. * @type {number}
  992. * @constant
  993. */
  994. const InterpolateSmooth = 2302;
  995. /**
  996. * Zero curvature ending for animations.
  997. *
  998. * @type {number}
  999. * @constant
  1000. */
  1001. const ZeroCurvatureEnding = 2400;
  1002. /**
  1003. * Zero slope ending for animations.
  1004. *
  1005. * @type {number}
  1006. * @constant
  1007. */
  1008. const ZeroSlopeEnding = 2401;
  1009. /**
  1010. * Wrap around ending for animations.
  1011. *
  1012. * @type {number}
  1013. * @constant
  1014. */
  1015. const WrapAroundEnding = 2402;
  1016. /**
  1017. * Default animation blend mode.
  1018. *
  1019. * @type {number}
  1020. * @constant
  1021. */
  1022. const NormalAnimationBlendMode = 2500;
  1023. /**
  1024. * Additive animation blend mode. Can be used to layer motions on top of
  1025. * each other to build complex performances from smaller re-usable assets.
  1026. *
  1027. * @type {number}
  1028. * @constant
  1029. */
  1030. const AdditiveAnimationBlendMode = 2501;
  1031. /**
  1032. * For every three vertices draw a single triangle.
  1033. *
  1034. * @type {number}
  1035. * @constant
  1036. */
  1037. const TrianglesDrawMode = 0;
  1038. /**
  1039. * For each vertex draw a triangle from the last three vertices.
  1040. *
  1041. * @type {number}
  1042. * @constant
  1043. */
  1044. const TriangleStripDrawMode = 1;
  1045. /**
  1046. * For each vertex draw a triangle from the first vertex and the last two vertices.
  1047. *
  1048. * @type {number}
  1049. * @constant
  1050. */
  1051. const TriangleFanDrawMode = 2;
  1052. /**
  1053. * Basic depth packing.
  1054. *
  1055. * @type {number}
  1056. * @constant
  1057. */
  1058. const BasicDepthPacking = 3200;
  1059. /**
  1060. * A depth value is packed into 32 bit RGBA.
  1061. *
  1062. * @type {number}
  1063. * @constant
  1064. */
  1065. const RGBADepthPacking = 3201;
  1066. /**
  1067. * A depth value is packed into 24 bit RGB.
  1068. *
  1069. * @type {number}
  1070. * @constant
  1071. */
  1072. const RGBDepthPacking = 3202;
  1073. /**
  1074. * A depth value is packed into 16 bit RG.
  1075. *
  1076. * @type {number}
  1077. * @constant
  1078. */
  1079. const RGDepthPacking = 3203;
  1080. /**
  1081. * Normal information is relative to the underlying surface.
  1082. *
  1083. * @type {number}
  1084. * @constant
  1085. */
  1086. const TangentSpaceNormalMap = 0;
  1087. /**
  1088. * Normal information is relative to the object orientation.
  1089. *
  1090. * @type {number}
  1091. * @constant
  1092. */
  1093. const ObjectSpaceNormalMap = 1;
  1094. // Color space string identifiers, matching CSS Color Module Level 4 and WebGPU names where available.
  1095. /**
  1096. * No color space.
  1097. *
  1098. * @type {string}
  1099. * @constant
  1100. */
  1101. const NoColorSpace = '';
  1102. /**
  1103. * sRGB color space.
  1104. *
  1105. * @type {string}
  1106. * @constant
  1107. */
  1108. const SRGBColorSpace = 'srgb';
  1109. /**
  1110. * sRGB-linear color space.
  1111. *
  1112. * @type {string}
  1113. * @constant
  1114. */
  1115. const LinearSRGBColorSpace = 'srgb-linear';
  1116. /**
  1117. * Linear transfer function.
  1118. *
  1119. * @type {string}
  1120. * @constant
  1121. */
  1122. const LinearTransfer = 'linear';
  1123. /**
  1124. * sRGB transfer function.
  1125. *
  1126. * @type {string}
  1127. * @constant
  1128. */
  1129. const SRGBTransfer = 'srgb';
  1130. /**
  1131. * Sets the stencil buffer value to `0`.
  1132. *
  1133. * @type {number}
  1134. * @constant
  1135. */
  1136. const ZeroStencilOp = 0;
  1137. /**
  1138. * Keeps the current value.
  1139. *
  1140. * @type {number}
  1141. * @constant
  1142. */
  1143. const KeepStencilOp = 7680;
  1144. /**
  1145. * Sets the stencil buffer value to the specified reference value.
  1146. *
  1147. * @type {number}
  1148. * @constant
  1149. */
  1150. const ReplaceStencilOp = 7681;
  1151. /**
  1152. * Increments the current stencil buffer value. Clamps to the maximum representable unsigned value.
  1153. *
  1154. * @type {number}
  1155. * @constant
  1156. */
  1157. const IncrementStencilOp = 7682;
  1158. /**
  1159. * Decrements the current stencil buffer value. Clamps to `0`.
  1160. *
  1161. * @type {number}
  1162. * @constant
  1163. */
  1164. const DecrementStencilOp = 7683;
  1165. /**
  1166. * Increments the current stencil buffer value. Wraps stencil buffer value to zero when incrementing
  1167. * the maximum representable unsigned value.
  1168. *
  1169. * @type {number}
  1170. * @constant
  1171. */
  1172. const IncrementWrapStencilOp = 34055;
  1173. /**
  1174. * Decrements the current stencil buffer value. Wraps stencil buffer value to the maximum representable
  1175. * unsigned value when decrementing a stencil buffer value of `0`.
  1176. *
  1177. * @type {number}
  1178. * @constant
  1179. */
  1180. const DecrementWrapStencilOp = 34056;
  1181. /**
  1182. * Inverts the current stencil buffer value bitwise.
  1183. *
  1184. * @type {number}
  1185. * @constant
  1186. */
  1187. const InvertStencilOp = 5386;
  1188. /**
  1189. * Will never return true.
  1190. *
  1191. * @type {number}
  1192. * @constant
  1193. */
  1194. const NeverStencilFunc = 512;
  1195. /**
  1196. * Will return true if the stencil reference value is less than the current stencil value.
  1197. *
  1198. * @type {number}
  1199. * @constant
  1200. */
  1201. const LessStencilFunc = 513;
  1202. /**
  1203. * Will return true if the stencil reference value is equal to the current stencil value.
  1204. *
  1205. * @type {number}
  1206. * @constant
  1207. */
  1208. const EqualStencilFunc = 514;
  1209. /**
  1210. * Will return true if the stencil reference value is less than or equal to the current stencil value.
  1211. *
  1212. * @type {number}
  1213. * @constant
  1214. */
  1215. const LessEqualStencilFunc = 515;
  1216. /**
  1217. * Will return true if the stencil reference value is greater than the current stencil value.
  1218. *
  1219. * @type {number}
  1220. * @constant
  1221. */
  1222. const GreaterStencilFunc = 516;
  1223. /**
  1224. * Will return true if the stencil reference value is not equal to the current stencil value.
  1225. *
  1226. * @type {number}
  1227. * @constant
  1228. */
  1229. const NotEqualStencilFunc = 517;
  1230. /**
  1231. * Will return true if the stencil reference value is greater than or equal to the current stencil value.
  1232. *
  1233. * @type {number}
  1234. * @constant
  1235. */
  1236. const GreaterEqualStencilFunc = 518;
  1237. /**
  1238. * Will always return true.
  1239. *
  1240. * @type {number}
  1241. * @constant
  1242. */
  1243. const AlwaysStencilFunc = 519;
  1244. /**
  1245. * Never pass.
  1246. *
  1247. * @type {number}
  1248. * @constant
  1249. */
  1250. const NeverCompare = 512;
  1251. /**
  1252. * Pass if the incoming value is less than the texture value.
  1253. *
  1254. * @type {number}
  1255. * @constant
  1256. */
  1257. const LessCompare = 513;
  1258. /**
  1259. * Pass if the incoming value equals the texture value.
  1260. *
  1261. * @type {number}
  1262. * @constant
  1263. */
  1264. const EqualCompare = 514;
  1265. /**
  1266. * Pass if the incoming value is less than or equal to the texture value.
  1267. *
  1268. * @type {number}
  1269. * @constant
  1270. */
  1271. const LessEqualCompare = 515;
  1272. /**
  1273. * Pass if the incoming value is greater than the texture value.
  1274. *
  1275. * @type {number}
  1276. * @constant
  1277. */
  1278. const GreaterCompare = 516;
  1279. /**
  1280. * Pass if the incoming value is not equal to the texture value.
  1281. *
  1282. * @type {number}
  1283. * @constant
  1284. */
  1285. const NotEqualCompare = 517;
  1286. /**
  1287. * Pass if the incoming value is greater than or equal to the texture value.
  1288. *
  1289. * @type {number}
  1290. * @constant
  1291. */
  1292. const GreaterEqualCompare = 518;
  1293. /**
  1294. * Always pass.
  1295. *
  1296. * @type {number}
  1297. * @constant
  1298. */
  1299. const AlwaysCompare = 519;
  1300. /**
  1301. * The contents are intended to be specified once by the application, and used many
  1302. * times as the source for drawing and image specification commands.
  1303. *
  1304. * @type {number}
  1305. * @constant
  1306. */
  1307. const StaticDrawUsage = 35044;
  1308. /**
  1309. * The contents are intended to be respecified repeatedly by the application, and
  1310. * used many times as the source for drawing and image specification commands.
  1311. *
  1312. * @type {number}
  1313. * @constant
  1314. */
  1315. const DynamicDrawUsage = 35048;
  1316. /**
  1317. * The contents are intended to be specified once by the application, and used at most
  1318. * a few times as the source for drawing and image specification commands.
  1319. *
  1320. * @type {number}
  1321. * @constant
  1322. */
  1323. const StreamDrawUsage = 35040;
  1324. /**
  1325. * The contents are intended to be specified once by reading data from the 3D API, and queried
  1326. * many times by the application.
  1327. *
  1328. * @type {number}
  1329. * @constant
  1330. */
  1331. const StaticReadUsage = 35045;
  1332. /**
  1333. * The contents are intended to be respecified repeatedly by reading data from the 3D API, and queried
  1334. * many times by the application.
  1335. *
  1336. * @type {number}
  1337. * @constant
  1338. */
  1339. const DynamicReadUsage = 35049;
  1340. /**
  1341. * The contents are intended to be specified once by reading data from the 3D API, and queried at most
  1342. * a few times by the application
  1343. *
  1344. * @type {number}
  1345. * @constant
  1346. */
  1347. const StreamReadUsage = 35041;
  1348. /**
  1349. * The contents are intended to be specified once by reading data from the 3D API, and used many times as
  1350. * the source for WebGL drawing and image specification commands.
  1351. *
  1352. * @type {number}
  1353. * @constant
  1354. */
  1355. const StaticCopyUsage = 35046;
  1356. /**
  1357. * The contents are intended to be respecified repeatedly by reading data from the 3D API, and used many times
  1358. * as the source for WebGL drawing and image specification commands.
  1359. *
  1360. * @type {number}
  1361. * @constant
  1362. */
  1363. const DynamicCopyUsage = 35050;
  1364. /**
  1365. * The contents are intended to be specified once by reading data from the 3D API, and used at most a few times
  1366. * as the source for WebGL drawing and image specification commands.
  1367. *
  1368. * @type {number}
  1369. * @constant
  1370. */
  1371. const StreamCopyUsage = 35042;
  1372. /**
  1373. * GLSL 1 shader code.
  1374. *
  1375. * @type {string}
  1376. * @constant
  1377. */
  1378. const GLSL1 = '100';
  1379. /**
  1380. * GLSL 3 shader code.
  1381. *
  1382. * @type {string}
  1383. * @constant
  1384. */
  1385. const GLSL3 = '300 es';
  1386. /**
  1387. * WebGL coordinate system.
  1388. *
  1389. * @type {number}
  1390. * @constant
  1391. */
  1392. const WebGLCoordinateSystem = 2000;
  1393. /**
  1394. * WebGPU coordinate system.
  1395. *
  1396. * @type {number}
  1397. * @constant
  1398. */
  1399. const WebGPUCoordinateSystem = 2001;
  1400. /**
  1401. * Represents the different timestamp query types.
  1402. *
  1403. * @type {ConstantsTimestampQuery}
  1404. * @constant
  1405. */
  1406. const TimestampQuery = {
  1407. COMPUTE: 'compute',
  1408. RENDER: 'render'
  1409. };
  1410. /**
  1411. * Represents mouse buttons and interaction types in context of controls.
  1412. *
  1413. * @type {ConstantsInterpolationSamplingType}
  1414. * @constant
  1415. */
  1416. const InterpolationSamplingType = {
  1417. PERSPECTIVE: 'perspective',
  1418. LINEAR: 'linear',
  1419. FLAT: 'flat'
  1420. };
  1421. /**
  1422. * Represents the different interpolation sampling modes.
  1423. *
  1424. * @type {ConstantsInterpolationSamplingMode}
  1425. * @constant
  1426. */
  1427. const InterpolationSamplingMode = {
  1428. NORMAL: 'normal',
  1429. CENTROID: 'centroid',
  1430. SAMPLE: 'sample',
  1431. FIRST: 'first',
  1432. EITHER: 'either'
  1433. };
  1434. /**
  1435. * This type represents mouse buttons and interaction types in context of controls.
  1436. *
  1437. * @typedef {Object} ConstantsMouse
  1438. * @property {number} MIDDLE - The left mouse button.
  1439. * @property {number} LEFT - The middle mouse button.
  1440. * @property {number} RIGHT - The right mouse button.
  1441. * @property {number} ROTATE - A rotate interaction.
  1442. * @property {number} DOLLY - A dolly interaction.
  1443. * @property {number} PAN - A pan interaction.
  1444. **/
  1445. /**
  1446. * This type represents touch interaction types in context of controls.
  1447. *
  1448. * @typedef {Object} ConstantsTouch
  1449. * @property {number} ROTATE - A rotate interaction.
  1450. * @property {number} PAN - A pan interaction.
  1451. * @property {number} DOLLY_PAN - The dolly-pan interaction.
  1452. * @property {number} DOLLY_ROTATE - A dolly-rotate interaction.
  1453. **/
  1454. /**
  1455. * This type represents the different timestamp query types.
  1456. *
  1457. * @typedef {Object} ConstantsTimestampQuery
  1458. * @property {string} COMPUTE - A `compute` timestamp query.
  1459. * @property {string} RENDER - A `render` timestamp query.
  1460. **/
  1461. /**
  1462. * Represents the different interpolation sampling types.
  1463. *
  1464. * @typedef {Object} ConstantsInterpolationSamplingType
  1465. * @property {string} PERSPECTIVE - Perspective-correct interpolation.
  1466. * @property {string} LINEAR - Linear interpolation.
  1467. * @property {string} FLAT - Flat interpolation.
  1468. */
  1469. /**
  1470. * Represents the different interpolation sampling modes.
  1471. *
  1472. * @typedef {Object} ConstantsInterpolationSamplingMode
  1473. * @property {string} NORMAL - Normal sampling mode.
  1474. * @property {string} CENTROID - Centroid sampling mode.
  1475. * @property {string} SAMPLE - Sample-specific sampling mode.
  1476. * @property {string} FIRST - Flat interpolation using the first vertex.
  1477. * @property {string} EITHER - Flat interpolation using either vertex.
  1478. */
  1479. function arrayNeedsUint32( array ) {
  1480. // assumes larger values usually on last
  1481. for ( let i = array.length - 1; i >= 0; -- i ) {
  1482. if ( array[ i ] >= 65535 ) return true; // account for PRIMITIVE_RESTART_FIXED_INDEX, #24565
  1483. }
  1484. return false;
  1485. }
  1486. const TYPED_ARRAYS = {
  1487. Int8Array: Int8Array,
  1488. Uint8Array: Uint8Array,
  1489. Uint8ClampedArray: Uint8ClampedArray,
  1490. Int16Array: Int16Array,
  1491. Uint16Array: Uint16Array,
  1492. Int32Array: Int32Array,
  1493. Uint32Array: Uint32Array,
  1494. Float32Array: Float32Array,
  1495. Float64Array: Float64Array
  1496. };
  1497. function getTypedArray( type, buffer ) {
  1498. return new TYPED_ARRAYS[ type ]( buffer );
  1499. }
  1500. function createElementNS( name ) {
  1501. return document.createElementNS( 'http://www.w3.org/1999/xhtml', name );
  1502. }
  1503. function createCanvasElement() {
  1504. const canvas = createElementNS( 'canvas' );
  1505. canvas.style.display = 'block';
  1506. return canvas;
  1507. }
  1508. const _cache = {};
  1509. let _setConsoleFunction = null;
  1510. function setConsoleFunction( fn ) {
  1511. _setConsoleFunction = fn;
  1512. }
  1513. function getConsoleFunction() {
  1514. return _setConsoleFunction;
  1515. }
  1516. function log( ...params ) {
  1517. const message = 'THREE.' + params.shift();
  1518. if ( _setConsoleFunction ) {
  1519. _setConsoleFunction( 'log', message, ...params );
  1520. } else {
  1521. console.log( message, ...params );
  1522. }
  1523. }
  1524. function warn( ...params ) {
  1525. const message = 'THREE.' + params.shift();
  1526. if ( _setConsoleFunction ) {
  1527. _setConsoleFunction( 'warn', message, ...params );
  1528. } else {
  1529. console.warn( message, ...params );
  1530. }
  1531. }
  1532. function error( ...params ) {
  1533. const message = 'THREE.' + params.shift();
  1534. if ( _setConsoleFunction ) {
  1535. _setConsoleFunction( 'error', message, ...params );
  1536. } else {
  1537. console.error( message, ...params );
  1538. }
  1539. }
  1540. function warnOnce( ...params ) {
  1541. const message = params.join( ' ' );
  1542. if ( message in _cache ) return;
  1543. _cache[ message ] = true;
  1544. warn( ...params );
  1545. }
  1546. function probeAsync( gl, sync, interval ) {
  1547. return new Promise( function ( resolve, reject ) {
  1548. function probe() {
  1549. switch ( gl.clientWaitSync( sync, gl.SYNC_FLUSH_COMMANDS_BIT, 0 ) ) {
  1550. case gl.WAIT_FAILED:
  1551. reject();
  1552. break;
  1553. case gl.TIMEOUT_EXPIRED:
  1554. setTimeout( probe, interval );
  1555. break;
  1556. default:
  1557. resolve();
  1558. }
  1559. }
  1560. setTimeout( probe, interval );
  1561. } );
  1562. }
  1563. /**
  1564. * This modules allows to dispatch event objects on custom JavaScript objects.
  1565. *
  1566. * Main repository: [eventdispatcher.js]{@link https://github.com/mrdoob/eventdispatcher.js/}
  1567. *
  1568. * Code Example:
  1569. * ```js
  1570. * class Car extends EventDispatcher {
  1571. * start() {
  1572. * this.dispatchEvent( { type: 'start', message: 'vroom vroom!' } );
  1573. * }
  1574. *};
  1575. *
  1576. * // Using events with the custom object
  1577. * const car = new Car();
  1578. * car.addEventListener( 'start', function ( event ) {
  1579. * alert( event.message );
  1580. * } );
  1581. *
  1582. * car.start();
  1583. * ```
  1584. */
  1585. class EventDispatcher {
  1586. /**
  1587. * Adds the given event listener to the given event type.
  1588. *
  1589. * @param {string} type - The type of event to listen to.
  1590. * @param {Function} listener - The function that gets called when the event is fired.
  1591. */
  1592. addEventListener( type, listener ) {
  1593. if ( this._listeners === undefined ) this._listeners = {};
  1594. const listeners = this._listeners;
  1595. if ( listeners[ type ] === undefined ) {
  1596. listeners[ type ] = [];
  1597. }
  1598. if ( listeners[ type ].indexOf( listener ) === -1 ) {
  1599. listeners[ type ].push( listener );
  1600. }
  1601. }
  1602. /**
  1603. * Returns `true` if the given event listener has been added to the given event type.
  1604. *
  1605. * @param {string} type - The type of event.
  1606. * @param {Function} listener - The listener to check.
  1607. * @return {boolean} Whether the given event listener has been added to the given event type.
  1608. */
  1609. hasEventListener( type, listener ) {
  1610. const listeners = this._listeners;
  1611. if ( listeners === undefined ) return false;
  1612. return listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== -1;
  1613. }
  1614. /**
  1615. * Removes the given event listener from the given event type.
  1616. *
  1617. * @param {string} type - The type of event.
  1618. * @param {Function} listener - The listener to remove.
  1619. */
  1620. removeEventListener( type, listener ) {
  1621. const listeners = this._listeners;
  1622. if ( listeners === undefined ) return;
  1623. const listenerArray = listeners[ type ];
  1624. if ( listenerArray !== undefined ) {
  1625. const index = listenerArray.indexOf( listener );
  1626. if ( index !== -1 ) {
  1627. listenerArray.splice( index, 1 );
  1628. }
  1629. }
  1630. }
  1631. /**
  1632. * Dispatches an event object.
  1633. *
  1634. * @param {Object} event - The event that gets fired.
  1635. */
  1636. dispatchEvent( event ) {
  1637. const listeners = this._listeners;
  1638. if ( listeners === undefined ) return;
  1639. const listenerArray = listeners[ event.type ];
  1640. if ( listenerArray !== undefined ) {
  1641. event.target = this;
  1642. // Make a copy, in case listeners are removed while iterating.
  1643. const array = listenerArray.slice( 0 );
  1644. for ( let i = 0, l = array.length; i < l; i ++ ) {
  1645. array[ i ].call( this, event );
  1646. }
  1647. event.target = null;
  1648. }
  1649. }
  1650. }
  1651. const _lut = [ '00', '01', '02', '03', '04', '05', '06', '07', '08', '09', '0a', '0b', '0c', '0d', '0e', '0f', '10', '11', '12', '13', '14', '15', '16', '17', '18', '19', '1a', '1b', '1c', '1d', '1e', '1f', '20', '21', '22', '23', '24', '25', '26', '27', '28', '29', '2a', '2b', '2c', '2d', '2e', '2f', '30', '31', '32', '33', '34', '35', '36', '37', '38', '39', '3a', '3b', '3c', '3d', '3e', '3f', '40', '41', '42', '43', '44', '45', '46', '47', '48', '49', '4a', '4b', '4c', '4d', '4e', '4f', '50', '51', '52', '53', '54', '55', '56', '57', '58', '59', '5a', '5b', '5c', '5d', '5e', '5f', '60', '61', '62', '63', '64', '65', '66', '67', '68', '69', '6a', '6b', '6c', '6d', '6e', '6f', '70', '71', '72', '73', '74', '75', '76', '77', '78', '79', '7a', '7b', '7c', '7d', '7e', '7f', '80', '81', '82', '83', '84', '85', '86', '87', '88', '89', '8a', '8b', '8c', '8d', '8e', '8f', '90', '91', '92', '93', '94', '95', '96', '97', '98', '99', '9a', '9b', '9c', '9d', '9e', '9f', 'a0', 'a1', 'a2', 'a3', 'a4', 'a5', 'a6', 'a7', 'a8', 'a9', 'aa', 'ab', 'ac', 'ad', 'ae', 'af', 'b0', 'b1', 'b2', 'b3', 'b4', 'b5', 'b6', 'b7', 'b8', 'b9', 'ba', 'bb', 'bc', 'bd', 'be', 'bf', 'c0', 'c1', 'c2', 'c3', 'c4', 'c5', 'c6', 'c7', 'c8', 'c9', 'ca', 'cb', 'cc', 'cd', 'ce', 'cf', 'd0', 'd1', 'd2', 'd3', 'd4', 'd5', 'd6', 'd7', 'd8', 'd9', 'da', 'db', 'dc', 'dd', 'de', 'df', 'e0', 'e1', 'e2', 'e3', 'e4', 'e5', 'e6', 'e7', 'e8', 'e9', 'ea', 'eb', 'ec', 'ed', 'ee', 'ef', 'f0', 'f1', 'f2', 'f3', 'f4', 'f5', 'f6', 'f7', 'f8', 'f9', 'fa', 'fb', 'fc', 'fd', 'fe', 'ff' ];
  1652. let _seed = 1234567;
  1653. const DEG2RAD = Math.PI / 180;
  1654. const RAD2DEG = 180 / Math.PI;
  1655. /**
  1656. * Generate a [UUID]{@link https://en.wikipedia.org/wiki/Universally_unique_identifier}
  1657. * (universally unique identifier).
  1658. *
  1659. * @return {string} The UUID.
  1660. */
  1661. function generateUUID() {
  1662. // http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136
  1663. const d0 = Math.random() * 0xffffffff | 0;
  1664. const d1 = Math.random() * 0xffffffff | 0;
  1665. const d2 = Math.random() * 0xffffffff | 0;
  1666. const d3 = Math.random() * 0xffffffff | 0;
  1667. const uuid = _lut[ d0 & 0xff ] + _lut[ d0 >> 8 & 0xff ] + _lut[ d0 >> 16 & 0xff ] + _lut[ d0 >> 24 & 0xff ] + '-' +
  1668. _lut[ d1 & 0xff ] + _lut[ d1 >> 8 & 0xff ] + '-' + _lut[ d1 >> 16 & 0x0f | 0x40 ] + _lut[ d1 >> 24 & 0xff ] + '-' +
  1669. _lut[ d2 & 0x3f | 0x80 ] + _lut[ d2 >> 8 & 0xff ] + '-' + _lut[ d2 >> 16 & 0xff ] + _lut[ d2 >> 24 & 0xff ] +
  1670. _lut[ d3 & 0xff ] + _lut[ d3 >> 8 & 0xff ] + _lut[ d3 >> 16 & 0xff ] + _lut[ d3 >> 24 & 0xff ];
  1671. // .toLowerCase() here flattens concatenated strings to save heap memory space.
  1672. return uuid.toLowerCase();
  1673. }
  1674. /**
  1675. * Clamps the given value between min and max.
  1676. *
  1677. * @param {number} value - The value to clamp.
  1678. * @param {number} min - The min value.
  1679. * @param {number} max - The max value.
  1680. * @return {number} The clamped value.
  1681. */
  1682. function clamp( value, min, max ) {
  1683. return Math.max( min, Math.min( max, value ) );
  1684. }
  1685. /**
  1686. * Computes the Euclidean modulo of the given parameters that
  1687. * is `( ( n % m ) + m ) % m`.
  1688. *
  1689. * @param {number} n - The first parameter.
  1690. * @param {number} m - The second parameter.
  1691. * @return {number} The Euclidean modulo.
  1692. */
  1693. function euclideanModulo( n, m ) {
  1694. // https://en.wikipedia.org/wiki/Modulo_operation
  1695. return ( ( n % m ) + m ) % m;
  1696. }
  1697. /**
  1698. * Performs a linear mapping from range `<a1, a2>` to range `<b1, b2>`
  1699. * for the given value.
  1700. *
  1701. * @param {number} x - The value to be mapped.
  1702. * @param {number} a1 - Minimum value for range A.
  1703. * @param {number} a2 - Maximum value for range A.
  1704. * @param {number} b1 - Minimum value for range B.
  1705. * @param {number} b2 - Maximum value for range B.
  1706. * @return {number} The mapped value.
  1707. */
  1708. function mapLinear( x, a1, a2, b1, b2 ) {
  1709. return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
  1710. }
  1711. /**
  1712. * Returns the percentage in the closed interval `[0, 1]` of the given value
  1713. * between the start and end point.
  1714. *
  1715. * @param {number} x - The start point
  1716. * @param {number} y - The end point.
  1717. * @param {number} value - A value between start and end.
  1718. * @return {number} The interpolation factor.
  1719. */
  1720. function inverseLerp( x, y, value ) {
  1721. // https://www.gamedev.net/tutorials/programming/general-and-gameplay-programming/inverse-lerp-a-super-useful-yet-often-overlooked-function-r5230/
  1722. if ( x !== y ) {
  1723. return ( value - x ) / ( y - x );
  1724. } else {
  1725. return 0;
  1726. }
  1727. }
  1728. /**
  1729. * Returns a value linearly interpolated from two known points based on the given interval -
  1730. * `t = 0` will return `x` and `t = 1` will return `y`.
  1731. *
  1732. * @param {number} x - The start point
  1733. * @param {number} y - The end point.
  1734. * @param {number} t - The interpolation factor in the closed interval `[0, 1]`.
  1735. * @return {number} The interpolated value.
  1736. */
  1737. function lerp( x, y, t ) {
  1738. return ( 1 - t ) * x + t * y;
  1739. }
  1740. /**
  1741. * Smoothly interpolate a number from `x` to `y` in a spring-like manner using a delta
  1742. * time to maintain frame rate independent movement. For details, see
  1743. * [Frame rate independent damping using lerp]{@link http://www.rorydriscoll.com/2016/03/07/frame-rate-independent-damping-using-lerp/}.
  1744. *
  1745. * @param {number} x - The current point.
  1746. * @param {number} y - The target point.
  1747. * @param {number} lambda - A higher lambda value will make the movement more sudden,
  1748. * and a lower value will make the movement more gradual.
  1749. * @param {number} dt - Delta time in seconds.
  1750. * @return {number} The interpolated value.
  1751. */
  1752. function damp( x, y, lambda, dt ) {
  1753. return lerp( x, y, 1 - Math.exp( - lambda * dt ) );
  1754. }
  1755. /**
  1756. * Returns a value that alternates between `0` and the given `length` parameter.
  1757. *
  1758. * @param {number} x - The value to pingpong.
  1759. * @param {number} [length=1] - The positive value the function will pingpong to.
  1760. * @return {number} The alternated value.
  1761. */
  1762. function pingpong( x, length = 1 ) {
  1763. // https://www.desmos.com/calculator/vcsjnyz7x4
  1764. return length - Math.abs( euclideanModulo( x, length * 2 ) - length );
  1765. }
  1766. /**
  1767. * Returns a value in the range `[0,1]` that represents the percentage that `x` has
  1768. * moved between `min` and `max`, but smoothed or slowed down the closer `x` is to
  1769. * the `min` and `max`.
  1770. *
  1771. * See [Smoothstep]{@link http://en.wikipedia.org/wiki/Smoothstep} for more details.
  1772. *
  1773. * @param {number} x - The value to evaluate based on its position between min and max.
  1774. * @param {number} min - The min value. Any x value below min will be `0`.
  1775. * @param {number} max - The max value. Any x value above max will be `1`.
  1776. * @return {number} The alternated value.
  1777. */
  1778. function smoothstep( x, min, max ) {
  1779. if ( x <= min ) return 0;
  1780. if ( x >= max ) return 1;
  1781. x = ( x - min ) / ( max - min );
  1782. return x * x * ( 3 - 2 * x );
  1783. }
  1784. /**
  1785. * A [variation on smoothstep]{@link https://en.wikipedia.org/wiki/Smoothstep#Variations}
  1786. * that has zero 1st and 2nd order derivatives at x=0 and x=1.
  1787. *
  1788. * @param {number} x - The value to evaluate based on its position between min and max.
  1789. * @param {number} min - The min value. Any x value below min will be `0`.
  1790. * @param {number} max - The max value. Any x value above max will be `1`.
  1791. * @return {number} The alternated value.
  1792. */
  1793. function smootherstep( x, min, max ) {
  1794. if ( x <= min ) return 0;
  1795. if ( x >= max ) return 1;
  1796. x = ( x - min ) / ( max - min );
  1797. return x * x * x * ( x * ( x * 6 - 15 ) + 10 );
  1798. }
  1799. /**
  1800. * Returns a random integer from `<low, high>` interval.
  1801. *
  1802. * @param {number} low - The lower value boundary.
  1803. * @param {number} high - The upper value boundary
  1804. * @return {number} A random integer.
  1805. */
  1806. function randInt( low, high ) {
  1807. return low + Math.floor( Math.random() * ( high - low + 1 ) );
  1808. }
  1809. /**
  1810. * Returns a random float from `<low, high>` interval.
  1811. *
  1812. * @param {number} low - The lower value boundary.
  1813. * @param {number} high - The upper value boundary
  1814. * @return {number} A random float.
  1815. */
  1816. function randFloat( low, high ) {
  1817. return low + Math.random() * ( high - low );
  1818. }
  1819. /**
  1820. * Returns a random integer from `<-range/2, range/2>` interval.
  1821. *
  1822. * @param {number} range - Defines the value range.
  1823. * @return {number} A random float.
  1824. */
  1825. function randFloatSpread( range ) {
  1826. return range * ( 0.5 - Math.random() );
  1827. }
  1828. /**
  1829. * Returns a deterministic pseudo-random float in the interval `[0, 1]`.
  1830. *
  1831. * @param {number} [s] - The integer seed.
  1832. * @return {number} A random float.
  1833. */
  1834. function seededRandom( s ) {
  1835. if ( s !== undefined ) _seed = s;
  1836. // Mulberry32 generator
  1837. let t = _seed += 0x6D2B79F5;
  1838. t = Math.imul( t ^ t >>> 15, t | 1 );
  1839. t ^= t + Math.imul( t ^ t >>> 7, t | 61 );
  1840. return ( ( t ^ t >>> 14 ) >>> 0 ) / 4294967296;
  1841. }
  1842. /**
  1843. * Converts degrees to radians.
  1844. *
  1845. * @param {number} degrees - A value in degrees.
  1846. * @return {number} The converted value in radians.
  1847. */
  1848. function degToRad( degrees ) {
  1849. return degrees * DEG2RAD;
  1850. }
  1851. /**
  1852. * Converts radians to degrees.
  1853. *
  1854. * @param {number} radians - A value in radians.
  1855. * @return {number} The converted value in degrees.
  1856. */
  1857. function radToDeg( radians ) {
  1858. return radians * RAD2DEG;
  1859. }
  1860. /**
  1861. * Returns `true` if the given number is a power of two.
  1862. *
  1863. * @param {number} value - The value to check.
  1864. * @return {boolean} Whether the given number is a power of two or not.
  1865. */
  1866. function isPowerOfTwo( value ) {
  1867. return ( value & ( value - 1 ) ) === 0 && value !== 0;
  1868. }
  1869. /**
  1870. * Returns the smallest power of two that is greater than or equal to the given number.
  1871. *
  1872. * @param {number} value - The value to find a POT for.
  1873. * @return {number} The smallest power of two that is greater than or equal to the given number.
  1874. */
  1875. function ceilPowerOfTwo( value ) {
  1876. return Math.pow( 2, Math.ceil( Math.log( value ) / Math.LN2 ) );
  1877. }
  1878. /**
  1879. * Returns the largest power of two that is less than or equal to the given number.
  1880. *
  1881. * @param {number} value - The value to find a POT for.
  1882. * @return {number} The largest power of two that is less than or equal to the given number.
  1883. */
  1884. function floorPowerOfTwo( value ) {
  1885. return Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) );
  1886. }
  1887. /**
  1888. * Sets the given quaternion from the [Intrinsic Proper Euler Angles]{@link https://en.wikipedia.org/wiki/Euler_angles}
  1889. * defined by the given angles and order.
  1890. *
  1891. * Rotations are applied to the axes in the order specified by order:
  1892. * rotation by angle `a` is applied first, then by angle `b`, then by angle `c`.
  1893. *
  1894. * @param {Quaternion} q - The quaternion to set.
  1895. * @param {number} a - The rotation applied to the first axis, in radians.
  1896. * @param {number} b - The rotation applied to the second axis, in radians.
  1897. * @param {number} c - The rotation applied to the third axis, in radians.
  1898. * @param {('XYX'|'XZX'|'YXY'|'YZY'|'ZXZ'|'ZYZ')} order - A string specifying the axes order.
  1899. */
  1900. function setQuaternionFromProperEuler( q, a, b, c, order ) {
  1901. const cos = Math.cos;
  1902. const sin = Math.sin;
  1903. const c2 = cos( b / 2 );
  1904. const s2 = sin( b / 2 );
  1905. const c13 = cos( ( a + c ) / 2 );
  1906. const s13 = sin( ( a + c ) / 2 );
  1907. const c1_3 = cos( ( a - c ) / 2 );
  1908. const s1_3 = sin( ( a - c ) / 2 );
  1909. const c3_1 = cos( ( c - a ) / 2 );
  1910. const s3_1 = sin( ( c - a ) / 2 );
  1911. switch ( order ) {
  1912. case 'XYX':
  1913. q.set( c2 * s13, s2 * c1_3, s2 * s1_3, c2 * c13 );
  1914. break;
  1915. case 'YZY':
  1916. q.set( s2 * s1_3, c2 * s13, s2 * c1_3, c2 * c13 );
  1917. break;
  1918. case 'ZXZ':
  1919. q.set( s2 * c1_3, s2 * s1_3, c2 * s13, c2 * c13 );
  1920. break;
  1921. case 'XZX':
  1922. q.set( c2 * s13, s2 * s3_1, s2 * c3_1, c2 * c13 );
  1923. break;
  1924. case 'YXY':
  1925. q.set( s2 * c3_1, c2 * s13, s2 * s3_1, c2 * c13 );
  1926. break;
  1927. case 'ZYZ':
  1928. q.set( s2 * s3_1, s2 * c3_1, c2 * s13, c2 * c13 );
  1929. break;
  1930. default:
  1931. warn( 'MathUtils: .setQuaternionFromProperEuler() encountered an unknown order: ' + order );
  1932. }
  1933. }
  1934. /**
  1935. * Denormalizes the given value according to the given typed array.
  1936. *
  1937. * @param {number} value - The value to denormalize.
  1938. * @param {TypedArray} array - The typed array that defines the data type of the value.
  1939. * @return {number} The denormalize (float) value in the range `[0,1]`.
  1940. */
  1941. function denormalize( value, array ) {
  1942. switch ( array.constructor ) {
  1943. case Float32Array:
  1944. return value;
  1945. case Uint32Array:
  1946. return value / 4294967295.0;
  1947. case Uint16Array:
  1948. return value / 65535.0;
  1949. case Uint8Array:
  1950. return value / 255.0;
  1951. case Int32Array:
  1952. return Math.max( value / 2147483647.0, -1 );
  1953. case Int16Array:
  1954. return Math.max( value / 32767.0, -1 );
  1955. case Int8Array:
  1956. return Math.max( value / 127.0, -1 );
  1957. default:
  1958. throw new Error( 'Invalid component type.' );
  1959. }
  1960. }
  1961. /**
  1962. * Normalizes the given value according to the given typed array.
  1963. *
  1964. * @param {number} value - The float value in the range `[0,1]` to normalize.
  1965. * @param {TypedArray} array - The typed array that defines the data type of the value.
  1966. * @return {number} The normalize value.
  1967. */
  1968. function normalize( value, array ) {
  1969. switch ( array.constructor ) {
  1970. case Float32Array:
  1971. return value;
  1972. case Uint32Array:
  1973. return Math.round( value * 4294967295.0 );
  1974. case Uint16Array:
  1975. return Math.round( value * 65535.0 );
  1976. case Uint8Array:
  1977. return Math.round( value * 255.0 );
  1978. case Int32Array:
  1979. return Math.round( value * 2147483647.0 );
  1980. case Int16Array:
  1981. return Math.round( value * 32767.0 );
  1982. case Int8Array:
  1983. return Math.round( value * 127.0 );
  1984. default:
  1985. throw new Error( 'Invalid component type.' );
  1986. }
  1987. }
  1988. /**
  1989. * @class
  1990. * @classdesc A collection of math utility functions.
  1991. * @hideconstructor
  1992. */
  1993. const MathUtils = {
  1994. DEG2RAD: DEG2RAD,
  1995. RAD2DEG: RAD2DEG,
  1996. /**
  1997. * Generate a [UUID]{@link https://en.wikipedia.org/wiki/Universally_unique_identifier}
  1998. * (universally unique identifier).
  1999. *
  2000. * @static
  2001. * @method
  2002. * @return {string} The UUID.
  2003. */
  2004. generateUUID: generateUUID,
  2005. /**
  2006. * Clamps the given value between min and max.
  2007. *
  2008. * @static
  2009. * @method
  2010. * @param {number} value - The value to clamp.
  2011. * @param {number} min - The min value.
  2012. * @param {number} max - The max value.
  2013. * @return {number} The clamped value.
  2014. */
  2015. clamp: clamp,
  2016. /**
  2017. * Computes the Euclidean modulo of the given parameters that
  2018. * is `( ( n % m ) + m ) % m`.
  2019. *
  2020. * @static
  2021. * @method
  2022. * @param {number} n - The first parameter.
  2023. * @param {number} m - The second parameter.
  2024. * @return {number} The Euclidean modulo.
  2025. */
  2026. euclideanModulo: euclideanModulo,
  2027. /**
  2028. * Performs a linear mapping from range `<a1, a2>` to range `<b1, b2>`
  2029. * for the given value.
  2030. *
  2031. * @static
  2032. * @method
  2033. * @param {number} x - The value to be mapped.
  2034. * @param {number} a1 - Minimum value for range A.
  2035. * @param {number} a2 - Maximum value for range A.
  2036. * @param {number} b1 - Minimum value for range B.
  2037. * @param {number} b2 - Maximum value for range B.
  2038. * @return {number} The mapped value.
  2039. */
  2040. mapLinear: mapLinear,
  2041. /**
  2042. * Returns the percentage in the closed interval `[0, 1]` of the given value
  2043. * between the start and end point.
  2044. *
  2045. * @static
  2046. * @method
  2047. * @param {number} x - The start point
  2048. * @param {number} y - The end point.
  2049. * @param {number} value - A value between start and end.
  2050. * @return {number} The interpolation factor.
  2051. */
  2052. inverseLerp: inverseLerp,
  2053. /**
  2054. * Returns a value linearly interpolated from two known points based on the given interval -
  2055. * `t = 0` will return `x` and `t = 1` will return `y`.
  2056. *
  2057. * @static
  2058. * @method
  2059. * @param {number} x - The start point
  2060. * @param {number} y - The end point.
  2061. * @param {number} t - The interpolation factor in the closed interval `[0, 1]`.
  2062. * @return {number} The interpolated value.
  2063. */
  2064. lerp: lerp,
  2065. /**
  2066. * Smoothly interpolate a number from `x` to `y` in a spring-like manner using a delta
  2067. * time to maintain frame rate independent movement. For details, see
  2068. * [Frame rate independent damping using lerp]{@link http://www.rorydriscoll.com/2016/03/07/frame-rate-independent-damping-using-lerp/}.
  2069. *
  2070. * @static
  2071. * @method
  2072. * @param {number} x - The current point.
  2073. * @param {number} y - The target point.
  2074. * @param {number} lambda - A higher lambda value will make the movement more sudden,
  2075. * and a lower value will make the movement more gradual.
  2076. * @param {number} dt - Delta time in seconds.
  2077. * @return {number} The interpolated value.
  2078. */
  2079. damp: damp,
  2080. /**
  2081. * Returns a value that alternates between `0` and the given `length` parameter.
  2082. *
  2083. * @static
  2084. * @method
  2085. * @param {number} x - The value to pingpong.
  2086. * @param {number} [length=1] - The positive value the function will pingpong to.
  2087. * @return {number} The alternated value.
  2088. */
  2089. pingpong: pingpong,
  2090. /**
  2091. * Returns a value in the range `[0,1]` that represents the percentage that `x` has
  2092. * moved between `min` and `max`, but smoothed or slowed down the closer `x` is to
  2093. * the `min` and `max`.
  2094. *
  2095. * See [Smoothstep]{@link http://en.wikipedia.org/wiki/Smoothstep} for more details.
  2096. *
  2097. * @static
  2098. * @method
  2099. * @param {number} x - The value to evaluate based on its position between min and max.
  2100. * @param {number} min - The min value. Any x value below min will be `0`.
  2101. * @param {number} max - The max value. Any x value above max will be `1`.
  2102. * @return {number} The alternated value.
  2103. */
  2104. smoothstep: smoothstep,
  2105. /**
  2106. * A [variation on smoothstep]{@link https://en.wikipedia.org/wiki/Smoothstep#Variations}
  2107. * that has zero 1st and 2nd order derivatives at x=0 and x=1.
  2108. *
  2109. * @static
  2110. * @method
  2111. * @param {number} x - The value to evaluate based on its position between min and max.
  2112. * @param {number} min - The min value. Any x value below min will be `0`.
  2113. * @param {number} max - The max value. Any x value above max will be `1`.
  2114. * @return {number} The alternated value.
  2115. */
  2116. smootherstep: smootherstep,
  2117. /**
  2118. * Returns a random integer from `<low, high>` interval.
  2119. *
  2120. * @static
  2121. * @method
  2122. * @param {number} low - The lower value boundary.
  2123. * @param {number} high - The upper value boundary
  2124. * @return {number} A random integer.
  2125. */
  2126. randInt: randInt,
  2127. /**
  2128. * Returns a random float from `<low, high>` interval.
  2129. *
  2130. * @static
  2131. * @method
  2132. * @param {number} low - The lower value boundary.
  2133. * @param {number} high - The upper value boundary
  2134. * @return {number} A random float.
  2135. */
  2136. randFloat: randFloat,
  2137. /**
  2138. * Returns a random integer from `<-range/2, range/2>` interval.
  2139. *
  2140. * @static
  2141. * @method
  2142. * @param {number} range - Defines the value range.
  2143. * @return {number} A random float.
  2144. */
  2145. randFloatSpread: randFloatSpread,
  2146. /**
  2147. * Returns a deterministic pseudo-random float in the interval `[0, 1]`.
  2148. *
  2149. * @static
  2150. * @method
  2151. * @param {number} [s] - The integer seed.
  2152. * @return {number} A random float.
  2153. */
  2154. seededRandom: seededRandom,
  2155. /**
  2156. * Converts degrees to radians.
  2157. *
  2158. * @static
  2159. * @method
  2160. * @param {number} degrees - A value in degrees.
  2161. * @return {number} The converted value in radians.
  2162. */
  2163. degToRad: degToRad,
  2164. /**
  2165. * Converts radians to degrees.
  2166. *
  2167. * @static
  2168. * @method
  2169. * @param {number} radians - A value in radians.
  2170. * @return {number} The converted value in degrees.
  2171. */
  2172. radToDeg: radToDeg,
  2173. /**
  2174. * Returns `true` if the given number is a power of two.
  2175. *
  2176. * @static
  2177. * @method
  2178. * @param {number} value - The value to check.
  2179. * @return {boolean} Whether the given number is a power of two or not.
  2180. */
  2181. isPowerOfTwo: isPowerOfTwo,
  2182. /**
  2183. * Returns the smallest power of two that is greater than or equal to the given number.
  2184. *
  2185. * @static
  2186. * @method
  2187. * @param {number} value - The value to find a POT for.
  2188. * @return {number} The smallest power of two that is greater than or equal to the given number.
  2189. */
  2190. ceilPowerOfTwo: ceilPowerOfTwo,
  2191. /**
  2192. * Returns the largest power of two that is less than or equal to the given number.
  2193. *
  2194. * @static
  2195. * @method
  2196. * @param {number} value - The value to find a POT for.
  2197. * @return {number} The largest power of two that is less than or equal to the given number.
  2198. */
  2199. floorPowerOfTwo: floorPowerOfTwo,
  2200. /**
  2201. * Sets the given quaternion from the [Intrinsic Proper Euler Angles]{@link https://en.wikipedia.org/wiki/Euler_angles}
  2202. * defined by the given angles and order.
  2203. *
  2204. * Rotations are applied to the axes in the order specified by order:
  2205. * rotation by angle `a` is applied first, then by angle `b`, then by angle `c`.
  2206. *
  2207. * @static
  2208. * @method
  2209. * @param {Quaternion} q - The quaternion to set.
  2210. * @param {number} a - The rotation applied to the first axis, in radians.
  2211. * @param {number} b - The rotation applied to the second axis, in radians.
  2212. * @param {number} c - The rotation applied to the third axis, in radians.
  2213. * @param {('XYX'|'XZX'|'YXY'|'YZY'|'ZXZ'|'ZYZ')} order - A string specifying the axes order.
  2214. */
  2215. setQuaternionFromProperEuler: setQuaternionFromProperEuler,
  2216. /**
  2217. * Normalizes the given value according to the given typed array.
  2218. *
  2219. * @static
  2220. * @method
  2221. * @param {number} value - The float value in the range `[0,1]` to normalize.
  2222. * @param {TypedArray} array - The typed array that defines the data type of the value.
  2223. * @return {number} The normalize value.
  2224. */
  2225. normalize: normalize,
  2226. /**
  2227. * Denormalizes the given value according to the given typed array.
  2228. *
  2229. * @static
  2230. * @method
  2231. * @param {number} value - The value to denormalize.
  2232. * @param {TypedArray} array - The typed array that defines the data type of the value.
  2233. * @return {number} The denormalize (float) value in the range `[0,1]`.
  2234. */
  2235. denormalize: denormalize
  2236. };
  2237. /**
  2238. * Class representing a 2D vector. A 2D vector is an ordered pair of numbers
  2239. * (labeled x and y), which can be used to represent a number of things, such as:
  2240. *
  2241. * - A point in 2D space (i.e. a position on a plane).
  2242. * - A direction and length across a plane. In three.js the length will
  2243. * always be the Euclidean distance(straight-line distance) from `(0, 0)` to `(x, y)`
  2244. * and the direction is also measured from `(0, 0)` towards `(x, y)`.
  2245. * - Any arbitrary ordered pair of numbers.
  2246. *
  2247. * There are other things a 2D vector can be used to represent, such as
  2248. * momentum vectors, complex numbers and so on, however these are the most
  2249. * common uses in three.js.
  2250. *
  2251. * Iterating through a vector instance will yield its components `(x, y)` in
  2252. * the corresponding order.
  2253. * ```js
  2254. * const a = new THREE.Vector2( 0, 1 );
  2255. *
  2256. * //no arguments; will be initialised to (0, 0)
  2257. * const b = new THREE.Vector2( );
  2258. *
  2259. * const d = a.distanceTo( b );
  2260. * ```
  2261. */
  2262. class Vector2 {
  2263. /**
  2264. * Constructs a new 2D vector.
  2265. *
  2266. * @param {number} [x=0] - The x value of this vector.
  2267. * @param {number} [y=0] - The y value of this vector.
  2268. */
  2269. constructor( x = 0, y = 0 ) {
  2270. /**
  2271. * This flag can be used for type testing.
  2272. *
  2273. * @type {boolean}
  2274. * @readonly
  2275. * @default true
  2276. */
  2277. Vector2.prototype.isVector2 = true;
  2278. /**
  2279. * The x value of this vector.
  2280. *
  2281. * @type {number}
  2282. */
  2283. this.x = x;
  2284. /**
  2285. * The y value of this vector.
  2286. *
  2287. * @type {number}
  2288. */
  2289. this.y = y;
  2290. }
  2291. /**
  2292. * Alias for {@link Vector2#x}.
  2293. *
  2294. * @type {number}
  2295. */
  2296. get width() {
  2297. return this.x;
  2298. }
  2299. set width( value ) {
  2300. this.x = value;
  2301. }
  2302. /**
  2303. * Alias for {@link Vector2#y}.
  2304. *
  2305. * @type {number}
  2306. */
  2307. get height() {
  2308. return this.y;
  2309. }
  2310. set height( value ) {
  2311. this.y = value;
  2312. }
  2313. /**
  2314. * Sets the vector components.
  2315. *
  2316. * @param {number} x - The value of the x component.
  2317. * @param {number} y - The value of the y component.
  2318. * @return {Vector2} A reference to this vector.
  2319. */
  2320. set( x, y ) {
  2321. this.x = x;
  2322. this.y = y;
  2323. return this;
  2324. }
  2325. /**
  2326. * Sets the vector components to the same value.
  2327. *
  2328. * @param {number} scalar - The value to set for all vector components.
  2329. * @return {Vector2} A reference to this vector.
  2330. */
  2331. setScalar( scalar ) {
  2332. this.x = scalar;
  2333. this.y = scalar;
  2334. return this;
  2335. }
  2336. /**
  2337. * Sets the vector's x component to the given value
  2338. *
  2339. * @param {number} x - The value to set.
  2340. * @return {Vector2} A reference to this vector.
  2341. */
  2342. setX( x ) {
  2343. this.x = x;
  2344. return this;
  2345. }
  2346. /**
  2347. * Sets the vector's y component to the given value
  2348. *
  2349. * @param {number} y - The value to set.
  2350. * @return {Vector2} A reference to this vector.
  2351. */
  2352. setY( y ) {
  2353. this.y = y;
  2354. return this;
  2355. }
  2356. /**
  2357. * Allows to set a vector component with an index.
  2358. *
  2359. * @param {number} index - The component index. `0` equals to x, `1` equals to y.
  2360. * @param {number} value - The value to set.
  2361. * @return {Vector2} A reference to this vector.
  2362. */
  2363. setComponent( index, value ) {
  2364. switch ( index ) {
  2365. case 0: this.x = value; break;
  2366. case 1: this.y = value; break;
  2367. default: throw new Error( 'index is out of range: ' + index );
  2368. }
  2369. return this;
  2370. }
  2371. /**
  2372. * Returns the value of the vector component which matches the given index.
  2373. *
  2374. * @param {number} index - The component index. `0` equals to x, `1` equals to y.
  2375. * @return {number} A vector component value.
  2376. */
  2377. getComponent( index ) {
  2378. switch ( index ) {
  2379. case 0: return this.x;
  2380. case 1: return this.y;
  2381. default: throw new Error( 'index is out of range: ' + index );
  2382. }
  2383. }
  2384. /**
  2385. * Returns a new vector with copied values from this instance.
  2386. *
  2387. * @return {Vector2} A clone of this instance.
  2388. */
  2389. clone() {
  2390. return new this.constructor( this.x, this.y );
  2391. }
  2392. /**
  2393. * Copies the values of the given vector to this instance.
  2394. *
  2395. * @param {Vector2} v - The vector to copy.
  2396. * @return {Vector2} A reference to this vector.
  2397. */
  2398. copy( v ) {
  2399. this.x = v.x;
  2400. this.y = v.y;
  2401. return this;
  2402. }
  2403. /**
  2404. * Adds the given vector to this instance.
  2405. *
  2406. * @param {Vector2} v - The vector to add.
  2407. * @return {Vector2} A reference to this vector.
  2408. */
  2409. add( v ) {
  2410. this.x += v.x;
  2411. this.y += v.y;
  2412. return this;
  2413. }
  2414. /**
  2415. * Adds the given scalar value to all components of this instance.
  2416. *
  2417. * @param {number} s - The scalar to add.
  2418. * @return {Vector2} A reference to this vector.
  2419. */
  2420. addScalar( s ) {
  2421. this.x += s;
  2422. this.y += s;
  2423. return this;
  2424. }
  2425. /**
  2426. * Adds the given vectors and stores the result in this instance.
  2427. *
  2428. * @param {Vector2} a - The first vector.
  2429. * @param {Vector2} b - The second vector.
  2430. * @return {Vector2} A reference to this vector.
  2431. */
  2432. addVectors( a, b ) {
  2433. this.x = a.x + b.x;
  2434. this.y = a.y + b.y;
  2435. return this;
  2436. }
  2437. /**
  2438. * Adds the given vector scaled by the given factor to this instance.
  2439. *
  2440. * @param {Vector2} v - The vector.
  2441. * @param {number} s - The factor that scales `v`.
  2442. * @return {Vector2} A reference to this vector.
  2443. */
  2444. addScaledVector( v, s ) {
  2445. this.x += v.x * s;
  2446. this.y += v.y * s;
  2447. return this;
  2448. }
  2449. /**
  2450. * Subtracts the given vector from this instance.
  2451. *
  2452. * @param {Vector2} v - The vector to subtract.
  2453. * @return {Vector2} A reference to this vector.
  2454. */
  2455. sub( v ) {
  2456. this.x -= v.x;
  2457. this.y -= v.y;
  2458. return this;
  2459. }
  2460. /**
  2461. * Subtracts the given scalar value from all components of this instance.
  2462. *
  2463. * @param {number} s - The scalar to subtract.
  2464. * @return {Vector2} A reference to this vector.
  2465. */
  2466. subScalar( s ) {
  2467. this.x -= s;
  2468. this.y -= s;
  2469. return this;
  2470. }
  2471. /**
  2472. * Subtracts the given vectors and stores the result in this instance.
  2473. *
  2474. * @param {Vector2} a - The first vector.
  2475. * @param {Vector2} b - The second vector.
  2476. * @return {Vector2} A reference to this vector.
  2477. */
  2478. subVectors( a, b ) {
  2479. this.x = a.x - b.x;
  2480. this.y = a.y - b.y;
  2481. return this;
  2482. }
  2483. /**
  2484. * Multiplies the given vector with this instance.
  2485. *
  2486. * @param {Vector2} v - The vector to multiply.
  2487. * @return {Vector2} A reference to this vector.
  2488. */
  2489. multiply( v ) {
  2490. this.x *= v.x;
  2491. this.y *= v.y;
  2492. return this;
  2493. }
  2494. /**
  2495. * Multiplies the given scalar value with all components of this instance.
  2496. *
  2497. * @param {number} scalar - The scalar to multiply.
  2498. * @return {Vector2} A reference to this vector.
  2499. */
  2500. multiplyScalar( scalar ) {
  2501. this.x *= scalar;
  2502. this.y *= scalar;
  2503. return this;
  2504. }
  2505. /**
  2506. * Divides this instance by the given vector.
  2507. *
  2508. * @param {Vector2} v - The vector to divide.
  2509. * @return {Vector2} A reference to this vector.
  2510. */
  2511. divide( v ) {
  2512. this.x /= v.x;
  2513. this.y /= v.y;
  2514. return this;
  2515. }
  2516. /**
  2517. * Divides this vector by the given scalar.
  2518. *
  2519. * @param {number} scalar - The scalar to divide.
  2520. * @return {Vector2} A reference to this vector.
  2521. */
  2522. divideScalar( scalar ) {
  2523. return this.multiplyScalar( 1 / scalar );
  2524. }
  2525. /**
  2526. * Multiplies this vector (with an implicit 1 as the 3rd component) by
  2527. * the given 3x3 matrix.
  2528. *
  2529. * @param {Matrix3} m - The matrix to apply.
  2530. * @return {Vector2} A reference to this vector.
  2531. */
  2532. applyMatrix3( m ) {
  2533. const x = this.x, y = this.y;
  2534. const e = m.elements;
  2535. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ];
  2536. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ];
  2537. return this;
  2538. }
  2539. /**
  2540. * If this vector's x or y value is greater than the given vector's x or y
  2541. * value, replace that value with the corresponding min value.
  2542. *
  2543. * @param {Vector2} v - The vector.
  2544. * @return {Vector2} A reference to this vector.
  2545. */
  2546. min( v ) {
  2547. this.x = Math.min( this.x, v.x );
  2548. this.y = Math.min( this.y, v.y );
  2549. return this;
  2550. }
  2551. /**
  2552. * If this vector's x or y value is less than the given vector's x or y
  2553. * value, replace that value with the corresponding max value.
  2554. *
  2555. * @param {Vector2} v - The vector.
  2556. * @return {Vector2} A reference to this vector.
  2557. */
  2558. max( v ) {
  2559. this.x = Math.max( this.x, v.x );
  2560. this.y = Math.max( this.y, v.y );
  2561. return this;
  2562. }
  2563. /**
  2564. * If this vector's x or y value is greater than the max vector's x or y
  2565. * value, it is replaced by the corresponding value.
  2566. * If this vector's x or y value is less than the min vector's x or y value,
  2567. * it is replaced by the corresponding value.
  2568. *
  2569. * @param {Vector2} min - The minimum x and y values.
  2570. * @param {Vector2} max - The maximum x and y values in the desired range.
  2571. * @return {Vector2} A reference to this vector.
  2572. */
  2573. clamp( min, max ) {
  2574. // assumes min < max, componentwise
  2575. this.x = clamp( this.x, min.x, max.x );
  2576. this.y = clamp( this.y, min.y, max.y );
  2577. return this;
  2578. }
  2579. /**
  2580. * If this vector's x or y values are greater than the max value, they are
  2581. * replaced by the max value.
  2582. * If this vector's x or y values are less than the min value, they are
  2583. * replaced by the min value.
  2584. *
  2585. * @param {number} minVal - The minimum value the components will be clamped to.
  2586. * @param {number} maxVal - The maximum value the components will be clamped to.
  2587. * @return {Vector2} A reference to this vector.
  2588. */
  2589. clampScalar( minVal, maxVal ) {
  2590. this.x = clamp( this.x, minVal, maxVal );
  2591. this.y = clamp( this.y, minVal, maxVal );
  2592. return this;
  2593. }
  2594. /**
  2595. * If this vector's length is greater than the max value, it is replaced by
  2596. * the max value.
  2597. * If this vector's length is less than the min value, it is replaced by the
  2598. * min value.
  2599. *
  2600. * @param {number} min - The minimum value the vector length will be clamped to.
  2601. * @param {number} max - The maximum value the vector length will be clamped to.
  2602. * @return {Vector2} A reference to this vector.
  2603. */
  2604. clampLength( min, max ) {
  2605. const length = this.length();
  2606. return this.divideScalar( length || 1 ).multiplyScalar( clamp( length, min, max ) );
  2607. }
  2608. /**
  2609. * The components of this vector are rounded down to the nearest integer value.
  2610. *
  2611. * @return {Vector2} A reference to this vector.
  2612. */
  2613. floor() {
  2614. this.x = Math.floor( this.x );
  2615. this.y = Math.floor( this.y );
  2616. return this;
  2617. }
  2618. /**
  2619. * The components of this vector are rounded up to the nearest integer value.
  2620. *
  2621. * @return {Vector2} A reference to this vector.
  2622. */
  2623. ceil() {
  2624. this.x = Math.ceil( this.x );
  2625. this.y = Math.ceil( this.y );
  2626. return this;
  2627. }
  2628. /**
  2629. * The components of this vector are rounded to the nearest integer value
  2630. *
  2631. * @return {Vector2} A reference to this vector.
  2632. */
  2633. round() {
  2634. this.x = Math.round( this.x );
  2635. this.y = Math.round( this.y );
  2636. return this;
  2637. }
  2638. /**
  2639. * The components of this vector are rounded towards zero (up if negative,
  2640. * down if positive) to an integer value.
  2641. *
  2642. * @return {Vector2} A reference to this vector.
  2643. */
  2644. roundToZero() {
  2645. this.x = Math.trunc( this.x );
  2646. this.y = Math.trunc( this.y );
  2647. return this;
  2648. }
  2649. /**
  2650. * Inverts this vector - i.e. sets x = -x and y = -y.
  2651. *
  2652. * @return {Vector2} A reference to this vector.
  2653. */
  2654. negate() {
  2655. this.x = - this.x;
  2656. this.y = - this.y;
  2657. return this;
  2658. }
  2659. /**
  2660. * Calculates the dot product of the given vector with this instance.
  2661. *
  2662. * @param {Vector2} v - The vector to compute the dot product with.
  2663. * @return {number} The result of the dot product.
  2664. */
  2665. dot( v ) {
  2666. return this.x * v.x + this.y * v.y;
  2667. }
  2668. /**
  2669. * Calculates the cross product of the given vector with this instance.
  2670. *
  2671. * @param {Vector2} v - The vector to compute the cross product with.
  2672. * @return {number} The result of the cross product.
  2673. */
  2674. cross( v ) {
  2675. return this.x * v.y - this.y * v.x;
  2676. }
  2677. /**
  2678. * Computes the square of the Euclidean length (straight-line length) from
  2679. * (0, 0) to (x, y). If you are comparing the lengths of vectors, you should
  2680. * compare the length squared instead as it is slightly more efficient to calculate.
  2681. *
  2682. * @return {number} The square length of this vector.
  2683. */
  2684. lengthSq() {
  2685. return this.x * this.x + this.y * this.y;
  2686. }
  2687. /**
  2688. * Computes the Euclidean length (straight-line length) from (0, 0) to (x, y).
  2689. *
  2690. * @return {number} The length of this vector.
  2691. */
  2692. length() {
  2693. return Math.sqrt( this.x * this.x + this.y * this.y );
  2694. }
  2695. /**
  2696. * Computes the Manhattan length of this vector.
  2697. *
  2698. * @return {number} The length of this vector.
  2699. */
  2700. manhattanLength() {
  2701. return Math.abs( this.x ) + Math.abs( this.y );
  2702. }
  2703. /**
  2704. * Converts this vector to a unit vector - that is, sets it equal to a vector
  2705. * with the same direction as this one, but with a vector length of `1`.
  2706. *
  2707. * @return {Vector2} A reference to this vector.
  2708. */
  2709. normalize() {
  2710. return this.divideScalar( this.length() || 1 );
  2711. }
  2712. /**
  2713. * Computes the angle in radians of this vector with respect to the positive x-axis.
  2714. *
  2715. * @return {number} The angle in radians.
  2716. */
  2717. angle() {
  2718. const angle = Math.atan2( - this.y, - this.x ) + Math.PI;
  2719. return angle;
  2720. }
  2721. /**
  2722. * Returns the angle between the given vector and this instance in radians.
  2723. *
  2724. * @param {Vector2} v - The vector to compute the angle with.
  2725. * @return {number} The angle in radians.
  2726. */
  2727. angleTo( v ) {
  2728. const denominator = Math.sqrt( this.lengthSq() * v.lengthSq() );
  2729. if ( denominator === 0 ) return Math.PI / 2;
  2730. const theta = this.dot( v ) / denominator;
  2731. // clamp, to handle numerical problems
  2732. return Math.acos( clamp( theta, -1, 1 ) );
  2733. }
  2734. /**
  2735. * Computes the distance from the given vector to this instance.
  2736. *
  2737. * @param {Vector2} v - The vector to compute the distance to.
  2738. * @return {number} The distance.
  2739. */
  2740. distanceTo( v ) {
  2741. return Math.sqrt( this.distanceToSquared( v ) );
  2742. }
  2743. /**
  2744. * Computes the squared distance from the given vector to this instance.
  2745. * If you are just comparing the distance with another distance, you should compare
  2746. * the distance squared instead as it is slightly more efficient to calculate.
  2747. *
  2748. * @param {Vector2} v - The vector to compute the squared distance to.
  2749. * @return {number} The squared distance.
  2750. */
  2751. distanceToSquared( v ) {
  2752. const dx = this.x - v.x, dy = this.y - v.y;
  2753. return dx * dx + dy * dy;
  2754. }
  2755. /**
  2756. * Computes the Manhattan distance from the given vector to this instance.
  2757. *
  2758. * @param {Vector2} v - The vector to compute the Manhattan distance to.
  2759. * @return {number} The Manhattan distance.
  2760. */
  2761. manhattanDistanceTo( v ) {
  2762. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y );
  2763. }
  2764. /**
  2765. * Sets this vector to a vector with the same direction as this one, but
  2766. * with the specified length.
  2767. *
  2768. * @param {number} length - The new length of this vector.
  2769. * @return {Vector2} A reference to this vector.
  2770. */
  2771. setLength( length ) {
  2772. return this.normalize().multiplyScalar( length );
  2773. }
  2774. /**
  2775. * Linearly interpolates between the given vector and this instance, where
  2776. * alpha is the percent distance along the line - alpha = 0 will be this
  2777. * vector, and alpha = 1 will be the given one.
  2778. *
  2779. * @param {Vector2} v - The vector to interpolate towards.
  2780. * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
  2781. * @return {Vector2} A reference to this vector.
  2782. */
  2783. lerp( v, alpha ) {
  2784. this.x += ( v.x - this.x ) * alpha;
  2785. this.y += ( v.y - this.y ) * alpha;
  2786. return this;
  2787. }
  2788. /**
  2789. * Linearly interpolates between the given vectors, where alpha is the percent
  2790. * distance along the line - alpha = 0 will be first vector, and alpha = 1 will
  2791. * be the second one. The result is stored in this instance.
  2792. *
  2793. * @param {Vector2} v1 - The first vector.
  2794. * @param {Vector2} v2 - The second vector.
  2795. * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
  2796. * @return {Vector2} A reference to this vector.
  2797. */
  2798. lerpVectors( v1, v2, alpha ) {
  2799. this.x = v1.x + ( v2.x - v1.x ) * alpha;
  2800. this.y = v1.y + ( v2.y - v1.y ) * alpha;
  2801. return this;
  2802. }
  2803. /**
  2804. * Returns `true` if this vector is equal with the given one.
  2805. *
  2806. * @param {Vector2} v - The vector to test for equality.
  2807. * @return {boolean} Whether this vector is equal with the given one.
  2808. */
  2809. equals( v ) {
  2810. return ( ( v.x === this.x ) && ( v.y === this.y ) );
  2811. }
  2812. /**
  2813. * Sets this vector's x value to be `array[ offset ]` and y
  2814. * value to be `array[ offset + 1 ]`.
  2815. *
  2816. * @param {Array<number>} array - An array holding the vector component values.
  2817. * @param {number} [offset=0] - The offset into the array.
  2818. * @return {Vector2} A reference to this vector.
  2819. */
  2820. fromArray( array, offset = 0 ) {
  2821. this.x = array[ offset ];
  2822. this.y = array[ offset + 1 ];
  2823. return this;
  2824. }
  2825. /**
  2826. * Writes the components of this vector to the given array. If no array is provided,
  2827. * the method returns a new instance.
  2828. *
  2829. * @param {Array<number>} [array=[]] - The target array holding the vector components.
  2830. * @param {number} [offset=0] - Index of the first element in the array.
  2831. * @return {Array<number>} The vector components.
  2832. */
  2833. toArray( array = [], offset = 0 ) {
  2834. array[ offset ] = this.x;
  2835. array[ offset + 1 ] = this.y;
  2836. return array;
  2837. }
  2838. /**
  2839. * Sets the components of this vector from the given buffer attribute.
  2840. *
  2841. * @param {BufferAttribute} attribute - The buffer attribute holding vector data.
  2842. * @param {number} index - The index into the attribute.
  2843. * @return {Vector2} A reference to this vector.
  2844. */
  2845. fromBufferAttribute( attribute, index ) {
  2846. this.x = attribute.getX( index );
  2847. this.y = attribute.getY( index );
  2848. return this;
  2849. }
  2850. /**
  2851. * Rotates this vector around the given center by the given angle.
  2852. *
  2853. * @param {Vector2} center - The point around which to rotate.
  2854. * @param {number} angle - The angle to rotate, in radians.
  2855. * @return {Vector2} A reference to this vector.
  2856. */
  2857. rotateAround( center, angle ) {
  2858. const c = Math.cos( angle ), s = Math.sin( angle );
  2859. const x = this.x - center.x;
  2860. const y = this.y - center.y;
  2861. this.x = x * c - y * s + center.x;
  2862. this.y = x * s + y * c + center.y;
  2863. return this;
  2864. }
  2865. /**
  2866. * Sets each component of this vector to a pseudo-random value between `0` and
  2867. * `1`, excluding `1`.
  2868. *
  2869. * @return {Vector2} A reference to this vector.
  2870. */
  2871. random() {
  2872. this.x = Math.random();
  2873. this.y = Math.random();
  2874. return this;
  2875. }
  2876. *[ Symbol.iterator ]() {
  2877. yield this.x;
  2878. yield this.y;
  2879. }
  2880. }
  2881. /**
  2882. * Class for representing a Quaternion. Quaternions are used in three.js to represent rotations.
  2883. *
  2884. * Iterating through a vector instance will yield its components `(x, y, z, w)` in
  2885. * the corresponding order.
  2886. *
  2887. * Note that three.js expects Quaternions to be normalized.
  2888. * ```js
  2889. * const quaternion = new THREE.Quaternion();
  2890. * quaternion.setFromAxisAngle( new THREE.Vector3( 0, 1, 0 ), Math.PI / 2 );
  2891. *
  2892. * const vector = new THREE.Vector3( 1, 0, 0 );
  2893. * vector.applyQuaternion( quaternion );
  2894. * ```
  2895. */
  2896. class Quaternion {
  2897. /**
  2898. * Constructs a new quaternion.
  2899. *
  2900. * @param {number} [x=0] - The x value of this quaternion.
  2901. * @param {number} [y=0] - The y value of this quaternion.
  2902. * @param {number} [z=0] - The z value of this quaternion.
  2903. * @param {number} [w=1] - The w value of this quaternion.
  2904. */
  2905. constructor( x = 0, y = 0, z = 0, w = 1 ) {
  2906. /**
  2907. * This flag can be used for type testing.
  2908. *
  2909. * @type {boolean}
  2910. * @readonly
  2911. * @default true
  2912. */
  2913. this.isQuaternion = true;
  2914. this._x = x;
  2915. this._y = y;
  2916. this._z = z;
  2917. this._w = w;
  2918. }
  2919. /**
  2920. * Interpolates between two quaternions via SLERP. This implementation assumes the
  2921. * quaternion data are managed in flat arrays.
  2922. *
  2923. * @param {Array<number>} dst - The destination array.
  2924. * @param {number} dstOffset - An offset into the destination array.
  2925. * @param {Array<number>} src0 - The source array of the first quaternion.
  2926. * @param {number} srcOffset0 - An offset into the first source array.
  2927. * @param {Array<number>} src1 - The source array of the second quaternion.
  2928. * @param {number} srcOffset1 - An offset into the second source array.
  2929. * @param {number} t - The interpolation factor in the range `[0,1]`.
  2930. * @see {@link Quaternion#slerp}
  2931. */
  2932. static slerpFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) {
  2933. // fuzz-free, array-based Quaternion SLERP operation
  2934. let x0 = src0[ srcOffset0 + 0 ],
  2935. y0 = src0[ srcOffset0 + 1 ],
  2936. z0 = src0[ srcOffset0 + 2 ],
  2937. w0 = src0[ srcOffset0 + 3 ];
  2938. const x1 = src1[ srcOffset1 + 0 ],
  2939. y1 = src1[ srcOffset1 + 1 ],
  2940. z1 = src1[ srcOffset1 + 2 ],
  2941. w1 = src1[ srcOffset1 + 3 ];
  2942. if ( t === 0 ) {
  2943. dst[ dstOffset + 0 ] = x0;
  2944. dst[ dstOffset + 1 ] = y0;
  2945. dst[ dstOffset + 2 ] = z0;
  2946. dst[ dstOffset + 3 ] = w0;
  2947. return;
  2948. }
  2949. if ( t === 1 ) {
  2950. dst[ dstOffset + 0 ] = x1;
  2951. dst[ dstOffset + 1 ] = y1;
  2952. dst[ dstOffset + 2 ] = z1;
  2953. dst[ dstOffset + 3 ] = w1;
  2954. return;
  2955. }
  2956. if ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) {
  2957. let s = 1 - t;
  2958. const cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1,
  2959. dir = ( cos >= 0 ? 1 : -1 ),
  2960. sqrSin = 1 - cos * cos;
  2961. // Skip the Slerp for tiny steps to avoid numeric problems:
  2962. if ( sqrSin > Number.EPSILON ) {
  2963. const sin = Math.sqrt( sqrSin ),
  2964. len = Math.atan2( sin, cos * dir );
  2965. s = Math.sin( s * len ) / sin;
  2966. t = Math.sin( t * len ) / sin;
  2967. }
  2968. const tDir = t * dir;
  2969. x0 = x0 * s + x1 * tDir;
  2970. y0 = y0 * s + y1 * tDir;
  2971. z0 = z0 * s + z1 * tDir;
  2972. w0 = w0 * s + w1 * tDir;
  2973. // Normalize in case we just did a lerp:
  2974. if ( s === 1 - t ) {
  2975. const f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 );
  2976. x0 *= f;
  2977. y0 *= f;
  2978. z0 *= f;
  2979. w0 *= f;
  2980. }
  2981. }
  2982. dst[ dstOffset ] = x0;
  2983. dst[ dstOffset + 1 ] = y0;
  2984. dst[ dstOffset + 2 ] = z0;
  2985. dst[ dstOffset + 3 ] = w0;
  2986. }
  2987. /**
  2988. * Multiplies two quaternions. This implementation assumes the quaternion data are managed
  2989. * in flat arrays.
  2990. *
  2991. * @param {Array<number>} dst - The destination array.
  2992. * @param {number} dstOffset - An offset into the destination array.
  2993. * @param {Array<number>} src0 - The source array of the first quaternion.
  2994. * @param {number} srcOffset0 - An offset into the first source array.
  2995. * @param {Array<number>} src1 - The source array of the second quaternion.
  2996. * @param {number} srcOffset1 - An offset into the second source array.
  2997. * @return {Array<number>} The destination array.
  2998. * @see {@link Quaternion#multiplyQuaternions}.
  2999. */
  3000. static multiplyQuaternionsFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1 ) {
  3001. const x0 = src0[ srcOffset0 ];
  3002. const y0 = src0[ srcOffset0 + 1 ];
  3003. const z0 = src0[ srcOffset0 + 2 ];
  3004. const w0 = src0[ srcOffset0 + 3 ];
  3005. const x1 = src1[ srcOffset1 ];
  3006. const y1 = src1[ srcOffset1 + 1 ];
  3007. const z1 = src1[ srcOffset1 + 2 ];
  3008. const w1 = src1[ srcOffset1 + 3 ];
  3009. dst[ dstOffset ] = x0 * w1 + w0 * x1 + y0 * z1 - z0 * y1;
  3010. dst[ dstOffset + 1 ] = y0 * w1 + w0 * y1 + z0 * x1 - x0 * z1;
  3011. dst[ dstOffset + 2 ] = z0 * w1 + w0 * z1 + x0 * y1 - y0 * x1;
  3012. dst[ dstOffset + 3 ] = w0 * w1 - x0 * x1 - y0 * y1 - z0 * z1;
  3013. return dst;
  3014. }
  3015. /**
  3016. * The x value of this quaternion.
  3017. *
  3018. * @type {number}
  3019. * @default 0
  3020. */
  3021. get x() {
  3022. return this._x;
  3023. }
  3024. set x( value ) {
  3025. this._x = value;
  3026. this._onChangeCallback();
  3027. }
  3028. /**
  3029. * The y value of this quaternion.
  3030. *
  3031. * @type {number}
  3032. * @default 0
  3033. */
  3034. get y() {
  3035. return this._y;
  3036. }
  3037. set y( value ) {
  3038. this._y = value;
  3039. this._onChangeCallback();
  3040. }
  3041. /**
  3042. * The z value of this quaternion.
  3043. *
  3044. * @type {number}
  3045. * @default 0
  3046. */
  3047. get z() {
  3048. return this._z;
  3049. }
  3050. set z( value ) {
  3051. this._z = value;
  3052. this._onChangeCallback();
  3053. }
  3054. /**
  3055. * The w value of this quaternion.
  3056. *
  3057. * @type {number}
  3058. * @default 1
  3059. */
  3060. get w() {
  3061. return this._w;
  3062. }
  3063. set w( value ) {
  3064. this._w = value;
  3065. this._onChangeCallback();
  3066. }
  3067. /**
  3068. * Sets the quaternion components.
  3069. *
  3070. * @param {number} x - The x value of this quaternion.
  3071. * @param {number} y - The y value of this quaternion.
  3072. * @param {number} z - The z value of this quaternion.
  3073. * @param {number} w - The w value of this quaternion.
  3074. * @return {Quaternion} A reference to this quaternion.
  3075. */
  3076. set( x, y, z, w ) {
  3077. this._x = x;
  3078. this._y = y;
  3079. this._z = z;
  3080. this._w = w;
  3081. this._onChangeCallback();
  3082. return this;
  3083. }
  3084. /**
  3085. * Returns a new quaternion with copied values from this instance.
  3086. *
  3087. * @return {Quaternion} A clone of this instance.
  3088. */
  3089. clone() {
  3090. return new this.constructor( this._x, this._y, this._z, this._w );
  3091. }
  3092. /**
  3093. * Copies the values of the given quaternion to this instance.
  3094. *
  3095. * @param {Quaternion} quaternion - The quaternion to copy.
  3096. * @return {Quaternion} A reference to this quaternion.
  3097. */
  3098. copy( quaternion ) {
  3099. this._x = quaternion.x;
  3100. this._y = quaternion.y;
  3101. this._z = quaternion.z;
  3102. this._w = quaternion.w;
  3103. this._onChangeCallback();
  3104. return this;
  3105. }
  3106. /**
  3107. * Sets this quaternion from the rotation specified by the given
  3108. * Euler angles.
  3109. *
  3110. * @param {Euler} euler - The Euler angles.
  3111. * @param {boolean} [update=true] - Whether the internal `onChange` callback should be executed or not.
  3112. * @return {Quaternion} A reference to this quaternion.
  3113. */
  3114. setFromEuler( euler, update = true ) {
  3115. const x = euler._x, y = euler._y, z = euler._z, order = euler._order;
  3116. // http://www.mathworks.com/matlabcentral/fileexchange/
  3117. // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
  3118. // content/SpinCalc.m
  3119. const cos = Math.cos;
  3120. const sin = Math.sin;
  3121. const c1 = cos( x / 2 );
  3122. const c2 = cos( y / 2 );
  3123. const c3 = cos( z / 2 );
  3124. const s1 = sin( x / 2 );
  3125. const s2 = sin( y / 2 );
  3126. const s3 = sin( z / 2 );
  3127. switch ( order ) {
  3128. case 'XYZ':
  3129. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  3130. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  3131. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  3132. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  3133. break;
  3134. case 'YXZ':
  3135. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  3136. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  3137. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  3138. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  3139. break;
  3140. case 'ZXY':
  3141. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  3142. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  3143. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  3144. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  3145. break;
  3146. case 'ZYX':
  3147. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  3148. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  3149. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  3150. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  3151. break;
  3152. case 'YZX':
  3153. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  3154. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  3155. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  3156. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  3157. break;
  3158. case 'XZY':
  3159. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  3160. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  3161. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  3162. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  3163. break;
  3164. default:
  3165. warn( 'Quaternion: .setFromEuler() encountered an unknown order: ' + order );
  3166. }
  3167. if ( update === true ) this._onChangeCallback();
  3168. return this;
  3169. }
  3170. /**
  3171. * Sets this quaternion from the given axis and angle.
  3172. *
  3173. * @param {Vector3} axis - The normalized axis.
  3174. * @param {number} angle - The angle in radians.
  3175. * @return {Quaternion} A reference to this quaternion.
  3176. */
  3177. setFromAxisAngle( axis, angle ) {
  3178. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
  3179. const halfAngle = angle / 2, s = Math.sin( halfAngle );
  3180. this._x = axis.x * s;
  3181. this._y = axis.y * s;
  3182. this._z = axis.z * s;
  3183. this._w = Math.cos( halfAngle );
  3184. this._onChangeCallback();
  3185. return this;
  3186. }
  3187. /**
  3188. * Sets this quaternion from the given rotation matrix.
  3189. *
  3190. * @param {Matrix4} m - A 4x4 matrix of which the upper 3x3 of matrix is a pure rotation matrix (i.e. unscaled).
  3191. * @return {Quaternion} A reference to this quaternion.
  3192. */
  3193. setFromRotationMatrix( m ) {
  3194. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
  3195. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  3196. const te = m.elements,
  3197. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  3198. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  3199. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ],
  3200. trace = m11 + m22 + m33;
  3201. if ( trace > 0 ) {
  3202. const s = 0.5 / Math.sqrt( trace + 1.0 );
  3203. this._w = 0.25 / s;
  3204. this._x = ( m32 - m23 ) * s;
  3205. this._y = ( m13 - m31 ) * s;
  3206. this._z = ( m21 - m12 ) * s;
  3207. } else if ( m11 > m22 && m11 > m33 ) {
  3208. const s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );
  3209. this._w = ( m32 - m23 ) / s;
  3210. this._x = 0.25 * s;
  3211. this._y = ( m12 + m21 ) / s;
  3212. this._z = ( m13 + m31 ) / s;
  3213. } else if ( m22 > m33 ) {
  3214. const s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );
  3215. this._w = ( m13 - m31 ) / s;
  3216. this._x = ( m12 + m21 ) / s;
  3217. this._y = 0.25 * s;
  3218. this._z = ( m23 + m32 ) / s;
  3219. } else {
  3220. const s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );
  3221. this._w = ( m21 - m12 ) / s;
  3222. this._x = ( m13 + m31 ) / s;
  3223. this._y = ( m23 + m32 ) / s;
  3224. this._z = 0.25 * s;
  3225. }
  3226. this._onChangeCallback();
  3227. return this;
  3228. }
  3229. /**
  3230. * Sets this quaternion to the rotation required to rotate the direction vector
  3231. * `vFrom` to the direction vector `vTo`.
  3232. *
  3233. * @param {Vector3} vFrom - The first (normalized) direction vector.
  3234. * @param {Vector3} vTo - The second (normalized) direction vector.
  3235. * @return {Quaternion} A reference to this quaternion.
  3236. */
  3237. setFromUnitVectors( vFrom, vTo ) {
  3238. // assumes direction vectors vFrom and vTo are normalized
  3239. let r = vFrom.dot( vTo ) + 1;
  3240. if ( r < 1e-8 ) { // the epsilon value has been discussed in #31286
  3241. // vFrom and vTo point in opposite directions
  3242. r = 0;
  3243. if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {
  3244. this._x = - vFrom.y;
  3245. this._y = vFrom.x;
  3246. this._z = 0;
  3247. this._w = r;
  3248. } else {
  3249. this._x = 0;
  3250. this._y = - vFrom.z;
  3251. this._z = vFrom.y;
  3252. this._w = r;
  3253. }
  3254. } else {
  3255. // crossVectors( vFrom, vTo ); // inlined to avoid cyclic dependency on Vector3
  3256. this._x = vFrom.y * vTo.z - vFrom.z * vTo.y;
  3257. this._y = vFrom.z * vTo.x - vFrom.x * vTo.z;
  3258. this._z = vFrom.x * vTo.y - vFrom.y * vTo.x;
  3259. this._w = r;
  3260. }
  3261. return this.normalize();
  3262. }
  3263. /**
  3264. * Returns the angle between this quaternion and the given one in radians.
  3265. *
  3266. * @param {Quaternion} q - The quaternion to compute the angle with.
  3267. * @return {number} The angle in radians.
  3268. */
  3269. angleTo( q ) {
  3270. return 2 * Math.acos( Math.abs( clamp( this.dot( q ), -1, 1 ) ) );
  3271. }
  3272. /**
  3273. * Rotates this quaternion by a given angular step to the given quaternion.
  3274. * The method ensures that the final quaternion will not overshoot `q`.
  3275. *
  3276. * @param {Quaternion} q - The target quaternion.
  3277. * @param {number} step - The angular step in radians.
  3278. * @return {Quaternion} A reference to this quaternion.
  3279. */
  3280. rotateTowards( q, step ) {
  3281. const angle = this.angleTo( q );
  3282. if ( angle === 0 ) return this;
  3283. const t = Math.min( 1, step / angle );
  3284. this.slerp( q, t );
  3285. return this;
  3286. }
  3287. /**
  3288. * Sets this quaternion to the identity quaternion; that is, to the
  3289. * quaternion that represents "no rotation".
  3290. *
  3291. * @return {Quaternion} A reference to this quaternion.
  3292. */
  3293. identity() {
  3294. return this.set( 0, 0, 0, 1 );
  3295. }
  3296. /**
  3297. * Inverts this quaternion via {@link Quaternion#conjugate}. The
  3298. * quaternion is assumed to have unit length.
  3299. *
  3300. * @return {Quaternion} A reference to this quaternion.
  3301. */
  3302. invert() {
  3303. return this.conjugate();
  3304. }
  3305. /**
  3306. * Returns the rotational conjugate of this quaternion. The conjugate of a
  3307. * quaternion represents the same rotation in the opposite direction about
  3308. * the rotational axis.
  3309. *
  3310. * @return {Quaternion} A reference to this quaternion.
  3311. */
  3312. conjugate() {
  3313. this._x *= -1;
  3314. this._y *= -1;
  3315. this._z *= -1;
  3316. this._onChangeCallback();
  3317. return this;
  3318. }
  3319. /**
  3320. * Calculates the dot product of this quaternion and the given one.
  3321. *
  3322. * @param {Quaternion} v - The quaternion to compute the dot product with.
  3323. * @return {number} The result of the dot product.
  3324. */
  3325. dot( v ) {
  3326. return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;
  3327. }
  3328. /**
  3329. * Computes the squared Euclidean length (straight-line length) of this quaternion,
  3330. * considered as a 4 dimensional vector. This can be useful if you are comparing the
  3331. * lengths of two quaternions, as this is a slightly more efficient calculation than
  3332. * {@link Quaternion#length}.
  3333. *
  3334. * @return {number} The squared Euclidean length.
  3335. */
  3336. lengthSq() {
  3337. return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;
  3338. }
  3339. /**
  3340. * Computes the Euclidean length (straight-line length) of this quaternion,
  3341. * considered as a 4 dimensional vector.
  3342. *
  3343. * @return {number} The Euclidean length.
  3344. */
  3345. length() {
  3346. return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );
  3347. }
  3348. /**
  3349. * Normalizes this quaternion - that is, calculated the quaternion that performs
  3350. * the same rotation as this one, but has a length equal to `1`.
  3351. *
  3352. * @return {Quaternion} A reference to this quaternion.
  3353. */
  3354. normalize() {
  3355. let l = this.length();
  3356. if ( l === 0 ) {
  3357. this._x = 0;
  3358. this._y = 0;
  3359. this._z = 0;
  3360. this._w = 1;
  3361. } else {
  3362. l = 1 / l;
  3363. this._x = this._x * l;
  3364. this._y = this._y * l;
  3365. this._z = this._z * l;
  3366. this._w = this._w * l;
  3367. }
  3368. this._onChangeCallback();
  3369. return this;
  3370. }
  3371. /**
  3372. * Multiplies this quaternion by the given one.
  3373. *
  3374. * @param {Quaternion} q - The quaternion.
  3375. * @return {Quaternion} A reference to this quaternion.
  3376. */
  3377. multiply( q ) {
  3378. return this.multiplyQuaternions( this, q );
  3379. }
  3380. /**
  3381. * Pre-multiplies this quaternion by the given one.
  3382. *
  3383. * @param {Quaternion} q - The quaternion.
  3384. * @return {Quaternion} A reference to this quaternion.
  3385. */
  3386. premultiply( q ) {
  3387. return this.multiplyQuaternions( q, this );
  3388. }
  3389. /**
  3390. * Multiplies the given quaternions and stores the result in this instance.
  3391. *
  3392. * @param {Quaternion} a - The first quaternion.
  3393. * @param {Quaternion} b - The second quaternion.
  3394. * @return {Quaternion} A reference to this quaternion.
  3395. */
  3396. multiplyQuaternions( a, b ) {
  3397. // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
  3398. const qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;
  3399. const qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;
  3400. this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
  3401. this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
  3402. this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
  3403. this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
  3404. this._onChangeCallback();
  3405. return this;
  3406. }
  3407. /**
  3408. * Performs a spherical linear interpolation between quaternions.
  3409. *
  3410. * @param {Quaternion} qb - The target quaternion.
  3411. * @param {number} t - The interpolation factor in the closed interval `[0, 1]`.
  3412. * @return {Quaternion} A reference to this quaternion.
  3413. */
  3414. slerp( qb, t ) {
  3415. if ( t === 0 ) return this;
  3416. if ( t === 1 ) return this.copy( qb );
  3417. const x = this._x, y = this._y, z = this._z, w = this._w;
  3418. // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/
  3419. let cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;
  3420. if ( cosHalfTheta < 0 ) {
  3421. this._w = - qb._w;
  3422. this._x = - qb._x;
  3423. this._y = - qb._y;
  3424. this._z = - qb._z;
  3425. cosHalfTheta = - cosHalfTheta;
  3426. } else {
  3427. this.copy( qb );
  3428. }
  3429. if ( cosHalfTheta >= 1.0 ) {
  3430. this._w = w;
  3431. this._x = x;
  3432. this._y = y;
  3433. this._z = z;
  3434. return this;
  3435. }
  3436. const sqrSinHalfTheta = 1.0 - cosHalfTheta * cosHalfTheta;
  3437. if ( sqrSinHalfTheta <= Number.EPSILON ) {
  3438. const s = 1 - t;
  3439. this._w = s * w + t * this._w;
  3440. this._x = s * x + t * this._x;
  3441. this._y = s * y + t * this._y;
  3442. this._z = s * z + t * this._z;
  3443. this.normalize(); // normalize calls _onChangeCallback()
  3444. return this;
  3445. }
  3446. const sinHalfTheta = Math.sqrt( sqrSinHalfTheta );
  3447. const halfTheta = Math.atan2( sinHalfTheta, cosHalfTheta );
  3448. const ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,
  3449. ratioB = Math.sin( t * halfTheta ) / sinHalfTheta;
  3450. this._w = ( w * ratioA + this._w * ratioB );
  3451. this._x = ( x * ratioA + this._x * ratioB );
  3452. this._y = ( y * ratioA + this._y * ratioB );
  3453. this._z = ( z * ratioA + this._z * ratioB );
  3454. this._onChangeCallback();
  3455. return this;
  3456. }
  3457. /**
  3458. * Performs a spherical linear interpolation between the given quaternions
  3459. * and stores the result in this quaternion.
  3460. *
  3461. * @param {Quaternion} qa - The source quaternion.
  3462. * @param {Quaternion} qb - The target quaternion.
  3463. * @param {number} t - The interpolation factor in the closed interval `[0, 1]`.
  3464. * @return {Quaternion} A reference to this quaternion.
  3465. */
  3466. slerpQuaternions( qa, qb, t ) {
  3467. return this.copy( qa ).slerp( qb, t );
  3468. }
  3469. /**
  3470. * Sets this quaternion to a uniformly random, normalized quaternion.
  3471. *
  3472. * @return {Quaternion} A reference to this quaternion.
  3473. */
  3474. random() {
  3475. // Ken Shoemake
  3476. // Uniform random rotations
  3477. // D. Kirk, editor, Graphics Gems III, pages 124-132. Academic Press, New York, 1992.
  3478. const theta1 = 2 * Math.PI * Math.random();
  3479. const theta2 = 2 * Math.PI * Math.random();
  3480. const x0 = Math.random();
  3481. const r1 = Math.sqrt( 1 - x0 );
  3482. const r2 = Math.sqrt( x0 );
  3483. return this.set(
  3484. r1 * Math.sin( theta1 ),
  3485. r1 * Math.cos( theta1 ),
  3486. r2 * Math.sin( theta2 ),
  3487. r2 * Math.cos( theta2 ),
  3488. );
  3489. }
  3490. /**
  3491. * Returns `true` if this quaternion is equal with the given one.
  3492. *
  3493. * @param {Quaternion} quaternion - The quaternion to test for equality.
  3494. * @return {boolean} Whether this quaternion is equal with the given one.
  3495. */
  3496. equals( quaternion ) {
  3497. return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );
  3498. }
  3499. /**
  3500. * Sets this quaternion's components from the given array.
  3501. *
  3502. * @param {Array<number>} array - An array holding the quaternion component values.
  3503. * @param {number} [offset=0] - The offset into the array.
  3504. * @return {Quaternion} A reference to this quaternion.
  3505. */
  3506. fromArray( array, offset = 0 ) {
  3507. this._x = array[ offset ];
  3508. this._y = array[ offset + 1 ];
  3509. this._z = array[ offset + 2 ];
  3510. this._w = array[ offset + 3 ];
  3511. this._onChangeCallback();
  3512. return this;
  3513. }
  3514. /**
  3515. * Writes the components of this quaternion to the given array. If no array is provided,
  3516. * the method returns a new instance.
  3517. *
  3518. * @param {Array<number>} [array=[]] - The target array holding the quaternion components.
  3519. * @param {number} [offset=0] - Index of the first element in the array.
  3520. * @return {Array<number>} The quaternion components.
  3521. */
  3522. toArray( array = [], offset = 0 ) {
  3523. array[ offset ] = this._x;
  3524. array[ offset + 1 ] = this._y;
  3525. array[ offset + 2 ] = this._z;
  3526. array[ offset + 3 ] = this._w;
  3527. return array;
  3528. }
  3529. /**
  3530. * Sets the components of this quaternion from the given buffer attribute.
  3531. *
  3532. * @param {BufferAttribute} attribute - The buffer attribute holding quaternion data.
  3533. * @param {number} index - The index into the attribute.
  3534. * @return {Quaternion} A reference to this quaternion.
  3535. */
  3536. fromBufferAttribute( attribute, index ) {
  3537. this._x = attribute.getX( index );
  3538. this._y = attribute.getY( index );
  3539. this._z = attribute.getZ( index );
  3540. this._w = attribute.getW( index );
  3541. this._onChangeCallback();
  3542. return this;
  3543. }
  3544. /**
  3545. * This methods defines the serialization result of this class. Returns the
  3546. * numerical elements of this quaternion in an array of format `[x, y, z, w]`.
  3547. *
  3548. * @return {Array<number>} The serialized quaternion.
  3549. */
  3550. toJSON() {
  3551. return this.toArray();
  3552. }
  3553. _onChange( callback ) {
  3554. this._onChangeCallback = callback;
  3555. return this;
  3556. }
  3557. _onChangeCallback() {}
  3558. *[ Symbol.iterator ]() {
  3559. yield this._x;
  3560. yield this._y;
  3561. yield this._z;
  3562. yield this._w;
  3563. }
  3564. }
  3565. /**
  3566. * Class representing a 3D vector. A 3D vector is an ordered triplet of numbers
  3567. * (labeled x, y and z), which can be used to represent a number of things, such as:
  3568. *
  3569. * - A point in 3D space.
  3570. * - A direction and length in 3D space. In three.js the length will
  3571. * always be the Euclidean distance(straight-line distance) from `(0, 0, 0)` to `(x, y, z)`
  3572. * and the direction is also measured from `(0, 0, 0)` towards `(x, y, z)`.
  3573. * - Any arbitrary ordered triplet of numbers.
  3574. *
  3575. * There are other things a 3D vector can be used to represent, such as
  3576. * momentum vectors and so on, however these are the most
  3577. * common uses in three.js.
  3578. *
  3579. * Iterating through a vector instance will yield its components `(x, y, z)` in
  3580. * the corresponding order.
  3581. * ```js
  3582. * const a = new THREE.Vector3( 0, 1, 0 );
  3583. *
  3584. * //no arguments; will be initialised to (0, 0, 0)
  3585. * const b = new THREE.Vector3( );
  3586. *
  3587. * const d = a.distanceTo( b );
  3588. * ```
  3589. */
  3590. class Vector3 {
  3591. /**
  3592. * Constructs a new 3D vector.
  3593. *
  3594. * @param {number} [x=0] - The x value of this vector.
  3595. * @param {number} [y=0] - The y value of this vector.
  3596. * @param {number} [z=0] - The z value of this vector.
  3597. */
  3598. constructor( x = 0, y = 0, z = 0 ) {
  3599. /**
  3600. * This flag can be used for type testing.
  3601. *
  3602. * @type {boolean}
  3603. * @readonly
  3604. * @default true
  3605. */
  3606. Vector3.prototype.isVector3 = true;
  3607. /**
  3608. * The x value of this vector.
  3609. *
  3610. * @type {number}
  3611. */
  3612. this.x = x;
  3613. /**
  3614. * The y value of this vector.
  3615. *
  3616. * @type {number}
  3617. */
  3618. this.y = y;
  3619. /**
  3620. * The z value of this vector.
  3621. *
  3622. * @type {number}
  3623. */
  3624. this.z = z;
  3625. }
  3626. /**
  3627. * Sets the vector components.
  3628. *
  3629. * @param {number} x - The value of the x component.
  3630. * @param {number} y - The value of the y component.
  3631. * @param {number} z - The value of the z component.
  3632. * @return {Vector3} A reference to this vector.
  3633. */
  3634. set( x, y, z ) {
  3635. if ( z === undefined ) z = this.z; // sprite.scale.set(x,y)
  3636. this.x = x;
  3637. this.y = y;
  3638. this.z = z;
  3639. return this;
  3640. }
  3641. /**
  3642. * Sets the vector components to the same value.
  3643. *
  3644. * @param {number} scalar - The value to set for all vector components.
  3645. * @return {Vector3} A reference to this vector.
  3646. */
  3647. setScalar( scalar ) {
  3648. this.x = scalar;
  3649. this.y = scalar;
  3650. this.z = scalar;
  3651. return this;
  3652. }
  3653. /**
  3654. * Sets the vector's x component to the given value
  3655. *
  3656. * @param {number} x - The value to set.
  3657. * @return {Vector3} A reference to this vector.
  3658. */
  3659. setX( x ) {
  3660. this.x = x;
  3661. return this;
  3662. }
  3663. /**
  3664. * Sets the vector's y component to the given value
  3665. *
  3666. * @param {number} y - The value to set.
  3667. * @return {Vector3} A reference to this vector.
  3668. */
  3669. setY( y ) {
  3670. this.y = y;
  3671. return this;
  3672. }
  3673. /**
  3674. * Sets the vector's z component to the given value
  3675. *
  3676. * @param {number} z - The value to set.
  3677. * @return {Vector3} A reference to this vector.
  3678. */
  3679. setZ( z ) {
  3680. this.z = z;
  3681. return this;
  3682. }
  3683. /**
  3684. * Allows to set a vector component with an index.
  3685. *
  3686. * @param {number} index - The component index. `0` equals to x, `1` equals to y, `2` equals to z.
  3687. * @param {number} value - The value to set.
  3688. * @return {Vector3} A reference to this vector.
  3689. */
  3690. setComponent( index, value ) {
  3691. switch ( index ) {
  3692. case 0: this.x = value; break;
  3693. case 1: this.y = value; break;
  3694. case 2: this.z = value; break;
  3695. default: throw new Error( 'index is out of range: ' + index );
  3696. }
  3697. return this;
  3698. }
  3699. /**
  3700. * Returns the value of the vector component which matches the given index.
  3701. *
  3702. * @param {number} index - The component index. `0` equals to x, `1` equals to y, `2` equals to z.
  3703. * @return {number} A vector component value.
  3704. */
  3705. getComponent( index ) {
  3706. switch ( index ) {
  3707. case 0: return this.x;
  3708. case 1: return this.y;
  3709. case 2: return this.z;
  3710. default: throw new Error( 'index is out of range: ' + index );
  3711. }
  3712. }
  3713. /**
  3714. * Returns a new vector with copied values from this instance.
  3715. *
  3716. * @return {Vector3} A clone of this instance.
  3717. */
  3718. clone() {
  3719. return new this.constructor( this.x, this.y, this.z );
  3720. }
  3721. /**
  3722. * Copies the values of the given vector to this instance.
  3723. *
  3724. * @param {Vector3} v - The vector to copy.
  3725. * @return {Vector3} A reference to this vector.
  3726. */
  3727. copy( v ) {
  3728. this.x = v.x;
  3729. this.y = v.y;
  3730. this.z = v.z;
  3731. return this;
  3732. }
  3733. /**
  3734. * Adds the given vector to this instance.
  3735. *
  3736. * @param {Vector3} v - The vector to add.
  3737. * @return {Vector3} A reference to this vector.
  3738. */
  3739. add( v ) {
  3740. this.x += v.x;
  3741. this.y += v.y;
  3742. this.z += v.z;
  3743. return this;
  3744. }
  3745. /**
  3746. * Adds the given scalar value to all components of this instance.
  3747. *
  3748. * @param {number} s - The scalar to add.
  3749. * @return {Vector3} A reference to this vector.
  3750. */
  3751. addScalar( s ) {
  3752. this.x += s;
  3753. this.y += s;
  3754. this.z += s;
  3755. return this;
  3756. }
  3757. /**
  3758. * Adds the given vectors and stores the result in this instance.
  3759. *
  3760. * @param {Vector3} a - The first vector.
  3761. * @param {Vector3} b - The second vector.
  3762. * @return {Vector3} A reference to this vector.
  3763. */
  3764. addVectors( a, b ) {
  3765. this.x = a.x + b.x;
  3766. this.y = a.y + b.y;
  3767. this.z = a.z + b.z;
  3768. return this;
  3769. }
  3770. /**
  3771. * Adds the given vector scaled by the given factor to this instance.
  3772. *
  3773. * @param {Vector3|Vector4} v - The vector.
  3774. * @param {number} s - The factor that scales `v`.
  3775. * @return {Vector3} A reference to this vector.
  3776. */
  3777. addScaledVector( v, s ) {
  3778. this.x += v.x * s;
  3779. this.y += v.y * s;
  3780. this.z += v.z * s;
  3781. return this;
  3782. }
  3783. /**
  3784. * Subtracts the given vector from this instance.
  3785. *
  3786. * @param {Vector3} v - The vector to subtract.
  3787. * @return {Vector3} A reference to this vector.
  3788. */
  3789. sub( v ) {
  3790. this.x -= v.x;
  3791. this.y -= v.y;
  3792. this.z -= v.z;
  3793. return this;
  3794. }
  3795. /**
  3796. * Subtracts the given scalar value from all components of this instance.
  3797. *
  3798. * @param {number} s - The scalar to subtract.
  3799. * @return {Vector3} A reference to this vector.
  3800. */
  3801. subScalar( s ) {
  3802. this.x -= s;
  3803. this.y -= s;
  3804. this.z -= s;
  3805. return this;
  3806. }
  3807. /**
  3808. * Subtracts the given vectors and stores the result in this instance.
  3809. *
  3810. * @param {Vector3} a - The first vector.
  3811. * @param {Vector3} b - The second vector.
  3812. * @return {Vector3} A reference to this vector.
  3813. */
  3814. subVectors( a, b ) {
  3815. this.x = a.x - b.x;
  3816. this.y = a.y - b.y;
  3817. this.z = a.z - b.z;
  3818. return this;
  3819. }
  3820. /**
  3821. * Multiplies the given vector with this instance.
  3822. *
  3823. * @param {Vector3} v - The vector to multiply.
  3824. * @return {Vector3} A reference to this vector.
  3825. */
  3826. multiply( v ) {
  3827. this.x *= v.x;
  3828. this.y *= v.y;
  3829. this.z *= v.z;
  3830. return this;
  3831. }
  3832. /**
  3833. * Multiplies the given scalar value with all components of this instance.
  3834. *
  3835. * @param {number} scalar - The scalar to multiply.
  3836. * @return {Vector3} A reference to this vector.
  3837. */
  3838. multiplyScalar( scalar ) {
  3839. this.x *= scalar;
  3840. this.y *= scalar;
  3841. this.z *= scalar;
  3842. return this;
  3843. }
  3844. /**
  3845. * Multiplies the given vectors and stores the result in this instance.
  3846. *
  3847. * @param {Vector3} a - The first vector.
  3848. * @param {Vector3} b - The second vector.
  3849. * @return {Vector3} A reference to this vector.
  3850. */
  3851. multiplyVectors( a, b ) {
  3852. this.x = a.x * b.x;
  3853. this.y = a.y * b.y;
  3854. this.z = a.z * b.z;
  3855. return this;
  3856. }
  3857. /**
  3858. * Applies the given Euler rotation to this vector.
  3859. *
  3860. * @param {Euler} euler - The Euler angles.
  3861. * @return {Vector3} A reference to this vector.
  3862. */
  3863. applyEuler( euler ) {
  3864. return this.applyQuaternion( _quaternion$4.setFromEuler( euler ) );
  3865. }
  3866. /**
  3867. * Applies a rotation specified by an axis and an angle to this vector.
  3868. *
  3869. * @param {Vector3} axis - A normalized vector representing the rotation axis.
  3870. * @param {number} angle - The angle in radians.
  3871. * @return {Vector3} A reference to this vector.
  3872. */
  3873. applyAxisAngle( axis, angle ) {
  3874. return this.applyQuaternion( _quaternion$4.setFromAxisAngle( axis, angle ) );
  3875. }
  3876. /**
  3877. * Multiplies this vector with the given 3x3 matrix.
  3878. *
  3879. * @param {Matrix3} m - The 3x3 matrix.
  3880. * @return {Vector3} A reference to this vector.
  3881. */
  3882. applyMatrix3( m ) {
  3883. const x = this.x, y = this.y, z = this.z;
  3884. const e = m.elements;
  3885. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;
  3886. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;
  3887. this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;
  3888. return this;
  3889. }
  3890. /**
  3891. * Multiplies this vector by the given normal matrix and normalizes
  3892. * the result.
  3893. *
  3894. * @param {Matrix3} m - The normal matrix.
  3895. * @return {Vector3} A reference to this vector.
  3896. */
  3897. applyNormalMatrix( m ) {
  3898. return this.applyMatrix3( m ).normalize();
  3899. }
  3900. /**
  3901. * Multiplies this vector (with an implicit 1 in the 4th dimension) by m, and
  3902. * divides by perspective.
  3903. *
  3904. * @param {Matrix4} m - The matrix to apply.
  3905. * @return {Vector3} A reference to this vector.
  3906. */
  3907. applyMatrix4( m ) {
  3908. const x = this.x, y = this.y, z = this.z;
  3909. const e = m.elements;
  3910. const w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] );
  3911. this.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * w;
  3912. this.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * w;
  3913. this.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * w;
  3914. return this;
  3915. }
  3916. /**
  3917. * Applies the given Quaternion to this vector.
  3918. *
  3919. * @param {Quaternion} q - The Quaternion.
  3920. * @return {Vector3} A reference to this vector.
  3921. */
  3922. applyQuaternion( q ) {
  3923. // quaternion q is assumed to have unit length
  3924. const vx = this.x, vy = this.y, vz = this.z;
  3925. const qx = q.x, qy = q.y, qz = q.z, qw = q.w;
  3926. // t = 2 * cross( q.xyz, v );
  3927. const tx = 2 * ( qy * vz - qz * vy );
  3928. const ty = 2 * ( qz * vx - qx * vz );
  3929. const tz = 2 * ( qx * vy - qy * vx );
  3930. // v + q.w * t + cross( q.xyz, t );
  3931. this.x = vx + qw * tx + qy * tz - qz * ty;
  3932. this.y = vy + qw * ty + qz * tx - qx * tz;
  3933. this.z = vz + qw * tz + qx * ty - qy * tx;
  3934. return this;
  3935. }
  3936. /**
  3937. * Projects this vector from world space into the camera's normalized
  3938. * device coordinate (NDC) space.
  3939. *
  3940. * @param {Camera} camera - The camera.
  3941. * @return {Vector3} A reference to this vector.
  3942. */
  3943. project( camera ) {
  3944. return this.applyMatrix4( camera.matrixWorldInverse ).applyMatrix4( camera.projectionMatrix );
  3945. }
  3946. /**
  3947. * Unprojects this vector from the camera's normalized device coordinate (NDC)
  3948. * space into world space.
  3949. *
  3950. * @param {Camera} camera - The camera.
  3951. * @return {Vector3} A reference to this vector.
  3952. */
  3953. unproject( camera ) {
  3954. return this.applyMatrix4( camera.projectionMatrixInverse ).applyMatrix4( camera.matrixWorld );
  3955. }
  3956. /**
  3957. * Transforms the direction of this vector by a matrix (the upper left 3 x 3
  3958. * subset of the given 4x4 matrix and then normalizes the result.
  3959. *
  3960. * @param {Matrix4} m - The matrix.
  3961. * @return {Vector3} A reference to this vector.
  3962. */
  3963. transformDirection( m ) {
  3964. // input: THREE.Matrix4 affine matrix
  3965. // vector interpreted as a direction
  3966. const x = this.x, y = this.y, z = this.z;
  3967. const e = m.elements;
  3968. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;
  3969. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;
  3970. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;
  3971. return this.normalize();
  3972. }
  3973. /**
  3974. * Divides this instance by the given vector.
  3975. *
  3976. * @param {Vector3} v - The vector to divide.
  3977. * @return {Vector3} A reference to this vector.
  3978. */
  3979. divide( v ) {
  3980. this.x /= v.x;
  3981. this.y /= v.y;
  3982. this.z /= v.z;
  3983. return this;
  3984. }
  3985. /**
  3986. * Divides this vector by the given scalar.
  3987. *
  3988. * @param {number} scalar - The scalar to divide.
  3989. * @return {Vector3} A reference to this vector.
  3990. */
  3991. divideScalar( scalar ) {
  3992. return this.multiplyScalar( 1 / scalar );
  3993. }
  3994. /**
  3995. * If this vector's x, y or z value is greater than the given vector's x, y or z
  3996. * value, replace that value with the corresponding min value.
  3997. *
  3998. * @param {Vector3} v - The vector.
  3999. * @return {Vector3} A reference to this vector.
  4000. */
  4001. min( v ) {
  4002. this.x = Math.min( this.x, v.x );
  4003. this.y = Math.min( this.y, v.y );
  4004. this.z = Math.min( this.z, v.z );
  4005. return this;
  4006. }
  4007. /**
  4008. * If this vector's x, y or z value is less than the given vector's x, y or z
  4009. * value, replace that value with the corresponding max value.
  4010. *
  4011. * @param {Vector3} v - The vector.
  4012. * @return {Vector3} A reference to this vector.
  4013. */
  4014. max( v ) {
  4015. this.x = Math.max( this.x, v.x );
  4016. this.y = Math.max( this.y, v.y );
  4017. this.z = Math.max( this.z, v.z );
  4018. return this;
  4019. }
  4020. /**
  4021. * If this vector's x, y or z value is greater than the max vector's x, y or z
  4022. * value, it is replaced by the corresponding value.
  4023. * If this vector's x, y or z value is less than the min vector's x, y or z value,
  4024. * it is replaced by the corresponding value.
  4025. *
  4026. * @param {Vector3} min - The minimum x, y and z values.
  4027. * @param {Vector3} max - The maximum x, y and z values in the desired range.
  4028. * @return {Vector3} A reference to this vector.
  4029. */
  4030. clamp( min, max ) {
  4031. // assumes min < max, componentwise
  4032. this.x = clamp( this.x, min.x, max.x );
  4033. this.y = clamp( this.y, min.y, max.y );
  4034. this.z = clamp( this.z, min.z, max.z );
  4035. return this;
  4036. }
  4037. /**
  4038. * If this vector's x, y or z values are greater than the max value, they are
  4039. * replaced by the max value.
  4040. * If this vector's x, y or z values are less than the min value, they are
  4041. * replaced by the min value.
  4042. *
  4043. * @param {number} minVal - The minimum value the components will be clamped to.
  4044. * @param {number} maxVal - The maximum value the components will be clamped to.
  4045. * @return {Vector3} A reference to this vector.
  4046. */
  4047. clampScalar( minVal, maxVal ) {
  4048. this.x = clamp( this.x, minVal, maxVal );
  4049. this.y = clamp( this.y, minVal, maxVal );
  4050. this.z = clamp( this.z, minVal, maxVal );
  4051. return this;
  4052. }
  4053. /**
  4054. * If this vector's length is greater than the max value, it is replaced by
  4055. * the max value.
  4056. * If this vector's length is less than the min value, it is replaced by the
  4057. * min value.
  4058. *
  4059. * @param {number} min - The minimum value the vector length will be clamped to.
  4060. * @param {number} max - The maximum value the vector length will be clamped to.
  4061. * @return {Vector3} A reference to this vector.
  4062. */
  4063. clampLength( min, max ) {
  4064. const length = this.length();
  4065. return this.divideScalar( length || 1 ).multiplyScalar( clamp( length, min, max ) );
  4066. }
  4067. /**
  4068. * The components of this vector are rounded down to the nearest integer value.
  4069. *
  4070. * @return {Vector3} A reference to this vector.
  4071. */
  4072. floor() {
  4073. this.x = Math.floor( this.x );
  4074. this.y = Math.floor( this.y );
  4075. this.z = Math.floor( this.z );
  4076. return this;
  4077. }
  4078. /**
  4079. * The components of this vector are rounded up to the nearest integer value.
  4080. *
  4081. * @return {Vector3} A reference to this vector.
  4082. */
  4083. ceil() {
  4084. this.x = Math.ceil( this.x );
  4085. this.y = Math.ceil( this.y );
  4086. this.z = Math.ceil( this.z );
  4087. return this;
  4088. }
  4089. /**
  4090. * The components of this vector are rounded to the nearest integer value
  4091. *
  4092. * @return {Vector3} A reference to this vector.
  4093. */
  4094. round() {
  4095. this.x = Math.round( this.x );
  4096. this.y = Math.round( this.y );
  4097. this.z = Math.round( this.z );
  4098. return this;
  4099. }
  4100. /**
  4101. * The components of this vector are rounded towards zero (up if negative,
  4102. * down if positive) to an integer value.
  4103. *
  4104. * @return {Vector3} A reference to this vector.
  4105. */
  4106. roundToZero() {
  4107. this.x = Math.trunc( this.x );
  4108. this.y = Math.trunc( this.y );
  4109. this.z = Math.trunc( this.z );
  4110. return this;
  4111. }
  4112. /**
  4113. * Inverts this vector - i.e. sets x = -x, y = -y and z = -z.
  4114. *
  4115. * @return {Vector3} A reference to this vector.
  4116. */
  4117. negate() {
  4118. this.x = - this.x;
  4119. this.y = - this.y;
  4120. this.z = - this.z;
  4121. return this;
  4122. }
  4123. /**
  4124. * Calculates the dot product of the given vector with this instance.
  4125. *
  4126. * @param {Vector3} v - The vector to compute the dot product with.
  4127. * @return {number} The result of the dot product.
  4128. */
  4129. dot( v ) {
  4130. return this.x * v.x + this.y * v.y + this.z * v.z;
  4131. }
  4132. // TODO lengthSquared?
  4133. /**
  4134. * Computes the square of the Euclidean length (straight-line length) from
  4135. * (0, 0, 0) to (x, y, z). If you are comparing the lengths of vectors, you should
  4136. * compare the length squared instead as it is slightly more efficient to calculate.
  4137. *
  4138. * @return {number} The square length of this vector.
  4139. */
  4140. lengthSq() {
  4141. return this.x * this.x + this.y * this.y + this.z * this.z;
  4142. }
  4143. /**
  4144. * Computes the Euclidean length (straight-line length) from (0, 0, 0) to (x, y, z).
  4145. *
  4146. * @return {number} The length of this vector.
  4147. */
  4148. length() {
  4149. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );
  4150. }
  4151. /**
  4152. * Computes the Manhattan length of this vector.
  4153. *
  4154. * @return {number} The length of this vector.
  4155. */
  4156. manhattanLength() {
  4157. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
  4158. }
  4159. /**
  4160. * Converts this vector to a unit vector - that is, sets it equal to a vector
  4161. * with the same direction as this one, but with a vector length of `1`.
  4162. *
  4163. * @return {Vector3} A reference to this vector.
  4164. */
  4165. normalize() {
  4166. return this.divideScalar( this.length() || 1 );
  4167. }
  4168. /**
  4169. * Sets this vector to a vector with the same direction as this one, but
  4170. * with the specified length.
  4171. *
  4172. * @param {number} length - The new length of this vector.
  4173. * @return {Vector3} A reference to this vector.
  4174. */
  4175. setLength( length ) {
  4176. return this.normalize().multiplyScalar( length );
  4177. }
  4178. /**
  4179. * Linearly interpolates between the given vector and this instance, where
  4180. * alpha is the percent distance along the line - alpha = 0 will be this
  4181. * vector, and alpha = 1 will be the given one.
  4182. *
  4183. * @param {Vector3} v - The vector to interpolate towards.
  4184. * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
  4185. * @return {Vector3} A reference to this vector.
  4186. */
  4187. lerp( v, alpha ) {
  4188. this.x += ( v.x - this.x ) * alpha;
  4189. this.y += ( v.y - this.y ) * alpha;
  4190. this.z += ( v.z - this.z ) * alpha;
  4191. return this;
  4192. }
  4193. /**
  4194. * Linearly interpolates between the given vectors, where alpha is the percent
  4195. * distance along the line - alpha = 0 will be first vector, and alpha = 1 will
  4196. * be the second one. The result is stored in this instance.
  4197. *
  4198. * @param {Vector3} v1 - The first vector.
  4199. * @param {Vector3} v2 - The second vector.
  4200. * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
  4201. * @return {Vector3} A reference to this vector.
  4202. */
  4203. lerpVectors( v1, v2, alpha ) {
  4204. this.x = v1.x + ( v2.x - v1.x ) * alpha;
  4205. this.y = v1.y + ( v2.y - v1.y ) * alpha;
  4206. this.z = v1.z + ( v2.z - v1.z ) * alpha;
  4207. return this;
  4208. }
  4209. /**
  4210. * Calculates the cross product of the given vector with this instance.
  4211. *
  4212. * @param {Vector3} v - The vector to compute the cross product with.
  4213. * @return {Vector3} The result of the cross product.
  4214. */
  4215. cross( v ) {
  4216. return this.crossVectors( this, v );
  4217. }
  4218. /**
  4219. * Calculates the cross product of the given vectors and stores the result
  4220. * in this instance.
  4221. *
  4222. * @param {Vector3} a - The first vector.
  4223. * @param {Vector3} b - The second vector.
  4224. * @return {Vector3} A reference to this vector.
  4225. */
  4226. crossVectors( a, b ) {
  4227. const ax = a.x, ay = a.y, az = a.z;
  4228. const bx = b.x, by = b.y, bz = b.z;
  4229. this.x = ay * bz - az * by;
  4230. this.y = az * bx - ax * bz;
  4231. this.z = ax * by - ay * bx;
  4232. return this;
  4233. }
  4234. /**
  4235. * Projects this vector onto the given one.
  4236. *
  4237. * @param {Vector3} v - The vector to project to.
  4238. * @return {Vector3} A reference to this vector.
  4239. */
  4240. projectOnVector( v ) {
  4241. const denominator = v.lengthSq();
  4242. if ( denominator === 0 ) return this.set( 0, 0, 0 );
  4243. const scalar = v.dot( this ) / denominator;
  4244. return this.copy( v ).multiplyScalar( scalar );
  4245. }
  4246. /**
  4247. * Projects this vector onto a plane by subtracting this
  4248. * vector projected onto the plane's normal from this vector.
  4249. *
  4250. * @param {Vector3} planeNormal - The plane normal.
  4251. * @return {Vector3} A reference to this vector.
  4252. */
  4253. projectOnPlane( planeNormal ) {
  4254. _vector$c.copy( this ).projectOnVector( planeNormal );
  4255. return this.sub( _vector$c );
  4256. }
  4257. /**
  4258. * Reflects this vector off a plane orthogonal to the given normal vector.
  4259. *
  4260. * @param {Vector3} normal - The (normalized) normal vector.
  4261. * @return {Vector3} A reference to this vector.
  4262. */
  4263. reflect( normal ) {
  4264. return this.sub( _vector$c.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );
  4265. }
  4266. /**
  4267. * Returns the angle between the given vector and this instance in radians.
  4268. *
  4269. * @param {Vector3} v - The vector to compute the angle with.
  4270. * @return {number} The angle in radians.
  4271. */
  4272. angleTo( v ) {
  4273. const denominator = Math.sqrt( this.lengthSq() * v.lengthSq() );
  4274. if ( denominator === 0 ) return Math.PI / 2;
  4275. const theta = this.dot( v ) / denominator;
  4276. // clamp, to handle numerical problems
  4277. return Math.acos( clamp( theta, -1, 1 ) );
  4278. }
  4279. /**
  4280. * Computes the distance from the given vector to this instance.
  4281. *
  4282. * @param {Vector3} v - The vector to compute the distance to.
  4283. * @return {number} The distance.
  4284. */
  4285. distanceTo( v ) {
  4286. return Math.sqrt( this.distanceToSquared( v ) );
  4287. }
  4288. /**
  4289. * Computes the squared distance from the given vector to this instance.
  4290. * If you are just comparing the distance with another distance, you should compare
  4291. * the distance squared instead as it is slightly more efficient to calculate.
  4292. *
  4293. * @param {Vector3} v - The vector to compute the squared distance to.
  4294. * @return {number} The squared distance.
  4295. */
  4296. distanceToSquared( v ) {
  4297. const dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z;
  4298. return dx * dx + dy * dy + dz * dz;
  4299. }
  4300. /**
  4301. * Computes the Manhattan distance from the given vector to this instance.
  4302. *
  4303. * @param {Vector3} v - The vector to compute the Manhattan distance to.
  4304. * @return {number} The Manhattan distance.
  4305. */
  4306. manhattanDistanceTo( v ) {
  4307. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z );
  4308. }
  4309. /**
  4310. * Sets the vector components from the given spherical coordinates.
  4311. *
  4312. * @param {Spherical} s - The spherical coordinates.
  4313. * @return {Vector3} A reference to this vector.
  4314. */
  4315. setFromSpherical( s ) {
  4316. return this.setFromSphericalCoords( s.radius, s.phi, s.theta );
  4317. }
  4318. /**
  4319. * Sets the vector components from the given spherical coordinates.
  4320. *
  4321. * @param {number} radius - The radius.
  4322. * @param {number} phi - The phi angle in radians.
  4323. * @param {number} theta - The theta angle in radians.
  4324. * @return {Vector3} A reference to this vector.
  4325. */
  4326. setFromSphericalCoords( radius, phi, theta ) {
  4327. const sinPhiRadius = Math.sin( phi ) * radius;
  4328. this.x = sinPhiRadius * Math.sin( theta );
  4329. this.y = Math.cos( phi ) * radius;
  4330. this.z = sinPhiRadius * Math.cos( theta );
  4331. return this;
  4332. }
  4333. /**
  4334. * Sets the vector components from the given cylindrical coordinates.
  4335. *
  4336. * @param {Cylindrical} c - The cylindrical coordinates.
  4337. * @return {Vector3} A reference to this vector.
  4338. */
  4339. setFromCylindrical( c ) {
  4340. return this.setFromCylindricalCoords( c.radius, c.theta, c.y );
  4341. }
  4342. /**
  4343. * Sets the vector components from the given cylindrical coordinates.
  4344. *
  4345. * @param {number} radius - The radius.
  4346. * @param {number} theta - The theta angle in radians.
  4347. * @param {number} y - The y value.
  4348. * @return {Vector3} A reference to this vector.
  4349. */
  4350. setFromCylindricalCoords( radius, theta, y ) {
  4351. this.x = radius * Math.sin( theta );
  4352. this.y = y;
  4353. this.z = radius * Math.cos( theta );
  4354. return this;
  4355. }
  4356. /**
  4357. * Sets the vector components to the position elements of the
  4358. * given transformation matrix.
  4359. *
  4360. * @param {Matrix4} m - The 4x4 matrix.
  4361. * @return {Vector3} A reference to this vector.
  4362. */
  4363. setFromMatrixPosition( m ) {
  4364. const e = m.elements;
  4365. this.x = e[ 12 ];
  4366. this.y = e[ 13 ];
  4367. this.z = e[ 14 ];
  4368. return this;
  4369. }
  4370. /**
  4371. * Sets the vector components to the scale elements of the
  4372. * given transformation matrix.
  4373. *
  4374. * @param {Matrix4} m - The 4x4 matrix.
  4375. * @return {Vector3} A reference to this vector.
  4376. */
  4377. setFromMatrixScale( m ) {
  4378. const sx = this.setFromMatrixColumn( m, 0 ).length();
  4379. const sy = this.setFromMatrixColumn( m, 1 ).length();
  4380. const sz = this.setFromMatrixColumn( m, 2 ).length();
  4381. this.x = sx;
  4382. this.y = sy;
  4383. this.z = sz;
  4384. return this;
  4385. }
  4386. /**
  4387. * Sets the vector components from the specified matrix column.
  4388. *
  4389. * @param {Matrix4} m - The 4x4 matrix.
  4390. * @param {number} index - The column index.
  4391. * @return {Vector3} A reference to this vector.
  4392. */
  4393. setFromMatrixColumn( m, index ) {
  4394. return this.fromArray( m.elements, index * 4 );
  4395. }
  4396. /**
  4397. * Sets the vector components from the specified matrix column.
  4398. *
  4399. * @param {Matrix3} m - The 3x3 matrix.
  4400. * @param {number} index - The column index.
  4401. * @return {Vector3} A reference to this vector.
  4402. */
  4403. setFromMatrix3Column( m, index ) {
  4404. return this.fromArray( m.elements, index * 3 );
  4405. }
  4406. /**
  4407. * Sets the vector components from the given Euler angles.
  4408. *
  4409. * @param {Euler} e - The Euler angles to set.
  4410. * @return {Vector3} A reference to this vector.
  4411. */
  4412. setFromEuler( e ) {
  4413. this.x = e._x;
  4414. this.y = e._y;
  4415. this.z = e._z;
  4416. return this;
  4417. }
  4418. /**
  4419. * Sets the vector components from the RGB components of the
  4420. * given color.
  4421. *
  4422. * @param {Color} c - The color to set.
  4423. * @return {Vector3} A reference to this vector.
  4424. */
  4425. setFromColor( c ) {
  4426. this.x = c.r;
  4427. this.y = c.g;
  4428. this.z = c.b;
  4429. return this;
  4430. }
  4431. /**
  4432. * Returns `true` if this vector is equal with the given one.
  4433. *
  4434. * @param {Vector3} v - The vector to test for equality.
  4435. * @return {boolean} Whether this vector is equal with the given one.
  4436. */
  4437. equals( v ) {
  4438. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
  4439. }
  4440. /**
  4441. * Sets this vector's x value to be `array[ offset ]`, y value to be `array[ offset + 1 ]`
  4442. * and z value to be `array[ offset + 2 ]`.
  4443. *
  4444. * @param {Array<number>} array - An array holding the vector component values.
  4445. * @param {number} [offset=0] - The offset into the array.
  4446. * @return {Vector3} A reference to this vector.
  4447. */
  4448. fromArray( array, offset = 0 ) {
  4449. this.x = array[ offset ];
  4450. this.y = array[ offset + 1 ];
  4451. this.z = array[ offset + 2 ];
  4452. return this;
  4453. }
  4454. /**
  4455. * Writes the components of this vector to the given array. If no array is provided,
  4456. * the method returns a new instance.
  4457. *
  4458. * @param {Array<number>} [array=[]] - The target array holding the vector components.
  4459. * @param {number} [offset=0] - Index of the first element in the array.
  4460. * @return {Array<number>} The vector components.
  4461. */
  4462. toArray( array = [], offset = 0 ) {
  4463. array[ offset ] = this.x;
  4464. array[ offset + 1 ] = this.y;
  4465. array[ offset + 2 ] = this.z;
  4466. return array;
  4467. }
  4468. /**
  4469. * Sets the components of this vector from the given buffer attribute.
  4470. *
  4471. * @param {BufferAttribute} attribute - The buffer attribute holding vector data.
  4472. * @param {number} index - The index into the attribute.
  4473. * @return {Vector3} A reference to this vector.
  4474. */
  4475. fromBufferAttribute( attribute, index ) {
  4476. this.x = attribute.getX( index );
  4477. this.y = attribute.getY( index );
  4478. this.z = attribute.getZ( index );
  4479. return this;
  4480. }
  4481. /**
  4482. * Sets each component of this vector to a pseudo-random value between `0` and
  4483. * `1`, excluding `1`.
  4484. *
  4485. * @return {Vector3} A reference to this vector.
  4486. */
  4487. random() {
  4488. this.x = Math.random();
  4489. this.y = Math.random();
  4490. this.z = Math.random();
  4491. return this;
  4492. }
  4493. /**
  4494. * Sets this vector to a uniformly random point on a unit sphere.
  4495. *
  4496. * @return {Vector3} A reference to this vector.
  4497. */
  4498. randomDirection() {
  4499. // https://mathworld.wolfram.com/SpherePointPicking.html
  4500. const theta = Math.random() * Math.PI * 2;
  4501. const u = Math.random() * 2 - 1;
  4502. const c = Math.sqrt( 1 - u * u );
  4503. this.x = c * Math.cos( theta );
  4504. this.y = u;
  4505. this.z = c * Math.sin( theta );
  4506. return this;
  4507. }
  4508. *[ Symbol.iterator ]() {
  4509. yield this.x;
  4510. yield this.y;
  4511. yield this.z;
  4512. }
  4513. }
  4514. const _vector$c = /*@__PURE__*/ new Vector3();
  4515. const _quaternion$4 = /*@__PURE__*/ new Quaternion();
  4516. /**
  4517. * Represents a 3x3 matrix.
  4518. *
  4519. * A Note on Row-Major and Column-Major Ordering:
  4520. *
  4521. * The constructor and {@link Matrix3#set} method take arguments in
  4522. * [row-major]{@link https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order}
  4523. * order, while internally they are stored in the {@link Matrix3#elements} array in column-major order.
  4524. * This means that calling:
  4525. * ```js
  4526. * const m = new THREE.Matrix();
  4527. * m.set( 11, 12, 13,
  4528. * 21, 22, 23,
  4529. * 31, 32, 33 );
  4530. * ```
  4531. * will result in the elements array containing:
  4532. * ```js
  4533. * m.elements = [ 11, 21, 31,
  4534. * 12, 22, 32,
  4535. * 13, 23, 33 ];
  4536. * ```
  4537. * and internally all calculations are performed using column-major ordering.
  4538. * However, as the actual ordering makes no difference mathematically and
  4539. * most people are used to thinking about matrices in row-major order, the
  4540. * three.js documentation shows matrices in row-major order. Just bear in
  4541. * mind that if you are reading the source code, you'll have to take the
  4542. * transpose of any matrices outlined here to make sense of the calculations.
  4543. */
  4544. class Matrix3 {
  4545. /**
  4546. * Constructs a new 3x3 matrix. The arguments are supposed to be
  4547. * in row-major order. If no arguments are provided, the constructor
  4548. * initializes the matrix as an identity matrix.
  4549. *
  4550. * @param {number} [n11] - 1-1 matrix element.
  4551. * @param {number} [n12] - 1-2 matrix element.
  4552. * @param {number} [n13] - 1-3 matrix element.
  4553. * @param {number} [n21] - 2-1 matrix element.
  4554. * @param {number} [n22] - 2-2 matrix element.
  4555. * @param {number} [n23] - 2-3 matrix element.
  4556. * @param {number} [n31] - 3-1 matrix element.
  4557. * @param {number} [n32] - 3-2 matrix element.
  4558. * @param {number} [n33] - 3-3 matrix element.
  4559. */
  4560. constructor( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
  4561. /**
  4562. * This flag can be used for type testing.
  4563. *
  4564. * @type {boolean}
  4565. * @readonly
  4566. * @default true
  4567. */
  4568. Matrix3.prototype.isMatrix3 = true;
  4569. /**
  4570. * A column-major list of matrix values.
  4571. *
  4572. * @type {Array<number>}
  4573. */
  4574. this.elements = [
  4575. 1, 0, 0,
  4576. 0, 1, 0,
  4577. 0, 0, 1
  4578. ];
  4579. if ( n11 !== undefined ) {
  4580. this.set( n11, n12, n13, n21, n22, n23, n31, n32, n33 );
  4581. }
  4582. }
  4583. /**
  4584. * Sets the elements of the matrix.The arguments are supposed to be
  4585. * in row-major order.
  4586. *
  4587. * @param {number} [n11] - 1-1 matrix element.
  4588. * @param {number} [n12] - 1-2 matrix element.
  4589. * @param {number} [n13] - 1-3 matrix element.
  4590. * @param {number} [n21] - 2-1 matrix element.
  4591. * @param {number} [n22] - 2-2 matrix element.
  4592. * @param {number} [n23] - 2-3 matrix element.
  4593. * @param {number} [n31] - 3-1 matrix element.
  4594. * @param {number} [n32] - 3-2 matrix element.
  4595. * @param {number} [n33] - 3-3 matrix element.
  4596. * @return {Matrix3} A reference to this matrix.
  4597. */
  4598. set( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
  4599. const te = this.elements;
  4600. te[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31;
  4601. te[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32;
  4602. te[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33;
  4603. return this;
  4604. }
  4605. /**
  4606. * Sets this matrix to the 3x3 identity matrix.
  4607. *
  4608. * @return {Matrix3} A reference to this matrix.
  4609. */
  4610. identity() {
  4611. this.set(
  4612. 1, 0, 0,
  4613. 0, 1, 0,
  4614. 0, 0, 1
  4615. );
  4616. return this;
  4617. }
  4618. /**
  4619. * Copies the values of the given matrix to this instance.
  4620. *
  4621. * @param {Matrix3} m - The matrix to copy.
  4622. * @return {Matrix3} A reference to this matrix.
  4623. */
  4624. copy( m ) {
  4625. const te = this.elements;
  4626. const me = m.elements;
  4627. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ];
  4628. te[ 3 ] = me[ 3 ]; te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ];
  4629. te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; te[ 8 ] = me[ 8 ];
  4630. return this;
  4631. }
  4632. /**
  4633. * Extracts the basis of this matrix into the three axis vectors provided.
  4634. *
  4635. * @param {Vector3} xAxis - The basis's x axis.
  4636. * @param {Vector3} yAxis - The basis's y axis.
  4637. * @param {Vector3} zAxis - The basis's z axis.
  4638. * @return {Matrix3} A reference to this matrix.
  4639. */
  4640. extractBasis( xAxis, yAxis, zAxis ) {
  4641. xAxis.setFromMatrix3Column( this, 0 );
  4642. yAxis.setFromMatrix3Column( this, 1 );
  4643. zAxis.setFromMatrix3Column( this, 2 );
  4644. return this;
  4645. }
  4646. /**
  4647. * Set this matrix to the upper 3x3 matrix of the given 4x4 matrix.
  4648. *
  4649. * @param {Matrix4} m - The 4x4 matrix.
  4650. * @return {Matrix3} A reference to this matrix.
  4651. */
  4652. setFromMatrix4( m ) {
  4653. const me = m.elements;
  4654. this.set(
  4655. me[ 0 ], me[ 4 ], me[ 8 ],
  4656. me[ 1 ], me[ 5 ], me[ 9 ],
  4657. me[ 2 ], me[ 6 ], me[ 10 ]
  4658. );
  4659. return this;
  4660. }
  4661. /**
  4662. * Post-multiplies this matrix by the given 3x3 matrix.
  4663. *
  4664. * @param {Matrix3} m - The matrix to multiply with.
  4665. * @return {Matrix3} A reference to this matrix.
  4666. */
  4667. multiply( m ) {
  4668. return this.multiplyMatrices( this, m );
  4669. }
  4670. /**
  4671. * Pre-multiplies this matrix by the given 3x3 matrix.
  4672. *
  4673. * @param {Matrix3} m - The matrix to multiply with.
  4674. * @return {Matrix3} A reference to this matrix.
  4675. */
  4676. premultiply( m ) {
  4677. return this.multiplyMatrices( m, this );
  4678. }
  4679. /**
  4680. * Multiples the given 3x3 matrices and stores the result
  4681. * in this matrix.
  4682. *
  4683. * @param {Matrix3} a - The first matrix.
  4684. * @param {Matrix3} b - The second matrix.
  4685. * @return {Matrix3} A reference to this matrix.
  4686. */
  4687. multiplyMatrices( a, b ) {
  4688. const ae = a.elements;
  4689. const be = b.elements;
  4690. const te = this.elements;
  4691. const a11 = ae[ 0 ], a12 = ae[ 3 ], a13 = ae[ 6 ];
  4692. const a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ];
  4693. const a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ];
  4694. const b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ];
  4695. const b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ];
  4696. const b31 = be[ 2 ], b32 = be[ 5 ], b33 = be[ 8 ];
  4697. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31;
  4698. te[ 3 ] = a11 * b12 + a12 * b22 + a13 * b32;
  4699. te[ 6 ] = a11 * b13 + a12 * b23 + a13 * b33;
  4700. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31;
  4701. te[ 4 ] = a21 * b12 + a22 * b22 + a23 * b32;
  4702. te[ 7 ] = a21 * b13 + a22 * b23 + a23 * b33;
  4703. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31;
  4704. te[ 5 ] = a31 * b12 + a32 * b22 + a33 * b32;
  4705. te[ 8 ] = a31 * b13 + a32 * b23 + a33 * b33;
  4706. return this;
  4707. }
  4708. /**
  4709. * Multiplies every component of the matrix by the given scalar.
  4710. *
  4711. * @param {number} s - The scalar.
  4712. * @return {Matrix3} A reference to this matrix.
  4713. */
  4714. multiplyScalar( s ) {
  4715. const te = this.elements;
  4716. te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s;
  4717. te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s;
  4718. te[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s;
  4719. return this;
  4720. }
  4721. /**
  4722. * Computes and returns the determinant of this matrix.
  4723. *
  4724. * @return {number} The determinant.
  4725. */
  4726. determinant() {
  4727. const te = this.elements;
  4728. const a = te[ 0 ], b = te[ 1 ], c = te[ 2 ],
  4729. d = te[ 3 ], e = te[ 4 ], f = te[ 5 ],
  4730. g = te[ 6 ], h = te[ 7 ], i = te[ 8 ];
  4731. return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;
  4732. }
  4733. /**
  4734. * Inverts this matrix, using the [analytic method]{@link https://en.wikipedia.org/wiki/Invertible_matrix#Analytic_solution}.
  4735. * You can not invert with a determinant of zero. If you attempt this, the method produces
  4736. * a zero matrix instead.
  4737. *
  4738. * @return {Matrix3} A reference to this matrix.
  4739. */
  4740. invert() {
  4741. const te = this.elements,
  4742. n11 = te[ 0 ], n21 = te[ 1 ], n31 = te[ 2 ],
  4743. n12 = te[ 3 ], n22 = te[ 4 ], n32 = te[ 5 ],
  4744. n13 = te[ 6 ], n23 = te[ 7 ], n33 = te[ 8 ],
  4745. t11 = n33 * n22 - n32 * n23,
  4746. t12 = n32 * n13 - n33 * n12,
  4747. t13 = n23 * n12 - n22 * n13,
  4748. det = n11 * t11 + n21 * t12 + n31 * t13;
  4749. if ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0 );
  4750. const detInv = 1 / det;
  4751. te[ 0 ] = t11 * detInv;
  4752. te[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv;
  4753. te[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv;
  4754. te[ 3 ] = t12 * detInv;
  4755. te[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv;
  4756. te[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv;
  4757. te[ 6 ] = t13 * detInv;
  4758. te[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv;
  4759. te[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv;
  4760. return this;
  4761. }
  4762. /**
  4763. * Transposes this matrix in place.
  4764. *
  4765. * @return {Matrix3} A reference to this matrix.
  4766. */
  4767. transpose() {
  4768. let tmp;
  4769. const m = this.elements;
  4770. tmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp;
  4771. tmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp;
  4772. tmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp;
  4773. return this;
  4774. }
  4775. /**
  4776. * Computes the normal matrix which is the inverse transpose of the upper
  4777. * left 3x3 portion of the given 4x4 matrix.
  4778. *
  4779. * @param {Matrix4} matrix4 - The 4x4 matrix.
  4780. * @return {Matrix3} A reference to this matrix.
  4781. */
  4782. getNormalMatrix( matrix4 ) {
  4783. return this.setFromMatrix4( matrix4 ).invert().transpose();
  4784. }
  4785. /**
  4786. * Transposes this matrix into the supplied array, and returns itself unchanged.
  4787. *
  4788. * @param {Array<number>} r - An array to store the transposed matrix elements.
  4789. * @return {Matrix3} A reference to this matrix.
  4790. */
  4791. transposeIntoArray( r ) {
  4792. const m = this.elements;
  4793. r[ 0 ] = m[ 0 ];
  4794. r[ 1 ] = m[ 3 ];
  4795. r[ 2 ] = m[ 6 ];
  4796. r[ 3 ] = m[ 1 ];
  4797. r[ 4 ] = m[ 4 ];
  4798. r[ 5 ] = m[ 7 ];
  4799. r[ 6 ] = m[ 2 ];
  4800. r[ 7 ] = m[ 5 ];
  4801. r[ 8 ] = m[ 8 ];
  4802. return this;
  4803. }
  4804. /**
  4805. * Sets the UV transform matrix from offset, repeat, rotation, and center.
  4806. *
  4807. * @param {number} tx - Offset x.
  4808. * @param {number} ty - Offset y.
  4809. * @param {number} sx - Repeat x.
  4810. * @param {number} sy - Repeat y.
  4811. * @param {number} rotation - Rotation, in radians. Positive values rotate counterclockwise.
  4812. * @param {number} cx - Center x of rotation.
  4813. * @param {number} cy - Center y of rotation
  4814. * @return {Matrix3} A reference to this matrix.
  4815. */
  4816. setUvTransform( tx, ty, sx, sy, rotation, cx, cy ) {
  4817. const c = Math.cos( rotation );
  4818. const s = Math.sin( rotation );
  4819. this.set(
  4820. sx * c, sx * s, - sx * ( c * cx + s * cy ) + cx + tx,
  4821. - sy * s, sy * c, - sy * ( - s * cx + c * cy ) + cy + ty,
  4822. 0, 0, 1
  4823. );
  4824. return this;
  4825. }
  4826. /**
  4827. * Scales this matrix with the given scalar values.
  4828. *
  4829. * @param {number} sx - The amount to scale in the X axis.
  4830. * @param {number} sy - The amount to scale in the Y axis.
  4831. * @return {Matrix3} A reference to this matrix.
  4832. */
  4833. scale( sx, sy ) {
  4834. this.premultiply( _m3.makeScale( sx, sy ) );
  4835. return this;
  4836. }
  4837. /**
  4838. * Rotates this matrix by the given angle.
  4839. *
  4840. * @param {number} theta - The rotation in radians.
  4841. * @return {Matrix3} A reference to this matrix.
  4842. */
  4843. rotate( theta ) {
  4844. this.premultiply( _m3.makeRotation( - theta ) );
  4845. return this;
  4846. }
  4847. /**
  4848. * Translates this matrix by the given scalar values.
  4849. *
  4850. * @param {number} tx - The amount to translate in the X axis.
  4851. * @param {number} ty - The amount to translate in the Y axis.
  4852. * @return {Matrix3} A reference to this matrix.
  4853. */
  4854. translate( tx, ty ) {
  4855. this.premultiply( _m3.makeTranslation( tx, ty ) );
  4856. return this;
  4857. }
  4858. // for 2D Transforms
  4859. /**
  4860. * Sets this matrix as a 2D translation transform.
  4861. *
  4862. * @param {number|Vector2} x - The amount to translate in the X axis or alternatively a translation vector.
  4863. * @param {number} y - The amount to translate in the Y axis.
  4864. * @return {Matrix3} A reference to this matrix.
  4865. */
  4866. makeTranslation( x, y ) {
  4867. if ( x.isVector2 ) {
  4868. this.set(
  4869. 1, 0, x.x,
  4870. 0, 1, x.y,
  4871. 0, 0, 1
  4872. );
  4873. } else {
  4874. this.set(
  4875. 1, 0, x,
  4876. 0, 1, y,
  4877. 0, 0, 1
  4878. );
  4879. }
  4880. return this;
  4881. }
  4882. /**
  4883. * Sets this matrix as a 2D rotational transformation.
  4884. *
  4885. * @param {number} theta - The rotation in radians.
  4886. * @return {Matrix3} A reference to this matrix.
  4887. */
  4888. makeRotation( theta ) {
  4889. // counterclockwise
  4890. const c = Math.cos( theta );
  4891. const s = Math.sin( theta );
  4892. this.set(
  4893. c, - s, 0,
  4894. s, c, 0,
  4895. 0, 0, 1
  4896. );
  4897. return this;
  4898. }
  4899. /**
  4900. * Sets this matrix as a 2D scale transform.
  4901. *
  4902. * @param {number} x - The amount to scale in the X axis.
  4903. * @param {number} y - The amount to scale in the Y axis.
  4904. * @return {Matrix3} A reference to this matrix.
  4905. */
  4906. makeScale( x, y ) {
  4907. this.set(
  4908. x, 0, 0,
  4909. 0, y, 0,
  4910. 0, 0, 1
  4911. );
  4912. return this;
  4913. }
  4914. /**
  4915. * Returns `true` if this matrix is equal with the given one.
  4916. *
  4917. * @param {Matrix3} matrix - The matrix to test for equality.
  4918. * @return {boolean} Whether this matrix is equal with the given one.
  4919. */
  4920. equals( matrix ) {
  4921. const te = this.elements;
  4922. const me = matrix.elements;
  4923. for ( let i = 0; i < 9; i ++ ) {
  4924. if ( te[ i ] !== me[ i ] ) return false;
  4925. }
  4926. return true;
  4927. }
  4928. /**
  4929. * Sets the elements of the matrix from the given array.
  4930. *
  4931. * @param {Array<number>} array - The matrix elements in column-major order.
  4932. * @param {number} [offset=0] - Index of the first element in the array.
  4933. * @return {Matrix3} A reference to this matrix.
  4934. */
  4935. fromArray( array, offset = 0 ) {
  4936. for ( let i = 0; i < 9; i ++ ) {
  4937. this.elements[ i ] = array[ i + offset ];
  4938. }
  4939. return this;
  4940. }
  4941. /**
  4942. * Writes the elements of this matrix to the given array. If no array is provided,
  4943. * the method returns a new instance.
  4944. *
  4945. * @param {Array<number>} [array=[]] - The target array holding the matrix elements in column-major order.
  4946. * @param {number} [offset=0] - Index of the first element in the array.
  4947. * @return {Array<number>} The matrix elements in column-major order.
  4948. */
  4949. toArray( array = [], offset = 0 ) {
  4950. const te = this.elements;
  4951. array[ offset ] = te[ 0 ];
  4952. array[ offset + 1 ] = te[ 1 ];
  4953. array[ offset + 2 ] = te[ 2 ];
  4954. array[ offset + 3 ] = te[ 3 ];
  4955. array[ offset + 4 ] = te[ 4 ];
  4956. array[ offset + 5 ] = te[ 5 ];
  4957. array[ offset + 6 ] = te[ 6 ];
  4958. array[ offset + 7 ] = te[ 7 ];
  4959. array[ offset + 8 ] = te[ 8 ];
  4960. return array;
  4961. }
  4962. /**
  4963. * Returns a matrix with copied values from this instance.
  4964. *
  4965. * @return {Matrix3} A clone of this instance.
  4966. */
  4967. clone() {
  4968. return new this.constructor().fromArray( this.elements );
  4969. }
  4970. }
  4971. const _m3 = /*@__PURE__*/ new Matrix3();
  4972. const LINEAR_REC709_TO_XYZ = /*@__PURE__*/ new Matrix3().set(
  4973. 0.4123908, 0.3575843, 0.1804808,
  4974. 0.2126390, 0.7151687, 0.0721923,
  4975. 0.0193308, 0.1191948, 0.9505322
  4976. );
  4977. const XYZ_TO_LINEAR_REC709 = /*@__PURE__*/ new Matrix3().set(
  4978. 3.2409699, -1.5373832, -0.4986108,
  4979. -0.9692436, 1.8759675, 0.0415551,
  4980. 0.0556301, -0.203977, 1.0569715
  4981. );
  4982. function createColorManagement() {
  4983. const ColorManagement = {
  4984. enabled: true,
  4985. workingColorSpace: LinearSRGBColorSpace,
  4986. /**
  4987. * Implementations of supported color spaces.
  4988. *
  4989. * Required:
  4990. * - primaries: chromaticity coordinates [ rx ry gx gy bx by ]
  4991. * - whitePoint: reference white [ x y ]
  4992. * - transfer: transfer function (pre-defined)
  4993. * - toXYZ: Matrix3 RGB to XYZ transform
  4994. * - fromXYZ: Matrix3 XYZ to RGB transform
  4995. * - luminanceCoefficients: RGB luminance coefficients
  4996. *
  4997. * Optional:
  4998. * - outputColorSpaceConfig: { drawingBufferColorSpace: ColorSpace, toneMappingMode: 'extended' | 'standard' }
  4999. * - workingColorSpaceConfig: { unpackColorSpace: ColorSpace }
  5000. *
  5001. * Reference:
  5002. * - https://www.russellcottrell.com/photo/matrixCalculator.htm
  5003. */
  5004. spaces: {},
  5005. convert: function ( color, sourceColorSpace, targetColorSpace ) {
  5006. if ( this.enabled === false || sourceColorSpace === targetColorSpace || ! sourceColorSpace || ! targetColorSpace ) {
  5007. return color;
  5008. }
  5009. if ( this.spaces[ sourceColorSpace ].transfer === SRGBTransfer ) {
  5010. color.r = SRGBToLinear( color.r );
  5011. color.g = SRGBToLinear( color.g );
  5012. color.b = SRGBToLinear( color.b );
  5013. }
  5014. if ( this.spaces[ sourceColorSpace ].primaries !== this.spaces[ targetColorSpace ].primaries ) {
  5015. color.applyMatrix3( this.spaces[ sourceColorSpace ].toXYZ );
  5016. color.applyMatrix3( this.spaces[ targetColorSpace ].fromXYZ );
  5017. }
  5018. if ( this.spaces[ targetColorSpace ].transfer === SRGBTransfer ) {
  5019. color.r = LinearToSRGB( color.r );
  5020. color.g = LinearToSRGB( color.g );
  5021. color.b = LinearToSRGB( color.b );
  5022. }
  5023. return color;
  5024. },
  5025. workingToColorSpace: function ( color, targetColorSpace ) {
  5026. return this.convert( color, this.workingColorSpace, targetColorSpace );
  5027. },
  5028. colorSpaceToWorking: function ( color, sourceColorSpace ) {
  5029. return this.convert( color, sourceColorSpace, this.workingColorSpace );
  5030. },
  5031. getPrimaries: function ( colorSpace ) {
  5032. return this.spaces[ colorSpace ].primaries;
  5033. },
  5034. getTransfer: function ( colorSpace ) {
  5035. if ( colorSpace === NoColorSpace ) return LinearTransfer;
  5036. return this.spaces[ colorSpace ].transfer;
  5037. },
  5038. getToneMappingMode: function ( colorSpace ) {
  5039. return this.spaces[ colorSpace ].outputColorSpaceConfig.toneMappingMode || 'standard';
  5040. },
  5041. getLuminanceCoefficients: function ( target, colorSpace = this.workingColorSpace ) {
  5042. return target.fromArray( this.spaces[ colorSpace ].luminanceCoefficients );
  5043. },
  5044. define: function ( colorSpaces ) {
  5045. Object.assign( this.spaces, colorSpaces );
  5046. },
  5047. // Internal APIs
  5048. _getMatrix: function ( targetMatrix, sourceColorSpace, targetColorSpace ) {
  5049. return targetMatrix
  5050. .copy( this.spaces[ sourceColorSpace ].toXYZ )
  5051. .multiply( this.spaces[ targetColorSpace ].fromXYZ );
  5052. },
  5053. _getDrawingBufferColorSpace: function ( colorSpace ) {
  5054. return this.spaces[ colorSpace ].outputColorSpaceConfig.drawingBufferColorSpace;
  5055. },
  5056. _getUnpackColorSpace: function ( colorSpace = this.workingColorSpace ) {
  5057. return this.spaces[ colorSpace ].workingColorSpaceConfig.unpackColorSpace;
  5058. },
  5059. // Deprecated
  5060. fromWorkingColorSpace: function ( color, targetColorSpace ) {
  5061. warnOnce( 'ColorManagement: .fromWorkingColorSpace() has been renamed to .workingToColorSpace().' ); // @deprecated, r177
  5062. return ColorManagement.workingToColorSpace( color, targetColorSpace );
  5063. },
  5064. toWorkingColorSpace: function ( color, sourceColorSpace ) {
  5065. warnOnce( 'ColorManagement: .toWorkingColorSpace() has been renamed to .colorSpaceToWorking().' ); // @deprecated, r177
  5066. return ColorManagement.colorSpaceToWorking( color, sourceColorSpace );
  5067. },
  5068. };
  5069. /******************************************************************************
  5070. * sRGB definitions
  5071. */
  5072. const REC709_PRIMARIES = [ 0.640, 0.330, 0.300, 0.600, 0.150, 0.060 ];
  5073. const REC709_LUMINANCE_COEFFICIENTS = [ 0.2126, 0.7152, 0.0722 ];
  5074. const D65 = [ 0.3127, 0.3290 ];
  5075. ColorManagement.define( {
  5076. [ LinearSRGBColorSpace ]: {
  5077. primaries: REC709_PRIMARIES,
  5078. whitePoint: D65,
  5079. transfer: LinearTransfer,
  5080. toXYZ: LINEAR_REC709_TO_XYZ,
  5081. fromXYZ: XYZ_TO_LINEAR_REC709,
  5082. luminanceCoefficients: REC709_LUMINANCE_COEFFICIENTS,
  5083. workingColorSpaceConfig: { unpackColorSpace: SRGBColorSpace },
  5084. outputColorSpaceConfig: { drawingBufferColorSpace: SRGBColorSpace }
  5085. },
  5086. [ SRGBColorSpace ]: {
  5087. primaries: REC709_PRIMARIES,
  5088. whitePoint: D65,
  5089. transfer: SRGBTransfer,
  5090. toXYZ: LINEAR_REC709_TO_XYZ,
  5091. fromXYZ: XYZ_TO_LINEAR_REC709,
  5092. luminanceCoefficients: REC709_LUMINANCE_COEFFICIENTS,
  5093. outputColorSpaceConfig: { drawingBufferColorSpace: SRGBColorSpace }
  5094. },
  5095. } );
  5096. return ColorManagement;
  5097. }
  5098. const ColorManagement = /*@__PURE__*/ createColorManagement();
  5099. function SRGBToLinear( c ) {
  5100. return ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 );
  5101. }
  5102. function LinearToSRGB( c ) {
  5103. return ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055;
  5104. }
  5105. let _canvas;
  5106. /**
  5107. * A class containing utility functions for images.
  5108. *
  5109. * @hideconstructor
  5110. */
  5111. class ImageUtils {
  5112. /**
  5113. * Returns a data URI containing a representation of the given image.
  5114. *
  5115. * @param {(HTMLImageElement|HTMLCanvasElement)} image - The image object.
  5116. * @param {string} [type='image/png'] - Indicates the image format.
  5117. * @return {string} The data URI.
  5118. */
  5119. static getDataURL( image, type = 'image/png' ) {
  5120. if ( /^data:/i.test( image.src ) ) {
  5121. return image.src;
  5122. }
  5123. if ( typeof HTMLCanvasElement === 'undefined' ) {
  5124. return image.src;
  5125. }
  5126. let canvas;
  5127. if ( image instanceof HTMLCanvasElement ) {
  5128. canvas = image;
  5129. } else {
  5130. if ( _canvas === undefined ) _canvas = createElementNS( 'canvas' );
  5131. _canvas.width = image.width;
  5132. _canvas.height = image.height;
  5133. const context = _canvas.getContext( '2d' );
  5134. if ( image instanceof ImageData ) {
  5135. context.putImageData( image, 0, 0 );
  5136. } else {
  5137. context.drawImage( image, 0, 0, image.width, image.height );
  5138. }
  5139. canvas = _canvas;
  5140. }
  5141. return canvas.toDataURL( type );
  5142. }
  5143. /**
  5144. * Converts the given sRGB image data to linear color space.
  5145. *
  5146. * @param {(HTMLImageElement|HTMLCanvasElement|ImageBitmap|Object)} image - The image object.
  5147. * @return {HTMLCanvasElement|Object} The converted image.
  5148. */
  5149. static sRGBToLinear( image ) {
  5150. if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||
  5151. ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||
  5152. ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {
  5153. const canvas = createElementNS( 'canvas' );
  5154. canvas.width = image.width;
  5155. canvas.height = image.height;
  5156. const context = canvas.getContext( '2d' );
  5157. context.drawImage( image, 0, 0, image.width, image.height );
  5158. const imageData = context.getImageData( 0, 0, image.width, image.height );
  5159. const data = imageData.data;
  5160. for ( let i = 0; i < data.length; i ++ ) {
  5161. data[ i ] = SRGBToLinear( data[ i ] / 255 ) * 255;
  5162. }
  5163. context.putImageData( imageData, 0, 0 );
  5164. return canvas;
  5165. } else if ( image.data ) {
  5166. const data = image.data.slice( 0 );
  5167. for ( let i = 0; i < data.length; i ++ ) {
  5168. if ( data instanceof Uint8Array || data instanceof Uint8ClampedArray ) {
  5169. data[ i ] = Math.floor( SRGBToLinear( data[ i ] / 255 ) * 255 );
  5170. } else {
  5171. // assuming float
  5172. data[ i ] = SRGBToLinear( data[ i ] );
  5173. }
  5174. }
  5175. return {
  5176. data: data,
  5177. width: image.width,
  5178. height: image.height
  5179. };
  5180. } else {
  5181. warn( 'ImageUtils.sRGBToLinear(): Unsupported image type. No color space conversion applied.' );
  5182. return image;
  5183. }
  5184. }
  5185. }
  5186. let _sourceId = 0;
  5187. /**
  5188. * Represents the data source of a texture.
  5189. *
  5190. * The main purpose of this class is to decouple the data definition from the texture
  5191. * definition so the same data can be used with multiple texture instances.
  5192. */
  5193. class Source {
  5194. /**
  5195. * Constructs a new video texture.
  5196. *
  5197. * @param {any} [data=null] - The data definition of a texture.
  5198. */
  5199. constructor( data = null ) {
  5200. /**
  5201. * This flag can be used for type testing.
  5202. *
  5203. * @type {boolean}
  5204. * @readonly
  5205. * @default true
  5206. */
  5207. this.isSource = true;
  5208. /**
  5209. * The ID of the source.
  5210. *
  5211. * @name Source#id
  5212. * @type {number}
  5213. * @readonly
  5214. */
  5215. Object.defineProperty( this, 'id', { value: _sourceId ++ } );
  5216. /**
  5217. * The UUID of the source.
  5218. *
  5219. * @type {string}
  5220. * @readonly
  5221. */
  5222. this.uuid = generateUUID();
  5223. /**
  5224. * The data definition of a texture.
  5225. *
  5226. * @type {any}
  5227. */
  5228. this.data = data;
  5229. /**
  5230. * This property is only relevant when {@link Source#needsUpdate} is set to `true` and
  5231. * provides more control on how texture data should be processed. When `dataReady` is set
  5232. * to `false`, the engine performs the memory allocation (if necessary) but does not transfer
  5233. * the data into the GPU memory.
  5234. *
  5235. * @type {boolean}
  5236. * @default true
  5237. */
  5238. this.dataReady = true;
  5239. /**
  5240. * This starts at `0` and counts how many times {@link Source#needsUpdate} is set to `true`.
  5241. *
  5242. * @type {number}
  5243. * @readonly
  5244. * @default 0
  5245. */
  5246. this.version = 0;
  5247. }
  5248. /**
  5249. * Returns the dimensions of the source into the given target vector.
  5250. *
  5251. * @param {(Vector2|Vector3)} target - The target object the result is written into.
  5252. * @return {(Vector2|Vector3)} The dimensions of the source.
  5253. */
  5254. getSize( target ) {
  5255. const data = this.data;
  5256. if ( ( typeof HTMLVideoElement !== 'undefined' ) && ( data instanceof HTMLVideoElement ) ) {
  5257. target.set( data.videoWidth, data.videoHeight, 0 );
  5258. } else if ( data instanceof VideoFrame ) {
  5259. target.set( data.displayHeight, data.displayWidth, 0 );
  5260. } else if ( data !== null ) {
  5261. target.set( data.width, data.height, data.depth || 0 );
  5262. } else {
  5263. target.set( 0, 0, 0 );
  5264. }
  5265. return target;
  5266. }
  5267. /**
  5268. * When the property is set to `true`, the engine allocates the memory
  5269. * for the texture (if necessary) and triggers the actual texture upload
  5270. * to the GPU next time the source is used.
  5271. *
  5272. * @type {boolean}
  5273. * @default false
  5274. * @param {boolean} value
  5275. */
  5276. set needsUpdate( value ) {
  5277. if ( value === true ) this.version ++;
  5278. }
  5279. /**
  5280. * Serializes the source into JSON.
  5281. *
  5282. * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  5283. * @return {Object} A JSON object representing the serialized source.
  5284. * @see {@link ObjectLoader#parse}
  5285. */
  5286. toJSON( meta ) {
  5287. const isRootObject = ( meta === undefined || typeof meta === 'string' );
  5288. if ( ! isRootObject && meta.images[ this.uuid ] !== undefined ) {
  5289. return meta.images[ this.uuid ];
  5290. }
  5291. const output = {
  5292. uuid: this.uuid,
  5293. url: ''
  5294. };
  5295. const data = this.data;
  5296. if ( data !== null ) {
  5297. let url;
  5298. if ( Array.isArray( data ) ) {
  5299. // cube texture
  5300. url = [];
  5301. for ( let i = 0, l = data.length; i < l; i ++ ) {
  5302. if ( data[ i ].isDataTexture ) {
  5303. url.push( serializeImage( data[ i ].image ) );
  5304. } else {
  5305. url.push( serializeImage( data[ i ] ) );
  5306. }
  5307. }
  5308. } else {
  5309. // texture
  5310. url = serializeImage( data );
  5311. }
  5312. output.url = url;
  5313. }
  5314. if ( ! isRootObject ) {
  5315. meta.images[ this.uuid ] = output;
  5316. }
  5317. return output;
  5318. }
  5319. }
  5320. function serializeImage( image ) {
  5321. if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||
  5322. ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||
  5323. ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {
  5324. // default images
  5325. return ImageUtils.getDataURL( image );
  5326. } else {
  5327. if ( image.data ) {
  5328. // images of DataTexture
  5329. return {
  5330. data: Array.from( image.data ),
  5331. width: image.width,
  5332. height: image.height,
  5333. type: image.data.constructor.name
  5334. };
  5335. } else {
  5336. warn( 'Texture: Unable to serialize Texture.' );
  5337. return {};
  5338. }
  5339. }
  5340. }
  5341. let _textureId = 0;
  5342. const _tempVec3 = /*@__PURE__*/ new Vector3();
  5343. /**
  5344. * Base class for all textures.
  5345. *
  5346. * Note: After the initial use of a texture, its dimensions, format, and type
  5347. * cannot be changed. Instead, call {@link Texture#dispose} on the texture and instantiate a new one.
  5348. *
  5349. * @augments EventDispatcher
  5350. */
  5351. class Texture extends EventDispatcher {
  5352. /**
  5353. * Constructs a new texture.
  5354. *
  5355. * @param {?Object} [image=Texture.DEFAULT_IMAGE] - The image holding the texture data.
  5356. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  5357. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  5358. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  5359. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  5360. * @param {number} [minFilter=LinearMipmapLinearFilter] - The min filter value.
  5361. * @param {number} [format=RGBAFormat] - The texture format.
  5362. * @param {number} [type=UnsignedByteType] - The texture type.
  5363. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  5364. * @param {string} [colorSpace=NoColorSpace] - The color space.
  5365. */
  5366. 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 ) {
  5367. super();
  5368. /**
  5369. * This flag can be used for type testing.
  5370. *
  5371. * @type {boolean}
  5372. * @readonly
  5373. * @default true
  5374. */
  5375. this.isTexture = true;
  5376. /**
  5377. * The ID of the texture.
  5378. *
  5379. * @name Texture#id
  5380. * @type {number}
  5381. * @readonly
  5382. */
  5383. Object.defineProperty( this, 'id', { value: _textureId ++ } );
  5384. /**
  5385. * The UUID of the material.
  5386. *
  5387. * @type {string}
  5388. * @readonly
  5389. */
  5390. this.uuid = generateUUID();
  5391. /**
  5392. * The name of the material.
  5393. *
  5394. * @type {string}
  5395. */
  5396. this.name = '';
  5397. /**
  5398. * The data definition of a texture. A reference to the data source can be
  5399. * shared across textures. This is often useful in context of spritesheets
  5400. * where multiple textures render the same data but with different texture
  5401. * transformations.
  5402. *
  5403. * @type {Source}
  5404. */
  5405. this.source = new Source( image );
  5406. /**
  5407. * An array holding user-defined mipmaps.
  5408. *
  5409. * @type {Array<Object>}
  5410. */
  5411. this.mipmaps = [];
  5412. /**
  5413. * How the texture is applied to the object. The value `UVMapping`
  5414. * is the default, where texture or uv coordinates are used to apply the map.
  5415. *
  5416. * @type {(UVMapping|CubeReflectionMapping|CubeRefractionMapping|EquirectangularReflectionMapping|EquirectangularRefractionMapping|CubeUVReflectionMapping)}
  5417. * @default UVMapping
  5418. */
  5419. this.mapping = mapping;
  5420. /**
  5421. * Lets you select the uv attribute to map the texture to. `0` for `uv`,
  5422. * `1` for `uv1`, `2` for `uv2` and `3` for `uv3`.
  5423. *
  5424. * @type {number}
  5425. * @default 0
  5426. */
  5427. this.channel = 0;
  5428. /**
  5429. * This defines how the texture is wrapped horizontally and corresponds to
  5430. * *U* in UV mapping.
  5431. *
  5432. * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}
  5433. * @default ClampToEdgeWrapping
  5434. */
  5435. this.wrapS = wrapS;
  5436. /**
  5437. * This defines how the texture is wrapped horizontally and corresponds to
  5438. * *V* in UV mapping.
  5439. *
  5440. * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}
  5441. * @default ClampToEdgeWrapping
  5442. */
  5443. this.wrapT = wrapT;
  5444. /**
  5445. * How the texture is sampled when a texel covers more than one pixel.
  5446. *
  5447. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  5448. * @default LinearFilter
  5449. */
  5450. this.magFilter = magFilter;
  5451. /**
  5452. * How the texture is sampled when a texel covers less than one pixel.
  5453. *
  5454. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  5455. * @default LinearMipmapLinearFilter
  5456. */
  5457. this.minFilter = minFilter;
  5458. /**
  5459. * The number of samples taken along the axis through the pixel that has the
  5460. * highest density of texels. By default, this value is `1`. A higher value
  5461. * gives a less blurry result than a basic mipmap, at the cost of more
  5462. * texture samples being used.
  5463. *
  5464. * @type {number}
  5465. * @default 0
  5466. */
  5467. this.anisotropy = anisotropy;
  5468. /**
  5469. * The format of the texture.
  5470. *
  5471. * @type {number}
  5472. * @default RGBAFormat
  5473. */
  5474. this.format = format;
  5475. /**
  5476. * The default internal format is derived from {@link Texture#format} and {@link Texture#type} and
  5477. * defines how the texture data is going to be stored on the GPU.
  5478. *
  5479. * This property allows to overwrite the default format.
  5480. *
  5481. * @type {?string}
  5482. * @default null
  5483. */
  5484. this.internalFormat = null;
  5485. /**
  5486. * The data type of the texture.
  5487. *
  5488. * @type {number}
  5489. * @default UnsignedByteType
  5490. */
  5491. this.type = type;
  5492. /**
  5493. * How much a single repetition of the texture is offset from the beginning,
  5494. * in each direction U and V. Typical range is `0.0` to `1.0`.
  5495. *
  5496. * @type {Vector2}
  5497. * @default (0,0)
  5498. */
  5499. this.offset = new Vector2( 0, 0 );
  5500. /**
  5501. * How many times the texture is repeated across the surface, in each
  5502. * direction U and V. If repeat is set greater than `1` in either direction,
  5503. * the corresponding wrap parameter should also be set to `RepeatWrapping`
  5504. * or `MirroredRepeatWrapping` to achieve the desired tiling effect.
  5505. *
  5506. * @type {Vector2}
  5507. * @default (1,1)
  5508. */
  5509. this.repeat = new Vector2( 1, 1 );
  5510. /**
  5511. * The point around which rotation occurs. A value of `(0.5, 0.5)` corresponds
  5512. * to the center of the texture. Default is `(0, 0)`, the lower left.
  5513. *
  5514. * @type {Vector2}
  5515. * @default (0,0)
  5516. */
  5517. this.center = new Vector2( 0, 0 );
  5518. /**
  5519. * How much the texture is rotated around the center point, in radians.
  5520. * Positive values are counter-clockwise.
  5521. *
  5522. * @type {number}
  5523. * @default 0
  5524. */
  5525. this.rotation = 0;
  5526. /**
  5527. * Whether to update the texture's uv-transformation {@link Texture#matrix}
  5528. * from the properties {@link Texture#offset}, {@link Texture#repeat},
  5529. * {@link Texture#rotation}, and {@link Texture#center}.
  5530. *
  5531. * Set this to `false` if you are specifying the uv-transform matrix directly.
  5532. *
  5533. * @type {boolean}
  5534. * @default true
  5535. */
  5536. this.matrixAutoUpdate = true;
  5537. /**
  5538. * The uv-transformation matrix of the texture.
  5539. *
  5540. * @type {Matrix3}
  5541. */
  5542. this.matrix = new Matrix3();
  5543. /**
  5544. * Whether to generate mipmaps (if possible) for a texture.
  5545. *
  5546. * Set this to `false` if you are creating mipmaps manually.
  5547. *
  5548. * @type {boolean}
  5549. * @default true
  5550. */
  5551. this.generateMipmaps = true;
  5552. /**
  5553. * If set to `true`, the alpha channel, if present, is multiplied into the
  5554. * color channels when the texture is uploaded to the GPU.
  5555. *
  5556. * Note that this property has no effect when using `ImageBitmap`. You need to
  5557. * configure premultiply alpha on bitmap creation instead.
  5558. *
  5559. * @type {boolean}
  5560. * @default false
  5561. */
  5562. this.premultiplyAlpha = false;
  5563. /**
  5564. * If set to `true`, the texture is flipped along the vertical axis when
  5565. * uploaded to the GPU.
  5566. *
  5567. * Note that this property has no effect when using `ImageBitmap`. You need to
  5568. * configure the flip on bitmap creation instead.
  5569. *
  5570. * @type {boolean}
  5571. * @default true
  5572. */
  5573. this.flipY = true;
  5574. /**
  5575. * Specifies the alignment requirements for the start of each pixel row in memory.
  5576. * The allowable values are `1` (byte-alignment), `2` (rows aligned to even-numbered bytes),
  5577. * `4` (word-alignment), and `8` (rows start on double-word boundaries).
  5578. *
  5579. * @type {number}
  5580. * @default 4
  5581. */
  5582. this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)
  5583. /**
  5584. * Textures containing color data should be annotated with `SRGBColorSpace` or `LinearSRGBColorSpace`.
  5585. *
  5586. * @type {string}
  5587. * @default NoColorSpace
  5588. */
  5589. this.colorSpace = colorSpace;
  5590. /**
  5591. * An object that can be used to store custom data about the texture. It
  5592. * should not hold references to functions as these will not be cloned.
  5593. *
  5594. * @type {Object}
  5595. */
  5596. this.userData = {};
  5597. /**
  5598. * This can be used to only update a subregion or specific rows of the texture (for example, just the
  5599. * first 3 rows). Use the `addUpdateRange()` function to add ranges to this array.
  5600. *
  5601. * @type {Array<Object>}
  5602. */
  5603. this.updateRanges = [];
  5604. /**
  5605. * This starts at `0` and counts how many times {@link Texture#needsUpdate} is set to `true`.
  5606. *
  5607. * @type {number}
  5608. * @readonly
  5609. * @default 0
  5610. */
  5611. this.version = 0;
  5612. /**
  5613. * A callback function, called when the texture is updated (e.g., when
  5614. * {@link Texture#needsUpdate} has been set to true and then the texture is used).
  5615. *
  5616. * @type {?Function}
  5617. * @default null
  5618. */
  5619. this.onUpdate = null;
  5620. /**
  5621. * An optional back reference to the textures render target.
  5622. *
  5623. * @type {?(RenderTarget|WebGLRenderTarget)}
  5624. * @default null
  5625. */
  5626. this.renderTarget = null;
  5627. /**
  5628. * Indicates whether a texture belongs to a render target or not.
  5629. *
  5630. * @type {boolean}
  5631. * @readonly
  5632. * @default false
  5633. */
  5634. this.isRenderTargetTexture = false;
  5635. /**
  5636. * Indicates if a texture should be handled like a texture array.
  5637. *
  5638. * @type {boolean}
  5639. * @readonly
  5640. * @default false
  5641. */
  5642. this.isArrayTexture = image && image.depth && image.depth > 1 ? true : false;
  5643. /**
  5644. * Indicates whether this texture should be processed by `PMREMGenerator` or not
  5645. * (only relevant for render target textures).
  5646. *
  5647. * @type {number}
  5648. * @readonly
  5649. * @default 0
  5650. */
  5651. this.pmremVersion = 0;
  5652. }
  5653. /**
  5654. * The width of the texture in pixels.
  5655. */
  5656. get width() {
  5657. return this.source.getSize( _tempVec3 ).x;
  5658. }
  5659. /**
  5660. * The height of the texture in pixels.
  5661. */
  5662. get height() {
  5663. return this.source.getSize( _tempVec3 ).y;
  5664. }
  5665. /**
  5666. * The depth of the texture in pixels.
  5667. */
  5668. get depth() {
  5669. return this.source.getSize( _tempVec3 ).z;
  5670. }
  5671. /**
  5672. * The image object holding the texture data.
  5673. *
  5674. * @type {?Object}
  5675. */
  5676. get image() {
  5677. return this.source.data;
  5678. }
  5679. set image( value = null ) {
  5680. this.source.data = value;
  5681. }
  5682. /**
  5683. * Updates the texture transformation matrix from the from the properties {@link Texture#offset},
  5684. * {@link Texture#repeat}, {@link Texture#rotation}, and {@link Texture#center}.
  5685. */
  5686. updateMatrix() {
  5687. this.matrix.setUvTransform( this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y );
  5688. }
  5689. /**
  5690. * Adds a range of data in the data texture to be updated on the GPU.
  5691. *
  5692. * @param {number} start - Position at which to start update.
  5693. * @param {number} count - The number of components to update.
  5694. */
  5695. addUpdateRange( start, count ) {
  5696. this.updateRanges.push( { start, count } );
  5697. }
  5698. /**
  5699. * Clears the update ranges.
  5700. */
  5701. clearUpdateRanges() {
  5702. this.updateRanges.length = 0;
  5703. }
  5704. /**
  5705. * Returns a new texture with copied values from this instance.
  5706. *
  5707. * @return {Texture} A clone of this instance.
  5708. */
  5709. clone() {
  5710. return new this.constructor().copy( this );
  5711. }
  5712. /**
  5713. * Copies the values of the given texture to this instance.
  5714. *
  5715. * @param {Texture} source - The texture to copy.
  5716. * @return {Texture} A reference to this instance.
  5717. */
  5718. copy( source ) {
  5719. this.name = source.name;
  5720. this.source = source.source;
  5721. this.mipmaps = source.mipmaps.slice( 0 );
  5722. this.mapping = source.mapping;
  5723. this.channel = source.channel;
  5724. this.wrapS = source.wrapS;
  5725. this.wrapT = source.wrapT;
  5726. this.magFilter = source.magFilter;
  5727. this.minFilter = source.minFilter;
  5728. this.anisotropy = source.anisotropy;
  5729. this.format = source.format;
  5730. this.internalFormat = source.internalFormat;
  5731. this.type = source.type;
  5732. this.offset.copy( source.offset );
  5733. this.repeat.copy( source.repeat );
  5734. this.center.copy( source.center );
  5735. this.rotation = source.rotation;
  5736. this.matrixAutoUpdate = source.matrixAutoUpdate;
  5737. this.matrix.copy( source.matrix );
  5738. this.generateMipmaps = source.generateMipmaps;
  5739. this.premultiplyAlpha = source.premultiplyAlpha;
  5740. this.flipY = source.flipY;
  5741. this.unpackAlignment = source.unpackAlignment;
  5742. this.colorSpace = source.colorSpace;
  5743. this.renderTarget = source.renderTarget;
  5744. this.isRenderTargetTexture = source.isRenderTargetTexture;
  5745. this.isArrayTexture = source.isArrayTexture;
  5746. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  5747. this.needsUpdate = true;
  5748. return this;
  5749. }
  5750. /**
  5751. * Sets this texture's properties based on `values`.
  5752. * @param {Object} values - A container with texture parameters.
  5753. */
  5754. setValues( values ) {
  5755. for ( const key in values ) {
  5756. const newValue = values[ key ];
  5757. if ( newValue === undefined ) {
  5758. warn( `Texture.setValues(): parameter '${ key }' has value of undefined.` );
  5759. continue;
  5760. }
  5761. const currentValue = this[ key ];
  5762. if ( currentValue === undefined ) {
  5763. warn( `Texture.setValues(): property '${ key }' does not exist.` );
  5764. continue;
  5765. }
  5766. if ( ( currentValue && newValue ) && ( currentValue.isVector2 && newValue.isVector2 ) ) {
  5767. currentValue.copy( newValue );
  5768. } else if ( ( currentValue && newValue ) && ( currentValue.isVector3 && newValue.isVector3 ) ) {
  5769. currentValue.copy( newValue );
  5770. } else if ( ( currentValue && newValue ) && ( currentValue.isMatrix3 && newValue.isMatrix3 ) ) {
  5771. currentValue.copy( newValue );
  5772. } else {
  5773. this[ key ] = newValue;
  5774. }
  5775. }
  5776. }
  5777. /**
  5778. * Serializes the texture into JSON.
  5779. *
  5780. * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  5781. * @return {Object} A JSON object representing the serialized texture.
  5782. * @see {@link ObjectLoader#parse}
  5783. */
  5784. toJSON( meta ) {
  5785. const isRootObject = ( meta === undefined || typeof meta === 'string' );
  5786. if ( ! isRootObject && meta.textures[ this.uuid ] !== undefined ) {
  5787. return meta.textures[ this.uuid ];
  5788. }
  5789. const output = {
  5790. metadata: {
  5791. version: 4.7,
  5792. type: 'Texture',
  5793. generator: 'Texture.toJSON'
  5794. },
  5795. uuid: this.uuid,
  5796. name: this.name,
  5797. image: this.source.toJSON( meta ).uuid,
  5798. mapping: this.mapping,
  5799. channel: this.channel,
  5800. repeat: [ this.repeat.x, this.repeat.y ],
  5801. offset: [ this.offset.x, this.offset.y ],
  5802. center: [ this.center.x, this.center.y ],
  5803. rotation: this.rotation,
  5804. wrap: [ this.wrapS, this.wrapT ],
  5805. format: this.format,
  5806. internalFormat: this.internalFormat,
  5807. type: this.type,
  5808. colorSpace: this.colorSpace,
  5809. minFilter: this.minFilter,
  5810. magFilter: this.magFilter,
  5811. anisotropy: this.anisotropy,
  5812. flipY: this.flipY,
  5813. generateMipmaps: this.generateMipmaps,
  5814. premultiplyAlpha: this.premultiplyAlpha,
  5815. unpackAlignment: this.unpackAlignment
  5816. };
  5817. if ( Object.keys( this.userData ).length > 0 ) output.userData = this.userData;
  5818. if ( ! isRootObject ) {
  5819. meta.textures[ this.uuid ] = output;
  5820. }
  5821. return output;
  5822. }
  5823. /**
  5824. * Frees the GPU-related resources allocated by this instance. Call this
  5825. * method whenever this instance is no longer used in your app.
  5826. *
  5827. * @fires Texture#dispose
  5828. */
  5829. dispose() {
  5830. /**
  5831. * Fires when the texture has been disposed of.
  5832. *
  5833. * @event Texture#dispose
  5834. * @type {Object}
  5835. */
  5836. this.dispatchEvent( { type: 'dispose' } );
  5837. }
  5838. /**
  5839. * Transforms the given uv vector with the textures uv transformation matrix.
  5840. *
  5841. * @param {Vector2} uv - The uv vector.
  5842. * @return {Vector2} The transformed uv vector.
  5843. */
  5844. transformUv( uv ) {
  5845. if ( this.mapping !== UVMapping ) return uv;
  5846. uv.applyMatrix3( this.matrix );
  5847. if ( uv.x < 0 || uv.x > 1 ) {
  5848. switch ( this.wrapS ) {
  5849. case RepeatWrapping:
  5850. uv.x = uv.x - Math.floor( uv.x );
  5851. break;
  5852. case ClampToEdgeWrapping:
  5853. uv.x = uv.x < 0 ? 0 : 1;
  5854. break;
  5855. case MirroredRepeatWrapping:
  5856. if ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) {
  5857. uv.x = Math.ceil( uv.x ) - uv.x;
  5858. } else {
  5859. uv.x = uv.x - Math.floor( uv.x );
  5860. }
  5861. break;
  5862. }
  5863. }
  5864. if ( uv.y < 0 || uv.y > 1 ) {
  5865. switch ( this.wrapT ) {
  5866. case RepeatWrapping:
  5867. uv.y = uv.y - Math.floor( uv.y );
  5868. break;
  5869. case ClampToEdgeWrapping:
  5870. uv.y = uv.y < 0 ? 0 : 1;
  5871. break;
  5872. case MirroredRepeatWrapping:
  5873. if ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) {
  5874. uv.y = Math.ceil( uv.y ) - uv.y;
  5875. } else {
  5876. uv.y = uv.y - Math.floor( uv.y );
  5877. }
  5878. break;
  5879. }
  5880. }
  5881. if ( this.flipY ) {
  5882. uv.y = 1 - uv.y;
  5883. }
  5884. return uv;
  5885. }
  5886. /**
  5887. * Setting this property to `true` indicates the engine the texture
  5888. * must be updated in the next render. This triggers a texture upload
  5889. * to the GPU and ensures correct texture parameter configuration.
  5890. *
  5891. * @type {boolean}
  5892. * @default false
  5893. * @param {boolean} value
  5894. */
  5895. set needsUpdate( value ) {
  5896. if ( value === true ) {
  5897. this.version ++;
  5898. this.source.needsUpdate = true;
  5899. }
  5900. }
  5901. /**
  5902. * Setting this property to `true` indicates the engine the PMREM
  5903. * must be regenerated.
  5904. *
  5905. * @type {boolean}
  5906. * @default false
  5907. * @param {boolean} value
  5908. */
  5909. set needsPMREMUpdate( value ) {
  5910. if ( value === true ) {
  5911. this.pmremVersion ++;
  5912. }
  5913. }
  5914. }
  5915. /**
  5916. * The default image for all textures.
  5917. *
  5918. * @static
  5919. * @type {?Image}
  5920. * @default null
  5921. */
  5922. Texture.DEFAULT_IMAGE = null;
  5923. /**
  5924. * The default mapping for all textures.
  5925. *
  5926. * @static
  5927. * @type {number}
  5928. * @default UVMapping
  5929. */
  5930. Texture.DEFAULT_MAPPING = UVMapping;
  5931. /**
  5932. * The default anisotropy value for all textures.
  5933. *
  5934. * @static
  5935. * @type {number}
  5936. * @default 1
  5937. */
  5938. Texture.DEFAULT_ANISOTROPY = 1;
  5939. /**
  5940. * Class representing a 4D vector. A 4D vector is an ordered quadruplet of numbers
  5941. * (labeled x, y, z and w), which can be used to represent a number of things, such as:
  5942. *
  5943. * - A point in 4D space.
  5944. * - A direction and length in 4D space. In three.js the length will
  5945. * always be the Euclidean distance(straight-line distance) from `(0, 0, 0, 0)` to `(x, y, z, w)`
  5946. * and the direction is also measured from `(0, 0, 0, 0)` towards `(x, y, z, w)`.
  5947. * - Any arbitrary ordered quadruplet of numbers.
  5948. *
  5949. * There are other things a 4D vector can be used to represent, however these
  5950. * are the most common uses in *three.js*.
  5951. *
  5952. * Iterating through a vector instance will yield its components `(x, y, z, w)` in
  5953. * the corresponding order.
  5954. * ```js
  5955. * const a = new THREE.Vector4( 0, 1, 0, 0 );
  5956. *
  5957. * //no arguments; will be initialised to (0, 0, 0, 1)
  5958. * const b = new THREE.Vector4( );
  5959. *
  5960. * const d = a.dot( b );
  5961. * ```
  5962. */
  5963. class Vector4 {
  5964. /**
  5965. * Constructs a new 4D vector.
  5966. *
  5967. * @param {number} [x=0] - The x value of this vector.
  5968. * @param {number} [y=0] - The y value of this vector.
  5969. * @param {number} [z=0] - The z value of this vector.
  5970. * @param {number} [w=1] - The w value of this vector.
  5971. */
  5972. constructor( x = 0, y = 0, z = 0, w = 1 ) {
  5973. /**
  5974. * This flag can be used for type testing.
  5975. *
  5976. * @type {boolean}
  5977. * @readonly
  5978. * @default true
  5979. */
  5980. Vector4.prototype.isVector4 = true;
  5981. /**
  5982. * The x value of this vector.
  5983. *
  5984. * @type {number}
  5985. */
  5986. this.x = x;
  5987. /**
  5988. * The y value of this vector.
  5989. *
  5990. * @type {number}
  5991. */
  5992. this.y = y;
  5993. /**
  5994. * The z value of this vector.
  5995. *
  5996. * @type {number}
  5997. */
  5998. this.z = z;
  5999. /**
  6000. * The w value of this vector.
  6001. *
  6002. * @type {number}
  6003. */
  6004. this.w = w;
  6005. }
  6006. /**
  6007. * Alias for {@link Vector4#z}.
  6008. *
  6009. * @type {number}
  6010. */
  6011. get width() {
  6012. return this.z;
  6013. }
  6014. set width( value ) {
  6015. this.z = value;
  6016. }
  6017. /**
  6018. * Alias for {@link Vector4#w}.
  6019. *
  6020. * @type {number}
  6021. */
  6022. get height() {
  6023. return this.w;
  6024. }
  6025. set height( value ) {
  6026. this.w = value;
  6027. }
  6028. /**
  6029. * Sets the vector components.
  6030. *
  6031. * @param {number} x - The value of the x component.
  6032. * @param {number} y - The value of the y component.
  6033. * @param {number} z - The value of the z component.
  6034. * @param {number} w - The value of the w component.
  6035. * @return {Vector4} A reference to this vector.
  6036. */
  6037. set( x, y, z, w ) {
  6038. this.x = x;
  6039. this.y = y;
  6040. this.z = z;
  6041. this.w = w;
  6042. return this;
  6043. }
  6044. /**
  6045. * Sets the vector components to the same value.
  6046. *
  6047. * @param {number} scalar - The value to set for all vector components.
  6048. * @return {Vector4} A reference to this vector.
  6049. */
  6050. setScalar( scalar ) {
  6051. this.x = scalar;
  6052. this.y = scalar;
  6053. this.z = scalar;
  6054. this.w = scalar;
  6055. return this;
  6056. }
  6057. /**
  6058. * Sets the vector's x component to the given value
  6059. *
  6060. * @param {number} x - The value to set.
  6061. * @return {Vector4} A reference to this vector.
  6062. */
  6063. setX( x ) {
  6064. this.x = x;
  6065. return this;
  6066. }
  6067. /**
  6068. * Sets the vector's y component to the given value
  6069. *
  6070. * @param {number} y - The value to set.
  6071. * @return {Vector4} A reference to this vector.
  6072. */
  6073. setY( y ) {
  6074. this.y = y;
  6075. return this;
  6076. }
  6077. /**
  6078. * Sets the vector's z component to the given value
  6079. *
  6080. * @param {number} z - The value to set.
  6081. * @return {Vector4} A reference to this vector.
  6082. */
  6083. setZ( z ) {
  6084. this.z = z;
  6085. return this;
  6086. }
  6087. /**
  6088. * Sets the vector's w component to the given value
  6089. *
  6090. * @param {number} w - The value to set.
  6091. * @return {Vector4} A reference to this vector.
  6092. */
  6093. setW( w ) {
  6094. this.w = w;
  6095. return this;
  6096. }
  6097. /**
  6098. * Allows to set a vector component with an index.
  6099. *
  6100. * @param {number} index - The component index. `0` equals to x, `1` equals to y,
  6101. * `2` equals to z, `3` equals to w.
  6102. * @param {number} value - The value to set.
  6103. * @return {Vector4} A reference to this vector.
  6104. */
  6105. setComponent( index, value ) {
  6106. switch ( index ) {
  6107. case 0: this.x = value; break;
  6108. case 1: this.y = value; break;
  6109. case 2: this.z = value; break;
  6110. case 3: this.w = value; break;
  6111. default: throw new Error( 'index is out of range: ' + index );
  6112. }
  6113. return this;
  6114. }
  6115. /**
  6116. * Returns the value of the vector component which matches the given index.
  6117. *
  6118. * @param {number} index - The component index. `0` equals to x, `1` equals to y,
  6119. * `2` equals to z, `3` equals to w.
  6120. * @return {number} A vector component value.
  6121. */
  6122. getComponent( index ) {
  6123. switch ( index ) {
  6124. case 0: return this.x;
  6125. case 1: return this.y;
  6126. case 2: return this.z;
  6127. case 3: return this.w;
  6128. default: throw new Error( 'index is out of range: ' + index );
  6129. }
  6130. }
  6131. /**
  6132. * Returns a new vector with copied values from this instance.
  6133. *
  6134. * @return {Vector4} A clone of this instance.
  6135. */
  6136. clone() {
  6137. return new this.constructor( this.x, this.y, this.z, this.w );
  6138. }
  6139. /**
  6140. * Copies the values of the given vector to this instance.
  6141. *
  6142. * @param {Vector3|Vector4} v - The vector to copy.
  6143. * @return {Vector4} A reference to this vector.
  6144. */
  6145. copy( v ) {
  6146. this.x = v.x;
  6147. this.y = v.y;
  6148. this.z = v.z;
  6149. this.w = ( v.w !== undefined ) ? v.w : 1;
  6150. return this;
  6151. }
  6152. /**
  6153. * Adds the given vector to this instance.
  6154. *
  6155. * @param {Vector4} v - The vector to add.
  6156. * @return {Vector4} A reference to this vector.
  6157. */
  6158. add( v ) {
  6159. this.x += v.x;
  6160. this.y += v.y;
  6161. this.z += v.z;
  6162. this.w += v.w;
  6163. return this;
  6164. }
  6165. /**
  6166. * Adds the given scalar value to all components of this instance.
  6167. *
  6168. * @param {number} s - The scalar to add.
  6169. * @return {Vector4} A reference to this vector.
  6170. */
  6171. addScalar( s ) {
  6172. this.x += s;
  6173. this.y += s;
  6174. this.z += s;
  6175. this.w += s;
  6176. return this;
  6177. }
  6178. /**
  6179. * Adds the given vectors and stores the result in this instance.
  6180. *
  6181. * @param {Vector4} a - The first vector.
  6182. * @param {Vector4} b - The second vector.
  6183. * @return {Vector4} A reference to this vector.
  6184. */
  6185. addVectors( a, b ) {
  6186. this.x = a.x + b.x;
  6187. this.y = a.y + b.y;
  6188. this.z = a.z + b.z;
  6189. this.w = a.w + b.w;
  6190. return this;
  6191. }
  6192. /**
  6193. * Adds the given vector scaled by the given factor to this instance.
  6194. *
  6195. * @param {Vector4} v - The vector.
  6196. * @param {number} s - The factor that scales `v`.
  6197. * @return {Vector4} A reference to this vector.
  6198. */
  6199. addScaledVector( v, s ) {
  6200. this.x += v.x * s;
  6201. this.y += v.y * s;
  6202. this.z += v.z * s;
  6203. this.w += v.w * s;
  6204. return this;
  6205. }
  6206. /**
  6207. * Subtracts the given vector from this instance.
  6208. *
  6209. * @param {Vector4} v - The vector to subtract.
  6210. * @return {Vector4} A reference to this vector.
  6211. */
  6212. sub( v ) {
  6213. this.x -= v.x;
  6214. this.y -= v.y;
  6215. this.z -= v.z;
  6216. this.w -= v.w;
  6217. return this;
  6218. }
  6219. /**
  6220. * Subtracts the given scalar value from all components of this instance.
  6221. *
  6222. * @param {number} s - The scalar to subtract.
  6223. * @return {Vector4} A reference to this vector.
  6224. */
  6225. subScalar( s ) {
  6226. this.x -= s;
  6227. this.y -= s;
  6228. this.z -= s;
  6229. this.w -= s;
  6230. return this;
  6231. }
  6232. /**
  6233. * Subtracts the given vectors and stores the result in this instance.
  6234. *
  6235. * @param {Vector4} a - The first vector.
  6236. * @param {Vector4} b - The second vector.
  6237. * @return {Vector4} A reference to this vector.
  6238. */
  6239. subVectors( a, b ) {
  6240. this.x = a.x - b.x;
  6241. this.y = a.y - b.y;
  6242. this.z = a.z - b.z;
  6243. this.w = a.w - b.w;
  6244. return this;
  6245. }
  6246. /**
  6247. * Multiplies the given vector with this instance.
  6248. *
  6249. * @param {Vector4} v - The vector to multiply.
  6250. * @return {Vector4} A reference to this vector.
  6251. */
  6252. multiply( v ) {
  6253. this.x *= v.x;
  6254. this.y *= v.y;
  6255. this.z *= v.z;
  6256. this.w *= v.w;
  6257. return this;
  6258. }
  6259. /**
  6260. * Multiplies the given scalar value with all components of this instance.
  6261. *
  6262. * @param {number} scalar - The scalar to multiply.
  6263. * @return {Vector4} A reference to this vector.
  6264. */
  6265. multiplyScalar( scalar ) {
  6266. this.x *= scalar;
  6267. this.y *= scalar;
  6268. this.z *= scalar;
  6269. this.w *= scalar;
  6270. return this;
  6271. }
  6272. /**
  6273. * Multiplies this vector with the given 4x4 matrix.
  6274. *
  6275. * @param {Matrix4} m - The 4x4 matrix.
  6276. * @return {Vector4} A reference to this vector.
  6277. */
  6278. applyMatrix4( m ) {
  6279. const x = this.x, y = this.y, z = this.z, w = this.w;
  6280. const e = m.elements;
  6281. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;
  6282. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;
  6283. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;
  6284. this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;
  6285. return this;
  6286. }
  6287. /**
  6288. * Divides this instance by the given vector.
  6289. *
  6290. * @param {Vector4} v - The vector to divide.
  6291. * @return {Vector4} A reference to this vector.
  6292. */
  6293. divide( v ) {
  6294. this.x /= v.x;
  6295. this.y /= v.y;
  6296. this.z /= v.z;
  6297. this.w /= v.w;
  6298. return this;
  6299. }
  6300. /**
  6301. * Divides this vector by the given scalar.
  6302. *
  6303. * @param {number} scalar - The scalar to divide.
  6304. * @return {Vector4} A reference to this vector.
  6305. */
  6306. divideScalar( scalar ) {
  6307. return this.multiplyScalar( 1 / scalar );
  6308. }
  6309. /**
  6310. * Sets the x, y and z components of this
  6311. * vector to the quaternion's axis and w to the angle.
  6312. *
  6313. * @param {Quaternion} q - The Quaternion to set.
  6314. * @return {Vector4} A reference to this vector.
  6315. */
  6316. setAxisAngleFromQuaternion( q ) {
  6317. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
  6318. // q is assumed to be normalized
  6319. this.w = 2 * Math.acos( q.w );
  6320. const s = Math.sqrt( 1 - q.w * q.w );
  6321. if ( s < 0.0001 ) {
  6322. this.x = 1;
  6323. this.y = 0;
  6324. this.z = 0;
  6325. } else {
  6326. this.x = q.x / s;
  6327. this.y = q.y / s;
  6328. this.z = q.z / s;
  6329. }
  6330. return this;
  6331. }
  6332. /**
  6333. * Sets the x, y and z components of this
  6334. * vector to the axis of rotation and w to the angle.
  6335. *
  6336. * @param {Matrix4} m - A 4x4 matrix of which the upper left 3x3 matrix is a pure rotation matrix.
  6337. * @return {Vector4} A reference to this vector.
  6338. */
  6339. setAxisAngleFromRotationMatrix( m ) {
  6340. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
  6341. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  6342. let angle, x, y, z; // variables for result
  6343. const epsilon = 0.01, // margin to allow for rounding errors
  6344. epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees
  6345. te = m.elements,
  6346. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  6347. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  6348. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  6349. if ( ( Math.abs( m12 - m21 ) < epsilon ) &&
  6350. ( Math.abs( m13 - m31 ) < epsilon ) &&
  6351. ( Math.abs( m23 - m32 ) < epsilon ) ) {
  6352. // singularity found
  6353. // first check for identity matrix which must have +1 for all terms
  6354. // in leading diagonal and zero in other terms
  6355. if ( ( Math.abs( m12 + m21 ) < epsilon2 ) &&
  6356. ( Math.abs( m13 + m31 ) < epsilon2 ) &&
  6357. ( Math.abs( m23 + m32 ) < epsilon2 ) &&
  6358. ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {
  6359. // this singularity is identity matrix so angle = 0
  6360. this.set( 1, 0, 0, 0 );
  6361. return this; // zero angle, arbitrary axis
  6362. }
  6363. // otherwise this singularity is angle = 180
  6364. angle = Math.PI;
  6365. const xx = ( m11 + 1 ) / 2;
  6366. const yy = ( m22 + 1 ) / 2;
  6367. const zz = ( m33 + 1 ) / 2;
  6368. const xy = ( m12 + m21 ) / 4;
  6369. const xz = ( m13 + m31 ) / 4;
  6370. const yz = ( m23 + m32 ) / 4;
  6371. if ( ( xx > yy ) && ( xx > zz ) ) {
  6372. // m11 is the largest diagonal term
  6373. if ( xx < epsilon ) {
  6374. x = 0;
  6375. y = 0.707106781;
  6376. z = 0.707106781;
  6377. } else {
  6378. x = Math.sqrt( xx );
  6379. y = xy / x;
  6380. z = xz / x;
  6381. }
  6382. } else if ( yy > zz ) {
  6383. // m22 is the largest diagonal term
  6384. if ( yy < epsilon ) {
  6385. x = 0.707106781;
  6386. y = 0;
  6387. z = 0.707106781;
  6388. } else {
  6389. y = Math.sqrt( yy );
  6390. x = xy / y;
  6391. z = yz / y;
  6392. }
  6393. } else {
  6394. // m33 is the largest diagonal term so base result on this
  6395. if ( zz < epsilon ) {
  6396. x = 0.707106781;
  6397. y = 0.707106781;
  6398. z = 0;
  6399. } else {
  6400. z = Math.sqrt( zz );
  6401. x = xz / z;
  6402. y = yz / z;
  6403. }
  6404. }
  6405. this.set( x, y, z, angle );
  6406. return this; // return 180 deg rotation
  6407. }
  6408. // as we have reached here there are no singularities so we can handle normally
  6409. let s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) +
  6410. ( m13 - m31 ) * ( m13 - m31 ) +
  6411. ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize
  6412. if ( Math.abs( s ) < 0.001 ) s = 1;
  6413. // prevent divide by zero, should not happen if matrix is orthogonal and should be
  6414. // caught by singularity test above, but I've left it in just in case
  6415. this.x = ( m32 - m23 ) / s;
  6416. this.y = ( m13 - m31 ) / s;
  6417. this.z = ( m21 - m12 ) / s;
  6418. this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );
  6419. return this;
  6420. }
  6421. /**
  6422. * Sets the vector components to the position elements of the
  6423. * given transformation matrix.
  6424. *
  6425. * @param {Matrix4} m - The 4x4 matrix.
  6426. * @return {Vector4} A reference to this vector.
  6427. */
  6428. setFromMatrixPosition( m ) {
  6429. const e = m.elements;
  6430. this.x = e[ 12 ];
  6431. this.y = e[ 13 ];
  6432. this.z = e[ 14 ];
  6433. this.w = e[ 15 ];
  6434. return this;
  6435. }
  6436. /**
  6437. * If this vector's x, y, z or w value is greater than the given vector's x, y, z or w
  6438. * value, replace that value with the corresponding min value.
  6439. *
  6440. * @param {Vector4} v - The vector.
  6441. * @return {Vector4} A reference to this vector.
  6442. */
  6443. min( v ) {
  6444. this.x = Math.min( this.x, v.x );
  6445. this.y = Math.min( this.y, v.y );
  6446. this.z = Math.min( this.z, v.z );
  6447. this.w = Math.min( this.w, v.w );
  6448. return this;
  6449. }
  6450. /**
  6451. * If this vector's x, y, z or w value is less than the given vector's x, y, z or w
  6452. * value, replace that value with the corresponding max value.
  6453. *
  6454. * @param {Vector4} v - The vector.
  6455. * @return {Vector4} A reference to this vector.
  6456. */
  6457. max( v ) {
  6458. this.x = Math.max( this.x, v.x );
  6459. this.y = Math.max( this.y, v.y );
  6460. this.z = Math.max( this.z, v.z );
  6461. this.w = Math.max( this.w, v.w );
  6462. return this;
  6463. }
  6464. /**
  6465. * If this vector's x, y, z or w value is greater than the max vector's x, y, z or w
  6466. * value, it is replaced by the corresponding value.
  6467. * If this vector's x, y, z or w value is less than the min vector's x, y, z or w value,
  6468. * it is replaced by the corresponding value.
  6469. *
  6470. * @param {Vector4} min - The minimum x, y and z values.
  6471. * @param {Vector4} max - The maximum x, y and z values in the desired range.
  6472. * @return {Vector4} A reference to this vector.
  6473. */
  6474. clamp( min, max ) {
  6475. // assumes min < max, componentwise
  6476. this.x = clamp( this.x, min.x, max.x );
  6477. this.y = clamp( this.y, min.y, max.y );
  6478. this.z = clamp( this.z, min.z, max.z );
  6479. this.w = clamp( this.w, min.w, max.w );
  6480. return this;
  6481. }
  6482. /**
  6483. * If this vector's x, y, z or w values are greater than the max value, they are
  6484. * replaced by the max value.
  6485. * If this vector's x, y, z or w values are less than the min value, they are
  6486. * replaced by the min value.
  6487. *
  6488. * @param {number} minVal - The minimum value the components will be clamped to.
  6489. * @param {number} maxVal - The maximum value the components will be clamped to.
  6490. * @return {Vector4} A reference to this vector.
  6491. */
  6492. clampScalar( minVal, maxVal ) {
  6493. this.x = clamp( this.x, minVal, maxVal );
  6494. this.y = clamp( this.y, minVal, maxVal );
  6495. this.z = clamp( this.z, minVal, maxVal );
  6496. this.w = clamp( this.w, minVal, maxVal );
  6497. return this;
  6498. }
  6499. /**
  6500. * If this vector's length is greater than the max value, it is replaced by
  6501. * the max value.
  6502. * If this vector's length is less than the min value, it is replaced by the
  6503. * min value.
  6504. *
  6505. * @param {number} min - The minimum value the vector length will be clamped to.
  6506. * @param {number} max - The maximum value the vector length will be clamped to.
  6507. * @return {Vector4} A reference to this vector.
  6508. */
  6509. clampLength( min, max ) {
  6510. const length = this.length();
  6511. return this.divideScalar( length || 1 ).multiplyScalar( clamp( length, min, max ) );
  6512. }
  6513. /**
  6514. * The components of this vector are rounded down to the nearest integer value.
  6515. *
  6516. * @return {Vector4} A reference to this vector.
  6517. */
  6518. floor() {
  6519. this.x = Math.floor( this.x );
  6520. this.y = Math.floor( this.y );
  6521. this.z = Math.floor( this.z );
  6522. this.w = Math.floor( this.w );
  6523. return this;
  6524. }
  6525. /**
  6526. * The components of this vector are rounded up to the nearest integer value.
  6527. *
  6528. * @return {Vector4} A reference to this vector.
  6529. */
  6530. ceil() {
  6531. this.x = Math.ceil( this.x );
  6532. this.y = Math.ceil( this.y );
  6533. this.z = Math.ceil( this.z );
  6534. this.w = Math.ceil( this.w );
  6535. return this;
  6536. }
  6537. /**
  6538. * The components of this vector are rounded to the nearest integer value
  6539. *
  6540. * @return {Vector4} A reference to this vector.
  6541. */
  6542. round() {
  6543. this.x = Math.round( this.x );
  6544. this.y = Math.round( this.y );
  6545. this.z = Math.round( this.z );
  6546. this.w = Math.round( this.w );
  6547. return this;
  6548. }
  6549. /**
  6550. * The components of this vector are rounded towards zero (up if negative,
  6551. * down if positive) to an integer value.
  6552. *
  6553. * @return {Vector4} A reference to this vector.
  6554. */
  6555. roundToZero() {
  6556. this.x = Math.trunc( this.x );
  6557. this.y = Math.trunc( this.y );
  6558. this.z = Math.trunc( this.z );
  6559. this.w = Math.trunc( this.w );
  6560. return this;
  6561. }
  6562. /**
  6563. * Inverts this vector - i.e. sets x = -x, y = -y, z = -z, w = -w.
  6564. *
  6565. * @return {Vector4} A reference to this vector.
  6566. */
  6567. negate() {
  6568. this.x = - this.x;
  6569. this.y = - this.y;
  6570. this.z = - this.z;
  6571. this.w = - this.w;
  6572. return this;
  6573. }
  6574. /**
  6575. * Calculates the dot product of the given vector with this instance.
  6576. *
  6577. * @param {Vector4} v - The vector to compute the dot product with.
  6578. * @return {number} The result of the dot product.
  6579. */
  6580. dot( v ) {
  6581. return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
  6582. }
  6583. /**
  6584. * Computes the square of the Euclidean length (straight-line length) from
  6585. * (0, 0, 0, 0) to (x, y, z, w). If you are comparing the lengths of vectors, you should
  6586. * compare the length squared instead as it is slightly more efficient to calculate.
  6587. *
  6588. * @return {number} The square length of this vector.
  6589. */
  6590. lengthSq() {
  6591. return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
  6592. }
  6593. /**
  6594. * Computes the Euclidean length (straight-line length) from (0, 0, 0, 0) to (x, y, z, w).
  6595. *
  6596. * @return {number} The length of this vector.
  6597. */
  6598. length() {
  6599. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
  6600. }
  6601. /**
  6602. * Computes the Manhattan length of this vector.
  6603. *
  6604. * @return {number} The length of this vector.
  6605. */
  6606. manhattanLength() {
  6607. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );
  6608. }
  6609. /**
  6610. * Converts this vector to a unit vector - that is, sets it equal to a vector
  6611. * with the same direction as this one, but with a vector length of `1`.
  6612. *
  6613. * @return {Vector4} A reference to this vector.
  6614. */
  6615. normalize() {
  6616. return this.divideScalar( this.length() || 1 );
  6617. }
  6618. /**
  6619. * Sets this vector to a vector with the same direction as this one, but
  6620. * with the specified length.
  6621. *
  6622. * @param {number} length - The new length of this vector.
  6623. * @return {Vector4} A reference to this vector.
  6624. */
  6625. setLength( length ) {
  6626. return this.normalize().multiplyScalar( length );
  6627. }
  6628. /**
  6629. * Linearly interpolates between the given vector and this instance, where
  6630. * alpha is the percent distance along the line - alpha = 0 will be this
  6631. * vector, and alpha = 1 will be the given one.
  6632. *
  6633. * @param {Vector4} v - The vector to interpolate towards.
  6634. * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
  6635. * @return {Vector4} A reference to this vector.
  6636. */
  6637. lerp( v, alpha ) {
  6638. this.x += ( v.x - this.x ) * alpha;
  6639. this.y += ( v.y - this.y ) * alpha;
  6640. this.z += ( v.z - this.z ) * alpha;
  6641. this.w += ( v.w - this.w ) * alpha;
  6642. return this;
  6643. }
  6644. /**
  6645. * Linearly interpolates between the given vectors, where alpha is the percent
  6646. * distance along the line - alpha = 0 will be first vector, and alpha = 1 will
  6647. * be the second one. The result is stored in this instance.
  6648. *
  6649. * @param {Vector4} v1 - The first vector.
  6650. * @param {Vector4} v2 - The second vector.
  6651. * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
  6652. * @return {Vector4} A reference to this vector.
  6653. */
  6654. lerpVectors( v1, v2, alpha ) {
  6655. this.x = v1.x + ( v2.x - v1.x ) * alpha;
  6656. this.y = v1.y + ( v2.y - v1.y ) * alpha;
  6657. this.z = v1.z + ( v2.z - v1.z ) * alpha;
  6658. this.w = v1.w + ( v2.w - v1.w ) * alpha;
  6659. return this;
  6660. }
  6661. /**
  6662. * Returns `true` if this vector is equal with the given one.
  6663. *
  6664. * @param {Vector4} v - The vector to test for equality.
  6665. * @return {boolean} Whether this vector is equal with the given one.
  6666. */
  6667. equals( v ) {
  6668. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );
  6669. }
  6670. /**
  6671. * Sets this vector's x value to be `array[ offset ]`, y value to be `array[ offset + 1 ]`,
  6672. * z value to be `array[ offset + 2 ]`, w value to be `array[ offset + 3 ]`.
  6673. *
  6674. * @param {Array<number>} array - An array holding the vector component values.
  6675. * @param {number} [offset=0] - The offset into the array.
  6676. * @return {Vector4} A reference to this vector.
  6677. */
  6678. fromArray( array, offset = 0 ) {
  6679. this.x = array[ offset ];
  6680. this.y = array[ offset + 1 ];
  6681. this.z = array[ offset + 2 ];
  6682. this.w = array[ offset + 3 ];
  6683. return this;
  6684. }
  6685. /**
  6686. * Writes the components of this vector to the given array. If no array is provided,
  6687. * the method returns a new instance.
  6688. *
  6689. * @param {Array<number>} [array=[]] - The target array holding the vector components.
  6690. * @param {number} [offset=0] - Index of the first element in the array.
  6691. * @return {Array<number>} The vector components.
  6692. */
  6693. toArray( array = [], offset = 0 ) {
  6694. array[ offset ] = this.x;
  6695. array[ offset + 1 ] = this.y;
  6696. array[ offset + 2 ] = this.z;
  6697. array[ offset + 3 ] = this.w;
  6698. return array;
  6699. }
  6700. /**
  6701. * Sets the components of this vector from the given buffer attribute.
  6702. *
  6703. * @param {BufferAttribute} attribute - The buffer attribute holding vector data.
  6704. * @param {number} index - The index into the attribute.
  6705. * @return {Vector4} A reference to this vector.
  6706. */
  6707. fromBufferAttribute( attribute, index ) {
  6708. this.x = attribute.getX( index );
  6709. this.y = attribute.getY( index );
  6710. this.z = attribute.getZ( index );
  6711. this.w = attribute.getW( index );
  6712. return this;
  6713. }
  6714. /**
  6715. * Sets each component of this vector to a pseudo-random value between `0` and
  6716. * `1`, excluding `1`.
  6717. *
  6718. * @return {Vector4} A reference to this vector.
  6719. */
  6720. random() {
  6721. this.x = Math.random();
  6722. this.y = Math.random();
  6723. this.z = Math.random();
  6724. this.w = Math.random();
  6725. return this;
  6726. }
  6727. *[ Symbol.iterator ]() {
  6728. yield this.x;
  6729. yield this.y;
  6730. yield this.z;
  6731. yield this.w;
  6732. }
  6733. }
  6734. /**
  6735. * A render target is a buffer where the video card draws pixels for a scene
  6736. * that is being rendered in the background. It is used in different effects,
  6737. * such as applying postprocessing to a rendered image before displaying it
  6738. * on the screen.
  6739. *
  6740. * @augments EventDispatcher
  6741. */
  6742. class RenderTarget extends EventDispatcher {
  6743. /**
  6744. * Render target options.
  6745. *
  6746. * @typedef {Object} RenderTarget~Options
  6747. * @property {boolean} [generateMipmaps=false] - Whether to generate mipmaps or not.
  6748. * @property {number} [magFilter=LinearFilter] - The mag filter.
  6749. * @property {number} [minFilter=LinearFilter] - The min filter.
  6750. * @property {number} [format=RGBAFormat] - The texture format.
  6751. * @property {number} [type=UnsignedByteType] - The texture type.
  6752. * @property {?string} [internalFormat=null] - The texture's internal format.
  6753. * @property {number} [wrapS=ClampToEdgeWrapping] - The texture's uv wrapping mode.
  6754. * @property {number} [wrapT=ClampToEdgeWrapping] - The texture's uv wrapping mode.
  6755. * @property {number} [anisotropy=1] - The texture's anisotropy value.
  6756. * @property {string} [colorSpace=NoColorSpace] - The texture's color space.
  6757. * @property {boolean} [depthBuffer=true] - Whether to allocate a depth buffer or not.
  6758. * @property {boolean} [stencilBuffer=false] - Whether to allocate a stencil buffer or not.
  6759. * @property {boolean} [resolveDepthBuffer=true] - Whether to resolve the depth buffer or not.
  6760. * @property {boolean} [resolveStencilBuffer=true] - Whether to resolve the stencil buffer or not.
  6761. * @property {?Texture} [depthTexture=null] - Reference to a depth texture.
  6762. * @property {number} [samples=0] - The MSAA samples count.
  6763. * @property {number} [count=1] - Defines the number of color attachments . Must be at least `1`.
  6764. * @property {number} [depth=1] - The texture depth.
  6765. * @property {boolean} [multiview=false] - Whether this target is used for multiview rendering.
  6766. */
  6767. /**
  6768. * Constructs a new render target.
  6769. *
  6770. * @param {number} [width=1] - The width of the render target.
  6771. * @param {number} [height=1] - The height of the render target.
  6772. * @param {RenderTarget~Options} [options] - The configuration object.
  6773. */
  6774. constructor( width = 1, height = 1, options = {} ) {
  6775. super();
  6776. options = Object.assign( {
  6777. generateMipmaps: false,
  6778. internalFormat: null,
  6779. minFilter: LinearFilter,
  6780. depthBuffer: true,
  6781. stencilBuffer: false,
  6782. resolveDepthBuffer: true,
  6783. resolveStencilBuffer: true,
  6784. depthTexture: null,
  6785. samples: 0,
  6786. count: 1,
  6787. depth: 1,
  6788. multiview: false
  6789. }, options );
  6790. /**
  6791. * This flag can be used for type testing.
  6792. *
  6793. * @type {boolean}
  6794. * @readonly
  6795. * @default true
  6796. */
  6797. this.isRenderTarget = true;
  6798. /**
  6799. * The width of the render target.
  6800. *
  6801. * @type {number}
  6802. * @default 1
  6803. */
  6804. this.width = width;
  6805. /**
  6806. * The height of the render target.
  6807. *
  6808. * @type {number}
  6809. * @default 1
  6810. */
  6811. this.height = height;
  6812. /**
  6813. * The depth of the render target.
  6814. *
  6815. * @type {number}
  6816. * @default 1
  6817. */
  6818. this.depth = options.depth;
  6819. /**
  6820. * A rectangular area inside the render target's viewport. Fragments that are
  6821. * outside the area will be discarded.
  6822. *
  6823. * @type {Vector4}
  6824. * @default (0,0,width,height)
  6825. */
  6826. this.scissor = new Vector4( 0, 0, width, height );
  6827. /**
  6828. * Indicates whether the scissor test should be enabled when rendering into
  6829. * this render target or not.
  6830. *
  6831. * @type {boolean}
  6832. * @default false
  6833. */
  6834. this.scissorTest = false;
  6835. /**
  6836. * A rectangular area representing the render target's viewport.
  6837. *
  6838. * @type {Vector4}
  6839. * @default (0,0,width,height)
  6840. */
  6841. this.viewport = new Vector4( 0, 0, width, height );
  6842. const image = { width: width, height: height, depth: options.depth };
  6843. const texture = new Texture( image );
  6844. /**
  6845. * An array of textures. Each color attachment is represented as a separate texture.
  6846. * Has at least a single entry for the default color attachment.
  6847. *
  6848. * @type {Array<Texture>}
  6849. */
  6850. this.textures = [];
  6851. const count = options.count;
  6852. for ( let i = 0; i < count; i ++ ) {
  6853. this.textures[ i ] = texture.clone();
  6854. this.textures[ i ].isRenderTargetTexture = true;
  6855. this.textures[ i ].renderTarget = this;
  6856. }
  6857. this._setTextureOptions( options );
  6858. /**
  6859. * Whether to allocate a depth buffer or not.
  6860. *
  6861. * @type {boolean}
  6862. * @default true
  6863. */
  6864. this.depthBuffer = options.depthBuffer;
  6865. /**
  6866. * Whether to allocate a stencil buffer or not.
  6867. *
  6868. * @type {boolean}
  6869. * @default false
  6870. */
  6871. this.stencilBuffer = options.stencilBuffer;
  6872. /**
  6873. * Whether to resolve the depth buffer or not.
  6874. *
  6875. * @type {boolean}
  6876. * @default true
  6877. */
  6878. this.resolveDepthBuffer = options.resolveDepthBuffer;
  6879. /**
  6880. * Whether to resolve the stencil buffer or not.
  6881. *
  6882. * @type {boolean}
  6883. * @default true
  6884. */
  6885. this.resolveStencilBuffer = options.resolveStencilBuffer;
  6886. this._depthTexture = null;
  6887. this.depthTexture = options.depthTexture;
  6888. /**
  6889. * The number of MSAA samples.
  6890. *
  6891. * A value of `0` disables MSAA.
  6892. *
  6893. * @type {number}
  6894. * @default 0
  6895. */
  6896. this.samples = options.samples;
  6897. /**
  6898. * Whether to this target is used in multiview rendering.
  6899. *
  6900. * @type {boolean}
  6901. * @default false
  6902. */
  6903. this.multiview = options.multiview;
  6904. }
  6905. _setTextureOptions( options = {} ) {
  6906. const values = {
  6907. minFilter: LinearFilter,
  6908. generateMipmaps: false,
  6909. flipY: false,
  6910. internalFormat: null
  6911. };
  6912. if ( options.mapping !== undefined ) values.mapping = options.mapping;
  6913. if ( options.wrapS !== undefined ) values.wrapS = options.wrapS;
  6914. if ( options.wrapT !== undefined ) values.wrapT = options.wrapT;
  6915. if ( options.wrapR !== undefined ) values.wrapR = options.wrapR;
  6916. if ( options.magFilter !== undefined ) values.magFilter = options.magFilter;
  6917. if ( options.minFilter !== undefined ) values.minFilter = options.minFilter;
  6918. if ( options.format !== undefined ) values.format = options.format;
  6919. if ( options.type !== undefined ) values.type = options.type;
  6920. if ( options.anisotropy !== undefined ) values.anisotropy = options.anisotropy;
  6921. if ( options.colorSpace !== undefined ) values.colorSpace = options.colorSpace;
  6922. if ( options.flipY !== undefined ) values.flipY = options.flipY;
  6923. if ( options.generateMipmaps !== undefined ) values.generateMipmaps = options.generateMipmaps;
  6924. if ( options.internalFormat !== undefined ) values.internalFormat = options.internalFormat;
  6925. for ( let i = 0; i < this.textures.length; i ++ ) {
  6926. const texture = this.textures[ i ];
  6927. texture.setValues( values );
  6928. }
  6929. }
  6930. /**
  6931. * The texture representing the default color attachment.
  6932. *
  6933. * @type {Texture}
  6934. */
  6935. get texture() {
  6936. return this.textures[ 0 ];
  6937. }
  6938. set texture( value ) {
  6939. this.textures[ 0 ] = value;
  6940. }
  6941. set depthTexture( current ) {
  6942. if ( this._depthTexture !== null ) this._depthTexture.renderTarget = null;
  6943. if ( current !== null ) current.renderTarget = this;
  6944. this._depthTexture = current;
  6945. }
  6946. /**
  6947. * Instead of saving the depth in a renderbuffer, a texture
  6948. * can be used instead which is useful for further processing
  6949. * e.g. in context of post-processing.
  6950. *
  6951. * @type {?DepthTexture}
  6952. * @default null
  6953. */
  6954. get depthTexture() {
  6955. return this._depthTexture;
  6956. }
  6957. /**
  6958. * Sets the size of this render target.
  6959. *
  6960. * @param {number} width - The width.
  6961. * @param {number} height - The height.
  6962. * @param {number} [depth=1] - The depth.
  6963. */
  6964. setSize( width, height, depth = 1 ) {
  6965. if ( this.width !== width || this.height !== height || this.depth !== depth ) {
  6966. this.width = width;
  6967. this.height = height;
  6968. this.depth = depth;
  6969. for ( let i = 0, il = this.textures.length; i < il; i ++ ) {
  6970. this.textures[ i ].image.width = width;
  6971. this.textures[ i ].image.height = height;
  6972. this.textures[ i ].image.depth = depth;
  6973. if ( this.textures[ i ].isData3DTexture !== true ) { // Fix for #31693
  6974. // TODO: Reconsider setting isArrayTexture flag here and in the ctor of Texture.
  6975. // Maybe a method `isArrayTexture()` or just a getter could replace a flag since
  6976. // both are evaluated on each call?
  6977. this.textures[ i ].isArrayTexture = this.textures[ i ].image.depth > 1;
  6978. }
  6979. }
  6980. this.dispose();
  6981. }
  6982. this.viewport.set( 0, 0, width, height );
  6983. this.scissor.set( 0, 0, width, height );
  6984. }
  6985. /**
  6986. * Returns a new render target with copied values from this instance.
  6987. *
  6988. * @return {RenderTarget} A clone of this instance.
  6989. */
  6990. clone() {
  6991. return new this.constructor().copy( this );
  6992. }
  6993. /**
  6994. * Copies the settings of the given render target. This is a structural copy so
  6995. * no resources are shared between render targets after the copy. That includes
  6996. * all MRT textures and the depth texture.
  6997. *
  6998. * @param {RenderTarget} source - The render target to copy.
  6999. * @return {RenderTarget} A reference to this instance.
  7000. */
  7001. copy( source ) {
  7002. this.width = source.width;
  7003. this.height = source.height;
  7004. this.depth = source.depth;
  7005. this.scissor.copy( source.scissor );
  7006. this.scissorTest = source.scissorTest;
  7007. this.viewport.copy( source.viewport );
  7008. this.textures.length = 0;
  7009. for ( let i = 0, il = source.textures.length; i < il; i ++ ) {
  7010. this.textures[ i ] = source.textures[ i ].clone();
  7011. this.textures[ i ].isRenderTargetTexture = true;
  7012. this.textures[ i ].renderTarget = this;
  7013. // ensure image object is not shared, see #20328
  7014. const image = Object.assign( {}, source.textures[ i ].image );
  7015. this.textures[ i ].source = new Source( image );
  7016. }
  7017. this.depthBuffer = source.depthBuffer;
  7018. this.stencilBuffer = source.stencilBuffer;
  7019. this.resolveDepthBuffer = source.resolveDepthBuffer;
  7020. this.resolveStencilBuffer = source.resolveStencilBuffer;
  7021. if ( source.depthTexture !== null ) this.depthTexture = source.depthTexture.clone();
  7022. this.samples = source.samples;
  7023. return this;
  7024. }
  7025. /**
  7026. * Frees the GPU-related resources allocated by this instance. Call this
  7027. * method whenever this instance is no longer used in your app.
  7028. *
  7029. * @fires RenderTarget#dispose
  7030. */
  7031. dispose() {
  7032. this.dispatchEvent( { type: 'dispose' } );
  7033. }
  7034. }
  7035. /**
  7036. * A render target used in context of {@link WebGLRenderer}.
  7037. *
  7038. * @augments RenderTarget
  7039. */
  7040. class WebGLRenderTarget extends RenderTarget {
  7041. /**
  7042. * Constructs a new 3D render target.
  7043. *
  7044. * @param {number} [width=1] - The width of the render target.
  7045. * @param {number} [height=1] - The height of the render target.
  7046. * @param {RenderTarget~Options} [options] - The configuration object.
  7047. */
  7048. constructor( width = 1, height = 1, options = {} ) {
  7049. super( width, height, options );
  7050. /**
  7051. * This flag can be used for type testing.
  7052. *
  7053. * @type {boolean}
  7054. * @readonly
  7055. * @default true
  7056. */
  7057. this.isWebGLRenderTarget = true;
  7058. }
  7059. }
  7060. /**
  7061. * Creates an array of textures directly from raw buffer data.
  7062. *
  7063. * @augments Texture
  7064. */
  7065. class DataArrayTexture extends Texture {
  7066. /**
  7067. * Constructs a new data array texture.
  7068. *
  7069. * @param {?TypedArray} [data=null] - The buffer data.
  7070. * @param {number} [width=1] - The width of the texture.
  7071. * @param {number} [height=1] - The height of the texture.
  7072. * @param {number} [depth=1] - The depth of the texture.
  7073. */
  7074. constructor( data = null, width = 1, height = 1, depth = 1 ) {
  7075. super( null );
  7076. /**
  7077. * This flag can be used for type testing.
  7078. *
  7079. * @type {boolean}
  7080. * @readonly
  7081. * @default true
  7082. */
  7083. this.isDataArrayTexture = true;
  7084. /**
  7085. * The image definition of a data texture.
  7086. *
  7087. * @type {{data:TypedArray,width:number,height:number,depth:number}}
  7088. */
  7089. this.image = { data, width, height, depth };
  7090. /**
  7091. * How the texture is sampled when a texel covers more than one pixel.
  7092. *
  7093. * Overwritten and set to `NearestFilter` by default.
  7094. *
  7095. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  7096. * @default NearestFilter
  7097. */
  7098. this.magFilter = NearestFilter;
  7099. /**
  7100. * How the texture is sampled when a texel covers less than one pixel.
  7101. *
  7102. * Overwritten and set to `NearestFilter` by default.
  7103. *
  7104. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  7105. * @default NearestFilter
  7106. */
  7107. this.minFilter = NearestFilter;
  7108. /**
  7109. * This defines how the texture is wrapped in the depth and corresponds to
  7110. * *W* in UVW mapping.
  7111. *
  7112. * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}
  7113. * @default ClampToEdgeWrapping
  7114. */
  7115. this.wrapR = ClampToEdgeWrapping;
  7116. /**
  7117. * Whether to generate mipmaps (if possible) for a texture.
  7118. *
  7119. * Overwritten and set to `false` by default.
  7120. *
  7121. * @type {boolean}
  7122. * @default false
  7123. */
  7124. this.generateMipmaps = false;
  7125. /**
  7126. * If set to `true`, the texture is flipped along the vertical axis when
  7127. * uploaded to the GPU.
  7128. *
  7129. * Overwritten and set to `false` by default.
  7130. *
  7131. * @type {boolean}
  7132. * @default false
  7133. */
  7134. this.flipY = false;
  7135. /**
  7136. * Specifies the alignment requirements for the start of each pixel row in memory.
  7137. *
  7138. * Overwritten and set to `1` by default.
  7139. *
  7140. * @type {boolean}
  7141. * @default 1
  7142. */
  7143. this.unpackAlignment = 1;
  7144. /**
  7145. * A set of all layers which need to be updated in the texture.
  7146. *
  7147. * @type {Set<number>}
  7148. */
  7149. this.layerUpdates = new Set();
  7150. }
  7151. /**
  7152. * Describes that a specific layer of the texture needs to be updated.
  7153. * Normally when {@link Texture#needsUpdate} is set to `true`, the
  7154. * entire data texture array is sent to the GPU. Marking specific
  7155. * layers will only transmit subsets of all mipmaps associated with a
  7156. * specific depth in the array which is often much more performant.
  7157. *
  7158. * @param {number} layerIndex - The layer index that should be updated.
  7159. */
  7160. addLayerUpdate( layerIndex ) {
  7161. this.layerUpdates.add( layerIndex );
  7162. }
  7163. /**
  7164. * Resets the layer updates registry.
  7165. */
  7166. clearLayerUpdates() {
  7167. this.layerUpdates.clear();
  7168. }
  7169. }
  7170. /**
  7171. * An array render target used in context of {@link WebGLRenderer}.
  7172. *
  7173. * @augments WebGLRenderTarget
  7174. */
  7175. class WebGLArrayRenderTarget extends WebGLRenderTarget {
  7176. /**
  7177. * Constructs a new array render target.
  7178. *
  7179. * @param {number} [width=1] - The width of the render target.
  7180. * @param {number} [height=1] - The height of the render target.
  7181. * @param {number} [depth=1] - The height of the render target.
  7182. * @param {RenderTarget~Options} [options] - The configuration object.
  7183. */
  7184. constructor( width = 1, height = 1, depth = 1, options = {} ) {
  7185. super( width, height, options );
  7186. /**
  7187. * This flag can be used for type testing.
  7188. *
  7189. * @type {boolean}
  7190. * @readonly
  7191. * @default true
  7192. */
  7193. this.isWebGLArrayRenderTarget = true;
  7194. this.depth = depth;
  7195. /**
  7196. * Overwritten with a different texture type.
  7197. *
  7198. * @type {DataArrayTexture}
  7199. */
  7200. this.texture = new DataArrayTexture( null, width, height, depth );
  7201. this._setTextureOptions( options );
  7202. this.texture.isRenderTargetTexture = true;
  7203. }
  7204. }
  7205. /**
  7206. * Creates a three-dimensional texture from raw data, with parameters to
  7207. * divide it into width, height, and depth.
  7208. *
  7209. * @augments Texture
  7210. */
  7211. class Data3DTexture extends Texture {
  7212. /**
  7213. * Constructs a new data array texture.
  7214. *
  7215. * @param {?TypedArray} [data=null] - The buffer data.
  7216. * @param {number} [width=1] - The width of the texture.
  7217. * @param {number} [height=1] - The height of the texture.
  7218. * @param {number} [depth=1] - The depth of the texture.
  7219. */
  7220. constructor( data = null, width = 1, height = 1, depth = 1 ) {
  7221. // We're going to add .setXXX() methods for setting properties later.
  7222. // Users can still set in Data3DTexture directly.
  7223. //
  7224. // const texture = new THREE.Data3DTexture( data, width, height, depth );
  7225. // texture.anisotropy = 16;
  7226. //
  7227. // See #14839
  7228. super( null );
  7229. /**
  7230. * This flag can be used for type testing.
  7231. *
  7232. * @type {boolean}
  7233. * @readonly
  7234. * @default true
  7235. */
  7236. this.isData3DTexture = true;
  7237. /**
  7238. * The image definition of a data texture.
  7239. *
  7240. * @type {{data:TypedArray,width:number,height:number,depth:number}}
  7241. */
  7242. this.image = { data, width, height, depth };
  7243. /**
  7244. * How the texture is sampled when a texel covers more than one pixel.
  7245. *
  7246. * Overwritten and set to `NearestFilter` by default.
  7247. *
  7248. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  7249. * @default NearestFilter
  7250. */
  7251. this.magFilter = NearestFilter;
  7252. /**
  7253. * How the texture is sampled when a texel covers less than one pixel.
  7254. *
  7255. * Overwritten and set to `NearestFilter` by default.
  7256. *
  7257. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  7258. * @default NearestFilter
  7259. */
  7260. this.minFilter = NearestFilter;
  7261. /**
  7262. * This defines how the texture is wrapped in the depth and corresponds to
  7263. * *W* in UVW mapping.
  7264. *
  7265. * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}
  7266. * @default ClampToEdgeWrapping
  7267. */
  7268. this.wrapR = ClampToEdgeWrapping;
  7269. /**
  7270. * Whether to generate mipmaps (if possible) for a texture.
  7271. *
  7272. * Overwritten and set to `false` by default.
  7273. *
  7274. * @type {boolean}
  7275. * @default false
  7276. */
  7277. this.generateMipmaps = false;
  7278. /**
  7279. * If set to `true`, the texture is flipped along the vertical axis when
  7280. * uploaded to the GPU.
  7281. *
  7282. * Overwritten and set to `false` by default.
  7283. *
  7284. * @type {boolean}
  7285. * @default false
  7286. */
  7287. this.flipY = false;
  7288. /**
  7289. * Specifies the alignment requirements for the start of each pixel row in memory.
  7290. *
  7291. * Overwritten and set to `1` by default.
  7292. *
  7293. * @type {boolean}
  7294. * @default 1
  7295. */
  7296. this.unpackAlignment = 1;
  7297. }
  7298. }
  7299. /**
  7300. * A 3D render target used in context of {@link WebGLRenderer}.
  7301. *
  7302. * @augments WebGLRenderTarget
  7303. */
  7304. class WebGL3DRenderTarget extends WebGLRenderTarget {
  7305. /**
  7306. * Constructs a new 3D render target.
  7307. *
  7308. * @param {number} [width=1] - The width of the render target.
  7309. * @param {number} [height=1] - The height of the render target.
  7310. * @param {number} [depth=1] - The height of the render target.
  7311. * @param {RenderTarget~Options} [options] - The configuration object.
  7312. */
  7313. constructor( width = 1, height = 1, depth = 1, options = {} ) {
  7314. super( width, height, options );
  7315. /**
  7316. * This flag can be used for type testing.
  7317. *
  7318. * @type {boolean}
  7319. * @readonly
  7320. * @default true
  7321. */
  7322. this.isWebGL3DRenderTarget = true;
  7323. this.depth = depth;
  7324. /**
  7325. * Overwritten with a different texture type.
  7326. *
  7327. * @type {Data3DTexture}
  7328. */
  7329. this.texture = new Data3DTexture( null, width, height, depth );
  7330. this._setTextureOptions( options );
  7331. this.texture.isRenderTargetTexture = true;
  7332. }
  7333. }
  7334. /**
  7335. * Represents an axis-aligned bounding box (AABB) in 3D space.
  7336. */
  7337. class Box3 {
  7338. /**
  7339. * Constructs a new bounding box.
  7340. *
  7341. * @param {Vector3} [min=(Infinity,Infinity,Infinity)] - A vector representing the lower boundary of the box.
  7342. * @param {Vector3} [max=(-Infinity,-Infinity,-Infinity)] - A vector representing the upper boundary of the box.
  7343. */
  7344. constructor( min = new Vector3( + Infinity, + Infinity, + Infinity ), max = new Vector3( - Infinity, - Infinity, - Infinity ) ) {
  7345. /**
  7346. * This flag can be used for type testing.
  7347. *
  7348. * @type {boolean}
  7349. * @readonly
  7350. * @default true
  7351. */
  7352. this.isBox3 = true;
  7353. /**
  7354. * The lower boundary of the box.
  7355. *
  7356. * @type {Vector3}
  7357. */
  7358. this.min = min;
  7359. /**
  7360. * The upper boundary of the box.
  7361. *
  7362. * @type {Vector3}
  7363. */
  7364. this.max = max;
  7365. }
  7366. /**
  7367. * Sets the lower and upper boundaries of this box.
  7368. * Please note that this method only copies the values from the given objects.
  7369. *
  7370. * @param {Vector3} min - The lower boundary of the box.
  7371. * @param {Vector3} max - The upper boundary of the box.
  7372. * @return {Box3} A reference to this bounding box.
  7373. */
  7374. set( min, max ) {
  7375. this.min.copy( min );
  7376. this.max.copy( max );
  7377. return this;
  7378. }
  7379. /**
  7380. * Sets the upper and lower bounds of this box so it encloses the position data
  7381. * in the given array.
  7382. *
  7383. * @param {Array<number>} array - An array holding 3D position data.
  7384. * @return {Box3} A reference to this bounding box.
  7385. */
  7386. setFromArray( array ) {
  7387. this.makeEmpty();
  7388. for ( let i = 0, il = array.length; i < il; i += 3 ) {
  7389. this.expandByPoint( _vector$b.fromArray( array, i ) );
  7390. }
  7391. return this;
  7392. }
  7393. /**
  7394. * Sets the upper and lower bounds of this box so it encloses the position data
  7395. * in the given buffer attribute.
  7396. *
  7397. * @param {BufferAttribute} attribute - A buffer attribute holding 3D position data.
  7398. * @return {Box3} A reference to this bounding box.
  7399. */
  7400. setFromBufferAttribute( attribute ) {
  7401. this.makeEmpty();
  7402. for ( let i = 0, il = attribute.count; i < il; i ++ ) {
  7403. this.expandByPoint( _vector$b.fromBufferAttribute( attribute, i ) );
  7404. }
  7405. return this;
  7406. }
  7407. /**
  7408. * Sets the upper and lower bounds of this box so it encloses the position data
  7409. * in the given array.
  7410. *
  7411. * @param {Array<Vector3>} points - An array holding 3D position data as instances of {@link Vector3}.
  7412. * @return {Box3} A reference to this bounding box.
  7413. */
  7414. setFromPoints( points ) {
  7415. this.makeEmpty();
  7416. for ( let i = 0, il = points.length; i < il; i ++ ) {
  7417. this.expandByPoint( points[ i ] );
  7418. }
  7419. return this;
  7420. }
  7421. /**
  7422. * Centers this box on the given center vector and sets this box's width, height and
  7423. * depth to the given size values.
  7424. *
  7425. * @param {Vector3} center - The center of the box.
  7426. * @param {Vector3} size - The x, y and z dimensions of the box.
  7427. * @return {Box3} A reference to this bounding box.
  7428. */
  7429. setFromCenterAndSize( center, size ) {
  7430. const halfSize = _vector$b.copy( size ).multiplyScalar( 0.5 );
  7431. this.min.copy( center ).sub( halfSize );
  7432. this.max.copy( center ).add( halfSize );
  7433. return this;
  7434. }
  7435. /**
  7436. * Computes the world-axis-aligned bounding box for the given 3D object
  7437. * (including its children), accounting for the object's, and children's,
  7438. * world transforms. The function may result in a larger box than strictly necessary.
  7439. *
  7440. * @param {Object3D} object - The 3D object to compute the bounding box for.
  7441. * @param {boolean} [precise=false] - If set to `true`, the method computes the smallest
  7442. * world-axis-aligned bounding box at the expense of more computation.
  7443. * @return {Box3} A reference to this bounding box.
  7444. */
  7445. setFromObject( object, precise = false ) {
  7446. this.makeEmpty();
  7447. return this.expandByObject( object, precise );
  7448. }
  7449. /**
  7450. * Returns a new box with copied values from this instance.
  7451. *
  7452. * @return {Box3} A clone of this instance.
  7453. */
  7454. clone() {
  7455. return new this.constructor().copy( this );
  7456. }
  7457. /**
  7458. * Copies the values of the given box to this instance.
  7459. *
  7460. * @param {Box3} box - The box to copy.
  7461. * @return {Box3} A reference to this bounding box.
  7462. */
  7463. copy( box ) {
  7464. this.min.copy( box.min );
  7465. this.max.copy( box.max );
  7466. return this;
  7467. }
  7468. /**
  7469. * Makes this box empty which means in encloses a zero space in 3D.
  7470. *
  7471. * @return {Box3} A reference to this bounding box.
  7472. */
  7473. makeEmpty() {
  7474. this.min.x = this.min.y = this.min.z = + Infinity;
  7475. this.max.x = this.max.y = this.max.z = - Infinity;
  7476. return this;
  7477. }
  7478. /**
  7479. * Returns true if this box includes zero points within its bounds.
  7480. * Note that a box with equal lower and upper bounds still includes one
  7481. * point, the one both bounds share.
  7482. *
  7483. * @return {boolean} Whether this box is empty or not.
  7484. */
  7485. isEmpty() {
  7486. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  7487. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );
  7488. }
  7489. /**
  7490. * Returns the center point of this box.
  7491. *
  7492. * @param {Vector3} target - The target vector that is used to store the method's result.
  7493. * @return {Vector3} The center point.
  7494. */
  7495. getCenter( target ) {
  7496. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  7497. }
  7498. /**
  7499. * Returns the dimensions of this box.
  7500. *
  7501. * @param {Vector3} target - The target vector that is used to store the method's result.
  7502. * @return {Vector3} The size.
  7503. */
  7504. getSize( target ) {
  7505. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.subVectors( this.max, this.min );
  7506. }
  7507. /**
  7508. * Expands the boundaries of this box to include the given point.
  7509. *
  7510. * @param {Vector3} point - The point that should be included by the bounding box.
  7511. * @return {Box3} A reference to this bounding box.
  7512. */
  7513. expandByPoint( point ) {
  7514. this.min.min( point );
  7515. this.max.max( point );
  7516. return this;
  7517. }
  7518. /**
  7519. * Expands this box equilaterally by the given vector. The width of this
  7520. * box will be expanded by the x component of the vector in both
  7521. * directions. The height of this box will be expanded by the y component of
  7522. * the vector in both directions. The depth of this box will be
  7523. * expanded by the z component of the vector in both directions.
  7524. *
  7525. * @param {Vector3} vector - The vector that should expand the bounding box.
  7526. * @return {Box3} A reference to this bounding box.
  7527. */
  7528. expandByVector( vector ) {
  7529. this.min.sub( vector );
  7530. this.max.add( vector );
  7531. return this;
  7532. }
  7533. /**
  7534. * Expands each dimension of the box by the given scalar. If negative, the
  7535. * dimensions of the box will be contracted.
  7536. *
  7537. * @param {number} scalar - The scalar value that should expand the bounding box.
  7538. * @return {Box3} A reference to this bounding box.
  7539. */
  7540. expandByScalar( scalar ) {
  7541. this.min.addScalar( - scalar );
  7542. this.max.addScalar( scalar );
  7543. return this;
  7544. }
  7545. /**
  7546. * Expands the boundaries of this box to include the given 3D object and
  7547. * its children, accounting for the object's, and children's, world
  7548. * transforms. The function may result in a larger box than strictly
  7549. * necessary (unless the precise parameter is set to true).
  7550. *
  7551. * @param {Object3D} object - The 3D object that should expand the bounding box.
  7552. * @param {boolean} precise - If set to `true`, the method expands the bounding box
  7553. * as little as necessary at the expense of more computation.
  7554. * @return {Box3} A reference to this bounding box.
  7555. */
  7556. expandByObject( object, precise = false ) {
  7557. // Computes the world-axis-aligned bounding box of an object (including its children),
  7558. // accounting for both the object's, and children's, world transforms
  7559. object.updateWorldMatrix( false, false );
  7560. const geometry = object.geometry;
  7561. if ( geometry !== undefined ) {
  7562. const positionAttribute = geometry.getAttribute( 'position' );
  7563. // precise AABB computation based on vertex data requires at least a position attribute.
  7564. // instancing isn't supported so far and uses the normal (conservative) code path.
  7565. if ( precise === true && positionAttribute !== undefined && object.isInstancedMesh !== true ) {
  7566. for ( let i = 0, l = positionAttribute.count; i < l; i ++ ) {
  7567. if ( object.isMesh === true ) {
  7568. object.getVertexPosition( i, _vector$b );
  7569. } else {
  7570. _vector$b.fromBufferAttribute( positionAttribute, i );
  7571. }
  7572. _vector$b.applyMatrix4( object.matrixWorld );
  7573. this.expandByPoint( _vector$b );
  7574. }
  7575. } else {
  7576. if ( object.boundingBox !== undefined ) {
  7577. // object-level bounding box
  7578. if ( object.boundingBox === null ) {
  7579. object.computeBoundingBox();
  7580. }
  7581. _box$4.copy( object.boundingBox );
  7582. } else {
  7583. // geometry-level bounding box
  7584. if ( geometry.boundingBox === null ) {
  7585. geometry.computeBoundingBox();
  7586. }
  7587. _box$4.copy( geometry.boundingBox );
  7588. }
  7589. _box$4.applyMatrix4( object.matrixWorld );
  7590. this.union( _box$4 );
  7591. }
  7592. }
  7593. const children = object.children;
  7594. for ( let i = 0, l = children.length; i < l; i ++ ) {
  7595. this.expandByObject( children[ i ], precise );
  7596. }
  7597. return this;
  7598. }
  7599. /**
  7600. * Returns `true` if the given point lies within or on the boundaries of this box.
  7601. *
  7602. * @param {Vector3} point - The point to test.
  7603. * @return {boolean} Whether the bounding box contains the given point or not.
  7604. */
  7605. containsPoint( point ) {
  7606. return point.x >= this.min.x && point.x <= this.max.x &&
  7607. point.y >= this.min.y && point.y <= this.max.y &&
  7608. point.z >= this.min.z && point.z <= this.max.z;
  7609. }
  7610. /**
  7611. * Returns `true` if this bounding box includes the entirety of the given bounding box.
  7612. * If this box and the given one are identical, this function also returns `true`.
  7613. *
  7614. * @param {Box3} box - The bounding box to test.
  7615. * @return {boolean} Whether the bounding box contains the given bounding box or not.
  7616. */
  7617. containsBox( box ) {
  7618. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  7619. this.min.y <= box.min.y && box.max.y <= this.max.y &&
  7620. this.min.z <= box.min.z && box.max.z <= this.max.z;
  7621. }
  7622. /**
  7623. * Returns a point as a proportion of this box's width, height and depth.
  7624. *
  7625. * @param {Vector3} point - A point in 3D space.
  7626. * @param {Vector3} target - The target vector that is used to store the method's result.
  7627. * @return {Vector3} A point as a proportion of this box's width, height and depth.
  7628. */
  7629. getParameter( point, target ) {
  7630. // This can potentially have a divide by zero if the box
  7631. // has a size dimension of 0.
  7632. return target.set(
  7633. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  7634. ( point.y - this.min.y ) / ( this.max.y - this.min.y ),
  7635. ( point.z - this.min.z ) / ( this.max.z - this.min.z )
  7636. );
  7637. }
  7638. /**
  7639. * Returns `true` if the given bounding box intersects with this bounding box.
  7640. *
  7641. * @param {Box3} box - The bounding box to test.
  7642. * @return {boolean} Whether the given bounding box intersects with this bounding box.
  7643. */
  7644. intersectsBox( box ) {
  7645. // using 6 splitting planes to rule out intersections.
  7646. return box.max.x >= this.min.x && box.min.x <= this.max.x &&
  7647. box.max.y >= this.min.y && box.min.y <= this.max.y &&
  7648. box.max.z >= this.min.z && box.min.z <= this.max.z;
  7649. }
  7650. /**
  7651. * Returns `true` if the given bounding sphere intersects with this bounding box.
  7652. *
  7653. * @param {Sphere} sphere - The bounding sphere to test.
  7654. * @return {boolean} Whether the given bounding sphere intersects with this bounding box.
  7655. */
  7656. intersectsSphere( sphere ) {
  7657. // Find the point on the AABB closest to the sphere center.
  7658. this.clampPoint( sphere.center, _vector$b );
  7659. // If that point is inside the sphere, the AABB and sphere intersect.
  7660. return _vector$b.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius );
  7661. }
  7662. /**
  7663. * Returns `true` if the given plane intersects with this bounding box.
  7664. *
  7665. * @param {Plane} plane - The plane to test.
  7666. * @return {boolean} Whether the given plane intersects with this bounding box.
  7667. */
  7668. intersectsPlane( plane ) {
  7669. // We compute the minimum and maximum dot product values. If those values
  7670. // are on the same side (back or front) of the plane, then there is no intersection.
  7671. let min, max;
  7672. if ( plane.normal.x > 0 ) {
  7673. min = plane.normal.x * this.min.x;
  7674. max = plane.normal.x * this.max.x;
  7675. } else {
  7676. min = plane.normal.x * this.max.x;
  7677. max = plane.normal.x * this.min.x;
  7678. }
  7679. if ( plane.normal.y > 0 ) {
  7680. min += plane.normal.y * this.min.y;
  7681. max += plane.normal.y * this.max.y;
  7682. } else {
  7683. min += plane.normal.y * this.max.y;
  7684. max += plane.normal.y * this.min.y;
  7685. }
  7686. if ( plane.normal.z > 0 ) {
  7687. min += plane.normal.z * this.min.z;
  7688. max += plane.normal.z * this.max.z;
  7689. } else {
  7690. min += plane.normal.z * this.max.z;
  7691. max += plane.normal.z * this.min.z;
  7692. }
  7693. return ( min <= - plane.constant && max >= - plane.constant );
  7694. }
  7695. /**
  7696. * Returns `true` if the given triangle intersects with this bounding box.
  7697. *
  7698. * @param {Triangle} triangle - The triangle to test.
  7699. * @return {boolean} Whether the given triangle intersects with this bounding box.
  7700. */
  7701. intersectsTriangle( triangle ) {
  7702. if ( this.isEmpty() ) {
  7703. return false;
  7704. }
  7705. // compute box center and extents
  7706. this.getCenter( _center );
  7707. _extents.subVectors( this.max, _center );
  7708. // translate triangle to aabb origin
  7709. _v0$2.subVectors( triangle.a, _center );
  7710. _v1$7.subVectors( triangle.b, _center );
  7711. _v2$4.subVectors( triangle.c, _center );
  7712. // compute edge vectors for triangle
  7713. _f0.subVectors( _v1$7, _v0$2 );
  7714. _f1.subVectors( _v2$4, _v1$7 );
  7715. _f2.subVectors( _v0$2, _v2$4 );
  7716. // test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb
  7717. // 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
  7718. // axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned)
  7719. let axes = [
  7720. 0, - _f0.z, _f0.y, 0, - _f1.z, _f1.y, 0, - _f2.z, _f2.y,
  7721. _f0.z, 0, - _f0.x, _f1.z, 0, - _f1.x, _f2.z, 0, - _f2.x,
  7722. - _f0.y, _f0.x, 0, - _f1.y, _f1.x, 0, - _f2.y, _f2.x, 0
  7723. ];
  7724. if ( ! satForAxes( axes, _v0$2, _v1$7, _v2$4, _extents ) ) {
  7725. return false;
  7726. }
  7727. // test 3 face normals from the aabb
  7728. axes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ];
  7729. if ( ! satForAxes( axes, _v0$2, _v1$7, _v2$4, _extents ) ) {
  7730. return false;
  7731. }
  7732. // finally testing the face normal of the triangle
  7733. // use already existing triangle edge vectors here
  7734. _triangleNormal.crossVectors( _f0, _f1 );
  7735. axes = [ _triangleNormal.x, _triangleNormal.y, _triangleNormal.z ];
  7736. return satForAxes( axes, _v0$2, _v1$7, _v2$4, _extents );
  7737. }
  7738. /**
  7739. * Clamps the given point within the bounds of this box.
  7740. *
  7741. * @param {Vector3} point - The point to clamp.
  7742. * @param {Vector3} target - The target vector that is used to store the method's result.
  7743. * @return {Vector3} The clamped point.
  7744. */
  7745. clampPoint( point, target ) {
  7746. return target.copy( point ).clamp( this.min, this.max );
  7747. }
  7748. /**
  7749. * Returns the euclidean distance from any edge of this box to the specified point. If
  7750. * the given point lies inside of this box, the distance will be `0`.
  7751. *
  7752. * @param {Vector3} point - The point to compute the distance to.
  7753. * @return {number} The euclidean distance.
  7754. */
  7755. distanceToPoint( point ) {
  7756. return this.clampPoint( point, _vector$b ).distanceTo( point );
  7757. }
  7758. /**
  7759. * Returns a bounding sphere that encloses this bounding box.
  7760. *
  7761. * @param {Sphere} target - The target sphere that is used to store the method's result.
  7762. * @return {Sphere} The bounding sphere that encloses this bounding box.
  7763. */
  7764. getBoundingSphere( target ) {
  7765. if ( this.isEmpty() ) {
  7766. target.makeEmpty();
  7767. } else {
  7768. this.getCenter( target.center );
  7769. target.radius = this.getSize( _vector$b ).length() * 0.5;
  7770. }
  7771. return target;
  7772. }
  7773. /**
  7774. * Computes the intersection of this bounding box and the given one, setting the upper
  7775. * bound of this box to the lesser of the two boxes' upper bounds and the
  7776. * lower bound of this box to the greater of the two boxes' lower bounds. If
  7777. * there's no overlap, makes this box empty.
  7778. *
  7779. * @param {Box3} box - The bounding box to intersect with.
  7780. * @return {Box3} A reference to this bounding box.
  7781. */
  7782. intersect( box ) {
  7783. this.min.max( box.min );
  7784. this.max.min( box.max );
  7785. // 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.
  7786. if ( this.isEmpty() ) this.makeEmpty();
  7787. return this;
  7788. }
  7789. /**
  7790. * Computes the union of this box and another and the given one, setting the upper
  7791. * bound of this box to the greater of the two boxes' upper bounds and the
  7792. * lower bound of this box to the lesser of the two boxes' lower bounds.
  7793. *
  7794. * @param {Box3} box - The bounding box that will be unioned with this instance.
  7795. * @return {Box3} A reference to this bounding box.
  7796. */
  7797. union( box ) {
  7798. this.min.min( box.min );
  7799. this.max.max( box.max );
  7800. return this;
  7801. }
  7802. /**
  7803. * Transforms this bounding box by the given 4x4 transformation matrix.
  7804. *
  7805. * @param {Matrix4} matrix - The transformation matrix.
  7806. * @return {Box3} A reference to this bounding box.
  7807. */
  7808. applyMatrix4( matrix ) {
  7809. // transform of empty box is an empty box.
  7810. if ( this.isEmpty() ) return this;
  7811. // NOTE: I am using a binary pattern to specify all 2^3 combinations below
  7812. _points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000
  7813. _points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001
  7814. _points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010
  7815. _points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011
  7816. _points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100
  7817. _points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101
  7818. _points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110
  7819. _points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111
  7820. this.setFromPoints( _points );
  7821. return this;
  7822. }
  7823. /**
  7824. * Adds the given offset to both the upper and lower bounds of this bounding box,
  7825. * effectively moving it in 3D space.
  7826. *
  7827. * @param {Vector3} offset - The offset that should be used to translate the bounding box.
  7828. * @return {Box3} A reference to this bounding box.
  7829. */
  7830. translate( offset ) {
  7831. this.min.add( offset );
  7832. this.max.add( offset );
  7833. return this;
  7834. }
  7835. /**
  7836. * Returns `true` if this bounding box is equal with the given one.
  7837. *
  7838. * @param {Box3} box - The box to test for equality.
  7839. * @return {boolean} Whether this bounding box is equal with the given one.
  7840. */
  7841. equals( box ) {
  7842. return box.min.equals( this.min ) && box.max.equals( this.max );
  7843. }
  7844. /**
  7845. * Returns a serialized structure of the bounding box.
  7846. *
  7847. * @return {Object} Serialized structure with fields representing the object state.
  7848. */
  7849. toJSON() {
  7850. return {
  7851. min: this.min.toArray(),
  7852. max: this.max.toArray()
  7853. };
  7854. }
  7855. /**
  7856. * Returns a serialized structure of the bounding box.
  7857. *
  7858. * @param {Object} json - The serialized json to set the box from.
  7859. * @return {Box3} A reference to this bounding box.
  7860. */
  7861. fromJSON( json ) {
  7862. this.min.fromArray( json.min );
  7863. this.max.fromArray( json.max );
  7864. return this;
  7865. }
  7866. }
  7867. const _points = [
  7868. /*@__PURE__*/ new Vector3(),
  7869. /*@__PURE__*/ new Vector3(),
  7870. /*@__PURE__*/ new Vector3(),
  7871. /*@__PURE__*/ new Vector3(),
  7872. /*@__PURE__*/ new Vector3(),
  7873. /*@__PURE__*/ new Vector3(),
  7874. /*@__PURE__*/ new Vector3(),
  7875. /*@__PURE__*/ new Vector3()
  7876. ];
  7877. const _vector$b = /*@__PURE__*/ new Vector3();
  7878. const _box$4 = /*@__PURE__*/ new Box3();
  7879. // triangle centered vertices
  7880. const _v0$2 = /*@__PURE__*/ new Vector3();
  7881. const _v1$7 = /*@__PURE__*/ new Vector3();
  7882. const _v2$4 = /*@__PURE__*/ new Vector3();
  7883. // triangle edge vectors
  7884. const _f0 = /*@__PURE__*/ new Vector3();
  7885. const _f1 = /*@__PURE__*/ new Vector3();
  7886. const _f2 = /*@__PURE__*/ new Vector3();
  7887. const _center = /*@__PURE__*/ new Vector3();
  7888. const _extents = /*@__PURE__*/ new Vector3();
  7889. const _triangleNormal = /*@__PURE__*/ new Vector3();
  7890. const _testAxis = /*@__PURE__*/ new Vector3();
  7891. function satForAxes( axes, v0, v1, v2, extents ) {
  7892. for ( let i = 0, j = axes.length - 3; i <= j; i += 3 ) {
  7893. _testAxis.fromArray( axes, i );
  7894. // project the aabb onto the separating axis
  7895. const r = extents.x * Math.abs( _testAxis.x ) + extents.y * Math.abs( _testAxis.y ) + extents.z * Math.abs( _testAxis.z );
  7896. // project all 3 vertices of the triangle onto the separating axis
  7897. const p0 = v0.dot( _testAxis );
  7898. const p1 = v1.dot( _testAxis );
  7899. const p2 = v2.dot( _testAxis );
  7900. // actual test, basically see if either of the most extreme of the triangle points intersects r
  7901. if ( Math.max( - Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) {
  7902. // points of the projected triangle are outside the projected half-length of the aabb
  7903. // the axis is separating and we can exit
  7904. return false;
  7905. }
  7906. }
  7907. return true;
  7908. }
  7909. const _box$3 = /*@__PURE__*/ new Box3();
  7910. const _v1$6 = /*@__PURE__*/ new Vector3();
  7911. const _v2$3 = /*@__PURE__*/ new Vector3();
  7912. /**
  7913. * An analytical 3D sphere defined by a center and radius. This class is mainly
  7914. * used as a Bounding Sphere for 3D objects.
  7915. */
  7916. class Sphere {
  7917. /**
  7918. * Constructs a new sphere.
  7919. *
  7920. * @param {Vector3} [center=(0,0,0)] - The center of the sphere
  7921. * @param {number} [radius=-1] - The radius of the sphere.
  7922. */
  7923. constructor( center = new Vector3(), radius = -1 ) {
  7924. /**
  7925. * This flag can be used for type testing.
  7926. *
  7927. * @type {boolean}
  7928. * @readonly
  7929. * @default true
  7930. */
  7931. this.isSphere = true;
  7932. /**
  7933. * The center of the sphere
  7934. *
  7935. * @type {Vector3}
  7936. */
  7937. this.center = center;
  7938. /**
  7939. * The radius of the sphere.
  7940. *
  7941. * @type {number}
  7942. */
  7943. this.radius = radius;
  7944. }
  7945. /**
  7946. * Sets the sphere's components by copying the given values.
  7947. *
  7948. * @param {Vector3} center - The center.
  7949. * @param {number} radius - The radius.
  7950. * @return {Sphere} A reference to this sphere.
  7951. */
  7952. set( center, radius ) {
  7953. this.center.copy( center );
  7954. this.radius = radius;
  7955. return this;
  7956. }
  7957. /**
  7958. * Computes the minimum bounding sphere for list of points.
  7959. * If the optional center point is given, it is used as the sphere's
  7960. * center. Otherwise, the center of the axis-aligned bounding box
  7961. * encompassing the points is calculated.
  7962. *
  7963. * @param {Array<Vector3>} points - A list of points in 3D space.
  7964. * @param {Vector3} [optionalCenter] - The center of the sphere.
  7965. * @return {Sphere} A reference to this sphere.
  7966. */
  7967. setFromPoints( points, optionalCenter ) {
  7968. const center = this.center;
  7969. if ( optionalCenter !== undefined ) {
  7970. center.copy( optionalCenter );
  7971. } else {
  7972. _box$3.setFromPoints( points ).getCenter( center );
  7973. }
  7974. let maxRadiusSq = 0;
  7975. for ( let i = 0, il = points.length; i < il; i ++ ) {
  7976. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );
  7977. }
  7978. this.radius = Math.sqrt( maxRadiusSq );
  7979. return this;
  7980. }
  7981. /**
  7982. * Copies the values of the given sphere to this instance.
  7983. *
  7984. * @param {Sphere} sphere - The sphere to copy.
  7985. * @return {Sphere} A reference to this sphere.
  7986. */
  7987. copy( sphere ) {
  7988. this.center.copy( sphere.center );
  7989. this.radius = sphere.radius;
  7990. return this;
  7991. }
  7992. /**
  7993. * Returns `true` if the sphere is empty (the radius set to a negative number).
  7994. *
  7995. * Spheres with a radius of `0` contain only their center point and are not
  7996. * considered to be empty.
  7997. *
  7998. * @return {boolean} Whether this sphere is empty or not.
  7999. */
  8000. isEmpty() {
  8001. return ( this.radius < 0 );
  8002. }
  8003. /**
  8004. * Makes this sphere empty which means in encloses a zero space in 3D.
  8005. *
  8006. * @return {Sphere} A reference to this sphere.
  8007. */
  8008. makeEmpty() {
  8009. this.center.set( 0, 0, 0 );
  8010. this.radius = -1;
  8011. return this;
  8012. }
  8013. /**
  8014. * Returns `true` if this sphere contains the given point inclusive of
  8015. * the surface of the sphere.
  8016. *
  8017. * @param {Vector3} point - The point to check.
  8018. * @return {boolean} Whether this sphere contains the given point or not.
  8019. */
  8020. containsPoint( point ) {
  8021. return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );
  8022. }
  8023. /**
  8024. * Returns the closest distance from the boundary of the sphere to the
  8025. * given point. If the sphere contains the point, the distance will
  8026. * be negative.
  8027. *
  8028. * @param {Vector3} point - The point to compute the distance to.
  8029. * @return {number} The distance to the point.
  8030. */
  8031. distanceToPoint( point ) {
  8032. return ( point.distanceTo( this.center ) - this.radius );
  8033. }
  8034. /**
  8035. * Returns `true` if this sphere intersects with the given one.
  8036. *
  8037. * @param {Sphere} sphere - The sphere to test.
  8038. * @return {boolean} Whether this sphere intersects with the given one or not.
  8039. */
  8040. intersectsSphere( sphere ) {
  8041. const radiusSum = this.radius + sphere.radius;
  8042. return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );
  8043. }
  8044. /**
  8045. * Returns `true` if this sphere intersects with the given box.
  8046. *
  8047. * @param {Box3} box - The box to test.
  8048. * @return {boolean} Whether this sphere intersects with the given box or not.
  8049. */
  8050. intersectsBox( box ) {
  8051. return box.intersectsSphere( this );
  8052. }
  8053. /**
  8054. * Returns `true` if this sphere intersects with the given plane.
  8055. *
  8056. * @param {Plane} plane - The plane to test.
  8057. * @return {boolean} Whether this sphere intersects with the given plane or not.
  8058. */
  8059. intersectsPlane( plane ) {
  8060. return Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius;
  8061. }
  8062. /**
  8063. * Clamps a point within the sphere. If the point is outside the sphere, it
  8064. * will clamp it to the closest point on the edge of the sphere. Points
  8065. * already inside the sphere will not be affected.
  8066. *
  8067. * @param {Vector3} point - The plane to clamp.
  8068. * @param {Vector3} target - The target vector that is used to store the method's result.
  8069. * @return {Vector3} The clamped point.
  8070. */
  8071. clampPoint( point, target ) {
  8072. const deltaLengthSq = this.center.distanceToSquared( point );
  8073. target.copy( point );
  8074. if ( deltaLengthSq > ( this.radius * this.radius ) ) {
  8075. target.sub( this.center ).normalize();
  8076. target.multiplyScalar( this.radius ).add( this.center );
  8077. }
  8078. return target;
  8079. }
  8080. /**
  8081. * Returns a bounding box that encloses this sphere.
  8082. *
  8083. * @param {Box3} target - The target box that is used to store the method's result.
  8084. * @return {Box3} The bounding box that encloses this sphere.
  8085. */
  8086. getBoundingBox( target ) {
  8087. if ( this.isEmpty() ) {
  8088. // Empty sphere produces empty bounding box
  8089. target.makeEmpty();
  8090. return target;
  8091. }
  8092. target.set( this.center, this.center );
  8093. target.expandByScalar( this.radius );
  8094. return target;
  8095. }
  8096. /**
  8097. * Transforms this sphere with the given 4x4 transformation matrix.
  8098. *
  8099. * @param {Matrix4} matrix - The transformation matrix.
  8100. * @return {Sphere} A reference to this sphere.
  8101. */
  8102. applyMatrix4( matrix ) {
  8103. this.center.applyMatrix4( matrix );
  8104. this.radius = this.radius * matrix.getMaxScaleOnAxis();
  8105. return this;
  8106. }
  8107. /**
  8108. * Translates the sphere's center by the given offset.
  8109. *
  8110. * @param {Vector3} offset - The offset.
  8111. * @return {Sphere} A reference to this sphere.
  8112. */
  8113. translate( offset ) {
  8114. this.center.add( offset );
  8115. return this;
  8116. }
  8117. /**
  8118. * Expands the boundaries of this sphere to include the given point.
  8119. *
  8120. * @param {Vector3} point - The point to include.
  8121. * @return {Sphere} A reference to this sphere.
  8122. */
  8123. expandByPoint( point ) {
  8124. if ( this.isEmpty() ) {
  8125. this.center.copy( point );
  8126. this.radius = 0;
  8127. return this;
  8128. }
  8129. _v1$6.subVectors( point, this.center );
  8130. const lengthSq = _v1$6.lengthSq();
  8131. if ( lengthSq > ( this.radius * this.radius ) ) {
  8132. // calculate the minimal sphere
  8133. const length = Math.sqrt( lengthSq );
  8134. const delta = ( length - this.radius ) * 0.5;
  8135. this.center.addScaledVector( _v1$6, delta / length );
  8136. this.radius += delta;
  8137. }
  8138. return this;
  8139. }
  8140. /**
  8141. * Expands this sphere to enclose both the original sphere and the given sphere.
  8142. *
  8143. * @param {Sphere} sphere - The sphere to include.
  8144. * @return {Sphere} A reference to this sphere.
  8145. */
  8146. union( sphere ) {
  8147. if ( sphere.isEmpty() ) {
  8148. return this;
  8149. }
  8150. if ( this.isEmpty() ) {
  8151. this.copy( sphere );
  8152. return this;
  8153. }
  8154. if ( this.center.equals( sphere.center ) === true ) {
  8155. this.radius = Math.max( this.radius, sphere.radius );
  8156. } else {
  8157. _v2$3.subVectors( sphere.center, this.center ).setLength( sphere.radius );
  8158. this.expandByPoint( _v1$6.copy( sphere.center ).add( _v2$3 ) );
  8159. this.expandByPoint( _v1$6.copy( sphere.center ).sub( _v2$3 ) );
  8160. }
  8161. return this;
  8162. }
  8163. /**
  8164. * Returns `true` if this sphere is equal with the given one.
  8165. *
  8166. * @param {Sphere} sphere - The sphere to test for equality.
  8167. * @return {boolean} Whether this bounding sphere is equal with the given one.
  8168. */
  8169. equals( sphere ) {
  8170. return sphere.center.equals( this.center ) && ( sphere.radius === this.radius );
  8171. }
  8172. /**
  8173. * Returns a new sphere with copied values from this instance.
  8174. *
  8175. * @return {Sphere} A clone of this instance.
  8176. */
  8177. clone() {
  8178. return new this.constructor().copy( this );
  8179. }
  8180. /**
  8181. * Returns a serialized structure of the bounding sphere.
  8182. *
  8183. * @return {Object} Serialized structure with fields representing the object state.
  8184. */
  8185. toJSON() {
  8186. return {
  8187. radius: this.radius,
  8188. center: this.center.toArray()
  8189. };
  8190. }
  8191. /**
  8192. * Returns a serialized structure of the bounding sphere.
  8193. *
  8194. * @param {Object} json - The serialized json to set the sphere from.
  8195. * @return {Box3} A reference to this bounding sphere.
  8196. */
  8197. fromJSON( json ) {
  8198. this.radius = json.radius;
  8199. this.center.fromArray( json.center );
  8200. return this;
  8201. }
  8202. }
  8203. const _vector$a = /*@__PURE__*/ new Vector3();
  8204. const _segCenter = /*@__PURE__*/ new Vector3();
  8205. const _segDir = /*@__PURE__*/ new Vector3();
  8206. const _diff = /*@__PURE__*/ new Vector3();
  8207. const _edge1 = /*@__PURE__*/ new Vector3();
  8208. const _edge2 = /*@__PURE__*/ new Vector3();
  8209. const _normal$1 = /*@__PURE__*/ new Vector3();
  8210. /**
  8211. * A ray that emits from an origin in a certain direction. The class is used by
  8212. * {@link Raycaster} to assist with raycasting. Raycasting is used for
  8213. * mouse picking (working out what objects in the 3D space the mouse is over)
  8214. * amongst other things.
  8215. */
  8216. class Ray {
  8217. /**
  8218. * Constructs a new ray.
  8219. *
  8220. * @param {Vector3} [origin=(0,0,0)] - The origin of the ray.
  8221. * @param {Vector3} [direction=(0,0,-1)] - The (normalized) direction of the ray.
  8222. */
  8223. constructor( origin = new Vector3(), direction = new Vector3( 0, 0, -1 ) ) {
  8224. /**
  8225. * The origin of the ray.
  8226. *
  8227. * @type {Vector3}
  8228. */
  8229. this.origin = origin;
  8230. /**
  8231. * The (normalized) direction of the ray.
  8232. *
  8233. * @type {Vector3}
  8234. */
  8235. this.direction = direction;
  8236. }
  8237. /**
  8238. * Sets the ray's components by copying the given values.
  8239. *
  8240. * @param {Vector3} origin - The origin.
  8241. * @param {Vector3} direction - The direction.
  8242. * @return {Ray} A reference to this ray.
  8243. */
  8244. set( origin, direction ) {
  8245. this.origin.copy( origin );
  8246. this.direction.copy( direction );
  8247. return this;
  8248. }
  8249. /**
  8250. * Copies the values of the given ray to this instance.
  8251. *
  8252. * @param {Ray} ray - The ray to copy.
  8253. * @return {Ray} A reference to this ray.
  8254. */
  8255. copy( ray ) {
  8256. this.origin.copy( ray.origin );
  8257. this.direction.copy( ray.direction );
  8258. return this;
  8259. }
  8260. /**
  8261. * Returns a vector that is located at a given distance along this ray.
  8262. *
  8263. * @param {number} t - The distance along the ray to retrieve a position for.
  8264. * @param {Vector3} target - The target vector that is used to store the method's result.
  8265. * @return {Vector3} A position on the ray.
  8266. */
  8267. at( t, target ) {
  8268. return target.copy( this.origin ).addScaledVector( this.direction, t );
  8269. }
  8270. /**
  8271. * Adjusts the direction of the ray to point at the given vector in world space.
  8272. *
  8273. * @param {Vector3} v - The target position.
  8274. * @return {Ray} A reference to this ray.
  8275. */
  8276. lookAt( v ) {
  8277. this.direction.copy( v ).sub( this.origin ).normalize();
  8278. return this;
  8279. }
  8280. /**
  8281. * Shift the origin of this ray along its direction by the given distance.
  8282. *
  8283. * @param {number} t - The distance along the ray to interpolate.
  8284. * @return {Ray} A reference to this ray.
  8285. */
  8286. recast( t ) {
  8287. this.origin.copy( this.at( t, _vector$a ) );
  8288. return this;
  8289. }
  8290. /**
  8291. * Returns the point along this ray that is closest to the given point.
  8292. *
  8293. * @param {Vector3} point - A point in 3D space to get the closet location on the ray for.
  8294. * @param {Vector3} target - The target vector that is used to store the method's result.
  8295. * @return {Vector3} The closest point on this ray.
  8296. */
  8297. closestPointToPoint( point, target ) {
  8298. target.subVectors( point, this.origin );
  8299. const directionDistance = target.dot( this.direction );
  8300. if ( directionDistance < 0 ) {
  8301. return target.copy( this.origin );
  8302. }
  8303. return target.copy( this.origin ).addScaledVector( this.direction, directionDistance );
  8304. }
  8305. /**
  8306. * Returns the distance of the closest approach between this ray and the given point.
  8307. *
  8308. * @param {Vector3} point - A point in 3D space to compute the distance to.
  8309. * @return {number} The distance.
  8310. */
  8311. distanceToPoint( point ) {
  8312. return Math.sqrt( this.distanceSqToPoint( point ) );
  8313. }
  8314. /**
  8315. * Returns the squared distance of the closest approach between this ray and the given point.
  8316. *
  8317. * @param {Vector3} point - A point in 3D space to compute the distance to.
  8318. * @return {number} The squared distance.
  8319. */
  8320. distanceSqToPoint( point ) {
  8321. const directionDistance = _vector$a.subVectors( point, this.origin ).dot( this.direction );
  8322. // point behind the ray
  8323. if ( directionDistance < 0 ) {
  8324. return this.origin.distanceToSquared( point );
  8325. }
  8326. _vector$a.copy( this.origin ).addScaledVector( this.direction, directionDistance );
  8327. return _vector$a.distanceToSquared( point );
  8328. }
  8329. /**
  8330. * Returns the squared distance between this ray and the given line segment.
  8331. *
  8332. * @param {Vector3} v0 - The start point of the line segment.
  8333. * @param {Vector3} v1 - The end point of the line segment.
  8334. * @param {Vector3} [optionalPointOnRay] - When provided, it receives the point on this ray that is closest to the segment.
  8335. * @param {Vector3} [optionalPointOnSegment] - When provided, it receives the point on the line segment that is closest to this ray.
  8336. * @return {number} The squared distance.
  8337. */
  8338. distanceSqToSegment( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {
  8339. // from https://github.com/pmjoniak/GeometricTools/blob/master/GTEngine/Include/Mathematics/GteDistRaySegment.h
  8340. // It returns the min distance between the ray and the segment
  8341. // defined by v0 and v1
  8342. // It can also set two optional targets :
  8343. // - The closest point on the ray
  8344. // - The closest point on the segment
  8345. _segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 );
  8346. _segDir.copy( v1 ).sub( v0 ).normalize();
  8347. _diff.copy( this.origin ).sub( _segCenter );
  8348. const segExtent = v0.distanceTo( v1 ) * 0.5;
  8349. const a01 = - this.direction.dot( _segDir );
  8350. const b0 = _diff.dot( this.direction );
  8351. const b1 = - _diff.dot( _segDir );
  8352. const c = _diff.lengthSq();
  8353. const det = Math.abs( 1 - a01 * a01 );
  8354. let s0, s1, sqrDist, extDet;
  8355. if ( det > 0 ) {
  8356. // The ray and segment are not parallel.
  8357. s0 = a01 * b1 - b0;
  8358. s1 = a01 * b0 - b1;
  8359. extDet = segExtent * det;
  8360. if ( s0 >= 0 ) {
  8361. if ( s1 >= - extDet ) {
  8362. if ( s1 <= extDet ) {
  8363. // region 0
  8364. // Minimum at interior points of ray and segment.
  8365. const invDet = 1 / det;
  8366. s0 *= invDet;
  8367. s1 *= invDet;
  8368. sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;
  8369. } else {
  8370. // region 1
  8371. s1 = segExtent;
  8372. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  8373. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  8374. }
  8375. } else {
  8376. // region 5
  8377. s1 = - segExtent;
  8378. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  8379. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  8380. }
  8381. } else {
  8382. if ( s1 <= - extDet ) {
  8383. // region 4
  8384. s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );
  8385. s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  8386. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  8387. } else if ( s1 <= extDet ) {
  8388. // region 3
  8389. s0 = 0;
  8390. s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );
  8391. sqrDist = s1 * ( s1 + 2 * b1 ) + c;
  8392. } else {
  8393. // region 2
  8394. s0 = Math.max( 0, - ( a01 * segExtent + b0 ) );
  8395. s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  8396. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  8397. }
  8398. }
  8399. } else {
  8400. // Ray and segment are parallel.
  8401. s1 = ( a01 > 0 ) ? - segExtent : segExtent;
  8402. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  8403. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  8404. }
  8405. if ( optionalPointOnRay ) {
  8406. optionalPointOnRay.copy( this.origin ).addScaledVector( this.direction, s0 );
  8407. }
  8408. if ( optionalPointOnSegment ) {
  8409. optionalPointOnSegment.copy( _segCenter ).addScaledVector( _segDir, s1 );
  8410. }
  8411. return sqrDist;
  8412. }
  8413. /**
  8414. * Intersects this ray with the given sphere, returning the intersection
  8415. * point or `null` if there is no intersection.
  8416. *
  8417. * @param {Sphere} sphere - The sphere to intersect.
  8418. * @param {Vector3} target - The target vector that is used to store the method's result.
  8419. * @return {?Vector3} The intersection point.
  8420. */
  8421. intersectSphere( sphere, target ) {
  8422. _vector$a.subVectors( sphere.center, this.origin );
  8423. const tca = _vector$a.dot( this.direction );
  8424. const d2 = _vector$a.dot( _vector$a ) - tca * tca;
  8425. const radius2 = sphere.radius * sphere.radius;
  8426. if ( d2 > radius2 ) return null;
  8427. const thc = Math.sqrt( radius2 - d2 );
  8428. // t0 = first intersect point - entrance on front of sphere
  8429. const t0 = tca - thc;
  8430. // t1 = second intersect point - exit point on back of sphere
  8431. const t1 = tca + thc;
  8432. // test to see if t1 is behind the ray - if so, return null
  8433. if ( t1 < 0 ) return null;
  8434. // test to see if t0 is behind the ray:
  8435. // if it is, the ray is inside the sphere, so return the second exit point scaled by t1,
  8436. // in order to always return an intersect point that is in front of the ray.
  8437. if ( t0 < 0 ) return this.at( t1, target );
  8438. // else t0 is in front of the ray, so return the first collision point scaled by t0
  8439. return this.at( t0, target );
  8440. }
  8441. /**
  8442. * Returns `true` if this ray intersects with the given sphere.
  8443. *
  8444. * @param {Sphere} sphere - The sphere to intersect.
  8445. * @return {boolean} Whether this ray intersects with the given sphere or not.
  8446. */
  8447. intersectsSphere( sphere ) {
  8448. if ( sphere.radius < 0 ) return false; // handle empty spheres, see #31187
  8449. return this.distanceSqToPoint( sphere.center ) <= ( sphere.radius * sphere.radius );
  8450. }
  8451. /**
  8452. * Computes the distance from the ray's origin to the given plane. Returns `null` if the ray
  8453. * does not intersect with the plane.
  8454. *
  8455. * @param {Plane} plane - The plane to compute the distance to.
  8456. * @return {?number} Whether this ray intersects with the given sphere or not.
  8457. */
  8458. distanceToPlane( plane ) {
  8459. const denominator = plane.normal.dot( this.direction );
  8460. if ( denominator === 0 ) {
  8461. // line is coplanar, return origin
  8462. if ( plane.distanceToPoint( this.origin ) === 0 ) {
  8463. return 0;
  8464. }
  8465. // Null is preferable to undefined since undefined means.... it is undefined
  8466. return null;
  8467. }
  8468. const t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;
  8469. // Return if the ray never intersects the plane
  8470. return t >= 0 ? t : null;
  8471. }
  8472. /**
  8473. * Intersects this ray with the given plane, returning the intersection
  8474. * point or `null` if there is no intersection.
  8475. *
  8476. * @param {Plane} plane - The plane to intersect.
  8477. * @param {Vector3} target - The target vector that is used to store the method's result.
  8478. * @return {?Vector3} The intersection point.
  8479. */
  8480. intersectPlane( plane, target ) {
  8481. const t = this.distanceToPlane( plane );
  8482. if ( t === null ) {
  8483. return null;
  8484. }
  8485. return this.at( t, target );
  8486. }
  8487. /**
  8488. * Returns `true` if this ray intersects with the given plane.
  8489. *
  8490. * @param {Plane} plane - The plane to intersect.
  8491. * @return {boolean} Whether this ray intersects with the given plane or not.
  8492. */
  8493. intersectsPlane( plane ) {
  8494. // check if the ray lies on the plane first
  8495. const distToPoint = plane.distanceToPoint( this.origin );
  8496. if ( distToPoint === 0 ) {
  8497. return true;
  8498. }
  8499. const denominator = plane.normal.dot( this.direction );
  8500. if ( denominator * distToPoint < 0 ) {
  8501. return true;
  8502. }
  8503. // ray origin is behind the plane (and is pointing behind it)
  8504. return false;
  8505. }
  8506. /**
  8507. * Intersects this ray with the given bounding box, returning the intersection
  8508. * point or `null` if there is no intersection.
  8509. *
  8510. * @param {Box3} box - The box to intersect.
  8511. * @param {Vector3} target - The target vector that is used to store the method's result.
  8512. * @return {?Vector3} The intersection point.
  8513. */
  8514. intersectBox( box, target ) {
  8515. let tmin, tmax, tymin, tymax, tzmin, tzmax;
  8516. const invdirx = 1 / this.direction.x,
  8517. invdiry = 1 / this.direction.y,
  8518. invdirz = 1 / this.direction.z;
  8519. const origin = this.origin;
  8520. if ( invdirx >= 0 ) {
  8521. tmin = ( box.min.x - origin.x ) * invdirx;
  8522. tmax = ( box.max.x - origin.x ) * invdirx;
  8523. } else {
  8524. tmin = ( box.max.x - origin.x ) * invdirx;
  8525. tmax = ( box.min.x - origin.x ) * invdirx;
  8526. }
  8527. if ( invdiry >= 0 ) {
  8528. tymin = ( box.min.y - origin.y ) * invdiry;
  8529. tymax = ( box.max.y - origin.y ) * invdiry;
  8530. } else {
  8531. tymin = ( box.max.y - origin.y ) * invdiry;
  8532. tymax = ( box.min.y - origin.y ) * invdiry;
  8533. }
  8534. if ( ( tmin > tymax ) || ( tymin > tmax ) ) return null;
  8535. if ( tymin > tmin || isNaN( tmin ) ) tmin = tymin;
  8536. if ( tymax < tmax || isNaN( tmax ) ) tmax = tymax;
  8537. if ( invdirz >= 0 ) {
  8538. tzmin = ( box.min.z - origin.z ) * invdirz;
  8539. tzmax = ( box.max.z - origin.z ) * invdirz;
  8540. } else {
  8541. tzmin = ( box.max.z - origin.z ) * invdirz;
  8542. tzmax = ( box.min.z - origin.z ) * invdirz;
  8543. }
  8544. if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null;
  8545. if ( tzmin > tmin || tmin !== tmin ) tmin = tzmin;
  8546. if ( tzmax < tmax || tmax !== tmax ) tmax = tzmax;
  8547. //return point closest to the ray (positive side)
  8548. if ( tmax < 0 ) return null;
  8549. return this.at( tmin >= 0 ? tmin : tmax, target );
  8550. }
  8551. /**
  8552. * Returns `true` if this ray intersects with the given box.
  8553. *
  8554. * @param {Box3} box - The box to intersect.
  8555. * @return {boolean} Whether this ray intersects with the given box or not.
  8556. */
  8557. intersectsBox( box ) {
  8558. return this.intersectBox( box, _vector$a ) !== null;
  8559. }
  8560. /**
  8561. * Intersects this ray with the given triangle, returning the intersection
  8562. * point or `null` if there is no intersection.
  8563. *
  8564. * @param {Vector3} a - The first vertex of the triangle.
  8565. * @param {Vector3} b - The second vertex of the triangle.
  8566. * @param {Vector3} c - The third vertex of the triangle.
  8567. * @param {boolean} backfaceCulling - Whether to use backface culling or not.
  8568. * @param {Vector3} target - The target vector that is used to store the method's result.
  8569. * @return {?Vector3} The intersection point.
  8570. */
  8571. intersectTriangle( a, b, c, backfaceCulling, target ) {
  8572. // Compute the offset origin, edges, and normal.
  8573. // from https://github.com/pmjoniak/GeometricTools/blob/master/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h
  8574. _edge1.subVectors( b, a );
  8575. _edge2.subVectors( c, a );
  8576. _normal$1.crossVectors( _edge1, _edge2 );
  8577. // Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,
  8578. // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by
  8579. // |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
  8580. // |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
  8581. // |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)
  8582. let DdN = this.direction.dot( _normal$1 );
  8583. let sign;
  8584. if ( DdN > 0 ) {
  8585. if ( backfaceCulling ) return null;
  8586. sign = 1;
  8587. } else if ( DdN < 0 ) {
  8588. sign = -1;
  8589. DdN = - DdN;
  8590. } else {
  8591. return null;
  8592. }
  8593. _diff.subVectors( this.origin, a );
  8594. const DdQxE2 = sign * this.direction.dot( _edge2.crossVectors( _diff, _edge2 ) );
  8595. // b1 < 0, no intersection
  8596. if ( DdQxE2 < 0 ) {
  8597. return null;
  8598. }
  8599. const DdE1xQ = sign * this.direction.dot( _edge1.cross( _diff ) );
  8600. // b2 < 0, no intersection
  8601. if ( DdE1xQ < 0 ) {
  8602. return null;
  8603. }
  8604. // b1+b2 > 1, no intersection
  8605. if ( DdQxE2 + DdE1xQ > DdN ) {
  8606. return null;
  8607. }
  8608. // Line intersects triangle, check if ray does.
  8609. const QdN = - sign * _diff.dot( _normal$1 );
  8610. // t < 0, no intersection
  8611. if ( QdN < 0 ) {
  8612. return null;
  8613. }
  8614. // Ray intersects triangle.
  8615. return this.at( QdN / DdN, target );
  8616. }
  8617. /**
  8618. * Transforms this ray with the given 4x4 transformation matrix.
  8619. *
  8620. * @param {Matrix4} matrix4 - The transformation matrix.
  8621. * @return {Ray} A reference to this ray.
  8622. */
  8623. applyMatrix4( matrix4 ) {
  8624. this.origin.applyMatrix4( matrix4 );
  8625. this.direction.transformDirection( matrix4 );
  8626. return this;
  8627. }
  8628. /**
  8629. * Returns `true` if this ray is equal with the given one.
  8630. *
  8631. * @param {Ray} ray - The ray to test for equality.
  8632. * @return {boolean} Whether this ray is equal with the given one.
  8633. */
  8634. equals( ray ) {
  8635. return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );
  8636. }
  8637. /**
  8638. * Returns a new ray with copied values from this instance.
  8639. *
  8640. * @return {Ray} A clone of this instance.
  8641. */
  8642. clone() {
  8643. return new this.constructor().copy( this );
  8644. }
  8645. }
  8646. /**
  8647. * Represents a 4x4 matrix.
  8648. *
  8649. * The most common use of a 4x4 matrix in 3D computer graphics is as a transformation matrix.
  8650. * For an introduction to transformation matrices as used in WebGL, check out [this tutorial]{@link https://www.opengl-tutorial.org/beginners-tutorials/tutorial-3-matrices}
  8651. *
  8652. * This allows a 3D vector representing a point in 3D space to undergo
  8653. * transformations such as translation, rotation, shear, scale, reflection,
  8654. * orthogonal or perspective projection and so on, by being multiplied by the
  8655. * matrix. This is known as `applying` the matrix to the vector.
  8656. *
  8657. * A Note on Row-Major and Column-Major Ordering:
  8658. *
  8659. * The constructor and {@link Matrix3#set} method take arguments in
  8660. * [row-major]{@link https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order}
  8661. * order, while internally they are stored in the {@link Matrix3#elements} array in column-major order.
  8662. * This means that calling:
  8663. * ```js
  8664. * const m = new THREE.Matrix4();
  8665. * m.set( 11, 12, 13, 14,
  8666. * 21, 22, 23, 24,
  8667. * 31, 32, 33, 34,
  8668. * 41, 42, 43, 44 );
  8669. * ```
  8670. * will result in the elements array containing:
  8671. * ```js
  8672. * m.elements = [ 11, 21, 31, 41,
  8673. * 12, 22, 32, 42,
  8674. * 13, 23, 33, 43,
  8675. * 14, 24, 34, 44 ];
  8676. * ```
  8677. * and internally all calculations are performed using column-major ordering.
  8678. * However, as the actual ordering makes no difference mathematically and
  8679. * most people are used to thinking about matrices in row-major order, the
  8680. * three.js documentation shows matrices in row-major order. Just bear in
  8681. * mind that if you are reading the source code, you'll have to take the
  8682. * transpose of any matrices outlined here to make sense of the calculations.
  8683. */
  8684. class Matrix4 {
  8685. /**
  8686. * Constructs a new 4x4 matrix. The arguments are supposed to be
  8687. * in row-major order. If no arguments are provided, the constructor
  8688. * initializes the matrix as an identity matrix.
  8689. *
  8690. * @param {number} [n11] - 1-1 matrix element.
  8691. * @param {number} [n12] - 1-2 matrix element.
  8692. * @param {number} [n13] - 1-3 matrix element.
  8693. * @param {number} [n14] - 1-4 matrix element.
  8694. * @param {number} [n21] - 2-1 matrix element.
  8695. * @param {number} [n22] - 2-2 matrix element.
  8696. * @param {number} [n23] - 2-3 matrix element.
  8697. * @param {number} [n24] - 2-4 matrix element.
  8698. * @param {number} [n31] - 3-1 matrix element.
  8699. * @param {number} [n32] - 3-2 matrix element.
  8700. * @param {number} [n33] - 3-3 matrix element.
  8701. * @param {number} [n34] - 3-4 matrix element.
  8702. * @param {number} [n41] - 4-1 matrix element.
  8703. * @param {number} [n42] - 4-2 matrix element.
  8704. * @param {number} [n43] - 4-3 matrix element.
  8705. * @param {number} [n44] - 4-4 matrix element.
  8706. */
  8707. constructor( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  8708. /**
  8709. * This flag can be used for type testing.
  8710. *
  8711. * @type {boolean}
  8712. * @readonly
  8713. * @default true
  8714. */
  8715. Matrix4.prototype.isMatrix4 = true;
  8716. /**
  8717. * A column-major list of matrix values.
  8718. *
  8719. * @type {Array<number>}
  8720. */
  8721. this.elements = [
  8722. 1, 0, 0, 0,
  8723. 0, 1, 0, 0,
  8724. 0, 0, 1, 0,
  8725. 0, 0, 0, 1
  8726. ];
  8727. if ( n11 !== undefined ) {
  8728. this.set( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 );
  8729. }
  8730. }
  8731. /**
  8732. * Sets the elements of the matrix.The arguments are supposed to be
  8733. * in row-major order.
  8734. *
  8735. * @param {number} [n11] - 1-1 matrix element.
  8736. * @param {number} [n12] - 1-2 matrix element.
  8737. * @param {number} [n13] - 1-3 matrix element.
  8738. * @param {number} [n14] - 1-4 matrix element.
  8739. * @param {number} [n21] - 2-1 matrix element.
  8740. * @param {number} [n22] - 2-2 matrix element.
  8741. * @param {number} [n23] - 2-3 matrix element.
  8742. * @param {number} [n24] - 2-4 matrix element.
  8743. * @param {number} [n31] - 3-1 matrix element.
  8744. * @param {number} [n32] - 3-2 matrix element.
  8745. * @param {number} [n33] - 3-3 matrix element.
  8746. * @param {number} [n34] - 3-4 matrix element.
  8747. * @param {number} [n41] - 4-1 matrix element.
  8748. * @param {number} [n42] - 4-2 matrix element.
  8749. * @param {number} [n43] - 4-3 matrix element.
  8750. * @param {number} [n44] - 4-4 matrix element.
  8751. * @return {Matrix4} A reference to this matrix.
  8752. */
  8753. set( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  8754. const te = this.elements;
  8755. te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;
  8756. te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;
  8757. te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;
  8758. te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;
  8759. return this;
  8760. }
  8761. /**
  8762. * Sets this matrix to the 4x4 identity matrix.
  8763. *
  8764. * @return {Matrix4} A reference to this matrix.
  8765. */
  8766. identity() {
  8767. this.set(
  8768. 1, 0, 0, 0,
  8769. 0, 1, 0, 0,
  8770. 0, 0, 1, 0,
  8771. 0, 0, 0, 1
  8772. );
  8773. return this;
  8774. }
  8775. /**
  8776. * Returns a matrix with copied values from this instance.
  8777. *
  8778. * @return {Matrix4} A clone of this instance.
  8779. */
  8780. clone() {
  8781. return new Matrix4().fromArray( this.elements );
  8782. }
  8783. /**
  8784. * Copies the values of the given matrix to this instance.
  8785. *
  8786. * @param {Matrix4} m - The matrix to copy.
  8787. * @return {Matrix4} A reference to this matrix.
  8788. */
  8789. copy( m ) {
  8790. const te = this.elements;
  8791. const me = m.elements;
  8792. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ];
  8793. te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ];
  8794. te[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ];
  8795. te[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ];
  8796. return this;
  8797. }
  8798. /**
  8799. * Copies the translation component of the given matrix
  8800. * into this matrix's translation component.
  8801. *
  8802. * @param {Matrix4} m - The matrix to copy the translation component.
  8803. * @return {Matrix4} A reference to this matrix.
  8804. */
  8805. copyPosition( m ) {
  8806. const te = this.elements, me = m.elements;
  8807. te[ 12 ] = me[ 12 ];
  8808. te[ 13 ] = me[ 13 ];
  8809. te[ 14 ] = me[ 14 ];
  8810. return this;
  8811. }
  8812. /**
  8813. * Set the upper 3x3 elements of this matrix to the values of given 3x3 matrix.
  8814. *
  8815. * @param {Matrix3} m - The 3x3 matrix.
  8816. * @return {Matrix4} A reference to this matrix.
  8817. */
  8818. setFromMatrix3( m ) {
  8819. const me = m.elements;
  8820. this.set(
  8821. me[ 0 ], me[ 3 ], me[ 6 ], 0,
  8822. me[ 1 ], me[ 4 ], me[ 7 ], 0,
  8823. me[ 2 ], me[ 5 ], me[ 8 ], 0,
  8824. 0, 0, 0, 1
  8825. );
  8826. return this;
  8827. }
  8828. /**
  8829. * Extracts the basis of this matrix into the three axis vectors provided.
  8830. *
  8831. * @param {Vector3} xAxis - The basis's x axis.
  8832. * @param {Vector3} yAxis - The basis's y axis.
  8833. * @param {Vector3} zAxis - The basis's z axis.
  8834. * @return {Matrix4} A reference to this matrix.
  8835. */
  8836. extractBasis( xAxis, yAxis, zAxis ) {
  8837. xAxis.setFromMatrixColumn( this, 0 );
  8838. yAxis.setFromMatrixColumn( this, 1 );
  8839. zAxis.setFromMatrixColumn( this, 2 );
  8840. return this;
  8841. }
  8842. /**
  8843. * Sets the given basis vectors to this matrix.
  8844. *
  8845. * @param {Vector3} xAxis - The basis's x axis.
  8846. * @param {Vector3} yAxis - The basis's y axis.
  8847. * @param {Vector3} zAxis - The basis's z axis.
  8848. * @return {Matrix4} A reference to this matrix.
  8849. */
  8850. makeBasis( xAxis, yAxis, zAxis ) {
  8851. this.set(
  8852. xAxis.x, yAxis.x, zAxis.x, 0,
  8853. xAxis.y, yAxis.y, zAxis.y, 0,
  8854. xAxis.z, yAxis.z, zAxis.z, 0,
  8855. 0, 0, 0, 1
  8856. );
  8857. return this;
  8858. }
  8859. /**
  8860. * Extracts the rotation component of the given matrix
  8861. * into this matrix's rotation component.
  8862. *
  8863. * Note: This method does not support reflection matrices.
  8864. *
  8865. * @param {Matrix4} m - The matrix.
  8866. * @return {Matrix4} A reference to this matrix.
  8867. */
  8868. extractRotation( m ) {
  8869. const te = this.elements;
  8870. const me = m.elements;
  8871. const scaleX = 1 / _v1$5.setFromMatrixColumn( m, 0 ).length();
  8872. const scaleY = 1 / _v1$5.setFromMatrixColumn( m, 1 ).length();
  8873. const scaleZ = 1 / _v1$5.setFromMatrixColumn( m, 2 ).length();
  8874. te[ 0 ] = me[ 0 ] * scaleX;
  8875. te[ 1 ] = me[ 1 ] * scaleX;
  8876. te[ 2 ] = me[ 2 ] * scaleX;
  8877. te[ 3 ] = 0;
  8878. te[ 4 ] = me[ 4 ] * scaleY;
  8879. te[ 5 ] = me[ 5 ] * scaleY;
  8880. te[ 6 ] = me[ 6 ] * scaleY;
  8881. te[ 7 ] = 0;
  8882. te[ 8 ] = me[ 8 ] * scaleZ;
  8883. te[ 9 ] = me[ 9 ] * scaleZ;
  8884. te[ 10 ] = me[ 10 ] * scaleZ;
  8885. te[ 11 ] = 0;
  8886. te[ 12 ] = 0;
  8887. te[ 13 ] = 0;
  8888. te[ 14 ] = 0;
  8889. te[ 15 ] = 1;
  8890. return this;
  8891. }
  8892. /**
  8893. * Sets the rotation component (the upper left 3x3 matrix) of this matrix to
  8894. * the rotation specified by the given Euler angles. The rest of
  8895. * the matrix is set to the identity. Depending on the {@link Euler#order},
  8896. * there are six possible outcomes. See [this page]{@link https://en.wikipedia.org/wiki/Euler_angles#Rotation_matrix}
  8897. * for a complete list.
  8898. *
  8899. * @param {Euler} euler - The Euler angles.
  8900. * @return {Matrix4} A reference to this matrix.
  8901. */
  8902. makeRotationFromEuler( euler ) {
  8903. const te = this.elements;
  8904. const x = euler.x, y = euler.y, z = euler.z;
  8905. const a = Math.cos( x ), b = Math.sin( x );
  8906. const c = Math.cos( y ), d = Math.sin( y );
  8907. const e = Math.cos( z ), f = Math.sin( z );
  8908. if ( euler.order === 'XYZ' ) {
  8909. const ae = a * e, af = a * f, be = b * e, bf = b * f;
  8910. te[ 0 ] = c * e;
  8911. te[ 4 ] = - c * f;
  8912. te[ 8 ] = d;
  8913. te[ 1 ] = af + be * d;
  8914. te[ 5 ] = ae - bf * d;
  8915. te[ 9 ] = - b * c;
  8916. te[ 2 ] = bf - ae * d;
  8917. te[ 6 ] = be + af * d;
  8918. te[ 10 ] = a * c;
  8919. } else if ( euler.order === 'YXZ' ) {
  8920. const ce = c * e, cf = c * f, de = d * e, df = d * f;
  8921. te[ 0 ] = ce + df * b;
  8922. te[ 4 ] = de * b - cf;
  8923. te[ 8 ] = a * d;
  8924. te[ 1 ] = a * f;
  8925. te[ 5 ] = a * e;
  8926. te[ 9 ] = - b;
  8927. te[ 2 ] = cf * b - de;
  8928. te[ 6 ] = df + ce * b;
  8929. te[ 10 ] = a * c;
  8930. } else if ( euler.order === 'ZXY' ) {
  8931. const ce = c * e, cf = c * f, de = d * e, df = d * f;
  8932. te[ 0 ] = ce - df * b;
  8933. te[ 4 ] = - a * f;
  8934. te[ 8 ] = de + cf * b;
  8935. te[ 1 ] = cf + de * b;
  8936. te[ 5 ] = a * e;
  8937. te[ 9 ] = df - ce * b;
  8938. te[ 2 ] = - a * d;
  8939. te[ 6 ] = b;
  8940. te[ 10 ] = a * c;
  8941. } else if ( euler.order === 'ZYX' ) {
  8942. const ae = a * e, af = a * f, be = b * e, bf = b * f;
  8943. te[ 0 ] = c * e;
  8944. te[ 4 ] = be * d - af;
  8945. te[ 8 ] = ae * d + bf;
  8946. te[ 1 ] = c * f;
  8947. te[ 5 ] = bf * d + ae;
  8948. te[ 9 ] = af * d - be;
  8949. te[ 2 ] = - d;
  8950. te[ 6 ] = b * c;
  8951. te[ 10 ] = a * c;
  8952. } else if ( euler.order === 'YZX' ) {
  8953. const ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  8954. te[ 0 ] = c * e;
  8955. te[ 4 ] = bd - ac * f;
  8956. te[ 8 ] = bc * f + ad;
  8957. te[ 1 ] = f;
  8958. te[ 5 ] = a * e;
  8959. te[ 9 ] = - b * e;
  8960. te[ 2 ] = - d * e;
  8961. te[ 6 ] = ad * f + bc;
  8962. te[ 10 ] = ac - bd * f;
  8963. } else if ( euler.order === 'XZY' ) {
  8964. const ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  8965. te[ 0 ] = c * e;
  8966. te[ 4 ] = - f;
  8967. te[ 8 ] = d * e;
  8968. te[ 1 ] = ac * f + bd;
  8969. te[ 5 ] = a * e;
  8970. te[ 9 ] = ad * f - bc;
  8971. te[ 2 ] = bc * f - ad;
  8972. te[ 6 ] = b * e;
  8973. te[ 10 ] = bd * f + ac;
  8974. }
  8975. // bottom row
  8976. te[ 3 ] = 0;
  8977. te[ 7 ] = 0;
  8978. te[ 11 ] = 0;
  8979. // last column
  8980. te[ 12 ] = 0;
  8981. te[ 13 ] = 0;
  8982. te[ 14 ] = 0;
  8983. te[ 15 ] = 1;
  8984. return this;
  8985. }
  8986. /**
  8987. * Sets the rotation component of this matrix to the rotation specified by
  8988. * the given Quaternion as outlined [here]{@link https://en.wikipedia.org/wiki/Rotation_matrix#Quaternion}
  8989. * The rest of the matrix is set to the identity.
  8990. *
  8991. * @param {Quaternion} q - The Quaternion.
  8992. * @return {Matrix4} A reference to this matrix.
  8993. */
  8994. makeRotationFromQuaternion( q ) {
  8995. return this.compose( _zero, q, _one );
  8996. }
  8997. /**
  8998. * Sets the rotation component of the transformation matrix, looking from `eye` towards
  8999. * `target`, and oriented by the up-direction.
  9000. *
  9001. * @param {Vector3} eye - The eye vector.
  9002. * @param {Vector3} target - The target vector.
  9003. * @param {Vector3} up - The up vector.
  9004. * @return {Matrix4} A reference to this matrix.
  9005. */
  9006. lookAt( eye, target, up ) {
  9007. const te = this.elements;
  9008. _z.subVectors( eye, target );
  9009. if ( _z.lengthSq() === 0 ) {
  9010. // eye and target are in the same position
  9011. _z.z = 1;
  9012. }
  9013. _z.normalize();
  9014. _x.crossVectors( up, _z );
  9015. if ( _x.lengthSq() === 0 ) {
  9016. // up and z are parallel
  9017. if ( Math.abs( up.z ) === 1 ) {
  9018. _z.x += 0.0001;
  9019. } else {
  9020. _z.z += 0.0001;
  9021. }
  9022. _z.normalize();
  9023. _x.crossVectors( up, _z );
  9024. }
  9025. _x.normalize();
  9026. _y.crossVectors( _z, _x );
  9027. te[ 0 ] = _x.x; te[ 4 ] = _y.x; te[ 8 ] = _z.x;
  9028. te[ 1 ] = _x.y; te[ 5 ] = _y.y; te[ 9 ] = _z.y;
  9029. te[ 2 ] = _x.z; te[ 6 ] = _y.z; te[ 10 ] = _z.z;
  9030. return this;
  9031. }
  9032. /**
  9033. * Post-multiplies this matrix by the given 4x4 matrix.
  9034. *
  9035. * @param {Matrix4} m - The matrix to multiply with.
  9036. * @return {Matrix4} A reference to this matrix.
  9037. */
  9038. multiply( m ) {
  9039. return this.multiplyMatrices( this, m );
  9040. }
  9041. /**
  9042. * Pre-multiplies this matrix by the given 4x4 matrix.
  9043. *
  9044. * @param {Matrix4} m - The matrix to multiply with.
  9045. * @return {Matrix4} A reference to this matrix.
  9046. */
  9047. premultiply( m ) {
  9048. return this.multiplyMatrices( m, this );
  9049. }
  9050. /**
  9051. * Multiples the given 4x4 matrices and stores the result
  9052. * in this matrix.
  9053. *
  9054. * @param {Matrix4} a - The first matrix.
  9055. * @param {Matrix4} b - The second matrix.
  9056. * @return {Matrix4} A reference to this matrix.
  9057. */
  9058. multiplyMatrices( a, b ) {
  9059. const ae = a.elements;
  9060. const be = b.elements;
  9061. const te = this.elements;
  9062. const a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];
  9063. const a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];
  9064. const a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];
  9065. const a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];
  9066. const b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];
  9067. const b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];
  9068. const b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];
  9069. const b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];
  9070. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
  9071. te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
  9072. te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
  9073. te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
  9074. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
  9075. te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
  9076. te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
  9077. te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
  9078. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
  9079. te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
  9080. te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
  9081. te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
  9082. te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
  9083. te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
  9084. te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
  9085. te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
  9086. return this;
  9087. }
  9088. /**
  9089. * Multiplies every component of the matrix by the given scalar.
  9090. *
  9091. * @param {number} s - The scalar.
  9092. * @return {Matrix4} A reference to this matrix.
  9093. */
  9094. multiplyScalar( s ) {
  9095. const te = this.elements;
  9096. te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;
  9097. te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;
  9098. te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;
  9099. te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;
  9100. return this;
  9101. }
  9102. /**
  9103. * Computes and returns the determinant of this matrix.
  9104. *
  9105. * Based on the method outlined [here]{@link http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.html}.
  9106. *
  9107. * @return {number} The determinant.
  9108. */
  9109. determinant() {
  9110. const te = this.elements;
  9111. const n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];
  9112. const n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];
  9113. const n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];
  9114. const n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];
  9115. //TODO: make this more efficient
  9116. return (
  9117. n41 * (
  9118. + n14 * n23 * n32
  9119. - n13 * n24 * n32
  9120. - n14 * n22 * n33
  9121. + n12 * n24 * n33
  9122. + n13 * n22 * n34
  9123. - n12 * n23 * n34
  9124. ) +
  9125. n42 * (
  9126. + n11 * n23 * n34
  9127. - n11 * n24 * n33
  9128. + n14 * n21 * n33
  9129. - n13 * n21 * n34
  9130. + n13 * n24 * n31
  9131. - n14 * n23 * n31
  9132. ) +
  9133. n43 * (
  9134. + n11 * n24 * n32
  9135. - n11 * n22 * n34
  9136. - n14 * n21 * n32
  9137. + n12 * n21 * n34
  9138. + n14 * n22 * n31
  9139. - n12 * n24 * n31
  9140. ) +
  9141. n44 * (
  9142. - n13 * n22 * n31
  9143. - n11 * n23 * n32
  9144. + n11 * n22 * n33
  9145. + n13 * n21 * n32
  9146. - n12 * n21 * n33
  9147. + n12 * n23 * n31
  9148. )
  9149. );
  9150. }
  9151. /**
  9152. * Transposes this matrix in place.
  9153. *
  9154. * @return {Matrix4} A reference to this matrix.
  9155. */
  9156. transpose() {
  9157. const te = this.elements;
  9158. let tmp;
  9159. tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;
  9160. tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;
  9161. tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;
  9162. tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;
  9163. tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;
  9164. tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;
  9165. return this;
  9166. }
  9167. /**
  9168. * Sets the position component for this matrix from the given vector,
  9169. * without affecting the rest of the matrix.
  9170. *
  9171. * @param {number|Vector3} x - The x component of the vector or alternatively the vector object.
  9172. * @param {number} y - The y component of the vector.
  9173. * @param {number} z - The z component of the vector.
  9174. * @return {Matrix4} A reference to this matrix.
  9175. */
  9176. setPosition( x, y, z ) {
  9177. const te = this.elements;
  9178. if ( x.isVector3 ) {
  9179. te[ 12 ] = x.x;
  9180. te[ 13 ] = x.y;
  9181. te[ 14 ] = x.z;
  9182. } else {
  9183. te[ 12 ] = x;
  9184. te[ 13 ] = y;
  9185. te[ 14 ] = z;
  9186. }
  9187. return this;
  9188. }
  9189. /**
  9190. * Inverts this matrix, using the [analytic method]{@link https://en.wikipedia.org/wiki/Invertible_matrix#Analytic_solution}.
  9191. * You can not invert with a determinant of zero. If you attempt this, the method produces
  9192. * a zero matrix instead.
  9193. *
  9194. * @return {Matrix4} A reference to this matrix.
  9195. */
  9196. invert() {
  9197. // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
  9198. const te = this.elements,
  9199. n11 = te[ 0 ], n21 = te[ 1 ], n31 = te[ 2 ], n41 = te[ 3 ],
  9200. n12 = te[ 4 ], n22 = te[ 5 ], n32 = te[ 6 ], n42 = te[ 7 ],
  9201. n13 = te[ 8 ], n23 = te[ 9 ], n33 = te[ 10 ], n43 = te[ 11 ],
  9202. n14 = te[ 12 ], n24 = te[ 13 ], n34 = te[ 14 ], n44 = te[ 15 ],
  9203. t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44,
  9204. t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44,
  9205. t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44,
  9206. t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;
  9207. const det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;
  9208. if ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 );
  9209. const detInv = 1 / det;
  9210. te[ 0 ] = t11 * detInv;
  9211. te[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv;
  9212. te[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv;
  9213. te[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv;
  9214. te[ 4 ] = t12 * detInv;
  9215. te[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv;
  9216. te[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv;
  9217. te[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv;
  9218. te[ 8 ] = t13 * detInv;
  9219. te[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv;
  9220. te[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv;
  9221. te[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv;
  9222. te[ 12 ] = t14 * detInv;
  9223. te[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv;
  9224. te[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv;
  9225. te[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv;
  9226. return this;
  9227. }
  9228. /**
  9229. * Multiplies the columns of this matrix by the given vector.
  9230. *
  9231. * @param {Vector3} v - The scale vector.
  9232. * @return {Matrix4} A reference to this matrix.
  9233. */
  9234. scale( v ) {
  9235. const te = this.elements;
  9236. const x = v.x, y = v.y, z = v.z;
  9237. te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;
  9238. te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;
  9239. te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;
  9240. te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;
  9241. return this;
  9242. }
  9243. /**
  9244. * Gets the maximum scale value of the three axes.
  9245. *
  9246. * @return {number} The maximum scale.
  9247. */
  9248. getMaxScaleOnAxis() {
  9249. const te = this.elements;
  9250. const scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];
  9251. const scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];
  9252. const scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];
  9253. return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) );
  9254. }
  9255. /**
  9256. * Sets this matrix as a translation transform from the given vector.
  9257. *
  9258. * @param {number|Vector3} x - The amount to translate in the X axis or alternatively a translation vector.
  9259. * @param {number} y - The amount to translate in the Y axis.
  9260. * @param {number} z - The amount to translate in the z axis.
  9261. * @return {Matrix4} A reference to this matrix.
  9262. */
  9263. makeTranslation( x, y, z ) {
  9264. if ( x.isVector3 ) {
  9265. this.set(
  9266. 1, 0, 0, x.x,
  9267. 0, 1, 0, x.y,
  9268. 0, 0, 1, x.z,
  9269. 0, 0, 0, 1
  9270. );
  9271. } else {
  9272. this.set(
  9273. 1, 0, 0, x,
  9274. 0, 1, 0, y,
  9275. 0, 0, 1, z,
  9276. 0, 0, 0, 1
  9277. );
  9278. }
  9279. return this;
  9280. }
  9281. /**
  9282. * Sets this matrix as a rotational transformation around the X axis by
  9283. * the given angle.
  9284. *
  9285. * @param {number} theta - The rotation in radians.
  9286. * @return {Matrix4} A reference to this matrix.
  9287. */
  9288. makeRotationX( theta ) {
  9289. const c = Math.cos( theta ), s = Math.sin( theta );
  9290. this.set(
  9291. 1, 0, 0, 0,
  9292. 0, c, - s, 0,
  9293. 0, s, c, 0,
  9294. 0, 0, 0, 1
  9295. );
  9296. return this;
  9297. }
  9298. /**
  9299. * Sets this matrix as a rotational transformation around the Y axis by
  9300. * the given angle.
  9301. *
  9302. * @param {number} theta - The rotation in radians.
  9303. * @return {Matrix4} A reference to this matrix.
  9304. */
  9305. makeRotationY( theta ) {
  9306. const c = Math.cos( theta ), s = Math.sin( theta );
  9307. this.set(
  9308. c, 0, s, 0,
  9309. 0, 1, 0, 0,
  9310. - s, 0, c, 0,
  9311. 0, 0, 0, 1
  9312. );
  9313. return this;
  9314. }
  9315. /**
  9316. * Sets this matrix as a rotational transformation around the Z axis by
  9317. * the given angle.
  9318. *
  9319. * @param {number} theta - The rotation in radians.
  9320. * @return {Matrix4} A reference to this matrix.
  9321. */
  9322. makeRotationZ( theta ) {
  9323. const c = Math.cos( theta ), s = Math.sin( theta );
  9324. this.set(
  9325. c, - s, 0, 0,
  9326. s, c, 0, 0,
  9327. 0, 0, 1, 0,
  9328. 0, 0, 0, 1
  9329. );
  9330. return this;
  9331. }
  9332. /**
  9333. * Sets this matrix as a rotational transformation around the given axis by
  9334. * the given angle.
  9335. *
  9336. * This is a somewhat controversial but mathematically sound alternative to
  9337. * rotating via Quaternions. See the discussion [here]{@link https://www.gamedev.net/articles/programming/math-and-physics/do-we-really-need-quaternions-r1199}.
  9338. *
  9339. * @param {Vector3} axis - The normalized rotation axis.
  9340. * @param {number} angle - The rotation in radians.
  9341. * @return {Matrix4} A reference to this matrix.
  9342. */
  9343. makeRotationAxis( axis, angle ) {
  9344. // Based on http://www.gamedev.net/reference/articles/article1199.asp
  9345. const c = Math.cos( angle );
  9346. const s = Math.sin( angle );
  9347. const t = 1 - c;
  9348. const x = axis.x, y = axis.y, z = axis.z;
  9349. const tx = t * x, ty = t * y;
  9350. this.set(
  9351. tx * x + c, tx * y - s * z, tx * z + s * y, 0,
  9352. tx * y + s * z, ty * y + c, ty * z - s * x, 0,
  9353. tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
  9354. 0, 0, 0, 1
  9355. );
  9356. return this;
  9357. }
  9358. /**
  9359. * Sets this matrix as a scale transformation.
  9360. *
  9361. * @param {number} x - The amount to scale in the X axis.
  9362. * @param {number} y - The amount to scale in the Y axis.
  9363. * @param {number} z - The amount to scale in the Z axis.
  9364. * @return {Matrix4} A reference to this matrix.
  9365. */
  9366. makeScale( x, y, z ) {
  9367. this.set(
  9368. x, 0, 0, 0,
  9369. 0, y, 0, 0,
  9370. 0, 0, z, 0,
  9371. 0, 0, 0, 1
  9372. );
  9373. return this;
  9374. }
  9375. /**
  9376. * Sets this matrix as a shear transformation.
  9377. *
  9378. * @param {number} xy - The amount to shear X by Y.
  9379. * @param {number} xz - The amount to shear X by Z.
  9380. * @param {number} yx - The amount to shear Y by X.
  9381. * @param {number} yz - The amount to shear Y by Z.
  9382. * @param {number} zx - The amount to shear Z by X.
  9383. * @param {number} zy - The amount to shear Z by Y.
  9384. * @return {Matrix4} A reference to this matrix.
  9385. */
  9386. makeShear( xy, xz, yx, yz, zx, zy ) {
  9387. this.set(
  9388. 1, yx, zx, 0,
  9389. xy, 1, zy, 0,
  9390. xz, yz, 1, 0,
  9391. 0, 0, 0, 1
  9392. );
  9393. return this;
  9394. }
  9395. /**
  9396. * Sets this matrix to the transformation composed of the given position,
  9397. * rotation (Quaternion) and scale.
  9398. *
  9399. * @param {Vector3} position - The position vector.
  9400. * @param {Quaternion} quaternion - The rotation as a Quaternion.
  9401. * @param {Vector3} scale - The scale vector.
  9402. * @return {Matrix4} A reference to this matrix.
  9403. */
  9404. compose( position, quaternion, scale ) {
  9405. const te = this.elements;
  9406. const x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._w;
  9407. const x2 = x + x, y2 = y + y, z2 = z + z;
  9408. const xx = x * x2, xy = x * y2, xz = x * z2;
  9409. const yy = y * y2, yz = y * z2, zz = z * z2;
  9410. const wx = w * x2, wy = w * y2, wz = w * z2;
  9411. const sx = scale.x, sy = scale.y, sz = scale.z;
  9412. te[ 0 ] = ( 1 - ( yy + zz ) ) * sx;
  9413. te[ 1 ] = ( xy + wz ) * sx;
  9414. te[ 2 ] = ( xz - wy ) * sx;
  9415. te[ 3 ] = 0;
  9416. te[ 4 ] = ( xy - wz ) * sy;
  9417. te[ 5 ] = ( 1 - ( xx + zz ) ) * sy;
  9418. te[ 6 ] = ( yz + wx ) * sy;
  9419. te[ 7 ] = 0;
  9420. te[ 8 ] = ( xz + wy ) * sz;
  9421. te[ 9 ] = ( yz - wx ) * sz;
  9422. te[ 10 ] = ( 1 - ( xx + yy ) ) * sz;
  9423. te[ 11 ] = 0;
  9424. te[ 12 ] = position.x;
  9425. te[ 13 ] = position.y;
  9426. te[ 14 ] = position.z;
  9427. te[ 15 ] = 1;
  9428. return this;
  9429. }
  9430. /**
  9431. * Decomposes this matrix into its position, rotation and scale components
  9432. * and provides the result in the given objects.
  9433. *
  9434. * Note: Not all matrices are decomposable in this way. For example, if an
  9435. * object has a non-uniformly scaled parent, then the object's world matrix
  9436. * may not be decomposable, and this method may not be appropriate.
  9437. *
  9438. * @param {Vector3} position - The position vector.
  9439. * @param {Quaternion} quaternion - The rotation as a Quaternion.
  9440. * @param {Vector3} scale - The scale vector.
  9441. * @return {Matrix4} A reference to this matrix.
  9442. */
  9443. decompose( position, quaternion, scale ) {
  9444. const te = this.elements;
  9445. let sx = _v1$5.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();
  9446. const sy = _v1$5.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();
  9447. const sz = _v1$5.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();
  9448. // if determine is negative, we need to invert one scale
  9449. const det = this.determinant();
  9450. if ( det < 0 ) sx = - sx;
  9451. position.x = te[ 12 ];
  9452. position.y = te[ 13 ];
  9453. position.z = te[ 14 ];
  9454. // scale the rotation part
  9455. _m1$2.copy( this );
  9456. const invSX = 1 / sx;
  9457. const invSY = 1 / sy;
  9458. const invSZ = 1 / sz;
  9459. _m1$2.elements[ 0 ] *= invSX;
  9460. _m1$2.elements[ 1 ] *= invSX;
  9461. _m1$2.elements[ 2 ] *= invSX;
  9462. _m1$2.elements[ 4 ] *= invSY;
  9463. _m1$2.elements[ 5 ] *= invSY;
  9464. _m1$2.elements[ 6 ] *= invSY;
  9465. _m1$2.elements[ 8 ] *= invSZ;
  9466. _m1$2.elements[ 9 ] *= invSZ;
  9467. _m1$2.elements[ 10 ] *= invSZ;
  9468. quaternion.setFromRotationMatrix( _m1$2 );
  9469. scale.x = sx;
  9470. scale.y = sy;
  9471. scale.z = sz;
  9472. return this;
  9473. }
  9474. /**
  9475. * Creates a perspective projection matrix. This is used internally by
  9476. * {@link PerspectiveCamera#updateProjectionMatrix}.
  9477. * @param {number} left - Left boundary of the viewing frustum at the near plane.
  9478. * @param {number} right - Right boundary of the viewing frustum at the near plane.
  9479. * @param {number} top - Top boundary of the viewing frustum at the near plane.
  9480. * @param {number} bottom - Bottom boundary of the viewing frustum at the near plane.
  9481. * @param {number} near - The distance from the camera to the near plane.
  9482. * @param {number} far - The distance from the camera to the far plane.
  9483. * @param {(WebGLCoordinateSystem|WebGPUCoordinateSystem)} [coordinateSystem=WebGLCoordinateSystem] - The coordinate system.
  9484. * @param {boolean} [reversedDepth=false] - Whether to use a reversed depth.
  9485. * @return {Matrix4} A reference to this matrix.
  9486. */
  9487. makePerspective( left, right, top, bottom, near, far, coordinateSystem = WebGLCoordinateSystem, reversedDepth = false ) {
  9488. const te = this.elements;
  9489. const x = 2 * near / ( right - left );
  9490. const y = 2 * near / ( top - bottom );
  9491. const a = ( right + left ) / ( right - left );
  9492. const b = ( top + bottom ) / ( top - bottom );
  9493. let c, d;
  9494. if ( reversedDepth ) {
  9495. c = near / ( far - near );
  9496. d = ( far * near ) / ( far - near );
  9497. } else {
  9498. if ( coordinateSystem === WebGLCoordinateSystem ) {
  9499. c = - ( far + near ) / ( far - near );
  9500. d = ( -2 * far * near ) / ( far - near );
  9501. } else if ( coordinateSystem === WebGPUCoordinateSystem ) {
  9502. c = - far / ( far - near );
  9503. d = ( - far * near ) / ( far - near );
  9504. } else {
  9505. throw new Error( 'THREE.Matrix4.makePerspective(): Invalid coordinate system: ' + coordinateSystem );
  9506. }
  9507. }
  9508. te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = a; te[ 12 ] = 0;
  9509. te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = b; te[ 13 ] = 0;
  9510. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d;
  9511. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = -1; te[ 15 ] = 0;
  9512. return this;
  9513. }
  9514. /**
  9515. * Creates a orthographic projection matrix. This is used internally by
  9516. * {@link OrthographicCamera#updateProjectionMatrix}.
  9517. * @param {number} left - Left boundary of the viewing frustum at the near plane.
  9518. * @param {number} right - Right boundary of the viewing frustum at the near plane.
  9519. * @param {number} top - Top boundary of the viewing frustum at the near plane.
  9520. * @param {number} bottom - Bottom boundary of the viewing frustum at the near plane.
  9521. * @param {number} near - The distance from the camera to the near plane.
  9522. * @param {number} far - The distance from the camera to the far plane.
  9523. * @param {(WebGLCoordinateSystem|WebGPUCoordinateSystem)} [coordinateSystem=WebGLCoordinateSystem] - The coordinate system.
  9524. * @param {boolean} [reversedDepth=false] - Whether to use a reversed depth.
  9525. * @return {Matrix4} A reference to this matrix.
  9526. */
  9527. makeOrthographic( left, right, top, bottom, near, far, coordinateSystem = WebGLCoordinateSystem, reversedDepth = false ) {
  9528. const te = this.elements;
  9529. const x = 2 / ( right - left );
  9530. const y = 2 / ( top - bottom );
  9531. const a = - ( right + left ) / ( right - left );
  9532. const b = - ( top + bottom ) / ( top - bottom );
  9533. let c, d;
  9534. if ( reversedDepth ) {
  9535. c = 1 / ( far - near );
  9536. d = far / ( far - near );
  9537. } else {
  9538. if ( coordinateSystem === WebGLCoordinateSystem ) {
  9539. c = -2 / ( far - near );
  9540. d = - ( far + near ) / ( far - near );
  9541. } else if ( coordinateSystem === WebGPUCoordinateSystem ) {
  9542. c = -1 / ( far - near );
  9543. d = - near / ( far - near );
  9544. } else {
  9545. throw new Error( 'THREE.Matrix4.makeOrthographic(): Invalid coordinate system: ' + coordinateSystem );
  9546. }
  9547. }
  9548. te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = 0; te[ 12 ] = a;
  9549. te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = 0; te[ 13 ] = b;
  9550. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d;
  9551. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; te[ 15 ] = 1;
  9552. return this;
  9553. }
  9554. /**
  9555. * Returns `true` if this matrix is equal with the given one.
  9556. *
  9557. * @param {Matrix4} matrix - The matrix to test for equality.
  9558. * @return {boolean} Whether this matrix is equal with the given one.
  9559. */
  9560. equals( matrix ) {
  9561. const te = this.elements;
  9562. const me = matrix.elements;
  9563. for ( let i = 0; i < 16; i ++ ) {
  9564. if ( te[ i ] !== me[ i ] ) return false;
  9565. }
  9566. return true;
  9567. }
  9568. /**
  9569. * Sets the elements of the matrix from the given array.
  9570. *
  9571. * @param {Array<number>} array - The matrix elements in column-major order.
  9572. * @param {number} [offset=0] - Index of the first element in the array.
  9573. * @return {Matrix4} A reference to this matrix.
  9574. */
  9575. fromArray( array, offset = 0 ) {
  9576. for ( let i = 0; i < 16; i ++ ) {
  9577. this.elements[ i ] = array[ i + offset ];
  9578. }
  9579. return this;
  9580. }
  9581. /**
  9582. * Writes the elements of this matrix to the given array. If no array is provided,
  9583. * the method returns a new instance.
  9584. *
  9585. * @param {Array<number>} [array=[]] - The target array holding the matrix elements in column-major order.
  9586. * @param {number} [offset=0] - Index of the first element in the array.
  9587. * @return {Array<number>} The matrix elements in column-major order.
  9588. */
  9589. toArray( array = [], offset = 0 ) {
  9590. const te = this.elements;
  9591. array[ offset ] = te[ 0 ];
  9592. array[ offset + 1 ] = te[ 1 ];
  9593. array[ offset + 2 ] = te[ 2 ];
  9594. array[ offset + 3 ] = te[ 3 ];
  9595. array[ offset + 4 ] = te[ 4 ];
  9596. array[ offset + 5 ] = te[ 5 ];
  9597. array[ offset + 6 ] = te[ 6 ];
  9598. array[ offset + 7 ] = te[ 7 ];
  9599. array[ offset + 8 ] = te[ 8 ];
  9600. array[ offset + 9 ] = te[ 9 ];
  9601. array[ offset + 10 ] = te[ 10 ];
  9602. array[ offset + 11 ] = te[ 11 ];
  9603. array[ offset + 12 ] = te[ 12 ];
  9604. array[ offset + 13 ] = te[ 13 ];
  9605. array[ offset + 14 ] = te[ 14 ];
  9606. array[ offset + 15 ] = te[ 15 ];
  9607. return array;
  9608. }
  9609. }
  9610. const _v1$5 = /*@__PURE__*/ new Vector3();
  9611. const _m1$2 = /*@__PURE__*/ new Matrix4();
  9612. const _zero = /*@__PURE__*/ new Vector3( 0, 0, 0 );
  9613. const _one = /*@__PURE__*/ new Vector3( 1, 1, 1 );
  9614. const _x = /*@__PURE__*/ new Vector3();
  9615. const _y = /*@__PURE__*/ new Vector3();
  9616. const _z = /*@__PURE__*/ new Vector3();
  9617. const _matrix$2 = /*@__PURE__*/ new Matrix4();
  9618. const _quaternion$3 = /*@__PURE__*/ new Quaternion();
  9619. /**
  9620. * A class representing Euler angles.
  9621. *
  9622. * Euler angles describe a rotational transformation by rotating an object on
  9623. * its various axes in specified amounts per axis, and a specified axis
  9624. * order.
  9625. *
  9626. * Iterating through an instance will yield its components (x, y, z,
  9627. * order) in the corresponding order.
  9628. *
  9629. * ```js
  9630. * const a = new THREE.Euler( 0, 1, 1.57, 'XYZ' );
  9631. * const b = new THREE.Vector3( 1, 0, 1 );
  9632. * b.applyEuler(a);
  9633. * ```
  9634. */
  9635. class Euler {
  9636. /**
  9637. * Constructs a new euler instance.
  9638. *
  9639. * @param {number} [x=0] - The angle of the x axis in radians.
  9640. * @param {number} [y=0] - The angle of the y axis in radians.
  9641. * @param {number} [z=0] - The angle of the z axis in radians.
  9642. * @param {string} [order=Euler.DEFAULT_ORDER] - A string representing the order that the rotations are applied.
  9643. */
  9644. constructor( x = 0, y = 0, z = 0, order = Euler.DEFAULT_ORDER ) {
  9645. /**
  9646. * This flag can be used for type testing.
  9647. *
  9648. * @type {boolean}
  9649. * @readonly
  9650. * @default true
  9651. */
  9652. this.isEuler = true;
  9653. this._x = x;
  9654. this._y = y;
  9655. this._z = z;
  9656. this._order = order;
  9657. }
  9658. /**
  9659. * The angle of the x axis in radians.
  9660. *
  9661. * @type {number}
  9662. * @default 0
  9663. */
  9664. get x() {
  9665. return this._x;
  9666. }
  9667. set x( value ) {
  9668. this._x = value;
  9669. this._onChangeCallback();
  9670. }
  9671. /**
  9672. * The angle of the y axis in radians.
  9673. *
  9674. * @type {number}
  9675. * @default 0
  9676. */
  9677. get y() {
  9678. return this._y;
  9679. }
  9680. set y( value ) {
  9681. this._y = value;
  9682. this._onChangeCallback();
  9683. }
  9684. /**
  9685. * The angle of the z axis in radians.
  9686. *
  9687. * @type {number}
  9688. * @default 0
  9689. */
  9690. get z() {
  9691. return this._z;
  9692. }
  9693. set z( value ) {
  9694. this._z = value;
  9695. this._onChangeCallback();
  9696. }
  9697. /**
  9698. * A string representing the order that the rotations are applied.
  9699. *
  9700. * @type {string}
  9701. * @default 'XYZ'
  9702. */
  9703. get order() {
  9704. return this._order;
  9705. }
  9706. set order( value ) {
  9707. this._order = value;
  9708. this._onChangeCallback();
  9709. }
  9710. /**
  9711. * Sets the Euler components.
  9712. *
  9713. * @param {number} x - The angle of the x axis in radians.
  9714. * @param {number} y - The angle of the y axis in radians.
  9715. * @param {number} z - The angle of the z axis in radians.
  9716. * @param {string} [order] - A string representing the order that the rotations are applied.
  9717. * @return {Euler} A reference to this Euler instance.
  9718. */
  9719. set( x, y, z, order = this._order ) {
  9720. this._x = x;
  9721. this._y = y;
  9722. this._z = z;
  9723. this._order = order;
  9724. this._onChangeCallback();
  9725. return this;
  9726. }
  9727. /**
  9728. * Returns a new Euler instance with copied values from this instance.
  9729. *
  9730. * @return {Euler} A clone of this instance.
  9731. */
  9732. clone() {
  9733. return new this.constructor( this._x, this._y, this._z, this._order );
  9734. }
  9735. /**
  9736. * Copies the values of the given Euler instance to this instance.
  9737. *
  9738. * @param {Euler} euler - The Euler instance to copy.
  9739. * @return {Euler} A reference to this Euler instance.
  9740. */
  9741. copy( euler ) {
  9742. this._x = euler._x;
  9743. this._y = euler._y;
  9744. this._z = euler._z;
  9745. this._order = euler._order;
  9746. this._onChangeCallback();
  9747. return this;
  9748. }
  9749. /**
  9750. * Sets the angles of this Euler instance from a pure rotation matrix.
  9751. *
  9752. * @param {Matrix4} m - A 4x4 matrix of which the upper 3x3 of matrix is a pure rotation matrix (i.e. unscaled).
  9753. * @param {string} [order] - A string representing the order that the rotations are applied.
  9754. * @param {boolean} [update=true] - Whether the internal `onChange` callback should be executed or not.
  9755. * @return {Euler} A reference to this Euler instance.
  9756. */
  9757. setFromRotationMatrix( m, order = this._order, update = true ) {
  9758. const te = m.elements;
  9759. const m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];
  9760. const m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];
  9761. const m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  9762. switch ( order ) {
  9763. case 'XYZ':
  9764. this._y = Math.asin( clamp( m13, -1, 1 ) );
  9765. if ( Math.abs( m13 ) < 0.9999999 ) {
  9766. this._x = Math.atan2( - m23, m33 );
  9767. this._z = Math.atan2( - m12, m11 );
  9768. } else {
  9769. this._x = Math.atan2( m32, m22 );
  9770. this._z = 0;
  9771. }
  9772. break;
  9773. case 'YXZ':
  9774. this._x = Math.asin( - clamp( m23, -1, 1 ) );
  9775. if ( Math.abs( m23 ) < 0.9999999 ) {
  9776. this._y = Math.atan2( m13, m33 );
  9777. this._z = Math.atan2( m21, m22 );
  9778. } else {
  9779. this._y = Math.atan2( - m31, m11 );
  9780. this._z = 0;
  9781. }
  9782. break;
  9783. case 'ZXY':
  9784. this._x = Math.asin( clamp( m32, -1, 1 ) );
  9785. if ( Math.abs( m32 ) < 0.9999999 ) {
  9786. this._y = Math.atan2( - m31, m33 );
  9787. this._z = Math.atan2( - m12, m22 );
  9788. } else {
  9789. this._y = 0;
  9790. this._z = Math.atan2( m21, m11 );
  9791. }
  9792. break;
  9793. case 'ZYX':
  9794. this._y = Math.asin( - clamp( m31, -1, 1 ) );
  9795. if ( Math.abs( m31 ) < 0.9999999 ) {
  9796. this._x = Math.atan2( m32, m33 );
  9797. this._z = Math.atan2( m21, m11 );
  9798. } else {
  9799. this._x = 0;
  9800. this._z = Math.atan2( - m12, m22 );
  9801. }
  9802. break;
  9803. case 'YZX':
  9804. this._z = Math.asin( clamp( m21, -1, 1 ) );
  9805. if ( Math.abs( m21 ) < 0.9999999 ) {
  9806. this._x = Math.atan2( - m23, m22 );
  9807. this._y = Math.atan2( - m31, m11 );
  9808. } else {
  9809. this._x = 0;
  9810. this._y = Math.atan2( m13, m33 );
  9811. }
  9812. break;
  9813. case 'XZY':
  9814. this._z = Math.asin( - clamp( m12, -1, 1 ) );
  9815. if ( Math.abs( m12 ) < 0.9999999 ) {
  9816. this._x = Math.atan2( m32, m22 );
  9817. this._y = Math.atan2( m13, m11 );
  9818. } else {
  9819. this._x = Math.atan2( - m23, m33 );
  9820. this._y = 0;
  9821. }
  9822. break;
  9823. default:
  9824. warn( 'Euler: .setFromRotationMatrix() encountered an unknown order: ' + order );
  9825. }
  9826. this._order = order;
  9827. if ( update === true ) this._onChangeCallback();
  9828. return this;
  9829. }
  9830. /**
  9831. * Sets the angles of this Euler instance from a normalized quaternion.
  9832. *
  9833. * @param {Quaternion} q - A normalized Quaternion.
  9834. * @param {string} [order] - A string representing the order that the rotations are applied.
  9835. * @param {boolean} [update=true] - Whether the internal `onChange` callback should be executed or not.
  9836. * @return {Euler} A reference to this Euler instance.
  9837. */
  9838. setFromQuaternion( q, order, update ) {
  9839. _matrix$2.makeRotationFromQuaternion( q );
  9840. return this.setFromRotationMatrix( _matrix$2, order, update );
  9841. }
  9842. /**
  9843. * Sets the angles of this Euler instance from the given vector.
  9844. *
  9845. * @param {Vector3} v - The vector.
  9846. * @param {string} [order] - A string representing the order that the rotations are applied.
  9847. * @return {Euler} A reference to this Euler instance.
  9848. */
  9849. setFromVector3( v, order = this._order ) {
  9850. return this.set( v.x, v.y, v.z, order );
  9851. }
  9852. /**
  9853. * Resets the euler angle with a new order by creating a quaternion from this
  9854. * euler angle and then setting this euler angle with the quaternion and the
  9855. * new order.
  9856. *
  9857. * Warning: This discards revolution information.
  9858. *
  9859. * @param {string} [newOrder] - A string representing the new order that the rotations are applied.
  9860. * @return {Euler} A reference to this Euler instance.
  9861. */
  9862. reorder( newOrder ) {
  9863. _quaternion$3.setFromEuler( this );
  9864. return this.setFromQuaternion( _quaternion$3, newOrder );
  9865. }
  9866. /**
  9867. * Returns `true` if this Euler instance is equal with the given one.
  9868. *
  9869. * @param {Euler} euler - The Euler instance to test for equality.
  9870. * @return {boolean} Whether this Euler instance is equal with the given one.
  9871. */
  9872. equals( euler ) {
  9873. return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );
  9874. }
  9875. /**
  9876. * Sets this Euler instance's components to values from the given array. The first three
  9877. * entries of the array are assign to the x,y and z components. An optional fourth entry
  9878. * defines the Euler order.
  9879. *
  9880. * @param {Array<number,number,number,?string>} array - An array holding the Euler component values.
  9881. * @return {Euler} A reference to this Euler instance.
  9882. */
  9883. fromArray( array ) {
  9884. this._x = array[ 0 ];
  9885. this._y = array[ 1 ];
  9886. this._z = array[ 2 ];
  9887. if ( array[ 3 ] !== undefined ) this._order = array[ 3 ];
  9888. this._onChangeCallback();
  9889. return this;
  9890. }
  9891. /**
  9892. * Writes the components of this Euler instance to the given array. If no array is provided,
  9893. * the method returns a new instance.
  9894. *
  9895. * @param {Array<number,number,number,string>} [array=[]] - The target array holding the Euler components.
  9896. * @param {number} [offset=0] - Index of the first element in the array.
  9897. * @return {Array<number,number,number,string>} The Euler components.
  9898. */
  9899. toArray( array = [], offset = 0 ) {
  9900. array[ offset ] = this._x;
  9901. array[ offset + 1 ] = this._y;
  9902. array[ offset + 2 ] = this._z;
  9903. array[ offset + 3 ] = this._order;
  9904. return array;
  9905. }
  9906. _onChange( callback ) {
  9907. this._onChangeCallback = callback;
  9908. return this;
  9909. }
  9910. _onChangeCallback() {}
  9911. *[ Symbol.iterator ]() {
  9912. yield this._x;
  9913. yield this._y;
  9914. yield this._z;
  9915. yield this._order;
  9916. }
  9917. }
  9918. /**
  9919. * The default Euler angle order.
  9920. *
  9921. * @static
  9922. * @type {string}
  9923. * @default 'XYZ'
  9924. */
  9925. Euler.DEFAULT_ORDER = 'XYZ';
  9926. /**
  9927. * A layers object assigns an 3D object to 1 or more of 32
  9928. * layers numbered `0` to `31` - internally the layers are stored as a
  9929. * bit mask], and by default all 3D objects are a member of layer `0`.
  9930. *
  9931. * This can be used to control visibility - an object must share a layer with
  9932. * a camera to be visible when that camera's view is
  9933. * rendered.
  9934. *
  9935. * All classes that inherit from {@link Object3D} have an `layers` property which
  9936. * is an instance of this class.
  9937. */
  9938. class Layers {
  9939. /**
  9940. * Constructs a new layers instance, with membership
  9941. * initially set to layer `0`.
  9942. */
  9943. constructor() {
  9944. /**
  9945. * A bit mask storing which of the 32 layers this layers object is currently
  9946. * a member of.
  9947. *
  9948. * @type {number}
  9949. */
  9950. this.mask = 1 | 0;
  9951. }
  9952. /**
  9953. * Sets membership to the given layer, and remove membership all other layers.
  9954. *
  9955. * @param {number} layer - The layer to set.
  9956. */
  9957. set( layer ) {
  9958. this.mask = ( 1 << layer | 0 ) >>> 0;
  9959. }
  9960. /**
  9961. * Adds membership of the given layer.
  9962. *
  9963. * @param {number} layer - The layer to enable.
  9964. */
  9965. enable( layer ) {
  9966. this.mask |= 1 << layer | 0;
  9967. }
  9968. /**
  9969. * Adds membership to all layers.
  9970. */
  9971. enableAll() {
  9972. this.mask = 0xffffffff | 0;
  9973. }
  9974. /**
  9975. * Toggles the membership of the given layer.
  9976. *
  9977. * @param {number} layer - The layer to toggle.
  9978. */
  9979. toggle( layer ) {
  9980. this.mask ^= 1 << layer | 0;
  9981. }
  9982. /**
  9983. * Removes membership of the given layer.
  9984. *
  9985. * @param {number} layer - The layer to enable.
  9986. */
  9987. disable( layer ) {
  9988. this.mask &= ~ ( 1 << layer | 0 );
  9989. }
  9990. /**
  9991. * Removes the membership from all layers.
  9992. */
  9993. disableAll() {
  9994. this.mask = 0;
  9995. }
  9996. /**
  9997. * Returns `true` if this and the given layers object have at least one
  9998. * layer in common.
  9999. *
  10000. * @param {Layers} layers - The layers to test.
  10001. * @return {boolean } Whether this and the given layers object have at least one layer in common or not.
  10002. */
  10003. test( layers ) {
  10004. return ( this.mask & layers.mask ) !== 0;
  10005. }
  10006. /**
  10007. * Returns `true` if the given layer is enabled.
  10008. *
  10009. * @param {number} layer - The layer to test.
  10010. * @return {boolean } Whether the given layer is enabled or not.
  10011. */
  10012. isEnabled( layer ) {
  10013. return ( this.mask & ( 1 << layer | 0 ) ) !== 0;
  10014. }
  10015. }
  10016. let _object3DId = 0;
  10017. const _v1$4 = /*@__PURE__*/ new Vector3();
  10018. const _q1 = /*@__PURE__*/ new Quaternion();
  10019. const _m1$1 = /*@__PURE__*/ new Matrix4();
  10020. const _target = /*@__PURE__*/ new Vector3();
  10021. const _position$3 = /*@__PURE__*/ new Vector3();
  10022. const _scale$2 = /*@__PURE__*/ new Vector3();
  10023. const _quaternion$2 = /*@__PURE__*/ new Quaternion();
  10024. const _xAxis = /*@__PURE__*/ new Vector3( 1, 0, 0 );
  10025. const _yAxis = /*@__PURE__*/ new Vector3( 0, 1, 0 );
  10026. const _zAxis = /*@__PURE__*/ new Vector3( 0, 0, 1 );
  10027. /**
  10028. * Fires when the object has been added to its parent object.
  10029. *
  10030. * @event Object3D#added
  10031. * @type {Object}
  10032. */
  10033. const _addedEvent = { type: 'added' };
  10034. /**
  10035. * Fires when the object has been removed from its parent object.
  10036. *
  10037. * @event Object3D#removed
  10038. * @type {Object}
  10039. */
  10040. const _removedEvent = { type: 'removed' };
  10041. /**
  10042. * Fires when a new child object has been added.
  10043. *
  10044. * @event Object3D#childadded
  10045. * @type {Object}
  10046. */
  10047. const _childaddedEvent = { type: 'childadded', child: null };
  10048. /**
  10049. * Fires when a child object has been removed.
  10050. *
  10051. * @event Object3D#childremoved
  10052. * @type {Object}
  10053. */
  10054. const _childremovedEvent = { type: 'childremoved', child: null };
  10055. /**
  10056. * This is the base class for most objects in three.js and provides a set of
  10057. * properties and methods for manipulating objects in 3D space.
  10058. *
  10059. * @augments EventDispatcher
  10060. */
  10061. class Object3D extends EventDispatcher {
  10062. /**
  10063. * Constructs a new 3D object.
  10064. */
  10065. constructor() {
  10066. super();
  10067. /**
  10068. * This flag can be used for type testing.
  10069. *
  10070. * @type {boolean}
  10071. * @readonly
  10072. * @default true
  10073. */
  10074. this.isObject3D = true;
  10075. /**
  10076. * The ID of the 3D object.
  10077. *
  10078. * @name Object3D#id
  10079. * @type {number}
  10080. * @readonly
  10081. */
  10082. Object.defineProperty( this, 'id', { value: _object3DId ++ } );
  10083. /**
  10084. * The UUID of the 3D object.
  10085. *
  10086. * @type {string}
  10087. * @readonly
  10088. */
  10089. this.uuid = generateUUID();
  10090. /**
  10091. * The name of the 3D object.
  10092. *
  10093. * @type {string}
  10094. */
  10095. this.name = '';
  10096. /**
  10097. * The type property is used for detecting the object type
  10098. * in context of serialization/deserialization.
  10099. *
  10100. * @type {string}
  10101. * @readonly
  10102. */
  10103. this.type = 'Object3D';
  10104. /**
  10105. * A reference to the parent object.
  10106. *
  10107. * @type {?Object3D}
  10108. * @default null
  10109. */
  10110. this.parent = null;
  10111. /**
  10112. * An array holding the child 3D objects of this instance.
  10113. *
  10114. * @type {Array<Object3D>}
  10115. */
  10116. this.children = [];
  10117. /**
  10118. * Defines the `up` direction of the 3D object which influences
  10119. * the orientation via methods like {@link Object3D#lookAt}.
  10120. *
  10121. * The default values for all 3D objects is defined by `Object3D.DEFAULT_UP`.
  10122. *
  10123. * @type {Vector3}
  10124. */
  10125. this.up = Object3D.DEFAULT_UP.clone();
  10126. const position = new Vector3();
  10127. const rotation = new Euler();
  10128. const quaternion = new Quaternion();
  10129. const scale = new Vector3( 1, 1, 1 );
  10130. function onRotationChange() {
  10131. quaternion.setFromEuler( rotation, false );
  10132. }
  10133. function onQuaternionChange() {
  10134. rotation.setFromQuaternion( quaternion, undefined, false );
  10135. }
  10136. rotation._onChange( onRotationChange );
  10137. quaternion._onChange( onQuaternionChange );
  10138. Object.defineProperties( this, {
  10139. /**
  10140. * Represents the object's local position.
  10141. *
  10142. * @name Object3D#position
  10143. * @type {Vector3}
  10144. * @default (0,0,0)
  10145. */
  10146. position: {
  10147. configurable: true,
  10148. enumerable: true,
  10149. value: position
  10150. },
  10151. /**
  10152. * Represents the object's local rotation as Euler angles, in radians.
  10153. *
  10154. * @name Object3D#rotation
  10155. * @type {Euler}
  10156. * @default (0,0,0)
  10157. */
  10158. rotation: {
  10159. configurable: true,
  10160. enumerable: true,
  10161. value: rotation
  10162. },
  10163. /**
  10164. * Represents the object's local rotation as Quaternions.
  10165. *
  10166. * @name Object3D#quaternion
  10167. * @type {Quaternion}
  10168. */
  10169. quaternion: {
  10170. configurable: true,
  10171. enumerable: true,
  10172. value: quaternion
  10173. },
  10174. /**
  10175. * Represents the object's local scale.
  10176. *
  10177. * @name Object3D#scale
  10178. * @type {Vector3}
  10179. * @default (1,1,1)
  10180. */
  10181. scale: {
  10182. configurable: true,
  10183. enumerable: true,
  10184. value: scale
  10185. },
  10186. /**
  10187. * Represents the object's model-view matrix.
  10188. *
  10189. * @name Object3D#modelViewMatrix
  10190. * @type {Matrix4}
  10191. */
  10192. modelViewMatrix: {
  10193. value: new Matrix4()
  10194. },
  10195. /**
  10196. * Represents the object's normal matrix.
  10197. *
  10198. * @name Object3D#normalMatrix
  10199. * @type {Matrix3}
  10200. */
  10201. normalMatrix: {
  10202. value: new Matrix3()
  10203. }
  10204. } );
  10205. /**
  10206. * Represents the object's transformation matrix in local space.
  10207. *
  10208. * @type {Matrix4}
  10209. */
  10210. this.matrix = new Matrix4();
  10211. /**
  10212. * Represents the object's transformation matrix in world space.
  10213. * If the 3D object has no parent, then it's identical to the local transformation matrix
  10214. *
  10215. * @type {Matrix4}
  10216. */
  10217. this.matrixWorld = new Matrix4();
  10218. /**
  10219. * When set to `true`, the engine automatically computes the local matrix from position,
  10220. * rotation and scale every frame.
  10221. *
  10222. * The default values for all 3D objects is defined by `Object3D.DEFAULT_MATRIX_AUTO_UPDATE`.
  10223. *
  10224. * @type {boolean}
  10225. * @default true
  10226. */
  10227. this.matrixAutoUpdate = Object3D.DEFAULT_MATRIX_AUTO_UPDATE;
  10228. /**
  10229. * When set to `true`, the engine automatically computes the world matrix from the current local
  10230. * matrix and the object's transformation hierarchy.
  10231. *
  10232. * The default values for all 3D objects is defined by `Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE`.
  10233. *
  10234. * @type {boolean}
  10235. * @default true
  10236. */
  10237. this.matrixWorldAutoUpdate = Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE; // checked by the renderer
  10238. /**
  10239. * When set to `true`, it calculates the world matrix in that frame and resets this property
  10240. * to `false`.
  10241. *
  10242. * @type {boolean}
  10243. * @default false
  10244. */
  10245. this.matrixWorldNeedsUpdate = false;
  10246. /**
  10247. * The layer membership of the 3D object. The 3D object is only visible if it has
  10248. * at least one layer in common with the camera in use. This property can also be
  10249. * used to filter out unwanted objects in ray-intersection tests when using {@link Raycaster}.
  10250. *
  10251. * @type {Layers}
  10252. */
  10253. this.layers = new Layers();
  10254. /**
  10255. * When set to `true`, the 3D object gets rendered.
  10256. *
  10257. * @type {boolean}
  10258. * @default true
  10259. */
  10260. this.visible = true;
  10261. /**
  10262. * When set to `true`, the 3D object gets rendered into shadow maps.
  10263. *
  10264. * @type {boolean}
  10265. * @default false
  10266. */
  10267. this.castShadow = false;
  10268. /**
  10269. * When set to `true`, the 3D object is affected by shadows in the scene.
  10270. *
  10271. * @type {boolean}
  10272. * @default false
  10273. */
  10274. this.receiveShadow = false;
  10275. /**
  10276. * When set to `true`, the 3D object is honored by view frustum culling.
  10277. *
  10278. * @type {boolean}
  10279. * @default true
  10280. */
  10281. this.frustumCulled = true;
  10282. /**
  10283. * This value allows the default rendering order of scene graph objects to be
  10284. * overridden although opaque and transparent objects remain sorted independently.
  10285. * When this property is set for an instance of {@link Group},all descendants
  10286. * objects will be sorted and rendered together. Sorting is from lowest to highest
  10287. * render order.
  10288. *
  10289. * @type {number}
  10290. * @default 0
  10291. */
  10292. this.renderOrder = 0;
  10293. /**
  10294. * An array holding the animation clips of the 3D object.
  10295. *
  10296. * @type {Array<AnimationClip>}
  10297. */
  10298. this.animations = [];
  10299. /**
  10300. * Custom depth material to be used when rendering to the depth map. Can only be used
  10301. * in context of meshes. When shadow-casting with a {@link DirectionalLight} or {@link SpotLight},
  10302. * if you are modifying vertex positions in the vertex shader you must specify a custom depth
  10303. * material for proper shadows.
  10304. *
  10305. * Only relevant in context of {@link WebGLRenderer}.
  10306. *
  10307. * @type {(Material|undefined)}
  10308. * @default undefined
  10309. */
  10310. this.customDepthMaterial = undefined;
  10311. /**
  10312. * Same as {@link Object3D#customDepthMaterial}, but used with {@link PointLight}.
  10313. *
  10314. * Only relevant in context of {@link WebGLRenderer}.
  10315. *
  10316. * @type {(Material|undefined)}
  10317. * @default undefined
  10318. */
  10319. this.customDistanceMaterial = undefined;
  10320. /**
  10321. * An object that can be used to store custom data about the 3D object. It
  10322. * should not hold references to functions as these will not be cloned.
  10323. *
  10324. * @type {Object}
  10325. */
  10326. this.userData = {};
  10327. }
  10328. /**
  10329. * A callback that is executed immediately before a 3D object is rendered to a shadow map.
  10330. *
  10331. * @param {Renderer|WebGLRenderer} renderer - The renderer.
  10332. * @param {Object3D} object - The 3D object.
  10333. * @param {Camera} camera - The camera that is used to render the scene.
  10334. * @param {Camera} shadowCamera - The shadow camera.
  10335. * @param {BufferGeometry} geometry - The 3D object's geometry.
  10336. * @param {Material} depthMaterial - The depth material.
  10337. * @param {Object} group - The geometry group data.
  10338. */
  10339. onBeforeShadow( /* renderer, object, camera, shadowCamera, geometry, depthMaterial, group */ ) {}
  10340. /**
  10341. * A callback that is executed immediately after a 3D object is rendered to a shadow map.
  10342. *
  10343. * @param {Renderer|WebGLRenderer} renderer - The renderer.
  10344. * @param {Object3D} object - The 3D object.
  10345. * @param {Camera} camera - The camera that is used to render the scene.
  10346. * @param {Camera} shadowCamera - The shadow camera.
  10347. * @param {BufferGeometry} geometry - The 3D object's geometry.
  10348. * @param {Material} depthMaterial - The depth material.
  10349. * @param {Object} group - The geometry group data.
  10350. */
  10351. onAfterShadow( /* renderer, object, camera, shadowCamera, geometry, depthMaterial, group */ ) {}
  10352. /**
  10353. * A callback that is executed immediately before a 3D object is rendered.
  10354. *
  10355. * @param {Renderer|WebGLRenderer} renderer - The renderer.
  10356. * @param {Object3D} object - The 3D object.
  10357. * @param {Camera} camera - The camera that is used to render the scene.
  10358. * @param {BufferGeometry} geometry - The 3D object's geometry.
  10359. * @param {Material} material - The 3D object's material.
  10360. * @param {Object} group - The geometry group data.
  10361. */
  10362. onBeforeRender( /* renderer, scene, camera, geometry, material, group */ ) {}
  10363. /**
  10364. * A callback that is executed immediately after a 3D object is rendered.
  10365. *
  10366. * @param {Renderer|WebGLRenderer} renderer - The renderer.
  10367. * @param {Object3D} object - The 3D object.
  10368. * @param {Camera} camera - The camera that is used to render the scene.
  10369. * @param {BufferGeometry} geometry - The 3D object's geometry.
  10370. * @param {Material} material - The 3D object's material.
  10371. * @param {Object} group - The geometry group data.
  10372. */
  10373. onAfterRender( /* renderer, scene, camera, geometry, material, group */ ) {}
  10374. /**
  10375. * Applies the given transformation matrix to the object and updates the object's position,
  10376. * rotation and scale.
  10377. *
  10378. * @param {Matrix4} matrix - The transformation matrix.
  10379. */
  10380. applyMatrix4( matrix ) {
  10381. if ( this.matrixAutoUpdate ) this.updateMatrix();
  10382. this.matrix.premultiply( matrix );
  10383. this.matrix.decompose( this.position, this.quaternion, this.scale );
  10384. }
  10385. /**
  10386. * Applies a rotation represented by given the quaternion to the 3D object.
  10387. *
  10388. * @param {Quaternion} q - The quaternion.
  10389. * @return {Object3D} A reference to this instance.
  10390. */
  10391. applyQuaternion( q ) {
  10392. this.quaternion.premultiply( q );
  10393. return this;
  10394. }
  10395. /**
  10396. * Sets the given rotation represented as an axis/angle couple to the 3D object.
  10397. *
  10398. * @param {Vector3} axis - The (normalized) axis vector.
  10399. * @param {number} angle - The angle in radians.
  10400. */
  10401. setRotationFromAxisAngle( axis, angle ) {
  10402. // assumes axis is normalized
  10403. this.quaternion.setFromAxisAngle( axis, angle );
  10404. }
  10405. /**
  10406. * Sets the given rotation represented as Euler angles to the 3D object.
  10407. *
  10408. * @param {Euler} euler - The Euler angles.
  10409. */
  10410. setRotationFromEuler( euler ) {
  10411. this.quaternion.setFromEuler( euler, true );
  10412. }
  10413. /**
  10414. * Sets the given rotation represented as rotation matrix to the 3D object.
  10415. *
  10416. * @param {Matrix4} m - Although a 4x4 matrix is expected, the upper 3x3 portion must be
  10417. * a pure rotation matrix (i.e, unscaled).
  10418. */
  10419. setRotationFromMatrix( m ) {
  10420. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  10421. this.quaternion.setFromRotationMatrix( m );
  10422. }
  10423. /**
  10424. * Sets the given rotation represented as a Quaternion to the 3D object.
  10425. *
  10426. * @param {Quaternion} q - The Quaternion
  10427. */
  10428. setRotationFromQuaternion( q ) {
  10429. // assumes q is normalized
  10430. this.quaternion.copy( q );
  10431. }
  10432. /**
  10433. * Rotates the 3D object along an axis in local space.
  10434. *
  10435. * @param {Vector3} axis - The (normalized) axis vector.
  10436. * @param {number} angle - The angle in radians.
  10437. * @return {Object3D} A reference to this instance.
  10438. */
  10439. rotateOnAxis( axis, angle ) {
  10440. // rotate object on axis in object space
  10441. // axis is assumed to be normalized
  10442. _q1.setFromAxisAngle( axis, angle );
  10443. this.quaternion.multiply( _q1 );
  10444. return this;
  10445. }
  10446. /**
  10447. * Rotates the 3D object along an axis in world space.
  10448. *
  10449. * @param {Vector3} axis - The (normalized) axis vector.
  10450. * @param {number} angle - The angle in radians.
  10451. * @return {Object3D} A reference to this instance.
  10452. */
  10453. rotateOnWorldAxis( axis, angle ) {
  10454. // rotate object on axis in world space
  10455. // axis is assumed to be normalized
  10456. // method assumes no rotated parent
  10457. _q1.setFromAxisAngle( axis, angle );
  10458. this.quaternion.premultiply( _q1 );
  10459. return this;
  10460. }
  10461. /**
  10462. * Rotates the 3D object around its X axis in local space.
  10463. *
  10464. * @param {number} angle - The angle in radians.
  10465. * @return {Object3D} A reference to this instance.
  10466. */
  10467. rotateX( angle ) {
  10468. return this.rotateOnAxis( _xAxis, angle );
  10469. }
  10470. /**
  10471. * Rotates the 3D object around its Y axis in local space.
  10472. *
  10473. * @param {number} angle - The angle in radians.
  10474. * @return {Object3D} A reference to this instance.
  10475. */
  10476. rotateY( angle ) {
  10477. return this.rotateOnAxis( _yAxis, angle );
  10478. }
  10479. /**
  10480. * Rotates the 3D object around its Z axis in local space.
  10481. *
  10482. * @param {number} angle - The angle in radians.
  10483. * @return {Object3D} A reference to this instance.
  10484. */
  10485. rotateZ( angle ) {
  10486. return this.rotateOnAxis( _zAxis, angle );
  10487. }
  10488. /**
  10489. * Translate the 3D object by a distance along the given axis in local space.
  10490. *
  10491. * @param {Vector3} axis - The (normalized) axis vector.
  10492. * @param {number} distance - The distance in world units.
  10493. * @return {Object3D} A reference to this instance.
  10494. */
  10495. translateOnAxis( axis, distance ) {
  10496. // translate object by distance along axis in object space
  10497. // axis is assumed to be normalized
  10498. _v1$4.copy( axis ).applyQuaternion( this.quaternion );
  10499. this.position.add( _v1$4.multiplyScalar( distance ) );
  10500. return this;
  10501. }
  10502. /**
  10503. * Translate the 3D object by a distance along its X-axis in local space.
  10504. *
  10505. * @param {number} distance - The distance in world units.
  10506. * @return {Object3D} A reference to this instance.
  10507. */
  10508. translateX( distance ) {
  10509. return this.translateOnAxis( _xAxis, distance );
  10510. }
  10511. /**
  10512. * Translate the 3D object by a distance along its Y-axis in local space.
  10513. *
  10514. * @param {number} distance - The distance in world units.
  10515. * @return {Object3D} A reference to this instance.
  10516. */
  10517. translateY( distance ) {
  10518. return this.translateOnAxis( _yAxis, distance );
  10519. }
  10520. /**
  10521. * Translate the 3D object by a distance along its Z-axis in local space.
  10522. *
  10523. * @param {number} distance - The distance in world units.
  10524. * @return {Object3D} A reference to this instance.
  10525. */
  10526. translateZ( distance ) {
  10527. return this.translateOnAxis( _zAxis, distance );
  10528. }
  10529. /**
  10530. * Converts the given vector from this 3D object's local space to world space.
  10531. *
  10532. * @param {Vector3} vector - The vector to convert.
  10533. * @return {Vector3} The converted vector.
  10534. */
  10535. localToWorld( vector ) {
  10536. this.updateWorldMatrix( true, false );
  10537. return vector.applyMatrix4( this.matrixWorld );
  10538. }
  10539. /**
  10540. * Converts the given vector from this 3D object's word space to local space.
  10541. *
  10542. * @param {Vector3} vector - The vector to convert.
  10543. * @return {Vector3} The converted vector.
  10544. */
  10545. worldToLocal( vector ) {
  10546. this.updateWorldMatrix( true, false );
  10547. return vector.applyMatrix4( _m1$1.copy( this.matrixWorld ).invert() );
  10548. }
  10549. /**
  10550. * Rotates the object to face a point in world space.
  10551. *
  10552. * This method does not support objects having non-uniformly-scaled parent(s).
  10553. *
  10554. * @param {number|Vector3} x - The x coordinate in world space. Alternatively, a vector representing a position in world space
  10555. * @param {number} [y] - The y coordinate in world space.
  10556. * @param {number} [z] - The z coordinate in world space.
  10557. */
  10558. lookAt( x, y, z ) {
  10559. // This method does not support objects having non-uniformly-scaled parent(s)
  10560. if ( x.isVector3 ) {
  10561. _target.copy( x );
  10562. } else {
  10563. _target.set( x, y, z );
  10564. }
  10565. const parent = this.parent;
  10566. this.updateWorldMatrix( true, false );
  10567. _position$3.setFromMatrixPosition( this.matrixWorld );
  10568. if ( this.isCamera || this.isLight ) {
  10569. _m1$1.lookAt( _position$3, _target, this.up );
  10570. } else {
  10571. _m1$1.lookAt( _target, _position$3, this.up );
  10572. }
  10573. this.quaternion.setFromRotationMatrix( _m1$1 );
  10574. if ( parent ) {
  10575. _m1$1.extractRotation( parent.matrixWorld );
  10576. _q1.setFromRotationMatrix( _m1$1 );
  10577. this.quaternion.premultiply( _q1.invert() );
  10578. }
  10579. }
  10580. /**
  10581. * Adds the given 3D object as a child to this 3D object. An arbitrary number of
  10582. * objects may be added. Any current parent on an object passed in here will be
  10583. * removed, since an object can have at most one parent.
  10584. *
  10585. * @fires Object3D#added
  10586. * @fires Object3D#childadded
  10587. * @param {Object3D} object - The 3D object to add.
  10588. * @return {Object3D} A reference to this instance.
  10589. */
  10590. add( object ) {
  10591. if ( arguments.length > 1 ) {
  10592. for ( let i = 0; i < arguments.length; i ++ ) {
  10593. this.add( arguments[ i ] );
  10594. }
  10595. return this;
  10596. }
  10597. if ( object === this ) {
  10598. error( 'Object3D.add: object can\'t be added as a child of itself.', object );
  10599. return this;
  10600. }
  10601. if ( object && object.isObject3D ) {
  10602. object.removeFromParent();
  10603. object.parent = this;
  10604. this.children.push( object );
  10605. object.dispatchEvent( _addedEvent );
  10606. _childaddedEvent.child = object;
  10607. this.dispatchEvent( _childaddedEvent );
  10608. _childaddedEvent.child = null;
  10609. } else {
  10610. error( 'Object3D.add: object not an instance of THREE.Object3D.', object );
  10611. }
  10612. return this;
  10613. }
  10614. /**
  10615. * Removes the given 3D object as child from this 3D object.
  10616. * An arbitrary number of objects may be removed.
  10617. *
  10618. * @fires Object3D#removed
  10619. * @fires Object3D#childremoved
  10620. * @param {Object3D} object - The 3D object to remove.
  10621. * @return {Object3D} A reference to this instance.
  10622. */
  10623. remove( object ) {
  10624. if ( arguments.length > 1 ) {
  10625. for ( let i = 0; i < arguments.length; i ++ ) {
  10626. this.remove( arguments[ i ] );
  10627. }
  10628. return this;
  10629. }
  10630. const index = this.children.indexOf( object );
  10631. if ( index !== -1 ) {
  10632. object.parent = null;
  10633. this.children.splice( index, 1 );
  10634. object.dispatchEvent( _removedEvent );
  10635. _childremovedEvent.child = object;
  10636. this.dispatchEvent( _childremovedEvent );
  10637. _childremovedEvent.child = null;
  10638. }
  10639. return this;
  10640. }
  10641. /**
  10642. * Removes this 3D object from its current parent.
  10643. *
  10644. * @fires Object3D#removed
  10645. * @fires Object3D#childremoved
  10646. * @return {Object3D} A reference to this instance.
  10647. */
  10648. removeFromParent() {
  10649. const parent = this.parent;
  10650. if ( parent !== null ) {
  10651. parent.remove( this );
  10652. }
  10653. return this;
  10654. }
  10655. /**
  10656. * Removes all child objects.
  10657. *
  10658. * @fires Object3D#removed
  10659. * @fires Object3D#childremoved
  10660. * @return {Object3D} A reference to this instance.
  10661. */
  10662. clear() {
  10663. return this.remove( ... this.children );
  10664. }
  10665. /**
  10666. * Adds the given 3D object as a child of this 3D object, while maintaining the object's world
  10667. * transform. This method does not support scene graphs having non-uniformly-scaled nodes(s).
  10668. *
  10669. * @fires Object3D#added
  10670. * @fires Object3D#childadded
  10671. * @param {Object3D} object - The 3D object to attach.
  10672. * @return {Object3D} A reference to this instance.
  10673. */
  10674. attach( object ) {
  10675. // adds object as a child of this, while maintaining the object's world transform
  10676. // Note: This method does not support scene graphs having non-uniformly-scaled nodes(s)
  10677. this.updateWorldMatrix( true, false );
  10678. _m1$1.copy( this.matrixWorld ).invert();
  10679. if ( object.parent !== null ) {
  10680. object.parent.updateWorldMatrix( true, false );
  10681. _m1$1.multiply( object.parent.matrixWorld );
  10682. }
  10683. object.applyMatrix4( _m1$1 );
  10684. object.removeFromParent();
  10685. object.parent = this;
  10686. this.children.push( object );
  10687. object.updateWorldMatrix( false, true );
  10688. object.dispatchEvent( _addedEvent );
  10689. _childaddedEvent.child = object;
  10690. this.dispatchEvent( _childaddedEvent );
  10691. _childaddedEvent.child = null;
  10692. return this;
  10693. }
  10694. /**
  10695. * Searches through the 3D object and its children, starting with the 3D object
  10696. * itself, and returns the first with a matching ID.
  10697. *
  10698. * @param {number} id - The id.
  10699. * @return {Object3D|undefined} The found 3D object. Returns `undefined` if no 3D object has been found.
  10700. */
  10701. getObjectById( id ) {
  10702. return this.getObjectByProperty( 'id', id );
  10703. }
  10704. /**
  10705. * Searches through the 3D object and its children, starting with the 3D object
  10706. * itself, and returns the first with a matching name.
  10707. *
  10708. * @param {string} name - The name.
  10709. * @return {Object3D|undefined} The found 3D object. Returns `undefined` if no 3D object has been found.
  10710. */
  10711. getObjectByName( name ) {
  10712. return this.getObjectByProperty( 'name', name );
  10713. }
  10714. /**
  10715. * Searches through the 3D object and its children, starting with the 3D object
  10716. * itself, and returns the first with a matching property value.
  10717. *
  10718. * @param {string} name - The name of the property.
  10719. * @param {any} value - The value.
  10720. * @return {Object3D|undefined} The found 3D object. Returns `undefined` if no 3D object has been found.
  10721. */
  10722. getObjectByProperty( name, value ) {
  10723. if ( this[ name ] === value ) return this;
  10724. for ( let i = 0, l = this.children.length; i < l; i ++ ) {
  10725. const child = this.children[ i ];
  10726. const object = child.getObjectByProperty( name, value );
  10727. if ( object !== undefined ) {
  10728. return object;
  10729. }
  10730. }
  10731. return undefined;
  10732. }
  10733. /**
  10734. * Searches through the 3D object and its children, starting with the 3D object
  10735. * itself, and returns all 3D objects with a matching property value.
  10736. *
  10737. * @param {string} name - The name of the property.
  10738. * @param {any} value - The value.
  10739. * @param {Array<Object3D>} result - The method stores the result in this array.
  10740. * @return {Array<Object3D>} The found 3D objects.
  10741. */
  10742. getObjectsByProperty( name, value, result = [] ) {
  10743. if ( this[ name ] === value ) result.push( this );
  10744. const children = this.children;
  10745. for ( let i = 0, l = children.length; i < l; i ++ ) {
  10746. children[ i ].getObjectsByProperty( name, value, result );
  10747. }
  10748. return result;
  10749. }
  10750. /**
  10751. * Returns a vector representing the position of the 3D object in world space.
  10752. *
  10753. * @param {Vector3} target - The target vector the result is stored to.
  10754. * @return {Vector3} The 3D object's position in world space.
  10755. */
  10756. getWorldPosition( target ) {
  10757. this.updateWorldMatrix( true, false );
  10758. return target.setFromMatrixPosition( this.matrixWorld );
  10759. }
  10760. /**
  10761. * Returns a Quaternion representing the position of the 3D object in world space.
  10762. *
  10763. * @param {Quaternion} target - The target Quaternion the result is stored to.
  10764. * @return {Quaternion} The 3D object's rotation in world space.
  10765. */
  10766. getWorldQuaternion( target ) {
  10767. this.updateWorldMatrix( true, false );
  10768. this.matrixWorld.decompose( _position$3, target, _scale$2 );
  10769. return target;
  10770. }
  10771. /**
  10772. * Returns a vector representing the scale of the 3D object in world space.
  10773. *
  10774. * @param {Vector3} target - The target vector the result is stored to.
  10775. * @return {Vector3} The 3D object's scale in world space.
  10776. */
  10777. getWorldScale( target ) {
  10778. this.updateWorldMatrix( true, false );
  10779. this.matrixWorld.decompose( _position$3, _quaternion$2, target );
  10780. return target;
  10781. }
  10782. /**
  10783. * Returns a vector representing the ("look") direction of the 3D object in world space.
  10784. *
  10785. * @param {Vector3} target - The target vector the result is stored to.
  10786. * @return {Vector3} The 3D object's direction in world space.
  10787. */
  10788. getWorldDirection( target ) {
  10789. this.updateWorldMatrix( true, false );
  10790. const e = this.matrixWorld.elements;
  10791. return target.set( e[ 8 ], e[ 9 ], e[ 10 ] ).normalize();
  10792. }
  10793. /**
  10794. * Abstract method to get intersections between a casted ray and this
  10795. * 3D object. Renderable 3D objects such as {@link Mesh}, {@link Line} or {@link Points}
  10796. * implement this method in order to use raycasting.
  10797. *
  10798. * @abstract
  10799. * @param {Raycaster} raycaster - The raycaster.
  10800. * @param {Array<Object>} intersects - An array holding the result of the method.
  10801. */
  10802. raycast( /* raycaster, intersects */ ) {}
  10803. /**
  10804. * Executes the callback on this 3D object and all descendants.
  10805. *
  10806. * Note: Modifying the scene graph inside the callback is discouraged.
  10807. *
  10808. * @param {Function} callback - A callback function that allows to process the current 3D object.
  10809. */
  10810. traverse( callback ) {
  10811. callback( this );
  10812. const children = this.children;
  10813. for ( let i = 0, l = children.length; i < l; i ++ ) {
  10814. children[ i ].traverse( callback );
  10815. }
  10816. }
  10817. /**
  10818. * Like {@link Object3D#traverse}, but the callback will only be executed for visible 3D objects.
  10819. * Descendants of invisible 3D objects are not traversed.
  10820. *
  10821. * Note: Modifying the scene graph inside the callback is discouraged.
  10822. *
  10823. * @param {Function} callback - A callback function that allows to process the current 3D object.
  10824. */
  10825. traverseVisible( callback ) {
  10826. if ( this.visible === false ) return;
  10827. callback( this );
  10828. const children = this.children;
  10829. for ( let i = 0, l = children.length; i < l; i ++ ) {
  10830. children[ i ].traverseVisible( callback );
  10831. }
  10832. }
  10833. /**
  10834. * Like {@link Object3D#traverse}, but the callback will only be executed for all ancestors.
  10835. *
  10836. * Note: Modifying the scene graph inside the callback is discouraged.
  10837. *
  10838. * @param {Function} callback - A callback function that allows to process the current 3D object.
  10839. */
  10840. traverseAncestors( callback ) {
  10841. const parent = this.parent;
  10842. if ( parent !== null ) {
  10843. callback( parent );
  10844. parent.traverseAncestors( callback );
  10845. }
  10846. }
  10847. /**
  10848. * Updates the transformation matrix in local space by computing it from the current
  10849. * position, rotation and scale values.
  10850. */
  10851. updateMatrix() {
  10852. this.matrix.compose( this.position, this.quaternion, this.scale );
  10853. this.matrixWorldNeedsUpdate = true;
  10854. }
  10855. /**
  10856. * Updates the transformation matrix in world space of this 3D objects and its descendants.
  10857. *
  10858. * To ensure correct results, this method also recomputes the 3D object's transformation matrix in
  10859. * local space. The computation of the local and world matrix can be controlled with the
  10860. * {@link Object3D#matrixAutoUpdate} and {@link Object3D#matrixWorldAutoUpdate} flags which are both
  10861. * `true` by default. Set these flags to `false` if you need more control over the update matrix process.
  10862. *
  10863. * @param {boolean} [force=false] - When set to `true`, a recomputation of world matrices is forced even
  10864. * when {@link Object3D#matrixWorldAutoUpdate} is set to `false`.
  10865. */
  10866. updateMatrixWorld( force ) {
  10867. if ( this.matrixAutoUpdate ) this.updateMatrix();
  10868. if ( this.matrixWorldNeedsUpdate || force ) {
  10869. if ( this.matrixWorldAutoUpdate === true ) {
  10870. if ( this.parent === null ) {
  10871. this.matrixWorld.copy( this.matrix );
  10872. } else {
  10873. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  10874. }
  10875. }
  10876. this.matrixWorldNeedsUpdate = false;
  10877. force = true;
  10878. }
  10879. // make sure descendants are updated if required
  10880. const children = this.children;
  10881. for ( let i = 0, l = children.length; i < l; i ++ ) {
  10882. const child = children[ i ];
  10883. child.updateMatrixWorld( force );
  10884. }
  10885. }
  10886. /**
  10887. * An alternative version of {@link Object3D#updateMatrixWorld} with more control over the
  10888. * update of ancestor and descendant nodes.
  10889. *
  10890. * @param {boolean} [updateParents=false] Whether ancestor nodes should be updated or not.
  10891. * @param {boolean} [updateChildren=false] Whether descendant nodes should be updated or not.
  10892. */
  10893. updateWorldMatrix( updateParents, updateChildren ) {
  10894. const parent = this.parent;
  10895. if ( updateParents === true && parent !== null ) {
  10896. parent.updateWorldMatrix( true, false );
  10897. }
  10898. if ( this.matrixAutoUpdate ) this.updateMatrix();
  10899. if ( this.matrixWorldAutoUpdate === true ) {
  10900. if ( this.parent === null ) {
  10901. this.matrixWorld.copy( this.matrix );
  10902. } else {
  10903. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  10904. }
  10905. }
  10906. // make sure descendants are updated
  10907. if ( updateChildren === true ) {
  10908. const children = this.children;
  10909. for ( let i = 0, l = children.length; i < l; i ++ ) {
  10910. const child = children[ i ];
  10911. child.updateWorldMatrix( false, true );
  10912. }
  10913. }
  10914. }
  10915. /**
  10916. * Serializes the 3D object into JSON.
  10917. *
  10918. * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  10919. * @return {Object} A JSON object representing the serialized 3D object.
  10920. * @see {@link ObjectLoader#parse}
  10921. */
  10922. toJSON( meta ) {
  10923. // meta is a string when called from JSON.stringify
  10924. const isRootObject = ( meta === undefined || typeof meta === 'string' );
  10925. const output = {};
  10926. // meta is a hash used to collect geometries, materials.
  10927. // not providing it implies that this is the root object
  10928. // being serialized.
  10929. if ( isRootObject ) {
  10930. // initialize meta obj
  10931. meta = {
  10932. geometries: {},
  10933. materials: {},
  10934. textures: {},
  10935. images: {},
  10936. shapes: {},
  10937. skeletons: {},
  10938. animations: {},
  10939. nodes: {}
  10940. };
  10941. output.metadata = {
  10942. version: 4.7,
  10943. type: 'Object',
  10944. generator: 'Object3D.toJSON'
  10945. };
  10946. }
  10947. // standard Object3D serialization
  10948. const object = {};
  10949. object.uuid = this.uuid;
  10950. object.type = this.type;
  10951. if ( this.name !== '' ) object.name = this.name;
  10952. if ( this.castShadow === true ) object.castShadow = true;
  10953. if ( this.receiveShadow === true ) object.receiveShadow = true;
  10954. if ( this.visible === false ) object.visible = false;
  10955. if ( this.frustumCulled === false ) object.frustumCulled = false;
  10956. if ( this.renderOrder !== 0 ) object.renderOrder = this.renderOrder;
  10957. if ( Object.keys( this.userData ).length > 0 ) object.userData = this.userData;
  10958. object.layers = this.layers.mask;
  10959. object.matrix = this.matrix.toArray();
  10960. object.up = this.up.toArray();
  10961. if ( this.matrixAutoUpdate === false ) object.matrixAutoUpdate = false;
  10962. // object specific properties
  10963. if ( this.isInstancedMesh ) {
  10964. object.type = 'InstancedMesh';
  10965. object.count = this.count;
  10966. object.instanceMatrix = this.instanceMatrix.toJSON();
  10967. if ( this.instanceColor !== null ) object.instanceColor = this.instanceColor.toJSON();
  10968. }
  10969. if ( this.isBatchedMesh ) {
  10970. object.type = 'BatchedMesh';
  10971. object.perObjectFrustumCulled = this.perObjectFrustumCulled;
  10972. object.sortObjects = this.sortObjects;
  10973. object.drawRanges = this._drawRanges;
  10974. object.reservedRanges = this._reservedRanges;
  10975. object.geometryInfo = this._geometryInfo.map( info => ( {
  10976. ...info,
  10977. boundingBox: info.boundingBox ? info.boundingBox.toJSON() : undefined,
  10978. boundingSphere: info.boundingSphere ? info.boundingSphere.toJSON() : undefined
  10979. } ) );
  10980. object.instanceInfo = this._instanceInfo.map( info => ( { ...info } ) );
  10981. object.availableInstanceIds = this._availableInstanceIds.slice();
  10982. object.availableGeometryIds = this._availableGeometryIds.slice();
  10983. object.nextIndexStart = this._nextIndexStart;
  10984. object.nextVertexStart = this._nextVertexStart;
  10985. object.geometryCount = this._geometryCount;
  10986. object.maxInstanceCount = this._maxInstanceCount;
  10987. object.maxVertexCount = this._maxVertexCount;
  10988. object.maxIndexCount = this._maxIndexCount;
  10989. object.geometryInitialized = this._geometryInitialized;
  10990. object.matricesTexture = this._matricesTexture.toJSON( meta );
  10991. object.indirectTexture = this._indirectTexture.toJSON( meta );
  10992. if ( this._colorsTexture !== null ) {
  10993. object.colorsTexture = this._colorsTexture.toJSON( meta );
  10994. }
  10995. if ( this.boundingSphere !== null ) {
  10996. object.boundingSphere = this.boundingSphere.toJSON();
  10997. }
  10998. if ( this.boundingBox !== null ) {
  10999. object.boundingBox = this.boundingBox.toJSON();
  11000. }
  11001. }
  11002. //
  11003. function serialize( library, element ) {
  11004. if ( library[ element.uuid ] === undefined ) {
  11005. library[ element.uuid ] = element.toJSON( meta );
  11006. }
  11007. return element.uuid;
  11008. }
  11009. if ( this.isScene ) {
  11010. if ( this.background ) {
  11011. if ( this.background.isColor ) {
  11012. object.background = this.background.toJSON();
  11013. } else if ( this.background.isTexture ) {
  11014. object.background = this.background.toJSON( meta ).uuid;
  11015. }
  11016. }
  11017. if ( this.environment && this.environment.isTexture && this.environment.isRenderTargetTexture !== true ) {
  11018. object.environment = this.environment.toJSON( meta ).uuid;
  11019. }
  11020. } else if ( this.isMesh || this.isLine || this.isPoints ) {
  11021. object.geometry = serialize( meta.geometries, this.geometry );
  11022. const parameters = this.geometry.parameters;
  11023. if ( parameters !== undefined && parameters.shapes !== undefined ) {
  11024. const shapes = parameters.shapes;
  11025. if ( Array.isArray( shapes ) ) {
  11026. for ( let i = 0, l = shapes.length; i < l; i ++ ) {
  11027. const shape = shapes[ i ];
  11028. serialize( meta.shapes, shape );
  11029. }
  11030. } else {
  11031. serialize( meta.shapes, shapes );
  11032. }
  11033. }
  11034. }
  11035. if ( this.isSkinnedMesh ) {
  11036. object.bindMode = this.bindMode;
  11037. object.bindMatrix = this.bindMatrix.toArray();
  11038. if ( this.skeleton !== undefined ) {
  11039. serialize( meta.skeletons, this.skeleton );
  11040. object.skeleton = this.skeleton.uuid;
  11041. }
  11042. }
  11043. if ( this.material !== undefined ) {
  11044. if ( Array.isArray( this.material ) ) {
  11045. const uuids = [];
  11046. for ( let i = 0, l = this.material.length; i < l; i ++ ) {
  11047. uuids.push( serialize( meta.materials, this.material[ i ] ) );
  11048. }
  11049. object.material = uuids;
  11050. } else {
  11051. object.material = serialize( meta.materials, this.material );
  11052. }
  11053. }
  11054. //
  11055. if ( this.children.length > 0 ) {
  11056. object.children = [];
  11057. for ( let i = 0; i < this.children.length; i ++ ) {
  11058. object.children.push( this.children[ i ].toJSON( meta ).object );
  11059. }
  11060. }
  11061. //
  11062. if ( this.animations.length > 0 ) {
  11063. object.animations = [];
  11064. for ( let i = 0; i < this.animations.length; i ++ ) {
  11065. const animation = this.animations[ i ];
  11066. object.animations.push( serialize( meta.animations, animation ) );
  11067. }
  11068. }
  11069. if ( isRootObject ) {
  11070. const geometries = extractFromCache( meta.geometries );
  11071. const materials = extractFromCache( meta.materials );
  11072. const textures = extractFromCache( meta.textures );
  11073. const images = extractFromCache( meta.images );
  11074. const shapes = extractFromCache( meta.shapes );
  11075. const skeletons = extractFromCache( meta.skeletons );
  11076. const animations = extractFromCache( meta.animations );
  11077. const nodes = extractFromCache( meta.nodes );
  11078. if ( geometries.length > 0 ) output.geometries = geometries;
  11079. if ( materials.length > 0 ) output.materials = materials;
  11080. if ( textures.length > 0 ) output.textures = textures;
  11081. if ( images.length > 0 ) output.images = images;
  11082. if ( shapes.length > 0 ) output.shapes = shapes;
  11083. if ( skeletons.length > 0 ) output.skeletons = skeletons;
  11084. if ( animations.length > 0 ) output.animations = animations;
  11085. if ( nodes.length > 0 ) output.nodes = nodes;
  11086. }
  11087. output.object = object;
  11088. return output;
  11089. // extract data from the cache hash
  11090. // remove metadata on each item
  11091. // and return as array
  11092. function extractFromCache( cache ) {
  11093. const values = [];
  11094. for ( const key in cache ) {
  11095. const data = cache[ key ];
  11096. delete data.metadata;
  11097. values.push( data );
  11098. }
  11099. return values;
  11100. }
  11101. }
  11102. /**
  11103. * Returns a new 3D object with copied values from this instance.
  11104. *
  11105. * @param {boolean} [recursive=true] - When set to `true`, descendants of the 3D object are also cloned.
  11106. * @return {Object3D} A clone of this instance.
  11107. */
  11108. clone( recursive ) {
  11109. return new this.constructor().copy( this, recursive );
  11110. }
  11111. /**
  11112. * Copies the values of the given 3D object to this instance.
  11113. *
  11114. * @param {Object3D} source - The 3D object to copy.
  11115. * @param {boolean} [recursive=true] - When set to `true`, descendants of the 3D object are cloned.
  11116. * @return {Object3D} A reference to this instance.
  11117. */
  11118. copy( source, recursive = true ) {
  11119. this.name = source.name;
  11120. this.up.copy( source.up );
  11121. this.position.copy( source.position );
  11122. this.rotation.order = source.rotation.order;
  11123. this.quaternion.copy( source.quaternion );
  11124. this.scale.copy( source.scale );
  11125. this.matrix.copy( source.matrix );
  11126. this.matrixWorld.copy( source.matrixWorld );
  11127. this.matrixAutoUpdate = source.matrixAutoUpdate;
  11128. this.matrixWorldAutoUpdate = source.matrixWorldAutoUpdate;
  11129. this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;
  11130. this.layers.mask = source.layers.mask;
  11131. this.visible = source.visible;
  11132. this.castShadow = source.castShadow;
  11133. this.receiveShadow = source.receiveShadow;
  11134. this.frustumCulled = source.frustumCulled;
  11135. this.renderOrder = source.renderOrder;
  11136. this.animations = source.animations.slice();
  11137. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  11138. if ( recursive === true ) {
  11139. for ( let i = 0; i < source.children.length; i ++ ) {
  11140. const child = source.children[ i ];
  11141. this.add( child.clone() );
  11142. }
  11143. }
  11144. return this;
  11145. }
  11146. }
  11147. /**
  11148. * The default up direction for objects, also used as the default
  11149. * position for {@link DirectionalLight} and {@link HemisphereLight}.
  11150. *
  11151. * @static
  11152. * @type {Vector3}
  11153. * @default (0,1,0)
  11154. */
  11155. Object3D.DEFAULT_UP = /*@__PURE__*/ new Vector3( 0, 1, 0 );
  11156. /**
  11157. * The default setting for {@link Object3D#matrixAutoUpdate} for
  11158. * newly created 3D objects.
  11159. *
  11160. * @static
  11161. * @type {boolean}
  11162. * @default true
  11163. */
  11164. Object3D.DEFAULT_MATRIX_AUTO_UPDATE = true;
  11165. /**
  11166. * The default setting for {@link Object3D#matrixWorldAutoUpdate} for
  11167. * newly created 3D objects.
  11168. *
  11169. * @static
  11170. * @type {boolean}
  11171. * @default true
  11172. */
  11173. Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE = true;
  11174. const _v0$1 = /*@__PURE__*/ new Vector3();
  11175. const _v1$3 = /*@__PURE__*/ new Vector3();
  11176. const _v2$2 = /*@__PURE__*/ new Vector3();
  11177. const _v3$2 = /*@__PURE__*/ new Vector3();
  11178. const _vab = /*@__PURE__*/ new Vector3();
  11179. const _vac = /*@__PURE__*/ new Vector3();
  11180. const _vbc = /*@__PURE__*/ new Vector3();
  11181. const _vap = /*@__PURE__*/ new Vector3();
  11182. const _vbp = /*@__PURE__*/ new Vector3();
  11183. const _vcp = /*@__PURE__*/ new Vector3();
  11184. const _v40 = /*@__PURE__*/ new Vector4();
  11185. const _v41 = /*@__PURE__*/ new Vector4();
  11186. const _v42 = /*@__PURE__*/ new Vector4();
  11187. /**
  11188. * A geometric triangle as defined by three vectors representing its three corners.
  11189. */
  11190. class Triangle {
  11191. /**
  11192. * Constructs a new triangle.
  11193. *
  11194. * @param {Vector3} [a=(0,0,0)] - The first corner of the triangle.
  11195. * @param {Vector3} [b=(0,0,0)] - The second corner of the triangle.
  11196. * @param {Vector3} [c=(0,0,0)] - The third corner of the triangle.
  11197. */
  11198. constructor( a = new Vector3(), b = new Vector3(), c = new Vector3() ) {
  11199. /**
  11200. * The first corner of the triangle.
  11201. *
  11202. * @type {Vector3}
  11203. */
  11204. this.a = a;
  11205. /**
  11206. * The second corner of the triangle.
  11207. *
  11208. * @type {Vector3}
  11209. */
  11210. this.b = b;
  11211. /**
  11212. * The third corner of the triangle.
  11213. *
  11214. * @type {Vector3}
  11215. */
  11216. this.c = c;
  11217. }
  11218. /**
  11219. * Computes the normal vector of a triangle.
  11220. *
  11221. * @param {Vector3} a - The first corner of the triangle.
  11222. * @param {Vector3} b - The second corner of the triangle.
  11223. * @param {Vector3} c - The third corner of the triangle.
  11224. * @param {Vector3} target - The target vector that is used to store the method's result.
  11225. * @return {Vector3} The triangle's normal.
  11226. */
  11227. static getNormal( a, b, c, target ) {
  11228. target.subVectors( c, b );
  11229. _v0$1.subVectors( a, b );
  11230. target.cross( _v0$1 );
  11231. const targetLengthSq = target.lengthSq();
  11232. if ( targetLengthSq > 0 ) {
  11233. return target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) );
  11234. }
  11235. return target.set( 0, 0, 0 );
  11236. }
  11237. /**
  11238. * Computes a barycentric coordinates from the given vector.
  11239. * Returns `null` if the triangle is degenerate.
  11240. *
  11241. * @param {Vector3} point - A point in 3D space.
  11242. * @param {Vector3} a - The first corner of the triangle.
  11243. * @param {Vector3} b - The second corner of the triangle.
  11244. * @param {Vector3} c - The third corner of the triangle.
  11245. * @param {Vector3} target - The target vector that is used to store the method's result.
  11246. * @return {?Vector3} The barycentric coordinates for the given point
  11247. */
  11248. static getBarycoord( point, a, b, c, target ) {
  11249. // based on: http://www.blackpawn.com/texts/pointinpoly/default.html
  11250. _v0$1.subVectors( c, a );
  11251. _v1$3.subVectors( b, a );
  11252. _v2$2.subVectors( point, a );
  11253. const dot00 = _v0$1.dot( _v0$1 );
  11254. const dot01 = _v0$1.dot( _v1$3 );
  11255. const dot02 = _v0$1.dot( _v2$2 );
  11256. const dot11 = _v1$3.dot( _v1$3 );
  11257. const dot12 = _v1$3.dot( _v2$2 );
  11258. const denom = ( dot00 * dot11 - dot01 * dot01 );
  11259. // collinear or singular triangle
  11260. if ( denom === 0 ) {
  11261. target.set( 0, 0, 0 );
  11262. return null;
  11263. }
  11264. const invDenom = 1 / denom;
  11265. const u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
  11266. const v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
  11267. // barycentric coordinates must always sum to 1
  11268. return target.set( 1 - u - v, v, u );
  11269. }
  11270. /**
  11271. * Returns `true` if the given point, when projected onto the plane of the
  11272. * triangle, lies within the triangle.
  11273. *
  11274. * @param {Vector3} point - The point in 3D space to test.
  11275. * @param {Vector3} a - The first corner of the triangle.
  11276. * @param {Vector3} b - The second corner of the triangle.
  11277. * @param {Vector3} c - The third corner of the triangle.
  11278. * @return {boolean} Whether the given point, when projected onto the plane of the
  11279. * triangle, lies within the triangle or not.
  11280. */
  11281. static containsPoint( point, a, b, c ) {
  11282. // if the triangle is degenerate then we can't contain a point
  11283. if ( this.getBarycoord( point, a, b, c, _v3$2 ) === null ) {
  11284. return false;
  11285. }
  11286. return ( _v3$2.x >= 0 ) && ( _v3$2.y >= 0 ) && ( ( _v3$2.x + _v3$2.y ) <= 1 );
  11287. }
  11288. /**
  11289. * Computes the value barycentrically interpolated for the given point on the
  11290. * triangle. Returns `null` if the triangle is degenerate.
  11291. *
  11292. * @param {Vector3} point - Position of interpolated point.
  11293. * @param {Vector3} p1 - The first corner of the triangle.
  11294. * @param {Vector3} p2 - The second corner of the triangle.
  11295. * @param {Vector3} p3 - The third corner of the triangle.
  11296. * @param {Vector3} v1 - Value to interpolate of first vertex.
  11297. * @param {Vector3} v2 - Value to interpolate of second vertex.
  11298. * @param {Vector3} v3 - Value to interpolate of third vertex.
  11299. * @param {Vector3} target - The target vector that is used to store the method's result.
  11300. * @return {?Vector3} The interpolated value.
  11301. */
  11302. static getInterpolation( point, p1, p2, p3, v1, v2, v3, target ) {
  11303. if ( this.getBarycoord( point, p1, p2, p3, _v3$2 ) === null ) {
  11304. target.x = 0;
  11305. target.y = 0;
  11306. if ( 'z' in target ) target.z = 0;
  11307. if ( 'w' in target ) target.w = 0;
  11308. return null;
  11309. }
  11310. target.setScalar( 0 );
  11311. target.addScaledVector( v1, _v3$2.x );
  11312. target.addScaledVector( v2, _v3$2.y );
  11313. target.addScaledVector( v3, _v3$2.z );
  11314. return target;
  11315. }
  11316. /**
  11317. * Computes the value barycentrically interpolated for the given attribute and indices.
  11318. *
  11319. * @param {BufferAttribute} attr - The attribute to interpolate.
  11320. * @param {number} i1 - Index of first vertex.
  11321. * @param {number} i2 - Index of second vertex.
  11322. * @param {number} i3 - Index of third vertex.
  11323. * @param {Vector3} barycoord - The barycoordinate value to use to interpolate.
  11324. * @param {Vector3} target - The target vector that is used to store the method's result.
  11325. * @return {Vector3} The interpolated attribute value.
  11326. */
  11327. static getInterpolatedAttribute( attr, i1, i2, i3, barycoord, target ) {
  11328. _v40.setScalar( 0 );
  11329. _v41.setScalar( 0 );
  11330. _v42.setScalar( 0 );
  11331. _v40.fromBufferAttribute( attr, i1 );
  11332. _v41.fromBufferAttribute( attr, i2 );
  11333. _v42.fromBufferAttribute( attr, i3 );
  11334. target.setScalar( 0 );
  11335. target.addScaledVector( _v40, barycoord.x );
  11336. target.addScaledVector( _v41, barycoord.y );
  11337. target.addScaledVector( _v42, barycoord.z );
  11338. return target;
  11339. }
  11340. /**
  11341. * Returns `true` if the triangle is oriented towards the given direction.
  11342. *
  11343. * @param {Vector3} a - The first corner of the triangle.
  11344. * @param {Vector3} b - The second corner of the triangle.
  11345. * @param {Vector3} c - The third corner of the triangle.
  11346. * @param {Vector3} direction - The (normalized) direction vector.
  11347. * @return {boolean} Whether the triangle is oriented towards the given direction or not.
  11348. */
  11349. static isFrontFacing( a, b, c, direction ) {
  11350. _v0$1.subVectors( c, b );
  11351. _v1$3.subVectors( a, b );
  11352. // strictly front facing
  11353. return ( _v0$1.cross( _v1$3 ).dot( direction ) < 0 ) ? true : false;
  11354. }
  11355. /**
  11356. * Sets the triangle's vertices by copying the given values.
  11357. *
  11358. * @param {Vector3} a - The first corner of the triangle.
  11359. * @param {Vector3} b - The second corner of the triangle.
  11360. * @param {Vector3} c - The third corner of the triangle.
  11361. * @return {Triangle} A reference to this triangle.
  11362. */
  11363. set( a, b, c ) {
  11364. this.a.copy( a );
  11365. this.b.copy( b );
  11366. this.c.copy( c );
  11367. return this;
  11368. }
  11369. /**
  11370. * Sets the triangle's vertices by copying the given array values.
  11371. *
  11372. * @param {Array<Vector3>} points - An array with 3D points.
  11373. * @param {number} i0 - The array index representing the first corner of the triangle.
  11374. * @param {number} i1 - The array index representing the second corner of the triangle.
  11375. * @param {number} i2 - The array index representing the third corner of the triangle.
  11376. * @return {Triangle} A reference to this triangle.
  11377. */
  11378. setFromPointsAndIndices( points, i0, i1, i2 ) {
  11379. this.a.copy( points[ i0 ] );
  11380. this.b.copy( points[ i1 ] );
  11381. this.c.copy( points[ i2 ] );
  11382. return this;
  11383. }
  11384. /**
  11385. * Sets the triangle's vertices by copying the given attribute values.
  11386. *
  11387. * @param {BufferAttribute} attribute - A buffer attribute with 3D points data.
  11388. * @param {number} i0 - The attribute index representing the first corner of the triangle.
  11389. * @param {number} i1 - The attribute index representing the second corner of the triangle.
  11390. * @param {number} i2 - The attribute index representing the third corner of the triangle.
  11391. * @return {Triangle} A reference to this triangle.
  11392. */
  11393. setFromAttributeAndIndices( attribute, i0, i1, i2 ) {
  11394. this.a.fromBufferAttribute( attribute, i0 );
  11395. this.b.fromBufferAttribute( attribute, i1 );
  11396. this.c.fromBufferAttribute( attribute, i2 );
  11397. return this;
  11398. }
  11399. /**
  11400. * Returns a new triangle with copied values from this instance.
  11401. *
  11402. * @return {Triangle} A clone of this instance.
  11403. */
  11404. clone() {
  11405. return new this.constructor().copy( this );
  11406. }
  11407. /**
  11408. * Copies the values of the given triangle to this instance.
  11409. *
  11410. * @param {Triangle} triangle - The triangle to copy.
  11411. * @return {Triangle} A reference to this triangle.
  11412. */
  11413. copy( triangle ) {
  11414. this.a.copy( triangle.a );
  11415. this.b.copy( triangle.b );
  11416. this.c.copy( triangle.c );
  11417. return this;
  11418. }
  11419. /**
  11420. * Computes the area of the triangle.
  11421. *
  11422. * @return {number} The triangle's area.
  11423. */
  11424. getArea() {
  11425. _v0$1.subVectors( this.c, this.b );
  11426. _v1$3.subVectors( this.a, this.b );
  11427. return _v0$1.cross( _v1$3 ).length() * 0.5;
  11428. }
  11429. /**
  11430. * Computes the midpoint of the triangle.
  11431. *
  11432. * @param {Vector3} target - The target vector that is used to store the method's result.
  11433. * @return {Vector3} The triangle's midpoint.
  11434. */
  11435. getMidpoint( target ) {
  11436. return target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );
  11437. }
  11438. /**
  11439. * Computes the normal of the triangle.
  11440. *
  11441. * @param {Vector3} target - The target vector that is used to store the method's result.
  11442. * @return {Vector3} The triangle's normal.
  11443. */
  11444. getNormal( target ) {
  11445. return Triangle.getNormal( this.a, this.b, this.c, target );
  11446. }
  11447. /**
  11448. * Computes a plane the triangle lies within.
  11449. *
  11450. * @param {Plane} target - The target vector that is used to store the method's result.
  11451. * @return {Plane} The plane the triangle lies within.
  11452. */
  11453. getPlane( target ) {
  11454. return target.setFromCoplanarPoints( this.a, this.b, this.c );
  11455. }
  11456. /**
  11457. * Computes a barycentric coordinates from the given vector.
  11458. * Returns `null` if the triangle is degenerate.
  11459. *
  11460. * @param {Vector3} point - A point in 3D space.
  11461. * @param {Vector3} target - The target vector that is used to store the method's result.
  11462. * @return {?Vector3} The barycentric coordinates for the given point
  11463. */
  11464. getBarycoord( point, target ) {
  11465. return Triangle.getBarycoord( point, this.a, this.b, this.c, target );
  11466. }
  11467. /**
  11468. * Computes the value barycentrically interpolated for the given point on the
  11469. * triangle. Returns `null` if the triangle is degenerate.
  11470. *
  11471. * @param {Vector3} point - Position of interpolated point.
  11472. * @param {Vector3} v1 - Value to interpolate of first vertex.
  11473. * @param {Vector3} v2 - Value to interpolate of second vertex.
  11474. * @param {Vector3} v3 - Value to interpolate of third vertex.
  11475. * @param {Vector3} target - The target vector that is used to store the method's result.
  11476. * @return {?Vector3} The interpolated value.
  11477. */
  11478. getInterpolation( point, v1, v2, v3, target ) {
  11479. return Triangle.getInterpolation( point, this.a, this.b, this.c, v1, v2, v3, target );
  11480. }
  11481. /**
  11482. * Returns `true` if the given point, when projected onto the plane of the
  11483. * triangle, lies within the triangle.
  11484. *
  11485. * @param {Vector3} point - The point in 3D space to test.
  11486. * @return {boolean} Whether the given point, when projected onto the plane of the
  11487. * triangle, lies within the triangle or not.
  11488. */
  11489. containsPoint( point ) {
  11490. return Triangle.containsPoint( point, this.a, this.b, this.c );
  11491. }
  11492. /**
  11493. * Returns `true` if the triangle is oriented towards the given direction.
  11494. *
  11495. * @param {Vector3} direction - The (normalized) direction vector.
  11496. * @return {boolean} Whether the triangle is oriented towards the given direction or not.
  11497. */
  11498. isFrontFacing( direction ) {
  11499. return Triangle.isFrontFacing( this.a, this.b, this.c, direction );
  11500. }
  11501. /**
  11502. * Returns `true` if this triangle intersects with the given box.
  11503. *
  11504. * @param {Box3} box - The box to intersect.
  11505. * @return {boolean} Whether this triangle intersects with the given box or not.
  11506. */
  11507. intersectsBox( box ) {
  11508. return box.intersectsTriangle( this );
  11509. }
  11510. /**
  11511. * Returns the closest point on the triangle to the given point.
  11512. *
  11513. * @param {Vector3} p - The point to compute the closest point for.
  11514. * @param {Vector3} target - The target vector that is used to store the method's result.
  11515. * @return {Vector3} The closest point on the triangle.
  11516. */
  11517. closestPointToPoint( p, target ) {
  11518. const a = this.a, b = this.b, c = this.c;
  11519. let v, w;
  11520. // algorithm thanks to Real-Time Collision Detection by Christer Ericson,
  11521. // published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc.,
  11522. // under the accompanying license; see chapter 5.1.5 for detailed explanation.
  11523. // basically, we're distinguishing which of the voronoi regions of the triangle
  11524. // the point lies in with the minimum amount of redundant computation.
  11525. _vab.subVectors( b, a );
  11526. _vac.subVectors( c, a );
  11527. _vap.subVectors( p, a );
  11528. const d1 = _vab.dot( _vap );
  11529. const d2 = _vac.dot( _vap );
  11530. if ( d1 <= 0 && d2 <= 0 ) {
  11531. // vertex region of A; barycentric coords (1, 0, 0)
  11532. return target.copy( a );
  11533. }
  11534. _vbp.subVectors( p, b );
  11535. const d3 = _vab.dot( _vbp );
  11536. const d4 = _vac.dot( _vbp );
  11537. if ( d3 >= 0 && d4 <= d3 ) {
  11538. // vertex region of B; barycentric coords (0, 1, 0)
  11539. return target.copy( b );
  11540. }
  11541. const vc = d1 * d4 - d3 * d2;
  11542. if ( vc <= 0 && d1 >= 0 && d3 <= 0 ) {
  11543. v = d1 / ( d1 - d3 );
  11544. // edge region of AB; barycentric coords (1-v, v, 0)
  11545. return target.copy( a ).addScaledVector( _vab, v );
  11546. }
  11547. _vcp.subVectors( p, c );
  11548. const d5 = _vab.dot( _vcp );
  11549. const d6 = _vac.dot( _vcp );
  11550. if ( d6 >= 0 && d5 <= d6 ) {
  11551. // vertex region of C; barycentric coords (0, 0, 1)
  11552. return target.copy( c );
  11553. }
  11554. const vb = d5 * d2 - d1 * d6;
  11555. if ( vb <= 0 && d2 >= 0 && d6 <= 0 ) {
  11556. w = d2 / ( d2 - d6 );
  11557. // edge region of AC; barycentric coords (1-w, 0, w)
  11558. return target.copy( a ).addScaledVector( _vac, w );
  11559. }
  11560. const va = d3 * d6 - d5 * d4;
  11561. if ( va <= 0 && ( d4 - d3 ) >= 0 && ( d5 - d6 ) >= 0 ) {
  11562. _vbc.subVectors( c, b );
  11563. w = ( d4 - d3 ) / ( ( d4 - d3 ) + ( d5 - d6 ) );
  11564. // edge region of BC; barycentric coords (0, 1-w, w)
  11565. return target.copy( b ).addScaledVector( _vbc, w ); // edge region of BC
  11566. }
  11567. // face region
  11568. const denom = 1 / ( va + vb + vc );
  11569. // u = va * denom
  11570. v = vb * denom;
  11571. w = vc * denom;
  11572. return target.copy( a ).addScaledVector( _vab, v ).addScaledVector( _vac, w );
  11573. }
  11574. /**
  11575. * Returns `true` if this triangle is equal with the given one.
  11576. *
  11577. * @param {Triangle} triangle - The triangle to test for equality.
  11578. * @return {boolean} Whether this triangle is equal with the given one.
  11579. */
  11580. equals( triangle ) {
  11581. return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );
  11582. }
  11583. }
  11584. const _colorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,
  11585. 'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,
  11586. 'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,
  11587. 'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,
  11588. 'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,
  11589. 'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,
  11590. 'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,
  11591. 'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,
  11592. 'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,
  11593. 'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,
  11594. 'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,
  11595. 'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,
  11596. 'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,
  11597. 'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,
  11598. 'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,
  11599. 'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,
  11600. 'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,
  11601. 'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,
  11602. 'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,
  11603. 'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'rebeccapurple': 0x663399, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,
  11604. 'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,
  11605. 'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,
  11606. 'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,
  11607. 'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };
  11608. const _hslA = { h: 0, s: 0, l: 0 };
  11609. const _hslB = { h: 0, s: 0, l: 0 };
  11610. function hue2rgb( p, q, t ) {
  11611. if ( t < 0 ) t += 1;
  11612. if ( t > 1 ) t -= 1;
  11613. if ( t < 1 / 6 ) return p + ( q - p ) * 6 * t;
  11614. if ( t < 1 / 2 ) return q;
  11615. if ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t );
  11616. return p;
  11617. }
  11618. /**
  11619. * A Color instance is represented by RGB components in the linear <i>working
  11620. * color space</i>, which defaults to `LinearSRGBColorSpace`. Inputs
  11621. * conventionally using `SRGBColorSpace` (such as hexadecimals and CSS
  11622. * strings) are converted to the working color space automatically.
  11623. *
  11624. * ```js
  11625. * // converted automatically from SRGBColorSpace to LinearSRGBColorSpace
  11626. * const color = new THREE.Color().setHex( 0x112233 );
  11627. * ```
  11628. * Source color spaces may be specified explicitly, to ensure correct conversions.
  11629. * ```js
  11630. * // assumed already LinearSRGBColorSpace; no conversion
  11631. * const color = new THREE.Color().setRGB( 0.5, 0.5, 0.5 );
  11632. *
  11633. * // converted explicitly from SRGBColorSpace to LinearSRGBColorSpace
  11634. * const color = new THREE.Color().setRGB( 0.5, 0.5, 0.5, SRGBColorSpace );
  11635. * ```
  11636. * If THREE.ColorManagement is disabled, no conversions occur. For details,
  11637. * see <i>Color management</i>. Iterating through a Color instance will yield
  11638. * its components (r, g, b) in the corresponding order. A Color can be initialised
  11639. * in any of the following ways:
  11640. * ```js
  11641. * //empty constructor - will default white
  11642. * const color1 = new THREE.Color();
  11643. *
  11644. * //Hexadecimal color (recommended)
  11645. * const color2 = new THREE.Color( 0xff0000 );
  11646. *
  11647. * //RGB string
  11648. * const color3 = new THREE.Color("rgb(255, 0, 0)");
  11649. * const color4 = new THREE.Color("rgb(100%, 0%, 0%)");
  11650. *
  11651. * //X11 color name - all 140 color names are supported.
  11652. * //Note the lack of CamelCase in the name
  11653. * const color5 = new THREE.Color( 'skyblue' );
  11654. * //HSL string
  11655. * const color6 = new THREE.Color("hsl(0, 100%, 50%)");
  11656. *
  11657. * //Separate RGB values between 0 and 1
  11658. * const color7 = new THREE.Color( 1, 0, 0 );
  11659. * ```
  11660. */
  11661. class Color {
  11662. /**
  11663. * Constructs a new color.
  11664. *
  11665. * Note that standard method of specifying color in three.js is with a hexadecimal triplet,
  11666. * and that method is used throughout the rest of the documentation.
  11667. *
  11668. * @param {(number|string|Color)} [r] - The red component of the color. If `g` and `b` are
  11669. * not provided, it can be hexadecimal triplet, a CSS-style string or another `Color` instance.
  11670. * @param {number} [g] - The green component.
  11671. * @param {number} [b] - The blue component.
  11672. */
  11673. constructor( r, g, b ) {
  11674. /**
  11675. * This flag can be used for type testing.
  11676. *
  11677. * @type {boolean}
  11678. * @readonly
  11679. * @default true
  11680. */
  11681. this.isColor = true;
  11682. /**
  11683. * The red component.
  11684. *
  11685. * @type {number}
  11686. * @default 1
  11687. */
  11688. this.r = 1;
  11689. /**
  11690. * The green component.
  11691. *
  11692. * @type {number}
  11693. * @default 1
  11694. */
  11695. this.g = 1;
  11696. /**
  11697. * The blue component.
  11698. *
  11699. * @type {number}
  11700. * @default 1
  11701. */
  11702. this.b = 1;
  11703. return this.set( r, g, b );
  11704. }
  11705. /**
  11706. * Sets the colors's components from the given values.
  11707. *
  11708. * @param {(number|string|Color)} [r] - The red component of the color. If `g` and `b` are
  11709. * not provided, it can be hexadecimal triplet, a CSS-style string or another `Color` instance.
  11710. * @param {number} [g] - The green component.
  11711. * @param {number} [b] - The blue component.
  11712. * @return {Color} A reference to this color.
  11713. */
  11714. set( r, g, b ) {
  11715. if ( g === undefined && b === undefined ) {
  11716. // r is THREE.Color, hex or string
  11717. const value = r;
  11718. if ( value && value.isColor ) {
  11719. this.copy( value );
  11720. } else if ( typeof value === 'number' ) {
  11721. this.setHex( value );
  11722. } else if ( typeof value === 'string' ) {
  11723. this.setStyle( value );
  11724. }
  11725. } else {
  11726. this.setRGB( r, g, b );
  11727. }
  11728. return this;
  11729. }
  11730. /**
  11731. * Sets the colors's components to the given scalar value.
  11732. *
  11733. * @param {number} scalar - The scalar value.
  11734. * @return {Color} A reference to this color.
  11735. */
  11736. setScalar( scalar ) {
  11737. this.r = scalar;
  11738. this.g = scalar;
  11739. this.b = scalar;
  11740. return this;
  11741. }
  11742. /**
  11743. * Sets this color from a hexadecimal value.
  11744. *
  11745. * @param {number} hex - The hexadecimal value.
  11746. * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  11747. * @return {Color} A reference to this color.
  11748. */
  11749. setHex( hex, colorSpace = SRGBColorSpace ) {
  11750. hex = Math.floor( hex );
  11751. this.r = ( hex >> 16 & 255 ) / 255;
  11752. this.g = ( hex >> 8 & 255 ) / 255;
  11753. this.b = ( hex & 255 ) / 255;
  11754. ColorManagement.colorSpaceToWorking( this, colorSpace );
  11755. return this;
  11756. }
  11757. /**
  11758. * Sets this color from RGB values.
  11759. *
  11760. * @param {number} r - Red channel value between `0.0` and `1.0`.
  11761. * @param {number} g - Green channel value between `0.0` and `1.0`.
  11762. * @param {number} b - Blue channel value between `0.0` and `1.0`.
  11763. * @param {string} [colorSpace=ColorManagement.workingColorSpace] - The color space.
  11764. * @return {Color} A reference to this color.
  11765. */
  11766. setRGB( r, g, b, colorSpace = ColorManagement.workingColorSpace ) {
  11767. this.r = r;
  11768. this.g = g;
  11769. this.b = b;
  11770. ColorManagement.colorSpaceToWorking( this, colorSpace );
  11771. return this;
  11772. }
  11773. /**
  11774. * Sets this color from RGB values.
  11775. *
  11776. * @param {number} h - Hue value between `0.0` and `1.0`.
  11777. * @param {number} s - Saturation value between `0.0` and `1.0`.
  11778. * @param {number} l - Lightness value between `0.0` and `1.0`.
  11779. * @param {string} [colorSpace=ColorManagement.workingColorSpace] - The color space.
  11780. * @return {Color} A reference to this color.
  11781. */
  11782. setHSL( h, s, l, colorSpace = ColorManagement.workingColorSpace ) {
  11783. // h,s,l ranges are in 0.0 - 1.0
  11784. h = euclideanModulo( h, 1 );
  11785. s = clamp( s, 0, 1 );
  11786. l = clamp( l, 0, 1 );
  11787. if ( s === 0 ) {
  11788. this.r = this.g = this.b = l;
  11789. } else {
  11790. const p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );
  11791. const q = ( 2 * l ) - p;
  11792. this.r = hue2rgb( q, p, h + 1 / 3 );
  11793. this.g = hue2rgb( q, p, h );
  11794. this.b = hue2rgb( q, p, h - 1 / 3 );
  11795. }
  11796. ColorManagement.colorSpaceToWorking( this, colorSpace );
  11797. return this;
  11798. }
  11799. /**
  11800. * Sets this color from a CSS-style string. For example, `rgb(250, 0,0)`,
  11801. * `rgb(100%, 0%, 0%)`, `hsl(0, 100%, 50%)`, `#ff0000`, `#f00`, or `red` ( or
  11802. * any [X11 color name]{@link https://en.wikipedia.org/wiki/X11_color_names#Color_name_chart} -
  11803. * all 140 color names are supported).
  11804. *
  11805. * @param {string} style - Color as a CSS-style string.
  11806. * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  11807. * @return {Color} A reference to this color.
  11808. */
  11809. setStyle( style, colorSpace = SRGBColorSpace ) {
  11810. function handleAlpha( string ) {
  11811. if ( string === undefined ) return;
  11812. if ( parseFloat( string ) < 1 ) {
  11813. warn( 'Color: Alpha component of ' + style + ' will be ignored.' );
  11814. }
  11815. }
  11816. let m;
  11817. if ( m = /^(\w+)\(([^\)]*)\)/.exec( style ) ) {
  11818. // rgb / hsl
  11819. let color;
  11820. const name = m[ 1 ];
  11821. const components = m[ 2 ];
  11822. switch ( name ) {
  11823. case 'rgb':
  11824. case 'rgba':
  11825. if ( color = /^\s*(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) {
  11826. // rgb(255,0,0) rgba(255,0,0,0.5)
  11827. handleAlpha( color[ 4 ] );
  11828. return this.setRGB(
  11829. Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255,
  11830. Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255,
  11831. Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255,
  11832. colorSpace
  11833. );
  11834. }
  11835. if ( color = /^\s*(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) {
  11836. // rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)
  11837. handleAlpha( color[ 4 ] );
  11838. return this.setRGB(
  11839. Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100,
  11840. Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100,
  11841. Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100,
  11842. colorSpace
  11843. );
  11844. }
  11845. break;
  11846. case 'hsl':
  11847. case 'hsla':
  11848. if ( color = /^\s*(\d*\.?\d+)\s*,\s*(\d*\.?\d+)\%\s*,\s*(\d*\.?\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) {
  11849. // hsl(120,50%,50%) hsla(120,50%,50%,0.5)
  11850. handleAlpha( color[ 4 ] );
  11851. return this.setHSL(
  11852. parseFloat( color[ 1 ] ) / 360,
  11853. parseFloat( color[ 2 ] ) / 100,
  11854. parseFloat( color[ 3 ] ) / 100,
  11855. colorSpace
  11856. );
  11857. }
  11858. break;
  11859. default:
  11860. warn( 'Color: Unknown color model ' + style );
  11861. }
  11862. } else if ( m = /^\#([A-Fa-f\d]+)$/.exec( style ) ) {
  11863. // hex color
  11864. const hex = m[ 1 ];
  11865. const size = hex.length;
  11866. if ( size === 3 ) {
  11867. // #ff0
  11868. return this.setRGB(
  11869. parseInt( hex.charAt( 0 ), 16 ) / 15,
  11870. parseInt( hex.charAt( 1 ), 16 ) / 15,
  11871. parseInt( hex.charAt( 2 ), 16 ) / 15,
  11872. colorSpace
  11873. );
  11874. } else if ( size === 6 ) {
  11875. // #ff0000
  11876. return this.setHex( parseInt( hex, 16 ), colorSpace );
  11877. } else {
  11878. warn( 'Color: Invalid hex color ' + style );
  11879. }
  11880. } else if ( style && style.length > 0 ) {
  11881. return this.setColorName( style, colorSpace );
  11882. }
  11883. return this;
  11884. }
  11885. /**
  11886. * Sets this color from a color name. Faster than {@link Color#setStyle} if
  11887. * you don't need the other CSS-style formats.
  11888. *
  11889. * For convenience, the list of names is exposed in `Color.NAMES` as a hash.
  11890. * ```js
  11891. * Color.NAMES.aliceblue // returns 0xF0F8FF
  11892. * ```
  11893. *
  11894. * @param {string} style - The color name.
  11895. * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  11896. * @return {Color} A reference to this color.
  11897. */
  11898. setColorName( style, colorSpace = SRGBColorSpace ) {
  11899. // color keywords
  11900. const hex = _colorKeywords[ style.toLowerCase() ];
  11901. if ( hex !== undefined ) {
  11902. // red
  11903. this.setHex( hex, colorSpace );
  11904. } else {
  11905. // unknown color
  11906. warn( 'Color: Unknown color ' + style );
  11907. }
  11908. return this;
  11909. }
  11910. /**
  11911. * Returns a new color with copied values from this instance.
  11912. *
  11913. * @return {Color} A clone of this instance.
  11914. */
  11915. clone() {
  11916. return new this.constructor( this.r, this.g, this.b );
  11917. }
  11918. /**
  11919. * Copies the values of the given color to this instance.
  11920. *
  11921. * @param {Color} color - The color to copy.
  11922. * @return {Color} A reference to this color.
  11923. */
  11924. copy( color ) {
  11925. this.r = color.r;
  11926. this.g = color.g;
  11927. this.b = color.b;
  11928. return this;
  11929. }
  11930. /**
  11931. * Copies the given color into this color, and then converts this color from
  11932. * `SRGBColorSpace` to `LinearSRGBColorSpace`.
  11933. *
  11934. * @param {Color} color - The color to copy/convert.
  11935. * @return {Color} A reference to this color.
  11936. */
  11937. copySRGBToLinear( color ) {
  11938. this.r = SRGBToLinear( color.r );
  11939. this.g = SRGBToLinear( color.g );
  11940. this.b = SRGBToLinear( color.b );
  11941. return this;
  11942. }
  11943. /**
  11944. * Copies the given color into this color, and then converts this color from
  11945. * `LinearSRGBColorSpace` to `SRGBColorSpace`.
  11946. *
  11947. * @param {Color} color - The color to copy/convert.
  11948. * @return {Color} A reference to this color.
  11949. */
  11950. copyLinearToSRGB( color ) {
  11951. this.r = LinearToSRGB( color.r );
  11952. this.g = LinearToSRGB( color.g );
  11953. this.b = LinearToSRGB( color.b );
  11954. return this;
  11955. }
  11956. /**
  11957. * Converts this color from `SRGBColorSpace` to `LinearSRGBColorSpace`.
  11958. *
  11959. * @return {Color} A reference to this color.
  11960. */
  11961. convertSRGBToLinear() {
  11962. this.copySRGBToLinear( this );
  11963. return this;
  11964. }
  11965. /**
  11966. * Converts this color from `LinearSRGBColorSpace` to `SRGBColorSpace`.
  11967. *
  11968. * @return {Color} A reference to this color.
  11969. */
  11970. convertLinearToSRGB() {
  11971. this.copyLinearToSRGB( this );
  11972. return this;
  11973. }
  11974. /**
  11975. * Returns the hexadecimal value of this color.
  11976. *
  11977. * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  11978. * @return {number} The hexadecimal value.
  11979. */
  11980. getHex( colorSpace = SRGBColorSpace ) {
  11981. ColorManagement.workingToColorSpace( _color.copy( this ), colorSpace );
  11982. 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 ) );
  11983. }
  11984. /**
  11985. * Returns the hexadecimal value of this color as a string (for example, 'FFFFFF').
  11986. *
  11987. * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  11988. * @return {string} The hexadecimal value as a string.
  11989. */
  11990. getHexString( colorSpace = SRGBColorSpace ) {
  11991. return ( '000000' + this.getHex( colorSpace ).toString( 16 ) ).slice( -6 );
  11992. }
  11993. /**
  11994. * Converts the colors RGB values into the HSL format and stores them into the
  11995. * given target object.
  11996. *
  11997. * @param {{h:number,s:number,l:number}} target - The target object that is used to store the method's result.
  11998. * @param {string} [colorSpace=ColorManagement.workingColorSpace] - The color space.
  11999. * @return {{h:number,s:number,l:number}} The HSL representation of this color.
  12000. */
  12001. getHSL( target, colorSpace = ColorManagement.workingColorSpace ) {
  12002. // h,s,l ranges are in 0.0 - 1.0
  12003. ColorManagement.workingToColorSpace( _color.copy( this ), colorSpace );
  12004. const r = _color.r, g = _color.g, b = _color.b;
  12005. const max = Math.max( r, g, b );
  12006. const min = Math.min( r, g, b );
  12007. let hue, saturation;
  12008. const lightness = ( min + max ) / 2.0;
  12009. if ( min === max ) {
  12010. hue = 0;
  12011. saturation = 0;
  12012. } else {
  12013. const delta = max - min;
  12014. saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );
  12015. switch ( max ) {
  12016. case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;
  12017. case g: hue = ( b - r ) / delta + 2; break;
  12018. case b: hue = ( r - g ) / delta + 4; break;
  12019. }
  12020. hue /= 6;
  12021. }
  12022. target.h = hue;
  12023. target.s = saturation;
  12024. target.l = lightness;
  12025. return target;
  12026. }
  12027. /**
  12028. * Returns the RGB values of this color and stores them into the given target object.
  12029. *
  12030. * @param {Color} target - The target color that is used to store the method's result.
  12031. * @param {string} [colorSpace=ColorManagement.workingColorSpace] - The color space.
  12032. * @return {Color} The RGB representation of this color.
  12033. */
  12034. getRGB( target, colorSpace = ColorManagement.workingColorSpace ) {
  12035. ColorManagement.workingToColorSpace( _color.copy( this ), colorSpace );
  12036. target.r = _color.r;
  12037. target.g = _color.g;
  12038. target.b = _color.b;
  12039. return target;
  12040. }
  12041. /**
  12042. * Returns the value of this color as a CSS style string. Example: `rgb(255,0,0)`.
  12043. *
  12044. * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  12045. * @return {string} The CSS representation of this color.
  12046. */
  12047. getStyle( colorSpace = SRGBColorSpace ) {
  12048. ColorManagement.workingToColorSpace( _color.copy( this ), colorSpace );
  12049. const r = _color.r, g = _color.g, b = _color.b;
  12050. if ( colorSpace !== SRGBColorSpace ) {
  12051. // Requires CSS Color Module Level 4 (https://www.w3.org/TR/css-color-4/).
  12052. return `color(${ colorSpace } ${ r.toFixed( 3 ) } ${ g.toFixed( 3 ) } ${ b.toFixed( 3 ) })`;
  12053. }
  12054. return `rgb(${ Math.round( r * 255 ) },${ Math.round( g * 255 ) },${ Math.round( b * 255 ) })`;
  12055. }
  12056. /**
  12057. * Adds the given HSL values to this color's values.
  12058. * Internally, this converts the color's RGB values to HSL, adds HSL
  12059. * and then converts the color back to RGB.
  12060. *
  12061. * @param {number} h - Hue value between `0.0` and `1.0`.
  12062. * @param {number} s - Saturation value between `0.0` and `1.0`.
  12063. * @param {number} l - Lightness value between `0.0` and `1.0`.
  12064. * @return {Color} A reference to this color.
  12065. */
  12066. offsetHSL( h, s, l ) {
  12067. this.getHSL( _hslA );
  12068. return this.setHSL( _hslA.h + h, _hslA.s + s, _hslA.l + l );
  12069. }
  12070. /**
  12071. * Adds the RGB values of the given color to the RGB values of this color.
  12072. *
  12073. * @param {Color} color - The color to add.
  12074. * @return {Color} A reference to this color.
  12075. */
  12076. add( color ) {
  12077. this.r += color.r;
  12078. this.g += color.g;
  12079. this.b += color.b;
  12080. return this;
  12081. }
  12082. /**
  12083. * Adds the RGB values of the given colors and stores the result in this instance.
  12084. *
  12085. * @param {Color} color1 - The first color.
  12086. * @param {Color} color2 - The second color.
  12087. * @return {Color} A reference to this color.
  12088. */
  12089. addColors( color1, color2 ) {
  12090. this.r = color1.r + color2.r;
  12091. this.g = color1.g + color2.g;
  12092. this.b = color1.b + color2.b;
  12093. return this;
  12094. }
  12095. /**
  12096. * Adds the given scalar value to the RGB values of this color.
  12097. *
  12098. * @param {number} s - The scalar to add.
  12099. * @return {Color} A reference to this color.
  12100. */
  12101. addScalar( s ) {
  12102. this.r += s;
  12103. this.g += s;
  12104. this.b += s;
  12105. return this;
  12106. }
  12107. /**
  12108. * Subtracts the RGB values of the given color from the RGB values of this color.
  12109. *
  12110. * @param {Color} color - The color to subtract.
  12111. * @return {Color} A reference to this color.
  12112. */
  12113. sub( color ) {
  12114. this.r = Math.max( 0, this.r - color.r );
  12115. this.g = Math.max( 0, this.g - color.g );
  12116. this.b = Math.max( 0, this.b - color.b );
  12117. return this;
  12118. }
  12119. /**
  12120. * Multiplies the RGB values of the given color with the RGB values of this color.
  12121. *
  12122. * @param {Color} color - The color to multiply.
  12123. * @return {Color} A reference to this color.
  12124. */
  12125. multiply( color ) {
  12126. this.r *= color.r;
  12127. this.g *= color.g;
  12128. this.b *= color.b;
  12129. return this;
  12130. }
  12131. /**
  12132. * Multiplies the given scalar value with the RGB values of this color.
  12133. *
  12134. * @param {number} s - The scalar to multiply.
  12135. * @return {Color} A reference to this color.
  12136. */
  12137. multiplyScalar( s ) {
  12138. this.r *= s;
  12139. this.g *= s;
  12140. this.b *= s;
  12141. return this;
  12142. }
  12143. /**
  12144. * Linearly interpolates this color's RGB values toward the RGB values of the
  12145. * given color. The alpha argument can be thought of as the ratio between
  12146. * the two colors, where `0.0` is this color and `1.0` is the first argument.
  12147. *
  12148. * @param {Color} color - The color to converge on.
  12149. * @param {number} alpha - The interpolation factor in the closed interval `[0,1]`.
  12150. * @return {Color} A reference to this color.
  12151. */
  12152. lerp( color, alpha ) {
  12153. this.r += ( color.r - this.r ) * alpha;
  12154. this.g += ( color.g - this.g ) * alpha;
  12155. this.b += ( color.b - this.b ) * alpha;
  12156. return this;
  12157. }
  12158. /**
  12159. * Linearly interpolates between the given colors and stores the result in this instance.
  12160. * The alpha argument can be thought of as the ratio between the two colors, where `0.0`
  12161. * is the first and `1.0` is the second color.
  12162. *
  12163. * @param {Color} color1 - The first color.
  12164. * @param {Color} color2 - The second color.
  12165. * @param {number} alpha - The interpolation factor in the closed interval `[0,1]`.
  12166. * @return {Color} A reference to this color.
  12167. */
  12168. lerpColors( color1, color2, alpha ) {
  12169. this.r = color1.r + ( color2.r - color1.r ) * alpha;
  12170. this.g = color1.g + ( color2.g - color1.g ) * alpha;
  12171. this.b = color1.b + ( color2.b - color1.b ) * alpha;
  12172. return this;
  12173. }
  12174. /**
  12175. * Linearly interpolates this color's HSL values toward the HSL values of the
  12176. * given color. It differs from {@link Color#lerp} by not interpolating straight
  12177. * from one color to the other, but instead going through all the hues in between
  12178. * those two colors. The alpha argument can be thought of as the ratio between
  12179. * the two colors, where 0.0 is this color and 1.0 is the first argument.
  12180. *
  12181. * @param {Color} color - The color to converge on.
  12182. * @param {number} alpha - The interpolation factor in the closed interval `[0,1]`.
  12183. * @return {Color} A reference to this color.
  12184. */
  12185. lerpHSL( color, alpha ) {
  12186. this.getHSL( _hslA );
  12187. color.getHSL( _hslB );
  12188. const h = lerp( _hslA.h, _hslB.h, alpha );
  12189. const s = lerp( _hslA.s, _hslB.s, alpha );
  12190. const l = lerp( _hslA.l, _hslB.l, alpha );
  12191. this.setHSL( h, s, l );
  12192. return this;
  12193. }
  12194. /**
  12195. * Sets the color's RGB components from the given 3D vector.
  12196. *
  12197. * @param {Vector3} v - The vector to set.
  12198. * @return {Color} A reference to this color.
  12199. */
  12200. setFromVector3( v ) {
  12201. this.r = v.x;
  12202. this.g = v.y;
  12203. this.b = v.z;
  12204. return this;
  12205. }
  12206. /**
  12207. * Transforms this color with the given 3x3 matrix.
  12208. *
  12209. * @param {Matrix3} m - The matrix.
  12210. * @return {Color} A reference to this color.
  12211. */
  12212. applyMatrix3( m ) {
  12213. const r = this.r, g = this.g, b = this.b;
  12214. const e = m.elements;
  12215. this.r = e[ 0 ] * r + e[ 3 ] * g + e[ 6 ] * b;
  12216. this.g = e[ 1 ] * r + e[ 4 ] * g + e[ 7 ] * b;
  12217. this.b = e[ 2 ] * r + e[ 5 ] * g + e[ 8 ] * b;
  12218. return this;
  12219. }
  12220. /**
  12221. * Returns `true` if this color is equal with the given one.
  12222. *
  12223. * @param {Color} c - The color to test for equality.
  12224. * @return {boolean} Whether this bounding color is equal with the given one.
  12225. */
  12226. equals( c ) {
  12227. return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );
  12228. }
  12229. /**
  12230. * Sets this color's RGB components from the given array.
  12231. *
  12232. * @param {Array<number>} array - An array holding the RGB values.
  12233. * @param {number} [offset=0] - The offset into the array.
  12234. * @return {Color} A reference to this color.
  12235. */
  12236. fromArray( array, offset = 0 ) {
  12237. this.r = array[ offset ];
  12238. this.g = array[ offset + 1 ];
  12239. this.b = array[ offset + 2 ];
  12240. return this;
  12241. }
  12242. /**
  12243. * Writes the RGB components of this color to the given array. If no array is provided,
  12244. * the method returns a new instance.
  12245. *
  12246. * @param {Array<number>} [array=[]] - The target array holding the color components.
  12247. * @param {number} [offset=0] - Index of the first element in the array.
  12248. * @return {Array<number>} The color components.
  12249. */
  12250. toArray( array = [], offset = 0 ) {
  12251. array[ offset ] = this.r;
  12252. array[ offset + 1 ] = this.g;
  12253. array[ offset + 2 ] = this.b;
  12254. return array;
  12255. }
  12256. /**
  12257. * Sets the components of this color from the given buffer attribute.
  12258. *
  12259. * @param {BufferAttribute} attribute - The buffer attribute holding color data.
  12260. * @param {number} index - The index into the attribute.
  12261. * @return {Color} A reference to this color.
  12262. */
  12263. fromBufferAttribute( attribute, index ) {
  12264. this.r = attribute.getX( index );
  12265. this.g = attribute.getY( index );
  12266. this.b = attribute.getZ( index );
  12267. return this;
  12268. }
  12269. /**
  12270. * This methods defines the serialization result of this class. Returns the color
  12271. * as a hexadecimal value.
  12272. *
  12273. * @return {number} The hexadecimal value.
  12274. */
  12275. toJSON() {
  12276. return this.getHex();
  12277. }
  12278. *[ Symbol.iterator ]() {
  12279. yield this.r;
  12280. yield this.g;
  12281. yield this.b;
  12282. }
  12283. }
  12284. const _color = /*@__PURE__*/ new Color();
  12285. /**
  12286. * A dictionary with X11 color names.
  12287. *
  12288. * Note that multiple words such as Dark Orange become the string 'darkorange'.
  12289. *
  12290. * @static
  12291. * @type {Object}
  12292. */
  12293. Color.NAMES = _colorKeywords;
  12294. let _materialId = 0;
  12295. /**
  12296. * Abstract base class for materials.
  12297. *
  12298. * Materials define the appearance of renderable 3D objects.
  12299. *
  12300. * @abstract
  12301. * @augments EventDispatcher
  12302. */
  12303. class Material extends EventDispatcher {
  12304. /**
  12305. * Constructs a new material.
  12306. */
  12307. constructor() {
  12308. super();
  12309. /**
  12310. * This flag can be used for type testing.
  12311. *
  12312. * @type {boolean}
  12313. * @readonly
  12314. * @default true
  12315. */
  12316. this.isMaterial = true;
  12317. /**
  12318. * The ID of the material.
  12319. *
  12320. * @name Material#id
  12321. * @type {number}
  12322. * @readonly
  12323. */
  12324. Object.defineProperty( this, 'id', { value: _materialId ++ } );
  12325. /**
  12326. * The UUID of the material.
  12327. *
  12328. * @type {string}
  12329. * @readonly
  12330. */
  12331. this.uuid = generateUUID();
  12332. /**
  12333. * The name of the material.
  12334. *
  12335. * @type {string}
  12336. */
  12337. this.name = '';
  12338. /**
  12339. * The type property is used for detecting the object type
  12340. * in context of serialization/deserialization.
  12341. *
  12342. * @type {string}
  12343. * @readonly
  12344. */
  12345. this.type = 'Material';
  12346. /**
  12347. * Defines the blending type of the material.
  12348. *
  12349. * It must be set to `CustomBlending` if custom blending properties like
  12350. * {@link Material#blendSrc}, {@link Material#blendDst} or {@link Material#blendEquation}
  12351. * should have any effect.
  12352. *
  12353. * @type {(NoBlending|NormalBlending|AdditiveBlending|SubtractiveBlending|MultiplyBlending|CustomBlending)}
  12354. * @default NormalBlending
  12355. */
  12356. this.blending = NormalBlending;
  12357. /**
  12358. * Defines which side of faces will be rendered - front, back or both.
  12359. *
  12360. * @type {(FrontSide|BackSide|DoubleSide)}
  12361. * @default FrontSide
  12362. */
  12363. this.side = FrontSide;
  12364. /**
  12365. * If set to `true`, vertex colors should be used.
  12366. *
  12367. * The engine supports RGB and RGBA vertex colors depending on whether a three (RGB) or
  12368. * four (RGBA) component color buffer attribute is used.
  12369. *
  12370. * @type {boolean}
  12371. * @default false
  12372. */
  12373. this.vertexColors = false;
  12374. /**
  12375. * Defines how transparent the material is.
  12376. * A value of `0.0` indicates fully transparent, `1.0` is fully opaque.
  12377. *
  12378. * If the {@link Material#transparent} is not set to `true`,
  12379. * the material will remain fully opaque and this value will only affect its color.
  12380. *
  12381. * @type {number}
  12382. * @default 1
  12383. */
  12384. this.opacity = 1;
  12385. /**
  12386. * Defines whether this material is transparent. This has an effect on
  12387. * rendering as transparent objects need special treatment and are rendered
  12388. * after non-transparent objects.
  12389. *
  12390. * When set to true, the extent to which the material is transparent is
  12391. * controlled by {@link Material#opacity}.
  12392. *
  12393. * @type {boolean}
  12394. * @default false
  12395. */
  12396. this.transparent = false;
  12397. /**
  12398. * Enables alpha hashed transparency, an alternative to {@link Material#transparent} or
  12399. * {@link Material#alphaTest}. The material will not be rendered if opacity is lower than
  12400. * a random threshold. Randomization introduces some grain or noise, but approximates alpha
  12401. * blending without the associated problems of sorting. Using TAA can reduce the resulting noise.
  12402. *
  12403. * @type {boolean}
  12404. * @default false
  12405. */
  12406. this.alphaHash = false;
  12407. /**
  12408. * Defines the blending source factor.
  12409. *
  12410. * @type {(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)}
  12411. * @default SrcAlphaFactor
  12412. */
  12413. this.blendSrc = SrcAlphaFactor;
  12414. /**
  12415. * Defines the blending destination factor.
  12416. *
  12417. * @type {(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)}
  12418. * @default OneMinusSrcAlphaFactor
  12419. */
  12420. this.blendDst = OneMinusSrcAlphaFactor;
  12421. /**
  12422. * Defines the blending equation.
  12423. *
  12424. * @type {(AddEquation|SubtractEquation|ReverseSubtractEquation|MinEquation|MaxEquation)}
  12425. * @default AddEquation
  12426. */
  12427. this.blendEquation = AddEquation;
  12428. /**
  12429. * Defines the blending source alpha factor.
  12430. *
  12431. * @type {?(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)}
  12432. * @default null
  12433. */
  12434. this.blendSrcAlpha = null;
  12435. /**
  12436. * Defines the blending destination alpha factor.
  12437. *
  12438. * @type {?(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)}
  12439. * @default null
  12440. */
  12441. this.blendDstAlpha = null;
  12442. /**
  12443. * Defines the blending equation of the alpha channel.
  12444. *
  12445. * @type {?(AddEquation|SubtractEquation|ReverseSubtractEquation|MinEquation|MaxEquation)}
  12446. * @default null
  12447. */
  12448. this.blendEquationAlpha = null;
  12449. /**
  12450. * Represents the RGB values of the constant blend color.
  12451. *
  12452. * This property has only an effect when using custom blending with `ConstantColor` or `OneMinusConstantColor`.
  12453. *
  12454. * @type {Color}
  12455. * @default (0,0,0)
  12456. */
  12457. this.blendColor = new Color( 0, 0, 0 );
  12458. /**
  12459. * Represents the alpha value of the constant blend color.
  12460. *
  12461. * This property has only an effect when using custom blending with `ConstantAlpha` or `OneMinusConstantAlpha`.
  12462. *
  12463. * @type {number}
  12464. * @default 0
  12465. */
  12466. this.blendAlpha = 0;
  12467. /**
  12468. * Defines the depth function.
  12469. *
  12470. * @type {(NeverDepth|AlwaysDepth|LessDepth|LessEqualDepth|EqualDepth|GreaterEqualDepth|GreaterDepth|NotEqualDepth)}
  12471. * @default LessEqualDepth
  12472. */
  12473. this.depthFunc = LessEqualDepth;
  12474. /**
  12475. * Whether to have depth test enabled when rendering this material.
  12476. * When the depth test is disabled, the depth write will also be implicitly disabled.
  12477. *
  12478. * @type {boolean}
  12479. * @default true
  12480. */
  12481. this.depthTest = true;
  12482. /**
  12483. * Whether rendering this material has any effect on the depth buffer.
  12484. *
  12485. * When drawing 2D overlays it can be useful to disable the depth writing in
  12486. * order to layer several things together without creating z-index artifacts.
  12487. *
  12488. * @type {boolean}
  12489. * @default true
  12490. */
  12491. this.depthWrite = true;
  12492. /**
  12493. * The bit mask to use when writing to the stencil buffer.
  12494. *
  12495. * @type {number}
  12496. * @default 0xff
  12497. */
  12498. this.stencilWriteMask = 0xff;
  12499. /**
  12500. * The stencil comparison function to use.
  12501. *
  12502. * @type {NeverStencilFunc|LessStencilFunc|EqualStencilFunc|LessEqualStencilFunc|GreaterStencilFunc|NotEqualStencilFunc|GreaterEqualStencilFunc|AlwaysStencilFunc}
  12503. * @default AlwaysStencilFunc
  12504. */
  12505. this.stencilFunc = AlwaysStencilFunc;
  12506. /**
  12507. * The value to use when performing stencil comparisons or stencil operations.
  12508. *
  12509. * @type {number}
  12510. * @default 0
  12511. */
  12512. this.stencilRef = 0;
  12513. /**
  12514. * The bit mask to use when comparing against the stencil buffer.
  12515. *
  12516. * @type {number}
  12517. * @default 0xff
  12518. */
  12519. this.stencilFuncMask = 0xff;
  12520. /**
  12521. * Which stencil operation to perform when the comparison function returns `false`.
  12522. *
  12523. * @type {ZeroStencilOp|KeepStencilOp|ReplaceStencilOp|IncrementStencilOp|DecrementStencilOp|IncrementWrapStencilOp|DecrementWrapStencilOp|InvertStencilOp}
  12524. * @default KeepStencilOp
  12525. */
  12526. this.stencilFail = KeepStencilOp;
  12527. /**
  12528. * Which stencil operation to perform when the comparison function returns
  12529. * `true` but the depth test fails.
  12530. *
  12531. * @type {ZeroStencilOp|KeepStencilOp|ReplaceStencilOp|IncrementStencilOp|DecrementStencilOp|IncrementWrapStencilOp|DecrementWrapStencilOp|InvertStencilOp}
  12532. * @default KeepStencilOp
  12533. */
  12534. this.stencilZFail = KeepStencilOp;
  12535. /**
  12536. * Which stencil operation to perform when the comparison function returns
  12537. * `true` and the depth test passes.
  12538. *
  12539. * @type {ZeroStencilOp|KeepStencilOp|ReplaceStencilOp|IncrementStencilOp|DecrementStencilOp|IncrementWrapStencilOp|DecrementWrapStencilOp|InvertStencilOp}
  12540. * @default KeepStencilOp
  12541. */
  12542. this.stencilZPass = KeepStencilOp;
  12543. /**
  12544. * Whether stencil operations are performed against the stencil buffer. In
  12545. * order to perform writes or comparisons against the stencil buffer this
  12546. * value must be `true`.
  12547. *
  12548. * @type {boolean}
  12549. * @default false
  12550. */
  12551. this.stencilWrite = false;
  12552. /**
  12553. * User-defined clipping planes specified as THREE.Plane objects in world
  12554. * space. These planes apply to the objects this material is attached to.
  12555. * Points in space whose signed distance to the plane is negative are clipped
  12556. * (not rendered). This requires {@link WebGLRenderer#localClippingEnabled} to
  12557. * be `true`.
  12558. *
  12559. * @type {?Array<Plane>}
  12560. * @default null
  12561. */
  12562. this.clippingPlanes = null;
  12563. /**
  12564. * Changes the behavior of clipping planes so that only their intersection is
  12565. * clipped, rather than their union.
  12566. *
  12567. * @type {boolean}
  12568. * @default false
  12569. */
  12570. this.clipIntersection = false;
  12571. /**
  12572. * Defines whether to clip shadows according to the clipping planes specified
  12573. * on this material.
  12574. *
  12575. * @type {boolean}
  12576. * @default false
  12577. */
  12578. this.clipShadows = false;
  12579. /**
  12580. * Defines which side of faces cast shadows. If `null`, the side casting shadows
  12581. * is determined as follows:
  12582. *
  12583. * - When {@link Material#side} is set to `FrontSide`, the back side cast shadows.
  12584. * - When {@link Material#side} is set to `BackSide`, the front side cast shadows.
  12585. * - When {@link Material#side} is set to `DoubleSide`, both sides cast shadows.
  12586. *
  12587. * @type {?(FrontSide|BackSide|DoubleSide)}
  12588. * @default null
  12589. */
  12590. this.shadowSide = null;
  12591. /**
  12592. * Whether to render the material's color.
  12593. *
  12594. * This can be used in conjunction with {@link Object3D#renderOder} to create invisible
  12595. * objects that occlude other objects.
  12596. *
  12597. * @type {boolean}
  12598. * @default true
  12599. */
  12600. this.colorWrite = true;
  12601. /**
  12602. * Override the renderer's default precision for this material.
  12603. *
  12604. * @type {?('highp'|'mediump'|'lowp')}
  12605. * @default null
  12606. */
  12607. this.precision = null;
  12608. /**
  12609. * Whether to use polygon offset or not. When enabled, each fragment's depth value will
  12610. * be offset after it is interpolated from the depth values of the appropriate vertices.
  12611. * The offset is added before the depth test is performed and before the value is written
  12612. * into the depth buffer.
  12613. *
  12614. * Can be useful for rendering hidden-line images, for applying decals to surfaces, and for
  12615. * rendering solids with highlighted edges.
  12616. *
  12617. * @type {boolean}
  12618. * @default false
  12619. */
  12620. this.polygonOffset = false;
  12621. /**
  12622. * Specifies a scale factor that is used to create a variable depth offset for each polygon.
  12623. *
  12624. * @type {number}
  12625. * @default 0
  12626. */
  12627. this.polygonOffsetFactor = 0;
  12628. /**
  12629. * Is multiplied by an implementation-specific value to create a constant depth offset.
  12630. *
  12631. * @type {number}
  12632. * @default 0
  12633. */
  12634. this.polygonOffsetUnits = 0;
  12635. /**
  12636. * Whether to apply dithering to the color to remove the appearance of banding.
  12637. *
  12638. * @type {boolean}
  12639. * @default false
  12640. */
  12641. this.dithering = false;
  12642. /**
  12643. * Whether alpha to coverage should be enabled or not. Can only be used with MSAA-enabled contexts
  12644. * (meaning when the renderer was created with *antialias* parameter set to `true`). Enabling this
  12645. * will smooth aliasing on clip plane edges and alphaTest-clipped edges.
  12646. *
  12647. * @type {boolean}
  12648. * @default false
  12649. */
  12650. this.alphaToCoverage = false;
  12651. /**
  12652. * Whether to premultiply the alpha (transparency) value.
  12653. *
  12654. * @type {boolean}
  12655. * @default false
  12656. */
  12657. this.premultipliedAlpha = false;
  12658. /**
  12659. * Whether double-sided, transparent objects should be rendered with a single pass or not.
  12660. *
  12661. * The engine renders double-sided, transparent objects with two draw calls (back faces first,
  12662. * then front faces) to mitigate transparency artifacts. There are scenarios however where this
  12663. * approach produces no quality gains but still doubles draw calls e.g. when rendering flat
  12664. * vegetation like grass sprites. In these cases, set the `forceSinglePass` flag to `true` to
  12665. * disable the two pass rendering to avoid performance issues.
  12666. *
  12667. * @type {boolean}
  12668. * @default false
  12669. */
  12670. this.forceSinglePass = false;
  12671. /**
  12672. * Whether it's possible to override the material with {@link Scene#overrideMaterial} or not.
  12673. *
  12674. * @type {boolean}
  12675. * @default true
  12676. */
  12677. this.allowOverride = true;
  12678. /**
  12679. * Defines whether 3D objects using this material are visible.
  12680. *
  12681. * @type {boolean}
  12682. * @default true
  12683. */
  12684. this.visible = true;
  12685. /**
  12686. * Defines whether this material is tone mapped according to the renderer's tone mapping setting.
  12687. *
  12688. * It is ignored when rendering to a render target or using post processing or when using
  12689. * `WebGPURenderer`. In all these cases, all materials are honored by tone mapping.
  12690. *
  12691. * @type {boolean}
  12692. * @default true
  12693. */
  12694. this.toneMapped = true;
  12695. /**
  12696. * An object that can be used to store custom data about the Material. It
  12697. * should not hold references to functions as these will not be cloned.
  12698. *
  12699. * @type {Object}
  12700. */
  12701. this.userData = {};
  12702. /**
  12703. * This starts at `0` and counts how many times {@link Material#needsUpdate} is set to `true`.
  12704. *
  12705. * @type {number}
  12706. * @readonly
  12707. * @default 0
  12708. */
  12709. this.version = 0;
  12710. this._alphaTest = 0;
  12711. }
  12712. /**
  12713. * Sets the alpha value to be used when running an alpha test. The material
  12714. * will not be rendered if the opacity is lower than this value.
  12715. *
  12716. * @type {number}
  12717. * @readonly
  12718. * @default 0
  12719. */
  12720. get alphaTest() {
  12721. return this._alphaTest;
  12722. }
  12723. set alphaTest( value ) {
  12724. if ( this._alphaTest > 0 !== value > 0 ) {
  12725. this.version ++;
  12726. }
  12727. this._alphaTest = value;
  12728. }
  12729. /**
  12730. * An optional callback that is executed immediately before the material is used to render a 3D object.
  12731. *
  12732. * This method can only be used when rendering with {@link WebGLRenderer}.
  12733. *
  12734. * @param {WebGLRenderer} renderer - The renderer.
  12735. * @param {Scene} scene - The scene.
  12736. * @param {Camera} camera - The camera that is used to render the scene.
  12737. * @param {BufferGeometry} geometry - The 3D object's geometry.
  12738. * @param {Object3D} object - The 3D object.
  12739. * @param {Object} group - The geometry group data.
  12740. */
  12741. onBeforeRender( /* renderer, scene, camera, geometry, object, group */ ) {}
  12742. /**
  12743. * An optional callback that is executed immediately before the shader
  12744. * program is compiled. This function is called with the shader source code
  12745. * as a parameter. Useful for the modification of built-in materials.
  12746. *
  12747. * This method can only be used when rendering with {@link WebGLRenderer}. The
  12748. * recommended approach when customizing materials is to use `WebGPURenderer` with the new
  12749. * Node Material system and [TSL]{@link https://github.com/mrdoob/three.js/wiki/Three.js-Shading-Language}.
  12750. *
  12751. * @param {{vertexShader:string,fragmentShader:string,uniforms:Object}} shaderobject - The object holds the uniforms and the vertex and fragment shader source.
  12752. * @param {WebGLRenderer} renderer - A reference to the renderer.
  12753. */
  12754. onBeforeCompile( /* shaderobject, renderer */ ) {}
  12755. /**
  12756. * In case {@link Material#onBeforeCompile} is used, this callback can be used to identify
  12757. * values of settings used in `onBeforeCompile()`, so three.js can reuse a cached
  12758. * shader or recompile the shader for this material as needed.
  12759. *
  12760. * This method can only be used when rendering with {@link WebGLRenderer}.
  12761. *
  12762. * @return {string} The custom program cache key.
  12763. */
  12764. customProgramCacheKey() {
  12765. return this.onBeforeCompile.toString();
  12766. }
  12767. /**
  12768. * This method can be used to set default values from parameter objects.
  12769. * It is a generic implementation so it can be used with different types
  12770. * of materials.
  12771. *
  12772. * @param {Object} [values] - The material values to set.
  12773. */
  12774. setValues( values ) {
  12775. if ( values === undefined ) return;
  12776. for ( const key in values ) {
  12777. const newValue = values[ key ];
  12778. if ( newValue === undefined ) {
  12779. warn( `Material: parameter '${ key }' has value of undefined.` );
  12780. continue;
  12781. }
  12782. const currentValue = this[ key ];
  12783. if ( currentValue === undefined ) {
  12784. warn( `Material: '${ key }' is not a property of THREE.${ this.type }.` );
  12785. continue;
  12786. }
  12787. if ( currentValue && currentValue.isColor ) {
  12788. currentValue.set( newValue );
  12789. } else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) {
  12790. currentValue.copy( newValue );
  12791. } else {
  12792. this[ key ] = newValue;
  12793. }
  12794. }
  12795. }
  12796. /**
  12797. * Serializes the material into JSON.
  12798. *
  12799. * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  12800. * @return {Object} A JSON object representing the serialized material.
  12801. * @see {@link ObjectLoader#parse}
  12802. */
  12803. toJSON( meta ) {
  12804. const isRootObject = ( meta === undefined || typeof meta === 'string' );
  12805. if ( isRootObject ) {
  12806. meta = {
  12807. textures: {},
  12808. images: {}
  12809. };
  12810. }
  12811. const data = {
  12812. metadata: {
  12813. version: 4.7,
  12814. type: 'Material',
  12815. generator: 'Material.toJSON'
  12816. }
  12817. };
  12818. // standard Material serialization
  12819. data.uuid = this.uuid;
  12820. data.type = this.type;
  12821. if ( this.name !== '' ) data.name = this.name;
  12822. if ( this.color && this.color.isColor ) data.color = this.color.getHex();
  12823. if ( this.roughness !== undefined ) data.roughness = this.roughness;
  12824. if ( this.metalness !== undefined ) data.metalness = this.metalness;
  12825. if ( this.sheen !== undefined ) data.sheen = this.sheen;
  12826. if ( this.sheenColor && this.sheenColor.isColor ) data.sheenColor = this.sheenColor.getHex();
  12827. if ( this.sheenRoughness !== undefined ) data.sheenRoughness = this.sheenRoughness;
  12828. if ( this.emissive && this.emissive.isColor ) data.emissive = this.emissive.getHex();
  12829. if ( this.emissiveIntensity !== undefined && this.emissiveIntensity !== 1 ) data.emissiveIntensity = this.emissiveIntensity;
  12830. if ( this.specular && this.specular.isColor ) data.specular = this.specular.getHex();
  12831. if ( this.specularIntensity !== undefined ) data.specularIntensity = this.specularIntensity;
  12832. if ( this.specularColor && this.specularColor.isColor ) data.specularColor = this.specularColor.getHex();
  12833. if ( this.shininess !== undefined ) data.shininess = this.shininess;
  12834. if ( this.clearcoat !== undefined ) data.clearcoat = this.clearcoat;
  12835. if ( this.clearcoatRoughness !== undefined ) data.clearcoatRoughness = this.clearcoatRoughness;
  12836. if ( this.clearcoatMap && this.clearcoatMap.isTexture ) {
  12837. data.clearcoatMap = this.clearcoatMap.toJSON( meta ).uuid;
  12838. }
  12839. if ( this.clearcoatRoughnessMap && this.clearcoatRoughnessMap.isTexture ) {
  12840. data.clearcoatRoughnessMap = this.clearcoatRoughnessMap.toJSON( meta ).uuid;
  12841. }
  12842. if ( this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture ) {
  12843. data.clearcoatNormalMap = this.clearcoatNormalMap.toJSON( meta ).uuid;
  12844. data.clearcoatNormalScale = this.clearcoatNormalScale.toArray();
  12845. }
  12846. if ( this.sheenColorMap && this.sheenColorMap.isTexture ) {
  12847. data.sheenColorMap = this.sheenColorMap.toJSON( meta ).uuid;
  12848. }
  12849. if ( this.sheenRoughnessMap && this.sheenRoughnessMap.isTexture ) {
  12850. data.sheenRoughnessMap = this.sheenRoughnessMap.toJSON( meta ).uuid;
  12851. }
  12852. if ( this.dispersion !== undefined ) data.dispersion = this.dispersion;
  12853. if ( this.iridescence !== undefined ) data.iridescence = this.iridescence;
  12854. if ( this.iridescenceIOR !== undefined ) data.iridescenceIOR = this.iridescenceIOR;
  12855. if ( this.iridescenceThicknessRange !== undefined ) data.iridescenceThicknessRange = this.iridescenceThicknessRange;
  12856. if ( this.iridescenceMap && this.iridescenceMap.isTexture ) {
  12857. data.iridescenceMap = this.iridescenceMap.toJSON( meta ).uuid;
  12858. }
  12859. if ( this.iridescenceThicknessMap && this.iridescenceThicknessMap.isTexture ) {
  12860. data.iridescenceThicknessMap = this.iridescenceThicknessMap.toJSON( meta ).uuid;
  12861. }
  12862. if ( this.anisotropy !== undefined ) data.anisotropy = this.anisotropy;
  12863. if ( this.anisotropyRotation !== undefined ) data.anisotropyRotation = this.anisotropyRotation;
  12864. if ( this.anisotropyMap && this.anisotropyMap.isTexture ) {
  12865. data.anisotropyMap = this.anisotropyMap.toJSON( meta ).uuid;
  12866. }
  12867. if ( this.map && this.map.isTexture ) data.map = this.map.toJSON( meta ).uuid;
  12868. if ( this.matcap && this.matcap.isTexture ) data.matcap = this.matcap.toJSON( meta ).uuid;
  12869. if ( this.alphaMap && this.alphaMap.isTexture ) data.alphaMap = this.alphaMap.toJSON( meta ).uuid;
  12870. if ( this.lightMap && this.lightMap.isTexture ) {
  12871. data.lightMap = this.lightMap.toJSON( meta ).uuid;
  12872. data.lightMapIntensity = this.lightMapIntensity;
  12873. }
  12874. if ( this.aoMap && this.aoMap.isTexture ) {
  12875. data.aoMap = this.aoMap.toJSON( meta ).uuid;
  12876. data.aoMapIntensity = this.aoMapIntensity;
  12877. }
  12878. if ( this.bumpMap && this.bumpMap.isTexture ) {
  12879. data.bumpMap = this.bumpMap.toJSON( meta ).uuid;
  12880. data.bumpScale = this.bumpScale;
  12881. }
  12882. if ( this.normalMap && this.normalMap.isTexture ) {
  12883. data.normalMap = this.normalMap.toJSON( meta ).uuid;
  12884. data.normalMapType = this.normalMapType;
  12885. data.normalScale = this.normalScale.toArray();
  12886. }
  12887. if ( this.displacementMap && this.displacementMap.isTexture ) {
  12888. data.displacementMap = this.displacementMap.toJSON( meta ).uuid;
  12889. data.displacementScale = this.displacementScale;
  12890. data.displacementBias = this.displacementBias;
  12891. }
  12892. if ( this.roughnessMap && this.roughnessMap.isTexture ) data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid;
  12893. if ( this.metalnessMap && this.metalnessMap.isTexture ) data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid;
  12894. if ( this.emissiveMap && this.emissiveMap.isTexture ) data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid;
  12895. if ( this.specularMap && this.specularMap.isTexture ) data.specularMap = this.specularMap.toJSON( meta ).uuid;
  12896. if ( this.specularIntensityMap && this.specularIntensityMap.isTexture ) data.specularIntensityMap = this.specularIntensityMap.toJSON( meta ).uuid;
  12897. if ( this.specularColorMap && this.specularColorMap.isTexture ) data.specularColorMap = this.specularColorMap.toJSON( meta ).uuid;
  12898. if ( this.envMap && this.envMap.isTexture ) {
  12899. data.envMap = this.envMap.toJSON( meta ).uuid;
  12900. if ( this.combine !== undefined ) data.combine = this.combine;
  12901. }
  12902. if ( this.envMapRotation !== undefined ) data.envMapRotation = this.envMapRotation.toArray();
  12903. if ( this.envMapIntensity !== undefined ) data.envMapIntensity = this.envMapIntensity;
  12904. if ( this.reflectivity !== undefined ) data.reflectivity = this.reflectivity;
  12905. if ( this.refractionRatio !== undefined ) data.refractionRatio = this.refractionRatio;
  12906. if ( this.gradientMap && this.gradientMap.isTexture ) {
  12907. data.gradientMap = this.gradientMap.toJSON( meta ).uuid;
  12908. }
  12909. if ( this.transmission !== undefined ) data.transmission = this.transmission;
  12910. if ( this.transmissionMap && this.transmissionMap.isTexture ) data.transmissionMap = this.transmissionMap.toJSON( meta ).uuid;
  12911. if ( this.thickness !== undefined ) data.thickness = this.thickness;
  12912. if ( this.thicknessMap && this.thicknessMap.isTexture ) data.thicknessMap = this.thicknessMap.toJSON( meta ).uuid;
  12913. if ( this.attenuationDistance !== undefined && this.attenuationDistance !== Infinity ) data.attenuationDistance = this.attenuationDistance;
  12914. if ( this.attenuationColor !== undefined ) data.attenuationColor = this.attenuationColor.getHex();
  12915. if ( this.size !== undefined ) data.size = this.size;
  12916. if ( this.shadowSide !== null ) data.shadowSide = this.shadowSide;
  12917. if ( this.sizeAttenuation !== undefined ) data.sizeAttenuation = this.sizeAttenuation;
  12918. if ( this.blending !== NormalBlending ) data.blending = this.blending;
  12919. if ( this.side !== FrontSide ) data.side = this.side;
  12920. if ( this.vertexColors === true ) data.vertexColors = true;
  12921. if ( this.opacity < 1 ) data.opacity = this.opacity;
  12922. if ( this.transparent === true ) data.transparent = true;
  12923. if ( this.blendSrc !== SrcAlphaFactor ) data.blendSrc = this.blendSrc;
  12924. if ( this.blendDst !== OneMinusSrcAlphaFactor ) data.blendDst = this.blendDst;
  12925. if ( this.blendEquation !== AddEquation ) data.blendEquation = this.blendEquation;
  12926. if ( this.blendSrcAlpha !== null ) data.blendSrcAlpha = this.blendSrcAlpha;
  12927. if ( this.blendDstAlpha !== null ) data.blendDstAlpha = this.blendDstAlpha;
  12928. if ( this.blendEquationAlpha !== null ) data.blendEquationAlpha = this.blendEquationAlpha;
  12929. if ( this.blendColor && this.blendColor.isColor ) data.blendColor = this.blendColor.getHex();
  12930. if ( this.blendAlpha !== 0 ) data.blendAlpha = this.blendAlpha;
  12931. if ( this.depthFunc !== LessEqualDepth ) data.depthFunc = this.depthFunc;
  12932. if ( this.depthTest === false ) data.depthTest = this.depthTest;
  12933. if ( this.depthWrite === false ) data.depthWrite = this.depthWrite;
  12934. if ( this.colorWrite === false ) data.colorWrite = this.colorWrite;
  12935. if ( this.stencilWriteMask !== 0xff ) data.stencilWriteMask = this.stencilWriteMask;
  12936. if ( this.stencilFunc !== AlwaysStencilFunc ) data.stencilFunc = this.stencilFunc;
  12937. if ( this.stencilRef !== 0 ) data.stencilRef = this.stencilRef;
  12938. if ( this.stencilFuncMask !== 0xff ) data.stencilFuncMask = this.stencilFuncMask;
  12939. if ( this.stencilFail !== KeepStencilOp ) data.stencilFail = this.stencilFail;
  12940. if ( this.stencilZFail !== KeepStencilOp ) data.stencilZFail = this.stencilZFail;
  12941. if ( this.stencilZPass !== KeepStencilOp ) data.stencilZPass = this.stencilZPass;
  12942. if ( this.stencilWrite === true ) data.stencilWrite = this.stencilWrite;
  12943. // rotation (SpriteMaterial)
  12944. if ( this.rotation !== undefined && this.rotation !== 0 ) data.rotation = this.rotation;
  12945. if ( this.polygonOffset === true ) data.polygonOffset = true;
  12946. if ( this.polygonOffsetFactor !== 0 ) data.polygonOffsetFactor = this.polygonOffsetFactor;
  12947. if ( this.polygonOffsetUnits !== 0 ) data.polygonOffsetUnits = this.polygonOffsetUnits;
  12948. if ( this.linewidth !== undefined && this.linewidth !== 1 ) data.linewidth = this.linewidth;
  12949. if ( this.dashSize !== undefined ) data.dashSize = this.dashSize;
  12950. if ( this.gapSize !== undefined ) data.gapSize = this.gapSize;
  12951. if ( this.scale !== undefined ) data.scale = this.scale;
  12952. if ( this.dithering === true ) data.dithering = true;
  12953. if ( this.alphaTest > 0 ) data.alphaTest = this.alphaTest;
  12954. if ( this.alphaHash === true ) data.alphaHash = true;
  12955. if ( this.alphaToCoverage === true ) data.alphaToCoverage = true;
  12956. if ( this.premultipliedAlpha === true ) data.premultipliedAlpha = true;
  12957. if ( this.forceSinglePass === true ) data.forceSinglePass = true;
  12958. if ( this.wireframe === true ) data.wireframe = true;
  12959. if ( this.wireframeLinewidth > 1 ) data.wireframeLinewidth = this.wireframeLinewidth;
  12960. if ( this.wireframeLinecap !== 'round' ) data.wireframeLinecap = this.wireframeLinecap;
  12961. if ( this.wireframeLinejoin !== 'round' ) data.wireframeLinejoin = this.wireframeLinejoin;
  12962. if ( this.flatShading === true ) data.flatShading = true;
  12963. if ( this.visible === false ) data.visible = false;
  12964. if ( this.toneMapped === false ) data.toneMapped = false;
  12965. if ( this.fog === false ) data.fog = false;
  12966. if ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData;
  12967. // TODO: Copied from Object3D.toJSON
  12968. function extractFromCache( cache ) {
  12969. const values = [];
  12970. for ( const key in cache ) {
  12971. const data = cache[ key ];
  12972. delete data.metadata;
  12973. values.push( data );
  12974. }
  12975. return values;
  12976. }
  12977. if ( isRootObject ) {
  12978. const textures = extractFromCache( meta.textures );
  12979. const images = extractFromCache( meta.images );
  12980. if ( textures.length > 0 ) data.textures = textures;
  12981. if ( images.length > 0 ) data.images = images;
  12982. }
  12983. return data;
  12984. }
  12985. /**
  12986. * Returns a new material with copied values from this instance.
  12987. *
  12988. * @return {Material} A clone of this instance.
  12989. */
  12990. clone() {
  12991. return new this.constructor().copy( this );
  12992. }
  12993. /**
  12994. * Copies the values of the given material to this instance.
  12995. *
  12996. * @param {Material} source - The material to copy.
  12997. * @return {Material} A reference to this instance.
  12998. */
  12999. copy( source ) {
  13000. this.name = source.name;
  13001. this.blending = source.blending;
  13002. this.side = source.side;
  13003. this.vertexColors = source.vertexColors;
  13004. this.opacity = source.opacity;
  13005. this.transparent = source.transparent;
  13006. this.blendSrc = source.blendSrc;
  13007. this.blendDst = source.blendDst;
  13008. this.blendEquation = source.blendEquation;
  13009. this.blendSrcAlpha = source.blendSrcAlpha;
  13010. this.blendDstAlpha = source.blendDstAlpha;
  13011. this.blendEquationAlpha = source.blendEquationAlpha;
  13012. this.blendColor.copy( source.blendColor );
  13013. this.blendAlpha = source.blendAlpha;
  13014. this.depthFunc = source.depthFunc;
  13015. this.depthTest = source.depthTest;
  13016. this.depthWrite = source.depthWrite;
  13017. this.stencilWriteMask = source.stencilWriteMask;
  13018. this.stencilFunc = source.stencilFunc;
  13019. this.stencilRef = source.stencilRef;
  13020. this.stencilFuncMask = source.stencilFuncMask;
  13021. this.stencilFail = source.stencilFail;
  13022. this.stencilZFail = source.stencilZFail;
  13023. this.stencilZPass = source.stencilZPass;
  13024. this.stencilWrite = source.stencilWrite;
  13025. const srcPlanes = source.clippingPlanes;
  13026. let dstPlanes = null;
  13027. if ( srcPlanes !== null ) {
  13028. const n = srcPlanes.length;
  13029. dstPlanes = new Array( n );
  13030. for ( let i = 0; i !== n; ++ i ) {
  13031. dstPlanes[ i ] = srcPlanes[ i ].clone();
  13032. }
  13033. }
  13034. this.clippingPlanes = dstPlanes;
  13035. this.clipIntersection = source.clipIntersection;
  13036. this.clipShadows = source.clipShadows;
  13037. this.shadowSide = source.shadowSide;
  13038. this.colorWrite = source.colorWrite;
  13039. this.precision = source.precision;
  13040. this.polygonOffset = source.polygonOffset;
  13041. this.polygonOffsetFactor = source.polygonOffsetFactor;
  13042. this.polygonOffsetUnits = source.polygonOffsetUnits;
  13043. this.dithering = source.dithering;
  13044. this.alphaTest = source.alphaTest;
  13045. this.alphaHash = source.alphaHash;
  13046. this.alphaToCoverage = source.alphaToCoverage;
  13047. this.premultipliedAlpha = source.premultipliedAlpha;
  13048. this.forceSinglePass = source.forceSinglePass;
  13049. this.visible = source.visible;
  13050. this.toneMapped = source.toneMapped;
  13051. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  13052. return this;
  13053. }
  13054. /**
  13055. * Frees the GPU-related resources allocated by this instance. Call this
  13056. * method whenever this instance is no longer used in your app.
  13057. *
  13058. * @fires Material#dispose
  13059. */
  13060. dispose() {
  13061. /**
  13062. * Fires when the material has been disposed of.
  13063. *
  13064. * @event Material#dispose
  13065. * @type {Object}
  13066. */
  13067. this.dispatchEvent( { type: 'dispose' } );
  13068. }
  13069. /**
  13070. * Setting this property to `true` indicates the engine the material
  13071. * needs to be recompiled.
  13072. *
  13073. * @type {boolean}
  13074. * @default false
  13075. * @param {boolean} value
  13076. */
  13077. set needsUpdate( value ) {
  13078. if ( value === true ) this.version ++;
  13079. }
  13080. }
  13081. /**
  13082. * A material for drawing geometries in a simple shaded (flat or wireframe) way.
  13083. *
  13084. * This material is not affected by lights.
  13085. *
  13086. * @augments Material
  13087. */
  13088. class MeshBasicMaterial extends Material {
  13089. /**
  13090. * Constructs a new mesh basic material.
  13091. *
  13092. * @param {Object} [parameters] - An object with one or more properties
  13093. * defining the material's appearance. Any property of the material
  13094. * (including any property from inherited materials) can be passed
  13095. * in here. Color values can be passed any type of value accepted
  13096. * by {@link Color#set}.
  13097. */
  13098. constructor( parameters ) {
  13099. super();
  13100. /**
  13101. * This flag can be used for type testing.
  13102. *
  13103. * @type {boolean}
  13104. * @readonly
  13105. * @default true
  13106. */
  13107. this.isMeshBasicMaterial = true;
  13108. this.type = 'MeshBasicMaterial';
  13109. /**
  13110. * Color of the material.
  13111. *
  13112. * @type {Color}
  13113. * @default (1,1,1)
  13114. */
  13115. this.color = new Color( 0xffffff ); // diffuse
  13116. /**
  13117. * The color map. May optionally include an alpha channel, typically combined
  13118. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  13119. * color is modulated by the diffuse `color`.
  13120. *
  13121. * @type {?Texture}
  13122. * @default null
  13123. */
  13124. this.map = null;
  13125. /**
  13126. * The light map. Requires a second set of UVs.
  13127. *
  13128. * @type {?Texture}
  13129. * @default null
  13130. */
  13131. this.lightMap = null;
  13132. /**
  13133. * Intensity of the baked light.
  13134. *
  13135. * @type {number}
  13136. * @default 1
  13137. */
  13138. this.lightMapIntensity = 1.0;
  13139. /**
  13140. * The red channel of this texture is used as the ambient occlusion map.
  13141. * Requires a second set of UVs.
  13142. *
  13143. * @type {?Texture}
  13144. * @default null
  13145. */
  13146. this.aoMap = null;
  13147. /**
  13148. * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0`
  13149. * disables ambient occlusion. Where intensity is `1` and the AO map's
  13150. * red channel is also `1`, ambient light is fully occluded on a surface.
  13151. *
  13152. * @type {number}
  13153. * @default 1
  13154. */
  13155. this.aoMapIntensity = 1.0;
  13156. /**
  13157. * Specular map used by the material.
  13158. *
  13159. * @type {?Texture}
  13160. * @default null
  13161. */
  13162. this.specularMap = null;
  13163. /**
  13164. * The alpha map is a grayscale texture that controls the opacity across the
  13165. * surface (black: fully transparent; white: fully opaque).
  13166. *
  13167. * Only the color of the texture is used, ignoring the alpha channel if one
  13168. * exists. For RGB and RGBA textures, the renderer will use the green channel
  13169. * when sampling this texture due to the extra bit of precision provided for
  13170. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  13171. * luminance/alpha textures will also still work as expected.
  13172. *
  13173. * @type {?Texture}
  13174. * @default null
  13175. */
  13176. this.alphaMap = null;
  13177. /**
  13178. * The environment map.
  13179. *
  13180. * @type {?Texture}
  13181. * @default null
  13182. */
  13183. this.envMap = null;
  13184. /**
  13185. * The rotation of the environment map in radians.
  13186. *
  13187. * @type {Euler}
  13188. * @default (0,0,0)
  13189. */
  13190. this.envMapRotation = new Euler();
  13191. /**
  13192. * How to combine the result of the surface's color with the environment map, if any.
  13193. *
  13194. * When set to `MixOperation`, the {@link MeshBasicMaterial#reflectivity} is used to
  13195. * blend between the two colors.
  13196. *
  13197. * @type {(MultiplyOperation|MixOperation|AddOperation)}
  13198. * @default MultiplyOperation
  13199. */
  13200. this.combine = MultiplyOperation;
  13201. /**
  13202. * How much the environment map affects the surface.
  13203. * The valid range is between `0` (no reflections) and `1` (full reflections).
  13204. *
  13205. * @type {number}
  13206. * @default 1
  13207. */
  13208. this.reflectivity = 1;
  13209. /**
  13210. * The index of refraction (IOR) of air (approximately 1) divided by the
  13211. * index of refraction of the material. It is used with environment mapping
  13212. * modes {@link CubeRefractionMapping} and {@link EquirectangularRefractionMapping}.
  13213. * The refraction ratio should not exceed `1`.
  13214. *
  13215. * @type {number}
  13216. * @default 0.98
  13217. */
  13218. this.refractionRatio = 0.98;
  13219. /**
  13220. * Renders the geometry as a wireframe.
  13221. *
  13222. * @type {boolean}
  13223. * @default false
  13224. */
  13225. this.wireframe = false;
  13226. /**
  13227. * Controls the thickness of the wireframe.
  13228. *
  13229. * Can only be used with {@link SVGRenderer}.
  13230. *
  13231. * @type {number}
  13232. * @default 1
  13233. */
  13234. this.wireframeLinewidth = 1;
  13235. /**
  13236. * Defines appearance of wireframe ends.
  13237. *
  13238. * Can only be used with {@link SVGRenderer}.
  13239. *
  13240. * @type {('round'|'bevel'|'miter')}
  13241. * @default 'round'
  13242. */
  13243. this.wireframeLinecap = 'round';
  13244. /**
  13245. * Defines appearance of wireframe joints.
  13246. *
  13247. * Can only be used with {@link SVGRenderer}.
  13248. *
  13249. * @type {('round'|'bevel'|'miter')}
  13250. * @default 'round'
  13251. */
  13252. this.wireframeLinejoin = 'round';
  13253. /**
  13254. * Whether the material is affected by fog or not.
  13255. *
  13256. * @type {boolean}
  13257. * @default true
  13258. */
  13259. this.fog = true;
  13260. this.setValues( parameters );
  13261. }
  13262. copy( source ) {
  13263. super.copy( source );
  13264. this.color.copy( source.color );
  13265. this.map = source.map;
  13266. this.lightMap = source.lightMap;
  13267. this.lightMapIntensity = source.lightMapIntensity;
  13268. this.aoMap = source.aoMap;
  13269. this.aoMapIntensity = source.aoMapIntensity;
  13270. this.specularMap = source.specularMap;
  13271. this.alphaMap = source.alphaMap;
  13272. this.envMap = source.envMap;
  13273. this.envMapRotation.copy( source.envMapRotation );
  13274. this.combine = source.combine;
  13275. this.reflectivity = source.reflectivity;
  13276. this.refractionRatio = source.refractionRatio;
  13277. this.wireframe = source.wireframe;
  13278. this.wireframeLinewidth = source.wireframeLinewidth;
  13279. this.wireframeLinecap = source.wireframeLinecap;
  13280. this.wireframeLinejoin = source.wireframeLinejoin;
  13281. this.fog = source.fog;
  13282. return this;
  13283. }
  13284. }
  13285. // Fast Half Float Conversions, http://www.fox-toolkit.org/ftp/fasthalffloatconversion.pdf
  13286. const _tables = /*@__PURE__*/ _generateTables();
  13287. function _generateTables() {
  13288. // float32 to float16 helpers
  13289. const buffer = new ArrayBuffer( 4 );
  13290. const floatView = new Float32Array( buffer );
  13291. const uint32View = new Uint32Array( buffer );
  13292. const baseTable = new Uint32Array( 512 );
  13293. const shiftTable = new Uint32Array( 512 );
  13294. for ( let i = 0; i < 256; ++ i ) {
  13295. const e = i - 127;
  13296. // very small number (0, -0)
  13297. if ( e < -27 ) {
  13298. baseTable[ i ] = 0x0000;
  13299. baseTable[ i | 0x100 ] = 0x8000;
  13300. shiftTable[ i ] = 24;
  13301. shiftTable[ i | 0x100 ] = 24;
  13302. // small number (denorm)
  13303. } else if ( e < -14 ) {
  13304. baseTable[ i ] = 0x0400 >> ( - e - 14 );
  13305. baseTable[ i | 0x100 ] = ( 0x0400 >> ( - e - 14 ) ) | 0x8000;
  13306. shiftTable[ i ] = - e - 1;
  13307. shiftTable[ i | 0x100 ] = - e - 1;
  13308. // normal number
  13309. } else if ( e <= 15 ) {
  13310. baseTable[ i ] = ( e + 15 ) << 10;
  13311. baseTable[ i | 0x100 ] = ( ( e + 15 ) << 10 ) | 0x8000;
  13312. shiftTable[ i ] = 13;
  13313. shiftTable[ i | 0x100 ] = 13;
  13314. // large number (Infinity, -Infinity)
  13315. } else if ( e < 128 ) {
  13316. baseTable[ i ] = 0x7c00;
  13317. baseTable[ i | 0x100 ] = 0xfc00;
  13318. shiftTable[ i ] = 24;
  13319. shiftTable[ i | 0x100 ] = 24;
  13320. // stay (NaN, Infinity, -Infinity)
  13321. } else {
  13322. baseTable[ i ] = 0x7c00;
  13323. baseTable[ i | 0x100 ] = 0xfc00;
  13324. shiftTable[ i ] = 13;
  13325. shiftTable[ i | 0x100 ] = 13;
  13326. }
  13327. }
  13328. // float16 to float32 helpers
  13329. const mantissaTable = new Uint32Array( 2048 );
  13330. const exponentTable = new Uint32Array( 64 );
  13331. const offsetTable = new Uint32Array( 64 );
  13332. for ( let i = 1; i < 1024; ++ i ) {
  13333. let m = i << 13; // zero pad mantissa bits
  13334. let e = 0; // zero exponent
  13335. // normalized
  13336. while ( ( m & 0x00800000 ) === 0 ) {
  13337. m <<= 1;
  13338. e -= 0x00800000; // decrement exponent
  13339. }
  13340. m &= -8388609; // clear leading 1 bit
  13341. e += 0x38800000; // adjust bias
  13342. mantissaTable[ i ] = m | e;
  13343. }
  13344. for ( let i = 1024; i < 2048; ++ i ) {
  13345. mantissaTable[ i ] = 0x38000000 + ( ( i - 1024 ) << 13 );
  13346. }
  13347. for ( let i = 1; i < 31; ++ i ) {
  13348. exponentTable[ i ] = i << 23;
  13349. }
  13350. exponentTable[ 31 ] = 0x47800000;
  13351. exponentTable[ 32 ] = 0x80000000;
  13352. for ( let i = 33; i < 63; ++ i ) {
  13353. exponentTable[ i ] = 0x80000000 + ( ( i - 32 ) << 23 );
  13354. }
  13355. exponentTable[ 63 ] = 0xc7800000;
  13356. for ( let i = 1; i < 64; ++ i ) {
  13357. if ( i !== 32 ) {
  13358. offsetTable[ i ] = 1024;
  13359. }
  13360. }
  13361. return {
  13362. floatView: floatView,
  13363. uint32View: uint32View,
  13364. baseTable: baseTable,
  13365. shiftTable: shiftTable,
  13366. mantissaTable: mantissaTable,
  13367. exponentTable: exponentTable,
  13368. offsetTable: offsetTable
  13369. };
  13370. }
  13371. /**
  13372. * Returns a half precision floating point value (FP16) from the given single
  13373. * precision floating point value (FP32).
  13374. *
  13375. * @param {number} val - A single precision floating point value.
  13376. * @return {number} The FP16 value.
  13377. */
  13378. function toHalfFloat( val ) {
  13379. if ( Math.abs( val ) > 65504 ) warn( 'DataUtils.toHalfFloat(): Value out of range.' );
  13380. val = clamp( val, -65504, 65504 );
  13381. _tables.floatView[ 0 ] = val;
  13382. const f = _tables.uint32View[ 0 ];
  13383. const e = ( f >> 23 ) & 0x1ff;
  13384. return _tables.baseTable[ e ] + ( ( f & 0x007fffff ) >> _tables.shiftTable[ e ] );
  13385. }
  13386. /**
  13387. * Returns a single precision floating point value (FP32) from the given half
  13388. * precision floating point value (FP16).
  13389. *
  13390. * @param {number} val - A half precision floating point value.
  13391. * @return {number} The FP32 value.
  13392. */
  13393. function fromHalfFloat( val ) {
  13394. const m = val >> 10;
  13395. _tables.uint32View[ 0 ] = _tables.mantissaTable[ _tables.offsetTable[ m ] + ( val & 0x3ff ) ] + _tables.exponentTable[ m ];
  13396. return _tables.floatView[ 0 ];
  13397. }
  13398. /**
  13399. * A class containing utility functions for data.
  13400. *
  13401. * @hideconstructor
  13402. */
  13403. class DataUtils {
  13404. /**
  13405. * Returns a half precision floating point value (FP16) from the given single
  13406. * precision floating point value (FP32).
  13407. *
  13408. * @param {number} val - A single precision floating point value.
  13409. * @return {number} The FP16 value.
  13410. */
  13411. static toHalfFloat( val ) {
  13412. return toHalfFloat( val );
  13413. }
  13414. /**
  13415. * Returns a single precision floating point value (FP32) from the given half
  13416. * precision floating point value (FP16).
  13417. *
  13418. * @param {number} val - A half precision floating point value.
  13419. * @return {number} The FP32 value.
  13420. */
  13421. static fromHalfFloat( val ) {
  13422. return fromHalfFloat( val );
  13423. }
  13424. }
  13425. const _vector$9 = /*@__PURE__*/ new Vector3();
  13426. const _vector2$1 = /*@__PURE__*/ new Vector2();
  13427. let _id$2 = 0;
  13428. /**
  13429. * This class stores data for an attribute (such as vertex positions, face
  13430. * indices, normals, colors, UVs, and any custom attributes ) associated with
  13431. * a geometry, which allows for more efficient passing of data to the GPU.
  13432. *
  13433. * When working with vector-like data, the `fromBufferAttribute( attribute, index )`
  13434. * helper methods on vector and color class might be helpful. E.g. {@link Vector3#fromBufferAttribute}.
  13435. */
  13436. class BufferAttribute {
  13437. /**
  13438. * Constructs a new buffer attribute.
  13439. *
  13440. * @param {TypedArray} array - The array holding the attribute data.
  13441. * @param {number} itemSize - The item size.
  13442. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13443. */
  13444. constructor( array, itemSize, normalized = false ) {
  13445. if ( Array.isArray( array ) ) {
  13446. throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
  13447. }
  13448. /**
  13449. * This flag can be used for type testing.
  13450. *
  13451. * @type {boolean}
  13452. * @readonly
  13453. * @default true
  13454. */
  13455. this.isBufferAttribute = true;
  13456. /**
  13457. * The ID of the buffer attribute.
  13458. *
  13459. * @name BufferAttribute#id
  13460. * @type {number}
  13461. * @readonly
  13462. */
  13463. Object.defineProperty( this, 'id', { value: _id$2 ++ } );
  13464. /**
  13465. * The name of the buffer attribute.
  13466. *
  13467. * @type {string}
  13468. */
  13469. this.name = '';
  13470. /**
  13471. * The array holding the attribute data. It should have `itemSize * numVertices`
  13472. * elements, where `numVertices` is the number of vertices in the associated geometry.
  13473. *
  13474. * @type {TypedArray}
  13475. */
  13476. this.array = array;
  13477. /**
  13478. * The number of values of the array that should be associated with a particular vertex.
  13479. * For instance, if this attribute is storing a 3-component vector (such as a position,
  13480. * normal, or color), then the value should be `3`.
  13481. *
  13482. * @type {number}
  13483. */
  13484. this.itemSize = itemSize;
  13485. /**
  13486. * Represents the number of items this buffer attribute stores. It is internally computed
  13487. * by dividing the `array` length by the `itemSize`.
  13488. *
  13489. * @type {number}
  13490. * @readonly
  13491. */
  13492. this.count = array !== undefined ? array.length / itemSize : 0;
  13493. /**
  13494. * Applies to integer data only. Indicates how the underlying data in the buffer maps to
  13495. * the values in the GLSL code. For instance, if `array` is an instance of `UInt16Array`,
  13496. * and `normalized` is `true`, the values `0 - +65535` in the array data will be mapped to
  13497. * `0.0f - +1.0f` in the GLSL attribute. If `normalized` is `false`, the values will be converted
  13498. * to floats unmodified, i.e. `65535` becomes `65535.0f`.
  13499. *
  13500. * @type {boolean}
  13501. */
  13502. this.normalized = normalized;
  13503. /**
  13504. * Defines the intended usage pattern of the data store for optimization purposes.
  13505. *
  13506. * Note: After the initial use of a buffer, its usage cannot be changed. Instead,
  13507. * instantiate a new one and set the desired usage before the next render.
  13508. *
  13509. * @type {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)}
  13510. * @default StaticDrawUsage
  13511. */
  13512. this.usage = StaticDrawUsage;
  13513. /**
  13514. * This can be used to only update some components of stored vectors (for example, just the
  13515. * component related to color). Use the `addUpdateRange()` function to add ranges to this array.
  13516. *
  13517. * @type {Array<Object>}
  13518. */
  13519. this.updateRanges = [];
  13520. /**
  13521. * Configures the bound GPU type for use in shaders.
  13522. *
  13523. * Note: this only has an effect for integer arrays and is not configurable for float arrays.
  13524. * For lower precision float types, use `Float16BufferAttribute`.
  13525. *
  13526. * @type {(FloatType|IntType)}
  13527. * @default FloatType
  13528. */
  13529. this.gpuType = FloatType;
  13530. /**
  13531. * A version number, incremented every time the `needsUpdate` is set to `true`.
  13532. *
  13533. * @type {number}
  13534. */
  13535. this.version = 0;
  13536. }
  13537. /**
  13538. * A callback function that is executed after the renderer has transferred the attribute
  13539. * array data to the GPU.
  13540. */
  13541. onUploadCallback() {}
  13542. /**
  13543. * Flag to indicate that this attribute has changed and should be re-sent to
  13544. * the GPU. Set this to `true` when you modify the value of the array.
  13545. *
  13546. * @type {number}
  13547. * @default false
  13548. * @param {boolean} value
  13549. */
  13550. set needsUpdate( value ) {
  13551. if ( value === true ) this.version ++;
  13552. }
  13553. /**
  13554. * Sets the usage of this buffer attribute.
  13555. *
  13556. * @param {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)} value - The usage to set.
  13557. * @return {BufferAttribute} A reference to this buffer attribute.
  13558. */
  13559. setUsage( value ) {
  13560. this.usage = value;
  13561. return this;
  13562. }
  13563. /**
  13564. * Adds a range of data in the data array to be updated on the GPU.
  13565. *
  13566. * @param {number} start - Position at which to start update.
  13567. * @param {number} count - The number of components to update.
  13568. */
  13569. addUpdateRange( start, count ) {
  13570. this.updateRanges.push( { start, count } );
  13571. }
  13572. /**
  13573. * Clears the update ranges.
  13574. */
  13575. clearUpdateRanges() {
  13576. this.updateRanges.length = 0;
  13577. }
  13578. /**
  13579. * Copies the values of the given buffer attribute to this instance.
  13580. *
  13581. * @param {BufferAttribute} source - The buffer attribute to copy.
  13582. * @return {BufferAttribute} A reference to this instance.
  13583. */
  13584. copy( source ) {
  13585. this.name = source.name;
  13586. this.array = new source.array.constructor( source.array );
  13587. this.itemSize = source.itemSize;
  13588. this.count = source.count;
  13589. this.normalized = source.normalized;
  13590. this.usage = source.usage;
  13591. this.gpuType = source.gpuType;
  13592. return this;
  13593. }
  13594. /**
  13595. * Copies a vector from the given buffer attribute to this one. The start
  13596. * and destination position in the attribute buffers are represented by the
  13597. * given indices.
  13598. *
  13599. * @param {number} index1 - The destination index into this buffer attribute.
  13600. * @param {BufferAttribute} attribute - The buffer attribute to copy from.
  13601. * @param {number} index2 - The source index into the given buffer attribute.
  13602. * @return {BufferAttribute} A reference to this instance.
  13603. */
  13604. copyAt( index1, attribute, index2 ) {
  13605. index1 *= this.itemSize;
  13606. index2 *= attribute.itemSize;
  13607. for ( let i = 0, l = this.itemSize; i < l; i ++ ) {
  13608. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  13609. }
  13610. return this;
  13611. }
  13612. /**
  13613. * Copies the given array data into this buffer attribute.
  13614. *
  13615. * @param {(TypedArray|Array)} array - The array to copy.
  13616. * @return {BufferAttribute} A reference to this instance.
  13617. */
  13618. copyArray( array ) {
  13619. this.array.set( array );
  13620. return this;
  13621. }
  13622. /**
  13623. * Applies the given 3x3 matrix to the given attribute. Works with
  13624. * item size `2` and `3`.
  13625. *
  13626. * @param {Matrix3} m - The matrix to apply.
  13627. * @return {BufferAttribute} A reference to this instance.
  13628. */
  13629. applyMatrix3( m ) {
  13630. if ( this.itemSize === 2 ) {
  13631. for ( let i = 0, l = this.count; i < l; i ++ ) {
  13632. _vector2$1.fromBufferAttribute( this, i );
  13633. _vector2$1.applyMatrix3( m );
  13634. this.setXY( i, _vector2$1.x, _vector2$1.y );
  13635. }
  13636. } else if ( this.itemSize === 3 ) {
  13637. for ( let i = 0, l = this.count; i < l; i ++ ) {
  13638. _vector$9.fromBufferAttribute( this, i );
  13639. _vector$9.applyMatrix3( m );
  13640. this.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );
  13641. }
  13642. }
  13643. return this;
  13644. }
  13645. /**
  13646. * Applies the given 4x4 matrix to the given attribute. Only works with
  13647. * item size `3`.
  13648. *
  13649. * @param {Matrix4} m - The matrix to apply.
  13650. * @return {BufferAttribute} A reference to this instance.
  13651. */
  13652. applyMatrix4( m ) {
  13653. for ( let i = 0, l = this.count; i < l; i ++ ) {
  13654. _vector$9.fromBufferAttribute( this, i );
  13655. _vector$9.applyMatrix4( m );
  13656. this.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );
  13657. }
  13658. return this;
  13659. }
  13660. /**
  13661. * Applies the given 3x3 normal matrix to the given attribute. Only works with
  13662. * item size `3`.
  13663. *
  13664. * @param {Matrix3} m - The normal matrix to apply.
  13665. * @return {BufferAttribute} A reference to this instance.
  13666. */
  13667. applyNormalMatrix( m ) {
  13668. for ( let i = 0, l = this.count; i < l; i ++ ) {
  13669. _vector$9.fromBufferAttribute( this, i );
  13670. _vector$9.applyNormalMatrix( m );
  13671. this.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );
  13672. }
  13673. return this;
  13674. }
  13675. /**
  13676. * Applies the given 4x4 matrix to the given attribute. Only works with
  13677. * item size `3` and with direction vectors.
  13678. *
  13679. * @param {Matrix4} m - The matrix to apply.
  13680. * @return {BufferAttribute} A reference to this instance.
  13681. */
  13682. transformDirection( m ) {
  13683. for ( let i = 0, l = this.count; i < l; i ++ ) {
  13684. _vector$9.fromBufferAttribute( this, i );
  13685. _vector$9.transformDirection( m );
  13686. this.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );
  13687. }
  13688. return this;
  13689. }
  13690. /**
  13691. * Sets the given array data in the buffer attribute.
  13692. *
  13693. * @param {(TypedArray|Array)} value - The array data to set.
  13694. * @param {number} [offset=0] - The offset in this buffer attribute's array.
  13695. * @return {BufferAttribute} A reference to this instance.
  13696. */
  13697. set( value, offset = 0 ) {
  13698. // Matching BufferAttribute constructor, do not normalize the array.
  13699. this.array.set( value, offset );
  13700. return this;
  13701. }
  13702. /**
  13703. * Returns the given component of the vector at the given index.
  13704. *
  13705. * @param {number} index - The index into the buffer attribute.
  13706. * @param {number} component - The component index.
  13707. * @return {number} The returned value.
  13708. */
  13709. getComponent( index, component ) {
  13710. let value = this.array[ index * this.itemSize + component ];
  13711. if ( this.normalized ) value = denormalize( value, this.array );
  13712. return value;
  13713. }
  13714. /**
  13715. * Sets the given value to the given component of the vector at the given index.
  13716. *
  13717. * @param {number} index - The index into the buffer attribute.
  13718. * @param {number} component - The component index.
  13719. * @param {number} value - The value to set.
  13720. * @return {BufferAttribute} A reference to this instance.
  13721. */
  13722. setComponent( index, component, value ) {
  13723. if ( this.normalized ) value = normalize( value, this.array );
  13724. this.array[ index * this.itemSize + component ] = value;
  13725. return this;
  13726. }
  13727. /**
  13728. * Returns the x component of the vector at the given index.
  13729. *
  13730. * @param {number} index - The index into the buffer attribute.
  13731. * @return {number} The x component.
  13732. */
  13733. getX( index ) {
  13734. let x = this.array[ index * this.itemSize ];
  13735. if ( this.normalized ) x = denormalize( x, this.array );
  13736. return x;
  13737. }
  13738. /**
  13739. * Sets the x component of the vector at the given index.
  13740. *
  13741. * @param {number} index - The index into the buffer attribute.
  13742. * @param {number} x - The value to set.
  13743. * @return {BufferAttribute} A reference to this instance.
  13744. */
  13745. setX( index, x ) {
  13746. if ( this.normalized ) x = normalize( x, this.array );
  13747. this.array[ index * this.itemSize ] = x;
  13748. return this;
  13749. }
  13750. /**
  13751. * Returns the y component of the vector at the given index.
  13752. *
  13753. * @param {number} index - The index into the buffer attribute.
  13754. * @return {number} The y component.
  13755. */
  13756. getY( index ) {
  13757. let y = this.array[ index * this.itemSize + 1 ];
  13758. if ( this.normalized ) y = denormalize( y, this.array );
  13759. return y;
  13760. }
  13761. /**
  13762. * Sets the y component of the vector at the given index.
  13763. *
  13764. * @param {number} index - The index into the buffer attribute.
  13765. * @param {number} y - The value to set.
  13766. * @return {BufferAttribute} A reference to this instance.
  13767. */
  13768. setY( index, y ) {
  13769. if ( this.normalized ) y = normalize( y, this.array );
  13770. this.array[ index * this.itemSize + 1 ] = y;
  13771. return this;
  13772. }
  13773. /**
  13774. * Returns the z component of the vector at the given index.
  13775. *
  13776. * @param {number} index - The index into the buffer attribute.
  13777. * @return {number} The z component.
  13778. */
  13779. getZ( index ) {
  13780. let z = this.array[ index * this.itemSize + 2 ];
  13781. if ( this.normalized ) z = denormalize( z, this.array );
  13782. return z;
  13783. }
  13784. /**
  13785. * Sets the z component of the vector at the given index.
  13786. *
  13787. * @param {number} index - The index into the buffer attribute.
  13788. * @param {number} z - The value to set.
  13789. * @return {BufferAttribute} A reference to this instance.
  13790. */
  13791. setZ( index, z ) {
  13792. if ( this.normalized ) z = normalize( z, this.array );
  13793. this.array[ index * this.itemSize + 2 ] = z;
  13794. return this;
  13795. }
  13796. /**
  13797. * Returns the w component of the vector at the given index.
  13798. *
  13799. * @param {number} index - The index into the buffer attribute.
  13800. * @return {number} The w component.
  13801. */
  13802. getW( index ) {
  13803. let w = this.array[ index * this.itemSize + 3 ];
  13804. if ( this.normalized ) w = denormalize( w, this.array );
  13805. return w;
  13806. }
  13807. /**
  13808. * Sets the w component of the vector at the given index.
  13809. *
  13810. * @param {number} index - The index into the buffer attribute.
  13811. * @param {number} w - The value to set.
  13812. * @return {BufferAttribute} A reference to this instance.
  13813. */
  13814. setW( index, w ) {
  13815. if ( this.normalized ) w = normalize( w, this.array );
  13816. this.array[ index * this.itemSize + 3 ] = w;
  13817. return this;
  13818. }
  13819. /**
  13820. * Sets the x and y component of the vector at the given index.
  13821. *
  13822. * @param {number} index - The index into the buffer attribute.
  13823. * @param {number} x - The value for the x component to set.
  13824. * @param {number} y - The value for the y component to set.
  13825. * @return {BufferAttribute} A reference to this instance.
  13826. */
  13827. setXY( index, x, y ) {
  13828. index *= this.itemSize;
  13829. if ( this.normalized ) {
  13830. x = normalize( x, this.array );
  13831. y = normalize( y, this.array );
  13832. }
  13833. this.array[ index + 0 ] = x;
  13834. this.array[ index + 1 ] = y;
  13835. return this;
  13836. }
  13837. /**
  13838. * Sets the x, y and z component of the vector at the given index.
  13839. *
  13840. * @param {number} index - The index into the buffer attribute.
  13841. * @param {number} x - The value for the x component to set.
  13842. * @param {number} y - The value for the y component to set.
  13843. * @param {number} z - The value for the z component to set.
  13844. * @return {BufferAttribute} A reference to this instance.
  13845. */
  13846. setXYZ( index, x, y, z ) {
  13847. index *= this.itemSize;
  13848. if ( this.normalized ) {
  13849. x = normalize( x, this.array );
  13850. y = normalize( y, this.array );
  13851. z = normalize( z, this.array );
  13852. }
  13853. this.array[ index + 0 ] = x;
  13854. this.array[ index + 1 ] = y;
  13855. this.array[ index + 2 ] = z;
  13856. return this;
  13857. }
  13858. /**
  13859. * Sets the x, y, z and w component of the vector at the given index.
  13860. *
  13861. * @param {number} index - The index into the buffer attribute.
  13862. * @param {number} x - The value for the x component to set.
  13863. * @param {number} y - The value for the y component to set.
  13864. * @param {number} z - The value for the z component to set.
  13865. * @param {number} w - The value for the w component to set.
  13866. * @return {BufferAttribute} A reference to this instance.
  13867. */
  13868. setXYZW( index, x, y, z, w ) {
  13869. index *= this.itemSize;
  13870. if ( this.normalized ) {
  13871. x = normalize( x, this.array );
  13872. y = normalize( y, this.array );
  13873. z = normalize( z, this.array );
  13874. w = normalize( w, this.array );
  13875. }
  13876. this.array[ index + 0 ] = x;
  13877. this.array[ index + 1 ] = y;
  13878. this.array[ index + 2 ] = z;
  13879. this.array[ index + 3 ] = w;
  13880. return this;
  13881. }
  13882. /**
  13883. * Sets the given callback function that is executed after the Renderer has transferred
  13884. * the attribute array data to the GPU. Can be used to perform clean-up operations after
  13885. * the upload when attribute data are not needed anymore on the CPU side.
  13886. *
  13887. * @param {Function} callback - The `onUpload()` callback.
  13888. * @return {BufferAttribute} A reference to this instance.
  13889. */
  13890. onUpload( callback ) {
  13891. this.onUploadCallback = callback;
  13892. return this;
  13893. }
  13894. /**
  13895. * Returns a new buffer attribute with copied values from this instance.
  13896. *
  13897. * @return {BufferAttribute} A clone of this instance.
  13898. */
  13899. clone() {
  13900. return new this.constructor( this.array, this.itemSize ).copy( this );
  13901. }
  13902. /**
  13903. * Serializes the buffer attribute into JSON.
  13904. *
  13905. * @return {Object} A JSON object representing the serialized buffer attribute.
  13906. */
  13907. toJSON() {
  13908. const data = {
  13909. itemSize: this.itemSize,
  13910. type: this.array.constructor.name,
  13911. array: Array.from( this.array ),
  13912. normalized: this.normalized
  13913. };
  13914. if ( this.name !== '' ) data.name = this.name;
  13915. if ( this.usage !== StaticDrawUsage ) data.usage = this.usage;
  13916. return data;
  13917. }
  13918. }
  13919. /**
  13920. * Convenient class that can be used when creating a `Int8` buffer attribute with
  13921. * a plain `Array` instance.
  13922. *
  13923. * @augments BufferAttribute
  13924. */
  13925. class Int8BufferAttribute extends BufferAttribute {
  13926. /**
  13927. * Constructs a new buffer attribute.
  13928. *
  13929. * @param {(Array<number>|Int8Array)} array - The array holding the attribute data.
  13930. * @param {number} itemSize - The item size.
  13931. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13932. */
  13933. constructor( array, itemSize, normalized ) {
  13934. super( new Int8Array( array ), itemSize, normalized );
  13935. }
  13936. }
  13937. /**
  13938. * Convenient class that can be used when creating a `UInt8` buffer attribute with
  13939. * a plain `Array` instance.
  13940. *
  13941. * @augments BufferAttribute
  13942. */
  13943. class Uint8BufferAttribute extends BufferAttribute {
  13944. /**
  13945. * Constructs a new buffer attribute.
  13946. *
  13947. * @param {(Array<number>|Uint8Array)} array - The array holding the attribute data.
  13948. * @param {number} itemSize - The item size.
  13949. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13950. */
  13951. constructor( array, itemSize, normalized ) {
  13952. super( new Uint8Array( array ), itemSize, normalized );
  13953. }
  13954. }
  13955. /**
  13956. * Convenient class that can be used when creating a `UInt8Clamped` buffer attribute with
  13957. * a plain `Array` instance.
  13958. *
  13959. * @augments BufferAttribute
  13960. */
  13961. class Uint8ClampedBufferAttribute extends BufferAttribute {
  13962. /**
  13963. * Constructs a new buffer attribute.
  13964. *
  13965. * @param {(Array<number>|Uint8ClampedArray)} array - The array holding the attribute data.
  13966. * @param {number} itemSize - The item size.
  13967. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13968. */
  13969. constructor( array, itemSize, normalized ) {
  13970. super( new Uint8ClampedArray( array ), itemSize, normalized );
  13971. }
  13972. }
  13973. /**
  13974. * Convenient class that can be used when creating a `Int16` buffer attribute with
  13975. * a plain `Array` instance.
  13976. *
  13977. * @augments BufferAttribute
  13978. */
  13979. class Int16BufferAttribute extends BufferAttribute {
  13980. /**
  13981. * Constructs a new buffer attribute.
  13982. *
  13983. * @param {(Array<number>|Int16Array)} array - The array holding the attribute data.
  13984. * @param {number} itemSize - The item size.
  13985. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13986. */
  13987. constructor( array, itemSize, normalized ) {
  13988. super( new Int16Array( array ), itemSize, normalized );
  13989. }
  13990. }
  13991. /**
  13992. * Convenient class that can be used when creating a `UInt16` buffer attribute with
  13993. * a plain `Array` instance.
  13994. *
  13995. * @augments BufferAttribute
  13996. */
  13997. class Uint16BufferAttribute extends BufferAttribute {
  13998. /**
  13999. * Constructs a new buffer attribute.
  14000. *
  14001. * @param {(Array<number>|Uint16Array)} array - The array holding the attribute data.
  14002. * @param {number} itemSize - The item size.
  14003. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  14004. */
  14005. constructor( array, itemSize, normalized ) {
  14006. super( new Uint16Array( array ), itemSize, normalized );
  14007. }
  14008. }
  14009. /**
  14010. * Convenient class that can be used when creating a `Int32` buffer attribute with
  14011. * a plain `Array` instance.
  14012. *
  14013. * @augments BufferAttribute
  14014. */
  14015. class Int32BufferAttribute extends BufferAttribute {
  14016. /**
  14017. * Constructs a new buffer attribute.
  14018. *
  14019. * @param {(Array<number>|Int32Array)} array - The array holding the attribute data.
  14020. * @param {number} itemSize - The item size.
  14021. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  14022. */
  14023. constructor( array, itemSize, normalized ) {
  14024. super( new Int32Array( array ), itemSize, normalized );
  14025. }
  14026. }
  14027. /**
  14028. * Convenient class that can be used when creating a `UInt32` buffer attribute with
  14029. * a plain `Array` instance.
  14030. *
  14031. * @augments BufferAttribute
  14032. */
  14033. class Uint32BufferAttribute extends BufferAttribute {
  14034. /**
  14035. * Constructs a new buffer attribute.
  14036. *
  14037. * @param {(Array<number>|Uint32Array)} array - The array holding the attribute data.
  14038. * @param {number} itemSize - The item size.
  14039. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  14040. */
  14041. constructor( array, itemSize, normalized ) {
  14042. super( new Uint32Array( array ), itemSize, normalized );
  14043. }
  14044. }
  14045. /**
  14046. * Convenient class that can be used when creating a `Float16` buffer attribute with
  14047. * a plain `Array` instance.
  14048. *
  14049. * This class automatically converts to and from FP16 via `Uint16Array` since `Float16Array`
  14050. * browser support is still problematic.
  14051. *
  14052. * @augments BufferAttribute
  14053. */
  14054. class Float16BufferAttribute extends BufferAttribute {
  14055. /**
  14056. * Constructs a new buffer attribute.
  14057. *
  14058. * @param {(Array<number>|Uint16Array)} array - The array holding the attribute data.
  14059. * @param {number} itemSize - The item size.
  14060. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  14061. */
  14062. constructor( array, itemSize, normalized ) {
  14063. super( new Uint16Array( array ), itemSize, normalized );
  14064. this.isFloat16BufferAttribute = true;
  14065. }
  14066. getX( index ) {
  14067. let x = fromHalfFloat( this.array[ index * this.itemSize ] );
  14068. if ( this.normalized ) x = denormalize( x, this.array );
  14069. return x;
  14070. }
  14071. setX( index, x ) {
  14072. if ( this.normalized ) x = normalize( x, this.array );
  14073. this.array[ index * this.itemSize ] = toHalfFloat( x );
  14074. return this;
  14075. }
  14076. getY( index ) {
  14077. let y = fromHalfFloat( this.array[ index * this.itemSize + 1 ] );
  14078. if ( this.normalized ) y = denormalize( y, this.array );
  14079. return y;
  14080. }
  14081. setY( index, y ) {
  14082. if ( this.normalized ) y = normalize( y, this.array );
  14083. this.array[ index * this.itemSize + 1 ] = toHalfFloat( y );
  14084. return this;
  14085. }
  14086. getZ( index ) {
  14087. let z = fromHalfFloat( this.array[ index * this.itemSize + 2 ] );
  14088. if ( this.normalized ) z = denormalize( z, this.array );
  14089. return z;
  14090. }
  14091. setZ( index, z ) {
  14092. if ( this.normalized ) z = normalize( z, this.array );
  14093. this.array[ index * this.itemSize + 2 ] = toHalfFloat( z );
  14094. return this;
  14095. }
  14096. getW( index ) {
  14097. let w = fromHalfFloat( this.array[ index * this.itemSize + 3 ] );
  14098. if ( this.normalized ) w = denormalize( w, this.array );
  14099. return w;
  14100. }
  14101. setW( index, w ) {
  14102. if ( this.normalized ) w = normalize( w, this.array );
  14103. this.array[ index * this.itemSize + 3 ] = toHalfFloat( w );
  14104. return this;
  14105. }
  14106. setXY( index, x, y ) {
  14107. index *= this.itemSize;
  14108. if ( this.normalized ) {
  14109. x = normalize( x, this.array );
  14110. y = normalize( y, this.array );
  14111. }
  14112. this.array[ index + 0 ] = toHalfFloat( x );
  14113. this.array[ index + 1 ] = toHalfFloat( y );
  14114. return this;
  14115. }
  14116. setXYZ( index, x, y, z ) {
  14117. index *= this.itemSize;
  14118. if ( this.normalized ) {
  14119. x = normalize( x, this.array );
  14120. y = normalize( y, this.array );
  14121. z = normalize( z, this.array );
  14122. }
  14123. this.array[ index + 0 ] = toHalfFloat( x );
  14124. this.array[ index + 1 ] = toHalfFloat( y );
  14125. this.array[ index + 2 ] = toHalfFloat( z );
  14126. return this;
  14127. }
  14128. setXYZW( index, x, y, z, w ) {
  14129. index *= this.itemSize;
  14130. if ( this.normalized ) {
  14131. x = normalize( x, this.array );
  14132. y = normalize( y, this.array );
  14133. z = normalize( z, this.array );
  14134. w = normalize( w, this.array );
  14135. }
  14136. this.array[ index + 0 ] = toHalfFloat( x );
  14137. this.array[ index + 1 ] = toHalfFloat( y );
  14138. this.array[ index + 2 ] = toHalfFloat( z );
  14139. this.array[ index + 3 ] = toHalfFloat( w );
  14140. return this;
  14141. }
  14142. }
  14143. /**
  14144. * Convenient class that can be used when creating a `Float32` buffer attribute with
  14145. * a plain `Array` instance.
  14146. *
  14147. * @augments BufferAttribute
  14148. */
  14149. class Float32BufferAttribute extends BufferAttribute {
  14150. /**
  14151. * Constructs a new buffer attribute.
  14152. *
  14153. * @param {(Array<number>|Float32Array)} array - The array holding the attribute data.
  14154. * @param {number} itemSize - The item size.
  14155. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  14156. */
  14157. constructor( array, itemSize, normalized ) {
  14158. super( new Float32Array( array ), itemSize, normalized );
  14159. }
  14160. }
  14161. let _id$1 = 0;
  14162. const _m1 = /*@__PURE__*/ new Matrix4();
  14163. const _obj = /*@__PURE__*/ new Object3D();
  14164. const _offset = /*@__PURE__*/ new Vector3();
  14165. const _box$2 = /*@__PURE__*/ new Box3();
  14166. const _boxMorphTargets = /*@__PURE__*/ new Box3();
  14167. const _vector$8 = /*@__PURE__*/ new Vector3();
  14168. /**
  14169. * A representation of mesh, line, or point geometry. Includes vertex
  14170. * positions, face indices, normals, colors, UVs, and custom attributes
  14171. * within buffers, reducing the cost of passing all this data to the GPU.
  14172. *
  14173. * ```js
  14174. * const geometry = new THREE.BufferGeometry();
  14175. * // create a simple square shape. We duplicate the top left and bottom right
  14176. * // vertices because each vertex needs to appear once per triangle.
  14177. * const vertices = new Float32Array( [
  14178. * -1.0, -1.0, 1.0, // v0
  14179. * 1.0, -1.0, 1.0, // v1
  14180. * 1.0, 1.0, 1.0, // v2
  14181. *
  14182. * 1.0, 1.0, 1.0, // v3
  14183. * -1.0, 1.0, 1.0, // v4
  14184. * -1.0, -1.0, 1.0 // v5
  14185. * ] );
  14186. * // itemSize = 3 because there are 3 values (components) per vertex
  14187. * geometry.setAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) );
  14188. * const material = new THREE.MeshBasicMaterial( { color: 0xff0000 } );
  14189. * const mesh = new THREE.Mesh( geometry, material );
  14190. * ```
  14191. *
  14192. * @augments EventDispatcher
  14193. */
  14194. class BufferGeometry extends EventDispatcher {
  14195. /**
  14196. * Constructs a new geometry.
  14197. */
  14198. constructor() {
  14199. super();
  14200. /**
  14201. * This flag can be used for type testing.
  14202. *
  14203. * @type {boolean}
  14204. * @readonly
  14205. * @default true
  14206. */
  14207. this.isBufferGeometry = true;
  14208. /**
  14209. * The ID of the geometry.
  14210. *
  14211. * @name BufferGeometry#id
  14212. * @type {number}
  14213. * @readonly
  14214. */
  14215. Object.defineProperty( this, 'id', { value: _id$1 ++ } );
  14216. /**
  14217. * The UUID of the geometry.
  14218. *
  14219. * @type {string}
  14220. * @readonly
  14221. */
  14222. this.uuid = generateUUID();
  14223. /**
  14224. * The name of the geometry.
  14225. *
  14226. * @type {string}
  14227. */
  14228. this.name = '';
  14229. this.type = 'BufferGeometry';
  14230. /**
  14231. * Allows for vertices to be re-used across multiple triangles; this is
  14232. * called using "indexed triangles". Each triangle is associated with the
  14233. * indices of three vertices. This attribute therefore stores the index of
  14234. * each vertex for each triangular face. If this attribute is not set, the
  14235. * renderer assumes that each three contiguous positions represent a single triangle.
  14236. *
  14237. * @type {?BufferAttribute}
  14238. * @default null
  14239. */
  14240. this.index = null;
  14241. /**
  14242. * A (storage) buffer attribute which was generated with a compute shader and
  14243. * now defines indirect draw calls.
  14244. *
  14245. * Can only be used with {@link WebGPURenderer} and a WebGPU backend.
  14246. *
  14247. * @type {?BufferAttribute}
  14248. * @default null
  14249. */
  14250. this.indirect = null;
  14251. /**
  14252. * This dictionary has as id the name of the attribute to be set and as value
  14253. * the buffer attribute to set it to. Rather than accessing this property directly,
  14254. * use `setAttribute()` and `getAttribute()` to access attributes of this geometry.
  14255. *
  14256. * @type {Object<string,(BufferAttribute|InterleavedBufferAttribute)>}
  14257. */
  14258. this.attributes = {};
  14259. /**
  14260. * This dictionary holds the morph targets of the geometry.
  14261. *
  14262. * Note: Once the geometry has been rendered, the morph attribute data cannot
  14263. * be changed. You will have to call `dispose()?, and create a new geometry instance.
  14264. *
  14265. * @type {Object}
  14266. */
  14267. this.morphAttributes = {};
  14268. /**
  14269. * Used to control the morph target behavior; when set to `true`, the morph
  14270. * target data is treated as relative offsets, rather than as absolute
  14271. * positions/normals.
  14272. *
  14273. * @type {boolean}
  14274. * @default false
  14275. */
  14276. this.morphTargetsRelative = false;
  14277. /**
  14278. * Split the geometry into groups, each of which will be rendered in a
  14279. * separate draw call. This allows an array of materials to be used with the geometry.
  14280. *
  14281. * Use `addGroup()` and `clearGroups()` to edit groups, rather than modifying this array directly.
  14282. *
  14283. * Every vertex and index must belong to exactly one group — groups must not share vertices or
  14284. * indices, and must not leave vertices or indices unused.
  14285. *
  14286. * @type {Array<Object>}
  14287. */
  14288. this.groups = [];
  14289. /**
  14290. * Bounding box for the geometry which can be calculated with `computeBoundingBox()`.
  14291. *
  14292. * @type {?Box3}
  14293. * @default null
  14294. */
  14295. this.boundingBox = null;
  14296. /**
  14297. * Bounding sphere for the geometry which can be calculated with `computeBoundingSphere()`.
  14298. *
  14299. * @type {?Sphere}
  14300. * @default null
  14301. */
  14302. this.boundingSphere = null;
  14303. /**
  14304. * Determines the part of the geometry to render. This should not be set directly,
  14305. * instead use `setDrawRange()`.
  14306. *
  14307. * @type {{start:number,count:number}}
  14308. */
  14309. this.drawRange = { start: 0, count: Infinity };
  14310. /**
  14311. * An object that can be used to store custom data about the geometry.
  14312. * It should not hold references to functions as these will not be cloned.
  14313. *
  14314. * @type {Object}
  14315. */
  14316. this.userData = {};
  14317. }
  14318. /**
  14319. * Returns the index of this geometry.
  14320. *
  14321. * @return {?BufferAttribute} The index. Returns `null` if no index is defined.
  14322. */
  14323. getIndex() {
  14324. return this.index;
  14325. }
  14326. /**
  14327. * Sets the given index to this geometry.
  14328. *
  14329. * @param {Array<number>|BufferAttribute} index - The index to set.
  14330. * @return {BufferGeometry} A reference to this instance.
  14331. */
  14332. setIndex( index ) {
  14333. if ( Array.isArray( index ) ) {
  14334. this.index = new ( arrayNeedsUint32( index ) ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 );
  14335. } else {
  14336. this.index = index;
  14337. }
  14338. return this;
  14339. }
  14340. /**
  14341. * Sets the given indirect attribute to this geometry.
  14342. *
  14343. * @param {BufferAttribute} indirect - The attribute holding indirect draw calls.
  14344. * @return {BufferGeometry} A reference to this instance.
  14345. */
  14346. setIndirect( indirect ) {
  14347. this.indirect = indirect;
  14348. return this;
  14349. }
  14350. /**
  14351. * Returns the indirect attribute of this geometry.
  14352. *
  14353. * @return {?BufferAttribute} The indirect attribute. Returns `null` if no indirect attribute is defined.
  14354. */
  14355. getIndirect() {
  14356. return this.indirect;
  14357. }
  14358. /**
  14359. * Returns the buffer attribute for the given name.
  14360. *
  14361. * @param {string} name - The attribute name.
  14362. * @return {BufferAttribute|InterleavedBufferAttribute|undefined} The buffer attribute.
  14363. * Returns `undefined` if not attribute has been found.
  14364. */
  14365. getAttribute( name ) {
  14366. return this.attributes[ name ];
  14367. }
  14368. /**
  14369. * Sets the given attribute for the given name.
  14370. *
  14371. * @param {string} name - The attribute name.
  14372. * @param {BufferAttribute|InterleavedBufferAttribute} attribute - The attribute to set.
  14373. * @return {BufferGeometry} A reference to this instance.
  14374. */
  14375. setAttribute( name, attribute ) {
  14376. this.attributes[ name ] = attribute;
  14377. return this;
  14378. }
  14379. /**
  14380. * Deletes the attribute for the given name.
  14381. *
  14382. * @param {string} name - The attribute name to delete.
  14383. * @return {BufferGeometry} A reference to this instance.
  14384. */
  14385. deleteAttribute( name ) {
  14386. delete this.attributes[ name ];
  14387. return this;
  14388. }
  14389. /**
  14390. * Returns `true` if this geometry has an attribute for the given name.
  14391. *
  14392. * @param {string} name - The attribute name.
  14393. * @return {boolean} Whether this geometry has an attribute for the given name or not.
  14394. */
  14395. hasAttribute( name ) {
  14396. return this.attributes[ name ] !== undefined;
  14397. }
  14398. /**
  14399. * Adds a group to this geometry.
  14400. *
  14401. * @param {number} start - The first element in this draw call. That is the first
  14402. * vertex for non-indexed geometry, otherwise the first triangle index.
  14403. * @param {number} count - Specifies how many vertices (or indices) are part of this group.
  14404. * @param {number} [materialIndex=0] - The material array index to use.
  14405. */
  14406. addGroup( start, count, materialIndex = 0 ) {
  14407. this.groups.push( {
  14408. start: start,
  14409. count: count,
  14410. materialIndex: materialIndex
  14411. } );
  14412. }
  14413. /**
  14414. * Clears all groups.
  14415. */
  14416. clearGroups() {
  14417. this.groups = [];
  14418. }
  14419. /**
  14420. * Sets the draw range for this geometry.
  14421. *
  14422. * @param {number} start - The first vertex for non-indexed geometry, otherwise the first triangle index.
  14423. * @param {number} count - For non-indexed BufferGeometry, `count` is the number of vertices to render.
  14424. * For indexed BufferGeometry, `count` is the number of indices to render.
  14425. */
  14426. setDrawRange( start, count ) {
  14427. this.drawRange.start = start;
  14428. this.drawRange.count = count;
  14429. }
  14430. /**
  14431. * Applies the given 4x4 transformation matrix to the geometry.
  14432. *
  14433. * @param {Matrix4} matrix - The matrix to apply.
  14434. * @return {BufferGeometry} A reference to this instance.
  14435. */
  14436. applyMatrix4( matrix ) {
  14437. const position = this.attributes.position;
  14438. if ( position !== undefined ) {
  14439. position.applyMatrix4( matrix );
  14440. position.needsUpdate = true;
  14441. }
  14442. const normal = this.attributes.normal;
  14443. if ( normal !== undefined ) {
  14444. const normalMatrix = new Matrix3().getNormalMatrix( matrix );
  14445. normal.applyNormalMatrix( normalMatrix );
  14446. normal.needsUpdate = true;
  14447. }
  14448. const tangent = this.attributes.tangent;
  14449. if ( tangent !== undefined ) {
  14450. tangent.transformDirection( matrix );
  14451. tangent.needsUpdate = true;
  14452. }
  14453. if ( this.boundingBox !== null ) {
  14454. this.computeBoundingBox();
  14455. }
  14456. if ( this.boundingSphere !== null ) {
  14457. this.computeBoundingSphere();
  14458. }
  14459. return this;
  14460. }
  14461. /**
  14462. * Applies the rotation represented by the Quaternion to the geometry.
  14463. *
  14464. * @param {Quaternion} q - The Quaternion to apply.
  14465. * @return {BufferGeometry} A reference to this instance.
  14466. */
  14467. applyQuaternion( q ) {
  14468. _m1.makeRotationFromQuaternion( q );
  14469. this.applyMatrix4( _m1 );
  14470. return this;
  14471. }
  14472. /**
  14473. * Rotates the geometry about the X axis. This is typically done as a one time
  14474. * operation, and not during a loop. Use {@link Object3D#rotation} for typical
  14475. * real-time mesh rotation.
  14476. *
  14477. * @param {number} angle - The angle in radians.
  14478. * @return {BufferGeometry} A reference to this instance.
  14479. */
  14480. rotateX( angle ) {
  14481. // rotate geometry around world x-axis
  14482. _m1.makeRotationX( angle );
  14483. this.applyMatrix4( _m1 );
  14484. return this;
  14485. }
  14486. /**
  14487. * Rotates the geometry about the Y axis. This is typically done as a one time
  14488. * operation, and not during a loop. Use {@link Object3D#rotation} for typical
  14489. * real-time mesh rotation.
  14490. *
  14491. * @param {number} angle - The angle in radians.
  14492. * @return {BufferGeometry} A reference to this instance.
  14493. */
  14494. rotateY( angle ) {
  14495. // rotate geometry around world y-axis
  14496. _m1.makeRotationY( angle );
  14497. this.applyMatrix4( _m1 );
  14498. return this;
  14499. }
  14500. /**
  14501. * Rotates the geometry about the Z axis. This is typically done as a one time
  14502. * operation, and not during a loop. Use {@link Object3D#rotation} for typical
  14503. * real-time mesh rotation.
  14504. *
  14505. * @param {number} angle - The angle in radians.
  14506. * @return {BufferGeometry} A reference to this instance.
  14507. */
  14508. rotateZ( angle ) {
  14509. // rotate geometry around world z-axis
  14510. _m1.makeRotationZ( angle );
  14511. this.applyMatrix4( _m1 );
  14512. return this;
  14513. }
  14514. /**
  14515. * Translates the geometry. This is typically done as a one time
  14516. * operation, and not during a loop. Use {@link Object3D#position} for typical
  14517. * real-time mesh rotation.
  14518. *
  14519. * @param {number} x - The x offset.
  14520. * @param {number} y - The y offset.
  14521. * @param {number} z - The z offset.
  14522. * @return {BufferGeometry} A reference to this instance.
  14523. */
  14524. translate( x, y, z ) {
  14525. // translate geometry
  14526. _m1.makeTranslation( x, y, z );
  14527. this.applyMatrix4( _m1 );
  14528. return this;
  14529. }
  14530. /**
  14531. * Scales the geometry. This is typically done as a one time
  14532. * operation, and not during a loop. Use {@link Object3D#scale} for typical
  14533. * real-time mesh rotation.
  14534. *
  14535. * @param {number} x - The x scale.
  14536. * @param {number} y - The y scale.
  14537. * @param {number} z - The z scale.
  14538. * @return {BufferGeometry} A reference to this instance.
  14539. */
  14540. scale( x, y, z ) {
  14541. // scale geometry
  14542. _m1.makeScale( x, y, z );
  14543. this.applyMatrix4( _m1 );
  14544. return this;
  14545. }
  14546. /**
  14547. * Rotates the geometry to face a point in 3D space. This is typically done as a one time
  14548. * operation, and not during a loop. Use {@link Object3D#lookAt} for typical
  14549. * real-time mesh rotation.
  14550. *
  14551. * @param {Vector3} vector - The target point.
  14552. * @return {BufferGeometry} A reference to this instance.
  14553. */
  14554. lookAt( vector ) {
  14555. _obj.lookAt( vector );
  14556. _obj.updateMatrix();
  14557. this.applyMatrix4( _obj.matrix );
  14558. return this;
  14559. }
  14560. /**
  14561. * Center the geometry based on its bounding box.
  14562. *
  14563. * @return {BufferGeometry} A reference to this instance.
  14564. */
  14565. center() {
  14566. this.computeBoundingBox();
  14567. this.boundingBox.getCenter( _offset ).negate();
  14568. this.translate( _offset.x, _offset.y, _offset.z );
  14569. return this;
  14570. }
  14571. /**
  14572. * Defines a geometry by creating a `position` attribute based on the given array of points. The array
  14573. * can hold 2D or 3D vectors. When using two-dimensional data, the `z` coordinate for all vertices is
  14574. * set to `0`.
  14575. *
  14576. * If the method is used with an existing `position` attribute, the vertex data are overwritten with the
  14577. * data from the array. The length of the array must match the vertex count.
  14578. *
  14579. * @param {Array<Vector2>|Array<Vector3>} points - The points.
  14580. * @return {BufferGeometry} A reference to this instance.
  14581. */
  14582. setFromPoints( points ) {
  14583. const positionAttribute = this.getAttribute( 'position' );
  14584. if ( positionAttribute === undefined ) {
  14585. const position = [];
  14586. for ( let i = 0, l = points.length; i < l; i ++ ) {
  14587. const point = points[ i ];
  14588. position.push( point.x, point.y, point.z || 0 );
  14589. }
  14590. this.setAttribute( 'position', new Float32BufferAttribute( position, 3 ) );
  14591. } else {
  14592. const l = Math.min( points.length, positionAttribute.count ); // make sure data do not exceed buffer size
  14593. for ( let i = 0; i < l; i ++ ) {
  14594. const point = points[ i ];
  14595. positionAttribute.setXYZ( i, point.x, point.y, point.z || 0 );
  14596. }
  14597. if ( points.length > positionAttribute.count ) {
  14598. warn( 'BufferGeometry: Buffer size too small for points data. Use .dispose() and create a new geometry.' );
  14599. }
  14600. positionAttribute.needsUpdate = true;
  14601. }
  14602. return this;
  14603. }
  14604. /**
  14605. * Computes the bounding box of the geometry, and updates the `boundingBox` member.
  14606. * The bounding box is not computed by the engine; it must be computed by your app.
  14607. * You may need to recompute the bounding box if the geometry vertices are modified.
  14608. */
  14609. computeBoundingBox() {
  14610. if ( this.boundingBox === null ) {
  14611. this.boundingBox = new Box3();
  14612. }
  14613. const position = this.attributes.position;
  14614. const morphAttributesPosition = this.morphAttributes.position;
  14615. if ( position && position.isGLBufferAttribute ) {
  14616. error( 'BufferGeometry.computeBoundingBox(): GLBufferAttribute requires a manual bounding box.', this );
  14617. this.boundingBox.set(
  14618. new Vector3( - Infinity, - Infinity, - Infinity ),
  14619. new Vector3( + Infinity, + Infinity, + Infinity )
  14620. );
  14621. return;
  14622. }
  14623. if ( position !== undefined ) {
  14624. this.boundingBox.setFromBufferAttribute( position );
  14625. // process morph attributes if present
  14626. if ( morphAttributesPosition ) {
  14627. for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  14628. const morphAttribute = morphAttributesPosition[ i ];
  14629. _box$2.setFromBufferAttribute( morphAttribute );
  14630. if ( this.morphTargetsRelative ) {
  14631. _vector$8.addVectors( this.boundingBox.min, _box$2.min );
  14632. this.boundingBox.expandByPoint( _vector$8 );
  14633. _vector$8.addVectors( this.boundingBox.max, _box$2.max );
  14634. this.boundingBox.expandByPoint( _vector$8 );
  14635. } else {
  14636. this.boundingBox.expandByPoint( _box$2.min );
  14637. this.boundingBox.expandByPoint( _box$2.max );
  14638. }
  14639. }
  14640. }
  14641. } else {
  14642. this.boundingBox.makeEmpty();
  14643. }
  14644. if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {
  14645. error( 'BufferGeometry.computeBoundingBox(): Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this );
  14646. }
  14647. }
  14648. /**
  14649. * Computes the bounding sphere of the geometry, and updates the `boundingSphere` member.
  14650. * The engine automatically computes the bounding sphere when it is needed, e.g., for ray casting or view frustum culling.
  14651. * You may need to recompute the bounding sphere if the geometry vertices are modified.
  14652. */
  14653. computeBoundingSphere() {
  14654. if ( this.boundingSphere === null ) {
  14655. this.boundingSphere = new Sphere();
  14656. }
  14657. const position = this.attributes.position;
  14658. const morphAttributesPosition = this.morphAttributes.position;
  14659. if ( position && position.isGLBufferAttribute ) {
  14660. error( 'BufferGeometry.computeBoundingSphere(): GLBufferAttribute requires a manual bounding sphere.', this );
  14661. this.boundingSphere.set( new Vector3(), Infinity );
  14662. return;
  14663. }
  14664. if ( position ) {
  14665. // first, find the center of the bounding sphere
  14666. const center = this.boundingSphere.center;
  14667. _box$2.setFromBufferAttribute( position );
  14668. // process morph attributes if present
  14669. if ( morphAttributesPosition ) {
  14670. for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  14671. const morphAttribute = morphAttributesPosition[ i ];
  14672. _boxMorphTargets.setFromBufferAttribute( morphAttribute );
  14673. if ( this.morphTargetsRelative ) {
  14674. _vector$8.addVectors( _box$2.min, _boxMorphTargets.min );
  14675. _box$2.expandByPoint( _vector$8 );
  14676. _vector$8.addVectors( _box$2.max, _boxMorphTargets.max );
  14677. _box$2.expandByPoint( _vector$8 );
  14678. } else {
  14679. _box$2.expandByPoint( _boxMorphTargets.min );
  14680. _box$2.expandByPoint( _boxMorphTargets.max );
  14681. }
  14682. }
  14683. }
  14684. _box$2.getCenter( center );
  14685. // second, try to find a boundingSphere with a radius smaller than the
  14686. // boundingSphere of the boundingBox: sqrt(3) smaller in the best case
  14687. let maxRadiusSq = 0;
  14688. for ( let i = 0, il = position.count; i < il; i ++ ) {
  14689. _vector$8.fromBufferAttribute( position, i );
  14690. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$8 ) );
  14691. }
  14692. // process morph attributes if present
  14693. if ( morphAttributesPosition ) {
  14694. for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  14695. const morphAttribute = morphAttributesPosition[ i ];
  14696. const morphTargetsRelative = this.morphTargetsRelative;
  14697. for ( let j = 0, jl = morphAttribute.count; j < jl; j ++ ) {
  14698. _vector$8.fromBufferAttribute( morphAttribute, j );
  14699. if ( morphTargetsRelative ) {
  14700. _offset.fromBufferAttribute( position, j );
  14701. _vector$8.add( _offset );
  14702. }
  14703. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$8 ) );
  14704. }
  14705. }
  14706. }
  14707. this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
  14708. if ( isNaN( this.boundingSphere.radius ) ) {
  14709. error( 'BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this );
  14710. }
  14711. }
  14712. }
  14713. /**
  14714. * Calculates and adds a tangent attribute to this geometry.
  14715. *
  14716. * The computation is only supported for indexed geometries and if position, normal, and uv attributes
  14717. * are defined. When using a tangent space normal map, prefer the MikkTSpace algorithm provided by
  14718. * {@link BufferGeometryUtils#computeMikkTSpaceTangents} instead.
  14719. */
  14720. computeTangents() {
  14721. const index = this.index;
  14722. const attributes = this.attributes;
  14723. // based on http://www.terathon.com/code/tangent.html
  14724. // (per vertex tangents)
  14725. if ( index === null ||
  14726. attributes.position === undefined ||
  14727. attributes.normal === undefined ||
  14728. attributes.uv === undefined ) {
  14729. error( 'BufferGeometry: .computeTangents() failed. Missing required attributes (index, position, normal or uv)' );
  14730. return;
  14731. }
  14732. const positionAttribute = attributes.position;
  14733. const normalAttribute = attributes.normal;
  14734. const uvAttribute = attributes.uv;
  14735. if ( this.hasAttribute( 'tangent' ) === false ) {
  14736. this.setAttribute( 'tangent', new BufferAttribute( new Float32Array( 4 * positionAttribute.count ), 4 ) );
  14737. }
  14738. const tangentAttribute = this.getAttribute( 'tangent' );
  14739. const tan1 = [], tan2 = [];
  14740. for ( let i = 0; i < positionAttribute.count; i ++ ) {
  14741. tan1[ i ] = new Vector3();
  14742. tan2[ i ] = new Vector3();
  14743. }
  14744. const vA = new Vector3(),
  14745. vB = new Vector3(),
  14746. vC = new Vector3(),
  14747. uvA = new Vector2(),
  14748. uvB = new Vector2(),
  14749. uvC = new Vector2(),
  14750. sdir = new Vector3(),
  14751. tdir = new Vector3();
  14752. function handleTriangle( a, b, c ) {
  14753. vA.fromBufferAttribute( positionAttribute, a );
  14754. vB.fromBufferAttribute( positionAttribute, b );
  14755. vC.fromBufferAttribute( positionAttribute, c );
  14756. uvA.fromBufferAttribute( uvAttribute, a );
  14757. uvB.fromBufferAttribute( uvAttribute, b );
  14758. uvC.fromBufferAttribute( uvAttribute, c );
  14759. vB.sub( vA );
  14760. vC.sub( vA );
  14761. uvB.sub( uvA );
  14762. uvC.sub( uvA );
  14763. const r = 1.0 / ( uvB.x * uvC.y - uvC.x * uvB.y );
  14764. // silently ignore degenerate uv triangles having coincident or colinear vertices
  14765. if ( ! isFinite( r ) ) return;
  14766. sdir.copy( vB ).multiplyScalar( uvC.y ).addScaledVector( vC, - uvB.y ).multiplyScalar( r );
  14767. tdir.copy( vC ).multiplyScalar( uvB.x ).addScaledVector( vB, - uvC.x ).multiplyScalar( r );
  14768. tan1[ a ].add( sdir );
  14769. tan1[ b ].add( sdir );
  14770. tan1[ c ].add( sdir );
  14771. tan2[ a ].add( tdir );
  14772. tan2[ b ].add( tdir );
  14773. tan2[ c ].add( tdir );
  14774. }
  14775. let groups = this.groups;
  14776. if ( groups.length === 0 ) {
  14777. groups = [ {
  14778. start: 0,
  14779. count: index.count
  14780. } ];
  14781. }
  14782. for ( let i = 0, il = groups.length; i < il; ++ i ) {
  14783. const group = groups[ i ];
  14784. const start = group.start;
  14785. const count = group.count;
  14786. for ( let j = start, jl = start + count; j < jl; j += 3 ) {
  14787. handleTriangle(
  14788. index.getX( j + 0 ),
  14789. index.getX( j + 1 ),
  14790. index.getX( j + 2 )
  14791. );
  14792. }
  14793. }
  14794. const tmp = new Vector3(), tmp2 = new Vector3();
  14795. const n = new Vector3(), n2 = new Vector3();
  14796. function handleVertex( v ) {
  14797. n.fromBufferAttribute( normalAttribute, v );
  14798. n2.copy( n );
  14799. const t = tan1[ v ];
  14800. // Gram-Schmidt orthogonalize
  14801. tmp.copy( t );
  14802. tmp.sub( n.multiplyScalar( n.dot( t ) ) ).normalize();
  14803. // Calculate handedness
  14804. tmp2.crossVectors( n2, t );
  14805. const test = tmp2.dot( tan2[ v ] );
  14806. const w = ( test < 0.0 ) ? -1 : 1.0;
  14807. tangentAttribute.setXYZW( v, tmp.x, tmp.y, tmp.z, w );
  14808. }
  14809. for ( let i = 0, il = groups.length; i < il; ++ i ) {
  14810. const group = groups[ i ];
  14811. const start = group.start;
  14812. const count = group.count;
  14813. for ( let j = start, jl = start + count; j < jl; j += 3 ) {
  14814. handleVertex( index.getX( j + 0 ) );
  14815. handleVertex( index.getX( j + 1 ) );
  14816. handleVertex( index.getX( j + 2 ) );
  14817. }
  14818. }
  14819. }
  14820. /**
  14821. * Computes vertex normals for the given vertex data. For indexed geometries, the method sets
  14822. * each vertex normal to be the average of the face normals of the faces that share that vertex.
  14823. * For non-indexed geometries, vertices are not shared, and the method sets each vertex normal
  14824. * to be the same as the face normal.
  14825. */
  14826. computeVertexNormals() {
  14827. const index = this.index;
  14828. const positionAttribute = this.getAttribute( 'position' );
  14829. if ( positionAttribute !== undefined ) {
  14830. let normalAttribute = this.getAttribute( 'normal' );
  14831. if ( normalAttribute === undefined ) {
  14832. normalAttribute = new BufferAttribute( new Float32Array( positionAttribute.count * 3 ), 3 );
  14833. this.setAttribute( 'normal', normalAttribute );
  14834. } else {
  14835. // reset existing normals to zero
  14836. for ( let i = 0, il = normalAttribute.count; i < il; i ++ ) {
  14837. normalAttribute.setXYZ( i, 0, 0, 0 );
  14838. }
  14839. }
  14840. const pA = new Vector3(), pB = new Vector3(), pC = new Vector3();
  14841. const nA = new Vector3(), nB = new Vector3(), nC = new Vector3();
  14842. const cb = new Vector3(), ab = new Vector3();
  14843. // indexed elements
  14844. if ( index ) {
  14845. for ( let i = 0, il = index.count; i < il; i += 3 ) {
  14846. const vA = index.getX( i + 0 );
  14847. const vB = index.getX( i + 1 );
  14848. const vC = index.getX( i + 2 );
  14849. pA.fromBufferAttribute( positionAttribute, vA );
  14850. pB.fromBufferAttribute( positionAttribute, vB );
  14851. pC.fromBufferAttribute( positionAttribute, vC );
  14852. cb.subVectors( pC, pB );
  14853. ab.subVectors( pA, pB );
  14854. cb.cross( ab );
  14855. nA.fromBufferAttribute( normalAttribute, vA );
  14856. nB.fromBufferAttribute( normalAttribute, vB );
  14857. nC.fromBufferAttribute( normalAttribute, vC );
  14858. nA.add( cb );
  14859. nB.add( cb );
  14860. nC.add( cb );
  14861. normalAttribute.setXYZ( vA, nA.x, nA.y, nA.z );
  14862. normalAttribute.setXYZ( vB, nB.x, nB.y, nB.z );
  14863. normalAttribute.setXYZ( vC, nC.x, nC.y, nC.z );
  14864. }
  14865. } else {
  14866. // non-indexed elements (unconnected triangle soup)
  14867. for ( let i = 0, il = positionAttribute.count; i < il; i += 3 ) {
  14868. pA.fromBufferAttribute( positionAttribute, i + 0 );
  14869. pB.fromBufferAttribute( positionAttribute, i + 1 );
  14870. pC.fromBufferAttribute( positionAttribute, i + 2 );
  14871. cb.subVectors( pC, pB );
  14872. ab.subVectors( pA, pB );
  14873. cb.cross( ab );
  14874. normalAttribute.setXYZ( i + 0, cb.x, cb.y, cb.z );
  14875. normalAttribute.setXYZ( i + 1, cb.x, cb.y, cb.z );
  14876. normalAttribute.setXYZ( i + 2, cb.x, cb.y, cb.z );
  14877. }
  14878. }
  14879. this.normalizeNormals();
  14880. normalAttribute.needsUpdate = true;
  14881. }
  14882. }
  14883. /**
  14884. * Ensures every normal vector in a geometry will have a magnitude of `1`. This will
  14885. * correct lighting on the geometry surfaces.
  14886. */
  14887. normalizeNormals() {
  14888. const normals = this.attributes.normal;
  14889. for ( let i = 0, il = normals.count; i < il; i ++ ) {
  14890. _vector$8.fromBufferAttribute( normals, i );
  14891. _vector$8.normalize();
  14892. normals.setXYZ( i, _vector$8.x, _vector$8.y, _vector$8.z );
  14893. }
  14894. }
  14895. /**
  14896. * Return a new non-index version of this indexed geometry. If the geometry
  14897. * is already non-indexed, the method is a NOOP.
  14898. *
  14899. * @return {BufferGeometry} The non-indexed version of this indexed geometry.
  14900. */
  14901. toNonIndexed() {
  14902. function convertBufferAttribute( attribute, indices ) {
  14903. const array = attribute.array;
  14904. const itemSize = attribute.itemSize;
  14905. const normalized = attribute.normalized;
  14906. const array2 = new array.constructor( indices.length * itemSize );
  14907. let index = 0, index2 = 0;
  14908. for ( let i = 0, l = indices.length; i < l; i ++ ) {
  14909. if ( attribute.isInterleavedBufferAttribute ) {
  14910. index = indices[ i ] * attribute.data.stride + attribute.offset;
  14911. } else {
  14912. index = indices[ i ] * itemSize;
  14913. }
  14914. for ( let j = 0; j < itemSize; j ++ ) {
  14915. array2[ index2 ++ ] = array[ index ++ ];
  14916. }
  14917. }
  14918. return new BufferAttribute( array2, itemSize, normalized );
  14919. }
  14920. //
  14921. if ( this.index === null ) {
  14922. warn( 'BufferGeometry.toNonIndexed(): BufferGeometry is already non-indexed.' );
  14923. return this;
  14924. }
  14925. const geometry2 = new BufferGeometry();
  14926. const indices = this.index.array;
  14927. const attributes = this.attributes;
  14928. // attributes
  14929. for ( const name in attributes ) {
  14930. const attribute = attributes[ name ];
  14931. const newAttribute = convertBufferAttribute( attribute, indices );
  14932. geometry2.setAttribute( name, newAttribute );
  14933. }
  14934. // morph attributes
  14935. const morphAttributes = this.morphAttributes;
  14936. for ( const name in morphAttributes ) {
  14937. const morphArray = [];
  14938. const morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
  14939. for ( let i = 0, il = morphAttribute.length; i < il; i ++ ) {
  14940. const attribute = morphAttribute[ i ];
  14941. const newAttribute = convertBufferAttribute( attribute, indices );
  14942. morphArray.push( newAttribute );
  14943. }
  14944. geometry2.morphAttributes[ name ] = morphArray;
  14945. }
  14946. geometry2.morphTargetsRelative = this.morphTargetsRelative;
  14947. // groups
  14948. const groups = this.groups;
  14949. for ( let i = 0, l = groups.length; i < l; i ++ ) {
  14950. const group = groups[ i ];
  14951. geometry2.addGroup( group.start, group.count, group.materialIndex );
  14952. }
  14953. return geometry2;
  14954. }
  14955. /**
  14956. * Serializes the geometry into JSON.
  14957. *
  14958. * @return {Object} A JSON object representing the serialized geometry.
  14959. */
  14960. toJSON() {
  14961. const data = {
  14962. metadata: {
  14963. version: 4.7,
  14964. type: 'BufferGeometry',
  14965. generator: 'BufferGeometry.toJSON'
  14966. }
  14967. };
  14968. // standard BufferGeometry serialization
  14969. data.uuid = this.uuid;
  14970. data.type = this.type;
  14971. if ( this.name !== '' ) data.name = this.name;
  14972. if ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData;
  14973. if ( this.parameters !== undefined ) {
  14974. const parameters = this.parameters;
  14975. for ( const key in parameters ) {
  14976. if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];
  14977. }
  14978. return data;
  14979. }
  14980. // for simplicity the code assumes attributes are not shared across geometries, see #15811
  14981. data.data = { attributes: {} };
  14982. const index = this.index;
  14983. if ( index !== null ) {
  14984. data.data.index = {
  14985. type: index.array.constructor.name,
  14986. array: Array.prototype.slice.call( index.array )
  14987. };
  14988. }
  14989. const attributes = this.attributes;
  14990. for ( const key in attributes ) {
  14991. const attribute = attributes[ key ];
  14992. data.data.attributes[ key ] = attribute.toJSON( data.data );
  14993. }
  14994. const morphAttributes = {};
  14995. let hasMorphAttributes = false;
  14996. for ( const key in this.morphAttributes ) {
  14997. const attributeArray = this.morphAttributes[ key ];
  14998. const array = [];
  14999. for ( let i = 0, il = attributeArray.length; i < il; i ++ ) {
  15000. const attribute = attributeArray[ i ];
  15001. array.push( attribute.toJSON( data.data ) );
  15002. }
  15003. if ( array.length > 0 ) {
  15004. morphAttributes[ key ] = array;
  15005. hasMorphAttributes = true;
  15006. }
  15007. }
  15008. if ( hasMorphAttributes ) {
  15009. data.data.morphAttributes = morphAttributes;
  15010. data.data.morphTargetsRelative = this.morphTargetsRelative;
  15011. }
  15012. const groups = this.groups;
  15013. if ( groups.length > 0 ) {
  15014. data.data.groups = JSON.parse( JSON.stringify( groups ) );
  15015. }
  15016. const boundingSphere = this.boundingSphere;
  15017. if ( boundingSphere !== null ) {
  15018. data.data.boundingSphere = boundingSphere.toJSON();
  15019. }
  15020. return data;
  15021. }
  15022. /**
  15023. * Returns a new geometry with copied values from this instance.
  15024. *
  15025. * @return {BufferGeometry} A clone of this instance.
  15026. */
  15027. clone() {
  15028. return new this.constructor().copy( this );
  15029. }
  15030. /**
  15031. * Copies the values of the given geometry to this instance.
  15032. *
  15033. * @param {BufferGeometry} source - The geometry to copy.
  15034. * @return {BufferGeometry} A reference to this instance.
  15035. */
  15036. copy( source ) {
  15037. // reset
  15038. this.index = null;
  15039. this.attributes = {};
  15040. this.morphAttributes = {};
  15041. this.groups = [];
  15042. this.boundingBox = null;
  15043. this.boundingSphere = null;
  15044. // used for storing cloned, shared data
  15045. const data = {};
  15046. // name
  15047. this.name = source.name;
  15048. // index
  15049. const index = source.index;
  15050. if ( index !== null ) {
  15051. this.setIndex( index.clone() );
  15052. }
  15053. // attributes
  15054. const attributes = source.attributes;
  15055. for ( const name in attributes ) {
  15056. const attribute = attributes[ name ];
  15057. this.setAttribute( name, attribute.clone( data ) );
  15058. }
  15059. // morph attributes
  15060. const morphAttributes = source.morphAttributes;
  15061. for ( const name in morphAttributes ) {
  15062. const array = [];
  15063. const morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
  15064. for ( let i = 0, l = morphAttribute.length; i < l; i ++ ) {
  15065. array.push( morphAttribute[ i ].clone( data ) );
  15066. }
  15067. this.morphAttributes[ name ] = array;
  15068. }
  15069. this.morphTargetsRelative = source.morphTargetsRelative;
  15070. // groups
  15071. const groups = source.groups;
  15072. for ( let i = 0, l = groups.length; i < l; i ++ ) {
  15073. const group = groups[ i ];
  15074. this.addGroup( group.start, group.count, group.materialIndex );
  15075. }
  15076. // bounding box
  15077. const boundingBox = source.boundingBox;
  15078. if ( boundingBox !== null ) {
  15079. this.boundingBox = boundingBox.clone();
  15080. }
  15081. // bounding sphere
  15082. const boundingSphere = source.boundingSphere;
  15083. if ( boundingSphere !== null ) {
  15084. this.boundingSphere = boundingSphere.clone();
  15085. }
  15086. // draw range
  15087. this.drawRange.start = source.drawRange.start;
  15088. this.drawRange.count = source.drawRange.count;
  15089. // user data
  15090. this.userData = source.userData;
  15091. return this;
  15092. }
  15093. /**
  15094. * Frees the GPU-related resources allocated by this instance. Call this
  15095. * method whenever this instance is no longer used in your app.
  15096. *
  15097. * @fires BufferGeometry#dispose
  15098. */
  15099. dispose() {
  15100. this.dispatchEvent( { type: 'dispose' } );
  15101. }
  15102. }
  15103. const _inverseMatrix$3 = /*@__PURE__*/ new Matrix4();
  15104. const _ray$3 = /*@__PURE__*/ new Ray();
  15105. const _sphere$6 = /*@__PURE__*/ new Sphere();
  15106. const _sphereHitAt = /*@__PURE__*/ new Vector3();
  15107. const _vA$1 = /*@__PURE__*/ new Vector3();
  15108. const _vB$1 = /*@__PURE__*/ new Vector3();
  15109. const _vC$1 = /*@__PURE__*/ new Vector3();
  15110. const _tempA = /*@__PURE__*/ new Vector3();
  15111. const _morphA = /*@__PURE__*/ new Vector3();
  15112. const _intersectionPoint = /*@__PURE__*/ new Vector3();
  15113. const _intersectionPointWorld = /*@__PURE__*/ new Vector3();
  15114. /**
  15115. * Class representing triangular polygon mesh based objects.
  15116. *
  15117. * ```js
  15118. * const geometry = new THREE.BoxGeometry( 1, 1, 1 );
  15119. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  15120. * const mesh = new THREE.Mesh( geometry, material );
  15121. * scene.add( mesh );
  15122. * ```
  15123. *
  15124. * @augments Object3D
  15125. */
  15126. class Mesh extends Object3D {
  15127. /**
  15128. * Constructs a new mesh.
  15129. *
  15130. * @param {BufferGeometry} [geometry] - The mesh geometry.
  15131. * @param {Material|Array<Material>} [material] - The mesh material.
  15132. */
  15133. constructor( geometry = new BufferGeometry(), material = new MeshBasicMaterial() ) {
  15134. super();
  15135. /**
  15136. * This flag can be used for type testing.
  15137. *
  15138. * @type {boolean}
  15139. * @readonly
  15140. * @default true
  15141. */
  15142. this.isMesh = true;
  15143. this.type = 'Mesh';
  15144. /**
  15145. * The mesh geometry.
  15146. *
  15147. * @type {BufferGeometry}
  15148. */
  15149. this.geometry = geometry;
  15150. /**
  15151. * The mesh material.
  15152. *
  15153. * @type {Material|Array<Material>}
  15154. * @default MeshBasicMaterial
  15155. */
  15156. this.material = material;
  15157. /**
  15158. * A dictionary representing the morph targets in the geometry. The key is the
  15159. * morph targets name, the value its attribute index. This member is `undefined`
  15160. * by default and only set when morph targets are detected in the geometry.
  15161. *
  15162. * @type {Object<String,number>|undefined}
  15163. * @default undefined
  15164. */
  15165. this.morphTargetDictionary = undefined;
  15166. /**
  15167. * An array of weights typically in the range `[0,1]` that specify how much of the morph
  15168. * is applied. This member is `undefined` by default and only set when morph targets are
  15169. * detected in the geometry.
  15170. *
  15171. * @type {Array<number>|undefined}
  15172. * @default undefined
  15173. */
  15174. this.morphTargetInfluences = undefined;
  15175. /**
  15176. * The number of instances of this mesh.
  15177. * Can only be used with {@link WebGPURenderer}.
  15178. *
  15179. * @type {number}
  15180. * @default 1
  15181. */
  15182. this.count = 1;
  15183. this.updateMorphTargets();
  15184. }
  15185. copy( source, recursive ) {
  15186. super.copy( source, recursive );
  15187. if ( source.morphTargetInfluences !== undefined ) {
  15188. this.morphTargetInfluences = source.morphTargetInfluences.slice();
  15189. }
  15190. if ( source.morphTargetDictionary !== undefined ) {
  15191. this.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary );
  15192. }
  15193. this.material = Array.isArray( source.material ) ? source.material.slice() : source.material;
  15194. this.geometry = source.geometry;
  15195. return this;
  15196. }
  15197. /**
  15198. * Sets the values of {@link Mesh#morphTargetDictionary} and {@link Mesh#morphTargetInfluences}
  15199. * to make sure existing morph targets can influence this 3D object.
  15200. */
  15201. updateMorphTargets() {
  15202. const geometry = this.geometry;
  15203. const morphAttributes = geometry.morphAttributes;
  15204. const keys = Object.keys( morphAttributes );
  15205. if ( keys.length > 0 ) {
  15206. const morphAttribute = morphAttributes[ keys[ 0 ] ];
  15207. if ( morphAttribute !== undefined ) {
  15208. this.morphTargetInfluences = [];
  15209. this.morphTargetDictionary = {};
  15210. for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  15211. const name = morphAttribute[ m ].name || String( m );
  15212. this.morphTargetInfluences.push( 0 );
  15213. this.morphTargetDictionary[ name ] = m;
  15214. }
  15215. }
  15216. }
  15217. }
  15218. /**
  15219. * Returns the local-space position of the vertex at the given index, taking into
  15220. * account the current animation state of both morph targets and skinning.
  15221. *
  15222. * @param {number} index - The vertex index.
  15223. * @param {Vector3} target - The target object that is used to store the method's result.
  15224. * @return {Vector3} The vertex position in local space.
  15225. */
  15226. getVertexPosition( index, target ) {
  15227. const geometry = this.geometry;
  15228. const position = geometry.attributes.position;
  15229. const morphPosition = geometry.morphAttributes.position;
  15230. const morphTargetsRelative = geometry.morphTargetsRelative;
  15231. target.fromBufferAttribute( position, index );
  15232. const morphInfluences = this.morphTargetInfluences;
  15233. if ( morphPosition && morphInfluences ) {
  15234. _morphA.set( 0, 0, 0 );
  15235. for ( let i = 0, il = morphPosition.length; i < il; i ++ ) {
  15236. const influence = morphInfluences[ i ];
  15237. const morphAttribute = morphPosition[ i ];
  15238. if ( influence === 0 ) continue;
  15239. _tempA.fromBufferAttribute( morphAttribute, index );
  15240. if ( morphTargetsRelative ) {
  15241. _morphA.addScaledVector( _tempA, influence );
  15242. } else {
  15243. _morphA.addScaledVector( _tempA.sub( target ), influence );
  15244. }
  15245. }
  15246. target.add( _morphA );
  15247. }
  15248. return target;
  15249. }
  15250. /**
  15251. * Computes intersection points between a casted ray and this line.
  15252. *
  15253. * @param {Raycaster} raycaster - The raycaster.
  15254. * @param {Array<Object>} intersects - The target array that holds the intersection points.
  15255. */
  15256. raycast( raycaster, intersects ) {
  15257. const geometry = this.geometry;
  15258. const material = this.material;
  15259. const matrixWorld = this.matrixWorld;
  15260. if ( material === undefined ) return;
  15261. // test with bounding sphere in world space
  15262. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  15263. _sphere$6.copy( geometry.boundingSphere );
  15264. _sphere$6.applyMatrix4( matrixWorld );
  15265. // check distance from ray origin to bounding sphere
  15266. _ray$3.copy( raycaster.ray ).recast( raycaster.near );
  15267. if ( _sphere$6.containsPoint( _ray$3.origin ) === false ) {
  15268. if ( _ray$3.intersectSphere( _sphere$6, _sphereHitAt ) === null ) return;
  15269. if ( _ray$3.origin.distanceToSquared( _sphereHitAt ) > ( raycaster.far - raycaster.near ) ** 2 ) return;
  15270. }
  15271. // convert ray to local space of mesh
  15272. _inverseMatrix$3.copy( matrixWorld ).invert();
  15273. _ray$3.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$3 );
  15274. // test with bounding box in local space
  15275. if ( geometry.boundingBox !== null ) {
  15276. if ( _ray$3.intersectsBox( geometry.boundingBox ) === false ) return;
  15277. }
  15278. // test for intersections with geometry
  15279. this._computeIntersections( raycaster, intersects, _ray$3 );
  15280. }
  15281. _computeIntersections( raycaster, intersects, rayLocalSpace ) {
  15282. let intersection;
  15283. const geometry = this.geometry;
  15284. const material = this.material;
  15285. const index = geometry.index;
  15286. const position = geometry.attributes.position;
  15287. const uv = geometry.attributes.uv;
  15288. const uv1 = geometry.attributes.uv1;
  15289. const normal = geometry.attributes.normal;
  15290. const groups = geometry.groups;
  15291. const drawRange = geometry.drawRange;
  15292. if ( index !== null ) {
  15293. // indexed buffer geometry
  15294. if ( Array.isArray( material ) ) {
  15295. for ( let i = 0, il = groups.length; i < il; i ++ ) {
  15296. const group = groups[ i ];
  15297. const groupMaterial = material[ group.materialIndex ];
  15298. const start = Math.max( group.start, drawRange.start );
  15299. const end = Math.min( index.count, Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ) );
  15300. for ( let j = start, jl = end; j < jl; j += 3 ) {
  15301. const a = index.getX( j );
  15302. const b = index.getX( j + 1 );
  15303. const c = index.getX( j + 2 );
  15304. intersection = checkGeometryIntersection( this, groupMaterial, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );
  15305. if ( intersection ) {
  15306. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics
  15307. intersection.face.materialIndex = group.materialIndex;
  15308. intersects.push( intersection );
  15309. }
  15310. }
  15311. }
  15312. } else {
  15313. const start = Math.max( 0, drawRange.start );
  15314. const end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
  15315. for ( let i = start, il = end; i < il; i += 3 ) {
  15316. const a = index.getX( i );
  15317. const b = index.getX( i + 1 );
  15318. const c = index.getX( i + 2 );
  15319. intersection = checkGeometryIntersection( this, material, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );
  15320. if ( intersection ) {
  15321. intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indexed buffer semantics
  15322. intersects.push( intersection );
  15323. }
  15324. }
  15325. }
  15326. } else if ( position !== undefined ) {
  15327. // non-indexed buffer geometry
  15328. if ( Array.isArray( material ) ) {
  15329. for ( let i = 0, il = groups.length; i < il; i ++ ) {
  15330. const group = groups[ i ];
  15331. const groupMaterial = material[ group.materialIndex ];
  15332. const start = Math.max( group.start, drawRange.start );
  15333. const end = Math.min( position.count, Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ) );
  15334. for ( let j = start, jl = end; j < jl; j += 3 ) {
  15335. const a = j;
  15336. const b = j + 1;
  15337. const c = j + 2;
  15338. intersection = checkGeometryIntersection( this, groupMaterial, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );
  15339. if ( intersection ) {
  15340. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in non-indexed buffer semantics
  15341. intersection.face.materialIndex = group.materialIndex;
  15342. intersects.push( intersection );
  15343. }
  15344. }
  15345. }
  15346. } else {
  15347. const start = Math.max( 0, drawRange.start );
  15348. const end = Math.min( position.count, ( drawRange.start + drawRange.count ) );
  15349. for ( let i = start, il = end; i < il; i += 3 ) {
  15350. const a = i;
  15351. const b = i + 1;
  15352. const c = i + 2;
  15353. intersection = checkGeometryIntersection( this, material, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );
  15354. if ( intersection ) {
  15355. intersection.faceIndex = Math.floor( i / 3 ); // triangle number in non-indexed buffer semantics
  15356. intersects.push( intersection );
  15357. }
  15358. }
  15359. }
  15360. }
  15361. }
  15362. }
  15363. function checkIntersection$1( object, material, raycaster, ray, pA, pB, pC, point ) {
  15364. let intersect;
  15365. if ( material.side === BackSide ) {
  15366. intersect = ray.intersectTriangle( pC, pB, pA, true, point );
  15367. } else {
  15368. intersect = ray.intersectTriangle( pA, pB, pC, ( material.side === FrontSide ), point );
  15369. }
  15370. if ( intersect === null ) return null;
  15371. _intersectionPointWorld.copy( point );
  15372. _intersectionPointWorld.applyMatrix4( object.matrixWorld );
  15373. const distance = raycaster.ray.origin.distanceTo( _intersectionPointWorld );
  15374. if ( distance < raycaster.near || distance > raycaster.far ) return null;
  15375. return {
  15376. distance: distance,
  15377. point: _intersectionPointWorld.clone(),
  15378. object: object
  15379. };
  15380. }
  15381. function checkGeometryIntersection( object, material, raycaster, ray, uv, uv1, normal, a, b, c ) {
  15382. object.getVertexPosition( a, _vA$1 );
  15383. object.getVertexPosition( b, _vB$1 );
  15384. object.getVertexPosition( c, _vC$1 );
  15385. const intersection = checkIntersection$1( object, material, raycaster, ray, _vA$1, _vB$1, _vC$1, _intersectionPoint );
  15386. if ( intersection ) {
  15387. const barycoord = new Vector3();
  15388. Triangle.getBarycoord( _intersectionPoint, _vA$1, _vB$1, _vC$1, barycoord );
  15389. if ( uv ) {
  15390. intersection.uv = Triangle.getInterpolatedAttribute( uv, a, b, c, barycoord, new Vector2() );
  15391. }
  15392. if ( uv1 ) {
  15393. intersection.uv1 = Triangle.getInterpolatedAttribute( uv1, a, b, c, barycoord, new Vector2() );
  15394. }
  15395. if ( normal ) {
  15396. intersection.normal = Triangle.getInterpolatedAttribute( normal, a, b, c, barycoord, new Vector3() );
  15397. if ( intersection.normal.dot( ray.direction ) > 0 ) {
  15398. intersection.normal.multiplyScalar( -1 );
  15399. }
  15400. }
  15401. const face = {
  15402. a: a,
  15403. b: b,
  15404. c: c,
  15405. normal: new Vector3(),
  15406. materialIndex: 0
  15407. };
  15408. Triangle.getNormal( _vA$1, _vB$1, _vC$1, face.normal );
  15409. intersection.face = face;
  15410. intersection.barycoord = barycoord;
  15411. }
  15412. return intersection;
  15413. }
  15414. /**
  15415. * A geometry class for a rectangular cuboid with a given width, height, and depth.
  15416. * On creation, the cuboid is centred on the origin, with each edge parallel to one
  15417. * of the axes.
  15418. *
  15419. * ```js
  15420. * const geometry = new THREE.BoxGeometry( 1, 1, 1 );
  15421. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
  15422. * const cube = new THREE.Mesh( geometry, material );
  15423. * scene.add( cube );
  15424. * ```
  15425. *
  15426. * @augments BufferGeometry
  15427. */
  15428. class BoxGeometry extends BufferGeometry {
  15429. /**
  15430. * Constructs a new box geometry.
  15431. *
  15432. * @param {number} [width=1] - The width. That is, the length of the edges parallel to the X axis.
  15433. * @param {number} [height=1] - The height. That is, the length of the edges parallel to the Y axis.
  15434. * @param {number} [depth=1] - The depth. That is, the length of the edges parallel to the Z axis.
  15435. * @param {number} [widthSegments=1] - Number of segmented rectangular faces along the width of the sides.
  15436. * @param {number} [heightSegments=1] - Number of segmented rectangular faces along the height of the sides.
  15437. * @param {number} [depthSegments=1] - Number of segmented rectangular faces along the depth of the sides.
  15438. */
  15439. constructor( width = 1, height = 1, depth = 1, widthSegments = 1, heightSegments = 1, depthSegments = 1 ) {
  15440. super();
  15441. this.type = 'BoxGeometry';
  15442. /**
  15443. * Holds the constructor parameters that have been
  15444. * used to generate the geometry. Any modification
  15445. * after instantiation does not change the geometry.
  15446. *
  15447. * @type {Object}
  15448. */
  15449. this.parameters = {
  15450. width: width,
  15451. height: height,
  15452. depth: depth,
  15453. widthSegments: widthSegments,
  15454. heightSegments: heightSegments,
  15455. depthSegments: depthSegments
  15456. };
  15457. const scope = this;
  15458. // segments
  15459. widthSegments = Math.floor( widthSegments );
  15460. heightSegments = Math.floor( heightSegments );
  15461. depthSegments = Math.floor( depthSegments );
  15462. // buffers
  15463. const indices = [];
  15464. const vertices = [];
  15465. const normals = [];
  15466. const uvs = [];
  15467. // helper variables
  15468. let numberOfVertices = 0;
  15469. let groupStart = 0;
  15470. // build each side of the box geometry
  15471. buildPlane( 'z', 'y', 'x', -1, -1, depth, height, width, depthSegments, heightSegments, 0 ); // px
  15472. buildPlane( 'z', 'y', 'x', 1, -1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx
  15473. buildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py
  15474. buildPlane( 'x', 'z', 'y', 1, -1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny
  15475. buildPlane( 'x', 'y', 'z', 1, -1, width, height, depth, widthSegments, heightSegments, 4 ); // pz
  15476. buildPlane( 'x', 'y', 'z', -1, -1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz
  15477. // build geometry
  15478. this.setIndex( indices );
  15479. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  15480. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  15481. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  15482. function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) {
  15483. const segmentWidth = width / gridX;
  15484. const segmentHeight = height / gridY;
  15485. const widthHalf = width / 2;
  15486. const heightHalf = height / 2;
  15487. const depthHalf = depth / 2;
  15488. const gridX1 = gridX + 1;
  15489. const gridY1 = gridY + 1;
  15490. let vertexCounter = 0;
  15491. let groupCount = 0;
  15492. const vector = new Vector3();
  15493. // generate vertices, normals and uvs
  15494. for ( let iy = 0; iy < gridY1; iy ++ ) {
  15495. const y = iy * segmentHeight - heightHalf;
  15496. for ( let ix = 0; ix < gridX1; ix ++ ) {
  15497. const x = ix * segmentWidth - widthHalf;
  15498. // set values to correct vector component
  15499. vector[ u ] = x * udir;
  15500. vector[ v ] = y * vdir;
  15501. vector[ w ] = depthHalf;
  15502. // now apply vector to vertex buffer
  15503. vertices.push( vector.x, vector.y, vector.z );
  15504. // set values to correct vector component
  15505. vector[ u ] = 0;
  15506. vector[ v ] = 0;
  15507. vector[ w ] = depth > 0 ? 1 : -1;
  15508. // now apply vector to normal buffer
  15509. normals.push( vector.x, vector.y, vector.z );
  15510. // uvs
  15511. uvs.push( ix / gridX );
  15512. uvs.push( 1 - ( iy / gridY ) );
  15513. // counters
  15514. vertexCounter += 1;
  15515. }
  15516. }
  15517. // indices
  15518. // 1. you need three indices to draw a single face
  15519. // 2. a single segment consists of two faces
  15520. // 3. so we need to generate six (2*3) indices per segment
  15521. for ( let iy = 0; iy < gridY; iy ++ ) {
  15522. for ( let ix = 0; ix < gridX; ix ++ ) {
  15523. const a = numberOfVertices + ix + gridX1 * iy;
  15524. const b = numberOfVertices + ix + gridX1 * ( iy + 1 );
  15525. const c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 );
  15526. const d = numberOfVertices + ( ix + 1 ) + gridX1 * iy;
  15527. // faces
  15528. indices.push( a, b, d );
  15529. indices.push( b, c, d );
  15530. // increase counter
  15531. groupCount += 6;
  15532. }
  15533. }
  15534. // add a group to the geometry. this will ensure multi material support
  15535. scope.addGroup( groupStart, groupCount, materialIndex );
  15536. // calculate new start value for groups
  15537. groupStart += groupCount;
  15538. // update total number of vertices
  15539. numberOfVertices += vertexCounter;
  15540. }
  15541. }
  15542. copy( source ) {
  15543. super.copy( source );
  15544. this.parameters = Object.assign( {}, source.parameters );
  15545. return this;
  15546. }
  15547. /**
  15548. * Factory method for creating an instance of this class from the given
  15549. * JSON object.
  15550. *
  15551. * @param {Object} data - A JSON object representing the serialized geometry.
  15552. * @return {BoxGeometry} A new instance.
  15553. */
  15554. static fromJSON( data ) {
  15555. return new BoxGeometry( data.width, data.height, data.depth, data.widthSegments, data.heightSegments, data.depthSegments );
  15556. }
  15557. }
  15558. // Uniform Utilities
  15559. function cloneUniforms( src ) {
  15560. const dst = {};
  15561. for ( const u in src ) {
  15562. dst[ u ] = {};
  15563. for ( const p in src[ u ] ) {
  15564. const property = src[ u ][ p ];
  15565. if ( property && ( property.isColor ||
  15566. property.isMatrix3 || property.isMatrix4 ||
  15567. property.isVector2 || property.isVector3 || property.isVector4 ||
  15568. property.isTexture || property.isQuaternion ) ) {
  15569. if ( property.isRenderTargetTexture ) {
  15570. warn( 'UniformsUtils: Textures of render targets cannot be cloned via cloneUniforms() or mergeUniforms().' );
  15571. dst[ u ][ p ] = null;
  15572. } else {
  15573. dst[ u ][ p ] = property.clone();
  15574. }
  15575. } else if ( Array.isArray( property ) ) {
  15576. dst[ u ][ p ] = property.slice();
  15577. } else {
  15578. dst[ u ][ p ] = property;
  15579. }
  15580. }
  15581. }
  15582. return dst;
  15583. }
  15584. function mergeUniforms( uniforms ) {
  15585. const merged = {};
  15586. for ( let u = 0; u < uniforms.length; u ++ ) {
  15587. const tmp = cloneUniforms( uniforms[ u ] );
  15588. for ( const p in tmp ) {
  15589. merged[ p ] = tmp[ p ];
  15590. }
  15591. }
  15592. return merged;
  15593. }
  15594. function cloneUniformsGroups( src ) {
  15595. const dst = [];
  15596. for ( let u = 0; u < src.length; u ++ ) {
  15597. dst.push( src[ u ].clone() );
  15598. }
  15599. return dst;
  15600. }
  15601. function getUnlitUniformColorSpace( renderer ) {
  15602. const currentRenderTarget = renderer.getRenderTarget();
  15603. if ( currentRenderTarget === null ) {
  15604. // https://github.com/mrdoob/three.js/pull/23937#issuecomment-1111067398
  15605. return renderer.outputColorSpace;
  15606. }
  15607. // https://github.com/mrdoob/three.js/issues/27868
  15608. if ( currentRenderTarget.isXRRenderTarget === true ) {
  15609. return currentRenderTarget.texture.colorSpace;
  15610. }
  15611. return ColorManagement.workingColorSpace;
  15612. }
  15613. // Legacy
  15614. const UniformsUtils = { clone: cloneUniforms, merge: mergeUniforms };
  15615. var default_vertex = "void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}";
  15616. var default_fragment = "void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}";
  15617. /**
  15618. * A material rendered with custom shaders. A shader is a small program written in GLSL.
  15619. * that runs on the GPU. You may want to use a custom shader if you need to implement an
  15620. * effect not included with any of the built-in materials.
  15621. *
  15622. * There are the following notes to bear in mind when using a `ShaderMaterial`:
  15623. *
  15624. * - `ShaderMaterial` can only be used with {@link WebGLRenderer}.
  15625. * - Built in attributes and uniforms are passed to the shaders along with your code. If
  15626. * you don't want that, use {@link RawShaderMaterial} instead.
  15627. * - You can use the directive `#pragma unroll_loop_start` and `#pragma unroll_loop_end`
  15628. * in order to unroll a `for` loop in GLSL by the shader preprocessor. The directive has
  15629. * to be placed right above the loop. The loop formatting has to correspond to a defined standard.
  15630. * - The loop has to be [normalized]{@link https://en.wikipedia.org/wiki/Normalized_loop}.
  15631. * - The loop variable has to be *i*.
  15632. * - The value `UNROLLED_LOOP_INDEX` will be replaced with the explicitly
  15633. * value of *i* for the given iteration and can be used in preprocessor
  15634. * statements.
  15635. *
  15636. * ```js
  15637. * const material = new THREE.ShaderMaterial( {
  15638. * uniforms: {
  15639. * time: { value: 1.0 },
  15640. * resolution: { value: new THREE.Vector2() }
  15641. * },
  15642. * vertexShader: document.getElementById( 'vertexShader' ).textContent,
  15643. * fragmentShader: document.getElementById( 'fragmentShader' ).textContent
  15644. * } );
  15645. * ```
  15646. *
  15647. * @augments Material
  15648. */
  15649. class ShaderMaterial extends Material {
  15650. /**
  15651. * Constructs a new shader material.
  15652. *
  15653. * @param {Object} [parameters] - An object with one or more properties
  15654. * defining the material's appearance. Any property of the material
  15655. * (including any property from inherited materials) can be passed
  15656. * in here. Color values can be passed any type of value accepted
  15657. * by {@link Color#set}.
  15658. */
  15659. constructor( parameters ) {
  15660. super();
  15661. /**
  15662. * This flag can be used for type testing.
  15663. *
  15664. * @type {boolean}
  15665. * @readonly
  15666. * @default true
  15667. */
  15668. this.isShaderMaterial = true;
  15669. this.type = 'ShaderMaterial';
  15670. /**
  15671. * Defines custom constants using `#define` directives within the GLSL code
  15672. * for both the vertex shader and the fragment shader; each key/value pair
  15673. * yields another directive.
  15674. * ```js
  15675. * defines: {
  15676. * FOO: 15,
  15677. * BAR: true
  15678. * }
  15679. * ```
  15680. * Yields the lines:
  15681. * ```
  15682. * #define FOO 15
  15683. * #define BAR true
  15684. * ```
  15685. *
  15686. * @type {Object}
  15687. */
  15688. this.defines = {};
  15689. /**
  15690. * An object of the form:
  15691. * ```js
  15692. * {
  15693. * "uniform1": { value: 1.0 },
  15694. * "uniform2": { value: 2 }
  15695. * }
  15696. * ```
  15697. * specifying the uniforms to be passed to the shader code; keys are uniform
  15698. * names, values are definitions of the form
  15699. * ```
  15700. * {
  15701. * value: 1.0
  15702. * }
  15703. * ```
  15704. * where `value` is the value of the uniform. Names must match the name of
  15705. * the uniform, as defined in the GLSL code. Note that uniforms are refreshed
  15706. * on every frame, so updating the value of the uniform will immediately
  15707. * update the value available to the GLSL code.
  15708. *
  15709. * @type {Object}
  15710. */
  15711. this.uniforms = {};
  15712. /**
  15713. * An array holding uniforms groups for configuring UBOs.
  15714. *
  15715. * @type {Array<UniformsGroup>}
  15716. */
  15717. this.uniformsGroups = [];
  15718. /**
  15719. * Vertex shader GLSL code. This is the actual code for the shader.
  15720. *
  15721. * @type {string}
  15722. */
  15723. this.vertexShader = default_vertex;
  15724. /**
  15725. * Fragment shader GLSL code. This is the actual code for the shader.
  15726. *
  15727. * @type {string}
  15728. */
  15729. this.fragmentShader = default_fragment;
  15730. /**
  15731. * Controls line thickness or lines.
  15732. *
  15733. * WebGL and WebGPU ignore this setting and always render line primitives with a
  15734. * width of one pixel.
  15735. *
  15736. * @type {number}
  15737. * @default 1
  15738. */
  15739. this.linewidth = 1;
  15740. /**
  15741. * Renders the geometry as a wireframe.
  15742. *
  15743. * @type {boolean}
  15744. * @default false
  15745. */
  15746. this.wireframe = false;
  15747. /**
  15748. * Controls the thickness of the wireframe.
  15749. *
  15750. * WebGL and WebGPU ignore this property and always render
  15751. * 1 pixel wide lines.
  15752. *
  15753. * @type {number}
  15754. * @default 1
  15755. */
  15756. this.wireframeLinewidth = 1;
  15757. /**
  15758. * Define whether the material color is affected by global fog settings; `true`
  15759. * to pass fog uniforms to the shader.
  15760. *
  15761. * @type {boolean}
  15762. * @default false
  15763. */
  15764. this.fog = false;
  15765. /**
  15766. * Defines whether this material uses lighting; `true` to pass uniform data
  15767. * related to lighting to this shader.
  15768. *
  15769. * @type {boolean}
  15770. * @default false
  15771. */
  15772. this.lights = false;
  15773. /**
  15774. * Defines whether this material supports clipping; `true` to let the renderer
  15775. * pass the clippingPlanes uniform.
  15776. *
  15777. * @type {boolean}
  15778. * @default false
  15779. */
  15780. this.clipping = false;
  15781. /**
  15782. * Overwritten and set to `true` by default.
  15783. *
  15784. * @type {boolean}
  15785. * @default true
  15786. */
  15787. this.forceSinglePass = true;
  15788. /**
  15789. * This object allows to enable certain WebGL 2 extensions.
  15790. *
  15791. * - clipCullDistance: set to `true` to use vertex shader clipping
  15792. * - multiDraw: set to `true` to use vertex shader multi_draw / enable gl_DrawID
  15793. *
  15794. * @type {{clipCullDistance:false,multiDraw:false}}
  15795. */
  15796. this.extensions = {
  15797. clipCullDistance: false, // set to use vertex shader clipping
  15798. multiDraw: false // set to use vertex shader multi_draw / enable gl_DrawID
  15799. };
  15800. /**
  15801. * When the rendered geometry doesn't include these attributes but the
  15802. * material does, these default values will be passed to the shaders. This
  15803. * avoids errors when buffer data is missing.
  15804. *
  15805. * - color: [ 1, 1, 1 ]
  15806. * - uv: [ 0, 0 ]
  15807. * - uv1: [ 0, 0 ]
  15808. *
  15809. * @type {Object}
  15810. */
  15811. this.defaultAttributeValues = {
  15812. 'color': [ 1, 1, 1 ],
  15813. 'uv': [ 0, 0 ],
  15814. 'uv1': [ 0, 0 ]
  15815. };
  15816. /**
  15817. * If set, this calls [gl.bindAttribLocation]{@link https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/bindAttribLocation}
  15818. * to bind a generic vertex index to an attribute variable.
  15819. *
  15820. * @type {string|undefined}
  15821. * @default undefined
  15822. */
  15823. this.index0AttributeName = undefined;
  15824. /**
  15825. * Can be used to force a uniform update while changing uniforms in
  15826. * {@link Object3D#onBeforeRender}.
  15827. *
  15828. * @type {boolean}
  15829. * @default false
  15830. */
  15831. this.uniformsNeedUpdate = false;
  15832. /**
  15833. * Defines the GLSL version of custom shader code.
  15834. *
  15835. * @type {?(GLSL1|GLSL3)}
  15836. * @default null
  15837. */
  15838. this.glslVersion = null;
  15839. if ( parameters !== undefined ) {
  15840. this.setValues( parameters );
  15841. }
  15842. }
  15843. copy( source ) {
  15844. super.copy( source );
  15845. this.fragmentShader = source.fragmentShader;
  15846. this.vertexShader = source.vertexShader;
  15847. this.uniforms = cloneUniforms( source.uniforms );
  15848. this.uniformsGroups = cloneUniformsGroups( source.uniformsGroups );
  15849. this.defines = Object.assign( {}, source.defines );
  15850. this.wireframe = source.wireframe;
  15851. this.wireframeLinewidth = source.wireframeLinewidth;
  15852. this.fog = source.fog;
  15853. this.lights = source.lights;
  15854. this.clipping = source.clipping;
  15855. this.extensions = Object.assign( {}, source.extensions );
  15856. this.glslVersion = source.glslVersion;
  15857. return this;
  15858. }
  15859. toJSON( meta ) {
  15860. const data = super.toJSON( meta );
  15861. data.glslVersion = this.glslVersion;
  15862. data.uniforms = {};
  15863. for ( const name in this.uniforms ) {
  15864. const uniform = this.uniforms[ name ];
  15865. const value = uniform.value;
  15866. if ( value && value.isTexture ) {
  15867. data.uniforms[ name ] = {
  15868. type: 't',
  15869. value: value.toJSON( meta ).uuid
  15870. };
  15871. } else if ( value && value.isColor ) {
  15872. data.uniforms[ name ] = {
  15873. type: 'c',
  15874. value: value.getHex()
  15875. };
  15876. } else if ( value && value.isVector2 ) {
  15877. data.uniforms[ name ] = {
  15878. type: 'v2',
  15879. value: value.toArray()
  15880. };
  15881. } else if ( value && value.isVector3 ) {
  15882. data.uniforms[ name ] = {
  15883. type: 'v3',
  15884. value: value.toArray()
  15885. };
  15886. } else if ( value && value.isVector4 ) {
  15887. data.uniforms[ name ] = {
  15888. type: 'v4',
  15889. value: value.toArray()
  15890. };
  15891. } else if ( value && value.isMatrix3 ) {
  15892. data.uniforms[ name ] = {
  15893. type: 'm3',
  15894. value: value.toArray()
  15895. };
  15896. } else if ( value && value.isMatrix4 ) {
  15897. data.uniforms[ name ] = {
  15898. type: 'm4',
  15899. value: value.toArray()
  15900. };
  15901. } else {
  15902. data.uniforms[ name ] = {
  15903. value: value
  15904. };
  15905. // note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far
  15906. }
  15907. }
  15908. if ( Object.keys( this.defines ).length > 0 ) data.defines = this.defines;
  15909. data.vertexShader = this.vertexShader;
  15910. data.fragmentShader = this.fragmentShader;
  15911. data.lights = this.lights;
  15912. data.clipping = this.clipping;
  15913. const extensions = {};
  15914. for ( const key in this.extensions ) {
  15915. if ( this.extensions[ key ] === true ) extensions[ key ] = true;
  15916. }
  15917. if ( Object.keys( extensions ).length > 0 ) data.extensions = extensions;
  15918. return data;
  15919. }
  15920. }
  15921. /**
  15922. * Abstract base class for cameras. This class should always be inherited
  15923. * when you build a new camera.
  15924. *
  15925. * @abstract
  15926. * @augments Object3D
  15927. */
  15928. class Camera extends Object3D {
  15929. /**
  15930. * Constructs a new camera.
  15931. */
  15932. constructor() {
  15933. super();
  15934. /**
  15935. * This flag can be used for type testing.
  15936. *
  15937. * @type {boolean}
  15938. * @readonly
  15939. * @default true
  15940. */
  15941. this.isCamera = true;
  15942. this.type = 'Camera';
  15943. /**
  15944. * The inverse of the camera's world matrix.
  15945. *
  15946. * @type {Matrix4}
  15947. */
  15948. this.matrixWorldInverse = new Matrix4();
  15949. /**
  15950. * The camera's projection matrix.
  15951. *
  15952. * @type {Matrix4}
  15953. */
  15954. this.projectionMatrix = new Matrix4();
  15955. /**
  15956. * The inverse of the camera's projection matrix.
  15957. *
  15958. * @type {Matrix4}
  15959. */
  15960. this.projectionMatrixInverse = new Matrix4();
  15961. /**
  15962. * The coordinate system in which the camera is used.
  15963. *
  15964. * @type {(WebGLCoordinateSystem|WebGPUCoordinateSystem)}
  15965. */
  15966. this.coordinateSystem = WebGLCoordinateSystem;
  15967. this._reversedDepth = false;
  15968. }
  15969. /**
  15970. * The flag that indicates whether the camera uses a reversed depth buffer.
  15971. *
  15972. * @type {boolean}
  15973. * @default false
  15974. */
  15975. get reversedDepth() {
  15976. return this._reversedDepth;
  15977. }
  15978. copy( source, recursive ) {
  15979. super.copy( source, recursive );
  15980. this.matrixWorldInverse.copy( source.matrixWorldInverse );
  15981. this.projectionMatrix.copy( source.projectionMatrix );
  15982. this.projectionMatrixInverse.copy( source.projectionMatrixInverse );
  15983. this.coordinateSystem = source.coordinateSystem;
  15984. return this;
  15985. }
  15986. /**
  15987. * Returns a vector representing the ("look") direction of the 3D object in world space.
  15988. *
  15989. * This method is overwritten since cameras have a different forward vector compared to other
  15990. * 3D objects. A camera looks down its local, negative z-axis by default.
  15991. *
  15992. * @param {Vector3} target - The target vector the result is stored to.
  15993. * @return {Vector3} The 3D object's direction in world space.
  15994. */
  15995. getWorldDirection( target ) {
  15996. return super.getWorldDirection( target ).negate();
  15997. }
  15998. updateMatrixWorld( force ) {
  15999. super.updateMatrixWorld( force );
  16000. this.matrixWorldInverse.copy( this.matrixWorld ).invert();
  16001. }
  16002. updateWorldMatrix( updateParents, updateChildren ) {
  16003. super.updateWorldMatrix( updateParents, updateChildren );
  16004. this.matrixWorldInverse.copy( this.matrixWorld ).invert();
  16005. }
  16006. clone() {
  16007. return new this.constructor().copy( this );
  16008. }
  16009. }
  16010. const _v3$1 = /*@__PURE__*/ new Vector3();
  16011. const _minTarget = /*@__PURE__*/ new Vector2();
  16012. const _maxTarget = /*@__PURE__*/ new Vector2();
  16013. /**
  16014. * Camera that uses [perspective projection]{@link https://en.wikipedia.org/wiki/Perspective_(graphical)}.
  16015. *
  16016. * This projection mode is designed to mimic the way the human eye sees. It
  16017. * is the most common projection mode used for rendering a 3D scene.
  16018. *
  16019. * ```js
  16020. * const camera = new THREE.PerspectiveCamera( 45, width / height, 1, 1000 );
  16021. * scene.add( camera );
  16022. * ```
  16023. *
  16024. * @augments Camera
  16025. */
  16026. class PerspectiveCamera extends Camera {
  16027. /**
  16028. * Constructs a new perspective camera.
  16029. *
  16030. * @param {number} [fov=50] - The vertical field of view.
  16031. * @param {number} [aspect=1] - The aspect ratio.
  16032. * @param {number} [near=0.1] - The camera's near plane.
  16033. * @param {number} [far=2000] - The camera's far plane.
  16034. */
  16035. constructor( fov = 50, aspect = 1, near = 0.1, far = 2000 ) {
  16036. super();
  16037. /**
  16038. * This flag can be used for type testing.
  16039. *
  16040. * @type {boolean}
  16041. * @readonly
  16042. * @default true
  16043. */
  16044. this.isPerspectiveCamera = true;
  16045. this.type = 'PerspectiveCamera';
  16046. /**
  16047. * The vertical field of view, from bottom to top of view,
  16048. * in degrees.
  16049. *
  16050. * @type {number}
  16051. * @default 50
  16052. */
  16053. this.fov = fov;
  16054. /**
  16055. * The zoom factor of the camera.
  16056. *
  16057. * @type {number}
  16058. * @default 1
  16059. */
  16060. this.zoom = 1;
  16061. /**
  16062. * The camera's near plane. The valid range is greater than `0`
  16063. * and less than the current value of {@link PerspectiveCamera#far}.
  16064. *
  16065. * Note that, unlike for the {@link OrthographicCamera}, `0` is <em>not</em> a
  16066. * valid value for a perspective camera's near plane.
  16067. *
  16068. * @type {number}
  16069. * @default 0.1
  16070. */
  16071. this.near = near;
  16072. /**
  16073. * The camera's far plane. Must be greater than the
  16074. * current value of {@link PerspectiveCamera#near}.
  16075. *
  16076. * @type {number}
  16077. * @default 2000
  16078. */
  16079. this.far = far;
  16080. /**
  16081. * Object distance used for stereoscopy and depth-of-field effects. This
  16082. * parameter does not influence the projection matrix unless a
  16083. * {@link StereoCamera} is being used.
  16084. *
  16085. * @type {number}
  16086. * @default 10
  16087. */
  16088. this.focus = 10;
  16089. /**
  16090. * The aspect ratio, usually the canvas width / canvas height.
  16091. *
  16092. * @type {number}
  16093. * @default 1
  16094. */
  16095. this.aspect = aspect;
  16096. /**
  16097. * Represents the frustum window specification. This property should not be edited
  16098. * directly but via {@link PerspectiveCamera#setViewOffset} and {@link PerspectiveCamera#clearViewOffset}.
  16099. *
  16100. * @type {?Object}
  16101. * @default null
  16102. */
  16103. this.view = null;
  16104. /**
  16105. * Film size used for the larger axis. Default is `35` (millimeters). This
  16106. * parameter does not influence the projection matrix unless {@link PerspectiveCamera#filmOffset}
  16107. * is set to a nonzero value.
  16108. *
  16109. * @type {number}
  16110. * @default 35
  16111. */
  16112. this.filmGauge = 35;
  16113. /**
  16114. * Horizontal off-center offset in the same unit as {@link PerspectiveCamera#filmGauge}.
  16115. *
  16116. * @type {number}
  16117. * @default 0
  16118. */
  16119. this.filmOffset = 0;
  16120. this.updateProjectionMatrix();
  16121. }
  16122. copy( source, recursive ) {
  16123. super.copy( source, recursive );
  16124. this.fov = source.fov;
  16125. this.zoom = source.zoom;
  16126. this.near = source.near;
  16127. this.far = source.far;
  16128. this.focus = source.focus;
  16129. this.aspect = source.aspect;
  16130. this.view = source.view === null ? null : Object.assign( {}, source.view );
  16131. this.filmGauge = source.filmGauge;
  16132. this.filmOffset = source.filmOffset;
  16133. return this;
  16134. }
  16135. /**
  16136. * Sets the FOV by focal length in respect to the current {@link PerspectiveCamera#filmGauge}.
  16137. *
  16138. * The default film gauge is 35, so that the focal length can be specified for
  16139. * a 35mm (full frame) camera.
  16140. *
  16141. * @param {number} focalLength - Values for focal length and film gauge must have the same unit.
  16142. */
  16143. setFocalLength( focalLength ) {
  16144. /** see {@link http://www.bobatkins.com/photography/technical/field_of_view.html} */
  16145. const vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;
  16146. this.fov = RAD2DEG * 2 * Math.atan( vExtentSlope );
  16147. this.updateProjectionMatrix();
  16148. }
  16149. /**
  16150. * Returns the focal length from the current {@link PerspectiveCamera#fov} and
  16151. * {@link PerspectiveCamera#filmGauge}.
  16152. *
  16153. * @return {number} The computed focal length.
  16154. */
  16155. getFocalLength() {
  16156. const vExtentSlope = Math.tan( DEG2RAD * 0.5 * this.fov );
  16157. return 0.5 * this.getFilmHeight() / vExtentSlope;
  16158. }
  16159. /**
  16160. * Returns the current vertical field of view angle in degrees considering {@link PerspectiveCamera#zoom}.
  16161. *
  16162. * @return {number} The effective FOV.
  16163. */
  16164. getEffectiveFOV() {
  16165. return RAD2DEG * 2 * Math.atan(
  16166. Math.tan( DEG2RAD * 0.5 * this.fov ) / this.zoom );
  16167. }
  16168. /**
  16169. * Returns the width of the image on the film. If {@link PerspectiveCamera#aspect} is greater than or
  16170. * equal to one (landscape format), the result equals {@link PerspectiveCamera#filmGauge}.
  16171. *
  16172. * @return {number} The film width.
  16173. */
  16174. getFilmWidth() {
  16175. // film not completely covered in portrait format (aspect < 1)
  16176. return this.filmGauge * Math.min( this.aspect, 1 );
  16177. }
  16178. /**
  16179. * Returns the height of the image on the film. If {@link PerspectiveCamera#aspect} is greater than or
  16180. * equal to one (landscape format), the result equals {@link PerspectiveCamera#filmGauge}.
  16181. *
  16182. * @return {number} The film width.
  16183. */
  16184. getFilmHeight() {
  16185. // film not completely covered in landscape format (aspect > 1)
  16186. return this.filmGauge / Math.max( this.aspect, 1 );
  16187. }
  16188. /**
  16189. * Computes the 2D bounds of the camera's viewable rectangle at a given distance along the viewing direction.
  16190. * Sets `minTarget` and `maxTarget` to the coordinates of the lower-left and upper-right corners of the view rectangle.
  16191. *
  16192. * @param {number} distance - The viewing distance.
  16193. * @param {Vector2} minTarget - The lower-left corner of the view rectangle is written into this vector.
  16194. * @param {Vector2} maxTarget - The upper-right corner of the view rectangle is written into this vector.
  16195. */
  16196. getViewBounds( distance, minTarget, maxTarget ) {
  16197. _v3$1.set( -1, -1, 0.5 ).applyMatrix4( this.projectionMatrixInverse );
  16198. minTarget.set( _v3$1.x, _v3$1.y ).multiplyScalar( - distance / _v3$1.z );
  16199. _v3$1.set( 1, 1, 0.5 ).applyMatrix4( this.projectionMatrixInverse );
  16200. maxTarget.set( _v3$1.x, _v3$1.y ).multiplyScalar( - distance / _v3$1.z );
  16201. }
  16202. /**
  16203. * Computes the width and height of the camera's viewable rectangle at a given distance along the viewing direction.
  16204. *
  16205. * @param {number} distance - The viewing distance.
  16206. * @param {Vector2} target - The target vector that is used to store result where x is width and y is height.
  16207. * @returns {Vector2} The view size.
  16208. */
  16209. getViewSize( distance, target ) {
  16210. this.getViewBounds( distance, _minTarget, _maxTarget );
  16211. return target.subVectors( _maxTarget, _minTarget );
  16212. }
  16213. /**
  16214. * Sets an offset in a larger frustum. This is useful for multi-window or
  16215. * multi-monitor/multi-machine setups.
  16216. *
  16217. * For example, if you have 3x2 monitors and each monitor is 1920x1080 and
  16218. * the monitors are in grid like this
  16219. *```
  16220. * +---+---+---+
  16221. * | A | B | C |
  16222. * +---+---+---+
  16223. * | D | E | F |
  16224. * +---+---+---+
  16225. *```
  16226. * then for each monitor you would call it like this:
  16227. *```js
  16228. * const w = 1920;
  16229. * const h = 1080;
  16230. * const fullWidth = w * 3;
  16231. * const fullHeight = h * 2;
  16232. *
  16233. * // --A--
  16234. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
  16235. * // --B--
  16236. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
  16237. * // --C--
  16238. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
  16239. * // --D--
  16240. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
  16241. * // --E--
  16242. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
  16243. * // --F--
  16244. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
  16245. * ```
  16246. *
  16247. * Note there is no reason monitors have to be the same size or in a grid.
  16248. *
  16249. * @param {number} fullWidth - The full width of multiview setup.
  16250. * @param {number} fullHeight - The full height of multiview setup.
  16251. * @param {number} x - The horizontal offset of the subcamera.
  16252. * @param {number} y - The vertical offset of the subcamera.
  16253. * @param {number} width - The width of subcamera.
  16254. * @param {number} height - The height of subcamera.
  16255. */
  16256. setViewOffset( fullWidth, fullHeight, x, y, width, height ) {
  16257. this.aspect = fullWidth / fullHeight;
  16258. if ( this.view === null ) {
  16259. this.view = {
  16260. enabled: true,
  16261. fullWidth: 1,
  16262. fullHeight: 1,
  16263. offsetX: 0,
  16264. offsetY: 0,
  16265. width: 1,
  16266. height: 1
  16267. };
  16268. }
  16269. this.view.enabled = true;
  16270. this.view.fullWidth = fullWidth;
  16271. this.view.fullHeight = fullHeight;
  16272. this.view.offsetX = x;
  16273. this.view.offsetY = y;
  16274. this.view.width = width;
  16275. this.view.height = height;
  16276. this.updateProjectionMatrix();
  16277. }
  16278. /**
  16279. * Removes the view offset from the projection matrix.
  16280. */
  16281. clearViewOffset() {
  16282. if ( this.view !== null ) {
  16283. this.view.enabled = false;
  16284. }
  16285. this.updateProjectionMatrix();
  16286. }
  16287. /**
  16288. * Updates the camera's projection matrix. Must be called after any change of
  16289. * camera properties.
  16290. */
  16291. updateProjectionMatrix() {
  16292. const near = this.near;
  16293. let top = near * Math.tan( DEG2RAD * 0.5 * this.fov ) / this.zoom;
  16294. let height = 2 * top;
  16295. let width = this.aspect * height;
  16296. let left = -0.5 * width;
  16297. const view = this.view;
  16298. if ( this.view !== null && this.view.enabled ) {
  16299. const fullWidth = view.fullWidth,
  16300. fullHeight = view.fullHeight;
  16301. left += view.offsetX * width / fullWidth;
  16302. top -= view.offsetY * height / fullHeight;
  16303. width *= view.width / fullWidth;
  16304. height *= view.height / fullHeight;
  16305. }
  16306. const skew = this.filmOffset;
  16307. if ( skew !== 0 ) left += near * skew / this.getFilmWidth();
  16308. this.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far, this.coordinateSystem, this.reversedDepth );
  16309. this.projectionMatrixInverse.copy( this.projectionMatrix ).invert();
  16310. }
  16311. toJSON( meta ) {
  16312. const data = super.toJSON( meta );
  16313. data.object.fov = this.fov;
  16314. data.object.zoom = this.zoom;
  16315. data.object.near = this.near;
  16316. data.object.far = this.far;
  16317. data.object.focus = this.focus;
  16318. data.object.aspect = this.aspect;
  16319. if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );
  16320. data.object.filmGauge = this.filmGauge;
  16321. data.object.filmOffset = this.filmOffset;
  16322. return data;
  16323. }
  16324. }
  16325. const fov = -90; // negative fov is not an error
  16326. const aspect = 1;
  16327. /**
  16328. * A special type of camera that is positioned in 3D space to render its surroundings into a
  16329. * cube render target. The render target can then be used as an environment map for rendering
  16330. * realtime reflections in your scene.
  16331. *
  16332. * ```js
  16333. * // Create cube render target
  16334. * const cubeRenderTarget = new THREE.WebGLCubeRenderTarget( 256, { generateMipmaps: true, minFilter: THREE.LinearMipmapLinearFilter } );
  16335. *
  16336. * // Create cube camera
  16337. * const cubeCamera = new THREE.CubeCamera( 1, 100000, cubeRenderTarget );
  16338. * scene.add( cubeCamera );
  16339. *
  16340. * // Create car
  16341. * const chromeMaterial = new THREE.MeshLambertMaterial( { color: 0xffffff, envMap: cubeRenderTarget.texture } );
  16342. * const car = new THREE.Mesh( carGeometry, chromeMaterial );
  16343. * scene.add( car );
  16344. *
  16345. * // Update the render target cube
  16346. * car.visible = false;
  16347. * cubeCamera.position.copy( car.position );
  16348. * cubeCamera.update( renderer, scene );
  16349. *
  16350. * // Render the scene
  16351. * car.visible = true;
  16352. * renderer.render( scene, camera );
  16353. * ```
  16354. *
  16355. * @augments Object3D
  16356. */
  16357. class CubeCamera extends Object3D {
  16358. /**
  16359. * Constructs a new cube camera.
  16360. *
  16361. * @param {number} near - The camera's near plane.
  16362. * @param {number} far - The camera's far plane.
  16363. * @param {WebGLCubeRenderTarget} renderTarget - The cube render target.
  16364. */
  16365. constructor( near, far, renderTarget ) {
  16366. super();
  16367. this.type = 'CubeCamera';
  16368. /**
  16369. * A reference to the cube render target.
  16370. *
  16371. * @type {WebGLCubeRenderTarget}
  16372. */
  16373. this.renderTarget = renderTarget;
  16374. /**
  16375. * The current active coordinate system.
  16376. *
  16377. * @type {?(WebGLCoordinateSystem|WebGPUCoordinateSystem)}
  16378. * @default null
  16379. */
  16380. this.coordinateSystem = null;
  16381. /**
  16382. * The current active mipmap level
  16383. *
  16384. * @type {number}
  16385. * @default 0
  16386. */
  16387. this.activeMipmapLevel = 0;
  16388. const cameraPX = new PerspectiveCamera( fov, aspect, near, far );
  16389. cameraPX.layers = this.layers;
  16390. this.add( cameraPX );
  16391. const cameraNX = new PerspectiveCamera( fov, aspect, near, far );
  16392. cameraNX.layers = this.layers;
  16393. this.add( cameraNX );
  16394. const cameraPY = new PerspectiveCamera( fov, aspect, near, far );
  16395. cameraPY.layers = this.layers;
  16396. this.add( cameraPY );
  16397. const cameraNY = new PerspectiveCamera( fov, aspect, near, far );
  16398. cameraNY.layers = this.layers;
  16399. this.add( cameraNY );
  16400. const cameraPZ = new PerspectiveCamera( fov, aspect, near, far );
  16401. cameraPZ.layers = this.layers;
  16402. this.add( cameraPZ );
  16403. const cameraNZ = new PerspectiveCamera( fov, aspect, near, far );
  16404. cameraNZ.layers = this.layers;
  16405. this.add( cameraNZ );
  16406. }
  16407. /**
  16408. * Must be called when the coordinate system of the cube camera is changed.
  16409. */
  16410. updateCoordinateSystem() {
  16411. const coordinateSystem = this.coordinateSystem;
  16412. const cameras = this.children.concat();
  16413. const [ cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ ] = cameras;
  16414. for ( const camera of cameras ) this.remove( camera );
  16415. if ( coordinateSystem === WebGLCoordinateSystem ) {
  16416. cameraPX.up.set( 0, 1, 0 );
  16417. cameraPX.lookAt( 1, 0, 0 );
  16418. cameraNX.up.set( 0, 1, 0 );
  16419. cameraNX.lookAt( -1, 0, 0 );
  16420. cameraPY.up.set( 0, 0, -1 );
  16421. cameraPY.lookAt( 0, 1, 0 );
  16422. cameraNY.up.set( 0, 0, 1 );
  16423. cameraNY.lookAt( 0, -1, 0 );
  16424. cameraPZ.up.set( 0, 1, 0 );
  16425. cameraPZ.lookAt( 0, 0, 1 );
  16426. cameraNZ.up.set( 0, 1, 0 );
  16427. cameraNZ.lookAt( 0, 0, -1 );
  16428. } else if ( coordinateSystem === WebGPUCoordinateSystem ) {
  16429. cameraPX.up.set( 0, -1, 0 );
  16430. cameraPX.lookAt( -1, 0, 0 );
  16431. cameraNX.up.set( 0, -1, 0 );
  16432. cameraNX.lookAt( 1, 0, 0 );
  16433. cameraPY.up.set( 0, 0, 1 );
  16434. cameraPY.lookAt( 0, 1, 0 );
  16435. cameraNY.up.set( 0, 0, -1 );
  16436. cameraNY.lookAt( 0, -1, 0 );
  16437. cameraPZ.up.set( 0, -1, 0 );
  16438. cameraPZ.lookAt( 0, 0, 1 );
  16439. cameraNZ.up.set( 0, -1, 0 );
  16440. cameraNZ.lookAt( 0, 0, -1 );
  16441. } else {
  16442. throw new Error( 'THREE.CubeCamera.updateCoordinateSystem(): Invalid coordinate system: ' + coordinateSystem );
  16443. }
  16444. for ( const camera of cameras ) {
  16445. this.add( camera );
  16446. camera.updateMatrixWorld();
  16447. }
  16448. }
  16449. /**
  16450. * Calling this method will render the given scene with the given renderer
  16451. * into the cube render target of the camera.
  16452. *
  16453. * @param {(Renderer|WebGLRenderer)} renderer - The renderer.
  16454. * @param {Scene} scene - The scene to render.
  16455. */
  16456. update( renderer, scene ) {
  16457. if ( this.parent === null ) this.updateMatrixWorld();
  16458. const { renderTarget, activeMipmapLevel } = this;
  16459. if ( this.coordinateSystem !== renderer.coordinateSystem ) {
  16460. this.coordinateSystem = renderer.coordinateSystem;
  16461. this.updateCoordinateSystem();
  16462. }
  16463. const [ cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ ] = this.children;
  16464. const currentRenderTarget = renderer.getRenderTarget();
  16465. const currentActiveCubeFace = renderer.getActiveCubeFace();
  16466. const currentActiveMipmapLevel = renderer.getActiveMipmapLevel();
  16467. const currentXrEnabled = renderer.xr.enabled;
  16468. renderer.xr.enabled = false;
  16469. const generateMipmaps = renderTarget.texture.generateMipmaps;
  16470. renderTarget.texture.generateMipmaps = false;
  16471. renderer.setRenderTarget( renderTarget, 0, activeMipmapLevel );
  16472. renderer.render( scene, cameraPX );
  16473. renderer.setRenderTarget( renderTarget, 1, activeMipmapLevel );
  16474. renderer.render( scene, cameraNX );
  16475. renderer.setRenderTarget( renderTarget, 2, activeMipmapLevel );
  16476. renderer.render( scene, cameraPY );
  16477. renderer.setRenderTarget( renderTarget, 3, activeMipmapLevel );
  16478. renderer.render( scene, cameraNY );
  16479. renderer.setRenderTarget( renderTarget, 4, activeMipmapLevel );
  16480. renderer.render( scene, cameraPZ );
  16481. // mipmaps are generated during the last call of render()
  16482. // at this point, all sides of the cube render target are defined
  16483. renderTarget.texture.generateMipmaps = generateMipmaps;
  16484. renderer.setRenderTarget( renderTarget, 5, activeMipmapLevel );
  16485. renderer.render( scene, cameraNZ );
  16486. renderer.setRenderTarget( currentRenderTarget, currentActiveCubeFace, currentActiveMipmapLevel );
  16487. renderer.xr.enabled = currentXrEnabled;
  16488. renderTarget.texture.needsPMREMUpdate = true;
  16489. }
  16490. }
  16491. /**
  16492. * Creates a cube texture made up of six images.
  16493. *
  16494. * ```js
  16495. * const loader = new THREE.CubeTextureLoader();
  16496. * loader.setPath( 'textures/cube/pisa/' );
  16497. *
  16498. * const textureCube = loader.load( [
  16499. * 'px.png', 'nx.png', 'py.png', 'ny.png', 'pz.png', 'nz.png'
  16500. * ] );
  16501. *
  16502. * const material = new THREE.MeshBasicMaterial( { color: 0xffffff, envMap: textureCube } );
  16503. * ```
  16504. *
  16505. * @augments Texture
  16506. */
  16507. class CubeTexture extends Texture {
  16508. /**
  16509. * Constructs a new cube texture.
  16510. *
  16511. * @param {Array<Image>} [images=[]] - An array holding a image for each side of a cube.
  16512. * @param {number} [mapping=CubeReflectionMapping] - The texture mapping.
  16513. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  16514. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  16515. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  16516. * @param {number} [minFilter=LinearMipmapLinearFilter] - The min filter value.
  16517. * @param {number} [format=RGBAFormat] - The texture format.
  16518. * @param {number} [type=UnsignedByteType] - The texture type.
  16519. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  16520. * @param {string} [colorSpace=NoColorSpace] - The color space value.
  16521. */
  16522. constructor( images = [], mapping = CubeReflectionMapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace ) {
  16523. super( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace );
  16524. /**
  16525. * This flag can be used for type testing.
  16526. *
  16527. * @type {boolean}
  16528. * @readonly
  16529. * @default true
  16530. */
  16531. this.isCubeTexture = true;
  16532. /**
  16533. * If set to `true`, the texture is flipped along the vertical axis when
  16534. * uploaded to the GPU.
  16535. *
  16536. * Overwritten and set to `false` by default.
  16537. *
  16538. * @type {boolean}
  16539. * @default false
  16540. */
  16541. this.flipY = false;
  16542. }
  16543. /**
  16544. * Alias for {@link CubeTexture#image}.
  16545. *
  16546. * @type {Array<Image>}
  16547. */
  16548. get images() {
  16549. return this.image;
  16550. }
  16551. set images( value ) {
  16552. this.image = value;
  16553. }
  16554. }
  16555. /**
  16556. * A cube render target used in context of {@link WebGLRenderer}.
  16557. *
  16558. * @augments WebGLRenderTarget
  16559. */
  16560. class WebGLCubeRenderTarget extends WebGLRenderTarget {
  16561. /**
  16562. * Constructs a new cube render target.
  16563. *
  16564. * @param {number} [size=1] - The size of the render target.
  16565. * @param {RenderTarget~Options} [options] - The configuration object.
  16566. */
  16567. constructor( size = 1, options = {} ) {
  16568. super( size, size, options );
  16569. /**
  16570. * This flag can be used for type testing.
  16571. *
  16572. * @type {boolean}
  16573. * @readonly
  16574. * @default true
  16575. */
  16576. this.isWebGLCubeRenderTarget = true;
  16577. const image = { width: size, height: size, depth: 1 };
  16578. const images = [ image, image, image, image, image, image ];
  16579. /**
  16580. * Overwritten with a different texture type.
  16581. *
  16582. * @type {DataArrayTexture}
  16583. */
  16584. this.texture = new CubeTexture( images );
  16585. this._setTextureOptions( options );
  16586. // By convention -- likely based on the RenderMan spec from the 1990's -- cube maps are specified by WebGL (and three.js)
  16587. // in a coordinate system in which positive-x is to the right when looking up the positive-z axis -- in other words,
  16588. // in a left-handed coordinate system. By continuing this convention, preexisting cube maps continued to render correctly.
  16589. // three.js uses a right-handed coordinate system. So environment maps used in three.js appear to have px and nx swapped
  16590. // and the flag isRenderTargetTexture controls this conversion. The flip is not required when using WebGLCubeRenderTarget.texture
  16591. // as a cube texture (this is detected when isRenderTargetTexture is set to true for cube textures).
  16592. this.texture.isRenderTargetTexture = true;
  16593. }
  16594. /**
  16595. * Converts the given equirectangular texture to a cube map.
  16596. *
  16597. * @param {WebGLRenderer} renderer - The renderer.
  16598. * @param {Texture} texture - The equirectangular texture.
  16599. * @return {WebGLCubeRenderTarget} A reference to this cube render target.
  16600. */
  16601. fromEquirectangularTexture( renderer, texture ) {
  16602. this.texture.type = texture.type;
  16603. this.texture.colorSpace = texture.colorSpace;
  16604. this.texture.generateMipmaps = texture.generateMipmaps;
  16605. this.texture.minFilter = texture.minFilter;
  16606. this.texture.magFilter = texture.magFilter;
  16607. const shader = {
  16608. uniforms: {
  16609. tEquirect: { value: null },
  16610. },
  16611. vertexShader: /* glsl */`
  16612. varying vec3 vWorldDirection;
  16613. vec3 transformDirection( in vec3 dir, in mat4 matrix ) {
  16614. return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );
  16615. }
  16616. void main() {
  16617. vWorldDirection = transformDirection( position, modelMatrix );
  16618. #include <begin_vertex>
  16619. #include <project_vertex>
  16620. }
  16621. `,
  16622. fragmentShader: /* glsl */`
  16623. uniform sampler2D tEquirect;
  16624. varying vec3 vWorldDirection;
  16625. #include <common>
  16626. void main() {
  16627. vec3 direction = normalize( vWorldDirection );
  16628. vec2 sampleUV = equirectUv( direction );
  16629. gl_FragColor = texture2D( tEquirect, sampleUV );
  16630. }
  16631. `
  16632. };
  16633. const geometry = new BoxGeometry( 5, 5, 5 );
  16634. const material = new ShaderMaterial( {
  16635. name: 'CubemapFromEquirect',
  16636. uniforms: cloneUniforms( shader.uniforms ),
  16637. vertexShader: shader.vertexShader,
  16638. fragmentShader: shader.fragmentShader,
  16639. side: BackSide,
  16640. blending: NoBlending
  16641. } );
  16642. material.uniforms.tEquirect.value = texture;
  16643. const mesh = new Mesh( geometry, material );
  16644. const currentMinFilter = texture.minFilter;
  16645. // Avoid blurred poles
  16646. if ( texture.minFilter === LinearMipmapLinearFilter ) texture.minFilter = LinearFilter;
  16647. const camera = new CubeCamera( 1, 10, this );
  16648. camera.update( renderer, mesh );
  16649. texture.minFilter = currentMinFilter;
  16650. mesh.geometry.dispose();
  16651. mesh.material.dispose();
  16652. return this;
  16653. }
  16654. /**
  16655. * Clears this cube render target.
  16656. *
  16657. * @param {WebGLRenderer} renderer - The renderer.
  16658. * @param {boolean} [color=true] - Whether the color buffer should be cleared or not.
  16659. * @param {boolean} [depth=true] - Whether the depth buffer should be cleared or not.
  16660. * @param {boolean} [stencil=true] - Whether the stencil buffer should be cleared or not.
  16661. */
  16662. clear( renderer, color = true, depth = true, stencil = true ) {
  16663. const currentRenderTarget = renderer.getRenderTarget();
  16664. for ( let i = 0; i < 6; i ++ ) {
  16665. renderer.setRenderTarget( this, i );
  16666. renderer.clear( color, depth, stencil );
  16667. }
  16668. renderer.setRenderTarget( currentRenderTarget );
  16669. }
  16670. }
  16671. /**
  16672. * This is almost identical to an {@link Object3D}. Its purpose is to
  16673. * make working with groups of objects syntactically clearer.
  16674. *
  16675. * ```js
  16676. * // Create a group and add the two cubes.
  16677. * // These cubes can now be rotated / scaled etc as a group.
  16678. * const group = new THREE.Group();
  16679. *
  16680. * group.add( meshA );
  16681. * group.add( meshB );
  16682. *
  16683. * scene.add( group );
  16684. * ```
  16685. *
  16686. * @augments Object3D
  16687. */
  16688. class Group extends Object3D {
  16689. constructor() {
  16690. super();
  16691. /**
  16692. * This flag can be used for type testing.
  16693. *
  16694. * @type {boolean}
  16695. * @readonly
  16696. * @default true
  16697. */
  16698. this.isGroup = true;
  16699. this.type = 'Group';
  16700. }
  16701. }
  16702. const _moveEvent = { type: 'move' };
  16703. /**
  16704. * Class for representing a XR controller with its
  16705. * different coordinate systems.
  16706. *
  16707. * @private
  16708. */
  16709. class WebXRController {
  16710. /**
  16711. * Constructs a new XR controller.
  16712. */
  16713. constructor() {
  16714. /**
  16715. * A group representing the target ray space
  16716. * of the XR controller.
  16717. *
  16718. * @private
  16719. * @type {?Group}
  16720. * @default null
  16721. */
  16722. this._targetRay = null;
  16723. /**
  16724. * A group representing the grip space
  16725. * of the XR controller.
  16726. *
  16727. * @private
  16728. * @type {?Group}
  16729. * @default null
  16730. */
  16731. this._grip = null;
  16732. /**
  16733. * A group representing the hand space
  16734. * of the XR controller.
  16735. *
  16736. * @private
  16737. * @type {?Group}
  16738. * @default null
  16739. */
  16740. this._hand = null;
  16741. }
  16742. /**
  16743. * Returns a group representing the hand space of the XR controller.
  16744. *
  16745. * @return {Group} A group representing the hand space of the XR controller.
  16746. */
  16747. getHandSpace() {
  16748. if ( this._hand === null ) {
  16749. this._hand = new Group();
  16750. this._hand.matrixAutoUpdate = false;
  16751. this._hand.visible = false;
  16752. this._hand.joints = {};
  16753. this._hand.inputState = { pinching: false };
  16754. }
  16755. return this._hand;
  16756. }
  16757. /**
  16758. * Returns a group representing the target ray space of the XR controller.
  16759. *
  16760. * @return {Group} A group representing the target ray space of the XR controller.
  16761. */
  16762. getTargetRaySpace() {
  16763. if ( this._targetRay === null ) {
  16764. this._targetRay = new Group();
  16765. this._targetRay.matrixAutoUpdate = false;
  16766. this._targetRay.visible = false;
  16767. this._targetRay.hasLinearVelocity = false;
  16768. this._targetRay.linearVelocity = new Vector3();
  16769. this._targetRay.hasAngularVelocity = false;
  16770. this._targetRay.angularVelocity = new Vector3();
  16771. }
  16772. return this._targetRay;
  16773. }
  16774. /**
  16775. * Returns a group representing the grip space of the XR controller.
  16776. *
  16777. * @return {Group} A group representing the grip space of the XR controller.
  16778. */
  16779. getGripSpace() {
  16780. if ( this._grip === null ) {
  16781. this._grip = new Group();
  16782. this._grip.matrixAutoUpdate = false;
  16783. this._grip.visible = false;
  16784. this._grip.hasLinearVelocity = false;
  16785. this._grip.linearVelocity = new Vector3();
  16786. this._grip.hasAngularVelocity = false;
  16787. this._grip.angularVelocity = new Vector3();
  16788. }
  16789. return this._grip;
  16790. }
  16791. /**
  16792. * Dispatches the given event to the groups representing
  16793. * the different coordinate spaces of the XR controller.
  16794. *
  16795. * @param {Object} event - The event to dispatch.
  16796. * @return {WebXRController} A reference to this instance.
  16797. */
  16798. dispatchEvent( event ) {
  16799. if ( this._targetRay !== null ) {
  16800. this._targetRay.dispatchEvent( event );
  16801. }
  16802. if ( this._grip !== null ) {
  16803. this._grip.dispatchEvent( event );
  16804. }
  16805. if ( this._hand !== null ) {
  16806. this._hand.dispatchEvent( event );
  16807. }
  16808. return this;
  16809. }
  16810. /**
  16811. * Connects the controller with the given XR input source.
  16812. *
  16813. * @param {XRInputSource} inputSource - The input source.
  16814. * @return {WebXRController} A reference to this instance.
  16815. */
  16816. connect( inputSource ) {
  16817. if ( inputSource && inputSource.hand ) {
  16818. const hand = this._hand;
  16819. if ( hand ) {
  16820. for ( const inputjoint of inputSource.hand.values() ) {
  16821. // Initialize hand with joints when connected
  16822. this._getHandJoint( hand, inputjoint );
  16823. }
  16824. }
  16825. }
  16826. this.dispatchEvent( { type: 'connected', data: inputSource } );
  16827. return this;
  16828. }
  16829. /**
  16830. * Disconnects the controller from the given XR input source.
  16831. *
  16832. * @param {XRInputSource} inputSource - The input source.
  16833. * @return {WebXRController} A reference to this instance.
  16834. */
  16835. disconnect( inputSource ) {
  16836. this.dispatchEvent( { type: 'disconnected', data: inputSource } );
  16837. if ( this._targetRay !== null ) {
  16838. this._targetRay.visible = false;
  16839. }
  16840. if ( this._grip !== null ) {
  16841. this._grip.visible = false;
  16842. }
  16843. if ( this._hand !== null ) {
  16844. this._hand.visible = false;
  16845. }
  16846. return this;
  16847. }
  16848. /**
  16849. * Updates the controller with the given input source, XR frame and reference space.
  16850. * This updates the transformations of the groups that represent the different
  16851. * coordinate systems of the controller.
  16852. *
  16853. * @param {XRInputSource} inputSource - The input source.
  16854. * @param {XRFrame} frame - The XR frame.
  16855. * @param {XRReferenceSpace} referenceSpace - The reference space.
  16856. * @return {WebXRController} A reference to this instance.
  16857. */
  16858. update( inputSource, frame, referenceSpace ) {
  16859. let inputPose = null;
  16860. let gripPose = null;
  16861. let handPose = null;
  16862. const targetRay = this._targetRay;
  16863. const grip = this._grip;
  16864. const hand = this._hand;
  16865. if ( inputSource && frame.session.visibilityState !== 'visible-blurred' ) {
  16866. if ( hand && inputSource.hand ) {
  16867. handPose = true;
  16868. for ( const inputjoint of inputSource.hand.values() ) {
  16869. // Update the joints groups with the XRJoint poses
  16870. const jointPose = frame.getJointPose( inputjoint, referenceSpace );
  16871. // The transform of this joint will be updated with the joint pose on each frame
  16872. const joint = this._getHandJoint( hand, inputjoint );
  16873. if ( jointPose !== null ) {
  16874. joint.matrix.fromArray( jointPose.transform.matrix );
  16875. joint.matrix.decompose( joint.position, joint.rotation, joint.scale );
  16876. joint.matrixWorldNeedsUpdate = true;
  16877. joint.jointRadius = jointPose.radius;
  16878. }
  16879. joint.visible = jointPose !== null;
  16880. }
  16881. // Custom events
  16882. // Check pinchz
  16883. const indexTip = hand.joints[ 'index-finger-tip' ];
  16884. const thumbTip = hand.joints[ 'thumb-tip' ];
  16885. const distance = indexTip.position.distanceTo( thumbTip.position );
  16886. const distanceToPinch = 0.02;
  16887. const threshold = 0.005;
  16888. if ( hand.inputState.pinching && distance > distanceToPinch + threshold ) {
  16889. hand.inputState.pinching = false;
  16890. this.dispatchEvent( {
  16891. type: 'pinchend',
  16892. handedness: inputSource.handedness,
  16893. target: this
  16894. } );
  16895. } else if ( ! hand.inputState.pinching && distance <= distanceToPinch - threshold ) {
  16896. hand.inputState.pinching = true;
  16897. this.dispatchEvent( {
  16898. type: 'pinchstart',
  16899. handedness: inputSource.handedness,
  16900. target: this
  16901. } );
  16902. }
  16903. } else {
  16904. if ( grip !== null && inputSource.gripSpace ) {
  16905. gripPose = frame.getPose( inputSource.gripSpace, referenceSpace );
  16906. if ( gripPose !== null ) {
  16907. grip.matrix.fromArray( gripPose.transform.matrix );
  16908. grip.matrix.decompose( grip.position, grip.rotation, grip.scale );
  16909. grip.matrixWorldNeedsUpdate = true;
  16910. if ( gripPose.linearVelocity ) {
  16911. grip.hasLinearVelocity = true;
  16912. grip.linearVelocity.copy( gripPose.linearVelocity );
  16913. } else {
  16914. grip.hasLinearVelocity = false;
  16915. }
  16916. if ( gripPose.angularVelocity ) {
  16917. grip.hasAngularVelocity = true;
  16918. grip.angularVelocity.copy( gripPose.angularVelocity );
  16919. } else {
  16920. grip.hasAngularVelocity = false;
  16921. }
  16922. }
  16923. }
  16924. }
  16925. if ( targetRay !== null ) {
  16926. inputPose = frame.getPose( inputSource.targetRaySpace, referenceSpace );
  16927. // Some runtimes (namely Vive Cosmos with Vive OpenXR Runtime) have only grip space and ray space is equal to it
  16928. if ( inputPose === null && gripPose !== null ) {
  16929. inputPose = gripPose;
  16930. }
  16931. if ( inputPose !== null ) {
  16932. targetRay.matrix.fromArray( inputPose.transform.matrix );
  16933. targetRay.matrix.decompose( targetRay.position, targetRay.rotation, targetRay.scale );
  16934. targetRay.matrixWorldNeedsUpdate = true;
  16935. if ( inputPose.linearVelocity ) {
  16936. targetRay.hasLinearVelocity = true;
  16937. targetRay.linearVelocity.copy( inputPose.linearVelocity );
  16938. } else {
  16939. targetRay.hasLinearVelocity = false;
  16940. }
  16941. if ( inputPose.angularVelocity ) {
  16942. targetRay.hasAngularVelocity = true;
  16943. targetRay.angularVelocity.copy( inputPose.angularVelocity );
  16944. } else {
  16945. targetRay.hasAngularVelocity = false;
  16946. }
  16947. this.dispatchEvent( _moveEvent );
  16948. }
  16949. }
  16950. }
  16951. if ( targetRay !== null ) {
  16952. targetRay.visible = ( inputPose !== null );
  16953. }
  16954. if ( grip !== null ) {
  16955. grip.visible = ( gripPose !== null );
  16956. }
  16957. if ( hand !== null ) {
  16958. hand.visible = ( handPose !== null );
  16959. }
  16960. return this;
  16961. }
  16962. /**
  16963. * Returns a group representing the hand joint for the given input joint.
  16964. *
  16965. * @private
  16966. * @param {Group} hand - The group representing the hand space.
  16967. * @param {XRJointSpace} inputjoint - The hand joint data.
  16968. * @return {Group} A group representing the hand joint for the given input joint.
  16969. */
  16970. _getHandJoint( hand, inputjoint ) {
  16971. if ( hand.joints[ inputjoint.jointName ] === undefined ) {
  16972. const joint = new Group();
  16973. joint.matrixAutoUpdate = false;
  16974. joint.visible = false;
  16975. hand.joints[ inputjoint.jointName ] = joint;
  16976. hand.add( joint );
  16977. }
  16978. return hand.joints[ inputjoint.jointName ];
  16979. }
  16980. }
  16981. /**
  16982. * This class can be used to define an exponential squared fog,
  16983. * which gives a clear view near the camera and a faster than exponentially
  16984. * densening fog farther from the camera.
  16985. *
  16986. * ```js
  16987. * const scene = new THREE.Scene();
  16988. * scene.fog = new THREE.FogExp2( 0xcccccc, 0.002 );
  16989. * ```
  16990. */
  16991. class FogExp2 {
  16992. /**
  16993. * Constructs a new fog.
  16994. *
  16995. * @param {number|Color} color - The fog's color.
  16996. * @param {number} [density=0.00025] - Defines how fast the fog will grow dense.
  16997. */
  16998. constructor( color, density = 0.00025 ) {
  16999. /**
  17000. * This flag can be used for type testing.
  17001. *
  17002. * @type {boolean}
  17003. * @readonly
  17004. * @default true
  17005. */
  17006. this.isFogExp2 = true;
  17007. /**
  17008. * The name of the fog.
  17009. *
  17010. * @type {string}
  17011. */
  17012. this.name = '';
  17013. /**
  17014. * The fog's color.
  17015. *
  17016. * @type {Color}
  17017. */
  17018. this.color = new Color( color );
  17019. /**
  17020. * Defines how fast the fog will grow dense.
  17021. *
  17022. * @type {number}
  17023. * @default 0.00025
  17024. */
  17025. this.density = density;
  17026. }
  17027. /**
  17028. * Returns a new fog with copied values from this instance.
  17029. *
  17030. * @return {FogExp2} A clone of this instance.
  17031. */
  17032. clone() {
  17033. return new FogExp2( this.color, this.density );
  17034. }
  17035. /**
  17036. * Serializes the fog into JSON.
  17037. *
  17038. * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  17039. * @return {Object} A JSON object representing the serialized fog
  17040. */
  17041. toJSON( /* meta */ ) {
  17042. return {
  17043. type: 'FogExp2',
  17044. name: this.name,
  17045. color: this.color.getHex(),
  17046. density: this.density
  17047. };
  17048. }
  17049. }
  17050. /**
  17051. * This class can be used to define a linear fog that grows linearly denser
  17052. * with the distance.
  17053. *
  17054. * ```js
  17055. * const scene = new THREE.Scene();
  17056. * scene.fog = new THREE.Fog( 0xcccccc, 10, 15 );
  17057. * ```
  17058. */
  17059. class Fog {
  17060. /**
  17061. * Constructs a new fog.
  17062. *
  17063. * @param {number|Color} color - The fog's color.
  17064. * @param {number} [near=1] - The minimum distance to start applying fog.
  17065. * @param {number} [far=1000] - The maximum distance at which fog stops being calculated and applied.
  17066. */
  17067. constructor( color, near = 1, far = 1000 ) {
  17068. /**
  17069. * This flag can be used for type testing.
  17070. *
  17071. * @type {boolean}
  17072. * @readonly
  17073. * @default true
  17074. */
  17075. this.isFog = true;
  17076. /**
  17077. * The name of the fog.
  17078. *
  17079. * @type {string}
  17080. */
  17081. this.name = '';
  17082. /**
  17083. * The fog's color.
  17084. *
  17085. * @type {Color}
  17086. */
  17087. this.color = new Color( color );
  17088. /**
  17089. * The minimum distance to start applying fog. Objects that are less than
  17090. * `near` units from the active camera won't be affected by fog.
  17091. *
  17092. * @type {number}
  17093. * @default 1
  17094. */
  17095. this.near = near;
  17096. /**
  17097. * The maximum distance at which fog stops being calculated and applied.
  17098. * Objects that are more than `far` units away from the active camera won't
  17099. * be affected by fog.
  17100. *
  17101. * @type {number}
  17102. * @default 1000
  17103. */
  17104. this.far = far;
  17105. }
  17106. /**
  17107. * Returns a new fog with copied values from this instance.
  17108. *
  17109. * @return {Fog} A clone of this instance.
  17110. */
  17111. clone() {
  17112. return new Fog( this.color, this.near, this.far );
  17113. }
  17114. /**
  17115. * Serializes the fog into JSON.
  17116. *
  17117. * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  17118. * @return {Object} A JSON object representing the serialized fog
  17119. */
  17120. toJSON( /* meta */ ) {
  17121. return {
  17122. type: 'Fog',
  17123. name: this.name,
  17124. color: this.color.getHex(),
  17125. near: this.near,
  17126. far: this.far
  17127. };
  17128. }
  17129. }
  17130. /**
  17131. * Scenes allow you to set up what is to be rendered and where by three.js.
  17132. * This is where you place 3D objects like meshes, lines or lights.
  17133. *
  17134. * @augments Object3D
  17135. */
  17136. class Scene extends Object3D {
  17137. /**
  17138. * Constructs a new scene.
  17139. */
  17140. constructor() {
  17141. super();
  17142. /**
  17143. * This flag can be used for type testing.
  17144. *
  17145. * @type {boolean}
  17146. * @readonly
  17147. * @default true
  17148. */
  17149. this.isScene = true;
  17150. this.type = 'Scene';
  17151. /**
  17152. * Defines the background of the scene. Valid inputs are:
  17153. *
  17154. * - A color for defining a uniform colored background.
  17155. * - A texture for defining a (flat) textured background.
  17156. * - Cube textures or equirectangular textures for defining a skybox.
  17157. *
  17158. * @type {?(Color|Texture)}
  17159. * @default null
  17160. */
  17161. this.background = null;
  17162. /**
  17163. * Sets the environment map for all physical materials in the scene. However,
  17164. * it's not possible to overwrite an existing texture assigned to the `envMap`
  17165. * material property.
  17166. *
  17167. * @type {?Texture}
  17168. * @default null
  17169. */
  17170. this.environment = null;
  17171. /**
  17172. * A fog instance defining the type of fog that affects everything
  17173. * rendered in the scene.
  17174. *
  17175. * @type {?(Fog|FogExp2)}
  17176. * @default null
  17177. */
  17178. this.fog = null;
  17179. /**
  17180. * Sets the blurriness of the background. Only influences environment maps
  17181. * assigned to {@link Scene#background}. Valid input is a float between `0`
  17182. * and `1`.
  17183. *
  17184. * @type {number}
  17185. * @default 0
  17186. */
  17187. this.backgroundBlurriness = 0;
  17188. /**
  17189. * Attenuates the color of the background. Only applies to background textures.
  17190. *
  17191. * @type {number}
  17192. * @default 1
  17193. */
  17194. this.backgroundIntensity = 1;
  17195. /**
  17196. * The rotation of the background in radians. Only influences environment maps
  17197. * assigned to {@link Scene#background}.
  17198. *
  17199. * @type {Euler}
  17200. * @default (0,0,0)
  17201. */
  17202. this.backgroundRotation = new Euler();
  17203. /**
  17204. * Attenuates the color of the environment. Only influences environment maps
  17205. * assigned to {@link Scene#environment}.
  17206. *
  17207. * @type {number}
  17208. * @default 1
  17209. */
  17210. this.environmentIntensity = 1;
  17211. /**
  17212. * The rotation of the environment map in radians. Only influences physical materials
  17213. * in the scene when {@link Scene#environment} is used.
  17214. *
  17215. * @type {Euler}
  17216. * @default (0,0,0)
  17217. */
  17218. this.environmentRotation = new Euler();
  17219. /**
  17220. * Forces everything in the scene to be rendered with the defined material. It is possible
  17221. * to exclude materials from override by setting {@link Material#allowOverride} to `false`.
  17222. *
  17223. * @type {?Material}
  17224. * @default null
  17225. */
  17226. this.overrideMaterial = null;
  17227. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  17228. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) );
  17229. }
  17230. }
  17231. copy( source, recursive ) {
  17232. super.copy( source, recursive );
  17233. if ( source.background !== null ) this.background = source.background.clone();
  17234. if ( source.environment !== null ) this.environment = source.environment.clone();
  17235. if ( source.fog !== null ) this.fog = source.fog.clone();
  17236. this.backgroundBlurriness = source.backgroundBlurriness;
  17237. this.backgroundIntensity = source.backgroundIntensity;
  17238. this.backgroundRotation.copy( source.backgroundRotation );
  17239. this.environmentIntensity = source.environmentIntensity;
  17240. this.environmentRotation.copy( source.environmentRotation );
  17241. if ( source.overrideMaterial !== null ) this.overrideMaterial = source.overrideMaterial.clone();
  17242. this.matrixAutoUpdate = source.matrixAutoUpdate;
  17243. return this;
  17244. }
  17245. toJSON( meta ) {
  17246. const data = super.toJSON( meta );
  17247. if ( this.fog !== null ) data.object.fog = this.fog.toJSON();
  17248. if ( this.backgroundBlurriness > 0 ) data.object.backgroundBlurriness = this.backgroundBlurriness;
  17249. if ( this.backgroundIntensity !== 1 ) data.object.backgroundIntensity = this.backgroundIntensity;
  17250. data.object.backgroundRotation = this.backgroundRotation.toArray();
  17251. if ( this.environmentIntensity !== 1 ) data.object.environmentIntensity = this.environmentIntensity;
  17252. data.object.environmentRotation = this.environmentRotation.toArray();
  17253. return data;
  17254. }
  17255. }
  17256. /**
  17257. * "Interleaved" means that multiple attributes, possibly of different types,
  17258. * (e.g., position, normal, uv, color) are packed into a single array buffer.
  17259. *
  17260. * An introduction into interleaved arrays can be found here: [Interleaved array basics]{@link https://blog.tojicode.com/2011/05/interleaved-array-basics.html}
  17261. */
  17262. class InterleavedBuffer {
  17263. /**
  17264. * Constructs a new interleaved buffer.
  17265. *
  17266. * @param {TypedArray} array - A typed array with a shared buffer storing attribute data.
  17267. * @param {number} stride - The number of typed-array elements per vertex.
  17268. */
  17269. constructor( array, stride ) {
  17270. /**
  17271. * This flag can be used for type testing.
  17272. *
  17273. * @type {boolean}
  17274. * @readonly
  17275. * @default true
  17276. */
  17277. this.isInterleavedBuffer = true;
  17278. /**
  17279. * A typed array with a shared buffer storing attribute data.
  17280. *
  17281. * @type {TypedArray}
  17282. */
  17283. this.array = array;
  17284. /**
  17285. * The number of typed-array elements per vertex.
  17286. *
  17287. * @type {number}
  17288. */
  17289. this.stride = stride;
  17290. /**
  17291. * The total number of elements in the array
  17292. *
  17293. * @type {number}
  17294. * @readonly
  17295. */
  17296. this.count = array !== undefined ? array.length / stride : 0;
  17297. /**
  17298. * Defines the intended usage pattern of the data store for optimization purposes.
  17299. *
  17300. * Note: After the initial use of a buffer, its usage cannot be changed. Instead,
  17301. * instantiate a new one and set the desired usage before the next render.
  17302. *
  17303. * @type {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)}
  17304. * @default StaticDrawUsage
  17305. */
  17306. this.usage = StaticDrawUsage;
  17307. /**
  17308. * This can be used to only update some components of stored vectors (for example, just the
  17309. * component related to color). Use the `addUpdateRange()` function to add ranges to this array.
  17310. *
  17311. * @type {Array<Object>}
  17312. */
  17313. this.updateRanges = [];
  17314. /**
  17315. * A version number, incremented every time the `needsUpdate` is set to `true`.
  17316. *
  17317. * @type {number}
  17318. */
  17319. this.version = 0;
  17320. /**
  17321. * The UUID of the interleaved buffer.
  17322. *
  17323. * @type {string}
  17324. * @readonly
  17325. */
  17326. this.uuid = generateUUID();
  17327. }
  17328. /**
  17329. * A callback function that is executed after the renderer has transferred the attribute array
  17330. * data to the GPU.
  17331. */
  17332. onUploadCallback() {}
  17333. /**
  17334. * Flag to indicate that this attribute has changed and should be re-sent to
  17335. * the GPU. Set this to `true` when you modify the value of the array.
  17336. *
  17337. * @type {number}
  17338. * @default false
  17339. * @param {boolean} value
  17340. */
  17341. set needsUpdate( value ) {
  17342. if ( value === true ) this.version ++;
  17343. }
  17344. /**
  17345. * Sets the usage of this interleaved buffer.
  17346. *
  17347. * @param {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)} value - The usage to set.
  17348. * @return {InterleavedBuffer} A reference to this interleaved buffer.
  17349. */
  17350. setUsage( value ) {
  17351. this.usage = value;
  17352. return this;
  17353. }
  17354. /**
  17355. * Adds a range of data in the data array to be updated on the GPU.
  17356. *
  17357. * @param {number} start - Position at which to start update.
  17358. * @param {number} count - The number of components to update.
  17359. */
  17360. addUpdateRange( start, count ) {
  17361. this.updateRanges.push( { start, count } );
  17362. }
  17363. /**
  17364. * Clears the update ranges.
  17365. */
  17366. clearUpdateRanges() {
  17367. this.updateRanges.length = 0;
  17368. }
  17369. /**
  17370. * Copies the values of the given interleaved buffer to this instance.
  17371. *
  17372. * @param {InterleavedBuffer} source - The interleaved buffer to copy.
  17373. * @return {InterleavedBuffer} A reference to this instance.
  17374. */
  17375. copy( source ) {
  17376. this.array = new source.array.constructor( source.array );
  17377. this.count = source.count;
  17378. this.stride = source.stride;
  17379. this.usage = source.usage;
  17380. return this;
  17381. }
  17382. /**
  17383. * Copies a vector from the given interleaved buffer to this one. The start
  17384. * and destination position in the attribute buffers are represented by the
  17385. * given indices.
  17386. *
  17387. * @param {number} index1 - The destination index into this interleaved buffer.
  17388. * @param {InterleavedBuffer} interleavedBuffer - The interleaved buffer to copy from.
  17389. * @param {number} index2 - The source index into the given interleaved buffer.
  17390. * @return {InterleavedBuffer} A reference to this instance.
  17391. */
  17392. copyAt( index1, interleavedBuffer, index2 ) {
  17393. index1 *= this.stride;
  17394. index2 *= interleavedBuffer.stride;
  17395. for ( let i = 0, l = this.stride; i < l; i ++ ) {
  17396. this.array[ index1 + i ] = interleavedBuffer.array[ index2 + i ];
  17397. }
  17398. return this;
  17399. }
  17400. /**
  17401. * Sets the given array data in the interleaved buffer.
  17402. *
  17403. * @param {(TypedArray|Array)} value - The array data to set.
  17404. * @param {number} [offset=0] - The offset in this interleaved buffer's array.
  17405. * @return {InterleavedBuffer} A reference to this instance.
  17406. */
  17407. set( value, offset = 0 ) {
  17408. this.array.set( value, offset );
  17409. return this;
  17410. }
  17411. /**
  17412. * Returns a new interleaved buffer with copied values from this instance.
  17413. *
  17414. * @param {Object} [data] - An object with shared array buffers that allows to retain shared structures.
  17415. * @return {InterleavedBuffer} A clone of this instance.
  17416. */
  17417. clone( data ) {
  17418. if ( data.arrayBuffers === undefined ) {
  17419. data.arrayBuffers = {};
  17420. }
  17421. if ( this.array.buffer._uuid === undefined ) {
  17422. this.array.buffer._uuid = generateUUID();
  17423. }
  17424. if ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {
  17425. data.arrayBuffers[ this.array.buffer._uuid ] = this.array.slice( 0 ).buffer;
  17426. }
  17427. const array = new this.array.constructor( data.arrayBuffers[ this.array.buffer._uuid ] );
  17428. const ib = new this.constructor( array, this.stride );
  17429. ib.setUsage( this.usage );
  17430. return ib;
  17431. }
  17432. /**
  17433. * Sets the given callback function that is executed after the Renderer has transferred
  17434. * the array data to the GPU. Can be used to perform clean-up operations after
  17435. * the upload when data are not needed anymore on the CPU side.
  17436. *
  17437. * @param {Function} callback - The `onUpload()` callback.
  17438. * @return {InterleavedBuffer} A reference to this instance.
  17439. */
  17440. onUpload( callback ) {
  17441. this.onUploadCallback = callback;
  17442. return this;
  17443. }
  17444. /**
  17445. * Serializes the interleaved buffer into JSON.
  17446. *
  17447. * @param {Object} [data] - An optional value holding meta information about the serialization.
  17448. * @return {Object} A JSON object representing the serialized interleaved buffer.
  17449. */
  17450. toJSON( data ) {
  17451. if ( data.arrayBuffers === undefined ) {
  17452. data.arrayBuffers = {};
  17453. }
  17454. // generate UUID for array buffer if necessary
  17455. if ( this.array.buffer._uuid === undefined ) {
  17456. this.array.buffer._uuid = generateUUID();
  17457. }
  17458. if ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {
  17459. data.arrayBuffers[ this.array.buffer._uuid ] = Array.from( new Uint32Array( this.array.buffer ) );
  17460. }
  17461. //
  17462. return {
  17463. uuid: this.uuid,
  17464. buffer: this.array.buffer._uuid,
  17465. type: this.array.constructor.name,
  17466. stride: this.stride
  17467. };
  17468. }
  17469. }
  17470. const _vector$7 = /*@__PURE__*/ new Vector3();
  17471. /**
  17472. * An alternative version of a buffer attribute with interleaved data. Interleaved
  17473. * attributes share a common interleaved data storage ({@link InterleavedBuffer}) and refer with
  17474. * different offsets into the buffer.
  17475. */
  17476. class InterleavedBufferAttribute {
  17477. /**
  17478. * Constructs a new interleaved buffer attribute.
  17479. *
  17480. * @param {InterleavedBuffer} interleavedBuffer - The buffer holding the interleaved data.
  17481. * @param {number} itemSize - The item size.
  17482. * @param {number} offset - The attribute offset into the buffer.
  17483. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  17484. */
  17485. constructor( interleavedBuffer, itemSize, offset, normalized = false ) {
  17486. /**
  17487. * This flag can be used for type testing.
  17488. *
  17489. * @type {boolean}
  17490. * @readonly
  17491. * @default true
  17492. */
  17493. this.isInterleavedBufferAttribute = true;
  17494. /**
  17495. * The name of the buffer attribute.
  17496. *
  17497. * @type {string}
  17498. */
  17499. this.name = '';
  17500. /**
  17501. * The buffer holding the interleaved data.
  17502. *
  17503. * @type {InterleavedBuffer}
  17504. */
  17505. this.data = interleavedBuffer;
  17506. /**
  17507. * The item size, see {@link BufferAttribute#itemSize}.
  17508. *
  17509. * @type {number}
  17510. */
  17511. this.itemSize = itemSize;
  17512. /**
  17513. * The attribute offset into the buffer.
  17514. *
  17515. * @type {number}
  17516. */
  17517. this.offset = offset;
  17518. /**
  17519. * Whether the data are normalized or not, see {@link BufferAttribute#normalized}
  17520. *
  17521. * @type {InterleavedBuffer}
  17522. */
  17523. this.normalized = normalized;
  17524. }
  17525. /**
  17526. * The item count of this buffer attribute.
  17527. *
  17528. * @type {number}
  17529. * @readonly
  17530. */
  17531. get count() {
  17532. return this.data.count;
  17533. }
  17534. /**
  17535. * The array holding the interleaved buffer attribute data.
  17536. *
  17537. * @type {TypedArray}
  17538. */
  17539. get array() {
  17540. return this.data.array;
  17541. }
  17542. /**
  17543. * Flag to indicate that this attribute has changed and should be re-sent to
  17544. * the GPU. Set this to `true` when you modify the value of the array.
  17545. *
  17546. * @type {number}
  17547. * @default false
  17548. * @param {boolean} value
  17549. */
  17550. set needsUpdate( value ) {
  17551. this.data.needsUpdate = value;
  17552. }
  17553. /**
  17554. * Applies the given 4x4 matrix to the given attribute. Only works with
  17555. * item size `3`.
  17556. *
  17557. * @param {Matrix4} m - The matrix to apply.
  17558. * @return {InterleavedBufferAttribute} A reference to this instance.
  17559. */
  17560. applyMatrix4( m ) {
  17561. for ( let i = 0, l = this.data.count; i < l; i ++ ) {
  17562. _vector$7.fromBufferAttribute( this, i );
  17563. _vector$7.applyMatrix4( m );
  17564. this.setXYZ( i, _vector$7.x, _vector$7.y, _vector$7.z );
  17565. }
  17566. return this;
  17567. }
  17568. /**
  17569. * Applies the given 3x3 normal matrix to the given attribute. Only works with
  17570. * item size `3`.
  17571. *
  17572. * @param {Matrix3} m - The normal matrix to apply.
  17573. * @return {InterleavedBufferAttribute} A reference to this instance.
  17574. */
  17575. applyNormalMatrix( m ) {
  17576. for ( let i = 0, l = this.count; i < l; i ++ ) {
  17577. _vector$7.fromBufferAttribute( this, i );
  17578. _vector$7.applyNormalMatrix( m );
  17579. this.setXYZ( i, _vector$7.x, _vector$7.y, _vector$7.z );
  17580. }
  17581. return this;
  17582. }
  17583. /**
  17584. * Applies the given 4x4 matrix to the given attribute. Only works with
  17585. * item size `3` and with direction vectors.
  17586. *
  17587. * @param {Matrix4} m - The matrix to apply.
  17588. * @return {InterleavedBufferAttribute} A reference to this instance.
  17589. */
  17590. transformDirection( m ) {
  17591. for ( let i = 0, l = this.count; i < l; i ++ ) {
  17592. _vector$7.fromBufferAttribute( this, i );
  17593. _vector$7.transformDirection( m );
  17594. this.setXYZ( i, _vector$7.x, _vector$7.y, _vector$7.z );
  17595. }
  17596. return this;
  17597. }
  17598. /**
  17599. * Returns the given component of the vector at the given index.
  17600. *
  17601. * @param {number} index - The index into the buffer attribute.
  17602. * @param {number} component - The component index.
  17603. * @return {number} The returned value.
  17604. */
  17605. getComponent( index, component ) {
  17606. let value = this.array[ index * this.data.stride + this.offset + component ];
  17607. if ( this.normalized ) value = denormalize( value, this.array );
  17608. return value;
  17609. }
  17610. /**
  17611. * Sets the given value to the given component of the vector at the given index.
  17612. *
  17613. * @param {number} index - The index into the buffer attribute.
  17614. * @param {number} component - The component index.
  17615. * @param {number} value - The value to set.
  17616. * @return {InterleavedBufferAttribute} A reference to this instance.
  17617. */
  17618. setComponent( index, component, value ) {
  17619. if ( this.normalized ) value = normalize( value, this.array );
  17620. this.data.array[ index * this.data.stride + this.offset + component ] = value;
  17621. return this;
  17622. }
  17623. /**
  17624. * Sets the x component of the vector at the given index.
  17625. *
  17626. * @param {number} index - The index into the buffer attribute.
  17627. * @param {number} x - The value to set.
  17628. * @return {InterleavedBufferAttribute} A reference to this instance.
  17629. */
  17630. setX( index, x ) {
  17631. if ( this.normalized ) x = normalize( x, this.array );
  17632. this.data.array[ index * this.data.stride + this.offset ] = x;
  17633. return this;
  17634. }
  17635. /**
  17636. * Sets the y component of the vector at the given index.
  17637. *
  17638. * @param {number} index - The index into the buffer attribute.
  17639. * @param {number} y - The value to set.
  17640. * @return {InterleavedBufferAttribute} A reference to this instance.
  17641. */
  17642. setY( index, y ) {
  17643. if ( this.normalized ) y = normalize( y, this.array );
  17644. this.data.array[ index * this.data.stride + this.offset + 1 ] = y;
  17645. return this;
  17646. }
  17647. /**
  17648. * Sets the z component of the vector at the given index.
  17649. *
  17650. * @param {number} index - The index into the buffer attribute.
  17651. * @param {number} z - The value to set.
  17652. * @return {InterleavedBufferAttribute} A reference to this instance.
  17653. */
  17654. setZ( index, z ) {
  17655. if ( this.normalized ) z = normalize( z, this.array );
  17656. this.data.array[ index * this.data.stride + this.offset + 2 ] = z;
  17657. return this;
  17658. }
  17659. /**
  17660. * Sets the w component of the vector at the given index.
  17661. *
  17662. * @param {number} index - The index into the buffer attribute.
  17663. * @param {number} w - The value to set.
  17664. * @return {InterleavedBufferAttribute} A reference to this instance.
  17665. */
  17666. setW( index, w ) {
  17667. if ( this.normalized ) w = normalize( w, this.array );
  17668. this.data.array[ index * this.data.stride + this.offset + 3 ] = w;
  17669. return this;
  17670. }
  17671. /**
  17672. * Returns the x component of the vector at the given index.
  17673. *
  17674. * @param {number} index - The index into the buffer attribute.
  17675. * @return {number} The x component.
  17676. */
  17677. getX( index ) {
  17678. let x = this.data.array[ index * this.data.stride + this.offset ];
  17679. if ( this.normalized ) x = denormalize( x, this.array );
  17680. return x;
  17681. }
  17682. /**
  17683. * Returns the y component of the vector at the given index.
  17684. *
  17685. * @param {number} index - The index into the buffer attribute.
  17686. * @return {number} The y component.
  17687. */
  17688. getY( index ) {
  17689. let y = this.data.array[ index * this.data.stride + this.offset + 1 ];
  17690. if ( this.normalized ) y = denormalize( y, this.array );
  17691. return y;
  17692. }
  17693. /**
  17694. * Returns the z component of the vector at the given index.
  17695. *
  17696. * @param {number} index - The index into the buffer attribute.
  17697. * @return {number} The z component.
  17698. */
  17699. getZ( index ) {
  17700. let z = this.data.array[ index * this.data.stride + this.offset + 2 ];
  17701. if ( this.normalized ) z = denormalize( z, this.array );
  17702. return z;
  17703. }
  17704. /**
  17705. * Returns the w component of the vector at the given index.
  17706. *
  17707. * @param {number} index - The index into the buffer attribute.
  17708. * @return {number} The w component.
  17709. */
  17710. getW( index ) {
  17711. let w = this.data.array[ index * this.data.stride + this.offset + 3 ];
  17712. if ( this.normalized ) w = denormalize( w, this.array );
  17713. return w;
  17714. }
  17715. /**
  17716. * Sets the x and y component of the vector at the given index.
  17717. *
  17718. * @param {number} index - The index into the buffer attribute.
  17719. * @param {number} x - The value for the x component to set.
  17720. * @param {number} y - The value for the y component to set.
  17721. * @return {InterleavedBufferAttribute} A reference to this instance.
  17722. */
  17723. setXY( index, x, y ) {
  17724. index = index * this.data.stride + this.offset;
  17725. if ( this.normalized ) {
  17726. x = normalize( x, this.array );
  17727. y = normalize( y, this.array );
  17728. }
  17729. this.data.array[ index + 0 ] = x;
  17730. this.data.array[ index + 1 ] = y;
  17731. return this;
  17732. }
  17733. /**
  17734. * Sets the x, y and z component of the vector at the given index.
  17735. *
  17736. * @param {number} index - The index into the buffer attribute.
  17737. * @param {number} x - The value for the x component to set.
  17738. * @param {number} y - The value for the y component to set.
  17739. * @param {number} z - The value for the z component to set.
  17740. * @return {InterleavedBufferAttribute} A reference to this instance.
  17741. */
  17742. setXYZ( index, x, y, z ) {
  17743. index = index * this.data.stride + this.offset;
  17744. if ( this.normalized ) {
  17745. x = normalize( x, this.array );
  17746. y = normalize( y, this.array );
  17747. z = normalize( z, this.array );
  17748. }
  17749. this.data.array[ index + 0 ] = x;
  17750. this.data.array[ index + 1 ] = y;
  17751. this.data.array[ index + 2 ] = z;
  17752. return this;
  17753. }
  17754. /**
  17755. * Sets the x, y, z and w component of the vector at the given index.
  17756. *
  17757. * @param {number} index - The index into the buffer attribute.
  17758. * @param {number} x - The value for the x component to set.
  17759. * @param {number} y - The value for the y component to set.
  17760. * @param {number} z - The value for the z component to set.
  17761. * @param {number} w - The value for the w component to set.
  17762. * @return {InterleavedBufferAttribute} A reference to this instance.
  17763. */
  17764. setXYZW( index, x, y, z, w ) {
  17765. index = index * this.data.stride + this.offset;
  17766. if ( this.normalized ) {
  17767. x = normalize( x, this.array );
  17768. y = normalize( y, this.array );
  17769. z = normalize( z, this.array );
  17770. w = normalize( w, this.array );
  17771. }
  17772. this.data.array[ index + 0 ] = x;
  17773. this.data.array[ index + 1 ] = y;
  17774. this.data.array[ index + 2 ] = z;
  17775. this.data.array[ index + 3 ] = w;
  17776. return this;
  17777. }
  17778. /**
  17779. * Returns a new buffer attribute with copied values from this instance.
  17780. *
  17781. * If no parameter is provided, cloning an interleaved buffer attribute will de-interleave buffer data.
  17782. *
  17783. * @param {Object} [data] - An object with interleaved buffers that allows to retain the interleaved property.
  17784. * @return {BufferAttribute|InterleavedBufferAttribute} A clone of this instance.
  17785. */
  17786. clone( data ) {
  17787. if ( data === undefined ) {
  17788. log( 'InterleavedBufferAttribute.clone(): Cloning an interleaved buffer attribute will de-interleave buffer data.' );
  17789. const array = [];
  17790. for ( let i = 0; i < this.count; i ++ ) {
  17791. const index = i * this.data.stride + this.offset;
  17792. for ( let j = 0; j < this.itemSize; j ++ ) {
  17793. array.push( this.data.array[ index + j ] );
  17794. }
  17795. }
  17796. return new BufferAttribute( new this.array.constructor( array ), this.itemSize, this.normalized );
  17797. } else {
  17798. if ( data.interleavedBuffers === undefined ) {
  17799. data.interleavedBuffers = {};
  17800. }
  17801. if ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {
  17802. data.interleavedBuffers[ this.data.uuid ] = this.data.clone( data );
  17803. }
  17804. return new InterleavedBufferAttribute( data.interleavedBuffers[ this.data.uuid ], this.itemSize, this.offset, this.normalized );
  17805. }
  17806. }
  17807. /**
  17808. * Serializes the buffer attribute into JSON.
  17809. *
  17810. * If no parameter is provided, cloning an interleaved buffer attribute will de-interleave buffer data.
  17811. *
  17812. * @param {Object} [data] - An optional value holding meta information about the serialization.
  17813. * @return {Object} A JSON object representing the serialized buffer attribute.
  17814. */
  17815. toJSON( data ) {
  17816. if ( data === undefined ) {
  17817. log( 'InterleavedBufferAttribute.toJSON(): Serializing an interleaved buffer attribute will de-interleave buffer data.' );
  17818. const array = [];
  17819. for ( let i = 0; i < this.count; i ++ ) {
  17820. const index = i * this.data.stride + this.offset;
  17821. for ( let j = 0; j < this.itemSize; j ++ ) {
  17822. array.push( this.data.array[ index + j ] );
  17823. }
  17824. }
  17825. // de-interleave data and save it as an ordinary buffer attribute for now
  17826. return {
  17827. itemSize: this.itemSize,
  17828. type: this.array.constructor.name,
  17829. array: array,
  17830. normalized: this.normalized
  17831. };
  17832. } else {
  17833. // save as true interleaved attribute
  17834. if ( data.interleavedBuffers === undefined ) {
  17835. data.interleavedBuffers = {};
  17836. }
  17837. if ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {
  17838. data.interleavedBuffers[ this.data.uuid ] = this.data.toJSON( data );
  17839. }
  17840. return {
  17841. isInterleavedBufferAttribute: true,
  17842. itemSize: this.itemSize,
  17843. data: this.data.uuid,
  17844. offset: this.offset,
  17845. normalized: this.normalized
  17846. };
  17847. }
  17848. }
  17849. }
  17850. /**
  17851. * A material for rendering instances of {@link Sprite}.
  17852. *
  17853. * ```js
  17854. * const map = new THREE.TextureLoader().load( 'textures/sprite.png' );
  17855. * const material = new THREE.SpriteMaterial( { map: map, color: 0xffffff } );
  17856. *
  17857. * const sprite = new THREE.Sprite( material );
  17858. * sprite.scale.set(200, 200, 1)
  17859. * scene.add( sprite );
  17860. * ```
  17861. *
  17862. * @augments Material
  17863. */
  17864. class SpriteMaterial extends Material {
  17865. /**
  17866. * Constructs a new sprite material.
  17867. *
  17868. * @param {Object} [parameters] - An object with one or more properties
  17869. * defining the material's appearance. Any property of the material
  17870. * (including any property from inherited materials) can be passed
  17871. * in here. Color values can be passed any type of value accepted
  17872. * by {@link Color#set}.
  17873. */
  17874. constructor( parameters ) {
  17875. super();
  17876. /**
  17877. * This flag can be used for type testing.
  17878. *
  17879. * @type {boolean}
  17880. * @readonly
  17881. * @default true
  17882. */
  17883. this.isSpriteMaterial = true;
  17884. this.type = 'SpriteMaterial';
  17885. /**
  17886. * Color of the material.
  17887. *
  17888. * @type {Color}
  17889. * @default (1,1,1)
  17890. */
  17891. this.color = new Color( 0xffffff );
  17892. /**
  17893. * The color map. May optionally include an alpha channel, typically combined
  17894. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  17895. * color is modulated by the diffuse `color`.
  17896. *
  17897. * @type {?Texture}
  17898. * @default null
  17899. */
  17900. this.map = null;
  17901. /**
  17902. * The alpha map is a grayscale texture that controls the opacity across the
  17903. * surface (black: fully transparent; white: fully opaque).
  17904. *
  17905. * Only the color of the texture is used, ignoring the alpha channel if one
  17906. * exists. For RGB and RGBA textures, the renderer will use the green channel
  17907. * when sampling this texture due to the extra bit of precision provided for
  17908. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  17909. * luminance/alpha textures will also still work as expected.
  17910. *
  17911. * @type {?Texture}
  17912. * @default null
  17913. */
  17914. this.alphaMap = null;
  17915. /**
  17916. * The rotation of the sprite in radians.
  17917. *
  17918. * @type {number}
  17919. * @default 0
  17920. */
  17921. this.rotation = 0;
  17922. /**
  17923. * Specifies whether size of the sprite is attenuated by the camera depth (perspective camera only).
  17924. *
  17925. * @type {boolean}
  17926. * @default true
  17927. */
  17928. this.sizeAttenuation = true;
  17929. /**
  17930. * Overwritten since sprite materials are transparent
  17931. * by default.
  17932. *
  17933. * @type {boolean}
  17934. * @default true
  17935. */
  17936. this.transparent = true;
  17937. /**
  17938. * Whether the material is affected by fog or not.
  17939. *
  17940. * @type {boolean}
  17941. * @default true
  17942. */
  17943. this.fog = true;
  17944. this.setValues( parameters );
  17945. }
  17946. copy( source ) {
  17947. super.copy( source );
  17948. this.color.copy( source.color );
  17949. this.map = source.map;
  17950. this.alphaMap = source.alphaMap;
  17951. this.rotation = source.rotation;
  17952. this.sizeAttenuation = source.sizeAttenuation;
  17953. this.fog = source.fog;
  17954. return this;
  17955. }
  17956. }
  17957. let _geometry;
  17958. const _intersectPoint = /*@__PURE__*/ new Vector3();
  17959. const _worldScale = /*@__PURE__*/ new Vector3();
  17960. const _mvPosition = /*@__PURE__*/ new Vector3();
  17961. const _alignedPosition = /*@__PURE__*/ new Vector2();
  17962. const _rotatedPosition = /*@__PURE__*/ new Vector2();
  17963. const _viewWorldMatrix = /*@__PURE__*/ new Matrix4();
  17964. const _vA = /*@__PURE__*/ new Vector3();
  17965. const _vB = /*@__PURE__*/ new Vector3();
  17966. const _vC = /*@__PURE__*/ new Vector3();
  17967. const _uvA = /*@__PURE__*/ new Vector2();
  17968. const _uvB = /*@__PURE__*/ new Vector2();
  17969. const _uvC = /*@__PURE__*/ new Vector2();
  17970. /**
  17971. * A sprite is a plane that always faces towards the camera, generally with a
  17972. * partially transparent texture applied.
  17973. *
  17974. * Sprites do not cast shadows, setting {@link Object3D#castShadow} to `true` will
  17975. * have no effect.
  17976. *
  17977. * ```js
  17978. * const map = new THREE.TextureLoader().load( 'sprite.png' );
  17979. * const material = new THREE.SpriteMaterial( { map: map } );
  17980. *
  17981. * const sprite = new THREE.Sprite( material );
  17982. * scene.add( sprite );
  17983. * ```
  17984. *
  17985. * @augments Object3D
  17986. */
  17987. class Sprite extends Object3D {
  17988. /**
  17989. * Constructs a new sprite.
  17990. *
  17991. * @param {(SpriteMaterial|SpriteNodeMaterial)} [material] - The sprite material.
  17992. */
  17993. constructor( material = new SpriteMaterial() ) {
  17994. super();
  17995. /**
  17996. * This flag can be used for type testing.
  17997. *
  17998. * @type {boolean}
  17999. * @readonly
  18000. * @default true
  18001. */
  18002. this.isSprite = true;
  18003. this.type = 'Sprite';
  18004. if ( _geometry === undefined ) {
  18005. _geometry = new BufferGeometry();
  18006. const float32Array = new Float32Array( [
  18007. -0.5, -0.5, 0, 0, 0,
  18008. 0.5, -0.5, 0, 1, 0,
  18009. 0.5, 0.5, 0, 1, 1,
  18010. -0.5, 0.5, 0, 0, 1
  18011. ] );
  18012. const interleavedBuffer = new InterleavedBuffer( float32Array, 5 );
  18013. _geometry.setIndex( [ 0, 1, 2, 0, 2, 3 ] );
  18014. _geometry.setAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) );
  18015. _geometry.setAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) );
  18016. }
  18017. /**
  18018. * The sprite geometry.
  18019. *
  18020. * @type {BufferGeometry}
  18021. */
  18022. this.geometry = _geometry;
  18023. /**
  18024. * The sprite material.
  18025. *
  18026. * @type {(SpriteMaterial|SpriteNodeMaterial)}
  18027. */
  18028. this.material = material;
  18029. /**
  18030. * The sprite's anchor point, and the point around which the sprite rotates.
  18031. * A value of `(0.5, 0.5)` corresponds to the midpoint of the sprite. A value
  18032. * of `(0, 0)` corresponds to the lower left corner of the sprite.
  18033. *
  18034. * @type {Vector2}
  18035. * @default (0.5,0.5)
  18036. */
  18037. this.center = new Vector2( 0.5, 0.5 );
  18038. /**
  18039. * The number of instances of this sprite.
  18040. * Can only be used with {@link WebGPURenderer}.
  18041. *
  18042. * @type {number}
  18043. * @default 1
  18044. */
  18045. this.count = 1;
  18046. }
  18047. /**
  18048. * Computes intersection points between a casted ray and this sprite.
  18049. *
  18050. * @param {Raycaster} raycaster - The raycaster.
  18051. * @param {Array<Object>} intersects - The target array that holds the intersection points.
  18052. */
  18053. raycast( raycaster, intersects ) {
  18054. if ( raycaster.camera === null ) {
  18055. error( 'Sprite: "Raycaster.camera" needs to be set in order to raycast against sprites.' );
  18056. }
  18057. _worldScale.setFromMatrixScale( this.matrixWorld );
  18058. _viewWorldMatrix.copy( raycaster.camera.matrixWorld );
  18059. this.modelViewMatrix.multiplyMatrices( raycaster.camera.matrixWorldInverse, this.matrixWorld );
  18060. _mvPosition.setFromMatrixPosition( this.modelViewMatrix );
  18061. if ( raycaster.camera.isPerspectiveCamera && this.material.sizeAttenuation === false ) {
  18062. _worldScale.multiplyScalar( - _mvPosition.z );
  18063. }
  18064. const rotation = this.material.rotation;
  18065. let sin, cos;
  18066. if ( rotation !== 0 ) {
  18067. cos = Math.cos( rotation );
  18068. sin = Math.sin( rotation );
  18069. }
  18070. const center = this.center;
  18071. transformVertex( _vA.set( -0.5, -0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  18072. transformVertex( _vB.set( 0.5, -0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  18073. transformVertex( _vC.set( 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  18074. _uvA.set( 0, 0 );
  18075. _uvB.set( 1, 0 );
  18076. _uvC.set( 1, 1 );
  18077. // check first triangle
  18078. let intersect = raycaster.ray.intersectTriangle( _vA, _vB, _vC, false, _intersectPoint );
  18079. if ( intersect === null ) {
  18080. // check second triangle
  18081. transformVertex( _vB.set( -0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  18082. _uvB.set( 0, 1 );
  18083. intersect = raycaster.ray.intersectTriangle( _vA, _vC, _vB, false, _intersectPoint );
  18084. if ( intersect === null ) {
  18085. return;
  18086. }
  18087. }
  18088. const distance = raycaster.ray.origin.distanceTo( _intersectPoint );
  18089. if ( distance < raycaster.near || distance > raycaster.far ) return;
  18090. intersects.push( {
  18091. distance: distance,
  18092. point: _intersectPoint.clone(),
  18093. uv: Triangle.getInterpolation( _intersectPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() ),
  18094. face: null,
  18095. object: this
  18096. } );
  18097. }
  18098. copy( source, recursive ) {
  18099. super.copy( source, recursive );
  18100. if ( source.center !== undefined ) this.center.copy( source.center );
  18101. this.material = source.material;
  18102. return this;
  18103. }
  18104. }
  18105. function transformVertex( vertexPosition, mvPosition, center, scale, sin, cos ) {
  18106. // compute position in camera space
  18107. _alignedPosition.subVectors( vertexPosition, center ).addScalar( 0.5 ).multiply( scale );
  18108. // to check if rotation is not zero
  18109. if ( sin !== undefined ) {
  18110. _rotatedPosition.x = ( cos * _alignedPosition.x ) - ( sin * _alignedPosition.y );
  18111. _rotatedPosition.y = ( sin * _alignedPosition.x ) + ( cos * _alignedPosition.y );
  18112. } else {
  18113. _rotatedPosition.copy( _alignedPosition );
  18114. }
  18115. vertexPosition.copy( mvPosition );
  18116. vertexPosition.x += _rotatedPosition.x;
  18117. vertexPosition.y += _rotatedPosition.y;
  18118. // transform to world space
  18119. vertexPosition.applyMatrix4( _viewWorldMatrix );
  18120. }
  18121. const _v1$2 = /*@__PURE__*/ new Vector3();
  18122. const _v2$1 = /*@__PURE__*/ new Vector3();
  18123. /**
  18124. * A component for providing a basic Level of Detail (LOD) mechanism.
  18125. *
  18126. * Every LOD level is associated with an object, and rendering can be switched
  18127. * between them at the distances specified. Typically you would create, say,
  18128. * three meshes, one for far away (low detail), one for mid range (medium
  18129. * detail) and one for close up (high detail).
  18130. *
  18131. * ```js
  18132. * const lod = new THREE.LOD();
  18133. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  18134. *
  18135. * //Create spheres with 3 levels of detail and create new LOD levels for them
  18136. * for( let i = 0; i < 3; i++ ) {
  18137. *
  18138. * const geometry = new THREE.IcosahedronGeometry( 10, 3 - i );
  18139. * const mesh = new THREE.Mesh( geometry, material );
  18140. * lod.addLevel( mesh, i * 75 );
  18141. *
  18142. * }
  18143. *
  18144. * scene.add( lod );
  18145. * ```
  18146. *
  18147. * @augments Object3D
  18148. */
  18149. class LOD extends Object3D {
  18150. /**
  18151. * Constructs a new LOD.
  18152. */
  18153. constructor() {
  18154. super();
  18155. /**
  18156. * This flag can be used for type testing.
  18157. *
  18158. * @type {boolean}
  18159. * @readonly
  18160. * @default true
  18161. */
  18162. this.isLOD = true;
  18163. /**
  18164. * The current LOD index.
  18165. *
  18166. * @private
  18167. * @type {number}
  18168. * @default 0
  18169. */
  18170. this._currentLevel = 0;
  18171. this.type = 'LOD';
  18172. Object.defineProperties( this, {
  18173. /**
  18174. * This array holds the LOD levels.
  18175. *
  18176. * @name LOD#levels
  18177. * @type {Array<{object:Object3D,distance:number,hysteresis:number}>}
  18178. */
  18179. levels: {
  18180. enumerable: true,
  18181. value: []
  18182. }
  18183. } );
  18184. /**
  18185. * Whether the LOD object is updated automatically by the renderer per frame
  18186. * or not. If set to `false`, you have to call {@link LOD#update} in the
  18187. * render loop by yourself.
  18188. *
  18189. * @type {boolean}
  18190. * @default true
  18191. */
  18192. this.autoUpdate = true;
  18193. }
  18194. copy( source ) {
  18195. super.copy( source, false );
  18196. const levels = source.levels;
  18197. for ( let i = 0, l = levels.length; i < l; i ++ ) {
  18198. const level = levels[ i ];
  18199. this.addLevel( level.object.clone(), level.distance, level.hysteresis );
  18200. }
  18201. this.autoUpdate = source.autoUpdate;
  18202. return this;
  18203. }
  18204. /**
  18205. * Adds a mesh that will display at a certain distance and greater. Typically
  18206. * the further away the distance, the lower the detail on the mesh.
  18207. *
  18208. * @param {Object3D} object - The 3D object to display at this level.
  18209. * @param {number} [distance=0] - The distance at which to display this level of detail.
  18210. * @param {number} [hysteresis=0] - Threshold used to avoid flickering at LOD boundaries, as a fraction of distance.
  18211. * @return {LOD} A reference to this instance.
  18212. */
  18213. addLevel( object, distance = 0, hysteresis = 0 ) {
  18214. distance = Math.abs( distance );
  18215. const levels = this.levels;
  18216. let l;
  18217. for ( l = 0; l < levels.length; l ++ ) {
  18218. if ( distance < levels[ l ].distance ) {
  18219. break;
  18220. }
  18221. }
  18222. levels.splice( l, 0, { distance: distance, hysteresis: hysteresis, object: object } );
  18223. this.add( object );
  18224. return this;
  18225. }
  18226. /**
  18227. * Removes an existing level, based on the distance from the camera.
  18228. * Returns `true` when the level has been removed. Otherwise `false`.
  18229. *
  18230. * @param {number} distance - Distance of the level to remove.
  18231. * @return {boolean} Whether the level has been removed or not.
  18232. */
  18233. removeLevel( distance ) {
  18234. const levels = this.levels;
  18235. for ( let i = 0; i < levels.length; i ++ ) {
  18236. if ( levels[ i ].distance === distance ) {
  18237. const removedElements = levels.splice( i, 1 );
  18238. this.remove( removedElements[ 0 ].object );
  18239. return true;
  18240. }
  18241. }
  18242. return false;
  18243. }
  18244. /**
  18245. * Returns the currently active LOD level index.
  18246. *
  18247. * @return {number} The current active LOD level index.
  18248. */
  18249. getCurrentLevel() {
  18250. return this._currentLevel;
  18251. }
  18252. /**
  18253. * Returns a reference to the first 3D object that is greater than
  18254. * the given distance.
  18255. *
  18256. * @param {number} distance - The LOD distance.
  18257. * @return {?Object3D} The found 3D object. `null` if no 3D object has been found.
  18258. */
  18259. getObjectForDistance( distance ) {
  18260. const levels = this.levels;
  18261. if ( levels.length > 0 ) {
  18262. let i, l;
  18263. for ( i = 1, l = levels.length; i < l; i ++ ) {
  18264. let levelDistance = levels[ i ].distance;
  18265. if ( levels[ i ].object.visible ) {
  18266. levelDistance -= levelDistance * levels[ i ].hysteresis;
  18267. }
  18268. if ( distance < levelDistance ) {
  18269. break;
  18270. }
  18271. }
  18272. return levels[ i - 1 ].object;
  18273. }
  18274. return null;
  18275. }
  18276. /**
  18277. * Computes intersection points between a casted ray and this LOD.
  18278. *
  18279. * @param {Raycaster} raycaster - The raycaster.
  18280. * @param {Array<Object>} intersects - The target array that holds the intersection points.
  18281. */
  18282. raycast( raycaster, intersects ) {
  18283. const levels = this.levels;
  18284. if ( levels.length > 0 ) {
  18285. _v1$2.setFromMatrixPosition( this.matrixWorld );
  18286. const distance = raycaster.ray.origin.distanceTo( _v1$2 );
  18287. this.getObjectForDistance( distance ).raycast( raycaster, intersects );
  18288. }
  18289. }
  18290. /**
  18291. * Updates the LOD by computing which LOD level should be visible according
  18292. * to the current distance of the given camera.
  18293. *
  18294. * @param {Camera} camera - The camera the scene is rendered with.
  18295. */
  18296. update( camera ) {
  18297. const levels = this.levels;
  18298. if ( levels.length > 1 ) {
  18299. _v1$2.setFromMatrixPosition( camera.matrixWorld );
  18300. _v2$1.setFromMatrixPosition( this.matrixWorld );
  18301. const distance = _v1$2.distanceTo( _v2$1 ) / camera.zoom;
  18302. levels[ 0 ].object.visible = true;
  18303. let i, l;
  18304. for ( i = 1, l = levels.length; i < l; i ++ ) {
  18305. let levelDistance = levels[ i ].distance;
  18306. if ( levels[ i ].object.visible ) {
  18307. levelDistance -= levelDistance * levels[ i ].hysteresis;
  18308. }
  18309. if ( distance >= levelDistance ) {
  18310. levels[ i - 1 ].object.visible = false;
  18311. levels[ i ].object.visible = true;
  18312. } else {
  18313. break;
  18314. }
  18315. }
  18316. this._currentLevel = i - 1;
  18317. for ( ; i < l; i ++ ) {
  18318. levels[ i ].object.visible = false;
  18319. }
  18320. }
  18321. }
  18322. toJSON( meta ) {
  18323. const data = super.toJSON( meta );
  18324. if ( this.autoUpdate === false ) data.object.autoUpdate = false;
  18325. data.object.levels = [];
  18326. const levels = this.levels;
  18327. for ( let i = 0, l = levels.length; i < l; i ++ ) {
  18328. const level = levels[ i ];
  18329. data.object.levels.push( {
  18330. object: level.object.uuid,
  18331. distance: level.distance,
  18332. hysteresis: level.hysteresis
  18333. } );
  18334. }
  18335. return data;
  18336. }
  18337. }
  18338. const _basePosition = /*@__PURE__*/ new Vector3();
  18339. const _skinIndex = /*@__PURE__*/ new Vector4();
  18340. const _skinWeight = /*@__PURE__*/ new Vector4();
  18341. const _vector3 = /*@__PURE__*/ new Vector3();
  18342. const _matrix4 = /*@__PURE__*/ new Matrix4();
  18343. const _vertex = /*@__PURE__*/ new Vector3();
  18344. const _sphere$5 = /*@__PURE__*/ new Sphere();
  18345. const _inverseMatrix$2 = /*@__PURE__*/ new Matrix4();
  18346. const _ray$2 = /*@__PURE__*/ new Ray();
  18347. /**
  18348. * A mesh that has a {@link Skeleton} that can then be used to animate the
  18349. * vertices of the geometry with skinning/skeleton animation.
  18350. *
  18351. * Next to a valid skeleton, the skinned mesh requires skin indices and weights
  18352. * as buffer attributes in its geometry. These attribute define which bones affect a single
  18353. * vertex to a certain extend.
  18354. *
  18355. * Typically skinned meshes are not created manually but loaders like {@link GLTFLoader}
  18356. * or {@link FBXLoader } import respective models.
  18357. *
  18358. * @augments Mesh
  18359. */
  18360. class SkinnedMesh extends Mesh {
  18361. /**
  18362. * Constructs a new skinned mesh.
  18363. *
  18364. * @param {BufferGeometry} [geometry] - The mesh geometry.
  18365. * @param {Material|Array<Material>} [material] - The mesh material.
  18366. */
  18367. constructor( geometry, material ) {
  18368. super( geometry, material );
  18369. /**
  18370. * This flag can be used for type testing.
  18371. *
  18372. * @type {boolean}
  18373. * @readonly
  18374. * @default true
  18375. */
  18376. this.isSkinnedMesh = true;
  18377. this.type = 'SkinnedMesh';
  18378. /**
  18379. * `AttachedBindMode` means the skinned mesh shares the same world space as the skeleton.
  18380. * This is not true when using `DetachedBindMode` which is useful when sharing a skeleton
  18381. * across multiple skinned meshes.
  18382. *
  18383. * @type {(AttachedBindMode|DetachedBindMode)}
  18384. * @default AttachedBindMode
  18385. */
  18386. this.bindMode = AttachedBindMode;
  18387. /**
  18388. * The base matrix that is used for the bound bone transforms.
  18389. *
  18390. * @type {Matrix4}
  18391. */
  18392. this.bindMatrix = new Matrix4();
  18393. /**
  18394. * The base matrix that is used for resetting the bound bone transforms.
  18395. *
  18396. * @type {Matrix4}
  18397. */
  18398. this.bindMatrixInverse = new Matrix4();
  18399. /**
  18400. * The bounding box of the skinned mesh. Can be computed via {@link SkinnedMesh#computeBoundingBox}.
  18401. *
  18402. * @type {?Box3}
  18403. * @default null
  18404. */
  18405. this.boundingBox = null;
  18406. /**
  18407. * The bounding sphere of the skinned mesh. Can be computed via {@link SkinnedMesh#computeBoundingSphere}.
  18408. *
  18409. * @type {?Sphere}
  18410. * @default null
  18411. */
  18412. this.boundingSphere = null;
  18413. }
  18414. /**
  18415. * Computes the bounding box of the skinned mesh, and updates {@link SkinnedMesh#boundingBox}.
  18416. * The bounding box is not automatically computed by the engine; this method must be called by your app.
  18417. * If the skinned mesh is animated, the bounding box should be recomputed per frame in order to reflect
  18418. * the current animation state.
  18419. */
  18420. computeBoundingBox() {
  18421. const geometry = this.geometry;
  18422. if ( this.boundingBox === null ) {
  18423. this.boundingBox = new Box3();
  18424. }
  18425. this.boundingBox.makeEmpty();
  18426. const positionAttribute = geometry.getAttribute( 'position' );
  18427. for ( let i = 0; i < positionAttribute.count; i ++ ) {
  18428. this.getVertexPosition( i, _vertex );
  18429. this.boundingBox.expandByPoint( _vertex );
  18430. }
  18431. }
  18432. /**
  18433. * Computes the bounding sphere of the skinned mesh, and updates {@link SkinnedMesh#boundingSphere}.
  18434. * The bounding sphere is automatically computed by the engine once when it is needed, e.g., for ray casting
  18435. * and view frustum culling. If the skinned mesh is animated, the bounding sphere should be recomputed
  18436. * per frame in order to reflect the current animation state.
  18437. */
  18438. computeBoundingSphere() {
  18439. const geometry = this.geometry;
  18440. if ( this.boundingSphere === null ) {
  18441. this.boundingSphere = new Sphere();
  18442. }
  18443. this.boundingSphere.makeEmpty();
  18444. const positionAttribute = geometry.getAttribute( 'position' );
  18445. for ( let i = 0; i < positionAttribute.count; i ++ ) {
  18446. this.getVertexPosition( i, _vertex );
  18447. this.boundingSphere.expandByPoint( _vertex );
  18448. }
  18449. }
  18450. copy( source, recursive ) {
  18451. super.copy( source, recursive );
  18452. this.bindMode = source.bindMode;
  18453. this.bindMatrix.copy( source.bindMatrix );
  18454. this.bindMatrixInverse.copy( source.bindMatrixInverse );
  18455. this.skeleton = source.skeleton;
  18456. if ( source.boundingBox !== null ) this.boundingBox = source.boundingBox.clone();
  18457. if ( source.boundingSphere !== null ) this.boundingSphere = source.boundingSphere.clone();
  18458. return this;
  18459. }
  18460. raycast( raycaster, intersects ) {
  18461. const material = this.material;
  18462. const matrixWorld = this.matrixWorld;
  18463. if ( material === undefined ) return;
  18464. // test with bounding sphere in world space
  18465. if ( this.boundingSphere === null ) this.computeBoundingSphere();
  18466. _sphere$5.copy( this.boundingSphere );
  18467. _sphere$5.applyMatrix4( matrixWorld );
  18468. if ( raycaster.ray.intersectsSphere( _sphere$5 ) === false ) return;
  18469. // convert ray to local space of skinned mesh
  18470. _inverseMatrix$2.copy( matrixWorld ).invert();
  18471. _ray$2.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$2 );
  18472. // test with bounding box in local space
  18473. if ( this.boundingBox !== null ) {
  18474. if ( _ray$2.intersectsBox( this.boundingBox ) === false ) return;
  18475. }
  18476. // test for intersections with geometry
  18477. this._computeIntersections( raycaster, intersects, _ray$2 );
  18478. }
  18479. getVertexPosition( index, target ) {
  18480. super.getVertexPosition( index, target );
  18481. this.applyBoneTransform( index, target );
  18482. return target;
  18483. }
  18484. /**
  18485. * Binds the given skeleton to the skinned mesh.
  18486. *
  18487. * @param {Skeleton} skeleton - The skeleton to bind.
  18488. * @param {Matrix4} [bindMatrix] - The bind matrix. If no bind matrix is provided,
  18489. * the skinned mesh's world matrix will be used instead.
  18490. */
  18491. bind( skeleton, bindMatrix ) {
  18492. this.skeleton = skeleton;
  18493. if ( bindMatrix === undefined ) {
  18494. this.updateMatrixWorld( true );
  18495. this.skeleton.calculateInverses();
  18496. bindMatrix = this.matrixWorld;
  18497. }
  18498. this.bindMatrix.copy( bindMatrix );
  18499. this.bindMatrixInverse.copy( bindMatrix ).invert();
  18500. }
  18501. /**
  18502. * This method sets the skinned mesh in the rest pose).
  18503. */
  18504. pose() {
  18505. this.skeleton.pose();
  18506. }
  18507. /**
  18508. * Normalizes the skin weights which are defined as a buffer attribute
  18509. * in the skinned mesh's geometry.
  18510. */
  18511. normalizeSkinWeights() {
  18512. const vector = new Vector4();
  18513. const skinWeight = this.geometry.attributes.skinWeight;
  18514. for ( let i = 0, l = skinWeight.count; i < l; i ++ ) {
  18515. vector.fromBufferAttribute( skinWeight, i );
  18516. const scale = 1.0 / vector.manhattanLength();
  18517. if ( scale !== Infinity ) {
  18518. vector.multiplyScalar( scale );
  18519. } else {
  18520. vector.set( 1, 0, 0, 0 ); // do something reasonable
  18521. }
  18522. skinWeight.setXYZW( i, vector.x, vector.y, vector.z, vector.w );
  18523. }
  18524. }
  18525. updateMatrixWorld( force ) {
  18526. super.updateMatrixWorld( force );
  18527. if ( this.bindMode === AttachedBindMode ) {
  18528. this.bindMatrixInverse.copy( this.matrixWorld ).invert();
  18529. } else if ( this.bindMode === DetachedBindMode ) {
  18530. this.bindMatrixInverse.copy( this.bindMatrix ).invert();
  18531. } else {
  18532. warn( 'SkinnedMesh: Unrecognized bindMode: ' + this.bindMode );
  18533. }
  18534. }
  18535. /**
  18536. * Applies the bone transform associated with the given index to the given
  18537. * vertex position. Returns the updated vector.
  18538. *
  18539. * @param {number} index - The vertex index.
  18540. * @param {Vector3} target - The target object that is used to store the method's result.
  18541. * the skinned mesh's world matrix will be used instead.
  18542. * @return {Vector3} The updated vertex position.
  18543. */
  18544. applyBoneTransform( index, target ) {
  18545. const skeleton = this.skeleton;
  18546. const geometry = this.geometry;
  18547. _skinIndex.fromBufferAttribute( geometry.attributes.skinIndex, index );
  18548. _skinWeight.fromBufferAttribute( geometry.attributes.skinWeight, index );
  18549. _basePosition.copy( target ).applyMatrix4( this.bindMatrix );
  18550. target.set( 0, 0, 0 );
  18551. for ( let i = 0; i < 4; i ++ ) {
  18552. const weight = _skinWeight.getComponent( i );
  18553. if ( weight !== 0 ) {
  18554. const boneIndex = _skinIndex.getComponent( i );
  18555. _matrix4.multiplyMatrices( skeleton.bones[ boneIndex ].matrixWorld, skeleton.boneInverses[ boneIndex ] );
  18556. target.addScaledVector( _vector3.copy( _basePosition ).applyMatrix4( _matrix4 ), weight );
  18557. }
  18558. }
  18559. return target.applyMatrix4( this.bindMatrixInverse );
  18560. }
  18561. }
  18562. /**
  18563. * A bone which is part of a {@link Skeleton}. The skeleton in turn is used by
  18564. * the {@link SkinnedMesh}.
  18565. *
  18566. * ```js
  18567. * const root = new THREE.Bone();
  18568. * const child = new THREE.Bone();
  18569. *
  18570. * root.add( child );
  18571. * child.position.y = 5;
  18572. * ```
  18573. *
  18574. * @augments Object3D
  18575. */
  18576. class Bone extends Object3D {
  18577. /**
  18578. * Constructs a new bone.
  18579. */
  18580. constructor() {
  18581. super();
  18582. /**
  18583. * This flag can be used for type testing.
  18584. *
  18585. * @type {boolean}
  18586. * @readonly
  18587. * @default true
  18588. */
  18589. this.isBone = true;
  18590. this.type = 'Bone';
  18591. }
  18592. }
  18593. /**
  18594. * Creates a texture directly from raw buffer data.
  18595. *
  18596. * The interpretation of the data depends on type and format: If the type is
  18597. * `UnsignedByteType`, a `Uint8Array` will be useful for addressing the
  18598. * texel data. If the format is `RGBAFormat`, data needs four values for
  18599. * one texel; Red, Green, Blue and Alpha (typically the opacity).
  18600. *
  18601. * @augments Texture
  18602. */
  18603. class DataTexture extends Texture {
  18604. /**
  18605. * Constructs a new data texture.
  18606. *
  18607. * @param {?TypedArray} [data=null] - The buffer data.
  18608. * @param {number} [width=1] - The width of the texture.
  18609. * @param {number} [height=1] - The height of the texture.
  18610. * @param {number} [format=RGBAFormat] - The texture format.
  18611. * @param {number} [type=UnsignedByteType] - The texture type.
  18612. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  18613. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  18614. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  18615. * @param {number} [magFilter=NearestFilter] - The mag filter value.
  18616. * @param {number} [minFilter=NearestFilter] - The min filter value.
  18617. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  18618. * @param {string} [colorSpace=NoColorSpace] - The color space.
  18619. */
  18620. constructor( data = null, width = 1, height = 1, format, type, mapping, wrapS, wrapT, magFilter = NearestFilter, minFilter = NearestFilter, anisotropy, colorSpace ) {
  18621. super( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace );
  18622. /**
  18623. * This flag can be used for type testing.
  18624. *
  18625. * @type {boolean}
  18626. * @readonly
  18627. * @default true
  18628. */
  18629. this.isDataTexture = true;
  18630. /**
  18631. * The image definition of a data texture.
  18632. *
  18633. * @type {{data:TypedArray,width:number,height:number}}
  18634. */
  18635. this.image = { data: data, width: width, height: height };
  18636. /**
  18637. * Whether to generate mipmaps (if possible) for a texture.
  18638. *
  18639. * Overwritten and set to `false` by default.
  18640. *
  18641. * @type {boolean}
  18642. * @default false
  18643. */
  18644. this.generateMipmaps = false;
  18645. /**
  18646. * If set to `true`, the texture is flipped along the vertical axis when
  18647. * uploaded to the GPU.
  18648. *
  18649. * Overwritten and set to `false` by default.
  18650. *
  18651. * @type {boolean}
  18652. * @default false
  18653. */
  18654. this.flipY = false;
  18655. /**
  18656. * Specifies the alignment requirements for the start of each pixel row in memory.
  18657. *
  18658. * Overwritten and set to `1` by default.
  18659. *
  18660. * @type {boolean}
  18661. * @default 1
  18662. */
  18663. this.unpackAlignment = 1;
  18664. }
  18665. }
  18666. const _offsetMatrix = /*@__PURE__*/ new Matrix4();
  18667. const _identityMatrix = /*@__PURE__*/ new Matrix4();
  18668. /**
  18669. * Class for representing the armatures in `three.js`. The skeleton
  18670. * is defined by a hierarchy of bones.
  18671. *
  18672. * ```js
  18673. * const bones = [];
  18674. *
  18675. * const shoulder = new THREE.Bone();
  18676. * const elbow = new THREE.Bone();
  18677. * const hand = new THREE.Bone();
  18678. *
  18679. * shoulder.add( elbow );
  18680. * elbow.add( hand );
  18681. *
  18682. * bones.push( shoulder , elbow, hand);
  18683. *
  18684. * shoulder.position.y = -5;
  18685. * elbow.position.y = 0;
  18686. * hand.position.y = 5;
  18687. *
  18688. * const armSkeleton = new THREE.Skeleton( bones );
  18689. * ```
  18690. */
  18691. class Skeleton {
  18692. /**
  18693. * Constructs a new skeleton.
  18694. *
  18695. * @param {Array<Bone>} [bones] - An array of bones.
  18696. * @param {Array<Matrix4>} [boneInverses] - An array of bone inverse matrices.
  18697. * If not provided, these matrices will be computed automatically via {@link Skeleton#calculateInverses}.
  18698. */
  18699. constructor( bones = [], boneInverses = [] ) {
  18700. this.uuid = generateUUID();
  18701. /**
  18702. * An array of bones defining the skeleton.
  18703. *
  18704. * @type {Array<Bone>}
  18705. */
  18706. this.bones = bones.slice( 0 );
  18707. /**
  18708. * An array of bone inverse matrices.
  18709. *
  18710. * @type {Array<Matrix4>}
  18711. */
  18712. this.boneInverses = boneInverses;
  18713. /**
  18714. * An array buffer holding the bone data.
  18715. * Input data for {@link Skeleton#boneTexture}.
  18716. *
  18717. * @type {?Float32Array}
  18718. * @default null
  18719. */
  18720. this.boneMatrices = null;
  18721. /**
  18722. * A texture holding the bone data for use
  18723. * in the vertex shader.
  18724. *
  18725. * @type {?DataTexture}
  18726. * @default null
  18727. */
  18728. this.boneTexture = null;
  18729. this.init();
  18730. }
  18731. /**
  18732. * Initializes the skeleton. This method gets automatically called by the constructor
  18733. * but depending on how the skeleton is created it might be necessary to call this method
  18734. * manually.
  18735. */
  18736. init() {
  18737. const bones = this.bones;
  18738. const boneInverses = this.boneInverses;
  18739. this.boneMatrices = new Float32Array( bones.length * 16 );
  18740. // calculate inverse bone matrices if necessary
  18741. if ( boneInverses.length === 0 ) {
  18742. this.calculateInverses();
  18743. } else {
  18744. // handle special case
  18745. if ( bones.length !== boneInverses.length ) {
  18746. warn( 'Skeleton: Number of inverse bone matrices does not match amount of bones.' );
  18747. this.boneInverses = [];
  18748. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  18749. this.boneInverses.push( new Matrix4() );
  18750. }
  18751. }
  18752. }
  18753. }
  18754. /**
  18755. * Computes the bone inverse matrices. This method resets {@link Skeleton#boneInverses}
  18756. * and fills it with new matrices.
  18757. */
  18758. calculateInverses() {
  18759. this.boneInverses.length = 0;
  18760. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  18761. const inverse = new Matrix4();
  18762. if ( this.bones[ i ] ) {
  18763. inverse.copy( this.bones[ i ].matrixWorld ).invert();
  18764. }
  18765. this.boneInverses.push( inverse );
  18766. }
  18767. }
  18768. /**
  18769. * Resets the skeleton to the base pose.
  18770. */
  18771. pose() {
  18772. // recover the bind-time world matrices
  18773. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  18774. const bone = this.bones[ i ];
  18775. if ( bone ) {
  18776. bone.matrixWorld.copy( this.boneInverses[ i ] ).invert();
  18777. }
  18778. }
  18779. // compute the local matrices, positions, rotations and scales
  18780. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  18781. const bone = this.bones[ i ];
  18782. if ( bone ) {
  18783. if ( bone.parent && bone.parent.isBone ) {
  18784. bone.matrix.copy( bone.parent.matrixWorld ).invert();
  18785. bone.matrix.multiply( bone.matrixWorld );
  18786. } else {
  18787. bone.matrix.copy( bone.matrixWorld );
  18788. }
  18789. bone.matrix.decompose( bone.position, bone.quaternion, bone.scale );
  18790. }
  18791. }
  18792. }
  18793. /**
  18794. * Resets the skeleton to the base pose.
  18795. */
  18796. update() {
  18797. const bones = this.bones;
  18798. const boneInverses = this.boneInverses;
  18799. const boneMatrices = this.boneMatrices;
  18800. const boneTexture = this.boneTexture;
  18801. // flatten bone matrices to array
  18802. for ( let i = 0, il = bones.length; i < il; i ++ ) {
  18803. // compute the offset between the current and the original transform
  18804. const matrix = bones[ i ] ? bones[ i ].matrixWorld : _identityMatrix;
  18805. _offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] );
  18806. _offsetMatrix.toArray( boneMatrices, i * 16 );
  18807. }
  18808. if ( boneTexture !== null ) {
  18809. boneTexture.needsUpdate = true;
  18810. }
  18811. }
  18812. /**
  18813. * Returns a new skeleton with copied values from this instance.
  18814. *
  18815. * @return {Skeleton} A clone of this instance.
  18816. */
  18817. clone() {
  18818. return new Skeleton( this.bones, this.boneInverses );
  18819. }
  18820. /**
  18821. * Computes a data texture for passing bone data to the vertex shader.
  18822. *
  18823. * @return {Skeleton} A reference of this instance.
  18824. */
  18825. computeBoneTexture() {
  18826. // layout (1 matrix = 4 pixels)
  18827. // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
  18828. // with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8)
  18829. // 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16)
  18830. // 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32)
  18831. // 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)
  18832. let size = Math.sqrt( this.bones.length * 4 ); // 4 pixels needed for 1 matrix
  18833. size = Math.ceil( size / 4 ) * 4;
  18834. size = Math.max( size, 4 );
  18835. const boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
  18836. boneMatrices.set( this.boneMatrices ); // copy current values
  18837. const boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );
  18838. boneTexture.needsUpdate = true;
  18839. this.boneMatrices = boneMatrices;
  18840. this.boneTexture = boneTexture;
  18841. return this;
  18842. }
  18843. /**
  18844. * Searches through the skeleton's bone array and returns the first with a
  18845. * matching name.
  18846. *
  18847. * @param {string} name - The name of the bone.
  18848. * @return {Bone|undefined} The found bone. `undefined` if no bone has been found.
  18849. */
  18850. getBoneByName( name ) {
  18851. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  18852. const bone = this.bones[ i ];
  18853. if ( bone.name === name ) {
  18854. return bone;
  18855. }
  18856. }
  18857. return undefined;
  18858. }
  18859. /**
  18860. * Frees the GPU-related resources allocated by this instance. Call this
  18861. * method whenever this instance is no longer used in your app.
  18862. */
  18863. dispose( ) {
  18864. if ( this.boneTexture !== null ) {
  18865. this.boneTexture.dispose();
  18866. this.boneTexture = null;
  18867. }
  18868. }
  18869. /**
  18870. * Setups the skeleton by the given JSON and bones.
  18871. *
  18872. * @param {Object} json - The skeleton as serialized JSON.
  18873. * @param {Object<string, Bone>} bones - An array of bones.
  18874. * @return {Skeleton} A reference of this instance.
  18875. */
  18876. fromJSON( json, bones ) {
  18877. this.uuid = json.uuid;
  18878. for ( let i = 0, l = json.bones.length; i < l; i ++ ) {
  18879. const uuid = json.bones[ i ];
  18880. let bone = bones[ uuid ];
  18881. if ( bone === undefined ) {
  18882. warn( 'Skeleton: No bone found with UUID:', uuid );
  18883. bone = new Bone();
  18884. }
  18885. this.bones.push( bone );
  18886. this.boneInverses.push( new Matrix4().fromArray( json.boneInverses[ i ] ) );
  18887. }
  18888. this.init();
  18889. return this;
  18890. }
  18891. /**
  18892. * Serializes the skeleton into JSON.
  18893. *
  18894. * @return {Object} A JSON object representing the serialized skeleton.
  18895. * @see {@link ObjectLoader#parse}
  18896. */
  18897. toJSON() {
  18898. const data = {
  18899. metadata: {
  18900. version: 4.7,
  18901. type: 'Skeleton',
  18902. generator: 'Skeleton.toJSON'
  18903. },
  18904. bones: [],
  18905. boneInverses: []
  18906. };
  18907. data.uuid = this.uuid;
  18908. const bones = this.bones;
  18909. const boneInverses = this.boneInverses;
  18910. for ( let i = 0, l = bones.length; i < l; i ++ ) {
  18911. const bone = bones[ i ];
  18912. data.bones.push( bone.uuid );
  18913. const boneInverse = boneInverses[ i ];
  18914. data.boneInverses.push( boneInverse.toArray() );
  18915. }
  18916. return data;
  18917. }
  18918. }
  18919. /**
  18920. * An instanced version of a buffer attribute.
  18921. *
  18922. * @augments BufferAttribute
  18923. */
  18924. class InstancedBufferAttribute extends BufferAttribute {
  18925. /**
  18926. * Constructs a new instanced buffer attribute.
  18927. *
  18928. * @param {TypedArray} array - The array holding the attribute data.
  18929. * @param {number} itemSize - The item size.
  18930. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  18931. * @param {number} [meshPerAttribute=1] - How often a value of this buffer attribute should be repeated.
  18932. */
  18933. constructor( array, itemSize, normalized, meshPerAttribute = 1 ) {
  18934. super( array, itemSize, normalized );
  18935. /**
  18936. * This flag can be used for type testing.
  18937. *
  18938. * @type {boolean}
  18939. * @readonly
  18940. * @default true
  18941. */
  18942. this.isInstancedBufferAttribute = true;
  18943. /**
  18944. * Defines how often a value of this buffer attribute should be repeated. A
  18945. * value of one means that each value of the instanced attribute is used for
  18946. * a single instance. A value of two means that each value is used for two
  18947. * consecutive instances (and so on).
  18948. *
  18949. * @type {number}
  18950. * @default 1
  18951. */
  18952. this.meshPerAttribute = meshPerAttribute;
  18953. }
  18954. copy( source ) {
  18955. super.copy( source );
  18956. this.meshPerAttribute = source.meshPerAttribute;
  18957. return this;
  18958. }
  18959. toJSON() {
  18960. const data = super.toJSON();
  18961. data.meshPerAttribute = this.meshPerAttribute;
  18962. data.isInstancedBufferAttribute = true;
  18963. return data;
  18964. }
  18965. }
  18966. const _instanceLocalMatrix = /*@__PURE__*/ new Matrix4();
  18967. const _instanceWorldMatrix = /*@__PURE__*/ new Matrix4();
  18968. const _instanceIntersects = [];
  18969. const _box3 = /*@__PURE__*/ new Box3();
  18970. const _identity = /*@__PURE__*/ new Matrix4();
  18971. const _mesh$1 = /*@__PURE__*/ new Mesh();
  18972. const _sphere$4 = /*@__PURE__*/ new Sphere();
  18973. /**
  18974. * A special version of a mesh with instanced rendering support. Use
  18975. * this class if you have to render a large number of objects with the same
  18976. * geometry and material(s) but with different world transformations. The usage
  18977. * of 'InstancedMesh' will help you to reduce the number of draw calls and thus
  18978. * improve the overall rendering performance in your application.
  18979. *
  18980. * @augments Mesh
  18981. */
  18982. class InstancedMesh extends Mesh {
  18983. /**
  18984. * Constructs a new instanced mesh.
  18985. *
  18986. * @param {BufferGeometry} [geometry] - The mesh geometry.
  18987. * @param {Material|Array<Material>} [material] - The mesh material.
  18988. * @param {number} count - The number of instances.
  18989. */
  18990. constructor( geometry, material, count ) {
  18991. super( geometry, material );
  18992. /**
  18993. * This flag can be used for type testing.
  18994. *
  18995. * @type {boolean}
  18996. * @readonly
  18997. * @default true
  18998. */
  18999. this.isInstancedMesh = true;
  19000. /**
  19001. * Represents the local transformation of all instances. You have to set its
  19002. * {@link BufferAttribute#needsUpdate} flag to true if you modify instanced data
  19003. * via {@link InstancedMesh#setMatrixAt}.
  19004. *
  19005. * @type {InstancedBufferAttribute}
  19006. */
  19007. this.instanceMatrix = new InstancedBufferAttribute( new Float32Array( count * 16 ), 16 );
  19008. /**
  19009. * Represents the color of all instances. You have to set its
  19010. * {@link BufferAttribute#needsUpdate} flag to true if you modify instanced data
  19011. * via {@link InstancedMesh#setColorAt}.
  19012. *
  19013. * @type {?InstancedBufferAttribute}
  19014. * @default null
  19015. */
  19016. this.instanceColor = null;
  19017. /**
  19018. * Represents the morph target weights of all instances. You have to set its
  19019. * {@link Texture#needsUpdate} flag to true if you modify instanced data
  19020. * via {@link InstancedMesh#setMorphAt}.
  19021. *
  19022. * @type {?DataTexture}
  19023. * @default null
  19024. */
  19025. this.morphTexture = null;
  19026. /**
  19027. * The number of instances.
  19028. *
  19029. * @type {number}
  19030. */
  19031. this.count = count;
  19032. /**
  19033. * The bounding box of the instanced mesh. Can be computed via {@link InstancedMesh#computeBoundingBox}.
  19034. *
  19035. * @type {?Box3}
  19036. * @default null
  19037. */
  19038. this.boundingBox = null;
  19039. /**
  19040. * The bounding sphere of the instanced mesh. Can be computed via {@link InstancedMesh#computeBoundingSphere}.
  19041. *
  19042. * @type {?Sphere}
  19043. * @default null
  19044. */
  19045. this.boundingSphere = null;
  19046. for ( let i = 0; i < count; i ++ ) {
  19047. this.setMatrixAt( i, _identity );
  19048. }
  19049. }
  19050. /**
  19051. * Computes the bounding box of the instanced mesh, and updates {@link InstancedMesh#boundingBox}.
  19052. * The bounding box is not automatically computed by the engine; this method must be called by your app.
  19053. * You may need to recompute the bounding box if an instance is transformed via {@link InstancedMesh#setMatrixAt}.
  19054. */
  19055. computeBoundingBox() {
  19056. const geometry = this.geometry;
  19057. const count = this.count;
  19058. if ( this.boundingBox === null ) {
  19059. this.boundingBox = new Box3();
  19060. }
  19061. if ( geometry.boundingBox === null ) {
  19062. geometry.computeBoundingBox();
  19063. }
  19064. this.boundingBox.makeEmpty();
  19065. for ( let i = 0; i < count; i ++ ) {
  19066. this.getMatrixAt( i, _instanceLocalMatrix );
  19067. _box3.copy( geometry.boundingBox ).applyMatrix4( _instanceLocalMatrix );
  19068. this.boundingBox.union( _box3 );
  19069. }
  19070. }
  19071. /**
  19072. * Computes the bounding sphere of the instanced mesh, and updates {@link InstancedMesh#boundingSphere}
  19073. * The engine automatically computes the bounding sphere when it is needed, e.g., for ray casting or view frustum culling.
  19074. * You may need to recompute the bounding sphere if an instance is transformed via {@link InstancedMesh#setMatrixAt}.
  19075. */
  19076. computeBoundingSphere() {
  19077. const geometry = this.geometry;
  19078. const count = this.count;
  19079. if ( this.boundingSphere === null ) {
  19080. this.boundingSphere = new Sphere();
  19081. }
  19082. if ( geometry.boundingSphere === null ) {
  19083. geometry.computeBoundingSphere();
  19084. }
  19085. this.boundingSphere.makeEmpty();
  19086. for ( let i = 0; i < count; i ++ ) {
  19087. this.getMatrixAt( i, _instanceLocalMatrix );
  19088. _sphere$4.copy( geometry.boundingSphere ).applyMatrix4( _instanceLocalMatrix );
  19089. this.boundingSphere.union( _sphere$4 );
  19090. }
  19091. }
  19092. copy( source, recursive ) {
  19093. super.copy( source, recursive );
  19094. this.instanceMatrix.copy( source.instanceMatrix );
  19095. if ( source.morphTexture !== null ) this.morphTexture = source.morphTexture.clone();
  19096. if ( source.instanceColor !== null ) this.instanceColor = source.instanceColor.clone();
  19097. this.count = source.count;
  19098. if ( source.boundingBox !== null ) this.boundingBox = source.boundingBox.clone();
  19099. if ( source.boundingSphere !== null ) this.boundingSphere = source.boundingSphere.clone();
  19100. return this;
  19101. }
  19102. /**
  19103. * Gets the color of the defined instance.
  19104. *
  19105. * @param {number} index - The instance index.
  19106. * @param {Color} color - The target object that is used to store the method's result.
  19107. */
  19108. getColorAt( index, color ) {
  19109. color.fromArray( this.instanceColor.array, index * 3 );
  19110. }
  19111. /**
  19112. * Gets the local transformation matrix of the defined instance.
  19113. *
  19114. * @param {number} index - The instance index.
  19115. * @param {Matrix4} matrix - The target object that is used to store the method's result.
  19116. */
  19117. getMatrixAt( index, matrix ) {
  19118. matrix.fromArray( this.instanceMatrix.array, index * 16 );
  19119. }
  19120. /**
  19121. * Gets the morph target weights of the defined instance.
  19122. *
  19123. * @param {number} index - The instance index.
  19124. * @param {Mesh} object - The target object that is used to store the method's result.
  19125. */
  19126. getMorphAt( index, object ) {
  19127. const objectInfluences = object.morphTargetInfluences;
  19128. const array = this.morphTexture.source.data.data;
  19129. const len = objectInfluences.length + 1; // All influences + the baseInfluenceSum
  19130. const dataIndex = index * len + 1; // Skip the baseInfluenceSum at the beginning
  19131. for ( let i = 0; i < objectInfluences.length; i ++ ) {
  19132. objectInfluences[ i ] = array[ dataIndex + i ];
  19133. }
  19134. }
  19135. raycast( raycaster, intersects ) {
  19136. const matrixWorld = this.matrixWorld;
  19137. const raycastTimes = this.count;
  19138. _mesh$1.geometry = this.geometry;
  19139. _mesh$1.material = this.material;
  19140. if ( _mesh$1.material === undefined ) return;
  19141. // test with bounding sphere first
  19142. if ( this.boundingSphere === null ) this.computeBoundingSphere();
  19143. _sphere$4.copy( this.boundingSphere );
  19144. _sphere$4.applyMatrix4( matrixWorld );
  19145. if ( raycaster.ray.intersectsSphere( _sphere$4 ) === false ) return;
  19146. // now test each instance
  19147. for ( let instanceId = 0; instanceId < raycastTimes; instanceId ++ ) {
  19148. // calculate the world matrix for each instance
  19149. this.getMatrixAt( instanceId, _instanceLocalMatrix );
  19150. _instanceWorldMatrix.multiplyMatrices( matrixWorld, _instanceLocalMatrix );
  19151. // the mesh represents this single instance
  19152. _mesh$1.matrixWorld = _instanceWorldMatrix;
  19153. _mesh$1.raycast( raycaster, _instanceIntersects );
  19154. // process the result of raycast
  19155. for ( let i = 0, l = _instanceIntersects.length; i < l; i ++ ) {
  19156. const intersect = _instanceIntersects[ i ];
  19157. intersect.instanceId = instanceId;
  19158. intersect.object = this;
  19159. intersects.push( intersect );
  19160. }
  19161. _instanceIntersects.length = 0;
  19162. }
  19163. }
  19164. /**
  19165. * Sets the given color to the defined instance. Make sure you set the `needsUpdate` flag of
  19166. * {@link InstancedMesh#instanceColor} to `true` after updating all the colors.
  19167. *
  19168. * @param {number} index - The instance index.
  19169. * @param {Color} color - The instance color.
  19170. */
  19171. setColorAt( index, color ) {
  19172. if ( this.instanceColor === null ) {
  19173. this.instanceColor = new InstancedBufferAttribute( new Float32Array( this.instanceMatrix.count * 3 ).fill( 1 ), 3 );
  19174. }
  19175. color.toArray( this.instanceColor.array, index * 3 );
  19176. }
  19177. /**
  19178. * Sets the given local transformation matrix to the defined instance. Make sure you set the `needsUpdate` flag of
  19179. * {@link InstancedMesh#instanceMatrix} to `true` after updating all the colors.
  19180. *
  19181. * @param {number} index - The instance index.
  19182. * @param {Matrix4} matrix - The local transformation.
  19183. */
  19184. setMatrixAt( index, matrix ) {
  19185. matrix.toArray( this.instanceMatrix.array, index * 16 );
  19186. }
  19187. /**
  19188. * Sets the morph target weights to the defined instance. Make sure you set the `needsUpdate` flag of
  19189. * {@link InstancedMesh#morphTexture} to `true` after updating all the influences.
  19190. *
  19191. * @param {number} index - The instance index.
  19192. * @param {Mesh} object - A mesh which `morphTargetInfluences` property containing the morph target weights
  19193. * of a single instance.
  19194. */
  19195. setMorphAt( index, object ) {
  19196. const objectInfluences = object.morphTargetInfluences;
  19197. const len = objectInfluences.length + 1; // morphBaseInfluence + all influences
  19198. if ( this.morphTexture === null ) {
  19199. this.morphTexture = new DataTexture( new Float32Array( len * this.count ), len, this.count, RedFormat, FloatType );
  19200. }
  19201. const array = this.morphTexture.source.data.data;
  19202. let morphInfluencesSum = 0;
  19203. for ( let i = 0; i < objectInfluences.length; i ++ ) {
  19204. morphInfluencesSum += objectInfluences[ i ];
  19205. }
  19206. const morphBaseInfluence = this.geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum;
  19207. const dataIndex = len * index;
  19208. array[ dataIndex ] = morphBaseInfluence;
  19209. array.set( objectInfluences, dataIndex + 1 );
  19210. }
  19211. updateMorphTargets() {
  19212. }
  19213. /**
  19214. * Frees the GPU-related resources allocated by this instance. Call this
  19215. * method whenever this instance is no longer used in your app.
  19216. */
  19217. dispose() {
  19218. this.dispatchEvent( { type: 'dispose' } );
  19219. if ( this.morphTexture !== null ) {
  19220. this.morphTexture.dispose();
  19221. this.morphTexture = null;
  19222. }
  19223. }
  19224. }
  19225. const _vector1 = /*@__PURE__*/ new Vector3();
  19226. const _vector2 = /*@__PURE__*/ new Vector3();
  19227. const _normalMatrix = /*@__PURE__*/ new Matrix3();
  19228. /**
  19229. * A two dimensional surface that extends infinitely in 3D space, represented
  19230. * in [Hessian normal form]{@link http://mathworld.wolfram.com/HessianNormalForm.html}
  19231. * by a unit length normal vector and a constant.
  19232. */
  19233. class Plane {
  19234. /**
  19235. * Constructs a new plane.
  19236. *
  19237. * @param {Vector3} [normal=(1,0,0)] - A unit length vector defining the normal of the plane.
  19238. * @param {number} [constant=0] - The signed distance from the origin to the plane.
  19239. */
  19240. constructor( normal = new Vector3( 1, 0, 0 ), constant = 0 ) {
  19241. /**
  19242. * This flag can be used for type testing.
  19243. *
  19244. * @type {boolean}
  19245. * @readonly
  19246. * @default true
  19247. */
  19248. this.isPlane = true;
  19249. /**
  19250. * A unit length vector defining the normal of the plane.
  19251. *
  19252. * @type {Vector3}
  19253. */
  19254. this.normal = normal;
  19255. /**
  19256. * The signed distance from the origin to the plane.
  19257. *
  19258. * @type {number}
  19259. * @default 0
  19260. */
  19261. this.constant = constant;
  19262. }
  19263. /**
  19264. * Sets the plane components by copying the given values.
  19265. *
  19266. * @param {Vector3} normal - The normal.
  19267. * @param {number} constant - The constant.
  19268. * @return {Plane} A reference to this plane.
  19269. */
  19270. set( normal, constant ) {
  19271. this.normal.copy( normal );
  19272. this.constant = constant;
  19273. return this;
  19274. }
  19275. /**
  19276. * Sets the plane components by defining `x`, `y`, `z` as the
  19277. * plane normal and `w` as the constant.
  19278. *
  19279. * @param {number} x - The value for the normal's x component.
  19280. * @param {number} y - The value for the normal's y component.
  19281. * @param {number} z - The value for the normal's z component.
  19282. * @param {number} w - The constant value.
  19283. * @return {Plane} A reference to this plane.
  19284. */
  19285. setComponents( x, y, z, w ) {
  19286. this.normal.set( x, y, z );
  19287. this.constant = w;
  19288. return this;
  19289. }
  19290. /**
  19291. * Sets the plane from the given normal and coplanar point (that is a point
  19292. * that lies onto the plane).
  19293. *
  19294. * @param {Vector3} normal - The normal.
  19295. * @param {Vector3} point - A coplanar point.
  19296. * @return {Plane} A reference to this plane.
  19297. */
  19298. setFromNormalAndCoplanarPoint( normal, point ) {
  19299. this.normal.copy( normal );
  19300. this.constant = - point.dot( this.normal );
  19301. return this;
  19302. }
  19303. /**
  19304. * Sets the plane from three coplanar points. The winding order is
  19305. * assumed to be counter-clockwise, and determines the direction of
  19306. * the plane normal.
  19307. *
  19308. * @param {Vector3} a - The first coplanar point.
  19309. * @param {Vector3} b - The second coplanar point.
  19310. * @param {Vector3} c - The third coplanar point.
  19311. * @return {Plane} A reference to this plane.
  19312. */
  19313. setFromCoplanarPoints( a, b, c ) {
  19314. const normal = _vector1.subVectors( c, b ).cross( _vector2.subVectors( a, b ) ).normalize();
  19315. // Q: should an error be thrown if normal is zero (e.g. degenerate plane)?
  19316. this.setFromNormalAndCoplanarPoint( normal, a );
  19317. return this;
  19318. }
  19319. /**
  19320. * Copies the values of the given plane to this instance.
  19321. *
  19322. * @param {Plane} plane - The plane to copy.
  19323. * @return {Plane} A reference to this plane.
  19324. */
  19325. copy( plane ) {
  19326. this.normal.copy( plane.normal );
  19327. this.constant = plane.constant;
  19328. return this;
  19329. }
  19330. /**
  19331. * Normalizes the plane normal and adjusts the constant accordingly.
  19332. *
  19333. * @return {Plane} A reference to this plane.
  19334. */
  19335. normalize() {
  19336. // Note: will lead to a divide by zero if the plane is invalid.
  19337. const inverseNormalLength = 1.0 / this.normal.length();
  19338. this.normal.multiplyScalar( inverseNormalLength );
  19339. this.constant *= inverseNormalLength;
  19340. return this;
  19341. }
  19342. /**
  19343. * Negates both the plane normal and the constant.
  19344. *
  19345. * @return {Plane} A reference to this plane.
  19346. */
  19347. negate() {
  19348. this.constant *= -1;
  19349. this.normal.negate();
  19350. return this;
  19351. }
  19352. /**
  19353. * Returns the signed distance from the given point to this plane.
  19354. *
  19355. * @param {Vector3} point - The point to compute the distance for.
  19356. * @return {number} The signed distance.
  19357. */
  19358. distanceToPoint( point ) {
  19359. return this.normal.dot( point ) + this.constant;
  19360. }
  19361. /**
  19362. * Returns the signed distance from the given sphere to this plane.
  19363. *
  19364. * @param {Sphere} sphere - The sphere to compute the distance for.
  19365. * @return {number} The signed distance.
  19366. */
  19367. distanceToSphere( sphere ) {
  19368. return this.distanceToPoint( sphere.center ) - sphere.radius;
  19369. }
  19370. /**
  19371. * Projects a the given point onto the plane.
  19372. *
  19373. * @param {Vector3} point - The point to project.
  19374. * @param {Vector3} target - The target vector that is used to store the method's result.
  19375. * @return {Vector3} The projected point on the plane.
  19376. */
  19377. projectPoint( point, target ) {
  19378. return target.copy( point ).addScaledVector( this.normal, - this.distanceToPoint( point ) );
  19379. }
  19380. /**
  19381. * Returns the intersection point of the passed line and the plane. Returns
  19382. * `null` if the line does not intersect. Returns the line's starting point if
  19383. * the line is coplanar with the plane.
  19384. *
  19385. * @param {Line3} line - The line to compute the intersection for.
  19386. * @param {Vector3} target - The target vector that is used to store the method's result.
  19387. * @return {?Vector3} The intersection point.
  19388. */
  19389. intersectLine( line, target ) {
  19390. const direction = line.delta( _vector1 );
  19391. const denominator = this.normal.dot( direction );
  19392. if ( denominator === 0 ) {
  19393. // line is coplanar, return origin
  19394. if ( this.distanceToPoint( line.start ) === 0 ) {
  19395. return target.copy( line.start );
  19396. }
  19397. // Unsure if this is the correct method to handle this case.
  19398. return null;
  19399. }
  19400. const t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;
  19401. if ( t < 0 || t > 1 ) {
  19402. return null;
  19403. }
  19404. return target.copy( line.start ).addScaledVector( direction, t );
  19405. }
  19406. /**
  19407. * Returns `true` if the given line segment intersects with (passes through) the plane.
  19408. *
  19409. * @param {Line3} line - The line to test.
  19410. * @return {boolean} Whether the given line segment intersects with the plane or not.
  19411. */
  19412. intersectsLine( line ) {
  19413. // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.
  19414. const startSign = this.distanceToPoint( line.start );
  19415. const endSign = this.distanceToPoint( line.end );
  19416. return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );
  19417. }
  19418. /**
  19419. * Returns `true` if the given bounding box intersects with the plane.
  19420. *
  19421. * @param {Box3} box - The bounding box to test.
  19422. * @return {boolean} Whether the given bounding box intersects with the plane or not.
  19423. */
  19424. intersectsBox( box ) {
  19425. return box.intersectsPlane( this );
  19426. }
  19427. /**
  19428. * Returns `true` if the given bounding sphere intersects with the plane.
  19429. *
  19430. * @param {Sphere} sphere - The bounding sphere to test.
  19431. * @return {boolean} Whether the given bounding sphere intersects with the plane or not.
  19432. */
  19433. intersectsSphere( sphere ) {
  19434. return sphere.intersectsPlane( this );
  19435. }
  19436. /**
  19437. * Returns a coplanar vector to the plane, by calculating the
  19438. * projection of the normal at the origin onto the plane.
  19439. *
  19440. * @param {Vector3} target - The target vector that is used to store the method's result.
  19441. * @return {Vector3} The coplanar point.
  19442. */
  19443. coplanarPoint( target ) {
  19444. return target.copy( this.normal ).multiplyScalar( - this.constant );
  19445. }
  19446. /**
  19447. * Apply a 4x4 matrix to the plane. The matrix must be an affine, homogeneous transform.
  19448. *
  19449. * The optional normal matrix can be pre-computed like so:
  19450. * ```js
  19451. * const optionalNormalMatrix = new THREE.Matrix3().getNormalMatrix( matrix );
  19452. * ```
  19453. *
  19454. * @param {Matrix4} matrix - The transformation matrix.
  19455. * @param {Matrix4} [optionalNormalMatrix] - A pre-computed normal matrix.
  19456. * @return {Plane} A reference to this plane.
  19457. */
  19458. applyMatrix4( matrix, optionalNormalMatrix ) {
  19459. const normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix( matrix );
  19460. const referencePoint = this.coplanarPoint( _vector1 ).applyMatrix4( matrix );
  19461. const normal = this.normal.applyMatrix3( normalMatrix ).normalize();
  19462. this.constant = - referencePoint.dot( normal );
  19463. return this;
  19464. }
  19465. /**
  19466. * Translates the plane by the distance defined by the given offset vector.
  19467. * Note that this only affects the plane constant and will not affect the normal vector.
  19468. *
  19469. * @param {Vector3} offset - The offset vector.
  19470. * @return {Plane} A reference to this plane.
  19471. */
  19472. translate( offset ) {
  19473. this.constant -= offset.dot( this.normal );
  19474. return this;
  19475. }
  19476. /**
  19477. * Returns `true` if this plane is equal with the given one.
  19478. *
  19479. * @param {Plane} plane - The plane to test for equality.
  19480. * @return {boolean} Whether this plane is equal with the given one.
  19481. */
  19482. equals( plane ) {
  19483. return plane.normal.equals( this.normal ) && ( plane.constant === this.constant );
  19484. }
  19485. /**
  19486. * Returns a new plane with copied values from this instance.
  19487. *
  19488. * @return {Plane} A clone of this instance.
  19489. */
  19490. clone() {
  19491. return new this.constructor().copy( this );
  19492. }
  19493. }
  19494. const _sphere$3 = /*@__PURE__*/ new Sphere();
  19495. const _defaultSpriteCenter = /*@__PURE__*/ new Vector2( 0.5, 0.5 );
  19496. const _vector$6 = /*@__PURE__*/ new Vector3();
  19497. /**
  19498. * Frustums are used to determine what is inside the camera's field of view.
  19499. * They help speed up the rendering process - objects which lie outside a camera's
  19500. * frustum can safely be excluded from rendering.
  19501. *
  19502. * This class is mainly intended for use internally by a renderer.
  19503. */
  19504. class Frustum {
  19505. /**
  19506. * Constructs a new frustum.
  19507. *
  19508. * @param {Plane} [p0] - The first plane that encloses the frustum.
  19509. * @param {Plane} [p1] - The second plane that encloses the frustum.
  19510. * @param {Plane} [p2] - The third plane that encloses the frustum.
  19511. * @param {Plane} [p3] - The fourth plane that encloses the frustum.
  19512. * @param {Plane} [p4] - The fifth plane that encloses the frustum.
  19513. * @param {Plane} [p5] - The sixth plane that encloses the frustum.
  19514. */
  19515. constructor( p0 = new Plane(), p1 = new Plane(), p2 = new Plane(), p3 = new Plane(), p4 = new Plane(), p5 = new Plane() ) {
  19516. /**
  19517. * This array holds the planes that enclose the frustum.
  19518. *
  19519. * @type {Array<Plane>}
  19520. */
  19521. this.planes = [ p0, p1, p2, p3, p4, p5 ];
  19522. }
  19523. /**
  19524. * Sets the frustum planes by copying the given planes.
  19525. *
  19526. * @param {Plane} [p0] - The first plane that encloses the frustum.
  19527. * @param {Plane} [p1] - The second plane that encloses the frustum.
  19528. * @param {Plane} [p2] - The third plane that encloses the frustum.
  19529. * @param {Plane} [p3] - The fourth plane that encloses the frustum.
  19530. * @param {Plane} [p4] - The fifth plane that encloses the frustum.
  19531. * @param {Plane} [p5] - The sixth plane that encloses the frustum.
  19532. * @return {Frustum} A reference to this frustum.
  19533. */
  19534. set( p0, p1, p2, p3, p4, p5 ) {
  19535. const planes = this.planes;
  19536. planes[ 0 ].copy( p0 );
  19537. planes[ 1 ].copy( p1 );
  19538. planes[ 2 ].copy( p2 );
  19539. planes[ 3 ].copy( p3 );
  19540. planes[ 4 ].copy( p4 );
  19541. planes[ 5 ].copy( p5 );
  19542. return this;
  19543. }
  19544. /**
  19545. * Copies the values of the given frustum to this instance.
  19546. *
  19547. * @param {Frustum} frustum - The frustum to copy.
  19548. * @return {Frustum} A reference to this frustum.
  19549. */
  19550. copy( frustum ) {
  19551. const planes = this.planes;
  19552. for ( let i = 0; i < 6; i ++ ) {
  19553. planes[ i ].copy( frustum.planes[ i ] );
  19554. }
  19555. return this;
  19556. }
  19557. /**
  19558. * Sets the frustum planes from the given projection matrix.
  19559. *
  19560. * @param {Matrix4} m - The projection matrix.
  19561. * @param {(WebGLCoordinateSystem|WebGPUCoordinateSystem)} coordinateSystem - The coordinate system.
  19562. * @param {boolean} [reversedDepth=false] - Whether to use a reversed depth.
  19563. * @return {Frustum} A reference to this frustum.
  19564. */
  19565. setFromProjectionMatrix( m, coordinateSystem = WebGLCoordinateSystem, reversedDepth = false ) {
  19566. const planes = this.planes;
  19567. const me = m.elements;
  19568. const me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];
  19569. const me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];
  19570. const me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];
  19571. const me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];
  19572. planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();
  19573. planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();
  19574. planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();
  19575. planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();
  19576. if ( reversedDepth ) {
  19577. planes[ 4 ].setComponents( me2, me6, me10, me14 ).normalize(); // far
  19578. planes[ 5 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize(); // near
  19579. } else {
  19580. planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize(); // far
  19581. if ( coordinateSystem === WebGLCoordinateSystem ) {
  19582. planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize(); // near
  19583. } else if ( coordinateSystem === WebGPUCoordinateSystem ) {
  19584. planes[ 5 ].setComponents( me2, me6, me10, me14 ).normalize(); // near
  19585. } else {
  19586. throw new Error( 'THREE.Frustum.setFromProjectionMatrix(): Invalid coordinate system: ' + coordinateSystem );
  19587. }
  19588. }
  19589. return this;
  19590. }
  19591. /**
  19592. * Returns `true` if the 3D object's bounding sphere is intersecting this frustum.
  19593. *
  19594. * Note that the 3D object must have a geometry so that the bounding sphere can be calculated.
  19595. *
  19596. * @param {Object3D} object - The 3D object to test.
  19597. * @return {boolean} Whether the 3D object's bounding sphere is intersecting this frustum or not.
  19598. */
  19599. intersectsObject( object ) {
  19600. if ( object.boundingSphere !== undefined ) {
  19601. if ( object.boundingSphere === null ) object.computeBoundingSphere();
  19602. _sphere$3.copy( object.boundingSphere ).applyMatrix4( object.matrixWorld );
  19603. } else {
  19604. const geometry = object.geometry;
  19605. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  19606. _sphere$3.copy( geometry.boundingSphere ).applyMatrix4( object.matrixWorld );
  19607. }
  19608. return this.intersectsSphere( _sphere$3 );
  19609. }
  19610. /**
  19611. * Returns `true` if the given sprite is intersecting this frustum.
  19612. *
  19613. * @param {Sprite} sprite - The sprite to test.
  19614. * @return {boolean} Whether the sprite is intersecting this frustum or not.
  19615. */
  19616. intersectsSprite( sprite ) {
  19617. _sphere$3.center.set( 0, 0, 0 );
  19618. const offset = _defaultSpriteCenter.distanceTo( sprite.center );
  19619. _sphere$3.radius = 0.7071067811865476 + offset;
  19620. _sphere$3.applyMatrix4( sprite.matrixWorld );
  19621. return this.intersectsSphere( _sphere$3 );
  19622. }
  19623. /**
  19624. * Returns `true` if the given bounding sphere is intersecting this frustum.
  19625. *
  19626. * @param {Sphere} sphere - The bounding sphere to test.
  19627. * @return {boolean} Whether the bounding sphere is intersecting this frustum or not.
  19628. */
  19629. intersectsSphere( sphere ) {
  19630. const planes = this.planes;
  19631. const center = sphere.center;
  19632. const negRadius = - sphere.radius;
  19633. for ( let i = 0; i < 6; i ++ ) {
  19634. const distance = planes[ i ].distanceToPoint( center );
  19635. if ( distance < negRadius ) {
  19636. return false;
  19637. }
  19638. }
  19639. return true;
  19640. }
  19641. /**
  19642. * Returns `true` if the given bounding box is intersecting this frustum.
  19643. *
  19644. * @param {Box3} box - The bounding box to test.
  19645. * @return {boolean} Whether the bounding box is intersecting this frustum or not.
  19646. */
  19647. intersectsBox( box ) {
  19648. const planes = this.planes;
  19649. for ( let i = 0; i < 6; i ++ ) {
  19650. const plane = planes[ i ];
  19651. // corner at max distance
  19652. _vector$6.x = plane.normal.x > 0 ? box.max.x : box.min.x;
  19653. _vector$6.y = plane.normal.y > 0 ? box.max.y : box.min.y;
  19654. _vector$6.z = plane.normal.z > 0 ? box.max.z : box.min.z;
  19655. if ( plane.distanceToPoint( _vector$6 ) < 0 ) {
  19656. return false;
  19657. }
  19658. }
  19659. return true;
  19660. }
  19661. /**
  19662. * Returns `true` if the given point lies within the frustum.
  19663. *
  19664. * @param {Vector3} point - The point to test.
  19665. * @return {boolean} Whether the point lies within this frustum or not.
  19666. */
  19667. containsPoint( point ) {
  19668. const planes = this.planes;
  19669. for ( let i = 0; i < 6; i ++ ) {
  19670. if ( planes[ i ].distanceToPoint( point ) < 0 ) {
  19671. return false;
  19672. }
  19673. }
  19674. return true;
  19675. }
  19676. /**
  19677. * Returns a new frustum with copied values from this instance.
  19678. *
  19679. * @return {Frustum} A clone of this instance.
  19680. */
  19681. clone() {
  19682. return new this.constructor().copy( this );
  19683. }
  19684. }
  19685. const _projScreenMatrix$2 = /*@__PURE__*/ new Matrix4();
  19686. const _frustum$1 = /*@__PURE__*/ new Frustum();
  19687. /**
  19688. * FrustumArray is used to determine if an object is visible in at least one camera
  19689. * from an array of cameras. This is particularly useful for multi-view renderers.
  19690. */
  19691. class FrustumArray {
  19692. /**
  19693. * Constructs a new frustum array.
  19694. *
  19695. */
  19696. constructor() {
  19697. /**
  19698. * The coordinate system to use.
  19699. *
  19700. * @type {WebGLCoordinateSystem|WebGPUCoordinateSystem}
  19701. * @default WebGLCoordinateSystem
  19702. */
  19703. this.coordinateSystem = WebGLCoordinateSystem;
  19704. }
  19705. /**
  19706. * Returns `true` if the 3D object's bounding sphere is intersecting any frustum
  19707. * from the camera array.
  19708. *
  19709. * @param {Object3D} object - The 3D object to test.
  19710. * @param {Object} cameraArray - An object with a cameras property containing an array of cameras.
  19711. * @return {boolean} Whether the 3D object is visible in any camera.
  19712. */
  19713. intersectsObject( object, cameraArray ) {
  19714. if ( ! cameraArray.isArrayCamera || cameraArray.cameras.length === 0 ) {
  19715. return false;
  19716. }
  19717. for ( let i = 0; i < cameraArray.cameras.length; i ++ ) {
  19718. const camera = cameraArray.cameras[ i ];
  19719. _projScreenMatrix$2.multiplyMatrices(
  19720. camera.projectionMatrix,
  19721. camera.matrixWorldInverse
  19722. );
  19723. _frustum$1.setFromProjectionMatrix(
  19724. _projScreenMatrix$2,
  19725. camera.coordinateSystem,
  19726. camera.reversedDepth
  19727. );
  19728. if ( _frustum$1.intersectsObject( object ) ) {
  19729. return true; // Object is visible in at least one camera
  19730. }
  19731. }
  19732. return false; // Not visible in any camera
  19733. }
  19734. /**
  19735. * Returns `true` if the given sprite is intersecting any frustum
  19736. * from the camera array.
  19737. *
  19738. * @param {Sprite} sprite - The sprite to test.
  19739. * @param {Object} cameraArray - An object with a cameras property containing an array of cameras.
  19740. * @return {boolean} Whether the sprite is visible in any camera.
  19741. */
  19742. intersectsSprite( sprite, cameraArray ) {
  19743. if ( ! cameraArray || ! cameraArray.cameras || cameraArray.cameras.length === 0 ) {
  19744. return false;
  19745. }
  19746. for ( let i = 0; i < cameraArray.cameras.length; i ++ ) {
  19747. const camera = cameraArray.cameras[ i ];
  19748. _projScreenMatrix$2.multiplyMatrices(
  19749. camera.projectionMatrix,
  19750. camera.matrixWorldInverse
  19751. );
  19752. _frustum$1.setFromProjectionMatrix(
  19753. _projScreenMatrix$2,
  19754. camera.coordinateSystem,
  19755. camera.reversedDepth
  19756. );
  19757. if ( _frustum$1.intersectsSprite( sprite ) ) {
  19758. return true; // Sprite is visible in at least one camera
  19759. }
  19760. }
  19761. return false; // Not visible in any camera
  19762. }
  19763. /**
  19764. * Returns `true` if the given bounding sphere is intersecting any frustum
  19765. * from the camera array.
  19766. *
  19767. * @param {Sphere} sphere - The bounding sphere to test.
  19768. * @param {Object} cameraArray - An object with a cameras property containing an array of cameras.
  19769. * @return {boolean} Whether the sphere is visible in any camera.
  19770. */
  19771. intersectsSphere( sphere, cameraArray ) {
  19772. if ( ! cameraArray || ! cameraArray.cameras || cameraArray.cameras.length === 0 ) {
  19773. return false;
  19774. }
  19775. for ( let i = 0; i < cameraArray.cameras.length; i ++ ) {
  19776. const camera = cameraArray.cameras[ i ];
  19777. _projScreenMatrix$2.multiplyMatrices(
  19778. camera.projectionMatrix,
  19779. camera.matrixWorldInverse
  19780. );
  19781. _frustum$1.setFromProjectionMatrix(
  19782. _projScreenMatrix$2,
  19783. camera.coordinateSystem,
  19784. camera.reversedDepth
  19785. );
  19786. if ( _frustum$1.intersectsSphere( sphere ) ) {
  19787. return true; // Sphere is visible in at least one camera
  19788. }
  19789. }
  19790. return false; // Not visible in any camera
  19791. }
  19792. /**
  19793. * Returns `true` if the given bounding box is intersecting any frustum
  19794. * from the camera array.
  19795. *
  19796. * @param {Box3} box - The bounding box to test.
  19797. * @param {Object} cameraArray - An object with a cameras property containing an array of cameras.
  19798. * @return {boolean} Whether the box is visible in any camera.
  19799. */
  19800. intersectsBox( box, cameraArray ) {
  19801. if ( ! cameraArray || ! cameraArray.cameras || cameraArray.cameras.length === 0 ) {
  19802. return false;
  19803. }
  19804. for ( let i = 0; i < cameraArray.cameras.length; i ++ ) {
  19805. const camera = cameraArray.cameras[ i ];
  19806. _projScreenMatrix$2.multiplyMatrices(
  19807. camera.projectionMatrix,
  19808. camera.matrixWorldInverse
  19809. );
  19810. _frustum$1.setFromProjectionMatrix(
  19811. _projScreenMatrix$2,
  19812. camera.coordinateSystem,
  19813. camera.reversedDepth
  19814. );
  19815. if ( _frustum$1.intersectsBox( box ) ) {
  19816. return true; // Box is visible in at least one camera
  19817. }
  19818. }
  19819. return false; // Not visible in any camera
  19820. }
  19821. /**
  19822. * Returns `true` if the given point lies within any frustum
  19823. * from the camera array.
  19824. *
  19825. * @param {Vector3} point - The point to test.
  19826. * @param {Object} cameraArray - An object with a cameras property containing an array of cameras.
  19827. * @return {boolean} Whether the point is visible in any camera.
  19828. */
  19829. containsPoint( point, cameraArray ) {
  19830. if ( ! cameraArray || ! cameraArray.cameras || cameraArray.cameras.length === 0 ) {
  19831. return false;
  19832. }
  19833. for ( let i = 0; i < cameraArray.cameras.length; i ++ ) {
  19834. const camera = cameraArray.cameras[ i ];
  19835. _projScreenMatrix$2.multiplyMatrices(
  19836. camera.projectionMatrix,
  19837. camera.matrixWorldInverse
  19838. );
  19839. _frustum$1.setFromProjectionMatrix(
  19840. _projScreenMatrix$2,
  19841. camera.coordinateSystem,
  19842. camera.reversedDepth
  19843. );
  19844. if ( _frustum$1.containsPoint( point ) ) {
  19845. return true; // Point is visible in at least one camera
  19846. }
  19847. }
  19848. return false; // Not visible in any camera
  19849. }
  19850. /**
  19851. * Returns a new frustum array with copied values from this instance.
  19852. *
  19853. * @return {FrustumArray} A clone of this instance.
  19854. */
  19855. clone() {
  19856. return new FrustumArray();
  19857. }
  19858. }
  19859. function ascIdSort( a, b ) {
  19860. return a - b;
  19861. }
  19862. function sortOpaque( a, b ) {
  19863. return a.z - b.z;
  19864. }
  19865. function sortTransparent( a, b ) {
  19866. return b.z - a.z;
  19867. }
  19868. class MultiDrawRenderList {
  19869. constructor() {
  19870. this.index = 0;
  19871. this.pool = [];
  19872. this.list = [];
  19873. }
  19874. push( start, count, z, index ) {
  19875. const pool = this.pool;
  19876. const list = this.list;
  19877. if ( this.index >= pool.length ) {
  19878. pool.push( {
  19879. start: -1,
  19880. count: -1,
  19881. z: -1,
  19882. index: -1,
  19883. } );
  19884. }
  19885. const item = pool[ this.index ];
  19886. list.push( item );
  19887. this.index ++;
  19888. item.start = start;
  19889. item.count = count;
  19890. item.z = z;
  19891. item.index = index;
  19892. }
  19893. reset() {
  19894. this.list.length = 0;
  19895. this.index = 0;
  19896. }
  19897. }
  19898. const _matrix$1 = /*@__PURE__*/ new Matrix4();
  19899. const _whiteColor = /*@__PURE__*/ new Color( 1, 1, 1 );
  19900. const _frustum = /*@__PURE__*/ new Frustum();
  19901. const _frustumArray = /*@__PURE__*/ new FrustumArray();
  19902. const _box$1 = /*@__PURE__*/ new Box3();
  19903. const _sphere$2 = /*@__PURE__*/ new Sphere();
  19904. const _vector$5 = /*@__PURE__*/ new Vector3();
  19905. const _forward$1 = /*@__PURE__*/ new Vector3();
  19906. const _temp = /*@__PURE__*/ new Vector3();
  19907. const _renderList = /*@__PURE__*/ new MultiDrawRenderList();
  19908. const _mesh = /*@__PURE__*/ new Mesh();
  19909. const _batchIntersects = [];
  19910. // copies data from attribute "src" into "target" starting at "targetOffset"
  19911. function copyAttributeData( src, target, targetOffset = 0 ) {
  19912. const itemSize = target.itemSize;
  19913. if ( src.isInterleavedBufferAttribute || src.array.constructor !== target.array.constructor ) {
  19914. // use the component getters and setters if the array data cannot
  19915. // be copied directly
  19916. const vertexCount = src.count;
  19917. for ( let i = 0; i < vertexCount; i ++ ) {
  19918. for ( let c = 0; c < itemSize; c ++ ) {
  19919. target.setComponent( i + targetOffset, c, src.getComponent( i, c ) );
  19920. }
  19921. }
  19922. } else {
  19923. // faster copy approach using typed array set function
  19924. target.array.set( src.array, targetOffset * itemSize );
  19925. }
  19926. target.needsUpdate = true;
  19927. }
  19928. // safely copies array contents to a potentially smaller array
  19929. function copyArrayContents( src, target ) {
  19930. if ( src.constructor !== target.constructor ) {
  19931. // if arrays are of a different type (eg due to index size increasing) then data must be per-element copied
  19932. const len = Math.min( src.length, target.length );
  19933. for ( let i = 0; i < len; i ++ ) {
  19934. target[ i ] = src[ i ];
  19935. }
  19936. } else {
  19937. // if the arrays use the same data layout we can use a fast block copy
  19938. const len = Math.min( src.length, target.length );
  19939. target.set( new src.constructor( src.buffer, 0, len ) );
  19940. }
  19941. }
  19942. /**
  19943. * A special version of a mesh with multi draw batch rendering support. Use
  19944. * this class if you have to render a large number of objects with the same
  19945. * material but with different geometries or world transformations. The usage of
  19946. * `BatchedMesh` will help you to reduce the number of draw calls and thus improve the overall
  19947. * rendering performance in your application.
  19948. *
  19949. * ```js
  19950. * const box = new THREE.BoxGeometry( 1, 1, 1 );
  19951. * const sphere = new THREE.SphereGeometry( 1, 12, 12 );
  19952. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
  19953. *
  19954. * // initialize and add geometries into the batched mesh
  19955. * const batchedMesh = new BatchedMesh( 10, 5000, 10000, material );
  19956. * const boxGeometryId = batchedMesh.addGeometry( box );
  19957. * const sphereGeometryId = batchedMesh.addGeometry( sphere );
  19958. *
  19959. * // create instances of those geometries
  19960. * const boxInstancedId1 = batchedMesh.addInstance( boxGeometryId );
  19961. * const boxInstancedId2 = batchedMesh.addInstance( boxGeometryId );
  19962. *
  19963. * const sphereInstancedId1 = batchedMesh.addInstance( sphereGeometryId );
  19964. * const sphereInstancedId2 = batchedMesh.addInstance( sphereGeometryId );
  19965. *
  19966. * // position the geometries
  19967. * batchedMesh.setMatrixAt( boxInstancedId1, boxMatrix1 );
  19968. * batchedMesh.setMatrixAt( boxInstancedId2, boxMatrix2 );
  19969. *
  19970. * batchedMesh.setMatrixAt( sphereInstancedId1, sphereMatrix1 );
  19971. * batchedMesh.setMatrixAt( sphereInstancedId2, sphereMatrix2 );
  19972. *
  19973. * scene.add( batchedMesh );
  19974. * ```
  19975. *
  19976. * @augments Mesh
  19977. */
  19978. class BatchedMesh extends Mesh {
  19979. /**
  19980. * Constructs a new batched mesh.
  19981. *
  19982. * @param {number} maxInstanceCount - The maximum number of individual instances planned to be added and rendered.
  19983. * @param {number} maxVertexCount - The maximum number of vertices to be used by all unique geometries.
  19984. * @param {number} [maxIndexCount=maxVertexCount*2] - The maximum number of indices to be used by all unique geometries
  19985. * @param {Material|Array<Material>} [material] - The mesh material.
  19986. */
  19987. constructor( maxInstanceCount, maxVertexCount, maxIndexCount = maxVertexCount * 2, material ) {
  19988. super( new BufferGeometry(), material );
  19989. /**
  19990. * This flag can be used for type testing.
  19991. *
  19992. * @type {boolean}
  19993. * @readonly
  19994. * @default true
  19995. */
  19996. this.isBatchedMesh = true;
  19997. /**
  19998. * When set ot `true`, the individual objects of a batch are frustum culled.
  19999. *
  20000. * @type {boolean}
  20001. * @default true
  20002. */
  20003. this.perObjectFrustumCulled = true;
  20004. /**
  20005. * When set to `true`, the individual objects of a batch are sorted to improve overdraw-related artifacts.
  20006. * If the material is marked as "transparent" objects are rendered back to front and if not then they are
  20007. * rendered front to back.
  20008. *
  20009. * @type {boolean}
  20010. * @default true
  20011. */
  20012. this.sortObjects = true;
  20013. /**
  20014. * The bounding box of the batched mesh. Can be computed via {@link BatchedMesh#computeBoundingBox}.
  20015. *
  20016. * @type {?Box3}
  20017. * @default null
  20018. */
  20019. this.boundingBox = null;
  20020. /**
  20021. * The bounding sphere of the batched mesh. Can be computed via {@link BatchedMesh#computeBoundingSphere}.
  20022. *
  20023. * @type {?Sphere}
  20024. * @default null
  20025. */
  20026. this.boundingSphere = null;
  20027. /**
  20028. * Takes a sort a function that is run before render. The function takes a list of instances to
  20029. * sort and a camera. The objects in the list include a "z" field to perform a depth-ordered
  20030. * sort with.
  20031. *
  20032. * @type {?Function}
  20033. * @default null
  20034. */
  20035. this.customSort = null;
  20036. // stores visible, active, and geometry id per instance and reserved buffer ranges for geometries
  20037. this._instanceInfo = [];
  20038. this._geometryInfo = [];
  20039. // instance, geometry ids that have been set as inactive, and are available to be overwritten
  20040. this._availableInstanceIds = [];
  20041. this._availableGeometryIds = [];
  20042. // used to track where the next point is that geometry should be inserted
  20043. this._nextIndexStart = 0;
  20044. this._nextVertexStart = 0;
  20045. this._geometryCount = 0;
  20046. // flags
  20047. this._visibilityChanged = true;
  20048. this._geometryInitialized = false;
  20049. // cached user options
  20050. this._maxInstanceCount = maxInstanceCount;
  20051. this._maxVertexCount = maxVertexCount;
  20052. this._maxIndexCount = maxIndexCount;
  20053. // buffers for multi draw
  20054. this._multiDrawCounts = new Int32Array( maxInstanceCount );
  20055. this._multiDrawStarts = new Int32Array( maxInstanceCount );
  20056. this._multiDrawCount = 0;
  20057. this._multiDrawInstances = null;
  20058. // Local matrix per geometry by using data texture
  20059. this._matricesTexture = null;
  20060. this._indirectTexture = null;
  20061. this._colorsTexture = null;
  20062. this._initMatricesTexture();
  20063. this._initIndirectTexture();
  20064. }
  20065. /**
  20066. * The maximum number of individual instances that can be stored in the batch.
  20067. *
  20068. * @type {number}
  20069. * @readonly
  20070. */
  20071. get maxInstanceCount() {
  20072. return this._maxInstanceCount;
  20073. }
  20074. /**
  20075. * The instance count.
  20076. *
  20077. * @type {number}
  20078. * @readonly
  20079. */
  20080. get instanceCount() {
  20081. return this._instanceInfo.length - this._availableInstanceIds.length;
  20082. }
  20083. /**
  20084. * The number of unused vertices.
  20085. *
  20086. * @type {number}
  20087. * @readonly
  20088. */
  20089. get unusedVertexCount() {
  20090. return this._maxVertexCount - this._nextVertexStart;
  20091. }
  20092. /**
  20093. * The number of unused indices.
  20094. *
  20095. * @type {number}
  20096. * @readonly
  20097. */
  20098. get unusedIndexCount() {
  20099. return this._maxIndexCount - this._nextIndexStart;
  20100. }
  20101. _initMatricesTexture() {
  20102. // layout (1 matrix = 4 pixels)
  20103. // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
  20104. // with 8x8 pixel texture max 16 matrices * 4 pixels = (8 * 8)
  20105. // 16x16 pixel texture max 64 matrices * 4 pixels = (16 * 16)
  20106. // 32x32 pixel texture max 256 matrices * 4 pixels = (32 * 32)
  20107. // 64x64 pixel texture max 1024 matrices * 4 pixels = (64 * 64)
  20108. let size = Math.sqrt( this._maxInstanceCount * 4 ); // 4 pixels needed for 1 matrix
  20109. size = Math.ceil( size / 4 ) * 4;
  20110. size = Math.max( size, 4 );
  20111. const matricesArray = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
  20112. const matricesTexture = new DataTexture( matricesArray, size, size, RGBAFormat, FloatType );
  20113. this._matricesTexture = matricesTexture;
  20114. }
  20115. _initIndirectTexture() {
  20116. let size = Math.sqrt( this._maxInstanceCount );
  20117. size = Math.ceil( size );
  20118. const indirectArray = new Uint32Array( size * size );
  20119. const indirectTexture = new DataTexture( indirectArray, size, size, RedIntegerFormat, UnsignedIntType );
  20120. this._indirectTexture = indirectTexture;
  20121. }
  20122. _initColorsTexture() {
  20123. let size = Math.sqrt( this._maxInstanceCount );
  20124. size = Math.ceil( size );
  20125. // 4 floats per RGBA pixel initialized to white
  20126. const colorsArray = new Float32Array( size * size * 4 ).fill( 1 );
  20127. const colorsTexture = new DataTexture( colorsArray, size, size, RGBAFormat, FloatType );
  20128. colorsTexture.colorSpace = ColorManagement.workingColorSpace;
  20129. this._colorsTexture = colorsTexture;
  20130. }
  20131. _initializeGeometry( reference ) {
  20132. const geometry = this.geometry;
  20133. const maxVertexCount = this._maxVertexCount;
  20134. const maxIndexCount = this._maxIndexCount;
  20135. if ( this._geometryInitialized === false ) {
  20136. for ( const attributeName in reference.attributes ) {
  20137. const srcAttribute = reference.getAttribute( attributeName );
  20138. const { array, itemSize, normalized } = srcAttribute;
  20139. const dstArray = new array.constructor( maxVertexCount * itemSize );
  20140. const dstAttribute = new BufferAttribute( dstArray, itemSize, normalized );
  20141. geometry.setAttribute( attributeName, dstAttribute );
  20142. }
  20143. if ( reference.getIndex() !== null ) {
  20144. // Reserve last u16 index for primitive restart.
  20145. const indexArray = maxVertexCount > 65535
  20146. ? new Uint32Array( maxIndexCount )
  20147. : new Uint16Array( maxIndexCount );
  20148. geometry.setIndex( new BufferAttribute( indexArray, 1 ) );
  20149. }
  20150. this._geometryInitialized = true;
  20151. }
  20152. }
  20153. // Make sure the geometry is compatible with the existing combined geometry attributes
  20154. _validateGeometry( geometry ) {
  20155. // check to ensure the geometries are using consistent attributes and indices
  20156. const batchGeometry = this.geometry;
  20157. if ( Boolean( geometry.getIndex() ) !== Boolean( batchGeometry.getIndex() ) ) {
  20158. throw new Error( 'THREE.BatchedMesh: All geometries must consistently have "index".' );
  20159. }
  20160. for ( const attributeName in batchGeometry.attributes ) {
  20161. if ( ! geometry.hasAttribute( attributeName ) ) {
  20162. throw new Error( `THREE.BatchedMesh: Added geometry missing "${ attributeName }". All geometries must have consistent attributes.` );
  20163. }
  20164. const srcAttribute = geometry.getAttribute( attributeName );
  20165. const dstAttribute = batchGeometry.getAttribute( attributeName );
  20166. if ( srcAttribute.itemSize !== dstAttribute.itemSize || srcAttribute.normalized !== dstAttribute.normalized ) {
  20167. throw new Error( 'THREE.BatchedMesh: All attributes must have a consistent itemSize and normalized value.' );
  20168. }
  20169. }
  20170. }
  20171. /**
  20172. * Validates the instance defined by the given ID.
  20173. *
  20174. * @param {number} instanceId - The instance to validate.
  20175. */
  20176. validateInstanceId( instanceId ) {
  20177. const instanceInfo = this._instanceInfo;
  20178. if ( instanceId < 0 || instanceId >= instanceInfo.length || instanceInfo[ instanceId ].active === false ) {
  20179. throw new Error( `THREE.BatchedMesh: Invalid instanceId ${instanceId}. Instance is either out of range or has been deleted.` );
  20180. }
  20181. }
  20182. /**
  20183. * Validates the geometry defined by the given ID.
  20184. *
  20185. * @param {number} geometryId - The geometry to validate.
  20186. */
  20187. validateGeometryId( geometryId ) {
  20188. const geometryInfoList = this._geometryInfo;
  20189. if ( geometryId < 0 || geometryId >= geometryInfoList.length || geometryInfoList[ geometryId ].active === false ) {
  20190. throw new Error( `THREE.BatchedMesh: Invalid geometryId ${geometryId}. Geometry is either out of range or has been deleted.` );
  20191. }
  20192. }
  20193. /**
  20194. * Takes a sort a function that is run before render. The function takes a list of instances to
  20195. * sort and a camera. The objects in the list include a "z" field to perform a depth-ordered sort with.
  20196. *
  20197. * @param {Function} func - The custom sort function.
  20198. * @return {BatchedMesh} A reference to this batched mesh.
  20199. */
  20200. setCustomSort( func ) {
  20201. this.customSort = func;
  20202. return this;
  20203. }
  20204. /**
  20205. * Computes the bounding box, updating {@link BatchedMesh#boundingBox}.
  20206. * Bounding boxes aren't computed by default. They need to be explicitly computed,
  20207. * otherwise they are `null`.
  20208. */
  20209. computeBoundingBox() {
  20210. if ( this.boundingBox === null ) {
  20211. this.boundingBox = new Box3();
  20212. }
  20213. const boundingBox = this.boundingBox;
  20214. const instanceInfo = this._instanceInfo;
  20215. boundingBox.makeEmpty();
  20216. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  20217. if ( instanceInfo[ i ].active === false ) continue;
  20218. const geometryId = instanceInfo[ i ].geometryIndex;
  20219. this.getMatrixAt( i, _matrix$1 );
  20220. this.getBoundingBoxAt( geometryId, _box$1 ).applyMatrix4( _matrix$1 );
  20221. boundingBox.union( _box$1 );
  20222. }
  20223. }
  20224. /**
  20225. * Computes the bounding sphere, updating {@link BatchedMesh#boundingSphere}.
  20226. * Bounding spheres aren't computed by default. They need to be explicitly computed,
  20227. * otherwise they are `null`.
  20228. */
  20229. computeBoundingSphere() {
  20230. if ( this.boundingSphere === null ) {
  20231. this.boundingSphere = new Sphere();
  20232. }
  20233. const boundingSphere = this.boundingSphere;
  20234. const instanceInfo = this._instanceInfo;
  20235. boundingSphere.makeEmpty();
  20236. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  20237. if ( instanceInfo[ i ].active === false ) continue;
  20238. const geometryId = instanceInfo[ i ].geometryIndex;
  20239. this.getMatrixAt( i, _matrix$1 );
  20240. this.getBoundingSphereAt( geometryId, _sphere$2 ).applyMatrix4( _matrix$1 );
  20241. boundingSphere.union( _sphere$2 );
  20242. }
  20243. }
  20244. /**
  20245. * Adds a new instance to the batch using the geometry of the given ID and returns
  20246. * a new id referring to the new instance to be used by other functions.
  20247. *
  20248. * @param {number} geometryId - The ID of a previously added geometry via {@link BatchedMesh#addGeometry}.
  20249. * @return {number} The instance ID.
  20250. */
  20251. addInstance( geometryId ) {
  20252. const atCapacity = this._instanceInfo.length >= this.maxInstanceCount;
  20253. // ensure we're not over geometry
  20254. if ( atCapacity && this._availableInstanceIds.length === 0 ) {
  20255. throw new Error( 'THREE.BatchedMesh: Maximum item count reached.' );
  20256. }
  20257. const instanceInfo = {
  20258. visible: true,
  20259. active: true,
  20260. geometryIndex: geometryId,
  20261. };
  20262. let drawId = null;
  20263. // Prioritize using previously freed instance ids
  20264. if ( this._availableInstanceIds.length > 0 ) {
  20265. this._availableInstanceIds.sort( ascIdSort );
  20266. drawId = this._availableInstanceIds.shift();
  20267. this._instanceInfo[ drawId ] = instanceInfo;
  20268. } else {
  20269. drawId = this._instanceInfo.length;
  20270. this._instanceInfo.push( instanceInfo );
  20271. }
  20272. const matricesTexture = this._matricesTexture;
  20273. _matrix$1.identity().toArray( matricesTexture.image.data, drawId * 16 );
  20274. matricesTexture.needsUpdate = true;
  20275. const colorsTexture = this._colorsTexture;
  20276. if ( colorsTexture ) {
  20277. _whiteColor.toArray( colorsTexture.image.data, drawId * 4 );
  20278. colorsTexture.needsUpdate = true;
  20279. }
  20280. this._visibilityChanged = true;
  20281. return drawId;
  20282. }
  20283. /**
  20284. * Adds the given geometry to the batch and returns the associated
  20285. * geometry id referring to it to be used in other functions.
  20286. *
  20287. * @param {BufferGeometry} geometry - The geometry to add.
  20288. * @param {number} [reservedVertexCount=-1] - Optional parameter specifying the amount of
  20289. * vertex buffer space to reserve for the added geometry. This is necessary if it is planned
  20290. * to set a new geometry at this index at a later time that is larger than the original geometry.
  20291. * Defaults to the length of the given geometry vertex buffer.
  20292. * @param {number} [reservedIndexCount=-1] - Optional parameter specifying the amount of index
  20293. * buffer space to reserve for the added geometry. This is necessary if it is planned to set a
  20294. * new geometry at this index at a later time that is larger than the original geometry. Defaults to
  20295. * the length of the given geometry index buffer.
  20296. * @return {number} The geometry ID.
  20297. */
  20298. addGeometry( geometry, reservedVertexCount = -1, reservedIndexCount = -1 ) {
  20299. this._initializeGeometry( geometry );
  20300. this._validateGeometry( geometry );
  20301. const geometryInfo = {
  20302. // geometry information
  20303. vertexStart: -1,
  20304. vertexCount: -1,
  20305. reservedVertexCount: -1,
  20306. indexStart: -1,
  20307. indexCount: -1,
  20308. reservedIndexCount: -1,
  20309. // draw range information
  20310. start: -1,
  20311. count: -1,
  20312. // state
  20313. boundingBox: null,
  20314. boundingSphere: null,
  20315. active: true,
  20316. };
  20317. const geometryInfoList = this._geometryInfo;
  20318. geometryInfo.vertexStart = this._nextVertexStart;
  20319. geometryInfo.reservedVertexCount = reservedVertexCount === -1 ? geometry.getAttribute( 'position' ).count : reservedVertexCount;
  20320. const index = geometry.getIndex();
  20321. const hasIndex = index !== null;
  20322. if ( hasIndex ) {
  20323. geometryInfo.indexStart = this._nextIndexStart;
  20324. geometryInfo.reservedIndexCount = reservedIndexCount === -1 ? index.count : reservedIndexCount;
  20325. }
  20326. if (
  20327. geometryInfo.indexStart !== -1 &&
  20328. geometryInfo.indexStart + geometryInfo.reservedIndexCount > this._maxIndexCount ||
  20329. geometryInfo.vertexStart + geometryInfo.reservedVertexCount > this._maxVertexCount
  20330. ) {
  20331. throw new Error( 'THREE.BatchedMesh: Reserved space request exceeds the maximum buffer size.' );
  20332. }
  20333. // update id
  20334. let geometryId;
  20335. if ( this._availableGeometryIds.length > 0 ) {
  20336. this._availableGeometryIds.sort( ascIdSort );
  20337. geometryId = this._availableGeometryIds.shift();
  20338. geometryInfoList[ geometryId ] = geometryInfo;
  20339. } else {
  20340. geometryId = this._geometryCount;
  20341. this._geometryCount ++;
  20342. geometryInfoList.push( geometryInfo );
  20343. }
  20344. // update the geometry
  20345. this.setGeometryAt( geometryId, geometry );
  20346. // increment the next geometry position
  20347. this._nextIndexStart = geometryInfo.indexStart + geometryInfo.reservedIndexCount;
  20348. this._nextVertexStart = geometryInfo.vertexStart + geometryInfo.reservedVertexCount;
  20349. return geometryId;
  20350. }
  20351. /**
  20352. * Replaces the geometry at the given ID with the provided geometry. Throws an error if there
  20353. * is not enough space reserved for geometry. Calling this will change all instances that are
  20354. * rendering that geometry.
  20355. *
  20356. * @param {number} geometryId - The ID of the geometry that should be replaced with the given geometry.
  20357. * @param {BufferGeometry} geometry - The new geometry.
  20358. * @return {number} The geometry ID.
  20359. */
  20360. setGeometryAt( geometryId, geometry ) {
  20361. if ( geometryId >= this._geometryCount ) {
  20362. throw new Error( 'THREE.BatchedMesh: Maximum geometry count reached.' );
  20363. }
  20364. this._validateGeometry( geometry );
  20365. const batchGeometry = this.geometry;
  20366. const hasIndex = batchGeometry.getIndex() !== null;
  20367. const dstIndex = batchGeometry.getIndex();
  20368. const srcIndex = geometry.getIndex();
  20369. const geometryInfo = this._geometryInfo[ geometryId ];
  20370. if (
  20371. hasIndex &&
  20372. srcIndex.count > geometryInfo.reservedIndexCount ||
  20373. geometry.attributes.position.count > geometryInfo.reservedVertexCount
  20374. ) {
  20375. throw new Error( 'THREE.BatchedMesh: Reserved space not large enough for provided geometry.' );
  20376. }
  20377. // copy geometry buffer data over
  20378. const vertexStart = geometryInfo.vertexStart;
  20379. const reservedVertexCount = geometryInfo.reservedVertexCount;
  20380. geometryInfo.vertexCount = geometry.getAttribute( 'position' ).count;
  20381. for ( const attributeName in batchGeometry.attributes ) {
  20382. // copy attribute data
  20383. const srcAttribute = geometry.getAttribute( attributeName );
  20384. const dstAttribute = batchGeometry.getAttribute( attributeName );
  20385. copyAttributeData( srcAttribute, dstAttribute, vertexStart );
  20386. // fill the rest in with zeroes
  20387. const itemSize = srcAttribute.itemSize;
  20388. for ( let i = srcAttribute.count, l = reservedVertexCount; i < l; i ++ ) {
  20389. const index = vertexStart + i;
  20390. for ( let c = 0; c < itemSize; c ++ ) {
  20391. dstAttribute.setComponent( index, c, 0 );
  20392. }
  20393. }
  20394. dstAttribute.needsUpdate = true;
  20395. dstAttribute.addUpdateRange( vertexStart * itemSize, reservedVertexCount * itemSize );
  20396. }
  20397. // copy index
  20398. if ( hasIndex ) {
  20399. const indexStart = geometryInfo.indexStart;
  20400. const reservedIndexCount = geometryInfo.reservedIndexCount;
  20401. geometryInfo.indexCount = geometry.getIndex().count;
  20402. // copy index data over
  20403. for ( let i = 0; i < srcIndex.count; i ++ ) {
  20404. dstIndex.setX( indexStart + i, vertexStart + srcIndex.getX( i ) );
  20405. }
  20406. // fill the rest in with zeroes
  20407. for ( let i = srcIndex.count, l = reservedIndexCount; i < l; i ++ ) {
  20408. dstIndex.setX( indexStart + i, vertexStart );
  20409. }
  20410. dstIndex.needsUpdate = true;
  20411. dstIndex.addUpdateRange( indexStart, geometryInfo.reservedIndexCount );
  20412. }
  20413. // update the draw range
  20414. geometryInfo.start = hasIndex ? geometryInfo.indexStart : geometryInfo.vertexStart;
  20415. geometryInfo.count = hasIndex ? geometryInfo.indexCount : geometryInfo.vertexCount;
  20416. // store the bounding boxes
  20417. geometryInfo.boundingBox = null;
  20418. if ( geometry.boundingBox !== null ) {
  20419. geometryInfo.boundingBox = geometry.boundingBox.clone();
  20420. }
  20421. geometryInfo.boundingSphere = null;
  20422. if ( geometry.boundingSphere !== null ) {
  20423. geometryInfo.boundingSphere = geometry.boundingSphere.clone();
  20424. }
  20425. this._visibilityChanged = true;
  20426. return geometryId;
  20427. }
  20428. /**
  20429. * Deletes the geometry defined by the given ID from this batch. Any instances referencing
  20430. * this geometry will also be removed as a side effect.
  20431. *
  20432. * @param {number} geometryId - The ID of the geometry to remove from the batch.
  20433. * @return {BatchedMesh} A reference to this batched mesh.
  20434. */
  20435. deleteGeometry( geometryId ) {
  20436. const geometryInfoList = this._geometryInfo;
  20437. if ( geometryId >= geometryInfoList.length || geometryInfoList[ geometryId ].active === false ) {
  20438. return this;
  20439. }
  20440. // delete any instances associated with this geometry
  20441. const instanceInfo = this._instanceInfo;
  20442. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  20443. if ( instanceInfo[ i ].active && instanceInfo[ i ].geometryIndex === geometryId ) {
  20444. this.deleteInstance( i );
  20445. }
  20446. }
  20447. geometryInfoList[ geometryId ].active = false;
  20448. this._availableGeometryIds.push( geometryId );
  20449. this._visibilityChanged = true;
  20450. return this;
  20451. }
  20452. /**
  20453. * Deletes an existing instance from the batch using the given ID.
  20454. *
  20455. * @param {number} instanceId - The ID of the instance to remove from the batch.
  20456. * @return {BatchedMesh} A reference to this batched mesh.
  20457. */
  20458. deleteInstance( instanceId ) {
  20459. this.validateInstanceId( instanceId );
  20460. this._instanceInfo[ instanceId ].active = false;
  20461. this._availableInstanceIds.push( instanceId );
  20462. this._visibilityChanged = true;
  20463. return this;
  20464. }
  20465. /**
  20466. * Repacks the sub geometries in [name] to remove any unused space remaining from
  20467. * previously deleted geometry, freeing up space to add new geometry.
  20468. *
  20469. * @param {number} instanceId - The ID of the instance to remove from the batch.
  20470. * @return {BatchedMesh} A reference to this batched mesh.
  20471. */
  20472. optimize() {
  20473. // track the next indices to copy data to
  20474. let nextVertexStart = 0;
  20475. let nextIndexStart = 0;
  20476. // Iterate over all geometry ranges in order sorted from earliest in the geometry buffer to latest
  20477. // in the geometry buffer. Because draw range objects can be reused there is no guarantee of their order.
  20478. const geometryInfoList = this._geometryInfo;
  20479. const indices = geometryInfoList
  20480. .map( ( e, i ) => i )
  20481. .sort( ( a, b ) => {
  20482. return geometryInfoList[ a ].vertexStart - geometryInfoList[ b ].vertexStart;
  20483. } );
  20484. const geometry = this.geometry;
  20485. for ( let i = 0, l = geometryInfoList.length; i < l; i ++ ) {
  20486. // if a geometry range is inactive then don't copy anything
  20487. const index = indices[ i ];
  20488. const geometryInfo = geometryInfoList[ index ];
  20489. if ( geometryInfo.active === false ) {
  20490. continue;
  20491. }
  20492. // if a geometry contains an index buffer then shift it, as well
  20493. if ( geometry.index !== null ) {
  20494. if ( geometryInfo.indexStart !== nextIndexStart ) {
  20495. const { indexStart, vertexStart, reservedIndexCount } = geometryInfo;
  20496. const index = geometry.index;
  20497. const array = index.array;
  20498. // shift the index pointers based on how the vertex data will shift
  20499. // adjusting the index must happen first so the original vertex start value is available
  20500. const elementDelta = nextVertexStart - vertexStart;
  20501. for ( let j = indexStart; j < indexStart + reservedIndexCount; j ++ ) {
  20502. array[ j ] = array[ j ] + elementDelta;
  20503. }
  20504. index.array.copyWithin( nextIndexStart, indexStart, indexStart + reservedIndexCount );
  20505. index.addUpdateRange( nextIndexStart, reservedIndexCount );
  20506. geometryInfo.indexStart = nextIndexStart;
  20507. }
  20508. nextIndexStart += geometryInfo.reservedIndexCount;
  20509. }
  20510. // if a geometry needs to be moved then copy attribute data to overwrite unused space
  20511. if ( geometryInfo.vertexStart !== nextVertexStart ) {
  20512. const { vertexStart, reservedVertexCount } = geometryInfo;
  20513. const attributes = geometry.attributes;
  20514. for ( const key in attributes ) {
  20515. const attribute = attributes[ key ];
  20516. const { array, itemSize } = attribute;
  20517. array.copyWithin( nextVertexStart * itemSize, vertexStart * itemSize, ( vertexStart + reservedVertexCount ) * itemSize );
  20518. attribute.addUpdateRange( nextVertexStart * itemSize, reservedVertexCount * itemSize );
  20519. }
  20520. geometryInfo.vertexStart = nextVertexStart;
  20521. }
  20522. nextVertexStart += geometryInfo.reservedVertexCount;
  20523. geometryInfo.start = geometry.index ? geometryInfo.indexStart : geometryInfo.vertexStart;
  20524. // step the next geometry points to the shifted position
  20525. this._nextIndexStart = geometry.index ? geometryInfo.indexStart + geometryInfo.reservedIndexCount : 0;
  20526. this._nextVertexStart = geometryInfo.vertexStart + geometryInfo.reservedVertexCount;
  20527. }
  20528. return this;
  20529. }
  20530. /**
  20531. * Returns the bounding box for the given geometry.
  20532. *
  20533. * @param {number} geometryId - The ID of the geometry to return the bounding box for.
  20534. * @param {Box3} target - The target object that is used to store the method's result.
  20535. * @return {?Box3} The geometry's bounding box. Returns `null` if no geometry has been found for the given ID.
  20536. */
  20537. getBoundingBoxAt( geometryId, target ) {
  20538. if ( geometryId >= this._geometryCount ) {
  20539. return null;
  20540. }
  20541. // compute bounding box
  20542. const geometry = this.geometry;
  20543. const geometryInfo = this._geometryInfo[ geometryId ];
  20544. if ( geometryInfo.boundingBox === null ) {
  20545. const box = new Box3();
  20546. const index = geometry.index;
  20547. const position = geometry.attributes.position;
  20548. for ( let i = geometryInfo.start, l = geometryInfo.start + geometryInfo.count; i < l; i ++ ) {
  20549. let iv = i;
  20550. if ( index ) {
  20551. iv = index.getX( iv );
  20552. }
  20553. box.expandByPoint( _vector$5.fromBufferAttribute( position, iv ) );
  20554. }
  20555. geometryInfo.boundingBox = box;
  20556. }
  20557. target.copy( geometryInfo.boundingBox );
  20558. return target;
  20559. }
  20560. /**
  20561. * Returns the bounding sphere for the given geometry.
  20562. *
  20563. * @param {number} geometryId - The ID of the geometry to return the bounding sphere for.
  20564. * @param {Sphere} target - The target object that is used to store the method's result.
  20565. * @return {?Sphere} The geometry's bounding sphere. Returns `null` if no geometry has been found for the given ID.
  20566. */
  20567. getBoundingSphereAt( geometryId, target ) {
  20568. if ( geometryId >= this._geometryCount ) {
  20569. return null;
  20570. }
  20571. // compute bounding sphere
  20572. const geometry = this.geometry;
  20573. const geometryInfo = this._geometryInfo[ geometryId ];
  20574. if ( geometryInfo.boundingSphere === null ) {
  20575. const sphere = new Sphere();
  20576. this.getBoundingBoxAt( geometryId, _box$1 );
  20577. _box$1.getCenter( sphere.center );
  20578. const index = geometry.index;
  20579. const position = geometry.attributes.position;
  20580. let maxRadiusSq = 0;
  20581. for ( let i = geometryInfo.start, l = geometryInfo.start + geometryInfo.count; i < l; i ++ ) {
  20582. let iv = i;
  20583. if ( index ) {
  20584. iv = index.getX( iv );
  20585. }
  20586. _vector$5.fromBufferAttribute( position, iv );
  20587. maxRadiusSq = Math.max( maxRadiusSq, sphere.center.distanceToSquared( _vector$5 ) );
  20588. }
  20589. sphere.radius = Math.sqrt( maxRadiusSq );
  20590. geometryInfo.boundingSphere = sphere;
  20591. }
  20592. target.copy( geometryInfo.boundingSphere );
  20593. return target;
  20594. }
  20595. /**
  20596. * Sets the given local transformation matrix to the defined instance.
  20597. * Negatively scaled matrices are not supported.
  20598. *
  20599. * @param {number} instanceId - The ID of an instance to set the matrix of.
  20600. * @param {Matrix4} matrix - A 4x4 matrix representing the local transformation of a single instance.
  20601. * @return {BatchedMesh} A reference to this batched mesh.
  20602. */
  20603. setMatrixAt( instanceId, matrix ) {
  20604. this.validateInstanceId( instanceId );
  20605. const matricesTexture = this._matricesTexture;
  20606. const matricesArray = this._matricesTexture.image.data;
  20607. matrix.toArray( matricesArray, instanceId * 16 );
  20608. matricesTexture.needsUpdate = true;
  20609. return this;
  20610. }
  20611. /**
  20612. * Returns the local transformation matrix of the defined instance.
  20613. *
  20614. * @param {number} instanceId - The ID of an instance to get the matrix of.
  20615. * @param {Matrix4} matrix - The target object that is used to store the method's result.
  20616. * @return {Matrix4} The instance's local transformation matrix.
  20617. */
  20618. getMatrixAt( instanceId, matrix ) {
  20619. this.validateInstanceId( instanceId );
  20620. return matrix.fromArray( this._matricesTexture.image.data, instanceId * 16 );
  20621. }
  20622. /**
  20623. * Sets the given color to the defined instance.
  20624. *
  20625. * @param {number} instanceId - The ID of an instance to set the color of.
  20626. * @param {Color} color - The color to set the instance to.
  20627. * @return {BatchedMesh} A reference to this batched mesh.
  20628. */
  20629. setColorAt( instanceId, color ) {
  20630. this.validateInstanceId( instanceId );
  20631. if ( this._colorsTexture === null ) {
  20632. this._initColorsTexture();
  20633. }
  20634. color.toArray( this._colorsTexture.image.data, instanceId * 4 );
  20635. this._colorsTexture.needsUpdate = true;
  20636. return this;
  20637. }
  20638. /**
  20639. * Returns the color of the defined instance.
  20640. *
  20641. * @param {number} instanceId - The ID of an instance to get the color of.
  20642. * @param {Color} color - The target object that is used to store the method's result.
  20643. * @return {Color} The instance's color.
  20644. */
  20645. getColorAt( instanceId, color ) {
  20646. this.validateInstanceId( instanceId );
  20647. return color.fromArray( this._colorsTexture.image.data, instanceId * 4 );
  20648. }
  20649. /**
  20650. * Sets the visibility of the instance.
  20651. *
  20652. * @param {number} instanceId - The id of the instance to set the visibility of.
  20653. * @param {boolean} visible - Whether the instance is visible or not.
  20654. * @return {BatchedMesh} A reference to this batched mesh.
  20655. */
  20656. setVisibleAt( instanceId, visible ) {
  20657. this.validateInstanceId( instanceId );
  20658. if ( this._instanceInfo[ instanceId ].visible === visible ) {
  20659. return this;
  20660. }
  20661. this._instanceInfo[ instanceId ].visible = visible;
  20662. this._visibilityChanged = true;
  20663. return this;
  20664. }
  20665. /**
  20666. * Returns the visibility state of the defined instance.
  20667. *
  20668. * @param {number} instanceId - The ID of an instance to get the visibility state of.
  20669. * @return {boolean} Whether the instance is visible or not.
  20670. */
  20671. getVisibleAt( instanceId ) {
  20672. this.validateInstanceId( instanceId );
  20673. return this._instanceInfo[ instanceId ].visible;
  20674. }
  20675. /**
  20676. * Sets the geometry ID of the instance at the given index.
  20677. *
  20678. * @param {number} instanceId - The ID of the instance to set the geometry ID of.
  20679. * @param {number} geometryId - The geometry ID to be use by the instance.
  20680. * @return {BatchedMesh} A reference to this batched mesh.
  20681. */
  20682. setGeometryIdAt( instanceId, geometryId ) {
  20683. this.validateInstanceId( instanceId );
  20684. this.validateGeometryId( geometryId );
  20685. this._instanceInfo[ instanceId ].geometryIndex = geometryId;
  20686. return this;
  20687. }
  20688. /**
  20689. * Returns the geometry ID of the defined instance.
  20690. *
  20691. * @param {number} instanceId - The ID of an instance to get the geometry ID of.
  20692. * @return {number} The instance's geometry ID.
  20693. */
  20694. getGeometryIdAt( instanceId ) {
  20695. this.validateInstanceId( instanceId );
  20696. return this._instanceInfo[ instanceId ].geometryIndex;
  20697. }
  20698. /**
  20699. * Get the range representing the subset of triangles related to the attached geometry,
  20700. * indicating the starting offset and count, or `null` if invalid.
  20701. *
  20702. * @param {number} geometryId - The id of the geometry to get the range of.
  20703. * @param {Object} [target] - The target object that is used to store the method's result.
  20704. * @return {{
  20705. * vertexStart:number,vertexCount:number,reservedVertexCount:number,
  20706. * indexStart:number,indexCount:number,reservedIndexCount:number,
  20707. * start:number,count:number
  20708. * }} The result object with range data.
  20709. */
  20710. getGeometryRangeAt( geometryId, target = {} ) {
  20711. this.validateGeometryId( geometryId );
  20712. const geometryInfo = this._geometryInfo[ geometryId ];
  20713. target.vertexStart = geometryInfo.vertexStart;
  20714. target.vertexCount = geometryInfo.vertexCount;
  20715. target.reservedVertexCount = geometryInfo.reservedVertexCount;
  20716. target.indexStart = geometryInfo.indexStart;
  20717. target.indexCount = geometryInfo.indexCount;
  20718. target.reservedIndexCount = geometryInfo.reservedIndexCount;
  20719. target.start = geometryInfo.start;
  20720. target.count = geometryInfo.count;
  20721. return target;
  20722. }
  20723. /**
  20724. * Resizes the necessary buffers to support the provided number of instances.
  20725. * If the provided arguments shrink the number of instances but there are not enough
  20726. * unused Ids at the end of the list then an error is thrown.
  20727. *
  20728. * @param {number} maxInstanceCount - The max number of individual instances that can be added and rendered by the batch.
  20729. */
  20730. setInstanceCount( maxInstanceCount ) {
  20731. // shrink the available instances as much as possible
  20732. const availableInstanceIds = this._availableInstanceIds;
  20733. const instanceInfo = this._instanceInfo;
  20734. availableInstanceIds.sort( ascIdSort );
  20735. while ( availableInstanceIds[ availableInstanceIds.length - 1 ] === instanceInfo.length - 1 ) {
  20736. instanceInfo.pop();
  20737. availableInstanceIds.pop();
  20738. }
  20739. // throw an error if it can't be shrunk to the desired size
  20740. if ( maxInstanceCount < instanceInfo.length ) {
  20741. throw new Error( `BatchedMesh: Instance ids outside the range ${ maxInstanceCount } are being used. Cannot shrink instance count.` );
  20742. }
  20743. // copy the multi draw counts
  20744. const multiDrawCounts = new Int32Array( maxInstanceCount );
  20745. const multiDrawStarts = new Int32Array( maxInstanceCount );
  20746. copyArrayContents( this._multiDrawCounts, multiDrawCounts );
  20747. copyArrayContents( this._multiDrawStarts, multiDrawStarts );
  20748. this._multiDrawCounts = multiDrawCounts;
  20749. this._multiDrawStarts = multiDrawStarts;
  20750. this._maxInstanceCount = maxInstanceCount;
  20751. // update texture data for instance sampling
  20752. const indirectTexture = this._indirectTexture;
  20753. const matricesTexture = this._matricesTexture;
  20754. const colorsTexture = this._colorsTexture;
  20755. indirectTexture.dispose();
  20756. this._initIndirectTexture();
  20757. copyArrayContents( indirectTexture.image.data, this._indirectTexture.image.data );
  20758. matricesTexture.dispose();
  20759. this._initMatricesTexture();
  20760. copyArrayContents( matricesTexture.image.data, this._matricesTexture.image.data );
  20761. if ( colorsTexture ) {
  20762. colorsTexture.dispose();
  20763. this._initColorsTexture();
  20764. copyArrayContents( colorsTexture.image.data, this._colorsTexture.image.data );
  20765. }
  20766. }
  20767. /**
  20768. * Resizes the available space in the batch's vertex and index buffer attributes to the provided sizes.
  20769. * If the provided arguments shrink the geometry buffers but there is not enough unused space at the
  20770. * end of the geometry attributes then an error is thrown.
  20771. *
  20772. * @param {number} maxVertexCount - The maximum number of vertices to be used by all unique geometries to resize to.
  20773. * @param {number} maxIndexCount - The maximum number of indices to be used by all unique geometries to resize to.
  20774. */
  20775. setGeometrySize( maxVertexCount, maxIndexCount ) {
  20776. // Check if we can shrink to the requested vertex attribute size
  20777. const validRanges = [ ...this._geometryInfo ].filter( info => info.active );
  20778. const requiredVertexLength = Math.max( ...validRanges.map( range => range.vertexStart + range.reservedVertexCount ) );
  20779. if ( requiredVertexLength > maxVertexCount ) {
  20780. throw new Error( `BatchedMesh: Geometry vertex values are being used outside the range ${ maxIndexCount }. Cannot shrink further.` );
  20781. }
  20782. // Check if we can shrink to the requested index attribute size
  20783. if ( this.geometry.index ) {
  20784. const requiredIndexLength = Math.max( ...validRanges.map( range => range.indexStart + range.reservedIndexCount ) );
  20785. if ( requiredIndexLength > maxIndexCount ) {
  20786. throw new Error( `BatchedMesh: Geometry index values are being used outside the range ${ maxIndexCount }. Cannot shrink further.` );
  20787. }
  20788. }
  20789. //
  20790. // dispose of the previous geometry
  20791. const oldGeometry = this.geometry;
  20792. oldGeometry.dispose();
  20793. // recreate the geometry needed based on the previous variant
  20794. this._maxVertexCount = maxVertexCount;
  20795. this._maxIndexCount = maxIndexCount;
  20796. if ( this._geometryInitialized ) {
  20797. this._geometryInitialized = false;
  20798. this.geometry = new BufferGeometry();
  20799. this._initializeGeometry( oldGeometry );
  20800. }
  20801. // copy data from the previous geometry
  20802. const geometry = this.geometry;
  20803. if ( oldGeometry.index ) {
  20804. copyArrayContents( oldGeometry.index.array, geometry.index.array );
  20805. }
  20806. for ( const key in oldGeometry.attributes ) {
  20807. copyArrayContents( oldGeometry.attributes[ key ].array, geometry.attributes[ key ].array );
  20808. }
  20809. }
  20810. raycast( raycaster, intersects ) {
  20811. const instanceInfo = this._instanceInfo;
  20812. const geometryInfoList = this._geometryInfo;
  20813. const matrixWorld = this.matrixWorld;
  20814. const batchGeometry = this.geometry;
  20815. // iterate over each geometry
  20816. _mesh.material = this.material;
  20817. _mesh.geometry.index = batchGeometry.index;
  20818. _mesh.geometry.attributes = batchGeometry.attributes;
  20819. if ( _mesh.geometry.boundingBox === null ) {
  20820. _mesh.geometry.boundingBox = new Box3();
  20821. }
  20822. if ( _mesh.geometry.boundingSphere === null ) {
  20823. _mesh.geometry.boundingSphere = new Sphere();
  20824. }
  20825. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  20826. if ( ! instanceInfo[ i ].visible || ! instanceInfo[ i ].active ) {
  20827. continue;
  20828. }
  20829. const geometryId = instanceInfo[ i ].geometryIndex;
  20830. const geometryInfo = geometryInfoList[ geometryId ];
  20831. _mesh.geometry.setDrawRange( geometryInfo.start, geometryInfo.count );
  20832. // get the intersects
  20833. this.getMatrixAt( i, _mesh.matrixWorld ).premultiply( matrixWorld );
  20834. this.getBoundingBoxAt( geometryId, _mesh.geometry.boundingBox );
  20835. this.getBoundingSphereAt( geometryId, _mesh.geometry.boundingSphere );
  20836. _mesh.raycast( raycaster, _batchIntersects );
  20837. // add batch id to the intersects
  20838. for ( let j = 0, l = _batchIntersects.length; j < l; j ++ ) {
  20839. const intersect = _batchIntersects[ j ];
  20840. intersect.object = this;
  20841. intersect.batchId = i;
  20842. intersects.push( intersect );
  20843. }
  20844. _batchIntersects.length = 0;
  20845. }
  20846. _mesh.material = null;
  20847. _mesh.geometry.index = null;
  20848. _mesh.geometry.attributes = {};
  20849. _mesh.geometry.setDrawRange( 0, Infinity );
  20850. }
  20851. copy( source ) {
  20852. super.copy( source );
  20853. this.geometry = source.geometry.clone();
  20854. this.perObjectFrustumCulled = source.perObjectFrustumCulled;
  20855. this.sortObjects = source.sortObjects;
  20856. this.boundingBox = source.boundingBox !== null ? source.boundingBox.clone() : null;
  20857. this.boundingSphere = source.boundingSphere !== null ? source.boundingSphere.clone() : null;
  20858. this._geometryInfo = source._geometryInfo.map( info => ( {
  20859. ...info,
  20860. boundingBox: info.boundingBox !== null ? info.boundingBox.clone() : null,
  20861. boundingSphere: info.boundingSphere !== null ? info.boundingSphere.clone() : null,
  20862. } ) );
  20863. this._instanceInfo = source._instanceInfo.map( info => ( { ...info } ) );
  20864. this._availableInstanceIds = source._availableInstanceIds.slice();
  20865. this._availableGeometryIds = source._availableGeometryIds.slice();
  20866. this._nextIndexStart = source._nextIndexStart;
  20867. this._nextVertexStart = source._nextVertexStart;
  20868. this._geometryCount = source._geometryCount;
  20869. this._maxInstanceCount = source._maxInstanceCount;
  20870. this._maxVertexCount = source._maxVertexCount;
  20871. this._maxIndexCount = source._maxIndexCount;
  20872. this._geometryInitialized = source._geometryInitialized;
  20873. this._multiDrawCounts = source._multiDrawCounts.slice();
  20874. this._multiDrawStarts = source._multiDrawStarts.slice();
  20875. this._indirectTexture = source._indirectTexture.clone();
  20876. this._indirectTexture.image.data = this._indirectTexture.image.data.slice();
  20877. this._matricesTexture = source._matricesTexture.clone();
  20878. this._matricesTexture.image.data = this._matricesTexture.image.data.slice();
  20879. if ( this._colorsTexture !== null ) {
  20880. this._colorsTexture = source._colorsTexture.clone();
  20881. this._colorsTexture.image.data = this._colorsTexture.image.data.slice();
  20882. }
  20883. return this;
  20884. }
  20885. /**
  20886. * Frees the GPU-related resources allocated by this instance. Call this
  20887. * method whenever this instance is no longer used in your app.
  20888. */
  20889. dispose() {
  20890. // Assuming the geometry is not shared with other meshes
  20891. this.geometry.dispose();
  20892. this._matricesTexture.dispose();
  20893. this._matricesTexture = null;
  20894. this._indirectTexture.dispose();
  20895. this._indirectTexture = null;
  20896. if ( this._colorsTexture !== null ) {
  20897. this._colorsTexture.dispose();
  20898. this._colorsTexture = null;
  20899. }
  20900. }
  20901. onBeforeRender( renderer, scene, camera, geometry, material/*, _group*/ ) {
  20902. // if visibility has not changed and frustum culling and object sorting is not required
  20903. // then skip iterating over all items
  20904. if ( ! this._visibilityChanged && ! this.perObjectFrustumCulled && ! this.sortObjects ) {
  20905. return;
  20906. }
  20907. // the indexed version of the multi draw function requires specifying the start
  20908. // offset in bytes.
  20909. const index = geometry.getIndex();
  20910. const bytesPerElement = index === null ? 1 : index.array.BYTES_PER_ELEMENT;
  20911. const instanceInfo = this._instanceInfo;
  20912. const multiDrawStarts = this._multiDrawStarts;
  20913. const multiDrawCounts = this._multiDrawCounts;
  20914. const geometryInfoList = this._geometryInfo;
  20915. const perObjectFrustumCulled = this.perObjectFrustumCulled;
  20916. const indirectTexture = this._indirectTexture;
  20917. const indirectArray = indirectTexture.image.data;
  20918. const frustum = camera.isArrayCamera ? _frustumArray : _frustum;
  20919. // prepare the frustum in the local frame
  20920. if ( perObjectFrustumCulled && ! camera.isArrayCamera ) {
  20921. _matrix$1
  20922. .multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse )
  20923. .multiply( this.matrixWorld );
  20924. _frustum.setFromProjectionMatrix(
  20925. _matrix$1,
  20926. camera.coordinateSystem,
  20927. camera.reversedDepth
  20928. );
  20929. }
  20930. let multiDrawCount = 0;
  20931. if ( this.sortObjects ) {
  20932. // get the camera position in the local frame
  20933. _matrix$1.copy( this.matrixWorld ).invert();
  20934. _vector$5.setFromMatrixPosition( camera.matrixWorld ).applyMatrix4( _matrix$1 );
  20935. _forward$1.set( 0, 0, -1 ).transformDirection( camera.matrixWorld ).transformDirection( _matrix$1 );
  20936. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  20937. if ( instanceInfo[ i ].visible && instanceInfo[ i ].active ) {
  20938. const geometryId = instanceInfo[ i ].geometryIndex;
  20939. // get the bounds in world space
  20940. this.getMatrixAt( i, _matrix$1 );
  20941. this.getBoundingSphereAt( geometryId, _sphere$2 ).applyMatrix4( _matrix$1 );
  20942. // determine whether the batched geometry is within the frustum
  20943. let culled = false;
  20944. if ( perObjectFrustumCulled ) {
  20945. culled = ! frustum.intersectsSphere( _sphere$2, camera );
  20946. }
  20947. if ( ! culled ) {
  20948. // get the distance from camera used for sorting
  20949. const geometryInfo = geometryInfoList[ geometryId ];
  20950. const z = _temp.subVectors( _sphere$2.center, _vector$5 ).dot( _forward$1 );
  20951. _renderList.push( geometryInfo.start, geometryInfo.count, z, i );
  20952. }
  20953. }
  20954. }
  20955. // Sort the draw ranges and prep for rendering
  20956. const list = _renderList.list;
  20957. const customSort = this.customSort;
  20958. if ( customSort === null ) {
  20959. list.sort( material.transparent ? sortTransparent : sortOpaque );
  20960. } else {
  20961. customSort.call( this, list, camera );
  20962. }
  20963. for ( let i = 0, l = list.length; i < l; i ++ ) {
  20964. const item = list[ i ];
  20965. multiDrawStarts[ multiDrawCount ] = item.start * bytesPerElement;
  20966. multiDrawCounts[ multiDrawCount ] = item.count;
  20967. indirectArray[ multiDrawCount ] = item.index;
  20968. multiDrawCount ++;
  20969. }
  20970. _renderList.reset();
  20971. } else {
  20972. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  20973. if ( instanceInfo[ i ].visible && instanceInfo[ i ].active ) {
  20974. const geometryId = instanceInfo[ i ].geometryIndex;
  20975. // determine whether the batched geometry is within the frustum
  20976. let culled = false;
  20977. if ( perObjectFrustumCulled ) {
  20978. // get the bounds in world space
  20979. this.getMatrixAt( i, _matrix$1 );
  20980. this.getBoundingSphereAt( geometryId, _sphere$2 ).applyMatrix4( _matrix$1 );
  20981. culled = ! frustum.intersectsSphere( _sphere$2, camera );
  20982. }
  20983. if ( ! culled ) {
  20984. const geometryInfo = geometryInfoList[ geometryId ];
  20985. multiDrawStarts[ multiDrawCount ] = geometryInfo.start * bytesPerElement;
  20986. multiDrawCounts[ multiDrawCount ] = geometryInfo.count;
  20987. indirectArray[ multiDrawCount ] = i;
  20988. multiDrawCount ++;
  20989. }
  20990. }
  20991. }
  20992. }
  20993. indirectTexture.needsUpdate = true;
  20994. this._multiDrawCount = multiDrawCount;
  20995. this._visibilityChanged = false;
  20996. }
  20997. onBeforeShadow( renderer, object, camera, shadowCamera, geometry, depthMaterial/* , group */ ) {
  20998. this.onBeforeRender( renderer, null, shadowCamera, geometry, depthMaterial );
  20999. }
  21000. }
  21001. /**
  21002. * A material for rendering line primitives.
  21003. *
  21004. * Materials define the appearance of renderable 3D objects.
  21005. *
  21006. * ```js
  21007. * const material = new THREE.LineBasicMaterial( { color: 0xffffff } );
  21008. * ```
  21009. *
  21010. * @augments Material
  21011. */
  21012. class LineBasicMaterial extends Material {
  21013. /**
  21014. * Constructs a new line basic material.
  21015. *
  21016. * @param {Object} [parameters] - An object with one or more properties
  21017. * defining the material's appearance. Any property of the material
  21018. * (including any property from inherited materials) can be passed
  21019. * in here. Color values can be passed any type of value accepted
  21020. * by {@link Color#set}.
  21021. */
  21022. constructor( parameters ) {
  21023. super();
  21024. /**
  21025. * This flag can be used for type testing.
  21026. *
  21027. * @type {boolean}
  21028. * @readonly
  21029. * @default true
  21030. */
  21031. this.isLineBasicMaterial = true;
  21032. this.type = 'LineBasicMaterial';
  21033. /**
  21034. * Color of the material.
  21035. *
  21036. * @type {Color}
  21037. * @default (1,1,1)
  21038. */
  21039. this.color = new Color( 0xffffff );
  21040. /**
  21041. * Sets the color of the lines using data from a texture. The texture map
  21042. * color is modulated by the diffuse `color`.
  21043. *
  21044. * @type {?Texture}
  21045. * @default null
  21046. */
  21047. this.map = null;
  21048. /**
  21049. * Controls line thickness or lines.
  21050. *
  21051. * Can only be used with {@link SVGRenderer}. WebGL and WebGPU
  21052. * ignore this setting and always render line primitives with a
  21053. * width of one pixel.
  21054. *
  21055. * @type {number}
  21056. * @default 1
  21057. */
  21058. this.linewidth = 1;
  21059. /**
  21060. * Defines appearance of line ends.
  21061. *
  21062. * Can only be used with {@link SVGRenderer}.
  21063. *
  21064. * @type {('butt'|'round'|'square')}
  21065. * @default 'round'
  21066. */
  21067. this.linecap = 'round';
  21068. /**
  21069. * Defines appearance of line joints.
  21070. *
  21071. * Can only be used with {@link SVGRenderer}.
  21072. *
  21073. * @type {('round'|'bevel'|'miter')}
  21074. * @default 'round'
  21075. */
  21076. this.linejoin = 'round';
  21077. /**
  21078. * Whether the material is affected by fog or not.
  21079. *
  21080. * @type {boolean}
  21081. * @default true
  21082. */
  21083. this.fog = true;
  21084. this.setValues( parameters );
  21085. }
  21086. copy( source ) {
  21087. super.copy( source );
  21088. this.color.copy( source.color );
  21089. this.map = source.map;
  21090. this.linewidth = source.linewidth;
  21091. this.linecap = source.linecap;
  21092. this.linejoin = source.linejoin;
  21093. this.fog = source.fog;
  21094. return this;
  21095. }
  21096. }
  21097. const _vStart = /*@__PURE__*/ new Vector3();
  21098. const _vEnd = /*@__PURE__*/ new Vector3();
  21099. const _inverseMatrix$1 = /*@__PURE__*/ new Matrix4();
  21100. const _ray$1 = /*@__PURE__*/ new Ray();
  21101. const _sphere$1 = /*@__PURE__*/ new Sphere();
  21102. const _intersectPointOnRay = /*@__PURE__*/ new Vector3();
  21103. const _intersectPointOnSegment = /*@__PURE__*/ new Vector3();
  21104. /**
  21105. * A continuous line. The line are rendered by connecting consecutive
  21106. * vertices with straight lines.
  21107. *
  21108. * ```js
  21109. * const material = new THREE.LineBasicMaterial( { color: 0x0000ff } );
  21110. *
  21111. * const points = [];
  21112. * points.push( new THREE.Vector3( - 10, 0, 0 ) );
  21113. * points.push( new THREE.Vector3( 0, 10, 0 ) );
  21114. * points.push( new THREE.Vector3( 10, 0, 0 ) );
  21115. *
  21116. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  21117. *
  21118. * const line = new THREE.Line( geometry, material );
  21119. * scene.add( line );
  21120. * ```
  21121. *
  21122. * @augments Object3D
  21123. */
  21124. class Line extends Object3D {
  21125. /**
  21126. * Constructs a new line.
  21127. *
  21128. * @param {BufferGeometry} [geometry] - The line geometry.
  21129. * @param {Material|Array<Material>} [material] - The line material.
  21130. */
  21131. constructor( geometry = new BufferGeometry(), material = new LineBasicMaterial() ) {
  21132. super();
  21133. /**
  21134. * This flag can be used for type testing.
  21135. *
  21136. * @type {boolean}
  21137. * @readonly
  21138. * @default true
  21139. */
  21140. this.isLine = true;
  21141. this.type = 'Line';
  21142. /**
  21143. * The line geometry.
  21144. *
  21145. * @type {BufferGeometry}
  21146. */
  21147. this.geometry = geometry;
  21148. /**
  21149. * The line material.
  21150. *
  21151. * @type {Material|Array<Material>}
  21152. * @default LineBasicMaterial
  21153. */
  21154. this.material = material;
  21155. /**
  21156. * A dictionary representing the morph targets in the geometry. The key is the
  21157. * morph targets name, the value its attribute index. This member is `undefined`
  21158. * by default and only set when morph targets are detected in the geometry.
  21159. *
  21160. * @type {Object<String,number>|undefined}
  21161. * @default undefined
  21162. */
  21163. this.morphTargetDictionary = undefined;
  21164. /**
  21165. * An array of weights typically in the range `[0,1]` that specify how much of the morph
  21166. * is applied. This member is `undefined` by default and only set when morph targets are
  21167. * detected in the geometry.
  21168. *
  21169. * @type {Array<number>|undefined}
  21170. * @default undefined
  21171. */
  21172. this.morphTargetInfluences = undefined;
  21173. this.updateMorphTargets();
  21174. }
  21175. copy( source, recursive ) {
  21176. super.copy( source, recursive );
  21177. this.material = Array.isArray( source.material ) ? source.material.slice() : source.material;
  21178. this.geometry = source.geometry;
  21179. return this;
  21180. }
  21181. /**
  21182. * Computes an array of distance values which are necessary for rendering dashed lines.
  21183. * For each vertex in the geometry, the method calculates the cumulative length from the
  21184. * current point to the very beginning of the line.
  21185. *
  21186. * @return {Line} A reference to this line.
  21187. */
  21188. computeLineDistances() {
  21189. const geometry = this.geometry;
  21190. // we assume non-indexed geometry
  21191. if ( geometry.index === null ) {
  21192. const positionAttribute = geometry.attributes.position;
  21193. const lineDistances = [ 0 ];
  21194. for ( let i = 1, l = positionAttribute.count; i < l; i ++ ) {
  21195. _vStart.fromBufferAttribute( positionAttribute, i - 1 );
  21196. _vEnd.fromBufferAttribute( positionAttribute, i );
  21197. lineDistances[ i ] = lineDistances[ i - 1 ];
  21198. lineDistances[ i ] += _vStart.distanceTo( _vEnd );
  21199. }
  21200. geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  21201. } else {
  21202. warn( 'Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  21203. }
  21204. return this;
  21205. }
  21206. /**
  21207. * Computes intersection points between a casted ray and this line.
  21208. *
  21209. * @param {Raycaster} raycaster - The raycaster.
  21210. * @param {Array<Object>} intersects - The target array that holds the intersection points.
  21211. */
  21212. raycast( raycaster, intersects ) {
  21213. const geometry = this.geometry;
  21214. const matrixWorld = this.matrixWorld;
  21215. const threshold = raycaster.params.Line.threshold;
  21216. const drawRange = geometry.drawRange;
  21217. // Checking boundingSphere distance to ray
  21218. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  21219. _sphere$1.copy( geometry.boundingSphere );
  21220. _sphere$1.applyMatrix4( matrixWorld );
  21221. _sphere$1.radius += threshold;
  21222. if ( raycaster.ray.intersectsSphere( _sphere$1 ) === false ) return;
  21223. //
  21224. _inverseMatrix$1.copy( matrixWorld ).invert();
  21225. _ray$1.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$1 );
  21226. const localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  21227. const localThresholdSq = localThreshold * localThreshold;
  21228. const step = this.isLineSegments ? 2 : 1;
  21229. const index = geometry.index;
  21230. const attributes = geometry.attributes;
  21231. const positionAttribute = attributes.position;
  21232. if ( index !== null ) {
  21233. const start = Math.max( 0, drawRange.start );
  21234. const end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
  21235. for ( let i = start, l = end - 1; i < l; i += step ) {
  21236. const a = index.getX( i );
  21237. const b = index.getX( i + 1 );
  21238. const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, a, b, i );
  21239. if ( intersect ) {
  21240. intersects.push( intersect );
  21241. }
  21242. }
  21243. if ( this.isLineLoop ) {
  21244. const a = index.getX( end - 1 );
  21245. const b = index.getX( start );
  21246. const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, a, b, end - 1 );
  21247. if ( intersect ) {
  21248. intersects.push( intersect );
  21249. }
  21250. }
  21251. } else {
  21252. const start = Math.max( 0, drawRange.start );
  21253. const end = Math.min( positionAttribute.count, ( drawRange.start + drawRange.count ) );
  21254. for ( let i = start, l = end - 1; i < l; i += step ) {
  21255. const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, i, i + 1, i );
  21256. if ( intersect ) {
  21257. intersects.push( intersect );
  21258. }
  21259. }
  21260. if ( this.isLineLoop ) {
  21261. const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, end - 1, start, end - 1 );
  21262. if ( intersect ) {
  21263. intersects.push( intersect );
  21264. }
  21265. }
  21266. }
  21267. }
  21268. /**
  21269. * Sets the values of {@link Line#morphTargetDictionary} and {@link Line#morphTargetInfluences}
  21270. * to make sure existing morph targets can influence this 3D object.
  21271. */
  21272. updateMorphTargets() {
  21273. const geometry = this.geometry;
  21274. const morphAttributes = geometry.morphAttributes;
  21275. const keys = Object.keys( morphAttributes );
  21276. if ( keys.length > 0 ) {
  21277. const morphAttribute = morphAttributes[ keys[ 0 ] ];
  21278. if ( morphAttribute !== undefined ) {
  21279. this.morphTargetInfluences = [];
  21280. this.morphTargetDictionary = {};
  21281. for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  21282. const name = morphAttribute[ m ].name || String( m );
  21283. this.morphTargetInfluences.push( 0 );
  21284. this.morphTargetDictionary[ name ] = m;
  21285. }
  21286. }
  21287. }
  21288. }
  21289. }
  21290. function checkIntersection( object, raycaster, ray, thresholdSq, a, b, i ) {
  21291. const positionAttribute = object.geometry.attributes.position;
  21292. _vStart.fromBufferAttribute( positionAttribute, a );
  21293. _vEnd.fromBufferAttribute( positionAttribute, b );
  21294. const distSq = ray.distanceSqToSegment( _vStart, _vEnd, _intersectPointOnRay, _intersectPointOnSegment );
  21295. if ( distSq > thresholdSq ) return;
  21296. _intersectPointOnRay.applyMatrix4( object.matrixWorld ); // Move back to world space for distance calculation
  21297. const distance = raycaster.ray.origin.distanceTo( _intersectPointOnRay );
  21298. if ( distance < raycaster.near || distance > raycaster.far ) return;
  21299. return {
  21300. distance: distance,
  21301. // What do we want? intersection point on the ray or on the segment??
  21302. // point: raycaster.ray.at( distance ),
  21303. point: _intersectPointOnSegment.clone().applyMatrix4( object.matrixWorld ),
  21304. index: i,
  21305. face: null,
  21306. faceIndex: null,
  21307. barycoord: null,
  21308. object: object
  21309. };
  21310. }
  21311. const _start = /*@__PURE__*/ new Vector3();
  21312. const _end = /*@__PURE__*/ new Vector3();
  21313. /**
  21314. * A series of lines drawn between pairs of vertices.
  21315. *
  21316. * @augments Line
  21317. */
  21318. class LineSegments extends Line {
  21319. /**
  21320. * Constructs a new line segments.
  21321. *
  21322. * @param {BufferGeometry} [geometry] - The line geometry.
  21323. * @param {Material|Array<Material>} [material] - The line material.
  21324. */
  21325. constructor( geometry, material ) {
  21326. super( geometry, material );
  21327. /**
  21328. * This flag can be used for type testing.
  21329. *
  21330. * @type {boolean}
  21331. * @readonly
  21332. * @default true
  21333. */
  21334. this.isLineSegments = true;
  21335. this.type = 'LineSegments';
  21336. }
  21337. computeLineDistances() {
  21338. const geometry = this.geometry;
  21339. // we assume non-indexed geometry
  21340. if ( geometry.index === null ) {
  21341. const positionAttribute = geometry.attributes.position;
  21342. const lineDistances = [];
  21343. for ( let i = 0, l = positionAttribute.count; i < l; i += 2 ) {
  21344. _start.fromBufferAttribute( positionAttribute, i );
  21345. _end.fromBufferAttribute( positionAttribute, i + 1 );
  21346. lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
  21347. lineDistances[ i + 1 ] = lineDistances[ i ] + _start.distanceTo( _end );
  21348. }
  21349. geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  21350. } else {
  21351. warn( 'LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  21352. }
  21353. return this;
  21354. }
  21355. }
  21356. /**
  21357. * A continuous line. This is nearly the same as {@link Line} the only difference
  21358. * is that the last vertex is connected with the first vertex in order to close
  21359. * the line to form a loop.
  21360. *
  21361. * @augments Line
  21362. */
  21363. class LineLoop extends Line {
  21364. /**
  21365. * Constructs a new line loop.
  21366. *
  21367. * @param {BufferGeometry} [geometry] - The line geometry.
  21368. * @param {Material|Array<Material>} [material] - The line material.
  21369. */
  21370. constructor( geometry, material ) {
  21371. super( geometry, material );
  21372. /**
  21373. * This flag can be used for type testing.
  21374. *
  21375. * @type {boolean}
  21376. * @readonly
  21377. * @default true
  21378. */
  21379. this.isLineLoop = true;
  21380. this.type = 'LineLoop';
  21381. }
  21382. }
  21383. /**
  21384. * A material for rendering point primitives.
  21385. *
  21386. * Materials define the appearance of renderable 3D objects.
  21387. *
  21388. * ```js
  21389. * const vertices = [];
  21390. *
  21391. * for ( let i = 0; i < 10000; i ++ ) {
  21392. * const x = THREE.MathUtils.randFloatSpread( 2000 );
  21393. * const y = THREE.MathUtils.randFloatSpread( 2000 );
  21394. * const z = THREE.MathUtils.randFloatSpread( 2000 );
  21395. *
  21396. * vertices.push( x, y, z );
  21397. * }
  21398. *
  21399. * const geometry = new THREE.BufferGeometry();
  21400. * geometry.setAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) );
  21401. * const material = new THREE.PointsMaterial( { color: 0x888888 } );
  21402. * const points = new THREE.Points( geometry, material );
  21403. * scene.add( points );
  21404. * ```
  21405. *
  21406. * @augments Material
  21407. */
  21408. class PointsMaterial extends Material {
  21409. /**
  21410. * Constructs a new points material.
  21411. *
  21412. * @param {Object} [parameters] - An object with one or more properties
  21413. * defining the material's appearance. Any property of the material
  21414. * (including any property from inherited materials) can be passed
  21415. * in here. Color values can be passed any type of value accepted
  21416. * by {@link Color#set}.
  21417. */
  21418. constructor( parameters ) {
  21419. super();
  21420. /**
  21421. * This flag can be used for type testing.
  21422. *
  21423. * @type {boolean}
  21424. * @readonly
  21425. * @default true
  21426. */
  21427. this.isPointsMaterial = true;
  21428. this.type = 'PointsMaterial';
  21429. /**
  21430. * Color of the material.
  21431. *
  21432. * @type {Color}
  21433. * @default (1,1,1)
  21434. */
  21435. this.color = new Color( 0xffffff );
  21436. /**
  21437. * The color map. May optionally include an alpha channel, typically combined
  21438. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  21439. * color is modulated by the diffuse `color`.
  21440. *
  21441. * @type {?Texture}
  21442. * @default null
  21443. */
  21444. this.map = null;
  21445. /**
  21446. * The alpha map is a grayscale texture that controls the opacity across the
  21447. * surface (black: fully transparent; white: fully opaque).
  21448. *
  21449. * Only the color of the texture is used, ignoring the alpha channel if one
  21450. * exists. For RGB and RGBA textures, the renderer will use the green channel
  21451. * when sampling this texture due to the extra bit of precision provided for
  21452. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  21453. * luminance/alpha textures will also still work as expected.
  21454. *
  21455. * @type {?Texture}
  21456. * @default null
  21457. */
  21458. this.alphaMap = null;
  21459. /**
  21460. * Defines the size of the points in pixels.
  21461. *
  21462. * Might be capped if the value exceeds hardware dependent parameters like [gl.ALIASED_POINT_SIZE_RANGE]{@link https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getParamete}.
  21463. *
  21464. * @type {number}
  21465. * @default 1
  21466. */
  21467. this.size = 1;
  21468. /**
  21469. * Specifies whether size of individual points is attenuated by the camera depth (perspective camera only).
  21470. *
  21471. * @type {boolean}
  21472. * @default true
  21473. */
  21474. this.sizeAttenuation = true;
  21475. /**
  21476. * Whether the material is affected by fog or not.
  21477. *
  21478. * @type {boolean}
  21479. * @default true
  21480. */
  21481. this.fog = true;
  21482. this.setValues( parameters );
  21483. }
  21484. copy( source ) {
  21485. super.copy( source );
  21486. this.color.copy( source.color );
  21487. this.map = source.map;
  21488. this.alphaMap = source.alphaMap;
  21489. this.size = source.size;
  21490. this.sizeAttenuation = source.sizeAttenuation;
  21491. this.fog = source.fog;
  21492. return this;
  21493. }
  21494. }
  21495. const _inverseMatrix = /*@__PURE__*/ new Matrix4();
  21496. const _ray = /*@__PURE__*/ new Ray();
  21497. const _sphere = /*@__PURE__*/ new Sphere();
  21498. const _position$2 = /*@__PURE__*/ new Vector3();
  21499. /**
  21500. * A class for displaying points or point clouds.
  21501. *
  21502. * @augments Object3D
  21503. */
  21504. class Points extends Object3D {
  21505. /**
  21506. * Constructs a new point cloud.
  21507. *
  21508. * @param {BufferGeometry} [geometry] - The points geometry.
  21509. * @param {Material|Array<Material>} [material] - The points material.
  21510. */
  21511. constructor( geometry = new BufferGeometry(), material = new PointsMaterial() ) {
  21512. super();
  21513. /**
  21514. * This flag can be used for type testing.
  21515. *
  21516. * @type {boolean}
  21517. * @readonly
  21518. * @default true
  21519. */
  21520. this.isPoints = true;
  21521. this.type = 'Points';
  21522. /**
  21523. * The points geometry.
  21524. *
  21525. * @type {BufferGeometry}
  21526. */
  21527. this.geometry = geometry;
  21528. /**
  21529. * The line material.
  21530. *
  21531. * @type {Material|Array<Material>}
  21532. * @default PointsMaterial
  21533. */
  21534. this.material = material;
  21535. /**
  21536. * A dictionary representing the morph targets in the geometry. The key is the
  21537. * morph targets name, the value its attribute index. This member is `undefined`
  21538. * by default and only set when morph targets are detected in the geometry.
  21539. *
  21540. * @type {Object<String,number>|undefined}
  21541. * @default undefined
  21542. */
  21543. this.morphTargetDictionary = undefined;
  21544. /**
  21545. * An array of weights typically in the range `[0,1]` that specify how much of the morph
  21546. * is applied. This member is `undefined` by default and only set when morph targets are
  21547. * detected in the geometry.
  21548. *
  21549. * @type {Array<number>|undefined}
  21550. * @default undefined
  21551. */
  21552. this.morphTargetInfluences = undefined;
  21553. this.updateMorphTargets();
  21554. }
  21555. copy( source, recursive ) {
  21556. super.copy( source, recursive );
  21557. this.material = Array.isArray( source.material ) ? source.material.slice() : source.material;
  21558. this.geometry = source.geometry;
  21559. return this;
  21560. }
  21561. /**
  21562. * Computes intersection points between a casted ray and this point cloud.
  21563. *
  21564. * @param {Raycaster} raycaster - The raycaster.
  21565. * @param {Array<Object>} intersects - The target array that holds the intersection points.
  21566. */
  21567. raycast( raycaster, intersects ) {
  21568. const geometry = this.geometry;
  21569. const matrixWorld = this.matrixWorld;
  21570. const threshold = raycaster.params.Points.threshold;
  21571. const drawRange = geometry.drawRange;
  21572. // Checking boundingSphere distance to ray
  21573. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  21574. _sphere.copy( geometry.boundingSphere );
  21575. _sphere.applyMatrix4( matrixWorld );
  21576. _sphere.radius += threshold;
  21577. if ( raycaster.ray.intersectsSphere( _sphere ) === false ) return;
  21578. //
  21579. _inverseMatrix.copy( matrixWorld ).invert();
  21580. _ray.copy( raycaster.ray ).applyMatrix4( _inverseMatrix );
  21581. const localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  21582. const localThresholdSq = localThreshold * localThreshold;
  21583. const index = geometry.index;
  21584. const attributes = geometry.attributes;
  21585. const positionAttribute = attributes.position;
  21586. if ( index !== null ) {
  21587. const start = Math.max( 0, drawRange.start );
  21588. const end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
  21589. for ( let i = start, il = end; i < il; i ++ ) {
  21590. const a = index.getX( i );
  21591. _position$2.fromBufferAttribute( positionAttribute, a );
  21592. testPoint( _position$2, a, localThresholdSq, matrixWorld, raycaster, intersects, this );
  21593. }
  21594. } else {
  21595. const start = Math.max( 0, drawRange.start );
  21596. const end = Math.min( positionAttribute.count, ( drawRange.start + drawRange.count ) );
  21597. for ( let i = start, l = end; i < l; i ++ ) {
  21598. _position$2.fromBufferAttribute( positionAttribute, i );
  21599. testPoint( _position$2, i, localThresholdSq, matrixWorld, raycaster, intersects, this );
  21600. }
  21601. }
  21602. }
  21603. /**
  21604. * Sets the values of {@link Points#morphTargetDictionary} and {@link Points#morphTargetInfluences}
  21605. * to make sure existing morph targets can influence this 3D object.
  21606. */
  21607. updateMorphTargets() {
  21608. const geometry = this.geometry;
  21609. const morphAttributes = geometry.morphAttributes;
  21610. const keys = Object.keys( morphAttributes );
  21611. if ( keys.length > 0 ) {
  21612. const morphAttribute = morphAttributes[ keys[ 0 ] ];
  21613. if ( morphAttribute !== undefined ) {
  21614. this.morphTargetInfluences = [];
  21615. this.morphTargetDictionary = {};
  21616. for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  21617. const name = morphAttribute[ m ].name || String( m );
  21618. this.morphTargetInfluences.push( 0 );
  21619. this.morphTargetDictionary[ name ] = m;
  21620. }
  21621. }
  21622. }
  21623. }
  21624. }
  21625. function testPoint( point, index, localThresholdSq, matrixWorld, raycaster, intersects, object ) {
  21626. const rayPointDistanceSq = _ray.distanceSqToPoint( point );
  21627. if ( rayPointDistanceSq < localThresholdSq ) {
  21628. const intersectPoint = new Vector3();
  21629. _ray.closestPointToPoint( point, intersectPoint );
  21630. intersectPoint.applyMatrix4( matrixWorld );
  21631. const distance = raycaster.ray.origin.distanceTo( intersectPoint );
  21632. if ( distance < raycaster.near || distance > raycaster.far ) return;
  21633. intersects.push( {
  21634. distance: distance,
  21635. distanceToRay: Math.sqrt( rayPointDistanceSq ),
  21636. point: intersectPoint,
  21637. index: index,
  21638. face: null,
  21639. faceIndex: null,
  21640. barycoord: null,
  21641. object: object
  21642. } );
  21643. }
  21644. }
  21645. /**
  21646. * A texture for use with a video.
  21647. *
  21648. * ```js
  21649. * // assuming you have created a HTML video element with id="video"
  21650. * const video = document.getElementById( 'video' );
  21651. * const texture = new THREE.VideoTexture( video );
  21652. * ```
  21653. *
  21654. * Note: When using video textures with {@link WebGPURenderer}, {@link Texture#colorSpace} must be
  21655. * set to THREE.SRGBColorSpace.
  21656. *
  21657. * Note: After the initial use of a texture, its dimensions, format, and type
  21658. * cannot be changed. Instead, call {@link Texture#dispose} on the texture and instantiate a new one.
  21659. *
  21660. * @augments Texture
  21661. */
  21662. class VideoTexture extends Texture {
  21663. /**
  21664. * Constructs a new video texture.
  21665. *
  21666. * @param {HTMLVideoElement} video - The video element to use as a data source for the texture.
  21667. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  21668. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  21669. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  21670. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  21671. * @param {number} [minFilter=LinearFilter] - The min filter value.
  21672. * @param {number} [format=RGBAFormat] - The texture format.
  21673. * @param {number} [type=UnsignedByteType] - The texture type.
  21674. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  21675. */
  21676. constructor( video, mapping, wrapS, wrapT, magFilter = LinearFilter, minFilter = LinearFilter, format, type, anisotropy ) {
  21677. super( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  21678. /**
  21679. * This flag can be used for type testing.
  21680. *
  21681. * @type {boolean}
  21682. * @readonly
  21683. * @default true
  21684. */
  21685. this.isVideoTexture = true;
  21686. /**
  21687. * Whether to generate mipmaps (if possible) for a texture.
  21688. *
  21689. * Overwritten and set to `false` by default.
  21690. *
  21691. * @type {boolean}
  21692. * @default false
  21693. */
  21694. this.generateMipmaps = false;
  21695. /**
  21696. * The video frame request callback identifier, which is a positive integer.
  21697. *
  21698. * Value of 0 represents no scheduled rVFC.
  21699. *
  21700. * @private
  21701. * @type {number}
  21702. */
  21703. this._requestVideoFrameCallbackId = 0;
  21704. const scope = this;
  21705. function updateVideo() {
  21706. scope.needsUpdate = true;
  21707. scope._requestVideoFrameCallbackId = video.requestVideoFrameCallback( updateVideo );
  21708. }
  21709. if ( 'requestVideoFrameCallback' in video ) {
  21710. this._requestVideoFrameCallbackId = video.requestVideoFrameCallback( updateVideo );
  21711. }
  21712. }
  21713. clone() {
  21714. return new this.constructor( this.image ).copy( this );
  21715. }
  21716. /**
  21717. * This method is called automatically by the renderer and sets {@link Texture#needsUpdate}
  21718. * to `true` every time a new frame is available.
  21719. *
  21720. * Only relevant if `requestVideoFrameCallback` is not supported in the browser.
  21721. */
  21722. update() {
  21723. const video = this.image;
  21724. const hasVideoFrameCallback = 'requestVideoFrameCallback' in video;
  21725. if ( hasVideoFrameCallback === false && video.readyState >= video.HAVE_CURRENT_DATA ) {
  21726. this.needsUpdate = true;
  21727. }
  21728. }
  21729. dispose() {
  21730. if ( this._requestVideoFrameCallbackId !== 0 ) {
  21731. this.source.data.cancelVideoFrameCallback( this._requestVideoFrameCallbackId );
  21732. }
  21733. super.dispose();
  21734. }
  21735. }
  21736. /**
  21737. * This class can be used as an alternative way to define video data. Instead of using
  21738. * an instance of `HTMLVideoElement` like with `VideoTexture`, `VideoFrameTexture` expects each frame is
  21739. * defined manually via {@link VideoFrameTexture#setFrame}. A typical use case for this module is when
  21740. * video frames are decoded with the WebCodecs API.
  21741. *
  21742. * ```js
  21743. * const texture = new THREE.VideoFrameTexture();
  21744. * texture.setFrame( frame );
  21745. * ```
  21746. *
  21747. * @augments VideoTexture
  21748. */
  21749. class VideoFrameTexture extends VideoTexture {
  21750. /**
  21751. * Constructs a new video frame texture.
  21752. *
  21753. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  21754. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  21755. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  21756. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  21757. * @param {number} [minFilter=LinearFilter] - The min filter value.
  21758. * @param {number} [format=RGBAFormat] - The texture format.
  21759. * @param {number} [type=UnsignedByteType] - The texture type.
  21760. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  21761. */
  21762. constructor( mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  21763. super( {}, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  21764. /**
  21765. * This flag can be used for type testing.
  21766. *
  21767. * @type {boolean}
  21768. * @readonly
  21769. * @default true
  21770. */
  21771. this.isVideoFrameTexture = true;
  21772. }
  21773. /**
  21774. * This method overwritten with an empty implementation since
  21775. * this type of texture is updated via `setFrame()`.
  21776. */
  21777. update() {}
  21778. clone() {
  21779. return new this.constructor().copy( this ); // restoring Texture.clone()
  21780. }
  21781. /**
  21782. * Sets the current frame of the video. This will automatically update the texture
  21783. * so the data can be used for rendering.
  21784. *
  21785. * @param {VideoFrame} frame - The video frame.
  21786. */
  21787. setFrame( frame ) {
  21788. this.image = frame;
  21789. this.needsUpdate = true;
  21790. }
  21791. }
  21792. /**
  21793. * This class can only be used in combination with `copyFramebufferToTexture()` methods
  21794. * of renderers. It extracts the contents of the current bound framebuffer and provides it
  21795. * as a texture for further usage.
  21796. *
  21797. * ```js
  21798. * const pixelRatio = window.devicePixelRatio;
  21799. * const textureSize = 128 * pixelRatio;
  21800. *
  21801. * const frameTexture = new FramebufferTexture( textureSize, textureSize );
  21802. *
  21803. * // calculate start position for copying part of the frame data
  21804. * const vector = new Vector2();
  21805. * vector.x = ( window.innerWidth * pixelRatio / 2 ) - ( textureSize / 2 );
  21806. * vector.y = ( window.innerHeight * pixelRatio / 2 ) - ( textureSize / 2 );
  21807. *
  21808. * renderer.render( scene, camera );
  21809. *
  21810. * // copy part of the rendered frame into the framebuffer texture
  21811. * renderer.copyFramebufferToTexture( frameTexture, vector );
  21812. * ```
  21813. *
  21814. * @augments Texture
  21815. */
  21816. class FramebufferTexture extends Texture {
  21817. /**
  21818. * Constructs a new framebuffer texture.
  21819. *
  21820. * @param {number} [width] - The width of the texture.
  21821. * @param {number} [height] - The height of the texture.
  21822. */
  21823. constructor( width, height ) {
  21824. super( { width, height } );
  21825. /**
  21826. * This flag can be used for type testing.
  21827. *
  21828. * @type {boolean}
  21829. * @readonly
  21830. * @default true
  21831. */
  21832. this.isFramebufferTexture = true;
  21833. /**
  21834. * How the texture is sampled when a texel covers more than one pixel.
  21835. *
  21836. * Overwritten and set to `NearestFilter` by default to disable filtering.
  21837. *
  21838. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  21839. * @default NearestFilter
  21840. */
  21841. this.magFilter = NearestFilter;
  21842. /**
  21843. * How the texture is sampled when a texel covers less than one pixel.
  21844. *
  21845. * Overwritten and set to `NearestFilter` by default to disable filtering.
  21846. *
  21847. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  21848. * @default NearestFilter
  21849. */
  21850. this.minFilter = NearestFilter;
  21851. /**
  21852. * Whether to generate mipmaps (if possible) for a texture.
  21853. *
  21854. * Overwritten and set to `false` by default.
  21855. *
  21856. * @type {boolean}
  21857. * @default false
  21858. */
  21859. this.generateMipmaps = false;
  21860. this.needsUpdate = true;
  21861. }
  21862. }
  21863. /**
  21864. * Creates a texture based on data in compressed form.
  21865. *
  21866. * These texture are usually loaded with {@link CompressedTextureLoader}.
  21867. *
  21868. * @augments Texture
  21869. */
  21870. class CompressedTexture extends Texture {
  21871. /**
  21872. * Constructs a new compressed texture.
  21873. *
  21874. * @param {Array<Object>} mipmaps - This array holds for all mipmaps (including the bases mip)
  21875. * the data and dimensions.
  21876. * @param {number} width - The width of the texture.
  21877. * @param {number} height - The height of the texture.
  21878. * @param {number} [format=RGBAFormat] - The texture format.
  21879. * @param {number} [type=UnsignedByteType] - The texture type.
  21880. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  21881. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  21882. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  21883. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  21884. * @param {number} [minFilter=LinearMipmapLinearFilter] - The min filter value.
  21885. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  21886. * @param {string} [colorSpace=NoColorSpace] - The color space.
  21887. */
  21888. constructor( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, colorSpace ) {
  21889. super( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace );
  21890. /**
  21891. * This flag can be used for type testing.
  21892. *
  21893. * @type {boolean}
  21894. * @readonly
  21895. * @default true
  21896. */
  21897. this.isCompressedTexture = true;
  21898. /**
  21899. * The image property of a compressed texture just defines its dimensions.
  21900. *
  21901. * @type {{width:number,height:number}}
  21902. */
  21903. this.image = { width: width, height: height };
  21904. /**
  21905. * This array holds for all mipmaps (including the bases mip) the data and dimensions.
  21906. *
  21907. * @type {Array<Object>}
  21908. */
  21909. this.mipmaps = mipmaps;
  21910. /**
  21911. * If set to `true`, the texture is flipped along the vertical axis when
  21912. * uploaded to the GPU.
  21913. *
  21914. * Overwritten and set to `false` by default since it is not possible to
  21915. * flip compressed textures.
  21916. *
  21917. * @type {boolean}
  21918. * @default false
  21919. * @readonly
  21920. */
  21921. this.flipY = false;
  21922. /**
  21923. * Whether to generate mipmaps (if possible) for a texture.
  21924. *
  21925. * Overwritten and set to `false` by default since it is not
  21926. * possible to generate mipmaps for compressed data. Mipmaps
  21927. * must be embedded in the compressed texture file.
  21928. *
  21929. * @type {boolean}
  21930. * @default false
  21931. * @readonly
  21932. */
  21933. this.generateMipmaps = false;
  21934. }
  21935. }
  21936. /**
  21937. * Creates a texture 2D array based on data in compressed form.
  21938. *
  21939. * These texture are usually loaded with {@link CompressedTextureLoader}.
  21940. *
  21941. * @augments CompressedTexture
  21942. */
  21943. class CompressedArrayTexture extends CompressedTexture {
  21944. /**
  21945. * Constructs a new compressed array texture.
  21946. *
  21947. * @param {Array<Object>} mipmaps - This array holds for all mipmaps (including the bases mip)
  21948. * the data and dimensions.
  21949. * @param {number} width - The width of the texture.
  21950. * @param {number} height - The height of the texture.
  21951. * @param {number} depth - The depth of the texture.
  21952. * @param {number} [format=RGBAFormat] - The min filter value.
  21953. * @param {number} [type=UnsignedByteType] - The min filter value.
  21954. */
  21955. constructor( mipmaps, width, height, depth, format, type ) {
  21956. super( mipmaps, width, height, format, type );
  21957. /**
  21958. * This flag can be used for type testing.
  21959. *
  21960. * @type {boolean}
  21961. * @readonly
  21962. * @default true
  21963. */
  21964. this.isCompressedArrayTexture = true;
  21965. /**
  21966. * The image property of a compressed texture just defines its dimensions.
  21967. *
  21968. * @name CompressedArrayTexture#image
  21969. * @type {{width:number,height:number,depth:number}}
  21970. */
  21971. this.image.depth = depth;
  21972. /**
  21973. * This defines how the texture is wrapped in the depth and corresponds to
  21974. * *W* in UVW mapping.
  21975. *
  21976. * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}
  21977. * @default ClampToEdgeWrapping
  21978. */
  21979. this.wrapR = ClampToEdgeWrapping;
  21980. /**
  21981. * A set of all layers which need to be updated in the texture.
  21982. *
  21983. * @type {Set<number>}
  21984. */
  21985. this.layerUpdates = new Set();
  21986. }
  21987. /**
  21988. * Describes that a specific layer of the texture needs to be updated.
  21989. * Normally when {@link Texture#needsUpdate} is set to `true`, the
  21990. * entire compressed texture array is sent to the GPU. Marking specific
  21991. * layers will only transmit subsets of all mipmaps associated with a
  21992. * specific depth in the array which is often much more performant.
  21993. *
  21994. * @param {number} layerIndex - The layer index that should be updated.
  21995. */
  21996. addLayerUpdate( layerIndex ) {
  21997. this.layerUpdates.add( layerIndex );
  21998. }
  21999. /**
  22000. * Resets the layer updates registry.
  22001. */
  22002. clearLayerUpdates() {
  22003. this.layerUpdates.clear();
  22004. }
  22005. }
  22006. /**
  22007. * Creates a cube texture based on data in compressed form.
  22008. *
  22009. * These texture are usually loaded with {@link CompressedTextureLoader}.
  22010. *
  22011. * @augments CompressedTexture
  22012. */
  22013. class CompressedCubeTexture extends CompressedTexture {
  22014. /**
  22015. * Constructs a new compressed texture.
  22016. *
  22017. * @param {Array<CompressedTexture>} images - An array of compressed textures.
  22018. * @param {number} [format=RGBAFormat] - The texture format.
  22019. * @param {number} [type=UnsignedByteType] - The texture type.
  22020. */
  22021. constructor( images, format, type ) {
  22022. super( undefined, images[ 0 ].width, images[ 0 ].height, format, type, CubeReflectionMapping );
  22023. /**
  22024. * This flag can be used for type testing.
  22025. *
  22026. * @type {boolean}
  22027. * @readonly
  22028. * @default true
  22029. */
  22030. this.isCompressedCubeTexture = true;
  22031. /**
  22032. * This flag can be used for type testing.
  22033. *
  22034. * @type {boolean}
  22035. * @readonly
  22036. * @default true
  22037. */
  22038. this.isCubeTexture = true;
  22039. this.image = images;
  22040. }
  22041. }
  22042. /**
  22043. * Creates a texture from a canvas element.
  22044. *
  22045. * This is almost the same as the base texture class, except that it sets {@link Texture#needsUpdate}
  22046. * to `true` immediately since a canvas can directly be used for rendering.
  22047. *
  22048. * @augments Texture
  22049. */
  22050. class CanvasTexture extends Texture {
  22051. /**
  22052. * Constructs a new texture.
  22053. *
  22054. * @param {HTMLCanvasElement} [canvas] - The HTML canvas element.
  22055. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  22056. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  22057. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  22058. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  22059. * @param {number} [minFilter=LinearMipmapLinearFilter] - The min filter value.
  22060. * @param {number} [format=RGBAFormat] - The texture format.
  22061. * @param {number} [type=UnsignedByteType] - The texture type.
  22062. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  22063. */
  22064. constructor( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  22065. super( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  22066. /**
  22067. * This flag can be used for type testing.
  22068. *
  22069. * @type {boolean}
  22070. * @readonly
  22071. * @default true
  22072. */
  22073. this.isCanvasTexture = true;
  22074. this.needsUpdate = true;
  22075. }
  22076. }
  22077. /**
  22078. * This class can be used to automatically save the depth information of a
  22079. * rendering into a texture.
  22080. *
  22081. * @augments Texture
  22082. */
  22083. class DepthTexture extends Texture {
  22084. /**
  22085. * Constructs a new depth texture.
  22086. *
  22087. * @param {number} width - The width of the texture.
  22088. * @param {number} height - The height of the texture.
  22089. * @param {number} [type=UnsignedIntType] - The texture type.
  22090. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  22091. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  22092. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  22093. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  22094. * @param {number} [minFilter=LinearFilter] - The min filter value.
  22095. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  22096. * @param {number} [format=DepthFormat] - The texture format.
  22097. * @param {number} [depth=1] - The depth of the texture.
  22098. */
  22099. constructor( width, height, type = UnsignedIntType, mapping, wrapS, wrapT, magFilter = NearestFilter, minFilter = NearestFilter, anisotropy, format = DepthFormat, depth = 1 ) {
  22100. if ( format !== DepthFormat && format !== DepthStencilFormat ) {
  22101. throw new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' );
  22102. }
  22103. const image = { width: width, height: height, depth: depth };
  22104. super( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  22105. /**
  22106. * This flag can be used for type testing.
  22107. *
  22108. * @type {boolean}
  22109. * @readonly
  22110. * @default true
  22111. */
  22112. this.isDepthTexture = true;
  22113. /**
  22114. * If set to `true`, the texture is flipped along the vertical axis when
  22115. * uploaded to the GPU.
  22116. *
  22117. * Overwritten and set to `false` by default.
  22118. *
  22119. * @type {boolean}
  22120. * @default false
  22121. */
  22122. this.flipY = false;
  22123. /**
  22124. * Whether to generate mipmaps (if possible) for a texture.
  22125. *
  22126. * Overwritten and set to `false` by default.
  22127. *
  22128. * @type {boolean}
  22129. * @default false
  22130. */
  22131. this.generateMipmaps = false;
  22132. /**
  22133. * Code corresponding to the depth compare function.
  22134. *
  22135. * @type {?(NeverCompare|LessCompare|EqualCompare|LessEqualCompare|GreaterCompare|NotEqualCompare|GreaterEqualCompare|AlwaysCompare)}
  22136. * @default null
  22137. */
  22138. this.compareFunction = null;
  22139. }
  22140. copy( source ) {
  22141. super.copy( source );
  22142. this.source = new Source( Object.assign( {}, source.image ) ); // see #30540
  22143. this.compareFunction = source.compareFunction;
  22144. return this;
  22145. }
  22146. toJSON( meta ) {
  22147. const data = super.toJSON( meta );
  22148. if ( this.compareFunction !== null ) data.compareFunction = this.compareFunction;
  22149. return data;
  22150. }
  22151. }
  22152. /**
  22153. * Represents a texture created externally with the same renderer context.
  22154. *
  22155. * This may be a texture from a protected media stream, device camera feed,
  22156. * or other data feeds like a depth sensor.
  22157. *
  22158. * Note that this class is only supported in {@link WebGLRenderer}, and in
  22159. * the {@link WebGPURenderer} WebGPU backend.
  22160. *
  22161. * @augments Texture
  22162. */
  22163. class ExternalTexture extends Texture {
  22164. /**
  22165. * Creates a new raw texture.
  22166. *
  22167. * @param {?(WebGLTexture|GPUTexture)} [sourceTexture=null] - The external texture.
  22168. */
  22169. constructor( sourceTexture = null ) {
  22170. super();
  22171. /**
  22172. * The external source texture.
  22173. *
  22174. * @type {?(WebGLTexture|GPUTexture)}
  22175. * @default null
  22176. */
  22177. this.sourceTexture = sourceTexture;
  22178. /**
  22179. * This flag can be used for type testing.
  22180. *
  22181. * @type {boolean}
  22182. * @readonly
  22183. * @default true
  22184. */
  22185. this.isExternalTexture = true;
  22186. }
  22187. copy( source ) {
  22188. super.copy( source );
  22189. this.sourceTexture = source.sourceTexture;
  22190. return this;
  22191. }
  22192. }
  22193. /**
  22194. * A geometry class for representing a capsule.
  22195. *
  22196. * ```js
  22197. * const geometry = new THREE.CapsuleGeometry( 1, 1, 4, 8, 1 );
  22198. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
  22199. * const capsule = new THREE.Mesh( geometry, material );
  22200. * scene.add( capsule );
  22201. * ```
  22202. *
  22203. * @augments BufferGeometry
  22204. */
  22205. class CapsuleGeometry extends BufferGeometry {
  22206. /**
  22207. * Constructs a new capsule geometry.
  22208. *
  22209. * @param {number} [radius=1] - Radius of the capsule.
  22210. * @param {number} [height=1] - Height of the middle section.
  22211. * @param {number} [capSegments=4] - Number of curve segments used to build each cap.
  22212. * @param {number} [radialSegments=8] - Number of segmented faces around the circumference of the capsule. Must be an integer >= 3.
  22213. * @param {number} [heightSegments=1] - Number of rows of faces along the height of the middle section. Must be an integer >= 1.
  22214. */
  22215. constructor( radius = 1, height = 1, capSegments = 4, radialSegments = 8, heightSegments = 1 ) {
  22216. super();
  22217. this.type = 'CapsuleGeometry';
  22218. /**
  22219. * Holds the constructor parameters that have been
  22220. * used to generate the geometry. Any modification
  22221. * after instantiation does not change the geometry.
  22222. *
  22223. * @type {Object}
  22224. */
  22225. this.parameters = {
  22226. radius: radius,
  22227. height: height,
  22228. capSegments: capSegments,
  22229. radialSegments: radialSegments,
  22230. heightSegments: heightSegments,
  22231. };
  22232. height = Math.max( 0, height );
  22233. capSegments = Math.max( 1, Math.floor( capSegments ) );
  22234. radialSegments = Math.max( 3, Math.floor( radialSegments ) );
  22235. heightSegments = Math.max( 1, Math.floor( heightSegments ) );
  22236. // buffers
  22237. const indices = [];
  22238. const vertices = [];
  22239. const normals = [];
  22240. const uvs = [];
  22241. // helper variables
  22242. const halfHeight = height / 2;
  22243. const capArcLength = ( Math.PI / 2 ) * radius;
  22244. const cylinderPartLength = height;
  22245. const totalArcLength = 2 * capArcLength + cylinderPartLength;
  22246. const numVerticalSegments = capSegments * 2 + heightSegments;
  22247. const verticesPerRow = radialSegments + 1;
  22248. const normal = new Vector3();
  22249. const vertex = new Vector3();
  22250. // generate vertices, normals, and uvs
  22251. for ( let iy = 0; iy <= numVerticalSegments; iy ++ ) {
  22252. let currentArcLength = 0;
  22253. let profileY = 0;
  22254. let profileRadius = 0;
  22255. let normalYComponent = 0;
  22256. if ( iy <= capSegments ) {
  22257. // bottom cap
  22258. const segmentProgress = iy / capSegments;
  22259. const angle = ( segmentProgress * Math.PI ) / 2;
  22260. profileY = - halfHeight - radius * Math.cos( angle );
  22261. profileRadius = radius * Math.sin( angle );
  22262. normalYComponent = - radius * Math.cos( angle );
  22263. currentArcLength = segmentProgress * capArcLength;
  22264. } else if ( iy <= capSegments + heightSegments ) {
  22265. // middle section
  22266. const segmentProgress = ( iy - capSegments ) / heightSegments;
  22267. profileY = - halfHeight + segmentProgress * height;
  22268. profileRadius = radius;
  22269. normalYComponent = 0;
  22270. currentArcLength = capArcLength + segmentProgress * cylinderPartLength;
  22271. } else {
  22272. // top cap
  22273. const segmentProgress =
  22274. ( iy - capSegments - heightSegments ) / capSegments;
  22275. const angle = ( segmentProgress * Math.PI ) / 2;
  22276. profileY = halfHeight + radius * Math.sin( angle );
  22277. profileRadius = radius * Math.cos( angle );
  22278. normalYComponent = radius * Math.sin( angle );
  22279. currentArcLength =
  22280. capArcLength + cylinderPartLength + segmentProgress * capArcLength;
  22281. }
  22282. const v = Math.max( 0, Math.min( 1, currentArcLength / totalArcLength ) );
  22283. // special case for the poles
  22284. let uOffset = 0;
  22285. if ( iy === 0 ) {
  22286. uOffset = 0.5 / radialSegments;
  22287. } else if ( iy === numVerticalSegments ) {
  22288. uOffset = -0.5 / radialSegments;
  22289. }
  22290. for ( let ix = 0; ix <= radialSegments; ix ++ ) {
  22291. const u = ix / radialSegments;
  22292. const theta = u * Math.PI * 2;
  22293. const sinTheta = Math.sin( theta );
  22294. const cosTheta = Math.cos( theta );
  22295. // vertex
  22296. vertex.x = - profileRadius * cosTheta;
  22297. vertex.y = profileY;
  22298. vertex.z = profileRadius * sinTheta;
  22299. vertices.push( vertex.x, vertex.y, vertex.z );
  22300. // normal
  22301. normal.set(
  22302. - profileRadius * cosTheta,
  22303. normalYComponent,
  22304. profileRadius * sinTheta
  22305. );
  22306. normal.normalize();
  22307. normals.push( normal.x, normal.y, normal.z );
  22308. // uv
  22309. uvs.push( u + uOffset, v );
  22310. }
  22311. if ( iy > 0 ) {
  22312. const prevIndexRow = ( iy - 1 ) * verticesPerRow;
  22313. for ( let ix = 0; ix < radialSegments; ix ++ ) {
  22314. const i1 = prevIndexRow + ix;
  22315. const i2 = prevIndexRow + ix + 1;
  22316. const i3 = iy * verticesPerRow + ix;
  22317. const i4 = iy * verticesPerRow + ix + 1;
  22318. indices.push( i1, i2, i3 );
  22319. indices.push( i2, i4, i3 );
  22320. }
  22321. }
  22322. }
  22323. // build geometry
  22324. this.setIndex( indices );
  22325. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  22326. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  22327. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  22328. }
  22329. copy( source ) {
  22330. super.copy( source );
  22331. this.parameters = Object.assign( {}, source.parameters );
  22332. return this;
  22333. }
  22334. /**
  22335. * Factory method for creating an instance of this class from the given
  22336. * JSON object.
  22337. *
  22338. * @param {Object} data - A JSON object representing the serialized geometry.
  22339. * @return {CapsuleGeometry} A new instance.
  22340. */
  22341. static fromJSON( data ) {
  22342. return new CapsuleGeometry( data.radius, data.height, data.capSegments, data.radialSegments, data.heightSegments );
  22343. }
  22344. }
  22345. /**
  22346. * A simple shape of Euclidean geometry. It is constructed from a
  22347. * number of triangular segments that are oriented around a central point and
  22348. * extend as far out as a given radius. It is built counter-clockwise from a
  22349. * start angle and a given central angle. It can also be used to create
  22350. * regular polygons, where the number of segments determines the number of
  22351. * sides.
  22352. *
  22353. * ```js
  22354. * const geometry = new THREE.CircleGeometry( 5, 32 );
  22355. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  22356. * const circle = new THREE.Mesh( geometry, material );
  22357. * scene.add( circle )
  22358. * ```
  22359. *
  22360. * @augments BufferGeometry
  22361. */
  22362. class CircleGeometry extends BufferGeometry {
  22363. /**
  22364. * Constructs a new circle geometry.
  22365. *
  22366. * @param {number} [radius=1] - Radius of the circle.
  22367. * @param {number} [segments=32] - Number of segments (triangles), minimum = `3`.
  22368. * @param {number} [thetaStart=0] - Start angle for first segment in radians.
  22369. * @param {number} [thetaLength=Math.PI*2] - The central angle, often called theta,
  22370. * of the circular sector in radians. The default value results in a complete circle.
  22371. */
  22372. constructor( radius = 1, segments = 32, thetaStart = 0, thetaLength = Math.PI * 2 ) {
  22373. super();
  22374. this.type = 'CircleGeometry';
  22375. /**
  22376. * Holds the constructor parameters that have been
  22377. * used to generate the geometry. Any modification
  22378. * after instantiation does not change the geometry.
  22379. *
  22380. * @type {Object}
  22381. */
  22382. this.parameters = {
  22383. radius: radius,
  22384. segments: segments,
  22385. thetaStart: thetaStart,
  22386. thetaLength: thetaLength
  22387. };
  22388. segments = Math.max( 3, segments );
  22389. // buffers
  22390. const indices = [];
  22391. const vertices = [];
  22392. const normals = [];
  22393. const uvs = [];
  22394. // helper variables
  22395. const vertex = new Vector3();
  22396. const uv = new Vector2();
  22397. // center point
  22398. vertices.push( 0, 0, 0 );
  22399. normals.push( 0, 0, 1 );
  22400. uvs.push( 0.5, 0.5 );
  22401. for ( let s = 0, i = 3; s <= segments; s ++, i += 3 ) {
  22402. const segment = thetaStart + s / segments * thetaLength;
  22403. // vertex
  22404. vertex.x = radius * Math.cos( segment );
  22405. vertex.y = radius * Math.sin( segment );
  22406. vertices.push( vertex.x, vertex.y, vertex.z );
  22407. // normal
  22408. normals.push( 0, 0, 1 );
  22409. // uvs
  22410. uv.x = ( vertices[ i ] / radius + 1 ) / 2;
  22411. uv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2;
  22412. uvs.push( uv.x, uv.y );
  22413. }
  22414. // indices
  22415. for ( let i = 1; i <= segments; i ++ ) {
  22416. indices.push( i, i + 1, 0 );
  22417. }
  22418. // build geometry
  22419. this.setIndex( indices );
  22420. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  22421. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  22422. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  22423. }
  22424. copy( source ) {
  22425. super.copy( source );
  22426. this.parameters = Object.assign( {}, source.parameters );
  22427. return this;
  22428. }
  22429. /**
  22430. * Factory method for creating an instance of this class from the given
  22431. * JSON object.
  22432. *
  22433. * @param {Object} data - A JSON object representing the serialized geometry.
  22434. * @return {CircleGeometry} A new instance.
  22435. */
  22436. static fromJSON( data ) {
  22437. return new CircleGeometry( data.radius, data.segments, data.thetaStart, data.thetaLength );
  22438. }
  22439. }
  22440. /**
  22441. * A geometry class for representing a cylinder.
  22442. *
  22443. * ```js
  22444. * const geometry = new THREE.CylinderGeometry( 5, 5, 20, 32 );
  22445. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  22446. * const cylinder = new THREE.Mesh( geometry, material );
  22447. * scene.add( cylinder );
  22448. * ```
  22449. *
  22450. * @augments BufferGeometry
  22451. */
  22452. class CylinderGeometry extends BufferGeometry {
  22453. /**
  22454. * Constructs a new cylinder geometry.
  22455. *
  22456. * @param {number} [radiusTop=1] - Radius of the cylinder at the top.
  22457. * @param {number} [radiusBottom=1] - Radius of the cylinder at the bottom.
  22458. * @param {number} [height=1] - Height of the cylinder.
  22459. * @param {number} [radialSegments=32] - Number of segmented faces around the circumference of the cylinder.
  22460. * @param {number} [heightSegments=1] - Number of rows of faces along the height of the cylinder.
  22461. * @param {boolean} [openEnded=false] - Whether the base of the cylinder is open or capped.
  22462. * @param {number} [thetaStart=0] - Start angle for first segment, in radians.
  22463. * @param {number} [thetaLength=Math.PI*2] - The central angle, often called theta, of the circular sector, in radians.
  22464. * The default value results in a complete cylinder.
  22465. */
  22466. constructor( radiusTop = 1, radiusBottom = 1, height = 1, radialSegments = 32, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2 ) {
  22467. super();
  22468. this.type = 'CylinderGeometry';
  22469. /**
  22470. * Holds the constructor parameters that have been
  22471. * used to generate the geometry. Any modification
  22472. * after instantiation does not change the geometry.
  22473. *
  22474. * @type {Object}
  22475. */
  22476. this.parameters = {
  22477. radiusTop: radiusTop,
  22478. radiusBottom: radiusBottom,
  22479. height: height,
  22480. radialSegments: radialSegments,
  22481. heightSegments: heightSegments,
  22482. openEnded: openEnded,
  22483. thetaStart: thetaStart,
  22484. thetaLength: thetaLength
  22485. };
  22486. const scope = this;
  22487. radialSegments = Math.floor( radialSegments );
  22488. heightSegments = Math.floor( heightSegments );
  22489. // buffers
  22490. const indices = [];
  22491. const vertices = [];
  22492. const normals = [];
  22493. const uvs = [];
  22494. // helper variables
  22495. let index = 0;
  22496. const indexArray = [];
  22497. const halfHeight = height / 2;
  22498. let groupStart = 0;
  22499. // generate geometry
  22500. generateTorso();
  22501. if ( openEnded === false ) {
  22502. if ( radiusTop > 0 ) generateCap( true );
  22503. if ( radiusBottom > 0 ) generateCap( false );
  22504. }
  22505. // build geometry
  22506. this.setIndex( indices );
  22507. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  22508. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  22509. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  22510. function generateTorso() {
  22511. const normal = new Vector3();
  22512. const vertex = new Vector3();
  22513. let groupCount = 0;
  22514. // this will be used to calculate the normal
  22515. const slope = ( radiusBottom - radiusTop ) / height;
  22516. // generate vertices, normals and uvs
  22517. for ( let y = 0; y <= heightSegments; y ++ ) {
  22518. const indexRow = [];
  22519. const v = y / heightSegments;
  22520. // calculate the radius of the current row
  22521. const radius = v * ( radiusBottom - radiusTop ) + radiusTop;
  22522. for ( let x = 0; x <= radialSegments; x ++ ) {
  22523. const u = x / radialSegments;
  22524. const theta = u * thetaLength + thetaStart;
  22525. const sinTheta = Math.sin( theta );
  22526. const cosTheta = Math.cos( theta );
  22527. // vertex
  22528. vertex.x = radius * sinTheta;
  22529. vertex.y = - v * height + halfHeight;
  22530. vertex.z = radius * cosTheta;
  22531. vertices.push( vertex.x, vertex.y, vertex.z );
  22532. // normal
  22533. normal.set( sinTheta, slope, cosTheta ).normalize();
  22534. normals.push( normal.x, normal.y, normal.z );
  22535. // uv
  22536. uvs.push( u, 1 - v );
  22537. // save index of vertex in respective row
  22538. indexRow.push( index ++ );
  22539. }
  22540. // now save vertices of the row in our index array
  22541. indexArray.push( indexRow );
  22542. }
  22543. // generate indices
  22544. for ( let x = 0; x < radialSegments; x ++ ) {
  22545. for ( let y = 0; y < heightSegments; y ++ ) {
  22546. // we use the index array to access the correct indices
  22547. const a = indexArray[ y ][ x ];
  22548. const b = indexArray[ y + 1 ][ x ];
  22549. const c = indexArray[ y + 1 ][ x + 1 ];
  22550. const d = indexArray[ y ][ x + 1 ];
  22551. // faces
  22552. if ( radiusTop > 0 || y !== 0 ) {
  22553. indices.push( a, b, d );
  22554. groupCount += 3;
  22555. }
  22556. if ( radiusBottom > 0 || y !== heightSegments - 1 ) {
  22557. indices.push( b, c, d );
  22558. groupCount += 3;
  22559. }
  22560. }
  22561. }
  22562. // add a group to the geometry. this will ensure multi material support
  22563. scope.addGroup( groupStart, groupCount, 0 );
  22564. // calculate new start value for groups
  22565. groupStart += groupCount;
  22566. }
  22567. function generateCap( top ) {
  22568. // save the index of the first center vertex
  22569. const centerIndexStart = index;
  22570. const uv = new Vector2();
  22571. const vertex = new Vector3();
  22572. let groupCount = 0;
  22573. const radius = ( top === true ) ? radiusTop : radiusBottom;
  22574. const sign = ( top === true ) ? 1 : -1;
  22575. // first we generate the center vertex data of the cap.
  22576. // because the geometry needs one set of uvs per face,
  22577. // we must generate a center vertex per face/segment
  22578. for ( let x = 1; x <= radialSegments; x ++ ) {
  22579. // vertex
  22580. vertices.push( 0, halfHeight * sign, 0 );
  22581. // normal
  22582. normals.push( 0, sign, 0 );
  22583. // uv
  22584. uvs.push( 0.5, 0.5 );
  22585. // increase index
  22586. index ++;
  22587. }
  22588. // save the index of the last center vertex
  22589. const centerIndexEnd = index;
  22590. // now we generate the surrounding vertices, normals and uvs
  22591. for ( let x = 0; x <= radialSegments; x ++ ) {
  22592. const u = x / radialSegments;
  22593. const theta = u * thetaLength + thetaStart;
  22594. const cosTheta = Math.cos( theta );
  22595. const sinTheta = Math.sin( theta );
  22596. // vertex
  22597. vertex.x = radius * sinTheta;
  22598. vertex.y = halfHeight * sign;
  22599. vertex.z = radius * cosTheta;
  22600. vertices.push( vertex.x, vertex.y, vertex.z );
  22601. // normal
  22602. normals.push( 0, sign, 0 );
  22603. // uv
  22604. uv.x = ( cosTheta * 0.5 ) + 0.5;
  22605. uv.y = ( sinTheta * 0.5 * sign ) + 0.5;
  22606. uvs.push( uv.x, uv.y );
  22607. // increase index
  22608. index ++;
  22609. }
  22610. // generate indices
  22611. for ( let x = 0; x < radialSegments; x ++ ) {
  22612. const c = centerIndexStart + x;
  22613. const i = centerIndexEnd + x;
  22614. if ( top === true ) {
  22615. // face top
  22616. indices.push( i, i + 1, c );
  22617. } else {
  22618. // face bottom
  22619. indices.push( i + 1, i, c );
  22620. }
  22621. groupCount += 3;
  22622. }
  22623. // add a group to the geometry. this will ensure multi material support
  22624. scope.addGroup( groupStart, groupCount, top === true ? 1 : 2 );
  22625. // calculate new start value for groups
  22626. groupStart += groupCount;
  22627. }
  22628. }
  22629. copy( source ) {
  22630. super.copy( source );
  22631. this.parameters = Object.assign( {}, source.parameters );
  22632. return this;
  22633. }
  22634. /**
  22635. * Factory method for creating an instance of this class from the given
  22636. * JSON object.
  22637. *
  22638. * @param {Object} data - A JSON object representing the serialized geometry.
  22639. * @return {CylinderGeometry} A new instance.
  22640. */
  22641. static fromJSON( data ) {
  22642. return new CylinderGeometry( data.radiusTop, data.radiusBottom, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength );
  22643. }
  22644. }
  22645. /**
  22646. * A geometry class for representing a cone.
  22647. *
  22648. * ```js
  22649. * const geometry = new THREE.ConeGeometry( 5, 20, 32 );
  22650. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  22651. * const cone = new THREE.Mesh(geometry, material );
  22652. * scene.add( cone );
  22653. * ```
  22654. *
  22655. * @augments CylinderGeometry
  22656. */
  22657. class ConeGeometry extends CylinderGeometry {
  22658. /**
  22659. * Constructs a new cone geometry.
  22660. *
  22661. * @param {number} [radius=1] - Radius of the cone base.
  22662. * @param {number} [height=1] - Height of the cone.
  22663. * @param {number} [radialSegments=32] - Number of segmented faces around the circumference of the cone.
  22664. * @param {number} [heightSegments=1] - Number of rows of faces along the height of the cone.
  22665. * @param {boolean} [openEnded=false] - Whether the base of the cone is open or capped.
  22666. * @param {number} [thetaStart=0] - Start angle for first segment, in radians.
  22667. * @param {number} [thetaLength=Math.PI*2] - The central angle, often called theta, of the circular sector, in radians.
  22668. * The default value results in a complete cone.
  22669. */
  22670. constructor( radius = 1, height = 1, radialSegments = 32, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2 ) {
  22671. super( 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
  22672. this.type = 'ConeGeometry';
  22673. /**
  22674. * Holds the constructor parameters that have been
  22675. * used to generate the geometry. Any modification
  22676. * after instantiation does not change the geometry.
  22677. *
  22678. * @type {Object}
  22679. */
  22680. this.parameters = {
  22681. radius: radius,
  22682. height: height,
  22683. radialSegments: radialSegments,
  22684. heightSegments: heightSegments,
  22685. openEnded: openEnded,
  22686. thetaStart: thetaStart,
  22687. thetaLength: thetaLength
  22688. };
  22689. }
  22690. /**
  22691. * Factory method for creating an instance of this class from the given
  22692. * JSON object.
  22693. *
  22694. * @param {Object} data - A JSON object representing the serialized geometry.
  22695. * @return {ConeGeometry} A new instance.
  22696. */
  22697. static fromJSON( data ) {
  22698. return new ConeGeometry( data.radius, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength );
  22699. }
  22700. }
  22701. /**
  22702. * A polyhedron is a solid in three dimensions with flat faces. This class
  22703. * will take an array of vertices, project them onto a sphere, and then
  22704. * divide them up to the desired level of detail.
  22705. *
  22706. * @augments BufferGeometry
  22707. */
  22708. class PolyhedronGeometry extends BufferGeometry {
  22709. /**
  22710. * Constructs a new polyhedron geometry.
  22711. *
  22712. * @param {Array<number>} [vertices] - A flat array of vertices describing the base shape.
  22713. * @param {Array<number>} [indices] - A flat array of indices describing the base shape.
  22714. * @param {number} [radius=1] - The radius of the shape.
  22715. * @param {number} [detail=0] - How many levels to subdivide the geometry. The more detail, the smoother the shape.
  22716. */
  22717. constructor( vertices = [], indices = [], radius = 1, detail = 0 ) {
  22718. super();
  22719. this.type = 'PolyhedronGeometry';
  22720. /**
  22721. * Holds the constructor parameters that have been
  22722. * used to generate the geometry. Any modification
  22723. * after instantiation does not change the geometry.
  22724. *
  22725. * @type {Object}
  22726. */
  22727. this.parameters = {
  22728. vertices: vertices,
  22729. indices: indices,
  22730. radius: radius,
  22731. detail: detail
  22732. };
  22733. // default buffer data
  22734. const vertexBuffer = [];
  22735. const uvBuffer = [];
  22736. // the subdivision creates the vertex buffer data
  22737. subdivide( detail );
  22738. // all vertices should lie on a conceptual sphere with a given radius
  22739. applyRadius( radius );
  22740. // finally, create the uv data
  22741. generateUVs();
  22742. // build non-indexed geometry
  22743. this.setAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) );
  22744. this.setAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) );
  22745. this.setAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) );
  22746. if ( detail === 0 ) {
  22747. this.computeVertexNormals(); // flat normals
  22748. } else {
  22749. this.normalizeNormals(); // smooth normals
  22750. }
  22751. // helper functions
  22752. function subdivide( detail ) {
  22753. const a = new Vector3();
  22754. const b = new Vector3();
  22755. const c = new Vector3();
  22756. // iterate over all faces and apply a subdivision with the given detail value
  22757. for ( let i = 0; i < indices.length; i += 3 ) {
  22758. // get the vertices of the face
  22759. getVertexByIndex( indices[ i + 0 ], a );
  22760. getVertexByIndex( indices[ i + 1 ], b );
  22761. getVertexByIndex( indices[ i + 2 ], c );
  22762. // perform subdivision
  22763. subdivideFace( a, b, c, detail );
  22764. }
  22765. }
  22766. function subdivideFace( a, b, c, detail ) {
  22767. const cols = detail + 1;
  22768. // we use this multidimensional array as a data structure for creating the subdivision
  22769. const v = [];
  22770. // construct all of the vertices for this subdivision
  22771. for ( let i = 0; i <= cols; i ++ ) {
  22772. v[ i ] = [];
  22773. const aj = a.clone().lerp( c, i / cols );
  22774. const bj = b.clone().lerp( c, i / cols );
  22775. const rows = cols - i;
  22776. for ( let j = 0; j <= rows; j ++ ) {
  22777. if ( j === 0 && i === cols ) {
  22778. v[ i ][ j ] = aj;
  22779. } else {
  22780. v[ i ][ j ] = aj.clone().lerp( bj, j / rows );
  22781. }
  22782. }
  22783. }
  22784. // construct all of the faces
  22785. for ( let i = 0; i < cols; i ++ ) {
  22786. for ( let j = 0; j < 2 * ( cols - i ) - 1; j ++ ) {
  22787. const k = Math.floor( j / 2 );
  22788. if ( j % 2 === 0 ) {
  22789. pushVertex( v[ i ][ k + 1 ] );
  22790. pushVertex( v[ i + 1 ][ k ] );
  22791. pushVertex( v[ i ][ k ] );
  22792. } else {
  22793. pushVertex( v[ i ][ k + 1 ] );
  22794. pushVertex( v[ i + 1 ][ k + 1 ] );
  22795. pushVertex( v[ i + 1 ][ k ] );
  22796. }
  22797. }
  22798. }
  22799. }
  22800. function applyRadius( radius ) {
  22801. const vertex = new Vector3();
  22802. // iterate over the entire buffer and apply the radius to each vertex
  22803. for ( let i = 0; i < vertexBuffer.length; i += 3 ) {
  22804. vertex.x = vertexBuffer[ i + 0 ];
  22805. vertex.y = vertexBuffer[ i + 1 ];
  22806. vertex.z = vertexBuffer[ i + 2 ];
  22807. vertex.normalize().multiplyScalar( radius );
  22808. vertexBuffer[ i + 0 ] = vertex.x;
  22809. vertexBuffer[ i + 1 ] = vertex.y;
  22810. vertexBuffer[ i + 2 ] = vertex.z;
  22811. }
  22812. }
  22813. function generateUVs() {
  22814. const vertex = new Vector3();
  22815. for ( let i = 0; i < vertexBuffer.length; i += 3 ) {
  22816. vertex.x = vertexBuffer[ i + 0 ];
  22817. vertex.y = vertexBuffer[ i + 1 ];
  22818. vertex.z = vertexBuffer[ i + 2 ];
  22819. const u = azimuth( vertex ) / 2 / Math.PI + 0.5;
  22820. const v = inclination( vertex ) / Math.PI + 0.5;
  22821. uvBuffer.push( u, 1 - v );
  22822. }
  22823. correctUVs();
  22824. correctSeam();
  22825. }
  22826. function correctSeam() {
  22827. // handle case when face straddles the seam, see #3269
  22828. for ( let i = 0; i < uvBuffer.length; i += 6 ) {
  22829. // uv data of a single face
  22830. const x0 = uvBuffer[ i + 0 ];
  22831. const x1 = uvBuffer[ i + 2 ];
  22832. const x2 = uvBuffer[ i + 4 ];
  22833. const max = Math.max( x0, x1, x2 );
  22834. const min = Math.min( x0, x1, x2 );
  22835. // 0.9 is somewhat arbitrary
  22836. if ( max > 0.9 && min < 0.1 ) {
  22837. if ( x0 < 0.2 ) uvBuffer[ i + 0 ] += 1;
  22838. if ( x1 < 0.2 ) uvBuffer[ i + 2 ] += 1;
  22839. if ( x2 < 0.2 ) uvBuffer[ i + 4 ] += 1;
  22840. }
  22841. }
  22842. }
  22843. function pushVertex( vertex ) {
  22844. vertexBuffer.push( vertex.x, vertex.y, vertex.z );
  22845. }
  22846. function getVertexByIndex( index, vertex ) {
  22847. const stride = index * 3;
  22848. vertex.x = vertices[ stride + 0 ];
  22849. vertex.y = vertices[ stride + 1 ];
  22850. vertex.z = vertices[ stride + 2 ];
  22851. }
  22852. function correctUVs() {
  22853. const a = new Vector3();
  22854. const b = new Vector3();
  22855. const c = new Vector3();
  22856. const centroid = new Vector3();
  22857. const uvA = new Vector2();
  22858. const uvB = new Vector2();
  22859. const uvC = new Vector2();
  22860. for ( let i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6 ) {
  22861. a.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] );
  22862. b.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] );
  22863. c.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] );
  22864. uvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] );
  22865. uvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] );
  22866. uvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] );
  22867. centroid.copy( a ).add( b ).add( c ).divideScalar( 3 );
  22868. const azi = azimuth( centroid );
  22869. correctUV( uvA, j + 0, a, azi );
  22870. correctUV( uvB, j + 2, b, azi );
  22871. correctUV( uvC, j + 4, c, azi );
  22872. }
  22873. }
  22874. function correctUV( uv, stride, vector, azimuth ) {
  22875. if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) {
  22876. uvBuffer[ stride ] = uv.x - 1;
  22877. }
  22878. if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) {
  22879. uvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5;
  22880. }
  22881. }
  22882. // Angle around the Y axis, counter-clockwise when looking from above.
  22883. function azimuth( vector ) {
  22884. return Math.atan2( vector.z, - vector.x );
  22885. }
  22886. // Angle above the XZ plane.
  22887. function inclination( vector ) {
  22888. return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );
  22889. }
  22890. }
  22891. copy( source ) {
  22892. super.copy( source );
  22893. this.parameters = Object.assign( {}, source.parameters );
  22894. return this;
  22895. }
  22896. /**
  22897. * Factory method for creating an instance of this class from the given
  22898. * JSON object.
  22899. *
  22900. * @param {Object} data - A JSON object representing the serialized geometry.
  22901. * @return {PolyhedronGeometry} A new instance.
  22902. */
  22903. static fromJSON( data ) {
  22904. return new PolyhedronGeometry( data.vertices, data.indices, data.radius, data.details );
  22905. }
  22906. }
  22907. /**
  22908. * A geometry class for representing a dodecahedron.
  22909. *
  22910. * ```js
  22911. * const geometry = new THREE.DodecahedronGeometry();
  22912. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  22913. * const dodecahedron = new THREE.Mesh( geometry, material );
  22914. * scene.add( dodecahedron );
  22915. * ```
  22916. *
  22917. * @augments PolyhedronGeometry
  22918. */
  22919. class DodecahedronGeometry extends PolyhedronGeometry {
  22920. /**
  22921. * Constructs a new dodecahedron geometry.
  22922. *
  22923. * @param {number} [radius=1] - Radius of the dodecahedron.
  22924. * @param {number} [detail=0] - Setting this to a value greater than `0` adds vertices making it no longer a dodecahedron.
  22925. */
  22926. constructor( radius = 1, detail = 0 ) {
  22927. const t = ( 1 + Math.sqrt( 5 ) ) / 2;
  22928. const r = 1 / t;
  22929. const vertices = [
  22930. // (±1, ±1, ±1)
  22931. -1, -1, -1, -1, -1, 1,
  22932. -1, 1, -1, -1, 1, 1,
  22933. 1, -1, -1, 1, -1, 1,
  22934. 1, 1, -1, 1, 1, 1,
  22935. // (0, ±1/φ, ±φ)
  22936. 0, - r, - t, 0, - r, t,
  22937. 0, r, - t, 0, r, t,
  22938. // (±1/φ, ±φ, 0)
  22939. - r, - t, 0, - r, t, 0,
  22940. r, - t, 0, r, t, 0,
  22941. // (±φ, 0, ±1/φ)
  22942. - t, 0, - r, t, 0, - r,
  22943. - t, 0, r, t, 0, r
  22944. ];
  22945. const indices = [
  22946. 3, 11, 7, 3, 7, 15, 3, 15, 13,
  22947. 7, 19, 17, 7, 17, 6, 7, 6, 15,
  22948. 17, 4, 8, 17, 8, 10, 17, 10, 6,
  22949. 8, 0, 16, 8, 16, 2, 8, 2, 10,
  22950. 0, 12, 1, 0, 1, 18, 0, 18, 16,
  22951. 6, 10, 2, 6, 2, 13, 6, 13, 15,
  22952. 2, 16, 18, 2, 18, 3, 2, 3, 13,
  22953. 18, 1, 9, 18, 9, 11, 18, 11, 3,
  22954. 4, 14, 12, 4, 12, 0, 4, 0, 8,
  22955. 11, 9, 5, 11, 5, 19, 11, 19, 7,
  22956. 19, 5, 14, 19, 14, 4, 19, 4, 17,
  22957. 1, 12, 14, 1, 14, 5, 1, 5, 9
  22958. ];
  22959. super( vertices, indices, radius, detail );
  22960. this.type = 'DodecahedronGeometry';
  22961. /**
  22962. * Holds the constructor parameters that have been
  22963. * used to generate the geometry. Any modification
  22964. * after instantiation does not change the geometry.
  22965. *
  22966. * @type {Object}
  22967. */
  22968. this.parameters = {
  22969. radius: radius,
  22970. detail: detail
  22971. };
  22972. }
  22973. /**
  22974. * Factory method for creating an instance of this class from the given
  22975. * JSON object.
  22976. *
  22977. * @param {Object} data - A JSON object representing the serialized geometry.
  22978. * @return {DodecahedronGeometry} A new instance.
  22979. */
  22980. static fromJSON( data ) {
  22981. return new DodecahedronGeometry( data.radius, data.detail );
  22982. }
  22983. }
  22984. const _v0 = /*@__PURE__*/ new Vector3();
  22985. const _v1$1 = /*@__PURE__*/ new Vector3();
  22986. const _normal = /*@__PURE__*/ new Vector3();
  22987. const _triangle = /*@__PURE__*/ new Triangle();
  22988. /**
  22989. * Can be used as a helper object to view the edges of a geometry.
  22990. *
  22991. * ```js
  22992. * const geometry = new THREE.BoxGeometry();
  22993. * const edges = new THREE.EdgesGeometry( geometry );
  22994. * const line = new THREE.LineSegments( edges );
  22995. * scene.add( line );
  22996. * ```
  22997. *
  22998. * Note: It is not yet possible to serialize/deserialize instances of this class.
  22999. *
  23000. * @augments BufferGeometry
  23001. */
  23002. class EdgesGeometry extends BufferGeometry {
  23003. /**
  23004. * Constructs a new edges geometry.
  23005. *
  23006. * @param {?BufferGeometry} [geometry=null] - The geometry.
  23007. * @param {number} [thresholdAngle=1] - An edge is only rendered if the angle (in degrees)
  23008. * between the face normals of the adjoining faces exceeds this value.
  23009. */
  23010. constructor( geometry = null, thresholdAngle = 1 ) {
  23011. super();
  23012. this.type = 'EdgesGeometry';
  23013. /**
  23014. * Holds the constructor parameters that have been
  23015. * used to generate the geometry. Any modification
  23016. * after instantiation does not change the geometry.
  23017. *
  23018. * @type {Object}
  23019. */
  23020. this.parameters = {
  23021. geometry: geometry,
  23022. thresholdAngle: thresholdAngle
  23023. };
  23024. if ( geometry !== null ) {
  23025. const precisionPoints = 4;
  23026. const precision = Math.pow( 10, precisionPoints );
  23027. const thresholdDot = Math.cos( DEG2RAD * thresholdAngle );
  23028. const indexAttr = geometry.getIndex();
  23029. const positionAttr = geometry.getAttribute( 'position' );
  23030. const indexCount = indexAttr ? indexAttr.count : positionAttr.count;
  23031. const indexArr = [ 0, 0, 0 ];
  23032. const vertKeys = [ 'a', 'b', 'c' ];
  23033. const hashes = new Array( 3 );
  23034. const edgeData = {};
  23035. const vertices = [];
  23036. for ( let i = 0; i < indexCount; i += 3 ) {
  23037. if ( indexAttr ) {
  23038. indexArr[ 0 ] = indexAttr.getX( i );
  23039. indexArr[ 1 ] = indexAttr.getX( i + 1 );
  23040. indexArr[ 2 ] = indexAttr.getX( i + 2 );
  23041. } else {
  23042. indexArr[ 0 ] = i;
  23043. indexArr[ 1 ] = i + 1;
  23044. indexArr[ 2 ] = i + 2;
  23045. }
  23046. const { a, b, c } = _triangle;
  23047. a.fromBufferAttribute( positionAttr, indexArr[ 0 ] );
  23048. b.fromBufferAttribute( positionAttr, indexArr[ 1 ] );
  23049. c.fromBufferAttribute( positionAttr, indexArr[ 2 ] );
  23050. _triangle.getNormal( _normal );
  23051. // create hashes for the edge from the vertices
  23052. hashes[ 0 ] = `${ Math.round( a.x * precision ) },${ Math.round( a.y * precision ) },${ Math.round( a.z * precision ) }`;
  23053. hashes[ 1 ] = `${ Math.round( b.x * precision ) },${ Math.round( b.y * precision ) },${ Math.round( b.z * precision ) }`;
  23054. hashes[ 2 ] = `${ Math.round( c.x * precision ) },${ Math.round( c.y * precision ) },${ Math.round( c.z * precision ) }`;
  23055. // skip degenerate triangles
  23056. if ( hashes[ 0 ] === hashes[ 1 ] || hashes[ 1 ] === hashes[ 2 ] || hashes[ 2 ] === hashes[ 0 ] ) {
  23057. continue;
  23058. }
  23059. // iterate over every edge
  23060. for ( let j = 0; j < 3; j ++ ) {
  23061. // get the first and next vertex making up the edge
  23062. const jNext = ( j + 1 ) % 3;
  23063. const vecHash0 = hashes[ j ];
  23064. const vecHash1 = hashes[ jNext ];
  23065. const v0 = _triangle[ vertKeys[ j ] ];
  23066. const v1 = _triangle[ vertKeys[ jNext ] ];
  23067. const hash = `${ vecHash0 }_${ vecHash1 }`;
  23068. const reverseHash = `${ vecHash1 }_${ vecHash0 }`;
  23069. if ( reverseHash in edgeData && edgeData[ reverseHash ] ) {
  23070. // if we found a sibling edge add it into the vertex array if
  23071. // it meets the angle threshold and delete the edge from the map.
  23072. if ( _normal.dot( edgeData[ reverseHash ].normal ) <= thresholdDot ) {
  23073. vertices.push( v0.x, v0.y, v0.z );
  23074. vertices.push( v1.x, v1.y, v1.z );
  23075. }
  23076. edgeData[ reverseHash ] = null;
  23077. } else if ( ! ( hash in edgeData ) ) {
  23078. // if we've already got an edge here then skip adding a new one
  23079. edgeData[ hash ] = {
  23080. index0: indexArr[ j ],
  23081. index1: indexArr[ jNext ],
  23082. normal: _normal.clone(),
  23083. };
  23084. }
  23085. }
  23086. }
  23087. // iterate over all remaining, unmatched edges and add them to the vertex array
  23088. for ( const key in edgeData ) {
  23089. if ( edgeData[ key ] ) {
  23090. const { index0, index1 } = edgeData[ key ];
  23091. _v0.fromBufferAttribute( positionAttr, index0 );
  23092. _v1$1.fromBufferAttribute( positionAttr, index1 );
  23093. vertices.push( _v0.x, _v0.y, _v0.z );
  23094. vertices.push( _v1$1.x, _v1$1.y, _v1$1.z );
  23095. }
  23096. }
  23097. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  23098. }
  23099. }
  23100. copy( source ) {
  23101. super.copy( source );
  23102. this.parameters = Object.assign( {}, source.parameters );
  23103. return this;
  23104. }
  23105. }
  23106. /**
  23107. * An abstract base class for creating an analytic curve object that contains methods
  23108. * for interpolation.
  23109. *
  23110. * @abstract
  23111. */
  23112. class Curve {
  23113. /**
  23114. * Constructs a new curve.
  23115. */
  23116. constructor() {
  23117. /**
  23118. * The type property is used for detecting the object type
  23119. * in context of serialization/deserialization.
  23120. *
  23121. * @type {string}
  23122. * @readonly
  23123. */
  23124. this.type = 'Curve';
  23125. /**
  23126. * This value determines the amount of divisions when calculating the
  23127. * cumulative segment lengths of a curve via {@link Curve#getLengths}. To ensure
  23128. * precision when using methods like {@link Curve#getSpacedPoints}, it is
  23129. * recommended to increase the value of this property if the curve is very large.
  23130. *
  23131. * @type {number}
  23132. * @default 200
  23133. */
  23134. this.arcLengthDivisions = 200;
  23135. /**
  23136. * Must be set to `true` if the curve parameters have changed.
  23137. *
  23138. * @type {boolean}
  23139. * @default false
  23140. */
  23141. this.needsUpdate = false;
  23142. /**
  23143. * An internal cache that holds precomputed curve length values.
  23144. *
  23145. * @private
  23146. * @type {?Array<number>}
  23147. * @default null
  23148. */
  23149. this.cacheArcLengths = null;
  23150. }
  23151. /**
  23152. * This method returns a vector in 2D or 3D space (depending on the curve definition)
  23153. * for the given interpolation factor.
  23154. *
  23155. * @abstract
  23156. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  23157. * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
  23158. * @return {(Vector2|Vector3)} The position on the curve. It can be a 2D or 3D vector depending on the curve definition.
  23159. */
  23160. getPoint( /* t, optionalTarget */ ) {
  23161. warn( 'Curve: .getPoint() not implemented.' );
  23162. }
  23163. /**
  23164. * This method returns a vector in 2D or 3D space (depending on the curve definition)
  23165. * for the given interpolation factor. Unlike {@link Curve#getPoint}, this method honors the length
  23166. * of the curve which equidistant samples.
  23167. *
  23168. * @param {number} u - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  23169. * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
  23170. * @return {(Vector2|Vector3)} The position on the curve. It can be a 2D or 3D vector depending on the curve definition.
  23171. */
  23172. getPointAt( u, optionalTarget ) {
  23173. const t = this.getUtoTmapping( u );
  23174. return this.getPoint( t, optionalTarget );
  23175. }
  23176. /**
  23177. * This method samples the curve via {@link Curve#getPoint} and returns an array of points representing
  23178. * the curve shape.
  23179. *
  23180. * @param {number} [divisions=5] - The number of divisions.
  23181. * @return {Array<(Vector2|Vector3)>} An array holding the sampled curve values. The number of points is `divisions + 1`.
  23182. */
  23183. getPoints( divisions = 5 ) {
  23184. const points = [];
  23185. for ( let d = 0; d <= divisions; d ++ ) {
  23186. points.push( this.getPoint( d / divisions ) );
  23187. }
  23188. return points;
  23189. }
  23190. // Get sequence of points using getPointAt( u )
  23191. /**
  23192. * This method samples the curve via {@link Curve#getPointAt} and returns an array of points representing
  23193. * the curve shape. Unlike {@link Curve#getPoints}, this method returns equi-spaced points across the entire
  23194. * curve.
  23195. *
  23196. * @param {number} [divisions=5] - The number of divisions.
  23197. * @return {Array<(Vector2|Vector3)>} An array holding the sampled curve values. The number of points is `divisions + 1`.
  23198. */
  23199. getSpacedPoints( divisions = 5 ) {
  23200. const points = [];
  23201. for ( let d = 0; d <= divisions; d ++ ) {
  23202. points.push( this.getPointAt( d / divisions ) );
  23203. }
  23204. return points;
  23205. }
  23206. /**
  23207. * Returns the total arc length of the curve.
  23208. *
  23209. * @return {number} The length of the curve.
  23210. */
  23211. getLength() {
  23212. const lengths = this.getLengths();
  23213. return lengths[ lengths.length - 1 ];
  23214. }
  23215. /**
  23216. * Returns an array of cumulative segment lengths of the curve.
  23217. *
  23218. * @param {number} [divisions=this.arcLengthDivisions] - The number of divisions.
  23219. * @return {Array<number>} An array holding the cumulative segment lengths.
  23220. */
  23221. getLengths( divisions = this.arcLengthDivisions ) {
  23222. if ( this.cacheArcLengths &&
  23223. ( this.cacheArcLengths.length === divisions + 1 ) &&
  23224. ! this.needsUpdate ) {
  23225. return this.cacheArcLengths;
  23226. }
  23227. this.needsUpdate = false;
  23228. const cache = [];
  23229. let current, last = this.getPoint( 0 );
  23230. let sum = 0;
  23231. cache.push( 0 );
  23232. for ( let p = 1; p <= divisions; p ++ ) {
  23233. current = this.getPoint( p / divisions );
  23234. sum += current.distanceTo( last );
  23235. cache.push( sum );
  23236. last = current;
  23237. }
  23238. this.cacheArcLengths = cache;
  23239. return cache; // { sums: cache, sum: sum }; Sum is in the last element.
  23240. }
  23241. /**
  23242. * Update the cumulative segment distance cache. The method must be called
  23243. * every time curve parameters are changed. If an updated curve is part of a
  23244. * composed curve like {@link CurvePath}, this method must be called on the
  23245. * composed curve, too.
  23246. */
  23247. updateArcLengths() {
  23248. this.needsUpdate = true;
  23249. this.getLengths();
  23250. }
  23251. /**
  23252. * Given an interpolation factor in the range `[0,1]`, this method returns an updated
  23253. * interpolation factor in the same range that can be ued to sample equidistant points
  23254. * from a curve.
  23255. *
  23256. * @param {number} u - The interpolation factor.
  23257. * @param {?number} distance - An optional distance on the curve.
  23258. * @return {number} The updated interpolation factor.
  23259. */
  23260. getUtoTmapping( u, distance = null ) {
  23261. const arcLengths = this.getLengths();
  23262. let i = 0;
  23263. const il = arcLengths.length;
  23264. let targetArcLength; // The targeted u distance value to get
  23265. if ( distance ) {
  23266. targetArcLength = distance;
  23267. } else {
  23268. targetArcLength = u * arcLengths[ il - 1 ];
  23269. }
  23270. // binary search for the index with largest value smaller than target u distance
  23271. let low = 0, high = il - 1, comparison;
  23272. while ( low <= high ) {
  23273. 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
  23274. comparison = arcLengths[ i ] - targetArcLength;
  23275. if ( comparison < 0 ) {
  23276. low = i + 1;
  23277. } else if ( comparison > 0 ) {
  23278. high = i - 1;
  23279. } else {
  23280. high = i;
  23281. break;
  23282. // DONE
  23283. }
  23284. }
  23285. i = high;
  23286. if ( arcLengths[ i ] === targetArcLength ) {
  23287. return i / ( il - 1 );
  23288. }
  23289. // we could get finer grain at lengths, or use simple interpolation between two points
  23290. const lengthBefore = arcLengths[ i ];
  23291. const lengthAfter = arcLengths[ i + 1 ];
  23292. const segmentLength = lengthAfter - lengthBefore;
  23293. // determine where we are between the 'before' and 'after' points
  23294. const segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;
  23295. // add that fractional amount to t
  23296. const t = ( i + segmentFraction ) / ( il - 1 );
  23297. return t;
  23298. }
  23299. /**
  23300. * Returns a unit vector tangent for the given interpolation factor.
  23301. * If the derived curve does not implement its tangent derivation,
  23302. * two points a small delta apart will be used to find its gradient
  23303. * which seems to give a reasonable approximation.
  23304. *
  23305. * @param {number} t - The interpolation factor.
  23306. * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
  23307. * @return {(Vector2|Vector3)} The tangent vector.
  23308. */
  23309. getTangent( t, optionalTarget ) {
  23310. const delta = 0.0001;
  23311. let t1 = t - delta;
  23312. let t2 = t + delta;
  23313. // Capping in case of danger
  23314. if ( t1 < 0 ) t1 = 0;
  23315. if ( t2 > 1 ) t2 = 1;
  23316. const pt1 = this.getPoint( t1 );
  23317. const pt2 = this.getPoint( t2 );
  23318. const tangent = optionalTarget || ( ( pt1.isVector2 ) ? new Vector2() : new Vector3() );
  23319. tangent.copy( pt2 ).sub( pt1 ).normalize();
  23320. return tangent;
  23321. }
  23322. /**
  23323. * Same as {@link Curve#getTangent} but with equidistant samples.
  23324. *
  23325. * @param {number} u - The interpolation factor.
  23326. * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
  23327. * @return {(Vector2|Vector3)} The tangent vector.
  23328. * @see {@link Curve#getPointAt}
  23329. */
  23330. getTangentAt( u, optionalTarget ) {
  23331. const t = this.getUtoTmapping( u );
  23332. return this.getTangent( t, optionalTarget );
  23333. }
  23334. /**
  23335. * Generates the Frenet Frames. Requires a curve definition in 3D space. Used
  23336. * in geometries like {@link TubeGeometry} or {@link ExtrudeGeometry}.
  23337. *
  23338. * @param {number} segments - The number of segments.
  23339. * @param {boolean} [closed=false] - Whether the curve is closed or not.
  23340. * @return {{tangents: Array<Vector3>, normals: Array<Vector3>, binormals: Array<Vector3>}} The Frenet Frames.
  23341. */
  23342. computeFrenetFrames( segments, closed = false ) {
  23343. // see http://www.cs.indiana.edu/pub/techreports/TR425.pdf
  23344. const normal = new Vector3();
  23345. const tangents = [];
  23346. const normals = [];
  23347. const binormals = [];
  23348. const vec = new Vector3();
  23349. const mat = new Matrix4();
  23350. // compute the tangent vectors for each segment on the curve
  23351. for ( let i = 0; i <= segments; i ++ ) {
  23352. const u = i / segments;
  23353. tangents[ i ] = this.getTangentAt( u, new Vector3() );
  23354. }
  23355. // select an initial normal vector perpendicular to the first tangent vector,
  23356. // and in the direction of the minimum tangent xyz component
  23357. normals[ 0 ] = new Vector3();
  23358. binormals[ 0 ] = new Vector3();
  23359. let min = Number.MAX_VALUE;
  23360. const tx = Math.abs( tangents[ 0 ].x );
  23361. const ty = Math.abs( tangents[ 0 ].y );
  23362. const tz = Math.abs( tangents[ 0 ].z );
  23363. if ( tx <= min ) {
  23364. min = tx;
  23365. normal.set( 1, 0, 0 );
  23366. }
  23367. if ( ty <= min ) {
  23368. min = ty;
  23369. normal.set( 0, 1, 0 );
  23370. }
  23371. if ( tz <= min ) {
  23372. normal.set( 0, 0, 1 );
  23373. }
  23374. vec.crossVectors( tangents[ 0 ], normal ).normalize();
  23375. normals[ 0 ].crossVectors( tangents[ 0 ], vec );
  23376. binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );
  23377. // compute the slowly-varying normal and binormal vectors for each segment on the curve
  23378. for ( let i = 1; i <= segments; i ++ ) {
  23379. normals[ i ] = normals[ i - 1 ].clone();
  23380. binormals[ i ] = binormals[ i - 1 ].clone();
  23381. vec.crossVectors( tangents[ i - 1 ], tangents[ i ] );
  23382. if ( vec.length() > Number.EPSILON ) {
  23383. vec.normalize();
  23384. const theta = Math.acos( clamp( tangents[ i - 1 ].dot( tangents[ i ] ), -1, 1 ) ); // clamp for floating pt errors
  23385. normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );
  23386. }
  23387. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  23388. }
  23389. // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same
  23390. if ( closed === true ) {
  23391. let theta = Math.acos( clamp( normals[ 0 ].dot( normals[ segments ] ), -1, 1 ) );
  23392. theta /= segments;
  23393. if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) {
  23394. theta = - theta;
  23395. }
  23396. for ( let i = 1; i <= segments; i ++ ) {
  23397. // twist a little...
  23398. normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );
  23399. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  23400. }
  23401. }
  23402. return {
  23403. tangents: tangents,
  23404. normals: normals,
  23405. binormals: binormals
  23406. };
  23407. }
  23408. /**
  23409. * Returns a new curve with copied values from this instance.
  23410. *
  23411. * @return {Curve} A clone of this instance.
  23412. */
  23413. clone() {
  23414. return new this.constructor().copy( this );
  23415. }
  23416. /**
  23417. * Copies the values of the given curve to this instance.
  23418. *
  23419. * @param {Curve} source - The curve to copy.
  23420. * @return {Curve} A reference to this curve.
  23421. */
  23422. copy( source ) {
  23423. this.arcLengthDivisions = source.arcLengthDivisions;
  23424. return this;
  23425. }
  23426. /**
  23427. * Serializes the curve into JSON.
  23428. *
  23429. * @return {Object} A JSON object representing the serialized curve.
  23430. * @see {@link ObjectLoader#parse}
  23431. */
  23432. toJSON() {
  23433. const data = {
  23434. metadata: {
  23435. version: 4.7,
  23436. type: 'Curve',
  23437. generator: 'Curve.toJSON'
  23438. }
  23439. };
  23440. data.arcLengthDivisions = this.arcLengthDivisions;
  23441. data.type = this.type;
  23442. return data;
  23443. }
  23444. /**
  23445. * Deserializes the curve from the given JSON.
  23446. *
  23447. * @param {Object} json - The JSON holding the serialized curve.
  23448. * @return {Curve} A reference to this curve.
  23449. */
  23450. fromJSON( json ) {
  23451. this.arcLengthDivisions = json.arcLengthDivisions;
  23452. return this;
  23453. }
  23454. }
  23455. /**
  23456. * A curve representing an ellipse.
  23457. *
  23458. * ```js
  23459. * const curve = new THREE.EllipseCurve(
  23460. * 0, 0,
  23461. * 10, 10,
  23462. * 0, 2 * Math.PI,
  23463. * false,
  23464. * 0
  23465. * );
  23466. *
  23467. * const points = curve.getPoints( 50 );
  23468. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  23469. *
  23470. * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
  23471. *
  23472. * // Create the final object to add to the scene
  23473. * const ellipse = new THREE.Line( geometry, material );
  23474. * ```
  23475. *
  23476. * @augments Curve
  23477. */
  23478. class EllipseCurve extends Curve {
  23479. /**
  23480. * Constructs a new ellipse curve.
  23481. *
  23482. * @param {number} [aX=0] - The X center of the ellipse.
  23483. * @param {number} [aY=0] - The Y center of the ellipse.
  23484. * @param {number} [xRadius=1] - The radius of the ellipse in the x direction.
  23485. * @param {number} [yRadius=1] - The radius of the ellipse in the y direction.
  23486. * @param {number} [aStartAngle=0] - The start angle of the curve in radians starting from the positive X axis.
  23487. * @param {number} [aEndAngle=Math.PI*2] - The end angle of the curve in radians starting from the positive X axis.
  23488. * @param {boolean} [aClockwise=false] - Whether the ellipse is drawn clockwise or not.
  23489. * @param {number} [aRotation=0] - The rotation angle of the ellipse in radians, counterclockwise from the positive X axis.
  23490. */
  23491. constructor( aX = 0, aY = 0, xRadius = 1, yRadius = 1, aStartAngle = 0, aEndAngle = Math.PI * 2, aClockwise = false, aRotation = 0 ) {
  23492. super();
  23493. /**
  23494. * This flag can be used for type testing.
  23495. *
  23496. * @type {boolean}
  23497. * @readonly
  23498. * @default true
  23499. */
  23500. this.isEllipseCurve = true;
  23501. this.type = 'EllipseCurve';
  23502. /**
  23503. * The X center of the ellipse.
  23504. *
  23505. * @type {number}
  23506. * @default 0
  23507. */
  23508. this.aX = aX;
  23509. /**
  23510. * The Y center of the ellipse.
  23511. *
  23512. * @type {number}
  23513. * @default 0
  23514. */
  23515. this.aY = aY;
  23516. /**
  23517. * The radius of the ellipse in the x direction.
  23518. * Setting the this value equal to the {@link EllipseCurve#yRadius} will result in a circle.
  23519. *
  23520. * @type {number}
  23521. * @default 1
  23522. */
  23523. this.xRadius = xRadius;
  23524. /**
  23525. * The radius of the ellipse in the y direction.
  23526. * Setting the this value equal to the {@link EllipseCurve#xRadius} will result in a circle.
  23527. *
  23528. * @type {number}
  23529. * @default 1
  23530. */
  23531. this.yRadius = yRadius;
  23532. /**
  23533. * The start angle of the curve in radians starting from the positive X axis.
  23534. *
  23535. * @type {number}
  23536. * @default 0
  23537. */
  23538. this.aStartAngle = aStartAngle;
  23539. /**
  23540. * The end angle of the curve in radians starting from the positive X axis.
  23541. *
  23542. * @type {number}
  23543. * @default Math.PI*2
  23544. */
  23545. this.aEndAngle = aEndAngle;
  23546. /**
  23547. * Whether the ellipse is drawn clockwise or not.
  23548. *
  23549. * @type {boolean}
  23550. * @default false
  23551. */
  23552. this.aClockwise = aClockwise;
  23553. /**
  23554. * The rotation angle of the ellipse in radians, counterclockwise from the positive X axis.
  23555. *
  23556. * @type {number}
  23557. * @default 0
  23558. */
  23559. this.aRotation = aRotation;
  23560. }
  23561. /**
  23562. * Returns a point on the curve.
  23563. *
  23564. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  23565. * @param {Vector2} [optionalTarget] - The optional target vector the result is written to.
  23566. * @return {Vector2} The position on the curve.
  23567. */
  23568. getPoint( t, optionalTarget = new Vector2() ) {
  23569. const point = optionalTarget;
  23570. const twoPi = Math.PI * 2;
  23571. let deltaAngle = this.aEndAngle - this.aStartAngle;
  23572. const samePoints = Math.abs( deltaAngle ) < Number.EPSILON;
  23573. // ensures that deltaAngle is 0 .. 2 PI
  23574. while ( deltaAngle < 0 ) deltaAngle += twoPi;
  23575. while ( deltaAngle > twoPi ) deltaAngle -= twoPi;
  23576. if ( deltaAngle < Number.EPSILON ) {
  23577. if ( samePoints ) {
  23578. deltaAngle = 0;
  23579. } else {
  23580. deltaAngle = twoPi;
  23581. }
  23582. }
  23583. if ( this.aClockwise === true && ! samePoints ) {
  23584. if ( deltaAngle === twoPi ) {
  23585. deltaAngle = - twoPi;
  23586. } else {
  23587. deltaAngle = deltaAngle - twoPi;
  23588. }
  23589. }
  23590. const angle = this.aStartAngle + t * deltaAngle;
  23591. let x = this.aX + this.xRadius * Math.cos( angle );
  23592. let y = this.aY + this.yRadius * Math.sin( angle );
  23593. if ( this.aRotation !== 0 ) {
  23594. const cos = Math.cos( this.aRotation );
  23595. const sin = Math.sin( this.aRotation );
  23596. const tx = x - this.aX;
  23597. const ty = y - this.aY;
  23598. // Rotate the point about the center of the ellipse.
  23599. x = tx * cos - ty * sin + this.aX;
  23600. y = tx * sin + ty * cos + this.aY;
  23601. }
  23602. return point.set( x, y );
  23603. }
  23604. copy( source ) {
  23605. super.copy( source );
  23606. this.aX = source.aX;
  23607. this.aY = source.aY;
  23608. this.xRadius = source.xRadius;
  23609. this.yRadius = source.yRadius;
  23610. this.aStartAngle = source.aStartAngle;
  23611. this.aEndAngle = source.aEndAngle;
  23612. this.aClockwise = source.aClockwise;
  23613. this.aRotation = source.aRotation;
  23614. return this;
  23615. }
  23616. toJSON() {
  23617. const data = super.toJSON();
  23618. data.aX = this.aX;
  23619. data.aY = this.aY;
  23620. data.xRadius = this.xRadius;
  23621. data.yRadius = this.yRadius;
  23622. data.aStartAngle = this.aStartAngle;
  23623. data.aEndAngle = this.aEndAngle;
  23624. data.aClockwise = this.aClockwise;
  23625. data.aRotation = this.aRotation;
  23626. return data;
  23627. }
  23628. fromJSON( json ) {
  23629. super.fromJSON( json );
  23630. this.aX = json.aX;
  23631. this.aY = json.aY;
  23632. this.xRadius = json.xRadius;
  23633. this.yRadius = json.yRadius;
  23634. this.aStartAngle = json.aStartAngle;
  23635. this.aEndAngle = json.aEndAngle;
  23636. this.aClockwise = json.aClockwise;
  23637. this.aRotation = json.aRotation;
  23638. return this;
  23639. }
  23640. }
  23641. /**
  23642. * A curve representing an arc.
  23643. *
  23644. * @augments EllipseCurve
  23645. */
  23646. class ArcCurve extends EllipseCurve {
  23647. /**
  23648. * Constructs a new arc curve.
  23649. *
  23650. * @param {number} [aX=0] - The X center of the ellipse.
  23651. * @param {number} [aY=0] - The Y center of the ellipse.
  23652. * @param {number} [aRadius=1] - The radius of the ellipse in the x direction.
  23653. * @param {number} [aStartAngle=0] - The start angle of the curve in radians starting from the positive X axis.
  23654. * @param {number} [aEndAngle=Math.PI*2] - The end angle of the curve in radians starting from the positive X axis.
  23655. * @param {boolean} [aClockwise=false] - Whether the ellipse is drawn clockwise or not.
  23656. */
  23657. constructor( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  23658. super( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  23659. /**
  23660. * This flag can be used for type testing.
  23661. *
  23662. * @type {boolean}
  23663. * @readonly
  23664. * @default true
  23665. */
  23666. this.isArcCurve = true;
  23667. this.type = 'ArcCurve';
  23668. }
  23669. }
  23670. function CubicPoly() {
  23671. /**
  23672. * Centripetal CatmullRom Curve - which is useful for avoiding
  23673. * cusps and self-intersections in non-uniform catmull rom curves.
  23674. * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf
  23675. *
  23676. * curve.type accepts centripetal(default), chordal and catmullrom
  23677. * curve.tension is used for catmullrom which defaults to 0.5
  23678. */
  23679. /*
  23680. Based on an optimized c++ solution in
  23681. - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/
  23682. - http://ideone.com/NoEbVM
  23683. This CubicPoly class could be used for reusing some variables and calculations,
  23684. but for three.js curve use, it could be possible inlined and flatten into a single function call
  23685. which can be placed in CurveUtils.
  23686. */
  23687. let c0 = 0, c1 = 0, c2 = 0, c3 = 0;
  23688. /*
  23689. * Compute coefficients for a cubic polynomial
  23690. * p(s) = c0 + c1*s + c2*s^2 + c3*s^3
  23691. * such that
  23692. * p(0) = x0, p(1) = x1
  23693. * and
  23694. * p'(0) = t0, p'(1) = t1.
  23695. */
  23696. function init( x0, x1, t0, t1 ) {
  23697. c0 = x0;
  23698. c1 = t0;
  23699. c2 = -3 * x0 + 3 * x1 - 2 * t0 - t1;
  23700. c3 = 2 * x0 - 2 * x1 + t0 + t1;
  23701. }
  23702. return {
  23703. initCatmullRom: function ( x0, x1, x2, x3, tension ) {
  23704. init( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) );
  23705. },
  23706. initNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) {
  23707. // compute tangents when parameterized in [t1,t2]
  23708. let t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1;
  23709. let t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2;
  23710. // rescale tangents for parametrization in [0,1]
  23711. t1 *= dt1;
  23712. t2 *= dt1;
  23713. init( x1, x2, t1, t2 );
  23714. },
  23715. calc: function ( t ) {
  23716. const t2 = t * t;
  23717. const t3 = t2 * t;
  23718. return c0 + c1 * t + c2 * t2 + c3 * t3;
  23719. }
  23720. };
  23721. }
  23722. //
  23723. const tmp = /*@__PURE__*/ new Vector3();
  23724. const px = /*@__PURE__*/ new CubicPoly();
  23725. const py = /*@__PURE__*/ new CubicPoly();
  23726. const pz = /*@__PURE__*/ new CubicPoly();
  23727. /**
  23728. * A curve representing a Catmull-Rom spline.
  23729. *
  23730. * ```js
  23731. * //Create a closed wavey loop
  23732. * const curve = new THREE.CatmullRomCurve3( [
  23733. * new THREE.Vector3( -10, 0, 10 ),
  23734. * new THREE.Vector3( -5, 5, 5 ),
  23735. * new THREE.Vector3( 0, 0, 0 ),
  23736. * new THREE.Vector3( 5, -5, 5 ),
  23737. * new THREE.Vector3( 10, 0, 10 )
  23738. * ] );
  23739. *
  23740. * const points = curve.getPoints( 50 );
  23741. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  23742. *
  23743. * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
  23744. *
  23745. * // Create the final object to add to the scene
  23746. * const curveObject = new THREE.Line( geometry, material );
  23747. * ```
  23748. *
  23749. * @augments Curve
  23750. */
  23751. class CatmullRomCurve3 extends Curve {
  23752. /**
  23753. * Constructs a new Catmull-Rom curve.
  23754. *
  23755. * @param {Array<Vector3>} [points] - An array of 3D points defining the curve.
  23756. * @param {boolean} [closed=false] - Whether the curve is closed or not.
  23757. * @param {('centripetal'|'chordal'|'catmullrom')} [curveType='centripetal'] - The curve type.
  23758. * @param {number} [tension=0.5] - Tension of the curve.
  23759. */
  23760. constructor( points = [], closed = false, curveType = 'centripetal', tension = 0.5 ) {
  23761. super();
  23762. /**
  23763. * This flag can be used for type testing.
  23764. *
  23765. * @type {boolean}
  23766. * @readonly
  23767. * @default true
  23768. */
  23769. this.isCatmullRomCurve3 = true;
  23770. this.type = 'CatmullRomCurve3';
  23771. /**
  23772. * An array of 3D points defining the curve.
  23773. *
  23774. * @type {Array<Vector3>}
  23775. */
  23776. this.points = points;
  23777. /**
  23778. * Whether the curve is closed or not.
  23779. *
  23780. * @type {boolean}
  23781. * @default false
  23782. */
  23783. this.closed = closed;
  23784. /**
  23785. * The curve type.
  23786. *
  23787. * @type {('centripetal'|'chordal'|'catmullrom')}
  23788. * @default 'centripetal'
  23789. */
  23790. this.curveType = curveType;
  23791. /**
  23792. * Tension of the curve.
  23793. *
  23794. * @type {number}
  23795. * @default 0.5
  23796. */
  23797. this.tension = tension;
  23798. }
  23799. /**
  23800. * Returns a point on the curve.
  23801. *
  23802. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  23803. * @param {Vector3} [optionalTarget] - The optional target vector the result is written to.
  23804. * @return {Vector3} The position on the curve.
  23805. */
  23806. getPoint( t, optionalTarget = new Vector3() ) {
  23807. const point = optionalTarget;
  23808. const points = this.points;
  23809. const l = points.length;
  23810. const p = ( l - ( this.closed ? 0 : 1 ) ) * t;
  23811. let intPoint = Math.floor( p );
  23812. let weight = p - intPoint;
  23813. if ( this.closed ) {
  23814. intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / l ) + 1 ) * l;
  23815. } else if ( weight === 0 && intPoint === l - 1 ) {
  23816. intPoint = l - 2;
  23817. weight = 1;
  23818. }
  23819. let p0, p3; // 4 points (p1 & p2 defined below)
  23820. if ( this.closed || intPoint > 0 ) {
  23821. p0 = points[ ( intPoint - 1 ) % l ];
  23822. } else {
  23823. // extrapolate first point
  23824. tmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] );
  23825. p0 = tmp;
  23826. }
  23827. const p1 = points[ intPoint % l ];
  23828. const p2 = points[ ( intPoint + 1 ) % l ];
  23829. if ( this.closed || intPoint + 2 < l ) {
  23830. p3 = points[ ( intPoint + 2 ) % l ];
  23831. } else {
  23832. // extrapolate last point
  23833. tmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] );
  23834. p3 = tmp;
  23835. }
  23836. if ( this.curveType === 'centripetal' || this.curveType === 'chordal' ) {
  23837. // init Centripetal / Chordal Catmull-Rom
  23838. const pow = this.curveType === 'chordal' ? 0.5 : 0.25;
  23839. let dt0 = Math.pow( p0.distanceToSquared( p1 ), pow );
  23840. let dt1 = Math.pow( p1.distanceToSquared( p2 ), pow );
  23841. let dt2 = Math.pow( p2.distanceToSquared( p3 ), pow );
  23842. // safety check for repeated points
  23843. if ( dt1 < 1e-4 ) dt1 = 1.0;
  23844. if ( dt0 < 1e-4 ) dt0 = dt1;
  23845. if ( dt2 < 1e-4 ) dt2 = dt1;
  23846. px.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 );
  23847. py.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 );
  23848. pz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 );
  23849. } else if ( this.curveType === 'catmullrom' ) {
  23850. px.initCatmullRom( p0.x, p1.x, p2.x, p3.x, this.tension );
  23851. py.initCatmullRom( p0.y, p1.y, p2.y, p3.y, this.tension );
  23852. pz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, this.tension );
  23853. }
  23854. point.set(
  23855. px.calc( weight ),
  23856. py.calc( weight ),
  23857. pz.calc( weight )
  23858. );
  23859. return point;
  23860. }
  23861. copy( source ) {
  23862. super.copy( source );
  23863. this.points = [];
  23864. for ( let i = 0, l = source.points.length; i < l; i ++ ) {
  23865. const point = source.points[ i ];
  23866. this.points.push( point.clone() );
  23867. }
  23868. this.closed = source.closed;
  23869. this.curveType = source.curveType;
  23870. this.tension = source.tension;
  23871. return this;
  23872. }
  23873. toJSON() {
  23874. const data = super.toJSON();
  23875. data.points = [];
  23876. for ( let i = 0, l = this.points.length; i < l; i ++ ) {
  23877. const point = this.points[ i ];
  23878. data.points.push( point.toArray() );
  23879. }
  23880. data.closed = this.closed;
  23881. data.curveType = this.curveType;
  23882. data.tension = this.tension;
  23883. return data;
  23884. }
  23885. fromJSON( json ) {
  23886. super.fromJSON( json );
  23887. this.points = [];
  23888. for ( let i = 0, l = json.points.length; i < l; i ++ ) {
  23889. const point = json.points[ i ];
  23890. this.points.push( new Vector3().fromArray( point ) );
  23891. }
  23892. this.closed = json.closed;
  23893. this.curveType = json.curveType;
  23894. this.tension = json.tension;
  23895. return this;
  23896. }
  23897. }
  23898. // Bezier Curves formulas obtained from: https://en.wikipedia.org/wiki/B%C3%A9zier_curve
  23899. /**
  23900. * Computes a point on a Catmull-Rom spline.
  23901. *
  23902. * @param {number} t - The interpolation factor.
  23903. * @param {number} p0 - The first control point.
  23904. * @param {number} p1 - The second control point.
  23905. * @param {number} p2 - The third control point.
  23906. * @param {number} p3 - The fourth control point.
  23907. * @return {number} The calculated point on a Catmull-Rom spline.
  23908. */
  23909. function CatmullRom( t, p0, p1, p2, p3 ) {
  23910. const v0 = ( p2 - p0 ) * 0.5;
  23911. const v1 = ( p3 - p1 ) * 0.5;
  23912. const t2 = t * t;
  23913. const t3 = t * t2;
  23914. return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( -3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;
  23915. }
  23916. //
  23917. function QuadraticBezierP0( t, p ) {
  23918. const k = 1 - t;
  23919. return k * k * p;
  23920. }
  23921. function QuadraticBezierP1( t, p ) {
  23922. return 2 * ( 1 - t ) * t * p;
  23923. }
  23924. function QuadraticBezierP2( t, p ) {
  23925. return t * t * p;
  23926. }
  23927. /**
  23928. * Computes a point on a Quadratic Bezier curve.
  23929. *
  23930. * @param {number} t - The interpolation factor.
  23931. * @param {number} p0 - The first control point.
  23932. * @param {number} p1 - The second control point.
  23933. * @param {number} p2 - The third control point.
  23934. * @return {number} The calculated point on a Quadratic Bezier curve.
  23935. */
  23936. function QuadraticBezier( t, p0, p1, p2 ) {
  23937. return QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) +
  23938. QuadraticBezierP2( t, p2 );
  23939. }
  23940. //
  23941. function CubicBezierP0( t, p ) {
  23942. const k = 1 - t;
  23943. return k * k * k * p;
  23944. }
  23945. function CubicBezierP1( t, p ) {
  23946. const k = 1 - t;
  23947. return 3 * k * k * t * p;
  23948. }
  23949. function CubicBezierP2( t, p ) {
  23950. return 3 * ( 1 - t ) * t * t * p;
  23951. }
  23952. function CubicBezierP3( t, p ) {
  23953. return t * t * t * p;
  23954. }
  23955. /**
  23956. * Computes a point on a Cubic Bezier curve.
  23957. *
  23958. * @param {number} t - The interpolation factor.
  23959. * @param {number} p0 - The first control point.
  23960. * @param {number} p1 - The second control point.
  23961. * @param {number} p2 - The third control point.
  23962. * @param {number} p3 - The fourth control point.
  23963. * @return {number} The calculated point on a Cubic Bezier curve.
  23964. */
  23965. function CubicBezier( t, p0, p1, p2, p3 ) {
  23966. return CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) +
  23967. CubicBezierP3( t, p3 );
  23968. }
  23969. /**
  23970. * A curve representing a 2D Cubic Bezier curve.
  23971. *
  23972. * ```js
  23973. * const curve = new THREE.CubicBezierCurve(
  23974. * new THREE.Vector2( - 0, 0 ),
  23975. * new THREE.Vector2( - 5, 15 ),
  23976. * new THREE.Vector2( 20, 15 ),
  23977. * new THREE.Vector2( 10, 0 )
  23978. * );
  23979. *
  23980. * const points = curve.getPoints( 50 );
  23981. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  23982. *
  23983. * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
  23984. *
  23985. * // Create the final object to add to the scene
  23986. * const curveObject = new THREE.Line( geometry, material );
  23987. * ```
  23988. *
  23989. * @augments Curve
  23990. */
  23991. class CubicBezierCurve extends Curve {
  23992. /**
  23993. * Constructs a new Cubic Bezier curve.
  23994. *
  23995. * @param {Vector2} [v0] - The start point.
  23996. * @param {Vector2} [v1] - The first control point.
  23997. * @param {Vector2} [v2] - The second control point.
  23998. * @param {Vector2} [v3] - The end point.
  23999. */
  24000. constructor( v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2(), v3 = new Vector2() ) {
  24001. super();
  24002. /**
  24003. * This flag can be used for type testing.
  24004. *
  24005. * @type {boolean}
  24006. * @readonly
  24007. * @default true
  24008. */
  24009. this.isCubicBezierCurve = true;
  24010. this.type = 'CubicBezierCurve';
  24011. /**
  24012. * The start point.
  24013. *
  24014. * @type {Vector2}
  24015. */
  24016. this.v0 = v0;
  24017. /**
  24018. * The first control point.
  24019. *
  24020. * @type {Vector2}
  24021. */
  24022. this.v1 = v1;
  24023. /**
  24024. * The second control point.
  24025. *
  24026. * @type {Vector2}
  24027. */
  24028. this.v2 = v2;
  24029. /**
  24030. * The end point.
  24031. *
  24032. * @type {Vector2}
  24033. */
  24034. this.v3 = v3;
  24035. }
  24036. /**
  24037. * Returns a point on the curve.
  24038. *
  24039. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  24040. * @param {Vector2} [optionalTarget] - The optional target vector the result is written to.
  24041. * @return {Vector2} The position on the curve.
  24042. */
  24043. getPoint( t, optionalTarget = new Vector2() ) {
  24044. const point = optionalTarget;
  24045. const v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  24046. point.set(
  24047. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  24048. CubicBezier( t, v0.y, v1.y, v2.y, v3.y )
  24049. );
  24050. return point;
  24051. }
  24052. copy( source ) {
  24053. super.copy( source );
  24054. this.v0.copy( source.v0 );
  24055. this.v1.copy( source.v1 );
  24056. this.v2.copy( source.v2 );
  24057. this.v3.copy( source.v3 );
  24058. return this;
  24059. }
  24060. toJSON() {
  24061. const data = super.toJSON();
  24062. data.v0 = this.v0.toArray();
  24063. data.v1 = this.v1.toArray();
  24064. data.v2 = this.v2.toArray();
  24065. data.v3 = this.v3.toArray();
  24066. return data;
  24067. }
  24068. fromJSON( json ) {
  24069. super.fromJSON( json );
  24070. this.v0.fromArray( json.v0 );
  24071. this.v1.fromArray( json.v1 );
  24072. this.v2.fromArray( json.v2 );
  24073. this.v3.fromArray( json.v3 );
  24074. return this;
  24075. }
  24076. }
  24077. /**
  24078. * A curve representing a 3D Cubic Bezier curve.
  24079. *
  24080. * @augments Curve
  24081. */
  24082. class CubicBezierCurve3 extends Curve {
  24083. /**
  24084. * Constructs a new Cubic Bezier curve.
  24085. *
  24086. * @param {Vector3} [v0] - The start point.
  24087. * @param {Vector3} [v1] - The first control point.
  24088. * @param {Vector3} [v2] - The second control point.
  24089. * @param {Vector3} [v3] - The end point.
  24090. */
  24091. constructor( v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3(), v3 = new Vector3() ) {
  24092. super();
  24093. /**
  24094. * This flag can be used for type testing.
  24095. *
  24096. * @type {boolean}
  24097. * @readonly
  24098. * @default true
  24099. */
  24100. this.isCubicBezierCurve3 = true;
  24101. this.type = 'CubicBezierCurve3';
  24102. /**
  24103. * The start point.
  24104. *
  24105. * @type {Vector3}
  24106. */
  24107. this.v0 = v0;
  24108. /**
  24109. * The first control point.
  24110. *
  24111. * @type {Vector3}
  24112. */
  24113. this.v1 = v1;
  24114. /**
  24115. * The second control point.
  24116. *
  24117. * @type {Vector3}
  24118. */
  24119. this.v2 = v2;
  24120. /**
  24121. * The end point.
  24122. *
  24123. * @type {Vector3}
  24124. */
  24125. this.v3 = v3;
  24126. }
  24127. /**
  24128. * Returns a point on the curve.
  24129. *
  24130. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  24131. * @param {Vector3} [optionalTarget] - The optional target vector the result is written to.
  24132. * @return {Vector3} The position on the curve.
  24133. */
  24134. getPoint( t, optionalTarget = new Vector3() ) {
  24135. const point = optionalTarget;
  24136. const v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  24137. point.set(
  24138. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  24139. CubicBezier( t, v0.y, v1.y, v2.y, v3.y ),
  24140. CubicBezier( t, v0.z, v1.z, v2.z, v3.z )
  24141. );
  24142. return point;
  24143. }
  24144. copy( source ) {
  24145. super.copy( source );
  24146. this.v0.copy( source.v0 );
  24147. this.v1.copy( source.v1 );
  24148. this.v2.copy( source.v2 );
  24149. this.v3.copy( source.v3 );
  24150. return this;
  24151. }
  24152. toJSON() {
  24153. const data = super.toJSON();
  24154. data.v0 = this.v0.toArray();
  24155. data.v1 = this.v1.toArray();
  24156. data.v2 = this.v2.toArray();
  24157. data.v3 = this.v3.toArray();
  24158. return data;
  24159. }
  24160. fromJSON( json ) {
  24161. super.fromJSON( json );
  24162. this.v0.fromArray( json.v0 );
  24163. this.v1.fromArray( json.v1 );
  24164. this.v2.fromArray( json.v2 );
  24165. this.v3.fromArray( json.v3 );
  24166. return this;
  24167. }
  24168. }
  24169. /**
  24170. * A curve representing a 2D line segment.
  24171. *
  24172. * @augments Curve
  24173. */
  24174. class LineCurve extends Curve {
  24175. /**
  24176. * Constructs a new line curve.
  24177. *
  24178. * @param {Vector2} [v1] - The start point.
  24179. * @param {Vector2} [v2] - The end point.
  24180. */
  24181. constructor( v1 = new Vector2(), v2 = new Vector2() ) {
  24182. super();
  24183. /**
  24184. * This flag can be used for type testing.
  24185. *
  24186. * @type {boolean}
  24187. * @readonly
  24188. * @default true
  24189. */
  24190. this.isLineCurve = true;
  24191. this.type = 'LineCurve';
  24192. /**
  24193. * The start point.
  24194. *
  24195. * @type {Vector2}
  24196. */
  24197. this.v1 = v1;
  24198. /**
  24199. * The end point.
  24200. *
  24201. * @type {Vector2}
  24202. */
  24203. this.v2 = v2;
  24204. }
  24205. /**
  24206. * Returns a point on the line.
  24207. *
  24208. * @param {number} t - A interpolation factor representing a position on the line. Must be in the range `[0,1]`.
  24209. * @param {Vector2} [optionalTarget] - The optional target vector the result is written to.
  24210. * @return {Vector2} The position on the line.
  24211. */
  24212. getPoint( t, optionalTarget = new Vector2() ) {
  24213. const point = optionalTarget;
  24214. if ( t === 1 ) {
  24215. point.copy( this.v2 );
  24216. } else {
  24217. point.copy( this.v2 ).sub( this.v1 );
  24218. point.multiplyScalar( t ).add( this.v1 );
  24219. }
  24220. return point;
  24221. }
  24222. // Line curve is linear, so we can overwrite default getPointAt
  24223. getPointAt( u, optionalTarget ) {
  24224. return this.getPoint( u, optionalTarget );
  24225. }
  24226. getTangent( t, optionalTarget = new Vector2() ) {
  24227. return optionalTarget.subVectors( this.v2, this.v1 ).normalize();
  24228. }
  24229. getTangentAt( u, optionalTarget ) {
  24230. return this.getTangent( u, optionalTarget );
  24231. }
  24232. copy( source ) {
  24233. super.copy( source );
  24234. this.v1.copy( source.v1 );
  24235. this.v2.copy( source.v2 );
  24236. return this;
  24237. }
  24238. toJSON() {
  24239. const data = super.toJSON();
  24240. data.v1 = this.v1.toArray();
  24241. data.v2 = this.v2.toArray();
  24242. return data;
  24243. }
  24244. fromJSON( json ) {
  24245. super.fromJSON( json );
  24246. this.v1.fromArray( json.v1 );
  24247. this.v2.fromArray( json.v2 );
  24248. return this;
  24249. }
  24250. }
  24251. /**
  24252. * A curve representing a 3D line segment.
  24253. *
  24254. * @augments Curve
  24255. */
  24256. class LineCurve3 extends Curve {
  24257. /**
  24258. * Constructs a new line curve.
  24259. *
  24260. * @param {Vector3} [v1] - The start point.
  24261. * @param {Vector3} [v2] - The end point.
  24262. */
  24263. constructor( v1 = new Vector3(), v2 = new Vector3() ) {
  24264. super();
  24265. /**
  24266. * This flag can be used for type testing.
  24267. *
  24268. * @type {boolean}
  24269. * @readonly
  24270. * @default true
  24271. */
  24272. this.isLineCurve3 = true;
  24273. this.type = 'LineCurve3';
  24274. /**
  24275. * The start point.
  24276. *
  24277. * @type {Vector3}
  24278. */
  24279. this.v1 = v1;
  24280. /**
  24281. * The end point.
  24282. *
  24283. * @type {Vector2}
  24284. */
  24285. this.v2 = v2;
  24286. }
  24287. /**
  24288. * Returns a point on the line.
  24289. *
  24290. * @param {number} t - A interpolation factor representing a position on the line. Must be in the range `[0,1]`.
  24291. * @param {Vector3} [optionalTarget] - The optional target vector the result is written to.
  24292. * @return {Vector3} The position on the line.
  24293. */
  24294. getPoint( t, optionalTarget = new Vector3() ) {
  24295. const point = optionalTarget;
  24296. if ( t === 1 ) {
  24297. point.copy( this.v2 );
  24298. } else {
  24299. point.copy( this.v2 ).sub( this.v1 );
  24300. point.multiplyScalar( t ).add( this.v1 );
  24301. }
  24302. return point;
  24303. }
  24304. // Line curve is linear, so we can overwrite default getPointAt
  24305. getPointAt( u, optionalTarget ) {
  24306. return this.getPoint( u, optionalTarget );
  24307. }
  24308. getTangent( t, optionalTarget = new Vector3() ) {
  24309. return optionalTarget.subVectors( this.v2, this.v1 ).normalize();
  24310. }
  24311. getTangentAt( u, optionalTarget ) {
  24312. return this.getTangent( u, optionalTarget );
  24313. }
  24314. copy( source ) {
  24315. super.copy( source );
  24316. this.v1.copy( source.v1 );
  24317. this.v2.copy( source.v2 );
  24318. return this;
  24319. }
  24320. toJSON() {
  24321. const data = super.toJSON();
  24322. data.v1 = this.v1.toArray();
  24323. data.v2 = this.v2.toArray();
  24324. return data;
  24325. }
  24326. fromJSON( json ) {
  24327. super.fromJSON( json );
  24328. this.v1.fromArray( json.v1 );
  24329. this.v2.fromArray( json.v2 );
  24330. return this;
  24331. }
  24332. }
  24333. /**
  24334. * A curve representing a 2D Quadratic Bezier curve.
  24335. *
  24336. * ```js
  24337. * const curve = new THREE.QuadraticBezierCurve(
  24338. * new THREE.Vector2( - 10, 0 ),
  24339. * new THREE.Vector2( 20, 15 ),
  24340. * new THREE.Vector2( 10, 0 )
  24341. * )
  24342. *
  24343. * const points = curve.getPoints( 50 );
  24344. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  24345. *
  24346. * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
  24347. *
  24348. * // Create the final object to add to the scene
  24349. * const curveObject = new THREE.Line( geometry, material );
  24350. * ```
  24351. *
  24352. * @augments Curve
  24353. */
  24354. class QuadraticBezierCurve extends Curve {
  24355. /**
  24356. * Constructs a new Quadratic Bezier curve.
  24357. *
  24358. * @param {Vector2} [v0] - The start point.
  24359. * @param {Vector2} [v1] - The control point.
  24360. * @param {Vector2} [v2] - The end point.
  24361. */
  24362. constructor( v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2() ) {
  24363. super();
  24364. /**
  24365. * This flag can be used for type testing.
  24366. *
  24367. * @type {boolean}
  24368. * @readonly
  24369. * @default true
  24370. */
  24371. this.isQuadraticBezierCurve = true;
  24372. this.type = 'QuadraticBezierCurve';
  24373. /**
  24374. * The start point.
  24375. *
  24376. * @type {Vector2}
  24377. */
  24378. this.v0 = v0;
  24379. /**
  24380. * The control point.
  24381. *
  24382. * @type {Vector2}
  24383. */
  24384. this.v1 = v1;
  24385. /**
  24386. * The end point.
  24387. *
  24388. * @type {Vector2}
  24389. */
  24390. this.v2 = v2;
  24391. }
  24392. /**
  24393. * Returns a point on the curve.
  24394. *
  24395. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  24396. * @param {Vector2} [optionalTarget] - The optional target vector the result is written to.
  24397. * @return {Vector2} The position on the curve.
  24398. */
  24399. getPoint( t, optionalTarget = new Vector2() ) {
  24400. const point = optionalTarget;
  24401. const v0 = this.v0, v1 = this.v1, v2 = this.v2;
  24402. point.set(
  24403. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  24404. QuadraticBezier( t, v0.y, v1.y, v2.y )
  24405. );
  24406. return point;
  24407. }
  24408. copy( source ) {
  24409. super.copy( source );
  24410. this.v0.copy( source.v0 );
  24411. this.v1.copy( source.v1 );
  24412. this.v2.copy( source.v2 );
  24413. return this;
  24414. }
  24415. toJSON() {
  24416. const data = super.toJSON();
  24417. data.v0 = this.v0.toArray();
  24418. data.v1 = this.v1.toArray();
  24419. data.v2 = this.v2.toArray();
  24420. return data;
  24421. }
  24422. fromJSON( json ) {
  24423. super.fromJSON( json );
  24424. this.v0.fromArray( json.v0 );
  24425. this.v1.fromArray( json.v1 );
  24426. this.v2.fromArray( json.v2 );
  24427. return this;
  24428. }
  24429. }
  24430. /**
  24431. * A curve representing a 3D Quadratic Bezier curve.
  24432. *
  24433. * @augments Curve
  24434. */
  24435. class QuadraticBezierCurve3 extends Curve {
  24436. /**
  24437. * Constructs a new Quadratic Bezier curve.
  24438. *
  24439. * @param {Vector3} [v0] - The start point.
  24440. * @param {Vector3} [v1] - The control point.
  24441. * @param {Vector3} [v2] - The end point.
  24442. */
  24443. constructor( v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3() ) {
  24444. super();
  24445. /**
  24446. * This flag can be used for type testing.
  24447. *
  24448. * @type {boolean}
  24449. * @readonly
  24450. * @default true
  24451. */
  24452. this.isQuadraticBezierCurve3 = true;
  24453. this.type = 'QuadraticBezierCurve3';
  24454. /**
  24455. * The start point.
  24456. *
  24457. * @type {Vector3}
  24458. */
  24459. this.v0 = v0;
  24460. /**
  24461. * The control point.
  24462. *
  24463. * @type {Vector3}
  24464. */
  24465. this.v1 = v1;
  24466. /**
  24467. * The end point.
  24468. *
  24469. * @type {Vector3}
  24470. */
  24471. this.v2 = v2;
  24472. }
  24473. /**
  24474. * Returns a point on the curve.
  24475. *
  24476. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  24477. * @param {Vector3} [optionalTarget] - The optional target vector the result is written to.
  24478. * @return {Vector3} The position on the curve.
  24479. */
  24480. getPoint( t, optionalTarget = new Vector3() ) {
  24481. const point = optionalTarget;
  24482. const v0 = this.v0, v1 = this.v1, v2 = this.v2;
  24483. point.set(
  24484. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  24485. QuadraticBezier( t, v0.y, v1.y, v2.y ),
  24486. QuadraticBezier( t, v0.z, v1.z, v2.z )
  24487. );
  24488. return point;
  24489. }
  24490. copy( source ) {
  24491. super.copy( source );
  24492. this.v0.copy( source.v0 );
  24493. this.v1.copy( source.v1 );
  24494. this.v2.copy( source.v2 );
  24495. return this;
  24496. }
  24497. toJSON() {
  24498. const data = super.toJSON();
  24499. data.v0 = this.v0.toArray();
  24500. data.v1 = this.v1.toArray();
  24501. data.v2 = this.v2.toArray();
  24502. return data;
  24503. }
  24504. fromJSON( json ) {
  24505. super.fromJSON( json );
  24506. this.v0.fromArray( json.v0 );
  24507. this.v1.fromArray( json.v1 );
  24508. this.v2.fromArray( json.v2 );
  24509. return this;
  24510. }
  24511. }
  24512. /**
  24513. * A curve representing a 2D spline curve.
  24514. *
  24515. * ```js
  24516. * // Create a sine-like wave
  24517. * const curve = new THREE.SplineCurve( [
  24518. * new THREE.Vector2( -10, 0 ),
  24519. * new THREE.Vector2( -5, 5 ),
  24520. * new THREE.Vector2( 0, 0 ),
  24521. * new THREE.Vector2( 5, -5 ),
  24522. * new THREE.Vector2( 10, 0 )
  24523. * ] );
  24524. *
  24525. * const points = curve.getPoints( 50 );
  24526. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  24527. *
  24528. * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
  24529. *
  24530. * // Create the final object to add to the scene
  24531. * const splineObject = new THREE.Line( geometry, material );
  24532. * ```
  24533. *
  24534. * @augments Curve
  24535. */
  24536. class SplineCurve extends Curve {
  24537. /**
  24538. * Constructs a new 2D spline curve.
  24539. *
  24540. * @param {Array<Vector2>} [points] - An array of 2D points defining the curve.
  24541. */
  24542. constructor( points = [] ) {
  24543. super();
  24544. /**
  24545. * This flag can be used for type testing.
  24546. *
  24547. * @type {boolean}
  24548. * @readonly
  24549. * @default true
  24550. */
  24551. this.isSplineCurve = true;
  24552. this.type = 'SplineCurve';
  24553. /**
  24554. * An array of 2D points defining the curve.
  24555. *
  24556. * @type {Array<Vector2>}
  24557. */
  24558. this.points = points;
  24559. }
  24560. /**
  24561. * Returns a point on the curve.
  24562. *
  24563. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  24564. * @param {Vector2} [optionalTarget] - The optional target vector the result is written to.
  24565. * @return {Vector2} The position on the curve.
  24566. */
  24567. getPoint( t, optionalTarget = new Vector2() ) {
  24568. const point = optionalTarget;
  24569. const points = this.points;
  24570. const p = ( points.length - 1 ) * t;
  24571. const intPoint = Math.floor( p );
  24572. const weight = p - intPoint;
  24573. const p0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ];
  24574. const p1 = points[ intPoint ];
  24575. const p2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];
  24576. const p3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];
  24577. point.set(
  24578. CatmullRom( weight, p0.x, p1.x, p2.x, p3.x ),
  24579. CatmullRom( weight, p0.y, p1.y, p2.y, p3.y )
  24580. );
  24581. return point;
  24582. }
  24583. copy( source ) {
  24584. super.copy( source );
  24585. this.points = [];
  24586. for ( let i = 0, l = source.points.length; i < l; i ++ ) {
  24587. const point = source.points[ i ];
  24588. this.points.push( point.clone() );
  24589. }
  24590. return this;
  24591. }
  24592. toJSON() {
  24593. const data = super.toJSON();
  24594. data.points = [];
  24595. for ( let i = 0, l = this.points.length; i < l; i ++ ) {
  24596. const point = this.points[ i ];
  24597. data.points.push( point.toArray() );
  24598. }
  24599. return data;
  24600. }
  24601. fromJSON( json ) {
  24602. super.fromJSON( json );
  24603. this.points = [];
  24604. for ( let i = 0, l = json.points.length; i < l; i ++ ) {
  24605. const point = json.points[ i ];
  24606. this.points.push( new Vector2().fromArray( point ) );
  24607. }
  24608. return this;
  24609. }
  24610. }
  24611. var Curves = /*#__PURE__*/Object.freeze({
  24612. __proto__: null,
  24613. ArcCurve: ArcCurve,
  24614. CatmullRomCurve3: CatmullRomCurve3,
  24615. CubicBezierCurve: CubicBezierCurve,
  24616. CubicBezierCurve3: CubicBezierCurve3,
  24617. EllipseCurve: EllipseCurve,
  24618. LineCurve: LineCurve,
  24619. LineCurve3: LineCurve3,
  24620. QuadraticBezierCurve: QuadraticBezierCurve,
  24621. QuadraticBezierCurve3: QuadraticBezierCurve3,
  24622. SplineCurve: SplineCurve
  24623. });
  24624. /**
  24625. * A base class extending {@link Curve}. `CurvePath` is simply an
  24626. * array of connected curves, but retains the API of a curve.
  24627. *
  24628. * @augments Curve
  24629. */
  24630. class CurvePath extends Curve {
  24631. /**
  24632. * Constructs a new curve path.
  24633. */
  24634. constructor() {
  24635. super();
  24636. this.type = 'CurvePath';
  24637. /**
  24638. * An array of curves defining the
  24639. * path.
  24640. *
  24641. * @type {Array<Curve>}
  24642. */
  24643. this.curves = [];
  24644. /**
  24645. * Whether the path should automatically be closed
  24646. * by a line curve.
  24647. *
  24648. * @type {boolean}
  24649. * @default false
  24650. */
  24651. this.autoClose = false;
  24652. }
  24653. /**
  24654. * Adds a curve to this curve path.
  24655. *
  24656. * @param {Curve} curve - The curve to add.
  24657. */
  24658. add( curve ) {
  24659. this.curves.push( curve );
  24660. }
  24661. /**
  24662. * Adds a line curve to close the path.
  24663. *
  24664. * @return {CurvePath} A reference to this curve path.
  24665. */
  24666. closePath() {
  24667. // Add a line curve if start and end of lines are not connected
  24668. const startPoint = this.curves[ 0 ].getPoint( 0 );
  24669. const endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 );
  24670. if ( ! startPoint.equals( endPoint ) ) {
  24671. const lineType = ( startPoint.isVector2 === true ) ? 'LineCurve' : 'LineCurve3';
  24672. this.curves.push( new Curves[ lineType ]( endPoint, startPoint ) );
  24673. }
  24674. return this;
  24675. }
  24676. /**
  24677. * This method returns a vector in 2D or 3D space (depending on the curve definitions)
  24678. * for the given interpolation factor.
  24679. *
  24680. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  24681. * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
  24682. * @return {?(Vector2|Vector3)} The position on the curve. It can be a 2D or 3D vector depending on the curve definition.
  24683. */
  24684. getPoint( t, optionalTarget ) {
  24685. // To get accurate point with reference to
  24686. // entire path distance at time t,
  24687. // following has to be done:
  24688. // 1. Length of each sub path have to be known
  24689. // 2. Locate and identify type of curve
  24690. // 3. Get t for the curve
  24691. // 4. Return curve.getPointAt(t')
  24692. const d = t * this.getLength();
  24693. const curveLengths = this.getCurveLengths();
  24694. let i = 0;
  24695. // To think about boundaries points.
  24696. while ( i < curveLengths.length ) {
  24697. if ( curveLengths[ i ] >= d ) {
  24698. const diff = curveLengths[ i ] - d;
  24699. const curve = this.curves[ i ];
  24700. const segmentLength = curve.getLength();
  24701. const u = segmentLength === 0 ? 0 : 1 - diff / segmentLength;
  24702. return curve.getPointAt( u, optionalTarget );
  24703. }
  24704. i ++;
  24705. }
  24706. return null;
  24707. // loop where sum != 0, sum > d , sum+1 <d
  24708. }
  24709. getLength() {
  24710. // We cannot use the default THREE.Curve getPoint() with getLength() because in
  24711. // THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath
  24712. // getPoint() depends on getLength
  24713. const lens = this.getCurveLengths();
  24714. return lens[ lens.length - 1 ];
  24715. }
  24716. updateArcLengths() {
  24717. // cacheLengths must be recalculated.
  24718. this.needsUpdate = true;
  24719. this.cacheLengths = null;
  24720. this.getCurveLengths();
  24721. }
  24722. /**
  24723. * Returns list of cumulative curve lengths of the defined curves.
  24724. *
  24725. * @return {Array<number>} The curve lengths.
  24726. */
  24727. getCurveLengths() {
  24728. // Compute lengths and cache them
  24729. // We cannot overwrite getLengths() because UtoT mapping uses it.
  24730. // We use cache values if curves and cache array are same length
  24731. if ( this.cacheLengths && this.cacheLengths.length === this.curves.length ) {
  24732. return this.cacheLengths;
  24733. }
  24734. // Get length of sub-curve
  24735. // Push sums into cached array
  24736. const lengths = [];
  24737. let sums = 0;
  24738. for ( let i = 0, l = this.curves.length; i < l; i ++ ) {
  24739. sums += this.curves[ i ].getLength();
  24740. lengths.push( sums );
  24741. }
  24742. this.cacheLengths = lengths;
  24743. return lengths;
  24744. }
  24745. getSpacedPoints( divisions = 40 ) {
  24746. const points = [];
  24747. for ( let i = 0; i <= divisions; i ++ ) {
  24748. points.push( this.getPoint( i / divisions ) );
  24749. }
  24750. if ( this.autoClose ) {
  24751. points.push( points[ 0 ] );
  24752. }
  24753. return points;
  24754. }
  24755. getPoints( divisions = 12 ) {
  24756. const points = [];
  24757. let last;
  24758. for ( let i = 0, curves = this.curves; i < curves.length; i ++ ) {
  24759. const curve = curves[ i ];
  24760. const resolution = curve.isEllipseCurve ? divisions * 2
  24761. : ( curve.isLineCurve || curve.isLineCurve3 ) ? 1
  24762. : curve.isSplineCurve ? divisions * curve.points.length
  24763. : divisions;
  24764. const pts = curve.getPoints( resolution );
  24765. for ( let j = 0; j < pts.length; j ++ ) {
  24766. const point = pts[ j ];
  24767. if ( last && last.equals( point ) ) continue; // ensures no consecutive points are duplicates
  24768. points.push( point );
  24769. last = point;
  24770. }
  24771. }
  24772. if ( this.autoClose && points.length > 1 && ! points[ points.length - 1 ].equals( points[ 0 ] ) ) {
  24773. points.push( points[ 0 ] );
  24774. }
  24775. return points;
  24776. }
  24777. copy( source ) {
  24778. super.copy( source );
  24779. this.curves = [];
  24780. for ( let i = 0, l = source.curves.length; i < l; i ++ ) {
  24781. const curve = source.curves[ i ];
  24782. this.curves.push( curve.clone() );
  24783. }
  24784. this.autoClose = source.autoClose;
  24785. return this;
  24786. }
  24787. toJSON() {
  24788. const data = super.toJSON();
  24789. data.autoClose = this.autoClose;
  24790. data.curves = [];
  24791. for ( let i = 0, l = this.curves.length; i < l; i ++ ) {
  24792. const curve = this.curves[ i ];
  24793. data.curves.push( curve.toJSON() );
  24794. }
  24795. return data;
  24796. }
  24797. fromJSON( json ) {
  24798. super.fromJSON( json );
  24799. this.autoClose = json.autoClose;
  24800. this.curves = [];
  24801. for ( let i = 0, l = json.curves.length; i < l; i ++ ) {
  24802. const curve = json.curves[ i ];
  24803. this.curves.push( new Curves[ curve.type ]().fromJSON( curve ) );
  24804. }
  24805. return this;
  24806. }
  24807. }
  24808. /**
  24809. * A 2D path representation. The class provides methods for creating paths
  24810. * and contours of 2D shapes similar to the 2D Canvas API.
  24811. *
  24812. * ```js
  24813. * const path = new THREE.Path();
  24814. *
  24815. * path.lineTo( 0, 0.8 );
  24816. * path.quadraticCurveTo( 0, 1, 0.2, 1 );
  24817. * path.lineTo( 1, 1 );
  24818. *
  24819. * const points = path.getPoints();
  24820. *
  24821. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  24822. * const material = new THREE.LineBasicMaterial( { color: 0xffffff } );
  24823. *
  24824. * const line = new THREE.Line( geometry, material );
  24825. * scene.add( line );
  24826. * ```
  24827. *
  24828. * @augments CurvePath
  24829. */
  24830. class Path extends CurvePath {
  24831. /**
  24832. * Constructs a new path.
  24833. *
  24834. * @param {Array<Vector2>} [points] - An array of 2D points defining the path.
  24835. */
  24836. constructor( points ) {
  24837. super();
  24838. this.type = 'Path';
  24839. /**
  24840. * The current offset of the path. Any new curve added will start here.
  24841. *
  24842. * @type {Vector2}
  24843. */
  24844. this.currentPoint = new Vector2();
  24845. if ( points ) {
  24846. this.setFromPoints( points );
  24847. }
  24848. }
  24849. /**
  24850. * Creates a path from the given list of points. The points are added
  24851. * to the path as instances of {@link LineCurve}.
  24852. *
  24853. * @param {Array<Vector2>} points - An array of 2D points.
  24854. * @return {Path} A reference to this path.
  24855. */
  24856. setFromPoints( points ) {
  24857. this.moveTo( points[ 0 ].x, points[ 0 ].y );
  24858. for ( let i = 1, l = points.length; i < l; i ++ ) {
  24859. this.lineTo( points[ i ].x, points[ i ].y );
  24860. }
  24861. return this;
  24862. }
  24863. /**
  24864. * Moves {@link Path#currentPoint} to the given point.
  24865. *
  24866. * @param {number} x - The x coordinate.
  24867. * @param {number} y - The y coordinate.
  24868. * @return {Path} A reference to this path.
  24869. */
  24870. moveTo( x, y ) {
  24871. this.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying?
  24872. return this;
  24873. }
  24874. /**
  24875. * Adds an instance of {@link LineCurve} to the path by connecting
  24876. * the current point with the given one.
  24877. *
  24878. * @param {number} x - The x coordinate of the end point.
  24879. * @param {number} y - The y coordinate of the end point.
  24880. * @return {Path} A reference to this path.
  24881. */
  24882. lineTo( x, y ) {
  24883. const curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) );
  24884. this.curves.push( curve );
  24885. this.currentPoint.set( x, y );
  24886. return this;
  24887. }
  24888. /**
  24889. * Adds an instance of {@link QuadraticBezierCurve} to the path by connecting
  24890. * the current point with the given one.
  24891. *
  24892. * @param {number} aCPx - The x coordinate of the control point.
  24893. * @param {number} aCPy - The y coordinate of the control point.
  24894. * @param {number} aX - The x coordinate of the end point.
  24895. * @param {number} aY - The y coordinate of the end point.
  24896. * @return {Path} A reference to this path.
  24897. */
  24898. quadraticCurveTo( aCPx, aCPy, aX, aY ) {
  24899. const curve = new QuadraticBezierCurve(
  24900. this.currentPoint.clone(),
  24901. new Vector2( aCPx, aCPy ),
  24902. new Vector2( aX, aY )
  24903. );
  24904. this.curves.push( curve );
  24905. this.currentPoint.set( aX, aY );
  24906. return this;
  24907. }
  24908. /**
  24909. * Adds an instance of {@link CubicBezierCurve} to the path by connecting
  24910. * the current point with the given one.
  24911. *
  24912. * @param {number} aCP1x - The x coordinate of the first control point.
  24913. * @param {number} aCP1y - The y coordinate of the first control point.
  24914. * @param {number} aCP2x - The x coordinate of the second control point.
  24915. * @param {number} aCP2y - The y coordinate of the second control point.
  24916. * @param {number} aX - The x coordinate of the end point.
  24917. * @param {number} aY - The y coordinate of the end point.
  24918. * @return {Path} A reference to this path.
  24919. */
  24920. bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  24921. const curve = new CubicBezierCurve(
  24922. this.currentPoint.clone(),
  24923. new Vector2( aCP1x, aCP1y ),
  24924. new Vector2( aCP2x, aCP2y ),
  24925. new Vector2( aX, aY )
  24926. );
  24927. this.curves.push( curve );
  24928. this.currentPoint.set( aX, aY );
  24929. return this;
  24930. }
  24931. /**
  24932. * Adds an instance of {@link SplineCurve} to the path by connecting
  24933. * the current point with the given list of points.
  24934. *
  24935. * @param {Array<Vector2>} pts - An array of points in 2D space.
  24936. * @return {Path} A reference to this path.
  24937. */
  24938. splineThru( pts ) {
  24939. const npts = [ this.currentPoint.clone() ].concat( pts );
  24940. const curve = new SplineCurve( npts );
  24941. this.curves.push( curve );
  24942. this.currentPoint.copy( pts[ pts.length - 1 ] );
  24943. return this;
  24944. }
  24945. /**
  24946. * Adds an arc as an instance of {@link EllipseCurve} to the path, positioned relative
  24947. * to the current point.
  24948. *
  24949. * @param {number} [aX=0] - The x coordinate of the center of the arc offsetted from the previous curve.
  24950. * @param {number} [aY=0] - The y coordinate of the center of the arc offsetted from the previous curve.
  24951. * @param {number} [aRadius=1] - The radius of the arc.
  24952. * @param {number} [aStartAngle=0] - The start angle in radians.
  24953. * @param {number} [aEndAngle=Math.PI*2] - The end angle in radians.
  24954. * @param {boolean} [aClockwise=false] - Whether to sweep the arc clockwise or not.
  24955. * @return {Path} A reference to this path.
  24956. */
  24957. arc( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  24958. const x0 = this.currentPoint.x;
  24959. const y0 = this.currentPoint.y;
  24960. this.absarc( aX + x0, aY + y0, aRadius,
  24961. aStartAngle, aEndAngle, aClockwise );
  24962. return this;
  24963. }
  24964. /**
  24965. * Adds an absolutely positioned arc as an instance of {@link EllipseCurve} to the path.
  24966. *
  24967. * @param {number} [aX=0] - The x coordinate of the center of the arc.
  24968. * @param {number} [aY=0] - The y coordinate of the center of the arc.
  24969. * @param {number} [aRadius=1] - The radius of the arc.
  24970. * @param {number} [aStartAngle=0] - The start angle in radians.
  24971. * @param {number} [aEndAngle=Math.PI*2] - The end angle in radians.
  24972. * @param {boolean} [aClockwise=false] - Whether to sweep the arc clockwise or not.
  24973. * @return {Path} A reference to this path.
  24974. */
  24975. absarc( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  24976. this.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  24977. return this;
  24978. }
  24979. /**
  24980. * Adds an ellipse as an instance of {@link EllipseCurve} to the path, positioned relative
  24981. * to the current point
  24982. *
  24983. * @param {number} [aX=0] - The x coordinate of the center of the ellipse offsetted from the previous curve.
  24984. * @param {number} [aY=0] - The y coordinate of the center of the ellipse offsetted from the previous curve.
  24985. * @param {number} [xRadius=1] - The radius of the ellipse in the x axis.
  24986. * @param {number} [yRadius=1] - The radius of the ellipse in the y axis.
  24987. * @param {number} [aStartAngle=0] - The start angle in radians.
  24988. * @param {number} [aEndAngle=Math.PI*2] - The end angle in radians.
  24989. * @param {boolean} [aClockwise=false] - Whether to sweep the ellipse clockwise or not.
  24990. * @param {number} [aRotation=0] - The rotation angle of the ellipse in radians, counterclockwise from the positive X axis.
  24991. * @return {Path} A reference to this path.
  24992. */
  24993. ellipse( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  24994. const x0 = this.currentPoint.x;
  24995. const y0 = this.currentPoint.y;
  24996. this.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  24997. return this;
  24998. }
  24999. /**
  25000. * Adds an absolutely positioned ellipse as an instance of {@link EllipseCurve} to the path.
  25001. *
  25002. * @param {number} [aX=0] - The x coordinate of the absolute center of the ellipse.
  25003. * @param {number} [aY=0] - The y coordinate of the absolute center of the ellipse.
  25004. * @param {number} [xRadius=1] - The radius of the ellipse in the x axis.
  25005. * @param {number} [yRadius=1] - The radius of the ellipse in the y axis.
  25006. * @param {number} [aStartAngle=0] - The start angle in radians.
  25007. * @param {number} [aEndAngle=Math.PI*2] - The end angle in radians.
  25008. * @param {boolean} [aClockwise=false] - Whether to sweep the ellipse clockwise or not.
  25009. * @param {number} [aRotation=0] - The rotation angle of the ellipse in radians, counterclockwise from the positive X axis.
  25010. * @return {Path} A reference to this path.
  25011. */
  25012. absellipse( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  25013. const curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  25014. if ( this.curves.length > 0 ) {
  25015. // if a previous curve is present, attempt to join
  25016. const firstPoint = curve.getPoint( 0 );
  25017. if ( ! firstPoint.equals( this.currentPoint ) ) {
  25018. this.lineTo( firstPoint.x, firstPoint.y );
  25019. }
  25020. }
  25021. this.curves.push( curve );
  25022. const lastPoint = curve.getPoint( 1 );
  25023. this.currentPoint.copy( lastPoint );
  25024. return this;
  25025. }
  25026. copy( source ) {
  25027. super.copy( source );
  25028. this.currentPoint.copy( source.currentPoint );
  25029. return this;
  25030. }
  25031. toJSON() {
  25032. const data = super.toJSON();
  25033. data.currentPoint = this.currentPoint.toArray();
  25034. return data;
  25035. }
  25036. fromJSON( json ) {
  25037. super.fromJSON( json );
  25038. this.currentPoint.fromArray( json.currentPoint );
  25039. return this;
  25040. }
  25041. }
  25042. /**
  25043. * Defines an arbitrary 2d shape plane using paths with optional holes. It
  25044. * can be used with {@link ExtrudeGeometry}, {@link ShapeGeometry}, to get
  25045. * points, or to get triangulated faces.
  25046. *
  25047. * ```js
  25048. * const heartShape = new THREE.Shape();
  25049. *
  25050. * heartShape.moveTo( 25, 25 );
  25051. * heartShape.bezierCurveTo( 25, 25, 20, 0, 0, 0 );
  25052. * heartShape.bezierCurveTo( - 30, 0, - 30, 35, - 30, 35 );
  25053. * heartShape.bezierCurveTo( - 30, 55, - 10, 77, 25, 95 );
  25054. * heartShape.bezierCurveTo( 60, 77, 80, 55, 80, 35 );
  25055. * heartShape.bezierCurveTo( 80, 35, 80, 0, 50, 0 );
  25056. * heartShape.bezierCurveTo( 35, 0, 25, 25, 25, 25 );
  25057. *
  25058. * const extrudeSettings = {
  25059. * depth: 8,
  25060. * bevelEnabled: true,
  25061. * bevelSegments: 2,
  25062. * steps: 2,
  25063. * bevelSize: 1,
  25064. * bevelThickness: 1
  25065. * };
  25066. *
  25067. * const geometry = new THREE.ExtrudeGeometry( heartShape, extrudeSettings );
  25068. * const mesh = new THREE.Mesh( geometry, new THREE.MeshBasicMaterial() );
  25069. * ```
  25070. *
  25071. * @augments Path
  25072. */
  25073. class Shape extends Path {
  25074. /**
  25075. * Constructs a new shape.
  25076. *
  25077. * @param {Array<Vector2>} [points] - An array of 2D points defining the shape.
  25078. */
  25079. constructor( points ) {
  25080. super( points );
  25081. /**
  25082. * The UUID of the shape.
  25083. *
  25084. * @type {string}
  25085. * @readonly
  25086. */
  25087. this.uuid = generateUUID();
  25088. this.type = 'Shape';
  25089. /**
  25090. * Defines the holes in the shape. Hole definitions must use the
  25091. * opposite winding order (CW/CCW) than the outer shape.
  25092. *
  25093. * @type {Array<Path>}
  25094. * @readonly
  25095. */
  25096. this.holes = [];
  25097. }
  25098. /**
  25099. * Returns an array representing each contour of the holes
  25100. * as a list of 2D points.
  25101. *
  25102. * @param {number} divisions - The fineness of the result.
  25103. * @return {Array<Array<Vector2>>} The holes as a series of 2D points.
  25104. */
  25105. getPointsHoles( divisions ) {
  25106. const holesPts = [];
  25107. for ( let i = 0, l = this.holes.length; i < l; i ++ ) {
  25108. holesPts[ i ] = this.holes[ i ].getPoints( divisions );
  25109. }
  25110. return holesPts;
  25111. }
  25112. // get points of shape and holes (keypoints based on segments parameter)
  25113. /**
  25114. * Returns an object that holds contour data for the shape and its holes as
  25115. * arrays of 2D points.
  25116. *
  25117. * @param {number} divisions - The fineness of the result.
  25118. * @return {{shape:Array<Vector2>,holes:Array<Array<Vector2>>}} An object with contour data.
  25119. */
  25120. extractPoints( divisions ) {
  25121. return {
  25122. shape: this.getPoints( divisions ),
  25123. holes: this.getPointsHoles( divisions )
  25124. };
  25125. }
  25126. copy( source ) {
  25127. super.copy( source );
  25128. this.holes = [];
  25129. for ( let i = 0, l = source.holes.length; i < l; i ++ ) {
  25130. const hole = source.holes[ i ];
  25131. this.holes.push( hole.clone() );
  25132. }
  25133. return this;
  25134. }
  25135. toJSON() {
  25136. const data = super.toJSON();
  25137. data.uuid = this.uuid;
  25138. data.holes = [];
  25139. for ( let i = 0, l = this.holes.length; i < l; i ++ ) {
  25140. const hole = this.holes[ i ];
  25141. data.holes.push( hole.toJSON() );
  25142. }
  25143. return data;
  25144. }
  25145. fromJSON( json ) {
  25146. super.fromJSON( json );
  25147. this.uuid = json.uuid;
  25148. this.holes = [];
  25149. for ( let i = 0, l = json.holes.length; i < l; i ++ ) {
  25150. const hole = json.holes[ i ];
  25151. this.holes.push( new Path().fromJSON( hole ) );
  25152. }
  25153. return this;
  25154. }
  25155. }
  25156. /* eslint-disable */
  25157. // copy of mapbox/earcut version 3.0.1
  25158. // https://github.com/mapbox/earcut/tree/v3.0.1
  25159. function earcut(data, holeIndices, dim = 2) {
  25160. const hasHoles = holeIndices && holeIndices.length;
  25161. const outerLen = hasHoles ? holeIndices[0] * dim : data.length;
  25162. let outerNode = linkedList(data, 0, outerLen, dim, true);
  25163. const triangles = [];
  25164. if (!outerNode || outerNode.next === outerNode.prev) return triangles;
  25165. let minX, minY, invSize;
  25166. if (hasHoles) outerNode = eliminateHoles(data, holeIndices, outerNode, dim);
  25167. // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox
  25168. if (data.length > 80 * dim) {
  25169. minX = Infinity;
  25170. minY = Infinity;
  25171. let maxX = -Infinity;
  25172. let maxY = -Infinity;
  25173. for (let i = dim; i < outerLen; i += dim) {
  25174. const x = data[i];
  25175. const y = data[i + 1];
  25176. if (x < minX) minX = x;
  25177. if (y < minY) minY = y;
  25178. if (x > maxX) maxX = x;
  25179. if (y > maxY) maxY = y;
  25180. }
  25181. // minX, minY and invSize are later used to transform coords into integers for z-order calculation
  25182. invSize = Math.max(maxX - minX, maxY - minY);
  25183. invSize = invSize !== 0 ? 32767 / invSize : 0;
  25184. }
  25185. earcutLinked(outerNode, triangles, dim, minX, minY, invSize, 0);
  25186. return triangles;
  25187. }
  25188. // create a circular doubly linked list from polygon points in the specified winding order
  25189. function linkedList(data, start, end, dim, clockwise) {
  25190. let last;
  25191. if (clockwise === (signedArea(data, start, end, dim) > 0)) {
  25192. for (let i = start; i < end; i += dim) last = insertNode(i / dim | 0, data[i], data[i + 1], last);
  25193. } else {
  25194. for (let i = end - dim; i >= start; i -= dim) last = insertNode(i / dim | 0, data[i], data[i + 1], last);
  25195. }
  25196. if (last && equals(last, last.next)) {
  25197. removeNode(last);
  25198. last = last.next;
  25199. }
  25200. return last;
  25201. }
  25202. // eliminate colinear or duplicate points
  25203. function filterPoints(start, end) {
  25204. if (!start) return start;
  25205. if (!end) end = start;
  25206. let p = start,
  25207. again;
  25208. do {
  25209. again = false;
  25210. if (!p.steiner && (equals(p, p.next) || area(p.prev, p, p.next) === 0)) {
  25211. removeNode(p);
  25212. p = end = p.prev;
  25213. if (p === p.next) break;
  25214. again = true;
  25215. } else {
  25216. p = p.next;
  25217. }
  25218. } while (again || p !== end);
  25219. return end;
  25220. }
  25221. // main ear slicing loop which triangulates a polygon (given as a linked list)
  25222. function earcutLinked(ear, triangles, dim, minX, minY, invSize, pass) {
  25223. if (!ear) return;
  25224. // interlink polygon nodes in z-order
  25225. if (!pass && invSize) indexCurve(ear, minX, minY, invSize);
  25226. let stop = ear;
  25227. // iterate through ears, slicing them one by one
  25228. while (ear.prev !== ear.next) {
  25229. const prev = ear.prev;
  25230. const next = ear.next;
  25231. if (invSize ? isEarHashed(ear, minX, minY, invSize) : isEar(ear)) {
  25232. triangles.push(prev.i, ear.i, next.i); // cut off the triangle
  25233. removeNode(ear);
  25234. // skipping the next vertex leads to less sliver triangles
  25235. ear = next.next;
  25236. stop = next.next;
  25237. continue;
  25238. }
  25239. ear = next;
  25240. // if we looped through the whole remaining polygon and can't find any more ears
  25241. if (ear === stop) {
  25242. // try filtering points and slicing again
  25243. if (!pass) {
  25244. earcutLinked(filterPoints(ear), triangles, dim, minX, minY, invSize, 1);
  25245. // if this didn't work, try curing all small self-intersections locally
  25246. } else if (pass === 1) {
  25247. ear = cureLocalIntersections(filterPoints(ear), triangles);
  25248. earcutLinked(ear, triangles, dim, minX, minY, invSize, 2);
  25249. // as a last resort, try splitting the remaining polygon into two
  25250. } else if (pass === 2) {
  25251. splitEarcut(ear, triangles, dim, minX, minY, invSize);
  25252. }
  25253. break;
  25254. }
  25255. }
  25256. }
  25257. // check whether a polygon node forms a valid ear with adjacent nodes
  25258. function isEar(ear) {
  25259. const a = ear.prev,
  25260. b = ear,
  25261. c = ear.next;
  25262. if (area(a, b, c) >= 0) return false; // reflex, can't be an ear
  25263. // now make sure we don't have other points inside the potential ear
  25264. const ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y;
  25265. // triangle bbox
  25266. const x0 = Math.min(ax, bx, cx),
  25267. y0 = Math.min(ay, by, cy),
  25268. x1 = Math.max(ax, bx, cx),
  25269. y1 = Math.max(ay, by, cy);
  25270. let p = c.next;
  25271. while (p !== a) {
  25272. if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 &&
  25273. pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, p.x, p.y) &&
  25274. area(p.prev, p, p.next) >= 0) return false;
  25275. p = p.next;
  25276. }
  25277. return true;
  25278. }
  25279. function isEarHashed(ear, minX, minY, invSize) {
  25280. const a = ear.prev,
  25281. b = ear,
  25282. c = ear.next;
  25283. if (area(a, b, c) >= 0) return false; // reflex, can't be an ear
  25284. const ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y;
  25285. // triangle bbox
  25286. const x0 = Math.min(ax, bx, cx),
  25287. y0 = Math.min(ay, by, cy),
  25288. x1 = Math.max(ax, bx, cx),
  25289. y1 = Math.max(ay, by, cy);
  25290. // z-order range for the current triangle bbox;
  25291. const minZ = zOrder(x0, y0, minX, minY, invSize),
  25292. maxZ = zOrder(x1, y1, minX, minY, invSize);
  25293. let p = ear.prevZ,
  25294. n = ear.nextZ;
  25295. // look for points inside the triangle in both directions
  25296. while (p && p.z >= minZ && n && n.z <= maxZ) {
  25297. if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c &&
  25298. pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, p.x, p.y) && area(p.prev, p, p.next) >= 0) return false;
  25299. p = p.prevZ;
  25300. if (n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c &&
  25301. pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, n.x, n.y) && area(n.prev, n, n.next) >= 0) return false;
  25302. n = n.nextZ;
  25303. }
  25304. // look for remaining points in decreasing z-order
  25305. while (p && p.z >= minZ) {
  25306. if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c &&
  25307. pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, p.x, p.y) && area(p.prev, p, p.next) >= 0) return false;
  25308. p = p.prevZ;
  25309. }
  25310. // look for remaining points in increasing z-order
  25311. while (n && n.z <= maxZ) {
  25312. if (n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c &&
  25313. pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, n.x, n.y) && area(n.prev, n, n.next) >= 0) return false;
  25314. n = n.nextZ;
  25315. }
  25316. return true;
  25317. }
  25318. // go through all polygon nodes and cure small local self-intersections
  25319. function cureLocalIntersections(start, triangles) {
  25320. let p = start;
  25321. do {
  25322. const a = p.prev,
  25323. b = p.next.next;
  25324. if (!equals(a, b) && intersects(a, p, p.next, b) && locallyInside(a, b) && locallyInside(b, a)) {
  25325. triangles.push(a.i, p.i, b.i);
  25326. // remove two nodes involved
  25327. removeNode(p);
  25328. removeNode(p.next);
  25329. p = start = b;
  25330. }
  25331. p = p.next;
  25332. } while (p !== start);
  25333. return filterPoints(p);
  25334. }
  25335. // try splitting polygon into two and triangulate them independently
  25336. function splitEarcut(start, triangles, dim, minX, minY, invSize) {
  25337. // look for a valid diagonal that divides the polygon into two
  25338. let a = start;
  25339. do {
  25340. let b = a.next.next;
  25341. while (b !== a.prev) {
  25342. if (a.i !== b.i && isValidDiagonal(a, b)) {
  25343. // split the polygon in two by the diagonal
  25344. let c = splitPolygon(a, b);
  25345. // filter colinear points around the cuts
  25346. a = filterPoints(a, a.next);
  25347. c = filterPoints(c, c.next);
  25348. // run earcut on each half
  25349. earcutLinked(a, triangles, dim, minX, minY, invSize, 0);
  25350. earcutLinked(c, triangles, dim, minX, minY, invSize, 0);
  25351. return;
  25352. }
  25353. b = b.next;
  25354. }
  25355. a = a.next;
  25356. } while (a !== start);
  25357. }
  25358. // link every hole into the outer loop, producing a single-ring polygon without holes
  25359. function eliminateHoles(data, holeIndices, outerNode, dim) {
  25360. const queue = [];
  25361. for (let i = 0, len = holeIndices.length; i < len; i++) {
  25362. const start = holeIndices[i] * dim;
  25363. const end = i < len - 1 ? holeIndices[i + 1] * dim : data.length;
  25364. const list = linkedList(data, start, end, dim, false);
  25365. if (list === list.next) list.steiner = true;
  25366. queue.push(getLeftmost(list));
  25367. }
  25368. queue.sort(compareXYSlope);
  25369. // process holes from left to right
  25370. for (let i = 0; i < queue.length; i++) {
  25371. outerNode = eliminateHole(queue[i], outerNode);
  25372. }
  25373. return outerNode;
  25374. }
  25375. function compareXYSlope(a, b) {
  25376. let result = a.x - b.x;
  25377. // when the left-most point of 2 holes meet at a vertex, sort the holes counterclockwise so that when we find
  25378. // the bridge to the outer shell is always the point that they meet at.
  25379. if (result === 0) {
  25380. result = a.y - b.y;
  25381. if (result === 0) {
  25382. const aSlope = (a.next.y - a.y) / (a.next.x - a.x);
  25383. const bSlope = (b.next.y - b.y) / (b.next.x - b.x);
  25384. result = aSlope - bSlope;
  25385. }
  25386. }
  25387. return result;
  25388. }
  25389. // find a bridge between vertices that connects hole with an outer ring and and link it
  25390. function eliminateHole(hole, outerNode) {
  25391. const bridge = findHoleBridge(hole, outerNode);
  25392. if (!bridge) {
  25393. return outerNode;
  25394. }
  25395. const bridgeReverse = splitPolygon(bridge, hole);
  25396. // filter collinear points around the cuts
  25397. filterPoints(bridgeReverse, bridgeReverse.next);
  25398. return filterPoints(bridge, bridge.next);
  25399. }
  25400. // David Eberly's algorithm for finding a bridge between hole and outer polygon
  25401. function findHoleBridge(hole, outerNode) {
  25402. let p = outerNode;
  25403. const hx = hole.x;
  25404. const hy = hole.y;
  25405. let qx = -Infinity;
  25406. let m;
  25407. // find a segment intersected by a ray from the hole's leftmost point to the left;
  25408. // segment's endpoint with lesser x will be potential connection point
  25409. // unless they intersect at a vertex, then choose the vertex
  25410. if (equals(hole, p)) return p;
  25411. do {
  25412. if (equals(hole, p.next)) return p.next;
  25413. else if (hy <= p.y && hy >= p.next.y && p.next.y !== p.y) {
  25414. const x = p.x + (hy - p.y) * (p.next.x - p.x) / (p.next.y - p.y);
  25415. if (x <= hx && x > qx) {
  25416. qx = x;
  25417. m = p.x < p.next.x ? p : p.next;
  25418. if (x === hx) return m; // hole touches outer segment; pick leftmost endpoint
  25419. }
  25420. }
  25421. p = p.next;
  25422. } while (p !== outerNode);
  25423. if (!m) return null;
  25424. // look for points inside the triangle of hole point, segment intersection and endpoint;
  25425. // if there are no points found, we have a valid connection;
  25426. // otherwise choose the point of the minimum angle with the ray as connection point
  25427. const stop = m;
  25428. const mx = m.x;
  25429. const my = m.y;
  25430. let tanMin = Infinity;
  25431. p = m;
  25432. do {
  25433. if (hx >= p.x && p.x >= mx && hx !== p.x &&
  25434. pointInTriangle(hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y)) {
  25435. const tan = Math.abs(hy - p.y) / (hx - p.x); // tangential
  25436. if (locallyInside(p, hole) &&
  25437. (tan < tanMin || (tan === tanMin && (p.x > m.x || (p.x === m.x && sectorContainsSector(m, p)))))) {
  25438. m = p;
  25439. tanMin = tan;
  25440. }
  25441. }
  25442. p = p.next;
  25443. } while (p !== stop);
  25444. return m;
  25445. }
  25446. // whether sector in vertex m contains sector in vertex p in the same coordinates
  25447. function sectorContainsSector(m, p) {
  25448. return area(m.prev, m, p.prev) < 0 && area(p.next, m, m.next) < 0;
  25449. }
  25450. // interlink polygon nodes in z-order
  25451. function indexCurve(start, minX, minY, invSize) {
  25452. let p = start;
  25453. do {
  25454. if (p.z === 0) p.z = zOrder(p.x, p.y, minX, minY, invSize);
  25455. p.prevZ = p.prev;
  25456. p.nextZ = p.next;
  25457. p = p.next;
  25458. } while (p !== start);
  25459. p.prevZ.nextZ = null;
  25460. p.prevZ = null;
  25461. sortLinked(p);
  25462. }
  25463. // Simon Tatham's linked list merge sort algorithm
  25464. // http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html
  25465. function sortLinked(list) {
  25466. let numMerges;
  25467. let inSize = 1;
  25468. do {
  25469. let p = list;
  25470. let e;
  25471. list = null;
  25472. let tail = null;
  25473. numMerges = 0;
  25474. while (p) {
  25475. numMerges++;
  25476. let q = p;
  25477. let pSize = 0;
  25478. for (let i = 0; i < inSize; i++) {
  25479. pSize++;
  25480. q = q.nextZ;
  25481. if (!q) break;
  25482. }
  25483. let qSize = inSize;
  25484. while (pSize > 0 || (qSize > 0 && q)) {
  25485. if (pSize !== 0 && (qSize === 0 || !q || p.z <= q.z)) {
  25486. e = p;
  25487. p = p.nextZ;
  25488. pSize--;
  25489. } else {
  25490. e = q;
  25491. q = q.nextZ;
  25492. qSize--;
  25493. }
  25494. if (tail) tail.nextZ = e;
  25495. else list = e;
  25496. e.prevZ = tail;
  25497. tail = e;
  25498. }
  25499. p = q;
  25500. }
  25501. tail.nextZ = null;
  25502. inSize *= 2;
  25503. } while (numMerges > 1);
  25504. return list;
  25505. }
  25506. // z-order of a point given coords and inverse of the longer side of data bbox
  25507. function zOrder(x, y, minX, minY, invSize) {
  25508. // coords are transformed into non-negative 15-bit integer range
  25509. x = (x - minX) * invSize | 0;
  25510. y = (y - minY) * invSize | 0;
  25511. x = (x | (x << 8)) & 0x00FF00FF;
  25512. x = (x | (x << 4)) & 0x0F0F0F0F;
  25513. x = (x | (x << 2)) & 0x33333333;
  25514. x = (x | (x << 1)) & 0x55555555;
  25515. y = (y | (y << 8)) & 0x00FF00FF;
  25516. y = (y | (y << 4)) & 0x0F0F0F0F;
  25517. y = (y | (y << 2)) & 0x33333333;
  25518. y = (y | (y << 1)) & 0x55555555;
  25519. return x | (y << 1);
  25520. }
  25521. // find the leftmost node of a polygon ring
  25522. function getLeftmost(start) {
  25523. let p = start,
  25524. leftmost = start;
  25525. do {
  25526. if (p.x < leftmost.x || (p.x === leftmost.x && p.y < leftmost.y)) leftmost = p;
  25527. p = p.next;
  25528. } while (p !== start);
  25529. return leftmost;
  25530. }
  25531. // check if a point lies within a convex triangle
  25532. function pointInTriangle(ax, ay, bx, by, cx, cy, px, py) {
  25533. return (cx - px) * (ay - py) >= (ax - px) * (cy - py) &&
  25534. (ax - px) * (by - py) >= (bx - px) * (ay - py) &&
  25535. (bx - px) * (cy - py) >= (cx - px) * (by - py);
  25536. }
  25537. // check if a point lies within a convex triangle but false if its equal to the first point of the triangle
  25538. function pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, px, py) {
  25539. return !(ax === px && ay === py) && pointInTriangle(ax, ay, bx, by, cx, cy, px, py);
  25540. }
  25541. // check if a diagonal between two polygon nodes is valid (lies in polygon interior)
  25542. function isValidDiagonal(a, b) {
  25543. return a.next.i !== b.i && a.prev.i !== b.i && !intersectsPolygon(a, b) && // doesn't intersect other edges
  25544. (locallyInside(a, b) && locallyInside(b, a) && middleInside(a, b) && // locally visible
  25545. (area(a.prev, a, b.prev) || area(a, b.prev, b)) || // does not create opposite-facing sectors
  25546. equals(a, b) && area(a.prev, a, a.next) > 0 && area(b.prev, b, b.next) > 0); // special zero-length case
  25547. }
  25548. // signed area of a triangle
  25549. function area(p, q, r) {
  25550. return (q.y - p.y) * (r.x - q.x) - (q.x - p.x) * (r.y - q.y);
  25551. }
  25552. // check if two points are equal
  25553. function equals(p1, p2) {
  25554. return p1.x === p2.x && p1.y === p2.y;
  25555. }
  25556. // check if two segments intersect
  25557. function intersects(p1, q1, p2, q2) {
  25558. const o1 = sign(area(p1, q1, p2));
  25559. const o2 = sign(area(p1, q1, q2));
  25560. const o3 = sign(area(p2, q2, p1));
  25561. const o4 = sign(area(p2, q2, q1));
  25562. if (o1 !== o2 && o3 !== o4) return true; // general case
  25563. if (o1 === 0 && onSegment(p1, p2, q1)) return true; // p1, q1 and p2 are collinear and p2 lies on p1q1
  25564. if (o2 === 0 && onSegment(p1, q2, q1)) return true; // p1, q1 and q2 are collinear and q2 lies on p1q1
  25565. if (o3 === 0 && onSegment(p2, p1, q2)) return true; // p2, q2 and p1 are collinear and p1 lies on p2q2
  25566. if (o4 === 0 && onSegment(p2, q1, q2)) return true; // p2, q2 and q1 are collinear and q1 lies on p2q2
  25567. return false;
  25568. }
  25569. // for collinear points p, q, r, check if point q lies on segment pr
  25570. function onSegment(p, q, r) {
  25571. 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);
  25572. }
  25573. function sign(num) {
  25574. return num > 0 ? 1 : num < 0 ? -1 : 0;
  25575. }
  25576. // check if a polygon diagonal intersects any polygon segments
  25577. function intersectsPolygon(a, b) {
  25578. let p = a;
  25579. do {
  25580. if (p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&
  25581. intersects(p, p.next, a, b)) return true;
  25582. p = p.next;
  25583. } while (p !== a);
  25584. return false;
  25585. }
  25586. // check if a polygon diagonal is locally inside the polygon
  25587. function locallyInside(a, b) {
  25588. return area(a.prev, a, a.next) < 0 ?
  25589. area(a, b, a.next) >= 0 && area(a, a.prev, b) >= 0 :
  25590. area(a, b, a.prev) < 0 || area(a, a.next, b) < 0;
  25591. }
  25592. // check if the middle point of a polygon diagonal is inside the polygon
  25593. function middleInside(a, b) {
  25594. let p = a;
  25595. let inside = false;
  25596. const px = (a.x + b.x) / 2;
  25597. const py = (a.y + b.y) / 2;
  25598. do {
  25599. if (((p.y > py) !== (p.next.y > py)) && p.next.y !== p.y &&
  25600. (px < (p.next.x - p.x) * (py - p.y) / (p.next.y - p.y) + p.x))
  25601. inside = !inside;
  25602. p = p.next;
  25603. } while (p !== a);
  25604. return inside;
  25605. }
  25606. // link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;
  25607. // if one belongs to the outer ring and another to a hole, it merges it into a single ring
  25608. function splitPolygon(a, b) {
  25609. const a2 = createNode(a.i, a.x, a.y),
  25610. b2 = createNode(b.i, b.x, b.y),
  25611. an = a.next,
  25612. bp = b.prev;
  25613. a.next = b;
  25614. b.prev = a;
  25615. a2.next = an;
  25616. an.prev = a2;
  25617. b2.next = a2;
  25618. a2.prev = b2;
  25619. bp.next = b2;
  25620. b2.prev = bp;
  25621. return b2;
  25622. }
  25623. // create a node and optionally link it with previous one (in a circular doubly linked list)
  25624. function insertNode(i, x, y, last) {
  25625. const p = createNode(i, x, y);
  25626. if (!last) {
  25627. p.prev = p;
  25628. p.next = p;
  25629. } else {
  25630. p.next = last.next;
  25631. p.prev = last;
  25632. last.next.prev = p;
  25633. last.next = p;
  25634. }
  25635. return p;
  25636. }
  25637. function removeNode(p) {
  25638. p.next.prev = p.prev;
  25639. p.prev.next = p.next;
  25640. if (p.prevZ) p.prevZ.nextZ = p.nextZ;
  25641. if (p.nextZ) p.nextZ.prevZ = p.prevZ;
  25642. }
  25643. function createNode(i, x, y) {
  25644. return {
  25645. i, // vertex index in coordinates array
  25646. x, y, // vertex coordinates
  25647. prev: null, // previous and next vertex nodes in a polygon ring
  25648. next: null,
  25649. z: 0, // z-order curve value
  25650. prevZ: null, // previous and next nodes in z-order
  25651. nextZ: null,
  25652. steiner: false // indicates whether this is a steiner point
  25653. };
  25654. }
  25655. function signedArea(data, start, end, dim) {
  25656. let sum = 0;
  25657. for (let i = start, j = end - dim; i < end; i += dim) {
  25658. sum += (data[j] - data[i]) * (data[i + 1] + data[j + 1]);
  25659. j = i;
  25660. }
  25661. return sum;
  25662. }
  25663. class Earcut {
  25664. /**
  25665. * Triangulates the given shape definition by returning an array of triangles.
  25666. *
  25667. * @param {Array<number>} data - An array with 2D points.
  25668. * @param {Array<number>} holeIndices - An array with indices defining holes.
  25669. * @param {number} [dim=2] - The number of coordinates per vertex in the input array.
  25670. * @return {Array<number>} An array representing the triangulated faces. Each face is defined by three consecutive numbers
  25671. * representing vertex indices.
  25672. */
  25673. static triangulate( data, holeIndices, dim = 2 ) {
  25674. return earcut( data, holeIndices, dim );
  25675. }
  25676. }
  25677. /**
  25678. * A class containing utility functions for shapes.
  25679. *
  25680. * @hideconstructor
  25681. */
  25682. class ShapeUtils {
  25683. /**
  25684. * Calculate area of a ( 2D ) contour polygon.
  25685. *
  25686. * @param {Array<Vector2>} contour - An array of 2D points.
  25687. * @return {number} The area.
  25688. */
  25689. static area( contour ) {
  25690. const n = contour.length;
  25691. let a = 0.0;
  25692. for ( let p = n - 1, q = 0; q < n; p = q ++ ) {
  25693. a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;
  25694. }
  25695. return a * 0.5;
  25696. }
  25697. /**
  25698. * Returns `true` if the given contour uses a clockwise winding order.
  25699. *
  25700. * @param {Array<Vector2>} pts - An array of 2D points defining a polygon.
  25701. * @return {boolean} Whether the given contour uses a clockwise winding order or not.
  25702. */
  25703. static isClockWise( pts ) {
  25704. return ShapeUtils.area( pts ) < 0;
  25705. }
  25706. /**
  25707. * Triangulates the given shape definition.
  25708. *
  25709. * @param {Array<Vector2>} contour - An array of 2D points defining the contour.
  25710. * @param {Array<Array<Vector2>>} holes - An array that holds arrays of 2D points defining the holes.
  25711. * @return {Array<Array<number>>} An array that holds for each face definition an array with three indices.
  25712. */
  25713. static triangulateShape( contour, holes ) {
  25714. const vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ]
  25715. const holeIndices = []; // array of hole indices
  25716. const faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ]
  25717. removeDupEndPts( contour );
  25718. addContour( vertices, contour );
  25719. //
  25720. let holeIndex = contour.length;
  25721. holes.forEach( removeDupEndPts );
  25722. for ( let i = 0; i < holes.length; i ++ ) {
  25723. holeIndices.push( holeIndex );
  25724. holeIndex += holes[ i ].length;
  25725. addContour( vertices, holes[ i ] );
  25726. }
  25727. //
  25728. const triangles = Earcut.triangulate( vertices, holeIndices );
  25729. //
  25730. for ( let i = 0; i < triangles.length; i += 3 ) {
  25731. faces.push( triangles.slice( i, i + 3 ) );
  25732. }
  25733. return faces;
  25734. }
  25735. }
  25736. function removeDupEndPts( points ) {
  25737. const l = points.length;
  25738. if ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) {
  25739. points.pop();
  25740. }
  25741. }
  25742. function addContour( vertices, contour ) {
  25743. for ( let i = 0; i < contour.length; i ++ ) {
  25744. vertices.push( contour[ i ].x );
  25745. vertices.push( contour[ i ].y );
  25746. }
  25747. }
  25748. /**
  25749. * Creates extruded geometry from a path shape.
  25750. *
  25751. * ```js
  25752. * const length = 12, width = 8;
  25753. *
  25754. * const shape = new THREE.Shape();
  25755. * shape.moveTo( 0,0 );
  25756. * shape.lineTo( 0, width );
  25757. * shape.lineTo( length, width );
  25758. * shape.lineTo( length, 0 );
  25759. * shape.lineTo( 0, 0 );
  25760. *
  25761. * const geometry = new THREE.ExtrudeGeometry( shape );
  25762. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
  25763. * const mesh = new THREE.Mesh( geometry, material ) ;
  25764. * scene.add( mesh );
  25765. * ```
  25766. *
  25767. * @augments BufferGeometry
  25768. */
  25769. class ExtrudeGeometry extends BufferGeometry {
  25770. /**
  25771. * Constructs a new extrude geometry.
  25772. *
  25773. * @param {Shape|Array<Shape>} [shapes] - A shape or an array of shapes.
  25774. * @param {ExtrudeGeometry~Options} [options] - The extrude settings.
  25775. */
  25776. 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 = {} ) {
  25777. super();
  25778. this.type = 'ExtrudeGeometry';
  25779. /**
  25780. * Holds the constructor parameters that have been
  25781. * used to generate the geometry. Any modification
  25782. * after instantiation does not change the geometry.
  25783. *
  25784. * @type {Object}
  25785. */
  25786. this.parameters = {
  25787. shapes: shapes,
  25788. options: options
  25789. };
  25790. shapes = Array.isArray( shapes ) ? shapes : [ shapes ];
  25791. const scope = this;
  25792. const verticesArray = [];
  25793. const uvArray = [];
  25794. for ( let i = 0, l = shapes.length; i < l; i ++ ) {
  25795. const shape = shapes[ i ];
  25796. addShape( shape );
  25797. }
  25798. // build geometry
  25799. this.setAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) );
  25800. this.setAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) );
  25801. this.computeVertexNormals();
  25802. // functions
  25803. function addShape( shape ) {
  25804. const placeholder = [];
  25805. // options
  25806. const curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
  25807. const steps = options.steps !== undefined ? options.steps : 1;
  25808. const depth = options.depth !== undefined ? options.depth : 1;
  25809. let bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true;
  25810. let bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 0.2;
  25811. let bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 0.1;
  25812. let bevelOffset = options.bevelOffset !== undefined ? options.bevelOffset : 0;
  25813. let bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;
  25814. const extrudePath = options.extrudePath;
  25815. const uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator;
  25816. //
  25817. let extrudePts, extrudeByPath = false;
  25818. let splineTube, binormal, normal, position2;
  25819. if ( extrudePath ) {
  25820. extrudePts = extrudePath.getSpacedPoints( steps );
  25821. extrudeByPath = true;
  25822. bevelEnabled = false; // bevels not supported for path extrusion
  25823. // SETUP TNB variables
  25824. // TODO1 - have a .isClosed in spline?
  25825. splineTube = extrudePath.computeFrenetFrames( steps, false );
  25826. // log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
  25827. binormal = new Vector3();
  25828. normal = new Vector3();
  25829. position2 = new Vector3();
  25830. }
  25831. // Safeguards if bevels are not enabled
  25832. if ( ! bevelEnabled ) {
  25833. bevelSegments = 0;
  25834. bevelThickness = 0;
  25835. bevelSize = 0;
  25836. bevelOffset = 0;
  25837. }
  25838. // Variables initialization
  25839. const shapePoints = shape.extractPoints( curveSegments );
  25840. let vertices = shapePoints.shape;
  25841. const holes = shapePoints.holes;
  25842. const reverse = ! ShapeUtils.isClockWise( vertices );
  25843. if ( reverse ) {
  25844. vertices = vertices.reverse();
  25845. // Maybe we should also check if holes are in the opposite direction, just to be safe ...
  25846. for ( let h = 0, hl = holes.length; h < hl; h ++ ) {
  25847. const ahole = holes[ h ];
  25848. if ( ShapeUtils.isClockWise( ahole ) ) {
  25849. holes[ h ] = ahole.reverse();
  25850. }
  25851. }
  25852. }
  25853. /**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.
  25854. * @param {Array<Vector2>} points
  25855. */
  25856. function mergeOverlappingPoints( points ) {
  25857. const THRESHOLD = 1e-10;
  25858. const THRESHOLD_SQ = THRESHOLD * THRESHOLD;
  25859. let prevPos = points[ 0 ];
  25860. for ( let i = 1; i <= points.length; i ++ ) {
  25861. const currentIndex = i % points.length;
  25862. const currentPos = points[ currentIndex ];
  25863. const dx = currentPos.x - prevPos.x;
  25864. const dy = currentPos.y - prevPos.y;
  25865. const distSq = dx * dx + dy * dy;
  25866. const scalingFactorSqrt = Math.max(
  25867. Math.abs( currentPos.x ),
  25868. Math.abs( currentPos.y ),
  25869. Math.abs( prevPos.x ),
  25870. Math.abs( prevPos.y )
  25871. );
  25872. const thresholdSqScaled = THRESHOLD_SQ * scalingFactorSqrt * scalingFactorSqrt;
  25873. if ( distSq <= thresholdSqScaled ) {
  25874. points.splice( currentIndex, 1 );
  25875. i --;
  25876. continue;
  25877. }
  25878. prevPos = currentPos;
  25879. }
  25880. }
  25881. mergeOverlappingPoints( vertices );
  25882. holes.forEach( mergeOverlappingPoints );
  25883. const numHoles = holes.length;
  25884. /* Vertices */
  25885. const contour = vertices; // vertices has all points but contour has only points of circumference
  25886. for ( let h = 0; h < numHoles; h ++ ) {
  25887. const ahole = holes[ h ];
  25888. vertices = vertices.concat( ahole );
  25889. }
  25890. function scalePt2( pt, vec, size ) {
  25891. if ( ! vec ) error( 'ExtrudeGeometry: vec does not exist' );
  25892. return pt.clone().addScaledVector( vec, size );
  25893. }
  25894. const vlen = vertices.length;
  25895. // Find directions for point movement
  25896. function getBevelVec( inPt, inPrev, inNext ) {
  25897. // computes for inPt the corresponding point inPt' on a new contour
  25898. // shifted by 1 unit (length of normalized vector) to the left
  25899. // if we walk along contour clockwise, this new contour is outside the old one
  25900. //
  25901. // inPt' is the intersection of the two lines parallel to the two
  25902. // adjacent edges of inPt at a distance of 1 unit on the left side.
  25903. let v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt
  25904. // good reading for geometry algorithms (here: line-line intersection)
  25905. // http://geomalgorithms.com/a05-_intersect-1.html
  25906. const v_prev_x = inPt.x - inPrev.x,
  25907. v_prev_y = inPt.y - inPrev.y;
  25908. const v_next_x = inNext.x - inPt.x,
  25909. v_next_y = inNext.y - inPt.y;
  25910. const v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );
  25911. // check for collinear edges
  25912. const collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  25913. if ( Math.abs( collinear0 ) > Number.EPSILON ) {
  25914. // not collinear
  25915. // length of vectors for normalizing
  25916. const v_prev_len = Math.sqrt( v_prev_lensq );
  25917. const v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );
  25918. // shift adjacent points by unit vectors to the left
  25919. const ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );
  25920. const ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );
  25921. const ptNextShift_x = ( inNext.x - v_next_y / v_next_len );
  25922. const ptNextShift_y = ( inNext.y + v_next_x / v_next_len );
  25923. // scaling factor for v_prev to intersection point
  25924. const sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -
  25925. ( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /
  25926. ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  25927. // vector from inPt to intersection point
  25928. v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );
  25929. v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );
  25930. // Don't normalize!, otherwise sharp corners become ugly
  25931. // but prevent crazy spikes
  25932. const v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y );
  25933. if ( v_trans_lensq <= 2 ) {
  25934. return new Vector2( v_trans_x, v_trans_y );
  25935. } else {
  25936. shrink_by = Math.sqrt( v_trans_lensq / 2 );
  25937. }
  25938. } else {
  25939. // handle special case of collinear edges
  25940. let direction_eq = false; // assumes: opposite
  25941. if ( v_prev_x > Number.EPSILON ) {
  25942. if ( v_next_x > Number.EPSILON ) {
  25943. direction_eq = true;
  25944. }
  25945. } else {
  25946. if ( v_prev_x < - Number.EPSILON ) {
  25947. if ( v_next_x < - Number.EPSILON ) {
  25948. direction_eq = true;
  25949. }
  25950. } else {
  25951. if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) {
  25952. direction_eq = true;
  25953. }
  25954. }
  25955. }
  25956. if ( direction_eq ) {
  25957. // log("Warning: lines are a straight sequence");
  25958. v_trans_x = - v_prev_y;
  25959. v_trans_y = v_prev_x;
  25960. shrink_by = Math.sqrt( v_prev_lensq );
  25961. } else {
  25962. // log("Warning: lines are a straight spike");
  25963. v_trans_x = v_prev_x;
  25964. v_trans_y = v_prev_y;
  25965. shrink_by = Math.sqrt( v_prev_lensq / 2 );
  25966. }
  25967. }
  25968. return new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );
  25969. }
  25970. const contourMovements = [];
  25971. for ( let i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  25972. if ( j === il ) j = 0;
  25973. if ( k === il ) k = 0;
  25974. // (j)---(i)---(k)
  25975. // log('i,j,k', i, j , k)
  25976. contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] );
  25977. }
  25978. const holesMovements = [];
  25979. let oneHoleMovements, verticesMovements = contourMovements.concat();
  25980. for ( let h = 0, hl = numHoles; h < hl; h ++ ) {
  25981. const ahole = holes[ h ];
  25982. oneHoleMovements = [];
  25983. for ( let i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  25984. if ( j === il ) j = 0;
  25985. if ( k === il ) k = 0;
  25986. // (j)---(i)---(k)
  25987. oneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );
  25988. }
  25989. holesMovements.push( oneHoleMovements );
  25990. verticesMovements = verticesMovements.concat( oneHoleMovements );
  25991. }
  25992. let faces;
  25993. if ( bevelSegments === 0 ) {
  25994. faces = ShapeUtils.triangulateShape( contour, holes );
  25995. } else {
  25996. const contractedContourVertices = [];
  25997. const expandedHoleVertices = [];
  25998. // Loop bevelSegments, 1 for the front, 1 for the back
  25999. for ( let b = 0; b < bevelSegments; b ++ ) {
  26000. //for ( b = bevelSegments; b > 0; b -- ) {
  26001. const t = b / bevelSegments;
  26002. const z = bevelThickness * Math.cos( t * Math.PI / 2 );
  26003. const bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
  26004. // contract shape
  26005. for ( let i = 0, il = contour.length; i < il; i ++ ) {
  26006. const vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  26007. v( vert.x, vert.y, - z );
  26008. if ( t === 0 ) contractedContourVertices.push( vert );
  26009. }
  26010. // expand holes
  26011. for ( let h = 0, hl = numHoles; h < hl; h ++ ) {
  26012. const ahole = holes[ h ];
  26013. oneHoleMovements = holesMovements[ h ];
  26014. const oneHoleVertices = [];
  26015. for ( let i = 0, il = ahole.length; i < il; i ++ ) {
  26016. const vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  26017. v( vert.x, vert.y, - z );
  26018. if ( t === 0 ) oneHoleVertices.push( vert );
  26019. }
  26020. if ( t === 0 ) expandedHoleVertices.push( oneHoleVertices );
  26021. }
  26022. }
  26023. faces = ShapeUtils.triangulateShape( contractedContourVertices, expandedHoleVertices );
  26024. }
  26025. const flen = faces.length;
  26026. const bs = bevelSize + bevelOffset;
  26027. // Back facing vertices
  26028. for ( let i = 0; i < vlen; i ++ ) {
  26029. const vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  26030. if ( ! extrudeByPath ) {
  26031. v( vert.x, vert.y, 0 );
  26032. } else {
  26033. // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
  26034. normal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x );
  26035. binormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y );
  26036. position2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal );
  26037. v( position2.x, position2.y, position2.z );
  26038. }
  26039. }
  26040. // Add stepped vertices...
  26041. // Including front facing vertices
  26042. for ( let s = 1; s <= steps; s ++ ) {
  26043. for ( let i = 0; i < vlen; i ++ ) {
  26044. const vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  26045. if ( ! extrudeByPath ) {
  26046. v( vert.x, vert.y, depth / steps * s );
  26047. } else {
  26048. // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );
  26049. normal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x );
  26050. binormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y );
  26051. position2.copy( extrudePts[ s ] ).add( normal ).add( binormal );
  26052. v( position2.x, position2.y, position2.z );
  26053. }
  26054. }
  26055. }
  26056. // Add bevel segments planes
  26057. //for ( b = 1; b <= bevelSegments; b ++ ) {
  26058. for ( let b = bevelSegments - 1; b >= 0; b -- ) {
  26059. const t = b / bevelSegments;
  26060. const z = bevelThickness * Math.cos( t * Math.PI / 2 );
  26061. const bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
  26062. // contract shape
  26063. for ( let i = 0, il = contour.length; i < il; i ++ ) {
  26064. const vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  26065. v( vert.x, vert.y, depth + z );
  26066. }
  26067. // expand holes
  26068. for ( let h = 0, hl = holes.length; h < hl; h ++ ) {
  26069. const ahole = holes[ h ];
  26070. oneHoleMovements = holesMovements[ h ];
  26071. for ( let i = 0, il = ahole.length; i < il; i ++ ) {
  26072. const vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  26073. if ( ! extrudeByPath ) {
  26074. v( vert.x, vert.y, depth + z );
  26075. } else {
  26076. v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );
  26077. }
  26078. }
  26079. }
  26080. }
  26081. /* Faces */
  26082. // Top and bottom faces
  26083. buildLidFaces();
  26084. // Sides faces
  26085. buildSideFaces();
  26086. ///// Internal functions
  26087. function buildLidFaces() {
  26088. const start = verticesArray.length / 3;
  26089. if ( bevelEnabled ) {
  26090. let layer = 0; // steps + 1
  26091. let offset = vlen * layer;
  26092. // Bottom faces
  26093. for ( let i = 0; i < flen; i ++ ) {
  26094. const face = faces[ i ];
  26095. f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset );
  26096. }
  26097. layer = steps + bevelSegments * 2;
  26098. offset = vlen * layer;
  26099. // Top faces
  26100. for ( let i = 0; i < flen; i ++ ) {
  26101. const face = faces[ i ];
  26102. f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset );
  26103. }
  26104. } else {
  26105. // Bottom faces
  26106. for ( let i = 0; i < flen; i ++ ) {
  26107. const face = faces[ i ];
  26108. f3( face[ 2 ], face[ 1 ], face[ 0 ] );
  26109. }
  26110. // Top faces
  26111. for ( let i = 0; i < flen; i ++ ) {
  26112. const face = faces[ i ];
  26113. f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps );
  26114. }
  26115. }
  26116. scope.addGroup( start, verticesArray.length / 3 - start, 0 );
  26117. }
  26118. // Create faces for the z-sides of the shape
  26119. function buildSideFaces() {
  26120. const start = verticesArray.length / 3;
  26121. let layeroffset = 0;
  26122. sidewalls( contour, layeroffset );
  26123. layeroffset += contour.length;
  26124. for ( let h = 0, hl = holes.length; h < hl; h ++ ) {
  26125. const ahole = holes[ h ];
  26126. sidewalls( ahole, layeroffset );
  26127. //, true
  26128. layeroffset += ahole.length;
  26129. }
  26130. scope.addGroup( start, verticesArray.length / 3 - start, 1 );
  26131. }
  26132. function sidewalls( contour, layeroffset ) {
  26133. let i = contour.length;
  26134. while ( -- i >= 0 ) {
  26135. const j = i;
  26136. let k = i - 1;
  26137. if ( k < 0 ) k = contour.length - 1;
  26138. //log('b', i,j, i-1, k,vertices.length);
  26139. for ( let s = 0, sl = ( steps + bevelSegments * 2 ); s < sl; s ++ ) {
  26140. const slen1 = vlen * s;
  26141. const slen2 = vlen * ( s + 1 );
  26142. const a = layeroffset + j + slen1,
  26143. b = layeroffset + k + slen1,
  26144. c = layeroffset + k + slen2,
  26145. d = layeroffset + j + slen2;
  26146. f4( a, b, c, d );
  26147. }
  26148. }
  26149. }
  26150. function v( x, y, z ) {
  26151. placeholder.push( x );
  26152. placeholder.push( y );
  26153. placeholder.push( z );
  26154. }
  26155. function f3( a, b, c ) {
  26156. addVertex( a );
  26157. addVertex( b );
  26158. addVertex( c );
  26159. const nextIndex = verticesArray.length / 3;
  26160. const uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  26161. addUV( uvs[ 0 ] );
  26162. addUV( uvs[ 1 ] );
  26163. addUV( uvs[ 2 ] );
  26164. }
  26165. function f4( a, b, c, d ) {
  26166. addVertex( a );
  26167. addVertex( b );
  26168. addVertex( d );
  26169. addVertex( b );
  26170. addVertex( c );
  26171. addVertex( d );
  26172. const nextIndex = verticesArray.length / 3;
  26173. const uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  26174. addUV( uvs[ 0 ] );
  26175. addUV( uvs[ 1 ] );
  26176. addUV( uvs[ 3 ] );
  26177. addUV( uvs[ 1 ] );
  26178. addUV( uvs[ 2 ] );
  26179. addUV( uvs[ 3 ] );
  26180. }
  26181. function addVertex( index ) {
  26182. verticesArray.push( placeholder[ index * 3 + 0 ] );
  26183. verticesArray.push( placeholder[ index * 3 + 1 ] );
  26184. verticesArray.push( placeholder[ index * 3 + 2 ] );
  26185. }
  26186. function addUV( vector2 ) {
  26187. uvArray.push( vector2.x );
  26188. uvArray.push( vector2.y );
  26189. }
  26190. }
  26191. }
  26192. copy( source ) {
  26193. super.copy( source );
  26194. this.parameters = Object.assign( {}, source.parameters );
  26195. return this;
  26196. }
  26197. toJSON() {
  26198. const data = super.toJSON();
  26199. const shapes = this.parameters.shapes;
  26200. const options = this.parameters.options;
  26201. return toJSON$1( shapes, options, data );
  26202. }
  26203. /**
  26204. * Factory method for creating an instance of this class from the given
  26205. * JSON object.
  26206. *
  26207. * @param {Object} data - A JSON object representing the serialized geometry.
  26208. * @param {Array<Shape>} shapes - An array of shapes.
  26209. * @return {ExtrudeGeometry} A new instance.
  26210. */
  26211. static fromJSON( data, shapes ) {
  26212. const geometryShapes = [];
  26213. for ( let j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  26214. const shape = shapes[ data.shapes[ j ] ];
  26215. geometryShapes.push( shape );
  26216. }
  26217. const extrudePath = data.options.extrudePath;
  26218. if ( extrudePath !== undefined ) {
  26219. data.options.extrudePath = new Curves[ extrudePath.type ]().fromJSON( extrudePath );
  26220. }
  26221. return new ExtrudeGeometry( geometryShapes, data.options );
  26222. }
  26223. }
  26224. const WorldUVGenerator = {
  26225. generateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) {
  26226. const a_x = vertices[ indexA * 3 ];
  26227. const a_y = vertices[ indexA * 3 + 1 ];
  26228. const b_x = vertices[ indexB * 3 ];
  26229. const b_y = vertices[ indexB * 3 + 1 ];
  26230. const c_x = vertices[ indexC * 3 ];
  26231. const c_y = vertices[ indexC * 3 + 1 ];
  26232. return [
  26233. new Vector2( a_x, a_y ),
  26234. new Vector2( b_x, b_y ),
  26235. new Vector2( c_x, c_y )
  26236. ];
  26237. },
  26238. generateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) {
  26239. const a_x = vertices[ indexA * 3 ];
  26240. const a_y = vertices[ indexA * 3 + 1 ];
  26241. const a_z = vertices[ indexA * 3 + 2 ];
  26242. const b_x = vertices[ indexB * 3 ];
  26243. const b_y = vertices[ indexB * 3 + 1 ];
  26244. const b_z = vertices[ indexB * 3 + 2 ];
  26245. const c_x = vertices[ indexC * 3 ];
  26246. const c_y = vertices[ indexC * 3 + 1 ];
  26247. const c_z = vertices[ indexC * 3 + 2 ];
  26248. const d_x = vertices[ indexD * 3 ];
  26249. const d_y = vertices[ indexD * 3 + 1 ];
  26250. const d_z = vertices[ indexD * 3 + 2 ];
  26251. if ( Math.abs( a_y - b_y ) < Math.abs( a_x - b_x ) ) {
  26252. return [
  26253. new Vector2( a_x, 1 - a_z ),
  26254. new Vector2( b_x, 1 - b_z ),
  26255. new Vector2( c_x, 1 - c_z ),
  26256. new Vector2( d_x, 1 - d_z )
  26257. ];
  26258. } else {
  26259. return [
  26260. new Vector2( a_y, 1 - a_z ),
  26261. new Vector2( b_y, 1 - b_z ),
  26262. new Vector2( c_y, 1 - c_z ),
  26263. new Vector2( d_y, 1 - d_z )
  26264. ];
  26265. }
  26266. }
  26267. };
  26268. function toJSON$1( shapes, options, data ) {
  26269. data.shapes = [];
  26270. if ( Array.isArray( shapes ) ) {
  26271. for ( let i = 0, l = shapes.length; i < l; i ++ ) {
  26272. const shape = shapes[ i ];
  26273. data.shapes.push( shape.uuid );
  26274. }
  26275. } else {
  26276. data.shapes.push( shapes.uuid );
  26277. }
  26278. data.options = Object.assign( {}, options );
  26279. if ( options.extrudePath !== undefined ) data.options.extrudePath = options.extrudePath.toJSON();
  26280. return data;
  26281. }
  26282. /**
  26283. * A geometry class for representing an icosahedron.
  26284. *
  26285. * ```js
  26286. * const geometry = new THREE.IcosahedronGeometry();
  26287. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  26288. * const icosahedron = new THREE.Mesh( geometry, material );
  26289. * scene.add( icosahedron );
  26290. * ```
  26291. *
  26292. * @augments PolyhedronGeometry
  26293. */
  26294. class IcosahedronGeometry extends PolyhedronGeometry {
  26295. /**
  26296. * Constructs a new icosahedron geometry.
  26297. *
  26298. * @param {number} [radius=1] - Radius of the icosahedron.
  26299. * @param {number} [detail=0] - Setting this to a value greater than `0` adds vertices making it no longer a icosahedron.
  26300. */
  26301. constructor( radius = 1, detail = 0 ) {
  26302. const t = ( 1 + Math.sqrt( 5 ) ) / 2;
  26303. const vertices = [
  26304. -1, t, 0, 1, t, 0, -1, - t, 0, 1, - t, 0,
  26305. 0, -1, t, 0, 1, t, 0, -1, - t, 0, 1, - t,
  26306. t, 0, -1, t, 0, 1, - t, 0, -1, - t, 0, 1
  26307. ];
  26308. const indices = [
  26309. 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11,
  26310. 1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8,
  26311. 3, 9, 4, 3, 4, 2, 3, 2, 6, 3, 6, 8, 3, 8, 9,
  26312. 4, 9, 5, 2, 4, 11, 6, 2, 10, 8, 6, 7, 9, 8, 1
  26313. ];
  26314. super( vertices, indices, radius, detail );
  26315. this.type = 'IcosahedronGeometry';
  26316. /**
  26317. * Holds the constructor parameters that have been
  26318. * used to generate the geometry. Any modification
  26319. * after instantiation does not change the geometry.
  26320. *
  26321. * @type {Object}
  26322. */
  26323. this.parameters = {
  26324. radius: radius,
  26325. detail: detail
  26326. };
  26327. }
  26328. /**
  26329. * Factory method for creating an instance of this class from the given
  26330. * JSON object.
  26331. *
  26332. * @param {Object} data - A JSON object representing the serialized geometry.
  26333. * @return {IcosahedronGeometry} A new instance.
  26334. */
  26335. static fromJSON( data ) {
  26336. return new IcosahedronGeometry( data.radius, data.detail );
  26337. }
  26338. }
  26339. /**
  26340. * Creates meshes with axial symmetry like vases. The lathe rotates around the Y axis.
  26341. *
  26342. * ```js
  26343. * const points = [];
  26344. * for ( let i = 0; i < 10; i ++ ) {
  26345. * points.push( new THREE.Vector2( Math.sin( i * 0.2 ) * 10 + 5, ( i - 5 ) * 2 ) );
  26346. * }
  26347. * const geometry = new THREE.LatheGeometry( points );
  26348. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  26349. * const lathe = new THREE.Mesh( geometry, material );
  26350. * scene.add( lathe );
  26351. * ```
  26352. *
  26353. * @augments BufferGeometry
  26354. */
  26355. class LatheGeometry extends BufferGeometry {
  26356. /**
  26357. * Constructs a new lathe geometry.
  26358. *
  26359. * @param {Array<Vector2|Vector3>} [points] - An array of points in 2D space. The x-coordinate of each point
  26360. * must be greater than zero.
  26361. * @param {number} [segments=12] - The number of circumference segments to generate.
  26362. * @param {number} [phiStart=0] - The starting angle in radians.
  26363. * @param {number} [phiLength=Math.PI*2] - The radian (0 to 2PI) range of the lathed section 2PI is a
  26364. * closed lathe, less than 2PI is a portion.
  26365. */
  26366. 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 ) {
  26367. super();
  26368. this.type = 'LatheGeometry';
  26369. /**
  26370. * Holds the constructor parameters that have been
  26371. * used to generate the geometry. Any modification
  26372. * after instantiation does not change the geometry.
  26373. *
  26374. * @type {Object}
  26375. */
  26376. this.parameters = {
  26377. points: points,
  26378. segments: segments,
  26379. phiStart: phiStart,
  26380. phiLength: phiLength
  26381. };
  26382. segments = Math.floor( segments );
  26383. // clamp phiLength so it's in range of [ 0, 2PI ]
  26384. phiLength = clamp( phiLength, 0, Math.PI * 2 );
  26385. // buffers
  26386. const indices = [];
  26387. const vertices = [];
  26388. const uvs = [];
  26389. const initNormals = [];
  26390. const normals = [];
  26391. // helper variables
  26392. const inverseSegments = 1.0 / segments;
  26393. const vertex = new Vector3();
  26394. const uv = new Vector2();
  26395. const normal = new Vector3();
  26396. const curNormal = new Vector3();
  26397. const prevNormal = new Vector3();
  26398. let dx = 0;
  26399. let dy = 0;
  26400. // pre-compute normals for initial "meridian"
  26401. for ( let j = 0; j <= ( points.length - 1 ); j ++ ) {
  26402. switch ( j ) {
  26403. case 0: // special handling for 1st vertex on path
  26404. dx = points[ j + 1 ].x - points[ j ].x;
  26405. dy = points[ j + 1 ].y - points[ j ].y;
  26406. normal.x = dy * 1.0;
  26407. normal.y = - dx;
  26408. normal.z = dy * 0.0;
  26409. prevNormal.copy( normal );
  26410. normal.normalize();
  26411. initNormals.push( normal.x, normal.y, normal.z );
  26412. break;
  26413. case ( points.length - 1 ): // special handling for last Vertex on path
  26414. initNormals.push( prevNormal.x, prevNormal.y, prevNormal.z );
  26415. break;
  26416. default: // default handling for all vertices in between
  26417. dx = points[ j + 1 ].x - points[ j ].x;
  26418. dy = points[ j + 1 ].y - points[ j ].y;
  26419. normal.x = dy * 1.0;
  26420. normal.y = - dx;
  26421. normal.z = dy * 0.0;
  26422. curNormal.copy( normal );
  26423. normal.x += prevNormal.x;
  26424. normal.y += prevNormal.y;
  26425. normal.z += prevNormal.z;
  26426. normal.normalize();
  26427. initNormals.push( normal.x, normal.y, normal.z );
  26428. prevNormal.copy( curNormal );
  26429. }
  26430. }
  26431. // generate vertices, uvs and normals
  26432. for ( let i = 0; i <= segments; i ++ ) {
  26433. const phi = phiStart + i * inverseSegments * phiLength;
  26434. const sin = Math.sin( phi );
  26435. const cos = Math.cos( phi );
  26436. for ( let j = 0; j <= ( points.length - 1 ); j ++ ) {
  26437. // vertex
  26438. vertex.x = points[ j ].x * sin;
  26439. vertex.y = points[ j ].y;
  26440. vertex.z = points[ j ].x * cos;
  26441. vertices.push( vertex.x, vertex.y, vertex.z );
  26442. // uv
  26443. uv.x = i / segments;
  26444. uv.y = j / ( points.length - 1 );
  26445. uvs.push( uv.x, uv.y );
  26446. // normal
  26447. const x = initNormals[ 3 * j + 0 ] * sin;
  26448. const y = initNormals[ 3 * j + 1 ];
  26449. const z = initNormals[ 3 * j + 0 ] * cos;
  26450. normals.push( x, y, z );
  26451. }
  26452. }
  26453. // indices
  26454. for ( let i = 0; i < segments; i ++ ) {
  26455. for ( let j = 0; j < ( points.length - 1 ); j ++ ) {
  26456. const base = j + i * points.length;
  26457. const a = base;
  26458. const b = base + points.length;
  26459. const c = base + points.length + 1;
  26460. const d = base + 1;
  26461. // faces
  26462. indices.push( a, b, d );
  26463. indices.push( c, d, b );
  26464. }
  26465. }
  26466. // build geometry
  26467. this.setIndex( indices );
  26468. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26469. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  26470. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  26471. }
  26472. copy( source ) {
  26473. super.copy( source );
  26474. this.parameters = Object.assign( {}, source.parameters );
  26475. return this;
  26476. }
  26477. /**
  26478. * Factory method for creating an instance of this class from the given
  26479. * JSON object.
  26480. *
  26481. * @param {Object} data - A JSON object representing the serialized geometry.
  26482. * @return {LatheGeometry} A new instance.
  26483. */
  26484. static fromJSON( data ) {
  26485. return new LatheGeometry( data.points, data.segments, data.phiStart, data.phiLength );
  26486. }
  26487. }
  26488. /**
  26489. * A geometry class for representing an octahedron.
  26490. *
  26491. * ```js
  26492. * const geometry = new THREE.OctahedronGeometry();
  26493. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  26494. * const octahedron = new THREE.Mesh( geometry, material );
  26495. * scene.add( octahedron );
  26496. * ```
  26497. *
  26498. * @augments PolyhedronGeometry
  26499. */
  26500. class OctahedronGeometry extends PolyhedronGeometry {
  26501. /**
  26502. * Constructs a new octahedron geometry.
  26503. *
  26504. * @param {number} [radius=1] - Radius of the octahedron.
  26505. * @param {number} [detail=0] - Setting this to a value greater than `0` adds vertices making it no longer a octahedron.
  26506. */
  26507. constructor( radius = 1, detail = 0 ) {
  26508. const vertices = [
  26509. 1, 0, 0, -1, 0, 0, 0, 1, 0,
  26510. 0, -1, 0, 0, 0, 1, 0, 0, -1
  26511. ];
  26512. const indices = [
  26513. 0, 2, 4, 0, 4, 3, 0, 3, 5,
  26514. 0, 5, 2, 1, 2, 5, 1, 5, 3,
  26515. 1, 3, 4, 1, 4, 2
  26516. ];
  26517. super( vertices, indices, radius, detail );
  26518. this.type = 'OctahedronGeometry';
  26519. /**
  26520. * Holds the constructor parameters that have been
  26521. * used to generate the geometry. Any modification
  26522. * after instantiation does not change the geometry.
  26523. *
  26524. * @type {Object}
  26525. */
  26526. this.parameters = {
  26527. radius: radius,
  26528. detail: detail
  26529. };
  26530. }
  26531. /**
  26532. * Factory method for creating an instance of this class from the given
  26533. * JSON object.
  26534. *
  26535. * @param {Object} data - A JSON object representing the serialized geometry.
  26536. * @return {OctahedronGeometry} A new instance.
  26537. */
  26538. static fromJSON( data ) {
  26539. return new OctahedronGeometry( data.radius, data.detail );
  26540. }
  26541. }
  26542. /**
  26543. * A geometry class for representing a plane.
  26544. *
  26545. * ```js
  26546. * const geometry = new THREE.PlaneGeometry( 1, 1 );
  26547. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00, side: THREE.DoubleSide } );
  26548. * const plane = new THREE.Mesh( geometry, material );
  26549. * scene.add( plane );
  26550. * ```
  26551. *
  26552. * @augments BufferGeometry
  26553. */
  26554. class PlaneGeometry extends BufferGeometry {
  26555. /**
  26556. * Constructs a new plane geometry.
  26557. *
  26558. * @param {number} [width=1] - The width along the X axis.
  26559. * @param {number} [height=1] - The height along the Y axis
  26560. * @param {number} [widthSegments=1] - The number of segments along the X axis.
  26561. * @param {number} [heightSegments=1] - The number of segments along the Y axis.
  26562. */
  26563. constructor( width = 1, height = 1, widthSegments = 1, heightSegments = 1 ) {
  26564. super();
  26565. this.type = 'PlaneGeometry';
  26566. /**
  26567. * Holds the constructor parameters that have been
  26568. * used to generate the geometry. Any modification
  26569. * after instantiation does not change the geometry.
  26570. *
  26571. * @type {Object}
  26572. */
  26573. this.parameters = {
  26574. width: width,
  26575. height: height,
  26576. widthSegments: widthSegments,
  26577. heightSegments: heightSegments
  26578. };
  26579. const width_half = width / 2;
  26580. const height_half = height / 2;
  26581. const gridX = Math.floor( widthSegments );
  26582. const gridY = Math.floor( heightSegments );
  26583. const gridX1 = gridX + 1;
  26584. const gridY1 = gridY + 1;
  26585. const segment_width = width / gridX;
  26586. const segment_height = height / gridY;
  26587. //
  26588. const indices = [];
  26589. const vertices = [];
  26590. const normals = [];
  26591. const uvs = [];
  26592. for ( let iy = 0; iy < gridY1; iy ++ ) {
  26593. const y = iy * segment_height - height_half;
  26594. for ( let ix = 0; ix < gridX1; ix ++ ) {
  26595. const x = ix * segment_width - width_half;
  26596. vertices.push( x, - y, 0 );
  26597. normals.push( 0, 0, 1 );
  26598. uvs.push( ix / gridX );
  26599. uvs.push( 1 - ( iy / gridY ) );
  26600. }
  26601. }
  26602. for ( let iy = 0; iy < gridY; iy ++ ) {
  26603. for ( let ix = 0; ix < gridX; ix ++ ) {
  26604. const a = ix + gridX1 * iy;
  26605. const b = ix + gridX1 * ( iy + 1 );
  26606. const c = ( ix + 1 ) + gridX1 * ( iy + 1 );
  26607. const d = ( ix + 1 ) + gridX1 * iy;
  26608. indices.push( a, b, d );
  26609. indices.push( b, c, d );
  26610. }
  26611. }
  26612. this.setIndex( indices );
  26613. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26614. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  26615. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  26616. }
  26617. copy( source ) {
  26618. super.copy( source );
  26619. this.parameters = Object.assign( {}, source.parameters );
  26620. return this;
  26621. }
  26622. /**
  26623. * Factory method for creating an instance of this class from the given
  26624. * JSON object.
  26625. *
  26626. * @param {Object} data - A JSON object representing the serialized geometry.
  26627. * @return {PlaneGeometry} A new instance.
  26628. */
  26629. static fromJSON( data ) {
  26630. return new PlaneGeometry( data.width, data.height, data.widthSegments, data.heightSegments );
  26631. }
  26632. }
  26633. /**
  26634. * A class for generating a two-dimensional ring geometry.
  26635. *
  26636. * ```js
  26637. * const geometry = new THREE.RingGeometry( 1, 5, 32 );
  26638. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00, side: THREE.DoubleSide } );
  26639. * const mesh = new THREE.Mesh( geometry, material );
  26640. * scene.add( mesh );
  26641. * ```
  26642. *
  26643. * @augments BufferGeometry
  26644. */
  26645. class RingGeometry extends BufferGeometry {
  26646. /**
  26647. * Constructs a new ring geometry.
  26648. *
  26649. * @param {number} [innerRadius=0.5] - The inner radius of the ring.
  26650. * @param {number} [outerRadius=1] - The outer radius of the ring.
  26651. * @param {number} [thetaSegments=32] - Number of segments. A higher number means the ring will be more round. Minimum is `3`.
  26652. * @param {number} [phiSegments=1] - Number of segments per ring segment. Minimum is `1`.
  26653. * @param {number} [thetaStart=0] - Starting angle in radians.
  26654. * @param {number} [thetaLength=Math.PI*2] - Central angle in radians.
  26655. */
  26656. constructor( innerRadius = 0.5, outerRadius = 1, thetaSegments = 32, phiSegments = 1, thetaStart = 0, thetaLength = Math.PI * 2 ) {
  26657. super();
  26658. this.type = 'RingGeometry';
  26659. /**
  26660. * Holds the constructor parameters that have been
  26661. * used to generate the geometry. Any modification
  26662. * after instantiation does not change the geometry.
  26663. *
  26664. * @type {Object}
  26665. */
  26666. this.parameters = {
  26667. innerRadius: innerRadius,
  26668. outerRadius: outerRadius,
  26669. thetaSegments: thetaSegments,
  26670. phiSegments: phiSegments,
  26671. thetaStart: thetaStart,
  26672. thetaLength: thetaLength
  26673. };
  26674. thetaSegments = Math.max( 3, thetaSegments );
  26675. phiSegments = Math.max( 1, phiSegments );
  26676. // buffers
  26677. const indices = [];
  26678. const vertices = [];
  26679. const normals = [];
  26680. const uvs = [];
  26681. // some helper variables
  26682. let radius = innerRadius;
  26683. const radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );
  26684. const vertex = new Vector3();
  26685. const uv = new Vector2();
  26686. // generate vertices, normals and uvs
  26687. for ( let j = 0; j <= phiSegments; j ++ ) {
  26688. for ( let i = 0; i <= thetaSegments; i ++ ) {
  26689. // values are generate from the inside of the ring to the outside
  26690. const segment = thetaStart + i / thetaSegments * thetaLength;
  26691. // vertex
  26692. vertex.x = radius * Math.cos( segment );
  26693. vertex.y = radius * Math.sin( segment );
  26694. vertices.push( vertex.x, vertex.y, vertex.z );
  26695. // normal
  26696. normals.push( 0, 0, 1 );
  26697. // uv
  26698. uv.x = ( vertex.x / outerRadius + 1 ) / 2;
  26699. uv.y = ( vertex.y / outerRadius + 1 ) / 2;
  26700. uvs.push( uv.x, uv.y );
  26701. }
  26702. // increase the radius for next row of vertices
  26703. radius += radiusStep;
  26704. }
  26705. // indices
  26706. for ( let j = 0; j < phiSegments; j ++ ) {
  26707. const thetaSegmentLevel = j * ( thetaSegments + 1 );
  26708. for ( let i = 0; i < thetaSegments; i ++ ) {
  26709. const segment = i + thetaSegmentLevel;
  26710. const a = segment;
  26711. const b = segment + thetaSegments + 1;
  26712. const c = segment + thetaSegments + 2;
  26713. const d = segment + 1;
  26714. // faces
  26715. indices.push( a, b, d );
  26716. indices.push( b, c, d );
  26717. }
  26718. }
  26719. // build geometry
  26720. this.setIndex( indices );
  26721. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26722. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  26723. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  26724. }
  26725. copy( source ) {
  26726. super.copy( source );
  26727. this.parameters = Object.assign( {}, source.parameters );
  26728. return this;
  26729. }
  26730. /**
  26731. * Factory method for creating an instance of this class from the given
  26732. * JSON object.
  26733. *
  26734. * @param {Object} data - A JSON object representing the serialized geometry.
  26735. * @return {RingGeometry} A new instance.
  26736. */
  26737. static fromJSON( data ) {
  26738. return new RingGeometry( data.innerRadius, data.outerRadius, data.thetaSegments, data.phiSegments, data.thetaStart, data.thetaLength );
  26739. }
  26740. }
  26741. /**
  26742. * Creates an one-sided polygonal geometry from one or more path shapes.
  26743. *
  26744. * ```js
  26745. * const arcShape = new THREE.Shape()
  26746. * .moveTo( 5, 1 )
  26747. * .absarc( 1, 1, 4, 0, Math.PI * 2, false );
  26748. *
  26749. * const geometry = new THREE.ShapeGeometry( arcShape );
  26750. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00, side: THREE.DoubleSide } );
  26751. * const mesh = new THREE.Mesh( geometry, material ) ;
  26752. * scene.add( mesh );
  26753. * ```
  26754. *
  26755. * @augments BufferGeometry
  26756. */
  26757. class ShapeGeometry extends BufferGeometry {
  26758. /**
  26759. * Constructs a new shape geometry.
  26760. *
  26761. * @param {Shape|Array<Shape>} [shapes] - A shape or an array of shapes.
  26762. * @param {number} [curveSegments=12] - Number of segments per shape.
  26763. */
  26764. constructor( shapes = new Shape( [ new Vector2( 0, 0.5 ), new Vector2( -0.5, -0.5 ), new Vector2( 0.5, -0.5 ) ] ), curveSegments = 12 ) {
  26765. super();
  26766. this.type = 'ShapeGeometry';
  26767. /**
  26768. * Holds the constructor parameters that have been
  26769. * used to generate the geometry. Any modification
  26770. * after instantiation does not change the geometry.
  26771. *
  26772. * @type {Object}
  26773. */
  26774. this.parameters = {
  26775. shapes: shapes,
  26776. curveSegments: curveSegments
  26777. };
  26778. // buffers
  26779. const indices = [];
  26780. const vertices = [];
  26781. const normals = [];
  26782. const uvs = [];
  26783. // helper variables
  26784. let groupStart = 0;
  26785. let groupCount = 0;
  26786. // allow single and array values for "shapes" parameter
  26787. if ( Array.isArray( shapes ) === false ) {
  26788. addShape( shapes );
  26789. } else {
  26790. for ( let i = 0; i < shapes.length; i ++ ) {
  26791. addShape( shapes[ i ] );
  26792. this.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support
  26793. groupStart += groupCount;
  26794. groupCount = 0;
  26795. }
  26796. }
  26797. // build geometry
  26798. this.setIndex( indices );
  26799. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26800. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  26801. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  26802. // helper functions
  26803. function addShape( shape ) {
  26804. const indexOffset = vertices.length / 3;
  26805. const points = shape.extractPoints( curveSegments );
  26806. let shapeVertices = points.shape;
  26807. const shapeHoles = points.holes;
  26808. // check direction of vertices
  26809. if ( ShapeUtils.isClockWise( shapeVertices ) === false ) {
  26810. shapeVertices = shapeVertices.reverse();
  26811. }
  26812. for ( let i = 0, l = shapeHoles.length; i < l; i ++ ) {
  26813. const shapeHole = shapeHoles[ i ];
  26814. if ( ShapeUtils.isClockWise( shapeHole ) === true ) {
  26815. shapeHoles[ i ] = shapeHole.reverse();
  26816. }
  26817. }
  26818. const faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles );
  26819. // join vertices of inner and outer paths to a single array
  26820. for ( let i = 0, l = shapeHoles.length; i < l; i ++ ) {
  26821. const shapeHole = shapeHoles[ i ];
  26822. shapeVertices = shapeVertices.concat( shapeHole );
  26823. }
  26824. // vertices, normals, uvs
  26825. for ( let i = 0, l = shapeVertices.length; i < l; i ++ ) {
  26826. const vertex = shapeVertices[ i ];
  26827. vertices.push( vertex.x, vertex.y, 0 );
  26828. normals.push( 0, 0, 1 );
  26829. uvs.push( vertex.x, vertex.y ); // world uvs
  26830. }
  26831. // indices
  26832. for ( let i = 0, l = faces.length; i < l; i ++ ) {
  26833. const face = faces[ i ];
  26834. const a = face[ 0 ] + indexOffset;
  26835. const b = face[ 1 ] + indexOffset;
  26836. const c = face[ 2 ] + indexOffset;
  26837. indices.push( a, b, c );
  26838. groupCount += 3;
  26839. }
  26840. }
  26841. }
  26842. copy( source ) {
  26843. super.copy( source );
  26844. this.parameters = Object.assign( {}, source.parameters );
  26845. return this;
  26846. }
  26847. toJSON() {
  26848. const data = super.toJSON();
  26849. const shapes = this.parameters.shapes;
  26850. return toJSON( shapes, data );
  26851. }
  26852. /**
  26853. * Factory method for creating an instance of this class from the given
  26854. * JSON object.
  26855. *
  26856. * @param {Object} data - A JSON object representing the serialized geometry.
  26857. * @param {Array<Shape>} shapes - An array of shapes.
  26858. * @return {ShapeGeometry} A new instance.
  26859. */
  26860. static fromJSON( data, shapes ) {
  26861. const geometryShapes = [];
  26862. for ( let j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  26863. const shape = shapes[ data.shapes[ j ] ];
  26864. geometryShapes.push( shape );
  26865. }
  26866. return new ShapeGeometry( geometryShapes, data.curveSegments );
  26867. }
  26868. }
  26869. function toJSON( shapes, data ) {
  26870. data.shapes = [];
  26871. if ( Array.isArray( shapes ) ) {
  26872. for ( let i = 0, l = shapes.length; i < l; i ++ ) {
  26873. const shape = shapes[ i ];
  26874. data.shapes.push( shape.uuid );
  26875. }
  26876. } else {
  26877. data.shapes.push( shapes.uuid );
  26878. }
  26879. return data;
  26880. }
  26881. /**
  26882. * A class for generating a sphere geometry.
  26883. *
  26884. * ```js
  26885. * const geometry = new THREE.SphereGeometry( 15, 32, 16 );
  26886. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  26887. * const sphere = new THREE.Mesh( geometry, material );
  26888. * scene.add( sphere );
  26889. * ```
  26890. *
  26891. * @augments BufferGeometry
  26892. */
  26893. class SphereGeometry extends BufferGeometry {
  26894. /**
  26895. * Constructs a new sphere geometry.
  26896. *
  26897. * @param {number} [radius=1] - The sphere radius.
  26898. * @param {number} [widthSegments=32] - The number of horizontal segments. Minimum value is `3`.
  26899. * @param {number} [heightSegments=16] - The number of vertical segments. Minimum value is `2`.
  26900. * @param {number} [phiStart=0] - The horizontal starting angle in radians.
  26901. * @param {number} [phiLength=Math.PI*2] - The horizontal sweep angle size.
  26902. * @param {number} [thetaStart=0] - The vertical starting angle in radians.
  26903. * @param {number} [thetaLength=Math.PI] - The vertical sweep angle size.
  26904. */
  26905. constructor( radius = 1, widthSegments = 32, heightSegments = 16, phiStart = 0, phiLength = Math.PI * 2, thetaStart = 0, thetaLength = Math.PI ) {
  26906. super();
  26907. this.type = 'SphereGeometry';
  26908. /**
  26909. * Holds the constructor parameters that have been
  26910. * used to generate the geometry. Any modification
  26911. * after instantiation does not change the geometry.
  26912. *
  26913. * @type {Object}
  26914. */
  26915. this.parameters = {
  26916. radius: radius,
  26917. widthSegments: widthSegments,
  26918. heightSegments: heightSegments,
  26919. phiStart: phiStart,
  26920. phiLength: phiLength,
  26921. thetaStart: thetaStart,
  26922. thetaLength: thetaLength
  26923. };
  26924. widthSegments = Math.max( 3, Math.floor( widthSegments ) );
  26925. heightSegments = Math.max( 2, Math.floor( heightSegments ) );
  26926. const thetaEnd = Math.min( thetaStart + thetaLength, Math.PI );
  26927. let index = 0;
  26928. const grid = [];
  26929. const vertex = new Vector3();
  26930. const normal = new Vector3();
  26931. // buffers
  26932. const indices = [];
  26933. const vertices = [];
  26934. const normals = [];
  26935. const uvs = [];
  26936. // generate vertices, normals and uvs
  26937. for ( let iy = 0; iy <= heightSegments; iy ++ ) {
  26938. const verticesRow = [];
  26939. const v = iy / heightSegments;
  26940. // special case for the poles
  26941. let uOffset = 0;
  26942. if ( iy === 0 && thetaStart === 0 ) {
  26943. uOffset = 0.5 / widthSegments;
  26944. } else if ( iy === heightSegments && thetaEnd === Math.PI ) {
  26945. uOffset = -0.5 / widthSegments;
  26946. }
  26947. for ( let ix = 0; ix <= widthSegments; ix ++ ) {
  26948. const u = ix / widthSegments;
  26949. // vertex
  26950. vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  26951. vertex.y = radius * Math.cos( thetaStart + v * thetaLength );
  26952. vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  26953. vertices.push( vertex.x, vertex.y, vertex.z );
  26954. // normal
  26955. normal.copy( vertex ).normalize();
  26956. normals.push( normal.x, normal.y, normal.z );
  26957. // uv
  26958. uvs.push( u + uOffset, 1 - v );
  26959. verticesRow.push( index ++ );
  26960. }
  26961. grid.push( verticesRow );
  26962. }
  26963. // indices
  26964. for ( let iy = 0; iy < heightSegments; iy ++ ) {
  26965. for ( let ix = 0; ix < widthSegments; ix ++ ) {
  26966. const a = grid[ iy ][ ix + 1 ];
  26967. const b = grid[ iy ][ ix ];
  26968. const c = grid[ iy + 1 ][ ix ];
  26969. const d = grid[ iy + 1 ][ ix + 1 ];
  26970. if ( iy !== 0 || thetaStart > 0 ) indices.push( a, b, d );
  26971. if ( iy !== heightSegments - 1 || thetaEnd < Math.PI ) indices.push( b, c, d );
  26972. }
  26973. }
  26974. // build geometry
  26975. this.setIndex( indices );
  26976. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26977. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  26978. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  26979. }
  26980. copy( source ) {
  26981. super.copy( source );
  26982. this.parameters = Object.assign( {}, source.parameters );
  26983. return this;
  26984. }
  26985. /**
  26986. * Factory method for creating an instance of this class from the given
  26987. * JSON object.
  26988. *
  26989. * @param {Object} data - A JSON object representing the serialized geometry.
  26990. * @return {SphereGeometry} A new instance.
  26991. */
  26992. static fromJSON( data ) {
  26993. return new SphereGeometry( data.radius, data.widthSegments, data.heightSegments, data.phiStart, data.phiLength, data.thetaStart, data.thetaLength );
  26994. }
  26995. }
  26996. /**
  26997. * A geometry class for representing an tetrahedron.
  26998. *
  26999. * ```js
  27000. * const geometry = new THREE.TetrahedronGeometry();
  27001. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  27002. * const tetrahedron = new THREE.Mesh( geometry, material );
  27003. * scene.add( tetrahedron );
  27004. * ```
  27005. *
  27006. * @augments PolyhedronGeometry
  27007. */
  27008. class TetrahedronGeometry extends PolyhedronGeometry {
  27009. /**
  27010. * Constructs a new tetrahedron geometry.
  27011. *
  27012. * @param {number} [radius=1] - Radius of the tetrahedron.
  27013. * @param {number} [detail=0] - Setting this to a value greater than `0` adds vertices making it no longer a tetrahedron.
  27014. */
  27015. constructor( radius = 1, detail = 0 ) {
  27016. const vertices = [
  27017. 1, 1, 1, -1, -1, 1, -1, 1, -1, 1, -1, -1
  27018. ];
  27019. const indices = [
  27020. 2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1
  27021. ];
  27022. super( vertices, indices, radius, detail );
  27023. this.type = 'TetrahedronGeometry';
  27024. /**
  27025. * Holds the constructor parameters that have been
  27026. * used to generate the geometry. Any modification
  27027. * after instantiation does not change the geometry.
  27028. *
  27029. * @type {Object}
  27030. */
  27031. this.parameters = {
  27032. radius: radius,
  27033. detail: detail
  27034. };
  27035. }
  27036. /**
  27037. * Factory method for creating an instance of this class from the given
  27038. * JSON object.
  27039. *
  27040. * @param {Object} data - A JSON object representing the serialized geometry.
  27041. * @return {TetrahedronGeometry} A new instance.
  27042. */
  27043. static fromJSON( data ) {
  27044. return new TetrahedronGeometry( data.radius, data.detail );
  27045. }
  27046. }
  27047. /**
  27048. * A geometry class for representing an torus.
  27049. *
  27050. * ```js
  27051. * const geometry = new THREE.TorusGeometry( 10, 3, 16, 100 );
  27052. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  27053. * const torus = new THREE.Mesh( geometry, material );
  27054. * scene.add( torus );
  27055. * ```
  27056. *
  27057. * @augments BufferGeometry
  27058. */
  27059. class TorusGeometry extends BufferGeometry {
  27060. /**
  27061. * Constructs a new torus geometry.
  27062. *
  27063. * @param {number} [radius=1] - Radius of the torus, from the center of the torus to the center of the tube.
  27064. * @param {number} [tube=0.4] - Radius of the tube. Must be smaller than `radius`.
  27065. * @param {number} [radialSegments=12] - The number of radial segments.
  27066. * @param {number} [tubularSegments=48] - The number of tubular segments.
  27067. * @param {number} [arc=Math.PI*2] - Central angle in radians.
  27068. */
  27069. constructor( radius = 1, tube = 0.4, radialSegments = 12, tubularSegments = 48, arc = Math.PI * 2 ) {
  27070. super();
  27071. this.type = 'TorusGeometry';
  27072. /**
  27073. * Holds the constructor parameters that have been
  27074. * used to generate the geometry. Any modification
  27075. * after instantiation does not change the geometry.
  27076. *
  27077. * @type {Object}
  27078. */
  27079. this.parameters = {
  27080. radius: radius,
  27081. tube: tube,
  27082. radialSegments: radialSegments,
  27083. tubularSegments: tubularSegments,
  27084. arc: arc
  27085. };
  27086. radialSegments = Math.floor( radialSegments );
  27087. tubularSegments = Math.floor( tubularSegments );
  27088. // buffers
  27089. const indices = [];
  27090. const vertices = [];
  27091. const normals = [];
  27092. const uvs = [];
  27093. // helper variables
  27094. const center = new Vector3();
  27095. const vertex = new Vector3();
  27096. const normal = new Vector3();
  27097. // generate vertices, normals and uvs
  27098. for ( let j = 0; j <= radialSegments; j ++ ) {
  27099. for ( let i = 0; i <= tubularSegments; i ++ ) {
  27100. const u = i / tubularSegments * arc;
  27101. const v = j / radialSegments * Math.PI * 2;
  27102. // vertex
  27103. vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );
  27104. vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );
  27105. vertex.z = tube * Math.sin( v );
  27106. vertices.push( vertex.x, vertex.y, vertex.z );
  27107. // normal
  27108. center.x = radius * Math.cos( u );
  27109. center.y = radius * Math.sin( u );
  27110. normal.subVectors( vertex, center ).normalize();
  27111. normals.push( normal.x, normal.y, normal.z );
  27112. // uv
  27113. uvs.push( i / tubularSegments );
  27114. uvs.push( j / radialSegments );
  27115. }
  27116. }
  27117. // generate indices
  27118. for ( let j = 1; j <= radialSegments; j ++ ) {
  27119. for ( let i = 1; i <= tubularSegments; i ++ ) {
  27120. // indices
  27121. const a = ( tubularSegments + 1 ) * j + i - 1;
  27122. const b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1;
  27123. const c = ( tubularSegments + 1 ) * ( j - 1 ) + i;
  27124. const d = ( tubularSegments + 1 ) * j + i;
  27125. // faces
  27126. indices.push( a, b, d );
  27127. indices.push( b, c, d );
  27128. }
  27129. }
  27130. // build geometry
  27131. this.setIndex( indices );
  27132. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27133. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  27134. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  27135. }
  27136. copy( source ) {
  27137. super.copy( source );
  27138. this.parameters = Object.assign( {}, source.parameters );
  27139. return this;
  27140. }
  27141. /**
  27142. * Factory method for creating an instance of this class from the given
  27143. * JSON object.
  27144. *
  27145. * @param {Object} data - A JSON object representing the serialized geometry.
  27146. * @return {TorusGeometry} A new instance.
  27147. */
  27148. static fromJSON( data ) {
  27149. return new TorusGeometry( data.radius, data.tube, data.radialSegments, data.tubularSegments, data.arc );
  27150. }
  27151. }
  27152. /**
  27153. * Creates a torus knot, the particular shape of which is defined by a pair
  27154. * of coprime integers, p and q. If p and q are not coprime, the result will
  27155. * be a torus link.
  27156. *
  27157. * ```js
  27158. * const geometry = new THREE.TorusKnotGeometry( 10, 3, 100, 16 );
  27159. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  27160. * const torusKnot = new THREE.Mesh( geometry, material );
  27161. * scene.add( torusKnot );
  27162. * ```
  27163. *
  27164. * @augments BufferGeometry
  27165. */
  27166. class TorusKnotGeometry extends BufferGeometry {
  27167. /**
  27168. * Constructs a new torus knot geometry.
  27169. *
  27170. * @param {number} [radius=1] - Radius of the torus knot.
  27171. * @param {number} [tube=0.4] - Radius of the tube.
  27172. * @param {number} [tubularSegments=64] - The number of tubular segments.
  27173. * @param {number} [radialSegments=8] - The number of radial segments.
  27174. * @param {number} [p=2] - This value determines, how many times the geometry winds around its axis of rotational symmetry.
  27175. * @param {number} [q=3] - This value determines, how many times the geometry winds around a circle in the interior of the torus.
  27176. */
  27177. constructor( radius = 1, tube = 0.4, tubularSegments = 64, radialSegments = 8, p = 2, q = 3 ) {
  27178. super();
  27179. this.type = 'TorusKnotGeometry';
  27180. /**
  27181. * Holds the constructor parameters that have been
  27182. * used to generate the geometry. Any modification
  27183. * after instantiation does not change the geometry.
  27184. *
  27185. * @type {Object}
  27186. */
  27187. this.parameters = {
  27188. radius: radius,
  27189. tube: tube,
  27190. tubularSegments: tubularSegments,
  27191. radialSegments: radialSegments,
  27192. p: p,
  27193. q: q
  27194. };
  27195. tubularSegments = Math.floor( tubularSegments );
  27196. radialSegments = Math.floor( radialSegments );
  27197. // buffers
  27198. const indices = [];
  27199. const vertices = [];
  27200. const normals = [];
  27201. const uvs = [];
  27202. // helper variables
  27203. const vertex = new Vector3();
  27204. const normal = new Vector3();
  27205. const P1 = new Vector3();
  27206. const P2 = new Vector3();
  27207. const B = new Vector3();
  27208. const T = new Vector3();
  27209. const N = new Vector3();
  27210. // generate vertices, normals and uvs
  27211. for ( let i = 0; i <= tubularSegments; ++ i ) {
  27212. // the radian "u" is used to calculate the position on the torus curve of the current tubular segment
  27213. const u = i / tubularSegments * p * Math.PI * 2;
  27214. // now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead.
  27215. // these points are used to create a special "coordinate space", which is necessary to calculate the correct vertex positions
  27216. calculatePositionOnCurve( u, p, q, radius, P1 );
  27217. calculatePositionOnCurve( u + 0.01, p, q, radius, P2 );
  27218. // calculate orthonormal basis
  27219. T.subVectors( P2, P1 );
  27220. N.addVectors( P2, P1 );
  27221. B.crossVectors( T, N );
  27222. N.crossVectors( B, T );
  27223. // normalize B, N. T can be ignored, we don't use it
  27224. B.normalize();
  27225. N.normalize();
  27226. for ( let j = 0; j <= radialSegments; ++ j ) {
  27227. // now calculate the vertices. they are nothing more than an extrusion of the torus curve.
  27228. // because we extrude a shape in the xy-plane, there is no need to calculate a z-value.
  27229. const v = j / radialSegments * Math.PI * 2;
  27230. const cx = - tube * Math.cos( v );
  27231. const cy = tube * Math.sin( v );
  27232. // now calculate the final vertex position.
  27233. // first we orient the extrusion with our basis vectors, then we add it to the current position on the curve
  27234. vertex.x = P1.x + ( cx * N.x + cy * B.x );
  27235. vertex.y = P1.y + ( cx * N.y + cy * B.y );
  27236. vertex.z = P1.z + ( cx * N.z + cy * B.z );
  27237. vertices.push( vertex.x, vertex.y, vertex.z );
  27238. // normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal)
  27239. normal.subVectors( vertex, P1 ).normalize();
  27240. normals.push( normal.x, normal.y, normal.z );
  27241. // uv
  27242. uvs.push( i / tubularSegments );
  27243. uvs.push( j / radialSegments );
  27244. }
  27245. }
  27246. // generate indices
  27247. for ( let j = 1; j <= tubularSegments; j ++ ) {
  27248. for ( let i = 1; i <= radialSegments; i ++ ) {
  27249. // indices
  27250. const a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  27251. const b = ( radialSegments + 1 ) * j + ( i - 1 );
  27252. const c = ( radialSegments + 1 ) * j + i;
  27253. const d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  27254. // faces
  27255. indices.push( a, b, d );
  27256. indices.push( b, c, d );
  27257. }
  27258. }
  27259. // build geometry
  27260. this.setIndex( indices );
  27261. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27262. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  27263. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  27264. // this function calculates the current position on the torus curve
  27265. function calculatePositionOnCurve( u, p, q, radius, position ) {
  27266. const cu = Math.cos( u );
  27267. const su = Math.sin( u );
  27268. const quOverP = q / p * u;
  27269. const cs = Math.cos( quOverP );
  27270. position.x = radius * ( 2 + cs ) * 0.5 * cu;
  27271. position.y = radius * ( 2 + cs ) * su * 0.5;
  27272. position.z = radius * Math.sin( quOverP ) * 0.5;
  27273. }
  27274. }
  27275. copy( source ) {
  27276. super.copy( source );
  27277. this.parameters = Object.assign( {}, source.parameters );
  27278. return this;
  27279. }
  27280. /**
  27281. * Factory method for creating an instance of this class from the given
  27282. * JSON object.
  27283. *
  27284. * @param {Object} data - A JSON object representing the serialized geometry.
  27285. * @return {TorusKnotGeometry} A new instance.
  27286. */
  27287. static fromJSON( data ) {
  27288. return new TorusKnotGeometry( data.radius, data.tube, data.tubularSegments, data.radialSegments, data.p, data.q );
  27289. }
  27290. }
  27291. /**
  27292. * Creates a tube that extrudes along a 3D curve.
  27293. *
  27294. * ```js
  27295. * class CustomSinCurve extends THREE.Curve {
  27296. *
  27297. * getPoint( t, optionalTarget = new THREE.Vector3() ) {
  27298. *
  27299. * const tx = t * 3 - 1.5;
  27300. * const ty = Math.sin( 2 * Math.PI * t );
  27301. * const tz = 0;
  27302. *
  27303. * return optionalTarget.set( tx, ty, tz );
  27304. * }
  27305. *
  27306. * }
  27307. *
  27308. * const path = new CustomSinCurve( 10 );
  27309. * const geometry = new THREE.TubeGeometry( path, 20, 2, 8, false );
  27310. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
  27311. * const mesh = new THREE.Mesh( geometry, material );
  27312. * scene.add( mesh );
  27313. * ```
  27314. *
  27315. * @augments BufferGeometry
  27316. */
  27317. class TubeGeometry extends BufferGeometry {
  27318. /**
  27319. * Constructs a new tube geometry.
  27320. *
  27321. * @param {Curve} [path=QuadraticBezierCurve3] - A 3D curve defining the path of the tube.
  27322. * @param {number} [tubularSegments=64] - The number of segments that make up the tube.
  27323. * @param {number} [radius=1] -The radius of the tube.
  27324. * @param {number} [radialSegments=8] - The number of segments that make up the cross-section.
  27325. * @param {boolean} [closed=false] - Whether the tube is closed or not.
  27326. */
  27327. 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 ) {
  27328. super();
  27329. this.type = 'TubeGeometry';
  27330. /**
  27331. * Holds the constructor parameters that have been
  27332. * used to generate the geometry. Any modification
  27333. * after instantiation does not change the geometry.
  27334. *
  27335. * @type {Object}
  27336. */
  27337. this.parameters = {
  27338. path: path,
  27339. tubularSegments: tubularSegments,
  27340. radius: radius,
  27341. radialSegments: radialSegments,
  27342. closed: closed
  27343. };
  27344. const frames = path.computeFrenetFrames( tubularSegments, closed );
  27345. // expose internals
  27346. this.tangents = frames.tangents;
  27347. this.normals = frames.normals;
  27348. this.binormals = frames.binormals;
  27349. // helper variables
  27350. const vertex = new Vector3();
  27351. const normal = new Vector3();
  27352. const uv = new Vector2();
  27353. let P = new Vector3();
  27354. // buffer
  27355. const vertices = [];
  27356. const normals = [];
  27357. const uvs = [];
  27358. const indices = [];
  27359. // create buffer data
  27360. generateBufferData();
  27361. // build geometry
  27362. this.setIndex( indices );
  27363. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27364. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  27365. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  27366. // functions
  27367. function generateBufferData() {
  27368. for ( let i = 0; i < tubularSegments; i ++ ) {
  27369. generateSegment( i );
  27370. }
  27371. // if the geometry is not closed, generate the last row of vertices and normals
  27372. // at the regular position on the given path
  27373. //
  27374. // if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ)
  27375. generateSegment( ( closed === false ) ? tubularSegments : 0 );
  27376. // uvs are generated in a separate function.
  27377. // this makes it easy compute correct values for closed geometries
  27378. generateUVs();
  27379. // finally create faces
  27380. generateIndices();
  27381. }
  27382. function generateSegment( i ) {
  27383. // we use getPointAt to sample evenly distributed points from the given path
  27384. P = path.getPointAt( i / tubularSegments, P );
  27385. // retrieve corresponding normal and binormal
  27386. const N = frames.normals[ i ];
  27387. const B = frames.binormals[ i ];
  27388. // generate normals and vertices for the current segment
  27389. for ( let j = 0; j <= radialSegments; j ++ ) {
  27390. const v = j / radialSegments * Math.PI * 2;
  27391. const sin = Math.sin( v );
  27392. const cos = - Math.cos( v );
  27393. // normal
  27394. normal.x = ( cos * N.x + sin * B.x );
  27395. normal.y = ( cos * N.y + sin * B.y );
  27396. normal.z = ( cos * N.z + sin * B.z );
  27397. normal.normalize();
  27398. normals.push( normal.x, normal.y, normal.z );
  27399. // vertex
  27400. vertex.x = P.x + radius * normal.x;
  27401. vertex.y = P.y + radius * normal.y;
  27402. vertex.z = P.z + radius * normal.z;
  27403. vertices.push( vertex.x, vertex.y, vertex.z );
  27404. }
  27405. }
  27406. function generateIndices() {
  27407. for ( let j = 1; j <= tubularSegments; j ++ ) {
  27408. for ( let i = 1; i <= radialSegments; i ++ ) {
  27409. const a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  27410. const b = ( radialSegments + 1 ) * j + ( i - 1 );
  27411. const c = ( radialSegments + 1 ) * j + i;
  27412. const d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  27413. // faces
  27414. indices.push( a, b, d );
  27415. indices.push( b, c, d );
  27416. }
  27417. }
  27418. }
  27419. function generateUVs() {
  27420. for ( let i = 0; i <= tubularSegments; i ++ ) {
  27421. for ( let j = 0; j <= radialSegments; j ++ ) {
  27422. uv.x = i / tubularSegments;
  27423. uv.y = j / radialSegments;
  27424. uvs.push( uv.x, uv.y );
  27425. }
  27426. }
  27427. }
  27428. }
  27429. copy( source ) {
  27430. super.copy( source );
  27431. this.parameters = Object.assign( {}, source.parameters );
  27432. return this;
  27433. }
  27434. toJSON() {
  27435. const data = super.toJSON();
  27436. data.path = this.parameters.path.toJSON();
  27437. return data;
  27438. }
  27439. /**
  27440. * Factory method for creating an instance of this class from the given
  27441. * JSON object.
  27442. *
  27443. * @param {Object} data - A JSON object representing the serialized geometry.
  27444. * @return {TubeGeometry} A new instance.
  27445. */
  27446. static fromJSON( data ) {
  27447. // This only works for built-in curves (e.g. CatmullRomCurve3).
  27448. // User defined curves or instances of CurvePath will not be deserialized.
  27449. return new TubeGeometry(
  27450. new Curves[ data.path.type ]().fromJSON( data.path ),
  27451. data.tubularSegments,
  27452. data.radius,
  27453. data.radialSegments,
  27454. data.closed
  27455. );
  27456. }
  27457. }
  27458. /**
  27459. * Can be used as a helper object to visualize a geometry as a wireframe.
  27460. *
  27461. * ```js
  27462. * const geometry = new THREE.SphereGeometry();
  27463. *
  27464. * const wireframe = new THREE.WireframeGeometry( geometry );
  27465. *
  27466. * const line = new THREE.LineSegments( wireframe );
  27467. * line.material.depthWrite = false;
  27468. * line.material.opacity = 0.25;
  27469. * line.material.transparent = true;
  27470. *
  27471. * scene.add( line );
  27472. * ```
  27473. *
  27474. * Note: It is not yet possible to serialize/deserialize instances of this class.
  27475. *
  27476. * @augments BufferGeometry
  27477. */
  27478. class WireframeGeometry extends BufferGeometry {
  27479. /**
  27480. * Constructs a new wireframe geometry.
  27481. *
  27482. * @param {?BufferGeometry} [geometry=null] - The geometry.
  27483. */
  27484. constructor( geometry = null ) {
  27485. super();
  27486. this.type = 'WireframeGeometry';
  27487. /**
  27488. * Holds the constructor parameters that have been
  27489. * used to generate the geometry. Any modification
  27490. * after instantiation does not change the geometry.
  27491. *
  27492. * @type {Object}
  27493. */
  27494. this.parameters = {
  27495. geometry: geometry
  27496. };
  27497. if ( geometry !== null ) {
  27498. // buffer
  27499. const vertices = [];
  27500. const edges = new Set();
  27501. // helper variables
  27502. const start = new Vector3();
  27503. const end = new Vector3();
  27504. if ( geometry.index !== null ) {
  27505. // indexed BufferGeometry
  27506. const position = geometry.attributes.position;
  27507. const indices = geometry.index;
  27508. let groups = geometry.groups;
  27509. if ( groups.length === 0 ) {
  27510. groups = [ { start: 0, count: indices.count, materialIndex: 0 } ];
  27511. }
  27512. // create a data structure that contains all edges without duplicates
  27513. for ( let o = 0, ol = groups.length; o < ol; ++ o ) {
  27514. const group = groups[ o ];
  27515. const groupStart = group.start;
  27516. const groupCount = group.count;
  27517. for ( let i = groupStart, l = ( groupStart + groupCount ); i < l; i += 3 ) {
  27518. for ( let j = 0; j < 3; j ++ ) {
  27519. const index1 = indices.getX( i + j );
  27520. const index2 = indices.getX( i + ( j + 1 ) % 3 );
  27521. start.fromBufferAttribute( position, index1 );
  27522. end.fromBufferAttribute( position, index2 );
  27523. if ( isUniqueEdge( start, end, edges ) === true ) {
  27524. vertices.push( start.x, start.y, start.z );
  27525. vertices.push( end.x, end.y, end.z );
  27526. }
  27527. }
  27528. }
  27529. }
  27530. } else {
  27531. // non-indexed BufferGeometry
  27532. const position = geometry.attributes.position;
  27533. for ( let i = 0, l = ( position.count / 3 ); i < l; i ++ ) {
  27534. for ( let j = 0; j < 3; j ++ ) {
  27535. // three edges per triangle, an edge is represented as (index1, index2)
  27536. // e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)
  27537. const index1 = 3 * i + j;
  27538. const index2 = 3 * i + ( ( j + 1 ) % 3 );
  27539. start.fromBufferAttribute( position, index1 );
  27540. end.fromBufferAttribute( position, index2 );
  27541. if ( isUniqueEdge( start, end, edges ) === true ) {
  27542. vertices.push( start.x, start.y, start.z );
  27543. vertices.push( end.x, end.y, end.z );
  27544. }
  27545. }
  27546. }
  27547. }
  27548. // build geometry
  27549. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27550. }
  27551. }
  27552. copy( source ) {
  27553. super.copy( source );
  27554. this.parameters = Object.assign( {}, source.parameters );
  27555. return this;
  27556. }
  27557. }
  27558. function isUniqueEdge( start, end, edges ) {
  27559. const hash1 = `${start.x},${start.y},${start.z}-${end.x},${end.y},${end.z}`;
  27560. const hash2 = `${end.x},${end.y},${end.z}-${start.x},${start.y},${start.z}`; // coincident edge
  27561. if ( edges.has( hash1 ) === true || edges.has( hash2 ) === true ) {
  27562. return false;
  27563. } else {
  27564. edges.add( hash1 );
  27565. edges.add( hash2 );
  27566. return true;
  27567. }
  27568. }
  27569. var Geometries = /*#__PURE__*/Object.freeze({
  27570. __proto__: null,
  27571. BoxGeometry: BoxGeometry,
  27572. CapsuleGeometry: CapsuleGeometry,
  27573. CircleGeometry: CircleGeometry,
  27574. ConeGeometry: ConeGeometry,
  27575. CylinderGeometry: CylinderGeometry,
  27576. DodecahedronGeometry: DodecahedronGeometry,
  27577. EdgesGeometry: EdgesGeometry,
  27578. ExtrudeGeometry: ExtrudeGeometry,
  27579. IcosahedronGeometry: IcosahedronGeometry,
  27580. LatheGeometry: LatheGeometry,
  27581. OctahedronGeometry: OctahedronGeometry,
  27582. PlaneGeometry: PlaneGeometry,
  27583. PolyhedronGeometry: PolyhedronGeometry,
  27584. RingGeometry: RingGeometry,
  27585. ShapeGeometry: ShapeGeometry,
  27586. SphereGeometry: SphereGeometry,
  27587. TetrahedronGeometry: TetrahedronGeometry,
  27588. TorusGeometry: TorusGeometry,
  27589. TorusKnotGeometry: TorusKnotGeometry,
  27590. TubeGeometry: TubeGeometry,
  27591. WireframeGeometry: WireframeGeometry
  27592. });
  27593. /**
  27594. * This material can receive shadows, but otherwise is completely transparent.
  27595. *
  27596. * ```js
  27597. * const geometry = new THREE.PlaneGeometry( 2000, 2000 );
  27598. * geometry.rotateX( - Math.PI / 2 );
  27599. *
  27600. * const material = new THREE.ShadowMaterial();
  27601. * material.opacity = 0.2;
  27602. *
  27603. * const plane = new THREE.Mesh( geometry, material );
  27604. * plane.position.y = -200;
  27605. * plane.receiveShadow = true;
  27606. * scene.add( plane );
  27607. * ```
  27608. *
  27609. * @augments Material
  27610. */
  27611. class ShadowMaterial extends Material {
  27612. /**
  27613. * Constructs a new shadow material.
  27614. *
  27615. * @param {Object} [parameters] - An object with one or more properties
  27616. * defining the material's appearance. Any property of the material
  27617. * (including any property from inherited materials) can be passed
  27618. * in here. Color values can be passed any type of value accepted
  27619. * by {@link Color#set}.
  27620. */
  27621. constructor( parameters ) {
  27622. super();
  27623. /**
  27624. * This flag can be used for type testing.
  27625. *
  27626. * @type {boolean}
  27627. * @readonly
  27628. * @default true
  27629. */
  27630. this.isShadowMaterial = true;
  27631. this.type = 'ShadowMaterial';
  27632. /**
  27633. * Color of the material.
  27634. *
  27635. * @type {Color}
  27636. * @default (0,0,0)
  27637. */
  27638. this.color = new Color( 0x000000 );
  27639. /**
  27640. * Overwritten since shadow materials are transparent
  27641. * by default.
  27642. *
  27643. * @type {boolean}
  27644. * @default true
  27645. */
  27646. this.transparent = true;
  27647. /**
  27648. * Whether the material is affected by fog or not.
  27649. *
  27650. * @type {boolean}
  27651. * @default true
  27652. */
  27653. this.fog = true;
  27654. this.setValues( parameters );
  27655. }
  27656. copy( source ) {
  27657. super.copy( source );
  27658. this.color.copy( source.color );
  27659. this.fog = source.fog;
  27660. return this;
  27661. }
  27662. }
  27663. /**
  27664. * This class works just like {@link ShaderMaterial}, except that definitions
  27665. * of built-in uniforms and attributes are not automatically prepended to the
  27666. * GLSL shader code.
  27667. *
  27668. * `RawShaderMaterial` can only be used with {@link WebGLRenderer}.
  27669. *
  27670. * @augments ShaderMaterial
  27671. */
  27672. class RawShaderMaterial extends ShaderMaterial {
  27673. /**
  27674. * Constructs a new raw shader material.
  27675. *
  27676. * @param {Object} [parameters] - An object with one or more properties
  27677. * defining the material's appearance. Any property of the material
  27678. * (including any property from inherited materials) can be passed
  27679. * in here. Color values can be passed any type of value accepted
  27680. * by {@link Color#set}.
  27681. */
  27682. constructor( parameters ) {
  27683. super( parameters );
  27684. /**
  27685. * This flag can be used for type testing.
  27686. *
  27687. * @type {boolean}
  27688. * @readonly
  27689. * @default true
  27690. */
  27691. this.isRawShaderMaterial = true;
  27692. this.type = 'RawShaderMaterial';
  27693. }
  27694. }
  27695. /**
  27696. * A standard physically based material, using Metallic-Roughness workflow.
  27697. *
  27698. * Physically based rendering (PBR) has recently become the standard in many
  27699. * 3D applications, such as [Unity]{@link https://blogs.unity3d.com/2014/10/29/physically-based-shading-in-unity-5-a-primer/},
  27700. * [Unreal]{@link https://docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/PhysicallyBased/} and
  27701. * [3D Studio Max]{@link http://area.autodesk.com/blogs/the-3ds-max-blog/what039s-new-for-rendering-in-3ds-max-2017}.
  27702. *
  27703. * This approach differs from older approaches in that instead of using
  27704. * approximations for the way in which light interacts with a surface, a
  27705. * physically correct model is used. The idea is that, instead of tweaking
  27706. * materials to look good under specific lighting, a material can be created
  27707. * that will react 'correctly' under all lighting scenarios.
  27708. *
  27709. * In practice this gives a more accurate and realistic looking result than
  27710. * the {@link MeshLambertMaterial} or {@link MeshPhongMaterial}, at the cost of
  27711. * being somewhat more computationally expensive. `MeshStandardMaterial` uses per-fragment
  27712. * shading.
  27713. *
  27714. * Note that for best results you should always specify an environment map when using this material.
  27715. *
  27716. * For a non-technical introduction to the concept of PBR and how to set up a
  27717. * PBR material, check out these articles by the people at [marmoset]{@link https://www.marmoset.co}:
  27718. *
  27719. * - [Basic Theory of Physically Based Rendering]{@link https://www.marmoset.co/posts/basic-theory-of-physically-based-rendering/}
  27720. * - [Physically Based Rendering and You Can Too]{@link https://www.marmoset.co/posts/physically-based-rendering-and-you-can-too/}
  27721. *
  27722. * Technical details of the approach used in three.js (and most other PBR systems) can be found is this
  27723. * [paper from Disney]{@link https://media.disneyanimation.com/uploads/production/publication_asset/48/asset/s2012_pbs_disney_brdf_notes_v3.pdf}
  27724. * (pdf), by Brent Burley.
  27725. *
  27726. * @augments Material
  27727. */
  27728. class MeshStandardMaterial extends Material {
  27729. /**
  27730. * Constructs a new mesh standard material.
  27731. *
  27732. * @param {Object} [parameters] - An object with one or more properties
  27733. * defining the material's appearance. Any property of the material
  27734. * (including any property from inherited materials) can be passed
  27735. * in here. Color values can be passed any type of value accepted
  27736. * by {@link Color#set}.
  27737. */
  27738. constructor( parameters ) {
  27739. super();
  27740. /**
  27741. * This flag can be used for type testing.
  27742. *
  27743. * @type {boolean}
  27744. * @readonly
  27745. * @default true
  27746. */
  27747. this.isMeshStandardMaterial = true;
  27748. this.type = 'MeshStandardMaterial';
  27749. this.defines = { 'STANDARD': '' };
  27750. /**
  27751. * Color of the material.
  27752. *
  27753. * @type {Color}
  27754. * @default (1,1,1)
  27755. */
  27756. this.color = new Color( 0xffffff ); // diffuse
  27757. /**
  27758. * How rough the material appears. `0.0` means a smooth mirror reflection, `1.0`
  27759. * means fully diffuse. If `roughnessMap` is also provided,
  27760. * both values are multiplied.
  27761. *
  27762. * @type {number}
  27763. * @default 1
  27764. */
  27765. this.roughness = 1.0;
  27766. /**
  27767. * How much the material is like a metal. Non-metallic materials such as wood
  27768. * or stone use `0.0`, metallic use `1.0`, with nothing (usually) in between.
  27769. * A value between `0.0` and `1.0` could be used for a rusty metal look.
  27770. * If `metalnessMap` is also provided, both values are multiplied.
  27771. *
  27772. * @type {number}
  27773. * @default 0
  27774. */
  27775. this.metalness = 0.0;
  27776. /**
  27777. * The color map. May optionally include an alpha channel, typically combined
  27778. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  27779. * color is modulated by the diffuse `color`.
  27780. *
  27781. * @type {?Texture}
  27782. * @default null
  27783. */
  27784. this.map = null;
  27785. /**
  27786. * The light map. Requires a second set of UVs.
  27787. *
  27788. * @type {?Texture}
  27789. * @default null
  27790. */
  27791. this.lightMap = null;
  27792. /**
  27793. * Intensity of the baked light.
  27794. *
  27795. * @type {number}
  27796. * @default 1
  27797. */
  27798. this.lightMapIntensity = 1.0;
  27799. /**
  27800. * The red channel of this texture is used as the ambient occlusion map.
  27801. * Requires a second set of UVs.
  27802. *
  27803. * @type {?Texture}
  27804. * @default null
  27805. */
  27806. this.aoMap = null;
  27807. /**
  27808. * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0`
  27809. * disables ambient occlusion. Where intensity is `1` and the AO map's
  27810. * red channel is also `1`, ambient light is fully occluded on a surface.
  27811. *
  27812. * @type {number}
  27813. * @default 1
  27814. */
  27815. this.aoMapIntensity = 1.0;
  27816. /**
  27817. * Emissive (light) color of the material, essentially a solid color
  27818. * unaffected by other lighting.
  27819. *
  27820. * @type {Color}
  27821. * @default (0,0,0)
  27822. */
  27823. this.emissive = new Color( 0x000000 );
  27824. /**
  27825. * Intensity of the emissive light. Modulates the emissive color.
  27826. *
  27827. * @type {number}
  27828. * @default 1
  27829. */
  27830. this.emissiveIntensity = 1.0;
  27831. /**
  27832. * Set emissive (glow) map. The emissive map color is modulated by the
  27833. * emissive color and the emissive intensity. If you have an emissive map,
  27834. * be sure to set the emissive color to something other than black.
  27835. *
  27836. * @type {?Texture}
  27837. * @default null
  27838. */
  27839. this.emissiveMap = null;
  27840. /**
  27841. * The texture to create a bump map. The black and white values map to the
  27842. * perceived depth in relation to the lights. Bump doesn't actually affect
  27843. * the geometry of the object, only the lighting. If a normal map is defined
  27844. * this will be ignored.
  27845. *
  27846. * @type {?Texture}
  27847. * @default null
  27848. */
  27849. this.bumpMap = null;
  27850. /**
  27851. * How much the bump map affects the material. Typical range is `[0,1]`.
  27852. *
  27853. * @type {number}
  27854. * @default 1
  27855. */
  27856. this.bumpScale = 1;
  27857. /**
  27858. * The texture to create a normal map. The RGB values affect the surface
  27859. * normal for each pixel fragment and change the way the color is lit. Normal
  27860. * maps do not change the actual shape of the surface, only the lighting. In
  27861. * case the material has a normal map authored using the left handed
  27862. * convention, the `y` component of `normalScale` should be negated to compensate
  27863. * for the different handedness.
  27864. *
  27865. * @type {?Texture}
  27866. * @default null
  27867. */
  27868. this.normalMap = null;
  27869. /**
  27870. * The type of normal map.
  27871. *
  27872. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  27873. * @default TangentSpaceNormalMap
  27874. */
  27875. this.normalMapType = TangentSpaceNormalMap;
  27876. /**
  27877. * How much the normal map affects the material. Typical value range is `[0,1]`.
  27878. *
  27879. * @type {Vector2}
  27880. * @default (1,1)
  27881. */
  27882. this.normalScale = new Vector2( 1, 1 );
  27883. /**
  27884. * The displacement map affects the position of the mesh's vertices. Unlike
  27885. * other maps which only affect the light and shade of the material the
  27886. * displaced vertices can cast shadows, block other objects, and otherwise
  27887. * act as real geometry. The displacement texture is an image where the value
  27888. * of each pixel (white being the highest) is mapped against, and
  27889. * repositions, the vertices of the mesh.
  27890. *
  27891. * @type {?Texture}
  27892. * @default null
  27893. */
  27894. this.displacementMap = null;
  27895. /**
  27896. * How much the displacement map affects the mesh (where black is no
  27897. * displacement, and white is maximum displacement). Without a displacement
  27898. * map set, this value is not applied.
  27899. *
  27900. * @type {number}
  27901. * @default 0
  27902. */
  27903. this.displacementScale = 1;
  27904. /**
  27905. * The offset of the displacement map's values on the mesh's vertices.
  27906. * The bias is added to the scaled sample of the displacement map.
  27907. * Without a displacement map set, this value is not applied.
  27908. *
  27909. * @type {number}
  27910. * @default 0
  27911. */
  27912. this.displacementBias = 0;
  27913. /**
  27914. * The green channel of this texture is used to alter the roughness of the
  27915. * material.
  27916. *
  27917. * @type {?Texture}
  27918. * @default null
  27919. */
  27920. this.roughnessMap = null;
  27921. /**
  27922. * The blue channel of this texture is used to alter the metalness of the
  27923. * material.
  27924. *
  27925. * @type {?Texture}
  27926. * @default null
  27927. */
  27928. this.metalnessMap = null;
  27929. /**
  27930. * The alpha map is a grayscale texture that controls the opacity across the
  27931. * surface (black: fully transparent; white: fully opaque).
  27932. *
  27933. * Only the color of the texture is used, ignoring the alpha channel if one
  27934. * exists. For RGB and RGBA textures, the renderer will use the green channel
  27935. * when sampling this texture due to the extra bit of precision provided for
  27936. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  27937. * luminance/alpha textures will also still work as expected.
  27938. *
  27939. * @type {?Texture}
  27940. * @default null
  27941. */
  27942. this.alphaMap = null;
  27943. /**
  27944. * The environment map. To ensure a physically correct rendering, environment maps
  27945. * are internally pre-processed with {@link PMREMGenerator}.
  27946. *
  27947. * @type {?Texture}
  27948. * @default null
  27949. */
  27950. this.envMap = null;
  27951. /**
  27952. * The rotation of the environment map in radians.
  27953. *
  27954. * @type {Euler}
  27955. * @default (0,0,0)
  27956. */
  27957. this.envMapRotation = new Euler();
  27958. /**
  27959. * Scales the effect of the environment map by multiplying its color.
  27960. *
  27961. * @type {number}
  27962. * @default 1
  27963. */
  27964. this.envMapIntensity = 1.0;
  27965. /**
  27966. * Renders the geometry as a wireframe.
  27967. *
  27968. * @type {boolean}
  27969. * @default false
  27970. */
  27971. this.wireframe = false;
  27972. /**
  27973. * Controls the thickness of the wireframe.
  27974. *
  27975. * Can only be used with {@link SVGRenderer}.
  27976. *
  27977. * @type {number}
  27978. * @default 1
  27979. */
  27980. this.wireframeLinewidth = 1;
  27981. /**
  27982. * Defines appearance of wireframe ends.
  27983. *
  27984. * Can only be used with {@link SVGRenderer}.
  27985. *
  27986. * @type {('round'|'bevel'|'miter')}
  27987. * @default 'round'
  27988. */
  27989. this.wireframeLinecap = 'round';
  27990. /**
  27991. * Defines appearance of wireframe joints.
  27992. *
  27993. * Can only be used with {@link SVGRenderer}.
  27994. *
  27995. * @type {('round'|'bevel'|'miter')}
  27996. * @default 'round'
  27997. */
  27998. this.wireframeLinejoin = 'round';
  27999. /**
  28000. * Whether the material is rendered with flat shading or not.
  28001. *
  28002. * @type {boolean}
  28003. * @default false
  28004. */
  28005. this.flatShading = false;
  28006. /**
  28007. * Whether the material is affected by fog or not.
  28008. *
  28009. * @type {boolean}
  28010. * @default true
  28011. */
  28012. this.fog = true;
  28013. this.setValues( parameters );
  28014. }
  28015. copy( source ) {
  28016. super.copy( source );
  28017. this.defines = { 'STANDARD': '' };
  28018. this.color.copy( source.color );
  28019. this.roughness = source.roughness;
  28020. this.metalness = source.metalness;
  28021. this.map = source.map;
  28022. this.lightMap = source.lightMap;
  28023. this.lightMapIntensity = source.lightMapIntensity;
  28024. this.aoMap = source.aoMap;
  28025. this.aoMapIntensity = source.aoMapIntensity;
  28026. this.emissive.copy( source.emissive );
  28027. this.emissiveMap = source.emissiveMap;
  28028. this.emissiveIntensity = source.emissiveIntensity;
  28029. this.bumpMap = source.bumpMap;
  28030. this.bumpScale = source.bumpScale;
  28031. this.normalMap = source.normalMap;
  28032. this.normalMapType = source.normalMapType;
  28033. this.normalScale.copy( source.normalScale );
  28034. this.displacementMap = source.displacementMap;
  28035. this.displacementScale = source.displacementScale;
  28036. this.displacementBias = source.displacementBias;
  28037. this.roughnessMap = source.roughnessMap;
  28038. this.metalnessMap = source.metalnessMap;
  28039. this.alphaMap = source.alphaMap;
  28040. this.envMap = source.envMap;
  28041. this.envMapRotation.copy( source.envMapRotation );
  28042. this.envMapIntensity = source.envMapIntensity;
  28043. this.wireframe = source.wireframe;
  28044. this.wireframeLinewidth = source.wireframeLinewidth;
  28045. this.wireframeLinecap = source.wireframeLinecap;
  28046. this.wireframeLinejoin = source.wireframeLinejoin;
  28047. this.flatShading = source.flatShading;
  28048. this.fog = source.fog;
  28049. return this;
  28050. }
  28051. }
  28052. /**
  28053. * An extension of the {@link MeshStandardMaterial}, providing more advanced
  28054. * physically-based rendering properties:
  28055. *
  28056. * - Anisotropy: Ability to represent the anisotropic property of materials
  28057. * as observable with brushed metals.
  28058. * - Clearcoat: Some materials — like car paints, carbon fiber, and wet surfaces — require
  28059. * a clear, reflective layer on top of another layer that may be irregular or rough.
  28060. * Clearcoat approximates this effect, without the need for a separate transparent surface.
  28061. * - Iridescence: Allows to render the effect where hue varies depending on the viewing
  28062. * angle and illumination angle. This can be seen on soap bubbles, oil films, or on the
  28063. * wings of many insects.
  28064. * - Physically-based transparency: One limitation of {@link Material#opacity} is that highly
  28065. * transparent materials are less reflective. Physically-based transmission provides a more
  28066. * realistic option for thin, transparent surfaces like glass.
  28067. * - Advanced reflectivity: More flexible reflectivity for non-metallic materials.
  28068. * - Sheen: Can be used for representing cloth and fabric materials.
  28069. *
  28070. * As a result of these complex shading features, `MeshPhysicalMaterial` has a
  28071. * higher performance cost, per pixel, than other three.js materials. Most
  28072. * effects are disabled by default, and add cost as they are enabled. For
  28073. * best results, always specify an environment map when using this material.
  28074. *
  28075. * @augments MeshStandardMaterial
  28076. */
  28077. class MeshPhysicalMaterial extends MeshStandardMaterial {
  28078. /**
  28079. * Constructs a new mesh physical material.
  28080. *
  28081. * @param {Object} [parameters] - An object with one or more properties
  28082. * defining the material's appearance. Any property of the material
  28083. * (including any property from inherited materials) can be passed
  28084. * in here. Color values can be passed any type of value accepted
  28085. * by {@link Color#set}.
  28086. */
  28087. constructor( parameters ) {
  28088. super();
  28089. /**
  28090. * This flag can be used for type testing.
  28091. *
  28092. * @type {boolean}
  28093. * @readonly
  28094. * @default true
  28095. */
  28096. this.isMeshPhysicalMaterial = true;
  28097. this.defines = {
  28098. 'STANDARD': '',
  28099. 'PHYSICAL': ''
  28100. };
  28101. this.type = 'MeshPhysicalMaterial';
  28102. /**
  28103. * The rotation of the anisotropy in tangent, bitangent space, measured in radians
  28104. * counter-clockwise from the tangent. When `anisotropyMap` is present, this
  28105. * property provides additional rotation to the vectors in the texture.
  28106. *
  28107. * @type {number}
  28108. * @default 1
  28109. */
  28110. this.anisotropyRotation = 0;
  28111. /**
  28112. * Red and green channels represent the anisotropy direction in `[-1, 1]` tangent,
  28113. * bitangent space, to be rotated by `anisotropyRotation`. The blue channel
  28114. * contains strength as `[0, 1]` to be multiplied by `anisotropy`.
  28115. *
  28116. * @type {?Texture}
  28117. * @default null
  28118. */
  28119. this.anisotropyMap = null;
  28120. /**
  28121. * The red channel of this texture is multiplied against `clearcoat`,
  28122. * for per-pixel control over a coating's intensity.
  28123. *
  28124. * @type {?Texture}
  28125. * @default null
  28126. */
  28127. this.clearcoatMap = null;
  28128. /**
  28129. * Roughness of the clear coat layer, from `0.0` to `1.0`.
  28130. *
  28131. * @type {number}
  28132. * @default 0
  28133. */
  28134. this.clearcoatRoughness = 0.0;
  28135. /**
  28136. * The green channel of this texture is multiplied against
  28137. * `clearcoatRoughness`, for per-pixel control over a coating's roughness.
  28138. *
  28139. * @type {?Texture}
  28140. * @default null
  28141. */
  28142. this.clearcoatRoughnessMap = null;
  28143. /**
  28144. * How much `clearcoatNormalMap` affects the clear coat layer, from
  28145. * `(0,0)` to `(1,1)`.
  28146. *
  28147. * @type {Vector2}
  28148. * @default (1,1)
  28149. */
  28150. this.clearcoatNormalScale = new Vector2( 1, 1 );
  28151. /**
  28152. * Can be used to enable independent normals for the clear coat layer.
  28153. *
  28154. * @type {?Texture}
  28155. * @default null
  28156. */
  28157. this.clearcoatNormalMap = null;
  28158. /**
  28159. * Index-of-refraction for non-metallic materials, from `1.0` to `2.333`.
  28160. *
  28161. * @type {number}
  28162. * @default 1.5
  28163. */
  28164. this.ior = 1.5;
  28165. /**
  28166. * Degree of reflectivity, from `0.0` to `1.0`. Default is `0.5`, which
  28167. * corresponds to an index-of-refraction of `1.5`.
  28168. *
  28169. * This models the reflectivity of non-metallic materials. It has no effect
  28170. * when `metalness` is `1.0`
  28171. *
  28172. * @name MeshPhysicalMaterial#reflectivity
  28173. * @type {number}
  28174. * @default 0.5
  28175. */
  28176. Object.defineProperty( this, 'reflectivity', {
  28177. get: function () {
  28178. return ( clamp( 2.5 * ( this.ior - 1 ) / ( this.ior + 1 ), 0, 1 ) );
  28179. },
  28180. set: function ( reflectivity ) {
  28181. this.ior = ( 1 + 0.4 * reflectivity ) / ( 1 - 0.4 * reflectivity );
  28182. }
  28183. } );
  28184. /**
  28185. * The red channel of this texture is multiplied against `iridescence`, for per-pixel
  28186. * control over iridescence.
  28187. *
  28188. * @type {?Texture}
  28189. * @default null
  28190. */
  28191. this.iridescenceMap = null;
  28192. /**
  28193. * Strength of the iridescence RGB color shift effect, represented by an index-of-refraction.
  28194. * Between `1.0` to `2.333`.
  28195. *
  28196. * @type {number}
  28197. * @default 1.3
  28198. */
  28199. this.iridescenceIOR = 1.3;
  28200. /**
  28201. *Array of exactly 2 elements, specifying minimum and maximum thickness of the iridescence layer.
  28202. Thickness of iridescence layer has an equivalent effect of the one `thickness` has on `ior`.
  28203. *
  28204. * @type {Array<number,number>}
  28205. * @default [100,400]
  28206. */
  28207. this.iridescenceThicknessRange = [ 100, 400 ];
  28208. /**
  28209. * A texture that defines the thickness of the iridescence layer, stored in the green channel.
  28210. * Minimum and maximum values of thickness are defined by `iridescenceThicknessRange` array:
  28211. * - `0.0` in the green channel will result in thickness equal to first element of the array.
  28212. * - `1.0` in the green channel will result in thickness equal to second element of the array.
  28213. * - Values in-between will linearly interpolate between the elements of the array.
  28214. *
  28215. * @type {?Texture}
  28216. * @default null
  28217. */
  28218. this.iridescenceThicknessMap = null;
  28219. /**
  28220. * The sheen tint.
  28221. *
  28222. * @type {Color}
  28223. * @default (0,0,0)
  28224. */
  28225. this.sheenColor = new Color( 0x000000 );
  28226. /**
  28227. * The RGB channels of this texture are multiplied against `sheenColor`, for per-pixel control
  28228. * over sheen tint.
  28229. *
  28230. * @type {?Texture}
  28231. * @default null
  28232. */
  28233. this.sheenColorMap = null;
  28234. /**
  28235. * Roughness of the sheen layer, from `0.0` to `1.0`.
  28236. *
  28237. * @type {number}
  28238. * @default 1
  28239. */
  28240. this.sheenRoughness = 1.0;
  28241. /**
  28242. * The alpha channel of this texture is multiplied against `sheenRoughness`, for per-pixel control
  28243. * over sheen roughness.
  28244. *
  28245. * @type {?Texture}
  28246. * @default null
  28247. */
  28248. this.sheenRoughnessMap = null;
  28249. /**
  28250. * The red channel of this texture is multiplied against `transmission`, for per-pixel control over
  28251. * optical transparency.
  28252. *
  28253. * @type {?Texture}
  28254. * @default null
  28255. */
  28256. this.transmissionMap = null;
  28257. /**
  28258. * The thickness of the volume beneath the surface. The value is given in the
  28259. * coordinate space of the mesh. If the value is `0` the material is
  28260. * thin-walled. Otherwise the material is a volume boundary.
  28261. *
  28262. * @type {number}
  28263. * @default 0
  28264. */
  28265. this.thickness = 0;
  28266. /**
  28267. * A texture that defines the thickness, stored in the green channel. This will
  28268. * be multiplied by `thickness`.
  28269. *
  28270. * @type {?Texture}
  28271. * @default null
  28272. */
  28273. this.thicknessMap = null;
  28274. /**
  28275. * Density of the medium given as the average distance that light travels in
  28276. * the medium before interacting with a particle. The value is given in world
  28277. * space units, and must be greater than zero.
  28278. *
  28279. * @type {number}
  28280. * @default Infinity
  28281. */
  28282. this.attenuationDistance = Infinity;
  28283. /**
  28284. * The color that white light turns into due to absorption when reaching the
  28285. * attenuation distance.
  28286. *
  28287. * @type {Color}
  28288. * @default (1,1,1)
  28289. */
  28290. this.attenuationColor = new Color( 1, 1, 1 );
  28291. /**
  28292. * A float that scales the amount of specular reflection for non-metals only.
  28293. * When set to zero, the model is effectively Lambertian. From `0.0` to `1.0`.
  28294. *
  28295. * @type {number}
  28296. * @default 1
  28297. */
  28298. this.specularIntensity = 1.0;
  28299. /**
  28300. * The alpha channel of this texture is multiplied against `specularIntensity`,
  28301. * for per-pixel control over specular intensity.
  28302. *
  28303. * @type {?Texture}
  28304. * @default null
  28305. */
  28306. this.specularIntensityMap = null;
  28307. /**
  28308. * Tints the specular reflection at normal incidence for non-metals only.
  28309. *
  28310. * @type {Color}
  28311. * @default (1,1,1)
  28312. */
  28313. this.specularColor = new Color( 1, 1, 1 );
  28314. /**
  28315. * The RGB channels of this texture are multiplied against `specularColor`,
  28316. * for per-pixel control over specular color.
  28317. *
  28318. * @type {?Texture}
  28319. * @default null
  28320. */
  28321. this.specularColorMap = null;
  28322. this._anisotropy = 0;
  28323. this._clearcoat = 0;
  28324. this._dispersion = 0;
  28325. this._iridescence = 0;
  28326. this._sheen = 0.0;
  28327. this._transmission = 0;
  28328. this.setValues( parameters );
  28329. }
  28330. /**
  28331. * The anisotropy strength, from `0.0` to `1.0`.
  28332. *
  28333. * @type {number}
  28334. * @default 0
  28335. */
  28336. get anisotropy() {
  28337. return this._anisotropy;
  28338. }
  28339. set anisotropy( value ) {
  28340. if ( this._anisotropy > 0 !== value > 0 ) {
  28341. this.version ++;
  28342. }
  28343. this._anisotropy = value;
  28344. }
  28345. /**
  28346. * Represents the intensity of the clear coat layer, from `0.0` to `1.0`. Use
  28347. * clear coat related properties to enable multilayer materials that have a
  28348. * thin translucent layer over the base layer.
  28349. *
  28350. * @type {number}
  28351. * @default 0
  28352. */
  28353. get clearcoat() {
  28354. return this._clearcoat;
  28355. }
  28356. set clearcoat( value ) {
  28357. if ( this._clearcoat > 0 !== value > 0 ) {
  28358. this.version ++;
  28359. }
  28360. this._clearcoat = value;
  28361. }
  28362. /**
  28363. * The intensity of the iridescence layer, simulating RGB color shift based on the angle between
  28364. * the surface and the viewer, from `0.0` to `1.0`.
  28365. *
  28366. * @type {number}
  28367. * @default 0
  28368. */
  28369. get iridescence() {
  28370. return this._iridescence;
  28371. }
  28372. set iridescence( value ) {
  28373. if ( this._iridescence > 0 !== value > 0 ) {
  28374. this.version ++;
  28375. }
  28376. this._iridescence = value;
  28377. }
  28378. /**
  28379. * Defines the strength of the angular separation of colors (chromatic aberration) transmitting
  28380. * through a relatively clear volume. Any value zero or larger is valid, the typical range of
  28381. * realistic values is `[0, 1]`. This property can be only be used with transmissive objects.
  28382. *
  28383. * @type {number}
  28384. * @default 0
  28385. */
  28386. get dispersion() {
  28387. return this._dispersion;
  28388. }
  28389. set dispersion( value ) {
  28390. if ( this._dispersion > 0 !== value > 0 ) {
  28391. this.version ++;
  28392. }
  28393. this._dispersion = value;
  28394. }
  28395. /**
  28396. * The intensity of the sheen layer, from `0.0` to `1.0`.
  28397. *
  28398. * @type {number}
  28399. * @default 0
  28400. */
  28401. get sheen() {
  28402. return this._sheen;
  28403. }
  28404. set sheen( value ) {
  28405. if ( this._sheen > 0 !== value > 0 ) {
  28406. this.version ++;
  28407. }
  28408. this._sheen = value;
  28409. }
  28410. /**
  28411. * Degree of transmission (or optical transparency), from `0.0` to `1.0`.
  28412. *
  28413. * Thin, transparent or semitransparent, plastic or glass materials remain
  28414. * largely reflective even if they are fully transmissive. The transmission
  28415. * property can be used to model these materials.
  28416. *
  28417. * When transmission is non-zero, `opacity` should be set to `1`.
  28418. *
  28419. * @type {number}
  28420. * @default 0
  28421. */
  28422. get transmission() {
  28423. return this._transmission;
  28424. }
  28425. set transmission( value ) {
  28426. if ( this._transmission > 0 !== value > 0 ) {
  28427. this.version ++;
  28428. }
  28429. this._transmission = value;
  28430. }
  28431. copy( source ) {
  28432. super.copy( source );
  28433. this.defines = {
  28434. 'STANDARD': '',
  28435. 'PHYSICAL': ''
  28436. };
  28437. this.anisotropy = source.anisotropy;
  28438. this.anisotropyRotation = source.anisotropyRotation;
  28439. this.anisotropyMap = source.anisotropyMap;
  28440. this.clearcoat = source.clearcoat;
  28441. this.clearcoatMap = source.clearcoatMap;
  28442. this.clearcoatRoughness = source.clearcoatRoughness;
  28443. this.clearcoatRoughnessMap = source.clearcoatRoughnessMap;
  28444. this.clearcoatNormalMap = source.clearcoatNormalMap;
  28445. this.clearcoatNormalScale.copy( source.clearcoatNormalScale );
  28446. this.dispersion = source.dispersion;
  28447. this.ior = source.ior;
  28448. this.iridescence = source.iridescence;
  28449. this.iridescenceMap = source.iridescenceMap;
  28450. this.iridescenceIOR = source.iridescenceIOR;
  28451. this.iridescenceThicknessRange = [ ...source.iridescenceThicknessRange ];
  28452. this.iridescenceThicknessMap = source.iridescenceThicknessMap;
  28453. this.sheen = source.sheen;
  28454. this.sheenColor.copy( source.sheenColor );
  28455. this.sheenColorMap = source.sheenColorMap;
  28456. this.sheenRoughness = source.sheenRoughness;
  28457. this.sheenRoughnessMap = source.sheenRoughnessMap;
  28458. this.transmission = source.transmission;
  28459. this.transmissionMap = source.transmissionMap;
  28460. this.thickness = source.thickness;
  28461. this.thicknessMap = source.thicknessMap;
  28462. this.attenuationDistance = source.attenuationDistance;
  28463. this.attenuationColor.copy( source.attenuationColor );
  28464. this.specularIntensity = source.specularIntensity;
  28465. this.specularIntensityMap = source.specularIntensityMap;
  28466. this.specularColor.copy( source.specularColor );
  28467. this.specularColorMap = source.specularColorMap;
  28468. return this;
  28469. }
  28470. }
  28471. /**
  28472. * A material for shiny surfaces with specular highlights.
  28473. *
  28474. * The material uses a non-physically based [Blinn-Phong]{@link https://en.wikipedia.org/wiki/Blinn-Phong_shading_model}
  28475. * model for calculating reflectance. Unlike the Lambertian model used in the
  28476. * {@link MeshLambertMaterial} this can simulate shiny surfaces with specular
  28477. * highlights (such as varnished wood). `MeshPhongMaterial` uses per-fragment shading.
  28478. *
  28479. * Performance will generally be greater when using this material over the
  28480. * {@link MeshStandardMaterial} or {@link MeshPhysicalMaterial}, at the cost of
  28481. * some graphical accuracy.
  28482. *
  28483. * @augments Material
  28484. */
  28485. class MeshPhongMaterial extends Material {
  28486. /**
  28487. * Constructs a new mesh phong material.
  28488. *
  28489. * @param {Object} [parameters] - An object with one or more properties
  28490. * defining the material's appearance. Any property of the material
  28491. * (including any property from inherited materials) can be passed
  28492. * in here. Color values can be passed any type of value accepted
  28493. * by {@link Color#set}.
  28494. */
  28495. constructor( parameters ) {
  28496. super();
  28497. /**
  28498. * This flag can be used for type testing.
  28499. *
  28500. * @type {boolean}
  28501. * @readonly
  28502. * @default true
  28503. */
  28504. this.isMeshPhongMaterial = true;
  28505. this.type = 'MeshPhongMaterial';
  28506. /**
  28507. * Color of the material.
  28508. *
  28509. * @type {Color}
  28510. * @default (1,1,1)
  28511. */
  28512. this.color = new Color( 0xffffff ); // diffuse
  28513. /**
  28514. * Specular color of the material. The default color is set to `0x111111` (very dark grey)
  28515. *
  28516. * This defines how shiny the material is and the color of its shine.
  28517. *
  28518. * @type {Color}
  28519. */
  28520. this.specular = new Color( 0x111111 );
  28521. /**
  28522. * How shiny the specular highlight is; a higher value gives a sharper highlight.
  28523. *
  28524. * @type {number}
  28525. * @default 30
  28526. */
  28527. this.shininess = 30;
  28528. /**
  28529. * The color map. May optionally include an alpha channel, typically combined
  28530. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  28531. * color is modulated by the diffuse `color`.
  28532. *
  28533. * @type {?Texture}
  28534. * @default null
  28535. */
  28536. this.map = null;
  28537. /**
  28538. * The light map. Requires a second set of UVs.
  28539. *
  28540. * @type {?Texture}
  28541. * @default null
  28542. */
  28543. this.lightMap = null;
  28544. /**
  28545. * Intensity of the baked light.
  28546. *
  28547. * @type {number}
  28548. * @default 1
  28549. */
  28550. this.lightMapIntensity = 1.0;
  28551. /**
  28552. * The red channel of this texture is used as the ambient occlusion map.
  28553. * Requires a second set of UVs.
  28554. *
  28555. * @type {?Texture}
  28556. * @default null
  28557. */
  28558. this.aoMap = null;
  28559. /**
  28560. * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0`
  28561. * disables ambient occlusion. Where intensity is `1` and the AO map's
  28562. * red channel is also `1`, ambient light is fully occluded on a surface.
  28563. *
  28564. * @type {number}
  28565. * @default 1
  28566. */
  28567. this.aoMapIntensity = 1.0;
  28568. /**
  28569. * Emissive (light) color of the material, essentially a solid color
  28570. * unaffected by other lighting.
  28571. *
  28572. * @type {Color}
  28573. * @default (0,0,0)
  28574. */
  28575. this.emissive = new Color( 0x000000 );
  28576. /**
  28577. * Intensity of the emissive light. Modulates the emissive color.
  28578. *
  28579. * @type {number}
  28580. * @default 1
  28581. */
  28582. this.emissiveIntensity = 1.0;
  28583. /**
  28584. * Set emissive (glow) map. The emissive map color is modulated by the
  28585. * emissive color and the emissive intensity. If you have an emissive map,
  28586. * be sure to set the emissive color to something other than black.
  28587. *
  28588. * @type {?Texture}
  28589. * @default null
  28590. */
  28591. this.emissiveMap = null;
  28592. /**
  28593. * The texture to create a bump map. The black and white values map to the
  28594. * perceived depth in relation to the lights. Bump doesn't actually affect
  28595. * the geometry of the object, only the lighting. If a normal map is defined
  28596. * this will be ignored.
  28597. *
  28598. * @type {?Texture}
  28599. * @default null
  28600. */
  28601. this.bumpMap = null;
  28602. /**
  28603. * How much the bump map affects the material. Typical range is `[0,1]`.
  28604. *
  28605. * @type {number}
  28606. * @default 1
  28607. */
  28608. this.bumpScale = 1;
  28609. /**
  28610. * The texture to create a normal map. The RGB values affect the surface
  28611. * normal for each pixel fragment and change the way the color is lit. Normal
  28612. * maps do not change the actual shape of the surface, only the lighting. In
  28613. * case the material has a normal map authored using the left handed
  28614. * convention, the `y` component of `normalScale` should be negated to compensate
  28615. * for the different handedness.
  28616. *
  28617. * @type {?Texture}
  28618. * @default null
  28619. */
  28620. this.normalMap = null;
  28621. /**
  28622. * The type of normal map.
  28623. *
  28624. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  28625. * @default TangentSpaceNormalMap
  28626. */
  28627. this.normalMapType = TangentSpaceNormalMap;
  28628. /**
  28629. * How much the normal map affects the material. Typical value range is `[0,1]`.
  28630. *
  28631. * @type {Vector2}
  28632. * @default (1,1)
  28633. */
  28634. this.normalScale = new Vector2( 1, 1 );
  28635. /**
  28636. * The displacement map affects the position of the mesh's vertices. Unlike
  28637. * other maps which only affect the light and shade of the material the
  28638. * displaced vertices can cast shadows, block other objects, and otherwise
  28639. * act as real geometry. The displacement texture is an image where the value
  28640. * of each pixel (white being the highest) is mapped against, and
  28641. * repositions, the vertices of the mesh.
  28642. *
  28643. * @type {?Texture}
  28644. * @default null
  28645. */
  28646. this.displacementMap = null;
  28647. /**
  28648. * How much the displacement map affects the mesh (where black is no
  28649. * displacement, and white is maximum displacement). Without a displacement
  28650. * map set, this value is not applied.
  28651. *
  28652. * @type {number}
  28653. * @default 0
  28654. */
  28655. this.displacementScale = 1;
  28656. /**
  28657. * The offset of the displacement map's values on the mesh's vertices.
  28658. * The bias is added to the scaled sample of the displacement map.
  28659. * Without a displacement map set, this value is not applied.
  28660. *
  28661. * @type {number}
  28662. * @default 0
  28663. */
  28664. this.displacementBias = 0;
  28665. /**
  28666. * The specular map value affects both how much the specular surface
  28667. * highlight contributes and how much of the environment map affects the
  28668. * surface.
  28669. *
  28670. * @type {?Texture}
  28671. * @default null
  28672. */
  28673. this.specularMap = null;
  28674. /**
  28675. * The alpha map is a grayscale texture that controls the opacity across the
  28676. * surface (black: fully transparent; white: fully opaque).
  28677. *
  28678. * Only the color of the texture is used, ignoring the alpha channel if one
  28679. * exists. For RGB and RGBA textures, the renderer will use the green channel
  28680. * when sampling this texture due to the extra bit of precision provided for
  28681. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  28682. * luminance/alpha textures will also still work as expected.
  28683. *
  28684. * @type {?Texture}
  28685. * @default null
  28686. */
  28687. this.alphaMap = null;
  28688. /**
  28689. * The environment map.
  28690. *
  28691. * @type {?Texture}
  28692. * @default null
  28693. */
  28694. this.envMap = null;
  28695. /**
  28696. * The rotation of the environment map in radians.
  28697. *
  28698. * @type {Euler}
  28699. * @default (0,0,0)
  28700. */
  28701. this.envMapRotation = new Euler();
  28702. /**
  28703. * How to combine the result of the surface's color with the environment map, if any.
  28704. *
  28705. * When set to `MixOperation`, the {@link MeshBasicMaterial#reflectivity} is used to
  28706. * blend between the two colors.
  28707. *
  28708. * @type {(MultiplyOperation|MixOperation|AddOperation)}
  28709. * @default MultiplyOperation
  28710. */
  28711. this.combine = MultiplyOperation;
  28712. /**
  28713. * How much the environment map affects the surface.
  28714. * The valid range is between `0` (no reflections) and `1` (full reflections).
  28715. *
  28716. * @type {number}
  28717. * @default 1
  28718. */
  28719. this.reflectivity = 1;
  28720. /**
  28721. * The index of refraction (IOR) of air (approximately 1) divided by the
  28722. * index of refraction of the material. It is used with environment mapping
  28723. * modes {@link CubeRefractionMapping} and {@link EquirectangularRefractionMapping}.
  28724. * The refraction ratio should not exceed `1`.
  28725. *
  28726. * @type {number}
  28727. * @default 0.98
  28728. */
  28729. this.refractionRatio = 0.98;
  28730. /**
  28731. * Renders the geometry as a wireframe.
  28732. *
  28733. * @type {boolean}
  28734. * @default false
  28735. */
  28736. this.wireframe = false;
  28737. /**
  28738. * Controls the thickness of the wireframe.
  28739. *
  28740. * Can only be used with {@link SVGRenderer}.
  28741. *
  28742. * @type {number}
  28743. * @default 1
  28744. */
  28745. this.wireframeLinewidth = 1;
  28746. /**
  28747. * Defines appearance of wireframe ends.
  28748. *
  28749. * Can only be used with {@link SVGRenderer}.
  28750. *
  28751. * @type {('round'|'bevel'|'miter')}
  28752. * @default 'round'
  28753. */
  28754. this.wireframeLinecap = 'round';
  28755. /**
  28756. * Defines appearance of wireframe joints.
  28757. *
  28758. * Can only be used with {@link SVGRenderer}.
  28759. *
  28760. * @type {('round'|'bevel'|'miter')}
  28761. * @default 'round'
  28762. */
  28763. this.wireframeLinejoin = 'round';
  28764. /**
  28765. * Whether the material is rendered with flat shading or not.
  28766. *
  28767. * @type {boolean}
  28768. * @default false
  28769. */
  28770. this.flatShading = false;
  28771. /**
  28772. * Whether the material is affected by fog or not.
  28773. *
  28774. * @type {boolean}
  28775. * @default true
  28776. */
  28777. this.fog = true;
  28778. this.setValues( parameters );
  28779. }
  28780. copy( source ) {
  28781. super.copy( source );
  28782. this.color.copy( source.color );
  28783. this.specular.copy( source.specular );
  28784. this.shininess = source.shininess;
  28785. this.map = source.map;
  28786. this.lightMap = source.lightMap;
  28787. this.lightMapIntensity = source.lightMapIntensity;
  28788. this.aoMap = source.aoMap;
  28789. this.aoMapIntensity = source.aoMapIntensity;
  28790. this.emissive.copy( source.emissive );
  28791. this.emissiveMap = source.emissiveMap;
  28792. this.emissiveIntensity = source.emissiveIntensity;
  28793. this.bumpMap = source.bumpMap;
  28794. this.bumpScale = source.bumpScale;
  28795. this.normalMap = source.normalMap;
  28796. this.normalMapType = source.normalMapType;
  28797. this.normalScale.copy( source.normalScale );
  28798. this.displacementMap = source.displacementMap;
  28799. this.displacementScale = source.displacementScale;
  28800. this.displacementBias = source.displacementBias;
  28801. this.specularMap = source.specularMap;
  28802. this.alphaMap = source.alphaMap;
  28803. this.envMap = source.envMap;
  28804. this.envMapRotation.copy( source.envMapRotation );
  28805. this.combine = source.combine;
  28806. this.reflectivity = source.reflectivity;
  28807. this.refractionRatio = source.refractionRatio;
  28808. this.wireframe = source.wireframe;
  28809. this.wireframeLinewidth = source.wireframeLinewidth;
  28810. this.wireframeLinecap = source.wireframeLinecap;
  28811. this.wireframeLinejoin = source.wireframeLinejoin;
  28812. this.flatShading = source.flatShading;
  28813. this.fog = source.fog;
  28814. return this;
  28815. }
  28816. }
  28817. /**
  28818. * A material implementing toon shading.
  28819. *
  28820. * @augments Material
  28821. */
  28822. class MeshToonMaterial extends Material {
  28823. /**
  28824. * Constructs a new mesh toon material.
  28825. *
  28826. * @param {Object} [parameters] - An object with one or more properties
  28827. * defining the material's appearance. Any property of the material
  28828. * (including any property from inherited materials) can be passed
  28829. * in here. Color values can be passed any type of value accepted
  28830. * by {@link Color#set}.
  28831. */
  28832. constructor( parameters ) {
  28833. super();
  28834. /**
  28835. * This flag can be used for type testing.
  28836. *
  28837. * @type {boolean}
  28838. * @readonly
  28839. * @default true
  28840. */
  28841. this.isMeshToonMaterial = true;
  28842. this.defines = { 'TOON': '' };
  28843. this.type = 'MeshToonMaterial';
  28844. /**
  28845. * Color of the material.
  28846. *
  28847. * @type {Color}
  28848. * @default (1,1,1)
  28849. */
  28850. this.color = new Color( 0xffffff );
  28851. /**
  28852. * The color map. May optionally include an alpha channel, typically combined
  28853. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  28854. * color is modulated by the diffuse `color`.
  28855. *
  28856. * @type {?Texture}
  28857. * @default null
  28858. */
  28859. this.map = null;
  28860. /**
  28861. * Gradient map for toon shading. It's required to set
  28862. * {@link Texture#minFilter} and {@link Texture#magFilter} to {@linkNearestFilter}
  28863. * when using this type of texture.
  28864. *
  28865. * @type {?Texture}
  28866. * @default null
  28867. */
  28868. this.gradientMap = null;
  28869. /**
  28870. * The light map. Requires a second set of UVs.
  28871. *
  28872. * @type {?Texture}
  28873. * @default null
  28874. */
  28875. this.lightMap = null;
  28876. /**
  28877. * Intensity of the baked light.
  28878. *
  28879. * @type {number}
  28880. * @default 1
  28881. */
  28882. this.lightMapIntensity = 1.0;
  28883. /**
  28884. * The red channel of this texture is used as the ambient occlusion map.
  28885. * Requires a second set of UVs.
  28886. *
  28887. * @type {?Texture}
  28888. * @default null
  28889. */
  28890. this.aoMap = null;
  28891. /**
  28892. * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0`
  28893. * disables ambient occlusion. Where intensity is `1` and the AO map's
  28894. * red channel is also `1`, ambient light is fully occluded on a surface.
  28895. *
  28896. * @type {number}
  28897. * @default 1
  28898. */
  28899. this.aoMapIntensity = 1.0;
  28900. /**
  28901. * Emissive (light) color of the material, essentially a solid color
  28902. * unaffected by other lighting.
  28903. *
  28904. * @type {Color}
  28905. * @default (0,0,0)
  28906. */
  28907. this.emissive = new Color( 0x000000 );
  28908. /**
  28909. * Intensity of the emissive light. Modulates the emissive color.
  28910. *
  28911. * @type {number}
  28912. * @default 1
  28913. */
  28914. this.emissiveIntensity = 1.0;
  28915. /**
  28916. * Set emissive (glow) map. The emissive map color is modulated by the
  28917. * emissive color and the emissive intensity. If you have an emissive map,
  28918. * be sure to set the emissive color to something other than black.
  28919. *
  28920. * @type {?Texture}
  28921. * @default null
  28922. */
  28923. this.emissiveMap = null;
  28924. /**
  28925. * The texture to create a bump map. The black and white values map to the
  28926. * perceived depth in relation to the lights. Bump doesn't actually affect
  28927. * the geometry of the object, only the lighting. If a normal map is defined
  28928. * this will be ignored.
  28929. *
  28930. * @type {?Texture}
  28931. * @default null
  28932. */
  28933. this.bumpMap = null;
  28934. /**
  28935. * How much the bump map affects the material. Typical range is `[0,1]`.
  28936. *
  28937. * @type {number}
  28938. * @default 1
  28939. */
  28940. this.bumpScale = 1;
  28941. /**
  28942. * The texture to create a normal map. The RGB values affect the surface
  28943. * normal for each pixel fragment and change the way the color is lit. Normal
  28944. * maps do not change the actual shape of the surface, only the lighting. In
  28945. * case the material has a normal map authored using the left handed
  28946. * convention, the `y` component of `normalScale` should be negated to compensate
  28947. * for the different handedness.
  28948. *
  28949. * @type {?Texture}
  28950. * @default null
  28951. */
  28952. this.normalMap = null;
  28953. /**
  28954. * The type of normal map.
  28955. *
  28956. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  28957. * @default TangentSpaceNormalMap
  28958. */
  28959. this.normalMapType = TangentSpaceNormalMap;
  28960. /**
  28961. * How much the normal map affects the material. Typical value range is `[0,1]`.
  28962. *
  28963. * @type {Vector2}
  28964. * @default (1,1)
  28965. */
  28966. this.normalScale = new Vector2( 1, 1 );
  28967. /**
  28968. * The displacement map affects the position of the mesh's vertices. Unlike
  28969. * other maps which only affect the light and shade of the material the
  28970. * displaced vertices can cast shadows, block other objects, and otherwise
  28971. * act as real geometry. The displacement texture is an image where the value
  28972. * of each pixel (white being the highest) is mapped against, and
  28973. * repositions, the vertices of the mesh.
  28974. *
  28975. * @type {?Texture}
  28976. * @default null
  28977. */
  28978. this.displacementMap = null;
  28979. /**
  28980. * How much the displacement map affects the mesh (where black is no
  28981. * displacement, and white is maximum displacement). Without a displacement
  28982. * map set, this value is not applied.
  28983. *
  28984. * @type {number}
  28985. * @default 0
  28986. */
  28987. this.displacementScale = 1;
  28988. /**
  28989. * The offset of the displacement map's values on the mesh's vertices.
  28990. * The bias is added to the scaled sample of the displacement map.
  28991. * Without a displacement map set, this value is not applied.
  28992. *
  28993. * @type {number}
  28994. * @default 0
  28995. */
  28996. this.displacementBias = 0;
  28997. /**
  28998. * The alpha map is a grayscale texture that controls the opacity across the
  28999. * surface (black: fully transparent; white: fully opaque).
  29000. *
  29001. * Only the color of the texture is used, ignoring the alpha channel if one
  29002. * exists. For RGB and RGBA textures, the renderer will use the green channel
  29003. * when sampling this texture due to the extra bit of precision provided for
  29004. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  29005. * luminance/alpha textures will also still work as expected.
  29006. *
  29007. * @type {?Texture}
  29008. * @default null
  29009. */
  29010. this.alphaMap = null;
  29011. /**
  29012. * Renders the geometry as a wireframe.
  29013. *
  29014. * @type {boolean}
  29015. * @default false
  29016. */
  29017. this.wireframe = false;
  29018. /**
  29019. * Controls the thickness of the wireframe.
  29020. *
  29021. * Can only be used with {@link SVGRenderer}.
  29022. *
  29023. * @type {number}
  29024. * @default 1
  29025. */
  29026. this.wireframeLinewidth = 1;
  29027. /**
  29028. * Defines appearance of wireframe ends.
  29029. *
  29030. * Can only be used with {@link SVGRenderer}.
  29031. *
  29032. * @type {('round'|'bevel'|'miter')}
  29033. * @default 'round'
  29034. */
  29035. this.wireframeLinecap = 'round';
  29036. /**
  29037. * Defines appearance of wireframe joints.
  29038. *
  29039. * Can only be used with {@link SVGRenderer}.
  29040. *
  29041. * @type {('round'|'bevel'|'miter')}
  29042. * @default 'round'
  29043. */
  29044. this.wireframeLinejoin = 'round';
  29045. /**
  29046. * Whether the material is affected by fog or not.
  29047. *
  29048. * @type {boolean}
  29049. * @default true
  29050. */
  29051. this.fog = true;
  29052. this.setValues( parameters );
  29053. }
  29054. copy( source ) {
  29055. super.copy( source );
  29056. this.color.copy( source.color );
  29057. this.map = source.map;
  29058. this.gradientMap = source.gradientMap;
  29059. this.lightMap = source.lightMap;
  29060. this.lightMapIntensity = source.lightMapIntensity;
  29061. this.aoMap = source.aoMap;
  29062. this.aoMapIntensity = source.aoMapIntensity;
  29063. this.emissive.copy( source.emissive );
  29064. this.emissiveMap = source.emissiveMap;
  29065. this.emissiveIntensity = source.emissiveIntensity;
  29066. this.bumpMap = source.bumpMap;
  29067. this.bumpScale = source.bumpScale;
  29068. this.normalMap = source.normalMap;
  29069. this.normalMapType = source.normalMapType;
  29070. this.normalScale.copy( source.normalScale );
  29071. this.displacementMap = source.displacementMap;
  29072. this.displacementScale = source.displacementScale;
  29073. this.displacementBias = source.displacementBias;
  29074. this.alphaMap = source.alphaMap;
  29075. this.wireframe = source.wireframe;
  29076. this.wireframeLinewidth = source.wireframeLinewidth;
  29077. this.wireframeLinecap = source.wireframeLinecap;
  29078. this.wireframeLinejoin = source.wireframeLinejoin;
  29079. this.fog = source.fog;
  29080. return this;
  29081. }
  29082. }
  29083. /**
  29084. * A material that maps the normal vectors to RGB colors.
  29085. *
  29086. * @augments Material
  29087. */
  29088. class MeshNormalMaterial extends Material {
  29089. /**
  29090. * Constructs a new mesh normal material.
  29091. *
  29092. * @param {Object} [parameters] - An object with one or more properties
  29093. * defining the material's appearance. Any property of the material
  29094. * (including any property from inherited materials) can be passed
  29095. * in here. Color values can be passed any type of value accepted
  29096. * by {@link Color#set}.
  29097. */
  29098. constructor( parameters ) {
  29099. super();
  29100. /**
  29101. * This flag can be used for type testing.
  29102. *
  29103. * @type {boolean}
  29104. * @readonly
  29105. * @default true
  29106. */
  29107. this.isMeshNormalMaterial = true;
  29108. this.type = 'MeshNormalMaterial';
  29109. /**
  29110. * The texture to create a bump map. The black and white values map to the
  29111. * perceived depth in relation to the lights. Bump doesn't actually affect
  29112. * the geometry of the object, only the lighting. If a normal map is defined
  29113. * this will be ignored.
  29114. *
  29115. * @type {?Texture}
  29116. * @default null
  29117. */
  29118. this.bumpMap = null;
  29119. /**
  29120. * How much the bump map affects the material. Typical range is `[0,1]`.
  29121. *
  29122. * @type {number}
  29123. * @default 1
  29124. */
  29125. this.bumpScale = 1;
  29126. /**
  29127. * The texture to create a normal map. The RGB values affect the surface
  29128. * normal for each pixel fragment and change the way the color is lit. Normal
  29129. * maps do not change the actual shape of the surface, only the lighting. In
  29130. * case the material has a normal map authored using the left handed
  29131. * convention, the `y` component of `normalScale` should be negated to compensate
  29132. * for the different handedness.
  29133. *
  29134. * @type {?Texture}
  29135. * @default null
  29136. */
  29137. this.normalMap = null;
  29138. /**
  29139. * The type of normal map.
  29140. *
  29141. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  29142. * @default TangentSpaceNormalMap
  29143. */
  29144. this.normalMapType = TangentSpaceNormalMap;
  29145. /**
  29146. * How much the normal map affects the material. Typical value range is `[0,1]`.
  29147. *
  29148. * @type {Vector2}
  29149. * @default (1,1)
  29150. */
  29151. this.normalScale = new Vector2( 1, 1 );
  29152. /**
  29153. * The displacement map affects the position of the mesh's vertices. Unlike
  29154. * other maps which only affect the light and shade of the material the
  29155. * displaced vertices can cast shadows, block other objects, and otherwise
  29156. * act as real geometry. The displacement texture is an image where the value
  29157. * of each pixel (white being the highest) is mapped against, and
  29158. * repositions, the vertices of the mesh.
  29159. *
  29160. * @type {?Texture}
  29161. * @default null
  29162. */
  29163. this.displacementMap = null;
  29164. /**
  29165. * How much the displacement map affects the mesh (where black is no
  29166. * displacement, and white is maximum displacement). Without a displacement
  29167. * map set, this value is not applied.
  29168. *
  29169. * @type {number}
  29170. * @default 0
  29171. */
  29172. this.displacementScale = 1;
  29173. /**
  29174. * The offset of the displacement map's values on the mesh's vertices.
  29175. * The bias is added to the scaled sample of the displacement map.
  29176. * Without a displacement map set, this value is not applied.
  29177. *
  29178. * @type {number}
  29179. * @default 0
  29180. */
  29181. this.displacementBias = 0;
  29182. /**
  29183. * Renders the geometry as a wireframe.
  29184. *
  29185. * @type {boolean}
  29186. * @default false
  29187. */
  29188. this.wireframe = false;
  29189. /**
  29190. * Controls the thickness of the wireframe.
  29191. *
  29192. * WebGL and WebGPU ignore this property and always render
  29193. * 1 pixel wide lines.
  29194. *
  29195. * @type {number}
  29196. * @default 1
  29197. */
  29198. this.wireframeLinewidth = 1;
  29199. /**
  29200. * Whether the material is rendered with flat shading or not.
  29201. *
  29202. * @type {boolean}
  29203. * @default false
  29204. */
  29205. this.flatShading = false;
  29206. this.setValues( parameters );
  29207. }
  29208. copy( source ) {
  29209. super.copy( source );
  29210. this.bumpMap = source.bumpMap;
  29211. this.bumpScale = source.bumpScale;
  29212. this.normalMap = source.normalMap;
  29213. this.normalMapType = source.normalMapType;
  29214. this.normalScale.copy( source.normalScale );
  29215. this.displacementMap = source.displacementMap;
  29216. this.displacementScale = source.displacementScale;
  29217. this.displacementBias = source.displacementBias;
  29218. this.wireframe = source.wireframe;
  29219. this.wireframeLinewidth = source.wireframeLinewidth;
  29220. this.flatShading = source.flatShading;
  29221. return this;
  29222. }
  29223. }
  29224. /**
  29225. * A material for non-shiny surfaces, without specular highlights.
  29226. *
  29227. * The material uses a non-physically based [Lambertian]{@link https://en.wikipedia.org/wiki/Lambertian_reflectance}
  29228. * model for calculating reflectance. This can simulate some surfaces (such
  29229. * as untreated wood or stone) well, but cannot simulate shiny surfaces with
  29230. * specular highlights (such as varnished wood). `MeshLambertMaterial` uses per-fragment
  29231. * shading.
  29232. *
  29233. * Due to the simplicity of the reflectance and illumination models,
  29234. * performance will be greater when using this material over the
  29235. * {@link MeshPhongMaterial}, {@link MeshStandardMaterial} or
  29236. * {@link MeshPhysicalMaterial}, at the cost of some graphical accuracy.
  29237. *
  29238. * @augments Material
  29239. */
  29240. class MeshLambertMaterial extends Material {
  29241. /**
  29242. * Constructs a new mesh lambert material.
  29243. *
  29244. * @param {Object} [parameters] - An object with one or more properties
  29245. * defining the material's appearance. Any property of the material
  29246. * (including any property from inherited materials) can be passed
  29247. * in here. Color values can be passed any type of value accepted
  29248. * by {@link Color#set}.
  29249. */
  29250. constructor( parameters ) {
  29251. super();
  29252. /**
  29253. * This flag can be used for type testing.
  29254. *
  29255. * @type {boolean}
  29256. * @readonly
  29257. * @default true
  29258. */
  29259. this.isMeshLambertMaterial = true;
  29260. this.type = 'MeshLambertMaterial';
  29261. /**
  29262. * Color of the material.
  29263. *
  29264. * @type {Color}
  29265. * @default (1,1,1)
  29266. */
  29267. this.color = new Color( 0xffffff ); // diffuse
  29268. /**
  29269. * The color map. May optionally include an alpha channel, typically combined
  29270. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  29271. * color is modulated by the diffuse `color`.
  29272. *
  29273. * @type {?Texture}
  29274. * @default null
  29275. */
  29276. this.map = null;
  29277. /**
  29278. * The light map. Requires a second set of UVs.
  29279. *
  29280. * @type {?Texture}
  29281. * @default null
  29282. */
  29283. this.lightMap = null;
  29284. /**
  29285. * Intensity of the baked light.
  29286. *
  29287. * @type {number}
  29288. * @default 1
  29289. */
  29290. this.lightMapIntensity = 1.0;
  29291. /**
  29292. * The red channel of this texture is used as the ambient occlusion map.
  29293. * Requires a second set of UVs.
  29294. *
  29295. * @type {?Texture}
  29296. * @default null
  29297. */
  29298. this.aoMap = null;
  29299. /**
  29300. * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0`
  29301. * disables ambient occlusion. Where intensity is `1` and the AO map's
  29302. * red channel is also `1`, ambient light is fully occluded on a surface.
  29303. *
  29304. * @type {number}
  29305. * @default 1
  29306. */
  29307. this.aoMapIntensity = 1.0;
  29308. /**
  29309. * Emissive (light) color of the material, essentially a solid color
  29310. * unaffected by other lighting.
  29311. *
  29312. * @type {Color}
  29313. * @default (0,0,0)
  29314. */
  29315. this.emissive = new Color( 0x000000 );
  29316. /**
  29317. * Intensity of the emissive light. Modulates the emissive color.
  29318. *
  29319. * @type {number}
  29320. * @default 1
  29321. */
  29322. this.emissiveIntensity = 1.0;
  29323. /**
  29324. * Set emissive (glow) map. The emissive map color is modulated by the
  29325. * emissive color and the emissive intensity. If you have an emissive map,
  29326. * be sure to set the emissive color to something other than black.
  29327. *
  29328. * @type {?Texture}
  29329. * @default null
  29330. */
  29331. this.emissiveMap = null;
  29332. /**
  29333. * The texture to create a bump map. The black and white values map to the
  29334. * perceived depth in relation to the lights. Bump doesn't actually affect
  29335. * the geometry of the object, only the lighting. If a normal map is defined
  29336. * this will be ignored.
  29337. *
  29338. * @type {?Texture}
  29339. * @default null
  29340. */
  29341. this.bumpMap = null;
  29342. /**
  29343. * How much the bump map affects the material. Typical range is `[0,1]`.
  29344. *
  29345. * @type {number}
  29346. * @default 1
  29347. */
  29348. this.bumpScale = 1;
  29349. /**
  29350. * The texture to create a normal map. The RGB values affect the surface
  29351. * normal for each pixel fragment and change the way the color is lit. Normal
  29352. * maps do not change the actual shape of the surface, only the lighting. In
  29353. * case the material has a normal map authored using the left handed
  29354. * convention, the `y` component of `normalScale` should be negated to compensate
  29355. * for the different handedness.
  29356. *
  29357. * @type {?Texture}
  29358. * @default null
  29359. */
  29360. this.normalMap = null;
  29361. /**
  29362. * The type of normal map.
  29363. *
  29364. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  29365. * @default TangentSpaceNormalMap
  29366. */
  29367. this.normalMapType = TangentSpaceNormalMap;
  29368. /**
  29369. * How much the normal map affects the material. Typical value range is `[0,1]`.
  29370. *
  29371. * @type {Vector2}
  29372. * @default (1,1)
  29373. */
  29374. this.normalScale = new Vector2( 1, 1 );
  29375. /**
  29376. * The displacement map affects the position of the mesh's vertices. Unlike
  29377. * other maps which only affect the light and shade of the material the
  29378. * displaced vertices can cast shadows, block other objects, and otherwise
  29379. * act as real geometry. The displacement texture is an image where the value
  29380. * of each pixel (white being the highest) is mapped against, and
  29381. * repositions, the vertices of the mesh.
  29382. *
  29383. * @type {?Texture}
  29384. * @default null
  29385. */
  29386. this.displacementMap = null;
  29387. /**
  29388. * How much the displacement map affects the mesh (where black is no
  29389. * displacement, and white is maximum displacement). Without a displacement
  29390. * map set, this value is not applied.
  29391. *
  29392. * @type {number}
  29393. * @default 0
  29394. */
  29395. this.displacementScale = 1;
  29396. /**
  29397. * The offset of the displacement map's values on the mesh's vertices.
  29398. * The bias is added to the scaled sample of the displacement map.
  29399. * Without a displacement map set, this value is not applied.
  29400. *
  29401. * @type {number}
  29402. * @default 0
  29403. */
  29404. this.displacementBias = 0;
  29405. /**
  29406. * Specular map used by the material.
  29407. *
  29408. * @type {?Texture}
  29409. * @default null
  29410. */
  29411. this.specularMap = null;
  29412. /**
  29413. * The alpha map is a grayscale texture that controls the opacity across the
  29414. * surface (black: fully transparent; white: fully opaque).
  29415. *
  29416. * Only the color of the texture is used, ignoring the alpha channel if one
  29417. * exists. For RGB and RGBA textures, the renderer will use the green channel
  29418. * when sampling this texture due to the extra bit of precision provided for
  29419. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  29420. * luminance/alpha textures will also still work as expected.
  29421. *
  29422. * @type {?Texture}
  29423. * @default null
  29424. */
  29425. this.alphaMap = null;
  29426. /**
  29427. * The environment map.
  29428. *
  29429. * @type {?Texture}
  29430. * @default null
  29431. */
  29432. this.envMap = null;
  29433. /**
  29434. * The rotation of the environment map in radians.
  29435. *
  29436. * @type {Euler}
  29437. * @default (0,0,0)
  29438. */
  29439. this.envMapRotation = new Euler();
  29440. /**
  29441. * How to combine the result of the surface's color with the environment map, if any.
  29442. *
  29443. * When set to `MixOperation`, the {@link MeshBasicMaterial#reflectivity} is used to
  29444. * blend between the two colors.
  29445. *
  29446. * @type {(MultiplyOperation|MixOperation|AddOperation)}
  29447. * @default MultiplyOperation
  29448. */
  29449. this.combine = MultiplyOperation;
  29450. /**
  29451. * How much the environment map affects the surface.
  29452. * The valid range is between `0` (no reflections) and `1` (full reflections).
  29453. *
  29454. * @type {number}
  29455. * @default 1
  29456. */
  29457. this.reflectivity = 1;
  29458. /**
  29459. * The index of refraction (IOR) of air (approximately 1) divided by the
  29460. * index of refraction of the material. It is used with environment mapping
  29461. * modes {@link CubeRefractionMapping} and {@link EquirectangularRefractionMapping}.
  29462. * The refraction ratio should not exceed `1`.
  29463. *
  29464. * @type {number}
  29465. * @default 0.98
  29466. */
  29467. this.refractionRatio = 0.98;
  29468. /**
  29469. * Renders the geometry as a wireframe.
  29470. *
  29471. * @type {boolean}
  29472. * @default false
  29473. */
  29474. this.wireframe = false;
  29475. /**
  29476. * Controls the thickness of the wireframe.
  29477. *
  29478. * Can only be used with {@link SVGRenderer}.
  29479. *
  29480. * @type {number}
  29481. * @default 1
  29482. */
  29483. this.wireframeLinewidth = 1;
  29484. /**
  29485. * Defines appearance of wireframe ends.
  29486. *
  29487. * Can only be used with {@link SVGRenderer}.
  29488. *
  29489. * @type {('round'|'bevel'|'miter')}
  29490. * @default 'round'
  29491. */
  29492. this.wireframeLinecap = 'round';
  29493. /**
  29494. * Defines appearance of wireframe joints.
  29495. *
  29496. * Can only be used with {@link SVGRenderer}.
  29497. *
  29498. * @type {('round'|'bevel'|'miter')}
  29499. * @default 'round'
  29500. */
  29501. this.wireframeLinejoin = 'round';
  29502. /**
  29503. * Whether the material is rendered with flat shading or not.
  29504. *
  29505. * @type {boolean}
  29506. * @default false
  29507. */
  29508. this.flatShading = false;
  29509. /**
  29510. * Whether the material is affected by fog or not.
  29511. *
  29512. * @type {boolean}
  29513. * @default true
  29514. */
  29515. this.fog = true;
  29516. this.setValues( parameters );
  29517. }
  29518. copy( source ) {
  29519. super.copy( source );
  29520. this.color.copy( source.color );
  29521. this.map = source.map;
  29522. this.lightMap = source.lightMap;
  29523. this.lightMapIntensity = source.lightMapIntensity;
  29524. this.aoMap = source.aoMap;
  29525. this.aoMapIntensity = source.aoMapIntensity;
  29526. this.emissive.copy( source.emissive );
  29527. this.emissiveMap = source.emissiveMap;
  29528. this.emissiveIntensity = source.emissiveIntensity;
  29529. this.bumpMap = source.bumpMap;
  29530. this.bumpScale = source.bumpScale;
  29531. this.normalMap = source.normalMap;
  29532. this.normalMapType = source.normalMapType;
  29533. this.normalScale.copy( source.normalScale );
  29534. this.displacementMap = source.displacementMap;
  29535. this.displacementScale = source.displacementScale;
  29536. this.displacementBias = source.displacementBias;
  29537. this.specularMap = source.specularMap;
  29538. this.alphaMap = source.alphaMap;
  29539. this.envMap = source.envMap;
  29540. this.envMapRotation.copy( source.envMapRotation );
  29541. this.combine = source.combine;
  29542. this.reflectivity = source.reflectivity;
  29543. this.refractionRatio = source.refractionRatio;
  29544. this.wireframe = source.wireframe;
  29545. this.wireframeLinewidth = source.wireframeLinewidth;
  29546. this.wireframeLinecap = source.wireframeLinecap;
  29547. this.wireframeLinejoin = source.wireframeLinejoin;
  29548. this.flatShading = source.flatShading;
  29549. this.fog = source.fog;
  29550. return this;
  29551. }
  29552. }
  29553. /**
  29554. * A material for drawing geometry by depth. Depth is based off of the camera
  29555. * near and far plane. White is nearest, black is farthest.
  29556. *
  29557. * @augments Material
  29558. */
  29559. class MeshDepthMaterial extends Material {
  29560. /**
  29561. * Constructs a new mesh depth material.
  29562. *
  29563. * @param {Object} [parameters] - An object with one or more properties
  29564. * defining the material's appearance. Any property of the material
  29565. * (including any property from inherited materials) can be passed
  29566. * in here. Color values can be passed any type of value accepted
  29567. * by {@link Color#set}.
  29568. */
  29569. constructor( parameters ) {
  29570. super();
  29571. /**
  29572. * This flag can be used for type testing.
  29573. *
  29574. * @type {boolean}
  29575. * @readonly
  29576. * @default true
  29577. */
  29578. this.isMeshDepthMaterial = true;
  29579. this.type = 'MeshDepthMaterial';
  29580. /**
  29581. * Type for depth packing.
  29582. *
  29583. * @type {(BasicDepthPacking|RGBADepthPacking|RGBDepthPacking|RGDepthPacking)}
  29584. * @default BasicDepthPacking
  29585. */
  29586. this.depthPacking = BasicDepthPacking;
  29587. /**
  29588. * The color map. May optionally include an alpha channel, typically combined
  29589. * with {@link Material#transparent} or {@link Material#alphaTest}.
  29590. *
  29591. * @type {?Texture}
  29592. * @default null
  29593. */
  29594. this.map = null;
  29595. /**
  29596. * The alpha map is a grayscale texture that controls the opacity across the
  29597. * surface (black: fully transparent; white: fully opaque).
  29598. *
  29599. * Only the color of the texture is used, ignoring the alpha channel if one
  29600. * exists. For RGB and RGBA textures, the renderer will use the green channel
  29601. * when sampling this texture due to the extra bit of precision provided for
  29602. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  29603. * luminance/alpha textures will also still work as expected.
  29604. *
  29605. * @type {?Texture}
  29606. * @default null
  29607. */
  29608. this.alphaMap = null;
  29609. /**
  29610. * The displacement map affects the position of the mesh's vertices. Unlike
  29611. * other maps which only affect the light and shade of the material the
  29612. * displaced vertices can cast shadows, block other objects, and otherwise
  29613. * act as real geometry. The displacement texture is an image where the value
  29614. * of each pixel (white being the highest) is mapped against, and
  29615. * repositions, the vertices of the mesh.
  29616. *
  29617. * @type {?Texture}
  29618. * @default null
  29619. */
  29620. this.displacementMap = null;
  29621. /**
  29622. * How much the displacement map affects the mesh (where black is no
  29623. * displacement, and white is maximum displacement). Without a displacement
  29624. * map set, this value is not applied.
  29625. *
  29626. * @type {number}
  29627. * @default 0
  29628. */
  29629. this.displacementScale = 1;
  29630. /**
  29631. * The offset of the displacement map's values on the mesh's vertices.
  29632. * The bias is added to the scaled sample of the displacement map.
  29633. * Without a displacement map set, this value is not applied.
  29634. *
  29635. * @type {number}
  29636. * @default 0
  29637. */
  29638. this.displacementBias = 0;
  29639. /**
  29640. * Renders the geometry as a wireframe.
  29641. *
  29642. * @type {boolean}
  29643. * @default false
  29644. */
  29645. this.wireframe = false;
  29646. /**
  29647. * Controls the thickness of the wireframe.
  29648. *
  29649. * WebGL and WebGPU ignore this property and always render
  29650. * 1 pixel wide lines.
  29651. *
  29652. * @type {number}
  29653. * @default 1
  29654. */
  29655. this.wireframeLinewidth = 1;
  29656. this.setValues( parameters );
  29657. }
  29658. copy( source ) {
  29659. super.copy( source );
  29660. this.depthPacking = source.depthPacking;
  29661. this.map = source.map;
  29662. this.alphaMap = source.alphaMap;
  29663. this.displacementMap = source.displacementMap;
  29664. this.displacementScale = source.displacementScale;
  29665. this.displacementBias = source.displacementBias;
  29666. this.wireframe = source.wireframe;
  29667. this.wireframeLinewidth = source.wireframeLinewidth;
  29668. return this;
  29669. }
  29670. }
  29671. /**
  29672. * A material used internally for implementing shadow mapping with
  29673. * point lights.
  29674. *
  29675. * Can also be used to customize the shadow casting of an object by assigning
  29676. * an instance of `MeshDistanceMaterial` to {@link Object3D#customDistanceMaterial}.
  29677. * The following examples demonstrates this approach in order to ensure
  29678. * transparent parts of objects do not cast shadows.
  29679. *
  29680. * @augments Material
  29681. */
  29682. class MeshDistanceMaterial extends Material {
  29683. /**
  29684. * Constructs a new mesh distance material.
  29685. *
  29686. * @param {Object} [parameters] - An object with one or more properties
  29687. * defining the material's appearance. Any property of the material
  29688. * (including any property from inherited materials) can be passed
  29689. * in here. Color values can be passed any type of value accepted
  29690. * by {@link Color#set}.
  29691. */
  29692. constructor( parameters ) {
  29693. super();
  29694. /**
  29695. * This flag can be used for type testing.
  29696. *
  29697. * @type {boolean}
  29698. * @readonly
  29699. * @default true
  29700. */
  29701. this.isMeshDistanceMaterial = true;
  29702. this.type = 'MeshDistanceMaterial';
  29703. /**
  29704. * The color map. May optionally include an alpha channel, typically combined
  29705. * with {@link Material#transparent} or {@link Material#alphaTest}.
  29706. *
  29707. * @type {?Texture}
  29708. * @default null
  29709. */
  29710. this.map = null;
  29711. /**
  29712. * The alpha map is a grayscale texture that controls the opacity across the
  29713. * surface (black: fully transparent; white: fully opaque).
  29714. *
  29715. * Only the color of the texture is used, ignoring the alpha channel if one
  29716. * exists. For RGB and RGBA textures, the renderer will use the green channel
  29717. * when sampling this texture due to the extra bit of precision provided for
  29718. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  29719. * luminance/alpha textures will also still work as expected.
  29720. *
  29721. * @type {?Texture}
  29722. * @default null
  29723. */
  29724. this.alphaMap = null;
  29725. /**
  29726. * The displacement map affects the position of the mesh's vertices. Unlike
  29727. * other maps which only affect the light and shade of the material the
  29728. * displaced vertices can cast shadows, block other objects, and otherwise
  29729. * act as real geometry. The displacement texture is an image where the value
  29730. * of each pixel (white being the highest) is mapped against, and
  29731. * repositions, the vertices of the mesh.
  29732. *
  29733. * @type {?Texture}
  29734. * @default null
  29735. */
  29736. this.displacementMap = null;
  29737. /**
  29738. * How much the displacement map affects the mesh (where black is no
  29739. * displacement, and white is maximum displacement). Without a displacement
  29740. * map set, this value is not applied.
  29741. *
  29742. * @type {number}
  29743. * @default 0
  29744. */
  29745. this.displacementScale = 1;
  29746. /**
  29747. * The offset of the displacement map's values on the mesh's vertices.
  29748. * The bias is added to the scaled sample of the displacement map.
  29749. * Without a displacement map set, this value is not applied.
  29750. *
  29751. * @type {number}
  29752. * @default 0
  29753. */
  29754. this.displacementBias = 0;
  29755. this.setValues( parameters );
  29756. }
  29757. copy( source ) {
  29758. super.copy( source );
  29759. this.map = source.map;
  29760. this.alphaMap = source.alphaMap;
  29761. this.displacementMap = source.displacementMap;
  29762. this.displacementScale = source.displacementScale;
  29763. this.displacementBias = source.displacementBias;
  29764. return this;
  29765. }
  29766. }
  29767. /**
  29768. * This material is defined by a MatCap (or Lit Sphere) texture, which encodes the
  29769. * material color and shading.
  29770. *
  29771. * `MeshMatcapMaterial` does not respond to lights since the matcap image file encodes
  29772. * baked lighting. It will cast a shadow onto an object that receives shadows
  29773. * (and shadow clipping works), but it will not self-shadow or receive
  29774. * shadows.
  29775. *
  29776. * @augments Material
  29777. */
  29778. class MeshMatcapMaterial extends Material {
  29779. /**
  29780. * Constructs a new mesh matcap material.
  29781. *
  29782. * @param {Object} [parameters] - An object with one or more properties
  29783. * defining the material's appearance. Any property of the material
  29784. * (including any property from inherited materials) can be passed
  29785. * in here. Color values can be passed any type of value accepted
  29786. * by {@link Color#set}.
  29787. */
  29788. constructor( parameters ) {
  29789. super();
  29790. /**
  29791. * This flag can be used for type testing.
  29792. *
  29793. * @type {boolean}
  29794. * @readonly
  29795. * @default true
  29796. */
  29797. this.isMeshMatcapMaterial = true;
  29798. this.defines = { 'MATCAP': '' };
  29799. this.type = 'MeshMatcapMaterial';
  29800. /**
  29801. * Color of the material.
  29802. *
  29803. * @type {Color}
  29804. * @default (1,1,1)
  29805. */
  29806. this.color = new Color( 0xffffff ); // diffuse
  29807. /**
  29808. * The matcap map.
  29809. *
  29810. * @type {?Texture}
  29811. * @default null
  29812. */
  29813. this.matcap = null;
  29814. /**
  29815. * The color map. May optionally include an alpha channel, typically combined
  29816. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  29817. * color is modulated by the diffuse `color`.
  29818. *
  29819. * @type {?Texture}
  29820. * @default null
  29821. */
  29822. this.map = null;
  29823. /**
  29824. * The texture to create a bump map. The black and white values map to the
  29825. * perceived depth in relation to the lights. Bump doesn't actually affect
  29826. * the geometry of the object, only the lighting. If a normal map is defined
  29827. * this will be ignored.
  29828. *
  29829. * @type {?Texture}
  29830. * @default null
  29831. */
  29832. this.bumpMap = null;
  29833. /**
  29834. * How much the bump map affects the material. Typical range is `[0,1]`.
  29835. *
  29836. * @type {number}
  29837. * @default 1
  29838. */
  29839. this.bumpScale = 1;
  29840. /**
  29841. * The texture to create a normal map. The RGB values affect the surface
  29842. * normal for each pixel fragment and change the way the color is lit. Normal
  29843. * maps do not change the actual shape of the surface, only the lighting. In
  29844. * case the material has a normal map authored using the left handed
  29845. * convention, the `y` component of `normalScale` should be negated to compensate
  29846. * for the different handedness.
  29847. *
  29848. * @type {?Texture}
  29849. * @default null
  29850. */
  29851. this.normalMap = null;
  29852. /**
  29853. * The type of normal map.
  29854. *
  29855. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  29856. * @default TangentSpaceNormalMap
  29857. */
  29858. this.normalMapType = TangentSpaceNormalMap;
  29859. /**
  29860. * How much the normal map affects the material. Typical value range is `[0,1]`.
  29861. *
  29862. * @type {Vector2}
  29863. * @default (1,1)
  29864. */
  29865. this.normalScale = new Vector2( 1, 1 );
  29866. /**
  29867. * The displacement map affects the position of the mesh's vertices. Unlike
  29868. * other maps which only affect the light and shade of the material the
  29869. * displaced vertices can cast shadows, block other objects, and otherwise
  29870. * act as real geometry. The displacement texture is an image where the value
  29871. * of each pixel (white being the highest) is mapped against, and
  29872. * repositions, the vertices of the mesh.
  29873. *
  29874. * @type {?Texture}
  29875. * @default null
  29876. */
  29877. this.displacementMap = null;
  29878. /**
  29879. * How much the displacement map affects the mesh (where black is no
  29880. * displacement, and white is maximum displacement). Without a displacement
  29881. * map set, this value is not applied.
  29882. *
  29883. * @type {number}
  29884. * @default 0
  29885. */
  29886. this.displacementScale = 1;
  29887. /**
  29888. * The offset of the displacement map's values on the mesh's vertices.
  29889. * The bias is added to the scaled sample of the displacement map.
  29890. * Without a displacement map set, this value is not applied.
  29891. *
  29892. * @type {number}
  29893. * @default 0
  29894. */
  29895. this.displacementBias = 0;
  29896. /**
  29897. * The alpha map is a grayscale texture that controls the opacity across the
  29898. * surface (black: fully transparent; white: fully opaque).
  29899. *
  29900. * Only the color of the texture is used, ignoring the alpha channel if one
  29901. * exists. For RGB and RGBA textures, the renderer will use the green channel
  29902. * when sampling this texture due to the extra bit of precision provided for
  29903. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  29904. * luminance/alpha textures will also still work as expected.
  29905. *
  29906. * @type {?Texture}
  29907. * @default null
  29908. */
  29909. this.alphaMap = null;
  29910. /**
  29911. * Whether the material is rendered with flat shading or not.
  29912. *
  29913. * @type {boolean}
  29914. * @default false
  29915. */
  29916. this.flatShading = false;
  29917. /**
  29918. * Whether the material is affected by fog or not.
  29919. *
  29920. * @type {boolean}
  29921. * @default true
  29922. */
  29923. this.fog = true;
  29924. this.setValues( parameters );
  29925. }
  29926. copy( source ) {
  29927. super.copy( source );
  29928. this.defines = { 'MATCAP': '' };
  29929. this.color.copy( source.color );
  29930. this.matcap = source.matcap;
  29931. this.map = source.map;
  29932. this.bumpMap = source.bumpMap;
  29933. this.bumpScale = source.bumpScale;
  29934. this.normalMap = source.normalMap;
  29935. this.normalMapType = source.normalMapType;
  29936. this.normalScale.copy( source.normalScale );
  29937. this.displacementMap = source.displacementMap;
  29938. this.displacementScale = source.displacementScale;
  29939. this.displacementBias = source.displacementBias;
  29940. this.alphaMap = source.alphaMap;
  29941. this.flatShading = source.flatShading;
  29942. this.fog = source.fog;
  29943. return this;
  29944. }
  29945. }
  29946. /**
  29947. * A material for rendering line primitives.
  29948. *
  29949. * Materials define the appearance of renderable 3D objects.
  29950. *
  29951. * ```js
  29952. * const material = new THREE.LineDashedMaterial( {
  29953. * color: 0xffffff,
  29954. * scale: 1,
  29955. * dashSize: 3,
  29956. * gapSize: 1,
  29957. * } );
  29958. * ```
  29959. *
  29960. * @augments LineBasicMaterial
  29961. */
  29962. class LineDashedMaterial extends LineBasicMaterial {
  29963. /**
  29964. * Constructs a new line dashed material.
  29965. *
  29966. * @param {Object} [parameters] - An object with one or more properties
  29967. * defining the material's appearance. Any property of the material
  29968. * (including any property from inherited materials) can be passed
  29969. * in here. Color values can be passed any type of value accepted
  29970. * by {@link Color#set}.
  29971. */
  29972. constructor( parameters ) {
  29973. super();
  29974. /**
  29975. * This flag can be used for type testing.
  29976. *
  29977. * @type {boolean}
  29978. * @readonly
  29979. * @default true
  29980. */
  29981. this.isLineDashedMaterial = true;
  29982. this.type = 'LineDashedMaterial';
  29983. /**
  29984. * The scale of the dashed part of a line.
  29985. *
  29986. * @type {number}
  29987. * @default 1
  29988. */
  29989. this.scale = 1;
  29990. /**
  29991. * The size of the dash. This is both the gap with the stroke.
  29992. *
  29993. * @type {number}
  29994. * @default 3
  29995. */
  29996. this.dashSize = 3;
  29997. /**
  29998. * The size of the gap.
  29999. *
  30000. * @type {number}
  30001. * @default 1
  30002. */
  30003. this.gapSize = 1;
  30004. this.setValues( parameters );
  30005. }
  30006. copy( source ) {
  30007. super.copy( source );
  30008. this.scale = source.scale;
  30009. this.dashSize = source.dashSize;
  30010. this.gapSize = source.gapSize;
  30011. return this;
  30012. }
  30013. }
  30014. /**
  30015. * Converts an array to a specific type.
  30016. *
  30017. * @param {TypedArray|Array} array - The array to convert.
  30018. * @param {TypedArray.constructor} type - The constructor of a typed array that defines the new type.
  30019. * @return {TypedArray} The converted array.
  30020. */
  30021. function convertArray( array, type ) {
  30022. if ( ! array || array.constructor === type ) return array;
  30023. if ( typeof type.BYTES_PER_ELEMENT === 'number' ) {
  30024. return new type( array ); // create typed array
  30025. }
  30026. return Array.prototype.slice.call( array ); // create Array
  30027. }
  30028. /**
  30029. * Returns `true` if the given object is a typed array.
  30030. *
  30031. * @param {any} object - The object to check.
  30032. * @return {boolean} Whether the given object is a typed array.
  30033. */
  30034. function isTypedArray( object ) {
  30035. return ArrayBuffer.isView( object ) && ! ( object instanceof DataView );
  30036. }
  30037. /**
  30038. * Returns an array by which times and values can be sorted.
  30039. *
  30040. * @param {Array<number>} times - The keyframe time values.
  30041. * @return {Array<number>} The array.
  30042. */
  30043. function getKeyframeOrder( times ) {
  30044. function compareTime( i, j ) {
  30045. return times[ i ] - times[ j ];
  30046. }
  30047. const n = times.length;
  30048. const result = new Array( n );
  30049. for ( let i = 0; i !== n; ++ i ) result[ i ] = i;
  30050. result.sort( compareTime );
  30051. return result;
  30052. }
  30053. /**
  30054. * Sorts the given array by the previously computed order via `getKeyframeOrder()`.
  30055. *
  30056. * @param {Array<number>} values - The values to sort.
  30057. * @param {number} stride - The stride.
  30058. * @param {Array<number>} order - The sort order.
  30059. * @return {Array<number>} The sorted values.
  30060. */
  30061. function sortedArray( values, stride, order ) {
  30062. const nValues = values.length;
  30063. const result = new values.constructor( nValues );
  30064. for ( let i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) {
  30065. const srcOffset = order[ i ] * stride;
  30066. for ( let j = 0; j !== stride; ++ j ) {
  30067. result[ dstOffset ++ ] = values[ srcOffset + j ];
  30068. }
  30069. }
  30070. return result;
  30071. }
  30072. /**
  30073. * Used for parsing AOS keyframe formats.
  30074. *
  30075. * @param {Array<number>} jsonKeys - A list of JSON keyframes.
  30076. * @param {Array<number>} times - This array will be filled with keyframe times by this function.
  30077. * @param {Array<number>} values - This array will be filled with keyframe values by this function.
  30078. * @param {string} valuePropertyName - The name of the property to use.
  30079. */
  30080. function flattenJSON( jsonKeys, times, values, valuePropertyName ) {
  30081. let i = 1, key = jsonKeys[ 0 ];
  30082. while ( key !== undefined && key[ valuePropertyName ] === undefined ) {
  30083. key = jsonKeys[ i ++ ];
  30084. }
  30085. if ( key === undefined ) return; // no data
  30086. let value = key[ valuePropertyName ];
  30087. if ( value === undefined ) return; // no data
  30088. if ( Array.isArray( value ) ) {
  30089. do {
  30090. value = key[ valuePropertyName ];
  30091. if ( value !== undefined ) {
  30092. times.push( key.time );
  30093. values.push( ...value ); // push all elements
  30094. }
  30095. key = jsonKeys[ i ++ ];
  30096. } while ( key !== undefined );
  30097. } else if ( value.toArray !== undefined ) {
  30098. // ...assume THREE.Math-ish
  30099. do {
  30100. value = key[ valuePropertyName ];
  30101. if ( value !== undefined ) {
  30102. times.push( key.time );
  30103. value.toArray( values, values.length );
  30104. }
  30105. key = jsonKeys[ i ++ ];
  30106. } while ( key !== undefined );
  30107. } else {
  30108. // otherwise push as-is
  30109. do {
  30110. value = key[ valuePropertyName ];
  30111. if ( value !== undefined ) {
  30112. times.push( key.time );
  30113. values.push( value );
  30114. }
  30115. key = jsonKeys[ i ++ ];
  30116. } while ( key !== undefined );
  30117. }
  30118. }
  30119. /**
  30120. * Creates a new clip, containing only the segment of the original clip between the given frames.
  30121. *
  30122. * @param {AnimationClip} sourceClip - The values to sort.
  30123. * @param {string} name - The name of the clip.
  30124. * @param {number} startFrame - The start frame.
  30125. * @param {number} endFrame - The end frame.
  30126. * @param {number} [fps=30] - The FPS.
  30127. * @return {AnimationClip} The new sub clip.
  30128. */
  30129. function subclip( sourceClip, name, startFrame, endFrame, fps = 30 ) {
  30130. const clip = sourceClip.clone();
  30131. clip.name = name;
  30132. const tracks = [];
  30133. for ( let i = 0; i < clip.tracks.length; ++ i ) {
  30134. const track = clip.tracks[ i ];
  30135. const valueSize = track.getValueSize();
  30136. const times = [];
  30137. const values = [];
  30138. for ( let j = 0; j < track.times.length; ++ j ) {
  30139. const frame = track.times[ j ] * fps;
  30140. if ( frame < startFrame || frame >= endFrame ) continue;
  30141. times.push( track.times[ j ] );
  30142. for ( let k = 0; k < valueSize; ++ k ) {
  30143. values.push( track.values[ j * valueSize + k ] );
  30144. }
  30145. }
  30146. if ( times.length === 0 ) continue;
  30147. track.times = convertArray( times, track.times.constructor );
  30148. track.values = convertArray( values, track.values.constructor );
  30149. tracks.push( track );
  30150. }
  30151. clip.tracks = tracks;
  30152. // find minimum .times value across all tracks in the trimmed clip
  30153. let minStartTime = Infinity;
  30154. for ( let i = 0; i < clip.tracks.length; ++ i ) {
  30155. if ( minStartTime > clip.tracks[ i ].times[ 0 ] ) {
  30156. minStartTime = clip.tracks[ i ].times[ 0 ];
  30157. }
  30158. }
  30159. // shift all tracks such that clip begins at t=0
  30160. for ( let i = 0; i < clip.tracks.length; ++ i ) {
  30161. clip.tracks[ i ].shift( -1 * minStartTime );
  30162. }
  30163. clip.resetDuration();
  30164. return clip;
  30165. }
  30166. /**
  30167. * Converts the keyframes of the given animation clip to an additive format.
  30168. *
  30169. * @param {AnimationClip} targetClip - The clip to make additive.
  30170. * @param {number} [referenceFrame=0] - The reference frame.
  30171. * @param {AnimationClip} [referenceClip=targetClip] - The reference clip.
  30172. * @param {number} [fps=30] - The FPS.
  30173. * @return {AnimationClip} The updated clip which is now additive.
  30174. */
  30175. function makeClipAdditive( targetClip, referenceFrame = 0, referenceClip = targetClip, fps = 30 ) {
  30176. if ( fps <= 0 ) fps = 30;
  30177. const numTracks = referenceClip.tracks.length;
  30178. const referenceTime = referenceFrame / fps;
  30179. // Make each track's values relative to the values at the reference frame
  30180. for ( let i = 0; i < numTracks; ++ i ) {
  30181. const referenceTrack = referenceClip.tracks[ i ];
  30182. const referenceTrackType = referenceTrack.ValueTypeName;
  30183. // Skip this track if it's non-numeric
  30184. if ( referenceTrackType === 'bool' || referenceTrackType === 'string' ) continue;
  30185. // Find the track in the target clip whose name and type matches the reference track
  30186. const targetTrack = targetClip.tracks.find( function ( track ) {
  30187. return track.name === referenceTrack.name
  30188. && track.ValueTypeName === referenceTrackType;
  30189. } );
  30190. if ( targetTrack === undefined ) continue;
  30191. let referenceOffset = 0;
  30192. const referenceValueSize = referenceTrack.getValueSize();
  30193. if ( referenceTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) {
  30194. referenceOffset = referenceValueSize / 3;
  30195. }
  30196. let targetOffset = 0;
  30197. const targetValueSize = targetTrack.getValueSize();
  30198. if ( targetTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) {
  30199. targetOffset = targetValueSize / 3;
  30200. }
  30201. const lastIndex = referenceTrack.times.length - 1;
  30202. let referenceValue;
  30203. // Find the value to subtract out of the track
  30204. if ( referenceTime <= referenceTrack.times[ 0 ] ) {
  30205. // Reference frame is earlier than the first keyframe, so just use the first keyframe
  30206. const startIndex = referenceOffset;
  30207. const endIndex = referenceValueSize - referenceOffset;
  30208. referenceValue = referenceTrack.values.slice( startIndex, endIndex );
  30209. } else if ( referenceTime >= referenceTrack.times[ lastIndex ] ) {
  30210. // Reference frame is after the last keyframe, so just use the last keyframe
  30211. const startIndex = lastIndex * referenceValueSize + referenceOffset;
  30212. const endIndex = startIndex + referenceValueSize - referenceOffset;
  30213. referenceValue = referenceTrack.values.slice( startIndex, endIndex );
  30214. } else {
  30215. // Interpolate to the reference value
  30216. const interpolant = referenceTrack.createInterpolant();
  30217. const startIndex = referenceOffset;
  30218. const endIndex = referenceValueSize - referenceOffset;
  30219. interpolant.evaluate( referenceTime );
  30220. referenceValue = interpolant.resultBuffer.slice( startIndex, endIndex );
  30221. }
  30222. // Conjugate the quaternion
  30223. if ( referenceTrackType === 'quaternion' ) {
  30224. const referenceQuat = new Quaternion().fromArray( referenceValue ).normalize().conjugate();
  30225. referenceQuat.toArray( referenceValue );
  30226. }
  30227. // Subtract the reference value from all of the track values
  30228. const numTimes = targetTrack.times.length;
  30229. for ( let j = 0; j < numTimes; ++ j ) {
  30230. const valueStart = j * targetValueSize + targetOffset;
  30231. if ( referenceTrackType === 'quaternion' ) {
  30232. // Multiply the conjugate for quaternion track types
  30233. Quaternion.multiplyQuaternionsFlat(
  30234. targetTrack.values,
  30235. valueStart,
  30236. referenceValue,
  30237. 0,
  30238. targetTrack.values,
  30239. valueStart
  30240. );
  30241. } else {
  30242. const valueEnd = targetValueSize - targetOffset * 2;
  30243. // Subtract each value for all other numeric track types
  30244. for ( let k = 0; k < valueEnd; ++ k ) {
  30245. targetTrack.values[ valueStart + k ] -= referenceValue[ k ];
  30246. }
  30247. }
  30248. }
  30249. }
  30250. targetClip.blendMode = AdditiveAnimationBlendMode;
  30251. return targetClip;
  30252. }
  30253. /**
  30254. * A class with various methods to assist with animations.
  30255. *
  30256. * @hideconstructor
  30257. */
  30258. class AnimationUtils {
  30259. /**
  30260. * Converts an array to a specific type
  30261. *
  30262. * @static
  30263. * @param {TypedArray|Array} array - The array to convert.
  30264. * @param {TypedArray.constructor} type - The constructor of a type array.
  30265. * @return {TypedArray} The converted array
  30266. */
  30267. static convertArray( array, type ) {
  30268. return convertArray( array, type );
  30269. }
  30270. /**
  30271. * Returns `true` if the given object is a typed array.
  30272. *
  30273. * @static
  30274. * @param {any} object - The object to check.
  30275. * @return {boolean} Whether the given object is a typed array.
  30276. */
  30277. static isTypedArray( object ) {
  30278. return isTypedArray( object );
  30279. }
  30280. /**
  30281. * Returns an array by which times and values can be sorted.
  30282. *
  30283. * @static
  30284. * @param {Array<number>} times - The keyframe time values.
  30285. * @return {Array<number>} The array.
  30286. */
  30287. static getKeyframeOrder( times ) {
  30288. return getKeyframeOrder( times );
  30289. }
  30290. /**
  30291. * Sorts the given array by the previously computed order via `getKeyframeOrder()`.
  30292. *
  30293. * @static
  30294. * @param {Array<number>} values - The values to sort.
  30295. * @param {number} stride - The stride.
  30296. * @param {Array<number>} order - The sort order.
  30297. * @return {Array<number>} The sorted values.
  30298. */
  30299. static sortedArray( values, stride, order ) {
  30300. return sortedArray( values, stride, order );
  30301. }
  30302. /**
  30303. * Used for parsing AOS keyframe formats.
  30304. *
  30305. * @static
  30306. * @param {Array<number>} jsonKeys - A list of JSON keyframes.
  30307. * @param {Array<number>} times - This array will be filled with keyframe times by this method.
  30308. * @param {Array<number>} values - This array will be filled with keyframe values by this method.
  30309. * @param {string} valuePropertyName - The name of the property to use.
  30310. */
  30311. static flattenJSON( jsonKeys, times, values, valuePropertyName ) {
  30312. flattenJSON( jsonKeys, times, values, valuePropertyName );
  30313. }
  30314. /**
  30315. * Creates a new clip, containing only the segment of the original clip between the given frames.
  30316. *
  30317. * @static
  30318. * @param {AnimationClip} sourceClip - The values to sort.
  30319. * @param {string} name - The name of the clip.
  30320. * @param {number} startFrame - The start frame.
  30321. * @param {number} endFrame - The end frame.
  30322. * @param {number} [fps=30] - The FPS.
  30323. * @return {AnimationClip} The new sub clip.
  30324. */
  30325. static subclip( sourceClip, name, startFrame, endFrame, fps = 30 ) {
  30326. return subclip( sourceClip, name, startFrame, endFrame, fps );
  30327. }
  30328. /**
  30329. * Converts the keyframes of the given animation clip to an additive format.
  30330. *
  30331. * @static
  30332. * @param {AnimationClip} targetClip - The clip to make additive.
  30333. * @param {number} [referenceFrame=0] - The reference frame.
  30334. * @param {AnimationClip} [referenceClip=targetClip] - The reference clip.
  30335. * @param {number} [fps=30] - The FPS.
  30336. * @return {AnimationClip} The updated clip which is now additive.
  30337. */
  30338. static makeClipAdditive( targetClip, referenceFrame = 0, referenceClip = targetClip, fps = 30 ) {
  30339. return makeClipAdditive( targetClip, referenceFrame, referenceClip, fps );
  30340. }
  30341. }
  30342. /**
  30343. * Abstract base class of interpolants over parametric samples.
  30344. *
  30345. * The parameter domain is one dimensional, typically the time or a path
  30346. * along a curve defined by the data.
  30347. *
  30348. * The sample values can have any dimensionality and derived classes may
  30349. * apply special interpretations to the data.
  30350. *
  30351. * This class provides the interval seek in a Template Method, deferring
  30352. * the actual interpolation to derived classes.
  30353. *
  30354. * Time complexity is O(1) for linear access crossing at most two points
  30355. * and O(log N) for random access, where N is the number of positions.
  30356. *
  30357. * References: {@link http://www.oodesign.com/template-method-pattern.html}
  30358. *
  30359. * @abstract
  30360. */
  30361. class Interpolant {
  30362. /**
  30363. * Constructs a new interpolant.
  30364. *
  30365. * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.
  30366. * @param {TypedArray} sampleValues - The sample values.
  30367. * @param {number} sampleSize - The sample size
  30368. * @param {TypedArray} [resultBuffer] - The result buffer.
  30369. */
  30370. constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  30371. /**
  30372. * The parameter positions.
  30373. *
  30374. * @type {TypedArray}
  30375. */
  30376. this.parameterPositions = parameterPositions;
  30377. /**
  30378. * A cache index.
  30379. *
  30380. * @private
  30381. * @type {number}
  30382. * @default 0
  30383. */
  30384. this._cachedIndex = 0;
  30385. /**
  30386. * The result buffer.
  30387. *
  30388. * @type {TypedArray}
  30389. */
  30390. this.resultBuffer = resultBuffer !== undefined ? resultBuffer : new sampleValues.constructor( sampleSize );
  30391. /**
  30392. * The sample values.
  30393. *
  30394. * @type {TypedArray}
  30395. */
  30396. this.sampleValues = sampleValues;
  30397. /**
  30398. * The value size.
  30399. *
  30400. * @type {TypedArray}
  30401. */
  30402. this.valueSize = sampleSize;
  30403. /**
  30404. * The interpolation settings.
  30405. *
  30406. * @type {?Object}
  30407. * @default null
  30408. */
  30409. this.settings = null;
  30410. /**
  30411. * The default settings object.
  30412. *
  30413. * @type {Object}
  30414. */
  30415. this.DefaultSettings_ = {};
  30416. }
  30417. /**
  30418. * Evaluate the interpolant at position `t`.
  30419. *
  30420. * @param {number} t - The interpolation factor.
  30421. * @return {TypedArray} The result buffer.
  30422. */
  30423. evaluate( t ) {
  30424. const pp = this.parameterPositions;
  30425. let i1 = this._cachedIndex,
  30426. t1 = pp[ i1 ],
  30427. t0 = pp[ i1 - 1 ];
  30428. validate_interval: {
  30429. seek: {
  30430. let right;
  30431. linear_scan: {
  30432. //- See http://jsperf.com/comparison-to-undefined/3
  30433. //- slower code:
  30434. //-
  30435. //- if ( t >= t1 || t1 === undefined ) {
  30436. forward_scan: if ( ! ( t < t1 ) ) {
  30437. for ( let giveUpAt = i1 + 2; ; ) {
  30438. if ( t1 === undefined ) {
  30439. if ( t < t0 ) break forward_scan;
  30440. // after end
  30441. i1 = pp.length;
  30442. this._cachedIndex = i1;
  30443. return this.copySampleValue_( i1 - 1 );
  30444. }
  30445. if ( i1 === giveUpAt ) break; // this loop
  30446. t0 = t1;
  30447. t1 = pp[ ++ i1 ];
  30448. if ( t < t1 ) {
  30449. // we have arrived at the sought interval
  30450. break seek;
  30451. }
  30452. }
  30453. // prepare binary search on the right side of the index
  30454. right = pp.length;
  30455. break linear_scan;
  30456. }
  30457. //- slower code:
  30458. //- if ( t < t0 || t0 === undefined ) {
  30459. if ( ! ( t >= t0 ) ) {
  30460. // looping?
  30461. const t1global = pp[ 1 ];
  30462. if ( t < t1global ) {
  30463. i1 = 2; // + 1, using the scan for the details
  30464. t0 = t1global;
  30465. }
  30466. // linear reverse scan
  30467. for ( let giveUpAt = i1 - 2; ; ) {
  30468. if ( t0 === undefined ) {
  30469. // before start
  30470. this._cachedIndex = 0;
  30471. return this.copySampleValue_( 0 );
  30472. }
  30473. if ( i1 === giveUpAt ) break; // this loop
  30474. t1 = t0;
  30475. t0 = pp[ -- i1 - 1 ];
  30476. if ( t >= t0 ) {
  30477. // we have arrived at the sought interval
  30478. break seek;
  30479. }
  30480. }
  30481. // prepare binary search on the left side of the index
  30482. right = i1;
  30483. i1 = 0;
  30484. break linear_scan;
  30485. }
  30486. // the interval is valid
  30487. break validate_interval;
  30488. } // linear scan
  30489. // binary search
  30490. while ( i1 < right ) {
  30491. const mid = ( i1 + right ) >>> 1;
  30492. if ( t < pp[ mid ] ) {
  30493. right = mid;
  30494. } else {
  30495. i1 = mid + 1;
  30496. }
  30497. }
  30498. t1 = pp[ i1 ];
  30499. t0 = pp[ i1 - 1 ];
  30500. // check boundary cases, again
  30501. if ( t0 === undefined ) {
  30502. this._cachedIndex = 0;
  30503. return this.copySampleValue_( 0 );
  30504. }
  30505. if ( t1 === undefined ) {
  30506. i1 = pp.length;
  30507. this._cachedIndex = i1;
  30508. return this.copySampleValue_( i1 - 1 );
  30509. }
  30510. } // seek
  30511. this._cachedIndex = i1;
  30512. this.intervalChanged_( i1, t0, t1 );
  30513. } // validate_interval
  30514. return this.interpolate_( i1, t0, t, t1 );
  30515. }
  30516. /**
  30517. * Returns the interpolation settings.
  30518. *
  30519. * @return {Object} The interpolation settings.
  30520. */
  30521. getSettings_() {
  30522. return this.settings || this.DefaultSettings_;
  30523. }
  30524. /**
  30525. * Copies a sample value to the result buffer.
  30526. *
  30527. * @param {number} index - An index into the sample value buffer.
  30528. * @return {TypedArray} The result buffer.
  30529. */
  30530. copySampleValue_( index ) {
  30531. // copies a sample value to the result buffer
  30532. const result = this.resultBuffer,
  30533. values = this.sampleValues,
  30534. stride = this.valueSize,
  30535. offset = index * stride;
  30536. for ( let i = 0; i !== stride; ++ i ) {
  30537. result[ i ] = values[ offset + i ];
  30538. }
  30539. return result;
  30540. }
  30541. /**
  30542. * Copies a sample value to the result buffer.
  30543. *
  30544. * @abstract
  30545. * @param {number} i1 - An index into the sample value buffer.
  30546. * @param {number} t0 - The previous interpolation factor.
  30547. * @param {number} t - The current interpolation factor.
  30548. * @param {number} t1 - The next interpolation factor.
  30549. * @return {TypedArray} The result buffer.
  30550. */
  30551. interpolate_( /* i1, t0, t, t1 */ ) {
  30552. throw new Error( 'call to abstract method' );
  30553. // implementations shall return this.resultBuffer
  30554. }
  30555. /**
  30556. * Optional method that is executed when the interval has changed.
  30557. *
  30558. * @param {number} i1 - An index into the sample value buffer.
  30559. * @param {number} t0 - The previous interpolation factor.
  30560. * @param {number} t - The current interpolation factor.
  30561. */
  30562. intervalChanged_( /* i1, t0, t1 */ ) {
  30563. // empty
  30564. }
  30565. }
  30566. /**
  30567. * Fast and simple cubic spline interpolant.
  30568. *
  30569. * It was derived from a Hermitian construction setting the first derivative
  30570. * at each sample position to the linear slope between neighboring positions
  30571. * over their parameter interval.
  30572. *
  30573. * @augments Interpolant
  30574. */
  30575. class CubicInterpolant extends Interpolant {
  30576. /**
  30577. * Constructs a new cubic interpolant.
  30578. *
  30579. * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.
  30580. * @param {TypedArray} sampleValues - The sample values.
  30581. * @param {number} sampleSize - The sample size
  30582. * @param {TypedArray} [resultBuffer] - The result buffer.
  30583. */
  30584. constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  30585. super( parameterPositions, sampleValues, sampleSize, resultBuffer );
  30586. this._weightPrev = -0;
  30587. this._offsetPrev = -0;
  30588. this._weightNext = -0;
  30589. this._offsetNext = -0;
  30590. this.DefaultSettings_ = {
  30591. endingStart: ZeroCurvatureEnding,
  30592. endingEnd: ZeroCurvatureEnding
  30593. };
  30594. }
  30595. intervalChanged_( i1, t0, t1 ) {
  30596. const pp = this.parameterPositions;
  30597. let iPrev = i1 - 2,
  30598. iNext = i1 + 1,
  30599. tPrev = pp[ iPrev ],
  30600. tNext = pp[ iNext ];
  30601. if ( tPrev === undefined ) {
  30602. switch ( this.getSettings_().endingStart ) {
  30603. case ZeroSlopeEnding:
  30604. // f'(t0) = 0
  30605. iPrev = i1;
  30606. tPrev = 2 * t0 - t1;
  30607. break;
  30608. case WrapAroundEnding:
  30609. // use the other end of the curve
  30610. iPrev = pp.length - 2;
  30611. tPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ];
  30612. break;
  30613. default: // ZeroCurvatureEnding
  30614. // f''(t0) = 0 a.k.a. Natural Spline
  30615. iPrev = i1;
  30616. tPrev = t1;
  30617. }
  30618. }
  30619. if ( tNext === undefined ) {
  30620. switch ( this.getSettings_().endingEnd ) {
  30621. case ZeroSlopeEnding:
  30622. // f'(tN) = 0
  30623. iNext = i1;
  30624. tNext = 2 * t1 - t0;
  30625. break;
  30626. case WrapAroundEnding:
  30627. // use the other end of the curve
  30628. iNext = 1;
  30629. tNext = t1 + pp[ 1 ] - pp[ 0 ];
  30630. break;
  30631. default: // ZeroCurvatureEnding
  30632. // f''(tN) = 0, a.k.a. Natural Spline
  30633. iNext = i1 - 1;
  30634. tNext = t0;
  30635. }
  30636. }
  30637. const halfDt = ( t1 - t0 ) * 0.5,
  30638. stride = this.valueSize;
  30639. this._weightPrev = halfDt / ( t0 - tPrev );
  30640. this._weightNext = halfDt / ( tNext - t1 );
  30641. this._offsetPrev = iPrev * stride;
  30642. this._offsetNext = iNext * stride;
  30643. }
  30644. interpolate_( i1, t0, t, t1 ) {
  30645. const result = this.resultBuffer,
  30646. values = this.sampleValues,
  30647. stride = this.valueSize,
  30648. o1 = i1 * stride, o0 = o1 - stride,
  30649. oP = this._offsetPrev, oN = this._offsetNext,
  30650. wP = this._weightPrev, wN = this._weightNext,
  30651. p = ( t - t0 ) / ( t1 - t0 ),
  30652. pp = p * p,
  30653. ppp = pp * p;
  30654. // evaluate polynomials
  30655. const sP = - wP * ppp + 2 * wP * pp - wP * p;
  30656. const s0 = ( 1 + wP ) * ppp + ( -1.5 - 2 * wP ) * pp + ( -0.5 + wP ) * p + 1;
  30657. const s1 = ( -1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p;
  30658. const sN = wN * ppp - wN * pp;
  30659. // combine data linearly
  30660. for ( let i = 0; i !== stride; ++ i ) {
  30661. result[ i ] =
  30662. sP * values[ oP + i ] +
  30663. s0 * values[ o0 + i ] +
  30664. s1 * values[ o1 + i ] +
  30665. sN * values[ oN + i ];
  30666. }
  30667. return result;
  30668. }
  30669. }
  30670. /**
  30671. * A basic linear interpolant.
  30672. *
  30673. * @augments Interpolant
  30674. */
  30675. class LinearInterpolant extends Interpolant {
  30676. /**
  30677. * Constructs a new linear interpolant.
  30678. *
  30679. * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.
  30680. * @param {TypedArray} sampleValues - The sample values.
  30681. * @param {number} sampleSize - The sample size
  30682. * @param {TypedArray} [resultBuffer] - The result buffer.
  30683. */
  30684. constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  30685. super( parameterPositions, sampleValues, sampleSize, resultBuffer );
  30686. }
  30687. interpolate_( i1, t0, t, t1 ) {
  30688. const result = this.resultBuffer,
  30689. values = this.sampleValues,
  30690. stride = this.valueSize,
  30691. offset1 = i1 * stride,
  30692. offset0 = offset1 - stride,
  30693. weight1 = ( t - t0 ) / ( t1 - t0 ),
  30694. weight0 = 1 - weight1;
  30695. for ( let i = 0; i !== stride; ++ i ) {
  30696. result[ i ] =
  30697. values[ offset0 + i ] * weight0 +
  30698. values[ offset1 + i ] * weight1;
  30699. }
  30700. return result;
  30701. }
  30702. }
  30703. /**
  30704. * Interpolant that evaluates to the sample value at the position preceding
  30705. * the parameter.
  30706. *
  30707. * @augments Interpolant
  30708. */
  30709. class DiscreteInterpolant extends Interpolant {
  30710. /**
  30711. * Constructs a new discrete interpolant.
  30712. *
  30713. * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.
  30714. * @param {TypedArray} sampleValues - The sample values.
  30715. * @param {number} sampleSize - The sample size
  30716. * @param {TypedArray} [resultBuffer] - The result buffer.
  30717. */
  30718. constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  30719. super( parameterPositions, sampleValues, sampleSize, resultBuffer );
  30720. }
  30721. interpolate_( i1 /*, t0, t, t1 */ ) {
  30722. return this.copySampleValue_( i1 - 1 );
  30723. }
  30724. }
  30725. /**
  30726. * Represents s a timed sequence of keyframes, which are composed of lists of
  30727. * times and related values, and which are used to animate a specific property
  30728. * of an object.
  30729. */
  30730. class KeyframeTrack {
  30731. /**
  30732. * Constructs a new keyframe track.
  30733. *
  30734. * @param {string} name - The keyframe track's name.
  30735. * @param {Array<number>} times - A list of keyframe times.
  30736. * @param {Array<number|string|boolean>} values - A list of keyframe values.
  30737. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.
  30738. */
  30739. constructor( name, times, values, interpolation ) {
  30740. if ( name === undefined ) throw new Error( 'THREE.KeyframeTrack: track name is undefined' );
  30741. if ( times === undefined || times.length === 0 ) throw new Error( 'THREE.KeyframeTrack: no keyframes in track named ' + name );
  30742. /**
  30743. * The track's name can refer to morph targets or bones or
  30744. * possibly other values within an animated object. See {@link PropertyBinding#parseTrackName}
  30745. * for the forms of strings that can be parsed for property binding.
  30746. *
  30747. * @type {string}
  30748. */
  30749. this.name = name;
  30750. /**
  30751. * The keyframe times.
  30752. *
  30753. * @type {Float32Array}
  30754. */
  30755. this.times = convertArray( times, this.TimeBufferType );
  30756. /**
  30757. * The keyframe values.
  30758. *
  30759. * @type {Float32Array}
  30760. */
  30761. this.values = convertArray( values, this.ValueBufferType );
  30762. this.setInterpolation( interpolation || this.DefaultInterpolation );
  30763. }
  30764. /**
  30765. * Converts the keyframe track to JSON.
  30766. *
  30767. * @static
  30768. * @param {KeyframeTrack} track - The keyframe track to serialize.
  30769. * @return {Object} The serialized keyframe track as JSON.
  30770. */
  30771. static toJSON( track ) {
  30772. const trackType = track.constructor;
  30773. let json;
  30774. // derived classes can define a static toJSON method
  30775. if ( trackType.toJSON !== this.toJSON ) {
  30776. json = trackType.toJSON( track );
  30777. } else {
  30778. // by default, we assume the data can be serialized as-is
  30779. json = {
  30780. 'name': track.name,
  30781. 'times': convertArray( track.times, Array ),
  30782. 'values': convertArray( track.values, Array )
  30783. };
  30784. const interpolation = track.getInterpolation();
  30785. if ( interpolation !== track.DefaultInterpolation ) {
  30786. json.interpolation = interpolation;
  30787. }
  30788. }
  30789. json.type = track.ValueTypeName; // mandatory
  30790. return json;
  30791. }
  30792. /**
  30793. * Factory method for creating a new discrete interpolant.
  30794. *
  30795. * @static
  30796. * @param {TypedArray} [result] - The result buffer.
  30797. * @return {DiscreteInterpolant} The new interpolant.
  30798. */
  30799. InterpolantFactoryMethodDiscrete( result ) {
  30800. return new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result );
  30801. }
  30802. /**
  30803. * Factory method for creating a new linear interpolant.
  30804. *
  30805. * @static
  30806. * @param {TypedArray} [result] - The result buffer.
  30807. * @return {LinearInterpolant} The new interpolant.
  30808. */
  30809. InterpolantFactoryMethodLinear( result ) {
  30810. return new LinearInterpolant( this.times, this.values, this.getValueSize(), result );
  30811. }
  30812. /**
  30813. * Factory method for creating a new smooth interpolant.
  30814. *
  30815. * @static
  30816. * @param {TypedArray} [result] - The result buffer.
  30817. * @return {CubicInterpolant} The new interpolant.
  30818. */
  30819. InterpolantFactoryMethodSmooth( result ) {
  30820. return new CubicInterpolant( this.times, this.values, this.getValueSize(), result );
  30821. }
  30822. /**
  30823. * Defines the interpolation factor method for this keyframe track.
  30824. *
  30825. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} interpolation - The interpolation type.
  30826. * @return {KeyframeTrack} A reference to this keyframe track.
  30827. */
  30828. setInterpolation( interpolation ) {
  30829. let factoryMethod;
  30830. switch ( interpolation ) {
  30831. case InterpolateDiscrete:
  30832. factoryMethod = this.InterpolantFactoryMethodDiscrete;
  30833. break;
  30834. case InterpolateLinear:
  30835. factoryMethod = this.InterpolantFactoryMethodLinear;
  30836. break;
  30837. case InterpolateSmooth:
  30838. factoryMethod = this.InterpolantFactoryMethodSmooth;
  30839. break;
  30840. }
  30841. if ( factoryMethod === undefined ) {
  30842. const message = 'unsupported interpolation for ' +
  30843. this.ValueTypeName + ' keyframe track named ' + this.name;
  30844. if ( this.createInterpolant === undefined ) {
  30845. // fall back to default, unless the default itself is messed up
  30846. if ( interpolation !== this.DefaultInterpolation ) {
  30847. this.setInterpolation( this.DefaultInterpolation );
  30848. } else {
  30849. throw new Error( message ); // fatal, in this case
  30850. }
  30851. }
  30852. warn( 'KeyframeTrack:', message );
  30853. return this;
  30854. }
  30855. this.createInterpolant = factoryMethod;
  30856. return this;
  30857. }
  30858. /**
  30859. * Returns the current interpolation type.
  30860. *
  30861. * @return {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} The interpolation type.
  30862. */
  30863. getInterpolation() {
  30864. switch ( this.createInterpolant ) {
  30865. case this.InterpolantFactoryMethodDiscrete:
  30866. return InterpolateDiscrete;
  30867. case this.InterpolantFactoryMethodLinear:
  30868. return InterpolateLinear;
  30869. case this.InterpolantFactoryMethodSmooth:
  30870. return InterpolateSmooth;
  30871. }
  30872. }
  30873. /**
  30874. * Returns the value size.
  30875. *
  30876. * @return {number} The value size.
  30877. */
  30878. getValueSize() {
  30879. return this.values.length / this.times.length;
  30880. }
  30881. /**
  30882. * Moves all keyframes either forward or backward in time.
  30883. *
  30884. * @param {number} timeOffset - The offset to move the time values.
  30885. * @return {KeyframeTrack} A reference to this keyframe track.
  30886. */
  30887. shift( timeOffset ) {
  30888. if ( timeOffset !== 0.0 ) {
  30889. const times = this.times;
  30890. for ( let i = 0, n = times.length; i !== n; ++ i ) {
  30891. times[ i ] += timeOffset;
  30892. }
  30893. }
  30894. return this;
  30895. }
  30896. /**
  30897. * Scale all keyframe times by a factor (useful for frame - seconds conversions).
  30898. *
  30899. * @param {number} timeScale - The time scale.
  30900. * @return {KeyframeTrack} A reference to this keyframe track.
  30901. */
  30902. scale( timeScale ) {
  30903. if ( timeScale !== 1.0 ) {
  30904. const times = this.times;
  30905. for ( let i = 0, n = times.length; i !== n; ++ i ) {
  30906. times[ i ] *= timeScale;
  30907. }
  30908. }
  30909. return this;
  30910. }
  30911. /**
  30912. * Removes keyframes before and after animation without changing any values within the defined time range.
  30913. *
  30914. * Note: The method does not shift around keys to the start of the track time, because for interpolated
  30915. * keys this will change their values
  30916. *
  30917. * @param {number} startTime - The start time.
  30918. * @param {number} endTime - The end time.
  30919. * @return {KeyframeTrack} A reference to this keyframe track.
  30920. */
  30921. trim( startTime, endTime ) {
  30922. const times = this.times,
  30923. nKeys = times.length;
  30924. let from = 0,
  30925. to = nKeys - 1;
  30926. while ( from !== nKeys && times[ from ] < startTime ) {
  30927. ++ from;
  30928. }
  30929. while ( to !== -1 && times[ to ] > endTime ) {
  30930. -- to;
  30931. }
  30932. ++ to; // inclusive -> exclusive bound
  30933. if ( from !== 0 || to !== nKeys ) {
  30934. // empty tracks are forbidden, so keep at least one keyframe
  30935. if ( from >= to ) {
  30936. to = Math.max( to, 1 );
  30937. from = to - 1;
  30938. }
  30939. const stride = this.getValueSize();
  30940. this.times = times.slice( from, to );
  30941. this.values = this.values.slice( from * stride, to * stride );
  30942. }
  30943. return this;
  30944. }
  30945. /**
  30946. * Performs minimal validation on the keyframe track. Returns `true` if the values
  30947. * are valid.
  30948. *
  30949. * @return {boolean} Whether the keyframes are valid or not.
  30950. */
  30951. validate() {
  30952. let valid = true;
  30953. const valueSize = this.getValueSize();
  30954. if ( valueSize - Math.floor( valueSize ) !== 0 ) {
  30955. error( 'KeyframeTrack: Invalid value size in track.', this );
  30956. valid = false;
  30957. }
  30958. const times = this.times,
  30959. values = this.values,
  30960. nKeys = times.length;
  30961. if ( nKeys === 0 ) {
  30962. error( 'KeyframeTrack: Track is empty.', this );
  30963. valid = false;
  30964. }
  30965. let prevTime = null;
  30966. for ( let i = 0; i !== nKeys; i ++ ) {
  30967. const currTime = times[ i ];
  30968. if ( typeof currTime === 'number' && isNaN( currTime ) ) {
  30969. error( 'KeyframeTrack: Time is not a valid number.', this, i, currTime );
  30970. valid = false;
  30971. break;
  30972. }
  30973. if ( prevTime !== null && prevTime > currTime ) {
  30974. error( 'KeyframeTrack: Out of order keys.', this, i, currTime, prevTime );
  30975. valid = false;
  30976. break;
  30977. }
  30978. prevTime = currTime;
  30979. }
  30980. if ( values !== undefined ) {
  30981. if ( isTypedArray( values ) ) {
  30982. for ( let i = 0, n = values.length; i !== n; ++ i ) {
  30983. const value = values[ i ];
  30984. if ( isNaN( value ) ) {
  30985. error( 'KeyframeTrack: Value is not a valid number.', this, i, value );
  30986. valid = false;
  30987. break;
  30988. }
  30989. }
  30990. }
  30991. }
  30992. return valid;
  30993. }
  30994. /**
  30995. * Optimizes this keyframe track by removing equivalent sequential keys (which are
  30996. * common in morph target sequences).
  30997. *
  30998. * @return {AnimationClip} A reference to this animation clip.
  30999. */
  31000. optimize() {
  31001. // (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0)
  31002. // times or values may be shared with other tracks, so overwriting is unsafe
  31003. const times = this.times.slice(),
  31004. values = this.values.slice(),
  31005. stride = this.getValueSize(),
  31006. smoothInterpolation = this.getInterpolation() === InterpolateSmooth,
  31007. lastIndex = times.length - 1;
  31008. let writeIndex = 1;
  31009. for ( let i = 1; i < lastIndex; ++ i ) {
  31010. let keep = false;
  31011. const time = times[ i ];
  31012. const timeNext = times[ i + 1 ];
  31013. // remove adjacent keyframes scheduled at the same time
  31014. if ( time !== timeNext && ( i !== 1 || time !== times[ 0 ] ) ) {
  31015. if ( ! smoothInterpolation ) {
  31016. // remove unnecessary keyframes same as their neighbors
  31017. const offset = i * stride,
  31018. offsetP = offset - stride,
  31019. offsetN = offset + stride;
  31020. for ( let j = 0; j !== stride; ++ j ) {
  31021. const value = values[ offset + j ];
  31022. if ( value !== values[ offsetP + j ] ||
  31023. value !== values[ offsetN + j ] ) {
  31024. keep = true;
  31025. break;
  31026. }
  31027. }
  31028. } else {
  31029. keep = true;
  31030. }
  31031. }
  31032. // in-place compaction
  31033. if ( keep ) {
  31034. if ( i !== writeIndex ) {
  31035. times[ writeIndex ] = times[ i ];
  31036. const readOffset = i * stride,
  31037. writeOffset = writeIndex * stride;
  31038. for ( let j = 0; j !== stride; ++ j ) {
  31039. values[ writeOffset + j ] = values[ readOffset + j ];
  31040. }
  31041. }
  31042. ++ writeIndex;
  31043. }
  31044. }
  31045. // flush last keyframe (compaction looks ahead)
  31046. if ( lastIndex > 0 ) {
  31047. times[ writeIndex ] = times[ lastIndex ];
  31048. for ( let readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++ j ) {
  31049. values[ writeOffset + j ] = values[ readOffset + j ];
  31050. }
  31051. ++ writeIndex;
  31052. }
  31053. if ( writeIndex !== times.length ) {
  31054. this.times = times.slice( 0, writeIndex );
  31055. this.values = values.slice( 0, writeIndex * stride );
  31056. } else {
  31057. this.times = times;
  31058. this.values = values;
  31059. }
  31060. return this;
  31061. }
  31062. /**
  31063. * Returns a new keyframe track with copied values from this instance.
  31064. *
  31065. * @return {KeyframeTrack} A clone of this instance.
  31066. */
  31067. clone() {
  31068. const times = this.times.slice();
  31069. const values = this.values.slice();
  31070. const TypedKeyframeTrack = this.constructor;
  31071. const track = new TypedKeyframeTrack( this.name, times, values );
  31072. // Interpolant argument to constructor is not saved, so copy the factory method directly.
  31073. track.createInterpolant = this.createInterpolant;
  31074. return track;
  31075. }
  31076. }
  31077. /**
  31078. * The value type name.
  31079. *
  31080. * @type {String}
  31081. * @default ''
  31082. */
  31083. KeyframeTrack.prototype.ValueTypeName = '';
  31084. /**
  31085. * The time buffer type of this keyframe track.
  31086. *
  31087. * @type {TypedArray|Array}
  31088. * @default Float32Array.constructor
  31089. */
  31090. KeyframeTrack.prototype.TimeBufferType = Float32Array;
  31091. /**
  31092. * The value buffer type of this keyframe track.
  31093. *
  31094. * @type {TypedArray|Array}
  31095. * @default Float32Array.constructor
  31096. */
  31097. KeyframeTrack.prototype.ValueBufferType = Float32Array;
  31098. /**
  31099. * The default interpolation type of this keyframe track.
  31100. *
  31101. * @type {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)}
  31102. * @default InterpolateLinear
  31103. */
  31104. KeyframeTrack.prototype.DefaultInterpolation = InterpolateLinear;
  31105. /**
  31106. * A track for boolean keyframe values.
  31107. *
  31108. * @augments KeyframeTrack
  31109. */
  31110. class BooleanKeyframeTrack extends KeyframeTrack {
  31111. /**
  31112. * Constructs a new boolean keyframe track.
  31113. *
  31114. * This keyframe track type has no `interpolation` parameter because the
  31115. * interpolation is always discrete.
  31116. *
  31117. * @param {string} name - The keyframe track's name.
  31118. * @param {Array<number>} times - A list of keyframe times.
  31119. * @param {Array<boolean>} values - A list of keyframe values.
  31120. */
  31121. constructor( name, times, values ) {
  31122. super( name, times, values );
  31123. }
  31124. }
  31125. /**
  31126. * The value type name.
  31127. *
  31128. * @type {String}
  31129. * @default 'bool'
  31130. */
  31131. BooleanKeyframeTrack.prototype.ValueTypeName = 'bool';
  31132. /**
  31133. * The value buffer type of this keyframe track.
  31134. *
  31135. * @type {TypedArray|Array}
  31136. * @default Array.constructor
  31137. */
  31138. BooleanKeyframeTrack.prototype.ValueBufferType = Array;
  31139. /**
  31140. * The default interpolation type of this keyframe track.
  31141. *
  31142. * @type {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)}
  31143. * @default InterpolateDiscrete
  31144. */
  31145. BooleanKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete;
  31146. BooleanKeyframeTrack.prototype.InterpolantFactoryMethodLinear = undefined;
  31147. BooleanKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;
  31148. /**
  31149. * A track for color keyframe values.
  31150. *
  31151. * @augments KeyframeTrack
  31152. */
  31153. class ColorKeyframeTrack extends KeyframeTrack {
  31154. /**
  31155. * Constructs a new color keyframe track.
  31156. *
  31157. * @param {string} name - The keyframe track's name.
  31158. * @param {Array<number>} times - A list of keyframe times.
  31159. * @param {Array<number>} values - A list of keyframe values.
  31160. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.
  31161. */
  31162. constructor( name, times, values, interpolation ) {
  31163. super( name, times, values, interpolation );
  31164. }
  31165. }
  31166. /**
  31167. * The value type name.
  31168. *
  31169. * @type {String}
  31170. * @default 'color'
  31171. */
  31172. ColorKeyframeTrack.prototype.ValueTypeName = 'color';
  31173. /**
  31174. * A track for numeric keyframe values.
  31175. *
  31176. * @augments KeyframeTrack
  31177. */
  31178. class NumberKeyframeTrack extends KeyframeTrack {
  31179. /**
  31180. * Constructs a new number keyframe track.
  31181. *
  31182. * @param {string} name - The keyframe track's name.
  31183. * @param {Array<number>} times - A list of keyframe times.
  31184. * @param {Array<number>} values - A list of keyframe values.
  31185. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.
  31186. */
  31187. constructor( name, times, values, interpolation ) {
  31188. super( name, times, values, interpolation );
  31189. }
  31190. }
  31191. /**
  31192. * The value type name.
  31193. *
  31194. * @type {String}
  31195. * @default 'number'
  31196. */
  31197. NumberKeyframeTrack.prototype.ValueTypeName = 'number';
  31198. /**
  31199. * Spherical linear unit quaternion interpolant.
  31200. *
  31201. * @augments Interpolant
  31202. */
  31203. class QuaternionLinearInterpolant extends Interpolant {
  31204. /**
  31205. * Constructs a new SLERP interpolant.
  31206. *
  31207. * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.
  31208. * @param {TypedArray} sampleValues - The sample values.
  31209. * @param {number} sampleSize - The sample size
  31210. * @param {TypedArray} [resultBuffer] - The result buffer.
  31211. */
  31212. constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  31213. super( parameterPositions, sampleValues, sampleSize, resultBuffer );
  31214. }
  31215. interpolate_( i1, t0, t, t1 ) {
  31216. const result = this.resultBuffer,
  31217. values = this.sampleValues,
  31218. stride = this.valueSize,
  31219. alpha = ( t - t0 ) / ( t1 - t0 );
  31220. let offset = i1 * stride;
  31221. for ( let end = offset + stride; offset !== end; offset += 4 ) {
  31222. Quaternion.slerpFlat( result, 0, values, offset - stride, values, offset, alpha );
  31223. }
  31224. return result;
  31225. }
  31226. }
  31227. /**
  31228. * A track for Quaternion keyframe values.
  31229. *
  31230. * @augments KeyframeTrack
  31231. */
  31232. class QuaternionKeyframeTrack extends KeyframeTrack {
  31233. /**
  31234. * Constructs a new Quaternion keyframe track.
  31235. *
  31236. * @param {string} name - The keyframe track's name.
  31237. * @param {Array<number>} times - A list of keyframe times.
  31238. * @param {Array<number>} values - A list of keyframe values.
  31239. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.
  31240. */
  31241. constructor( name, times, values, interpolation ) {
  31242. super( name, times, values, interpolation );
  31243. }
  31244. /**
  31245. * Overwritten so the method returns Quaternion based interpolant.
  31246. *
  31247. * @static
  31248. * @param {TypedArray} [result] - The result buffer.
  31249. * @return {QuaternionLinearInterpolant} The new interpolant.
  31250. */
  31251. InterpolantFactoryMethodLinear( result ) {
  31252. return new QuaternionLinearInterpolant( this.times, this.values, this.getValueSize(), result );
  31253. }
  31254. }
  31255. /**
  31256. * The value type name.
  31257. *
  31258. * @type {String}
  31259. * @default 'quaternion'
  31260. */
  31261. QuaternionKeyframeTrack.prototype.ValueTypeName = 'quaternion';
  31262. // ValueBufferType is inherited
  31263. // DefaultInterpolation is inherited;
  31264. QuaternionKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;
  31265. /**
  31266. * A track for string keyframe values.
  31267. *
  31268. * @augments KeyframeTrack
  31269. */
  31270. class StringKeyframeTrack extends KeyframeTrack {
  31271. /**
  31272. * Constructs a new string keyframe track.
  31273. *
  31274. * This keyframe track type has no `interpolation` parameter because the
  31275. * interpolation is always discrete.
  31276. *
  31277. * @param {string} name - The keyframe track's name.
  31278. * @param {Array<number>} times - A list of keyframe times.
  31279. * @param {Array<string>} values - A list of keyframe values.
  31280. */
  31281. constructor( name, times, values ) {
  31282. super( name, times, values );
  31283. }
  31284. }
  31285. /**
  31286. * The value type name.
  31287. *
  31288. * @type {String}
  31289. * @default 'string'
  31290. */
  31291. StringKeyframeTrack.prototype.ValueTypeName = 'string';
  31292. /**
  31293. * The value buffer type of this keyframe track.
  31294. *
  31295. * @type {TypedArray|Array}
  31296. * @default Array.constructor
  31297. */
  31298. StringKeyframeTrack.prototype.ValueBufferType = Array;
  31299. /**
  31300. * The default interpolation type of this keyframe track.
  31301. *
  31302. * @type {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)}
  31303. * @default InterpolateDiscrete
  31304. */
  31305. StringKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete;
  31306. StringKeyframeTrack.prototype.InterpolantFactoryMethodLinear = undefined;
  31307. StringKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;
  31308. /**
  31309. * A track for vector keyframe values.
  31310. *
  31311. * @augments KeyframeTrack
  31312. */
  31313. class VectorKeyframeTrack extends KeyframeTrack {
  31314. /**
  31315. * Constructs a new vector keyframe track.
  31316. *
  31317. * @param {string} name - The keyframe track's name.
  31318. * @param {Array<number>} times - A list of keyframe times.
  31319. * @param {Array<number>} values - A list of keyframe values.
  31320. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.
  31321. */
  31322. constructor( name, times, values, interpolation ) {
  31323. super( name, times, values, interpolation );
  31324. }
  31325. }
  31326. /**
  31327. * The value type name.
  31328. *
  31329. * @type {String}
  31330. * @default 'vector'
  31331. */
  31332. VectorKeyframeTrack.prototype.ValueTypeName = 'vector';
  31333. /**
  31334. * A reusable set of keyframe tracks which represent an animation.
  31335. */
  31336. class AnimationClip {
  31337. /**
  31338. * Constructs a new animation clip.
  31339. *
  31340. * Note: Instead of instantiating an AnimationClip directly with the constructor, you can
  31341. * use the static interface of this class for creating clips. In most cases though, animation clips
  31342. * will automatically be created by loaders when importing animated 3D assets.
  31343. *
  31344. * @param {string} [name=''] - The clip's name.
  31345. * @param {number} [duration=-1] - The clip's duration in seconds. If a negative value is passed,
  31346. * the duration will be calculated from the passed keyframes.
  31347. * @param {Array<KeyframeTrack>} tracks - An array of keyframe tracks.
  31348. * @param {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)} [blendMode=NormalAnimationBlendMode] - Defines how the animation
  31349. * is blended/combined when two or more animations are simultaneously played.
  31350. */
  31351. constructor( name = '', duration = -1, tracks = [], blendMode = NormalAnimationBlendMode ) {
  31352. /**
  31353. * The clip's name.
  31354. *
  31355. * @type {string}
  31356. */
  31357. this.name = name;
  31358. /**
  31359. * An array of keyframe tracks.
  31360. *
  31361. * @type {Array<KeyframeTrack>}
  31362. */
  31363. this.tracks = tracks;
  31364. /**
  31365. * The clip's duration in seconds.
  31366. *
  31367. * @type {number}
  31368. */
  31369. this.duration = duration;
  31370. /**
  31371. * Defines how the animation is blended/combined when two or more animations
  31372. * are simultaneously played.
  31373. *
  31374. * @type {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)}
  31375. */
  31376. this.blendMode = blendMode;
  31377. /**
  31378. * The UUID of the animation clip.
  31379. *
  31380. * @type {string}
  31381. * @readonly
  31382. */
  31383. this.uuid = generateUUID();
  31384. /**
  31385. * An object that can be used to store custom data about the animation clip.
  31386. * It should not hold references to functions as these will not be cloned.
  31387. *
  31388. * @type {Object}
  31389. */
  31390. this.userData = {};
  31391. // this means it should figure out its duration by scanning the tracks
  31392. if ( this.duration < 0 ) {
  31393. this.resetDuration();
  31394. }
  31395. }
  31396. /**
  31397. * Factory method for creating an animation clip from the given JSON.
  31398. *
  31399. * @static
  31400. * @param {Object} json - The serialized animation clip.
  31401. * @return {AnimationClip} The new animation clip.
  31402. */
  31403. static parse( json ) {
  31404. const tracks = [],
  31405. jsonTracks = json.tracks,
  31406. frameTime = 1.0 / ( json.fps || 1.0 );
  31407. for ( let i = 0, n = jsonTracks.length; i !== n; ++ i ) {
  31408. tracks.push( parseKeyframeTrack( jsonTracks[ i ] ).scale( frameTime ) );
  31409. }
  31410. const clip = new this( json.name, json.duration, tracks, json.blendMode );
  31411. clip.uuid = json.uuid;
  31412. clip.userData = JSON.parse( json.userData || '{}' );
  31413. return clip;
  31414. }
  31415. /**
  31416. * Serializes the given animation clip into JSON.
  31417. *
  31418. * @static
  31419. * @param {AnimationClip} clip - The animation clip to serialize.
  31420. * @return {Object} The JSON object.
  31421. */
  31422. static toJSON( clip ) {
  31423. const tracks = [],
  31424. clipTracks = clip.tracks;
  31425. const json = {
  31426. 'name': clip.name,
  31427. 'duration': clip.duration,
  31428. 'tracks': tracks,
  31429. 'uuid': clip.uuid,
  31430. 'blendMode': clip.blendMode,
  31431. 'userData': JSON.stringify( clip.userData ),
  31432. };
  31433. for ( let i = 0, n = clipTracks.length; i !== n; ++ i ) {
  31434. tracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) );
  31435. }
  31436. return json;
  31437. }
  31438. /**
  31439. * Returns a new animation clip from the passed morph targets array of a
  31440. * geometry, taking a name and the number of frames per second.
  31441. *
  31442. * Note: The fps parameter is required, but the animation speed can be
  31443. * overridden via {@link AnimationAction#setDuration}.
  31444. *
  31445. * @static
  31446. * @param {string} name - The name of the animation clip.
  31447. * @param {Array<Object>} morphTargetSequence - A sequence of morph targets.
  31448. * @param {number} fps - The Frames-Per-Second value.
  31449. * @param {boolean} noLoop - Whether the clip should be no loop or not.
  31450. * @return {AnimationClip} The new animation clip.
  31451. */
  31452. static CreateFromMorphTargetSequence( name, morphTargetSequence, fps, noLoop ) {
  31453. const numMorphTargets = morphTargetSequence.length;
  31454. const tracks = [];
  31455. for ( let i = 0; i < numMorphTargets; i ++ ) {
  31456. let times = [];
  31457. let values = [];
  31458. times.push(
  31459. ( i + numMorphTargets - 1 ) % numMorphTargets,
  31460. i,
  31461. ( i + 1 ) % numMorphTargets );
  31462. values.push( 0, 1, 0 );
  31463. const order = getKeyframeOrder( times );
  31464. times = sortedArray( times, 1, order );
  31465. values = sortedArray( values, 1, order );
  31466. // if there is a key at the first frame, duplicate it as the
  31467. // last frame as well for perfect loop.
  31468. if ( ! noLoop && times[ 0 ] === 0 ) {
  31469. times.push( numMorphTargets );
  31470. values.push( values[ 0 ] );
  31471. }
  31472. tracks.push(
  31473. new NumberKeyframeTrack(
  31474. '.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']',
  31475. times, values
  31476. ).scale( 1.0 / fps ) );
  31477. }
  31478. return new this( name, -1, tracks );
  31479. }
  31480. /**
  31481. * Searches for an animation clip by name, taking as its first parameter
  31482. * either an array of clips, or a mesh or geometry that contains an
  31483. * array named "animations" property.
  31484. *
  31485. * @static
  31486. * @param {(Array<AnimationClip>|Object3D)} objectOrClipArray - The array or object to search through.
  31487. * @param {string} name - The name to search for.
  31488. * @return {?AnimationClip} The found animation clip. Returns `null` if no clip has been found.
  31489. */
  31490. static findByName( objectOrClipArray, name ) {
  31491. let clipArray = objectOrClipArray;
  31492. if ( ! Array.isArray( objectOrClipArray ) ) {
  31493. const o = objectOrClipArray;
  31494. clipArray = o.geometry && o.geometry.animations || o.animations;
  31495. }
  31496. for ( let i = 0; i < clipArray.length; i ++ ) {
  31497. if ( clipArray[ i ].name === name ) {
  31498. return clipArray[ i ];
  31499. }
  31500. }
  31501. return null;
  31502. }
  31503. /**
  31504. * Returns an array of new AnimationClips created from the morph target
  31505. * sequences of a geometry, trying to sort morph target names into
  31506. * animation-group-based patterns like "Walk_001, Walk_002, Run_001, Run_002...".
  31507. *
  31508. * See {@link MD2Loader#parse} as an example for how the method should be used.
  31509. *
  31510. * @static
  31511. * @param {Array<Object>} morphTargets - A sequence of morph targets.
  31512. * @param {number} fps - The Frames-Per-Second value.
  31513. * @param {boolean} noLoop - Whether the clip should be no loop or not.
  31514. * @return {Array<AnimationClip>} An array of new animation clips.
  31515. */
  31516. static CreateClipsFromMorphTargetSequences( morphTargets, fps, noLoop ) {
  31517. const animationToMorphTargets = {};
  31518. // tested with https://regex101.com/ on trick sequences
  31519. // such flamingo_flyA_003, flamingo_run1_003, crdeath0059
  31520. const pattern = /^([\w-]*?)([\d]+)$/;
  31521. // sort morph target names into animation groups based
  31522. // patterns like Walk_001, Walk_002, Run_001, Run_002
  31523. for ( let i = 0, il = morphTargets.length; i < il; i ++ ) {
  31524. const morphTarget = morphTargets[ i ];
  31525. const parts = morphTarget.name.match( pattern );
  31526. if ( parts && parts.length > 1 ) {
  31527. const name = parts[ 1 ];
  31528. let animationMorphTargets = animationToMorphTargets[ name ];
  31529. if ( ! animationMorphTargets ) {
  31530. animationToMorphTargets[ name ] = animationMorphTargets = [];
  31531. }
  31532. animationMorphTargets.push( morphTarget );
  31533. }
  31534. }
  31535. const clips = [];
  31536. for ( const name in animationToMorphTargets ) {
  31537. clips.push( this.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) );
  31538. }
  31539. return clips;
  31540. }
  31541. /**
  31542. * Parses the `animation.hierarchy` format and returns a new animation clip.
  31543. *
  31544. * @static
  31545. * @deprecated since r175.
  31546. * @param {Object} animation - A serialized animation clip as JSON.
  31547. * @param {Array<Bones>} bones - An array of bones.
  31548. * @return {?AnimationClip} The new animation clip.
  31549. */
  31550. static parseAnimation( animation, bones ) {
  31551. warn( 'AnimationClip: parseAnimation() is deprecated and will be removed with r185' );
  31552. if ( ! animation ) {
  31553. error( 'AnimationClip: No animation in JSONLoader data.' );
  31554. return null;
  31555. }
  31556. const addNonemptyTrack = function ( trackType, trackName, animationKeys, propertyName, destTracks ) {
  31557. // only return track if there are actually keys.
  31558. if ( animationKeys.length !== 0 ) {
  31559. const times = [];
  31560. const values = [];
  31561. flattenJSON( animationKeys, times, values, propertyName );
  31562. // empty keys are filtered out, so check again
  31563. if ( times.length !== 0 ) {
  31564. destTracks.push( new trackType( trackName, times, values ) );
  31565. }
  31566. }
  31567. };
  31568. const tracks = [];
  31569. const clipName = animation.name || 'default';
  31570. const fps = animation.fps || 30;
  31571. const blendMode = animation.blendMode;
  31572. // automatic length determination in AnimationClip.
  31573. let duration = animation.length || -1;
  31574. const hierarchyTracks = animation.hierarchy || [];
  31575. for ( let h = 0; h < hierarchyTracks.length; h ++ ) {
  31576. const animationKeys = hierarchyTracks[ h ].keys;
  31577. // skip empty tracks
  31578. if ( ! animationKeys || animationKeys.length === 0 ) continue;
  31579. // process morph targets
  31580. if ( animationKeys[ 0 ].morphTargets ) {
  31581. // figure out all morph targets used in this track
  31582. const morphTargetNames = {};
  31583. let k;
  31584. for ( k = 0; k < animationKeys.length; k ++ ) {
  31585. if ( animationKeys[ k ].morphTargets ) {
  31586. for ( let m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) {
  31587. morphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = -1;
  31588. }
  31589. }
  31590. }
  31591. // create a track for each morph target with all zero
  31592. // morphTargetInfluences except for the keys in which
  31593. // the morphTarget is named.
  31594. for ( const morphTargetName in morphTargetNames ) {
  31595. const times = [];
  31596. const values = [];
  31597. for ( let m = 0; m !== animationKeys[ k ].morphTargets.length; ++ m ) {
  31598. const animationKey = animationKeys[ k ];
  31599. times.push( animationKey.time );
  31600. values.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 );
  31601. }
  31602. tracks.push( new NumberKeyframeTrack( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) );
  31603. }
  31604. duration = morphTargetNames.length * fps;
  31605. } else {
  31606. // ...assume skeletal animation
  31607. const boneName = '.bones[' + bones[ h ].name + ']';
  31608. addNonemptyTrack(
  31609. VectorKeyframeTrack, boneName + '.position',
  31610. animationKeys, 'pos', tracks );
  31611. addNonemptyTrack(
  31612. QuaternionKeyframeTrack, boneName + '.quaternion',
  31613. animationKeys, 'rot', tracks );
  31614. addNonemptyTrack(
  31615. VectorKeyframeTrack, boneName + '.scale',
  31616. animationKeys, 'scl', tracks );
  31617. }
  31618. }
  31619. if ( tracks.length === 0 ) {
  31620. return null;
  31621. }
  31622. const clip = new this( clipName, duration, tracks, blendMode );
  31623. return clip;
  31624. }
  31625. /**
  31626. * Sets the duration of this clip to the duration of its longest keyframe track.
  31627. *
  31628. * @return {AnimationClip} A reference to this animation clip.
  31629. */
  31630. resetDuration() {
  31631. const tracks = this.tracks;
  31632. let duration = 0;
  31633. for ( let i = 0, n = tracks.length; i !== n; ++ i ) {
  31634. const track = this.tracks[ i ];
  31635. duration = Math.max( duration, track.times[ track.times.length - 1 ] );
  31636. }
  31637. this.duration = duration;
  31638. return this;
  31639. }
  31640. /**
  31641. * Trims all tracks to the clip's duration.
  31642. *
  31643. * @return {AnimationClip} A reference to this animation clip.
  31644. */
  31645. trim() {
  31646. for ( let i = 0; i < this.tracks.length; i ++ ) {
  31647. this.tracks[ i ].trim( 0, this.duration );
  31648. }
  31649. return this;
  31650. }
  31651. /**
  31652. * Performs minimal validation on each track in the clip. Returns `true` if all
  31653. * tracks are valid.
  31654. *
  31655. * @return {boolean} Whether the clip's keyframes are valid or not.
  31656. */
  31657. validate() {
  31658. let valid = true;
  31659. for ( let i = 0; i < this.tracks.length; i ++ ) {
  31660. valid = valid && this.tracks[ i ].validate();
  31661. }
  31662. return valid;
  31663. }
  31664. /**
  31665. * Optimizes each track by removing equivalent sequential keys (which are
  31666. * common in morph target sequences).
  31667. *
  31668. * @return {AnimationClip} A reference to this animation clip.
  31669. */
  31670. optimize() {
  31671. for ( let i = 0; i < this.tracks.length; i ++ ) {
  31672. this.tracks[ i ].optimize();
  31673. }
  31674. return this;
  31675. }
  31676. /**
  31677. * Returns a new animation clip with copied values from this instance.
  31678. *
  31679. * @return {AnimationClip} A clone of this instance.
  31680. */
  31681. clone() {
  31682. const tracks = [];
  31683. for ( let i = 0; i < this.tracks.length; i ++ ) {
  31684. tracks.push( this.tracks[ i ].clone() );
  31685. }
  31686. const clip = new this.constructor( this.name, this.duration, tracks, this.blendMode );
  31687. clip.userData = JSON.parse( JSON.stringify( this.userData ) );
  31688. return clip;
  31689. }
  31690. /**
  31691. * Serializes this animation clip into JSON.
  31692. *
  31693. * @return {Object} The JSON object.
  31694. */
  31695. toJSON() {
  31696. return this.constructor.toJSON( this );
  31697. }
  31698. }
  31699. function getTrackTypeForValueTypeName( typeName ) {
  31700. switch ( typeName.toLowerCase() ) {
  31701. case 'scalar':
  31702. case 'double':
  31703. case 'float':
  31704. case 'number':
  31705. case 'integer':
  31706. return NumberKeyframeTrack;
  31707. case 'vector':
  31708. case 'vector2':
  31709. case 'vector3':
  31710. case 'vector4':
  31711. return VectorKeyframeTrack;
  31712. case 'color':
  31713. return ColorKeyframeTrack;
  31714. case 'quaternion':
  31715. return QuaternionKeyframeTrack;
  31716. case 'bool':
  31717. case 'boolean':
  31718. return BooleanKeyframeTrack;
  31719. case 'string':
  31720. return StringKeyframeTrack;
  31721. }
  31722. throw new Error( 'THREE.KeyframeTrack: Unsupported typeName: ' + typeName );
  31723. }
  31724. function parseKeyframeTrack( json ) {
  31725. if ( json.type === undefined ) {
  31726. throw new Error( 'THREE.KeyframeTrack: track type undefined, can not parse' );
  31727. }
  31728. const trackType = getTrackTypeForValueTypeName( json.type );
  31729. if ( json.times === undefined ) {
  31730. const times = [], values = [];
  31731. flattenJSON( json.keys, times, values, 'value' );
  31732. json.times = times;
  31733. json.values = values;
  31734. }
  31735. // derived classes can define a static parse method
  31736. if ( trackType.parse !== undefined ) {
  31737. return trackType.parse( json );
  31738. } else {
  31739. // by default, we assume a constructor compatible with the base
  31740. return new trackType( json.name, json.times, json.values, json.interpolation );
  31741. }
  31742. }
  31743. /**
  31744. * @class
  31745. * @classdesc A simple caching system, used internally by {@link FileLoader}.
  31746. * To enable caching across all loaders that use {@link FileLoader}, add `THREE.Cache.enabled = true.` once in your app.
  31747. * @hideconstructor
  31748. */
  31749. const Cache = {
  31750. /**
  31751. * Whether caching is enabled or not.
  31752. *
  31753. * @static
  31754. * @type {boolean}
  31755. * @default false
  31756. */
  31757. enabled: false,
  31758. /**
  31759. * A dictionary that holds cached files.
  31760. *
  31761. * @static
  31762. * @type {Object<string,Object>}
  31763. */
  31764. files: {},
  31765. /**
  31766. * Adds a cache entry with a key to reference the file. If this key already
  31767. * holds a file, it is overwritten.
  31768. *
  31769. * @static
  31770. * @param {string} key - The key to reference the cached file.
  31771. * @param {Object} file - The file to be cached.
  31772. */
  31773. add: function ( key, file ) {
  31774. if ( this.enabled === false ) return;
  31775. // log( 'Cache', 'Adding key:', key );
  31776. this.files[ key ] = file;
  31777. },
  31778. /**
  31779. * Gets the cached value for the given key.
  31780. *
  31781. * @static
  31782. * @param {string} key - The key to reference the cached file.
  31783. * @return {Object|undefined} The cached file. If the key does not exist `undefined` is returned.
  31784. */
  31785. get: function ( key ) {
  31786. if ( this.enabled === false ) return;
  31787. // log( 'Cache', 'Checking key:', key );
  31788. return this.files[ key ];
  31789. },
  31790. /**
  31791. * Removes the cached file associated with the given key.
  31792. *
  31793. * @static
  31794. * @param {string} key - The key to reference the cached file.
  31795. */
  31796. remove: function ( key ) {
  31797. delete this.files[ key ];
  31798. },
  31799. /**
  31800. * Remove all values from the cache.
  31801. *
  31802. * @static
  31803. */
  31804. clear: function () {
  31805. this.files = {};
  31806. }
  31807. };
  31808. /**
  31809. * Handles and keeps track of loaded and pending data. A default global
  31810. * instance of this class is created and used by loaders if not supplied
  31811. * manually.
  31812. *
  31813. * In general that should be sufficient, however there are times when it can
  31814. * be useful to have separate loaders - for example if you want to show
  31815. * separate loading bars for objects and textures.
  31816. *
  31817. * ```js
  31818. * const manager = new THREE.LoadingManager();
  31819. * manager.onLoad = () => console.log( 'Loading complete!' );
  31820. *
  31821. * const loader1 = new OBJLoader( manager );
  31822. * const loader2 = new ColladaLoader( manager );
  31823. * ```
  31824. */
  31825. class LoadingManager {
  31826. /**
  31827. * Constructs a new loading manager.
  31828. *
  31829. * @param {Function} [onLoad] - Executes when all items have been loaded.
  31830. * @param {Function} [onProgress] - Executes when single items have been loaded.
  31831. * @param {Function} [onError] - Executes when an error occurs.
  31832. */
  31833. constructor( onLoad, onProgress, onError ) {
  31834. const scope = this;
  31835. let isLoading = false;
  31836. let itemsLoaded = 0;
  31837. let itemsTotal = 0;
  31838. let urlModifier = undefined;
  31839. const handlers = [];
  31840. // Refer to #5689 for the reason why we don't set .onStart
  31841. // in the constructor
  31842. /**
  31843. * Executes when an item starts loading.
  31844. *
  31845. * @type {Function|undefined}
  31846. * @default undefined
  31847. */
  31848. this.onStart = undefined;
  31849. /**
  31850. * Executes when all items have been loaded.
  31851. *
  31852. * @type {Function|undefined}
  31853. * @default undefined
  31854. */
  31855. this.onLoad = onLoad;
  31856. /**
  31857. * Executes when single items have been loaded.
  31858. *
  31859. * @type {Function|undefined}
  31860. * @default undefined
  31861. */
  31862. this.onProgress = onProgress;
  31863. /**
  31864. * Executes when an error occurs.
  31865. *
  31866. * @type {Function|undefined}
  31867. * @default undefined
  31868. */
  31869. this.onError = onError;
  31870. /**
  31871. * Used for aborting ongoing requests in loaders using this manager.
  31872. *
  31873. * @type {AbortController}
  31874. */
  31875. this.abortController = new AbortController();
  31876. /**
  31877. * This should be called by any loader using the manager when the loader
  31878. * starts loading an item.
  31879. *
  31880. * @param {string} url - The URL to load.
  31881. */
  31882. this.itemStart = function ( url ) {
  31883. itemsTotal ++;
  31884. if ( isLoading === false ) {
  31885. if ( scope.onStart !== undefined ) {
  31886. scope.onStart( url, itemsLoaded, itemsTotal );
  31887. }
  31888. }
  31889. isLoading = true;
  31890. };
  31891. /**
  31892. * This should be called by any loader using the manager when the loader
  31893. * ended loading an item.
  31894. *
  31895. * @param {string} url - The URL of the loaded item.
  31896. */
  31897. this.itemEnd = function ( url ) {
  31898. itemsLoaded ++;
  31899. if ( scope.onProgress !== undefined ) {
  31900. scope.onProgress( url, itemsLoaded, itemsTotal );
  31901. }
  31902. if ( itemsLoaded === itemsTotal ) {
  31903. isLoading = false;
  31904. if ( scope.onLoad !== undefined ) {
  31905. scope.onLoad();
  31906. }
  31907. }
  31908. };
  31909. /**
  31910. * This should be called by any loader using the manager when the loader
  31911. * encounters an error when loading an item.
  31912. *
  31913. * @param {string} url - The URL of the item that produces an error.
  31914. */
  31915. this.itemError = function ( url ) {
  31916. if ( scope.onError !== undefined ) {
  31917. scope.onError( url );
  31918. }
  31919. };
  31920. /**
  31921. * Given a URL, uses the URL modifier callback (if any) and returns a
  31922. * resolved URL. If no URL modifier is set, returns the original URL.
  31923. *
  31924. * @param {string} url - The URL to load.
  31925. * @return {string} The resolved URL.
  31926. */
  31927. this.resolveURL = function ( url ) {
  31928. if ( urlModifier ) {
  31929. return urlModifier( url );
  31930. }
  31931. return url;
  31932. };
  31933. /**
  31934. * If provided, the callback will be passed each resource URL before a
  31935. * request is sent. The callback may return the original URL, or a new URL to
  31936. * override loading behavior. This behavior can be used to load assets from
  31937. * .ZIP files, drag-and-drop APIs, and Data URIs.
  31938. *
  31939. * ```js
  31940. * const blobs = {'fish.gltf': blob1, 'diffuse.png': blob2, 'normal.png': blob3};
  31941. *
  31942. * const manager = new THREE.LoadingManager();
  31943. *
  31944. * // Initialize loading manager with URL callback.
  31945. * const objectURLs = [];
  31946. * manager.setURLModifier( ( url ) => {
  31947. *
  31948. * url = URL.createObjectURL( blobs[ url ] );
  31949. * objectURLs.push( url );
  31950. * return url;
  31951. *
  31952. * } );
  31953. *
  31954. * // Load as usual, then revoke the blob URLs.
  31955. * const loader = new GLTFLoader( manager );
  31956. * loader.load( 'fish.gltf', (gltf) => {
  31957. *
  31958. * scene.add( gltf.scene );
  31959. * objectURLs.forEach( ( url ) => URL.revokeObjectURL( url ) );
  31960. *
  31961. * } );
  31962. * ```
  31963. *
  31964. * @param {function(string):string} transform - URL modifier callback. Called with an URL and must return a resolved URL.
  31965. * @return {LoadingManager} A reference to this loading manager.
  31966. */
  31967. this.setURLModifier = function ( transform ) {
  31968. urlModifier = transform;
  31969. return this;
  31970. };
  31971. /**
  31972. * Registers a loader with the given regular expression. Can be used to
  31973. * define what loader should be used in order to load specific files. A
  31974. * typical use case is to overwrite the default loader for textures.
  31975. *
  31976. * ```js
  31977. * // add handler for TGA textures
  31978. * manager.addHandler( /\.tga$/i, new TGALoader() );
  31979. * ```
  31980. *
  31981. * @param {string} regex - A regular expression.
  31982. * @param {Loader} loader - A loader that should handle matched cases.
  31983. * @return {LoadingManager} A reference to this loading manager.
  31984. */
  31985. this.addHandler = function ( regex, loader ) {
  31986. handlers.push( regex, loader );
  31987. return this;
  31988. };
  31989. /**
  31990. * Removes the loader for the given regular expression.
  31991. *
  31992. * @param {string} regex - A regular expression.
  31993. * @return {LoadingManager} A reference to this loading manager.
  31994. */
  31995. this.removeHandler = function ( regex ) {
  31996. const index = handlers.indexOf( regex );
  31997. if ( index !== -1 ) {
  31998. handlers.splice( index, 2 );
  31999. }
  32000. return this;
  32001. };
  32002. /**
  32003. * Can be used to retrieve the registered loader for the given file path.
  32004. *
  32005. * @param {string} file - The file path.
  32006. * @return {?Loader} The registered loader. Returns `null` if no loader was found.
  32007. */
  32008. this.getHandler = function ( file ) {
  32009. for ( let i = 0, l = handlers.length; i < l; i += 2 ) {
  32010. const regex = handlers[ i ];
  32011. const loader = handlers[ i + 1 ];
  32012. if ( regex.global ) regex.lastIndex = 0; // see #17920
  32013. if ( regex.test( file ) ) {
  32014. return loader;
  32015. }
  32016. }
  32017. return null;
  32018. };
  32019. /**
  32020. * Can be used to abort ongoing loading requests in loaders using this manager.
  32021. * The abort only works if the loaders implement {@link Loader#abort} and `AbortSignal.any()`
  32022. * is supported in the browser.
  32023. *
  32024. * @return {LoadingManager} A reference to this loading manager.
  32025. */
  32026. this.abort = function () {
  32027. this.abortController.abort();
  32028. this.abortController = new AbortController();
  32029. return this;
  32030. };
  32031. }
  32032. }
  32033. /**
  32034. * The global default loading manager.
  32035. *
  32036. * @constant
  32037. * @type {LoadingManager}
  32038. */
  32039. const DefaultLoadingManager = /*@__PURE__*/ new LoadingManager();
  32040. /**
  32041. * Abstract base class for loaders.
  32042. *
  32043. * @abstract
  32044. */
  32045. class Loader {
  32046. /**
  32047. * Constructs a new loader.
  32048. *
  32049. * @param {LoadingManager} [manager] - The loading manager.
  32050. */
  32051. constructor( manager ) {
  32052. /**
  32053. * The loading manager.
  32054. *
  32055. * @type {LoadingManager}
  32056. * @default DefaultLoadingManager
  32057. */
  32058. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  32059. /**
  32060. * The crossOrigin string to implement CORS for loading the url from a
  32061. * different domain that allows CORS.
  32062. *
  32063. * @type {string}
  32064. * @default 'anonymous'
  32065. */
  32066. this.crossOrigin = 'anonymous';
  32067. /**
  32068. * Whether the XMLHttpRequest uses credentials.
  32069. *
  32070. * @type {boolean}
  32071. * @default false
  32072. */
  32073. this.withCredentials = false;
  32074. /**
  32075. * The base path from which the asset will be loaded.
  32076. *
  32077. * @type {string}
  32078. */
  32079. this.path = '';
  32080. /**
  32081. * The base path from which additional resources like textures will be loaded.
  32082. *
  32083. * @type {string}
  32084. */
  32085. this.resourcePath = '';
  32086. /**
  32087. * The [request header]{@link https://developer.mozilla.org/en-US/docs/Glossary/Request_header}
  32088. * used in HTTP request.
  32089. *
  32090. * @type {Object<string, any>}
  32091. */
  32092. this.requestHeader = {};
  32093. }
  32094. /**
  32095. * This method needs to be implemented by all concrete loaders. It holds the
  32096. * logic for loading assets from the backend.
  32097. *
  32098. * @abstract
  32099. * @param {string} url - The path/URL of the file to be loaded.
  32100. * @param {Function} onLoad - Executed when the loading process has been finished.
  32101. * @param {onProgressCallback} [onProgress] - Executed while the loading is in progress.
  32102. * @param {onErrorCallback} [onError] - Executed when errors occur.
  32103. */
  32104. load( /* url, onLoad, onProgress, onError */ ) {}
  32105. /**
  32106. * A async version of {@link Loader#load}.
  32107. *
  32108. * @param {string} url - The path/URL of the file to be loaded.
  32109. * @param {onProgressCallback} [onProgress] - Executed while the loading is in progress.
  32110. * @return {Promise} A Promise that resolves when the asset has been loaded.
  32111. */
  32112. loadAsync( url, onProgress ) {
  32113. const scope = this;
  32114. return new Promise( function ( resolve, reject ) {
  32115. scope.load( url, resolve, onProgress, reject );
  32116. } );
  32117. }
  32118. /**
  32119. * This method needs to be implemented by all concrete loaders. It holds the
  32120. * logic for parsing the asset into three.js entities.
  32121. *
  32122. * @abstract
  32123. * @param {any} data - The data to parse.
  32124. */
  32125. parse( /* data */ ) {}
  32126. /**
  32127. * Sets the `crossOrigin` String to implement CORS for loading the URL
  32128. * from a different domain that allows CORS.
  32129. *
  32130. * @param {string} crossOrigin - The `crossOrigin` value.
  32131. * @return {Loader} A reference to this instance.
  32132. */
  32133. setCrossOrigin( crossOrigin ) {
  32134. this.crossOrigin = crossOrigin;
  32135. return this;
  32136. }
  32137. /**
  32138. * Whether the XMLHttpRequest uses credentials such as cookies, authorization
  32139. * headers or TLS client certificates, see [XMLHttpRequest.withCredentials]{@link https://developer.mozilla.org/en-US/docs/Web/API/XMLHttpRequest/withCredentials}.
  32140. *
  32141. * Note: This setting has no effect if you are loading files locally or from the same domain.
  32142. *
  32143. * @param {boolean} value - The `withCredentials` value.
  32144. * @return {Loader} A reference to this instance.
  32145. */
  32146. setWithCredentials( value ) {
  32147. this.withCredentials = value;
  32148. return this;
  32149. }
  32150. /**
  32151. * Sets the base path for the asset.
  32152. *
  32153. * @param {string} path - The base path.
  32154. * @return {Loader} A reference to this instance.
  32155. */
  32156. setPath( path ) {
  32157. this.path = path;
  32158. return this;
  32159. }
  32160. /**
  32161. * Sets the base path for dependent resources like textures.
  32162. *
  32163. * @param {string} resourcePath - The resource path.
  32164. * @return {Loader} A reference to this instance.
  32165. */
  32166. setResourcePath( resourcePath ) {
  32167. this.resourcePath = resourcePath;
  32168. return this;
  32169. }
  32170. /**
  32171. * Sets the given request header.
  32172. *
  32173. * @param {Object} requestHeader - A [request header]{@link https://developer.mozilla.org/en-US/docs/Glossary/Request_header}
  32174. * for configuring the HTTP request.
  32175. * @return {Loader} A reference to this instance.
  32176. */
  32177. setRequestHeader( requestHeader ) {
  32178. this.requestHeader = requestHeader;
  32179. return this;
  32180. }
  32181. /**
  32182. * This method can be implemented in loaders for aborting ongoing requests.
  32183. *
  32184. * @abstract
  32185. * @return {Loader} A reference to this instance.
  32186. */
  32187. abort() {
  32188. return this;
  32189. }
  32190. }
  32191. /**
  32192. * Callback for onProgress in loaders.
  32193. *
  32194. * @callback onProgressCallback
  32195. * @param {ProgressEvent} event - An instance of `ProgressEvent` that represents the current loading status.
  32196. */
  32197. /**
  32198. * Callback for onError in loaders.
  32199. *
  32200. * @callback onErrorCallback
  32201. * @param {Error} error - The error which occurred during the loading process.
  32202. */
  32203. /**
  32204. * The default material name that is used by loaders
  32205. * when creating materials for loaded 3D objects.
  32206. *
  32207. * Note: Not all loaders might honor this setting.
  32208. *
  32209. * @static
  32210. * @type {string}
  32211. * @default '__DEFAULT'
  32212. */
  32213. Loader.DEFAULT_MATERIAL_NAME = '__DEFAULT';
  32214. const loading = {};
  32215. class HttpError extends Error {
  32216. constructor( message, response ) {
  32217. super( message );
  32218. this.response = response;
  32219. }
  32220. }
  32221. /**
  32222. * A low level class for loading resources with the Fetch API, used internally by
  32223. * most loaders. It can also be used directly to load any file type that does
  32224. * not have a loader.
  32225. *
  32226. * This loader supports caching. If you want to use it, add `THREE.Cache.enabled = true;`
  32227. * once to your application.
  32228. *
  32229. * ```js
  32230. * const loader = new THREE.FileLoader();
  32231. * const data = await loader.loadAsync( 'example.txt' );
  32232. * ```
  32233. *
  32234. * @augments Loader
  32235. */
  32236. class FileLoader extends Loader {
  32237. /**
  32238. * Constructs a new file loader.
  32239. *
  32240. * @param {LoadingManager} [manager] - The loading manager.
  32241. */
  32242. constructor( manager ) {
  32243. super( manager );
  32244. /**
  32245. * The expected mime type. Valid values can be found
  32246. * [here]{@link hhttps://developer.mozilla.org/en-US/docs/Web/API/DOMParser/parseFromString#mimetype}
  32247. *
  32248. * @type {string}
  32249. */
  32250. this.mimeType = '';
  32251. /**
  32252. * The expected response type.
  32253. *
  32254. * @type {('arraybuffer'|'blob'|'document'|'json'|'')}
  32255. * @default ''
  32256. */
  32257. this.responseType = '';
  32258. /**
  32259. * Used for aborting requests.
  32260. *
  32261. * @private
  32262. * @type {AbortController}
  32263. */
  32264. this._abortController = new AbortController();
  32265. }
  32266. /**
  32267. * Starts loading from the given URL and pass the loaded response to the `onLoad()` callback.
  32268. *
  32269. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  32270. * @param {function(any)} onLoad - Executed when the loading process has been finished.
  32271. * @param {onProgressCallback} [onProgress] - Executed while the loading is in progress.
  32272. * @param {onErrorCallback} [onError] - Executed when errors occur.
  32273. * @return {any|undefined} The cached resource if available.
  32274. */
  32275. load( url, onLoad, onProgress, onError ) {
  32276. if ( url === undefined ) url = '';
  32277. if ( this.path !== undefined ) url = this.path + url;
  32278. url = this.manager.resolveURL( url );
  32279. const cached = Cache.get( `file:${url}` );
  32280. if ( cached !== undefined ) {
  32281. this.manager.itemStart( url );
  32282. setTimeout( () => {
  32283. if ( onLoad ) onLoad( cached );
  32284. this.manager.itemEnd( url );
  32285. }, 0 );
  32286. return cached;
  32287. }
  32288. // Check if request is duplicate
  32289. if ( loading[ url ] !== undefined ) {
  32290. loading[ url ].push( {
  32291. onLoad: onLoad,
  32292. onProgress: onProgress,
  32293. onError: onError
  32294. } );
  32295. return;
  32296. }
  32297. // Initialise array for duplicate requests
  32298. loading[ url ] = [];
  32299. loading[ url ].push( {
  32300. onLoad: onLoad,
  32301. onProgress: onProgress,
  32302. onError: onError,
  32303. } );
  32304. // create request
  32305. const req = new Request( url, {
  32306. headers: new Headers( this.requestHeader ),
  32307. credentials: this.withCredentials ? 'include' : 'same-origin',
  32308. signal: ( typeof AbortSignal.any === 'function' ) ? AbortSignal.any( [ this._abortController.signal, this.manager.abortController.signal ] ) : this._abortController.signal
  32309. } );
  32310. // record states ( avoid data race )
  32311. const mimeType = this.mimeType;
  32312. const responseType = this.responseType;
  32313. // start the fetch
  32314. fetch( req )
  32315. .then( response => {
  32316. if ( response.status === 200 || response.status === 0 ) {
  32317. // Some browsers return HTTP Status 0 when using non-http protocol
  32318. // e.g. 'file://' or 'data://'. Handle as success.
  32319. if ( response.status === 0 ) {
  32320. warn( 'FileLoader: HTTP Status 0 received.' );
  32321. }
  32322. // Workaround: Checking if response.body === undefined for Alipay browser #23548
  32323. if ( typeof ReadableStream === 'undefined' || response.body === undefined || response.body.getReader === undefined ) {
  32324. return response;
  32325. }
  32326. const callbacks = loading[ url ];
  32327. const reader = response.body.getReader();
  32328. // Nginx needs X-File-Size check
  32329. // https://serverfault.com/questions/482875/why-does-nginx-remove-content-length-header-for-chunked-content
  32330. const contentLength = response.headers.get( 'X-File-Size' ) || response.headers.get( 'Content-Length' );
  32331. const total = contentLength ? parseInt( contentLength ) : 0;
  32332. const lengthComputable = total !== 0;
  32333. let loaded = 0;
  32334. // periodically read data into the new stream tracking while download progress
  32335. const stream = new ReadableStream( {
  32336. start( controller ) {
  32337. readData();
  32338. function readData() {
  32339. reader.read().then( ( { done, value } ) => {
  32340. if ( done ) {
  32341. controller.close();
  32342. } else {
  32343. loaded += value.byteLength;
  32344. const event = new ProgressEvent( 'progress', { lengthComputable, loaded, total } );
  32345. for ( let i = 0, il = callbacks.length; i < il; i ++ ) {
  32346. const callback = callbacks[ i ];
  32347. if ( callback.onProgress ) callback.onProgress( event );
  32348. }
  32349. controller.enqueue( value );
  32350. readData();
  32351. }
  32352. }, ( e ) => {
  32353. controller.error( e );
  32354. } );
  32355. }
  32356. }
  32357. } );
  32358. return new Response( stream );
  32359. } else {
  32360. throw new HttpError( `fetch for "${response.url}" responded with ${response.status}: ${response.statusText}`, response );
  32361. }
  32362. } )
  32363. .then( response => {
  32364. switch ( responseType ) {
  32365. case 'arraybuffer':
  32366. return response.arrayBuffer();
  32367. case 'blob':
  32368. return response.blob();
  32369. case 'document':
  32370. return response.text()
  32371. .then( text => {
  32372. const parser = new DOMParser();
  32373. return parser.parseFromString( text, mimeType );
  32374. } );
  32375. case 'json':
  32376. return response.json();
  32377. default:
  32378. if ( mimeType === '' ) {
  32379. return response.text();
  32380. } else {
  32381. // sniff encoding
  32382. const re = /charset="?([^;"\s]*)"?/i;
  32383. const exec = re.exec( mimeType );
  32384. const label = exec && exec[ 1 ] ? exec[ 1 ].toLowerCase() : undefined;
  32385. const decoder = new TextDecoder( label );
  32386. return response.arrayBuffer().then( ab => decoder.decode( ab ) );
  32387. }
  32388. }
  32389. } )
  32390. .then( data => {
  32391. // Add to cache only on HTTP success, so that we do not cache
  32392. // error response bodies as proper responses to requests.
  32393. Cache.add( `file:${url}`, data );
  32394. const callbacks = loading[ url ];
  32395. delete loading[ url ];
  32396. for ( let i = 0, il = callbacks.length; i < il; i ++ ) {
  32397. const callback = callbacks[ i ];
  32398. if ( callback.onLoad ) callback.onLoad( data );
  32399. }
  32400. } )
  32401. .catch( err => {
  32402. // Abort errors and other errors are handled the same
  32403. const callbacks = loading[ url ];
  32404. if ( callbacks === undefined ) {
  32405. // When onLoad was called and url was deleted in `loading`
  32406. this.manager.itemError( url );
  32407. throw err;
  32408. }
  32409. delete loading[ url ];
  32410. for ( let i = 0, il = callbacks.length; i < il; i ++ ) {
  32411. const callback = callbacks[ i ];
  32412. if ( callback.onError ) callback.onError( err );
  32413. }
  32414. this.manager.itemError( url );
  32415. } )
  32416. .finally( () => {
  32417. this.manager.itemEnd( url );
  32418. } );
  32419. this.manager.itemStart( url );
  32420. }
  32421. /**
  32422. * Sets the expected response type.
  32423. *
  32424. * @param {('arraybuffer'|'blob'|'document'|'json'|'')} value - The response type.
  32425. * @return {FileLoader} A reference to this file loader.
  32426. */
  32427. setResponseType( value ) {
  32428. this.responseType = value;
  32429. return this;
  32430. }
  32431. /**
  32432. * Sets the expected mime type of the loaded file.
  32433. *
  32434. * @param {string} value - The mime type.
  32435. * @return {FileLoader} A reference to this file loader.
  32436. */
  32437. setMimeType( value ) {
  32438. this.mimeType = value;
  32439. return this;
  32440. }
  32441. /**
  32442. * Aborts ongoing fetch requests.
  32443. *
  32444. * @return {FileLoader} A reference to this instance.
  32445. */
  32446. abort() {
  32447. this._abortController.abort();
  32448. this._abortController = new AbortController();
  32449. return this;
  32450. }
  32451. }
  32452. /**
  32453. * Class for loading animation clips in the JSON format. The files are internally
  32454. * loaded via {@link FileLoader}.
  32455. *
  32456. * ```js
  32457. * const loader = new THREE.AnimationLoader();
  32458. * const animations = await loader.loadAsync( 'animations/animation.js' );
  32459. * ```
  32460. *
  32461. * @augments Loader
  32462. */
  32463. class AnimationLoader extends Loader {
  32464. /**
  32465. * Constructs a new animation loader.
  32466. *
  32467. * @param {LoadingManager} [manager] - The loading manager.
  32468. */
  32469. constructor( manager ) {
  32470. super( manager );
  32471. }
  32472. /**
  32473. * Starts loading from the given URL and pass the loaded animations as an array
  32474. * holding instances of {@link AnimationClip} to the `onLoad()` callback.
  32475. *
  32476. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  32477. * @param {function(Array<AnimationClip>)} onLoad - Executed when the loading process has been finished.
  32478. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  32479. * @param {onErrorCallback} onError - Executed when errors occur.
  32480. */
  32481. load( url, onLoad, onProgress, onError ) {
  32482. const scope = this;
  32483. const loader = new FileLoader( this.manager );
  32484. loader.setPath( this.path );
  32485. loader.setRequestHeader( this.requestHeader );
  32486. loader.setWithCredentials( this.withCredentials );
  32487. loader.load( url, function ( text ) {
  32488. try {
  32489. onLoad( scope.parse( JSON.parse( text ) ) );
  32490. } catch ( e ) {
  32491. if ( onError ) {
  32492. onError( e );
  32493. } else {
  32494. error( e );
  32495. }
  32496. scope.manager.itemError( url );
  32497. }
  32498. }, onProgress, onError );
  32499. }
  32500. /**
  32501. * Parses the given JSON object and returns an array of animation clips.
  32502. *
  32503. * @param {Object} json - The serialized animation clips.
  32504. * @return {Array<AnimationClip>} The parsed animation clips.
  32505. */
  32506. parse( json ) {
  32507. const animations = [];
  32508. for ( let i = 0; i < json.length; i ++ ) {
  32509. const clip = AnimationClip.parse( json[ i ] );
  32510. animations.push( clip );
  32511. }
  32512. return animations;
  32513. }
  32514. }
  32515. /**
  32516. * Abstract base class for loading compressed texture formats S3TC, ASTC or ETC.
  32517. * Textures are internally loaded via {@link FileLoader}.
  32518. *
  32519. * Derived classes have to implement the `parse()` method which holds the parsing
  32520. * for the respective format.
  32521. *
  32522. * @abstract
  32523. * @augments Loader
  32524. */
  32525. class CompressedTextureLoader extends Loader {
  32526. /**
  32527. * Constructs a new compressed texture loader.
  32528. *
  32529. * @param {LoadingManager} [manager] - The loading manager.
  32530. */
  32531. constructor( manager ) {
  32532. super( manager );
  32533. }
  32534. /**
  32535. * Starts loading from the given URL and passes the loaded compressed texture
  32536. * to the `onLoad()` callback. The method also returns a new texture object which can
  32537. * directly be used for material creation. If you do it this way, the texture
  32538. * may pop up in your scene once the respective loading process is finished.
  32539. *
  32540. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  32541. * @param {function(CompressedTexture)} onLoad - Executed when the loading process has been finished.
  32542. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  32543. * @param {onErrorCallback} onError - Executed when errors occur.
  32544. * @return {CompressedTexture} The compressed texture.
  32545. */
  32546. load( url, onLoad, onProgress, onError ) {
  32547. const scope = this;
  32548. const images = [];
  32549. const texture = new CompressedTexture();
  32550. const loader = new FileLoader( this.manager );
  32551. loader.setPath( this.path );
  32552. loader.setResponseType( 'arraybuffer' );
  32553. loader.setRequestHeader( this.requestHeader );
  32554. loader.setWithCredentials( scope.withCredentials );
  32555. let loaded = 0;
  32556. function loadTexture( i ) {
  32557. loader.load( url[ i ], function ( buffer ) {
  32558. const texDatas = scope.parse( buffer, true );
  32559. images[ i ] = {
  32560. width: texDatas.width,
  32561. height: texDatas.height,
  32562. format: texDatas.format,
  32563. mipmaps: texDatas.mipmaps
  32564. };
  32565. loaded += 1;
  32566. if ( loaded === 6 ) {
  32567. if ( texDatas.mipmapCount === 1 ) texture.minFilter = LinearFilter;
  32568. texture.image = images;
  32569. texture.format = texDatas.format;
  32570. texture.needsUpdate = true;
  32571. if ( onLoad ) onLoad( texture );
  32572. }
  32573. }, onProgress, onError );
  32574. }
  32575. if ( Array.isArray( url ) ) {
  32576. for ( let i = 0, il = url.length; i < il; ++ i ) {
  32577. loadTexture( i );
  32578. }
  32579. } else {
  32580. // compressed cubemap texture stored in a single DDS file
  32581. loader.load( url, function ( buffer ) {
  32582. const texDatas = scope.parse( buffer, true );
  32583. if ( texDatas.isCubemap ) {
  32584. const faces = texDatas.mipmaps.length / texDatas.mipmapCount;
  32585. for ( let f = 0; f < faces; f ++ ) {
  32586. images[ f ] = { mipmaps: [] };
  32587. for ( let i = 0; i < texDatas.mipmapCount; i ++ ) {
  32588. images[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] );
  32589. images[ f ].format = texDatas.format;
  32590. images[ f ].width = texDatas.width;
  32591. images[ f ].height = texDatas.height;
  32592. }
  32593. }
  32594. texture.image = images;
  32595. } else {
  32596. texture.image.width = texDatas.width;
  32597. texture.image.height = texDatas.height;
  32598. texture.mipmaps = texDatas.mipmaps;
  32599. }
  32600. if ( texDatas.mipmapCount === 1 ) {
  32601. texture.minFilter = LinearFilter;
  32602. }
  32603. texture.format = texDatas.format;
  32604. texture.needsUpdate = true;
  32605. if ( onLoad ) onLoad( texture );
  32606. }, onProgress, onError );
  32607. }
  32608. return texture;
  32609. }
  32610. }
  32611. const _loading = new WeakMap();
  32612. /**
  32613. * A loader for loading images. The class loads images with the HTML `Image` API.
  32614. *
  32615. * ```js
  32616. * const loader = new THREE.ImageLoader();
  32617. * const image = await loader.loadAsync( 'image.png' );
  32618. * ```
  32619. * Please note that `ImageLoader` has dropped support for progress
  32620. * events in `r84`. For an `ImageLoader` that supports progress events, see
  32621. * [this thread]{@link https://github.com/mrdoob/three.js/issues/10439#issuecomment-275785639}.
  32622. *
  32623. * @augments Loader
  32624. */
  32625. class ImageLoader extends Loader {
  32626. /**
  32627. * Constructs a new image loader.
  32628. *
  32629. * @param {LoadingManager} [manager] - The loading manager.
  32630. */
  32631. constructor( manager ) {
  32632. super( manager );
  32633. }
  32634. /**
  32635. * Starts loading from the given URL and passes the loaded image
  32636. * to the `onLoad()` callback. The method also returns a new `Image` object which can
  32637. * directly be used for texture creation. If you do it this way, the texture
  32638. * may pop up in your scene once the respective loading process is finished.
  32639. *
  32640. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  32641. * @param {function(Image)} onLoad - Executed when the loading process has been finished.
  32642. * @param {onProgressCallback} onProgress - Unsupported in this loader.
  32643. * @param {onErrorCallback} onError - Executed when errors occur.
  32644. * @return {Image} The image.
  32645. */
  32646. load( url, onLoad, onProgress, onError ) {
  32647. if ( this.path !== undefined ) url = this.path + url;
  32648. url = this.manager.resolveURL( url );
  32649. const scope = this;
  32650. const cached = Cache.get( `image:${url}` );
  32651. if ( cached !== undefined ) {
  32652. if ( cached.complete === true ) {
  32653. scope.manager.itemStart( url );
  32654. setTimeout( function () {
  32655. if ( onLoad ) onLoad( cached );
  32656. scope.manager.itemEnd( url );
  32657. }, 0 );
  32658. } else {
  32659. let arr = _loading.get( cached );
  32660. if ( arr === undefined ) {
  32661. arr = [];
  32662. _loading.set( cached, arr );
  32663. }
  32664. arr.push( { onLoad, onError } );
  32665. }
  32666. return cached;
  32667. }
  32668. const image = createElementNS( 'img' );
  32669. function onImageLoad() {
  32670. removeEventListeners();
  32671. if ( onLoad ) onLoad( this );
  32672. //
  32673. const callbacks = _loading.get( this ) || [];
  32674. for ( let i = 0; i < callbacks.length; i ++ ) {
  32675. const callback = callbacks[ i ];
  32676. if ( callback.onLoad ) callback.onLoad( this );
  32677. }
  32678. _loading.delete( this );
  32679. scope.manager.itemEnd( url );
  32680. }
  32681. function onImageError( event ) {
  32682. removeEventListeners();
  32683. if ( onError ) onError( event );
  32684. Cache.remove( `image:${url}` );
  32685. //
  32686. const callbacks = _loading.get( this ) || [];
  32687. for ( let i = 0; i < callbacks.length; i ++ ) {
  32688. const callback = callbacks[ i ];
  32689. if ( callback.onError ) callback.onError( event );
  32690. }
  32691. _loading.delete( this );
  32692. scope.manager.itemError( url );
  32693. scope.manager.itemEnd( url );
  32694. }
  32695. function removeEventListeners() {
  32696. image.removeEventListener( 'load', onImageLoad, false );
  32697. image.removeEventListener( 'error', onImageError, false );
  32698. }
  32699. image.addEventListener( 'load', onImageLoad, false );
  32700. image.addEventListener( 'error', onImageError, false );
  32701. if ( url.slice( 0, 5 ) !== 'data:' ) {
  32702. if ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin;
  32703. }
  32704. Cache.add( `image:${url}`, image );
  32705. scope.manager.itemStart( url );
  32706. image.src = url;
  32707. return image;
  32708. }
  32709. }
  32710. /**
  32711. * Class for loading cube textures. Images are internally loaded via {@link ImageLoader}.
  32712. *
  32713. * The loader returns an instance of {@link CubeTexture} and expects the cube map to
  32714. * be defined as six separate images representing the sides of a cube. Other cube map definitions
  32715. * like vertical and horizontal cross, column and row layouts are not supported.
  32716. *
  32717. * Note that, by convention, cube maps are specified in a coordinate system
  32718. * in which positive-x is to the right when looking up the positive-z axis --
  32719. * in other words, using a left-handed coordinate system. Since three.js uses
  32720. * a right-handed coordinate system, environment maps used in three.js will
  32721. * have pos-x and neg-x swapped.
  32722. *
  32723. * The loaded cube texture is in sRGB color space. Meaning {@link Texture#colorSpace}
  32724. * is set to `SRGBColorSpace` by default.
  32725. *
  32726. * ```js
  32727. * const loader = new THREE.CubeTextureLoader().setPath( 'textures/cubeMaps/' );
  32728. * const cubeTexture = await loader.loadAsync( [
  32729. * 'px.png', 'nx.png', 'py.png', 'ny.png', 'pz.png', 'nz.png'
  32730. * ] );
  32731. * scene.background = cubeTexture;
  32732. * ```
  32733. *
  32734. * @augments Loader
  32735. */
  32736. class CubeTextureLoader extends Loader {
  32737. /**
  32738. * Constructs a new cube texture loader.
  32739. *
  32740. * @param {LoadingManager} [manager] - The loading manager.
  32741. */
  32742. constructor( manager ) {
  32743. super( manager );
  32744. }
  32745. /**
  32746. * Starts loading from the given URL and pass the fully loaded cube texture
  32747. * to the `onLoad()` callback. The method also returns a new cube texture object which can
  32748. * directly be used for material creation. If you do it this way, the cube texture
  32749. * may pop up in your scene once the respective loading process is finished.
  32750. *
  32751. * @param {Array<string>} urls - Array of 6 URLs to images, one for each side of the
  32752. * cube texture. The urls should be specified in the following order: pos-x,
  32753. * neg-x, pos-y, neg-y, pos-z, neg-z. An array of data URIs are allowed as well.
  32754. * @param {function(CubeTexture)} onLoad - Executed when the loading process has been finished.
  32755. * @param {onProgressCallback} onProgress - Unsupported in this loader.
  32756. * @param {onErrorCallback} onError - Executed when errors occur.
  32757. * @return {CubeTexture} The cube texture.
  32758. */
  32759. load( urls, onLoad, onProgress, onError ) {
  32760. const texture = new CubeTexture();
  32761. texture.colorSpace = SRGBColorSpace;
  32762. const loader = new ImageLoader( this.manager );
  32763. loader.setCrossOrigin( this.crossOrigin );
  32764. loader.setPath( this.path );
  32765. let loaded = 0;
  32766. function loadTexture( i ) {
  32767. loader.load( urls[ i ], function ( image ) {
  32768. texture.images[ i ] = image;
  32769. loaded ++;
  32770. if ( loaded === 6 ) {
  32771. texture.needsUpdate = true;
  32772. if ( onLoad ) onLoad( texture );
  32773. }
  32774. }, undefined, onError );
  32775. }
  32776. for ( let i = 0; i < urls.length; ++ i ) {
  32777. loadTexture( i );
  32778. }
  32779. return texture;
  32780. }
  32781. }
  32782. /**
  32783. * Abstract base class for loading binary texture formats RGBE, EXR or TGA.
  32784. * Textures are internally loaded via {@link FileLoader}.
  32785. *
  32786. * Derived classes have to implement the `parse()` method which holds the parsing
  32787. * for the respective format.
  32788. *
  32789. * @abstract
  32790. * @augments Loader
  32791. */
  32792. class DataTextureLoader extends Loader {
  32793. /**
  32794. * Constructs a new data texture loader.
  32795. *
  32796. * @param {LoadingManager} [manager] - The loading manager.
  32797. */
  32798. constructor( manager ) {
  32799. super( manager );
  32800. }
  32801. /**
  32802. * Starts loading from the given URL and passes the loaded data texture
  32803. * to the `onLoad()` callback. The method also returns a new texture object which can
  32804. * directly be used for material creation. If you do it this way, the texture
  32805. * may pop up in your scene once the respective loading process is finished.
  32806. *
  32807. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  32808. * @param {function(DataTexture)} onLoad - Executed when the loading process has been finished.
  32809. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  32810. * @param {onErrorCallback} onError - Executed when errors occur.
  32811. * @return {DataTexture} The data texture.
  32812. */
  32813. load( url, onLoad, onProgress, onError ) {
  32814. const scope = this;
  32815. const texture = new DataTexture();
  32816. const loader = new FileLoader( this.manager );
  32817. loader.setResponseType( 'arraybuffer' );
  32818. loader.setRequestHeader( this.requestHeader );
  32819. loader.setPath( this.path );
  32820. loader.setWithCredentials( scope.withCredentials );
  32821. loader.load( url, function ( buffer ) {
  32822. let texData;
  32823. try {
  32824. texData = scope.parse( buffer );
  32825. } catch ( error ) {
  32826. if ( onError !== undefined ) {
  32827. onError( error );
  32828. } else {
  32829. error( error );
  32830. return;
  32831. }
  32832. }
  32833. if ( texData.image !== undefined ) {
  32834. texture.image = texData.image;
  32835. } else if ( texData.data !== undefined ) {
  32836. texture.image.width = texData.width;
  32837. texture.image.height = texData.height;
  32838. texture.image.data = texData.data;
  32839. }
  32840. texture.wrapS = texData.wrapS !== undefined ? texData.wrapS : ClampToEdgeWrapping;
  32841. texture.wrapT = texData.wrapT !== undefined ? texData.wrapT : ClampToEdgeWrapping;
  32842. texture.magFilter = texData.magFilter !== undefined ? texData.magFilter : LinearFilter;
  32843. texture.minFilter = texData.minFilter !== undefined ? texData.minFilter : LinearFilter;
  32844. texture.anisotropy = texData.anisotropy !== undefined ? texData.anisotropy : 1;
  32845. if ( texData.colorSpace !== undefined ) {
  32846. texture.colorSpace = texData.colorSpace;
  32847. }
  32848. if ( texData.flipY !== undefined ) {
  32849. texture.flipY = texData.flipY;
  32850. }
  32851. if ( texData.format !== undefined ) {
  32852. texture.format = texData.format;
  32853. }
  32854. if ( texData.type !== undefined ) {
  32855. texture.type = texData.type;
  32856. }
  32857. if ( texData.mipmaps !== undefined ) {
  32858. texture.mipmaps = texData.mipmaps;
  32859. texture.minFilter = LinearMipmapLinearFilter; // presumably...
  32860. }
  32861. if ( texData.mipmapCount === 1 ) {
  32862. texture.minFilter = LinearFilter;
  32863. }
  32864. if ( texData.generateMipmaps !== undefined ) {
  32865. texture.generateMipmaps = texData.generateMipmaps;
  32866. }
  32867. texture.needsUpdate = true;
  32868. if ( onLoad ) onLoad( texture, texData );
  32869. }, onProgress, onError );
  32870. return texture;
  32871. }
  32872. }
  32873. /**
  32874. * Class for loading textures. Images are internally
  32875. * loaded via {@link ImageLoader}.
  32876. *
  32877. * ```js
  32878. * const loader = new THREE.TextureLoader();
  32879. * const texture = await loader.loadAsync( 'textures/land_ocean_ice_cloud_2048.jpg' );
  32880. *
  32881. * const material = new THREE.MeshBasicMaterial( { map:texture } );
  32882. * ```
  32883. * Please note that `TextureLoader` has dropped support for progress
  32884. * events in `r84`. For a `TextureLoader` that supports progress events, see
  32885. * [this thread]{@link https://github.com/mrdoob/three.js/issues/10439#issuecomment-293260145}.
  32886. *
  32887. * @augments Loader
  32888. */
  32889. class TextureLoader extends Loader {
  32890. /**
  32891. * Constructs a new texture loader.
  32892. *
  32893. * @param {LoadingManager} [manager] - The loading manager.
  32894. */
  32895. constructor( manager ) {
  32896. super( manager );
  32897. }
  32898. /**
  32899. * Starts loading from the given URL and pass the fully loaded texture
  32900. * to the `onLoad()` callback. The method also returns a new texture object which can
  32901. * directly be used for material creation. If you do it this way, the texture
  32902. * may pop up in your scene once the respective loading process is finished.
  32903. *
  32904. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  32905. * @param {function(Texture)} onLoad - Executed when the loading process has been finished.
  32906. * @param {onProgressCallback} onProgress - Unsupported in this loader.
  32907. * @param {onErrorCallback} onError - Executed when errors occur.
  32908. * @return {Texture} The texture.
  32909. */
  32910. load( url, onLoad, onProgress, onError ) {
  32911. const texture = new Texture();
  32912. const loader = new ImageLoader( this.manager );
  32913. loader.setCrossOrigin( this.crossOrigin );
  32914. loader.setPath( this.path );
  32915. loader.load( url, function ( image ) {
  32916. texture.image = image;
  32917. texture.needsUpdate = true;
  32918. if ( onLoad !== undefined ) {
  32919. onLoad( texture );
  32920. }
  32921. }, onProgress, onError );
  32922. return texture;
  32923. }
  32924. }
  32925. /**
  32926. * Abstract base class for lights - all other light types inherit the
  32927. * properties and methods described here.
  32928. *
  32929. * @abstract
  32930. * @augments Object3D
  32931. */
  32932. class Light extends Object3D {
  32933. /**
  32934. * Constructs a new light.
  32935. *
  32936. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  32937. * @param {number} [intensity=1] - The light's strength/intensity.
  32938. */
  32939. constructor( color, intensity = 1 ) {
  32940. super();
  32941. /**
  32942. * This flag can be used for type testing.
  32943. *
  32944. * @type {boolean}
  32945. * @readonly
  32946. * @default true
  32947. */
  32948. this.isLight = true;
  32949. this.type = 'Light';
  32950. /**
  32951. * The light's color.
  32952. *
  32953. * @type {Color}
  32954. */
  32955. this.color = new Color( color );
  32956. /**
  32957. * The light's intensity.
  32958. *
  32959. * @type {number}
  32960. * @default 1
  32961. */
  32962. this.intensity = intensity;
  32963. }
  32964. /**
  32965. * Frees the GPU-related resources allocated by this instance. Call this
  32966. * method whenever this instance is no longer used in your app.
  32967. */
  32968. dispose() {
  32969. // Empty here in base class; some subclasses override.
  32970. }
  32971. copy( source, recursive ) {
  32972. super.copy( source, recursive );
  32973. this.color.copy( source.color );
  32974. this.intensity = source.intensity;
  32975. return this;
  32976. }
  32977. toJSON( meta ) {
  32978. const data = super.toJSON( meta );
  32979. data.object.color = this.color.getHex();
  32980. data.object.intensity = this.intensity;
  32981. if ( this.groundColor !== undefined ) data.object.groundColor = this.groundColor.getHex();
  32982. if ( this.distance !== undefined ) data.object.distance = this.distance;
  32983. if ( this.angle !== undefined ) data.object.angle = this.angle;
  32984. if ( this.decay !== undefined ) data.object.decay = this.decay;
  32985. if ( this.penumbra !== undefined ) data.object.penumbra = this.penumbra;
  32986. if ( this.shadow !== undefined ) data.object.shadow = this.shadow.toJSON();
  32987. if ( this.target !== undefined ) data.object.target = this.target.uuid;
  32988. return data;
  32989. }
  32990. }
  32991. /**
  32992. * A light source positioned directly above the scene, with color fading from
  32993. * the sky color to the ground color.
  32994. *
  32995. * This light cannot be used to cast shadows.
  32996. *
  32997. * ```js
  32998. * const light = new THREE.HemisphereLight( 0xffffbb, 0x080820, 1 );
  32999. * scene.add( light );
  33000. * ```
  33001. *
  33002. * @augments Light
  33003. */
  33004. class HemisphereLight extends Light {
  33005. /**
  33006. * Constructs a new hemisphere light.
  33007. *
  33008. * @param {(number|Color|string)} [skyColor=0xffffff] - The light's sky color.
  33009. * @param {(number|Color|string)} [groundColor=0xffffff] - The light's ground color.
  33010. * @param {number} [intensity=1] - The light's strength/intensity.
  33011. */
  33012. constructor( skyColor, groundColor, intensity ) {
  33013. super( skyColor, intensity );
  33014. /**
  33015. * This flag can be used for type testing.
  33016. *
  33017. * @type {boolean}
  33018. * @readonly
  33019. * @default true
  33020. */
  33021. this.isHemisphereLight = true;
  33022. this.type = 'HemisphereLight';
  33023. this.position.copy( Object3D.DEFAULT_UP );
  33024. this.updateMatrix();
  33025. /**
  33026. * The light's ground color.
  33027. *
  33028. * @type {Color}
  33029. */
  33030. this.groundColor = new Color( groundColor );
  33031. }
  33032. copy( source, recursive ) {
  33033. super.copy( source, recursive );
  33034. this.groundColor.copy( source.groundColor );
  33035. return this;
  33036. }
  33037. }
  33038. const _projScreenMatrix$1 = /*@__PURE__*/ new Matrix4();
  33039. const _lightPositionWorld$1 = /*@__PURE__*/ new Vector3();
  33040. const _lookTarget$1 = /*@__PURE__*/ new Vector3();
  33041. /**
  33042. * Abstract base class for light shadow classes. These classes
  33043. * represent the shadow configuration for different light types.
  33044. *
  33045. * @abstract
  33046. */
  33047. class LightShadow {
  33048. /**
  33049. * Constructs a new light shadow.
  33050. *
  33051. * @param {Camera} camera - The light's view of the world.
  33052. */
  33053. constructor( camera ) {
  33054. /**
  33055. * The light's view of the world.
  33056. *
  33057. * @type {Camera}
  33058. */
  33059. this.camera = camera;
  33060. /**
  33061. * The intensity of the shadow. The default is `1`.
  33062. * Valid values are in the range `[0, 1]`.
  33063. *
  33064. * @type {number}
  33065. * @default 1
  33066. */
  33067. this.intensity = 1;
  33068. /**
  33069. * Shadow map bias, how much to add or subtract from the normalized depth
  33070. * when deciding whether a surface is in shadow.
  33071. *
  33072. * The default is `0`. Very tiny adjustments here (in the order of `0.0001`)
  33073. * may help reduce artifacts in shadows.
  33074. *
  33075. * @type {number}
  33076. * @default 0
  33077. */
  33078. this.bias = 0;
  33079. /**
  33080. * Defines how much the position used to query the shadow map is offset along
  33081. * the object normal. The default is `0`. Increasing this value can be used to
  33082. * reduce shadow acne especially in large scenes where light shines onto
  33083. * geometry at a shallow angle. The cost is that shadows may appear distorted.
  33084. *
  33085. * @type {number}
  33086. * @default 0
  33087. */
  33088. this.normalBias = 0;
  33089. /**
  33090. * Setting this to values greater than 1 will blur the edges of the shadow.
  33091. * High values will cause unwanted banding effects in the shadows - a greater
  33092. * map size will allow for a higher value to be used here before these effects
  33093. * become visible.
  33094. *
  33095. * The property has no effect when the shadow map type is `PCFSoftShadowMap` and
  33096. * and it is recommended to increase softness by decreasing the shadow map size instead.
  33097. *
  33098. * The property has no effect when the shadow map type is `BasicShadowMap`.
  33099. *
  33100. * @type {number}
  33101. * @default 1
  33102. */
  33103. this.radius = 1;
  33104. /**
  33105. * The amount of samples to use when blurring a VSM shadow map.
  33106. *
  33107. * @type {number}
  33108. * @default 8
  33109. */
  33110. this.blurSamples = 8;
  33111. /**
  33112. * Defines the width and height of the shadow map. Higher values give better quality
  33113. * shadows at the cost of computation time. Values must be powers of two.
  33114. *
  33115. * @type {Vector2}
  33116. * @default (512,512)
  33117. */
  33118. this.mapSize = new Vector2( 512, 512 );
  33119. /**
  33120. * The type of shadow texture. The default is `UnsignedByteType`.
  33121. *
  33122. * @type {number}
  33123. * @default UnsignedByteType
  33124. */
  33125. this.mapType = UnsignedByteType;
  33126. /**
  33127. * The depth map generated using the internal camera; a location beyond a
  33128. * pixel's depth is in shadow. Computed internally during rendering.
  33129. *
  33130. * @type {?RenderTarget}
  33131. * @default null
  33132. */
  33133. this.map = null;
  33134. /**
  33135. * The distribution map generated using the internal camera; an occlusion is
  33136. * calculated based on the distribution of depths. Computed internally during
  33137. * rendering.
  33138. *
  33139. * @type {?RenderTarget}
  33140. * @default null
  33141. */
  33142. this.mapPass = null;
  33143. /**
  33144. * Model to shadow camera space, to compute location and depth in shadow map.
  33145. * This is computed internally during rendering.
  33146. *
  33147. * @type {Matrix4}
  33148. */
  33149. this.matrix = new Matrix4();
  33150. /**
  33151. * Enables automatic updates of the light's shadow. If you do not require dynamic
  33152. * lighting / shadows, you may set this to `false`.
  33153. *
  33154. * @type {boolean}
  33155. * @default true
  33156. */
  33157. this.autoUpdate = true;
  33158. /**
  33159. * When set to `true`, shadow maps will be updated in the next `render` call.
  33160. * If you have set {@link LightShadow#autoUpdate} to `false`, you will need to
  33161. * set this property to `true` and then make a render call to update the light's shadow.
  33162. *
  33163. * @type {boolean}
  33164. * @default false
  33165. */
  33166. this.needsUpdate = false;
  33167. this._frustum = new Frustum();
  33168. this._frameExtents = new Vector2( 1, 1 );
  33169. this._viewportCount = 1;
  33170. this._viewports = [
  33171. new Vector4( 0, 0, 1, 1 )
  33172. ];
  33173. }
  33174. /**
  33175. * Used internally by the renderer to get the number of viewports that need
  33176. * to be rendered for this shadow.
  33177. *
  33178. * @return {number} The viewport count.
  33179. */
  33180. getViewportCount() {
  33181. return this._viewportCount;
  33182. }
  33183. /**
  33184. * Gets the shadow cameras frustum. Used internally by the renderer to cull objects.
  33185. *
  33186. * @return {Frustum} The shadow camera frustum.
  33187. */
  33188. getFrustum() {
  33189. return this._frustum;
  33190. }
  33191. /**
  33192. * Update the matrices for the camera and shadow, used internally by the renderer.
  33193. *
  33194. * @param {Light} light - The light for which the shadow is being rendered.
  33195. */
  33196. updateMatrices( light ) {
  33197. const shadowCamera = this.camera;
  33198. const shadowMatrix = this.matrix;
  33199. _lightPositionWorld$1.setFromMatrixPosition( light.matrixWorld );
  33200. shadowCamera.position.copy( _lightPositionWorld$1 );
  33201. _lookTarget$1.setFromMatrixPosition( light.target.matrixWorld );
  33202. shadowCamera.lookAt( _lookTarget$1 );
  33203. shadowCamera.updateMatrixWorld();
  33204. _projScreenMatrix$1.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
  33205. this._frustum.setFromProjectionMatrix( _projScreenMatrix$1, shadowCamera.coordinateSystem, shadowCamera.reversedDepth );
  33206. if ( shadowCamera.reversedDepth ) {
  33207. shadowMatrix.set(
  33208. 0.5, 0.0, 0.0, 0.5,
  33209. 0.0, 0.5, 0.0, 0.5,
  33210. 0.0, 0.0, 1.0, 0.0,
  33211. 0.0, 0.0, 0.0, 1.0
  33212. );
  33213. } else {
  33214. shadowMatrix.set(
  33215. 0.5, 0.0, 0.0, 0.5,
  33216. 0.0, 0.5, 0.0, 0.5,
  33217. 0.0, 0.0, 0.5, 0.5,
  33218. 0.0, 0.0, 0.0, 1.0
  33219. );
  33220. }
  33221. shadowMatrix.multiply( _projScreenMatrix$1 );
  33222. }
  33223. /**
  33224. * Returns a viewport definition for the given viewport index.
  33225. *
  33226. * @param {number} viewportIndex - The viewport index.
  33227. * @return {Vector4} The viewport.
  33228. */
  33229. getViewport( viewportIndex ) {
  33230. return this._viewports[ viewportIndex ];
  33231. }
  33232. /**
  33233. * Returns the frame extends.
  33234. *
  33235. * @return {Vector2} The frame extends.
  33236. */
  33237. getFrameExtents() {
  33238. return this._frameExtents;
  33239. }
  33240. /**
  33241. * Frees the GPU-related resources allocated by this instance. Call this
  33242. * method whenever this instance is no longer used in your app.
  33243. */
  33244. dispose() {
  33245. if ( this.map ) {
  33246. this.map.dispose();
  33247. }
  33248. if ( this.mapPass ) {
  33249. this.mapPass.dispose();
  33250. }
  33251. }
  33252. /**
  33253. * Copies the values of the given light shadow instance to this instance.
  33254. *
  33255. * @param {LightShadow} source - The light shadow to copy.
  33256. * @return {LightShadow} A reference to this light shadow instance.
  33257. */
  33258. copy( source ) {
  33259. this.camera = source.camera.clone();
  33260. this.intensity = source.intensity;
  33261. this.bias = source.bias;
  33262. this.radius = source.radius;
  33263. this.autoUpdate = source.autoUpdate;
  33264. this.needsUpdate = source.needsUpdate;
  33265. this.normalBias = source.normalBias;
  33266. this.blurSamples = source.blurSamples;
  33267. this.mapSize.copy( source.mapSize );
  33268. return this;
  33269. }
  33270. /**
  33271. * Returns a new light shadow instance with copied values from this instance.
  33272. *
  33273. * @return {LightShadow} A clone of this instance.
  33274. */
  33275. clone() {
  33276. return new this.constructor().copy( this );
  33277. }
  33278. /**
  33279. * Serializes the light shadow into JSON.
  33280. *
  33281. * @return {Object} A JSON object representing the serialized light shadow.
  33282. * @see {@link ObjectLoader#parse}
  33283. */
  33284. toJSON() {
  33285. const object = {};
  33286. if ( this.intensity !== 1 ) object.intensity = this.intensity;
  33287. if ( this.bias !== 0 ) object.bias = this.bias;
  33288. if ( this.normalBias !== 0 ) object.normalBias = this.normalBias;
  33289. if ( this.radius !== 1 ) object.radius = this.radius;
  33290. if ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) object.mapSize = this.mapSize.toArray();
  33291. object.camera = this.camera.toJSON( false ).object;
  33292. delete object.camera.matrix;
  33293. return object;
  33294. }
  33295. }
  33296. /**
  33297. * Represents the shadow configuration of directional lights.
  33298. *
  33299. * @augments LightShadow
  33300. */
  33301. class SpotLightShadow extends LightShadow {
  33302. /**
  33303. * Constructs a new spot light shadow.
  33304. */
  33305. constructor() {
  33306. super( new PerspectiveCamera( 50, 1, 0.5, 500 ) );
  33307. /**
  33308. * This flag can be used for type testing.
  33309. *
  33310. * @type {boolean}
  33311. * @readonly
  33312. * @default true
  33313. */
  33314. this.isSpotLightShadow = true;
  33315. /**
  33316. * Used to focus the shadow camera. The camera's field of view is set as a
  33317. * percentage of the spotlight's field-of-view. Range is `[0, 1]`.
  33318. *
  33319. * @type {number}
  33320. * @default 1
  33321. */
  33322. this.focus = 1;
  33323. /**
  33324. * Texture aspect ratio.
  33325. *
  33326. * @type {number}
  33327. * @default 1
  33328. */
  33329. this.aspect = 1;
  33330. }
  33331. updateMatrices( light ) {
  33332. const camera = this.camera;
  33333. const fov = RAD2DEG * 2 * light.angle * this.focus;
  33334. const aspect = ( this.mapSize.width / this.mapSize.height ) * this.aspect;
  33335. const far = light.distance || camera.far;
  33336. if ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) {
  33337. camera.fov = fov;
  33338. camera.aspect = aspect;
  33339. camera.far = far;
  33340. camera.updateProjectionMatrix();
  33341. }
  33342. super.updateMatrices( light );
  33343. }
  33344. copy( source ) {
  33345. super.copy( source );
  33346. this.focus = source.focus;
  33347. return this;
  33348. }
  33349. }
  33350. /**
  33351. * This light gets emitted from a single point in one direction, along a cone
  33352. * that increases in size the further from the light it gets.
  33353. *
  33354. * This light can cast shadows - see the {@link SpotLightShadow} for details.
  33355. *
  33356. * ```js
  33357. * // white spotlight shining from the side, modulated by a texture
  33358. * const spotLight = new THREE.SpotLight( 0xffffff );
  33359. * spotLight.position.set( 100, 1000, 100 );
  33360. * spotLight.map = new THREE.TextureLoader().load( url );
  33361. *
  33362. * spotLight.castShadow = true;
  33363. * spotLight.shadow.mapSize.width = 1024;
  33364. * spotLight.shadow.mapSize.height = 1024;
  33365. * spotLight.shadow.camera.near = 500;
  33366. * spotLight.shadow.camera.far = 4000;
  33367. * spotLight.shadow.camera.fov = 30;s
  33368. * ```
  33369. *
  33370. * @augments Light
  33371. */
  33372. class SpotLight extends Light {
  33373. /**
  33374. * Constructs a new spot light.
  33375. *
  33376. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  33377. * @param {number} [intensity=1] - The light's strength/intensity measured in candela (cd).
  33378. * @param {number} [distance=0] - Maximum range of the light. `0` means no limit.
  33379. * @param {number} [angle=Math.PI/3] - Maximum angle of light dispersion from its direction whose upper bound is `Math.PI/2`.
  33380. * @param {number} [penumbra=0] - Percent of the spotlight cone that is attenuated due to penumbra. Value range is `[0,1]`.
  33381. * @param {number} [decay=2] - The amount the light dims along the distance of the light.
  33382. */
  33383. constructor( color, intensity, distance = 0, angle = Math.PI / 3, penumbra = 0, decay = 2 ) {
  33384. super( color, intensity );
  33385. /**
  33386. * This flag can be used for type testing.
  33387. *
  33388. * @type {boolean}
  33389. * @readonly
  33390. * @default true
  33391. */
  33392. this.isSpotLight = true;
  33393. this.type = 'SpotLight';
  33394. this.position.copy( Object3D.DEFAULT_UP );
  33395. this.updateMatrix();
  33396. /**
  33397. * The spot light points from its position to the
  33398. * target's position.
  33399. *
  33400. * For the target's position to be changed to anything other
  33401. * than the default, it must be added to the scene.
  33402. *
  33403. * It is also possible to set the target to be another 3D object
  33404. * in the scene. The light will now track the target object.
  33405. *
  33406. * @type {Object3D}
  33407. */
  33408. this.target = new Object3D();
  33409. /**
  33410. * Maximum range of the light. `0` means no limit.
  33411. *
  33412. * @type {number}
  33413. * @default 0
  33414. */
  33415. this.distance = distance;
  33416. /**
  33417. * Maximum angle of light dispersion from its direction whose upper bound is `Math.PI/2`.
  33418. *
  33419. * @type {number}
  33420. * @default Math.PI/3
  33421. */
  33422. this.angle = angle;
  33423. /**
  33424. * Percent of the spotlight cone that is attenuated due to penumbra.
  33425. * Value range is `[0,1]`.
  33426. *
  33427. * @type {number}
  33428. * @default 0
  33429. */
  33430. this.penumbra = penumbra;
  33431. /**
  33432. * The amount the light dims along the distance of the light. In context of
  33433. * physically-correct rendering the default value should not be changed.
  33434. *
  33435. * @type {number}
  33436. * @default 2
  33437. */
  33438. this.decay = decay;
  33439. /**
  33440. * A texture used to modulate the color of the light. The spot light
  33441. * color is mixed with the RGB value of this texture, with a ratio
  33442. * corresponding to its alpha value. The cookie-like masking effect is
  33443. * reproduced using pixel values (0, 0, 0, 1-cookie_value).
  33444. *
  33445. * *Warning*: This property is disabled if {@link Object3D#castShadow} is set to `false`.
  33446. *
  33447. * @type {?Texture}
  33448. * @default null
  33449. */
  33450. this.map = null;
  33451. /**
  33452. * This property holds the light's shadow configuration.
  33453. *
  33454. * @type {SpotLightShadow}
  33455. */
  33456. this.shadow = new SpotLightShadow();
  33457. }
  33458. /**
  33459. * The light's power. Power is the luminous power of the light measured in lumens (lm).
  33460. * Changing the power will also change the light's intensity.
  33461. *
  33462. * @type {number}
  33463. */
  33464. get power() {
  33465. // compute the light's luminous power (in lumens) from its intensity (in candela)
  33466. // by convention for a spotlight, luminous power (lm) = π * luminous intensity (cd)
  33467. return this.intensity * Math.PI;
  33468. }
  33469. set power( power ) {
  33470. // set the light's intensity (in candela) from the desired luminous power (in lumens)
  33471. this.intensity = power / Math.PI;
  33472. }
  33473. dispose() {
  33474. this.shadow.dispose();
  33475. }
  33476. copy( source, recursive ) {
  33477. super.copy( source, recursive );
  33478. this.distance = source.distance;
  33479. this.angle = source.angle;
  33480. this.penumbra = source.penumbra;
  33481. this.decay = source.decay;
  33482. this.target = source.target.clone();
  33483. this.shadow = source.shadow.clone();
  33484. return this;
  33485. }
  33486. }
  33487. const _projScreenMatrix = /*@__PURE__*/ new Matrix4();
  33488. const _lightPositionWorld = /*@__PURE__*/ new Vector3();
  33489. const _lookTarget = /*@__PURE__*/ new Vector3();
  33490. /**
  33491. * Represents the shadow configuration of point lights.
  33492. *
  33493. * @augments LightShadow
  33494. */
  33495. class PointLightShadow extends LightShadow {
  33496. /**
  33497. * Constructs a new point light shadow.
  33498. */
  33499. constructor() {
  33500. super( new PerspectiveCamera( 90, 1, 0.5, 500 ) );
  33501. /**
  33502. * This flag can be used for type testing.
  33503. *
  33504. * @type {boolean}
  33505. * @readonly
  33506. * @default true
  33507. */
  33508. this.isPointLightShadow = true;
  33509. this._frameExtents = new Vector2( 4, 2 );
  33510. this._viewportCount = 6;
  33511. this._viewports = [
  33512. // These viewports map a cube-map onto a 2D texture with the
  33513. // following orientation:
  33514. //
  33515. // xzXZ
  33516. // y Y
  33517. //
  33518. // X - Positive x direction
  33519. // x - Negative x direction
  33520. // Y - Positive y direction
  33521. // y - Negative y direction
  33522. // Z - Positive z direction
  33523. // z - Negative z direction
  33524. // positive X
  33525. new Vector4( 2, 1, 1, 1 ),
  33526. // negative X
  33527. new Vector4( 0, 1, 1, 1 ),
  33528. // positive Z
  33529. new Vector4( 3, 1, 1, 1 ),
  33530. // negative Z
  33531. new Vector4( 1, 1, 1, 1 ),
  33532. // positive Y
  33533. new Vector4( 3, 0, 1, 1 ),
  33534. // negative Y
  33535. new Vector4( 1, 0, 1, 1 )
  33536. ];
  33537. this._cubeDirections = [
  33538. new Vector3( 1, 0, 0 ), new Vector3( -1, 0, 0 ), new Vector3( 0, 0, 1 ),
  33539. new Vector3( 0, 0, -1 ), new Vector3( 0, 1, 0 ), new Vector3( 0, -1, 0 )
  33540. ];
  33541. this._cubeUps = [
  33542. new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ),
  33543. new Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ), new Vector3( 0, 0, -1 )
  33544. ];
  33545. }
  33546. /**
  33547. * Update the matrices for the camera and shadow, used internally by the renderer.
  33548. *
  33549. * @param {Light} light - The light for which the shadow is being rendered.
  33550. * @param {number} [viewportIndex=0] - The viewport index.
  33551. */
  33552. updateMatrices( light, viewportIndex = 0 ) {
  33553. const camera = this.camera;
  33554. const shadowMatrix = this.matrix;
  33555. const far = light.distance || camera.far;
  33556. if ( far !== camera.far ) {
  33557. camera.far = far;
  33558. camera.updateProjectionMatrix();
  33559. }
  33560. _lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
  33561. camera.position.copy( _lightPositionWorld );
  33562. _lookTarget.copy( camera.position );
  33563. _lookTarget.add( this._cubeDirections[ viewportIndex ] );
  33564. camera.up.copy( this._cubeUps[ viewportIndex ] );
  33565. camera.lookAt( _lookTarget );
  33566. camera.updateMatrixWorld();
  33567. shadowMatrix.makeTranslation( - _lightPositionWorld.x, - _lightPositionWorld.y, - _lightPositionWorld.z );
  33568. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  33569. this._frustum.setFromProjectionMatrix( _projScreenMatrix, camera.coordinateSystem, camera.reversedDepth );
  33570. }
  33571. }
  33572. /**
  33573. * A light that gets emitted from a single point in all directions. A common
  33574. * use case for this is to replicate the light emitted from a bare
  33575. * lightbulb.
  33576. *
  33577. * This light can cast shadows - see the {@link PointLightShadow} for details.
  33578. *
  33579. * ```js
  33580. * const light = new THREE.PointLight( 0xff0000, 1, 100 );
  33581. * light.position.set( 50, 50, 50 );
  33582. * scene.add( light );
  33583. * ```
  33584. *
  33585. * @augments Light
  33586. */
  33587. class PointLight extends Light {
  33588. /**
  33589. * Constructs a new point light.
  33590. *
  33591. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  33592. * @param {number} [intensity=1] - The light's strength/intensity measured in candela (cd).
  33593. * @param {number} [distance=0] - Maximum range of the light. `0` means no limit.
  33594. * @param {number} [decay=2] - The amount the light dims along the distance of the light.
  33595. */
  33596. constructor( color, intensity, distance = 0, decay = 2 ) {
  33597. super( color, intensity );
  33598. /**
  33599. * This flag can be used for type testing.
  33600. *
  33601. * @type {boolean}
  33602. * @readonly
  33603. * @default true
  33604. */
  33605. this.isPointLight = true;
  33606. this.type = 'PointLight';
  33607. /**
  33608. * When distance is zero, light will attenuate according to inverse-square
  33609. * law to infinite distance. When distance is non-zero, light will attenuate
  33610. * according to inverse-square law until near the distance cutoff, where it
  33611. * will then attenuate quickly and smoothly to 0. Inherently, cutoffs are not
  33612. * physically correct.
  33613. *
  33614. * @type {number}
  33615. * @default 0
  33616. */
  33617. this.distance = distance;
  33618. /**
  33619. * The amount the light dims along the distance of the light. In context of
  33620. * physically-correct rendering the default value should not be changed.
  33621. *
  33622. * @type {number}
  33623. * @default 2
  33624. */
  33625. this.decay = decay;
  33626. /**
  33627. * This property holds the light's shadow configuration.
  33628. *
  33629. * @type {PointLightShadow}
  33630. */
  33631. this.shadow = new PointLightShadow();
  33632. }
  33633. /**
  33634. * The light's power. Power is the luminous power of the light measured in lumens (lm).
  33635. * Changing the power will also change the light's intensity.
  33636. *
  33637. * @type {number}
  33638. */
  33639. get power() {
  33640. // compute the light's luminous power (in lumens) from its intensity (in candela)
  33641. // for an isotropic light source, luminous power (lm) = 4 π luminous intensity (cd)
  33642. return this.intensity * 4 * Math.PI;
  33643. }
  33644. set power( power ) {
  33645. // set the light's intensity (in candela) from the desired luminous power (in lumens)
  33646. this.intensity = power / ( 4 * Math.PI );
  33647. }
  33648. dispose() {
  33649. this.shadow.dispose();
  33650. }
  33651. copy( source, recursive ) {
  33652. super.copy( source, recursive );
  33653. this.distance = source.distance;
  33654. this.decay = source.decay;
  33655. this.shadow = source.shadow.clone();
  33656. return this;
  33657. }
  33658. }
  33659. /**
  33660. * Camera that uses [orthographic projection]{@link https://en.wikipedia.org/wiki/Orthographic_projection}.
  33661. *
  33662. * In this projection mode, an object's size in the rendered image stays
  33663. * constant regardless of its distance from the camera. This can be useful
  33664. * for rendering 2D scenes and UI elements, amongst other things.
  33665. *
  33666. * ```js
  33667. * const camera = new THREE.OrthographicCamera( width / - 2, width / 2, height / 2, height / - 2, 1, 1000 );
  33668. * scene.add( camera );
  33669. * ```
  33670. *
  33671. * @augments Camera
  33672. */
  33673. class OrthographicCamera extends Camera {
  33674. /**
  33675. * Constructs a new orthographic camera.
  33676. *
  33677. * @param {number} [left=-1] - The left plane of the camera's frustum.
  33678. * @param {number} [right=1] - The right plane of the camera's frustum.
  33679. * @param {number} [top=1] - The top plane of the camera's frustum.
  33680. * @param {number} [bottom=-1] - The bottom plane of the camera's frustum.
  33681. * @param {number} [near=0.1] - The camera's near plane.
  33682. * @param {number} [far=2000] - The camera's far plane.
  33683. */
  33684. constructor( left = -1, right = 1, top = 1, bottom = -1, near = 0.1, far = 2000 ) {
  33685. super();
  33686. /**
  33687. * This flag can be used for type testing.
  33688. *
  33689. * @type {boolean}
  33690. * @readonly
  33691. * @default true
  33692. */
  33693. this.isOrthographicCamera = true;
  33694. this.type = 'OrthographicCamera';
  33695. /**
  33696. * The zoom factor of the camera.
  33697. *
  33698. * @type {number}
  33699. * @default 1
  33700. */
  33701. this.zoom = 1;
  33702. /**
  33703. * Represents the frustum window specification. This property should not be edited
  33704. * directly but via {@link PerspectiveCamera#setViewOffset} and {@link PerspectiveCamera#clearViewOffset}.
  33705. *
  33706. * @type {?Object}
  33707. * @default null
  33708. */
  33709. this.view = null;
  33710. /**
  33711. * The left plane of the camera's frustum.
  33712. *
  33713. * @type {number}
  33714. * @default -1
  33715. */
  33716. this.left = left;
  33717. /**
  33718. * The right plane of the camera's frustum.
  33719. *
  33720. * @type {number}
  33721. * @default 1
  33722. */
  33723. this.right = right;
  33724. /**
  33725. * The top plane of the camera's frustum.
  33726. *
  33727. * @type {number}
  33728. * @default 1
  33729. */
  33730. this.top = top;
  33731. /**
  33732. * The bottom plane of the camera's frustum.
  33733. *
  33734. * @type {number}
  33735. * @default -1
  33736. */
  33737. this.bottom = bottom;
  33738. /**
  33739. * The camera's near plane. The valid range is greater than `0`
  33740. * and less than the current value of {@link OrthographicCamera#far}.
  33741. *
  33742. * Note that, unlike for the {@link PerspectiveCamera}, `0` is a
  33743. * valid value for an orthographic camera's near plane.
  33744. *
  33745. * @type {number}
  33746. * @default 0.1
  33747. */
  33748. this.near = near;
  33749. /**
  33750. * The camera's far plane. Must be greater than the
  33751. * current value of {@link OrthographicCamera#near}.
  33752. *
  33753. * @type {number}
  33754. * @default 2000
  33755. */
  33756. this.far = far;
  33757. this.updateProjectionMatrix();
  33758. }
  33759. copy( source, recursive ) {
  33760. super.copy( source, recursive );
  33761. this.left = source.left;
  33762. this.right = source.right;
  33763. this.top = source.top;
  33764. this.bottom = source.bottom;
  33765. this.near = source.near;
  33766. this.far = source.far;
  33767. this.zoom = source.zoom;
  33768. this.view = source.view === null ? null : Object.assign( {}, source.view );
  33769. return this;
  33770. }
  33771. /**
  33772. * Sets an offset in a larger frustum. This is useful for multi-window or
  33773. * multi-monitor/multi-machine setups.
  33774. *
  33775. * @param {number} fullWidth - The full width of multiview setup.
  33776. * @param {number} fullHeight - The full height of multiview setup.
  33777. * @param {number} x - The horizontal offset of the subcamera.
  33778. * @param {number} y - The vertical offset of the subcamera.
  33779. * @param {number} width - The width of subcamera.
  33780. * @param {number} height - The height of subcamera.
  33781. * @see {@link PerspectiveCamera#setViewOffset}
  33782. */
  33783. setViewOffset( fullWidth, fullHeight, x, y, width, height ) {
  33784. if ( this.view === null ) {
  33785. this.view = {
  33786. enabled: true,
  33787. fullWidth: 1,
  33788. fullHeight: 1,
  33789. offsetX: 0,
  33790. offsetY: 0,
  33791. width: 1,
  33792. height: 1
  33793. };
  33794. }
  33795. this.view.enabled = true;
  33796. this.view.fullWidth = fullWidth;
  33797. this.view.fullHeight = fullHeight;
  33798. this.view.offsetX = x;
  33799. this.view.offsetY = y;
  33800. this.view.width = width;
  33801. this.view.height = height;
  33802. this.updateProjectionMatrix();
  33803. }
  33804. /**
  33805. * Removes the view offset from the projection matrix.
  33806. */
  33807. clearViewOffset() {
  33808. if ( this.view !== null ) {
  33809. this.view.enabled = false;
  33810. }
  33811. this.updateProjectionMatrix();
  33812. }
  33813. /**
  33814. * Updates the camera's projection matrix. Must be called after any change of
  33815. * camera properties.
  33816. */
  33817. updateProjectionMatrix() {
  33818. const dx = ( this.right - this.left ) / ( 2 * this.zoom );
  33819. const dy = ( this.top - this.bottom ) / ( 2 * this.zoom );
  33820. const cx = ( this.right + this.left ) / 2;
  33821. const cy = ( this.top + this.bottom ) / 2;
  33822. let left = cx - dx;
  33823. let right = cx + dx;
  33824. let top = cy + dy;
  33825. let bottom = cy - dy;
  33826. if ( this.view !== null && this.view.enabled ) {
  33827. const scaleW = ( this.right - this.left ) / this.view.fullWidth / this.zoom;
  33828. const scaleH = ( this.top - this.bottom ) / this.view.fullHeight / this.zoom;
  33829. left += scaleW * this.view.offsetX;
  33830. right = left + scaleW * this.view.width;
  33831. top -= scaleH * this.view.offsetY;
  33832. bottom = top - scaleH * this.view.height;
  33833. }
  33834. this.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far, this.coordinateSystem, this.reversedDepth );
  33835. this.projectionMatrixInverse.copy( this.projectionMatrix ).invert();
  33836. }
  33837. toJSON( meta ) {
  33838. const data = super.toJSON( meta );
  33839. data.object.zoom = this.zoom;
  33840. data.object.left = this.left;
  33841. data.object.right = this.right;
  33842. data.object.top = this.top;
  33843. data.object.bottom = this.bottom;
  33844. data.object.near = this.near;
  33845. data.object.far = this.far;
  33846. if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );
  33847. return data;
  33848. }
  33849. }
  33850. /**
  33851. * Represents the shadow configuration of directional lights.
  33852. *
  33853. * @augments LightShadow
  33854. */
  33855. class DirectionalLightShadow extends LightShadow {
  33856. /**
  33857. * Constructs a new directional light shadow.
  33858. */
  33859. constructor() {
  33860. super( new OrthographicCamera( -5, 5, 5, -5, 0.5, 500 ) );
  33861. /**
  33862. * This flag can be used for type testing.
  33863. *
  33864. * @type {boolean}
  33865. * @readonly
  33866. * @default true
  33867. */
  33868. this.isDirectionalLightShadow = true;
  33869. }
  33870. }
  33871. /**
  33872. * A light that gets emitted in a specific direction. This light will behave
  33873. * as though it is infinitely far away and the rays produced from it are all
  33874. * parallel. The common use case for this is to simulate daylight; the sun is
  33875. * far enough away that its position can be considered to be infinite, and
  33876. * all light rays coming from it are parallel.
  33877. *
  33878. * A common point of confusion for directional lights is that setting the
  33879. * rotation has no effect. This is because three.js's DirectionalLight is the
  33880. * equivalent to what is often called a 'Target Direct Light' in other
  33881. * applications.
  33882. *
  33883. * This means that its direction is calculated as pointing from the light's
  33884. * {@link Object3D#position} to the {@link DirectionalLight#target} position
  33885. * (as opposed to a 'Free Direct Light' that just has a rotation
  33886. * component).
  33887. *
  33888. * This light can cast shadows - see the {@link DirectionalLightShadow} for details.
  33889. *
  33890. * ```js
  33891. * // White directional light at half intensity shining from the top.
  33892. * const directionalLight = new THREE.DirectionalLight( 0xffffff, 0.5 );
  33893. * scene.add( directionalLight );
  33894. * ```
  33895. *
  33896. * @augments Light
  33897. */
  33898. class DirectionalLight extends Light {
  33899. /**
  33900. * Constructs a new directional light.
  33901. *
  33902. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  33903. * @param {number} [intensity=1] - The light's strength/intensity.
  33904. */
  33905. constructor( color, intensity ) {
  33906. super( color, intensity );
  33907. /**
  33908. * This flag can be used for type testing.
  33909. *
  33910. * @type {boolean}
  33911. * @readonly
  33912. * @default true
  33913. */
  33914. this.isDirectionalLight = true;
  33915. this.type = 'DirectionalLight';
  33916. this.position.copy( Object3D.DEFAULT_UP );
  33917. this.updateMatrix();
  33918. /**
  33919. * The directional light points from its position to the
  33920. * target's position.
  33921. *
  33922. * For the target's position to be changed to anything other
  33923. * than the default, it must be added to the scene.
  33924. *
  33925. * It is also possible to set the target to be another 3D object
  33926. * in the scene. The light will now track the target object.
  33927. *
  33928. * @type {Object3D}
  33929. */
  33930. this.target = new Object3D();
  33931. /**
  33932. * This property holds the light's shadow configuration.
  33933. *
  33934. * @type {DirectionalLightShadow}
  33935. */
  33936. this.shadow = new DirectionalLightShadow();
  33937. }
  33938. dispose() {
  33939. this.shadow.dispose();
  33940. }
  33941. copy( source ) {
  33942. super.copy( source );
  33943. this.target = source.target.clone();
  33944. this.shadow = source.shadow.clone();
  33945. return this;
  33946. }
  33947. }
  33948. /**
  33949. * This light globally illuminates all objects in the scene equally.
  33950. *
  33951. * It cannot be used to cast shadows as it does not have a direction.
  33952. *
  33953. * ```js
  33954. * const light = new THREE.AmbientLight( 0x404040 ); // soft white light
  33955. * scene.add( light );
  33956. * ```
  33957. *
  33958. * @augments Light
  33959. */
  33960. class AmbientLight extends Light {
  33961. /**
  33962. * Constructs a new ambient light.
  33963. *
  33964. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  33965. * @param {number} [intensity=1] - The light's strength/intensity.
  33966. */
  33967. constructor( color, intensity ) {
  33968. super( color, intensity );
  33969. /**
  33970. * This flag can be used for type testing.
  33971. *
  33972. * @type {boolean}
  33973. * @readonly
  33974. * @default true
  33975. */
  33976. this.isAmbientLight = true;
  33977. this.type = 'AmbientLight';
  33978. }
  33979. }
  33980. /**
  33981. * This class emits light uniformly across the face a rectangular plane.
  33982. * This light type can be used to simulate light sources such as bright
  33983. * windows or strip lighting.
  33984. *
  33985. * Important Notes:
  33986. *
  33987. * - There is no shadow support.
  33988. * - Only PBR materials are supported.
  33989. * - You have to include `RectAreaLightUniformsLib` (`WebGLRenderer`) or `RectAreaLightTexturesLib` (`WebGPURenderer`)
  33990. * into your app and init the uniforms/textures.
  33991. *
  33992. * ```js
  33993. * RectAreaLightUniformsLib.init(); // only relevant for WebGLRenderer
  33994. * THREE.RectAreaLightNode.setLTC( RectAreaLightTexturesLib.init() ); // only relevant for WebGPURenderer
  33995. *
  33996. * const intensity = 1; const width = 10; const height = 10;
  33997. * const rectLight = new THREE.RectAreaLight( 0xffffff, intensity, width, height );
  33998. * rectLight.position.set( 5, 5, 0 );
  33999. * rectLight.lookAt( 0, 0, 0 );
  34000. * scene.add( rectLight )
  34001. * ```
  34002. *
  34003. * @augments Light
  34004. */
  34005. class RectAreaLight extends Light {
  34006. /**
  34007. * Constructs a new area light.
  34008. *
  34009. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  34010. * @param {number} [intensity=1] - The light's strength/intensity.
  34011. * @param {number} [width=10] - The width of the light.
  34012. * @param {number} [height=10] - The height of the light.
  34013. */
  34014. constructor( color, intensity, width = 10, height = 10 ) {
  34015. super( color, intensity );
  34016. /**
  34017. * This flag can be used for type testing.
  34018. *
  34019. * @type {boolean}
  34020. * @readonly
  34021. * @default true
  34022. */
  34023. this.isRectAreaLight = true;
  34024. this.type = 'RectAreaLight';
  34025. /**
  34026. * The width of the light.
  34027. *
  34028. * @type {number}
  34029. * @default 10
  34030. */
  34031. this.width = width;
  34032. /**
  34033. * The height of the light.
  34034. *
  34035. * @type {number}
  34036. * @default 10
  34037. */
  34038. this.height = height;
  34039. }
  34040. /**
  34041. * The light's power. Power is the luminous power of the light measured in lumens (lm).
  34042. * Changing the power will also change the light's intensity.
  34043. *
  34044. * @type {number}
  34045. */
  34046. get power() {
  34047. // compute the light's luminous power (in lumens) from its intensity (in nits)
  34048. return this.intensity * this.width * this.height * Math.PI;
  34049. }
  34050. set power( power ) {
  34051. // set the light's intensity (in nits) from the desired luminous power (in lumens)
  34052. this.intensity = power / ( this.width * this.height * Math.PI );
  34053. }
  34054. copy( source ) {
  34055. super.copy( source );
  34056. this.width = source.width;
  34057. this.height = source.height;
  34058. return this;
  34059. }
  34060. toJSON( meta ) {
  34061. const data = super.toJSON( meta );
  34062. data.object.width = this.width;
  34063. data.object.height = this.height;
  34064. return data;
  34065. }
  34066. }
  34067. /**
  34068. * Represents a third-order spherical harmonics (SH). Light probes use this class
  34069. * to encode lighting information.
  34070. *
  34071. * - Primary reference: {@link https://graphics.stanford.edu/papers/envmap/envmap.pdf}
  34072. * - Secondary reference: {@link https://www.ppsloan.org/publications/StupidSH36.pdf}
  34073. */
  34074. class SphericalHarmonics3 {
  34075. /**
  34076. * Constructs a new spherical harmonics.
  34077. */
  34078. constructor() {
  34079. /**
  34080. * This flag can be used for type testing.
  34081. *
  34082. * @type {boolean}
  34083. * @readonly
  34084. * @default true
  34085. */
  34086. this.isSphericalHarmonics3 = true;
  34087. /**
  34088. * An array holding the (9) SH coefficients.
  34089. *
  34090. * @type {Array<Vector3>}
  34091. */
  34092. this.coefficients = [];
  34093. for ( let i = 0; i < 9; i ++ ) {
  34094. this.coefficients.push( new Vector3() );
  34095. }
  34096. }
  34097. /**
  34098. * Sets the given SH coefficients to this instance by copying
  34099. * the values.
  34100. *
  34101. * @param {Array<Vector3>} coefficients - The SH coefficients.
  34102. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  34103. */
  34104. set( coefficients ) {
  34105. for ( let i = 0; i < 9; i ++ ) {
  34106. this.coefficients[ i ].copy( coefficients[ i ] );
  34107. }
  34108. return this;
  34109. }
  34110. /**
  34111. * Sets all SH coefficients to `0`.
  34112. *
  34113. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  34114. */
  34115. zero() {
  34116. for ( let i = 0; i < 9; i ++ ) {
  34117. this.coefficients[ i ].set( 0, 0, 0 );
  34118. }
  34119. return this;
  34120. }
  34121. /**
  34122. * Returns the radiance in the direction of the given normal.
  34123. *
  34124. * @param {Vector3} normal - The normal vector (assumed to be unit length)
  34125. * @param {Vector3} target - The target vector that is used to store the method's result.
  34126. * @return {Vector3} The radiance.
  34127. */
  34128. getAt( normal, target ) {
  34129. // normal is assumed to be unit length
  34130. const x = normal.x, y = normal.y, z = normal.z;
  34131. const coeff = this.coefficients;
  34132. // band 0
  34133. target.copy( coeff[ 0 ] ).multiplyScalar( 0.282095 );
  34134. // band 1
  34135. target.addScaledVector( coeff[ 1 ], 0.488603 * y );
  34136. target.addScaledVector( coeff[ 2 ], 0.488603 * z );
  34137. target.addScaledVector( coeff[ 3 ], 0.488603 * x );
  34138. // band 2
  34139. target.addScaledVector( coeff[ 4 ], 1.092548 * ( x * y ) );
  34140. target.addScaledVector( coeff[ 5 ], 1.092548 * ( y * z ) );
  34141. target.addScaledVector( coeff[ 6 ], 0.315392 * ( 3.0 * z * z - 1.0 ) );
  34142. target.addScaledVector( coeff[ 7 ], 1.092548 * ( x * z ) );
  34143. target.addScaledVector( coeff[ 8 ], 0.546274 * ( x * x - y * y ) );
  34144. return target;
  34145. }
  34146. /**
  34147. * Returns the irradiance (radiance convolved with cosine lobe) in the
  34148. * direction of the given normal.
  34149. *
  34150. * @param {Vector3} normal - The normal vector (assumed to be unit length)
  34151. * @param {Vector3} target - The target vector that is used to store the method's result.
  34152. * @return {Vector3} The irradiance.
  34153. */
  34154. getIrradianceAt( normal, target ) {
  34155. // normal is assumed to be unit length
  34156. const x = normal.x, y = normal.y, z = normal.z;
  34157. const coeff = this.coefficients;
  34158. // band 0
  34159. target.copy( coeff[ 0 ] ).multiplyScalar( 0.886227 ); // π * 0.282095
  34160. // band 1
  34161. target.addScaledVector( coeff[ 1 ], 2.0 * 0.511664 * y ); // ( 2 * π / 3 ) * 0.488603
  34162. target.addScaledVector( coeff[ 2 ], 2.0 * 0.511664 * z );
  34163. target.addScaledVector( coeff[ 3 ], 2.0 * 0.511664 * x );
  34164. // band 2
  34165. target.addScaledVector( coeff[ 4 ], 2.0 * 0.429043 * x * y ); // ( π / 4 ) * 1.092548
  34166. target.addScaledVector( coeff[ 5 ], 2.0 * 0.429043 * y * z );
  34167. target.addScaledVector( coeff[ 6 ], 0.743125 * z * z - 0.247708 ); // ( π / 4 ) * 0.315392 * 3
  34168. target.addScaledVector( coeff[ 7 ], 2.0 * 0.429043 * x * z );
  34169. target.addScaledVector( coeff[ 8 ], 0.429043 * ( x * x - y * y ) ); // ( π / 4 ) * 0.546274
  34170. return target;
  34171. }
  34172. /**
  34173. * Adds the given SH to this instance.
  34174. *
  34175. * @param {SphericalHarmonics3} sh - The SH to add.
  34176. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  34177. */
  34178. add( sh ) {
  34179. for ( let i = 0; i < 9; i ++ ) {
  34180. this.coefficients[ i ].add( sh.coefficients[ i ] );
  34181. }
  34182. return this;
  34183. }
  34184. /**
  34185. * A convenience method for performing {@link SphericalHarmonics3#add} and
  34186. * {@link SphericalHarmonics3#scale} at once.
  34187. *
  34188. * @param {SphericalHarmonics3} sh - The SH to add.
  34189. * @param {number} s - The scale factor.
  34190. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  34191. */
  34192. addScaledSH( sh, s ) {
  34193. for ( let i = 0; i < 9; i ++ ) {
  34194. this.coefficients[ i ].addScaledVector( sh.coefficients[ i ], s );
  34195. }
  34196. return this;
  34197. }
  34198. /**
  34199. * Scales this SH by the given scale factor.
  34200. *
  34201. * @param {number} s - The scale factor.
  34202. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  34203. */
  34204. scale( s ) {
  34205. for ( let i = 0; i < 9; i ++ ) {
  34206. this.coefficients[ i ].multiplyScalar( s );
  34207. }
  34208. return this;
  34209. }
  34210. /**
  34211. * Linear interpolates between the given SH and this instance by the given
  34212. * alpha factor.
  34213. *
  34214. * @param {SphericalHarmonics3} sh - The SH to interpolate with.
  34215. * @param {number} alpha - The alpha factor.
  34216. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  34217. */
  34218. lerp( sh, alpha ) {
  34219. for ( let i = 0; i < 9; i ++ ) {
  34220. this.coefficients[ i ].lerp( sh.coefficients[ i ], alpha );
  34221. }
  34222. return this;
  34223. }
  34224. /**
  34225. * Returns `true` if this spherical harmonics is equal with the given one.
  34226. *
  34227. * @param {SphericalHarmonics3} sh - The spherical harmonics to test for equality.
  34228. * @return {boolean} Whether this spherical harmonics is equal with the given one.
  34229. */
  34230. equals( sh ) {
  34231. for ( let i = 0; i < 9; i ++ ) {
  34232. if ( ! this.coefficients[ i ].equals( sh.coefficients[ i ] ) ) {
  34233. return false;
  34234. }
  34235. }
  34236. return true;
  34237. }
  34238. /**
  34239. * Copies the values of the given spherical harmonics to this instance.
  34240. *
  34241. * @param {SphericalHarmonics3} sh - The spherical harmonics to copy.
  34242. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  34243. */
  34244. copy( sh ) {
  34245. return this.set( sh.coefficients );
  34246. }
  34247. /**
  34248. * Returns a new spherical harmonics with copied values from this instance.
  34249. *
  34250. * @return {SphericalHarmonics3} A clone of this instance.
  34251. */
  34252. clone() {
  34253. return new this.constructor().copy( this );
  34254. }
  34255. /**
  34256. * Sets the SH coefficients of this instance from the given array.
  34257. *
  34258. * @param {Array<number>} array - An array holding the SH coefficients.
  34259. * @param {number} [offset=0] - The array offset where to start copying.
  34260. * @return {SphericalHarmonics3} A clone of this instance.
  34261. */
  34262. fromArray( array, offset = 0 ) {
  34263. const coefficients = this.coefficients;
  34264. for ( let i = 0; i < 9; i ++ ) {
  34265. coefficients[ i ].fromArray( array, offset + ( i * 3 ) );
  34266. }
  34267. return this;
  34268. }
  34269. /**
  34270. * Returns an array with the SH coefficients, or copies them into the provided
  34271. * array. The coefficients are represented as numbers.
  34272. *
  34273. * @param {Array<number>} [array=[]] - The target array.
  34274. * @param {number} [offset=0] - The array offset where to start copying.
  34275. * @return {Array<number>} An array with flat SH coefficients.
  34276. */
  34277. toArray( array = [], offset = 0 ) {
  34278. const coefficients = this.coefficients;
  34279. for ( let i = 0; i < 9; i ++ ) {
  34280. coefficients[ i ].toArray( array, offset + ( i * 3 ) );
  34281. }
  34282. return array;
  34283. }
  34284. /**
  34285. * Computes the SH basis for the given normal vector.
  34286. *
  34287. * @param {Vector3} normal - The normal.
  34288. * @param {Array<number>} shBasis - The target array holding the SH basis.
  34289. */
  34290. static getBasisAt( normal, shBasis ) {
  34291. // normal is assumed to be unit length
  34292. const x = normal.x, y = normal.y, z = normal.z;
  34293. // band 0
  34294. shBasis[ 0 ] = 0.282095;
  34295. // band 1
  34296. shBasis[ 1 ] = 0.488603 * y;
  34297. shBasis[ 2 ] = 0.488603 * z;
  34298. shBasis[ 3 ] = 0.488603 * x;
  34299. // band 2
  34300. shBasis[ 4 ] = 1.092548 * x * y;
  34301. shBasis[ 5 ] = 1.092548 * y * z;
  34302. shBasis[ 6 ] = 0.315392 * ( 3 * z * z - 1 );
  34303. shBasis[ 7 ] = 1.092548 * x * z;
  34304. shBasis[ 8 ] = 0.546274 * ( x * x - y * y );
  34305. }
  34306. }
  34307. /**
  34308. * Light probes are an alternative way of adding light to a 3D scene. Unlike
  34309. * classical light sources (e.g. directional, point or spot lights), light
  34310. * probes do not emit light. Instead they store information about light
  34311. * passing through 3D space. During rendering, the light that hits a 3D
  34312. * object is approximated by using the data from the light probe.
  34313. *
  34314. * Light probes are usually created from (radiance) environment maps. The
  34315. * class {@link LightProbeGenerator} can be used to create light probes from
  34316. * cube textures or render targets. However, light estimation data could also
  34317. * be provided in other forms e.g. by WebXR. This enables the rendering of
  34318. * augmented reality content that reacts to real world lighting.
  34319. *
  34320. * The current probe implementation in three.js supports so-called diffuse
  34321. * light probes. This type of light probe is functionally equivalent to an
  34322. * irradiance environment map.
  34323. *
  34324. * @augments Light
  34325. */
  34326. class LightProbe extends Light {
  34327. /**
  34328. * Constructs a new light probe.
  34329. *
  34330. * @param {SphericalHarmonics3} sh - The spherical harmonics which represents encoded lighting information.
  34331. * @param {number} [intensity=1] - The light's strength/intensity.
  34332. */
  34333. constructor( sh = new SphericalHarmonics3(), intensity = 1 ) {
  34334. super( undefined, intensity );
  34335. /**
  34336. * This flag can be used for type testing.
  34337. *
  34338. * @type {boolean}
  34339. * @readonly
  34340. * @default true
  34341. */
  34342. this.isLightProbe = true;
  34343. /**
  34344. * A light probe uses spherical harmonics to encode lighting information.
  34345. *
  34346. * @type {SphericalHarmonics3}
  34347. */
  34348. this.sh = sh;
  34349. }
  34350. copy( source ) {
  34351. super.copy( source );
  34352. this.sh.copy( source.sh );
  34353. return this;
  34354. }
  34355. /**
  34356. * Deserializes the light prove from the given JSON.
  34357. *
  34358. * @param {Object} json - The JSON holding the serialized light probe.
  34359. * @return {LightProbe} A reference to this light probe.
  34360. */
  34361. fromJSON( json ) {
  34362. this.intensity = json.intensity; // TODO: Move this bit to Light.fromJSON();
  34363. this.sh.fromArray( json.sh );
  34364. return this;
  34365. }
  34366. toJSON( meta ) {
  34367. const data = super.toJSON( meta );
  34368. data.object.sh = this.sh.toArray();
  34369. return data;
  34370. }
  34371. }
  34372. /**
  34373. * Class for loading geometries. The files are internally
  34374. * loaded via {@link FileLoader}.
  34375. *
  34376. * ```js
  34377. * const loader = new THREE.MaterialLoader();
  34378. * const material = await loader.loadAsync( 'material.json' );
  34379. * ```
  34380. * This loader does not support node materials. Use {@link NodeMaterialLoader} instead.
  34381. *
  34382. * @augments Loader
  34383. */
  34384. class MaterialLoader extends Loader {
  34385. /**
  34386. * Constructs a new material loader.
  34387. *
  34388. * @param {LoadingManager} [manager] - The loading manager.
  34389. */
  34390. constructor( manager ) {
  34391. super( manager );
  34392. /**
  34393. * A dictionary holding textures used by the material.
  34394. *
  34395. * @type {Object<string,Texture>}
  34396. */
  34397. this.textures = {};
  34398. }
  34399. /**
  34400. * Starts loading from the given URL and pass the loaded material to the `onLoad()` callback.
  34401. *
  34402. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  34403. * @param {function(Material)} onLoad - Executed when the loading process has been finished.
  34404. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  34405. * @param {onErrorCallback} onError - Executed when errors occur.
  34406. */
  34407. load( url, onLoad, onProgress, onError ) {
  34408. const scope = this;
  34409. const loader = new FileLoader( scope.manager );
  34410. loader.setPath( scope.path );
  34411. loader.setRequestHeader( scope.requestHeader );
  34412. loader.setWithCredentials( scope.withCredentials );
  34413. loader.load( url, function ( text ) {
  34414. try {
  34415. onLoad( scope.parse( JSON.parse( text ) ) );
  34416. } catch ( e ) {
  34417. if ( onError ) {
  34418. onError( e );
  34419. } else {
  34420. error( e );
  34421. }
  34422. scope.manager.itemError( url );
  34423. }
  34424. }, onProgress, onError );
  34425. }
  34426. /**
  34427. * Parses the given JSON object and returns a material.
  34428. *
  34429. * @param {Object} json - The serialized material.
  34430. * @return {Material} The parsed material.
  34431. */
  34432. parse( json ) {
  34433. const textures = this.textures;
  34434. function getTexture( name ) {
  34435. if ( textures[ name ] === undefined ) {
  34436. warn( 'MaterialLoader: Undefined texture', name );
  34437. }
  34438. return textures[ name ];
  34439. }
  34440. const material = this.createMaterialFromType( json.type );
  34441. if ( json.uuid !== undefined ) material.uuid = json.uuid;
  34442. if ( json.name !== undefined ) material.name = json.name;
  34443. if ( json.color !== undefined && material.color !== undefined ) material.color.setHex( json.color );
  34444. if ( json.roughness !== undefined ) material.roughness = json.roughness;
  34445. if ( json.metalness !== undefined ) material.metalness = json.metalness;
  34446. if ( json.sheen !== undefined ) material.sheen = json.sheen;
  34447. if ( json.sheenColor !== undefined ) material.sheenColor = new Color().setHex( json.sheenColor );
  34448. if ( json.sheenRoughness !== undefined ) material.sheenRoughness = json.sheenRoughness;
  34449. if ( json.emissive !== undefined && material.emissive !== undefined ) material.emissive.setHex( json.emissive );
  34450. if ( json.specular !== undefined && material.specular !== undefined ) material.specular.setHex( json.specular );
  34451. if ( json.specularIntensity !== undefined ) material.specularIntensity = json.specularIntensity;
  34452. if ( json.specularColor !== undefined && material.specularColor !== undefined ) material.specularColor.setHex( json.specularColor );
  34453. if ( json.shininess !== undefined ) material.shininess = json.shininess;
  34454. if ( json.clearcoat !== undefined ) material.clearcoat = json.clearcoat;
  34455. if ( json.clearcoatRoughness !== undefined ) material.clearcoatRoughness = json.clearcoatRoughness;
  34456. if ( json.dispersion !== undefined ) material.dispersion = json.dispersion;
  34457. if ( json.iridescence !== undefined ) material.iridescence = json.iridescence;
  34458. if ( json.iridescenceIOR !== undefined ) material.iridescenceIOR = json.iridescenceIOR;
  34459. if ( json.iridescenceThicknessRange !== undefined ) material.iridescenceThicknessRange = json.iridescenceThicknessRange;
  34460. if ( json.transmission !== undefined ) material.transmission = json.transmission;
  34461. if ( json.thickness !== undefined ) material.thickness = json.thickness;
  34462. if ( json.attenuationDistance !== undefined ) material.attenuationDistance = json.attenuationDistance;
  34463. if ( json.attenuationColor !== undefined && material.attenuationColor !== undefined ) material.attenuationColor.setHex( json.attenuationColor );
  34464. if ( json.anisotropy !== undefined ) material.anisotropy = json.anisotropy;
  34465. if ( json.anisotropyRotation !== undefined ) material.anisotropyRotation = json.anisotropyRotation;
  34466. if ( json.fog !== undefined ) material.fog = json.fog;
  34467. if ( json.flatShading !== undefined ) material.flatShading = json.flatShading;
  34468. if ( json.blending !== undefined ) material.blending = json.blending;
  34469. if ( json.combine !== undefined ) material.combine = json.combine;
  34470. if ( json.side !== undefined ) material.side = json.side;
  34471. if ( json.shadowSide !== undefined ) material.shadowSide = json.shadowSide;
  34472. if ( json.opacity !== undefined ) material.opacity = json.opacity;
  34473. if ( json.transparent !== undefined ) material.transparent = json.transparent;
  34474. if ( json.alphaTest !== undefined ) material.alphaTest = json.alphaTest;
  34475. if ( json.alphaHash !== undefined ) material.alphaHash = json.alphaHash;
  34476. if ( json.depthFunc !== undefined ) material.depthFunc = json.depthFunc;
  34477. if ( json.depthTest !== undefined ) material.depthTest = json.depthTest;
  34478. if ( json.depthWrite !== undefined ) material.depthWrite = json.depthWrite;
  34479. if ( json.colorWrite !== undefined ) material.colorWrite = json.colorWrite;
  34480. if ( json.blendSrc !== undefined ) material.blendSrc = json.blendSrc;
  34481. if ( json.blendDst !== undefined ) material.blendDst = json.blendDst;
  34482. if ( json.blendEquation !== undefined ) material.blendEquation = json.blendEquation;
  34483. if ( json.blendSrcAlpha !== undefined ) material.blendSrcAlpha = json.blendSrcAlpha;
  34484. if ( json.blendDstAlpha !== undefined ) material.blendDstAlpha = json.blendDstAlpha;
  34485. if ( json.blendEquationAlpha !== undefined ) material.blendEquationAlpha = json.blendEquationAlpha;
  34486. if ( json.blendColor !== undefined && material.blendColor !== undefined ) material.blendColor.setHex( json.blendColor );
  34487. if ( json.blendAlpha !== undefined ) material.blendAlpha = json.blendAlpha;
  34488. if ( json.stencilWriteMask !== undefined ) material.stencilWriteMask = json.stencilWriteMask;
  34489. if ( json.stencilFunc !== undefined ) material.stencilFunc = json.stencilFunc;
  34490. if ( json.stencilRef !== undefined ) material.stencilRef = json.stencilRef;
  34491. if ( json.stencilFuncMask !== undefined ) material.stencilFuncMask = json.stencilFuncMask;
  34492. if ( json.stencilFail !== undefined ) material.stencilFail = json.stencilFail;
  34493. if ( json.stencilZFail !== undefined ) material.stencilZFail = json.stencilZFail;
  34494. if ( json.stencilZPass !== undefined ) material.stencilZPass = json.stencilZPass;
  34495. if ( json.stencilWrite !== undefined ) material.stencilWrite = json.stencilWrite;
  34496. if ( json.wireframe !== undefined ) material.wireframe = json.wireframe;
  34497. if ( json.wireframeLinewidth !== undefined ) material.wireframeLinewidth = json.wireframeLinewidth;
  34498. if ( json.wireframeLinecap !== undefined ) material.wireframeLinecap = json.wireframeLinecap;
  34499. if ( json.wireframeLinejoin !== undefined ) material.wireframeLinejoin = json.wireframeLinejoin;
  34500. if ( json.rotation !== undefined ) material.rotation = json.rotation;
  34501. if ( json.linewidth !== undefined ) material.linewidth = json.linewidth;
  34502. if ( json.dashSize !== undefined ) material.dashSize = json.dashSize;
  34503. if ( json.gapSize !== undefined ) material.gapSize = json.gapSize;
  34504. if ( json.scale !== undefined ) material.scale = json.scale;
  34505. if ( json.polygonOffset !== undefined ) material.polygonOffset = json.polygonOffset;
  34506. if ( json.polygonOffsetFactor !== undefined ) material.polygonOffsetFactor = json.polygonOffsetFactor;
  34507. if ( json.polygonOffsetUnits !== undefined ) material.polygonOffsetUnits = json.polygonOffsetUnits;
  34508. if ( json.dithering !== undefined ) material.dithering = json.dithering;
  34509. if ( json.alphaToCoverage !== undefined ) material.alphaToCoverage = json.alphaToCoverage;
  34510. if ( json.premultipliedAlpha !== undefined ) material.premultipliedAlpha = json.premultipliedAlpha;
  34511. if ( json.forceSinglePass !== undefined ) material.forceSinglePass = json.forceSinglePass;
  34512. if ( json.visible !== undefined ) material.visible = json.visible;
  34513. if ( json.toneMapped !== undefined ) material.toneMapped = json.toneMapped;
  34514. if ( json.userData !== undefined ) material.userData = json.userData;
  34515. if ( json.vertexColors !== undefined ) {
  34516. if ( typeof json.vertexColors === 'number' ) {
  34517. material.vertexColors = ( json.vertexColors > 0 ) ? true : false;
  34518. } else {
  34519. material.vertexColors = json.vertexColors;
  34520. }
  34521. }
  34522. // Shader Material
  34523. if ( json.uniforms !== undefined ) {
  34524. for ( const name in json.uniforms ) {
  34525. const uniform = json.uniforms[ name ];
  34526. material.uniforms[ name ] = {};
  34527. switch ( uniform.type ) {
  34528. case 't':
  34529. material.uniforms[ name ].value = getTexture( uniform.value );
  34530. break;
  34531. case 'c':
  34532. material.uniforms[ name ].value = new Color().setHex( uniform.value );
  34533. break;
  34534. case 'v2':
  34535. material.uniforms[ name ].value = new Vector2().fromArray( uniform.value );
  34536. break;
  34537. case 'v3':
  34538. material.uniforms[ name ].value = new Vector3().fromArray( uniform.value );
  34539. break;
  34540. case 'v4':
  34541. material.uniforms[ name ].value = new Vector4().fromArray( uniform.value );
  34542. break;
  34543. case 'm3':
  34544. material.uniforms[ name ].value = new Matrix3().fromArray( uniform.value );
  34545. break;
  34546. case 'm4':
  34547. material.uniforms[ name ].value = new Matrix4().fromArray( uniform.value );
  34548. break;
  34549. default:
  34550. material.uniforms[ name ].value = uniform.value;
  34551. }
  34552. }
  34553. }
  34554. if ( json.defines !== undefined ) material.defines = json.defines;
  34555. if ( json.vertexShader !== undefined ) material.vertexShader = json.vertexShader;
  34556. if ( json.fragmentShader !== undefined ) material.fragmentShader = json.fragmentShader;
  34557. if ( json.glslVersion !== undefined ) material.glslVersion = json.glslVersion;
  34558. if ( json.extensions !== undefined ) {
  34559. for ( const key in json.extensions ) {
  34560. material.extensions[ key ] = json.extensions[ key ];
  34561. }
  34562. }
  34563. if ( json.lights !== undefined ) material.lights = json.lights;
  34564. if ( json.clipping !== undefined ) material.clipping = json.clipping;
  34565. // for PointsMaterial
  34566. if ( json.size !== undefined ) material.size = json.size;
  34567. if ( json.sizeAttenuation !== undefined ) material.sizeAttenuation = json.sizeAttenuation;
  34568. // maps
  34569. if ( json.map !== undefined ) material.map = getTexture( json.map );
  34570. if ( json.matcap !== undefined ) material.matcap = getTexture( json.matcap );
  34571. if ( json.alphaMap !== undefined ) material.alphaMap = getTexture( json.alphaMap );
  34572. if ( json.bumpMap !== undefined ) material.bumpMap = getTexture( json.bumpMap );
  34573. if ( json.bumpScale !== undefined ) material.bumpScale = json.bumpScale;
  34574. if ( json.normalMap !== undefined ) material.normalMap = getTexture( json.normalMap );
  34575. if ( json.normalMapType !== undefined ) material.normalMapType = json.normalMapType;
  34576. if ( json.normalScale !== undefined ) {
  34577. let normalScale = json.normalScale;
  34578. if ( Array.isArray( normalScale ) === false ) {
  34579. // Blender exporter used to export a scalar. See #7459
  34580. normalScale = [ normalScale, normalScale ];
  34581. }
  34582. material.normalScale = new Vector2().fromArray( normalScale );
  34583. }
  34584. if ( json.displacementMap !== undefined ) material.displacementMap = getTexture( json.displacementMap );
  34585. if ( json.displacementScale !== undefined ) material.displacementScale = json.displacementScale;
  34586. if ( json.displacementBias !== undefined ) material.displacementBias = json.displacementBias;
  34587. if ( json.roughnessMap !== undefined ) material.roughnessMap = getTexture( json.roughnessMap );
  34588. if ( json.metalnessMap !== undefined ) material.metalnessMap = getTexture( json.metalnessMap );
  34589. if ( json.emissiveMap !== undefined ) material.emissiveMap = getTexture( json.emissiveMap );
  34590. if ( json.emissiveIntensity !== undefined ) material.emissiveIntensity = json.emissiveIntensity;
  34591. if ( json.specularMap !== undefined ) material.specularMap = getTexture( json.specularMap );
  34592. if ( json.specularIntensityMap !== undefined ) material.specularIntensityMap = getTexture( json.specularIntensityMap );
  34593. if ( json.specularColorMap !== undefined ) material.specularColorMap = getTexture( json.specularColorMap );
  34594. if ( json.envMap !== undefined ) material.envMap = getTexture( json.envMap );
  34595. if ( json.envMapRotation !== undefined ) material.envMapRotation.fromArray( json.envMapRotation );
  34596. if ( json.envMapIntensity !== undefined ) material.envMapIntensity = json.envMapIntensity;
  34597. if ( json.reflectivity !== undefined ) material.reflectivity = json.reflectivity;
  34598. if ( json.refractionRatio !== undefined ) material.refractionRatio = json.refractionRatio;
  34599. if ( json.lightMap !== undefined ) material.lightMap = getTexture( json.lightMap );
  34600. if ( json.lightMapIntensity !== undefined ) material.lightMapIntensity = json.lightMapIntensity;
  34601. if ( json.aoMap !== undefined ) material.aoMap = getTexture( json.aoMap );
  34602. if ( json.aoMapIntensity !== undefined ) material.aoMapIntensity = json.aoMapIntensity;
  34603. if ( json.gradientMap !== undefined ) material.gradientMap = getTexture( json.gradientMap );
  34604. if ( json.clearcoatMap !== undefined ) material.clearcoatMap = getTexture( json.clearcoatMap );
  34605. if ( json.clearcoatRoughnessMap !== undefined ) material.clearcoatRoughnessMap = getTexture( json.clearcoatRoughnessMap );
  34606. if ( json.clearcoatNormalMap !== undefined ) material.clearcoatNormalMap = getTexture( json.clearcoatNormalMap );
  34607. if ( json.clearcoatNormalScale !== undefined ) material.clearcoatNormalScale = new Vector2().fromArray( json.clearcoatNormalScale );
  34608. if ( json.iridescenceMap !== undefined ) material.iridescenceMap = getTexture( json.iridescenceMap );
  34609. if ( json.iridescenceThicknessMap !== undefined ) material.iridescenceThicknessMap = getTexture( json.iridescenceThicknessMap );
  34610. if ( json.transmissionMap !== undefined ) material.transmissionMap = getTexture( json.transmissionMap );
  34611. if ( json.thicknessMap !== undefined ) material.thicknessMap = getTexture( json.thicknessMap );
  34612. if ( json.anisotropyMap !== undefined ) material.anisotropyMap = getTexture( json.anisotropyMap );
  34613. if ( json.sheenColorMap !== undefined ) material.sheenColorMap = getTexture( json.sheenColorMap );
  34614. if ( json.sheenRoughnessMap !== undefined ) material.sheenRoughnessMap = getTexture( json.sheenRoughnessMap );
  34615. return material;
  34616. }
  34617. /**
  34618. * Textures are not embedded in the material JSON so they have
  34619. * to be injected before the loading process starts.
  34620. *
  34621. * @param {Object} value - A dictionary holding textures for material properties.
  34622. * @return {MaterialLoader} A reference to this material loader.
  34623. */
  34624. setTextures( value ) {
  34625. this.textures = value;
  34626. return this;
  34627. }
  34628. /**
  34629. * Creates a material for the given type.
  34630. *
  34631. * @param {string} type - The material type.
  34632. * @return {Material} The new material.
  34633. */
  34634. createMaterialFromType( type ) {
  34635. return MaterialLoader.createMaterialFromType( type );
  34636. }
  34637. /**
  34638. * Creates a material for the given type.
  34639. *
  34640. * @static
  34641. * @param {string} type - The material type.
  34642. * @return {Material} The new material.
  34643. */
  34644. static createMaterialFromType( type ) {
  34645. const materialLib = {
  34646. ShadowMaterial,
  34647. SpriteMaterial,
  34648. RawShaderMaterial,
  34649. ShaderMaterial,
  34650. PointsMaterial,
  34651. MeshPhysicalMaterial,
  34652. MeshStandardMaterial,
  34653. MeshPhongMaterial,
  34654. MeshToonMaterial,
  34655. MeshNormalMaterial,
  34656. MeshLambertMaterial,
  34657. MeshDepthMaterial,
  34658. MeshDistanceMaterial,
  34659. MeshBasicMaterial,
  34660. MeshMatcapMaterial,
  34661. LineDashedMaterial,
  34662. LineBasicMaterial,
  34663. Material
  34664. };
  34665. return new materialLib[ type ]();
  34666. }
  34667. }
  34668. /**
  34669. * A class with loader utility functions.
  34670. */
  34671. class LoaderUtils {
  34672. /**
  34673. * Extracts the base URL from the given URL.
  34674. *
  34675. * @param {string} url -The URL to extract the base URL from.
  34676. * @return {string} The extracted base URL.
  34677. */
  34678. static extractUrlBase( url ) {
  34679. const index = url.lastIndexOf( '/' );
  34680. if ( index === -1 ) return './';
  34681. return url.slice( 0, index + 1 );
  34682. }
  34683. /**
  34684. * Resolves relative URLs against the given path. Absolute paths, data urls,
  34685. * and blob URLs will be returned as is. Invalid URLs will return an empty
  34686. * string.
  34687. *
  34688. * @param {string} url -The URL to resolve.
  34689. * @param {string} path - The base path for relative URLs to be resolved against.
  34690. * @return {string} The resolved URL.
  34691. */
  34692. static resolveURL( url, path ) {
  34693. // Invalid URL
  34694. if ( typeof url !== 'string' || url === '' ) return '';
  34695. // Host Relative URL
  34696. if ( /^https?:\/\//i.test( path ) && /^\//.test( url ) ) {
  34697. path = path.replace( /(^https?:\/\/[^\/]+).*/i, '$1' );
  34698. }
  34699. // Absolute URL http://,https://,//
  34700. if ( /^(https?:)?\/\//i.test( url ) ) return url;
  34701. // Data URI
  34702. if ( /^data:.*,.*$/i.test( url ) ) return url;
  34703. // Blob URL
  34704. if ( /^blob:.*$/i.test( url ) ) return url;
  34705. // Relative URL
  34706. return path + url;
  34707. }
  34708. }
  34709. /**
  34710. * An instanced version of a geometry.
  34711. */
  34712. class InstancedBufferGeometry extends BufferGeometry {
  34713. /**
  34714. * Constructs a new instanced buffer geometry.
  34715. */
  34716. constructor() {
  34717. super();
  34718. /**
  34719. * This flag can be used for type testing.
  34720. *
  34721. * @type {boolean}
  34722. * @readonly
  34723. * @default true
  34724. */
  34725. this.isInstancedBufferGeometry = true;
  34726. this.type = 'InstancedBufferGeometry';
  34727. /**
  34728. * The instance count.
  34729. *
  34730. * @type {number}
  34731. * @default Infinity
  34732. */
  34733. this.instanceCount = Infinity;
  34734. }
  34735. copy( source ) {
  34736. super.copy( source );
  34737. this.instanceCount = source.instanceCount;
  34738. return this;
  34739. }
  34740. toJSON() {
  34741. const data = super.toJSON();
  34742. data.instanceCount = this.instanceCount;
  34743. data.isInstancedBufferGeometry = true;
  34744. return data;
  34745. }
  34746. }
  34747. /**
  34748. * Class for loading geometries. The files are internally
  34749. * loaded via {@link FileLoader}.
  34750. *
  34751. * ```js
  34752. * const loader = new THREE.BufferGeometryLoader();
  34753. * const geometry = await loader.loadAsync( 'models/json/pressure.json' );
  34754. *
  34755. * const material = new THREE.MeshBasicMaterial( { color: 0xF5F5F5 } );
  34756. * const object = new THREE.Mesh( geometry, material );
  34757. * scene.add( object );
  34758. * ```
  34759. *
  34760. * @augments Loader
  34761. */
  34762. class BufferGeometryLoader extends Loader {
  34763. /**
  34764. * Constructs a new geometry loader.
  34765. *
  34766. * @param {LoadingManager} [manager] - The loading manager.
  34767. */
  34768. constructor( manager ) {
  34769. super( manager );
  34770. }
  34771. /**
  34772. * Starts loading from the given URL and pass the loaded geometry to the `onLoad()` callback.
  34773. *
  34774. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  34775. * @param {function(BufferGeometry)} onLoad - Executed when the loading process has been finished.
  34776. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  34777. * @param {onErrorCallback} onError - Executed when errors occur.
  34778. */
  34779. load( url, onLoad, onProgress, onError ) {
  34780. const scope = this;
  34781. const loader = new FileLoader( scope.manager );
  34782. loader.setPath( scope.path );
  34783. loader.setRequestHeader( scope.requestHeader );
  34784. loader.setWithCredentials( scope.withCredentials );
  34785. loader.load( url, function ( text ) {
  34786. try {
  34787. onLoad( scope.parse( JSON.parse( text ) ) );
  34788. } catch ( e ) {
  34789. if ( onError ) {
  34790. onError( e );
  34791. } else {
  34792. error( e );
  34793. }
  34794. scope.manager.itemError( url );
  34795. }
  34796. }, onProgress, onError );
  34797. }
  34798. /**
  34799. * Parses the given JSON object and returns a geometry.
  34800. *
  34801. * @param {Object} json - The serialized geometry.
  34802. * @return {BufferGeometry} The parsed geometry.
  34803. */
  34804. parse( json ) {
  34805. const interleavedBufferMap = {};
  34806. const arrayBufferMap = {};
  34807. function getInterleavedBuffer( json, uuid ) {
  34808. if ( interleavedBufferMap[ uuid ] !== undefined ) return interleavedBufferMap[ uuid ];
  34809. const interleavedBuffers = json.interleavedBuffers;
  34810. const interleavedBuffer = interleavedBuffers[ uuid ];
  34811. const buffer = getArrayBuffer( json, interleavedBuffer.buffer );
  34812. const array = getTypedArray( interleavedBuffer.type, buffer );
  34813. const ib = new InterleavedBuffer( array, interleavedBuffer.stride );
  34814. ib.uuid = interleavedBuffer.uuid;
  34815. interleavedBufferMap[ uuid ] = ib;
  34816. return ib;
  34817. }
  34818. function getArrayBuffer( json, uuid ) {
  34819. if ( arrayBufferMap[ uuid ] !== undefined ) return arrayBufferMap[ uuid ];
  34820. const arrayBuffers = json.arrayBuffers;
  34821. const arrayBuffer = arrayBuffers[ uuid ];
  34822. const ab = new Uint32Array( arrayBuffer ).buffer;
  34823. arrayBufferMap[ uuid ] = ab;
  34824. return ab;
  34825. }
  34826. const geometry = json.isInstancedBufferGeometry ? new InstancedBufferGeometry() : new BufferGeometry();
  34827. const index = json.data.index;
  34828. if ( index !== undefined ) {
  34829. const typedArray = getTypedArray( index.type, index.array );
  34830. geometry.setIndex( new BufferAttribute( typedArray, 1 ) );
  34831. }
  34832. const attributes = json.data.attributes;
  34833. for ( const key in attributes ) {
  34834. const attribute = attributes[ key ];
  34835. let bufferAttribute;
  34836. if ( attribute.isInterleavedBufferAttribute ) {
  34837. const interleavedBuffer = getInterleavedBuffer( json.data, attribute.data );
  34838. bufferAttribute = new InterleavedBufferAttribute( interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized );
  34839. } else {
  34840. const typedArray = getTypedArray( attribute.type, attribute.array );
  34841. const bufferAttributeConstr = attribute.isInstancedBufferAttribute ? InstancedBufferAttribute : BufferAttribute;
  34842. bufferAttribute = new bufferAttributeConstr( typedArray, attribute.itemSize, attribute.normalized );
  34843. }
  34844. if ( attribute.name !== undefined ) bufferAttribute.name = attribute.name;
  34845. if ( attribute.usage !== undefined ) bufferAttribute.setUsage( attribute.usage );
  34846. geometry.setAttribute( key, bufferAttribute );
  34847. }
  34848. const morphAttributes = json.data.morphAttributes;
  34849. if ( morphAttributes ) {
  34850. for ( const key in morphAttributes ) {
  34851. const attributeArray = morphAttributes[ key ];
  34852. const array = [];
  34853. for ( let i = 0, il = attributeArray.length; i < il; i ++ ) {
  34854. const attribute = attributeArray[ i ];
  34855. let bufferAttribute;
  34856. if ( attribute.isInterleavedBufferAttribute ) {
  34857. const interleavedBuffer = getInterleavedBuffer( json.data, attribute.data );
  34858. bufferAttribute = new InterleavedBufferAttribute( interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized );
  34859. } else {
  34860. const typedArray = getTypedArray( attribute.type, attribute.array );
  34861. bufferAttribute = new BufferAttribute( typedArray, attribute.itemSize, attribute.normalized );
  34862. }
  34863. if ( attribute.name !== undefined ) bufferAttribute.name = attribute.name;
  34864. array.push( bufferAttribute );
  34865. }
  34866. geometry.morphAttributes[ key ] = array;
  34867. }
  34868. }
  34869. const morphTargetsRelative = json.data.morphTargetsRelative;
  34870. if ( morphTargetsRelative ) {
  34871. geometry.morphTargetsRelative = true;
  34872. }
  34873. const groups = json.data.groups || json.data.drawcalls || json.data.offsets;
  34874. if ( groups !== undefined ) {
  34875. for ( let i = 0, n = groups.length; i !== n; ++ i ) {
  34876. const group = groups[ i ];
  34877. geometry.addGroup( group.start, group.count, group.materialIndex );
  34878. }
  34879. }
  34880. const boundingSphere = json.data.boundingSphere;
  34881. if ( boundingSphere !== undefined ) {
  34882. geometry.boundingSphere = new Sphere().fromJSON( boundingSphere );
  34883. }
  34884. if ( json.name ) geometry.name = json.name;
  34885. if ( json.userData ) geometry.userData = json.userData;
  34886. return geometry;
  34887. }
  34888. }
  34889. /**
  34890. * A loader for loading a JSON resource in the [JSON Object/Scene format]{@link https://github.com/mrdoob/three.js/wiki/JSON-Object-Scene-format-4}.
  34891. * The files are internally loaded via {@link FileLoader}.
  34892. *
  34893. * ```js
  34894. * const loader = new THREE.ObjectLoader();
  34895. * const obj = await loader.loadAsync( 'models/json/example.json' );
  34896. * scene.add( obj );
  34897. *
  34898. * // Alternatively, to parse a previously loaded JSON structure
  34899. * const object = await loader.parseAsync( a_json_object );
  34900. * scene.add( object );
  34901. * ```
  34902. *
  34903. * @augments Loader
  34904. */
  34905. class ObjectLoader extends Loader {
  34906. /**
  34907. * Constructs a new object loader.
  34908. *
  34909. * @param {LoadingManager} [manager] - The loading manager.
  34910. */
  34911. constructor( manager ) {
  34912. super( manager );
  34913. }
  34914. /**
  34915. * Starts loading from the given URL and pass the loaded 3D object to the `onLoad()` callback.
  34916. *
  34917. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  34918. * @param {function(Object3D)} onLoad - Executed when the loading process has been finished.
  34919. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  34920. * @param {onErrorCallback} onError - Executed when errors occur.
  34921. */
  34922. load( url, onLoad, onProgress, onError ) {
  34923. const scope = this;
  34924. const path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path;
  34925. this.resourcePath = this.resourcePath || path;
  34926. const loader = new FileLoader( this.manager );
  34927. loader.setPath( this.path );
  34928. loader.setRequestHeader( this.requestHeader );
  34929. loader.setWithCredentials( this.withCredentials );
  34930. loader.load( url, function ( text ) {
  34931. let json = null;
  34932. try {
  34933. json = JSON.parse( text );
  34934. } catch ( error ) {
  34935. if ( onError !== undefined ) onError( error );
  34936. error( 'ObjectLoader: Can\'t parse ' + url + '.', error.message );
  34937. return;
  34938. }
  34939. const metadata = json.metadata;
  34940. if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {
  34941. if ( onError !== undefined ) onError( new Error( 'THREE.ObjectLoader: Can\'t load ' + url ) );
  34942. error( 'ObjectLoader: Can\'t load ' + url );
  34943. return;
  34944. }
  34945. scope.parse( json, onLoad );
  34946. }, onProgress, onError );
  34947. }
  34948. /**
  34949. * Async version of {@link ObjectLoader#load}.
  34950. *
  34951. * @async
  34952. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  34953. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  34954. * @return {Promise<Object3D>} A Promise that resolves with the loaded 3D object.
  34955. */
  34956. async loadAsync( url, onProgress ) {
  34957. const scope = this;
  34958. const path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path;
  34959. this.resourcePath = this.resourcePath || path;
  34960. const loader = new FileLoader( this.manager );
  34961. loader.setPath( this.path );
  34962. loader.setRequestHeader( this.requestHeader );
  34963. loader.setWithCredentials( this.withCredentials );
  34964. const text = await loader.loadAsync( url, onProgress );
  34965. const json = JSON.parse( text );
  34966. const metadata = json.metadata;
  34967. if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {
  34968. throw new Error( 'THREE.ObjectLoader: Can\'t load ' + url );
  34969. }
  34970. return await scope.parseAsync( json );
  34971. }
  34972. /**
  34973. * Parses the given JSON. This is used internally by {@link ObjectLoader#load}
  34974. * but can also be used directly to parse a previously loaded JSON structure.
  34975. *
  34976. * @param {Object} json - The serialized 3D object.
  34977. * @param {onLoad} onLoad - Executed when all resources (e.g. textures) have been fully loaded.
  34978. * @return {Object3D} The parsed 3D object.
  34979. */
  34980. parse( json, onLoad ) {
  34981. const animations = this.parseAnimations( json.animations );
  34982. const shapes = this.parseShapes( json.shapes );
  34983. const geometries = this.parseGeometries( json.geometries, shapes );
  34984. const images = this.parseImages( json.images, function () {
  34985. if ( onLoad !== undefined ) onLoad( object );
  34986. } );
  34987. const textures = this.parseTextures( json.textures, images );
  34988. const materials = this.parseMaterials( json.materials, textures );
  34989. const object = this.parseObject( json.object, geometries, materials, textures, animations );
  34990. const skeletons = this.parseSkeletons( json.skeletons, object );
  34991. this.bindSkeletons( object, skeletons );
  34992. this.bindLightTargets( object );
  34993. //
  34994. if ( onLoad !== undefined ) {
  34995. let hasImages = false;
  34996. for ( const uuid in images ) {
  34997. if ( images[ uuid ].data instanceof HTMLImageElement ) {
  34998. hasImages = true;
  34999. break;
  35000. }
  35001. }
  35002. if ( hasImages === false ) onLoad( object );
  35003. }
  35004. return object;
  35005. }
  35006. /**
  35007. * Async version of {@link ObjectLoader#parse}.
  35008. *
  35009. * @param {Object} json - The serialized 3D object.
  35010. * @return {Promise<Object3D>} A Promise that resolves with the parsed 3D object.
  35011. */
  35012. async parseAsync( json ) {
  35013. const animations = this.parseAnimations( json.animations );
  35014. const shapes = this.parseShapes( json.shapes );
  35015. const geometries = this.parseGeometries( json.geometries, shapes );
  35016. const images = await this.parseImagesAsync( json.images );
  35017. const textures = this.parseTextures( json.textures, images );
  35018. const materials = this.parseMaterials( json.materials, textures );
  35019. const object = this.parseObject( json.object, geometries, materials, textures, animations );
  35020. const skeletons = this.parseSkeletons( json.skeletons, object );
  35021. this.bindSkeletons( object, skeletons );
  35022. this.bindLightTargets( object );
  35023. return object;
  35024. }
  35025. // internals
  35026. parseShapes( json ) {
  35027. const shapes = {};
  35028. if ( json !== undefined ) {
  35029. for ( let i = 0, l = json.length; i < l; i ++ ) {
  35030. const shape = new Shape().fromJSON( json[ i ] );
  35031. shapes[ shape.uuid ] = shape;
  35032. }
  35033. }
  35034. return shapes;
  35035. }
  35036. parseSkeletons( json, object ) {
  35037. const skeletons = {};
  35038. const bones = {};
  35039. // generate bone lookup table
  35040. object.traverse( function ( child ) {
  35041. if ( child.isBone ) bones[ child.uuid ] = child;
  35042. } );
  35043. // create skeletons
  35044. if ( json !== undefined ) {
  35045. for ( let i = 0, l = json.length; i < l; i ++ ) {
  35046. const skeleton = new Skeleton().fromJSON( json[ i ], bones );
  35047. skeletons[ skeleton.uuid ] = skeleton;
  35048. }
  35049. }
  35050. return skeletons;
  35051. }
  35052. parseGeometries( json, shapes ) {
  35053. const geometries = {};
  35054. if ( json !== undefined ) {
  35055. const bufferGeometryLoader = new BufferGeometryLoader();
  35056. for ( let i = 0, l = json.length; i < l; i ++ ) {
  35057. let geometry;
  35058. const data = json[ i ];
  35059. switch ( data.type ) {
  35060. case 'BufferGeometry':
  35061. case 'InstancedBufferGeometry':
  35062. geometry = bufferGeometryLoader.parse( data );
  35063. break;
  35064. default:
  35065. if ( data.type in Geometries ) {
  35066. geometry = Geometries[ data.type ].fromJSON( data, shapes );
  35067. } else {
  35068. warn( `ObjectLoader: Unsupported geometry type "${ data.type }"` );
  35069. }
  35070. }
  35071. geometry.uuid = data.uuid;
  35072. if ( data.name !== undefined ) geometry.name = data.name;
  35073. if ( data.userData !== undefined ) geometry.userData = data.userData;
  35074. geometries[ data.uuid ] = geometry;
  35075. }
  35076. }
  35077. return geometries;
  35078. }
  35079. parseMaterials( json, textures ) {
  35080. const cache = {}; // MultiMaterial
  35081. const materials = {};
  35082. if ( json !== undefined ) {
  35083. const loader = new MaterialLoader();
  35084. loader.setTextures( textures );
  35085. for ( let i = 0, l = json.length; i < l; i ++ ) {
  35086. const data = json[ i ];
  35087. if ( cache[ data.uuid ] === undefined ) {
  35088. cache[ data.uuid ] = loader.parse( data );
  35089. }
  35090. materials[ data.uuid ] = cache[ data.uuid ];
  35091. }
  35092. }
  35093. return materials;
  35094. }
  35095. parseAnimations( json ) {
  35096. const animations = {};
  35097. if ( json !== undefined ) {
  35098. for ( let i = 0; i < json.length; i ++ ) {
  35099. const data = json[ i ];
  35100. const clip = AnimationClip.parse( data );
  35101. animations[ clip.uuid ] = clip;
  35102. }
  35103. }
  35104. return animations;
  35105. }
  35106. parseImages( json, onLoad ) {
  35107. const scope = this;
  35108. const images = {};
  35109. let loader;
  35110. function loadImage( url ) {
  35111. scope.manager.itemStart( url );
  35112. return loader.load( url, function () {
  35113. scope.manager.itemEnd( url );
  35114. }, undefined, function () {
  35115. scope.manager.itemError( url );
  35116. scope.manager.itemEnd( url );
  35117. } );
  35118. }
  35119. function deserializeImage( image ) {
  35120. if ( typeof image === 'string' ) {
  35121. const url = image;
  35122. const path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( url ) ? url : scope.resourcePath + url;
  35123. return loadImage( path );
  35124. } else {
  35125. if ( image.data ) {
  35126. return {
  35127. data: getTypedArray( image.type, image.data ),
  35128. width: image.width,
  35129. height: image.height
  35130. };
  35131. } else {
  35132. return null;
  35133. }
  35134. }
  35135. }
  35136. if ( json !== undefined && json.length > 0 ) {
  35137. const manager = new LoadingManager( onLoad );
  35138. loader = new ImageLoader( manager );
  35139. loader.setCrossOrigin( this.crossOrigin );
  35140. for ( let i = 0, il = json.length; i < il; i ++ ) {
  35141. const image = json[ i ];
  35142. const url = image.url;
  35143. if ( Array.isArray( url ) ) {
  35144. // load array of images e.g CubeTexture
  35145. const imageArray = [];
  35146. for ( let j = 0, jl = url.length; j < jl; j ++ ) {
  35147. const currentUrl = url[ j ];
  35148. const deserializedImage = deserializeImage( currentUrl );
  35149. if ( deserializedImage !== null ) {
  35150. if ( deserializedImage instanceof HTMLImageElement ) {
  35151. imageArray.push( deserializedImage );
  35152. } else {
  35153. // special case: handle array of data textures for cube textures
  35154. imageArray.push( new DataTexture( deserializedImage.data, deserializedImage.width, deserializedImage.height ) );
  35155. }
  35156. }
  35157. }
  35158. images[ image.uuid ] = new Source( imageArray );
  35159. } else {
  35160. // load single image
  35161. const deserializedImage = deserializeImage( image.url );
  35162. images[ image.uuid ] = new Source( deserializedImage );
  35163. }
  35164. }
  35165. }
  35166. return images;
  35167. }
  35168. async parseImagesAsync( json ) {
  35169. const scope = this;
  35170. const images = {};
  35171. let loader;
  35172. async function deserializeImage( image ) {
  35173. if ( typeof image === 'string' ) {
  35174. const url = image;
  35175. const path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( url ) ? url : scope.resourcePath + url;
  35176. return await loader.loadAsync( path );
  35177. } else {
  35178. if ( image.data ) {
  35179. return {
  35180. data: getTypedArray( image.type, image.data ),
  35181. width: image.width,
  35182. height: image.height
  35183. };
  35184. } else {
  35185. return null;
  35186. }
  35187. }
  35188. }
  35189. if ( json !== undefined && json.length > 0 ) {
  35190. loader = new ImageLoader( this.manager );
  35191. loader.setCrossOrigin( this.crossOrigin );
  35192. for ( let i = 0, il = json.length; i < il; i ++ ) {
  35193. const image = json[ i ];
  35194. const url = image.url;
  35195. if ( Array.isArray( url ) ) {
  35196. // load array of images e.g CubeTexture
  35197. const imageArray = [];
  35198. for ( let j = 0, jl = url.length; j < jl; j ++ ) {
  35199. const currentUrl = url[ j ];
  35200. const deserializedImage = await deserializeImage( currentUrl );
  35201. if ( deserializedImage !== null ) {
  35202. if ( deserializedImage instanceof HTMLImageElement ) {
  35203. imageArray.push( deserializedImage );
  35204. } else {
  35205. // special case: handle array of data textures for cube textures
  35206. imageArray.push( new DataTexture( deserializedImage.data, deserializedImage.width, deserializedImage.height ) );
  35207. }
  35208. }
  35209. }
  35210. images[ image.uuid ] = new Source( imageArray );
  35211. } else {
  35212. // load single image
  35213. const deserializedImage = await deserializeImage( image.url );
  35214. images[ image.uuid ] = new Source( deserializedImage );
  35215. }
  35216. }
  35217. }
  35218. return images;
  35219. }
  35220. parseTextures( json, images ) {
  35221. function parseConstant( value, type ) {
  35222. if ( typeof value === 'number' ) return value;
  35223. warn( 'ObjectLoader.parseTexture: Constant should be in numeric form.', value );
  35224. return type[ value ];
  35225. }
  35226. const textures = {};
  35227. if ( json !== undefined ) {
  35228. for ( let i = 0, l = json.length; i < l; i ++ ) {
  35229. const data = json[ i ];
  35230. if ( data.image === undefined ) {
  35231. warn( 'ObjectLoader: No "image" specified for', data.uuid );
  35232. }
  35233. if ( images[ data.image ] === undefined ) {
  35234. warn( 'ObjectLoader: Undefined image', data.image );
  35235. }
  35236. const source = images[ data.image ];
  35237. const image = source.data;
  35238. let texture;
  35239. if ( Array.isArray( image ) ) {
  35240. texture = new CubeTexture();
  35241. if ( image.length === 6 ) texture.needsUpdate = true;
  35242. } else {
  35243. if ( image && image.data ) {
  35244. texture = new DataTexture();
  35245. } else {
  35246. texture = new Texture();
  35247. }
  35248. if ( image ) texture.needsUpdate = true; // textures can have undefined image data
  35249. }
  35250. texture.source = source;
  35251. texture.uuid = data.uuid;
  35252. if ( data.name !== undefined ) texture.name = data.name;
  35253. if ( data.mapping !== undefined ) texture.mapping = parseConstant( data.mapping, TEXTURE_MAPPING );
  35254. if ( data.channel !== undefined ) texture.channel = data.channel;
  35255. if ( data.offset !== undefined ) texture.offset.fromArray( data.offset );
  35256. if ( data.repeat !== undefined ) texture.repeat.fromArray( data.repeat );
  35257. if ( data.center !== undefined ) texture.center.fromArray( data.center );
  35258. if ( data.rotation !== undefined ) texture.rotation = data.rotation;
  35259. if ( data.wrap !== undefined ) {
  35260. texture.wrapS = parseConstant( data.wrap[ 0 ], TEXTURE_WRAPPING );
  35261. texture.wrapT = parseConstant( data.wrap[ 1 ], TEXTURE_WRAPPING );
  35262. }
  35263. if ( data.format !== undefined ) texture.format = data.format;
  35264. if ( data.internalFormat !== undefined ) texture.internalFormat = data.internalFormat;
  35265. if ( data.type !== undefined ) texture.type = data.type;
  35266. if ( data.colorSpace !== undefined ) texture.colorSpace = data.colorSpace;
  35267. if ( data.minFilter !== undefined ) texture.minFilter = parseConstant( data.minFilter, TEXTURE_FILTER );
  35268. if ( data.magFilter !== undefined ) texture.magFilter = parseConstant( data.magFilter, TEXTURE_FILTER );
  35269. if ( data.anisotropy !== undefined ) texture.anisotropy = data.anisotropy;
  35270. if ( data.flipY !== undefined ) texture.flipY = data.flipY;
  35271. if ( data.generateMipmaps !== undefined ) texture.generateMipmaps = data.generateMipmaps;
  35272. if ( data.premultiplyAlpha !== undefined ) texture.premultiplyAlpha = data.premultiplyAlpha;
  35273. if ( data.unpackAlignment !== undefined ) texture.unpackAlignment = data.unpackAlignment;
  35274. if ( data.compareFunction !== undefined ) texture.compareFunction = data.compareFunction;
  35275. if ( data.userData !== undefined ) texture.userData = data.userData;
  35276. textures[ data.uuid ] = texture;
  35277. }
  35278. }
  35279. return textures;
  35280. }
  35281. parseObject( data, geometries, materials, textures, animations ) {
  35282. let object;
  35283. function getGeometry( name ) {
  35284. if ( geometries[ name ] === undefined ) {
  35285. warn( 'ObjectLoader: Undefined geometry', name );
  35286. }
  35287. return geometries[ name ];
  35288. }
  35289. function getMaterial( name ) {
  35290. if ( name === undefined ) return undefined;
  35291. if ( Array.isArray( name ) ) {
  35292. const array = [];
  35293. for ( let i = 0, l = name.length; i < l; i ++ ) {
  35294. const uuid = name[ i ];
  35295. if ( materials[ uuid ] === undefined ) {
  35296. warn( 'ObjectLoader: Undefined material', uuid );
  35297. }
  35298. array.push( materials[ uuid ] );
  35299. }
  35300. return array;
  35301. }
  35302. if ( materials[ name ] === undefined ) {
  35303. warn( 'ObjectLoader: Undefined material', name );
  35304. }
  35305. return materials[ name ];
  35306. }
  35307. function getTexture( uuid ) {
  35308. if ( textures[ uuid ] === undefined ) {
  35309. warn( 'ObjectLoader: Undefined texture', uuid );
  35310. }
  35311. return textures[ uuid ];
  35312. }
  35313. let geometry, material;
  35314. switch ( data.type ) {
  35315. case 'Scene':
  35316. object = new Scene();
  35317. if ( data.background !== undefined ) {
  35318. if ( Number.isInteger( data.background ) ) {
  35319. object.background = new Color( data.background );
  35320. } else {
  35321. object.background = getTexture( data.background );
  35322. }
  35323. }
  35324. if ( data.environment !== undefined ) {
  35325. object.environment = getTexture( data.environment );
  35326. }
  35327. if ( data.fog !== undefined ) {
  35328. if ( data.fog.type === 'Fog' ) {
  35329. object.fog = new Fog( data.fog.color, data.fog.near, data.fog.far );
  35330. } else if ( data.fog.type === 'FogExp2' ) {
  35331. object.fog = new FogExp2( data.fog.color, data.fog.density );
  35332. }
  35333. if ( data.fog.name !== '' ) {
  35334. object.fog.name = data.fog.name;
  35335. }
  35336. }
  35337. if ( data.backgroundBlurriness !== undefined ) object.backgroundBlurriness = data.backgroundBlurriness;
  35338. if ( data.backgroundIntensity !== undefined ) object.backgroundIntensity = data.backgroundIntensity;
  35339. if ( data.backgroundRotation !== undefined ) object.backgroundRotation.fromArray( data.backgroundRotation );
  35340. if ( data.environmentIntensity !== undefined ) object.environmentIntensity = data.environmentIntensity;
  35341. if ( data.environmentRotation !== undefined ) object.environmentRotation.fromArray( data.environmentRotation );
  35342. break;
  35343. case 'PerspectiveCamera':
  35344. object = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far );
  35345. if ( data.focus !== undefined ) object.focus = data.focus;
  35346. if ( data.zoom !== undefined ) object.zoom = data.zoom;
  35347. if ( data.filmGauge !== undefined ) object.filmGauge = data.filmGauge;
  35348. if ( data.filmOffset !== undefined ) object.filmOffset = data.filmOffset;
  35349. if ( data.view !== undefined ) object.view = Object.assign( {}, data.view );
  35350. break;
  35351. case 'OrthographicCamera':
  35352. object = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );
  35353. if ( data.zoom !== undefined ) object.zoom = data.zoom;
  35354. if ( data.view !== undefined ) object.view = Object.assign( {}, data.view );
  35355. break;
  35356. case 'AmbientLight':
  35357. object = new AmbientLight( data.color, data.intensity );
  35358. break;
  35359. case 'DirectionalLight':
  35360. object = new DirectionalLight( data.color, data.intensity );
  35361. object.target = data.target || '';
  35362. break;
  35363. case 'PointLight':
  35364. object = new PointLight( data.color, data.intensity, data.distance, data.decay );
  35365. break;
  35366. case 'RectAreaLight':
  35367. object = new RectAreaLight( data.color, data.intensity, data.width, data.height );
  35368. break;
  35369. case 'SpotLight':
  35370. object = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay );
  35371. object.target = data.target || '';
  35372. break;
  35373. case 'HemisphereLight':
  35374. object = new HemisphereLight( data.color, data.groundColor, data.intensity );
  35375. break;
  35376. case 'LightProbe':
  35377. object = new LightProbe().fromJSON( data );
  35378. break;
  35379. case 'SkinnedMesh':
  35380. geometry = getGeometry( data.geometry );
  35381. material = getMaterial( data.material );
  35382. object = new SkinnedMesh( geometry, material );
  35383. if ( data.bindMode !== undefined ) object.bindMode = data.bindMode;
  35384. if ( data.bindMatrix !== undefined ) object.bindMatrix.fromArray( data.bindMatrix );
  35385. if ( data.skeleton !== undefined ) object.skeleton = data.skeleton;
  35386. break;
  35387. case 'Mesh':
  35388. geometry = getGeometry( data.geometry );
  35389. material = getMaterial( data.material );
  35390. object = new Mesh( geometry, material );
  35391. break;
  35392. case 'InstancedMesh':
  35393. geometry = getGeometry( data.geometry );
  35394. material = getMaterial( data.material );
  35395. const count = data.count;
  35396. const instanceMatrix = data.instanceMatrix;
  35397. const instanceColor = data.instanceColor;
  35398. object = new InstancedMesh( geometry, material, count );
  35399. object.instanceMatrix = new InstancedBufferAttribute( new Float32Array( instanceMatrix.array ), 16 );
  35400. if ( instanceColor !== undefined ) object.instanceColor = new InstancedBufferAttribute( new Float32Array( instanceColor.array ), instanceColor.itemSize );
  35401. break;
  35402. case 'BatchedMesh':
  35403. geometry = getGeometry( data.geometry );
  35404. material = getMaterial( data.material );
  35405. object = new BatchedMesh( data.maxInstanceCount, data.maxVertexCount, data.maxIndexCount, material );
  35406. object.geometry = geometry;
  35407. object.perObjectFrustumCulled = data.perObjectFrustumCulled;
  35408. object.sortObjects = data.sortObjects;
  35409. object._drawRanges = data.drawRanges;
  35410. object._reservedRanges = data.reservedRanges;
  35411. object._geometryInfo = data.geometryInfo.map( info => {
  35412. let box = null;
  35413. let sphere = null;
  35414. if ( info.boundingBox !== undefined ) {
  35415. box = new Box3().fromJSON( info.boundingBox );
  35416. }
  35417. if ( info.boundingSphere !== undefined ) {
  35418. sphere = new Sphere().fromJSON( info.boundingSphere );
  35419. }
  35420. return {
  35421. ...info,
  35422. boundingBox: box,
  35423. boundingSphere: sphere
  35424. };
  35425. } );
  35426. object._instanceInfo = data.instanceInfo;
  35427. object._availableInstanceIds = data._availableInstanceIds;
  35428. object._availableGeometryIds = data._availableGeometryIds;
  35429. object._nextIndexStart = data.nextIndexStart;
  35430. object._nextVertexStart = data.nextVertexStart;
  35431. object._geometryCount = data.geometryCount;
  35432. object._maxInstanceCount = data.maxInstanceCount;
  35433. object._maxVertexCount = data.maxVertexCount;
  35434. object._maxIndexCount = data.maxIndexCount;
  35435. object._geometryInitialized = data.geometryInitialized;
  35436. object._matricesTexture = getTexture( data.matricesTexture.uuid );
  35437. object._indirectTexture = getTexture( data.indirectTexture.uuid );
  35438. if ( data.colorsTexture !== undefined ) {
  35439. object._colorsTexture = getTexture( data.colorsTexture.uuid );
  35440. }
  35441. if ( data.boundingSphere !== undefined ) {
  35442. object.boundingSphere = new Sphere().fromJSON( data.boundingSphere );
  35443. }
  35444. if ( data.boundingBox !== undefined ) {
  35445. object.boundingBox = new Box3().fromJSON( data.boundingBox );
  35446. }
  35447. break;
  35448. case 'LOD':
  35449. object = new LOD();
  35450. break;
  35451. case 'Line':
  35452. object = new Line( getGeometry( data.geometry ), getMaterial( data.material ) );
  35453. break;
  35454. case 'LineLoop':
  35455. object = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) );
  35456. break;
  35457. case 'LineSegments':
  35458. object = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) );
  35459. break;
  35460. case 'PointCloud':
  35461. case 'Points':
  35462. object = new Points( getGeometry( data.geometry ), getMaterial( data.material ) );
  35463. break;
  35464. case 'Sprite':
  35465. object = new Sprite( getMaterial( data.material ) );
  35466. break;
  35467. case 'Group':
  35468. object = new Group();
  35469. break;
  35470. case 'Bone':
  35471. object = new Bone();
  35472. break;
  35473. default:
  35474. object = new Object3D();
  35475. }
  35476. object.uuid = data.uuid;
  35477. if ( data.name !== undefined ) object.name = data.name;
  35478. if ( data.matrix !== undefined ) {
  35479. object.matrix.fromArray( data.matrix );
  35480. if ( data.matrixAutoUpdate !== undefined ) object.matrixAutoUpdate = data.matrixAutoUpdate;
  35481. if ( object.matrixAutoUpdate ) object.matrix.decompose( object.position, object.quaternion, object.scale );
  35482. } else {
  35483. if ( data.position !== undefined ) object.position.fromArray( data.position );
  35484. if ( data.rotation !== undefined ) object.rotation.fromArray( data.rotation );
  35485. if ( data.quaternion !== undefined ) object.quaternion.fromArray( data.quaternion );
  35486. if ( data.scale !== undefined ) object.scale.fromArray( data.scale );
  35487. }
  35488. if ( data.up !== undefined ) object.up.fromArray( data.up );
  35489. if ( data.castShadow !== undefined ) object.castShadow = data.castShadow;
  35490. if ( data.receiveShadow !== undefined ) object.receiveShadow = data.receiveShadow;
  35491. if ( data.shadow ) {
  35492. if ( data.shadow.intensity !== undefined ) object.shadow.intensity = data.shadow.intensity;
  35493. if ( data.shadow.bias !== undefined ) object.shadow.bias = data.shadow.bias;
  35494. if ( data.shadow.normalBias !== undefined ) object.shadow.normalBias = data.shadow.normalBias;
  35495. if ( data.shadow.radius !== undefined ) object.shadow.radius = data.shadow.radius;
  35496. if ( data.shadow.mapSize !== undefined ) object.shadow.mapSize.fromArray( data.shadow.mapSize );
  35497. if ( data.shadow.camera !== undefined ) object.shadow.camera = this.parseObject( data.shadow.camera );
  35498. }
  35499. if ( data.visible !== undefined ) object.visible = data.visible;
  35500. if ( data.frustumCulled !== undefined ) object.frustumCulled = data.frustumCulled;
  35501. if ( data.renderOrder !== undefined ) object.renderOrder = data.renderOrder;
  35502. if ( data.userData !== undefined ) object.userData = data.userData;
  35503. if ( data.layers !== undefined ) object.layers.mask = data.layers;
  35504. if ( data.children !== undefined ) {
  35505. const children = data.children;
  35506. for ( let i = 0; i < children.length; i ++ ) {
  35507. object.add( this.parseObject( children[ i ], geometries, materials, textures, animations ) );
  35508. }
  35509. }
  35510. if ( data.animations !== undefined ) {
  35511. const objectAnimations = data.animations;
  35512. for ( let i = 0; i < objectAnimations.length; i ++ ) {
  35513. const uuid = objectAnimations[ i ];
  35514. object.animations.push( animations[ uuid ] );
  35515. }
  35516. }
  35517. if ( data.type === 'LOD' ) {
  35518. if ( data.autoUpdate !== undefined ) object.autoUpdate = data.autoUpdate;
  35519. const levels = data.levels;
  35520. for ( let l = 0; l < levels.length; l ++ ) {
  35521. const level = levels[ l ];
  35522. const child = object.getObjectByProperty( 'uuid', level.object );
  35523. if ( child !== undefined ) {
  35524. object.addLevel( child, level.distance, level.hysteresis );
  35525. }
  35526. }
  35527. }
  35528. return object;
  35529. }
  35530. bindSkeletons( object, skeletons ) {
  35531. if ( Object.keys( skeletons ).length === 0 ) return;
  35532. object.traverse( function ( child ) {
  35533. if ( child.isSkinnedMesh === true && child.skeleton !== undefined ) {
  35534. const skeleton = skeletons[ child.skeleton ];
  35535. if ( skeleton === undefined ) {
  35536. warn( 'ObjectLoader: No skeleton found with UUID:', child.skeleton );
  35537. } else {
  35538. child.bind( skeleton, child.bindMatrix );
  35539. }
  35540. }
  35541. } );
  35542. }
  35543. bindLightTargets( object ) {
  35544. object.traverse( function ( child ) {
  35545. if ( child.isDirectionalLight || child.isSpotLight ) {
  35546. const uuid = child.target;
  35547. const target = object.getObjectByProperty( 'uuid', uuid );
  35548. if ( target !== undefined ) {
  35549. child.target = target;
  35550. } else {
  35551. child.target = new Object3D();
  35552. }
  35553. }
  35554. } );
  35555. }
  35556. }
  35557. const TEXTURE_MAPPING = {
  35558. UVMapping: UVMapping,
  35559. CubeReflectionMapping: CubeReflectionMapping,
  35560. CubeRefractionMapping: CubeRefractionMapping,
  35561. EquirectangularReflectionMapping: EquirectangularReflectionMapping,
  35562. EquirectangularRefractionMapping: EquirectangularRefractionMapping,
  35563. CubeUVReflectionMapping: CubeUVReflectionMapping
  35564. };
  35565. const TEXTURE_WRAPPING = {
  35566. RepeatWrapping: RepeatWrapping,
  35567. ClampToEdgeWrapping: ClampToEdgeWrapping,
  35568. MirroredRepeatWrapping: MirroredRepeatWrapping
  35569. };
  35570. const TEXTURE_FILTER = {
  35571. NearestFilter: NearestFilter,
  35572. NearestMipmapNearestFilter: NearestMipmapNearestFilter,
  35573. NearestMipmapLinearFilter: NearestMipmapLinearFilter,
  35574. LinearFilter: LinearFilter,
  35575. LinearMipmapNearestFilter: LinearMipmapNearestFilter,
  35576. LinearMipmapLinearFilter: LinearMipmapLinearFilter
  35577. };
  35578. const _errorMap = new WeakMap();
  35579. /**
  35580. * A loader for loading images as an [ImageBitmap]{@link https://developer.mozilla.org/en-US/docs/Web/API/ImageBitmap}.
  35581. * An `ImageBitmap` provides an asynchronous and resource efficient pathway to prepare
  35582. * textures for rendering.
  35583. *
  35584. * Note that {@link Texture#flipY} and {@link Texture#premultiplyAlpha} are ignored with image bitmaps.
  35585. * They needs these configuration on bitmap creation unlike regular images need them on uploading to GPU.
  35586. *
  35587. * You need to set the equivalent options via {@link ImageBitmapLoader#setOptions} instead.
  35588. *
  35589. * Also note that unlike {@link FileLoader}, this loader avoids multiple concurrent requests to the same URL only if `Cache` is enabled.
  35590. *
  35591. * ```js
  35592. * const loader = new THREE.ImageBitmapLoader();
  35593. * loader.setOptions( { imageOrientation: 'flipY' } ); // set options if needed
  35594. * const imageBitmap = await loader.loadAsync( 'image.png' );
  35595. *
  35596. * const texture = new THREE.Texture( imageBitmap );
  35597. * texture.needsUpdate = true;
  35598. * ```
  35599. *
  35600. * @augments Loader
  35601. */
  35602. class ImageBitmapLoader extends Loader {
  35603. /**
  35604. * Constructs a new image bitmap loader.
  35605. *
  35606. * @param {LoadingManager} [manager] - The loading manager.
  35607. */
  35608. constructor( manager ) {
  35609. super( manager );
  35610. /**
  35611. * This flag can be used for type testing.
  35612. *
  35613. * @type {boolean}
  35614. * @readonly
  35615. * @default true
  35616. */
  35617. this.isImageBitmapLoader = true;
  35618. if ( typeof createImageBitmap === 'undefined' ) {
  35619. warn( 'ImageBitmapLoader: createImageBitmap() not supported.' );
  35620. }
  35621. if ( typeof fetch === 'undefined' ) {
  35622. warn( 'ImageBitmapLoader: fetch() not supported.' );
  35623. }
  35624. /**
  35625. * Represents the loader options.
  35626. *
  35627. * @type {Object}
  35628. * @default {premultiplyAlpha:'none'}
  35629. */
  35630. this.options = { premultiplyAlpha: 'none' };
  35631. /**
  35632. * Used for aborting requests.
  35633. *
  35634. * @private
  35635. * @type {AbortController}
  35636. */
  35637. this._abortController = new AbortController();
  35638. }
  35639. /**
  35640. * Sets the given loader options. The structure of the object must match the `options` parameter of
  35641. * [createImageBitmap]{@link https://developer.mozilla.org/en-US/docs/Web/API/Window/createImageBitmap}.
  35642. *
  35643. * @param {Object} options - The loader options to set.
  35644. * @return {ImageBitmapLoader} A reference to this image bitmap loader.
  35645. */
  35646. setOptions( options ) {
  35647. this.options = options;
  35648. return this;
  35649. }
  35650. /**
  35651. * Starts loading from the given URL and pass the loaded image bitmap to the `onLoad()` callback.
  35652. *
  35653. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  35654. * @param {function(ImageBitmap)} onLoad - Executed when the loading process has been finished.
  35655. * @param {onProgressCallback} onProgress - Unsupported in this loader.
  35656. * @param {onErrorCallback} onError - Executed when errors occur.
  35657. * @return {ImageBitmap|undefined} The image bitmap.
  35658. */
  35659. load( url, onLoad, onProgress, onError ) {
  35660. if ( url === undefined ) url = '';
  35661. if ( this.path !== undefined ) url = this.path + url;
  35662. url = this.manager.resolveURL( url );
  35663. const scope = this;
  35664. const cached = Cache.get( `image-bitmap:${url}` );
  35665. if ( cached !== undefined ) {
  35666. scope.manager.itemStart( url );
  35667. // If cached is a promise, wait for it to resolve
  35668. if ( cached.then ) {
  35669. cached.then( imageBitmap => {
  35670. // check if there is an error for the cached promise
  35671. if ( _errorMap.has( cached ) === true ) {
  35672. if ( onError ) onError( _errorMap.get( cached ) );
  35673. scope.manager.itemError( url );
  35674. scope.manager.itemEnd( url );
  35675. } else {
  35676. if ( onLoad ) onLoad( imageBitmap );
  35677. scope.manager.itemEnd( url );
  35678. return imageBitmap;
  35679. }
  35680. } );
  35681. return;
  35682. }
  35683. // If cached is not a promise (i.e., it's already an imageBitmap)
  35684. setTimeout( function () {
  35685. if ( onLoad ) onLoad( cached );
  35686. scope.manager.itemEnd( url );
  35687. }, 0 );
  35688. return cached;
  35689. }
  35690. const fetchOptions = {};
  35691. fetchOptions.credentials = ( this.crossOrigin === 'anonymous' ) ? 'same-origin' : 'include';
  35692. fetchOptions.headers = this.requestHeader;
  35693. fetchOptions.signal = ( typeof AbortSignal.any === 'function' ) ? AbortSignal.any( [ this._abortController.signal, this.manager.abortController.signal ] ) : this._abortController.signal;
  35694. const promise = fetch( url, fetchOptions ).then( function ( res ) {
  35695. return res.blob();
  35696. } ).then( function ( blob ) {
  35697. return createImageBitmap( blob, Object.assign( scope.options, { colorSpaceConversion: 'none' } ) );
  35698. } ).then( function ( imageBitmap ) {
  35699. Cache.add( `image-bitmap:${url}`, imageBitmap );
  35700. if ( onLoad ) onLoad( imageBitmap );
  35701. scope.manager.itemEnd( url );
  35702. return imageBitmap;
  35703. } ).catch( function ( e ) {
  35704. if ( onError ) onError( e );
  35705. _errorMap.set( promise, e );
  35706. Cache.remove( `image-bitmap:${url}` );
  35707. scope.manager.itemError( url );
  35708. scope.manager.itemEnd( url );
  35709. } );
  35710. Cache.add( `image-bitmap:${url}`, promise );
  35711. scope.manager.itemStart( url );
  35712. }
  35713. /**
  35714. * Aborts ongoing fetch requests.
  35715. *
  35716. * @return {ImageBitmapLoader} A reference to this instance.
  35717. */
  35718. abort() {
  35719. this._abortController.abort();
  35720. this._abortController = new AbortController();
  35721. return this;
  35722. }
  35723. }
  35724. let _context;
  35725. /**
  35726. * Manages the global audio context in the engine.
  35727. *
  35728. * @hideconstructor
  35729. */
  35730. class AudioContext {
  35731. /**
  35732. * Returns the global native audio context.
  35733. *
  35734. * @return {AudioContext} The native audio context.
  35735. */
  35736. static getContext() {
  35737. if ( _context === undefined ) {
  35738. _context = new ( window.AudioContext || window.webkitAudioContext )();
  35739. }
  35740. return _context;
  35741. }
  35742. /**
  35743. * Allows to set the global native audio context from outside.
  35744. *
  35745. * @param {AudioContext} value - The native context to set.
  35746. */
  35747. static setContext( value ) {
  35748. _context = value;
  35749. }
  35750. }
  35751. /**
  35752. * Class for loading audio buffers. Audios are internally
  35753. * loaded via {@link FileLoader}.
  35754. *
  35755. * ```js
  35756. * const audioListener = new THREE.AudioListener();
  35757. * const ambientSound = new THREE.Audio( audioListener );
  35758. *
  35759. * const loader = new THREE.AudioLoader();
  35760. * const audioBuffer = await loader.loadAsync( 'audio/ambient_ocean.ogg' );
  35761. *
  35762. * ambientSound.setBuffer( audioBuffer );
  35763. * ambientSound.play();
  35764. * ```
  35765. *
  35766. * @augments Loader
  35767. */
  35768. class AudioLoader extends Loader {
  35769. /**
  35770. * Constructs a new audio loader.
  35771. *
  35772. * @param {LoadingManager} [manager] - The loading manager.
  35773. */
  35774. constructor( manager ) {
  35775. super( manager );
  35776. }
  35777. /**
  35778. * Starts loading from the given URL and passes the loaded audio buffer
  35779. * to the `onLoad()` callback.
  35780. *
  35781. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  35782. * @param {function(AudioBuffer)} onLoad - Executed when the loading process has been finished.
  35783. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  35784. * @param {onErrorCallback} onError - Executed when errors occur.
  35785. */
  35786. load( url, onLoad, onProgress, onError ) {
  35787. const scope = this;
  35788. const loader = new FileLoader( this.manager );
  35789. loader.setResponseType( 'arraybuffer' );
  35790. loader.setPath( this.path );
  35791. loader.setRequestHeader( this.requestHeader );
  35792. loader.setWithCredentials( this.withCredentials );
  35793. loader.load( url, function ( buffer ) {
  35794. try {
  35795. // Create a copy of the buffer. The `decodeAudioData` method
  35796. // detaches the buffer when complete, preventing reuse.
  35797. const bufferCopy = buffer.slice( 0 );
  35798. const context = AudioContext.getContext();
  35799. context.decodeAudioData( bufferCopy, function ( audioBuffer ) {
  35800. onLoad( audioBuffer );
  35801. } ).catch( handleError );
  35802. } catch ( e ) {
  35803. handleError( e );
  35804. }
  35805. }, onProgress, onError );
  35806. function handleError( e ) {
  35807. if ( onError ) {
  35808. onError( e );
  35809. } else {
  35810. error( e );
  35811. }
  35812. scope.manager.itemError( url );
  35813. }
  35814. }
  35815. }
  35816. const _eyeRight = /*@__PURE__*/ new Matrix4();
  35817. const _eyeLeft = /*@__PURE__*/ new Matrix4();
  35818. const _projectionMatrix = /*@__PURE__*/ new Matrix4();
  35819. /**
  35820. * A special type of camera that uses two perspective cameras with
  35821. * stereoscopic projection. Can be used for rendering stereo effects
  35822. * like [3D Anaglyph]{@link https://en.wikipedia.org/wiki/Anaglyph_3D} or
  35823. * [Parallax Barrier]{@link https://en.wikipedia.org/wiki/parallax_barrier}.
  35824. */
  35825. class StereoCamera {
  35826. /**
  35827. * Constructs a new stereo camera.
  35828. */
  35829. constructor() {
  35830. /**
  35831. * The type property is used for detecting the object type
  35832. * in context of serialization/deserialization.
  35833. *
  35834. * @type {string}
  35835. * @readonly
  35836. */
  35837. this.type = 'StereoCamera';
  35838. /**
  35839. * The aspect.
  35840. *
  35841. * @type {number}
  35842. * @default 1
  35843. */
  35844. this.aspect = 1;
  35845. /**
  35846. * The eye separation which represents the distance
  35847. * between the left and right camera.
  35848. *
  35849. * @type {number}
  35850. * @default 0.064
  35851. */
  35852. this.eyeSep = 0.064;
  35853. /**
  35854. * The camera representing the left eye. This is added to layer `1` so objects to be
  35855. * rendered by the left camera must also be added to this layer.
  35856. *
  35857. * @type {PerspectiveCamera}
  35858. */
  35859. this.cameraL = new PerspectiveCamera();
  35860. this.cameraL.layers.enable( 1 );
  35861. this.cameraL.matrixAutoUpdate = false;
  35862. /**
  35863. * The camera representing the right eye. This is added to layer `2` so objects to be
  35864. * rendered by the right camera must also be added to this layer.
  35865. *
  35866. * @type {PerspectiveCamera}
  35867. */
  35868. this.cameraR = new PerspectiveCamera();
  35869. this.cameraR.layers.enable( 2 );
  35870. this.cameraR.matrixAutoUpdate = false;
  35871. this._cache = {
  35872. focus: null,
  35873. fov: null,
  35874. aspect: null,
  35875. near: null,
  35876. far: null,
  35877. zoom: null,
  35878. eyeSep: null
  35879. };
  35880. }
  35881. /**
  35882. * Updates the stereo camera based on the given perspective camera.
  35883. *
  35884. * @param {PerspectiveCamera} camera - The perspective camera.
  35885. */
  35886. update( camera ) {
  35887. const cache = this._cache;
  35888. const needsUpdate = cache.focus !== camera.focus || cache.fov !== camera.fov ||
  35889. cache.aspect !== camera.aspect * this.aspect || cache.near !== camera.near ||
  35890. cache.far !== camera.far || cache.zoom !== camera.zoom || cache.eyeSep !== this.eyeSep;
  35891. if ( needsUpdate ) {
  35892. cache.focus = camera.focus;
  35893. cache.fov = camera.fov;
  35894. cache.aspect = camera.aspect * this.aspect;
  35895. cache.near = camera.near;
  35896. cache.far = camera.far;
  35897. cache.zoom = camera.zoom;
  35898. cache.eyeSep = this.eyeSep;
  35899. // Off-axis stereoscopic effect based on
  35900. // http://paulbourke.net/stereographics/stereorender/
  35901. _projectionMatrix.copy( camera.projectionMatrix );
  35902. const eyeSepHalf = cache.eyeSep / 2;
  35903. const eyeSepOnProjection = eyeSepHalf * cache.near / cache.focus;
  35904. const ymax = ( cache.near * Math.tan( DEG2RAD * cache.fov * 0.5 ) ) / cache.zoom;
  35905. let xmin, xmax;
  35906. // translate xOffset
  35907. _eyeLeft.elements[ 12 ] = - eyeSepHalf;
  35908. _eyeRight.elements[ 12 ] = eyeSepHalf;
  35909. // for left eye
  35910. xmin = - ymax * cache.aspect + eyeSepOnProjection;
  35911. xmax = ymax * cache.aspect + eyeSepOnProjection;
  35912. _projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  35913. _projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  35914. this.cameraL.projectionMatrix.copy( _projectionMatrix );
  35915. // for right eye
  35916. xmin = - ymax * cache.aspect - eyeSepOnProjection;
  35917. xmax = ymax * cache.aspect - eyeSepOnProjection;
  35918. _projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  35919. _projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  35920. this.cameraR.projectionMatrix.copy( _projectionMatrix );
  35921. }
  35922. this.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeLeft );
  35923. this.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeRight );
  35924. }
  35925. }
  35926. /**
  35927. * This type of camera can be used in order to efficiently render a scene with a
  35928. * predefined set of cameras. This is an important performance aspect for
  35929. * rendering VR scenes.
  35930. *
  35931. * An instance of `ArrayCamera` always has an array of sub cameras. It's mandatory
  35932. * to define for each sub camera the `viewport` property which determines the
  35933. * part of the viewport that is rendered with this camera.
  35934. *
  35935. * @augments PerspectiveCamera
  35936. */
  35937. class ArrayCamera extends PerspectiveCamera {
  35938. /**
  35939. * Constructs a new array camera.
  35940. *
  35941. * @param {Array<PerspectiveCamera>} [array=[]] - An array of perspective sub cameras.
  35942. */
  35943. constructor( array = [] ) {
  35944. super();
  35945. /**
  35946. * This flag can be used for type testing.
  35947. *
  35948. * @type {boolean}
  35949. * @readonly
  35950. * @default true
  35951. */
  35952. this.isArrayCamera = true;
  35953. /**
  35954. * Whether this camera is used with multiview rendering or not.
  35955. *
  35956. * @type {boolean}
  35957. * @readonly
  35958. * @default false
  35959. */
  35960. this.isMultiViewCamera = false;
  35961. /**
  35962. * An array of perspective sub cameras.
  35963. *
  35964. * @type {Array<PerspectiveCamera>}
  35965. */
  35966. this.cameras = array;
  35967. }
  35968. }
  35969. /**
  35970. * Class for keeping track of time.
  35971. */
  35972. class Clock {
  35973. /**
  35974. * Constructs a new clock.
  35975. *
  35976. * @param {boolean} [autoStart=true] - Whether to automatically start the clock when
  35977. * `getDelta()` is called for the first time.
  35978. */
  35979. constructor( autoStart = true ) {
  35980. /**
  35981. * If set to `true`, the clock starts automatically when `getDelta()` is called
  35982. * for the first time.
  35983. *
  35984. * @type {boolean}
  35985. * @default true
  35986. */
  35987. this.autoStart = autoStart;
  35988. /**
  35989. * Holds the time at which the clock's `start()` method was last called.
  35990. *
  35991. * @type {number}
  35992. * @default 0
  35993. */
  35994. this.startTime = 0;
  35995. /**
  35996. * Holds the time at which the clock's `start()`, `getElapsedTime()` or
  35997. * `getDelta()` methods were last called.
  35998. *
  35999. * @type {number}
  36000. * @default 0
  36001. */
  36002. this.oldTime = 0;
  36003. /**
  36004. * Keeps track of the total time that the clock has been running.
  36005. *
  36006. * @type {number}
  36007. * @default 0
  36008. */
  36009. this.elapsedTime = 0;
  36010. /**
  36011. * Whether the clock is running or not.
  36012. *
  36013. * @type {boolean}
  36014. * @default true
  36015. */
  36016. this.running = false;
  36017. }
  36018. /**
  36019. * Starts the clock. When `autoStart` is set to `true`, the method is automatically
  36020. * called by the class.
  36021. */
  36022. start() {
  36023. this.startTime = performance.now();
  36024. this.oldTime = this.startTime;
  36025. this.elapsedTime = 0;
  36026. this.running = true;
  36027. }
  36028. /**
  36029. * Stops the clock.
  36030. */
  36031. stop() {
  36032. this.getElapsedTime();
  36033. this.running = false;
  36034. this.autoStart = false;
  36035. }
  36036. /**
  36037. * Returns the elapsed time in seconds.
  36038. *
  36039. * @return {number} The elapsed time.
  36040. */
  36041. getElapsedTime() {
  36042. this.getDelta();
  36043. return this.elapsedTime;
  36044. }
  36045. /**
  36046. * Returns the delta time in seconds.
  36047. *
  36048. * @return {number} The delta time.
  36049. */
  36050. getDelta() {
  36051. let diff = 0;
  36052. if ( this.autoStart && ! this.running ) {
  36053. this.start();
  36054. return 0;
  36055. }
  36056. if ( this.running ) {
  36057. const newTime = performance.now();
  36058. diff = ( newTime - this.oldTime ) / 1000;
  36059. this.oldTime = newTime;
  36060. this.elapsedTime += diff;
  36061. }
  36062. return diff;
  36063. }
  36064. }
  36065. const _position$1 = /*@__PURE__*/ new Vector3();
  36066. const _quaternion$1 = /*@__PURE__*/ new Quaternion();
  36067. const _scale$1 = /*@__PURE__*/ new Vector3();
  36068. const _forward = /*@__PURE__*/ new Vector3();
  36069. const _up = /*@__PURE__*/ new Vector3();
  36070. /**
  36071. * The class represents a virtual listener of the all positional and non-positional audio effects
  36072. * in the scene. A three.js application usually creates a single listener. It is a mandatory
  36073. * constructor parameter for audios entities like {@link Audio} and {@link PositionalAudio}.
  36074. *
  36075. * In most cases, the listener object is a child of the camera. So the 3D transformation of the
  36076. * camera represents the 3D transformation of the listener.
  36077. *
  36078. * @augments Object3D
  36079. */
  36080. class AudioListener extends Object3D {
  36081. /**
  36082. * Constructs a new audio listener.
  36083. */
  36084. constructor() {
  36085. super();
  36086. this.type = 'AudioListener';
  36087. /**
  36088. * The native audio context.
  36089. *
  36090. * @type {AudioContext}
  36091. * @readonly
  36092. */
  36093. this.context = AudioContext.getContext();
  36094. /**
  36095. * The gain node used for volume control.
  36096. *
  36097. * @type {GainNode}
  36098. * @readonly
  36099. */
  36100. this.gain = this.context.createGain();
  36101. this.gain.connect( this.context.destination );
  36102. /**
  36103. * An optional filter.
  36104. *
  36105. * Defined via {@link AudioListener#setFilter}.
  36106. *
  36107. * @type {?AudioNode}
  36108. * @default null
  36109. * @readonly
  36110. */
  36111. this.filter = null;
  36112. /**
  36113. * Time delta values required for `linearRampToValueAtTime()` usage.
  36114. *
  36115. * @type {number}
  36116. * @default 0
  36117. * @readonly
  36118. */
  36119. this.timeDelta = 0;
  36120. // private
  36121. this._clock = new Clock();
  36122. }
  36123. /**
  36124. * Returns the listener's input node.
  36125. *
  36126. * This method is used by other audio nodes to connect to this listener.
  36127. *
  36128. * @return {GainNode} The input node.
  36129. */
  36130. getInput() {
  36131. return this.gain;
  36132. }
  36133. /**
  36134. * Removes the current filter from this listener.
  36135. *
  36136. * @return {AudioListener} A reference to this listener.
  36137. */
  36138. removeFilter() {
  36139. if ( this.filter !== null ) {
  36140. this.gain.disconnect( this.filter );
  36141. this.filter.disconnect( this.context.destination );
  36142. this.gain.connect( this.context.destination );
  36143. this.filter = null;
  36144. }
  36145. return this;
  36146. }
  36147. /**
  36148. * Returns the current set filter.
  36149. *
  36150. * @return {?AudioNode} The filter.
  36151. */
  36152. getFilter() {
  36153. return this.filter;
  36154. }
  36155. /**
  36156. * Sets the given filter to this listener.
  36157. *
  36158. * @param {AudioNode} value - The filter to set.
  36159. * @return {AudioListener} A reference to this listener.
  36160. */
  36161. setFilter( value ) {
  36162. if ( this.filter !== null ) {
  36163. this.gain.disconnect( this.filter );
  36164. this.filter.disconnect( this.context.destination );
  36165. } else {
  36166. this.gain.disconnect( this.context.destination );
  36167. }
  36168. this.filter = value;
  36169. this.gain.connect( this.filter );
  36170. this.filter.connect( this.context.destination );
  36171. return this;
  36172. }
  36173. /**
  36174. * Returns the applications master volume.
  36175. *
  36176. * @return {number} The master volume.
  36177. */
  36178. getMasterVolume() {
  36179. return this.gain.gain.value;
  36180. }
  36181. /**
  36182. * Sets the applications master volume. This volume setting affects
  36183. * all audio nodes in the scene.
  36184. *
  36185. * @param {number} value - The master volume to set.
  36186. * @return {AudioListener} A reference to this listener.
  36187. */
  36188. setMasterVolume( value ) {
  36189. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  36190. return this;
  36191. }
  36192. updateMatrixWorld( force ) {
  36193. super.updateMatrixWorld( force );
  36194. const listener = this.context.listener;
  36195. this.timeDelta = this._clock.getDelta();
  36196. this.matrixWorld.decompose( _position$1, _quaternion$1, _scale$1 );
  36197. // the initial forward and up directions must be orthogonal
  36198. _forward.set( 0, 0, -1 ).applyQuaternion( _quaternion$1 );
  36199. _up.set( 0, 1, 0 ).applyQuaternion( _quaternion$1 );
  36200. if ( listener.positionX ) {
  36201. // code path for Chrome (see #14393)
  36202. const endTime = this.context.currentTime + this.timeDelta;
  36203. listener.positionX.linearRampToValueAtTime( _position$1.x, endTime );
  36204. listener.positionY.linearRampToValueAtTime( _position$1.y, endTime );
  36205. listener.positionZ.linearRampToValueAtTime( _position$1.z, endTime );
  36206. listener.forwardX.linearRampToValueAtTime( _forward.x, endTime );
  36207. listener.forwardY.linearRampToValueAtTime( _forward.y, endTime );
  36208. listener.forwardZ.linearRampToValueAtTime( _forward.z, endTime );
  36209. listener.upX.linearRampToValueAtTime( _up.x, endTime );
  36210. listener.upY.linearRampToValueAtTime( _up.y, endTime );
  36211. listener.upZ.linearRampToValueAtTime( _up.z, endTime );
  36212. } else {
  36213. listener.setPosition( _position$1.x, _position$1.y, _position$1.z );
  36214. listener.setOrientation( _forward.x, _forward.y, _forward.z, _up.x, _up.y, _up.z );
  36215. }
  36216. }
  36217. }
  36218. /**
  36219. * Represents a non-positional ( global ) audio object.
  36220. *
  36221. * This and related audio modules make use of the [Web Audio API]{@link https://www.w3.org/TR/webaudio-1.1/}.
  36222. *
  36223. * ```js
  36224. * // create an AudioListener and add it to the camera
  36225. * const listener = new THREE.AudioListener();
  36226. * camera.add( listener );
  36227. *
  36228. * // create a global audio source
  36229. * const sound = new THREE.Audio( listener );
  36230. *
  36231. * // load a sound and set it as the Audio object's buffer
  36232. * const audioLoader = new THREE.AudioLoader();
  36233. * audioLoader.load( 'sounds/ambient.ogg', function( buffer ) {
  36234. * sound.setBuffer( buffer );
  36235. * sound.setLoop( true );
  36236. * sound.setVolume( 0.5 );
  36237. * sound.play();
  36238. * });
  36239. * ```
  36240. *
  36241. * @augments Object3D
  36242. */
  36243. class Audio extends Object3D {
  36244. /**
  36245. * Constructs a new audio.
  36246. *
  36247. * @param {AudioListener} listener - The global audio listener.
  36248. */
  36249. constructor( listener ) {
  36250. super();
  36251. this.type = 'Audio';
  36252. /**
  36253. * The global audio listener.
  36254. *
  36255. * @type {AudioListener}
  36256. * @readonly
  36257. */
  36258. this.listener = listener;
  36259. /**
  36260. * The audio context.
  36261. *
  36262. * @type {AudioContext}
  36263. * @readonly
  36264. */
  36265. this.context = listener.context;
  36266. /**
  36267. * The gain node used for volume control.
  36268. *
  36269. * @type {GainNode}
  36270. * @readonly
  36271. */
  36272. this.gain = this.context.createGain();
  36273. this.gain.connect( listener.getInput() );
  36274. /**
  36275. * Whether to start playback automatically or not.
  36276. *
  36277. * @type {boolean}
  36278. * @default false
  36279. */
  36280. this.autoplay = false;
  36281. /**
  36282. * A reference to an audio buffer.
  36283. *
  36284. * Defined via {@link Audio#setBuffer}.
  36285. *
  36286. * @type {?AudioBuffer}
  36287. * @default null
  36288. * @readonly
  36289. */
  36290. this.buffer = null;
  36291. /**
  36292. * Modify pitch, measured in cents. +/- 100 is a semitone.
  36293. * +/- 1200 is an octave.
  36294. *
  36295. * Defined via {@link Audio#setDetune}.
  36296. *
  36297. * @type {number}
  36298. * @default 0
  36299. * @readonly
  36300. */
  36301. this.detune = 0;
  36302. /**
  36303. * Whether the audio should loop or not.
  36304. *
  36305. * Defined via {@link Audio#setLoop}.
  36306. *
  36307. * @type {boolean}
  36308. * @default false
  36309. * @readonly
  36310. */
  36311. this.loop = false;
  36312. /**
  36313. * Defines where in the audio buffer the replay should
  36314. * start, in seconds.
  36315. *
  36316. * @type {number}
  36317. * @default 0
  36318. */
  36319. this.loopStart = 0;
  36320. /**
  36321. * Defines where in the audio buffer the replay should
  36322. * stop, in seconds.
  36323. *
  36324. * @type {number}
  36325. * @default 0
  36326. */
  36327. this.loopEnd = 0;
  36328. /**
  36329. * An offset to the time within the audio buffer the playback
  36330. * should begin, in seconds.
  36331. *
  36332. * @type {number}
  36333. * @default 0
  36334. */
  36335. this.offset = 0;
  36336. /**
  36337. * Overrides the default duration of the audio.
  36338. *
  36339. * @type {undefined|number}
  36340. * @default undefined
  36341. */
  36342. this.duration = undefined;
  36343. /**
  36344. * The playback speed.
  36345. *
  36346. * Defined via {@link Audio#setPlaybackRate}.
  36347. *
  36348. * @type {number}
  36349. * @readonly
  36350. * @default 1
  36351. */
  36352. this.playbackRate = 1;
  36353. /**
  36354. * Indicates whether the audio is playing or not.
  36355. *
  36356. * This flag will be automatically set when using {@link Audio#play},
  36357. * {@link Audio#pause}, {@link Audio#stop}.
  36358. *
  36359. * @type {boolean}
  36360. * @readonly
  36361. * @default false
  36362. */
  36363. this.isPlaying = false;
  36364. /**
  36365. * Indicates whether the audio playback can be controlled
  36366. * with method like {@link Audio#play} or {@link Audio#pause}.
  36367. *
  36368. * This flag will be automatically set when audio sources are
  36369. * defined.
  36370. *
  36371. * @type {boolean}
  36372. * @readonly
  36373. * @default true
  36374. */
  36375. this.hasPlaybackControl = true;
  36376. /**
  36377. * Holds a reference to the current audio source.
  36378. *
  36379. * The property is automatically by one of the `set*()` methods.
  36380. *
  36381. * @type {?AudioNode}
  36382. * @readonly
  36383. * @default null
  36384. */
  36385. this.source = null;
  36386. /**
  36387. * Defines the source type.
  36388. *
  36389. * The property is automatically by one of the `set*()` methods.
  36390. *
  36391. * @type {('empty'|'audioNode'|'mediaNode'|'mediaStreamNode'|'buffer')}
  36392. * @readonly
  36393. * @default 'empty'
  36394. */
  36395. this.sourceType = 'empty';
  36396. this._startedAt = 0;
  36397. this._progress = 0;
  36398. this._connected = false;
  36399. /**
  36400. * Can be used to apply a variety of low-order filters to create
  36401. * more complex sound effects e.g. via `BiquadFilterNode`.
  36402. *
  36403. * The property is automatically set by {@link Audio#setFilters}.
  36404. *
  36405. * @type {Array<AudioNode>}
  36406. * @readonly
  36407. */
  36408. this.filters = [];
  36409. }
  36410. /**
  36411. * Returns the output audio node.
  36412. *
  36413. * @return {GainNode} The output node.
  36414. */
  36415. getOutput() {
  36416. return this.gain;
  36417. }
  36418. /**
  36419. * Sets the given audio node as the source of this instance.
  36420. *
  36421. * {@link Audio#sourceType} is set to `audioNode` and {@link Audio#hasPlaybackControl} to `false`.
  36422. *
  36423. * @param {AudioNode} audioNode - The audio node like an instance of `OscillatorNode`.
  36424. * @return {Audio} A reference to this instance.
  36425. */
  36426. setNodeSource( audioNode ) {
  36427. this.hasPlaybackControl = false;
  36428. this.sourceType = 'audioNode';
  36429. this.source = audioNode;
  36430. this.connect();
  36431. return this;
  36432. }
  36433. /**
  36434. * Sets the given media element as the source of this instance.
  36435. *
  36436. * {@link Audio#sourceType} is set to `mediaNode` and {@link Audio#hasPlaybackControl} to `false`.
  36437. *
  36438. * @param {HTMLMediaElement} mediaElement - The media element.
  36439. * @return {Audio} A reference to this instance.
  36440. */
  36441. setMediaElementSource( mediaElement ) {
  36442. this.hasPlaybackControl = false;
  36443. this.sourceType = 'mediaNode';
  36444. this.source = this.context.createMediaElementSource( mediaElement );
  36445. this.connect();
  36446. return this;
  36447. }
  36448. /**
  36449. * Sets the given media stream as the source of this instance.
  36450. *
  36451. * {@link Audio#sourceType} is set to `mediaStreamNode` and {@link Audio#hasPlaybackControl} to `false`.
  36452. *
  36453. * @param {MediaStream} mediaStream - The media stream.
  36454. * @return {Audio} A reference to this instance.
  36455. */
  36456. setMediaStreamSource( mediaStream ) {
  36457. this.hasPlaybackControl = false;
  36458. this.sourceType = 'mediaStreamNode';
  36459. this.source = this.context.createMediaStreamSource( mediaStream );
  36460. this.connect();
  36461. return this;
  36462. }
  36463. /**
  36464. * Sets the given audio buffer as the source of this instance.
  36465. *
  36466. * {@link Audio#sourceType} is set to `buffer` and {@link Audio#hasPlaybackControl} to `true`.
  36467. *
  36468. * @param {AudioBuffer} audioBuffer - The audio buffer.
  36469. * @return {Audio} A reference to this instance.
  36470. */
  36471. setBuffer( audioBuffer ) {
  36472. this.buffer = audioBuffer;
  36473. this.sourceType = 'buffer';
  36474. if ( this.autoplay ) this.play();
  36475. return this;
  36476. }
  36477. /**
  36478. * Starts the playback of the audio.
  36479. *
  36480. * Can only be used with compatible audio sources that allow playback control.
  36481. *
  36482. * @param {number} [delay=0] - The delay, in seconds, at which the audio should start playing.
  36483. * @return {Audio|undefined} A reference to this instance.
  36484. */
  36485. play( delay = 0 ) {
  36486. if ( this.isPlaying === true ) {
  36487. warn( 'Audio: Audio is already playing.' );
  36488. return;
  36489. }
  36490. if ( this.hasPlaybackControl === false ) {
  36491. warn( 'Audio: this Audio has no playback control.' );
  36492. return;
  36493. }
  36494. this._startedAt = this.context.currentTime + delay;
  36495. const source = this.context.createBufferSource();
  36496. source.buffer = this.buffer;
  36497. source.loop = this.loop;
  36498. source.loopStart = this.loopStart;
  36499. source.loopEnd = this.loopEnd;
  36500. source.onended = this.onEnded.bind( this );
  36501. source.start( this._startedAt, this._progress + this.offset, this.duration );
  36502. this.isPlaying = true;
  36503. this.source = source;
  36504. this.setDetune( this.detune );
  36505. this.setPlaybackRate( this.playbackRate );
  36506. return this.connect();
  36507. }
  36508. /**
  36509. * Pauses the playback of the audio.
  36510. *
  36511. * Can only be used with compatible audio sources that allow playback control.
  36512. *
  36513. * @return {Audio|undefined} A reference to this instance.
  36514. */
  36515. pause() {
  36516. if ( this.hasPlaybackControl === false ) {
  36517. warn( 'Audio: this Audio has no playback control.' );
  36518. return;
  36519. }
  36520. if ( this.isPlaying === true ) {
  36521. // update current progress
  36522. this._progress += Math.max( this.context.currentTime - this._startedAt, 0 ) * this.playbackRate;
  36523. if ( this.loop === true ) {
  36524. // ensure _progress does not exceed duration with looped audios
  36525. this._progress = this._progress % ( this.duration || this.buffer.duration );
  36526. }
  36527. this.source.stop();
  36528. this.source.onended = null;
  36529. this.isPlaying = false;
  36530. }
  36531. return this;
  36532. }
  36533. /**
  36534. * Stops the playback of the audio.
  36535. *
  36536. * Can only be used with compatible audio sources that allow playback control.
  36537. *
  36538. * @param {number} [delay=0] - The delay, in seconds, at which the audio should stop playing.
  36539. * @return {Audio|undefined} A reference to this instance.
  36540. */
  36541. stop( delay = 0 ) {
  36542. if ( this.hasPlaybackControl === false ) {
  36543. warn( 'Audio: this Audio has no playback control.' );
  36544. return;
  36545. }
  36546. this._progress = 0;
  36547. if ( this.source !== null ) {
  36548. this.source.stop( this.context.currentTime + delay );
  36549. this.source.onended = null;
  36550. }
  36551. this.isPlaying = false;
  36552. return this;
  36553. }
  36554. /**
  36555. * Connects to the audio source. This is used internally on
  36556. * initialisation and when setting / removing filters.
  36557. *
  36558. * @return {Audio} A reference to this instance.
  36559. */
  36560. connect() {
  36561. if ( this.filters.length > 0 ) {
  36562. this.source.connect( this.filters[ 0 ] );
  36563. for ( let i = 1, l = this.filters.length; i < l; i ++ ) {
  36564. this.filters[ i - 1 ].connect( this.filters[ i ] );
  36565. }
  36566. this.filters[ this.filters.length - 1 ].connect( this.getOutput() );
  36567. } else {
  36568. this.source.connect( this.getOutput() );
  36569. }
  36570. this._connected = true;
  36571. return this;
  36572. }
  36573. /**
  36574. * Disconnects to the audio source. This is used internally on
  36575. * initialisation and when setting / removing filters.
  36576. *
  36577. * @return {Audio|undefined} A reference to this instance.
  36578. */
  36579. disconnect() {
  36580. if ( this._connected === false ) {
  36581. return;
  36582. }
  36583. if ( this.filters.length > 0 ) {
  36584. this.source.disconnect( this.filters[ 0 ] );
  36585. for ( let i = 1, l = this.filters.length; i < l; i ++ ) {
  36586. this.filters[ i - 1 ].disconnect( this.filters[ i ] );
  36587. }
  36588. this.filters[ this.filters.length - 1 ].disconnect( this.getOutput() );
  36589. } else {
  36590. this.source.disconnect( this.getOutput() );
  36591. }
  36592. this._connected = false;
  36593. return this;
  36594. }
  36595. /**
  36596. * Returns the current set filters.
  36597. *
  36598. * @return {Array<AudioNode>} The list of filters.
  36599. */
  36600. getFilters() {
  36601. return this.filters;
  36602. }
  36603. /**
  36604. * Sets an array of filters and connects them with the audio source.
  36605. *
  36606. * @param {Array<AudioNode>} [value] - A list of filters.
  36607. * @return {Audio} A reference to this instance.
  36608. */
  36609. setFilters( value ) {
  36610. if ( ! value ) value = [];
  36611. if ( this._connected === true ) {
  36612. this.disconnect();
  36613. this.filters = value.slice();
  36614. this.connect();
  36615. } else {
  36616. this.filters = value.slice();
  36617. }
  36618. return this;
  36619. }
  36620. /**
  36621. * Defines the detuning of oscillation in cents.
  36622. *
  36623. * @param {number} value - The detuning of oscillation in cents.
  36624. * @return {Audio} A reference to this instance.
  36625. */
  36626. setDetune( value ) {
  36627. this.detune = value;
  36628. if ( this.isPlaying === true && this.source.detune !== undefined ) {
  36629. this.source.detune.setTargetAtTime( this.detune, this.context.currentTime, 0.01 );
  36630. }
  36631. return this;
  36632. }
  36633. /**
  36634. * Returns the detuning of oscillation in cents.
  36635. *
  36636. * @return {number} The detuning of oscillation in cents.
  36637. */
  36638. getDetune() {
  36639. return this.detune;
  36640. }
  36641. /**
  36642. * Returns the first filter in the list of filters.
  36643. *
  36644. * @return {AudioNode|undefined} The first filter in the list of filters.
  36645. */
  36646. getFilter() {
  36647. return this.getFilters()[ 0 ];
  36648. }
  36649. /**
  36650. * Applies a single filter node to the audio.
  36651. *
  36652. * @param {AudioNode} [filter] - The filter to set.
  36653. * @return {Audio} A reference to this instance.
  36654. */
  36655. setFilter( filter ) {
  36656. return this.setFilters( filter ? [ filter ] : [] );
  36657. }
  36658. /**
  36659. * Sets the playback rate.
  36660. *
  36661. * Can only be used with compatible audio sources that allow playback control.
  36662. *
  36663. * @param {number} [value] - The playback rate to set.
  36664. * @return {Audio|undefined} A reference to this instance.
  36665. */
  36666. setPlaybackRate( value ) {
  36667. if ( this.hasPlaybackControl === false ) {
  36668. warn( 'Audio: this Audio has no playback control.' );
  36669. return;
  36670. }
  36671. this.playbackRate = value;
  36672. if ( this.isPlaying === true ) {
  36673. this.source.playbackRate.setTargetAtTime( this.playbackRate, this.context.currentTime, 0.01 );
  36674. }
  36675. return this;
  36676. }
  36677. /**
  36678. * Returns the current playback rate.
  36679. * @return {number} The playback rate.
  36680. */
  36681. getPlaybackRate() {
  36682. return this.playbackRate;
  36683. }
  36684. /**
  36685. * Automatically called when playback finished.
  36686. */
  36687. onEnded() {
  36688. this.isPlaying = false;
  36689. this._progress = 0;
  36690. }
  36691. /**
  36692. * Returns the loop flag.
  36693. *
  36694. * Can only be used with compatible audio sources that allow playback control.
  36695. *
  36696. * @return {boolean} Whether the audio should loop or not.
  36697. */
  36698. getLoop() {
  36699. if ( this.hasPlaybackControl === false ) {
  36700. warn( 'Audio: this Audio has no playback control.' );
  36701. return false;
  36702. }
  36703. return this.loop;
  36704. }
  36705. /**
  36706. * Sets the loop flag.
  36707. *
  36708. * Can only be used with compatible audio sources that allow playback control.
  36709. *
  36710. * @param {boolean} value - Whether the audio should loop or not.
  36711. * @return {Audio|undefined} A reference to this instance.
  36712. */
  36713. setLoop( value ) {
  36714. if ( this.hasPlaybackControl === false ) {
  36715. warn( 'Audio: this Audio has no playback control.' );
  36716. return;
  36717. }
  36718. this.loop = value;
  36719. if ( this.isPlaying === true ) {
  36720. this.source.loop = this.loop;
  36721. }
  36722. return this;
  36723. }
  36724. /**
  36725. * Sets the loop start value which defines where in the audio buffer the replay should
  36726. * start, in seconds.
  36727. *
  36728. * @param {number} value - The loop start value.
  36729. * @return {Audio} A reference to this instance.
  36730. */
  36731. setLoopStart( value ) {
  36732. this.loopStart = value;
  36733. return this;
  36734. }
  36735. /**
  36736. * Sets the loop end value which defines where in the audio buffer the replay should
  36737. * stop, in seconds.
  36738. *
  36739. * @param {number} value - The loop end value.
  36740. * @return {Audio} A reference to this instance.
  36741. */
  36742. setLoopEnd( value ) {
  36743. this.loopEnd = value;
  36744. return this;
  36745. }
  36746. /**
  36747. * Returns the volume.
  36748. *
  36749. * @return {number} The volume.
  36750. */
  36751. getVolume() {
  36752. return this.gain.gain.value;
  36753. }
  36754. /**
  36755. * Sets the volume.
  36756. *
  36757. * @param {number} value - The volume to set.
  36758. * @return {Audio} A reference to this instance.
  36759. */
  36760. setVolume( value ) {
  36761. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  36762. return this;
  36763. }
  36764. copy( source, recursive ) {
  36765. super.copy( source, recursive );
  36766. if ( source.sourceType !== 'buffer' ) {
  36767. warn( 'Audio: Audio source type cannot be copied.' );
  36768. return this;
  36769. }
  36770. this.autoplay = source.autoplay;
  36771. this.buffer = source.buffer;
  36772. this.detune = source.detune;
  36773. this.loop = source.loop;
  36774. this.loopStart = source.loopStart;
  36775. this.loopEnd = source.loopEnd;
  36776. this.offset = source.offset;
  36777. this.duration = source.duration;
  36778. this.playbackRate = source.playbackRate;
  36779. this.hasPlaybackControl = source.hasPlaybackControl;
  36780. this.sourceType = source.sourceType;
  36781. this.filters = source.filters.slice();
  36782. return this;
  36783. }
  36784. clone( recursive ) {
  36785. return new this.constructor( this.listener ).copy( this, recursive );
  36786. }
  36787. }
  36788. const _position = /*@__PURE__*/ new Vector3();
  36789. const _quaternion = /*@__PURE__*/ new Quaternion();
  36790. const _scale = /*@__PURE__*/ new Vector3();
  36791. const _orientation = /*@__PURE__*/ new Vector3();
  36792. /**
  36793. * Represents a positional audio object.
  36794. *
  36795. * ```js
  36796. * // create an AudioListener and add it to the camera
  36797. * const listener = new THREE.AudioListener();
  36798. * camera.add( listener );
  36799. *
  36800. * // create the PositionalAudio object (passing in the listener)
  36801. * const sound = new THREE.PositionalAudio( listener );
  36802. *
  36803. * // load a sound and set it as the PositionalAudio object's buffer
  36804. * const audioLoader = new THREE.AudioLoader();
  36805. * audioLoader.load( 'sounds/song.ogg', function( buffer ) {
  36806. * sound.setBuffer( buffer );
  36807. * sound.setRefDistance( 20 );
  36808. * sound.play();
  36809. * });
  36810. *
  36811. * // create an object for the sound to play from
  36812. * const sphere = new THREE.SphereGeometry( 20, 32, 16 );
  36813. * const material = new THREE.MeshPhongMaterial( { color: 0xff2200 } );
  36814. * const mesh = new THREE.Mesh( sphere, material );
  36815. * scene.add( mesh );
  36816. *
  36817. * // finally add the sound to the mesh
  36818. * mesh.add( sound );
  36819. *
  36820. * @augments Audio
  36821. */
  36822. class PositionalAudio extends Audio {
  36823. /**
  36824. * Constructs a positional audio.
  36825. *
  36826. * @param {AudioListener} listener - The global audio listener.
  36827. */
  36828. constructor( listener ) {
  36829. super( listener );
  36830. /**
  36831. * The panner node represents the location, direction, and behavior of an audio
  36832. * source in 3D space.
  36833. *
  36834. * @type {PannerNode}
  36835. * @readonly
  36836. */
  36837. this.panner = this.context.createPanner();
  36838. this.panner.panningModel = 'HRTF';
  36839. this.panner.connect( this.gain );
  36840. }
  36841. connect() {
  36842. super.connect();
  36843. this.panner.connect( this.gain );
  36844. return this;
  36845. }
  36846. disconnect() {
  36847. super.disconnect();
  36848. this.panner.disconnect( this.gain );
  36849. return this;
  36850. }
  36851. getOutput() {
  36852. return this.panner;
  36853. }
  36854. /**
  36855. * Returns the current reference distance.
  36856. *
  36857. * @return {number} The reference distance.
  36858. */
  36859. getRefDistance() {
  36860. return this.panner.refDistance;
  36861. }
  36862. /**
  36863. * Defines the reference distance for reducing volume as the audio source moves
  36864. * further from the listener – i.e. the distance at which the volume reduction
  36865. * starts taking effect.
  36866. *
  36867. * @param {number} value - The reference distance to set.
  36868. * @return {PositionalAudio} A reference to this instance.
  36869. */
  36870. setRefDistance( value ) {
  36871. this.panner.refDistance = value;
  36872. return this;
  36873. }
  36874. /**
  36875. * Returns the current rolloff factor.
  36876. *
  36877. * @return {number} The rolloff factor.
  36878. */
  36879. getRolloffFactor() {
  36880. return this.panner.rolloffFactor;
  36881. }
  36882. /**
  36883. * Defines how quickly the volume is reduced as the source moves away from the listener.
  36884. *
  36885. * @param {number} value - The rolloff factor.
  36886. * @return {PositionalAudio} A reference to this instance.
  36887. */
  36888. setRolloffFactor( value ) {
  36889. this.panner.rolloffFactor = value;
  36890. return this;
  36891. }
  36892. /**
  36893. * Returns the current distance model.
  36894. *
  36895. * @return {('linear'|'inverse'|'exponential')} The distance model.
  36896. */
  36897. getDistanceModel() {
  36898. return this.panner.distanceModel;
  36899. }
  36900. /**
  36901. * Defines which algorithm to use to reduce the volume of the audio source
  36902. * as it moves away from the listener.
  36903. *
  36904. * Read [the spec]{@link https://www.w3.org/TR/webaudio-1.1/#enumdef-distancemodeltype}
  36905. * for more details.
  36906. *
  36907. * @param {('linear'|'inverse'|'exponential')} value - The distance model to set.
  36908. * @return {PositionalAudio} A reference to this instance.
  36909. */
  36910. setDistanceModel( value ) {
  36911. this.panner.distanceModel = value;
  36912. return this;
  36913. }
  36914. /**
  36915. * Returns the current max distance.
  36916. *
  36917. * @return {number} The max distance.
  36918. */
  36919. getMaxDistance() {
  36920. return this.panner.maxDistance;
  36921. }
  36922. /**
  36923. * Defines the maximum distance between the audio source and the listener,
  36924. * after which the volume is not reduced any further.
  36925. *
  36926. * This value is used only by the `linear` distance model.
  36927. *
  36928. * @param {number} value - The max distance.
  36929. * @return {PositionalAudio} A reference to this instance.
  36930. */
  36931. setMaxDistance( value ) {
  36932. this.panner.maxDistance = value;
  36933. return this;
  36934. }
  36935. /**
  36936. * Sets the directional cone in which the audio can be listened.
  36937. *
  36938. * @param {number} coneInnerAngle - An angle, in degrees, of a cone inside of which there will be no volume reduction.
  36939. * @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.
  36940. * @param {number} coneOuterGain - The amount of volume reduction outside the cone defined by the `coneOuterAngle`. When set to `0`, no sound can be heard.
  36941. * @return {PositionalAudio} A reference to this instance.
  36942. */
  36943. setDirectionalCone( coneInnerAngle, coneOuterAngle, coneOuterGain ) {
  36944. this.panner.coneInnerAngle = coneInnerAngle;
  36945. this.panner.coneOuterAngle = coneOuterAngle;
  36946. this.panner.coneOuterGain = coneOuterGain;
  36947. return this;
  36948. }
  36949. updateMatrixWorld( force ) {
  36950. super.updateMatrixWorld( force );
  36951. if ( this.hasPlaybackControl === true && this.isPlaying === false ) return;
  36952. this.matrixWorld.decompose( _position, _quaternion, _scale );
  36953. _orientation.set( 0, 0, 1 ).applyQuaternion( _quaternion );
  36954. const panner = this.panner;
  36955. if ( panner.positionX ) {
  36956. // code path for Chrome and Firefox (see #14393)
  36957. const endTime = this.context.currentTime + this.listener.timeDelta;
  36958. panner.positionX.linearRampToValueAtTime( _position.x, endTime );
  36959. panner.positionY.linearRampToValueAtTime( _position.y, endTime );
  36960. panner.positionZ.linearRampToValueAtTime( _position.z, endTime );
  36961. panner.orientationX.linearRampToValueAtTime( _orientation.x, endTime );
  36962. panner.orientationY.linearRampToValueAtTime( _orientation.y, endTime );
  36963. panner.orientationZ.linearRampToValueAtTime( _orientation.z, endTime );
  36964. } else {
  36965. panner.setPosition( _position.x, _position.y, _position.z );
  36966. panner.setOrientation( _orientation.x, _orientation.y, _orientation.z );
  36967. }
  36968. }
  36969. }
  36970. /**
  36971. * This class can be used to analyse audio data.
  36972. *
  36973. * ```js
  36974. * // create an AudioListener and add it to the camera
  36975. * const listener = new THREE.AudioListener();
  36976. * camera.add( listener );
  36977. *
  36978. * // create an Audio source
  36979. * const sound = new THREE.Audio( listener );
  36980. *
  36981. * // load a sound and set it as the Audio object's buffer
  36982. * const audioLoader = new THREE.AudioLoader();
  36983. * audioLoader.load( 'sounds/ambient.ogg', function( buffer ) {
  36984. * sound.setBuffer( buffer );
  36985. * sound.setLoop(true);
  36986. * sound.setVolume(0.5);
  36987. * sound.play();
  36988. * });
  36989. *
  36990. * // create an AudioAnalyser, passing in the sound and desired fftSize
  36991. * const analyser = new THREE.AudioAnalyser( sound, 32 );
  36992. *
  36993. * // get the average frequency of the sound
  36994. * const data = analyser.getAverageFrequency();
  36995. * ```
  36996. */
  36997. class AudioAnalyser {
  36998. /**
  36999. * Constructs a new audio analyzer.
  37000. *
  37001. * @param {Audio} audio - The audio to analyze.
  37002. * @param {number} [fftSize=2048] - The window size in samples that is used when performing a Fast Fourier Transform (FFT) to get frequency domain data.
  37003. */
  37004. constructor( audio, fftSize = 2048 ) {
  37005. /**
  37006. * The global audio listener.
  37007. *
  37008. * @type {AnalyserNode}
  37009. */
  37010. this.analyser = audio.context.createAnalyser();
  37011. this.analyser.fftSize = fftSize;
  37012. /**
  37013. * Holds the analyzed data.
  37014. *
  37015. * @type {Uint8Array}
  37016. */
  37017. this.data = new Uint8Array( this.analyser.frequencyBinCount );
  37018. audio.getOutput().connect( this.analyser );
  37019. }
  37020. /**
  37021. * Returns an array with frequency data of the audio.
  37022. *
  37023. * Each item in the array represents the decibel value for a specific frequency.
  37024. * The frequencies are spread linearly from 0 to 1/2 of the sample rate.
  37025. * For example, for 48000 sample rate, the last item of the array will represent
  37026. * the decibel value for 24000 Hz.
  37027. *
  37028. * @return {Uint8Array} The frequency data.
  37029. */
  37030. getFrequencyData() {
  37031. this.analyser.getByteFrequencyData( this.data );
  37032. return this.data;
  37033. }
  37034. /**
  37035. * Returns the average of the frequencies returned by {@link AudioAnalyser#getFrequencyData}.
  37036. *
  37037. * @return {number} The average frequency.
  37038. */
  37039. getAverageFrequency() {
  37040. let value = 0;
  37041. const data = this.getFrequencyData();
  37042. for ( let i = 0; i < data.length; i ++ ) {
  37043. value += data[ i ];
  37044. }
  37045. return value / data.length;
  37046. }
  37047. }
  37048. /**
  37049. * Buffered scene graph property that allows weighted accumulation; used internally.
  37050. */
  37051. class PropertyMixer {
  37052. /**
  37053. * Constructs a new property mixer.
  37054. *
  37055. * @param {PropertyBinding} binding - The property binding.
  37056. * @param {string} typeName - The keyframe track type name.
  37057. * @param {number} valueSize - The keyframe track value size.
  37058. */
  37059. constructor( binding, typeName, valueSize ) {
  37060. /**
  37061. * The property binding.
  37062. *
  37063. * @type {PropertyBinding}
  37064. */
  37065. this.binding = binding;
  37066. /**
  37067. * The keyframe track value size.
  37068. *
  37069. * @type {number}
  37070. */
  37071. this.valueSize = valueSize;
  37072. let mixFunction,
  37073. mixFunctionAdditive,
  37074. setIdentity;
  37075. // buffer layout: [ incoming | accu0 | accu1 | orig | addAccu | (optional work) ]
  37076. //
  37077. // interpolators can use .buffer as their .result
  37078. // the data then goes to 'incoming'
  37079. //
  37080. // 'accu0' and 'accu1' are used frame-interleaved for
  37081. // the cumulative result and are compared to detect
  37082. // changes
  37083. //
  37084. // 'orig' stores the original state of the property
  37085. //
  37086. // 'add' is used for additive cumulative results
  37087. //
  37088. // 'work' is optional and is only present for quaternion types. It is used
  37089. // to store intermediate quaternion multiplication results
  37090. switch ( typeName ) {
  37091. case 'quaternion':
  37092. mixFunction = this._slerp;
  37093. mixFunctionAdditive = this._slerpAdditive;
  37094. setIdentity = this._setAdditiveIdentityQuaternion;
  37095. this.buffer = new Float64Array( valueSize * 6 );
  37096. this._workIndex = 5;
  37097. break;
  37098. case 'string':
  37099. case 'bool':
  37100. mixFunction = this._select;
  37101. // Use the regular mix function and for additive on these types,
  37102. // additive is not relevant for non-numeric types
  37103. mixFunctionAdditive = this._select;
  37104. setIdentity = this._setAdditiveIdentityOther;
  37105. this.buffer = new Array( valueSize * 5 );
  37106. break;
  37107. default:
  37108. mixFunction = this._lerp;
  37109. mixFunctionAdditive = this._lerpAdditive;
  37110. setIdentity = this._setAdditiveIdentityNumeric;
  37111. this.buffer = new Float64Array( valueSize * 5 );
  37112. }
  37113. this._mixBufferRegion = mixFunction;
  37114. this._mixBufferRegionAdditive = mixFunctionAdditive;
  37115. this._setIdentity = setIdentity;
  37116. this._origIndex = 3;
  37117. this._addIndex = 4;
  37118. /**
  37119. * TODO
  37120. *
  37121. * @type {number}
  37122. * @default 0
  37123. */
  37124. this.cumulativeWeight = 0;
  37125. /**
  37126. * TODO
  37127. *
  37128. * @type {number}
  37129. * @default 0
  37130. */
  37131. this.cumulativeWeightAdditive = 0;
  37132. /**
  37133. * TODO
  37134. *
  37135. * @type {number}
  37136. * @default 0
  37137. */
  37138. this.useCount = 0;
  37139. /**
  37140. * TODO
  37141. *
  37142. * @type {number}
  37143. * @default 0
  37144. */
  37145. this.referenceCount = 0;
  37146. }
  37147. /**
  37148. * Accumulates data in the `incoming` region into `accu<i>`.
  37149. *
  37150. * @param {number} accuIndex - The accumulation index.
  37151. * @param {number} weight - The weight.
  37152. */
  37153. accumulate( accuIndex, weight ) {
  37154. // note: happily accumulating nothing when weight = 0, the caller knows
  37155. // the weight and shouldn't have made the call in the first place
  37156. const buffer = this.buffer,
  37157. stride = this.valueSize,
  37158. offset = accuIndex * stride + stride;
  37159. let currentWeight = this.cumulativeWeight;
  37160. if ( currentWeight === 0 ) {
  37161. // accuN := incoming * weight
  37162. for ( let i = 0; i !== stride; ++ i ) {
  37163. buffer[ offset + i ] = buffer[ i ];
  37164. }
  37165. currentWeight = weight;
  37166. } else {
  37167. // accuN := accuN + incoming * weight
  37168. currentWeight += weight;
  37169. const mix = weight / currentWeight;
  37170. this._mixBufferRegion( buffer, offset, 0, mix, stride );
  37171. }
  37172. this.cumulativeWeight = currentWeight;
  37173. }
  37174. /**
  37175. * Accumulates data in the `incoming` region into `add`.
  37176. *
  37177. * @param {number} weight - The weight.
  37178. */
  37179. accumulateAdditive( weight ) {
  37180. const buffer = this.buffer,
  37181. stride = this.valueSize,
  37182. offset = stride * this._addIndex;
  37183. if ( this.cumulativeWeightAdditive === 0 ) {
  37184. // add = identity
  37185. this._setIdentity();
  37186. }
  37187. // add := add + incoming * weight
  37188. this._mixBufferRegionAdditive( buffer, offset, 0, weight, stride );
  37189. this.cumulativeWeightAdditive += weight;
  37190. }
  37191. /**
  37192. * Applies the state of `accu<i>` to the binding when accus differ.
  37193. *
  37194. * @param {number} accuIndex - The accumulation index.
  37195. */
  37196. apply( accuIndex ) {
  37197. const stride = this.valueSize,
  37198. buffer = this.buffer,
  37199. offset = accuIndex * stride + stride,
  37200. weight = this.cumulativeWeight,
  37201. weightAdditive = this.cumulativeWeightAdditive,
  37202. binding = this.binding;
  37203. this.cumulativeWeight = 0;
  37204. this.cumulativeWeightAdditive = 0;
  37205. if ( weight < 1 ) {
  37206. // accuN := accuN + original * ( 1 - cumulativeWeight )
  37207. const originalValueOffset = stride * this._origIndex;
  37208. this._mixBufferRegion(
  37209. buffer, offset, originalValueOffset, 1 - weight, stride );
  37210. }
  37211. if ( weightAdditive > 0 ) {
  37212. // accuN := accuN + additive accuN
  37213. this._mixBufferRegionAdditive( buffer, offset, this._addIndex * stride, 1, stride );
  37214. }
  37215. for ( let i = stride, e = stride + stride; i !== e; ++ i ) {
  37216. if ( buffer[ i ] !== buffer[ i + stride ] ) {
  37217. // value has changed -> update scene graph
  37218. binding.setValue( buffer, offset );
  37219. break;
  37220. }
  37221. }
  37222. }
  37223. /**
  37224. * Remembers the state of the bound property and copy it to both accus.
  37225. */
  37226. saveOriginalState() {
  37227. const binding = this.binding;
  37228. const buffer = this.buffer,
  37229. stride = this.valueSize,
  37230. originalValueOffset = stride * this._origIndex;
  37231. binding.getValue( buffer, originalValueOffset );
  37232. // accu[0..1] := orig -- initially detect changes against the original
  37233. for ( let i = stride, e = originalValueOffset; i !== e; ++ i ) {
  37234. buffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ];
  37235. }
  37236. // Add to identity for additive
  37237. this._setIdentity();
  37238. this.cumulativeWeight = 0;
  37239. this.cumulativeWeightAdditive = 0;
  37240. }
  37241. /**
  37242. * Applies the state previously taken via {@link PropertyMixer#saveOriginalState} to the binding.
  37243. */
  37244. restoreOriginalState() {
  37245. const originalValueOffset = this.valueSize * 3;
  37246. this.binding.setValue( this.buffer, originalValueOffset );
  37247. }
  37248. // internals
  37249. _setAdditiveIdentityNumeric() {
  37250. const startIndex = this._addIndex * this.valueSize;
  37251. const endIndex = startIndex + this.valueSize;
  37252. for ( let i = startIndex; i < endIndex; i ++ ) {
  37253. this.buffer[ i ] = 0;
  37254. }
  37255. }
  37256. _setAdditiveIdentityQuaternion() {
  37257. this._setAdditiveIdentityNumeric();
  37258. this.buffer[ this._addIndex * this.valueSize + 3 ] = 1;
  37259. }
  37260. _setAdditiveIdentityOther() {
  37261. const startIndex = this._origIndex * this.valueSize;
  37262. const targetIndex = this._addIndex * this.valueSize;
  37263. for ( let i = 0; i < this.valueSize; i ++ ) {
  37264. this.buffer[ targetIndex + i ] = this.buffer[ startIndex + i ];
  37265. }
  37266. }
  37267. // mix functions
  37268. _select( buffer, dstOffset, srcOffset, t, stride ) {
  37269. if ( t >= 0.5 ) {
  37270. for ( let i = 0; i !== stride; ++ i ) {
  37271. buffer[ dstOffset + i ] = buffer[ srcOffset + i ];
  37272. }
  37273. }
  37274. }
  37275. _slerp( buffer, dstOffset, srcOffset, t ) {
  37276. Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t );
  37277. }
  37278. _slerpAdditive( buffer, dstOffset, srcOffset, t, stride ) {
  37279. const workOffset = this._workIndex * stride;
  37280. // Store result in intermediate buffer offset
  37281. Quaternion.multiplyQuaternionsFlat( buffer, workOffset, buffer, dstOffset, buffer, srcOffset );
  37282. // Slerp to the intermediate result
  37283. Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, workOffset, t );
  37284. }
  37285. _lerp( buffer, dstOffset, srcOffset, t, stride ) {
  37286. const s = 1 - t;
  37287. for ( let i = 0; i !== stride; ++ i ) {
  37288. const j = dstOffset + i;
  37289. buffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t;
  37290. }
  37291. }
  37292. _lerpAdditive( buffer, dstOffset, srcOffset, t, stride ) {
  37293. for ( let i = 0; i !== stride; ++ i ) {
  37294. const j = dstOffset + i;
  37295. buffer[ j ] = buffer[ j ] + buffer[ srcOffset + i ] * t;
  37296. }
  37297. }
  37298. }
  37299. // Characters [].:/ are reserved for track binding syntax.
  37300. const _RESERVED_CHARS_RE = '\\[\\]\\.:\\/';
  37301. const _reservedRe = new RegExp( '[' + _RESERVED_CHARS_RE + ']', 'g' );
  37302. // Attempts to allow node names from any language. ES5's `\w` regexp matches
  37303. // only latin characters, and the unicode \p{L} is not yet supported. So
  37304. // instead, we exclude reserved characters and match everything else.
  37305. const _wordChar = '[^' + _RESERVED_CHARS_RE + ']';
  37306. const _wordCharOrDot = '[^' + _RESERVED_CHARS_RE.replace( '\\.', '' ) + ']';
  37307. // Parent directories, delimited by '/' or ':'. Currently unused, but must
  37308. // be matched to parse the rest of the track name.
  37309. const _directoryRe = /*@__PURE__*/ /((?:WC+[\/:])*)/.source.replace( 'WC', _wordChar );
  37310. // Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'.
  37311. const _nodeRe = /*@__PURE__*/ /(WCOD+)?/.source.replace( 'WCOD', _wordCharOrDot );
  37312. // Object on target node, and accessor. May not contain reserved
  37313. // characters. Accessor may contain any character except closing bracket.
  37314. const _objectRe = /*@__PURE__*/ /(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace( 'WC', _wordChar );
  37315. // Property and accessor. May not contain reserved characters. Accessor may
  37316. // contain any non-bracket characters.
  37317. const _propertyRe = /*@__PURE__*/ /\.(WC+)(?:\[(.+)\])?/.source.replace( 'WC', _wordChar );
  37318. const _trackRe = new RegExp( ''
  37319. + '^'
  37320. + _directoryRe
  37321. + _nodeRe
  37322. + _objectRe
  37323. + _propertyRe
  37324. + '$'
  37325. );
  37326. const _supportedObjectNames = [ 'material', 'materials', 'bones', 'map' ];
  37327. class Composite {
  37328. constructor( targetGroup, path, optionalParsedPath ) {
  37329. const parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path );
  37330. this._targetGroup = targetGroup;
  37331. this._bindings = targetGroup.subscribe_( path, parsedPath );
  37332. }
  37333. getValue( array, offset ) {
  37334. this.bind(); // bind all binding
  37335. const firstValidIndex = this._targetGroup.nCachedObjects_,
  37336. binding = this._bindings[ firstValidIndex ];
  37337. // and only call .getValue on the first
  37338. if ( binding !== undefined ) binding.getValue( array, offset );
  37339. }
  37340. setValue( array, offset ) {
  37341. const bindings = this._bindings;
  37342. for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  37343. bindings[ i ].setValue( array, offset );
  37344. }
  37345. }
  37346. bind() {
  37347. const bindings = this._bindings;
  37348. for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  37349. bindings[ i ].bind();
  37350. }
  37351. }
  37352. unbind() {
  37353. const bindings = this._bindings;
  37354. for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  37355. bindings[ i ].unbind();
  37356. }
  37357. }
  37358. }
  37359. // Note: This class uses a State pattern on a per-method basis:
  37360. // 'bind' sets 'this.getValue' / 'setValue' and shadows the
  37361. // prototype version of these methods with one that represents
  37362. // the bound state. When the property is not found, the methods
  37363. // become no-ops.
  37364. /**
  37365. * This holds a reference to a real property in the scene graph; used internally.
  37366. */
  37367. class PropertyBinding {
  37368. /**
  37369. * Constructs a new property binding.
  37370. *
  37371. * @param {Object} rootNode - The root node.
  37372. * @param {string} path - The path.
  37373. * @param {?Object} [parsedPath] - The parsed path.
  37374. */
  37375. constructor( rootNode, path, parsedPath ) {
  37376. /**
  37377. * The object path to the animated property.
  37378. *
  37379. * @type {string}
  37380. */
  37381. this.path = path;
  37382. /**
  37383. * An object holding information about the path.
  37384. *
  37385. * @type {Object}
  37386. */
  37387. this.parsedPath = parsedPath || PropertyBinding.parseTrackName( path );
  37388. /**
  37389. * The object owns the animated property.
  37390. *
  37391. * @type {?Object}
  37392. */
  37393. this.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName );
  37394. /**
  37395. * The root node.
  37396. *
  37397. * @type {Object3D|Skeleton}
  37398. */
  37399. this.rootNode = rootNode;
  37400. // initial state of these methods that calls 'bind'
  37401. this.getValue = this._getValue_unbound;
  37402. this.setValue = this._setValue_unbound;
  37403. }
  37404. /**
  37405. * Factory method for creating a property binding from the given parameters.
  37406. *
  37407. * @static
  37408. * @param {Object} root - The root node.
  37409. * @param {string} path - The path.
  37410. * @param {?Object} [parsedPath] - The parsed path.
  37411. * @return {PropertyBinding|Composite} The created property binding or composite.
  37412. */
  37413. static create( root, path, parsedPath ) {
  37414. if ( ! ( root && root.isAnimationObjectGroup ) ) {
  37415. return new PropertyBinding( root, path, parsedPath );
  37416. } else {
  37417. return new PropertyBinding.Composite( root, path, parsedPath );
  37418. }
  37419. }
  37420. /**
  37421. * Replaces spaces with underscores and removes unsupported characters from
  37422. * node names, to ensure compatibility with parseTrackName().
  37423. *
  37424. * @param {string} name - Node name to be sanitized.
  37425. * @return {string} The sanitized node name.
  37426. */
  37427. static sanitizeNodeName( name ) {
  37428. return name.replace( /\s/g, '_' ).replace( _reservedRe, '' );
  37429. }
  37430. /**
  37431. * Parses the given track name (an object path to an animated property) and
  37432. * returns an object with information about the path. Matches strings in the following forms:
  37433. *
  37434. * - nodeName.property
  37435. * - nodeName.property[accessor]
  37436. * - nodeName.material.property[accessor]
  37437. * - uuid.property[accessor]
  37438. * - uuid.objectName[objectIndex].propertyName[propertyIndex]
  37439. * - parentName/nodeName.property
  37440. * - parentName/parentName/nodeName.property[index]
  37441. * - .bone[Armature.DEF_cog].position
  37442. * - scene:helium_balloon_model:helium_balloon_model.position
  37443. *
  37444. * @static
  37445. * @param {string} trackName - The track name to parse.
  37446. * @return {Object} The parsed track name as an object.
  37447. */
  37448. static parseTrackName( trackName ) {
  37449. const matches = _trackRe.exec( trackName );
  37450. if ( matches === null ) {
  37451. throw new Error( 'PropertyBinding: Cannot parse trackName: ' + trackName );
  37452. }
  37453. const results = {
  37454. // directoryName: matches[ 1 ], // (tschw) currently unused
  37455. nodeName: matches[ 2 ],
  37456. objectName: matches[ 3 ],
  37457. objectIndex: matches[ 4 ],
  37458. propertyName: matches[ 5 ], // required
  37459. propertyIndex: matches[ 6 ]
  37460. };
  37461. const lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' );
  37462. if ( lastDot !== undefined && lastDot !== -1 ) {
  37463. const objectName = results.nodeName.substring( lastDot + 1 );
  37464. // Object names must be checked against an allowlist. Otherwise, there
  37465. // is no way to parse 'foo.bar.baz': 'baz' must be a property, but
  37466. // 'bar' could be the objectName, or part of a nodeName (which can
  37467. // include '.' characters).
  37468. if ( _supportedObjectNames.indexOf( objectName ) !== -1 ) {
  37469. results.nodeName = results.nodeName.substring( 0, lastDot );
  37470. results.objectName = objectName;
  37471. }
  37472. }
  37473. if ( results.propertyName === null || results.propertyName.length === 0 ) {
  37474. throw new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName );
  37475. }
  37476. return results;
  37477. }
  37478. /**
  37479. * Searches for a node in the hierarchy of the given root object by the given
  37480. * node name.
  37481. *
  37482. * @static
  37483. * @param {Object} root - The root object.
  37484. * @param {string|number} nodeName - The name of the node.
  37485. * @return {?Object} The found node. Returns `null` if no object was found.
  37486. */
  37487. static findNode( root, nodeName ) {
  37488. if ( nodeName === undefined || nodeName === '' || nodeName === '.' || nodeName === -1 || nodeName === root.name || nodeName === root.uuid ) {
  37489. return root;
  37490. }
  37491. // search into skeleton bones.
  37492. if ( root.skeleton ) {
  37493. const bone = root.skeleton.getBoneByName( nodeName );
  37494. if ( bone !== undefined ) {
  37495. return bone;
  37496. }
  37497. }
  37498. // search into node subtree.
  37499. if ( root.children ) {
  37500. const searchNodeSubtree = function ( children ) {
  37501. for ( let i = 0; i < children.length; i ++ ) {
  37502. const childNode = children[ i ];
  37503. if ( childNode.name === nodeName || childNode.uuid === nodeName ) {
  37504. return childNode;
  37505. }
  37506. const result = searchNodeSubtree( childNode.children );
  37507. if ( result ) return result;
  37508. }
  37509. return null;
  37510. };
  37511. const subTreeNode = searchNodeSubtree( root.children );
  37512. if ( subTreeNode ) {
  37513. return subTreeNode;
  37514. }
  37515. }
  37516. return null;
  37517. }
  37518. // these are used to "bind" a nonexistent property
  37519. _getValue_unavailable() {}
  37520. _setValue_unavailable() {}
  37521. // Getters
  37522. _getValue_direct( buffer, offset ) {
  37523. buffer[ offset ] = this.targetObject[ this.propertyName ];
  37524. }
  37525. _getValue_array( buffer, offset ) {
  37526. const source = this.resolvedProperty;
  37527. for ( let i = 0, n = source.length; i !== n; ++ i ) {
  37528. buffer[ offset ++ ] = source[ i ];
  37529. }
  37530. }
  37531. _getValue_arrayElement( buffer, offset ) {
  37532. buffer[ offset ] = this.resolvedProperty[ this.propertyIndex ];
  37533. }
  37534. _getValue_toArray( buffer, offset ) {
  37535. this.resolvedProperty.toArray( buffer, offset );
  37536. }
  37537. // Direct
  37538. _setValue_direct( buffer, offset ) {
  37539. this.targetObject[ this.propertyName ] = buffer[ offset ];
  37540. }
  37541. _setValue_direct_setNeedsUpdate( buffer, offset ) {
  37542. this.targetObject[ this.propertyName ] = buffer[ offset ];
  37543. this.targetObject.needsUpdate = true;
  37544. }
  37545. _setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) {
  37546. this.targetObject[ this.propertyName ] = buffer[ offset ];
  37547. this.targetObject.matrixWorldNeedsUpdate = true;
  37548. }
  37549. // EntireArray
  37550. _setValue_array( buffer, offset ) {
  37551. const dest = this.resolvedProperty;
  37552. for ( let i = 0, n = dest.length; i !== n; ++ i ) {
  37553. dest[ i ] = buffer[ offset ++ ];
  37554. }
  37555. }
  37556. _setValue_array_setNeedsUpdate( buffer, offset ) {
  37557. const dest = this.resolvedProperty;
  37558. for ( let i = 0, n = dest.length; i !== n; ++ i ) {
  37559. dest[ i ] = buffer[ offset ++ ];
  37560. }
  37561. this.targetObject.needsUpdate = true;
  37562. }
  37563. _setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) {
  37564. const dest = this.resolvedProperty;
  37565. for ( let i = 0, n = dest.length; i !== n; ++ i ) {
  37566. dest[ i ] = buffer[ offset ++ ];
  37567. }
  37568. this.targetObject.matrixWorldNeedsUpdate = true;
  37569. }
  37570. // ArrayElement
  37571. _setValue_arrayElement( buffer, offset ) {
  37572. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  37573. }
  37574. _setValue_arrayElement_setNeedsUpdate( buffer, offset ) {
  37575. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  37576. this.targetObject.needsUpdate = true;
  37577. }
  37578. _setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) {
  37579. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  37580. this.targetObject.matrixWorldNeedsUpdate = true;
  37581. }
  37582. // HasToFromArray
  37583. _setValue_fromArray( buffer, offset ) {
  37584. this.resolvedProperty.fromArray( buffer, offset );
  37585. }
  37586. _setValue_fromArray_setNeedsUpdate( buffer, offset ) {
  37587. this.resolvedProperty.fromArray( buffer, offset );
  37588. this.targetObject.needsUpdate = true;
  37589. }
  37590. _setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) {
  37591. this.resolvedProperty.fromArray( buffer, offset );
  37592. this.targetObject.matrixWorldNeedsUpdate = true;
  37593. }
  37594. _getValue_unbound( targetArray, offset ) {
  37595. this.bind();
  37596. this.getValue( targetArray, offset );
  37597. }
  37598. _setValue_unbound( sourceArray, offset ) {
  37599. this.bind();
  37600. this.setValue( sourceArray, offset );
  37601. }
  37602. /**
  37603. * Creates a getter / setter pair for the property tracked by this binding.
  37604. */
  37605. bind() {
  37606. let targetObject = this.node;
  37607. const parsedPath = this.parsedPath;
  37608. const objectName = parsedPath.objectName;
  37609. const propertyName = parsedPath.propertyName;
  37610. let propertyIndex = parsedPath.propertyIndex;
  37611. if ( ! targetObject ) {
  37612. targetObject = PropertyBinding.findNode( this.rootNode, parsedPath.nodeName );
  37613. this.node = targetObject;
  37614. }
  37615. // set fail state so we can just 'return' on error
  37616. this.getValue = this._getValue_unavailable;
  37617. this.setValue = this._setValue_unavailable;
  37618. // ensure there is a value node
  37619. if ( ! targetObject ) {
  37620. warn( 'PropertyBinding: No target node found for track: ' + this.path + '.' );
  37621. return;
  37622. }
  37623. if ( objectName ) {
  37624. let objectIndex = parsedPath.objectIndex;
  37625. // special cases were we need to reach deeper into the hierarchy to get the face materials....
  37626. switch ( objectName ) {
  37627. case 'materials':
  37628. if ( ! targetObject.material ) {
  37629. error( 'PropertyBinding: Can not bind to material as node does not have a material.', this );
  37630. return;
  37631. }
  37632. if ( ! targetObject.material.materials ) {
  37633. error( 'PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this );
  37634. return;
  37635. }
  37636. targetObject = targetObject.material.materials;
  37637. break;
  37638. case 'bones':
  37639. if ( ! targetObject.skeleton ) {
  37640. error( 'PropertyBinding: Can not bind to bones as node does not have a skeleton.', this );
  37641. return;
  37642. }
  37643. // potential future optimization: skip this if propertyIndex is already an integer
  37644. // and convert the integer string to a true integer.
  37645. targetObject = targetObject.skeleton.bones;
  37646. // support resolving morphTarget names into indices.
  37647. for ( let i = 0; i < targetObject.length; i ++ ) {
  37648. if ( targetObject[ i ].name === objectIndex ) {
  37649. objectIndex = i;
  37650. break;
  37651. }
  37652. }
  37653. break;
  37654. case 'map':
  37655. if ( 'map' in targetObject ) {
  37656. targetObject = targetObject.map;
  37657. break;
  37658. }
  37659. if ( ! targetObject.material ) {
  37660. error( 'PropertyBinding: Can not bind to material as node does not have a material.', this );
  37661. return;
  37662. }
  37663. if ( ! targetObject.material.map ) {
  37664. error( 'PropertyBinding: Can not bind to material.map as node.material does not have a map.', this );
  37665. return;
  37666. }
  37667. targetObject = targetObject.material.map;
  37668. break;
  37669. default:
  37670. if ( targetObject[ objectName ] === undefined ) {
  37671. error( 'PropertyBinding: Can not bind to objectName of node undefined.', this );
  37672. return;
  37673. }
  37674. targetObject = targetObject[ objectName ];
  37675. }
  37676. if ( objectIndex !== undefined ) {
  37677. if ( targetObject[ objectIndex ] === undefined ) {
  37678. error( 'PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject );
  37679. return;
  37680. }
  37681. targetObject = targetObject[ objectIndex ];
  37682. }
  37683. }
  37684. // resolve property
  37685. const nodeProperty = targetObject[ propertyName ];
  37686. if ( nodeProperty === undefined ) {
  37687. const nodeName = parsedPath.nodeName;
  37688. error( 'PropertyBinding: Trying to update property for track: ' + nodeName +
  37689. '.' + propertyName + ' but it wasn\'t found.', targetObject );
  37690. return;
  37691. }
  37692. // determine versioning scheme
  37693. let versioning = this.Versioning.None;
  37694. this.targetObject = targetObject;
  37695. if ( targetObject.isMaterial === true ) {
  37696. versioning = this.Versioning.NeedsUpdate;
  37697. } else if ( targetObject.isObject3D === true ) {
  37698. versioning = this.Versioning.MatrixWorldNeedsUpdate;
  37699. }
  37700. // determine how the property gets bound
  37701. let bindingType = this.BindingType.Direct;
  37702. if ( propertyIndex !== undefined ) {
  37703. // access a sub element of the property array (only primitives are supported right now)
  37704. if ( propertyName === 'morphTargetInfluences' ) {
  37705. // potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.
  37706. // support resolving morphTarget names into indices.
  37707. if ( ! targetObject.geometry ) {
  37708. error( 'PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this );
  37709. return;
  37710. }
  37711. if ( ! targetObject.geometry.morphAttributes ) {
  37712. error( 'PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this );
  37713. return;
  37714. }
  37715. if ( targetObject.morphTargetDictionary[ propertyIndex ] !== undefined ) {
  37716. propertyIndex = targetObject.morphTargetDictionary[ propertyIndex ];
  37717. }
  37718. }
  37719. bindingType = this.BindingType.ArrayElement;
  37720. this.resolvedProperty = nodeProperty;
  37721. this.propertyIndex = propertyIndex;
  37722. } else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) {
  37723. // must use copy for Object3D.Euler/Quaternion
  37724. bindingType = this.BindingType.HasFromToArray;
  37725. this.resolvedProperty = nodeProperty;
  37726. } else if ( Array.isArray( nodeProperty ) ) {
  37727. bindingType = this.BindingType.EntireArray;
  37728. this.resolvedProperty = nodeProperty;
  37729. } else {
  37730. this.propertyName = propertyName;
  37731. }
  37732. // select getter / setter
  37733. this.getValue = this.GetterByBindingType[ bindingType ];
  37734. this.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ];
  37735. }
  37736. /**
  37737. * Unbinds the property.
  37738. */
  37739. unbind() {
  37740. this.node = null;
  37741. // back to the prototype version of getValue / setValue
  37742. // note: avoiding to mutate the shape of 'this' via 'delete'
  37743. this.getValue = this._getValue_unbound;
  37744. this.setValue = this._setValue_unbound;
  37745. }
  37746. }
  37747. PropertyBinding.Composite = Composite;
  37748. PropertyBinding.prototype.BindingType = {
  37749. Direct: 0,
  37750. EntireArray: 1,
  37751. ArrayElement: 2,
  37752. HasFromToArray: 3
  37753. };
  37754. PropertyBinding.prototype.Versioning = {
  37755. None: 0,
  37756. NeedsUpdate: 1,
  37757. MatrixWorldNeedsUpdate: 2
  37758. };
  37759. PropertyBinding.prototype.GetterByBindingType = [
  37760. PropertyBinding.prototype._getValue_direct,
  37761. PropertyBinding.prototype._getValue_array,
  37762. PropertyBinding.prototype._getValue_arrayElement,
  37763. PropertyBinding.prototype._getValue_toArray,
  37764. ];
  37765. PropertyBinding.prototype.SetterByBindingTypeAndVersioning = [
  37766. [
  37767. // Direct
  37768. PropertyBinding.prototype._setValue_direct,
  37769. PropertyBinding.prototype._setValue_direct_setNeedsUpdate,
  37770. PropertyBinding.prototype._setValue_direct_setMatrixWorldNeedsUpdate,
  37771. ], [
  37772. // EntireArray
  37773. PropertyBinding.prototype._setValue_array,
  37774. PropertyBinding.prototype._setValue_array_setNeedsUpdate,
  37775. PropertyBinding.prototype._setValue_array_setMatrixWorldNeedsUpdate,
  37776. ], [
  37777. // ArrayElement
  37778. PropertyBinding.prototype._setValue_arrayElement,
  37779. PropertyBinding.prototype._setValue_arrayElement_setNeedsUpdate,
  37780. PropertyBinding.prototype._setValue_arrayElement_setMatrixWorldNeedsUpdate,
  37781. ], [
  37782. // HasToFromArray
  37783. PropertyBinding.prototype._setValue_fromArray,
  37784. PropertyBinding.prototype._setValue_fromArray_setNeedsUpdate,
  37785. PropertyBinding.prototype._setValue_fromArray_setMatrixWorldNeedsUpdate,
  37786. ]
  37787. ];
  37788. /**
  37789. * A group of objects that receives a shared animation state.
  37790. *
  37791. * Usage:
  37792. *
  37793. * - Add objects you would otherwise pass as 'root' to the
  37794. * constructor or the .clipAction method of AnimationMixer.
  37795. * - Instead pass this object as 'root'.
  37796. * - You can also add and remove objects later when the mixer is running.
  37797. *
  37798. * Note:
  37799. *
  37800. * - Objects of this class appear as one object to the mixer,
  37801. * so cache control of the individual objects must be done on the group.
  37802. *
  37803. * Limitation:
  37804. *
  37805. * - The animated properties must be compatible among the all objects in the group.
  37806. * - A single property can either be controlled through a target group or directly, but not both.
  37807. */
  37808. class AnimationObjectGroup {
  37809. /**
  37810. * Constructs a new animation group.
  37811. *
  37812. * @param {...Object3D} arguments - An arbitrary number of 3D objects that share the same animation state.
  37813. */
  37814. constructor() {
  37815. /**
  37816. * This flag can be used for type testing.
  37817. *
  37818. * @type {boolean}
  37819. * @readonly
  37820. * @default true
  37821. */
  37822. this.isAnimationObjectGroup = true;
  37823. /**
  37824. * The UUID of the 3D object.
  37825. *
  37826. * @type {string}
  37827. * @readonly
  37828. */
  37829. this.uuid = generateUUID();
  37830. // cached objects followed by the active ones
  37831. this._objects = Array.prototype.slice.call( arguments );
  37832. this.nCachedObjects_ = 0; // threshold
  37833. // note: read by PropertyBinding.Composite
  37834. const indices = {};
  37835. this._indicesByUUID = indices; // for bookkeeping
  37836. for ( let i = 0, n = arguments.length; i !== n; ++ i ) {
  37837. indices[ arguments[ i ].uuid ] = i;
  37838. }
  37839. this._paths = []; // inside: string
  37840. this._parsedPaths = []; // inside: { we don't care, here }
  37841. this._bindings = []; // inside: Array< PropertyBinding >
  37842. this._bindingsIndicesByPath = {}; // inside: indices in these arrays
  37843. const scope = this;
  37844. this.stats = {
  37845. objects: {
  37846. get total() {
  37847. return scope._objects.length;
  37848. },
  37849. get inUse() {
  37850. return this.total - scope.nCachedObjects_;
  37851. }
  37852. },
  37853. get bindingsPerObject() {
  37854. return scope._bindings.length;
  37855. }
  37856. };
  37857. }
  37858. /**
  37859. * Adds an arbitrary number of objects to this animation group.
  37860. *
  37861. * @param {...Object3D} arguments - The 3D objects to add.
  37862. */
  37863. add() {
  37864. const objects = this._objects,
  37865. indicesByUUID = this._indicesByUUID,
  37866. paths = this._paths,
  37867. parsedPaths = this._parsedPaths,
  37868. bindings = this._bindings,
  37869. nBindings = bindings.length;
  37870. let knownObject = undefined,
  37871. nObjects = objects.length,
  37872. nCachedObjects = this.nCachedObjects_;
  37873. for ( let i = 0, n = arguments.length; i !== n; ++ i ) {
  37874. const object = arguments[ i ],
  37875. uuid = object.uuid;
  37876. let index = indicesByUUID[ uuid ];
  37877. if ( index === undefined ) {
  37878. // unknown object -> add it to the ACTIVE region
  37879. index = nObjects ++;
  37880. indicesByUUID[ uuid ] = index;
  37881. objects.push( object );
  37882. // accounting is done, now do the same for all bindings
  37883. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  37884. bindings[ j ].push( new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ) );
  37885. }
  37886. } else if ( index < nCachedObjects ) {
  37887. knownObject = objects[ index ];
  37888. // move existing object to the ACTIVE region
  37889. const firstActiveIndex = -- nCachedObjects,
  37890. lastCachedObject = objects[ firstActiveIndex ];
  37891. indicesByUUID[ lastCachedObject.uuid ] = index;
  37892. objects[ index ] = lastCachedObject;
  37893. indicesByUUID[ uuid ] = firstActiveIndex;
  37894. objects[ firstActiveIndex ] = object;
  37895. // accounting is done, now do the same for all bindings
  37896. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  37897. const bindingsForPath = bindings[ j ],
  37898. lastCached = bindingsForPath[ firstActiveIndex ];
  37899. let binding = bindingsForPath[ index ];
  37900. bindingsForPath[ index ] = lastCached;
  37901. if ( binding === undefined ) {
  37902. // since we do not bother to create new bindings
  37903. // for objects that are cached, the binding may
  37904. // or may not exist
  37905. binding = new PropertyBinding( object, paths[ j ], parsedPaths[ j ] );
  37906. }
  37907. bindingsForPath[ firstActiveIndex ] = binding;
  37908. }
  37909. } else if ( objects[ index ] !== knownObject ) {
  37910. error( 'AnimationObjectGroup: Different objects with the same UUID ' +
  37911. 'detected. Clean the caches or recreate your infrastructure when reloading scenes.' );
  37912. } // else the object is already where we want it to be
  37913. } // for arguments
  37914. this.nCachedObjects_ = nCachedObjects;
  37915. }
  37916. /**
  37917. * Removes an arbitrary number of objects to this animation group
  37918. *
  37919. * @param {...Object3D} arguments - The 3D objects to remove.
  37920. */
  37921. remove() {
  37922. const objects = this._objects,
  37923. indicesByUUID = this._indicesByUUID,
  37924. bindings = this._bindings,
  37925. nBindings = bindings.length;
  37926. let nCachedObjects = this.nCachedObjects_;
  37927. for ( let i = 0, n = arguments.length; i !== n; ++ i ) {
  37928. const object = arguments[ i ],
  37929. uuid = object.uuid,
  37930. index = indicesByUUID[ uuid ];
  37931. if ( index !== undefined && index >= nCachedObjects ) {
  37932. // move existing object into the CACHED region
  37933. const lastCachedIndex = nCachedObjects ++,
  37934. firstActiveObject = objects[ lastCachedIndex ];
  37935. indicesByUUID[ firstActiveObject.uuid ] = index;
  37936. objects[ index ] = firstActiveObject;
  37937. indicesByUUID[ uuid ] = lastCachedIndex;
  37938. objects[ lastCachedIndex ] = object;
  37939. // accounting is done, now do the same for all bindings
  37940. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  37941. const bindingsForPath = bindings[ j ],
  37942. firstActive = bindingsForPath[ lastCachedIndex ],
  37943. binding = bindingsForPath[ index ];
  37944. bindingsForPath[ index ] = firstActive;
  37945. bindingsForPath[ lastCachedIndex ] = binding;
  37946. }
  37947. }
  37948. } // for arguments
  37949. this.nCachedObjects_ = nCachedObjects;
  37950. }
  37951. /**
  37952. * Deallocates all memory resources for the passed 3D objects of this animation group.
  37953. *
  37954. * @param {...Object3D} arguments - The 3D objects to uncache.
  37955. */
  37956. uncache() {
  37957. const objects = this._objects,
  37958. indicesByUUID = this._indicesByUUID,
  37959. bindings = this._bindings,
  37960. nBindings = bindings.length;
  37961. let nCachedObjects = this.nCachedObjects_,
  37962. nObjects = objects.length;
  37963. for ( let i = 0, n = arguments.length; i !== n; ++ i ) {
  37964. const object = arguments[ i ],
  37965. uuid = object.uuid,
  37966. index = indicesByUUID[ uuid ];
  37967. if ( index !== undefined ) {
  37968. delete indicesByUUID[ uuid ];
  37969. if ( index < nCachedObjects ) {
  37970. // object is cached, shrink the CACHED region
  37971. const firstActiveIndex = -- nCachedObjects,
  37972. lastCachedObject = objects[ firstActiveIndex ],
  37973. lastIndex = -- nObjects,
  37974. lastObject = objects[ lastIndex ];
  37975. // last cached object takes this object's place
  37976. indicesByUUID[ lastCachedObject.uuid ] = index;
  37977. objects[ index ] = lastCachedObject;
  37978. // last object goes to the activated slot and pop
  37979. indicesByUUID[ lastObject.uuid ] = firstActiveIndex;
  37980. objects[ firstActiveIndex ] = lastObject;
  37981. objects.pop();
  37982. // accounting is done, now do the same for all bindings
  37983. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  37984. const bindingsForPath = bindings[ j ],
  37985. lastCached = bindingsForPath[ firstActiveIndex ],
  37986. last = bindingsForPath[ lastIndex ];
  37987. bindingsForPath[ index ] = lastCached;
  37988. bindingsForPath[ firstActiveIndex ] = last;
  37989. bindingsForPath.pop();
  37990. }
  37991. } else {
  37992. // object is active, just swap with the last and pop
  37993. const lastIndex = -- nObjects,
  37994. lastObject = objects[ lastIndex ];
  37995. if ( lastIndex > 0 ) {
  37996. indicesByUUID[ lastObject.uuid ] = index;
  37997. }
  37998. objects[ index ] = lastObject;
  37999. objects.pop();
  38000. // accounting is done, now do the same for all bindings
  38001. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  38002. const bindingsForPath = bindings[ j ];
  38003. bindingsForPath[ index ] = bindingsForPath[ lastIndex ];
  38004. bindingsForPath.pop();
  38005. }
  38006. } // cached or active
  38007. } // if object is known
  38008. } // for arguments
  38009. this.nCachedObjects_ = nCachedObjects;
  38010. }
  38011. // Internal interface used by befriended PropertyBinding.Composite:
  38012. subscribe_( path, parsedPath ) {
  38013. // returns an array of bindings for the given path that is changed
  38014. // according to the contained objects in the group
  38015. const indicesByPath = this._bindingsIndicesByPath;
  38016. let index = indicesByPath[ path ];
  38017. const bindings = this._bindings;
  38018. if ( index !== undefined ) return bindings[ index ];
  38019. const paths = this._paths,
  38020. parsedPaths = this._parsedPaths,
  38021. objects = this._objects,
  38022. nObjects = objects.length,
  38023. nCachedObjects = this.nCachedObjects_,
  38024. bindingsForPath = new Array( nObjects );
  38025. index = bindings.length;
  38026. indicesByPath[ path ] = index;
  38027. paths.push( path );
  38028. parsedPaths.push( parsedPath );
  38029. bindings.push( bindingsForPath );
  38030. for ( let i = nCachedObjects, n = objects.length; i !== n; ++ i ) {
  38031. const object = objects[ i ];
  38032. bindingsForPath[ i ] = new PropertyBinding( object, path, parsedPath );
  38033. }
  38034. return bindingsForPath;
  38035. }
  38036. unsubscribe_( path ) {
  38037. // tells the group to forget about a property path and no longer
  38038. // update the array previously obtained with 'subscribe_'
  38039. const indicesByPath = this._bindingsIndicesByPath,
  38040. index = indicesByPath[ path ];
  38041. if ( index !== undefined ) {
  38042. const paths = this._paths,
  38043. parsedPaths = this._parsedPaths,
  38044. bindings = this._bindings,
  38045. lastBindingsIndex = bindings.length - 1,
  38046. lastBindings = bindings[ lastBindingsIndex ],
  38047. lastBindingsPath = path[ lastBindingsIndex ];
  38048. indicesByPath[ lastBindingsPath ] = index;
  38049. bindings[ index ] = lastBindings;
  38050. bindings.pop();
  38051. parsedPaths[ index ] = parsedPaths[ lastBindingsIndex ];
  38052. parsedPaths.pop();
  38053. paths[ index ] = paths[ lastBindingsIndex ];
  38054. paths.pop();
  38055. }
  38056. }
  38057. }
  38058. /**
  38059. * An instance of `AnimationAction` schedules the playback of an animation which is
  38060. * stored in {@link AnimationClip}.
  38061. */
  38062. class AnimationAction {
  38063. /**
  38064. * Constructs a new animation action.
  38065. *
  38066. * @param {AnimationMixer} mixer - The mixer that is controlled by this action.
  38067. * @param {AnimationClip} clip - The animation clip that holds the actual keyframes.
  38068. * @param {?Object3D} [localRoot=null] - The root object on which this action is performed.
  38069. * @param {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)} [blendMode] - The blend mode.
  38070. */
  38071. constructor( mixer, clip, localRoot = null, blendMode = clip.blendMode ) {
  38072. this._mixer = mixer;
  38073. this._clip = clip;
  38074. this._localRoot = localRoot;
  38075. /**
  38076. * Defines how the animation is blended/combined when two or more animations
  38077. * are simultaneously played.
  38078. *
  38079. * @type {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)}
  38080. */
  38081. this.blendMode = blendMode;
  38082. const tracks = clip.tracks,
  38083. nTracks = tracks.length,
  38084. interpolants = new Array( nTracks );
  38085. const interpolantSettings = {
  38086. endingStart: ZeroCurvatureEnding,
  38087. endingEnd: ZeroCurvatureEnding
  38088. };
  38089. for ( let i = 0; i !== nTracks; ++ i ) {
  38090. const interpolant = tracks[ i ].createInterpolant( null );
  38091. interpolants[ i ] = interpolant;
  38092. interpolant.settings = interpolantSettings;
  38093. }
  38094. this._interpolantSettings = interpolantSettings;
  38095. this._interpolants = interpolants; // bound by the mixer
  38096. // inside: PropertyMixer (managed by the mixer)
  38097. this._propertyBindings = new Array( nTracks );
  38098. this._cacheIndex = null; // for the memory manager
  38099. this._byClipCacheIndex = null; // for the memory manager
  38100. this._timeScaleInterpolant = null;
  38101. this._weightInterpolant = null;
  38102. /**
  38103. * The loop mode, set via {@link AnimationAction#setLoop}.
  38104. *
  38105. * @type {(LoopRepeat|LoopOnce|LoopPingPong)}
  38106. * @default LoopRepeat
  38107. */
  38108. this.loop = LoopRepeat;
  38109. this._loopCount = -1;
  38110. // global mixer time when the action is to be started
  38111. // it's set back to 'null' upon start of the action
  38112. this._startTime = null;
  38113. /**
  38114. * The local time of this action (in seconds, starting with `0`).
  38115. *
  38116. * The value gets clamped or wrapped to `[0,clip.duration]` (according to the
  38117. * loop state).
  38118. *
  38119. * @type {number}
  38120. * @default Infinity
  38121. */
  38122. this.time = 0;
  38123. /**
  38124. * Scaling factor for the {@link AnimationAction#time}. A value of `0` causes the
  38125. * animation to pause. Negative values cause the animation to play backwards.
  38126. *
  38127. * @type {number}
  38128. * @default 1
  38129. */
  38130. this.timeScale = 1;
  38131. this._effectiveTimeScale = 1;
  38132. /**
  38133. * The degree of influence of this action (in the interval `[0, 1]`). Values
  38134. * between `0` (no impact) and `1` (full impact) can be used to blend between
  38135. * several actions.
  38136. *
  38137. * @type {number}
  38138. * @default 1
  38139. */
  38140. this.weight = 1;
  38141. this._effectiveWeight = 1;
  38142. /**
  38143. * The number of repetitions of the performed clip over the course of this action.
  38144. * Can be set via {@link AnimationAction#setLoop}.
  38145. *
  38146. * Setting this number has no effect if {@link AnimationAction#loop} is set to
  38147. * `THREE:LoopOnce`.
  38148. *
  38149. * @type {number}
  38150. * @default Infinity
  38151. */
  38152. this.repetitions = Infinity;
  38153. /**
  38154. * If set to `true`, the playback of the action is paused.
  38155. *
  38156. * @type {boolean}
  38157. * @default false
  38158. */
  38159. this.paused = false;
  38160. /**
  38161. * If set to `false`, the action is disabled so it has no impact.
  38162. *
  38163. * When the action is re-enabled, the animation continues from its current
  38164. * time (setting `enabled` to `false` doesn't reset the action).
  38165. *
  38166. * @type {boolean}
  38167. * @default true
  38168. */
  38169. this.enabled = true;
  38170. /**
  38171. * If set to true the animation will automatically be paused on its last frame.
  38172. *
  38173. * If set to false, {@link AnimationAction#enabled} will automatically be switched
  38174. * to `false` when the last loop of the action has finished, so that this action has
  38175. * no further impact.
  38176. *
  38177. * Note: This member has no impact if the action is interrupted (it
  38178. * has only an effect if its last loop has really finished).
  38179. *
  38180. * @type {boolean}
  38181. * @default false
  38182. */
  38183. this.clampWhenFinished = false;
  38184. /**
  38185. * Enables smooth interpolation without separate clips for start, loop and end.
  38186. *
  38187. * @type {boolean}
  38188. * @default true
  38189. */
  38190. this.zeroSlopeAtStart = true;
  38191. /**
  38192. * Enables smooth interpolation without separate clips for start, loop and end.
  38193. *
  38194. * @type {boolean}
  38195. * @default true
  38196. */
  38197. this.zeroSlopeAtEnd = true;
  38198. }
  38199. /**
  38200. * Starts the playback of the animation.
  38201. *
  38202. * @return {AnimationAction} A reference to this animation action.
  38203. */
  38204. play() {
  38205. this._mixer._activateAction( this );
  38206. return this;
  38207. }
  38208. /**
  38209. * Stops the playback of the animation.
  38210. *
  38211. * @return {AnimationAction} A reference to this animation action.
  38212. */
  38213. stop() {
  38214. this._mixer._deactivateAction( this );
  38215. return this.reset();
  38216. }
  38217. /**
  38218. * Resets the playback of the animation.
  38219. *
  38220. * @return {AnimationAction} A reference to this animation action.
  38221. */
  38222. reset() {
  38223. this.paused = false;
  38224. this.enabled = true;
  38225. this.time = 0; // restart clip
  38226. this._loopCount = -1;// forget previous loops
  38227. this._startTime = null;// forget scheduling
  38228. return this.stopFading().stopWarping();
  38229. }
  38230. /**
  38231. * Returns `true` if the animation is running.
  38232. *
  38233. * @return {boolean} Whether the animation is running or not.
  38234. */
  38235. isRunning() {
  38236. return this.enabled && ! this.paused && this.timeScale !== 0 &&
  38237. this._startTime === null && this._mixer._isActiveAction( this );
  38238. }
  38239. /**
  38240. * Returns `true` when {@link AnimationAction#play} has been called.
  38241. *
  38242. * @return {boolean} Whether the animation is scheduled or not.
  38243. */
  38244. isScheduled() {
  38245. return this._mixer._isActiveAction( this );
  38246. }
  38247. /**
  38248. * Defines the time when the animation should start.
  38249. *
  38250. * @param {number} time - The start time in seconds.
  38251. * @return {AnimationAction} A reference to this animation action.
  38252. */
  38253. startAt( time ) {
  38254. this._startTime = time;
  38255. return this;
  38256. }
  38257. /**
  38258. * Configures the loop settings for this action.
  38259. *
  38260. * @param {(LoopRepeat|LoopOnce|LoopPingPong)} mode - The loop mode.
  38261. * @param {number} repetitions - The number of repetitions.
  38262. * @return {AnimationAction} A reference to this animation action.
  38263. */
  38264. setLoop( mode, repetitions ) {
  38265. this.loop = mode;
  38266. this.repetitions = repetitions;
  38267. return this;
  38268. }
  38269. /**
  38270. * Sets the effective weight of this action.
  38271. *
  38272. * An action has no effect and thus an effective weight of zero when the
  38273. * action is disabled.
  38274. *
  38275. * @param {number} weight - The weight to set.
  38276. * @return {AnimationAction} A reference to this animation action.
  38277. */
  38278. setEffectiveWeight( weight ) {
  38279. this.weight = weight;
  38280. // note: same logic as when updated at runtime
  38281. this._effectiveWeight = this.enabled ? weight : 0;
  38282. return this.stopFading();
  38283. }
  38284. /**
  38285. * Returns the effective weight of this action.
  38286. *
  38287. * @return {number} The effective weight.
  38288. */
  38289. getEffectiveWeight() {
  38290. return this._effectiveWeight;
  38291. }
  38292. /**
  38293. * Fades the animation in by increasing its weight gradually from `0` to `1`,
  38294. * within the passed time interval.
  38295. *
  38296. * @param {number} duration - The duration of the fade.
  38297. * @return {AnimationAction} A reference to this animation action.
  38298. */
  38299. fadeIn( duration ) {
  38300. return this._scheduleFading( duration, 0, 1 );
  38301. }
  38302. /**
  38303. * Fades the animation out by decreasing its weight gradually from `1` to `0`,
  38304. * within the passed time interval.
  38305. *
  38306. * @param {number} duration - The duration of the fade.
  38307. * @return {AnimationAction} A reference to this animation action.
  38308. */
  38309. fadeOut( duration ) {
  38310. return this._scheduleFading( duration, 1, 0 );
  38311. }
  38312. /**
  38313. * Causes this action to fade in and the given action to fade out,
  38314. * within the passed time interval.
  38315. *
  38316. * @param {AnimationAction} fadeOutAction - The animation action to fade out.
  38317. * @param {number} duration - The duration of the fade.
  38318. * @param {boolean} [warp=false] - Whether warping should be used or not.
  38319. * @return {AnimationAction} A reference to this animation action.
  38320. */
  38321. crossFadeFrom( fadeOutAction, duration, warp = false ) {
  38322. fadeOutAction.fadeOut( duration );
  38323. this.fadeIn( duration );
  38324. if ( warp === true ) {
  38325. const fadeInDuration = this._clip.duration,
  38326. fadeOutDuration = fadeOutAction._clip.duration,
  38327. startEndRatio = fadeOutDuration / fadeInDuration,
  38328. endStartRatio = fadeInDuration / fadeOutDuration;
  38329. fadeOutAction.warp( 1.0, startEndRatio, duration );
  38330. this.warp( endStartRatio, 1.0, duration );
  38331. }
  38332. return this;
  38333. }
  38334. /**
  38335. * Causes this action to fade out and the given action to fade in,
  38336. * within the passed time interval.
  38337. *
  38338. * @param {AnimationAction} fadeInAction - The animation action to fade in.
  38339. * @param {number} duration - The duration of the fade.
  38340. * @param {boolean} [warp=false] - Whether warping should be used or not.
  38341. * @return {AnimationAction} A reference to this animation action.
  38342. */
  38343. crossFadeTo( fadeInAction, duration, warp = false ) {
  38344. return fadeInAction.crossFadeFrom( this, duration, warp );
  38345. }
  38346. /**
  38347. * Stops any fading which is applied to this action.
  38348. *
  38349. * @return {AnimationAction} A reference to this animation action.
  38350. */
  38351. stopFading() {
  38352. const weightInterpolant = this._weightInterpolant;
  38353. if ( weightInterpolant !== null ) {
  38354. this._weightInterpolant = null;
  38355. this._mixer._takeBackControlInterpolant( weightInterpolant );
  38356. }
  38357. return this;
  38358. }
  38359. /**
  38360. * Sets the effective time scale of this action.
  38361. *
  38362. * An action has no effect and thus an effective time scale of zero when the
  38363. * action is paused.
  38364. *
  38365. * @param {number} timeScale - The time scale to set.
  38366. * @return {AnimationAction} A reference to this animation action.
  38367. */
  38368. setEffectiveTimeScale( timeScale ) {
  38369. this.timeScale = timeScale;
  38370. this._effectiveTimeScale = this.paused ? 0 : timeScale;
  38371. return this.stopWarping();
  38372. }
  38373. /**
  38374. * Returns the effective time scale of this action.
  38375. *
  38376. * @return {number} The effective time scale.
  38377. */
  38378. getEffectiveTimeScale() {
  38379. return this._effectiveTimeScale;
  38380. }
  38381. /**
  38382. * Sets the duration for a single loop of this action.
  38383. *
  38384. * @param {number} duration - The duration to set.
  38385. * @return {AnimationAction} A reference to this animation action.
  38386. */
  38387. setDuration( duration ) {
  38388. this.timeScale = this._clip.duration / duration;
  38389. return this.stopWarping();
  38390. }
  38391. /**
  38392. * Synchronizes this action with the passed other action.
  38393. *
  38394. * @param {AnimationAction} action - The action to sync with.
  38395. * @return {AnimationAction} A reference to this animation action.
  38396. */
  38397. syncWith( action ) {
  38398. this.time = action.time;
  38399. this.timeScale = action.timeScale;
  38400. return this.stopWarping();
  38401. }
  38402. /**
  38403. * Decelerates this animation's speed to `0` within the passed time interval.
  38404. *
  38405. * @param {number} duration - The duration.
  38406. * @return {AnimationAction} A reference to this animation action.
  38407. */
  38408. halt( duration ) {
  38409. return this.warp( this._effectiveTimeScale, 0, duration );
  38410. }
  38411. /**
  38412. * Changes the playback speed, within the passed time interval, by modifying
  38413. * {@link AnimationAction#timeScale} gradually from `startTimeScale` to
  38414. * `endTimeScale`.
  38415. *
  38416. * @param {number} startTimeScale - The start time scale.
  38417. * @param {number} endTimeScale - The end time scale.
  38418. * @param {number} duration - The duration.
  38419. * @return {AnimationAction} A reference to this animation action.
  38420. */
  38421. warp( startTimeScale, endTimeScale, duration ) {
  38422. const mixer = this._mixer,
  38423. now = mixer.time,
  38424. timeScale = this.timeScale;
  38425. let interpolant = this._timeScaleInterpolant;
  38426. if ( interpolant === null ) {
  38427. interpolant = mixer._lendControlInterpolant();
  38428. this._timeScaleInterpolant = interpolant;
  38429. }
  38430. const times = interpolant.parameterPositions,
  38431. values = interpolant.sampleValues;
  38432. times[ 0 ] = now;
  38433. times[ 1 ] = now + duration;
  38434. values[ 0 ] = startTimeScale / timeScale;
  38435. values[ 1 ] = endTimeScale / timeScale;
  38436. return this;
  38437. }
  38438. /**
  38439. * Stops any scheduled warping which is applied to this action.
  38440. *
  38441. * @return {AnimationAction} A reference to this animation action.
  38442. */
  38443. stopWarping() {
  38444. const timeScaleInterpolant = this._timeScaleInterpolant;
  38445. if ( timeScaleInterpolant !== null ) {
  38446. this._timeScaleInterpolant = null;
  38447. this._mixer._takeBackControlInterpolant( timeScaleInterpolant );
  38448. }
  38449. return this;
  38450. }
  38451. /**
  38452. * Returns the animation mixer of this animation action.
  38453. *
  38454. * @return {AnimationMixer} The animation mixer.
  38455. */
  38456. getMixer() {
  38457. return this._mixer;
  38458. }
  38459. /**
  38460. * Returns the animation clip of this animation action.
  38461. *
  38462. * @return {AnimationClip} The animation clip.
  38463. */
  38464. getClip() {
  38465. return this._clip;
  38466. }
  38467. /**
  38468. * Returns the root object of this animation action.
  38469. *
  38470. * @return {Object3D} The root object.
  38471. */
  38472. getRoot() {
  38473. return this._localRoot || this._mixer._root;
  38474. }
  38475. // Interna
  38476. _update( time, deltaTime, timeDirection, accuIndex ) {
  38477. // called by the mixer
  38478. if ( ! this.enabled ) {
  38479. // call ._updateWeight() to update ._effectiveWeight
  38480. this._updateWeight( time );
  38481. return;
  38482. }
  38483. const startTime = this._startTime;
  38484. if ( startTime !== null ) {
  38485. // check for scheduled start of action
  38486. const timeRunning = ( time - startTime ) * timeDirection;
  38487. if ( timeRunning < 0 || timeDirection === 0 ) {
  38488. deltaTime = 0;
  38489. } else {
  38490. this._startTime = null; // unschedule
  38491. deltaTime = timeDirection * timeRunning;
  38492. }
  38493. }
  38494. // apply time scale and advance time
  38495. deltaTime *= this._updateTimeScale( time );
  38496. const clipTime = this._updateTime( deltaTime );
  38497. // note: _updateTime may disable the action resulting in
  38498. // an effective weight of 0
  38499. const weight = this._updateWeight( time );
  38500. if ( weight > 0 ) {
  38501. const interpolants = this._interpolants;
  38502. const propertyMixers = this._propertyBindings;
  38503. switch ( this.blendMode ) {
  38504. case AdditiveAnimationBlendMode:
  38505. for ( let j = 0, m = interpolants.length; j !== m; ++ j ) {
  38506. interpolants[ j ].evaluate( clipTime );
  38507. propertyMixers[ j ].accumulateAdditive( weight );
  38508. }
  38509. break;
  38510. case NormalAnimationBlendMode:
  38511. default:
  38512. for ( let j = 0, m = interpolants.length; j !== m; ++ j ) {
  38513. interpolants[ j ].evaluate( clipTime );
  38514. propertyMixers[ j ].accumulate( accuIndex, weight );
  38515. }
  38516. }
  38517. }
  38518. }
  38519. _updateWeight( time ) {
  38520. let weight = 0;
  38521. if ( this.enabled ) {
  38522. weight = this.weight;
  38523. const interpolant = this._weightInterpolant;
  38524. if ( interpolant !== null ) {
  38525. const interpolantValue = interpolant.evaluate( time )[ 0 ];
  38526. weight *= interpolantValue;
  38527. if ( time > interpolant.parameterPositions[ 1 ] ) {
  38528. this.stopFading();
  38529. if ( interpolantValue === 0 ) {
  38530. // faded out, disable
  38531. this.enabled = false;
  38532. }
  38533. }
  38534. }
  38535. }
  38536. this._effectiveWeight = weight;
  38537. return weight;
  38538. }
  38539. _updateTimeScale( time ) {
  38540. let timeScale = 0;
  38541. if ( ! this.paused ) {
  38542. timeScale = this.timeScale;
  38543. const interpolant = this._timeScaleInterpolant;
  38544. if ( interpolant !== null ) {
  38545. const interpolantValue = interpolant.evaluate( time )[ 0 ];
  38546. timeScale *= interpolantValue;
  38547. if ( time > interpolant.parameterPositions[ 1 ] ) {
  38548. this.stopWarping();
  38549. if ( timeScale === 0 ) {
  38550. // motion has halted, pause
  38551. this.paused = true;
  38552. } else {
  38553. // warp done - apply final time scale
  38554. this.timeScale = timeScale;
  38555. }
  38556. }
  38557. }
  38558. }
  38559. this._effectiveTimeScale = timeScale;
  38560. return timeScale;
  38561. }
  38562. _updateTime( deltaTime ) {
  38563. const duration = this._clip.duration;
  38564. const loop = this.loop;
  38565. let time = this.time + deltaTime;
  38566. let loopCount = this._loopCount;
  38567. const pingPong = ( loop === LoopPingPong );
  38568. if ( deltaTime === 0 ) {
  38569. if ( loopCount === -1 ) return time;
  38570. return ( pingPong && ( loopCount & 1 ) === 1 ) ? duration - time : time;
  38571. }
  38572. if ( loop === LoopOnce ) {
  38573. if ( loopCount === -1 ) {
  38574. // just started
  38575. this._loopCount = 0;
  38576. this._setEndings( true, true, false );
  38577. }
  38578. handle_stop: {
  38579. if ( time >= duration ) {
  38580. time = duration;
  38581. } else if ( time < 0 ) {
  38582. time = 0;
  38583. } else {
  38584. this.time = time;
  38585. break handle_stop;
  38586. }
  38587. if ( this.clampWhenFinished ) this.paused = true;
  38588. else this.enabled = false;
  38589. this.time = time;
  38590. this._mixer.dispatchEvent( {
  38591. type: 'finished', action: this,
  38592. direction: deltaTime < 0 ? -1 : 1
  38593. } );
  38594. }
  38595. } else { // repetitive Repeat or PingPong
  38596. if ( loopCount === -1 ) {
  38597. // just started
  38598. if ( deltaTime >= 0 ) {
  38599. loopCount = 0;
  38600. this._setEndings( true, this.repetitions === 0, pingPong );
  38601. } else {
  38602. // when looping in reverse direction, the initial
  38603. // transition through zero counts as a repetition,
  38604. // so leave loopCount at -1
  38605. this._setEndings( this.repetitions === 0, true, pingPong );
  38606. }
  38607. }
  38608. if ( time >= duration || time < 0 ) {
  38609. // wrap around
  38610. const loopDelta = Math.floor( time / duration ); // signed
  38611. time -= duration * loopDelta;
  38612. loopCount += Math.abs( loopDelta );
  38613. const pending = this.repetitions - loopCount;
  38614. if ( pending <= 0 ) {
  38615. // have to stop (switch state, clamp time, fire event)
  38616. if ( this.clampWhenFinished ) this.paused = true;
  38617. else this.enabled = false;
  38618. time = deltaTime > 0 ? duration : 0;
  38619. this.time = time;
  38620. this._mixer.dispatchEvent( {
  38621. type: 'finished', action: this,
  38622. direction: deltaTime > 0 ? 1 : -1
  38623. } );
  38624. } else {
  38625. // keep running
  38626. if ( pending === 1 ) {
  38627. // entering the last round
  38628. const atStart = deltaTime < 0;
  38629. this._setEndings( atStart, ! atStart, pingPong );
  38630. } else {
  38631. this._setEndings( false, false, pingPong );
  38632. }
  38633. this._loopCount = loopCount;
  38634. this.time = time;
  38635. this._mixer.dispatchEvent( {
  38636. type: 'loop', action: this, loopDelta: loopDelta
  38637. } );
  38638. }
  38639. } else {
  38640. this.time = time;
  38641. }
  38642. if ( pingPong && ( loopCount & 1 ) === 1 ) {
  38643. // invert time for the "pong round"
  38644. return duration - time;
  38645. }
  38646. }
  38647. return time;
  38648. }
  38649. _setEndings( atStart, atEnd, pingPong ) {
  38650. const settings = this._interpolantSettings;
  38651. if ( pingPong ) {
  38652. settings.endingStart = ZeroSlopeEnding;
  38653. settings.endingEnd = ZeroSlopeEnding;
  38654. } else {
  38655. // assuming for LoopOnce atStart == atEnd == true
  38656. if ( atStart ) {
  38657. settings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding;
  38658. } else {
  38659. settings.endingStart = WrapAroundEnding;
  38660. }
  38661. if ( atEnd ) {
  38662. settings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding;
  38663. } else {
  38664. settings.endingEnd = WrapAroundEnding;
  38665. }
  38666. }
  38667. }
  38668. _scheduleFading( duration, weightNow, weightThen ) {
  38669. const mixer = this._mixer, now = mixer.time;
  38670. let interpolant = this._weightInterpolant;
  38671. if ( interpolant === null ) {
  38672. interpolant = mixer._lendControlInterpolant();
  38673. this._weightInterpolant = interpolant;
  38674. }
  38675. const times = interpolant.parameterPositions,
  38676. values = interpolant.sampleValues;
  38677. times[ 0 ] = now;
  38678. values[ 0 ] = weightNow;
  38679. times[ 1 ] = now + duration;
  38680. values[ 1 ] = weightThen;
  38681. return this;
  38682. }
  38683. }
  38684. const _controlInterpolantsResultBuffer = new Float32Array( 1 );
  38685. /**
  38686. * `AnimationMixer` is a player for animations on a particular object in
  38687. * the scene. When multiple objects in the scene are animated independently,
  38688. * one `AnimationMixer` may be used for each object.
  38689. */
  38690. class AnimationMixer extends EventDispatcher {
  38691. /**
  38692. * Constructs a new animation mixer.
  38693. *
  38694. * @param {Object3D} root - The object whose animations shall be played by this mixer.
  38695. */
  38696. constructor( root ) {
  38697. super();
  38698. this._root = root;
  38699. this._initMemoryManager();
  38700. this._accuIndex = 0;
  38701. /**
  38702. * The global mixer time (in seconds; starting with `0` on the mixer's creation).
  38703. *
  38704. * @type {number}
  38705. * @default 0
  38706. */
  38707. this.time = 0;
  38708. /**
  38709. * A scaling factor for the global time.
  38710. *
  38711. * Note: Setting this member to `0` and later back to `1` is a
  38712. * possibility to pause/unpause all actions that are controlled by this
  38713. * mixer.
  38714. *
  38715. * @type {number}
  38716. * @default 1
  38717. */
  38718. this.timeScale = 1.0;
  38719. }
  38720. _bindAction( action, prototypeAction ) {
  38721. const root = action._localRoot || this._root,
  38722. tracks = action._clip.tracks,
  38723. nTracks = tracks.length,
  38724. bindings = action._propertyBindings,
  38725. interpolants = action._interpolants,
  38726. rootUuid = root.uuid,
  38727. bindingsByRoot = this._bindingsByRootAndName;
  38728. let bindingsByName = bindingsByRoot[ rootUuid ];
  38729. if ( bindingsByName === undefined ) {
  38730. bindingsByName = {};
  38731. bindingsByRoot[ rootUuid ] = bindingsByName;
  38732. }
  38733. for ( let i = 0; i !== nTracks; ++ i ) {
  38734. const track = tracks[ i ],
  38735. trackName = track.name;
  38736. let binding = bindingsByName[ trackName ];
  38737. if ( binding !== undefined ) {
  38738. ++ binding.referenceCount;
  38739. bindings[ i ] = binding;
  38740. } else {
  38741. binding = bindings[ i ];
  38742. if ( binding !== undefined ) {
  38743. // existing binding, make sure the cache knows
  38744. if ( binding._cacheIndex === null ) {
  38745. ++ binding.referenceCount;
  38746. this._addInactiveBinding( binding, rootUuid, trackName );
  38747. }
  38748. continue;
  38749. }
  38750. const path = prototypeAction && prototypeAction.
  38751. _propertyBindings[ i ].binding.parsedPath;
  38752. binding = new PropertyMixer(
  38753. PropertyBinding.create( root, trackName, path ),
  38754. track.ValueTypeName, track.getValueSize() );
  38755. ++ binding.referenceCount;
  38756. this._addInactiveBinding( binding, rootUuid, trackName );
  38757. bindings[ i ] = binding;
  38758. }
  38759. interpolants[ i ].resultBuffer = binding.buffer;
  38760. }
  38761. }
  38762. _activateAction( action ) {
  38763. if ( ! this._isActiveAction( action ) ) {
  38764. if ( action._cacheIndex === null ) {
  38765. // this action has been forgotten by the cache, but the user
  38766. // appears to be still using it -> rebind
  38767. const rootUuid = ( action._localRoot || this._root ).uuid,
  38768. clipUuid = action._clip.uuid,
  38769. actionsForClip = this._actionsByClip[ clipUuid ];
  38770. this._bindAction( action,
  38771. actionsForClip && actionsForClip.knownActions[ 0 ] );
  38772. this._addInactiveAction( action, clipUuid, rootUuid );
  38773. }
  38774. const bindings = action._propertyBindings;
  38775. // increment reference counts / sort out state
  38776. for ( let i = 0, n = bindings.length; i !== n; ++ i ) {
  38777. const binding = bindings[ i ];
  38778. if ( binding.useCount ++ === 0 ) {
  38779. this._lendBinding( binding );
  38780. binding.saveOriginalState();
  38781. }
  38782. }
  38783. this._lendAction( action );
  38784. }
  38785. }
  38786. _deactivateAction( action ) {
  38787. if ( this._isActiveAction( action ) ) {
  38788. const bindings = action._propertyBindings;
  38789. // decrement reference counts / sort out state
  38790. for ( let i = 0, n = bindings.length; i !== n; ++ i ) {
  38791. const binding = bindings[ i ];
  38792. if ( -- binding.useCount === 0 ) {
  38793. binding.restoreOriginalState();
  38794. this._takeBackBinding( binding );
  38795. }
  38796. }
  38797. this._takeBackAction( action );
  38798. }
  38799. }
  38800. // Memory manager
  38801. _initMemoryManager() {
  38802. this._actions = []; // 'nActiveActions' followed by inactive ones
  38803. this._nActiveActions = 0;
  38804. this._actionsByClip = {};
  38805. // inside:
  38806. // {
  38807. // knownActions: Array< AnimationAction > - used as prototypes
  38808. // actionByRoot: AnimationAction - lookup
  38809. // }
  38810. this._bindings = []; // 'nActiveBindings' followed by inactive ones
  38811. this._nActiveBindings = 0;
  38812. this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer >
  38813. this._controlInterpolants = []; // same game as above
  38814. this._nActiveControlInterpolants = 0;
  38815. const scope = this;
  38816. this.stats = {
  38817. actions: {
  38818. get total() {
  38819. return scope._actions.length;
  38820. },
  38821. get inUse() {
  38822. return scope._nActiveActions;
  38823. }
  38824. },
  38825. bindings: {
  38826. get total() {
  38827. return scope._bindings.length;
  38828. },
  38829. get inUse() {
  38830. return scope._nActiveBindings;
  38831. }
  38832. },
  38833. controlInterpolants: {
  38834. get total() {
  38835. return scope._controlInterpolants.length;
  38836. },
  38837. get inUse() {
  38838. return scope._nActiveControlInterpolants;
  38839. }
  38840. }
  38841. };
  38842. }
  38843. // Memory management for AnimationAction objects
  38844. _isActiveAction( action ) {
  38845. const index = action._cacheIndex;
  38846. return index !== null && index < this._nActiveActions;
  38847. }
  38848. _addInactiveAction( action, clipUuid, rootUuid ) {
  38849. const actions = this._actions,
  38850. actionsByClip = this._actionsByClip;
  38851. let actionsForClip = actionsByClip[ clipUuid ];
  38852. if ( actionsForClip === undefined ) {
  38853. actionsForClip = {
  38854. knownActions: [ action ],
  38855. actionByRoot: {}
  38856. };
  38857. action._byClipCacheIndex = 0;
  38858. actionsByClip[ clipUuid ] = actionsForClip;
  38859. } else {
  38860. const knownActions = actionsForClip.knownActions;
  38861. action._byClipCacheIndex = knownActions.length;
  38862. knownActions.push( action );
  38863. }
  38864. action._cacheIndex = actions.length;
  38865. actions.push( action );
  38866. actionsForClip.actionByRoot[ rootUuid ] = action;
  38867. }
  38868. _removeInactiveAction( action ) {
  38869. const actions = this._actions,
  38870. lastInactiveAction = actions[ actions.length - 1 ],
  38871. cacheIndex = action._cacheIndex;
  38872. lastInactiveAction._cacheIndex = cacheIndex;
  38873. actions[ cacheIndex ] = lastInactiveAction;
  38874. actions.pop();
  38875. action._cacheIndex = null;
  38876. const clipUuid = action._clip.uuid,
  38877. actionsByClip = this._actionsByClip,
  38878. actionsForClip = actionsByClip[ clipUuid ],
  38879. knownActionsForClip = actionsForClip.knownActions,
  38880. lastKnownAction =
  38881. knownActionsForClip[ knownActionsForClip.length - 1 ],
  38882. byClipCacheIndex = action._byClipCacheIndex;
  38883. lastKnownAction._byClipCacheIndex = byClipCacheIndex;
  38884. knownActionsForClip[ byClipCacheIndex ] = lastKnownAction;
  38885. knownActionsForClip.pop();
  38886. action._byClipCacheIndex = null;
  38887. const actionByRoot = actionsForClip.actionByRoot,
  38888. rootUuid = ( action._localRoot || this._root ).uuid;
  38889. delete actionByRoot[ rootUuid ];
  38890. if ( knownActionsForClip.length === 0 ) {
  38891. delete actionsByClip[ clipUuid ];
  38892. }
  38893. this._removeInactiveBindingsForAction( action );
  38894. }
  38895. _removeInactiveBindingsForAction( action ) {
  38896. const bindings = action._propertyBindings;
  38897. for ( let i = 0, n = bindings.length; i !== n; ++ i ) {
  38898. const binding = bindings[ i ];
  38899. if ( -- binding.referenceCount === 0 ) {
  38900. this._removeInactiveBinding( binding );
  38901. }
  38902. }
  38903. }
  38904. _lendAction( action ) {
  38905. // [ active actions | inactive actions ]
  38906. // [ active actions >| inactive actions ]
  38907. // s a
  38908. // <-swap->
  38909. // a s
  38910. const actions = this._actions,
  38911. prevIndex = action._cacheIndex,
  38912. lastActiveIndex = this._nActiveActions ++,
  38913. firstInactiveAction = actions[ lastActiveIndex ];
  38914. action._cacheIndex = lastActiveIndex;
  38915. actions[ lastActiveIndex ] = action;
  38916. firstInactiveAction._cacheIndex = prevIndex;
  38917. actions[ prevIndex ] = firstInactiveAction;
  38918. }
  38919. _takeBackAction( action ) {
  38920. // [ active actions | inactive actions ]
  38921. // [ active actions |< inactive actions ]
  38922. // a s
  38923. // <-swap->
  38924. // s a
  38925. const actions = this._actions,
  38926. prevIndex = action._cacheIndex,
  38927. firstInactiveIndex = -- this._nActiveActions,
  38928. lastActiveAction = actions[ firstInactiveIndex ];
  38929. action._cacheIndex = firstInactiveIndex;
  38930. actions[ firstInactiveIndex ] = action;
  38931. lastActiveAction._cacheIndex = prevIndex;
  38932. actions[ prevIndex ] = lastActiveAction;
  38933. }
  38934. // Memory management for PropertyMixer objects
  38935. _addInactiveBinding( binding, rootUuid, trackName ) {
  38936. const bindingsByRoot = this._bindingsByRootAndName,
  38937. bindings = this._bindings;
  38938. let bindingByName = bindingsByRoot[ rootUuid ];
  38939. if ( bindingByName === undefined ) {
  38940. bindingByName = {};
  38941. bindingsByRoot[ rootUuid ] = bindingByName;
  38942. }
  38943. bindingByName[ trackName ] = binding;
  38944. binding._cacheIndex = bindings.length;
  38945. bindings.push( binding );
  38946. }
  38947. _removeInactiveBinding( binding ) {
  38948. const bindings = this._bindings,
  38949. propBinding = binding.binding,
  38950. rootUuid = propBinding.rootNode.uuid,
  38951. trackName = propBinding.path,
  38952. bindingsByRoot = this._bindingsByRootAndName,
  38953. bindingByName = bindingsByRoot[ rootUuid ],
  38954. lastInactiveBinding = bindings[ bindings.length - 1 ],
  38955. cacheIndex = binding._cacheIndex;
  38956. lastInactiveBinding._cacheIndex = cacheIndex;
  38957. bindings[ cacheIndex ] = lastInactiveBinding;
  38958. bindings.pop();
  38959. delete bindingByName[ trackName ];
  38960. if ( Object.keys( bindingByName ).length === 0 ) {
  38961. delete bindingsByRoot[ rootUuid ];
  38962. }
  38963. }
  38964. _lendBinding( binding ) {
  38965. const bindings = this._bindings,
  38966. prevIndex = binding._cacheIndex,
  38967. lastActiveIndex = this._nActiveBindings ++,
  38968. firstInactiveBinding = bindings[ lastActiveIndex ];
  38969. binding._cacheIndex = lastActiveIndex;
  38970. bindings[ lastActiveIndex ] = binding;
  38971. firstInactiveBinding._cacheIndex = prevIndex;
  38972. bindings[ prevIndex ] = firstInactiveBinding;
  38973. }
  38974. _takeBackBinding( binding ) {
  38975. const bindings = this._bindings,
  38976. prevIndex = binding._cacheIndex,
  38977. firstInactiveIndex = -- this._nActiveBindings,
  38978. lastActiveBinding = bindings[ firstInactiveIndex ];
  38979. binding._cacheIndex = firstInactiveIndex;
  38980. bindings[ firstInactiveIndex ] = binding;
  38981. lastActiveBinding._cacheIndex = prevIndex;
  38982. bindings[ prevIndex ] = lastActiveBinding;
  38983. }
  38984. // Memory management of Interpolants for weight and time scale
  38985. _lendControlInterpolant() {
  38986. const interpolants = this._controlInterpolants,
  38987. lastActiveIndex = this._nActiveControlInterpolants ++;
  38988. let interpolant = interpolants[ lastActiveIndex ];
  38989. if ( interpolant === undefined ) {
  38990. interpolant = new LinearInterpolant(
  38991. new Float32Array( 2 ), new Float32Array( 2 ),
  38992. 1, _controlInterpolantsResultBuffer );
  38993. interpolant.__cacheIndex = lastActiveIndex;
  38994. interpolants[ lastActiveIndex ] = interpolant;
  38995. }
  38996. return interpolant;
  38997. }
  38998. _takeBackControlInterpolant( interpolant ) {
  38999. const interpolants = this._controlInterpolants,
  39000. prevIndex = interpolant.__cacheIndex,
  39001. firstInactiveIndex = -- this._nActiveControlInterpolants,
  39002. lastActiveInterpolant = interpolants[ firstInactiveIndex ];
  39003. interpolant.__cacheIndex = firstInactiveIndex;
  39004. interpolants[ firstInactiveIndex ] = interpolant;
  39005. lastActiveInterpolant.__cacheIndex = prevIndex;
  39006. interpolants[ prevIndex ] = lastActiveInterpolant;
  39007. }
  39008. /**
  39009. * Returns an instance of {@link AnimationAction} for the passed clip.
  39010. *
  39011. * If an action fitting the clip and root parameters doesn't yet exist, it
  39012. * will be created by this method. Calling this method several times with the
  39013. * same clip and root parameters always returns the same action.
  39014. *
  39015. * @param {AnimationClip|string} clip - An animation clip or alternatively the name of the animation clip.
  39016. * @param {Object3D} [optionalRoot] - An alternative root object.
  39017. * @param {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)} [blendMode] - The blend mode.
  39018. * @return {?AnimationAction} The animation action.
  39019. */
  39020. clipAction( clip, optionalRoot, blendMode ) {
  39021. const root = optionalRoot || this._root,
  39022. rootUuid = root.uuid;
  39023. let clipObject = typeof clip === 'string' ? AnimationClip.findByName( root, clip ) : clip;
  39024. const clipUuid = clipObject !== null ? clipObject.uuid : clip;
  39025. const actionsForClip = this._actionsByClip[ clipUuid ];
  39026. let prototypeAction = null;
  39027. if ( blendMode === undefined ) {
  39028. if ( clipObject !== null ) {
  39029. blendMode = clipObject.blendMode;
  39030. } else {
  39031. blendMode = NormalAnimationBlendMode;
  39032. }
  39033. }
  39034. if ( actionsForClip !== undefined ) {
  39035. const existingAction = actionsForClip.actionByRoot[ rootUuid ];
  39036. if ( existingAction !== undefined && existingAction.blendMode === blendMode ) {
  39037. return existingAction;
  39038. }
  39039. // we know the clip, so we don't have to parse all
  39040. // the bindings again but can just copy
  39041. prototypeAction = actionsForClip.knownActions[ 0 ];
  39042. // also, take the clip from the prototype action
  39043. if ( clipObject === null )
  39044. clipObject = prototypeAction._clip;
  39045. }
  39046. // clip must be known when specified via string
  39047. if ( clipObject === null ) return null;
  39048. // allocate all resources required to run it
  39049. const newAction = new AnimationAction( this, clipObject, optionalRoot, blendMode );
  39050. this._bindAction( newAction, prototypeAction );
  39051. // and make the action known to the memory manager
  39052. this._addInactiveAction( newAction, clipUuid, rootUuid );
  39053. return newAction;
  39054. }
  39055. /**
  39056. * Returns an existing animation action for the passed clip.
  39057. *
  39058. * @param {AnimationClip|string} clip - An animation clip or alternatively the name of the animation clip.
  39059. * @param {Object3D} [optionalRoot] - An alternative root object.
  39060. * @return {?AnimationAction} The animation action. Returns `null` if no action was found.
  39061. */
  39062. existingAction( clip, optionalRoot ) {
  39063. const root = optionalRoot || this._root,
  39064. rootUuid = root.uuid,
  39065. clipObject = typeof clip === 'string' ?
  39066. AnimationClip.findByName( root, clip ) : clip,
  39067. clipUuid = clipObject ? clipObject.uuid : clip,
  39068. actionsForClip = this._actionsByClip[ clipUuid ];
  39069. if ( actionsForClip !== undefined ) {
  39070. return actionsForClip.actionByRoot[ rootUuid ] || null;
  39071. }
  39072. return null;
  39073. }
  39074. /**
  39075. * Deactivates all previously scheduled actions on this mixer.
  39076. *
  39077. * @return {AnimationMixer} A reference to thi animation mixer.
  39078. */
  39079. stopAllAction() {
  39080. const actions = this._actions,
  39081. nActions = this._nActiveActions;
  39082. for ( let i = nActions - 1; i >= 0; -- i ) {
  39083. actions[ i ].stop();
  39084. }
  39085. return this;
  39086. }
  39087. /**
  39088. * Advances the global mixer time and updates the animation.
  39089. *
  39090. * This is usually done in the render loop by passing the delta
  39091. * time from {@link Clock} or {@link Timer}.
  39092. *
  39093. * @param {number} deltaTime - The delta time in seconds.
  39094. * @return {AnimationMixer} A reference to thi animation mixer.
  39095. */
  39096. update( deltaTime ) {
  39097. deltaTime *= this.timeScale;
  39098. const actions = this._actions,
  39099. nActions = this._nActiveActions,
  39100. time = this.time += deltaTime,
  39101. timeDirection = Math.sign( deltaTime ),
  39102. accuIndex = this._accuIndex ^= 1;
  39103. // run active actions
  39104. for ( let i = 0; i !== nActions; ++ i ) {
  39105. const action = actions[ i ];
  39106. action._update( time, deltaTime, timeDirection, accuIndex );
  39107. }
  39108. // update scene graph
  39109. const bindings = this._bindings,
  39110. nBindings = this._nActiveBindings;
  39111. for ( let i = 0; i !== nBindings; ++ i ) {
  39112. bindings[ i ].apply( accuIndex );
  39113. }
  39114. return this;
  39115. }
  39116. /**
  39117. * Sets the global mixer to a specific time and updates the animation accordingly.
  39118. *
  39119. * This is useful when you need to jump to an exact time in an animation. The
  39120. * input parameter will be scaled by {@link AnimationMixer#timeScale}
  39121. *
  39122. * @param {number} time - The time to set in seconds.
  39123. * @return {AnimationMixer} A reference to thi animation mixer.
  39124. */
  39125. setTime( time ) {
  39126. this.time = 0; // Zero out time attribute for AnimationMixer object;
  39127. for ( let i = 0; i < this._actions.length; i ++ ) {
  39128. this._actions[ i ].time = 0; // Zero out time attribute for all associated AnimationAction objects.
  39129. }
  39130. return this.update( time ); // Update used to set exact time. Returns "this" AnimationMixer object.
  39131. }
  39132. /**
  39133. * Returns this mixer's root object.
  39134. *
  39135. * @return {Object3D} The mixer's root object.
  39136. */
  39137. getRoot() {
  39138. return this._root;
  39139. }
  39140. /**
  39141. * Deallocates all memory resources for a clip. Before using this method make
  39142. * sure to call {@link AnimationAction#stop} for all related actions.
  39143. *
  39144. * @param {AnimationClip} clip - The clip to uncache.
  39145. */
  39146. uncacheClip( clip ) {
  39147. const actions = this._actions,
  39148. clipUuid = clip.uuid,
  39149. actionsByClip = this._actionsByClip,
  39150. actionsForClip = actionsByClip[ clipUuid ];
  39151. if ( actionsForClip !== undefined ) {
  39152. // note: just calling _removeInactiveAction would mess up the
  39153. // iteration state and also require updating the state we can
  39154. // just throw away
  39155. const actionsToRemove = actionsForClip.knownActions;
  39156. for ( let i = 0, n = actionsToRemove.length; i !== n; ++ i ) {
  39157. const action = actionsToRemove[ i ];
  39158. this._deactivateAction( action );
  39159. const cacheIndex = action._cacheIndex,
  39160. lastInactiveAction = actions[ actions.length - 1 ];
  39161. action._cacheIndex = null;
  39162. action._byClipCacheIndex = null;
  39163. lastInactiveAction._cacheIndex = cacheIndex;
  39164. actions[ cacheIndex ] = lastInactiveAction;
  39165. actions.pop();
  39166. this._removeInactiveBindingsForAction( action );
  39167. }
  39168. delete actionsByClip[ clipUuid ];
  39169. }
  39170. }
  39171. /**
  39172. * Deallocates all memory resources for a root object. Before using this
  39173. * method make sure to call {@link AnimationAction#stop} for all related
  39174. * actions or alternatively {@link AnimationMixer#stopAllAction} when the
  39175. * mixer operates on a single root.
  39176. *
  39177. * @param {Object3D} root - The root object to uncache.
  39178. */
  39179. uncacheRoot( root ) {
  39180. const rootUuid = root.uuid,
  39181. actionsByClip = this._actionsByClip;
  39182. for ( const clipUuid in actionsByClip ) {
  39183. const actionByRoot = actionsByClip[ clipUuid ].actionByRoot,
  39184. action = actionByRoot[ rootUuid ];
  39185. if ( action !== undefined ) {
  39186. this._deactivateAction( action );
  39187. this._removeInactiveAction( action );
  39188. }
  39189. }
  39190. const bindingsByRoot = this._bindingsByRootAndName,
  39191. bindingByName = bindingsByRoot[ rootUuid ];
  39192. if ( bindingByName !== undefined ) {
  39193. for ( const trackName in bindingByName ) {
  39194. const binding = bindingByName[ trackName ];
  39195. binding.restoreOriginalState();
  39196. this._removeInactiveBinding( binding );
  39197. }
  39198. }
  39199. }
  39200. /**
  39201. * Deallocates all memory resources for an action. The action is identified by the
  39202. * given clip and an optional root object. Before using this method make
  39203. * sure to call {@link AnimationAction#stop} to deactivate the action.
  39204. *
  39205. * @param {AnimationClip|string} clip - An animation clip or alternatively the name of the animation clip.
  39206. * @param {Object3D} [optionalRoot] - An alternative root object.
  39207. */
  39208. uncacheAction( clip, optionalRoot ) {
  39209. const action = this.existingAction( clip, optionalRoot );
  39210. if ( action !== null ) {
  39211. this._deactivateAction( action );
  39212. this._removeInactiveAction( action );
  39213. }
  39214. }
  39215. }
  39216. /**
  39217. * Represents a 3D render target.
  39218. *
  39219. * @augments RenderTarget
  39220. */
  39221. class RenderTarget3D extends RenderTarget {
  39222. /**
  39223. * Constructs a new 3D render target.
  39224. *
  39225. * @param {number} [width=1] - The width of the render target.
  39226. * @param {number} [height=1] - The height of the render target.
  39227. * @param {number} [depth=1] - The height of the render target.
  39228. * @param {RenderTarget~Options} [options] - The configuration object.
  39229. */
  39230. constructor( width = 1, height = 1, depth = 1, options = {} ) {
  39231. super( width, height, options );
  39232. /**
  39233. * This flag can be used for type testing.
  39234. *
  39235. * @type {boolean}
  39236. * @readonly
  39237. * @default true
  39238. */
  39239. this.isRenderTarget3D = true;
  39240. this.depth = depth;
  39241. /**
  39242. * Overwritten with a different texture type.
  39243. *
  39244. * @type {Data3DTexture}
  39245. */
  39246. this.texture = new Data3DTexture( null, width, height, depth );
  39247. this._setTextureOptions( options );
  39248. this.texture.isRenderTargetTexture = true;
  39249. }
  39250. }
  39251. /**
  39252. * Represents a uniform which is a global shader variable. They are passed to shader programs.
  39253. *
  39254. * When declaring a uniform of a {@link ShaderMaterial}, it is declared by value or by object.
  39255. * ```js
  39256. * uniforms: {
  39257. * time: { value: 1.0 },
  39258. * resolution: new Uniform( new Vector2() )
  39259. * };
  39260. * ```
  39261. * Since this class can only be used in context of {@link ShaderMaterial}, it is only supported
  39262. * in {@link WebGLRenderer}.
  39263. */
  39264. class Uniform {
  39265. /**
  39266. * Constructs a new uniform.
  39267. *
  39268. * @param {any} value - The uniform value.
  39269. */
  39270. constructor( value ) {
  39271. /**
  39272. * The uniform value.
  39273. *
  39274. * @type {any}
  39275. */
  39276. this.value = value;
  39277. }
  39278. /**
  39279. * Returns a new uniform with copied values from this instance.
  39280. * If the value has a `clone()` method, the value is cloned as well.
  39281. *
  39282. * @return {Uniform} A clone of this instance.
  39283. */
  39284. clone() {
  39285. return new Uniform( this.value.clone === undefined ? this.value : this.value.clone() );
  39286. }
  39287. }
  39288. let _id = 0;
  39289. /**
  39290. * A class for managing multiple uniforms in a single group. The renderer will process
  39291. * such a definition as a single UBO.
  39292. *
  39293. * Since this class can only be used in context of {@link ShaderMaterial}, it is only supported
  39294. * in {@link WebGLRenderer}.
  39295. *
  39296. * @augments EventDispatcher
  39297. */
  39298. class UniformsGroup extends EventDispatcher {
  39299. /**
  39300. * Constructs a new uniforms group.
  39301. */
  39302. constructor() {
  39303. super();
  39304. /**
  39305. * This flag can be used for type testing.
  39306. *
  39307. * @type {boolean}
  39308. * @readonly
  39309. * @default true
  39310. */
  39311. this.isUniformsGroup = true;
  39312. /**
  39313. * The ID of the 3D object.
  39314. *
  39315. * @name UniformsGroup#id
  39316. * @type {number}
  39317. * @readonly
  39318. */
  39319. Object.defineProperty( this, 'id', { value: _id ++ } );
  39320. /**
  39321. * The name of the uniforms group.
  39322. *
  39323. * @type {string}
  39324. */
  39325. this.name = '';
  39326. /**
  39327. * The buffer usage.
  39328. *
  39329. * @type {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)}
  39330. * @default StaticDrawUsage
  39331. */
  39332. this.usage = StaticDrawUsage;
  39333. /**
  39334. * An array holding the uniforms.
  39335. *
  39336. * @type {Array<Uniform>}
  39337. */
  39338. this.uniforms = [];
  39339. }
  39340. /**
  39341. * Adds the given uniform to this uniforms group.
  39342. *
  39343. * @param {Uniform} uniform - The uniform to add.
  39344. * @return {UniformsGroup} A reference to this uniforms group.
  39345. */
  39346. add( uniform ) {
  39347. this.uniforms.push( uniform );
  39348. return this;
  39349. }
  39350. /**
  39351. * Removes the given uniform from this uniforms group.
  39352. *
  39353. * @param {Uniform} uniform - The uniform to remove.
  39354. * @return {UniformsGroup} A reference to this uniforms group.
  39355. */
  39356. remove( uniform ) {
  39357. const index = this.uniforms.indexOf( uniform );
  39358. if ( index !== -1 ) this.uniforms.splice( index, 1 );
  39359. return this;
  39360. }
  39361. /**
  39362. * Sets the name of this uniforms group.
  39363. *
  39364. * @param {string} name - The name to set.
  39365. * @return {UniformsGroup} A reference to this uniforms group.
  39366. */
  39367. setName( name ) {
  39368. this.name = name;
  39369. return this;
  39370. }
  39371. /**
  39372. * Sets the usage of this uniforms group.
  39373. *
  39374. * @param {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)} value - The usage to set.
  39375. * @return {UniformsGroup} A reference to this uniforms group.
  39376. */
  39377. setUsage( value ) {
  39378. this.usage = value;
  39379. return this;
  39380. }
  39381. /**
  39382. * Frees the GPU-related resources allocated by this instance. Call this
  39383. * method whenever this instance is no longer used in your app.
  39384. *
  39385. * @fires Texture#dispose
  39386. */
  39387. dispose() {
  39388. this.dispatchEvent( { type: 'dispose' } );
  39389. }
  39390. /**
  39391. * Copies the values of the given uniforms group to this instance.
  39392. *
  39393. * @param {UniformsGroup} source - The uniforms group to copy.
  39394. * @return {UniformsGroup} A reference to this uniforms group.
  39395. */
  39396. copy( source ) {
  39397. this.name = source.name;
  39398. this.usage = source.usage;
  39399. const uniformsSource = source.uniforms;
  39400. this.uniforms.length = 0;
  39401. for ( let i = 0, l = uniformsSource.length; i < l; i ++ ) {
  39402. const uniforms = Array.isArray( uniformsSource[ i ] ) ? uniformsSource[ i ] : [ uniformsSource[ i ] ];
  39403. for ( let j = 0; j < uniforms.length; j ++ ) {
  39404. this.uniforms.push( uniforms[ j ].clone() );
  39405. }
  39406. }
  39407. return this;
  39408. }
  39409. /**
  39410. * Returns a new uniforms group with copied values from this instance.
  39411. *
  39412. * @return {UniformsGroup} A clone of this instance.
  39413. */
  39414. clone() {
  39415. return new this.constructor().copy( this );
  39416. }
  39417. }
  39418. /**
  39419. * An instanced version of an interleaved buffer.
  39420. *
  39421. * @augments InterleavedBuffer
  39422. */
  39423. class InstancedInterleavedBuffer extends InterleavedBuffer {
  39424. /**
  39425. * Constructs a new instanced interleaved buffer.
  39426. *
  39427. * @param {TypedArray} array - A typed array with a shared buffer storing attribute data.
  39428. * @param {number} stride - The number of typed-array elements per vertex.
  39429. * @param {number} [meshPerAttribute=1] - Defines how often a value of this interleaved buffer should be repeated.
  39430. */
  39431. constructor( array, stride, meshPerAttribute = 1 ) {
  39432. super( array, stride );
  39433. /**
  39434. * This flag can be used for type testing.
  39435. *
  39436. * @type {boolean}
  39437. * @readonly
  39438. * @default true
  39439. */
  39440. this.isInstancedInterleavedBuffer = true;
  39441. /**
  39442. * Defines how often a value of this buffer attribute should be repeated,
  39443. * see {@link InstancedBufferAttribute#meshPerAttribute}.
  39444. *
  39445. * @type {number}
  39446. * @default 1
  39447. */
  39448. this.meshPerAttribute = meshPerAttribute;
  39449. }
  39450. copy( source ) {
  39451. super.copy( source );
  39452. this.meshPerAttribute = source.meshPerAttribute;
  39453. return this;
  39454. }
  39455. clone( data ) {
  39456. const ib = super.clone( data );
  39457. ib.meshPerAttribute = this.meshPerAttribute;
  39458. return ib;
  39459. }
  39460. toJSON( data ) {
  39461. const json = super.toJSON( data );
  39462. json.isInstancedInterleavedBuffer = true;
  39463. json.meshPerAttribute = this.meshPerAttribute;
  39464. return json;
  39465. }
  39466. }
  39467. /**
  39468. * An alternative version of a buffer attribute with more control over the VBO.
  39469. *
  39470. * The renderer does not construct a VBO for this kind of attribute. Instead, it uses
  39471. * whatever VBO is passed in constructor and can later be altered via the `buffer` property.
  39472. *
  39473. * The most common use case for this class is when some kind of GPGPU calculation interferes
  39474. * or even produces the VBOs in question.
  39475. *
  39476. * Notice that this class can only be used with {@link WebGLRenderer}.
  39477. */
  39478. class GLBufferAttribute {
  39479. /**
  39480. * Constructs a new GL buffer attribute.
  39481. *
  39482. * @param {WebGLBuffer} buffer - The native WebGL buffer.
  39483. * @param {number} type - The native data type (e.g. `gl.FLOAT`).
  39484. * @param {number} itemSize - The item size.
  39485. * @param {number} elementSize - The corresponding size (in bytes) for the given `type` parameter.
  39486. * @param {number} count - The expected number of vertices in VBO.
  39487. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  39488. */
  39489. constructor( buffer, type, itemSize, elementSize, count, normalized = false ) {
  39490. /**
  39491. * This flag can be used for type testing.
  39492. *
  39493. * @type {boolean}
  39494. * @readonly
  39495. * @default true
  39496. */
  39497. this.isGLBufferAttribute = true;
  39498. /**
  39499. * The name of the buffer attribute.
  39500. *
  39501. * @type {string}
  39502. */
  39503. this.name = '';
  39504. /**
  39505. * The native WebGL buffer.
  39506. *
  39507. * @type {WebGLBuffer}
  39508. */
  39509. this.buffer = buffer;
  39510. /**
  39511. * The native data type.
  39512. *
  39513. * @type {number}
  39514. */
  39515. this.type = type;
  39516. /**
  39517. * The item size, see {@link BufferAttribute#itemSize}.
  39518. *
  39519. * @type {number}
  39520. */
  39521. this.itemSize = itemSize;
  39522. /**
  39523. * The corresponding size (in bytes) for the given `type` parameter.
  39524. *
  39525. * @type {number}
  39526. */
  39527. this.elementSize = elementSize;
  39528. /**
  39529. * The expected number of vertices in VBO.
  39530. *
  39531. * @type {number}
  39532. */
  39533. this.count = count;
  39534. /**
  39535. * Applies to integer data only. Indicates how the underlying data in the buffer maps to
  39536. * the values in the GLSL code. For instance, if `buffer` contains data of `gl.UNSIGNED_SHORT`,
  39537. * and `normalized` is `true`, the values `0 - +65535` in the buffer data will be mapped to
  39538. * `0.0f - +1.0f` in the GLSL attribute. If `normalized` is `false`, the values will be converted
  39539. * to floats unmodified, i.e. `65535` becomes `65535.0f`.
  39540. *
  39541. * @type {boolean}
  39542. */
  39543. this.normalized = normalized;
  39544. /**
  39545. * A version number, incremented every time the `needsUpdate` is set to `true`.
  39546. *
  39547. * @type {number}
  39548. */
  39549. this.version = 0;
  39550. }
  39551. /**
  39552. * Flag to indicate that this attribute has changed and should be re-sent to
  39553. * the GPU. Set this to `true` when you modify the value of the array.
  39554. *
  39555. * @type {number}
  39556. * @default false
  39557. * @param {boolean} value
  39558. */
  39559. set needsUpdate( value ) {
  39560. if ( value === true ) this.version ++;
  39561. }
  39562. /**
  39563. * Sets the given native WebGL buffer.
  39564. *
  39565. * @param {WebGLBuffer} buffer - The buffer to set.
  39566. * @return {BufferAttribute} A reference to this instance.
  39567. */
  39568. setBuffer( buffer ) {
  39569. this.buffer = buffer;
  39570. return this;
  39571. }
  39572. /**
  39573. * Sets the given native data type and element size.
  39574. *
  39575. * @param {number} type - The native data type (e.g. `gl.FLOAT`).
  39576. * @param {number} elementSize - The corresponding size (in bytes) for the given `type` parameter.
  39577. * @return {BufferAttribute} A reference to this instance.
  39578. */
  39579. setType( type, elementSize ) {
  39580. this.type = type;
  39581. this.elementSize = elementSize;
  39582. return this;
  39583. }
  39584. /**
  39585. * Sets the item size.
  39586. *
  39587. * @param {number} itemSize - The item size.
  39588. * @return {BufferAttribute} A reference to this instance.
  39589. */
  39590. setItemSize( itemSize ) {
  39591. this.itemSize = itemSize;
  39592. return this;
  39593. }
  39594. /**
  39595. * Sets the count (the expected number of vertices in VBO).
  39596. *
  39597. * @param {number} count - The count.
  39598. * @return {BufferAttribute} A reference to this instance.
  39599. */
  39600. setCount( count ) {
  39601. this.count = count;
  39602. return this;
  39603. }
  39604. }
  39605. const _matrix = /*@__PURE__*/ new Matrix4();
  39606. /**
  39607. * This class is designed to assist with raycasting. Raycasting is used for
  39608. * mouse picking (working out what objects in the 3d space the mouse is over)
  39609. * amongst other things.
  39610. */
  39611. class Raycaster {
  39612. /**
  39613. * Constructs a new raycaster.
  39614. *
  39615. * @param {Vector3} origin - The origin vector where the ray casts from.
  39616. * @param {Vector3} direction - The (normalized) direction vector that gives direction to the ray.
  39617. * @param {number} [near=0] - All results returned are further away than near. Near can't be negative.
  39618. * @param {number} [far=Infinity] - All results returned are closer than far. Far can't be lower than near.
  39619. */
  39620. constructor( origin, direction, near = 0, far = Infinity ) {
  39621. /**
  39622. * The ray used for raycasting.
  39623. *
  39624. * @type {Ray}
  39625. */
  39626. this.ray = new Ray( origin, direction );
  39627. /**
  39628. * All results returned are further away than near. Near can't be negative.
  39629. *
  39630. * @type {number}
  39631. * @default 0
  39632. */
  39633. this.near = near;
  39634. /**
  39635. * All results returned are further away than near. Near can't be negative.
  39636. *
  39637. * @type {number}
  39638. * @default Infinity
  39639. */
  39640. this.far = far;
  39641. /**
  39642. * The camera to use when raycasting against view-dependent objects such as
  39643. * billboarded objects like sprites. This field can be set manually or
  39644. * is set when calling `setFromCamera()`.
  39645. *
  39646. * @type {?Camera}
  39647. * @default null
  39648. */
  39649. this.camera = null;
  39650. /**
  39651. * Allows to selectively ignore 3D objects when performing intersection tests.
  39652. * The following code example ensures that only 3D objects on layer `1` will be
  39653. * honored by raycaster.
  39654. * ```js
  39655. * raycaster.layers.set( 1 );
  39656. * object.layers.enable( 1 );
  39657. * ```
  39658. *
  39659. * @type {Layers}
  39660. */
  39661. this.layers = new Layers();
  39662. /**
  39663. * A parameter object that configures the raycasting. It has the structure:
  39664. *
  39665. * ```
  39666. * {
  39667. * Mesh: {},
  39668. * Line: { threshold: 1 },
  39669. * LOD: {},
  39670. * Points: { threshold: 1 },
  39671. * Sprite: {}
  39672. * }
  39673. * ```
  39674. * Where `threshold` is the precision of the raycaster when intersecting objects, in world units.
  39675. *
  39676. * @type {Object}
  39677. */
  39678. this.params = {
  39679. Mesh: {},
  39680. Line: { threshold: 1 },
  39681. LOD: {},
  39682. Points: { threshold: 1 },
  39683. Sprite: {}
  39684. };
  39685. }
  39686. /**
  39687. * Updates the ray with a new origin and direction by copying the values from the arguments.
  39688. *
  39689. * @param {Vector3} origin - The origin vector where the ray casts from.
  39690. * @param {Vector3} direction - The (normalized) direction vector that gives direction to the ray.
  39691. */
  39692. set( origin, direction ) {
  39693. // direction is assumed to be normalized (for accurate distance calculations)
  39694. this.ray.set( origin, direction );
  39695. }
  39696. /**
  39697. * Uses the given coordinates and camera to compute a new origin and direction for the internal ray.
  39698. *
  39699. * @param {Vector2} coords - 2D coordinates of the mouse, in normalized device coordinates (NDC).
  39700. * X and Y components should be between `-1` and `1`.
  39701. * @param {Camera} camera - The camera from which the ray should originate.
  39702. */
  39703. setFromCamera( coords, camera ) {
  39704. if ( camera.isPerspectiveCamera ) {
  39705. this.ray.origin.setFromMatrixPosition( camera.matrixWorld );
  39706. this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize();
  39707. this.camera = camera;
  39708. } else if ( camera.isOrthographicCamera ) {
  39709. this.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera
  39710. this.ray.direction.set( 0, 0, -1 ).transformDirection( camera.matrixWorld );
  39711. this.camera = camera;
  39712. } else {
  39713. error( 'Raycaster: Unsupported camera type: ' + camera.type );
  39714. }
  39715. }
  39716. /**
  39717. * Uses the given WebXR controller to compute a new origin and direction for the internal ray.
  39718. *
  39719. * @param {WebXRController} controller - The controller to copy the position and direction from.
  39720. * @return {Raycaster} A reference to this raycaster.
  39721. */
  39722. setFromXRController( controller ) {
  39723. _matrix.identity().extractRotation( controller.matrixWorld );
  39724. this.ray.origin.setFromMatrixPosition( controller.matrixWorld );
  39725. this.ray.direction.set( 0, 0, -1 ).applyMatrix4( _matrix );
  39726. return this;
  39727. }
  39728. /**
  39729. * The intersection point of a raycaster intersection test.
  39730. * @typedef {Object} Raycaster~Intersection
  39731. * @property {number} distance - The distance from the ray's origin to the intersection point.
  39732. * @property {number} distanceToRay - Some 3D objects e.g. {@link Points} provide the distance of the
  39733. * intersection to the nearest point on the ray. For other objects it will be `undefined`.
  39734. * @property {Vector3} point - The intersection point, in world coordinates.
  39735. * @property {Object} face - The face that has been intersected.
  39736. * @property {number} faceIndex - The face index.
  39737. * @property {Object3D} object - The 3D object that has been intersected.
  39738. * @property {Vector2} uv - U,V coordinates at point of intersection.
  39739. * @property {Vector2} uv1 - Second set of U,V coordinates at point of intersection.
  39740. * @property {Vector3} uv1 - Interpolated normal vector at point of intersection.
  39741. * @property {number} instanceId - The index number of the instance where the ray
  39742. * intersects the {@link InstancedMesh}.
  39743. */
  39744. /**
  39745. * Checks all intersection between the ray and the object with or without the
  39746. * descendants. Intersections are returned sorted by distance, closest first.
  39747. *
  39748. * `Raycaster` delegates to the `raycast()` method of the passed 3D object, when
  39749. * evaluating whether the ray intersects the object or not. This allows meshes to respond
  39750. * differently to ray casting than lines or points.
  39751. *
  39752. * Note that for meshes, faces must be pointed towards the origin of the ray in order
  39753. * to be detected; intersections of the ray passing through the back of a face will not
  39754. * be detected. To raycast against both faces of an object, you'll want to set {@link Material#side}
  39755. * to `THREE.DoubleSide`.
  39756. *
  39757. * @param {Object3D} object - The 3D object to check for intersection with the ray.
  39758. * @param {boolean} [recursive=true] - If set to `true`, it also checks all descendants.
  39759. * Otherwise it only checks intersection with the object.
  39760. * @param {Array<Raycaster~Intersection>} [intersects=[]] The target array that holds the result of the method.
  39761. * @return {Array<Raycaster~Intersection>} An array holding the intersection points.
  39762. */
  39763. intersectObject( object, recursive = true, intersects = [] ) {
  39764. intersect( object, this, intersects, recursive );
  39765. intersects.sort( ascSort );
  39766. return intersects;
  39767. }
  39768. /**
  39769. * Checks all intersection between the ray and the objects with or without
  39770. * the descendants. Intersections are returned sorted by distance, closest first.
  39771. *
  39772. * @param {Array<Object3D>} objects - The 3D objects to check for intersection with the ray.
  39773. * @param {boolean} [recursive=true] - If set to `true`, it also checks all descendants.
  39774. * Otherwise it only checks intersection with the object.
  39775. * @param {Array<Raycaster~Intersection>} [intersects=[]] The target array that holds the result of the method.
  39776. * @return {Array<Raycaster~Intersection>} An array holding the intersection points.
  39777. */
  39778. intersectObjects( objects, recursive = true, intersects = [] ) {
  39779. for ( let i = 0, l = objects.length; i < l; i ++ ) {
  39780. intersect( objects[ i ], this, intersects, recursive );
  39781. }
  39782. intersects.sort( ascSort );
  39783. return intersects;
  39784. }
  39785. }
  39786. function ascSort( a, b ) {
  39787. return a.distance - b.distance;
  39788. }
  39789. function intersect( object, raycaster, intersects, recursive ) {
  39790. let propagate = true;
  39791. if ( object.layers.test( raycaster.layers ) ) {
  39792. const result = object.raycast( raycaster, intersects );
  39793. if ( result === false ) propagate = false;
  39794. }
  39795. if ( propagate === true && recursive === true ) {
  39796. const children = object.children;
  39797. for ( let i = 0, l = children.length; i < l; i ++ ) {
  39798. intersect( children[ i ], raycaster, intersects, true );
  39799. }
  39800. }
  39801. }
  39802. /**
  39803. * This class is an alternative to {@link Clock} with a different API design and behavior.
  39804. * The goal is to avoid the conceptual flaws that became apparent in `Clock` over time.
  39805. *
  39806. * - `Timer` has an `update()` method that updates its internal state. That makes it possible to
  39807. * call `getDelta()` and `getElapsed()` multiple times per simulation step without getting different values.
  39808. * - The class can make use of the Page Visibility API to avoid large time delta values when the app
  39809. * is inactive (e.g. tab switched or browser hidden).
  39810. *
  39811. * ```js
  39812. * const timer = new Timer();
  39813. * timer.connect( document ); // use Page Visibility API
  39814. * ```
  39815. */
  39816. class Timer {
  39817. /**
  39818. * Constructs a new timer.
  39819. */
  39820. constructor() {
  39821. this._previousTime = 0;
  39822. this._currentTime = 0;
  39823. this._startTime = performance.now();
  39824. this._delta = 0;
  39825. this._elapsed = 0;
  39826. this._timescale = 1;
  39827. this._document = null;
  39828. this._pageVisibilityHandler = null;
  39829. }
  39830. /**
  39831. * Connect the timer to the given document.Calling this method is not mandatory to
  39832. * use the timer but enables the usage of the Page Visibility API to avoid large time
  39833. * delta values.
  39834. *
  39835. * @param {Document} document - The document.
  39836. */
  39837. connect( document ) {
  39838. this._document = document;
  39839. // use Page Visibility API to avoid large time delta values
  39840. if ( document.hidden !== undefined ) {
  39841. this._pageVisibilityHandler = handleVisibilityChange.bind( this );
  39842. document.addEventListener( 'visibilitychange', this._pageVisibilityHandler, false );
  39843. }
  39844. }
  39845. /**
  39846. * Disconnects the timer from the DOM and also disables the usage of the Page Visibility API.
  39847. */
  39848. disconnect() {
  39849. if ( this._pageVisibilityHandler !== null ) {
  39850. this._document.removeEventListener( 'visibilitychange', this._pageVisibilityHandler );
  39851. this._pageVisibilityHandler = null;
  39852. }
  39853. this._document = null;
  39854. }
  39855. /**
  39856. * Returns the time delta in seconds.
  39857. *
  39858. * @return {number} The time delta in second.
  39859. */
  39860. getDelta() {
  39861. return this._delta / 1000;
  39862. }
  39863. /**
  39864. * Returns the elapsed time in seconds.
  39865. *
  39866. * @return {number} The elapsed time in second.
  39867. */
  39868. getElapsed() {
  39869. return this._elapsed / 1000;
  39870. }
  39871. /**
  39872. * Returns the timescale.
  39873. *
  39874. * @return {number} The timescale.
  39875. */
  39876. getTimescale() {
  39877. return this._timescale;
  39878. }
  39879. /**
  39880. * Sets the given timescale which scale the time delta computation
  39881. * in `update()`.
  39882. *
  39883. * @param {number} timescale - The timescale to set.
  39884. * @return {Timer} A reference to this timer.
  39885. */
  39886. setTimescale( timescale ) {
  39887. this._timescale = timescale;
  39888. return this;
  39889. }
  39890. /**
  39891. * Resets the time computation for the current simulation step.
  39892. *
  39893. * @return {Timer} A reference to this timer.
  39894. */
  39895. reset() {
  39896. this._currentTime = performance.now() - this._startTime;
  39897. return this;
  39898. }
  39899. /**
  39900. * Can be used to free all internal resources. Usually called when
  39901. * the timer instance isn't required anymore.
  39902. */
  39903. dispose() {
  39904. this.disconnect();
  39905. }
  39906. /**
  39907. * Updates the internal state of the timer. This method should be called
  39908. * once per simulation step and before you perform queries against the timer
  39909. * (e.g. via `getDelta()`).
  39910. *
  39911. * @param {number} timestamp - The current time in milliseconds. Can be obtained
  39912. * from the `requestAnimationFrame` callback argument. If not provided, the current
  39913. * time will be determined with `performance.now`.
  39914. * @return {Timer} A reference to this timer.
  39915. */
  39916. update( timestamp ) {
  39917. if ( this._pageVisibilityHandler !== null && this._document.hidden === true ) {
  39918. this._delta = 0;
  39919. } else {
  39920. this._previousTime = this._currentTime;
  39921. this._currentTime = ( timestamp !== undefined ? timestamp : performance.now() ) - this._startTime;
  39922. this._delta = ( this._currentTime - this._previousTime ) * this._timescale;
  39923. this._elapsed += this._delta; // _elapsed is the accumulation of all previous deltas
  39924. }
  39925. return this;
  39926. }
  39927. }
  39928. function handleVisibilityChange() {
  39929. if ( this._document.hidden === false ) this.reset();
  39930. }
  39931. /**
  39932. * This class can be used to represent points in 3D space as
  39933. * [Spherical coordinates]{@link https://en.wikipedia.org/wiki/Spherical_coordinate_system}.
  39934. */
  39935. class Spherical {
  39936. /**
  39937. * Constructs a new spherical.
  39938. *
  39939. * @param {number} [radius=1] - The radius, or the Euclidean distance (straight-line distance) from the point to the origin.
  39940. * @param {number} [phi=0] - The polar angle in radians from the y (up) axis.
  39941. * @param {number} [theta=0] - The equator/azimuthal angle in radians around the y (up) axis.
  39942. */
  39943. constructor( radius = 1, phi = 0, theta = 0 ) {
  39944. /**
  39945. * The radius, or the Euclidean distance (straight-line distance) from the point to the origin.
  39946. *
  39947. * @type {number}
  39948. * @default 1
  39949. */
  39950. this.radius = radius;
  39951. /**
  39952. * The polar angle in radians from the y (up) axis.
  39953. *
  39954. * @type {number}
  39955. * @default 0
  39956. */
  39957. this.phi = phi;
  39958. /**
  39959. * The equator/azimuthal angle in radians around the y (up) axis.
  39960. *
  39961. * @type {number}
  39962. * @default 0
  39963. */
  39964. this.theta = theta;
  39965. }
  39966. /**
  39967. * Sets the spherical components by copying the given values.
  39968. *
  39969. * @param {number} radius - The radius.
  39970. * @param {number} phi - The polar angle.
  39971. * @param {number} theta - The azimuthal angle.
  39972. * @return {Spherical} A reference to this spherical.
  39973. */
  39974. set( radius, phi, theta ) {
  39975. this.radius = radius;
  39976. this.phi = phi;
  39977. this.theta = theta;
  39978. return this;
  39979. }
  39980. /**
  39981. * Copies the values of the given spherical to this instance.
  39982. *
  39983. * @param {Spherical} other - The spherical to copy.
  39984. * @return {Spherical} A reference to this spherical.
  39985. */
  39986. copy( other ) {
  39987. this.radius = other.radius;
  39988. this.phi = other.phi;
  39989. this.theta = other.theta;
  39990. return this;
  39991. }
  39992. /**
  39993. * Restricts the polar angle [page:.phi phi] to be between `0.000001` and pi -
  39994. * `0.000001`.
  39995. *
  39996. * @return {Spherical} A reference to this spherical.
  39997. */
  39998. makeSafe() {
  39999. const EPS = 0.000001;
  40000. this.phi = clamp( this.phi, EPS, Math.PI - EPS );
  40001. return this;
  40002. }
  40003. /**
  40004. * Sets the spherical components from the given vector which is assumed to hold
  40005. * Cartesian coordinates.
  40006. *
  40007. * @param {Vector3} v - The vector to set.
  40008. * @return {Spherical} A reference to this spherical.
  40009. */
  40010. setFromVector3( v ) {
  40011. return this.setFromCartesianCoords( v.x, v.y, v.z );
  40012. }
  40013. /**
  40014. * Sets the spherical components from the given Cartesian coordinates.
  40015. *
  40016. * @param {number} x - The x value.
  40017. * @param {number} y - The y value.
  40018. * @param {number} z - The z value.
  40019. * @return {Spherical} A reference to this spherical.
  40020. */
  40021. setFromCartesianCoords( x, y, z ) {
  40022. this.radius = Math.sqrt( x * x + y * y + z * z );
  40023. if ( this.radius === 0 ) {
  40024. this.theta = 0;
  40025. this.phi = 0;
  40026. } else {
  40027. this.theta = Math.atan2( x, z );
  40028. this.phi = Math.acos( clamp( y / this.radius, -1, 1 ) );
  40029. }
  40030. return this;
  40031. }
  40032. /**
  40033. * Returns a new spherical with copied values from this instance.
  40034. *
  40035. * @return {Spherical} A clone of this instance.
  40036. */
  40037. clone() {
  40038. return new this.constructor().copy( this );
  40039. }
  40040. }
  40041. /**
  40042. * This class can be used to represent points in 3D space as
  40043. * [Cylindrical coordinates]{@link https://en.wikipedia.org/wiki/Cylindrical_coordinate_system}.
  40044. */
  40045. class Cylindrical {
  40046. /**
  40047. * Constructs a new cylindrical.
  40048. *
  40049. * @param {number} [radius=1] - The distance from the origin to a point in the x-z plane.
  40050. * @param {number} [theta=0] - A counterclockwise angle in the x-z plane measured in radians from the positive z-axis.
  40051. * @param {number} [y=0] - The height above the x-z plane.
  40052. */
  40053. constructor( radius = 1, theta = 0, y = 0 ) {
  40054. /**
  40055. * The distance from the origin to a point in the x-z plane.
  40056. *
  40057. * @type {number}
  40058. * @default 1
  40059. */
  40060. this.radius = radius;
  40061. /**
  40062. * A counterclockwise angle in the x-z plane measured in radians from the positive z-axis.
  40063. *
  40064. * @type {number}
  40065. * @default 0
  40066. */
  40067. this.theta = theta;
  40068. /**
  40069. * The height above the x-z plane.
  40070. *
  40071. * @type {number}
  40072. * @default 0
  40073. */
  40074. this.y = y;
  40075. }
  40076. /**
  40077. * Sets the cylindrical components by copying the given values.
  40078. *
  40079. * @param {number} radius - The radius.
  40080. * @param {number} theta - The theta angle.
  40081. * @param {number} y - The height value.
  40082. * @return {Cylindrical} A reference to this cylindrical.
  40083. */
  40084. set( radius, theta, y ) {
  40085. this.radius = radius;
  40086. this.theta = theta;
  40087. this.y = y;
  40088. return this;
  40089. }
  40090. /**
  40091. * Copies the values of the given cylindrical to this instance.
  40092. *
  40093. * @param {Cylindrical} other - The cylindrical to copy.
  40094. * @return {Cylindrical} A reference to this cylindrical.
  40095. */
  40096. copy( other ) {
  40097. this.radius = other.radius;
  40098. this.theta = other.theta;
  40099. this.y = other.y;
  40100. return this;
  40101. }
  40102. /**
  40103. * Sets the cylindrical components from the given vector which is assumed to hold
  40104. * Cartesian coordinates.
  40105. *
  40106. * @param {Vector3} v - The vector to set.
  40107. * @return {Cylindrical} A reference to this cylindrical.
  40108. */
  40109. setFromVector3( v ) {
  40110. return this.setFromCartesianCoords( v.x, v.y, v.z );
  40111. }
  40112. /**
  40113. * Sets the cylindrical components from the given Cartesian coordinates.
  40114. *
  40115. * @param {number} x - The x value.
  40116. * @param {number} y - The x value.
  40117. * @param {number} z - The x value.
  40118. * @return {Cylindrical} A reference to this cylindrical.
  40119. */
  40120. setFromCartesianCoords( x, y, z ) {
  40121. this.radius = Math.sqrt( x * x + z * z );
  40122. this.theta = Math.atan2( x, z );
  40123. this.y = y;
  40124. return this;
  40125. }
  40126. /**
  40127. * Returns a new cylindrical with copied values from this instance.
  40128. *
  40129. * @return {Cylindrical} A clone of this instance.
  40130. */
  40131. clone() {
  40132. return new this.constructor().copy( this );
  40133. }
  40134. }
  40135. /**
  40136. * Represents a 2x2 matrix.
  40137. *
  40138. * A Note on Row-Major and Column-Major Ordering:
  40139. *
  40140. * The constructor and {@link Matrix2#set} method take arguments in
  40141. * [row-major]{@link https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order}
  40142. * order, while internally they are stored in the {@link Matrix2#elements} array in column-major order.
  40143. * This means that calling:
  40144. * ```js
  40145. * const m = new THREE.Matrix2();
  40146. * m.set( 11, 12,
  40147. * 21, 22 );
  40148. * ```
  40149. * will result in the elements array containing:
  40150. * ```js
  40151. * m.elements = [ 11, 21,
  40152. * 12, 22 ];
  40153. * ```
  40154. * and internally all calculations are performed using column-major ordering.
  40155. * However, as the actual ordering makes no difference mathematically and
  40156. * most people are used to thinking about matrices in row-major order, the
  40157. * three.js documentation shows matrices in row-major order. Just bear in
  40158. * mind that if you are reading the source code, you'll have to take the
  40159. * transpose of any matrices outlined here to make sense of the calculations.
  40160. */
  40161. class Matrix2 {
  40162. /**
  40163. * Constructs a new 2x2 matrix. The arguments are supposed to be
  40164. * in row-major order. If no arguments are provided, the constructor
  40165. * initializes the matrix as an identity matrix.
  40166. *
  40167. * @param {number} [n11] - 1-1 matrix element.
  40168. * @param {number} [n12] - 1-2 matrix element.
  40169. * @param {number} [n21] - 2-1 matrix element.
  40170. * @param {number} [n22] - 2-2 matrix element.
  40171. */
  40172. constructor( n11, n12, n21, n22 ) {
  40173. /**
  40174. * This flag can be used for type testing.
  40175. *
  40176. * @type {boolean}
  40177. * @readonly
  40178. * @default true
  40179. */
  40180. Matrix2.prototype.isMatrix2 = true;
  40181. /**
  40182. * A column-major list of matrix values.
  40183. *
  40184. * @type {Array<number>}
  40185. */
  40186. this.elements = [
  40187. 1, 0,
  40188. 0, 1,
  40189. ];
  40190. if ( n11 !== undefined ) {
  40191. this.set( n11, n12, n21, n22 );
  40192. }
  40193. }
  40194. /**
  40195. * Sets this matrix to the 2x2 identity matrix.
  40196. *
  40197. * @return {Matrix2} A reference to this matrix.
  40198. */
  40199. identity() {
  40200. this.set(
  40201. 1, 0,
  40202. 0, 1,
  40203. );
  40204. return this;
  40205. }
  40206. /**
  40207. * Sets the elements of the matrix from the given array.
  40208. *
  40209. * @param {Array<number>} array - The matrix elements in column-major order.
  40210. * @param {number} [offset=0] - Index of the first element in the array.
  40211. * @return {Matrix2} A reference to this matrix.
  40212. */
  40213. fromArray( array, offset = 0 ) {
  40214. for ( let i = 0; i < 4; i ++ ) {
  40215. this.elements[ i ] = array[ i + offset ];
  40216. }
  40217. return this;
  40218. }
  40219. /**
  40220. * Sets the elements of the matrix.The arguments are supposed to be
  40221. * in row-major order.
  40222. *
  40223. * @param {number} n11 - 1-1 matrix element.
  40224. * @param {number} n12 - 1-2 matrix element.
  40225. * @param {number} n21 - 2-1 matrix element.
  40226. * @param {number} n22 - 2-2 matrix element.
  40227. * @return {Matrix2} A reference to this matrix.
  40228. */
  40229. set( n11, n12, n21, n22 ) {
  40230. const te = this.elements;
  40231. te[ 0 ] = n11; te[ 2 ] = n12;
  40232. te[ 1 ] = n21; te[ 3 ] = n22;
  40233. return this;
  40234. }
  40235. }
  40236. const _vector$4 = /*@__PURE__*/ new Vector2();
  40237. /**
  40238. * Represents an axis-aligned bounding box (AABB) in 2D space.
  40239. */
  40240. class Box2 {
  40241. /**
  40242. * Constructs a new bounding box.
  40243. *
  40244. * @param {Vector2} [min=(Infinity,Infinity)] - A vector representing the lower boundary of the box.
  40245. * @param {Vector2} [max=(-Infinity,-Infinity)] - A vector representing the upper boundary of the box.
  40246. */
  40247. constructor( min = new Vector2( + Infinity, + Infinity ), max = new Vector2( - Infinity, - Infinity ) ) {
  40248. /**
  40249. * This flag can be used for type testing.
  40250. *
  40251. * @type {boolean}
  40252. * @readonly
  40253. * @default true
  40254. */
  40255. this.isBox2 = true;
  40256. /**
  40257. * The lower boundary of the box.
  40258. *
  40259. * @type {Vector2}
  40260. */
  40261. this.min = min;
  40262. /**
  40263. * The upper boundary of the box.
  40264. *
  40265. * @type {Vector2}
  40266. */
  40267. this.max = max;
  40268. }
  40269. /**
  40270. * Sets the lower and upper boundaries of this box.
  40271. * Please note that this method only copies the values from the given objects.
  40272. *
  40273. * @param {Vector2} min - The lower boundary of the box.
  40274. * @param {Vector2} max - The upper boundary of the box.
  40275. * @return {Box2} A reference to this bounding box.
  40276. */
  40277. set( min, max ) {
  40278. this.min.copy( min );
  40279. this.max.copy( max );
  40280. return this;
  40281. }
  40282. /**
  40283. * Sets the upper and lower bounds of this box so it encloses the position data
  40284. * in the given array.
  40285. *
  40286. * @param {Array<Vector2>} points - An array holding 2D position data as instances of {@link Vector2}.
  40287. * @return {Box2} A reference to this bounding box.
  40288. */
  40289. setFromPoints( points ) {
  40290. this.makeEmpty();
  40291. for ( let i = 0, il = points.length; i < il; i ++ ) {
  40292. this.expandByPoint( points[ i ] );
  40293. }
  40294. return this;
  40295. }
  40296. /**
  40297. * Centers this box on the given center vector and sets this box's width, height and
  40298. * depth to the given size values.
  40299. *
  40300. * @param {Vector2} center - The center of the box.
  40301. * @param {Vector2} size - The x and y dimensions of the box.
  40302. * @return {Box2} A reference to this bounding box.
  40303. */
  40304. setFromCenterAndSize( center, size ) {
  40305. const halfSize = _vector$4.copy( size ).multiplyScalar( 0.5 );
  40306. this.min.copy( center ).sub( halfSize );
  40307. this.max.copy( center ).add( halfSize );
  40308. return this;
  40309. }
  40310. /**
  40311. * Returns a new box with copied values from this instance.
  40312. *
  40313. * @return {Box2} A clone of this instance.
  40314. */
  40315. clone() {
  40316. return new this.constructor().copy( this );
  40317. }
  40318. /**
  40319. * Copies the values of the given box to this instance.
  40320. *
  40321. * @param {Box2} box - The box to copy.
  40322. * @return {Box2} A reference to this bounding box.
  40323. */
  40324. copy( box ) {
  40325. this.min.copy( box.min );
  40326. this.max.copy( box.max );
  40327. return this;
  40328. }
  40329. /**
  40330. * Makes this box empty which means in encloses a zero space in 2D.
  40331. *
  40332. * @return {Box2} A reference to this bounding box.
  40333. */
  40334. makeEmpty() {
  40335. this.min.x = this.min.y = + Infinity;
  40336. this.max.x = this.max.y = - Infinity;
  40337. return this;
  40338. }
  40339. /**
  40340. * Returns true if this box includes zero points within its bounds.
  40341. * Note that a box with equal lower and upper bounds still includes one
  40342. * point, the one both bounds share.
  40343. *
  40344. * @return {boolean} Whether this box is empty or not.
  40345. */
  40346. isEmpty() {
  40347. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  40348. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );
  40349. }
  40350. /**
  40351. * Returns the center point of this box.
  40352. *
  40353. * @param {Vector2} target - The target vector that is used to store the method's result.
  40354. * @return {Vector2} The center point.
  40355. */
  40356. getCenter( target ) {
  40357. return this.isEmpty() ? target.set( 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  40358. }
  40359. /**
  40360. * Returns the dimensions of this box.
  40361. *
  40362. * @param {Vector2} target - The target vector that is used to store the method's result.
  40363. * @return {Vector2} The size.
  40364. */
  40365. getSize( target ) {
  40366. return this.isEmpty() ? target.set( 0, 0 ) : target.subVectors( this.max, this.min );
  40367. }
  40368. /**
  40369. * Expands the boundaries of this box to include the given point.
  40370. *
  40371. * @param {Vector2} point - The point that should be included by the bounding box.
  40372. * @return {Box2} A reference to this bounding box.
  40373. */
  40374. expandByPoint( point ) {
  40375. this.min.min( point );
  40376. this.max.max( point );
  40377. return this;
  40378. }
  40379. /**
  40380. * Expands this box equilaterally by the given vector. The width of this
  40381. * box will be expanded by the x component of the vector in both
  40382. * directions. The height of this box will be expanded by the y component of
  40383. * the vector in both directions.
  40384. *
  40385. * @param {Vector2} vector - The vector that should expand the bounding box.
  40386. * @return {Box2} A reference to this bounding box.
  40387. */
  40388. expandByVector( vector ) {
  40389. this.min.sub( vector );
  40390. this.max.add( vector );
  40391. return this;
  40392. }
  40393. /**
  40394. * Expands each dimension of the box by the given scalar. If negative, the
  40395. * dimensions of the box will be contracted.
  40396. *
  40397. * @param {number} scalar - The scalar value that should expand the bounding box.
  40398. * @return {Box2} A reference to this bounding box.
  40399. */
  40400. expandByScalar( scalar ) {
  40401. this.min.addScalar( - scalar );
  40402. this.max.addScalar( scalar );
  40403. return this;
  40404. }
  40405. /**
  40406. * Returns `true` if the given point lies within or on the boundaries of this box.
  40407. *
  40408. * @param {Vector2} point - The point to test.
  40409. * @return {boolean} Whether the bounding box contains the given point or not.
  40410. */
  40411. containsPoint( point ) {
  40412. return point.x >= this.min.x && point.x <= this.max.x &&
  40413. point.y >= this.min.y && point.y <= this.max.y;
  40414. }
  40415. /**
  40416. * Returns `true` if this bounding box includes the entirety of the given bounding box.
  40417. * If this box and the given one are identical, this function also returns `true`.
  40418. *
  40419. * @param {Box2} box - The bounding box to test.
  40420. * @return {boolean} Whether the bounding box contains the given bounding box or not.
  40421. */
  40422. containsBox( box ) {
  40423. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  40424. this.min.y <= box.min.y && box.max.y <= this.max.y;
  40425. }
  40426. /**
  40427. * Returns a point as a proportion of this box's width and height.
  40428. *
  40429. * @param {Vector2} point - A point in 2D space.
  40430. * @param {Vector2} target - The target vector that is used to store the method's result.
  40431. * @return {Vector2} A point as a proportion of this box's width and height.
  40432. */
  40433. getParameter( point, target ) {
  40434. // This can potentially have a divide by zero if the box
  40435. // has a size dimension of 0.
  40436. return target.set(
  40437. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  40438. ( point.y - this.min.y ) / ( this.max.y - this.min.y )
  40439. );
  40440. }
  40441. /**
  40442. * Returns `true` if the given bounding box intersects with this bounding box.
  40443. *
  40444. * @param {Box2} box - The bounding box to test.
  40445. * @return {boolean} Whether the given bounding box intersects with this bounding box.
  40446. */
  40447. intersectsBox( box ) {
  40448. // using 4 splitting planes to rule out intersections
  40449. return box.max.x >= this.min.x && box.min.x <= this.max.x &&
  40450. box.max.y >= this.min.y && box.min.y <= this.max.y;
  40451. }
  40452. /**
  40453. * Clamps the given point within the bounds of this box.
  40454. *
  40455. * @param {Vector2} point - The point to clamp.
  40456. * @param {Vector2} target - The target vector that is used to store the method's result.
  40457. * @return {Vector2} The clamped point.
  40458. */
  40459. clampPoint( point, target ) {
  40460. return target.copy( point ).clamp( this.min, this.max );
  40461. }
  40462. /**
  40463. * Returns the euclidean distance from any edge of this box to the specified point. If
  40464. * the given point lies inside of this box, the distance will be `0`.
  40465. *
  40466. * @param {Vector2} point - The point to compute the distance to.
  40467. * @return {number} The euclidean distance.
  40468. */
  40469. distanceToPoint( point ) {
  40470. return this.clampPoint( point, _vector$4 ).distanceTo( point );
  40471. }
  40472. /**
  40473. * Computes the intersection of this bounding box and the given one, setting the upper
  40474. * bound of this box to the lesser of the two boxes' upper bounds and the
  40475. * lower bound of this box to the greater of the two boxes' lower bounds. If
  40476. * there's no overlap, makes this box empty.
  40477. *
  40478. * @param {Box2} box - The bounding box to intersect with.
  40479. * @return {Box2} A reference to this bounding box.
  40480. */
  40481. intersect( box ) {
  40482. this.min.max( box.min );
  40483. this.max.min( box.max );
  40484. if ( this.isEmpty() ) this.makeEmpty();
  40485. return this;
  40486. }
  40487. /**
  40488. * Computes the union of this box and another and the given one, setting the upper
  40489. * bound of this box to the greater of the two boxes' upper bounds and the
  40490. * lower bound of this box to the lesser of the two boxes' lower bounds.
  40491. *
  40492. * @param {Box2} box - The bounding box that will be unioned with this instance.
  40493. * @return {Box2} A reference to this bounding box.
  40494. */
  40495. union( box ) {
  40496. this.min.min( box.min );
  40497. this.max.max( box.max );
  40498. return this;
  40499. }
  40500. /**
  40501. * Adds the given offset to both the upper and lower bounds of this bounding box,
  40502. * effectively moving it in 2D space.
  40503. *
  40504. * @param {Vector2} offset - The offset that should be used to translate the bounding box.
  40505. * @return {Box2} A reference to this bounding box.
  40506. */
  40507. translate( offset ) {
  40508. this.min.add( offset );
  40509. this.max.add( offset );
  40510. return this;
  40511. }
  40512. /**
  40513. * Returns `true` if this bounding box is equal with the given one.
  40514. *
  40515. * @param {Box2} box - The box to test for equality.
  40516. * @return {boolean} Whether this bounding box is equal with the given one.
  40517. */
  40518. equals( box ) {
  40519. return box.min.equals( this.min ) && box.max.equals( this.max );
  40520. }
  40521. }
  40522. const _startP = /*@__PURE__*/ new Vector3();
  40523. const _startEnd = /*@__PURE__*/ new Vector3();
  40524. const _d1 = /*@__PURE__*/ new Vector3();
  40525. const _d2 = /*@__PURE__*/ new Vector3();
  40526. const _r = /*@__PURE__*/ new Vector3();
  40527. const _c1 = /*@__PURE__*/ new Vector3();
  40528. const _c2 = /*@__PURE__*/ new Vector3();
  40529. /**
  40530. * An analytical line segment in 3D space represented by a start and end point.
  40531. */
  40532. class Line3 {
  40533. /**
  40534. * Constructs a new line segment.
  40535. *
  40536. * @param {Vector3} [start=(0,0,0)] - Start of the line segment.
  40537. * @param {Vector3} [end=(0,0,0)] - End of the line segment.
  40538. */
  40539. constructor( start = new Vector3(), end = new Vector3() ) {
  40540. /**
  40541. * Start of the line segment.
  40542. *
  40543. * @type {Vector3}
  40544. */
  40545. this.start = start;
  40546. /**
  40547. * End of the line segment.
  40548. *
  40549. * @type {Vector3}
  40550. */
  40551. this.end = end;
  40552. }
  40553. /**
  40554. * Sets the start and end values by copying the given vectors.
  40555. *
  40556. * @param {Vector3} start - The start point.
  40557. * @param {Vector3} end - The end point.
  40558. * @return {Line3} A reference to this line segment.
  40559. */
  40560. set( start, end ) {
  40561. this.start.copy( start );
  40562. this.end.copy( end );
  40563. return this;
  40564. }
  40565. /**
  40566. * Copies the values of the given line segment to this instance.
  40567. *
  40568. * @param {Line3} line - The line segment to copy.
  40569. * @return {Line3} A reference to this line segment.
  40570. */
  40571. copy( line ) {
  40572. this.start.copy( line.start );
  40573. this.end.copy( line.end );
  40574. return this;
  40575. }
  40576. /**
  40577. * Returns the center of the line segment.
  40578. *
  40579. * @param {Vector3} target - The target vector that is used to store the method's result.
  40580. * @return {Vector3} The center point.
  40581. */
  40582. getCenter( target ) {
  40583. return target.addVectors( this.start, this.end ).multiplyScalar( 0.5 );
  40584. }
  40585. /**
  40586. * Returns the delta vector of the line segment's start and end point.
  40587. *
  40588. * @param {Vector3} target - The target vector that is used to store the method's result.
  40589. * @return {Vector3} The delta vector.
  40590. */
  40591. delta( target ) {
  40592. return target.subVectors( this.end, this.start );
  40593. }
  40594. /**
  40595. * Returns the squared Euclidean distance between the line' start and end point.
  40596. *
  40597. * @return {number} The squared Euclidean distance.
  40598. */
  40599. distanceSq() {
  40600. return this.start.distanceToSquared( this.end );
  40601. }
  40602. /**
  40603. * Returns the Euclidean distance between the line' start and end point.
  40604. *
  40605. * @return {number} The Euclidean distance.
  40606. */
  40607. distance() {
  40608. return this.start.distanceTo( this.end );
  40609. }
  40610. /**
  40611. * Returns a vector at a certain position along the line segment.
  40612. *
  40613. * @param {number} t - A value between `[0,1]` to represent a position along the line segment.
  40614. * @param {Vector3} target - The target vector that is used to store the method's result.
  40615. * @return {Vector3} The delta vector.
  40616. */
  40617. at( t, target ) {
  40618. return this.delta( target ).multiplyScalar( t ).add( this.start );
  40619. }
  40620. /**
  40621. * Returns a point parameter based on the closest point as projected on the line segment.
  40622. *
  40623. * @param {Vector3} point - The point for which to return a point parameter.
  40624. * @param {boolean} clampToLine - Whether to clamp the result to the range `[0,1]` or not.
  40625. * @return {number} The point parameter.
  40626. */
  40627. closestPointToPointParameter( point, clampToLine ) {
  40628. _startP.subVectors( point, this.start );
  40629. _startEnd.subVectors( this.end, this.start );
  40630. const startEnd2 = _startEnd.dot( _startEnd );
  40631. const startEnd_startP = _startEnd.dot( _startP );
  40632. let t = startEnd_startP / startEnd2;
  40633. if ( clampToLine ) {
  40634. t = clamp( t, 0, 1 );
  40635. }
  40636. return t;
  40637. }
  40638. /**
  40639. * Returns the closest point on the line for a given point.
  40640. *
  40641. * @param {Vector3} point - The point to compute the closest point on the line for.
  40642. * @param {boolean} clampToLine - Whether to clamp the result to the range `[0,1]` or not.
  40643. * @param {Vector3} target - The target vector that is used to store the method's result.
  40644. * @return {Vector3} The closest point on the line.
  40645. */
  40646. closestPointToPoint( point, clampToLine, target ) {
  40647. const t = this.closestPointToPointParameter( point, clampToLine );
  40648. return this.delta( target ).multiplyScalar( t ).add( this.start );
  40649. }
  40650. /**
  40651. * Returns the closest squared distance between this line segment and the given one.
  40652. *
  40653. * @param {Line3} line - The line segment to compute the closest squared distance to.
  40654. * @param {Vector3} [c1] - The closest point on this line segment.
  40655. * @param {Vector3} [c2] - The closest point on the given line segment.
  40656. * @return {number} The squared distance between this line segment and the given one.
  40657. */
  40658. distanceSqToLine3( line, c1 = _c1, c2 = _c2 ) {
  40659. // from Real-Time Collision Detection by Christer Ericson, chapter 5.1.9
  40660. // Computes closest points C1 and C2 of S1(s)=P1+s*(Q1-P1) and
  40661. // S2(t)=P2+t*(Q2-P2), returning s and t. Function result is squared
  40662. // distance between between S1(s) and S2(t)
  40663. const EPSILON = 1e-8 * 1e-8; // must be squared since we compare squared length
  40664. let s, t;
  40665. const p1 = this.start;
  40666. const p2 = line.start;
  40667. const q1 = this.end;
  40668. const q2 = line.end;
  40669. _d1.subVectors( q1, p1 ); // Direction vector of segment S1
  40670. _d2.subVectors( q2, p2 ); // Direction vector of segment S2
  40671. _r.subVectors( p1, p2 );
  40672. const a = _d1.dot( _d1 ); // Squared length of segment S1, always nonnegative
  40673. const e = _d2.dot( _d2 ); // Squared length of segment S2, always nonnegative
  40674. const f = _d2.dot( _r );
  40675. // Check if either or both segments degenerate into points
  40676. if ( a <= EPSILON && e <= EPSILON ) {
  40677. // Both segments degenerate into points
  40678. c1.copy( p1 );
  40679. c2.copy( p2 );
  40680. c1.sub( c2 );
  40681. return c1.dot( c1 );
  40682. }
  40683. if ( a <= EPSILON ) {
  40684. // First segment degenerates into a point
  40685. s = 0;
  40686. t = f / e; // s = 0 => t = (b*s + f) / e = f / e
  40687. t = clamp( t, 0, 1 );
  40688. } else {
  40689. const c = _d1.dot( _r );
  40690. if ( e <= EPSILON ) {
  40691. // Second segment degenerates into a point
  40692. t = 0;
  40693. s = clamp( - c / a, 0, 1 ); // t = 0 => s = (b*t - c) / a = -c / a
  40694. } else {
  40695. // The general nondegenerate case starts here
  40696. const b = _d1.dot( _d2 );
  40697. const denom = a * e - b * b; // Always nonnegative
  40698. // If segments not parallel, compute closest point on L1 to L2 and
  40699. // clamp to segment S1. Else pick arbitrary s (here 0)
  40700. if ( denom !== 0 ) {
  40701. s = clamp( ( b * f - c * e ) / denom, 0, 1 );
  40702. } else {
  40703. s = 0;
  40704. }
  40705. // Compute point on L2 closest to S1(s) using
  40706. // t = Dot((P1 + D1*s) - P2,D2) / Dot(D2,D2) = (b*s + f) / e
  40707. t = ( b * s + f ) / e;
  40708. // If t in [0,1] done. Else clamp t, recompute s for the new value
  40709. // of t using s = Dot((P2 + D2*t) - P1,D1) / Dot(D1,D1)= (t*b - c) / a
  40710. // and clamp s to [0, 1]
  40711. if ( t < 0 ) {
  40712. t = 0.;
  40713. s = clamp( - c / a, 0, 1 );
  40714. } else if ( t > 1 ) {
  40715. t = 1;
  40716. s = clamp( ( b - c ) / a, 0, 1 );
  40717. }
  40718. }
  40719. }
  40720. c1.copy( p1 ).add( _d1.multiplyScalar( s ) );
  40721. c2.copy( p2 ).add( _d2.multiplyScalar( t ) );
  40722. c1.sub( c2 );
  40723. return c1.dot( c1 );
  40724. }
  40725. /**
  40726. * Applies a 4x4 transformation matrix to this line segment.
  40727. *
  40728. * @param {Matrix4} matrix - The transformation matrix.
  40729. * @return {Line3} A reference to this line segment.
  40730. */
  40731. applyMatrix4( matrix ) {
  40732. this.start.applyMatrix4( matrix );
  40733. this.end.applyMatrix4( matrix );
  40734. return this;
  40735. }
  40736. /**
  40737. * Returns `true` if this line segment is equal with the given one.
  40738. *
  40739. * @param {Line3} line - The line segment to test for equality.
  40740. * @return {boolean} Whether this line segment is equal with the given one.
  40741. */
  40742. equals( line ) {
  40743. return line.start.equals( this.start ) && line.end.equals( this.end );
  40744. }
  40745. /**
  40746. * Returns a new line segment with copied values from this instance.
  40747. *
  40748. * @return {Line3} A clone of this instance.
  40749. */
  40750. clone() {
  40751. return new this.constructor().copy( this );
  40752. }
  40753. }
  40754. const _vector$3 = /*@__PURE__*/ new Vector3();
  40755. /**
  40756. * This displays a cone shaped helper object for a {@link SpotLight}.
  40757. *
  40758. * ```js
  40759. * const spotLight = new THREE.SpotLight( 0xffffff );
  40760. * spotLight.position.set( 10, 10, 10 );
  40761. * scene.add( spotLight );
  40762. *
  40763. * const spotLightHelper = new THREE.SpotLightHelper( spotLight );
  40764. * scene.add( spotLightHelper );
  40765. * ```
  40766. *
  40767. * @augments Object3D
  40768. */
  40769. class SpotLightHelper extends Object3D {
  40770. /**
  40771. * Constructs a new spot light helper.
  40772. *
  40773. * @param {HemisphereLight} light - The light to be visualized.
  40774. * @param {number|Color|string} [color] - The helper's color. If not set, the helper will take
  40775. * the color of the light.
  40776. */
  40777. constructor( light, color ) {
  40778. super();
  40779. /**
  40780. * The light being visualized.
  40781. *
  40782. * @type {SpotLight}
  40783. */
  40784. this.light = light;
  40785. this.matrixAutoUpdate = false;
  40786. /**
  40787. * The color parameter passed in the constructor.
  40788. * If not set, the helper will take the color of the light.
  40789. *
  40790. * @type {number|Color|string}
  40791. */
  40792. this.color = color;
  40793. this.type = 'SpotLightHelper';
  40794. const geometry = new BufferGeometry();
  40795. const positions = [
  40796. 0, 0, 0, 0, 0, 1,
  40797. 0, 0, 0, 1, 0, 1,
  40798. 0, 0, 0, -1, 0, 1,
  40799. 0, 0, 0, 0, 1, 1,
  40800. 0, 0, 0, 0, -1, 1
  40801. ];
  40802. for ( let i = 0, j = 1, l = 32; i < l; i ++, j ++ ) {
  40803. const p1 = ( i / l ) * Math.PI * 2;
  40804. const p2 = ( j / l ) * Math.PI * 2;
  40805. positions.push(
  40806. Math.cos( p1 ), Math.sin( p1 ), 1,
  40807. Math.cos( p2 ), Math.sin( p2 ), 1
  40808. );
  40809. }
  40810. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  40811. const material = new LineBasicMaterial( { fog: false, toneMapped: false } );
  40812. this.cone = new LineSegments( geometry, material );
  40813. this.add( this.cone );
  40814. this.update();
  40815. }
  40816. /**
  40817. * Frees the GPU-related resources allocated by this instance. Call this
  40818. * method whenever this instance is no longer used in your app.
  40819. */
  40820. dispose() {
  40821. this.cone.geometry.dispose();
  40822. this.cone.material.dispose();
  40823. }
  40824. /**
  40825. * Updates the helper to match the position and direction of the
  40826. * light being visualized.
  40827. */
  40828. update() {
  40829. this.light.updateWorldMatrix( true, false );
  40830. this.light.target.updateWorldMatrix( true, false );
  40831. // update the local matrix based on the parent and light target transforms
  40832. if ( this.parent ) {
  40833. this.parent.updateWorldMatrix( true );
  40834. this.matrix
  40835. .copy( this.parent.matrixWorld )
  40836. .invert()
  40837. .multiply( this.light.matrixWorld );
  40838. } else {
  40839. this.matrix.copy( this.light.matrixWorld );
  40840. }
  40841. this.matrixWorld.copy( this.light.matrixWorld );
  40842. const coneLength = this.light.distance ? this.light.distance : 1000;
  40843. const coneWidth = coneLength * Math.tan( this.light.angle );
  40844. this.cone.scale.set( coneWidth, coneWidth, coneLength );
  40845. _vector$3.setFromMatrixPosition( this.light.target.matrixWorld );
  40846. this.cone.lookAt( _vector$3 );
  40847. if ( this.color !== undefined ) {
  40848. this.cone.material.color.set( this.color );
  40849. } else {
  40850. this.cone.material.color.copy( this.light.color );
  40851. }
  40852. }
  40853. }
  40854. const _vector$2 = /*@__PURE__*/ new Vector3();
  40855. const _boneMatrix = /*@__PURE__*/ new Matrix4();
  40856. const _matrixWorldInv = /*@__PURE__*/ new Matrix4();
  40857. /**
  40858. * A helper object to assist with visualizing a {@link Skeleton}.
  40859. *
  40860. * ```js
  40861. * const helper = new THREE.SkeletonHelper( skinnedMesh );
  40862. * scene.add( helper );
  40863. * ```
  40864. *
  40865. * @augments LineSegments
  40866. */
  40867. class SkeletonHelper extends LineSegments {
  40868. /**
  40869. * Constructs a new skeleton helper.
  40870. *
  40871. * @param {Object3D} object - Usually an instance of {@link SkinnedMesh}. However, any 3D object
  40872. * can be used if it represents a hierarchy of bones (see {@link Bone}).
  40873. */
  40874. constructor( object ) {
  40875. const bones = getBoneList( object );
  40876. const geometry = new BufferGeometry();
  40877. const vertices = [];
  40878. const colors = [];
  40879. for ( let i = 0; i < bones.length; i ++ ) {
  40880. const bone = bones[ i ];
  40881. if ( bone.parent && bone.parent.isBone ) {
  40882. vertices.push( 0, 0, 0 );
  40883. vertices.push( 0, 0, 0 );
  40884. colors.push( 0, 0, 0 );
  40885. colors.push( 0, 0, 0 );
  40886. }
  40887. }
  40888. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  40889. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  40890. const material = new LineBasicMaterial( { vertexColors: true, depthTest: false, depthWrite: false, toneMapped: false, transparent: true } );
  40891. super( geometry, material );
  40892. /**
  40893. * This flag can be used for type testing.
  40894. *
  40895. * @type {boolean}
  40896. * @readonly
  40897. * @default true
  40898. */
  40899. this.isSkeletonHelper = true;
  40900. this.type = 'SkeletonHelper';
  40901. /**
  40902. * The object being visualized.
  40903. *
  40904. * @type {Object3D}
  40905. */
  40906. this.root = object;
  40907. /**
  40908. * The list of bones that the helper visualizes.
  40909. *
  40910. * @type {Array<Bone>}
  40911. */
  40912. this.bones = bones;
  40913. this.matrix = object.matrixWorld;
  40914. this.matrixAutoUpdate = false;
  40915. // colors
  40916. const color1 = new Color( 0x0000ff );
  40917. const color2 = new Color( 0x00ff00 );
  40918. this.setColors( color1, color2 );
  40919. }
  40920. updateMatrixWorld( force ) {
  40921. const bones = this.bones;
  40922. const geometry = this.geometry;
  40923. const position = geometry.getAttribute( 'position' );
  40924. _matrixWorldInv.copy( this.root.matrixWorld ).invert();
  40925. for ( let i = 0, j = 0; i < bones.length; i ++ ) {
  40926. const bone = bones[ i ];
  40927. if ( bone.parent && bone.parent.isBone ) {
  40928. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.matrixWorld );
  40929. _vector$2.setFromMatrixPosition( _boneMatrix );
  40930. position.setXYZ( j, _vector$2.x, _vector$2.y, _vector$2.z );
  40931. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.parent.matrixWorld );
  40932. _vector$2.setFromMatrixPosition( _boneMatrix );
  40933. position.setXYZ( j + 1, _vector$2.x, _vector$2.y, _vector$2.z );
  40934. j += 2;
  40935. }
  40936. }
  40937. geometry.getAttribute( 'position' ).needsUpdate = true;
  40938. super.updateMatrixWorld( force );
  40939. }
  40940. /**
  40941. * Defines the colors of the helper.
  40942. *
  40943. * @param {Color} color1 - The first line color for each bone.
  40944. * @param {Color} color2 - The second line color for each bone.
  40945. * @return {SkeletonHelper} A reference to this helper.
  40946. */
  40947. setColors( color1, color2 ) {
  40948. const geometry = this.geometry;
  40949. const colorAttribute = geometry.getAttribute( 'color' );
  40950. for ( let i = 0; i < colorAttribute.count; i += 2 ) {
  40951. colorAttribute.setXYZ( i, color1.r, color1.g, color1.b );
  40952. colorAttribute.setXYZ( i + 1, color2.r, color2.g, color2.b );
  40953. }
  40954. colorAttribute.needsUpdate = true;
  40955. return this;
  40956. }
  40957. /**
  40958. * Frees the GPU-related resources allocated by this instance. Call this
  40959. * method whenever this instance is no longer used in your app.
  40960. */
  40961. dispose() {
  40962. this.geometry.dispose();
  40963. this.material.dispose();
  40964. }
  40965. }
  40966. function getBoneList( object ) {
  40967. const boneList = [];
  40968. if ( object.isBone === true ) {
  40969. boneList.push( object );
  40970. }
  40971. for ( let i = 0; i < object.children.length; i ++ ) {
  40972. boneList.push( ...getBoneList( object.children[ i ] ) );
  40973. }
  40974. return boneList;
  40975. }
  40976. /**
  40977. * This displays a helper object consisting of a spherical mesh for
  40978. * visualizing an instance of {@link PointLight}.
  40979. *
  40980. * ```js
  40981. * const pointLight = new THREE.PointLight( 0xff0000, 1, 100 );
  40982. * pointLight.position.set( 10, 10, 10 );
  40983. * scene.add( pointLight );
  40984. *
  40985. * const sphereSize = 1;
  40986. * const pointLightHelper = new THREE.PointLightHelper( pointLight, sphereSize );
  40987. * scene.add( pointLightHelper );
  40988. * ```
  40989. *
  40990. * @augments Mesh
  40991. */
  40992. class PointLightHelper extends Mesh {
  40993. /**
  40994. * Constructs a new point light helper.
  40995. *
  40996. * @param {PointLight} light - The light to be visualized.
  40997. * @param {number} [sphereSize=1] - The size of the sphere helper.
  40998. * @param {number|Color|string} [color] - The helper's color. If not set, the helper will take
  40999. * the color of the light.
  41000. */
  41001. constructor( light, sphereSize, color ) {
  41002. const geometry = new SphereGeometry( sphereSize, 4, 2 );
  41003. const material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );
  41004. super( geometry, material );
  41005. /**
  41006. * The light being visualized.
  41007. *
  41008. * @type {HemisphereLight}
  41009. */
  41010. this.light = light;
  41011. /**
  41012. * The color parameter passed in the constructor.
  41013. * If not set, the helper will take the color of the light.
  41014. *
  41015. * @type {number|Color|string}
  41016. */
  41017. this.color = color;
  41018. this.type = 'PointLightHelper';
  41019. this.matrix = this.light.matrixWorld;
  41020. this.matrixAutoUpdate = false;
  41021. this.update();
  41022. /*
  41023. // TODO: delete this comment?
  41024. const distanceGeometry = new THREE.IcosahedronGeometry( 1, 2 );
  41025. const distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );
  41026. this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
  41027. this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );
  41028. const d = light.distance;
  41029. if ( d === 0.0 ) {
  41030. this.lightDistance.visible = false;
  41031. } else {
  41032. this.lightDistance.scale.set( d, d, d );
  41033. }
  41034. this.add( this.lightDistance );
  41035. */
  41036. }
  41037. /**
  41038. * Frees the GPU-related resources allocated by this instance. Call this
  41039. * method whenever this instance is no longer used in your app.
  41040. */
  41041. dispose() {
  41042. this.geometry.dispose();
  41043. this.material.dispose();
  41044. }
  41045. /**
  41046. * Updates the helper to match the position of the
  41047. * light being visualized.
  41048. */
  41049. update() {
  41050. this.light.updateWorldMatrix( true, false );
  41051. if ( this.color !== undefined ) {
  41052. this.material.color.set( this.color );
  41053. } else {
  41054. this.material.color.copy( this.light.color );
  41055. }
  41056. /*
  41057. const d = this.light.distance;
  41058. if ( d === 0.0 ) {
  41059. this.lightDistance.visible = false;
  41060. } else {
  41061. this.lightDistance.visible = true;
  41062. this.lightDistance.scale.set( d, d, d );
  41063. }
  41064. */
  41065. }
  41066. }
  41067. const _vector$1 = /*@__PURE__*/ new Vector3();
  41068. const _color1 = /*@__PURE__*/ new Color();
  41069. const _color2 = /*@__PURE__*/ new Color();
  41070. /**
  41071. * Creates a visual aid consisting of a spherical mesh for a
  41072. * given {@link HemisphereLight}.
  41073. *
  41074. * ```js
  41075. * const light = new THREE.HemisphereLight( 0xffffbb, 0x080820, 1 );
  41076. * const helper = new THREE.HemisphereLightHelper( light, 5 );
  41077. * scene.add( helper );
  41078. * ```
  41079. *
  41080. * @augments Object3D
  41081. */
  41082. class HemisphereLightHelper extends Object3D {
  41083. /**
  41084. * Constructs a new hemisphere light helper.
  41085. *
  41086. * @param {HemisphereLight} light - The light to be visualized.
  41087. * @param {number} [size=1] - The size of the mesh used to visualize the light.
  41088. * @param {number|Color|string} [color] - The helper's color. If not set, the helper will take
  41089. * the color of the light.
  41090. */
  41091. constructor( light, size, color ) {
  41092. super();
  41093. /**
  41094. * The light being visualized.
  41095. *
  41096. * @type {HemisphereLight}
  41097. */
  41098. this.light = light;
  41099. this.matrix = light.matrixWorld;
  41100. this.matrixAutoUpdate = false;
  41101. /**
  41102. * The color parameter passed in the constructor.
  41103. * If not set, the helper will take the color of the light.
  41104. *
  41105. * @type {number|Color|string}
  41106. */
  41107. this.color = color;
  41108. this.type = 'HemisphereLightHelper';
  41109. const geometry = new OctahedronGeometry( size );
  41110. geometry.rotateY( Math.PI * 0.5 );
  41111. this.material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );
  41112. if ( this.color === undefined ) this.material.vertexColors = true;
  41113. const position = geometry.getAttribute( 'position' );
  41114. const colors = new Float32Array( position.count * 3 );
  41115. geometry.setAttribute( 'color', new BufferAttribute( colors, 3 ) );
  41116. this.add( new Mesh( geometry, this.material ) );
  41117. this.update();
  41118. }
  41119. /**
  41120. * Frees the GPU-related resources allocated by this instance. Call this
  41121. * method whenever this instance is no longer used in your app.
  41122. */
  41123. dispose() {
  41124. this.children[ 0 ].geometry.dispose();
  41125. this.children[ 0 ].material.dispose();
  41126. }
  41127. /**
  41128. * Updates the helper to match the position and direction of the
  41129. * light being visualized.
  41130. */
  41131. update() {
  41132. const mesh = this.children[ 0 ];
  41133. if ( this.color !== undefined ) {
  41134. this.material.color.set( this.color );
  41135. } else {
  41136. const colors = mesh.geometry.getAttribute( 'color' );
  41137. _color1.copy( this.light.color );
  41138. _color2.copy( this.light.groundColor );
  41139. for ( let i = 0, l = colors.count; i < l; i ++ ) {
  41140. const color = ( i < ( l / 2 ) ) ? _color1 : _color2;
  41141. colors.setXYZ( i, color.r, color.g, color.b );
  41142. }
  41143. colors.needsUpdate = true;
  41144. }
  41145. this.light.updateWorldMatrix( true, false );
  41146. mesh.lookAt( _vector$1.setFromMatrixPosition( this.light.matrixWorld ).negate() );
  41147. }
  41148. }
  41149. /**
  41150. * The helper is an object to define grids. Grids are two-dimensional
  41151. * arrays of lines.
  41152. *
  41153. * ```js
  41154. * const size = 10;
  41155. * const divisions = 10;
  41156. *
  41157. * const gridHelper = new THREE.GridHelper( size, divisions );
  41158. * scene.add( gridHelper );
  41159. * ```
  41160. *
  41161. * @augments LineSegments
  41162. */
  41163. class GridHelper extends LineSegments {
  41164. /**
  41165. * Constructs a new grid helper.
  41166. *
  41167. * @param {number} [size=10] - The size of the grid.
  41168. * @param {number} [divisions=10] - The number of divisions across the grid.
  41169. * @param {number|Color|string} [color1=0x444444] - The color of the center line.
  41170. * @param {number|Color|string} [color2=0x888888] - The color of the lines of the grid.
  41171. */
  41172. constructor( size = 10, divisions = 10, color1 = 0x444444, color2 = 0x888888 ) {
  41173. color1 = new Color( color1 );
  41174. color2 = new Color( color2 );
  41175. const center = divisions / 2;
  41176. const step = size / divisions;
  41177. const halfSize = size / 2;
  41178. const vertices = [], colors = [];
  41179. for ( let i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) {
  41180. vertices.push( - halfSize, 0, k, halfSize, 0, k );
  41181. vertices.push( k, 0, - halfSize, k, 0, halfSize );
  41182. const color = i === center ? color1 : color2;
  41183. color.toArray( colors, j ); j += 3;
  41184. color.toArray( colors, j ); j += 3;
  41185. color.toArray( colors, j ); j += 3;
  41186. color.toArray( colors, j ); j += 3;
  41187. }
  41188. const geometry = new BufferGeometry();
  41189. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  41190. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  41191. const material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
  41192. super( geometry, material );
  41193. this.type = 'GridHelper';
  41194. }
  41195. /**
  41196. * Frees the GPU-related resources allocated by this instance. Call this
  41197. * method whenever this instance is no longer used in your app.
  41198. */
  41199. dispose() {
  41200. this.geometry.dispose();
  41201. this.material.dispose();
  41202. }
  41203. }
  41204. /**
  41205. * This helper is an object to define polar grids. Grids are
  41206. * two-dimensional arrays of lines.
  41207. *
  41208. * ```js
  41209. * const radius = 10;
  41210. * const sectors = 16;
  41211. * const rings = 8;
  41212. * const divisions = 64;
  41213. *
  41214. * const helper = new THREE.PolarGridHelper( radius, sectors, rings, divisions );
  41215. * scene.add( helper );
  41216. * ```
  41217. *
  41218. * @augments LineSegments
  41219. */
  41220. class PolarGridHelper extends LineSegments {
  41221. /**
  41222. * Constructs a new polar grid helper.
  41223. *
  41224. * @param {number} [radius=10] - The radius of the polar grid. This can be any positive number.
  41225. * @param {number} [sectors=16] - The number of sectors the grid will be divided into. This can be any positive integer.
  41226. * @param {number} [rings=16] - The number of rings. This can be any positive integer.
  41227. * @param {number} [divisions=64] - The number of line segments used for each circle. This can be any positive integer.
  41228. * @param {number|Color|string} [color1=0x444444] - The first color used for grid elements.
  41229. * @param {number|Color|string} [color2=0x888888] - The second color used for grid elements.
  41230. */
  41231. constructor( radius = 10, sectors = 16, rings = 8, divisions = 64, color1 = 0x444444, color2 = 0x888888 ) {
  41232. color1 = new Color( color1 );
  41233. color2 = new Color( color2 );
  41234. const vertices = [];
  41235. const colors = [];
  41236. // create the sectors
  41237. if ( sectors > 1 ) {
  41238. for ( let i = 0; i < sectors; i ++ ) {
  41239. const v = ( i / sectors ) * ( Math.PI * 2 );
  41240. const x = Math.sin( v ) * radius;
  41241. const z = Math.cos( v ) * radius;
  41242. vertices.push( 0, 0, 0 );
  41243. vertices.push( x, 0, z );
  41244. const color = ( i & 1 ) ? color1 : color2;
  41245. colors.push( color.r, color.g, color.b );
  41246. colors.push( color.r, color.g, color.b );
  41247. }
  41248. }
  41249. // create the rings
  41250. for ( let i = 0; i < rings; i ++ ) {
  41251. const color = ( i & 1 ) ? color1 : color2;
  41252. const r = radius - ( radius / rings * i );
  41253. for ( let j = 0; j < divisions; j ++ ) {
  41254. // first vertex
  41255. let v = ( j / divisions ) * ( Math.PI * 2 );
  41256. let x = Math.sin( v ) * r;
  41257. let z = Math.cos( v ) * r;
  41258. vertices.push( x, 0, z );
  41259. colors.push( color.r, color.g, color.b );
  41260. // second vertex
  41261. v = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 );
  41262. x = Math.sin( v ) * r;
  41263. z = Math.cos( v ) * r;
  41264. vertices.push( x, 0, z );
  41265. colors.push( color.r, color.g, color.b );
  41266. }
  41267. }
  41268. const geometry = new BufferGeometry();
  41269. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  41270. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  41271. const material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
  41272. super( geometry, material );
  41273. this.type = 'PolarGridHelper';
  41274. }
  41275. /**
  41276. * Frees the GPU-related resources allocated by this instance. Call this
  41277. * method whenever this instance is no longer used in your app.
  41278. */
  41279. dispose() {
  41280. this.geometry.dispose();
  41281. this.material.dispose();
  41282. }
  41283. }
  41284. const _v1 = /*@__PURE__*/ new Vector3();
  41285. const _v2 = /*@__PURE__*/ new Vector3();
  41286. const _v3 = /*@__PURE__*/ new Vector3();
  41287. /**
  41288. * Helper object to assist with visualizing a {@link DirectionalLight}'s
  41289. * effect on the scene. This consists of plane and a line representing the
  41290. * light's position and direction.
  41291. *
  41292. * ```js
  41293. * const light = new THREE.DirectionalLight( 0xFFFFFF );
  41294. * scene.add( light );
  41295. *
  41296. * const helper = new THREE.DirectionalLightHelper( light, 5 );
  41297. * scene.add( helper );
  41298. * ```
  41299. *
  41300. * @augments Object3D
  41301. */
  41302. class DirectionalLightHelper extends Object3D {
  41303. /**
  41304. * Constructs a new directional light helper.
  41305. *
  41306. * @param {DirectionalLight} light - The light to be visualized.
  41307. * @param {number} [size=1] - The dimensions of the plane.
  41308. * @param {number|Color|string} [color] - The helper's color. If not set, the helper will take
  41309. * the color of the light.
  41310. */
  41311. constructor( light, size, color ) {
  41312. super();
  41313. /**
  41314. * The light being visualized.
  41315. *
  41316. * @type {DirectionalLight}
  41317. */
  41318. this.light = light;
  41319. this.matrix = light.matrixWorld;
  41320. this.matrixAutoUpdate = false;
  41321. /**
  41322. * The color parameter passed in the constructor.
  41323. * If not set, the helper will take the color of the light.
  41324. *
  41325. * @type {number|Color|string}
  41326. */
  41327. this.color = color;
  41328. this.type = 'DirectionalLightHelper';
  41329. if ( size === undefined ) size = 1;
  41330. let geometry = new BufferGeometry();
  41331. geometry.setAttribute( 'position', new Float32BufferAttribute( [
  41332. - size, size, 0,
  41333. size, size, 0,
  41334. size, - size, 0,
  41335. - size, - size, 0,
  41336. - size, size, 0
  41337. ], 3 ) );
  41338. const material = new LineBasicMaterial( { fog: false, toneMapped: false } );
  41339. /**
  41340. * Contains the line showing the location of the directional light.
  41341. *
  41342. * @type {Line}
  41343. */
  41344. this.lightPlane = new Line( geometry, material );
  41345. this.add( this.lightPlane );
  41346. geometry = new BufferGeometry();
  41347. geometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) );
  41348. /**
  41349. * Represents the target line of the directional light.
  41350. *
  41351. * @type {Line}
  41352. */
  41353. this.targetLine = new Line( geometry, material );
  41354. this.add( this.targetLine );
  41355. this.update();
  41356. }
  41357. /**
  41358. * Frees the GPU-related resources allocated by this instance. Call this
  41359. * method whenever this instance is no longer used in your app.
  41360. */
  41361. dispose() {
  41362. this.lightPlane.geometry.dispose();
  41363. this.lightPlane.material.dispose();
  41364. this.targetLine.geometry.dispose();
  41365. this.targetLine.material.dispose();
  41366. }
  41367. /**
  41368. * Updates the helper to match the position and direction of the
  41369. * light being visualized.
  41370. */
  41371. update() {
  41372. this.light.updateWorldMatrix( true, false );
  41373. this.light.target.updateWorldMatrix( true, false );
  41374. _v1.setFromMatrixPosition( this.light.matrixWorld );
  41375. _v2.setFromMatrixPosition( this.light.target.matrixWorld );
  41376. _v3.subVectors( _v2, _v1 );
  41377. this.lightPlane.lookAt( _v2 );
  41378. if ( this.color !== undefined ) {
  41379. this.lightPlane.material.color.set( this.color );
  41380. this.targetLine.material.color.set( this.color );
  41381. } else {
  41382. this.lightPlane.material.color.copy( this.light.color );
  41383. this.targetLine.material.color.copy( this.light.color );
  41384. }
  41385. this.targetLine.lookAt( _v2 );
  41386. this.targetLine.scale.z = _v3.length();
  41387. }
  41388. }
  41389. const _vector = /*@__PURE__*/ new Vector3();
  41390. const _camera = /*@__PURE__*/ new Camera();
  41391. /**
  41392. * This helps with visualizing what a camera contains in its frustum. It
  41393. * visualizes the frustum of a camera using a line segments.
  41394. *
  41395. * Based on frustum visualization in [lightgl.js shadowmap example]{@link https://github.com/evanw/lightgl.js/blob/master/tests/shadowmap.html}.
  41396. *
  41397. * `CameraHelper` must be a child of the scene.
  41398. *
  41399. * ```js
  41400. * const camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 );
  41401. * const helper = new THREE.CameraHelper( camera );
  41402. * scene.add( helper );
  41403. * ```
  41404. *
  41405. * @augments LineSegments
  41406. */
  41407. class CameraHelper extends LineSegments {
  41408. /**
  41409. * Constructs a new arrow helper.
  41410. *
  41411. * @param {Camera} camera - The camera to visualize.
  41412. */
  41413. constructor( camera ) {
  41414. const geometry = new BufferGeometry();
  41415. const material = new LineBasicMaterial( { color: 0xffffff, vertexColors: true, toneMapped: false } );
  41416. const vertices = [];
  41417. const colors = [];
  41418. const pointMap = {};
  41419. // near
  41420. addLine( 'n1', 'n2' );
  41421. addLine( 'n2', 'n4' );
  41422. addLine( 'n4', 'n3' );
  41423. addLine( 'n3', 'n1' );
  41424. // far
  41425. addLine( 'f1', 'f2' );
  41426. addLine( 'f2', 'f4' );
  41427. addLine( 'f4', 'f3' );
  41428. addLine( 'f3', 'f1' );
  41429. // sides
  41430. addLine( 'n1', 'f1' );
  41431. addLine( 'n2', 'f2' );
  41432. addLine( 'n3', 'f3' );
  41433. addLine( 'n4', 'f4' );
  41434. // cone
  41435. addLine( 'p', 'n1' );
  41436. addLine( 'p', 'n2' );
  41437. addLine( 'p', 'n3' );
  41438. addLine( 'p', 'n4' );
  41439. // up
  41440. addLine( 'u1', 'u2' );
  41441. addLine( 'u2', 'u3' );
  41442. addLine( 'u3', 'u1' );
  41443. // target
  41444. addLine( 'c', 't' );
  41445. addLine( 'p', 'c' );
  41446. // cross
  41447. addLine( 'cn1', 'cn2' );
  41448. addLine( 'cn3', 'cn4' );
  41449. addLine( 'cf1', 'cf2' );
  41450. addLine( 'cf3', 'cf4' );
  41451. function addLine( a, b ) {
  41452. addPoint( a );
  41453. addPoint( b );
  41454. }
  41455. function addPoint( id ) {
  41456. vertices.push( 0, 0, 0 );
  41457. colors.push( 0, 0, 0 );
  41458. if ( pointMap[ id ] === undefined ) {
  41459. pointMap[ id ] = [];
  41460. }
  41461. pointMap[ id ].push( ( vertices.length / 3 ) - 1 );
  41462. }
  41463. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  41464. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  41465. super( geometry, material );
  41466. this.type = 'CameraHelper';
  41467. /**
  41468. * The camera being visualized.
  41469. *
  41470. * @type {Camera}
  41471. */
  41472. this.camera = camera;
  41473. if ( this.camera.updateProjectionMatrix ) this.camera.updateProjectionMatrix();
  41474. this.matrix = camera.matrixWorld;
  41475. this.matrixAutoUpdate = false;
  41476. /**
  41477. * This contains the points used to visualize the camera.
  41478. *
  41479. * @type {Object<string,Array<number>>}
  41480. */
  41481. this.pointMap = pointMap;
  41482. this.update();
  41483. // colors
  41484. const colorFrustum = new Color( 0xffaa00 );
  41485. const colorCone = new Color( 0xff0000 );
  41486. const colorUp = new Color( 0x00aaff );
  41487. const colorTarget = new Color( 0xffffff );
  41488. const colorCross = new Color( 0x333333 );
  41489. this.setColors( colorFrustum, colorCone, colorUp, colorTarget, colorCross );
  41490. }
  41491. /**
  41492. * Defines the colors of the helper.
  41493. *
  41494. * @param {Color} frustum - The frustum line color.
  41495. * @param {Color} cone - The cone line color.
  41496. * @param {Color} up - The up line color.
  41497. * @param {Color} target - The target line color.
  41498. * @param {Color} cross - The cross line color.
  41499. * @return {CameraHelper} A reference to this helper.
  41500. */
  41501. setColors( frustum, cone, up, target, cross ) {
  41502. const geometry = this.geometry;
  41503. const colorAttribute = geometry.getAttribute( 'color' );
  41504. // near
  41505. colorAttribute.setXYZ( 0, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 1, frustum.r, frustum.g, frustum.b ); // n1, n2
  41506. colorAttribute.setXYZ( 2, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 3, frustum.r, frustum.g, frustum.b ); // n2, n4
  41507. colorAttribute.setXYZ( 4, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 5, frustum.r, frustum.g, frustum.b ); // n4, n3
  41508. colorAttribute.setXYZ( 6, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 7, frustum.r, frustum.g, frustum.b ); // n3, n1
  41509. // far
  41510. colorAttribute.setXYZ( 8, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 9, frustum.r, frustum.g, frustum.b ); // f1, f2
  41511. colorAttribute.setXYZ( 10, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 11, frustum.r, frustum.g, frustum.b ); // f2, f4
  41512. colorAttribute.setXYZ( 12, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 13, frustum.r, frustum.g, frustum.b ); // f4, f3
  41513. colorAttribute.setXYZ( 14, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 15, frustum.r, frustum.g, frustum.b ); // f3, f1
  41514. // sides
  41515. colorAttribute.setXYZ( 16, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 17, frustum.r, frustum.g, frustum.b ); // n1, f1
  41516. colorAttribute.setXYZ( 18, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 19, frustum.r, frustum.g, frustum.b ); // n2, f2
  41517. colorAttribute.setXYZ( 20, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 21, frustum.r, frustum.g, frustum.b ); // n3, f3
  41518. colorAttribute.setXYZ( 22, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 23, frustum.r, frustum.g, frustum.b ); // n4, f4
  41519. // cone
  41520. colorAttribute.setXYZ( 24, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 25, cone.r, cone.g, cone.b ); // p, n1
  41521. colorAttribute.setXYZ( 26, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 27, cone.r, cone.g, cone.b ); // p, n2
  41522. colorAttribute.setXYZ( 28, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 29, cone.r, cone.g, cone.b ); // p, n3
  41523. colorAttribute.setXYZ( 30, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 31, cone.r, cone.g, cone.b ); // p, n4
  41524. // up
  41525. colorAttribute.setXYZ( 32, up.r, up.g, up.b ); colorAttribute.setXYZ( 33, up.r, up.g, up.b ); // u1, u2
  41526. colorAttribute.setXYZ( 34, up.r, up.g, up.b ); colorAttribute.setXYZ( 35, up.r, up.g, up.b ); // u2, u3
  41527. colorAttribute.setXYZ( 36, up.r, up.g, up.b ); colorAttribute.setXYZ( 37, up.r, up.g, up.b ); // u3, u1
  41528. // target
  41529. colorAttribute.setXYZ( 38, target.r, target.g, target.b ); colorAttribute.setXYZ( 39, target.r, target.g, target.b ); // c, t
  41530. colorAttribute.setXYZ( 40, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 41, cross.r, cross.g, cross.b ); // p, c
  41531. // cross
  41532. colorAttribute.setXYZ( 42, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 43, cross.r, cross.g, cross.b ); // cn1, cn2
  41533. colorAttribute.setXYZ( 44, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 45, cross.r, cross.g, cross.b ); // cn3, cn4
  41534. colorAttribute.setXYZ( 46, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 47, cross.r, cross.g, cross.b ); // cf1, cf2
  41535. colorAttribute.setXYZ( 48, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 49, cross.r, cross.g, cross.b ); // cf3, cf4
  41536. colorAttribute.needsUpdate = true;
  41537. return this;
  41538. }
  41539. /**
  41540. * Updates the helper based on the projection matrix of the camera.
  41541. */
  41542. update() {
  41543. const geometry = this.geometry;
  41544. const pointMap = this.pointMap;
  41545. const w = 1, h = 1;
  41546. let nearZ, farZ;
  41547. // we need just camera projection matrix inverse
  41548. // world matrix must be identity
  41549. _camera.projectionMatrixInverse.copy( this.camera.projectionMatrixInverse );
  41550. // Adjust z values based on coordinate system
  41551. if ( this.camera.reversedDepth === true ) {
  41552. nearZ = 1;
  41553. farZ = 0;
  41554. } else {
  41555. if ( this.camera.coordinateSystem === WebGLCoordinateSystem ) {
  41556. nearZ = -1;
  41557. farZ = 1;
  41558. } else if ( this.camera.coordinateSystem === WebGPUCoordinateSystem ) {
  41559. nearZ = 0;
  41560. farZ = 1;
  41561. } else {
  41562. throw new Error( 'THREE.CameraHelper.update(): Invalid coordinate system: ' + this.camera.coordinateSystem );
  41563. }
  41564. }
  41565. // center / target
  41566. setPoint( 'c', pointMap, geometry, _camera, 0, 0, nearZ );
  41567. setPoint( 't', pointMap, geometry, _camera, 0, 0, farZ );
  41568. // near
  41569. setPoint( 'n1', pointMap, geometry, _camera, - w, - h, nearZ );
  41570. setPoint( 'n2', pointMap, geometry, _camera, w, - h, nearZ );
  41571. setPoint( 'n3', pointMap, geometry, _camera, - w, h, nearZ );
  41572. setPoint( 'n4', pointMap, geometry, _camera, w, h, nearZ );
  41573. // far
  41574. setPoint( 'f1', pointMap, geometry, _camera, - w, - h, farZ );
  41575. setPoint( 'f2', pointMap, geometry, _camera, w, - h, farZ );
  41576. setPoint( 'f3', pointMap, geometry, _camera, - w, h, farZ );
  41577. setPoint( 'f4', pointMap, geometry, _camera, w, h, farZ );
  41578. // up
  41579. setPoint( 'u1', pointMap, geometry, _camera, w * 0.7, h * 1.1, nearZ );
  41580. setPoint( 'u2', pointMap, geometry, _camera, - w * 0.7, h * 1.1, nearZ );
  41581. setPoint( 'u3', pointMap, geometry, _camera, 0, h * 2, nearZ );
  41582. // cross
  41583. setPoint( 'cf1', pointMap, geometry, _camera, - w, 0, farZ );
  41584. setPoint( 'cf2', pointMap, geometry, _camera, w, 0, farZ );
  41585. setPoint( 'cf3', pointMap, geometry, _camera, 0, - h, farZ );
  41586. setPoint( 'cf4', pointMap, geometry, _camera, 0, h, farZ );
  41587. setPoint( 'cn1', pointMap, geometry, _camera, - w, 0, nearZ );
  41588. setPoint( 'cn2', pointMap, geometry, _camera, w, 0, nearZ );
  41589. setPoint( 'cn3', pointMap, geometry, _camera, 0, - h, nearZ );
  41590. setPoint( 'cn4', pointMap, geometry, _camera, 0, h, nearZ );
  41591. geometry.getAttribute( 'position' ).needsUpdate = true;
  41592. }
  41593. /**
  41594. * Frees the GPU-related resources allocated by this instance. Call this
  41595. * method whenever this instance is no longer used in your app.
  41596. */
  41597. dispose() {
  41598. this.geometry.dispose();
  41599. this.material.dispose();
  41600. }
  41601. }
  41602. function setPoint( point, pointMap, geometry, camera, x, y, z ) {
  41603. _vector.set( x, y, z ).unproject( camera );
  41604. const points = pointMap[ point ];
  41605. if ( points !== undefined ) {
  41606. const position = geometry.getAttribute( 'position' );
  41607. for ( let i = 0, l = points.length; i < l; i ++ ) {
  41608. position.setXYZ( points[ i ], _vector.x, _vector.y, _vector.z );
  41609. }
  41610. }
  41611. }
  41612. const _box = /*@__PURE__*/ new Box3();
  41613. /**
  41614. * Helper object to graphically show the world-axis-aligned bounding box
  41615. * around an object. The actual bounding box is handled with {@link Box3},
  41616. * this is just a visual helper for debugging. It can be automatically
  41617. * resized with {@link BoxHelper#update} when the object it's created from
  41618. * is transformed. Note that the object must have a geometry for this to work,
  41619. * so it won't work with sprites.
  41620. *
  41621. * ```js
  41622. * const sphere = new THREE.SphereGeometry();
  41623. * const object = new THREE.Mesh( sphere, new THREE.MeshBasicMaterial( 0xff0000 ) );
  41624. * const box = new THREE.BoxHelper( object, 0xffff00 );
  41625. * scene.add( box );
  41626. * ```
  41627. *
  41628. * @augments LineSegments
  41629. */
  41630. class BoxHelper extends LineSegments {
  41631. /**
  41632. * Constructs a new box helper.
  41633. *
  41634. * @param {Object3D} [object] - The 3D object to show the world-axis-aligned bounding box.
  41635. * @param {number|Color|string} [color=0xffff00] - The box's color.
  41636. */
  41637. constructor( object, color = 0xffff00 ) {
  41638. 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 ] );
  41639. const positions = new Float32Array( 8 * 3 );
  41640. const geometry = new BufferGeometry();
  41641. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  41642. geometry.setAttribute( 'position', new BufferAttribute( positions, 3 ) );
  41643. super( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  41644. /**
  41645. * The 3D object being visualized.
  41646. *
  41647. * @type {Object3D}
  41648. */
  41649. this.object = object;
  41650. this.type = 'BoxHelper';
  41651. this.matrixAutoUpdate = false;
  41652. this.update();
  41653. }
  41654. /**
  41655. * Updates the helper's geometry to match the dimensions of the object,
  41656. * including any children.
  41657. */
  41658. update() {
  41659. if ( this.object !== undefined ) {
  41660. _box.setFromObject( this.object );
  41661. }
  41662. if ( _box.isEmpty() ) return;
  41663. const min = _box.min;
  41664. const max = _box.max;
  41665. /*
  41666. 5____4
  41667. 1/___0/|
  41668. | 6__|_7
  41669. 2/___3/
  41670. 0: max.x, max.y, max.z
  41671. 1: min.x, max.y, max.z
  41672. 2: min.x, min.y, max.z
  41673. 3: max.x, min.y, max.z
  41674. 4: max.x, max.y, min.z
  41675. 5: min.x, max.y, min.z
  41676. 6: min.x, min.y, min.z
  41677. 7: max.x, min.y, min.z
  41678. */
  41679. const position = this.geometry.attributes.position;
  41680. const array = position.array;
  41681. array[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z;
  41682. array[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z;
  41683. array[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z;
  41684. array[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z;
  41685. array[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z;
  41686. array[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z;
  41687. array[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z;
  41688. array[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z;
  41689. position.needsUpdate = true;
  41690. this.geometry.computeBoundingSphere();
  41691. }
  41692. /**
  41693. * Updates the wireframe box for the passed object.
  41694. *
  41695. * @param {Object3D} object - The 3D object to create the helper for.
  41696. * @return {BoxHelper} A reference to this instance.
  41697. */
  41698. setFromObject( object ) {
  41699. this.object = object;
  41700. this.update();
  41701. return this;
  41702. }
  41703. copy( source, recursive ) {
  41704. super.copy( source, recursive );
  41705. this.object = source.object;
  41706. return this;
  41707. }
  41708. /**
  41709. * Frees the GPU-related resources allocated by this instance. Call this
  41710. * method whenever this instance is no longer used in your app.
  41711. */
  41712. dispose() {
  41713. this.geometry.dispose();
  41714. this.material.dispose();
  41715. }
  41716. }
  41717. /**
  41718. * A helper object to visualize an instance of {@link Box3}.
  41719. *
  41720. * ```js
  41721. * const box = new THREE.Box3();
  41722. * box.setFromCenterAndSize( new THREE.Vector3( 1, 1, 1 ), new THREE.Vector3( 2, 1, 3 ) );
  41723. *
  41724. * const helper = new THREE.Box3Helper( box, 0xffff00 );
  41725. * scene.add( helper )
  41726. * ```
  41727. *
  41728. * @augments LineSegments
  41729. */
  41730. class Box3Helper extends LineSegments {
  41731. /**
  41732. * Constructs a new box3 helper.
  41733. *
  41734. * @param {Box3} box - The box to visualize.
  41735. * @param {number|Color|string} [color=0xffff00] - The box's color.
  41736. */
  41737. constructor( box, color = 0xffff00 ) {
  41738. 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 ] );
  41739. 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 ];
  41740. const geometry = new BufferGeometry();
  41741. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  41742. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  41743. super( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  41744. /**
  41745. * The box being visualized.
  41746. *
  41747. * @type {Box3}
  41748. */
  41749. this.box = box;
  41750. this.type = 'Box3Helper';
  41751. this.geometry.computeBoundingSphere();
  41752. }
  41753. updateMatrixWorld( force ) {
  41754. const box = this.box;
  41755. if ( box.isEmpty() ) return;
  41756. box.getCenter( this.position );
  41757. box.getSize( this.scale );
  41758. this.scale.multiplyScalar( 0.5 );
  41759. super.updateMatrixWorld( force );
  41760. }
  41761. /**
  41762. * Frees the GPU-related resources allocated by this instance. Call this
  41763. * method whenever this instance is no longer used in your app.
  41764. */
  41765. dispose() {
  41766. this.geometry.dispose();
  41767. this.material.dispose();
  41768. }
  41769. }
  41770. /**
  41771. * A helper object to visualize an instance of {@link Plane}.
  41772. *
  41773. * ```js
  41774. * const plane = new THREE.Plane( new THREE.Vector3( 1, 1, 0.2 ), 3 );
  41775. * const helper = new THREE.PlaneHelper( plane, 1, 0xffff00 );
  41776. * scene.add( helper );
  41777. * ```
  41778. *
  41779. * @augments Line
  41780. */
  41781. class PlaneHelper extends Line {
  41782. /**
  41783. * Constructs a new plane helper.
  41784. *
  41785. * @param {Plane} plane - The plane to be visualized.
  41786. * @param {number} [size=1] - The side length of plane helper.
  41787. * @param {number|Color|string} [hex=0xffff00] - The helper's color.
  41788. */
  41789. constructor( plane, size = 1, hex = 0xffff00 ) {
  41790. const color = hex;
  41791. 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 ];
  41792. const geometry = new BufferGeometry();
  41793. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  41794. geometry.computeBoundingSphere();
  41795. super( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  41796. this.type = 'PlaneHelper';
  41797. /**
  41798. * The plane being visualized.
  41799. *
  41800. * @type {Plane}
  41801. */
  41802. this.plane = plane;
  41803. /**
  41804. * The side length of plane helper.
  41805. *
  41806. * @type {number}
  41807. * @default 1
  41808. */
  41809. this.size = size;
  41810. const positions2 = [ 1, 1, 0, -1, 1, 0, -1, -1, 0, 1, 1, 0, -1, -1, 0, 1, -1, 0 ];
  41811. const geometry2 = new BufferGeometry();
  41812. geometry2.setAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );
  41813. geometry2.computeBoundingSphere();
  41814. this.add( new Mesh( geometry2, new MeshBasicMaterial( { color: color, opacity: 0.2, transparent: true, depthWrite: false, toneMapped: false } ) ) );
  41815. }
  41816. updateMatrixWorld( force ) {
  41817. this.position.set( 0, 0, 0 );
  41818. this.scale.set( 0.5 * this.size, 0.5 * this.size, 1 );
  41819. this.lookAt( this.plane.normal );
  41820. this.translateZ( - this.plane.constant );
  41821. super.updateMatrixWorld( force );
  41822. }
  41823. /**
  41824. * Updates the helper to match the position and direction of the
  41825. * light being visualized.
  41826. */
  41827. dispose() {
  41828. this.geometry.dispose();
  41829. this.material.dispose();
  41830. this.children[ 0 ].geometry.dispose();
  41831. this.children[ 0 ].material.dispose();
  41832. }
  41833. }
  41834. const _axis = /*@__PURE__*/ new Vector3();
  41835. let _lineGeometry, _coneGeometry;
  41836. /**
  41837. * An 3D arrow object for visualizing directions.
  41838. *
  41839. * ```js
  41840. * const dir = new THREE.Vector3( 1, 2, 0 );
  41841. *
  41842. * //normalize the direction vector (convert to vector of length 1)
  41843. * dir.normalize();
  41844. *
  41845. * const origin = new THREE.Vector3( 0, 0, 0 );
  41846. * const length = 1;
  41847. * const hex = 0xffff00;
  41848. *
  41849. * const arrowHelper = new THREE.ArrowHelper( dir, origin, length, hex );
  41850. * scene.add( arrowHelper );
  41851. * ```
  41852. *
  41853. * @augments Object3D
  41854. */
  41855. class ArrowHelper extends Object3D {
  41856. /**
  41857. * Constructs a new arrow helper.
  41858. *
  41859. * @param {Vector3} [dir=(0, 0, 1)] - The (normalized) direction vector.
  41860. * @param {Vector3} [origin=(0, 0, 0)] - Point at which the arrow starts.
  41861. * @param {number} [length=1] - Length of the arrow in world units.
  41862. * @param {(number|Color|string)} [color=0xffff00] - Color of the arrow.
  41863. * @param {number} [headLength=length*0.2] - The length of the head of the arrow.
  41864. * @param {number} [headWidth=headLength*0.2] - The width of the head of the arrow.
  41865. */
  41866. 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 ) {
  41867. super();
  41868. this.type = 'ArrowHelper';
  41869. if ( _lineGeometry === undefined ) {
  41870. _lineGeometry = new BufferGeometry();
  41871. _lineGeometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) );
  41872. _coneGeometry = new ConeGeometry( 0.5, 1, 5, 1 );
  41873. _coneGeometry.translate( 0, -0.5, 0 );
  41874. }
  41875. this.position.copy( origin );
  41876. /**
  41877. * The line part of the arrow helper.
  41878. *
  41879. * @type {Line}
  41880. */
  41881. this.line = new Line( _lineGeometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  41882. this.line.matrixAutoUpdate = false;
  41883. this.add( this.line );
  41884. /**
  41885. * The cone part of the arrow helper.
  41886. *
  41887. * @type {Mesh}
  41888. */
  41889. this.cone = new Mesh( _coneGeometry, new MeshBasicMaterial( { color: color, toneMapped: false } ) );
  41890. this.cone.matrixAutoUpdate = false;
  41891. this.add( this.cone );
  41892. this.setDirection( dir );
  41893. this.setLength( length, headLength, headWidth );
  41894. }
  41895. /**
  41896. * Sets the direction of the helper.
  41897. *
  41898. * @param {Vector3} dir - The normalized direction vector.
  41899. */
  41900. setDirection( dir ) {
  41901. // dir is assumed to be normalized
  41902. if ( dir.y > 0.99999 ) {
  41903. this.quaternion.set( 0, 0, 0, 1 );
  41904. } else if ( dir.y < -0.99999 ) {
  41905. this.quaternion.set( 1, 0, 0, 0 );
  41906. } else {
  41907. _axis.set( dir.z, 0, - dir.x ).normalize();
  41908. const radians = Math.acos( dir.y );
  41909. this.quaternion.setFromAxisAngle( _axis, radians );
  41910. }
  41911. }
  41912. /**
  41913. * Sets the length of the helper.
  41914. *
  41915. * @param {number} length - Length of the arrow in world units.
  41916. * @param {number} [headLength=length*0.2] - The length of the head of the arrow.
  41917. * @param {number} [headWidth=headLength*0.2] - The width of the head of the arrow.
  41918. */
  41919. setLength( length, headLength = length * 0.2, headWidth = headLength * 0.2 ) {
  41920. this.line.scale.set( 1, Math.max( 0.0001, length - headLength ), 1 ); // see #17458
  41921. this.line.updateMatrix();
  41922. this.cone.scale.set( headWidth, headLength, headWidth );
  41923. this.cone.position.y = length;
  41924. this.cone.updateMatrix();
  41925. }
  41926. /**
  41927. * Sets the color of the helper.
  41928. *
  41929. * @param {number|Color|string} color - The color to set.
  41930. */
  41931. setColor( color ) {
  41932. this.line.material.color.set( color );
  41933. this.cone.material.color.set( color );
  41934. }
  41935. copy( source ) {
  41936. super.copy( source, false );
  41937. this.line.copy( source.line );
  41938. this.cone.copy( source.cone );
  41939. return this;
  41940. }
  41941. /**
  41942. * Frees the GPU-related resources allocated by this instance. Call this
  41943. * method whenever this instance is no longer used in your app.
  41944. */
  41945. dispose() {
  41946. this.line.geometry.dispose();
  41947. this.line.material.dispose();
  41948. this.cone.geometry.dispose();
  41949. this.cone.material.dispose();
  41950. }
  41951. }
  41952. /**
  41953. * An axis object to visualize the 3 axes in a simple way.
  41954. * The X axis is red. The Y axis is green. The Z axis is blue.
  41955. *
  41956. * ```js
  41957. * const axesHelper = new THREE.AxesHelper( 5 );
  41958. * scene.add( axesHelper );
  41959. * ```
  41960. *
  41961. * @augments LineSegments
  41962. */
  41963. class AxesHelper extends LineSegments {
  41964. /**
  41965. * Constructs a new axes helper.
  41966. *
  41967. * @param {number} [size=1] - Size of the lines representing the axes.
  41968. */
  41969. constructor( size = 1 ) {
  41970. const vertices = [
  41971. 0, 0, 0, size, 0, 0,
  41972. 0, 0, 0, 0, size, 0,
  41973. 0, 0, 0, 0, 0, size
  41974. ];
  41975. const colors = [
  41976. 1, 0, 0, 1, 0.6, 0,
  41977. 0, 1, 0, 0.6, 1, 0,
  41978. 0, 0, 1, 0, 0.6, 1
  41979. ];
  41980. const geometry = new BufferGeometry();
  41981. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  41982. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  41983. const material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
  41984. super( geometry, material );
  41985. this.type = 'AxesHelper';
  41986. }
  41987. /**
  41988. * Defines the colors of the axes helper.
  41989. *
  41990. * @param {number|Color|string} xAxisColor - The color for the x axis.
  41991. * @param {number|Color|string} yAxisColor - The color for the y axis.
  41992. * @param {number|Color|string} zAxisColor - The color for the z axis.
  41993. * @return {AxesHelper} A reference to this axes helper.
  41994. */
  41995. setColors( xAxisColor, yAxisColor, zAxisColor ) {
  41996. const color = new Color();
  41997. const array = this.geometry.attributes.color.array;
  41998. color.set( xAxisColor );
  41999. color.toArray( array, 0 );
  42000. color.toArray( array, 3 );
  42001. color.set( yAxisColor );
  42002. color.toArray( array, 6 );
  42003. color.toArray( array, 9 );
  42004. color.set( zAxisColor );
  42005. color.toArray( array, 12 );
  42006. color.toArray( array, 15 );
  42007. this.geometry.attributes.color.needsUpdate = true;
  42008. return this;
  42009. }
  42010. /**
  42011. * Frees the GPU-related resources allocated by this instance. Call this
  42012. * method whenever this instance is no longer used in your app.
  42013. */
  42014. dispose() {
  42015. this.geometry.dispose();
  42016. this.material.dispose();
  42017. }
  42018. }
  42019. /**
  42020. * This class is used to convert a series of paths to an array of
  42021. * shapes. It is specifically used in context of fonts and SVG.
  42022. */
  42023. class ShapePath {
  42024. /**
  42025. * Constructs a new shape path.
  42026. */
  42027. constructor() {
  42028. this.type = 'ShapePath';
  42029. /**
  42030. * The color of the shape.
  42031. *
  42032. * @type {Color}
  42033. */
  42034. this.color = new Color();
  42035. /**
  42036. * The paths that have been generated for this shape.
  42037. *
  42038. * @type {Array<Path>}
  42039. * @default null
  42040. */
  42041. this.subPaths = [];
  42042. /**
  42043. * The current path that is being generated.
  42044. *
  42045. * @type {?Path}
  42046. * @default null
  42047. */
  42048. this.currentPath = null;
  42049. }
  42050. /**
  42051. * Creates a new path and moves it current point to the given one.
  42052. *
  42053. * @param {number} x - The x coordinate.
  42054. * @param {number} y - The y coordinate.
  42055. * @return {ShapePath} A reference to this shape path.
  42056. */
  42057. moveTo( x, y ) {
  42058. this.currentPath = new Path();
  42059. this.subPaths.push( this.currentPath );
  42060. this.currentPath.moveTo( x, y );
  42061. return this;
  42062. }
  42063. /**
  42064. * Adds an instance of {@link LineCurve} to the path by connecting
  42065. * the current point with the given one.
  42066. *
  42067. * @param {number} x - The x coordinate of the end point.
  42068. * @param {number} y - The y coordinate of the end point.
  42069. * @return {ShapePath} A reference to this shape path.
  42070. */
  42071. lineTo( x, y ) {
  42072. this.currentPath.lineTo( x, y );
  42073. return this;
  42074. }
  42075. /**
  42076. * Adds an instance of {@link QuadraticBezierCurve} to the path by connecting
  42077. * the current point with the given one.
  42078. *
  42079. * @param {number} aCPx - The x coordinate of the control point.
  42080. * @param {number} aCPy - The y coordinate of the control point.
  42081. * @param {number} aX - The x coordinate of the end point.
  42082. * @param {number} aY - The y coordinate of the end point.
  42083. * @return {ShapePath} A reference to this shape path.
  42084. */
  42085. quadraticCurveTo( aCPx, aCPy, aX, aY ) {
  42086. this.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY );
  42087. return this;
  42088. }
  42089. /**
  42090. * Adds an instance of {@link CubicBezierCurve} to the path by connecting
  42091. * the current point with the given one.
  42092. *
  42093. * @param {number} aCP1x - The x coordinate of the first control point.
  42094. * @param {number} aCP1y - The y coordinate of the first control point.
  42095. * @param {number} aCP2x - The x coordinate of the second control point.
  42096. * @param {number} aCP2y - The y coordinate of the second control point.
  42097. * @param {number} aX - The x coordinate of the end point.
  42098. * @param {number} aY - The y coordinate of the end point.
  42099. * @return {ShapePath} A reference to this shape path.
  42100. */
  42101. bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  42102. this.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY );
  42103. return this;
  42104. }
  42105. /**
  42106. * Adds an instance of {@link SplineCurve} to the path by connecting
  42107. * the current point with the given list of points.
  42108. *
  42109. * @param {Array<Vector2>} pts - An array of points in 2D space.
  42110. * @return {ShapePath} A reference to this shape path.
  42111. */
  42112. splineThru( pts ) {
  42113. this.currentPath.splineThru( pts );
  42114. return this;
  42115. }
  42116. /**
  42117. * Converts the paths into an array of shapes.
  42118. *
  42119. * @param {boolean} isCCW - By default solid shapes are defined clockwise (CW) and holes are defined counterclockwise (CCW).
  42120. * If this flag is set to `true`, then those are flipped.
  42121. * @return {Array<Shape>} An array of shapes.
  42122. */
  42123. toShapes( isCCW ) {
  42124. function toShapesNoHoles( inSubpaths ) {
  42125. const shapes = [];
  42126. for ( let i = 0, l = inSubpaths.length; i < l; i ++ ) {
  42127. const tmpPath = inSubpaths[ i ];
  42128. const tmpShape = new Shape();
  42129. tmpShape.curves = tmpPath.curves;
  42130. shapes.push( tmpShape );
  42131. }
  42132. return shapes;
  42133. }
  42134. function isPointInsidePolygon( inPt, inPolygon ) {
  42135. const polyLen = inPolygon.length;
  42136. // inPt on polygon contour => immediate success or
  42137. // toggling of inside/outside at every single! intersection point of an edge
  42138. // with the horizontal line through inPt, left of inPt
  42139. // not counting lowerY endpoints of edges and whole edges on that line
  42140. let inside = false;
  42141. for ( let p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) {
  42142. let edgeLowPt = inPolygon[ p ];
  42143. let edgeHighPt = inPolygon[ q ];
  42144. let edgeDx = edgeHighPt.x - edgeLowPt.x;
  42145. let edgeDy = edgeHighPt.y - edgeLowPt.y;
  42146. if ( Math.abs( edgeDy ) > Number.EPSILON ) {
  42147. // not parallel
  42148. if ( edgeDy < 0 ) {
  42149. edgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx;
  42150. edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy;
  42151. }
  42152. if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) continue;
  42153. if ( inPt.y === edgeLowPt.y ) {
  42154. if ( inPt.x === edgeLowPt.x ) return true; // inPt is on contour ?
  42155. // continue; // no intersection or edgeLowPt => doesn't count !!!
  42156. } else {
  42157. const perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y );
  42158. if ( perpEdge === 0 ) return true; // inPt is on contour ?
  42159. if ( perpEdge < 0 ) continue;
  42160. inside = ! inside; // true intersection left of inPt
  42161. }
  42162. } else {
  42163. // parallel or collinear
  42164. if ( inPt.y !== edgeLowPt.y ) continue; // parallel
  42165. // edge lies on the same horizontal line as inPt
  42166. if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||
  42167. ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) ) return true; // inPt: Point on contour !
  42168. // continue;
  42169. }
  42170. }
  42171. return inside;
  42172. }
  42173. const isClockWise = ShapeUtils.isClockWise;
  42174. const subPaths = this.subPaths;
  42175. if ( subPaths.length === 0 ) return [];
  42176. let solid, tmpPath, tmpShape;
  42177. const shapes = [];
  42178. if ( subPaths.length === 1 ) {
  42179. tmpPath = subPaths[ 0 ];
  42180. tmpShape = new Shape();
  42181. tmpShape.curves = tmpPath.curves;
  42182. shapes.push( tmpShape );
  42183. return shapes;
  42184. }
  42185. let holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() );
  42186. holesFirst = isCCW ? ! holesFirst : holesFirst;
  42187. // log("Holes first", holesFirst);
  42188. const betterShapeHoles = [];
  42189. const newShapes = [];
  42190. let newShapeHoles = [];
  42191. let mainIdx = 0;
  42192. let tmpPoints;
  42193. newShapes[ mainIdx ] = undefined;
  42194. newShapeHoles[ mainIdx ] = [];
  42195. for ( let i = 0, l = subPaths.length; i < l; i ++ ) {
  42196. tmpPath = subPaths[ i ];
  42197. tmpPoints = tmpPath.getPoints();
  42198. solid = isClockWise( tmpPoints );
  42199. solid = isCCW ? ! solid : solid;
  42200. if ( solid ) {
  42201. if ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) ) mainIdx ++;
  42202. newShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints };
  42203. newShapes[ mainIdx ].s.curves = tmpPath.curves;
  42204. if ( holesFirst ) mainIdx ++;
  42205. newShapeHoles[ mainIdx ] = [];
  42206. //log('cw', i);
  42207. } else {
  42208. newShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } );
  42209. //log('ccw', i);
  42210. }
  42211. }
  42212. // only Holes? -> probably all Shapes with wrong orientation
  42213. if ( ! newShapes[ 0 ] ) return toShapesNoHoles( subPaths );
  42214. if ( newShapes.length > 1 ) {
  42215. let ambiguous = false;
  42216. let toChange = 0;
  42217. for ( let sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  42218. betterShapeHoles[ sIdx ] = [];
  42219. }
  42220. for ( let sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  42221. const sho = newShapeHoles[ sIdx ];
  42222. for ( let hIdx = 0; hIdx < sho.length; hIdx ++ ) {
  42223. const ho = sho[ hIdx ];
  42224. let hole_unassigned = true;
  42225. for ( let s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) {
  42226. if ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) {
  42227. if ( sIdx !== s2Idx ) toChange ++;
  42228. if ( hole_unassigned ) {
  42229. hole_unassigned = false;
  42230. betterShapeHoles[ s2Idx ].push( ho );
  42231. } else {
  42232. ambiguous = true;
  42233. }
  42234. }
  42235. }
  42236. if ( hole_unassigned ) {
  42237. betterShapeHoles[ sIdx ].push( ho );
  42238. }
  42239. }
  42240. }
  42241. if ( toChange > 0 && ambiguous === false ) {
  42242. newShapeHoles = betterShapeHoles;
  42243. }
  42244. }
  42245. let tmpHoles;
  42246. for ( let i = 0, il = newShapes.length; i < il; i ++ ) {
  42247. tmpShape = newShapes[ i ].s;
  42248. shapes.push( tmpShape );
  42249. tmpHoles = newShapeHoles[ i ];
  42250. for ( let j = 0, jl = tmpHoles.length; j < jl; j ++ ) {
  42251. tmpShape.holes.push( tmpHoles[ j ].h );
  42252. }
  42253. }
  42254. //log("shape", shapes);
  42255. return shapes;
  42256. }
  42257. }
  42258. /**
  42259. * Abstract base class for controls.
  42260. *
  42261. * @abstract
  42262. * @augments EventDispatcher
  42263. */
  42264. class Controls extends EventDispatcher {
  42265. /**
  42266. * Constructs a new controls instance.
  42267. *
  42268. * @param {Object3D} object - The object that is managed by the controls.
  42269. * @param {?HTMLElement} domElement - The HTML element used for event listeners.
  42270. */
  42271. constructor( object, domElement = null ) {
  42272. super();
  42273. /**
  42274. * The object that is managed by the controls.
  42275. *
  42276. * @type {Object3D}
  42277. */
  42278. this.object = object;
  42279. /**
  42280. * The HTML element used for event listeners.
  42281. *
  42282. * @type {?HTMLElement}
  42283. * @default null
  42284. */
  42285. this.domElement = domElement;
  42286. /**
  42287. * Whether the controls responds to user input or not.
  42288. *
  42289. * @type {boolean}
  42290. * @default true
  42291. */
  42292. this.enabled = true;
  42293. /**
  42294. * The internal state of the controls.
  42295. *
  42296. * @type {number}
  42297. * @default -1
  42298. */
  42299. this.state = -1;
  42300. /**
  42301. * This object defines the keyboard input of the controls.
  42302. *
  42303. * @type {Object}
  42304. */
  42305. this.keys = {};
  42306. /**
  42307. * This object defines what type of actions are assigned to the available mouse buttons.
  42308. * It depends on the control implementation what kind of mouse buttons and actions are supported.
  42309. *
  42310. * @type {{LEFT: ?number, MIDDLE: ?number, RIGHT: ?number}}
  42311. */
  42312. this.mouseButtons = { LEFT: null, MIDDLE: null, RIGHT: null };
  42313. /**
  42314. * This object defines what type of actions are assigned to what kind of touch interaction.
  42315. * It depends on the control implementation what kind of touch interaction and actions are supported.
  42316. *
  42317. * @type {{ONE: ?number, TWO: ?number}}
  42318. */
  42319. this.touches = { ONE: null, TWO: null };
  42320. }
  42321. /**
  42322. * Connects the controls to the DOM. This method has so called "side effects" since
  42323. * it adds the module's event listeners to the DOM.
  42324. *
  42325. * @param {HTMLElement} element - The DOM element to connect to.
  42326. */
  42327. connect( element ) {
  42328. if ( element === undefined ) {
  42329. warn( 'Controls: connect() now requires an element.' ); // @deprecated, the warning can be removed with r185
  42330. return;
  42331. }
  42332. if ( this.domElement !== null ) this.disconnect();
  42333. this.domElement = element;
  42334. }
  42335. /**
  42336. * Disconnects the controls from the DOM.
  42337. */
  42338. disconnect() {}
  42339. /**
  42340. * Call this method if you no longer want use to the controls. It frees all internal
  42341. * resources and removes all event listeners.
  42342. */
  42343. dispose() {}
  42344. /**
  42345. * Controls should implement this method if they have to update their internal state
  42346. * per simulation step.
  42347. *
  42348. * @param {number} [delta] - The time delta in seconds.
  42349. */
  42350. update( /* delta */ ) {}
  42351. }
  42352. /**
  42353. * Scales the texture as large as possible within its surface without cropping
  42354. * or stretching the texture. The method preserves the original aspect ratio of
  42355. * the texture. Akin to CSS `object-fit: contain`
  42356. *
  42357. * @param {Texture} texture - The texture.
  42358. * @param {number} aspect - The texture's aspect ratio.
  42359. * @return {Texture} The updated texture.
  42360. */
  42361. function contain( texture, aspect ) {
  42362. const imageAspect = ( texture.image && texture.image.width ) ? texture.image.width / texture.image.height : 1;
  42363. if ( imageAspect > aspect ) {
  42364. texture.repeat.x = 1;
  42365. texture.repeat.y = imageAspect / aspect;
  42366. texture.offset.x = 0;
  42367. texture.offset.y = ( 1 - texture.repeat.y ) / 2;
  42368. } else {
  42369. texture.repeat.x = aspect / imageAspect;
  42370. texture.repeat.y = 1;
  42371. texture.offset.x = ( 1 - texture.repeat.x ) / 2;
  42372. texture.offset.y = 0;
  42373. }
  42374. return texture;
  42375. }
  42376. /**
  42377. * Scales the texture to the smallest possible size to fill the surface, leaving
  42378. * no empty space. The method preserves the original aspect ratio of the texture.
  42379. * Akin to CSS `object-fit: cover`.
  42380. *
  42381. * @param {Texture} texture - The texture.
  42382. * @param {number} aspect - The texture's aspect ratio.
  42383. * @return {Texture} The updated texture.
  42384. */
  42385. function cover( texture, aspect ) {
  42386. const imageAspect = ( texture.image && texture.image.width ) ? texture.image.width / texture.image.height : 1;
  42387. if ( imageAspect > aspect ) {
  42388. texture.repeat.x = aspect / imageAspect;
  42389. texture.repeat.y = 1;
  42390. texture.offset.x = ( 1 - texture.repeat.x ) / 2;
  42391. texture.offset.y = 0;
  42392. } else {
  42393. texture.repeat.x = 1;
  42394. texture.repeat.y = imageAspect / aspect;
  42395. texture.offset.x = 0;
  42396. texture.offset.y = ( 1 - texture.repeat.y ) / 2;
  42397. }
  42398. return texture;
  42399. }
  42400. /**
  42401. * Configures the texture to the default transformation. Akin to CSS `object-fit: fill`.
  42402. *
  42403. * @param {Texture} texture - The texture.
  42404. * @return {Texture} The updated texture.
  42405. */
  42406. function fill( texture ) {
  42407. texture.repeat.x = 1;
  42408. texture.repeat.y = 1;
  42409. texture.offset.x = 0;
  42410. texture.offset.y = 0;
  42411. return texture;
  42412. }
  42413. /**
  42414. * Determines how many bytes must be used to represent the texture.
  42415. *
  42416. * @param {number} width - The width of the texture.
  42417. * @param {number} height - The height of the texture.
  42418. * @param {number} format - The texture's format.
  42419. * @param {number} type - The texture's type.
  42420. * @return {number} The byte length.
  42421. */
  42422. function getByteLength( width, height, format, type ) {
  42423. const typeByteLength = getTextureTypeByteLength( type );
  42424. switch ( format ) {
  42425. // https://registry.khronos.org/OpenGL-Refpages/es3.0/html/glTexImage2D.xhtml
  42426. case AlphaFormat:
  42427. return width * height;
  42428. case RedFormat:
  42429. return ( ( width * height ) / typeByteLength.components ) * typeByteLength.byteLength;
  42430. case RedIntegerFormat:
  42431. return ( ( width * height ) / typeByteLength.components ) * typeByteLength.byteLength;
  42432. case RGFormat:
  42433. return ( ( width * height * 2 ) / typeByteLength.components ) * typeByteLength.byteLength;
  42434. case RGIntegerFormat:
  42435. return ( ( width * height * 2 ) / typeByteLength.components ) * typeByteLength.byteLength;
  42436. case RGBFormat:
  42437. return ( ( width * height * 3 ) / typeByteLength.components ) * typeByteLength.byteLength;
  42438. case RGBAFormat:
  42439. return ( ( width * height * 4 ) / typeByteLength.components ) * typeByteLength.byteLength;
  42440. case RGBAIntegerFormat:
  42441. return ( ( width * height * 4 ) / typeByteLength.components ) * typeByteLength.byteLength;
  42442. // https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_s3tc_srgb/
  42443. case RGB_S3TC_DXT1_Format:
  42444. case RGBA_S3TC_DXT1_Format:
  42445. return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 8;
  42446. case RGBA_S3TC_DXT3_Format:
  42447. case RGBA_S3TC_DXT5_Format:
  42448. return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 16;
  42449. // https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_pvrtc/
  42450. case RGB_PVRTC_2BPPV1_Format:
  42451. case RGBA_PVRTC_2BPPV1_Format:
  42452. return ( Math.max( width, 16 ) * Math.max( height, 8 ) ) / 4;
  42453. case RGB_PVRTC_4BPPV1_Format:
  42454. case RGBA_PVRTC_4BPPV1_Format:
  42455. return ( Math.max( width, 8 ) * Math.max( height, 8 ) ) / 2;
  42456. // https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_etc/
  42457. case RGB_ETC1_Format:
  42458. case RGB_ETC2_Format:
  42459. return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 8;
  42460. case RGBA_ETC2_EAC_Format:
  42461. return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 16;
  42462. // https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_astc/
  42463. case RGBA_ASTC_4x4_Format:
  42464. return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 16;
  42465. case RGBA_ASTC_5x4_Format:
  42466. return Math.floor( ( width + 4 ) / 5 ) * Math.floor( ( height + 3 ) / 4 ) * 16;
  42467. case RGBA_ASTC_5x5_Format:
  42468. return Math.floor( ( width + 4 ) / 5 ) * Math.floor( ( height + 4 ) / 5 ) * 16;
  42469. case RGBA_ASTC_6x5_Format:
  42470. return Math.floor( ( width + 5 ) / 6 ) * Math.floor( ( height + 4 ) / 5 ) * 16;
  42471. case RGBA_ASTC_6x6_Format:
  42472. return Math.floor( ( width + 5 ) / 6 ) * Math.floor( ( height + 5 ) / 6 ) * 16;
  42473. case RGBA_ASTC_8x5_Format:
  42474. return Math.floor( ( width + 7 ) / 8 ) * Math.floor( ( height + 4 ) / 5 ) * 16;
  42475. case RGBA_ASTC_8x6_Format:
  42476. return Math.floor( ( width + 7 ) / 8 ) * Math.floor( ( height + 5 ) / 6 ) * 16;
  42477. case RGBA_ASTC_8x8_Format:
  42478. return Math.floor( ( width + 7 ) / 8 ) * Math.floor( ( height + 7 ) / 8 ) * 16;
  42479. case RGBA_ASTC_10x5_Format:
  42480. return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 4 ) / 5 ) * 16;
  42481. case RGBA_ASTC_10x6_Format:
  42482. return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 5 ) / 6 ) * 16;
  42483. case RGBA_ASTC_10x8_Format:
  42484. return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 7 ) / 8 ) * 16;
  42485. case RGBA_ASTC_10x10_Format:
  42486. return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 9 ) / 10 ) * 16;
  42487. case RGBA_ASTC_12x10_Format:
  42488. return Math.floor( ( width + 11 ) / 12 ) * Math.floor( ( height + 9 ) / 10 ) * 16;
  42489. case RGBA_ASTC_12x12_Format:
  42490. return Math.floor( ( width + 11 ) / 12 ) * Math.floor( ( height + 11 ) / 12 ) * 16;
  42491. // https://registry.khronos.org/webgl/extensions/EXT_texture_compression_bptc/
  42492. case RGBA_BPTC_Format:
  42493. case RGB_BPTC_SIGNED_Format:
  42494. case RGB_BPTC_UNSIGNED_Format:
  42495. return Math.ceil( width / 4 ) * Math.ceil( height / 4 ) * 16;
  42496. // https://registry.khronos.org/webgl/extensions/EXT_texture_compression_rgtc/
  42497. case RED_RGTC1_Format:
  42498. case SIGNED_RED_RGTC1_Format:
  42499. return Math.ceil( width / 4 ) * Math.ceil( height / 4 ) * 8;
  42500. case RED_GREEN_RGTC2_Format:
  42501. case SIGNED_RED_GREEN_RGTC2_Format:
  42502. return Math.ceil( width / 4 ) * Math.ceil( height / 4 ) * 16;
  42503. }
  42504. throw new Error(
  42505. `Unable to determine texture byte length for ${format} format.`,
  42506. );
  42507. }
  42508. function getTextureTypeByteLength( type ) {
  42509. switch ( type ) {
  42510. case UnsignedByteType:
  42511. case ByteType:
  42512. return { byteLength: 1, components: 1 };
  42513. case UnsignedShortType:
  42514. case ShortType:
  42515. case HalfFloatType:
  42516. return { byteLength: 2, components: 1 };
  42517. case UnsignedShort4444Type:
  42518. case UnsignedShort5551Type:
  42519. return { byteLength: 2, components: 4 };
  42520. case UnsignedIntType:
  42521. case IntType:
  42522. case FloatType:
  42523. return { byteLength: 4, components: 1 };
  42524. case UnsignedInt5999Type:
  42525. case UnsignedInt101111Type:
  42526. return { byteLength: 4, components: 3 };
  42527. }
  42528. throw new Error( `Unknown texture type ${type}.` );
  42529. }
  42530. /**
  42531. * A class containing utility functions for textures.
  42532. *
  42533. * @hideconstructor
  42534. */
  42535. class TextureUtils {
  42536. /**
  42537. * Scales the texture as large as possible within its surface without cropping
  42538. * or stretching the texture. The method preserves the original aspect ratio of
  42539. * the texture. Akin to CSS `object-fit: contain`
  42540. *
  42541. * @param {Texture} texture - The texture.
  42542. * @param {number} aspect - The texture's aspect ratio.
  42543. * @return {Texture} The updated texture.
  42544. */
  42545. static contain( texture, aspect ) {
  42546. return contain( texture, aspect );
  42547. }
  42548. /**
  42549. * Scales the texture to the smallest possible size to fill the surface, leaving
  42550. * no empty space. The method preserves the original aspect ratio of the texture.
  42551. * Akin to CSS `object-fit: cover`.
  42552. *
  42553. * @param {Texture} texture - The texture.
  42554. * @param {number} aspect - The texture's aspect ratio.
  42555. * @return {Texture} The updated texture.
  42556. */
  42557. static cover( texture, aspect ) {
  42558. return cover( texture, aspect );
  42559. }
  42560. /**
  42561. * Configures the texture to the default transformation. Akin to CSS `object-fit: fill`.
  42562. *
  42563. * @param {Texture} texture - The texture.
  42564. * @return {Texture} The updated texture.
  42565. */
  42566. static fill( texture ) {
  42567. return fill( texture );
  42568. }
  42569. /**
  42570. * Determines how many bytes must be used to represent the texture.
  42571. *
  42572. * @param {number} width - The width of the texture.
  42573. * @param {number} height - The height of the texture.
  42574. * @param {number} format - The texture's format.
  42575. * @param {number} type - The texture's type.
  42576. * @return {number} The byte length.
  42577. */
  42578. static getByteLength( width, height, format, type ) {
  42579. return getByteLength( width, height, format, type );
  42580. }
  42581. }
  42582. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  42583. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'register', { detail: {
  42584. revision: REVISION,
  42585. } } ) );
  42586. }
  42587. if ( typeof window !== 'undefined' ) {
  42588. if ( window.__THREE__ ) {
  42589. warn( 'WARNING: Multiple instances of Three.js being imported.' );
  42590. } else {
  42591. window.__THREE__ = REVISION;
  42592. }
  42593. }
  42594. export { ACESFilmicToneMapping, AddEquation, AddOperation, AdditiveAnimationBlendMode, AdditiveBlending, AgXToneMapping, AlphaFormat, AlwaysCompare, AlwaysDepth, AlwaysStencilFunc, AmbientLight, AnimationAction, AnimationClip, AnimationLoader, AnimationMixer, AnimationObjectGroup, AnimationUtils, ArcCurve, ArrayCamera, ArrowHelper, AttachedBindMode, Audio, AudioAnalyser, AudioContext, AudioListener, AudioLoader, AxesHelper, BackSide, BasicDepthPacking, BasicShadowMap, BatchedMesh, Bone, BooleanKeyframeTrack, Box2, Box3, Box3Helper, BoxGeometry, BoxHelper, BufferAttribute, BufferGeometry, BufferGeometryLoader, ByteType, Cache, Camera, CameraHelper, CanvasTexture, CapsuleGeometry, CatmullRomCurve3, CineonToneMapping, CircleGeometry, ClampToEdgeWrapping, Clock, Color, ColorKeyframeTrack, ColorManagement, CompressedArrayTexture, CompressedCubeTexture, CompressedTexture, CompressedTextureLoader, ConeGeometry, ConstantAlphaFactor, ConstantColorFactor, Controls, CubeCamera, CubeReflectionMapping, CubeRefractionMapping, CubeTexture, CubeTextureLoader, CubeUVReflectionMapping, CubicBezierCurve, CubicBezierCurve3, CubicInterpolant, CullFaceBack, CullFaceFront, CullFaceFrontBack, CullFaceNone, Curve, CurvePath, CustomBlending, CustomToneMapping, CylinderGeometry, Cylindrical, Data3DTexture, DataArrayTexture, DataTexture, DataTextureLoader, DataUtils, DecrementStencilOp, DecrementWrapStencilOp, DefaultLoadingManager, DepthFormat, DepthStencilFormat, DepthTexture, DetachedBindMode, DirectionalLight, DirectionalLightHelper, DiscreteInterpolant, DodecahedronGeometry, DoubleSide, DstAlphaFactor, DstColorFactor, DynamicCopyUsage, DynamicDrawUsage, DynamicReadUsage, EdgesGeometry, EllipseCurve, EqualCompare, EqualDepth, EqualStencilFunc, EquirectangularReflectionMapping, EquirectangularRefractionMapping, Euler, EventDispatcher, ExternalTexture, ExtrudeGeometry, FileLoader, Float16BufferAttribute, Float32BufferAttribute, FloatType, Fog, FogExp2, FramebufferTexture, FrontSide, Frustum, FrustumArray, GLBufferAttribute, GLSL1, GLSL3, GreaterCompare, GreaterDepth, GreaterEqualCompare, GreaterEqualDepth, GreaterEqualStencilFunc, GreaterStencilFunc, GridHelper, Group, HalfFloatType, HemisphereLight, HemisphereLightHelper, IcosahedronGeometry, ImageBitmapLoader, ImageLoader, ImageUtils, IncrementStencilOp, IncrementWrapStencilOp, InstancedBufferAttribute, InstancedBufferGeometry, InstancedInterleavedBuffer, InstancedMesh, Int16BufferAttribute, Int32BufferAttribute, Int8BufferAttribute, IntType, InterleavedBuffer, InterleavedBufferAttribute, Interpolant, InterpolateDiscrete, InterpolateLinear, InterpolateSmooth, InterpolationSamplingMode, InterpolationSamplingType, InvertStencilOp, KeepStencilOp, KeyframeTrack, LOD, LatheGeometry, Layers, LessCompare, LessDepth, LessEqualCompare, LessEqualDepth, LessEqualStencilFunc, LessStencilFunc, Light, LightProbe, Line, Line3, LineBasicMaterial, LineCurve, LineCurve3, LineDashedMaterial, LineLoop, LineSegments, LinearFilter, LinearInterpolant, LinearMipMapLinearFilter, LinearMipMapNearestFilter, LinearMipmapLinearFilter, LinearMipmapNearestFilter, LinearSRGBColorSpace, LinearToneMapping, LinearTransfer, Loader, LoaderUtils, LoadingManager, LoopOnce, LoopPingPong, LoopRepeat, MOUSE, Material, MaterialLoader, MathUtils, Matrix2, Matrix3, Matrix4, MaxEquation, Mesh, MeshBasicMaterial, MeshDepthMaterial, MeshDistanceMaterial, MeshLambertMaterial, MeshMatcapMaterial, MeshNormalMaterial, MeshPhongMaterial, MeshPhysicalMaterial, MeshStandardMaterial, MeshToonMaterial, MinEquation, MirroredRepeatWrapping, MixOperation, MultiplyBlending, MultiplyOperation, NearestFilter, NearestMipMapLinearFilter, NearestMipMapNearestFilter, NearestMipmapLinearFilter, NearestMipmapNearestFilter, NeutralToneMapping, NeverCompare, NeverDepth, NeverStencilFunc, NoBlending, NoColorSpace, NoToneMapping, NormalAnimationBlendMode, NormalBlending, NotEqualCompare, NotEqualDepth, NotEqualStencilFunc, NumberKeyframeTrack, Object3D, ObjectLoader, ObjectSpaceNormalMap, OctahedronGeometry, OneFactor, OneMinusConstantAlphaFactor, OneMinusConstantColorFactor, OneMinusDstAlphaFactor, OneMinusDstColorFactor, OneMinusSrcAlphaFactor, OneMinusSrcColorFactor, OrthographicCamera, PCFShadowMap, PCFSoftShadowMap, Path, PerspectiveCamera, Plane, PlaneGeometry, PlaneHelper, PointLight, PointLightHelper, Points, PointsMaterial, PolarGridHelper, PolyhedronGeometry, PositionalAudio, PropertyBinding, PropertyMixer, QuadraticBezierCurve, QuadraticBezierCurve3, Quaternion, QuaternionKeyframeTrack, QuaternionLinearInterpolant, RAD2DEG, RED_GREEN_RGTC2_Format, RED_RGTC1_Format, REVISION, RGBADepthPacking, RGBAFormat, RGBAIntegerFormat, RGBA_ASTC_10x10_Format, RGBA_ASTC_10x5_Format, RGBA_ASTC_10x6_Format, RGBA_ASTC_10x8_Format, RGBA_ASTC_12x10_Format, RGBA_ASTC_12x12_Format, RGBA_ASTC_4x4_Format, RGBA_ASTC_5x4_Format, RGBA_ASTC_5x5_Format, RGBA_ASTC_6x5_Format, RGBA_ASTC_6x6_Format, RGBA_ASTC_8x5_Format, RGBA_ASTC_8x6_Format, RGBA_ASTC_8x8_Format, RGBA_BPTC_Format, RGBA_ETC2_EAC_Format, RGBA_PVRTC_2BPPV1_Format, RGBA_PVRTC_4BPPV1_Format, RGBA_S3TC_DXT1_Format, RGBA_S3TC_DXT3_Format, RGBA_S3TC_DXT5_Format, RGBDepthPacking, RGBFormat, RGBIntegerFormat, RGB_BPTC_SIGNED_Format, RGB_BPTC_UNSIGNED_Format, RGB_ETC1_Format, RGB_ETC2_Format, RGB_PVRTC_2BPPV1_Format, RGB_PVRTC_4BPPV1_Format, RGB_S3TC_DXT1_Format, RGDepthPacking, RGFormat, RGIntegerFormat, RawShaderMaterial, Ray, Raycaster, RectAreaLight, RedFormat, RedIntegerFormat, ReinhardToneMapping, RenderTarget, RenderTarget3D, RepeatWrapping, ReplaceStencilOp, ReverseSubtractEquation, RingGeometry, SIGNED_RED_GREEN_RGTC2_Format, SIGNED_RED_RGTC1_Format, SRGBColorSpace, SRGBTransfer, Scene, ShaderMaterial, ShadowMaterial, Shape, ShapeGeometry, ShapePath, ShapeUtils, ShortType, Skeleton, SkeletonHelper, SkinnedMesh, Source, Sphere, SphereGeometry, Spherical, SphericalHarmonics3, SplineCurve, SpotLight, SpotLightHelper, Sprite, SpriteMaterial, SrcAlphaFactor, SrcAlphaSaturateFactor, SrcColorFactor, StaticCopyUsage, StaticDrawUsage, StaticReadUsage, StereoCamera, StreamCopyUsage, StreamDrawUsage, StreamReadUsage, StringKeyframeTrack, SubtractEquation, SubtractiveBlending, TOUCH, TangentSpaceNormalMap, TetrahedronGeometry, Texture, TextureLoader, TextureUtils, Timer, TimestampQuery, TorusGeometry, TorusKnotGeometry, Triangle, TriangleFanDrawMode, TriangleStripDrawMode, TrianglesDrawMode, TubeGeometry, UVMapping, Uint16BufferAttribute, Uint32BufferAttribute, Uint8BufferAttribute, Uint8ClampedBufferAttribute, Uniform, UniformsGroup, UniformsUtils, UnsignedByteType, UnsignedInt101111Type, UnsignedInt248Type, UnsignedInt5999Type, UnsignedIntType, UnsignedShort4444Type, UnsignedShort5551Type, UnsignedShortType, VSMShadowMap, Vector2, Vector3, Vector4, VectorKeyframeTrack, VideoFrameTexture, VideoTexture, WebGL3DRenderTarget, WebGLArrayRenderTarget, WebGLCoordinateSystem, WebGLCubeRenderTarget, WebGLRenderTarget, WebGPUCoordinateSystem, WebXRController, WireframeGeometry, WrapAroundEnding, ZeroCurvatureEnding, ZeroFactor, ZeroSlopeEnding, ZeroStencilOp, arrayNeedsUint32, cloneUniforms, createCanvasElement, createElementNS, error, getByteLength, getConsoleFunction, getUnlitUniformColorSpace, log, mergeUniforms, probeAsync, setConsoleFunction, warn, warnOnce };
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